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Villager professions

Minecraft villager professions: all jobs and trades

Last updated: October 22, 2026 · Trade tables: Java Edition 26.3

Number of professions
13 professions
Trade levels
5 (Novice to Master)
Currency
Emeralds
Resetting a profession
Before the first trade
Job sites
13 different blocks
Job site range
48 blocks

Contents

  1. How villager professions work
  2. Trade levels
  3. Librarian
  4. Armorer
  5. Weaponsmith
  6. Toolsmith
  7. Farmer
  8. Cleric
  9. Fletcher
  10. Cartographer
  11. Fisherman
  12. Shepherd
  13. Butcher
  14. Leatherworker
  15. Mason
  16. Nitwits and unemployed villagers
  17. Curing zombie villagers
  18. Hero of the Village
  19. Building a trading hall
  20. Tips and tricks
  21. Frequently asked questions

How villager professions work

Villagers are passive mobs that live in Minecraft villages. Each villager can have one of 13 professions, which determines what items it sells and buys. A profession is assigned automatically when an unemployed villager gets access to a free job site block within 48 blocks.

When a villager "takes a job", its outfit changes: every profession has a unique outfit and an apron in a distinctive color. During the day the villager regularly walks up to its job site and "works" there, restocking its trades at the same time.

Profession assignment follows a few key rules:

  • One villager = one job site. Each job site can be claimed by one villager. If you place two smithing tables, two villagers can become toolsmiths.
  • An unemployed villager looks for a job site. An unemployed villager (brown outfit, no apron) actively looks for a free job site and walks up to it to get a profession.
  • A nitwit never works. A villager of the nitwit type (green outfit) will never take a profession, no matter which job sites are available.
  • Children don't work. Baby villagers don't take professions. Only after growing up can they look for a job site.
Warning - resetting a profession: You can reset a profession only on a villager nobody has traded with yet. The first trade locks the profession permanently: after it, the villager keeps its profession even if you destroy the job site. So don't trade with a villager until you've rolled the offer you want.

Job site table

The table below matches all 13 professions with their job sites:

Profession Job site Trade type
Librarian Lectern Enchanted books, glass, lanterns
Armorer Blast furnace Iron, chainmail and diamond armor
Weaponsmith Grindstone Swords and axes (iron, diamond)
Toolsmith Smithing table Tools (pickaxes, shovels, axes)
Farmer Composter Food, crops, suspicious stews
Cleric Brewing stand Ender pearls, redstone, lapis lazuli, bottles o' enchanting
Fletcher Fletching table Bows, crossbows, tipped arrows
Cartographer Cartography table Maps to structures, banners, item frames
Fisherman Barrel Fishing rods, fish, campfire
Shepherd Loom Wool, carpets, beds, banners, paintings
Butcher Smoker Cooked meat, rabbit stew
Leatherworker Cauldron Leather armor (dyed), saddles
Mason Stonecutter Bricks, stone, quartz, terracotta

Trade levels

Every villager has 5 trade levels. Leveling up happens automatically after enough trades. Each level unlocks new offers, and offers from lower levels stay available.

Level Badge XP required Offers
1. Novice Stone 0 XP 2 offers
2. Apprentice Iron 10 XP +2 offers
3. Journeyman Gold 70 XP +1-2 offers
4. Expert Emerald 150 XP +1-2 offers
5. Master Diamond 250 XP +1-2 offers

In Java Edition 26.3 a Master-level villager has 8 to 10 offers in total. At each level the game rolls at most 2 offers from the profession's pool (if the pool has only one entry, the villager gets just that one), which is why two librarians can have different enchanted books.

A villager earns trade XP for every completed trade. The amount of XP depends on the profession and the specific offer: expensive trades give more XP. Once the required XP is collected, the villager advances to the next level, which shows as green particles and a change of badge.

Librarian

Job site: lectern, crafted from 4 wooden slabs and 1 bookshelf.

The librarian is the most important profession in the game. It sells enchanted books, which makes it the only reliable source of specific enchantments, including the most valuable ones like Mending, Silk Touch or Sharpness V. By resetting the profession before anyone trades with the villager, you can "roll" the exact enchantment you need.

Librarian trades

Level Buys from player Sells to player
Novice 24 paper → 1 emerald 1 enchanted book (random) for 5-64 emeralds + 1 book, or a bookshelf for 9 emeralds
Apprentice 4 books → 1 emerald 1 enchanted book (random) for 5-64 emeralds + 1 book, or a lantern for 1 emerald
Journeyman 5 ink sacs → 1 emerald 1 enchanted book (random) for 5-64 emeralds + 1 book, or 4 glass for 1 emerald
Expert 2 books and quills → 1 emerald 1 enchanted book (random) for 5-64 emeralds + 1 book, a compass for 4 emeralds or a clock for 5 emeralds
Master - Red and yellow candles for 3 emeralds each (since 26.1; before that a name tag for 20 emeralds)

The table shows Java Edition 26.3. From Novice to Expert, a librarian rolls 2 offers from that level's pool, so not every librarian has every entry in the table. For example, a novice librarian may not have an enchanted book. A book can get almost any enchantment (40 of 43 in 26.3, excluding Soul Speed, Swift Sneak and Wind Burst), and Mending, Frost Walker and the curses cost double.

Tip - rerolling enchantments: To get a specific enchantment (for example Mending), place a lectern next to an unemployed villager and check the Novice offer. If it isn't Mending, break the lectern, wait until the villager loses its profession (brown outfit) and place the lectern again. Repeat until you roll the enchantment you want. Only then trade, to lock in the offer.

The most valuable enchantments from a librarian: Mending, Silk Touch, Unbreaking III, Efficiency V, Sharpness V, Protection IV, Fortune III, Looting III, Feather Falling IV.

Armorer

Job site: blast furnace, crafted from 5 iron ingots, 3 smooth stone and 1 furnace.

The armorer is the profession for players looking for enchanted diamond armor. At Expert and Master level it sells diamond armor pieces with random enchantments, which makes preparing for boss fights like the Ender Dragon or the Wither much easier.

Armorer trades

Level Buys from player Sells to player
Novice 15 coal → 1 emerald Iron boots for 4, iron helmet for 5, iron leggings for 7 or iron chestplate for 9 emeralds
Apprentice 4 iron ingots → 1 emerald Chainmail boots for 1, chainmail leggings for 3 or a bell for 36 emeralds
Journeyman Lava bucket or 1 diamond → 1 emerald Chainmail helmet for 1, chainmail chestplate for 4 or a shield for 5 emeralds
Expert - Enchanted diamond boots for 13-27 emeralds and enchanted diamond leggings for 19-33 emeralds
Master - Enchanted diamond helmet for 13-27 emeralds and enchanted diamond chestplate for 21-35 emeralds

From Novice to Journeyman, an armorer rolls 2 offers from the pool, so not every armorer has every entry in the table. At Expert and Master the pool has only 2 offers each, so a master armorer sells all four enchanted diamond armor pieces. The iron buying trade (4 ingots per emerald) and the bell at Apprentice level are also offered by the weaponsmith and the toolsmith.

The armorer is especially valuable in Hardcore mode, where diamond armor with protective enchantments can save your life. After you cure a zombie villager, prices drop drastically: a full set of enchanted diamond armor can cost as little as 4-8 emeralds in total.

Weaponsmith

Job site: grindstone, crafted from 2 planks, 2 sticks and 1 stone slab.

The weaponsmith specializes in swords and axes. At higher levels it offers enchanted diamond swords and axes, which makes it a great source of weapons without mining diamonds.

Weaponsmith trades

Level Buys from player Sells to player
Novice 15 coal → 1 emerald Iron axe for 3 emeralds, or an enchanted iron sword for 7-21 emeralds
Apprentice 4 iron ingots → 1 emerald Bell for 36 emeralds
Journeyman 24 flint → 1 emerald -
Expert 1 diamond → 1 emerald Enchanted diamond axe for 17-31 emeralds
Master - Enchanted diamond sword for 13-27 emeralds

At Journeyman level the weaponsmith gets just one offer (buying flint), and at Master level only the enchanted diamond sword.

Toolsmith

Job site: smithing table, crafted from 2 iron ingots and 4 planks.

The toolsmith is a source of enchanted diamond tools: pickaxes, shovels and axes, without mining diamonds below Y -59. Enchantments are rolled like at an enchanting table with a level of 5-19, so a toolsmith's pickaxe won't get Efficiency IV or V. You'll get those levels from a librarian's book.

Toolsmith trades

Level Buys from player Sells to player
Novice 15 coal → 1 emerald Stone axe, stone shovel, stone pickaxe or stone hoe for 1 emerald
Apprentice 4 iron ingots → 1 emerald Bell for 36 emeralds
Journeyman 30 flint → 1 emerald Enchanted iron axe for 6-20, enchanted iron shovel for 7-21, enchanted iron pickaxe for 8-22 or diamond hoe for 4 emeralds
Expert 1 diamond → 1 emerald Enchanted diamond axe for 17-31 or enchanted diamond shovel for 10-24 emeralds
Master - Enchanted diamond pickaxe for 18-32 emeralds

Farmer

Job site: composter, crafted from 7 wooden slabs.

The farmer is the best source of emeralds in the game. It buys wheat, potatoes, carrots, beetroots and pumpkins, all of which are easy to grow in large amounts. A single 9x9 wheat farm can pay for trading with several villagers at once.

Farmer trades

Level Buys from player Sells to player
Novice 20 wheat / 26 potatoes / 22 carrots / 15 beetroots → 1 emerald 6 bread for 1 emerald
Apprentice 6 pumpkins → 1 emerald 4 pumpkin pies or 4 apples for 1 emerald
Journeyman 4 melons (blocks) → 1 emerald 18 cookies for 3 emeralds
Expert - Suspicious stew for 1 emerald / 1 cake for 3 emeralds
Master - 3 golden carrots for 3 emeralds / 3 glistering melon slices for 4 emeralds

At Novice level a farmer rolls 2 of 5 offers, and at Apprentice level 2 of 3, so not every farmer buys wheat or pumpkins.

Tip - emerald farm: The fastest way to get emeralds is to build an automatic pumpkin or melon farm and sell the crops to a farmer. 6 pumpkins = 1 emerald, and a single piston-based system can harvest hundreds of pumpkins per hour. The farmer is the foundation of every trading hall.

Cleric

Job site: brewing stand, crafted from 1 blaze rod and 3 cobblestone.

Clerics offer magical and brewing items. Their most valuable ware is ender pearls at Expert level, which makes them an alternative to hunting endermen. They also sell bottles o' enchanting, lapis lazuli, redstone dust and glowstone.

Cleric trades

Level Buys from player Sells to player
Novice 32 rotten flesh → 1 emerald Redstone dust (2 pieces) for 1 emerald
Apprentice 3 gold ingots → 1 emerald 1 lapis lazuli for 1 emerald
Journeyman 2 rabbit's feet → 1 emerald 1 glowstone (full block) for 4 emeralds
Expert 4 turtle scutes or 9 glass bottles → 1 emerald 1 ender pearl for 5 emeralds
Master 22 nether wart → 1 emerald 1 bottle o' enchanting for 3 emeralds

Verdict: The cleric is very useful early in the game. It buys rotten flesh (which usually goes to waste at zombie farms) and sells the ender pearls you need to activate the End portal. 12 ender pearls for 60 emeralds is a fair price if you don't want to hunt endermen at night. At Expert level a cleric rolls 2 of 3 offers, so roughly two out of three clerics sell ender pearls.

Fletcher

Job site: fletching table, crafted from 2 flint and 4 planks.

After the farmer, the fletcher is the best source of emeralds. At Novice level it can buy 32 sticks for 1 emerald, and sticks are one of the easiest resources to get in the game. At higher levels it sells enchanted bows and crossbows and tipped arrows.

Fletcher trades

Level Buys from player Sells to player
Novice 32 sticks → 1 emerald 16 arrows for 1 emerald, or 10 flint for 10 gravel and 1 emerald
Apprentice 26 flint → 1 emerald 1 bow for 2 emeralds
Journeyman 14 string → 1 emerald 1 crossbow for 3 emeralds
Expert 24 feathers → 1 emerald Enchanted bow for 7-21 emeralds
Master 8 tripwire hooks → 1 emerald Enchanted crossbow for 8-22 emeralds, or 5 tipped arrows for 5 regular arrows and 2 emeralds

At Novice level a fletcher rolls 2 of 3 offers, so not every fletcher buys sticks. At Master level it rolls 2 of the 3 offers in the last row of the table.

The fletcher complements the farmer well, and together they give you a steady flow of emeralds. Sticks are easy to farm from bamboo (an automatic bamboo farm + a crafting table) or by chopping birch trees.

Cartographer

Job site: cartography table, crafted from 2 paper and 4 planks.

The cartographer sells explorer maps that lead to structures: villages in other biomes, swamp huts, jungle temples, trial chambers, ocean monuments and woodland mansions. At higher levels it offers banners, item frames and a banner pattern.

Cartographer trades

Level Buys from player Sells to player
Novice 24 paper → 1 emerald Empty map for 7 emeralds
Apprentice 11 glass panes → 1 emerald A map to a village in another biome and, for some cartographers, also a Swamp Explorer Map (to a swamp hut) or a Jungle Explorer Map (to a jungle temple), for 8 emeralds + a compass (the available maps depend on the village biome)
Journeyman 1 compass → 1 emerald Trial Explorer Map (to trial chambers) for 12 emeralds + a compass, or an Ocean Explorer Map (to an ocean monument) for 13 emeralds + a compass
Expert - Item frame for 7 emeralds, or a banner for 2 emeralds (colors depend on the village biome)
Master - Globe banner pattern for 8 emeralds and a Woodland Explorer Map (to a woodland mansion) for 14 emeralds + a compass

The Woodland Explorer Map leads to a woodland mansion, where evokers spawn and drop the totem of undying. The cartographer only sells it at Master level. The Ocean Explorer Map (Journeyman level) makes it easier to find an ocean monument with sponges.

Fisherman

Job site: barrel, crafted from 6 planks and 2 wooden slabs.

The fisherman buys raw fish and sells cooked fish and enchanted fishing rods. It's useful if you have an automatic fish farm or fish a lot. At Journeyman level it sells a fishing rod with a random enchantment, for example Luck of the Sea or Lure.

Fisherman trades

Level Buys from player Sells to player
Novice 20 string or 10 coal → 1 emerald 6 cooked cod for 6 raw cod + 1 emerald, or a bucket of cod for 3 emeralds
Apprentice 15 raw cod → 1 emerald 6 cooked salmon for 6 raw salmon + 1 emerald, or a campfire for 2 emeralds
Journeyman 13 raw salmon → 1 emerald Enchanted fishing rod for 8-22 emeralds
Expert 6 tropical fish → 1 emerald -
Master 4 pufferfish or 1 boat → 1 emerald (the boat's wood type depends on the village biome) -

Shepherd

Job site: loom, crafted from 2 string and 2 planks.

The shepherd trades wool, carpets, dyes, beds, banners and paintings. It's handy for decorating bases and for earning emeralds from wool, which is easy to automate (a sheep farm with dispensers and shears).

Shepherd trades

Level Buys from player Sells to player
Novice 18 blocks of white, gray, black or brown wool → 1 emerald Shears for 2 emeralds
Apprentice 12 white, gray, black, light blue or lime dyes → 1 emerald 1 block of wool or 4 carpets in a random color for 1 emerald
Journeyman 12 yellow, light gray, orange, red or pink dyes → 1 emerald Bed in a random color for 3 emeralds
Expert 12 brown, purple, blue, green, magenta or cyan dyes → 1 emerald Banner in a random color for 3 emeralds
Master - 3 paintings for 2 emeralds

Butcher

Job site: smoker, crafted from 4 logs and 1 furnace.

The butcher buys raw meat and sells cooked food. It's a useful emerald source if you have a big animal farm: raw porkchops and chicken are easy money.

Butcher trades

Level Buys from player Sells to player
Novice 14 raw chicken, 7 raw porkchops or 4 raw rabbit → 1 emerald 1 rabbit stew for 1 emerald
Apprentice 15 coal → 1 emerald 5 cooked porkchops or 8 cooked chicken for 1 emerald
Journeyman 7 raw mutton or 10 raw beef → 1 emerald -
Expert 10 dried kelp blocks → 1 emerald -
Master 10 sweet berries → 1 emerald -

Leatherworker

Job site: cauldron, crafted from 7 iron ingots.

The leatherworker buys leather and sells leather armor in various colors. It's considered one of the least useful villagers, because leather armor protects poorly. Its most valuable ware used to be the saddle at Master level, but since Java 1.21.6 (Bedrock 1.21.90) you can craft a saddle yourself. The recipe is in the box under the table.

Leatherworker trades

Level Buys from player Sells to player
Novice 6 leather → 1 emerald Leather pants for 3 or a leather tunic for 7 emeralds (random color)
Apprentice 26 flint → 1 emerald Leather cap for 5 or leather boots for 4 emeralds (random color)
Journeyman 9 rabbit hides → 1 emerald Leather tunic (random color) for 7 emeralds
Expert 4 turtle scutes → 1 emerald Leather horse armor (random color) for 6 emeralds
Master - Saddle for 6 emeralds and a leather cap (random color) for 5 emeralds
Tip - saddles: Since Java 1.21.6 (Bedrock 1.21.90) you can craft a saddle from 3 leather and an iron ingot. Other sources are a leatherworker (Master) for 6 emeralds, fishing in open water, and chests, for example in a Nether fortress or a bastion remnant.

Mason

Job site: stonecutter, crafted from 1 iron ingot and 3 stone.

The mason trades building blocks: bricks, stone blocks, quartz blocks, terracotta and glazed terracotta. It's ideal for players who build a lot and need decorative blocks in large amounts.

Mason trades

Level Buys from player Sells to player
Novice 10 clay balls → 1 emerald 10 bricks for 1 emerald
Apprentice 20 blocks of stone → 1 emerald 4 chiseled stone bricks for 1 emerald
Journeyman 16 blocks of granite, andesite or diorite → 1 emerald 4 blocks of polished granite, andesite or diorite, or 4 dripstone blocks, for 1 emerald
Expert 12 nether quartz → 1 emerald Colored or glazed terracotta in a random color for 1 emerald
Master - Quartz pillar and block of quartz, each for 1 emerald

The mason is underrated but extremely useful for builders. It buys stone and clay (both easy to farm) and sells rare decorative blocks. Glazed terracotta is some of the best-looking building material in the game.

Nitwits and unemployed villagers

Besides the 13 professions, there are two types of villagers you can't trade with:

Nitwit

The nitwit is a special type of villager in a green outfit. It never takes a profession, no matter which job sites are available. It doesn't trade, doesn't work and doesn't react to job site blocks. All it does is wander around the village and sleep in a bed. Nitwits make up about 5% of newly generated villagers.

Nitwits have three uses:

  • Villager breeding - a nitwit can breed with other villagers. Their offspring doesn't have to be a nitwit.
  • Iron golem spawning - a nitwit counts as a villager when spawning an iron golem (you need 3+ villagers with beds).
  • Zombie bait - in zombie villager curing setups, a nitwit can serve as bait.

Unemployed villager

An unemployed villager (brown outfit, no apron) is a villager without an assigned job site. Unlike a nitwit, it actively looks for a free job site and takes a profession when it finds one. Unemployed villagers appear when a new villager is born in a village with no free job sites, when you destroy the job site of a villager nobody has traded with, or when a villager can't reach its job site.

Curing zombie villagers: huge discounts

The most effective way to lower villager prices is curing zombie villagers. A cured villager gives the player who cured it a lasting discount on all its trades, as long as it had a profession before turning into a zombie. Further cures of the same villager no longer give an extra discount (in Java Edition since 1.20.2).

How to cure a zombie villager, step by step

  1. Find or create a zombie villager. Zombie villagers spawn naturally at night (a 5% chance among zombies) or appear when a zombie kills a villager (Normal: 50% chance, Hard: 100% chance).
  2. Isolate it. Lock the zombie villager in a small room (2x1x2) so it can't escape or burn in the sun.
  3. Throw a splash potion of Weakness. Hit the zombie villager with it. Alternatively, a witch can hit the zombie villager with such a potion, or you can shoot it with a tipped arrow of Weakness.
  4. Feed it a golden apple. Right-click the zombie villager while holding a regular golden apple, not an enchanted one.
  5. Wait 3-5 minutes. The zombie villager will start shaking and giving off red particles. After 3-5 minutes it turns back into a normal villager with discounts.
Discount effects after curing:
  • Java Edition: The first cure gives a big discount. Since 1.20.2, further cures of the same villager no longer lower prices. Villagers near the cured one also get smaller discounts.
  • Bedrock Edition: Villagers within a 16-block cube around the cured villager get a small discount that grows with the number of cured villagers (counting up to 10).

The zombie villager strategy pays off especially in Hardcore mode and on survival servers. It lets you build a trading hall where enchanted diamond armor costs a fraction of the normal price, and cheaper items can cost as little as 1 emerald.

Hero of the Village: discounts for defeating a raid

Hero of the Village is a status effect you get after defeating a raid. Since version 1.21, the Bad Omen effect turns into Raid Omen when you enter a village, and the raid starts 30 seconds later.

How to get Hero of the Village

  1. Kill a pillager captain (a pillager with an ominous banner on its head) outside a raid. It drops an Ominous Bottle. Drink it to get the Bad Omen effect.
  2. Enter a village with the Bad Omen effect. It turns into Raid Omen, and 30 seconds later the raid begins.
  3. Defeat all the raid waves (3 waves on Easy, 5 on Normal, 7 on Hard, and one more wave with Bad Omen level II or higher).
  4. After defeating the last wave you get the Hero of the Village effect for 40 minutes (2 in-game days).

Benefits of Hero of the Village

  • Trade discounts: All villager prices are lowered by 30-55% (depending on the effect level). The effect lasts 40 minutes or until you die.
  • Gifts (Java Edition): Villagers toss items related to their profession toward you (for example, a farmer tosses food and a librarian tosses books).
  • Stacks with curing: The Hero of the Village effect combines with the discounts from curing zombie villagers, giving the lowest prices possible.

Building a trading hall

A trading hall is a purpose-built structure where villagers are isolated in separate cells with assigned job sites. It lets you trade efficiently with many villagers at once and control their professions.

Design rules

  • Separate cells. Each villager gets its own 1x1 or 2x1 cell. Trapdoors block movement but still allow interaction.
  • One job site per villager. Each cell has one job site, with a line of sight and a path for pathfinding.
  • Lighting. Light level 7+ throughout the hall, so hostile mobs don't spawn.
  • A bell. In a central spot: villagers react to a bell and "gossip" more eagerly (Java Edition).

An optimal trading hall should include

  • 2-3 librarians - with different enchantments (Mending, Silk Touch, Protection IV and so on)
  • 1 armorer - enchanted diamond armor
  • 1 weaponsmith - diamond swords and axes
  • 1 toolsmith - diamond pickaxes, shovels and axes
  • 2-3 farmers - the main source of emeralds
  • 1-2 fletchers - the second source of emeralds (sticks)
  • 1 cleric - ender pearls and bottles o' enchanting
  • 1 cartographer - explorer maps
Advanced design: The optimal layout combines the trading hall with a zombie villager curing chamber. You send villagers that already have a profession through a chamber with a zombie (on Hard, 100% conversion), cure them with a splash potion of Weakness and a golden apple, and move them into cells with the discounts already in place. In Java Edition one cure is enough, because since 1.20.2 further cures no longer lower prices.

Trading tips and tricks

Maximizing your emerald income

  • Build automatic farms. A piston pumpkin farm, a sugar cane farm, a bamboo farm: sell pumpkins to farmers, paper from sugar cane to librarians and cartographers, and sticks from bamboo to fletchers.
  • Several villagers of the same profession. Each villager has a limited number of trades per day. 3 farmers = 3x more emeralds.
  • Sell processed materials. Paper to the librarian, glass panes to the cartographer, stone (smelted cobblestone) to the mason.

Resetting trades

  • Reset before the first trade. Break and replace the job site to roll new offers. This works indefinitely as long as nobody trades with the villager.
  • Restocking. Villagers restock sold-out offers twice a day when they "work" at their job site. Make sure they can reach their job site.

Mistakes to avoid

  • Don't trade with a novice too early. If you trade with a villager and don't like the offer, you can no longer reset it: the first trade locks the profession permanently.
  • Don't kill villagers. Killing a villager lowers your reputation and raises prices with the other villagers (Java Edition).
  • Don't block the job site. If a villager can't reach its job site, it won't restock its offers.
  • Don't let the golem die. The iron golem defends villagers, and killing it lowers your reputation.

Java vs. Bedrock differences

  • Curing discounts: In Java Edition only the first cure gives a big discount (since 1.20.2), and villagers nearby get smaller discounts as well. In Bedrock Edition, villagers within 16 blocks of the cured one get a small discount that depends on the number of cured villagers (up to 10).
  • Biome-based outfits and offers: In both editions villagers wear outfits based on the village biome. In Java Edition 26.3 the biome also changes some offers: the cartographer's maps and banner colors, and the type of boat the fisherman buys.
  • Prices: They can differ between editions. The tables above show Java Edition 26.3.

Frequently asked questions

How many professions do villagers have in Minecraft?

There are 13 villager professions in Minecraft: Librarian, Armorer, Weaponsmith, Toolsmith, Farmer, Cleric, Fletcher, Cartographer, Fisherman, Shepherd, Butcher, Leatherworker and Mason. There is also the nitwit, which has no profession and does not trade.

How do I change a villager's profession in Minecraft?

Destroy the villager's job site and place a different one. The villager will lose its current profession and take the new one. This only works on a villager nobody has traded with yet: the first trade locks the profession permanently.

Which villager profession is the best?

The best professions are Librarian (enchanted books, including Mending and Silk Touch), Armorer (enchanted diamond armor), Farmer (easy emeralds for crops) and Cleric (ender pearls and bottles o' enchanting). Tier list: S-tier is Librarian and Farmer, A-tier is Armorer, Weaponsmith, Toolsmith and Cleric.

How do I lower villager prices?

Three methods: 1) Cure a zombie villager. The discount is permanent, but further cures of the same villager no longer lower prices (in Java Edition since 1.20.2). 2) Defeat a raid and get the Hero of the Village effect, which gives a 30-55% discount for 40 minutes. 3) Trade regularly, which slowly improves your reputation.

What does a nitwit do in Minecraft?

A nitwit (green robe) is a villager that never takes a profession, does not trade and does not work. It is only useful for breeding villagers (its offspring can have a normal profession) and for raising the number of villagers needed to spawn an iron golem.

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