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Invasions

MKI edited this page Nov 9, 2026 · 1 revision

Invasions

Threat

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.

Stages

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.

What attacks you

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.

Flying enemies

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.

Elite monsters

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

Invasion events

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

Winning and losing

  • 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.

Infinity Mode

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.

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