Not to be confused with Illager, Pillager, Witch, or NPC.
For the mob in Minecraft Dungeons, see MCD:Villager.
"Librarian" redirects here. For the achievement, see Achievements § Librarian.
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 villagers using emeralds as currency.
Villagers can be found in villages, which spawn in several biomes such as plains, snowy tundras, savannas, deserts, taigas, and snowy taigas and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate with villagers inside and some do not.
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. In Bedrock Edition, the villager and zombie villager inside igloo basements have random professions instead of always being clerics. The cleric villager can also turn into a leatherworker villager since the cauldron in the basement is closer to the villager.
See also: Zombie Villager § Curing
When a zombie villager is cured, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. If the zombie villager is player spawned, it adopts a randomly chosen profession[Bedrock Edition only], since all zombie villagers are unemployed in Bedrock Edition. The villager can also be a nitwit, as the game counts it as a "profession" but the nitwit villager still can't work. If employed, such as in Java Edition, where the zombie villagers have a profession, the cured villager offers discounts on each of its trades.
Main article: Zombie Villager
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 abandoned villages (zombie villages) and igloos, in place of villagers in zombie villages.
Main article: Witch
Witches are hostile villager-like mobs that spawn anywhere in the Overworld in light levels of 7 or less, in swamp huts, as part of raids, or when a villager gets struck by lightning. Once a villager becomes a witch it cannot be turned back to a villager. Witches attack by throwing splash potions of harming, slowness, weakness and poison. They also use beneficial potions on themselves, especially healing potions when damaged, fire resistance potions if on fire, and water breathing potions if submerged in water.
Witches in raids heal and buff illagers and other raider mobs by throwing beneficial potions and healing potions on them in Java Edition. Despite being allies with and looking similar in appearance to illagers, witches themselves are not considered illagers, are passive toward villagers and wandering traders, and are neutral toward iron golems in Java Edition, attacking only if attacked or another witch in that area is attacked. If a witch's negative splash potion hits a illager, the illager retaliates, leading to a fight in Bedrock Edition.
Witches attack villagers only if in a pillager patrol or through other commands.
Main article: NPC
NPCs are villager-like mobs in Education Edition and in Bedrock Edition if "educational features" are turned on. NPCs can behave almost like players. They can also chat to players, turn their heads, and even rotate their body 360 degrees. They are the only companions to chat with in a single player game. but can't move, even when hit. NPCs cannot be pushed, but are affected by gravity. Breaking a block under a NPC causes it to fall like an armor stand. Using a bubble column on a NPC makes it go up.
NPCs are also affected by any effects but cannot die from the wither effect or fatal poison. They also don't take any fall damage, fire damage, drowning damage, suffocation damage, or any external damage from another mob/player, but they can die in the void.
The only way to kill a NPC is to go into world builder () and hit it once or use the command.
Main articles: Illager, Evoker, Vindicator, Illusioner, Pillager, Raid and Patrol
Illagers are hostile villager-like mobs that spawn in woodland mansions as well as pillager outposts, illager patrols, or raids. The varieties of illagers are vindicators, evokers, pillagers, and illusioners[Java Edition only] (which can be summoned only by using commands), along with two associated mobs: vexes and ravagers. The ravager is considered a illager in Bedrock Edition, but not in Java Edition, which means that vindicators named "Johnny" attack ravagers in Java Edition. Illagers are considered to be outcasts from villages, meaning they were once villagers, but turned evil, so the villagers kicked them out forever, leaving them the hatred of villagers. In addition to attacking players, they also attack villagers, wandering traders, and iron golems. They do not go seeking for villagers, and never naturally come to villages, except during raids and patrols. In Bedrock Edition, sometimes a pillager outpost can generate on the border of a village, leading to altercations if any villager or iron golem goes near the outpost.
In Bedrock Edition, illagers attack snow golems but do not attack baby villagers, although baby villagers still flee from them. "Johnny" vindicators still attack baby villagers in Bedrock Edition.
In upcoming Java Edition 1.18, illagers and ravagers will not attack baby villagers anymore.
Main article: Wandering Trader
Wandering traders are a type of villager that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is either naturally spawned, summoned or spawned using a spawn egg in Bedrock Edition.
Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds, although wandering trader trades can be customized using commands in Java Edition. They also lock trades like villagers, but never unlock the trade, nor they can work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers[Java Edition only], and vexes.
Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). In Java Edition, they drink a milk bucket in the morning to remove the Invisibility. They despawn after 40-60 minutes (even with a name tag or in a minecart or boat) with their llamas, and sooner if all the trades are locked.
A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.
Upon successful trading, a villager drops 3–6.
Upon successful trading, while willing to breed, 8–11 is dropped.
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, periodically making 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 illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag.
In Bedrock Edition, 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 emit green particles if they join a village, set a bed or acquire a job site/profession.
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 near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie.
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 any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do 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 village structures, as they lack the necessary AI to intentionally descend ladders.[verify] 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, after the villager is returned to the ground level. One way to prevent a villager from climbing ladders is to break the first ladder touching the ground thus requiring a player to jump to the ladder to climb.
Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins [Bedrock Edition only], zoglins, 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. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive towards villagers, although a skeleton arrow might hit a villager by accident.
Villagers favor pathways to reach a selected destination and try to stay in low cost blocks, like the dirt path or cobblestone blocks. They also avoid jumping.
Job site blocks
For a list of job site blocks and the professions they are required for, see § Professions.
Villagers who have already claimed beds[Bedrock Edition only] (other than babies and nitwits) seek employment by searching a 48-block horizontal radius[verify] 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.[Java Edition only]
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[Bedrock Edition only] and becomes jobless, but retains its profession after trading. A villager who already has a profession but no job site attempts to find one:
- A villager who has not yet traded can claim any job site block and changes its profession along with acquiring a new job.
- Villagers who have made their first trade can claim a job site block only if the block is associated with their profession.
- For a villager to claim a job site block in Java Edition, the block must be on the ground to allow the villager to pathfind to the job block. A job site block placed decoratively on scaffolding or a fence post, for example, cannot be found by a villager and no job assignment results.
In Java Edition, villagers can change professions only while awake. Villagers also tend to walk to the job site block before claiming it. They also stare at the block while walking towards it.
In Bedrock Edition, villagers can still claim job site blocks when asleep, while green particles still appear around the block and the villager. Villagers change their profession before walking to their job site block. They stare at the block while walking just like Java Edition.
For the mechanic for entire villages, see Popularity.
Villagers can store certain memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with the villager, which influence trading prices and the hostility of naturally spawned iron golems.
|Type||Caused by||Amount |
Trading with or curing a villager increase the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions.
When a piece of gossip is shared it is received at a lower value than the sharer has it. Gossips also decay a certain amount every 20 minutes. Since major positive gossip have a decay of 0 and a share penalty equal to its max value, it cannot be shared and never decays.
A player's total reputation with a villager is determined by multiplying each gossip's value by their respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = 75. After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 = 113.
The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either 0.05 or 0.2 depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is y = x - floor((5a + b + c - d - 5e) × p), Where y is the final price, x is the base price, a is the value of , b is the value of , c is the value of , d is the value of , e is the value of , and p is the value of .
Iron golems that were not built by a player become hostile towards players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.
Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player.
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 replace 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, the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space.
As of 1.16.1 villagers can fill all 8 inventory slots with the same item.
When killed or converted to a zombie villager, any inventory item of the villager is lost, even when is set to .
If is , Villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.
Like other mobs, villagers have four slots for worn armor, separate from their inventory. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager, but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walkerboots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again.
Despite villagers using emeralds to trade, they do not pick up any emeralds they see since they're not greedy.
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.
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 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume 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.
- Farmer villagers use and pick up bone meal. They also fill their composter with seeds.
- If is [Java Edition only], villagers cannot farm.
- Farmer villagers cannot turn dirt, grass blocks, or dirt paths into farmland. Nor they pick up any hoes to till the blocks.
- If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks.
- Farmer villagers often share their crops and food with other villagers if they have any extras.
For tutorials on breeding mechanics, see Tutorials/Village mechanics § Breeding and population cap and Tutorials/Legacy Console village mechanics.
Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who 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 § Willingness below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.
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[Java Edition only] 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 appearance is determined by the biome where the breeding occurs in Bedrock Edition. In Java Edition, the appearance is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.
Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock, therefore, after mating, villagers cease to be willing until they gather a sufficient stock of food items and breed again.
Villagers must have enough beds within village bounds for baby villagers to spawn. The beds must have 2 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 slot 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 or break crops.
Top 5 trades for the armorer villager in Minecraft
Minecraft players who do not particularly enjoy spending their hard-earned diamonds on armor will love the armorer villagers. This villager provides tons of amazing trades that will assist the player on their journey across the various dimensions of Minecraft.
While some of these trades require the armorer villagers to be increased in level, this can easily be done by completing some of the cheaper trades that they possess. Players looking to score some of the strongest armor in the game should seriously consider the armorer villagers' trades.
Note: This article is subjective and solely reflects the opinion of the writer.
Also read: Whatever Floats your Goat Achievement in Minecraft 1.17 Caves & Cliffs: Everything players need to know
Best trades for the armorer villager in Minecraft
5) Coal for Emeralds
One of the armorer's best trades is the coal for emeralds trade. Please note that these trades are for the Java Edition. However, the Bedrock Edition contains similar if not exactly the same trades.
The armorer villager offers one emerald for 15 coal. This trade also provides two XP for the villagers, which is essential for players to obtain the next trades on this list.
4) Enchanted Diamond Leggings
Another great trade for the armorer villager is the emeralds for enchanted diamond leggings trade.
The expert-level armorer offers one pair of enchanted diamond leggings for 19-33 emeralds. While this may seem steep for some Minecraft players, if the player trades enough coal for emeralds, this trade can easily be completed. The enchantments can be from level 9-15.
Also read: How to download Minecraft Bedrock 22.214.171.124 beta version on Windows & Android devices
3) Enchanted Diamond Boots
Similar to the leggings, the armorer also offers a trade for enchanted diamond boots.
The expert-level armorer offers a pair of enchanted diamond boots for 13-27 emeralds. While villagers may take quite a bit to get to the expert level, it is extremely worth it for the armorer.
The video above explains all armorer trades for those who are curious about the other trades that are not listed.
2) Enchanted Diamond Helmet
A master-level armorer will allow players to trade for an enchanted diamond helmet.
More specifically, the armorer will trade an enchanted diamond helmet for 13-27 emeralds. Players must note that the armorer must be master-level, which can be easily accomplished by trading for the expert-level enchanted armor.
1) Enchanted Diamond Chestplate
Similar to the helmet, the enchanted diamond chestplate can only be traded with a master-level armorer.
The armorer will offer an enchanted diamond chestplate for 21-35 emeralds. The trade requires the most emeralds out of the trades listed above, but that is because the chestplate provides the most protection. This (and all other armor trades) will lock after three trades. However, they will be reinstated after the armorer works at their job block.
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Also read: How to recover corrupted saved worlds in Minecraft 1.17 Caves & Cliffs
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How to Make an Armourer Villager in Minecraft
In order to make an armourer villager, first you need to make a blasting furnace from five iron ingots, three smooth stones and a furnace using the crafting table. Take out these things from the chest box and put them in inventory, then place them in a crafting table to make a blast furnace. Add this blast furnace back in inventory.
Now you need to find a village to get to a villager. Find an unemployed villager and place the blast furnace next to him. He will become an armorer villager by doing this.
Armorer Minecraft: Trades & Features
There is a profession with the sole purpose of trading and creating armor in the game: the armorer in Minecraft. You can find an armorer in a building called the Armory, created with Blast Furnace Jobsite blocks.
There are only two trade skill professions that can create armor: armorers and leatherworkers. These professions use the Blast Furnace Jobsite block to craft their products, and the two skills are similar in many ways.
However, armorers specialize in creating exotic armor, which includes diamond armor and chainmail and counts for a majority of the loot from dungeons and bosses.
With the Armourer profession added in the 1.13 update, a whole new market has opened up in Minecraft.
This new NPC trades emeralds for common ores like coal and iron ingots, providing you with a small return on whatever you mine. Yet, even more importantly, armorers can provide you with enchanted diamond armor for your character.
A blast furnace is used to smelt ores, raw metals , iron and gold armor and tools, similar to a furnace, but at twice the rate. This block was added to Minecraft in The Combat Update.
Rather than coming in contact with lava at the bottom of the furnace like a regular furnace does, the blast furnace's channeling system allows it to melt iron faster yet still have a cooling system via lava on top of the blast furnace.
The GUI will be opened by right clicking on the top of the block.
A blast furnace is very useful for the player because not only can the player smelt iron ore into iron bars and gold into gold bars, they can smelt ores that are not even used for other things.
Learn to create an armorer in Minecraft
Village consists of a house, in which there are villagers. To create an armorer you will need two blocks and one profession. As well as at all times to keep them positioned on the opposite sides of the bed for the work table.
Bed and Worktable should be built from four blocks to be attuned (special barrier). It is better to be self-clear, so they can't be rebuilt with other players.
A villager that chooses to change their profession to armorer will travel to the nearest unclaimed blast furnace and rent it for a payment of 1 emerald. In the video game "Minecraft," a blast furnace is an industrial furnace that smelts ore and charcoal to make metal ingots.
If there is space available in the building, villagers have the chance to change their profession based on which block of the building has not been claimed by another villager.
For the mechanic used with piglins, see Bartering.
The trading system is a gameplay mechanic that allows players to trade emeralds for items (and vice-versa) with villagers as well as wandering traders.
Pressing use on an adult villager with a profession, or a wandering trader, opens a menu, allowing a player to trade with the villager or wandering trader. All transactions involve emeralds. Villagers buy or sell goods for emeralds, and wandering traders sell items for emeralds, but do not buy items. Trading is the only legitimate method of acquiring the globe banner pattern,[JE only]woodland explorer maps, ocean explorer maps and dripleaves in Survival mode. It is also the only renewable way to obtain bell, diamond gear, lapis lazuli[BE only], bottle o'enchanting, glass, brick[BE only], terracotta[BE only], sand, red sand and coral blocks.
Villagers have five career levels that can be increased by trading with them. Each villager starts at the "novice" level. A villager's level can be seen in the trading menu. The badge they wear can also be identified: stone for a novice, iron for an apprentice, gold for a journeyman, emerald for expert, and diamond for master. Trading until the villager's trading bar gets full unlocks the next level of trades. When a player trades with a villager, both the villager and the player gain experience. All villager trades reward the player with 3–6 experience, or 8–11 experience if the villager is willing to breed. Trading with a wandering trader also rewards the player some experience, although the trader does not have experience level to gain. A villager levels up when its experience bar becomes full and gains up to two new trades, along with keeping their old ones. Additionally, a villager receives a Regenerationeffect, and becomes surrounded by purple and green particles for a ten seconds.
A villager's profession dictates the trading pool used to determine its trades. For example, villagers wearing straw hats are farmers, so their trades are based on the Farmer trade pool. Each profession unlocks a pre-defined and finite set of offers. Different professions are assigned to each villager based on their job-site block. This profession is indicated by their appearance and in the trading interface. Novice villagers who have not traded can lose their profession and change back into unemployed villagers if their claimed job site block is removed. Removing and then replacing a job site block can alter the trades offered, and a villager with no experience resets its trades every so often. Once a player trades with a villager, the villager keeps its profession forever and subsequently locks in the offered trades.
Villagers disable an offer after a certain number of trades, the exact number is different for each item and referenced in the tables below. When villagers work at their job site blocks, they activate their offers again, up to twice per day. When an offer is disabled, a red "X" appears in the trading interface, and the villager displays the same particle effect as an offer being created.
Villagers distinguish between data values, so damaged tools cannot be traded in place of fully repaired tools.[Bedrock Edition only]NBT data, however, is ignored, so the content of a written book does not matter. However, written books can no longer be sold to villagers, and no villagers currently buy any tools that have durability.
In Java Edition, villagers can have a maximum of 10 trades. Each level unlocks a maximum of two new trades. If a level can pull from more than two trades, the two offered trades are chosen randomly from the set.
In Bedrock Edition, villagers have 8–10 trade slots. Some slots with multiple possible trades display only one trade; for example, farmer villagers have 4 potential trades in their first trade slot, so each trade has a 1⁄4 chance to be chosen.
Each trade can be used a maximum number of times, after which the trade becomes disabled. Once trades are disabled, villagers must work at their corresponding job site block to resupply their trades.
The price of an item rises and falls depending on three factors. Items with a high price multiplier (0.2) are affected by these changes more than items with a low multiplier (0.05). All price fluctuations affect only the first item involved in trade; for example, for an initial trade of 32 sticks for 1 emerald, the price might be driven down to 1 stick or up to 64 sticks for 1 emerald, but never for 2 emeralds. Additionally, no quantity can go lower than 1 or higher than the stack size.
The first factor is demand. An item that was sold out gets a price increase for all players when resupplied. If a player does not trade for a higher-priced item, the price is reduced the next time villager resupplies. Demand is tracked per item, not per villager, so a villager can offer a higher-priced trade for a single item while other items are cheaper. Trades that have a price multiplier of 0 are not affected by demand.
The second way to affect prices is the Hero of the Village effect, which temporarily reduces prices for the affected player depending on the level of the effect.
Finally, players get personal discounts or fines based on their reputation with that particular villager. A positive reputation is gained by curing zombie villagers (the villager that was cured gives a permanent discount much larger than the temporary discount in nearby villagers). To cure a zombie villager, a player must splash it with a splash potion of weakness and then feed it a golden apple. The permanent discount is capped at 5 cures, while the temporary discount is capped at 8 cures. In Java Edition, players can also gain negative reputation by hitting or killing villagers, and positive reputation by trading or splashing healing on villagers.
Nitwits are green-coated villagers. They cannot trade, nor can they change profession or gain a profession. If the player attempts to trade with a nitwit in Java Edition, the nitwit grunts and shakes its head.
Villagers without a job overlays are unemployed and cannot trade. They wear biome outfits without a professional overlay. An unemployed villager gains a profession by claiming an unclaimed job site block. For example, an unclaimed cartography table converts an unemployed villager into a cartographer when the villager claims it, and both the villager and the table emits green particles. An inaccessible (or destroyed) job site block causes the connected villager to lose its profession, but that does not affect the player's popularity in the village. If the player attempts to trade with an unemployed villager in Java Edition, the villager grunts and shakes its head.
Bedrock Edition offers
The villager pictured on the right is from the plains biome. To see villager professions dressed for other biomes, see Professions.
Job site block: Blast Furnace
Job site block: Smoker
Job site block: Cartography Table
Job site block: Brewing Stand
Job site block: Composter
I liked it, she too, and as a result we began to see each other several times a week. She was the way I like it: A fragile brunette about 170 centimeters tall, with first-size breasts and a very elastic ass. We had everything in sex. We were absolutely not ashamed of each other.
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Necessary to bite or pinch it, sucking the tips of the petals with my lips and touching the tongue with its silky tenderness, I understood that it was shaking from the touch and I continued. And for which he was soon rewarded with thousands of kisses felt on his body, we loved each other so passionately. Turning over, at the same time the whole turned over.