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For the level in Minecraft Dungeons, see MCD:The Stronghold.

A stronghold is a structure that occurs naturally underground in the Overworld, and is the only place where an end portal can be found. Strongholds can be located by using an eye of ender.

Generation[]

This article is about the generation mechanics. For locating strongholds, see Eye of Ender § Locating strongholds.
EndPortalRoom

The end portal room.

Strongholds generate at any Y level, mostly underground, and prefer to generate in biomes above sea level, but generate underwater if necessary. Strongholds may generate at bedrock level, cutting the bedrock.

Most parts of the stronghold can be overwritten by caves, ocean monuments, ancient cities, mineshafts, fossils, amethyst geodes, and monster rooms; but it is rare for the end portal to be replaced, which would force a player to find one of the other strongholds, as a portal can be activated only with all 12 end portal frames present. Canyons do not overwrite strongholds; rather, a stronghold can occasionally be found exposed by a canyon.

Bedrock Edition[]

In Bedrock Edition, strongholds generate randomly throughout the world and they are at least 160 blocks away from the world origin. There is no limit to the number of strongholds that can generate, unlike in Java Edition. There are 3 extra strongholds at least 453 blocks away from the world origin, which tend to be close to the origin, and are guaranteed to generate below a village.

Because Bedrock Edition begins stronghold generation at a spiraling staircase, it is rare to find no portal room in the stronghold.[1]

Java Edition[]

Strongholds 1

Stronghold layout through the world in Java Edition.

In Java Edition, all strongholds are located at random coordinates within rings in all biomes, where each ring is a certain radius from the center of the world (X=0, Z=0). For a given ring, the strongholds are generated at roughly equal angles from the center point of the world (for instance, each stronghold in a ring of 3 is in the region of 120 degrees from the others, measured from the origin). The game does not generate a stronghold partially above-ground, any portion above the sea level is replaced with air, leaving a cutaway. If a stronghold generates in an ocean, which occurs rarely, it typically generates with terrain covered above it.

There are eight rings, containing 128 strongholds in total:

  1. The first ring has 3 strongholds within 1,280-2,816 blocks of the origin.
  2. The second ring has 6 strongholds within 4,352-5,888 blocks of the origin.
  3. The third ring has 10 strongholds within 7,424-8,960 blocks of the origin.
  4. The fourth ring has 15 strongholds within 10,496-12,032 blocks of the origin.
  5. The fifth ring has 21 strongholds within 13,568-15,104 blocks of the origin.
  6. The sixth ring has 28 strongholds within 16,640-18,176 blocks of the origin.
  7. The seventh ring has 36 strongholds within 19,712-21,248 blocks of the origin.
  8. The eighth and outermost ring has 9 strongholds within 22,784-24,320 blocks of the origin.

Structure[]

Main article: /Structure

Strongholds vary in size. They contain several doors and rooms made mostly of stone bricks (45%), mossy stone bricks (30%), cracked stone bricks (20%) and infested stone bricks (5%). Infested cracked stone bricks and infested mossy stone bricks do not generate, unless silverfish enter these blocks.[2] Strongholds are lit by enough torches to provide visibility in most areas, though not enough to suppress mob spawns. Stairs that generate within these structures include stone brick and cobblestone stairs, but not their mossy variants.[3]

In generated chest corridors and storerooms, dispersed chests containing a variety of loot can be found.

Rooms[]

Strongholds feature various types of main rooms. Each room has an entrance, which is either a plain 3×3 opening, a wall with a wooden door, a wall with an iron door (with a stone button on each side), or a 3×3 opening with a gate of iron bars along the top and sides. Rooms may have exits to other room pieces or dead-end "exits" into stone. Additional "passages" between rooms may exist if their generation overlaps or if the stronghold intersects a cave, mineshaft, or other structure. Sometimes, doors can be sealed off by stone bricks in 5-way crossings, resulting in "secret doors".[4]

Stronghold generation begins with a spiral staircase room with a 5-way crossing at the bottom, with additional rooms being randomly generated from the exits of previous rooms up to a maximum distance of 50 rooms and 112 blocks horizontally. If a portal room is not generated, the generation is redone.

The wooden and iron doors always face the direction the stronghold generates towards, meaning a door flush with the wall always leads away from the starting staircase, and a door indented into the wall leads towards the starting staircase.

  • End portal room: Contains an end portal and a silverfish monster spawner. There are two pools of 3 lava sources in the front sides of the room and a bigger lava pool of 9 below the end portal, and 16 windows of 2 iron bars in the room, with the entrance, always being a gate of iron bars. In most cases, this room cannot be overwritten by other structures generated around it. Only one generates per stronghold, and it is never within 5 rooms of the starting staircase, although it is less likely to generate farther away from the starting staircase. Each portal frame has a 10% chance to generate containing an eye; the average number of portal frames found prefilled is 1.2. The chance of the portal being completely pre-filled is one in a trillion (1:1,000,000,000,000 or 10-12).
    • In Java Edition, all seeds for 1.16 that have a pre-activated end portal in the first ring have been found.[5]
    • In Bedrock Edition, some strongholds do not generate with end portal rooms.[6]
  • Library (see below): 0–2 libraries per stronghold, and never within 4 rooms of the starting staircase.
  • Large room: A room with three exits (four counting the entrance). The center of the room may have various decorations. 0–6 rooms per stronghold.
    • Empty room: Has no decoration.
    • Stone Pillar room: Has a stone brick and stone slab pillar with torches on it.
    • Fountain room: Contains a fountain in the center, which consists of a stone brick ring and pillar with a water source block on top of the pillar.
    • Storeroom: A dual-level room, each 2 blocks high, with a cobblestone center structure joining the two. A lone torch is housed within the structure. A ladder runs up the sidewall for access to the second floor, which is a chamber made of oak planks containing a loot chest.
  • Five-way crossing: Has up to five exits (six counting the entrance): one across from the entrance down a short stairway made of smooth stone slabs and stone brick blocks, one each to the left and right of the entrance, one on the left side of the upper level reached by a short stairway made of smooth stone slabs and stone brick blocks, and one on the right side of the upper level across a bridge of smooth stone slabs and double smooth stone slabs over the downward stair. A single torch is on the side of the bridge. In Bedrock Edition, it usually has 1–4 entrances sealed. There is always one crossing in every stronghold as part of the starting point, while an extra 0-4 crossings may also generate.
  • Empty prison cells: A corridor with one wall partially made of iron bars and with two iron doors (in an "open" position, with no buttons). Beyond each iron door are cells with an iron bar wall between them. An exit is opposite the entrance. 0–5 rooms per stronghold. In Bedrock Edition, no iron doors are generated.
  • Spiral staircase: A 3×3 spiral stair made of stone bricks and smooth stone slabs, leading down, with an exit at the bottom. Like 5-way crossings, there is always one flight per stronghold as part of the starting point, while an additional 0–5 flights may also generate.
  • Straight staircase: A 3 block wide staircase of cobblestone stairs leading downward, with an exit at the bottom of the stairs. There is also an empty alcove under the stairs. 0–5 flights per stronghold.
  • Corridor: A bare corridor with up to 3 exits: one straight ahead, and optional exits to the left and right.
  • Chest corridor: A corridor with a small altar made of stone brick slabs, with a loot chest on the altar. An exit is on the opposite side of the entrance. 0–4 corridors per stronghold.
  • Corridor turn: A bare corridor with one exit, left or right. May resemble a small room if both the entrance and the next room's entrance have doors.
  • Dead-end corridor: A bare corridor with no exits, although it is likely to intersect other rooms. This room type never has a door or gate at the entrance.

Libraries[]

Stronghold Library

A library inside a stronghold.

Libraries occur in two sizes: small single-level libraries and larger duplex libraries. All libraries contain bookshelves, oak planks, and one (single level) or two (duplex) chests, with cobwebs dispersed randomly.

Small libraries usually generate when the second level of the library is blocked by another part of the stronghold. If there are no obstructions, then large libraries usually generate.

Large libraries contain a second level consisting of a surrounding balcony with oak fences as railings, and fences & torches arranged like a chandelier over the center of the room. The two levels are connected by a ladder on the wall furthest from the entrance. No cobwebs generate on the second level.

Libraries are the most well-lit rooms in the stronghold, having enough torches to prevent mob spawning entirely within them.

Blocks[]

Block
Stone Bricks
Cracked Stone Bricks
Mossy Stone Bricks
Infested Stone Bricks (both generated naturally and if silverfish enters stone bricks)
Infested Mossy Stone Bricks (if silverfish enters mossy stone bricks)
Infested Cracked Stone Bricks (if silverfish enters cracked stone bricks)
Infested Cobblestone (if silverfish enters cobblestone)
Water
Silverfish monster spawner
Iron Bars
Lava
End Portal Frame
End Portal Block
Torch
Oak Fence
Chest
Stone Brick Slab
Cobblestone
Stone Brick Stairs
Oak Planks
Ladder
Smooth Stone Slab
Stone Button[JE only]
Iron Door[JE only]
Oak Door
Cobblestone Stairs
Bookshelf
Cobweb

Loot[]

See also: Chest loot

Altars[]

In Java Edition, each stronghold altar chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
2–3× 2–3×
Nothing[F] 191090.0%0.9001.1
Apple 1–31510033.2%0.7503.0
Bread 1–31510033.2%0.7503.0
Iron Ingot 1–51010023.0%0.7504.3
Ender Pearl 11010023.0%0.2504.3
Redstone Dust 4–9510012.0%0.8128.3
Gold Ingot 1–3510012.0%0.2508.3
Iron Pickaxe 1510012.0%0.1258.3
Iron Sword 1510012.0%0.1258.3
Iron Helmet 1510012.0%0.1258.3
Iron Chestplate 1510012.0%0.1258.3
Iron Leggings 1510012.0%0.1258.3
Iron Boots 1510012.0%0.1258.3
Eye Armor Trim Smithing Template 111010.0%0.10010.0
Diamond 1–331007.3%0.15013.7
Music Disc (otherside) 111002.5%0.02540.3
Enchanted Book[G] 111002.5%0.02540.3
Saddle 111002.5%0.02540.3
Iron Horse Armor 111002.5%0.02540.3
Golden Apple 111002.5%0.02540.3
Golden Horse Armor 111002.5%0.02540.3
Diamond Horse Armor 111002.5%0.02540.3

In Bedrock Edition, each stronghold altar chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
2–3× 2–3×
Nothing[F] 191090.0%0.9001.1
Apple 1–37551632.3%0.7273.1
Bread 1–37551632.3%0.7273.1
Iron Ingot 1–55051622.4%0.7274.5
Ender Pearl 15051622.4%0.2424.5
Redstone Dust 4–92551611.6%0.7878.6
Gold Ingot 1–32551611.6%0.2428.6
Iron Pickaxe 12551611.6%0.1218.6
Iron Sword 12551611.6%0.1218.6
Iron Helmet 12551611.6%0.1218.6
Iron Chestplate 12551611.6%0.1218.6
Iron Leggings 12551611.6%0.1218.6
Iron Boots 12551611.6%0.1218.6
Eye Armor Trim Smithing Template 111010.0%0.10010.0
Emerald 1–3155167.1%0.14514.1
Diamond 1–3155167.1%0.14514.1
Enchanted Book[G] 165162.9%0.02934.7
Music Disc (otherside) 155162.4%0.02441.6
Saddle 155162.4%0.02441.6
Iron Horse Armor 155162.4%0.02441.6
Golden Apple 155162.4%0.02441.6
Golden Horse Armor 155162.4%0.02441.6
Diamond Horse Armor 155162.4%0.02441.6
  1. a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. a b The weight of this item relative to other items in the pool.
  3. a b The odds of finding any of this item in a single chest.
  4. a b The number of items expected per chest, averaged over a large number of chests.
  5. a b The average number of chests the player should expect to search to find any of this item.
  6. a b 'Nothing' does not refer to the chance of an empty chest. Instead, it refers to the chance that the random loot generator does not add any loot on a single roll.
  7. a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed, and Swift Sneak), and where the chance of multiple enchantments is not reduced.


Storerooms[]

In Java Edition, each stronghold storeroom chest contains 1–4 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
Apple 1–3156247.5%1.2102.1
Bread 1–3156247.5%1.2102.1
Coal 3–8106234.3%2.2182.9
Iron Ingot 1–5106234.3%1.2102.9
Redstone Dust 4–956218.6%1.3105.4
Gold Ingot 1–356218.6%0.4035.4
Enchanted Book[F] 11624.0%0.04025.2
Iron Pickaxe 11624.0%0.04025.2

In Bedrock Edition, each stronghold storeroom chest contains 1–4 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
Apple 1–37538640.0%0.9722.5
Bread 1–37538640.0%0.9722.5
Ink Sac 1–37538640.0%0.9722.5
Coal 3–85038628.5%1.7813.5
Iron Ingot 1–55038628.5%0.9723.5
Redstone Dust 4–92538615.2%1.0526.6
Gold Ingot 1–32538615.2%0.3246.6
Enchanted Book[F] 163863.8%0.03926.1
Iron Pickaxe 153863.2%0.03231.3
  1. a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. a b The weight of this item relative to other items in the pool.
  3. a b The odds of finding any of this item in a single chest.
  4. a b The number of items expected per chest, averaged over a large number of chests.
  5. a b The average number of chests the player should expect to search to find any of this item.
  6. a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed, and Swift Sneak), and where the chance of multiple enchantments is not reduced.


Libraries[]

In Java Edition, each stronghold library chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
2–10× 2–10×
Eye Armor Trim Smithing Template 111100.0%1.0001.0
Paper 2–7205289.2%10.3851.1
Book 1–3205289.2%4.6151.1
Enchanted Book[F] 1105267.8%1.1541.5
Compass 115210.9%0.1159.2
Empty Map 115210.9%0.1159.2

In Bedrock Edition, each stronghold library chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
2–10× 2–10×
Eye Armor Trim Smithing Template 111100.0%1.0001.0
Paper 2–710027088.3%10.0001.1
Book 1–310027088.3%4.4441.1
Enchanted Book[F] 16027072.9%1.3331.4
Compass 1527010.5%0.1119.5
Map[G] 1527010.5%0.1119.5
  1. a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. a b The weight of this item relative to other items in the pool.
  3. a b The odds of finding any of this item in a single chest.
  4. a b The number of items expected per chest, averaged over a large number of chests.
  5. ��� a b The average number of chests the player should expect to search to find any of this item.
  6. a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed, and Swift Sneak), and where the chance of multiple enchantments is not reduced.
  7. Named unknown map, but changed to map 0, the scale level is 1:4, Maps from the same stack are stackable, but maps that are not stacked are unstackable despite looking identical.



Data values[]

NameIdentifier
[No displayed name]stronghold

Advancements[]

Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-rawEye Spy
Follow an Eye of Ender We Need to Go DeeperEnter a stronghold.story/follow_ender_eye

History[]

Java Edition Beta
July 01, 2011Jens Bergensten shares an image of mysterious ruins which resemble a stronghold. Unlike the implemented strongholds, a large part of these ruins are above-ground.
1.8Pre-releaseAdded strongholds as part of the Adventure Update. A single one generates per world. They are vacant except for regular mobs that spawn under normal conditions.
Strongholds have chests in libraries and in storage rooms.
Pre-release 2 ;)Increased stronghold count to three per world instead of one.
Java Edition
1.0.0Beta 1.9 Prerelease 3The end portal room was added to the stronghold. The portal frames can be filled in using eyes of ender, but does not activate.
A pair of glass towers indicated the location of a stronghold's start (aka main entrance) and second for the portal room on top of them, extending from the top of the map to the stone bricks. This was a debug feature which Jeb forgot to remove.[7]
Strongholds now also have chests in corridor altars.
Beta 1.9 Prerelease 4Removed glass towers generating above strongholds.
The end portal is now functional.
Eyes of ender now properly point to strongholds.
1.4.212w40aStrongholds can now generate in the air in Superflat worlds with certain customization presets.
1.915w43aIncreased stronghold count to 128 per world, rather than 3.
Library chests now have 2–10 stacks of items, rather than 1–4 stacks
Enchanted books found in library chests is now weighted to 10 rather than 2, and in single books rather than in groups of 1–5.
16w06aStronghold placement formula changed.
pre3Eyes of Ender can now point to the 125 new strongholds.
1.1721w07aStrongholds can no longer generate floating and without walls, floors, or ceilings when inside caves.[8]
Strongholds are no longer exposed in oceans. Instead, they get covered by the seabed.[9]
21w08aStrongholds once again generate floating and without walls, floors, or ceilings when inside caves.[10]
1.1821w37aStrongholds no longer generate due to a bug.[11]
21w38aStrongholds generate once again.
1.19.322w42aThe placement code has been changed to be more efficient, causing stronghold positions to shift.
1.20
(Experimental)
23w04aEye armor trims are now found in stronghold chest.
23w05aIncreased the chance of eye armor trims from from 4.7% to 10% in alter chests, and to 100% in library chests.
Pocket Edition Alpha
v0.9.0May 6, 2014Jeb posts on Instagram a photo of one section of a stronghold.
May 8, 2014Jeb posts another image of a stronghold, this time within the end portal room.
build 1Added strongholds.
The end portal block frame exists, but the player cannot travel to the End.
v0.9.2Strongholds are now more common.
v0.12.0As of the release of the Windows 10 Edition, the enchanted book can be found in stronghold library chest. It is not known when this was added for other then-Pocket Edition platforms.
v0.15.0build 1Maps can be found in stronghold library chests.
Pocket Edition
1.0.0alpha 0.17.0.1Strongholds now generate in new chunks.
Strongholds can now be found using eyes of ender.
Chests now generate in Stronghold storeroom.
Ender pearls now generate in altar chest.
Bedrock Edition
1.9.0?Cobblestone stairs in strongholds are replaced with stone stairs.
1.10.0beta 1.10.0.3Most strongholds no longer generate under village wells; they now generate under village meeting points.
Reduced chance of strongholds generating under villages.
beta 1.10.0.4Stone stairs in strongholds are changed back to cobblestone stairs.
1.18.0beta 1.18.0.22Strongholds are no longer able to generate mid-air in large caves.
Legacy Console Edition
TU5CU1 1.0 Patch 1Added strongholds.
New Nintendo 3DS Edition
0.1.0Added strongholds.

Issues[]

Issues relating to "Stronghold" are maintained on the bug tracker. Report issues there.

Trivia[]

  • There are exactly 233 bookshelves in a large library, yielding 699 books if mined without Silk Touch, which is 10 stacks plus 59 left over.
  • Although strongholds do not generate above ground, they can be exposed through above-ground monster rooms or canyons.
  • Sometimes, they can also be exposed underwater if they generate in terrain that is close to an ocean, or exposed by an underwater canyon.
  • When generating in a buffet world, many rooms lack the outer wall layer, causing the stronghold to appear fragmented, with the exception of the portal room.

Gallery[]

Overview[]

Rooms[]

Odd generation[]

Other[]

External links[]

References[]

  1. MCPE-19426
  2. MC-140209 — resolved as "Invalid".
  3. MC-140117 — resolved as "Works As Intended".
  4. https://www.youtube.com/watch?v=vztJNmUdyBY&t=37s
  5. https://github.com/hube12/SSGOutput/releases/tag/1.1
  6. MCPE-19426
  7. "Ah LOL! I forgot to remove the debug pillars from the strongholds. Oh well, it's not severe enough for another update"@jeb_ (Jens Bergensten) on X, October 6, 2011
  8. MC-214814 — "Strongholds generate floating and without walls, floors, or ceilings when inside caves" — resolved as "Fixed".
  9. MC-216191 Resolved as "Works As Intended"
  10. MC-216881 — Strongholds spawn shattered again
  11. MC-236618 — Strongholds don't generate in 21w37a
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