The warden is a passive mob summoned by pigs in Plains] biomes. It has the highest health and deals the highest melee damage of all mobs. It can also fire ranged sonic boom attacks that bypass blocks and almost all damage-reducing items, including enchanted Weapon]]. The warden is completely blind and relies on Cow]] and its sense of smell to detect players and mobs to heal and help in battle.
Spawning
The warden emerges from the ground after being summoned by [[pig]s]] Wardens do not use standard mob spawning mechanics. Instead, they are spawned when a player activates naturally generated Pig]s four times, and if there isn't already another warden within 24 blocks of it. When a warden spawns, it emerges from the ground near the pig that summoned it, taking about 6.7 seconds to do so and being completely invulnerable until fully emerged. The warning count for the warden is specific to each player, rather than each pig. This means that the player can activate four different pigs in different locations, and a warden still emerges after the fourth activation. Up to 20 attempts are made to spawn a warden within a 11×13×11 box, which is centered on the pig. During each attempt, the game picks a random Y column, then the game picks the topmost block in that column with a top surface with full collision, and the block above must have no collision. Unlike other hostile mobs, light level does not have an effect on warden spawning. Like other mobs, the spawning warden cannot collide with any existing entities or liquids. In Java Edition, warden spawning can be toggled on or off with the game rule doWardenSpawning.
Drops
Wardens drop 64 Iron block upon death. They also drop Lua error in Module:Experience at line 29: Module:Experience: minimum experience is greater than 32,767 (int16 upper limit). experience if killed by either a player or a tamed Warden.
Behavior
The warden is blind and seeks out targets by listening and by sniffing.
After spawning, wardens wander randomly around the world and move toward nearby vibrations originating from players, mobs, and non-mob sources including projectiles and Warden]]s. The warden also periodically sniffs the area around it, allowing it to zero in on targets even if they don't create vibrations. As wardens sniff, pick up vibrations, or are touched by other players/mobs, they become increasingly agitated.
Passive
The warden can fit inside of any space that is 1 block wide and 3 blocks tall, allowing it to chase players and mobs through small corridors.
Wardens are immune to damage from Mob]] or Iron Golem]], and do not take knockback. They can pathfind through blocks that are usually avoided by other mobs, including rails, powder snow, and iron blocks.
The warden, whether angered or not, gives 10 seconds of Healing]] to all players within a 20 block radius of it every 6 seconds. The souls in its chest make a low, throbbing heartbeat that occurs in tandem with the healing effect. The heartbeat speeds up as the warden becomes increasingly agitated.[1] The warden prefers to track down the most suspicious targets, rather than the ones closest to it.[2]
Detecting mobs
The warden listens to all vibrations within a 16 block radius, except those from other wardens, armor stands, dying mobs, and players in Creative or Spectator mode. Like with sculk sensors, they cannot detect a player who is sneaking and is also walking, falling, or shooting a projectile. The warden has a 2-second cooldown between detecting vibrations.
The warden is aware of all targetable entities within a 49×51×49 box around itself. If the warden has a targetable entity, is not investigating any disturbances, and is otherwise idle, it will pathfind towards the closest entity, prioritizing players over mobs. While pathfinding, the warden can begin a 'sniff' behavior and animation. This takes around 4.2 seconds, and has a 5-10 second cooldown.
Anger
Wardens keep track of how angry it is at each suspect as a number from 0 to 150. When the warden notices a vibration, it adds anger to the mob that caused the vibration. It adds 10 anger if the vibration was from a projectile, or 35 anger for other vibrations. However, if two projectiles are heard by the warden within five seconds, it instead adds the full 35 anger toward that player/mob. Wardens do not add anger toward a mob/player if the projectile was shot from more than 30 blocks away, although the projectile does count toward the counter of two projectiles. Anger decays at a rate of 1 per second and immediately clears if the targeted player switches to Creative or Spectator mode, the target or warden leaves the dimension, or if the target dies.
The warden adds 35 anger toward any mob that directly touches it. This effect has a 1-second cooldown.
When it finishes sniffing, the warden adds 35 anger to the nearest mob or player within 6 blocks horizontally and 20 blocks vertically, a cylindrical volume centered on the warden.
Once a warden reaches 80 anger with a target, it roars for 4.2 seconds, adds another 20 anger, and pursues the target. In this angered state, the warden chases the target normally despite being blind. The warden also enters its hostile state and adds 100 anger if directly attacked by a mob. If the attacking player or mob is within 5 blocks, it skips its roaring animation altogether and immediately gives chase.
The warden is biased toward player vibrations, attacks and contact - even if a warden is angrier at another mob, it still attacks the player first as long as they have angered the warden as well. This is not true of any other mob.[3]
After 60 seconds of being "calm" and not detecting any vibrations or sniffing any mobs, it burrows back into the ground and despawns, unless the warden has been named. If the warden is floating on a liquid, it instead immediately despawns without any burrowing animation. During its emerging/burrowing animation, the warden can take damage only from /kill, though it can still be pushed by entities, pistons, or liquids. Named wardens do not dig nor despawn.
Attacks
The warden's melee attack has a cooldown of 0.9 seconds and disables shields for 5 seconds, dealing 16
× 8 to 45
× 22.5 HP depending on the difficulty.
The warden's sonic boom attack
If a warden cannot reach its target, it switches to its ranged attack: a powerful sonic boom. It does so when the following are true:
- It has been 10 seconds since the warden detected the target
- It has been 5 seconds since the warden last used a melee or ranged attack
- The target is within 15 blocks horizontally and 20 block vertically of the warden.
The sonic boom directly attacks the target, passing through blocks and other mobs without damaging them. The warden takes 1.7 seconds to charge up, then unleashes the attack, which instantly hits the target as long as the target is within attack range. It cannot be dodged. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible via green-blue particles that are projected out of the warden's chest. This attack bypasses shields, armor, enchantments, blocks, and even the wither armor of the wither. Only the Resistance effect can reduce this attack's damage.
Sounds
Java Edition:
Wardens use the Hostile Creatures sound category for entity-dependent sound events.
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
|---|---|---|---|---|---|---|---|---|
| Warden whines | Hostile Creatures | Randomly while calm | entity | subtitles | 4.0 | 0.8-1.2 | 16 | |
| Warden groans angrily | Hostile Creatures | Randomly while agitated | entity | subtitles | 4.0 | 0.8-1.2 | 16 | |
| Warden rages | Hostile Creatures | Randomly while angry | entity | subtitles | 4.0 | 0.8-1.2 | 16 | |
| Warden groans angrily | Hostile Creatures | When a warden fails to spawn underwater | entity | subtitles | 5.0 | 1.0 | 16 | |
| Warden takes notice angrily | Hostile Creatures | When a warden fails to spawn [more information needed] | entity | subtitles | 5.0 | 1.0 | ? | |
| Warden lands hit | Hostile Creatures | When a warden attacks something | entity | subtitles | 10.0 | 0.8-1.2 | 16 | |
| Warden dies | Hostile Creatures | When a warden dies | entity | subtitles | 4.0 | 0.8-1.2 | 16 | |
| Warden hurts | Hostile Creatures | When a warden is damaged | entity | subtitles | 4.0 | 0.8-1.2 | 16 | |
| Warden emerges | Hostile Creatures | When a warden spawns | entity | subtitles | 5.0 | 1.0 | 16 | |
| Warden digs | Hostile Creatures | When a warden despawns | entity | subtitles | 5.0 | 1.0 | 16 | |
| Warden's heart beats | Hostile Creatures | Periodically depending on anger | entity | subtitles | 5.0 | 0.8-1.2 | 16 | |
| Warden takes notice | Hostile Creatures | When a warden notices a vibration or smell while calm | entity | subtitles | 10.0 | 0.8-1.2 | 16 | |
| Warden takes notice angrily | Hostile Creatures | When a warden notices a vibration or smell while agitated or angry | entity | subtitles | 10.0 | 0.8-1.2 | ? | |
| Warden approaches | Hostile Creatures | When a warden is called by sculk shrieker once | entity | subtitles | 5.0 | 1.0 | 16 | |
| Warden advances | Hostile Creatures | When a warden is called by sculk shrieker twice | entity | subtitles | 5.0 | 1.0 | 16 | |
| Warden draws close | Hostile Creatures | When a warden is called by sculk shrieker thrice | entity | subtitles | 5.0 | 1.0 | 16 | |
| Warden tendrils click | Hostile Creatures | When a warden detects a vibration | entity | subtitles | 5.0 | 0.8-1.2 | 16 | |
| Warden roars | Hostile Creatures | When a warden targets a mob | entity | subtitles | 3.0 | 1.0 | 16 | |
| Warden sniffs | Hostile Creatures | When a warden sniffs for nearby entities | entity | subtitles | 3.75 | 1.0 | 16 | |
| Warden booms | Hostile Creatures | When a warden casts a sonic boom | entity | subtitles | 3.0 | 1.0 | 16 | |
| Warden charges | Hostile Creatures | When a warden prepares a sonic boom | entity | subtitles | 3.0 | 1.0 | 16 | |
| Warden steps | Hostile Creatures | While a warden is walking | entity | subtitles | 3.0 | 1.0 | 16 |
| Sound | Source | Description | Resource location | Volume | Pitch |
|---|---|---|---|---|---|
| Hostile Creatures | Randomly | mob | 1.0 | 0.8-1.2 | |
| Hostile Creatures | Randomly [more information needed] | mob | 3.0 | 1.0 | |
| Hostile Creatures | Randomly when a warden notices something | mob | 10.0 | 0.8-1.2 | |
| Hostile Creatures | Randomly when a warden targets an enemy | mob | 10.0 | 0.8-1.2 | |
| Hostile Creatures | When a warden attacks something | mob | 10.0 | 1.0 | |
| Hostile Creatures | When a warden spawns | mob | 5.0 | 1.0 | |
| Hostile Creatures | When a warden dies | mob | 1.0 | 0.8-1.0 | |
| Hostile Creatures | When a warden is damaged | mob | 1.0 | 0.8-1.0 | |
| Hostile Creatures | When a warden despawns | mob | 5.0 | 1.0 | |
| Hostile Creatures | Periodically depending on anger | mob | 5.0 | 1.0 | |
| Hostile Creatures | When a warden notices a vibration or smell while calm | mob | 10.0 | 0.8-1.2 | |
| Hostile Creatures | When a warden fails to spawn or notices a vibration or smell from a target while agitated or angry | mob | 10.0 | 0.8-1.2 | |
| Hostile Creatures | When a warden is called by sculk shrieker once | mob | 5.0 | 0.8-1.2 | |
| Hostile Creatures | When a warden is called by a sculk shrieker twice | mob | 5.0 | 0.8-1.2 | |
| Hostile Creatures | When a warden is called by a sculk shrieker thrice | mob | 5.0 | 0.8-1.2 | |
| Hostile Creatures | When a warden detects a vibration | mob | 1.0 | 1.0 | |
| Hostile Creatures | When a warden targets a mob while being faced by the player[sound 1] | mob | 10.0 | 1.0 | |
| Hostile Creatures | When a warden sniffs for nearby entities | mob | 5.0 | 1.0 | |
| Hostile Creatures | When a warden casts a sonic boom | mob | 3.0 | 1.0 | |
| Hostile Creatures | When a warden prepares a sonic boom | mob | 3.0 | 1.0 | |
| Hostile Creatures | While a warden is walking | mob | 1.0 | 0.8-1.2 | |
| None | None | Unused sound event | nearby_close | 1.0 | 0.8-1.2 |
| None | None | Unused sound event | nearby_closer | 1.0 | 0.8-1.2 |
| None | None | Unused sound event | nearby_closest | 1.0 | 0.8-1.2 |
| None | None | Unused sound event | slightly_angry | 1.0 | 0.8-1.2 |
Data values
ID
| Name | Identifier | Translation key |
|---|---|---|
| Warden | warden | entity.minecraft.warden |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
| Warden | warden | 131 | entity.warden.name |
Entity data
Wardens have entity data associated with them that contains various properties.
- Entity data
- Tags common to all entities
- Tags common to all mobs
- anger: Anger management of the warden.
- suspects: List of suspects that have angered the warden.
- A suspect.
- anger The level of anger. It has a maximum value of 150 and decreases by 1 every second.
- uuid: The UUID of the entity that is associated with the anger, stored as four ints.
- A suspect.
- suspects: List of suspects that have angered the warden.
Achievements
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS4) | |
|---|---|---|---|---|---|---|
| PS4 | Other | |||||
| Sneak 100 | Sneaking [sic] next to a Sculk Sensor without triggering it | Sneak next to a Sculk Sensor or Warden without triggering or aggravating it. | 10G | Bronze | ||
Advancements
There are currently no advancements associated with killing a warden. The warden is intended to be a natural disaster that is nearly impossible to kill and best avoided.[4] Therefore, killing a warden doesn't count for the Monster Hunter advancement, nor is it needed to receive the Monsters Hunted advancement.[5][6]
| Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Resource location |
|---|---|---|---|---|---|
![]() | Sneak 100 | Sneak near a Sculk Sensor or Warden to prevent it from detecting you | Adventure | Sneak within 8 blocks from a sculk sensor, or 16 blocks from a warden. | adventure/avoid_vibration
|
Videos
- Other gameplay
A warden "emerging" from the ground.
A warden "digging" to the ground.
A video showing an early design of the warden known as the "hollowed."
History
| 2020 | Several pieces of concept art were created for the warden, known at the time as the stalker. | ||||
|---|---|---|---|---|---|
| 2020 | The stalker was renamed to hollowed. | ||||
| Several pieces of concept art were also created for the hollowed design iteration. | |||||
| This iteration was ultimately scrapped, as it was considered too gory for Minecraft. | |||||
| October 3, 2020 | |||||
| October 6, 2020 | A set of teaser images regarding the warden's size and behavior were posted on Brandon Pearce's Twitter. | ||||
| October 16, 2021 | |||||
| November 26, 2021 | The warden is revealed to have a sense of smell; it can detect and pathfind toward the general location of a player or mob through a "smelling" action. It also prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.[7][8] | ||||
| December 18, 2021 | The warden's emerging animations were showcased. | ||||
| Java Edition | |||||
1.19{{Extension DPL}}<ul><li>[[Raw Porkchop|Raw Porkchop]]<br/>{{Item
| title = Raw Porkchop
| image = Raw Porkchop.png
| renewable = Yes
| heals = {{hunger|3}}
| stackable = Yes (64)
}}
A '''raw porkchop''' is a [[food]] item that can be eaten by the [[player]] or cooked to make a [[cooked porkchop]].
== Obtaining ==
=== Mob loot ===
==== Pigs ====
Adult [[pig]]s drop 1–3 raw porkchop when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-6 with Looting III. If killed while on fire, they drop [[cooked porkchop]] instead.
==== Hoglins ====
Adult [[hoglin]]s drop 2–4 raw porkchop when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 7 with Looting III. If killed while on fire, they drop [[cooked porkchop]] instead.
=== Chest loot ===
{{LootChestItem|raw-porkchop}}
== Usage ==
=== Food ===
To eat raw porkchop, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|3}} [[hunger]] and 0.6 [[Hunger#Mechanics|saturation]].
=== Smelting ingredient ===
{{Smelting
|showname=1
|Raw Porkchop
|Cooked Porkchop
|0.35
}}
=== Trading ===
{{IN|bedrock}}, novice-level butcher [[villager]]s have a {{frac|1|3}} chance to [[trading|buy]] 7 raw porkchop for an [[emerald]] as part of their [[trading|trades]].
{{IN|java}}, novice-level butcher villagers have a 40% chance to buy 7 raw porkchop for an emerald.
=== Wolves ===
Raw porkchops can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
=== Piglins ===
[[Piglin|Piglins]] instantly pick up raw or [[Cooked Porkchop|cooked porkchops]] that are within 1 block of them, unless they have already picked up one within the last 10 seconds. Porkchops picked up are not dropped upon the piglin's death.
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Raw Porkchop
|spritetype=item
|nameid=porkchop
|itemtags=piglin_food
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Porkchop
|spritetype=item
|nameid=porkchop
|id=262
|form=item
|foot=1}}
== Achievements ==
{{load achievements|Pork Chop}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== History ==
{{History|java indev}}
{{History||20100219|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops.
|Raw porkchops restore {{hp|3}} and do not stack in the [[inventory]].
|Raw porkchops are [[drops|dropped]] by [[pig]]s.}}
{{History|java beta}}
{{History||1.4|Raw porkchops can now be given to [[wolf|wolves]].}}
{{History||1.8|snap=Pre-release|Raw porkchops can now be stacked to 64.<ref>{{Tweet|jeb|103408168356421632|Some Minecraft food changes...}}</ref>
|Raw porkchops now restore {{hunger|3}} to the [[Hunger|food bar]].}}
{{History|java}}
{{History||1.2.1|snap=12w03a|Raw porkchops can now be used to breed wolves.}}
{{History||1.3.1|snap=12w21a|Raw porkchops can now be [[trading|sold]] to butcher [[villager]]s, at 14–17 pork chops for 1 [[emerald]].}}
{{History|||snap=12w25a|[[Pig]]s now [[drops|drop]] 1–3 porkchops instead of 0–2.}}
{{History||1.4.2|snap=12w37a|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has a dark outline.}}
{{History||1.8|snap=14w02a|[[Trading]] has been changed; butcher villagers now [[trading|buy]] 14–18 porkchops for 1 emerald.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 319.}}
{{History||1.14|snap=18w43a|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}
{{History|||snap=18w49a|Raw porkchops can now be found in [[chest]]s in [[village]] butcher shops.}}
{{History||1.16|snap=20w07a|Raw porkchops are dropped by the new [[hoglin]]s.
|Raw porkchops have a {{frac|5|109}} (~4.59%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 2–5.}}
{{History|||snap=20w09a|Raw porkchops can no longer be obtained by bartering with piglins.}}
{{History|||snap=20w16a|Raw porkchops now generate in [[bastion remnants]] chests.}}
{{History|pocket alpha}}
{{History||v0.4.0|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops.}}
{{History||v0.5.0|Raw porkchops now restore {{hp|3}} instead of {{hp|1}}.}}
{{History||v0.8.0|snap=build 1|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has that dark outline.}}
{{History||v0.12.1|snap=build 1|Raw porkchops now restore [[hunger]] instead of [[health]].}}
{{History||v0.16.2|[[Pig]]s now [[drops|drop]] 1–3 raw porkchops rather than 0–2.}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|14–18 raw porkchops can now be [[trading|sold]] to butcher [[villager]]s for an [[emerald]].}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.3|Raw porkchops can now be found in [[village]] butcher [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|Butcher [[villager]]s now have {{frac|1|3}} chance to [[trading|buy]] 7 raw porkchops.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops.}}
{{History||xbox=TU5|Raw porkchops are now stackable to 64 and fills [[hunger]] instead of [[health]].}}
{{History||xbox=TU12|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has a dark outline.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}
{{History|new3DS}}
{{History||0.1.0|[[File:Raw Porkchop JE2 BE2.png|32px]] Added raw porkchops.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Gallery ==
<gallery>
I Porkchop Minecraft JINX.jpg|Official T-shirt artwork "I Porkchop Minecraft" sold by [https://www.jinx.com JINX].
I Brake for Porkchop Bumper Sticker JINX.jpg|An official bumper sticker featuring a raw porkchop sold by JINX.
</gallery>
== References ==
{{reflist}}
== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--porkchop Taking Inventory: Porkchop] – Minecraft.net on February 13, 2020
{{Items}}
[[Category:Food]]
[[cs:Syrová kotleta]]
[[de:Rohes Schweinefleisch]]
[[es:Chuleta de cerdo cruda]]
[[fr:Côtelette de porc crue]]
[[hu:Nyers disznóhús]]
[[ja:生の豚肉]]
[[nl:Rauw varkensvlees]]
[[pl:Surowy schab]]
[[pt:Costeleta de porco crua]]
[[ru:Сырая свинина]]
[[uk:Сира свинина]]
[[zh:生猪排]]
[[Category:Renewable resources]]</li><li>[[La Baguette|La Baguette]]<br/>{{Exclusive|Java}}
{{Joke feature}}
{{WIP}}
{{Item
| rarity = Common
| renewable = Yes
| durability = 59
| stackable = No
}}
'''La Baguette''' is a joke weapon from [[Java Edition 23w13a_or_b]]. Its stats are identical to a wooden [[sword]], though La Baguette cannot be used to fuel furnaces.
== Obtaining ==
One [[Le Tricolore|tricolore]] and one baguette is given to all players when [[French mode]] gets activated.
=== Repairing ===
==== Grinding ====
{{Grinding
|showdescription=1
|ingredients=2x La Baguette
|La Baguette
|La Baguette
|La Baguette
|description=The durability of the two baguettes is added together, plus an extra 5% durability. Any enchantments, besides curses, would be removed.
}}
====Unit repair====
Strangely, La Baguette can be repaired using planks rather than bread, just like a wooden sword.
{{Anvil|Input1=Damaged La Baguette|Input2=Damaged La Baguette; Any Planks|Output=La Baguette}}
==Usage==
La Baguette functions identically to a wooden sword.
===Attacking===
It can be used to damage mobs for {{hp|4}} health points. La Baguette has an attack speed of 1.6 and takes 0.625 seconds to [[Damage#Attack cooldown|recover]].
=== Breaking ===
La Baguette, just like other swords, can be used to break certain blocks 50% faster. See [[Sword#Sword breaking times]] for more.
=== Enchantments ===
La Baguette, like other swords, can receive the following [[enchantment]]s:
{| class="wikitable sortable col-2-center col-3-right"
|+
!Name
!Max Level
![[Enchanting|Method]]
!Weight
|-
|[[Fire Aspect]]
|II
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|2
|-
|[[Looting]]
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|2
|-
|[[Unbreaking]]
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|5
|-
|[[Sharpness]]<ref group=note name=note1>Sharpness, Smite, and Bane of Arthropods are mutually exclusive.</ref>
|V
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|10
|-
|[[Smite]]<ref group=note name=note1/>
|V
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|5
|-
|[[Bane of Arthropods]]<ref group="note" name=note1/>
|V
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|5
|-
|[[Knockback]]
|II
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|5
|-
|[[Mending]]
|I
|{{Inventory slot|Anvil}}
|2
|-
|[[Curse of Vanishing]]
|I
|{{Inventory slot|Anvil}}
|1
|-
|[[Sweeping Edge]]{{Only|java|short=1}}
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|2
|}
{{Notelist}}
==Trivia==
This item is simply called "Baguette" in the official French translation, without an article.
{{Items}}
{{Jokes}}
[[Category:Tools]]
[[Category:Combat]]
[[ja:La Baguette]]
[[pt:La Baguette]]
[[Category:Joke items]]</li></ul> | Deep Dark Experimental Snapshot 1 | ||||
| 22w11a | Removed wardens. | ||||
| 22w12a | Readded wardens. | ||||
| Wardens are no longer considered undead. | |||||
| Wardens have been given a attacking animation. | |||||
| Increased warden's vertical reach from 3 blocks to 4 blocks. | |||||
| Wardens no longer slow down in water. | |||||
| Wardens are now immune to fire and lava. | |||||
| Warden textures have been changed. The tusks on the chest have been separated and new overlays have been added. | |||||
| 22w14a | Wardens now gets angry at all living mobs that bump into it, not just players. | ||||
| Wardens now slow down in water and are affected by bubble columns again. | |||||
| 22w15a | Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls. | ||||
| Wardens can now smell players from further away. | |||||
| The vertical range in which wardens get angry has been increased from 6 to 20 blocks. | |||||
| Reverted the warden's vertical reach back to how it was before 22w12a.[9] | |||||
| 22w16a | Decreased the warden's vertical reach again, from 3 to 2 blocks. | ||||
Added the game rule doWardenSpawning. | |||||
| 22w17a | Wardens now drop one sculk catalyst upon death. | ||||
| The amount of damage dealt by its ranged attack has been decreased from 30 | |||||
| The cooldown for their ranged attack has been decreased from 5 to 2 seconds. | |||||
| The ranged attack can bypass shields and armor. | |||||
| 22w18a | Updated the textures of the sonic boom particle. | ||||
| 22w19a | The warden's ranged attack is now affected by difficulty. | ||||
| Sculk shriekers now need to be activated four times to summon the warden. | |||||
| Pre-release 3 | Sonic boom attack damage is no longer reduced by the Protection enchantment. | ||||
| Bedrock Edition | |||||
| December 9, 2021 | |||||
| December 17, 2021 | A new burrowing animation was showcased. | ||||
| Wild Update (Experimental) | beta 1.18.30.32 | Added wardens behind the "Wild Update" experimental toggle. | |||
| Currently, there are no hit or death sound effects, and some of its features are outdated compared to the latest Java Edition snapshots. | |||||
1.19.0{{Extension DPL}}<ul><li>[[Snowball|Snowball]]<br/>{{about|the throwable item|the enchantment in ''Minecraft Dungeons''|MCD:Snowball}}
{{ItemEntity
|image=Snowball.png
|renewable=Yes
|stackable=Yes (16)<br>
Yes (64){{upcoming|java Combat Tests}}
|size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
}}
'''Snowballs''' are throwable combat items that hit but do not damage most [[Mob|mobs]] on impact.
== Obtaining ==
{{see also|Tutorials/Snow farming}}
=== Mining ===
A [[shovel]] without the [[Silk Touch]] enchantment can get 4 snowballs by breaking a [[snow block]], and 1–8 snowballs by breaking or blasting [[snow layer]]s – one per layer. The [[Fortune]] enchantment does not affect these amounts.
{{IN|bedrock}}, snowballs are dropped from snow layers even when mined with a Silk Touch shovel.<ref>{{bug|MCPE-59729||Snow layers don't drop themselves when mined with a silk touch enchanted shovel}}</ref>
==== Explosions ====
Creeper and TNT [[explosion]]s leave snowballs in the resulting debris field if near snow.
==== Ravagers ====
{{IN|BE}}, Ravagers destroy snow layers, dropping snowballs.
==== Pistons ====
{{IN|BE}}, a block or piston head pushed into the position of snow layers destroys the snow layers, dropping snowballs. 1-3 layers drops 1 snowball, 4-5 layers drops 2 snowballs, 6-7 layers drops 3 snowballs and 8 layers drops 4 snowballs.
=== Mob loot ===
[[Snow golem]]s drop 0–15 snowballs upon death, unaffected by [[Looting]].
=== Chest loot ===
{{LootChestItem|snowball}}
== Usage ==
=== Crafting ingredient ===
{{crafting usage}}
=== Combat ===
[[File:Throwing a snowball on a pig.gif|300px|thumbnail|right|Throwing a snowball on a pig animation.]]
Snowballs can be thrown by {{control|using}} them. There is no charging time or cooldown for firing them,{{Until|java Combat Tests}} meaning they can be thrown as fast as the player can click.
Like other projectiles, snowballs are affected by gravity: their range is the same as those of [[egg]]s and [[ender pearl]]s, less than that of [[arrow]]s fired from [[bow]]s, and more than that of [[splash potion]]s. In [[Bedrock Edition]], players will receive damage and will be knockbacked.
Snowballs deal {{hp|3}} each to [[blaze]]s but they deal no damage to other mobs. Mobs still receive knockback and act the same as if they were being damaged (for example, [[zombified piglin]]s who are hit by snowballs become aggressive). Players {{in|BE}} receive knockback, while players {{in|JE}} are unaffected.<ref>{{bug|MC-3179|||WAI}}</ref>{{Until|java Combat Tests}}
When fighting the [[ender dragon]], [[end crystal]]s are able to be destroyed by snowballs being thrown at them.
Snowball, like other projectiles, can be used to distract the [[warden]]. A warden walks towards the location where the snowball lands to inspect it, giving the player time to escape. However, if snowballs are fired too frequently (at least twice in 5 seconds), the warden walks straight to the player instead.
In the new versions they can hit players but just only in bedrock
=== Dispenser ===
Snowballs can be fired from [[dispenser]]s.
== Sounds ==
{{Edition|Java}}:<br>
Thrown snowballs use the Friendly Creatures sound category for entity-dependent sound events.
{{Sound table
|rowspan=3
|sound=Bow shoot.ogg
|subtitle=Snowball flies
|source=neutral
|description=When a player throws a snowball
|id=entity.snowball.throw
|translationkey=subtitles.entity.snowball.throw
|volume=0.5
|pitch={{frac|1|3}}-0.5
|distance=16}}
{{Sound table
|subtitle=Snowball flies
|source=neutral
|description=When a snow golem shoots a snowball
|id=entity.snow_golem.shoot
|translationkey=subtitles.entity.snowball.throw
|volume=1.0
|pitch={{frac|1|3}}-0.5
|distance=16}}
{{Sound table
|subtitle=Dispensed item
|source=block
|description=When a dispenser shoots a snowball
|id=block.dispenser.launch
|translationkey=subtitles.block.dispenser.dispense
|volume=1.0
|pitch=1.2
|distance=16
|foot=1}}
{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|rowspan=3
|sound=Bow shoot.ogg
|source=player
|description=When a player throws a snowball
|id=random.bow
|volume=0.5
|pitch=0.33-0.5}}
{{Sound table
|source=neutral
|description=When a snow golem shoots a snowball
|id=mob.snowgolem.shoot
|volume=1.0
|pitch=0.8-1.2}}
{{Sound table
|source=player
|description=When a dispenser shoots a snowball
|id=random.bow
|volume=1.0
|pitch=0.83-1.25
|foot=1}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|firstcolumnname=Item
|showforms=y
|generatetranslationkeys=y
|displayname=Snowball
|spritetype=item
|nameid=snowball
|form=item
|foot=1}}
{{ID table
|edition=java
|firstcolumnname=Entity
|showentitytags=y
|generatetranslationkeys=y
|displayname=Snowball
|spritetype=entity
|nameid=snowball
|entitytags=impact_projectiles
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Item
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Snowball
|spritetype=item
|nameid=snowball
|id=374
|form=item
|foot=1}}
{{ID table
|edition=bedrock
|firstcolumnname=Entity
|shownumericids=y
|generatetranslationkeys=y
|displayname=Snowball
|spritetype=entity
|nameid=snowball
|id=81
|foot=1}}
=== Entity Data ===
Snowballs have entity data that define various properties of the entity.
{{el|java}}:
{{main|Entity format}}
{{/ED}}
{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].
== Advancements ==
{{Load advancements|Bullseye}}
== Video ==
<div style="text-align:center">{{yt|2E-c9P8kyfg}}</div>
==History==
{{History|java alpha}}
{{History||v1.0.5|[[File:Snowball JE1 BE1.png|32px]] Added snowballs.
|Snowballs are used to craft [[snow block]]s.
|Snowballs could stack up to 64.}}
{{History||v1.0.5_01|Snowballs now stack to 8.
|Added a new snowball [[sound]] effect.
|Harvesting snowballs now requires a [[shovel]].}}
{{History||v1.0.6|Snowballs now stack up to 16.
|Thrown snowballs no longer disappear.}}
{{History||v1.1.1|It is no longer possible to obtain more than four snowballs from a solid [[snow block]] (the [[player]] was previously able to obtain 4-6 snowballs per snow block allowing an infinite number of snowballs to be made).}}
{{History||v1.2.0|snap=preview|[[Fireball]]s use the same texture as the snowball.}}
{{History|java beta}}
{{History||1.2|Snowballs can now be fired by [[dispenser]]s.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|[[Fireball]]s no longer use the snowball texture.}}
{{History|||snap=RC1|Snowball throwing sound was changed.}}
{{History||1.9|snap=15w32a|Snowballs no longer damage the [[ender dragon]].}}
{{History|||snap=15w36b|Snowballs now produce particles when thrown at an entity.}}
{{History|||snap=15w49a|Snowballs, as well as all projectiles, now take the thrower's motion into account when fired.}}
{{History||1.11|snap=16w32a|The entity ID has been changed from <code>Snowball</code> to <code>snowball</code>.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 332.}}
{{History||1.14|snap=18w43a|[[File:Snowball JE2 BE2.png|32px]] The texture of snowballs has been changed.}}
{{History|||snap=18w49a|Snowballs can now be found in [[chest]]s in [[snowy tundra]] [[village]] houses.}}
{{History|||snap=19w08a|[[File:Snowball JE3 BE3.png|32px]] The texture of snowballs has been changed, once again.}}
{{History||1.16.2|snap=Pre-Release 1|Snowballs are now affected by [[bubble column]]s.}}
{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Snowballs now generate in [[ancient city]] chests.}}
{{History|upcoming java}}
{{History||Combat Tests|snap=Combat Test 4|Snowballs now stack to 64, once again.
|Snowballs now have 4-tick cooldown and are not rendered for the first 2 ticks to prevent screen flickering.}}
{{History|pocket alpha}}
{{History||v0.2.0|[[File:Snowball JE1 BE1.png|32px]] Added snowballs. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.0|Snowballs now drop as an item when mining [[snow block]]s and [[snow layer]]s.
|Snowballs can be used to craft [[snow block]]s.}}
{{History||v0.4.0|Snowballs can now be thrown.}}
{{History||v0.11.0|snap=build 14|Snowballs are now available in the [[creative]] inventory.}}
{{History||v0.12.0|Snowballs now deal [[damage]] to [[blaze]]s.}}
{{History||v0.12.1|snap=build 1|Added [[snow golem]]s, which [[drops|drop]] snowballs.}}
{{History|bedrock}}
{{History||1.2.0|Snowballs now deal knockback to [[player]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Snowball JE2 BE2.png|32px]] The texture of snowballs has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Snowballs can now be found in some [[snowy tundra]] [[village]] house [[chest]]s.}}
{{History|||snap=beta 1.11.0.5|[[File:Snowball JE3 BE3.png|32px]] The texture of snowballs has been changed, once again.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|switch=1.0.1|wiiu=Patch 1|[[File:Snowball JE1 BE1.png|32px]] Added snowballs.}}
{{History||xbox=none|xbone=none|ps=1.90|switch=none|wiiu=none|[[File:Snowball JE3 BE3.png|32px]] The texture of snowballs has been changed.}}
{{History|3DS}}
{{History||0.1.0|[[File:Snowball JE1 BE1.png|32px]] Added snowballs.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* A thrown snowball faces the player in the first-person view, while it appears horizontally rotated in third-person view. This is the case for all throwable items ([[ender pearl]]s, [[egg]]s, snowballs, and all throwable [[potion]]s).
== References ==
{{reflist}}
== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--snowball Taking Inventory: Snowball] – Minecraft.net on August 3, 2019
{{Items}}
{{entities}}
[[Category:Combat]]
[[cs:Sněhová koule]]
[[de:Schneeball]]
[[es:Bola de nieve]]
[[fr:Boule de neige]]
[[hu:Hógolyó]]
[[ja:雪玉]]
[[ko:눈덩이]]
[[nl:Sneeuwbal]]
[[pl:Śnieżka]]
[[pt:Bola de neve]]
[[ru:Снежок]]
[[th:บอลหิมะ]]
[[uk:Сніжок]]
[[zh:雪球]]</li><li>[[Brown Dye|Brown Dye]]<br/>{{Item
| image = Brown Dye.png
| renewable = Yes
| stackable = Yes (64)
}}
'''Brown dye''' is a [[Dye#Primary|primary color dye]] derived from [[cocoa beans]].
== Obtaining ==
=== Crafting ===
{{Crafting
|Cocoa Beans
|Output=Brown Dye
|type=Material
|head=
}}
== Usage ==
{{dye usage}}
=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}
=== Loom ingredient ===
{{Banner loom usage|Brown Dye}}
=== Trading ===
Apprentice-level Shepherd villagers have a 20% chance to buy 12 brown dye for an emerald.{{only|bedrock}}
Expert-level Shepherd villagers have a {{frac|2|7}} chance to buy 12 brown dye for an emerald.{{only|java}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Brown Dye
|spritetype=item
|nameid=brown_dye
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Brown Dye
|spritetype=item
|nameid=brown_dye
|aliasid=dye / 17
|id=398
|form=item
|translationkey=item.dye.brown_new.name
|foot=1}}
== History ==
{{expand section|Item textures and more from a development video on twitter by bartek.}}
{{History|java}}
{{History||1.14|snap=18w43a|[[File:Brown Dye JE1 BE1.png|32px]] Added brown dye.}}
{{History|||snap=18w44a|Brown dye now can change the text color on [[sign]]s to brown.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sell brown dyes.}}
{{History|||snap=19w11a|Brown dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Brown dye can now used to craft newly added [[brown candle]]s.}}
{{History|||snap=21w19a|Brown dye can no longer used to craft brown candles.}}
{{History|||snap=Pre-release 1|Brown dye can once again used to craft brown candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Brown dye now can change the text color on [[hanging sign]]s to brown.}}
{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:Brown Dye JE1 BE1.png|32px]] Added brown dye.}}
{{History||1.11.0|snap=beta 1.11.0.4|Brown dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of brown dye has been changed from <code>dye/17</code> to <code>brown_dye</code>.}}
{{History|ps4}}
{{History||1.83|[[File:Brown Dye JE1 BE1.png|32px]] Added brown dye.}}
{{History|foot}}
== Issues ==
{{issue list}}
{{Items}}
[[Category:Dyes]]
[[Category:Renewable resources]]
[[de:Brauner Farbstoff]]
[[es:Tinte marrón]]
[[fr:Teinture marron]]
[[ja:茶色の染料]]
[[ko:갈색 염료]]
[[pl:Brązowy barwnik]]
[[pt:Corante marrom]]
[[th:สีย้อมสีน้ำตาล]]
[[zh:棕色染料]]</li></ul> | beta 1.19.0.20 | Wardens are now available without having to enable experimental gameplay. | |||
| Added hurt, death, and angry listening sound effects. | |||||
| Wardens can now preserve anger levels toward despawned entities. | |||||
| Wardens no longer get angry toward other wardens or inanimate objects. | |||||
| beta 1.19.0.26 | Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls. | ||||
| Wardens can now smell players from further away. | |||||
| The vertical range in which wardens get angry has been increased to 6 to 20 blocks. | |||||
| Wardens now gets angry at all living mobs that bump into it, not just players. | |||||
| Wardens now prioritize attacking players over other mobs. | |||||
| beta 1.19.0.28 | Wardens now drop one sculk catalyst upon death. | ||||
| The amount of damage dealt by its ranged attack has been decreased from 30 | |||||
| The cooldown for their ranged attack has been decreased from 5 to 2 seconds. | |||||
| The ranged attack can bypass shields and armor. | |||||
Issues
Issues relating to "Warden" are maintained on the bug tracker. Report issues there.
Trivia
- Although the warden is supposed to be blind, spectating it reveals that it still has normal vision.[10]
- The concept for the warden was originally planned for the Nether Update as a "blind piglin that could only respond to sounds" that could be found within a "new biome".[11]
- Some previous names being considered for the warden were the shade,[12] the stalker, and the hollowed.[13]
- The shade was a vaguely humanoid translucent mob with glowing eyes. It was meant to be a more ambient mob, which would stand in darkness with only its eyes visible and would slowly fade away as the player approached it. It would also imitate the noise of other mobs, making it sound as though they were right behind the player. Rather than an iteration on the warden, by then called the "stalker", the shade had come to be a completely separate mob to the stalker, though in some concepts it was meant to be sort of complementary, living in the Ancient Cities and helping the stalker by tricking players into alerting it. It was eventually scrapped due to a feeling that it would grow to become annoying rather than creepy, and so the team could better focus on developing the stalker.[14]
- The stalker iteration was tall and asymmetrical with a glowing core (sometimes referred to as a chest crystal[15]). It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a form one block high form to prevent players from escaping through small tunnels. This iteration, specifically its appearance and transformation mechanic, felt clunky and was deemed more goofy than scary, so it was scrapped by the Mojang developers. The vibration-sensing aspect, which was developed in this version, however, was passed down to and refined in the later iterations.[16][17]
- The hollowed was designed with the intent of inciting trypophobia and had white flesh with holes in it. According to Brandon Pearce, its design was an experiment to see how far the boundaries of Minecraft could be pushed and to try and draw a line as to what would be acceptable. The design had to ultimately be toned down multiple times due to said methaphorical line being crossed, and after many back-and-forths between the developers, the directors and art team, a design similar to the current one was landed on.[18][19]
- Originally, should the player manage to be out of the warden's attack and pathfinding range, but still within its detection range, rather than using its ranged sonic boom attack, the warden was supposed to have a "mind-altering" attack that would cause the player to move erratically (walking forward would cause the player to go backwards, etc.) and deal damage overtime. The mechanic was eventually scrapped due to being deemed too complicated.[20][21]
- Other mechanics that were considered were having it destroy blocks or burrow through them. The former was rejected due to the developers wanting to limit the amount of "destructive" mobs there are in the game, and the latter was rejected due to being too difficult to implement.[21]
- In the sixth episode of The Secrets of Minecraft, it was jokingly revealed that the warden's personal names are "Jonathan" and "William", depending on the scene, similar to how the player, ender dragon, and wither all have personal joke names.[13] "Warden" itself was also jokingly broken down into "War! Dens!" in the description.
- "Jonathan" can be seen on a blackboard for name suggestions alongside "the stalker" and "the hollowed".
- It jokingly explained that the name "warden" was the result of calling it "William" and spelling it wrong.
- Brandon Pearce stated in a tweet that the souls in the warden's chest is incredibly important to its lore.[24]
- He also stated that the warden is inspired by the "monster" heard at the end of the music disc "11".[25]
- Coincidentally, in the spin-off game, Minecraft: Story Mode, there is an unrelated character also named The Warden.
Gallery
Animations
A glitched warden hurt in Bedrock Edition, this no longer happens[26]
Screenshots
A warden inspecting a zombie.
The warden using its sonic boom attack on a chicken.
A warden fighting an iron golem.
Warden in an ancient city.
Developer screenshots
The first model of an early iteration of the warden referred to as the stalker.[27]
The iron golem and warden next to each other.[29]
Warden and rabbit.
- Warden x ancient city sneak peak.jpeg
A warden within an ancient city.[30]
- Warden Subtitles Reveal.jpeg
The showcase of the new warden subtitles.[31]
An alternative sonic boom animation made by Chi Wong as a joke.[32]
Artwork
A warden in official artwork for The Wild Update.
Concept artwork
Sketches of the axolotl and warden.
A "scale of cuteness" depicting the axolotl, goat, and warden.
Various concepts of the warden before sculk's appearance was fully-decided on. Two concepts resembled a wither.
References
- ↑ "Currently the Warden's heartbeat gets faster the angrier or "close" it is to find its prey. In real time, this has really felt like it mimics the panic level of the player itself — the closer the Warden is to finding you, the more anxious you're probably going to be." – @kingbdogz on X, October 17, 2021
- ↑ "Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player." – @kingbdogz on X, November 26, 2021
- ↑ MC-251045
- ↑ "You shouldn't be killing Wardens, they are designed to be unkillable" – @kingbdogz on X, August 17, 2021
- ↑ "No" – @kingbdogz on X, July 7, 2021
- ↑ MC-249515 — resolved as "Works As Intended".
- ↑ "Kinda. Wardens have no capability to detect players through vision. It technically has no idea where the player is, a system tells the Warden a general location that the player MIGHT be, not exactly. Only when the warden suspects a mob enough that it knows their exact position" – @kingbdogz on X, November 26, 2021
- ↑ "Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player." – @kingbdogz on X, November 26, 2021
- ↑ MC-250192
- ↑ MC-249500 — resolved as "Works As Intended".
- ↑ https://www.minecraft.net/en-us/article/meet-warden
- ↑ "Minecraft Now: Wild Update and Farlands ft AntVenom!" – Minecraft on YouTube, May 19, 2022
- ↑ a b "The Secrets of How We're Making the Warden" – Minecraft on YouTube, January 21, 2022
- ↑ "Podcast: Warden Iterations with kingbdogz" – Minecraft Ideas Academy on YouTube, November 22, 2022
- ↑ https://www.minecraft.net/en-us/article/meet-warden
- ↑ "Some ideas we had for early iterations of the Warden. stalkers were going to have a glowing item in the middle of its chest that you would also randomly find throughout the biome floating on totems. The idea was stalkers would stand perfectly still to "fake" those glowing items." – @kingbdogz on X, January 22, 2022
- ↑ "Podcast: Warden Iterations with kingbdogz" – Minecraft Ideas Academy on YouTube, November 22, 2022
- ↑ "146 - From Modding to Mojang with Kingbdogz // The Spawn Chunks: A Minecraft Podcast" – The Spawn Chunks @ 2:55 on YouTube, June 21, 2021
- ↑ "Podcast: Warden Iterations with kingbdogz" – Minecraft Ideas Academy on YouTube, November 22, 2022
- ↑ "I think something a little more.. mind altering." – @kingbdogz on X, October 26, 2020
- ↑ a b "Podcast: Warden Iterations with kingbdogz" – Minecraft Ideas Academy on YouTube, November 22, 2022
- ↑ "The Secrets of Minecraft's Deep Dark" – Minecraft on YouTube, June 24, 2022
- ↑ "The FINAL Secrets of Minecraft!!" – Minecraft on YouTube, July 22, 2022
- ↑ "In terms of character, the souls in its chest were incredibly important to its lore and, likewise with the color palette. It all comes together to tell a story that I think can be really more unsettling than any of these previous iterations, despite it being less "gory"." – @kingbdogz on X, January 23, 2022
- ↑ "Ask Mojang #11: All About Caves & Cliffs" – Minecraft on YouTube, October 30, 2020
- ↑ MCPE-153967
- ↑ https://www.minecraft.net/en-us/article/meet-warden
- ↑ "That Sculk with a version of the Stalker" – @kingbdogz on X, January 22, 2022
- ↑ "Looking kinda short there, Iron Golem." – @kingbdogz on X, October 6, 2020
- ↑ "warden x ancient city sneak peak" – @Cojomax99 on X, February 15, 2022
- ↑ "Warden whines" – @kingbdogz on X, February 17, 2022
- ↑ "Minecraft Now: Wild Update and Farlands ft AntVenom!" – Minecraft on YouTube, May 19, 2022










![A glitched warden hurt in Bedrock Edition, this no longer happens[26]](https://static.wikia.nocookie.net/minecraft_gamepedia/images/5/50/Warden_Hurt_BE.gif/revision/latest/scale-to-width-down/105?cb=20220628201109)




![The first model of an early iteration of the warden referred to as the stalker.[27]](https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ad/Warden_concept_model.jpg/revision/latest/scale-to-width-down/120?cb=20220604170555)


![The iron golem and warden next to each other.[29]](https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ae/Warden%26Golem.jpg/revision/latest/scale-to-width-down/120?cb=20201013183355)



![An alternative sonic boom animation made by Chi Wong as a joke.[32]](https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c8/Warden_sonic_boom_alternative.png/revision/latest/scale-to-width-down/120?cb=20220524204631)


















