Trading - Minecraft Wiki
Trading - Minecraft Wiki
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Contents [ hide ]
The current trading menu in Java
Edition.
1. Mechanics
Recent Images
1.1. Economics
2. Non-trading villagers
2.1. Nitwit
3.6. Fisherman
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3.7. Fletcher
3.8. Leatherworker
3.9. Librarian
3.10. Mason
Villager Minecraft Wiki Enchanting
3.11. Shepherd
3.12. Toolsmith
3.13. Weaponsmith
4.6. Fisherman
4.7. Fletcher
Brewing
4.8. Leatherworker
4.9. Librarian
6. Notes
7. Achievements
8. Advancements
9. Video
10. History
11. Issues
12. Trivia
13. Gallery
14. References
Mechanics
Pressing 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 path]nding the entity was doing. If the entity takes damage while
trading, the trading menu closes.
All transactions involve emeralds. Villagers buy or sell goods for emeralds, and
wandering traders sell items for emeralds but do not buy items. Trading is the only
legitimate method of acquiring the globe banner pattern, woodland explorer maps,
and ocean explorer maps in Survival mode. It is also the only renewable way to obtain
bells, diamond gear (up until 1.20.1)[note 1], lapis lazuli[BE only], bottles o' enchanting,
glass, sand, red sand, coral blocks, and small dripleaves.
Villagers have ]ve 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 identi]ed: 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
new trades, along with keeping their old ones. Additionally, a villager receives a
Regeneration eFect, and becomes surrounded by pink particles for ten seconds.
2 Apprentice 10
3 Journeyman 70
4 Expert 150
5 Master 250
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-de]ned and ]nite set of oFers.
DiFerent 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 oFered, 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 oFered trades.
Villagers run out of stock after a certain number of trades, the exact number is
diFerent for each item and referenced in the tables below. When villagers work at
their job site blocks, they activate their oFers again, up to twice per day. When an
oFer is disabled, a red "X" appears in the trading interface, and the villager displays
the same particle eFect as an oFer being created.
Economics
In Java Edition, villagers can have a maximum of 10
trades. Each level unlocks a maximum of two new
trades. If a level can pull from more than two trades,
the two oFered trades are chosen randomly from the
set.
The price of an item rises and falls depending on three factors. Items with a high
price multiplier (0.2) are aFected by these changes more than items with a low
multiplier (0.05). All price kuctuations aFect only the ]rst 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 ]rst 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 oFer a higher-priced trade for a single item while other
items are cheaper. Trades that have a price multiplier of 0 are not aFected by
demand.
The second way to aFect prices is the Hero of the Village eFect, which temporarily
reduces prices for the aFected player depending on the level of the eFect.
Finally, players get personal discounts or ]nes 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, a player must splash it with a
splash potion or an arrow of Weakness and then feed it a golden apple. The
permanent discount is capped at one cure, while the temporary discount is capped at
8 cures. In Java Edition, players can also gain negative reputation by hitting or killing
villagers, and positive reputation by trading.
Non-trading villagers
If the player attempts to trade with a non-trading villager in Java Edition, they grunt
and shake their head.
Nitwit
Nitwits are green-coated villagers. They cannot gain a profession.
A nitwit
shaking its
head.
Unemployed villager
Villagers without a job overlay cannot trade. They only wear their biome
out]ts. 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 An
unemploye
to lose its profession, but that does not aFect the player's popularity in
d villager
the village. shaking its
head.
The villager pictured on the right is from the plains biome. To see villager professions
dressed for other biomes, see Villagers § Professions.
Starting from Novice, at each level two more trades become available, unless there is
only one trade within that level. If there are more than two possible trades, two are
randomly selected.
Armorer
Job site block: Blast Furnace
Armorer
Trades
Default Price XP to
Item wanted Item given Quantity until
quantity multiplier villager
disabled
16
Coal 15 0.05 Emerald 1 2
trades
12
Emerald 5 0.2 Iron Helmet 1 1
trades
12
Emerald 9 0.2 Iron Chestplate 1 1
trades
12
Emerald 7 0.2 Iron Leggings 1 1
trades
12
Emerald 4 0.2 Iron Boots 1 1
trades
12
Iron Ingot 4 0.05 Emerald 1 10
trades
12
Emerald 36 0.2 Bell 1 5
trades
12
Emerald 3 0.2 Chainmail Leggings 1 5
trades
12
Emerald 1 0.2 Chainmail Boots 1 5
trades
12
Lava Bucket 1 0.05 Emerald 1 20
trades
12
Diamond 1 0.05 Emerald 1 20
trades
12
Emerald 1 0.2 Chainmail Helmet 1 10
trades
12
Emerald 4 0.2 Chainmail Chestplate 1 10
trades
12
Emerald 5 0.2 Shield 1 10
trades
Enchanted[note 2]
Emerald 19–33 0.2 1 3 trades 15
Diamond Leggings
Enchanted[note 2]
Emerald 13–27 0.2 1 3 trades 15
Diamond Boots
Enchanted[note 2]
Emerald 13–27 0.2 1 3 trades 30[note 3]
Diamond Helmet
Enchanted[note 2]
Emerald 21–35 0.2 1 3 trades 30[note 3]
Diamond Chestplate
Butcher
Job site block: Smoker
Butcher
Default Price
Level Item wanted Item given Quantity
quantity multiplier
Cartographer
Job site block: Cartography Table
Cartograph
er
Default Price
Level Item wanted Item given
quantity multiplier
Expert
Emerald 3 0.05
Any color blank Banner[note 5]
Cleric
Job site block: Brewing Stand
Cleric
Default Price
Level Item wanted Item given Quantity
quantity multiplier
Farmer
Job site block: Composter
Farmer
Suspicious Stew
Emerald 1 0.05 5 seconds of 1
Night Vision
Suspicious Stew
Emerald 1 0.05 8 seconds of 1
Jump Boost
Suspicious Stew
Expert Emerald 1 0.05 7 seconds of 1
Weakness
Suspicious Stew
Emerald 1 0.05 6 seconds of 1
Blindness
Suspicious Stew
Emerald 1 0.05 1
14 seconds of Poison
Suspicious Stew
Emerald 1 0.05 0.35 seconds of 1
Saturation
Fisherman
Job site block: Barrel
Fisherman
Default Price
Level Item wanted Item given Quantity
quantity multiplier
Novice
Emerald 1
0.05 Cooked Cod 6
Raw Cod 6
Emerald 1
Apprentice 0.05 Cooked Salmon 6
Raw Salmon 6
Master
One of 5 1 0.05 Emerald 1
Boat[note 6]
Fletcher
Job site block: Fletching Table
Fletcher
Default Price
Level Item wanted Item given Quantity
quantity multiplier
Emerald 1
0.05 Flint 10
Gravel 10
Enchanted[note 2]
Emerald 8–22 0.05 1
Crossbow
Master
Emerald 2
0.05 5
Arrow 5
Tipped
Arrow[note 7]
Leatherworker
Job site block: Cauldron
Leatherwo
rker
Default Price
Level Item wanted Item given Quantity
quantity multiplier