Height: 1.95 Blocks
|“||Evokers can summon devilish flying beasts, called Vexes, that can pass through walls to swoop at the player. If that wasn’t enough, they have a secondary attack which conjures a row of fangs to erupt from the ground - all part of Jens’ plan to keep the player moving. “I wanted to force players to move around and not just stand with a shield and wait,” Jens says.||„|
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]
Behavior[edit | edit source]
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]
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 () 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]
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. It signals the spell by producing goldenrod-colored smoke (
) and making a "wololo" sound.
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
Advancements[edit | edit source]
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|Adventure||Adventure, exploration, and combat||—||Kill any entity, or be killed by any entity.||
|Monster Hunter||Kill any hostile monster||Adventure||Kill one of these 22 mobs. Other mobs are ignored for this advancement.||
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 22 mobs. Other mobs may be killed, but are ignored for the advancement.||
Evocation fangs[edit | edit source]
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 () 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
- 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]
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.
Trivia[edit | edit source]
- Minecraft's "Meet the Evoker" shows an Evoker with a hat, which is the similar model of the Illusioner's.
- This hat model is also seen in the Witch, Nitwit, Librarian, Priest and Vindicator's texture file but unused.