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Minecraft:Raid

From SAS Gaming Wiki

Template:Distinguish Template:Redirect

File:Raid.png
Illagers attacking a Minecraft:village in a raid.

Template:Relevant tutorial A raid is an Minecraft:ominous event in which waves of various mobs, mainly Minecraft:illagers, spawn and attack a Minecraft:village. It is triggered when a Minecraft:player with the Minecraft:Raid Omen effect runs out of said effect.

Spawning

When a player with the Minecraft:Bad Omen status Minecraft:effect enters a village (see below for exact definitions), the effect converts into Minecraft:Raid Omen. If the player doesn't drink Minecraft:milk to cancel the Raid Omen before it naturally expires, a raid begins.

Raids can be triggered in the Minecraft:Overworld and Minecraft:the End, and in non-Minecraft:Java Edition games, Minecraft:the Nether.<ref>Template:Bug</ref>

Template:IN, raids can be disabled by setting the Minecraft:game rule Template:Cd to Template:Cd.

Behavior

Starting

Template:IN, any subchunk containing a Minecraft:POI (point of interest: a Minecraft:bed, Minecraft:job site, or Minecraft:bell) claimed by a villager counts as a Minecraft:village. When a player with Minecraft:Bad Omen enters a 3×3×3 subchunk region around a village, the effect transforms into Minecraft:Raid Omen that disappears after 30 seconds, and then the raid starts if the dimension allows it (currently, only the Nether disallows raids). The raid center is initially the average position of all claimed POIs within 64 block radius of the player when the raid triggers. A Minecraft:bossbar labeled "Raid" appears and begins charging taking 15 seconds to complete; a villager runs to ring the bell and all other villagers within 96 blocks (spherical) from the raid center start panicking until the bar is full. The bossbar is visible to players up to 96 blocks away (spherical) from the raid center. The bar is red and represents the total remaining health of the raid mobs (each segment is 1/10 of the bar). The number of mobs still alive displays when there are fewer than three.

Raid waves spawn some distance away from the raid center and navigate toward it, although they can spawn much closer to the center if the only valid spots are there. A horn sounds at the start of each wave, from the direction of the wave spawn and 13 blocks away from the player. Each subsequent wave is larger, with more mobs, including Minecraft:pillagers, Minecraft:witches, Minecraft:evokers, Minecraft:ravagers, and Minecraft:vindicators. If during the course of the raid, all the POIs inside the subchunk around the raid center are lost (either because the villagers are killed or the blocks themselves are somehow destroyed), the raid center moves to the center of the nearest subchunk that still counts as a village within the surrounding 5×5×5 subchunk region (if there are none, the raid ends in defeat for the player).

Template:IN, when a player with Minecraft:Bad Omen enters a 64×23×64 region around a Minecraft:village center (technically 1.12 blocks below the center), the effect transforms into Minecraft:Raid Omen that disappears after 30 seconds, and then the raid starts. A Minecraft:bossbar labeled "Raid" appears and begins charging. The bossbar is visible in a 128×88×128 region around the village center (technically 1.12 blocks below the center). The bar is red, and represents the number of remaining mobs. While a wither is already present in the village and a raid starts, the bar is red and black. The number of mobs still alive displays when there are fewer than three. A horn sounds at the start of each wave, and plays again at intervals until the wave has been defeated, or the player has lost. The horn plays from the direction of one of the illagers, which can help players locate it. The bell rings while the bossbar charges. Each subsequent wave is larger, with more mobs, including Minecraft:pillagers, Minecraft:witches, Minecraft:evokers, Minecraft:ravagers, and Minecraft:vindicators.

Raiders

Joining

Illagers, ravagers, and witches not spawned as part of the raid (e.g., from a Minecraft:patrol or Minecraft:spawn eggs) may join the raid and be counted by the bossbar, provided they are within 96 blocks of the raid center when a wave spawns.

Template:IN, Minecraft:illusioners can also join the raid. Raid captains may also join the raid. Raiders leave the raid if they are more than 112 blocks away from the raid center or haven't seen action in a while.

Illagers

Illagers have exclusive behavior during raids.

Template:IN, Minecraft:vindicators in a raid take the initiative to open and close doors to search for Minecraft:villagers. They can sometimes break a Minecraft:wooden door in Normal Template:Verify or Hard Minecraft:difficulty if they cannot open the door normally. Minecraft:Evokers gain extra movement speed without any Minecraft:effects. This causes evokers to sprint much faster than the player. Evokers exhibit normal attack behavior, but if they do not have a target, they sprint back and forth.

Template:IN, a vindicator spawned in a raid gains the ability to break doors in Normal difficulty, but does not actively seek doors. They try to break the door only when passing by.

Captains

Template:IN, when a wave captain is killed, other nearby illagers in the raid try to pick up any ominous banners on the ground until a new wave captain is made; the illager that retrieves the banner becomes the new wave captain.

Witches

Witches participating in a raid assist other raid members by splashing them with a Minecraft:Potion of Minecraft:Regeneration or Minecraft:Healing. Witches are passive toward the villagers and do not throw harmful potions at them, but one of their potions may hit a villager accidentally<ref>Template:Bug resolved as "Works As Intended"</ref>. Template:IN, witches attack Minecraft:iron golems in addition to Minecraft:players.

Raid wave spawning

Java Edition

The game attempts to find a valid spawn location for the raiders during the cooldown between waves. For the duration of the 300-tick cooldown, the game makes 8 attempts to find such a location every 5 ticks. This means that there are (300 / 5) * 8 = 480 individual location checks during this period. Once a location is found, the game stops looking for one and waits out the rest of the cooldown unless the chunk it is in becomes non-entity-ticking.

A location is valid only if:

  • it is in generated, entity-ticking chunks
  • it is not part of a village (including other villages)
  • the vertical distance from the raid center is less than 96 blocks
  • the block underneath is a valid spawn block (meaning that blocks like Minecraft:glass can be used to block raid spawns)

Only the topmost non-air blocks are checked. Light level and player proximity are not taken into account, so it is possible for raiders to spawn on top of players, particularly if the available spawning locations are manipulated.

How far the checked locations are from the raid center depends on the remaining cooldown - the game starts checking far from the raid center, but as the remaining cooldown time decreases, it moves closer, to the point where waves can spawn right next to the raid center if there is nowhere else for them to spawn. In practice, the sheer amount of checks means that such an occurrence requires artificial setups (such as villages built over the ocean or sufficiently higher than all non-village terrain), but if using such setups, then forcing raid waves to spawn in a general area is feasible.

If a valid spawn location has not yet been found when the cooldown ends, 6 last-resort groups of 20 locations each are checked. At this point, the remaining raid cooldown is 0, so these locations are also close to the center. If these checks still fail to find a valid location, the raid ends without being counted as a victory.

The raid ticking logic for determining when to spawn the next group is as follows:

  1. Check the number of living raiders in the current wave's set of raiders. If it is 0, reset the raid cooldown to 300 ticks. Note that raiders are not checked for proximity at this time.
  2. Every 20 ticks, remove raiders who are too far from the raid center from the set. "Too far" is defined as either being outside of a 112-block spherical radius from the raid center or being in a different dimension.
  3. If the raid cooldown is 0, and there are still groups left to spawn, check the number of living raiders in the set again. If it is 0, spawn the next group.

This logic results in a quirk that can cause the next wave to spawn immediately near the raid center when the last raider in the group is removed due to being too far (instead of being killed). This is because the cooldown can be reset to 300 only during step 1, so if the final raider in the set is removed in step 2 (i.e. due to being too far instead of being killed), then the cooldown is still 0, and the number of living raiders in the set are also 0. This fulfills the conditions for step 3, which is run immediately after step 2, spawning the next group without a delay.

When finding locations for this group to spawn, the game jumps to the aforementioned 6 last-resort groups as the cooldown checks do not get a chance to occur. As the raid cooldown is still 0 at this point, the potential locations end up being very close to the raid center.

This generally does not happen without artificial setups, as the raiders attempt to head toward the raid center, but it may happen if the final raider of a wave wanders into a portal.

Bedrock Edition

File:Raiders spawning on multiple levels in Bedrock.png
Raiders spawning above and below ground in Bedrock (1.21.1)

The raid spawns several waves of raider mobs. If a raid wave begins while an illager or witch is already present inside the village, the wave spawns as normal and the extra mobs join the raid. The exact spawning mechanics are unknown, but the raid can spawn in the 128×32×128 region around the village center. Spawns may occur above or below ground.

Valid spawn blocks Template:In are any block except leaves and scaffolding (inside scaffolding is fine, as usual) with enough space on top. This includes on top of unusual blocks like redstone components, fences and beds. Any light level is fine and player proximity does not matter. If the spawn attempt fails, the wave is immediately declared over and the game moves on to the next wave, victory, or cancels the raid. Once a valid location is found, the horn sounds and all raider mobs for that wave spawn there at once. They then spread out and move toward the village. Once all raiders are killed, there is a 15-second cooldown before the next wave. Raiders that are part of a raid do not despawn naturally and do not contribute to the mob cap, but resume despawning once the raid is over.

Raider despawning

Raiders that are part of a raid do not contribute to the mob cap and do not despawn naturally until the raid is over or they get far enough away from the raid center. It is also required that the chunks they are in are reloaded (for example by getting out of render distance and coming back) or they don't disappear even if the player is >128 blocks away.

Raid wave composition

Java Edition

The number of waves depends on difficulty and the level of Bad Omen/Raid Omen. There are three waves in Easy difficulty, five waves in Normal, and seven waves in Hard. If the player's Raid Omen effect is level II or higher, one additional wave spawns (i.e., four in Easy, six in Normal, and eight in Hard) with the same strength as the final wave. The number of waves is determined at the beginning of the first wave, and changing the difficulty during a started raid does not add or remove any remaining waves. In Hard difficulty, there is also a chance that one additional pillager or vindicator spawns for each wave. Raiders have an increased chance of spawning with Minecraft:enchanted items with higher Raid Omen levels: a 10% chance starting at Raid Omen II and up to a 75% chance at Raid Omen V.

Easy difficulty

When triggered with Raid Omen I, illager weapons are unenchanted. Raid Omen levels II through V increase the possibility of low-level enchantments. There is a 25% chance that an additional pillager spawns, for a total of four pillagers on waves 2 and 3 and the extra wave. Starting at wave 3, there is a 25% chance that a vindicator spawns each wave, and there is also a 25% chance that an evoker spawns.

Number of mobs in each wave
Mob Wave 1 Wave 2 Wave 3 Extra Wave
Template:EntityLink 4 - 5 3 - 4 3 - 4 3 - 4
Template:EntityLink 2 - 3 0 - 1 0 - 1
Template:EntityLink 1 1

Template:EntityLink

1 1
Total mobs 4 - 5 5 - 7 5 - 7 5 - 7
Overall total 14 - 19 19 - 26
Normal difficulty

There's a 50% chance of spawning either an additional pillager from 3 pillagers per wave, and/or a vindicator on each wave. Witches can also spawn with a 50% chance on waves 3 and 5, and 3 witches always spawn on wave 4. A ravager also spawns at wave 3, but if there is an extra wave, there is a chance of 2 ravagers in the extra wave. Only wave 5 spawns a pillager-ravager jockey.

Number of mobs in each wave
Mob Wave 1 Wave 2 Wave 3 Wave 4 Wave 5 Extra Wave
Template:EntityLink 4 - 5 3 - 4 3 - 4 4 - 5 4 - 5 4 - 5
Template:EntityLink 0 - 1 2 - 3 0 - 1 1 - 2 4 - 5 4 - 5
Template:EntityLink 1 0 - 1
Template:EntityLink 1 1
Template:EntityLink + Template:EntityLink 1 1
Template:EntityLink 0 - 1 3 0 - 1 0 - 1
Total mobs 4 - 6 5 - 7 4 - 7 8 - 10 10 - 13 10 - 14
Overall total 31 - 43 41 - 57
Hard difficulty

There are at least 3 pillagers each wave except wave 7 on. However, waves 1, 4, 5, and 6 spawn at least 4 pillagers, but each wave has a 50% chance to spawn additional pillagers. A different minimum number of pillagers spawn from wave 5 onward, and they also have a 50% chance to spawn extra pillagers on each wave. At least 1 vindicator spawns starting at wave 4, but there is a range from as few as 0 to up to 7 across the waves. Wave 4 spawns 3 witches, and from wave 7 on, at least one witch spawns. Waves 3, 5, and 6 also have a 50% chance to spawn witches. There are also illager-ravager jockeys spawning in wave 5, and wave 7 on.

Number of mobs in each wave
Mob Wave 1 Wave 2 Wave 3 Wave 4 Wave 5 Wave 6 Wave 7 Extra Wave
Template:EntityLink 4 - 6 3 - 5 3 - 5 4 - 6 4 - 6 4 - 6 2 - 4 2 - 4
Template:EntityLink 0 - 2 2 - 4 0 - 2 1 - 3 4 - 6 2 - 4 5 - 7 5 - 7
Template:EntityLink 1
Template:EntityLink 0 - 1 3 0 - 1 0 - 1 1 - 2 1 - 2
Template:EntityLink 1 1 2 2
Template:EntityLink + Template:EntityLink 1 0 - 1
Template:EntityLink + Template:EntityLink 1 1
Template:EntityLink + Template:EntityLink 1 1
Total mobs 4 - 8 5 - 9 4 - 9 8 - 12 10 - 15 7 - 12 13 - 18 13 - 19
Overall total 51 - 83 64 - 102

Template:Notelist Template:Notelist

Bedrock Edition

Template:IN, the number of waves depends on difficulty, regardless of Bad Omen/Raid Omen level without any additional waves. There are 3 waves in Easy difficulty, 5 waves in Normal, and 7 waves in Hard. The number of waves is determined at the beginning of the first wave, and changing the difficulty during a started raid does not add or remove any remaining waves. They spawn with enchanted weapons at level 5 on Easy and at levels 5-19 in other difficulties. There are no attempts to spawn additional mobs in any difficulty aside from Minecraft:vexes spawned by Minecraft:evokers.

Number of mobs in each wave
Mobs Wave 1 Wave 2 Wave 3 Wave 4 Wave 5 Wave 6 Wave 7
Template:EntityLink 4 3 3 3 5
Template:EntityLink 2 4 2 6
Template:EntityLink 1 1
Template:EntityLink 3 1
Template:EntityLink 1 1 1 1 2
Template:EntityLink + Template:EntityLink 1 1
Template:EntityLink + Template:EntityLink 1
Total mobs 4 5 5 7 7 8 11
Overall total 14 (Easy) 28 (Normal) 47 (Hard)

Loot

All mobs in a raid drop their own regular loot, with some additions.

Template:IN, villagers give the player extra loot (gifts) after the raid, while Template:In, the illagers drop extra loot when killed.

In Java Edition

The raid captain drops

Minecraft:Pillagers, Minecraft:vindicators, and Minecraft:evokers drop their regular loot. Omen levels above one affect enchanted gear drops, see Raid wave composition, above.

In Bedrock Edition

In addition to regular loot, pillagers and vindicators can drop:

Additionally, depending on difficulty, they have a 65% chance of dropping on Easy and Normal, while 80% chance of dropping on Hard:

Note:

  • Iron equipment from raider drops has 50% chance of being enchanted with random enchantment(s) at a low-to-medium level.Template:Info needed
  • Iron equipment from raider drops is always damaged.
  • Enchanted books from raider drops have random enchantments at a high level, including treasure enchantments (but not Minecraft:Soul Speed or Minecraft:Swift Sneak).Template:Info needed
  • Emerald is both a regular raid drop and an additional drop.
    • Only emerald drops are affected by looting enchantment, increased by 1% per looting level.

Defeat

If the attacked village no longer registers as a village (i.e., all Minecraft:villagers were killed or all claimed beds, bells, and profession blocks were destroyed), the raid ends, the raid bar displays "Raid - Defeat", and all of the raiders celebrate: The evokers, pillagers, and vindicators raise their hands, the pillagers jump up and downTemplate:Only orTemplate:Verify raise their handsTemplate:Only, the witches and ravagers jump up and down, and all of them emit "celebration sounds".

Template:Edition Template:SoundTable

Template:Edition: Template:SoundTable

Victory

The village is victorious when the last raid member in the final wave has been defeated. When this happens, the villagers exit their homes and shoot off fireworks to celebrate, and the Raid bar displays "Raid - Victory".

In some cases a raid ends after a set amount of time, if all left over raiders cannot move.Template:Info needed

Hero of the Village

Template:Main

If all raiders are killed in the final wave, any player who has killed a raid member in the raid receives the Minecraft:Hero of the Village effect, which gives useful bonuses.

Villagers

Template:IN during a raid, Minecraft:villagers emit "sweat particles". At least one villager rushes to the village meeting point and rings the Minecraft:bell to alert other villagers to get inside their houses during the warmup of an upcoming raid waveTemplate:Only.

After successfully defending a village from a raid, the villagers emerge from their houses and celebrate, by setting off Minecraft:firework rockets and cheering, although the villagers do not have celebration sounds like the raiders do.

Gifts

Template:Main Villagers give players [[Minecraft::en:Hero_of_the_Village#Gifts|gifts]] after the raid in Java Edition. Each villager periodically throws items at the player that are related to their profession.

Mobs not counted

Minecraft:Vexes summoned by Minecraft:evokers do not count as part of the raid. Killing them has no effect on the raid bossbar, and the raid can end in victory even if there are vexes remaining.

Expiring

If a raid goes on for 48,000 Minecraft:ticks (40 minutes in real time) the raid bossbar disappears, and Template:In a message appears reading “Raid Expired”. Any raiders alive when the raid expires stay until they are killed.

Sounds

Template:Edition: Template:SoundTable

Template:Edition: Template:SoundTable

NBT structure

Template:Main

Achievements

Template:Load achievements

Advancements

Template:Load advancements

History

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

Issues

Template:Issue list

Trivia

File:Old villagers, raid fail.png
A raid of illagers celebrating victory, despite having the old villagers and beds Template:In.

Gallery

Renders

Textures

Screenshots

See also

References

Template:Reflist

Navigation

Template:Navbox villagersTemplate:Navbox gameplayTemplate:Featured

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