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Invasions
Threat is the attention your base draws. At 3500 points an invasion is prepared, and it starts after a delay of 15 minutes.
| Source | Threat |
|---|---|
| Team online in the dimension | 20 per minute |
| Each member inside the base | +5 per minute |
| Each stage | +1.5 per minute |
| Killing monsters near the base | 6 to 40, by monster |
| Mining ores near the base | 3 to 45, by ore |
The Threat Stabilizer lowers this.
Your base has a stage from 1 to 5, set with /siege setdifficulty.
| Stage | Waves | Enemy damage |
|---|---|---|
| 1 | 3 | x1.1 |
| 2 | 6 | x1.2 |
| 3 | 9 | x1.3 |
| 4 | 12 | x1.4 |
| 5 | 15 | x1.5 |
Each wave has at least 5 mobs plus 1.5 per stage. Waves start 90 seconds apart, once the last wave is cleared. Enemy health rises with both the stage and the wave number.
Waves mix vanilla mobs with the Siege Core monsters. The chance of a Siege Core monster starts at 25% and rises by 2% per wave, up to 60%.
| Mob | First appears |
|---|---|
| Zombies, Skeletons, Spiders, Pillagers | Wave 1 |
| Husks, Strays, Vindicators | Stage 2 |
| Witches, Cave Spiders | Later stages |
| Phantoms | Wave 2 |
| Ravagers | Wave 4 |
| Evokers | Stage 3, wave 4 |
Daytime invasions favor Illagers; at night you face more undead.
Phantoms and other flyers hunt the nearest defender and dive at them. They stay near the base: one that flies more than 40 blocks away is pulled back. Flyers near the Core also strike it from the air, so a wave can never hide in the sky.
From stage 3, wave 2, single mobs can be replaced by Elites with more health and damage.
| Elite | Trait |
|---|---|
| Armored Zombie | Heavy armor, tougher but slower |
| Berserker Vindicator | Diamond axe, fast |
| Flame Skeleton | Sets targets on fire |
| Storm Phantom | Faster and tougher Phantom |
| Brute Pillager | Armored crossbow user |
| Plague Zombie | Extra damage |
From stage 2, wave 2, a wave can roll an event. The chance starts at 30% and grows with the stage.
| Event | Effect |
|---|---|
| Blood Moon | Mostly undead, with more health and damage |
| Dark Fog | Defenders get Darkness; enemies are tougher |
| Sky Attack | Many extra Phantoms |
| Siege Breaker | Ravagers and Vindicators; 1.5x Core damage |
| Arrow Rain | Mostly ranged mobs; defenders are slowed |
| Elite Surge | Far more Elites |
| Boss Rush | Several bosses at once, from stage 4 |
| Sapper Raid | Mostly Sappers |
| Shaman Rites | Extra Siege Shamans; all siege mobs regenerate |
| Iron March | Shield Bearers and Battering Rams |
- Win: clear the last wave. You get Tokens, loot and Core XP, and +25 maximum Core HP for the stage. See Items and Rewards.
- Lose: the Core reaches 0 HP and explodes.
After the normal stages you can switch your base to Infinity Mode with /siege infinity on. It scales past stage 5, up to level 100, with up to 15 waves, stronger enemies and combined events from level 8. Rewards grow with the level, and /siege top shows the best bases.
Siege Core wiki · written for version 2.0.0 · values are the defaults and can be changed by the server owner
Playing
Enemies and defense
Reference