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WEAPONSMITH

Workstation: Grindstone|9 trades across 5 levels

Sells iron and enchanted diamond swords and axes. Buys coal, iron ingots, flint, and diamonds.

Last checked
26 September 2026
Java Edition
26.3, 6 of 9 rows found
Bedrock Edition
1.26.50.4, 6 of 9 matching
Edition differences
1 pays different villager XP, 3 rolled, not comparable

What is the Weaponsmith?

Ask what this villager sells and the answer fits on one hand: 5 items across 5 tiers, against roughly double that on either of its fellow smiths. It claims a Grindstone as its job site, the same block that grinds enchantments off gear in survival, and it never touches anything outside two weapon families, an axe and a sword, plus the one bell every smith carries.

What it will never do is sell you a plain iron sword. At Novice it offers an iron axe with no enchantment attached, and right beside it an enchanted iron sword that is already rolled, at novice tier. There is no unenchanted step in between, on this profession or any other. If you want a plain iron sword you craft one; no villager in the game trades it.

The diamond versions split across two separate tiers instead of arriving together: an enchanted diamond axe unlocks at Expert, and the enchanted diamond sword does not show up until Master, both carrying a random enchantment the same way the iron sword does. Placing the grindstone near an unemployed villager gives it the job on the spot; pull the block before any deal closes and the villager forgets it again. On the buying side it wants coal, iron ingot, flint, diamond, nothing that a player farming iron and stone would not already have lying around.

Weaponsmith trades at Novice level
InputOutputEmeraldsUsesVillager XPJava 26.3Bedrock 1.26.50.4Notes
1x Emerald
1x Emerald162same in Bedrockverifiedverified
3x Emerald
3x Emerald121same in Bedrockverifiedverified
7x Emerald
7 to 21 Emerald121Bedrock 5not checkedprice computed in gameRandom enchantment
3 trades at Novice level

The game draws 2 of the 3 offers this tier can hold, so any one of them is on 67% of novice weaponsmiths, and a specific one takes about 1.5 rolls to turn up. Bedrock builds this tier out of 3 groups and draws 1 of 1, 1 of 1, 1 of 1, so there the same offer is on 100% of them. Counted from the game's own draw sizes. How that check works.

Curing a zombie villager is worth 125 reputation, taken off the first thing you hand over. The discount is capped by the price, so here it runs from 2 on the iron axe (3 to 1) up to 6 on the enchanted iron sword (7 to 1). No cost ever drops below one.

The coal offer pays the villager 2 XP a use and the enchanted iron sword offer pays 1, so the 10 XP from Novice to Apprentice is 5 trades one way and 10 the other. That fits inside the 16 uses the offer holds, so one stock run covers it. Bedrock pays 5 on the enchanted iron sword offer rather than 1. Read out of each trade's own file. How that check works.

2 of 3 trades on this page were read out of the trade files Minecraft Java 26.3 ships in its own data, checked on against the item, both amounts and the use limit. Bedrock 1.26.50.4 is read as well, and where it disagrees the row says how. Which files, and what is not checked.

Novice to Master: what the climb costs

A Weaponsmith does not level up on time served, it levels up on trading XP, and each of its offers pays a fixed amount of it. That makes the climb a countable thing rather than a chore: 19 trades take one from Novice to Master if you use the offer that pays most at every tier, and the tiers below say which offer that is.

The fewest trades that take a Weaponsmith from Novice to Master, tier by tier
ClimbXPOffer that pays mostTradesYou hand overYou get back
Novice to Apprentice10The coal offer, 2 XP a useon 67% of weaponsmiths at this tier575 coal5 emeralds
Apprentice to Journeyman60The iron ingot offer, 10 XP a use624 iron ingots6 emeralds
Journeyman to Expert80The flint offer, 20 XP a use496 flint4 emeralds
Expert to Master100The diamond offer, 30 XP a use44 diamonds4 emeralds
Novice to Master250no restock needed1975 coal, 24 iron ingots, 96 flint and 4 diamonds19 emeralds

The bill for the whole climb is 75 coal, 24 iron ingots, 96 flint and 4 diamonds. It pays for itself: 19 emeralds more than you started with by the time it is Master. No offer in the route runs past what its slot holds, so a Weaponsmith with full stock can be walked all the way up in one sitting.

Counted, not timed. The XP each offer pays is the xp field of its own trade file, the 10, 60, 80, 100 XP between the tiers is VillagerData.NEXT_LEVEL_XP_THRESHOLDS, and the prices and use counts are the table above. Where a tier has more than one offer paying the top rate, the route takes the one any villager can hold, then the one that pays rather than costs, then the cheapest. XP over the line is not lost, it counts toward the next tier, so no trade in the route is wasted. How that check works.

Odds, groups and price rules for every Weaponsmith trade

TradeJava oddsBedrock oddsBedrock groupPrice multiplierOne cure takes off
15Coalfor1EmeraldWeaponsmith, Novice67%100%10.056 items
3Emeraldfor1Iron AxeWeaponsmith, Novice67%100%20.225 items
7Emeraldfor1Enchanted Iron SwordWeaponsmith, Novice67%100%30.225 items
4Iron Ingotfor1EmeraldWeaponsmith, Apprentice100%100%10.056 items
36Emeraldfor1BellWeaponsmith, Apprentice100%100%20.225 items
24Flintfor1EmeraldWeaponsmith, Journeyman100%100%10.056 items
1Diamondfor1EmeraldWeaponsmith, Expert100%100%10.056 items
17Emeraldfor1Enchanted Diamond AxeWeaponsmith, Expert100%100%20.225 items
13Emeraldfor1Enchanted Diamond SwordWeaponsmith, Master100%100%10.225 items

Weaponsmith trades by tier (Novice to Master)

A Weaponsmith climbs five career ranks, and each rank it reaches adds a fresh batch of offers on top of the ones below it. The experience gates are fixed: the Novice tier opens immediately with 3 offers, 10 more trade-XP points unlock Apprentice (2 offers), 60 more trade-XP points unlock Journeyman (1 offer), 80 more trade-XP points unlock Expert (2 offers), and 100 more trade-XP points unlock Master (1 offer). The full price list for every rank is laid out below; emerald costs marked as a range roll randomly within that band each time the trade is generated or restocked.

Tier 1 · Novice

3 trades · available from the start

Sell to villager: 15 coals for 1 emerald.

Buy from villager: iron axe for 3 emeralds and enchanted iron sword for 7-21 emeralds.

Tier 2 · Apprentice

2 trades · 10 cumulative XP

Sell to villager: 4 iron ingots for 1 emerald.

Buy from villager: bell for 36 emeralds.

Tier 3 · Journeyman

1 trade · 70 cumulative XP

Sell to villager: 24 flints for 1 emerald.

Tier 4 · Expert

2 trades · 150 cumulative XP

Sell to villager: 1 diamond for 1 emerald.

Buy from villager: enchanted diamond axe for 17-31 emeralds.

Tier 5 · Master

1 trade · 250 cumulative XP

Buy from villager: enchanted diamond sword for 13-27 emeralds.

Weaponsmith trading tips

With only two weapon slots to fill, decide which one you actually need before spending. If it is a sword, the enchantment rolls once at Novice and again at Master; skipping straight to Master for a better roll costs time the weaponsmith spends on trades you may not want.

Funding it is cheap: coal converts at 15 a piece at Novice, and flint at 24 a piece opens up once it reaches Journeyman. Neither material is hard to stockpile, so this smith rarely leaves you short on emeralds for the sword or axe you actually came for.

Re-roll before you commit: both enchanted offers are randomized the moment the tier unlocks, and stay unlocked until the first completed trade with this villager. Break and replace the grindstone on an untraded, unemployed villager to reshuffle the roll before spending emeralds on it. Every possible outcome is listed at enchantments.astroworldmc.com.

Cure it for a discount: infecting this Weaponsmith with a zombie on Hard, trapping it, hitting it with a Splash Potion of Weakness, then feeding it a Golden Apple drops every price on its short list sharply once the cure finishes, the enchanted diamond sword included. See the zombie-villager discount guide for the full walkthrough.

Leveling: it needs 10 banked XP to leave Novice, 70 for Journeyman, 150 for Expert, and 250 for Master. With so few trades on the list, selling the same bell every armorer and toolsmith also carries, or your spare diamonds once it hits Expert, are about the only ways to push it up once the starting offers run dry.

Locking and resetting: the first trade it completes locks its list for good. Reset it while still Novice and untraded by pulling the grindstone and handing it back, which rolls a fresh Novice sheet. Details in the villager rolling guide.

Cheaper swords after a cure

The enchanted diamond sword and axe at the top of a Weaponsmith's ladder get far cheaper once you cure him: How to Cure Zombie Villagers in Minecraft. Iron Ingots are one of his buys, and the farm below covers them.