Play
Design reference · Prototype rules may differ. In-game items are not on-chain assets.
Creatures NEWThis season

Pillager

A crossbow raider guarding the camp past a village road’s end at any hour. It keeps a bolt loaded and fires once it faces you in clear view.

Pillager
Rendered from the game model
Base health
16 (8 hearts)
Base melee damage
3
Base movement
2.5 blocks/s
Melee reach
1.6 blocks
Attack interval
1 s
Melee wind-up
0.25 s
XP coefficient
6
Body (W × H)
0.6 × 1.95 blocks
ID
pillager

Season levels and rewards

Health and all attack-damage values are species bases, not final damage. Health scales by 1.065^(level−1) and damage by 1.05^(level−1), also modified by server strength. Season elites multiply health by 2.5 and damage by 1.3 before additional elite abilities. Base kill XP is the coefficient × (2 + 0.4 × monster level), then modified by elites, server rates, damage contribution, level-gap reduction and weakness. Summoned helpers award no season XP.

By level
LevelHealthMelee damageRanged damageElite healthElite meleeKill XP
11634403.914.4
1028.24.76.270.56.136
2052.97.610.1132.39.960
3099.412.316.5248.416.184
40186.520.126.8466.326.1108
50350.132.843.7875.442.6132
60657.353.471.21643.269.4156

Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.

Levels & attributes · Spawning, light and season monsters

Spawning & habitat

Does not spawn naturally; stands guard at: Village

Season structure guards are fixed encounters, not spawners: they come out once a player is within 72 blocks. The first one slain starts a clock: clear them all within 15 minutes or every one is back at full health; cleared, they stay down until midnight Beijing time and come back each day. Structure chests are not refilled during the season.

Behaviour & abilities

  • Ranged attack: range 16 blocks, 4 base damage, interval 2.5 s, projectile speed 32 blocks/s; keeps roughly 6–12 blocks away.
  • Keeps its crossbow loaded and fires as soon as it faces you with a clear line; a hit interrupts its loading.

Drops

ItemQuantityEntry rollAt least 1
Arrow1–3100%100%
String0–1100%50%
Iron Ingot1–115%15%

These are unscaled base rolls. A quantity of zero yields nothing. Elite/area modifiers, bag space and applicable material limits affect the result; a kill is not a guaranteed drop.

Eligible natural hostile kills also roll 3% for a seed, uniformly selected from ten types. Recipe rules: Cooking levels and costs

Strategy

Close in from cover: up close it backs away without shooting and fights only when cornered. Hitting it while it reloads spoils the reload.

Season combat and equipment

City siege vs wilderness

Not in the current city siege spawn pool; this entry describes the preview wilderness rules.

Club-wielding Ape & siege rules

Version & sources

Based on the current season release 0.168.0-season.12.112 (rules fingerprint 205fd7909095). Images retain original render revision d7ffb19, not new screenshots. Server settings can change values.

Reference files: shared/mobs.js · server/wilds-mobs.js · server/wilds-play.js · shared/siege.js

← CreaturesBack to top ↑