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Minecraft Mod & Modpack Reviews

Honest community reviews and ratings across every listed mod and modpack.

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5.0
nullerinol

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Total 1,000 hrs
The version(s) the reviewer played
Aesthetics
4.5
Performance
5.0

Though its not very vanilla-styled, the UI is sleek and really quite nice to look at and use, and of course, the performance it beings to the game for free is incredible

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0
Posted July 23, 2026 at 1:03:16 PM UTC
Last edited: July 23, 2026 at 1:06:43 PM UTC
5.0
nullerinol

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Total 1,000 hrs
The version(s) the reviewer played
Aesthetics
4.5
Performance
5.0

Though its not very vanilla-styled, the UI is sleek and really quite nice to look at and use, and of course, the performance it beings to the game for free is incredible

0
0
Posted July 23, 2026 at 1:03:16 PM UTC
Last edited: July 23, 2026 at 1:06:43 PM UTC
5.0
Sodium
nullerinol

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Posted July 23, 2026 at 1:03:16 PM UTC
Total 1,000 hrs
The version(s) the reviewer played
0
5.0
nullerinol

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Total 100 hrs MC 1.20, 1.2… MC 1.20, 1.21
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
5.0

Even though it doesn't significantly alter the gameplay to remove mineraft's big negatives with the food mechanics; The spritework and gameplay culminate in such a perfect blend, it almost feels like you're actually eating the foods in real life... not just meaninglessly munching on steak or golden carrots for eternity.

0
0
Posted July 23, 2026 at 1:00:56 PM UTC
5.0
nullerinol

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Total 100 hrs MC 1.20, 1.2… MC 1.20, 1.21
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
5.0

Even though it doesn't significantly alter the gameplay to remove mineraft's big negatives with the food mechanics; The spritework and gameplay culminate in such a perfect blend, it almost feels like you're actually eating the foods in real life... not just meaninglessly munching on steak or golden carrots for eternity.

0
0
Posted July 23, 2026 at 1:00:56 PM UTC
5.0
Farmer's Delight
nullerinol

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Posted July 23, 2026 at 1:00:56 PM UTC
Total 100 hrs MC 1.20, 1.2… MC 1.20, 1.21
The version(s) the reviewer played
0
4.5
nullerinol

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Total 20 hrs MC 26.2, 26.… MC 26.2, 26.1
The version(s) the reviewer played
Aesthetics
4.0
Performance
5.0

This should've been in the vanilla game, its great. one problem with this mod though, is that it doesn't have more dynamic color options, such as border color by average player color, or randomized uuid color.

0
0
Posted July 23, 2026 at 12:55:27 PM UTC
4.5
nullerinol

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Total 20 hrs MC 26.2, 26.… MC 26.2, 26.1
The version(s) the reviewer played
Aesthetics
4.0
Performance
5.0

This should've been in the vanilla game, its great. one problem with this mod though, is that it doesn't have more dynamic color options, such as border color by average player color, or randomized uuid color.

0
0
Posted July 23, 2026 at 12:55:27 PM UTC
4.5
Locator Heads
nullerinol

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Posted July 23, 2026 at 12:55:27 PM UTC
Total 20 hrs MC 26.2, 26.… MC 26.2, 26.1
The version(s) the reviewer played
0
4.5
nullerinol

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The version(s) the reviewer played
Aesthetics
5.0
Performance
3.0

It's really good i think, despite the small performance cost in ui's

0
1
Posted July 23, 2026 at 12:50:33 PM UTC
4.5
nullerinol

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The version(s) the reviewer played
Aesthetics
5.0
Performance
3.0

It's really good i think, despite the small performance cost in ui's

0
1
Posted July 23, 2026 at 12:50:33 PM UTC
4.5
Shadow Drop
nullerinol

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Posted July 23, 2026 at 12:50:33 PM UTC
The version(s) the reviewer played
0
5.0
moonwalker

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Total 500 hrs Completed
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

a fan of souls like and minecraft?

yep, this is the pack. no other pack ever comes close to the combat system this one has. extremely addictive, linear progression with a decent storyline like very few, stunning combat visuals and unique bosses with movesets i cant even complete counting.

This should be the standard in todays modpack making. it grabs some of the aspects of the game and customized it in the most stunning way possible. Hoping to see something even bigger in future.

0
0
Posted July 22, 2026 at 11:52:06 AM UTC
5.0
moonwalker

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Total 500 hrs Completed
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

a fan of souls like and minecraft?

yep, this is the pack. no other pack ever comes close to the combat system this one has. extremely addictive, linear progression with a decent storyline like very few, stunning combat visuals and unique bosses with movesets i cant even complete counting.

This should be the standard in todays modpack making. it grabs some of the aspects of the game and customized it in the most stunning way possible. Hoping to see something even bigger in future.

0
0
Posted July 22, 2026 at 11:52:06 AM UTC
5.0
NightfallCraft - The Casket of Reveries
moonwalker

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Posted July 22, 2026 at 11:52:06 AM UTC
Total 500 hrs Completed
The version(s) the reviewer played
0
5.0
moonwalker

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Total 500 hrs Completed
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
2.5
Performance
5.0

this pack gifted me some of my most memorable modded mc experience. its unfair and BS hard at early game but it gradually gets so much fun. only pack Ive completed 3 times and i will do once more after the update they are currently working for drops. Would suggest giving it a fair amount of time and those ugly looking lycanite mobs will become the best friend of yours.

10/10

0
0
Posted July 22, 2026 at 11:35:00 AM UTC
Last edited: July 22, 2026 at 11:36:00 AM UTC
5.0
moonwalker

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Total 500 hrs Completed
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
2.5
Performance
5.0

this pack gifted me some of my most memorable modded mc experience. its unfair and BS hard at early game but it gradually gets so much fun. only pack Ive completed 3 times and i will do once more after the update they are currently working for drops. Would suggest giving it a fair amount of time and those ugly looking lycanite mobs will become the best friend of yours.

10/10

0
0
Posted July 22, 2026 at 11:35:00 AM UTC
Last edited: July 22, 2026 at 11:36:00 AM UTC
5.0
RLCraft
moonwalker

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Posted July 22, 2026 at 11:35:00 AM UTC
Total 500 hrs Completed
The version(s) the reviewer played
0
5.0
James_MR_

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Total 500 hrs Playing MC 1.7
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

I’m currently in the process of completing this pack, and I’m now entering the endgame phase. I have to say, it has been great all around. From everything I’ve seen and heard, however, the best is yet to come. Xtreme Crafting, the 9×9 Avaritia recipes, is the bread and butter of this modpack. Today, Minecraft 1.7.10 is justifiably considered retro, but if you want a pack from this era, I highly recommend this one. It truly is great.

0
0
Posted July 22, 2026 at 7:27:17 AM UTC
Last edited: July 22, 2026 at 7:44:47 AM UTC
5.0
James_MR_

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Total 500 hrs Playing MC 1.7
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

I’m currently in the process of completing this pack, and I’m now entering the endgame phase. I have to say, it has been great all around. From everything I’ve seen and heard, however, the best is yet to come. Xtreme Crafting, the 9×9 Avaritia recipes, is the bread and butter of this modpack. Today, Minecraft 1.7.10 is justifiably considered retro, but if you want a pack from this era, I highly recommend this one. It truly is great.

0
0
Posted July 22, 2026 at 7:27:17 AM UTC
Last edited: July 22, 2026 at 7:44:47 AM UTC
5.0
Project Ozone 2: Reloaded
James_MR_

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Posted July 22, 2026 at 7:27:17 AM UTC
Total 500 hrs Playing MC 1.7
The version(s) the reviewer played
0
4.0
James_MR_

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Total 100 hrs Completed 100 hrs MC 1.7
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
4.0
Performance
4.0

It’s a great, solid pack and one of the first expert modpacks I played. Although, in retrospect, the endgame was a little lacking. Maybe it was truly great for its time, but with the benefit of hindsight, I think it could have had more content, specifically, by actually requiring players to use the creative items instead of simply obtaining them as trophies.

0
0
Posted July 22, 2026 at 7:22:09 AM UTC
Last edited: July 22, 2026 at 7:29:29 AM UTC
4.0
James_MR_

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Total 100 hrs Completed 100 hrs MC 1.7
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
4.0
Performance
4.0

It’s a great, solid pack and one of the first expert modpacks I played. Although, in retrospect, the endgame was a little lacking. Maybe it was truly great for its time, but with the benefit of hindsight, I think it could have had more content, specifically, by actually requiring players to use the creative items instead of simply obtaining them as trophies.

0
0
Posted July 22, 2026 at 7:22:09 AM UTC
Last edited: July 22, 2026 at 7:29:29 AM UTC
4.0
FTB Infinity Evolved
James_MR_

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Posted July 22, 2026 at 7:22:09 AM UTC
Total 100 hrs Completed 100 hrs MC 1.7
The version(s) the reviewer played
0
3.0
hi529

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Total 20 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
4.5

Beyond Cosmo is a pack I've had a love/hate relationship with so far.

Early game was best described as a nightmare. No death felt like it was the result of a mistake on my end, but rather some change that was neither telegraphed nor foreseeable, like "Creepers disguise themselves as zombies" or "some zombies can break cobblestone. which ones? guess." The bronze/iron/diamond upgrade template system is interesting for a few moments, and then frustrating forever.

The quest book seems half-finished and doesn't adequately prepare the player for upcoming challenges. Most pages are just "here's the vague progression of this mod" with no indication of why to care right now. I didn't find out the Nether was gated until I tried going there.

Call from the Depths is... not a great mod. I won't go into too much detail here because it's not like the pack author made it, but gating the Nether behind it is... not ideal.

That's not to say I haven't had any fun with the modpack, though. The "gun dungeons" felt mostly tough, but fair- the mobs are powerful, but have exploitable weaknesses that are relatively easy to find and feel AMAZING to discover. (Cave Hunters are still annoying, though.)

My biggest complaint is that it doesn't feel clear to me what Beyond Cosmo is trying to be. Does it want to be a tough but fair exploration/tech pack, or does it Wanna Be The Guy? Nothing really feels cohesive. I constantly feel underpowered and unprepared, and the pack doesn't seem to have any indication of how I COULD prepare. Every time I think I've found my footing, I get walled by OP mobs with no clear way to proceed besides unforgivable cheese.

Some of the mechanics also seem to actively reinforce this, with the worst offender being the total inability to place torches near spawners. This makes pushing in dungeons through actual combat non-viable, since you have to break the spawner just to make the number of mobs finite, and often that's not reasonable due to knockback, forcing the player to tunnel creep.

I will give it credit for one thing, though: it provides the player with an excellent motivation to go to space to begin with. (Namely, that I don't want to live on this planet anymore.) It's also, to my knowledge, the only modpack which has significant implementation of Cosmic Horizons at ALL, so credit where credit is due on that, too.

1
0
Posted July 21, 2026 at 6:37:33 PM UTC
Last edited: July 21, 2026 at 6:45:39 PM UTC
3.0
hi529

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Total 20 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
4.5

Beyond Cosmo is a pack I've had a love/hate relationship with so far.

Early game was best described as a nightmare. No death felt like it was the result of a mistake on my end, but rather some change that was neither telegraphed nor foreseeable, like "Creepers disguise themselves as zombies" or "some zombies can break cobblestone. which ones? guess." The bronze/iron/diamond upgrade template system is interesting for a few moments, and then frustrating forever.

The quest book seems half-finished and doesn't adequately prepare the player for upcoming challenges. Most pages are just "here's the vague progression of this mod" with no indication of why to care right now. I didn't find out the Nether was gated until I tried going there.

Call from the Depths is... not a great mod. I won't go into too much detail here because it's not like the pack author made it, but gating the Nether behind it is... not ideal.

That's not to say I haven't had any fun with the modpack, though. The "gun dungeons" felt mostly tough, but fair- the mobs are powerful, but have exploitable weaknesses that are relatively easy to find and feel AMAZING to discover. (Cave Hunters are still annoying, though.)

My biggest complaint is that it doesn't feel clear to me what Beyond Cosmo is trying to be. Does it want to be a tough but fair exploration/tech pack, or does it Wanna Be The Guy? Nothing really feels cohesive. I constantly feel underpowered and unprepared, and the pack doesn't seem to have any indication of how I COULD prepare. Every time I think I've found my footing, I get walled by OP mobs with no clear way to proceed besides unforgivable cheese.

Some of the mechanics also seem to actively reinforce this, with the worst offender being the total inability to place torches near spawners. This makes pushing in dungeons through actual combat non-viable, since you have to break the spawner just to make the number of mobs finite, and often that's not reasonable due to knockback, forcing the player to tunnel creep.

I will give it credit for one thing, though: it provides the player with an excellent motivation to go to space to begin with. (Namely, that I don't want to live on this planet anymore.) It's also, to my knowledge, the only modpack which has significant implementation of Cosmic Horizons at ALL, so credit where credit is due on that, too.

1
0
Posted July 21, 2026 at 6:37:33 PM UTC
Last edited: July 21, 2026 at 6:45:39 PM UTC
3.0
Beyond Cosmo
hi529

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Posted July 21, 2026 at 6:37:33 PM UTC
Total 20 hrs Playing MC 1.20
The version(s) the reviewer played
1
2.0
Outra

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Total 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
2.0
Performance
5.0

I have heard about this mod a while ago too through a video by "I am Naveed", its been some time now that I use it in Biblically Accurate MC as a mod to add somewhat-cursed illagers in 1.12

What is it ?

A mod adding new illagers ;
This mod was made in 1.12 some time ago, which is a time where most illager concepts revolved around the ones we had : the vindicator and evoker (illusioner too but its still unused as of writing this review), so do not expect concepts which are more original than summoners or fire aspect axe wielders, still some variants deserve the spotlight.

What does it offer ?

Vindicator and evoker variants which have custom abilities involving projectiles and new creatures to summon, all of the evokers are sub-bosses having more health than regular evokers and sometimes more than two attacks to use.

Here are the vindicator variants of this mod :

The Blazicator
A vindicator variant which wields two golden axes, his melee touch acting as if they were enchanted with fire aspect. He deals a decent amount of damage and can be seen as a Nether Vindicator, there's not much more to him expect the fact that he gets attacked by and actively chases all other vindicator types for some reason (its not Wither AI I've checked)
The Snowicator
A vindicator variant with less health than the two others which throw a snowball every time he attacks in melee for some reason (doesn't seem to do anything, sometimes he even throws them at himself by accident). He does a decent amount of damage similar to the previous one but inflict slowness instead. He wields an iron axe
The Endcator
The strongest vindicator of all, uses a diamond axe and holds a shield (which he doesn't actually use its just for decoration I guess, they should have removed it I think), he can teleport like endermen (basically an hostile enderman which also attack villagers)

Here are the evoker variants of this mod :

The Blazvoker
This evoker variant summons little blaze-like creatures with vex AI and attacks with lightning strikes (which are very noisy and will turn all of your villagers into witches, he is also a bit too resilient, I would recommend not using him for serious custom raids)
The Stonevoker
This fire-resistant evoker can summon sometimes stone golems or attack with fangs (which look like gray cubes instead and tend to throw their target high in the air), like the others he is too resilient to really do anything with him and attacks every creature it sees alive or undead
The Burn Voker
This evoker generates lava source blocks on enemies, shoots fireballs (both regular and explosives) and falls slowly just like chickens. He will lift himself above the ground when targeting and attacking other creatures
The Skelet Voker
This evoker variant will attack by shooting arrows or summoning skeletons, he is probably one of the easiest one to deal with especially during the day and probably one with the most potential for serious use (don't like his texture though)
The Nature Voker
This evoker summons hordes of fast and resilient trees which will rush you and will kill you. He can also instantly summon dirt on his enemies to kill them through suffocation. He's also fire resistant for some reason
The Wither Voker
This evoker variant will levitate, generate areas of wither effect like lingering potions and shoot wither skulls
The End Voker
Probably my favourite, this evoker looks good, can cause the target to receive a levitation effect and can summon an enderman to aid him. He still gives you the levitation effect without any chance to miss as it is not tied to a projectile or anything else, its just applied, and I would prefer if it had a way to avoid it
The Frostoker
Decent in looks and strenght, this evoker variant can shoot lumps of snow and ice balls, attack with fangs (retextured to be white snow-ish blobs). He can also summon snow and ice golems to aid him in battle

While some mob variants are could be used in interesting situations, most of them if not all feel redundant or poorly-executed . The same goes for the textures used which look a bit diluted and vanilla sound effects are being reused for every creature added, there's also a complete lack of config files anywhere, which means you'll have to rely on other mods to tweak the mobs's health and damage or spawning.
I also really don't like that some attacks by the various evoker sub-bosses involve unavoidable things like lightning strikes or lava suddently appearing where you stand, it feels a bit unfair, and I prefer when strong creatures are more than damage sponges with instant damage abilities. I did not notice any major performance issues while re-playing with the mod again today.

In conclusion

This mod is falls in the category of "elemental creatures" type mods like Elemental creepers or Elemental witches but for vindicators and evokers instead. It's name might give out the impression that it will extend the illager family to incorporate new concepts for enemies and portray crime through new creatures, but most of what it does is add direct variants of vindicators and evokers which are often times a bit unbalanced.

Its not all bad though and this mod might still have its place if only some of the illagers are used in a pack, or if it is used irronically as a joke mod with little to no regards for overlapping mob concepts or unfairness; it can also be among mods to use combined with Raids Backport, just be careful about which mobs appear and when to avoid raids become an impossible chore, and also take into account that they often fight each other.

  • Screenshot 1: Elemental Vindicators and Evokers, which could be done much better
    Vindicator infighting
  • Screenshot 2: Elemental Vindicators and Evokers, which could be done much better
    Evokers wreaking havoc
1
0
Posted July 21, 2026 at 5:28:22 PM UTC
Last edited: August 18, 2026 at 12:33:54 PM UTC
2.0
Outra

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Total 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
2.0
Performance
5.0

I have heard about this mod a while ago too through a video by "I am Naveed", its been some time now that I use it in Biblically Accurate MC as a mod to add somewhat-cursed illagers in 1.12

What is it ?

A mod adding new illagers ;
This mod was made in 1.12 some time ago, which is a time where most illager concepts revolved around the ones we had : the vindicator and evoker (illusioner too but its still unused as of writing this review), so do not expect concepts which are more original than summoners or fire aspect axe wielders, still some variants deserve the spotlight.

What does it offer ?

Vindicator and evoker variants which have custom abilities involving projectiles and new creatures to summon, all of the evokers are sub-bosses having more health than regular evokers and sometimes more than two attacks to use.

Here are the vindicator variants of this mod :

The Blazicator
A vindicator variant which wields two golden axes, his melee touch acting as if they were enchanted with fire aspect. He deals a decent amount of damage and can be seen as a Nether Vindicator, there's not much more to him expect the fact that he gets attacked by and actively chases all other vindicator types for some reason (its not Wither AI I've checked)
The Snowicator
A vindicator variant with less health than the two others which throw a snowball every time he attacks in melee for some reason (doesn't seem to do anything, sometimes he even throws them at himself by accident). He does a decent amount of damage similar to the previous one but inflict slowness instead. He wields an iron axe
The Endcator
The strongest vindicator of all, uses a diamond axe and holds a shield (which he doesn't actually use its just for decoration I guess, they should have removed it I think), he can teleport like endermen (basically an hostile enderman which also attack villagers)

Here are the evoker variants of this mod :

The Blazvoker
This evoker variant summons little blaze-like creatures with vex AI and attacks with lightning strikes (which are very noisy and will turn all of your villagers into witches, he is also a bit too resilient, I would recommend not using him for serious custom raids)
The Stonevoker
This fire-resistant evoker can summon sometimes stone golems or attack with fangs (which look like gray cubes instead and tend to throw their target high in the air), like the others he is too resilient to really do anything with him and attacks every creature it sees alive or undead
The Burn Voker
This evoker generates lava source blocks on enemies, shoots fireballs (both regular and explosives) and falls slowly just like chickens. He will lift himself above the ground when targeting and attacking other creatures
The Skelet Voker
This evoker variant will attack by shooting arrows or summoning skeletons, he is probably one of the easiest one to deal with especially during the day and probably one with the most potential for serious use (don't like his texture though)
The Nature Voker
This evoker summons hordes of fast and resilient trees which will rush you and will kill you. He can also instantly summon dirt on his enemies to kill them through suffocation. He's also fire resistant for some reason
The Wither Voker
This evoker variant will levitate, generate areas of wither effect like lingering potions and shoot wither skulls
The End Voker
Probably my favourite, this evoker looks good, can cause the target to receive a levitation effect and can summon an enderman to aid him. He still gives you the levitation effect without any chance to miss as it is not tied to a projectile or anything else, its just applied, and I would prefer if it had a way to avoid it
The Frostoker
Decent in looks and strenght, this evoker variant can shoot lumps of snow and ice balls, attack with fangs (retextured to be white snow-ish blobs). He can also summon snow and ice golems to aid him in battle

While some mob variants are could be used in interesting situations, most of them if not all feel redundant or poorly-executed . The same goes for the textures used which look a bit diluted and vanilla sound effects are being reused for every creature added, there's also a complete lack of config files anywhere, which means you'll have to rely on other mods to tweak the mobs's health and damage or spawning.
I also really don't like that some attacks by the various evoker sub-bosses involve unavoidable things like lightning strikes or lava suddently appearing where you stand, it feels a bit unfair, and I prefer when strong creatures are more than damage sponges with instant damage abilities. I did not notice any major performance issues while re-playing with the mod again today.

In conclusion

This mod is falls in the category of "elemental creatures" type mods like Elemental creepers or Elemental witches but for vindicators and evokers instead. It's name might give out the impression that it will extend the illager family to incorporate new concepts for enemies and portray crime through new creatures, but most of what it does is add direct variants of vindicators and evokers which are often times a bit unbalanced.

Its not all bad though and this mod might still have its place if only some of the illagers are used in a pack, or if it is used irronically as a joke mod with little to no regards for overlapping mob concepts or unfairness; it can also be among mods to use combined with Raids Backport, just be careful about which mobs appear and when to avoid raids become an impossible chore, and also take into account that they often fight each other.

  • Screenshot 1: Elemental Vindicators and Evokers, which could be done much better
    Vindicator infighting
  • Screenshot 2: Elemental Vindicators and Evokers, which could be done much better
    Evokers wreaking havoc
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Posted July 21, 2026 at 5:28:22 PM UTC
Last edited: August 18, 2026 at 12:33:54 PM UTC
2.0
Extended Illagers Mod
Outra

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Posted July 21, 2026 at 5:28:22 PM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
1