Zombie


Info

Zombies are common, undead hostile mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of minecraft that come in many variants.

Videos

Naturally

In the Overworld The Overworld, as seen in an extreme hills and a forest biome The Overworld is the dimension in which all players begin their Minecraft journey. Contents 1 Creation 1.1 Seeds 2 Environment 2.1 Biomes 2.2 minecraft , zombies spawn in groups of 4 at a light level of 7 or less. In desert biomes, all zombies exposed to the sky will have an 80% chance to be replaced by husks, a zombie variant. Zombies that are not husks have a 5% chance to spawn as a zombie villager while all zombie variants also have a 5% chance to spawn as a baby zombie type. Baby zombies have an additional 5% chance of spawning as a chicken jockey Chicken Jockey Health points Baby Zombie: 20 () Chicken: 4 () Armor points Baby Zombie: 2 () Attack strength Chicken Jockey: Easy: 2 () Normal: 3 () Hard: 4 () Pigman Chicken Jockey: Easy: 5 () minecraft .

Sieges

If a player is in a village with at least 10 doors and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village regardless of light level or transparent blocks. It can happen in any biome, even if it is Mushroom Island.

Monster spawners

Zombies can spawn from monster spawners Monster Spawner Type Solid Block Requirements None Physics No Transparency Partial (doesn t block light) Luminance No (Small amount of light for Pocket Edition) Blast resistance 25 Hardness 5 Tool Renewable No Stackable Yes (64) Flammable minecraft inside dungeons Dungeon Biome Any Consists of Cobblestone Moss Stone Monster Spawner Chest Can generate post-generation No First appearances See history Dungeons are naturally generated structures that appear in the Overworld. Contents 1 Generation 2 Structure 2.1 minecraft .

Zombie villagers

A zombie villager farmer with an enchanted iron sword.
Zombie Infection! The disease is spreading! "Uuuuhh, ooohhh"...
The Pretty Scary Update See the 2012 Halloween update. For the 2010 Halloween update, see Halloween Update. Promotional image (released alongside the update) 1] The Pretty Scary Update is the name for Minecraft version 1.4.2, a minecraft promo poster

Zombie villagers comprise 5% of all spawned zombies (1% in desert, desert hills and desert M biomes A river bisecting a jungle biome. At the top right is a forest. A river running through a mesa biome with mesa plateaus, with a savanna biome in the bottom right. “ In case you minecraft , including husks Zombie Health points 20 () Armor points 2 () Attack strength Easy: 2 () Normal: 3 () Hard: 4 () Size Adult: Height: 1.95 Blocks Width: 0.6 Blocks Baby: Height: 0.975 Blocks Width: 0.3 Blocks Spawn minecraft ). They behave as ordinary zombies, but their character model`s head and face is reminiscent of that of a villager Villager Health points 20 () Size Adult: Height: 1.95 Blocks Width: 0.6 Blocks Baby: Height: 0.975 Blocks Width: 0.3 Blocks Spawn Village When a zombie villager is cured First appearances See History Drops None Experience minecraft , shaded with a darker green hue. Zombie villagers retain their professions and clothes (Zombie villagers won`t retain their professions and clothes in Console edition Console Edition Author(s) Mojang AB 4J Studios Platform(s) Written in C++ Latest version Xbox 360 - TU53 Xbox One - CU43 PS3 - 1.51 PS4 - 1.50 PSVita - 1.51 Wii U - Patch 23 minecraft ), which have a tattered appearance.

Zombie villagers can also result from zombie attacks on villagers. If any type of zombie kills a villager, there is a chance that the villager will transform into a zombie villager (100% on Hard difficulty, 50% on Normal, 0% on Easy).

Zombie villagers can be cured by using a golden apple Golden @@@#@@@Apple(apple.com)###@### Type Food Restores Golden AppleTechnology company 4 () Absorption (2:00) Regeneration II (0:05) Enchanted Golden AppleTechnology company 4 () Absorption IV (2:00) Regeneration II (0:20) Fire Resistance (5:00) Resistance (5:00) Cookable No Renewable Golden Apple minecraft on them while they are under the effects of Weakness "Healing" redirects here. For health, see health. Contents 1 Behavior 2 Summary of effects 3 List of effects 3.1 Absorption 3.2 Bad Luck 3.3 Blindness 3.4 Fire Resistance 3.5 Glowing 3.6 Haste 3.7 Health Boost minecraft , which can be applied using a splash potion of Weakness Splash Potion Type Potions Durability N/A Renewable Yes Stackable No First appearances See History Data value dec: 438 hex: 1B6 bin: 110110110 Name splash_potion See the throwable potions. For the throwable potions that leave a minecraft thrown by the player or a witch Witch Health points 26 ( × 13) Size Height: 1.95 Blocks Width: 0.6 Blocks Spawn Light level of 7 or less. When lightning strikes within 3-4 blocks of a villager. Inside Witch Huts. First appearances minecraft or a tipped arrow. A loud hissing sound will be heard if successful, and the zombie villager will begin to shudder. The curing process will take 2–5 minutes, during which time the zombie villager behaves as normal. While the zombie is being cured, it will have the Strength I effect in normal difficulty (or Strength II on hard difficulty), making it more important to isolate and restrain the zombie.

  • Cured villagers do not retain any trades they had before they became infected.
  • If the zombie villager is wearing any armor or wielding tools or weapons, those items disappear when the villager is cured.
  • During the curing process, it is often a good idea to keep the zombie villager away from any other zombies, because the other zombies will attack it after it is cured.
  • Conversion can be sped up by around 4% by surrounding the zombie villager with iron bars and/or bed blocks within a 9⃗9⃗9 cube centered on the zombie villager.

A zombie villager cannot be cured by switching from Easy, Normal or Hard difficulty to Peaceful; they will simply despawn like all other monsters.

Baby zombies

A baby zombie.
An armored baby zombie riding a chicken.

Baby zombies make up 5% of zombie spawns. They behave similar to regular zombies, with the following oddities:

Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers ℂₗ 5% babies) is very low at 0.25% of all newly spawned zombies. Baby husks can also spawn in warm biomes, as well as husk chicken jockeys.

Armed zombies

A zombie with full golden armor and rotten flesh as held item, considered as a melee weapon.

Along with skeletons Skeleton Health points 20 () Attack strength Bow: Easy: 1 () - 4 () Normal: 1 () - 4 () Hard: 1 () - 5 () Sword: Easy: 2 () Normal: 2 () Hard: 3 minecraft , some zombies are capable of picking up dropped items. These zombies will automatically hold any item they come across (except that jack o`lanterns Jack o Lantern Transparency Partial (blocks light) Luminance Yes, 15 Blast resistance 5 Tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data value dec: 91 hex: 5B bin: 1011011 Name lit_pumpkin “ Jack-o -lanterns: great looks, super powers. minecraft , mob heads Mob head Type Wearable items; Solid Block Physics No Transparency Yes Luminance No Blast resistance 5 Hardness 1 Tool Any tool Renewable Wither skeleton, skeleton, zombie, creeper Yes Player, Dragon No Stackable Yes (64) Flammable minecraft , and pumpkins Pumpkin Transparency Partial (blocks light) Luminance No Blast resistance 5 Tool Renewable Yes Stackable Yes (64) Flammable No Drops Itself Data value dec: 86 hex: 56 bin: 1010110 Name pumpkin See the pumpkin block. For minecraft will be worn on their heads), but if those items happen to be armor Armor Type Wearable items Durability See Durability Renewable Yes Stackable No Data values See Data values Name See Data values For the armor that can be worn by horses, see Horse Armor. Armor classes. From minecraft , weapons Weapons may refer to: Sword - A melee weapon that has a sweep attack. Bow - A ranged weapon that shoots arrows to deal damage. Arrow, Spectral Arrow and Tipped Arrow - Items that can , or tools, the zombie will use them. If they encounter another similar item, they will pick it up and drop their previous item:

Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.

Armor worn by zombies is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombies can wear away and break if the zombie is exposed to daylight or has an anvil or other falling block dropped on its head. Zombies also have a natural armor rating of 2(), which gives 4% damage reduction from most sources.

Some zombies which can pick up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. Zombie villagers can also spawn naturally with armor, weapons or tools. If a zombie spawns wearing multiple pieces of armor, the armor will never be mismatched (i.e. all pieces will be made of the same material).

Chances of zombies wearing or picking up armor, per difficulty
Easy Normal Hard
Can Pick Up Loot 0% 0%-55% 6.875%-55%
Armor 0% 0%-15% 1.875%-15%
Armor Enchantment 0% 0-50% 6.25%-50%
Weapon 1% 1% 5%
Weapon Enchantment 0% 0%-25% 3.125%-25%
  1. a b c d e f g h i Value is based on the regional difficulty.
  2. a b Enchantment is the same as on an enchantment table at level 5–22.
  3. 13 chance of an iron sword, 23 chance of an iron shovel

If a zombie does spawn with armor, the chances of specific armor are as follows:

Chances of different armor pieces, per difficulty
Armor Easy & Normal Hard
Helmet 100% 100%
Helmet & Chestplate 75% 90%
Helmet & Chestplate & Leggings 56.25% 81%
Full set 42.19% 72.9%

The chances of it being of a particular material are:

Chances of different armor types
Armor Type Chance
Leather 37.06%
Gold 48.73%
Chain 12.90%
Iron 1.27%
Diamond 0.04%

Any zombie that spawns with equipment (picked-up items don`t count) will give 1–3 extra experience points per item.

Husks

A husk.
A husk and baby variant.

80% of zombies spawned directly under the sky in desert, desert hills, and desert M biomes will be husks. Like normal zombies, there is a 5% chance for baby husks to be spawned, and an additional 5% chance to spawn as a chicken jockey.

They behave similar to regular zombies, with the following differences:

Drops

When killed, zombies drop 0⃢₀ₓ2 pieces of rotten flesh.

Zombies will rarely drop iron ingots, carrots, potatoes, and any naturally spawned equipment. Any picked-up equipment has 100% chance of dropping and will drop with the same damage level it had when picked up, while any naturally spawned equipment has a 8.5% (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) chance of dropping and will drop with a random durability.

A zombie will drop its head if killed by a charged creeper`s explosion.

Zombies drop 5 experience when killed by a player or tamed wolf, and an extra 1⃢₀ₓ3 experience if the zombie has equipment. If the zombie is a baby, it will drop an additional 7 experience.

Halloween

If a zombie wearing a pumpkin or jack o`lantern is killed using a weapon enchanted with Looting, there will be a chance equivalent to the level of Looting used to drop the pumpkin or jack o`lantern, up to a maximum of a 3% chance of a drop.

Attacking the player

Zombies can deal damage through closed doors.

Zombies spawn in groups of 4 and will pursue the player on sight from 40 blocks away, as opposed to 16 blocks in other hostile mobs. The detection range of zombies is reduced to half of their normal range (20 blocks) when the player is wearing a zombie mob head (except in the Console or Pocket Editions). Zombies will attempt to avoid obstacles, including sheer cliffs and lava, and will try to find the shortest path towards the player. Unlike skeletons, zombies do not try to avoid being hit, and continue to pursue the player even when being attacked. Zombies can sometimes deal damage through a closed door, as shown in the picture to the right. Like most mobs, zombies will always float on water, even if their target is below them.

Burning under daylight

At dawn, generally when the sun is 15 degrees or more above the ground (that is, when the moon can no longer be seen), most zombies will catch fire and burn once exposed to direct sunlight. They won`t burn:

  • if they`re in a sufficiently shaded area: a sunlight level of 11 or less;
  • if they`re in water;
  • if they`re caught in cobwebs;
  • If they`re standing in soul sand;
  • If they`re affected by Fire Resistance;
  • if they`re wearing head armor (but the armor will take damage);
  • if they`re either baby zombies or husks.

Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but will exit protective areas to chase a nearby player or villager.

If they attack an entity while burning, they may set it on fire, with a (30 ℂₗ regional difficulty)% chance, and with a 2 ℂₗ floor (regional difficulty) second duration. If wearing armor enchanted with Thorns while burning they may set players attacking them on fire with thorns damage alone.

Reactions to status effects

As zombies are undead mobs, they are harmed by the status effect Healing and healed by the status effect Harming. They are also unaffected by Regeneration and Poison.

Picking up items

A zombie holding an item it picked up will not despawn when left alone.

Attacking villagers

A zombie trying to break the door down instead of taking an alternative path.

Zombies will attack villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has focused on a villager, the zombie will ignore any other villagers and the player, until its target is dead or the zombie is attacked.

Breaking doors

Zombies in pursuit of a target will bang on closed wooden doors, and on Hard (and Hardcore) difficulty, up to 14.5% of them (depending on regional difficulty) can succeed in breaking them down. Else, the door will crack, but not break. Iron doors are always safe.

Attacking iron golems

Zombies will attack iron golems within 42 blocks.

Reinforcements

On all difficulty levels, damaged zombies will also call all other zombies within a 67⃗67⃗21 to 111⃗111⃗21 area centered on the attacked zombie to target the attacking player, like zombie pigmen.

On Hard difficulty, zombies can spawn additional zombies to “help” when damaged. Each zombie has a "likeliness to call reinforcements" statistic which ranges from 0–10%, and "leader" zombies (0–5% depending on regional difficulty) get a bonus of 50–75 percentage points to the stat. When the zombie is damaged by an entity or is damaged while targeting an entity, up to 50 attempts will be made to randomly choose a spawn location (0 or ₱7–40 blocks away in all three axes) that is above a block with a solid top surface, has light level 9 or lower, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. Both the damaged zombie and the new zombie will have a 5 percentage point penalty to their "likeliness to call reinforcement" stat, making it less likely that an infinite number of zombies will spawn.

These effects can be negated by killing the zombie in as few hits as possible, by using environmental damage such as cactus or lava, or by avoiding them completely.

Data values

See also: Chunk format

Zombies, zombie villagers and husks have entity data associated with them that contain various properties of the mob. Their entity IDs are zombie, zombie_villager and husk respectively.

Zombie

  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template

    • IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.

    • CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
Zombie villager

  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template

    • IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.

    • CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).

    • Profession: 0: farmer, 1: librarian, 2: priest, 3: blacksmith, 4: butcher, 5: nitwit (default value is 0).

    • ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.

    • ConversionPlayerLeast: Least significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with ConversionPlayerMost to form a unique ID.

    • ConversionPlayerMost: Most significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with ConversionPlayerLeast to form a unique ID.
Husk

  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template

    • IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.

    • CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).

Achievements

Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Pocket Wii U

Zombie Doctor Cure a zombie villager. Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand) Yes Yes Yes Yes 40G Gold

Advancements

Icon Advancement In-game description Parent Actual requirements (if different) Internal ID
Advancement-oval-raw.png
Zombie Doctor Weaken and then cure a zombie villager We Need to Go Deeper Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand). minecraft:story/cure_zombie_villager
Advancement-plain-raw.png
Adventure Adventure, exploration, and combat ⃢₀ₔ Kill any entity, or be killed by any entity. minecraft:adventure/root
Advancement-plain-raw.png
Monster Hunter Kill any hostile monster Adventure Kill one of

Contents

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    Behavior

    Villagers are considered as one of the most intelligent of all peaceful mobs. However, there are some factors that they are unaware of or pay no attention to. Villagers realize the day-night cycle as well. Villagers are not fond of water, and unlike the other peaceful mobs, will immediately attempt to find an escape route. Villagers will attempt to avoid zombies. However, they do not attempt to escape any attackers except zombies. Unlike other mobs, villagers do not notice when they are set on fire, making any source of fire extremely dangerous to a village`s population. Villagers will not run when they are on fire as well, showing no attempt to put the fire out.

    Villagers only spawn in villages which can be located only in the flattest (or close to flat) biomes, such as desert biomes, savannas, and plains. When a villager notices a zombie, they immediately begin to run away from them. Villagers are fast enough to escape a zombie. However, this will not always protect them. When it becomes nighttime, all villagers move in-doors to safety. However, there is a flaw in this behavior. Whenever it is raining outside, villagers still realize it as day. Zombies, however, will not die because it is raining, and the sun is not out. This can cause some villagers to die.

    A common sight in a village would be villagers facing each other, assuming the human-like characteristic of "talking". When a player attacks a villager, they have steam coming from their heads, most-likely indicating anger or frustration. As of 1.6, villagers will produce noises (sounding similar to a "hmmm", a grunt, or a humming sound). They make noises on several occasions: when breeding is activated, when struck by a player, or when a player trades with one.

    Two villagers socializing.

    Trading

    Villagers are able to be traded with in the game for various items depending on their "profession" or type of villager. The currency that they handle are emeralds. Some villagers will trade for emeralds, while others will take emeralds and give items. Farmer type villagers, known for their brown clothing, are known to trade items related to farming, such as Wheat, Carrots, Potatoes, and seeds of Melons for emeralds, or vice versa. The butcher type, known for the brown clothing and white apron, will trade for meat such as Pork, Beef, and Chicken. It is far more common for the trade to require the raw version of the meat. Priests, which can be recognized by their full purple clothing, trade for Ender Pearls and Eyes of Ender. They also allow the player to buy enchanted items by trading an unenchanted version of the item, in addition to a few emeralds as the cost of enchanting the item. The smith type of villager trades for armor and tools and weapons. Lastly, the Librarian villager is known for his all white clothing and "smart" look, buys paper and sells book and navigational related items, such as Bookshelves and Compasses.

    Villagers all start with one trade agreement. Once the player does this trade and then closes the trading interface, the villager will have a "thinking" type animation and come up with another trade. This does two things. First, it allows more trading options, up to a maximum of 5 per villager, and second, it resets the trade. Each trade will be able to be used 3-5 times until it must be reset again. The villager will only reset if the final or "newest" trade is completed at least one time. Once all five are unlocked, continuing the last trade will continue to reset the trades, and also has a small chance of replacing an existing trade with a new one.

    Trading is one of the fastest ways to get Emeralds legitimately in survival mode without the use of cheats, as farming animals and crops are far faster than digging for Emeralds. This allows players to constantly trade and renew trades that yield emeralds to the player. This is also known sometimes as "farming emeralds", or "emerald bartering."

    As of Minecraft 1.8, the villagers` trading got a complete overhaul. Villagers could now have several trades when they are spawned giving the player more flexibility when trading. Another factor that helps is that when trading, new trade possibilities can occur depending on how many new trades players have made already.

    The Exploration Update added new "cartographer" villagers, who will trade their Exploration Map for a Compass and varied amounts of Emeralds gathered by the player.

    Popularity

    A player`s popularity can be gained or decreased in many methods, with one notable consequence: if the player has a popularity below -15, naturally spawned Iron Golems will become permanently hostile towards the player. Popularity can be gained by trading, breeding, etc., but can be decreased by attacking₠Villagers₠and/or₠Iron Golems. A player`s popularity can be high in one village, yet low in another.

    01:17

    Minecraft Mobs Villager

    Zombie Villager

    Zombie Villager
    Health Points: 20HP₠(10x )
    Attack Strength: Easy
    3HP₠(1.5x )

    Normal
    4HP₠(2x )

    Hard
    6HP₠(3x )

    Drops: Common
    0-2 Rotten Flesh
    Uncommon
    Iron Ingot, Iron Helmet, Iron Shovel, Iron Sword, Carrot, Potato
    Location: In a light level of 7 or less or when a zombie kills a villager
    First Appearance: 12w32a
    Savegame ID: zombie_villager
    Experience Points: 5

    view • talk

    Zombie Villagers are aggressive mobs that appeared in Minecraft`s Pretty Scary Update (Version 1.4). They make up 5% of zombies that spawn in the Overworld. They will also appear after a Villager is killed by a Zombie during a village siege, 50% on Normal and 100% on Hard. If a Baby Villager is killed during a siege, it will also become a Baby Zombie villager. Baby Zombie Villagers are faster than their grown-up counterparts and will not age. Zombie Villagers can be returned to normal Villagers if weakened using a Splash Potion of Weakness, and then fed a Golden Apple. They will appear to shudder while being cured. It is best to place Zombie Villagers in a sort of "prison cell" structure with a bed and iron bars while curing it. This is because the iron bars and bed make the villager cure about 4% faster. Zombie Villagers take 2-5 minutes to cure under normal circumstances. A zombie villager has all the behaviors and characteristics o