![]() The warden’s chest has a glowing core that appears to brighten and dim in tandem with the ambient lighting of the deep dark cave biome.At least as fast as the player’s walking speed.Has a way to counter the strategy of building up 3 blocks to avoid attacks.A mob designed to be extremely difficult and fled from.Incredibly strong, doing 30 × 15 damage, bringing players wearing full netherite armor from full health to 7 health points. ![]() ![]() When aggravated for long enough, the warden follows the player continuously, regardless of any other distractions.Does not detect players that are sneaking.This feature can be used in order to cause a distraction. egg, snowball, arrow) lands near the Warden, the mob inspects the location where the projectile landed, due to the projectile creating movement and noise. When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.Seems to follow the same rules as the sculk sensor when detecting noise.When attacked, it path finds toward the player.It follows and attacks players, mobs, and other entities that make vibrations.When sensing movement, it moves toward the source of the movement.The first fully blind mob (bats, despite relying almost exclusively on echolocation, still have basic eyesight).Will spawn in the new deep dark cave biome.
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