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Villager

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Not to be confused with Pillager or Illager.
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This article is about the current villagers. For the documentation of villagers prior to Village & Pillage, see Villager (old). For other uses, see Villager (disambiguation).
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"Merchant" redirects here. For other uses, see Merchant (disambiguation).
This article would benefit from the addition of isometric renders.
 
Please remove this notice once you have added suitable isometric renders to the article.
The specific instructions are: Add bedrock adult villager models, as they don't render the last two pixels of their robes. See MCPE-155044
Villager
Health points 20HP๐Ÿ‘ โค๏ธ
ร— 10
Behavior Passive[note 1]
Attack
strength
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Firework Rocket
:

Damage decreases with distance:
Java Edition:
Easy: 5HP๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ
๐Ÿ‘ ๐Ÿ’”

Normal: 8HP๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ

Hard: 12HP๐Ÿ‘ โค๏ธ
ร— 6

Bedrock Edition:
7HP๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ
๐Ÿ‘ ๐Ÿ’”

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Thorns Armor:โ€Œ[JE only]
1HP๐Ÿ‘ ๐Ÿ’”
to 5HP๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ
๐Ÿ‘ ๐Ÿ’”

Hitbox size Adult In Java Edition:
Height: 1.95 blocks
Width: 0.6 blocks

Adult In Bedrock Edition:
Height: 1.9 blocks
Width: 0.6 blocks
Baby:
Height: 0.98 blocks
Width: 0.49 blocks

Speed 0.5
Spawn
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Villagers are humanoid passive mobs that inhabit villages, work at their professions (see Villager professions), breed, and interact with each other. Their outfit varies according to their occupation and biome, and a player can trade with them using emeralds as currency, with their prices affected by reputation.

Spawning

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Each villager spawns with an empty inventory. Villagers never spawn with armor or other equipment, but in Java Edition a dispenser can be used to equip armor on a villager.

Natural generation

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Villagers can be found in villages, which spawn in several biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigasโ€Œ[Bedrock Edition only] and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate villagers inside and some do not.

Igloo basements always generate with one villager in the left cell and one zombie villager in the right cell.

  • In Java Edition, the generated villager is always unemployed.[1] The villager cannot pathfind to the brewing stand or cauldron to take on a profession unless some of the blocks confining them are broken. The generated zombie villager always has the profession of cleric and becomes unemployed once cured.
  • In Bedrock Edition, the villager has a random profession and the zombie villager is unemployed.
    • Both mobs are the snowy variant.
    • The villager can change its professions to cleric or leatherworker, due to the presence of the brewing stand and cauldron. The zombie villager can do the same after being cured.
    • Changing profession takes time. If the player manages to trade with the villager before it changes its profession, the villager keeps its initial profession.
    • The zombie villager is unemployed immediately after being cured, so the player cannot lock in its profession.

Curing

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Giving a zombie villager the Weakness effect and then feeding it a golden apple starts the curing process. After five minutes, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured.

The villager retains the profession it had, if it had one before turning into a zombie villager. If employed, a cured villager offers discounts on most of its trades.

In Bedrock Edition, if the zombie villager is spawned by a player, it adopts a randomly chosen profession. The villager can also be a nitwit, but it becomes a normal unemployed villager when cured.

In Java Edition, curing a zombie villager riding a chicken results in the villager riding a chicken. Eventually, the villager grows up and gains a profession while still being on the chicken.

Drops

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Farmers using bone meal when farming have an 8.5% chance to drop it when killed by a player or tamed wolf. Each level of Looting increases the chance by 1% per level. Adult[2] villagers can drop armor equipped through dispensers. Otherwise, a villager, whether it is an adult or a baby, does not drop any items or experience when killed.

When a villager dies or is converted to a zombie villager, any items in its hidden inventory slots are lost (see ยง Picking up items).

If a villager is displaying a trade item to offer a trade, it will not drop it when it dies. Villagers also do not drop any other trading-related items.

Upon successful trading, a villager drops 3โ€“6XP.

Upon successful trading, while willing to breed, 8โ€“11XP is dropped.

Curing a zombie villager with any armor or held items causes it to drop them as items.

Hero of the Village

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Main article: Hero of the Village

In Java Edition, a villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the Hero of the Village effect. The gift is randomly selected from a list of items for the villager's individual profession, and there is a random cooldown before the villager can throw another gift.

Behavior

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Movement patterns

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Socializing

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Nitwit and unemployed villagers leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4โ€“5 seconds at a time. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag.

In Bedrock Edition, baby villagers do not stop in order to stare at players, and thus continue moving as if the player is not there.

A villager tries not to travel far from its bed in a large village unless the job site or the nearest gossip site (bell) is far away.

Villagers emit green particles if they join a village, set a bed, or acquire a job site/profession.

Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie.

Migration

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If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it quickly moves back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager never despawns.

Pathfinding

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Villagers, like most other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.

Villagers can open all wooden and copper doors and find paths to blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob (usually by other villagers). Climbing a ladder can leave a villager stranded on the second floor and roof of some village structures, as they lack the necessary AI to intentionally descend ladders.

Getting attacked

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Like other passive mobs, villagers sprint away when attacked, but they also flee from some nearby mobs even before being attacked.

Zombies, zombie villagers, husks, drowned and zoglins attack villagers and cause them to flee.

Pillagers, vindicators, evokers, illusioners and ravagers cause villagers to flee but only attack adults. Vexes also cause villagers to flee but only attack adults when spawned by an evoker.

Pufferfish, wardens and withers attack villagers but don't cause them to flee until actually attacked.

Preferred path

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This feature is exclusive to Bedrock Edition.
 

When pathfinding, villagers prefer to stay on low cost blocks, such as dirt paths, cobblestone, bricks, and planks. They do this by trying to minimize the path cost of all of the blocks they walk across. They also avoid jumping, because it has a high path cost, but babies don't avoid it as much.

Preferred path blocks Path cost
Adult villager Baby villager
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Dirt Path
0

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Block of Diamond

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Block of Emerald

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Block of Lapis Lazuli

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Block of Gold

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Block of Redstone

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Bricks

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Cobblestone

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Chiseled Sandstone

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Chiseled Red Sandstone

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Cut Sandstone

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Cut Red Sandstone

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End Stone Bricks

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Glass

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Glazed Terracotta

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Glowstone
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Mossy Cobblestone

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Nether Bricks

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Planks

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Prismarine

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Red Nether Bricks

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Red Sandstone

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Sandstone

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Slabs

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Smooth Sandstone

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Smooth Red Sandstone

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Stained Glass

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Stone

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Stone Bricks

1

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Barrel

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Beds

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Blast Furnace

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Brewing Stand

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Cartography Table

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Cauldron

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Composter

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Fletching Table

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Grindstone

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Lectern

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Loom

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Smithing Table

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Smoker

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Stonecutter

50
Other 3 1.5
Jump cost 20 5

Job site blocks

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For a list of job site blocks and the professions they are required for, see  ยง Professions.

Unemployed villagers (other than babies and nitwits) seek employment at job site blocks (also referred to as workstations), and employed villagers use job site blocks to refresh their trades (see ยง Working). Villagers who have made their first trade must claim a site block that corresponds with their profession, whereas tradeless villagers may change their profession to match a site block.

In Java Edition, an unemployed villager claims job site blocks by searching for the nearest unclaimed site in a 48-block sphere. When a suitable site block is detected, the villager starts pathfinding to it, staking a provisional claim. This can occur only while the villager is awake. A provisional claim is released if the villager cannot reach the block within 60 seconds, however the villager may try again immediately.[3] To fully claim the site and change profession, the villager must approach within a 2-block radius of the job site's center. When a job site block is fully claimed, its owner emits green particles, and no other villager can claim the block unless the owner relinquishes it.

In Bedrock Edition, all villagers in a village search for unclaimed job sites in a 16 block radius and 4 block height. If a site block is found, it is added to a shared list of valid job site blocks for the whole village. An unemployed villager with a bed claims the first site block on that list and immediately acquires the profession to match, regardless of the distance or accessibility to the site block.[4] The villager can even claim the site block while sleeping. When a job site block is claimed, both the block and the villager making the claim emit green particles and the site block is removed from the list. If a villager cannot pathfind to its claimed site, both the site block and villager emit anger particles. The site block may need to be broken or interacted by a piston before the villager unclaims it.[verify for Bedrock Edition]

Gossiping

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For the formula to calculate the exact price based on gossips, see Trading ยง Sale prices.
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A desert villager and a plains villager gossiping.

Villagers can store positive and negative memories about players and share them with other villagers. A player's reputation is determined by these memories, and can be changed by trading with, curing, attacking and killing villagers, which influences trading prices and the hostility of iron golems.

Source Internal name Gain Decay Sharing cost Maximum Multiplier
Each trade trading 2 2 20 25 1
Curing the villager major_positive 20 0 100 20 5
minor_positive 25 1 5 25 1
Attacking the villager minor_negative 25 20 20 200 -1
Killing a nearby villager major_negative 25 10 10 100 -5

Killing a villager increases the value of the corresponding gossip for all villagers whom it has a line of sight inside a box extending 16 blocks from the villager in all coordinate directions. Trading with, curing or attacking a villager only increases the value of the corresponding gossips for the targeted villager. Attacks and kills only result in negative gossip when villagers can determine their source, so indirect methods like fire, lava and suffocation from falling blocks can be used to kill villagers without losing reputation.

Villagers can share gossip by talking to each other, though the shared gossip's value will be decreased by the sharing cost. Because the cost of sharing the major gossip gained from curing is greater than its maximum, it can never be shared.

Every 20 minutes, all gossips of a villager decays by the amount in the "Decay" column. This rate does not depend on the time of day and cannot be sped up by sleeping. Because the decay of the major gossip gained from curing is 0, the gossip is permanent.

A player's total reputation with a villager is determined by multiplying each gossip's value by its respective multiplier and adding the results together.

When trading, villagers will change prices based on reputation. In Bedrock Edition negative reputation can only cancel out positive reputation and other price discounts but not increase the price.

Iron golems that were not built by players become hostile toward all players whose reputation is -100 or lower with any villager within a box centered on the golem and extending 10 blocks in every horizontal and 8 in both vertical directions.

Picking up items

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Each villager has eight hidden inventory slots, which are initially empty when the villager is spawned. A villager can fill its inventory slots with items it picks up.

In Bedrock Edition, a villager does not intentionally seek out items to pick up, but does collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, torchflower seeds, pitcher pods, and bone meal within reach.โ€‹[more information needed] In Java Edition, a villager seeks out these items within 4 blocks. The listed items are the only items villagers can pick up, although the /item replace command can put any arbitrary item into a villager's inventory. Bone meal can be picked up only by a farmer villager. In Bedrock Edition, only farmers can pick up seeds and wheat.

If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. This behavior prevents villagers from successfully sharing food or breeding in a small space.

When killed or converted to a zombie villager, any inventory item of the villager is lost, even when /gamerule keepInventory is set to true.

If /gamerule mob_griefing is false, villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.

Like other mobs, villagers have four slots for worn armor, separate from their inventory slots. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager,โ€Œ[Java Edition only][5] but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker boots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again. A villager with Thorns III deals more damage to zombies that attacked the villager than the villager takes damage.

Sharing food

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Villagers sharing carrots.

In Java Edition, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or fewer of each of these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24,[6] and that same villager then shares 12 to the third villager).

In the case of wheat, villagers have a distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat.

If a villager has 8 full[verify] stacks of any kind of food or seeds and then tries to share with another villager, it leaves at least 24 items in each stack. Thus it can never empty inventory slots to pick up other items, unless it uses the items when trying to breed or when farming if it is a farmer villager.[7][8] A bait villager can be used in a farm taking advantage of this mechanic to have a farmer villager collect and deposit crops.

In Bedrock Edition, if a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, 60 potatoes, or 60 beetroots, or 45 wheat for farmers), the villager may decide to share food with that villager.

To share, a villager finds its first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread, which may result in 1 or 2 less than half the stack being shared.

Farming

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Farmer villager picking and planting carrots.

Farmer villagers can tend planted wheat, carrots, potatoes, and beetroots, harvesting them if they are fully grown or bonemealing them if possible. They then share their harvested food with other villagers to breed.

Breeding

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Adult villagers breed depending on the time of the day and need to be willing to spawn ยง Baby villagers, who require beds with at least two empty blocks above their heads. Job sites are not required for villagers to breed.

Breeding depends on the number of valid beds. If a villager is "willing" (see ยง Willingness below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.

In Java Edition, two villagers nearby one another periodically enter mating mode if both have enough food and are not on cooldown. Breeding fails (with angry villager particles displayed) if no unclaimed bed can be reached via pathfinding within a 48-block radius. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.

In Bedrock Edition, a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the spherical boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they breed and produce a child. The appearance is determined by the biome where the breeding occurs in Bedrock Edition.

Willingness

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Two villagers willing to breed.

Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock, even if breeding fails to produce a baby villager. After successfully breeding, villagers cease to be willing for 5 minutes, at which point they must gather a sufficient stock of food items to breed again.

Villagers must have enough beds within village boundsโ€Œ[Java Edition only]/loaded terrainโ€Œ[Bedrock Edition only][verify for Bedrock Edition] for baby villagers to spawn. The villager must be able to path-find to the bed from its current position. (Note that mobs view certain blocks, such as slabs, trapdoors, etc., as full blocks for pathfinding, so putting these types of blocks above a bed invalidates the bed.)

Villagers can become willing by having either 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in one slot in their inventory. Any villager with an excess of food (usually farmers) throws food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers consume the required food upon becoming willing. If /gamerule mobGriefing is false, villagers don't pick up food or break crops.

Baby villagers

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A few baby villagers in a taiga village

Baby villagers (sometimes called children, or child villagers) sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers, the playerโ€Œ[Java Edition only], or an iron golem. If the iron golem is holding out a poppy, a child may cautiously take the flower from its hands. Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.

Illagers (except "Johnny" vindicators in Bedrock Edition) ignore baby villagers until they reach adulthood.

Baby villagers give gifts of poppies or wheat seeds to players who have the ๐Ÿ‘ Image
Hero of the Village
effect in Java Edition.

Baby villagers can fit through 1ร—1 block gaps.

A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up.

Golden dandelions do not work on baby villagers.

Lightning

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๐Ÿ‘ Image
A villager gets struck by lightning.

When lightning strikes within 3โ€“4 blocks of a villager, the villager is replaced by a witch that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch.

Iron golems will attack any villagers that turn into witches.

Iron golem summoning

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In Java Edition, villagers can summon an iron golem to protect themselves from hostile mobs. This requires either a villager panicking in a group of 3 villagers or 5 gossiping villagers. If they don't find an iron golem within 16 blocks of their location for 30 seconds, another one is summoned.

In Bedrock Edition, villagers can summon an iron golem if there are more than 10 villagers per existing golem, the village has at least 20 beds, and 75% of these villagers must have worked in the past day.

Panicking

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๐Ÿ‘ Image
A villager panicking.

Villagers sometimes panic during a raid or a zombie siege by emitting water particles (sweat) and shaking.

In Java Edition, villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses.

In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell.

Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):

Mob Panic radius
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Zombie
, ๐Ÿ‘ Image
Husk
, ๐Ÿ‘ Image
Drowned
,
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Zombie Villager
, ๐Ÿ‘ Image
Vex
8
๐Ÿ‘ Image
Vindicator
, ๐Ÿ‘ Image
Zoglin
10
๐Ÿ‘ Image
Evoker
, ๐Ÿ‘ Image
Illusioner
, ๐Ÿ‘ Image
Ravager
12
๐Ÿ‘ Image
Pillager
15

Zombies

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Main articles: Siege and Zombie

Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35โ€“ to 52.5โ€“block radius (depending on regional difficulty)โ€Œ[Java Edition only] or a 16-block radiusโ€Œ[Bedrock Edition only] (even when the villager is invisible). Zombies attempt to break down doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.

All zombies either kill villagers or convert them into zombie villagers. The chance of the villager becoming a zombie villager upon death depends on difficulty, being 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well, becoming baby zombie villagers. Drowned are able to convert villagers into zombie villagers even when attacking with a trident from a distance.

Raids

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Main article: Raid

During a raid, villagers flee from illagers and run to the nearest house, similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed.

Before the first raid wave in Java Edition, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. In Bedrock Edition, the bell rings automatically regardless of whether a villager is nearby. In Java Edition, when a bell is rung, all illagers within 48 blocks get the glowing effect for 3 seconds.

A villager often stays in the house it first entered, but may exit the house occasionally. The player can still trade with villagers during a raid.

In Java Edition, the villager displays water particles on random occasions as if sweating.

Hero of the Village

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Main article: Hero of the Village

In Java Edition, once the player gains the Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession. In Bedrock Edition, the villagers do not throw the player gifts, but they still give them a discount for their trades.

Staring

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๐Ÿ‘ Image
A villager staring at the player.
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Several villagers staring at the player.

Villagers stare at any player that stares at them, or goes near them, even if they have the Invisibility effect. This also applies for some mobs, especially cats. A villager first turns its head toward the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off.

Schedules

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Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain.

Villager schedule in Java Edition
Image Ticks (time) Employed Unemployed/Nitwit Baby
00010 (06:00:36) Wander Wander
02000 (08:00:00) Work Wander
03000 (09:00:00) Play
06000 (12:00:00) Wander
09000 (15:00:00) Gather
10000 (16:00:00) Play
11000 (17:00:00) Wander
12000 (18:00:00) Sleep
Villager schedule in Bedrock Edition
Image Ticks (time) Employed Unemployed Baby Nitwit
00000 (06:00:00) Work Wander Play Sleep
02000 (08:00:00) Wander
08000 (14:00:00) Gather
10000 (16:00:00) Work Wander
11000 (17:00:00) Home
12000 (18:00:00) Sleep
13000 (19:00:00) Home
14000 (20:00:00) Sleep

Working

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Employed villagers spend most of their day standing next to their job site blocks. From time to time, they "gather supplies" by wandering a short distance away, then returning.

Some professions have additional job-specific goals that are part of their work schedule:

  • Farmers harvest and sow crops.
  • Librarians inspect bookshelves.โ€Œ[Bedrock Edition only]

When a villager reaches its job site block, it commences "work". Two times a day, working resupplies any locked trades, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block.

Employed villagers do not breed with each other during their work schedule. Nitwits and unemployed villagers do not follow this rule, as they can breed with each other and employed villagers that are not working.

Leatherworker villagers can work at any cauldron, not only their job site block. Also, the cauldron does not have to be filled with water in order for the villager to work at it.

Wandering

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All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule.

A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it. After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop (this also happens for claiming beds).

The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village. โ€Œ[Bedrock Edition only]

During this time of the day, they may also share items.

Gathering

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Late in the day, adult villagers gather at a meeting place (the area around a bell). When two villagers encounter one another, they mingle (look at each other and "converse" by humming at other villagers). They may also share food, or breed if both are willing.

If a villager isn't close enough to detect a bell, it wanders randomly, searching for one.

Playing

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๐Ÿ‘ Image
Six baby villagers chasing another baby villager.

Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other.

In Java Edition, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. In Bedrock Edition, if the iron golem offers them a poppy, the baby villager cautiously accepts it.

Returning home

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All villagers head home a short time before sunset. They roam around until they get near their beds, then target a block beside the bed. The bed's head must be accessible for the villagers to "see" it. Once they reach their beds, they do not go through a door again before sleeping.

A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect an unclaimed bed nearby they walk out of the house and toward the bed.

๐Ÿ‘ Image
A villager pushed on a bed in Java Edition. The villager falls off the bed if it is pushed again.
๐Ÿ‘ Image
In Java Edition, when a villager is sleeping, the hitbox is reduced to only the half of the bed with the pillow. Therefore, dropping an anvil on the other half of the bed does not hurt the villager nor does it cause the villager to wake up.

Sleeping

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๐Ÿ‘ Image
A top view of a savanna villager sleeping in a bed at night.

At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at themโ€Œ[Java Edition only], they are pushed out of bed, or if their bed is destroyed. They also wake up when their bed is used, if they are attacked, or when a bell is rung. If possible, they return to sleeping in a bed after the interruption.

Jumping on a bed with a villager sleeping in it does not cause the villager to get up.

In Java Edition, a villager can be pushed on its bed and sometimes turn its head. A villager can be pushed off a bed,[9] but is most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds.

When sleeping in Java Edition, a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up and the anvil is dropped as an item.

In Bedrock Edition, dropping an anvil on a villager that is sleeping causes the villager to take damage but remain sleeping in the bed and the anvil remains on top of the bed.

A villager who has no bed continues wandering in search of a bed to claim.

Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in the Nether or the End, without causing the usual consequences of the bed exploding (See Bed ยง Sleeping), if the Overworld's time is correct.[10] This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player.

Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed. Villagers also sleep with their eyes open.

Healing

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A villager gets a brief regeneration effect once leveling up in its profession. Pink regeneration particles (๐Ÿ‘ EffectSprite particle-regeneration.png: Sprite image for particle-regeneration in Minecraft
) appear while it is healing.

In Bedrock Edition, when a villager successfully sleeps, they immediately heal themselves when waking up at dawn (if they are hurt).

Professions

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Main article: Villager professions
๐Ÿ‘ Image
Job site blocks next to each other.
๐Ÿ‘ Image
All plains biome variant professions (except unemployed) corresponding to their different job site blocks.
Main articles
๐Ÿ‘ Image
Nitwit
๐Ÿ‘ Image
Armorer
๐Ÿ‘ Image
Butcher
๐Ÿ‘ Image
Cartographer
๐Ÿ‘ Image
Cleric
๐Ÿ‘ Image
Farmer
๐Ÿ‘ Image
Fisherman
๐Ÿ‘ Image
Fletcher
๐Ÿ‘ Image
Leatherworker
๐Ÿ‘ Image
Librarian
๐Ÿ‘ Image
Mason
๐Ÿ‘ Image
Shepherd
๐Ÿ‘ Image
Toolsmith
๐Ÿ‘ Image
Weaponsmith

Each villager can have a profession except for the nitwit, indicated by their clothing as well as by the title at the top of the trading interface. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelvesโ€Œ[Bedrock Edition only][verify]. If an adult villager does not have a profession (either they are unemployed or a nitwit), they wander instead.

A job site block can be claimed only if it is unclaimed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. This means that once a player trades with a villager, the villager keeps its profession forever.

Nitwits and baby villagers cannot change their profession.

In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession[11]; their profession can be changed by a job site block, however.

Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers.

Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession.

Below is a table listing the various professions, along with the specific job site block that each profession requires (13 jobs in total, not including unemployed/nitwit):

Profession Job site block /
Workstation
Biome
Desert Jungle[note 2] Plains Savanna Snow Swamp[note 2] Taiga
๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
Unemployed
None ๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Nitwit
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Armorer
๐Ÿ‘ Image
Blast Furnace
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Butcher
๐Ÿ‘ Image
Smoker
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Cartographer
๐Ÿ‘ Image
Cartography Table
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Cleric
๐Ÿ‘ Image
Brewing Stand
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Farmer
๐Ÿ‘ Image
Composter
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Fisherman
๐Ÿ‘ Image
Barrel
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Fletcher
๐Ÿ‘ Image
Fletching Table
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Leatherworker
๐Ÿ‘ Image
Cauldron
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Librarian
๐Ÿ‘ Image
Lectern
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Mason
๐Ÿ‘ Image
Stonecutter
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Shepherd
๐Ÿ‘ Image
Loom
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Toolsmith
๐Ÿ‘ Image
Smithing Table
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
Weaponsmith
๐Ÿ‘ Image
Grindstone
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image
๐Ÿ‘ Image

Nitwit

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Main article: Nitwit
๐Ÿ‘ Image
A nitwit bobbling its head.โ€Œ[Java Edition only]

Nitwit villagers wear robes that are green on top. They cannot change their profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level stone since they cannot trade.

In Java Edition, pressing use on a nitwit causes it to grunt and bobble its head at the player. A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Due to a bug, nitwits cannot spawn in through breeding.[12] As such, they can only be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in Survival mode.

In Bedrock Edition, every baby villager has a 10% chance to become a nitwit when they become an adult, as well as having a different sleep schedule where they wander around the village for about 2000 ticks (1 minute 40 seconds) after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the village wakes up.

Appearance

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Villagers and zombie villagers have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and diamond.

Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but in Java Edition, there is a 50% chance it's inherited from the biome type of the parents (equal chance for both parents). In case the villager's outfit is determined by biome but the biome has no specific villager type, it always becomes a plains villager. The outfits available are the following:

๐Ÿ‘ EntitySprite villager-desert.png: Sprite image for villager-desert in Minecraft
Desert
๐Ÿ‘ EntitySprite villager-savanna.png: Sprite image for villager-savanna in Minecraft
Savanna
๐Ÿ‘ EntitySprite villager-taiga.png: Sprite image for villager-taiga in Minecraft
Taiga
๐Ÿ‘ EntitySprite villager-snowy.png: Sprite image for villager-snowy in Minecraft
Snowy
๐Ÿ‘ EntitySprite villager-swamp.png: Sprite image for villager-swamp in Minecraft
Swamp
๐Ÿ‘ EntitySprite villager-jungle.png: Sprite image for villager-jungle in Minecraft
Jungle
๐Ÿ‘ EntitySprite villager-plains.png: Sprite image for villager-plains in Minecraft
Plains
Notes
  1. โ†‘ a b c d e f Villages occur naturally in this biome.
  2. โ†‘ a b Villages occur naturally in this biome in Bedrock Edition.

Villagers have 13 professions and 2 non professions for a total of 15 outfits:

  • Farmer (straw hat)
    • Trades crops and natural foods, such as bread and cookies.
  • Fisherman (fisher hat)
    • Trades campfires and fishing items.
  • Shepherd (brown hat with white apron)
    • Trades shears, wool, dyes, paintings and beds.
  • Fletcher (hat with feather and quiver on the back)
    • Trades bows, crossbows, all types of arrows (except luck) and archery ingredients.
  • Cleric (purple apron and creeper cloak)
    • Trades magic items like ender pearls, redstone dust, glowstone dust, and other enchanting or potion ingredients.
  • Weaponsmith (eyepatch and black apron)
    • Trades minerals, bells and enchanted melee weapons. The axe enchantments are weapon related, such as Sharpness or Smite.
  • Armorer (welding mask)
    • Trades foundry items and sells chain, iron and enchanted diamond armor tiers.
  • Toolsmith (black apron)
    • Trades minerals, bells and harvest tools. The axe enchantments are tool related.
  • Librarian (eyeglasses and a book as a hat)
    • Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills.
  • Cartographer (golden monocle)
    • Trades banners, compasses, banner patterns, papers and various maps, including explorer maps.
  • Leatherworker (brown apron and brown gloves)
    • Trades scutes, rabbit hide, and leather-related items.
  • Butcher (red headband and white apron)
    • Trades meats, sweet berries, rabbit stew, and dried kelp blocks.
  • Mason (black apron and black gloves)
    • Trades polished stones, terracotta, clay, glazed terracotta and quartz.
  • Nitwit (green coated, no badge)
    • No trades, no badge
  • Unemployed (no overlay, base clothing of biome without any extra features)
    • No trades until employed. No badge until employed.
  • Villagers have different trades based on the biome in which they spawn.

Trading

[edit | edit source]
Main article: Trading
๐Ÿ‘ Image
The Java Edition trading interface, displaying basic novice-level trading options.
๐Ÿ‘ Image
Trading options of a max-level weaponsmith.
๐Ÿ‘ Image
Villager badge changes color depending on the level of the villager.
From left to right: stone (novice), iron (apprentice), gold (journeyman), emerald (expert), and diamond (master).

The trading system is a gameplay mechanic that allows players to buy and sell various items to and from villagers, using emeralds as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the items the player might get, and how the player treats the villagers.

Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-bobbling animation and play the villager's declined trade soundโ€Œ[Java Edition only].

Pressing the use control on an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession.

Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as enchanted books with "treasure" enchantments (e.g. Mending), bottles o' enchanting, or chainmail armor.

When a villager gets a new trade, they receive 10 seconds of Regeneration I (totaling to 4HP๐Ÿ‘ โค๏ธ
๐Ÿ‘ โค๏ธ
of restoration), which emits pink particles. The villager also emits green particles suggesting contentment.

Completing a trade with a villager increases its professional level, and makes the villager drop 3โ€“6XP; while willing to breed, instead, 8โ€“11XP is dropped. Some trades grant higher levels to the villager than others. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than lower-level trades.

Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day.

Clicking use on an unemployed or nitwit villager in Java Edition causes it to grunt and bobble their head; doing so in Bedrock Edition does nothing.

Using a name tag on a villager always names the villager instead of opening the trading interface.

In Java Edition, using inside of the trading interface after one trade was made refills the trading slots with items from the inventory.[verify]

Supply and demand

[edit | edit source]
๐Ÿ‘ Image
For detailed information on Villager economics, see Trading ยง Economics.

The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager.

Trade offering

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๐Ÿ‘ Image
Several villagers offering trade items to a player.

When a player holds an emerald or other item near a villager who wants that item, the villager holds up an item it offers in exchange. In Bedrock Edition, villagers raise their arms when showing trade items. For example, a farmer villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat.

If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them.

Villagers do not offer trades that are currently out of stock.

Economic trade

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Villagers have various professions that progress through experience-based levels, unlocking new trade tiers.

Experience levels

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Name Minimum XP level
Novice 0
Apprentice 10
Journeyman 70
Expert 150
Master 250
  • To rank up a villager, the player needs to trade. Trading with a Novice-level villager adds 1 or 2 XP per trade and each level progressively gains more XP per trade until the Master rank which earns up to 30 XP per trade. To see more, go to Trading.

Popularity or reputation

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In Bedrock Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a zombie villager also increases the player's popularity by 10.

In Java Edition, a villager's prices are affected by the player's reputation with that villager rather than by village popularity.

Hero of the Village

[edit | edit source]
Main article: Hero of the Village

When a player receives ๐Ÿ‘ Image
Hero of the Village
, players receive discounted prices on all the items traded by villagers in both editions. The ๐Ÿ‘ Image
Hero of the Village
also gets gifts.โ€Œ[Java Edition only]

Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor).

A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern.

Sounds

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Java Edition:

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitchAttenuation
distance
โ€‹Villager mumblesFriendly MobsRandomly while awakeentity.villager.ambientsubtitles.entity.villager.ambientโ€‹1.00.8โ€“1.2
(Baby: 1.3โ€“1.7)
16
โ€‹Villager tradesFriendly MobsRandomly while the trade UI on a villager is openentity.villager.tradesubtitles.entity.villager.tradingโ€‹1.00.8โ€“1.216
โ€‹Villager diesFriendly MobsWhen a villager dies or becomes zombifiedentity.villager.deathsubtitles.entity.villager.deathโ€‹1.00.8โ€“1.2
(Baby: 1.3โ€“1.7)
16
โ€‹Villager hurtsFriendly MobsWhen a villager is damagedentity.villager.hurtsubtitles.entity.villager.hurtโ€‹1.00.8โ€“1.2
(Baby: 1.3โ€“1.7)
16
โ€‹Villager cheersFriendly MobsWhen a villager wins a raidentity.villager.celebratesubtitles.entity.villager.celebrateโ€‹1.00.8โ€“1.2
(Baby: 1.3โ€“1.7)
16
โ€‹Villager agreesFriendly MobsWhen a player successfully trades with a villager or when a villager's stock has been updated [needs testing]entity.villager.yessubtitles.entity.villager.yesโ€‹1.00.8โ€“1.216
โ€‹Villager disagreesFriendly MobsWhen a player trades with either an unemployed villager, a nitwit, or fails to trade with an employed villager due to lack of resourcesentity.villager.nosubtitles.entity.villager.noโ€‹1.00.8โ€“1.216

Working

[edit | edit source]
Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitchAttenuation
distance
โ€‹Armorer worksFriendly MobsRandomly while an ๐Ÿ‘ EntitySprite villager-armorer.png: Sprite image for villager-armorer in Minecraft
armorer is working
entity.villager.work_armorersubtitles.entity.villager.work_armorerโ€‹1.00.8โ€“1.216
โ€‹Butcher worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-butcher.png: Sprite image for villager-butcher in Minecraft
butcher is working
entity.villager.work_butchersubtitles.entity.villager.work_butcherโ€‹1.00.8โ€“1.216
โ€‹Cartographer worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-cartographer.png: Sprite image for villager-cartographer in Minecraft
cartographer is working
entity.villager.work_cartographersubtitles.entity.villager.work_cartographerโ€‹1.00.8โ€“1.216
โ€‹Cleric worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-cleric.png: Sprite image for villager-cleric in Minecraft
cleric is working
entity.villager.work_clericsubtitles.entity.villager.work_clericโ€‹1.00.8โ€“1.216
โ€‹Farmer worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-farmer.png: Sprite image for villager-farmer in Minecraft
farmer is working
entity.villager.work_farmersubtitles.entity.villager.work_farmerโ€‹1.00.8โ€“1.216
โ€‹Fisherman worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-fisherman.png: Sprite image for villager-fisherman in Minecraft
fisherman is working
entity.villager.work_fishermansubtitles.entity.villager.work_fishermanโ€‹1.00.8โ€“1.216
โ€‹Fletcher worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-fletcher.png: Sprite image for villager-fletcher in Minecraft
fletcher is working
entity.villager.work_fletchersubtitles.entity.villager.work_fletcherโ€‹1.00.8โ€“1.216
โ€‹Leatherworker worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
leatherworker is working
entity.villager.work_leatherworkersubtitles.entity.villager.work_leatherworkerโ€‹0.90.8โ€“1.216
โ€‹Librarian worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-librarian.png: Sprite image for villager-librarian in Minecraft
librarian is working
entity.villager.work_librariansubtitles.entity.villager.work_librarianโ€‹2.00.8โ€“1.216
โ€‹Mason worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
mason is working
entity.villager.work_masonsubtitles.entity.villager.work_masonโ€‹1.00.8โ€“1.2 [sound 1]16
โ€‹Shepherd worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-shepherd.png: Sprite image for villager-shepherd in Minecraft
shepherd is working
entity.villager.work_shepherdsubtitles.entity.villager.work_shepherdโ€‹0.50.8โ€“1.216
โ€‹Toolsmith worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
toolsmith is working
entity.villager.work_toolsmithsubtitles.entity.villager.work_toolsmithโ€‹1.00.8โ€“1.216
โ€‹Weaponsmith worksFriendly MobsRandomly while a ๐Ÿ‘ EntitySprite villager-weaponsmith.png: Sprite image for villager-weaponsmith in Minecraft
weaponsmith is working
entity.villager.work_weaponsmithsubtitles.entity.villager.work_weaponsmithโ€‹0.50.8โ€“1.216
  1. โ†‘ Can be multiplied by 1.0 or 0.92 for each sound

Bedrock Edition:

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitch
โ€‹ ?Friendly MobsRandomly while awakemob.villager.idleโ€‹ ?1.00.8โ€“1.2 (Baby: 1.3โ€“1.7)
โ€‹ ?Friendly MobsWhen a villager dies or becomes zombifiedmob.villager.deathโ€‹ ?1.00.8โ€“1.2 (Baby: 1.3โ€“1.7)
โ€‹ ?Friendly MobsWhen a villager is damagedmob.villager.hitโ€‹ ?1.00.8โ€“1.2 (Baby: 1.3โ€“1.7)
โ€‹ ?Friendly MobsWhen a player successfully trades with a villager or a player places the required items to make a trade in the trade UI or when a villager talks to other villagers in a groupmob.villager.yesโ€‹ ?1.00.8โ€“1.2
โ€‹ ?Friendly MobsWhen a player is unable to complete a trademob.villager.noโ€‹ ?1.00.8โ€“1.2
โ€‹ ?Friendly MobsRandomly while the trade UI on a villager is openmob.villager.haggleโ€‹ ?1.00.8โ€“1.2

Working

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Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitch
โ€‹ ?BlocksRandomly while an ๐Ÿ‘ EntitySprite villager-armorer.png: Sprite image for villager-armorer in Minecraft
armorer is working
block.blastfurnace.fire_crackleโ€‹ ?3.00.6
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-butcher.png: Sprite image for villager-butcher in Minecraft
butcher is working
block.smoker.smokeโ€‹ ?3.0varies [sound 1]
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-cartographer.png: Sprite image for villager-cartographer in Minecraft
cartographer is working
block.cartography_table.useโ€‹ ?0.8varies [sound 2]
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-cleric.png: Sprite image for villager-cleric in Minecraft
cleric is working
random.potion.brewedโ€‹ ?1.01.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-farmer.png: Sprite image for villager-farmer in Minecraft
farmer is working
block.composter.fillโ€‹ ?1.30.8
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-fisherman.png: Sprite image for villager-fisherman in Minecraft
fisherman is working
block.barrel.openโ€‹ ?1.01.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-fletcher.png: Sprite image for villager-fletcher in Minecraft
fletcher is working
dig.woodโ€‹ ?12.01.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
leatherworker is working
bucket.fill_waterโ€‹ ?1.01.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-librarian.png: Sprite image for villager-librarian in Minecraft
librarian is working
item.book.putโ€‹ ?4.81.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
mason is working
block.stonecutter.useโ€‹ ?0.71.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-shepherd.png: Sprite image for villager-shepherd in Minecraft
shepherd is working
block.loom.useโ€‹ ?0.751.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
toolsmith is working
smithing_table.useโ€‹ ?1.01.0
โ€‹ ?BlocksRandomly while a ๐Ÿ‘ EntitySprite villager-weaponsmith.png: Sprite image for villager-weaponsmith in Minecraft
weaponsmith is working
block.grindstone.useโ€‹ ?0.51.0
  1. โ†‘ 1.0 for all except fire_crackle4 (the last sound), which is 0.8
  2. โ†‘ Can be 1.0 or 0.92 for each sound

Data values

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Java Edition:

NameIdentifierEntity tags Translation key
๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
Villager
villagercannot_be_age_locked
followable_friendly_mobs
entity.minecraft.villager

Bedrock Edition:

NameIdentifierNumeric ID FamilyTranslation key
๐Ÿ‘ EntitySprite villager-revision-1.png: Sprite image for villager-revision-1 in Minecraft
Villager (old)
villager15 armorer
butcher
cartographer
cleric
farmer
fisherman
fletcher
leatherworker
librarian
mob
nitwit
shepherd
stone_mason
toolsmith
villager
weaponsmith
entity.villager.name
๐Ÿ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
Villager (new)
villager_v2115 armorer
butcher
cartographer
cleric
farmer
fisherman
fletcher
leatherworker
librarian
mob
nitwit
shepherd
stone_mason
toolsmith
villager
weaponsmith
entity.villager_v2.name

Entity data

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Villagers have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format
  • [NBT Compound / JSON Object] Entity data
    • Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template
    • [NBT List / JSON Array] Gossips: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
      • [NBT Compound / JSON Object] A piece of gossip.
        • [Int] Value: The strength of the gossip.
          • for major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared
          • for minor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared
          • for major_positive: weight 5, max 20, +20 when cured, does not decrease and never shared
          • for minor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared
          • for trading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
        • [Int Array] Target The UUID of the player who caused the gossip, stored as four ints.
        • [String] Type: An ID value indicating the type of gossip. The possible values are major_negative, minor_negative, major_positive, minor_positive, and trading.
    • [NBT Compound / JSON Object] Offers: Is generated when the trading menu is opened for the first time.
      • [NBT List / JSON Array] Recipes: List of trade options.
        • [NBT Compound / JSON Object] A trade option.
          • [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
          • [NBT Compound / JSON Object] buyB: Optional. The second 'cost' item, without the Slot tag.
          • [Int] demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
          • [Int] maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
          • [Float] priceMultiplier: The multiplier on the [Int] demand price adjuster; the final adjusted price is added to the first 'cost' item's price.
          • [Byte] rewardExp: 1 or 0 (true/false) โ€“ Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
          • [NBT Compound / JSON Object] sell: The item being sold for each set of cost items, without the Slot tag.
          • [Int] specialPrice: A modifier added to the original price of the first 'cost' item.
          • [Int] uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
          • [Int] xp: How much experience the villager gets from this trade.
    • [NBT Compound / JSON Object] VillagerData: Information about the villagerโ€™s type, profession, and level.
      • [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
        • 1: Novice
        • 2: Apprentice
        • 3: Journeyman
        • 4: Expert
        • 5: Master
      • [String] profession: A resource location indicating the villager's profession; see ยง Professions.
      • [String] type: A resource location indicating the villager's type; see ยง Appearance. Represents the minecraft:villager/variant component.
    • [Int] Xp: How much experience the villager currently has, increases with trading in various amounts.
      • 0 to 9: Novice
      • 10 to 69: Apprentice
      • 70 to 149: Journeyman
      • 150 to 249: Expert
      • 250 and more: Master
    • [NBT List / JSON Array] Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
    • [Long] LastRestock: The last tick the villager went to their job site block to resupply their trades.
    • [Long] LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
    • [Int] RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or 0 if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock.
    • [Byte] Willing: 1 or 0 (true/false) โ€“ true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.
Type Data value
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Desert
minecraft:desert
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Jungle
minecraft:jungle
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Plains
minecraft:plains
๐Ÿ‘ Image
Savanna
minecraft:savanna
๐Ÿ‘ Image
Snowy
minecraft:snow
๐Ÿ‘ Image
Swamp
minecraft:swamp
๐Ÿ‘ Image
Taiga
minecraft:taiga
Profession Data value
๐Ÿ‘ Image
Armorer
minecraft:armorer
๐Ÿ‘ Image
Butcher
minecraft:butcher
๐Ÿ‘ Image
Cartographer
minecraft:cartographer
๐Ÿ‘ Image
Cleric
minecraft:cleric
๐Ÿ‘ Image
Farmer
minecraft:farmer
๐Ÿ‘ Image
Fisherman
minecraft:fisherman
๐Ÿ‘ Image
Fletcher
minecraft:fletcher
๐Ÿ‘ Image
Leatherworker
minecraft:leatherworker
๐Ÿ‘ Image
Librarian
minecraft:librarian
๐Ÿ‘ Image
Nitwit
minecraft:nitwit
๐Ÿ‘ Image
Unemployed
minecraft:none
๐Ÿ‘ Image
Mason
minecraft:mason
๐Ÿ‘ Image
Shepherd
minecraft:shepherd
๐Ÿ‘ Image
Toolsmith
minecraft:toolsmith
๐Ÿ‘ Image
Weaponsmith
minecraft:weaponsmith

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements

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IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
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The HagglerAcquire or spend 30 Emeralds by trading with or with wandering trader. [sic]โ€”30Silver
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Buy Low, Sell HighTrade for the best possible price.Buy something for 1 emerald, or when the Hero of the Village effect is applied.50Gold
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Master TraderTrade for 1,000 emeralds.Obtain 1,000 emeralds from trading with villagers.30Silver
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Star traderTrade with a at the build height limit.โ€”20Silver
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Treasure HunterAcquire a map from a cartographer , then enter the revealed structureVisit the structure indicated while the purchased map is in your main hand (hotbar).40Silver

Achievements that apply to all mobs:

Advancements

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IconAdvancementIn-game descriptionActual requirements (if different)
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Zombie DoctorWeaken and then cure a Zombie VillagerUse a golden apple on a zombie villager under the Weakness effect; the advancement is granted when the zombie villager converts into a villager.
In multiplayer, only the player that feeds the golden apple gets the advancement.
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What a Deal!Successfully trade with a VillagerTake an item from a or wandering trader's trading output slot.
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Surge ProtectorProtect a Villager from an undesired shock without starting a fireBe within 30 blocks of a lightning strike that doesn't set any blocks on fire, while an unharmed is within or up to six blocks above a 30ร—30ร—30 volume centered on the lightning strike.
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Star TraderTrade with a Villager at the build height limitStand on any block that is higher than 318 and trade with a or wandering trader.
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Very Very FrighteningStrike a Villager with lightningHit a with lightning created by a trident with the Channeling enchantment, turning it into a witch.

Advancements that apply to all mobs:

Videos

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History

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Announcement

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September 29, 2018The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018.

Java Edition

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Java Edition
1.0.0Beta 1.9 Prerelease๐Ÿ‘ Image
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Added villagers.
Villagers share the same AI as pigs.
Villagers have the name "TESTIFICATE" displayed over their heads as player names are displayed in multiplayer.
Villages have 5 main professions (0, 1, 2, 3, 4), and other profession numbers were a green-robed unnamed villager.
"We added them in 2011, but in the beginning they were completely useless - you couldn't trade with them, they didn't have any sound effects or anything. Their only purpose was to live in the villages. We discussed a lot about what they would do - we knew we wanted trading, but we weren't sure about what would happen with the village itself. Would the player do quests around the village? Would it expand?" โ€“ Jeb[13]
Beta 1.9 Prerelease 2The "TESTIFICATE" name above villager's heads has been removed.
1.111w49aAdded the villager spawn egg to Creative mode. However, only farmer villagers are spawned.
1.2.112w05aVillagers now go inside at night and detect houses.
Villagers can now open and close doors.
12w06aVillagers can now socialize with each other and passive mobs.
Villagers are now attacked by and run away from zombies.
Villagers now go inside shelter whenever it rains.
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Added baby villagers.
Villagers now repopulate villages by the number of houses there are.
Villager children now sprint.
1.3.112w18aVillagers spawned via a spawn egg now have a random profession.
12w21aAdded trading with villagers. Leaving a trading window open causes villagers not to wander under normal circumstances.
12w22aVillagers now reassign their profession if there is a lack of a specific profession or if the number of villagers in a profession is unbalanced (i.e., if there are many farmer villagers and no blacksmith villagers, one changes its skin, showing it has changed its profession).
Trading has also been changed, where an extra input space has been added where tools can be placed for buying enchantments and/or repair.
12w23aVillagers procreate again.
12w24aFixed losing the items in the second trade box if the player exits a trade with a villager.
12w25aVillagers may now remove a trade option after it has been used at least 3 times.
12w26aAlthough requiring external tools or modifications to apply, monster spawners can now spawn the previously unavailable green robe villagers in unmodified Minecraft clients.
1.4.212w32aVillagers now like and dislike the player, depending on how they react to them.
Villagers can now be infected by zombies, causing them to change their appearance and attack the player and other villagers.
1.4.4preVillager children can now be spawned easily by right-clicking a villager with a villager spawn egg.
1.6.113w22aAdded sound effects for villagers. They have different sounds for taking damage, talking to villagers, successful trades, and canceled trades.
1.814w02aAdded careers to villagers, splitting up the trade offers within a profession. This career is shown in the trading interface.
The trading system has been reworked to be less random; it is now tier-based instead, and several offers may be generated at one time.
Due to the changes in the trading system, attempting to trade with generic villagers crashes the game.
Villagers now breed only when willing. This limits the number of villagers and prevents infinite breeding villages.
14w02cVillagers that had professions more than 4 now repeat in 0-4.
Generic villagers can now be spawned only by using negative profession numbers.
14w03aVillagers struck by lightning now turn into witches.
14w04aFarmer (profession) villagers now harvest fully grown crops.
Villagers can now be made willing using 3 bread, 12 carrots or 12 potatoes.
14w04bVillagers now have an NBT tag that allows control over getting experience for trading (reward exp).
14w20aThe generic villager has been completely removed. However, its texture still exists in the Minecraft files.
1.8.1pre4Villagers no longer ignore data tags or damage values.
1.915w31aFarmer villagers now harvest beetroot crops, but ignore the drops.
15w38aVillagers now pick up beetroot and beetroot seeds.
Villagers now use and share beetroot as food.
Farmer villagers can now plant beetroot seeds.
15w39aVillagers are now slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9).
15w43aA priest villager can now be found caged in an igloo basement.
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Generic villagers have been re-added. They are now called Nitwits, as profession 5. However, they can no longer trade, because right-clicking on a generic villager does nothing.
16w39aAdded a new career for the librarian villager called "Cartographer".
16w43aVillagers are now able to draw from their own loot tables.
1.1317w47aThe Weapon Smith's career ID has been changed from 3 to 2 and the Tool Smith's from 2 to 3.
18w11aVillagers now run away from drowned.
1.1418w47aVillagers now hide in houses during raids.
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Villagers don't trade while a raid is ongoing, right-clicking them instead makes them emit sweat particles.
18w50aAdded the mason profession.
All careers have been split into their own professions.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
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Added desert villagers, which all have unique textures for that biome. These villagers also spawn in badlands biomes.
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Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
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Added plains villagers, which all have unique textures for that biome.
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Added savanna villagers, which all have unique textures for that biome.
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Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
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Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
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Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and windswept hills biomes.
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Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have five tiers and show which trade tier they've unlocked, by a badge of a varying material on their suit. The first trade tier appears as a stone badge, the next iron, then gold, emerald and finally diamond.
Villagers now run away from and get infected by giants.
19w03aVillagers no longer run away from nor get infected by giants.
19w11aAdded many new villager trades, for each villager profession.
Villager trading prices now also depend on the player's popularity in the village.
Villagers now resupply their trades up to two times a day, if they get to work at a job site block.
The villager trading UI has been updated.
Villagers now level up in a new way.
Villagers now have a daily schedule. They go to work and meet up at the village bell. Each villager tries to find its own bed and job site block. Each profession has a specific block that works as a job site block for them (e.g. lectern for the librarian and cauldron for the leatherworker).
Villagers now sleep in beds at night.
Iron golems now spawn when enough villagers meet.
19w13aVillagers can now trade during raids.
Villagers now sweat during raids.
Villagers now hide in houses when a bell is rung by the player.
Villagers now throw gifts to players with the different Hero of the Village status effects, with the gift item depending on their profession. Baby villagers throw poppies.
19w13bThe trading UI of villagers has been revamped.
Available trades are now listed in a left sidebar, similar to Bedrock Edition.
When players have the required materials, clicking on one of the trades now put the items into the slots automatically.
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Nitwits and unemployed villagers now bobble their head and grunt if the player tries to trade with them.
pre1Fletcher villagers no longer sell luck arrows.
100% of villager trades are now discounted when the player has the Hero of the Village effect.
1.14.3pre1Panicking villagers now have a higher chance of spawning iron golems.
Farmer villagers now spend more time farming when they are working.
Farmer villagers now always give away food even if other villagers do not need it.
pre2Panicked villagers now have to work and sleep, so they cannot be in a state of panic all the time.
The "last slept" and "last worked" properties for villagers are now saved properly.
1.14.4pre1Villagers now voluntarily pick up items.
pre2Villagers now stock more items, so they now can trade more items before they lock their trades.
Villagers now remember their gossip after becoming a zombie villager.
Gossip about players who converted a zombie villager now last longer.
Villagers can now work without also restocking at the same time.
The performance of villager pathfinding has been improved.
1.1519w35aNitwit villagers no longer have a leveling gemstone in their belt.
If a player tries to sleep in a bed that is occupied by a villager, that villager is now kicked out of the bed.
1.1620w19aVillagers can now spawn iron golems regardless of their profession status or latest working time.
20w22aVillagers no longer try to work at the same workstation.
When a workstation is placed, the most experienced nearby villager for that corresponding profession claims the workstation.
Villagers now have to walk to and reach the workstation before they can acquire the profession/work there.
Villagers can no longer claim workstations/professions during raids or nighttime.
Villagers now check that their workstation is valid at all times of day as long as they are within 16 blocks of their workstation.
1.16.220w28aVillagers now emit green particles when joining a village, setting a home bed, or acquiring a job site/profession to match Bedrock Edition.
pre1Villagers now lose their job sites when changing dimension.
1.1721w11a๐Ÿ‘ Image
The overlay texture of the librarian has been changed.
21w13aCan now accept a filled cauldron as a valid workstation.
Mason villagers can now sell 4 dripstone blocks for an emerald.
1.17.1pre2 Villagers no longer drop trading related items they were holding when killed with looting.
1.1821w37aBaby villagers are no longer attacked by illagers.
21w41aTweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.
1.1922w17aThe model of villagers has been changed. The problem of cut-off hems on costumes for some professions has been resolved by extending the overlay model downward by two pixels. โ€‹[more information needed]
1.2023w14aTorchflower seeds can now be picked up by farmer villagers.
23w16aFarmer villagers can now plant torchflower seeds and pitcher pods.
1.20.223w31aVillagers now give major_positive and minor_positive reputation only the first time they are cured from a zombie villager. There are no longer multiple stacked discounts if a villager is zombified and cured multiple times.[14]
Existing villagers with multiple curing discounts keep their lowered prices when updating to the new version.
1.20.2
Experiment
Villager Trade Rebalance
23w31aLibrarians from different biomes now sell different enchanted books.
Each village biome has one special enchantment that is available only from master librarians.
The player must build two secret villages in biomes where villages do not generate to access their trades.
Some enchantments have been removed from village trading and must be found in other ways.
1.20.5
Experiment
Villager Trade Rebalance
24w03aVillagers who buy armor now ignore durability and can buy damaged armor.
1.21.525w07aThe changes to cartographer trades have been moved from villager trade rebalance and are now available during normal gameplay.
1.21.925w37aMoved the result slot of gui/container/villager.png up by one pixel.
26.1snap1Trades offered by villagers and wandering traders are now data-driven and can be customized by datapack developers.
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The model and textures of baby villagers have been changed.
snap8Adjusted the hitboxes of the baby versions of villagers and their variants to fit in 1 block high or 0.5 block wide spaces.
26.2snap5The heights of baby villagers have been changed from 0.99 blocks to 0.98 blocks, to match Bedrock Edition.

Historical renders

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Baby villagers in Bedrock Edition before Tiny Takeover (Bedrock Edition 26.10):

Bedrock Edition

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Pocket Edition Alpha
v0.9.0build 1๐Ÿ‘ Image
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Added villagers.
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Added baby villagers.
Villagers have the same level of AI as PC version 1.0.0, as they cannot trade, harvest crops, breed or open doors.
build 2Villagers now have sounds.
Villagers are now attacked by and run away from zombies.
Villager children now sprint.
v0.9.2Villagers now have sounds on iOS and Fire OS.
The health of villagers has been reduced from 20HP๐Ÿ‘ โค๏ธ
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v0.10.0build 6The villager walking animation has been changed.
v0.12.1build 1Villagers can now open and close doors.
Villagers now go inside at night and detect houses.
Villagers can now socialize with each other and passive mobs.
Farmer villagers now harvest fully grown crops.
Villagers now repopulate villages by the number of houses there are.
Villagers now like and dislike the player, depending on how they react to them.
Villagers can now be infected by zombies, causing them to change their appearance and attack the player and other villagers.
build 10Villagers now always become zombie villagers in Hard difficulty.
v0.13.0build 2Villagers now open all wooden doors (rather than just oak).
v0.14.0build 1Villagers struck by lightning now transform into witches.
Villagers are now slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9).
v0.15.0build 1Villagers now run away from husks.
Pocket Edition
1.0.0alpha 0.17.0.1Villagers now spawn in igloo basements.
1.0.4alpha 1.0.4.0Added trading with villagers.
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Baby villagers now have larger-sized heads.
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The generic villager has been added for resource packs.
Villagers can now share food with other villagers.
Villagers can now be made willing by using 3 bread, 12 carrots or 12 potatoes.
Villagers now breed only when willing.
1.1.0alpha 1.1.0.0Villagers now run away from illagers and vexes.
alpha 1.1.0.3Added a new career for librarian villagers called "Cartographer".
Bedrock Edition
1.2.13beta 1.2.13.8Villagers now run away from drowned.
1.9.0beta 1.9.0.0Villagers now run away from pillagers.
1.10.0
Experiment
Experimental Gameplay
beta 1.10.0.3Old villagers are automatically changed to new villagers, and old villagers can only be spawned by modifying the world's NBT.
Added nitwit and unemployed villagers.
Added mason profession, which can be traded with.
Villagers now run away from the new ravager.
Added a new type of villager, only available with Experimental Gameplay enabled. Both the old (pre-Village & Pillage) and new types of villagers are able to be spawned in-game and have different spawn eggs, although they have the same name and same spawn egg texture.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages) as well as professions. However, villagers spawned in igloo basements still use their old skin.
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Added desert villagers, which all have unique textures for that biome. These villagers also spawn in badlands biomes.
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Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
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Added plains villagers, which all have unique textures for that biome.
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Added savanna villagers, which all have unique textures for that biome.
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Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
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Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
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Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and mountains biomes.
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Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have three tiers and show which trade tier they have unlocked, by a badge of a varying material on their suit. The first trade tier appears as an iron badge, then next gold and finally diamond.
Librarian villagers now inspect bookshelves.
Villagers can now occupy beds to sleep.
Villagers now have a schedule. Adult and child villagers have a different schedule and fishermen, farmers and librarians have special work schedules.
Villagers now hold the item they want to trade.
Villagers now have behavior to wander village outskirts.
Villagers can now mingle in gathering sites.
Villagers can now work in job sites with the corresponding job site block and can change professions depending on the available job site blocks in villages.
1.11.0
Experiment
Experimental Gameplay
beta 1.11.0.1The farmer job site block has been changed from farmland to composters.
Added economic trades, which makes villagers level up and require experience to unlock next tiers, which makes it possible to instantly change their tiers from iron to diamond.
Villager trades are no longer instantly refreshed as it now requires to resupply, which can be activated only by using /resupply.
Old villagers now convert to villager_v2 .
Baby villagers are now ignored by illagers, including ravagers and vexes.
1.11.0beta 1.11.0.3Villager now heal themselves upon waking up at dawn.
The new villagers are no longer available only behind Experimental Gameplay.
beta 1.11.0.4Villagers now hide in houses during raids.
The villager economy trades have been changed.
The supply and demand feature for villagers now works properly.
Villagers now make sounds when they work.
1.13.0beta 1.13.0.9Villagers can now heal if they have bread in their inventory.
1.17.0beta 1.16.230.54Mason villagers can now sell 4 dripstone blocks for an emerald.
1.18.10beta 1.18.10.20Villagers spawning in the grove biome are now the snowy variant.[15]
1.18.10beta 1.18.10.26Removed the emerald icon above a Villager's head when trading.
1.19.40Preview 1.19.40.20Baby villagers again accept flowers from iron golems.
Preview 1.19.50.21While playing tag, baby villagers now run at a quicker speed that matches Java Edition.
1.19.60Preview 1.19.60.20Villagers now take damage from lightning bolts on Peaceful difficulty, like other mobs.
Villagers now ensure that rain can pass through the block above them before launching fireworks when celebrating after a raid victory.[16]
Preview 1.19.60.22Fixed an issue that prevented some tripwire hooks from being valid when trading with a fletcher villager.
1.19.80Preview 1.19.80.20Villagers now generate green particles when a successful trade is completed.
1.20.10Preview 1.20.10.20A zombie villager now drops its armor and held items once cured.
Farmer villagers can now pick up and plant torchflower seeds and pitcher pods.
1.20.30Preview 1.20.20.20Villagers no longer drop items held in their hands when killed by players.
1.20.30Preview 1.20.30.21Villagers now give a big discount only the first time they're cured from a zombie villager. There are no longer multiple stacked discounts if a villager is zombified and cured multiple times.
1.21.30Preview 1.21.30.24Villagers no longer make any idle sounds when sleeping.
26.10Preview 26.10.23๐Ÿ‘ Image
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The model and textures of baby villagers have been changed.
26.20Preview 26.20.22The hitboxes of baby villagers have been changed, to closely match Java Edition.[17]

Historical renders

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Baby villagers before Tiny Takeover (Bedrock Edition 26.10):

Legacy Console Edition

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Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU7CU11.001.001.00Patch 11.0.1๐Ÿ‘ Image
Added villagers.
Villagers have the same level of AI as Java Edition 1.0.0, as they cannot trade, harvest crops, breed or open doors.
TU11The limit for villagers has been increased in a world.
TU12๐Ÿ‘ Image
Added baby villagers.
Villagers can now open and close doors.
Villagers now go inside at night and detect houses.
Villagers can now socialize with each other and passive mobs.
Villagers are now attacked by and run away from zombies.
Villagers now repopulate villages by the number of houses there are.
Baby villagers now sprint.
TU13A limit to the number of villagers spawned by breeding has been added.
Added the hearts display when villagers enter 'love mode'.
TU141.04Trading with villagers has been added.
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Villagers are now assigned random professions.
Villagers that are spawned from a spawn egg now have a random profession.
Villagers now make sounds from being hurt, trading and wandering.
Baby villagers can now be spawned by using ๐Ÿ‘ Left trigger
on that mob using its spawn egg.
TU31CU191.221.221.22Patch 3Villagers now have additional professions and trading schemes.
Villagers now harvest crops.
Villagers now breed only when willing (and can be made willing by giving them 3 bread, 12 carrots or 12 potatoes).
Villagers turn into witches when struck by lightning.
TU43CU331.361.361.36Patch 13A cleric villager can now be found caged in an igloo basement.
TU54CU441.521.521.52Patch 241.0.4Added a new career for the librarian villager: "Cartographer".
Nitwit villagers can now spawn.
TU69 1.761.761.76Patch 38 Added an emerald icon above a Villager's head when trading.
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Baby villagers now have larger-sized heads.

PlayStation 4 Edition

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PlayStation 4 Edition
1.91Added nitwit and unemployed villagers.
Added mason villagers, which can be traded with.
Villagers have new clothing to indicate their level, profession, and biome.
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Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
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Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
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Added plains villagers, which all have unique textures for that biome.
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Added savanna villagers, which all have unique textures for that biome.
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Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
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Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
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Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and windswept hills biomes.
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Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have a schedule. Adult and child villagers have a different schedule.
Villagers may now wander to the village outskirts.
Villagers now attempt to find a door when it rains during the day and navigate to their bed at night.
The pathfinding of villagers has been updated and improved.
Villagers now have a visual-based trading system, and now hold up the item they wish to trade.
Villagers now mingle together around gathering sites in the village.
Librarian villagers now inspect bookshelves.
Villagers can now switch professions depending on the job site blocks available in the village.
Villagers now interact with beds and corresponding job site blocks.

New Nintendo 3DS Edition

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New Nintendo 3DS Edition
0.1.0๐Ÿ‘ Image
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Added villagers.
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Added baby villagers.
1.9.19Added a new career for the librarian villager: "Cartographer".

Data history

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Java Edition
1.1116w32bThe entity ID has been changed from Villager to villager
1.1317w47aNumeric IDs for entities were presumably deprecated in this version.โ€‹[more information needed]

Issues

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Issues relating to "Villager" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

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  • The villagers were inspired by the shopkeepers in Dungeon Master II.[18]
  • Originally, the mobs populating villages were to be pigmen.[19]
  • When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
  • The villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.[20]
  • Villagers are genderless, meaning they are neither male nor female.[21]
  • Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.
  • Although the villages in snowy taiga biomes spawn the snowy villager variant in Bedrock Edition, they use the taiga village variant.
  • In Java Edition, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.[22] This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture (...\entity\villager\villager.png).
    • In Bedrock Edition, when the Classic Textures pack from the Marketplace is enabled, the villagers still use their default texture instead of the old texture.[23] This is because the old textures of villager are located in ...\entity\villager, while the textures for new villagers are in ...\entity\villager2.
  • Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded.
  • Fisherman villagers have been intentionally textured by Jasper Boerstra to display the long-since-removed raw fish texture.[24]
  • Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings.
  • Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.โ€Œ[Bedrock Edition only]
  • Ancient villagers have been shown in Minecraft Legends, although they were hinted at in Minecraft Dungeons.
  • In Java Edition, the death messages of villagers are recorded in the game's logs.[25]
  • Baby villagers taking poppies from iron golems is a reference to the 1986 Japanese animated movie Castle in the Sky, in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.[26]
  • Their vocal sounds are performed by Daniel Rosenfeld.[27]
  • If a villager accidentally harms a neutral or hostile mob by setting off a firework, the mob retaliates and attacks the villager. For example, a villager that accidentally damages a player by setting off a firework causes tamed wolves and trusting foxes to attack the villager.

Gallery

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Renders

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Mojang images

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Screenshots

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This article would benefit from the addition of isometric renders.
 
Please remove this notice once you have added suitable isometric renders to the article.
The specific instructions are: Base skin for baby villagers.

Textures

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In other media

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Other appearances

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See also

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Notes

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  1. โ†‘ Can unintentionally hurt the player with a firework rocket after a raid is defeated. In Java Edition, villagers equipped with Thorns-enchanted armor can unwittingly damage the player when the player attacks them.
  2. โ†‘ a b Natural Jungle and swamp villages do not exist, but a village from another biome can intersect with any biome, including jungles and swamps, so jungle and swamp villagers can spawn naturally. These villagers can also be obtained by breeding villagers in the desired biome or by using a spawn egg in the desired biome, as well as by curing a zombie villager spawned in a jungle or swamp.

References

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  1. โ†‘ MC-150296 โ€“ resolved as "Works As Intended".
  2. โ†‘ Baby villager not dropping armor
  3. โ†‘ MC-257069 โ€“ Trapped villager can prevent any other villagers from claiming a jobsite
  4. โ†‘ MCPE-63311 โ€“ Villagers claim workstations and beds that are too far away and/or get stuck unemployed
  5. โ†‘ "Villagers cannot be equipped with anything by a dispenser, but that would be a separate issue and a feature request rather than a bug." โ€“ Cannot dispense armor or mob heads onto villagers or zombies โ€“ resolved as "Cannot Reproduce".
  6. โ†‘ MC-181525
  7. โ†‘ MC-178019
  8. โ†‘ Villager food sharing (java 1.16) - Only the last part and the bugs are relevant
  9. โ†‘ MC-145707 โ€“ resolved as "Works As Intended".
  10. โ†‘ MC-146515 โ€“ Villagers can sleep in all dimensions โ€“ resolved as "Works As Intended".
  11. โ†‘ MCPE-46034
  12. โ†‘ MC-156556
  13. โ†‘ "Meet the Villagers" by Marsh Davies โ€“ Minecraft.net, March 13, 2017.
  14. โ†‘ MC-181190 โ€“ The discount for curing a villager is multiplied if the villager is reinfected and cured again โ€“ resolved as "Fixed".
  15. โ†‘ MCPE-147834 โ€“ resolved as "Fixed".
  16. โ†‘ MCPE-152386 โ€“ resolved as "Fixed".
  17. โ†‘ MCPE-236077
  18. โ†‘ http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26
  19. โ†‘ "It's very likely the townspeople will be pigmen =)" โ€“ @notch (Markus Persson) on X (formerly Twitter), April 25, 2011
  20. โ†‘ "Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's." โ€“ @JasperBoerstra (Jasper Boerstra) on X (formerly Twitter), February 28, 2019
  21. โ†‘ "Villagers are genderless- they are neither male nor female." โ€“ @HelenAngel on X (formerly Twitter), March 8, 2019
  22. โ†‘ MC-141075
  23. โ†‘ MCPE-119646 โ€“ resolved as "Invalid".
  24. โ†‘ MC-173917 โ€“ resolved as "Works As Intended".
  25. โ†‘ MC-165985 โ€“ Villager deaths are logged โ€“ resolved as "Works As Intended".
  26. โ†‘ "@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!" โ€“ @jonkagstrom (Jon Kรฅgstrรถm) on X (formerly Twitter), February 23, 2012
  27. โ†‘ Daniel also used his voice for the villagers who inhabit the strange, isolated towns. Dallasโ€™s Daughter: All they go is โ€œHmm hmm hmm.โ€ Daniel: I think some sound effects got lost with the villagers, because I originally did the "eh" sounds [sfx: Minecraft villager], but then I also made very contrasting sound effects for the children villagers. They were like, "Hahahaha." Like screechy little kids. And I'm kind of bummed that that never got into the game, because like what they put in the game ultimately was just the โ€œehโ€ but pitched up, [sfx: Minecraft villager child] which was really bizarre for little children. Like โ€œeeeh.โ€

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