Nitwit







| Workstation |
None |
|---|---|
| Buys |
None |
| Sells |
None |
{
"title": "Nitwit",
"rows": [
{
"field": "None",
"label": "(link to Workstation article, displayed as Workstation)"
},
{
"field": "None",
"label": "Buys"
},
{
"field": "None",
"label": "Sells"
}
],
"invimages": [],
"images": [
"Plains Nitwit.png",
"Desert Nitwit.png",
"Savanna Nitwit.png",
"Taiga Nitwit.png",
"Snowy Nitwit.png",
"Jungle Nitwit.png",
"Swamp Nitwit.png"
]
}
Nitwit is a villager profession. Unlike other villagers, they lack a workstation, or even any trades at all, spending most of their time walking around or sleeping.
Spawning
Natural generation
In Java Edition, due to a bug, nitwits cannot spawn in through breeding.[1] As such, they can only be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in Survival mode.
In Bedrock Edition, every baby villager has a 10% chance to become a nitwit when they become an adult, as well as having a different sleep schedule where they wander around the village for about 2000 ticks (1 minute 40 seconds) after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the village wakes up.
Drops
Nitwits do not drop experience or items in any circumstance, even when the player has the Hero of the Village effect, as they do not have professions and cannot trade.
Behavior
Nitwits cannot change their profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level badge visually since they cannot trade.
Movement patterns
Nitwit leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers (nitwits or otherwise) may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4–5 seconds at a time.
When it rains, a nitwit will stay outside longer than others unless being chased by an illager or zombie.
Schedules
| Image | Ticks (time) | Nitwit | Child | |
|---|---|---|---|---|
| 00010 (06:00:36) | Wander | Wander | ||
| 02000 (08:00:00) | Work | Wander | ||
| 03000 (09:00:00) | Play | |||
| 06000 (12:00:00) | Wander | |||
| 09000 (15:00:00) | Gather | |||
| 10000 (16:00:00) | Play | |||
| 11000 (17:00:00) | Wander | |||
| 12000 (18:00:00) | Sleep | |||
| Image | Ticks (time) | Employed | Unemployed | Child | Nitwit |
|---|---|---|---|---|---|
| 00000 (06:00:00) | Work | Wander | Play | Sleep | |
| 02000 (08:00:00) | Wander | ||||
| 08000 (14:00:00) | Gather | ||||
| 10000 (16:00:00) | Work | Wander | |||
| 11000 (17:00:00) | Home | ||||
| 12000 (18:00:00) | Sleep | ||||
| 13000 (19:00:00) | Home | ||||
| 14000 (20:00:00) | Sleep | ||||
Sounds
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Villager mumbles | Friendly Mobs | Randomly while awake | entity | subtitles | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| Villager dies | Friendly Mobs | When a nitwit dies or becomes zombified | entity | subtitles | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| Villager hurts | Friendly Mobs | When a nitwit is damaged | entity | subtitles | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| Villager cheers | Friendly Mobs | When a nitwit wins a raid | entity | subtitles | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | 16 | |
| Villager disagrees | Friendly Mobs | When a player trades with either a nitwit | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions [upcoming: BE 26.0] | Source | Description | Identifier | Translation key [upcoming: BE 26.0] | Volume | Pitch |
| ? | Friendly Mobs | Randomly while awake | mob | ? | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| ? | Friendly Mobs | When a nitwit dies or becomes zombified | mob | ? | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| ? | Friendly Mobs | When a nitwit is damaged | mob | ? | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| ? | Friendly Mobs | When a player trades with either a nitwit | mob | ? | 1.0 | 0.8-1.2 | |
Data values
ID
| Name | Identifier | Entity tags |
|---|---|---|
nitwit | followable_friendly_mobs |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
villager | 15 |
nitwit | entity | |
villager_v2 | 115 |
nitwit | entity |
Entity data
Nitwits have entity data associated with them that contains various properties.
- [NBT Compound / JSON Object] Entity data
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- [NBT List / JSON Array] Gossips: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
- [NBT Compound / JSON Object] A piece of gossip.
- [Int] Value: The strength of the gossip.
- for
major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared - for
minor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared - for
major_positive: weight 5, max 20, +20 when cured, does not decrease and never shared - for
minor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared - for
trading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
- for
- [Int Array] Target The UUID of the player who caused the gossip, stored as four ints.
- [String] Type: An ID value indicating the type of gossip. The possible values are
major_negative,minor_negative,major_positive,minor_positive, andtrading.
- [Int] Value: The strength of the gossip.
- [NBT Compound / JSON Object] A piece of gossip.
- [NBT Compound / JSON Object] Offers: Is generated when the trading menu is opened for the first time.
- [NBT List / JSON Array] Recipes: List of trade options.
- [NBT Compound / JSON Object] A trade option.
- [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [NBT Compound / JSON Object] buyB: Optional. The second 'cost' item, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Int] demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
- [Int] maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
- [Float] priceMultiplier: The multiplier on the [Int] demand price adjuster; the final adjusted price is added to the first 'cost' item's price.
- [Byte] rewardExp: 1 or 0 (true/false) – Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
- [NBT Compound / JSON Object] sell: The item being sold for each set of cost items, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Int] specialPrice: A modifier added to the original price of the first 'cost' item.
- [Int] uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
- [Int] xp: How much experience the villager gets from this trade.
- [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
- [NBT Compound / JSON Object] A trade option.
- [NBT List / JSON Array] Recipes: List of trade options.
- [NBT Compound / JSON Object] VillagerData: Information about the villager’s type, profession, and level.
- [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- 1: Novice
- 2: Apprentice
- 3: Journeyman
- 4: Expert
- 5: Master
- [String] profession: A resource location indicating the villager's profession; see Villager § Professions.
- [String] type: A resource location indicating the villager's type; see Villager § Appearance.
- [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- [Int] Xp: How much experience the villager currently has, increases with trading in various amounts.
- 0 to 9: Novice
- 10 to 69: Apprentice
- 70 to 149: Journeyman
- 150 to 249: Expert
- 250 and more: Master
- [NBT List / JSON Array] Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
- [NBT Compound / JSON Object] An item in the inventory, excluding the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [NBT Compound / JSON Object] An item in the inventory, excluding the Slot tag.
- [Long] LastRestock: The last tick the villager went to their job site block to resupply their trades.
- [Long] LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
- [Int] RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or
0if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock. - [Byte] Willing: 1 or 0 (true/false) – true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.
Achievements
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |||
| Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |||
Advancements
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
![]() | Zombie Doctor | Weaken and then cure a Zombie Villager | Use a golden apple on a zombie villager under the Weakness effect; the advancement is granted when the zombie villager converts into a villager. In multiplayer, only the player that feeds the golden apple gets the advancement. |
![]() | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
![]() | Surge Protector | Protect a Villager from an undesired shock without starting a fire | Be within 30 blocks of a lightning strike that doesn't set any blocks on fire, while an unharmed villager is within or up to six blocks above a 30×30×30 volume centered on the lightning strike. |
![]() | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() | Arbalistic | Kill five unique mobs with one crossbow shot | This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
![]() | Very Very Frightening | Strike a Villager with lightning | Hit a villager with lightning created by a trident with the Channeling enchantment, turning it into a witch. |
![]() | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
Quotes

It started because players could summon villagers without a career by using commands: it was the only way to get villagers with green robes. Whenever we discover we have a bug which is used by the community we just see it as 'undefined behaviour' - and 'fix' it by making it a feature. In this case we just needed a profession for the green-robed villager. I don't remember what name we came up with first - I think it was 'unemployed' or something, but it doesn't really fit in the world, because I don't really think the other villagers are employed by anyone either. So I think the next suggestion was 'village idiot' but I thought 'nitwit' was a more fun name.
History
Announcement
| September 29, 2018 | The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018. | ||||||
|---|---|---|---|---|---|---|---|
Java Edition
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.14 | 18w50a | Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession. | |||||
| 1.15 | 19w35a | Nitwit villagers no longer have a leveling gemstone in their belt. | |||||
Bedrock Edition
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.10.0 Experiment | beta 1.10.0.3 | Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession. | |||||
PlayStation 4 Edition
| PlayStation 4 Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.91 | Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession. | ||||||
Issues
Issues relating to "Nitwit" are maintained on the bug tracker. Issues should be reported and viewed there.
Gallery
Render
Asleep
-
Savanna
Screenshots
Mojang screenshots
-
Two pillagers targeting a nitwit from behind a building.
Textures
-
Nitwit overlay
In other media
-
A nitwit in artwork for the Horse Update, predating their introduction -
An unused nitwit meant to appear in Minecraft: Story Mode - Season Two. -
A nitwit in Village and Pillage: Official Trailer. -

-
A nitwit playing Minecraft Earth.
References
- ↑ MC-156556
- ↑ "Meet the Nitwit" – Minecraft.net, January 23, 2017.
See also
| Villager professions | |||
|---|---|---|---|
| Workstations | |||
| Mechanics |
| ||
| Structures | |||
| Related mobs |
| ||




