Vindicator
An axe raider guarding a village camp with the pillagers; one at each camp is an elite captain. Its overhead chop winds up slowly but hits hard.

- Base health
- 20 (10 hearts)
- Base melee damage
- 7
- Base movement
- 3 blocks/s
- Melee reach
- 1.9 blocks
- Attack interval
- 1.4 s
- Melee wind-up
- 0.45 s
- XP coefficient
- 8
- Body (W × H)
- 0.6 × 1.95 blocks
- ID
vindicator
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.
| Level | Health | Melee damage | Elite health | Elite melee | Kill XP |
|---|---|---|---|---|---|
| 1 | 20 | 7 | 50 | 9.1 | 19.2 |
| 10 | 35.3 | 10.9 | 88.1 | 14.1 | 48 |
| 20 | 66.2 | 17.7 | 165.4 | 23 | 80 |
| 30 | 124.2 | 28.8 | 310.5 | 37.5 | 112 |
| 40 | 233.2 | 46.9 | 582.9 | 61 | 144 |
| 50 | 437.7 | 76.4 | 1094.2 | 99.4 | 176 |
| 60 | 821.6 | 124.5 | 2054 | 161.9 | 208 |
Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.
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#
- A blow on a raised shield knocks the shield away for 5 s; a perfect parry does not.
Drops#
| Item | Quantity | Entry roll | At least 1 |
|---|---|---|---|
| Iron Ingot | 1–1 | 35% | 35% |
| Leather | 0–1 | 100% | 50% |
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#
Back out of reach during the wind-up instead of holding your shield: a blocked chop knocks the shield aside for a while. A perfect parry is safe.
City siege vs wilderness#
Not in the current city siege spawn pool; this entry describes the preview wilderness 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