Better Villager Trade Rebalance is a complete trade overhaul datapack built on Minecraft's data‑driven trading system. It covers all 13 villager professions, preserving the vanilla feel while giving each profession and each biome variant its own distinct trading style.
You can rely on villagers from a single biome for steady progression, or travel across the world and combine multiple biome variants to unlock more complete and powerful trade offerings.
This datapack retains the vanilla feature that each profession only unlocks two trade options in each level. For professions with a lot of trade options, their trade options are distributed into different biome variants, to ensure that each trade option has a reasonably high probability to appear, in order to avoid boring refreshing.
Installation
For a new world: when creating the world, go to the More tab, select Data Packs, click Open Pack Folder, and place the downloaded .zip file directly into that folder. Then create the world as usual.
For an existing world: locate the datapacks folder inside your world's save directory (saves/<world_name>/datapacks), drop the .zip file there, and then open the world.
If you see a warning about experimental features when loading the world, simply click "I know what I'm doing!". Once inside, if commands are enabled, run /datapack list – you should see this pack listed as enabled, confirming a successful installation.
Compatibility: This pack is designed for Minecraft versions 26.1.x and 26.2 – more precisely, from 26.1-snapshot-1 through 26.3-snapshot-3 (inclusive). Please ensure your game version matches before installing.
Core changes:
Librarian – balancing and re‑roll freedom combined
- Novice level retains the traditional random enchanted book trades, covering most of the enchantments including mending, so you can still re‑roll freely to get any basic enchantment you want. The core gameplay of trading in the vanilla game is unchanged.
- Apprentice, Journeyman, and Expert levels use the ordinary enchanted‑book pool from the official "Trade Rebalance" experiment, with greatly increased chances for high‑level enchantments and lowered prices, allowing targeted and cheap enchantment acquisition.
- Master level uses the rare enchanted‑book pool from the official rebalance, with the lowest price, and additionally offers a new "multi‑enchantment" random book for late‑game surprises.
The enchantment list in the official "Trade Rebalance" experiment can provide every enchantment on mining tools, swords, armor and bows. For enchantments on crossbow, trident, fishing rod, mace and spear, you still need to use the traditional way at the Novice level.
Armorer / Toolsmith / Weaponsmith – a progressive gear path
- Apprentice level adds the missing copper gear (unenchanted).
- Journeyman level sells enchanted iron gear, with extra biome‑specific "bonus" enchantments.
- Expert level offers diamond gear in exchange for diamonds (randomly enchanted), while Master level provides fixed‑enchant diamond gear without requiring diamonds (balanced with Binding or Vanishing Curses).
- Like the official "Trade Rebalance" experiment, taiga armorer offers diamond armor in exchange for other diamond armor, while jungle and swamp armorers provide chainmail armor with special enchantments.
- Tradeable duplication of smithing templates (netherite upgrade and all the armor trims) is also added.
Numerous additions and tweaks to other professions
- Shepherd: In addition to the vanilla trades that buy dyes and sell wools, it can now also buy all colours of wool and sell all colours of dye; and provides a way to regenerate tall grass and large fern.
- Mason: Additionally buys deepslate, tuff, dripstone blocks, amethyst shards, and nether quartz; additionally sells polished deepslate, polished tuff, sandstone, red sandstone, smooth basalt, calcite, and all colours of concrete and concrete powder.
- Butcher: Additionally buys eggs, and buys common mob drops; sells firework stars with different effect types depending on biome; at Master level, sells mob heads in exchange for wither skeleton skulls.
- Farmer: Provides duplication for small flowers; sells corresponding suspicious stews. Both of them are tied to the villager's biome. The effects of the suspicious stews are related to the flowers and the tipped arrows that the Fletcher of the same biome variant sells (see below).
- Cleric: Sells ores in exchange for their respective mineral blocks (only in jungle and swamp). Clerics in other biomes still always offer the vanilla trades, and are guaranteed to offer ender pearls, unlike the vanilla game.
- Fletcher: Retains the random tipped arrows at Expert level, and adds biome‑specific tipped arrows or spectral arrows at Master level for targeted acquisition.
- Fisherman: Sells the salmon bucket missing in vanilla, as well as boats of all wood types (depending on biome).
- Leatherworker: Buys armadillo scutes, honeycomb, and powder snow buckets; sells bundles, harnesses, candles, special armour stands (with features such as no base plate, small, or show arms), and various horse armours and nautilus armors.
- Cartographer: Sells item frames and glow item frames, including invisible versions; and sells additional explorer maps pointing to structures across all dimensions.
Non‑vanilla special items
- Rare paintings unobtainable in survival: sold by Shepherd at Master level.
- Invisible item frames: sold only by Cartographers in jungle/swamp biomes at Expert level.
- Special armour stands: sold by Leatherworker at Expert level.
- Additional explorer maps: Cartographers sell maps pointing to desert temple, igloo, pillager outpost, trail ruins, ancient city, nether fortress, bastion remnant, and end city.
- Enchanted gear beyond vanilla limits: some equipment sold by Armorer, Toolsmith, and Weaponsmith may have over‑levelled enchantments or mutually incompatible enchantments on the same item – this is not a bug, it's a feature.
- More suspicious stews: sold by Farmers at Expert level, with some of them carrying effects that cannot be obtained from suspicious stews in the vanilla game.
Future plans (v2.1.0): catch up with changes in 26.3‑snapshot‑4, replace the temporary technical enchantments with new functions in 26.3, improve the implementation of more randomisation features (e.g. randomly dyed items), continue to polish and optimize the trade options of some professions, and reorganise the folder structure. I also hope to add more non‑vanilla useful items created using datapack features for trading (a pie in the sky).
The full content is as follows:
Librarian
Novice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] paper 24 -> emerald
- [vanilla] emerald (random count) + book -> enchanted book (stores one random enchantment with random level)
- [vanilla] emerald 9 -> bookshelf
Apprentice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] book 4 -> emerald
- emerald 15 + book -> enchanted book (stores one random enchantment from the common list of the Trade Rebalance experiment, depends on biome variant; the higher levels have a larger probability)
- Desert: Fire Protection, Thorns, Infinity
- Savanna: Knockback, Curse of Binding, Sweeping Edge
- Jungle: Feather Falling, Projectile Protection, Power
- Plains: Punch, Smite, Bane of Arthropods
- Swamp: Depth Strider, Respiration, Curse of Vanishing
- Taiga: Blast Protection, Fire Aspect, Flame
- Snow: Aqua Affinity, Looting, Frost Walker
- [vanilla] emerald -> lantern
Journeyman
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] ink sac 5 -> emerald
- emerald 15 + book -> enchanted book (stores one random enchantment from the common list of the Trade Rebalance experiment, depends on biome variant; the higher levels have a larger probability)
- Desert: Fire Protection, Thorns, Infinity
- Savanna: Knockback, Curse of Binding, Sweeping Edge
- Jungle: Feather Falling, Projectile Protection, Power
- Plains: Punch, Smite, Bane of Arthropods
- Swamp: Depth Strider, Respiration, Curse of Vanishing
- Taiga: Blast Protection, Fire Aspect, Flame
- Snow: Aqua Affinity, Looting, Frost Walker
- [vanilla] emerald -> glass 4
Expert
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] book and quill + book and quill -> emerald
- emerald 15 + book -> enchanted book (stores one random enchantment from the common list of the Trade Rebalance experiment, depends on biome variant; the higher levels have a larger probability)
- Desert: Fire Protection, Thorns, Infinity
- Savanna: Knockback, Curse of Binding, Sweeping Edge
- Jungle: Feather Falling, Projectile Protection, Power
- Plains: Punch, Smite, Bane of Arthropods
- Swamp: Depth Strider, Respiration, Curse of Vanishing
- Taiga: Blast Protection, Fire Aspect, Flame
- Snow: Aqua Affinity, Looting, Frost Walker
- [vanilla] emerald 4 -> compass
- [vanilla] emerald 5 -> clock
Master
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- emerald (the count depends on biome variant) + book -> enchanted book (stores one random enchantment from the rare list of the Trade Rebalance experiment, depends on biome variant, with fixed level and the lowest prices)
- Desert: Efficiency III
- Savanna: Sharpness III
- Jungle: Unbreaking II
- Plains: Protection III
- Swamp: Mending
- Taiga: Fortune II
- Snow: Silk Touch
- emerald (30 - 40) + book -> enchanted book (enchanted with level between 30 and 40)
Armorer
Novice
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- [vanilla] coal 15 -> emerald
- [vanilla] iron ingot 5 -> emerald
Apprentice
Each type of villager has 6 possible trade options, and the probability of each trade option appearing is 1/3.
- [vanilla] lava bucket -> emerald
- [vanilla] emerald 3 -> shield
- emerald 4 -> copper helmet
- emerald 6 -> copper chestplate
- emerald 5 -> copper leggings
- emerald 3 -> copper boots
Journeyman
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- [vanilla] emerald 36 -> bell
- emerald (8 - 18) -> iron helmet (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (11 - 21) -> iron chestplate (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (10 - 20) -> iron leggings (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (7 - 17) -> iron boots (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
Notice
- Snow: Fire Protection is available
- Desert: Fire Protection is available and bonusly adds one level, and the price adds 5
- Savanna: Blast Protection is available
- Taiga: Blast Protection is available and bonusly adds one level, and the price adds 5
- Swamp: Projectile Protection is available
- Jungle: Projectile Protection is available and bonusly adds one level, abd the price adds 5
- Plains: Protection is available and bonusly adds one level with a probability of 1/2, and the price adds 5
- all the biomes: Thorns bonusly adds one level with a probability of 1/3
Expert
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- iron block -> emerald 5
- Desert:
- emerald 16 + diamond 5 -> diamond chestplate (enchanted with level between 25 and 35)
- emerald 16 + diamond 4 -> diamond leggings (enchanted with level between 25 and 35)
- Savanna:
- emerald 16 + diamond 3 -> diamond helmet (enchanted with level between 25 and 35)
- emerald 16 + diamond 5 -> diamond chestplate (enchanted with level between 25 and 35)
- Plains:
- emerald 16 + diamond 4 -> diamond leggings (enchanted with level between 25 and 35)
- emerald 16 + diamond 2 -> diamond boots (enchanted with level between 25 and 35)
- Snow:
- emerald 16 + diamond 3 -> diamond helmet (enchanted with level between 25 and 35)
- emerald 16 + diamond 2 -> diamond boots (enchanted with level between 25 and 35)
- Taiga:
- emerald 16 + diamond chestplate -> diamond helmet
- emerald 16 + diamond helmet -> diamond boots
- Jungle:
- emerald 16 -> chainmail helmet (with Blast Protection, Fire Protection and Projectile Protection, two of them are level 3, one is level 1)
- emerald 18 -> chainmail leggings (with Blast Protection, Fire Protection and Projectile Protection, two of them are level 3, one is level 1)
- Swamp:
- emerald 20 -> chainmail chestplate (with Blast Protection, Fire Protection and Projectile Protection, two of them are level 3, one is level 1)
- emerald 14 -> chainmail boots (with Blast Protection, Fire Protection and Projectile Protection, two of them are level 3, one is level 1)
Master
Each type of villager (except Taiga) has 2 possible trade options, and each trade option is guaranteed to appear. Taiga villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- Desert:
- emerald 48 -> diamond helmet (with Curse of Binding, Protection II, Respiration I, Aqua Affinity and Infinity)
- emerald 48 -> diamond boots (with Curse of Binding, Protection I, Feather Falling I, Depth Strider I, Soul Speed I and Infinity)
- Savanna:
- emerald 48 -> diamond leggings (with Curse of Binding, Protection III, Swift Sneak I and Infinity)
- emerald 48 -> diamond boots (with Curse of Binding, Protection I, Feather Falling I, Depth Strider I, Soul Speed I and Infinity)
- Plains:
- emerald 48 -> diamond helmet (with Curse of Binding, Protection II, Respiration I, Aqua Affinity and Infinity)
- emerald 48 -> diamond chestplate (with Curse of Binding, Protection IV and Infinity)
- Snow:
- emerald 48 -> diamond chestplate (with Curse of Binding, Protection IV and Infinity)
- emerald 48 -> diamond leggings (with Curse of Binding, Protection III, Swift Sneak I and Infinity)
- Taiga:
- diamond block -> emerald 64
- emerald 16 + diamond boots -> diamond leggings
- emerald 16 + diamond leggings -> diamond chestplate
- Jungle:
- emerald 20 -> chainmail chestplate (with Protection I, Blast Protection II, Fire Protection II and Projectile Protection II)
- emerald 14 -> chainmail boots (with Protection I, Blast Protection II, Fire Protection II and Projectile Protection II)
- Swamp:
- emerald 16 -> chainmail leggings (with Protection I, Blast Protection II, Fire Protection II and Projectile Protection II)
- emerald 18 -> chainmail helmet (with Protection I, Blast Protection II, Fire Protection II and Projectile Protection II)
Notice
The Infinity on armor is to make it incompatible with Mending.
Toolsmith
Novice
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- [vanilla] coal 15 -> emerald
- [vanilla] iron ingot 5 -> emerald
Apprentice
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- [vanilla] flint 30 -> emerald
- emerald 2 -> copper pickaxe
- emerald 2 -> copper axe
- emerald 2 -> copper shovel
- emerald 2 -> copper hoe
Journeyman
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- [vanilla] emerald 36 -> bell
- emerald (10 - 20) -> iron pickaxe (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (10 - 20) -> iron axe (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (8 - 18) -> iron shovel (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (9 - 19) -> iron hoe (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
Notice
- Desert, Savanna, Taiga and Snow: Fortune is available
- Jungle and Swamp: Silk Touch is available and is guaranteed
- Plains: Fortune is available and bonusly adds one level with a probability of 1/2, and the price adds 5
Expert
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- except Jungle and Swamp: emerald 16 + diamond -> diamond pickaxe (enchanted with level between 25 and 35)
- except Taiga: emerald 16 + diamond -> diamond axe (enchanted with level between 25 and 35)
- except Desert and Snow: emerald 16 + diamond -> diamond shovel (enchanted with level between 25 and 35)
- except Savanna and Plains: emerald 16 + diamond -> diamond hoe (enchanted with level between 25 and 35)
Master
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- Jungle and Swamp: emerald 32 -> diamond pickaxe (Curse of Vanish)
- Taiga: emerald 32 -> diamond axe (Curse of Vanish)
- Desert and Snow: emerald 32 -> diamond shovel (Curse of Vanish)
- Savanna and Plains: emerald 32 -> diamond hoe (Curse of Vanish)
- emerald 42 + armor trim smithing template 3 -> armor trim smithing template 4
- Desert: dune
- Savanna: rib
- Jungle: wild
- Plains: bolt
- Swamp: coast
- Taiga: eye
- Snow: ward
Weaponsmith
Novice
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- [vanilla] coal 15 -> emerald
- [vanilla] iron ingot 5 -> emerald
Apprentice
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] flint 30 -> emerald
- emerald 2 -> copper sword
- emerald 2 -> copper axe
- emerald 2 -> copper spear
Journeyman
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] emerald 36 -> bell
- emerald (9 - 19) -> iron pickaxe (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (10 - 20) -> iron axe (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
- emerald (8 - 18) -> iron spear (enchanted with level between 15 and 25, with bonus enchantment depending on biome variant)
Notice
- Desert: Smite is available
- Snow: Smite is available and bonusly adds one level, and the price adds 5
- Taiga: Bane of Arthropods is available
- Savanna: Bane of Arthropods is available and bonusly adds one level, and the price adds 5
- Jungle: Sharpness is available
- Swamp: Sharpness is available and bonusly adds one level, abd the price adds 5
- Plains: Sharpness is available, Smite and Bane of Arthropods will try three times bonusly adding one level with a probability of 1/2, and the price adds 10
Expert
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- except Plains and Swamp: emerald 16 + diamond -> diamond sword (enchanted with level between 25 and 35)
- except Jungle: emerald 16 + diamond -> diamond axe (enchanted with level between 25 and 35)
- Jungle, Plains and Swamp: emerald 16 + diamond -> diamond spear (enchanted with level between 25 and 35)
- emerald 42 + netherite upgrade smithing template 3 -> netherite upgrade smithing template 4
Master
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- Plains and Swamp: emerald 32 -> diamond sword (Curse of Vanish)
- Jungle: emerald 32 -> diamond axe (Curse of Vanish)
- emerald 42 + armor trim smithing template 3 -> armor trim smithing template 4
- Desert: sentry and wayfinder
- Savanna: snout and raiser
- Jungle: vex
- Plains: flow
- Swamp: tide
- Taiga: spire and host
- Snow: silence and shaper
Cleric
Novice
Each type of villager (except Jungle and Swamp) has 2 possible trade options, and each trade option is guaranteed to appear. Jungle or Swamp villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] rotten flesh 32 -> emerald
- [vanilla] emerald -> redstone dust 2
- Jungle:
- emerald 4 + coal block -> coal ore
- emerald 15 + redstone block -> redstone ore
- Swamp:
- emerald 6 + coal block -> deepslate coal ore
- emerald 19 + redstone block -> deepslate redstone ore
Apprentice
Each type of villager (except Jungle and Swamp) has 2 possible trade options, and each trade option is guaranteed to appear. Jungle or Swamp villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] gold ingot 3 -> emerald
- [vanilla] emerald -> lapis lazuli
- Jungle:
- emerald 17 + lapis block -> lapis ore
- emerald 8 + gold block -> gold ore
- Swamp:
- emerald 20 + lapis block -> deepslate lapis ore
- emerald 12 + gold block -> deepslate gold ore
Journeyman
Each type of villager (except Jungle and Swamp) has 2 possible trade options, and each trade option is guaranteed to appear. Jungle or Swamp villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] rabbit foot 2 -> emerald
- [vanilla] emerald 4 -> glowstone
- Jungle:
- emerald 11 + copper block -> copper ore
- emerald 6 + iron block -> iron ore
- Swamp:
- emerald 14 + copper block -> deepslate copper ore
- emerald 9 + iron block -> deepslate iron ore
Expert
Each type of villager (except Jungle and Swamp) has 2 possible trade options, and each trade option is guaranteed to appear. Jungle or Swamp villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] glass bottle 9 -> emerald
- [vanilla] emerald 5 -> ender pearl
- [vanilla] Jungle and Swamp: turtle scute 4 -> emerald
- Jungle:
- emerald 8 + diamond block -> diamond ore
- Swamp:
- emerald 12 + diamond block -> deepslate diamond ore
Master
Each type of villager (except Jungle and Swamp) has 2 possible trade options, and each trade option is guaranteed to appear. Jungle or Swamp villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] nether wart 22 -> emerald
- [vanilla] emerald 3 -> bottle o' enchanting
- Jungle:
- emerald 24 + emerald block -> emerald ore
- emerald 12 + gold ingot -> nether gold ore
- Swamp:
- emerald 36 + emerald block -> deepslate emerald ore
- emerald 6 + nether quartz 9 -> nether quartz ore
Fletcher
Novice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] stick 32 -> emerald
- [vanilla] gravel 10 + emerald -> flint 10
- [vanilla] emerald -> arrow 16
Apprentice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] flint 26 -> emerald
- [vanilla] string 14 -> emerald
- [vanilla] emerald 2 -> bow
Journeyman
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] feather 24 -> emerald
- [vanilla] tripwire hook 8 -> emerald
- [vanilla] emerald 3 -> crossbow
Expert
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] emerald (9 - 19) -> bow (enchanted with level between 20 and 30)
- [vanilla] emerald (10 - 20) -> crossbow (enchanted with level between 20 and 30)
- [vanilla] emerald 2 + arrow 5 -> tipped arrow 5 (with one random potion effect)
Master
Each type of villager has 6 possible tipped arrows or spectral arrows, and the probability of each arrow appearing is 1/3.
- emerald 2 + arrow 5 -> tipped arrow 5 (with one specific potion effect, or replaced with spectral arrow 5)
- Desert: weakness (normal, long), spectral arrow, swiftness (normal, long, strong)
- Savanna: leaping (normal, long, strong), harming (normal, strong), wind charged (normal)
- Jungle: regeneration (normal, long, strong), fire resistance (normal, long), weaving (normal)
- Plains: night vision (normal, long), invisibility (normal, long), slow falling (normal, long)
- Swamp: poison (normal, long, strong), water breathing (normal, long), oozing (normal)
- Taiga: turtle master (normal, long, strong), healing (normal, strong), infested (normal)
- Snow: slowness (normal, long, strong), strength (normal, long, strong)
Notice
By default, one villager will never sell two tipped arrow with the same basic effect at the same time (for example, normal weakness and long weakness). Otherwise, the content of the villager trade tag #minecraft:fletcher/level_5 should be replaced into #trade_rrb:fletcher/level_5_flatten instead of #trade_rrb:fletcher/level_5.
Cartographer
Novice
Each type of villager has 5 - 7 possible trade options.
- [vanilla] paper 24 -> emerald
- [vanilla] emerald 7 -> empty map
- [vanilla] emerald 2 -> dyed banner (the colour depends on biome variant, according to the vanilla trade set)
- Desert: green, lime, cyan, orange, gray
- Savanna: red, green, orange, magenta
- Jungle: green, yellow, brown
- Plains: white, yellow, brown, pink
- Swamp: purple, light blue, black
- Taiga: blue, lime, purple, pink
- Snow: blue, white, red, cyan, light blue
Apprentice
Each type of villager (except Plains) has 4 possible trade options, and the probability of each trade option appearing is 1/2. Plains villager has 3 possible trade options, and the probability of each trade option appearing is 2/3. This is the same as the vanilla game.
- [vanilla] glass pane 11 -> emerald
- [vanilla] emerald 8 + compass -> village map (depending on biome variant, according to the vanilla trade set)
map \ villager_variant Desert Savanna Jungle Plains Swamp Taiga Snow desert village map ✓ ✓ savanna village map ✓ ✓ ✓ plains village map ✓ ✓ ✓ ✓ taiga village map ✓ ✓ ✓ snowy village map ✓ ✓ - [vanilla] emerald 10 + compass -> jungle explorer map or swamp explorer map (depending on biome variant, according to the vanilla trade set)
map \ villager_variant Desert Savanna Jungle Plains Swamp Taiga Snow jungle explorer map ✓ ✓ ✓ swamp explorer map ✓ ✓ ✓
Journeyman
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3. This is the same as the vanilla game.
- [vanilla] compass -> emerald
- [vanilla] emerald 12 + compass -> trial explorer map
- [vanilla] emerald 13 + compass -> ocean explorer map
Expert
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- except Jungle and Swamp:
- [vanilla] emerald 2 -> item frame
- emerald 3 -> glow item frame
- Jungle and Swamp:
- emerald 7 -> item frame (invisible)
- emerald 9 -> glow item frame (invisible)
- when in overworld:
- Savanna and Jungle: emerald 10 + compass -> desert explorer map (to desert pyramid)
- Taiga and Swamp: emerald 10 + compass -> snowy explorer map (to igloo)
- Desert: emerald 12 + compass -> pillager outpost map
- Plains: emerald 12 + compass -> trail ruins map
- Snow: emerald 14 + compass -> ancient city map
- when in the nether:
- except Jungle and Swamp: emerald 12 + compass -> nether explorer map (to nether fortress)
- Jungle and Swamp: emerald 13 + compass -> bastion remnant map
- when in the end:
- emerald 14 + compass -> end explorer map (to end city)
Master
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- [vanilla] emerald 8 -> globe banner pattern
- [vanilla] emerald 14 + compass -> woodland explorer map
Mason
Novice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] clay ball 10 -> emerald
- [vanilla] emerald -> brick 10
- [vanilla] stone 20 -> emerald
Apprentice
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] Desert, Savanna and Swamp: granite 16 -> emerald
- [vanilla] Jungle, Taiga and Snow: diorite 16 -> emerald
- [vanilla] Jungle, Plains and Swamp: andesite 16 -> emerald
- Savanna and Taiga: deepslate 20 -> emerald
- Plains and Snow: tuff 16 -> emerald
- [vanilla] Plains, Taiga and Snow: emerald -> polished granite 4
- [vanilla] Desert, Savanna and Plains: emerald -> polished diorite 4
- [vanilla] Savanna, Taiga and Snow: emerald -> polished andesite 4
- Jungle and Swamp: emerald -> polished deepslate 4
- Jungle and Swamp: emerald -> polished tuff 4
- Desert: emerald -> sandstone 4
- Desert: emerald -> red sandstone 4
Journeyman
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- pointed dripstone 18 -> emerald
- [vanilla] emerald -> dripstone block 4
- amethyst shard 14 -> emerald
- except Jungle and Swamp: emerald -> smooth basalt 4
- Jungle and Swamp: emerald -> calcite 4
Expert
Each type of villager has 65 possible trade options, and the probability of each trade option appearing is 2/65.
- [vanilla] emerald -> terracotta 4
- [vanilla] emerald -> dyed terracotta 4 (every colour can appear)
- [vanilla] emerald -> dyed glazed terracotta 4 (every colour can appear)
- emerald -> dyed concrete powder 4 (every colour can appear)
- emerald -> dyed concrete 4 (every colour can appear)
Master
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- [vanilla] nether quartz 12 -> emerald
- [vanilla] emerald -> quartz block 3
Fisherman
Novice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] string 20 -> emerald
- [vanilla] coal 10 -> emerald
- [vanilla] emerald 3 -> cod bucket
Apprentice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] raw cod 6 + emerald -> cooked cod 6
- [vanilla] raw cod 15 -> emerald
- emerald 3 -> salmon bucket
Journeyman
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] raw salmon 6 + emerald -> cooked salmon 6
- [vanilla] raw salmon 13 -> emerald
- [vanilla] emerald 2 -> campfire
Expert
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] emerald (10 - 20) -> fishing rod (enchanted with level between 20 and 30)
- [vanilla] tropical fish 6 -> emerald
- [vanilla] pufferfish 6 -> emerald
Master
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- boat -> emerald
- Desert: birch, jungle[vanilla]
- Savanna: acacia[vanilla], pale oak
- Jungle: jungle[vanilla], bamboo raft
- Plains: oak[vanilla], birch
- Swamp: mangrove, dark oak[vanilla]
- Taiga: spruce[vanilla], oak
- Snow: cherry, spruce[vanilla]
Farmer
Novice
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- [vanilla] wheat 20 -> emerald
- [vanilla] carrot 22 -> emerald
- [vanilla] potato 26 -> emerald
- [vanilla] beetroot 15 -> emerald
- [vanilla] emerald -> bread 6
Apprentice
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] pumpkin 6 -> emerald
- [vanilla] emerald -> apple 4
- [vanilla] emerald -> pumpkin pie 4
- [vanilla] emerald 3 -> cookie 16
Journeyman
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- [vanilla] melon 4 -> emerald
- emerald + flower 6 -> flower 12
- Desert: poppy, oxeye daisy, white tulip, eyeblossom (open to close)
- Savanna: dandelion, cornflower, azure bluet, red tulip
- Jungle: poppy, dandelion, oxeye daisy, allium
- Plains: poppy, dandelion, cornflower, lily of the valley
- Swamp: poppy, dandelion, azure bluet, blue orchid
- Taiga: poppy, cornflower, oxeye daisy, orange tulip
- Snow: dandelion, azure bluet, pink tulip, eyeblossom (close to open)
Expert
Each type of villager has 6 possible trade options, and the probability of each trade option appearing is 1/3.
- [vanilla] emerald -> cake
- emerald -> suspicious stew
- Desert: weakness, speed, nausea, regeneration, night vision
- Savanna: jump boost, haste, blindness, saturation, weakness
- Jungle: regeneration, fire resistance, wither, saturation, night vision
- Plains: night vision, slow falling, poison, jump boost, saturation
- Swamp: poison, water breathing, saturation, blindness, night vision
- Taiga: jump boost, resistance, regeneration, night vision, weakness
- Snow: slowness, strength, blindness, saturation, weakness
Master
Each type of villager has 2 possible trade options, and each trade option is guaranteed to appear.
- [vanilla] emerald 3 -> golden carrot 3
- [vanilla] emerald 4 -> glistening melon slice 3
Leatherworker
Novice
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] leather 6 -> emerald
- [vanilla] emerald 6 -> lether pants (dyed randomly)
- [vanilla] emerald 7 -> lether tunic (dyed randomly)
- emerald -> bundle
Apprentice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] flint 26 -> emerald
- [vanilla] emerald 5 -> leather cap (dyed randomly)
- [vanilla] emerald 4 -> leather boots (dyed randomly)
Journeyman
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] rabbit hide 9 -> emerald
- [vanilla] emerald 6 -> leather horse armor (dyed randomly)
- [vanilla] emerald 4 -> saddle
- emerald 5 -> harness
- Desert, Savanna and Jungle: brown harness
- Plains and Swamp: white harness
- Taiga and Snow: black harness
Expert
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- except Jungle and Swamp: armadillo scute 10 -> emerald
- [vanilla] Jungle and Swamp: turtle scute 4 -> emerald
- honeycomb 9 -> emerald
- emerald -> candle
- emerald 10 -> armor stand
- Desert: no base plate, small
- Savanna: show arms, small
- Jungle: show arms, no base plate
- Plains: small
- Swamp: no base plate
- Taiga: show arms
- Snow: show arms, no base plate, small
Master
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- power snow bucket -> emerald 2
- except Jungle and Swamp:
- emerald 5 + copper ingot 7 -> copper horse armor
- emerald 8 + iron ingot 7 -> iron horse armor
- emerald 13 + gold ingot 7 -> golden horse armor
- emerald 21 + diamond 7 -> diamond horse armor
- Jungle and Swamp:
- emerald 5 + copper ingot 7 -> copper nautilus armor
- emerald 8 + iron ingot 7 -> iron nautilus armor
- emerald 13 + gold ingot 7 -> golden nautilus armor
- emerald 21 + diamond 7 -> diamond nautilus armor
Butcher
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
Novice
- [vanilla] raw chicken 14 -> emerald
- [vanilla] raw rabbit 4 -> emerald
- [vanilla] raw porkchop 7 -> emerald
- egg 16 -> emerald
- Desert, Savanna and Jungle: brown egg
- Plains and Swamp: egg
- Taiga and Snow: blue egg
- [vanilla] emerald -> rabbit stew
Apprentice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] coal 15 -> emerald
- [vanilla] emerald -> cooked chicken 8
- [vanilla] emerald -> cooked porkchop 5
Journeyman
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- rotten flesh 22 -> emerald
- bone 12 -> emerald
- gunpowder 8 -> emerald
- string 14 -> emerald
- spider eye 6 -> emerald
Expert
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] raw mutton 7 -> emerald
- [vanilla] raw beef 10 -> emerald
- emerald -> firework star
- Desert: creeper
- Savanna: star
- Jungle: small ball, twinkle
- Plains: small ball
- Swamp: small ball, trail
- Taiga: burst
- Snow: large ball
Master
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] dried kelp block 10 -> emerald
- [vanilla] sweet berries 10 -> emerald
- Savanna and Plains: emerald 38 + wither skeleton skull 3 -> zombie head
- Desert, Swamp and Snow: emerald 38 + wither skeleton skull 3 -> skeleton skull
- Jungle and Taiga: emerald 38 + wither skeleton skull 3 -> creeper head
Shepherd
Novice
Each type of villager has 3 possible trade options, and the probability of each trade option appearing is 2/3.
- [vanilla] dyed wool 18 -> emerald
- Desert, Savanna and Jungle: brown wool
- Plains and Swamp: white wool
- Taiga and Snow: black wool
- [vanilla] emerald 2 -> shears
- emerald -> dye 2
- Desert: green dye
- Savanna: red dye
- Jungle: brown dye
- Plains: yellow dye
- Swamp: black dye
- Taiga: blue dye
- Snow: white dye
Apprentice
Each type of villager has 5 possible trade options, and the probability of each trade option appearing is 2/5.
- [vanilla] dyed wool 18 -> emerald (vanilla colours)
- except Desert, Savanna and Jungle: brown wool
- except Plains and Swamp: white wool
- except Taiga and Snow: black wool
- Savanna, Plains, Taiga and Jungle: gray wool
- Savanna, Plains, Taiga and Swamp: light gray wool
- dyed wool 18 -> emerald (non-vanilla colours)
- Desert: red, orange, yellow
- Jungle: lime, green
- Plains: pink
- Swamp: magenta, purple
- Snow: cyan, light blue, blue
- Savanna: emerald + short grass 12 -> tall grass 6
- Taiga: emerald + fern 12 -> large fern 6
Journeyman
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- [vanilla] emerald -> white wool 2
- [vanilla] emerald -> dyed wool 2
- Savanna: brown
- Jungle: light gray
- Plains: pink
- Swamp: gray
- Taiga: black
- [vanilla] dye 12 -> emerald
- Desert: red, orange, yellow
- Savanna: black, gray
- Jungle: lime, green
- Plains: white, pink
- Swamp: magenta, purple
- Taiga: brown, light gray
- Snow: cyan, light blue, blue
Expert
Each type of villager has 65 possible trade options, and the probability of each trade option appearing is 2/65.
- [vanilla] emerald -> dyed wool 2 (every colour can appear)
- [vanilla] emerald -> dyed carpet 8 (every colour can appear)
- [vanilla] emerald 2 -> dyed bed (every colour can appear)
- [vanilla] emerald 2 -> dyed banner (every colour can appear)
- [vanilla] emerald 2 -> painting 3
Master
Each type of villager has 4 possible trade options, and the probability of each trade option appearing is 1/2.
- emerald -> painting (wind)
- emerald -> painting (water)
- emerald -> painting (fire)
- emerald -> painting (earth)

