Nitwit

This article is about the villager profession. For the character in A Minecraft Movie, see Movie:Nitwit. For the character in Minecraft Earth, see Earth:Nitwit.
Nitwit

Plains Nitwit.png: Infobox image for Minecraftprofession Nitwit

Desert Nitwit.png: Infobox image for Minecraftprofession Nitwit

Savanna Nitwit.png: Infobox image for Minecraftprofession Nitwit

Taiga Nitwit.png: Infobox image for Minecraftprofession Nitwit

Snowy Nitwit.png: Infobox image for Minecraftprofession Nitwit

Jungle Nitwit.png: Infobox image for Minecraftprofession Nitwit

Swamp Nitwit.png: Infobox image for Minecraftprofession Nitwit

Workstation

None

Buys

None

Sells

None

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

Villager schedule in Java Edition
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
Villager schedule in Bedrock Edition
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

Java Edition:

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitchAttenuation
distance
​Villager mumblesFriendly MobsRandomly while awakeentity.villager.ambientsubtitles.entity.villager.ambient1.00.8-1.2
(Baby: 1.3-1.7)
16
​Villager diesFriendly MobsWhen a nitwit dies or becomes zombifiedentity.villager.deathsubtitles.entity.villager.death1.00.8-1.2
(Baby: 1.3-1.7)
16
​Villager hurtsFriendly MobsWhen a nitwit is damagedentity.villager.hurtsubtitles.entity.villager.hurt1.00.8-1.2
(Baby: 1.3-1.7)
16
​Villager cheersFriendly MobsWhen a nitwit wins a raidentity.villager.celebratesubtitles.entity.villager.celebrate1.00.8-1.2
(Baby: 1.3-1.7)
16
​Villager disagreesFriendly MobsWhen a player trades with either a nitwitentity.villager.nosubtitles.entity.villager.no1.00.8-1.216

Bedrock Edition:

Sounds
SoundClosed captions
[upcoming: BE 26.0]
SourceDescriptionIdentifierTranslation key
[upcoming: BE 26.0]
VolumePitch
​ ?Friendly MobsRandomly while awakemob.villager.idle​ ?1.00.8-1.2 (Baby: 1.3-1.7)
​ ?Friendly MobsWhen a nitwit dies or becomes zombifiedmob.villager.death​ ?1.00.8-1.2 (Baby: 1.3-1.7)
​ ?Friendly MobsWhen a nitwit is damagedmob.villager.hit​ ?1.00.8-1.2 (Baby: 1.3-1.7)
​ ?Friendly MobsWhen a player trades with either a nitwitmob.villager.no​ ?1.00.8-1.2

Data values

ID

Java Edition:

NameIdentifierEntity tags
EntitySprite villager.png: Sprite image for villager in Minecraft Villagernitwitfollowable_friendly_mobs

Bedrock Edition:

NameIdentifierNumeric ID FamilyTranslation key
EntitySprite villager-revision-1.png: Sprite image for villager-revision-1 in Minecraft Villager (old)villager15 nitwitentity.villager.name
EntitySprite villager.png: Sprite image for villager in Minecraft Villager (new)villager_v2115 nitwitentity.villager_v2.name

Entity data

Nitwits have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format
  • [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
        • [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, and trading.
    • [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] 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] 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
    • [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 0 if 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.

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements

IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
OverkillDeal 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.30Bronze
Over-OverkillDeal 50 hearts of damage in a single hit using the MaceDamage can be dealt to any mob, even those that do not have 50 hearts of health overall.20Silver

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
Zombie DoctorWeaken and then cure a Zombie VillagerUse 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.
AdventureAdventure, exploration and combatKill any mob, or be killed by any living entity.
Surge ProtectorProtect a Villager from an undesired shock without starting a fireBe 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 JokeThrow a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Hit a mob with a thrown trident.
Take AimShoot something with an ArrowUsing a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow.
ArbalisticKill five unique mobs with one crossbow shotArmor Stand and Mannequin also count for this advancement.
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 FrighteningStrike a Villager with lightningHit a villager with lightning created by a trident with the Channeling enchantment, turning it into a witch.
Over-OverkillDeal 50 hearts of damage in a single hit using the MaceDamage 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.

Jeb about the Nitwit[2]

History

Announcement

September 29, 2018The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018.

Java Edition

Java Edition
1.1418w50aVillagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
Added desert variant. This variant also spawn in badlands biomes.
Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Added plains variant.
Added savanna variant.
Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes.
1.1519w35aNitwit villagers no longer have a leveling gemstone in their belt.

Bedrock Edition

Bedrock Edition
1.10.0
Experiment
Experimental Gameplay
beta 1.10.0.3Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
Added desert variant. This variant also spawn in badlands biomes.
Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Added plains variant.
Added savanna variant.
Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes.

PlayStation 4 Edition

PlayStation 4 Edition
1.91Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
Added desert variant. This variant also spawn in badlands biomes.
Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Added plains variant.
Added savanna variant.
Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes.

Issues

Issues relating to "Nitwit" are maintained on the bug tracker. Issues should be reported and viewed there.

Gallery

Render

Asleep

Screenshots

Mojang screenshots

Textures

In other media

References

See also

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