Geared mobs


Some mobs can spawn wearing armor or holding weapons, both of which may be 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 zombies, husks, and zombie villagers can sometimes spawn wearing armor of any tier up to diamond and/or holding an iron sword, iron shovel, or iron spear[upcoming Mounts of Mayhem].
- When spawned as a zombie horseman[upcoming Mounts of Mayhem] or as part of a camel husk jockey[upcoming Mounts of Mayhem], a zombie or husk will always be holding an iron spear.
Drowned can sometimes spawn holding a trident.
- Due to the mechanism with which zombie nautilus jockeys[upcoming Mounts of Mayhem] spawn, these drowned will always be holding tridents.
Skeletons, strays, bogged, and parched always spawn holding a bow and can sometimes spawn wearing armor of any tier up to diamond.
- When spawned as a skeleton horseman, a skeleton will always be wearing an enchanted iron helmet, but can still spawn with other armor pieces.
Adult piglins always spawn holding either a golden sword, crossbow, or golden spear[upcoming Mounts of Mayhem], and can sometimes spawn wearing golden armor.
Several mobs are guaranteed to spawn holding a weapon and cannot spawn with armor:
- Zombified piglins always spawn holding a golden sword or golden spear[upcoming Mounts of Mayhem].
- This does not occur if spawned as a strider jockey, as the golden sword or spear is overridden by a warped fungus on a stick.
- Wither skeletons always spawn holding a stone sword.
- Unlike other gear mobs can spawn with, a wither skeleton's stone sword will never be enchanted.
- Vindicators always spawn holding an iron axe.
- Vexes always spawn holding an iron sword.
- Pillagers always spawn holding a crossbow.
- Piglin brutes always spawn holding a golden axe.
- Illusioners[JE only] always spawn holding a bow.
The following tables show chances of mobs spawning with armor and weapons, per difficulty:
| Easy | Normal | Hard | |
|---|---|---|---|
| Armor | 0% | 0%-15%[note 1] | 1.875%-15%[note 1] |
| Armor enchantment[note 2] | 0% | 0%-50%[note 1] | 6.25%-50%[note 1] |
| Weapon[note 3] | 1% | 1% | 5% |
| Weapon enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
- ↑ a b c d e f g Value is based on the regional difficulty.
- ↑ a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
- ↑ 2⁄3 chance of an iron shovel, 1⁄3[until Mounts of Mayhem] or 1⁄6[upcoming Mounts of Mayhem] chance of an iron sword, 1⁄6 chance of an iron spear[upcoming Mounts of Mayhem][check the code]
| Easy | Normal | Hard | |
|---|---|---|---|
| Weapon[JE only][note 1] | 6.25% | 6.25% | 6.25% |
| Weapon[BE only][note 1] | 15% | 15% | 15% |
| Weapon enchantment[note 3] | 0% | 0%–25%[note 2] | 3.125%–25%[note 2] |
| Easy | Normal | Hard | |
|---|---|---|---|
| Armor | 0% | 0%–15%[note 1] | 1.875%–15%[note 1] |
| Weapon[note 2] | 100% | 100% | 100% |
| Weapon enchantment[note 3] | 0% | 0%–25%[note 1] | 3.125%–25%[note 1] |
| Armor enchantment[note 3] | 0% | 0%–50%[note 1] | 6.25%–50%[note 1] |
| Peaceful | Easy | Normal | Hard | |
|---|---|---|---|---|
| Armor[note 1] | [more information needed] | 34.39% | 34.39% | 34.39% |
| Armor enchantment[note 2] | [more information needed] | 0% | 0-50%[note 3] | 6.25%-50%[note 3] |
| Weapon[note 4] | [more information needed] | 100% | 100% | 100% |
| Weapon enchantment[note 2] | [more information needed] | 0% | 0%-25%[note 3] | 3.125%-25%[note 3] |
- ↑ Adult piglins can only spawn with 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.
- ↑ a b Enchantment is the same as on an enchantment table at level 5–22.[note 3]
- ↑ a b c d e Value is based on the regional difficulty.
- ↑ 1⁄2[until Mounts of Mayhem] or 9⁄20[upcoming Mounts of Mayhem] chance of a golden sword, 1⁄2 chance of a crossbow, 1⁄20 chance of a golden spear[upcoming Mounts of Mayhem]
| Easy | Normal | Hard | |
|---|---|---|---|
| Weapon[note 1] | 100% | 100% | 100% |
| Weapon enchantment[note 3] | 0% | 0%–25%[note 2] | 3.125%–25%[note 2] |
- ↑ iron axe for vindicators, golden axe for piglin brutes, iron sword for vexes, crossbow for pillagers, bow for illusioners[JE only]. Wither skeletons never spawn with enchanted weapons.
For zombified piglins, always[until Mounts of Mayhem] or 19⁄20 chance for[upcoming Mounts of Mayhem] a golden sword, and 1⁄20 chance for a golden spear.[upcoming Mounts of Mayhem][check the code] - ↑ a b c Value is based on the regional difficulty.
- ↑ Enchantment is the same as on an enchantment table at level 5–22.[note 2]
If a mob (except piglins[note 1]) 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 [verify for Bedrock Edition] |
|---|---|
| Leather | 23.60% |
| Copper | 32.23% |
| Gold | 33.29% |
| Chainmail | 9.73% |
| Iron | 1.10% |
| Diamond | 0.04% |
Ominous trials
Zombies, husks, skeletons, strays, and bogged which are spawned by ominous trial spawners spawn with a different set of equipment than naturally spawned mobs. In Java Edition, equipment from mobs spawned in ominous trials is never dropped, unlike other mob equipment.
Armor always consists of a helmet and chestplate enchanted with Protection IV, Fire Protection IV, and Projectile Protection IV, with a 50% chance of each individual piece being missing. The tier and trim of the armor is randomly selected from:
Chainmail armor with
bolt armor trim in
copper (4 in 7)
Iron armor with
flow armor trim in
copper (2 in 7)
Diamond armor with
flow armor trim in
copper (1 in 7)
A melee mob's weapon is randomly selected from:
Iron sword (unenchanted) (4 in 7)
Iron sword (Sharpness I) (1 in 7)
Iron sword (Knockback I) (1 in 7)
Diamond sword (unenchanted) (1 in 7)
A ranged mob's weapon is randomly selected from:
Zombification
When a piglin turns into a zombified piglin, its armor and weapons are retained after zombification. Zombified piglins are not capable of using crossbows as ranged weapons, however, and will still attack with melee even if equipped with one.
Converting
When a husk converts into a zombie, a skeleton converts into a stray, or a zombie converts into a drowned, their armor and weapons are retained after conversion.[JE only]
The equipment is dropped when a husk converts into a zombie, and when a zombie converts into a drowned.[BE only]
Curing
When a zombie villager is cured, the resulting 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/or weapons on Normal difficulty and higher:
Bogged
Drowned
Husk
Parched[upcoming Mounts of Mayhem]
Skeleton
Stray
Wither Skeleton
Zombie
Zombie Villager
Zombified Piglin
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%[note 2] | 6.875%-55%[note 2] |
Preferences
The systems in place for which weapons are preferred are different between Java Edition and Bedrock Edition.
In both editions, 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.
- 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:
- Swords are preferred over bows, over axes, over pickaxes, over shovels, over hoes, over tridents, maces, and 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.
Using gear
Weapon damage
A 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 3HP from its punch + 3.5HP × 1.75 from the shovel for a total of 6.5HP × 3.25. (it should be noted that, in Java Edition, damage values shown when hovering over weapons in the inventory include the player's 1HP base melee damage, so an iron shovel shows up as 4.5HP × 2.25; 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 = 9.75HP × 4.875 on Hard and 0.5 * 6.5 + 1 = 4.25HP × 2.125 on Easy. Enchantments add their damage as normal before difficulty scaling.
Armor protection
A mob wearing armor adds the armor's protection value to its natural armor value, if any. For example, a zombie wearing a full set of iron armor will have a total armor value of 17 ( × 8.5) (15 ( × 7.5) from the iron armor + 2 () natural zombie armor). Armor toughness also applies if the mob is wearing diamond or netherite armor.
Other uses
- Mobs that can wield axes, such as vindicators, piglin brutes, and zombies will always disable shields when they attack a player blocking with it.
- Mobs cannot use tools to break blocks or for any other use, they are used solely for attacking.
Using enchantments
Enchantments affect mobs in the same way as they do players, though mobs are incapable of benefiting from certain enchantments (i.e. Aqua Affinity, Mending, etc.) due to not being able to interact with the relevant mechanics.
The Unbreaking enchantment has no effect on mob armor in Java Edition, 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 Java Edition. In 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 vexes and 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 Looting III).
Bedrock Edition
All mobs except 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 Looting III).
Additionally, in Bedrock Edition, all naturally-spawned equipment always drops (100% chance) when a husk converts into a zombie or a zombie converts into a drowned, often with full durability.
Experience
Any mob that spawns with equipment gives 1–3XP extra experience points per equipment piece when killed by the player or a tamed wolf.
History
| Java Edition Classic | |||||||
|---|---|---|---|---|---|---|---|
| 0.24_SURVIVAL_TEST | Added plate armor, which zombies and skeletons can wear. | ||||||
| This currently has no effect on gameplay. | |||||||
| Java Edition Indev | |||||||
| 0.31 | 20091223-0040 | Mobs can no longer wear armor. | |||||
| Java Edition Alpha | |||||||
| v1.2.0 | preview | Skeletons now always spawn holding bows. | |||||
| release | Zombie pigmen now always spawn holding golden swords. | ||||||
| Java Edition | |||||||
| 1.4.2 | 12w32a | Mob armor has been reintroduced. Zombies, skeletons, and zombie villagers can now sometimes spawn with armor. | |||||
| Along with zombie pigmen, these mobs can also sometimes spawn with the ability to pick up weapons and armor off the ground. | |||||||
| Zombies and zombie villagers can now sometimes spawn holding iron swords or shovels. | |||||||
| Any weapon a mob is holding now affects its damage, and can spawn enchanted. | |||||||
| 12w36a | Added wither skeletons, which always spawn with a stone sword and can have the ability to pick up items off the ground. | ||||||
| Unlike other mobs that can spawn with gear, a wither skeleton's stone sword is always unenchanted. | |||||||
| 1.9 | 15w31a | Mobs now wear armor from the bottom to the top; a mob with three armor pieces would spawn with all armor pieces except a helmet. | |||||
| 15w38a | Added skeleton horsemen, which always spawn with an enchanted iron helmet and enchanted bow. | ||||||
| 1.10 | 16w20a | Added strays, which always spawn holding a bow and can spawn with armor. They can sometimes spawn with the ability to pick up items off the ground. | |||||
| Added husks, which can spawn with armor and/or an iron sword or shovel. They can sometimes spawn with the ability to pick up items off the ground. | |||||||
| 1.11 | 16w39a | Added vindicators, which always appear holding an iron axe. | |||||
| Added vexes, which always appear holding an iron sword. | |||||||
| 16w40a | Vindicators and vexes now actually spawn with the weapons they appear with, significantly buffing them. | ||||||
| 1.12 | 17w16a | Added illusioners, which always spawn holding a bow. | |||||
| 1.13 | 18w11a | Added drowned, which can sometimes spawn holding a trident, and can have the ability to pick up items off the ground. | |||||
| 1.14 | 18w43a | Added pillagers, which always spawn holding a crossbow. | |||||
| 1.16 | 20w07a | Added piglins, which can spawn with golden armor, always spawn holding either a golden sword or crossbow, and always have the ability to pick up items off the ground. | |||||
| Unlike other mobs that can spawn with armor, piglins have a flat 10% chance per slot to spawn with a golden armor piece in that slot. | |||||||
| 1.16.2 | 20w27a | Added piglin brutes, which always spawn holding a golden axe. | |||||
| Pre-Release 1 | Zombified piglins that spawn as strider jockeys no longer spawn holding a golden sword, with it being replaced by a warped fungus on a stick instead. | ||||||
| 1.20.5 Experiment | 24w07a | Added bogged, which always spawn holding a bow and can spawn with armor. They can sometimes spawn with the ability to pick up items off the ground. | |||||
| 24w13a | Added ominous trials, which affect the gear of zombies, skeletons, and their variants spawned from ominous trial spawners. | ||||||
| Zombies, skeletons, husks, strays, and bogged spawned from ominous trial spawners can spawn with chainmail, iron, or diamond helmets and/or chestplates which are always enchanted. | |||||||
| Zombies and husks spawned from ominous trial spawners always spawn with either an iron sword which may be enchanted or an unenchanted diamond sword. | |||||||
| Skeletons, strays, and bogged from ominous trial spawners are much more likely to spawn with an enchanted bow. | |||||||
| 1.21.2 | 24w33a | Mobs now spawn wearing armor from the top to the bottom again; a mob with three armor pieces will now spawn with all armor pieces except boots. | |||||
| 1.21.4 | 24w45a | The way mobs decide to replace their equipped items with items on the ground was changed. | |||||
| Drowned now prefer to pick up tridents over other items. | |||||||
| Pillagers and piglins now prefer to pick up crossbows over other items. | |||||||
| Skeletons, wither skeletons, strays, and bogged now prefer to pick up bows over other items. | |||||||
| 24w46a | Wither skeletons no longer pick up bows. | ||||||
| 1.21.9 | 25w31a | Copper armor has been added, which hostile monsters can spawn with and pick up. This significantly reduces the odds of mobs spawning with higher tiers of armor.[1] | |||||
| 25w37a | The way the tier of zombie and skeleton armor is determined has been tweaked, leaving the odds of mobs spawning with higher tiers of armor closer to how they were before 25w31a. | ||||||
| Upcoming Java Edition | |||||||
| 1.21.11 | 25w41a | Zombies, zombie villagers, and husks can now spawn holding iron spears. | |||||
| Piglins and zombified piglins can now spawn holding golden spears. | |||||||
| 25w44a | Added parched, which always spawn holding a bow and can spawn with armor. They can sometimes spawn with the ability to pick up items off the ground. | ||||||
| Bedrock Edition | |||||||
| 1.21.100 Experiment | Preview 1.21.100.23 | Added copper armor and tools, which can be equipped on mobs. | |||||
| 1.21.111 | Preview 1.21.110.20 | Hostile monsters now have a chance to spawn with copper armor equipped. | |||||
| Hostile monsters can now pick up and use copper equipment. | |||||||
| 1.21.120 | Preview 1.21.120.23 | Drowned can now spawn with enchanted tridents. | |||||
References
- ↑ Adult piglins can only spawn with 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.
- ↑ a b Value is based on the regional difficulty.
See also
| General mechanics | |
|---|---|
| Technical mechanics | |
| Survival |
|
| Combat | |
| Environment |
More |
| Movement | |
| User interface | |
| Visuals | |
| Removed | |
| Unintended | |