Minecraft Villager Trading Guide: Professions, Best Trades and Trading Halls
Every profession and its workstation, the trades worth cycling for, how to zombify-and-cure for cheap prices, and how to build a trading hall that does not fall apart.
The short answer
- Profession = workstation
- An unemployed villager takes the job of the nearest free workstation block. Lectern makes a librarian, composter a farmer, and so on.
- Re-rolling trades
- Break and replace the workstation until the trade you want appears. Works only on villagers you have never traded with.
- Locking a trade
- Trade once. The profession and its trades are then permanent.
- The three villagers everyone wants
- Librarian (enchanted books, Mending), Farmer (emeralds from crops), Cleric (ender pearls and XP bottles).
- Cheap prices
- Cure a zombie villager. The discount is large and, on Java, permanent.
On this page
How villager trading works
Villagers are the most powerful economy in survival Minecraft. A well-set-up village turns crops and sticks into emeralds, and emeralds into diamond armour, enchanted books, ender pearls and experience. Understanding four mechanics is enough to make it all work.
Profession. A villager with no job claims the nearest unclaimed workstation block and takes the matching profession. Its trades are generated at that moment. Villagers wearing plain brown robes with no badge are unemployed; green-robed nitwits can never take a job.
Levels. Each villager has five trade levels: Novice, Apprentice, Journeyman, Expert, Master. Trading gives the villager experience, unlocking the next tier of trades. Higher tiers hold the good stuff — a librarian’s best books, an armorer’s diamond pieces.
Stock and restocking. Every trade has a limited stock (typically 12–16 uses, fewer for high-value items). A villager restocks up to twice per day, but only when it physically reaches its workstation. This is the detail behind almost every “my villager stopped restocking” problem.
Price. Prices rise with demand when you spam a trade and fall back over time; they also respond to your reputation. Curing a zombie villager gives a substantial discount. Hitting villagers or killing them in front of others makes everything more expensive.
Every profession and its workstation
| Profession | Workstation | Sells | Buys |
|---|---|---|---|
| Armorer | Blast furnace | Iron, chain and diamond armour (enchanted at high tiers), shield, bell | Coal, iron, lava bucket, diamonds |
| Butcher | Smoker | Cooked meat, rabbit stew | Raw meat, sweet berries, kelp blocks |
| Cartographer | Cartography table | Maps, ocean/woodland explorer maps, banner patterns | Paper, glass panes, compass |
| Cleric | Brewing stand | Redstone, lapis, glowstone, ender pearls, bottles o’ enchanting | Rotten flesh, gold, rabbit’s foot, scutes, nether wart |
| Farmer | Composter | Bread, pumpkin pie, apples, cookies, cake, golden carrots, glistering melon | Wheat, potatoes, carrots, beetroot, pumpkins, melons |
| Fisherman | Barrel | Cooked fish, campfire, enchanted fishing rod | String, coal, raw fish, boats |
| Fletcher | Fletching table | Arrows, bows, crossbows (enchanted at high tiers), tipped arrows | Sticks, flint, string, feathers, tripwire hooks |
| Leatherworker | Cauldron | Leather armour, saddle, horse armour | Leather, flint, rabbit hide, scutes |
| Librarian | Lectern | Enchanted books, bookshelves, lanterns, glass, clock, compass, name tags | Paper, books, ink sacs, book and quill |
| Mason | Stonecutter | Bricks, polished stone, terracotta, glazed terracotta, quartz blocks | Clay balls, stone, granite, andesite, diorite, quartz |
| Shepherd | Loom | Wool, carpet, beds, banners, paintings | Wool, dyes |
| Toolsmith | Smithing table | Stone, iron and diamond tools (enchanted at high tiers), bell | Coal, iron, flint, diamonds |
| Weaponsmith | Grindstone | Iron and diamond swords and axes (enchanted), bell | Coal, iron, flint, diamonds |
Note which blocks double as workstations: barrels, composters, smokers and blast furnaces you place around a base for their own purposes will be claimed by any nearby jobless villager. If a villager takes an unwanted job, it is only a problem once you trade with it.
The trades worth building around
Emerald income
- Fletcher — 32 sticks for 1 emerald. The best early-game trade in Minecraft. A single oak log becomes four planks, then eight sticks; two logs per emerald. A small tree farm and a fletcher makes you rich in an evening.
- Farmer — crops for emeralds. 20 wheat, 26 carrots, 26 potatoes, 15 beetroot, or later 6 pumpkins or 4 melons. Scales with any automatic farm and never runs out of demand because you can have many farmers.
- Mason — 10 clay balls for 1 emerald, and later stone, granite, andesite and diorite in stacks. If you have a cobblestone generator and a furnace, stone-for-emeralds is effortless.
- Librarian — paper and books. 24 paper for 1 emerald at novice level; sugar cane farms are trivial.
- Cleric — 32 rotten flesh for 1 emerald. Turns a zombie farm’s junk into money.
- Butcher and Fisherman buy meat, fish and string; useful if you already have those farms.
Emerald spending
- Librarian books. The reason to have villagers at all. Any enchantment, including Mending, at 5–64 emeralds depending on the enchantment level (Java) and with a slightly different price formula on Bedrock. A librarian locked to a specific book is a permanent supply of it. Our enchantments guide lists which books to hunt for.
- Cleric ender pearls at Expert level — the sensible way to gather the twelve you need for the End portal — and bottles o’ enchanting at Master, which are an XP source you can buy.
- Armorer, Toolsmith and Weaponsmith sell enchanted diamond gear at Expert and Master. The enchantments are random, so treat it as a source of diamond items to combine rather than finished gear.
- Farmer golden carrots — the best food in the game, 3 emeralds each at Expert level.
- Cartographer explorer maps point to ocean monuments and woodland mansions — far cheaper than searching.
- Librarian name tags at Master level. The only renewable source.
Re-rolling for the trades you want
Trades are generated when the villager claims a workstation, and they are random within the profession’s pool. Until you trade with the villager, you can throw the roll away and try again:
- Put an unemployed villager in a small enclosure where only one workstation is in reach. Boats and minecarts are the easiest way to move one; see moving villagers.
- Place the workstation (a lectern, for librarians). Wait for the villager to take the profession — its clothing changes and particles appear. This can take a few seconds; on Java it will not happen at night when villagers sleep.
- Open the trade screen and look at the first-tier trades.
- Not what you want? Break the workstation. The villager loses the profession. Place it again for a fresh set of trades.
- When the trade you want appears, buy it once. The profession is now locked and the trade will restock forever.
Only the first tier is visible on a fresh villager, so you can only re-roll for tier-one trades — but a librarian’s enchanted book is a tier-one trade, which is why this technique matters. For Mending specifically, expect to re-roll anywhere from a handful of times to fifty; it is random, not weighted against you.
A traded-with villager is permanent
Once you have traded with a villager, it keeps its profession for life. Breaking its workstation just leaves a jobless-looking villager that will reclaim its old profession the moment it finds the right block, and will never take a different one.
Curing for cheap prices
Zombie villagers can be cured back into villagers: throw a splash potion of Weakness at one, then feed it a golden apple, and after a few minutes of shaking it converts. A villager you cured gives you a large permanent discount on every trade — an enchanted book that cost 30 emeralds can drop to a single emerald. Nearby villagers who witnessed the cure also give a smaller discount.
In practice, the setup is: build your trading hall, place a zombie in a secure cell where it can reach the villagers through a fence or iron bars without you losing them, let it zombify a villager (on Hard difficulty zombification is guaranteed; on Normal it is a 50% chance and on Easy villagers simply die), then cure that villager. Repeat for each villager whose prices you care about. Keep the zombie from despawning by giving it an item or using a name tag.
On Java the discount is permanent and, at the time of writing, multiple cures of the same villager stack up to the point where most trades cost one emerald. Mojang has signalled a trade rebalance in experimental features that may change this in a future version; this guide will be updated if it lands in the main game. On Bedrock the discount is a single large reduction that does not stack.
Building a trading hall that works
A trading hall is a row of one-block cells, each holding one villager and one workstation, with the villager’s trade interface reachable from a corridor. The design goals are: villagers cannot escape, cannot see each other’s workstations, cannot be shot by anything, and can always reach their own workstation to restock.
- Cell size: 1×1 floor with the workstation inside the cell. The villager stands on or next to it, and because it is always within reach it restocks reliably.
- Move them in with minecarts or boats along a rail or water stream, and remove the vehicle afterwards. Villagers in cells cannot wander, which also stops them stealing each other’s jobs.
- One workstation per cell, no spares nearby. Any unclaimed workstation within roughly 48 blocks can be claimed by a jobless villager, which is fine in a hall but a nuisance if you leave loose lecterns around.
- Roof and light. Villagers in exposed cells die to skeletons at night; enclose the hall and light it above 7.
- Trapdoors or glass at the front so you can trade through them without opening a gap. Villagers cannot open trapdoors.
- Beds are optional for trading. If you do add them, villagers will try to path to them at night; a bed inside each cell keeps them predictable.
- A bell nearby lets you set the hall as a village centre, which matters only if you want iron golems to spawn — an iron farm is a separate build, but it works on the same villager mechanics.
The most common failure is a villager that cannot reach its workstation: a lectern one block too far, a fence in the way, or the villager pushed out of its cell by a minecart. When trades show red crosses and never come back, that is what to check first.
Breeding and moving villagers
Two villagers breed when both are “willing” — they have been fed enough food (3 bread, or 12 carrots, potatoes or beetroot, thrown to them) — and there is a spare bed in the village that a baby could claim. The baby grows up in 20 minutes. A breeder is usually a small enclosed room with beds and a farmer villager who throws crops to the others, with babies pushed out through a gap only they fit through. From two starting villagers you can make as many as you like.
Moving villagers is the tedious part. Options, from simplest to fastest: lead them with a boat (villagers get in when pushed, and a boat can be dragged over land slowly), rails and a minecart (place a rail under them and push a cart into them), water streams, or a Nether portal for long distances. A zombie villager can be moved more easily in a boat and cured at the destination, which is how most players start a village far from any natural one.
Java vs Bedrock differences
- Bedrock librarians have a different price formula for enchanted books, and the discount from curing does not stack. Re-rolling works the same way.
- Bedrock villagers restock on a slightly different schedule and are more tolerant of workstation distance.
- On Bedrock, a villager with a bed and a workstation must be able to path between them or it may not restock; keep them in the same cell.
- Trade demand and reputation are broadly similar, but exact prices differ between editions. Our Java vs Bedrock guide covers the wider differences.
Frequently asked questions
How do I get a villager to sell Mending?
Place a lectern next to an unemployed villager to make it a librarian, check its first book trade, and if it is not Mending, break the lectern and place it again. The villager loses the profession and picks new trades when it re-employs. Repeat until Mending appears, then trade once to lock it in. Java players can do this indefinitely; on Bedrock it works the same way.
Why will my villager not change profession?
A villager keeps its profession permanently once you have traded with it, even once. Breaking the workstation of a traded-with villager just makes it unemployed-looking until it finds one again; it will not take a different job. Only never-traded villagers can be re-rolled.
How often do villagers restock?
Up to twice a day, when the villager reaches its workstation during its work schedule. If a villager cannot path to its workstation it will never restock, which is the most common reason a trading hall stops working.
Why are my villager prices so high?
Demand: buying the same trade repeatedly raises its price for a while. Hitting a villager or having bad reputation in the village also raises prices. Prices fall back over time, and curing a zombie villager gives a large discount.
Do villagers need beds?
To breed, yes — there must be spare beds within the village for new villagers. To trade, no. A trading hall works without beds, though villagers with beds nearby behave more predictably.
What is the fastest way to get emeralds early?
A fletcher buying 32 sticks per emerald is the classic early trade — two logs make a stack of sticks. Farmers buying wheat, carrots, potatoes or pumpkins are close behind and scale with any crop farm.
Got the books? Put them to work.
The enchantments guide explains the anvil order that keeps combines under the “Too Expensive” limit, and the XP calculator tells you how many levels each step will cost.
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