Not Enough Trials is a mod or datapack that completely revamps the trial chambers. The goal is to add more content, mechanics and variety while refining the difficulty and rewards to be more consistent.
Corridors



- Pots, vaults and doors to chambers line the walls
- Arrow and fire charge dispensers that can be shot at spawners
- Only part of the structure where the amount of spawners are random
- Dripstone can generate on the bottom to punish falling from the higher levels
- Spawners can have zombie variants, skeleton variants, spiders, slimes and pillagers
Ledge (originally called chamber 1)

- Similar ledge layout but platforms are lower
- Normal spawners: skeleton variants
- Tough spawner: jockeys
Chasm (originally called chamber 2)

- Original was just ledge but with powder snow, this is a new layout with a powder snow pit on the bottom
- Holes and trapdoors to drop down mobs
- NS: zombie variants, spiders, zoglins
- TS: big slimes
Cubic (originally called chamber 4)

- Basic layout like original but randomly generated
- NS: zombie variants, zoglins, slimes
- TS: wither skeletons
Crawl (originally called chamber 8)

- Mostly unchanged from original but added wind charge launchers to get to the next floor for fun
- NS: skeleton variants
- TS: ranged wither skeletons
Eruption

- Press every button on all 4 sides of the room to make lava pour from the center in a guided path
- NS: vindicators, slimes, pillagers
- TS: breezes
Pedestal

- Try to cross the gap to the spawners with trapdoors and unique extending platforms
- NS: slimes, pillagers, phantoms
- TS: witches (remember: honey bottles cure poison)
Assembly

- Fight a breeze on the bottom, climb up the parkour section at the back, then fight ranged mobs on the hanging platforms at the top
- Bottom section has traps for breezes to trigger such as potion dispensers, trapdoor pits, and deadly rocket dispensers
- Throw wind charge on the hanging platforms to expand their size
- NS: zombie variants (bottom), skeleton variants, pillagers (top)
- TS: breezes
Slanted

- Chamber is split into mini chambers in each corner designed for fighting a specific mob type
- More of a maze-like layout between enemy rooms
- NS: skeleton variants, spiders, phantoms, vindicators, drowned, creepers
- TS: vexes
Ladder (new!)

- Climb up the ladder of platforms, each with a spawner, along with blazes shooting at you from the top
- Create staircases with the chiseled copper mechanic
- Knock mobs down the middle to land on dripstone
- NS: spiders, zoglins, pillagers, slimes
- TS: blazes
Channel (new!)

- Water themed chamber
- Soul sand shoots mobs above water incase you try to escape
- NS: drowned, trident drowned
- TS: guardians
Crash (new!)

- Explosive themed chamber about destroying the terrain you fight on
- Chamber is trapped to punish reckless explosions
- Ghasts shoot you while kept in place
- NS: creepers, zombies
- TS: ghasts
Cargo (new!)

- Mobs and the player can ride along constantly shifting rails
- Activate the secret to ride to the top rails and fight the tough spawner
- NS: skeleton variants, pillagers, spiders, phantoms
- TS: rocket pillagers
Streak (new!) (1.21.4+)

- Use speed potions and soul speed to avoid fast melee skeletons
- Avoid tripwires that open the tough spawner's cage
- NS: melee skeletons, husks
- TS: creakings
Base vaults are split into three: armor, valuables, and weapons. This will let you (partially) customize your loot and opt out of stuff you don't want. All 3 vault types will always be found grouped together. The structure will generate plenty of these incase a player wants to use all of their keys on only one category. Luck adds a 33% chance to dispense double the loot. Aesthetic based loot (sherds, banner patterns, trims) are moved to hidden chests in intersections so that they don't get in the way of the more useful vault loot.
Armor table
One of:
35% - Piece of iron armor (any enchants except for frost walker, swift sneak, soul speed and mending)
20% - Armor book (protection, feather falling, respiration, thorns, depth strider, aqua affinity)
20% - Shield (unbreaking 1-3, half chance of mending)
13% - Piece of diamond armor (same as iron)
6% - Turtle helmet (unbreaking 1-3)
6% - Turtle master potion
Valuables table
One of:
33% - 6-8 Emeralds
33% - 6-8 Iron ingots
13% - 2-4 Diamonds
13% - Random book (any enchants, levels 13-18)
8% - Golden apple
Weapons table
One of:
30% - 8-12 Spectral arrows
30% - 8-12 Tipped arrows (slowness, weakness, long poison)
10% - Iron axe (sharpness 1-3, unbreaking 1-3)
9% - Bow (unbreaking, punch, power)
9% - Crossbow (unbreaking, quick charge, piercing)
4% - Diamond axe (sharpness 1-2, unbreaking 0-2)
4% - Trident book (impaling, loyalty, riptide)
4% - Sword book (sharpness, fire aspect, knockback, sweeping edge)
Ominous vaults are still a single category. You will get both types of keys from ominous spawners so the ominous vaults will act as an enhancement to the loot the other vaults give you.
Ominous table
One of:
100% - 4-12 Wind charges
One of:
33% - Ominous bottle (level 1-3)
One of (if player has luck effect):
40% - Luck potion
One of:
13% - Iron block
13% - Emerald block
11% - Diamond axe (sharpness 1-4, unbreaking 1-3)
11% - Piece of diamond armor (same enchants from armor table, but higher levels)
10% - Bow (any enchants levels 20-25)
10% - Crossbow (any enchants levels 20-25)
10% - 4-12 Tipped arrow (Harming 2)
6% - Mace book (breach 1-3 with wind burst 1 or density 1-3 with wind burst 1)
6% - Rare enchant book (too many to list)
6% - Mending book
4% - Enchanted golden apple
One of:
22% - 6-8 Iron ingots
22% - 6-8 Emeralds
14% - 4-12 Tipped arrows (slowness 2)
13% - Golden apple
13% - Common enchant book (sharpness, protection, efficiency, power, piercing, unbreaking)
8% - 6-8 Diamonds
8% - 1-3 Ender pearls
One of (if player has luck effect):
25% - Special trial chambers enchantment book (daredevil, storm front, equity or razor tip)
Pots can hold wind charges or less valuable ores, such as lapis, copper and redstone. You'd likely find this structure while mining, so this is meant to synergize with that.
Tridents and heavy cores are reserved for bosses. Once defeated, the main boss spawner will dispense a trident on normal difficulty or a heavy core on ominous. This gives you a 100% chance of getting these items per trial chamber (unlike the very low chances per vault from vanilla) in exchange of the added difficulty from the bosses.
Food will be dropped by tough mobs instead of them filling up vault loot tables.
This is something I particularly want to balance well, so feedback would be appreciated!
Trial chambers contain 4 exclusive enchantments to act as another incentive for grinding vaults. All are single level, situationally powerful, and changes the behavior of the weapon sort of in the same vein as channeling or silk touch. Ominous vaults have a 25% chance of ejecting a book containing one of these but only if the player has the luck effect.
Daredevil: Creates an explosion on the opponent if hit with a mace's smash attack and deals massive damage, but also damages you depending on how close you are.
Storm Front: Causes a wind charge explosion wherever a trident is thrown. Acts as a renewable wind charge. Incompatible with riptide.
Equity: Axes mimic Flame II and Knockback II (along with a small damage increase) when attacking an entity holding a sword.
Razor Tip (1.21.11+): Spears deal 2x damage if a hit is landed right at the tip of your attack range. The bonus damage range increases if the player's attack reach also increases (including creative mode).