Illusioner: Difference between revisions
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== Drops == |
== Drops == |
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When an illusioner is killed by a [[player]] or a tamed [[wolf]], any [[Drops#Equipped items|naturally spawned equipment]], including its unenchanted [[bow]], has an 8.5% chance of dropping (or 9.5% with [[Looting]] I, 10.5% with Looting II and 11.5% with Looting III) and drops with a random item [[durability]]. In addition, {{xp|5}} [[experience]] orbs are dropped on player or tamed wolf kills. |
When an illusioner is killed by a [[player]] or a tamed [[wolf]], any [[Drops#Equipped items|naturally spawned equipment]], including its unenchanted [[bow]], has an 8.5% chance of dropping (or 9.5% with [[Looting]] I, 10.5% with Looting II and 11.5% with Looting III) and drops with a random item [[durability]]. In addition, {{xp|5}} [[experience]] orbs are dropped on player or tamed wolf kills. |
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The illusioner also drops one illager [[ominous banner]] and one [[Ominous Bottle|ominous bottle]] if it is a [[raid captain]]. |
The illusioner also drops one illager [[ominous banner]] and one [[Ominous Bottle|ominous bottle]] if it is a [[raid captain]]. |
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=== Casting Blindness === |
=== Casting Blindness === |
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[[File:Illusioner Blindness.gif|thumb|left|200px|An illusioner's casting blindness.]] |
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The illusioner casts its blindness spell only if the [[regional difficulty]] is greater than 2. As a result, the world difficulty [[options|setting]], the inhabited time of a [[chunk]], the total daytime in the world and the phase of the moon from the day-night cycle affects its ability. |
The illusioner casts its blindness spell only if the [[regional difficulty]] is greater than 2. As a result, the world difficulty [[options|setting]], the inhabited time of a [[chunk]], the total daytime in the world and the phase of the moon from the day-night cycle affects its ability. |
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[[File:IllusionerDuplicates.png|thumb|left|An illusioner's four false duplicates. The real illusioner is invisible.]] |
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An illusioner casts a [[Blindness]] effect that lasts for 20 seconds upon first engaging a new player opponent. It signals this attack by raising its arms during a short-timed animation, making a low pitched sound and producing a black mist of [[particles]] ({{EffectSprite|particle-illusioner-blindness}}). Other entities (typically a wolf, a [[snow golem]] or an [[iron golem]]) do not trigger this magic. The illusioner does not cast this spell more than once on the same player opponent, unless it has first shifted its attention to another opponent and then back to that original opponent. |
An illusioner casts a [[Blindness]] effect that lasts for 20 seconds upon first engaging a new player opponent. It signals this attack by raising its arms during a short-timed animation, making a low pitched sound and producing a black mist of [[particles]] ({{EffectSprite|particle-illusioner-blindness}}). Other entities (typically a wolf, a [[snow golem]] or an [[iron golem]]) do not trigger this magic. The illusioner does not cast this spell more than once on the same player opponent, unless it has first shifted its attention to another opponent and then back to that original opponent. |
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=== Summoning duplicates === |
=== Summoning duplicates === |
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As long as an illusioner is engaged in [[combat]], it casts an [[Invisibility]] status effect on itself that lasts 60 seconds and refreshes the effect whenever the Invisibility's time runs out. The illusioner signals this spell by raising its arms, making a strange high pitched sound and producing a blue mist of particles called "mirror". |
As long as an illusioner is engaged in [[combat]], it casts an [[Invisibility]] status effect on itself that lasts 60 seconds and refreshes the effect whenever the Invisibility's time runs out. The illusioner signals this spell by raising its arms, making a strange high pitched sound and producing a blue mist of particles called "mirror". |
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Revision as of 21:52, 30 October 2024
Health points |
32HP × 16 |
---|---|
Behavior |
Hostile |
Mob type | |
Attack strength |
Easy and normal: 2HP – 5HP |
Spawn |
By commands |
{ "title": "Illusioner", "rows": [ { "field": "32<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> × 16</span>", "label": "(link to Health article, displayed as Health points)" }, { "field": "Hostile", "label": "Behavior" }, { "field": "(link to Illager article, displayed as Illager), (link to Monster article, displayed as Monster)", "label": "(link to Mob article, displayed as Mob) type" }, { "field": "(values exceeds 1000 characters...)", "label": "Attack<br/>strength" }, { "field": "By commands", "label": "(link to Mob spawning article, displayed as Spawn)" } ], "invimages": [], "images": [ "Illusioner.png", "Illusioner Casting.png", "Illusioner Aiming.png" ] }
The illusioner is an unused illager armed with a bow. It attacks using illusions and can also fire arrows.
Spawning
Illusioners do not spawn naturally, nor do they have a spawn egg in the Creative inventory. An illusioner can be spawned only using data packs or the /summon illusioner
in-game command. Illusioners do not spawn in woodland mansions or pillager outposts, nor at raids or patrols. Similarly to the other unused mobs (giant and zombie horse), illusioners do not spawn in any biome, monster spawner, or world-generated structure.
Drops
When an illusioner is killed by a player or a tamed wolf, any naturally spawned equipment, including its unenchanted bow, has an 8.5% chance of dropping (or 9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) and drops with a random item durability. In addition, 5XP experience orbs are dropped on player or tamed wolf kills.
The illusioner also drops one illager ominous banner and one ominous bottle if it is a raid captain.
Behavior
Although they do not naturally spawn in raids, illusioners spawned by the player attack players, adult villagers, iron golems, and wandering traders within a 16×4×16 cubic area.
An illusioner joins a nearby raid if it occurs or joins a patrol if sufficiently near a patrol captain.
The illusioner attacks with its spells and its bow, firing an arrow every second. Unless the illusioner is summoned using commands, it cannot attack with a non-bow item in its hand, cannot use tipped arrows in its offhand slot (but can use spectral arrows) and cannot use enchanted bows. Also, it is the only illager that can see its target through walls.
The Illusioner moves quickly on a semi-circular fashion and always tries to maintain a consistent distance between itself and the player, strafing from left to right and vice-versa, retreating if the player gets too close or advancing if the player retreats.
Finally, the illusioner has two spells: a spell that blinds its opponent and a spell that summons visual pseudo-duplicates and makes the illusioner invisible.
If it has no bow, the illusioner becomes "passive", an unarmed illusioner can be spawned with this command /summon illusioner ~ ~ ~ {}
.
Casting Blindness

The illusioner casts its blindness spell only if the regional difficulty is greater than 2. As a result, the world difficulty setting, the inhabited time of a chunk, the total daytime in the world and the phase of the moon from the day-night cycle affects its ability.
An illusioner casts a Blindness effect that lasts for 20 seconds upon first engaging a new player opponent. It signals this attack by raising its arms during a short-timed animation, making a low pitched sound and producing a black mist of particles (). Other entities (typically a wolf, a snow golem or an iron golem) do not trigger this magic. The illusioner does not cast this spell more than once on the same player opponent, unless it has first shifted its attention to another opponent and then back to that original opponent.
This spell resets the illusioner's spell cooldown to 1 second and resets the cooldown for the blinding spell to 9 seconds.
Summoning duplicates

As long as an illusioner is engaged in combat, it casts an Invisibility status effect on itself that lasts 60 seconds and refreshes the effect whenever the Invisibility's time runs out. The illusioner signals this spell by raising its arms, making a strange high pitched sound and producing a blue mist of particles called "mirror".
When an illusioner becomes invisible through this or another method, it creates four false duplicates of itself. These hover and waver at short distances from the actually invisible illusioner, though they do not space themselves out until the first time the illusioner is attacked. They face in exactly the same direction as the illusioner and move somewhat in step with the original, appearing to no-clip through blocks like a vex does. Despite using the shooting animation whenever the original uses its bow, only the real illusioner can shoot and be damaged.
The clones move to new positions if they were not triggered and are still bunched together. The illusioner can also do this once in a while to "refresh" the clones' positions.
When the real illusioner is damaged, its duplicates all snap back to where the real illusioner is, then quickly snap back out to new positions, making a teleporting sound, signaling the hit.
If an invisible illusioner receives the Glowing effect, all of the duplicates glow, while the true illusioner remains invisible. Moreover, only the invisible illusioner burns when catching fire.
The duplicates dissipate once the illusioner's Invisibility effect ends.
This spell resets the illusioner's spell cooldown to 1 second and resets the cooldown for the invisibility spell to 17 seconds.
Sounds
Illusioners use the Hostile Creatures sound category for entity-dependent sound events.
[hide]Sounds | ||||||||
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Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Illusioner murmurs | Hostile Creatures | Randomly | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Illusioner casts spell | Hostile Creatures | When a spell is completed | entity | subtitles | 1.0 | 1.0 | 16 | |
Illusioner dies | Hostile Creatures | When an illusioner dies | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Illusioner hurts | Hostile Creatures | When an illusioner is damaged | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Illusioner displaces | Hostile Creatures | When an illusioner's clones change position | entity | subtitles | 1.0 | 1.0 | 16 | |
Illusioner prepares blindness | Hostile Creatures | When an illusioner is about to cast blindness on its target | entity | subtitles | 1.0 | 1.0 | 16 | |
Illusioner prepares mirror image | Hostile Creatures | When an illusioner is about to summon duplicates | entity | subtitles | 1.0 | 1.0 | 16 | |
Skeleton shoots [sound 1] | Hostile Creatures | When an illusioner shoots an arrow | entity [sound 1] | subtitles [sound 1] | 1.0 | 5⁄6-1.25 | 16 |
Data values
ID
Name | Identifier | Entity tags | [hide]Translation key |
---|---|---|---|
![]() | illusioner | illager illager_friends raiders | entity |
Entity data
Illusioners have entity data associated with them that contain various properties.
- [NBT Compound / JSON Object] Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Tags common to all mobs spawnable in raids see Template:Nbt inherit/raidable/template
- [Int] SpellTicks: Number of ticks until a spell can be cast. Set to a positive value when a spell is cast, and decreases by 1 per tick.
Advancements
Icon | Advancement | In-game description | Actual requirements (if different) |
---|---|---|---|
![]() ![]() | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
![]() ![]() | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
![]() ![]() | Arbalistic | Kill five unique mobs with one crossbow shot | ![]() This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
![]() ![]() | Hero of the Village | Successfully defend a village from a raid | Kill at least one raid mob during a raid and wait until it ends in victory. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
![]() ![]() | It Spreads | Kill a mob near a Sculk Catalyst | Kill one of these 73 mobs near a sculk catalyst:[show]
|
![]() ![]() | Not Today, Thank You | Deflect a projectile with a Shield | Block any projectile with a shield. |
![]() ![]() | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | – |
![]() ![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() ![]() | Voluntary Exile | Kill a raid captain. Maybe consider staying away from villages for the time being... | Kill an entity in the #raiders entity tag wearing an ![]() |
History
[hide]Java Edition | |||||||
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1.12 | 17w16a | ![]() | |||||
17w17a | The illusioner's Blindness spell is now cast only if the regional difficulty is 3 or above. | ||||||
Illusioners now have new sound effects. | |||||||
17w17b | The illusioner's blindness spell is now cast only if the regional difficulty is 2 or above. | ||||||
17w18b | Illusioners are no longer a valid mob for earning the Monster Hunter advancement and are no longer required to complete the Monsters Hunted advancement. | ||||||
1.13 | pre5 | The entity ID for illusioners has been changed from illusion_illager to illusioner .[1] | |||||
1.14 | 18w43a | ![]() | |||||
18w46a | A loot table has been added to illusioners. | ||||||
19w13a | ![]() | ||||||
September 29, 2019 | Illusioners were mentioned as potential candidates for addition to raids, in analogy to the implementation of brown mooshrooms as announced a year earlier. | ||||||
1.18 | 21w37a | Illusioners no longer attack baby villagers. | |||||
Pre-release 5 | Illusioner texture was slightly changed, removed a few misplaced pixels. | ||||||
1.19 | 22w17a | ![]() | |||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | Added illusioners. |
Illusioners can only be summoned by world editing, etc. |
Issues
Issues relating to "Illusioner" are maintained on the bug tracker. Issues should be reported and viewed there.
Illusioners are an unsupported mob and as such issues relating to them may not be fixed.
Trivia
- The illusioner displace sound almost is the same as the traditional teleport sound displaced by teleportation via an ender pearl or chorus fruit, endermen or shulkers, albeit with a slight distortion at the end.
- Illusioners shoot backward when they are in a boat.[2]
- Illusioners hold bows in a different direction compared to skeletons or players, a little more diagonally.
- Despite being unused, the illusioner was present in a Minecraft video about every mob in the game.[3]
- As a result of being unused, an episode of The Story of Mobs gave instructions on how to spawn it to give context for what the mob is.[4]
Gallery
Renders
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An illusioner that is a raid captain.
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A sitting illusioner.
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An illusioner riding a ravager.
Textures
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Illusioner texture file.
Screenshots
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Illusioner duplicates dying when the original illlusioner is killed.
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An illusioner attacking villagers.
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An illusioner preparing to cast its Blindness spell.
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An illusioner killing a villager with its bow.
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A few illusioner captains of illager patrol summoned using commands.
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Illusioners using the wrong subtitles.[5]
In other media
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An illusioner from Minecraft Dungeons with the different outfit and eye coloring.
References
- ↑ MC-123540 — resolved as "Invalid".
- ↑ MC-137793
- ↑ "Which mobs did we miss?" – Minecraft on YouTube, January 19, 2024
- ↑ "Easter Eggs Behind The...Sick Villagers? | The Story of the Illagers" – Minecraft on YouTube, October 27, 2024
- ↑ MC-98316
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