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Minecraft Dungeons is an Action RPG Hack and Slash Spin-Off of Minecraft, developed by Mojang Studios and Double Eleven.

Shunned by his peers and everyone he encounters, a lone Illager ascends a stormy cliff face and discovers an ancient untouched cave. Inside lies the Orb of Dominancenote , a mystical artifact that grants the lone Illager the power to conquer the world and become the Arch Illager. With the world in chaos, you are tasked with restoring order and saving the world.

Minecraft Dungeons changes things up by putting you into an isometric action RPG game rather than a first person crafting/survival game, taking cues from similar titles such as Diablo and its assorted spin-offs, including randomized loot and unique loot to chase down.

The is also an Arcade version of the game, which works on a card-based system where every play gives the player one of five types of cards for building their character. The Arcade version uses a side-on perspective instead of an isometric perspective and plays more like a Beat 'em Up, but is otherwise similar to the home versions.

The home version had different release dates for each platform, as May 26, 2020, saw the game become available on Windows, Xbox One, Nintendo Switch and PlayStation 4, September 15 of the same year for Xbox Cloud Gaming, November 10 of the same year for Series X|S and finally September 22, 2021, on Steam for Windows.

A prequel novel, Minecraft Dungeons: The Rise of the Arch-Illager, was published by Del Rey Books on July 7, 2020, depicting the events that led to the game from the perspective of the Arch-Illager, or Archie.


This work provides examples of:

  • Absurdly High Level Cap: The level cap is nonexistent. While the player is most likely to beat the game around level 27 on Default difficulty and 81 on Apocalypse, a player can have a level 1000 character at their disposal and still be able to level them due to how the enchantment point system works.
    • At level 2981, the visuals break and depict the player at level 1 and continues counting from there but the player is still required to get as much experience needed to reach 2982.
  • Action Girl: Some of the character skins are clearly intended to be female, allowing for this trope to be invoked. Adriene and Valorie are special cases as they are two of the four heroes who have canonically fought against the Arch-Illager.
  • Adaptational Badass:
    • In Minecraft, Endermen are merely strong regular enemies. In this game, they're Mini-Boss enemies that are far bulkier and more relentless at attacking, and are no longer harmed by water.
    • While slimes are capable of damaging players, they were completely harmless at their smallest. Here, the smallest slimes are able to inflict damage to the player, even if it isn't a lot. This is furthered when they are enchanted as they share the same enchantments the larger slime had before splitting, making it entirely possible for a group of small slimes to leave a player in danger.
    • You unlock ???, see that it's a Mushroom Island full of Mooshrooms, and then decide it will be a cakewalk. So, you walk up to one of them and- oh sweet god, why are they doing so much damage!? Why are they shrugging off all damage!?
  • Adaptational Villainy: Mooshrooms. In the original game, they're harmless grazers that provide easy access to mushroom stew. Here, they're aggressive melee attackers that can tank multiple hits from your weapons and are barely affected by TNT.
  • All-Natural Gem Polish: Every emerald you find is of the same perfectly cut and shiny variety.
  • Anchors Away: Anchors from the Hidden Depths DLC are by far the slowest weapons in the whole game, with each hit taking at least 2 seconds to follow through. However, it deals the most damage per hit and has some of the largest range. It also reduces some knockback for the user.
  • And Now for Someone Completely Different: Any time the player begins a Tower run, they are forced to use an avatar equipped with nothing but a sword, bow and mercenary armor with their power set to the lowest of the difficulty the run is being played on.
  • And the Adventure Continues: After completing Broken Citadel from the Echoing Void DLC, the heroes and villagers celebrate the defeat of the Vengeful Heart of Ender and Orb of Dominance at the camp. The camera then zooms out to several spiders and redstone golems approaching the camp from a distance.
    Narrator: As long as adventures await, heroes will answer the call.
  • Area of Effect: Some enchantments, like Burning, provide you with a damaging aura around yourself.
  • Artifact of Doom: The Orb of Dominance, which gave the Arch-Illager his powers.
  • Artificial Stupidity: Enemy mobs tend to get stuck on objects quite often and, in the case it is present in the level, will occasionally walk through lava to reach you.
    • In the Echoing Void DLC, it isn't a common sight to see endermites fall off the map when attempting to chase the player in missions that take place in The End. This even happens if there is a bridge connecting two islands, which the player may have crossed a few seconds prior.
  • Attack Animal:
    • Some artifacts can summon an animal to fight alongside you, like a wolf or llama.
    • The Beenest armor, Buzzy Nest artifact, and Tumblebee and Busy Bee enchantments can all summon bees under certain criteria. And yes, all of these can stack on top of each other, leading to the image of a player being followed by a militia of 15 bees at most.
    • The Spelunker armor and its variants give the player a pet bat that can attack enemies.
  • Attack Failure Chance: In contrast to how it works in Minecraft, the blindness effect gives the player a chance to miss their attack and not deal any damage to targets they hit. The effect can only be obtained through one of the illusioner's attacks or getting inked by a squid.
  • Automatic Crossbows: The rapid crossbow. It has low damage, but high speed, a large ammo supply and can be shot repeatedly if the ranged attack button is held down. Its unique variants also qualify, with the butterfly crossbow shooting an additional arrow for every shot fired near two or more enemies and the auto crossbow essentially being this game's version of a machine gun (that can chew up ammo very quickly).
  • Awesome, but Impractical: The Love Medallion's ability to charm mobs ends up being rendered this when you consider the duration that charmed mobs remain active for (10 seconds) and the cooldown before you can use the medallion again (30 seconds). Chances are you've killed five times as many mobs (if not more) as your charmed mobs would've killed within that time frame. The medallion also only works on certain weak mobs, meaning that mobs like Iceologers and Ravagers are immune, and the player might end up accidentally charming mobs that can be easily killed, like unarmored zombies, and they'll likely die faster than 10 seconds when they go to fight anything.
  • Bad with the Bone:
    • One of the melee weapons introduced in the Flames of the Nether DLC is the bone club, which is a giant chunk of bone attached to a very small handle with several bindings. It sports maximum damage and a high reach at the cost of being one of the slowest weapons in the game.
    • The skull scythe combines this with Sinister Scythe. Functionally, it's a Halloween version of the frost scythe as it has the Freezing enchantment applied.
  • Battle Boomerang: The spinblade, an artifact only obtainable through the Flames of the Nether DLC, fits this trope and Precision-Guided Boomerang. When used, the player fires the spinblade in the direction they are facing with it returning to the player after travelling a certain distance, damaging any enemies as long as it's active. If the player moves out of the way of the spinblade when it is returning, it will orbit around the player, gradually decreasing the distance between it and the player. The spinblade is also capable of destroying projectiles like arrows, Energy Balls and tridents, meaning that a good use of the item can turn the spinblade into an orbiting shield that destroys anything that touches it.
  • The Beastmaster: You are able to invoke this trope by equipping yourself with items that summon pets, as well as the Wolf Armor, which allows you to heal those pets when healing yourself.
  • BFS: The obsidian claymore from the Echoing Void DLC is a large sword that is just as big, if not bigger, than the player. It has high power and range but has a very slow swing speed.
  • Big Creepy-Crawlies: The spiders from the source game are here, including the venomous Cave Spiders. While Cave Spiders still approach players and poison them, spiders opt to keep their distance from the player and shoot webs at the player. If a player happens to get hit by it, they will get immobilized in a spider web while any spider in the area will run up to them and start attacking.
  • "Blind Idiot" Translation: On release, the Polish translation had a few gems:
    • The "Potion Barrier" enchantment, which triggers a temporary protective aura upon drinking a potion, was translated as "Aversion To Potions"... implying a barrier that protects AGAINST potions.
    • The Mooshroom Monstrosity, the boss of the secret Mooshroom level, was translated as "Monstrous Mushroom Cow"... even though the boss is a mushroom variant of the Redstone Monstrosity (a large stone golem), not a cow.
    • It's clear that whoever was translating the game got confused by the term "Overworld", and made the fascinating choice of translating it as... "regular world". Literally "regular world" as a common noun (so not even capitalized). Imagine reading sentences where "Overworld" is replaced with "regular world" and you'll get the idea of how awkward this looks.
  • Blow You Away:
    • The Wind Callers from the Howling Peaks DLC specialize in wind magic. Their attacks consist of launching players upwards to take fall damage and blowing nearby players away from them.
    • The Updraft Tome artifact is a book that lets the player do the Wind Caller's former attack on a couple nearby enemies, although enemies that do survive the initial attack don't take any fall damage.
  • Bonus Dungeon: There are secret dungeons that can be accessed after you find a scroll that unlocks them in their parent dungeon. There are 5 of these in the base game, with each Island Realm DLC having only one, which are always found in their first mission. The Nether and End DLCs do not have these as the former has their scrolls placed out in the open on the main path (though they're still labelled as secret missions) while the latter doesn't have any secret missions.
    • The Secret Cow Level, being a reference to the one in Diablo II, can be unlocked after completing the game on Default difficulty and collecting a rune that is hidden in every main mission in the base game.
    • A few updates to the game have added a couple Island Realms missions to the game for free, namely Treetop Tangle and Gauntlet of Gales. These missions last as long as a normal level, with the former having its own boss and items associated with it, but are not part of the game's story.
  • Boring, but Practical: The Fireworks Rocket you find early on? The one that's just a straightforward missile launcher? Yeah, that's one of the most useful artifacts in the game.
  • Bow and Sword in Accord: You are able to have one melee and one ranged weapon equipped at the same time, with a bow/crossbow and sword being just one of the available combinations. A newly created character also starts out with a normal sword and bow.
  • Bubblegloop Swamp: Soggy Swamp is this, with its murky greenish water and the weather being constantly foggy and rainy. The area is also home to witches and slimes, the former of which is supplying potions to the Illagers, which is the main the reason the player travels there.
  • Carry a Big Stick:
    • The great hammer and mace are both weapons that have high power but have a very low attack speed, and in the great hammer's case, high splash damage.
    • Much like the obsidian claymore, the bone club is almost the same size as the player and is one of the strongest weapons in the game in terms of power and has high knockback on enemies. The description of the weapon even notes how the people who wield it "prefer a less-subtle approach to problem-solving."
  • Chain Lethality Enabler:
    • There are a few enchantments in the game that grant buffs to players for defeating a mob. The higher the level of the enchantment, the longer the buff lasts.
      • Guarding Strike: Defeating an enemy gives the player a temporary shield that lasts 2-4 seconds and halves all damage received during that time.
      • Rampaging: A melee-only enchantment that gives the player a 10% chance of getting a 50% increase to their attack speed for a short time after defeating a mob.
      • Busy Bee: When defeating an enemy, there is a chance for a bee to spawn in its place and assist the player. in contrast to the other enchantments, higher levels increase the chance of the effect occurring.
    • The tempest knife and its variants have an effect that grant a brief speed boost to the player after defeating a mob.
  • Challenge Run: Daily Trials have the player repeat a mission with three modifiers active, which could buff the player or enemies or replace a number of mobs in the mission with a specific mob. These trials come in three tiers, which determine the trial's difficulty. New trials appear for the player every day at midnight in the player's local time, but to receive new trials, the player needs an active internet connection (and their Microsoft account linked in the case of the Nintendo Switch version). Upon completing a trial, the player is rewarded with items that have higher power levels than what would be obtainable when playing a mission normally, with some items being only obtainable from these trials.
  • Charged Attack: Holding the button to attack with your ranged weapon allows you to charge the attack and deal more damage, but only when using a bow. Enchantments like Overcharge and Supercharge can make the attack stronger.
    • The cog crossbow from the Flames of the Nether DLC has its own take on the trope. The cog crossbow has the unique property of having a "wind-up" attack. What this means is that the weapon can only be fired in bursts of five shots. Whether or not those shots were used, when the player isn't firing the weapon, the crossbow will load up however many shots are needed.
  • Charm Person: The Love Medallion artifact, which can be found on Adventure difficulty and higher, can charm three nearby mobs to attack enemies for a short time and disappear after that. The higher the power of the artifact, the more damage the mobs deal. The artifact also makes the player immune to projectile and Area of Effect attacks from mobs like pillagers and piglin fungus throwers. For gameplay reasons, the medallion cannot charm bosses, mid-bosses, strong mobs like ravagers and necromancers, Illagers like the enchanter and geomancer, enchanted mobsnote  and wraiths.
  • Cherry Tapping: If you unequip your melee weapon, your character is forced to attack enemies by punching them, which deals only 1 HP of damage per hit.
  • Clothes Make the Superman: The game has no character-specific attributes or skills that can be increased, and instead has your character's power come solely from the equipment they're carrying, allowing the players to essentially change their "class" on the fly.
  • Color-Coded for Your Convenience: In local co-op, non-consumable item drops will have an outline around them to indicate which player can pick them up. For example, player 1 can only pick up yellow highlighted items while player 2 can only pick up light blue highlighted items.
  • Color-Coded Item Tiers: Item tiers are separated between Common, Rare and Unique. Gilded items will retain the color of the item's rarity but with a gold background behind it.
  • Cooldown Manipulation: Given that a lot of the mechanics of Minecraft Dungeons are affected by cooldowns, there would naturally be a lot of items and enchantments that shortens their duration.
    • Artifacts are affected by this trope the most.
      • This is a trait of the evocation robes and its variants, granting a 40% decrease to the cooldown time of artifacts.
      • Cool Down and Cooldown Shot are enchantments that affect artifact cooldown. While the former has a similar effect to the evocation robe and can have their effects be stacked, the latter only decreases the artifact cooldown time for each charge arrow shot.
      • The totem of casting artifact works differently from the above. For starters, the artifact is Soul Powered, meaning the player needs to defeat mobs to be able to use it. When used, the totem is placed on the ground and displays an Area of Effect around it in the form of a blue circle. Anyone in the circle has their artifact cooldowns reset, allowing anyone to quickly use their artifacts again. The range of the Area Of Effect increases with the artifact's power.
    • Refreshment is a weapon enchantment that decreases the cooldown of the player's Healing Potion with every mob defeated.
    • The Acrobat enchantment decreases the cooldown time between rolls, ranging from a 15% decrease at least to a 45% decrease at most.
  • Critical Hit: There is an enchantment with this exact name, allowing you to invoke this trope. The enchantment in question gives a chance to inflict triple the enchanted weapon's damage when hitting a mob. Weapons like the Master Katana have this enchantment applied by default.
    • The Enigma Resonator enchantment has the same effect as Critical Hit, but its chance of triggering depends on how many souls the player has.
  • Critical Status Buff:
    • The Final Shout enchantment activates all of the player's artifacts at once when their health drops below 25%, ignoring their cooldowns.
    • The Frenzied enchantment boosts the player's attack speed while they have less than half their health.
  • Damage-Increasing Debuff: The Echoing Void DLC adds the Void Touched and Voided effects. Both of these are similar, with the difference being how they are afflicted and how strong the debuff is. End-related mobs like enderman and enderlings are immune to both effects.
    • The Void Touched effect can be afflicted by players and mobs with the Void Strike enchantment, which can increase damage dealt up to +600% or +300% for melee and ranged weapons, respectively, at its highest tier. The multiplier gets reset each time the afflicted mobs are hit with the weapon that has the enchantment and any mobs that are hit by other means take the increased damage and causes the effect to disappear. The effect is also built-in for two of the DLC's weapons: the void touched blades and the void bow.
    • The Voided effect can only be afflicted from touching void liquid present in the End missions and some secret areas in the Mainland missions. The damage taken while under the Voided effect is determined by how long you are in void liquid. Standing in it for a long time stacks the effect more which increases your damage taken.
  • Death from Above:
    • One of the Drowned Necromancer's attacks summons several tridents that fall from above and explode upon hitting the ground.
    • The player can invoke this in missions taking place in The End as they're the only ones that grant the player access to the Elytra. After launching into the air, the player can hold down the attack button to descend faster. The player can crash into the ground if they hold it down for the entire descent, dealing splash damage to nearby enemies.
  • Death Is a Slap on the Wrist: Failing to complete a dungeon run simply boots the player(s) back to the camp without losing anything, emeralds and items obtained during the run included.
  • Death Mountain: All missions in the Howling Peaks DLC (along with Gauntlet of Gales) take place on an island that houses a giant mountain and nothing else. While Gale Sanctum takes place in the temple at the very peak of the mountain, Windswept Peaks details the player's journey to the top of the mountain, which involves travelling through its cave system and dealing with the strong winds of the mountain.
  • Defeat Means Friendship: At the end of the game, the players finally triumph over the Arch-Illager, and he's initially very fearful of them until they reach out their hands in friendship. The Arch-Illager gladly takes up their offer, leaving the land and the Arch-Illager at peace.
  • Deflector Shield: The Totem of Shielding is an artifact that creates a hexagonal barrier around it when placed. The barrier will block all projectiles fired from enemies (including the Heart of Ender's laser beams), but will not block projectiles fired from players (with the exception of the Corrupted Beacon). Mobs are still able able to walk through the barrier and attack the player.
  • Degraded Boss: The Redstone Golem, Evoker and Illusioner are weird examples. They are the bosses of their respective missions and can sometimes appear in later missions as mid-bosses, sometimes only appearing on higher difficulties. What makes this strange is how they can sometimes be encountered as mid-bosses in the missions where they appear as bosses, meaning it is entirely possible to fight two Evokers in Pumpkin Pastures before fighting a third at the end of the mission.
  • Dem Bones: The Minecraft skeletons are back to annoy you with their arrows. They also come in Necromancer and Nameless Guard flavors.
  • Desperation Attack: The Final Shout enchantment activate all of a player's set artifacts when the player is low on health, while also ignoring the cooldown of the artifacts.
  • Double-Edged Buff: The Reckless armor enchantment increases your damage by 50-90% depending on its level, but it also decreases your health by 40%.
  • Dual Boss: While this won't happen during missions, the Tower can sometimes pit you against two bosses on a boss floor. The bosses in this case will only consist of mid-bosses like endermen, wildfires and illusioners. Sometimes, you'll be faced with two different bosses (for example: a wildfire and enderman) but on other occasions you could be pitted against two of the same boss (two illusioners).
  • Dual Wielding:
    • Daggers and Sickles always come in pairs. Both possess fast attack speed but low damage per hit and low range, allowing players to trigger enchantments easily.
    • Dual Crossbows. They have nearly balanced stats (having identical power and speed but a slightly lower ammo capacity) and can only be found in a few missions.
  • Dungeon Crawling: As a Spin-Off that takes its cues from Hack and Slash games like Diablo, this ends up being the main focus of the game in contrast to Minecraft's Wide-Open Sandbox nature.
  • Eldritch Location: The Tower. Not only did it appear right outside the camp one day as if it always existed, but it somehow manages to change its layout (number of floors included) and all the mobs within every week, with some of the tower floors having the chance to be in another dimension with windows looking out into the Overworld, completely underwater or housing one or two of several bosses that the player has fought during their journey, including those that got corrupted by the fragments of the Orb of Dominance. You also learn nothing about the beings that reside there other than that they observe your climb, enhance your gear on occasion and that they beckoned you to take on the location.
  • Elemental Weapon: Some of the unique weapons can be this, with Firebrand, Fangs of Frost and Stormlander being a few examples.
  • Elite Mook: Many normal enemies can rarely appear in enchanted variants, which gives them more health as well as giving them one or more buffs.
  • Endless Winter: The island that the Creeping Winter DLC takes place on was frozen over when the Orb of Dominance landed on it. It got to the point where spruce trees and polar bears could be found naturally on the island.
  • Epic Flail: A flail appears in the game as a unique variant of the mace, having the Chains enchantment applied to it by default. Notably, it's the only weapon in the game that has Jiggle Physics.
  • Everything Fades: Every killed enemy fades away after a couple of seconds with some bosses taking slightly longer along with fading to black.
  • Fingerless Hands: Everyone, as per Minecraft's art style. The only exceptions are the Redstone Golem and Redstone Monstrosity.
  • Fire, Ice, Lightning:
    • The Howling Peaks DLC introduces the Satchel of Elements, which can randomly burn, freeze, or summon lightning on seven nearby enemies.
    • As for enchantments, a melee weapon can have the Fire Aspect, Freezing and Thundering enchantments while armor can have the Burning, Chilling and Electrified enchantments. It's possible to have these enchantments all be active at the same time on a weapon or armor.
  • Flaming Sword: You can invoke this if you enchant a sword with the Fire Aspect enchantment.
  • Flavor Text: All obtainable gear and artifacts have this, either providing a little bit of lore behind the item or explaining how the item is used.
  • Forest of Perpetual Autumn: The entirety of Pumpkin Pastures takes place in an autumn forest where the village the player is travelling to (and the desecrated villages the player sees along the way) is growing pumpkins. On the map, this area isn't too far away from Creeper Woods, which is set in a normal forest.
  • Fork Fencing: In Highblock Halls, the player has to progress through the castle's kitchen, which is full of Vindicators wearing chef hats and using ladles as weapons. Said ladle still does as much damage as a normal Vindicator's axe.
  • Frigid Water Is Harmless: In levels from the Creeping Winter DLC or Tower floors based off the former, falling into deep water will not be treated the same way as falling into a Bottomless Pit, instead throwing the player out of the water in a block of ice that they can escape by Button Mashing. While the player doesn't take any damage from this, they are left vulnerable to nearby enemies.
  • From Nobody to Nightmare: The Arch-Illager, Archie, was shunned by his own kin and met with scorn from everyone else. That all changed upon obtaining the Orb of Dominance.
  • Full Health Bonus: The Cowardice enchantment boosts the player's melee and ranged damage, but only if they're at full health.
  • Game-Breaking Bug:
    • Did you purchase the game on PlayStation 4 with the intent of playing it on a couch with a couple of friends? Well, sucks to be you, because ever since the release of the third DLC, most PS4 users cannot get Local Coop to work at all. So you have to either play alone, or through Online Coop.
    • For some reason, bosses encountered at the end of Daily Trials can sometimes be completely invincible to artifact damage, making the boss harder than it should be. In the case of the Nether Fortress where you fight a Wildfire as the boss, the boss is invincible to everything as no matter how much damage you deal to it and despite the sound and visual effects playing, its shields will not break. Thankfully, you are still able to knock it off the ledges of the walkway before the room that summons it, but this is assuming you have a bow with either a lot of arrows or high knockback.
  • Giggling Villain: Arch-Illager giggles whenever he summons a wave of enemies for you to fight off.
  • Global Currency Exception: All vendors in the game allow you to use their services in exchange for emeralds... except the Enchanter and Piglin Merchant, who instead let the player use their services in exchange for gold bars, which can be either obtained from Ancient Hunts or the Adventure Hub.
  • Golem: There's the hostile Redstone Golems, as well as friendly Iron Golems (which can only be summoned with an artifact found on Apocalypse difficulty). There are also the Tempest Golems, which can only be encountered in a few levels of the Howling Peaks DLC.
  • The Goomba: The basic zombies, which are the least threatening melee-only mob.
  • Grenade Launcher: The Fireworks Arrow can turn your bow or crossbow into one shot RPG. Exploding Crossbows are this by default, making them effective for large crowds of enemies.
  • Ground Pound: The Leapleafs from the Jungle Awakens DLC use this attack.
  • Gusty Glade: Windswept Peaks from the Howling Peaks DLC has many points where the player has to contend with high winds, which more often than not, will push the player off the map or send them plummetting to their death if they are not careful. The Mountaineers encountered here are immune to the winds, planting their pickaxes into the floor to prevent them from being blown away.
  • Harder Than Hard: Apocalypse Plus is an extension of the Apocalypse difficulty that was designed to strike fear into people.
    • While the previous difficulties had levels ranging from 1 to 7, Apocalypse Plus has levels ranging for 1 to 25, which Word of God having stated level 20 to be "impossibly hard" by design. Gaining access to higher levels requires completing a number of boss missions on the highest available difficulty, with each boss only counting once per threat level.
    • Each level scales the chance for unique items, spawning of enchanted mobs, mob damage, mob health, mob speed, and gives certain mobs the ability to respawn.
  • Harpoon Gun: The Hidden Depths DLC missions all take place Under the Sea, which brings the gimmick of any arrows fired not travelling far, with its momentum slowing all the while. This can be bypassed with two items that turn any arrows shot into harpoons.
    • The Harpoon Quiver allows the player to shoot arrows underwater without being slowed, and also increases damage and can penetrate enemies.
    • The Harpoon Crossbow is a more straightforward example. Though it cannot penetrate enemies, its unique version, the Nautical Crossbow, has a chance to have this effect. Both have high power, but moderate speed and ammo supply.
  • Healing Potion: The player has an infinite amount of healing potions they can use at any time to heal 75% of their overall health, though it is tied to a cooldown. Certain enchantments decrease the potion's cooldown when killing an enemy or apply a buff to the player when a potion is used.
  • Heavily Armored Mook:
    • Zombies, Skeletons, Vindicators and Pillagers wearing armor can occasionally be found during missions, with higher difficulties increasing their spawn chance. While they can take more damage from the player, they can also deal more damage due to being equipped with better weapons.
    • Royal Guards are Illagers decked top to bottom in heavy armor and carry around a shield, allowing them take far more damage than armored vindicators.
  • Hot Bar: You can place up to 3 artifacts in your hot bar for quick use.
  • Humongous-Headed Hammer: The Great Hammer's head is roughly the size of the player's torso.
  • Idiosyncratic Difficulty Levels: There are 3 main difficulty levels in the game, Default, Adventure and Apocalypse. You start out on Default, and can unlock Adventure and then Apocalypse by beating the final boss on each difficulty. Apocalypse Plus functions as an extension to the latter and is unlocked when the player's power is high enough.
  • Impossible Item Drop: Why cows, sheep, skeletons and mob spawners can occasionally drop apples, bread, pork, potions and TNT will forever remain a mystery. But hey, free consumables!
  • Inexplicable Treasure Chests: There are lots of randomly generated chests full of loot, oftentimes found just lying around in the middle of nowhere.
  • Injured Vulnerability: The Committed weapon enchantment increases the player's damage towards injured mobs with the enchanted weapon. How much damage the player inflicts depends on both the enchantment's tier and the health of the mob. The enchantment is naturally found on the growing staff, resolute tempest knife and truthseeker.
  • Interface Spoiler: In the indoor section of Obsidian Pinnacle, you'll come across this large library with a wide bookshelf at the end of it. Looking at the minimap shows that there is a room behind the bookshelf and you have no way of accessing it. This is because the room contains one of the runes needed to unlock the Secret Level, which can only be accessed after a single completion of Obsidian Pinnacle.
  • Isometric Projection: The default perspective in the game, though in a 3D environment. The Arcade version drops this in favor of a side-on perspective.
  • Jungle Japes: The Jungle Awakens DLC is all about this trope.
  • Katanas Are Just Better: Katanas can be obtained as melee weapons from a few locations on the Adventure and Apocalypse difficulties. They have high power, moderate range and are slow to use. The weapon has a three-hit combo that has two side slashes (dealing the weapon's minimum damage) and an upward slash (dealing the weapon's maximum damage). The weapon also has two unique variants, being the Dark Katana and Master's Katana.
  • King Mook:
    • The best way to describe the Redstone Monstrosity is to just call it a larger and stronger Redstone Golem.
    • The DLCs have the Wretched Wraith, Squall Golem and Ancient Guardian, which are this to Wraiths, Tempest Golems and Guardians, respectively.
    • When starting an Ancient Hunt, the player has to sacrifice items to get a chance at encountering an ancient, which are stronger versions of normal enemies with several enchantments applied to them, usually accompanied by several enchanted mobs. There are multiple different ancients the player can encounter, with the runes obtained from the sacrificed items determining which ancients the player could encounter during the run.
      • As an example, one ancient is the Vigilant Scoundrel, a Royal Guard with the Thundering, Sharpness and Freezing enchantments accompanied by 15 Pillagers with the Poison Cloud and Tempo Theft enchantments.
  • Knockback: Some weapons have it more than others, with the unique Doom Crossbow notably having this effect amplified.
  • Leaning Tower of Mooks: The Chicken Jockey Tower is what happens when you decide to stack six baby zombies on top of a chicken. It is slightly slower than a normal chicken jockey and defeating it will cause all the baby zombies to scatter. You will probably never see one since it is one of the rarest mobs in the game. There is also a boss version called "The Tower" that can be found in ancient hunts.
  • Level-Map Display: The game pulls a Diablo II by allowing you to have a transparent map of the area displayed over the screen, centered on your character's current position. Holding down the button to bring the map up displays a clearer map and both the number of normal and secret chests in a level.
  • Level of Tedious Enemies: The placement of enchanted mobs can potentially make any part of a mission this, and they're much more common on higher difficulties, more so on Apocalypse+. The game tends to place big clusters of enchanted mobs (and sub-bosses) in sub-areas rather than the main area of a mission, which can make levels like Soggy Swamp, which requires you to go through a sub-area, more difficult than it should be. And depending on the enchantment combination, walking into a sub-area could potentially be a death sentence.
    • Missions taking place in the End are particularly egregious. Enchanted mobs spawning in small areas or at areas that you have to use an elytra to reach could be an early sign that you aren't going to be alive for much longer.
    • Levels that can have Geomancers spawn in them can become this if the game decides to spawn high amounts of them within a mission, doubly so if it's in the same area. Geomancers are designed to impede you by summoning walls around the player and summoning explosive totems to damage them. When you enter an area with multiple Geomancers, you will know immediately as you'll be walled in in a matter of seconds to the point where you are unable to even move. You'll probably also get blown up while trapped there for good measure.
  • Level-Up Fill-Up: Leveling up instantly refills the player's health, no strings attached. Can be a huge boon if it activates if you're surrounded by mobs and at the shores of death.
  • Life Drain:
    • The Leeching enchantment can be applied to melee weapons that heals the player after defeating a mob. The amount healed is based on the enchantment's level and the max health of the mob. The Heartstealer and The Beginning and The End have this enchantment applied by default.
    • The Grim armor and its variants all have a 6% life steal aura as a default trait of the armor.
  • Life Meter: The heart-shaped one in the center of your HUD.
  • Limited-Use Magical Device: The game averts this by having every artifact in the game be infinitely reusable, with the only caveat being that you need to wait for its cooldown to expire before the item can be used again.
  • Luckily, My Shield Will Protect Me:
    • Skeleton Vanguards and Royal Guards carry a shield on them. They will always break on the first hit the enemies take, but will always block the attack no matter how strong it was.
    • The Wildfire has four of these rotating around it at all times, and unlike the above, they each take a beating to destroy. Only with all four of them destroyed can any damage be done to it, and leaving it be isn't a good idea since it will regenerate the shields one by one after a certain amount of time.
  • Made of Explodium: You are able to invoke this with the Exploding enchantment, which causes corpses of mobs to explode upon death and damage every enemy around them.
  • Magic Staff: The Lightning Staff, which allows you to summon a bolt of lightning as long as you have enough souls.
  • Magic Wand: The Creeping Winter DLC has the Ice Wand, which allows you to hit enemies with a chunk of ice and stun them, just like what the Iceologer would do to you.
  • Martial Arts Staff: The battlestaff, a melee weapon that has a low reach and speed but makes up for it with moderate power and a 10-hit combo. Its unique variants come with either the Exploding or Committed enchantments by default.
  • Me's a Crowd:
    • The Nameless One, the boss from the Desert Temple, can summon fake copies of himself during his fight. Same goes for the Illusioner from the Creeping Winter DLC.
    • The Mage in the Arcade version can create several duplicates of himself, each being as capable of hurting the player as the original.
  • Mini-Dungeon: Most missions have hidden areas that reward the player with a map that grants them access to a Bonus Dungeon. These missions tend to be a lot shorter than the main missions, being able to take minutes at most even if the player isn't speeding through them, and most of them end with a group of enemies attacking the player.
  • Mini Mook: The silverfish and endermites are the smallest enemy mobs in the game. In the case of the former, The Stronghold even has holes designed for them to crawl through to reach the player, which only they can use.
  • Mix-and-Match Weapon: The Great Axeblade is a unique Claymore variant that is basically a greatsword that is also a double axe head and comes naturally with the Dynamo enchantment. The item description notes how a blacksmith managed to turn this item, what was considered a workshop blunder, into a battlefield wonder.
  • Money Multiplier: The Prospector enchantment gives the player a chance for a defeated mob to drop more emeralds when killed. Only the Diamond Pickaxe and The Last Laugh have this enchantment applied by default.
  • Money Sink: As you progress through missions, you will unlock merchants in your camp, from whom you can buy randomly generated items using the emeralds you found.
  • Mook Maker:
    • The Mob Spawners are seemingly sentient cages that summon mobs when you get close.
    • The Necromancers can summon zombies infinitely.
    • Evokers can summon Vexes.
  • Multishot: The main trait of the scatter crossbow is that it can fire three arrows at once. One of its unique variants, the harp crossbow, fires five arrows when shot.
  • Mummy: The Husks, which are a larger, desert-themed variant of zombies.
  • Named Weapons: Nearly every unique weapon is this, though there are some exceptions like the Highland Axe and Broadsword. There is also the Backstabber, which is the only non-unique weapon to be named.
  • The Nameless: Both the Nameless Kingdom, now turned into the Desert Temple, as well as the Nameless One, that kingdom's king.
  • Necromancer: They appear as hostile mobs that summon undead. The are mainly present in the Desert Temple. Due to their undead nature, they also count as Liches.
  • Nerf: The Deflect Enchantment used to offer a maximum of a 60% chance to reflect incoming projectiles. While this was handy at handling the high-damage Pillagers, it made encounters with Skeletons even more trivial, and could even deflect high-damage boss projectiles. While it still can do all of those things, its maximum proc chance was reduced to 45% in October of 2020, making it unwise to try tanking high-damage projectile attacks and instead making it work more as a defense against projectile-using Mooks.
  • No-Holds-Barred Beatdown: Gauntlets let players use their fists as a melee option without only doing one point every hit, possessing low power and short range, but can be used repeatedly in quick sucession. The weapon has a seven-hit combo, where the first five hits deal the weapon's minimum damage, followed by the sixth doing 40% more damage and finally the last hit doing the maximum damage.
  • Non-Indicative Name: The Orb of Dominance, the Arch-Illager's source of power, is actually a cube. This is mostly because of Minecraft's art style.
  • Noob Cave: Squid Coast features easy enemies, a simple path with few side areas, and gives the player a bundle of arrows before putting them up against their first skeleton. After a short ambush which pits the player against a few slightly tougher Illagers, Squid Coast ends with the player setting up camp.
  • No-Sell:
    • Some armor, like ghostly or plate armor, have a chance to negate all damage from a single hit. When this does happen, the player will take no damage from an attack and will get knocked back a short distance. Some Status Infliction Attacks can still inflict a status effect even if its damage is negated.
    • If the mob comes from The End, chances are it is immune to the Void Touched effect.
  • Not the Fall That Kills You…: The Levitation Shot enchantment for ranged weapons. When a player shoots a mob and they survive, they are raised into the air before being dropped onto the ground to deal Falling Damage. The enchantment requires the player to roll in order to activate the enchantment.
  • Onesie Armor: Even though the game takes inspiration from games like Diablo, which avert this trope by having multiple armor slots, the player is given only a single armor slot where a whole suit can be equipped.
  • Pinball Projectile: The Ricochet enchantment give arrows fired at mobs a small chance to bounce off them, with the level of the enchantment increasing the chance it will happen. The Echo of the Valley, Lightning Harp crossbow, trickbow and its variants all have this enchantment applied by default.
  • Player Headquarters: The camp is where the player will spend their time preparing for their next mission, as it gives them access to several merchants they can purchase from, a blacksmith to upgrade their gear, a Training Dummy to test items on and access to a map they can use to select the mission they wish to attempt.
  • Poisoned Weapons: You can invoke this with the Poison Cloud enchantment, which provides a chance of spawning poisonous clouds upon hit. The Vine Whip and Encrusted Anchor have this built-in, giving a guaranteed poison effect on enemies when hit.
  • Power of the Void: Void Strike enchantments make the target take multiplied damage. Said multiplier can range from +100% to +600%. The Void Quiver also has a similar effect, but is limited to a few shots.
  • Powerful Pick:
    • You can use a pickaxe to fight the Arch-Illager's hordes, and it's more powerful than the sword, but at the cost of attack range.
    • The Mountaineers introduced in the Howling Peaks DLC use a mountaineer pick to attack the player. They also use the pick to survive being blown away by strong winds, which can toss any player caught in them.
  • Procedural Generation: Most dungeons in the game are not the same on a second run, though there are some areas that are shared throughout each run (the boat in Pumpkin Pastures for example). This is averted in some cases, like the layout of the Stronghold and Gale Sanctum being consistent every run.
    • The Ancient Hunts revolve around this, as the players have to sacrifice items that determine the Ancients that the player can encounter during a run. The player has to travel through three areas during a run, which are also picked from a pool of 11 possible locations, each having a chance at spawning a treasure room inside them, which themselves won't be in the same places on subsequent runs.
    • Everything about the Mystery Armor is completely random. The color of the gem on the helmet and the ends of its sleeves can have one of several different colors and its two effects are selected from a large pool of effects from both base game and DLC armors, including some effects unique to Mystery Armor. There is also the chance of the armor having a third effect, but it will always be a negative effect.
  • Purple Is Powerful:
    • Enchanted mobs will have a purple glowing overlay over them. This effect becomes more denser on mobs with more enchantments applied to them.
    • Archie's discovery of the Orb of Dominance, a glowing purple orb/cube, is why Archie is so powerful and why the Illagers follow his orders out of fear of being punished.
      • The bosses encountered in the DLCs that take place on the island realms also qualify. They all have hints of purple on their models and were created/corrupted by the fragments of the Orb when it shattered.
  • Random Drop Booster:
    • Looting, as per the source material, though it works differently here as it increases the chance for mobs to drop consumable items when killed.
    • Luck of the Sea is another odd case. While it doesn't increase the chance of enemies dropping items, it increases the chance of rare items becoming unique items when dropped by mobs or chests. This also affects the merchants at the camp.
  • Rare Random Drop: There are unique variants of nearly every weapon and armor in the game that can be rarely dropped by mobs and chests. Playing on Apocalypse+ difficulty can increase your chances of finding a unique item, with higher difficulties increasing the chance a rare item can become a unique.
  • Reviving Enemy:
    • Some Shulkers will usually revive a short time after killing them. Anti-Frustration Features are in play here considering the player has to unlock some gates or activate lifts using a Shulker's bullet in order to progress and the player would be completely stuck if the Shulker couldn't respawn.
    • The Abominable Weaver and The Swarm ancient bosses have the Mob Resurrection Aura enchantment. This allows them to revive any mobs the player kills during their fights.
  • Rewarding Vandalism: Breaking pots rewards the player with emeralds and sometimes arrows. This includes pots in tombs and houses.
  • Rewards Pass: The Seasonal Adventures act as this. By completing dungeons or by completing weekly tasks, you'll be awarded with adventure points, which are added to whichever season the player has active. All seasons have 50 levels that reward the player with either cosmetic items like skins, flairs, emotes, capes and pets, or give them emeralds or gold. There are also Adventure Passes the player can purchase with real money to unlock more (primarily cosmetic) items.
  • Screw This, I'm Out of Here!: Near the end of the opening cinematic, as the narrator asks on who would stand against the terror caused by the Arch-Illager, a man is shown to draw his sword and preparing to fight off the invading Illagers, only to flee right as a Redstone Monstrosity towers over him.
    Narrator: Well, not that one.
  • Shock and Awe:
    • The Lightning Rod and Satchel of Elements artifacts allow the player to summon lightning on an enemy. Although, in the latter's case, the lightning is one of three random effects.
    • The Electrified, Thundering and Shock Web enchantments can allow the player to deal electric damage to enemies.
    • In the Howling Peaks DLC, the Tempest Golem, boss of Gale Sanctum, can do this as one of its attacks.
  • Shout-Out: The Secret Level is a direct reference to the Secret Cow Level from Diablo II, both in needing to go to extreme lengths to find and also in being a level populated entirely by cows, or mooshrooms in this case.
  • Sinister Scythe: One of the randomly found melee weapon types is the soul scythe. It can only be found when playing on Adventure difficulty and higher and, as its name implies, collects souls. It has a 2-hit combo and has a slow swing speed, but these are mostly made up for the weapon's high power and range.
  • Slippy-Slidey Ice World: The entirety of the Creeping Winter DLC takes place on an island covered in snow. While most of it takes place on snow or inside caves, there are a few points where the player has to slide on ice in order to progress.
  • Soul Power: Some Artifacts require you to absorb Soulsnote  from enemies in order to use. Several item perks and enchantments also directly aid the collection of Souls.
  • Spectacular Spinning: Some melee weapons use spinning attacks in their combos, and there's an enchantment that allows you to apply this trope to any melee weapon.
  • Spin Attack:
    • The axe, double axe and their variants all have a spin attack as part of their combos. The former can only do a spin attack after being swung twice while the latter can only attack with them.
    • The Swirling enchantment hits any mobs near the player when hitting a mob with the last attack in a combo, regardless of weapon. The enchantment is naturally found on Sheer Daggers.
  • Sprint Shoes: The Boots of Swiftness artifact, as the name indicates, grants Swiftness to the player for a few seconds when used.
  • Stationary Enemy: As per usual, the shulker from the Echoing Void DLC. Previous DLCs introduced poison-quill vines and poison anemones, which are plants rooted into the ground that can only attack by shooting poisonous quills at you.
  • Stuff Blowing Up:
    • On occasion, a defeated mob can drop TNT which the player can throw at mobs. The TNT has a large radius that is noted by a circle appearing below it and deals twice the amount of damage a creeper's explosion does to anything in its range. The player can hold up to three at a time that they can throw individually.
    • Two enchantments involve things exploding: Fuse Shot makes arrows explode while Exploding makes defeated enemies explode. If you apply both enchantments to a ranged weapon that can shoot multiple projectiles (a scatter crossbow for example) then chances are you're going to perform a one-man bombing run on anything that happens to be standing in your way.
  • Super-Empowering: Enchanters provide extra powers to other hostile mobs along with making them take less damage from player attacks. You can also do the same to other players or pets with the Enchanter's Tome.
  • Sword Beam: The Shockwave enchantment. It's a bit of a weird case since every melee weapon in the game can fire one, Whips and Gauntlets included. The enchantment will trigger on the last hit in a combo or will trigger every time the weapon is swung when it can't do a combo.
  • Technicolor Toxin: There are three different colors used for poisonous clouds in the game, color-coded to who created the effect. Players will create green clouds (via the Poison Cloud enchantment), Witches and pink Tower Wraiths will make purple clouds and Piglin Fungus Throwers will make light blue clouds. Only the former doesn't hurt the player, though clouds made by Piglin Fungus Throwers won't damage the player if they've been charmed.
  • Teleportation: The Teleportation Robes and its unique variant allow the player to teleport by rolling.
  • Teleport Spam:
    • The Arch-Illager, endermen and enderlings use this during combat, which isn't pleasant as they can make attacks from ranged weapons and the lightning rod miss if the teleport is timed right, wasting your ammo and souls. The latter two can even stall on teleporting back into the playable area.
    • The above-mentioned teleportation robes turn the player's roll into a teleport. With that being said, the player can basically do this provided the robes have the Acrobat and Multi-Roll enchantments active.
  • Temple of Doom: The Desert Temple is filled with undead monsters and various death traps that deal heavy damage to anything caught in them.
  • Thunder Hammer: This can be invoked if a Great Hammer (or any of its variants) has the Thundering enchantment applied. An example that's played straight would be the Stormlander, a unique variant of the Great Hammer that is naturally found with Thundering applied.
  • Token Non-Human: While all Villagers are Ambiguously Human at best, the Piglin Merchant is the only shopkeeper at the camp that isn't a Villager.
  • Training Dummy: There exists one in front of the house in the camp, which the player can use to test weapons and artifacts.
  • Tree Trunk Tour: Treetop Tangle has the player climb to the ruins of an ancient temple that was uplifted by a giant tree, courtesey of the lingering corruption of the Orb of Dominance. The main path the player takes to ascend involves entering the trunk of a tree and climbing across the overgrown branches of it to enter the trunk of another tree and finish the climb.
  • Trick Arrow: Quiver Artifacts turns the next few shots into a special arrow that gives different effects.
    • Fireworks Arrow: Gives 1 firework arrow that explodes on impact.
    • Flaming Quiver: Gives 7 burning arrows that ignites enemies. They also create a small Area of Effect when hitting an enemy or wall.
    • Torment Quiver: Gives 3 slow arrows that knock enemies back and can be shot through walls.
    • Thundering Quiver: Gives 5 thundering arrows that electrocute multiple nearby enemies.
    • Harpoon Quiver: Gives 5 harpoon arrows that deal extra damage and can penetrate enemies. It also moves at normal speed underwater.
  • Two Girls to a Team: While this can be invoked at any time in gameplay by two people in 4-player co-op, the in-game cutscenes depict Valorie and Adriene as two of the four people who fought against the Arch-Illager.
  • Underground Level: In some missions, there will usually be a few sub-areas that are in a cave of some sort. There are a few examples of the trope being present for entire missions, however.
    • Redstone Mines takes place within a mountain used by the Illagers for redstone mining. The mission takes place entirely within its caves with brief areas that have exposed ceilings to let snow get inside. The mission also features minecarts on tracks that can deal damage to anything they collide with.
    • Fiery Forge, which can be accessed after completing the above, takes place in a factory responsible for building the redstone golems used by the Illagers located underneath a neighboring mountain that is rife with lava. The first area of the dungeon sees the player enter from the exposed part of the forge on the surface before continuing through the rest of the forge that is hidden within the mountain.
  • Underground Monkey: There are a lot of variations of the base game mobs, most of which can be found in the DLCs. Enemies that are variations of or have similar behavior to zombies, skeletons and certain Illagers are the most common, with Husks, Strays and Mountaineers being a few examples.
  • Under the Sea: The entirety of the Hidden Depths DLC. All missions are underwater and players have limited oxygen in each of them, with the only ways to replenish it being to either stand near a bubble column, drink a potion of water breathing, or stand near a conduit. Additionally, any arrows fired in these missions will fly forward a few feet away from you before their momentum is slowed down, coming to a stop. The Harpoon Quiver and Harpoon Crossbow can circumvent this.
  • Unique Enemy: Very rarely will you come across a chicken jockey tower in one of the five missions they can be encountered in, one of which as a summoned enemy from a boss.
  • Unnecessary Combat Roll: Players can roll to avoid attacks at the very last second. Additionally, some of the armor and enchantments enhance rolling, like Fire Trail, which leaves a fire trail when rolling.
  • Version-Exclusive Content: The arcade version is the only way to fight the Mage and Obsidian Monstrosity, both of whom are not encounterable in the home versions of the game. The arcade version also lets the player respectively use the Ender/Curious Armor (unique Guard's Armor) and Frisknote  as armor and a hero.
  • The Very Definitely Final Dungeon: The Obsidian Pinnacle, a.k.a. the ramparts of Highblock Castle and the place where you finally fight the Arch-Illager, is this for the base game. Broken Citadel serves as this for the game's DLCs, as it's where the last fragments of the Orb of Dominance are destroyed.
  • Villain Team-Up: In Minecraft, piglins and wither skeletons will attack each other. In this game, they've put aside their differences for the collective purpose of beating you to death.
  • Vine Tentacles: A corrupted shard's appearance on the jungle island of The Jungle Awakens DLC is responsible for most of these popping up. They will only appear once the player is in a certain distance from them, but they don't attack and act more like a barrier that the player can destroy. Strangely, destroying a vine can give the player a soul if they have an item that grants soul gathering.
    • One of the whisperer's attacks involves it summoning these in similar formations to geomancers. Unlike the latter, the vines can be attacked.
  • Wake-Up Call Boss: Assuming players start the game by tackling the missions on the lower part of the map, they will be in for a treat when they encounter the Corrupted Cauldron in Soggy Swamps. The boss can summon fire around it and spawn pink slimes near the player that do ranged attacks on top of the zombies and Vindicators that spawn in the arena, making it difficult to properly melee and long-range Spam Attack it without being a touch away from death. The Cauldron can also absorb defeated zombies and Vindicators to heal a small part of its health. To defeat it, the player must rely on using the arena's layout, which consists of several areas the player can hide behind to recover and defend themselves without taking heavy damage from the cauldron. Only when the player is in good condition should they leave cover and start wailing on the boss as much as possible with their weapons and artifacts before retreating behind cover.
  • Weakened by the Light: Averted. In contrast to the source game, undead enemies will not burn and spiders do not become less aggravated in missions that take place outside during the day.
  • Weaponized Teleportation: The Unstable Robes, a unique version of the Teleportation Robes, turns the player's teleport ability into an attack. Along with doing a bit of damage, it slows any nearby enemies for a brief moment when the player teleports.
  • Weapon of X-Slaying: Smite returns from the source game as a weapon enchantment, dealing additional damage to undead mobs. Exclusive to this game are Illager's Bane and Unenchanting, which deal extra damage to Illagers and enchanted mobs respectively.
  • Wolverine Claws: The aptly named Maulers are unique gauntlets that were wielded by ancient Illager soldiers and appear to be fashioned from animal claws. They are naturally enchanted with Rampaging.
  • You Will Not Evade Me:
    • The Gravity Pulse enchantment pulls enemies closer to you every three seconds, with every level of the enchantment dictating its range. It is also possible for enchanted mobs to have this applied to them, which can be problematic if applied to things like Creepers or Royal Guards.
    • One of the useable artifacts is the Fishing Rod. Much like in Minecraft, it can be used to pull an entity closer to the player, except here it has the added benefit of briefly stunning them.
  • Zombie Gait: The zombies have it.

 
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Jungle Awakens

Minecraft Dungeon's first DLC sees the player track one of the fragments of the Orb of Dominance to a jungle island and stop it from corrupting the island.

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