Trading

The trading system is a gameplay mechanic that allows players to trade emeralds for items (and vice-versa) with villagers.

Functionality
Pressing use on an adult villager will open a GUI allowing a player to trade with the villager. Villagers will make offers based on their profession and career, and will only make trades based on what offers they are making. Different offers may be viewed by pressing the left and right buttons next to the currently displayed offer. All offers involve emerald as a currency, and some item pertinent to the villager's career. Trading allows the acquisition of uncommon items. It is also the only legitimate method of acquiring bottles o' enchanting, woodland and ocean explorer map in Survival mode.



Different careers are assigned to each villager, and are viewable in the trading GUI. For example, brown-robed villagers can be fletchers or fishermen; blacksmiths can be armorers or weapon smiths; etc. Every villager spawns with tier 1 of their given career, which range from 2–4 initial unlocked trades (i.e. all shepherds will spawn with only two options, buying wool and selling shears). Each tier consists of a defined set of trade offers, and the tiers are the same for any given career (see the chart below). They can unlock new tiers when an existing offer is traded. Note that the trading GUI must be closed before a villager will unlock a new tier. When they do, they will receive Regeneration I and become surrounded with purple and green particles for a few seconds. Each career has a fixed sequence of tiers, and will only unlock a finite number of offers.

Villagers will deactivate an offer if the offer has been used some number of times. The chance of an offer's deactivation is random, but an offer must be used at least 2 times before it is eligible for deactivation. After an offer has been used 12 times, it is guaranteed to be deactivated. Trading a different offer may activate an offer again. When an offer is disabled, a red X will appear in the trading interface, and it has the same particle effect as an offer being created.

An offer is guaranteed to reactivate available deactivated options (and unlock a tier, if some have not yet been unlocked) the first time it is traded. On subsequent trades, it will only have a 20% chance of doing so, per trade. For example, if a farmer villager has a trade of 8 pumpkins for 1 emerald, and the player trades a stack of 64 pumpkins, this will count as 8 attempts with each attempt having a 20% chance to reactivate the villager's trades, which comes to about 83.2% chance of reactivation (1 - 1/0.88).

Villagers will distinguish between damage values, so different colors of wool cannot replace white wool, charcoal cannot be traded in place of coal, and damaged tools cannot be traded in place of fully repaired tools. NBT data, however, is ignored, so the content of a written book does not matter.

In Java Edition, all trades reward the player with 3–6 experience, or 8–11 experience if the villager is in a state where it is willing to breed. This is also true in Bedrock editions, except that certain trades don't reward any experience: the first-tier trades of a Farmer, the rotten flesh trade of a Cleric, the porkchop trade of a Butcher, or the string trade of a Fletcher.

The full list of careers and tiers is below:

Farmer (Brown Robe)


Farmer (straw hat):

Fisherman (fisher hat and fishy appron):

Shepherd (brown hat with white apron):

Fletcher (feather on hat and quiver):

Librarian (white robe)


Librarian (eyeglasses with book as hat):

Cartographer (golden monocle):

Priest (purple robe)


Cleric (purple apron with purple creeper cloak):

Economic Cleric (purple apron with purple creeper cloak):

Smith (black robe)


Armorer (welding mask with black apron):

Economic Armorer (welding mask with black apron):

Weaponsmith (pirate eyepatch with black apron):

Economic Weaponsmith (pirate eyepatch with black apron):

Toolsmith (black apron):

Economic Toolsmith (black apron):

Butcher (white apron)

 * Butcher (red headband with white apron)

Economic Butcher (red headband with white apron):


 * Leatherworker (brown apron with brown gloves)

Economic Leatherworker (brown gloves with brown apron):



Nitwit (green robe)
Nitwits are generic green-coated or green-robed. They offer no trades.

Unemployed (no overlay)
Villager without profession overlays are unemployed and cannot be traded with and only wear biome outfit, e.g.: plains unemployed villager appear as a plain brown robed villager. (Like as a farmer before 1.14, but having badge.)

A unemployed villager can be turned into a professioned villager by having them be close to a certain crafting block near valid bed (e.g a cartography table will turn an unemployed villager into a cartographer).

Stone Mason (black gloves with black apron)


Note: the this stone mason trade is only available in Bedrock Edition 1.10.

Economic Stone Mason (black gloves with black apron):

Wandering trader


The wandering trader is only available in Java Edition 1.14 and Bedrock Edition 1.10. Unlike other villagers, the wandering trader does not buy items in exchange for emeralds – it only sells items using emeralds as a price. Therefore, the top row (header) of the following table is how many emeralds the player needs to receive the items listed in the bottom row (content) of the table.

In Bedrock Edition 1.11 Wandering trader sell 6 random trades. 5 of random trade are shown in the table below

While another one random trade shown below

Trivia

 * Right-clicking on a villager pauses that villager's pathfinding.
 * If a Villager takes damage while trading, the trading GUI will close.
 * In Bedrock Edition, while inside the trading GUI, an emerald will appear above the villager's head.