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VOOZH | about |
Adult in Java Edition
Adult in Java Edition
Adult in Java Edition
Adult in Java Edition
Adult in Java Edition
Adult in Java Edition
| Health points | 20HPπ β€οΈ Γ 10 40HPπ β€οΈ Γ 20 to 100HPπ β€οΈ Γ 50 (leaders)β[JE only] |
|---|---|
| Armor points | 2 (π π‘ ) |
| Behavior | Hostile |
| Mob type | π Image Undead π Image Monster |
| Attack strength |
Easy: 2.5HPπ β€οΈ Γ 1.25 Normal: 3HPπ β€οΈ π π Hard: 4.5HPπ β€οΈ Γ 2.25 |
| Hitbox size | Adult In Java Edition: Height: 1.95 blocks Width: 0.6 blocks Adult In Bedrock Edition: |
| Speed | 0.23 |
| Knockback resistance |
0%β5% |
| Spawn | Light level of 0 When a zombie kills a villager, see Β§ Spawning for more information. When another zombie villager spawns a reinforcement. β[JE only] π Image Abandoned villages π Image Igloo |
| Natural equipment |
In Java Edition only:
|
| Usable items |
{
"extratext": "View [[#Villager variants|all variants]]",
"title": "Zombie Villager",
"images": [
"Plains Zombie Villager Base JE1.png",
"Plains Zombie Villager Base BE1.png",
"Plains Baby Zombie Villager JE2 BE2.png",
"Desert Zombie Villager Base.png",
"Desert Zombie Villager Base BE1.png",
"Desert Baby Zombie Villager JE2 BE2.png",
"Savanna Zombie Villager Base.png",
"Savanna Zombie Villager Base BE1.png",
"Savanna Baby Zombie Villager JE2 BE2.png",
"Taiga Zombie Villager Base.png",
"Taiga Zombie Villager Base BE1.png",
"Taiga Baby Zombie Villager JE2 BE2.png",
"Snowy Zombie Villager Base.png",
"Snowy Zombie Villager Base BE1.png",
"Snowy Baby Zombie Villager JE2 BE2.png",
"Jungle Zombie Villager Base.png",
"Jungle Zombie Villager Base BE1.png",
"Jungle Baby Zombie Villager JE2 BE2.png",
"Swamp Zombie Villager Base.png",
"Swamp Zombie Villager Base BE1.png",
"Swamp Baby Zombie Villager JE2 BE2.png"
],
"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=β€οΈ)</span> Γ 10</span> <br> 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=β€οΈ)</span> Γ 20</span> to 100<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=β€οΈ)</span> Γ 50</span> (leaders)β<sup class=\" nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Java Edition\">(link to Java Edition article, displayed as JE) only</span></i>]</sup>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "2 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"2 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=π‘)</span>)",
"label": "(link to Armor#Natural armor article, displayed as Armor points)"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite undead.png article, displayed as 16x16px|link=Undead|alt=|class=pixel-image|)</span>(link to Undead article, displayed as <span class=\"sprite-text\">Undead</span>)</span><br><span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite monster.png article, displayed as 16x16px|link=Monster|alt=|class=pixel-image|)</span>(link to Monster article, displayed as <span class=\"sprite-text\">Monster</span>)</span>",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "Easy: 2.5<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=β€οΈ)</span> Γ 1.25</span><br>Normal: 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=β€οΈ)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=π)</span></span><br>Hard: 4.5<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=β€οΈ)</span> Γ 2.25</span>",
"label": "Attack<br/>strength"
},
{
"field": "'''Adult In (link to Java Edition article, displayed as ''Java Edition''):'''<br>Height: 1.95 blocks<br>Width: 0.6 blocks<br>\n'''Adult In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>Height: 1.9 blocks<br>Width: 0.6 blocks<br>\n'''Baby:'''<br>Height: 0.98 blocks<br>Width: 0.49 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.23",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "0%β5%",
"label": "(link to Attribute#knockback_resistance article, displayed as Knockback<br/>resistance)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Drops#Equipped items article, displayed as Natural<br/>equipment)"
},
{
"field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite golden-apple.png article, displayed as 16x16px|link=Golden Apple|alt=|class=pixel-image|)</span>(link to Golden Apple article, displayed as <span class=\"sprite-text\">Golden Apple</span>)</span>",
"label": "Usable items"
}
],
"invimages": [
"Zombie Villager Spawn Egg"
]
}
A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness.
In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes.
In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2β4 of them will be replaced with zombie villagers.
Additionally, if a zombie, husk, drowned, zombie villager, or zombified piglinβ[JE only] kills a villager, that villager has a chance of turning into a zombie villager depending on the game difficulty.
| Difficulty | Chance |
|---|---|
| Easy | 0% |
| Normal | 50% |
| Hard | 100% |
In Java Edition, a converted zombie villager does not despawn if the player has traded with it at least once prior to its conversion, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all converted zombie villagers are persistent.
Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagersβ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn. In Bedrock Edition[verify], these zombie villagers can open doors instead of breaking them.
A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn.
On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of zombie villagers spawn as leaders, getting a 50-75% boost to that chance.
Baby zombie villagers make up 5% of zombie villager spawns. They behave similarly to regular zombie villagers, with the following differences:
Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers Γ 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies.
In Bedrock Edition, 15% of naturally spawned baby zombie villagers are supposed to start riding a mob and become a jockey when it tries attacking, but doesn't due to MCPE-234690.
This is due to the fact that in the zombie_villager_v2.json file, in the baby component group, it has the minecraft:type_family component, which has baby_undead, which makes the baby zombie villager able to ride mobs.
"baby":{ "minecraft:experience_reward":{ "on_death":{ "expression":"query.last_hit_by_player ? 12 + (query.equipment_count * Math.Random(1,3)) : 0", "version":13 } }, "minecraft:is_baby":{}, "minecraft:scale":{ "value":0.5 }, "minecraft:collision_box":{ "height":1.96, "width":0.98 }, "minecraft:type_family":{ "family":[ "baby_undead",//Baby zombie villagers are supposed to be in this family, but they are not because of other component groups overiding this component, such as the one below "zombie_villager", "zombie", "undead", "monster", "mob" ] } }, "unskilled":{//An example component group that has the "minecraft:type_family" component. "minecraft:type_family":{ "family":[ "unskilled", "zombie_villager", "zombie", "undead", "monster", "mob" ] }, "minecraft:variant":{ "value":0 } },
However, in the minecraft:entity_spawned event, there is an incorrect entity filter applied when a zombie villager spawns with a profession:
//This spawn event is applied when mobs spawn naturally "minecraft:entity_spawned":{ "sequence":[ { "filters":{"test":"has_component","operator":"not","value":"minecraft:variant"}//This filter has no effect on the zombie villagers that spawn "randomize":[ { "add":{ "component_groups":[ "adult" ] }, "remove":{}, "weight":9500 }, { "add":{ "component_groups":[ "baby" ] }, "remove":{}, "weight":425 }, { "add":{ "component_groups":[ "baby", "jockey" ] }, "remove":{}, "weight":75 } ] }, { "filters":{ "all_of":[ {"test":"has_component","operator":"not","value":"minecraft:variant"} {"test":"has_component","operator":"not","value":"minecraft:is_baby"}//This filter is supposed to stop baby zombie villagers from gaining professions when they spawn, but this filter has no effect. ] } "randomize":[ { "add":{ "component_groups":[ "unskilled" ] }, "weight":1 }, { "add":{ "component_groups":[ "nitwit" ] }, "weight":1 }, { "add":{ "component_groups":[ "farmer" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "fisherman" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "shepherd" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "fletcher" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "librarian" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "cartographer" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "cleric" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "armorer" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "weaponsmith" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "toolsmith" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "butcher" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "leatherworker" ] }, "remove":{}, "weight":1 }, { "add":{ "component_groups":[ "mason" ] }, "remove":{}, "weight":1 } ] }, { "trigger":"minecraft:add_biome_and_skin" }, { "randomize":[ { "add":{ "component_groups":[ "can_break_doors" ] }, "weight":10 }, { "weight":90 } ] } ] }
The second commented entity filter tries to prevent adding professions to babies, but filters like this only apply when in a "lifetime" event, not a spawning event. Thus, this filter has no effect on the baby zombie villagers that spawn. The component groups of the professions that zombie villagers have contain the minecraft:type_family components that override the baby component group's minecraft:type_family component, preventing baby zombie villagers being part of the baby_undead family, which prevents them from riding mobs. However, they are still part of the zombie family, and skeleton horses are rideable by mobs in said family, which means that baby zombie villager jockeys can only search for nearby skeleton horses to mount.
Using the /ride command, it is possible to make a "converted" baby zombie villager ride:
Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanternsβ[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item:
Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.
Armor worn by zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (π π‘
), which gives 1.6 - 8% damage reduction from most sources.
Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material).
| Easy | Normal | Hard | |
|---|---|---|---|
| Can pick up loot | 0% | 0%-55%[note 1] | 6.875%-55%[note 1] |
| Armor | 0% | 0%-15%[note 1] | 1.875%-15%[note 1] |
| Armor enchantment[note 2] | 0% | 0%-50%[note 1] | 6.25%-50%[note 1] |
| Weapon[note 3] | 1% | 1% | 5% |
| Weapon enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
If a zombie villager does spawn with armor, the chances of specific armor are as follows:
| Armor | Easy & Normal | Hard |
|---|---|---|
| Helmet | 100% | 100% |
| Helmet & chestplate | 75% | 90% |
| Helmet & chestplate & leggings | 56.25% | 81% |
| Full set | 42.19% | 72.9% |
The chances of particular materials are:
| Armor type | Chance |
|---|---|
| Leather | 23.60% |
| Copper | 32.23% |
| Gold | 33.29% |
| Chain | 9.73% |
| Iron | 1.10% |
| Diamond | 0.04% |
Any zombie villager that spawns with equipmentβ[Java Edition only] (picked-up items don't count) drops 1β3 extra experience per item.
A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block.
Below is a table listing the various biome outfits and professions, along with the specific job site block that each profession requires:
A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example.
Plains variant
Taiga variant
Jungle variant
Savanna variant
Snowy variant
Swamp variant
Desert variant
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rotten Flesh | 0β2 | 66.67% | 1.00 | 0β3 | 83.33% | 1.50 | 0β4 | 91.67% | 2.00 | 0β5 | 94.44% | 2.50 |
| π Image | Iron Ingot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 |
| π Image | Carrot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 |
| π Image | Potato[A][B] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 |
| π Image | Baked Potato[A][C] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rotten Flesh | 0β2 | 2β3 | 1 | 0β3 | 5β6 | 3β2 | 0β4 | 11β12 | 2 | 0β5 | 17β18 | 5β2 |
| π Image | Iron Ingot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 |
| π Image | Carrot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 |
| π Image | Potato[A][B] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 |
| π Image | Baked Potato[A][C] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Rotten Flesh | 0 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) |
| 1 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 5β18 (27.78%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 5β18 (27.78%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | 5β2 (2.50) | ||
| π Image | Iron Ingot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| π Image | Carrot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| π Image | Potato[A][B] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| π Image | Baked Potato[A][C] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Rotten Flesh | 1.00 | 1.50 | 2.00 | 2.50 |
| π Image | Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| π Image | Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| π Image | Potato[A][B] | 0.01 | 0.01 | 0.01 | 0.02 |
| π Image | Baked Potato[A][C] | 0.01 | 0.01 | 0.01 | 0.02 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rotten Flesh | 0β2 | 66.67% | 1.00 | 0β3 | 66.67% | 1.33 | 0β4 | 66.67% | 1.67 | 0β5 | 66.67% | 2.00 |
| π Image | Iron Ingot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 |
| π Image | Carrot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 |
| π Image | Potato[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 |
| π Image | Music Disc Lava Chicken[A][B][C] | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rotten Flesh | 0β2 | 2β3 | 1 | 0β3 | 2β3 | 4β3 | 0β4 | 2β3 | 5β3 | 0β5 | 2β3 | 2 |
| π Image | Iron Ingot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 |
| π Image | Carrot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 |
| π Image | Potato[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 |
| π Image | Music Disc Lava Chicken[A][B][C] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Rotten Flesh | 0 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) |
| 1 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 2β9 (22.22%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 4β3 (1.33) | 5β3 (1.67) | 2 (2.00) | ||
| π Image | Iron Ingot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| π Image | Carrot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| π Image | Potato[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| π Image | Music Disc Lava Chicken[A][B][C] | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Rotten Flesh | 1.00 | 1.33 | 1.67 | 2.00 |
| π Image | Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| π Image | Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| π Image | Potato[A] | 0.01 | 0.01 | 0.01 | 0.02 |
| π Image | Music Disc Lava Chicken[A][B][C] | 1.00 | 1.00 | 1.00 | 1.00 |
Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up.
In Java Edition[1], a zombie villager can spawn with any of the following:
Zombie villagers have an 8.5% chance of dropping their naturally-spawned equipment (other than Halloween pumpkins), and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III). They cannot drop the diamond swords that they occasionally wield during ominous trials.
Adult zombie villagers drop 5XP and an additional 1β3XP per naturally-spawned equipment. Baby zombie villagers drop 12XP experience.
Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged.
Zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, due to a bug, baby zombie villagers can have professions.
In Java Edition, zombie villagers are never spawned as part of a zombie siege, but if a zombie villager naturally spawns nearby, it will join the siege and behave like all other zombies.
Zombie villagers wielding spears have different attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended or they get too close to their target, they walk away to increase the distance between them and their target before turning around to begin another charge.
Being an undead mob, they are:
Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by:
/effect command, if cheats are enabled.The weakened zombie villager must then be healed by using a (non-enchanted[2]) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure.
Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3 to 5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9Γ9Γ9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%.[3]
During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times.
At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession.
A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts.
Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful.
15% of nearby baby zombies, husks, or gurgles may ride an adult zombie villager to form a jockey.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| βZombie Villager groans | Hostile Mobs | Randomly | entity.zombie_villager.ambient | subtitles.entity.zombie_villager.ambientβ | 1.0 | 0.8β1.2 (Baby: 1.8β2.2) | 16 | |
| βZombie Villager hurts | Hostile Mobs | When a zombie villager is damaged | entity.zombie_villager.hurt | subtitles.entity.zombie_villager.hurtβ | 1.0 | 0.8β1.2 (Baby: 1.8β2.2) | 16 | |
| βZombie Villager dies | Hostile Mobs | When a zombie villager dies | entity.zombie_villager.death | subtitles.entity.zombie_villager.deathβ | 1.0 | 0.8β1.2 (Baby: 1.8β2.2) | 16 | |
| βFootsteps | Hostile Mobs | While a zombie villager is walking | entity.zombie_villager.step | subtitles.entity.zombie_villager.stepβ | 0.15 | 1.0 | 16 | |
| βZombie infects | Hostile Mobs | When a zombie villager infects a villager | entity.zombie.infect | subtitles.entity.zombie.infectβ | 2.0 | 0.8β1.2 | 16 | |
| βDoor shakes | Hostile Mobs | While a zombie villager is breaking a wooden door | entity.zombie.attack_wooden_door | subtitles.entity.zombie.attack_wooden_doorβ | 2.0 | 0.8β1.2 | 16 | |
| βDoor breaks | Hostile Mobs | When a zombie villager breaks a wooden door | entity.zombie.break_wooden_door | subtitles.entity.zombie.break_wooden_doorβ | 2.0 | 0.8β1.2 | 16 | |
| βTurtle Egg stomped | Hostile Mobs | When a zombie villager is jumping on turtle eggs | entity.zombie.destroy_egg | subtitles.entity.zombie.destroy_eggβ | 0.5 | 0.9β1.1 | 16 | |
| βZombie Villager snuffles | Hostile Mobs | When a zombie villager begins curing | entity.zombie_villager.cure | subtitles.entity.zombie_villager.cureβ | 1.0β2.0 | 0.3β1.0 | 16 | |
| βZombie Villager vociferates | Hostile Mobs | When a zombie villager finishes curing | entity.zombie_villager.converted | subtitles.entity.zombie_villager.convertedβ | 2.0 | 0.8β1.2 | 16 | |
| βBlock broken [sound 1] | ? | Unused sound event[sound 2] | entity.zombie.attack_iron_door | subtitles.block.generic.breakββ[sound 1]β | None | None | None | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| β ? | Hostile Mobs | Randomly | mob.zombie_villager.say | β ? | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | |
| β ? | Hostile Mobs | When a zombie villager is damaged | mob.zombie_villager.hurt | β ? | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | |
| β ? | Hostile Mobs | When a zombie villager dies | mob.zombie_villager.death | β ? | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | |
| β ? | Hostile Mobs | While a zombie villager is walking | mob.zombie.step | β ? | 0.45 | 1.0 (Baby: 1.5) | |
| β ? | Hostile Mobs | While a zombie villager is breaking a wooden door | mob.zombie.wood | β ? | 1.0 | 1.0 | |
| β ? | Hostile Mobs | When a zombie villager breaks a wooden door | mob.zombie.woodbreak | β ? | 1.0 | 1.0 | |
| β ? | Players | When a zombie villager is jumping on turtle eggs | fall.egg | β ? | 0.5 | 0.9β1.0 | |
| β ? | Hostile Mobs | When a zombie villager begins curing | mob.zombie.remedy | β ? | 1.0β2.0 | 0.3β1.0 | |
| β ? | Hostile Mobs | When a zombie villager finishes curing | mob.zombie.unfect | β ? | 1.0β2.0 | 0.3β1.0 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| π EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft Zombie Villager | zombie_villager | burn_in_daylightcan_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmundeadwither_friendszombiessensitive_to_smite |
entity.minecraft.zombie_villager |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| π EntitySprite zombie-villager-revision-1.png: Sprite image for zombie-villager-revision-1 in Minecraft Zombie Villager (old) | zombie_villager | 44 |
armorerbutchercartographerclericfarmerfishermanfletcherleatherworkerlibrarianmobmonsternitwitshepherdstone_masontoolsmithundeadweaponsmithzombiezombie_villager | entity.zombie_villager.name |
| π EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft Zombie Villager (new) | zombie_villager_v2 | 116 |
armorerbaby_undeadbutchercartographerclericfarmerfishermanfletcherleatherworkerlibrarianmobmonsternitwitshepherdstone_masontoolsmithundeadunskilledweaponsmithzombiezombie_villager | entity.zombie_villager_v2.name |
Zombie villagers have entity data associated with them that contains various properties.
major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when sharedminor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when sharedmajor_positive: weight 5, max 20, +20 when cured, does not decrease and never sharedminor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when sharedtrading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when sharedmajor_negative, minor_negative, major_positive, minor_positive, and trading.minecraft:villager/variant component.| Type | Data value |
|---|---|
| π Image Desert |
minecraft:desert
|
| π Image Jungle |
minecraft:jungle
|
| π Image Plains |
minecraft:plains
|
| π Image Savanna |
minecraft:savanna
|
| π Image Snowy |
minecraft:snow
|
| π Image Swamp |
minecraft:swamp
|
| π Image Taiga |
minecraft:taiga
|
| Profession | Data value |
|---|---|
| π Image Armorer |
minecraft:armorer
|
| π Image Butcher |
minecraft:butcher
|
| π Image Cartographer |
minecraft:cartographer
|
| π Image Cleric |
minecraft:cleric
|
| π Image Farmer |
minecraft:farmer
|
| π Image Fisherman |
minecraft:fisherman
|
| π Image Fletcher |
minecraft:fletcher
|
| π Image Leatherworker |
minecraft:leatherworker
|
| π Image Librarian |
minecraft:librarian
|
| π Image Nitwit |
minecraft:nitwit
|
| π Image Unemployed |
minecraft:none
|
| π Image Mason |
minecraft:mason
|
| π Image Shepherd |
minecraft:shepherd
|
| π Image Toolsmith |
minecraft:toolsmith
|
| π Image Weaponsmith |
minecraft:weaponsmith
|
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| π Image | π Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| π Image | π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | Armor stands and players also count for this achievement as they are technically mobs. | 10 | Bronze | |
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| π Image π Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| π Image π Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| π Image π Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| π Image π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | π Image Armor Stand and π Image Mannequin also count for this advancement. |
| π Image π Image | Arbalistic | Kill five unique mobs with one crossbow shot | π Image Armor Stand and π Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| π Image π Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.4.2 | 12w32a | π Image Added zombie villagers. | |||||
| π Image Added baby zombie villagers. | |||||||
| 5% of zombies spawned are zombie villagers, and villagers now become infected when killed by a zombie. Infecting a baby villager creates a baby zombie villager, which is faster than a normal zombie and does not age. | |||||||
| Zombie villagers under the effects of a potion of Weakness can be cured by using a golden apple on them. | |||||||
| 12w34a | Zombie villagers now have two new rare drops β carrots and potatoes. | ||||||
| 12w34b | Zombie villagers can now pick up and equip dropped items.[4][5] | ||||||
| If killed, zombie villagers now drop the item they are holding. | |||||||
| Zombie villagers can now survive in sunlight, if they are wearing a helmet or a pumpkin.[6] | |||||||
| 12w37a | π Image π Image π Image π Image On Halloween, zombie villagers can now spawn wearing pumpkins or jack o'lanterns. | ||||||
| 1.5 | 13w03a | Zombie villagers are now able to set the player on fire, if they are on fire and they attack the player. | |||||
| Zombie villagers can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie villager. | |||||||
| Zombie villagers now cause more damage when their health is lower. | |||||||
| 1.6.1 | 13w17a | When damaged, zombie villagers now have a low chance to spawn more zombies. | |||||
| 13w21a | Zombie villager damage increasing with decreasing health has been removed. | ||||||
| 13w23b | Zombie villager AI and mechanics have been changed β this has now made them much more horde-like. | ||||||
| Zombie villagers are now able to detect the player up to 40 blocks. | |||||||
| 1.6.2 | pre | Baby zombie villagers now spawn among regular ones. | |||||
| Baby zombie villagers now have the same percentage of spawning as zombie villagers. | |||||||
| 1.7.2 | 13w36a | Baby zombie villagers now drop loot and experience. | |||||
| 1.7.4 | 13w49a | Added zombie villager chicken jockeys β a rare version of the baby zombie villager. | |||||
| 1.8 | 14w11a | Zombie villagers now run away from creepers that are about to explode. | |||||
| 14w30a | Zombie villagers now drop a zombie head when killed by a charged creeper. | ||||||
| 1.8.1 | pre1 | Zombie villagers no longer run away from creepers that are about to explode. | |||||
| 1.9 | 15w32a | The detection range of zombie villagers is now halved when the player is wearing a zombie mob head. | |||||
| 15w33c | The zombie villager's detection range for players wearing the zombie head has been adjusted, now 37.5% of the normal range. | ||||||
| 15w34a | Zombie villagers now have an attack animation similar to the one they had in Survival Test, even without weapons. | ||||||
| 15w35a | π Image π Image π Image π Image π Image π Image Zombie villagers now retain their professions and clothes, which have a tattered appearance. Before this version, the zombie villager's body texture shared the same texture as the regular zombie's, including Steve's clothes. | ||||||
| π Image π Image π Image π Image π Image π Image Baby zombie villagers now retain their professions and clothes, which have a tattered appearance. | |||||||
| 15w36a | The zombie villager's detection range for players wearing the zombie head is now again 50% of the normal range. | ||||||
| 15w43a | A zombie villager priest can now be found caged in an igloo basement. | ||||||
| 1.10 | 16w20a | "Generic" green-robed zombie villager has been removed, due to the new ZombieType tag not allowing invalid villager professions.
| |||||
| Zombie villagers now spawn in abandoned villages. | |||||||
| pre1 | The chance of a zombie villager setting the target on fire when burning, and the duration of the effect, now depends on raw regional difficulty. | ||||||
| Zombie villagers that spawn as part of abandoned villages no longer despawn. | |||||||
| 1.11 | 16w32a | Added a zombie villager spawn egg. | |||||
| The zombie villager's in-game name has been changed to "Zombie Villager" instead of "Zombie". | |||||||
| Zombie villagers no longer drop zombie heads when killed by a charged creeper. | |||||||
| Zombie villagers no longer spawn from zombie spawners.[7] | |||||||
| Zombie villagers can no longer spawn from normal zombie spawn eggs. | |||||||
| 16w32b | π Image π Image Generic zombie villagers have been re-added, along with their normal villager counterpart. | ||||||
| 16w39a | Zombie villagers now have their own sounds. | ||||||
| 1.13 | 18w07a | Zombie villagers now intentionally stomp on turtle eggs and attack turtles. | |||||
| 18w10d | Baby zombie villagers now burn in the sun. | ||||||
| 18w19a | Zombie villagers now sink in water. | ||||||
| Zombie villagers no longer drown underwater. | |||||||
| 1.14 | 18w50a | Zombie villagers now have new skins, corresponding to biome and profession. | |||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added jungle zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added plains zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added savanna zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added swamp zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. | |||||||
| π Image π Image π Image π Image π Image π Image π Image Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. | |||||||
| Cured zombie villagers now retain their trades. | |||||||
| 1.15 | 19w37a | Mobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them. | |||||
| 19w41a | Zombie villagers that were converted from villagers are supposed to no longer despawn. However, they still do.[8] | ||||||
| 19w46a | Baby zombie villagers can now be spawned by using a zombie villager spawn egg on an existing zombie villager.[9] | ||||||
| 1.16 | 20w06a | Zombie villagers that were converted from villagers no longer despawn.[8] | |||||
| 1.17 | 21w11a | π Image The overlay texture of the zombie librarian now have been changed. π Image π Image π Image π Image π Image π Image π Image | |||||
| 21w13a | Legacy zombie villager texture[10] have been removed. | ||||||
| Zombie villagers drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source. | |||||||
| 1.17.1 | pre1 | Zombie villagers no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||
| 1.18 | 21w41a | The profession textures of Zombie Armorer and Zombie Weaponsmith have been changed. π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image | |||||
| 1.19 | 22w17a | The sole textures of the Jungle, Plains, Savannna, and Snowy and arms of Weaponsmith have been changed. π Image π Image | |||||
| 1.20.2 | 23w31a | Villagers no longer offer additional discounts after being cured more than once [11] | |||||
| 1.20.3 | 23w40a | Zombie villagers are now part of the #can_breathe_under_water, #undead and #zombies tags. | |||||
| 1.21.2 | 24w33a | Zombie villagers now spawn more zombie villagers as zombie reinforcements instead of regular zombies.[12] | |||||
| Now naturally spawn with armor in the order of (most likely to least likely): helmet, chestplate, leggings, boots.[13] | |||||||
| 1.21.11 | 25w41a | Zombie villagers can now use spears. | |||||
| 26.1 | snap1 | Leader zombie villagers now spawn with their maximum health instead of 20 health.[14] | |||||
| snap7 | π Image π Image π Image π Image π Image π Image π Image The model and textures of baby zombie villagers have been changed. | ||||||
| 26.2 | snap5 | The heights of baby zombie villagers have been changed from 0.99 blocks to 0.98 blocks, to match Bedrock Edition. | |||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.12.1 | build 1 | π Image π Image π Image π Image π Image π Image Added zombie villagers. | |||||
| π Image π Image π Image π Image π Image π Image Added baby zombie villagers. | |||||||
| Zombie villagers retain their professions and clothes, which have a tattered appearance. | |||||||
| v0.14.0 | build 1 | Baby zombie villagers now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders, or spiders. | |||||
| v0.15.0 | build 1 | Baby zombie villagers can now mount adult husks and horse variants. | |||||
| Pocket Edition | |||||||
| 1.1.0 | alpha 1.1.0.9 | Zombie villagers now have their own sounds. | |||||
| Bedrock Edition | |||||||
| ? | Baby zombie villagers can no longer mount adult zombie pigmen. | ||||||
| 1.4.0 | beta 1.2.20.1 | Baby zombie villagers now burn in daylight. | |||||
| 1.5.0 | beta 1.5.0.0 | Zombie villagers now sink underwater. | |||||
| beta 1.5.0.4 | Zombie villagers now attack baby turtles and stomp on turtle eggs. | ||||||
| 1.8.0 | beta 1.8.0.8 | Baby zombie villagers can now mount pandas and stray cats. | |||||
| 1.10.0 Experiment | beta 1.10.0.3 | Zombie villagers are now split into 2 different mobs, new zombie villagers (which are only available behind Experimental Gameplay) now have new skins, coresponding to biome and profession. | |||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added jungle zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added plains zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added savanna zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added swamp zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. | |||||||
| π Image π Image π Image π Image π Image π Image π Image Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. | |||||||
| Added nitwit, mason, and unemployed zombie villager professions. | |||||||
| Zombie villagers now attack wandering traders. | |||||||
| Cured zombie villagers can now retain their trades. | |||||||
| 1.11.0 | beta 1.11.0.3 | The new zombie villagers are now available outside of Experimental Gameplay. | |||||
| 1.12.0 | beta 1.12.0.2 | The new zombie villagers now have sounds. | |||||
| 1.13.0 | beta 1.13.0.1 | The old zombie villagers no longer spawn naturally. However, they still exist. | |||||
| 1.16.0 | beta 1.15.0.51 | Zombie villagers can no longer break iron doors.[15] | |||||
| beta 1.16.0.51 | Zombie villagers now have ability to pick up items. | ||||||
| 1.17.30 | beta 1.17.30.20 | Zombie villagers no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||
| 1.19.20 | Preview 1.19.20.20 | 10% of zombie villagers that spawn can now break doors, instead of all of them.[16] | |||||
| 1.20.30 | Preview 1.20.30.21 | Zombie villagers being cured back into villagers more than once no longer offer additional discounts after. | |||||
| 1.20.40 | Preview 1.20.40.20 | Zombie villager curing time is no longer a set value of 2000 ticks, and is instead a random value between 3600 and 6000 ticks. | |||||
| 1.21.60 | Preview 1.21.60.21 | Zombie villagers that spawn in mangrove swamps now use the swamp skin. | |||||
| 1.21.130 | Preview 1.21.130.26 | Baby zombie villagers can no longer mount other mobs as jockeys. | |||||
| Preview 1.21.130.27 | Zombie villagers can now pick up spears and use their charge attack. However, unlike Java Edition, they cannot spawn holding iron spears. | ||||||
| 26.0 | Preview 26.0.23 | Zombie villagers are now part of the monster spawn category. | |||||
| Preview 26.0.27 | Due to a bug, baby zombie villagers can still not mount mobs as jockeys.[17] | ||||||
| 26.10 | Preview 26.10.23 | π Image π Image π Image π Image π Image π Image π Image The model and textures of baby zombie villagers have been changed. | |||||
| Preview 26.10.24 | Baby zombie villagers no longer raise their arms when holding items.[18] | ||||||
| 26.20 | Preview 26.20.22 | The hitboxes of baby zombie villagers have been changed, to closely match Java Edition.[19] | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU14 | CU1 | 1.04 | 1.00 | 1.00 | Patch 1 | 1.0.1 | π Image Added zombie villagers. |
| π Image Added baby zombie villagers. | |||||||
| Baby zombie villagers can be obtained only by having a zombie kill a baby villager, as a zombie spawn egg does not spawn them, due to baby zombies not being in game. | |||||||
| TU15 | 1.05 | The rare loot of zombie villagers' drops have been changed to be carrots, potatoes or iron ingots. | |||||
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Zombie villagers can now pick up items and occasionally spawn with armor and/or weapons. | ||
| Baby zombie villagers can now be spawned with a zombie spawn egg. | |||||||
| When damaged, zombie villagers now have a low chance to spawn more zombies.[verify] | |||||||
| π Image π Image π Image π Image On Halloween, zombie villagers can now spawn wearing pumpkins or jack o'lanterns.[is this the correct version?] | |||||||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Baby zombie villagers now drop experience. | |
| Added zombie villager chicken jockeys β a rare version of the baby zombie villager. | |||||||
| Zombie villagers now drop a zombie head when killed by a charged creeper. | |||||||
| TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | A zombie villager can now be found in igloo basements. Since the new zombie villager skins were not added yet, the zombie villager received a random profession when cured. | |
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | π Image π Image π Image π Image π Image π Image Zombie villagers now retain their professions and clothes, which have a tattered appearance. Before this version, the zombie villager's body texture shared the same texture as the regular zombie's body. | |
| When the curing process of zombie villagers finishes, they now make the same sound as when the curing process starts. | |||||||
| The zombie villager in igloo basements is now a cleric. | |||||||
| TU54 | CU45 | 1.57 | 1.56 | 1.56 | Patch 24 | 1.0.4 | Zombie Villagers no longer spawn from zombie spawn eggs or spawners, since they now have their own spawn egg. |
| TU56 | CU47 | 1.55 | 1.55 | 1.55 | Patch 26 | 1.0.6 | Zombie villagers now spawn in abandoned villages. |
| TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | Baby zombie villagers now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders. |
| TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | Zombie villagers now have their own sounds. | ||
| Zombie villagers now sink in water. | |||||||
| Zombie villagers no longer drown underwater. | |||||||
| 1.91 | Zombie villagers now have new skins, corresponding to biome and profession. | ||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added plains zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added savanna zombie villagers, which all have unique textures for that biome. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. | |||||||
| π Image π Image π Image π Image π Image π Image π Image Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. | |||||||
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | π Image π Image π Image π Image π Image π Image Added zombie villagers. | ||||||
| π Image π Image π Image π Image π Image π Image Added baby zombie villagers. | |||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.9 | 15w35a | A new VillagerProfession tag that determines what profession the zombie villager is, as well its profession when cured, has been added. | |||||
| 1.11 | 16w32a | The entity ID Zombie has been changed to zombie, zombie_villager and husk for those respective mobs.
| |||||
The ZombieType, IsVillager tag has been removed and the Profession tag to the zombie_villager has been added, and the ConversionTime has been made to apply to zombie_villager only.
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Setting the Profession tag to 5 now makes green-robed villagers. | |||||||
| 1.12 | 17w14a | Added ConversionPlayerLeast and ConversionPlayerMost tags to the zombie villager, for the purpose of the minecraft:cured_zombie_villager trigger for advancements. | |||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.β[more information needed] | |||||
Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there.
/summon command with an invalid spawn event, a generic zombie villager spawns with the following issues.
/assets/minecraft/textures/entity/zombie/zombie_villager.png
| π Image Villagers | |||||
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| Villager professions | |||||
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| Mechanics |
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