Ominous Trial

Not to be confused with Ominous Trial SpawnerTrial Omen, or Tricky Trials.
For other uses, see Ominous.
Trial chambers during an ominous trial

An ominous trial is an ominous event in which trial chambers become more challenging.[1]

Behavior

Initiation

When a player with Bad Omen is seen by a (non-ominous) trial spawner, the player's Bad Omen is replaced with Trial Omen. The duration of the Trial Omen is always 15 minutes multiplied by the level of Bad Omen, regardless of the remaining duration on the Bad Omen effect. If the player already has the Trial Omen effect, with T minutes remaining, and also has Bad Omen level X (with any amount of time remaining), and is seen by a trial spawner, the player will lose the Bad Omen effect (regardless of the values of T and X), and the time remaining on the Trial Omen will be set to max(T, 15*X). If T > 15*X, then the Bad Omen is effectively wasted. Notice that the player cannot stack lower levels of Bad Omen to increase the time remaining.

When a trial spawner sees a player with Trial Omen or Bad Omen, it becomes ominous.

Time and place

The ominous trial is controlled by the ominous trial spawners. The challenge is provided by the mobs and projectiles spawned by the spawners (more info in § Challenge). Therefore, the ominous trial is located where the ominous trial spawners are, and the duration of the trial is the duration of time that the spawners are both active and ominous. Non-ominous trial spawners also become part of the trial if a player with Bad Omen or Trial Omen is nearby, since the spawners become active and ominous when they see the player.

In summary, an ominous trial

  • Lasts as long as either:
    • There are active ominous trial spawners in the location.
    • There is a player with Trial Omen and there are trial spawners in the location.
  • Takes place in:
    • Any location where there are active ominous trial spawners nearby.

Spawner conversion

When an active trial spawner becomes ominous, it despawns its current mobs and resets its total mobs spawned counter.​[more information needed] An inactive trial spawner can also become ominous if it was not previously ominous before going on cooldown, in which case it skips the rest of its cooldown period and immediately becomes active again.

The Trial Omen effect is not removed upon a trial spawner becoming ominous. Therefore, the ominous trial lasts until the effect runs out or is cleared.

Challenge

An ominous trial spawner spawns more difficult mobs and also hazardous projectiles.

Mobs

Ominous trial spawners converted from trial spawners that generate naturally in trial chambers spawn applicable mobs with (better) weapons and wearing armor.

Each armor set consists of only a chestplate and helmet with each piece having a 50% chance of being missing. All armor is enchanted with Fire Protection IV, Projectile Protection IV, and[verify] Protection IV. In Java Edition[2], mobs don't drop the armor on death or upon conversion to a drowned. The armor is selected from:

Melee mobs spawn with a weapon selected from:

Ranged mobs spawn with a bow with:

  • no enchantment (2 in 4)
  • Power I (1 in 4)
  • Punch I (1 in 4).

Ominous trial spawners with mobs that are unable to wear equipment, such as spiders or silverfish, spawn double the total mob count over the course of the challenge. These spawners also allow an additional mob to be all out at once during their challenge.

Projectile spawning

When at least one player is within the activation range of an ominous trial spawner, every 8 seconds it spawns ominous item spawners above any player or any mob that was spawned by the ominous trial spawner spawner within 14 blocks. The location where it should spawn is determined by first performing a raycast from the feet of the entity to a random height between 2 and 6 blocks above the entity. If it hits a block, this block is used, otherwise the end of the line is used. Which block can be hit is determined by the same algorithm as the 3rd person camera. The item spawns in the center of the block below it, unless the block has a collision box. The ominous item spawner displays a projectile for 3 to 6 seconds before shooting that projectile downwards.

Each ominous trial spawner has a set of 2 projectiles it spawns, one of which is a lingering potion. The lingering potion effect is selected randomly from one of the following (all with equal chance):

The second projectile is randomly selected from one of the following (again, all with equal chance):

The potions and projectiles chosen will not change between trials and are based on location, so it is likely that spawners very close to each other will have the same projectiles.

Rewards

Like its non-ominous variant, an ominous trial spawner ejects loot when it has spawned the total amount of mobs it is able to spawn during a period of activity, and all of those mobs have been defeated. The ominous trial spawner uses a different loot table and gives much better loot than a non-ominous trial spawner would. The ominous trial spawner's loot table includes items such as ominous trial keys. This is currently the only method of obtaining ominous trial keys.

The ominous trial keys can then be used at any time to open ominous vaults. Each ominous vault can only be opened 1 time by each player. A player can open an ominous vault by using an ominous trial key on it.

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]
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. 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.

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
How Did We Get Here?Have every effect applied at the same time

The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement.

This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed.
RevaultingUse an Ominous Trial Key on an Ominous Vault
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.

History

Java Edition
1.20.5
Experiment
Update 1.21
24w13aAdded ominous trials.
1.2124w18aOminous trials are now available without using the "Update 1.21" experimental data pack.
Bedrock Edition
1.21.0
Experiment
Update 1.21
Preview 1.21.0.20Added ominous trials.
1.21.0Preview 1.21.0.22Ominous trials are now available without using the "Update 1.21" experimental toggle.

Issues

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

Gallery

Mojang screenshots

See also

References

  1. "Introducing the mace and ominous events" by Cristina Anderca – Minecraft.net, March 27, 2024.
  2. MCPE-189946 — Ominous Trial mobs drop equipped armor and weapons on death
  3. a b MC-296111 — Tipped arrows from ominous trial spawners use standard potion duration instead of tipped arrow duration

Navigation