Acolyte
| Acolyte | |
|---|---|
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| Mod | The Graveyard |
| Type | Hostile |
| Health | 24 ♥×12 |
| Attack damage | 5 |
| Speed | 0.35 |
| Follow range | 12 |
| Size | 0.6 × 1.9 blocks |
| XP dropped | 5 |
| Category | Monster |
| ID | graveyard:acolyte |
The Acolyte is a hostile mob added by The Graveyard. It is a member of the Corrupted Illagers family, with 24 health (12 hearts), a melee attack of 5 damage and a movement speed of 0.35. Acolytes guard crypts underground and join the nightly Graveyard Hordes in the overworld, so a player is most likely to meet one either deep in a crypt or while walking through the night. Killing one drops Corruption, the currency used by the Nameless Hanged.
Acolytes do not burn in sunlight, so daylight offers no protection. Time of day mainly affects when hordes arrive.
Spawning
Acolytes do not spawn naturally in biomes. Three sources place them in the world (see the table below):
Does not spawn naturally in any biome (see Obtaining/Spawning text).
- Crypts. The Crypt structure places acolytes alongside corrupted vindicators and corrupted pillagers. Crypts generate underground between Y -40 and Y -10, so acolytes there are always in darkness and are unaffected by the time of day. Fear Nightfall places Graveyard structures, including crypts, about 30 percent closer together than the mod's defaults, and gives them 6 times the weight where they share a structure set with other mods, so crypts are more common in this pack.
- Structures. Acolytes are placed in other graveyard structures as well; the structure table below lists them.
- Graveyard hordes. Hordes are the only source of acolytes in the open overworld:
- The horde timer starts at 24,000 ticks (one in-game day) plus up to 1,200 random extra ticks, so a horde check happens about once per in-game day.
- When the timer fires at night, a 1-in-5 roll must pass. If it does, the game picks a random online player and spawns the horde 24 to 47 blocks away on each axis, in loaded chunks and in biomes that do not allow patrols.
- Each horde is either ghouls and revenants (50 percent) or illagers (50 percent). An illager horde contains a corrupted pillager (40 percent), a corrupted vindicator (40 percent) or an acolyte (20 percent). In total, roughly 10 percent of hordes include acolytes.
- Horde members patrol together toward random points. Acolytes cannot be the patrol leader.
Acolytes do not respond to the acolyte.enabled config option. That flag is never read by the mod, so it cannot be used to stop acolytes from spawning in crypts or hordes.
Behavior
Acolytes are melee mobs that use the standard hostile AI with a few changes from the Graveyard illager base class:
- Targets. An acolyte attacks players, villagers (including wandering traders, but not baby villagers) and iron golems. It notices targets within 12 blocks. If a Raider attacks it, it fights back and alerts nearby acolytes and other illagers.
- Melee. It closes in and attacks at full speed (1.0). Its attack deals 5 damage, and it has no armour or knockback resistance. It carries a Bone Dagger in its main hand, but the Bone Dagger does not change its damage.
- Idle movement. When it has no target it strolls at 0.6 speed, avoids water and looks at nearby players.
- Doors. The game resets whether the mob can open doors on every tick, and it allows doors only during a raid. Outside raids, acolytes do not path through doors, so a closed door can block a pursuing acolyte.
- Sunlight. Acolytes do not burn in sunlight. The
acolyteCanBurnInSunlightoption defaults to off. - Withering. Acolytes can be given the Wither effect (the
acolyteCanBeWitheredoption defaults to on). - Horde credit. Killing an acolyte never counts toward the horde-leader advancement, because acolytes are never leaders.
The "Turning the tables" advancement is granted for killing an acolyte with a Bone Dagger and awards 50 experience.
Drops
| Item | Amount | Conditions |
|---|---|---|
Corruption | x1.0-1.0 +fortune bonus |
An acolyte always drops one Corruption (graveyard:corruption). Fortune adds up to one extra Corruption per level, rolled randomly for each level. The acolyte also drops 5 experience points. Its Bone Dagger is not part of its loot table.
Corruption is the currency of the Nameless Hanged, which sells some items, including staff fragments, for it. See the Corruption page for the progression that uses it.
Tips
- Carry light into crypts. Acolytes are not affected by the sun, and crypt interiors are dark, so you can run into one without warning.
- To avoid a horde, shelter behind a wooden door or a solid wall before the horde spawns. Acolytes do not path through doors outside raids.
- Use the Bone Dagger on an acolyte to earn the "Turning the tables" advancement.
- Hordes spawn 24 to 47 blocks from you, so a horde approaching at night arrives quickly. Fight in a corridor so only one acolyte can reach you at a time.
| The Graveyard | |
|---|---|
| Mods | The Graveyard |
| Mechanics | Corruption, Vial of Blood and Summoning the Lich · Graveyard Hordes |
| Structures | Altar (The Graveyard) · Crypt · Giant Mushroom Grave and Memorial Trees · Graveyard Ruins · Graveyards · Haunted House · Lich Prison |
| Mobs | Acolyte · Corrupted Illagers · Ghoul · Ghouling · Lich · Nameless Hanged · Nightmare · Reaper · Revenant · Skeleton Creeper · Wraith |
| Items and blocks | Bone Decorations · Coffins and Sarcophagi · Dark Iron · Gravestones · Graveyard Miscellaneous · Ossuary · Urns and Vases |

Corruption