Evoker

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Evoker
Evoker.png
Health points

24 (Heart.svg × 12)

Attack strength

6 (Heart.svgHeart.svgHeart.svg)

Spawn

Woodland Mansion

Drops
Experience

10

Internal ID

PC: 34
PE: 104

Entity ID

evocation_illager

Evokers are hostile mobs. They are one of the three types of illagers, which are offshoot villagers – the other two being the illusioner[upcoming] and the vindicator.

Spawning[edit | edit source]

Natural generation[edit | edit source]

Individual evokers spawn during the generation of particular woodland mansion rooms. They will not respawn after their initial spawn, thus there are a limited number of them per world. Evokers spawned with mansions do not naturally despawn.

Drops[edit | edit source]

Evokers will always drop 1 totem of undying. They will also drop 0–1 emeralds if killed by the player, with the maximum increasing by 1 for every level of Looting.

Behavior[edit | edit source]

Evokers will attack players, villagers and iron golems within about 16 blocks.

When not in the middle of summoning an attack, the evoker will attempt to run away from the player to avoid being attacked, before stopping to attack once again.

The evoker has three spells: fang attacks, summoning vexes, and a sheep color conversion spell. When attacking, the evoker is much more likely to use a fang attack, and may immediately follow it up by summoning some vexes.

Fang attack[edit | edit source]

An evoker attacking with its fangs.
An evoker defending itself from a zombie.

The evoker signals this attack by producing mauve smoke and a deep horn-like sound. A number of fangs rise out of the ground, then snap shut and vanish. Non-illager mobs caught in the attack are dealt 6 (Heart.svgHeart.svgHeart.svg) damage, regardless of armor, enchantments, or difficulty.

Fangs will appear no lower than the feet of the lowest combatant, and no higher than one block above the feet of the highest combatant. Fangs will attempt to appear on the highest opaque block between those two extremes, but will fail to spawn if they are obstructed by a solid block. In practice, this means that fangs will not spawn in deep pits or on top of high walls, but may, for example, go up a staircase if the target is at the top and the evoker at the bottom, or vice versa.

This attack has two forms: offensive and defensive. The offensive form is used if the target is more than three blocks away, the defensive form if they are closer.

Offensive Bite
  • The evoker summons 16 fangs in a horizontal line toward the target, spaced a block apart. The fangs are all summoned at once, but with individual delays so that they appear and snap shut in a wave away from the evoker.
Defensive Bite
  • The evoker summons a total of 13 fangs in two circles centered on the evoker. The outer circle is made up of 8 fangs and has a radius of three blocks, while the inner circle is made up of 5 fangs and has a radius of two blocks. The inner circle bites slightly before the outer circle.

Summoning fangs resets the evoker's spell cooldown to 5 seconds, and resets the cooldown for summoning fangs to 17 seconds.

Summoning vexes[edit | edit source]

An evoker summoning vexes.

The evoker signals this attack by producing off-white smoke and a higher-pitched horn-like sound. Between 2 and 4 vexes appear nearby. The evoker will summon vexes even if there are some still left alive from the last summoning.

This spell resets the evoker's spell cooldown to 2 seconds, and resets the cooldown for summoning vexes to 5 seconds.

Sheep conversion spell[edit | edit source]

While the evoker is not engaged in combat and mobGriefing is allowed, it will change the wool color of any blue sheep within 16 blocks to red, making a "wololo" sound.[1]

This spell resets the evoker's spell cooldown to 3 seconds, and resets the cooldown for the sheep conversion spell to 7 seconds.

Data values[edit | edit source]

See also: Chunk format

Evokers have entity data associated with them that contain various properties of the mob. Their entity ID is evocation_illager.

Evocation fangs[edit | edit source]

Evocation Fangs
EvocationFangs.png
Internal ID

33

Network ID

PC: 79
PE: 103

Entity ID

PC: evocation_fangs
PE: evocation_fang

The individual fangs in an evoker's fang attacks each have a delay. Before the delay is over, the fangs cannot be seen, although unlike truly invisible entities, fangs in warmup still have a visible debug hitbox. After the delay, the fangs expand into existence, snap shut, and shrink out of sight again, dealing 6 (Heart.svgHeart.svgHeart.svg) magic damage to all creatures standing on the spot. Naturally spawned fangs do not harm illagers, but player-spawned ones do.

Evocation fangs are not affected by Peaceful difficulty.

Data values[edit | edit source]

See also: Chunk format

Evocation fangs are also entities which have associated entity data. Their entity ID is evocation_fangs.


  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template

    •  Warmup: Time in ticks until the fangs appear. The fangs appear and begin to close as soon as this value becomes zero or less; negative values simply result in no delay. The value continues ticking down while the closing animation is playing, and will reach -20 on naturally spawned fangs.

    •  Owner: Contains information about the entity who owns the evocation fangs.

      •  OwnerUUIDMost: UUIDMost of the owner.

      •  OwnerUUIDLeast: UUIDLeast of the owner.

History[edit | edit source]

Official release
1.11 16w39a Evokers added.
16w43a Added the
 Owner tag to Evocation fangs
Upcoming Pocket Edition
1.1 build 1 Added evokers.

Issues[edit | edit source]

Issues relating to “Evoker” are maintained on the issue tracker. Report issues there.

Gallery[edit | edit source]

References[edit | edit source]

  1. This is a reference to the sound made by priests when converting enemy units in Age of Empires.