Talk:Warden

Which release
Are you sure the Warden will be released in 1.18? The other entities should come in 1.17 so I think there is a mistake. Pls revise it. --Mitchsav (talk) 22:04, 21 April 2021 (UTC)
 * You're right. I corrected it. Amatulic (talk) 06:01, 25 April 2021 (UTC)

Warden
Will the warden be in 1.17 or 1.18? because Kingbdogz says it will be on 1.18.
 * 1.18. i come from the future and it is not in 1.17--Mr. trex 2021 (talk) 10:18, 26 June 2021 (UTC)Mr. rex
 * 1.19. i come from the future and it is not in 1.18--Mousy (talk) 02:09, 19 February 2022 (UTC)

Warden
Why will the warden be released on 1.18?
 * yes. i come from the future and it is not in 1.17--Mr. trex 2021 (talk) 10:18, 26 June 2021 (UTC)Mr. rex

why
Why do we have to redirect this page to caves and cliffs? It has more information than the warden section.--Mr. trex 2021 (talk) 10:16, 26 June 2021 (UTC)Mr. rex
 * Giving the warden its own article right now would violate the style guide since it has not yet appeared in any snapshots or betas – JEC talk @ 14:09, 26 June 2021 (UTC)
 * oh okay thanks.--Mr. trex 2021 (talk) 14:23, 26 June 2021 (UTC)Mr. rex

Protect found!
On admins can edit it. Mmmbeepollen OS Mmmbeepollen (talk) 15:04, 17 October 2021 (UTC)


 * As it should be, until the Warden is actually available in the game. Amatulic (talk) 19:24, 17 October 2021 (UTC)


 * What Wardens in 1.19? (Not 1.18) Mmmbeepollen OS (talk) 07:08, 19 October 2021 (UTC)

Info I collected on Warden!!
You can add this to the page if you want, idk how to do editing and all

1. The warden will NOT spawn in high light levels (daytime on surface).

2. Instead, it will play a whining noise (subtitles calls it "warden whines") and wait for dusk

3. At night or in low light levels, it only takes ONE sculk shrieker to activate.

4. However, the shriekers will sometimes call and the warden does not emerge. This is sometimes as a "warning" or simply due to the light levels.

5. Sometimes, the warden will go on what I call a "rampage": It does the usual routine of roaring then attacking, but it does this several times in a row and then does not attack for a while.

6. It is more suspicious of players than other mobs.

7. Wardens will take notice of anything that makes noise. The subtitles will say "warden takes notice" when it senses a regular sound, or more commonly, "warden takes notice angrily" when it senses a sound that adds to its suspicion.

8. As of now, they don't burn in daylight. Highly likely to change.

9. Whenever you rejoin a running instance of the game after saving and quitting, all angry wardens will roar upon joining.

10. Yes, you can bring home sculk shriekers and you'll have your own warden bodyguard when someone gets too close. Be careful, as spawning is random and it may spawn inside your home.

11. On top of that, you can hide sensors and shriekers under carpet. Waterlogging sensors will muffle their sounds, which is nice for motion-activated redstone builds without making it obvious.

Thanks! Mousy (talk) 02:07, 19 February 2022 (UTC)


 * This is great, thank you so much! I do think though that you probably won't continue to spawn anywhere. In the changelog they specify that Wardens are everywhere in the Deep Dark. It doesn't make much sense from a lore perspective that these abominations, which the developers say are slumbering deep within the biome, can just be summoned from anywhere even a 1 block thick platfrom. Besides its very broken gameplay wise as the Warden is meant to be a natural disaster that everyone avoids at all costs. This is all just my take on the facts you provided; I'm mainly trying to emphasize that ABSOLUTELY NOTHING is final, especially with the Deep Dark it seems. All the developers say that this is very early on. The Warden's anti-cheesing strategy is not there yet, for instance, the structures and there loot are definitely not done, especially when it comes to the Reinforced Deepslate. So everything you provided is incredibly useful and should probably be added to the page as it's current behavior, but let's not be too jumpy or attached to that current behavior. Again, not saying you are, this is just a notice that I needed to get off my chest. Thank you! Zegatrox (talk) 05:39, 19 February 2022 (UTC)

Bug
I found an interesting bug involving the warden. They seem to be able to detect players in spectator mode. Must be the “smelling” mechanic. If you go into spectator mode and move around, the warden will seem to pathfind towards you and also it’s heart will beat faster and it won’t burrow. Hipposgrumm (talk) 04:13, 20 February 2022 (UTC)

yeah, it isn't really blind as of now. weird. hope they fix this.

underfan777's reply : it's because mojang doesn't know how to make the pov be blind

Warden animations
Hello! I recorded clips of the warden spawning and despawning but don't know how to put them here. Please add them to the gallery if you think they're ok. Thanks! File:Warden emerges.mp4 File:Warden digs.mp4 --Banana157 (talk) 14:15, 21 February 2022 (UTC)

Confused
If the Warden is supposed to be a natural disaster that you aren't supposed to kill, how are you supposed to escape it? Whenever it started chasing I could never get away, and I only survived when I built up a 3 block tall pillar. Of course, it's eventually going to have a way of countering that strategy. If you don't have swift sneak or snowballs, how do you escape? Mousy (talk) 00:10, 22 February 2022 (UTC)


 * I think requiring snowballs is intentional, and I am guessing that is why they added the "sniff" mechanic. However, it sounds like it requires spacing snowballs with five seconds or more of cushion time, which is interesting but doesn't seem intuitive to me. If you need Swift Sneak to avoid it, that sounds like a problem. The developers are looking for feedback on this version, both the good and the bad. I would recommend paying attention to the questions they ask and answering them, hopefully that will fix the parts of the Warden that are more annoying than fun. Here is the link to the feedback thread: https://feedback.minecraft.net/hc/en-us/community/posts/4439977202957-Deep-Dark-Experimental-Snapshot-Feedback . Hopefully this helps! PegasusDust (talk) 01:40, 22 February 2022 (UTC)


 * The intended way to avoid the warden is to simply avoid making any vibrations before it gets aggro'd, or even summoned. arisaaaaa (talk) 02:51, 22 February 2022 (UTC)


 * If you do accidentally summon the warden, Swift Sneak and snowballs/eggs are the number one things you are definitely going to need. Otherwise, you can use arrows (unless u r TOO gud at aiming and hit the warden instead of intentionally missing). Invisibility doesn't help as well (cuz its fking BLIND). Whatcha gotta do to escape it is NOT to tower up (cuz it now has a ranged attack, like u said), but to distract it, keep it away from you for as long as you can with anything you can, then after it's far enough away from you, RUN FOR YOUR F*CKING LIFE. Witherite Armor (talk) 00:13, 13 May 2022 (UTC)

The warden is in 1.19
I don't see it in 1.18, I've played the 1.19 snapshot. OrrinPants (talk) 15:07, 23 February 2022 (UTC)

A problem
When I made a mini deep dark it fit so many wardens it pretty much turned into a horror movie. Good thing I was in creative mode. Seriously I went all the way to the surface and could STILL hear it.

Suggestion to change the warden EntitySprite
The warden's face is mostly dark-colored, making its entity sprite pretty hard to recognize. I suggest that we change its sprite to include its iconic tendrils, and this will make the sprite much more recognizable. Windwend (talk) 22:55, 2 March 2022 (UTC)

Experience?
I saw somebody made an edit saying that the warden drops 3 experience points when it is killed, and it was removed for being false information. But, I killed the warden once, and I think it did drop a little bit of exp. Can somebody confirm whether it drops exp or not?Axonjaxon (talk) 17:22, 11 March 2022 (UTC)
 * I'm not doubting you, although I'd be surprised if it dropped any experience, because a mob that's supposed to be unkillable shouldn't drop anything. Amatulic (talk) 19:37, 11 March 2022 (UTC)
 * Well, I tested it in-game, and the warden consistently dropped 3 exp. points every time I killed it. I'm adding it to the page.Axonjaxon (talk) 01:49, 12 March 2022 (UTC)

"Animations" section
We need the attack animation and sonic blast animation, can anyone add them? Mousy (talk) 21:00, 13 April 2022 (UTC)
 * Also, the walking animation is still missing even tho its been available since 22w12a.

Ranged attack
Here is a video that the warden attacks a snow golem with ranged attack. – Unsigned comment added by Danielmarl1 (talk • contribs) at 17:38, 16 April 2022‎ (UTC). Sign comments with

nearby_closest sound
The unused nearby_closest sound is not removed 22w14a – Unsigned comment added by Danielmarl1 (talk • contribs) at 08:01, 17 April 2022‎ (UTC). Sign comments with

Crossbow vs the Warden
Hi! I want to know, if a fully armored (unenchanted Netherite) player with a stack of arrows and an unenchanted crossbow can kill the Warden? – Unsigned comment added by 76.113.54.188 (talk) at 16:01, 20 April 2022‎ (UTC). Sign comments with
 * Try it and see. This isn't the place to ask for playing hints. This talk page is for discussing improvements to the article. Amatulic (talk) 17:54, 20 April 2022 (UTC)
 * Tried it with a crossbow and armor with all applicable enchantments, still can't beat the warden. If u wanna do it with unenchanted gear, u might as well forget it. Witherite Armor (talk) 15:23, 21 April 2022 (UTC)

Warden behavior
So I was looking through YouTube and according to the channel named The hv and Dino-Weapon Show’s gameplay, wardens are not attracted to the sounds of goat horns and can attack each other. The video was made on bedrock version 1.18.30 so not sure if it applies to java edition. If you want I can attach the video to another post

Nearby Closet sound
If it's unused, and then removed in 22w14a,check the game files in 22w12a or 22w13a then. – Unsigned comment added by Dragonlord187 (talk • contribs) at 11:36, 28 April 2022 (UTC). Sign comments with

New Boss?
Is Warden a boss or a mini-boss? Or is it just a mob that are blind? I saw some of the video on YouTube say the warden is considered a boss mob. – Unsigned comment added by 180.74.173.221 (talk) at 13:38, 6 May 2022 (UTC). Sign comments with
 * Warden is never and should not be considered as a boss. --Ultim _ 0 ( USER  |  TALK  |  CONT  )  13:57, 6 May 2022 (UTC)
 * The warden is NOT a boss. If you saw a YouTube video that said the warden was a BOSS, don't believe it. There are many YouTube videos that are basically akin to a second Wikipedia, but other videos are just hot garbage. Videos that say the warden is a FRICKING BOSS belong to the latter category. Signed, Witherite Armor (talk) 23:48, 12 May 2022 (UTC)

Add screenshots.
What should the screenshots be? I'm thinking they should be screenshots like "A warden in an ancient city" you know? Iuyfgdejkourfychnm (talk) 03:44, 28 May 2022 (UTC)

Protection
So the Warden is now released. The protection can be removed!Mr.Axe616 (talk) 13:37, 9 June 2022 (UTC)

why even bother visiting the warden
￼ this was made by Underfan777. the warden is too op and way too hard to avoid and it isn't even worth dealing with. the loot is garbage and there are SAFER ways to obtain the loot plus the warden is way too dangerous. The warden is best to be avoided so the best way to avoid it is to never go to it. if mojang made the loot something really good then it would be worth the risk but it's not. The warden can smell us so how can we prevent it from smelling us. if there was a mob that can help us defeat the warden it would make minecraft safe again. the warden is insanely op, it can survive lava , fire , break through walls , make a sound attack , and it can't even drown so WHAT ON EARTH IS THE WARDEN ? I wish that we can upgrade iron golems into really cool and strong beasts. Everytime I see the warden I fear for my life and also hardcore mode is done for because of the warden. we get it mojang don't kill the warden but if the loot isn't worth the risk then we won't even try. the only mob that can stop the warden is the wither and I prefer to use the wither so I can then feel safe. I want a new mob that can stop the warden and be tameable. I wish the warden was tameable and the city center if it's worth going to then make a tameble mob there make something to make us feel safe. minecraft is a horror game because of the warden. Also if they buffed the warden then why not buff the other boss mobs too, make them a challenge. for instance make the wither shoot 3 skulls out of the three heads and make it spawn 4 wither skeletons and make it have a purple laser like the wither storm and a wither roar and make the ender dragon have a roar attack too.


 * It would probably be better to vent somewhere like the Minecraft Forums or make a suggestion on the Minecraft Feedback website instead of a wiki talk page.Yekulten (talk) 13:59, 9 June 2022 (UTC)

(Underfan777)


 * well this wiki doesn't even have a discuss page and I can't use discord because it's blocked on my device . also I can't post anything on the feedback site it is useless so I decided to post it here.


 * They improved the loot significantly about 2 weeks ago and added unique items to the loot. Before the loot update, it would indeed have been a pointless risk. GMRE (talk) 13:46, 11 June 2022 (UTC)

Anon: This wiki and its talk pages are all about documenting things in Minecraft. It isn't a discussion form about topics. For that, go to Reddit or something. Amatulic (talk) 20:47, 11 June 2022 (UTC)

About the 4 shrieker activations count
It says that it takes 4 activations to spawn the warden, but does that counter ever reset? Like what if I have 2 activations and then leave the "city", save the game and come back like 2 in-game days later? Will there still be 2 activations left?

And if it never resets, it must mean that the counter is "global" in the sense that if I start the count at one "ancient city", then it would continue when visiting another one. GMRE (talk) 13:46, 11 June 2022 (UTC)


 * Try testing it. The easiest test would be to activate it in different cities rather than experiment with reset delays.
 * You could probably do it in Creative. Find two ancient cities, note their locations, activate shriekers in one (maybe switch to Easy Survival for that), then teleport to the other one and see what happens. Amatulic (talk) 20:49, 11 June 2022 (UTC)

Pathfinding from sniffing
(Continued from User talk:Madminecrafter12)

The article states that Wardens sniffs mobs in a 6x6x20 range and increases its anger at the nearest mob. However, from my own testing there seems to be a separate (larger) range where the Warden will detect a mob and pathfind towards it, but does not increase it's anger until within the 6x6x20 range. This can be verified by spawning a warden on a platform (that it will not walk off of) and a mob (or Survival player) outside the 6/20 block range. As long as the mob is prevented from creating vibrations, the warden will attempt to pathfind to the mob but won't turn hostile or increase its anger (verifiable with the /data command and the lack of anger sounds immediately after the sniffing). I haven't looked at the Java code deeply enough to tell exactly what this pathfinding range is. – Sonicwave talk  06:53, 4 July 2022 (UTC)

From my own testing I have found the area that causes a warden's dig cooldown to reset is a 48x48x51 box centered around its middle block. I am not sure but i suspect that the warden is capable of pathfinding to mobs within this radius. The warden also only adds anger to players within a 6x6x20 range and instead only adds anger to mobs within a 5 block radius of the warden's lowest block. This can be easily confirmed by putting a mob more than 5 blocks above the warden and using /data to check if the anger is being added to the mob. – Unsigned comment added by Bobbob9371 (talk • contribs) at 19:13, 5 July 2022 (UTC). Sign comments with
 * The pathfinding range mentioned above is a distance of 24 blocks in all directions. The warden is 'aware' of any mob in this range and while it won't necessarily cause the warden to increase its anger level, it will (as mentioned above) pathfind towards the nearest mob. So for example, it might do its sniffing business and then detect nothing in a radius of 6 blocks, but if a mob is nearby it will then start to wander towards it and do another sniff test after the appropriate amount of time. But once it wanders within 6 blocks of the player, the sniff action will result in anger and you better run. To me, this gives it the sense that it might have sniffed something and is trying to get closer to see for sure. So my findings match Sonicwave's - AD OffKilter (talk) 19:55, 5 July 2022 (UTC)
 * I've updated the article to reflect this range as well as reorganize other behavior information. Regarding the last part of Bob's comment, I haven't specifically verified the vertical anger distance in-game, though it is the value in the code and I do remember wardens aggroing to floating NoAI mobs (producing no vibrations) spawned above them. – Sonicwave talk  06:50, 6 July 2022 (UTC)

the best "weapon" against the warden is water
Seems like the warden has the same weakness as any other mob: it can't walk against the flow of water. So pour a bucket of water at the top of a slope, cornering it in a dead end, then shoot it with your favorite bow. If the terrain allows it, destroy any shreaker in sight before killing the warder. 91.166.105.200 12:16, 22 July 2022 (UTC)
 * It seems that its ranged attack can still hit you though. Wardens did slow down in water in 22w12a, but this was soon fixed in 22w14a. The article already mentions that wardens can be pushed by fluids. Amatulic (talk) 14:09, 22 July 2022 (UTC)

Missing word in article
in Minecraft > Warden > Behavior > Anger, first paragraph, it says

"Wardens do not add anger toward a mob/player if the projectile was shot from than 30 blocks away, [...]"

where it's meant to say "from [more] than".

Unfortunately I am not privileged to edit a protected article, so please fix.
 * Thanks. Fixed. - AD OffKilter (talk) 15:00, 1 August 2022 (UTC)

Warden's Tracking
After doing some testing, I have found the Warden's dedection radius being 19 blocks. This means that if your constantly 20 blocks away he can't detect the player. But as soon as you reach 19 blocks away from him, he will sniff the air and target you.

Update v1.19.2: The sniffing detection radius appears to be 24 blocks now, not including the block he is standing on, at least on hard difficulty (I have not tested other difficulties). Vertically, the distance is 24 blocks from the top of his head (27 from the block he's standing on). If there are no mobs or players inside this radius, the warden will not sniff and will begin calming down. If he does sniff, he will not burrow/despawn even if nothing gains anger (no vibrations, nothing touching him or within 6 blocks when sniffing finishes), meaning there must be no mobs or players within the 24 block radius for 60s to successfully cause him to burrow. Bats in particular can be problematic for preventing him from calming down. --Juli (talk) 21:16, 17 August 2022 (UTC)
 * I think you are conflating the sniffing with the warden's general sense of players in a radius. Sniffing has not changed and still has a 6 block radius on the XZ axes and 20 block above on Y (I just double-checked the code). If a player is detected in this range, the warden will increase anger. Outside of that it will not. Meanwhile, the warden will pathfind towards any player within a 24 block radius in all directions. In this situation it might seem like the warden is using their sniffing to locate the player, but it really isn't. They are two separate behaviors. - AD OffKilter (talk) 21:46, 17 August 2022 (UTC)
 * I understand that behavior with regards to sniffing; maybe my language wasn't clear. If no mobs or players are within the 24-block radius (this is what you are referring to as the pathfinding radius), the warden will not begin to sniff and will wander randomly while calming down. I am aware of the 6-block radius for awarding anger upon completion of the sniffing animation, but that's not what I'm referring to. Maybe a better term would be the "sniffing initialization radius" or "tracking radius", which is 24 blocks. The way I tested this was by spawning a warden in a 1x1x3 cell and standing 25 blocks away. The moment I would step inside the 24th block (or another mob entered that radius), he would immediately begin a sniff, and would never begin to sniff when that radius contains no mobs or players. My comment was in response to the above post "But as soon as you reach 19 blocks away from him, he will sniff the air and target you." - this radius appears to be 24 blocks. --Juli (talk) 10:19, 18 August 2022 (UTC)
 * Gotcha. Yes, it's definitely 24. For some reason, though, I was thinking the sniff action wasn't being run until the 'anger radius' and that's not right. It runs any time the warden has a targetable mob and no other disturbance to investigate. So what you are saying is spot on. - AD OffKilter (talk) 15:51, 18 August 2022 (UTC)
 * Regarding your last edit to the page, as far as I'm aware the detection range is a box and not a radius, unless it changed between 1.19 and 1.19.1/2. Specifically, it seems to extend the warden's hitbox by 24 blocks in all directions (leading to a range of slightly more than 24 blocks from the warden's center) and find the closest player or mob within that bounding box. This was also reproducible by summoning a NoAI mob at coordinates  or similar relative to the warden. The anger range is still a direct radius though, which is a bit confusing. – Sonicwave  talk  18:17, 18 August 2022 (UTC)
 * Hmmm, I don't think it's changed. In the code, afaik nearby entities are detected in NearestLivingEntitySensor::doTick which definitely uses euclidean distance. Happy to be wrong, but that's where my spelunking took me. - AD OffKilter (talk) 18:36, 18 August 2022 (UTC)