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How To Get A Blacksmith Villager

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

Health points

20 ♥ × 10

Behavior

Passive

Attack
strength

Set firework:
5 ♥ ♥ ♥ –6 ♥ ♥ ♥

Hitbox size

In Java Edition:
Adult:
Height: 1.95 Blocks
Width: 0.6 Blocks
Baby:
Height: 0.975 Blocks
Width: 0.3 Blocks
In Bedrock Edition:
Adult:
Height: 1.9 Blocks
Width: 0.6 Blocks
Baby:
Height: 0.95 Blocks
Width: 0.3 Blocks

Spawn
  • Village
  • Igloo basement
  • When a zombie villager is cured

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 villagers using emeralds as currency.

Contents

  • 1 Spawning
    • 1.1 Natural generation
    • 1.2 Curing
  • 2 Variants
    • 2.1 Zombie villagers
    • 2.2 Witches
    • 2.3 NPC
    • 2.4 Illagers
    • 2.5 Wandering trader
  • 3 Drops
  • 4 Behavior
    • 4.1 Movement patterns
      • 4.1.1 Getting attacked
      • 4.1.2 Preferred path
    • 4.2 Job site blocks
    • 4.3 Gossiping
    • 4.4 Picking up items
    • 4.5 Sharing food
    • 4.6 Farming
    • 4.7 Breeding
      • 4.7.1 Willingness
    • 4.8 Baby villagers
    • 4.9 Lightning
    • 4.10 Iron golem summoning
      • 4.10.1 Panicking
    • 4.11 Zombies
    • 4.12 Raids
    • 4.13 Staring
  • 5 Schedules
    • 5.1 Working
    • 5.2 Wandering
    • 5.3 Gathering
    • 5.4 Playing
    • 5.5 Returning home
    • 5.6 Sleeping
    • 5.7 Healing
  • 6 Professions
    • 6.1 Nitwit
    • 6.2 Appearance
  • 7 Trading
    • 7.1 Supply and demand
    • 7.2 Trade offering
    • 7.3 Economic trade
    • 7.4 Popularity
    • 7.5 Hero of the Village
  • 8 Sounds
  • 9 Data values
    • 9.1 ID
    • 9.2 Entity data
      • 9.2.1 Villager type
      • 9.2.2 Villager profession
  • 10 Achievements
  • 11 Advancements
  • 12 History
  • 13 Issues
  • 14 Trivia
    • 14.1 April fools
  • 15 Gallery
    • 15.1 Screenshots
    • 15.2 In other media
  • 16 References

Spawning

Natural generation

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

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. The cleric villager can also turn into a leatherworker villager since the cauldron in the basement is closer to the villager.

Curing

When a zombie villager is cured, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. If the zombie villager is player spawned, it adopts a randomly chosen profession.‌[ Bedrock Edition only ] The villager can also be a nitwit, as the game counts it as a "profession" but the nitwit villager still can't work. If employed the cured villager offers discounts on most of its trades.

Variants

Zombie villagers

An example of a zombie villager.

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 abandoned villages (zombie villages) and igloos, in place of villagers in zombie villages.

Witches

A witch.

Witches are hostile villager-like mobs that spawn anywhere in the Overworld in light levels of 7 or less, in swamp huts, as part of raids, or when a villager gets struck by lightning. Once a villager becomes a witch it cannot be turned back to a villager. Witches attack by throwing splash potions of harming, slowness, weakness and poison. They also use beneficial potions on themselves, especially healing potions when damaged, fire resistance potions if on fire, and water breathing potions if submerged in water.

Witches in raids heal and buff illagers and other raider mobs by throwing beneficial potions and healing potions on them in Java Edition. Despite being allies with and looking similar in appearance to illagers, witches themselves are not considered illagers, are passive toward villagers and wandering traders, and are neutral toward iron golems in Java Edition, attacking only if attacked or another witch in that area is attacked. If a witch's negative splash potion hits a illager, the illager retaliates, leading to a fight in Bedrock Edition.

Witches attack villagers only if in a pillager patrol or through other commands.

NPC

A example of a NPC.

Main article: NPC

NPCs are villager-like mobs in Education Edition and in Bedrock Edition if "educational features" are turned on. NPCs can behave almost like players. They can also chat to players, turn their heads, and even rotate their body 360 degrees. They are the only companions to chat with in a single player game. but can't move, even when hit. NPCs cannot be pushed, but are affected by gravity. Breaking a block under a NPC causes it to fall like an armor stand. Using a bubble column on a NPC makes it go up.

NPCs are also affected by any effects but cannot die from the wither effect or fatal poison. They also don't take any fall damage, fire damage, drowning damage, suffocation damage, or any external damage from another mob/player, but they can die in the void.

The only way to kill a NPC is to go into world builder (/worldbuilder) and hit it once or use the /kill @e[type=npc] command.

Illagers

A example of a illager, the evoker.

Illagers are hostile villager-like mobs that spawn in woodland mansions as well as pillager outposts, illager patrols, or raids. The varieties of illagers are vindicators, evokers, pillagers, and illusioners‌[ Java Edition only ] (which can be summoned only by using commands), along with two associated mobs: vexes and ravagers. The ravager is considered a illager in Bedrock Edition, but not in Java Edition, which means that vindicators named "Johnny" attack ravagers in Java Edition. Illagers are considered to be outcasts from villages, meaning they were once villagers, but turned evil, so the villagers kicked them out forever, leaving them the hatred of villagers[1]. In addition to attacking players, they also attack villagers, wandering traders, and iron golems. They do not go seeking for villagers, and never naturally come to villages, except during raids and patrols. In Bedrock Edition, sometimes a pillager outpost can generate on the border of a village, leading to altercations if any villager or iron golem goes near the outpost.

In Bedrock Edition, illagers attack snow golems but do not attack baby villagers, although baby villagers still flee from them. "Johnny" vindicators still attack baby villagers in Bedrock Edition.

In upcoming Java Edition 1.18, illagers and ravagers will not attack baby villagers anymore.

Wandering trader

A wandering trader.

Wandering traders are a type of villager that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is either naturally spawned, summoned or spawned using a spawn egg in Bedrock Edition.

Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds, although wandering trader trades can be customized using commands in Java Edition. They also lock trades like villagers, but never unlock the trade, nor they can work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers‌[ Java Edition only ], and vexes.

Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). In Java Edition, they drink a milk bucket in the morning to remove the Invisibility. They despawn after 40-60 minutes (even with a name tag or in a minecart or boat) with their llamas, and sooner if all the trades are locked.

Drops

A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.

Upon successful trading, a villager drops 3–6.

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

Behavior

Movement patterns

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 illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag.

In Bedrock Edition, baby villagers do not stop 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 near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie.

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 any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob, (likely, and most often, other villagers). Unfortunately, this behavior can leave them stranded on the second floors and roofs of some village structures, as they lack the necessary AI to intentionally 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.

Getting attacked

Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins ‌[ Bedrock Edition only ], zoglins, 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. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive towards villagers, although a skeleton arrow might hit a villager by accident.

Preferred path

Information icon.svg

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

Job site blocks

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

Villagers who have already claimed beds‌[ Bedrock Edition only ] (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 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 after trading. A villager who already has a profession but no job site attempts to find one:

  • A villager who has not yet traded can claim any job site block and changes its profession along with acquiring a new job.
  • Villagers who have made their first trade can claim a job site block only if the block is associated with their profession.
  • For a villager to claim a job site block in Java Edition, the block must be on the ground to allow the villager to pathfind to the job block. A job site block placed decoratively on scaffolding or a fence post, for example, cannot be found by a villager and no job assignment results.

In Java Edition, villagers can change professions only while awake. Villagers also tend to walk to the job site block before claiming it. They also stare at the block while walking towards it.

In Bedrock Edition, villagers can still claim job site blocks when asleep, while green particles still appear around the block and the villager. Villagers change their profession before walking to their job site block. They stare at the block while walking just like Java Edition.

A taiga villager and a plains villager gossiping.

Gossiping

For the mechanic for entire villages, see Popularity.

Villagers can store certain memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with the villager, which influence trading prices and the hostility of naturally spawned iron golems.

Type Caused by Amount

gained

Decay Share

penalty

Max

value

Reputation

multiplier

Major positive Curing 20 0 100 100 5
Minor positive Curing 25 1 5 200 1
Minor negative Attacking 25 20 20 200 -1
Major negative Killing 25 10 10 100 -5
Trade Trading 2 2 20 25 1

Trading with or curing a villager increase the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions.

When a piece of gossip is shared it is received at a lower value than the sharer has it. Gossips also decay a certain amount every 20 minutes. Since major positive gossip have a decay of 0 and a share penalty equal to its max value, it cannot be shared and never decays.

A player's total reputation with a villager is determined by multiplying each gossip's value by their respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = 75. After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 = 113.

The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either 0.05 or 0.2 depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is 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.

Iron golems that were not built by a player become hostile towards players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.

Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player.

Picking up items

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 /item replace 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, 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 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.

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

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

Despite villagers using emeralds to trade, they do not pick up any emeralds they see since they're not greedy.

Sharing food

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

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 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 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.
  • Farmer villagers use and pick up bone meal. They also fill their composter with seeds.
  • If /gamerule mobGriefing is false[ Java Edition only ], villagers cannot farm.
  • Farmer villagers cannot turn dirt, grass blocks, or dirt paths into farmland. Nor they pick up any hoes to till the blocks.
  • If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks.
  • Farmer villagers often share their crops and food with other villagers if they have any extras.

Breeding

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 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 breeding.

Willingness

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 2 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 or break crops.

Some baby villagers in Java Edition, their heads are not as big as Bedrock Edition or Education Edition baby villagers.

Baby villagers

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. This is a reference to the 1986 Japanese animated movie, Laputa: Castle In The Sky, where a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.[3] Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.

In Bedrock Edition, illagers ignore baby villagers until they reach adulthood. In Java Edition, illagers attack baby villagers just like their adult counterparts, but pillagers have a hard time killing any since the hitbox of the villager is tiny.

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

Baby villagers in Bedrock and Education editions have a slightly bigger head than in Java Edition; this also can be seen in other baby mobs in the game as well. Java Edition baby villagers don't have too big of a head, so they look like a tiny normal villager.

Baby villagers can fit through 1x1 block gaps.

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

Lightning

A villager gets struck by lightning.

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

Iron golems also attack any villagers that turned into witches.

Iron golem summoning

Villagers can summon iron golems.

In Java Edition, a villager desires a golem if the villager has gone to bed in the past 20 minutes and has not detected a golem in the past 30 seconds.[4] A villager scans for golems once every 10 seconds, and detects one if the golem's collision box is inside a 32×32×32 block box centred on the villager (obstructions do not matter). A villager that desires an iron golem and has 4 more desirous villagers "in range" attempts to summon one after it successfully spreads gossip (villagers spread gossip at most once every 60 seconds). Alternatively, a villager attempts to summon a golem every 5 seconds on a global timer if they are panicking (see below), desires one, and has 2 more desirous villagers "in range"; that is, within a 20×20×20 block cube centered on the villager. If golem summoning is successful, the villager and all villagers within a 32×32×32 block cube reset their 30-second "seen golem timer". Villagers can summon iron golems regardless of their profession (including nitwits) or latest working time.

In Bedrock Edition, a golem can spawn if there are at least 20 beds and 10 villagers. All villagers in the village must have a bed, and a profession with access to the profession block. It spawns in a 16×6×16 area around the village center and attempts to spawn once every 700 game ticks, or about every 35 seconds. One golem spawns per 10 villagers. The golem must be killed near the village as villagers have a long cooldown time for golems that wander away.

A villager panicking.

Panicking

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

In Java Edition, villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell. Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range[4] (spherical distance between feet center bottom-most point of the villager and hostile mob): [ verify ]

Mob Panic radius
Zombie, Husk, Drowned, Zombie Villager, Vex 8
Vindicator, Zoglin 10
Evoker, Illusioner, Ravager 12
Pillager 15

Zombies

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

Raids

Main article: Raid

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

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

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

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.

Staring

A lot of villagers staring at the player.

A lot of villagers staring at the player.

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

A villager staring at the player.

A villager staring at the player.

Schedules

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
Image 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
Image 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

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

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

  • Farmers harvest and sow crops.
  • Librarians inspect bookshelves.‌[ 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.

Employed villagers do not breed with each other during their work schedule. Nitwits and the unemployed do not follow this rule as they would breed with each other and the employed villagers.

Leatherworker villagers work at any cauldron; the cauldron does not have to be filled with water in order for the villager to work at it.

Wandering

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). Nitwit villagers wander for their whole day before returning home, and sometimes they even hang out with other employed villagers. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule.

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

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

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

Gathering

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

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 ].

In Bedrock Edition, iron golems ignore all villagers and walk as though the villager is not there, kind of like pushing the villager, not looking at them and not showing manners.

Returning home

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. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect a unclaimed bed nearby they walk out of the house and towards the bed.

A villager pushed on a bed in Java Edition. The villager falls off the bed if it is pushed again.

Dropping an anvil on a villager that is sleeping in Java Edition does not hurt the villager nor causes the villager to wake up.

Sleeping

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.

Jumping on a bed with a villager sleeping in it doesn't cause the villager to get up.

In Java Edition, villagers can be pushed on beds and sometimes turn their heads. A villager can be pushed off a bed, but most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds.

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

In Java Edition, dropping any anvil on a villager that is sleeping causes the anvil to bounce and drop as an item, and the villager remains sleeping and does not take damage.

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

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

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

Healing

Villagers get a brief regeneration effect once leveling up in their profession. Pink regeneration particles appear when the villager is healing.

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

Professions

Information icon.svg

This page would benefit from the addition of isometric renders.

Please remove this notice once you've added suitable isometric renders to the article.
The specific instructions are: Updated librarian in 21w11a

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.

In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession[5]; their profession can be changed by a job site block, though.

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

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

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


Profession

Job site block
Biome
Desert Jungle
[6]
Plains Savanna Snow Swamp[6] Taiga
Unemployed None Desert Villager Base.png Jungle Villager Base.png Plains Villager Base.png Savanna Villager Base.png Snowy Villager Base.png Swamp Villager Base.png Taiga Villager Base.png
Nitwit None Desert Nitwit.png Jungle Nitwit.png Plains Nitwit.png Savanna Nitwit.png Snowy Nitwit.png Swamp Nitwit.png Taiga Nitwit.png
Armorer Blast Furnace Desert Armorer.png Jungle Armorer.png Plains Armorer.png Savanna Armorer.png Snowy Armorer.png Swamp Armorer.png Taiga Armorer.png
Butcher Smoker Desert Butcher.png Jungle Butcher.png Plains Butcher.png Savanna Butcher.png Snowy Butcher.png Swamp Butcher.png Taiga Butcher.png
Cartographer Cartography Table Desert Cartographer.png Jungle Cartographer.png Plains Cartographer.png Savanna Cartographer.png Snowy Cartographer.png Swamp Cartographer.png Taiga Cartographer.png
Cleric Brewing Stand Desert Cleric.png Jungle Cleric.png Plains Cleric.png Savanna Cleric.png Snowy Cleric.png Swamp Cleric.png Taiga Cleric.png
Farmer Composter Desert Farmer.png Jungle Farmer.png Plains Farmer.png Savanna Farmer.png Snowy Farmer.png Swamp Farmer.png Taiga Farmer.png
Fisherman Barrel Desert Fisherman.png Jungle Fisherman.png Plains Fisherman.png Savanna Fisherman.png Snowy Fisherman.png Swamp Fisherman.png Taiga Fisherman.png
Fletcher Fletching Table Desert Fletcher.png Jungle Fletcher.png Plains Fletcher.png Savanna Fletcher.png Snowy Fletcher.png Swamp Fletcher.png Taiga Fletcher.png
Leatherworker Cauldron Desert Leatherworker.png Jungle Leatherworker.png Plains Leatherworker.png Savanna Leatherworker.png Snowy Leatherworker.png Swamp Leatherworker.png Taiga Leatherworker.png
Librarian Lectern Desert Librarian.png Jungle Librarian.png Plains Librarian.png Savanna Librarian.png Snowy Librarian.png Swamp Librarian.png Taiga Librarian.png
Stone Mason‌[ BE only ]

Mason‌[ JE only ]

Stonecutter Desert Mason.png Jungle Mason.png Plains Mason.png Savanna Mason.png Snowy Mason.png Swamp Mason.png Taiga Mason.png
Shepherd Loom Desert Shepherd.png Jungle Shepherd.png Plains Shepherd.png Savanna Shepherd.png Snowy Shepherd.png Swamp Shepherd.png Taiga Shepherd.png
Toolsmith Smithing Table Desert Toolsmith.png Jungle Toolsmith.png Plains Toolsmith.png Savanna Toolsmith.png Snowy Toolsmith.png Swamp Toolsmith.png Taiga Toolsmith.png
Weaponsmith Grindstone Desert Weaponsmith.png Jungle Weaponsmith.png Plains Weaponsmith.png Savanna Weaponsmith.png Snowy Weaponsmith.png Swamp Weaponsmith.png Taiga Weaponsmith.png

Nitwit

A nitwit shaking its head

Nitwit villagers wear robes that are green on top. 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 in Java Edition causes it to grunt and 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 (1 minute 40 seconds) after the rest of the village wakes up. A nitwit must be born or spawned; 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 when they become an adult.

Appearance

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

  • Desert outfit: desert and badlands biome and variants
  • Savanna outfit: savanna biome and variants
  • Taiga outfit: taiga, giant tree taiga, taiga mountains, and mountains biome and variants
  • Snowy outfit: any snowy biomes (including snowy taiga, frozen river, frozen ocean (and its variants) and snowy beach)
  • Swamp outfit: swamp biome and variants
  • Jungle outfit: jungle biome variants (including bamboo jungle)
  • Plains outfit: plains and all other biomes not listed above, including mushroom fields and variants, beaches, and ocean biomes. Villagers spawned in the Nether or the End also have the plains biome outfit.

Villagers have 15 professions:

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

Trading

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[ Java Edition only ].

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 particles suggesting contentment.

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.

Clicking use on a unemployed villager or a nitwit villager causes it to grunt and shake their head. ‌[ Java Edition only ] In Bedrock Edition, clicking use on a unemployed villager or a nitwit villager does nothing.

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

Supply and demand

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

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 farmer 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

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

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). Curing a zombie villager in Bedrock Edition or defeating a raid in Java Edition also increases the player's popularity by 10.

Hero of the Village

When a player receives Hero of the Village , players receive discounted prices on all the items traded by villagers in both editions. The Hero of the Village also gets gifts.‌[ Java Edition only ] Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor). A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern.‌[ Java Edition only ]

Sounds

Sound Subtitles Source Description Resource location Translation key Volume Pitch Attenuation
distance
Villager mumbles ? Villager is talking entity.villager.ambient subtitles.entity.villager.ambient ? ? 16
Villager cheers ? Villager is happy, such as after defeating a raid entity.villager.celebrate subtitles.entity.villager.celebrate ? ? 16
Villager dies ? Villager dies/becomes zombified entity.villager.death subtitles.entity.villager.death ? ? 16
Villager hurts ? Villager gets hurt entity.villager.hurt subtitles.entity.villager.hurt ? ? 16
Villager disagrees ? 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
Villager trades ? Player opens the trade UI on a villager entity.villager.trade subtitles.entity.villager.trading ? ? 16
Villager agrees ? Player successfully trades with the villager. entity.villager.yes subtitles.entity.villager.yes ? ? 16
Fletcher works ? ? entity.villager.work_fletcher ? ? ? 16
Cleric works ? brewing stand finishes brewing a potion entity.villager.work_cleric ? ? ? 16
Farmer works ? Adding to a composter entity.villager.work_farmer ? 0.3 0.8 16
Armorer works ? ? entity.villager.work_armorer ? 1.0 ? 16
Toolsmith works Blocks ? entity.villager.work_toolsmith ? 1.0 1.0 16
Butcher works ? ? entity.villager.work_butcher ? ? ? 16
Fisherman works Blocks ? entity.villager.work_fisherman ? 1.0 1.0 16
Weaponsmith works ? ? entity.villager.work_weaponsmith ? ? ? 16
Leatherworker works ? ? entity.villager.work_leatherworker ? 1 = 0.9; 1, 2, 3 = ? ? 16

Data values

ID

Java Edition:

Name Resource location Translation key
Villager villager entity.minecraft.villager

Bedrock Edition:

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

Entity data

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

Java Edition:

  • Entity data
    •  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.
    •  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.
    •  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.

Villager type

Villager profession

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements

Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4)
PS4 Other platforms
The Haggler Acquire or spend 30 Emeralds by trading with villagers or with wandering trader. [sic] 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

Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-oval-raw.png 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.
Note: In multiplayer, only the player that feeds the golden apple gets the advancement.
story/cure_zombie_villager
Advancement-plain-raw.png Adventure
Adventure, exploration, and combat Kill any entity, or be killed by any entity. adventure/root
Advancement-plain-raw.png 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
Advancement-plain-raw.png Surge Protector
Protect a villager from an undesired shock without starting a fire Adventure Be within 30 blocks of a lightning strike that doesn't set any blocks on fire, while an unharmed villager is within or up to six blocks above a 30×30×30 volume centered on the lightning strike. adventure/lightning_rod_with_villager_no_fire
Advancement-plain-raw.png 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

For the history of villager that made before Village & Pillage update, see Villager (old) § History.

Java Edition
September 29, 2018 The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018.
1.14 18w47a Villagers now hide in houses during raids.
Panicked Villager.gif Villagers don't trade while a raid is ongoing, right-clicking them instead makes them emit sweat particles.
18w50a Added new mason profession.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
Desert Villager Base.png Desert Armorer.png Desert Butcher.png Desert Cartographer.png Desert Cleric.png Desert Farmer.png Desert Fisherman.png Desert Fletcher.png Desert Leatherworker.png Desert Librarian.png Desert Mason.png Desert Nitwit.png Desert Shepherd.png Desert Toolsmith.png Desert Weaponsmith.png Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Jungle Villager Base.png Jungle Armorer.png Jungle Butcher.png Jungle Cartographer.png Jungle Cleric.png Jungle Farmer.png Jungle Fisherman.png Jungle Fletcher.png Jungle Leatherworker.png Jungle Librarian.png Jungle Mason.png Jungle Nitwit.png Jungle Shepherd.png Jungle Toolsmith.png Jungle Weaponsmith.png Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Plains Villager Base.png Plains Armorer.png Plains Butcher.png Plains Cartographer.png Plains Cleric.png Plains Farmer.png Plains Fisherman.png Plains Fletcher.png Plains Leatherworker.png Plains Librarian.png Plains Mason.png Plains Nitwit.png Plains Shepherd.png Plains Toolsmith.png Plains Weaponsmith.png Added plains villagers, which all have unique textures for that biome.
Savanna Villager Base.png Savanna Armorer.png Savanna Butcher.png Savanna Cartographer.png Savanna Cleric.png Savanna Farmer.png Savanna Fisherman.png Savanna Fletcher.png Savanna Leatherworker.png Savanna Librarian.png Savanna Mason.png Savanna Nitwit.png Savanna Shepherd.png Savanna Toolsmith.png Savanna Weaponsmith.png Added savanna villagers, which all have unique textures for that biome.
Snowy Villager Base.png Snowy Armorer.png Snowy Butcher.png Snowy Cartographer.png Snowy Cleric.png Snowy Farmer.png Snowy Fisherman.png Snowy Fletcher.png Snowy Leatherworker.png Snowy Librarian.png Snowy Mason.png Snowy Nitwit.png Snowy Shepherd.png Snowy Toolsmith.png Snowy Weaponsmith.png Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Swamp Villager Base.png Swamp Armorer.png Swamp Butcher.png Swamp Cartographer.png Swamp Cleric.png Swamp Farmer.png Swamp Fisherman.png Swamp Fletcher.png Swamp Leatherworker.png Swamp Librarian.png Swamp Mason.png Swamp Nitwit.png Swamp Shepherd.png Swamp Toolsmith.png Swamp Weaponsmith.png Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Taiga Villager Base.png Taiga Armorer.png Taiga Butcher.png Taiga Cartographer.png Taiga Cleric.png Taiga Farmer.png Taiga Fisherman.png Taiga Fletcher.png Taiga Leatherworker.png Taiga Librarian.png Taiga Mason.png Taiga Nitwit.png Taiga Shepherd.png Taiga Toolsmith.png Taiga Weaponsmith.png Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and mountains biomes.
Desert Villager Base.png Jungle Villager Base.png Plains Villager Base.png Savanna Villager Base.png Snowy Villager Base.png Swamp Villager Base.png Taiga Villager Base.png Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have five tiers and show which trade tier they've unlocked, by a badge of a varying material on their suit. The first trade tier appears as a stone badge, the next iron, then gold, emerald and finally diamond.
Villagers now run away from and get infected by giants.
19w03a Villagers no longer run away from nor get infected by giants.
19w11a Added many new villager trades, for each villager profession.
Villager trading prices now also depend on the player's popularity in the village.
Villagers now resupply their trades up to two times a day, if they get to work at a job site block.
The villager trading UI has been updated.
Villagers now level up in a new way.
Villagers now have a daily schedule. They go to work and meet up at the village bell. Each villager tries to find its own bed and job site block. Each profession has a specific block that works as a job site block for them (e.g. lectern for the librarian and cauldron for the leatherworker).
Villagers now sleep in beds at night.
Iron golems now spawn when enough villagers meet.
19w13a Villagers can now trade during raids.
Villagers now sweat during raids.
Villagers now hide in houses when a bell is rung by the player.
Villagers now throw gifts to players with the different Hero of the Village status effects, with the gift item depending on their profession. Baby villagers throw poppies.
19w13b The trading UI of villagers has been revamped.
Available trades are now listed in a left sidebar, similar to Bedrock Edition.
When players have the required materials, clicking on one of the trades now put the items into the slots automatically.
19w14a Nitwit refusing.gif Villager refusing.gif Nitwits and unemployed villagers now shake their head and grunt if the player tries to trade with them.
Pre-Release 1 Fletcher villagers no longer sell luck arrows.
100% of villager trades are now discounted when the player has the Hero of the Village effect.
1.14.3 pre1 Panicking villagers now have a higher chance of spawning iron golems.
Farmer villagers now spend more time farming when they are working.
Farmer villagers now always give away food even if other villagers do not need it.
pre2 Panicked villagers now have to work and sleep, so they cannot be in a state of panic all the time.
The "last slept" and "last worked" properties for villagers are now saved properly.
1.14.4 pre1 Villagers now voluntarily pick up items.
pre2 Villagers now stock more items, so they now can trade more items before they lock their trades.
Villagers now remember their gossip after becoming a zombie villager.
Gossip about players who converted a zombie villager now last longer.
Villagers can now work without also restocking at the same time.
The performance of villager pathfinding has been improved.
1.15 19w35a Nitwit villagers no longer have a leveling gemstone in their belt.
If a player tries to sleep in a bed that is occupied by a villager, that villager is now kicked out of the bed.
1.16 20w19a Villagers can now spawn iron golems regardless of their profession status or latest working time.
20w22a Villagers no longer try to work at the same workstation.
When a workstation is placed, the most experienced nearby villager for that corresponding profession claims the workstation.
Villagers now have to walk to and reach the workstation before they can acquire the profession/work there.
Villagers can no longer claim workstations/professions during raids or night time.
Villagers now check that their workstation is valid at all times of day as long as they are within 16 blocks of their workstation.
1.16.2 20w28a Villagers now emit green particles when joining a village, setting a home bed, or acquiring a job site/profession to match Bedrock Edition.
Pre-release 1 Villagers now lose their job sites when changing dimension.
1.17 21w11a Villager Librarian change 21w11a.gif The overlay texture of the librarian now have been changed.
21w13a Can now accept a filled cauldron as a valid workstation.
Mason villagers can now sell 4 dripstone blocks for an emerald.
Upcoming Java Edition
1.18 21w37a Baby villagers are no longer attacked by illagers.
21w41a Tweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.
Bedrock Edition
1.9.0 beta 1.9.0.0 Villagers now run away from pillagers.
1.10.0 beta 1.10.0.3 Added nitwit and unemployed villagers.
Added mason profession, which can be traded with.
Villagers now run away from the new ravager.
Added a new type of villager. Both the old (pre-Village & Pillage) and new types of villagers are able to be spawned in-game and have different spawn eggs, although they have the same name and same spawn egg texture.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages) as well as professions. However, villagers spawned in igloo basements still use their old skin.
Desert Villager Base.png Desert Armorer.png Desert Butcher.png Desert Cartographer.png Desert Cleric.png Desert Farmer.png Desert Fisherman.png Desert Fletcher.png Desert Leatherworker.png Desert Librarian.png Desert Mason.png Desert Nitwit.png Desert Shepherd.png Desert Toolsmith.png Desert Weaponsmith.png Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Jungle Villager Base.png Jungle Armorer.png Jungle Butcher.png Jungle Cartographer.png Jungle Cleric.png Jungle Farmer.png Jungle Fisherman.png Jungle Fletcher.png Jungle Leatherworker.png Jungle Librarian.png Jungle Mason.png Jungle Nitwit.png Jungle Shepherd.png Jungle Toolsmith.png Jungle Weaponsmith.png Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Plains Villager Base.png Plains Armorer.png Plains Butcher.png Plains Cartographer.png Plains Cleric.png Plains Farmer.png Plains Fisherman.png Plains Fletcher.png Plains Leatherworker.png Plains Librarian.png Plains Mason.png Plains Nitwit.png Plains Shepherd.png Plains Toolsmith.png Plains Weaponsmith.png Added plains villagers, which all have unique textures for that biome.
Savanna Villager Base.png Savanna Armorer.png Savanna Butcher.png Savanna Cartographer.png Savanna Cleric.png Savanna Farmer.png Savanna Fisherman.png Savanna Fletcher.png Savanna Leatherworker.png Savanna Librarian.png Savanna Mason.png Savanna Nitwit.png Savanna Shepherd.png Savanna Toolsmith.png Savanna Weaponsmith.png Added savanna villagers, which all have unique textures for that biome.
Snowy Villager Base.png Snowy Armorer.png Snowy Butcher.png Snowy Cartographer.png Snowy Cleric.png Snowy Farmer.png Snowy Fisherman.png Snowy Fletcher.png Snowy Leatherworker.png Snowy Librarian.png Snowy Mason.png Snowy Nitwit.png Snowy Shepherd.png Snowy Toolsmith.png Snowy Weaponsmith.png Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Swamp Villager Base.png Swamp Armorer.png Swamp Butcher.png Swamp Cartographer.png Swamp Cleric.png Swamp Farmer.png Swamp Fisherman.png Swamp Fletcher.png Swamp Leatherworker.png Swamp Librarian.png Swamp Mason.png Swamp Nitwit.png Swamp Shepherd.png Swamp Toolsmith.png Swamp Weaponsmith.png Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Taiga Villager Base.png Taiga Armorer.png Taiga Butcher.png Taiga Cartographer.png Taiga Cleric.png Taiga Farmer.png Taiga Fisherman.png Taiga Fletcher.png Taiga Leatherworker.png Taiga Librarian.png Taiga Mason.png Taiga Nitwit.png Taiga Shepherd.png Taiga Toolsmith.png Taiga Weaponsmith.png Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and mountains biomes.
Desert Baby Villager BE.png Jungle Baby Villager BE.png Plains Baby Villager BE.png Savanna Baby Villager BE.png Snowy Baby Villager BE.png Swamp Baby Villager BE.png Taiga Baby Villager BE.png Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have three tiers and show which trade tier they have unlocked, by a badge of a varying material on their suit. The first trade tier appears as an iron badge, then next gold and finally diamond.
Librarian villagers now inspect bookshelves.
Villagers can now occupy beds to sleep.
Villagers now have a schedule. Adult and child villagers have a different schedule and fishermen, farmers and librarians have special work schedules.
Villagers now hold the item they want to trade.
Villagers now have behavior to wander village outskirts.
Villagers can now mingle in gathering sites.
Villagers can now work in job sites with the corresponding job site block and can change professions depending on the available job site blocks in villages.
1.11.0 beta 1.11.0.1 The farmer job site block has been changed from farmland to composters.
Added economic trades, which makes villagers level up and require experience to unlock next tiers, which makes it possible to instantly change their tiers from iron to diamond.
Villager trades are no longer instantly refreshed as it now requires to resupply, which can be activated only by using /resupply.
Old villagers now convert to villager_v2 .
Baby villagers are now ignored by illagers, including ravagers and vexes.
beta 1.11.0.3 Villager now heal themselves upon waking up at dawn.
beta 1.11.0.4 Villagers now hide in houses during raids.
The villager economy trades have been changed.
The supply and demand feature for villagers now works properly.
Villagers now make sounds when they work.
1.13.0 beta 1.13.0.9 Villagers can now heal if they have bread in their inventory.
1.17.0 beta 1.16.230.54 Mason villagers can now sell 4 dripstone blocks for an emerald.
Legacy Console Edition
TU7 CU1 1.0 Patch 1 1.0.1 Farmer.png Librarian.png Priest.png Blacksmith.png Butcher.png Nitwit.png Added villagers.
Farmer.png Librarian.png Priest.png Blacksmith.png Butcher.png Nitwit.png Added baby villagers.
Villagers have the same level of AI as PC version 1.0.0, as they cannot trade, harvest crops, breed or open doors.
TU11 The limit for villagers has been increased in a world.
TU12 Villagers can now open and close doors.
Villagers now go inside at night and detect houses.
Villagers can now socialize with each other and passive mobs.
Villagers are now attacked by and run away from zombies.
Villagers now repopulate villages by the number of houses there are.
Baby villagers now sprint.
TU13 A limit to the number of villagers spawned by breeding has been added.
Added the hearts display when villagers enter 'love mode'.
TU14 1.04 Trading with villagers has been added.
Villagers are now assigned random professions.
Villagers that are spawned from a spawn egg now have a random profession.
Villagers now make sounds from being hurt, trading and wandering.
Baby villagers can now be spawned by using Left trigger on an adult form of that mob using a spawn egg.
TU31 CU19 1.22 Patch 3 Villagers now have additional professions and trading schemes.
Villagers now harvest crops.
Villagers now breed only when willing (and can be made willing by giving them 3 bread, 12 carrots or 12 potatoes).
Villagers turn into witches when struck by lightning.
TU54 CU44 1.52 Patch 24 1.0.4 Added a new career for the librarian villager: "Cartographer".
1.91 Added nitwit, unemployed villagers.
Added mason villagers, which can be traded with.
Villagers have new clothing to indicate their level, profession, and biome.
Desert Villager Base.png Desert Armorer.png Desert Butcher.png Desert Cartographer.png Desert Cleric.png Desert Farmer.png Desert Fisherman.png Desert Fletcher.png Desert Leatherworker.png Desert Librarian.png Desert Mason.png Desert Nitwit.png Desert Shepherd.png Desert Toolsmith.png Desert Weaponsmith.png Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Jungle Villager Base.png Jungle Armorer.png Jungle Butcher.png Jungle Cartographer.png Jungle Cleric.png Jungle Farmer.png Jungle Fisherman.png Jungle Fletcher.png Jungle Leatherworker.png Jungle Librarian.png Jungle Mason.png Jungle Nitwit.png Jungle Shepherd.png Jungle Toolsmith.png Jungle Weaponsmith.png Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Plains Villager Base.png Plains Armorer.png Plains Butcher.png Plains Cartographer.png Plains Cleric.png Plains Farmer.png Plains Fisherman.png Plains Fletcher.png Plains Leatherworker.png Plains Librarian.png Plains Mason.png Plains Nitwit.png Plains Shepherd.png Plains Toolsmith.png Plains Weaponsmith.png Added plains villagers, which all have unique textures for that biome.
Savanna Villager Base.png Savanna Armorer.png Savanna Butcher.png Savanna Cartographer.png Savanna Cleric.png Savanna Farmer.png Savanna Fisherman.png Savanna Fletcher.png Savanna Leatherworker.png Savanna Librarian.png Savanna Mason.png Savanna Nitwit.png Savanna Shepherd.png Savanna Toolsmith.png Savanna Weaponsmith.png Added savanna villagers, which all have unique textures for that biome.
Snowy Villager Base.png Snowy Armorer.png Snowy Butcher.png Snowy Cartographer.png Snowy Cleric.png Snowy Farmer.png Snowy Fisherman.png Snowy Fletcher.png Snowy Leatherworker.png Snowy Librarian.png Snowy Mason.png Snowy Nitwit.png Snowy Shepherd.png Snowy Toolsmith.png Snowy Weaponsmith.png Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Swamp Villager Base.png Swamp Armorer.png Swamp Butcher.png Swamp Cartographer.png Swamp Cleric.png Swamp Farmer.png Swamp Fisherman.png Swamp Fletcher.png Swamp Leatherworker.png Swamp Librarian.png Swamp Mason.png Swamp Nitwit.png Swamp Shepherd.png Swamp Toolsmith.png Swamp Weaponsmith.png Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Taiga Villager Base.png Taiga Armorer.png Taiga Butcher.png Taiga Cartographer.png Taiga Cleric.png Taiga Farmer.png Taiga Fisherman.png Taiga Fletcher.png Taiga Leatherworker.png Taiga Librarian.png Taiga Mason.png Taiga Nitwit.png Taiga Shepherd.png Taiga Toolsmith.png Taiga Weaponsmith.png Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and mountains biomes.
Villagers now have a schedule. Adult and child villagers have a different schedule.
Villagers may now wander to the village outskirts.
Villagers now attempt to find a door when it rains during the day and navigate to their bed at night.
The pathfinding of villagers has been updated and improved.
Villagers now have a visual-based trading system, and now hold up the item they wish to trade.
Villagers now mingle together around gathering sites in the village.
Librarian villagers now inspect bookshelves.
Villagers can now switch professions depending on the job site blocks available in the village.
Villagers now interact with beds and corresponding job site blocks.

Issues

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

Trivia

  • The villagers were inspired by the shopkeepers in Dungeon Master 2.[7]
  • Originally, the mobs populating villages were to be pigmen.[8]
  • When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
  • The villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.[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.
  • Although the villages in snowy taiga biomes spawn the snowy villager variant in Bedrock Edition, they use the taiga village variant.
  • In Java Edition, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.[10] This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture (...\entity\villager\villager.png).
    • In Bedrock Edition, when the Classic Textures pack from Marketplace is enabled, the villagers still use their default texture instead of the old texture.[11] This is because the old textures of villager are located in ...\entity\villager, while the textures for new villagers are in ...\entity\villager2.
  • In Java Edition, baby villagers are the only mobs that do not have a disproportionately large head compared to their adult counterparts. Rather, they are smaller versions of the adult villager.
  • 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.[12]
  • 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 ]
  • Although they are usually passive to villagers, when a firework set off by a villager damages an iron golem, it can actually anger it, causing the iron golem to attack the villager.‌[ Java Edition only ] [13]

April fools

Information icon.svg

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

Screenshots

  • Two villagers from a rare multi-biome village (in this case plains and desert) meeting.

  • A plains farmer villager holding bread.

  • A librarian inspecting a bookshelf.

  • A group of villager children playing tag.

  • A villager sweating during a raid.

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

  • Every villager skin type per profession and biome.

  • A villager panicked.

  • A Creeper face on the robe of a plains biome cleric villager.

  • The base skin for all villagers. This is never seen in-game.

  • Villager in Beta 1.9 Prerelease, when villagers had the word "TESTIFICATE" displayed over their heads.

  • An image released earlier by Jeb showing separated villagers.[14]

  • The first image of the trading system released by Jeb. Rubies that later became emeralds can be seen in the inventory space.

  • Purchasing shears from a villager before the 1.14 update.

  • Children before the 1.14 update.

  • Purchasing Feather Falling IV enchanted book from a villager before the 1.14 update.

  • The new Jungle villager textures shown at MINECON Earth 2018.

  • New villager textures, shown at MINECON Earth 2018, announced as the Taiga biome variants. They are instead used for the Snowy Tundra biome variants.

  • A vindicator chasing a villager.

  • An illusioner attacking villagers.

In other media

  • Old villager artwork.

  • Snowy villager artwork.

  • Desert villager artwork.

  • Ditto.

  • Jungle villager artwork.

  • Plains villager artwork.

  • Tundra villager artwork.

  • Lego Minecraft Villager Minifigure.

References

  1. "MINECON 2016 The Minecraft 1.11 Change Log" – Minecraft on YouTube, October 15, 2016
  2. https://youtube.com/watch?v=AnOeYZi4fgc&t=48m33s
  3. "@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!" – @jonkagstrom on Twitter, February 23, 2012
  4. a b https://youtube.com/watch?v=vMSiholH_lc
  5. MCPE-46034
  6. a b Jungle and swamp villagers can spawn only in their corresponding biome if a village intersects these biomes, or by using spawn eggs, breeding or curing a zombie villager, as jungle and swamp villages do not exist.
  7. http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26
  8. "It's very likely the townspeople will be pigmen =)" – @notch on Twitter, April 25, 2011
  9. "Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's." – @JasperBoerstra on Twitter, February 28, 2019
  10. MC-141075
  11. MCPE-119646 – resolved as "Invalid"
  12. MC-173917 – resolved as "Works As Intended"
  13. MC-201329
  14. "This is how I perform experiments on Testificates:" – @jeb_ on Twitter, May 21, 2012

How To Get A Blacksmith Villager

Source: https://minecraft.fandom.com/wiki/Villager

Posted by: bowmanfectined1984.blogspot.com

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