Zombie Villager
Health points | |
---|---|
Armor points | |
Behavior |
Hostile |
Attack strength | |
Size |
Adult: |
Spawn |
See Spawning |
Drops |
See Drops |
Natural equipment |
|
Experience |
Adult: 5 |
Internal ID | |
Namespaced ID |
See Data values |
“ |
|
„ |
— The Pretty Scary Update promo poster |
Zombie villagers are variants of zombies that can be cured into normal villagers using golden apples and weakness potions.
Contents
Spawning[edit]

Zombies that are not husks have a 5% chance of naturally spawning as zombie villagers. This does not seem to include spawning from a zombie spawner as found in dungeon.[verify]
In Bedrock Edition, version-2 zombie villagers spawn when villagers are killed by zombies, or from an igloo's basement. Unemployed plains zombie villager spawn naturally regardless of biomes.
If any type of zombie kills a villager, there is a chance for the villager to transform into a zombie villager. Zombie villagers spawned this way do not despawn.[upcoming: JE 1.15]
Difficulty | Chance |
---|---|
Easy | 0% |
Normal | 50% |
Hard and Hardcore | 100% |
A cleric zombie villager appears alongside a cleric villager in every igloo basement. Zombie Villagers spawn also in zombie villages. Zombie villagers that spawn in zombie villages have the behavior to avoid direct sunlight and never despawn.
Zombie villagers have their own spawn egg, which can be found inside the creative inventory. This spawn egg spawns a zombie villager when used.
Variants[edit]
Baby zombie villagers[edit]
Baby zombie villagers make up 5% of zombie villager spawns. They behave similar to regular zombie villager, with the following oddities:
- They are 30% faster than the normal zombies, yet they have the same health as normal zombies. This makes the baby zombie villagers more dangerous than their bigger counterparts.
- The noises they make are higher-pitched than adult zombie villager sound effects.
- They can sometimes ride chickens. They can also ride[Bedrock Edition only]:
- Cows
- Ocelots
- Wolves
- Mooshroom
- Adult chickens
- Pigs
- Sheep
- Horses
- Donkeys
- Mules
- Zombie horses (unused jockey variant)
- Skeleton Horses
- Adult zombies
- Adult zombie villagers
- Pandas
- Adult husks
- Stray cats
- Spiders
- Cave spiders
- It moves at the baby zombie villager's speed, instead of the mob's speed.
- If riding a neutral mob, it becomes hostile, but won't anger any mobs nearby that are the same mob as they are.
- If a baby zombie is riding a mob that is also rideable by a player, that mob becomes non-rideable by a player.
- A baby zombie has a 15% chance to become a jockey when try attacking villagers, players or golems.
- Baby zombie villagers turn into baby villagers, if cured.
- Worn armor shrinks to fit their body size.
- They are able to fit through 1×1 block gaps.
- They drop 12 experience when killed by the player instead of 5.
- Unlike most other baby mobs in the game, they stay as babies indefinitely and never grow into "adult" zombie villagers.
- They have a decreased hitbox size.
Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is very low at 0.25% (or 1 in 400 chance) of all newly spawned zombies.
Armed zombie villagers[edit]
Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically hold any item they come across (except that jack o'lanterns[Java Edition only], mob heads and pumpkins are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item:
- if the new item is armor or a sword and the old item was not (for example, zombie villagers prefer swords to pickaxes and helmets to pumpkins),
- if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
- if both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
- if both items are bows and the new item has NBT tags while the old does not.
Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.
Armor worn by zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break, if the zombie villager is exposed to daylight or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 4% damage reduction from most sources.
Farmer Zombie villagers are immune to sunlight due to having a hat.[verify]
Some zombie villagers capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material).
Easy | Normal | Hard | |
---|---|---|---|
Can Pick Up Loot | 0% | 0%-55%[note 1] | 6.875%-55%[note 1] |
Armor | 0% | 0%-15%[note 1] | 1.875%-15%[note 1] |
Armor Enchantment[note 2] | 0% | 0-50%[note 1] | 6.25%-50%[note 1] |
Weapon[note 3] | 1% | 1% | 5% |
Weapon Enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
If a zombie does spawn with armor, the chances of specific armor are as follows:
Armor | Easy & Normal | Hard |
---|---|---|
Helmet | 100% | 100% |
Helmet & Chestplate | 75% | 90% |
Helmet & Chestplate & Leggings | 56.25% | 81% |
Full set | 42.19% | 72.9% |
The chances of it being of a particular material are:
Armor Type | Chance |
---|---|
Leather | 37.06% |
Gold | 48.73% |
Chain | 12.90% |
Iron | 1.27% |
Diamond | 0.04% |
Any zombie villager that spawns with equipment (picked-up items don't count) drop 1–3 extra experience per item.
Villager Variants[edit]
A zombie villager retains its biome and profession after conversion from a villager. They also retain their trades. Below is a table of the variant and what workstation it required before zombification.
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 | Plains | Savanna | Snowy | Swamp | Taiga | ||
Unemployed | N/A | ![]() |
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Armorer | Blast furnace | ![]() |
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Butcher | Smoker | ![]() |
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Cartographer | Cartography table | ![]() |
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Cleric | Brewing stand | ![]() |
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Farmer | Composter | ![]() |
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Fisherman | Barrel | ![]() |
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Fletcher | Fletching table | ![]() |
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Leatherworker | Cauldron | ![]() |
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Librarian | Lectern | ![]() |
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Mason | Stonecutter | ![]() |
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Nitwit | N/A | ![]() |
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Shepherd | Loom | ![]() |
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Toolsmith | Smithing table | ![]() |
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Weaponsmith | Grindstone | ![]() |
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Drops[edit]
When they die, zombie villagers drop 0–2 Rotten Flesh. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 with Looting III.
They can also drop an iron ingot, carrot, or potato when killed by a player or tamed wolf. This drop has a 2.5% chance of occurring, increasing by 1% per level of looting. Individual items have the following chances of dropping:
- 1⁄120 (about 0.83%)
- 7⁄600 (about 1.17%) with Looting I
- 9⁄600 (1.50%) with Looting II
- 11⁄600 (about 1.83%) with Looting III
Any picked-up equipment has a 100% chance of dropping and drops with the same damage level it had when picked up.
Naturally-spawned equipment[edit]
- Carved Pumpkin [note 1]
- Jack o'Lantern[Java Edition only][note 1]
- Iron Shovel
- Iron Sword
- Random Armor
- Zombie villagers have an 8.5% chance of dropping their naturally-spawned equipment, and drop it with a random durability. Each level of Looting increases the chance 1 percentage point (11.5 % with Looting III).
- ↑ a b Zombie villagers spawn only with pumpkins and jack o'lanterns[Java Edition only] during Halloween.
Experience[edit]
Adult zombie villagers drop 5 experience and an additional 1–3 experience per naturally-spawned equipment. Baby zombie villagers drop 12 experience.
Halloween[edit]
If a zombie villager wearing a carved pumpkin or jack o'lantern[Java Edition only] is killed using a weapon that is enchanted with Looting, there is a chance equivalent to the level of Looting used to drop the pumpkin or jack o'lantern, up to a maximum of a 3% chance of a drop.
Behavior[edit]
Zombie villagers behave as ordinary zombies, but their character model's head and face is reminiscent of that of a villager, shaded with a darker green hue. Zombie villagers retain their professions and clothes, which have a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession that is not retained upon being cured; instead, they become unemployed unless a job site block is nearby. Zombie villagers can also spawn with the unemployed outfit or the Nitwit outfit. Baby zombie villagers are always unemployed.
Unlike regular zombies, zombie villagers do not drown, and remain unchanged from being submerged.
Like zombies, they trample turtle eggs to destroy them.
Curing[edit]
Zombie villagers can be cured by using a golden apple (regular) on them while they are under the effects of Weakness, which can be applied by:
- A splash potion of Weakness thrown by the player or a witch.
- An area of effect of Weakness from lingering potion of Weakness or creeper explosions with the weakness effect.
- A tipped arrow.
A loud sizzling sound is heard if successful, particles appear around the zombie villager, and it begins to shudder. The curing process takes 2–5 minutes, during which time the zombie villager behaves as a normal zombie. Conversion can be sped up approximately 4% by surrounding the zombie villager with iron bars and/or bed blocks within a 9×9×9 cube centered on the zombie villager.[1] Conversion time is determined by picking a random integer between 3600 and 6000, decreasing by 1 on each game tick. On every tick there's a 1% chance for the game to look for iron bars and/or beds, within a 9x9x9 cube centered on the villager, and each one found has a 30% chance to decrease the conversion time by 1 more for that tick. When the conversion time reaches 0 the zombie villager transforms into a villager, with the same biome and profession as the zombie villager (if it is an old-version zombie villager, the biome depends on where the curing takes place, and the profession is random).
If the zombie villager is wearing any armor or wielding tools or weapons, those items disappear when the villager is cured and are not dropped on the ground.
The newly-cured villager offers a large discount on their trades to the player who cured them, along with any other villagers in the area. The discounts from curing a zombie villager persist depending on whether the player trades with the cured villager, 4 in-game days or longer.[more information needed][2] It is also possible for cured villagers to become nitwits, meaning that they cannot offer discounted trades. In Java Edition, this spreads major_positive
gossip part of the villager gossip system.
A zombie villager cannot be cured by switching from Easy, Normal or Hard difficulty to Peaceful; they simply despawn like all other monsters.
Sounds[edit]
Sound | Subtitle | Namespaced ID | Subtitle ID | Source | Pitch | Volume | Attenuation distance |
---|---|---|---|---|---|---|---|
Zombie Villager groans | entity.zombie_villager.ambient
|
subtitles.entity.zombie_villager.ambient
|
? | ? | ? | 16 | |
Zombie vociferates | entity.zombie_villager.converted
|
subtitles.entity.zombie_villager.converted
|
? | ? | ? | 16 | |
? | entity.zombie_villager.cure
|
subtitles.entity.zombie_villager.cure
|
? | ? | ? | 16 | |
Zombie Villager dies | entity.zombie_villager.death
|
subtitles.entity.zombie_villager.death
|
? | ? | ? | 16 | |
Zombie Villager hurts | entity.zombie_villager.hurt
|
subtitles.entity.zombie_villager.hurt
|
? | ? | ? | 16 | |
Footsteps | entity.zombie_villager.step
|
subtitles.block.generic.footsteps
|
? | ? | ? | 16 |
Data values[edit]
ID[edit]
Entity | Namespaced ID |
---|---|
Zombie Villager | zombie_villager
|
Entity | Namespaced ID | Numeric ID |
---|---|---|
Zombie Villager | zombie_villager
|
44 |
(New) Zombie Villager | zombie_villager_v2
|
116 |
Entity data[edit]
Zombie villagers have entity data associated with them that contain various properties of the mob.
- Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
- CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
- DrownedConversionTime: The number of ticks until this zombie converts to a drowned, or husk to zombie. (default value is -1, when no conversion is under way).
- InWaterTime: The number of ticks this zombie or husk has been under water, used to start the drowning conversion. (default value is -1, when no conversion is under way).
- VillagerData: Information about the villager’s type, profession, and level.
- level: 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. Also used for badge rendering.
- profession: A namespaced ID value indicating the villager's profession.
- type: A namespaced ID value indicating the villager's type.
- Gossips: Pieces of gossip that can be exchanged between villagers when they meet.
- A piece of gossip.
- Type: An ID value indicating the type of gossip. The possible values are
major_negative
,minor_negative
,major_positive
,minor_positive
,trading
, andgolem
. - Value: The strength of the gossip.
- TargetMost The most significant half of the target's UUID. Joined with
TargetLeast
to form the full UUID. Formajor_negative
,minor_negative
,major_positive
,minor_positive
, andtrading
, the target is the player who caused the gossip. Forgolem
, the target is the villager who started the gossip. - TargetLeast The least significant half of the target's UUID. Joined with
TargetMost
to form the full UUID.
- Type: An ID value indicating the type of gossip. The possible values are
- A piece of gossip.
- Offers: Is generated when the trading menu is opened for the first time.
- Recipes: List of trade options.
- A trade option.
- rewardExp: 1 or 0 (true/false) - Whether this trade will provide XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
- maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
- uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
- buy: The first 'cost' item, without the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
- buyB: Optional. The second 'cost' item, without the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
- sell: The item being sold for each set of cost items, without the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
- xp: How much experience the villager gets from this trade.
- priceMultiplier: The multiplier on the demand price adjuster; the final adjusted price will be added to the first 'cost' item's price.
- specialPrice: A modifier added to the original price of the first 'cost' item.
- demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
- A trade option.
- Recipes: List of trade options.
- ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.
- ConversionPlayerLeast: Least significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with
ConversionPlayerMost
to form a unique ID. - ConversionPlayerMost: Most significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with
ConversionPlayerLeast
to form a unique ID.
Zombie villager type
Zombie villager profession
Achievements[edit]
Icon | Achievement | In-game description | Actual requirements (if different) | Availability | Xbox points earned | Trophy type (PS) | |||
---|---|---|---|---|---|---|---|---|---|
Xbox | PS | Bedrock | Nintendo | ||||||
Monster Hunter | Attack and destroy a monster | Kill a hostile mob or one of the following neutral mobs: enderman, zombie pigman, spider, cave spider. | Xbox One | Yes | Yes | Yes | 15G | Bronze | |
Xbox 360 | Alt | 20G | |||||||
Zombie Doctor | Cure a zombie villager. | Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand) | Xbox One | Yes | Yes | Yes | 40G | Gold | |
Xbox 360 | Alt | 20G |
Advancements[edit]
Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Namespaced ID |
---|---|---|---|---|---|
![]() | Zombie Doctor | Weaken and then cure a Zombie Villager | We Need to Go Deeper | Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand), then wait for the villager to be cured. | story/cure_zombie_villager |
![]() | Adventure | Adventure, exploration, and combat | — | Kill any entity, or be killed by any entity. | adventure/root |
![]() | Monster Hunter | Kill any hostile monster | Adventure | Kill one of these 25 mobs. Other mobs are ignored for this advancement. | adventure/kill_a_mob |
![]() | Monsters Hunted | Kill one of every hostile monster | Monster Hunter | Kill each of these 25 mobs. Other mobs may be killed, but are ignored for the advancement. | adventure/kill_all_mobs |
Video[edit]
History[edit]
Java Edition | |||||
---|---|---|---|---|---|
1.4.2 | 12w32a | ![]() | |||
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5% of zombies spawned are zombie villagers, and villagers now become infected when killed by a zombie. Infecting a baby villager creates a baby zombie villager, which is faster than a normal zombie and does not age. | |||||
Zombie villagers under the effects of a potion of weakness can be cured by using a golden apple on them. | |||||
12w34a | Zombie villagers now have two new rare drops – carrots and potatoes. | ||||
12w34b | Zombie villagers can now pick up and equip dropped items.[4][5] | ||||
If killed, zombie villagers now drop the item they are holding. | |||||
Zombie villagers can now survive in sunlight, if they are wearing a helmet or a pumpkin.[3] | |||||
? | ![]() ![]() ![]() ![]() | ||||
1.5 | 13w03a | Zombie villagers are now able to set the player on fire, if they are on fire and they attack the player. | |||
Zombie villagers can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie villager. | |||||
Zombie villagers now cause more damage when their health is lower. | |||||
1.6.1 | 13w17a | When damaged, zombie villagers now have a low chance to spawn more zombies. | |||
13w21a | Zombie villager damage increasing with decreasing health has now been removed. | ||||
13w23b | Zombie villager AI and mechanics have now been changed – this has now made them much more horde-like. | ||||
Zombie villagers are now able to detect the player up to 40 blocks. | |||||
1.6.2 | pre | Baby zombie villagers now spawn among regular ones. | |||
Baby zombie villagers now have the same percentage of spawning as zombie villagers. | |||||
1.7.2 | 13w36a | Baby zombie villagers now drop loot and experience. | |||
1.7.4 | 13w49a | Added zombie villager chicken jockeys – a rare version of the baby zombie villager. | |||
1.8 | 14w11a | Zombie villagers now run away from creepers that are about to explode. | |||
14w30a | Zombie villagers now drop a zombie head when killed by a charged creeper. | ||||
1.8.1 | pre1 | Zombie villagers now no longer run away from creepers that are about to explode. | |||
1.9 | 15w32a | The detection range of zombie villagers is now halved when the player is wearing a zombie mob head. | |||
15w33c | The zombie villager's detection range for players wearing the zombie head has now been adjusted, now 37.5% of the normal range. | ||||
15w34a | Zombie villagers now have an attack animation similar to the one they had in Survival Test, even without weapons. | ||||
15w35a | ![]() ![]() ![]() ![]() ![]() ![]() | ||||
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A new VillagerProfession tag that determines what profession the zombie villager is, as well its profession when cured, has now been added. | |||||
15w36a | The zombie villager's detection range for players wearing the zombie head is now again 50% of the normal range. | ||||
15w43a | A zombie villager priest can now be found caged in an igloo basement. | ||||
1.10 | 16w20a | "Generic" green-robed zombie villager has now been removed, due to the new ZombieType tag not allowing invalid villager professions. | |||
pre1 | The chance of a zombie villager setting the target on fire when burning, and the duration of the effect, now depends on raw regional difficulty. | ||||
1.11 | 16w32a | Added a zombie villager spawn egg. | |||
The entity ID Zombie has now been changed to zombie , zombie_villager and husk for those respective mobs.
| |||||
The ZombieType tag has now been removed and the Profession tag to the zombie_villager only has now been added, and the ConversionTime has now been made to apply to zombie_villager only.
| |||||
Setting the Profession tag to 5 now makes green-robed villagers.
| |||||
The zombie villager's in-game name has now been changed to "Zombie Villager" instead of "Zombie". | |||||
Zombie villagers no longer drop zombie heads when killed by a charged creeper. | |||||
Zombie villagers no longer spawn from zombie spawners. | |||||
16w32b | ![]() ![]() | ||||
16w39a | Zombie villagers now have their own sounds. | ||||
1.12 | 17w14a | Added ConversionPlayerLeast and ConversionPlayerMost tags to the zombie villager, for the purpose of the minecraft:cured_zombie_villager trigger for advancements. | |||
1.13 | 18w07a | Zombie villagers now intentionally stomp on turtle eggs and attack turtles. | |||
18w10d | Baby zombie villagers now burn in the sun. | ||||
1.14 | 18w50a | Zombie villagers now have new skins, corresponding to biome and profession.
| |||
Cured zombie villagers now retain their trades. | |||||
Upcoming Java Edition | |||||
1.15 | 19w41a | Zombie villagers that were converted from villagers no longer despawn. | |||
Pocket Edition Alpha | |||||
0.12.1 | build 1 | ![]() ![]() ![]() ![]() ![]() ![]() | |||
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Zombie villagers retain their professions and clothes, which have a tattered appearance. | |||||
0.14.0 | build 1 | Baby zombie villagers now have a 15% chance of becoming be a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders or spiders. | |||
0.15.0 | build 1 | Baby zombie villagers can now mount adult husks and horse variants. | |||
Pocket Edition | |||||
1.1.0 | alpha 1.1.0.9 | Zombie villagers now have their own sounds. | |||
Bedrock Edition | |||||
? | Baby zombie villagers can now no longer mount adult zombie pigmen. | ||||
1.4.0 | beta 1.2.20.1 | Baby zombie villagers now burn in daylight. | |||
1.5.0 | beta 1.5.0.0 | Zombie villagers now sink underwater. | |||
beta 1.5.0.4 | Zombie villagers now attack baby turtles and stomp on turtle eggs. | ||||
1.8.0 | beta 1.8.0.8 | Baby zombie villagers can now mount pandas and stray cats. | |||
1.10.0 | beta 1.10.0.3 | Zombie villagers are now split into 2 different mobs, new zombie villagers now have new skins, coresponding to biome and profession.
| |||
Added nitwit, mason, and unemployed zombie villager professions. | |||||
Zombie villagers now attack wandering traders. | |||||
Cured zombie villagers can now retain their trades. | |||||
1.12.0 | beta 1.12.0.2 | The new zombie villagers now have sounds. | |||
1.13.0 | beta 1.13.0.1 | The old zombie villagers no longer spawn naturally. However, they still exist. | |||
Legacy Console Edition | |||||
TU14 | CU1 | 1.04 | ![]() | ||
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TU15 | 1.05 | The rare loot of zombie villagers' drops have now been changed to be carrots, potatoes or iron ingots. | |||
TU19 | CU7 | 1.12 | Zombie villagers can now pick up items and occasionally spawn with armor and/or weapons. | ||
Baby zombie villagers can now be spawned with a zombie spawn egg. | |||||
TU31 | CU19 | 1.22 | Patch 3 | Baby zombie villagers now drop experience. | |
Zombie villagers now drop a zombie head when killed by a charged creeper. | |||||
TU54 | CU45 | 1.56 | Patch 24 | Zombie Villagers no longer spawn from zombie spawn eggs or spawners, since they now have their own spawn egg. | |
TU60 | CU51 | 1.64 | Patch 30 | Baby zombie villagers now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders. | |
TU69 | Patch 38 | Zombie villagers now have their own sounds. | |||
New Nintendo 3DS Edition | |||||
0.1.0 | ![]() ![]() ![]() ![]() ![]() ![]() | ||||
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Issues[edit]
Issues relating to "Zombie Villager" are maintained on the bug tracker. Report issues there.
Gallery[edit]
The zombie villager textures added in 15w35a.
A zombie villager wearing a wither skeleton skull.
A zombie villager in a full set of golden armor.
A baby zombie villager wearing full diamond armor.
Halloween[edit]
Notes[edit]
Trivia[edit]
- Zombie villager never spawn with equipment in Bedrock Edition due having rendering issue with armor on them.
References[edit]
- ↑ https://www.youtube.com/watch?v=CYIAfv291k4
- ↑ https://www.reddit.com/r/Minecraft/comments/bhji61/1_emerald_for_enchanted_diamond_sword_trade_after/
- ↑ https://twitter.com/Dinnerbone/status/243645556872855552
- ↑ https://twitter.com/jeb_/status/240381873480687616
- ↑ http://www.reddit.com/r/Minecraft/comments/yrjp8/zombies_can_pick_up_items_from_the_ground_in_the/c5y7uma