By
Gunter
|
8 min read
|
Updated on
August 25, 2026

The mace is the only weapon in Minecraft whose damage scales with how far you fall before you hit, and it is also the only weapon gated behind a 7.5% drop. Most guides stop at "combine a heavy core and a breeze rod" — which is true, and useless if you do not know where the heavy core comes from or how many vaults you should expect to open. This guide walks the whole path in order: find a trial chamber, earn the right key, open the right vault, craft the mace, and put the three mace-only enchantments on it — with the real odds at every step, read straight from the Java 26.2 loot tables and current for Java 26.2 / Bedrock 1.26.40.
A mace is crafted from one heavy core and one breeze rod — put the heavy core in a crafting grid with the breeze rod directly below it and you get one mace. That is the entire recipe, as of Java 26.2 / Bedrock 1.26.40, and it is the same in both editions. The catch is that both ingredients exist only inside trial chambers, and one of them is locked behind an ominous vault.
| Ingredient | Where it comes from | Odds | Notes |
|---|---|---|---|
| 7.5% per ominous vault | Cannot be crafted. Not in any chest. The only bottleneck. | ||
Breeze Rod | Dropped by Breeze | 1–2 per kill, 4–8 with Looting III | Breezes spawn only from trial spawners. |
Ominous Trial Key | Ejected by a completed ominous trial spawner | 30% per completed spawner | Unlocks the ominous vault. You need Trial Omen to make a spawner ominous in the first place. |
Trial Key | Ejected by a completed normal trial spawner | 50% per completed spawner | Opens normal vaults only — no heavy core in those. |
You get a heavy core by unlocking an ominous vault in a trial chamber with an ominous trial key — it drops at 7.5% per vault and there is no other survival source. Ominous vaults are the ones surrounded by red candles and red glazed terracotta, and they only open with the ominous key; a normal trial key does nothing to them. Because each player can unlock a given vault only once, the practical grind is: open every ominous vault in a chamber, then move to the next chamber.

Here are the notable rewards an ominous vault can give you (the rest of each unlock is common loot such as emeralds, arrows and wind charges), as of Java 26.2 — the same odds the Flow armor trim comes from. Each number is the chance per vault unlock:
| Ominous vault reward | Chance per vault | Why |
|---|---|---|
Flow Armor Trim | 22.5% | Unique pool (fires 75% of the time), weight 3 of 10 |
Enchanted Golden Apple | 22.5% | Unique pool, weight 3 of 10 |
Flow Banner Pattern | 15.0% | Unique pool, weight 2 of 10 |
| 7.5% | Unique pool, weight 1 of 10 | |
Lena Raine - Creator (music disc) | 7.5% | Unique pool, weight 1 of 10 |
Wind Burst book | 5.5% | Rare pool (80%), weight 2 of 29 |
Breach book | 2.75% | Shares one rare-pool entry with Density |
Density book | 2.75% | Shares one rare-pool entry with Breach |
How many vaults is that, really?
At 7.5% per vault you have a 54% chance of at least one heavy core after 10 ominous vaults, and 79% after 20. The number to plan around is about 13 vaults per core on average — so if a chamber has three or four ominous vaults, budget three or four chambers. Our catalog page for the heavy core shows the same loot slot as a 10% figure: that is the chance once the unique pool fires, and the pool fires 75% of the time — 10% × 0.75 = 7.5%.
Kill a breeze — every breeze drops 1–2 breeze rods, and Looting raises the maximum to 4–8 at Looting III. Breezes spawn only from trial spawners in trial chambers (never naturally), have 30 HP, and fight by hopping around the room firing wind charges that shove you rather than hurt you (1 damage on Easy and Normal, 1.5 on Hard). Because you need a chamber for the heavy core anyway, you will pick up rods on the same trip; the trial spawner that spawns breezes is usually in its own room, and you need only one rod per mace. Keep the spares — breeze rods are also the mace's repair material.

A smash attack happens automatically when you hit a mob after falling at least 1.5 blocks: the mace deals its base 6 damage plus 4 extra per block for the first 3 blocks fallen, 2 per block for the next 5, then 1 per block after that, cancels your fall damage, and knocks back every entity within 2.5 blocks. Fall 3 blocks and a plain mace already hits for 18; fall 8 and it hits for 28, before any enchantment. A successful smash also resets your fall height, which is what makes Wind Burst chains possible.
| Mace stat | Java 26.2 | Bedrock 1.26.40 |
|---|---|---|
| Base attack damage | 6 | 6 |
| Attack speed | 0.6 (one full swing every 1.67 s) | No attack cooldown |
| Smash attack trigger | Fall of 1.5 blocks or more | Fall of 1.5 blocks or more |
| Smash bonus damage | +4/block (blocks 1–3), +2/block (blocks 4–8), +1/block after | +4/block (blocks 1–3), +2/block (blocks 4–8), +1/block after |
| Fall damage on a landed smash | None | None |
| Knockback radius | 2.5 blocks | 2.5 blocks |
| Durability | 500 | 501 |
| Repair item | Breeze Rod (25% each) | Breeze Rod (25% each) |

Density and Breach come from the enchanting table, librarian trades, fishing and vault books; Wind Burst comes only from ominous vaults, at 5.5% per vault. Those are the three enchantments that exist only for the mace. Density, Breach, Smite and Bane of Arthropods are mutually exclusive, so you pick one damage path. Which one to pick — and the full ranking with Fire Aspect, Unbreaking and Mending — is in our best enchantments guide; this table is about where each one comes from.
| Enchantment | Max level | What it does | Enchanting table | Librarian trade | Ominous vault |
|---|---|---|---|---|---|
Density | V | +0.5 smash damage per block fallen, per level (+2.5/block at V) | Yes | Yes | 2.75% per vault |
Breach | IV | Ignores 15% of the target's armor per level (60% at IV) | Yes | Yes | 2.75% per vault |
Wind Burst | III | Launches you about 8 / 16 / 24 blocks up after a smash — the fall for your next smash | No | No | 5.5% per vault — the only source |
Wind Burst is rarer than it looks: 5.5% is the chance of a Wind Burst I book. Vault books are always level I, so getting to Wind Burst III means finding three more books and combining them on an anvil (I + I makes II, II + II makes III) — it never comes from the table or a villager. And note that Wind Burst does not cancel fall damage on its own; only the landed smash does, so a missed swing at the top of a 24-block bounce hurts.
The path to a mace is the same on both editions — heavy core from an ominous vault, breeze rod from a breeze, same recipe — and the ominous-vault odds have been identical since Bedrock 1.21.2, when Bedrock's vault probabilities were changed to match Java. The differences are in how the weapon swings: Bedrock has no attack cooldown, so the mace's 0.6 attack speed only exists on Java, and Bedrock's durability is 501 to Java's 500. The mace, heavy core and breeze all arrived in Java 1.21 / Bedrock 1.21.0, so any world on an older version has no trial chambers to loot.
The one step no guide can do for you is finding the chamber. Our Trial Chamber Finder takes your seed and version — Java or Bedrock — and marks every trial chamber with coordinates, at 99% accuracy, so the only thing left to grind is the vault.
Open the Trial Chamber Finder →A: No. A heavy core has no recipe and is not in any chest loot table — it comes only from ominous vaults in trial chambers, at 7.5% per vault as of Java 26.2 and Bedrock 1.26.40.
A: About 13 on average. At 7.5% per vault, 10 vaults give you a 54% chance of at least one heavy core and 20 vaults give you 79%. Since each player can open a given vault only once, that usually means several chambers.
A: No. Ominous vaults — the ones ringed with red candles — open only with an ominous trial key, which a completed ominous trial spawner ejects 30% of the time. A normal trial key opens only normal vaults, which never contain a heavy core.
A: Get Bad Omen (drink an ominous bottle, dropped by every raid captain killed outside a raid), then walk into the chamber. When a trial spawner sees you, Bad Omen becomes Trial Omen for 15 minutes per level, and every spawner within 15 blocks with line of sight becomes ominous.
A: With breeze rods — each one restores 25% of the mace's durability on an anvil — or by putting Mending on it. The mace has 500 durability on Java and 501 on Bedrock.
A: No. Wind Burst launches you upward after a landed smash, but the enchantment itself does not negate fall damage — only landing another smash attack does. Miss the next hit and you take the full fall.
A: No. Wind Burst is available only as an enchanted book from ominous vaults (5.5% per vault), on both editions. Density and Breach, by contrast, are normal enchanting-table and librarian enchantments.
That is the whole route: chamber → Bad Omen → ominous spawner → ominous key → red-candle vault → 7.5% → mace. The odds are what they are, but the searching part is optional — open the seed map, and every trial chamber in your world is already on it.