How raids work
Raids (events) can trigger based on defeated bosses, time since last event, and player activity. Boss powers "off" and unspent progression still gate which events can roll. Higher biomes unlock nastier raids (trolls, wolves, fulings, seeker assaults…).
Ward
Craft at workbench (Fine Wood + Surtling Core + Greydwarf Flash). Flash / activate to claim. Protects building pieces from other players in multiplayer; radius is modest — place to cover chests and portal room. Doesn't stop PvE raids by itself.
Spawn suppression
Workbenches and campfires suppress enemy spawns in a radius around them. Fill the base footprint with covered workbenches so greydwarves don't pop inside the walls. Larger BuildSpace radii help build farther but don't replace spawn suppression posts.
Practical layouts
- Earthwall + moat: raise terrain, dig a trench — trolls path poorly
- Stake walls / sharp stakes: cheap early DPS vs meadows/forest raids
- Ballistae: later, cover gates; keep repair hammer handy
- Smelter row: inside walls but ventilated — stall troll/golem raids by kiting outside, don't fight on the kiln