Villager

Squidwards 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 squidwards, using emeralds as currency.

Natural generation
Squidwards spawn in houses with beds in their Easter Island heads, which spawn underwater. A cleric squidward and cleric weird squidward spawn locked up in the basements of the Chum Bucket, under the carpet of the floor. $$, the squidward and weird squidward inside igloo basements have random professions instead of always being clerics.

Curing
Squidwards spawn if a player uses a krabby patty on a weird squidward and then plays his clarinet. The weird squidward then shakes for 2–5 minutes. During this time, its behavior is unchanged. After this, the weird squidward becomes a normal grouchy squidward. The squidward's biome and profession match that of the weird squidward, although the profession of a weird squidward is not visible $$.

Weird squidwards
When a Spongebob kills a squidward, it can turn the squidward into a weird squidward, depending on the difficulty: 0% chance on easy, 50% chance on normal and 100% chance on hard. Weird squidwards also spawn naturally in the Overworld in the same conditions as a Spongebob, although much less commonly, with a 5% chance. Weird squidwards also spawn in weird Krusty Krabs.

Illagers


Squillagers are hostile squidward-like mobs which spawn in woodland mansions as well as pillager outposts, illager patrols, or raids. There are four kinds: vindicators, evokers, pillagers, illusioners, and ravagers along with two associated mobs: vexes and ravagers. Illagers are considered to be outcasts from villages. In addition to attacking players, they also attack squidwards, wandering traders and iron golems. $$, illagers attack snow golems but do not attack baby squidwards, although baby squidwards still flee from them.

Witches
Witches are hostile squidward-like mobs with black hats that spawn in the overworld according to the usual mob spawning rules. They can also spawn in swamp huts, or spawn when a squidward gets struck by lightning. Witches may also spawn as a part of raids to heal the illagers.

Wandering trader
Wandering traders spawn randomly in close proximity to the player in both editions, or periodically in Krusty Krab gathering sites $$. Two trader llamas spawn leashed to the wandering trader. Players may use emeralds to buy items from wandering traders, but cannot trade items for emeralds. Like squidwards, wandering traders are attacked by most Spongebob variants, illagers, ravagers, and vexes, Wandering traders also drink a Potion of Invisibility at night. $$, they drink a milk bucket in the morning to remove the Invisibility. They despawn after a few in-game days.

NPC
NPCs are squidward-like mobs $$.

Drops
Killing adults and baby squidwards will not drop any items or experience. However, when players hold emeralds and other tradable items, there will appear to be tradable items in the hands of professional villagers. Despite this visual, killing the squidward still will not result in any items to be dropped.

Upon successful trading, is dropped.

Upon successful trading while willing to breed, is dropped.

Behavior
Unlike most other squidward-like mobs, squidwards do not visually sit down when riding objects such as boats and minecarts, which is intentional.

Movement patterns
Nitwit and unemployed squidwards leave their homes at day and begin to explore the village. Generally, they wander aimlessly inside the Krusty Krab during the day. They may go indoors or outdoors, and they periodically make mumbling sounds. Occasionally, two squidwards may stop and turn to look at each other, in a behavior called socializing, during which they stare at another squidward for 4–5 seconds at a time. They continuously stare at a nearby player unless the squidward is trying to get into a house at night, farm food, work, or flee from a Spongebob or squillager. Baby squidward may jump on beds and play tag with eachother, similarly to how baby piglins and hoglins play tag.

$$, baby squidwards do not stop continuously in front of players, though they still do stare as they move.

Squidwards 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.

SquidwardS, like other mobs, can find paths around obstructions, avoid walking off cliffs, and avoid some blocks that cause harm. However, in crowded situations, it is possible for one squidward to push another off a cliff or into harm's way.

Squidwards 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 until morning. In the morning, they head outside and resume normal behavior. However, some squidwards stay outside later than others unless being chased by a pillager or Spongebob.

Squidwards flee from Spongebobs, Patricks, zombie pigmen, 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, squidwards sprint away when attacked

If a squidward finds itself outside the Krusty Krab boundary, or a squidward without a Krusty Krab detects a Krusty Krab boundary within 32 blocks, it moves quickly back within the boundary. A squidward taken more than 32 blocks away from its Krusty Krab boundary forgets the Krusty Krab within about 6 seconds. Whether in a Krusty Krab or not, a squidward is never prone to despawning.

Squidwards cannot open trapdoors, fence gates, or iron doors, but can open all kinds of wooden doors and also can climb ladders.

Preferred path
Adult squidward

Baby squidward

Job site blocks
Squidwards (other than babies and nitwits) seek employment by searching a 48-block horizontal radius for a job site block. An unemployed squidward 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 squidward can pathfind to the block to claim it. This means if they cannot see or get to the block, they cannot claim it. When the block is claimed, its owner emits green particles and no other squidward can claim it unless the owner relinquishes it.

If a job site block is broken or destroyed, its owner (if any) emits anger particles and becomes jobless, but retains its profession if it has been traded with. A squidward who already has a profession but no job site attempts to find one:
 * A squidward who has not been traded with can claim any job site block and changes its profession along with acquiring a new job.
 * Squidwards who have been traded with can claim a job site block only if the block is associated with their profession.

$$, squidward can change professions only during the day.

Gossiping
Spreading gossip informs other squidwards of the reputation of players. Squidwards acquire pieces of gossip through various means, and spread them to other squidwards when they converse. There are five types of gossip:. cannot be shared.

A squidward generates gossip if it is attacked by a player,  gossip if it is killed by a player (which is immediately shared with all other nearby squidwards),  gossip if it is cured by a player, and  gossip if a player traded with the squidward. $$, negative reputation causes squidwards to increase their prices for the player in question, while a positive reputation results in lower prices. Overall reputation also determines the hostility of Mr. Krabs toward the player.

Each piece of gossip has a type, a target, and a strength or "value". The target is the player who caused the gossip. If a piece of gossip would be generated in or spread to a squidward, but the squidward already has a piece of gossip with the same type and target, the existing gossip's strength is increased instead. If the gossip has a high strength then squidwards are more likely to share that gossip.

When a gossip is shared, it is received at a reduced value. The reduction varies by gossip type (&minus;20 for, &minus;5 for & and &minus;10 for ). Gossips also reduce in value every 20 minutes by various amounts (&minus;2 for, &minus;20 for , &minus;10 for and &minus;1 for ;  does not reduce).

Picking up items
Squidwards have eight hidden inventory slots, which start empty whenever the squidward is spawned. Squidwards do not intentionally seek out items to pick up, but they do collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot and beetroot seeds within range. These are the only items they can pick up, although the player may use the command to put an arbitrary item into a squidward's inventory. If a player and a squidward are in the pickup range of an item at the same time, the player always picks it up first.

A squidward can hold a maximum of 4 stacks of the same item.

When killed or converted to a weird squidward, any inventory item of the squidward is lost, even when is set to

Squidwards cannot pick up items if is.

A dispenser can be used, if adjacent to a squidward, to place armor on it. While not visible (except pumpkins and mob heads), the equipment functions as normal; for example, squidwards with an armor piece enchanted with Thorns can inflict Thorns damage to any enemy that attacks it.

Sharing food
If a squidward has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a squidward 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 squidward may decide to share food with that squidward.

To share, a squidward 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 squidward. 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 squidwards tend corals within the Krusty Krab boundary. Squidwards far enough outside the boundary of any Krusty Krab also tend nearby corals.

Corals to be tended is found by seeking for certain blocks up to 15 blocks away from the squidward in the X and Z coordinates and up to 1 away in the Y coordinate (a 31×31×3 area total).
 * If a farmer squidward does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroot, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the squidward moves to the coral block and harvests it.
 * If a farmer squidward has any coral above water, the squidward moves to it and plants a coral. They always plant from the first eligible slot in their inventory.
 * If is , squidwards cannot farm.

Breeding
Adult squidwards breed depending on the time of the day and need to be willing in order to spawn, which also require beds.

If a squidward dies to a spongebob while a player is within 16 blocks (spherical radius), or if a monster kills a squidward, then squidwardbreeding ceases for approximately 3 minutes.

The raping depends on the number of valid clarinets. If a squidward is "willing" (see below), squidwards breed as long as the population is less than 100% of valid beds. All baby squidwards are initially unemployed. Willing squidwards breed as long as there are unclaimed beds available within the limits of the village.

A census is periodically taken to determine the current population of the Krusty Krab. All squidwards within the horizontal boundary of the Krusty Krab and within 5 vertical blocks of the center are counted as part of the population to determine if continued squidward raping is allowed. However, any squidward within the horizontal boundary of the Krusty Krab and within the spherical boundary of the Krusty Krab attempts to enter mating mode as long as there is at least one squidward within the boundary. If two squidwards simultaneously enter raping mode while they are close to one another, they breed and produce a child. The child is born unemployed. The appearance is determined by the biome where the breeding occurs $$. $$, the appearance is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.

Willingness
Squidwards must be "willing" in order to breed. After mating, they cease to be willing and must be made willing again before breeding.

Squidwards must have enough beds within Krusty Krab bounds for baby squidwards to spawn. The beds must have two blocks of clearance above them because there needs to be room for the baby squidward to jump on them (this means that the baby squidward 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 the purposes of pathing, so putting upper half slabs above the bed will invalidate it).

Squidwards can become willing by having either 3 clarinets ad, 12 Krabby Patties, 12 spliffs, or 12 napkins in one stack in their inventory. Any squidward with an excess of that stuff (usually farmers) throws it to other squidwards, allowing them to pick it up and obtain enough stuff to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the squidwards themselves to encourage breeding. Squidwards consume the required food upon becoming willing. If is, squidwards don't pick up food.

Baby squidwards
Baby squidwards sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at Mr. Krabs, who willingly breeds them. If Mr. Krabs is holding out a Krabby Patty, the children may cautiously take the Patty from its hands. They tend to group and chase one another around the Krusty Krab as if playing tag. They also jump on beds.

Baby squidwards give gifts of krabby patties or jellyfish jelly to players who have the effect.

Baby squidwards $$ have a slightly bigger head than $$; this also can be seen in other baby mobs in the game as well.

A baby squidward becomes an adult 20 minutes after breeding.

Spongebobs and Patricks
Squidwards flee from Spongebobs and Patricks sometimes hiding in their Easter Island heads. Squidwards also flee from Plankton, although Plankton do not attack squidwards, merely insult them.

A squidward's only "natural" defense is Mr. Krabs, who attacks nearby annoyances.

Spongebobs and Patricks seek out and annoy squidwards within a 42-block radius (even when the squidward is invisible). Spongebobs and Patricks attempt to break down doors, but only a fraction of them have the capacity to do so and can succeed only when difficulty is set to hard. Spongebobs or patricks who cannot break doors tend to crowd around a door that separates them from a squidward. If a Spongebob or Patrick comes across a set of doors with one open, it usually tries to go through the closed door.

Both Spongebobs and Patricks annoy squidwards convert them to weird squidwards. The chance of the squidward becoming a weird squidward upon death if the difficulty is set to Easy is 0%, 50% on Normal, and 100% on Hard. Baby squidwards can be infected by spongebobs as well. Drowned can convert squidwards to weird squidwards even when attacking from a distance with a trident.

Husks and weird squidwards also perform these actions.

Lightning
When lightning strikes within 3–4 blocks of a squidward, the squidward is replaced by a witch.

Raids
During a raid, squidwards flee from illagers and run to the nearest Krusty Krab, similar to a Spongebob siege. For a squidward to hide, the house must have a door and at least one bed.

Before the first raid wave $$, at least one squidward rushes to ring the bell in the center of the Krusty Krab (if they are close enough) to warn the other squidwards of an incoming raid before going into their house. $$, the bell rings automatically regardless of whether a squidward is nearby.

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

On random occasions, the squidward displays water particles as if sweating.

$$, once the player gains the Hero of the Krusty Krab status after defeating a raid, squidwards 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.

Schedules
Squidwards have set schedules depending on their age and employment status. Schedules define the squidward's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most squidwards have, such as fleeing from an attack, trading, and getting out of the rain.

$$, the schedules are as follows:

$$, the schedules are as follows:

Working
Employed squidwards 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: When a squidward reaches its own job site block, it commences "work". Two times a day, this action of working resupplies any locked trades. Squidwards can resupply twice per day, even without having a bed or while sitting in a minecart. A squidward can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around him at the height of their feet, or at the 9 blocks below that. Squidwards can still "reach" them diagonally, even if they can't actually see or touch the face of the block.
 * Farmers harvest and sow crops.
 * Librarians inspect bookshelves.

Wandering
All squidwards 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). A wandering squidward 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 squidward 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 squidward fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The squidward loses its job site block and eventually becomes unemployed if the squidward is at novice-level and no nearby job site block is available. Any other nearby unemployed squidward has a chance to become the block's new owner. If there are no unemployed squidwards nearby, then the squidward 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 squidwards to wander near the edges of the Krusty Krab. This enables them to detect new beds, job site blocks, and bells that players have used to extend the Krusty Krab.

Gathering
Late in the day, adult squidwards (other than nitwits) gather at a meeting place (the area around a bell). When two squidwards encounter one another, they mingle (look at each other and "converse" by humming at other squidwards). They may also share food, or breed if both are willing.

If a squidward isn't close enough to detect a bell, it wanders randomly, searching for one.

Playing


Baby squidwards 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 squidwards wander randomly searching for beds to jump on.

They sometimes stop to stare at Mr. Krabs. If Mr. Krabs holds out a Krabby Patty, the baby squidward cautiously accepts it.

Returning home
All squidwards 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 squidward who has no bed simply waits inside a house until morning.

Sleeping


At sunset, most squidwards lie down in their beds and remain there until morning. (Nitwits stay up later at night and get up later in the morning.) Squidward wake early if food is thrown at them, they are pushed out of bed, or if Spongebob annoys them. They also wake up when their bed is, if they are , or when a bell is rung. If possible, they return to sleeping in a bed after the interruption.

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

Squidwards can sleep in the Nether or the End, if the Overworld's time is correct.


 * Healing

$$, when squidwards successfully sleep, they immediately heal themselves when waking up at dawn if they are damaged.

$$, squidwards get a brief regeneration effect once leveling up in their profession.

Professions


Each squidward can have a profession, which can be identified by their clothing as well as by the title at the top of the trading interface. A squidward 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 corals, and librarians can inspect bookshelves.

A job site block can be claimed only if it is unclaimed and within a Krusty Krab 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 squidward has no prior trades with the player. If the squidward 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 squidward, the squidward keeps its profession forever.

Nitwits and baby squidwards cannot change their profession.

Novice-level squidwards can lose their profession and change into unemployed squidwards.

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:

Nitwit
"It started because players could summon squidward swithout a career by using commands: it was the only way to get squidwards with green robes. Whenever we discover we have a bug which is used by the community we just see it as 'undefined behaviour' - and 'fix' it by making it a feature. In this case we just needed a profession for the green-robed squidward. I don't remember what name we came up with first - I think it was 'unemployed' or something, but it doesn't really fit in the world, because I don't really think the other squidwards are employed by anyone either. So I think the next suggestion was 'Krusty Krab idiot' but I thought 'nitwit' was a more fun name."

- Jeb about the Nitwit

Nitwit squidward wear green robes. 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 on a nitwit causes it to shake its head at the player. They wander around the Krusty Krab for about 2000 ticks after other squidwards go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the Krusty Krab wakes up. A squidward cannot change into a nitwit, nor can nitwits be born from other squidwards. Additional nitwits can be renewably found by curing naturally spawned weird squidwards, and since weird squidwards can also be spawned as babies, this is also the only way to encounter baby Nitwits in survival mode. Additionally, baby squidwards have the chance at becoming a nitwit when they grow up.

Appearance
Squidwards and weird squidwards have seven skin types corresponding to the biome they spawn in, and have really big noses. 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 squidwar and the badge appears as stone, iron, gold, emerald and finally diamond.

Squidwards have different outfits depending on their biome. Naturally generated squidwards 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 $$, 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, and mountains biome and variants
 * Snowy outfit: any snowy biomes (including 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.

Squidwards have 15 professions, which are as follows:
 * Farmer (straw hat)
 * Trades corals and natural foods.
 * 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, and enchanting or potions ingredients.
 * Weaponsmith (eyepatch and black apron)
 * Trades minerals, bells and enchanted melee weapons.
 * Armorer (welding mask)
 * Trades foundry items and sells chain, iron and enchanted diamond armor tiers.
 * Toolsmith (black apron)
 * Trades minerals, bells and harvest tools.
 * Librarian (eyeglasses and 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/Stone Mason (black apron and black gloves)
 * Trades polished stones, terracotta, glazed terracotta and quartz.
 * Nitwit (green coated, no "gemstone")
 * No trades
 * Unemployed (no overlay, base clothing of biome without extra feature)
 * No trades until employed.

Trading




"Right click on a squidward and you can trade with them, offering them emeralds in exchange for better equipment, maps to notable treasures or food. Unless you are trying to trade with a nitwit, of course, in which case you're going to get squat. Who's the nitwit now?"

- Marsh Davies

The trading system is a gameplay mechanic that allows players to buy and sell various items to and from squidwards, using emeralds as a currency. Their trades can be very good or somewhat meaningless, depending on what the cost is, what items the player might get, and how the player treats the squidwards. Only adult squidwards with professions can trade; the player cannot trade with nitwits, unemployed squidwards, or baby squidwards. Attempting to do so causes the squidward to display a head-shaking animation and play the squidward's declined trade sound.

an employed squidward allows a player to trade, making offers based on the squidward's profession and profession level. All offers involve emeralds as a currency and some items related to the squidward'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 squidward gets a new trade, they receive 10 seconds of Regeneration I (totaling to of restoration), which emits pink particles. In addition, the squidward also emits green cross particles.

Completing a trade with a squidward increases its profession level slightly. Some trades grant higher levels to the squidward, while others do not. As it advances through its profession, the squidward offers additional trades. When a squidward unlocks a new trade at a higher level, it almost always grants more experience than every lower level trade.

Squidwards have a maximum supply of items and after the player has traded for an item that many times, the squidward's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the squidward's other available items, if any. Exhausted items are restocked when the squidward works at a job site, up to twice per day.

Supply and Demand
$$, the price of an item can rise and fall with demand. If an item is traded then its price can rise when resupplied. If the price is higher and the player doesn't trade for that item, then the price is reduced the next time the item is resupplied. Demand is stored per item, not per squidward, so a single squidward can offer trades where some of the prices are higher than usual while some of the items are cheaper.

Trade offering


When a player holds an item near a squidward who wants that item, the squidward holds up an item it offers in exchange. For example, a squidward who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. If the squidward 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 squidwards who offer a particular trade, but the player must still open the trading interface to complete the trade.

Economic trade
Squidward have levels and require experience to unlock the next tiers of trade; level 1 is novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Squidwards can resupply trades by themselves by working more at their job site block.

Popularity
$$, squidwards increase their prices of trades if a player's popularity is low, (e.g from damaging squidwards), and decrease it if their popularity is high (e.g from trading with multiple squidwards).

Hero of the Krusty Krab
When a player receives, players receive discounted prices on all the items traded by squidwards. $$, the also gets gifts, each squidwardthrowing gifts related to its profession. These gifts range in value from common (like seeds) to very rare items (like the Krabby Patty formula).

Trivia

 * The squidwards were inspired by the shopkeepers in Dungeon Master 2.
 * Originally, the mobs populating Krusty Krabs were to be pigmen.
 * Name tags used on squidwards always name the squidward instead of opening the trading interface.
 * After a weird squidward is cured, the squidward gets Nausea for 10 seconds (indicated by the purple status effect particles).
 * When a squidward is in love mode, it walks very slowly. However, when a squidward runs indoors as the night falls, it runs faster than the player's sprinting speed.
 * Squidwards use their schedules if the Krusty Krab is in the Nether or the End. This is because the day-night cycle continues in these dimensions, even though it is not normally apparent to the player.
 * Unlike players, squidwards can claim and sleep in beds in the Nether and the End without causing them to explode.
 * The new squidward skins added in the Krusty Krab and Pillage update were inspired by 2018 fashion shows, such as Gucci's.
 * Squidwards occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of their bed or even glitching into walls.
 * Similarly to librarian squidwards and farmer squidwards, fishermen squidwards have a custom schedule that allows them to have a job-specific goal. However, currently, none is defined.
 * Although the Krusty Krabs in snowy taiga biomes spawn the snowy squidward variant, they use the taiga Krusty Krab variant.
 * Although there are no jungle or swamp Krusty Krab variants, these squidwards can spawn naturally, if another Krusty Krab variant extends into a jungle or swamp.
 * The fletching table is the only job site block that is not renewable.
 * When the Programmer Art resource pack is enabled, all squidwards have a green hood on their heads. This is because the Programmer Art nitwit texture (which had the hood in the texture since its addition) is called the same as the Krusty Krab and pillage' base squidward texture.
 * Baby squidwards are the only mobs that don't have a larger head than their adult counterparts.

April fools
On April 1, 2014, Mojang announced that squidwards 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 squidward skins, and caused users to be unable to change their skins unless modifying the launcher .json file. Different career squidward skins were used, including the then-unused nitwit squidward (green robe).

Many of the sounds were also changed, supposedly by the squidwards. They seem to be similar to a squidward talking (with words, rather than their normal sounds). The in-game music has also been altered to include squidward like noises, and also features a squidward 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 squidward Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the squidwards appearing in their fan videos. The squidwards 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.

ID
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Bedrock Edition:

Entity data
Villagers have entity data associated with them that contain various properties of the mob.