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Minecraft:Warden: Difference between revisions

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{{For}}
{{For}}
{{Infobox entity
{{Infobox entity
|image = Warden.gif
| image = Warden.gif
|invimage = Warden Spawn Egg
| invimage = Warden Spawn Egg
|health = {{hp|500}}
| health = {{hp|500}}
|behavior = Hostile
| behavior = Hostile
|mobtype = {{EntityLink|Monster}}
| mobtype = {{EntityLink|Monster}}
|damage = '''Melee:'''<br>Easy: {{hp|16}}<br>Normal: {{hp|30}}<br>Hard: {{hp|45}}<br>
| damage = '''Melee:'''<br>Easy: {{hp|16}}<br>Normal: {{hp|30}}<br>Hard: {{hp|45}}<br>
<hr>
<hr>
'''Ranged:''' (ignores [[Minecraft:armor]] and [[Minecraft:Protection]]) <br>Easy: {{hp|6}}<br>Normal: {{hp|10}}<br>Hard: {{hp|15}}
'''Ranged:''' (ignores [[Minecraft:armor]] and [[Minecraft:Protection]]) <br>Easy: {{hp|6}}<br>Normal: {{hp|10}}<br>Hard: {{hp|15}}
|spawn = When a player activates naturally generated [[Minecraft:sculk shrieker]]s four times or more
| spawn = {{BlockSprite|Sculk Shrieker}} When a [[Minecraft:player]] activates naturally generated [[Minecraft:sculk shrieker]]s four times or more.
|knockbackresistance = 100%
| knockbackresistance = 100%
|size = Height: 2.9 blocks<br>Width: 0.9 blocks<br>
| size = Height: 2.9 blocks<br>Width: 0.9 blocks<br>
'''While digging/emerging{{only|JE|short=1}}:'''<br>
'''While digging/emerging{{only|JE|short=1}}:'''<br>
Height: 1 block<br>Width: 0.9 blocks<br>
Height: 1 block<br>Width: 0.9 blocks<br>
|atk speed = 0.9
| atk speed = 0.9
| leashable = No
| leashable = No
| boat = No
| boat = No
| minecart = No
| minecart = No
}}
}}
{{relevant tutorial|Exploring an ancient city/Killing the warden}}
{{relevant tutorial|Exploring the deep dark and ancient city/Killing the warden}}
A '''warden''' is a [[Minecraft:hostile mob]] summoned by [[Minecraft:sculk shrieker]]s which are located in the [[Minecraft:deep dark]]. It is completely blind, relying entirely on [[Minecraft:vibrations]] and its sense of smell to detect [[Minecraft:player]]s and [[Minecraft:entities]] to attack, and digs down to [[Minecraft:despawn]] if it does not detect anything for 60 seconds and if it doesn't have a [[Minecraft:Name Tag|name]]. If a warden successfully detects a target, it rapidly strikes them with its arms, or fires damaging sonic beams which pass through [[Minecraft:block]]s and ignore [[Minecraft:armor]], [[Minecraft:shields]], and all [[Minecraft:enchantment]]s. A warden will always drop one [[Minecraft:sculk catalyst]] and five [[Minecraft:Experience|experience points]].
A '''warden''' is a [[Minecraft:hostile mob]] summoned by [[Minecraft:sculk shrieker]]s which are located in the [[Minecraft:deep dark]]. It is completely blind, relying entirely on [[Minecraft:vibrations]] and its sense of smell to detect [[Minecraft:player]]s and [[Minecraft:entities]] to attack, and digs down to [[Minecraft:despawn]] if it does not detect anything for 60 seconds and if it doesn't have a [[Minecraft:Name Tag|name]]. If a warden successfully detects a target, it rapidly strikes them with its arms, or fires damaging sonic beams which pass through [[Minecraft:block]]s and ignore [[Minecraft:armor]], [[Minecraft:shields]], and all [[Minecraft:enchantment]]s. A warden will always drop one [[Minecraft:sculk catalyst]] and five [[Minecraft:Experience|experience points]].


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After spawning, wardens wander randomly and move toward nearby vibrations originating from players, mobs, and non-mob sources including projectiles and [[Minecraft:minecart]]s. A warden also periodically sniffs the area around it, allowing it to zero in on targets even if they don't create vibrations. As wardens sniff, pick up vibrations, or are touched by other players or mobs, they become increasingly agitated.
After spawning, wardens wander randomly and move toward nearby vibrations originating from players, mobs, and non-mob sources including projectiles and [[Minecraft:minecart]]s. A warden also periodically sniffs the area around it, allowing it to zero in on targets even if they don't create vibrations. As wardens sniff, pick up vibrations, or are touched by other players or mobs, they become increasingly agitated.


Similar to sculk, the bright blue parts of the warden's texture are emissive with [[Minecraft:Vibrant Visuals]], easily noticeable in the dark where they spawn.
Similar to sculk, the bright blue parts of the warden's texture are emissive with [[Minecraft:Vibrant Visuals]], easily noticeable in dark places.


=== Idle ===
=== Idle ===
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Wardens keep track of how angry they are at each suspect as a number from 0 to 150. When a warden notices a vibration, it adds anger to the player or mob that caused the vibration. It adds 10 anger if the vibration was from a projectile or 35 anger for other vibrations. However, if two projectiles from the same player/mob are heard by the warden within five seconds, it instead adds the full 35 anger toward that player/mob. Wardens do not add anger toward a mob/player if the projectile was shot from more than 30 blocks away, although the projectile does count toward the counter of two projectiles. Anger decays at a rate of 1 per second and immediately clears if the targeted player switches to [[Minecraft:Creative]] or [[Minecraft:Spectator]] modes, the target or warden leaves the dimension, or if the target dies.
Wardens keep track of how angry they are at each suspect as a number from 0 to 150. When a warden notices a vibration, it adds anger to the player or mob that caused the vibration. It adds 10 anger if the vibration was from a projectile or 35 anger for other vibrations. However, if two projectiles from the same player/mob are heard by the warden within five seconds, it instead adds the full 35 anger toward that player/mob. Wardens do not add anger toward a mob/player if the projectile was shot from more than 30 blocks away, although the projectile does count toward the counter of two projectiles. Anger decays at a rate of 1 per second and immediately clears if the targeted player switches to [[Minecraft:Creative]] or [[Minecraft:Spectator]] modes, the target or warden leaves the dimension, or if the target dies.


A warden adds 35 anger toward any mob that directly touches it. This effect has a 1-second cooldown.
A warden adds 35 anger {{only|JE|short=1}} or 80 anger {{only|BE|short=1}} toward any mob that directly touches it. This effect has a 1-second cooldown.


When it finishes sniffing, a warden adds 35 anger to the nearest mob or player within a 6 block radius horizontally and 20 blocks vertically, a cylindrical volume centered on the warden.
When it finishes sniffing, a warden adds 35 anger to the nearest mob or player within a 6 block radius horizontally and 20 blocks vertically, a cylindrical volume centered on the warden.
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A warden is biased toward player vibrations, attacks, and contact - even if a warden is angrier at another mob, it still attacks the player first as long as they have angered the warden as well. This is not true of any other [[Minecraft:mob]].<ref>{{bug|MC-251045|||WAI}}</ref>
A warden is biased toward player vibrations, attacks, and contact - even if a warden is angrier at another mob, it still attacks the player first as long as they have angered the warden as well. This is not true of any other [[Minecraft:mob]].<ref>{{bug|MC-251045|||WAI}}</ref>


After 60 seconds of being "calm" and not detecting any vibrations or sniffing any mobs, as well as immediately after being spawned by a command block with status effects, a warden burrows back into the ground and despawns. If the warden is floating on a liquid, it instead immediately despawns without any burrowing animation. During its emerging/burrowing animation, a warden cannot detect any vibrations and can take damage only from {{cmd|kill}}, though it can still be pushed by entities, [[Minecraft:piston]]s, or liquids.{{only|java|short=1}} [[Minecraft:Name Tag|Named]] wardens do not despawn.
After 60 seconds of being "calm" and not detecting any vibrations or sniffing any targets, as well as immediately after being spawned by a command block with status effects, a warden burrows back into the ground and despawns. If the warden is floating on a liquid, it instead immediately despawns without any burrowing animation. During its emerging/burrowing animation, a warden cannot detect any vibrations and can take damage only from {{cmd|kill}}, though it can still be pushed by entities, [[Minecraft:piston]]s, or liquids.{{only|java|short=1}} [[Minecraft:Name Tag|Named]] wardens do not despawn.


Unlike most hostile mobs, wardens do not despawn randomly when more than 32 blocks from a player, nor do they immediately despawn when more than 128 blocks from a player.
Unlike most hostile mobs, wardens do not despawn randomly when more than 32 blocks from a player, nor do they immediately despawn when more than 128 blocks from a player.
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* The target is within a 14-block radius horizontally and 20 blocks vertically of the warden in an ovoid shape.
* The target is within a 14-block radius horizontally and 20 blocks vertically of the warden in an ovoid shape.


The sonic boom aims directly at '''only''' the target, making it impossible to dodge, passing through all blocks and entities. A warden takes 1.7 seconds to charge and unleashes the attack, which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible via teal [[Minecraft:particles]] that are projected out of the warden's chest. This attack bypasses most forms of [[Minecraft:armor]], including [[Minecraft:shield]]s, armor [[Minecraft:enchantment]]s (such as [[Minecraft:Protection]]), and the [[Minecraft:natural armor points|natural armor]] that some mobs possess, except the [[Minecraft:Thorns]] enchantment in {{BE}}. Only [[Minecraft:wolf armor]], the 85%{{only|je}} or 95%{{only|be}} magic damage resistance of a [[Minecraft:witch]], and the [[Minecraft:Resistance]] effect can reduce the damage from a sonic boom. [[Minecraft:Wolf armor]] loses durability when hit by a sonic boom, but normal armor does not.
The sonic boom aims directly at '''only''' the target, making it impossible to dodge, passing through all blocks and entities. A warden takes 1.7 seconds to charge and unleashes the attack, which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible via teal [[Minecraft:particles]] that are projected out of the warden's chest. This attack bypasses most forms of [[Minecraft:armor]], including [[Minecraft:shield]]s, armor [[Minecraft:enchantment]]s (such as [[Minecraft:Protection]]), and the [[Minecraft:natural armor points|natural armor]] that some mobs possess, except the [[Minecraft:Thorns]] enchantment in {{BE}}. Only [[Minecraft:wolf armor]], the 85%{{only|je}} magic damage resistance of a [[Minecraft:witch]], and the [[Minecraft:Resistance]] effect can reduce the damage from a sonic boom. [[Minecraft:Wolf armor]] loses durability when hit by a sonic boom, but normal armor does not.
{{clear}}
{{clear}}


== Sounds ==
== Sounds ==
{{more sounds|section=1|Sound event for despawning while in water or lava after receiving no information for 60s}}
{{JE}}:
{{JE}}:
{{SoundTable
{{SoundTable
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|sound4=Warden listening angry4.ogg
|sound4=Warden listening angry4.ogg
|sound5=Warden listening angry5.ogg
|sound5=Warden listening angry5.ogg
|subtitle=Warden takes notice angrily
|subtitle=Warden takes notice angrily<ref>{{bug|MC-312396}}</ref>
|source=hostile
|source=hostile
|description=When all of a warden's spawn attempts fail
|description=When all of a warden's spawn attempts fail
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|sound3=Warden hurt3.ogg
|sound3=Warden hurt3.ogg
|sound4=Warden hurt4.ogg
|sound4=Warden hurt4.ogg
|subtitle=Warden hurts
|subtitle=Warden hurts{{until|java 26.4}}
|source=hostile
|source=hostile
|description=When a warden is damaged
|description=When a warden is damaged
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|subtitle=Warden approaches
|subtitle=Warden approaches
|source=hostile
|source=hostile
|description=When a Warden is called by a skulk shrieker once
|description=When a warden is called by a sculk shrieker once
|id=mob.warden.nearby_close
|id=mob.warden.nearby_close
|translationkey=subtitles.entity.warden.nearby_close
|translationkey=subtitles.entity.warden.nearby_close
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|subtitle=Warden advances
|subtitle=Warden advances
|source=hostile
|source=hostile
|description=When a Warden is called by a skulk shrieker twice
|description=When a warden is called by a sculk shrieker twice
|id=mob.warden.nearby_closer
|id=mob.warden.nearby_closer
|translationkey=subtitles.entity.warden.nearby_closer
|translationkey=subtitles.entity.warden.nearby_closer
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|subtitle=Warden draws close
|subtitle=Warden draws close
|source=hostile
|source=hostile
|description=When a Warden is called by a skulk shrieker thrice
|description=When a warden is called by a sculk shrieker thrice
|id=mob.warden.nearby_closest
|id=mob.warden.nearby_closest
|translationkey=subtitles.entity.warden.nearby_closest
|translationkey=subtitles.entity.warden.nearby_closest
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<!-- really recommend embedding something from the Minecraft official youtube, twitter, or other official sources, because the wiki's video player is really unreasonably slow and some cannot even be loaded -->
<!-- really recommend embedding something from the Minecraft official youtube, twitter, or other official sources, because the wiki's video player is really unreasonably slow and some cannot even be loaded -->
<gallery>
<gallery>
File:Running warden.mp4|A warden running in ancient city.
File:Running warden.mp4|A warden running in an ancient city
File:Steve running from warden.mp4|Steve running away from a warden in an ancient city.
File:Steve running from warden.mp4|Steve running away from a warden in an ancient city
File:Dancing warden.mp4|A warden with a bow tie, wooden cane and glowing sticks dancing from Minecraft's [[Minecraft:YouTube]].
File:Dancing warden.mp4|A warden with a bow tie, wooden cane and glowing sticks dancing from Minecraft's [[Minecraft:YouTube]]
File:Mobile Warden 640x960.png
File:Mobile Warden 640x960.png
</gallery>
</gallery>
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<gallery>
<gallery>
Warden concept art 2.png|Various early concepts for the warden, including some concept art for the shade and the stalker. Two concepts resemble a [[Minecraft:wither]].
Warden concept art 2.png|Various early concepts for the warden, including some concept art for the shade and the stalker. Two concepts resemble a [[Minecraft:wither]].
Warden concept art 7.png|A concept of the warden with an ethereal style.
Warden concept art 7.png|A concept of the warden with an ethereal style
Warden concept art 8.png|A concept of the warden, using the current sculk colors. This one floated or hovered.
Warden concept art 8.png|A concept of the warden, using the current sculk colors. This one floated or hovered.
Warden Concept Art.jpg|Iterations of the warden, using the current sculk colors.
Warden Concept Art.jpg|Iterations of the warden, using the current sculk colors
Warden Development Texture.png|Early texture of the final warden iteration.<ref>{{ytl|PiGKxxvCkUw|The Scariest Cow Ever Created {{!}} The Story Of The Warden @ 3:12|Minecraft|March 30, 2024|t=192}}</ref>
Warden Development Texture.png|Early texture of the final warden iteration<ref>{{ytl|PiGKxxvCkUw|The Scariest Cow Ever Created {{!}} The Story Of The Warden @ 3:12|Minecraft|March 30, 2024|t=192}}</ref>
Warden Development Render.png|A recreated render of a warden with this early texture.
Warden Development Render.png|A recreated render of a warden with this early texture
</gallery>
</gallery>


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<gallery>
<gallery>
Warden concept art 6.png|Concept art of the early "shade" prototype.
Warden concept art 6.png|Concept art of the early "shade" prototype
</gallery>
</gallery>


==== Stalker ====
==== Stalker ====
{{for|the mob in ''Minecraft Dungeons II''|Dungeons II:Stalker}}
Another early prototype was the '''stalker'''. Several pieces of concept art were created for this iteration of the mob, and a prototype of the original stalker design was programmed into the game.
Another early prototype was the '''stalker'''. Several pieces of concept art were created for this iteration of the mob, and a prototype of the original stalker design was programmed into the game.


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<gallery>
<gallery>
Warden concept art 1.png|Early concept art of the stalker prototype.
Warden concept art 1.png|Early concept art of the stalker prototype
Warden concept art 9.jpg|The stalker with a rearranged form.
Warden concept art 9.jpg|The stalker with a rearranged form
Warden concept model.jpg|The in-game model of an early iteration of the stalker.<ref name="meet-warden"/>
Warden concept model.jpg|The in-game model of an early iteration of the stalker<ref name="meet-warden"/>
The Stalker Sculk With The Stalker Incarnation.jpg|The stalker in-game, with both it and the [[Minecraft:sculk]] using brown textures similar to [[Minecraft:soul sand]] and rust sculk concept art.
The Stalker Sculk With The Stalker Incarnation.jpg|The stalker in-game, with both it and the [[Minecraft:sculk]] using brown textures similar to [[Minecraft:soul sand]] and rust sculk concept art
Stalker and Stalker Sculk.png|Ditto.
Stalker and Stalker Sculk.png|Ditto
Stalker.png|A stalker, one standing and two in 1 block tall mode.
Stalker.png|A stalker standing and two in 1 block tall mode
Stalker Development Video.mp4|The in-game prototype of the stalker, being able to transform.
Stalker Development Video.mp4|The in-game prototype of the stalker, being able to transform
Very Early Warden.png|A recreated render of the stalker in the earliest known screenshots. Its legs were thicker than in later iterations.
Very Early Warden.png|A recreated render of the stalker in the earliest known screenshots. Its legs were thicker than in later iterations.
Warden (pre-release 1).png|A recreated render of the initial stalker design
Warden (pre-release 1).png|A recreated render of the initial stalker design
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<gallery>
<gallery>
Warden concept art 3.png|Early concepts of the warden, featuring a "weird smiling creature".
Warden concept art 3.png|Early concepts of the warden, featuring a "weird smiling creature"
Warden concept art 4.png|More early concepts of the warden, involving particles.
Warden concept art 4.png|More early concepts of the warden, involving particles
Warden concept art 5.png|Concept of the warden being "overtaken" by the "hollowed".
Warden concept art 5.png|Concept of the warden being "overtaken" by the "hollowed"
Hollowed.png|An in-game prototype of the hollowed.
Hollowed.png|An in-game prototype of the hollowed
Hollowed Vibration Particles.jpg|Vibration particles of the hollowed. First starting off as one pixel, then four pixels encircled by a ring then bigger circles.
Hollowed Vibration Particles.jpg|Vibration particles of the hollowed. First starting off as one pixel, then four pixels encircled by a ring then bigger circles.
The Hollow (Warden Early Concept).mp4|An in-game prototype of the hollowed
The Hollow (Warden Early Concept).mp4|An in-game prototype of the hollowed
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|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|[[File:Warden JE1 BE1.png|32px]] Added wardens.}}
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|[[File:Warden JE1 BE1.png|32px]] Added wardens.}}
|{{HistoryLine|||dev=22w11a|Removed wardens.}}
|{{HistoryLine|||dev=22w11a|Removed wardens.}}
|{{HistoryLine|||dev=22w12a|Re-added wardens.|Wardens are no longer considered undead.|[[File:Warden attacking.gif|32px]]Wardens have been given a new attacking animation.|Increased warden's vertical reach from 3 blocks to 4 blocks.|Wardens no longer slow down in water.|Wardens are now immune to fire and lava.|[[File:Warden 22w12a Texture.png|32px]]Warden textures have been changed. The tusks on the chest have been separated and new overlays have been added.|[[Minecraft:nametag|Nametagged]] wardens no longer burrow.}}
|{{HistoryLine|||dev=22w12a|Re-added wardens.
|Wardens are no longer considered undead.
|[[File:Warden attacking.gif|32px]] Wardens have been given a new attacking animation.|Increased warden's vertical reach from 3 blocks to 4 blocks.|Wardens no longer slow down in water.|Wardens are now immune to fire and lava.
|[[File:Warden 22w12a Texture.png|32px]] Warden textures have been changed. The tusks on the chest have been separated and new overlays have been added.
|[[Minecraft:nametag|Nametagged]] wardens can no longer dig and despawn.}}
|{{HistoryLine|||dev=22w13a|Wardens can now pass over [[Minecraft:rail]]s.<ref>{{bug|MC-249642|||F}}</ref>}}
|{{HistoryLine|||dev=22w13a|Wardens can now pass over [[Minecraft:rail]]s.<ref>{{bug|MC-249642|||F}}</ref>}}
|{{HistoryLine|||dev=22w14a|Wardens now become angry at all living mobs that bump into it, not just players.|Wardens now slow down in water and are affected by bubble columns again.}}
|{{HistoryLine|||dev=22w14a|Wardens now become angry at all living mobs that bump into it, not just players.
|{{HistoryLine|||dev=22w15a|[[File:Warden Sonic Boom Attack 22w15a.gif|62px]] Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls, and can be blocked with shields, but disables them.|Wardens can now smell players from further away.|The vertical range in which wardens get angry has been increased from 6 to 20 blocks.|Reverted the warden's vertical reach back to how it was before 22w12a.<ref>{{bug|MC-250192|||WAI}}</ref>}}
|Wardens now slow down in water and are affected by bubble columns again.}}
|{{HistoryLine|||dev=22w15a|[[File:Warden Sonic Boom Attack 22w15a.gif|62px]] Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls, and can be blocked with shields, but disables them.
|Wardens can now smell players from further away.
|The vertical range in which wardens get angry has been increased from 6 to 20 blocks.|Reverted the warden's vertical reach back to how it was before 22w12a.<ref>{{bug|MC-250192|||WAI}}</ref>}}
|{{HistoryLine|||dev=22w16a|Decreased the warden's vertical reach again, from 3 to 2 blocks.
|{{HistoryLine|||dev=22w16a|Decreased the warden's vertical reach again, from 3 to 2 blocks.
|Added the [[Minecraft:game rule]] {{cd|doWardenSpawning}}.}}
|Added the [[Minecraft:game rule]] {{cd|doWardenSpawning}}.}}
|{{HistoryLine|||dev=22w17a|Wardens now drop one sculk catalyst upon death.|The amount of damage dealt by its ranged attack has been decreased from {{hp|30}} to {{hp|10}}.|The cooldown for their ranged attack has been decreased from 5 to 2 seconds.|The ranged attack can now bypass shields and armor.}}
|{{HistoryLine|||dev=22w17a|Wardens now drop one sculk catalyst upon death.
|The amount of damage dealt by its ranged attack has been decreased from {{hp|30}} to {{hp|10}}.
|The cooldown for their ranged attack has been decreased from 5 to 2 seconds.|The ranged attack can now bypass shields and armor.}}
|{{HistoryLine|||dev=22w18a|[[File:Warden Sonic Boom Attack.gif|62px]] Updated the textures of the sonic boom particle.}}
|{{HistoryLine|||dev=22w18a|[[File:Warden Sonic Boom Attack.gif|62px]] Updated the textures of the sonic boom particle.}}
|{{HistoryLine|||dev=22w19a|The warden's ranged attack is now affected by difficulty.|Sculk shriekers now need to be activated four times to summon the warden, to give players warnings.}}
|{{HistoryLine|||dev=22w19a|The warden's ranged attack is now affected by difficulty.|Sculk shriekers now need to be activated four times to summon the warden, to give players warnings.}}
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|{{HistoryLine|||dev=Preview 1.19.0.27|Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.|Wardens can now smell players from further away.|The vertical range in which wardens get angry has been increased to 6 to 20 blocks.|Wardens now gets angry at all living mobs that bump into it, not just players.|Wardens now prioritize attacking players over other mobs.}}
|{{HistoryLine|||dev=Preview 1.19.0.27|Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.|Wardens can now smell players from further away.|The vertical range in which wardens get angry has been increased to 6 to 20 blocks.|Wardens now gets angry at all living mobs that bump into it, not just players.|Wardens now prioritize attacking players over other mobs.}}
|{{HistoryLine|||dev=Preview 1.19.0.29|Wardens now drop one sculk catalyst upon death.|The amount of damage dealt by its ranged attack has been decreased from {{hp|30}} to {{hp|10}}.|The cooldown for their ranged attack has been decreased from 5 to 2 seconds.|The ranged attack can bypass shields and armor.}}
|{{HistoryLine|||dev=Preview 1.19.0.29|Wardens now drop one sculk catalyst upon death.|The amount of damage dealt by its ranged attack has been decreased from {{hp|30}} to {{hp|10}}.|The cooldown for their ranged attack has been decreased from 5 to 2 seconds.|The ranged attack can bypass shields and armor.}}
|{{HistoryLine||1.19.10|dev=Preview 1.19.10.23|[[File:Warden Hurt 2.gif|46px]] The warden's hurt animation has been fixed, matching {{JE}}.}}
|{{HistoryLine||1.19.10|dev=Preview 1.19.10.23|[[File:Warden Hurt 2.gif|46px]] The warden's hurt animation has been fixed to match {{JE}}.}}
|{{HistoryLine||1.21.30|dev=Preview 1.21.30.24|Removed the {{cd|idle}} sound event from the {{cd|warden}} object in {{cd|sounds.json}}.}}
|{{HistoryLine||1.21.30|dev=Preview 1.21.30.24|Removed the {{cd|idle}} sound event from the {{cd|warden}} object in {{cd|sounds.json}}.}}
}}
}}
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* If heard closely, the warden's first sonic boom sound ({{sound||Sonic boom1.ogg}}) contains the third explosion sound ({{sound||Explosion3.ogg}}), and the fourth sonic boom sound ({{sound||Sonic boom4.ogg}}) contains the second explosion sound ({{Sound||Explosion2.ogg}}).
* If heard closely, the warden's first sonic boom sound ({{sound||Sonic boom1.ogg}}) contains the third explosion sound ({{sound||Explosion3.ogg}}), and the fourth sonic boom sound ({{sound||Sonic boom4.ogg}}) contains the second explosion sound ({{Sound||Explosion2.ogg}}).
* In [[Minecraft:Bedrock Edition]], wardens can dig into the [[Minecraft:void]], as the BE void has a solid bottom and the warden has time to [[Minecraft:despawn]] before it dies.
* In [[Minecraft:Bedrock Edition]], wardens can dig into the [[Minecraft:void]], as the BE void has a solid bottom and the warden has time to [[Minecraft:despawn]] before it dies.
* In the LOLCAT language setting, the warden is called "blu shrek".
* The shade and the stalker were re-added in {{MCD2}}, as the [[Minecraft:monarch]] and the [[Minecraft:singer]].


== Gallery ==
== Gallery ==
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Warden Attack.gif|Warden's old melee attack animation from [[Minecraft:Java Edition Deep Dark Experimental Snapshot 1]]
Warden Attack.gif|Warden's old melee attack animation from [[Minecraft:Java Edition Deep Dark Experimental Snapshot 1]]
Warden (angry).gif|A recreation of the warden's old animations from Minecraft Live 2020
Warden (angry).gif|A recreation of the warden's old animations from Minecraft Live 2020
Warden Sniffing BE Left JE Right.gif|The warden's sniffing animation on ''Bedrock Edition'' (left) and ''Java Edition'' (right) have different head movement in the last few seconds
Warden Sniffing BE Left JE Right.gif|The warden's sniffing animation on ''Bedrock Edition'' (left) and ''Java Edition'' (right) have different head movement in the last few seconds.
</gallery>
</gallery>


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Warden Subtitles Reveal.jpg|The showcase of the new warden subtitles
Warden Subtitles Reveal.jpg|The showcase of the new warden subtitles
Warden sonic boom alternative.png|An alternative sonic boom animation made by Chi Wong as a joke<ref>{{ytl|n9TpuPGH9hk|Minecraft Now: Wild Update and Farlands ft AntVenom! @ 24:35|Minecraft|May 19, 2022|t=1475}}</ref>
Warden sonic boom alternative.png|An alternative sonic boom animation made by Chi Wong as a joke<ref>{{ytl|n9TpuPGH9hk|Minecraft Now: Wild Update and Farlands ft AntVenom! @ 24:35|Minecraft|May 19, 2022|t=1475}}</ref>
Warden Fishing Rod.png|Chi Wong making the warden scarier by giving it a fishing rod referencing 1.8 PvP as a joke.
Warden Fishing Rod.png|Chi Wong making the warden scarier by giving it a fishing rod referencing 1.8 PvP as a joke
Chi Animating the Warden.jpg|Chi animating the warden in Blender
Chi Animating the Warden.jpg|Chi animating the warden in Blende
Old warden digging.gif|Warden's old digging animation revealed by Marcio
Old warden digging.gif|Warden's old digging animation revealed by Marcio
Warden B.T.S. Mc Live Announcment Trailer.jpg|Behind the scenes of a warden in the Minecraft Live trailer<ref>{{Ytl|QKXlt8ptw1w|Everything WRONG with our videos: MINECRAFT LIVE! (PART 1) @ 10:59|Element Animation|March 25, 2023|t=659s}}</ref>
Warden B.T.S. Mc Live Announcment Trailer.jpg|Behind the scenes of a warden in the Minecraft Live trailer<ref>{{Ytl|QKXlt8ptw1w|Everything WRONG with our videos: MINECRAFT LIVE! (PART 1) @ 10:59|Element Animation|March 25, 2023|t=659s}}</ref>
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Warden Ancient City Concept Art 2.jpg|Ditto
Warden Ancient City Concept Art 2.jpg|Ditto
Mariana salimena accessories warden head.jpg|Concept art of Mojang's Mojavatar Maker with a warden head
Mariana salimena accessories warden head.jpg|Concept art of Mojang's Mojavatar Maker with a warden head
Warden concept art YT 1.png|Concept art of the stalker, a proposed design for the warden
Warden concept art YT 2.png|More stalker concept art
Warden concept art YT 3.png|Concept art of the hollowed, a proposed design for the warden
Warden concept art YT 4.png|More hollowed concept art
Warden concept art YT 5.png|Proposed designs of the warden
Warden concept art YT 6.png|More scrapped warden designs
Warden concept art YT 7.png|Proposed designs for the warden nearing its final design
Warden concept art YT 8.png|Final design for the warden
</gallery>
</gallery>


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LEGO Warden.png|alt=|[[Minecraft:Lego Minecraft]] warden
LEGO Warden.png|alt=|[[Minecraft:Lego Minecraft]] warden
Minecraft Mini Mode Warden.png|alt=|Minecraft Mini Mode Warden
Minecraft Mini Mode Warden.png|alt=|Minecraft Mini Mode Warden
Minecraft Mini Mode Rise of the Warden Playset.png|alt=|'''Minecraft Mini Mode Rise of the Warden Playset'''
Minecraft Mini Mode Rise of the Warden Playset.png|alt=|Minecraft Mini Mode Rise of the Warden Playset
Warden flippin fig.jpg|Warden figure of Flippin' Figs
Warden flippin fig.jpg|Warden figure of Flippin' Figs
File:MCD2 Twisted Warden at TwitchCon.jpg| The [[Minecraft:Twisted Warden]], a boss in ''[[Minecraft:Minecraft Dungeons II]]''
File:MCD2 Twisted Warden at TwitchCon.jpg| The [[Minecraft:Twisted Warden]], a boss in ''[[Minecraft:Minecraft Dungeons II]]''
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[[Category:Hostile mobs]]
[[Category:Hostile mobs]]
[[Category:Monster mobs]]
[[Category:Monster mobs]]
[[Category:Sculkers]]


[[Minecraft:de:Wärter]]
[[Minecraft:de:Wärter]]

Latest revision as of 11:17, 17 October 2026

Template:For Template:Infobox entity Template:Relevant tutorial A warden is a Minecraft:hostile mob summoned by Minecraft:sculk shriekers which are located in the Minecraft:deep dark. It is completely blind, relying entirely on Minecraft:vibrations and its sense of smell to detect Minecraft:players and Minecraft:entities to attack, and digs down to Minecraft:despawn if it does not detect anything for 60 seconds and if it doesn't have a name. If a warden successfully detects a target, it rapidly strikes them with its arms, or fires damaging sonic beams which pass through Minecraft:blocks and ignore Minecraft:armor, Minecraft:shields, and all Minecraft:enchantments. A warden will always drop one Minecraft:sculk catalyst and five experience points.

Spawning

File:Warden emerging.gif
A warden emerges from the ground after being summoned by sculk shriekers.

Wardens do not follow the standard Minecraft:mob spawning rules. Instead, a warden is spawned when a player in Minecraft:Survival, Minecraft:Adventure or Minecraft:Creative mode activates any number of naturally generated Minecraft:sculk shriekers four times (see details below).

A warden can also be spawned if calibrated sculk sensors activate sculk shriekers.

Each player has a warning level, which increases every time that player activates a naturally generated sculk shrieker. This is not specific to any sculk shrieker. A sculk shrieker that has already been activated by a player before activates the same way it does normally, and the warning level does not reset if the player were to activate a new sculk shrieker. The distance between the shriekers doesn't matter. The shrieker spawns a warden 4.5 seconds after the warning level reaches 4, or immediately if the sculk shrieker is destroyed. If the warning level is already at 4, it stays at 4 and spawns another warden.

The Minecraft:light level does not have an effect on shrieker activation or warden spawning, regardless of the warning level.

When a shrieker attempts to spawn a warden, it makes up to 20 attempts to spawn the warden within an 11×13×11 cubic area centered on the shrieker. During each attempt, the game picks a random column (i.e. a stack of blocks parallel to the Y axis), and then picks the highest valid block in that column. A valid block is any block that has a complete top surface (i.e. the top face is a grid-aligned square meter surface with no holes), and that a warden can be placed directly on top of without having the warden collide with any existing blocks or entities. A warden can't spawn if the bottom block that it would occupy has a Minecraft:liquid inside it, but it can spawn with 1 or more liquids in the blocks above that. So, a Minecraft:pressure plate with Minecraft:water flowing on top would be a valid location for the shrieker to spawn the warden (this would place the warden with its feet in the water, one block above the pressure plate).

Template:IN, warden spawning can be toggled on or off with the Minecraft:game rule Template:Cd.

Drops

On death

Template:DropTable

Behavior

File:Warden sniffing.gif
A warden is blind and seeks out targets by sensing vibrations and by sniffing.

After spawning, wardens wander randomly and move toward nearby vibrations originating from players, mobs, and non-mob sources including projectiles and Minecraft:minecarts. A warden also periodically sniffs the area around it, allowing it to zero in on targets even if they don't create vibrations. As wardens sniff, pick up vibrations, or are touched by other players or mobs, they become increasingly agitated.

Similar to sculk, the bright blue parts of the warden's texture are emissive with Minecraft:Vibrant Visuals, easily noticeable in dark places.

Idle

A warden can fit inside any space that is 1 block wide and 3 blocks tall, allowing it to chase players and mobs through small corridors.

Wardens are immune to damage from Minecraft:fire or Minecraft:lava, and are immune to knockback. They pursue through blocks that are usually avoided by other mobs, including Minecraft:rails<ref name="MC-249642">Template:Bug</ref>, Minecraft:cacti, or Minecraft:magma blocks. However, in Template:BE, they cannot pathfind through fire or soul fire.<ref>Template:Bug</ref>

A warden listens to all vibrations within a 15 block radius ovoid shape, except those from other wardens, Minecraft:armor stands, dying mobs, and players in Minecraft:Creative or Minecraft:Spectator mode. Like with Minecraft:sculk sensors, they cannot detect vibrations from a Minecraft:sneaking player that is moving, Minecraft:jumping, falling or shooting a projectile. A warden has a 2-second cooldown between detecting vibrations.

A warden is aware of all targetable entities within a 49×51×49 box around itself. If the warden has a targetable entity, is not investigating any disturbances, and is otherwise idle, it pathfinds toward the closest entity, prioritizing players over mobs. While pathfinding, the warden can begin a 'sniff' behavior and animation. This takes around 4.2 seconds and has a 5-10 seconds cooldown. A warden can still sniff out sneaking players, despite not being able to detect vibrations from them.

A warden prefers to track down the most suspicious targets, rather than the ones closest to it.<ref>Template:Tweet</ref>

Inflicting Darkness

A warden, whether angered or not, gives 13 seconds of Minecraft:Darkness to all players within a 20 block ovoid radius of it every 6 seconds. The souls in its chest make a low heartbeat that occurs in tandem with the Darkness effect.Template:Info needed The heartbeat speeds up as the warden becomes increasingly agitated.<ref>Template:Tweet</ref>

Heartbeat

A warden has a heartbeat which plays loudly every few seconds and can be seen as a glowing pulse inside the warden's chest. Once a warden spawns, its heartbeat is slow and calm, but as its anger level rises, the heartbeat becomes faster.

Suspense

Warden anger table (0-150, warden reaches hostile state at anger 80)
Action Anger Cooldown (seconds)
Passive decay -1 1
Target dies -150 N/A
Warden/target switches dimensions
Player switches to Creative/Spectator Mode
Vibration detected (non-projectile) +35 2
Vibration detected (projectile) +10 (+35 if more than one projectile in the time span of 5 seconds) 2
Direct contact with entity +35 Template:Only or +80 Template:Only 1
Direct attack from entity +100 N/A
Warden reaches hostile state +20 N/A
Nearest mob after sniffing has ended +35 N/A

Wardens keep track of how angry they are at each suspect as a number from 0 to 150. When a warden notices a vibration, it adds anger to the player or mob that caused the vibration. It adds 10 anger if the vibration was from a projectile or 35 anger for other vibrations. However, if two projectiles from the same player/mob are heard by the warden within five seconds, it instead adds the full 35 anger toward that player/mob. Wardens do not add anger toward a mob/player if the projectile was shot from more than 30 blocks away, although the projectile does count toward the counter of two projectiles. Anger decays at a rate of 1 per second and immediately clears if the targeted player switches to Minecraft:Creative or Minecraft:Spectator modes, the target or warden leaves the dimension, or if the target dies.

A warden adds 35 anger Template:Only or 80 anger Template:Only toward any mob that directly touches it. This effect has a 1-second cooldown.

When it finishes sniffing, a warden adds 35 anger to the nearest mob or player within a 6 block radius horizontally and 20 blocks vertically, a cylindrical volume centered on the warden.

File:Warden roar.gif
A warden roars before pursuing its target.

Once a warden reaches 80 anger with a target, it roars for 4.2 seconds, adds another 20 anger, and pursues the target. In this angered state, the warden chases the target normally despite being blind. A warden also enters its hostile state and adds 100 anger if directly attacked by a mob. If the attacking player or mob is within 5 blocks, it skips its roaring animation altogether and immediately gives chase.

A warden is biased toward player vibrations, attacks, and contact - even if a warden is angrier at another mob, it still attacks the player first as long as they have angered the warden as well. This is not true of any other Minecraft:mob.<ref>Template:Bug</ref>

After 60 seconds of being "calm" and not detecting any vibrations or sniffing any targets, as well as immediately after being spawned by a command block with status effects, a warden burrows back into the ground and despawns. If the warden is floating on a liquid, it instead immediately despawns without any burrowing animation. During its emerging/burrowing animation, a warden cannot detect any vibrations and can take damage only from Template:Cmd, though it can still be pushed by entities, Minecraft:pistons, or liquids.Template:Only Named wardens do not despawn.

Unlike most hostile mobs, wardens do not despawn randomly when more than 32 blocks from a player, nor do they immediately despawn when more than 128 blocks from a player.

Attacks

A warden's melee attack has a cooldown of 36 ticks (1.8 seconds) and disables Minecraft:shields for 5 seconds, dealing Template:Hp to Template:Hp health points depending on the difficulty.

File:Warden sonic boom.jpg
The warden's sonic boom attack on a chicken

If a warden cannot reach its target, it switches to its ranged attack: a sonic boom. It does so when the following are true:

  • It has been 10 seconds since the warden detected the target
  • It has been 5 seconds since the warden last used a melee or ranged attack
  • The target is within a 14-block radius horizontally and 20 blocks vertically of the warden in an ovoid shape.

The sonic boom aims directly at only the target, making it impossible to dodge, passing through all blocks and entities. A warden takes 1.7 seconds to charge and unleashes the attack, which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible via teal Minecraft:particles that are projected out of the warden's chest. This attack bypasses most forms of Minecraft:armor, including Minecraft:shields, armor Minecraft:enchantments (such as Minecraft:Protection), and the natural armor that some mobs possess, except the Minecraft:Thorns enchantment in Template:BE. Only Minecraft:wolf armor, the 85%Template:Only magic damage resistance of a Minecraft:witch, and the Minecraft:Resistance effect can reduce the damage from a sonic boom. Minecraft:Wolf armor loses durability when hit by a sonic boom, but normal armor does not.

  1. REDIRECT Template:PG/-

Sounds

Template:More sounds Template:JE: Template:SoundTable

Template:BE: Template:SoundTable

Data values

ID

Template:Edition: Template:ID table

Template:Edition: Template:ID table

Entity data

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

Template:El: Template:Main

<section begin="entity data" />

<section end="entity data" />

Template:El:

See Minecraft:Bedrock Edition level format/Entity format.

Achievements

Template:Load achievements

Achievements that apply to all mobs: Template:Collapse

Advancements

Killing a warden does not grant the Monster Hunter advancement and is not required in order to complete the Minecraft:Monsters Hunted advancement.<ref>Template:Tweet</ref><ref>Template:Bug</ref>

Template:Load advancements

Advancements that apply to all mobs: Template:Collapse

Videos

YouTube

Template:Yt Template:Yt Template:Yt

Other

History

Template:Hatnote

For the Minecraft:Nether Update, Mojang planned to add a "blind Minecraft:piglin that could only respond to sounds" that could be found within a "new biome".<ref name="meet-warden">Template:Mcnet</ref> This idea was then later reused for the warden instead.

The warden was developed by Minecraft:Brandon Pearce. During early development, the planned mechanics and abilities of the warden were significantly different to the final version. Planned and then scrapped ideas for the warden include:

  • If the player managed to get out of the warden's attack and pathfinding range but still be within its detection range, the warden would use a "mind-altering" attack that would cause the player to move erratically (walking forward would cause the player to go backward, etc.) and deal damage overtime. The mechanic was eventually scrapped due to being deemed too complicated.<ref>Template:Tweet</ref><ref name="cheesingthewarden">Template:Ytl</ref>
  • The warden would destroy blocks or burrow through them. The former was rejected due to the developers wanting to limit the number of "destructive" mobs there are in the game and the latter was rejected due to being too difficult to implement.<ref name="cheesingthewarden"/>
  • The warden could hide the player's hunger bar and health bar.<ref>Template:Tweet</ref>
  • Brandon wanted the warden to be immune to damage to discourage players from fighting it, but he didn't think that would work for a sandbox game.<ref>Template:Tweet</ref>
  • The warden originally burned when exposed to daylight.<ref>Template:Tweet</ref>

The warden is the most concepted and worked through mob in Minecraft in terms of sound design.<ref>Template:Tweet</ref> When Minecraft:Brandon Pearce was first developing the warden, sound design was important to him, and the warden was designed with that in mind.<ref name="kingbdogz-tweet2">Template:Tweet</ref> Brandon originally wanted players to hear their own "heartbeat" as the warden got closer for anticipation, but he thought that it felt out of place and didn't make sense to hear the player's heartbeat. His solution was for something else to make the heartbeat, and thus the warden itself gained a heartbeat sound.<ref name="kingbdogz-tweet">Template:Tweet</ref>

Early concepts and prototypes

There were multiple prototypes for what ultimately became the warden.<ref name=wardeninfo>Template:Ytl</ref> According to Minecraft:Jasper Boerstra, it went through 175 different concept iterations to ensure that the warden was "something really special".<ref>Template:Ytl</ref> The very first warden iteration created was a modified cow that made the lights and torches flicker and served as the main prototype for the darkness effect.<ref>Template:Ytl</ref>

Some known concepts and names for the warden from this time were the "shade",<ref>Template:Ytl</ref> the "stalker" and the "hollowed".<ref name=wardeninfo />

Shade

The shade was a vaguely humanoid translucent mob with glowing eyes. It was meant to be a more ambient mob, which would stand in darkness with only its eyes visible and would slowly fade away as the player approached it. It would also imitate the noise of other mobs, making it sound as though they were right behind the player.

Rather than an iteration on the warden, by then called the "stalker", the shade had come to be a completely separate mob to the stalker, though in some concepts it was meant to be sort of complementary, living in the Minecraft:ancient cities and helping the stalker by tricking players into alerting it. It was eventually scrapped due to a feeling that it would grow to become annoying rather than creepy, and so the team could better focus on developing the stalker.<ref>Template:Ytl</ref>

It is unknown whether the shade was ever implemented into the game as a prototype.

Stalker

Template:For Another early prototype was the stalker. Several pieces of concept art were created for this iteration of the mob, and a prototype of the original stalker design was programmed into the game.

The first stalker iteration was a mob that could spawn anywhere deep underground. Stalkers could make torches flicker off and on when nearby.<ref>Template:Ytl</ref> The stalker was tall and asymmetrical with a glowing core, sometimes referred to as a chest crystal.<ref name="meet-warden"/> It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it.

A later version of the stalker could transform into a form that was less wide and tall when chasing an entity or player, while its regular form was meant to disguise as a treasure totem. This iteration got scrapped as it was considered too clunky and goofy, and was insufficiently scary.

The vibration-sensing aspect, which was developed in this version, however, was passed down to and refined in the later iterations.<ref>Template:Tweet</ref><ref>Template:Ytl</ref>

The sounds iterated for the stalker.<ref>Template:Ytl</ref> Interestingly, these are recycled from the Minecraft:Zoglin's idle sounds. Template:SoundTable

Hollowed

Later on, the stalker was renamed to hollowed. Several pieces of concept art were also created for the hollowed design iteration. A prototype of the hollowed design was programmed into the game.

The hollowed was designed with the intent of inciting trypophobia and had white flesh with holes in it. According to Minecraft:Brandon Pearce, its design was an experiment to see how far the boundaries of Minecraft could be pushed and to try and draw a line as to what would be acceptable. The design had to ultimately be toned down multiple times due to said metaphorical line being crossed. The visuals for this iteration were ultimately scrapped, as they were considered too uncanny and overall frightening for Minecraft. After many back-and-forths between the developers, the directors and art team, a design similar to the current one was landed on, with the mechanics remaining mostly the same.<ref>Template:Ytl</ref><ref>Template:Ytl</ref>

The sounds created for the hollowed were even more unsettling and scarier than what had been created for the current warden iteration.<ref>Template:Ytl</ref> Template:SoundTable

Announcement

Template:HistoryTable

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Issues

Template:Issue list

Trivia

Gallery

Renders

Animations

Screenshots

Mojang images

Concept artwork

Textures

In other media

Official media

Merchandise

References

Template:Reflist

External links

Navigation

Template:Navbox entities Template:Featured

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