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Alshanex's Familiars

Familiars

Lightning Mage Familiar

  • Battle: specialized in lightning magic, casting spells that hit multiple targets at the same time.
  • Abilities:
    • Charge Owner: has the ability to charge the owner for some time, giving him increased speed and strength.
    • Charge Creeper: everytime he finds a creeper, he will follow him to charge it.
  • Spawn: can be found wandering around in mountains, searching for a good spot to attract lightnings.
  • Food: can be healed using lightning bottles.

Lightning Mage Familiar

Archmage Familiar

  • Battle: specialized in basic magic from different schools.
  • Abilities:
    • Transmutation: has the ability to convert spell scrolls in a pedestal into other random scroll of the same rarity, and there's a little chance to get a higher rarity scroll.
    • Enderman's Nightmare: enderman are scared of him, and will run away when seeing him.
    • Shulker Protection: has the ability to counter shulker bullets.
  • Spawn: can be found wandering around in the End, studying the limits of the existence.
  • Food: can be healed using arcane cloth.

Archmage Familiar

Necromancer Familiar

  • Battle: specialized in blood magic, including necromancy abilities to summon undeads.
  • Abilities:
    • Undead Chaos: has the ability to make undead entities around go in a rampage, attacking nearby entities in confusion.
    • Witherify: has the ability to turn nearby skeletons into wither skeletons.
  • Spawn: can be found studying the death in Soul Sand Valleys.
  • Food: can be healed using bones or blood vials.

Necromancer Familiar

Summoner Familiar

  • Battle: specialized in eldrith magic and unknown arts, being able to summon creatures born in the shadows.
  • Abilities:
    • True Vision: has the ability to give night vision to the owner, in addition to making him immune to blindness and darkness effects.
    • Dark Ritual: has the ability to deactivate sculk shriekers, hiding the owner from the warden.
  • Spawn: can be found wandering around in sculk biomes, studying ancient arts.
  • Food: can be healed using lost knowledge fragments.

Summoner Familiar

Hunter Familiar

  • Battle: specialized in attacking enemies with arrows, combined with swift moves.
  • Abilities:
    • Watcher: has the ability to protect the owner from enemies aiming at him, even if the owner has not noticed them.
    • Smelling Loot: the owner can right click him with any item to make him search for entities around that can drop them, marking them for the owner to see.
  • Spawn: can be found searching for preys in forests.
  • Food: can be healed using wolf food.

Hunter Familiar

Druid Familiar

  • Battle: specialized in using nature magic to control enemies.
  • Abilities:
    • Overgrowth: has the ability to bonemeal nearby crops.
    • Nature's Blessing: has the ability to breed nearby animals.
  • Spawn: can be found protecting the forsts of the world.
  • Food: can be healed using saplings.

Druid Familiar

Illusionist Familiar

  • Battle: specialized in evocation magic, controlling enemies confusing them.
  • Abilities:
    • Magic Trick: when the owner has low health, illusionist will perform a magic trick that will hide his owner from the enemies.
    • Decoy: when he's low health, he will disappear leaving behind an explosive copy of him, taunting enemies around into attacking it.
  • Spawn: illusionist familiars live alltogether in the Woodland Mansion.
  • Food: can be healed using gold nuggets.

Illusionist Familiar

Plague Doctor Familiar

  • Battle: specialized in poison magic, poisoning enemies to make them suffer a slow death.
  • Abilities:
    • Poison Blood: his owner and himself deal increased damage to poisoned entities, and when a plague doctor familiar gets hit, they throw a poison potion as countermeasure.
  • Spawn: to get him, you will need to craft a poison vial and give it to a tamed druid familiar.
  • Food: can be healed using venomous spider fangs.

Plague Doctor Familiar

Scorcher Familiar

  • Battle: specialized in fire magic, burning his enemies to death.
  • Abilities:
    • Molten Heart: upon getting hit, he will set attackers on fire for some time.
    • Heatproof: grants his owner and himself fire immunity.
  • Spawn: can be found wandering around in hot places in the nether.
  • Food: can be healed using blaze powder.

Scorcher Familiar

Cleric Familiar

  • Battle: specialized in holy magic, his main role is supporting but he can also cast powerful holy spells to purify enemies.
  • Abilities:
    • Salvation: he will attack undeads on sight, but if he sees a zombified villager, he will use his holy power to cure him and grant him the salvation.
  • Spawn:
    • v1.20.1: to get a cleric familiar, you will need to cast the healing circle spell near an untamed necromancer familiar.
    • v1.21.1: to get a cleric familiar, you will need to cast the cleanse spell near an untamed necromancer familiar.
  • Food: can be healed using divine pearls.

Cleric Familiar

Bard Familiar

  • Battle: specialized in sound magic, attacking his enemies with powerful melodies, but also supporting his friends with supporting melodies.
  • Abilities:
    • Musical Nature: he will play melodies to make adventures much nicer.
  • Spawn: to get him, you will need to cast a sound spell near an untamed familiar, making them interest in music.
  • Food: can be healed using music discs.

Bard Familiar

Items

Familiar Trinkets (Necklaces)

  • Magic Leaf: right click into a druid familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Jungle Temples.
  • Chain of the Hunter: right click into a hunter familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Evoker Forts.
  • Insignia of the Lich: right click into a necromancer familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Ancient Battlegrounds.
  • Forgotten Crown: right click into a summoner familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Ancient Cities.
  • Shiny Crown: right click into an archmage familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Mountain Towers.
  • Golden Bell: right click into an illusionist familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Woodland Mansions.
  • Conjurer's Candlestick: right click into a scorcher familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Pyromancer Towers.
  • Blessed Calyx: right click into a cleric familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Priest Towers.
  • Emblem of Electricity: right click into a lightning mage familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Mountain Towers.
  • Contaminated Cheese: right click into a plague doctor familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, found in Impaled Shipwrecks.
  • Lost Melody: right click into a bard familiar to bind him, equip in the necklace slot to be able to summon/unsummon the bound familiar with its keybind, obtained from the Mysterious Orb.

Ring Curios

  • Ring of Familiar Revival Core: +5% mana regen, essential material to craft the Ring of Familiar Revival, found in Catacombs.
  • Ring of Familiar Revival: +10% mana regen, when equipped allows tamed familiars to escape death at the cost of your own mana, crafted.
  • Holy Water Grail: +5% mana regen, constantly heals tamed familiars at the cost of your own mana, found in Priest Towers.
  • Invisibility Robes: +50 max mana, when equipped tamed familiars that fall below 25% health willl get invisibility effect, crafted.
  • Statue of Willpower: +20% spell resist, when equipped tamed familiars that fall below half health will get oakskin effect, crafted.
  • Heart of Ender: +15% cast time reduction, when equipped familiars that fall below 25% health will get evasion effect on intervals, found in End Cities.

Consumables

  • Broken Shield: right click into a tamed familiar to allow him to block attacks with a low chance, limit 1 per familiar, found in Blacksmith Structures.
  • Life Gem: right click into a tamed familiar to boost his health permanently, limit 10 per familiar, crafted.
  • Rusty Helmet: right click into a tamed familiar to boost his armor permanently, limit 10 per familiar, dropped from Ancient Knights.
  • Strange Mushroom: right click into a tamed familiar to give him a stack of enraged (when getting hit, has a chance to consume a stack of enraged to gain heartstop for some seconds), limit 10 per familiar, dropped from Mooshrooms.
  • Poison Vial: used to transform a tamed druid familiar into a plague doctor familiar, crafted.

Spellbooks and Staffs

  • Harp (Staff): staff from the sound school, obtained from the Mysterious Orb.
  • Symphonic Grimoire (Spellbook): spellbook for the sound school, crafted.
  • Familiar Tome of Alignment (Spellbook): when equipped, all tamed familiars will share the magic attributes of their owner, crafted.

Other Items

  • Pandora's Box: can be used to store and release multiple familiars at the same time, crafted.
  • Venomous Spider Fang: used to craft poison vials and heal plague doctor familiars, dropped from Cave Spiders.
  • Familiar Tome: used to store and release a single familiar of any kind, and can be put into a familiar bed to heal the stored familiar over time.
  • Familiar Bed: used to heal familiars stored in a familiar tome over time.
  • Mysterious Orb: when right clicking it you will get the Harp and the Lost Melody trinket, dropped from the Dead King.
    • 1.21.1 only: to be able to use the Mysterious Orb, you will need to complete the taming advancements for the elemental familiars (all of them except the bard familiar).

Sound School Spells

  • Clef: shoots a simple note towards the enemy.
  • Chord Blast: performs a simple melody that hurts the enemy, and when someone hears this melody he can't evade it anymore.
  • Crescendo: performs a rumbling melody that hurts and stuns the enemy.
  • Grand Finale: performs an outrageous melody that traps the enemies and annihilates them with an explosive melody.
  • Celestial Chant: calls the angels to play an angelic melody that will heal and protect yourself and your allies.
  • Rhapsody: summons little birds that will cheer yourself and your allies, giving you a little boost for some time.
  • Sonata: starts playing a fast-paced song for everyone to hear, an harmonious melody to hurt your enemies.
  • Serenade: starts playing a slow-paced song for everyone to hear, an harmonious melody to make your enemies sleepy.