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 8 chunks surrounding it in a square. $$, 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 $$, the Bad Omen accumulates up to Bad Omen VI, causing members of the raiding party to have an increased chance of having enchanted weapons. Killing a patrol captain gives 1–6 Bad Omen levels, while killing an outpost captain always gives 1 level. $$, the Bad Omen effect does not stack by killing multiple captains.

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 display when there are fewer than three remaining. A horn sounds at the start of each wave (and $$, during the wave), from the direction of the wave spawn and 13 blocks away from the player, and the village bell rings while the bossbar charges ($$, villagers ring the bell, while $$ it rings by itself). Each subsequent wave is larger, with more mobs, including illagers, witches, evokers, ravagers, and vindicators.

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. Raid captains may also join but do not trigger a new raid when killed.

$$, 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 $$.

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 a certain distance from the village. The simulation distance or the render distance determines this distance, adjusted closer if no suitable location exists at the edge. $$ the raid can spawn on any block except leaves and scaffolding. $$ they cannot spawn in lava or solid blocks.

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
$5/78$, 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
if the attacked village no longer registers as a village (i.e. all villagers were killed or all claimed beds 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 downor raise their hands, and all of them emit "celebration sounds".

$5/78$, if the last villager is not killed but turned into a witch (by a lightning strike), it would not be considered defeat. The job-site block is here recognized as the village. That means if the surrounding chunks of the job-site block are entered by a player with the Bad Omen effect, it triggers a Raid. (Villagerless Village)

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 beds 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.

$$, 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 ends in victory even if there are vexes remaining.

Expiring
If a raid goes on for too long (roughly an hour) the raid bar disappears, and a message appears 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 is nullified and has no effect on the progressing raid.
 * The horn sound that blares at the start of each wave is created by a corkscrew didgeridoo.