Hexenmeisters are the Hyper Evolution of Infected Evokers, belonging in the Hyper Evolved tier. They are backline grappler units with melee capabilities.
Spawning
Hyper Evolved from a Infected Evoker when it obtains at least 7 Evolution Points and its 10 minute Evolution timer expires. Once it does, it will Hyper Evolve into a Hexenmeister.
Can be spawned by Challenge Watchers as a special mob during a Challenge Raid.
Can be spawned by Vigils during the third wave of a Vigil Raid.
Can be spawned by the Reinforcement System.
Unique Behavior
While a Hexenmeister has a target within ~14.1 to ~24.5 blocks and is within direct line of sight, it'll raise its arm and forcefully drag the target towards it every 5 ticks with 1.5 bpt (blocks per tick) velocity in the given direction via a telekinetic pull. Hexenmeisters are incapable of doing this if their Hexenmeister Claw is missing.
If a Hexenmeister takes damage, it has a 20% chance to scan in an 8 block range around itself. Upon finding at least 2 target-able entities, it'll wave its arms up and forcefully throw all the targets it found into the air with 1.0 bpt (blocks per tick) Y velocity via a telekinetic throw. Hexenmeisters are incapable of doing this if their Hexenmeister Claw is missing.
If the hitbox of a Hexenmeister's left arm receives damage, there's a 20% chance it will be severed and fall off as a Hexenmeister Claw. While a Hexenmeister doesn't have its arm, it'll be unable to perform either of its telekinetic abilities. Hexenmeisters take 5 minutes to regrow their arms once severed.
If a Hexenmeister's health is fully depleted, instead of dying, it will lay shaking on the ground with its Totem of Undying exposed in its chest. However, if the 'killing' damage was freezing damage, the Hexenmeister was in Powdered Snow upon 'death', or the 'killing' damage dealt was over 100 (x50 hearts), instead of remaining, the Hexenmeister will die normally. In the laying state, Hexenmeisters are incapable of doing anything. If the Totem's hotbox receives damage or is right clicked by a player within 10 seconds of the Hexenmeister falling, the Hexenmeister will fully die, and additionally, if the latter, the Totem of Undying will drop as an item. Furthermore, if any of a Hexenmeister's hitboxes are damaged while meeting any of the previously mentioned killing conditions while on the ground, the Hexenmeister will instantly die. If the body remains alive for the 10 seconds, the Hexenmeister will revive with 1/4th of its max HP and be granted Regeneration II and Fire Resistance for 40 seconds and Absorption II for 5 seconds.
When eaten by a Womb, the resulting Calamity will have the Rejuvenation Attribute (one additional level per applicable Mob eaten). This is in relation to the Womb Crafting System.
Used to obtain Vampiric Blood Samples via Syringes.
Behavior
Hexenmeisters are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
Hexenmeisters inflict Mycelium Infection I for 30 seconds when dealing melee damage.
Capable of breaking blocks with a hardness of 3 or lower.
Cannot ride Boats.
Can perform short dashes in liquids to pursue a target.
Hexenmeisters have a 5% chance to drop a Scent upon death unless they are freezing.
Hexenmeisters will create Nests.
Can fall from up to 8 blocks before taking fall damage.
Hexenmeisters have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
Melee attacks of Hexenmeisters have an AOE.
Hexenmeisters can see targets through walls if they are closer than 10 blocks.
Able to utilize Kill Points to grant themselves buffs.
Present a weakness to the cold.
Hexenmeisters are not influenced by Horde Mentality; they are lone hunters. However, Infected, Evolved (excluding Chargers), Bairns, Scampers, and Gastgebers will attempt to pair up with them.
Hexenmeisters can be Linked.
Are affected by the Despawning System.
Will despawn during Proto World Modifier if they are at least 256 blocks away from a player.
Are not affected by Vanilla Despawning.
In regards to Frostbite, have a Body Heat of 3 and Enum Percentage of 5%.
Related Advancements
Drops
Armor Fragment (80% chance for 12 - 22)
Claw Fragment (80% chance for 5 - 15)
Mutated Fibre (70% chance for 12 - 34)
Mutated Heart (50% chance for 1)
Lore
The yellow glow on the chest of Hexenmeisters is caused by the Totem of Undying hidden within the tumors.
The abilities of the Hexenmeister are much different than regular Evokers. This is due to the Evoker's magic being warped and corrupted by the infection.
Hexenmeister
Statistics
HP: 80 (x40 hearts)
Armor: 10 (x5 bars)
Melee Damage: 15 (x7.5 hearts)
Damage Cap (Hard Difficulty): ~26.7 (x~13.3 hearts)
Follow Range: 48 blocks
Move Speed: 0.30
ID: spore:hevoker
Threat Level: Very High
Hexenmeister Claws are highly mobile melee combatants that belong in the Utility Abnormal tier.
Spawning
If the left arm hitbox of a Hexenmeister is damaged, there's a 20% chance it will be severed and fall off as a Hexenmeister Claw.
Unique Behavior
The health, armor, and damage of Hexenmeister Claws is 25% of their original parent Hexenmeister's health, armor, and damage, that being 20 HP (x10 hearts), 2 armor (x1 bar), and 3.75 damage (x1.875 hearts).
While a Hexenmeister Claw has a target that is within ~5.6 blocks, it can perform large leaps towards its target unless the Hexenmeister Claw is currently in a liquid, in which it will not be able to leap.
If a Bairn is able to locate and come in contact with a Hexenmeister Claw, it'll ride it, resulting in a Claw Jockey.
Hexenmeister Claws have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
Hexenmeister Claws are partially aquatic; they can swim fast in liquids. They can not, however, breathe underwater.
Hexenmeister Claws are able to climb blocks, similarly to Spiders.
Behavior
Hexenmeister Claws are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
Hexenmeister Claws inflict Mycelium Infection I for 30 seconds when dealing melee damage.
Present a weakness to the cold.
Are affected by Vanilla Despawning.
Related Advancements
Drops
Armor Fragment (80% chance for 1 - 2)
Claw Fragment (80% chance for 2 - 6)
Mutated Fibre (50% chance for 1 - 3)
Hexenmeister Claw
Statistics
HP: 20 (x10 hearts)
Armor: 2 (x1 bar)
Melee Damage: 3.75 (x1.875 hearts)
Follow Range: 24 blocks
Move Speed: 0.30
ID: spore:hevoker_arm
Threat Level: Unknown
Trivia
The Hexenmeister is a suggested Mob, coming from the mind of @blu_gy in the Spore Asylum Discord server.
'Hexenmeister' is German and means 'witch master'.
The Hexenmeister is referred to as "Hevoker" in the code, as the model's root folder was also named 'hevoker' (based on the term 'Hyper Evoker'). This is due to a name for the Hexenmeister not being decided before it was added into the mod.
There is currently a bug with the Hexenmeister where sometimes if it dies in a specific way, it will still move around and try to attack targets while appearing red and slumped on the ground. It has been partially fixed to happen less, but still occurs rarely.
The Hexenmeister Claw is referred to as "HyperClaw" in the code.
Gallery
A Hexenmeister laying on the ground.
A Hexenmeister using magic to pull a target.
A bug with the Hexenmeister that causes it to revive infinite times.
A picture posted in the Discord server teasing the Hexenmeister before it was released.
A WIP model of the Hexenmeister.