Zombie Minecraft Wiki
Zombie
Zombies are common enemy mobs and cannot be harmed in close combat.
Contents
- 1 Spa
- 1. Natural products
- 1. 2 Siege
- 1. 3 Monster Spavner
- 1. 4 Hats
- 2. 1 Turnip zombie
- 2. 1 behavior
- 3. 1 Normal drop
- 3. 2 Rare items
- 3. 3 Stolen equipment
- 3. 4 Natural equipment
- 3. 5 Experience
- 4. 1 Player attack
- 4. 2 Turtle attack
- 4. 3 Helpful mob attack
- 4. 4 Villager attack
- 4. 5 Erroneous merchant attack
- 4. 6 Daytime burning
- 4. 7 Undead
- 4. 8 Object selection
- 4. 9 Hacking doors
- 4. 10 Reinforcements
- 4. 11 Drowning
- 6. 1 Identifier
- 6. 2 Entity data
- 13. 1 Render
- 13. 1. 1 Baby zombie
- 13. 1. 2 Armor
- 13. 1. 3 Hold Subject
Spawning [ ]
Natural generation [ ]
Zombies can spawn in groups of up to 4 on huge blocks in the overworld at light level 0, except in mushroom fields and deep dark biomes. All zombies spawned in abandoned biomes or open areas have a 80% [JE only]/70% [him only] chance to be replaced by husks. Zombies without husks or drowned zombies have a 5% chance to be reborn as zombie cells.
Zombies have a 5% chance to be born as babies. Zhadroy Babies also have a 5% chance to be reborn as Chicken-Coat in Java.
All zombies (including babies) require 2 blocks of space.
Zombies are generated with a maximum of 5% impact resistance.
When using eggs to spawn zombies, zombie lumps will spawn.
Sieges [ ]
This feature is Java only. Basic Articles Zombie SiegeIf a player is next to a village at midnight, they can spawn up to 20 zombies, following the rules for Spavn Mobs. Spavn can also spawn in mushroom patch biomes if the spavn-generating player is in the neighboring biome. Zombies - Therians, Husks, and Drowned Men do not spawn in sieges.
Monster spawners [ ]
Zombies spawned from monster spawners do not become zombies in Java Edition, but can spawn from Zzubi monster spawners in Bedrock Edition. 50% of rooms with monsters will spawn zombies from monster spawners.
Husks [ ]
If a husk's head is submerged in water for more than 30 seconds, it will start transforming into a zombie and will receive a new UUIID essence. The husk will remain equipped on the zombie after transformation. [JE only] Zombies will transform into a drowned man if their head remains submerged in water.
Variants [ ]
Baby zombies [ ]
For Minecraft Dungeons mobs, see MCD: Baby Zombie.A zombie turnip riding a chicken.
Behavior [ ]
Cub zombies make up 5% of the total number of zombies. For example, they behave like normal zombies, but with the right differences:
- They are a lot more like normal zombies, but have the same good.
- The sound they make is higher than the sound effects of adult zombies.
- When dealing with zombie babies, they turn into zombie babies.
- Anything placed on their scales is miniaturized to their body volume.
- They have a chance to climb a slot with a volume of 1x1 blocks.
- When a player is killed by either of the tamed wolves, they identify 12 skill points in exchange for 5.
- Unlike most other mob-pins, they remain babies indefinitely and do not turn into adult zombies.
- The height caste is reduced.
In Bedrock Edition, 10% of naturally generated zombie babies have every chance to switch to a mob and turn into a Zhokey when he wants to attack. A mob-jockey who is saddened by a zombie minion adjusts the speed of his rider. In Bedrock Edition, Zombie Detten has a chance to ride horses:
- Adult Chicken
- Unarmed Ocelot
- Unarmed Cat
- Unarmed Wolf
- Adult Zombie
- Adult Enchanter
- Adult Zombie
- Adult Zombie - Pig
- Cow
- Adult Pig
- Sheep
- Adult Unarmed Horse
- Adult Unarmed Donkey
- Adult Unarmed Mule
- Adult Horse Skeleton
- Adult Horse Zombie
- Swarm of Flies
- Spiders that did not generate as mount jockeys
- Cave Spiders that did not generate as mount courts
- Panda
Zombie villagers [ ]
Basic Note: Zombie CellsZombie-Selians with a 5% ability are noticed in zombie space and also emerge from illegally killed zombies with every chance. When killing a zombie-cell, the chance of a villager reincarnating into a zombie-cell depends on the difficulty meaning.
When a group of easy Spavna cycle spawns a zombie, there is a 5% chance that they will generate their zombie-Sielian group [Bedrock Edition only] or the 1st zombie-Sielian [Java Edition only] in return.
If the image of a zombie destroys each village tenant, there is a chance that it will actually turn into a zombie-livinga of the village.
Complexity Chance Easy 0% Normal 50% Complexity 100% All village residents, dead zombies have a chance to turn into zombie-livinga with armor on normal or hard difficulty.
It is possible to cure zombie-livings (transforming into normal residents), first applying the effect of incapacity, and can be used with support:
- Potion of incapacity left by player, distributor, sorceress.
- Cloud of incapacity with the cloudy effect of love potion.
- Cloud of incapacity from howling explosion. [Java Edition only).
- Pointed arrow dipped in potion of incapacity.
Weakened zombie revivians must be healed with the support of golden apples (not enchanted).
Husks [ ]
Basic Notes: HaSkHuskies with 80% ability appear in desert trees in exchange for zombies. They rampage like normal zombies, but they trigger appetite for a certain number of seconds, and do not burn when exposed to sunlight.
Drowned [ ]
Basic Notes: DrowningDrowning mobs can be found in ocean ruins, rivers, most parts of the ocean, or when normal zombies are burned. They can swim and roam underwater as well as roam on land. Most drowned zombies use melee combat attacks, but some carry tridents and throw them while attacking.
Zombies who dive underwater wearing armor will continue to wear their armor when they turn into drowners, but will lose their tools and paraphernalia. [JE only].
Zombies who become drowned will either throw away everything they can carry or hold their ammo in an absolute fortress and hold where they need to go. [Solo].
Geared zombies [ ]
On Halloween day, zombies have all sorts of possibilities in carved pumpkins and lanterns [Java Edition only]. It does not drop when killed with loot aid.
Some zombies may be wearing armor or have tools that can be enchanted. Apart from this, zombies have a chance to be discovered with the ability to pick prey on the ground. The chances of these happening are listed below. Zombie Serans can still be discovered with armor, tools, or equipment. If a zombie is spotted with different armor, it is never compatible (i. e. all the pieces are made of the same material as the first). Zombies can never be born with unbranded armor.
Chance of zombies wearing or choosing armor at all difficulty levels
Easy Fine Heavy Can choose prey 0% 0% -55% [approximately 1] 6, 875% -55% [note 1 Armor 0% 0% -15% [note 1 1, 875% -15% [note 1 Armor enchantment [note 2 0% 0-50% [note 1] 6, 25% -50% [note 1 Weapon [note 3 1% 1% 5% Gun [note 2] enchantment 0% 0% -25% [note 1] 3, 125% -25% [note 1]. - ↑ ABCDEFHI - Meaning depends on the regional difficulty.
- ↑ Ab Enchanting corresponds to the Enking table for levels 5-22. note 1
- ↑ 1 ⁄3Chance of getting a metal sword, 2 ⁄ ☆13Chance of getting a metal kick.
If a zombie is wearing armor, chances to get a specific armor:
Java - Edition:
Chances to get all types of armor at all difficulties
Armor Light and normal Heavy Boots 100% 100% Boots and leggings 75% 90% Boots, leggings, badge 56, 25% 81% Full set 42, 19% 72, 9% Bedrock
Chances to get all types of armor at all difficulties
Armor Light and normal Heavy Helmet 100% 100% Helmet and breastplate 75% 90% Helmet, bib, leggings 56, 25% 81% Full set 42, 19% 72, 9% The probability that such a thing is made with a specific material is equal to the following probability:
Probability of all kinds of armor
Kind of armor Chance leather 37, 06% gold 48, 73% chain 12, 90% iron 1, 27% diamond 0, 04% Zombie armor is not damaged by most damage sources, which means that the player's scale does not have the ability to "down". The zombie helmet (not a pumpki n-like block) may be dismantled and broken if the zombies are sunny or when the gold floor and other fallen blocks fall into the zombie head. The zombies also have natural armor display 2 (), basically reducing damage from most sources by 1, 6 % to 8 %. Zombies still have the chance to wear mob's head, but zombies must be reset to the player.
Drops [ ]
Common drops [ ]
After the zombie dies, throw it into 2Putrefields. The largest discharge increases by one depending on the level of the loot, and increases from 0 to 5 by the loot III. When the charged Cryper kills the zombie, the zombie still drops his head.
Rare drops [ ]
When killing the player or the tamed zombie wolf, one of the right items still has the ability to fall:
- 1 metal ingot
- 1 carrot
- One potato (killing with fire becomes a french fries)
The probability that this item will fall is 2, 5 %, and the rate is 1 %. Each item drops with an appropriate probability:
- 5 ⁄600(Approximately 0, 83%)
- 7 ⁄600(1, 17%) When looted
- 9 ⁄600(1, 5%) In the case of looting II
- 11 ⁄600(Approximately 1, 83%) III when looted
Taken equipment [ ]
Each selected ammunition drops with a 100 % probability and fails without damage configuration.
Naturally-spawned equipment [ ]
The zombies with 8 or 5 % of the possibilities will naturally leave ammunition and discard them with any fortress. Each level of loot is 1 % (loot III and 11, 5 %), which increases this chance. Includes these topics:
- Iron arbitration (may be enchanted)
- Iron knife (sometimes enchanted)
- Random armor (may be enchanted by leather, gold, chain dust, iron, and diamonds).
Experience [ ]
The zombies seen during the kill select 1-3 additional skills. Five mature zombies, 12 childish zombies, separate when killed by a player or a wolf.
Behavior [ ]
Attacking the player [ ]
The zombie hunt players while swinging their hands from the distance of 35 blocks in the Java version and the Bedrock version in the Bedrock version. [JE only] If the zombie head is attached to the player, the zombie discovery range will be reduced to 50 % (17, 5 blocks). When the zombie sees the players and the villagers together, they want to attack the player first. The zombies, who are already hunting villagers, continue to make villagers until the player attacks, even when the player is nearby. The zombie occasionally makes a wak e-up voice to 16 blocks. The zombies ignore obstacles, cover traps, flames, lava, magma blocks, and cacti to find the shortest route to players. [1] Unlike skeletons, zombies do not try to avoid attacks, and continue to follow the player even if they are attacked.
Attacking turtles [ ]
The zombie attacks the turtle, actively searches for the turtle eggs within the range of 24 blocks and three blocks, and jumps on the turtle eggs until it breaks and breaks.
Attacking utility mobs [ ]
The zombies chase the desired golem mob in 42 blocks and attack. Steel Golem and Snowgolem attack zombies without provocation, but Snowgolem only damages zombies on snowballs.
Attacking villagers [ ]
The zombie is a radius of 35-52, 5 blocks (depending on the difficulty of the region), or hunt the residents in the 1 6-block [Bedrock Edition only], but there is a chance to see residents over the walls. When zombies attack the villagers and see the players, they interrupt the attack on the villagers and attack the player instead. If zombies attack the villagers, they ignore other villagers and players until the zombie is attacked or the zombie is attacked.
Each zombie has the ability to make the villagers a zombie villager. The possibility depends on the difficulty level:
- Peaceful (no zombie is born) and the probability of light is 0 %.
- 50 % possibility in normal
- Heavy can be 100 %.
Attacking wandering traders [ ]
The zombie can chase a nomader trader within a radius of 35 blocks and see the traders over the wall. Zombies target the traders unless they are attacked, killed zombies and targets, placed outside the range, or the traders have an invisible status effect.
The zombie breaks the wooden oak door. Only the upper half of the door can be destroyed by zombies, and the bottom cannot be destroyed.
Burning under daylight [ ]
If the sun is on a hill 15 degrees above the territory, the zombie will burn under the effects of direct sunlight. Burns are suppressed if the zombie is:
- In the shade: 11 degrees or less (including 14 degrees, a 1-block roof eaves will guarantee the necessary protection);
- In water;
- While wearing armor on the head (helmets take light loss, but may require a certain number of wears per day to wear perfectly).
- Under the effect of the "Fire Resistance" status.
- It is online. [2]
Transparent and translucent blocks covering glass and ice do not burn them [alone].
When attacking a burning creature, there is a (30 × regional complexity)% chance for a duration of 1 second (2 × regional complexity) to cause the creature to fall.
Undead [ ]
If the thorns are planted with enchanted scales while burning them, they have every chance to attack the attacking player only by damage from the thorns.
Picking up items [ ]
Zombies are mobs that are lame mobs that take losses from the Healing status effect, are healed from the Instant Damage status effect, and are not subject to Regeneration or Poison. Wintering does not attack zombies. The Smite spell works on zombies.
- Some zombies are ready to mechanically pick off any falling objects they encounter. Mob heads and pumpkin carvings are mechanically placed on the zombie's head. Zombies have a chance to uniform armor, guns, and tools. If a zombie encounters another similar object, it has the ability to slow down the previous one in favor of the fresh one:
- The new one is considered armor or a knife, but the expired one is not (e. g. zombies love sheets on kirkhams and helmets, and carve pumpkins),
- Both items are considered armor/swords, and the fresh one does more damage than all the others (reducing good losses in the case of armor, or causing good losses in the case of swords),
- Both items are armor or swords with similar reduction or damage, but the new item has an NBT-tag but not for a long time, or the new one gets more damage than the expired one or it
Both items are bows, and the new one has an NBT-tag but the expired one does not.
Items left by mobs to trade for another do not have all chances to be picked by players or mobs towards 10 game characters (excluding delay, 0, 5 seconds), but have all chances to be picked by coats.
Zombies with picked ones do not get deposited, if they are just forgotten, just like registered characters.
On hard difficulty, zombies have a chance to pick things.
Breaking doors [ ]
The selected item, of course, does not bring more skill to the zombie during the kill, with the difference being sleep equipment.
Up to 10 % of zombies (due to local complexity) knock the closed wooden door, and they can break them with hard (and hardcore) difficulty. If you are unpleasant, the door will break but will not break.
The zombie breaks the door and chooses a different path.
Reinforcements [ ]
This feature is Java only.This function is unique to the Java version.
In all difficulty levels, mob's zombies (including chaf, drowning, zombiebell [3]) are in the center of the attacked zombies in the range from 67 × 21 × 67 to 111 × 21 × 111 [n 1]. All zombies are attacked.
The difficulty of the hard zombie has any chance to generate additional zombies for the "help" that deals. Each zombie includes a statistical "chance to call reinforcements" within a 0-10 % range, and the "leader" zombie (0-5 % depending on the local complexity) is 50-75 % points. Receive the prize money. The zombie is damaged by a creature or when it is damaged when hovering it, the SPAVN space where up to 50 is located on the block (0 or ± 7-40 blocks along all three axes). The hard top is completed by increasing the selection, the degree of lighting contains zero, which does not include a player within the 7-block restriction, does not encounter creatures or blocks, and spell reinforcements on it. Is possible. As a collapsed zombie, for example, a fresh zombie warns infinite products of zombies in this methodology, effectively, "a chance to call reinforcements" to receive 5-percentage penalties on their indicators. Zombie-reinforcements can be noticed in a space where zombies may naturally occur, for example, mushroom fields, edges and internal organs [4], but other items, for example, red-knap dust and pressure plate are placed. There is no possibility that you will be noticed in the blocks you are.
These effects are that after deciding that zombies may have the minimum hit, for example, to use a loss from, for example, cactus or lav a-like environment, or to completely avoid them. You can convert it so that you do nothing. In other words, if zombie-moving is capable, there is a chance to produce reinforcements. Apart from this, if the DOMOBSPAWNNING game rule is set to False, reinforcements, including the difficulty level, are generally found.
The zombie leader spins a zombie image, and reinforcements appear with a 50-75 % chance. The possibility of a zombie leader appears with the appearance of regional difficulty, up to 5 %.
Becoming drowned [ ]
Augmented zombies spawn regardless of the number of aggressive mobs. They also spawn in the northwest corner of the designated block, not in the center of the block like naturally spawning mobs. [5] Zombies spawned as reinforcements are less likely to be zombie villagers, but are more likely to be infants, such as chicken jockeys.
A shellfish suffocating in water becomes a zombie.
A zombie drowning in water becomes a drowned person.
When a zombie's head is submerged in water for 30 seconds, it starts to turn into a drowned person. The zombie trembles as if it was healed, and turns into a drowned person after 15 seconds. Once this process begins, it cannot be interrupted, even if the zombie leaves the water. During this time, the spell "breath" and the status effect "water breathing" are unaffected.
However, the converted drowned person always feels completely fine, even if it was converted from a crazed zombie.
Any items a zombie is holding when it drowns have a 100% drop rate, regardless of whether they were picked up or naturally occurring, including naturally occurring items dropped at absolute strength [BE only].
Only normal zombies can drown and freeze to death, zombified villagers and zombified piglins have no chance of turning into zombies. [6] However, husks turn into zombies when they drown, and those zombies turn into drowned people like normal zombies.
Sounds [ ]
Worms that turn into zombies retain their absolute health, even if drowned worms take damage.
Java Edition: Zombies uses the Hostile Creatures audio category for essence-based audio events. Sound Subtitle Source Description Source Location Translation Key Volume Steps Decline Distance https://minecraft. fandom. com/wiki/File:Zombie_idle1. ogg https://minecraft. fandom. com/wiki/File:Zombie_idle2. ogg https://minecraft. fandom. com/wiki/File:Zombie_idle3. ogg Zombie Moans Hostile Creatures Accidental Entity . Zombie . Ambient 1.0 Subtitles . Entity . Zombie . Ambient 16 0, 8-1, 2 (children: 1, 3-1, 7) https://minecraft. fandom. com/wiki/File:Zombie_hit_wood1. ogg https://minecraft. fandom. com/wiki/File:Zombie_hit_wood2. ogg https://minecraft. fandom. com/wiki/File:Zombie_hit_wood3. ogg https://minecraft. fandom. com/wiki/File:Zombie_hit_wood4. ogg Zombie Moans Hostile creatures When a zombie breaks a wooden door Substance . Zombie . attack_wooden_door 2.0 Subtitles . Substance . Zombie . attack_wooden_door 16 0, 8-1, 2 https: // minecraft. com/wiki/file: zombie_hit_metal1. Ogg https: // minecraft. // Minecraft. Com/Wiki/File: zombie_hit_metal3. Ogg The block is broken [Sound 1] no Unused sound event [Sound 2] Essence is zombie The block is broken [Sound 1] The block is broken [Sound 1] The block is broken [Sound 1] no https: // minecraft. Fandom. com/wiki/file: zombie_breaks_door. Ogg Zombie Moans Hostile creature When zombies break the wooden door Entitity. Zombie. Destroy a wooden door 2.0 Subtitles . Substance . Zombie . attack_wooden_door 16 0. 8-1. 2 https: // minecraft. com/wiki/file: zombie_convert_drowned1. Ogg https: // minecraft. Uned2. Ogg htt ps: // minecraft. Fandom. com/wiki/file: zombie_convert_to_drowned3 . Zombie Moans Hostile creature When a zombie turns into a man who drowned Entiti. Convert to a drowned person 2.0 Subtitles . Substance . Zombie . attack_wooden_door 16 0. 8-1. 2 https: // minecraft. Fandom. com/wiki/file: zombie_death. Ogg Zombie Moans A hostile creature When zombies die The essence is zombie 1.0 Subtitles . Entity . Zombie . Ambient 16 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. Fandom. com/wiki/file: zombie_hurt1. Ogg https: // minecraft. Fandom. com/wiki/file: zombie_hurt2. Ogg Zombie Moans Hostile creature When the zombies are damaged Entity. Zombie. 1.0 Subtitles . Entity . Zombie . Ambient 16 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. com/wiki/file: turtle_egg_jump1. Ogg https: // minecraft. Fandom. com/wiki/file Craft. Ogg https: // Minecraft. Fandom. com. com /wiki/file: turtle_egg_jump4. Ogg Zombie Moans A hostile creature When a zombie jumps into a turtle Entiti. Destruction_ egg 0.5 Subtitle. Zombie. Destroy_ Egg 16 0. 9-1. 1 https: // minecraft. Fandom. com/wiki/file: zombie_infect. Ogg Zombie Moans Hostile creature When zombies infect the residents of the village Entiti Zombie. Infection 2.0 Subtitles . Substance . Zombie . attack_wooden_door 16 0. 8-1. 2 https: // minecraft. com/wiki/file: zombie_step1. Ogg https: // minecraft. Fandom. com/wiki/file Fandom. Com/Wi Ki/File: Zombie_step3 . Zombie Moans Hostile creature Zombie walks Essence. Subtitle. Block 1.0 16 - 0, 15
- ↑ ABMC-226770
Java Edition: Zombies uses the Hostile Creatures audio category for essence-based audio events. Subtitle Source Description Translation Key Volume Decline Distance Zombie Moans Hostile Creatures Casual 1.0 Subtitles . Entity . Zombie . Ambient 0, 8-1, 2 (children: 1, 3-1, 7) Zombie Moans Hostile creatures When a zombie breaks a wooden door 1.0 1.0 no Zombie Moans Hostile creature When a zombie breaks a wooden door 1.0 1.0 0. 8-1. 2 Zombie Moans Hostile creatures When a zombie turns into a man who drowned 1.0 1.0 The block is broken [Sound 1] The block is broken [Sound 1] Hostile creatures Unused sound event Mob. Zombie. Convert to brown 1. 0-2. 0 0. 8-1. 2 Zombie Moans A hostile creature When a zombie dies 1.0 Subtitles . Entity . Zombie . Ambient 0. 8-1. 2 (Child: 1, 3-1. 7) Zombie Moans Hostile creature When a zombie takes damage 1.0 Subtitles . Entity . Zombie . Ambient 0. 8-1. 2 (Child: 1, 3-1. 7) https://minecraft. fandom. com/wiki/file:turtle_egg_jump1. ogg https://minecraft. fandom. com/wiki/file:turtle_egg_jump2. ogg https: // mincraft. ogg https://minecraft. fandom. com/wiki/file:turtle_egg_jump4. ogg A hostile creature Call of Duty Сириии Сириии Сириии 0.5 Value 0. 8-1. 2 Zombie Moans Hostile creature Zombie is Mob. 0, 45 Data values [ ]
ID [ ]
1. 0 (child: 1. 5) Name Source Location Translation key Zombie Zombie Zombie Villager
Entity. minecraft.
Contents
- 1 Spa
- 1 Generation
- 2. 1 Turnip zombie
- 2. 1 Child zombie
- 2. 2 Armed zombie - Celian
- 2. 3 Farmer residents' options
- 3. 1 Naturally formed ammunition
- 3. 2 Skills
- 4. 1 Treatment
- 4. 2 Specification of Java version
- 6. 1 Identifier
- 6. 2 Entity data
- 6. 2 Data related to the essence
- 6. 2. 1 Image of tenant in the zombie village
- 13. 1 Render
- 13. 1 Rendering
Spawning [ ]
13. 1. 1 Halloween
An ordinary zombie seren with an enchantted steel knife.
If the image of a zombie destroys each village tenant, there is a chance that it will actually turn into a zombie-livinga of the village.
Complexity Chance Easy 0% Normal 50% Complexity 100% 100%
In the Jav a-version, the village zombi e-residents do not depot, and if they exchange them once with him until the player dies, he is all aggressive in the same way from all the other mobs. It is the number of mob. If the zombie Libbian chooses something, it remains from the number of mobs. Bedrock Edition does not change all zombies-residents.
Variants [ ]
Baby zombies [ ]
In each basement, along with Cleric, the needle is a normal zombie Ciel in the zombie Ciel (the rock version [1. 20. 30], and the Java version in the near future [Be BE: 1. 20. 30] Cleric. It can be seen as a zombie). They change into leather thanks to the workspace (taiga). They are generated as part of the abandoned village. Zombies generated with both structures do not fall naturally.
There is a chance to change the zombies on all mobs.
- Bab-Zombie distinguishes 5 % of zombies-debine binding spaces. Their huge heads are in contrast to ordinary babies. They act like a normal zombie, for example, there is a correct difference:
- They are 30 % instead of ordinary zombies, but one of them has the same evidence, like ordinary zombies. This prepares zombies that are not safer than big brothers.
- The sound they make is higher than the sound effects of adult zombies.
- In the Java version, zombie babies have the chance to be born with a chicken coat.
- Adult Chicken
- Unarmed Ocelot
- Unarmed Cat
- Unarmed Wolf
- Adult Zombie
- Adult Enchanter
- Adult shell
- Adult Zombie - Pig
- Cow
- Adult Pig
- Sheep
- Adult Unarmed Horse
- Adult Unarmed Donkey
- Adult Unarmed Mule
- Adult Horse Skeleton
- Adult Horse Zombie
- Swarm of Flies
- Spiders that did not generate as mount jockeys
- Cave Spiders that did not generate as mount courts
- Panda
Pandas
Armed zombie villagers [ ]
Baby zombies have the same chance of being infected as adult zombies when a zombie kills a baby. Zombie babies are also born naturally, but the overall chance (5% villager x 5% baby) is low, at 0. 25% (or 1 in 400) of newly born zombies.
- Besides skeletons and normal zombies, there are also zombie villagers that can pick up dropped items. These zombies automatically pick up and carry any item (except lanterns [Java Edition only], mob heads, and pumpkins, which are attached to their heads), and use any armor, weapon, or tool. If they come across a similar item, they pick it up and discard the previous one:
- If the new item is armor or sword and the old item is not (e. g. zombie villagers prefer swords to picks and helmets to pumpkins),
- If both items are armor or sword and the new item does more damage (armor reduces damage and sword deals damage),
- If both items are armor/sword with the same damage reduction/effect but the new item has an NBT tag and the old item doesn't, or the new item takes more damage than the old item.
Both items are bows, and the new one has an NBT-tag but the expired one does not.
Items dropped by mobs in exchange for another item cannot be picked up by the player or mobs within 10 game ticks (excluding 0, 5 seconds and delay), but they can be picked up by jumpers.
Armor worn by zombie villagers is not damaged by most damage sources, so it does not "wear out" in the same way as player armor. Zombie villager helmets (not pumpkin-like blocks) can wear down and break if the zombie villager is exposed to sunlight or if an anvil or other falling block falls on their head. Zombie villagers also have natural armor 2 ( ), which gives 1, 6-8% damage reduction in most sources.
Some zombies that can pick up items are born with them, and these items can also be enchanted. The chances of this happening can be seen below. If a hillbilly zombie spawns with multiple armor pieces, the armor pieces are never compatible (i. e. all parts are made of the same material).
Easy Fine Heavy Difficult 0% 0% -55% [approximately 1] 6, 875% -55% [note 1 Armor 0% 0% -15% [note 1 1, 875% -15% [note 1 1, 875%-15% [note 1] 0% 0-50% [note 1] 6, 25% -50% [note 1 Weapon [note 3 1% 1% 5% Weapons [Note 3 0% 0% -25% [note 1] 3, 125% -25% [note 1]. - ↑ ABCDEFHI - Meaning depends on the regional difficulty.
- ↑ Ab Enchanting corresponds to the Enking table for levels 5-22. note 1
- ↑ 1 ⁄3Chance of getting a metal sword, 2 ⁄ ☆13Chance of getting a metal kick.
If a zombie is wearing armor, chances to get a specific armor:
Chances to get all types of armor at all difficulties
Armor Light and normal Heavy Helmet 100% 100% 100% 75% 90% 90% 56, 25% 81% Full set 42, 19% 72, 9% The probability that such a thing is made with a specific material is equal to the following probability:
Probability of all kinds of armor
Kind of armor Chance leather 37, 06% gold 48, 73% chain 12, 90% iron 1, 27% diamond 0, 04% 0, 04%
Villager variants [ ]
All zombies that have equipment (the items they have picked up are not counted) have 1-3 additional skills per item.
In the Java version [release soon: be 1. 20. 30], zombie villagers protect their personal biomes and occupations even after reincarnation as villagers. They still protect their profession. The following is a table showing the variations and workplaces required before zombie. Zombie villagers cannot work in the block work space. In Bedrock Edition, zombie villagers do not reflect their occupations, but after healing remains the same profession as before the zombie. They use the compatible biomes of unemployed residents.
The following is a table of blocks of all occupations and the workspace blocks required for each occupation: Occupation Workspace block Biome desert jungle Plain Savanna snow Wetlands Taiga N/A Unemployed [Note 1] Ganmiss Burned furnace butcher Smoker Map creator Drawing force mental Brewing standard Farmer punch Fisherman loop Fletcher Union Tanner boiler librarian teacher Brick craftsman Masonry N/A Idiot shepherd Rum Tool shop Blacksmith's power Ganmiss - Grindstone
Drops [ ]
↑ Bedrock Edition [Be 1. 20. 30 or later] uses all the natural zombie villagers with unemployed textures.
After death, the zombie villagers roll 0-2 rotten meat. The largest reset is one more than one loot, and it can be consumed up to 0-5 for the third loot.
- 1 ⁄120(Approximately 0, 83%)
- 7 ⁄600(1, 17%) When looted
- 9 ⁄600(about 1, 17%) and Plunder I
- 11 ⁄600(Approximately 1, 83%) III when looted
(1, 83%) in Plunder III
Naturally-spawned equipment [ ]
- Picked up ammo has a 100% chance to drop on death or subsequent recovery, and drops with the same damage as when picked up.
- Sliced Pumpkin [about 1]
- Jack-o'-Lantern [Java Edition only] [note 1]
- Iron Shovel
- Iron Knife
- Random Scale
- 8, 5% chance for zombie villagers to drop naturally made ammo (except Halloween pumpkins), dropping them with random strength. This chance increases by 1% for each degree of looting (11, 5% in Plunder III).
Experience [ ]
↑ ab During Halloween, zombie villagers only spawn with pumpkins and lanterns [Java Edition only].
Behavior [ ]
Adult zombie villagers receive 5 skills, plus an additional 1-3 skills for the last spawned ammo. Baby zombies have 12 skills.Basic Notes: Zombies § Behavior
Zombie villagers behave like normal zombies, but do not become drowned humans when submerged in water.
In Java Edition, zombies transformed from villagers keep their profession and tattered clothes. Naturally born (or spawned from eggs) zombie villagers have a random profession and cannot be saved by being cured. Instead, they become unemployed and have a chance to find a new profession if there is a workplace block nearby. Zombie villagers may also be noticed by the public as unemployed or NEETs. Zombie NEETs remain NEETs and are cured afterwards.
Curing [ ]
It is possible to cure zombie-livings (transforming into normal residents), first applying the effect of incapacity, and can be used with support:
- Potion of incapacity left by player, distributor, sorceress.
- Potion of incapacitation thrown by player, dispenser or sorceress.
- Cloud of incapacity from vine explosion [Java Edition only], or love potion.
- Arrows of incapacity.
Command/effect if cheats are integrated.
After this, use a golden zombie or liver with a golden apple (not enchantment) to recover. The zombies on the farm have begun to collapse, indicating that the healing process is actually ongoing. Apart from this, during the healing process, the helplessness is removed and turns into strength. After this, the internal setting timer starts and counts the continuous time until healing.
The time to start healing is counted in any unit between 2000 ticks (nominal, 100 seconds or 1m40c) in the rock version and 3600 to 6. 000 ticks (180 to 300 seconds, 3-5 minutes) in the Java version. Each TIC has a 1%probability, and the game actually finds healing accelerators. It is inspected each block in the end of the 9x9 × 9 cube, which has the center of the village of the village, for a rod or bed (both are in a separate direction). For each half (up to 14) discovered, a 30 % probability can reduce the circulation settings by one tic. In this way, although it is in the radius of the exposure, half of 14 birds and steel ingots will be an average of 4, 2 % reincarnation. [1]
In the healing process, zombie Rivivien behaves like a normal zombie, but actually receives power (with power that does not depend on the value of complexity). Thus, Zombie Livivien is not safer than others during healing.
When healing is completed, Zombie Livivien is converted to a resident of the village and has the effect of "nausea" for 10 seconds (it does not affect the behavior of the village residents). If he had what he picked up in his hand, this thing would be dropped (unless it was enchanted for the curse of the binding, he was killed in the village, even if the resident of the village was killed. It remains in the inventory, but does not walk and is not withdrawn). If the villager is a baby before reincarnation on the zombie, he will be the baby later. If anyone else trades with the player, he resumes the profession and transaction catalog. If he is unpleasant, he resumes his profession, but has the ability to replace it as soon as he finds the workspace block of other occupations.
A newly healing village resident will be discounted with his healing player if he has a special skill before becoming a zombie. This bonus is constant. If the residents of the village are treated more than once, the bonuses will increase and will continue to reach the minimum number of emeralds. The residents of the nearby village with healing residents also have this effect, but the bonus is the minimum.
Specific to Java Edition [ ]
- Zombie-Celia, who was busy with reincarnation, does not disappear even if the player is far away, but it disappears when the difficulty level is replaced, like other monsters.
- If the zombie-Celia is attracting attention as a niche or a niche flame until it is reincarnated to zombie-Celia, it will remain niche.
Specific to Bedrock Edition [ ]
- After healing the village tenant, the minor_pressive crankcase is distributed through the curved system of the village.
- Former Nitobito-Zombie is created by unemployed residents in the village, with the ability to gain a profession, and then cure.
- The residents of the village who had been unemployed before reincarnation in zombies had the chance to get a job immediately and get a profession.
- In addition, residents in the village in the 1 6-block of a cube, mainly salted tenants, provide a small discount in proportion to the number of healed residents (up to 10 people).
Sounds [ ]
Holding and restarting the world, like the jaw with the peasants of the farmers, the fact that the healing process ends immediately after the healing process. In this case, the conversion timer temporarily stops until the player returns.
Java Edition: Zombies uses the Hostile Creatures audio category for essence-based audio events. Sound Subtitle Source Description Source Location Translation Key Volume Steps Decay distance https: // minecraft. com/wiki/file: zombie_villager_idle1. Ogg https: // minecraft. Minecraftps: // Minecrafly ... Zombie Moans Hostile Creatures Accidentally Entiti. Zombie_villager. Ambient 1.0 Subtitle. Entiti Zombie Ambient 16 0, 8-1, 2 (children: 1, 3-1, 7) https://minecraft. fandom. com/wiki/File:Zombie_hit_wood1. ogg https://minecraft. fandom. com/wiki/File:Zombie_hit_wood2. ogg https://minecraft. fandom. com/wiki/File:Zombie_hit_wood3. ogg https://minecraft. fandom. com/wiki/File:Zombie_hit_wood4. ogg Zombie Moans Hostile creature When a zombie breaks a wooden door Substance . Zombie . attack_wooden_door 2.0 Subtitles . Substance . Zombie . attack_wooden_door 16 0, 8-1, 2 https: // minecraft. com/wiki/file: zombie_hit_metal1. Ogg https: // minecraft. // Minecraft. Com/Wiki/File: zombie_hit_metal3. Ogg The block is broken [Sound 1] no Unused sound event [Sound 2] Essence is zombie The block is broken [Sound 1] The block is broken [Sound 1] The block is broken [Sound 1] no https: // minecraft. Fandom. com/wiki/file: zombie_breaks_door. Ogg Zombie Moans Hostile creature When zombies break the wooden door Entitity. Zombie. Destroy a wooden door 2.0 Subtitles . Substance . Zombie . attack_wooden_door 16 0. 8-1. 2 https: // minecraft. Fandom. com/wiki/file: zombie_remedy. Ogg Zombie Moans Hostile creature When Zombie Cerian begins to recover Entitity. Zombie_villager. Treatment Mob. Zombie. Convert to brown 1. 0-2. 0 16 0. 3-1. 0 https: // minecraft. Fandom. com/wiki/file: zombie_unfect. Ogg Zombie Moans Hostile creature Коathда зом --............................................................... Entity. Zombie_villager. Converted 2.0 Subtitles . Substance . Zombie . attack_wooden_door 16 0. 8-1. 2 https: // minecraft. Fandom. com/wiki/file: zombie_villager_death. Ogg Zombie Moans Hostile creature When zombies die Entiti. Zombie_villager. 1.0 Subtitle. Entiti Zombie Ambient 16 0. 8-1. 2 (Child: 1, 8-2. 2) https://minecraft. fandom. com/wiki/file:zombie_villager_hurt1. ogg https://minecraft. fandom. com/wiki/file:zombie_villager_hurt2. ogg Zombie Moans Hostile creature When the zombies are damaged Entiti. Zombie_villager. 1.0 Subtitle. Entiti Zombie Ambient 16 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. com/wiki/file: turtle_egg_jump1. Ogg https: // minecraft. Fandom. com/wiki/file Craft. Ogg https: // Minecraft. Fandom. com. com /wiki/file: turtle_egg_jump4. Ogg Zombie Moans Hostile creature When a zombie jumps into a turtle Entiti. Destruction_ egg 0.5 Subtitle. Zombie. Destroy_ Egg 16 0. 8-1. 2 https: // minecraft. com/wiki/file: zombie_step1. Ogg https: // minecraft. Fandom. com/wiki/file Fandom. Com/Wi Ki/File: Zombie_step3 . Zombie Moans Hostile creature Under zombieiraf Entiti. Zombie_villager. Step Subtitle. Block 1.0 16 Java Edition: Zombies uses the Hostile Creatures audio category for essence-based audio events. Subtitle Source Description Translation Key Volume Decay distance Zombie Moans Hostile Creatures Accidentally 1.0 Subtitles . Entity . Zombie . Ambient 0, 8-1, 2 (children: 1, 3-1, 7) Zombie Moans Hostile creature When a zombie breaks a wooden door 1.0 1.0 no Zombie Moans Hostile creature When a zombie breaks a wooden door 1.0 1.0 0. 8-1. 2 Zombie Moans Hostile creature If Zombie Rivian begins to recover Mob. Zombie. Convert to brown 1. 0-2. 0 0. 3-1. 0 Zombie Moans Hostile creature Zombie-When the Farmer completes healing Mob. Zombie. Convert to brown 1. 0-2. 0 0. 8-1. 2 Zombie Moans Hostile creature When the zombie dies dies 1.0 Subtitles . Entity . Zombie . Ambient 0. 8-1. 2 (Child: 1, 8-2. 2) Zombie Moans Hostile creature Zombie 1.0 Subtitles . Entity . Zombie . Ambient 0. 8-1. 2 Zombie Moans Hostile creature Zombie is Mob. 0, 45 Data values [ ]
ID [ ]
1. 0 (child: 1. 5) Name Source Location Translation key Zombiesel Zombie vilege 1. 0 (child: 1. 5) Name identifier Source Location Translation key Zombiesel 44 Zombie villagers Entity Zombie_villager. Name Zombie villagers (new) 116 Zombie Village Entity data [ ]
entity. name
Essence data containing all kinds of qualities related to zombies.- Basic information: Essence format
- Data is given
- Joint with all the entities
- Common to all tags
- Unlike all tags
- Joint of all tags zombies
- Reincarnation time: -1, if you are not reincarnated on the farm, the number of ticks to reincarnation on the farm will be positive. The playback effect is similar to this.
Zombie villager type
Conversion player: Wide-player who has begun to treat zombies is saved under the name INT4.Zombie villager profession
Basic note: Zombie Cierian/DVAchievements [ ]
Basic note: zombie villagers/dv2 icon performance Game content Actual request (if different) Acquisition time Trofa - Image - (PS4) PS4 Other Monster Volunteer Attack and kill a monster. Kill the first aggressive mob or neutral mob on the right (enderman, keggin, zombie keggin, spider, cave spider). 15 g Bronze Zombie Deter Hire a zombie-tenant in the village. Throw a potion of incapacity at the zombie-farmer and give him a golden apple (stand on the zombie, hold the golden apple in your hand and press the "use" button). gold Advancements [ ]
Basic note: zombie villagers/dv2 Icon performance Game description Game content Actual request (if different) Bronze Zombie Deter Release and heal the village Zabi tenant Need to dig into Use a golden apple on zombie-Ciel with the "Weaken" effect. Promotion is obtained when zombie-Ciel reincarnates into a village tenant. In this IRG E-multiplayer, only players who feed him the golden apple will receive promotion. story/healed_zombie_villager adventure — adventure, research, fight kill all creatures or at least be killed by all creatures. Other volunteer for monsters kill all aggressive monsters adventure Video [ ]
kill the 1st mob with stat 34History [ ]
note: zombie-rivers-of-villages have new textures and sounds, just like villages and loot. java edition 1. 4. 2 12W32A added zombie-selian. added zombies. 5% of spawned zombies are zombie-selian natives, now rural natives get sick when killing zombies. Infecting farmer children will produce rather simple zombie children, who do not age. zombie-selian natives have a good chance of being cured by potion of incapacity, if applied to a golden apple. 12W34A 2 new rare drops - carrots and potatoes now fall with zombie-selian. 12W34B Zombie dwellers now have every chance to choose a uniform and have items dropped. [2] [3] When killing zombie-cells they now throw whatever they are holding in their hands. Zombie-levers now have every chance to remove any afflictions in sunlight if they are wearing a helmet or pumpkin. [4] 12W37A 1.5 On Halloween - zombies now have every chance to be seen wearing a pumpkin or lantern. 13W03A When zombies burn the player and create a storm they now have every chance to attack. Zombie Selans now have every chance to summon other zombies from a nearby circle (radius depends on complexity) to attack the player, and zombie hordes will move closer to the Slean to deal next damage to zombies. Zombie Selans now take more damage if they have low health. 1. 6. 1 13W17A After taking damage, Zombie Selans now have a low chance to spawn more zombies. 13W21A Damage caused by zombie structures increases as welfare decreases. 13W23B Zombie-Seline's AI and mechanism have been changed. The zombie bride has a chance to identify players at a distance of up to 40 blocks. 1. 6. 2 On The child zombie has become noticeable among ordinary residents. The appearance rate of child zombies is the same as zombies. 1. 7. 2 13W36A Rut and skills have fallen from the zombies. 1. 7. 4 13W49A 1.8 Chicken zombie has been added-The rare version of Children Zombie. 14W11A Zombie-Celia climbs and runs away from the plants that are likely to explode. 14W30A When killing with Charge Zombie Krupur, the bushes of zombies began to fall. 1. 8. 1 PRE1 1.9 A simple zombie has no longer escaped from exploding plants. 15W32A When you set up a zombie flock player, the scope of the zombie Delevenceky's detection has become smaller. 15W33C The scope of the zombie-Celian residents, whose players are wearing zombie heads, have been adjusted to draw 37, 5 % of the normal range. 15W34A Zombie Survivor is currently receiving an attack like a survival test without guns. 15W35A Zombie-Celia's residents now guard their occupations and clothes, and their clothes include a torn exterior. Before this version, the zombie-Seria's body texture actually had the same texture as a simple zombie and Steve corpse. Zombie for children now protects his profession and clothes, including a small appearance. A new villager skilled tag is added to define zombies-Celia's occupations and treatments during treatment. 15W36A The range of zombies by the player wearing the zombie head was 50 % of the usual. 15W43A It is now possible to find the zombie priest in the underground needle. 1. 10 16W20A The "normal" zombie-cell in greenish clothes has been removed by this, and the type of fresh tag-zombie does not allow the villagers to invalid. 1. 8. 1 PRE1 The probability and effect time that zombies-FOAL-zombies ignite the task of bonfire have become dependent on the difficulty of wet regions. Zombie farmers in the abandoned village are no longer deposited. 1. 11 16W32A Egg spavna zombi e-brutal has been added. The identification of the zombies has been changed to Zombie, Zombie_villager, and Husk for the correct mob. The type of zombie, the ISVILLAGE R-tag has been deleted, a zombie_villager occupation tag has been added, and it is converted so that only Zombie_villager is used. Villagers wearing green clothing will now appear when the "Profession" tag is set to 5. The in-game name of zombie villagers has been changed to "Zombie Villager" instead of "Zombie". Zombie villagers no longer drop their zombie heads when killed by a charged creeper. Zombie villagers are no longer invisible to zombie spawners. [5] 16w32b Communal zombie villagers have been added. 16w39a Zombie villagers now have personal sounds. 1. 12 17w14a Added ConversionPlayerLeast and ConversionPlayerMost tags so that zombie villagers can apply the minecraft:cured_zombie_villager trigger and increase its value. 1. 13 18w07a Zombie villagers now intentionally stomp on turtle eggs and attack turtles. 18w10d Baby zombies can now tan. 1. 14 18w50a Zombie villagers now have fresh skin that matches their biome and profession.
Added zombie desert dwellers with the original texture for this biome. These zombie villagers can still be found in the Badlands biome. Added scrubland zombie villagers, with the original texture for this biome. Scrubland does not have a village, and as a result, these zombie villagers are only noticed after the player gains a village in scrubland. Added plains zombie villagers, with the original texture for this biome. Added savanna zombie villagers, with the original texture for this biome. Added snowy zombie villagers, with the original texture for snowy biomes. These zombie villagers spawn in all snowy biomes, and are spread across frozen rivers, frozen oceans (and their variations), and snowy beaches. Added swamp zombie villagers, with the original texture for this biome. However, swamps do not have villages, and as a result, these zombie villagers are only noticed after the player gains a village in the swamp. Added taiga zombie villagers, with the original texture for this biome. These zombie inhabitants can also be found in taiga and mountain biomes that have large trees. Zombie inhabitants have been added to the desert, rainforest, plains, savanna, snowy, swamp and taiga biomes. However, scrub and swamp biomes do not have villages, so these zombie inhabitants are only noticeable once the player enters a village in these biomes.
Added zombie desert dwellers, with original textures for this biome. These zombie villagers also spawn in the Badlands biome. Added tropical shrubland zombie dwellers, with original textures for this biome. However, there are no villages in tropical shrubland, so these zombie villagers will only be noticed after the player creates a village in tropical shrubland. Added plains zombie dwellers, with original textures for this biome. Added savanna zombie dwellers, with original textures for this biome. Added snowy zombie villagers, with original textures for snowy biomes. These zombie villagers will spawn in all snowy biomes, and will span frozen rivers, frozen oceans (and their variants), and snowy beaches. Added swamp zombie villagers, with original textures for this biome. However, there are no villages in swamps, so these zombie villagers will only be noticed after the player creates a village in the swamp. Added taiga zombie villagers, with original textures for this biome. These zombie villagers can also be found in taiga and mountain biomes that have large trees. Added zombie inhabitants to the desert, rainforest, plains, savanna, snowy, swamp and taiga biomes. However, there are no villages in the shrubland and swamp, so these zombie inhabitants will only be noticed after the player gets a village in these biomes.
Issues [ ]
Added zombie desert dwellers with the original texture for this biome. These zombie villagers also spawn in the Badlands biome.
Trivia [ ]
- Added shrubland zombie villagers with the original texture for this biome. However, there are no villages in the shrubland, so these zombie inhabitants will only be noticed after the player gets a village in the shrubland.
- Added plains zombie inhabitants with the original texture for this biome.
- Added savanna zombie inhabitants with the original texture for this biome.
- Added snowy zombie villagers with the original texture for the snowy biome. These zombie villagers spawn in all snowy biomes and spread across frozen rivers, frozen oceans (and their variations) and snowy beaches.
- Added swamp zombie villagers with the original texture for this biome. However, since there are no villages in swamps, this zombie villager is only noticed after the player creates a village in the swamp. Added taiga zombie villager with the original texture for this biome. This zombie villager can also be found in taiga and mountain biomes with large trees.