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Minecraft:Warden

From SAS Gaming Wiki

Template:Hatnote Template:Infobox entity A warden is a hostile mob summoned by sculk shriekers located in the deep dark. It is completely blind, relying entirely on vibrations and its sense of smell to detect players and entities to attack, and digs down to 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 as well as all enchantments.

Spawning

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

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

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 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 liquid inside it, but it can spawn with 1 or more liquids in the blocks above that. So, a 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).

in Template:Editions, warden spawning can be toggled on or off with the game rule

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Drops

On death

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Template:Redr experience if killed by either a player or a tamed Minecraft:wolf.

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 the dark where they spawn.

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>, cacti, or magma blocks.

A warden listens to all vibrations within a 15 block radius ovoid shape, except those from other wardens, armor stands, dying mobs, and players in Creative or Spectator mode. Like with sculk sensors, they cannot detect vibrations from a sneaking player that is moving, 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 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.​<more information needed></more information needed> The heartbeat speeds up as the warden becomes increasingly agitated.<ref>Template:Tweet</ref>

Suspense

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 Creative or 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.

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 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

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Template:Redr, 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 the only 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 particles that are projected out of the warden's chest. This attack bypasses most forms of Minecraft:armor, including Minecraft:shields, armor enchantments (such as Protection), and the natural armor that some mobs possess. Only wolf armor, the 85%Template:Only or 95%Template:Only magic damage resistance of a Minecraft:witch, and the Resistance effect can reduce the damage from a sonic boom. Wolf armor loses durability when hit by a sonic boom, but normal armor does not.

Sounds

Java Edition: Template:SoundTable

Bedrock Edition: Template:SoundTable

Data values

ID

Template:!((Java EditionTemplate:))!: Template:ID table

Template:!((Bedrock EditionTemplate:))!: Template:ID table

Entity data

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

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Template:Rcat: {{#vardefine:params|0 }}Template:Hatnote

<section begin="entity data"/>

<section end="entity data"/>

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See Minecraft:Bedrock Edition level format/Entity format.

Achievements

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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 Monsters Hunted advancement.<ref>Template:Tweet</ref><ref>Template:Bug</ref>

Script error: No such module "Advancement".

Advancements that apply to all mobs: Template:Collapse

Videos

YouTube

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Other

History

For the 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 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">
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  • 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 later 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 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>

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Template:Redr</ref> According to Jasper Boerstra, it went through 175 different concept iterations to ensure that the warden was "something really special".<ref>

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Template:Redr</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>

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Some known concepts and names for the warden from this time were the "shade",<ref>

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Template:Redr</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 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>

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

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.

The first stalker iteration was a mob that could spawn anywhere deep underground. Stalkers could make torches flicker off and on when nearby.<ref>

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Template:Redr</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>

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The sounds iterated for the stalker.<ref>

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Template:Redr</ref> 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 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>

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

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Announcement

Template:HistoryTable

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Issues

Script error: No such module "Issue list".

Trivia

  • The warden is the most iterated mob in terms of designs with it having 175 iterations.<ref>
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Template:Redr</ref> The second being the bee with it having 13 iterations as seen in The World of Minecraft book.

  • Although the warden is supposed to be blind, spectating it reveals that it still has normal vision.<ref>Template:Bug</ref>
  • Brandon Pearce considers the warden as something entirely new, as it isn't a boss, a mini boss or a regular enemy, but a force of nature: "when a tornado is barreling towards you, you don't try to kill it - you run away! The warden is exactly the same."<ref>Template:Tweet</ref>
  • Brandon's thought process on finally giving the warden a drop after he was heavily against it was the warden should never drop something that is important or hard to get that would be worth going through the trouble of fighting it. In this case, fighting a warden is not worth a sculk catalyst. This change was made for renewability farms and tech players.<ref>Template:Tweet</ref>
  • The warden and sculk were inspired by
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Template:Redr, as the developers wanted to make something that wasn't traditionally scary (like jumpscares), but scary in a "mysterious and unknown" way.<ref>

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  • In the sixth episode of The Secrets of Minecraft, it was joked that the warden's personal names are "Jonathan" and "William", depending on the scene, similar to how the player, the ender dragon or the Minecraft:wither all have personal joke names.<ref name="wardeninfo" /> "Warden" itself was also jokingly broken down into "War! Dens!" in the description.
    • "Jonathan" can be seen on a blackboard for name suggestions alongside "the stalker" and "the hollowed".
    • It is also joked that the name "warden" was the result of calling it "William" and spelling it wrong.
    • In the tenth episode, both names were used when Narrator spotted the warden behind him.<ref>
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Template:Redr</ref> He mistakenly called the warden Jonathan before correcting himself as William, foreshadowing Jonathan Minecraft, who appears in the eleventh and final episode leading into Around the Minecraft World in 80 Biomes.<ref>

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  • Brandon Pearce stated in a tweet that the souls in the warden's chest is important to its lore.<ref>Template:Tweet</ref>
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Gallery

Renders

Animations

Screenshots

Mojang images

Concept artwork

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In other media

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References

<references group="">

 </references>

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