Master halls and shrines
Eight training places of the breathing schools appear in newly generated land. Each one serves two related schools, and any single hall keeps one of them. Which one depends on where it stands. Its colours and its reward change to match. Masters themselves don’t live here: the hall is where you practise and learn how to find them.
Every hall has:
- Practice dummies and targets to try your arts on.
- A lectern with the school’s notes. They tell you about the school, explain how to face its Master, and hint at the hall’s trial.
- A supply chest with bread, mutton, apples, torches, arrows, string, paper and a book.
- A reward chest behind a small trial. It holds manual pages for that school, sometimes the full Breathing Manual, sometimes a Technique Scroll, some of the school’s runes, and a few useful basics such as iron, gold, an emerald or a diamond.
Challenging a Master
The lectern says the same thing in every hall. First reach Aura Form or Heart Circle VIII. Then sneak and use a wandering duelist of that school, and do it again within 10 seconds. You can also type /master challenge <school>, for example /master challenge ember.
The eight sites
| Site | Schools | Where to look | Trial |
|---|---|---|---|
| Forge Dojo | Ember or Crimson | Badlands (all kinds), Emberwood Reach | A brick hall with a smoking chimney. The vault at the back is sealed. Strike the seal with the school’s element. |
| Wind Gate | Gale or Thunder | Windscar Highlands, windswept hills, forests and savannas, savanna plateaus | Two tall pillars joined by a beam. Climb the posts one by one to the chest on top. |
| Quarry Hall | Stone or Iron | Windswept gravelly hills, stony peaks, meadows | A stone hall with a sparring pit. Beat the Runebound guard (a vindicator or a husk, depending on the school); the chest is in the pit. |
| Waterfall Shrine | Rime or Tide | Snowy plains, snowy taiga, groves, snowy slopes, ice spikes | A frozen waterfall over a pool. Hop the ledges up to the alcove in the cliff. If you fall, you land in the water. |
| Root Temple | Verdant or Venom | Jungles and dark forests | A stepped, root-wrapped temple. Beat the Runebound bogged in the root pit. |
| Sundial Court | Dune or Hourglass | Desert | A ring of hour stones around a tall gnomon. The shrine behind it is sealed with the school’s element. |
| Star Terrace | Starlit or Dawn | Cherry groves, plains and sunflower plains | A raised terrace with a glowing star map and a telescope. The reading room is sealed. |
| Resonance Chamber | Hollow or Echo | Under deep dark, Belowkeeper Hollows, dripstone and lush caves | Look for a small bell frame on the surface. A ladder leads far down to a chamber of amethyst or sculk with a sealed vault. |
Each school name links to its page, with the Master, the breathing forms and how to learn them. Runebound guards are explained on Runebound.
Opening a seal
A sealed door answers only to its school’s element: fire for Ember, blood for Crimson, earth for Dune, time for Hourglass, arcane for Starlit and Dawn, void for Hollow, and wind for Echo. Strike each block of the seal with a spell of that element. Each one lights up and stays lit for 10 seconds. Light them all in that time and the door dissolves. A seal can’t be broken.
Advancements
You earn an advancement the first time you step into each hall. Each one is named after its site: Forge Dojo, Wind Gate, Quarry Hall, Waterfall Shrine, Root Temple, Sundial Court, Star Terrace and Resonance Chamber.
Notes
- These sites only appear in chunks generated after the update. Old land is not changed.
- See also Master Forms, Breathing Methods and Master Techniques.