32 × 16
Easy And Normal: 2 – 5
Height: 1.95 Blocks
When killed by a player, any naturally spawned equipment, including their unenchanted bow, has an 8.5% (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) chance of dropping and drops with a random durability.
5 is dropped on player kills.
Although they do not naturally spawn in raids, illusioners spawned by the player attack players, villagers, iron golems, and wandering traders within 16 blocks if a raid occurs. It attacks with its spells and its bow, firing an arrow every second, sooner than a skeleton.
It is the only illager that can see its target through walls.
The Illusioner moves quickly and always tries to maintain a consistent distance between itself and the player, retreating if the player gets too close, and advancing if the player retreats.
The illusioner has two spells: a spell that blinds its opponent, and a spell that summons duplicates and makes the illusioner invisible.
The illusioner casts its blindness spell only if the regional difficulty is greater than 2.
Upon first engaging a new opponent, an illusioner casts a Blindness effect that lasts for 20 seconds. It signals this attack by raising its arms, making a low pitched sound, and producing a black mist ().
The illusioner does not cast this spell more than once on the same 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.
As long as an illusioner is engaged in combat, it casts an Invisibility effect on itself that lasts 60 seconds and refreshes the effect whenever the Invisibility's time runs out. It signals this spell by raising its arms, making a strange high pitched sound, and producing a blue mist ().
When an illusioner becomes invisible – through this or another method – it creates 4 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.
Eventually, if the clones were not triggered and are still bunched together, they move to new positions. 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.
When catching fire, only the invisible illusioner burns.
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.
|Sound||Subtitle||Source||Description||Namespaced ID||Translation key||Volume||Pitch||Attenuation|
|Illusioner casts spell||?||?||?||?||16|
|Illusioner prepares blindness||?||?||?||?||16|
|Illusioner prepares mirror image||?||?||?||?||16|
|Name||Namespaced ID||Entity tags (JE)||Translation key|
Illusioners have entity data associated with them that contain various properties.
- 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
- 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.
|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.|
|1.13||pre5||The entity ID for illusioners has been changed from |
|1.14||18w43a||The texture of illusioners has been changed. Illusioners now have green eyes.|
|18w46a||A loot table has been added to illusioners.|
|19w13a||If raiding illusioners killed all the villagers in the village or the beds were destroyed, illusioners celebrate their victory by laughing and jumping.|
|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.|
- Illusioners cannot attack when any non-bow item is in its hand (using commands).
- Illusioners hold bows in a different direction compared to skeletons (more diagonally).
- Illusioners cannot use tipped arrows that are in its offhand slot (using commands), but still can utilize spectral arrows.
- The illusioner displaces has the same sound as the enderman teleport sound, albeit with a slight distortion at the end.
- Illusioners shoot backwards when they are on boats.
- Illusioners may be able to spawn in raids in the future, like how the brown mooshroom was able to be spawned in 1.14.
- The illusioners in the Minecraft Dungeons version has a different appearence, bearing red eyes and a purple cloak with a leather bag.