Illager Raids

A **raid** is an in-game event in which waves of various mobs, mainly illagers, spawn and attack a village. It is triggered when a player with the Bad Omen status effect enters a village.

A player with the Bad Omen status effect triggers a raid upon entering a chunk with at least one villager and a claimed bed, or one of the 8 chunks surrounding it in a square. In *Java Edition*, a villager with a claimed bell or job site block can also trigger a raid, even if no claimed beds are present.

Bad Omen is obtained when a player kills an illager captain, which can be found at pillager outposts, woodland mansions or in patrols. If a player kills multiple captains in *Java Edition*, the Bad Omen accumulates up to Bad Omen VI, causing members of the raiding party to have an increased chance of having enchanted weapons. Killing a patrol captain gives 1–6 Bad Omen levels, while killing an outpost captain always gives 1 level. In Bedrock Edition, the Bad Omen effect does not stack by killing multiple captains.

When a player with Bad Omen effect enters a 3x3x3 subchunk region around a village center, the effect disappears and the raid starts. The raid center is set as the average of the coordinates of all the claimed points-of-interest in the village within a spherical radius of 64 blocks of the player at the time the raid is triggered. A bossbar labeled "Raid" appears and begins charging. The bossbar is visible to players up to 96 blocks away (spherical) from the raid center. In *Java Edition*, the bar is red and represents the total remaining health of the raid mobs, while in Bedrock Edition, the bar is purple, and represents the number of remaining mobs. The number of mobs still alive display when there are fewer than three remaining. A horn sounds at the start of each wave (and in Bedrock Edition, during the wave), from the direction of the wave spawn and 13 blocks away from the player, and the village bell rings while the bossbar charges (in *Java Edition*, villagers ring the bell, while in Bedrock Edition it rings by itself). Each subsequent wave is larger, with more mobs, including pillagers, witches, evokers, ravagers, and vindicators.

In *Java Edition*, illagers, and witches not spawned as part of the raid (e.g. from a patrol) may join the raid and be counted by the bossbar. Illusioners can also join the raid. Raid captains may also join but do not trigger a new raid when killed.

In Bedrock Edition, illagers cannot join raids. If a new raid is triggered after all beds are destroyed and then replaced, previously remaining illagers are not counted in the new raid bossbar.

Raid captains are currently unused in Bedrock Edition.

**Waves**

The raid spawns several waves of raider mobs. To find a valid spawn target location at the beginning of each raid wave, there are 3 spawn attempt phases with 20 attempts per phase. For each attempt, a random location is chosen a certain radius away from the raid center (64 blocks in the first phase, 32 in the second, and 0 in the third) at a random horizontal angle, with fractional results rounded down. Additionally, a random 0–4 is added to X and Z coordinates. In effect, the three spawn attempt areas are two rings and a 5×5 square. The target height is always on top of the topmost non-air block. For spawn location to be valid, the block underneath must have a solid opaque top face or be snow. Valid spawn blocks include full blocks, upside-down slabs/stairs, soulsand, and packed/blue ice, but not glass, leaves, light-emitting blocks, trapdoors, regular ice, or carpet. (In Bedrock Edition the raid can spawn on any block except leaves and scaffolding). Any light level is fine and player proximity does not matter. The location must not be within a village boundary (except for phase 3) and must be in an entity-ticking chunk. If no valid location is found in one phase, the next phase is tried. If all three phases fail, the raid ends. Once a valid location is found, the horn sounds and all raider mobs for that wave spawn there at once. They then spread out by entity cramming and start moving towards the village. Once all raiders are killed, there is a 15-second cooldown before the next wave. However, if the last raider happens to move outside a spherical radius of 112 blocks from raid center, or the entire wave spawns outside that radius (which can happen with large differences in Y-level), then the next wave spawns immediately. 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 or they leave it.

**Loot and Drops**

Every mob in a raid drops their own items.

Special Drops
The raid captain drops

-a Ominious Banner

-xp

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

-Enchanted books

- 0-1 Emeralds

- Iron Axe

- Iron stuff

- Totem of Undying

**Raids Expiring**

If a raid goes on for too long (roughly an hour) the raiding bar disappears, and a message appears saying "raid expired". (Java Edition Only!!!!!!!!!!!!!)