Minecraft Dungeons:Ancient Hunts

Ancient Hunts are "end-game" missions $$ that act as source of Gilded Gear and at the cost of permanently sacrificing equipment to enter. Players are given three revives and are able to leave and return to the hunt three times at any point.

Chests and Mobs, excluding, in ancient hunts do not drop Weapons, Armor, and Artifacts but can, instead, drop Gold. Common chests do not provide Gold.

Upon completion, the end of mission chest always provides 10 Gold.

Accessing & configuring
Accessible after a single mission at Default V (5) or greater is completed, a Nether portal located in the cave at Camp serves as the physical point of interaction for Ancient Hunts, adjacent to the. Hunts can also be accessed from the "Other Dimensions" tab of the Mission Selection map.

Before a Hunt can be entered, players must offer up a combination of a single Melee Weapon, Ranged Weapon, Armor, and Artifact that together fulfils the Rune requirements for at least one type of to appear. Optionally, players can also sacrifice, lowering the character level, to increase Ancient Mob occurrence rate and thus more Gilded Gear. Upon entering the Hunt, the offered items are permanently destroyed. The occurrence rate will also increase with greater numbers of Ancient Mob types satisfied by the offered runes.

The total number of enchantment slots, shown as grey, purple, and pink squares, from the offered equipment sets the maximum number of that can be offered. Grey squares refers to an empty enchantment slot and does not contribute to the total, purple represents a present enchantment slot and adds 1 to the total, and pink refers to ? and provides 2 for the total.

Hunt runes
All Weapons, Armor, and Artifacts are assigned 1, 2 or 3 runes, of which there are 9 variants. Most unique rarity equipment contribute at least 2 runes, 20 of which give 3 runes. • Rune A

•  Rune C

•  Rune I

•  Rune O

•  Rune P

•  Rune R

•  Rune S

•  Rune T

•  Rune U

Each type of possesses different Rune requirements that must be matched or exceeded for them to appear during the hunt. The more types that can appear increases the occurrence rare of ancients at the expense of a wider overall loot pool where the player will have a lower chance of obtaining their desired Gilded Gear. Focusing on hunting specific ancients will prove more fruitful for the player. • Abominable Weaver

•  Ancient Terror

•  Barrage

•  Cursed Presence

•  First Enchanter

•  Frost Warden

•  Grim Guardian

•  Haunted Caller

•  ?????

•  Oozing Menace

•  Pesilient Conjurer

•  Solemn Giant

•  The Seeking Flame

•  The Tiny Scourge

•  The Tower

•  The Unending

•  Thundering Growth

•  Unbreakable One

•  Unstoppable Tusk

•  Vigilant Scoundrel

•  Windbeard

Locations
Ancient Hunts transport the player through 3 randomly selected travelling Locations/themes per hunt, connected by Nether Portals that weave the player's hunt between the Overworld and the Nether. These locations are:

Mainland locations Nether dimension locations Ancient Hunt exclusive locations Mainland locations feature hunt exclusive tiles that do not appear in regular missions. These tiles provide further points for unique procedural generation and the appearance of Hunt Doors.

Hunt doors
Hunt doors are dark framed, blue glowing passages that transport the player to a hunt exclusive area. These areas could be a Gold Room or an arena themed around the that resides there, containing an intractable button or lever that summons the ancient and its enchanted minions.

Gold Rooms
Areas that consist of a long narrow corridor, stretching in a south-eastern direction, leading to gold containing chests. Three variants exist, two that contain 2 gold chests, and one that possesses 3 gold chests.

These rooms provide little area to battle the Mobs that lurk within them, players can easily become overwhelmed if the mobs that reside are particularly formidable with enchantments.

Mobs
All Mobs, including DLC exclusive mobs, can appear during Ancient Hunts even if they do not fit the theme of their environment. For example,, , and can appear together in a  portion of the hunt. Mini-Bosses such as the and  can also make appearances during the hunts. The has s as an exclusive mob. The Woodland Prison has a small ghost like mob as a exclusive mob, it only spawns to lead you to a secret obsidian chest in the level (this doesn't always spawn).

Ancient Mobs
are powerful boss-like variants of with enchanted minions, their own title name, and a themed arena accessed through Hunt Doors. These can possess Enchantments that would otherwise be player-exclusive, such as, and some ancient exclusive enchantments such as Mob Resurrection Aura and Huge.

Ancients and their minions can obliterate unprepared players rapidly and mercilessly, forcing considerations of different tactics to prevail against the ancient. Upon the ancient's defeat, a Gilded item of any Rarity is dropped as a reward.


 * Abominable Weaver (Ancient Spider)
 * Ancient Terror (Ancient Wraith)
 * Barrage (Ancient Armored Skeleton)
 * Cursed Presence (Ancient Skeleton Vanguard)
 * First Enchanter (Ancient Enchanter)
 * Frost Warden (Ancient Geomancer - Requires Creeping Winter)
 * Grim Guardian (Ancient Zombie)
 * Haunted Caller (Ancient Necromancer)
 * ????? (Ancient Mooshroom)
 * Oozing Menace (Ancient Small Slime)
 * Pesilient Conjurer (Ancient Witch)
 * Solemn Giant(Ancient Pillager)
 * The Seeking Flame (Ancient Vex)
 * The Tiny Scourge (Ancient Baby Zombie)
 * The Tower (Ancient Chicken Jockey Tower)
 * The Unending (Ancient Blaze Spawner - Requires Flames of the Nether)
 * Thundering Growth (Ancient Leapleaf - Requires Jungle Awakens)
 * Unbreakable One (Ancient Redstone Golem)
 * Unstoppable Tusk (Ancient Hoglin - Requires Flames of the Nether)
 * Vigilant Scoundrel (Ancient Royal Guard)
 * Windbeard (Ancient Goat - Requires Howling Peaks)

Trivia

 * Due to, it was initially thought that the theme in Ancient Hunts was sourced from a new Secret Location obtained in . This, however, is partially true, Woodland Mansion is connected to Creeper Woods internally but with no method to access it.  shares a similar relationship with  without the visual bug.
 * The Nether Portal $$ does not necessary transport the player from Overworld to Nether and vice versa like in Minecraft, the portal can transport from one Overworld location to another Overworld location and the same applies with Nether locations. It is possible for a hunt to only consist of Nether locations or Overworld locations.