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TRIPWIRE HOOK

1 trade involving this item across 1 trader.

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Last checked
26 September 2026
Java Edition
26.3, 1 of 1 row found
Bedrock Edition
1.26.50.4, 1 of 1 matching
Edition differences
none, both editions match

Tripwire Hook in villager trading

A Fletcher at master pays an emerald per 8 tripwire hooks, the best sell rate anywhere on his sheet, better than the flint, string, feather and sticks he also buys off you. The catch is reaching that villager at all: master is the last rung of his ladder.

A crafting grid makes two at a time from an iron ingot, a stick and a plank, all cheap and all easy to stock in bulk, so anyone farming this trade is limited by how fast the villager buys rather than how fast the hooks get made.

Villagers that buy Tripwire Hook(you give Tripwire Hook, get emeralds)

ProfessionLevelYou GiveYou GetVillager XPJava 26.3Bedrock 1.26.50.4
FletcherMasterTripwire Hook1x Emerald30same in Bedrockverifiedverified

The 1 trade on this item was 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.

Odds, groups and price rules for Tripwire Hook

TradeJava oddsBedrock oddsBedrock groupPrice multiplierOne cure takes off
8Tripwire Hookfor1EmeraldFletcher, Master67%100%10.056 items

Your odds of finding Tripwire Hook

Tripwire hook sits on 67% of Master Fletchers, about 1.5 checked on average before one carries it, the same friendly odds as the entry tier, just gated behind the longest climb the profession has.

Chance and daily throughput per villager for Tripwire Hook
VillagerTierVillagers with this offerRolls to see itMost from one villagerAfter a cure
FletcherMaster67% (2 in 3)Bedrock 100% (1 in 1)about 1.524 emeralds a day2 restocks a day2 tripwire hookwas 8, 6 off

The chance is the draw size over the pool size in the game's own trade set file for that tier. The Bedrock line under it is the same sum on Bedrock's own table, which splits a tier into groups and draws out of each one separately, so the two editions often disagree. The day figure is the trade's use limit times the 2 restocks a villager is allowed per in-game day (Villager.allowedToRestock), so it is a ceiling and not an average: it assumes you are there for every restock. The cure column is 125 reputation times the trade's own multiplier, floored, and never takes a cost below one. Counted from the game's own draw sizes. How that check works.

Who trades Tripwire Hook, and at what price

One buyer, one price: a Fletcher at master takes 8 tripwire hooks for 1 emerald. It sits at his last tier, so nothing lower undercuts it and nothing needs to, since it is already the cheapest sell on his whole sheet.

Is trading Tripwire Hook worth it?

The best rate any villager offers is an emerald per 8 tripwire hooks, from the Fletcher, and nothing else on the list pays out faster. No villager sells tripwire hook back, so it is emeralds out and nothing in.

What the Fletcher pays for, best rate first
Tripwire HookMaster8
StringJourneyman14
FeatherExpert24
FlintApprentice26
StickNovice32
Units you hand over per emerald, so a shorter bar is a better deal. Every other row links to that item.

Tripwire Hook against the other 71 ways to earn an emerald

One slot at the Fletcher takes 8 tripwire hooks a trade, 12 trades, 12 emeralds. 8 of the 72 villagers that pay emeralds, emptied out:

8 emerald routes measured against Tripwire Hook
A full slot ofToEmeraldsWorth in Tripwire Hook
12 acacia boatsmaster Fisherman1296 tripwire hooks
24 book and quillsexpert Librarian1296 tripwire hooks
48 scutesexpert Leatherworker1296 tripwire hooks
120 dried kelp blocksexpert Butcher1296 tripwire hooks
192 any dyeexpert Shepherd16128 tripwire hooks
288 black woolnovice Shepherd16128 tripwire hooks
320 stoneapprentice Mason16128 tripwire hooks
288 papernovice Cartographer1296 tripwire hooks

12 acacia boats against 288 paper for the same 12 emeralds, 24 times the carrying, and the shortest wait is the Shepherd at 7.5 real minutes of shelf, gathering not counted. Tripwire Hook itself pays 8 an emerald, so 28 of the 72 ask less and 43 ask more.

How Tripwire Hook trading works

The offer locks after 12 uses, and a villager restocks at most twice a Minecraft day, so 24 of these sales is the ceiling one Fletcher takes before the day cuts him off.

Reaching it takes the whole ladder: level 5 of 5, unlocked once a villager has banked 250 trade experience, 4 tiers past where he starts. A villager still selling arrows at Novice is nowhere close to this row.

How long Tripwire Hook takes in real time

96 tripwire hooks fill one slot, and the Fletcher needs 2 real minutes back at his table before he buys again. A Minecraft day, 20 real minutes, covers two of those refills.

A full day selling nets 192 tripwire hooks off your hands for 24 emeralds. A stack of 64 fits inside a single fill of the slot, the best throughput of any raw material this villager buys.

Tips for trading Tripwire Hook

One villager clears 12 trades worth of tripwire hooks before he needs a restock, 12 emeralds for the lot. Where they go back: the same Fletcher sells arrows, his cheapest offer on the buying side, so the emeralds earned here can fund ammunition on the same trip.

The rest of his sheet, worth a look on the same trip: enchanted crossbow, tipped arrow, stick, flint, gravel and bow.

Two hooks and a string make a trap

A tripwire hook on its own does nothing. Two of them facing each other across a run of string make a tripwire, and anything walking through it sends a redstone signal, which is the simplest hidden trigger the game offers.

Jungle temples generate them, and the Fletcher buys them at his top rank, which is unusual: most of what a villager buys is a raw material rather than a crafted redstone part. One iron ingot, one stick and one plank make two, so selling them is close to selling iron with extra steps.

Where the game uses them itself

Jungle temples come with tripwire already built in, wired to arrow dispensers, and that is where most players meet a hook for the first time. Cutting the string with shears disarms it without setting it off.

A hook is one iron ingot, one stick and one plank, so a home-made trap costs almost nothing. The string is the part that has to come off a spider or a cobweb.

The signal it gives is ordinary redstone, so a tripwire opens a door, lights a corridor or fires a dispenser exactly as a pressure plate would, with the advantage that it can sit in the middle of a room with nothing on the floor.

Same trader, other items

The Fletcher works at a fletching table and also trades: