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Entities and Mobs

KoTeuKa404 edited this page Jul 18, 2026 · 1 revision

Entities and Mobs

Thaumic Forever adds hostile creatures, neutral animals, traders, magical constructs and physical aura entities.

The values below describe the current version of the mod and may change in future balance updates.

Hostile mobs

Entity Health Damage Found in Special features Notable drops
Angry Skeleton 25 5 Common Overworld biomes, Eerie biomes and Taiga Mazes Leaps toward targets, dodges players using bows, knocks enemies back and applies Slowness to players blocking with shields. Bone and a chance to drop a Strong Bone
Revive Skeleton 11 2 Taiga Mazes or summoned with Old Bones Calls nearby Revive Skeletons for help and may carry a research scroll. Old Bones and any carried research scroll
Vampire Bat 6 1 per bite Eerie biomes Actively pursues players instead of hanging. Its bite applies Bleeding. No special drops
Watcher 40 8 attack attribute; 6 special magic damage Ocean Monuments Periodically strikes visible targets with magic, applying Blindness and Nausea. Does not despawn. Orb of Soul

Angry Skeleton

The Angry Skeleton is a faster and more aggressive skeleton variant designed for close combat.

Property Value
Health 25
Attack damage 5
Normal movement speed 0.23
Movement speed near a player 0.35
Follow range 35 blocks
Natural group size 1–2

Unlike a normal Skeleton, it fights with melee attacks.

The Angry Skeleton can:

  • leap toward its target;
  • jump over small obstacles;
  • move faster when a player is nearby;
  • dodge sideways when a nearby player is holding a bow;
  • knock targets back with its attacks.

When it strikes a player who is actively blocking with a shield, the player receives Slowness IV for 5 seconds.

Angry Skeletons burn in sunlight unless they are wearing a helmet.

Natural spawning

Angry Skeletons can spawn in:

  • Plains;
  • Forest;
  • Desert;
  • Swamp;
  • Snowy Tundra;
  • Taiga;
  • Savanna;
  • Badlands;
  • Eerie biomes.

They can also appear as part of Taiga Maze encounters and may occasionally be created near a Sinister aura node.

Drops

Drop Chance
Bone Guaranteed
Strong Bone 15%, increased slightly by Looting

Revive Skeleton

The Revive Skeleton is a weak undead creature connected to the Old Research system.

Property Value
Health 11
Attack damage 2
Movement speed 0.18
Follow range 32 blocks
Group assistance range 10 blocks

Revive Skeletons share targets with nearby members of their group. When one of them is attacked, nearby Revive Skeletons may join the fight.

They burn in sunlight unless protected by a helmet.

Summoning with Old Bones

Dropping four Old Bones close together summons one Revive Skeleton.

Larger groups of Old Bones can summon multiple skeletons at once:

Old Bones Revive Skeletons
4 1
8 2
12 3

Research scrolls

A Revive Skeleton has a small chance to appear carrying a research scroll.

If the skeleton is defeated, the carried scroll is dropped.

Drops

Drop Amount or chance
Old Bone 3 guaranteed
Additional Old Bone 10%
Carried research scroll Guaranteed if present

Vampire Bat

The Vampire Bat is an aggressive undead bat found in Eerie biomes.

Property Value
Health 6
Aggro range 12 blocks
Bite range 1.8 blocks
Bite damage 1
Bite cooldown 1.5 seconds
Bleeding duration 4 seconds
Experience 3

Vampire Bats do not remain hanging like normal bats. They actively fly toward nearby survival players.

A successful bite applies Bleeding I. Bleeding deals a small amount of magic damage every 2 seconds.

Vampire Bats spawn in groups of 1–3 inside Eerie biomes.

Watcher

The Watcher is a persistent Guardian-like creature connected to Ocean Monuments.

Property Value
Health 40
Attack attribute 8
Follow range 32 blocks
Special attack range 20 blocks
Special magic damage 6
Special attack interval 4 seconds
Experience 10

In addition to normal Guardian behavior, the Watcher periodically strikes a visible target with magic damage.

The special attack applies:

  • Blindness for 5 seconds;
  • Nausea for 5 seconds.

Watchers do not despawn naturally.

Spawning

A Watcher can appear when a player enters an Ocean Monument.

Drops

The Watcher always drops an Orb of Soul.

Neutral creatures

Gorilla

The Gorilla is a powerful neutral creature found rarely in Jungle biomes.

Property Value
Health 250
Attack damage 30
Armor 10
Movement speed 0.25
Natural group size 1
Despawning Does not despawn

Gorillas are normally neutral and do not attack players without provocation.

While neutral, an injured Gorilla regenerates 5 health every 5 seconds.

Bananas

Using a Banana on a Gorilla distracts it for approximately 3 seconds.

The Banana is consumed unless the player is in Creative mode.

Slam attack

As the Gorilla loses health, it periodically performs a ground slam when its target is nearby.

Property Value
Damage 20
Effect radius Approximately 2 blocks
Target activation range 12 blocks
Knockback strength 1
Health interval Approximately every 13% of maximum health lost

The slam damages and knocks back nearby living creatures.

Spawning

Gorillas spawn rarely in:

  • Jungle;
  • Jungle Hills;
  • Jungle Edge.

They require solid ground and open sky.

Monkey Paw drop

A Gorilla killed directly by a player drops a Monkey Paw when the weapon has Looting III or higher.

The Monkey Paw must also be enabled in the configuration.

Traders

Entity Location Function
Coin Trader Villager profession Exchanges Coins, gold and various thaumic items
Wizard Thaumic Houses Sells magical materials, equipment and utility items
Void Trader Personal Void area Temporarily offers rare and endgame items

Coin Trader

The Coin Trader is a villager profession that uses Thaumic Forever Coins as currency.

Its trades include:

  • exchanging Gold Blocks for Coins;
  • selling Gold Ingots for Coins;
  • Greatwood and Silverwood Saplings;
  • Vishrooms;
  • Pech Wands;
  • Vis and Morphic Resonators;
  • Vis Amulets;
  • Red Roses;
  • other thaumic goods.

Coins can also be obtained from Loot Bags dropped by Crimson Cultists.

Wizard

The Wizard is a custom villager found inside generated Thaumic Houses.

It uses normal villager trading progression and accepts Coins.

Possible goods include:

  • Magic Dust;
  • Salis Mundus;
  • Taint Slime;
  • Amber;
  • Quicksilver;
  • Master's Ring;
  • Broken Amulet;
  • Aquareia Gem;
  • Strong Bone;
  • Arcane Wand Workbench Charger;
  • Blue Rose;
  • Sanity Soap;
  • Bath Salts;
  • Wand.

More advanced offers become available as the Wizard gains trading levels.

Void Trader

The Void Trader is a large, stationary and invulnerable merchant that appears near a player's personal structure in the Void world.

Property Value
Offers 9 random items
Active duration 3 Overworld days
Default minimum respawn delay 20 Overworld days
Default maximum respawn delay 90 Overworld days
Maximum trade requirements 3 item types
Despawning Disappears when its visit ends

The spawn interval and notification message can be changed in the configuration.

Offers

Each appearance gives the Void Trader nine random, non-duplicate offers from its current item pool.

The pool contains rare equipment, artifacts and Knowledge Epiphanies. Additional offers can be added through the configuration.

Each offer can be purchased only once. After a successful purchase, that item disappears from the trader's current inventory.

Trade Reroll

Using a Trade Reroll on the Void Trader replaces all of its current offers with a new random selection.

The item is consumed unless the player is in Creative mode.

Guardian Mannequin

The Guardian Mannequin is a magical construct that can either protect a player or appear as an enemy inside the Taiga Maze.

Property Value
Health 20
Base attack damage 2 before equipment
Movement speed 0.25
Fire damage received 200%
Poison immunity Yes
Wither immunity Yes
Despawning Does not despawn

Creating a Guardian Mannequin

Use Magic Dust on an Armor Stand to awaken it as a Guardian Mannequin.

Any equipment on the Armor Stand is dropped before the transformation, allowing it to be collected and equipped onto the new construct afterward.

The player who awakens it becomes its owner.

Player-owned Mannequin

A player-owned Guardian Mannequin:

  • follows its owner when they move too far away;
  • attacks hostile mobs;
  • does not deliberately attack its owner;
  • can wear armor;
  • can use swords and tools;
  • benefits from compatible weapon enchantments.

Its damage and protection depend heavily on the equipment it is given.

Hostile Mannequins

Hostile Guardian Mannequins protect the Taiga Maze.

They spawn with randomly selected armor and a random weapon or tool. Equipment from other installed mods may also be selected.

Hostile maze Mannequins do not drop their equipment or experience.

Reaching an Arcane Pedestal near the maze's Guardian Mannequins can open iron-bar sections of the dungeon.

Decoy Mannequin

The Decoy Mannequin is a stationary construct that attracts hostile mobs.

Property Value
Health 30
Attraction range 24 blocks
Knockback resistance 100%
Loaded area 3×3 chunks
Despawning Does not despawn

Hostile creatures inside its range target the Decoy if it is closer than their current target.

The Decoy also keeps its own chunk and the eight surrounding chunks loaded[3x3].

Sneak and interact with the Decoy to return it to item form.

If destroyed instead, it drops:

  • 3 Wheat;
  • 2 Sticks.

Arcane Turret

The Arcane Turret is an owned magical construct that automatically casts an installed focus.

Property Value
Health 50
Follow range 32 blocks
Knockback resistance 100%
Default target type Hostile mobs
Bolt focus range 16 blocks
Touch focus range 4 blocks

The turret consumes the full Vis cost of the installed focus from the local aura each time it casts.

Its firing cooldown is determined by the activation time of the installed focus.

Target settings

The owner can configure the turret to target:

  • hostile mobs;
  • animals;
  • players;
  • friendly entities.

Friendly entities include the owner, members of the owner's team and creatures owned by the same player.

Forward Fire

Forward Fire disables automatic target selection. In this mode, the turret repeatedly casts directly ahead.

Minecart mounting

An Arcane Turret automatically mounts a nearby empty Minecart, allowing it to operate as a mobile defense platform.

Sneak and interact with an owned turret to recover it. Its installed focus is dropped separately.

Node Magnet

The Node Magnet is a fragile owned construct used to move physical aura nodes.

Property Value
Health 15
Node search range 32 blocks
Wisp aggression range 24 blocks
Valid targets Unstabilized aura nodes

The Magnet draws charge from ordinary local Vis and pulls the nearest unstabilized node toward itself.

Larger nodes move more slowly.

During movement:

  • Flux may be released near the node;
  • Wisps may appear;
  • nearby Wisps become hostile toward the owner;
  • if no owner is available, Wisps attack the Magnet.

The Magnet can mount an empty Minecart, allowing nodes to be moved along rails.

Strong movement or impacts can destroy it.

The owner can sneak and interact with the Magnet to return it to item form.

Detailed node mechanics are described in Aura Nodes and Primal Aura.

Aura Node

Aura Nodes are physical magical entities containing stored aspects.

They can:

  • regenerate their aspects;
  • charge modular wands;
  • interact with stabilizers and transducers;
  • be moved with a Node Magnet;
  • be captured inside a Jarred Node;
  • affect Primal Aura regeneration.

Nodes are not normal mobs and cannot be damaged through ordinary attacks.

Their types, regeneration modifiers and special behavior are described in Aura Nodes and Primal Aura.

Aura Cloud

The Aura Cloud is a rare surface aura entity normally visible through Aquareia Goggles.

Property Value
Generation frequency Approximately 1 in 950 chunks
Vis-support area 5×5 chunks
Flux cleansing Its own chunk
Physical collision None

An Aura Cloud gradually restores ordinary Vis around itself and periodically removes a small amount of Flux from its own chunk.

Phial of Aura

Using an empty Thaumcraft Phial on an Aura Cloud creates a Phial of Aura.

The stored aura can later be released near an Aura Cloud to restore ordinary Vis in that chunk.

Destroying an Aura Cloud

Normal attacks do not harm Aura Clouds.

They can be destroyed by:

  • Alumentum;
  • Causality Collapsers.

Eerie biome spawning

Thaumic Forever modifies the hostile spawn pool of the Eerie biome.

Spawn weights are relative values: a larger weight means the creature is selected more often than entries with lower weights.

Mob Spawn weight Group size
Zombie 95 1–4
Skeleton 80 1–4
Angry Skeleton 40 1–2
Vampire Bat 30 1–3
Brainy Zombie 24 1–2
Zombie Villager 20 1
Witch 8 1
Giant Brainy Zombie 5 1

Other naturally spawning hostile mobs are prevented from joining the Eerie biome spawn pool.

When Enable Eerie Day Mob Spawns is enabled:

  • supported Eerie mobs can also spawn during daytime;
  • daytime spawn attempts have a reduced chance;
  • supported mobs are protected from burning in Eerie-biome daylight.

Projectiles and vehicles

Entity Source
Time Freeze Projectile Thrown by the Time Trap
Purifying Bottle Thrown by a Bottle of Purifying Fluid
Vis Bottle Thrown by a Bottle of Vis
Wind Charge Created by the Wind Charge item
Resonance Bolt Fired by the Tuning Fork Rifle
Vis Orb Used by compatible modular wand effects
Void Singularity Minecart Rail-based form of the Void Singularity

Detailed projectile damage and effects are documented in Combat and Tools.

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