|Health points The health gauge and monitor in Minecraft is based on a single row of 10 heart icons. Each full heart contains two halves, one hit point each (full health is 20 hit points). Contents 1|
|Spawn See the natural spawning of players and mobs. For mob spawners, see Monster Spawner. For the player, see The Player. This article needs updating. Description: Rabbits now spawn in deserts with new|| |
|First appearances|| |
|Experience Experience First appearances See History Internal ID PC: 2 PE: 69 Network ID PC: none Entity ID xp_orb XP bar visible above hotbar. Experience (EXP or XP for short) can be obtained by gathering experience|| |
|Internal ID|| |
|Entity ID|| |
A villager is an intelligent passive "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of NPC that the player can trade All villager trades, separated by profession. The trading system is a gameplay mechanic that allows players to trade emeralds for items (and vice-versa) with villagers. Contents 1 Functionality 1.1 Brown Robed Villager 1.2 White Robed with. A villager wears clothing according to one of six professions, and many of these professions are subdivided into various careers.
Villagers spawn inhabiting their villages Village Biome Plains, desert, savanna, taiga Consists of See Structure Can generate post-generation No First appearances See History See villages. For how to build the natural village style, see Village Blueprints. “ , which spawn in several biomes.
A priest villager and priest zombie villager spawn locked up in the basements of igloos Igloo Biome Ice Plains, Cold Taiga Consists of Snow White Carpet Light Gray Carpet Ice (Packed Ice in Pocket Edition.) Redstone Torch Furnace Bed (Brown Bed, Light Blue Bed or White Bed) in Pocket Edition. .
Baby villagers will sprint around, entering and leaving houses at will. They will sometimes stop sprinting to stare at an Iron Golem Iron Golem Health points 100 ( × 50) Attack strength 7 () to 21 ( × 10.5) To players: Easy: 4 () to 11 () Normal: 7 () to 21 ( × 10.5) Hard: 10 . If the Iron Golem is holding a poppy Flower Transparency Yes Luminance No Blast resistance 0 Tool Any tool Renewable Yes Stackable Yes (64) Flammable One-block-high: Yes, but does not catch fire from lava Two-blocks-high: Yes Drops Itself Data values See Data values , the children will cautiously take the flower from its hands.
Unlike other breed-able mobs, the parents and child have no personal interactions other than socializing.
Villagers will spawn if a player uses a splash potion of weakness Splash Potion Type Potions Durability N/A Renewable Yes Stackable No First appearances See History Data value dec: 438 hex: 1B6 bin: 110110110 Name splash_potion See the throwable potions. For the throwable potions that leave a on a zombie villager Zombie Health points 20 () Armor points 2 () Attack strength Easy: 2 () Normal: 3 () Hard: 4 () Size Adult: Height: 1.95 Blocks Width: 0.6 Blocks Baby: Height: 0.975 Blocks Width: 0.3 Blocks Spawn and then feeds it a regular golden apple Golden @@@#@@@Apple(apple.com)###@### Type Food Restores Golden AppleTechnology company 4 () Absorption (2:00) Regeneration II (0:05) Enchanted Golden AppleTechnology company 4 () Absorption IV (2:00) Regeneration II (0:20) Fire Resistance (5:00) Resistance (5:00) Cookable No Renewable Golden Apple . It will then shake and turn into a villager within 5 minutes. During the change, the zombie villager can still burn in the sun unless it is a baby zombie villager.
When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty Mobs in full armor are a common sight in higher difficulty levels. Difficulty is an option in Minecraft that has a direct impact on the ease of gameplay. Contents 1 World setting 1.1 Peaceful 1.2 : 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.
Illagers are hostile villager-like mobs that spawn in woodland mansions Woodland mansion Biome Roofed Forest Consists of See Structure. Can generate post-generation N/A First appearances See history This article may need cleanup to comply with the style guide. Please help improve this if you can. . There are 3 kinds: vindicators Vindicator Health points 24 ( × 12) Attack strength Easy: 7 () Normal: 13 () Hard: 19 () Size Height: 1.95 Blocks Width: 0.6 Blocks Spawn Woodland Mansion Common drops Emerald (0–1) Natural equipment Iron , evokers Evoker Health points 24 ( × 12) Attack strength 6 () Size Height: 1.95 Blocks Width: 0.6 Blocks Spawn Woodland Mansion Drops Totem of Undying Emerald (0–1) Experience 10 Internal ID PC: 34 PE: 104 and illusioners Illusioner Health points 32 ( × 16) Attack strength Easy: 1 () - 4 () Normal: 1 () - 4 () Hard: 1 () - 5 () Size Height: 1.95 Blocks Width: 0.6 Blocks Spawn . Illagers are considered to be outcasts from villages Village Biome Plains, desert, savanna, taiga Consists of See Structure Can generate post-generation No First appearances See History See villages. For how to build the natural village style, see Village Blueprints. “ . In addition to attacking players, they will also attack villagers.
Witches Witch Health points 26 ( × 13) Size Height: 1.95 Blocks Width: 0.6 Blocks Spawn Light level of 7 or less. When lightning strikes within 3-4 blocks of a villager. Inside Witch Huts. First appearances are hostile villager-like mobs which spawn rarely in the Overworld according to the usual mob spawning rules. They can also spawn exclusively in witch huts Every specific group of blocks purposefully formed in Minecraft based on coding is part of a natural structure. Contents 1 The Overworld 1.1 Terrain 1.1.1 Mountain 1.1.2 Floating "island" 1.1.3 Hollows 1.1.4 Hill 1.1.5 Beach , or spawn from a villager struck by lightning Lightning during a thunderstorm. A lightning bolt strikes a tree. A creeper can be seen hopping about in the woods. If it had been closer to the strike, it would have become charged. Thunderstorms are .
Villagers have no drops See the items that drop from entities and blocks. For drops as in falls, see Fall Damage. Typical drops from a skeleton: experience orbs, an arrow, and bones. Drops are items that . They also do not drop experience points.
Upon spawning, villagers will leave their homes and begin to explore the village. Generally, they wander aimlessly inside the village during the day. They may go indoors or outdoors. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, in which they will stare at another villager for a few seconds at a time. In the case of players, they will continuously stare at them as long as the player is close enough, unless the villager tries to get into a house at night, farm food, or run away from a zombie. When a player attacks a villager, the villager will not run away, but anger particles will fly out from the villager if it is in a village.
In Pocket Edition Pocket Edition Author(s) Mojang AB Jens Bergensten Aron Nieminen Daniel Kaplan Tommaso Checchi Shoghi Cervantes Jason Major Daniel Wustenhoff Tomas Alaeus Mikael "Slicedlime" Hedberg @@@#@@@Microsoft(microsoft.com)###@### Studios 1] Platform(s) Written in C++ 2] Latest version 1.1.2 , villagers do not stop continuously in front of players. They will also run away if the player attacks them.
Villagers, like other mobs, will find paths around obstructions and will avoid some harmful blocks and walking off cliffs. Be that as it may, in crowded situations it`s possible for one villager to push another off a cliff or into harm.
At night or during rain, villagers will run inside, closing doors behind them, and staying indoors until morning. In the morning they will head outside and resume normal behavior.
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it will move quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary will forget the village within about 6 seconds. Whether in a village or not, a villager is never prone to despawning See the natural spawning of players and mobs. For mob spawners, see Monster Spawner. For the player, see The Player. This article needs updating. Description: Rabbits now spawn in deserts with new .
Villagers cannot open trapdoors, fence gates, or iron doors.
There is evidence that villagers are prone to overcrowding certain areas of a village while leaving other areas completely empty. When moving inside, the AI prefers doors within 16 blocks (Euclidean distance). It also tends to prefer doors with fewer villagers nearby, however "nearby" in this case is only 1.5 blocks and, when moving inside, villagers prefer to move 2.5 blocks inside when the inside is to the south or east and therefore will be out of range of this check. During the day, it has been observed that villagers will tend to cluster near a trapped villager or any existing large cluster of villagers, likely due to the "socialize" AI routine overriding their inclination to wander.
Picking up items
Villagers have eight hidden inventory slots. Villagers will not intentionally seek out items to pick up, but they will collect any bread Bread Type Food Restores 5 () Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 297 hex: 129 bin: 100101001 Name bread Bread is a food item that can be eaten by the , carrots Carrot Type Food Restores 3 () Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data values Block dec: 141 hex: 8D bin: 10001101 Item dec: 391 hex: 187 bin: 110000111 Name Block carrots Item carrot This article is , potatoes Potato Type Food Restores 1 () Cookable Yes Renewable Yes Stackable Yes (64) Experience Cooked: 0.35 First appearances See History Data values Block dec: 142 hex: 8E bin: 10001110 Item dec: 392 hex: 188 bin: 110001000 Name Block potatoes Item potato , wheat Wheat Type Food Durability N/A Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 296 hex: 128 bin: 100101000 Name wheat See the food item. For the planted seed and the wheat , seeds Seeds Transparency Yes Luminance No Blast resistance 0 Tool None Renewable Yes Stackable Yes (64) Flammable No Drops Seeds (1) when not mature Seeds (0–3) when fully grown Wheat (1) when fully grown Data values , beetroot Beetroot Type Food Restores 1 () Cookable No Renewable Yes Stackable Yes (64) Luminance No First appearances See History Data values PC: dec: 434 hex: 1B2 bin: 110110010 Pocket Edition:: dec: 457 hex: 1C9 bin: 111001001 Name beetroot This article is and beetroot seeds Beetroot Seeds Transparency Yes Luminance No Blast resistance 0 Tool Any tool Renewable Yes Stackable Yes (64) Flammable No Drops Beetroot Beetroot Seeds Data values PCPersonal Computer item: dec: 435 hex: 1B3 bin: 110110011 PE Item: dec: 458 hex: 1CA bin: 111001010 they happen to come within range of. These are the only items they are able to pick up. If a player and a villager are in the pickup range of an item at the same time, the player will always pick it up first.
These hidden inventory slots will be reset if a villager becomes a zombie after being killed by a zombie and then cured back into a villager. This can be used to get a villager with an empty inventory.
Note: If the gamerule mobGriefing is false, villagers will not pick up items.
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 or 12 carrots, potatoes or beetroot 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 his 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.
Adult and baby brown-robed villagers, both farmers and other careers, will tend crops within the village boundary. Villagers far enough outside the boundary of any village will also tend nearby crops.
Farmland to be tended is found by seeking for certain blocks up to 15 blocks away from the villager in X and Z and up to 1 away in Y (a 31ℂₗ31ℂₗ3 area total).
- If a brown-robed villager does not have enough food in one stack in his inventory (15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat) and finds fully-grown wheat, carrots, potatoes or beetroot, he will move to the crop block and break it.
- If a brown-robed villager has any seeds, carrots, potatoes, or beetroot seeds in his inventory and finds an air block above farmland, he will move to it and plant a crop. They will always plant from the first eligible slot in their inventory.
Note that if the gamerule mobGriefing is false, villagers will not be able to farm.
Zombies Zombie Health points 20 () Armor points 2 () Attack strength Easy: 2 () Normal: 3 () Hard: 4 () Size Adult: Height: 1.95 Blocks Width: 0.6 Blocks Baby: Height: 0.975 Blocks Width: 0.3 Blocks Spawn will try to find and attack villagers within a 42 block radius (even when the villager is invisible), and will attempt to break down doors. Zombies will only successfully break doors if the difficulty is set to hard, though only a fraction of zombies spawned in hard mode have the capacity to break doors. This also applies to zombie pigmen if they path find through a door. Villagers will run away from zombies, sometimes hiding in houses. The villager`s only "natural" defense are the iron golems, which attack nearby hostile mobs.
Zombies will try to kill villagers, or convert them to zombie villagers. The chance that the villager will become a zombie villager on death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well.
Villagers will also run from zombie pigmen.
When lightning Lightning during a thunderstorm. A lightning bolt strikes a tree. A creeper can be seen hopping about in the woods. If it had been closer to the strike, it would have become charged. Thunderstorms are strikes between 3⃢₀ₓ4 blocks of a villager, it will turn into a witch.
- See also: Tutorials/Village mechanics
Villagers will mate depending on the number of valid doors. If "willing" (see below), villagers will mate as long as the population is less than 35% of valid doors, rounded down. The type of villager that spawns is not dependent on the villager`s parents.
A valid door is any door within the village radius where the number of "outside" spaces within 5 blocks in a straight line on one side of the door is not the same as the number of "outside" spaces within 5 blocks on the other side of the door. A space is considered to be "outside" if it has nothing but transparent blocks above it all the way to the sky.
The game engine periodically takes a census to determine the current population of the village. All villagers within the horizontal boundary of the village and within 5 vertical blocks of the center will be counted as part of the population to determine if continued villager mating is allowed. Be that as it may, any villager within the horizontal boundary of the village and within the spherical boundary of the village will attempt 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 will mate with each other and produce a child.
Additionally, villagers must be "willing" in order to breed. After mating, they will no longer be willing, and must be made willing again.
Villagers may become willing when the player trades with them. Willingness is granted the first time a new offer is traded, or at a one-in-five chance on subsequent trades. Green particles will appear if the villager becomes willing by trading. This will not cause them to immediately seek out a mate, however.
Villagers can also become willing by having either 3 bread Bread Type Food Restores 5 () Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 297 hex: 129 bin: 100101001 Name bread Bread is a food item that can be eaten by the , 12 carrots Carrot Type Food Restores 3 () Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data values Block dec: 141 hex: 8D bin: 10001101 Item dec: 391 hex: 187 bin: 110000111 Name Block carrots Item carrot This article is or 12 potatoes Potato Type Food Restores 1 () Cookable Yes Renewable Yes Stackable Yes (64) Experience Cooked: 0.35 First appearances See History Data values Block dec: 142 hex: 8E bin: 10001110 Item dec: 392 hex: 188 bin: 110001000 Name Block potatoes Item potato in one stack in their inventory. Any villager with an excess of food (usually farmers) will throw food to other villagers, allowing them to pick it up and obtain enough food to become willing. You can also throw bread, carrots, beetroots, or potatoes at the villagers yourself to encourage breeding. Villagers will consume the required food upon becoming willing.
Professions and careers
Each villager has a profession, which can be identified by their clothing. Villagers also have careers specific to their profession. The player can identify a villager`s career by reading the title at the top of the trading interface. Below is a table listing the various villagers, with their careers in relation to their professions, as well as the IDs specifying these. While each profession has a 1 in 6 chance of occurring, the probabilities for individual careers to occur are more diversified. They are listed in the table as well.
When transformed into a zombie villager, the profession of the zombified villager will remain unchanged however the career is reset and randomly picked again if turned back into a villager allowing for the player to get a villager with a new career with new trade offers. Old trade offers will disappear, even if the same career is chosen again.
|“||It started because players could summon villagers without a career by using commands: it was the only way to get villagers with green robes. Whenever we discover we have a bug which is used by the community we just see it as `undefined behaviour` - and ‘fix’ it by making it a feature. In this case we just needed a profession for the green-robed villager. I don’t remember what name we came up with first - I think it was ‘unemployed’ or something, but it doesn’t really fit in the world, because I don’t really think the other villagers are employed by anyone either. So I think the next suggestion was ‘village idiot’ but I thought ‘nitwit’ was a more fun name.||„|
|—Jeb about the Nitwit, Jan. 23, 2017|
|“||Right click on a villager and you can trade with them, offering them emeralds in exchange for better equipment, maps to notable treasures or food. Unless you are trying to trade with a nitwit, of course, in which case you’re going to get squat. Who’s the nitwit now?||„|
The trading system is a gameplay mechanic that allows players to trade emeralds for items and vice-versa with villagers.Their trades can be good or bad, depending on what the cost is and what items you might get. Trading is only available for adult villagers; the player cannot trade with baby villagers.
Right-clicking a villager will allow a player to trade with them, and display their career. Villagers will make offers based on their profession and career, and will only make trades based on whatever offers they are making. Different offers may be viewed by pressing the left and right buttons next to the currently displayed offer. Most offers involve emerald as a currency, and some item pertinent to the villager`s profession and career. Trading allows the acquisition of rare items that would otherwise be fairly difficult to obtain, such as chain armor. The trading mechanic allows players to get Bottle o` Enchanting in survival mode, as it is the only legitimate way. When villagers get a new trade, pink particles and green cross particles appear.
After trading a new offer once, the villager will allow a new tier of offers. After 2-12 times an offer is repeated, the villager will lock the trade offer. That is, the villager will no longer offer this trade. When this happens, the player will have to use another new trade offer in the villager`s window once (or several times if it is already used once), and then wait for a short time. If green particles appear, all trades unlock. That is, the villager will start offering all trades. There is a maximum number of tiers each villager can possess, varying by career. Once the villager has unlocked all tiers, it will not open any new ones. Be that as it may, players will still be able to renew all offers by trading.
Commands or external editors can help villagers get new trades.
The nitwit villager has no trades.
- See also: Chunk format
Villagers have entity data associated with them that contain various properties of the mob. Their entity ID is
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
Profession: The ID of the texture used for this villager. This also influences trading options.
Riches: Currently unused. Increases by the number of emeralds traded to a villager any time they are traded.
Career: The ID of this villager`s career. This also influences trading options and the villager`s name in the GUI (if it does not have a CustomName). If 0, the next time offers are refreshed, the game will assign a new Career and reset CareerLevel to 1.
CareerLevel: The current level of this villager`s trading options. Influences the trading options generated by the villager; if it is greater than their career`s maximum level, no new offers are generated. Increments when a trade causes offers to be refreshed. If 0, the next trade to do this will assign a new Career and set CareerLevel to 1. Set to a high enough level and there will be no new trades to releaseAnnounce (Career must be set to 1 or above).
Willing: 1 or 0 (true/false) - true if the villager is willing to mate. Becomes true after certain trades (those which would cause offers to be refreshed), and false after mating.
Inventory: Each compound tag in this list is an item in the villager`s inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together will automatically be condensed into one slot. If there are more than 8 slots, the last slot will be removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot will be present after the two other slots are combined.
An item in the inventory, excluding the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
Offers: Is generated when the trading menu is opened for the first time.
Recipes: List of trade options.
A trade option.
rewardExp: 1 or 0 (true/false) - true if this trade will provide XP orb drops.
maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
buy: The first `cost` item, without the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
buyB: May not exist. The second `cost` item, without the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
sell: The item being sold for each set of cost items, without the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|What a Deal!||Successfully trade with a Villager||Adventure||⃢₀ₔ|| |
Villagers are considered as one of the most intelligent of all peaceful mobs. However, there are some factors that they are unaware of or pay no attention to. Villagers realize the day-night cycle as well. Villagers are not fond of water, and unlike the other peaceful mobs, will immediately attempt to find an escape route. Villagers will attempt to avoid zombies. However, they do not attempt to escape any attackers except zombies. Unlike other mobs, villagers do not notice when they are set on fire, making any source of fire extremely dangerous to a village`s population. Villagers will not run when they are on fire as well, showing no attempt to put the fire out.
Villagers only spawn in villages which can be located only in the flattest (or close to flat) biomes, such as desert biomes, savannas, and plains. When a villager notices a zombie, they immediately begin to run away from them. Villagers are fast enough to escape a zombie. However, this will not always protect them. When it becomes nighttime, all villagers move in-doors to safety. However, there is a flaw in this behavior. Whenever it is raining outside, villagers still realize it as day. Zombies, however, will not die because it is raining, and the sun is not out. This can cause some villagers to die.
A common sight in a village would be villagers facing each other, assuming the human-like characteristic of "talking". When a player attacks a villager, they have steam coming from their heads, most-likely indicating anger or frustration. As of 1.6, villagers will produce noises (sounding similar to a "hmmm", a grunt, or a humming sound). They make noises on several occasions: when breeding is activated, when struck by a player, or when a player trades with one.
Villagers are able to be traded with in the game for various items depending on their "profession" or type of villager. The currency that they handle are emeralds. Some villagers will trade for emeralds, while others will take emeralds and give items. Farmer type villagers, known for their brown clothing, are known to trade items related to farming, such as Wheat, Carrots, Potatoes, and seeds of Melons for emeralds, or vice versa. The butcher type, known for the brown clothing and white apron, will trade for meat such as Pork, Beef, and Chicken. It is far more common for the trade to require the raw version of the meat. Priests, which can be recognized by their full purple clothing, trade for Ender Pearls and Eyes of Ender. They also allow the player to buy enchanted items by trading an unenchanted version of the item, in addition to a few emeralds as the cost of enchanting the item. The smith type of villager trades for armor and tools and weapons. Lastly, the Librarian villager is known for his all white clothing and "smart" look, buys paper and sells book and navigational related items, such as Bookshelves and Compasses.
Villagers all start with one trade agreement. Once the player does this trade and then closes the trading interface, the villager will have a "thinking" type animation and come up with another trade. This does two things. First, it allows more trading options, up to a maximum of 5 per villager, and second, it resets the trade. Each trade will be able to be used 3-5 times until it must be reset again. The villager will only reset if the final or "newest" trade is completed at least one time. Once all five are unlocked, continuing the last trade will continue to reset the trades, and also has a small chance of replacing an existing trade with a new one.
Trading is one of the fastest ways to get Emeralds legitimately in survival mode without the use of cheats, as farming animals and crops are far faster than digging for Emeralds. This allows players to constantly trade and renew trades that yield emeralds to the player. This is also known sometimes as "farming emeralds", or "emerald bartering."
As of Minecraft 1.8, the villagers` trading got a complete overhaul. Villagers could now have several trades when they are spawned giving the player more flexibility when trading. Another factor that helps is that when trading, new trade possibilities can occur depending on how many new trades players have made already.
The Exploration Update added new "cartographer" villagers, who will trade their Exploration Map for a Compass and varied amounts of Emeralds gathered by the player.
A player`s popularity can be gained or decreased in many methods, with one notable consequence: if the player has a popularity below -15, naturally spawned Iron Golems will become permanently hostile towards the player. Popularity can be gained by trading, breeding, etc., but can be decreased by attacking₠Villagers₠and/or₠Iron Golems. A player`s popularity can be high in one village, yet low in another.
|Health Points:||20HP₠(10x )|
0-2 Rotten Flesh
Iron Ingot, Iron Helmet, Iron Shovel, Iron Sword, Carrot, Potato
|Location:||In a light level of 7 or less or when a zombie kills a villager|
Zombie Villagers are aggressive mobs that appeared in Minecraft`s Pretty Scary Update (Version 1.4). They make up 5% of zombies that spawn in the Overworld. They will also appear after a Villager is killed by a Zombie during a village siege, 50% on Normal and 100% on Hard. If a Baby Villager is killed during a siege, it will also become a Baby Zombie villager. Baby Zombie Villagers are faster than their grown-up counterparts and will not age. Zombie Villagers can be returned to normal Villagers if weakened using a Splash Potion of Weakness, and then fed a Golden Apple. They will appear to shudder while being cured. It is best to place Zombie Villagers in a sort of "prison cell" structure with a bed and iron bars while curing it. This is because the iron bars and bed make the villager cure about 4% faster. Zombie Villagers take 2-5 minutes to cure under normal circumstances. A zombie villager has all the behaviors and characteristics of regular zombies, such as being able to wear armor. Iron Golems will still attack them, unless they are cured. In Pocket Edition and 1.9, they retain their clothes and appearance prior to being infected.