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Familiars

All thirteen familiars, how taming works, and the spells and abilities each one has.

Familiars are tamed by right-clicking them with an item from the familiarslib:familiar_taming tag (Arcane Essence by default). Each try uses one item and has a 40% chance to succeed. Most familiars can also be hatched from a typed Familiar Egg made with a ritual, already yours. How taming, summoning (including sneaking to summon at the spot you aim at), sitting, the summon limits and the keybinds work is explained on the Familiars Lib page.

  • Sitting: right-click your familiar with a stick to make it sit: it stays still and won't attack. Right-click it again to make it stand up. Getting hurt also makes it stand up.

  • Revival: when a familiar would die, the first of these that applies saves it:

    1. With the full Familiologist set on, its last stand: it's restored to full health and stunned instead. No mana or totem is used.
    2. With the Learn Necromancy advancement (earned by defeating the Dead King) and at least 80 mana, the mana is spent and it comes back at half health.
    3. A Tiny Totem bound to it is used up, and it comes back at half health.

    If none apply, it dies. A Familiar Egg can still bring it back.

  • Trinkets: each familiar has its own trinket. Wearing it makes that familiar cast stronger spells.

  • Signature spells: besides the spells in its spell tags, each familiar has one or two signature spells it casts every so often, listed under Battle below.

  • Compendium: every familiar has an entry in the Familiar Compendium, with how to obtain it, its abilities, its spells, and every color and cosmetic it can have.

  • Eyes: every familiar's eyes can be colored with shrunk dyes (see Variants and cosmetics).

Lightning Mage Familiar

  • Battle: specialized in lightning magic, casting spells that hit multiple targets at the same time. Its signature spells are Lightning Bolt and Electric Rain.
  • Abilities:
    • Charge Owner: can charge the owner for some time, giving them increased speed and strength.
    • Charge Creeper: every time it finds a creeper, it follows it to charge it.
  • Spawn: can be found wandering around in mountains, searching for a good spot to attract lightning. It can also be hatched from a Lightning Mage Egg (see Familiar Eggs).
  • Variants: dyeable clothes, and natural spawns come in random dye colors. Can hold Iron's Spellbooks staves as a cosmetic weapon.

Lightning Mage Familiar

Archmage Familiar

  • Battle: specialized in basic magic from different schools. Its signature spell is Ray of Frost.
  • Abilities:
    • Enderman's Nightmare: endermen are scared of it, and will run away when they see it.
    • Shulker Protection: can deflect shulker bullets.
  • Work: archmages run the Ritual Automator and the Scroll Reroll Station, which is where they reroll spell scrolls.
  • Spawn: can be found studying in its improvised laboratory, located in the End. It can also be hatched from a Archmage Egg (see Familiar Eggs).
  • Variants: dyeable clothes, and natural spawns come in random dye colors. Can wear a hat and hold Iron's Spellbooks staves as a cosmetic weapon.

Archmage Familiar

Necromancer Familiar

  • Battle: specialized in blood magic, including necromancy abilities to summon undead. Its signature spell is Raise Dead.
  • Abilities:
    • Undead Chaos: can make undead entities around go on a rampage, attacking nearby entities in confusion.
    • Witherify: can turn nearby skeletons into wither skeletons.
  • Spawn: can be found studying death in graveyards all over the Soul Sand Valleys. It can also be hatched from a Necromancer Egg (see Familiar Eggs).
  • Variants: dyeable clothes. Its eyes and its skull's eyes are colored with shrunk dyes (sneak for the skull). Can wear a hat.

Necromancer Familiar

Summoner Familiar

  • Battle: specialized in eldritch magic and unknown arts, able to summon creatures born in the shadows. Its signature spell is Call the Shadows.
  • Abilities:
    • True Vision: can give night vision to the owner, and makes them immune to blindness and darkness.
    • Dark Ritual: can deactivate sculk shriekers, hiding the owner from the warden.
  • Spawn: can be found studying dark arts in its laboratory, located in the Ancient City. It can also be hatched from a Summoner Egg (see Familiar Eggs).
  • Variants: dyeable clothes. Can wear a hat, and its floating tome can be replaced by any spellbook as a cosmetic weapon: Iron's Spellbooks spellbooks show their open 3D book.

Summoner Familiar

Hunter Familiar

  • Battle: specialized in attacking enemies with arrows, combined with swift moves. Its signature spell is Arrow Volley.
  • Abilities:
    • Watcher: protects the owner from enemies aiming at them, even if the owner hasn't noticed them.
    • Smelling Loot: the owner can right-click it with any item to make it search for nearby entities that can drop that item, marking them for the owner to see.
  • Spawn: can be found living in campsites or roaming in groups all over forest biomes. It can also be hatched from a Hunter Egg (see Familiar Eggs).
  • Variants: its hat, dog and crossbow take their colors from the biome it spawns in. The crossbow can be recolored with logs, and its eyes and the dog's eyes with shrunk dyes (sneak for the dog).

Hunter Familiar

Druid Familiar

  • Battle: specialized in using nature magic to control enemies. Its signature spell is Root.
  • Abilities:
    • Overgrowth: can bonemeal nearby crops.
    • Nature's Blessing: can breed nearby animals.
  • Work: druids carve sculptures at the Sculpture Station.
  • Spawn: can be found protecting the forests of the world. It can also be hatched from a Druid Egg (see Familiar Eggs).
  • Variants: its wood and leaves take their colors from the biome it spawns in, and can be recolored with logs and leaves. Can hold Iron's Spellbooks staves as a cosmetic weapon.

Druid Familiar

Illusionist Familiar

  • Battle: specialized in evocation magic, controlling enemies by confusing them. Its signature spell is Summon Vex.
  • Abilities:
    • Magic Trick: when the owner has low health, it performs a magic trick that hides its owner from enemies.
    • Decoy: when it has low health, it disappears, leaving behind an explosive copy of itself that taunts nearby enemies into attacking it.
    • Pickpocket: when no one's watching and there are gold nuggets or emeralds on the floor, this little trickster takes them for itself.
  • Work: illusionists paint sculptures at the Sculpture Station.
  • Spawn: illusionists spawn naturally disguised as other overworld familiars; use the Mirror of Truth to make them reveal themselves.
  • Variants: dyeable hat. Its decoys copy its hat color.

Illusionist Familiar

Plague Doctor Familiar

  • Battle: specialized in poison magic, poisoning enemies to make them suffer a slow death. It also casts Heal every so often.
  • Abilities:
    • Poison Blood: it and its owner deal increased damage to poisoned entities, and when it gets hit, it throws a poison potion as a countermeasure.
  • Spawn: craft a poison vial and give it to a tamed druid familiar.
  • Variants: its eyes and its lantern are colored with shrunk dyes (sneak for the lantern).

Plague Doctor Familiar

Scorcher Familiar

  • Battle: specialized in fire magic, burning its enemies to death. Its signature spell is Fire Fist.
  • Abilities:
    • Molten Heart: when hit, it sets attackers on fire for some time.
    • Heatproof: grants it and its owner fire immunity.
  • Spawn: can be found wandering around hot places in the Nether. It can also be hatched from a Scorcher Egg (see Familiar Eggs).
  • Variants: dyeable, and spawns in a color depending on the Nether biome: cyan in warped forests, light gray in basalt deltas, red in crimson forests and white in soul sand valleys. Can wear a hat.

Scorcher Familiar

Cleric Familiar

  • Battle: specialized in holy magic. Its main role is support, but it can also cast powerful holy spells to purify enemies. Its signature spell is Greater Heal.
  • Abilities:
    • Salvation: attacks undead on sight, but if it sees a zombie villager, it uses its holy power to cure it.
  • Spawn: cast the cleanse spell near an untamed necromancer familiar.
  • Variants: dyeable clothes. Can wear a hat.

Cleric Familiar

Bard Familiar

Requires Tunes 'n Tomes.

  • Battle: specialized in melody magic, attacking enemies with powerful melodies and supporting its friends with supporting melodies. Its signature spell is Hymn of Hope.
  • Abilities:
    • Musical Nature: plays melodies to make adventures much nicer.
  • Spawn: hold the Bard Harp and cast a melody spell within 4 blocks of an untamed familiar. The music makes it interested, and it turns into a bard.
  • Variants: dyeable clothes. Its eyes and its hat are colored with shrunk dyes (sneak for the hat).

Bard Familiar

Frostling Familiar

  • Battle: specialized in ice magic, with a good balance between attack, defense and mobility, and decent control abilities. Its signature spell is Ice Age.
  • Abilities:
    • Frozen Feet: it and its owner can freeze water below them to walk on it.
    • Ice Heart: it and its owner are immune to freezing, including powder snow.
  • Spawn: can be found wandering around icy biomes. It can also be hatched from a Frostling Egg (see Familiar Eggs).
  • Variants: its ice can be recolored with ice blocks. Can wear a hat.

Frostling Familiar

Dragoon Familiar

  • Battle: specialized in ender magic and focused on melee combat.
  • Abilities:
    • Dragon Breath: can fill glass bottles with dragon breath.
    • Dragon Heart: its dragon heart allows it to recover health naturally.
    • Protector: when an allied familiar gets attacked in melee range, it swaps positions with it and targets the attacker.
  • Spawn: spawns in the outer End islands. It can also be hatched from a Dragoon Egg (see Familiar Eggs).
  • Variants: dyeable clothes. Can hold melee weapons (swords, axes, maces and spears) as a cosmetic weapon.
Dragoon Familiar

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