Minecraft Dungeons, see For the mob in, see MCD:Villager

Villagers are passive mobs that inhabit villages, work at their professions, breed, and interact. Their outfit varies according to their occupation and biome. A player can trade with the villager, using emeralds as currency.

Spawning [ edit ]

Natural generation [ edit ]

Villagers can be found in villages, which spawn in several biomes such as plains, snowy tundras, savannas, deserts, taigas, and snowy taigas. A cleric villager and cleric zombie villager spawn locked up in the basements of igloos (if the basement generates,) under the carpet of the floor. In Bedrock Edition, the villager and zombie villager inside igloo basements have random professions instead of always being clerics.

Curing [ edit ]

Villagers spawn if a player uses a splash potion of Weakness on a zombie villager and then feeds it a golden apple. The zombie villager then shakes for 3600 to 6000 ticks. During this time, its behavior is unchanged. After this, the zombie villager becomes a normal villager. The villager's biome and profession match that of the zombie villager, although the profession of a zombie villager is not visible in Bedrock Edition. However, zombie villagers in Bedrock Edition, when cured, transform to a random profession.

Variants [ edit ]

Zombie villagers [ edit ]

When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on easy, 50% chance on normal and 100% chance on hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in zombie villages.

Illagers [ edit ]

A vindicator chasing a villager.

Illagers are hostile villager-like mobs that spawn in woodland mansions as well as pillager outposts, illager patrols, or raids. There are four kinds: vindicators, evokers, pillagers, illusioners‌[Java Edition only], along with two associated mobs: vexes and ravagers. Illagers are considered to be outcasts from villages.[1] In addition to attacking players, they also attack villagers, wandering traders and iron golems. In Bedrock Edition, illagers attack snow golems but do not attack baby villagers, although baby villagers still flee from them.

Witches [ edit ]

Witches are hostile villager-like mobs with black hats that spawn in the overworld according to the usual mob spawning rules. They can also spawn in swamp huts, or spawn when a villager gets struck by lightning. Note that once a villager gets stuck by lightning and becomes a witch it can not be cured. Witches may also spawn as a part of raids to heal the illagers as they can use potions. Witches are passive toward villagers and wandering traders.

Wandering trader [ edit ]

Wandering traders spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Two trader llamas spawn leashed to the wandering trader. Players may use emeralds to buy items from wandering traders, but cannot trade items for emeralds. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form), illagers, ravagers‌[Java Edition only], and vexes. Wandering traders also drink a Potion of Invisibility at night. In Java Edition, they drink a milk bucket in the morning to remove the Invisibility. They despawn after a few in-game days.

NPC [ edit ]

NPCs are villager-like mobs in Education and Bedrock editions.

Drops [ edit ]

Killing adult and baby villagers do not drop any items or experience. However, when a player holds an emerald or other items to trade, tradable items appear in the hands of professional villagers. Despite this visual, killing the villager still does not result in any items being dropped.[verify]

Upon successful trading, 3–6 is dropped.

Upon successful trading, while willing to breed, 8–11 is dropped.

Behavior [ edit ]

A villager asleep.

Movement patterns [ edit ]

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

In Bedrock Edition, baby villagers do not stop continuously in front of players, though they still do stare as they move.

Villagers tend to not travel far from their beds in a large village unless the job site or the nearest gossip site (bell) is far from their beds.

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

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

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

Villagers flee from zombies, vindicators, pillagers, (even if their crossbow has been broken), ravagers, and vexes within 8 blocks, and evokers and illusioners within 12 blocks. Like other passive mobs, villagers sprint away when attacked.

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

Villagers can open all wooden doors and find paths or blocks of interest behind the doors. However, they cannot open trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob, (likely, and most often, other villagers). Unfortunately, this behavior can leave them stranded on the second floors and roofs of some structures, as they lack the necessary AI to descend ladders.[verify] A simple fix for these situations is for the player to manually push the villager back toward the ladder hole and then install a wooden trap door at the top, after the villager is returned to the ground level. One way to prevent a villager from climbing ladders is to break the first ladder touching the ground thus requiring a player to jump to the ladder to climb.

Preferred path [ edit ]

Villagers favor pathways to reach a selected destination and try to stay in low cost blocks, like the grass path or cobblestone blocks. They also avoid jumping.

Job site blocks [ edit ]

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

Villagers who have already claimed beds[verify] (other than babies and nitwits) seek employment by searching a 48-block horizontal radius[verify] for a job site block. An unemployed villager acquires a profession and a job by claiming the first unclaimed job site block it can detect in that area. A job site block can be detected as long as it is in range, not already claimed and the villager can pathfind to the block to claim it. This means if they cannot see or get to the block, they cannot claim it.‌[Java Edition only]

When the block is claimed, its owner emits green particles‌[Bedrock Edition only] and no other villager can claim it unless the owner relinquishes it.

If a job site block is broken or destroyed, its owner (if any) emits anger particles‌[Bedrock Edition only] and becomes jobless, but retains its profession if it has been traded with. A villager who already has a profession but no job site attempts to find one:

A villager who has not been traded with can claim any job site block and changes its profession along with acquiring a new job.

Villagers who have been traded with can claim a job site block only if the block is associated with their profession.

In Java Edition, villagers can change professions only during the day.

Gossiping [ edit ]

For the mechanic for entire villages, see Popularity

This feature is exclusive to Java Edition.

Spreading gossip informs other villagers of the reputation of players. Villagers acquire pieces of gossip through various means, and spread them to other villagers when they converse. There are five types of gossip: major_negative , minor_negative , major_positive , minor_positive , and trading . major_positive cannot be shared.

A villager generates minor_negative gossip if it is attacked by a player, major_negative gossip if it is killed by a player (which is immediately shared with all other nearby villagers), major_positive and minor_positive gossip if it is cured by a player, and trading gossip if a player traded with the villager. In Java Edition, negative reputation causes villagers to increase their prices for the player in question, while a positive reputation results in lower prices. Overall reputation also determines the hostility of the village iron golem toward the player. The village's iron golem becomes hostile toward a player if the "value" of major_negative is 20 or higher. Attacking pandas make the villager angry at the player, but do not cause gossiping[verify].

An exact function to calculate the price affected by the gossips is the following:y = x - floor((5a + b + c - d - 5e) × p ). Where y is the final price, x is the base price, a is the Value of major_positive , b is the Value of minor_positive , c is the Value of trading , d is the Value of minor_negative , e is the Value of major_negative , and p is the value of PriceMultiplier .

Each piece of gossip has a type, a target, and strength or "value". The target is the player who caused the gossip. If a piece of gossip would be generated in or spread to a villager, but the villager already has a piece of gossip with the same type and target, the existing gossip's strength is increased instead. If the gossip has a high strength then villagers are more likely to share that gossip.

When a gossip is shared, it is received at a reduced value. The reduction varies by gossip type (−20 for trading , −5 for minor_negative & minor_positive and −10 for major_negative ). Gossips also reduce in value every 20 minutes by various amounts (−2 for trading , −20 for minor_negative , −10 for major_negative and −1 for minor_positive ; major_positive does not reduce). The max level of major_positive obtainable in survival for a single player is 100.

Picking up items [ edit ]

Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers do not intentionally seek out items to pick up, but they do collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, and bone meal within range (bone meal can be picked up only by farmer villagers). These are the only items they can pick up, although the player may use the /replaceitem command to put an arbitrary item into a villager's inventory. If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. Consequently, in constrained space (test with 1x1x2), the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space.

As of 1.16.1 villagers can now fill all 8 inventory slots with the same item.

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

Villagers cannot pick up items if /gamerule mobGriefing is false .

A dispenser can be used, if adjacent to a villager, to place armor on it. While not visible (except pumpkins and mob heads), the equipment functions as normal, for example, villagers with an armor piece enchanted with Thorns can inflict Thorns damage to any enemy that attacks it.[verify]

Sharing food [ edit ]

Villagers sharing carrots.

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

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

Farming [ edit ]

Farmer villagers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops.

Farmland to be tended is found by seeking for certain blocks up to 15 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 31×31×3 volume total).

If a farmer villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroots, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the villager moves to the crop block and harvests it.

If a farmer villager has any seeds, carrots, potatoes, or beetroot seeds in his inventory and finds an air block above farmland, the villager moves to it and plants a crop. They always plant from the first eligible slot in their inventory.

If /gamerule mobGriefing is false , villagers cannot farm.

Breeding [ edit ]

Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who also require beds. Job sites are not required for villagers to breed.

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

A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and 5 vertical blocks‌[Java Edition only] of the center are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the spherical boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they breed and produce a child. The child is born unemployed. The appearance is determined by the biome where the breeding occurs in Bedrock Edition.[2] In Java Edition, the appearance is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.

Two villagers mating.

Willingness [ edit ]

Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock, therefore, after mating, villagers cease to be willing until they gather a sufficient stock of food items and breed again.

Villagers must have enough beds within village bounds for baby villagers to spawn. The beds must have two blocks of clearance above them because there needs to be room for the baby villager to jump on them. This means that the baby villager needs to be able to path-find the bed; it can't be in an unreachable spot. (Note that mobs view slabs as full blocks for pathfinding, so putting upper half slabs above a bed invalidates the bed.)

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

Baby villagers [ edit ]

Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands. They tend to group and chase one another around the village as if playing tag. They also jump on beds.

Baby villagers give gifts of poppies or seeds to players who have the Hero of the Village effect.‌[Java Edition only]

Baby villagers in Bedrock Edition have a slightly bigger head than in Java Edition; this also can be seen in other baby mobs in the game as well.

A baby villager becomes an adult 20 minutes after birth.

Lightning [ edit ]

When lightning strikes within 3–4 blocks of a villager, the villager is replaced by a witch, which can't despawn.

Iron golem summoning [ edit ]

Villagers can summon iron golems. A villager desires a golem if the villager has gone to bed in the past 20 minutes and has not seen a golem in the past 30 seconds.[3] A villager scans for golems once every 10 seconds and becomes aware of one if their collision boxes are within 16 blocks of each other on each axis (obstructions do not matter). A villager that desires an iron golem attempts to summon one at the moment he successfully spreads gossip (villagers spread gossip at most once every 60 seconds). The villager also needs 4 more desirous villagers within 10 block range (same collision box method). Alternatively, a villager attempts to summon a golem every 10 seconds (on a global timer) if he is panicking, desires one, and has 2 more desirous villagers in range. If golem summoning is successful, the villager and all villagers within 16 block collision-box range have their 30 seconds "seen golem timer" reset.

Villagers can summon iron golems regardless of their profession or latest working time‌[Java Edition only].

Panicking [ edit ]

Villagers panic if they see a zombie, zombie villager, husk, drowned, zoglin, illager, vex or ravager and flee frantically from them, sometimes hiding in houses. Villagers in panic are more likely to summon iron golems.‌[Java Edition only] To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):

Mob Panic radius Zombie, husk, drowned 8 Vindicator 10 Ravager 12 Evoker, Illusioner 12 Vex 8 Pillager 15

Zombies [ edit ]

Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 42-block radius‌[Java Edition only] or a 16-block radius‌[Bedrock Edition only] (even when the villager is invisible). Zombies attempt to break down doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.

Both zombies and drowned kill villagers or convert them to zombie villagers. The chance of the villager becoming a zombie villager upon death if the difficulty is set to Easy is 0%, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well. Drowned can convert villagers to zombie villagers even when attacking from a distance with a trident.

Raids [ edit ]

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

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

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

On random occasions, the villager displays water particles as if sweating.

In Java Edition, once the player gains the Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession. For a list of items that they can gift, see Hero of the Village § Gifts.

Schedules [ edit ]

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

Villager schedule in Bedrock Edition Ticks (time) Employed Unemployed Child Nitwit 00000 (06:00:00) Work Wander Play Sleep 02000 (08:00:00) Wander 08000 (14:00:00) Gather 10000 (16:00:00) Work Wander 11000 (17:00:00) Home 12000 (18:00:00) Sleep 13000 (19:00:00) Home 14000 (20:00:00) Sleep Villager schedule in Java Edition Ticks (time) Employed Unemployed Child Nitwit 00010 (06:00:36) Wander Wander Sleep 02000 (08:00:00) Work Wander 03000 (09:00:00) Play 05000 (11:00:00) Wander 06000 (12:00:00) Wander 09000 (15:00:00) Gather 10000 (16:00:00) Play 11000 (17:00:00) Wander Sleep 12000 (18:00:00) Sleep

Working [ edit ]

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

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

Fishermen stand on their pier

Farmers harvest and sow crops.

Librarians inspect bookshelves.‌[ Bedrock Edition only ]

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

Wandering [ edit ]

All villagers wander from time to time, but for the unemployed, wandering is their main goal because it maximizes their ability to find a job site block they can claim (thereby becoming employed). A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule.

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

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

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

Gathering [ edit ]

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

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

Playing [ edit ]

4 villager children chasing one another.

Baby villagers wander randomly searching for others to play with. When they find one, the two of them follow each other for a while and sometimes run as if racing or chasing each other.

Baby villagers wander randomly searching for beds to jump on.

They sometimes stop to stare at an iron golem. If the iron golem holds out a poppy, the baby villager cautiously accepts it ‌[Java Edition only].

Returning home [ edit ]

All villagers except nitwits head home a short time before sunset and nitwits go home after sunset. They roam around until they get near their beds, then target a block beside the bed. Once they reach their beds, they do not go through a door again before sleeping.

A villager who has no bed simply waits inside a house until morning.

Sleeping [ edit ]



A villager sleeping in a bed at night (from the top view).

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

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

Villagers can sleep in the Nether or The End, without causing the usual consequences (See Bed), if the Overworld's time is correct.

Healing [ edit ]

Villagers get a brief regeneration effect once leveling up in their profession.

In Bedrock Edition, when villagers successfully sleep, they immediately heal themselves when waking up at dawn if they are damaged.

Professions [ edit ]

All plains biome variant professions (except unemployed) corresponding to their different job site blocks.

Each villager can have a profession, indicated by their clothing as well as by the title at the top of the trading interface. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelves.

A job site block can be claimed only if it is unclaimed and within a village boundary with at least 1 bed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. So, once a player trades with a villager, the villager keeps its profession forever.

Nitwits and baby villagers cannot change their profession.

Novice-level villagers can lose their profession and change into unemployed villagers.

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

Below is a table listing the various professions, along with the specific job site block that each profession requires:

Nitwit [ edit ]

Nitwit villagers wear green robes. They cannot acquire a profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level stone since they cannot trade. Pressing use on a nitwit causes it to shake its head at the player. They wander around the village for about 2000 ticks after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the village wakes up. A villager can only be born or spawned as a nitwit, no villagers change to nitwit from unemployed or a profession, and vice versa. Nitwits can be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in survival mode. In Bedrock Edition, every baby villager has a 10% chance to become a nitwit.

In Bedrock Edition it is currently possible to turn a nitwit into a zombie villager, and cure them using a Potion of Weakness and a golden apple, turning them into a normal unemployed villager.

Appearance [ edit ]

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

Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but in Java Edition, it is sometimes randomly inherited from the biome type of the parents. The outfits available are:

Villagers have 15 professions:

Farmer (straw hat) Trades crops and natural foods.

(straw hat) Fisherman (fisher hat) Trades campfires and fishing items.

(fisher hat) Shepherd (brown hat with white apron) Trades shears, wool, dyes, paintings and beds.

(brown hat with white apron) Fletcher (hat with feather and quiver on the back) Trades bows, crossbows, all types of arrows (except luck) and archery ingredients.

(hat with feather and quiver on the back) Cleric (purple apron and creeper cloak) Trades magic items like ender pearls, redstone dust, and enchanting or potions ingredients.

(purple apron and creeper cloak) Weaponsmith (eyepatch and black apron) Trades minerals, bells and enchanted melee weapons.The axe enchantments are weapon related.

(eyepatch and black apron) Armorer (welding mask) Trades foundry items and sells chain, iron and enchanted diamond armor tiers.

(welding mask) Toolsmith (black apron) Trades minerals, bells and harvest tools.The enchantment of the axe are tool related.

(black apron) Librarian (eyeglasses and book as a hat) Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills.

(eyeglasses and book as a hat) Cartographer (golden monocle) Trades banners, compasses, banner patterns, papers and various maps, including explorer maps.

(golden monocle) Leatherworker (brown apron and brown gloves) Trades scutes, rabbit hide, and leather-related items.

(brown apron and brown gloves) Butcher (red headband and white apron) Trades meats, sweet berries, rabbit stew, and dried kelp blocks.

(red headband and white apron) Mason ‌ [ JE only ] / Stone Mason ‌ [ BE only ] (black apron and black gloves) Trades polished stones, terracotta, clay, glazed terracotta and quartz.

‌ / ‌ (black apron and black gloves) Nitwit (green coated, no badge) No trades

(green coated, no badge) Unemployed (no overlay, base clothing of biome without extra feature) No trades until employed.

(no overlay, base clothing of biome without extra feature)

Trading [ edit ]

The Java Edition trading interface displaying two available trades.

Villager badge changes color depending on the level of the villager. From left to right: stone (novice), iron (apprentice), gold (journeyman), emerald (expert), and diamond (master). Nitwits, unemployed adults, and children do not have a badge.



The trading system is a gameplay mechanic that allows players to buy and sell various items to and from villagers, using emeralds as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the items the player might get, and how the player treats the villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-shaking animation and play the villager's declined trade sound.

Using an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession. Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as enchanted books with "treasure" enchantments (e.g. Mending), bottles o' enchanting, or chainmail armor. When a villager gets a new trade, they receive 10 seconds of Regeneration I (totaling to 4 of restoration), which emits pink particles. The villager also emits green cross particles. This particles is called "happy villager", this particle means villager are happy. Note that villagers don't sound happy.

Completing a trade with a villager increases its professional-level slightly. Some trades grant higher levels to the villager, while others do not. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than every lower-level trade.

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

Supply and demand [ edit ]

For detailed information on Villager economics, see Trading § Economics

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

Trade offering [ edit ]

Several villagers offering trade items to a player.

When a player holds an item near a villager who wants that item, the villager holds up an item it offers in exchange. For example, a villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. Villagers do not offer trades that are currently out of stock. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them.

Economic trade [ edit ]

Villagers have levels and require experience to unlock the next tiers of trade; level 1 is a novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Villagers can resupply trades by themselves by working more at their job site block.

Popularity [ edit ]

In Java Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers).





Popularity of Actions Action Popularity Change Hero of the Village +10 Upgrading a Villager to Expert/Master +4 Upgrading a Villager to Journeyman +3 Upgrading a Villager to Apprentice +2 Trading with a villager for the last offer slot on their list +1 Attacking a Panda 0 (but it creates anger particles)‌[ JE only ] Attacking a villager -1 Killing a villager -2 Attacking a villager child -3 Killing a villager child -5

if the player's popularity is at -15 or lower, naturally spawned iron golems become hostile.

Hero of the Village [ edit ]

When a player receives Hero of the Village, players receive discounted prices on all the items traded by villagers. The Hero of the Village also gets gifts.‌[Java Edition only] Each villager throwing gifts related to its profession. These gifts range in value from common (like seeds) to rare items (like chainmail armor).

Sounds [ edit ]

Sound Subtitle Source Description Namespaced ID Translation key Volume Pitch Attenuation

distance Sound parameters Volume Pitch Attenuation

distance Stream Preload https://minecraft.gamepedia.com/File:Villager_idle1.ogg https://minecraft.gamepedia.com/File:Villager_idle2.ogg https://minecraft.gamepedia.com/File:Villager_idle3.ogg Villager mumbles ? Plays when the villager is talking entity.villager.ambient subtitles.entity.villager.ambient ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Villager_accept1.ogg https://minecraft.gamepedia.com/File:Villager_accept2.ogg https://minecraft.gamepedia.com/File:Villager_accept3.ogg Villager cheers ? Plays when the villager is happy entity.villager.celebrate subtitles.entity.villager.celebrate ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Villager_death.ogg Villager dies ? Plays when the villager dies entity.villager.death subtitles.entity.villager.death ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Villager_hurt1.ogg https://minecraft.gamepedia.com/File:Villager_hurt2.ogg https://minecraft.gamepedia.com/File:Villager_hurt3.ogg https://minecraft.gamepedia.com/File:Villager_hurt4.ogg Villager hurts ? Plays when the villager gets hurt entity.villager.hurt subtitles.entity.villager.hurt ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Villager_deny1.ogg https://minecraft.gamepedia.com/File:Villager_deny2.ogg https://minecraft.gamepedia.com/File:Villager_deny3.ogg Villager disagrees ? Plays when the player trades with either an unemployed villager, a nitwit, or fails to trade with an employed villager due to lack of resources. entity.villager.no subtitles.entity.villager.no ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Villager_trade1.ogg https://minecraft.gamepedia.com/File:Villager_trade2.ogg https://minecraft.gamepedia.com/File:Villager_trade3.ogg Villager trades ? Plays when the player opens the trade UI on a villager entity.villager.trade subtitles.entity.villager.trading ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Villager_accept1.ogg https://minecraft.gamepedia.com/File:Villager_accept2.ogg https://minecraft.gamepedia.com/File:Villager_accept3.ogg Villager agrees ? Plays when the player successfully trades with the villager. entity.villager.yes subtitles.entity.villager.yes ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Fletching_Table1.ogg https://minecraft.gamepedia.com/File:Fletching_Table2.ogg Fletcher works ? ? entity.villager.work_fletcher ? ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Brewing_Stand_brew1.ogg https://minecraft.gamepedia.com/File:Brewing_Stand_brew2.ogg Cleric works ? ? entity.villager.work_cleric ? ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Composter_fill1.ogg https://minecraft.gamepedia.com/File:Composter_fill2.ogg https://minecraft.gamepedia.com/File:Composter_fill3.ogg https://minecraft.gamepedia.com/File:Composter_fill4.ogg Farmer works ? Plays when adding to a composter entity.villager.work_farmer ? 0.3 0.8 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Blast_Furnace_fire_crackle1.ogg https://minecraft.gamepedia.com/File:Blast_Furnace_fire_crackle2.ogg https://minecraft.gamepedia.com/File:Blast_Furnace_fire_crackle3.ogg https://minecraft.gamepedia.com/File:Blast_Furnace_fire_crackle4.ogg https://minecraft.gamepedia.com/File:Blast_Furnace_fire_crackle5.ogg Armorer works ? ? entity.villager.work_armorer ? 1.0 ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Anvil_use.ogg Toolsmith works Blocks ? entity.villager.work_toolsmith ? 1.0 1.0 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Smoker_fire_crackle1.ogg https://minecraft.gamepedia.com/File:Smoker_fire_crackle2.ogg https://minecraft.gamepedia.com/File:Smoker_fire_crackle3.ogg https://minecraft.gamepedia.com/File:Smoker_fire_crackle4.ogg https://minecraft.gamepedia.com/File:Smoker_fire_crackle5.ogg Butcher works ? ? entity.villager.work_butcher ? ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Barrel_open1.ogg https://minecraft.gamepedia.com/File:Barrel_open2.ogg Fisherman works Blocks ? entity.villager.work_fisherman ? 1.0 1.0 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Grindstone_use1.ogg https://minecraft.gamepedia.com/File:Grindstone_use2.ogg https://minecraft.gamepedia.com/File:Grindstone_use3.ogg Weaponsmith works ? ? entity.villager.work_weaponsmith ? ? ? 16 ? ? ? ? ? https://minecraft.gamepedia.com/File:Empty_water_bucket1.ogg https://minecraft.gamepedia.com/File:Empty_water_bucket2.ogg https://minecraft.gamepedia.com/File:Empty_water_bucket3.ogg Leatherworker works ? ? entity.villager.work_leatherworker ? 1 = 0.9; 1, 2, 3 = ? ? 16 ? ? ? ? ?

Data values [ edit ]

ID [ edit ]

Java Edition:

Name Namespaced ID Translation key Villager villager entity.minecraft.villager

Bedrock Edition:

Name Namespaced ID Numeric ID Translation key Villager (old) villager 15 entity.villager.name Villager (new) villager_v2 115 entity.villager_v2.name

Entity data [ edit ]

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

Entity data Tags common to all entities see Template:Nbt inherit/entity/template Tags common to all mobs see Template:Nbt inherit/mob/template Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template Willing : 1 or 0 (true/false) – true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating. LastRestock : The last tick the villager went to their job site block to resupply their trades. LastGossipDecay : The last tick all gossip of the villager has decreased strength naturally. RestocksToday : The number of restocks a villager has done in 10 minutes from the last restock, or 0 if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock. Inventory : Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically be condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined. An item in the inventory, excluding the Slot tag. Tags common to all items see Template:Nbt inherit/itemnoslot/template VillagerData : Information about the villager’s type, profession, and level. level : The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering. 1: Novice 2: Apprentice 3: Journeyman 4: Expert 5: Master profession : A namespaced ID value indicating the villager's profession; see § Villager profession. type : A namespaced ID value indicating the villager's type; see § Villager type. Gossips : Pieces of gossip that can be exchanged between villagers when they meet. A piece of gossip. Type : An ID value indicating the type of gossip. The possible values are major_negative , minor_negative , major_positive , minor_positive , and trading . Value : The strength of the gossip. for major_negative : weight -5, max 100, +25 if he see to kill an other villager, -10 every 20min, -10 when shared for minor_negative : weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared for major_positive : weight 5, max 100, +20 when cured, does not decrease and never shared for minor_positive : weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared for trading : weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared Target The UUID of the player who caused the gossip, stored as four ints. Xp : How much experience the villager currently has, increases with trading in various amounts. 0 to 9: Novice 10 to 69: Apprentice 70 to 149: Journeyman 150 to 249: Expert 250 and more: Master Offers : Is generated when the trading menu is opened for the first time. Recipes : List of trade options. A trade option. rewardExp : 1 or 0 (true/false) – Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs. maxUses : The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed. uses : The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses. buy : The first 'cost' item, without the Slot tag. Tags common to all items see Template:Nbt inherit/itemnoslot/template buyB : Optional. The second 'cost' item, without the Slot tag. Tags common to all items see Template:Nbt inherit/itemnoslot/template sell : The item being sold for each set of cost items, without the Slot tag. Tags common to all items see Template:Nbt inherit/itemnoslot/template xp : How much experience the villager gets from this trade. priceMultiplier : The multiplier on the demand price adjuster; the final adjusted price is added to the first 'cost' item's price. specialPrice : A modifier added to the original price of the first 'cost' item. demand : The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.

Entity data

Villager type Main article: Villager/DV edit]

Villager profession Main article: Villager/DV2 edit]

Achievements [ edit ]

Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS) The Haggler Acquire or spend 30 Emeralds by trading with villagers or with wandering trader. — 30G Silver Treasure Hunter Acquire a map from a cartographer villager, then enter the revealed structure Visit the structure indicated while the purchased map is in your main hand (hotbar). 40G Silver Buy Low, Sell High Trade for the best possible price. Buy something for 1 emerald, or when the Hero of the Village effect is applied. 50G Gold Master Trader Trade for 1,000 emeralds. Obtain 1,000 emeralds from trading with villagers. 30G Silver

Advancements [ edit ]

Icon Advancement In-game description Parent Actual requirements (if different) Namespaced ID Getting an Upgrade

Construct a better pickaxe Stone Age Have a stone pickaxe in your inventory. story/upgrade_tools Suit Up

Protect yourself with a piece of iron armor Acquire Hardware Have any type of iron armor in your inventory. story/obtain_armor Isn't It Iron Pick

Upgrade your pickaxe Acquire Hardware Have an iron pickaxe in your inventory. story/iron_tools Cover Me With Diamonds

Diamond armor saves lives Diamonds! Have any type of diamond armor in your inventory. story/shiny_gear Zombie Doctor

Weaken and then cure a Zombie Villager We Need to Go Deeper Throw a splash potion of Weakness at a zombie villager, feed it a golden apple, and wait for it to be cured. story/cure_zombie_villager Adventure

Adventure, exploration, and combat — Kill any entity, or be killed by any entity. adventure/root What a Deal!

Successfully trade with a Villager Adventure Take an item from a villager or wandering trader's trading output slot, and put it in your inventory. adventure/trade Very Very Frightening

Strike a Villager with lightning A Throwaway Joke Hit a villager with lightning created by a trident with the Channeling enchantment. adventure/very_very_frightening

History [ edit ]

Issues [ edit ]

Issues relating to "Villager" are maintained on the bug tracker. Report issues there.

Trivia [ edit ]

The villagers were inspired by the shopkeepers in Dungeon Master 2. [6]

Originally, the mobs populating villages were to be pigmen. [7]

Name tags used on villagers always name the villager instead of opening the trading interface.

Villagers, unlike illagers and zombie villagers, do not visually sit down when riding objects such as boats and minecarts, behavior wich also applies to Witchs and Wandering Traders. [8]

After a zombie villager is cured, the villager gets Nausea for 10 seconds (indicated by the purple status effect particles).

When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.

Villagers use their schedules if the village is in the Nether or the End. This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player. Unlike players, villagers can claim and sleep in beds in the Nether and the End without causing them to explode.

The new villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's. [9]

Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.

Similarly to librarians and farmers, fishermen have a custom schedule that allows them to have a job-specific goal. However, currently, none is defined.

Although the villages in snowy taiga biomes spawn the snowy villager variant, they use the taiga village variant.‌ [ BE only ]

Although there are no jungle or swamp village variants, these villagers can spawn naturally if another village variant extends into a jungle or swamp.

When the Programmer Art resource pack is enabled, all villagers have a green hood on their heads. This is because the Programmer Art nitwit texture (which had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture. [10]

Baby villagers are the only mobs that do not have a disproportionately large head compared to their adult counterparts.‌ [ JE only ]

Farmer villagers use and pick up bone meal. They also fill their composter with seeds.

Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded.

Fisherman villagers have been intentionally textured by Jasper Boerstra to display the long-since-removed raw fish texture.

Even though baby villagers are considered "babies," they appear to be children since they can run and do things that a baby cannot do. [11]

Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings.

Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.‌[ Bedrock Edition only ]

April fools [ edit ]

This feature is exclusive to Java Edition.

On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher .json file. Different career villager skins were used, including the then-unused nitwit villager (green robe).

Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.

The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014.

Gallery [ edit ]

In other media [ edit ]

Official artwork of a snowy villager.

Official artwork of a desert villager.