1 - The trade
Loading trades...
2 - Times cured
One cure gives Major Positive gossip of 20, which is already at the cap of 20, so reputation jumps by 20 x 5 = 100.
3 - Hero of the Village
Defeat a raid to earn Hero of the Village for an extra discount on every trade.
4 - Other gossip (optional)
Each trade adds 2 Trading gossip (cap 25). Trading and Minor Positive each weigh 1 toward reputation.
Final price
Step by step (priceMultiplier 0.05)
Price after each cure
| Cures | Reputation | Rep discount | Price |
|---|---|---|---|
| 0 | 0 | -0 | 20 |
| 1 (now) | +100 | -5 | 15 |
| 2 | +100 | -5 | 15 |
| 3 | +100 | -5 | 15 |
| 4 | +100 | -5 | 15 |
| 5 | +100 | -5 | 15 |
Hero of the Village level (none) and the Trading and Minor Positive gossip above are held constant across this table. Because Major Positive gossip caps at 20, the price stops improving from cures alone after the first cure.
How this works
Reputation is the sum of each gossip type's stored value times its weight (Major Positive 5, Trading and Minor Positive 1), each capped at its own maximum. The reputation discount is floor(reputation x priceMultiplier) and the Hero of the Village discount is floor(base cost x (0.3 + 0.0625 x (level - 1))). Both come off the price, which is then clamped to a minimum of 1 emerald. The version selector pulls the real base cost and price multiplier from 26.1.2 trade data.
A villager remembers how it feels about you as gossip, and that gossip sets a reputation score. Each trade then loses floor(reputation times the trade's price multiplier) emeralds. Curing a zombie villager grants Major Positive gossip of 20, the cap for that type, which is worth 100 reputation, so a normal 0.05-multiplier trade drops by 5 emeralds from a single cure.
Reputation is the sum of each gossip type's stored value times its weight, with every type capped at its own maximum: Major Positive is weight 5 (max 20), while Trading (added 2 per trade, max 25) and Minor Positive (max 25) are weight 1. A single cure maxes Major Positive on its own, which is why the bulk of any discount comes from that first cure. The reputation discount that results is applied per trade as floor(reputation x priceMultiplier).
| Price multiplier | Discount after 1 cure | Reputation maxed | Discount maxed |
|---|---|---|---|
| 0.05 (most trades) | 5 | 150 | 7 |
| 0.10 | 10 | 150 | 15 |
| 0.20 | 20 | 150 | 30 |
Most trades use a price multiplier of 0.05, but some use higher values, so the same reputation discounts a high-multiplier trade faster. The calculator above reads each real trade's actual multiplier from the game data for the version you pick, so the numbers match what you see in game.
Defeating a raid grants the Hero of the Village effect, which discounts every villager trade on top of any reputation discount. The amount is floor(base cost x (0.3 + 0.0625 per level above the first)), so it scales with both the effect level and how expensive the trade is.
| Hero level | Fraction | Percent off base | Off a 16-emerald trade |
|---|---|---|---|
| Hero of the Village I | 0.3000 | 30% | 4 |
| Hero of the Village II | 0.3625 | 36.25% | 5 |
| Hero of the Village III | 0.4250 | 42.5% | 6 |
| Hero of the Village IV | 0.4875 | 48.75% | 7 |
| Hero of the Village V | 0.5500 | 55% | 8 |
Because the Hero discount is a fraction of the base cost while the reputation discount is a fixed amount, the two together can clear most of a trade's price. A cured villager sold to by a Hero of the Village V player is the cheapest a trade ever gets, short of the 1-emerald floor.
No trade can ever cost less than 1 emerald. The final price is base cost plus any demand adjustment, minus the reputation and Hero discounts, then clamped up to 1 if it would go lower. Cheap trades hit that floor from a single cure; pricier trades reach it once Hero of the Village is added. The per-cure table in the tool shows exactly when the price bottoms out.
One caveat: heavy buying raises a trade's demand, which adds floor(base cost x demand x priceMultiplier) back onto the price. Let a villager restock to drop demand to zero before stacking discounts for the lowest possible cost.
Curing a zombie villager gives the player Major Positive gossip of 20, which is already the cap for that gossip type. Major Positive is weighted 5, so it is worth 100 reputation. The discount on a trade is floor(reputation times the trade's price multiplier), so on a normal 0.05-multiplier trade one cure takes off floor(100 times 0.05) = 5 emeralds. On a higher 0.2-multiplier trade it takes off 20.
The cure discount and the Hero of the Village discount stack with each other, and both come off the same trade. What does not stack is curing the same villager twice: Major Positive gossip caps at 20, so a second cure of the same villager adds nothing. To stack further, defeat a raid for Hero of the Village or trade to build Trading gossip.
While you have Hero of the Village, every trade with a villager loses floor(base cost times (0.3 + 0.0625 per level above the first)) emeralds. That is 30 percent off at level I, 36.25 percent at II, 42.5 percent at III, 48.75 percent at IV and 55 percent at V, applied on top of any cure or gossip discount.
Every trade has a 1-emerald minimum, so any trade can be driven to 1 emerald if the combined cure and Hero of the Village discount is at least the base cost minus 1. Cheap trades reach the floor from a single cure alone; pricier trades need Hero of the Village on top. The calculator shows when the price clamps to 1.
Each gossip type has a maximum stored value. Major Positive, which curing grants, caps at 20. The first cure already sets it to 20, so further cures of the same villager cannot raise it. The per-cure table makes this clear: the price stops dropping from cures after the first one.
Yes. The reputation discount is floor(reputation times the trade's price multiplier), so a trade with a higher multiplier discounts faster. Most trades use 0.05, but some use higher values. This tool reads each real trade's actual multiplier from the game data for the selected version.
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