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Small dungeon My dungeon is really small and I can’t do anything in it, do I have to go to another world for the dungeon? 75.138.246.68 18:44, 19 May 2020 (UTC)

Merged into the Environments page[]

This article, while well written, is so small that I'd say we merge it - along with all the rest of the biome pages - into the overarching Environment page. MarekkPie 15:00, 23 May 2011 (UTC)

I think it's only so small because the Wiki just started to exist - i'm sure in 2 weeks it will be too much text for an overarching Environment page. Bow Artist3 15:09, 23 May 2011 (UTC)

Loot research[]

I think there should be a loot research like the Floating Islands one. It would be nice to know the chances of finding certain items. --Demian 08:56, 28 May 2011 (UTC)

That might be a bit of a tall order, given that a boss has to be defeated and there's only one dungeon per world. Not to mention how difficult they are to traverse. Plus, there are a large number of chests in the dungeon. So, I'm not sure if any such data would show anything conclusive. It's also entirely possible that the chests within dungeons have the same loot tables as those found elsewhere. ~Markus 11:10, 3 June 2011 (UTC)
Further, Only three of the 10+ chests I found had unique items. Though, I do see data covering the number of Crystal Hearts and chests found in a dungeon to be of use. ~Markus 11:14, 3 June 2011 (UTC)

Dungeon Spawn bug--Water[]

In my main world, the dungeon spawned with the entrance door covered to the top with water. The old man must have opened the door a few times as the inner central area is a bit flooded (but still seems doable). Anyone else having this problem? — Preceding unsigned comment added by Surhotchaperchlorome (talkcontribs) at 01:14, 25 June 2011

Looting the Dungeon Without Alerting Skeletron[]

" As long as you also destroy the dungeon backwalls that are immediately behind you, you will not be considered "in the dungeon." " Unless this changed from the last two updates, I really don't think this is correct. I was doing that with dirt walls behind me and still outside of the walls and he still came after me when I got deep enough. — Preceding unsigned comment added by 67.235.138.162 at 16:00, 25 June 2011

I only started playing the game at v1.0.5, and as far as I can tell you can't mine the dungeon border bricks. Making my own entrances and getaway tunnels is the first thing I do anywhere so yeah I'm pretty sure the technique mentioned in the article's very first section doesn't work in v1.0.5. - Spinfx 07:56, 14 July 2011 (UTC)
Wait, I didn't realize that maybe higher level picks may affect them; I only have a gold pickaxe. If I'm not mistaken the bricks article says Nightmare Pick should be able to mine these. - Spinfx 08:29, 14 July 2011 (UTC)
The Nightmare Pickaxe does in fact mine the dungeon border bricks. Also, you can remove the the dungeon wall blocks in order to prevent dungeon monster spawns (such as the annoying Cursed Skull), but from what others have said, this doesn't seem to protect against the Dungeon Guardian spawning.--Kitsune 02:45, 10 August 2011 (UTC)

Playing on the secret world 05162020 in a small world, I was able to access the dungeon below the surface (which is listed on the wiki page of the seed). I was able to get dungeon mobs to spawn, including a dungeon slime. I killed the dungeon slime and was able to open the one dungeon chest I could reach without triggering the dungeon guardian, which contained a Muramasa and a Shadow Key. I think this should be added because it essentially allows access to underworld loot without killing a single boss. 71.127.222.115 01:42, 4 June 2020 (UTC) 3 June 2020

I’m pretty sure the DG can’t come after you in the Drunk Seed’s dungeon. 108.217.54.150 01:44, 4 June 2020 (UTC)

Incorrect list of 'dungeon-unique' items[]

Definately Enchanted Boomerang and maybe Magic Mirror and Cloud in a Bottle are NOT dungeon-specific. Maybe someone could fix this? -A Random Nitpicky Contributor — Preceding unsigned comment added by 92.19.129.175 at 20:32, 26 June 2011

I went ahead and fixed this. Sokaron, Treasurehunter 01:51, 27 June 2011 (UTC)
The bones arent a unique drop either, you can also get them from Skeletons underground. Darkwater 08:53, 16 July 2011 (UTC)
No, you can't. Skeletons only drop hooks. --GauHelldragon 09:09, 16 July 2011 (UTC)

dungeon/corruption overlap[]

so i made a new world after 1.0.5. and my dungeon was created with corruption almost directly behind (er, to the right of) it. i jumped down the first chasm, and i saw where the dungeon kinda got cut off... right before the dungeon guardian killed me. i had corruption walls behind me when it happened, i think this might be a bug? haha. i'll have to take a closer look once i kill skeletron. — Preceding unsigned comment added by Martian Cookie (talkcontribs) at 08:57, 3 July 2011

Could you post an image. I don't 100% understand what you mean. --Moxxy 21:14, 3 July 2011 (UTC)
um. well i haven't killed skeletron yet. i'll post one after i do, so i can give you a good look. as soon as i get close enough to see it, the guardian kills me. — Preceding unsigned comment added by 76.178.128.197 at 07:07, 4 July 2011
ok, so i got a couple good screenies that show it pretty well: — Preceding unsigned comment added by Martian Cookie (talkcontribs) at 10:54, 4 July 2011
Dungeon-corruption overlap1
Dungeon-corruption overlap2
so i think that part of the update was to prevent the "sneaking" of dungeon loot before defeating the boss. guardian now attacks as soon as dungeon tiles (underground) appear on your screen. be very careful in hcm, lol.--Mergatroid 09:40, 5 July 2011 (UTC)

It's just way too dangerous to try to loot the dungeon w/o Skeletron killed[]

Apparently the new Dungeon Guardian insta-kill both at day and night, goes at the speed of a bullet right to ram into you. And he can spawn even if the ambience music hasn't changed. Apparently he will spawn even if you haven't triggered the dungeon biome outright. I think dungeon tiles trigger the guardian now, even if you are above the ground, I was 5 blocks over the surface, and the skull ramed into me while the night ambiance was still playing

Just to say : Don't even think about getting past the door, or you will have the scare of your life, and that even if you stay above ground --84.100.116.199 20:13, 20 July 2011 (UTC)

citeria for man-made dungeons[]

original question by DLAJT24, and posted by guest: "DLAJT24: i know the mechanics of a dungeon but what is actualy the 'requirements or 'criteria' for a 'man-made' dungeon, i know it can be made in the upper cave areas and so on, but what criteria must be met to make your own dungeon? does it need at least 1 water candle, etc.? does it need doors to function properly? and does a man-made dungeon summon the skeleron guardians the same way a randomly generated one does? and it says dungeons are made of uncraftable objects, does that mean you cant craft dungeon blocks? (IE dungeon bricks crafted into dungeon brick walls, etc.) *also a dungeon = a max stack of 250, which infact isnt a whole lot to make your own somewhere* --Preceding unsigned comment added by 99.20.242.10 (talkcontribs)

...that's a pretty zealous Dungeon Guardian![]

Reporting that you can, in fact, get stomped on by the dungeon guardian even without entering the dungeon itself. I'd been spelunking and ran into the dungeon from the side. Since I was unable to enter (gold pick), I dug up alongside it to see where it went. I've only visited the wiki when I was stuck to maintain surprises, so I knew it was a dungeon, but didn't suspect any other danger. After a good 15+ minutes of following the border upward, the dungeon guardian flew out of nowhere and killed me. I almost had a heart attack, haha. 71.74.64.251 21:58, 6 August 2011 (UTC)

Number of Chests[]

I've recently slogged through my dungeon and destroyed every single chest. I've found exactly 20 and no more after those 20. This is on a medium world. Anyone willing to see how many there are on small/large worlds? 75.36.152.127 05:38, 14 August 2011 (UTC)

Attempting to wrap my head around the (invariably obfuscated because of local variables) code makes my head hurt. The number of Dungeon rooms is random, but depends on the world size. For every Dungeon room, 1000 attempts are made to add a chest, but obviously that can fail somehow because we've all seen empty Dungeon rooms before. In any case, providing a definite number isn't possible. --Lunboks 10:32, 14 August 2011 (UTC)

Tips and Tricks[]

Forget it, saw it was at the monster wikis --Chicunsu 10:54, 27 August 2011 (UTC)

I killed Skeletron, but Dungeon Guardians still spawn.[]

What happened? If I can't enter the dungeon, I'm going to be really pissed. — Preceding unsigned comment added by 71.55.84.61 at 18:14, 24 December 2011

Jungle and Dungeon[]

The information on how the jungle and dungeon spawn is wrong; I've found a dungeon in the jungle (It was actually quite cool), I'll fetch pics later. — Preceding unsigned comment added by 71.175.67.91 at 00:19, 11 February 2012

You shall pass?[]

I discovered a interesting bug to let yourself into the dungeon without having to kill the skeleton. All you need to do is beat down the door with a hammer and walk right on in. If you don't open the door then nothing will attack you. When I did this it was the middle of the day (was killing some boredom waiting for night) so I don't know if the process is as successful at night and as I have killed the skeleton can no longer try. Just some interesting bug. --user: Pockyninja — Preceding unsigned comment added by 69.137.63.143 at 00:53, 15 February 2012

Signatures make it much easier to see when you posted. They're made simply with two dashes (--) and four tilde (~) signs. How far down did you go? Did you actually explore deep enough to actually encounter dungeon enemies without being killed by dungeon guardians, or did you just go down a couple flights of stairs and then escape before things went sour? Because dungeon guardians only spawn after passing a certain depth, which is either exactly the same or slightly higher than the point at which dungeon enemies start spawning. If you didn't encounter any dungeon enemies, I don't think you actually bugged it, you probably just didn't go low enough to spawn the guardians. --Adam222 02:36, 14 February 2012 (UTC)

(original poster) I don't remember how far I went but I did kill a few angry skeletons and see a spike ball. I also got some of the loot out of there. Though I was under the impression the guardians spawned as soon as you opened the door without killing the boss. Someone should retest this to check it if I get a chance I will do it myself and post my findings. --user:Pockyninja (69.137.63.143) 7:52, 14 February 2012

I am wondering if it is possible that your dungeon can spawn without all the unique loot in it, or if I just cant find the cobalt sheild. I'm curious about this since I got multiple aqua scepters (2), magic missles (3), and water bolts (3). --Solrex 02:51, 11 December 2012 (UTC)

I tried to enter a dungeon without killing Skeletron by taking down the door, but it did not work. Probably because I opened the door before to try to get water bolt. This is in a different world than the one where I cannot find the cobalt sheild --Solrex 03:09, 11 December 2012 (UTC)

Guide link at top of page[]

I have noticed that at the top of boss pages etc there is a guide link, please can someone add a link to Guide:Surviving_in_the_Dungeon I do not know how to do it, else I would have done it myself. Matthew Carter (talk) 19:24, 11 June 2013 (UTC)

Done :) Equazcion2 (talk) 19:38, 11 June 2013 (UTC)

Faction flags?[]

1.2 Now generates with biome-key locked chests and Faction Flags. which denote what will spawn there in Hardmode.

So what happens if you take down all of the flags before hardmode starts? -- KhymChanur (talk) 07:28, 6 October 2013 (UTC)

Oops, "denotes". So removing or moving the flags won't have any effect. -- KhymChanur (talk) 11:11, 6 October 2013 (UTC)

Add info on banner colors and faction specific mobs. --74.96.238.15 18:34, 6 October 2013 (UTC)

Strange Dungeon Generation in 1.2.2[]

Generated a world in 1.2.2, and the dungeon was generated at the end of a desert with the staircase WAY up in the air. I had to scale the outside of the dungeon with a grappling hook, make my way across the underside of the stairs, and construct a wooden platform at the end to get up there. Took a screenshot of this, which I'll attach when I can figure out how. -- CDarklock (talk) 00:17, 20 December 2013 (UTC)

AirDungeon

Low Quality Video[]

http://www.youtube.com/watch?v=8KBn29ryhmQ

I don't know how to add a new topic. The above video. It is bad. It is a link in the dungeon page Should be removed or reviewed if it meats wiki quality. "which it doe snot" — Preceding unsigned comment added by 71.170.0.21 at 00:25, 18 February 2014

Question as to why my dungeon has multiple backgrounds.[]

I was doing general stuff in my dungeon [Im in hardmode post-Plantera] and I figured out that my dungeon was the type with hell-armoured skeletons [I forget what it's called] And I saw a rusted skeleton! I was confused because rusted skeletons only spawn with a different background. After closer examination, I discovered that my dungeon had all three types of background! The dungeon had different 'sections' of different backgrounds, although you could find small patches of different backgroun din the middle of a section. On the minimap the different types of background had different shades. I had the bluue dungeon so one type was dark blue, one was light-ish blue and one was average blue. I dont know how to add screenshots so tell me how and ill try to add some.

Notes: I have basicly end-game gear, and I still got down to under 200 hp a few times, and I got killed after an encounter with a single paladin, so I think that the dungeon page saying 'It is reccomended that players do not enter the post-plantera dungeon until aquiring Hallowed armour or better' is false. Why? See above, I have beette armour with the defence bonus.

Also note that I am using the Gameiki creative mode mod. I dont mean to advertise but it is a great mod which allows large-scale builders to make their projects soo much eis##sier than without it. It includes things like toggle eneimies, infinite reach, reveal map and more. Im not advertising, but just saying how usefull it is. Unfortunately it has yet to aquire a godmode feature, hence my death to the OP paladin.

--217.155.99.51 21:34, 18 February 2015 (UTC) by Pixelstorm

It's possible for all dungeons to have multiple backgrounds, and many do have all three, especially on larger worlds- which, naturally, have larger dungeons and higher chances of multiple back walls. --Gearzein (talk) 21:42, 18 February 2015 (UTC)

Dungeon extension / Artificial Dungeon[]

Dungeon Extension

Extended Dungeon

I'm not good at English, please someone add this. As long as players are in the 'generated' Dungeon, Dungeon mobs also can spawn from player placed dungeon blocks. Dungeon can't be man-made but it can be extend. The minimum requirement is 1 brick and 1 wall above it. The enemy types are determined by the wall 'behind' the bricks (not the above one).

EDIT: I lied. The player extended dungeon only spawns brick wall mobs regardless of the walls behind it. Slab and tiled wall enemies still need generated dungeon. — Preceding unsigned comment added by Zoonosis58 (talkcontribs) at 09:16, 23 April 2015

"A player is considered to be in the Dungeon"... note is at least incomplete.[]

I'm fairly sure this refers to behavior that has since been changed, and specifically to spawning behavior. I haven't checked with the Guardians, but I'm pretty sure that for both normal spawns and fishing, being "in" the dungeon requires being in front of (presumably naturally-placed) Dungeon wall. --MentalMouse42 (talk) 11:40, 30 March 2018 (UTC)

Furniture section[]

The furniture section needs a list of the items that can found in the dungeon. Terrariahelper2726 (talk) 23:02, 12 October 2018 (UTC)

There's already a link to Dungeon furniture from the Dungeon#Contents section. Does it really need its own section? 86.115.19.146 10:53, 13 October 2018 (UTC)

Underground Desert and the Dungeon[]

In my PC 1.3.5.3 world, I have the underground desert and dungeon spawned on the same side of the map. Should the section of the article claiming they cannot be be updated?

Dungeon spawning in the middle of world[]

I was on a new world of Terraria and found the dungeon in the middle left of my world. It was very far away from the edge of the world. This must be very rare as I've played Terraria for a while and have never seen this.

Altars in the dungeon[]

The Wiki says that altars spawning in the dungeon have only been seen in a crimson world on console and mobile. Well guess what. I'm on PC. Seed : 1864819540 Medium size, Normal mode, Corruption. Note from the minimap that the only nearby Biomes are Desert and Forest.


Altarsscreenshot

Condition's for something to be a "Dungeon"[]

I have been doing some experimentation with EXACTLY what the game considers to be a dungeon.

First of all there needs to be at least 250 of any dungeon brick/slab/tile blocks (walls are not counted, they can be any combination of colors and varients, they can be player-placed or natural)

A player will only be considered to be "inside" the dungeon if there is at least 1 "natural" dungeon wall at the center of the player's area and the player is below 0' (a.k.a Underground or below)

While inside the dungeon: normal monster spawns are overidden with dungeon spawns. When the game attempts to spawn a monster it will check:

• If there is a dungeon wall at the spawn position (can be player-placed or natural, wall type changes which dungeon monsters can spawn at the position)
• If the spawn point is below 0' (a.k.a Underground or below)

If either of these conditions are false then the monster will not spawn. A side effect of this is that if there is very little area monsters can spawn, the spawn rate will likely be quite slow. Aidanamite (talk) 02:52, 28 September 2020 (UTC)

Okay, I had a little oversight during my testing. The area that the enemies spawn does NOT require dungeon wall. It can be any wall type. There just has to be wall there (cannot be "sky"). Additionally, the area specific enemies (post-Plantera ones) can ALL appear with any wall type other than dungeon walls. The specific types of dungeon wall don't "allow" specific ones, they restrict specific ones. Using a non-dungeon type wall allows enemies from any area to spawn while using a dungeon wall will limit the spawns to that wall's area type. Aidanamite (talk) 19:03, 14 November 2020 (UTC)

Dungeon Housing Living Preferences[]

I was planning on making a bone-themed house in the Dungeon on my Mobile account, so I checked the Dungeon wiki page for reference, but there was no living preferences page! Does anyone know the living preferences for the Dungeon? Please tell me if it has any correlations to other biome preferences (e.g. if it has the same living preferences as the Caverns, Underground Corruption, etc. Swilloughby1 (talk) 22:29, 18 November 2020 (UTC)

Also specifics! Swilloughby1 (talk) 22:30, 18 November 2020 (UTC)

Taken from a footnote on NPCs#Happiness, "The Dungeon, Corruption, and Crimson biomes always maximize Town NPCs' unhappiness. Information taken from the Desktop 1.4.0.5 source code, method ProcessMood() in Terraria.GameContent.ShopHelper.cs. There may be inaccuracies, as the current Desktop version is 1.4.1.2." (Not entirely clear on how this works myself, but I guess the evil biome paintings will never be acquired for their base price...) Don't quote me on anything - the NPC happiness system confuses me, too. --2057clones (talk) 22:53, 18 November 2020 (UTC)

Some detail about post-Plantera enemy spawning[]

I think the current post-Plantera section is not clear enough, so here's some detail from code digging.

The exact mechanic of enemy spawning is explained in the NPC spawning page. Before spawning attempt, the biome player is in is checked first: you'll need enough dungeon brick nearby, and be in front of a piece of NATURAL DUNGEON WALL. (On older version any natural wall will suffice, but now it's no longer the case.) And the type of this piece of wall is completely disregarded.

Then, when actually trying to spawn something, the game first try to find an valid empty position. And again, the type of wall at this tile is totally irrelevant: the game don't even check whether there's any wall here.

Finally, the game will "move to the ground" (go downward until get an empty position directly above a solid block). The type of dungeon wall here is the ONLY one that matters. For example, you can stand in front of some slab wall, and have all dungeon's worth of tile wall around you. And as long as there is a 1-tile-thin lining of brick wall directly above all valid spawning surface, you will get tons of blue armoured bones, necromancers and paladins. (Of course the luck mechanic will let something else slip in. On older version you should get them exclusively.)

Also, dungeon spirits will ONLY spawn if the enemy is slain in front of any natural dungeon wall. An enemy farm that kill dungeon enemies somewhere else is likely a bad idea.


  • irrelevant rant*

I HAVE AN OVERWHELMING URGE OF CHOKE THE ONE WHO WRITE THE TERRARIA.NPC.SPAWNNPC() METHOD TO DEATH WITH MY BARE HANDS

  • irrelevant rant ends*
61.181.2.184 09:12, 11 July 2022 (UTC)
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