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House rules: Raids

Where ExfilCraft works differently from vanilla Minecraft in raids.

Numbers are the defaults. A server can change them.

  • Deploying joins the raid window already running; your time is what is left of it, not a fresh timer.

    Raid
  • You cannot deploy in the final stretch of a window.

    Raid
  • After you extract or die in a raid, you wait 60 seconds before deploying to that map again. Logging out does not count: you are still in the raid.

    Raid
  • Disconnecting mid-raid keeps you in the raid: come back while the window is open and you are put back where you dropped with your kit. If the window ends first you lose everything you were carrying and your experience; what is stored in your ender chest is unaffected.

    Raid
  • Dying in a raid packs what you drop into a backpack where you fell (or drops it loose in liquid or on an extraction pad), and that kit disappears after 300 seconds, even with nobody nearby. Shears pick the pack itself up.

    Raid
  • A player who dies while Wanted leaves a Murderer's Backpack instead of a normal one.

    Raid
  • Dying in a raid skips the death screen; you respawn straight away on the plot you deployed from.

    Raid
  • A red firework goes up wherever a player dies in a raid.

    Raid
  • An extraction portal does nothing until someone right-clicks its activator and waits out the warm-up, then it stays open to everyone for a while.

    Raid
  • Extracting means standing in the portal for a few seconds: stepping out cancels it, taking damage does not.

    Raid
  • Extraction portals shut one by one through a window, in a random order, and only the last stays open to the very end.

    Raid
  • When a window ends, a gas floods the map and kills anyone still inside, ignoring armour and potions and stopping all healing; milk and honey do not clear it. Only players already extracting are spared.

    Raid
  • The raid border is a line you can walk, build and fight past, but outside it you breathe the same lethal gas until you step back in. The border wall only shows when you are close to it.

    Raid
  • An extraction tunnel needs a Tunnel Key to switch on, then anyone can drop down it to extract for free until it closes, and nothing can hurt you on the way down.

    Raid
  • The Deep Dark has one way out, the giant portal in the central ancient city; you get in with a Deep Dark Key, or free through the Overworld raid's centre portal once every bunker boss there is dead.

    Raid (Deep Dark)
  • Only the Overworld and Phoenix raids have night. There, mobs are stronger and more numerous and carry more gear at night, by moon phase; the Nether, End and Deep Dark always play at day rates.

    Raid
  • At night in the surface raids, mob drops and crate keys come 2 times over, and container loot and experience grow with the moon phase.

    Raid (Overworld, Phoenix)
  • The Phoenix raid is open only to players who have rebirthed, costs Rebirth Sigils to enter, and pays 2 times the loot, drops, experience and faction points (quest rewards excepted).

    Raid (Phoenix)
  • Some loose chests in the Overworld raid are Mimics: opening, hitting or breaking one wakes it up.

    Raid (Overworld)
  • Illagers lead raid villagers and roaming merchants away captive, and while an illager is near one it offers no quests or trades until you deal with them.

    Raid
  • A raid villager's quest lasts for the current window only: dying or extracting keeps your progress, but when the window rolls over it is withdrawn.

    Raid (Overworld)
  • A bunker's boss only appears once someone unlocks its locked door with the right key, and the bunker only counts as cleared when you break the end crystal sealed behind the boss room, which opens when the boss group dies. The crystal's blast breaks nothing and hurts nobody.

    Raid
  • A bunker only drops its reward chest while it is not already cleared. Once cleared it stays cleared from window to window and pays nothing if you beat it again, but if a whole window passes without any bunker falling, the pillagers rebuild one and it pays out again.

    Raid
  • The big objective chests (the Mother's cache, the Ender Dragon's chest, the Stormborn Tomb, the Catacombs, and the village, End and Deep Dark caches) give every player their own loot to take once, including players who arrive after the kill. A bunker boss's chest is an ordinary chest: whoever opens it first takes the loot.

    Raid
  • Objective chests cannot be broken in a raid, where you open them instead, and can only be placed on a plot you own; a locked rusty chest cannot be broken until it is unlocked.

    Raid, home
  • A rusty door or trapdoor cannot be broken until it is unlocked, and while locked it ignores redstone. In a raid a Rusty Key unlocks one and is used up; at home the owner locks and unlocks them with a key that is never spent.

    Raid, home
  • An air-drop crate cannot be opened or broken until someone uses a key of its tier on it, and a pillager guard appears the first time a player comes near the landed crate.

    Raid (Overworld)
  • In the End raid the outer gateways are already open, but killing the dragon never makes a portal home; you leave by extraction like any other raid.

    Raid (End)
  • Places on the raid map show as a question mark until you have been near them, and without a Raid Map in your inventory the unvisited ones do not show at all.

    Raid
  • The bar at the top of the screen only appears in a raid while you carry a compass; only a Raid Compass also shows your squadmates and markers.

    Raid
  • A thrown Eye of Ender in a raid flies toward the Catacombs entrance instead of a stronghold.

    Raid
  • A freed prisoner has to be walked out on foot and only counts as rescued if it is following you closely when you extract.

    Raid (Overworld)
  • An iron golem you lead into a raid fights for you and comes home when you extract; an outpost's caged golem is frozen until you right-click it, and one golem each window is enraged and breaks out to hunt players nearby.

    Raid
  • Walking into certain hidden chunks in the Overworld raid calls in a pillager patrol or an Enraged Golem ahead of you, and a patrol that has spawned stays for the window.

    Raid (Overworld)
  • You cannot place a shulker box or an ender chest in a raid, though you can carry one.

    Raid
  • Beds cannot be placed or used in the Nether and End raids, so they never explode and cannot be used against the Ender Dragon. Respawn anchors cannot be placed or used in the Nether raid either.

    Raid (Nether, End)
  • Extraction portal and tunnel frames cannot be mined or blown up, and you cannot place blocks in them or against the portal's surface; no mob spawns on or beside one.

    Raid
  • The Overworld centre portal set piece and the pedestals faction banners stand on cannot be broken or built on (the banner itself can be taken).

    Raid
  • A contract cannot be dropped or put in an ender chest, only its owner can pick it up or take it out of a container, and you cannot deploy carrying more than one.

    Raid
  • Any enchanted book that drops in a raid is an Unidentified Book, identified by a Market merchant: the librarian rolls from every enchantment, while the weaponsmith, toolsmith, armorer, fletcher and fisherman each roll only enchantments that work on their own kind of gear.

    Raid
  • Netherite is only found in the Nether raid, Echo only in the Deep Dark and Enderite only in the End.

    Raid
  • Every explorer or treasure map from loot becomes an ExfilCraft treasure map, which only marks a cache when opened in the Overworld or Nether raid.

    Everywhere
  • End city ships in the raid carry no elytra.

    Raid (End)
  • The Deep Dark raid grows far fewer sculk sensors than vanilla, and its sculk catalysts never eat the experience of mobs that die nearby or spread sculk, so you collect the orbs yourself.

    Raid (Deep Dark)
  • Raid mobs do not get tougher the longer players spend in an area; local difficulty is held at a fixed middle value.

    Raid
  • Boss health bars are never drawn in a raid, at home or in the Market.

    Raid, home, Market
  • Everyone who damages a boss gets credit for the kill toward their rebirth score, not only whoever lands the last hit. That covers the bunker bosses, the Mother, the Bonecaller, the Warden and the wither; for the Ender Dragon, everyone in the fight gets the credit.

    Raid
  • Breaking a pillager banner in a raid drops a real Ominous Banner.

    Raid