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Trial Chambers

Trial Chambers

Trial chambers are uncommon underground structures that serve as a mid-game combat challenge. They consist mostly of copper blocks and tuff bricks, and…

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Generated structures
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Contents (33)
  1. Generation
  2. Locating
  3. Structure
  4. File structure
  5. Blocks
  6. Components
  7. Mobs
  8. Loot
  9. Vaults and reward chests
  10. Chests
  11. Barrels
  12. Decorated pots
  13. Dispensers
  14. Trial spawners
  15. Data values
  16. ID
  17. Achievements
  18. Advancements
  19. Videos
  20. History
  21. Announcement and teaser
  22. Java Edition
  23. Bedrock Edition
  24. Issues
  25. Trivia
  26. Gallery
  27. Screenshots
  28. Mojang screenshots
  29. In other media
  30. Concept artwork
  31. Notes
  32. References
  33. External links
Not to be confused with Trail Ruins.
Trial Chambers
Trial Chambers isometric view.png: Infobox image for Minecraft structure 'Trial Chambers'
Biomes All Overworld biomes except the deep dark[note 1]
Y-level -40 to -20
Mobs From trial spawner:
Consists of

Trial chambers[note 2] are uncommon 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 only location where maces can be obtained.

Trial chambers can also be used to obtain copper bulbs without entering the Nether, and large quantities of copper blocks and their derivatives.

Most copper blocks found in trial chambers are waxed, preventing them from oxidizing. However, some unwaxed copper blocks can also generate due to a bug.

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

Generation

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; the majority of the structure's rooms tend to generate between Y=-20 and 0.

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, unless a deep dark biome cancels the generation of the trial chambers.

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.

Trial chambers are one of the only structures that generate on the same locations on Java Edition and Bedrock Edition.

Locating

Trial chambers can be located using buried trial chambers maps, which can be obtained in two ways.

  • Buried trial chambers maps 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 buried trial chambers map that points to it. All maps bought from the same cartographer always point to the same structure.
  • Buried trial chambers maps can be found in loot of secret chests in abandoned camps. (see Abandoned Camps § Secret chests).

Trial chambers are buried underground, so exposed caves will usually have weird shapes that will determine the location of a trial chamber.

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

Structure

Main article: /Structure
Overhead view of a typical trial chamber 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 a 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

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

This is a list of blocks that can generate in trial chambers. Blocks listed with a tag indicated that they are present in trial chambers only in Java Edition are marked.

Components

Corridors

A diagram depicting every piece that constitutes a corridor.

Trial chambers are composed of two corridors:

  • a corridor going from the entrance room to the intersection, passing through four slices and the atrium;
  • a corridor going from the intersection to the end room, passing through four slices.

The intersection connects both corridors, forming an L-shape. The intersection and the end room always lead to a chamber (see § Chambers), while slices have a probability to lead to a hallway (see § Hallways).

Entrance
The doorway found in all entrance rooms.

The entrance generates at the end of one of the two corridors, passing through the atrium. Each entrance contains a "doorway" that consists of waxed oxidized copper blocks, including its cut copper and chiseled copper variants.

entrance_1 and entrance_2 include a vault, two entrance chests, and a platform containing either an oak, a mangrove, or a cactus; additionally, entrance_1 has a secret room containing a bed and a chest.

entrance_3 includes two vaults and three entrance chests.

Name Description Blocks Image[note 4] Weight
trial_chambers/corridor/entrance_1 Entrance 1 is a two-story room.

The first floor features a walkway, which contains a copper grate that leads to a hidden room containing a bed and a chest, as well as the connector to the atrium. A staircase leads to the second floor.

The second floor contains a platform with a tree (either an oak, a mangrove or cactus), two chests and the doorway. Between the two chests, right next to the tree, is a trapdoor leading into a ventilation-shaft-like tunnel. This tunnel connects both floors. The second floor also features an upper ledge above the staircase containing a vault.

1⁄3 (33.33%)
trial_chambers/corridor/entrance_2 Entrance 2 is a two-story room.

The first floor contains the doorway. A staircase leads to the second floor.

The second floor contains a platform with a tree (either an oak, a mangrove or cactus) and two chests. It also features an upper ledge with a vault, above the chests and the staircase. The connector to the atrium is found at the second floor.

1⁄3 (33.33%)
trial_chambers/corridor/entrance_3 Entrance 3 is a five-story room with two large spiral staircases that intertwine with one another but never connect; each staircase leads to separate sections of each floor, preventing traversal between them even on the same level.

A hallway links the connector of the atrium with two small rooms with one chest each, as well as the main room containing both spiral staircases.

The first spiral staircase goes from the first floor to the last floor. The third floor contains a third chest, as well as the fifth floor with the doorway, while other sections of floors connected by the first spiral staircase are empty.

The second spiral staircase goes from the second floor to the last floor. The fourth and fifth floor both contain a vault, while the rest are empty.

1⁄3 (33.33%)
trial_chambers/corridor/addon/display_1 The substructures are the trees that can generate in entrance_1 and entrance_2. 1⁄3 (33.33%)
trial_chambers/corridor/addon/display_2 1⁄3 (33.33%)
trial_chambers/corridor/addon/display_3 1⁄3 (33.33%)
Atrium
An atrium viewed from the ground.

The atrium generates between the entrance and one of the corridor's slices.

Name Description Blocks Image[note 4] Weight
trial_chambers/corridor/atrium_1 Atrium 1 is a large room containing a grand bifurcated staircase connected to the entrance, a fountain, two murals, and ladders connecting the surface level to the lower, middle and upper level of the corridor. An ominous vault generates above the grand staircase. The grand staircase design and the murals are chosen randomly and are not part of the structure's pre-generation.

1⁄1 (100%)
trial_chambers/corridor/atrium/grand_staircase_1 The grand staircase designs.

grand_staircase_3's copper blocks is unwaxed due to a bug.

1⁄3 (33.33%)
trial_chambers/corridor/atrium/grand_staircase_2 1⁄3 (33.33%)
trial_chambers/corridor/atrium/grand_staircase_3 1⁄3 (33.33%)
trial_chambers/corridor/atrium/bogged_relief The mural designs. They are respectively depicting a bogged, a breeze, a spider, and a spiral shape. 1⁄4 (25%)
trial_chambers/corridor/atrium/breeze_relief 1⁄4 (25%)
trial_chambers/corridor/atrium/spider_relief 1⁄4 (25%)
trial_chambers/corridor/atrium/spiral_relief 1⁄4 (25%)
Slices
A door leading from a corridor to a hallway.
A corridor viewed from the ground.

Corridor slices, or straight pieces,[note 6] are sub-structures that make up the corridors; they are generated on top of a tuff brick plate. Each of the two corridors has four slices, composed randomly.

Except for straight_1 and straight_8, all slices have a copper door:

  • straight_2 and straight_5 generate a copper door on the lower level;
  • straight_3 and straight_6 generate a copper door on the middle level;
  • straight_4 and straight_7 generate a copper door on the upper level.

On average, each trial chamber has 6.29 (44⁄7) doors. These copper doors can either lead directly to a chamber, a hallway or nothing.[3] Provided the latter case doesn't happen:

  • lower level doors always lead to a descending spiral staircase (1⁄2 chance between lower_hallway_connector or trapped_staircase);
  • upper level doors always lead to an ascending spiral staircase (upper_hallway_connector);
  • middle level doors and these spiral staircases have a 97.48% chance to directly lead to a chamber, 2.44% chance to lead to a hallway piece, and 0.08% chance to directly lead to a dead-end (see § Hallways);
  • any doors in any level, especially the spiral staircases leading to them in the case of upper and lower level doors, can also generate dead-end pieces as fallback pieces.

Both straight_6 and straight_8 generate with a trial spawner that can either spawn a melee, small melee or ranged mob (see § Mobs), but always never breezes. straight_7 generates with a hidden vault.

Slices can generate with various decorations such as flower pots, decorated pots, candles and corridor barrels (see § Decor). Slices can have addons, some of them generate with a trial spawner (that can either spawn a melee, small melee or ranged mob, but never breezes), a dispenser trap or a vault. Some slices cannot contain specific types of or all corridor addons.

Name Description Blocks Image[note 4] Weight
trial_chambers/corridor/straight_1 straight_1 does not generate with a copper door. 1⁄14 (7.14%)
trial_chambers/corridor/straight_2 straight_2 generates with a copper door on the lower level. 2⁄14 (14.28%)
trial_chambers/corridor/straight_3 straight_3 generates with a copper door on the middle level.

Additionally, one of its upper level sides is blocked by a wall.

2⁄14 (14.28%)
trial_chambers/corridor/straight_4 straight_4 generates with a copper door on the upper level. 2⁄14 (14.28%)
trial_chambers/corridor/straight_5 straight_5 generates with a copper door on the lower level. 2⁄14 (14.28%)
trial_chambers/corridor/straight_6 straight_6 generates with a copper door on the middle level and a trial spawner on the lower level.

Lower addons cannot generate in this slice.

2⁄14 (14.28%)
trial_chambers/corridor/straight_7 straight_7 generates with a copper door on the upper level. Additionally, one of its upper level sides is blocked by a wall, containing a vault that is hidden[note 7] inside of the wall.

Middle upper addons cannot generate in this slice.

1⁄14 (7.14%)
trial_chambers/corridor/straight_8 straight_8 does not generate with a copper door but generates with a trial spawner on the middle level.

All corridor addons cannot generate in this slice.

2⁄14 (14.28%)
trial_chambers/corridor/first_plate
trial_chambers/corridor/second_plate
This substructure is a technical piece. It serves as the foundation for the 4 slices of each corridor. 1⁄1 (100%)
trial_chambers/corridor/addon/staircase This addon is a staircase connecting the surface level to the lower level. 1⁄14 (7.14%)
trial_chambers/corridor/addon/wall This addon is a wall blocking off the surface level. 1⁄14 (7.14%)
trial_chambers/corridor/addon/ladder_to_middle This addon is a ladder linking the lower level to the middle level. 1⁄14 (7.14%)
trial_chambers/corridor/addon/arrow_dispenser This addon is a dispenser trap that can be triggered with tripwire hooks. 1⁄14 (7.14%)
trial_chambers/corridor/addon/bridge_lower This addon is a bridge linking the two sides of the slice on the lower level and linked to the surface level. 2⁄14 (9.09%)
trial_chambers/corridor/addon/open_walkway This addon is a copper grate walkway linking the two sides of the slice on the middle level. It generates with a trial spawner. 2⁄11 (18.18%)
trial_chambers/corridor/addon/walled_walkway This addon is a walkway linking the two sides of the slice on the middle level, with its sides blocked by walls. It generates with a trial spawner. 1⁄11 (33.33%)
trial_chambers/corridor/addon/open_walkway_upper This addon is a copper grate walkway linking the two sides of the slice on the upper level. It generates with a trial spawner. 2⁄12 (16.67%)
trial_chambers/corridor/addon/chandelier_upper This addon is a decoration that may generate on the upper level. 1⁄12 (8.33%)
trial_chambers/corridor/addon/decoration_upper This addon is a copper grate platform linking the two sides of the slice on the upper level. 1⁄12 (8.33%)
trial_chambers/corridor/addon/head_upper This addon is a decoration that may generate on the upper level. 1⁄12 (8.33%)
trial_chambers/corridor/addon/reward_upper This addon is a copper grate platform linking the two sides of the slice on the upper level. It generates with a vault. 1⁄12 (8.33%)
End

The end room generates at the end of one of the two corridors. It always leads to one of these chambers with equal probability:

  • chamber_1
  • eruption
  • assembly
  • slanted

End rooms cannot lead to any other chamber, i.e. it excludes:

  • chamber_2
  • pedestal
  • chamber_4
  • chamber_8

End rooms always include an ominous vault. In addition to its ominous vault, end_2 also features a regular vault and an chest with intersection loot.

Name Description Blocks Image Weight
trial_chambers/corridor/end_1 End 1 is a large room with two staircases leading up to the chamber. The two staircases are separated by a wall on which an ominous vault is placed. 1⁄2 (50%)
trial_chambers/corridor/end_2 End 2 is a large room with a staircase leading up to the chamber. The staircase goes through four pillars linked by a copper grate ring on which a vault is placed.

A shallow water pool generates on the lower level. It contains a chest and an ominous vault in a room sealed by copper grates bellow the bridge leading up to the chamber.

1⁄2 (50%)

Intersections

A bedroom within an intersection.
The secret room in intersection_2.

The intersection is the room that connects both corridors. It always features a safer zone equipped with beds as well as an entrance to a chamber (rarely a hallway, see § Hallways for more information about the hallway generation rules.). In addition to that:

  • intersection_1 and intersection_2 feature an ominous vault;
  • intersection_2 and intersection_3 feature a barrel with loot;
  • intersection_2 features a secret room with an additional bed and a decorated pot always containing 3 strings.[4]
Name Description Blocks Image[note 4] Weight
trial_chambers/intersection/intersection_1 Intersection 1 connects the two corridors by their upper levels. The two corridors and the chamber intersection 1 links to are connected by bridges connected to a platform above a pool of deep water.

The bedroom is located in the middle of the water pool, underneath the platform where the bridges are linked to. An ominous vault is sealed by a wall next to the bedroom (although glass can reveal the location of the ominous vault).

1⁄3 (33.33%)
trial_chambers/intersection/intersection_2 Intersection 2 connects the two corridors by their surface levels. The corridors are connected to hallways that lead into a small atrium that links both hallways and the chamber.

The bedroom is located on a mezzanine and contains a barrel. An ominous vault is placed near the staircase leading to the bedroom.

A secret chamber is hidden behind the wall at the back of the 2 beds on the left. The secret chamber contains a purple bed, a decorated pot containing 3 strings, a table, a crafting table, and a potted dead bush.

1⁄3 (33.33%)
trial_chambers/intersection/intersection_3 Intersection 3 is a tall vertical room. The top of the intersection connects through the second section of the corridor (i.e. the one leading to the entrance), while the bottom of it connects through the first section of the corridor (i.e. the one leading to the end room). The connectors to both corridors are by their surface levels. The chamber intersection 3 links to is found at the bottom, blocked by a copper grate wall.

The center is filled up by a tall tower with three levels: the upper level connects to the second corridor, the middle level contains 3 beds and a barrel, and the lower level is a copper grate walkwayg.

Unlike the other two intersections, this intersection doesn't contain an ominous vault.

1⁄3 (33.33%)

Hallways

A hallway viewed from the ground.

Hallways are segments that connect corridors to chambers. When a copper door generates in a corridor, it (or, in the case of an upper or lower door, the spiral staircase that follows it; see § Slices) may lead to one of the following pieces:

  • a chamber (97.48%);
  • a hallway segment (1.14%);
  • an encounter (0.41%);‌[Java Edition only]
  • a dead end (0.08%).

If the selected piece cannot be generated, the game attempts to generate a different piece. After a certain number of failed attempts, it defaults to generating a dead end.​ If the dead end itself cannot be generated, no piece is generated.[3]

This process is then repeated at the end of each hallway segment or encounter. Furthermore, hallways never branch, meaning that every copper door found in corridors eventually leads to a single chamber, a dead end, or nothing.

Name Description Blocks Image Weight
trial_chambers/hallway/cache_1 These pieces constitute the various trial chamber hallways.

cache_1 contains a chest.

JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/corridor_connector_1 JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/left_corner JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/right_corner JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/straight JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/straight_staircase JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/straight_staircase_down JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/long_straight_staircase JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/long_straight_staircase_down JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/corner_staircase JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/corner_staircase_down JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/upper_hallway_connector This piece is always connected to a corridor upper level door (see § Slices). JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/lower_hallway_connector This piece is always connected to a corridor lower level door (see § Slices). JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/trapped_staircase A variant of lower_hallway_connector. In addition to that, it has pointed dripstone and ladders at the bottom of the substructure. JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/rubble These pieces have a small chance of generating in hallways, stopping the hallway's expansion and acting as a dead end.

They also generate as fallback pieces: during the generation, after the game failed to generate hallway pieces, it defaults to generating a dead end. In that case, the weight is 1⁄4 (25%) for all four pieces.

rubble and rubble_chamber contains a chest.

JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/rubble_chamber JE: 10⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/rubble_chamber_thin JE: 1⁄1231 (0.08%)
BE: ?
trial_chambers/hallway/rubble_thin JE: 1⁄1231 (0.08%)
BE: ?
Encounters
This feature is exclusive to Java Edition.
This section describes a feature planned for Bedrock Edition.[5]
It has been removed from betas and previews, but is planned to be included in a future update.
An encounter viewed from a corner.

Encounters are hallway pieces that consist in "short challenges leading to a larger chamber".[6] They contain a single trial spawner and a vault.

Name Description Blocks Image[note 4] Weight
trial_chambers/hallway/encounter_1 Encounter 1 is a two-story room. The lower level generates the entrance and leads to a hallway with a staircase linking both floors. The upper level has a vault and a trial spawner, as well as the exit. The trial spawner can generate either melee, small melee or ranged mobs. 1⁄1231 (0.08%)
trial_chambers/hallway/encounter_2 Encounter 2 is a room which contains a vault and a breeze trial spawner. Dispensers may generate in the first floor walls. 1⁄1231 (0.08%)
trial_chambers/hallway/encounter_3 Encounter 3 is a tall vertical room whose first floor has a vault and which contains a trial spawner near the top. The trial spawner can generate either melee, small melee or ranged mobs. 1⁄1231 (0.08%)
trial_chambers/hallway/encounter_4 Encounter 4 is a tall vertical room whose first floor is filled with pointed dripstones and contains a vault. The top floor contains a trial spawner that generates slow ranged mobs and a dispenser trap. Players must cross the room by performing parkour on copper grates. 1⁄1231 (0.08%)
trial_chambers/hallway/encounter_5 Encounter 5 is a large room which contains two floors: a lower level floor (where the entrance generates at) and an upper ledge floor (where the exit generates at). The staircase links both floors. The upper ledge contains a vault and a breeze trial spawner. The room is filled with decor and can generate dispensers in the walls. 1⁄1231 (0.08%)

Chambers

Chambers are large combat rooms that contain multiple trial spawners and vaults, as well as one ominous vault. Chambers can be accessed in numerous ways:

  • they have a chance to generate in corridor slices (chambers can generate straight from slices by middle level copper doors) and hallways, in this case, all chambers can generate;
  • they can always generate in intersections, also in this case, all chambers can generate;
  • additionally, assembly, chamber_1, eruption and slanted can generate in the end of corridor ends.

Each chamber design has several potential entrances, of which only one is connected to the rest of the structure. The remaining entrances are sealed with an entrance cap (see § Miscellaneous). Each potential entrance, including the sealed ones, generates a disposal consisting of a hopper placed above a barrel (see § Decor), allowing players to manage their inventory before entering a chamber.[7]

Chamber_1 and Chamber_2
Chamber_1 viewed from the middle level entrance.
Name Description Blocks Image[note 4] Weight
trial_chambers/chamber/chamber_1 Chamber_1 is a large room which has a tall column (c1_breeze) in its center. It has one potential entrance on each of its four faces; three on an upper level and one on a middle level.

During pre-generation, the room is a large room with no features despite walls, entrances and jigsaw blocks that can make up the features in this room, as all other features are addons that are generated via jigsaws.

It generates a breeze trial spawner as part of the column. Additionally, it can generate up to two ranged trial spawners as part of walkways.

It tries to generate an ominous vault embedded in a wall near the bottom of the column,[note 8] and can generate up to two regular vaults as part of walkways, provided that full_stacked_walkway_2, the only current substructure of this chamber containing a vault generates in the room.

Copper grate hanging platforms (hanging_platform) may generate above the ceiling. Dispensers may generate embedded in the walls.

JE: 150⁄1231 (12.19%)
BE: ?
trial_chambers/chamber/chamber_2 Chamber_2 is a large room which has a tall column in its center and a floor made of powder snow. It has one potential entrance on each of its four faces; three on an upper level and one on a middle level.

It generates a ranged trial spawner as part of the column. Additionally, it and can generate up to two ranged trial spawners as part of walkways.

It generates an ominous vault as part of the column, on its lower level, and can generate up to two regular vaults as part of walkways, provided that full_stacked_walkway_, the only current substructure of this chamber containing a vault generates in the room.

Copper grate hanging platforms (hanging_platform) may generate above the ceiling. Dispensers may generate embedded in the walls.

JE: 150⁄1231 (12.19%)
BE: ?
trial_chambers/chamber/addon/c1_breeze The column substructure is exclusive to chamber_1 as chamber_2's column is built-in.

It generated in the middle of the chamber, always features a breeze trial chamber on its middle level. It generated with a staircase connecting the lower level of the room to the middle level of the column.

On the upper level, the columns attempts to generate hanging platforms on all four sides. However, a hanging platform may fail to generate if the space is already occupied by an entrance piece.

1⁄1 (100%)
trial_chambers/chamber/addon/lower_staircase_down 1⁄1 (100%)
trial_chambers/chamber/addon/full_stacked_walkway This sub-structure can generate attached to any entrance, except the one to the left of the ominous vault.

It acts as a walkway that features a ranged trial spawner.

1⁄6 (16.67%)
trial_chambers/chamber/addon/full_stacked_walkway_2 This sub-structure can generate attached to any entrance, except the one to the left of the ominous vault.

It acts as a walkway that features a ranged trial spawner and a vault. Up to two dispensers (dispensers/chamber) can generate in the walls.

1⁄6 (16.67%)
trial_chambers/chamber/addon/full_corner_column This sub-structure can generate attached to any entrance, except the one to the right of the ominous vault and the middle level one.

It generates hanging platforms directly in front of the entrance and to the left when entering the chamber.

1⁄6 (16.67%)
trial_chambers/chamber/addon/grate_bridge This sub-structure can generate attached to any upper level entrance. It connects the entrance to the column. 1⁄6 (16.67%)
trial_chambers/chamber/addon/short_platform This sub-structure can generate attached to any upper level entrance. It acts as a small overhang. 1⁄6 (16.67%)
trial_chambers/chamber/addon/short_grate_platform This sub-structure acts similarly to short_platform, except it tries to generate hanging platforms on all three sides; a hanging platform may fail to generate if the space is already occupied by an entrance piece. 1⁄6 (16.67%)
trial_chambers/chamber/addon/hanging_platform This sub-structure is a hanging platform that tries to generate when called by the c1_breeze, full_corner_column or short_grate_platform sub-structures. 1⁄1 (100%)
trial_chambers/chamber/addon/walkway_with_bridge_1 This pieces is an unused sub-structure. Despite existing within the template pool with a weight of 1⁄10 (10%), it cannot generate as it doesn't include any jigsaw block.

It includes a structure block in save mode.

—
Pedestal
Pedestal viewed from the upper level entrance.
This article is about the room. For the joke block, see Pedestal.
Name Description Blocks Image[note 4] Weight
trial_chambers/chamber/pedestal Pedestal is a large room with a large pedestal (center_1) in its center. It has two potential entrances; one on its upper level and one on its lower level.

It generates with 8 slices (7 random slices and 1 ominous_slice_1 in Java Edition or 8 random slices in Bedrock Edition.), and 4 quadrants in the corners. Pedestal has its own quadrant addons (see below), due to a bug, the Pedestal chamber can only generate with the Slanted chamber's quadrants (see § Slanted).[8]

JE: 150⁄1231 (12.19%)
BE: ?
trial_chambers/chamber/pedestal/center_1 This center piece is a large pedestal with three trial spawners on top. One of these trial spawners is a breeze trial spawner, and the two other can generate either melee, small melee or ranged mobs.

Other than the generation of trial spawners, center_1 tries to generate an ominous vault (ominous_slice_1) near the breeze trial spawner, as well as random slices attached to the wall.

1⁄1 (100%)
trial_chambers/chamber/pedestal/ominous_slice_1 This slice always generates opposite the upper potential entrance. It contains an ominous vault on its upper floor. 1⁄1 (100%)
trial_chambers/chamber/pedestal/slice_1 The chamber's slices that generate when called by center_1. They generate quadrants on the sides.

All slices in pedestal contain copper grate walls and vaults.

Slices with an odd numbered filename contain vaults in the upper floor. Slices with an even numbered filename contain vaults in the lower floor.

1⁄13 (7.69%)
trial_chambers/chamber/pedestal/slice_2 3⁄13 (23.08%)
trial_chambers/chamber/pedestal/slice_3 3⁄13 (23.08%)
trial_chambers/chamber/pedestal/slice_4 3⁄13 (23.08%)
trial_chambers/chamber/pedestal/slice_5 3⁄13 (23.08%)
trial_chambers/chamber/pedestal/quadrant_1 quadrant_1 contains a staircase connecting the two floors. 1⁄3 (33.33%)
trial_chambers/chamber/pedestal/quadrant_2 — 1⁄3 (33.33%)
trial_chambers/chamber/pedestal/quadrant_3 quadrant_3 contains a spiral staircase. 1⁄3 (33.33%)
Chamber_4
Name Description Blocks Image[note 4] Weight
trial_chambers/chamber/chamber_4 Chamber_4 is a small two-story room. It has three potential entrances; one on the lower level and two on the upper level.

It generates two small melee trial spawners, both on the upper level, and a vault on each level. An ominous vault is located between the two upper level potential entrances. Chamber 4 also generates copper grate walls near the lower entrance, with a 1-block layer gap.

Chamber 4 does not come with addons nor generate dispensers in the walls. However, it may generate decorated pots (undecorated_pot, see § Decor) at the walls.

JE: 150⁄1231 (12.19%)
BE: ?
Eruption
Eruption viewed from a corner.
Name Description Blocks Image[note 4] Weight
trial_chambers/chamber/eruption Eruption is a large room with a fountain-like structure (center_1) in its center surrounded by magma blocks. It has three potential entrances; one on its upper level and two on its lower level.

It generates a breeze trial spawner and an ominous vault on the side where it does not have a potential entrance (breeze_slice_1). The three other sides are filled with random slices, and the corners are filled with random quadrants.

JE: 150⁄1231 (12.19%)
BE: ?
trial_chambers/chamber/eruption/center_1 Center 1 is a center pedestal which contains a fountain-like structure with a dispenser containing a water bucket. As well as that, it generates random slices (especially breeze_slice_1 in a specific location) and quadrants around its sides.

It theoretically contains a hidden vault inside; however, due to limited space, the vault never generates.

1⁄1 (100%)
trial_chambers/chamber/eruption/breeze_slice_1 Breeze slice 1 is the slice placed on the only side without any potential entrances.

It contains a breeze trial spawner and an ominous vault.

1⁄1 (100%)
trial_chambers/chamber/eruption/slice_1 Slice 1 can be attached to any potential entrance.

It contains a vault on its upper floor.

1⁄3 (33.33%)
trial_chambers/chamber/eruption/slice_2 Slice 2 can be attached to any potential entrance. 1⁄3 (33.33%)
trial_chambers/chamber/eruption/slice_3 Slice 3 can be attached to any potential entrance.

It contains a melee trial spawner on its lower floor.

1⁄3 (33.33%)
trial_chambers/chamber/eruption/quadrant_1 Quadrant 1 can generate in the corners of the chamber. 1⁄5 (20%)
trial_chambers/chamber/eruption/quadrant_2 Quadrant 2 can generate in the corners of the chamber.

It contains a vault on its upper floor.

1⁄5 (20%)
trial_chambers/chamber/eruption/quadrant_3 Quadrant 3 can generate in the corners of the chamber.

It contains a vault on its upper floor.

1⁄5 (20%)
trial_chambers/chamber/eruption/quadrant_4 Quadrant 4 can generate in the corners of the chamber.

It contains a ranged trial spawner on its upper floor.

1⁄5 (20%)
trial_chambers/chamber/eruption/quadrant_5 Quadrant 5 can generate in the corners of the chamber.

It contains a ranged trial spawner on its upper floor.

1⁄5 (20%)
Assembly
Assembly viewed from the platform.
Name Description Blocks Image[note 4] Weight
trial_chambers/chamber/assembly Assembly is a large room consisting of a main floor, a balcony and a platform. It has three potential entrances; one leading to the platform, one to the balcony, and one in a underground passageway.

The main floor contains a vault, a breeze trial spawner, an ominous vault embedded in a wall, and may have dispensers embedded in the walls. The platform contains two vaults and a ranged trial spawner. The underground passageway, located below the main floor, contains a single vault. A staircase links the underground passageway to the main floor.

On the main floor, 11 random upper addons[note 9], such as hanging platforms, generate attached to the ceiling, while 11 random lower addons, such as covers, generate attached to the floor. In addition to these addons, dispensers may generate embedded in the walls.

The two staircases leading to the balcony are randomly selected.

JE: 150⁄1231 (12.19%)
BE: ?
trial_chambers/chamber/assembly/cover_1 These addons consist in walls of copper grates around staircases embedded into the floor and sealed by trapdoors. 2⁄22 (9.09%)
trial_chambers/chamber/assembly/cover_2 2⁄22 (9.09%)
trial_chambers/chamber/assembly/cover_3 2⁄22 (9.09%)
trial_chambers/chamber/assembly/cover_4 2⁄22 (9.09%)
trial_chambers/chamber/assembly/cover_5 Similar to the previous four covers, but with dispensers (floor_dispenser) embedded into the ground. 2⁄22 (9.09%)
trial_chambers/chamber/assembly/cover_6 2⁄22 (9.09%)
trial_chambers/chamber/assembly/cover_7 A staircase embedded into the floor. 5⁄22 (22.73%)
trial_chambers/chamber/assembly/full_column This addon consists in a large pillar attached to the ceiling.

It prevents upper addons from generating.

2⁄22 (9.09%)
trial_chambers/chamber/assembly/platform_1 This addon is a small platform. 2⁄22 (9.09%)
trial_chambers/chamber/assembly/spawner_1 This addon is a taller platform outlined with staircases leading to a lower part. Despite its name, it does not generate with a trial spawner. 1⁄22 (4.55%)
trial_chambers/chamber/assembly/hanging_1 These hanging platforms may generate attached to the ceiling, provided a full_column lower addon prevent the generation by taking the room. 2⁄11 (18.18%)
trial_chambers/chamber/assembly/hanging_2 1⁄11 (9.09%)
trial_chambers/chamber/assembly/hanging_3 2⁄11 (18.18%)
trial_chambers/chamber/assembly/hanging_4 2⁄11 (18.18%)
trial_chambers/chamber/assembly/hanging_5 This sub-structure doesn't contain a hanging platform and instead is empty. 4⁄11 (36.36%)
trial_chambers/chamber/assembly/right_staircase_1 One of the three staircase designs leading to the balcony. The right and left sides are independent. It contains a ladder. 1⁄3 (33.33%)
trial_chambers/chamber/assembly/left_staircase_1
trial_chambers/chamber/assembly/right_staircase_2 One of the three staircases designs leading to the balcony. The right and left sides are independent. 1⁄3 (33.33%)
trial_chambers/chamber/assembly/left_staircase_2
trial_chambers/chamber/assembly/right_staircase_3 One of the three staircases designs leading to the balcony. The right and left sides are independent.

It contains a trial spawner that can generate either melee, small melee or ranged mobs on the upper floor.

1⁄3 (33.33%)
trial_chambers/chamber/assembly/left_staircase_3
Chamber_8
Name Description Blocks Image[note 4] Weight
trial_chambers/chamber/chamber_8 Chamber_8 is a tall four-story room. It has two potential entrances; one on the lower level and one on the third level.

The first floor contains two vaults. The second and third floors both contain a slow ranged trial spawner. The fourth floor contains two slow ranged trial spawners, a vault, and an ominous vault.

Dispensers can generate in the walls. It does not generate with addons.

JE: 150⁄1231 (12.19%)
BE: ?
Slanted
Slanted viewed from the upper level entrance.
Name Description Blocks Image[note 4] Weight
trial_chambers/chamber/slanted Slanted is a large two-story room. It has two potential entrances; one on the lower level and one on the upper level.

It has a breeze trial spawner in its center around which are 4 slices, including an ominous one, and 4 quadrants. Unlike other chambers that generate with full slices, Slanted's slice are split into two parts: hallways (on the lower level) and ramps (on the upper level).

JE: 150⁄1231 (12.19%)
BE: ?
trial_chambers/chamber/slanted/center This pieces generates in the center. It contains a breeze trial spawner on the upper floor. 1⁄1 (100%)
trial_chambers/chamber/slanted/hallway_1 These pieces consist of the lower part of Slanted's slices.

hallway_2 contains a vault.

1⁄3 (33.33%)
trial_chambers/chamber/slanted/hallway_2 1⁄3 (33.33%)
trial_chambers/chamber/slanted/hallway_3 1⁄3 (33.33%)
trial_chambers/chamber/slanted/ominous_upper_arm_1 This piece consist of an upper part of Slanted's slices. It generates attached to a single side of the center piece and contains an ominous vault. This piece is the only slice to always generate inside the Slanted chamber, taking up one slice although this addon generates throughout different slices per generation of Slanted, leaving three ramps to be filled with other types of ramps. 1⁄1 (100%)
trial_chambers/chamber/slanted/ramp_1 These pieces consist of the lower part of Slanted's slices.

ramp_1 and ramp_2 contain a melee trial spawner.

ramp_3 contains a ranged trial spawner.

1⁄4 (25%)
trial_chambers/chamber/slanted/ramp_2 1⁄4 (25%)
trial_chambers/chamber/slanted/ramp_3 1⁄4 (25%)
trial_chambers/chamber/slanted/ramp_4 1⁄4 (25%)
trial_chambers/chamber/slanted/quadrant_1 This quadrant consists of a staircase connecting the two floors. It contains a vault under the staircase and a melee trial spawner on the upper level. 1⁄4 (25%)
trial_chambers/chamber/slanted/quadrant_2 These quadrants consist in two unconnected floors, each containing a vault. 1⁄4 (25%)
trial_chambers/chamber/slanted/quadrant_3 1⁄4 (25%)
trial_chambers/chamber/slanted/quadrant_4 This quadrants consists of parkour platforms connecting the two floors. It contains dispensers embedded in its walls. 1⁄4 (25%)

Decor

Various decor features in a trial chamber.

These are decor that can generate in the corridors, especially in encounter_4. undecorated_pot can also generate in chamber_4.

Dispenser

Dispensers in this category are controlled by loot table dispensers/trial_chambers/chamber. (See § Chamber dispenser for loot table.)

Loot containers

Other loot containers that belong to categories trial_chambers/chests and trial_chambers/reward.

Trial spawners

This section is about the structures. For details on how mobs are configured to spawn in trial chambers, see Trial Chambers § Mobs.

Miscellaneous

A disposal near a chamber entrance.

Mobs

Natural mob spawning do not occur within the trial chambers. Instead, mobs can spawn in the trial chambers through trial spawners or unnatural mob spawning sources.

Mobs from trial spawners

These mobs above spawn 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 generates, one mob from each of the following categories is randomly selected for the trial spawners in that trial chamber. Every mob within the same category has an equal chance to be selected. There are four (or five if the slow ranged category is counted) categories for trial chamber mob spawning.

Not all trial chambers will spawn with all four categories. However, the breeze category is guaranteed to spawn in all trial chambers.

Additional mobs

Chickens can also spawn in trial chambers through two methods:

  • In Java Edition, baby zombies and baby husks have a 5% chance to spawn a chicken jockey, which contains a chicken.
  • Dispensers can also contain eggs, which has a chance to spawn chickens.

Loot

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 number of players who defeat the trial spawner.

Vaults and reward chests

A vault inside the trial chambers.

Main article: Vault § Loot

Vaults and chests (known as reward chests in game) in entrance_1's secret room and the hallway dead end rubble share the same loot table.

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

Item Stack Size Weight Chance Avg.
per container
Avg. # containers
to loot
1× 1–3× 1× 1× 1–3× 1×
BlockSprite air.png: Sprite image for air in MinecraftNothing[A] ——1——36⁄4875.0%0.7501.3
Emerald 2–42–4—392⁄28754⁄25—38.4%1.3692.6
Arrow 2–82–8—92⁄28754⁄25—31.0%1.7603.2
Arrow of Poison 2–82–8—92⁄28754⁄25—31.0%1.7603.2
Iron Ingot 1–41–4—69⁄28753⁄25—24.0%0.6604.2
Wind Charge 1–31–3—69⁄28753⁄25—24.0%0.5284.2
Honey Bottle 1–21–2—69⁄28753⁄25—24.0%0.3964.2
Ominous Bottle I - II[B] 11—46⁄28752⁄25—16.5%0.1766.1
Damaged Shield[C] 1——300⁄2875——10.4%0.1049.6
Enchanted Bow[D] 1——300⁄2875——10.4%0.1049.6
Wind Charge 4–124–12—23⁄28751⁄25—8.5%0.70411.7
Diamond 1–21–2—23⁄28751⁄25—8.5%0.13211.7
Golden Apple ——1——4⁄488.3%0.08312.0
Golden Carrot 1–2——200⁄2875——7.0%0.10414.4
Enchanted Book[E] 1——200⁄2875——7.0%0.07014.4
Enchanted Book[F] 1——200⁄2875——7.0%0.07014.4
Enchanted Crossbow[G] 1——200⁄2875——7.0%0.07014.4
Enchanted Iron Axe[D] 1——200⁄2875——7.0%0.07014.4
Enchanted Iron Chestplate[H] 1——200⁄2875——7.0%0.07014.4
Bolt Armor Trim ——1——3⁄486.2%0.06216.0
Music Disc (Precipice) ——1——2⁄484.2%0.04224.0
Guster Banner Pattern ——1——2⁄484.2%0.04224.0
Enchanted Diamond Axe[D] 1——100⁄2875——3.5%0.03528.7
Enchanted Diamond Chestplate[D] 1——100⁄2875——3.5%0.03528.7
Trident ——1——1⁄482.1%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 Weight Chance Avg.
per container
Avg. # containers
to loot
1× 1–3× 1× 1× 1–3× 1×
BlockSprite air.png: Sprite image for air in MinecraftNothing[A] ——1——36⁄4875.0%0.7501.3
Emerald 2–42–4—443⁄28754⁄25—39.7%1.4222.5
Arrow 2–82–8—368⁄28754⁄25—37.8%2.2402.6
Arrow of Poison 2–82–8—368⁄28754⁄25—37.8%2.2402.6
Iron Ingot 1–41–4—276⁄28753⁄25—29.6%0.8403.4
Wind Charge 1–31–3—276⁄28753⁄25—29.6%0.6723.4
Honey Bottle 1–21–2—276⁄28753⁄25—29.6%0.5043.4
Ominous Bottle I - II[B] 11—184⁄28752⁄25—20.6%0.2244.9
Wind Charge 4–124–12—92⁄28751⁄25—10.7%0.8969.3
Diamond 1–21–2—92⁄28751⁄25—10.7%0.1689.3
Golden Apple ——1——4⁄488.3%0.08312.0
Bolt Armor Trim ——1——3⁄486.2%0.06216.0
Music Disc (Precipice) ——1——2⁄484.2%0.04224.0
Guster Banner Pattern ——1——2⁄484.2%0.04224.0
Damaged Shield[C] 1——75⁄2875——2.6%0.02638.3
Enchanted Bow[D] 1——75⁄2875——2.6%0.02638.3
Trident ——1——1⁄482.1%0.02148.0
Golden Carrot 1–2——50⁄2875——1.7%0.02657.5
Enchanted Book[E] 1——50⁄2875——1.7%0.01757.5
Enchanted Book[F] 1——50⁄2875——1.7%0.01757.5
Enchanted Crossbow[G] 1——50⁄2875——1.7%0.01757.5
Enchanted Iron Axe[D] 1——50⁄2875——1.7%0.01757.5
Enchanted Iron Chestplate[H] 1——50⁄2875——1.7%0.01757.5
Enchanted Diamond Axe[D] 1——25⁄2875——0.9%0.009115.0
Enchanted Diamond Chestplate[D] 1——25⁄2875——0.9%0.009115.0
  1. ↑ 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.
  2. ↑ a b Ominous bottle level between I and II
  3. ↑ a b The item has between 50% and 100% of its total durability.
  4. ↑ 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 enchanting 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.
  5. ↑ a b Enchanted with a random level of Mending, Riptide, Loyalty, Channeling, or Impaling.
  6. ↑ a b Enchanted with a random level of Sharpness, Bane of Arthropods, Efficiency, Fortune, Silk Touch, or Feather Falling.
  7. ↑ a b Enchantment probabilities are the same as a level-5 to level-20 enchantment would be on an enchanting 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.
  8. ↑ a b Enchantment probabilities are the same as a level-0 to level-10 enchantment would be on an enchanting 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

An ominous vault 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 Weight Chance Avg.
per vault
Avg. # vaults
to open
1× 1–3× 1× 1× 1–3× 1×
Emerald 4–104–10—145⁄21755⁄15—56.2%5.1331.8
Wind Charge 8–128–12—116⁄21754⁄15—47.4%5.8672.1
Arrow of Slowness IV 4–124–12—87⁄21753⁄15—37.5%3.5202.7
Diamond 2–32–3—58⁄21752⁄15—26.4%0.7333.8
BlockSprite air.png: Sprite image for air in MinecraftNothing[A] ——1——10⁄4025.0%0.2504.0
Flow Armor Trim ——1——9⁄4022.5%0.2254.4
Enchanted Golden Apple ——1——9⁄4022.5%0.2254.4
Flow Banner Pattern ——1——6⁄4015.0%0.1506.7
Ominous Bottle III - V[B] 11—29⁄21751⁄15—13.9%0.1477.2
Block of Emerald 1——300⁄2175——13.8%0.1387.2
Enchanted Crossbow[C] 1——240⁄2175——11.0%0.1109.1
Block of Iron 1——240⁄2175——11.0%0.1109.1
Golden Apple 1——180⁄2175——8.3%0.08312.1
Enchanted Diamond Axe[D] 1——180⁄2175——8.3%0.08312.1
Enchanted Diamond Chestplate[D] 1——180⁄2175——8.3%0.08312.1
Music Disc (Creator) ——1——3⁄407.5%0.07513.3
Heavy Core ——1——3⁄407.5%0.07513.3
Enchanted Book[E] 1——120⁄2175——5.5%0.05518.1
Enchanted Book[F] 1——120⁄2175——5.5%0.05518.1
Enchanted Book[G] 1——120⁄2175——5.5%0.05518.1
Block of Diamond 1——60⁄2175——2.8%0.02836.2
  1. ↑ '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.
  2. ↑ Ominous bottle level between III and V
  3. ↑ Enchantment probabilities are the same as a level-5 to level-20 enchantment would be on an enchanting 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.
  4. ↑ a b Enchantment probabilities are the same as a level-10 to level-20 enchantment would be on an enchanting 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.
  5. ↑ Enchanted with a random level of Breach, or Density.
  6. ↑ Enchanted with a random level of Knockback, Punch, Smite, Looting, or Multishot.
  7. ↑ Enchanted with level I of Wind Burst.

Chests

Entrances

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

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
Arrow 5–1010⁄3655.1%5.2081.8
Honeycomb 2–810⁄3655.1%3.4721.8
Wooden Axe 110⁄3655.1%0.6941.8
Stick 2–55⁄3631.0%1.2153.2
Trial Key 11⁄366.8%0.06914.7

Intersections

The room where the loot is stored is actually inside in the room end_2, not an intersection. In Java Edition and Bedrock Edition, each trial chambers intersection chest contains 1–3 item stacks, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
Amethyst Shard 8–2020⁄8639.7%6.5122.5
Cake 1–420⁄8639.7%1.1632.5
Block of Iron 1–220⁄8639.7%0.6982.5
Diamond 1–210⁄8621.5%0.3494.6
Block of Emerald 1–35⁄8611.2%0.2338.9
Damaged Diamond Axe[A] 15⁄8611.2%0.1168.9
Damaged Diamond Pickaxe[A] 15⁄8611.2%0.1168.9
Block of Diamond 11⁄862.3%0.02343.3
  1. ↑ a b The item has between 10% and 50% of its total durability.

Supply

Supply loot only occurs in chests within cache_1. In Java Edition and Bedrock Edition, each trial chambers supply chest contains 3–5 item stacks, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
Arrow 4–142⁄1837.3%4.0002.7
Glow Berries 2–102⁄1837.3%2.6672.7
Baked Potato 2–42⁄1837.3%1.3332.7
Damaged Stone Pickaxe[A] 12⁄1837.3%0.4442.7
Tuff 5–101⁄1820.4%1.6674.9
Arrow of Poison 4–81⁄1820.4%1.3334.9
Arrow of Slowness 4–81⁄1820.4%1.3334.9
Acacia Planks 3–61⁄1820.4%1.0004.9
Torch 3–61⁄1820.4%1.0004.9
Bone Meal 2–51⁄1820.4%0.7784.9
Moss Block 2–51⁄1820.4%0.7784.9
Potion of Regeneration 21⁄1820.4%0.4444.9
Potion of Strength 21⁄1820.4%0.4444.9
Milk Bucket 11⁄1820.4%0.2224.9
  1. ↑ The item has between 15% and 80% of its total durability.

Barrels

Intersection barrels

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

Item Stack Size Weight Chance Avg.
per barrel
Avg. # barrels
to open
Bamboo Planks 5–1510⁄3349.3%6.0612.0
Baked Potato 6–1010⁄3349.3%4.8482.0
Damaged Golden Axe[A] 14⁄3322.3%0.2424.5
Damaged Golden Pickaxe[A] 14⁄3322.3%0.2424.5
Diamond 1–31⁄335.9%0.12116.8
Bucket 1–21⁄335.9%0.09116.8
Compass 11⁄335.9%0.06116.8
Damaged Diamond Pickaxe[A] 11⁄335.9%0.06116.8
Enchanted Diamond Axe[B][C] 11⁄335.9%0.06116.8

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

Item Stack Size Weight Chance Avg.
per barrel
Avg. # barrels
to open
Bamboo Planks 5–1510⁄3349.3%6.0612.0
Baked Potato 6–1010⁄3349.3%4.8482.0
Damaged Golden Axe[A] 14⁄3322.3%0.2424.5
Damaged Golden Pickaxe[A] 14⁄3322.3%0.2424.5
Diamond 1–31⁄335.9%0.12116.8
Bucket 1–21⁄335.9%0.09116.8
Compass 11⁄335.9%0.06116.8
Damaged Diamond Pickaxe[D] 11⁄335.9%0.06116.8
Enchanted Diamond Axe[B][C] 11⁄335.9%0.06116.8
  1. ↑ a b c d e The item has between 15% and 80% of its total durability.
  2. ↑ a b 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.
  3. ↑ a b The item has between 40% and 90% of its total durability.
  4. ↑ The item has between 10% and 50% of its total durability.

Corridor barrels

Corridor barrels are named as "corridor chests" in the game files, but the loot is stored inside barrels. In Java Edition and Bedrock Edition, each trial chambers corridor chest contains 1–3 item stacks, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
Tuff 8–203⁄1928.4%4.4213.5
Scaffolding 2–102⁄1919.6%1.2635.1
Bamboo Planks 3–62⁄1919.6%0.9475.1
Torch 3–62⁄1919.6%0.9475.1
Bamboo Hanging Sign 1–42⁄1919.6%0.5265.1
Ender Pearl 1–22⁄1919.6%0.3165.1
Damaged Stone Axe[A] 12⁄1919.6%0.2115.1
Damaged Stone Pickaxe[A] 12⁄1919.6%0.2115.1
Honeycomb 2–81⁄1910.2%0.5269.8
Enchanted Iron Axe[B][C] 11⁄1910.2%0.1059.8
  1. ↑ a b The item has between 15% and 80% of its total durability.
  2. ↑ 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.
  3. ↑ The item has between 40% and 90% of its total durability.

Decorated pots

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. There is a 10⁄13 chance that the pot is composed entirely out of bricks, and 1⁄13 chance for each of the variants with a single sherd.

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

Item Stack Size Weight Chance Avg.
per pot
Avg. # pots
to break
Emerald 1–3125⁄35135.6%0.7122.8
Arrow 2–8100⁄35128.5%1.4253.5
Iron Ingot 1–2100⁄35128.5%0.4273.5
Trial Key 110⁄3512.8%0.02835.1
Diamond 1–25⁄3511.4%0.02170.2
Block of Emerald 15⁄3511.4%0.01470.2
Music Disc (Creator (Music Box)) 15⁄3511.4%0.01470.2
Block of Diamond 11⁄3510.3%0.003351.0

Dispensers

Dispensers inside various chambers

Chamber dispenser

See § Dispenser for substructures with loot table.

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

Item Stack Size Weight Chance Avg.
per dispenser
Avg. # dispensers
to open
Fire Charge 4–86⁄2920.7%1.2414.8
Snowball 4–86⁄2920.7%1.2414.8
Arrow 4–84⁄2913.8%0.8287.2
Water Bucket 14⁄2913.8%0.1387.2
Egg 4–82⁄296.9%0.41414.5
Lingering Potion of Healing 2–51⁄293.4%0.12129.0
Lingering Potion of Poison 2–51⁄293.4%0.12129.0
Lingering Potion of Slowness 2–51⁄293.4%0.12129.0
Lingering Potion of Weakness 2–51⁄293.4%0.12129.0
Splash Potion of Poison 2–51⁄293.4%0.12129.0
Splash Potion of Slowness 2–51⁄293.4%0.12129.0
Splash Potion of Weakness 2–51⁄293.4%0.12129.0

Corridor dispenser

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

Item Stack Size Weight Chance Avg.
per dispenser
Avg. # dispensers
to open
Arrow 4–81⁄1100.0%6.0001.0

Water dispenser

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

Item Stack Size Weight Chance Avg.
per dispenser
Avg. # dispensers
to open
Water Bucket 11⁄1100.0%1.0001.0

Trial spawners

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 Weight Chance Avg.
per spawner
Avg. # spawners
to defeat
Trial Key 110⁄2050.0%0.5002.0
Bread 1–33⁄2015.0%0.3006.7
Cooked Chicken 13⁄2015.0%0.1506.7
Baked Potato 1–32⁄2010.0%0.20010.0
Potion of Regeneration 11⁄205.0%0.05020.0
Potion of Swiftness 11⁄205.0%0.05020.0

Ominous trial spawners

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 chambers ominous trial spawner contains 1 item stack, with the following distribution:

Item Stack Size Weight Chance Avg.
per spawner
Avg. # spawners
to defeat
Ominous Trial Key 130⁄10030.0%0.3003.3
Baked Potato 2–421⁄10021.0%0.6304.8
Steak 1–221⁄10021.0%0.3154.8
Golden Carrot 1–214⁄10014.0%0.2107.1
Potion of Regeneration 17⁄1007.0%0.07014.3
Potion of Strength 17⁄1007.0%0.07014.3

Data values

ID

Java Edition:

Structure typeIdentifier
BlockSprite jigsaw.png: Sprite image for jigsaw in Minecraft Jigsawjigsaw
StructureIdentifier
EnvSprite trial-chambers.png: Sprite image for trial-chambers in Minecraft Trial Chamberstrial_chambers

Bedrock Edition:

Structure typeIdentifier
BlockSprite jigsaw.png: Sprite image for jigsaw in Minecraft Jigsawjigsaw
StructureIdentifier Translation key
EnvSprite trial-chambers.png: Sprite image for trial-chambers in Minecraft Trial Chamberstrial_chambers feature.trial_chambers

Achievements

IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
Treasure HunterBuy an Ocean Explorer or Woodland Explorer map from a villager, then enter the revealed structure.Buy it from a cartographer villager, and then visit the indicated structure while the purchased map is in your main hand (hotbar).40Silver
RevaultingUnlock an Ominous Vault with an Ominous Trial Key—20Silver
Who Needs Rockets?Use a Wind Charge to launch yourself upward 8 blocks—10Bronze
Over-OverkillDeal 50 hearts of damage in a single hit using the MaceDamage can be dealt to any mob, even those that do not have 50 hearts of health overall.20Silver

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
Minecraft: Trial(s) EditionStep foot in a Trial ChamberEnter a trial chamber
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.
Who Needs Rockets?Use a Wind Charge to launch yourself upward 8 blocksBegin falling at least 7 blocks above the position where the player was affected by the explosion of a wind charge that was not fired by a breeze.
Under Lock and KeyUnlock a Vault with a Trial Key—
RevaultingUnlock an Ominous Vault with an Ominous Trial Key—
BlowbackKill a Breeze with a deflected Breeze-shot Wind ChargeReceive kill credit for a breeze killed by a breeze-shot wind charge.
Over-OverkillDeal 50 hearts of damage in a single hit using the MaceDamage can be dealt to any mob, even those that do not have 50 hearts of health overall.

Videos

History

Announcement and teaser

October 15, 2023 Trial chambers are announced at Minecraft Live 2023.
November 6, 2023 Trial chambers are teased in a minecraft.net blog post.

Java Edition

Java Edition
1.20.3
Experiment
Update 1.21
23w45a Added trial chambers behind the "Update 1.21" experimental data pack.
1.20.5
Experiment
Update 1.21
24w05a Vaults now generate in trial chambers.
24w07a Trial spawners surrounded by bone block and podzol now spawn bogged instead of skeletons with arrows of Poison in their offhands.
24w11a Added 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_3 and chamber_9 and renamed them to pedestal and slanted, respectively.
24w12a Trial chambers now generate slightly more rarely and a bit more spaced out from each other.
24w13a Ominous 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.
pre1 Trial 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.
1.2124w18a Trial 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.
24w21a Trial chambers are less likely to generate in the deep dark.
1.21.224w33a Beds 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 allow spawning without terrain modification.
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 1 The chest loot at corridor/end_2 now generates correctly.[10]
26.3snap7 Trial explorer maps, now named buried trial chambers maps, can now be found in abandoned camps.

Bedrock Edition

Bedrock Edition
1.20.60
Experiment
Update 1.21
Preview 1.20.60.20 Added trial chambers behind the "Update 1.21" experimental toggle.
1.20.70
Experiment
Update 1.21
Preview 1.20.70.21 Vaults now generate in trial chambers.
Preview 1.20.70.24 Trial 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 with arrows of Poison in their offhands.
1.20.80
Experiment
Update 1.21
Preview 1.20.80.20 Trial chambers now generate in the same configurations as in Java Edition.
Preview 1.20.80.22 Added new chambers and variations, with new challenges.
Remade chamber_3 and chamber_9 and renamed them to pedestal and slanted, 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 1.21.0.20 Trial 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 1.21.0.21 Trial chambers are now more consistently buried by terrain when found underground.
1.21.0Preview 1.21.0.22 Trial chambers are now available without using the "Update 1.21" experimental toggle.
Preview 1.21.0.23 Remade 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 1.21.0.24 Removed 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.​
1.21.20Preview 1.21.10.20 Trial chambers now generate far less frequently in the deep dark biome.
1.21.30Preview 1.21.30.21 Added "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.
26.50Preview 26.50.24 Trial explorer maps can now be found in abandoned camps.

Issues

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

Trivia

  • 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]
  • There are around 4,500 copper blocks in an average trial chamber. If these were all mined and converted to copper ingots, this would be approximately 40,000 copper ingots.

Screenshots

Mojang screenshots

In other media

Concept artwork

Notes

  1. ↑ The starting point of the structure, corridor/end does not generate in the deep dark, however, other parts can generate in the deep dark if close to one.
  2. ↑ The name is inconsistently plural in-game:
  3. ↑ Ominous trial spawners cannot generate within the structure, but trial spawners convert into ominous trial spawners during ominous trials.
  4. ↑ a b c d e f g h i j k l Randomized substructures such as trial spawners, dispensers, chamber and corridor addons, decorations and beds are procedurally generated after the structure piece is placed. This render image is represented as the final in-game appearance.
  5. ↑ Contains different loot tables. Two contain the entrance loot and one contains the reward loot.
  6. ↑ The template pool is named slice.json, while the structures are named straight_N.nbt.
  7. ↑ In Bedrock Edition, open_walkway and walled_walkway can generate in this slice, causing the hidden vault to be revealed.
  8. ↑ The ominous vault generation may fail if the entrance located above it tries to generate a full_corner_column, a full_stacked_walkway, or a full_stacked_walkway_2.
  9. ↑ The amount of upper addons may be affected if full_column generates in the area.
  10. ↑ In Java Edition, the rest of the beds in intersection_2 being a random color from the substructure pool, the bed in the secret room is not from the bed pool.

References

  1. ↑ "Minecraft Snapshot 23w45a" – Minecraft.net, November 8, 2023.
  2. ↑ a b MC-271719 –  Unoxidized copper blocks in the trial chamber's "grand_staircase_3" structure aren't waxed – resolved as "Unresolved".
  3. ↑ a b MC-266451 – Trial Chamber door leads to nothing/a stone wall – resolved as "Won't Fix".
  4. ↑ a b MC-272087 – In Trial Chambers, Decorated Pot in "intersection_2" doesn't have a loot table
  5. ↑ "Minecraft Beta & Preview - 1.21.30.24" – Minecraft Feedback, August 21, 2024.
  6. ↑ "Minecraft Snapshot 24w33a" – Minecraft.net, August 15, 2024.
  7. ↑ a b "All those empty chests you saw in Trial Chambers (which were for organizing and throwing away unwanted loot) are now hoppers + barrels instead:" – @kingbdogz on X (formerly Twitter), August 1, 2024
  8. ↑ MC-276199 –  Pedestal generates with Slanted's addons instead of its own – resolved as "Won't Fix".
  9. ↑ MC-278938 –  Beds in trial chamber intersections have a lower chance of being pink beds – resolved as "Works As Intended".
  10. ↑ MC-273812 – Intersection chests in trial chambers not generating correctly – resolved as "Fixed".)
  11. ↑ https://clips.twitch.tv/KawaiiArbitraryNikudonKeyboardCat-BsrnVON_L8vehSz8
  12. ↑ "ALL ABOUT THE TRIAL CHAMBERS" – Minecraft on YouTube
  13. ↑ " Minecraft 1.21: Early peek at trial chambers @ 0:40" – Minecraft on YouTube, November 16, 2023
  14. ↑ " Minecraft 1.21: A closer look at trial spawners @ 0:30" – Minecraft on YouTube, November 17, 2023
  15. ↑ "I think whoever or whatever built the Trial Chambers seems to be pretty tinkery - it doesn't feel much far off from what is already done with dispensers and traps in the structure." – @kingbdogz on X (formerly Twitter), August 1, 2024
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