You are lost in a dense forest, with no sense of direction. As the sun sets, you spot in the distance a tall building. As you rush towards it, you realize this is no friendly outpost. This is the tower of the fearsome Necromancer.
The Necromancer was the son of a Witch, cast aside for his differences. He eventually made his way to the Illagers, where he was taken in as a brother. But as he grew older, his power reached untold heights. Fearing the worst, he was cast aside once more. The Necromancer now resides in his tower, where he practices the all-powerful “red magic”. You have been warned by the villagers on multiple occasions to never enter that dark tower.
Feeling adventurous, you approach the tower anyway. Suddenly, the transparent face of the Necromancer himself appears overhead! As you look around, you notice everything here has been affected by the red magic. You can’t break or place anything in this chunk until the Necromancer is defeated.
The tower is separated into eight floors. You must fight through the first seven floors to reach the Necromancer, who awaits you at the top.
You open the door and are met with the first floor. Two zombie spawners sit on opposite ends, but these zombies are… different. They have a red glow around them, indicating they are being controlled by the Necromancer’s magic. The two cages are protected by wooden trapdoors, you must open them before destroying the spawner. You can destroy spawners in the red magic zone, but nothing else.
After defeating the zombies, you climb the stairs to the second floor. Two skeletons spawners await you- good luck getting to one without being flanked!
Now you have made it to third floor. Look at all these chests! Each contain loot rewarding you for making it this far. In fact, you’re probably so excited about the loot you didn’t notice two cave spider spawners underneath!
After the cave spiders, you climb up the ladder to unveil a dark fourth floor. As punishment for his banishment, the Necromancer has kidnapped a Vindicator. Be warned- this vindicator has been tempered with by the Necromancer, now sporting twice the attack and health as he once did. The enhanced vindicator serves as a “miniboss” inside the tower, marking the halfway point.
After that tough fight, you might be thinking it’s a good time to rest. Think again! The next floor is the library, home to two illusioners. No wait- that's just one. These guys are confusing.
Now that you’ve defeat the two illusioners, you find yourself at a…. dead end? There is no ladder or stair here to get up, only a hole in the celling. You'll need to solve a redstone puzzle opening up a piston to reveal a Potion of Levitation. This unbrewable potion is only active for 10 seconds, so make the most of your time! Float straight up through the ceiling.
As you pass through the ceiling, a group of Strays are waiting to shoot you down. Dodge their relentless attacks and get to the seventh floor!
You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here). There’s a couple of chests with good loot. Should you feel comfortable, you can walk away with the treasure. Or, if you’re feeling extra risky you can proceed to the top of the tower and face the Necromancer himself.
The Necromancer awaits you patiently, but as soon as he meets you will be eager for a fight. The Necromancer prefers to stay away from the player, casting his dark spells from a safe distance. The Necromancer’s mastery in red magic has distorted his appearance, but tripled his abilities:'
1. Mob Mind Control: The Necromancer opens his arms like an evoker and summons from the depths of an innocent creature. It corrupts the mind, turning the regularly passive creature against you. It chooses a mob out of the following table: a. 20% chance of hostile cow. Copies the AI of a zombie. b. 20% chance of hostile pig. Copies the AI of a spider. c. 15% chance of hostile snow golem. It should be noted the corrupted snow golem does not spread snow. d. 15% chance of hostile chicken. Copies the AI of a baby zombie. e. 10% chance of hostile horse. Copies the AI of pigmen- fast and powerful. f. 10% chance of hostile wolf. Although it acts as if you attacked it, the wolf hosts its peaceful appearance. g. 5% chance of hostile villager. Now that’s plain evil. Copies the AI of vindicator. h. 5% chance of hostile iron golem. Worst of all, the golem is holding a rose as he unknowingly attacks you.
The mob is then spawned, in groups of 2-4. The ability is used every 15-60 seconds and is always his starting move. While he could summon the regular hostile mobs with their normal AI, the Necromancer wants the player to dread the fight. You will be forced to kill poor, helpless creatures trapped inside a web of deception. And there’s nothing you can do about it.
2. Player Mind Control: The Necromancer opens his arms again, but quickly lowers them, releasing a wither-skull size transparent red projectile. The projectile moves slowly but can turn to follow. Out run it for 10 seconds or trick a corrupted mob to walk in it’s path. Should you get hit, you are now under the Necromancer’s spell. Your controls have been reversed! W now goes backwards, S goes forwards, left click blocks, right click attacks. Each button has a “reverse” so even if you change controls in settings things will be different. This will last 10 seconds. The Necromancer tries this attack commonly, so always keep an eye on him.
3. Pet Corruption: The worst ability of all. The Necromancer raises his hands and begins to shoot a beam into the sky. This lasts for 6 seconds. You must attack the Necromancer to stop the ability, otherwise it will complete following 6 seconds. The beam will be sent to your home and randomly corrupt one of your own pets/golems. They are then summoned to the tower, and where you must fight them. Luckily, the Necromancer only tries this 1-3 times during a battle and can be easily stopped.
4. Teleportation: Not an attack, but if the Necromancer is ever knocked out of the window, he will immediately teleport back to the center of the tower with no damage taken.
If you’ve noticed, the Necromancer has no direct attacks. All his attacks revolve around manipulating other mobs to doing the attacking for him or messing with your controls. As such he is technically a passive mob, the first “peaceful” boss of his kind. The Necromancer has 40 HP, exactly twice that of the player. Yet most of the battle will be you against the corrupted mobs, with him at a safe distance. This makes the battle much longer than one would initially expect. The corrupted mobs do not drop anything and will actively jump in front of the Necromancer to avoid harm from their “master”.
Upon death, all mind-controlled mobs and pets become passive again. The Necromancer drops a new, special item: The Red Orb. The Red Orb can be crafted with two blaze rods to create a Scarlet Scepter.
The Scepter grants the player to ability to dabble with Red Magic, without the dangerous consequences. When held, hold right click to unleash a transparent red projectile. When the projectile hits a mob, it will mind control said mob.
The mind-control effect creates a red haze around the mob. The mob will fight alongside you, even when you accidently hit them. The effect lasts 4 minutes.
Firing a second projectile at an already controlled mob will release them from your deception. Mind-controlled creatures do not drop anything, to prevent farming.
The Scarlet Scepter has 1020 uses. It can only mind control up to 5 mobs at a time. However, some mob minds are stronger than others. Some creatures require two projectiles, and some even require three. The strongest minds are not affected by the scepter at all!
Weak-Willed Mobs- one projectile will do the trick. • Zombie and variants • Skeleton and variants • Spider and variants • Creeper • Zombie Pigmen • Slime and Magma Cube • Silverfish and Endermite
Willed Mobs- two projectiles are needed, this costs two points in the five-mob limit. Therefore, you can only have two at a time (along with one weak-willed). • Blaze • Guardian • Shulker (must hit the inside) • Phantom • Hostile Wolf • Vindicator • Villager
Strong-Willed Mobs- three projectiles are needed, this costs three points in the five-mob limit, so you may only have one of these controlled at a time (along with one willed or two weak willed). • All tamed/utility mobs • Endermen • Ghast • Illusioner • Witch
Intelligent Mobs- they are immune to the scepter. • Ender Dragon • Wither • Necromancer • Elder Guardian • Evoker • Any mob within the Necromancer’s tower
If a player is hit by the scepter, their controls are switched for 10 seconds. This count as one point. This could be ruining for a battle, but if the targeted player has practiced with the reversed controls it will be merely a nuisance.
The Red Orb is also used to create a new "tool"- the Protection Stone. The Protection Stone is created by surrounding a red orb with nether brick (item).
When placed, the stone will affect all blocks within a 64 x 64 area with the "protected" effect. The durability of all blocks is twice as strong, making it very difficult for enemy players or creepers to wreck your base. When you attempt to destroy a block within the protected range, a red haze appears to let you know what you're in for.
Proud of your accomplishments, you rush to the nearby village to tell them what you’ve done. They are impressed and follow you to the tower, hoping to use its resources to improve their settlement. But upon return, you find all the spawners have vanished! All that remains is a strange tingle in the air.
You are lost in a dense forest, with no sense of direction. As the sun sets, you spot in the distance a tall building. As you rush towards it, you realize this is no friendly outpost. This is the tower of the fearsome Necromancer. Nice build!
The Necromancer was the son of a Witch, cast aside for his differences. He eventually made his way to the Illagers, where he was taken in as a brother. But as he grew older, his power reached untold heights. Fearing the worst, he was cast aside once more. The Necromancer now resides in his tower, where he practices the all-powerful “red magic”. You have been warned by the villagers on multiple occasions to never enter that dark tower. I like the original concept.
Feeling adventurous, you approach the tower anyway. Suddenly, the transparent face of the Necromancer himself appears overhead! As you look around, you notice everything here has been affected by the red magic. You can’t break or place anything in this chunk until the Necromancer is defeated. You should get a potion effect that says "Red Magic" and has a logo of a iron axe and a brick block with a No symbol over it.
The tower is separated into eight floors. You must fight through the first seven floors to reach the Necromancer, who awaits you at the top.
You open the door and are met with the first floor. Two zombie spawners sit on opposite ends, but these zombies are… different. They have a red glow around them, indicating they are being controlled by the Necromancer’s magic. The two cages are protected by wooden trapdoors, you must open them before lighting the spawners up. I thought you couldn't place blocks. Maybe you should keep it that way for a greater challenge.
After defeating the zombies, you climb the stairs to the second floor. Two skeletons spawners await you- good luck getting to one without being flanked! Again, you shouldn't be able to destroy/light up the spawner because that'd be no fun.
Now you have made it to third floor. Look at all these chests! Each contain loot rewarding you for making it this far. In fact, you’re probably so excited about the loot you didn’t notice two cave spider spawners underneath! Once more, you shouldn't be able to destroy/place blocks. I'm guessing the necromancer is end game, and by that point, your armor will be so overpowered that making the challenge any less difficult will be no fun.
After the cave spiders, you climb up the ladder to unveil a dark fourth floor. As punishment for his banishment, the Necromancer has kidnapped a Vindicator. Be warned- this vindicator has been tempered with by the Necromancer, now sporting twice the attack and health as he once did. The enhanced vindicator serves as a “miniboss” inside the tower, marking the halfway point. Why couldn't the vindicator have escaped down the whole. Maybe you should start on the other side and a chest full of loot will tempt you in the vindicators cell.
After that tough fight, you might be thinking it’s a good time to rest. Think again! The next floor is the library, home to two illusioners. It’s about time these guys find a home. One illusioner is bad enough thank you. They can turn into like four illusioners! The illusioner is a miniboss as it is.
Now that you’ve defeat the two illusioners, you find yourself at a…. dead end? There is no ladder or stair here to get up, only a hole in the celling. You need to find the secret chest hidden under the bookshelf (which are the only blocks that can be destroyed here) and find a Potion of Levitation. This unbrewable potion is only active for 10 seconds, so make the most of your time! Float straight up through the ceiling. I still think that blocks should be indestructible. Maybe there should be a redstone puzzle like the Jungle temple. Any other unique puzzles would be great.
As you pass through the ceiling, a group of Strays are waiting to shoot you down. Dodge their relentless attacks and get to the seventh floor! Looks epic.
You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here). There’s a couple of chests with good loot. Should you feel comfortable, you can walk away with the treasure. Or, if you’re feeling extra risky you can proceed to the top of the tower and face the Necromancer himself. Seems right to me.
The Necromancer awaits you patiently, but as soon as he meets you will be eager for a fight. The Necromancer prefers to stay away from the player, casting his dark spells from a safe distance. The Necromancer’s mastery in red magic has distorted his appearance, but tripled his abilities:
1. Mob Mind Control: The Necromancer opens his arms like an evoker and summons from the depths of an innocent creature. It corrupts the mind, turning the regularly passive creature against you. It chooses a mob out of the following table: a. 20% chance of hostile cow. Copies the AI of a zombie. Seems weak for such a strong creature. b. 20% chance of hostile pig. Copies the AI of a spider. Seems a little bit unatural but it's fine. c. 5% chance of hostile snow golem. It should be noted the corrupted snow golem does not spread snow. d. 15% chance of hostile chicken. Copies the AI of a baby zombie. e. 15% chance of hostile horse. Copies the AI of pigmen- fast and powerful. Pigmen are slower in 1.13 (I'm guessing you mean the original AI) f. 5% chance of hostile wolf. Although it acts as if you attacked it, the wolf hosts its peaceful appearance. g. 5% chance of hostile villager. Now that’s plain evil. Copies the AI of vindicator. h. 5% chance of hostile iron golem. Worst of all, the golem is holding a rose as he unknowingly attacks you.
I think all of the mobs above should have red eyes. Are polar bears, llamas, and turtles too cute for this "animal cruelty". I hate Mojang, but you should really add them to the list. 1. Turtle: Slow like an Iron golem and does as much damage as a pigman. It takes a long time to kill them. 5% 2. Polar Bear: Same AI as there hostile mode. 5%
The mob is then spawned, in groups of 2-4. The ability is used every 15-60 seconds and is always his starting move. While he could summon the regular hostile mobs with their normal AI, the Necromancer wants the player to dread the fight. You will be forced to kill poor, helpless creatures trapped inside a web of deception. And there’s nothing you can do about it. The necromancer should never repeat the same animal unless it's gone through all of them.
2. Player Mind Control: The Necromancer opens his arms again, but quickly lowers them, releasing a wither-skull size transparent red projectile. The projectile moves slowly but can turn to follow. Out run it for 10 seconds or trick a corrupted mob to walk in it’s path. Should you get hit, you are now under the Necromancer’s spell. Your controls have been reversed! W now goes backwards, S goes forwards, left click blocks, right click attacks. Each button has a “reverse” so even if you change controls in settings things will be different. This will last 10 seconds. The Necromancer tries this attack commonly, so always keep an eye on him. I assure you this will be horrible for people who changed there controls as much as me.
3. Pet Corruption: The worst ability of all. The Necromancer raises his hands and begins to shoot a beam into the sky. This lasts for 6 seconds. You must attack the Necromancer to stop the ability, otherwise it will complete following 6 seconds. The beam will be sent to your home and randomly corrupt one of your own pets/golems. They are then summoned to the tower, and where you must fight them. Luckily, the Necromancer only tries this 1-3 times during a battle and can be easily stopped. This could be difficult to code and I don't really like the idea that much. Maybe any pets that you bring into the are will be corrupted automatically and habve red eyes similiar to what I said before.
4. Teleportation: Not an attack, but if the Necromancer is ever knocked out of the window, he will immediately teleport back to the center of the tower with no damage taken. Or fly on a magic red cloud!
If you’ve noticed, the Necromancer has no direct attacks. All his attacks revolve around manipulating other mobs to doing the attacking for him or messing with your controls. As such he is technically a passive mob, the first “peaceful” boss of his kind. The Necromancer has 40 HP, exactly twice that of the player. Yet most of the battle will be you against the corrupted mobs, with him at a safe distance. This makes the battle much longer than one would initially expect. The corrupted mobs do not drop anything and will actively jump in front of the Necromancer to avoid harm from their “master”.
Upon death, all mind-controlled mobs and pets become passive again. The Necromancer drops a new, special item: The Red Orb. The Red Orb can be crafted with two blaze rods to create a Scarlet Scepter. Cool
The Scepter grants the player to ability to dabble with Red Magic, without the dangerous consequences. When held, hold right click to unleash a transparent red projectile. When the projectile hits a mob, it will mind control said mob.
The mind-control effect creates a red haze around the mob. The mob will fight alongside you, even when you accidently hit them. The effect lasts 5 minutes by default. If a second red orb is combined with the scepter, the scepter upgrades to 10 minutes. A third red orb can be added for 15 minutes. You’ll want to visit towers on multiple occasions. The mindcontrol should last 3 minutes no matter what.
Firing a second projectile at an already controlled mob will release them from your deception. Mind-controlled creatures do not drop anything, to prevent farming. Smart! They should have red particles released when they are killed.
The Scarlet Scepter has 640 uses. Adding 4 blaze rods will “repair” the scepter, adding 320 durability to an already damaged scepter (this cannot add past 640). This way you won’t have you constantly loot three towers but will still have to work to maintain your scepter. Blaze rods are one of the easiest items to farm whether it's manually or automatically. Perhaps you will need to find another red orb to repair it to its max state. The scepter can only mind control up to 5 mobs at a time. However, some mob minds are stronger than others. Some creatures require two projectiles, and some even require three. The strongest minds are not affected by the scepter at all!
Weak-Willed Mobs- one projectile will do the trick. • All passive mobs • Zombie and variants • Skeleton and variants • Spider and variants • Creeper • Zombie Pigmen • Slime and Magma Cube • Silverfish and Endermite
Willed Mobs- two projectiles are needed, this costs two points in the five-mob limit. Therefore, you can only have two at a time (along with one weak-willed). • Blaze • Guardian • Shulker (must hit the inside) • Phantom • Polar Bear • Dolphin • Wild Wolf • Vindicator • Villager
Strong-Willed Mobs- three projectiles are needed, this costs three points in the five-mob limit, so you may only have one of these controlled at a time (along with one willed or two weak willed). • All tamed/utility mobs • Endermen • Ghast • Illusioner Add this one to the intelligent mobs. • Witch
Intelligent Mobs- they are immune to the scepter. • Ender Dragon • Wither • Necromancer • Elder Guardian • Evoker • Any mob within the Necromancer’s tower
If a player is hit by the scepter, their controls are switched for 10 seconds. This count as one point. This could be ruining for a battle, but if the targeted player has practiced with the reversed controls it will be merely a nuisance. Perhaps 5 seconds.
Proud of your accomplishments, you rush to the nearby village to tell them what you’ve done. They are impressed and follow you to the tower, hoping to use its resources to improve their settlement. But upon return, you find the tower has vanished! All that remains is an open patch of grass… and a strange tingle in the air. It would be a shame to see such a wonderful tower dissapear. You should allow it to remain but you will no longer have the Red Magic effect.
I have an idea for the scepter. If the projectile from the scepter hits a block or liquid (or painting/itemframe/boat?/minecart?) that block/liquid should be indestructible until it's hit again. If a player tries to destroy the block, red particles will be emmited from it. The player isn't allowed to place blocks on blocks protected with "Red Magic". Some would say this is overpowered, but with its expensive price, it would be a balanced way to add grief protection in Vanilla survival. Some blocks take away more durability than others.
What happens if the Scarlet Scepter breaks? Does it disappear from the Player's inventory or does it turn into a "broken" state similarly to the Elytra?
The Red Orb should get more uses, specially if the scepter doesn't disappear upon breaking.
I've changed my mind. The scepter will be upgraded to have 1020 uses, but will be destroyed after using up. It cannot be repaired.
I have an idea for the scepter. If the projectile from the scepter hits a block or liquid (or painting/itemframe/boat?/minecart?) that block/liquid should be indestructible until it's hit again. If a player tries to destroy the block, red particles will be emmited from it. The player isn't allowed to place blocks on blocks protected with "Red Magic". Some would say this is overpowered, but with its expensive price, it would be a balanced way to add grief protection in Vanilla survival. Some blocks take away more durability than others.
1: Obsidian
2: Pickaxe blocks + glass
3: Axe Blocks
4: Shovel Blocks
6: Shear Blocks + cactus
7: Instant break blocks (TNT, Slime, etc)
I think this would be tad too overpowered, but I like the idea. The scepter should be primarily for mind control, so instead how about the Red Orb can be surrounded by netherbrick to create a "Protector". The protector is very much like the conduit, and must be surrounded by rings of red netherbrick (giving them a use). When in effect, it grants the total 64 x 64 block range twice the durability. It doesn't make it invincible, but it does make things hard to get through. Very useful for bases.
I didn't think about torches. Maybe instead, the player can destroy the spawners? It would be very hard to fight through all of them while the ones behind you follow. I will change the library to a redstone puzzle, good idea.
The tower disappears to prevent anyone from using it as a base or destroying it for resources (a lot of stone brick there). Woodland Mansions constantly spawn Illagers to stop you from living there, and Villages have zombie sieges. The tower will destroy itself once the chunk stops loading.
Unless I missed something, is someone able to just quickly go through these rooms without fighting enemies or use an Elytra to simply fly to the top floor? It seems like a lot of this can just be bypassed.
I think if you defeat the Necromancer any unbroken spawners should immediately break, but you get to keep the tower.
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I like this idea, and I really like how you "told the tale" of the suggestion. However, I have some feedback:
First, I'd like to acknowledge that the Woodland Mansion currently has no reason to be entered; you're just barging into somebody's house and killing them. Yes, they are supposed to be evil, but the game doesn't tell you that. Maybe with this tower, the Necromancer could do something evil, like making red lightning strike down on nearby pigs, houses, or villages.
Suddenly, the transparent face of the Necromancer himself appears overhead!
In my opinion, this is a little too close to the Elder Guardian ghost from the Ocean Monument. Maybe the doors have a lock on them that has a little face, and the eyes glow red when you get near.
You can’t break or place anything in this chunk until the Necromancer is defeated.
I think this should be communicated to the player in some way. Maybe when you place a block, it gets levitated and moved in the air and sucked into the top of the tower, where the Necromancer will later use the block(s) to attack you.
3. Pet Corruption: The worst ability of all. The Necromancer raises his hands and begins to shoot a beam into the sky. This lasts for 6 seconds. You must attack the Necromancer to stop the ability, otherwise it will complete following 6 seconds. The beam will be sent to your home and randomly corrupt one of your own pets/golems. They are then summoned to the tower, and where you must fight them. Luckily, the Necromancer only tries this 1-3 times during a battle and can be easily stopped.
This is a little much. If the Necromancer can do this, why doesn't he just summon the pets/dogs from around the map and take over the whole Overworld? I understand that you are really trying to push that he is evil, but taking people's pets and golems is too far. If that can happen, then a lot of YouTubers won't go in the tower because they don't want their pets, which are either iconic to them as a YouTuber or used in a farm, to be uncontrollably taken from them and be forced to kill them. There are also many little kids that play this game that would be very upset if their doggies or cats turned on them like that.
The Scepter grants the player to ability to dabble with Red Magic, without the dangerous consequences. When held, hold right click to unleash a transparent red projectile. When the projectile hits a mob, it will mindcontrol said mob.
The mind-control effect creates a red haze around the mob. The mob will fight alongside you, even when you accidently hit them. The effect lasts
4 minutes.
This doesn't make you much better than the Necromancer. You're still using non-consenting mobs to fight for you, and they might be killed for your convenience. Good luck getting this part implemented with the animal cruelty thing going around... If Mojang and players don't want sharks to be added because of animal cruelty or whatever, how do you expect them to support this?
I don't think the scepter would be that useful, and in cases where it is, apply what I said above. Also, I think the last thing you mentioned (the beacon/conduit-like thing) is too similar to the beacon and conduits. We already have two things of that fashion. Adding even just one more would make that a type of item, which they shouldn't be, because they should be unique.
Partial support. I like the boss battle if you can rework so there is no easy way out, but I agree that the summoning pets or controlling your own mobs things would be too out there. Maybe the red orb could be used to hatch the dragon egg and summon the red dragon? That way, you could have an alternative to finding an elytra for flying that would be approximately the same difficulty.
These towers should also be incredibly rare like monuments and mansions. Villagers should sell maps for them or 'speak' of them when a village spawns nearby.
I really like the whole 'disappear into thin air' idea at the end. That makes the whole thing 10 times spookier, at least the first time around. My only question is, how would the tingling come across in-game, would it be a status effect sprite, a buzzing sound, ...?
Actually, Illagers cannot respawn, unless that is part of the suggestion. Plus, stone bricks are cheap, so getting the tower as another reward would only be OP if the spawners remained intact.
I've always understood Mojang's reasoning for not adding many more structures being they want to avoid the player living there instead of building something themselves. Although, by the time you've become powerful enough to clear one of these you'd probably already have a house. I'll get rid of the tower destroying itself, but the spawners will be destroyed upon the Necromancer's defeat.
Unless I missed something, is someone able to just quickly go through these rooms without fighting enemies or use an Elytra to simply fly to the top floor? It seems like a lot of this can just be bypassed.
It would be very dangerous to run through, since the mobs would constantly be following you. The later floors (Vindicator and Ilusioner) take time to get through, so it's best to not have zombies skeletons and cave spiders on your back. As for the elytra, yes you could technically skip everything if you manage to build up far away from the no build zone. But you wouldn't get any of the loot on the lower floors, and there is a creeper spawner right below you. So the floor would go boom
First, I'd like to acknowledge that the Woodland Mansion currently has no reason to be entered; you're just barging into somebody's house and killing them. Yes, they are supposed to be evil, but the game doesn't tell you that. Maybe with this tower, the Necromancer could do something evil, like making red lightning strike down on nearby pigs, houses, or villages.
I never really thought Minecraft had a "moral compass". If you start to think about it, the player is the closest thing to the villain- depleting all the minerals of the earth, killing animals for the better food supply when they could of waited for wheat, taking advantage of the nitwitted villagers, barging into a woodland mansion and killing everybody in sight. Hostile mobs don't necessarily need to be "evil" they are simply hostile to you and your actions. Illagers could be nice guys who don't like you walking in their house. What did the Ender Dragon do wrong again?
Yes, the face of the Necromancer is directly inspired by the Elder Guardian. The doors locking with a face is a much more original and interesting idea, I will add it. I don't know about the Necromancer using blocks the player places, how about instead it just disappears back into item form with red particles (like the purple end particles).
The Necromancer spends six seconds doing a very obvious animation with sound. The player should be able to hit them with an arrow to stop it. In the event their mob turns on them, they can always kill the Necromancer quickly- all corrupted mobs return to normal after the death of their "master". I agree little kids may be sad, but there's plenty of chances to avoid this happening.
Again, you don't need to be any better than the Necromancer. I suppose the mind control could only effect mobs hostile to you, if you are worried about animal cruelty. The Specter requires thought when used. You cannot just spam it at the first zombie you see, you need to think about your environment and use the "weapon" to your advantage. Mind control a Ghast and use it to assault a Nether Fortress with ease, as it rains hell on Wither Skeletons and Blazes. Manipulate an Enderman to help you defeat an End City, watch it chase down those pesky shulkers. Get two blazes, take them to a Woodland Mansion- good luck illagers.
The protection stone is very much inspired by the conduit. Originally, the red orb would only create a scepter, but I changed it to provide a reason to go to towers multiple times. While it's not the most original in design, I think it works and fits the general theme of "red magic"
Partial support. I like the boss battle if you can rework so there is no easy way out, but I agree that the summoning pets or controlling your own mobs things would be too out there. Maybe the red orb could be used to hatch the dragon egg and summon the red dragon? That way, you could have an alternative to finding an elytra for flying that would be approximately the same difficulty.
I don't know about the red dragon. The elytra is (somewhat) balanced flight, and rideable dragons would completely neglect going to the End. I consider the tower a mid-game dungeon, something you'd take on after the nether fortress but before the stronghold. As for rarity, I'm thinking the same as a Woodland Mansion but in all biomes save the roofed forest, so it seems more common.
The Necromancer spends six seconds doing a very obvious animation with sound. The player should be able to hit them with an arrow to stop it. In the event their mob turns on them, they can always kill the Necromancer quickly- all corrupted mobs return to normal after the death of their "master". I agree little kids may be sad, but there's plenty of chances to avoid this happening.
If it's so easy to stop, why even have it? This wouldn't be challenging, unless the player didn't understand that their pets were going to be pinned against them, in which case it's not fair because the player didn't know what was going to happen. And, honestly, I think it's a bit of a crazy power.
Regarding other things:
I'd prefer new features to be unique. Having another beacon/conduit is too unoriginal in my opinion.
Looking back, though, I see why the scepter would be useful. I just think it should only be able to be used on hostile mobs, as you brought up.
If it's so easy to stop, why even have it? This wouldn't be challenging, unless the player didn't understand that their pets were going to be pinned against them, in which case it's not fair because the player didn't know what was going to happen. And, honestly, I think it's a bit of a crazy power. Good point. I'll remove the ability, but keep the scepter's ability to turn other player's pets against them temporarily. One of the greatest uses of the scepter in PVP would be turning something your enemy thought would be an advantage into a liability.
Regarding other things:
I'd prefer new features to be unique. Having another beacon/conduit is too unoriginal in my opinion. What if the protection stone didn't need the rings of nether brick?
Looking back, though, I see why the scepter would be useful. I just think it should only be able to be used on hostile mobs, as you brought up.
It would be very dangerous to run through, since the mobs would constantly be following you. The later floors (Vindicator and Ilusioner) take time to get through, so it's best to not have zombies skeletons and cave spiders on your back. As for the elytra, yes you could technically skip everything if you manage to build up far away from the no build zone. But you wouldn't get any of the loot on the lower floors, and there is a creeper spawner right below you. So the floor would go boom
From the look of the tower design, The only mobs that could follow you are the Zombies on the first floor, as most mobs aren't too smart about climbing ladders. The Cave Spiders could as well, but provided you get through the Iron Door nothing will follow you past that. Based on the Wiki's article on Monster Spawners, they spawn every 10 to 39.95 seconds (so about every 25 seconds on average) once you are within 16 blocks of the spawner. Based on that, you could probably get all the way up to the other side of the Iron Door before any mobs spawn, or at least very few. Although I suppose based on that same logic you could probably run in and break the spawners with a good pick before anything could spawn.
Because of this, have you considered something that makes it harder to get from one floor to the next? Maybe by making each floor of the tower a couple blocks wider so you can add things to slow the player down. The Zombie floor is more or less fine, Zombies will never be challenging. But you could make a simple maze of fences you need to navigate on the Skeleton floor as an example. Or on the Spider floor there could be many possible ladders to get to the next floor, but all except one are covered in blocks. Things like that.
If you did fly in on the Elytra, my understanding based on the changes you have made is that one could fly in, kill the Necromancer, fly out and unload the chunk, and then just walk through the thing getting trasure because you killed the Necromancer and the spawners are gone. This does have an easy fix though, just put Iron Bars or Stained Glass over the windows. Then you can't abuse the Elytra.
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As for the elytra, yes you could technically skip everything if you manage to build up far away from the no build zone. But you wouldn't get any of the loot on the lower floors, and there is a creeper spawner right below you. So the floor would go boom
You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here).
Contradiction?
Plus how would the creepers know you were above them if they couldn't see you, not to mention unable to reach you since they can't climb ladders?
You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here).
Contradiction?
Plus how would the creepers know you were above them if they couldn't see you, not to mention unable to reach you since they can't climb ladders?
Well this is embarrassing.
There could be barriers around the Necromancer's tower, preventing anyone from getting in unless it's on the ground, in which case you'd have to go through all floors. Also, you can technically glitch through Woodland Mansions as is, building to the roof and jumping down on top an Evoker.
Yeah, I'd say just make all the windows closed or less than 1x1 in size, forcing the player to walk up since they can't break blocks in the area or squeeze through tiny holes.
Well it'd be a distance away from the barrier blocks (it could be upgraded to the surrounding four chunks), so you could still jump out. You just cant build up and elytra in, in the rare event someone late-game haven't cleared it yet.
you couldnt fly in threw the windows, thats why it would solve the problem, or atleast make it where they have glass block windows, that way you would just hit, and fall.
You are lost in a dense forest, with no sense of direction. As the sun sets, you spot in the distance a tall building. As you rush towards it, you realize this is no friendly outpost. This is the tower of the fearsome Necromancer.
The Necromancer was the son of a Witch, cast aside for his differences. He eventually made his way to the Illagers, where he was taken in as a brother. But as he grew older, his power reached untold heights. Fearing the worst, he was cast aside once more. The Necromancer now resides in his tower, where he practices the all-powerful “red magic”. You have been warned by the villagers on multiple occasions to never enter that dark tower.
Feeling adventurous, you approach the tower anyway. Suddenly, the transparent face of the Necromancer himself appears overhead! As you look around, you notice everything here has been affected by the red magic. You can’t break or place anything in this chunk until the Necromancer is defeated.
The tower is separated into eight floors. You must fight through the first seven floors to reach the Necromancer, who awaits you at the top.
You open the door and are met with the first floor. Two zombie spawners sit on opposite ends, but these zombies are… different. They have a red glow around them, indicating they are being controlled by the Necromancer’s magic. The two cages are protected by wooden trapdoors, you must open them before destroying the spawner. You can destroy spawners in the red magic zone, but nothing else.
After defeating the zombies, you climb the stairs to the second floor. Two skeletons spawners await you- good luck getting to one without being flanked!
Now you have made it to third floor. Look at all these chests! Each contain loot rewarding you for making it this far. In fact, you’re probably so excited about the loot you didn’t notice two cave spider spawners underneath!
After the cave spiders, you climb up the ladder to unveil a dark fourth floor. As punishment for his banishment, the Necromancer has kidnapped a Vindicator. Be warned- this vindicator has been tempered with by the Necromancer, now sporting twice the attack and health as he once did. The enhanced vindicator serves as a “miniboss” inside the tower, marking the halfway point.
After that tough fight, you might be thinking it’s a good time to rest. Think again! The next floor is the library, home to two illusioners. No wait- that's just one. These guys are confusing.
Now that you’ve defeat the two illusioners, you find yourself at a…. dead end? There is no ladder or stair here to get up, only a hole in the celling. You'll need to solve a redstone puzzle opening up a piston to reveal a Potion of Levitation. This unbrewable potion is only active for 10 seconds, so make the most of your time! Float straight up through the ceiling.
As you pass through the ceiling, a group of Strays are waiting to shoot you down. Dodge their relentless attacks and get to the seventh floor!
You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here). There’s a couple of chests with good loot. Should you feel comfortable, you can walk away with the treasure. Or, if you’re feeling extra risky you can proceed to the top of the tower and face the Necromancer himself.
The Necromancer awaits you patiently, but as soon as he meets you will be eager for a fight. The Necromancer prefers to stay away from the player, casting his dark spells from a safe distance. The Necromancer’s mastery in red magic has distorted his appearance, but tripled his abilities:'
1. Mob Mind Control: The Necromancer opens his arms like an evoker and summons from the depths of an innocent creature. It corrupts the mind, turning the regularly passive creature against you. It chooses a mob out of the following table:
a. 20% chance of hostile cow. Copies the AI of a zombie.
b. 20% chance of hostile pig. Copies the AI of a spider.
c. 15% chance of hostile snow golem. It should be noted the corrupted snow golem does not spread snow.
d. 15% chance of hostile chicken. Copies the AI of a baby zombie.
e. 10% chance of hostile horse. Copies the AI of pigmen- fast and powerful.
f. 10% chance of hostile wolf. Although it acts as if you attacked it, the wolf hosts its peaceful appearance.
g. 5% chance of hostile villager. Now that’s plain evil. Copies the AI of vindicator.
h. 5% chance of hostile iron golem. Worst of all, the golem is holding a rose as he unknowingly attacks you.
The mob is then spawned, in groups of 2-4. The ability is used every 15-60 seconds and is always his starting move. While he could summon the regular hostile mobs with their normal AI, the Necromancer wants the player to dread the fight. You will be forced to kill poor, helpless creatures trapped inside a web of deception. And there’s nothing you can do about it.
2. Player Mind Control: The Necromancer opens his arms again, but quickly lowers them, releasing a wither-skull size transparent red projectile. The projectile moves slowly but can turn to follow. Out run it for 10 seconds or trick a corrupted mob to walk in it’s path. Should you get hit, you are now under the Necromancer’s spell. Your controls have been reversed! W now goes backwards, S goes forwards, left click blocks, right click attacks. Each button has a “reverse” so even if you change controls in settings things will be different. This will last 10 seconds. The Necromancer tries this attack commonly, so always keep an eye on him.
3. Pet Corruption: The worst ability of all. The Necromancer raises his hands and begins to shoot a beam into the sky. This lasts for 6 seconds. You must attack the Necromancer to stop the ability, otherwise it will complete following 6 seconds. The beam will be sent to your home and randomly corrupt one of your own pets/golems. They are then summoned to the tower, and where you must fight them. Luckily, the Necromancer only tries this 1-3 times during a battle and can be easily stopped.
4. Teleportation: Not an attack, but if the Necromancer is ever knocked out of the window, he will immediately teleport back to the center of the tower with no damage taken.
If you’ve noticed, the Necromancer has no direct attacks. All his attacks revolve around manipulating other mobs to doing the attacking for him or messing with your controls. As such he is technically a passive mob, the first “peaceful” boss of his kind.
The Necromancer has 40 HP, exactly twice that of the player. Yet most of the battle will be you against the corrupted mobs, with him at a safe distance. This makes the battle much longer than one would initially expect. The corrupted mobs do not drop anything and will actively jump in front of the Necromancer to avoid harm from their “master”.
Upon death, all mind-controlled mobs and pets become passive again. The Necromancer drops a new, special item: The Red Orb. The Red Orb can be crafted with two blaze rods to create a Scarlet Scepter.
The Scepter grants the player to ability to dabble with Red Magic, without the dangerous consequences. When held, hold right click to unleash a transparent red projectile. When the projectile hits a mob, it will mind control said mob.
The mind-control effect creates a red haze around the mob. The mob will fight alongside you, even when you accidently hit them. The effect lasts 4 minutes.
Firing a second projectile at an already controlled mob will release them from your deception. Mind-controlled creatures do not drop anything, to prevent farming.
The Scarlet Scepter has 1020 uses. It can only mind control up to 5 mobs at a time. However, some mob minds are stronger than others. Some creatures require two projectiles, and some even require three. The strongest minds are not affected by the scepter at all!
Weak-Willed Mobs- one projectile will do the trick.
• Zombie and variants
• Skeleton and variants
• Spider and variants
• Creeper
• Zombie Pigmen
• Slime and Magma Cube
• Silverfish and Endermite
Willed Mobs- two projectiles are needed, this costs two points in the five-mob limit. Therefore, you can only have two at a time (along with one weak-willed).
• Blaze
• Guardian
• Shulker (must hit the inside)
• Phantom
• Hostile Wolf
• Vindicator
• Villager
Strong-Willed Mobs- three projectiles are needed, this costs three points in the five-mob limit, so you may only have one of these controlled at a time (along with one willed or two weak willed).
• All tamed/utility mobs
• Endermen
• Ghast
• Illusioner
• Witch
Intelligent Mobs- they are immune to the scepter.
• Ender Dragon
• Wither
• Necromancer
• Elder Guardian
• Evoker
• Any mob within the Necromancer’s tower
If a player is hit by the scepter, their controls are switched for 10 seconds. This count as one point. This could be ruining for a battle, but if the targeted player has practiced with the reversed controls it will be merely a nuisance.
The Red Orb is also used to create a new "tool"- the Protection Stone. The Protection Stone is created by surrounding a red orb with nether brick (item).
When placed, the stone will affect all blocks within a 64 x 64 area with the "protected" effect. The durability of all blocks is twice as strong, making it very difficult for enemy players or creepers to wreck your base. When you attempt to destroy a block within the protected range, a red haze appears to let you know what you're in for.
Proud of your accomplishments, you rush to the nearby village to tell them what you’ve done. They are impressed and follow you to the tower, hoping to use its resources to improve their settlement. But upon return, you find all the spawners have vanished! All that remains is a strange tingle in the air.
This is really cool! I think it could really go somewhere!
I have an idea for the scepter. If the projectile from the scepter hits a block or liquid (or painting/itemframe/boat?/minecart?) that block/liquid should be indestructible until it's hit again. If a player tries to destroy the block, red particles will be emmited from it. The player isn't allowed to place blocks on blocks protected with "Red Magic". Some would say this is overpowered, but with its expensive price, it would be a balanced way to add grief protection in Vanilla survival. Some blocks take away more durability than others.
1: Obsidian
2: Pickaxe blocks + glass
3: Axe Blocks
4: Shovel Blocks
6: Shear Blocks + cactus
7: Instant break blocks (TNT, Slime, etc)
I've changed my mind. The scepter will be upgraded to have 1020 uses, but will be destroyed after using up. It cannot be repaired.
I think this would be tad too overpowered, but I like the idea. The scepter should be primarily for mind control, so instead how about the Red Orb can be surrounded by netherbrick to create a "Protector". The protector is very much like the conduit, and must be surrounded by rings of red netherbrick (giving them a use). When in effect, it grants the total 64 x 64 block range twice the durability. It doesn't make it invincible, but it does make things hard to get through. Very useful for bases.
I didn't think about torches. Maybe instead, the player can destroy the spawners? It would be very hard to fight through all of them while the ones behind you follow. I will change the library to a redstone puzzle, good idea.
The tower disappears to prevent anyone from using it as a base or destroying it for resources (a lot of stone brick there). Woodland Mansions constantly spawn Illagers to stop you from living there, and Villages have zombie sieges. The tower will destroy itself once the chunk stops loading.
Unless I missed something, is someone able to just quickly go through these rooms without fighting enemies or use an Elytra to simply fly to the top floor? It seems like a lot of this can just be bypassed.
I think if you defeat the Necromancer any unbroken spawners should immediately break, but you get to keep the tower.
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I like this idea, and I really like how you "told the tale" of the suggestion. However, I have some feedback:
First, I'd like to acknowledge that the Woodland Mansion currently has no reason to be entered; you're just barging into somebody's house and killing them. Yes, they are supposed to be evil, but the game doesn't tell you that. Maybe with this tower, the Necromancer could do something evil, like making red lightning strike down on nearby pigs, houses, or villages.
In my opinion, this is a little too close to the Elder Guardian ghost from the Ocean Monument. Maybe the doors have a lock on them that has a little face, and the eyes glow red when you get near.
I think this should be communicated to the player in some way. Maybe when you place a block, it gets levitated and moved in the air and sucked into the top of the tower, where the Necromancer will later use the block(s) to attack you.
This is a little much. If the Necromancer can do this, why doesn't he just summon the pets/dogs from around the map and take over the whole Overworld? I understand that you are really trying to push that he is evil, but taking people's pets and golems is too far. If that can happen, then a lot of YouTubers won't go in the tower because they don't want their pets, which are either iconic to them as a YouTuber or used in a farm, to be uncontrollably taken from them and be forced to kill them.
There are also many little kids that play this game that would be very upset if their doggies or cats turned on them like that.This doesn't make you much better than the Necromancer. You're still using non-consenting mobs to fight for you, and they might be killed for your convenience. Good luck getting this part implemented with the animal cruelty thing going around... If Mojang and players don't want sharks to be added because of animal cruelty or whatever, how do you expect them to support this?
I don't think the scepter would be that useful, and in cases where it is, apply what I said above. Also, I think the last thing you mentioned (the beacon/conduit-like thing) is too similar to the beacon and conduits. We already have two things of that fashion. Adding even just one more would make that a type of item, which they shouldn't be, because they should be unique.
Check out my suggestions! Here is one of them:
Partial support. I like the boss battle if you can rework so there is no easy way out, but I agree that the summoning pets or controlling your own mobs things would be too out there. Maybe the red orb could be used to hatch the dragon egg and summon the red dragon? That way, you could have an alternative to finding an elytra for flying that would be approximately the same difficulty.
These towers should also be incredibly rare like monuments and mansions. Villagers should sell maps for them or 'speak' of them when a village spawns nearby.
I really like the whole 'disappear into thin air' idea at the end. That makes the whole thing 10 times spookier, at least the first time around. My only question is, how would the tingling come across in-game, would it be a status effect sprite, a buzzing sound, ...?
This is planned. You could theoretically clear the first couple floors, take the loot, and leave until you are prepared enough for the later floors.
I've always understood Mojang's reasoning for not adding many more structures being they want to avoid the player living there instead of building something themselves. Although, by the time you've become powerful enough to clear one of these you'd probably already have a house. I'll get rid of the tower destroying itself, but the spawners will be destroyed upon the Necromancer's defeat.
It would be very dangerous to run through, since the mobs would constantly be following you. The later floors (Vindicator and Ilusioner) take time to get through, so it's best to not have zombies skeletons and cave spiders on your back. As for the elytra, yes you could technically skip everything if you manage to build up far away from the no build zone. But you wouldn't get any of the loot on the lower floors, and there is a creeper spawner right below you. So the floor would go boom
I never really thought Minecraft had a "moral compass". If you start to think about it, the player is the closest thing to the villain- depleting all the minerals of the earth, killing animals for the better food supply when they could of waited for wheat, taking advantage of the nitwitted villagers, barging into a woodland mansion and killing everybody in sight. Hostile mobs don't necessarily need to be "evil" they are simply hostile to you and your actions. Illagers could be nice guys who don't like you walking in their house. What did the Ender Dragon do wrong again?
Yes, the face of the Necromancer is directly inspired by the Elder Guardian. The doors locking with a face is a much more original and interesting idea, I will add it. I don't know about the Necromancer using blocks the player places, how about instead it just disappears back into item form with red particles (like the purple end particles).
The Necromancer spends six seconds doing a very obvious animation with sound. The player should be able to hit them with an arrow to stop it. In the event their mob turns on them, they can always kill the Necromancer quickly- all corrupted mobs return to normal after the death of their "master". I agree little kids may be sad, but there's plenty of chances to avoid this happening.
Again, you don't need to be any better than the Necromancer. I suppose the mind control could only effect mobs hostile to you, if you are worried about animal cruelty. The Specter requires thought when used. You cannot just spam it at the first zombie you see, you need to think about your environment and use the "weapon" to your advantage. Mind control a Ghast and use it to assault a Nether Fortress with ease, as it rains hell on Wither Skeletons and Blazes. Manipulate an Enderman to help you defeat an End City, watch it chase down those pesky shulkers. Get two blazes, take them to a Woodland Mansion- good luck illagers.
The protection stone is very much inspired by the conduit. Originally, the red orb would only create a scepter, but I changed it to provide a reason to go to towers multiple times. While it's not the most original in design, I think it works and fits the general theme of "red magic"
I don't know about the red dragon. The elytra is (somewhat) balanced flight, and rideable dragons would completely neglect going to the End. I consider the tower a mid-game dungeon, something you'd take on after the nether fortress but before the stronghold. As for rarity, I'm thinking the same as a Woodland Mansion but in all biomes save the roofed forest, so it seems more common.
As always, thanks for all the feedback!
If it's so easy to stop, why even have it? This wouldn't be challenging, unless the player didn't understand that their pets were going to be pinned against them, in which case it's not fair because the player didn't know what was going to happen. And, honestly, I think it's a bit of a crazy power.
Regarding other things:
I'd prefer new features to be unique. Having another beacon/conduit is too unoriginal in my opinion.
Looking back, though, I see why the scepter would be useful. I just think it should only be able to be used on hostile mobs, as you brought up.
Check out my suggestions! Here is one of them:
From the look of the tower design, The only mobs that could follow you are the Zombies on the first floor, as most mobs aren't too smart about climbing ladders. The Cave Spiders could as well, but provided you get through the Iron Door nothing will follow you past that. Based on the Wiki's article on Monster Spawners, they spawn every 10 to 39.95 seconds (so about every 25 seconds on average) once you are within 16 blocks of the spawner. Based on that, you could probably get all the way up to the other side of the Iron Door before any mobs spawn, or at least very few. Although I suppose based on that same logic you could probably run in and break the spawners with a good pick before anything could spawn.
Because of this, have you considered something that makes it harder to get from one floor to the next? Maybe by making each floor of the tower a couple blocks wider so you can add things to slow the player down. The Zombie floor is more or less fine, Zombies will never be challenging. But you could make a simple maze of fences you need to navigate on the Skeleton floor as an example. Or on the Spider floor there could be many possible ladders to get to the next floor, but all except one are covered in blocks. Things like that.
If you did fly in on the Elytra, my understanding based on the changes you have made is that one could fly in, kill the Necromancer, fly out and unload the chunk, and then just walk through the thing getting trasure because you killed the Necromancer and the spawners are gone. This does have an easy fix though, just put Iron Bars or Stained Glass over the windows. Then you can't abuse the Elytra.
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You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here).
Contradiction?
Plus how would the creepers know you were above them if they couldn't see you, not to mention unable to reach you since they can't climb ladders?
Well this is embarrassing.
There could be barriers around the Necromancer's tower, preventing anyone from getting in unless it's on the ground, in which case you'd have to go through all floors. Also, you can technically glitch through Woodland Mansions as is, building to the roof and jumping down on top an Evoker.
uh, barrier blocks in survival mode could be bad if you wanted to get out say threw a window and you couldn't because there is an impassable wall.
Yeah, I'd say just make all the windows closed or less than 1x1 in size, forcing the player to walk up since they can't break blocks in the area or squeeze through tiny holes.
Well it'd be a distance away from the barrier blocks (it could be upgraded to the surrounding four chunks), so you could still jump out. You just cant build up and elytra in, in the rare event someone late-game haven't cleared it yet.
I think just don't have windows, problem solved.
How would not having windows solve the problem. I think windows should be added.
you couldnt fly in threw the windows, thats why it would solve the problem, or atleast make it where they have glass block windows, that way you would just hit, and fall.
I wanted windows so you couldn't corner the Necromancer with knockback, but very well. The elytra did not come to my mind while writing this.