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Vigils belong in the Organoid tier.
Spawning
Spawned by a Proto Hivemind when it detects a threat.
Spawned from the raiding system, which in locations in which 'smart' entities are detected (Villagers, Illagers, and players,) in which a Proto Hivemind spawns a Vigil to raid that location. All Vigils that spawn this way are always their Propagator variant.
Summoned by Calamities that are below 50% health.
Unique Behavior
If a Vigil doesn't have a target, every 15 seconds its wave strength will reset. After five minutes, the Vigil will attempt to burrow and leave.
Once a Vigil has a target, it will set its parent Proto Hivemind's target to the same one as the Vigil, essentially making the Vigil the eyes of the Proto Hivemind.
If a Vigil's target is a player and it has a direct line of sight to them, a message will display on the player's screen saying "You are feeling watched..." They will also gain the Uneasy effect for five minutes.
If the Vigil's target gets within ~17.3 blocks, it will attempt to burrow and leave. If damaged, the Vigil will also burrow. And, if all three waves have concluded, the Vigil will retreat.
If the Vigil's target isn't too close, it will begin a Vigil raid. Vigil raids consist of three waves of mobs, and the strength of each wave depend on the strength of the player.
The wave strength is decided by the target's HP divided by 5, plus the target's armor value divided by 4, written as (X/5) + (Y/4) (X equaling the target's HP and Y being the target's armor value.) The wave strength does have a cap, but this cap only checks if the health of the entity is 5 times greater than the cap, meaning if the entity has a ton of armor, it can go over the wave strength cap.
Vigils will only spawn in the next wave if there is no infected within 16 blocks of the Vigil's target, and it only has a 1% chance to check per tick. It has a 1 second spawning cooldown per wave.
Wave one consists of mainly Infected, spawning Infected Humans, Infected Husks, Infected Drowned, Infected Villagers, and Infected Pillagers.
Wave two consists of Infected and Evolved, spawning Infected Humans, Infected Villagers, Infected Wandering Traders, Infected Pillagers, Knights, Griefers, Verdathorns, Jagdhunds, Scavengers, Bloaters, Leapers, Slashers, Spitters, Nuckelavees, and Infected Evokers.
Wave three consists of Infected, Evolved, and Hyper Evolved, spawning Infected Witches, Knights, Griefers, Braiomils, Pharie, Verdathorns, Jagdhunds, Scavengers, Bloaters, Leapers, Slashers, Spitters, Howlers, Stalkers, Brutes, Nuckelavees, Infected Vindicators, Infected Evokers, Inquisitors, Brotkatzes, Wendigos, Ogres, Hexenmeisters, and Axtwerfers.
If the Vigil retreats after a Vigil raid has started, it can do different things depending on which wave it's on. If it's on wave one, it will spawn a Scent. If on wave two, it will spawn an Overcharged Scent. Finally, if on wave three, it will send a signal to the nearest Proto Hivemind, urging it to create or send a Calamity to the last raid location. (Note that it will not spawn a Scent if the Scent cap has been reached.)
If a Vigil is right clicked, it will give its parent Proto Hivemind Glowing for ten seconds, regardless of distance.
The Vigil has two variants, both a 33% chance to spawn instead of the base (which the base itself also has a 33% chance, meaning all three variants have the same chance to spawn.)
The Stalker Vigil has a 1.2x size increase. If the Stalker Vigil burrows, instead of despawning, it will teleport and re-emerge somewhere within 30 blocks of its location before burrowing. This means Stalker Vigils will only go away if they are killed. This variant also burrows and emerges 2x as fast.
The Propagator Vigil has a 100% chance to spawn instead of the base when spawning via the raiding system. When burrowing away while having a player target, will place down an Oak Sign with a message written on it. List of 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?"
Behavior
Has a follow range of 64 blocks.
Vigils are incapable of movement.
Able to breath underwater.
Vigils have a type of passive regeneration. This is disabled while they are under the effects of the cold.
Related Advancements
Drops
Vigil
Statistics
HP: 60 (x30 hearts)
Armor: 5 (x2.5 bars)
Damage: 0 (x0 hearts)
ID: spore:vigil
Threat Level: Variable
Trivia
The raid ability of the Vigil is based on the horde nights from 7 Days to Die.
Interestingly, Volatiles are the only Evolved that can't spawn from a Vigil raid.
Other proposed names for the Propagator Vigil variant were 'Troll Vigil' and 'Mischievous Vigil'.
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.
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
The Stalker Vigil variant.
The Propagator Vigil variant (credit to @mr.lambert6)
The original texture of the Vigil.
Some Infected spawned from a Vigil.
A picture posted in the Discord server teasing the Propagator Vigil variant before it was released.
Getting the Propagator Vigil variant's sign to render in-game.
An old, unused model of the Vigil.