Totem of Undying: How to Get One and How It Works
Every totem comes off a dead evoker. Exactly what one restores, which hand it has to be in, and how to farm them by the stack with a raid farm.
A totem of undying is the only item in the game that cancels a death outright. Hold one when a hit would take you to zero and instead of the respawn screen you get half a heart, a burst of emergency effects and about five seconds to get out. There is no recipe, no trade and no chest loot for it — every totem you have ever owned came off a dead evoker, and evokers exist in exactly two places: woodland mansions and raids. Mansions give you a handful once. A raid farm gives you a shulker box full.
What the totem actually does
The trigger is mechanical: you take damage that would drop your health to zero while holding a totem in one of your hands. The totem is consumed, the death is cancelled, your health is set to a fixed floor, everything currently affecting you is wiped, and you are handed three fresh effects.
- 1 health — half a heart. Not full health. The totem does not heal you, it parks you one hit above dead.
- Every status effect you were carrying is removed. This is the part most guides get backwards. The Wither ticking on you, the Poison, the Slowness — all gone the instant the totem pops. So are the good ones: your Strength, your Speed, the Fire Resistance you drank before the fight. The totem hands you a clean slate whether you wanted one or not.
- Regeneration II for 45 seconds. One health point every 1.25 seconds, so roughly a heart every two and a half seconds and a bit under 25 seconds to climb from half a heart back to full.
- Fire Resistance for 40 seconds. Lava, fire and blaze fireballs cannot finish you off while the regeneration does its work.
- Absorption II for 5 seconds. Four extra hearts of temporary buffer, on top of your half a heart.
Two things follow from that. First, the size of the incoming hit is almost irrelevant. A creeper explosion, a warden sonic boom, a fall from build limit, a wither skull — each one gets cancelled the same way, because the totem asks "would this reduce health to zero", not "how much damage was that". The exceptions are the damage types that bypass invulnerability entirely: the void and the /kill command go straight through a held totem. A totem is not a licence to fly off the edge of the End.
Second, the totem does nothing about the situation you are in. It does not knock enemies back, it does not make you invulnerable, and it does not automatically pull a second totem from your inventory. And the effect wipe cuts both ways — it saves you from the Wither, but it also strips the potions you were fighting on, so you come back at half a heart with none of your buffs. If a skeleton arrow is already in the air, you die anyway.
The off-hand question
The rule people repeat — "it has to be in your off-hand" — is not quite the rule. On Java Edition the totem works in either hand. What matters is that it is held, not merely carried. A totem sitting in your inventory, in a hotbar slot you are not currently holding, or inside a shulker box in your inventory does absolutely nothing.
The off-hand is simply where it belongs in practice, because a totem in your main hand means you are fighting the warden with a lump of gold instead of a netherite axe. Which creates the real cost: the off-hand is also your shield slot, and you only get one. For general mining, exploration and boss fights where the damage is unpredictable, carry the totem. For skeleton- and pillager-heavy combat where a shield stops the damage before it happens, carry the shield — see combat basics, shields and crits for when blocking beats absorbing.
A few small mechanical facts that catch people out:
- Totems do not stack. Six totems is six inventory slots. Keep the spares in a shulker box and one in the off-hand.
- They cannot be enchanted or repaired — an anvil will do nothing but rename one — and they are destroyed by lava and fire like any other item drop.
- Mobs use them too. Any mob holding a totem is revived by it, so a zombie or piglin that picked up a dropped one will pop it when you kill it, and you will not get it back.
- The swap after a pop is manual. Practise the muscle memory: totem pops, immediately drag or hotkey a new one into the off-hand before you do anything else.
Where evokers come from
An evoker has twelve hearts and no armour, and it has no melee attack at all — it is not a hard fight, it is a rare one. It always drops exactly one totem on death, and Looting does not increase that. Everything it does is spellcasting, and two of the spells need respecting: evoker fangs, which erupt from the ground in a line and hurt, and vexes — up to three at a time, small flying mobs that pass straight through solid blocks and chase whatever the evoker is targeting. Vexes are the reason so many raid designs leak.
Woodland mansions
Mansions generate with a small number of evokers in specific rooms on the upper two floors, and those illagers spawn once, at world generation. Clear the mansion and it is done — nothing repopulates, unlike a pillager outpost. That makes a mansion a one-time haul of a few totems, plus whatever its scattered chests happen to be holding.
Mansions are also thousands of blocks from spawn, so do not wander looking for one: level up a cartographer villager until it sells a woodland explorer map and buy the location. The full approach, room-by-room clearing order and loot list is in how to find and raid a woodland mansion.
Raids
Raids are the renewable source, and since the Tricky Trials changes the entry process works like this:
- 1.Find an illager patrol or a pillager outpost and kill the captain — the one wearing the ominous banner. It drops an ominous bottle.
- 2.Drink the bottle. You get Bad Omen. (Drinking milk removes it if you change your mind.)
- 3.Walk into a village. Bad Omen converts to Raid Omen, and 30 seconds later the horn sounds and wave one spawns at the spot where the conversion happened.
Wave count is set by world difficulty: three waves on Easy, five on Normal, seven on Hard — plus one extra wave if the bottle you drank was a higher-level one. Evokers do not appear in the early waves at all. Easy's three waves never get far enough to produce one, so an Easy raid can hand you nothing; Normal tops out at a single evoker in its final wave; Hard is where totems actually accumulate, and the last wave can even send an evoker in riding a ravager. Play on Hard. If raids themselves are new to you, read how to beat a raid before you start feeding them into a farm.
Building a raid farm
The design goal is narrow: force every raider to spawn on one platform you control, move them into a kill area, and keep your villagers breathing so the raid keeps escalating.
- 1.Build over the ocean or high in the air. Raiders spawn on any valid block within a radius of the village centre. If the only valid blocks in that radius are your platform, every raider lands where you want it.
- 2.Make a minimal village. A couple of villagers with claimed beds is enough to define a village centre and give the raid something to path towards. Breed the stock somewhere safe first — see the villager breeder farm — and keep the working pair sealed behind glass or in boats.
- 3.Light the platform properly. Raiders ignore light level, but ordinary hostile mobs do not, and a platform full of zombies wrecks the sorting. Light it to spec.
- 4.Flush, do not burn. Water streams into a drop chute is the standard. Never use lava or fire anywhere near the drops — totems burn.
- 5.Take the kills yourself if you want the extras. The totem drops no matter what kills the evoker, but Hero of the Village and its trading discounts only go to a player who personally landed the killing blow on at least one raider in a raid that ends in victory.
Trigger the next raid by drinking another ominous bottle, so keep a captain-farming trip or a bottle stash in the chest next to the platform.
Why your farm stops producing
Four failure modes account for almost everything:
- Your village lost. A raid ends in defeat when every villager is dead, or when the claimed beds, bells and workstations that defined the village have all been destroyed — and a lost raid stops spawning waves immediately. Seal the villagers so completely that a ravager's melee reach cannot touch them, and keep the beds out of reach as well.
- Vexes got in. Evokers summon vexes, vexes fly through solid blocks, and they will find your villagers through walls. Keep the villager chamber physically far from where evokers spawn, and remember that vexes die off on their own once their lifespan runs out — you are only buying time.
- Raiders spawned somewhere else. If the game cannot find a valid spawn spot near the village centre it keeps searching outward, and any stray valid block — a floating island, a cave roof, the beach below — will take the spawn instead of your platform. Light level will not save you here, since raiders ignore it. Sweep a generous radius and cover it.
- You are on Easy or Normal. Three or five waves means few evokers, and on Easy none at all. Set the world to Hard.
One more that is easy to miss: an unfinished raid expires on its own after about 40 minutes, and if you have wandered off, nothing is clearing the waves in the meantime. Stay in range of the raid bar.
Carrying them well
Once totems are cheap, the correct number to carry changes. One in the off-hand for ordinary caving and Nether travel. Two or three plus spares in a shulker box for anything that can one-shot you — the warden, the wither, or an End city approach with a fresh elytra. And understand that the totem covers exactly one mistake, not a sustained loss: if you pop one and the next hit is already coming, the effects it gave you — what each one actually does is here — will not be enough. The totem buys you five seconds. Use them to leave.