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Health points

20 (Heart.svg × 10)

Attack strength



When a zombie villager is cured

First appearances

See History




Trade: 3–6
Trade while willing: 8–11

Sounds Idle
Trading complete
Trading denied
Network ID


Savegame ID


A Villager (sometimes referred to as a Testificate) is an intelligent passive NPC that the player can trade with. A villager has one of five professions: farmer (brown robe), librarian (white robe), priest (purple robe), blacksmith (black apron), or butcher (white apron).

Spawning[edit | edit source]

Natural generation[edit | edit source]

Villagers spawn along with naturally-generated villages, inside various buildings. In 1.9,[upcoming] A priest and a zombie priest can be found inside igloo basements.

Baby villagers[edit | edit source]

Villagers can breed, but need doors in order to spawn baby villagers. After exactly 20 minutes, the baby villager will grow up to an adult. See this section for more information.

Zombie villagers[edit | edit source]

Villagers will spawn if a player uses a splash potion of weakness on a zombie villager and then feeds it a regular golden apple. It will then shake and turn into a villager within 5 minutes. During the change the zombie villager turning villager can still burn in the sun; except when a baby zombie villager.

Drops[edit | edit source]

Villagers have no drops.

Behavior[edit | edit source]

Upon spawning, villagers will leave their homes and begin to explore the village. Generally, they wander aimlessly inside the village during the day. They may go indoors or outdoors. Occasionally, two villagers may stop, and turn to look at each other, in a behavior called socializing, in which they will stare at a mob (sometimes even a zombie) or another villager for a few seconds at a time. In the case of players, they will continuously stare at them as long as the player is close enough, unless the villager tries to get into a house at night or run away from a zombie. When a player attacks a villager, the villager will not run away, but angry particles will fly out from the villager if it is in a village.

Villagers will not willingly fall off high cliffs that would kill them, but may occasionally take fall damage. They will not stay away from fire or cacti, nor change their behavior around them, as with most mobs.

At night, or during a storm, villagers will run inside, closing doors behind them, staying indoors until the morning. In the morning, the villagers will head outside, fleeing from any remaining zombies. Once the zombies are gone, the villagers will resume normal behavior.

There is evidence that villagers are prone to overcrowding certain areas of a village while leaving other areas completely empty. There is speculation that villagers will crowd predictably into set areas; however, exactly which areas has still not been discovered. It has been noticed they crowd their church/watchtower very often at certain times of the day.[1] The overcrowding can lead to villagers swarming into a few houses at night rather than spreading themselves. The sheer amount of villagers trying to enter such a small area can result in a portion of the villagers taking more time to enter the safety of their homes. In extreme cases, some villagers will become stranded outside. There is no known way to prevent this type of overcrowding.

Picking up items[edit | edit source]

Villagers have eight inventory slots. Villagers will not intentionally seek out items to pick up, but they will collect any bread, carrots, potatoes, wheat, or seeds (and beetroot and beetroot seeds in 1.9[upcoming]) they happen to come within range of. These are the only items they are able to pick up. If a player and a villager are in the pickup range of an item at the same time, the player will always pick it up first.

note that if gamerule mobGriefing is false, villagers will not pick up items.

Sharing food[edit | edit source]

If a villager has enough food in one inventory stack (6 bread or 24 carrots or potatoes (or beetroot in 1.9[upcoming]), or 18 wheat for Farmers only) and sees a villager without enough food in one inventory stack (3 bread or 12 carrots or potatoes (or beetroot in 1.9[upcoming]) for non-Farmers; 15 bread, 60 carrots or potatoes (or beetroot in 1.9[upcoming]), or 45 wheat for Farmers), he may decide to share food with that villager.

To share, a villager finds his first inventory stack with at least 4 bread, carrots, or potatoes (or beetroot in 1.9[upcoming]) 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 | edit source]

Adult and baby brown-robed villagers, both farmers and other careers, will tend crops within the village boundary. Villagers far enough outside the boundary of any village will also tend nearby crops.

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

  • If a brown-robed villager does not have enough food in one stack in his inventory (15 bread, 60 carrots or potatoes (or beetroot in 1.9[upcoming]), or 45 wheat) and finds fully-grown wheat, carrots, or potatoes (or beetroot in 1.9[upcoming]), he will move to the crop block and break it.
  • If a brown-robed villager has any seeds, carrots, or potatoes (or beetroot seeds in 1.9[upcoming]) in his inventory and finds an air block above farmland, he will move to it and plant a crop. They will always plant from the first eligible slot in their inventory.

Baby villagers[edit | edit source]

A group of villager children playing a game of tag.

Baby villagers will sprint around, entering and leaving houses at will. They will also chase each other around the village to simulate that they are playing tag. They will sometimes stop sprinting to stare at an Iron Golem. If the Iron Golem is holding a poppy, the children will cautiously take the flower from its hands.

Unlike other breed-able mobs, the parents and child have no personal interactions other than socializing.

Zombies[edit | edit source]

Zombies will find villagers from up to 42 block radius (even when the villager is invisible), and will attempt to break down doors. Zombies will only successfully break doors if the difficulty is set to hard; although, only a fraction of zombies spawned in hard mode can break doors. This also applies to zombie pigmen if they path find through a door. Villagers will run away from zombies, which attempt to attack villagers. The villager's only "natural" defense are the Iron Golems, which protect villagers from nearby mobs.

Zombies will kill villagers, or convert them to zombie villagers. The chance that the villager will become a zombie villager on death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well.

Villagers will also run from zombie pigmen.

Lightning[edit | edit source]

When lightning strikes between 3–4 blocks of a villager, it will turn into a witch.

Breeding[edit | edit source]

See also: Tutorials/Village mechanics
Two villagers mating.

Villagers will mate depending on the number of valid doors. Villagers will then mate until the number of adult villagers equals or is more than 35% of the number of doors. Any remaining children will grow up as usual, resulting in a total number of adult villagers somewhere above one third of the number of nearby wooden doors. The type of villager that the child is doesn't depend on what type the parents are.

A valid door is any door within the village radius where the number of "outside" spaces within 5 blocks in a straight line on one side of the door is not the same as the number of "outside" spaces within 5 blocks on the other side of the door. A space is considered to be "outside" if it has nothing but transparent blocks above it all the way to the sky.

The game engine periodically takes a census to determine the current population of the village. All villagers within the horizontal boundary of the village and within 5 vertical blocks of the center will be 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 within a vertical distance of 32 blocks downwards of the center of the village will attempt 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 will mate with each other and produce a child.

Willingness[edit | edit source]

Additionally, villagers must be "willing" in order to breed. After mating, they will no longer be willing, and must be made willing again.

Villagers may become willing when the player trades with them. Willingness is granted the first time a new offer is traded, or at a one-in-five chance on subsequent trades. Green particles will appear if the villager becomes willing by trading. This will not cause them to immediately seek out a mate, however.

Villagers can also become willing by having either 3 bread, 12 carrots or 12 potatoes (or beetroot in 1.9[upcoming]) in one stack in their inventory. Any villager with an excess of food (usually farmers) will throw food to other villagers, allowing them to pick it up and obtain enough food to become willing. You can also throw bread, carrots, or potatoes (or beetroot in 1.9[upcoming]) at the villagers yourself to encourage breeding. Villagers will consume the required food upon becoming willing.

Professions and careers[edit | edit source]

Each villager has a profession, which can be identified by their clothing. Villagers also have careers specific to their profession. The player can identify a villager's career by reading the title at the top of the trading interface. Below is a table listing the various villagers, with their careers in relation to their professions, as well as the IDs specifying these.

Clothing Profession ID Career ID
Brown Robe Farmer 0 Farmer 1
Fisherman 2
Shepherd 3
Fletcher 4
White Robe Librarian 1 Librarian 1
Purple Robe Priest 2 Cleric 1
Black Apron Blacksmith 3 Armorer 1
Weapon Smith 2
Tool Smith 3
White Apron Butcher 4 Butcher 1
Leatherworker 2

Trading[edit | edit source]

The pre-1.8 trading interface displaying a trade of 28 paper for 1 emerald.

The trading system is a gameplay mechanic that allows players to trade emeralds for items and vice-versa with villagers.Their trades can be good or bad, depending on what the cost is and what items you might get. Trading is only available for adult villagers; the player cannot trade with baby villagers.

Right-clicking a villager will allow a player to trade with them, and display their career. Villagers will make offers based on their profession and career, and will only make trades based on whatever offers they are making. Different offers may be viewed by pressing the left and right buttons next to the currently displayed offer. Most offers involve emerald as a currency, and some item pertinent to the villager's profession and career. Trading allows the acquisition of uncommon items that would otherwise be fairly difficult to obtain, such as chain armor. It is also the only legitimate method of acquiring a Bottle o' Enchanting in survival mode. When villagers get a new trade, purple particles and green cross particles appear.

After trading a new offer once, the villager will open a new tier of trades after a short period of time. After 2-12 times an offer is used, the villager will lock the trade offer. When this happens, you will have to use another new trade offer in the villager's window once (or several times if it is already used once), and then wait for a short time. If green particles appear, all trades reopen. There is a maximum number of tiers each villager can possess, varying by career. Once the villager has unlocked all tiers, it will not open any new ones. However, you will still be able to renew all offers by trading.

When a villager gives off particles from a new trade, they get 10 seconds of regeneration I, which gives them 4 (Heart.svgHeart.svg).

Using commands or external editors, villagers can be made to give custom trades. These trades will not always involve emeralds and are not necessarily limited, nor will they necessarily unlock new trades.

In Pocket Edition, trading is currently not available.

Data values[edit | edit source]

See also: Chunk format

Villagers have entity data associated with them that contain various properties of the mob. Their entity ID is Villager.

  • Entity data
    • Tags common to all entities

    • Tags common to all mobs

    • Additional fields for mobs that can breed

    •  Profession: The ID of the texture used for this villager. This also influences trading options.

    •  Riches: Currently unused. Increases by the number of emeralds traded to a villager any time they are traded.

    •  Career: The ID of this villager's career. This also influences trading options and the villager's name in the GUI (if it does not have a CustomName). If 0, the next time offers are refreshed, the game will assign a new Career and reset CareerLevel to 1.

    •  CareerLevel: The current level of this villager's trading options. Influences the trading options generated by the villager; if it is greater than their career's maximum level, no new offers are generated. Increments when a trade causes offers to be refreshed. If 0, the next trade to do this will assign a new Career and set CareerLevel to 1. Set to a high enough level and there will be no new trades to release (Career must be set to 1 or above).

    •  Willing: 1 or 0 (true/false) - true if the villager is willing to mate. Becomes true after certain trades (those which would cause offers to be refreshed), and false after mating.

    •  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 will automatically be condensed into one slot. If there are more than 8 slots, the last slot will be removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot will be present after the two other slots are combined.

    •  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) - true if this trade will provide XP orb drops.

          •  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.

          •  buyB: May not exist. The second 'cost' item, without the Slot tag.

          •  sell: The item being sold for each set of cost items, without the Slot tag.

Video[edit | edit source]

History[edit | edit source]

Official release
1.0.0 Beta 1.9-pre1 Added villagers with same AI as pigs and had the name "TESTIFICATE" displayed over their heads as player names are displayed in multiplayer.
Beta 1.9-pre2 Removed "TESTIFICATE" name above villager's heads.
1.1 11w49a Added Villager spawn egg in Creative mode. Only farmer Villagers were spawned.
1.2.1 12w05a Villagers can now open and close doors.
Villagers will now go inside at night and detect houses.
12w06a Villagers can now socialize with each other and passive mobs.
Villagers are now attacked by and run away from zombies.
12w07a Villagers will now repopulate villages by the number of houses there are.
Villager children will sprint.
1.3.1 12w18a Villagers spawned via a spawn egg will now have a random profession.
12w21a Added trading with villagers. Leaving a trading window open will cause villagers not to wander under normal circumstances.
12w22a Villagers will now reassign their profession if there is a lack of a specific profession or if the number of villagers in a profession is unbalanced (i.e., if there are many Farmer villagers and no Blacksmith villagers, one will change its skin, showing it has changed its profession).
Trading has also been changed where an extra input space has been added where tools can be placed for buying enchantments and/or repair.
12w25a Villagers may remove a trade option after it has been used at least 3 times.
12w26a Although requiring external tools or modifications to apply, monster spawners can spawn the previously unavailable Green Robe Villagers in unmodified Minecraft clients.
1.4.2 12w32a Villagers will like and dislike you, depending on how you react to them.
Villagers can be infected by zombies, causing them to change their appearance and attack the player and other villagers.
1.4.4 Villager children can now be spawned easily by right clicking a villager with a villager spawner egg.
1.6.1 13w22a Added sound effects for villagers. They have different sounds for taking damage, talking to villagers, successful trades, and canceled trades.
1.7.4 A bug caused Adult Villagers killed by baby zombies to turn into baby villager zombies.
1.8 14w02a Added careers to villagers, splitting up the trade offers within a profession. This career is shown in the trading interface.
Reworked the trading system to be less random; it is now tier-based instead, and several offers may be generated at one time.
Due to the changes in the trading system, attempting to trade with generic villagers will crash the game.
Villagers only breed when willing. This limits the amount of villagers and prevents infinite breeding villages.
14w02c The files for the generic villager are removed, leaving the texture. Any villagers that were originally generic villagers are now looped to farmers. However, they can still be spawned by using a negative profession ID.
14w03a Villagers struck by lightning will turn into Witches.
14w04a Farmer (profession) villagers now harvest fully grown crops
Villagers can be made willing using 3 bread, 12 carrots or 12 potatoes.
14w04b Villagers now have an NBT tag that allows control over getting Experience for trading (rewardExp).
14w20a The generic villager can no longer be spawned due to villagers with negative profession IDs becoming farmers.
1.8.1 1.8.1-pre4 Villagers no longer ignore data tags or damage values.
1.9 15w31a Farmer villagers now harvest beetroot crops, but ignore the drops.
15w38a Villagers now pick up beetroot and beetroot seeds.
Villagers now use and share beetroot as food.
Farmer villagers can now plant beetroot seeds.
15w39a Villagers are slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9).
15w43a A priest can be found caged in an igloo basement.
Pocket Edition Alpha
0.9.0 build 1 Added villagers. Same level of AI as PC version 1.0.0 - They cannot trade, breed or open doors.
build 2 Villagers now have sounds.
build 3 Villagers are now attacked by and run away from zombies.
Villager children will sprint.
0.9.2 Villagers now have sounds on iOS and Fire OS.
0.10.0 build 6 Changed Villager walking animation.
0.12.1 build 1 Villagers can now open and close doors.
Villagers will now go inside at night and detect houses.
Villagers can now socialize with each other and passive mobs.
Farmer villagers now harvest fully grown crops.
Villagers will now repopulate villages by the number of houses there are.
Villager children will sprint.
Villagers will like and dislike you, depending on how you react to them.
Villagers can be infected by zombies, causing them to change their appearance and attack the player and other villagers.
build 10 Villagers will always become zombie villagers in Hard difficulty.
0.13.0 build 2 Villagers will now open all wooden doors (rather than just oak).
Console Edition
TU7 Added villagers. Same level of AI as PC version 1.0.0 - They appear only as farmers and cannot trade, breed or open doors.
TU11 Increased the limit for villagers in a world.
TU12 Villagers can now open and close doors.
Villagers will 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 will now repopulate villages by the number of houses there are.
Villager children will sprint.
TU13 Added a limit to the number of villagers spawned by breeding.
Added the hearts display when villagers enter 'Love Mode'.
TU14 Added trading with villagers
Villagers are assigned random professions.
Villagers that are spawned from a Spawn Egg will have a random profession.
Villagers now make noises from being hurt, trading & wandering.
Baby villagers can now be spawned by using Left trigger on an adult form of that mob using a spawn egg.

Issues[edit | edit source]

Issues relating to “Villager” are maintained on the issue tracker. Report issues there.

Trivia[edit | edit source]

  • The villagers were inspired by the shop keepers in Dungeon Master 2.[2]
  • Notch has agreed that villagers look like "cavemen squidwards".[3]
  • Originally, the mobs populating villages were to be pigmen.[4]
  • Using the command /gamerule mobGriefing false will prevent farmer Villagers from harvesting and replanting crops.
  • Baby farmer villagers can harvest and replant crops as well as adult farmers.
  • You can use a name tag on an adult villager directly upon exiting a Nether portal, any other time will cause the trading interface to open and leave the villager unnamed.
  • Villagers can see invisible players.
  • In the Pocket Edition of the game, villagers can leave villages. However, once they leave the village, they rarely come back.[Verify]
  • 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 very slowly. However, when a villager runs indoors as the night falls, it runs extremely fast, even faster than the player's walking speed.
  • The 1.6 release poster showed a blue-robed villager in the background in addition to the green-robed villager. However, a blue villager has never appeared in-game.
  • Despite the generic villager being removed from the game, a green-robed zombie version still exists in snapshots of 1.9.

April fools[edit | edit source]

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 players' current skin to turn into villager skins. This also caused users to be unable to change their skins. Different career villager skins were used, including the unused generic 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.

Gallery[edit | edit source]

References[edit | edit source]