Minecraft:Geared mobs
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Some mobs can spawn wearing Minecraft:armor or holding weapons, both of which may be Minecraft:enchanted. In addition, some of them may also spawn with the ability to pick up armor and items that are on the ground.
Spawning
Natural spawning
Adult Minecraft:zombies, Minecraft:husks, and Minecraft:zombie villagers can sometimes spawn wearing armor of any tier up to diamond and/or holding an Minecraft:iron sword, Minecraft:iron shovel, or Minecraft:iron spear.
- When spawned as a Minecraft:zombie horseman or as part of a Minecraft:camel husk jockey, a zombie or husk will always be holding an iron spear.
Minecraft:Drowned can sometimes spawn holding a Minecraft:trident.
- Due to the mechanism with which Minecraft:zombie nautilus jockeys spawn, these drowned will always be holding tridents.
Minecraft:Skeletons, Minecraft:strays, Minecraft:bogged, and Minecraft:parched always spawn holding a Minecraft:bow and can sometimes spawn wearing armor of any tier up to diamond.
- When spawned as a Minecraft:skeleton horseman, a skeleton will always be wearing an enchanted Minecraft:iron helmet, but can still spawn with other armor pieces.
Adult Minecraft:piglins always spawn holding either a Minecraft:golden sword, Minecraft:crossbow, or Minecraft:golden spear, and can sometimes spawn wearing golden armor.
Several mobs are guaranteed to spawn holding a weapon and cannot spawn with armor:
- Minecraft:Zombified piglins always spawn holding a Minecraft:golden sword or Minecraft:golden spear.
- This does not occur if spawned as a Minecraft:strider jockey, as the golden sword or spear is overridden by a Minecraft:warped fungus on a stick.
- Minecraft:Wither skeletons always spawn holding a Minecraft:stone sword.
- Unlike other gear mobs can spawn with, a wither skeleton's stone sword will never be enchanted.
- Minecraft:Vindicators always spawn holding an Minecraft:iron axe.
- Minecraft:Vexes always spawn holding an Minecraft:iron sword.
- Minecraft:Pillagers always spawn holding a Minecraft:crossbow.
- Minecraft:Piglin brutes always spawn holding a Minecraft:golden axe.
- Minecraft:IllusionersTemplate:Only always spawn holding a Minecraft:bow.
The following tables show chances of mobs spawning with armor and weapons, per difficulty:
| Easy | Normal | Hard | |
|---|---|---|---|
| Armor | 0% | 0%-15%<ref group="note" name="localdifficulty">Value is based on the Minecraft:regional difficulty.</ref> | 1.875%-15%<ref group="note" name="localdifficulty"/> |
| Armor enchantment<ref group="note" name="enchantment"/> | 0% | 0%-50%<ref group="note" name="localdifficulty"/> | 6.25%-50%<ref group="note" name="localdifficulty"/> |
| Weapon<ref group="note">Template:Frac chance of an iron shovel, Template:Frac chance of an iron sword, Template:Frac chance of an iron spearTemplate:Check the code</ref> | 1% | 1% | 5% |
| Weapon enchantment<ref group="note" name="enchantment">Enchantment is the same as on an enchantment table at level 5–22.<ref group="note" name="localdifficulty"/></ref> | 0% | 0%-25%<ref group="note" name="localdifficulty"/> | 3.125%-25%<ref group="note" name="localdifficulty"/> |
| Easy | Normal | Hard | |
|---|---|---|---|
| WeaponTemplate:Only<ref group="note"
name="trident">100% chance of a Minecraft:trident</ref> |
6.25% | 6.25% | 6.25% |
| WeaponTemplate:Only<ref group="note"
name="trident"/> |
15% | 15% | 15% |
| Weapon enchantment<ref group="note" name="enchantment">Enchantment is the same as on an enchantment table at level 5–22.<ref group="note" name="localdifficulty"/></ref> | 0% | 0%–25%<ref group="note" name="localdifficulty">Value is based on the Minecraft:regional difficulty.</ref> | 3.125%–25%<ref group="note" name="localdifficulty"/> |
| Easy | Normal | Hard | |
|---|---|---|---|
| Armor | 0% | 0%–15%<ref group="note" name="localdifficulty">Value is based on the Minecraft:regional difficulty.</ref> | 1.875%–15%<ref group="note" name="localdifficulty"/> |
| Weapon<ref group="note">100% chance of a bow</ref> | 100% | 100% | 100% |
| Weapon enchantment<ref group="note" name="enchantment">Enchantment is the same as on an enchantment table at level 5–22.<ref group="note" name="localdifficulty"/></ref> | 0% | 0%–25%<ref group="note" name="localdifficulty"/> | 3.125%–25%<ref group="note" name="localdifficulty"/> |
| Armor enchantment<ref group="note" name="enchantment"/> | 0% | 0%–50%<ref group="note" name="localdifficulty"/> | 6.25%–50%<ref group="note" name="localdifficulty"/> |
| Peaceful | Easy | Normal | Hard | |
|---|---|---|---|---|
| Armor<ref group="note" name="armortype">Adult Minecraft:piglins can only spawn with Minecraft:golden armor, with each armor slot independently having a 10% chance to be equipped. Therefore, each piglin has a 34.39% chance to spawn with at least 1 piece of armor, and a 0.01% chance to spawn with a full set.</ref> | Template:Info needed | 34.39% | 34.39% | 34.39% |
| Armor enchantment<ref group="note" name="enchantment"/> | Template:Info needed | 0% | 0-50%<ref group="note" name="localdifficulty">Value is based on the Minecraft:regional difficulty.</ref> | 6.25%-50%<ref group="note" name="localdifficulty"/> |
| Weapon<ref group="note">Template:Frac chance of a Minecraft:golden sword, Template:Frac chance of a Minecraft:crossbow, Template:Frac chance of a Minecraft:golden spear</ref> | Template:Info needed | 100% | 100% | 100% |
| Weapon enchantment<ref group="note" name="enchantment">Enchantment is the same as on an enchantment table at level 5–22.<ref group="note" name="localdifficulty"/></ref> | Template:Info needed | 0% | 0%-25%<ref group="note" name="localdifficulty"/> | 3.125%-25%<ref group="note" name="localdifficulty"/> |
| Easy | Normal | Hard | |
|---|---|---|---|
| Weapon<ref group="note"
name="weapons">Minecraft:iron axe for Minecraft:vindicators, Minecraft:golden axe for Minecraft:piglin brutes, Minecraft:iron sword for Minecraft:vexes, Minecraft:crossbow for Minecraft:pillagers, Minecraft:bow for Minecraft:illusionersTemplate:Only. Minecraft:Wither skeletons never spawn with enchanted weapons. |
100% | 100% | 100% |
| Weapon enchantment<ref group="note" name="enchantment">Enchantment is the same as on an enchantment table at level 5–22.<ref group="note" name="localdifficulty"/></ref> | 0% | 0%–25%<ref group="note" name="localdifficulty">Value is based on the Minecraft:regional difficulty.</ref> | 3.125%–25%<ref group="note" name="localdifficulty"/> |
If a mob (except Minecraft:piglins<ref group="note" name="armortype">Adult Minecraft:piglins can only spawn with Minecraft:golden armor, with each armor slot independently having a 10% chance to be equipped. Therefore, each piglin has a 34.39% chance to spawn with at least 1 piece of armor, and a 0.01% chance to spawn with a full set.</ref>) does spawn with armor, the chances of specific armor pieces are as follows:
| Armor | Easy & Normal | Hard |
|---|---|---|
| Helmet | 100% | 100% |
| Helmet and chestplate | 75% | 90% |
| Helmet, chestplate, and leggings | 56.25% | 81% |
| Full set | 42.19% | 72.9% |
The chances of it being of a particular material are:
| Armor Type | Chance Template:Verify |
|---|---|
| Leather | 23.60% |
| Copper | 32.23% |
| Gold | 33.29% |
| Chainmail | 9.73% |
| Iron | 1.10% |
| Diamond | 0.04% |
Ominous trials
Minecraft:Zombies, Minecraft:husks, Minecraft:skeletons, Minecraft:strays, and Minecraft:bogged which are spawned by Minecraft:ominous trial spawners spawn with a different set of equipment than naturally spawned mobs. Template:IN, equipment from mobs spawned in ominous trials is never dropped, unlike other mob equipment.
Armor always consists of a helmet and chestplate enchanted with Minecraft:Protection IV, Minecraft:Fire Protection IV, and Minecraft:Projectile Protection IV, with a 50% chance of each individual piece being missing. The tier and trim of the armor is randomly selected from:
- Template:ItemLink with Template:ItemLink in Template:ItemLink (4 in 7)
- Template:ItemLink with Template:ItemLink in Template:ItemLink (2 in 7)
- Template:ItemLink with Template:ItemLink in Template:ItemLink (1 in 7)
A melee mob's weapon is randomly selected from:
- Template:ItemLink (unenchanted) (4 in 7)
- Template:ItemLink (Minecraft:Sharpness I) (1 in 7)
- Template:ItemLink (Minecraft:Knockback I) (1 in 7)
- Template:ItemLink (unenchanted) (1 in 7)
A ranged mob's weapon is randomly selected from:
- Template:ItemLink (unenchanted) (2 in 4)
- Template:ItemLink (Minecraft:Power I) (1 in 4)
- Template:ItemLink (Minecraft:Punch I) (1 in 4)
Zombification
When a Minecraft:piglin turns into a Minecraft:zombified piglin, its armor and weapons are retained after zombification. Zombified piglins are not capable of using Minecraft:crossbows as ranged weapons, however, and will still attack with melee even if equipped with one.
Converting
When a Minecraft:husk converts into a Minecraft:zombie, a Minecraft:skeleton converts into a Minecraft:stray, or a Minecraft:zombie converts into a Minecraft:drowned, their armor and weapons are retained after conversion.Template:Only
The equipment is dropped when a Minecraft:husk converts into a Minecraft:zombie, and when a zombie converts into a Minecraft:drowned.Template:Only
Curing
When a Minecraft:zombie villager is cured, the resulting Minecraft:villager drops any equipped items that the zombie villager had, and cannot pick them up again.
Picking up gear
The following mobs can spawn with a chance of picking up armor and weapons on Normal difficulty and higher:
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
- Template:EntityLink
Adult piglins can always pick up armor and golden weapons. They will not replace their crossbow with a golden weapon if they have one, but will replace their golden sword if they find one with better enchantments.
Spawning chances
| Easy | Normal | Hard | |
|---|---|---|---|
| Can pick up loot | 0% | 0%-55%<ref group="note" name="localdifficulty">Value is based on the Minecraft:regional difficulty.</ref> | 6.875%-55%<ref group="note" name="localdifficulty"/> |
Preferences
The systems in place for which weapons are preferred are different between Template:JE and Template:BE.
In both editions, Minecraft:piglins prefer golden armor and weapons over other tiers.
Java Edition
For weapons, the priority is as follows:
- If one weapon is preferred but the other is not, pick that weapon.
- For Minecraft:drowned, Minecraft:tridents are preferred.
- For Minecraft:pillagers and Minecraft:piglins, Minecraft:crossbows are preferred.
- Only piglins already holding a crossbow can pick one up.
- For piglins, Minecraft:golden spears are additionally preferred.
- For Minecraft:skeletons, Minecraft:strays, Minecraft:bogged, and Minecraft:parched, Minecraft:bows are preferred.
- If both or neither are preferred, pick the weapon with the higher base damage value.
- If both weapons have the same base damage value, pick the weapon with a higher quantity of enchantments.
- If both weapons have the same number of enchantments, pick the weapon that is less damaged.
- If both weapons have the same durability, pick the weapon with a custom name.
- If both or neither weapon has a custom name, keep the old weapon.
For armor, the priority is as follows:
- If one armor piece has a higher armor value, pick that armor piece.
- If both armor pieces have the same base armor value, pick the armor piece with the higher base armor toughness value.
- If both armor pieces have the same base armor toughness value, pick the armor piece with a higher quantity of enchantments.
- If both armor pieces have the same quantity of enchantments, pick the armor piece that is less damaged.
- If both armor pieces have the same durability, pick the armor piece with a custom name.
- If both or neither armor piece has a custom name, keep the old armor piece.
Bedrock Edition
For weapons, the priority is as follows:
- Minecraft:Swords are preferred over Minecraft:bows, over Minecraft:axes, over Minecraft:pickaxes, over Minecraft:shovels, over Minecraft:hoes, over Minecraft:tridents, Minecraft:maces, and Minecraft:crossbows.
- Only mobs that can use bows or crossbows can pick them up, and only drowned are capable of using tridents as ranged weapons.
- If both weapons are of the same type, prefer the one of a higher tier.
- If both weapons are of the same type and tier, the mob will endlessly swap between them.
For armor, only the tier matters. Higher tier armor is preferred.
Mob don't pickup armor and weapons if the gamerule MobGriefing is off.
<references group="pm" />
Using gear
Weapon damage
A Minecraft:mob holding a weapon adds the weapon's damage to its normal melee damage. For example, a zombie holding an iron shovel on Normal difficulty deals Template:Hp from its punch + Template:Hp from the shovel for a total of Template:Hp. (it should be noted that, Template:In, damage values shown when hovering over weapons in the inventory include the player's Template:Hp base melee damage, so an iron shovel shows up as Template:Hp; subtracting 1 gives the actual weapon's damage.) The mob's weapon damage is scaled by difficulty: if a zombie would deal X damage on Normal, it deals 1.5 * X on Hard and 0.5 * X + 1 on Easy. So for example a zombie with an iron shovel deals 1.5 * 6.5 = Template:Hp on Hard and 0.5 * 6.5 + 1 = Template:Hp on Easy. Enchantments add their damage as normal before difficulty scaling.
Armor protection
Template:Main A Minecraft:mob wearing armor adds the armor's protection value to its natural armor value, if any. For example, a Minecraft:zombie wearing a full set of Minecraft:iron armor will have a total armor value of Template:Armor (Template:Armor from the iron armor + Template:Armor natural zombie armor). Minecraft:Armor toughness also applies if the mob is wearing diamond or netherite armor.
Other uses
- Mobs that can wield Minecraft:axes, such as Minecraft:vindicators, Minecraft:piglin brutes, and Minecraft:zombies will always disable Minecraft:shields when they attack a player blocking with it.
- Mobs cannot use Minecraft:tools to break blocks or for any other use, they are used solely for attacking.
Using enchantments
Minecraft:Enchantments affect mobs in the same way as they do players, though mobs are incapable of benefiting from certain enchantments (i.e. Minecraft:Aqua Affinity, Minecraft:Mending, etc.) due to not being able to interact with the relevant mechanics.
The Minecraft:Unbreaking enchantment has no effect on mob armor Template:In, as mob armor does not take durability damage in that edition.
Dropping gear
Taken equipment
When a mob dies, all picked-up equipment will be dropped, without changing the damage that has accumulated on it in Minecraft:Java Edition. In Minecraft:Bedrock Edition, the armor's durability is still vulnerable to attacks, as if a player is wearing it.
Naturally-spawned equipment
Java Edition
All mobs except Minecraft:vexes and Minecraft:ominous trial mobs have an 8.5% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Minecraft:Looting III).
Bedrock Edition
All mobs except Minecraft:vexes have a 25% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (28% with Minecraft:Looting III).
Additionally, in Minecraft:Bedrock Edition, all naturally-spawned equipment always drops (100% chance) when a Minecraft:husk converts into a Minecraft:zombie or a zombie converts into a Minecraft:drowned, often with full durability.
Experience
Any mob that spawns with equipment gives Template:Xp extra experience points per equipment piece when killed by the player or a Minecraft:tamed wolf.
History
Java Edition
Bedrock Edition