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Some mobs can spawn wearing armor or holding weapons, both of which may be enchanted. In addition, some of them may also spawn with the ability to pick up armor and items that are on the ground.
Adult zombies, husks, and zombie villagers can sometimes spawn wearing armor of any tier up to diamond and/or holding an iron sword, iron shovel, or iron spear.
Drowned can sometimes spawn holding a trident.
Skeletons, strays, bogged, and parched always spawn holding a bow and can sometimes spawn wearing armor of any tier up to diamond.
Adult piglins always spawn holding either a golden sword, crossbow, or golden spear, and can sometimes spawn wearing golden armor.
Several mobs are guaranteed to spawn holding a weapon and cannot spawn with armor:
The following tables show chances of mobs spawning with armor and weapons, per difficulty:
| Easy | Normal | Hard | |
|---|---|---|---|
| Armor | 0% | 0%-15%[note 1] | 1.875%-15%[note 1] |
| Armor enchantment[note 2] | 0% | 0%-50%[note 1] | 6.25%-50%[note 1] |
| Weapon[note 3] | 1% | 1% | 5% |
| Weapon enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
| Easy | Normal | Hard | |
|---|---|---|---|
| Weaponβ[JE only][note 1] | 6.25% | 6.25% | 6.25% |
| Weaponβ[BE only][note 1] | 15% | 15% | 15% |
| Weapon enchantment[note 3] | 0% | 0%β25%[note 2] | 3.125%β25%[note 2] |
| Easy | Normal | Hard | |
|---|---|---|---|
| Armor | 0% | 0%β15%[note 1] | 1.875%β15%[note 1] |
| Weapon[note 2] | 100% | 100% | 100% |
| Weapon enchantment[note 3] | 0% | 0%β25%[note 1] | 3.125%β25%[note 1] |
| Armor enchantment[note 3] | 0% | 0%β50%[note 1] | 6.25%β50%[note 1] |
| Peaceful | Easy | Normal | Hard | |
|---|---|---|---|---|
| Armor[note 1] | β[more information needed] | 34.39% | 34.39% | 34.39% |
| Armor enchantment[note 2] | β[more information needed] | 0% | 0-50%[note 3] | 6.25%-50%[note 3] |
| Weapon[note 4] | β[more information needed] | 100% | 100% | 100% |
| Weapon enchantment[note 2] | β[more information needed] | 0% | 0%-25%[note 3] | 3.125%-25%[note 3] |
| Easy | Normal | Hard | |
|---|---|---|---|
| Weapon[note 1] | 100% | 100% | 100% |
| Weapon enchantment[note 3] | 0% | 0%β25%[note 2] | 3.125%β25%[note 2] |
If a mob (except piglins[note 1]) does spawn with armor, the chances of specific armor pieces are as follows:
| Armor | Easy & Normal | Hard |
|---|---|---|
| Helmet | 100% | 100% |
| Helmet and chestplate | 75% | 90% |
| Helmet, chestplate, and leggings | 56.25% | 81% |
| Full set | 42.19% | 72.9% |
The chances of it being of a particular material are:
| Armor Type | Chance [verify for Bedrock Edition] |
|---|---|
| Leather | 23.60% |
| Copper | 32.23% |
| Gold | 33.29% |
| Chainmail | 9.73% |
| Iron | 1.10% |
| Diamond | 0.04% |
Zombies, husks, skeletons, strays, and bogged which are spawned by ominous trial spawners spawn with a different set of equipment than naturally spawned mobs. In Java Edition, equipment from mobs spawned in ominous trials is never dropped, unlike other mob equipment.
Armor always consists of a helmet and chestplate enchanted with Protection IV, Fire Protection IV, and Projectile Protection IV, with a 50% chance of each individual piece being missing. The tier and trim of the armor is randomly selected from:
A melee mob's weapon is randomly selected from:
A ranged mob's weapon is randomly selected from:
When a piglin turns into a zombified piglin, its armor and weapons are retained after zombification. Zombified piglins are not capable of using crossbows as ranged weapons, however, and will still attack with melee even if equipped with one.
When a husk converts into a zombie, a skeleton converts into a stray, or a zombie converts into a drowned, their armor and weapons are retained after conversion.β[JE only]
The equipment is dropped when a husk converts into a zombie, and when a zombie converts into a drowned.β[BE only]
When a zombie villager is cured, the resulting villager drops any equipped items that the zombie villager had, and cannot pick them up again.
The following mobs can spawn with a chance of picking up armor and weapons on Normal difficulty and higher:
Adult piglins can always pick up armor and golden weapons. They will not replace their crossbow with a golden weapon if they have one, but will replace their golden sword if they find one with better enchantments.
| Easy | Normal | Hard | |
|---|---|---|---|
| Can pick up loot | 0% | 0%-55%[note 2] | 6.875%-55%[note 2] |
The systems in place for which weapons are preferred are different between Java Edition and Bedrock Edition.
In both editions, piglins prefer golden armor and weapons over other tiers.
Java Edition
For weapons, the priority is as follows:
For armor, the priority is as follows:
Bedrock Edition
For weapons, the priority is as follows:
For armor, only the tier matters. Higher tier armor is preferred.
Mob don't pickup armor and weapons if the gamerule MobGriefing is off.
A mob holding a weapon adds the weapon's damage to its normal melee damage. For example, a zombie holding an iron shovel on Normal difficulty deals 3HPπ β€οΈ
π π
from its punch + 3.5HPπ β€οΈ
Γ 1.75 from the shovel for a total of 6.5HPπ β€οΈ
Γ 3.25. (it should be noted that, in Java Edition, damage values shown when hovering over weapons in the inventory include the player's 1HPπ π
base melee damage, so an iron shovel shows up as 4.5HPπ β€οΈ
Γ 2.25; subtracting 1 gives the actual weapon's damage.) The mob's weapon damage is scaled by difficulty: if a zombie would deal X damage on Normal, it deals 1.5 * X on Hard and 0.5 * X + 1 on Easy. So for example a zombie with an iron shovel deals 1.5 * 6.5 = 9.75HPπ β€οΈ
Γ 4.875 on Hard and 0.5 * 6.5 + 1 = 4.25HPπ β€οΈ
Γ 2.125 on Easy. Enchantments add their damage as normal before difficulty scaling.
A mob wearing armor adds the armor's protection value to its natural armor value, if any. For example, a zombie wearing a full set of iron armor will have a total armor value of 17 (π π‘
Γ 8.5) (15 (π π‘
Γ 7.5) from the iron armor + 2 (π π‘
) natural zombie armor). Armor toughness also applies if the mob is wearing diamond or netherite armor.
Enchantments affect mobs in the same way as they do players, though mobs are incapable of benefiting from certain enchantments (i.e. Aqua Affinity, Mending, etc.) due to not being able to interact with the relevant mechanics.
The Unbreaking enchantment has no effect on mob armor in Java Edition, as mob armor does not take durability damage in that edition.
When a mob dies, all picked-up equipment will be dropped, without changing the damage that has accumulated on it in Java Edition. In Bedrock Edition, the armor's durability is still vulnerable to attacks, as if a player is wearing it.
Java Edition
All mobs except vexes and ominous trial mobs have an 8.5% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III).
Bedrock Edition
All mobs except vexes have a 25% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (28% with Looting III).
Additionally, in Bedrock Edition, all naturally-spawned equipment always drops (100% chance) when a husk converts into a zombie or a zombie converts into a drowned, often with full durability.
Any mob that spawns with equipment gives 1β3XP extra experience points per equipment piece when killed by the player or a tamed wolf.
| Java Edition Classic | |||||||
|---|---|---|---|---|---|---|---|
| 0.24_SURVIVAL_TEST | Added plate armor, which zombies and skeletons can wear. | ||||||
| This currently has no effect on gameplay. | |||||||
| Java Edition Indev | |||||||
| 0.31 | 20091223-0040 | Mobs can no longer wear armor. | |||||
| Java Edition Alpha | |||||||
| v1.2.0 | preview | Skeletons now always spawn holding bows. | |||||
| release | Zombie pigmen now always spawn holding golden swords. | ||||||
| Java Edition | |||||||
| 1.4.2 | 12w32a | Mob armor has been reintroduced. Zombies, skeletons, and zombie villagers can now sometimes spawn with armor. | |||||
| Along with zombie pigmen, these mobs can also sometimes spawn with the ability to pick up weapons and armor off the ground. | |||||||
| Zombies and zombie villagers can now sometimes spawn holding iron swords or shovels. | |||||||
| Any weapon a mob is holding now affects its damage, and can spawn enchanted. | |||||||
| 12w36a | Added wither skeletons, which always spawn with a stone sword and can have the ability to pick up items off the ground. | ||||||
| Unlike other mobs that can spawn with gear, a wither skeleton's stone sword is always unenchanted. | |||||||
| 1.9 | 15w31a | Mobs now wear armor from the bottom to the top; a mob with three armor pieces would spawn with all armor pieces except a helmet. | |||||
| 15w38a | Added skeleton horsemen, which always spawn with an enchanted iron helmet and enchanted bow. | ||||||
| 1.10 | 16w20a | Added strays, which always spawn holding a bow and can spawn with armor. They can sometimes spawn with the ability to pick up items off the ground. | |||||
| Added husks, which can spawn with armor and/or an iron sword or shovel. They can sometimes spawn with the ability to pick up items off the ground. | |||||||
| 1.11 | 16w39a | Added vindicators, which always appear holding an iron axe. | |||||
| Added vexes, which always appear holding an iron sword. | |||||||
| 16w40a | Vindicators and vexes now actually spawn with the weapons they appear with, significantly buffing them. | ||||||
| 1.12 | 17w16a | Added illusioners, which always spawn holding a bow. | |||||
| 1.13 | 18w11a | Added drowned, which can sometimes spawn holding a trident, and can have the ability to pick up items off the ground. | |||||
| 1.14 | 18w43a | Added pillagers, which always spawn holding a crossbow. | |||||
| 1.16 | 20w07a | Added piglins, which can spawn with golden armor, always spawn holding either a golden sword or crossbow, and always have the ability to pick up items off the ground. | |||||
| Unlike other mobs that can spawn with armor, piglins have a flat 10% chance per slot to spawn with a golden armor piece in that slot. | |||||||
| 1.16.2 | 20w27a | Added piglin brutes, which always spawn holding a golden axe. | |||||
| Pre-Release 1 | Zombified piglins that spawn as strider jockeys no longer spawn holding a golden sword, with it being replaced by a warped fungus on a stick instead. | ||||||
| 1.20.5 Experiment | 24w07a | Added bogged, which always spawn holding a bow and can spawn with armor. They can sometimes spawn with the ability to pick up items off the ground. | |||||
| 24w13a | Added ominous trials, which affect the gear of zombies, skeletons, and their variants spawned from ominous trial spawners. | ||||||
| Zombies, skeletons, husks, strays, and bogged spawned from ominous trial spawners can spawn with chainmail, iron, or diamond helmets and/or chestplates which are always enchanted. | |||||||
| Zombies and husks spawned from ominous trial spawners always spawn with either an iron sword which may be enchanted or an unenchanted diamond sword. | |||||||
| Skeletons, strays, and bogged from ominous trial spawners are much more likely to spawn with an enchanted bow. | |||||||
| 1.21.2 | 24w33a | Mobs now spawn wearing armor from the top to the bottom again; a mob with three armor pieces will now spawn with all armor pieces except boots. | |||||
| 1.21.4 | 24w45a | The way mobs decide to replace their equipped items with items on the ground was changed. | |||||
| Drowned now prefer to pick up tridents over other items. | |||||||
| Pillagers and piglins now prefer to pick up crossbows over other items. | |||||||
| Skeletons, wither skeletons, strays, and bogged now prefer to pick up bows over other items. | |||||||
| 24w46a | Wither skeletons no longer pick up bows. | ||||||
| 1.21.9 | 25w31a | Copper armor has been added, which hostile monsters can spawn with and pick up. This significantly reduces the odds of mobs spawning with higher tiers of armor.[1] | |||||
| 25w37a | The way the tier of zombie and skeleton armor is determined has been tweaked, leaving the odds of mobs spawning with higher tiers of armor closer to how they were before 25w31a. | ||||||
| 1.21.11 | 25w41a | Zombies, zombie villagers, and husks can now spawn holding iron spears. | |||||
| Piglins and zombified piglins can now spawn holding golden spears. | |||||||
| 25w44a | Added parched, which always spawn holding a bow and can spawn with armor. They can sometimes spawn with the ability to pick up items off the ground. | ||||||
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.21.100 Experiment | Preview 1.21.100.23 | Added copper armor and tools, which can be equipped on mobs. | |||||
| 1.21.111 | Preview 1.21.110.20 | Hostile monsters now have a chance to spawn with copper armor equipped. | |||||
| Hostile monsters can now pick up and use copper equipment. | |||||||
| 1.21.120 | Preview 1.21.120.23 | Drowned can now spawn with enchanted tridents. | |||||
| Gameplay | |
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| General mechanics |
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| Technical mechanics | |
| Survival |
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| Combat | |
| Environment | |
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| User interface | |
| Visuals | |
| Removed | |
| Unintended | |