A Villager is a friendly NPC that is only in Villages by curing a Zombie Villager.
Hardcore Villages is a mode in Hardcore Modes that completely changes the importance of finding a village and the value of villagers themselves.
For more details about the effect of infection from dead souls, see Possession
- Villagers are bred with diamonds.
- In a similar way to animals, villagers follow you when you are holding diamonds.
- All villagers begin as Zombie villagers and must be healed using soul urns.
- Leveling villagers to Level 5 through trading is required to complete the tech tree.
- Villages and Strongholds are the only ways to obtain bookshelves.
- Possession, also known as "Nothing to Worry About", is what happens to living animals and villagers, but not the player, when exposed to the spirits of The Nether after a short time: infected souls start to come out of the Nether and leak into your world. These spirits are invisible, and will seep out a short distance from any Nether Portal, and will also infect potential hosts that enter the Nether entirely, warping their behavior to generally undesirable results.
Finding Villagers
Distances shown on a map rendered by AMIDST
Villages within 2000 blocks (circular) from Spawn are abandoned, meaning that there are no crops, water in the farms, loot in the blacksmiths house, or windows present. They also provide excellent shelter in the early game, provided that the player covers the windows and doors. Within this circumference desert and jungle temples are "looted", having none of the loot an untouched temple would have.
Villages between 2000 and 3000 blocks from spawn (in a circular radius) are "semi-abandoned", meaning that while still missing the windows these villages contain crops (less than in full villages) and villagers, with the mention that librarians (white) and priests (purple) are unable to spawn in semi-abandoned villages. Starting at 2000 jungle and desert temples are no longer "looted" and contain their respective unique loots.
Villages further than 3000 blocks from spawn are intact and even contain an anvil and two brick ovens. However it is important to note that specific villager spawn together with their respective buildings, so a village without a church will not have a priest. This, together with the fact that baby villagers take the profession of one of their parents means that even an intact village may not be complete, requiring the player to seek out more.
All radii mentioned are 4x as big in a large biomes world.
When a village with villagers is found, either semi abandoned or intact, the villagers will be zombie villagers. They will run around eating passive animals and will attack the player, and do not burn in sunlight. Zombie villagers are wicked fast, it is not advised to go toe to toe with them without armor. If you kill the zombie villagers, they will not respawn. So in order to get villagers to trade with, the player will need to trap and cure them. It is easier to do this one zombie villager at a time. You cannot tell what occupation the zombie villager will have before it is cured.
In order to cure zombie villagers, you must hit it with a thrown soul urn then wait.
Villager Behavior
Even though the number of doors/houses no longer have an effect on population and iron golems do not spawn naturally anymore, villagers still maintain much of their vanilla behavior that may be important to consider when working with them. Namely they will seek to be inside a house at night and will avoid wandering too far from a village. They can still open and close wooden doors. Be aware that villagers get converted to Zombie Villagers by zombies.
Villager Breeding
To breed villagers, they have to be given diamonds, much like the system used for breeding animals. (a diamond in hand will also cause villagers to follow the player) There are three main castes of villagers: Peasant, Tradesman, and Academics. Peasants will be dirty when initially found, which can be cleaned by giving them soap. You can not breed from one class into another but you can, say breed two priests to get a librarian. If you are breeding villagers from different castes it is random which caste is produced.
Caste System
|
Level
|
Class
|
Type
|
0 |
Useless |
Dirty Peasant
|
1 |
Peasants |
Pesant
|
2 |
Tradesmen |
Blacksmith + Butcher
|
3 |
Academics |
Librarian + Priest
|
Trading
Each trade may only be done once, after which the interface must be closed and reopened to refresh the trade list. Villagers now gain levels starting at level one and maxing out at five, and have a progress bar similar to the xp one. Only trades that have the "+" sign displayed increase the progress bar. Each level brings with it new trades. Trades from lower levels still appear, however they no longer posses the "+" sign and have no effect on the progress bar. Each level requires a number of "+" trades and one "++" trade to complete, trades without "+" signs have no effect. The number of "+" trades needed increases by level, level 1 requires five trade, level 2 seven, level 3 ten, and level 4 fifteen. In addition some villagers present cosmetic changes as they progress through the levels. Once at level 5 the villagers begin selling an arcane scroll unique to their profession to be used in the Infernal Enchanter. Additionally, some trades are guaranteed and will appear again immediately after completing them. These guaranteed trades do not provide xp.
Level Up Trades
Once the bar is full a special trade appears (indicated by the "++" sign). Until this trade is competed the progress bar remains full and the villager stays at his current level, also normal "+" trades no longer have effect on the progress bar. After the "++" trade is completed the villager enters the next level and the progress bar is reset. For "++" trades each villager gives emeralds equal to its current level as payment, except in the case of the enchantment table which returns two emeralds
Farmer
The farmer is the villager in the brown clothes. He is the most common villager and the only one that may be present near the spawn. In the lower levels the farmer predominantly buys easily obtainable items and is good for obtaining emeralds. He also sells mycelium at level 5 allowing the player to forego searching for a mushroom island. He offers the arcane scroll of looting as the cheapest arcane scroll, which is also one of the least valuable because of BTWs' focus on mob traps, and the existence of the emerald beacon. The farmer presents no visual changes as he advances. However, farmers when initially cured will be dirty. Giving them soap once they ask for it at level 3 will clean them up, but other than that being dirty is purely visual.
Level 1
Level up trade
|
Item required
|
1->2 |
Iron Hoe
|
Level 2
Sells
|
Item
|
Quantity
|
Price
|
Wheat |
8-16 |
1
|
Apple |
2-4 |
1
|
Level 3
Level 4
Level up trade
|
Item required
|
4->5 |
Planters x8-12
|
Level 5
Butcher
The butcher is wearing the same brown robe as the farmer, but is differentiated by a white apron. He spawns in the house with a "table" made of smooth stone slabs. He offers trades relating to food, food production, and leather working, as well as a few humorous trades. After the level 3->4 level up trade he appears to be wearing the breeding harness. He offers the arcane scroll of sharpness.
Level 1
Level up trade
|
Item required
|
1->2 |
Cauldron
|
Level 2
Level up trade
|
Item required
|
2->3 |
Saw
|
Level 3
Level 4
Guaranteed Sell
|
Item
|
Quantity
|
Price
|
Runed Skull |
1 |
6-8 +
|
Level 5
Blacksmith
The blacksmith is visually similar to the butcher except his apron is black, making him difficult to recognize. He offers to buy items related to metal working and mining, and sells tools and armor. The blacksmith may be difficult to level given the steep prices on the items he sells. He offers the arcane scroll of unbreaking, one of the most valuable and versatile scroll as it can be applied on almost anything. The blacksmith presents no visual changes.
Level 1
Level up trade
|
Item required
|
1->2 |
Hibachi
|
Level 2
Level up trade
|
Item required
|
2->3 |
Bellows
|
Level 3
Level up trade
|
Item required
|
3->4 |
Crucible
|
Level 4
Level 5
Librarian
The librarian is the villager wearing a white robe, spawning together with the "library" (the house containing bookshelves). He offers to buy various brewing supplies and redstone based blocks at higher levels. The librarian sells only two things: eyes of ender and the arcane scroll of power. After he buys the ender spectacles as a level up trade he puts them on resembling a scientist in a lab coat and protective goggles.
Level 1
Level 2
Level 3
Level 4
Level 5
Priest
The priest is wearing a purple robe, and spawns in villages with churches. Similar to the librarian he only has a chance to appear in full villages, missing from semi-abandoned ones even if they contain a church. Unique to him is that he offers to enchant various pieces of equipment at level two for 2-4 emeralds. At level 4, he offers to convert runed skulls into infused skulls and to awaken a dormant soulforge with a nether star. After receiving an Infernal Enchanter the priest makes the most radical visual change: his eyes change to purple, gains what appear to be circular tattoos on his head, and starts giving off particles similar to the nether portal and endermen.
Level 1
Level 2
The priest offers various enchantments for 2-4 emeralds on the following items: iron or diamond armor, pickaxe, sword, and axe.
Level 3
Level 4
Level 5
Buys
|
Item
|
Quantity
|
Price
|
Canvas |
1 |
2-3
|