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VOOZH | about |
| Health points | 500HPπ β€οΈ Γ 250 |
|---|---|
| Behavior | Hostile |
| Mob type | π Image Monster |
| Attack strength |
Melee: Easy: 16HPπ β€οΈ Γ 8 Normal: 30HPπ β€οΈ Γ 15 Hard: 45HPπ β€οΈ Γ 22.5 Ranged: (ignores armor and Protection) |
| Hitbox size | Height: 2.9 blocks Width: 0.9 blocks While digging/emerging: |
| Knockback resistance |
100% |
| Spawn | When a player activates naturally generated sculk shriekers four times or more |
| Can be leashed | No |
| Can ride boats | No |
| Can ride minecarts | No |
{
"title": "Warden",
"rows": [
{
"field": "500<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=β€οΈ)</span> Γ 250</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite monster.png article, displayed as 16x16px|link=Monster|alt=|class=pixel-image|)</span>(link to Monster article, displayed as <span class=\"sprite-text\">Monster</span>)</span>",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "Height: 2.9 blocks<br>Width: 0.9 blocks<br>\n'''While digging/emerging:'''<br>\nHeight: 1 block<br>Width: 0.9 blocks<br>",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "100%",
"label": "(link to Attribute#knockback_resistance article, displayed as Knockback<br/>resistance)"
},
{
"field": "When a player activates naturally generated (link to sculk shrieker article, displayed as sculk shriekers) four times or more",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "No",
"label": "Can be (link to Lead article, displayed as leashed)"
},
{
"field": "No",
"label": "Can ride (link to boat article, displayed as boats)"
},
{
"field": "No",
"label": "Can ride (link to minecart article, displayed as minecarts)"
}
],
"invimages": [
"Warden Spawn Egg"
],
"images": [
"Warden.gif"
]
}
A warden is a hostile mob summoned by sculk shriekers which are located in the deep dark. It is completely blind, relying entirely on vibrations and its sense of smell to detect players and entities to attack, and digs down to despawn if it does not detect anything for 60 seconds and if it doesn't have a name. If a warden successfully detects a target, it rapidly strikes them with its arms, or fires damaging sonic beams which pass through blocks and ignore armor, shields, as well as all enchantments. A warden will always drop one sculk catalyst and five experience points.
Wardens do not follow the standard mob spawning rules. Instead, a warden is spawned when a player in Survival, Adventure or Creative mode activates any number of naturally generated sculk shriekers four times (see details below).
A warden can also be spawned if calibrated sculk sensors activate sculk shriekers.
Each player has a warning level, which increases every time that player activates a naturally generated sculk shrieker. This is not specific to any sculk shrieker. A sculk shrieker that has already been activated by a player before activates the same way it does normally, and the warning level does not reset if the player were to activate a new sculk shrieker. The distance between the shriekers doesn't matter. The shrieker spawns a warden 4.5 seconds after the warning level reaches 4, or immediately if the sculk shrieker is destroyed. If the warning level is already at 4, it stays at 4 and spawns another warden.
The light level does not have an effect on shrieker activation or warden spawning, regardless of the warning level.
When a shrieker attempts to spawn a warden, it makes up to 20 attempts to spawn the warden within an 11Γ13Γ11 cubic area centered on the shrieker. During each attempt, the game picks a random column (i.e. a stack of blocks parallel to the Y axis), and then picks the highest valid block in that column. A valid block is any block that has a complete top surface (i.e. the top face is a grid-aligned square meter surface with no holes), and that a warden can be placed directly on top of without having the warden collide with any existing blocks or entities. A warden can't spawn if the bottom block that it would occupy has a liquid inside it, but it can spawn with 1 or more liquids in the blocks above that. So, a pressure plate with water flowing on top would be a valid location for the shrieker to spawn the warden (this would place the warden with its feet in the water, one block above the pressure plate).
In Java Edition, warden spawning can be toggled on or off with the game rule spawn_wardens.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Sculk Catalyst | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Sculk Catalyst | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Sculk Catalyst | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Sculk Catalyst | 1.00 | 1.00 | 1.00 | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Sculk Catalyst | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Sculk Catalyst | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Sculk Catalyst | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Sculk Catalyst | 1.00 | 1.00 | 1.00 | 1.00 |
After spawning, wardens wander randomly and move toward nearby vibrations originating from players, mobs, and non-mob sources including projectiles and minecarts. A warden also periodically sniffs the area around it, allowing it to zero in on targets even if they don't create vibrations. As wardens sniff, pick up vibrations, or are touched by other players or mobs, they become increasingly agitated.
Similar to sculk, the bright blue parts of the warden's texture are emissive with Vibrant Visuals, easily noticeable in the dark where they spawn.
A warden can fit inside any space that is 1 block wide and 3 blocks tall, allowing it to chase players and mobs through small corridors.
Wardens are immune to damage from fire or lava, and are immune to knockback. They pursue through blocks that are usually avoided by other mobs, including rails[1], cacti, or magma blocks. However, in Bedrock Edition, they cannot pathfind through fire or soul fire.[2]
A warden listens to all vibrations within a 15 block radius ovoid shape, except those from other wardens, armor stands, dying mobs, and players in Creative or Spectator mode. Like with sculk sensors, they cannot detect vibrations from a sneaking player that is moving, jumping, falling or shooting a projectile. A warden has a 2-second cooldown between detecting vibrations.
A warden is aware of all targetable entities within a 49Γ51Γ49 box around itself. If the warden has a targetable entity, is not investigating any disturbances, and is otherwise idle, it pathfinds toward the closest entity, prioritizing players over mobs. While pathfinding, the warden can begin a 'sniff' behavior and animation. This takes around 4.2 seconds and has a 5-10 seconds cooldown. A warden can still sniff out sneaking players, despite not being able to detect vibrations from them.
A warden prefers to track down the most suspicious targets, rather than the ones closest to it.[3]
A warden, whether angered or not, gives 13 seconds of Darkness to all players within a 20 block ovoid radius of it every 6 seconds. The souls in its chest make a low heartbeat that occurs in tandem with the Darkness effect.β[more information needed] The heartbeat speeds up as the warden becomes increasingly agitated.[4]
Wardens keep track of how angry they are at each suspect as a number from 0 to 150. When a warden notices a vibration, it adds anger to the player or mob that caused the vibration. It adds 10 anger if the vibration was from a projectile or 35 anger for other vibrations. However, if two projectiles from the same player/mob are heard by the warden within five seconds, it instead adds the full 35 anger toward that player/mob. Wardens do not add anger toward a mob/player if the projectile was shot from more than 30 blocks away, although the projectile does count toward the counter of two projectiles. Anger decays at a rate of 1 per second and immediately clears if the targeted player switches to Creative or Spectator modes, the target or warden leaves the dimension, or if the target dies.
A warden adds 35 anger toward any mob that directly touches it. This effect has a 1-second cooldown.
When it finishes sniffing, a warden adds 35 anger to the nearest mob or player within a 6 block radius horizontally and 20 blocks vertically, a cylindrical volume centered on the warden.
Once a warden reaches 80 anger with a target, it roars for 4.2 seconds, adds another 20 anger, and pursues the target. In this angered state, the warden chases the target normally despite being blind. A warden also enters its hostile state and adds 100 anger if directly attacked by a mob. If the attacking player or mob is within 5 blocks, it skips its roaring animation altogether and immediately gives chase.
A warden is biased toward player vibrations, attacks, and contact - even if a warden is angrier at another mob, it still attacks the player first as long as they have angered the warden as well. This is not true of any other mob.[5]
After 60 seconds of being "calm" and not detecting any vibrations or sniffing any mobs, as well as immediately after being spawned by a command block with status effects, a warden burrows back into the ground and despawns. If the warden is floating on a liquid, it instead immediately despawns without any burrowing animation. During its emerging/burrowing animation, a warden cannot detect any vibrations and can take damage only from /kill, though it can still be pushed by entities, pistons, or liquids.β[JE only] Named wardens do not despawn.
Unlike most hostile mobs, wardens do not despawn randomly when more than 32 blocks from a player, nor do they immediately despawn when more than 128 blocks from a player.
A warden's melee attack has a cooldown of 36 ticks (1.8 seconds) and disables shields for 5 seconds, dealing 16HPπ β€οΈ
Γ 8 to 45HPπ β€οΈ
Γ 22.5 health points depending on the difficulty.
If a warden cannot reach its target, it switches to its ranged attack: a sonic boom. It does so when the following are true:
The sonic boom aims directly at the only target, making it impossible to dodge, passing through all blocks and entities. A warden takes 1.7 seconds to charge and unleashes the attack, which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible via teal particles that are projected out of the warden's chest. This attack bypasses most forms of armor, including shields, armor enchantments (such as Protection), and the natural armor that some mobs possess. Only wolf armor, the 85%β[Java Edition only] or 95%β[Bedrock Edition only] magic damage resistance of a witch, and the Resistance effect can reduce the damage from a sonic boom. Wolf armor loses durability when hit by a sonic boom, but normal armor does not.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| βWarden whines | Hostile Mobs | Randomly while calm | entity.warden.ambient | subtitles.entity.warden.ambientβ | 4.0 | 0.8β1.2 | 16 | |
| βWarden groans angrily | Hostile Mobs | Randomly while agitated | entity.warden.agitated | subtitles.entity.warden.agitatedβ | 4.0 | 0.8β1.2 | 16 | |
| βWarden rages | Hostile Mobs | Randomly while angry | entity.warden.angry | subtitles.entity.warden.angryβ | 4.0 | 0.8β1.2 | 16 | |
| βWarden groans angrily | Hostile Mobs | When a warden fails to spawn underwater | entity.warden.agitated | subtitles.entity.warden.agitatedβ | 5.0 | 1.0 | 16 | |
| βWarden takes notice angrily | Hostile Mobs | When all of a warden's spawn attempts fail | entity.warden.listening_angry | subtitles.entity.warden.listening_angryβ | 5.0 | 1.0 | ? | |
| βWarden lands hit | Hostile Mobs | When a warden does a melee attack on something | entity.warden.attack_impact | subtitles.entity.warden.attack_impactβ | 10.0 | 0.8β1.2 | 16 | |
| βWarden dies | Hostile Mobs | When a warden dies | entity.warden.death | subtitles.entity.warden.deathβ | 4.0 | 0.8β1.2 | 16 | |
| βWarden hurts | Hostile Mobs | When a warden is damaged | entity.warden.hurt | subtitles.entity.warden.hurtβ | 4.0 | 0.8β1.2 | 16 | |
| βWarden emerges | Hostile Mobs | When a warden spawns | entity.warden.emerge | subtitles.entity.warden.emergeβ | 5.0 | 1.0 | 16 | |
| βWarden digs | Hostile Mobs | When a warden despawns | entity.warden.dig | subtitles.entity.warden.digβ | 5.0 | 1.0 | 16 | |
| βWarden's heart beats | Hostile Mobs | Periodically depending on anger | entity.warden.heartbeat | subtitles.entity.warden.heartbeatβ | 5.0 | 0.8β1.2 | 16 | |
| βWarden takes notice | Hostile Mobs | When a warden notices a vibration or smell while calm | entity.warden.listening | subtitles.entity.warden.listeningβ | 10.0 | 0.8β1.2 | 16 | |
| βWarden takes notice angrily | Hostile Mobs | When a warden notices a vibration or smell while agitated or angry | entity.warden.listening_angry | subtitles.entity.warden.listening_angryβ | 10.0 | 0.8β1.2 | 16 | |
| βWarden approaches | Hostile Mobs | When a warden is called by a sculk shrieker once | entity.warden.nearby_close | subtitles.entity.warden.nearby_closeβ | 5.0 | 1.0 | 16 | |
| βWarden advances | Hostile Mobs | When a warden is called by a sculk shrieker twice | entity.warden.nearby_closer | subtitles.entity.warden.nearby_closerβ | 5.0 | 1.0 | 16 | |
| βWarden draws close | Hostile Mobs | When a warden is called by a sculk shrieker thrice | entity.warden.nearby_closest | subtitles.entity.warden.nearby_closestβ | 5.0 | 1.0 | 16 | |
| βWarden's tendrils click | Hostile Mobs | When a warden detects a vibration | entity.warden.tendril_clicks | subtitles.entity.warden.tendril_clicksβ | 5.0 | 0.8β1.2 | 16 | |
| βWarden roars | Hostile Mobs | When a warden targets a mob | entity.warden.roar | subtitles.entity.warden.roarβ | 3.0 | 1.0 | 16 | |
| βWarden sniffs | Hostile Mobs | When a warden sniffs for nearby entities | entity.warden.sniff | subtitles.entity.warden.sniffβ | 3.75 | 1.0 | 16 | |
| βWarden booms | Hostile Mobs | When a warden casts a sonic boom against something | entity.warden.sonic_boom | subtitles.entity.warden.sonic_boomβ | 3.0 | 1.0 | 16 | |
| βWarden charges | Hostile Mobs | When a warden prepares a sonic boom | entity.warden.sonic_charge | subtitles.entity.warden.sonic_chargeβ | 3.0 | 1.0 | 16 | |
| βFootsteps | Hostile Mobs | While a warden is walking | entity.warden.step | subtitles.block.generic.footstepsβ | 3.0 | 1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| β ? | Hostile Mobs | Randomly | mob.warden.idle | β ? | 1.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | Randomly when a warden notices something | mob.warden.agitated | β ? | 10.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | Randomly when a warden targets an enemy | mob.warden.angry | β ? | 10.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | When all of a warden's spawn attempts fail β[more information needed] | mob.warden.listening_angry | β ? | 10.0 [verify] | 0.8β1.2 [verify] | |
| β ? | Hostile Mobs | When a warden does a melee attack on something | mob.warden.attack | β ? | 10.0 | 1.0 | |
| β ? | Hostile Mobs | When a warden spawns | mob.warden.emerge | β ? | 5.0 | 1.0 | |
| β ? | Hostile Mobs | When a warden dies | mob.warden.death | β ? | 1.0 | 0.8β1.0 | |
| β ? | Hostile Mobs | When a warden is damaged | mob.warden.hurt | β ? | 1.0 | 0.8β1.0 | |
| β ? | Hostile Mobs | When a warden despawns | mob.warden.dig | β ? | 5.0 | 1.0 | |
| β ? | Hostile Mobs | Periodically depending on anger | mob.warden.heartbeat | β ? | 5.0 | 1.0 | |
| β ? | Hostile Mobs | When a warden notices a vibration or smell while calm | mob.warden.listening | β ? | 10.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | When a warden fails to spawn or notices a vibration or smell from a target while agitated or angry | mob.warden.listening_angry | β ? | 10.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | Unused sound event | mob.warden.nearby_close | β ? | 5.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | Unused sound event | mob.warden.nearby_closer | β ? | 5.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | Unused sound event | mob.warden.nearby_closest | β ? | 5.0 | 0.8β1.2 | |
| β ? | Hostile Mobs | When a warden detects a vibration | mob.warden.clicking | β ? | 1.0 | 1.0 | |
| β ? | Hostile Mobs | When a warden targets a mob | mob.warden.roar | β ? | 10.0 | 1.0 | |
| β ? | Hostile Mobs | When a warden sniffs for nearby entities | mob.warden.sniff | β ? | 5.0 | 1.0 | |
| β ? | Hostile Mobs | When a warden casts a sonic boom against something | mob.warden.sonic_boom | β ? | 3.0 | 1.0 | |
| β ? | Hostile Mobs | When a warden prepares a sonic boom | mob.warden.sonic_charge | β ? | 3.0 | 1.0 | |
| β ? | Hostile Mobs | While a warden is walking | mob.warden.step | β ? | 1.0 | 0.8β1.2 | |
| Name | Identifier | Translation key |
|---|---|---|
| π EntitySprite warden.png: Sprite image for warden in Minecraft Warden | warden |
entity.minecraft.warden |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| π EntitySprite warden.png: Sprite image for warden in Minecraft Warden | warden | 131 |
mobmonsterwarden | entity.warden.name |
Wardens have entity data associated with them that contains various properties.
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | It Spreads | Kill a mob next to a catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement. | 10 | Bronze | |
| π Image | π Image | Sneak 100 | Sneak next to a Sculk Sensor without triggering it | Sneak next to a Sculk Sensor or Warden without triggering or aggravating it. | 10 | Bronze | |
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| π Image | π Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| π Image | π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | Armor stands and players also count for this achievement as they are technically mobs. | 10 | Bronze | |
Killing a warden does not grant the Monster Hunter advancement and is not required in order to complete the Monsters Hunted advancement.[6][7]
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| π Image π Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| π Image π Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| π Image π Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| π Image π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | π Image Armor Stand and π Image Mannequin also count for this advancement. |
| π Image π Image | Arbalistic | Kill five unique mobs with one crossbow shot | π Image Armor Stand and π Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| π Image π Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
For the Nether Update, Mojang planned to add a "blind piglin that could only respond to sounds" that could be found within a "new biome".[8] This idea was then later reused for the warden instead.
The warden was developed by Brandon Pearce. During early development, the planned mechanics and abilities of the warden were significantly different to the final version. Planned and then scrapped ideas for the warden include:
The warden is the most concepted and worked through mob in Minecraft in terms of sound design.[14] When Brandon Pearce was first developing the warden, sound design was important to him, and the warden was designed with that in mind.[15] Brandon originally wanted players to hear their own "heartbeat" as the warden got closer for anticipation, but he thought that it felt out of place and didn't make sense to hear the player's heartbeat. His solution was for something else to make the heartbeat, and thus the warden itself gained a heartbeat sound.[16]
There were multiple prototypes for what ultimately became the warden.[17] According to Jasper Boerstra, it went through 175 different concept iterations to ensure that the warden was "something really special".[18] The very first warden iteration created was a modified cow that made the lights and torches flicker and served as the main prototype for the darkness effect.[19]
Some known concepts and names for the warden from this time were the "shade",[20] the "stalker" and the "hollowed".[17]
The shade was a vaguely humanoid translucent mob with glowing eyes. It was meant to be a more ambient mob, which would stand in darkness with only its eyes visible and would slowly fade away as the player approached it. It would also imitate the noise of other mobs, making it sound as though they were right behind the player.
Rather than an iteration on the warden, by then called the "stalker", the shade had come to be a completely separate mob to the stalker, though in some concepts it was meant to be sort of complementary, living in the ancient cities and helping the stalker by tricking players into alerting it. It was eventually scrapped due to a feeling that it would grow to become annoying rather than creepy, and so the team could better focus on developing the stalker.[22]
It is unknown whether the shade was ever implemented into the game as a prototype.
Another early prototype was the stalker. Several pieces of concept art were created for this iteration of the mob, and a prototype of the original stalker design was programmed into the game.
The first stalker iteration was a mob that could spawn anywhere deep underground. Stalkers could make torches flicker off and on when nearby.[23] The stalker was tall and asymmetrical with a glowing core, sometimes referred to as a chest crystal.[8] It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it.
A later version of the stalker could transform into a form that was less wide and tall when chasing an entity or player, while its regular form was meant to disguise as a treasure totem. This iteration got scrapped as it was considered too clunky and goofy, and was insufficiently scary.
The vibration-sensing aspect, which was developed in this version, however, was passed down to and refined in the later iterations.[24][25]
The sounds iterated for the stalker.[26]
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| β ? | Hostile Mobs | Sounds a stalker makes | ? | β ? | ? | ? | ? | |
Later on, the stalker was renamed to hollowed. Several pieces of concept art were also created for the hollowed design iteration. A prototype of the hollowed design was programmed into the game.
The hollowed was designed with the intent of inciting trypophobia and had white flesh with holes in it. According to Brandon Pearce, its design was an experiment to see how far the boundaries of Minecraft could be pushed and to try and draw a line as to what would be acceptable. The design had to ultimately be toned down multiple times due to said metaphorical line being crossed. The visuals for this iteration were ultimately scrapped, as they were considered too uncanny and overall frightening for Minecraft. After many back-and-forths between the developers, the directors and art team, a design similar to the current one was landed on, with the mechanics remaining mostly the same.[27][28]
The sounds created for the hollowed were even more unsettling and scarier than what had been created for the current warden iteration.[29]
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| β ? | Hostile Mobs | Sounds a hollowed makes | ? | β ? | ? | ? | ? | |
| October 3, 2020 | π Image The warden was announced at Minecraft Live 2020. | ||||||
|---|---|---|---|---|---|---|---|
| October 6, 2020 | A set of teaser images regarding the warden's size and behavior were posted on Brandon Pearce's Twitter. | ||||||
| 2020-2021 | π Image The warden's texture from between Minecraft Live 2020 and 2021 was showcased in the series The Secrets of Minecraft. | ||||||
| October 16, 2021 | π Image New spawning conditions and textures for the warden were revealed at Minecraft Live 2021. | ||||||
| November 26, 2021 | The warden was revealed to have a sense of smell; it can detect and pathfind toward the general location of a player or mob through a "smelling" action. It also prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.[30][31] | ||||||
| December 18, 2021 | The warden's emerging animations were showcased. | ||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.19 | Deep Dark Experimental Snapshot 1 | π Image Added wardens. | |||||
| 22w11a | Removed wardens. | ||||||
| 22w12a | Re-added wardens. | ||||||
| Wardens are no longer considered undead. | |||||||
| π Image Wardens have been given a new attacking animation. | |||||||
| Increased warden's vertical reach from 3 blocks to 4 blocks. | |||||||
| Wardens no longer slow down in water. | |||||||
| Wardens are now immune to fire and lava. | |||||||
| π Image Warden textures have been changed. The tusks on the chest have been separated and new overlays have been added. | |||||||
| Nametagged wardens no longer burrow. | |||||||
| 22w13a | Wardens can now pass over rails.[32] | ||||||
| 22w14a | Wardens now become angry at all living mobs that bump into it, not just players. | ||||||
| Wardens now slow down in water and are affected by bubble columns again. | |||||||
| 22w15a | π Image Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls, and can be blocked with shields, but disables them. | ||||||
| Wardens can now smell players from further away. | |||||||
| The vertical range in which wardens get angry has been increased from 6 to 20 blocks. | |||||||
| Reverted the warden's vertical reach back to how it was before 22w12a.[33] | |||||||
| 22w16a | Decreased the warden's vertical reach again, from 3 to 2 blocks. | ||||||
Added the game rule doWardenSpawning. | |||||||
| 22w17a | Wardens now drop one sculk catalyst upon death. | ||||||
| The amount of damage dealt by its ranged attack has been decreased from 30HPπ β€οΈ Γ 15 to 10HPπ β€οΈ π β€οΈ π β€οΈ π β€οΈ π β€οΈ . | |||||||
| The cooldown for their ranged attack has been decreased from 5 to 2 seconds. | |||||||
| The ranged attack can now bypass shields and armor. | |||||||
| 22w18a | π Image Updated the textures of the sonic boom particle. | ||||||
| 22w19a | The warden's ranged attack is now affected by difficulty. | ||||||
| Sculk shriekers now need to be activated four times to summon the warden, to give players warnings. | |||||||
| pre3 | The warden's sonic boom attack damage is no longer reduced by the Protection enchantment. | ||||||
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| December 9, 2021 | π Image Development of deep dark content, including the warden, was revealed for Bedrock. | ||||||
| December 17, 2021 | A new burrowing animation was showcased. | ||||||
| 1.18.30 Experiment | Preview 1.18.30.33 | Added wardens behind the "Wild Update" experimental toggle. | |||||
| At that time, there were no hit or death sound effects, and some of its features were outdated compared to the latest Java Edition snapshots. | |||||||
| 1.19.0 | Preview 1.19.0.21 | Wardens are now available without having to enable experimental gameplay. | |||||
| Added hurt, death, and angry listening sound effects. | |||||||
| Wardens can now preserve anger levels toward despawned entities. | |||||||
| Wardens no longer get angry toward other wardens or inanimate objects. | |||||||
| π Image Due to a bug, the warden's hurt animation is slightly broken.[34] | |||||||
| Preview 1.19.0.27 | Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls. | ||||||
| Wardens can now smell players from further away. | |||||||
| The vertical range in which wardens get angry has been increased to 6 to 20 blocks. | |||||||
| Wardens now gets angry at all living mobs that bump into it, not just players. | |||||||
| Wardens now prioritize attacking players over other mobs. | |||||||
| Preview 1.19.0.29 | Wardens now drop one sculk catalyst upon death. | ||||||
| The amount of damage dealt by its ranged attack has been decreased from 30HPπ β€οΈ Γ 15 to 10HPπ β€οΈ π β€οΈ π β€οΈ π β€οΈ π β€οΈ . | |||||||
| The cooldown for their ranged attack has been decreased from 5 to 2 seconds. | |||||||
| The ranged attack can bypass shields and armor. | |||||||
| 1.19.10 | Preview 1.19.10.23 | π Image The warden's hurt animation has been fixed, matching Java Edition. | |||||
| 1.21.30 | Preview 1.21.30.24 | Removed the idle sound event from the warden object in sounds.json. | |||||
Issues relating to "Warden" are maintained on the bug tracker. Issues should be reported and viewed there.