Trial Chambers

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Not to be confused with Trail Ruins.
For other uses of "trial", see Trial (disambiguation).
Trial Chambers
Trial Chambers chamber_4.png: Infobox image for Trial Chambers the structure in Minecraft
Biomes

Any Overworld biome (cannot originate in deep dark, see #Generation.)

Y-level

-40 to 0

Mobs

From trial spawner:

Consists of
There is a related tutorial page for this topic!
 

Trial chambers (inconsistently plural in-game[n 1]) are underground structures that serve as a mid-game combat challenge.[1] They consist mostly of copper blocks and tuff bricks, and are the only place where trial spawners and vaults naturally generate. Trial chambers are also the only place where breezes spawn, whose breeze rods can be used to craft wind charges. Various materials such as heavy cores and certain armor trims are obtained exclusively by unlocking vaults in trial chambers. As it is the only source of breeze rods and heavy cores, the structure is also the location where maces are obtained.

Ominous trials can also take place here through Bad Omen, where Trial Omen causes all trial spawners to become ominous, making them more difficult and providing greater rewards.

Generation[edit | edit source]

Trial chambers generate underground in the Overworld. The starting room generates at an altitude of between Y=-40 and -20, but the structure is not restricted to those Y levels. In fact, the majority of the structure's rooms tend to generate between Y=-20 and 0.

Trial chambers cannot generate in chunks that existed prior to Java Edition 1.21 and Bedrock Edition 1.21.0, but generate normally in newly-generated chunks.

The generation of trial chambers follows a grid of 34×34 chunk regions centered on the world origin (X=0, Z=0). There is always one trial chambers structure generated in each region at a random location.

While the origin point of the structure (corridor_end) cannot generate within a deep dark biome, other parts of it can intersect a deep dark biome.

Locating[edit | edit source]

Trial chambers can be located using trial explorer maps, which are sold by journeyman-level cartographer villagers for 12 emeralds and a compass. The maps always point to the nearest trial chamber relative to the cartographer that does not already have a trial explorer map that points to it.

In Java Edition, a given villager always trades the same map, which is determined upon the trade unlocking.

Structure[edit | edit source]

Main article: /Structure
Overhead view of a typical trial chambers layout.

The starting room of the structure is corridor/end. This room connects to a chamber and a section of a corridor. At the end of the section of a corridor, an intersection links to another chamber and another section of an corridor is generated, but this time it ends on the atrium, which then leads to the entrance room.

The structure then branches out from some corridor/straight pieces.

File structure[edit | edit source]

All trial chambers structures found below are located in the folder client.jar/data/minecraft/structure/trial_chambers[JE only] or data/behavior_packs/vanilla/structures/trial_chambers[BE only].

Blocks[edit | edit source]

Components[edit | edit source]

Entrances[edit | edit source]

The trial chambers generate an entrance chamber, which contains multiple levels and always generate a 3x3 doorway made out of oxidized variants of chiseled copper, cut copper and copper blocks. Behind it is a 3x3x1 gap, which is visible by breaking the doorway or via Spectator mode. A vault is found in a high place, alongside with multiple chests behind copper block and chiseled copper pedestals. Most entrance chambers generate a vegetation platform in the center.

Corridors, atriums and ends[edit | edit source]

An isometric view of a corridor.

The trial chambers feature two corridors (corridor/straight) connecting one of the corridors corridor/end, and another connects to corridor/atrium_1, which connects into corridor/entrance pieces. The corridors are divided by an intersection in different sides, making a L-shape.

Addons such as decorated pots, flower pots, candles, tripwire traps, dispensers, chandeliers, stairs, platforms, vaults and trial spawners may generate in the corridor/straight pieces. Trial spawners are either melee, small melee, or ranged mob spawners, but never spawn breeze spawners.

Some corridor/straight pieces have a copper door that can either lead to nothing (a stone wall)[3], a chamber, or a hallway.

Hallways[edit | edit source]

Hallways are smaller branches connected to some corridor/straight pieces consisting of passageways, staircases and spiral staircase and may contain chests. The other side of the hallway can generate either a stone wall, a dead end with a chest or a chamber. Hallways can rarely generate in an intersection.

Intersections[edit | edit source]

Intersections are rooms connecting both corridors. They feature a safer zone equipped with beds as well as an entrance to a chamber.

Chambers[edit | edit source]

Chambers are combat rooms, larger than encounters and can contain multiple trial spawners and vaults and at least one ominous vault. Multiple potential entrances can spawn in the chamber. Some can be sealed, but only one of these potential entrances can be connected to:

  • Hallways.
  • Intersections.
  • Corridor ends.
  • Some corridor/straight pieces.

Most rooms generates a base in which various addons including copper grate hanging platforms and obstacles, corner and side structures, dispenser traps and corridor pots.

Each potential entrance, including the sealed ones, generates a disposal consisting of a hopper placed above a barrel, allowing the player to sort their inventory.[9]

Decor[edit | edit source]

Most decor pieces can be found in the corridor, beds can be found in intersections and the disposal can be found near the entrances of chambers.

Dispensers[edit | edit source]

Some chambers can generate dispenser traps, which contain dispensers with random traps (such as arrows, water buckets and potions) and buttons connected to them.

Loot containers[edit | edit source]

Vaults, ominous vault and "supply" chests generate in the structure with potential loot. 1 to 2 vaults generate at the topmost area of the entrance chamber, 1 ominous vault generates at the high area of the atrium, and 1 supply chest generates at the hallway variant (cache_1). Other vaults and ominous vaults can be found in the corridor, the end and the intersection.

Trial spawners[edit | edit source]

Trial spawners can generate at the center area of the corridor at three different heights, one trial spawner generates at the encounters and multiple trial spawners generate at the chambers.

Structure Description Blocks [hide]Image
trial_chambers/spawner/breeze/breeze Trial spawners that are configured to spawn mobs described by the pattern surrounding them. For a descriptive table of how mobs are configured to spawn, see § Mobs.

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Chiseled Tuff

trial_chambers/spawner/melee/husk

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Chiseled Sandstone

trial_chambers/spawner/melee/spider

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Stone
5 Cobweb

trial_chambers/spawner/melee/zombie

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Mossy Cobblestone

trial_chambers/spawner/ranged/poison_skeleton 1 Trial Spawner

4 Waxed Chiseled Copper
1 Waxed Block of Copper
2 Bone Block
2 Podzol
2 Red Mushroom

trial_chambers/spawner/slow_ranged/poison_skeleton
trial_chambers/spawner/ranged/skeleton 1 Trial Spawner

4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Bone Block

trial_chambers/spawner/slow_ranged/skeleton
trial_chambers/spawner/ranged/stray 1 Trial Spawner

4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Packed Ice

trial_chambers/spawner/slow_ranged/stray
trial_chambers/spawner/small_melee/baby_zombie

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
2 Cobblestone
2 Mossy Cobblestone

trial_chambers/spawner/small_melee/cave_spider

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
2 Stone
2 Podzol
2 Red Mushroom
3 Cobweb

trial_chambers/spawner/small_melee/silverfish

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Stone Bricks

trial_chambers/spawner/small_melee/slime

1 Trial Spawner
4 Waxed Chiseled Copper
1 Waxed Block of Copper
4 Moss Block

Mobs[edit | edit source]

Natural hostile mob spawning is disabled within a trial chamber. Mobs spawn only from the trial spawners. The number of mobs spawned scales with the number of players in range of each spawner, and breezes are spawned less per spawner and per player than other mobs.

When a trial chamber structure generates, one mob from each of the following categories is randomly selected for the trial spawners in that structure. Every mob within the same category has an equal chance to be selected. The breeze is in its own category and is thus guaranteed to be found in certain chambers.

Trial spawner configuration
Category Mob spawned Floor Blocks in/on the floor
Breeze Breeze
Melee Zombie
Husk
Spider
Small melee Slime
Silverfish
Baby zombie
Cave spider
Ranged Stray
Skeleton
Bogged

Loot[edit | edit source]

See also: Chest loot

Loot is available from vaults, chests, barrels, dispensers, and decorated pots from within the chambers. Players who defeat a trial spawner each receive rewards; this loot scales depending on the amount of people who defeat the trial spawner.

Vaults[edit | edit source]

A vault on its pedestal inside the trial chambers.

Main article: Vault § Loot

In Java Edition, each trial chambers vault and reward chest contains items drawn from 3 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per container
[D]
[hide] Avg. # containers
to loot
[E]
1–3× 1–3×
BlockSprite air.png: Sprite image for air in MinecraftNothing[F] 1364875.0%0.7501.3
Emerald 2–42–4392287542538.4%1.3692.6
Arrow 2–82–892287542531.0%1.7603.2
Arrow of Poison 2–82–892287542531.0%1.7603.2
Iron Ingot 1–41–469287532524.0%0.6604.2
Wind Charge 1–31–369287532524.0%0.5284.2
Honey Bottle 1–21–269287532524.0%0.3964.2
Ominous Bottle I - II[G] 1146287522516.5%0.1766.1
Damaged Shield[H] 1300287510.4%0.1049.6
Enchanted Bow[I] 1300287510.4%0.1049.6
Wind Charge 4–124–122328751258.5%0.70411.7
Diamond 1–21–22328751258.5%0.13211.7
Golden Apple 14488.3%0.08312.0
Golden Carrot 1–220028757.0%0.10414.4
Enchanted Book[J] 120028757.0%0.07014.4
Enchanted Book[K] 120028757.0%0.07014.4
Enchanted Crossbow[L] 120028757.0%0.07014.4
Enchanted Iron Axe[I] 120028757.0%0.07014.4
Enchanted Iron Chestplate[M] 120028757.0%0.07014.4
Bolt Armor Trim Smithing Template 13486.2%0.06216.0
Music Disc (Precipice) 12484.2%0.04224.0
Guster Banner Pattern 12484.2%0.04224.0
Enchanted Diamond Axe[I] 110028753.5%0.03528.7
Enchanted Diamond Chestplate[I] 110028753.5%0.03528.7
Trident 11482.1%0.02148.0

In Bedrock Edition, each trial chambers vault and reward chest contains items drawn from 3 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per container
[D]
[hide] Avg. # containers
to loot
[E]
1–3× 1–3×
BlockSprite air.png: Sprite image for air in MinecraftNothing[F] 1364875.0%0.7501.3
Emerald 2–42–4443287542539.7%1.4222.5
Arrow 2–82–8368287542537.8%2.2402.6
Arrow of Poison 2–82–8368287542537.8%2.2402.6
Iron Ingot 1–41–4276287532529.6%0.8403.4
Wind Charge 1–31–3276287532529.6%0.6723.4
Honey Bottle 1–21–2276287532529.6%0.5043.4
Ominous Bottle I - II[G] 11184287522520.6%0.2244.9
Wind Charge 4–124–1292287512510.7%0.8969.3
Diamond 1–21–292287512510.7%0.1689.3
Golden Apple 14488.3%0.08312.0
Bolt Armor Trim Smithing Template 13486.2%0.06216.0
Music Disc (Precipice) 12484.2%0.04224.0
Guster Banner Pattern 12484.2%0.04224.0
Damaged Shield[H] 17528752.6%0.02638.3
Enchanted Bow[I] 17528752.6%0.02638.3
Trident 11482.1%0.02148.0
Golden Carrot 1–25028751.7%0.02657.5
Enchanted Book[J] 15028751.7%0.01757.5
Enchanted Book[K] 15028751.7%0.01757.5
Enchanted Crossbow[L] 15028751.7%0.01757.5
Enchanted Iron Axe[I] 15028751.7%0.01757.5
Enchanted Iron Chestplate[M] 15028751.7%0.01757.5
Enchanted Diamond Axe[I] 12528750.9%0.009115.0
Enchanted Diamond Chestplate[I] 12528750.9%0.009115.0
  1. Jump up to: a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. Jump up to: a b The weight of this item relative to other items in the pool.
  3. Jump up to: a b The odds of finding any of this item in a single chest.
  4. Jump up to: a b The number of items expected per chest, averaged over a large number of chests.
  5. Jump up to: a b The average number of chests the player should expect to search to find any of this item.
  6. Jump up to: a b 'Nothing' does not refer to the chance of an empty chest. Instead, it refers to the chance that the random loot generator does not add any loot on a single roll.
  7. Jump up to: a b Ominous bottle level between I and II
  8. Jump up to: a b The item has between 50% and 100% of its total durability.
  9. Jump up to: a b c d e f g h Enchantment probabilities are the same as a level-5 to level-15 enchantment would be on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.
  10. Jump up to: a b Enchanted with a random level of Mending, Riptide, Loyalty, Channeling, or Impaling.
  11. Jump up to: a b Enchanted with a random level of Sharpness, Bane of Arthropods, Efficiency, Fortune, Silk Touch, or Feather Falling.
  12. Jump up to: a b Enchantment probabilities are the same as a level-5 to level-20 enchantment would be on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.
  13. Jump up to: a b Enchantment probabilities are the same as a level-0 to level-10 enchantment would be on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.

Ominous vaults[edit | edit source]

An ominous vault on its altar-like structure inside the trial chambers.

In Java Edition and Bedrock Edition, each trial chambers ominous vault contains items drawn from 3 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per container
[D]
[hide] Avg. # containers
to loot
[E]
1–3× 1–3×
Emerald 4–104–10145217551556.2%5.1331.8
Wind Charge 8–128–12116217541547.4%5.8672.1
Arrow of Slowness IV 4–124–1287217531537.5%3.5202.7
Diamond 2–32–358217521526.4%0.7333.8
BlockSprite air.png: Sprite image for air in MinecraftNothing[F] 1104025.0%0.2504.0
Flow Armor Trim Smithing Template 194022.5%0.2254.4
Enchanted Golden Apple 194022.5%0.2254.4
Flow Banner Pattern 164015.0%0.1506.7
Ominous Bottle III - V[G] 1129217511513.9%0.1477.2
Block of Emerald 1300217513.8%0.1387.2
Enchanted Crossbow[H] 1240217511.0%0.1109.1
Block of Iron 1240217511.0%0.1109.1
Golden Apple 118021758.3%0.08312.1
Enchanted Diamond Axe[I] 118021758.3%0.08312.1
Enchanted Diamond Chestplate[I] 118021758.3%0.08312.1
Music Disc (Creator) 13407.5%0.07513.3
Heavy Core 13407.5%0.07513.3
Enchanted Book[J] 112021755.5%0.05518.1
Enchanted Book[K] 112021755.5%0.05518.1
Enchanted Book[L] 112021755.5%0.05518.1
Block of Diamond 16021752.8%0.02836.2
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.
  6. 'Nothing' does not refer to the chance of an empty chest. Instead, it refers to the chance that the random loot generator does not add any loot on a single roll.
  7. Ominous bottle level between III and V
  8. Enchantment probabilities are the same as a level-5 to level-20 enchantment would be on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.
  9. Jump up to: a b Enchantment probabilities are the same as a level-10 to level-20 enchantment would be on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.
  10. Enchanted with a random level of Breach, or Density.
  11. Enchanted with a random level of Knockback, Punch, Smite, Looting, or Multishot.
  12. Enchanted with level I of Wind Burst.

Chests[edit | edit source]

Entrances[edit | edit source]

In Java Edition and Bedrock Edition, each trial chambers entrance chest contains 2–3 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
Arrow 5–10103655.1%5.2081.8
Honeycomb 2–8103655.1%3.4721.8
Wooden Axe 1103655.1%0.6941.8
Stick 2–553631.0%1.2153.2
Trial Key 11366.8%0.06914.7
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.

Intersections[edit | edit source]

The room where the loot is stored isn't actually an intersection, it is a corridor end. In Java Edition and Bedrock Edition, each trial chambers intersection chest contains 1–3 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
Amethyst Shard 8–20208639.7%6.5122.5
Cake 1–4208639.7%1.1632.5
Block of Iron 1–2208639.7%0.6982.5
Diamond 1–2108621.5%0.3494.6
Block of Emerald 1–358611.2%0.2338.9
Damaged Diamond Axe[F] 158611.2%0.1168.9
Damaged Diamond Pickaxe[F] 158611.2%0.1168.9
Block of Diamond 11862.3%0.02343.3
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.
  6. Jump up to: a b The item has between 10% and 50% of its total durability.

Supply[edit | edit source]

In Java Edition and Bedrock Edition, each trial chambers supply chest contains 3–5 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
Arrow 4–1421837.3%4.0002.7
Glow Berries 2–1021837.3%2.6672.7
Baked Potato 2–421837.3%1.3332.7
Damaged Stone Pickaxe[F] 121837.3%0.4442.7
Tuff 5–1011820.4%1.6674.9
Arrow of Poison 4–811820.4%1.3334.9
Arrow of Slowness 4–811820.4%1.3334.9
Acacia Planks 3–611820.4%1.0004.9
Torch 3–611820.4%1.0004.9
Bone Meal 2–511820.4%0.7784.9
Moss Block 2–511820.4%0.7784.9
Potion of Regeneration 211820.4%0.4444.9
Potion of Strength 211820.4%0.4444.9
Milk Bucket 111820.4%0.2224.9
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.
  6. The item has between 15% and 80% of its total durability.

Barrels[edit | edit source]

Intersection barrels[edit | edit source]

In Java Edition and Bedrock Edition, each trial chambers intersection barrel contains 1–3 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per barrel
[D]
[hide] Avg. # barrels
to open
[E]
Bamboo Planks 5–15103349.3%6.0612.0
Baked Potato 6–10103349.3%4.8482.0
Damaged Golden Axe[F] 143322.3%0.2424.5
Damaged Golden Pickaxe[F] 143322.3%0.2424.5
Diamond 1–31335.9%0.12116.8
Bucket 1–21335.9%0.09116.8
Compass 11335.9%0.06116.8
Damaged Diamond Pickaxe[G] 11335.9%0.06116.8
Enchanted Diamond Axe[H][I] 11335.9%0.06116.8
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.
  6. Jump up to: a b The item has between 15% and 80% of its total durability.
  7. The item has between 10% and 50% of its total durability.
  8. All enchantments are equally probable, including treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and any level of the enchantment is equally probable.
  9. The item has between 40% and 90% of its total durability.

Corridor barrels[edit | edit source]

Despite being barrels, the corridor containers are referred to as chests by the game.

In Java Edition and Bedrock Edition, each trial chambers corridor chest contains 1–3 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
Tuff 8–2031928.4%4.4213.5
Scaffolding 2–1021919.6%1.2635.1
Bamboo Planks 3–621919.6%0.9475.1
Torch 3–621919.6%0.9475.1
Bamboo Hanging Sign 1–421919.6%0.5265.1
Ender Pearl 1–221919.6%0.3165.1
Damaged Stone Axe[F] 121919.6%0.2115.1
Damaged Stone Pickaxe[F] 121919.6%0.2115.1
Honeycomb 2–811910.2%0.5269.8
Enchanted Iron Axe[G][H] 111910.2%0.1059.8
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.
  6. Jump up to: a b The item has between 15% and 80% of its total durability.
  7. All enchantments are equally probable, including treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and any level of the enchantment is equally probable.
  8. The item has between 40% and 90% of its total durability.

Decorated pots[edit | edit source]

A decorated pot inside trial chambers.

In addition to the below, decorated pots may have flow, guster, or scrape designs, which yield their respective pottery sherds when broken, along with bricks for any blank sides.

In Java Edition and Bedrock Edition, each trial chambers corridor pot contains 1 item stack, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per pot
[D]
[hide] Avg. # pots
to break
[E]
Emerald 1–312535135.6%0.7122.8
Arrow 2–810035128.5%1.4253.5
Iron Ingot 1–210035128.5%0.4273.5
Trial Key 1103512.8%0.02835.1
Diamond 1–253511.4%0.02170.2
Block of Emerald 153511.4%0.01470.2
Music Disc (Creator (Music Box)) 153511.4%0.01470.2
Block of Diamond 113510.3%0.003351.0
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.

Dispensers[edit | edit source]

Some of the dispenser traps that are placed inside various chambers.

In Java Edition and Bedrock Edition, each trial chambers chamber dispenser contains 1 item stack, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per dispenser
[D]
[hide] Avg. # dispensers
to open
[E]
Fire Charge 4–862920.7%1.2414.8
Snowball 4–862920.7%1.2414.8
Arrow 4–842913.8%0.8287.2
Water Bucket 142913.8%0.1387.2
Egg 4–82296.9%0.41414.5
Lingering Potion of Healing 2–51293.4%0.12129.0
Lingering Potion of Poison 2–51293.4%0.12129.0
Lingering Potion of Slowness 2–51293.4%0.12129.0
Lingering Potion of Weakness 2–51293.4%0.12129.0
Splash Potion of Poison 2–51293.4%0.12129.0
Splash Potion of Slowness 2–51293.4%0.12129.0
Splash Potion of Weakness 2–51293.4%0.12129.0
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.

Corridor dispenser[edit | edit source]

In Java Edition and Bedrock Edition, each trial chambers corridor dispenser contains 1 item stack, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per dispenser
[D]
[hide] Avg. # dispensers
to open
[E]
Arrow 4–811100.0%6.0001.0
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.

Water dispenser[edit | edit source]

In Java Edition and Bedrock Edition, each trial chambers water dispenser contains 1 item stack, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per dispenser
[D]
[hide] Avg. # dispensers
to open
[E]
Water Bucket 111100.0%1.0001.0
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.

Trial spawners[edit | edit source]

When all mobs have been killed, the trial spawner has a 50% chance of picking the trial key, in which case it drops for all players. The other 50% of the time it drops one of the other items for each player.

In Java Edition and Bedrock Edition, each trial chambers trial spawner contains 1 item stack, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per spawner
[D]
[hide] Avg. # spawners
to defeat
[E]
Trial Key 1102050.0%0.5002.0
Bread 1–332015.0%0.3006.7
Cooked Chicken 132015.0%0.1506.7
Baked Potato 1–322010.0%0.20010.0
Potion of Regeneration 11205.0%0.05020.0
Potion of Swiftness 11205.0%0.05020.0
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.

Ominous trial spawners[edit | edit source]

When all mobs have been killed, the ominous trial spawner has a 30% chance of picking the ominous trial key, in which case it drops for all players. The other 70% of the time it drops one of the other items for each player.

In Java Edition and Bedrock Edition, each trial chamber ominous trial spawner contains 1 item stack, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per spawner
[D]
[hide] Avg. # spawners
to defeat
[E]
Ominous Trial Key 13010030.0%0.3003.3
Baked Potato 2–42110021.0%0.6304.8
Steak 1–22110021.0%0.3154.8
Golden Carrot 1–21410014.0%0.2107.1
Potion of Regeneration 171007.0%0.07014.3
Potion of Strength 171007.0%0.07014.3
  1. The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. The weight of this item relative to other items in the pool.
  3. The odds of finding any of this item in a single chest.
  4. The number of items expected per chest, averaged over a large number of chests.
  5. The average number of chests the player should expect to search to find any of this item.

Data values[edit | edit source]

ID[edit | edit source]

Java Edition:

Structure type[hide]Identifier
BlockSprite jigsaw.png: Sprite image for jigsaw in Minecraft Jigsawjigsaw
Structure[hide]Identifier
EnvSprite trial-chambers.png: Sprite image for trial-chambers in Minecraft Trial Chamberstrial_chambers

Bedrock Edition:

StructureIdentifier[hide]Translation key
EnvSprite trial-chambers.png: Sprite image for trial-chambers in Minecraft Trial Chamberstrial_chambersfeature.trial_chambers

Achievements[edit | edit source]

[hide]
IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
Over-OverkillDeal 50 hearts of damage in a single hit using the Mace20Silver
RevaultingUnlock a Ominous Vault with an Ominous Trial Key20Silver
Treasure HunterAcquire a map from a cartographer villager, then enter the revealed structureVisit the structure indicated while the purchased map is in your main hand (hotbar).40Silver
Who Needs Rockets?Use a Wind Charge to launch yourself upward 8 blocks10Bronze

Advancements[edit | edit source]

IconAdvancementIn-game descriptionActual requirements (if different)
BlowbackKill a Breeze with a deflected Breeze-shot Wind ChargeKill a breeze by deflecting a wind charge that was shot by the breeze itself.
Lighten UpScrape a Copper Bulb with an Axe to make it brighterUse any type of axe on a lit copper bulb that is at least partially oxidized.
Minecraft: Trial(s) EditionStep foot in a Trial Chamber
Over-OverkillDeal 50 hearts of damage in a single hit using the Mace
RevaultingUse an Ominous Trial Key on an Ominous Vault
Under Lock and KeyUse a Trial Key on a Vault
Who Needs Rockets?Use a Wind Charge to launch yourself upwards 8 blocks

Videos[edit | edit source]

History[edit | edit source]

October 15, 2023Trial chambers are announced at Minecraft Live 2023.
November 6, 2023Trial chambers are teased in a minecraft.net blog post.
[hide]Java Edition
1.20.3
Experiment
Update 1.21
23w45aAdded trial chambers behind the "Update 1.21" experimental data pack.
1.20.5
Experiment
Update 1.21
24w05aVaults now generate in trial chambers.
24w07aTrial spawners surrounded by bone block and podzol now spawn bogged instead of skeletons with arrows of Poison.
24w11aAdded new chambers and variations, with new challenges.
Added flow, guster, and scrape pottery sherds to the decorated pots in the decor structure pool.
Changed the layout of the blocks around vaults.
Remade chamber_9 and renamed it to slanted.
Remade chamber_3 and renamed it to pedestal.
24w12aTrial chambers now generate slightly more rarely and a bit more spaced out from each other.
24w13aOminous vaults now generate in trial chambers.
Loot, amount, layout and placement of trial spawners and vaults has been adjusted.
Changed the layout of straight_7, straight_8, end_1, end_2, intersection_1, pedestal and slanted.
Added an atrium to the corridors.
Remade chamber_5 and renamed it to eruption.
1.20.5 Pre-Release 1Trial chambers are now more consistently buried by terrain when found underground.
Remade chamber_6 and renamed it to assembly.
Added a new trap dispenser style to chambers.
Fixed various broken jigsaw connections in the corridors.
In chamber 'Eruption', stopped tuff bricks from spawning in the air.
In chamber 'Eruption', added more lights to quadrants.
1.2124w18aTrial chambers are now available without using the "Update 1.21" experimental data pack.
Made various layout changes in intersections and corridors.
Added new trap dispenser style to chambers.
Added new entrance variations.
Added empty chests to chamber entrances.
24w21aTrial chambers are less likely to generate in the deep dark.
1.21.224w33aBeds in intersections now have their colors randomized.
Removed the oak tree in corridor/entrance_1.
Tweaked the corridor/straight_6.
Added "Encounter" room types that generate in hallways.
Replaced empty chests at chamber entrances with hoppers above barrels embedded into the wall.
Removed chamber/slanted/hallway_4 and chamber/slanted/hallway_5.
Some slime trial spawners are moved to spawn with player invention.
Traps no longer generate behind walls, making them more accessible.
Fixed ominous vaults failing to generate at chamber pedestal, chamber_1, and chamber_2.
Release Candidate 1The chest loot at corridor/end_2 now generates correctly.[10]
[hide]Bedrock Edition
1.20.60
Experiment
Update 1.21
Preview 1.20.60.20Added trial chambers behind the "Update 1.21" experimental toggle.
1.20.70
Experiment
Update 1.21
Preview 1.20.70.21Vaults now generate in trial chambers.
Preview 1.20.70.24Trial chambers now generate in the same locations as in Java Edition.
Trial spawners surrounded by bone block and podzol now spawn bogged instead of skeletons.
1.20.80
Experiment
Update 1.21
Preview 1.20.80.20Trial chambers now generate in the same configurations as in Java Edition.
Preview 1.20.80.22Added new chambers and variations, with new challenges.
Redesigned chamber_9 and chamber_3, and renamed them to "slanted" and "pedestal", respectively.
Trial spawners now generate more frequently in corridors.
Decorated pots in trial chambers can now generate with "flow", "guster", and "scrape" pottery sherds.
Changed the blocks surrounding vaults from waxed blocks of copper and waxed chiseled copper to polished andesite and chiseled tuff bricks.
Updated loot tables for trial chambers vaults, removing horse armor and saddles and adding wind charges, "bolt armor trim" and "flow armor trim" smithing templates, "flow" and "guster" banner patterns, and heavy cores.
1.21.0
Experiment
Update 1.21
Preview 1.21.0.20Trial chambers now generate slightly more rarely and a bit more spaced out from each other.
Ominous vaults now generate in trial chambers.
Loot, amount, layout and placement of trial spawners and vaults has been adjusted.
Changed the layout of intersections and corridors.
Remade chamber_5 and renamed it to eruption.
Preview 1.21.0.21Trial chambers are now more consistently buried by terrain when found underground.
1.21.0Preview 1.21.0.22Trial chambers are now available without using the "Update 1.21" experimental toggle.
Preview 1.21.0.23Remade chamber_6 and renamed it to assembly.
Added a new trap dispenser style to chambers.
Fixed various broken jigsaw connections in the corridors.
Added new intersection variation.
In chamber 'Eruption', added missing water bucket into dispenser.
Added new wall dispenser style.
Preview 1.21.0.24Removed the TNT trap in the Eruption chamber (chamber/eruption).
Fixed the seams in corridors so they now match.
Added new entrance variations.
Fixed various broken or incorrect jigsaw data.
Added empty chests to the entrances of some chambers.​[more information needed]
1.21.20Preview 1.21.10.20Trial chambers now generate far less frequently in the deep dark biome.
1.21.30Preview 1.21.30.21Added "Encounter" room types that generate in hallways.
Replaced empty chests at chamber entrances with hoppers above barrels embedded into the wall.
Preview 1.21.30.24"Encounters" no longer generate in hallways.

Issues[edit | edit source]

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

Java Edition

  • MC-275804 – Trial chambers' encounter_4 trap does not activate
  • MC-266736 – Vines can generate floating inside of trial chambers
  • MC-269530 – Missing quadrant in the new Trial Chambers room
  • MC-275403 – Chests with the minecraft:chests/trial_chambers/reward loot table can contain items that are exclusive to vaults
  • MC-270587 – Staircases in Assembly trial chamber sometimes fails to generate
  • MC-266435 – Trial chambers partially cut geode
  • MC-266442 – Air pockets can generate within the water pools of trial chambers
  • MC-266458 – Deepslate, gravel, and ores can generate within trial chamber hallways
  • MC-266778 – Unused Trial Chambers structures
  • MC-269750 – target_x and trial_chambers map icons are misaligned from each other by one pixel, despite being identical in shape
  • And 24 other open issues.

Bedrock Edition

  • MCPE-188390 – Eruption in Trial Chambers generates with large air pockets at its corners
  • MCPE-188512 – (Experimental) Parity issue: /place command lets you place only 2 vanilla structures: Trail ruins and trial chambers
  • MCPE-180321 – Almost all Copper Bulbs in Trial Chambers are specifically the weathered variant
  • MCPE-189946 – Mobs from Trial Chamber can drop Diamond Gear
  • MCPE-176936 – Geodes, Mineshafts, Strongholds, Ruined Portals and Dungeons can generate inside trial chambers
  • MCPE-176943 – Glow lichen and sculk vein can generate floating inside trial chambers
  • MCPE-177058 – Blocks can cut off some ladders in trial chambers
  • MCPE-177066 – Unnecessary set_damage modifier for compass loot in trial chambers
  • MCPE-179259 – Wrong water generation inside trial chambers
  • MCPE-179882 – "slanted" Trial Chambers room sometimes generates with an entire section missing
  • And 19 other open issues.

Trivia[edit | edit source]

  • The idea of trial chambers evolved from CornerHard pitching in a meeting to revisit the monster room.[11]
  • The design of trial chambers was inspired by the architecture of Mesoamerican civilizations, whose geometric designs fit well into Minecraft. The design combines the aesthetic of ancient civilizations with a futuristic feel.[12]
  • A scrapped chamber design appears in two YouTube videos showcasing the trial chambers and the trial spawners.[13][14] It includes a trial spawner, two chests, and two redstone lamps with levers on top.
  • Brandon Pearce thinks that whoever created trial chambers in-universe seem to be "pretty tinkery".[15]

Gallery[edit | edit source]

Screenshots[edit | edit source]

Mojang screenshots[edit | edit source]

In other media[edit | edit source]

Concept artwork[edit | edit source]

Notes[edit | edit source]

  1. Jump up to: a b c d Random loot table
  2. 4 bricks or 3 bricks with either 1 flow, guster or scrape pottery sherd.
  3. Trial spawners become ominous as part of ominous trials, and these ominous trial spawners equip some mobs based on loot tables. More information on the ominous trial spawner page.
  4. 2 loot containers in this area use the entrance loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/entrance.
  5. One loot container in this area use the reward loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/reward.
  6. Jump up to: a b All loot containers in this area use the entrance loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/entrance.
  7. All loot containers in this area use the intersection chest loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/intersection.
  8. This loot container in this area use the entrance loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/reward.
  9. The decorated pot always generates a flow pattern.
  10. Jump up to: a b This loot container in this area use the intersection barrel loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/intersection_barrel.
  11. This loot container in this area use the corridor loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/corridor.
  12. Jump up to: a b c d One loot container in this area use the corridor pot loot.
    The loot for this area is found in loot_tables/pots/trial_chambers/corridor.
  13. Colored beds correspond to the color of the structure file.
  14. Jump up to: a b c This loot container in this area use the chamber dispenser loot.
    The loot for this area is found in loot_tables/dispensers/trial_chambers/chamber.
  15. This loot container in this area use the supply loot.
    The loot for this area is found in loot_tables/chests/trial_chambers/supply.

References[edit | edit source]

External links[edit | edit source]

Navigation[edit | edit source]