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Biomes refer to the different types of areas that a Terraria world can contain. Biomes can each contain their own characteristic terrain blocks, collectible items, backdrops, background walls, enemies, critters, theme music, Angler Quest fish, and other traits.
The most common biomes are Forests, located on the surface. Going farther left or right will eventually lead to The Corruption/The Crimson, Deserts, Snow, Jungle, the Dungeon, and at the far right and left of the world, the two Oceans.
Space spans the entire width of the world above the surface. Below the surface, there are several underground biomes: They begin at the Cavern layer and include the Underground Glowing Mushroom biome, the Underground Jungle biome, the Ice biome, and the Underground Desert. The very bottom of the world consists of The Underworld.
After the initial defeat of the Wall of Flesh in The Underworld, the world converts to Hardmode, and new areas of Corruption or Crimson will form, as well as a new biome, The Hallow, in addition to underground versions of those.
The Corruption, Crimson, and Hallow are all "contagious" biomes which spread to certain adjacent blocks. Prior to entering Hardmode, the Evil Biome will only slowly spread with its grass, but once Hardmode begins all three biomes will spread directly through most Soil blocks, Vines, and Thorny bushes.
- 1 Space
- 2 Surface/Underground
- 3 Cavern
- 4 Underworld
- 5 Hardmode
- 6 Mini-Biomes
- 7 Micro-Biomes
- 8 Treasure Rooms
- 9 Removed Biomes
- 10 Hybrid Biomes
- 11 Notes
- 12 Trivia
- 13 History
- 14 References
Space[edit | edit source]
Space is the layer that appears at the top of the world: at about 700 feet, or more for medium sized worlds. The sky is dark, and even if the sun is still visible, you can see the stars. Low gravity affects players and enemies. Enemies will still spawn in space, but not as often. Space has a unique background and music as well as its own unique enemies - Harpies from the start of the game and Wyverns, Martian Probes and Arch Wyverns during Hardmode.
Surface/Underground[edit | edit source]
Biomes that appear above the Cavern layer function as surface biomes, although they can and often extend underground, below 0 feet, in which their distinct underground music will start to play. Actual "underground" versions of biomes, such as the Ice biome, with different subterranean features, do not begin until the depth of the Cavern layer.
Purity / Forest[edit | edit source]
Forests are the most common surface biome, and are where the player usually spawns upon starting a new world. Green grass grows across the dirt, which can spawn Mushrooms, Dayblooms, and Trees. Forests appear whenever no other biome is valid.
Snow[edit | edit source]
Snow biomes are winter-themed biomes predominately made of Snow and Ice Blocks. Snow falls constantly, though this is only an aesthetic effect. The Snow biome is always located opposite to the Jungle and thus on the same side of the map as the Dungeon. A minimum of 300 / 1500 Snow or Ice Blocks are required for an area to count as a Snow biome.
Desert[edit | edit source]
Corruption and Crimson[edit | edit source]
A world will always generate with an Evil Biome – either Crimson or Corruption, but never both. The only exception is when the seed 05162020 is used, as both Corruption and Crimson appear there. Each are hazardous biomes that offer access to important loot, crafting materials, and bosses. On the Desktop and Console, the player is able to choose which world evil will appear in their world in any world / provided they have defeated the Wall of Flesh on a separate world . By default, it is a 50/50 chance of which one is randomly selected during world generation.
- The Corruption follows a rotten theme and features vertical chasms, Shadow Orbs, and Demon Altars. They require at least 200 /300 Corrupt Grass or other Corrupt blocks.
- The Crimson follows a gory theme and features angled passages, Crimson Hearts, and Crimson Altars. They require at least 200 /300 Crimson Grass or other Crimson blocks.
Jungle[edit | edit source]
The Jungle is a difficult surface biome composed of Jungle Grass, Vines, Mud and Mahogany Trees. The sky appears a vibrant green color. Mahogany Trees respawn automatically without the need to plant Acorns. The Jungle will always be located on the opposite side of the map from the Snow biome and Dungeon, and the same side as the Underground Desert. A minimum of 80 /140 Jungle Grass or Jungle foliage is required for an area to be a Jungle biome.
Dungeon[edit | edit source]
The Dungeon is a difficult labyrinth leading from the Surface down to near-Underworld depths. The Old Man stands at the entrance, and using him to defeat Skeletron is required to gain access to the inside. Heading below 0ft in the Dungeon without defeating Skeletron spawns one or more Dungeon Guardians, which have enormous defenses and are capable of one-hitting most players. The loot found in the Dungeon is rare, valuable, and some cannot be found elsewhere. The Dungeon is always located opposite to the Jungle and thus on the same side of the map as the Snow biome.
Ocean[edit | edit source]
Mushroom[edit | edit source]
The surface version of the Glowing Mushroom biome does not occur naturally, and can only be cultivated by players using Mushroom Grass Seeds or an imported Clentaminator with Dark Blue Solution on surface-level mud.
Cavern[edit | edit source]
The Cavern layer marks the beginning of distinct underground biome variants, with separate characteristics from their surface versions.
Underground Desert[edit | edit source]
The Underground Desert is a difficult biome located beneath the surface Desert. The biome always has either a circular or an oval shape and contains various types of Antlions as well as ancient-Egyptian-themed enemies in Hardmode.
Underground Jungle[edit | edit source]
The Underground Jungle is a difficult biome located beneath the surface Jungle. Its dense catacomb of compartments contain several hazards and dense vegetation, as well as important loot and crafting materials. In Hardmode, valuable Chlorophyte Ore can be mined here. Three bosses can be fought in this biome: An Underground Jungle always contains several Bee Hives, where the Queen Bee boss is usually summoned. After the Mechanical Bosses have been defeated, Plantera's Bulbs spawn, allowing the player to summon Plantera, an important boss. The Jungle Temple is also located within the Underground Jungle, where the Golem boss can be summoned after Plantera is defeated.
Underground Mushroom[edit | edit source]
The Underground Glowing Mushroom biome features Glowing Mushrooms on top of Mud, and if there is enough height in the cavern, Giant Glowing Mushrooms can grow as well. It has a unique background and is the only place where Truffle Worms can be obtained. As of 126.96.36.199, they contain lots of golden chests and Life Crystals
Ice[edit | edit source]
The Ice biome is the Cavern layer's more dangerous portion of the Snow biome and is located beneath the surface part. Many ledges and bodies of water will have a layer of Thin Ice over them, and while these can support the player's weight they can break when landing on them with high enough speed. This can be avoided with Ice Skates, Frostspark Boots, or Terraspark Boots. Frozen Chests contain ice-themed equipment.
Glowing Moss[edit | edit source]
The Glowing Moss is a biome located in the Caverns level of the world, but cannot be found under the Spawn area. Nearly every piece of Stone Block is covered in Krypton, Xenon or Argon Moss and every instance found in a single world will use the same moss variant. This biome initially starts off much larger than its counterpart the Moss Chamber. A large world has a chance to generate up to 4 instances of this biome, but is not guaranteed any. This biome has no unique enemies, but instead has regular Caverns level enemies.
Underworld[edit | edit source]
The Underworld is a difficult biome located along the entire bottom of the world. Lava pools cover much of its terrain and dangerous enemies spawn frequently. Hellstone can be mined here, Ruined Houses offer valuable loot (some within their Shadow Chests), and unique furniture, and the Wall of Flesh boss can be summoned here in order to activate Hardmode. In Hardmode, the Tortured Soul spawns in the Underworld, which can be converted to the Tax Collector NPC using Purification Powder.
Hardmode[edit | edit source]
Hardmode biomes spawn or convert as a result of the game transitioning to Hardmode.
The Hallow[edit | edit source]
The Hallow can be considered the counterpart to the Evil Biome. It is automatically created once the player activates Hardmode by defeating the Wall of Flesh. The Hallow has pastel-colored imagery but is nevertheless highly difficult. It requires at least 100 /125 Hallowed Grass or other Hallowed blocks to form a Hallow biome.
Underground Hallow[edit | edit source]
The Underground Hallow is located beneath the surface Hallow, starting at the Cavern layer. It has a different soundtrack from the surface Hallow, and contains even more difficult enemies as well as valuable items, like Souls of Light and Crystal Shards.
Underground Corruption[edit | edit source]
The Underground Corruption is created in the Cavern layer upon defeating the Wall of Flesh. It is not necessarily located beneath pre-Hardmode surface Corruption biomes. While it shares the theme with the surface Corruption, it has different enemies and a different soundtrack (a mix of the regular Underground and Corruption soundtrack). It is the only place to obtain Souls of Night, which is occasionally dropped by all enemies.
Underground Crimson[edit | edit source]
The Underground Crimson is the alternative to the Underground Corruption, which functions and generates in mostly the same way. The Underground Crimson, like the Corruption variant, will have enemies occasionally drop Souls of Night. It is the only place where enemies drop Ichor.
Corrupted/Crimson Deserts & Hallowed Deserts[edit | edit source]
When the world enters Hardmode, several Deserts of the world will become either corrupted, crimsoned, or hallowed. These have their own backgrounds, and spawn unique versions of the Mummy with unique drops. Sand is replaced by Ebonsand, Crimsand, or Pearlsand. It is possible for a pre-Hardmode world to be generated with a Corrupt or Crimson Desert.
Mini-Biomes[edit | edit source]
Biomes in this category tend to be small in number and size. They have unique characteristics and monster spawns.
Bee Hive[edit | edit source]
The Bee Hive is located in the Underground Jungle. Bee Hives are made from Hive blocks and contain honey and often a Larva. Destroying the Larva summons the Queen Bee boss. Breaking a Hive block may spawn a bee and/or some honey. There can rarely be two or three Bee Hives next to each other.
Granite Cave[edit | edit source]
The Granite Cave is a cave area made completely of Granite Blocks, usually fairly spacious with interspersed ledges and platforms. Granite Caves contain granite-themed enemies such as Granite Elementals and Granite Golems.
Marble Cave[edit | edit source]
Graveyard[edit | edit source]
The Graveyard is formed around large clusters of Gravestones. Graveyards generate Ecto Mist and spawn enemies such as Ravens, Ghosts and Maggot Zombies, as well as spawn the typical nighttime enemies, even during the day. NPC's who have homes in a Graveyard may sell unique items.
Oasis[edit | edit source]
Jungle Temple[edit | edit source]
The Jungle Temple is a large, nearly impenetrable structure that spawns deep in the Underground Jungle. It is filled with powerful enemies and is only accessible after defeating Plantera, using the Temple Key she drops to open the door. In the largest chamber, there is a Lihzahrd Altar to spawn Golem. You can spawn him by using a Lihzahrd Power Cell. Note that there are few other ways to enter the temple.
Meteorite[edit | edit source]
When the player defeats the Eater of Worlds or Brain of Cthulhu / breaks a Shadow Orb or Crimson Heart, there is a 50% chance that within the next day at midnight the game will spawn a Meteorite and display the message "A meteorite has landed!". The meteor will crash into land and convert the area into a crater with three layers; blocks in the innermost area will be deleted without dropping anything; surrounding this all blocks around the empty area will be converted into Meteorite ore; in a much larger radius outside this mass of ore, only occasional blocks similarly converted. Meteorite ore will afflict the player with the Burning debuff on contact, unless they either have an accessory to nullify its effects, or are under the effect of an Obsidian Skin Potion. Mining Meteorite requires 50% pickaxe power, i.e. a Tungsten Pickaxe, Gold Pickaxe, or better is mandatory. Meteor Heads ( and, in Hardmode, Lava Bats) override all native enemies of the biome the meteor crashed into.
Spider Cave[edit | edit source]
A Spider Cave is characterized by the black background wall and the numerous webs filling the area. This biome will spawn Wall Creepers in Pre-Hardmode and Black Recluses during Hardmode. The Cobwebs rapidly grow back, which is a unique feature of the biome. Spider Nests are the only location where Web Covered Chests are found, and therefore the only place to obtain a Web Slinger. The Stylist NPC is found in this biome.
Town [edit | edit source]
A Town is a player-created mini biome that can be made by having 3 or more NPCs in close proximity. They negate enemy spawn rate entirely, except for when an event is occurring. It is not required to have NPCs houses be in the area in order for it to be considered a town.
Micro-Biomes[edit | edit source]
These biomes have unique tiles or structures, but do not have unique monster spawns.
Campsite[edit | edit source]
The Campsite is found in the Underground and Cavern layers usually containing a Campfire, Silver Coin Pile, and a background object of skeletal remains. The campsite is 12–20 blocks wide, and not quite as tall.
Flower Patch [edit | edit source]
A Flower Patch is a small patch of Surface ground densely populated by Flowers.
Gemstone Cave[edit | edit source]
A Gemstone Cave is filled with concentrated gem deposits of one or more varieties and features a unique background (a gemstone wall) that is speckled with gems of the same color found in the Gemstone Cave.
Moss Chamber[edit | edit source]
A micro-biome found in the Underground and Cavern layers that contains one color of Moss with a matching back wall.
Thin Ice Patch[edit | edit source]
Treasure Rooms[edit | edit source]
Treasure rooms are spawned upon world creation and appear as if they were man-made structures. They generally contain loot and furniture.
Enchanted Sword Shrine[edit | edit source]
The Enchanted Sword Shrine houses an Enchanted Sword, an Arkhalis , a Terragrim , or a fake sword. Every shrine will contain one breakable background sword sprite, which has a 2/3 chance of being a fake sword and a 1/3 chance of being a real sword, which has a 1/10 chance of dropping the Arkhalis or Terragrim , instead of the Enchanted Sword, when destroyed.
Floating Islands[edit | edit source]
Floating Islands are independent masses of land in the sky. There are 2 different types, sky lakes and sky islands. They contain a Skyware Chest with valuable loot. They contain loot like the Starfury sword, the Shiny Red Balloon, and a Lucky Horseshoe. Sometimes on the island you can find deposits of ore. There can be up to 9 islands per world. In Small worlds there are usually about 2-4, in Medium worlds there are about 4-6, and in Large worlds, there are about 6-9 of them.
Jungle Shrine[edit | edit source]
Living Tree[edit | edit source]
Living Trees are huge, thick trees consisting of foreground blocks (as opposed to regular background trees). Cutting the tree yields regular Wood, while the leaves yield nothing. Some Living Trees can be hollow and lead deep underground. There may be rooms containing Living Wood Chests with related loot inside, as well as Living Wood furniture. It is not guaranteed that one will spawn in every world.
Living Mahogany Tree[edit | edit source]
Living Mahogany Trees are large trees generated in the Underground Jungle. Cutting the tree yields Rich Mahogany wood, while the leaves yield nothing. They always have a hollow trunk, which contains an Ivy Chest.
Pyramid[edit | edit source]
Pyramids are rarely generated in the Desert upon world creation. They are made of Sandstone Bricks and contain a narrow passage. The treasure room is filled with Coin Stashes, vases and a Gold Chest that can contain unique loot. There is also a passage to a cave at the bottom.
Ruined House[edit | edit source]
Ruined Houses are generated upon world creation in The Underworld in the middle 50% of the Underworld. They are towers with multiple levels, constructed with missing parts for a "ruined" look, from Obsidian Brick or Hellstone Brick. They are sometimes partially submerged in lava and often contain deposits of Hellstone just outside their walls.
Underground Cabin[edit | edit source]
Underground Cabins are found in the Cavern layer. They are typically wooden buildings full of dusty, broken furniture as well as chests, vases, and occasionally usable furniture and decorations. As of 188.8.131.52, Underground Cabins spawn with blocks representing their biome.
Removed Biomes[edit | edit source]
The following two biomes were removed in the Mobile 184.108.40.206 update.
Heart Shrine[edit | edit source]
Jungle Sanctum[edit | edit source]
A Jungle Sanctum was a structure that occasionally appeared in the Jungle. Jungle Sanctums were larger versions of Jungle Shrines and contained Coin Stashes, along with an Ivy Chest that contained several Jungle-themed items.
Hybrid Biomes[edit | edit source]
Although many basic biomes appear at the world generation or are triggered by events, hybrid biomes may be synthesized by world mechanics or through player action or in Hardmode.
Hybrid Biomes[edit | edit source]
Hybrid biomes are those created by the requirements being met for multiple biomes in a certain area. The simplest examples are Hallowed, Crimson, or Corrupt Deserts; however, not only Deserts can be hybridized. Floating Islands can be Corrupted/Crimsoned or Hallowed upon entry of Hardmode, and such high-layered biomes are even required by some Angler quests. Player action can similarly introduce Corruption, Crimson, Hallow, Desert, Jungle, Mushroom, Meteorite, or Snow biomes to any location from Underworld to Sky and likely even Space. This can lead to, for example in an Underworld Crimson, Underworld and Crimson enemies both spawning in the applicable areas.
Biome Existence Requirements[edit | edit source]
The area used for counting required blocks for the existence of biomes at a location appears to be 50 /85 tiles to each side and approximately 42 /61 below and 44 /64 above, from the location of the player. Note that the "Compatible Biomes" column lists the biomes which can co-exist in the same general location, and has nothing to do with spreading mechanics.
|Name||Block Requirements||Location||Compatible Biomes|
|Forest||n/a||Above the Underworld||Sky, Surface, Underground, Cavern, Ocean|
|Graveyard||At least 5 Tombstones for basic biome, 6 Tombstones for all features. Each Sunflower requires an additional Tombstone.||Any||AnyVerify|
|Corruption||At least 200 / 300 Corrupt grass, Ebonstone Blocks, Ebonsand Blocks, Ebonsandstone Blocks, Hardened Ebonsand Blocks, Purple Ice Blocks, Corruption Thorny Bushes, or Vile Mushrooms. Each Sunflower requires 5 ( ) / 40 ( pre-1.4) / 80 ( since 1.4) more of the above blocks and each hallow block requires 1 more of the above blocks.||Any||Not Forest, Meteorite, or Hallow|
|Crimson||At least 200 / 300 Crimson grass, Crimstone Blocks, Crimsand Blocks, Crimsandstone Blocks, Hardened Crimsand Blocks, Red Ice Blocks, or Crimson Thorny Bushes. Each Sunflower requires 5 ( ) / 40 ( pre-1.4) / 80 ( since 1.4) more of the above blocks and each hallow block requires 1 more of the above blocks.||Any||Not Forest, Meteorite, or Hallow|
|Mushroom||More than 100 Mushroom grass, Glowing Mushrooms(growing), or Giant Glowing Mushrooms(underground)||Any||Not Forest or Meteorite|
|Jungle||At least 80 / 140 Jungle grass, Jungle Spores, Nature's Gifts, Lihzahrd Bricks, or Jungle vines (or, on Desktop, Hive)||Any||Not Forest or Meteorite|
|Hallow||At least 100 / 125 Hallowed grass, Pearlstone Blocks, Pearlsand Blocks, Pearlsandstone Blocks, Hardened Pearlsand Blocks, or Pink Ice Blocks. Each corruption block or crimson block requires 1 more of the above blocks.||Any||Not Forest, Meteorite, Corruption, or Crimson|
|Desert||More than 1,000 / 1,500 Sand Blocks, Ebonsand Blocks, Pearlsand Blocks, Crimsand Blocks, Hardened Sand Blocks, Hardened Ebonsand Blocks, Hardened Pearlsand Blocks, Hardened Crimsand Blocks, Sandstone Blocks, Ebonsandstone Blocks, Pearlsandstone Blocks, or Crimsandstone Blocks||Any||Not Forest or Meteorite|
|Ocean||At least 1,000 block spaces of Water||Lateral: Within 338 tiles (676 feet) from either edge of the map||Not Meteorite, Corrupt Desert, Crimson Desert, or Hallowed Desert|
|Vertical: Above roughly the midpoint () / start ( ) of the Underground layer|
|Snow||At least 300 / 1500 Snow Blocks, Snow Bricks, Ice Blocks, Thin Ice, Purple Ice Blocks, Pink Ice Blocks, or Red Ice Blocks.||Any||Not Meteorite or Desert|
|Meteorite||At least 50 / 75 Meteorite||Any||None|
|Dungeon||At least 250 Dungeon Bricks and a naturally-placed Wall other than Dirt Wall (on Desktop, this must be a naturally-placed Dungeon Brick Wall)||Below -4 feet||None|
- Information taken from the Desktop 220.127.116.11 source code, method
- Information taken from the Desktop 18.104.22.168 source code, method
There may be inaccuracies, as the current Desktop version is 22.214.171.124.
- Players cannot come within 41 tiles from the absolute edge of the map. Thus, from a player's perspective, the oceans end roughly 338 tiles (686 feet) from either lateral end, but technically they actually end 380 tiles (760 feet) from either end. Information taken from the Desktop 126.96.36.199 source code, method
- Information taken from the Desktop 188.8.131.52 source code, method
- On Desktop, the Ocean vertically ends at a point 40 tiles (80 feet) deeper than the middle of the Underground layer. On other versions, the Ocean vertically ends at a point 10 tiles (20 feet) deeper than the start of the Underground layer - i.e. ending at a depth of approx. 23', as shown by a Depth Meter.
- Note that the requirement for naturally-placed Walls makes a synthetic Dungeon biome nearly impossible and, if accomplished, it would be unable to spawn Hardmode Dungeon enemies or Cursed Skulls (as they require naturally-placed Dungeon Brick Walls), though it may be useful for creating a lake for farming Dungeon Crates. It appears that the only option for expanding the space in which Hardmode Dungeon enemies can spawn is by mining blocks already inside the area in which the Dungeon originally generated, without damaging any naturally-placed Walls they are covering.
Notes[edit | edit source]
- For Hallowed and Crimson/Corruption biome detection: There is a Hallowed value, a Crimson value, and a Corruption value. Each Hallowed block adds 1 to the Hallowed value and subtracts 1 from both the Crimson and Corruption values. Each Crimson block adds 1 to the Crimson value and subtracts 1 from the Hallowed value. Each Corruption block adds 1 to the Corruption value and subtracts 1 from the Hallowed value. This can be proven by placing 125 Hallowed blocks in an otherwise completely neutral area, observing that the area will change to Hallowed on placement of the 125th block, then that it will return to neutral on placement of a Crimson or Corruption block, then back to Hallowed on placement of an additional Hallowed block, ad infinitum.
- For Snow biome detection: While the area functionally changes to a Snow biome at 1,500 related blocks, the background of a Snow biome will not appear until 1,501 Snow biome blocks are present.
- For Glowing Mushroom biome detection: While the area functionally changes to a Glowing Mushroom biome at 101 related blocks, the background of a Glowing Mushroom biome will not appear until 201 Glowing Mushroom biome blocks are present. And the Funkytown achievement requires 200 Glowing Mushroom biome blocks.
- For Dungeon biome detection: The game checks the number of Dungeon blocks (≥250), and checks only the single background wall the player is standing in front of. This wall must be naturally placed, from the original world creation.
- Inactive blocks (actuated blocks) will count towards the formation of a biome.
Trivia[edit | edit source]
- There were originally supposed to be alternative biomes for Jungle, Underworld and Hallow called Swamp, Hell and Candyland, respectively. The Hell was going to be based on the Hell from the Disney's film Hercules. However, these ideas were scrapped as the developers changed direction.
- If you have a supported RGB keyboard and/or mouse, the colors will change depending on the biome you're in.
History[edit | edit source]
- Desktop 184.108.40.206:
- Oasis and Graveyard Mini-Biomes added.
- Flower Patch, Stone Patch, Large Ore Vein and Mozaic Micro-biomes added.
- Number of blocks required to generate a biome increased for most biomes.
- Horizontal scan distance for determining biomes increased to 85 tiles.
- Vertical scan distance for determining biomes increased to 61 tiles below, and 64 tiles above.
References[edit | edit source]
- Cenx: "We had several biomes we started designing that were scrapped as we changed direction. Before the Jungle became the massive beast it is today Jimmarn had started designing sprites for a Swamp Alternative. We also had concepts for a Candyland version of the Hallow and ideas for a Hell alternative based on the color schemes from the Hell in Disney's Hercules."
Terraria's 8th Anniversary - Ask Redigit and Cenx! May 20, 2019