Jobs
Every villager can have a job. You hand one out by right clicking the villager while holding a job token (you buy those from the Mayor). The token gets used up and the villager gets to work, usually with a starter tool in hand.
Skill levels and switching jobs
- Every job has its own skill level from 1 to 100. Villagers get faster and better as they level up, and some jobs unlock new tricks at certain levels.
- Each villager has 4 skill slots, so they can learn up to 4 jobs. If you switch them back to an old job, they keep the level they had.
- When all 4 slots are full, a menu pops up asking which old job to forget.
- The villager needs a free inventory slot for the starter tool, otherwise the token isn't used.
- Children can't get a job until they grow up (about 5 days). At school they pick up a favourite job, which shows as a little heart.
Every job has its own settings for the whole village under Mayor, Settings, Professions. Villagers with settings also have a Settings button on their own screen.
Quick list
- Lumberjack: chops trees, replants saplings. Starts with a wooden axe. No building needed.
- Farmer: works your fields. Starts with a wooden hoe and 8 carrots. No building needed.
- Guard: patrols and fights. Starts with a wooden sword. Uses Guard Posts and the Barracks.
- Captain: the elite guard, one per Barracks. Starts with a wooden sword.
- Archer: defends with a bow. Starts with a bow and 32 arrows. Uses the Archery Range and Watchtower.
- Mage: fights with spells. Hired at a Mage Tower or a Barracks.
- Rancher: looks after animals in the Ranch. Starts with shears.
- Butcher: turns spare animals into meat at the Butchery. Starts with a wooden sword and a lead.
- Cook: makes meals in the Kitchen.
- Miner: digs at the Mine. Starts with a wooden pickaxe.
- Blacksmith: makes tools and armor at the Forge.
- Tradesman: sells your extra stuff to the travelling merchant at the Merchant Stall.
- Bard: plays music that cheers everyone up, mostly at the Tavern.
- Teacher: gives lessons at the School.
- Enchanter: writes enchanted books at the Library.
- Cleric: heals, feeds and cheers up villagers. No building needed.
- Druid: nature magic around the village. No building needed.
- Architect: checks that buildings still work. No building needed.
The gatherers
Lumberjack
Chops trees around the village, brings the wood to storage and plants a sapling where the tree was. Won't touch logs with cocoa on them. In the settings you can pick which tree types to replant, only cut, or leave alone, and which axes they're allowed to use.
Farmer
Finds fields on their own, tills, plants, harvests and replants. Also picks berries and cocoa, and can use and make bone meal. There's a whole page on this: see Farms.
Miner
Digs a tunnel from the Mine token, collecting stone and ore, and puts torches down as they go. Side branches can be 0 to 12 blocks long (set in the Miner settings).
Rancher
Looks after cows, sheep, pigs and chickens in the Ranch. Shears sheep, milks cows, collects eggs and leather, and feeds pairs so they breed.
Butcher
Leads spare animals from the Ranch to the Butchery for meat. Never touches babies and never goes below the number of adults you tell them to keep, so the rancher can keep breeding.
The crafters
Cook
Turns raw food from storage into meals in the Kitchen: cooked meat and fish, bread, baked potatoes, cookies, stews and soups, pumpkin pie, cake and dried kelp. At level 50 they learn golden carrots and golden apples. You can tell them to cook the tastiest food first, stretch ingredients as far as possible, or keep the menu varied.
Blacksmith
Smelts ore and makes tools, weapons, shields and armor for the village. Diamond from level 25, netherite from level 75 (needs a smithing table). Can melt down old tools to get metal back. You can tell them to focus on workers' tools or guard gear, and how much iron and diamond to leave alone for you.
Enchanter
Writes enchanted books for the village's tools at the Library. More bookshelves mean stronger books. Can make paper and books on their own, and once every tool is covered they can sell top level books to the merchant.
The helpers
Tradesman
This is how your village makes money. The tradesman sells extra goods to the travelling merchant at the Merchant Stall. You choose how much of each item to keep. More about this on The Mayor and Tokens page.
Bard
Plays music and everyone nearby gets happier. There are four instruments to pick from: violin, flute, bass and guitar. The bard wanders the village during the day and plays at the Tavern in the evening.

Teacher
Teaches at the School (needs a lectern). Pupils get smarter, which helps them learn every job faster. By default only children are taught, but you can let adults sit in too (they learn at half speed).
Cleric
Throws healing orbs at hurt villagers, brings food to hungry ones and cheers up sad ones. Prays at the Town Hall every morning, which makes everyone nearby feel better. In a fight they can bless your guards, and at level 100 they can save one villager from dying once a day.
Druid
Nature magic: makes crops grow faster, grows saplings into full trees for the lumberjack, and turns dug out mine tunnels back into rock so the miner has more to dig. Each of those can be switched off.
Architect
Walks from building to building checking they still count, and re-scans ones that failed after you fix them. They never place blocks.
The defenders
Guards, the Captain, Archers and Mages are covered properly on the Defending Your Village page.
Written by easykill. Original page on Google Sites.