Villager

Villagers 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 the villager, using emeralds as currency.

Natural generation
Villagers can be found in villages, which spawn in several biomes such as plains, snowy tundras, savannas, deserts, taigas, and snowy taigas. A cleric villager and cleric zombie villager spawn locked up in the basements of igloos (if the basement generates,) under the carpet of the floor. $$, the villager and zombie villager inside igloo basements have random professions instead of always being clerics.

Curing
Villagers spawn if a player uses a splash potion of Weakness on a zombie villager and then feeds it a golden apple. The zombie villager then shakes for 3600 to 6000 ticks. During this time, its behavior is unchanged. After this, the zombie villager becomes a normal villager. The villager's biome and profession match that of the zombie villager, although the profession of a zombie villager is not visible $$.

Zombie villagers
When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on easy, 50% chance on normal and 100% chance on hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in zombie villages.

Illagers


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

Witches
Witches are hostile villager-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 villager gets struck by lightning. Witches may also spawn as a part of raids to heal the illagers.

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

NPC
NPCs are villager-like mobs $$.

Drops
Killing adult and baby villagers do not drop any items or experience. However, when a player holds an emerald or other items to trade, tradable items appear in the hands of professional villagers. Despite this visual, killing the villager still does not result in any items being dropped.

Upon successful trading, is dropped.

Upon successful trading, while willing to breed, is dropped.

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

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

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

Villagers 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.

Villagers, like other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.

Villagers 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 villagers stay outside later than others unless being chased by a pillager or zombie.

Villagers flee from zombies, 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, villagers sprint away when attacked.

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

Villagers can open all wooden doors and find paths or blocks of interest behind the doors. However, they cannot open trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and will not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob, (likely, and most often, other villagers). Unfortunately, this behavior can leave them stranded on the second floors and roofs of some structures, as they lack the necessary AI to descend ladders. A simple fix for these situations is for the player to manually push the villager back toward the ladder hole and then install a wooden trap door at the top, once the villager is returned to the ground level. As stated previously, Villagers cannot interact with trapdoors so this will hamper further "strandings" completely.

Preferred path
Villagers will want to walk on pathways to get to a selected destination and will attempt to stay on path blocks with low block cost.

Job site blocks
Villagers (other than babies and nitwits) seek employment by searching a 48-block horizontal radius for a job site block. An unemployed villager 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 villager 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 villager 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 villager who already has a profession but no job site attempts to find one:
 * A villager who has not been traded with can claim any job site block and changes its profession along with acquiring a new job.
 * Villagers who have been traded with can claim a job site block only if the block is associated with their profession.

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

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

A villager 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 villagers),  gossip if it is cured by a player, and  gossip if a player traded with the villager. $$, negative reputation causes villagers to increase their prices for the player in question, while a positive reputation results in lower prices. Overall reputation also determines the hostility of the village iron golem toward the player. Iron golem will be hostile towards a player if the "value" of is  or higher.

An exact function to calculate the price affected by the gossips is the following:y = x - floor((5a + b + c - d - 5e) × p ). Where y is the final price, x is the base price, a is the of, b is the  of , c is the  of , d is the  of , e is the  of , and p is the value of.

Each piece of gossip has a type, a target, and 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 villager, but the villager 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 villagers 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). The max level of obtainable in survival for a single player is 100.

Picking up items
Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers do not intentionally seek out items to pick up, but they do collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, and bone meal within range (bone meal can be picked up only by farmer villagers). These are the only items they can pick up, although the player may use the command to put an arbitrary item into a villager's inventory. If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. Consequently, in constrained space (test with 1x1x2), the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space.

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

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

Villagers cannot pick up items if is.

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

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

To share, a villager 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 villager. When wheat is shared, it is first crafted to bread which may result in 1 or 2 less than half the stack being shared.

Farming
Farmer villagers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops.

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

Breeding
Adult villagers breed depending on the time of the day and need to be willing to spawn, which also require beds. Job sites are not required for villagers to breed.

The breeding depends on the number of valid beds. If a villager is "willing" (see below), villagers breed as long as the population is less than 100% of valid beds. All baby villagers are initially unemployed. Willing villagers reproduce 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 village. All villagers within the horizontal boundary of the village and 5 vertical blocks of the center are 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 the spherical boundary of the village attempts 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 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
Villagers must be "willing" to breed. After mating, they cease to be willing and must be made willing again before breeding.

Villagers must have enough beds within village bounds for baby villagers to spawn. The beds must have two blocks of clearance above them because there needs to be room for the baby villager to jump on them. This means that the baby villager 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 pathfinding, so putting upper half slabs above a bed invalidates the bed.)

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

Baby villagers
Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands. They tend to group and chase one another around the village as if playing tag. They also jump on beds.

Baby villagers give gifts of poppies or seeds to players who have the effect.

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

A baby villager becomes an adult 20 minutes after birth.

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

Iron golem summoning
Villagers can summon iron golems. A villager desires a golem if the villager has gone to bed in the past 20 minutes, has a profession and has worked in the past 30 minutes, and has not seen a golem in the past 30 seconds. A villager looks for golems once every 10 seconds and will "see" one if their collision boxes are within 16 blocks of each other on each axis (obstructions do not matter). A villager that desires an iron golem will attempt to summon one at the moment when he successfully spreads gossip (villagers spread gossip at most once every 60 seconds). The villager also needs 4 more desirous villagers within 10 block range (same collision box method). Alternatively, a villager will attempt to summon a golem every 10 seconds (on a global timer) if he is panicking, desires one, and has 2 more desirous villagers in range. If golem summoning is successful, the villager and all villagers within 10 block collision-box range will have their 30 seconds "seen golem timer" reset.

Villagers can summon iron golems regardless of their profession or latest working time $$..

Panicking
Villagers will panic if they see a zombie/husk/drowned (but not zombie pigman) or one of the raider mobs, and will flee frantically from them, sometimes hiding in houses. Interestingly, Skeletons, Creepers, Endermen, Spiders and Witches aren't naturally aggressive towards villagers, and, (with the exception of the Witch) villagers won't panic when they see them. [Iron Golems] are a Villagers' only real natural defense, and even though the villagers themselves won't be aggressive to these mobs, the Iron Golem will. (Iron Golems especially seem to dislike Spiders, eradicating them even when they are neutral during daylight hours; see the Iron Golem entry for more on their behavior patterns) The notable exception to this are Creepers, however, Villages naturally spawn [Cats] as of 1.14, so Creepers will passively move out of a village, to avoid the cats, given time. This is hard coded so that Iron Golems don't trigger creeper explosions - beyond player control - inside Village limits,. Villagers in panic are more likely to summon iron golems. To see a hostile mob, the villager needs to have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):

Zombies and drowned
Zombies and drowned seek out and attack villagers within a 42-block radius and 16 blocks radius (even when the villager is invisible). Zombies attempt to break down doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.

Both zombies and drowned kill villagers or convert them to zombie villagers. The chance of the villager becoming a zombie villager upon death if the difficulty is set to Easy is 0%, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well. Drowned can convert villagers to zombie villagers even when attacking from a distance with a trident.

Husks and zombie villagers also perform these actions.

Raids
During a raid, villagers flee from illagers and run to the nearest house, similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed.

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

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

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

$$, once the player gains the Hero of the Village status after defeating a raid, villagers 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
Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers 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 villagers 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 villager reaches its job site block, it commences "work". Two times a day, this action of working resupplies any locked trades. Villagers can resupply twice per day, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block.
 * Fishermen stand on their pier
 * Farmers harvest and sow crops.
 * Librarians inspect bookshelves.

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

during this time of the day, they may also share items

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

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

Playing


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

They sometimes stop to stare at an iron golem. If the iron golem holds out a poppy, the baby villager cautiously accepts it.

Returning home
All villagers 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 villager who has no bed simply waits inside a house until morning.

Sleeping


At sunset, most villagers lie down in their beds and remain there until morning. (Nitwits stay up later at night and get up later in the morning.) Villagers wake early if food is thrown at them, they are pushed out of bed, or if their bed is destroyed. 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 villager who has no bed continues wandering in search of a bed to claim.

Villagers can sleep in the Nether or The End, without causing the usual consequences (See Bed), if the Overworld's time is correct.

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

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

Professions


Each villager 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 villager 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 crops, and librarians can inspect bookshelves.

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

Nitwits and baby villagers cannot change their profession.

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

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 villagers without a career by using commands: it was the only way to get villagers with green robes. Whenever we discover we have a bug that is used by the community we just see it as 'undefined behavior' - and 'fix' it by making it a feature. In this case, we just needed a profession for the green-robed villager. 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 villagers are employed by anyone either. So I think the next suggestion was 'village idiot' but I thought 'nitwit' was a more fun name."

- Jeb about the Nitwit

Nitwit villagers 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 village for about 2000 ticks after other villagers 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 village wakes up. A villager cannot change into a nitwit, and baby villagers cannot become nitwits when they grow up. Nitwits can only be renewably found by curing naturally spawned zombie villagers, and since zombie villagers can also be spawned as babies, this is also the only way to encounter baby nitwits in survival mode.

Appearance
Villagers and zombie villagers have seven skin types corresponding to the biome they spawn in. 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 villager and the badge appears like stone, iron, gold, emerald, and finally diamond.

Villagers have different outfits depending on their biome. Naturally generated villagers 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.

Villagers have 15 professions:
 * Farmer (straw hat)
 * Trades crops 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, clay, 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 villager 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 villagers, 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 villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-shaking animation and play the villager's declined trade sound.

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

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

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

Supply and demand
The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager.

Trade offering


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

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

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

if the player's popularity is at -15 or lower, naturally spawned iron golems become hostile.

Hero of the Village
When a player receives, players receive discounted prices on all the items traded by villagers. $$, the also gets gifts, each villager throwing gifts related to its profession. These gifts range in value from common (like seeds) to very rare items (like chainmail armor).

ID




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

Trivia

 * The villagers were inspired by the shopkeepers in Dungeon Master 2.
 * Originally, the mobs populating villages were to be pigmen.
 * Name tags used on villagers always name the villager instead of opening the trading interface.
 * After a zombie villager is cured, the villager gets Nausea for 10 seconds (indicated by the purple status effect particles).
 * When a villager is in love mode, it walks very slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
 * Villagers use their schedules if the village 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, villagers can claim and sleep in beds in the Nether and the End without causing them to explode.
 * The new villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.
 * Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.
 * Similarly to librarians and farmers, fishermen have a custom schedule that allows them to have a job-specific goal. However, currently, none is defined.
 * Although the villages in snowy taiga biomes spawn the snowy villager variant, they use the taiga village variant.
 * Although there are no jungle or swamp village variants, these villagers can spawn naturally if another village 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 villagers 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 Village & Pillage base villager texture.
 * Baby villagers are the only mobs that do not have a disproportionately large head compared to their adult counterparts.
 * , farmer villagers use and pick up bone meal. They also fill their composter with seeds.

April fools
On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher .json file. Different career villager skins were used, including the then-unused nitwit 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.

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.