Height: 1.95 Blocks
Spawning[edit | edit source]
Illusioners can only be spawned using the
/summon illusion_illager command. Currently there is no illusioner spawn egg.
Drops[edit | edit source]
When killed by a player, any naturally spawned equipment (including their bow) has a 8.5% (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) chance of dropping and will drop with a random durability.
Behavior[edit | edit source]
The illusioner has two spells: a spell that blinds its opponent, and a spell that summons duplicates and makes the illusioner invisible.
Casting blindness[edit | edit source]
The blindness spell will only be cast 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 and producing black smoke (
). The illusioner will 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.
Summoning duplicates[edit | edit source]
As long as an illusioner is engaged in combat, it will cast an
Invisibility effect on itself that lasts 60 seconds, and will refresh the effect whenever the Invisibility's time runs out. It signals this spell by raising its arms and producing blue smoke (
When an illusioner becomes invisible – through this or any other method – it creates four false duplicates of itself. These hover and waver at short distances from the actual invisible illusioner, though they will not really space themselves out until the first time the illusioner is ever attacked. These duplicates face in exactly the same direction as the illusioner, and move somewhat in step with the original, sometimes appearing to no-clip through walls, ceilings and floors. They will use the shooting animation whenever the original uses its bow, though only the real illusioner can shoot and be damaged.
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, signaling the hit.
If an invisible illusioner receives the
Glowing effect, all of the duplicates will glow, while the true illusioner will remain invisible.
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.
Data values[edit | edit source]
- See also: Chunk format
Illusioners have entity data associated with them that contain various properties of the mob. Their entity ID is
History[edit | edit source]
|1.12||17w16a||Added the illusioner.|
|17w17a||The blindness spell would only be cast if the regional difficulty was 3 or above.|
|New sound effects.|
|17w17b||The blindness spell will now only be cast if the regional difficulty is greater than 2.|
Issues[edit | edit source]
Issues relating to “Illusioner” are maintained on the issue tracker. Report issues there.
Trivia[edit | edit source]
- Illusioner can't attack when any non-bow item is in its hand (using commands).
- Illusioners hold bows in a different direction compared to skeletons.