Pirate Shelter

Find the Pirate Shelter in the Ice Maze, survive its Eels and frozen crew, and use a Frozen Key to open the Frozen Chest for the Rune of the Storm.

Aquamirae Mod Wiki Updated 8 min read

A Pirate Shelter is a hole in the seabed with close to 100 containers at the bottom of it. That is not an exaggeration for effect; it is the actual count, and it makes this the richest structure Aquamirae generates by a very long way. The crew dug it when the fort above them ran out of fuel, and then they never came back up.

It is also the rarest thing in the mod, and the only place two of its creatures exist at all. An Eel sits in the chamber and ten Tortured Souls wander it, and neither of those spawns anywhere else in the world. At the bottom, behind a lock you cannot break, is the Frozen Chest and the Rune of the Storm the last Logbook entry raves about.

Finding the Structure

Shelters generate only inside the Ice Maze, and they are placed on a spacing of 30 chunks with a separation of 20. Put next to the shipwrecks at a spacing of 6, or the outposts at 18, that makes the shelter comfortably the rarest structure in the mod. You will not stumble across them the way you stumble across everything else here.

A Shelter Entrance underwater

The visible part is also tiny. All that breaks the seabed is a small shaft of Spruce, Blue Ice and Packed Ice with a Lantern in it, and in dark water with a Maw pack circling you it is genuinely easy to swim straight over one. Given how far apart they are, the locate command is the honest recommendation here.

/locate structure aquamirae:pirate_shelter

Getting there means surviving the maze first, and the shelter is the deepest trip in the mod. The water freezes you and drains your air on the way down, and a death at the bottom of a tunnel under the ocean floor is usually a death you do not recover your gear from.

Find the nearest Pirate Shelter in your worldEnter your seed on our Aquamirae seed map and get exact coordinates.

Layout

The structure comes in three pieces stacked on top of each other. The entrance shaft starts about fourteen blocks below the ocean floor, a plain ice tunnel drops from it, and the chamber sits at the bottom of that. You may have to dig through the bottom to reach the actual Shelter structure.

Vertical shaft that leads to the Shelter

What the crew built down here is a camp rather than a fort. There are Campfires, a Crafting Table, a Stonecutter, Composters, Hay Bales, Note Blocks, Banners on the walls and beds of Barrels stacked against the ice. Wisteria Niveis and Luminescent Bubbles grow on the frozen walls, and a Golden Moth sits in a jar giving off light, which is the only genuinely warm thing in the room.

The Shelter House, with an Eel beside it

Two fixtures matter more than the rest. One Lectern holds the crew’s last Logbook, and the Frozen Chest sits at the top of the house structure, holding the Rune of the Storm. Neither is hidden; you simply have to be alive long enough to reach them.

Mobs

Unlike the Outpost and the Pirate Ship, the shelter has no spawn overrides at all, so nothing here respawns and nothing wanders in. Clear it once and it stays cleared, which changes the whole shape of the fight: you can retreat up the tunnel, heal, and come back to a room that has not refilled itself.

1

Eel

One only, and it cannot move

The Eel has 160 to 200 health, 20 armor and hits for 8, and its bites poison you, and heal it for more than it dealt, so a slow fight goes badly. Arrows and thrown Tridents do nothing to it and it cannot be knocked back at all. The detail that makes it survivable is the one nobody mentions: it can’t walk or slither, so it physically cannot chase you.

The Eel tries to bite the player

That means every fight with it is on your terms. Walk out of its reach whenever your health dips, wait, and walk back in, and there is nothing it can do about it beyond burrowing and resurfacing somewhere else in the room.

Its roar drags you toward it and layers Slowness and Darkness on you, so the thing to avoid is being pulled in with no health left. There is exactly one Eel per shelter and it does not come back.

2

Tortured Souls

Ten of them, 30 HP each

Tortured Soul in the Shelter

These are the frozen dead of the crew, and there are ten in the chamber. Each has 30 health, 4 armor and hits for 7, which is more than a Vindicator, and they resist knockback. On land they crawl at a movement speed of 0.2 and are easy to walk away from, but their swim speed is 3.0, so the moment any part of the room floods they stop being slow and become the fastest thing in it.

3

The surviving crew

13 Pillagers, 13 Vindicators, 1 Evoker

Over 20 illagers are also down here, which is the largest concentration in the mod, and in a room this size they arrive as a wall rather than a trickle. They are stock vanilla pillagers and vindicators at 24 health, re-textured as pirates only because they happen to be in the Ice Maze. The placed ones do carry Aquamirae’s loot tables, so emeralds and the occasional pouch are on the table.

4

Golden Moths

Four, harmless

Golden Moths drift around the chamber and will never do anything to you. Catch one in a glass bottle and you get a Golden Moth in a Jar, which is a light source you can carry off and place anywhere. Along with the ice arches on the surface, the shelter is one of only two places these generate.

Loot

The chamber holds around 100 containers that actually contain something, drawn from six different loot tables, plus 62 Barrels and 2 Chests that are pure decoration and will always be empty. There is no way to tell the two apart by looking, so you will open a lot of nothing on the way through. It is still an enormous haul.

What the containers draw from
Table Count What it gives
Camp barrel65Cod, salmon, sticks, leather, Sharp Bones, Pirate Pouch
Shipwreck supply13Paper, crops, coal, moss, enchanted leather armor, TNT
Aquamirae treasure8Emeralds, diamonds, Dagger of Greed, Sea Stew, Horizon disc
Shipwreck treasure7Iron, emeralds, gold, diamonds, Bottle o’ Enchanting
Aquamirae supply5Fish, wheat, Spinefish, Fin, Esca
Village toolsmith5Diamonds, iron, iron pickaxe and shovel, bread

Eight of those are the mod’s treasure table, which is the same one the Frozen Pirate Ship uses and the only place the Dagger of Greed and the Horizon Music Disc appear outside the Frozen Chest. Each one rolls the good pool once and then a bulk metals pool three to nine more times, so a shelter with eight of them typically leaves you carrying more gold and iron than you can be bothered to sort.

Aquamirae Treasure Chest

Eight of these in the chamber. First pool rolls once; the metals pool rolls 3-9 times.
Pirate Shelter Treasure Chest
Emerald
Emerald
x1-3 60% COMMON
Diamond
Diamond
x1 20% UNCOMMON
Sea Stew
Sea Stew
x1 10% UNCOMMON
Dagger of Greed
Dagger of Greed
x1 6% RARE
Music Disc
Music Disc
x1 4% RARE
Gold Ingot
Gold Ingot
x1-4 33% COMMON
Iron Ingot
Iron Ingot
x1-3 27% COMMON
Nautilus Shell
Nautilus Shell
x1 7% UNCOMMON

The 65 camp barrels are the bulk of the count and the reliable source of Pirate Pouches, at roughly a seven percent chance on each of their one to four rolls. Sharp Bones come from the same table and feed straight into crafting. Between the barrels and the crew, most players walk out of a shelter with a stack of pouches to open somewhere warmer.

The Frozen Chest

The Frozen Chest cannot be mined, exploded or forced. You open it by right clicking with a Frozen Key in hand, at which point it consumes the key, bursts open and becomes an ordinary chest. Without a key it does nothing at all, so there is no version of this trip where you arrive without one and improvise.

The Frozen Chest

The key comes from the Ghost of Captain Cornelia, which makes the shelter the last stop of a chain rather than a place you find on its own. You take a Shell Horn off the captain aboard a Frozen Pirate Ship, sound it near open water in the Ice Maze to summon her, beat her for the key, and then come down here.

One key, one chest, and the key is spent

Opening a Frozen Chest destroys the Frozen Key, and each chest holds one hoard. A second Rune of the Storm means finding another shelter and beating Cornelia again for another key. Carry the key with you before you make the dive rather than finding the chest and having to come back.

The hoard itself is much larger than most write-ups suggest. It rolls four separate pools, the first of them eight to twelve times, and the odds below are what those pools actually work out to rather than a guess. Only the Rune is guaranteed, but almost everything else lands more often than not.

Frozen Chest (Frozen Key Required)

Worked odds across all four pools.
Frozen Chest
Rune of the Storm
Rune of the Storm
x1 100% LEGENDARY
Emerald
Emerald
x1-4 97% COMMON
Gold Ingot
Gold Ingot
x1-2 97% COMMON
Enchanted Golden Apple
Enchanted Golden Apple
x1 79% EPIC
Diamond
Diamond
x1 79% UNCOMMON
Golden Apple
Golden Apple
x1 79% UNCOMMON
Treasure Pouch
Treasure Pouch
x1-2 56% UNCOMMON
Collectible Painting
Collectible Painting
x1 52% UNCOMMON
Totem of Undying
Totem of Undying
x1 28% EPIC
Dagger of Greed
Dagger of Greed
x1 28% RARE

The second pool is worth calling out separately because it is easy to miss. It rolls one to three times across an Iron Sword, a Bow, a Crossbow, an Iron Axe and Treasure Pouch, and every one of those weapons comes enchanted at treasure level 15 to 25, which is well past what a normal enchanting table will give you.

The Logbook

The shelter’s Lectern holds the last of the three Logbooks, and it is much shorter than the other two because there was not much left to write. Entry #41 explains why nobody escaped: “Some creatures that look like eels crawled out of the depths of the underworld, depriving us of the opportunity to return back to the surface.” That is the Eel in the room with you.

The rest of the entry gives up. “This place will become our grave, our eternal tomb. For us and that damned rune…” Then the last entry stops being coherent at all, and whoever was writing it describes something whispering the secrets of ice and snow to them before trailing off into ice.

FAQ

How rare is the Pirate Shelter?
›

It is the rarest structure Aquamirae generates. Its placement uses a spacing of 30 chunks and a separation of 20, against 25 for the pirate ships, 18 for the outposts and 6 for the shipwrecks. Add in that the only visible part is a small shaft in the seabed and you should expect to use the locate command rather than find one by exploring.

Why are the chests at the entrance empty?
›

Because the loot table they reference does not exist. The three entrance chests point at aquamirae:chests/shelter_entrance, which was never included in the mod’s data, and Minecraft resolves a missing table to nothing. It is missing from the 1.21.1 builds as well, so this is a bug rather than something an update will fix for you.

How do I open the Frozen Chest?
›

Right click it holding a Frozen Key, which drops from the Ghost of Captain Cornelia. You summon her with a Shell Horn taken from the captain aboard a Frozen Pirate Ship, sounded near open water inside the Ice Maze. The chest cannot be broken or opened any other way, and it consumes the key when it opens.

Is the Rune of the Storm worth the trip?
›

On Forge 1.20.1, not on its own, because the Rune has no function there at all. Its item class is empty apart from the glint and nothing else in the mod reads it. On 1.21.1 NeoForge it does work, attaching at a smithing table for +40% damage or -10% damage taken in cold biomes. Either way the rest of the chest, the guaranteed Totem from the Evoker and the hundred-odd containers in the chamber make the shelter worth clearing.