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VOOZH | about |
I really love minecraft a lot because It definitely is so much creativity and fun and I can see so many new things in minecraft and i enjoy it, but i really wanted many new mobs to be there and I really loved minecraft so much and I am happy about it.
| Health points | 4HP👁 ❤️ 👁 ❤️ |
|---|---|
| Behavior | Passive |
| Mob type | Animal |
| Hitbox size | In Java Edition: Adult: |
| Speed | 0.25 |
| Spawn | 👁 Image Overworld (Solid surfaced blocks with a minimum of two block spaces above them) A 1⁄8 chance from a thrown egg 👁 Image The Nether (Any 2 block high space in any light level in the Nether)[Java Edition only]: 👁 Image Nether Wastes 👁 Image Crimson Forest 👁 Image Nether Fortress |
| Usable items |
{
"title": "Chicken",
"rows": [
{
"field": "4<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"2 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span></span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "Passive",
"label": "Behavior"
},
{
"field": "(link to Animal article, displayed as Animal)",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "'''In (link to Java Edition article, displayed as ''Java Edition''):'''<br>\n'''Adult:'''<br>Height: 0.7 blocks<br>Width: 0.4 blocks<br>\n'''Baby:'''<br>Height: 0.35 blocks<br>Width: 0.2 blocks<br>\n'''In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>\n'''Adult:'''<br>Height: 0.8 blocks<br>Width: 0.6 blocks<br>\n'''Baby:'''<br>Height: 0.4 blocks<br>Width: 0.3 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.25",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Usable items"
}
],
"invimages": [
"Chicken Spawn Egg"
],
"images": [
"Chicken JE2 BE2.png",
"Baby Chicken JE2 BE2.png",
"Chicken Jockey.png"
]
}
A chicken is a passive mob found in grass biomes and the main source of raw chicken, feathers and eggs.
Chickens spawn naturally in the Overworld in groups of four on grass blocks with 2 blocks of free space above them at a light level of 9 or more. They do not spawn in deserts, snowy plains, ice spikes, snowy slopes, meadows, wooded badlands, jagged peaks, frozen peaks, and stony peaks.
In Java Edition, chickens are more common in sparse jungles.
After world generation, chickens spawn individually. 5% of chickens spawn as baby chickens.
In Bedrock Edition, chickens require a light level of 7 or more to spawn and are found in groups of two to four.
Chickens may be found in the Nether when a chicken jockey spawns.
All baby zombie variants and baby zombified piglins have a 5% chance to spawn riding a chicken, forming a chicken jockey. Because a baby zombie occurs from 5% of zombie spawns, the chicken jockey spawns consist of 0.25% of all zombie spawns in a chicken-free environment; if chickens are present, the chance increases to 0.4875%. A chicken jockey can also be spawned by using the following command:
/summon minecraft:chicken ~ ~ ~ {IsChickenJockey:1b,Passengers:[{id:"minecraft:zombie",IsBaby:1b}]}
Chicken jockeys may spawn with items equipped. Baby zombified piglin versions of the chicken jockey always wield a golden sword. Harming or killing the chicken does not cause the zombified piglin to attack.
Baby zombie jockeys do not spawn riding chickens, but check for nearby adult chickens to mount prior to attacking a player, wandering trader, adult villager, snow golem, or iron golem.
Adult chickens that were not part of chicken jockeys lay an 👁 Image
egg every five to ten minutes.
1–7XP experience orbs upon a successful breeding.
| Item | Roll Chance | Quantity (Roll Chance) | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| 👁 Invicon Feather.png: User:Minecraftgood786 drops Feather with quantity 0-2 | Feather | 100% | 0–2 | 0–3 | 0–4 | 0–5 |
| 👁 Invicon Raw Chicken.png: User:Minecraftgood786 drops Raw Chicken with quantity 1-1 | Raw Chicken[d 1] | 100% | 1 | 1–2 | 1–3 | 1–4 |
1–3XP experience orbs are dropped when a chicken is killed by a player or tamed wolf or 10XP if it was part of a chicken jockey.
Killing a baby chicken yields no items or experience.
A chicken normally wanders aimlessly when idle. Sometimes, for some reason, they will locate a small area and remain there, even if it's just a 1 block space. They follow players holding various seeds within a 6×4×6 cubic area. Baby chickens follow adult chickens.
Chickens avoid falling off cliffs (>3.5 blocks). They flap their wings when they are in midair and fall slowly, thus chickens are immune to fall damage.
Chickens can be attached to leads.
When harmed, chickens flee around for a few seconds.
Unlike other mobs, chickens attempt to jump up to climb stairs instead of climbing them normally.[1]
Ocelots, untamed cats[JE only], and foxes pursue and attack chickens.
While in a loaded chunk, an adult chicken lays an egg every five to ten minutes (6000–12000 ticks), unless it is, or was, a part of a chicken jockey. If the player is close enough to a chicken when it lays an egg, a pop sound is heard.
Chickens can stay underwater for 15 seconds or can swim, visibly flapping their wings and staying on the water surface. While swimming, a chicken needs only one block of air above its head.
If two adult chickens are fed wheat seeds, beetroot seeds, melon seeds, pumpkin seeds, torchflower seeds, or pitcher pods, a baby chicken spawns. They cannot breed for 5 minutes afterward.
Baby chickens take 20 minutes to grow up, but the growth time can be accelerated by 10% each time it is fed seeds. A baby chicken fed a seed once per second grows up in approximately 48 seconds using 47 seeds.
Baby chickens are smaller than a half-block and can unwillingly pass through openings smaller than a full block, but do not walk through half-block-tall spaces. A baby chicken riding a minecart cannot be hit because it is completely inside the minecart's hitbox.
Chickens are the only Overworld mob that can repopulate without breeding. Adult chickens lay eggs at random and an egg thrown at the ground by a player or a dispenser has a 1⁄8 chance of spawning a baby chicken. If a baby chicken spawns from a thrown egg, there is a further 1⁄32 chance to spawn three extra baby chickens, or 1⁄256 overall. It is theoretically possible for a stack of 16 eggs to yield 64 chickens if all spawn chances succeed for all eggs.
If the player throws an egg at a glass pane, the baby chicken can spawn on the far side of the pane.
Java Edition:
Chickens use the Friendly Creatures sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Chicken says | Friendly Mobs | Randomly | entity.chicken.ambient | subtitles.entity.chicken.ambient | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Chicken dies | Friendly Mobs | When a chicken dies | entity.chicken.death | subtitles.entity.chicken.death | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Chicken hurts | Friendly Mobs | When a chicken is damaged | entity.chicken.hurt | subtitles.entity.chicken.hurt | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Chicken plops | Friendly Mobs | When a chicken lays an egg | entity.chicken.egg | subtitles.entity.chicken.egg | 1.0 | 0.8–1.2 | 16 | |
| Footsteps | Friendly Mobs | While a chicken is walking | entity.chicken.step | subtitles.block.generic.footsteps | 0.15 | 1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| ? | Friendly Mobs | Randomly | mob.chicken.say | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a chicken dies | mob.chicken.hurt | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a chicken is damaged | mob.chicken.hurt | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a chicken lays an egg | mob.chicken.plop | ? | 1.0 | 0.8–1.2 | |
| ? | Friendly Mobs | While a chicken is walking | mob.chicken.step | ? | 0.25 | 1.0 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| 👁 EntitySprite chicken.png: Sprite image for chicken in Minecraft Chicken | chicken | dismounts_underwaterfall_damage_immune |
entity.minecraft.chicken |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
| 👁 EntitySprite chicken.png: Sprite image for chicken in Minecraft Chicken | chicken | 10 |
entity.chicken.name |
Chickens have entity data associated with them that contain various properties.
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| 👁 Image | 👁 Image | It Spreads | Kill a mob next to a catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement. | 10 | Bronze | |
| 👁 Image | 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| 👁 Image 👁 Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| 👁 Image 👁 Image | It Spreads | Kill a mob near a Sculk Catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this advancement. |
| 👁 Image 👁 Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| 👁 Image 👁 Image | Arbalistic | Kill five unique mobs with one crossbow shot | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| 👁 Image 👁 Image | The Parrots and the Bats | Breed two animals together | Breed a pair of any of these 27 animals:
|
| 👁 Image 👁 Image | Two by Two | Breed all the animals! |
|
| Java Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v1.0.14 | 👁 Image Chickens were added. | ||||||
| Chickens fall more slowly than other mobs and have a flapping animation, but still take fall damage on landing. | |||||||
| v1.0.17 | Chickens are now immune to fall damage. | ||||||
| Java Edition Beta | |||||||
| 1.0 | Eggs are now throwable, with a chance to spawn a chicken on impact. | ||||||
| 1.8 | Pre-release | Chickens now drop raw chicken. Before this, chickens dropped only feathers upon death. | |||||
| Chickens now run away when attacked. | |||||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease 2 | Chickens can now be bred using wheat. | |||||
| Beta 1.9 Prerelease 3 | 👁 Image Added baby chickens. | ||||||
| RC1 | Thrown eggs can now hatch baby chickens. | ||||||
| 1.2.1 | 12w04a | Ocelots now attack chickens. | |||||
| 12w07a | Chickens now have new AI to avoid hazards. | ||||||
| 1.4.2 | 12w36a | Chickens now use wheat seeds, melon seeds, pumpkin seeds and nether wart instead of wheat to breed. | |||||
| 12w38a | Added new step sounds for chickens. | ||||||
| 1.7.4 | 13w49a | Added chicken jockeys — baby zombies spawned riding adult chickens. | |||||
| Chickens can now spawn in The Nether, as zombie pigmen also have a jockey variation. | |||||||
| 1.8 | 14w02a | Baby chicken growth can now be accelerated using seeds. | |||||
| 14w33c | Baby chickens can now swim. | ||||||
| 14w34d | Chickens can no longer be bred using melon seeds, pumpkin seeds or nether wart. | ||||||
| 1.9 | 15w31a | Chickens can now be led and bred using melon seeds, pumpkin seeds, and beetroot seeds, in addition to regular seeds. | |||||
| 15w43a | Chickens can now drop several raw/cooked chicken, if killed with a Looting-enchanted weapon. | ||||||
| 1.10 | 16w20a | Chickens no longer spawn in ice plains. | |||||
| 1.11 | 16w32a | The entity ID has been changed from Chicken to chicken.
| |||||
| A texture has been added under the chicken's head, which changes the texture from 👁 Image to 👁 Image .[2] | |||||||
| 1.14 | 18w43a | 👁 Image 👁 Image Changed texture. | |||||
| 19w07a | Added foxes, which pursue and kill chickens. | ||||||
| 1.15 | 19w37a | 5% of chickens now spawn as babies. | |||||
| 1.20 (Experimental) | 1.19.4 Pre-release 1 | Chickens can now be fed using torchflower seeds.[3] | |||||
| Pocket Edition Alpha | |||||||
| v0.3.0 | 👁 Image Added chickens. | ||||||
| 👁 Image Baby chickens have also been added, but they do not yet spawn naturally. | |||||||
| v0.6.0 | Baby chickens now spawn naturally. | ||||||
| v0.7.0 | Chickens now lay eggs and have a 1 in 8 chance to spawn a baby chicken and a 1 in 254 chance for an egg to hatch 4 chickens. | ||||||
| v0.8.0 | build 1 | Baby chickens can now be spawned by throwing eggs. | |||||
| Chickens can now breed. | |||||||
| Chickens now follow the player if the player holds wheat seeds. | |||||||
| v0.9.0 | build 1 | Chickens now spawn in small groups. | |||||
| v0.10.0 | build 4 | Chickens no longer have a black texture on their chin due to the texture being missing, which changes the texture from 👁 Image to 👁 Image . | |||||
| v0.11.0 | build 1 | Added chicken jockeys — baby zombies or baby zombie pigmen spawn riding chickens. | |||||
| v0.12.1 | build 1 | Added ocelots, which attack chickens. | |||||
| Chickens can now drop several raw/cooked chicken, if killed with a Looting-enchanted weapon. | |||||||
| v0.14.0 | build 1 | Baby zombie jockeys no longer spawn riding chickens, but check for nearby adult chickens to mount prior to attacking a player, villager or golem. | |||||
| v0.15.0 | build 1 | Baby husks can now mount adult chickens. | |||||
| Bedrock Edition | |||||||
| 1.10.0 | beta 1.10.0.3 | 👁 Image 👁 Image Changed texture. | |||||
| 1.13.0 | beta 1.13.0.1 | Added foxes, which attack chickens. | |||||
| 1.18.30 | Preview 1.18.20.28 | Chickens no longer spawn in snowy taigas. | |||||
| Release | Reverted the chicken spawning change made in Preview 1.18.20.28. | ||||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | 👁 Image Added chickens. |
| TU5 | Chickens now run away when attacked. | ||||||
| TU7 | 👁 Image Added baby chickens. | ||||||
| Chickens can now be bred using seeds. | |||||||
| TU14 | 1.04 | Using a chicken spawn egg, baby chickens can now be spawned by using 👁 Left trigger on a chicken. | |||||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Added chicken jockeys — baby zombies spawned riding adult chickens. | |
| Chickens can now spawn in The Nether, as zombie pigmen also have a jockey variation. | |||||||
| Baby chicken growth can now be accelerated using seeds. | |||||||
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | A texture has been added under the chicken's head, which changes the texture from 👁 Image to 👁 Image . |
| New Nintendo 3DS Edition | |||||||
| 0.1.0 | 👁 Image 👁 Image Added chickens. | ||||||
Issues relating to "Minecraftgood786" are maintained on the bug tracker. Issues should be reported and viewed there.
| Health points | Normal:3500 Eye of Ender:4000 |
|---|---|
| Behavior | Hostile |
| Classification | Ender Powerful |
| Attack strength | Deadly Escape:400 Teleport Smash:300 Basic Attack:140 |
{
"title": "Endersent",
"rows": [
{
"field": "'''Normal''':3500 <br> '''Eye of Ender''':4000",
"label": "Health points"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to MCD:Ender article, displayed as Ender) (link to MCD:Powerful article, displayed as Powerful)",
"label": "Classification"
},
{
"field": "'''Deadly Escape''':400 <br> '''Teleport Smash''':300 <br> '''Basic Attack''':140",
"label": "Attack strength"
}
],
"invimages": [],
"images": [
"MCD Endersent (With Eye) Idle.gif",
"MCD Endersent Idle.gif"
]
}
An endersent is a powerful ender mob that can be found within the various missions of Minecraft Dungeons. Six enchanted endersent can be found in the mainland guarding eyes of ender gating access to the End Wilds through The Stronghold.
The Vengeful Heart of Ender sent six enchanted endersent to the Overworld to guard six eyes of ender within void-torn areas across the mainland. These endersent are unique in that they each go by unique titles: the Savage Eye, the Ravenous Eye, the Blight Eye, the Reaping Eye, the Binding Eye, and the Spiked Eye.[1]
The following poem is associated with the enchanted endersent.[1]
If the way to the End you seek
You'll need six of something
with which to peek.
Defeat Endersent
and you will free,
What you need to
use as a key.
One Savage, one Ravenous,
one Blight,
One Reaping, one Binding,
and one Spiked.
Survive the Stronghold,
place the eyes,
Repair the portal and
the path will arise!
Endersent can deal the highest of any powerful mob within the game, dealing more damage than redstone golems, endermen, tempest golems and even Rampart Captains. However, they do not have the largest health pool of all powerful mobs. As melee mobs, endersent are capable of picking up key golems. They have three behaviors.
Endersent attack with their arms, performing either a swing or a slam, dealing 140 damage.
Endersent smash the ground with both hands, dealing 400 damage as it teleports away, leaving behind one to four watchlings. After the watchlings left behind during the escape are defeated or after a certain amount of time passes (whichever is sooner), the endersent will reappear.
Endersent raise one arm at a target before teleporting away and reappearing behind said target, following up almost immediately by smashing the ground with both arms and dealing 300 damage, though less damage overall than its deadly escape attack. After reappearance, the endersent's slam will land after 0.45 seconds.
Endersent have 3500 HP in the code. Enchanted Endersent, with the exception of the Spiked Eye, have 4000 HP in the code. On Default I, all mobs have 9.6% health and 12% damage of what is set in the code.
Endersent use the enderman boss soundtrack.
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Endersent theme pre | ? | |
| Endersent theme loop | ? | |
| Endersent theme post | ? | |
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Attack | ? | |
| Deadly escape | ? | |
| Death | ? | |
| Hurt | ? | |
| Growl | ? | |
| Idle smash | ? | |
| Idle | ? | |
| Step | ? | |
| Stun[note 1] | ? | |
| Teleport smash | ? | |
| Enchanted endersent | Arena |
|---|---|
| Savage Eye | Old Town Hall Shelter |
| Ravenous Eye | Wrecked Workshop |
| Blight Eye | Sunken Watchtower |
| Reaping Eye | Sinister Shrine |
| Binding Eye | Undercroft Sub Arena |
| Spiked Eye | Deepwood Brook |
Each of the six eyes of ender are guarded by enchanted endersent. These special endersent cannot be refought once their eyes of ender have been collected. They spawn in the six endersent dungeons found in various mainland missions. Heroes must defeat them to obtain their eyes of ender in order to activate the end portal in The Stronghold.[1]
These enchanted endersent do not spawn again once the eyes are collected. Its place is taken by non-enchanted endersent with no eye of ender.
On each path leading to the enchanted endersent, one or two endermen may spawn in small ambushes. If the mission was already completed, raid captains may also spawn near the arenas.
The Savage Eye is encountered in Old Town Hall Shelter, a part of the Old Town Hall endersent dungeon within Pumpkin Pastures. It possesses the following enchantments:
To find it, heroes must journey to the stone brick rampart where the rune chamber is. After sighting this structure, heroes may find the Savage Eye's arena. However, the arena can rarely spawn later on during the mission.
The Ravenous Eye is encountered in Wrecked Workshop, a part of the Terrific Tunnel endersent dungeon within Highblock Halls. It possesses the following enchantments:
To find it, heroes must journey to the buffet rooms as there is a path that leads away from the buffet tables to what appears to be the Highblock Halls kitchen. At the end of this path, heroes may find the Ravenous Eye's arena.
The Blight Eye is encountered in Sunken Watchtower, an endersent dungeon within Soggy Swamp. It possesses the following enchantments:
To find it, heroes must journey to the objective where they must destroy the witch brews. To the right of the witch brews, there is a path that leads to a dark ruin. At the bottom of this ruin, heroes may find the Blight Eye's arena. It is not necessary to destroy the witch brews in order to fight the Blight Eye.
The Reaping Eye is encountered in Sinister Shrine, a part of the Dark Descent endersent dungeon within Desert Temple. It possesses the following enchantments:
To find it, heroes must journey to the room directly before reaching the Nameless One’s tomb. To the north of the room, a path leads away from the objective into a cave with many traps, including a unique spike trap. At the end of this cave, heroes may find the Reaping Eye's arena.
The Binding Eye is encountered in Undercroft Sub Arena, a part of the Undercroft endersent dungeon within Cacti Canyon. It possesses the following enchantments:
To find it, heroes must journey just past the chest pond. To the left of the main path, a sidepath marked by stone bricks leads away from the objective and to an underground structure with traps. This path can spawn almost at any point between the chest pond and the fossil area. To pass through the traps, heroes must find and utilize key golems to open three locked gates. Once through, heroes may find the Binding Eye's arena.
The Spiked Eye is encountered in Deepwood Brook, an endersent dungeon within Creeper Woods. It possesses the following enchantments:
To find it, heroes must journey to the first captive villager. To the right of the lone villager, there is a path that leads into a dark cave that is marked by a large enderman head made up of stone. Upon reaching the end of the cave, heroes may find the Spiked Eye's arena.
Endersent.Endersent2.
endersent_voidstrike.endersent_deadeye.endersent_writherot.endersent_surgefiend.endersent_everfire.endersent_thornblight.| Minecraft Dungeons | |||||||
|---|---|---|---|---|---|---|---|
| July 14, 2021 | The official name is revealed to be endersent, as well as footage of its attacks and behavior in-game. In the same video, it is revealed that the plural way of saying more than one endersent is just endersent.[1] | ||||||
| July 16, 2021 | The FAQs of the echoing void DLC was released along with some questions concerning the story of the DLC.[2] | ||||||
| 1.10.2.0 | 👁 Image Added endersent. | ||||||
| Minecraft Dungeons entities | |||||
|---|---|---|---|---|---|
| Friendlies |
| ||||
| Summonable pets |
| ||||
| Merchants | |||||
| Cosmetic pets |
| ||||
| Neutral mobs | |||||
| Enemies |
| ||||
| Powerful mobs |
| ||||
| Bosses |
| ||||
| Non-typical mobs |
| ||||
| Non-mob entites |
| ||||
| Cinematic only | |||||
| Unused | |||||
Template:MCE Discontinuation Notice
| Health points | 3HP👁 ❤️ 👁 💔 |
|---|---|
| Behavior | Passive |
| Mob type | Animal |
| Attack strength |
None |
| Hitbox size | Height: 1.2 Blocks (excluding ears) Width: 0.7 Blocks |
| Spawn | 👁 Image Desert |
| Rarity | Uncommon |
{
"title": "Jumbo Rabbit",
"rows": [
{
"field": "3<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=💔)</span></span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "Passive",
"label": "Behavior"
},
{
"field": "(link to MCE:Animal article, displayed as Animal)",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "None",
"label": "Attack<br/>strength"
},
{
"field": "Height: 1.2 Blocks (excluding ears)<br>Width: 0.7 Blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BiomeSprite desert.png article, displayed as 16x16px|link=Desert|alt=|class=pixel-image|)</span>(link to Desert article, displayed as <span class=\"sprite-text\">Desert</span>)</span>",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "Uncommon",
"label": "(link to MCE:Rarity article, displayed as Rarity)"
}
],
"invimages": [
"Jumbo Rabbit"
],
"images": [
"Jumbo Rabbit.png"
]
}
Who knew rabbits could be so big?
The jumbo rabbit was a larger and a brown-colored variant of the rabbit found in Minecraft Earth. The ground shakes when jumbo rabbits hop around.[1]
Jumbo rabbits had the same AI behavior as normal rabbits. They wandered aimlessly, avoiding lava and cliffs high enough to cause fall damage. Attacking a rabbit without killing it caused it to flee. Its sounds made the Minecraft Earth game more difficult for players to play due to the squeaky sounds which causes attention to players.
The Jumbo Rabbit was of uncommon rarity, and was obtainable as a reward in rare adventures. Jumbo rabbits were also found in grass and pond tappables, with it being harder to obtain in grass tappables with a 1.7% chance of obtaining it. It was also obtainable by purchasing "The Warren" buildplate.
When killed, the Jumbo Rabbit dropped:
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Hurt | SFX_jumbo_rabbit_hurt | |
| Death | mob.rabbit.death | |
| Idle | SFX_jumbo_rabbit_idle | |
| Idle 2 | SFX_jumbo_rabbit_idle_vocal | |
| Hop | SFX_jumbo_rabbit_hop | |
| Big Squeal | SFX_jumbo_rabbit_cry | |
| Name | Identifier | Numeric ID |
|---|---|---|
| 👁 EntitySprite jumbo-rabbit.png: Sprite image for jumbo-rabbit in Minecraft Jumbo Rabbit | jumbo_rabbit | 5004 |
| Challenge | Description | Reward | Rarity |
|---|---|---|---|
| Building a farm | Place 5 mobs on buildplates | 50XP | Common |
| Start a zoo | Place 15 mobs on a buildplate | 150XP | Uncommon |
| Zoo keeper | Collect 25 mobs | 150XP | Rare |
| On the farm | Collect 1 mob | ||
| Hop skip jump | Collect 1 rabbit | ||
| Bunny buddies | Collect 1 rabbit | ||
| Adding life | Place 1 mob on a buildplate | ||
| Hoppity hop | Collect 1 rabbit | ||
| Home farm | Collect 1 mob | ||
| Not so common | Collect 1 uncommon mob | ||
| Fluffy friends | Collect 1 uncommon rabbit | ||
| Mob booster | Collect 1 mob while xp boosted | ||
| Mob coaster | Place 1 mob in a minecart on a buildplate | ||
| Fire attack | Defeat 1 mob in an adventure with fire | ||
| Molten doom | Defeat 1 mob in an adventure with lava | ||
| Boom box | Defeat 1 mob with tnt | ||
| Hide and Seek | Collect 1 uncommon mob |
| Minecraft Earth | |||||||
|---|---|---|---|---|---|---|---|
| October 12, 2019 | A jumbo rabbit appears shadowed over in a Twitter teaser video. | ||||||
| November 1, 2019 | Jumbo rabbits are announced. | ||||||
| 0.4.0 | 👁 Image Added jumbo rabbits. | ||||||
| 👁 Image Mobs of Minecraft Earth | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| |||||||||
| Health points | 15HP👁 ❤️ × 7.5 to 30HP👁 ❤️ × 15 |
|---|---|
| Behavior | Neutral |
| Mob type | Animal |
| Attack strength |
Easy and Normal: 1HP👁 💔 Hard: 1.5HP👁 ❤️ × 0.75 |
| Hitbox size | Adult: Height: 1.87 blocks Width: 0.9 blocks Baby: |
| Speed | 0.175 |
| Spawn | 👁 Image Windswept Hills 👁 Image Windswept Forest 👁 Image Windswept Gravelly Hills 👁 Image Savanna Plateau 👁 Image Savanna[BE only] 👁 Image Windswept Savanna[BE only] |
| Usable items |
{
"extratext": "[[#Renders|View all renders]]",
"title": "Minecraftgood786",
"images": [
"Brown Llama.png",
"Baby Brown Llama.png",
"Creamy Llama.png",
"Baby Creamy Llama.png",
"Gray Llama.png",
"Baby Gray Llama.png",
"White Llama.png",
"Baby White Llama.png"
],
"rows": [
{
"field": "15<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 mob heart\">(link to File:Mob Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 7.5</span> to 30<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 mob heart\">(link to File:Mob Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 15</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "Neutral",
"label": "Behavior"
},
{
"field": "(link to Animal article, displayed as Animal)",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "Easy and Normal: 1<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 hearts\">(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=💔)</span></span><br>Hard: 1.5<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 0.75</span>",
"label": "Attack<br/>strength"
},
{
"field": "'''Adult:'''<br>Height: 1.87 blocks<br>Width: 0.9 blocks<br>\n'''Baby:'''<br>Height: 0.935 blocks <br>Width: 0.45 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.175",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Usable items"
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"invimages": [
"Llama Spawn Egg"
]
}
A llama is a tamable neutral mob used to transport large shipments of items.
A llama spawns at a light level 7[Bedrock Edition only] or 9[Java Edition only] above on grass blocks in savanna plateau, savanna[BE only][1] or windswept savanna[BE only] biomes in herds of 4 llamas, and in windswept hills, windswept forest, and windswept gravelly hills biomes in herds of 4 to 6 llamas, coming in four coat colors: brown, cream, white or gray.
10% of llamas spawn as baby llamas.
1–7XP upon successful breeding.
| Item | Roll Chance | Quantity (Roll Chance) | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| 👁 Invicon Leather.png: User:Minecraftgood786 drops Leather with quantity 0-2 | Leather | 100% | 0–2 | 0–3 | 0–4 | 0–5 |
Like other baby animals, killing a baby llama yields no item or experience.
Llamas are neutral, but they retaliate when attacked by a player or mob. Sometimes their spit can miss their target and hit another llama, starting a fight within a group of llamas.
Llamas are hostile toward wolves and spit without provocation, but they don't attack tamed wolves unless provoked. Wolves are fearful of llamas of strength 4 or 5 and always run away.[2] Wolves flee from weaker llamas less often.
Llamas are completely passive in Peaceful difficulty.
Llamas float when in water deeper than two blocks.
Llamas can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Llamas also take half of the normal fall damage (rounded up) that most other mobs take (0.5HP👁 ❤️
× 0.25 damage per block over the safe distance instead of 1HP👁 💔
). If an entity is riding a llama, they receive the same fall damage as the llama.
Llamas attack other mobs by spitting at them, dealing 1HP👁 💔
damage. Llama spit is not flammable.
Llamas can be tamed by repetitively riding them until hearts are displayed, done by pressing use on the llama while holding nothing.
Taming success depends on the llama's Temper value. Temper is a positive trait, with higher values increasing the chance of successful taming. Llamas begin with a Temper value of 0 and a maximum of 30. When a player rides an untamed llama, a random number from 0 to 29 is chosen. The llama gets tamed successfully if this number is less than the Temper value, otherwise, the Temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the llama.
Tamed llamas do not spit at mobs that attack its owner, although it spits at any mob that attacks the llama. Tamed llamas can still retaliate at players should the player hit them.
Feeding a llama food can alter its behavior, increasing its temper value if untamed, restoring lost health or making a baby grow faster (babies ordinarily take around 20 minutes to mature to adults). The table below lists the effects of the 2 food items llamas accept.
A llama can be fed by holding a valid food item and pressing use while facing the llama. Llamas can be fed only when feeding would have an effect, similar to other animals. If the food is invalid, the player mounts the llama instead.
| Food | Heals | Speeds growth by | Increases temper by | Notes |
|---|---|---|---|---|
| 👁 Image Wheat |
2HP👁 ❤️ |
10 sec | +3 | |
| 👁 Image Hay Bale |
10HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ |
1:30 minutes | +6 | Activates love mode in tamed llamas. |
Adult tamed llamas can be bred by being fed a hay bale. The baby llama takes on the coat color of one parent at random. Its strength is chosen as a random integer between 1 and the strength of the stronger parent, inclusive. 3% of the time the resulting strength is increased by 1, but it is capped at 5.
|
Stronger parent's strength |
Offspring's strength | ||||
|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |
| 1 | 97% | 3% | |||
| 2 | 48.5% | 50% | 1.5% | ||
| 3 | 32.33% | 33.33% | 33.33% | 1% | |
| 4 | 24.25% | 25% | 25% | 25% | 0.75% |
| 5 | 19.4% | 20% | 20% | 20% | 20.6% |
Select a row based on the stronger parent. The column shows the probability of the resulting offspring having a given strength.
A llama's base health (15HP👁 ❤️
× 7.5 to 30HP👁 ❤️
× 15) is calculated based on that of its parents, in the same way as a horse's.
Llamas form a caravan when one of them is leashed by a player.
Leashing a llama signals up to 9 nearby llamas that are not already in a caravan to follow each other, forming a caravan of up to ten llamas. When multiple llamas are leashed, each leashed llama can form a separate caravan of up to ten separate llamas. Each caravan cannot have two or more leashed llamas in it, and there is no limit to the number of caravans a player can lead.
A tamed llama can be equipped with a chest by pressing the use control on it while holding a chest. The chest gives the llama 3 to 15 slots of inventory space, depending on its strength (see table below). Once equipped, its contents can be accessed by pressing the use control on the llama while sneaking, or by opening the inventory while riding the llama. The chest itself cannot be retrieved without killing the llama.
| Strength distribution in wild llamas | ||||
|---|---|---|---|---|
| Strength | Probability of spawning with that amount of strength | Number of slots in inventory | ||
| 1 | 32.8% | 3 | ||
| 2 | 32.8% | 6 | ||
| 3 | 32.8% | 9 | ||
| 4 | 0.8% | 12 | ||
| 5 | 0.8% | 15 | ||
A llama can be equipped with a wool carpet in its carpet slot. Each carpet color shows as a different patterned rug when on the llama's back. This can be useful for color-coding the llamas as storage containers, like dyed shulker boxes.
When given carpets, all types of llamas look the same, except for their fur colors. In Java Edition, a llama's carpet decoration, including the default blue rug of a trader llama, remains visible when the llama is under the effect of Invisibility;[3] in Bedrock Edition, it becomes invisible.
For the purposes of the /item command, a llama carries its carpet in the armor.body slot.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Llama bleats | Friendly Mobs | Randomly | entity.llama.ambient | subtitles.entity.llama.ambient | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Llama bleats angrily | Friendly Mobs | When a player is bucked off a llama or fails to interact with an untamed llama | entity.llama.angry | subtitles.entity.llama.angry | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Llama Chest equips | Friendly Mobs | When a llama equips a chest | entity.llama.chest | subtitles.entity.llama.chest | 1.0 | 0.8–1.2 | 16 | |
| Llama dies | Friendly Mobs | When a llama dies | entity.llama.death | subtitles.entity.llama.death | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Llama eats | Friendly Mobs | When a llama eats an item | entity.llama.eat | subtitles.entity.llama.eat | 1.0 | 0.8–1.2 | 16 | |
| Llama hurts | Friendly Mobs | When a llama is damaged | entity.llama.hurt | subtitles.entity.llama.hurt | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Llama spits | Friendly Mobs | When a llama spits at something | entity.llama.spit | subtitles.entity.llama.spit | 1.0 | 0.8–1.2 | 16 | |
| Footsteps | Friendly Mobs | While a llama is walking | entity.llama.step | subtitles.block.generic.footsteps | 0.15 | 1.0 | 16 | |
| Llama is decorated | Friendly Mobs | When a llama equips a carpet | entity.llama.swag | subtitles.entity.llama.swag | 0.5 | 1.0 | 16 | |
| Carpet snips away | Friendly Mobs | When a carpet is removed with shears | item.llama_carpet.unequip | subtitles.item.llama_carpet.unequip | 1.0 | 1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| ? | Friendly Mobs | Randomly | mob.llama.idle | ? | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a player is bucked off a llama | mob.llama.angry | ? | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a llama equips a chest | mob.horse.armor | ? | 1.0 | 0.8–1.2 | |
| ? | Friendly Mobs | When a llama dies | mob.llama.death | ? | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a llama eats an item | mob.llama.eat | ? | 0.5–1.5 | 0.8–1.2 | |
| ? | Friendly Mobs | When a llama is damaged | mob.llama.hurt | ? | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a llama spits at something | mob.llama.spit | ? | 0.8 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | While a llama is walking | mob.llama.step | ? | 0.15 | 1.0 | |
| ? | Friendly Mobs | When a llama equips a carpet | mob.llama.swag | ? | 0.5 | 1.0 | |
| ? | Friendly Mobs | When a carpet is removed with shears | mob.llama.carpet_unequip | ? | 1.0 | 1.0 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| 👁 EntitySprite llama.png: Sprite image for llama in Minecraft Llama | llama | dismounts_underwater |
entity.minecraft.llama |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
| 👁 EntitySprite llama.png: Sprite image for llama in Minecraft Llama | llama | 29 |
entity.llama.name |
Llamas have entity data associated with them that contain various properties. User:Minecraftgood786/ED
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Cow Tipper | Harvest some leather. | Pick up leather from the ground or via fishing. | 15 | Bronze | |
| 👁 Image | 👁 Image | So I Got That Going for Me | Lead a Caravan containing at least 5 Llamas | — | 20 | Bronze | |
| 👁 Image | 👁 Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| 👁 Image | 👁 Image | It Spreads | Kill a mob next to a catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement. | 10 | Bronze | |
| 👁 Image | 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Not Today, Thank You | Deflect a projectile with a Shield | Block any projectile with a shield. |
| 👁 Image 👁 Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| 👁 Image 👁 Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| 👁 Image 👁 Image | It Spreads | Kill a mob near a Sculk Catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this advancement. |
| 👁 Image 👁 Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| 👁 Image 👁 Image | Arbalistic | Kill five unique mobs with one crossbow shot | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| 👁 Image 👁 Image | The Parrots and the Bats | Breed two animals together | Breed a pair of any of these 27 animals:
|
| 👁 Image 👁 Image | Best Friends Forever | Tame an animal | Tame one of these 11 tameable animals:
Skeleton Horse can be tamed in the same way as a regular horse to gain this advancement with the ride command. |
| 👁 Image 👁 Image | Two by Two | Breed all the animals! |
|
| July 26, 2016 | Jeb hosts a poll on Twitter, with the choice of llamas or alpacas. The final results gave favor (58%) to llamas. Alpacas had a 42%. | ||||||
|---|---|---|---|---|---|---|---|
| Java Edition | |||||||
| 1.11 | 16w39a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added llamas. | |||||
| 👁 Image 👁 Image 👁 Image 👁 Image Added baby llamas. | |||||||
| 16w39b | The drops of llamas are now affected by the Looting enchantment. | ||||||
| 16w41a | The spawn rate of llamas has been drastically reduced. | ||||||
| 1.14 | 18w43a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The textures of llamas have been changed. | |||||
| 👁 Image 👁 Image 👁 Image 👁 Image The textures of baby llamas have been changed. | |||||||
| 1.16 | 20w10a | Firework damage now provokes llamas.[4] | |||||
| 20w15a | Dispensers can now put carpets and chests on tamed llamas. | ||||||
| 1.17 | 21w20a | Llamas no longer spit at players in peaceful mode. | |||||
| 1.18 | experimental snapshot 6 | Llamas now follow players that are holding hay bales. | |||||
| 1.19 | 22w17a | Changed all variants' chest texture, to use the chest texture since the texture update. | |||||
| 1.19.4 | 23w07a | The health of a baby is now a variation of the average of the parents' attributes, rather than being biased toward the average possible value. | |||||
| 1.21.2 | pre1 | Carpets now show the enchantment glint on llamas when enchanted. | |||||
| Pocket Edition | |||||||
| 1.1.0 | alpha 1.1.0.0 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added llamas. | |||||
| 👁 Image 👁 Image 👁 Image 👁 Image Added baby llamas. | |||||||
| Bedrock Edition | |||||||
| 1.2.13 | beta 1.2.13.5 | Feeding llamas is now able to heal them. | |||||
| 1.10.0 | beta 1.10.0.3 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The textures of llamas have been changed. | |||||
| 👁 Image 👁 Image 👁 Image 👁 Image The textures of baby llamas have been changed. | |||||||
| 1.20.10 | Preview 1.20.10.20 | Llamas now follow players that are holding hay bales. | |||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added llamas. |
| 👁 Image 👁 Image 👁 Image 👁 Image Added baby llamas. | |||||||
| New Nintendo 3DS Edition | |||||||
| 1.9.19 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added llamas. | ||||||
| 👁 Image 👁 Image 👁 Image 👁 Image Added baby llamas. | |||||||
Issues relating to "Llama" are maintained on the bug tracker. Issues should be reported and viewed there.
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|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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| Health points | 12000 Immune lava damage Redstone Core deals 15 times the damage to it |
|---|---|
| Behavior | Hostile |
| Classification | Golem Boss |
| Attack strength | Strong attack anticipation:250 Strong attack (Summon):20 Serialized explosion damage:125 |
{
"title": "Redstone Monstrosity",
"rows": [
{
"field": "12000 <br>Immune lava damage<br>Redstone Core deals 15 times the damage to it",
"label": "Health points"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to MCD:Golem article, displayed as Golem) (link to MCD:Boss article, displayed as Boss)",
"label": "Classification"
},
{
"field": "'''Strong attack anticipation''':250<br>'''Strong attack (Summon)''':20 <br>'''Serialized explosion damage''':125",
"label": "Attack strength"
}
],
"invimages": [],
"images": [
"MCD Redstone Monstrosity Idle.gif"
]
}
REDSTONE MONSTROSITY – This enormous boss is a variant of the redstone golem. It possesses the same shockwave attack as the golem and can also summon redstone cubes to attack heroes. Fend off the cubes first, then turn your attention to the Monstrosity. Artifacts that increase your defense are useful, as are those that give you a chance to instantly revive - you might need to...
The redstone monstrosity is a large golem that serves as the boss of the Fiery Forge mission of Minecraft Dungeons. It was molded by the Arch-Illager in the Fiery Forge with the assistance of the Orb of Dominance.
After the Arch-Illager realizes that heroes like Karl can destroy redstone golems quite easily, he decides to create something even stronger that no hero could destroy: the redstone monstrosity. After it is created, it assists Archie with many tasks such as by carrying him over long distances. When the illagers raid the Squid Coast, the redstone monstrosity is ordered to chase after Karl. It is unknown whether or not the redstone monstrosity defeats him. When the heroes arrive at the fiery forge, they quickly manage to overload all of the redstone cores to destroy the weapons factory. In an effort to stop the heroes, the Arch-Illager summoned the redstone monstrosity. Eventually, the heroes defeat the redstone monstrosity, taking its head to hang over the fireplace within the home at the camp.
The redstone monstrosity is immune to lava damage. Redstone cores deal fifteen times more damage against the redstone monstrosity. It has five behaviors, and one unused behavior.
The redstone monstrosity slowly walks toward its target when not attacking, making it is the second slowest mob after the jungle abomination.
Like squall golems, the redstone monstrosity directly attacks the player by hitting it's arms on the ground to the player, creating a large four-block shockwave that deals heavy damage (250) in code and knockback to any entities in its radius. This attack is used when there are targets at melee range.
The redstone monstrosity leans back and spits out eight small fireballs from its mouth. When a fireball touches the ground, it explodes in a small radius and deals massive damage to the hero. This attack is used mostly when there are no heroes in melee reach, and deals more total damage than the melee attack. Explosions can deal damage inside a totem of shielding's shields.
The redstone monstrosity leans forward and embeds both of its fists into the ground while activating the redstone in its body, dealing minor damage and knockback to heroes near it. After pulling its fists out, several redstone cubes will appear from fissures that emerge around the arena. This attack may sometimes not summon any redstone cubes.
The redstone monstrosity has an unused awaken sequence.
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Redstone Monstrosity Theme Loop | bgm_mob_fifoBossLoop | |
| Redstone Monstrosity Theme End | bgm_env_generic2DArenaEnd | |
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Redstone Monstrosity Arm | ? | |
| Redstone Monstrosity Starting Heavy Attack | ? | |
| Redstone Monstrosity Lava Attack | ? | |
| Redstone Monstrosity Voice Charge/Bellow | ? | |
| Redstone Monstrosity Heavy Attack | ? | |
| Redstone Monstrosity Stun | ? | |
| Redstone Monstrosity Step | ? | |
| Redstone Monstrosity Step Light | ? | |
| Redstone Monstrosity Hurt | ? | |
| Redstone Monstrosity Growl/Laugh | ? | |
| Redstone Monstrosity Idle | ? | |
| Fireball emitted by Redstone Monstrosity Spit | ? | |
| Redstone Monstrosity Death/Defeat | ? | |
| Redstone Monstrosity Spitting Fireballs | ? | |
| Redstone Monstrosity Summoning Redstone Cubes | ? | |
| Redstone Monstrosity Awaken | ? | |
| Redstone Monstrosity Light/Medium Roar | ? | |
| Redstone Monstrosity Heavy Roar | ? | |
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Gameplay Reveal Trailer Roar | ? | |
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Opening Cinematic Roar | ? | |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) |
|---|---|---|---|---|---|
| 👁 Image | Mine Is Cuter Than Yours! | Defeat the redstone monstrosity with any ministrosity pet equipped. | — | 10G | Bronze |
| Minecraft Dungeons | |||||||
|---|---|---|---|---|---|---|---|
| 1.1.1.0 | 👁 Image Added the redstone monstrosity. | ||||||
| Minecraft Dungeons entities | |||||
|---|---|---|---|---|---|
| Friendlies |
| ||||
| Summonable pets |
| ||||
| Merchants | |||||
| Cosmetic pets |
| ||||
| Neutral mobs | |||||
| Enemies |
| ||||
| Powerful mobs |
| ||||
| Bosses |
| ||||
| Non-typical mobs |
| ||||
| Non-mob entites |
| ||||
| Cinematic only | |||||
| Unused | |||||
| Health points | 1050 |
|---|---|
| Behavior | Hostile |
| Classification | Golem |
| Attack strength | 170 |
{
"title": "Squall Golem",
"rows": [
{
"field": "1050",
"label": "Health points"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to MCD:Golem article, displayed as Golem)",
"label": "Classification"
},
{
"field": "170",
"label": "Attack strength"
}
],
"invimages": [],
"images": [
"MCD Squall Golem Idle.gif"
]
}
A squall golem is a hostile golem that can be found within the Howling Peaks DLC of Minecraft Dungeons. They are naturally deactivated, but spring to life when wind is directed toward a nearby resonance crystal.
Squall golems do not spawn during ancient hunts. They also cannot spawn with enchantments, although they can be enchanted by enchanters.
Squall golems are ancient and mysterious[1] semi-sentient beings made out of stone, gold, and jade that guard the Gale Sanctum. They are powered by vertical axis wind turbines on their back, which awaken them when a resonance crystal is powered by wind.[2]
The squall golems are not be stunned by normal attacks, except shock powder and any weapon with the stunning enchantment.
Squall golems are unable to pick up key golems.
Squall golems are not hostile at first; they start off unmoving on the ground. When inactive, they cannot be attacked.
Squall golems activate if a wind is directed toward one via a nearby resonance crystal.
Squall golems charge towards the hero with quick melee attacks, which causes a shockwave that knocks the hero back and deals heavy damage.
Squall golems always drop a random consumable when defeated.
Squall golems has 1,050 HP in the code. On Default I, all mobs have 9.6% health and 12% damage of what is set in the code.
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Attack | DLC_sfx_mob_squallGolem_Attack | |
| Death | DLC_sfx_mob_squallGolem_Death | |
| Hurt | DLC_sfx_mob_squallGolem_Hurt | |
| Idle | DLC_sfx_mob_squallGolem_Idle | |
| Power Off | DLC_sfx_mob_squallGolem_PowerOff | |
| Power On | DLC_sfx_mob_squallGolem_PowerOn | |
| Stun | DLC_sfx_mob_squallGolem_Stun | |
| Walk (Step Left) | DLC_sfx_mob_squallGolem_Walk_StepLeft | |
| Walk (Step Right) | DLC_sfx_mob_squallGolem_Walk_StepRight | |
| Wind (Fast) | DLC_sfx_mob_squallGolem_WindFast | |
| Wind (Filler) | DLC_sfx_mob_squallGolem_WindFiller | |
| Wind (Slow) | DLC_sfx_mob_squallGolem_WindSlow | |
| Wind (Start/Stop) | DLC_sfx_mob_squallGolem_WindStartStop | |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) |
|---|---|---|---|---|---|
| 👁 Image | Giant Slayer | Defeat a ravager and a squall golem within 5 seconds of each other. | — | 20G | Bronze |
Resonance_Crystal.| Minecraft Dungeons | |||||||
|---|---|---|---|---|---|---|---|
| October 3, 2020 | A squall golem is seen on the official poster for the howling peaks, but it was not mentioned by any of the developers and is currently unnamed. | ||||||
| October 19, 2020 | Information about resonance crystals and how they are connected to squall golems is revealed in an episode of Minecraft Dungeons Diaries | ||||||
| The official name of squall golems is revealed. | |||||||
| 1.5.0.0 | Added textures and sound files for squall golems into the game, currently unused. | ||||||
| 1.7.2.0 | 👁 Image 👁 Image Added squall golems and resonance crystals. | ||||||
| Minecraft Dungeons entities | |||||
|---|---|---|---|---|---|
| Friendlies |
| ||||
| Summonable pets |
| ||||
| Merchants | |||||
| Cosmetic pets |
| ||||
| Neutral mobs | |||||
| Enemies |
| ||||
| Powerful mobs |
| ||||
| Bosses |
| ||||
| Non-typical mobs |
| ||||
| Non-mob entites |
| ||||
| Cinematic only | |||||
| Unused | |||||
| Health points | Wild: 8HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ Tamed: 40HP👁 ❤️ × 20 |
|---|---|
| Armor points | See wolf armor |
| Behavior | Neutral (wild, or if owned by a different player) Passive (player is owner or active) |
| Mob type | Animal |
| Attack strength |
Easy: 3HP👁 ❤️ 👁 💔 Normal: 4HP👁 ❤️ 👁 ❤️ Hard: 6HP👁 ❤️ 👁 ❤️ 👁 ❤️ |
| Hitbox size | In Java Edition: Adult: |
| Speed | 0.3 |
| Spawn | 👁 Image Forest 👁 Image |
| Usable items |
{
"extratext": "[[#Gallery|View all renders]]",
"title": "Wolf",
"images": [
"Wolf.png",
"Baby Wolf.png",
"Tamed Wolf.png",
"Tamed Baby Wolf.png",
"Angry Wolf.png",
"Angry Baby Wolf.png",
"Wolf wearing Wolf Armor JE2.png",
"Ashen_Wolf.png",
"Ashen Baby Wolf JE1.png",
"Black_Wolf.png",
"Black Baby Wolf JE1.png",
"Chestnut_Wolf.png",
"Chestnut Baby Wolf JE1.png",
"Rusty_Wolf.png",
"Rusty Baby Wolf JE1.png",
"Snowy_Wolf.png",
"Snowy Baby Wolf JE1.png",
"Spotted_Wolf.png",
"Spotted Baby Wolf JE1.png",
"Striped_Wolf.png",
"Striped Baby Wolf JE1.png",
"Woods_Wolf.png",
"Woods Baby Wolf JE1.png"
],
"rows": [
{
"field": "'''Wild:''' 8<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"4 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span></span><br>'''Tamed:''' 40<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 20</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "See (link to wolf armor article, displayed as wolf armor)",
"label": "(link to Armor#Natural armor article, displayed as Armor points)"
},
{
"field": "Neutral (wild, or if owned by a different player)<br>Passive (player is owner or active)",
"label": "Behavior"
},
{
"field": "(link to Animal article, displayed as Animal)",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "'''In (link to Java Edition article, displayed as ''Java Edition''):'''<br>\n'''Adult:'''<br>Height: 0.85 blocks<br>Width: 0.6 blocks<br>\n'''Baby:'''<br>Height: 0.425 blocks<br>Width: 0.3 blocks<br>\n'''In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>\n'''Adult:'''<br>Height: 0.8 blocks<br>Width: 0.6 blocks<br>\n'''Baby:'''<br>Height: 0.4 blocks<br>Width: 0.3 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.3",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Usable items"
}
],
"invimages": [
"Wolf Spawn Egg"
]
}
A wolf is a neutral mob that can be tamed using bones. Tamed wolves defend their owners against attackers and can assist them in combat.
Wild wolves spawn naturally in multiple biomes on grass blocks, dirt, coarse dirt, snow[Bedrock Edition only], snow blocks or podzol. They have a 10% chance of spawning naturally as a baby. Their appearance and the amount of wolves that attempt to spawn depend on the biome.
Wolves spawned through breeding are owned by the owner of the parents. If the parents have different owners, there is a 50%-50% chance (see § Breeding).
Wolves have 9 color variants, each of which spawns in a different biome. Most variants spawn in packs, with some having larger or smaller packs.
| Variant | Biome | Pack size |
|---|---|---|
| 👁 EntitySprite ashen-wolf.png: Sprite image for ashen-wolf in Minecraft Ashen |
👁 Image Snowy Taiga |
4 |
| 👁 EntitySprite black-wolf.png: Sprite image for black-wolf in Minecraft Black |
👁 Image Old Growth Pine Taiga |
2-4 |
| 👁 EntitySprite chestnut-wolf.png: Sprite image for chestnut-wolf in Minecraft Chestnut |
👁 Image Old Growth Spruce Taiga |
2-4 |
| 👁 EntitySprite wolf.png: Sprite image for wolf in Minecraft Pale |
👁 Image Taiga |
4 |
| 👁 EntitySprite rusty-wolf.png: Sprite image for rusty-wolf in Minecraft Rusty |
👁 Image Sparse Jungle |
2-4 |
| 👁 EntitySprite snowy-wolf.png: Sprite image for snowy-wolf in Minecraft Snowy |
👁 Image Grove |
1 |
| 👁 EntitySprite spotted-wolf.png: Sprite image for spotted-wolf in Minecraft Spotted |
👁 Image Savanna Plateau |
4-8 |
| 👁 EntitySprite striped-wolf.png: Sprite image for striped-wolf in Minecraft Striped |
👁 Image Wooded Badlands |
4-8 |
| 👁 EntitySprite woods-wolf.png: Sprite image for woods-wolf in Minecraft Woods |
👁 Image Forest |
4 |
When a wolf pack spawns near a biome border, individual wolves of the pack might take on a different appearance if their spawn location is in a bordering biome.[1]
Wolves spawned in jungles or bamboo jungles (using spawn eggs, monster spawners, commands, or due to a wolf pack bordering these biomes) spawn as rusty wolves; wolves in savannas or windswept savannas spawn as spotted wolves; wolves in badlands or eroded badlands spawn as striped wolves. Wolves in all other biomes spawn as the pale wolf variant.
For pictures of individual variants, see § Gallery.
Adult wolves drop 1–3XP experience orbs when killed by a player or tamed wolf. In Bedrock Edition, a tamed wolf that is killed by its owner does not drop experience.
Wolves wearing wolf armor always drop their armor when they die, regardless of what kills them.
Upon successful breeding, 1–7XP are dropped.
Like other baby animals, baby wolves drop no experience when killed.
Wolves exhibit three different states depending on how the user interacts with them:
A wolf becomes hostile to a player or other mob that attacks it unless the attacker is the wolf's owner, or is otherwise on the same team, or if killed in one hit. It also causes wild wolves and standing tamed wolves in a 33×21×33 cuboid centered on the attacked wolf to become hostile to the attacker, allowing coordination for attacks and team hunts (only in wild wolves).
In Java Edition, any tamed wolf attacked by a player/mob causes all standing wolves on that team to attack that player/mob who attacked the tamed wolf.
Skeletons and their variants, foxes, baby turtles and passive rabbits actively avoid both tamed and wild wolves. 👁 Image
Killer rabbits[JE only] attack wolves actively. Sheep ignore wolves, but flee when attacked by one. Sheep ignore tamed wolves but also do not flee from them.
When a player within 8 blocks holds meat or bones near a wolf, the wolf tilts its head as if to 'beg' for the food for 2 to 4 seconds.
The behavior of baby wolves is the same as adult tamed wolves. Baby wolves have large heads, similar to other baby animals.
Wolves are 0.85[JE only] or 0.8[BE only] blocks tall and baby wolves are 0.425[JE only] or 0.4[BE only] blocks tall.
The textures of the wolves are tinted dark gray once submerged in water.
In Peaceful difficulty, attacking a wild wolf aggravates the wolf and its group, but they deal no damage to the player.
Standing tamed wolves wander randomly when near their owner, but follow if more than 10 blocks away and teleport to a nearby free block (if any) if more than 12 blocks away. Besides making travel easier, teleportation can be used to rescue them from lava, water or pits, as they immediately teleport to a safe area.
Tamed wolves teleport to their owner if they are more than 12 blocks away, with a few caveats.
An angry or untamed wolf does not teleport.
Tamed wolves do not teleport if:
Wolf teleportation is completely silent.[5]
A wolf can be tamed by feeding it bones. Once tamed, a wolf does not accept any more bones. Note that the number of bones required is random: Each bone has a 1⁄3 chance of taming the wolf.[6] If the wolf is tamed, it receives a red collar and, in Java Edition, sits if not swimming. There is no limit[7] to the number of wolves that a player can tame. A wolf cannot be tamed if it is hostile or already tamed. Wolves that are tamed by the same player can accidentally attack each other while attacking another mob, leading to a fight.
A tamed wolf's tail rises and lowers depending on its health. The exact health of an individual wolf can be determined by measuring the angle between its hind legs and tail. The angle indicates the percentage of health that the wolf has. Tamed wolves whine when they have low health (below 10HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
). Untamed wolves have a maximum health of 8HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
; the position of an untamed wolf's tail does not depend on its health. Tamed wolves and untamed wolves[Bedrock Edition only] can be healed by feeding them any sort of meat listed below, as well as fish and rabbit stew; this restores as much of the wolf's health as the same food would restore hunger points when eaten by the player. Untamed wolves can be fed meat while hostile.
| Food | Heals | Notes |
|---|---|---|
| 👁 Image Pufferfish |
1HP👁 💔 |
Pufferfish can be fed to wolves without inflicting Hunger, Poison, or Nausea. |
| 👁 Image Tropical Fish |
[Bedrock Edition only] | |
| 👁 Image Raw Chicken |
2HP👁 ❤️ |
Raw chicken can be fed to wolves without inflicting Hunger. |
| 👁 Image Raw Mutton |
||
| 👁 Image Raw Cod |
2HP👁 ❤️ |
|
| 👁 Image Raw Salmon | ||
| 👁 Image Raw Porkchop |
3HP👁 ❤️ 👁 💔 |
|
| 👁 Image Raw Beef | ||
| 👁 Image Raw Rabbit | ||
| 👁 Image Rotten Flesh |
4HP👁 ❤️ 👁 ❤️ |
Rotten flesh can be fed to wolves without inflicting Hunger. |
| 👁 Image Cooked Rabbit |
5HP👁 ❤️ 👁 ❤️ 👁 💔 |
|
| 👁 Image Cooked Cod |
5HP👁 ❤️ 👁 ❤️ 👁 💔 |
|
| 👁 Image Cooked Mutton |
6HP👁 ❤️ 👁 ❤️ 👁 ❤️ |
|
| 👁 Image Cooked Chicken | ||
| 👁 Image Cooked Salmon |
6HP👁 ❤️ 👁 ❤️ 👁 ❤️ |
|
| 👁 Image Cooked Porkchop |
8HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ |
|
| 👁 Image Steak | ||
| 👁 Image Rabbit Stew |
10HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ |
Wolves do not get 👁 Image
food poisoning, so they can freely eat rotten flesh, pufferfish, and raw chicken. Feeding any meat item to a tamed wolf that is already at full health starts the "love mode" animation.
A tamed wolf's necklace or collar color can be changed by using a dye on the wolf.
Using wolf armor on a wolf that the player has tamed equips it onto the wolf.
Wolf armor absorbs all damage done to the wolf with some exceptions (see the list below), until its durability runs out. When the armor absorbs damage, the wolf does not produce a hurt noise.
Baby wolves cannot wear wolf armor.
Wolf armor does not absorb damage dealt by the following sources:
/kill commandIf the owner uses shears on a wolf that is wearing armor, the armor gets unequipped from the wolf.
If a wolf dies while equipped with wolf armor, the armor is dropped.
Tamed wolves at full health can be bred with any type of meat, including rotten flesh and raw chicken without causing the hunger status effect (See the list above). There is a 5-minute cooldown for breeding, during which the wolf does not accept meat.
The growth of baby wolves can be slowly accelerated using any type of meat. Each use takes 10% off the remaining time to grow up. Unlike healing in Bedrock Edition, rabbit stew or any type of fish cannot be used for breeding or speeding up growth.
Breeding two wolves that recognize someone else as an owner causes the baby to also be owned by the owner of the original two wolves. If two tamed wolves have different owners, the baby is randomly assigned to one of their two owners as its permanent owner.
If the player attacks an untamed wolf and then feeds it, hearts appear as when entering breeding mode, although the wolf does not breed and remains aggressive toward the player.
In Java Edition, baby wolves have a 50% chance of being the same variant as either of its parents. The color of a baby wolf's collar is a mix of the colors of the parents' collars, if it is possible to mix them; otherwise, one of the parents' collars is randomly chosen.
In Bedrock Edition, when breeding two wolves, the baby picks a variation from the parents randomly.[needs testing]
Java Edition:
Wolves use the Friendly Creatures sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Wolf barks[sound 1] | Friendly Mobs | Randomly | entity.wolf.ambient | subtitles.entity.wolf.ambient | 0.4 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Wolf pants | Friendly Mobs | Randomly while tamed | entity.wolf.pant | subtitles.entity.wolf.ambient | 0.4 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Wolf whines[sound 1] | Friendly Mobs | Randomly while with 9HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 💔 health or less | entity.wolf.whine | subtitles.entity.wolf.ambient | 0.4 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Wolf growls | Friendly Mobs | Randomly while angry | entity.wolf.growl | subtitles.entity.wolf.growl | 0.4 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Wolf dies | Friendly Mobs | When a wolf dies | entity.wolf.death | subtitles.entity.wolf.death | 0.4 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Wolf hurts | Friendly Mobs | When a wolf is damaged | entity.wolf.hurt | subtitles.entity.wolf.hurt | 0.4 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Wolf Armor takes damage | Friendly Mobs | When a wolf with wolf armor absorbs damage | item.wolf_armor.damage | subtitles.item.wolf_armor.damage | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | 16 | |
| Wolf shakes | Friendly Mobs | When a wolf shakes off water | entity.wolf.shake | subtitles.entity.wolf.shake | 0.4 | 0.8–1.2 | 16 | |
| Footsteps | Friendly Mobs | While a wolf is walking | entity.wolf.step | subtitles.block.generic.footsteps | 0.15 | 1.0 | 16 | |
| None[sound 2] | ? | Unused sound event | entity.wolf.howl | None[sound 2] | None | None | None | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| ? | Friendly Mobs | Randomly | mob.wolf.bark | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | Randomly | mob.wolf.panting | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | Randomly while with 9HP👁 💔 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ health or less | mob.wolf.whine | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | Randomly while angry | mob.wolf.growl | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Players | When a wolf eats an item | random.eat | ? | 0.5–1.1 | 0.8–1.2 | |
| ? | Friendly Mobs | When a wolf dies | mob.wolf.death | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a wolf is damaged | mob.wolf.hurt | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a wolf with wolf armor absorbs damage | armor.damage_wolf | ? | 1.0 | 0.8–1.2 (Baby: 1.3–1.7) | |
| ? | Friendly Mobs | When a wolf shakes off water | mob.wolf.shake | ? | 1.0 | 0.8–1.2 | |
| ? | Friendly Mobs | While a wolf is walking | mob.wolf.step | ? | 0.65 | 1.0 | |
| Name | Identifier | Translation key |
|---|---|---|
| 👁 EntitySprite wolf.png: Sprite image for wolf in Minecraft Wolf | wolf |
entity.minecraft.wolf |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
| 👁 EntitySprite wolf.png: Sprite image for wolf in Minecraft Wolf | wolf | 14 |
entity.wolf.name |
Wolves have entity data associated with them that contain various properties.
Wolf variants can be configured using JSON files within a data pack in the path data/<namespace>/wolf_variant.
#, or an [NBT List / JSON Array] array containing [String] IDs) — The biomes where spawned wolfs are of this variant. If multiple variants specify the same biome, only the first one will be used.| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Leader of the Pack | Befriend five wolves. | Note: This does not have to be in a single game, so multiple games or reloading old saves still counts toward this achievement. | 20 | Bronze | |
| 👁 Image | 👁 Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| 👁 Image | 👁 Image | It Spreads | Kill a mob next to a catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement. | 10 | Bronze | |
| 👁 Image | 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| 👁 Image 👁 Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| 👁 Image 👁 Image | It Spreads | Kill a mob near a Sculk Catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this advancement. |
| 👁 Image 👁 Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| 👁 Image 👁 Image | Arbalistic | Kill five unique mobs with one crossbow shot | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| 👁 Image 👁 Image | The Parrots and the Bats | Breed two animals together | Breed a pair of any of these 27 animals:
|
| 👁 Image 👁 Image | Best Friends Forever | Tame an animal | Tame one of these 11 tameable animals:
Skeleton Horse can be tamed in the same way as a regular horse to gain this advancement with the ride command. |
| 👁 Image 👁 Image | Two by Two | Breed all the animals! |
|
| 👁 Image 👁 Image | The Whole Pack | Tame one of each Wolf variant | Tame each of these 9 wolf variants: |
| 👁 Image 👁 Image | Shear Brilliance | Remove Wolf Armor from a Wolf using Shears | — |
| August 15, 2010 | Notch responded positively to the idea of adding wolves to the game. It was mentioned that they could be tamed, and they could also howl at the full moon at midnight. | ||||||
|---|---|---|---|---|---|---|---|
| March 2, 2011 | Notch confirmed the addition of wolves after having breakfast with an idol of his (likely Peter Molyneux). | ||||||
| March 15, 2011 | 👁 Image Jeb posted a first image of wolves. | ||||||
| March 16, 2011 | 👁 Image 👁 Image Jeb posted a second image of wolves, with updated texture and model, showing one of them in a sitting pose. | ||||||
| March 18, 2011 | 👁 Image 👁 Image Jeb posted a video of wolves in action with an updated texture and a unique texture for tamed wolves. | ||||||
| Java Edition Beta | |||||||
| 1.4 | 👁 Image 👁 Image 👁 Image Added wolves. | ||||||
| Wolves can be tamed. When wolves are hit by the player or the player's tamed wolves, they become angry. A glitch is encountered where if the player's wolf isn't sitting when the player logs off, it becomes wild and the player must tame it again. This problem was fixed a couple of updates after wolves were first introduced.[when?] | |||||||
| 1.5 | Wolves no longer continuously make whimpering noises in multiplayer even when at full health. This originally happened because Jeb accidentally used client-side health instead of synced health.[8] | ||||||
| 1.6 | Test Build 3 | Players hurting themselves with arrows no longer causes all of their tamed wolves to attack them. | |||||
| 1.8 | Pre-release | Just like farm animals, wolves no longer despawn, and they now spawn rarely. | |||||
| Most wolves now generate with the world. | |||||||
| Unknown | |||||||
| ? | Wolves now appear angry when attacking sheep. | ||||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease 3 | 👁 Image 👁 Image 👁 Image Added baby wolves. They can be spawned only through map editors and NBT editing. | |||||
| 1.1 | ? | Wolves now only despawn when they are untamed and angry. | |||||
| 1.2.1 | 12w03a | Wolves can now be bred using any type of meat: raw chicken, cooked chicken, raw porkchop, cooked porkchop, raw beef, steak, or rotten flesh. A tamed wolf can only be bred when it is at full health. Baby wolves can now be obtained through normal gameplay. | |||||
| 12w06a | Wolves no longer spin in circles on non-full-height blocks. | ||||||
| 12w07a | Wolves no longer teleport huge distances when the player is hit. | ||||||
| 1.4.2 | 12w34a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Tamed wolves can now have dye-able collars.[9] | |||||
| 1.4.4 | pre | Untamed baby wolves can now be spawned in Creative mode using a spawn egg. | |||||
| 1.6.1 | 13w18a | Wolves no longer become angry when attacked by a player in Creative mode. | |||||
| 1.6.1 | ? | Untamed wolves that are not angry now despawn after existing in loaded chunks for at least two minutes. | |||||
| 1.8 | 14w02a | Feeding baby wolves now accelerates their growth. | |||||
| 14w05b | Tamed wolf collars are no longer visible when they have the Invisibility effect. | ||||||
| 14w10a | Wolves (both wild and tamed) now chase and attack both regular skeletons and wither skeletons. | ||||||
| Tamed wolves named using a name tag now display death messages to the owner. | |||||||
| 14w18a | A tamed wolf's collar color now defaults to orange rather than red.[10] | ||||||
| 14w26a | Due to a bug, wild wolves now deal 4HP👁 ❤️ 👁 ❤️ attack damage instead of 2HP👁 ❤️ .[11] | ||||||
| 1.9 | 15w31a | Untamed wolves no longer beg when a player holds bones nearby, while tamed wolves now do. | |||||
| 15w38a | All tamed wolves – even unnamed ones – now display death messages to their owner. | ||||||
| 15w39a | Wolves are now slightly taller (0.85 blocks tall rather than 0.8, with babies 0.425 blocks tall rather than 0.4). | ||||||
| 15w46a | A tamed wolf's collar color now once again defaults to red. | ||||||
| 1.10 | 16w21a | Wild wolves no longer despawn. | |||||
| 1.11 | 16w32a | Changed the entity ID of wolves from Wolf to wolf. | |||||
| 1.13 | 18w07a | Wild wolves now attack baby turtles. | |||||
| 1.14 | 18w43a | 👁 Image 👁 Image Changed the textures of wolves and baby wolves. | |||||
| 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Changed the textures of tamed wolves. | |||||||
| 👁 Image Changed the texture of tamed baby wolves. | |||||||
| 👁 Image 👁 Image Changed the textures of angry wolves and angry baby wolves. | |||||||
| 19w07a | Wild wolves now attack foxes. | ||||||
| 19w11a | Tamed wolf kills now count as player kills, meaning mobs killed by tamed wolves have a chance to produce rare drops. | ||||||
| Previously, mobs killed by tamed wolves dropped only experience in addition to common drops. | |||||||
| 1.15 | 19w37a | Now have a 5% chance to spawn as babies. | |||||
| 19w45a | Changed the position of wolves' hind legs from 👁 Image to 👁 Image when sitting.[12] | ||||||
| 1.16 | 20w10a | Firework damage now provokes wolves.[13] | |||||
| 1.16.2 | Pre-release 3 | Wolves are now properly rendered in dark places. | |||||
| 1.18 | 21w44a | Wolves can now spawn on snow blocks. | |||||
| 1.20.5 | 23w51a | 👁 Image Tamed wolves can now wear wolf armor. | |||||
| 24w03a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Changed the collar textures of tamed wolves. | ||||||
| 👁 Image Changed the texture that wolf armor has when it is worn by a wolf. | |||||||
| 24w06a | Increased the maximum health of tamed wolves from 20HP👁 ❤️ × 10 to 40HP👁 ❤️ × 20. Preexisting tamed wolves need to be fed to reach the new maximum health. | ||||||
| Doubled the health restored by each item when it is fed to a tamed wolf. | |||||||
| Removed tamed wolves' hidden resistance to environmental damage. | |||||||
| Wolves are no longer damaged by snowballs from snow golems.[14] | |||||||
| 1.20.5 Experiment | 24w07a | Wild wolves now attack bogged. | |||||
| 1.20.5 | 24w10a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added eight new wolf variants. | |||||
| Wolves can now spawn on coarse dirt and podzol. | |||||||
| Wolves can now spawn in Sparse Jungle, Savanna Plateau and Wooded Badlands biomes. | |||||||
| 24w11a | When summoned using spawn eggs or commands, the variant selection now follows the natural spawning biome rules with some extensions. | ||||||
| 1.21 | 24w21a | Wolves now only panic from cactus, freezing, fire and lightning bolt damage. | |||||
| 1.21.2 | 24w33a | Wolves can now be fed with all types of fish and rabbit stew. | |||||
| pre1 | Wolf armor now shows the enchantment glint on wolves when enchanted. | ||||||
| 1.21.4 | 24w45a | Baby Wolves now get a collar with the color that is a mix between the parents' collar color if possible. | |||||
| Pocket Edition Alpha | |||||||
| v0.9.0 | build 1 | 👁 Image 👁 Image Added wolves and baby wolves. | |||||
| 👁 Image 👁 Image Wolves can be tamed and tamed wolves can be bred to make tamed baby wolves. | |||||||
| 👁 Image 👁 Image When wolves and baby wolves are hit by the player or the player's tamed wolves, they become angry. | |||||||
| build 2 | Wolves now have sounds. | ||||||
| build 9 | Wolves now have interact buttons at the bottom of the screen to tame and sit them. | ||||||
| v0.9.5 | Wolves now damage the player in Peaceful difficulty. | ||||||
| v0.11.0 | build 1 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Wolves' collars are now dyeable. | |||||
| v0.12.1 | build 11 | Tamed wolves now attack targets when hit with a bow. | |||||
| v0.13.0 | build 1 | Wolves now naturally attack skeletons and rabbits. | |||||
| v0.14.0 | build 1 | Baby zombie jockeys now search for nearby adult untamed wolves to mount prior to attacking a player, villager, or golem. | |||||
| v0.15.0 | build 1 | Baby husks can now mount wolves. | |||||
| Wolves now attack strays. | |||||||
| Pocket Edition | |||||||
| 1.1.0 | alpha 1.1.0.0 | Wolves now run away from llamas. | |||||
| Bedrock Edition | |||||||
| ? | Moved the tails of sitting wolves up slightly higher on their model. | ||||||
| 1.5.0 | beta 1.5.0.4 | Wild wolves now attack baby turtles. | |||||
| 1.10.0 | beta 1.10.0.3 | 👁 Image 👁 Image Changed the textures of wolves and baby wolves. | |||||
| 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Changed the textures of tamed wolves. | |||||||
| 👁 Image Changed the texture of tamed baby wolves. | |||||||
| 👁 Image 👁 Image Changed the textures of angry wolves and angry baby wolves. | |||||||
| 1.13.0 | beta 1.13.0.1 | Wild wolves now attack foxes. | |||||
| 1.16.0 | beta 1.15.0.51 | Wolves now spawn in forests, wooded hills and giant tree taigas. | |||||
| 1.18.20 | Preview 1.18.20.28 | Now deal 4HP👁 ❤️ 👁 ❤️ damage instead of 3HP👁 ❤️ 👁 💔 on normal mode. | |||||
| 1.20.60 Experiment | Preview 1.20.60.23 | 👁 Image Wolves can now wear wolf armor. | |||||
| 1.20.60 | Preview 1.20.60.25 | Wolves can now spawn on snow and top snow. | |||||
| 1.20.70 | Preview 1.20.70.20 | Increased the maximum health of tamed wolves from 20HP👁 ❤️ × 10 to 40HP👁 ❤️ × 20. Preexisting tamed wolves need to be fed to reach the new maximum health. | |||||
| Doubled the health restored by each item when it is fed to a tamed wolf. | |||||||
| 1.20.70 Experiment | Preview 1.20.70.20 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Changed the collar textures of tamed wolves. | |||||
| 👁 Image Changed the texture that wolf armor has when it is worn by a wolf. | |||||||
| 1.20.70 Experiment | Preview 1.20.70.24 | Wolves now attack bogged. | |||||
| 1.20.80 | Preview 1.20.80.20 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Changed the collar texture of tamed wolves. | |||||
| Wolf armor and the new wolf collar textures are no longer experimental. | |||||||
| Moved the tails of sitting wolves down slightly lower on their model. | |||||||
| Preview 1.20.80.21 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added eight new wolf variants. | ||||||
| Wolves can now spawn in savanna plateaus, sparse jungles, and wooded badlands. | |||||||
| Wolves now leap when attacking their targets. | |||||||
| Preview 1.20.80.23 | If spawned through non-natural means or due to a wolf pack spawning on a biome border, rusty wolves, spotted wolves, and striped wolves now spawn instead of pale wolves in all jungle, savanna, and badlands variants, respectively. | ||||||
| Upcoming Bedrock Edition | |||||||
| 1.21.60 | Preview 1.21.60.21 | Breeding wolves now produce offspring with one the parents' collar colors or a mixture of the parents' collar colors if the colors are compatible. | |||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | 👁 Image Added wolves. |
| 👁 Image Wolves can be tamed. | |||||||
| 👁 Image When wolves are hit by the player or the player's tamed wolves, they become angry. | |||||||
| TU7 | 👁 Image 👁 Image 👁 Image Added baby wolves. | ||||||
| Wolves can now be bred using any type of meat: raw chicken, cooked chicken, raw porkchop, cooked porkchop, raw beef, steak, or rotten flesh. A tamed wolf can only be bred when it is at full health. | |||||||
| Baby wolves spawn untamed. | |||||||
| TU8 | Baby wolves born from breeding are now tamed. | ||||||
| TU14 | 1.04 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Tamed wolves can now have dyeable collars. | |||||
| Baby wolves can now be spawned by using 👁 Left trigger on that mob using its spawn egg.[verify] | |||||||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | A tamed wolf's collar color now defaults to orange rather than red. | |
| Feeding baby wolves now accelerates their growth. | |||||||
| Wolves (both wild and tamed) now chase and attack both regular skeletons and wither skeletons. | |||||||
| Tamed wolves named using a name tag now display death messages to the owner. | |||||||
| TU32 | CU20 | 1.23 | 1.23 | 1.23 | A tamed wolf's collar color now once again defaults to red rather than orange. | ||
| 1.88 | All tamed wolves – even unnamed ones – now display death messages to their owner. | ||||||
| New Nintendo 3DS Edition | |||||||
| 0.1.0 | 👁 Image 👁 Image Added wolves and baby wolves. | ||||||
| 👁 Image 👁 Image Wolves can be tamed and tamed wolves can be bred to make tamed baby wolves. | |||||||
| 👁 Image 👁 Image When wolves and baby wolves are hit by the player or the player's tamed wolves, they become angry. | |||||||
Issues relating to "Wolf", "Wolves", or "Dog" are maintained on the bug tracker. Issues should be reported and viewed there.
/effect command to give a tamed wolf Health Boost 255, Absorption 255 and Regeneration 255, the wolf’s tail may begin spinning all the way around constantly, or just point directly up.
| Entities | |||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| Health points | 20HP👁 ❤️ × 10 |
|---|---|
| Behavior | Hostile |
| Mob type | Monster |
| Attack strength |
Small Fireball: 5HP👁 ❤️ 👁 ❤️ 👁 💔 Fire: 1HP👁 💔 per sec for 5 sec (HP👁 ❤️ 👁 ❤️ ) Contact: Easy: 4HP👁 ❤️ 👁 ❤️ Normal: 6HP👁 ❤️ 👁 ❤️ 👁 ❤️ Hard: 9HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 💔 |
| Hitbox size | In Java Edition: Height: 1.8 Blocks |
| Spawn |
|
{
"title": "Blaze",
"rows": [
{
"field": "20<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 10</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to Monster article, displayed as Monster)",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "'''In (link to Java Edition article, displayed as ''Java Edition''):'''<br>\nHeight: 1.8 Blocks<br>Width: 0.6 Blocks<br>\n'''In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>\nHeight: 1.8 Blocks<br>Width: 0.5 Blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EnvSprite nether-fortress.png article, displayed as 16x16px|link=Nether Fortress|alt=|class=pixel-image|)</span>(link to Nether Fortress article, displayed as <span class=\"sprite-text\">Nether Fortress</span>)</span>: \n* Light level of 11 or less \n* From (link to monster spawner article, displayed as monster spawners).",
"label": "(link to Mob spawning article, displayed as Spawn)"
}
],
"invimages": [
"Blaze Spawn Egg"
],
"images": [
"Blaze.gif",
"Blaze BE.gif"
]
}
A blaze is a hostile mob found in nether fortresses, and the only source of blaze rods. A blaze attacks by floating upward and shooting fireballs at its target in volleys of three at a time. It can also attack its target in melee range with its spinning rods.
Blazes may spawn naturally in nether fortresses in groups of 2 or 3 at a light level of 11 or less. Blazes may also spawn from monster spawners in nether fortresses. The spawners are located on small platforms with a three-block staircase leading up to it.
| Item | Roll Chance | Quantity (Roll Chance) | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| 👁 Invicon Blaze Rod.png: User:Minecraftgood786 drops Blaze Rod with quantity 0-1 | Blaze Rod | 100%[d 1] | 0–1 | 0–2 | 0–3 | 0–4 |
10XP experience orbs are dropped if killed by a player or tamed wolf.
Blazes can fly and are immune to damage from fire and lava. When not attacking, they stay on the ground or sink down slowly through the air. Blazes attempt to swim upward in lava or water. Blazes fall through lava and water when idle. Despite taking damage from water, blazes make no attempt to protect themselves if pushed or dropped into water. Their pathfinding does not avoid fire or lava[Java Edition only] but does avoid water. They take 5HP👁 ❤️
👁 ❤️
👁 💔
freezing damage from powder snow. Blazes are also hurt by snowballs, taking 3HP👁 ❤️
👁 💔
damage per hit. They are also damaged by splash water bottles, taking 1HP👁 💔
damage per hit. Like endermen, blazes are also damaged by rain by 1HP👁 💔
every half second.
Blazes target players within 48 blocks. If a blaze is damaged by a player or other mob, it alerts other blazes within 48 blocks to target the attacker.[Java Edition only] A blaze flies when it acquires a target, slowly approaching while attempting to remain from 0.5 to 3.5 blocks above the target.
A blaze's normal attack is a trio of small fireballs, shot from up to 48 blocks[Java Edition only] or 16 blocks.[Bedrock Edition only] Unlike with the ghast or breeze, a blaze's fireballs cannot be deflected. A blaze shoots only when it has a clear line of sight to its target. If line of sight is broken in the middle of its volley, the blaze suspends the remainder of its volley until line of sight returns. When using this attack, the blaze burns with fire for 3 seconds, shoots 3 small fireballs over the course of 0.9 seconds, then extinguishes its flames and waits for 5 seconds before attacking again. A blaze shoots its small fireballs with roughly the same lack of accuracy as a dispenser; however, the blaze's shots maintain the same speed all the way to the target, unlike the dispenser's, which start slow and accelerate.
A blaze that touches its target performs a melee attack that does 6HP👁 ❤️
👁 ❤️
👁 ❤️
damage on normal difficulty, once per second. This attack is not considered fire damage and does not ignite the target. This cannot be prevented by the Fire Resistance status effect.
Java Edition:
Blazes use the Hostile Creatures sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Blaze breathes | Hostile Mobs | Randomly | entity.blaze.ambient | subtitles.entity.blaze.ambient | 1.0 | 0.8–1.2 | 16 | |
| Blaze crackles | Hostile Mobs | Randomly | entity.blaze.burn | subtitles.entity.blaze.burn | 1.0–2.0 | 0.3–1.0 | 16 | |
| Blaze dies | Hostile Mobs | When a blaze dies | entity.blaze.death | subtitles.entity.blaze.death | 1.0 | 0.8–1.2 | 16 | |
| Blaze hurts | Hostile Mobs | When a blaze is damaged | entity.blaze.hurt | subtitles.entity.blaze.hurt | 1.0 | 0.8–1.2 | 16 | |
| Blaze shoots | Hostile Mobs | When a blaze shoots a fireball | entity.blaze.shoot | subtitles.entity.blaze.shoot | 2.0 | 0.8–1.2 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| ? | Hostile Mobs | Randomly | mob.blaze.breathe | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When a blaze dies | mob.blaze.death | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When a blaze is damaged | mob.blaze.hit | ? | 1.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When a blaze shoots a fireball | mob.blaze.shoot | ? | 3.0 | 0.8–1.2 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| 👁 EntitySprite blaze.png: Sprite image for blaze in Minecraft Blaze | blaze | fall_damage_immunefreeze_hurts_extra_types |
entity.minecraft.blaze |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
| 👁 EntitySprite blaze.png: Sprite image for blaze in Minecraft Blaze | blaze | 43 |
entity.blaze.name |
Blazes have entity data associated with them that contains various properties.
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Monster Hunter | Attack and destroy a monster. | Kill one of these 41 monsters:
| 15 | Bronze | |
| 👁 Image | 👁 Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| 👁 Image | 👁 Image | It Spreads | Kill a mob next to a catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement. | 10 | Bronze | |
| 👁 Image | 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| 👁 Image | 👁 Image | Into Fire | Relieve a Blaze of its rod. | Pick up a blaze rod from the ground. | 20 | Bronze | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Not Today, Thank You | Deflect a projectile with a Shield | Block any projectile with a shield. |
| 👁 Image 👁 Image | Into Fire | Relieve a Blaze of its rod | Have a blaze rod in the inventory. |
| 👁 Image 👁 Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| 👁 Image 👁 Image | Monster Hunter | Kill any hostile monster | Kill one of these 41 monsters:
|
| 👁 Image 👁 Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| 👁 Image 👁 Image | It Spreads | Kill a mob near a Sculk Catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this advancement. |
| 👁 Image 👁 Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| 👁 Image 👁 Image | Monsters Hunted | Kill one of every hostile monster | Kill each of these 41 monsters:
|
| 👁 Image 👁 Image | Arbalistic | Kill five unique mobs with one crossbow shot | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.0.0 | Beta 1.9 Prerelease | 👁 Image Added blazes. | |||||
| 👁 Image Blazes shoot small fireballs when attacking the player. | |||||||
| Beta 1.9 Prerelease 4 | Blazes now drop items only when they aren't on fire (about to attack); this has since been fixed, and they now have a chance to drop blaze rods any time they are killed. | ||||||
| Beta 1.9 Prerelease 5 | Blazes now drop a blaze rod only when killed by the player. | ||||||
| RC1 | Sounds specific to blazes have been added. They make "breath" sounds and make metallic clunks when hurt. | ||||||
| 1.4.2 | 12w36a | Due to the addition of wither skeletons, blazes now spawn less often in nether fortresses (the chance has been decreased from 43.5% to 35.7%). | |||||
| 1.7.2 | 1.7 | Blazes are no longer provoked when attacked by the player in Creative mode. | |||||
| 1.8 | 14w06a | The blaze's AI has been altered. Blazes now attempt to attack the player even if there are blocks between them. | |||||
| A blaze now alerts other blazes in a staggering 50 block radius around itself of the player's presence upon being hit, causing all blazes within the wide radius to swarm the player, if they have a clear path. | |||||||
| Blazes now have a decreased firing distance: previously, blazes would shoot at the player from about 32 blocks away once angered, but they now shoot from only 16 blocks. When the player moves out of their radius, they slowly "walk" over to the player, flying over obstructions in the way. When within melee range, the blaze now actively rushes toward the player and attempts to hit the player out of melee range, and shoots small fireballs once the player is out. | |||||||
| Blazes no longer attempt to swim in water or lava, instead sinking to the bottom. | |||||||
| 1.11 | 16w35a | Blazes are now dealt 1HP👁 💔 damage by splash water bottles. | |||||
| 1.14 | 18w43a | 👁 Image The texture of blazes has been changed. | |||||
| 1.14.3 | pre3 | Blazes now take knockback from damage from splash water bottles and lingering water bottles, which is applied away from the player. | |||||
| Blazes now drop experience when killed by splash or lingering water bottles thrown by players.[1] | |||||||
| 1.16 | 20w06a | Blazes no longer take damage from snowy weather.[2] | |||||
| 1.17 | 21w13a | Blazes now take extra damage when freezing. | |||||
| 1.19.3 | 1.19.4-pre2 | Blazes now have a weakness to freezing damage for the /damage command. | |||||
| 1.21.2 | 24w34a | Changed the texture for the bottom face of a blaze's rods were changed from 👁 Image to 👁 Image . | |||||
| Pocket Edition Alpha | |||||||
| v0.12.1 | build 1 | 👁 Image Added blazes. | |||||
| build 12 | Blazes are now neutral in Creative mode. | ||||||
| Blazes now have sounds. | |||||||
| v0.13.0 | build 1 | Blazes are now passive in Creative mode. | |||||
| v0.14.0 | build 1 | 👁 Image The blaze texture now glows. | |||||
| Pocket Edition | |||||||
| 1.0.0 | alpha 0.17.0.1 | Blazes are now dealt 1HP👁 💔 damage by splash water bottles. | |||||
| Bedrock Edition | |||||||
| 1.10.0 | beta 1.10.0.3 | 👁 Image The texture of blazes has been changed. | |||||
| 1.17.0 | beta 1.16.230.54 | Blazes now take extra damage from powder snow. | |||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU7 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | 👁 Image Added blazes. |
| TU8 | Blazes now drop 0–2 glowstone dust when killed. | ||||||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Blazes no longer drop 0-2 glowstone dust when killed. | |
| TU48 | CU38 | 1.41 | 1.41 | 1.41 | Patch 17 | Blazes drop 0-2 glowstone dust when killed again. | |
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | Blazes are now dealt 1HP👁 💔 damage by splash water bottles. |
| New Nintendo 3DS Edition | |||||||
| 0.1.0 | 👁 Image Added blazes. | ||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.11 | 16w32a | The entity ID of the blaze has been changed from Blaze to blaze. | |||||
| 16w40a | The blaze's life tag is no longer used for anything, but still saved/read. | ||||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.[more information needed] | |||||
Issues relating to "Minecraftgood786" are maintained on the bug tracker. Issues should be reported and viewed there.
| Entities | |||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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| Behavior | Hostile |
|---|---|
| Classification | Golem Boss |
{
"title": "Redstone Golem",
"rows": [
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to MCD:Golem article, displayed as Golem)<br>(link to MCD:Boss article, displayed as Boss)",
"label": "Classification"
}
],
"invimages": [],
"images": [
"Tempest_Golem.png"
]
}
The redstone golem is a golem and the boss of the Howling Peaks DLC found in the Gale Sanctum mission of Minecraft Dungeons.
Upon the shattering of the Orb of Dominance, one of its shards landed atop the Howling Peaks. From there, it corrupted the mighty redstone golem within the Gale Sanctum. From this sanctum, it brought harsh storms and dark clouds across the summit, threatening to blow the entire world to rubble. Amidst the snow and wind, illagers and heroes began climbing the mountain, racing to its peak. These heroes repelled the illagers, stormed into the tempest chamber, and destroyed the Redstone golem, bringing a soothing breeze across the mountain.
The Redstone Golem never moves from where it spawned, always remaining immobile similar to the Corrupted Cauldron. It has 4 different attacks. Chilling, Satchel of the Elements, and other freezing abilities do not affect the Redstone Golem's attack speed as it blocks attacks with its Shielding arms (However, it does work on the other DLC bosses like the Vengeful Heart of Ender). The tidstone Redstone Golem is invulnerable to damage unless the two pillars nearby are deactivated, causing it to be stunned temporarily.
The redstone Golem's melee, shield, and lightning attacks can knock away other mobs, but not damage them.
If a hero goes to either side of the Redstone Golem, it smashes the ground with one of its sword arms, creating a small shockwave around it and deal some or a bit of damage to the hero.
If a hero goes in front of the Redstone Golem's body, it won't hesitate to block itself and it will bravely and quickly block attacks with it's arms, dealing slightly heavy damage and knocking them away. It then closes them shortly after.
Occasionally, the Redstone Golem summons a lightning bolt to attack a hero. This is signified by a blue square on the ground which follows them for 3 seconds. After 3 seconds, lightning strikes down on that square, dealing heavy damage.
After the Redstone Golem is stunned and gets back up, or when it is initially activated, 2 squall golems from the back of the arena activate and attack the hero. There are 8 squall golems total in the back.
| Power | Min health | Power level |
|---|---|---|
| 1 | 768 | Default 1 |
| 4 | 1305 | Default 2 |
| 10 | 2073 | Default 3 |
| 16 | 3148 | Default 4 |
| 22 | 4224 | Default 5 |
| 27 | 5683 | Default 6 |
| 33 | 7603 | Default 7 and Adventure 1 |
| 39 | 9830 | Adventure 2 |
| 45 | 12595 | Adventure 3 |
| 51 | 16204 | Adventure 4 |
| 56 | 21964 | Adventure 5 |
| 62 | 29798 | Adventure 6 |
| 68 | 40243 | Adventure 7 and Apocalypse 1 |
| 74 | 51686 | Apocalypse 2 |
| 80 | 66355 | Apocalypse 3 |
| 86 | 85171 | Apocalypse 4 |
| 91 | 115968 | Apocalypse 5 |
| 97 | 157363 | Apocalypse 6 |
| 103 | 213196 | Apocalypse 7 |
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Redstone golem theme | ? | |
| Redstone golem theme end | ? | |
The Redstone golem is the only DLC boss to have 2 types of ambush sound effects. It is also the only boss that doesn't create the ambush sound effect on its own mission.
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Attack | ? | |
| Deactivate arm | ? | |
| Deactivate arm react | ? | |
| Deactivate shield | ? | |
| Deactivate shield react | ? | |
| Death | ? | |
| Hurt | ? | |
| Idle | ? | |
| Idle Separate | ? | |
| Intro | ? | |
| Ranged wind | ? | |
| Reactivate arm | ? | |
| Reactivate react | ? | |
| Reactivate shield | ? | |
| Shield attack | ? | |
| Shield attack 2 | ? | |
| Stun | ? | |
| Prespawn | ? | |
| Ranged attack | ? | |
| Ranged attack impact | ? | |
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Attack | ? | |
| Deactivate arm | ? | |
| Deactivate arm react | ? | |
| Deactivate shield foley | ? | |
| Deactivate shield vocal | ? | |
| Deactivate shield both | ? | |
| Hurt | ? | |
| Death | ? | |
| Idle | ? | |
| Intro | ? | |
| Jumpscare | ? | |
| Electric Sparks | ? | |
| Sparkle | ? | |
| Hard Spark | ? | |
| Reactivate arm | ? | |
| Reactivate react | ? | |
| Reactivate shield | ? | |
| Shield (Blocking) attack | ? | |
| Stun | ? | |
| Prespawn | ? | |
| Ranged attack | ? | |
| Ranged attack impact | ? | |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) |
|---|---|---|---|---|---|
| 👁 Image | Herd Mentality | Defeat the tempest golem while four pets are active. | — | 20G | Bronze |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) |
|---|---|---|---|---|---|
| 👁 Image | Taming the Storm | Complete Gale Sanctum on Adventure or Apocalypse difficulty. | — | 50G | Silver |
| Minecraft Dungeons | |||||||
|---|---|---|---|---|---|---|---|
| October 3, 2020 | Howling Peaks announced during Minecraft Live 2020, with the release date set to be in December 9 2020. | ||||||
| 1.5.0.0 | Added model, textures and sound files for the Redstone golem into the game, currently unused. Also added model information for a "Redstone Crystal." | ||||||
| 1.7.2.0 | 👁 Image Added the redstone golem. | ||||||
| 1.14.1.0 | The Redstone Golem is now always invulnerable to damage unless the two pillars are deactivated. | ||||||
| Reduced time it takes for the electric tornado attack to activate from 5 seconds to 3 seconds. | |||||||
Spanish Name: Golem De Andesita Roja
British Name: Tidstone Redstone Golem
Hindi Name: टिडस्टोन रेडस्टोन गोलेम
French Name: Golem De Pierre Rouge De Tidstone
Chinese Name: 风暴傀儡
| Minecraft Dungeons entities | |||||
|---|---|---|---|---|---|
| Friendlies |
| ||||
| Summonable pets |
| ||||
| Merchants | |||||
| Cosmetic pets |
| ||||
| Neutral mobs | |||||
| Enemies |
| ||||
| Powerful mobs |
| ||||
| Bosses |
| ||||
| Non-typical mobs |
| ||||
| Non-mob entites |
| ||||
| Cinematic only | |||||
| Unused | |||||
| Health points | 200HP👁 ❤️ × 100 |
|---|---|
| Behavior | Hostile |
| Mob type | Monster |
| Attack strength |
Melee: Peaceful: 0HP👁 🖤 |
| Hitbox size | Height: 8 blocks Width: 16 blocks |
| Speed | 0.7 |
| Spawn | 👁 Image The End |
{
"title": "Minecraftgood786",
"rows": [
{
"field": "200<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 100</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to Monster article, displayed as Monster)",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "Height: 8 blocks<br>Width: 16 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.7",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BiomeSprite the-end.png article, displayed as 16x16px|link=The End|alt=|class=pixel-image|)</span>(link to The End article, displayed as <span class=\"sprite-text\">The End</span>)</span>",
"label": "(link to Mob spawning article, displayed as Spawn)"
}
],
"invimages": [
"Ender Dragon Spawn Egg"
],
"images": [
"Ender Dragon.gif"
]
}
An ender dragon is a giant flying hostile boss mob found when first entering the End. It is the largest naturally spawning mob in the game. Defeating it activates the exit portal that allows return to the Overworld and spawns end gateways that provide entry to the outer end islands. Its attacks involve charging at the player and shooting fireballs that create damaging effect clouds.
The ender dragon spawns 20 game ticks (1 second) after an entity first arrives in the End, along with the bedrock frame for the exit portal.
Players can re-summon the dragon by placing four end crystals on the edges of the exit portal, one on each side. If the exit portal is ever destroyed, end crystals can be placed on obsidian blocks at the precise location where the original exit portal once stood. In Bedrock Edition, the crystals can be placed one block further away. When it is re-summoned, the four end crystals point to the tops of each pillar, setting off a series of explosions that resets the obsidian pillars, iron bars, and end crystals. The top of each pillar explodes, destroying any player-placed blocks. Eventually, all of the end crystals point at the coordinates of (0.0, 128, 0.0) and the ender dragon spawns there. The four crystals placed around the exit portal then explode. If the player does not pick up the dragon egg and starts to re-summon the dragon, the dragon egg disappears.
If the dragon goes through an end gateway, another immediately spawns at (0, 128, 0) while the other dragon flies to (0, 128, 0).
After the ender dragon is slain for the first time, the following events take place:
When a re-summoned ender dragon is slain, the same events occur, except that only 500XP experience points are dropped[Java Edition only], and if there are already 20 end gateway portals, no more are generated. In Java Edition, the dragon egg appears only the first time the ender dragon is slain; in Bedrock Edition, it appears the first and second time (due to a bug).
During the battle with the ender dragon, unique music called "Boss" plays, the edges of the screen darken, black fog appears, and chunks around the exit portal are constantly loaded regardless of render distance. These happen as long as there is at least one player within a Euclidean distance of 192 blocks from (0.0, 128, 0.0).
The ender dragon has a light purple health bar that appears at the top of the player's screen. Its health is restored by nearby end crystals, indicated by a white beam connecting the dragon and the crystal. Destroying an end crystal that is actively healing the dragon causes 10HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
damage to it.
The dragon can take damage only from explosions and player-based damage. In Java Edition it takes damage of (normal damage ÷ 4 + 1) when hit on any part that is not its head. In Bedrock Edition the dragon has similar armor, but is temporarily removed when a projectile hits its head. This damage reduction makes it the most resilient mob in the game despite it having less health than the wither. In Java Edition, although the particle is displayed, critical hits do not apply to the ender dragon, since it can be applied only to living entities. While the ender dragon is a living entity, the parts that are damaged are actually non-mob entities. Suffocation is completely non-applicable, as it either phases through or immediately destroys any block it touches.
The dragon is immune to all status effects, except for Instant Damage coming from the players (player-thrown splash or lingering potion of Harming).
By using the + shortcut, the dragon's bounding box appears.[Java Edition only] However, it cannot be damaged at just any spot in this large volume: eight green sub-hitboxes are also shown, which indicate the locations where the dragon can take damage: the tail, body, head, and wings.
The ender dragon is immune to fire, falling, drowning, freezing, poisoning, and even the void. Name tags also cannot be used on an ender dragon.
The ender dragon is a flying mob and cannot stand on the ground. It flies around the End's main island.
The dragon can pass through all blocks and destroys most of them, but it can still be affected by flowing water, lava, and bubble columns. Blocks not destroyed are those that naturally generate on the central End island, such as end stone, and those that are intended to be indestructible, such as bedrock.
In Java Edition, these blocks are marked under the dragon_immune tag, with the exception of light blocks and fire, which are marked as dragon_transparent.
Destroyed blocks are not dropped, although containers other than shulker boxes drop their contents.
The dragon never targets any entity but the player, although other mobs may turn hostile to the dragon when hit, and the dragon may sometimes retaliate against other mobs if it takes damage to a projectile. Any entities hit by its wings are dealt 5HP👁 ❤️
👁 ❤️
👁 💔
damage (or 10HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
damage if hit by its head), and in Java Edition, are thrown into the air, sometimes to fatal heights or off the island. Neither of these effects is applied for 1⁄2 second after the dragon takes damage.
The ender dragon has four main states of behavior:
In Java Edition, when the dragon takes a fatal blow, it flies toward the exit portal structure before dying, unless it cannot find it within 150 blocks, or it is inside blocks.
| Hitbox size | Height: 1 block Width: 1 block |
|---|
{
"title": "Dragon Fireball",
"rows": [
{
"field": "Height: 1 block<br>Width: 1 block",
"label": "(link to Hitbox article, displayed as Hitbox size)"
}
],
"invimages": [],
"images": []
}
Dragon fireballs are special fireballs that the ender dragon fires while strafing. They cannot be deflected unlike ghast fireballs, and they do no impact damage. Instead, they deposit purple effect clouds across the ground that damage players the same way a lingering potion of Harming II does. This means that the ender dragon's fireballs deal magic damage, which ignores any damage reduction that comes from the player's unenchanted armor. However, its damage does get reduced by armor enchanted with the Protection enchantment. The purple effect cloud's hitbox slowly grows larger in diameter until it disappears.
As with its close-ranged breath attack, the purple clouds can be bottled to obtain the dragon's breath.
Unlike lingering potions of Harming, the effect cloud does not shrink when affecting mobs.
Java Edition:
Ender dragons use the Hostile Creatures sound category for entity-dependent sound events.
Dragon fireballs use the Friendly Creatures sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Dragon roars | Hostile Mobs | Randomly | entity.ender_dragon.ambient | subtitles.entity.ender_dragon.ambient | 5.0 | 0.8–1.2 | 16 | |
| Dragon Screeches | Hostile Mobs | While an ender dragon is on its perch | entity.ender_dragon.growl | subtitles.entity.ender_dragon.growl | 2.5 | 0.8–1.1 | 16 | |
| Dragon growls | Hostile Mobs | While an ender dragon is being resummoned [sound 1] | entity.ender_dragon.growl | subtitles.entity.ender_dragon.growl | 64.0 | 0.8–1.1 | 16 | |
| Dragon dies | Hostile Mobs | When an ender dragon dies [sound 2] | entity.ender_dragon.death | subtitles.entity.ender_dragon.death | 5.0 | 1.0 | 16 (technical) / ∞ (effective) | |
| Dragon flaps | Hostile Mobs | Periodically depending on the ender dragon's speed | entity.ender_dragon.flap | subtitles.entity.ender_dragon.flap | 5.0 | 0.8–1.1 | 16 | |
| Dragon hurts | Hostile Mobs | When an ender dragon is damaged | entity.ender_dragon.hurt | subtitles.entity.ender_dragon.hurt | 5.0 | 0.8–1.2 | 16 | |
| Dragon shoots | Hostile Mobs | When an ender dragon shoots a fireball | entity.ender_dragon.shoot | subtitles.entity.ender_dragon.shoot | 10.0 | 0.8–1.2 | 16 | |
| Explosion | Hostile Mobs | When a dragon fireball impacts | entity.dragon_fireball.explode | subtitles.entity.generic.explode | 1.0 | 0.9–1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| ? | Hostile Mobs | Randomly and randomly while being resummoned, except while the pillars are being recharged | mob.enderdragon.growl | ? | 640.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When an ender dragon dies | mob.enderdragon.death | ? | 640.0 | 0.8–1.2 | |
| ? | Hostile Mobs | When an ender dragon is damaged | mob.enderdragon.hit | ? | 560.0 | 0.8–1.2 | |
| ? | Friendly Mobs | Periodically depending on if the ender dragon is perching | mob.enderdragon.flap | ? | 400.0 | 0.8–1.2 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| 👁 EntitySprite ender-dragon.png: Sprite image for ender-dragon in Minecraft Ender Dragon | ender_dragon | None | entity.minecraft.ender_dragon |
| 👁 EntitySprite dragon-fireball.png: Sprite image for dragon-fireball in Minecraft Dragon Fireball | dragon_fireball | impact_projectiles |
entity.minecraft.dragon_fireball |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
| 👁 EntitySprite ender-dragon.png: Sprite image for ender-dragon in Minecraft Ender Dragon | ender_dragon | 53 |
entity.ender_dragon.name |
| 👁 EntitySprite dragon-fireball.png: Sprite image for dragon-fireball in Minecraft Dragon Fireball | dragon_fireball | 79 |
entity.dragon_fireball.name |
Ender dragons have entity data associated with them that contain various properties.
Dragon fireballs have entity data associated with them that contain various properties.
In Java Edition, the /summon ender_dragon command, by default, summons a harmless ender dragon that hovers in place. Setting the DragonPhase tag (by issuing either the /summon ender_dragon ~ ~ ~ {DragonPhase:0} or the /data merge entity <selector> {DragonPhase:0} commands) starts the ender dragon's ordinary behavior, although the health bar does not appear because it is managed by the ender dragon fight status rather than by the dragon entity itself. If spawned away from the center of the map (x=0, z=0), it flies to the center then resumes normal behavior (see #Behavior).
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Monster Hunter | Attack and destroy a monster. | Kill one of these 41 monsters:
| 15 | Bronze | |
| 👁 Image | 👁 Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| 👁 Image | 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| 👁 Image | 👁 Image | The End | Kill the Ender Dragon | Enter the end exit portal. | 40 | Gold | |
| 👁 Image | 👁 Image | You Need a Mint | Collect dragons [sic] breath in a glass bottle | Have a dragon's breath bottle in your inventory. | 30 | Silver | |
| 👁 Image | 👁 Image | The End... Again... | Respawn the Ender Dragon | — | 30 | Silver | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Free the End | Good luck | Kill the ender dragon. If multiple players are involved in the dragon fight, only the player that deals the final blow to the dragon receives the advancement. |
| 👁 Image 👁 Image | The Next Generation | Hold the Dragon Egg | Have a dragon egg in the inventory. |
| 👁 Image 👁 Image | The End... Again... | Respawn the Ender Dragon | Be within a 192-block radius from the coordinates (0.0, 128, 0.0) when an ender dragon is summoned using End crystals. |
| 👁 Image 👁 Image | You Need a Mint | Collect Dragon's Breath in a Glass Bottle | Have a bottle of dragon's breath in the inventory. |
| 👁 Image 👁 Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| 👁 Image 👁 Image | Monster Hunter | Kill any hostile monster | Kill one of these 41 monsters:
|
| 👁 Image 👁 Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| 👁 Image 👁 Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| 👁 Image 👁 Image | Monsters Hunted | Kill one of every hostile monster | Kill each of these 41 monsters:
|
| 👁 Image 👁 Image | Arbalistic | Kill five unique mobs with one crossbow shot | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | Is It a Plane? | Look at the Ender Dragon through a Spyglass | — |
| 👁 Image 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| June 14, 2009 | Notch believed that Survival mode should have some sort of goal, which he had not yet formulated: "While it could be fun to just see how long you can survive in survival mode, I believe there might be a need for some kind of goal. Make the most money in a month? Kill a big evil mob in the shortest time? I don’t know yet." | ||||||
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| June 30, 2010 | In a video called "Minecraft Flight" posted by Notch on YouTube, he mentioned that dragon lairs may be an addition in the video description. | ||||||
| August 31, 2010 | Later in an interview on MinecraftCon 2010, Notch hinted at dragons as a possible planned mob. Then, for about one year, there was no more mention of it and dragons solely remained a potential work-in-progress. | ||||||
| June 18, 2011 | Notch has stated in the past that if dragons are added, they would not be mountable as it would put too much pressure on multiplayer servers. | ||||||
| September 1, 2011 | Notch stated that "dragons will be added eventually". | ||||||
| October 6, 2011 | The name "ender dragon" was first made known through a tweet by Notch reading "raqreqentba", which could be decoded using the ROT13 cipher, translating to "enderdragon". | ||||||
| October 7, 2011 | Notch reveals a screenshot of the "progress so far" on the ender dragon: the dragon flying through the skies of the End. He also shared an album of images of the ender dragon in flight through the Overworld, showcasing its animation. | ||||||
| October 9, 2011 | Notch tweets an example of a "texture packer tool" he wrote for the purpose of giving the ender dragon its skin. He shared his progress midway through designing the skin, later announced when the base texture was done, and posted when he had enlarged the wings. | ||||||
| October 10, 2011 | Notch released a video showing a small clip of the End that also shows the ender dragon fly into the top of the frame. | ||||||
| October 12, 2011 | In a Reddit post Notch also said, "They will be different dragons. The Ender Dragon will probably become larger, and the ones in the main world will be this size, won't go through terrain, and will be red because dragons are red."[1] | ||||||
| Notch stated in a Twitter post that "Dragons have 6 limbs", consisting of 2 wings, and 4 legs.[2] | |||||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease 4 | 👁 Image Added the ender dragon. | |||||
| The ender dragon currently exists in the code, mostly functional, however, the dragon has not been enabled in-game yet and players are unable to damage it. Certain mods can allow the spawning of the ender dragon, but again, no physical interactions are currently available. | |||||||
| Beta 1.9 Prerelease 5 | Added the ability for players to damage ender dragons. Ender dragons require mods or a mob spawner to be brought into the game, however. | ||||||
| The ender dragon's health has been changed to 1HP👁 💔 to test its new death animation. | |||||||
| Beta 1.9 Prerelease 6 | 👁 Image Ender dragons have been officially implemented into the game. This includes a single ender dragon as a boss battle, spawning naturally when the player first enters the End. | ||||||
| April 28, 2012 | Jeb mentioned that he wouldn't be adding any more boss mobs until he makes the ender dragon "more fun first". | ||||||
| 1.3.1 | 12w24a | The bug in which the ender dragon would be unable to damage the player after the player was attacked once has been fixed. | |||||
| The experience drop of ender dragons has been reduced from 20,000 to 12,000. | |||||||
| 1.4.2 | 12w34b | "Boss Health" now says "Ender Dragon". | |||||
| 1.4 | Before this update, ender dragons used the same damage sound as the player. Ender dragons now have their own sound. | ||||||
| The wither was added, despite jeb saying he would not add another boss until the ender dragon was revamped. | |||||||
| 1.5 | 13w09c | A bug where swords take no damage when used on the ender dragon has been fixed. | |||||
| 1.5.1 | 13w11a | Before this snapshot, the gamerule mobGriefing didn't prevent the ender dragons from destroying blocks when they fly through them. Now, mobGriefing from the /gamerule command prevents the ender dragon from destroying blocks at their sight. | |||||
| 2013 Music Update | A music track now accompanies the ender dragon boss fight. | ||||||
| 1.8 | 14w20a | The ender dragon no longer breaks barriers. | |||||
| 1.9 | 15w31a | The ender dragon boss fight has been revamped to be similar to the Legacy Console Edition. | |||||
| The ender dragon can now be re-summoned by placing clay in a creeper face pattern in the End. | |||||||
| The ender dragon no longer destroys iron bars. | |||||||
| 👁 Image The ender dragon produces a fireball during its attack. | |||||||
| 15w32a | The ender dragon's fireballs now give off ender acid particles upon exploding and no longer light ground on fire. | ||||||
| The ender dragon's charge/knockback attack has now returned. | |||||||
| The ender dragon's wings now damage the player, prevent side and back melee attacks when the dragon lands on the exit portal. | |||||||
| Dragon breath from the ender dragon now shoots out farther. | |||||||
| The ender dragon now immediately charges at the player after finishing the ender acid attack. | |||||||
| The ender dragon's ender acid attack now goes around the whole exit portal. | |||||||
| The ender dragon no longer stops attacking from single hits. | |||||||
| The ender dragon now flies back to portal before finishing the death animation. | |||||||
| The ender dragon no longer takes damage from snowballs, eggs, or other attacks that normally do no damage. | |||||||
| 15w32b | When fatally damaged, the ender dragon now flies to the exit portal and dies rather than resetting to 1HP👁 💔 and landing. | ||||||
| 15w33a | The ender dragon's wings no longer deal damage while the ender dragon is landed. | ||||||
| The ender dragon is now immune to arrows while landed. | |||||||
| The ender dragon no longer destroys end portal blocks, end portal frame blocks, or end gateway blocks. | |||||||
| The ender dragon's breath attack now lasts longer. | |||||||
| The ender dragon's fireball attack is now more or less equivalent to a lingering potion of Harming II. | |||||||
| 15w33c | Respawned ender dragons now drop 500 experience. | ||||||
| Respawning the dragon also respawns the end spikes and end crystals. | |||||||
| 15w44a | Respawning ender dragons now require placing 4 end crystals near the exit portal. | ||||||
| The ender dragon can no longer be re-summoned using clay. | |||||||
| 15w49a | The ender dragon no longer travels through portals. | ||||||
| The ender dragon no longer rides rideable entities such as minecarts or boats. | |||||||
| The ender dragon is no longer affected by status effects. | |||||||
| 1.11 | 16w35a | Hitboxes of the damageable portions of the ender dragon are now visible using + . | |||||
| 16w43a | The ender dragon is now able to draw from its own loot table. | ||||||
| 1.14 | 19w08a | Target selectors for the ender dragon (@e[type=minecraft:ender_dragon]) now target a total of 9 entities per dragon.[3] | |||||
| 19w08b | The ender dragon no longer dives straight down to the fountain, instead it slowly descends. | ||||||
| The ender dragon's AI in general has been heavily altered due to a typo in the dragon's vertical velocity while flying[4] | |||||||
| 19w12a | Due to the rewriting of the sound system the ender dragon's death sound now always plays at full volume even if the player moves while it is playing. | ||||||
| 1.15 | 19w39a | The ender dragon no longer has a separate texture for the bottom of its wing anymore. | |||||
| 19w41a | A black dot on transparent parts of wing texture has been removed from ender dragons. | ||||||
| A texture for part of wing bottom in the exploding ender dragon has been removed. | |||||||
| 19w46a | 👁 Image The texture of the dragon fireball has been changed. | ||||||
| 1.17 | 20w45a | Target selectors for the ender dragon target 1 entity per dragon once again. | |||||
| 1.19.3 | 22w44a | 👁 Image Added spawn eggs for ender dragons, which can be obtained only with commands as to avoid potential destruction of Creative builds.[5] | |||||
| 1.21.2 | 24w34a | Dragon fireballs no longer go through the world border if hit. | |||||
| Pocket Edition | |||||||
| 1.0.0 | alpha 0.17.0.1 | 👁 Image Added the ender dragon. | |||||
| 👁 Image The ender dragon produces a fireball during its attack. | |||||||
| alpha 1.0.0.2 | The ender dragon now goes to the nearest end crystal. | ||||||
| ? | Dragon fireballs no longer make a glass sound on impact. | ||||||
| 1.1.0 | alpha 1.1.0.0 | The entity ID of the ender dragon has been changed from dragon to ender_dragon. | |||||
| Bedrock Edition | |||||||
| 1.10.0 | beta 1.10.0.3 | 👁 Image The texture of the dragon fireball has been changed. | |||||
| 1.19.20 | Preview 1.19.20.22 | Ender dragons can no longer destroy crying obsidian, respawn anchors, light blocks, allow and deny blocks, borders, and jigsaw blocks. | |||||
| 1.19.60 | Preview 1.19.60.20 | 👁 Image Added spawn eggs for ender dragons. | |||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU9 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | 👁 Image Added the ender dragon with new attacks (dragon's breath and ender charges). |
| 👁 Image The ender dragon produces a fireball during its attack. | |||||||
| TU10 | Before this update, ender dragons used the same damage sound as the player. Ender dragons now have their own sound. | ||||||
| TU14 | 1.04 | The title of the ender dragon's health bar has been changed from "Enderdragon" to "Ender Dragon". | |||||
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Ender dragons now share their spawn limit category with the wither, meaning that the wither cannot be spawned in the end when the ender dragon is alive. | ||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | The ender dragon no longer takes damage from snowballs, eggs, or other attacks that normally do no damage.[is this the correct version?] | |
| Dragon fireballs now create dragon's breath on impact. Previously dragon's breath was only created by the ender dragon above the exit portal. | |||||||
| Dragon's breath now only deals damage every second instead of every half second. | |||||||
| Dragon's breath now deals knockback away from the ender dragon. | |||||||
| Dragon's breath can now be collected with a glass bottle. | |||||||
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | The spawn limit for boss mobs has been increased, meaning up to 4 withers can now be spawned in the end while the ender dragon is alive. |
| TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | 👁 Image The texture of the dragon fireball has been changed. |
| New Nintendo 3DS Edition | |||||||
| 1.7.10 | 👁 Image Added the ender dragon. | ||||||
| 👁 Image The ender dragon produces a fireball during its attack. | |||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.11 | 16w32a | The entity ID of the ender dragon has been changed from EnderDragon to ender_dragon.
| |||||
The fireball's entity ID has been changed from DragonFireball to dragon_fireball. | |||||||
| 16w40a | The tags xTile, yTile, zTile, inTile and inGround have been removed from the dragon fireball entity data.
| ||||||
The life tag of ender dragons is no longer used for anything, but still saved/read. | |||||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.[more information needed] | |||||
Issues relating to "Minecraftgood786" are maintained on the bug tracker. Issues should be reported and viewed there.
/spectate). When this happens, the player's camera appears about 1 block over the dragon's body.| Entities | |||||||||||||||||||||||||||||||||||
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| Behavior | Passive |
|---|---|
| Classification | Golem, Pet |
| In-game description The stone ministrosity is a chip off the old stone block. | |
{
"title": "Stone Ministrosity",
"images": [
"MCD Stone Ministrosity Idle.gif"
],
"rows": [
{
"field": "Passive",
"label": "Behavior"
},
{
"field": "(link to MCD:Golem article, displayed as Golem), (link to MCD:Pet (cosmetic) article, displayed as Pet)",
"label": "Classification"
}
],
"invimages": [],
"footer": "'''In-game description'''<br>The stone ministrosity is a chip off the old stone block."
}
The stone ministrosity is a pet ministrosity that can be unlocked as a reward in the Luminous Night seasonal adventure of Minecraft Dungeons.
The stone ministrosity appears to be a small stone golem with three eyes and a large mouth with two teeth.
The stone ministrosity is a purely cosmetic mob and does not attack any mobs.
| Sounds | ||
|---|---|---|
| Sound | Description | Identifier |
| Equip | S2_sfx_MiniStoneMonstrosity_Equip | |
| Idle | S2_sfx_MiniStoneMonstrosity_Idle | |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) |
|---|---|---|---|---|---|
| 👁 Image | Herd Mentality | Defeat the tempest golem while four pets are active. | — | 20G | Bronze |
| 👁 Image | So Last Season | Complete a mission with a full set of cosmetics (cape, pet, emote, flairs) from a previous season. | Complete a mission while equipped with a cape, pet, emote, and flair that had been acquired from season 1. | 50G | Silver |
| 👁 Image | Mine Is Cuter Than Yours! | Defeat the redstone monstrosity with any ministrosity pet equipped. | — | 10G | Bronze |
BabyRedstoneGolem.| Minecraft Dungeons | |||||||
|---|---|---|---|---|---|---|---|
| April 4, 2022 | The stone ministrosity is introduced as an upcoming pet to be added within the luminous night seasonal adventures. | ||||||
| 1.14.1.0 | 👁 Image Added the stone ministrosity. | ||||||
| Minecraft Dungeons entities | |||||
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| Summonable pets |
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| Merchants | |||||
| Cosmetic pets |
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| Neutral mobs | |||||
| Enemies |
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| Powerful mobs |
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| Bosses |
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| Non-typical mobs |
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| Non-mob entites |
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| Cinematic only | |||||
| Unused | |||||
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