{{For|the mechanic used with piglins|Bartering}}[[File:VillagerGUI 1.14.png|thumb|upright=1.25|The trading menu {{in|java}}.]] [[File:Bedrock trading interface.png|thumb|upright=1.25|The trading menu {{in|bedrock}}.]] The '''trading''' system is a [[gameplay]] mechanic that allows [[player]]s to trade principally [[emerald]]s for [[item]]s and vice versa, with [[villager]]s and [[wandering trader]]s. [[File:Trading and Bartering Guide for Minecraft Java Edition 1.17+.png|thumb|upright=1.25|A reference chart for trading and bartering as of ''Java Edition'' 1.21. Offers may differ {{in|bedrock}}.]] == Mechanics == Pressing {{control|use}} on an adult [[villager]] with a profession, or on a [[wandering trader]], opens a menu, allowing a player to trade with the villager or wandering trader. This action pauses any pathfinding the entity was doing and makes it face you. If the entity takes [[damage]] while trading, the trading menu closes. The same thing happens if they walk or are transported far enough away. All transactions involve [[emerald]]s. Villagers buy or sell goods for emeralds, and wandering traders sell items for emeralds but do not buy items (unless the [[villager trade rebalance]] [[experiment]] is enabled). Trading is the only legitimate method of acquiring the [[globe banner pattern]], [[woodland explorer map]]s, [[trial explorer map]]s and [[ocean explorer map]]s in [[Survival]] mode. It is also the only [[renewable]] way to obtain [[bell]]s, [[diamond]] gearThere is 0.04% chance for zombies and skeletons to spawn with diamond armor, but the chance is so negligible that it is infeasible to obtain diamond armor in this way., [[lapis lazuli]]{{only|BE|short=1}}, [[bottles o' enchanting]], [[glass]], [[sand]], [[red sand]], [[coral block]]s and [[small dripleaves]]. {{Message box | class = msgbox-blue | mini = 1 | image = Wandering_Trader.png | text = The rest of this section describes mechanics that only apply to villagers. For wandering trader mechanics, see {{slink||Wandering Trader}}. }} === Level === Villagers have five career levels that can be increased by trading with them. Each villager starts at the "novice" level. A villager's level can be seen in the trading menu. The badge they wear can also be identified: stone for a novice, iron for an apprentice, gold for a journeyman, emerald for an expert, and diamond for a master. Trading until the villager's trading bar gets full unlocks the next level of trades. When a player trades with a villager, both the villager and the player gain [[experience]]. All villager trades reward the player with 3–6 [[experience]], plus an additional 5 experience if the villager levels up due to the trade. Trading with a wandering trader also rewards the player with some experience, although the trader does not have experience levels to gain. A villager levels up when its experience bar becomes full and gains up to two{{only|je|short=1}} or three{{only|be|short=1}} new trades, along with keeping their old ones. Additionally, a villager receives a [[Regeneration]] effect, and becomes surrounded by purple and green particles for ten seconds. Trades from the Master level would still reward the villager with experience, but it has no actual effect as the villager can't level up any further. Each badge is 2x3 pixels, except the Novice (stone) badge, which is 4x4 pixels. {| class="wikitable" style="text-align:center" data-description="Villager trade levels" ! Level ! Badge ! Name ! Total villager experience required |- | 1 | [[File:Villager badge Novice.png]] | Novice | 0 / None / N/A |- | 2 | [[File:Villager badge Apprentice.png]] | Apprentice | 10 |- | 3 | [[File:Villager badge Journeyman.png]] | Journeyman | 70 |- | 4 | [[File:Villager badge Expert.png]] | Expert | 150 |- | 5 | [[File:Villager badge Master.png]] | Master | 250 |} {{IN|java}}, villagers have a maximum of 10 trades. Each level unlocks a maximum of two new trades. If a level has a pool of more than two trades, the two offered trades are chosen randomly from the set. {{IN|bedrock}}, villagers have 7–10 trade slots. A slot with multiple possible trades will display only one trade; for example, farmer villagers have 4 potential trades in their first trade slot, so each trade has a {{frac|1|4}} chance to be chosen.{{tag|until [[Villager Trade Rebalancing]]}}{{verify}} A villager's [[profession]] dictates the trading pool used to determine its trades. For example, villagers wearing straw hats are farmers, so their trades are based on the Farmer trade pool. Each profession unlocks a pre-defined and finite set of offers. Different professions are assigned to each villager based on their job-site block. This profession is indicated by their appearance and in the trading interface. Novice villagers who have not traded can lose their profession and change back into unemployed villagers if their claimed job site block is removed. Removing and then replacing a job site block can alter the trades offered, and a villager with no experience resets its trades every so often. Once a player trades with a villager, the villager keeps its profession forever and subsequently locks in the offered trades. === Trades === Each trade can be used a maximum number of times, after which the villager runs out of stock and trade becomes disabled. The exact number is different for each item and referenced in the tables below. When villagers work at their [[job site block]]s, they activate their offers again, up to twice per day. {{IN|bedrock}}, villagers need to be linked to a bed to restock their trades (it is not necessary for them to sleep, but require a bed nearby). When an offer is disabled, a red "X" appears in the trading interface {{in|java}}, or the trading slot becomes red {{in|bedrock}}, and the villager displays the same particle effect as an offer being created. When buying items from players, villagers ignore [[Data component format|additional item data]]; this allows, for example, selling renamed or enchanted items, as well as [[lodestone compass]]es instead of regular [[compass]]es {{in|java}}. When the [[Villager Trade Rebalance]] experiment is enabled, taiga armorers can also accept damaged armor. === Sale prices === {{Anchor|Economics}} {{Hatnote|For the default sale price of a specific trade, find the trade in the tables below.}} The price of an item rises and falls depending on three factors. Items with a high price multiplier (0.2) are affected by these changes more than items with a low multiplier (0.05). All price fluctuations affect only the first item involved in trade; for example, for an initial trade of 32 sticks for 1 emerald, the price might be driven down to 1 stick or up to 64 sticks for 1 emerald, but never for 2 emeralds. Additionally, no quantity can go lower than 1 or higher than the stack size. The first factor is demand. An item that was sold out gets a price increase for all players when resupplied. If a player does not trade for a higher-priced item, the price is reduced the next time the villager resupplies. Demand is tracked per item, not per [[villager]], so a villager can offer a higher-priced trade for a single item while other items are cheaper. Trades that have a price multiplier of 0 are not affected by demand. The second way to affect prices is the [[Hero of the Village]] effect, which temporarily reduces prices for the affected player depending on the level of the effect. Finally, players get personal discounts or penalties{{only|je}} based on their reputation with that particular villager. A positive reputation is gained by [[curing]] zombie villagers (the villager that was cured gives a permanent discount much larger than the temporary discount in nearby villagers). To cure a zombie villager, it must be obtain the [[weakness]] effect, which can be done by a player, [[witch]] or [[dispenser]] splashing it with a [[splash potion]], a [[lingering potion]] or a [[tipped arrow]], and then feed it a [[golden apple]]. The permanent discount is capped at one cure, while the temporary discount is capped at 8 cures. Players can also gain negative reputation by hitting or killing villagers, and positive reputation by trading. {{IN|bedrock}}, negative reputation can reduce or eliminate discounts but does not result in penalties. == Non-trading villagers == If the player attempts to trade with a non-trading villager {{in|java}}, they grunt and bob their head, but if the player tries to do the same thing {{in|bedrock}}, nothing happens. === Nitwit === [[File:Nitwit refusing.gif|thumb|right|upright=0.4|A nitwit bobbing its head.{{Only|Java}}]] Nitwits are green-coated villagers. They cannot gain a profession. While they can be used for breeding, it is not possible to get a baby nitwit by feeding the adult nitwits, even if using two nitwits as adults. === Unemployed villager === [[File:Villager refusing.gif|thumb|right|upright=0.4|An unemployed villager bobbing its head.{{Only|Java}}]]Villagers without a job cannot trade. They only wear their biome outfits. An unemployed villager gains a profession by claiming an unclaimed [[job site block]]. For example, an unclaimed [[cartography table]] converts an unemployed villager into a cartographer when the villager claims it, and both the villager and the table emit green particles. An inaccessible (or destroyed) job site block causes the connected villager to lose its profession, but that does not affect the player's [[popularity]] in the village.
== Trade offers == {{For|the trades before 1.8|Trading/Before Java Edition 1.8}}{{For|the trades before 1.14|Trading/Before Village & Pillage}}{{For|the experimental rebalanced trades|Villager Trade Rebalance}} {{wip|section=1}} The villager pictured on the right is from the plains biome. To see villager professions dressed for other biomes, see {{Section link|Villagers|Professions}}. In {{JE}}, starting from Novice, at each level two additional trades become available, unless there is only one trade within that level. If there are more than two possible trades, two are randomly selected. In {{BE}}, one trade is chosen randomly from each slot available. === Armorer === Job site block: {{BlockLink|Blast Furnace}} [[File:Plains Armorer.png|thumb|upright=0.4|An armorer.]] {{TradeTable|title=Armorer |{{TradeLine|lvl=Novice|slot=1|want=Coal|wantQuant=15|multi=0.05|maxTrades=16|xpGain=2}} |{{TradeLine|lvl=Novice|slot=2|wantQuant=5|multi=0.2|give=Iron Helmet|maxTrades=12|xpGain=1}} |{{TradeLine|lvl=Novice|slot=2|wantQuant=9|multi=0.2|give=Iron Chestplate|maxTrades=12|xpGain=1}} |{{TradeLine|lvl=Novice|slot=2|wantQuant=7|multi=0.2|give=Iron Leggings|maxTrades=12|xpGain=1}} |{{TradeLine|lvl=Novice|slot=2|wantQuant=4|multi=0.2|give=Iron Boots|maxTrades=12|xpGain=1}} |{{TradeLine|lvl=Apprentice|slot=3|want=Iron Ingot|wantQuant=4|multi=0.05|maxTrades=12|xpGain=10}} |{{TradeLine|lvl=Apprentice|slot=4|wantQuant=36|multi=0.2|give=Bell|maxTrades=12|xpGain=5}} |{{TradeLine|lvl=Apprentice|slot=4|wantQuant=3|multi=0.2|give=Chainmail Leggings|maxTrades=12|xpGain=5}} |{{TradeLine|lvl=Apprentice|slot=4|multi=0.2|give=Chainmail Boots|maxTrades=12|xpGain=5}} |{{TradeLine|lvl=Journeyman|slot=5|want=Lava Bucket|multi=0.05|maxTrades=12|xpGain=20}} |{{TradeLine|lvl=Journeyman|slot=6|want=Diamond|multi=0.05|maxTrades=12|xpGain=20}} |{{TradeLine|lvl=Journeyman|slot=7|multi=0.2|give=Chainmail Helmet|maxTrades=12|xpGain=10}} |{{TradeLine|lvl=Journeyman|slot=7|wantQuant=4|multi=0.2|give=Chainmail Chestplate|maxTrades=12|xpGain=10}} |{{TradeLine|lvl=Journeyman|slot=7|wantQuant=5|multi=0.2|give=Shield|maxTrades=12|xpGain=10}} |{{TradeLine|lvl=Expert|slot=8|wantQuant=19–33|multi=0.2|give=Enchanted Diamond Leggings|maxTrades=3|xpGain=15|giveNote=armorer_enchant|giveNoteText=When creating an enchantment offer, the game uses a random enchantment level from 5 – 19. The enchantments are never [[treasure enchantments]].}} |{{TradeLine|lvl=Expert|slot=8|wantQuant=13–27|multi=0.2|give=Enchanted Diamond Boots|maxTrades=3|xpGain=15|giveNote=armorer_enchant}} |{{TradeLine|lvl=Master|slot=9|wantQuant=13–27|multi=0.2|give=Enchanted Diamond Helmet|maxTrades=3|xpGain=30|giveNote=armorer_enchant}} |{{TradeLine|lvl=Master|slot=9|wantQuant=21–35|multi=0.2|give=Enchanted Diamond Chestplate|maxTrades=3|xpGain=30|giveNote=armorer_enchant}} }} === Butcher === Job site block: {{BlockLink|Smoker}} [[File:Plains Butcher.png|thumb|right|upright=0.4|A butcher.]] {{TradeTable|title=Butcher |{{TradeLine|lvl=Novice|slot=1|want=Raw Chicken|wantQuant=14|multi=0.05|maxTrades=16|xpGain=2}} |{{TradeLine|lvl=Novice|slot=1|want=Raw Rabbit|wantQuant=4|multi=0.05|maxTrades=16|xpGain=2}} |{{TradeLine|lvl=Novice|slot=1|want=Raw Porkchop|wantQuant=7|multi=0.05|maxTrades=16|xpGain=2}} |{{TradeLine|lvl=Novice|slot=2|multi=0.05|give=Rabbit Stew|maxTrades=12|xpGain=1}} |{{TradeLine|lvl=Apprentice|slot=3|want=Coal|wantQuant=15|multi=0.05|maxTrades=16|xpGain=2}} |{{TradeLine|lvl=Apprentice|slot=4|multi=0.05|give=Cooked Chicken|giveQuant=8|maxTrades=16|xpGain=5}} |{{TradeLine|lvl=Apprentice|slot=4|multi=0.05|give=Cooked Porkchop|giveQuant=5|maxTrades=16|xpGain=5}} |{{TradeLine|lvl=Journeyman|slot=5|want=Raw Beef|wantQuant=10|multi=0.05|maxTrades=16|xpGain=20}} |{{TradeLine|lvl=Journeyman|slot=5|want=Raw Mutton|wantQuant=7|multi=0.05|maxTrades=16|xpGain=20}} |{{TradeLine|lvl=Expert|slot=6|want=Dried Kelp Block|wantQuant=10|multi=0.05|maxTrades=12|xpGain=30}} |{{TradeLine|lvl=Master|slot=7|want=Sweet Berries|wantQuant=10|multi=0.05|maxTrades=12|xpGain=30}} }} === Cartographer === Job site block: {{BlockLink|Cartography Table}} [[File:Plains Cartographer.png|thumb|right|upright=0.4|A cartographer.]] {{TradeTable|title=Cartographer |{{TradeLine|lvl=Novice|slot=1|want=Paper|wantQuant=24|multi=0.05|maxTrades=16|xpGain=2}} |{{TradeLine|lvl=Novice|slot=2|wantQuant=7|multi=0.05|give=Empty Map|maxTrades=12|xpGain=1}} |{{TradeLine|lvl=Apprentice|slot=3|want=Glass Pane|wantQuant=11|multi=0.05|maxTrades=16|xpGain=10}} |{{TradeLine|lvl=Apprentice|slot=4|want2=Compass|wantQuant=13|multi=0.2|give=Ocean Explorer Map|maxTrades=12|xpGain=5|giveNote=explorer_map|giveNoteText=In {{JE}}, all copies of the map traded by a particular villager lead to the same structure. In worlds that do not have the structure, this trade is not offered.