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 rarely provide gold.

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

Accessing & configuring
Accessible after a single mission at Default V or greater is completed, a Nether portal located in the cave at the 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 fulfills the rune requirements for at least one type of to appear. Optionally, players can also sacrifice, lowering the character level to increase ancients on average and thus more gilded gear. Upon entering the hunt, the offered items are permanently destroyed along with any enchantment points applied upon them. The ancients on average will also increase with greater numbers of ancient mob types satisfied by the offered runes.

The total number of enchantment slots, shown as grey or purple squares, from the offered equipment sets the maximum number of enchantment points that can be offered to a maximum of 9. Grey squares refers to an empty enchantment slot and does not contribute to the total and purple represents a present enchantment slot and adds 1 to the total. Enchantment points applied onto offered equipment have no effect on the hunt when sacrificed.

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 ancient mob 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 ancients on average 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. •

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

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 ancient mob that resides there, containing an intractable button or lever that summons the ancient and its enchanted minions.

The number of hunt doors generated is dependent upon the dungeon seed. All hunt doors initially direct to gold rooms that are then replaced by ancient mob arenas with respect to the ancients on average value.

Gold Rooms
Hollow rectangular, a south-eastern facing areas explored in an anti-clockwise direction that always consist of, mobs, gold containing chests, a supplies chest, and an extendable bridge. These rooms can generate with fancy chests, obsidian chests, and intractable beacons or levers that summon a multi-part ambush that may be populated with a mini-boss. Internally, the game refers to these rooms as  with subtypes ,  , and   respectively referring to small, medium, and large generation styles.

The initial corridor 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  as an exclusive mob.

Ancient Mobs
Ancient mobs are powerful boss-like variants of enchanted mobs with enchanted minions, their own title name, and a themed arena accessed through hunt doors. These mobs and their minions 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, 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.


 * (Ancient ) ( themed)
 * (Ancient ) - Requires Hidden Depths ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) ( exterior themed)
 * (Ancient ) ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) - Requires Creeping Winter ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) ( themed)
 * (Ancient Small ) ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) - Requires Echoing Void ( themed)
 * (Ancient ) - Requires Echoing Void ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) ( themed)
 * (Ancient ) ( themed)
 * (Ancient - Requires Flames of the Nether ( themed)
 * (Ancient ) - Requires Jungle Awakens ( themed)
 * (Ancient ) ( themed)
 * (Ancient - Requires Flames of the Nether ( themed)
 * (Ancient ) - Requires Hidden Depths ( themed)
 * (Ancient ) ( interior themed)
 * (Ancient ) - Requires Echoing Void ( themed)
 * (Ancient ) - Requires Howling Peaks ( themed)

Achievements
This section of the page describes Minecraft Dungeons achievements that involve the ancient hunts.

Trivia

 * Due to, it was initially thought that the woodland mansion 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. Spider Cave shares a similar relationship with without the visual bug.
 * The Nether portal $$ does not necessary transport the player from the Overworld to the 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.
 * The "Ancient Hunt Deep Dive" article on minecraft.net displayed an image presenting unused pink squares in addition to the existing purple and grey squares to represent equipment enchantment slots.
 * None of the existing artifacts harbor the P rune.