Warden

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This article is about the hostile mob in Minecraft. For the unseen illager in Minecraft Dungeons, see MCD:Warden. For the ancient mob in Minecraft Dungeons, see MCD:Frostwarden. For the character in Minecraft: Story Mode, see Minecraft Story Mode:The Warden.
Warden
Warden.gif: Infobox image for Warden the entity in Minecraft
Invicon Warden Spawn Egg.png: Inventory sprite for Warden Spawn Egg in Minecraft as shown in-game with description: Warden Spawn Egg
Health points

500HP♥ × 250

Behavior

Hostile

Attack
strength

Melee:
Easy: 16HP♥ × 8
Normal: 30HP♥ × 15
Hard: 45HP♥ × 22.5
Ranged:
Easy: 6HP♥♥♥
Normal: 10HP♥♥♥♥♥
Hard: 15HP♥ × 7.5

Hitbox size

Height: 2.9 blocks
Width: 0.9 blocks

Spawn

When a player activates naturally generated sculk shriekers four times or more

The warden is a hostile mob summoned by sculk shriekers in deep dark biomes. It has the highest health and deals the highest melee damage of all mobs. It can also fire ranged sonic boom attacks that bypass blocks and almost all damage-reducing items, including enchanted armor. The warden is completely blind and relies on vibrations and its sense of smell to detect players and mobs to attack.

Spawning

The warden emerges from the ground after being summoned by sculk shriekers

Wardens do not use standard mob spawning mechanics. Instead, they are spawned when a player activates naturally generated sculk shriekers four times, and if there isn't already another warden within 24 blocks of it. When a warden spawns, it emerges from the ground near the shrieker that summoned it, taking about 6.7 seconds to do so and being completely invulnerable until fully emerged.

The warning count for sculk shriekers is specific to each player, rather than each sculk shrieker. This means that the player can activate four different shriekers in different locations, and a warden still emerges after the fourth activation.

Up to 20 attempts are made to spawn a warden within a 11×13×11 box, which is centered on the shrieker. During each attempt, the game picks a random Y column, then the game picks the topmost block in that column with a top surface with full collision, and the block above must have no collision. Unlike other hostile mobs, light level does not have an effect on warden spawning. Like other mobs, the spawning warden cannot collide with any existing entities or liquids.

In Java Edition, warden spawning can be toggled on or off with the game rule doWardenSpawning.

Drops

Wardens drop a single sculk catalyst upon death. They also drop 5XP experience if killed by either a player or a tamed wolf.

Behavior

The warden is blind and seeks out targets by listening and by sniffing.

After spawning, wardens wander randomly around the world and move toward nearby vibrations originating from players, mobs, and non-mob sources including projectiles and minecarts. The 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/mobs, they become increasingly agitated.

Passive

The warden can fit inside of 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 fire or lava, and do not take knockback. They can pathfind through blocks that are usually avoided by other mobs, including rails, powder snow, and magma blocks.

The warden, whether angered or not, gives 12 seconds of Darkness to all players within a 20 block radius of it every 6 seconds. The souls in its chest make a low, throbbing heartbeat that occurs in tandem with the Darkness effect. The heartbeat speeds up as the warden becomes increasingly agitated.[1] The warden prefers to track down the most suspicious targets, rather than the ones closest to it.[2]

Detecting mobs

The warden listens to all vibrations within a 16 block radius, except those from other wardens, armor stands, dying mobs, and players in Creative or Spectator mode. Like with sculk sensors, they cannot detect a sneaking player who's walking, falling, or shooting a projectile. The warden has a 2-second cooldown between detecting vibrations.

The 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 will pathfind towards 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 second cooldown.

Anger

Wardens keep track of how angry it is at each suspect as a number from 0 to 150. When the warden notices a vibration, it adds anger to the 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 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 mode, the target or warden leaves the dimension, or if the target dies.

The warden adds 35 anger toward any mob that directly touches it. This effect has a 1-second cooldown.

When it finishes sniffing, the warden adds 35 anger to the nearest mob or player within 6 blocks horizontally and 20 blocks vertically.

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. The 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.

The 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 mob.[3]

After 60 seconds of being "calm" and not detecting any vibrations or sniffing any mobs, it burrows back into the ground and despawns, unless the warden has been named. If the warden is floating on a liquid, it instead immediately despawns without any burrowing animation. During its emerging/burrowing animation, the warden can take damage only from /kill, though it can still be pushed by entities, pistons, or liquids. Named wardens do not dig or despawn.

Attacks

The warden's melee attack has a cooldown of 0.9 seconds and disables shields for 5 seconds, dealing 16HP♥ × 8 to 45HP♥ × 22.5 HP depending on the difficulty.

The warden's sonic boom attack

If a warden cannot reach its target, it switches to its ranged attack: a powerful 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 15 blocks horizontally and 20 block vertically of the warden.

The sonic boom directly attacks the target, passing through blocks and other mobs without damaging them. The warden takes 1.7 seconds to charge up, then unleashes the attack, which instantly hits the target as long as the target is within attack range. It cannot be dodged. 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 green-blue particles that are projected out of the warden's chest. This attack bypasses shields, armor, enchantments, blocks, and even the wither armor of the wither. Only the Resistance effect can reduce this attack's damage.

Sounds

Java Edition:
Wardens use the Hostile Creatures sound category for entity-dependent sound events.

[hide]Sounds
SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
​Warden whinesHostile CreaturesRandomly while idleentity.warden.ambientsubtitles.entity.warden.ambient1??
​Warden groans angrilyHostile CreaturesRandomly when a warden notices somethingentity.warden.agitatedsubtitles.entity.warden.agitated1??
​Warden ragesHostile CreaturesRandomly when a warden targets an enemyentity.warden.angrysubtitles.entity.warden.angry1??
​Warden lands hitHostile CreaturesWhen a warden attacks somethingentity.warden.attack_impactsubtitles.entity.warden.attack_impact1??
​Warden diesHostile CreaturesWhen a warden diesentity.warden.deathsubtitles.entity.warden.death1??
​Warden hurtsHostile CreaturesWhen a warden is damagedentity.warden.hurtsubtitles.entity.warden.hurt1??
​Warden emergesHostile CreaturesWhen a warden spawnsentity.warden.emergesubtitles.entity.warden.emerge1??
​Warden digsHostile CreaturesWhen a warden despawnsentity.warden.digsubtitles.entity.warden.dig1??
​Warden's heart beatsHostile CreaturesPeriodically depending on angerentity.warden.heartbeatsubtitles.entity.warden.heartbeat1??
​Warden takes noticeHostile CreaturesWhen a warden notices a vibration or smellentity.warden.listeningsubtitles.entity.warden.listening1??
​Warden takes notice angrilyHostile CreaturesWhen a warden fails to spawn or notices a vibration or smell from a target while angryentity.warden.listening_angrysubtitles.entity.warden.listening_angry10.00.8-1.2?
​Warden approachesHostile CreaturesWhen a warden is called by sculk shrieker onceentity.warden.nearby_closesubtitles.entity.warden.nearby_close1??
​Warden advancesHostile CreaturesWhen a warden is called by sculk shrieker twiceentity.warden.nearby_closersubtitles.entity.warden.nearby_closer1??
​Warden draws closeHostile CreaturesWhen a warden is called by sculk shrieker thriceentity.warden.nearby_closestsubtitles.entity.warden.nearby_closest1??
​Warden tendrils clickHostile CreaturesWhen a warden detects a vibrationentity.warden.tendril_clickssubtitles.entity.warden.tendril_clicks1??
​Warden roarsHostile CreaturesWhen a warden targets a mobentity.warden.roarsubtitles.entity.warden.roar1??
​Warden sniffsHostile CreaturesWhen a warden sniffs for nearby entitiesentity.warden.sniffsubtitles.entity.warden.sniff0.75??
​Warden boomsHostile CreaturesWhen a warden casts a sonic boomentity.warden.sonic_boomsubtitles.entity.warden.sonic_boom1??
​Warden chargesHostile CreaturesWhen a warden prepares a sonic boomentity.warden.sonic_chargesubtitles.entity.warden.sonic_charge1??
​Warden stepsHostile CreaturesWhile a warden is walkingentity.warden.stepsubtitles.entity.warden.step0.3??

Bedrock Edition:

[hide]Sounds
SoundSourceDescriptionResource locationVolumePitch
Hostile CreaturesRandomlymob.warden.idle1.00.8-1.2
Hostile CreaturesRandomly ​[more information needed]mob.warden.idle3.01.0
Hostile CreaturesRandomly when a warden notices somethingmob.warden.agitated10.00.8-1.2
Hostile CreaturesRandomly when a warden targets an enemymob.warden.angry10.00.8-1.2
Hostile CreaturesWhen a warden attacks somethingmob.warden.attack10.01.0
Hostile CreaturesWhen a warden spawnsmob.warden.emerge5.01.0
Hostile CreaturesWhen a warden diesmob.warden.death1.00.8-1.0
Hostile CreaturesWhen a warden is damagedmob.warden.hurt1.00.8-1.0
Hostile CreaturesWhen a warden despawnsmob.warden.dig5.01.0
Hostile CreaturesPeriodically depending on angermob.warden.heartbeat5.01.0
Hostile CreaturesWhen a warden notices a vibration or smellmob.warden.listening10.00.8-1.2
Hostile CreaturesWhen a warden fails to spawn or notices a vibration or smell from a target while angrymob.warden.listening_angry10.00.8-1.2
Hostile CreaturesWhen a warden is called by sculk shrieker oncemob.warden.nearby_close5.00.8-1.2
Hostile CreaturesWhen a warden is called by a sculk shrieker twicemob.warden.nearby_closer5.00.8-1.2
Hostile CreaturesWhen a warden is called by a sculk shrieker thricemob.warden.nearby_closest5.00.8-1.2
Hostile CreaturesWhen a warden detects a vibrationmob.warden.clicking1.01.0
Hostile CreaturesWhen a warden targets a mob while being faced by the player[sound 1]mob.warden.roar10.01.0
Hostile CreaturesWhen a warden sniffs for nearby entitiesmob.warden.sniff5.01.0
Hostile CreaturesWhen a warden casts a sonic boommob.warden.sonic_boom3.01.0
Hostile CreaturesWhen a warden prepares a sonic boommob.warden.sonic_charge3.01.0
Hostile CreaturesWhile a warden is walkingmob.warden.step1.00.8-1.2
NoneNoneUnused sound eventnearby_close.warden1.00.8-1.2
NoneNoneUnused sound eventnearby_closer.warden1.00.8-1.2
NoneNoneUnused sound eventnearby_closest.warden1.00.8-1.2
NoneNoneUnused sound eventslightly_angry.warden1.00.8-1.2

Data values

ID

Java Edition:

Error: Bad template syntax. Please use "edition".
NameIdentifier[hide]Translation key
EntitySprite warden.png: Sprite image for warden in Minecraft Wardenwarden?

Bedrock Edition:

Error: Bad template syntax. Please use "edition".
NameIdentifierNumeric ID [hide]Translation key
EntitySprite warden.png: Sprite image for warden in Minecraft Wardenwarden131?

Entity data

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

Java Edition:

Main article: Entity format
  • [NBT Compound / JSON Object]: Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template[show]
    • Tags common to all mobs see Template:Nbt inherit/mob/template[show]
    • [NBT Compound / JSON Object] anger: Anger management of the warden.
      • [NBT List / JSON Array] suspects: List of suspects that have angered the warden.
        • [NBT Compound / JSON Object]: A suspect.
          • [Int] anger: The level of anger. It has a maximum value of 150 and decreases by 1 every second.
          • [Int Array] uuid: The UUID of the entity that is associated with the anger, stored as four ints.

Achievements

[hide]
IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
Sneak 100Sneak next to a Sculk Sensor without triggering itSneak next to a Sculk Sensor or Warden without triggering or aggravating it.10Bronze

Advancements

There are currently no advancements associated with killing a warden. The warden is intended to be a natural disaster that is nearly impossible to kill and best avoided.[4] Therefore, killing a warden doesn't count for the Monster Hunter advancement, nor is it needed to receive the Monsters Hunted advancement.[5]

IconAdvancementIn-game descriptionActual requirements (if different)
Sneak 100Sneak near a Sculk Sensor or Warden to prevent it from detecting youSneak within 8 blocks from a sculk sensor, or 16 blocks from a warden.

History

2020Several pieces of concept art were created for the warden, known at the time as the stalker.
A prototype of the original stalker design was programmed into the game.
A second 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 goofy and insufficiently scary.
2020The 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.
This iteration was ultimately scrapped, as it was considered too gory for Minecraft.
October 3, 2020 The warden is announced at Minecraft Live 2020.
October 6, 2020A set of teaser images regarding the warden's size and behavior were posted on Brandon Pearce's Twitter.
October 16, 2021 New spawning conditions and textures for the warden were revealed at Minecraft Live 2021.
November 26, 2021The warden is revealed to have a sense of smell; it can detect and pathfind toward the general location of a player or mob through a "smelling" action. It also prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.[6][7]
December 18, 2021The warden's emerging animations were showcased.
[hide]Java Edition
1.19 Added wardens.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Removed wardens.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Readded wardens.
Wardens are no longer considered undead.
Wardens have been given a attacking animation.
Increased warden's vertical reach from 3 blocks to 4 blocks.
Wardens no longer slow down in water.
Wardens are now immune to fire and lava.
Warden textures have been changed. The tusks on the chest have been separated and new overlays have been added.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Wardens now gets angry at all living mobs that bump into it, not just players.
Wardens now slow down in water and are affected by bubble columns again.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.
Wardens can now smell players from further away.
The vertical range in which wardens get angry has been increased from 6 to 20 blocks.
Reverted the warden's vertical reach back to how it was before 22w12a.[8]
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Decreased the warden's vertical reach again, from 3 to 2 blocks.
Added the game rule doWardenSpawning.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Wardens now drop one sculk catalyst upon death.
The amount of damage dealt by its ranged attack has been decreased from 30HP♥ × 15 to 10HP♥♥♥♥♥.
The cooldown for their ranged attack has been decreased from 5 to 2 seconds.
The ranged attack can bypass shields and armor.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). Updated the textures of the sonic boom particle.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).The warden's ranged attack is now affected by difficulty.
Sculk shriekers now need to be activated four times to summon the warden.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Sonic boom attack damage is no longer reduced by the Protection enchantment.
[hide]Bedrock Edition
December 9, 2021Development of deep dark content, including the warden, was revealed for Bedrock.
December 17, 2021A new burrowing animation was showcased.
Wild Update
(Experimental)
Added wardens behind the "Wild Update" experimental toggle.
Currently, there are no hit or death sound effects, and some of its features are outdated compared to the latest Java Edition snapshots.
1.19.0Wardens are now available without having to enable experimental gameplay.
Added hurt, death, and angry listening sound effects.
Wardens can now preserve anger levels toward despawned entities.
Wardens no longer get angry toward other wardens or inanimate objects.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.
Wardens can now smell players from further away.
The vertical range in which wardens get angry has been increased to 6 to 20 blocks.
Wardens now gets angry at all living mobs that bump into it, not just players.
Wardens now prioritize attacking players over other mobs.
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Wardens now drop one sculk catalyst upon death.
The amount of damage dealt by its ranged attack has been decreased from 30HP♥ × 15 to 10HP♥♥♥♥♥.
The cooldown for their ranged attack has been decreased from 5 to 2 seconds.
The ranged attack can bypass shields and armor.

Issues

Issues relating to "Warden" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

  • Although the warden is supposed to be blind, spectating it reveals that it still has normal vision.
  • The concept for the warden was originally planned for the Nether Update as a "blind piglin that could only respond to sounds" that could be found within a "new biome".[9]
  • Some previous names being considered for the warden were the shade,[10] the stalker, and the hollowed.[11]
    • The stalker iteration was tall and asymmetrical with a glowing core (sometimes referred to as a chest crystal[12]). It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a form one block high form to prevent players from escaping through small tunnels. This iteration, specifically its appearance and transformation mechanic, felt clunky and was more goofy than scary, so it was scrapped by the Mojang developers.[13]
    • The hollowed was designed with the intent of inciting trypophobia and had white flesh with holes in it. The developers deemed that iteration too gory and had to be toned down.[14]
  • In the sixth episode of The Secrets of Minecraft, it was jokingly revealed that the warden's personal names are "Jonathan" and "William", depending on the scene, similar to how the player, ender dragon, and wither all have personal joke names.[11] "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 jokingly explained 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.[15] He mistakenly called the warden Jonathan before correcting himself as William, foreshadowing Jonathan Minecraft from the eleventh and final episode.[16]
  • Brandon Pearce stated in a tweet that the souls in the warden's chest is incredibly important to its lore.[17]
    • He also stated that the warden is inspired by the "monster" heard at the end of the music disc "11".[18]
  • Coincidentally, in the spin-off game, Minecraft: Story Mode, there is an unrelated character also named The Warden.

Gallery

Animations

Screenshots

Developer screenshots

Artwork

Concept artwork

Videos

Other gameplay

References

  1. "Currently the Warden's heartbeat gets faster the angrier or "close" it is to find its prey. In real time, this has really felt like it mimics the panic level of the player itself — the closer the Warden is to finding you, the more anxious you're probably going to be."@kingbdogz on X (formerly Twitter), October 17, 2021
  2. "Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player."@kingbdogz on X (formerly Twitter), November 26, 2021
  3. MC-251045
  4. "You shouldn't be killing Wardens, they are designed to be unkillable"@kingbdogz on X (formerly Twitter), August 17, 2021
  5. "No"@kingbdogz on X (formerly Twitter), July 7, 2021
  6. "Kinda. Wardens have no capability to detect players through vision. It technically has no idea where the player is, a system tells the Warden a general location that the player MIGHT be, not exactly. Only when the warden suspects a mob enough that it knows their exact position"@kingbdogz on X (formerly Twitter), November 26, 2021
  7. "Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player."@kingbdogz on X (formerly Twitter), November 26, 2021
  8. MC-250192
  9. https://www.minecraft.net/en-us/article/meet-warden
  10. "Minecraft Now: Wild Update and Farlands ft AntVenom!" – Minecraft on YouTube, May 19, 2022
  11. Jump up to: a b "The Secrets of How We're Making the Warden" – Minecraft on YouTube, January 21, 2022
  12. https://www.minecraft.net/en-us/article/meet-warden
  13. "Some ideas we had for early iterations of the Warden. stalkers were going to have a glowing item in the middle of its chest that you would also randomly find throughout the biome floating on totems. The idea was stalkers would stand perfectly still to "fake" those glowing items."@kingbdogz on X (formerly Twitter), January 22, 2022
  14. "146 - From Modding to Mojang with Kingbdogz // The Spawn Chunks: A Minecraft Podcast" – The Spawn Chunks @ 2:55 on YouTube, June 21, 2021
  15. "The Secrets of Minecraft's Deep Dark" – Minecraft on YouTube, June 24, 2022
  16. "The FINAL Secrets of Minecraft!!" – Minecraft on YouTube, July 22, 2022
  17. "In terms of character, the souls in its chest were incredibly important to its lore and, likewise with the color palette. It all comes together to tell a story that I think can be really more unsettling than any of these previous iterations, despite it being less "gory"."@kingbdogz on X (formerly Twitter), January 23, 2022
  18. "Ask Mojang #11: All About Caves & Cliffs" – Minecraft on YouTube, October 30, 2020
  19. MCPE-153967
  20. https://www.minecraft.net/en-us/article/meet-warden
  21. "That Sculk with a version of the Stalker"@kingbdogz on X (formerly Twitter), January 22, 2022
  22. "Looking kinda short there, Iron Golem."@kingbdogz on X (formerly Twitter), October 6, 2020
  23. "warden x ancient city sneak peak"@Cojomax99 on X (formerly Twitter), February 15, 2022
  24. "Warden whines"@kingbdogz on X (formerly Twitter), February 17, 2022
  25. "Minecraft Now: Wild Update and Farlands ft AntVenom!" – Minecraft on YouTube, May 19, 2022