Vigils are summoner and surveillance units incapable of direct combat that belong in the Organoid tier.
Spawning
Can be spawned by Proto Hiveminds when they have a target.
Spawned by the Raiding System (only as Propagator Vigil Variants).
Can be spawned by Calamities that are below 50% health.
Unique Behavior
When a Vigil targets a player, it will cause the Virulent Vigil track to begin for that player.
Naturally spawned Vigils will have an assigned 'parent' to them; Vigils spawned by Proto Hiveminds and the Raiding System will belong to the respective Proto Hivemind that spawned them. Likewise, Vigils spawned by Calamities will belong to the respective Calamity that spawned them. Vigils will communicate their current target with their parent. Additionally, right clicking a Vigil with a parent will give the Vigil's parent Glowing I for 10 seconds.
If a Vigil's target is a player and it has a direct line of sight to them, the player will constantly receive Uneasy I for 5 minutes unless they already have the Effect. Additionally, the message "You are feeling watched..." will display on the player's screen.
If a Vigil's target gets within ~17.3 blocks of it, the Vigil takes damage, has existed for 5 minutes, or completes all three waves of a Vigil Raid, it will attempt to burrow and despawn. When burrowing this way, Vigils will spawn a Scent once they completely disappear (unless the Vigil is on wave two or three of a Vigil Raid).
When a Vigil has a target (that isn't too close to make the Vigil burrow), it will begin a Vigil Raid. A Vigil Raid consists of three waves of variable strength that summon hordes of Spore Mobs. The strength of a Vigil Raid depends on the target.
In order for a Vigil to summon a wave, there must be no Spore Mobs within a 16 block radius of the Vigil's target. When this is true, there is a 1% chance per tick that the Vigil will spawn a wave (can either be the starting wave or any waves that follow). Waves have a 1 second cooldown. The strength of a wave is decided by the following equation: ([target HP] / 5) + ([target armor] / 4). If a Vigil doesn't have a target, its wave strength will be reset (it checks for this every 15 seconds). The wave strength will determine the amount of Mobs spawned in a wave, with the current numerical value for the strength being how many Mobs will spawn. The maximum amount of Mobs that can be summoned is 15. When a Vigil summons a wave, a burst of spore particles will appear and various Mobs will be summoned one at a time at the Vigil. The Mobs spawned depend on the wave number. Mobs spawned by Vigils during a Raid will be given the target of the Vigil as soon as they appear.
Wave one can consist of Infected Humans, Infected Husks, Infected Drowned, Infected Villagers, and Infected Pillagers. If a Vigil burrows while on wave one, the Vigil will spawn a Scent once it completely disappears.
Wave two can consist of Infected Humans, Infected Villagers, Infected Wandering Traders, Infected Pillagers, Knights, Griefers, Verdathorns, Jagdhunds, Scavengers, Bloaters, Leapers, Slashers, Spitters, Mephitics, Gorgons, Nuckelavees, Gargoyles, and Infected Evokers. If a Vigil burrows while on wave two, the Vigil will spawn an Overcharged Scent once it completely disappears.
Wave three can consist of Infected Witches, Knights, Griefers, Braiomils, Pharie, Verdathorns, Jagdhunds, Scavengers, Bloaters, Leapers, Slashers, Spitters, Volatiles, Mephitics, Gorgons, Howlers, Stalkers, Brutes, Gargoyles, Infected Vindicators, Infected Evokers, Inquisitors, Brotkatzes, Hollenhunds, Groberfubs, Wendigos, Ogres, Berserkers, Hexenmeisters, and Axtwerfers. Once a Vigil completes wave three (finishing the Vigil Raid), it will attempt to burrow and despawn, along with creating a Signal once it completely disappears. If, for whatever reason, a Vigil is unable to despawn after completing wave three (notably Stalker Vigil Variants) and still has the same target and same wave strength, the Vigil will continually repeat wave three until it despawns, is killed, or loses its target and its wave strength resets.
Variants
Vigils have a 75% chance to spawn as one of their three Variants (excluding normal Vigils), with an overall 25% chance per Variant.
Stalker Vigils have a x1.2 model size increase. They burrow and emerge x2 as fast. When a Stalker Vigil burrows, instead of despawning, it will teleport to a random spot within 30 blocks of its original location and reemerge.
Propagator Vigils can also spawn via the Raiding System. When a Propagator Vigil burrows and despawns while having a player target, it will place an Oak Sign where it burrowed with a random message selected via a list. Possible messages:
"You're gonna need a bigger sword :P"
"Rage quit already you're done"
"New World?"
"This world is not yours to conquer"
"Go back to vanilla kid"
"I will never stop farming you"
"Set the world to peaceful at this point"
"Players are not usually this bad"
"You're nothing more then prey"
"Aren't you tired of dying blockhead?"
Ringer Vigils are incapable of doing Vigil Raids. Every 12 seconds while having a target, a Ringer Vigil will ring its Bell and teleport all Spore Mobs within a 64 block range to a random location within 30 blocks of the Ringer Vigil. These Mobs are granted Speed I for 10 seconds and will have their Search Position set to where the Ringer Vigil's target is upon being teleported.
Behavior
Vigils are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
When Vigils either spawn or despawn, they'll display an emerging or burrowing animation. During the emerging state, they are invulnerable to all damage; not, however, the burrowing state.
Vigils are immune to negative effects that are not above amplifier I.
Affected by Crowd Control.
Vigils are stationary; immobile.
Vigils have a passive regeneration equivalent to about amplifier II. This is disabled while they are freezing.
Vigils can breathe underwater.
If Vigils detect they're on a block with a hardness of 4 or more, they'll instantly despawn.
Present a weakness to the cold.
Are affected by the Despawning System.
Are affected by Vanilla Despawning.
In regards to Frostbite, have a Body Heat of 2 and Enum Percentage of 7.5%.
Related Advancements
Drops
Mutated Fibre (100% chance for 6 - 15)
Mutated Heart (30% chance for 1)
Organoid Membrane (80% chance for 1 - 4)
The Eye of the Vigil (100% chance for 1)
Experience Points (25)
Vigil
Statistics
HP: 60 (x30 hearts)
Armor: 5 (x2.5 bars)
Follow Range: 64 blocks
ID: spore:vigil
Threat Level: Variable
Trivia
The Vigil's abilities are based on a denied 'Infected Enderman' suggestion, coming from the mind of @bigxplosion in the Spore Asylum Discord server.
The Ringer Vigil Variant is a suggested Variant, coming from the mind of @zanghuanoibchtpsxxiua in the Spore Asylum Discord server.
It was originally much different, being its own Organoid called the 'Nightwatcher'.
The coloration of the Vigil's eye is based on fungal infections in real life, specifically when infecting someone's eye, causing a teal coloration.
On the Vigil's old unused model, the eye coloration was based on Eyes of Ender.
The Raid ability of Vigils is based on the Blood Moon Hordes from 7 Days to Die.
Other proposed names for the Propagator Vigil Variant were 'Troll Vigil' and 'Mischievous Vigil'.
The Bell that Ringer Vigil Variants hold is named "tacobell" in BlockBench.
The term 'vigil' in real life means "a period of keeping awake during the time usually spent asleep, especially to keep watch or pray".
Gallery
A picture posted in the Discord server teasing the Propagator Vigil Variant before it was released.
The original texture of the Vigil.
An old, unused model of the Vigil.