Raid

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.

Spawning
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 9 chunks surrounding it in a cube. $$, 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 $$, 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. Ravagers spawn starting at wave 2 (with a chance of pillagers, vindicators, and evokers riding on top of them), witches appear starting at wave 3, and evokers starting at wave 5.

$$, the Bad Omen effect does not stack by killing multiple captains. The number of waves is 3 on easy, 5 on normal, and 7 on hard like $$. There are no extra waves. Vindicators spawn starting at wave 2, ravagers starting at wave 3, witches starting at wave 4, and evokers starting at wave 5.

Starting
Upon entering a village while having Bad Omen, the effect immediately disappears and a bossbar labeled "Raid" appears and begins charging. $$, the bar is red, and represents the total remaining health of the raid mobs, while $$, the bar is purple, and represents the number of remaining mobs. The number of mobs still alive will display when there are less than three remaining. A horn sounds at the start of each wave (and $$, during the wave), centered on an illager or witch, and the village bell rings while the bossbar charges ($$, villagers ring the bell, while $$ it rings by itself). Each subsequent wave is larger, with more illagers (and witches).

Joining
$$, 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.

$$, 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 unused in Bedrock Edition.

Captains
When a wave captain is killed $$, other illagers in the raid try to pick up the banner dropped by the previous leader; the illager that retrieves the banner becomes the new wave captain.

A player does not receive the Bad Omen effect when killing the patrol captain within a village. The captain is always a vindicator upon spawning, if possible.

Raid group
When a raid begins, the event spawns mobs 0-1024 blocks away from the village. The render distance determines the actual distance, adjusted closer if blocks at the render distance are unsuitable for spawning, such as lava or solid blocks. $$, raids can spawn in any biome in the overworld. The mobs spawned arrive in groups, wave after wave. The following mob groups can appear in each wave.

Java Edition
The number of waves depends on difficulty: There are 3 waves in Easy difficulty, 5 in Normal, and 7 in Hard. In Hard, there is a chance of 1 additional pillager and/or vindicator spawning.

When triggered with Bad Omen I, illager weapons are unenchanted. Bad Omen II–VI each increase the possibility of low-level enchantments.
 * Easy and normal difficulties

With Bad Omen I, illager weapons have 10% chance to hold mid-level enchantments. With Bad Omen VI, there is a 70% chance of this.
 * Hard difficulty

Bedrock Edition
$$, the number of waves depends on difficulty, regardless of Bad Omen level without any additional waves. There are 3 waves in Easy difficulty, 5 in normal, and 7 in hard. They spawn with enchanted weapons at level 5 on easy and at levels 5-19 in other difficulties.

Loot
Every mob in a raid drops their own items.

The raid captain drops In Bedrock Edition, pillagers and vindicators that spawn from raids additionally 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:
 * Special Drops
 * 1 Ominous Banner
 * 0-1
 * 0-1 ($10/39$ chance)
 * 2-3 ($20/78$ chance)
 * 4-5 ($5/39$ chance)
 * 1 ($10/78$ chance)
 * 1 ($2/39$ chance)
 * 1 ($4/78$ chance)
 * 1 ($2/39$ chance)
 * 1 ($4/78$ chance)
 * 1 ($5/78$ chance)
 * 1 ($5/78$ chance)
 * 1 ($5/78$ chance)
 * Iron equipment from raider drops has 50% chance of being enchanted with random enchantment(s) at a low-to-medium level.
 * Iron equipment from raider drops is always damaged.
 * 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.

Bad Omen
Besides triggering a raid, the Bad Omen status effect's level of the triggering player also affects the raid mechanism. When the Bad Omen level is higher than one, an additional wave spawns with the same strength as the final wave. With a higher level of Bad Omen to a raid, the illagers in the raid have a higher chance of being equipped with enchanted weapons or armor. When the raid ends in a victory, the players receive Hero of the Village effect at the same level as the Bad Omen level of the raid.

Ending
$5/78$, if the village is being attacked by a raid, the village no longer registers as a village (i.e. all villagers were killed or all claimed blocks were destroyed), the raid ends, the Raid bar displays "Raid - Defeat", and all of the illagers celebrate: the evokers, pillagers and vindicators raise their hands, the pillagers jump up and down, and all of them emit "celebration sounds".

If all illagers are killed in the final wave, any player who has killed an illager in the raid receives the Hero of the Village effect, the villagers shoot off fireworks, and the Raid bar displays "Raid - Victory”.

$5/78$ if the village being attacked by a raid no longer registers as a village (i.e. all villagers were killed or all claimed blocks were destroyed), the raid ends, the Raid bar instantly disappear, and all of the illagers celebrate: the evokers, vindicators, and pillager raise their hands and jump up and down, and all of them (including witch and ravager) emit "celebration sounds".

Raids cannot end naturally if at least one baby villager remains, due to illagers being unable to attack baby villagers and destroy beds.

Villagers
$5/78$ during a raid, villagers emit "sweat particles". At least one villager rushes to the village meeting point and rings the bell to alert other villagers to get inside their houses during the warmup of an upcoming raid wave.

After successfully defending a village from a raid, the villagers emerge from their houses and celebrate, by setting off firework rockets and cheering.

Witches
$5/78$, witches participating in a raid often help other illagers by splashing a regeneration potion or healing. The witches also attack villagers and throw harmful potions at them.

$5/78$, witches participating in a raid do not heal other illagers, but still attack the player and also iron golems.

Mobs not counted
Vexes summoned by evokers do not count as part of the raid. Killing them has no effect on the raid bar, and the raid will end in victory even if there are vexes remaining.

Expiring
If a raid goes on for too long (roughly an hour) the raid bar will disappear, and a message will appear saying "raid expired".

Trivia

 * If the player leaves a village during a raid, obtains another level of Bad Omen, and returns to the village, then the effect will be nullified and have no effect on the progressing raid.
 * The horn sound that blares at the start of each wave is created by a corkscrew didgeridoo.
 * Raids spawned in the farland areas where gaps between bedrock blocks exist such as striplands, may spawn and fall out of world resulting in raids being defeated in minutes.