Skip to main content

Alshanex's Familiars

Familiars

Familiars can be tamed using Arcane Essence by default, but you can change this item via Datapack with the familiar_taming tag. Familiars can be set to stay in a position by right-clicking him with a stick, which will make them stay still without attacking.

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: every time 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: Endermen are scared of him, and will run away when seeing him.
    • Shulker Protection: has the ability to counter Shulker bullets.
  • Spawn: can be found studying in his improvised laboratory, located in the end.
  • Food: can be healed using arcane cloth.

Archmage Familiar

Necromancer Familiar

  • Battle: specialized in blood magic, including necromancy abilities to summon the undead.
  • 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 graveyards all over the Soul Sand Valleys.
  • Food: can be healed using bones or blood vials.

Necromancer Familiar

Summoner Familiar

  • Battle: specialized in eldritch 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 studying dark arts in his laboratory, located in the Ancient City.
  • 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 living in campsites all over forest biomes.
  • 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 forests 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.
    • Pickpocket: when no one's watching and there are gold nuggets or emeralds on the floor, this little trickster will take them for himself.
  • Spawn: illusionist spawn naturally disguised as other overworld familiars, use the Mirror of Truth to make them reveal themselves.
  • 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 the undead on sight, but if he sees a Zombie 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

Structures

Origin Island

A long lost island found in the vast oceans, holding the secrets of familiars' existence. Its only inhabitants are little lost souls, very early forms of the familiars that never got to their final form. These creatures can be bottled using empty bottles, and then can be used in the new rituals. Rituals are performed in the center of the island, using the pedestals, refer to the Rituals section to know more about them. To locate this island, you first need a Sniffer, which sometimes will find Crystal Berries. These berries can be used to feed your tamed familiars, which will make them vaguely remember things about their past and how they were born, which will condensate into Memory Fragments. Memory Fragments can be used the same way as Ender Eyes to locate the Origin Island.

Origin Island

Hunters' Campsite

Hunters live in groups, so they built campsite all along their principal hunting spots, mainly forests where abundant preys wander around. These campsites can also be found with a Furled Map obtained in the Origin Island.

Graveyard

This new structure belongs to the Soul Sand Valleys, a place where death rules. Necromancers are naturally attracted to these places, so you will surely find them here.

Summoner's Lab

Summoners' curiosity towards Sculk made them stay in Ancient Cities for very long time, so they built their own laboratory in the city to make better use of their study time.

Archmage's Settlement

Archmages travelled to the End dimension to study the secrets of the infinite void, so they needed a place to stay meanwhile. That's when they decided to build temporal homes all around the End, a place where they can study and make discoveries.

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 Hunter Campsites and 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 Graveyards.
  • 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 and Archmage Laboratory.
  • 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: +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 through Alchemist Cauldron.

Shards

Shards are obtained via rituals in the Origin Island, using the pedestals in the central structure. There is a shard for each naturally spawning familiar that spawns in the overworld, being the Illusionist one not obtainable. To know the recipes check JEI or the ritual_recipes folder inside the data folder of the mod.

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

  • Ring of Familiar Revival Core: essential material to craft the Ring of Familiar Revival, found in Catacombs.
  • Crystal Berry: obtained by the Sniffer, can be feed to your Familiars to get Memory Fragments.
  • Memory Fragments: remnants of familiars' forgotten past, they lead you to what familiars treat as home.
  • Embottled Familiar Soul: the core material to conjure familiars into the world. This item is obtained by using empty bottles with Lost Souls from the origin Island.
  • Mirror of Truth: used to make disguised illusionist familiars reveal themselves, can be obtained via ritual.
  • 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 or familiar trinket over time, can be dyed by right-clicking it with any dye.
  • 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). Now it's no longer obtained through Dead King in this version, it now requires a ritual.

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 any more.
  • 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.

Rituals

Rituals are completely data driven and shown in JEI, allowing devs to make their own ritual recipes only by adding a datapack. Recipes have the following structure:

{
"central_item": "alshanex_familiars:pet_soul",
"input_items": [
"irons_spellbooks:legendary_ink",
"irons_spellbooks:arcane_essence",
"irons_spellbooks:arcane_rune",
"irons_spellbooks:magic_cloth"
],
"result": "alshanex_familiars:archmage_shard",
"particle_type": "minecraft:end_rod",
"color": {
"r": 0.3333,
"g": 0.6667,
"b": 1.0
}
}
  • central_item: the item that will be set in the center pedestal of the ritual.
  • input_items: list of items that will be set in the pedestals surrounding the center one. This list can have duplicate items but the max amount of items is 4.
  • result: the item that will result from the ritual completing.
  • particle_type: the particle that will be used in the ritual. Invalid particle or no particle will default to enchant particles.
  • color: the color in RGB for the final blast wave of the ritual. Invalid color or no color will default to white.

The route for the file to get recognised is data > alshanex_familiars > ritual_recipes > recipe.json.