{{about|the mob in Minecraft|the villagers before [[Village & Pillage]]|Villager (old)|1}}
{{Infobox entity
| group1 = Plains
| 1-1 = Plains Villager Base.png
| group1size = x272px
| group2 = Desert
| 2-1 = Desert Villager Base.png
| group2size = x272px
| group3 = Savanna
| 3-1 = Savanna Villager Base.png
| group3size = x272px
| group4 = Taiga
| 4-1 = Taiga Villager Base.png
| group4size = x272px
| group5 = Snowy
| 5-1 = Snowy Villager Base.png
| group5size = x272px
| group6 = Jungle
| 6-1 = Jungle Villager Base.png
| group6size = x272px
| group7 = Swamp
| 7-1 = Swamp Villager Base.png
| group7size = x272px
| group8 = Plains (Baby)
| group8size = x136px
| 8-1 = Plains Villager Base.png
| 8-1caption = {{JE}}
| 8-2 = Plains Baby Villager BE.png
| 8-2caption = {{BE}}
| extratext = View [[#Gallery|all renders]]
| invimage = Villager Spawn Egg
| health = {{hp|20}}
| behavior = Passive<ref group="note" name="passive">Can unintentionally hurt the player with a [[firework rocket]] after a [[raid]] is defeated.</ref>
| damage = Damage decreases with distance: {{ItemLink|Firework Rocket}}:<br>Easy: {{hp|5}}<br>Normal: {{hp|8}}<br>Hard: {{hp|12}}
| size = '''{{IN|Java}}:'''<br>
'''Adult:'''<br>Height: 1.95 blocks<br>Width: 0.6 blocks<br>
'''Baby:'''<br>Height: 0.975 blocks<br>Width: 0.3 blocks<br>
'''{{IN|Bedrock}}:'''<br>
'''Adult:'''<br>Height: 1.9 blocks<br>Width: 0.6 blocks<br>
'''Baby:'''<br>Height: 0.95 blocks<br>Width: 0.3 blocks
| speed = 0.5
| spawn = *{{EnvLink|Village}} <br> 
*{{EnvLink|Igloo}} basement <br> 
* When a zombie villager is cured
* Upon successful breeding
| mobtype = NPC<ref group="note" name="npc">Categorized as an NPC in the game code.</ref>
}}
'''Villagers''' are [[passive mob]]s that inhabit [[village]]s, work at their professions, [[breed]], and interact with each other. Their outfit varies according to their occupation and [[biome]]. A [[player]] can [[trade]] with them using [[emerald]]s as currency.

== Spawning ==
=== Natural generation ===
Villagers can be found in [[village]]s, which spawn in several [[biome]]s such as [[plains]], [[snowy plains]], [[savanna]]s, [[desert]]s, [[taiga]]s, and [[snowy taiga]]s{{only|bedrock}} and can cut into other biomes such as [[swamp]]s and [[jungle]]s. 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 villagers inside and some do not.

Each villager spawns with an empty [[#Picking up items|inventory]]. Villagers never spawn with [[armor]] or other equipment. {{IN|JE}} a [[dispenser]] can be used to equip armor on a villager.

[[Igloo]] basements always generate with one villager in the left cell and one [[zombie villager]] in the right cell. {{IN|je}}, the villager and zombie villager are both clerics, while {{in|bedrock}}, they have random professions. {{IN|java}}, the cleric villager can change into a leatherworker since the basement generates with a [[cauldron]], which is closer than the [[brewing stand]] to the villager.

=== Curing ===
{{see also|Zombie Villager#Curing}}
Giving a [[zombie villager]] the [[Weakness]] effect and then feeding it a [[golden apple]] starts the curing process. After five minutes, 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. {{IN|bedrock}}, if the zombie villager is player spawned, it adopts a randomly chosen profession. The villager can also be a nitwit, meaning it cannot work once cured. If employed, the cured villager offers discounts on most of its trades.

Curing a [[zombie villager]] riding a [[chicken]] results in the villager riding a chicken. Eventually, the villager grows up and gains a profession while still being on the chicken. Curing a [[zombie villager]] with [[armor]] and [[item]]s causes it to drop them as items.

== Drops ==
A villager, either adult or baby, does not ordinarily drop any [[item]]s 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.

Villagers raise their arms when showing trade items.{{only|bedrock}}

Upon successful trading, a villager drops {{xp|3|6}}.

Upon successful trading, while willing to [[breed]], {{xp|8|11}} is dropped.

=== Hero of the Village ===
{{Main|Hero of the Village}}
{{IN|java}} A villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the [[Hero of the Village]] effect. The gift is randomly selected from a list of items for the villager's individual profession, and there is a random cooldown before the villager can throw another gift.

== Behavior ==
=== Movement patterns ===

==== Socializing ====
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 [[piglin]]s and baby [[hoglin]]s play tag.

{{IN|bedrock}}, baby villagers do not stop in order to stare at players, and thus continue moving as if the player is not there.

A villager tries not to travel far from its bed in a large village unless the job site or the nearest gossip site ([[bell]]) is far away.

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]].

==== Migration ====
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it quickly moves 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 never [[despawn]]s.

==== Pathfinding ====
Villagers, like most 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 can open all wooden doors and find paths to 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 (usually by other villagers).

==== Stranded villagers ====
Climbing a ladder can leave a villager stranded on the second floor and roof 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. Then the player can place a [[wooden trapdoor]] at the top, to stop the villager from ever getting up there again. However, the villager can still get stuck on the ladder underneath the trapdoor. Another solution is to break the first ladder touching the ground, completely preventing the villager from climbing the ladder. However, this means the player has to jump up one block to use the ladder.

==== Getting attacked ====
Villagers flee from [[zombie]]s, [[zombie villager]]s, [[husk]]s, [[drowned]], [[zombified piglin]]s (even though they don't attack villagers){{only|bedrock}}, [[zoglin]]s, [[vindicator]]s, [[pillager]]s (even if their crossbow has been broken), [[ravager]]s, and [[vex]]es within 8 blocks, and [[evoker]]s and [[illusioner]]s within 12 blocks. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from [[skeleton]]s (and their variants), [[spider]]s, or [[cave spider]]s since these [[hostile mob]]s are passive toward villagers.

==== Preferred path ====
{{Exclusive|Bedrock|section=1}}
When [[pathfinding]], villagers prefer to stay on low cost blocks, such as [[dirt path]]s, [[cobblestone]], [[bricks]], and [[planks]]. They do this by trying to minimize the '''path cost''' of all of the blocks they walk across. They also avoid jumping, because it has a high path cost, but babies don't avoid it as much.

<!-- try to break into no more than 2 columns if more than (1 + 1) * 20em = 40em of width is available -->
<div style="max-width: 40em; column-width: 20em; column-count: 3">
{| class="wikitable collapsible" data-description="Preferred blocks" style="break-inside: avoid“
|-
! colspan="2" rowspan="2" {{tc|planned|Preferred path blocks}} !! colspan="2" {{tc|planned|Path cost}}
|-
! Adult villager !! Baby villager
|-
| colspan="2" | {{BlockLink|Dirt Path}}
| colspan="2" style="text-align: center;" | 0
|-
| style="border-right-color:transparent;" |
{{BlockLink|Block of Diamond}}<br>
{{BlockLink|Block of Emerald}}<br>
{{BlockLink|Block of Lapis Lazuli}}<br>
{{BlockLink|Block of Gold}}<br>
{{BlockLink|Block of Redstone}}<br>
{{BlockLink|Bricks}}<br>
{{BlockLink|Cobblestone}}<br>
{{BlockLink|Chiseled Sandstone}}<br>
{{BlockLink|Chiseled Red Sandstone}}<br>
{{BlockLink|Cut Sandstone}}<br>
{{BlockLink|Cut Red Sandstone}}<br>
{{BlockLink|End Stone Bricks}}<br>
{{BlockLink|Glass}}<br>
{{BlockLink|Glazed Terracotta}}<br>
|
{{BlockLink|Glowstone}}
{{BlockLink|Mossy Cobblestone}}<br>
{{BlockLink|Nether Bricks}}<br>
{{BlockLink|Planks|id=oak planks}}<br>
{{BlockLink|Prismarine}}<br>
{{BlockLink|Red Nether Bricks}}<br>
{{BlockLink|Red Sandstone}}<br>
{{BlockLink|Sandstone}}<br>
{{BlockLink|Slabs}}<br>
{{BlockLink|Smooth Sandstone}}<br>
{{BlockLink|Smooth Red Sandstone}}<br>
{{BlockLink|Stained Glass}}<br>
{{BlockLink|Stone}}<br>
{{BlockLink|Stone Bricks}}<br>
| colspan="2" style="text-align: center;" |1
|-
| style="border-right-color:transparent;" |
{{BlockLink|Barrel}}<br>
{{BlockLink|Beds}}<br>
{{BlockLink|Blast Furnace}}<br>
{{BlockLink|Brewing Stand}}<br>
{{BlockLink|Cartography Table}}<br>
{{BlockLink|Cauldron}}<br>
{{BlockLink|Composter}}<br>
|
{{BlockLink|Fletching Table}}<br>
{{BlockLink|Grindstone}}<br>
{{BlockLink|Lectern}}<br>
{{BlockLink|Loom}}<br>
{{BlockLink|Smithing Table}}<br>
{{BlockLink|Smoker}}<br>
{{BlockLink|Stonecutter}}
| colspan="2" style="text-align: center;" | 50
|-
| colspan="2" | Other
| 3
| 1.5
|-
! colspan="2" | Jump cost
| 20
| 5
|}
</div>

=== Job site blocks ===
{{for|a list of job site blocks and the professions they are required for|#Professions}}

Unemployed villagers (other than babies and nitwits) seek employment at job site blocks (also referred to as workstations), and employed villagers use job site blocks to refresh their trades (see {{slink||Working}}). Villagers who have made their first trade must claim a site block that corresponds with their profession, whereas tradeless villagers may change their profession to match a site block. 

{{IN|java}}, an unemployed villager claims job site blocks by searching for the nearest unclaimed site in a 48-block sphere. When a suitable site block is detected, the villager starts pathfinding to it, staking a provisional claim. This can occur only while the villager is awake. A provisional claim is released if the villager cannot reach the block within 60 seconds, however the villager may try again immediately.<ref>{{bug|MC-257069||Trapped villager can prevent any other villagers from claiming a jobsite}}</ref> To fully claim the site and change profession, the villager must approach within a 2-block radius of the job site's center. When a job site block is fully claimed, its owner emits green particles, and no other villager can claim the block unless the owner relinquishes it. 

{{IN|Bedrock}}, all villagers in a village search for unclaimed job sites in a 16 block radius and 4 block height. If a site block is found, it is added to a shared list of valid job site blocks for the whole village. An unemployed villager with a bed claims the first site block on that list and immediately acquires the profession to match, regardless of the distance or accessibility to the site block.<ref>{{bug|MCPE-63311||Villagers claim workstations and beds that are too far away and/or get stuck unemployed}}</ref> The villager can even claim the site block while sleeping. When a job site block is claimed, both the block and the villager making the claim emit green particles and the site block is removed from the list. If a villager cannot pathfind to its claimed site, both the site block and villager emit anger particles. The site block may need to be broken or interacted by a piston before the villager unclaims it.{{Verify|Incredibly inconsistent, needs further testing|edition=bedrock}}

[[File:Gossping.png|alt=|thumb|A desert villager and a plains villager gossiping.]]

=== Gossiping ===
Villagers can store 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 villagers, which influence trading prices and the hostility of naturally spawned [[iron golem]]s.
{| class="wikitable"
|-
!Type
!Caused by
!Amount gained
!Decay
!Share penalty
!Max value
!Reputation multiplier
|-
|Major positive
|Curing
|20
|0
|100
|20
|5
|-
|Minor positive
|Curing
|25
|1
|5
|200
|1
|-
|Minor negative
|Attacking
|25
|20
|20
|200
| -1
|-
|Major negative
|Killing
|25
|10
|10
|100
| -5
|-
|Trade
|Trading
|2
|2
|20
|25
|1
|}
Trading with or [[Zombie Villager#Curing|curing a villager]] increases 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 (see ''Decay'' column) every 20 minutes. Since ''major positive'' gossip has a share penalty >= its max value and a decay of 0, it cannot be shared and never decays.

A player's total reputation with a villager is determined by multiplying each gossip's value by its 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 <code>major_positive</code>, ''b'' is the value of <code>minor_positive</code>, ''c'' is the value of <code>trading</code>, ''d'' is the value of <code>minor_negative</code>, ''e'' is the value of <code>major_negative</code>, and ''p'' is the value of <code>PriceMultiplier</code>.

An [[iron golem]] that was not built by a player becomes hostile toward all 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 ===
Each villager has eight hidden inventory slots, which are initially empty when the villager is spawned. A villager can fill its inventory slots with items it picks up.

The villager does not intentionally seek out items to pick up,{{info needed|Bedrock villagers don't seek out items, but if Java villagers pathfind to items, then this needs expansion on pathfinding range}} but does collect any [[bread]], [[carrot]]s, [[potato]]es, [[wheat]], [[wheat seeds]], [[beetroot]], [[beetroot seeds]], [[torchflower seeds]], [[pitcher pod]]s, and [[bone meal]] within range.{{info needed|How far can villagers reach items?}} The listed items are the only items villagers can pick up, although the {{cmd|item}} replace command can put any arbitrary item into a villager's inventory. Bone meal can be picked up only by a farmer villager. {{IN|Bedrock}} only farmers can pick up seeds and wheat.

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. This behavior prevents villagers from effectively sharing food (and thus breeding) in a small space.

When killed or converted to a zombie villager, any inventory item of the villager is lost, even when {{cmd|/gamerule keepInventory}} is set to <code>true</code>.

If {{cmd|/gamerule mobGriefing}} is <code>false</code>, 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 slots. An adjacent dispenser can equip armor, [[elytra]], [[mob head]]s or [[carved pumpkin]]s to a villager{{only|java}}<ref>{{bug|MCPE-109608|"Villagers cannot be equipped with anything by a dispenser, but that would be a separate issue and a feature request rather than a bug."|Cannot dispense armor or mob heads onto villagers or zombies|Cannot Reproduce}}</ref>, 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 Walker]] [[boots]] 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. A villager with thorns 3 deals more damage to zombies that attacked the villager than the villager takes damage.

=== Sharing food ===
[[File:Villager Sharing Food MCPE 1.14.60.png|thumb|right|Villagers sharing carrots.]]

{{IN|Java}}, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or fewer of each these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24<ref>{{Bug|MC-181525}}</ref>, and that same villager then shares 12 to the third villager).

In the case of wheat, villagers have a distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat.

If a villager has 8 full {{Info needed|Full? Meaning stackable every item is stacked to 64?}} stacks of any kind of food or seeds and then tries to share with another villager, it leaves at least 24 items in each stack. Thus it can never empty inventory slots to pick up other items, unless it uses the items when trying to breed or when farming if it is a farmer villager.<ref>{{Bug|MC-178019}}</ref><ref>[https://www.reddit.com/r/technicalminecraft/comments/lozawc/villager_food_sharing_java_116/ Villager food sharing (java 1.16)] - Only the last part and the bugs are relevant</ref> A bait villager can be used in a farm taking advantage of this mechanic to have a farmer villager collect and deposit crops.

{{IN|Bedrock}}, 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, 60 potatoes, or 60 beetroots, 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.

=== Farming ===
[[File:Villagerpickingup.gif|thumb|Farmer villager picking and planting carrots.]]
{{IN|Java}}, during the "work" portion of their schedule, farmers tend nearby crops. 
* Farmers sometimes move to random [[farmland]] blocks they detect within ±4 on the X and Z axes and ±2 on the Y axis, rather than going to their jobsite.
* If there are fully-grown crop blocks or air above farmland within ±1 of the villager on each axis, the farmer spends 10 seconds tending them (not counting time spend walking to the next block), one per second. The block is harvested if necessary and (re-)planted if the farmer has any seeds.
** If {{cmd|/gamerule mobGriefing}} is <code>false</code>, villagers cannot farm.
** Harvesting is done regardless of the villager's current inventory, even if they lack space to pick up the results.
** Planting is done as from the first eligible inventory slot.
* If there is at least one non-fully-grown crop block within ±1 of the farmer on each axis, the farmer has [[bone meal]], and it has been at least 8 seconds since the farmer last did some fertilization, then the farmer fertilizes up to four crop blocks (one every two seconds).
* When the farmer works at their composter, it composts excess wheat and beetroot seeds, and extracts bone meal if it is full. Up to 20 seeds are composted in one work session, but at least 10 of each type of seed are first kept. Inventory slots are checked in reverse order.

{{IN|Bedrock}}, farmers 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 its 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]].
* Farmer villagers start farming only if a crop is planted on farmland previously. 
* Farmer villagers continue to plant on the farmland even if all crops are destroyed.

For both editions,
* Farmer villagers ''cannot'' turn [[dirt]], [[grass block]]s, or [[dirt path]]s 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.

=== Breeding ===
{{for|tutorials on breeding mechanics|Tutorials/Village mechanics#Breeding and population cap|Tutorials/Legacy Console village mechanics}}

Adult villagers breed depending on the time of the day and need to be willing to spawn {{section link||Baby villagers}}, who require [[bed]]s with at least two empty blocks above their heads. Job sites are not required for villagers to breed.

Breeding depends on the number of valid beds. If a villager is "willing" (see {{slink||Willingness}} below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.

{{IN|java}}, two villagers nearby one another periodically enter mating mode if both have enough food and are not on cooldown. Breeding fails (with anger particles displayed) if no unclaimed bed can be reached via pathfinding within a 48-block radius. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.

{{IN|bedrock}}, a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village 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|appearance]] is determined by the biome where the breeding occurs {{in|bedrock}}.<ref>{{ytl|AnOeYZi4fgc|t=48m33s}}</ref> 
[[File:VillagerInLove.png|thumb|right|Two villagers breeding.]]

==== Willingness ====
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 for 5 minutes, at which point they must gather a sufficient stock of food items to breed again.

Villagers must have enough beds within village bounds for baby villagers to spawn. The villager must be able to path-find to the bed from its current position. (Note that mobs view certain blocks, such as slabs, trapdoors, etc., as full blocks for pathfinding, so putting these types of blocks above a bed invalidates the bed.)

Villagers can become willing by having either 3 [[bread]], 12 [[carrot]]s, 12 [[potato]]es, or 12 [[beetroot]]s 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 {{cmd|gamerule mobGriefing}} is <code>false</code>, villagers don't pick up food or break crops.
[[File:Baby Villagers in Java Edition.png|thumb|Some baby villagers in ''Java Edition''. Their heads are smaller than ''Bedrock Edition'' or ''Minecraft Education'' baby villagers.]]

=== Baby villagers ===
Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers, the player{{only|java}}, or an [[iron golem]]. If the iron golem is holding out a [[poppy]], a child may cautiously take the flower from its hands. Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.

[[Illager]]s (except "Johnny" [[vindicator]]s {{in|BE}}) ignore baby villagers until they reach adulthood.

Baby villagers give gifts of [[poppies]] or [[wheat seeds]] to players who have the {{EffectLink|Hero of the Village}} effect {{in|java}}. 

Baby villagers {{in|Bedrock|education}} have a slightly bigger head than {{in|Java}}; this also can be seen in other baby mobs in the game as well. ''Java Edition'' baby villagers look like tiny normal villagers.<ref>{{bug|MC-180893|||Invalid}}</ref>

Baby villagers can fit through 1×1 block gaps.

A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up.

=== Lightning ===
[[File:Villager becoming Witch.gif|thumb|upright|A villager gets struck by lightning.]]
When [[lightning]] strikes within 3–4 blocks of a villager, the villager is replaced by a [[witch]] that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch. 

Iron golems also attack any villagers that turn into witches.

=== Iron golem summoning ===
{{main|Iron Golem#Villages}}

{{IN|java}}, villagers can summon an [[iron golem]] to protect themselves from hostile mobs. This requires either 3 [[#Panicking|panicking]] villagers or 5 [[#Gossiping|gossiping]] villagers. If they don't find an iron golem within 16 blocks of their location for 30 seconds, another one is summoned.

{{IN|bedrock}}, villagers can summon an iron golem if there are more than 10 villagers per existing golem, the village has at least 20 beds, and 75% of these villagers must have worked in the past day.

=== Panicking ===
[[File:Panicked Villager.gif|thumb|upright|A villager panicking.]]

Villagers sometimes panic during a [[raid]] or a [[zombie siege]] by emitting water particles and shaking.

In ''Java Edition'', villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In ''Bedrock Edition'', villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell. ''Java Edition'' villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):
{| class="wikitable"
!Mob
!Panic radius
|-
|Zombie, husk, drowned, zombie villager, vex
|8
|-
|Vindicator, zoglin
|10
|-
|Evoker, illusioner, ravager
|12
|-
|Pillager
|15
|}

=== Zombies ===
{{main|Siege|Zombie}}

Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on [[regional difficulty]]){{only|java}} or a 16-block radius{{only|bedrock}} (even when the villager is invisible). Zombies attempt to break down [[door]]s, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.

Both zombies and drowned either kill villagers or convert them to [[zombie villager]]s. The chance of the villager becoming a zombie villager upon death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by [[zombie]]s as well. Drowned are able to convert villagers to zombie villagers, even when attacking with a [[trident]] from a distance.

=== Raids ===
{{main|Raid}}

During a [[raid]], villagers flee from [[illager]]s and run to the nearest [[Village house|house]], similar to a [[zombie siege]]. For a villager to hide, the house must have a door and at least one bed.<!-- hide poi type=bed-->

Before the first raid wave {{in|java}}, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. {{IN|Bedrock}}, the bell rings automatically regardless of whether a villager is nearby. {{IN|java}}, when a bell is rung, all illagers within 48 blocks get the [[glowing]] effect for 3 seconds. 

A villager often stays in the house it first entered, but may exit the house occasionally. The [[player]] can still trade with villagers during a [[raid]].

On random occasions, the villager displays water [[particles]] as if sweating.

==== Hero of the Village ====
{{Main|Hero of the Village}}

{{IN|Java}}, once the player gains the [[Hero of the Village]] status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession.

=== Staring ===
[[File:An Army of Villagers Staring!.png|alt=A lot of villagers staring at the player.|thumb|A lot of villagers staring at the player.]]
Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially [[Cat|cats]]. A villager first turns its head toward the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off. 
[[File:Villager Staring.png|alt=A villager staring at the player.|thumb|A villager staring at the player.]]
<br />

== Schedules ==
Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain.

{| class="wikitable" style="text-align: center; -webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid" data-description="Villager schedules"
|+Villager schedule {{in|java}}
|-
! Image
! Ticks ([[Daylight cycle#24-hour Minecraft day|time]])
! Employed
! Unemployed/Nitwit
! Child
|-
| style="background-color: #709EEF; border-bottom-color: #709EEF;" | {{ClockPhase|10}}
| 00010 (06:00:36) || colspan=2 {{tc|planned|Wander}} || rowspan=2 {{tc|planned|Wander}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|2000}}
| 02000 (08:00:00) || rowspan=3 {{tc|yes|Work}} || rowspan=3 {{tc|planned|Wander}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|3000}}
| 03000 (09:00:00) || rowspan=1 {{tc|rarely|Play}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|6000}}
| 06000 (12:00:00) || rowspan=2 {{tc|planned|Wander}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|9000}}
| 09000 (15:00:00) || colspan=2 rowspan=2 {{tc|neutral|Gather}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|10000}}
| 10000 (16:00:00) || rowspan=2 {{tc|rarely|Play}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|11000}}
| 11000 (17:00:00) || colspan=2 {{tc|planned|Wander}}
|-
| style="background-color: #709DED;" | {{ClockPhase|12000}}
| 12000 (18:00:00) || colspan=3 {{tc|unknown|Sleep}}
|}

{| class="wikitable" style="text-align: center; -webkit-column-break-inside: avoid; page-break-inside: avoid; break-inside: avoid" data-description="Villager schedules"
|+Villager schedule {{in|bedrock}}
|-
! Image
! Ticks ([[Daylight cycle#24-hour Minecraft day|time]])
! Employed
! Unemployed
! Child
! Nitwit
|-
| style="background-color: #709DED; border-bottom-color: #709DED;" | {{ClockPhase|0}}
| 00000 (06:00:00) || rowspan="2" {{tc|yes|Work}} || rowspan=2 {{tc|planned|Wander}} || rowspan=4 {{tc|rarely|Play}} || {{tc|unknown|Sleep}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|2000}}
| 02000 (08:00:00) || colspan=1 rowspan=5 {{tc|planned|Wander}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|8000}}
| 08000 (14:00:00) || colspan="2" {{tc|neutral|Gather}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|10000}}
| 10000 (16:00:00) || {{tc|yes|Work}} || {{tc|planned|Wander}}
|-
| style="background-color: #78A9FF; border-bottom-color: #78A9FF;" | {{ClockPhase|11000}}
| 11000 (17:00:00) || colspan="3" {{tc|partial|Home}}
|-
| style="background-color: #709DED; border-bottom-color: #709DED;" | {{ClockPhase|12000}}
| 12000 (18:00:00) || colspan="3" rowspan="3" {{tc|unknown|Sleep}}
|-
| style="background-color: #2D4061; border-bottom-color: #2D4061;" | {{ClockPhase|13000}}
| 13000 (19:00:00) || {{tc|partial|Home}}
|-
| style="background-color: #000000;" | {{ClockPhase|14000}}
| 14000 (20:00:00) || {{tc|unknown|Sleep}}
|}

=== Working ===
Employed villagers spend most of their day standing next to their job site blocks. From time to time, they "gather supplies" by wandering a short distance away, then returning.

Some professions have additional job-specific goals that are part of their work schedule:
*Farmers harvest and sow crops.
*Librarians inspect bookshelves.{{only|bedrock}}
When a villager reaches its job site block, it commences "work". Two times a day, this action of working resupplies any locked trades. Villagers can resupply twice per day, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block.

Employed villagers do not breed with each other during their work schedule. Nitwits and the unemployed do not follow this rule. They can breed with each other and the employed villagers.

Leatherworker villagers work at any cauldron; the cauldron does not have to be filled with water in order for the villager to work at it.

=== Wandering ===
All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule.

A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it. After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop (this also happens for claiming beds).

The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village. 

During this time of the day, they may also share items.

=== Gathering ===
Late in the day, adult villagers gather at a meeting place (the area around a [[bell]]). When two villagers encounter one another, they mingle (look at each other and "converse" by humming at other villagers). They may also share food, or breed if both are willing.

If a villager isn't close enough to detect a bell, it wanders randomly, searching for one.

=== Playing ===
[[File:ChildrenTag.png|thumb|Four villager children chasing another baby villager.]]

Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other. 

{{IN|java}}, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. If the [[iron golem]] offers them a poppy, the baby villager cautiously accepts it.

=== Returning home ===
All villagers head home a short time before sunset. They roam around until they get near their beds, then target a block beside the bed. The bed's head must be accessible for the villagers to "see" it. Once they reach their beds, they do not go through a door again before sleeping.

A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect a unclaimed bed nearby they walk out of the house and toward the bed.
[[File:How Do You Even Sleep!.png|thumb|A villager pushed on a bed in ''Java Edition''. The villager falls off the bed if it is pushed again.]]
[[File:The Anvil Bounces on a Sleeping Villager.png|thumb|Dropping an anvil on a villager that is sleeping in ''Java Edition'' does not hurt the villager nor causes the villager to wake up.]]

=== Sleeping ===
[[File:Villager sleeping.png|thumb|A top view of a savanna villager sleeping in a bed at night.]] 

At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at them{{only|java}}, they are pushed out of bed, or if their bed is destroyed. <!-- Note: This is the current behavior in Bedrock, but some of it may be due to bugs.-->They also wake up when their bed is {{ctrl|used}}, if they are {{ctrl|attacked}}, or when a bell is rung.
If possible, they return to sleeping in a bed after the interruption.

Jumping on a bed with a villager sleeping in it does not cause the villager to get up. 

In ''Java Edition'', a villager can be pushed on its bed and sometimes turn its head. A villager can be pushed off a bed,<ref>{{bug|MC-145707|||WAI}}</ref> but is most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds. 

When sleeping in ''Java Edition'', a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up and the anvil is dropped as item. 

In ''Bedrock Edition'', dropping an anvil on a villager that is sleeping causes the villager to take damage but remain sleeping in the bed and the anvil remains on top of the bed. 

A villager who has no bed continues wandering in search of a bed to claim.

Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in [[the Nether]] or [[the End]], without causing the usual consequences of the bed exploding (See {{slink|Bed|Sleeping}}), if the Overworld's time is correct.<ref>{{bug|MC-146515||Villagers can sleep in all dimensions|WAI}}</ref> This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player.

Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed. Villagers also sleep with their eyes open.

=== Healing ===
A villager gets a brief regeneration effect once leveling up in its profession. Pink regeneration particles appear while it is healing.

{{IN|bedrock}}, when a villager successfully sleeps, it immediately heals itself when waking up at dawn (if it is damaged).

== Professions ==
{{redirect|Librarian|the achievement|Achievements#Librarian}}
[[File:Isometric Render of Job Sites.png|thumb|Job site blocks next to each other.]]
[[File:All Professions In 18w50a.png|thumb|All plains biome variant professions (except unemployed) corresponding to their different job site blocks.]]

Each villager can have a profession except for the nitwit, indicated by their clothing as well as by the title at the top of the [[trading interface]]. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelves. If an adult villager does not have a profession (either they are unemployed or a nitwit), they wander instead.

A job site block can be claimed only if it is unclaimed and within a village boundary with at least 1 bed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. So, once a player trades with a villager, the villager keeps its profession forever.

Nitwits and baby villagers cannot change their profession.

{{IN|java}}, villagers summoned by a spawn egg or via command {{cmd|summon}} are always unemployed until they have claimed a job site block. {{IN|bedrock}}, however, villagers summoned in similar ways have a random profession<ref>{{bug|MCPE-46034}}</ref>; their profession can be changed by a job site block, though.

Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers.

Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession.

Below is a table listing the various professions, along with the specific job site block that each profession requires:
{| class="wikitable sortable collapsible" style="text-align: center" data-description="Professions"
|-
! rowspan="2" |<br>'''Profession'''
! rowspan="2" |<br>'''Job site block /'''
'''Workstation'''
! colspan=7 | '''Biome'''
|-
! '''Desert'''
! '''Jungle'''<br><ref name="biomenote">[[Jungle]] and [[swamp]] villages do not exist, but a village from another biome can intersect with any biome, including jungles and swamps. Jungle and swamp villagers can naturally spawn in their corresponding biomes only if a village intersects with the desired biome. Jungle and swamp villagers can also be obtained by breeding villagers in the desired biome or by using a [[spawn egg]] in the desired biome, as well as by curing a zombie villager spawned in a jungle or swamp.</ref>
! '''Plains'''
! '''Savanna'''
! '''Snow'''
! '''Swamp'''<ref name="biomenote" />
! '''Taiga'''
|-
|''Unemployed''
| rowspan="2" |None
| [[File:Desert Villager Base.png|x80px]]
| [[File:Jungle Villager Base.png|x80px]]
| [[File:Plains Villager Base.png|x80px]]
| [[File:Savanna Villager Base.png|x80px]]
| [[File:Snowy Villager Base.png|x80px]]
| [[File:Swamp Villager Base.png|x80px]]
| [[File:Taiga Villager Base.png|x80px]]
|-
| [[#Nitwit|Nitwit]]
| [[File:Desert Nitwit.png|x80px]]
| [[File:Jungle Nitwit.png|x80px]]
| [[File:Plains Nitwit.png|x80px]]
| [[File:Savanna Nitwit.png|x80px]]
| [[File:Snowy Nitwit.png|x80px]]
| [[File:Swamp Nitwit.png|x80px]]
| [[File:Taiga Nitwit.png|x80px]]
|-
| [[Trading#Armorer|Armorer]]
| {{BlockLink|Blast Furnace}}
| [[File:Desert Armorer.png|x80px]]
| [[File:Jungle Armorer.png|x80px]]
| [[File:Plains Armorer.png|x80px]]
| [[File:Savanna Armorer.png|x80px]]
| [[File:Snowy Armorer.png|x80px]]
| [[File:Swamp Armorer.png|x80px]]
| [[File:Taiga Armorer.png|x80px]]
|-
| [[Trading#Butcher|Butcher]]
| {{BlockLink|Smoker}}
| [[File:Desert Butcher.png|x80px]]
| [[File:Jungle Butcher.png|x80px]]
| [[File:Plains Butcher.png|x80px]]
| [[File:Savanna Butcher.png|x80px]]
| [[File:Snowy Butcher.png|x80px]]
| [[File:Swamp Butcher.png|x80px]]
| [[File:Taiga Butcher.png|x80px]]
|-
| [[Trading#Cartographer|Cartographer]]
| {{BlockLink|Cartography Table}}
| [[File:Desert Cartographer.png|x80px]]
| [[File:Jungle Cartographer.png|x80px]]
| [[File:Plains Cartographer.png|x80px]]
| [[File:Savanna Cartographer.png|x80px]]
| [[File:Snowy Cartographer.png|x80px]]
| [[File:Swamp Cartographer.png|x80px]]
| [[File:Taiga Cartographer.png|x80px]]
|-
| [[Trading#Cleric|Cleric]]
| {{BlockLink|Brewing Stand}}
| [[File:Desert Cleric.png|x80px]]
| [[File:Jungle Cleric.png|x80px]]
| [[File:Plains Cleric.png|x80px]]
| [[File:Savanna Cleric.png|x80px]]
| [[File:Snowy Cleric.png|x80px]]
| [[File:Swamp Cleric.png|x80px]]
| [[File:Taiga Cleric.png|x80px]]
|-
| [[Trading#Farmer|Farmer]]
| {{BlockLink|Composter}}
| [[File:Desert Farmer.png|x80px]]
| [[File:Jungle Farmer.png|x80px]]
| [[File:Plains Farmer.png|x80px]]
| [[File:Savanna Farmer.png|x80px]]
| [[File:Snowy Farmer.png|x80px]]
| [[File:Swamp Farmer.png|x80px]]
| [[File:Taiga Farmer.png|x80px]]
|-
| [[Trading#Fisherman|Fisherman]]
| {{BlockLink|Barrel}}
| [[File:Desert Fisherman.png|x80px]]
| [[File:Jungle Fisherman.png|x80px]]
| [[File:Plains Fisherman.png|x80px]]
| [[File:Savanna Fisherman.png|x80px]]
| [[File:Snowy Fisherman.png|x80px]]
| [[File:Swamp Fisherman.png|x80px]]
| [[File:Taiga Fisherman.png|x80px]]
|-
| [[Trading#Fletcher|Fletcher]]
| {{BlockLink|Fletching Table}}
| [[File:Desert Fletcher.png|x80px]]
| [[File:Jungle Fletcher.png|x80px]]
| [[File:Plains Fletcher.png|x80px]]
| [[File:Savanna Fletcher.png|x80px]]
| [[File:Snowy Fletcher.png|x80px]]
| [[File:Swamp Fletcher.png|x80px]]
| [[File:Taiga Fletcher.png|x80px]]
|-
| [[Trading#Leatherworker|Leatherworker]]
| {{BlockLink|Cauldron}}
| [[File:Desert Leatherworker.png|x80px]]
| [[File:Jungle Leatherworker.png|x80px]]
| [[File:Plains Leatherworker.png|x80px]]
| [[File:Savanna Leatherworker.png|x80px]]
| [[File:Snowy Leatherworker.png|x80px]]
| [[File:Swamp Leatherworker.png|x80px]]
| [[File:Taiga Leatherworker.png|x80px]]
|-
| [[Trading#Librarian|Librarian]]
| {{BlockLink|Lectern}}
| [[File:Desert Librarian.png|x80px]]
| [[File:Jungle Librarian.png|x80px]]
| [[File:Plains Librarian.png|x80px]]
| [[File:Savanna Librarian.png|x80px]]
| [[File:Snowy Librarian.png|x80px]]
| [[File:Swamp Librarian.png|x80px]]
| [[File:Taiga Librarian.png|x80px]]
|-
| [[Trading#Mason|Mason]]
| {{BlockLink|Stonecutter}}
| [[File:Desert Mason.png|x80px]]
| [[File:Jungle Mason.png|x80px]]
| [[File:Plains Mason.png|x80px]]
| [[File:Savanna Mason.png|x80px]]
| [[File:Snowy Mason.png|x80px]]
| [[File:Swamp Mason.png|x80px]]
| [[File:Taiga Mason.png|x80px]]
|-
| [[Trading#Shepherd|Shepherd]]
| {{BlockLink|Loom}}
| [[File:Desert Shepherd.png|x80px]]
| [[File:Jungle Shepherd.png|x80px]]
| [[File:Plains Shepherd.png|x80px]]
| [[File:Savanna Shepherd.png|x80px]]
| [[File:Snowy Shepherd.png|x80px]]
| [[File:Swamp Shepherd.png|x80px]]
| [[File:Taiga Shepherd.png|x80px]]
|-
| [[Trading#Toolsmith|Toolsmith]]
| {{BlockLink|Smithing Table}}
| [[File:Desert Toolsmith.png|x80px]]
| [[File:Jungle Toolsmith.png|x80px]]
| [[File:Plains Toolsmith.png|x80px]]
| [[File:Savanna Toolsmith.png|x80px]]
| [[File:Snowy Toolsmith.png|x80px]]
| [[File:Swamp Toolsmith.png|x80px]]
| [[File:Taiga Toolsmith.png|x80px]]
|-
| [[Trading#Weaponsmith|Weaponsmith]]
| {{BlockLink|Grindstone}}
| [[File:Desert Weaponsmith.png|x80px]]
| [[File:Jungle Weaponsmith.png|x80px]]
| [[File:Plains Weaponsmith.png|x80px]]
| [[File:Savanna Weaponsmith.png|x80px]]
| [[File:Snowy Weaponsmith.png|x80px]]
| [[File:Swamp Weaponsmith.png|x80px]]
| [[File:Taiga Weaponsmith.png|x80px]]
|} 

=== Nitwit ===
{{quote|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<ref name="meet-nitwit">{{Mcnet|meet-nitwit|Meet the Nitwit|January 23, 2017}}</ref>||Jens Bergensten Mojang avatar.png}}
[[File:Nitwit_refusing.gif|thumb|upright|A nitwit bobbling its head.{{only|java}}]]

Nitwit villagers wear robes that are green on top. They cannot acquire a profession, [[trade]], or gather around [[bell]]s, but are still able to breed. They are not equipped with a level stone since they cannot trade. Pressing {{control|use}} on a nitwit {{in|Java}} causes it to grunt and bobble its head at the [[player]]. A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Nitwits can be found naturally or by [[#Curing|curing]] naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in survival mode.

{{IN|bedrock}}, every baby villager has a 10% chance to become a nitwit when they become an adult, as well as having a different sleep schedule where they wander around the village for about 2000 ticks (1 minute 40 seconds) after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the village wakes up.

=== Appearance ===
Villagers and [[zombie villager]]s have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and finally diamond.

Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but {{in|java}}, there is a 50% chance it's inherited from the biome type of the parents (equal chance for both parents). In case the villager's outfit is determined by biome but the biome has no specific villager type, it always becomes a plains villager. The outfits available are the following:
; {{EntitySprite|villager-desert}} Desert
{{columns-list|
* ''{{BiomeLink|Badlands}}''
* '''{{BiomeLink|Desert}}'''<ref group="n" name="village">Villages occur naturally in this biome.</ref>
* ''{{BiomeLink|Eroded Badlands}}''
* ''{{BiomeLink|Wooded Badlands}}''
}}

; {{EntitySprite|villager-savanna}} Savanna
{{columns-list|
* '''{{BiomeLink|Savanna}}'''<ref group="n" name="village"/>
* ''{{BiomeLink|Savanna Plateau}}''
* ''{{BiomeLink|Windswept Savanna}}'' 
}}

; {{EntitySprite|villager-taiga}} Taiga
{{columns-list|
* ''{{BiomeLink|Old Growth Pine Taiga}}''
* ''{{BiomeLink|Old Growth Spruce Taiga}}''
* '''{{BiomeLink|Taiga}}'''<ref group="n" name="village"/>
* ''{{BiomeLink|Windswept Hills}}''
* ''{{BiomeLink|Windswept Forest}}''
* ''{{BiomeLink|Windswept Gravelly Hills}}''
}}

; {{EntitySprite|villager-snowy}} Snowy
{{columns-list|
* ''{{BiomeLink|Deep Frozen Ocean}}''
* ''{{BiomeLink|Frozen Ocean}}''
* ''{{BiomeLink|Frozen Peaks}}''
* ''{{BiomeLink|Frozen River}}''
* ''{{BiomeLink|Grove}}''
* ''{{BiomeLink|Ice Spikes}}''
* ''{{BiomeLink|Jagged Peaks}}''
* '''{{BiomeLink|Snowy Beach}}''
* '''{{BiomeLink|Snowy Plains}}'''<ref group="n" name="village"/>
* ''{{BiomeLink|Snowy Slopes}}''
* '''''{{BiomeLink|Snowy Taiga}}'''''<ref group="n" name="village_be">Villages occur naturally in this biome {{in|Bedrock}}.</ref>
}}

; {{EntitySprite|villager-swamp}} Swamp
{{columns-list|
* ''{{BiomeLink|Mangrove Swamp}}''
* ''{{BiomeLink|Swamp}}''
}}

; {{EntitySprite|villager-jungle}} Jungle
{{columns-list|
* ''{{BiomeLink|Bamboo Jungle}}''
* ''{{BiomeLink|Jungle}}''
* ''{{BiomeLink|Sparse Jungle}}''
}}

; {{EntitySprite|villager-plains}} Plains
{{columns-list|
* ''{{BiomeLink|Basalt Deltas}}''
* ''{{BiomeLink|Beach}}''
* ''{{BiomeLink|Birch Forest}}''
* ''{{BiomeLink|Cold Ocean}}''
* ''{{BiomeLink|Crimson Forest}}''
* ''{{BiomeLink|Dark Forest}}''
* ''{{BiomeLink|Deep Cold Ocean}}''
* ''{{BiomeLink|Deep Dark}}''
* ''{{BiomeLink|Deep Lukewarm Ocean}}''
* ''{{BiomeLink|Deep Ocean}}''
* ''{{BiomeLink|Dripstone Caves}}''
* ''{{BiomeLink|End Barrens}}''{{only|Java}}
* ''{{BiomeLink|End Highlands}}''{{only|Java}}
* ''{{BiomeLink|End Midlands}}''{{only|Java}}
* ''{{BiomeLink|Flower Forest}}''
* '''{{BiomeLink|Forest}}''
* ''{{BiomeLink|Lukewarm Ocean}}''
* ''{{BiomeLink|Lush Caves}}''
* '''{{BiomeLink|Meadow}}'''<ref group="n" name="village"/>
* ''{{BiomeLink|Mushroom Fields}}''
* ''{{BiomeLink|Nether Wastes}}''
* ''{{BiomeLink|Ocean}}''
* ''{{BiomeLink|Old Growth Birch Forest}}''
* '''{{BiomeLink|Plains}}'''<ref group="n" name="village"/>
* ''{{BiomeLink|River}}''
* ''{{BiomeLink|Small End Islands}}''{{only|Java}}
* ''{{BiomeLink|Soul Sand Valley}}''
* ''{{BiomeLink|Stony Peaks}}''
* ''{{BiomeLink|Stony Shore}}''
* '''''{{BiomeLink|Sunflower Plains}}'''''<ref group="n" name="village_be"></ref>
* ''{{BiomeLink|The End}}''{{only|Java}}
* ''{{BiomeLink|The Void}}''{{only|Java}}
* ''{{BiomeLink|Warped Forest}}''
* ''{{BiomeLink|Warm Ocean}}''
}}

; Notes
{{reflist|group=n}}

Villagers have '''13 professions and 2 non professions for a total of 15 outfits''':
* '''Farmer''' (straw hat)
** Trades crops and natural foods, such as bread and cookies.
* '''Fisherman''' (fisher hat)
** Trades campfires and fishing items.
* '''Shepherd''' (brown hat with white apron)
** Trades shears, wool, dyes, paintings and beds.
* '''Fletcher''' (hat with feather and quiver on the back)
** Trades bows, crossbows, all types of arrows (except luck) and archery ingredients.
* '''Cleric''' (purple apron and creeper cloak)
** Trades magic items like ender pearls, redstone dust, glowstone dust, and other enchanting or potion ingredients.
* '''Weaponsmith''' (eyepatch and black apron)
** Trades minerals, bells and enchanted melee weapons. The axe enchantments are weapon related, such as [[Sharpness]] or [[Smite]].
* '''Armorer''' (welding mask)
** Trades foundry items and sells chain, iron and enchanted diamond armor tiers.
* '''Toolsmith''' (black apron)
** Trades minerals, bells and harvest tools. The axe enchantments are tool related.
* '''Librarian''' (eyeglasses and a book as a hat)
** Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills.
* '''Cartographer''' (golden monocle)
** Trades banners, compasses, banner patterns, papers and various maps, including explorer maps.
* '''Leatherworker''' (brown apron and brown gloves)
** Trades scutes, rabbit hide, and leather-related items.
* '''Butcher''' (red headband and white apron)
** Trades meats, sweet berries, rabbit stew, and dried kelp blocks.
* '''Mason''' (black apron and black gloves)
** Trades polished stones, terracotta, clay, glazed terracotta and quartz.
* '''Nitwit''' (green coated, no badge)
** ''No trades, no badge''
* '''Unemployed''' (no overlay, base clothing of biome without any extra features)
** No trades until employed. No badge until employed.
* Villagers have different trades based on the biome in which they spawn.

== Trading ==
{{main|Trading}}
{{quote|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?|[[Marsh Davies]]<ref name="meet-villagers">{{Mcnet|meet-villagers|Meet the Villagers|March 13, 2017|Marsh Davies}}</ref>||Marsh Davies Mojang avatar.png}}
[[File:Villager GUI 1.14.png|thumb|The ''Java Edition'' trading interface, displaying basic novice-level trading options.]]
[[File:Villager GUI Master.png|thumb|Trading options of a max-level weaponsmith.]]
[[File:Minecraft villager level badges.png|thumb|Villager badge changes color depending on the level of the villager.<br>From left to right: stone ('''novice'''), iron ('''apprentice'''), gold ('''journeyman'''), emerald ('''expert'''), and diamond ('''master''').]]

The trading system is a [[gameplay]] mechanic that allows players to buy and sell various [[item]]s to and from villagers, using [[emerald]]s as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the [[item]]s the player might get, and how the player treats the villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-bobbling animation and play the villager's declined trade sound{{only|java}}.

Pressing the {{control|use}} control on an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession. Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as [[enchanted book]]s with "treasure" enchantments (e.g. [[Mending]]), [[bottles o' enchanting]], or [[Chainmail Armor|chainmail]] [[armor]]. When a villager gets a new trade, they receive 10 seconds of [[Regeneration]] I (totaling to {{hp|4}} of restoration), which emits pink particles. The villager also emits green particles suggesting contentment.

Completing a trade with a villager increases its professional level. Some trades grant higher levels to the villager than others. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than lower-level trades.

Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per [[Daylight cycle|day]].

{{IN|bedrock}}, librarian villagers have a 50% chance to sell enchanted books as part of their trades at novice, apprentice, and journeyman-level, and have {{frac|1|3}} chance to sell enchanted books at expert-level as part of their trades, meaning each librarian villager can sell up to four books. The price ranges between 5-64 [[emerald]]s per book. Based on the level of the enchantment and whether it is classified as a "[[treasure enchantment]]" (meaning they are not obtainable by enchanting, e.g. [[Mending]]), which doubles the cost, or not a price is determined.

{{IN|java}}, librarian villagers have a {{frac|2|3}} chance to sell an enchanted book as part of their trades at the novice, apprentice, and journeyman level, and have a 50% chance to sell an enchanted book at the expert level, meaning each librarian can sell up to four books. The price ranges from 5-64 [[emerald]]s per book, depending on the enchantment's level as well as whether or not it is a [[treasure enchantment]].
{| class="wikitable"
|+Cost of enchanted books based on their level
!Level
!Lowest price
!Highest price
|-
|I (1)
|5
|19
|-
|II (2)
|8
|32
|-
|III (3)
|11
|45
|-
|IV (4)
|14
|58
|-
|V (5)
|17
|71 (capped at 64)
|}
They may contain any available enchantment (except Soul Speed, Swift Sneak, and Wind Burst) at any available level. See [[Trading#cite_note-enchanted-book-10|trading notes]] for more information on enchantments and prices.

Clicking {{control|use}} on an unemployed or nitwit villager {{in|Java}} causes it to grunt and bobble their head; doing so {{in|Bedrock}} does nothing.

Using a [[name tag]] on a villager always names the villager instead of opening the trading interface.

{{IN|java}}, using {{keys|space}} inside of the trading interface after one trade was made refills the trading slots with items from the inventory.{{verify|Does this always work, or only when a trade is selected from the trading list? Does this also work on Bedrock Edition?}}

=== Supply and demand ===
{{For|detailed information on Villager economics|Trading#Economics}}
The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager.

=== Trade offering ===
[[File:VillagerOfferingItems.jpg|thumb|Several villagers offering trade items to a player.|alt=]]

When a player holds an item near a villager who wants that item, the villager holds up an item it offers in exchange. For example, a farmer villager who buys 20 [[wheat]] for one emerald holds up an emerald, offering it to a player holding wheat. Villagers do not offer trades that are currently out of stock. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their [[#Schedules|gather or sleep phases]], even though it is still possible to trade with them.

=== Economic trade ===
Villagers have levels and require experience to unlock the next tiers of trade; level 1 is a novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Villagers can resupply trades by themselves by working more at their job site block.

=== Popularity or reputation ===
{{IN|bedrock}}, villagers increase their prices of trades if a player's [[popularity]] is low, (e.g. from [[Damage/Mobs|damaging]] villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). [[#Curing|Curing]] a [[zombie villager]] also increases the player's popularity by 10.

{{IN|java}}, a villager's prices are affected by the player's [[#Gossiping|reputation]] with that villager rather than by village popularity.

=== Hero of the Village ===
{{main|Hero of the Village}}

When a player receives {{EffectLink|Hero of the Village}}, players receive discounted prices on all the items traded by villagers in both editions. The {{EffectLink|Hero of the Village}} also gets gifts.{{only|java}} Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like [[seeds]]) to rare items (like [[chainmail armor]]). A player's popularity increases by 10 {{in|Java}} and doesn't increase {{in|Bedrock}}. Villagers also shoot off [[fireworks]], with different colored fireworks with no pattern.

== Similar mobs ==
=== Zombie villagers ===
[[File:Plains Zombie Villager Base.png|thumb|100px|An example of a zombie villager.]]
{{main|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 village]]s (zombie villages) and [[igloo]]s. They do ''not'' spawn from the zombie [[monster spawner]] in Java Edition.

=== Wandering trader ===
[[File:Wandering Trader.png|thumb|100px|A wandering trader.]]
{{main|Wandering Trader}}
Wandering traders are passive mobs that spawn randomly close to the player in both editions, or periodically in village gathering sites {{in|bedrock}}. Wandering traders also spawn near [[bell]]s. Two [[trader llama]]s spawn leashed to the wandering trader when a wandering trader is naturally spawned, and {{in|bedrock}} when summoned or spawned using a [[spawn egg]].

Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds. They also lock trades like villagers, but never unlock the trade, nor can they 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), [[illager]]s, [[ravager]]s{{only|java}}, and [[vex]]es. 

Wandering traders also drink a [[Potion of Invisibility]] at night (or when they see a hostile mob such as an illager or zombie). They also drink a [[milk bucket]] in the morning to remove the [[Invisibility]]. They despawn after 40 minutes (even with a [[name tag]] or in a [[minecart]] or [[boat]]) with their llamas.

== Sounds ==
=== Generic ===
{{el|Java}}:
{{SoundTable
| type = java
| {{SoundLine
| sound =Villager idle1.ogg
|sound2=Villager idle2.ogg
|sound3=Villager idle3.ogg
|subtitle=Villager mumbles
|source=neutral
|description=Randomly while awake
|id=entity.villager.ambient
|translationkey=subtitles.entity.villager.ambient
|volume=1.0
|pitch=0.8-1.2<br>(Baby: 1.3-1.7)
|distance=16}}
| {{SoundLine
|sound=Villager trade1.ogg
|sound2=Villager trade2.ogg
|sound3=Villager trade3.ogg
|subtitle=Villager trades
|source=neutral
|description=Randomly while the trade UI on a villager is open
|id=entity.villager.trade
|translationkey=subtitles.entity.villager.trading
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Villager death.ogg
|subtitle=Villager dies
|source=neutral
|description=When a villager dies or becomes zombified
|id=entity.villager.death
|translationkey=subtitles.entity.villager.death
|volume=1.0
|pitch=0.8-1.2<br>(Baby: 1.3-1.7)
|distance=16}}
| {{SoundLine
|sound=Villager hurt1.ogg
|sound2=Villager hurt2.ogg
|sound3=Villager hurt3.ogg
|sound4=Villager hurt4.ogg
|subtitle=Villager hurts
|source=neutral
|description=When a villager is damaged
|id=entity.villager.hurt
|translationkey=subtitles.entity.villager.hurt
|volume=1.0
|pitch=0.8-1.2<br>(Baby: 1.3-1.7)
|distance=16}}
| {{SoundLine
|rowspan=2
|sound=Villager accept1.ogg
|sound2=Villager accept2.ogg
|sound3=Villager accept3.ogg
|subtitle=Villager cheers
|source=neutral
|description=When a villager wins a raid
|id=entity.villager.celebrate
|translationkey=subtitles.entity.villager.celebrate
|volume=1.0
|pitch=0.8-1.2<br>(Baby: 1.3-1.7)
|distance=16}}
| {{SoundLine
|subtitle=Villager agrees
|source=neutral
|description=When a player successfully trades with a villager or when a villager's stock has been updated {{needs testing}}
|id=entity.villager.yes
|translationkey=subtitles.entity.villager.yes
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Villager deny1.ogg
|sound2=Villager deny2.ogg
|sound3=Villager deny3.ogg
|subtitle=Villager disagrees
|source=neutral
|description=When a player trades with either an unemployed villager, a nitwit, or fails to trade with an employed villager due to lack of resources
|id=entity.villager.no
|translationkey=subtitles.entity.villager.no
|volume=1.0
|pitch=0.8-1.2
| distance = 16
}}
}}

{{Edition|Bedrock}}:
{{SoundTable
| type = bedrock
| {{SoundLine
| sound =Villager idle1.ogg
|sound2=Villager idle2.ogg
|sound3=Villager idle3.ogg
|source=neutral
|description=Randomly while awake
|id=mob.villager.idle
|volume=1.0
|pitch=0.8-1.2 (Baby: 1.3-1.7)}}
| {{SoundLine
|sound=Villager death.ogg
|source=neutral
|description=When a villager dies or becomes zombified
|id=mob.villager.death
|volume=1.0
|pitch=0.8-1.2 (Baby: 1.3-1.7)}}
| {{SoundLine
|sound=Villager hurt1.ogg
|sound2=Villager hurt2.ogg
|sound3=Villager hurt3.ogg
|sound4=Villager hurt4.ogg
|source=neutral
|description=When a villager is damaged
|id=mob.villager.hit
|volume=1.0
|pitch=0.8-1.2 (Baby: 1.3-1.7)}}
| {{SoundLine
|sound=Villager accept1.ogg
|sound2=Villager accept2.ogg
|sound3=Villager accept3.ogg
|source=neutral
|description=When a player successfully trades with a villager or a player places the required items to make a trade in the trade UI
|id=mob.villager.yes
|volume=1.0
|pitch=0.8-1.2}}
| {{SoundLine
|sound=Villager deny1.ogg
|sound2=Villager deny2.ogg
|sound3=Villager deny3.ogg
|source=neutral
|description=When a player is unable to complete a trade
|id=mob.villager.no
|volume=1.0
|pitch=0.8-1.2}}
| {{SoundLine
|sound=Villager trade1.ogg
|sound2=Villager trade2.ogg
|sound3=Villager trade3.ogg
|source=neutral
|description=Randomly while the trade UI on a villager is open
|id=mob.villager.haggle
|volume=1.0
| pitch = 0.8-1.2
}}
}}

=== Working ===
{{Edition|Java}}
{{SoundTable
| type = java
| {{SoundLine
|sound =Blast Furnace fire crackle1.ogg
|sound2=Blast Furnace fire crackle2.ogg
|sound3=Blast Furnace fire crackle3.ogg
|sound4=Blast Furnace fire crackle4.ogg
|sound5=Blast Furnace fire crackle5.ogg
|subtitle=Armorer works
|source=neutral
|description=Randomly while an {{EntitySprite|villager-armorer}} armorer is working
|id=entity.villager.work_armorer
|translationkey=subtitles.entity.villager.work_armorer
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Smoker fire crackle1.ogg
|sound2=Smoker fire crackle2.ogg
|sound3=Smoker fire crackle3.ogg
|sound4=Smoker fire crackle4.ogg
|sound5=Smoker fire crackle5.ogg
|subtitle=Butcher works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-butcher}} butcher is working
|id=entity.villager.work_butcher
|translationkey=subtitles.entity.villager.work_butcher
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Drawmap1.ogg
|sound2=Drawmap2.ogg
|sound3=Drawmap3.ogg
|subtitle=Cartographer works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-cartographer}} cartographer is working
|id=entity.villager.work_cartographer
|translationkey=subtitles.entity.villager.work_cartographer
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Brewing Stand brew1.ogg
|sound2=Brewing Stand brew2.ogg
|subtitle=Cleric works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-cleric}} cleric is working
|id=entity.villager.work_cleric
|translationkey=subtitles.entity.villager.work_cleric
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Composter fill1.ogg
|sound2=Composter fill2.ogg
|sound3=Composter fill3.ogg
|sound4=Composter fill4.ogg
|subtitle=Farmer works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-farmer}} farmer is working
|id=entity.villager.work_farmer
|translationkey=subtitles.entity.villager.work_farmer
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Barrel open1.ogg
|sound2=Barrel open2.ogg
|subtitle=Fisherman works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-fisherman}} fisherman is working
|id=entity.villager.work_fisherman
|translationkey=subtitles.entity.villager.work_fisherman
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Fletching Table1.ogg
|sound2=Fletching Table2.ogg
|subtitle=Fletcher works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-fletcher}} fletcher is working
|id=entity.villager.work_fletcher
|translationkey=subtitles.entity.villager.work_fletcher
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Cauldron dye1.ogg
|sound2=Cauldron dye2.ogg
|sound3=Cauldron dye3.ogg
|subtitle=Leatherworker works
|source=neutral
|description=Randomly while a {{EntitySprite|villager}} leatherworker is working
|id=entity.villager.work_leatherworker
|translationkey=subtitles.entity.villager.work_leatherworker
|volume=0.9
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Page turn1.ogg
|sound2=Page turn2.ogg
|sound3=Page turn3.ogg
|subtitle=Librarian works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-librarian}} librarian is working
|id=entity.villager.work_librarian
|translationkey=subtitles.entity.villager.work_librarian
|volume=2.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Stonecutter use1.ogg
|sound2=Stonecutter use2.ogg
|subtitle=Mason works
|source=neutral
|description=Randomly while a {{EntitySprite|villager}} mason is working
|id=entity.villager.work_mason
|translationkey=subtitles.entity.villager.work_mason
|volume=1.0
|pitch=0.8-1.2 <ref group=sound>Can be multiplied by 1.0 or 0.92 for each sound</ref>
|distance=16}}
| {{SoundLine
|sound=Loom1.ogg
|sound2=Loom2.ogg
|subtitle=Shepherd works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-shepherd}} shepherd is working
|id=entity.villager.work_shepherd
|translationkey=subtitles.entity.villager.work_shepherd
|volume=0.5
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Smithing Table1.ogg
|sound2=Smithing Table2.ogg
|sound3=Smithing Table3.ogg
|subtitle=Toolsmith works
|source=neutral
|description=Randomly while a {{EntitySprite|villager}} toolsmith is working
|id=entity.villager.work_toolsmith
|translationkey=subtitles.entity.villager.work_toolsmith
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
| {{SoundLine
|sound=Grindstone use1.ogg
|sound2=Grindstone use2.ogg
|sound3=Grindstone use3.ogg
|subtitle=Weaponsmith works
|source=neutral
|description=Randomly while a {{EntitySprite|villager-weaponsmith}} weaponsmith is working
|id=entity.villager.work_weaponsmith
|translationkey=subtitles.entity.villager.work_weaponsmith
|volume=0.5
|pitch=0.8-1.2
| distance = 16
}}
}}

{{Edition|Bedrock}}:
{{SoundTable
| type = bedrock
| {{SoundLine
| sound =Furnace fire crackle1.ogg
|sound2=Furnace fire crackle2.ogg
|sound3=Furnace fire crackle3.ogg
|sound4=Furnace fire crackle4.ogg
|sound5=Furnace fire crackle5.ogg
|source=block
|description=Randomly while an {{EntitySprite|villager-armorer}} armorer is working
|id=block.blastfurnace.fire_crackle
|volume=3.0
|pitch=0.6}}
| {{SoundLine
|sound=Smoker fire crackle1.ogg
|sound2=Smoker fire crackle2.ogg
|sound3=Furnace fire crackle4.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-butcher}} butcher is working
|id=block.smoker.smoke
|volume=3.0
|pitch=''varies'' <ref group="sound">1.0 for all except <code>fire_crackle4</code> (the last sound), which is 0.8</ref>}}
| {{SoundLine
|sound=Drawmap1.ogg
|sound2=Drawmap2.ogg
|sound3=Drawmap3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-cartographer}} cartographer is working
|id=block.cartography_table.use
|volume=0.8
|pitch=''varies'' <ref group="sound">Can be 1.0 or 0.92 for each sound</ref>}}
| {{SoundLine
|sound=Brewing Stand brew1.ogg
|sound2=Brewing Stand brew2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-cleric}} cleric is working
|id=random.potion.brewed
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Composter fill1.ogg
|sound2=Composter fill2.ogg
|sound3=Composter fill3.ogg
|sound4=Composter fill4.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-farmer}} farmer is working
|id=block.composter.fill
|volume=1.3
|pitch=0.8}}
| {{SoundLine
|sound=Barrel open1.ogg
|sound2=Barrel open2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-fisherman}} fisherman is working
|id=block.barrel.open
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Wood dig1.ogg
|sound2=Wood dig2.ogg
|sound3=Wood dig3.ogg
|sound4=Wood dig4.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-fletcher}} fletcher is working
|id=dig.wood
|volume=12.0
|pitch=1.0}}
| {{SoundLine
|sound=Fill water bucket1.ogg
|sound2=Fill water bucket2.ogg
|sound3=Fill water bucket3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager}} leatherworker is working
|id=bucket.fill_water
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Book thump1.ogg
|sound2=Book thump2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-librarian}} librarian is working
|id=item.book.put
|volume=4.8
|pitch=1.0}}
| {{SoundLine
|sound=Stonecutter use1.ogg
|sound2=Stonecutter use2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager}} mason is working
|id=block.stonecutter.use
|volume=0.7
|pitch=1.0}}
| {{SoundLine
|sound=Loom1.ogg
|sound2=Loom2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-shepherd}} shepherd is working
|id=block.loom.use
|volume=0.75
|pitch=1.0}}
| {{SoundLine
|sound=Smithing Table1.ogg
|sound2=Smithing Table2.ogg
|sound3=Smithing Table3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager}} toolsmith is working
|id=smithing_table.use
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Grindstone use1.ogg
|sound2=Grindstone use2.ogg
|sound3=Grindstone use3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-weaponsmith}} weaponsmith is working
|id=block.grindstone.use
|volume=0.5
| pitch = 1.0
}}
}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|generatetranslationkeys=y
|displayname=Villager
|spritetype=entity
|nameid=villager
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|generatetranslationkeys=y
|displayname=Villager (old)
|spritetype=entity
|spritename=villager-revision-1
|nameid=villager
|id=15}}
{{ID table
|displayname=Villager (new)
|spritetype=entity
|spritename=villager
|nameid=villager_v2
|id=115
|foot=1}}

=== Entity data ===
Villagers have entity data associated with them that contains various properties.

{{el|java}}:
{{main|Entity format}}
{{/ED}}

{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].

== Achievements ==
{{load achievements|The Haggler;Treasure Hunter;Buy Low;Master Trader;Star Trader;Overkill;Over-Overkill}}

== Advancements ==
{{load advancements|What a Deal!;Adventure;Surge Protector;Zombie Doctor;Very Very Frightening;Star Trader;Take Aim;Arbalistic;A Throwaway Joke;Over-Overkill}}

== Video ==
{{yt|5IQgjIMfQek}}

== History ==
{{for|the history of the villager before Village & Pillage|Villager (old)#History}}
{{HistoryTable
|{{HistoryLine||September 29, 2018|link={{tweet|Minecraft|1046094052414967811}}|The [[Village and Pillage]] update, which improves villagers and [[village]]s, was announced at [[MINECON Earth 2018]].}}

|{{HistoryLine|java}}
|{{HistoryLine||1.14|dev=18w50a|Added new mason profession.
|Villagers now have different skins based on [[biome]] (including [[swamp]]s and [[jungle]]s, which do not contain [[village]]s), as well as profession.
|[[File:Desert Villager Base.png|x48px]] [[File:Desert Armorer.png|x48px]] [[File:Desert Butcher.png|x48px]] [[File:Desert Cartographer.png|x48px]] [[File:Desert Cleric.png|x48px]] [[File:Desert Farmer.png|x48px]] [[File:Desert Fisherman.png|x48px]] [[File:Desert Fletcher.png|x48px]] [[File:Desert Leatherworker.png|x48px]] [[File:Desert Librarian.png|x48px]] [[File:Desert Mason.png|x48px]] [[File:Desert Nitwit.png|x48px]] [[File:Desert Shepherd.png|x48px]] [[File:Desert Toolsmith.png|x48px]] [[File:Desert Weaponsmith.png|x48px]] Added [[desert]] villagers, which all have unique textures for that biome. These villagers also spawn in [[badlands]] biomes.
|[[File:Jungle Villager Base.png|x48px]] [[File:Jungle Armorer.png|x48px]] [[File:Jungle Butcher.png|x48px]] [[File:Jungle Cartographer.png|x48px]] [[File:Jungle Cleric.png|x48px]] [[File:Jungle Farmer.png|x48px]] [[File:Jungle Fisherman.png|x48px]] [[File:Jungle Fletcher.png|x48px]] [[File:Jungle Leatherworker.png|x48px]] [[File:Jungle Librarian.png|x48px]] [[File:Jungle Mason.png|x48px]] [[File:Jungle Nitwit.png|x48px]] [[File:Jungle Shepherd.png|x48px]] [[File:Jungle Toolsmith.png|x48px]] [[File:Jungle Weaponsmith.png|x48px]] Added [[jungle]] villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Plains Villager Base.png|x48px]] [[File:Plains Armorer.png|x48px]] [[File:Plains Butcher.png|x48px]] [[File:Plains Cartographer.png|x48px]] [[File:Plains Cleric.png|x48px]] [[File:Plains Farmer.png|x48px]] [[File:Plains Fisherman.png|x48px]] [[File:Plains Fletcher.png|x48px]] [[File:Plains Leatherworker.png|x48px]] [[File:Plains Librarian.png|x48px]] [[File:Plains Mason.png|x48px]] [[File:Plains Nitwit.png|x48px]] [[File:Plains Shepherd.png|x48px]] [[File:Plains Toolsmith.png|x48px]] [[File:Plains Weaponsmith.png|x48px]] Added [[plains]] villagers, which all have unique textures for that biome.
|[[File:Savanna Villager Base.png|x48px]] [[File:Savanna Armorer.png|x48px]] [[File:Savanna Butcher.png|x48px]] [[File:Savanna Cartographer.png|x48px]] [[File:Savanna Cleric.png|x48px]] [[File:Savanna Farmer.png|x48px]] [[File:Savanna Fisherman.png|x48px]] [[File:Savanna Fletcher.png|x48px]] [[File:Savanna Leatherworker.png|x48px]] [[File:Savanna Librarian.png|x48px]] [[File:Savanna Mason.png|x48px]] [[File:Savanna Nitwit.png|x48px]] [[File:Savanna Shepherd.png|x48px]] [[File:Savanna Toolsmith.png|x48px]] [[File:Savanna Weaponsmith.png|x48px]] Added [[savanna]] villagers, which all have unique textures for that biome.
|[[File:Snowy Villager Base.png|x48px]] [[File:Snowy Armorer.png|x48px]] [[File:Snowy Butcher.png|x48px]] [[File:Snowy Cartographer.png|x48px]] [[File:Snowy Cleric.png|x48px]] [[File:Snowy Farmer.png|x48px]] [[File:Snowy Fisherman.png|x48px]] [[File:Snowy Fletcher.png|x48px]] [[File:Snowy Leatherworker.png|x48px]] [[File:Snowy Librarian.png|x48px]] [[File:Snowy Mason.png|x48px]] [[File:Snowy Nitwit.png|x48px]] [[File:Snowy Shepherd.png|x48px]] [[File:Snowy Toolsmith.png|x48px]] [[File:Snowy Weaponsmith.png|x48px]] Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy [[biome]], including [[frozen river]]s, [[frozen ocean]]s (and their variants) and [[snowy beach]]es.
|[[File:Swamp Villager Base.png|x48px]] [[File:Swamp Armorer.png|x48px]] [[File:Swamp Butcher.png|x48px]] [[File:Swamp Cartographer.png|x48px]] [[File:Swamp Cleric.png|x48px]] [[File:Swamp Farmer.png|x48px]] [[File:Swamp Fisherman.png|x48px]] [[File:Swamp Fletcher.png|x48px]] [[File:Swamp Leatherworker.png|x48px]] [[File:Swamp Librarian.png|x48px]] [[File:Swamp Mason.png|x48px]] [[File:Swamp Nitwit.png|x48px]] [[File:Swamp Shepherd.png|x48px]] [[File:Swamp Toolsmith.png|x48px]] [[File:Swamp Weaponsmith.png|x48px]] Added [[swamp]] villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Taiga Villager Base.png|x48px]] [[File:Taiga Armorer.png|x48px]] [[File:Taiga Butcher.png|x48px]] [[File:Taiga Cartographer.png|x48px]] [[File:Taiga Cleric.png|x48px]] [[File:Taiga Farmer.png|x48px]] [[File:Taiga Fisherman.png|x48px]] [[File:Taiga Fletcher.png|x48px]] [[File:Taiga Leatherworker.png|x48px]] [[File:Taiga Librarian.png|x48px]] [[File:Taiga Mason.png|x48px]] [[File:Taiga Nitwit.png|x48px]] [[File:Taiga Shepherd.png|x48px]] [[File:Taiga Toolsmith.png|x48px]] [[File:Taiga Weaponsmith.png|x48px]] Added [[taiga]] villagers, which all have unique textures for the biome. These villagers also spawn in [[giant tree taiga]] and [[windswept hills]] biomes.
|[[File:Desert Villager Base.png|20px]] [[File:Jungle Villager Base.png|20px]] [[File:Plains Villager Base.png|20px]] [[File:Savanna Villager Base.png|20px]] [[File:Snowy Villager Base.png|20px]] [[File:Swamp Villager Base.png|20px]] [[File:Taiga Villager Base.png|20px]] Added baby villagers to [[desert]], [[jungle]], [[plains]], [[savanna]], snowy, [[swamp]] and [[taiga]] biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|Villagers now have five tiers and show which [[trade]] tier they've unlocked, by a badge of a varying material on their suit. The first trade tier appears as a stone badge, the next iron, then gold, emerald and finally diamond.
|Villagers now run away from and get infected by [[giant]]s.}}
|{{HistoryLine|||dev=19w03a|Villagers no longer run away from nor get infected by giants.}}
|{{HistoryLine|||dev=19w11a|Added many new villager [[trade]]s, for each villager profession.
|Villager trading prices now also depend on the [[player]]'s popularity in the [[village]].
|Villagers now resupply their trades up to two times a day, if they get to work at a job site [[block]].
|The villager trading UI has been updated.
|Villagers now level up in a new way.
|Villagers now have a daily schedule. They go to work and meet up at the village bell. Each villager tries to find its own [[bed]] and job site block. Each profession has a specific [[block]] that works as a job site block for them (e.g. [[lectern]] for the librarian and [[cauldron]] for the leatherworker).
|Villagers now sleep in [[bed]]s at [[night]].
|[[Iron golem]]s now spawn when enough villagers meet.}}
|{{HistoryLine|||dev=19w13a|Villagers can now [[trade]] during [[raid]]s.
|Villagers now sweat during raids.
|Villagers now hide in houses when a [[bell]] is rung by the [[player]].
|Villagers now throw gifts to players with the different [[Hero of the Village]] status effects, with the gift item depending on their profession. Baby villagers throw [[flower|poppies]].}}
|{{HistoryLine|||dev=19w13b|The [[trading]] UI of villagers has been revamped.
|Available trades are now listed in a left sidebar, similar to {{BE}}.
|When [[player]]s have the required materials, clicking on one of the trades now put the [[item]]s into the slots automatically.}}
|{{HistoryLine|||dev=19w14a|[[File:Nitwit refusing.gif|x48px]] [[File:Villager refusing.gif|x48px]] Nitwits and unemployed villagers now bobble their head and grunt if the player tries to [[trade]] with them.}}
|{{HistoryLine|||dev=Pre-Release 1|Fletcher villagers no longer sell luck [[arrow]]s.
|100% of villager trades are now discounted when the [[player]] has the [[Hero of the Village]] effect.}}
|{{HistoryLine||1.14.3|dev=pre1|Panicking villagers now have a higher chance of spawning [[iron golem]]s.
|Farmer villagers now spend more time farming when they are working.
|Farmer villagers now always give away [[food]] even if other villagers do not need it.}}
|{{HistoryLine|||dev=pre2|Panicked villagers now have to work and sleep, so they cannot be in a state of panic all the time.
|The "last slept" and "last worked" properties for villagers are now saved properly.}}
|{{HistoryLine||1.14.4|dev=pre1|Villagers now voluntarily pick up [[item]]s.}}
|{{HistoryLine|||dev=pre2|Villagers now stock more items, so they now can trade more items before they lock their trades.
|Villagers now remember their gossip after becoming a [[zombie villager]].
|Gossip about [[player]]s who converted a zombie villager now last longer.
|Villagers can now work without also restocking at the same time.
|The performance of villager pathfinding has been improved.}}
|{{HistoryLine||1.15|dev=19w35a|Nitwit villagers no longer have a leveling gemstone in their belt.
|If a [[player]] tries to sleep in a [[bed]] that is occupied by a villager, that villager is now kicked out of the bed.}}
|{{HistoryLine||1.16|dev=20w19a|Villagers can now spawn [[iron golem]]s regardless of their profession status or latest working time.}}
|{{HistoryLine|||dev=20w22a|Villagers no longer try to work at the same workstation.
|When a workstation is placed, the most experienced nearby villager for that corresponding profession claims the workstation.
|Villagers now have to walk to and reach the workstation before they can acquire the profession/work there.
|Villagers can no longer claim workstations/professions during [[raid]]s or [[nighttime]].
|Villagers now check that their workstation is valid at all times of [[day]] as long as they are within 16 [[block]]s of their workstation.}}
|{{HistoryLine||1.16.2|dev=20w28a|Villagers now emit green [[particles]] when joining a [[village]], setting a home [[bed]], or acquiring a job site/profession to match ''[[Bedrock Edition]]''.}}
|{{HistoryLine|||dev=Pre-release 1|Villagers now lose their job sites when changing dimension.}}
|{{HistoryLine||1.17|dev=21w11a|[[File:Villager Librarian change 21w11a.gif|x48px]] The overlay texture of the librarian has been changed.}}
|{{HistoryLine|||dev=21w13a|Can now accept a filled [[cauldron]] as a valid workstation.
|Mason villagers can now sell 4 [[dripstone block]]s for an [[emerald]].}}
|{{HistoryLine||1.18|dev=21w37a|Baby villagers are no longer attacked by [[illager]]s.}}
|{{HistoryLine|||dev=21w41a|Tweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.}}
|{{HistoryLine||1.19|dev=22w17a|The model of villagers has been changed. The problem of cut-off hems on costumes for some professions has been resolved by extending the overlay model downward by two pixels. {{more info|Respective renders is required.}}<!-- They are uploaded under names such as "XXXX Vllager Base JE2.png". However, they do not seem to follow the naming system. -->}}
|{{HistoryLine||1.20|dev=23w14a|Torchflower seeds can now be picked up by farmer villagers.}}
|{{HistoryLine|||dev=23w16a|Farmer villagers can now plant [[torchflower seeds]] and [[pitcher pod]]s.}}
|{{HistoryLine||1.20.2|dev=23w31a|Villagers now give a big discount only the first time they're cured from a zombie villager. There are no longer multiple stacked discounts if a villager is zombified and cured multiple times.<ref>{{bug|MC-181190||The discount for curing a villager is multiplied if the villager is reinfected and cured again|Fixed}}</ref>
|Existing villagers with multiple curing discounts keep their lowered prices when updating to the new version.}}
|{{HistoryLine||1.20.2|exp=Villager Trade Rebalance|dev=23w31a|Librarians from different biomes now sell different Enchanted Books.
|Each village biome has one special enchantment that is available only from master librarians with full XP and players must visit all seven village biomes to get the full set of villager enchantments.
|The player must build two secret villages in biomes where villages do not generate to access their trades.
|Some enchantments have been removed from village trading and must be found in other ways.}}
|{{HistoryLine||1.20.5|exp=Villager Trade Rebalance|dev=24w03a|Villagers who buy armor now ignore durability and can buy damaged armor.}}

|{{HistoryLine|bedrock}}
|{{HistoryLine||1.10.0|dev=beta 1.10.0.3|Added nitwit and unemployed villagers.
|Added mason profession, which can be [[trade]]d with.
|Villagers now run away from the new [[ravager]].<!--It may or may not be called an illager beast in this build.-->
|Added a new type of villager. Both the old (pre-[[Village & Pillage]]) and new types of villagers are able to be spawned in-game and have different [[spawn egg]]s, although they have the same name and same spawn egg texture.
|Villagers now have different skins based on [[biome]] (including [[swamp]]s and [[jungle]]s, which do not contain villages) as well as professions. However, villagers spawned in [[igloo]] basements still use their old skin.
|[[File:Desert Villager Base.png|x48px]] [[File:Desert Armorer.png|x48px]] [[File:Desert Butcher.png|x48px]] [[File:Desert Cartographer.png|x48px]] [[File:Desert Cleric.png|x48px]] [[File:Desert Farmer.png|x48px]] [[File:Desert Fisherman.png|x48px]] [[File:Desert Fletcher.png|x48px]] [[File:Desert Leatherworker.png|x48px]] [[File:Desert Librarian.png|x48px]] [[File:Desert Mason.png|x48px]] [[File:Desert Nitwit.png|x48px]] [[File:Desert Shepherd.png|x48px]] [[File:Desert Toolsmith.png|x48px]] [[File:Desert Weaponsmith.png|x48px]] Added [[desert]] villagers, which all have unique textures for that biome. These villagers also spawn [[badlands]] biomes.
|[[File:Jungle Villager Base.png|x48px]] [[File:Jungle Armorer.png|x48px]] [[File:Jungle Butcher.png|x48px]] [[File:Jungle Cartographer.png|x48px]] [[File:Jungle Cleric.png|x48px]] [[File:Jungle Farmer.png|x48px]] [[File:Jungle Fisherman.png|x48px]] [[File:Jungle Fletcher.png|x48px]] [[File:Jungle Leatherworker.png|x48px]] [[File:Jungle Librarian.png|x48px]] [[File:Jungle Mason.png|x48px]] [[File:Jungle Nitwit.png|x48px]] [[File:Jungle Shepherd.png|x48px]] [[File:Jungle Toolsmith.png|x48px]] [[File:Jungle Weaponsmith.png|x48px]] Added [[jungle]] villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Plains Villager Base.png|x48px]] [[File:Plains Armorer.png|x48px]] [[File:Plains Butcher.png|x48px]] [[File:Plains Cartographer.png|x48px]] [[File:Plains Cleric.png|x48px]] [[File:Plains Farmer.png|x48px]] [[File:Plains Fisherman.png|x48px]] [[File:Plains Fletcher.png|x48px]] [[File:Plains Leatherworker.png|x48px]] [[File:Plains Librarian.png|x48px]] [[File:Plains Mason.png|x48px]] [[File:Plains Nitwit.png|x48px]] [[File:Plains Shepherd.png|x48px]] [[File:Plains Toolsmith.png|x48px]] [[File:Plains Weaponsmith.png|x48px]] Added [[plains]] villagers, which all have unique textures for that biome.
|[[File:Savanna Villager Base.png|x48px]] [[File:Savanna Armorer.png|x48px]] [[File:Savanna Butcher.png|x48px]] [[File:Savanna Cartographer.png|x48px]] [[File:Savanna Cleric.png|x48px]] [[File:Savanna Farmer.png|x48px]] [[File:Savanna Fisherman.png|x48px]] [[File:Savanna Fletcher.png|x48px]] [[File:Savanna Leatherworker.png|x48px]] [[File:Savanna Librarian.png|x48px]] [[File:Savanna Mason.png|x48px]] [[File:Savanna Nitwit.png|x48px]] [[File:Savanna Shepherd.png|x48px]] [[File:Savanna Toolsmith.png|x48px]] [[File:Savanna Weaponsmith.png|x48px]] Added [[savanna]] villagers, which all have unique textures for that biome.
|[[File:Snowy Villager Base.png|x48px]] [[File:Snowy Armorer.png|x48px]] [[File:Snowy Butcher.png|x48px]] [[File:Snowy Cartographer.png|x48px]] [[File:Snowy Cleric.png|x48px]] [[File:Snowy Farmer.png|x48px]] [[File:Snowy Fisherman.png|x48px]] [[File:Snowy Fletcher.png|x48px]] [[File:Snowy Leatherworker.png|x48px]] [[File:Snowy Librarian.png|x48px]] [[File:Snowy Mason.png|x48px]] [[File:Snowy Nitwit.png|x48px]] [[File:Snowy Shepherd.png|x48px]] [[File:Snowy Toolsmith.png|x48px]] [[File:Snowy Weaponsmith.png|x48px]] Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy [[biome]], including [[frozen river]]s, [[frozen ocean]]s (and their variants) and [[snowy beach]]es.
|[[File:Swamp Villager Base.png|x48px]] [[File:Swamp Armorer.png|x48px]] [[File:Swamp Butcher.png|x48px]] [[File:Swamp Cartographer.png|x48px]] [[File:Swamp Cleric.png|x48px]] [[File:Swamp Farmer.png|x48px]] [[File:Swamp Fisherman.png|x48px]] [[File:Swamp Fletcher.png|x48px]] [[File:Swamp Leatherworker.png|x48px]] [[File:Swamp Librarian.png|x48px]] [[File:Swamp Mason.png|x48px]] [[File:Swamp Nitwit.png|x48px]] [[File:Swamp Shepherd.png|x48px]] [[File:Swamp Toolsmith.png|x48px]] [[File:Swamp Weaponsmith.png|x48px]] Added [[swamp]] villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Taiga Villager Base.png|x48px]] [[File:Taiga Armorer.png|x48px]] [[File:Taiga Butcher.png|x48px]] [[File:Taiga Cartographer.png|x48px]] [[File:Taiga Cleric.png|x48px]] [[File:Taiga Farmer.png|x48px]] [[File:Taiga Fisherman.png|x48px]] [[File:Taiga Fletcher.png|x48px]] [[File:Taiga Leatherworker.png|x48px]] [[File:Taiga Librarian.png|x48px]] [[File:Taiga Mason.png|x48px]] [[File:Taiga Nitwit.png|x48px]] [[File:Taiga Shepherd.png|x48px]] [[File:Taiga Toolsmith.png|x48px]] [[File:Taiga Weaponsmith.png|x48px]] Added [[taiga]] villagers, which all have unique textures for the biome. These villagers also spawn in [[giant tree taiga]] and [[mountains]] biomes.
|[[File:Desert Baby Villager BE.png|20px]] [[File:Jungle Baby Villager BE.png|20px]] [[File:Plains Baby Villager BE.png|20px]] [[File:Savanna Baby Villager BE.png|20px]] [[File:Snowy Baby Villager BE.png|20px]] [[File:Swamp Baby Villager BE.png|20px]] [[File:Taiga Baby Villager BE.png|20px]] Added baby villagers to [[desert]], [[jungle]], [[plains]], [[savanna]], snowy, [[swamp]] and [[taiga]] biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|Villagers now have three tiers and show which [[trade]] tier they have unlocked, by a badge of a varying material on their suit. The first trade tier appears as an iron badge, then next gold and finally diamond.
|Librarian villagers now inspect [[bookshelves]].
|Villagers can now occupy [[bed]]s to sleep.
|Villagers now have a schedule. Adult and child villagers have a different schedule and fishermen, farmers and librarians have special work schedules.
|Villagers now hold the [[item]] they want to [[trade]].
|Villagers now have behavior to wander [[village]] outskirts.
|Villagers can now mingle in gathering sites.
|Villagers can now work in job sites with the corresponding job site [[block]] and can change professions depending on the available job site blocks in villages.}}
|{{HistoryLine||1.11.0|dev=beta 1.11.0.1|The farmer job site block has been changed from farmland to [[composter]]s.
|Added economic [[trade]]s, which makes villagers level up and require experience to unlock next tiers, which makes it possible to instantly change their tiers from iron to diamond.
|Villager trades are no longer instantly refreshed as it now requires to resupply, which can be activated only by using {{cmd|resupply}}.
|Old villagers now convert to <code>villager_v2</code> <!-- They actually did not change the old villager. It makes them instantly transform into another entity which is villager_v2, one can use spawn egg with data 15 to test it -->.
|Baby villagers are now ignored by [[illager]]s, including [[ravager]]s and [[vex]]es.}}
|{{HistoryLine|||dev=beta 1.11.0.3|Villager now heal themselves upon waking up at dawn.}}
|{{HistoryLine|||dev=beta 1.11.0.4|Villagers now hide in houses during [[raid]]s.
|The villager economy [[trade]]s have been changed.
|The supply and demand feature for villagers now works properly.
|Villagers now make [[sound]]s when they work.}}
|{{HistoryLine||1.13.0|dev=beta 1.13.0.9|Villagers can now heal if they have [[bread]] in their [[inventory]].}}
|{{HistoryLine||1.17.0|dev=beta 1.16.230.54|Mason villagers can now sell 4 [[dripstone block]]s for an [[emerald]].}}
|{{HistoryLine||1.18.10|dev=beta 1.18.10.20|Villagers spawning in the grove biome are now the snowy variant.<ref>{{bug|MCPE-147834|||Fixed}}</ref>}}
|{{HistoryLine||1.18.10|dev=beta 1.18.10.26|Removed the emerald icon above a Villager's head when trading.}}
|{{HistoryLine||1.19.40|dev=Preview 1.19.40.20|Baby villagers again accept flowers from iron golems.}}
|{{HistoryLine|||dev=Preview 1.19.50.21|While playing tag, baby villagers now run at a quicker speed that matches ''Java Edition''.}}
|{{HistoryLine||1.19.60|dev=Preview 1.19.60.20|Villagers now take damage from lightning bolts on Peaceful difficulty, like other mobs.
|Villagers now ensure that rain can pass through the block above them before launching fireworks when celebrating after a raid victory.<ref>{{bug|MCPE-152386|||Fixed}}</ref>}}
|{{HistoryLine|||dev=Preview 1.19.60.22|Fixed an issue that prevented some tripwire hooks from being valid when trading with a fletcher villager.}}
|{{HistoryLine||1.19.80|dev=Preview 1.19.80.20|Villagers now generate green particles when a successful trade is completed.}}
|{{HistoryLine||1.20.10|dev=Preview 1.20.10.20|A zombie villager now drops its armor and held items once cured.
|Farmer villagers can now pick up and plant [[torchflower seeds]] and [[pitcher pod]]s.}}
|{{HistoryLine||1.20.30|dev=Preview 1.20.20.20|Villagers no longer drop items held in their hands when killed by players.}}
|{{HistoryLine||1.21.30|dev=Preview 1.21.30.24|Villagers no longer make any idle sounds when sleeping.}}

|{{HistoryLine|ps4}}
|{{HistoryLine||1.91|Added nitwit, unemployed villagers.
|Added mason villagers, which can be [[trading|traded]] with.
|Villagers have new clothing to indicate their level, profession, and [[biome]].
|[[File:Desert Villager Base.png|x48px]] [[File:Desert Armorer.png|x48px]] [[File:Desert Butcher.png|x48px]] [[File:Desert Cartographer.png|x48px]] [[File:Desert Cleric.png|x48px]] [[File:Desert Farmer.png|x48px]] [[File:Desert Fisherman.png|x48px]] [[File:Desert Fletcher.png|x48px]] [[File:Desert Leatherworker.png|x48px]] [[File:Desert Librarian.png|x48px]] [[File:Desert Mason.png|x48px]] [[File:Desert Nitwit.png|x48px]] [[File:Desert Shepherd.png|x48px]] [[File:Desert Toolsmith.png|x48px]] [[File:Desert Weaponsmith.png|x48px]] Added [[desert]] villagers, which all have unique textures for that biome. These villagers also spawn [[badlands]] biomes.
|[[File:Jungle Villager Base.png|x48px]] [[File:Jungle Armorer.png|x48px]] [[File:Jungle Butcher.png|x48px]] [[File:Jungle Cartographer.png|x48px]] [[File:Jungle Cleric.png|x48px]] [[File:Jungle Farmer.png|x48px]] [[File:Jungle Fisherman.png|x48px]] [[File:Jungle Fletcher.png|x48px]] [[File:Jungle Leatherworker.png|x48px]] [[File:Jungle Librarian.png|x48px]] [[File:Jungle Mason.png|x48px]] [[File:Jungle Nitwit.png|x48px]] [[File:Jungle Shepherd.png|x48px]] [[File:Jungle Toolsmith.png|x48px]] [[File:Jungle Weaponsmith.png|x48px]] Added [[jungle]] villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Plains Villager Base.png|x48px]] [[File:Plains Armorer.png|x48px]] [[File:Plains Butcher.png|x48px]] [[File:Plains Cartographer.png|x48px]] [[File:Plains Cleric.png|x48px]] [[File:Plains Farmer.png|x48px]] [[File:Plains Fisherman.png|x48px]] [[File:Plains Fletcher.png|x48px]] [[File:Plains Leatherworker.png|x48px]] [[File:Plains Librarian.png|x48px]] [[File:Plains Mason.png|x48px]] [[File:Plains Nitwit.png|x48px]] [[File:Plains Shepherd.png|x48px]] [[File:Plains Toolsmith.png|x48px]] [[File:Plains Weaponsmith.png|x48px]] Added [[plains]] villagers, which all have unique textures for that biome.
|[[File:Savanna Villager Base.png|x48px]] [[File:Savanna Armorer.png|x48px]] [[File:Savanna Butcher.png|x48px]] [[File:Savanna Cartographer.png|x48px]] [[File:Savanna Cleric.png|x48px]] [[File:Savanna Farmer.png|x48px]] [[File:Savanna Fisherman.png|x48px]] [[File:Savanna Fletcher.png|x48px]] [[File:Savanna Leatherworker.png|x48px]] [[File:Savanna Librarian.png|x48px]] [[File:Savanna Mason.png|x48px]] [[File:Savanna Nitwit.png|x48px]] [[File:Savanna Shepherd.png|x48px]] [[File:Savanna Toolsmith.png|x48px]] [[File:Savanna Weaponsmith.png|x48px]] Added [[savanna]] villagers, which all have unique textures for that biome.
|[[File:Snowy Villager Base.png|x48px]] [[File:Snowy Armorer.png|x48px]] [[File:Snowy Butcher.png|x48px]] [[File:Snowy Cartographer.png|x48px]] [[File:Snowy Cleric.png|x48px]] [[File:Snowy Farmer.png|x48px]] [[File:Snowy Fisherman.png|x48px]] [[File:Snowy Fletcher.png|x48px]] [[File:Snowy Leatherworker.png|x48px]] [[File:Snowy Librarian.png|x48px]] [[File:Snowy Mason.png|x48px]] [[File:Snowy Nitwit.png|x48px]] [[File:Snowy Shepherd.png|x48px]] [[File:Snowy Toolsmith.png|x48px]] [[File:Snowy Weaponsmith.png|x48px]] Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy [[biome]], including [[frozen river]]s, [[frozen ocean]]s (and their variants) and [[snowy beach]]es.
|[[File:Swamp Villager Base.png|x48px]] [[File:Swamp Armorer.png|x48px]] [[File:Swamp Butcher.png|x48px]] [[File:Swamp Cartographer.png|x48px]] [[File:Swamp Cleric.png|x48px]] [[File:Swamp Farmer.png|x48px]] [[File:Swamp Fisherman.png|x48px]] [[File:Swamp Fletcher.png|x48px]] [[File:Swamp Leatherworker.png|x48px]] [[File:Swamp Librarian.png|x48px]] [[File:Swamp Mason.png|x48px]] [[File:Swamp Nitwit.png|x48px]] [[File:Swamp Shepherd.png|x48px]] [[File:Swamp Toolsmith.png|x48px]] [[File:Swamp Weaponsmith.png|x48px]] Added [[swamp]] villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Taiga Villager Base.png|x48px]] [[File:Taiga Armorer.png|x48px]] [[File:Taiga Butcher.png|x48px]] [[File:Taiga Cartographer.png|x48px]] [[File:Taiga Cleric.png|x48px]] [[File:Taiga Farmer.png|x48px]] [[File:Taiga Fisherman.png|x48px]] [[File:Taiga Fletcher.png|x48px]] [[File:Taiga Leatherworker.png|x48px]] [[File:Taiga Librarian.png|x48px]] [[File:Taiga Mason.png|x48px]] [[File:Taiga Nitwit.png|x48px]] [[File:Taiga Shepherd.png|x48px]] [[File:Taiga Toolsmith.png|x48px]] [[File:Taiga Weaponsmith.png|x48px]] Added [[taiga]] villagers, which all have unique textures for the biome. These villagers also spawn in [[giant tree taiga]] and [[windswept hills]] biomes.
|[[File:Desert Villager Base.png|20px]] [[File:Jungle Villager Base.png|20px]] [[File:Plains Villager Base.png|20px]] [[File:Savanna Villager Base.png|20px]] [[File:Snowy Villager Base.png|20px]] [[File:Swamp Villager Base.png|20px]] [[File:Taiga Villager Base.png|20px]] Added baby villagers to [[desert]], [[jungle]], [[plains]], [[savanna]], snowy, [[swamp]] and [[taiga]] biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|Villagers now have a schedule. Adult and child villagers have a different schedule.
|Villagers may now wander to the [[village]] outskirts.
|Villagers now attempt to find a [[door]] when it rains during the [[day]] and navigate to their [[bed]] at [[night]].
|The pathfinding of villagers has been updated and improved.
|Villagers now have a visual-based [[trading]] system, and now hold up the [[item]] they wish to [[trade]].
|Villagers now mingle together around gathering sites in the village.
|Librarian villagers now inspect [[bookshelves]].
|Villagers can now switch professions depending on the job site [[block]]s available in the village.
|Villagers now interact with [[bed]]s and corresponding job site blocks.}}
}}

== Issues ==
{{issue list}}

== Trivia ==
* The villagers were inspired by the shopkeepers in ''{{w|Dungeon Master II}}''.<ref>http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26</ref>
* Originally, the mobs populating villages were to be [[pigmen]].<ref>{{tweet|notch|62531431175421952|It's very likely the townspeople will be pigmen {{=}})|April 25, 2011}}</ref>
* When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
* The villager skins added in the [[Village and Pillage]] update were inspired by 2018 fashion shows, such as Gucci's.<ref>{{tweet|Jappa|1101053487268417536|Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's.|February 28, 2019}}</ref>
* Villagers are genderless, meaning they are neither male nor female.<ref>{{tweet|HelenAngel|1104097613081526272|Villagers are genderless- they are neither male nor female.|March 8, 2019}}</ref>
* Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.
* Although the villages in [[snowy taiga]] biomes spawn the snowy villager variant {{in|bedrock}}, they use the [[taiga]] village variant.
* {{IN|java}}, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.<ref>{{bug|MC-141075}}</ref> This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the [[Village & Pillage]] base villager texture (<code>...\entity\villager\villager.png</code>).
** {{IN|bedrock}}, when the Classic Textures pack from the [[Marketplace]] is enabled, the villagers still use their default texture instead of the old texture.<ref>{{bug|MCPE-119646|resolution=Invalid}}</ref> This is because the old textures of villager are located in <code>...\entity\villager</code>, while the textures for new villagers are in <code>...\entity\villager2</code>.
* Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded.
* Fisherman villagers have been intentionally textured by [[Jasper Boerstra]] to display the long-since-removed raw fish texture.<ref>{{bug|MC-173917|resolution=Works As Intended}}</ref>
* Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings.
* Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.{{only|bedrock}}
* Ancient villagers have been shown in ''Minecraft Legends'', although they were hinted at in ''Minecraft Dungeons''.
* {{IN|java}}, the [[death messages]] of villagers are recorded in the game's logs.<ref>{{bug|MC-165985||Villager deaths are logged|WAI}}</ref>
* Baby villagers taking poppies from iron golems is a reference to the 1986 Japanese animated movie ''{{W|Castle in the Sky|newtab=1}}'', in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.<ref>{{tweet|jonkagstrom|172728720799436801|@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!|February 23, 2012}}</ref>
* Their vocal sounds are performed by [[Samuel Åberg]].<ref>{{ytl|4XmJPb4Qt5Y|HOW MINECRAFT SOUNDS ARE MADE|Minecraft|August 3, 2024}}</reF>

=== April Fools ===
{{main|Easter eggs#2014}}
{{exclusive|java|section=1}}

On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the [[launcher]].json file. Different career villager skins were used, including the then-unused nitwit villager (green robe).

Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.

The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014.

== Gallery ==
=== Renders ===
==== Idle ====
<gallery>
Plains Villager Base.png
Desert Villager Base.png
Jungle Villager Base.png
Savanna Villager Base.png
Snowy Villager Base.png
Swamp Villager Base.png
Taiga Villager Base.png
Plains Baby Villager BE.png
Desert Baby Villager BE.png
Jungle Baby Villager BE.png
Savanna Baby Villager BE.png
Snowy Baby Villager BE.png
Swamp Baby Villager BE.png
Taiga Baby Villager BE.png
</gallery>

==== Asleep ====
<gallery>
Lying Desert Villager.png
Lying Jungle Villager.png
Lying Plains Villager.png
Lying Savanna Villager.png
Lying Snowy Villager.png
Lying Swamp Villager.png
Lying Taiga Villager.png
Lying Desert Armorer.png
Lying Jungle Butcher.png
Lying Plains Cartographer.png
Lying Savanna Cleric.png
Lying Snowy Farmer.png
Lying Swamp Fisherman.png
Lying Taiga Fletcher.png
Lying Desert Leatherworker.png
Lying Jungle Librarian.png
Lying Plains Mason.png
Lying Savanna Nitwit.png
Lying Snowy Shepherd.png
Lying Swamp Toolsmith.png
Lying Taiga Weaponsmith.png
</gallery>

=== Screenshots ===
<gallery>
File:Villager GUI 1.14.png|A trading menu for a villager in [[JE]].
File:Villager GUI Master.png|A [[Java Edition]] master [[Weaponsmith]]’s trading model.
File:TwoBiomeVillagers.png|Two villagers from a rare multi-biome village (in this case plains and desert) meeting.
File:Villager holding trade item.png|A plains farmer villager holding bread.
File:Villager inspecting bookshelf.png|A librarian inspecting a bookshelf.
File:Villager children playing tag MCEE Beta.png|A group of villager children playing tag.
File:VillagerSweating.png|A villager sweating during a [[raid]].
File:All Professions In 18w50a.png|All plains biome variant professions (except unemployed) corresponding to their different job site blocks.
File:Villager Skins.png|Every villager skin type per profession and biome.
File:Panicked Villager.gif|A villager panicked.
File:Plains cleric villager with creeper face.png|A [[creeper]] face on the robe of a plains biome cleric villager.
File:Villager Base.png|The base skin for all villagers. This is never seen in-game.
File:JungleVillagersMinecon.jpg|The new [[Jungle]] villager textures shown at MINECON Earth 2018.
File:UnknownVillagers.jpg|New villager textures, shown at MINECON Earth 2018, announced as the [[Taiga]] biome variants. They are instead used for the [[Snowy Plains]] biome variants.
File:VillagerTypesMinecon.png|The new villager textures as seen during [[MINECON Earth 2018]].
File:Vindication.png|A vindicator chasing a villager.
File:VillagersTalking.png|Two villagers talking near a well.
File:Baby villigers stare at the other villiger.png|Five baby villagers stare at an adult villager.
File:Humor-villagers.jpg|The particles around villagers change with the player's popularity.
File:Piglin villager farmer.png|A villager (farmer) alongside a piglin wielding a netherite sword. Piglins do not attack villagers.
File:Villager gaining profession.gif|A villager becoming a fletcher upon finding a fletching table in ''Java Edition''.
File:Pillager firing at villager.gif|A pillager firing its crossbow at a panicking villager in ''Java Edition''.
</gallery>

=== Mojang images ===
<gallery>
File:New Villagers in Desert.png|Announced New Villagers in MINECON Earth 2018 in desert.
File:Wall Walking Villagers.jpg|Bugged sleeping villagers appearing to walk on walls.
File:A Villager.png|A villager.
File:Villager Transportation.png|A villager in a minecart in a boat near a portal.
File:Farmer Farming.jpg|A villager farming.
</gallery>

=== In other media ===
<gallery>
Villager Artwork Left.png|Jungle cartographer.
Villager Artwork Middle.png|Swamp cleric.
Villager Artwork Right.png|Snowy leatherworker.
Desert Villager artwork.png|Desert toolsmith.
Savanna Librarian Artwork.jpg|Savanna librarian.
Swamp Cleric Artwork.jpg|Swamp cleric.
Taiga Armorer Artwork.jpg|Taiga armorer.
Jungle Fisherman Artwork.jpg|Jungle fisherman.
Plains Weaponsmith Artwork.jpg|Plains weaponsmith.
Snowy Cleric Artwork.jpg|Tundra cleric.
Savanna Toolsmith Artwork.jpg|Savanna toolsmith.
Plains Shepherd Artwork.jpg|Plains shepherd.
Jungle Villager Artwork.jpg|Jungle villager.
Plains Butcher Artwork.jpg|Plains butcher.
Desert Toolsmith Artwork.jpg|Desert toolsmith.
Snowy Leatherworker Artwork.jpg|Snowy leatherworker.
Villager Art.jpg|Several villager types.
Horse Update image.png|Villagers in promotional artwork for the [[Horse Update]].
World of Color Update.png|Villagers in promotional artwork for the [[World of Color Update]].
Mojang114.jpg|A group of villagers shown in the [[Village and Pillage]] update artwork.
Learn to Code Update.png|A villager in promotional artwork for [[Education Edition 1.14.50]].
Villager Artwork 1.jpg|Artwork of a villager.
Villager Artwork 2.jpg|Artwork of a villager.
Snowy Villager Animated Pixel Artwork.gif|Animated villager artwork.
File:ObjectSlashItemsThatShouldBeRenamedbtw (109).png|alt=
File:ObjectSlashItemsThatShouldBeRenamedbtw (108).png|alt=
File:ObjectSlashItemsThatShouldBeRenamedbtw (107).png|alt=
File:ObjectSlashItemsThatShouldBeRenamedbtw (106).png|alt=
File:ObjectSlashItemsThatShouldBeRenamedbtw (105).png|alt=
SSBU spirit Villager & Iron Golem.png|Villager and Iron Golem Spirit from ''[[Super Smash Bros. Ultimate]]''.
Efe & Librarian.jpeg|[[Efe]] and a tundra libarian.
Gift Wrapper.png|The [[Minecraft Dungeons:Gift Wrapper|gift wrapper]], one of the merchants in ''[[Minecraft Dungeons]]''.
Minecraft Legends Village.png|Artwork of villagers in ''[[Minecraft Legends]]''.
LEGO Villager.png|LEGO journeyman plains villager.
LEGO Desert Villager 1.png|LEGO desert villager.
LEGO Desert Villager 2.png|LEGO desert cleric.
LEGO Savanna Villager.png|LEGO savanna villager.
LEGO Savanna Weaponsmith.png|LEGO savanna weaponsmith.
LEGO Snow Farmer.png|LEGO snow farmer.
LEGO Jungle Farmer.png|LEGO jungle farmer.
Minecraft Movie Villager Concept Art.jpg|Villager concept art for the [[Minecraft movie]].
Minecraft Movie Villager Concept Art 1.jpg|Villager concept art for the Minecraft movie.
Minecraft Movie Villager Concept Art 2.jpg|Villager concept art for the Minecraft movie.
File:Awkward Party Reaction.jpeg|A group of villagers, staring at the player.
</gallery>

== See also ==
<!--
    This section exists for disambiguation purposes.
    [[Villager (disambiguation)]] might be a better place to put this content.
-->
* {{EntityLink|Zombie Villager}}
* {{EntityLink|Pillager}}
* {{EntityLink|Evoker}}
* {{EntityLink|Vindicator}}
* {{EntityLink|Villager (old)|id=old-villager}} – the old version of the villager, used before the [[Village & Pillage]] update.

== References ==
{{notelist}}
{{reflist}}

== Navigation ==
{{Navbox mobs}}

[[Category:Passive mobs]]
[[Category:Humanoid mobs]]

[[cs:Vesničan]]
[[de:Dorfbewohner]]
[[es:Aldeano]]
[[fr:Villageois]]
[[hu:Falusi]]
[[it:Villico]]
[[ja:村人]]
[[ko:주민]]
[[lzh:鄉民]]
[[nl:Dorpeling]]
[[pl:Osadnik]]
[[pt:Aldeão]]
[[ru:Деревенский житель]]
[[th:ชาวบ้าน]]
[[uk:Селянин]]
[[zh:村民]]
