Outra

Outra

@outrartuo

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Hi stranger, today this is the philosophical question that we will be striving for : >> is nostalgia a concept which should be cultivated in our society ?>><<What do you mean by that ?>>Nostalgia, {username}, is about remembering the past>>Past games played, Past movies watched, >>The issue with nostalgia is its ability to turn into anemoia, to prevent progress by idealizing it, viewing it as a perfecting which cannot be outmatched>> https://pastebin.com/XvUzppLt

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48 reviews 34 quick ratings 2,790 tag proposals / 2,771 promoted
Joined May 2026 Active 2 hours ago
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Outra

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 500 hrs MC 1.20, 1.1… MC 1.20, 1.12
Gameplay
4.0
Aesthetics
4.0
Performance
3.0

I have a lot more experience regarding this mod in 1.12 (due to using/having used it in packs in this version), but I did try again its 1.20 iteration, screenshots from there

What is it ?

This is a mod focused on adding tons of variants to existing monsters in a similar way to the 1.10 update adding the strays and the husks as undead variants.

What does it offer ?

When spawning, vanilla mobs now have to chance to get replaced by their default special mobs counterpart (which are called the "vanilla replacement" mobs -> for example a minecraft:zombie spawning has a high chance to get replaced by a "specialmobs:specialzombie ; this feature can be disabled if you have mods in your pack which only affect specifically the vanilla mobs), or less often replaced by special variants (depending on the biome, dimension, base rarity and possibly other factors which can be controlled; for example, in plains a zombie spawning has a high chance of becoming a specialmobs:specialzombie but can instead spawn as a specialmobs:zombiebrute for example).
The in-game config is very clear and these informations have been obtained there.
It is by tweaking the base chances and exceptions that you can make stuff such as variants which appear more often (or even always) than the vanilla replacement (such as plague zombies appearing more often than the vanilla replacement for zombies when appearing in swamps, but making plague zombies have a base chance of 0 to make it so they end up being swamp-specific).

Here's a list of the affected mobs (with examples of the most interesting variants; though there's a lot more which I won't talk about) :

When several vanilla mobs are set within a common category it means they share many variant concepts

Creepers :

-The dark creeper which destroys perfectly well sources of light while giving you blindness
-The Scope creeper, looks hilarious; it's a post 1.12 mob which has spyglasses on his eyes, he can detect you from much further

Zombies , Drowneds & Zombified Piglins :

-for zombies there's the mad scientist (only available in recent versions), which poison you in melee
-for drowneds there's the exclusive abyssal (which is more resilient and give you a weight effect to make you sink faster and tropical (which throws poisonous tridents at you) variants
-for zombified piglins the most special is the Vampire Piglin, which is really resilient and looks closer to a regular piglin than an undead

Skeletons & Wither Skeletons :

-There's the ninja, which hides by turning into blocks and tries to backstab you, exists for both
-There's the pirate (which is new too), he can appear at sea (can be changed) and can use boat+shoots spectral arrows

Slimes & Magma Cubes :

-The Blackberry and Volatile , are acting like creepers
-The newer Potion Slime , can give you a potion effect on melee depending on the potion color it has

Spiders & Cave Spiders :

-The Witch Spider can give you negative potion effects on melee, while giving itself positive ones for every hit she gives (behaves differently in 1.12)
-The Water Spider can walk on water (appears on the sea and rivers by default too (it's a new mob)
-The Flying Spider can jump really far to reach you quickly

Silverfish :

-There's the Fishing silverfish , acting like some other fishing type mob variants and having the ability to reel you in
-There's the "pufferfish" (new), which can poison you, looks like a pufferfish and can swim too
-There's the Albino silverfish which can shoot you with icy projectiles

Endermen :

-There's the Mirage Enderman which makes you see double as it appears to clone itself
-There's the Thief Enderman which can teleport you when hitting you
-There's the Runic Enderman which can shoot a laser of its mouth and make you levitate on hit (is new)

Witches :

I will go in details about all of their variants since I find them to be the most detailled and interesting (plus there is less variants for them than for most other groups)
-Witch of Domination throws homemade levitation potions, and can use some telekinetic powers to move you around; she has a pretty stylish costume and a nice hat
-Ice Witch can turn near water into ice, allowing her to walk on it, she is also pretty resilient; she wears a blue coat (is new)
-Witch of Shadows throws potions of blindness/wither; she looks ominous- Lichthrows instant damage potions (exclusively) and sometimes throws skeletons at you too; she looks like a zombified witch- Witch of the Wildsthrows Poisonous potions exclusively, can summon little spiders and can summon a larger one to ride too- Wind Witchcan teleport like endermen, which makes her probably the hardest mob to fight### Blazes:
-There's the
Joltwhich will teleport every time you hit it, summoning lightning in its place-The Armored blaze(new) has an armor, which needs to be destroyed before hitting the entity hiding behind### Ghasts:
-the
Queen and King ghastsare more powerfull versions of ghasts, one summoning little ghasts while the other has more firepower-the Slab ghast(new) is much faster and aggressive than his friends-the Unholy ghastis really resilient, stalks you but attacks in melee if you get too closeMost of the mobs's models were unchanged back in 1.12 (only having texture tweaks or recolors), but the mod has since updated , adding new mob variants and readapting older ones, even changing the models of some creatures, the most notable being the witches|| in terms of aesthetic improvements.
Other tweaks were made to general undeads, which can now appear naturally wielding bows (or sometimes skeletons will appear holding and using swords), and can appear with and use shields (which will negate all projectiles before them and some melee frontal hits).

Main issue with this mod ? The performances .
As it turns out, the way this mods checks for mobs to replace by other mobs seems to make the game ever so slightly laggier every time a new concerned creature appears. it's actually because certain mobs's AI causes this, it doesn't seem to apply to all mob replacement
it's small, but noticeable in larger packs.

In conclusion

I like this mod, it does its job at adding vanilla-like mob variant similar to the husk and stray in looks and behavior.

Quite configurable as you can decide exactly in which biomes/biome types the mob replacement occurs.

Unfortunately, its impact on the performances (especially in 1.12) land this mod in a similar spot to Quality Tools in the sense that it cannot be used in serious larger packs .
Maybe the performances issues will get fixed somehow, or are already fixed in the very recent 1.20.1 update and I just haven't played enough to notice.
take it with a grain of salt as I remind you I have mostly played through the 1.12 version

  • Screenshot 1: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    The Knight variants, always armored and equipped
  • Screenshot 2: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Very clear mod config menu
  • Screenshot 3: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Which variants ? witch variants
0
1
3.0
Outra

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts ←
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Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 500 hrs MC 1.20, 1.1… MC 1.20, 1.12
Gameplay
4.0
Aesthetics
4.0
Performance
3.0

I have a lot more experience regarding this mod in 1.12 (due to using/having used it in packs in this version), but I did try again its 1.20 iteration, screenshots from there

What is it ?

This is a mod focused on adding tons of variants to existing monsters in a similar way to the 1.10 update adding the strays and the husks as undead variants.

What does it offer ?

When spawning, vanilla mobs now have to chance to get replaced by their default special mobs counterpart (which are called the "vanilla replacement" mobs -> for example a minecraft:zombie spawning has a high chance to get replaced by a "specialmobs:specialzombie ; this feature can be disabled if you have mods in your pack which only affect specifically the vanilla mobs), or less often replaced by special variants (depending on the biome, dimension, base rarity and possibly other factors which can be controlled; for example, in plains a zombie spawning has a high chance of becoming a specialmobs:specialzombie but can instead spawn as a specialmobs:zombiebrute for example).
The in-game config is very clear and these informations have been obtained there.
It is by tweaking the base chances and exceptions that you can make stuff such as variants which appear more often (or even always) than the vanilla replacement (such as plague zombies appearing more often than the vanilla replacement for zombies when appearing in swamps, but making plague zombies have a base chance of 0 to make it so they end up being swamp-specific).

Here's a list of the affected mobs (with examples of the most interesting variants; though there's a lot more which I won't talk about) :

When several vanilla mobs are set within a common category it means they share many variant concepts

Creepers :

-The dark creeper which destroys perfectly well sources of light while giving you blindness
-The Scope creeper, looks hilarious; it's a post 1.12 mob which has spyglasses on his eyes, he can detect you from much further

Zombies , Drowneds & Zombified Piglins :

-for zombies there's the mad scientist (only available in recent versions), which poison you in melee
-for drowneds there's the exclusive abyssal (which is more resilient and give you a weight effect to make you sink faster and tropical (which throws poisonous tridents at you) variants
-for zombified piglins the most special is the Vampire Piglin, which is really resilient and looks closer to a regular piglin than an undead

Skeletons & Wither Skeletons :

-There's the ninja, which hides by turning into blocks and tries to backstab you, exists for both
-There's the pirate (which is new too), he can appear at sea (can be changed) and can use boat+shoots spectral arrows

Slimes & Magma Cubes :

-The Blackberry and Volatile , are acting like creepers
-The newer Potion Slime , can give you a potion effect on melee depending on the potion color it has

Spiders & Cave Spiders :

-The Witch Spider can give you negative potion effects on melee, while giving itself positive ones for every hit she gives (behaves differently in 1.12)
-The Water Spider can walk on water (appears on the sea and rivers by default too (it's a new mob)
-The Flying Spider can jump really far to reach you quickly

Silverfish :

-There's the Fishing silverfish , acting like some other fishing type mob variants and having the ability to reel you in
-There's the "pufferfish" (new), which can poison you, looks like a pufferfish and can swim too
-There's the Albino silverfish which can shoot you with icy projectiles

Endermen :

-There's the Mirage Enderman which makes you see double as it appears to clone itself
-There's the Thief Enderman which can teleport you when hitting you
-There's the Runic Enderman which can shoot a laser of its mouth and make you levitate on hit (is new)

Witches :

I will go in details about all of their variants since I find them to be the most detailled and interesting (plus there is less variants for them than for most other groups)
-Witch of Domination throws homemade levitation potions, and can use some telekinetic powers to move you around; she has a pretty stylish costume and a nice hat
-Ice Witch can turn near water into ice, allowing her to walk on it, she is also pretty resilient; she wears a blue coat (is new)
-Witch of Shadows throws potions of blindness/wither; she looks ominous- Lichthrows instant damage potions (exclusively) and sometimes throws skeletons at you too; she looks like a zombified witch- Witch of the Wildsthrows Poisonous potions exclusively, can summon little spiders and can summon a larger one to ride too- Wind Witchcan teleport like endermen, which makes her probably the hardest mob to fight### Blazes:
-There's the
Joltwhich will teleport every time you hit it, summoning lightning in its place-The Armored blaze(new) has an armor, which needs to be destroyed before hitting the entity hiding behind### Ghasts:
-the
Queen and King ghastsare more powerfull versions of ghasts, one summoning little ghasts while the other has more firepower-the Slab ghast(new) is much faster and aggressive than his friends-the Unholy ghastis really resilient, stalks you but attacks in melee if you get too closeMost of the mobs's models were unchanged back in 1.12 (only having texture tweaks or recolors), but the mod has since updated , adding new mob variants and readapting older ones, even changing the models of some creatures, the most notable being the witches|| in terms of aesthetic improvements.
Other tweaks were made to general undeads, which can now appear naturally wielding bows (or sometimes skeletons will appear holding and using swords), and can appear with and use shields (which will negate all projectiles before them and some melee frontal hits).

Main issue with this mod ? The performances .
As it turns out, the way this mods checks for mobs to replace by other mobs seems to make the game ever so slightly laggier every time a new concerned creature appears. it's actually because certain mobs's AI causes this, it doesn't seem to apply to all mob replacement
it's small, but noticeable in larger packs.

In conclusion

I like this mod, it does its job at adding vanilla-like mob variant similar to the husk and stray in looks and behavior.

Quite configurable as you can decide exactly in which biomes/biome types the mob replacement occurs.

Unfortunately, its impact on the performances (especially in 1.12) land this mod in a similar spot to Quality Tools in the sense that it cannot be used in serious larger packs .
Maybe the performances issues will get fixed somehow, or are already fixed in the very recent 1.20.1 update and I just haven't played enough to notice.
take it with a grain of salt as I remind you I have mostly played through the 1.12 version

  • Screenshot 1: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    The Knight variants, always armored and equipped
  • Screenshot 2: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Very clear mod config menu
  • Screenshot 3: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Which variants ? witch variants
0
1
3.0
Special Mobs
Outra

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About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 500 hrs MC 1.20, 1.1… MC 1.20, 1.12
0
1
4.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts ←
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.20
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

What is it ?

A more subtle retro-horror mod which shows in the hallucinations you witness, sounds you may hear and sometimes weird anomalies you might notice.
Closer to herobrine mods in terms of horror, it features a slightly higher amount of aggressivity than the end of herobrine .

What does it offer ?

A nostalgic mod focused on making the world feel slightly off by adding a bunch of small events and structures in your world, while not being too explicit with its horror and leaving some things to the imagination. There isn't much more to add and this mod is best played with little information on it anyways

Important thing I will add : I have noticed that by default when the creature eventually may appear, they have a high chance of actually killing you , which breaks the calmer eerie vibe intended by the mod;
Thankfully the minimal amount of ticks the creature has to stay before despawning can be lowered (the creature's name is Hijitus in the configs, I recommend dealing with that before playing the mod).
I also think that this creature could have been made to look better (instead of a knocker parody), but honestly I do not play the mod for its monster and more for the provided ambience.

In conclusion

I quite like this mod, it is quite configurable , fits nicely with a more chill type of horror (as opposed to complete survival-horror).
It can work as a one-off experience to betray your friends's trust, or as part of a larger more beta-style horror pack.

  • Screenshot 1: Ambient Horror the way I like it
    Strange things in the skies
2
0
4.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts ←
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.20
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

What is it ?

A more subtle retro-horror mod which shows in the hallucinations you witness, sounds you may hear and sometimes weird anomalies you might notice.
Closer to herobrine mods in terms of horror, it features a slightly higher amount of aggressivity than the end of herobrine .

What does it offer ?

A nostalgic mod focused on making the world feel slightly off by adding a bunch of small events and structures in your world, while not being too explicit with its horror and leaving some things to the imagination. There isn't much more to add and this mod is best played with little information on it anyways

Important thing I will add : I have noticed that by default when the creature eventually may appear, they have a high chance of actually killing you , which breaks the calmer eerie vibe intended by the mod;
Thankfully the minimal amount of ticks the creature has to stay before despawning can be lowered (the creature's name is Hijitus in the configs, I recommend dealing with that before playing the mod).
I also think that this creature could have been made to look better (instead of a knocker parody), but honestly I do not play the mod for its monster and more for the provided ambience.

In conclusion

I quite like this mod, it is quite configurable , fits nicely with a more chill type of horror (as opposed to complete survival-horror).
It can work as a one-off experience to betray your friends's trust, or as part of a larger more beta-style horror pack.

  • Screenshot 1: Ambient Horror the way I like it
    Strange things in the skies
2
0
4.0
In Your World
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts ←
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.20
2
0
5.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts ←
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.20, 1.1… MC 1.20, 1.19
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

I have re-played the mod recently, it seems like the 1.19.2 is currently more up-to-date in terms of custom content than the 1.20.1 one

What is it ?

This mod features new well-animated and detailled illagers which will join as new raiders to fight, with varying themes and cultural concepts, as well as some Minecraft Dungeons influence.

What does it offer ?

A whole hotbar of new illager mobs to play with and fight against during raids ( as well as some extra things which may occur in raids )
All of the illager armors and equipements can be obtained as separate items.

Anyways this mod adds plenty of illagers, that I will list below :

Here's the whole list of Illagers (SPOILERS) :

-The Cowboy :
The most stereotypical western illager, the cowboy attacks by shooting you doing using a custom revolver (the only weapon which does not exist as an individual item to use yourself); even with full protection IV diamond armor he still manages to pose a threat; it seems to not spawn in raids, could be because they're WIP still
-The Samurai :
Liking to jump around, this melee katana-wielding illager can attack fast and parry some of your moves; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Shogun :
A very aggressive samurai-like illager, he is the first miniboss from this whole mod, appearing around the last wave of hard raids by default and being very mobile, even having some dash & stunt moves; his katana is a bit special, allowing you to parry incoming attacks; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Guard :
Also found in pillager outposts, the guard uses a spear to attack from a bit further than usual; he can appear using a shield, and really becomes a threat when there's multiple of them
-The Royal Guard (A) :
The Royal Guard from Minecraft Dungeons, using shield & mace to attack the player, unless you are using an axe or piercing attacks you will have to wait for him to attack first before being able to damage him; he is actually pretty fast, beware, I like this mob a lot
-The Royal Guard (B) :
Added before the more MC Dungeons-friendly royal guard, this one variant uses a two-handed halberd instead of a mace and shield, granting him some extra reach
-The Beamloger :
A custom illager concept of an enemy using Minecraft Dungeon's corrupted beacon as a means to fire beams of dark light (either directly at you or generating pillars of darkness around)
-The Arcana Wardeer :
A really powerful evoker-like mage (using about the same textures of an unused mob which appeared in Dungeons additions +), which teleports around a summons multiple rows of fangs at once; instead of being a summoner (of vexes) he acts more as a support illager, being able to give himself and others breakable magic shields

-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids, this one is stronger and smarter than its Minecraft Dungeons natural counterpart, now able to charge at you before doing its redstone mines attack and much more destructive (which to me fits with base Minecraft's context much more)

I have not noticed anything wrong with the performances, that said I did notice a small visual bug with shielded mobs which seem to make it so their held items disappear
(this looks weird on vindicators)
I also have not seen the cowboy spawn in raids, but since they aren't mentioned on the mod's page it could very much be because they are still Work in Progress, idk.

In conclusion

I really like this illager mod (probably tied to the fact I really like Minecraft Dungeon's illagers globally and that it features content from that game readapted in a really good way);
The way the illagers are handled and their various capabilities and high quality textures and animations makes them work perfectly with major combat-reworking mods such as the famous Epic Fight mod.
This mod is quite configurable too, as you can decide the exact waves each mob spawns in and some stats/summons related to various illagers added by the mod.
Combine it with Illage and Spillage for extra chaos !

This mod is mostly focused on combat , adding mobs which mostly attempt to directly fight the player (even if one could count as support), and I'm honestly wondering why there aren't any structure-addons for this mod.

Anyways that's all I have to add, 'mazing mod, try it someday...

  • Screenshot 1: Really Well-made, Really Well animated illager mod, it's that good
    Three timetravelers meet; 'talk about anachronism
  • Screenshot 2: Really Well-made, Really Well animated illager mod, it's that good
    Wave 1 of a Normal Raid
  • Screenshot 3: Really Well-made, Really Well animated illager mod, it's that good
    Another Wave in a different (modded) environment
  • Screenshot 4: Really Well-made, Really Well animated illager mod, it's that good
    I'm enjoying this mod too much
0
0
5.0
Outra

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts ←
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.20, 1.1… MC 1.20, 1.19
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

I have re-played the mod recently, it seems like the 1.19.2 is currently more up-to-date in terms of custom content than the 1.20.1 one

What is it ?

This mod features new well-animated and detailled illagers which will join as new raiders to fight, with varying themes and cultural concepts, as well as some Minecraft Dungeons influence.

What does it offer ?

A whole hotbar of new illager mobs to play with and fight against during raids ( as well as some extra things which may occur in raids )
All of the illager armors and equipements can be obtained as separate items.

Anyways this mod adds plenty of illagers, that I will list below :

Here's the whole list of Illagers (SPOILERS) :

-The Cowboy :
The most stereotypical western illager, the cowboy attacks by shooting you doing using a custom revolver (the only weapon which does not exist as an individual item to use yourself); even with full protection IV diamond armor he still manages to pose a threat; it seems to not spawn in raids, could be because they're WIP still
-The Samurai :
Liking to jump around, this melee katana-wielding illager can attack fast and parry some of your moves; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Shogun :
A very aggressive samurai-like illager, he is the first miniboss from this whole mod, appearing around the last wave of hard raids by default and being very mobile, even having some dash & stunt moves; his katana is a bit special, allowing you to parry incoming attacks; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Guard :
Also found in pillager outposts, the guard uses a spear to attack from a bit further than usual; he can appear using a shield, and really becomes a threat when there's multiple of them
-The Royal Guard (A) :
The Royal Guard from Minecraft Dungeons, using shield & mace to attack the player, unless you are using an axe or piercing attacks you will have to wait for him to attack first before being able to damage him; he is actually pretty fast, beware, I like this mob a lot
-The Royal Guard (B) :
Added before the more MC Dungeons-friendly royal guard, this one variant uses a two-handed halberd instead of a mace and shield, granting him some extra reach
-The Beamloger :
A custom illager concept of an enemy using Minecraft Dungeon's corrupted beacon as a means to fire beams of dark light (either directly at you or generating pillars of darkness around)
-The Arcana Wardeer :
A really powerful evoker-like mage (using about the same textures of an unused mob which appeared in Dungeons additions +), which teleports around a summons multiple rows of fangs at once; instead of being a summoner (of vexes) he acts more as a support illager, being able to give himself and others breakable magic shields

-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids, this one is stronger and smarter than its Minecraft Dungeons natural counterpart, now able to charge at you before doing its redstone mines attack and much more destructive (which to me fits with base Minecraft's context much more)

I have not noticed anything wrong with the performances, that said I did notice a small visual bug with shielded mobs which seem to make it so their held items disappear
(this looks weird on vindicators)
I also have not seen the cowboy spawn in raids, but since they aren't mentioned on the mod's page it could very much be because they are still Work in Progress, idk.

In conclusion

I really like this illager mod (probably tied to the fact I really like Minecraft Dungeon's illagers globally and that it features content from that game readapted in a really good way);
The way the illagers are handled and their various capabilities and high quality textures and animations makes them work perfectly with major combat-reworking mods such as the famous Epic Fight mod.
This mod is quite configurable too, as you can decide the exact waves each mob spawns in and some stats/summons related to various illagers added by the mod.
Combine it with Illage and Spillage for extra chaos !

This mod is mostly focused on combat , adding mobs which mostly attempt to directly fight the player (even if one could count as support), and I'm honestly wondering why there aren't any structure-addons for this mod.

Anyways that's all I have to add, 'mazing mod, try it someday...

  • Screenshot 1: Really Well-made, Really Well animated illager mod, it's that good
    Three timetravelers meet; 'talk about anachronism
  • Screenshot 2: Really Well-made, Really Well animated illager mod, it's that good
    Wave 1 of a Normal Raid
  • Screenshot 3: Really Well-made, Really Well animated illager mod, it's that good
    Another Wave in a different (modded) environment
  • Screenshot 4: Really Well-made, Really Well animated illager mod, it's that good
    I'm enjoying this mod too much
0
0
5.0
Illager Additions
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Total 100 hrs MC 1.20, 1.1… MC 1.20, 1.19
0
0
4.0
Outra

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Total 5 hrs MC 1.20
Gameplay
3.5
Aesthetics
4.5
Performance
5.0

What is it ?

A mod adding adding about two japanese-themed illagers (with a custom dungeon their appear in) and two new piglin-type mobs .

What does it offer ?

Adds new illagers with their own structure : the Castle (which is very japanese-themed);
These illagers come originally from an older mod called wasabi but were added as part of this mod later.

New illagers and features related to them are discussed here :

The Tengu is a creature from japanese mythology and folklore; here found in raids as well as high on top of the Castle belonging to illagers, this enemy has wings he gladly uses to jump & glide in your direction, quickly getting to you before attacking in melee. This enemy can also use his special leaf to push you away with the power of wind

The Ninjar (you already know what it's going to be) is a more resilient melee ninja-like illager which attacks using a dagger while having the ability to perform weird teleportation moves, or turn himself invisible when needed; I just noticed he is wearing the thief armor set from Minecraft Dungeons, just would like to point it out

This mod also includes piglins in the Nether, both listed here :

The Rude Hog feels like it belongs in Minecraft Legends; this mob was actually first present in Hunter's Return (I mod I reviewed previously), and he rides a special boar in the Nether's Wild (or bastion apparently) while attacking his enemies with his sort of club, which can be obtained after he dies, giving +1 reach and more knockback to foes;
In terms of behavior he doesn't feel all that special, just being the basic concept of a piglin riding a hoglin. He looks really good though

The Burner Hog is a ranged tough mob added to the bastion remnants as a sort of chief, he just attacks with regular fireballs kinda like blazes, which isn't all that interesting

In conclusion

I like this small mod and have seen it around for a while, but never got to really play it;
There's not really any way to configure stuff so it's a bit of an all-or-nothing mod unless you use external mods to disable the new raiders from spawning for example.
I especially like the illagers, but the piglins are fine too even if less interesting I feel. This mod is definitely worth playing , as the mobs look good and mesh well with more fantasy-medieval settings (has potential to work great alongside Illager Additions due to it adding some well-animated japanese-themed illagers).

  • Screenshot 1: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Castle
  • Screenshot 2: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Illagers
  • Screenshot 3: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Rude !
  • Screenshot 4: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Burner
1
0
4.0
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Total 5 hrs MC 1.20
Gameplay
3.5
Aesthetics
4.5
Performance
5.0

What is it ?

A mod adding adding about two japanese-themed illagers (with a custom dungeon their appear in) and two new piglin-type mobs .

What does it offer ?

Adds new illagers with their own structure : the Castle (which is very japanese-themed);
These illagers come originally from an older mod called wasabi but were added as part of this mod later.

New illagers and features related to them are discussed here :

The Tengu is a creature from japanese mythology and folklore; here found in raids as well as high on top of the Castle belonging to illagers, this enemy has wings he gladly uses to jump & glide in your direction, quickly getting to you before attacking in melee. This enemy can also use his special leaf to push you away with the power of wind

The Ninjar (you already know what it's going to be) is a more resilient melee ninja-like illager which attacks using a dagger while having the ability to perform weird teleportation moves, or turn himself invisible when needed; I just noticed he is wearing the thief armor set from Minecraft Dungeons, just would like to point it out

This mod also includes piglins in the Nether, both listed here :

The Rude Hog feels like it belongs in Minecraft Legends; this mob was actually first present in Hunter's Return (I mod I reviewed previously), and he rides a special boar in the Nether's Wild (or bastion apparently) while attacking his enemies with his sort of club, which can be obtained after he dies, giving +1 reach and more knockback to foes;
In terms of behavior he doesn't feel all that special, just being the basic concept of a piglin riding a hoglin. He looks really good though

The Burner Hog is a ranged tough mob added to the bastion remnants as a sort of chief, he just attacks with regular fireballs kinda like blazes, which isn't all that interesting

In conclusion

I like this small mod and have seen it around for a while, but never got to really play it;
There's not really any way to configure stuff so it's a bit of an all-or-nothing mod unless you use external mods to disable the new raiders from spawning for example.
I especially like the illagers, but the piglins are fine too even if less interesting I feel. This mod is definitely worth playing , as the mobs look good and mesh well with more fantasy-medieval settings (has potential to work great alongside Illager Additions due to it adding some well-animated japanese-themed illagers).

  • Screenshot 1: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Castle
  • Screenshot 2: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Illagers
  • Screenshot 3: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Rude !
  • Screenshot 4: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Burner
1
0
4.0
Bagus Mob
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Total 5 hrs MC 1.20
1
0
3.0
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Total 5 hrs MC 1.19
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

A mod which adds a new Marksman illager, which wields either a flintlock pistol or a regular musket.
This is an addon to ewewukek's Musket Mod in 1.19.2 only, and uses the weapons available with this mod in that version.

What does it offer ?

An illager which can use firearms to attack you, which spawns in place of pillagers half of the time (can be changed), making it appear in outposts, patrols, raids or even possibly some other modded structures.

All illagers deal less friendly-fire damage by default when that mod is loaded due to the Marksman's firepower making him to much of a menace for his own allies (this feature can be tweaked in the configs).

Unlike the Gunslinger from Simple Musket (which is my main example as of now when considering a hitscan gun-wielder mob) they do not try to flee when attempting to reload if the player is too close, making them easier foes (AI just like pillagers with slightly more strength I guess, which I find a bit more boring).

I would say this mod is decent (though I have seen unfulfilled complaints about crashes in the mod's comments on curseforge, but I never had any issues with the performances while playing myself).
This mob isn't the best looking illager but at least he is wearing slightly different clothes than his crossbow cousins (but I would prefer if he stood out more).

In conclusion

Reviewing this as a standalone mob, this is good enough;
This mod is quite nice for players who want gun-wielding pillagers in 1.19.2 , but it seems like the mod has been abandoned before getting a chance to be ported to later versions;
Alternatively, it could be abandoned because this mod wouldn't make sense in 1.20+ versions as the base mod this is an addon for makes it so various undeads + pillagers get a chance to appear wielding a firearm , therefore without needing a whole new mob in these versions anymore.

0
0
3.0
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Total 5 hrs MC 1.19
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

A mod which adds a new Marksman illager, which wields either a flintlock pistol or a regular musket.
This is an addon to ewewukek's Musket Mod in 1.19.2 only, and uses the weapons available with this mod in that version.

What does it offer ?

An illager which can use firearms to attack you, which spawns in place of pillagers half of the time (can be changed), making it appear in outposts, patrols, raids or even possibly some other modded structures.

All illagers deal less friendly-fire damage by default when that mod is loaded due to the Marksman's firepower making him to much of a menace for his own allies (this feature can be tweaked in the configs).

Unlike the Gunslinger from Simple Musket (which is my main example as of now when considering a hitscan gun-wielder mob) they do not try to flee when attempting to reload if the player is too close, making them easier foes (AI just like pillagers with slightly more strength I guess, which I find a bit more boring).

I would say this mod is decent (though I have seen unfulfilled complaints about crashes in the mod's comments on curseforge, but I never had any issues with the performances while playing myself).
This mob isn't the best looking illager but at least he is wearing slightly different clothes than his crossbow cousins (but I would prefer if he stood out more).

In conclusion

Reviewing this as a standalone mob, this is good enough;
This mod is quite nice for players who want gun-wielding pillagers in 1.19.2 , but it seems like the mod has been abandoned before getting a chance to be ported to later versions;
Alternatively, it could be abandoned because this mod wouldn't make sense in 1.20+ versions as the base mod this is an addon for makes it so various undeads + pillagers get a chance to appear wielding a firearm , therefore without needing a whole new mob in these versions anymore.

0
0
3.0
Musketeer Illager
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Total 5 hrs MC 1.19
0
0
4.0
Outra

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Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
Gameplay
4.0
Aesthetics
3.5
Performance
5.0

What is it ?

A mod adding a couple of new old-timey weapons : the musket , the blunderbuss and the simpler flintlock pistol . This mod also makes it so there's a chance for undeads and pillagers to spawn holding fancier weaponry, which they know how to use.

What does it offer ?

Three new craftable ranged weapons , the regular musket having its own smithing table upgrades (them being the bayonet and the scope ) TONS of compatibilities with other mods.
The mod is very configurable, to the point you can really make the mod's weapons behave exactly how you want. There's no custom cartridges outside of the base one nor custom enchantments to apply, but there's the possibility to apply various vanilla enchantments to the musket, flintlock pistol and blunderbuss.

In conclusion

This mod is probably globally better than the first musket mod I reviewed;
I would like to note that in 1.19 there's an addon adding a Marksman called **
Musketeer Illager** (which likely isn't going to get ported since 1.20+ versions let some undeads and pillagers hold firearms).
I am not comparing the amount of content, the Simple Musket's goal is simply to add one musket and content around it, but shooting your targets is easier with ewewukek's Musket Mod and that makes a difference.

I guess one could say their aim is a bit different

I'm so funny

  • Screenshot 1: Vanilla-ish guns (with better aim)
    shhh you're hidding the ...f what a blunder
0
0
4.0
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Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
Gameplay
4.0
Aesthetics
3.5
Performance
5.0

What is it ?

A mod adding a couple of new old-timey weapons : the musket , the blunderbuss and the simpler flintlock pistol . This mod also makes it so there's a chance for undeads and pillagers to spawn holding fancier weaponry, which they know how to use.

What does it offer ?

Three new craftable ranged weapons , the regular musket having its own smithing table upgrades (them being the bayonet and the scope ) TONS of compatibilities with other mods.
The mod is very configurable, to the point you can really make the mod's weapons behave exactly how you want. There's no custom cartridges outside of the base one nor custom enchantments to apply, but there's the possibility to apply various vanilla enchantments to the musket, flintlock pistol and blunderbuss.

In conclusion

This mod is probably globally better than the first musket mod I reviewed;
I would like to note that in 1.19 there's an addon adding a Marksman called **
Musketeer Illager** (which likely isn't going to get ported since 1.20+ versions let some undeads and pillagers hold firearms).
I am not comparing the amount of content, the Simple Musket's goal is simply to add one musket and content around it, but shooting your targets is easier with ewewukek's Musket Mod and that makes a difference.

I guess one could say their aim is a bit different

I'm so funny

  • Screenshot 1: Vanilla-ish guns (with better aim)
    shhh you're hidding the ...f what a blunder
0
0
4.0
ewewukek's Musket Mod
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Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
0
0
2.0
Outra

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Total 5 hrs MC 1.20
Gameplay
2.0
Aesthetics
3.5
Performance
5.0

What is it ?

An unofficial port of a discontinued project by the team behind Dungeons Mobs, adding a bunch of illagers and illager-like creatures.

What does it offer ?

A couple of unused illagers of no particular theme with one custom item being the tribal spear which doesn't do much.

Here are all of the mobs added :
-The Jailor :
Probably inspired by Minecraft Dungeon's implications of an illager jailor existing due to the weapon in the same game known as the Jailor's Scythe, this mob simply attacks in melee...
Yeah, I find it worse than Savage and Ravage's Executioner, even if it at least has custom sound effects and good looks. He is the most common of the new illagers within raids, but doesn't serve any interesting purpose

-The Illager Warden :
Acting as a melee illager miniboss in raids, this mob has several fancy moves it can use to attack you and an almost unpenetrable armor which can only be pierced by using an axe when he isn't blocking (after he performs any attack)
-The Elite Evoker :
A regular evoker with stronger spells (more aggressive fang patterns and possibly larger quantities of vexes)
-The Tribager Warrior :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
-The Tribager Chief :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
Only difference with the regular Tribager is in their health pool

-The Roving Marketer :
Some kind of Endersent-trader which can't actually be traded with ? the items sometimes float on the side and I don't know why

Most issues with this mod are written as part of the conclusion, but I have not noticed anything notable regarding the performances (had a crash while this mod was loaded once, but I'm pretty sure another mod actually caused it)

In conclusion

In all honesty : only one mob here is actually good (it being the Illager Warden ), while the Elite Evoker is less interesting but still has its place. Most of the other mobs could be improved upon much more .
Thankfully there's a config file which allows you to disable or enable various raiders (while again I would prefer if you could choose the waves they each appear in its still better than nothing);
Globally when a mod is made and updated, the more content is featured , the riskier it is for the global cohesive experience of the player who's messing around with it as one singular bad mob can break the immersion or overall vibe (if this mod only featured the Illager Warden I would have probably put a nicer score, but the majority of mobs act like generic melee mobs, which knocks the gameplay rating down + some of their attacks have their animations not happening at the same time the mob deals damage, I've seen it happen in Dungeons Mobs too).

This mod seems pretty recent , which means that I will have to look back at it in a few months to see if that review is still valid or if it just that plenty of planned things are left in the dust for now.

I don't have high hopes, but I like to be positively deceived sometimes

0
0
2.0
Outra

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Total 5 hrs MC 1.20
Gameplay
2.0
Aesthetics
3.5
Performance
5.0

What is it ?

An unofficial port of a discontinued project by the team behind Dungeons Mobs, adding a bunch of illagers and illager-like creatures.

What does it offer ?

A couple of unused illagers of no particular theme with one custom item being the tribal spear which doesn't do much.

Here are all of the mobs added :
-The Jailor :
Probably inspired by Minecraft Dungeon's implications of an illager jailor existing due to the weapon in the same game known as the Jailor's Scythe, this mob simply attacks in melee...
Yeah, I find it worse than Savage and Ravage's Executioner, even if it at least has custom sound effects and good looks. He is the most common of the new illagers within raids, but doesn't serve any interesting purpose

-The Illager Warden :
Acting as a melee illager miniboss in raids, this mob has several fancy moves it can use to attack you and an almost unpenetrable armor which can only be pierced by using an axe when he isn't blocking (after he performs any attack)
-The Elite Evoker :
A regular evoker with stronger spells (more aggressive fang patterns and possibly larger quantities of vexes)
-The Tribager Warrior :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
-The Tribager Chief :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
Only difference with the regular Tribager is in their health pool

-The Roving Marketer :
Some kind of Endersent-trader which can't actually be traded with ? the items sometimes float on the side and I don't know why

Most issues with this mod are written as part of the conclusion, but I have not noticed anything notable regarding the performances (had a crash while this mod was loaded once, but I'm pretty sure another mod actually caused it)

In conclusion

In all honesty : only one mob here is actually good (it being the Illager Warden ), while the Elite Evoker is less interesting but still has its place. Most of the other mobs could be improved upon much more .
Thankfully there's a config file which allows you to disable or enable various raiders (while again I would prefer if you could choose the waves they each appear in its still better than nothing);
Globally when a mod is made and updated, the more content is featured , the riskier it is for the global cohesive experience of the player who's messing around with it as one singular bad mob can break the immersion or overall vibe (if this mod only featured the Illager Warden I would have probably put a nicer score, but the majority of mobs act like generic melee mobs, which knocks the gameplay rating down + some of their attacks have their animations not happening at the same time the mob deals damage, I've seen it happen in Dungeons Mobs too).

This mod seems pretty recent , which means that I will have to look back at it in a few months to see if that review is still valid or if it just that plenty of planned things are left in the dust for now.

I don't have high hopes, but I like to be positively deceived sometimes

0
0
2.0
Dungeons Additions +
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Total 5 hrs MC 1.20
0
0
3.5
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Total 100 hrs MC 1.19
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

What is it ?

A mod bringing Minecraft Dungeons's creatures into the base game with well-made and accurate animations (+ sound effects), as well as smaller tweaks related to vanilla mobs to make them behave similarly to their Minecraft Dungeon counterpart.

What does it offer ?

Plenty of monsters straight from Minecraft Dungeons which will be added to vanilla structures and raids ;
Mobs which are tied to specific environnements in MC Dungeons replace by default their vanilla counterpart in Minecraft's similar biomes, there's even an option in the configs to get biome-specific raiders, which means that some illagers will automatically replace existing ones in certain biome types (ex : mountaineers replacing vindicators in mountain-ish biomes).
Changes were made to some vanilla mobs : Husks get their resistance and resilience like in MC Dungeons and spiders unlock a ranged attack (a bit bugged if you ask me); also zombified piglins now can now use crossbows.

Anyways this mod adds plenty of mobs from Minecraft Dungeons, that I will quickly list below :

Here's the whole list of overworld Undeads (SPOILERS) :

-The Jungle Zombie :
This zombie found in jungles can poison the player on melee, there's nothing more to him
-The Frozen Zombie :
Probably originally inspired by the lobber zombie from Minecraft Earth before being added to MC Dungeons as a frozen undead, he stops to throw snowballs if you are too far, which will slow you down (found in snowy biomes)
-The Mossy Skeleton :
Ancestor of the now vanilla Bogged, this is MC Dungeons's venomous skeleton (found in jungles)
-The Skeleton Vanguard :
Found in vanilla Desert Temples to mirror where it appears in Minecraft Dungeons, these spear-wielding skeletons (if Dungeons Gear is installed) can also use shields, meaning they attack in melee and make attempts at blocking certain attacks; their shield can be temporarily disabled by using an axe just like how you would expect
-The Sunken Skeleton :
These are skeletons which can use crossbows and appear in various oceanic biomes (their arrows are not affected by water pressure just like tridents)
-The Wraith :
Minecraft's official ghost (unless you count vexes and allays) appearing at night among other hostile mobs, they can teleport around and set an area on fire with ghostly temporary flames
-The Necromancer :
An sort of lich, summoning skeletons and zombies to aid them in battle while they attack from a distance using their staff; summons can be configured, but I've notice that their summons stop attacking if they get hit by the necromancer's projectile, which is most likely an unintended bug
-The Drowned Necromancer :
An sort of drowned mage, they summon drowned and sunken skeletons to aid them in battle while they attack from a distance using their staff; summons can be configured, but feature the same issue that the regular necromancer has with them un-aggroing if accidentally hit by their master; I've also noticed that the drowned necromancer doesn't attack with lightning at all, which is odd since in MC Dungeons they can attack using lightning

Here's the whole list of Illagers (SPOILERS) :

-The Royal Guard :
Surprisingly weak when compared to its original Minecraft Dungeons equivalent, The royal guard is a slower melee vindicator able to make use of a shield. If Dungeons Gear is loaded, they will have a custom armor/weapon/shield; They may appear in woodland mansions .
-The Iceologer :
A mob found in the snowy areas of the world, which only attacks by letting a chunck of ice slowly fall on your head to slow you drastically; I've seen more interesting iceologer concepts, but this one is simply trying to mimic the MC Dungeons one, therefore its enough by this mod's own standards
-The Geomancer :
A mob which may appear in raids, he can make explosive pillars rise from the ground, or let generic pillars block your way for less than 5 seconds
-The Mountaineer :
A vindicator variant which can climb walls like spiders
-The Windcaller :
A mob which may appear in raids, and attacks by using the wind to push you or make you take fall damage
-The Illusioner :
Just like in Minecraft Dungeons's DLCs, this take sees the illusioner as a mini boss mob which creates copies of himself (which are different entities) and attacks with fireworks
-The Mage :
Kind of the "default wizard" the mage was eventually removed from Minecraft Dungeons (and was added back to Minecraft Dungeons Arcade afterwards); in this mod he can lift you in the air to smash you against the ground, while also making copies of himself and having a similar amount of hp to the illusioner -> the way this lets other raiders catch up to you because he is quite slow at lifting you makes this mob a priority to kill in raids (he can also shoot projectiles in an arc)
This mob is probably the most unique mob of the whole mod

-The Squall Golem :
The Squall Golem, appearing in raids at certain waves
-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids

Here's the whole list of Nether Mobs (SPOILERS) :

-The Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they should spawn in bastions remnants, and can spawn in various nether biomes; they can trade too, but there's no custom trades made for them sadly)
-The Zombified Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they can spawn in various nether biomes)
-The Wildfire :
This mini-boss/tough mob, originally an outcast creature from the first ever mob vote, appeared in the Nether DLC for Minecraft Dungeons and have shields around them you have to destroy before attacking the creature they protect, they are added to Nether fortresses within the mod and can also summon blazes; I have seen better renditions of the Wildfire as part of other mods, but it is still nice to have it here as well

Here's the whole list of Ender Mobs (SPOILERS) :

-The Watchling :
This Enderling teleports and attacks in melee; there isn't much to him
-The Blastling :
This Enderling blasts acid from a distance, there isn't much to him
-The Snareling :
This Enderling shoots a projectile which keep you in place, before teleporting to you for melee attacks (the Ender-Spider if you will)
-The Endersent :
An end tough mob/miniboss, acts just like in Minecraft Dungeons

All of these Ender-related mobs can naturally appear in the outer islands

Here's the whole list of Others (SPOILERS) :

-The Icy Creeper :
A creature leaving a cloud of slowness after exploding, appears in snowy environnements
-The Quick-Growing Vine :
A corrupted vine which appears to block the way when mobs are near (appears in jungles); a sea variant of this mob exists called the Quick-Growing Kelp
-The Poison-Quill Vine :
A corrupted flower which shoots poisonous projectiles when it notices you (appears in jungles); a sea variant of this mob exists called the Poison Anemone
-The Whisperer :
A moving plant-like creature with the ability to summon Quick-Growing Vines to block your way (which can be killed), Poison-Quill Vines to attack you and can entrap you in a way resembling how spiders trap you in webs with this mod (appears in jungles); A sea variant of this mob exists called the WaveWhisperer
-The Leafpleaf :
A tanky creature (kind of a weaker "plant ravager") which attacks mainly by pounding the ground, meaning it can damage all mobs in a given radius (appears in jungles)

As you may have noticed, while the list is big, two things are missing :
Bosses (which are not easy to make in Minecraft), and the Enchanter (which has its own unrelated separate mod called Enchant with Mob which I've already reviewed).
Most of these mobs if not all don't have any drops/items related to them, and I can think of a bunch of mods which add similar creatures with extra items to have fun with.
Something else I forgot to mention when first writing this review is that some of the melee mobs (such as the Watchling ) have attacking animations which do not exactly coincide with their ability to deal damage , making certain mobs (such as the Endersent ) a bit more punitive than they normally should be;
Not much of an issue since most mobs are not melee attackers , and I have not noticed this issue with the undead added by the mod.

In conclusion

Honestly this is a pretty decent mod (while I do have small gripes with certain creatures I have mentioned previously), and ever since Minecraft Dungeons was a thing (and that I noticed its gameplay may not suit me very well; I've played it and enjoyed the game anyways, but that was way after playing this mod), I've hoped for someone to bring these illagers in Minecraft Java to use them in raids;
Sadly as of writing this review the mod isn't currently available for 1.20.1, no shame to the author it's just that plenty of raiders mod have taken the leap forward while this one appears to be stalling behind. That said there is an unofficial fork for 1.20.1 called Dungeons Mobs Port , which might be a temporary fix before it gets ported to later versions more officially; Another solution which I've recently learned about is Goety - The Dark Arts , which while being a magic mod focused on souls first and foremost it does feature Minecraft Dungeons illagers as servants (which can be found as regular hostile mobs using the Goety Hostility addon on top of that), as well as new illagers and structures.

This mod has a config file, but unlike Illage and Spillage and other mods you cannot control exactly which waves the raiders appear in as you are 'meant' to make your own datapack for that, meaning that if you are only relying on this mod you only can enable or disable mobs for raids. That is still better than Savage and Ravage which straights up prevents you from disabling certain mobs from being in raids at all.

Anyways the mod goes quite well alongside regular illagers mod (like Illage and Spillage, Savage and Ravage among others, and it is explicitly made to work with Dungeons Gear which is a mod focused on adding various weapons and artifacts from Minecraft Dungeons to various loot tables; I've made a stack on my ModDex profile having all of them anyways, feel free to check which ones are in 1.19.2 or the version you want this mod for)

  • Screenshot 1: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Raiders
  • Screenshot 2: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Enderlings
1
0
3.5
Outra

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Total 100 hrs MC 1.19
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

What is it ?

A mod bringing Minecraft Dungeons's creatures into the base game with well-made and accurate animations (+ sound effects), as well as smaller tweaks related to vanilla mobs to make them behave similarly to their Minecraft Dungeon counterpart.

What does it offer ?

Plenty of monsters straight from Minecraft Dungeons which will be added to vanilla structures and raids ;
Mobs which are tied to specific environnements in MC Dungeons replace by default their vanilla counterpart in Minecraft's similar biomes, there's even an option in the configs to get biome-specific raiders, which means that some illagers will automatically replace existing ones in certain biome types (ex : mountaineers replacing vindicators in mountain-ish biomes).
Changes were made to some vanilla mobs : Husks get their resistance and resilience like in MC Dungeons and spiders unlock a ranged attack (a bit bugged if you ask me); also zombified piglins now can now use crossbows.

Anyways this mod adds plenty of mobs from Minecraft Dungeons, that I will quickly list below :

Here's the whole list of overworld Undeads (SPOILERS) :

-The Jungle Zombie :
This zombie found in jungles can poison the player on melee, there's nothing more to him
-The Frozen Zombie :
Probably originally inspired by the lobber zombie from Minecraft Earth before being added to MC Dungeons as a frozen undead, he stops to throw snowballs if you are too far, which will slow you down (found in snowy biomes)
-The Mossy Skeleton :
Ancestor of the now vanilla Bogged, this is MC Dungeons's venomous skeleton (found in jungles)
-The Skeleton Vanguard :
Found in vanilla Desert Temples to mirror where it appears in Minecraft Dungeons, these spear-wielding skeletons (if Dungeons Gear is installed) can also use shields, meaning they attack in melee and make attempts at blocking certain attacks; their shield can be temporarily disabled by using an axe just like how you would expect
-The Sunken Skeleton :
These are skeletons which can use crossbows and appear in various oceanic biomes (their arrows are not affected by water pressure just like tridents)
-The Wraith :
Minecraft's official ghost (unless you count vexes and allays) appearing at night among other hostile mobs, they can teleport around and set an area on fire with ghostly temporary flames
-The Necromancer :
An sort of lich, summoning skeletons and zombies to aid them in battle while they attack from a distance using their staff; summons can be configured, but I've notice that their summons stop attacking if they get hit by the necromancer's projectile, which is most likely an unintended bug
-The Drowned Necromancer :
An sort of drowned mage, they summon drowned and sunken skeletons to aid them in battle while they attack from a distance using their staff; summons can be configured, but feature the same issue that the regular necromancer has with them un-aggroing if accidentally hit by their master; I've also noticed that the drowned necromancer doesn't attack with lightning at all, which is odd since in MC Dungeons they can attack using lightning

Here's the whole list of Illagers (SPOILERS) :

-The Royal Guard :
Surprisingly weak when compared to its original Minecraft Dungeons equivalent, The royal guard is a slower melee vindicator able to make use of a shield. If Dungeons Gear is loaded, they will have a custom armor/weapon/shield; They may appear in woodland mansions .
-The Iceologer :
A mob found in the snowy areas of the world, which only attacks by letting a chunck of ice slowly fall on your head to slow you drastically; I've seen more interesting iceologer concepts, but this one is simply trying to mimic the MC Dungeons one, therefore its enough by this mod's own standards
-The Geomancer :
A mob which may appear in raids, he can make explosive pillars rise from the ground, or let generic pillars block your way for less than 5 seconds
-The Mountaineer :
A vindicator variant which can climb walls like spiders
-The Windcaller :
A mob which may appear in raids, and attacks by using the wind to push you or make you take fall damage
-The Illusioner :
Just like in Minecraft Dungeons's DLCs, this take sees the illusioner as a mini boss mob which creates copies of himself (which are different entities) and attacks with fireworks
-The Mage :
Kind of the "default wizard" the mage was eventually removed from Minecraft Dungeons (and was added back to Minecraft Dungeons Arcade afterwards); in this mod he can lift you in the air to smash you against the ground, while also making copies of himself and having a similar amount of hp to the illusioner -> the way this lets other raiders catch up to you because he is quite slow at lifting you makes this mob a priority to kill in raids (he can also shoot projectiles in an arc)
This mob is probably the most unique mob of the whole mod

-The Squall Golem :
The Squall Golem, appearing in raids at certain waves
-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids

Here's the whole list of Nether Mobs (SPOILERS) :

-The Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they should spawn in bastions remnants, and can spawn in various nether biomes; they can trade too, but there's no custom trades made for them sadly)
-The Zombified Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they can spawn in various nether biomes)
-The Wildfire :
This mini-boss/tough mob, originally an outcast creature from the first ever mob vote, appeared in the Nether DLC for Minecraft Dungeons and have shields around them you have to destroy before attacking the creature they protect, they are added to Nether fortresses within the mod and can also summon blazes; I have seen better renditions of the Wildfire as part of other mods, but it is still nice to have it here as well

Here's the whole list of Ender Mobs (SPOILERS) :

-The Watchling :
This Enderling teleports and attacks in melee; there isn't much to him
-The Blastling :
This Enderling blasts acid from a distance, there isn't much to him
-The Snareling :
This Enderling shoots a projectile which keep you in place, before teleporting to you for melee attacks (the Ender-Spider if you will)
-The Endersent :
An end tough mob/miniboss, acts just like in Minecraft Dungeons

All of these Ender-related mobs can naturally appear in the outer islands

Here's the whole list of Others (SPOILERS) :

-The Icy Creeper :
A creature leaving a cloud of slowness after exploding, appears in snowy environnements
-The Quick-Growing Vine :
A corrupted vine which appears to block the way when mobs are near (appears in jungles); a sea variant of this mob exists called the Quick-Growing Kelp
-The Poison-Quill Vine :
A corrupted flower which shoots poisonous projectiles when it notices you (appears in jungles); a sea variant of this mob exists called the Poison Anemone
-The Whisperer :
A moving plant-like creature with the ability to summon Quick-Growing Vines to block your way (which can be killed), Poison-Quill Vines to attack you and can entrap you in a way resembling how spiders trap you in webs with this mod (appears in jungles); A sea variant of this mob exists called the WaveWhisperer
-The Leafpleaf :
A tanky creature (kind of a weaker "plant ravager") which attacks mainly by pounding the ground, meaning it can damage all mobs in a given radius (appears in jungles)

As you may have noticed, while the list is big, two things are missing :
Bosses (which are not easy to make in Minecraft), and the Enchanter (which has its own unrelated separate mod called Enchant with Mob which I've already reviewed).
Most of these mobs if not all don't have any drops/items related to them, and I can think of a bunch of mods which add similar creatures with extra items to have fun with.
Something else I forgot to mention when first writing this review is that some of the melee mobs (such as the Watchling ) have attacking animations which do not exactly coincide with their ability to deal damage , making certain mobs (such as the Endersent ) a bit more punitive than they normally should be;
Not much of an issue since most mobs are not melee attackers , and I have not noticed this issue with the undead added by the mod.

In conclusion

Honestly this is a pretty decent mod (while I do have small gripes with certain creatures I have mentioned previously), and ever since Minecraft Dungeons was a thing (and that I noticed its gameplay may not suit me very well; I've played it and enjoyed the game anyways, but that was way after playing this mod), I've hoped for someone to bring these illagers in Minecraft Java to use them in raids;
Sadly as of writing this review the mod isn't currently available for 1.20.1, no shame to the author it's just that plenty of raiders mod have taken the leap forward while this one appears to be stalling behind. That said there is an unofficial fork for 1.20.1 called Dungeons Mobs Port , which might be a temporary fix before it gets ported to later versions more officially; Another solution which I've recently learned about is Goety - The Dark Arts , which while being a magic mod focused on souls first and foremost it does feature Minecraft Dungeons illagers as servants (which can be found as regular hostile mobs using the Goety Hostility addon on top of that), as well as new illagers and structures.

This mod has a config file, but unlike Illage and Spillage and other mods you cannot control exactly which waves the raiders appear in as you are 'meant' to make your own datapack for that, meaning that if you are only relying on this mod you only can enable or disable mobs for raids. That is still better than Savage and Ravage which straights up prevents you from disabling certain mobs from being in raids at all.

Anyways the mod goes quite well alongside regular illagers mod (like Illage and Spillage, Savage and Ravage among others, and it is explicitly made to work with Dungeons Gear which is a mod focused on adding various weapons and artifacts from Minecraft Dungeons to various loot tables; I've made a stack on my ModDex profile having all of them anyways, feel free to check which ones are in 1.19.2 or the version you want this mod for)

  • Screenshot 1: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Raiders
  • Screenshot 2: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Enderlings
1
0
3.5
Dungeons Mobs
Outra

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Total 100 hrs MC 1.19
1
0
3.5
Outra

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Total 100 hrs MC 1.20
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

I have played this mod at some point with friends using the 1.19 datapack available on planet Minecraft as part of a quick custom-made fabric modpack (the same one with regions unexplored)

What is it ?

Bastion Overhaul is a datapack for 1.20.1 (doesn't seem to work in post 1.21+ versions, but you can still try) which aims at reworking bastions ;
It aims at turning the remnants back into their prime , changing them from lava-filled ruins to dangerous piglin-filled strongholds.

What does it offer ?

Entirely-reworked bastions from the ground up, with more piglin brutes/armored piglins within much prettier structures, each variant was rethought, effectively integrating 1.18+ blocks and changing platforming from being the main challenge back to combat instead.
There isn't much to add as it does what you expect it to, changing the bastions into an interpretation of their original brutalist past form while making them harder to beat but more rewarding;

However I have noticed that it seems some of the mobs added to the structures have not their spawn set to be persistent , which leads to some despawning if you get too far after the structure generates;
It also seems that some worldgen elements do not get removed when the structure spawns in their place, leading to piglins sometimes dying of suffocation before you get there; I have not seen it happen often but I would rather warn.

In conclusion

This datapack while certainly not the only one to add nether features and structures, is yet one of the sole way I have found to actually upgrade the vanilla bastions instead of adding whole new structures (Others on this specific list may include the datapack Incendium , which among adding new biomes makes it so bastions generated in their custom biomes get transformed into custom forms, which look nothing like the originals except for the hidden bastion in basalt deltas which looks really pretty and is really challenging)
I know this datapack works well with some nether Worldgen mods ( Scorching Nether integrates surprisingly well with this one, and I might have played this mod a while ago with Regions Unexplored on the side) but due to it changing the vanilla bastions I wouldn't be surprised if it gets incompatible with larger-scale nether-remodelling mods; It's a case by case scenario where you will have to test things out if you're thinking of adding it to your modpack .
This person has also made other structure reworks such as Ancient city and Trail ruins ones (which I like less for various reasons).

Really good, but definitely has flaws which are waiting to be fixed.

  • Screenshot 1: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    Brutalist Bastion from the outside in a lava ocean
  • Screenshot 2: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    The revamped Treasure Room
  • Screenshot 3: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    Bastion Bridge with the Scorching Nether Mod test
  • Screenshot 4: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    Bastion Treasure with Regions Unexplored
0
0
3.5
Outra

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Luminary 4,000 pts

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.20
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

I have played this mod at some point with friends using the 1.19 datapack available on planet Minecraft as part of a quick custom-made fabric modpack (the same one with regions unexplored)

What is it ?

Bastion Overhaul is a datapack for 1.20.1 (doesn't seem to work in post 1.21+ versions, but you can still try) which aims at reworking bastions ;
It aims at turning the remnants back into their prime , changing them from lava-filled ruins to dangerous piglin-filled strongholds.

What does it offer ?

Entirely-reworked bastions from the ground up, with more piglin brutes/armored piglins within much prettier structures, each variant was rethought, effectively integrating 1.18+ blocks and changing platforming from being the main challenge back to combat instead.
There isn't much to add as it does what you expect it to, changing the bastions into an interpretation of their original brutalist past form while making them harder to beat but more rewarding;

However I have noticed that it seems some of the mobs added to the structures have not their spawn set to be persistent , which leads to some despawning if you get too far after the structure generates;
It also seems that some worldgen elements do not get removed when the structure spawns in their place, leading to piglins sometimes dying of suffocation before you get there; I have not seen it happen often but I would rather warn.

In conclusion

This datapack while certainly not the only one to add nether features and structures, is yet one of the sole way I have found to actually upgrade the vanilla bastions instead of adding whole new structures (Others on this specific list may include the datapack Incendium , which among adding new biomes makes it so bastions generated in their custom biomes get transformed into custom forms, which look nothing like the originals except for the hidden bastion in basalt deltas which looks really pretty and is really challenging)
I know this datapack works well with some nether Worldgen mods ( Scorching Nether integrates surprisingly well with this one, and I might have played this mod a while ago with Regions Unexplored on the side) but due to it changing the vanilla bastions I wouldn't be surprised if it gets incompatible with larger-scale nether-remodelling mods; It's a case by case scenario where you will have to test things out if you're thinking of adding it to your modpack .
This person has also made other structure reworks such as Ancient city and Trail ruins ones (which I like less for various reasons).

Really good, but definitely has flaws which are waiting to be fixed.

  • Screenshot 1: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    Brutalist Bastion from the outside in a lava ocean
  • Screenshot 2: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    The revamped Treasure Room
  • Screenshot 3: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    Bastion Bridge with the Scorching Nether Mod test
  • Screenshot 4: Pretty and Dangerous, but has issues to discuss; One of the few Bastion-Revamps to exist as of now
    Bastion Treasure with Regions Unexplored
0
0
3.5
The Bastion Overhaul
Outra

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Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.20
0
0
2.0
Outra

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Luminary 4,000 pts

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Total 5 hrs MC 1.12
Gameplay
1.5
Aesthetics
3.0
Performance
5.0

What is it ?

A mod adding a new illager boss/subboss with its own magic that you can use if defeated.

What does it offer ?

A necromancer found in his tower, which serves as a powerful foe to beat as he can shoot dark lasers or generate a field of withering darkness around him; he also can raise the dead around you, surrounding you with enemies while you are still trying to beat him. It seems the boss can regenerate somewhat (maybe he just has ridiculous hp), which means you really have to get hyper-focused on attacking him over the hordes he invokes.
After beating him he might give you his staff/armor pieces which grants you abilities such as summoning zombies and skeletons, getting some undead to your side, prevent undead aggro, grant sun immunity to close enough mobs and making your resistant to some potion effects at the cost of making you immune to the regeneration effect too.

I found that the necromancer boss fight (if fought within the context of the overly-frequent tower he spawns in) is almost too hard as it is supposed to occur within a space too tight considering his main gimmick is summoning hordes of zombies and skeletons to distract you from dealing damage to him (maybe putting stairs instead of a ladder as access to the roof may have at least offered an easy way to lure him there instead being doomed to fight in an enclosed room ? technically breaking the floor is still an option I know but still, it feels like it wasn't very well thought out). Always remember that regen/enemy spam makes for the worst bosses.

Also when I say the tower is overly frequent look at the screenshot its crazy.

In conclusion

This mod while having some potential for a simple boss mod seems more like a quick test which was never meant to be taken seriously by anyone, just another Halloween mod meant to be played once before being forgotten.
Unfortunately the mod seems already abandoned and won't receive any more 1.12 updates, which means bugfixes and new content won't get added.
I would like to mention however that a fork/port of this mod is present in 1.20.1 under the name Necromancer Mod Legacy(Raid!) ; I've played that 1.20.1 version of the mod most and might even write a separate review for it if it gets new content or if the texture issues unique to this port gets fixed (at least this mob works better within the context of raids than its original structure).

There's sadly no config file which means the mod can't support modded mobs for some of the custom armor's features (unless other mods go out of their way to add compatibility with this specific niche mod), or that there's no way to make the mod's structure rarer/disable it (except maybe by using recurrent complex's config file ? ' Don't know I have not tried)

  • Screenshot 1: It's not unplayable, But it's not Worth your time
    waytofrequent Tower
  • Screenshot 2: It's not unplayable, But it's not Worth your time
    (Inside)
  • Screenshot 3: It's not unplayable, But it's not Worth your time
    Necromancy
0
0
2.0
Outra

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Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 5 hrs MC 1.12
Gameplay
1.5
Aesthetics
3.0
Performance
5.0

What is it ?

A mod adding a new illager boss/subboss with its own magic that you can use if defeated.

What does it offer ?

A necromancer found in his tower, which serves as a powerful foe to beat as he can shoot dark lasers or generate a field of withering darkness around him; he also can raise the dead around you, surrounding you with enemies while you are still trying to beat him. It seems the boss can regenerate somewhat (maybe he just has ridiculous hp), which means you really have to get hyper-focused on attacking him over the hordes he invokes.
After beating him he might give you his staff/armor pieces which grants you abilities such as summoning zombies and skeletons, getting some undead to your side, prevent undead aggro, grant sun immunity to close enough mobs and making your resistant to some potion effects at the cost of making you immune to the regeneration effect too.

I found that the necromancer boss fight (if fought within the context of the overly-frequent tower he spawns in) is almost too hard as it is supposed to occur within a space too tight considering his main gimmick is summoning hordes of zombies and skeletons to distract you from dealing damage to him (maybe putting stairs instead of a ladder as access to the roof may have at least offered an easy way to lure him there instead being doomed to fight in an enclosed room ? technically breaking the floor is still an option I know but still, it feels like it wasn't very well thought out). Always remember that regen/enemy spam makes for the worst bosses.

Also when I say the tower is overly frequent look at the screenshot its crazy.

In conclusion

This mod while having some potential for a simple boss mod seems more like a quick test which was never meant to be taken seriously by anyone, just another Halloween mod meant to be played once before being forgotten.
Unfortunately the mod seems already abandoned and won't receive any more 1.12 updates, which means bugfixes and new content won't get added.
I would like to mention however that a fork/port of this mod is present in 1.20.1 under the name Necromancer Mod Legacy(Raid!) ; I've played that 1.20.1 version of the mod most and might even write a separate review for it if it gets new content or if the texture issues unique to this port gets fixed (at least this mob works better within the context of raids than its original structure).

There's sadly no config file which means the mod can't support modded mobs for some of the custom armor's features (unless other mods go out of their way to add compatibility with this specific niche mod), or that there's no way to make the mod's structure rarer/disable it (except maybe by using recurrent complex's config file ? ' Don't know I have not tried)

  • Screenshot 1: It's not unplayable, But it's not Worth your time
    waytofrequent Tower
  • Screenshot 2: It's not unplayable, But it's not Worth your time
    (Inside)
  • Screenshot 3: It's not unplayable, But it's not Worth your time
    Necromancy
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2.0
Necromancer Mod
Outra

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Total 5 hrs MC 1.12
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