The Sky Sanctums
Seven giant islands floating at the top of the sky, one per Spirit: what they look like, where and how often they spawn, their chests, and how their Spirit comes back.
The sky sanctums are the lairs of the
Spirits: seven giant islands, one per Spirit, floating at the very top of the sky, their summit brushing the build limit. They are very rare, no path leads down to the ground, and at the centre of each arena sleeps a Spirit who wakes when you arrive — and comes back three hours after her defeat.
Overview
| Sanctum | Spirit | Size (W × H × L) | Base | Arena around | Chests | Spacing |
|---|---|---|---|---|---|---|
origami_sanctum |
119 × 104 × 119 | Y 214 | Y 257 | 4 | 5,120 blocks | |
nia_sanctum |
111 × 96 × 111 | Y 222 | Y 263 | 3 | 5,632 blocks | |
kurumi_sanctum |
120 × 104 × 120 | Y 214 | Y 263 | 4 | 5,120 blocks | |
yoshino_sanctum |
111 × 96 × 111 | Y 222 | Y 263 | 3 | 5,632 blocks | |
mukuro_sanctum |
120 × 104 × 120 | Y 214 | Y 265 | 4 | 5,120 blocks | |
natsumi_sanctum |
111 × 96 × 111 | Y 222 | Y 263 | 3 | 5,632 blocks | |
miku_sanctum |
111 × 96 × 111 | Y 222 | Y 264 | 3 | 5,632 blocks |
Full identifiers: dateaslime:<name>.
Generation
- Where: in every Overworld biome, regardless of terrain: the island floats at a fixed height, its base at Y 214 (Origami, Mukuro, Kurumi) or Y 222 (the other four), its top at Y 318.
- Rarity: each sanctum has its own grid. For Origami, Mukuro and Kurumi, one per square of 320 chunks (5,120 blocks), at least 160 chunks (2,560 blocks) between two of the same Spirit. For Nia, Yoshino, Natsumi and Miku, one per square of 352 chunks (5,632 blocks), at least 176 chunks (2,816 blocks) apart. The seven grids are independent.
- No monsters spawn inside them, and nothing leads down to the ground: no stairs, no ladder. Get up by flying, building or with ender pearls.
The Spirit and her marker
At the centre of each arena, an invisible marker (dateaslime:spirit_sanctum) watches over the Spirit:
- it calls her ten seconds after the area loads ("Spirit awakens in her sanctum.", for players within 96 blocks);
- it remembers the last time it saw her alive and calls her back 180 minutes later — game time, server running. Set with the
spiritRespawnMinutesgamerule (0 = never); - the leash: if the Spirit strays more than 72 blocks away, or falls more than 24 blocks below the arena, she is brought back to the centre. You cannot beat a Spirit by pushing her into the void;
- there are never two Spirits: an old one coming back after her replacement is sent away.
An operator can place a marker by hand, with Spirit = origami, mukuro, kurumi, nia, yoshino, natsumi or miku:
/summon dateaslime:spirit_sanctum ~ ~ ~ {Spirit:"nia"}
Commands
/locate structure dateaslime:nia_sanctum
/place structure dateaslime:nia_sanctum
Replace nia with the Spirit you want. /place generates the sanctum at your horizontal position, at its usual height in the sky.
The seven sanctums
A white quartz citadel. A 75-block arena stamped with a gold and blue rose window; eight of Metatron's feather cannons standing on bastions — one of them blackened; a golden halo floating 31 blocks above, linked to the cannons; arcades and a crystal keel under the island, and four islets around it. One of the four chests can only be reached by flying.
Chests (×4) — 6 to 10 items from: gold ingots (3-9), Nether quartz (8-24), glowstone dust (6-16), glowstone (2-6), bottles o' enchanting (4-12), spectral arrows (8-24), diamonds (1-4), emeralds (2-6), amethyst shards (3-9), phantom membranes (1-4), ender pearls (1-4), end rods (2-6), golden apples (1-2), an enchanted book, golden carrots (3-8), netherite scrap (1-2).
Plus one rare roll: enchanted book lvl 25-35 (16%), enchanted diamond sword or bow lvl 25-35 (8% each), netherite scrap 1-3 (8%), totem of undying (8%), enchanted golden apple, trident, elytra (4% each); nothing 40% of the time.
An open-air library. A great open book inlaid in the arena's paving, a standing book to the south (two covers in a V with the spine between them), a spiral of flying pages around the disc and eight bookshelf alcoves.
Chests (×3) — 5 to 9 items from: books (3-9), paper (8-24), ink sacs (4-12), glow ink sacs (2-6), bookshelves (2-6), amethyst shards (4-10), copper ingots (6-18), lapis lazuli (8-20), bottles o' enchanting (3-8).
Plus one rare roll: enchanted book (32%), name tag (21%), spyglass (16%); nothing 32% of the time.
A giant clock face, lying flat. Twelve golden Roman numerals (with IIII), musket- and flintlock-shaped hands inlaid, a 55-block clock tower at XII, dial towers at III and IX, a broken tower at VI, flying arches, a 40-block twisted keel hung with pendulums, pools of shadow, drifting gears and an altar. One of the four chests can only be reached by flying.
Chests (×4) — 6 to 9 items from: gold ingots (3-9), gold nuggets (6-18), diamonds (1-3), emeralds (2-6), bottles o' enchanting (3-9), ender pearls (1-4), amethyst shards (3-10), red candles (2-6), a clock, echo shards (1-3), crying obsidian (2-6), golden apples (1-2), an enchanted book, gilded blackstone (1-3), soul lanterns (1-2).
Plus one rare roll: enchanted book lvl 25-39 (20%), netherite scrap 1-2 (10%), enchanted golden apple (5%), totem of undying (5%), "5" and "otherside" music discs (2.5% each); nothing 56% of the time.
A frozen lake. A six-branched snowflake carved in the middle of the arena, and Zadkiel's two ears in ice, 44 blocks tall, standing outside the railing. A rain of icicles hangs all around, longer on the ears' side.
Chests (×3) — 5 to 9 items from: blue ice (4-16), packed ice (8-24), prismarine crystals (4-12), sea lanterns (2-6), snowballs (8-16), lapis lazuli (6-18), diamonds (1-3), heart of the sea (rare).
Plus one rare roll: leather boots (32%), golden apples 1-2 (21%), enchanted golden apple (5%); nothing 42% of the time.
An indigo lock plate pierced by a golden keyhole, marked with a twinkling four-pointed star. Eleven pin towers; Michael driven into the edge, its star ring standing like a triumphal arch and its bit under the torn-up mountain hanging beneath the island; meteors and two rifts. One of the four chests can only be reached by flying.
Chests (×4) — 6 to 10 items from: gold ingots (3-8), raw gold (2-6), a block of gold, diamonds (1-3), emeralds (2-5), amethyst shards (4-12), bottles o' enchanting (3-8), ender pearls (2-4), an enchanted book, golden apples (1-2), enchanted golden apple (rare), a spyglass, a lodestone, a recovery compass, crying obsidian (2-6).
Plus one rare roll: netherite scrap 1-2 (15%), end crystal (9%), totem of undying (6%), "Relic" music disc (3%); nothing 67% of the time.
A witch's clearing. A mossy meadow with Haniel's star inlaid in it, a hedge of dark oak and pumpkins, a colossal witch hat to the north — the landmark you can see from the ground —, six mirrors standing around the arena, two huts, a cellar, roots hanging under the island, and three islets each with a broom planted in it.
Chests (×3) — 5 to 9 items from: pumpkin pies (2-6), glass (8-24), emeralds (2-8), amethyst shards (4-10), glow berries (4-12), ender pearls (1-4), bottles o' enchanting (3-8), diamonds (1-2).
Plus one rare roll: long invisibility potion (29%), carved pumpkin (24%), golden apples 1-2 (19%); nothing 29% of the time.
A concert hall. A floor of concentric waves of violet glass lit from below, the stage in the middle where Gabriel's organ lands, 48 light bars around it like an equaliser (their heights follow a real spectrum), eight spotlight masts, an underside of speaker cones, and three islets each bearing a glass quaver.
Chests (×3) — 5 to 9 items from: note blocks (2-6), amethyst shards (4-12), a goat horn, a jukebox, glowstone dust (6-16), emeralds (2-8), bottles o' enchanting (3-8), diamonds (1-2).
Plus one rare roll: a music disc (one of those creepers drop, 50%), golden apples 1-2 (25%); nothing 25% of the time.
Quantities in brackets are per stack; the same stack can come up more than once.
Tips
- Look up while exploring: the keels, towers and Natsumi's witch hat hang or point well above the clouds.
- Plan the climb and the way back down: the island starts above Y 214, often 150 blocks or more above the ground.
- The chests are the real reward: the Spirits themselves only drop experience and, one time in a hundred, their
Qlipha Crystal. - The chests only fill once; the Spirit, however, comes back.
See also
The Spirits — the Spirits and their AI- The Extractor Cathedral — the mod's other structure
- Gamerules —
spiritRespawnMinutes - Useful commands — useful commands
