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Illusioner

Illusioner

The illusioner is an unused illager armed with a bow. It attacks by firing arrows and creating illusions.

11 min read Updated
Entities Java Edition Monster mobs Hostile mobs Unused features Illagers Unused mobs
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Contents (22)
  1. Spawning
  2. Drops
  3. Behavior
  4. Casting Blindness
  5. Summoning duplicates
  6. Sounds
  7. Data values
  8. ID
  9. Entity data
  10. Advancements
  11. History
  12. Java Edition
  13. Legacy Console Edition
  14. Data history
  15. Issues
  16. Trivia
  17. Gallery
  18. Renders
  19. Textures
  20. Screenshots
  21. In other media
  22. References
For the powerful mob in Minecraft Dungeons, see MCD:Illusioner.
This feature is exclusive to Java Edition.
Illusioner
Illusioner.png: Infobox image for Minecraft entity 'Illusioner'
Illusioner Casting.png: Infobox image for Minecraft entity 'Illusioner'
Health points 32HP❤️ × 16
Behavior Hostile
Mob type Illager
Monster
Attack
strength
Bow:

Easy and Normal: 2HP❤️ – 5HP❤️❤️💔
Hard: 3HP❤️💔 – 5HP❤️❤️💔

Speed 0.5
Spawn By commands

The illusioner is an unused illager armed with a bow. It attacks by firing arrows and creating illusions.

Spawning

Illusioners do not spawn naturally in any way without commands, nor do they have a spawn egg in the Creative inventory. An illusioner can be spawned only by using data packs or the /summon minecraft:illusioner in-game command. Illusioners despawn outside of simulation distance even if named with a name tag.

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, three times faster than a skeleton. Unless the illusioner is summoned using commands, it cannot attack with a non-bow item in its hand, cannot use tipped arrows in its off-hand 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 a bow is not in the illusioner's main hand, the illusioner does not attack players or villagers, but can still cast Blindness. An unarmed illusioner can be spawned with the command /summon minecraft:illusioner ~ ~ ~ {}.

Casting Blindness

An 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 the chunk, the total daytime in the world and the phase of the moon from the day-night cycle affects its ability.

This spell gives a Blindness effect that lasts for 20 seconds upon first engaging a new player opponent. The illusioner 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.png: Sprite image for particle-illusioner-blindness in Minecraft). 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

An illusioner's four false duplicates. The real illusioner is invisible.

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 phase 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. However, only the invisible illusioner burns when catching fire.

When spectated, the illusioner's own duplicates are not shown, though duplicates of other illusioners are still visible.

The duplicates disappear 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

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitchAttenuation
distance
​Illusioner murmursHostile MobsRandomlyentity.illusioner.ambientsubtitles.entity.illusioner.ambient​1.00.8–1.216
​Illusioner casts spellHostile MobsWhen a spell is completedentity.illusioner.cast_spellsubtitles.entity.illusioner.cast_spell​1.01.016
​Illusioner diesHostile MobsWhen an illusioner diesentity.illusioner.deathsubtitles.entity.illusioner.death​1.00.8–1.216
​Illusioner hurtsHostile MobsWhen an illusioner is damagedentity.illusioner.hurtsubtitles.entity.illusioner.hurt​1.00.8–1.216
​Illusioner displacesHostile MobsWhen an illusioner's clones change positionentity.illusioner.mirror_movesubtitles.entity.illusioner.mirror_move​1.01.016
​Illusioner prepares blindnessHostile MobsWhen an illusioner is about to cast blindness on its targetentity.illusioner.prepare_blindnesssubtitles.entity.illusioner.prepare_blindness​1.01.016
​Illusioner prepares mirror imageHostile MobsWhen an illusioner is about to summon duplicatesentity.illusioner.prepare_mirrorsubtitles.entity.illusioner.prepare_mirror​1.01.016
​Skeleton shoots [sound 1]Hostile MobsWhen an illusioner shoots an arrowentity.skeleton.shoot​[sound 1]​subtitles.entity.skeleton.shoot​​[sound 1]​1.05⁄6-1.2516
  1. ↑ a b c MC-98316

Data values

ID

NameIdentifierEntity tags Translation key
EntitySprite illusioner.png: Sprite image for illusioner in Minecraft Illusionerillusionerillager
illager_friends
raiders
entity.minecraft.illusioner

Entity data

See also: Entity format

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

IconAdvancementIn-game descriptionActual requirements (if different)
Not Today, Thank YouDeflect a projectile with a ShieldBlock any projectile with a shield.
How Did We Get Here?Have every effect applied at the same time

The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement.

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.
Voluntary ExileKill a raid captain.
Maybe consider staying away from villages for the time being...
Kill an entity in the #raiders entity tag wearing an ominous banner: 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 VillageSuccessfully defend a village from a raidKill 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 SpreadsKill a mob near a Sculk CatalystKill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this advancement.

Advancements that apply to all mobs:

History

Java Edition

Java Edition
1.1217w16a Added illusioners.
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.
1.1418w43a 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 cheering 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.
1.1821w37a Illusioners no longer attack baby villagers.
pre5 Illusioner texture was slightly changed, removed a few misplaced pixels.
1.1922w17a Changed its models, now the last two rows of pixels on its robes can render.

Legacy Console Edition

Data history

Java Edition
1.1317w47a Prior to The Flattening, this entity's numeral ID was 37.
pre5 The entity ID for illusioners has been changed from illusion_illager to illusioner.[1]

Issues

Illusioners are an unsupported mob and as such issues relating to them may not be fixed.

Issues relating to "Illusioner" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

  • The illusioner displace sound is almost the same as the traditional sound of 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]
  • The original concept for the Illusioner was that it would create separate mobs, but this couldn't be done due to engine limitations.[5] This is also the reason why it remains unused.[6]

Renders

Textures

Screenshots

In other media

References

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