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Health points

20 (Heart.svg × 10)

Attack strength



When a zombie villager is cured

First appearances

See History




Killed: 0
Trade: 3–6
Trade while willing: 8–11

Sounds Idle
Trading complete
Trading denied
Network ID


Savegame ID


A Villager (previously called a Testificate) is an intelligent passive NPC.


Villagers will not despawn even if the player wanders away from them.

Natural generation[edit]

Villagers naturally spawn in villages inside various buildings.

Baby villagers[edit]

Villagers can be bred, spawning baby villagers. After exactly 20 minutes, the baby villager will grow up to an adult. See this section for more information.

Zombie villagers[edit]

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.


Villagers have no drops.


Upon spawning, villagers will leave their homes and begin to explore the village. They will go and explore other buildings, make sounds and frequently open and close doors. Afterwards, they will begin to head to the outskirts of the village, though they will never actually leave the village itself. 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 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. 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]

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 wheat seeds they happen to come within range of. These are the only items they are able to pick up.

Sharing food[edit]

If a villager has enough food in one inventory stack (6 bread or 24 carrots or potatoes, or 18 wheat for Farmers only) and sees a villager without enough food in one inventory stack (3 bread or 12 carrots or potatoes for non-Farmers; 15 bread, 60 carrots or potatoes, 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 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.


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-robe does not have enough food in one stack in his inventory (15 bread, 60 carrots or potatoes, or 45 wheat) and finds fully-grown wheat, carrots, or potatoes, he will move to the crop block and break it.
  • If a brown-robe has any seeds, carrots, or potatoes 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]

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 will find villagers from up to 42 block radius, 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.


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


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 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 city 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.


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. 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 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 at the villagers yourself to encourage breeding. Villagers will consume the required food upon becoming willing.

Professions and Careers[edit]

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


The 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.

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 once, the villager will open a new tier of trades after a short period of time. After a few trades, the villager will lock the trade offer. When this happens, you will have to use another trade offer in the villager's window once, and then wait for a short time and all trades will 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, which gives them 8 (Heart.svgHeart.svgHeart.svgHeart.svg).



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 farmer NPC spawn egg in Creative mode.
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.
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 Changed Villager walking animation.
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'.
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 relating to "Villager" are maintained on the issue tracker. Report issues there.


  • The villagers were inspired by the shop keepers in Dungeon Master 2.[2]
  • Notch has agreed that villagers look like "Caveman 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 a 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.
  • After a zombie villager is cured, the villager gets Nausea for 10 seconds.

April fools[edit]

On April 1st 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.