Stronghold

For the mission in Minecraft Dungeons, see MCD:The Stronghold.
Stronghold
StrongholdPortalRoom.png: Infobox image for Stronghold the structure in Minecraft
Biomes

Any Overworld biome

Mobs

Silverfish (from monster spawner)

Generates in
existing chunks  

No

Consists of
There is a related tutorial page for this topic!
 
See Tutorial:Defeating a stronghold.

A stronghold is an underground structure 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

For locating strongholds, see Eye of Ender § Locating strongholds.
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, trial chambers, 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 453-block boundary, and are guaranteed to generate below meeting points of a village.

Java Edition

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.

The number of strongholds in each ring is the triangular number of the number one more than the ring number, except for the outermost ring, where 45 would be expected.

The outermost ring has the further unusual property of putting the strongholds at angles of roughly 36° (not the expected 40°) as if there were to be ten equally spaced strongholds, like in the third ring. One of these ten does not generate, however, keeping the number at nine.

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Structure

Main article: /Structure
An isometric view of a stronghold in a superflat world.[n 1]

Stronghold generation starts with a spiral staircase room that leads down to a five-way intersection. From there, additional rooms are randomly generated. The layout can extend up to 50 rooms away from the original room and within a horizontal radius of 112 blocks.​[more information needed] If no portal room is generated during this process, the stronghold generation restarts.

Blocks

The distribution of stone brick variants is roughly as follows:

  • BlockSprite stone-bricks.png: Sprite image for stone-bricks in MinecraftStone Bricks: 45%
  • BlockSprite mossy-stone-bricks.png: Sprite image for mossy-stone-bricks in MinecraftMossy Stone Bricks: 30%
  • BlockSprite cracked-stone-bricks.png: Sprite image for cracked-stone-bricks in MinecraftCracked Stone Bricks: 20%
  • BlockSprite infested-stone-bricks.png: Sprite image for infested-stone-bricks in MinecraftInfested Stone Bricks: 5%

Infested cracked stone bricks and infested mossy stone bricks do not naturally generate; they only appear when silverfish infest these blocks.[1]

Components

Corridors

Corridors
Name
(ID)
Description Blocks Image
Straight corridor
(minecraft:shs)
This sub-structure consists of a corridor; it generates with an entrance and an exit on opposite sides, making it a 5 block long corridor. On each side, a side exit has a 50% chance to generate; if it does not, the corresponding side is sealed with a stone bricks wall.

This sub-structure can also include up to 4 torches, each with a 10% chance to generate. They are placed hanging on the walls beside the potential side exits, regardless of whether the exits generate.

The render on the side depicts the sub-structure with all the features generated.

94-112 Stone Bricks[n 3]
0-4 Torch
Right Turn Corridor
(minecraft:shrt)
These sub-structures are corridors with 90° turns. Both types have an equal chance of appearing. 80 Stone Bricks[n 3]
Left Turn Corridor
(minecraft:shlt)
Spiral staircase
(minecraft:shsd)
This sub-structure consists of a staircase, with its entrance at the top and its exit at the bottom.

Between 0 and 5 spiral staircases can generate per stronghold. In addition to these, an extra spiral staircase always generates as part of the starting point of the structure.

187 Stone Bricks[n 3]
6 Stone Slab
Straight staircase
(minecraft:shssd)
This sub-structure consists of a staircase, with its entrance at the top and its exit at the bottom.

There is also an empty alcove under the stairs.

Between 0 and 5 straight staircases can generate per stronghold.

275 Stone Bricks[n 3]
18 Cobblestone stairs
Loot Altar
(minecraft:shcc)
This sub-structure consists in a chest on an altar in a corridor.

Between 0 and 4 loot altars can generate per stronghold.

115 Stone Bricks[n 3]
7 Stone Brick Slab
1 Chest[n 4]
Doors
Name
(ID)
Description Blocks Image
[more information needed]

Doors are the separating sub-structures that generate between the various rooms of strongholds. There are 4 types of door: the empty opening, the grate of iron bars, the wooden door and the iron door. The iron door variant is exlusive to Java Edition.[2]

They are generated randomly, with each having an equal chance of appearing, except for the empty opening which is twice as likely to occur.

In order to prevent two doors from generating directly adjacent to each other, they are generated only as room entrances.

Wooden and iron doors always face the direction in which the stronghold generates: a door that is flush with the wall always leads away from the starting staircase, while a door that is indented into the wall leads toward it.

9 Air
[more information needed] 7 Iron Bars
[more information needed] 7 Stone Bricks[n 5]
1 Oak Door
[more information needed] 7 Stone Bricks[n 5]
1 Iron Door
1 Stone Button

Rooms

Name
(ID)
Description Blocks Image
Five-way crossing
(minecraft:sh5c)
This room consists of a small atrium from which 2 to 6 paths can branch out:
  • The first exit (1), located in front of the stairway, always generates, as it acts as the entrance to the room.
  • The second exit (2), located down the stairway, always generates.
  • The other exits (3, 4, 5, and 6) each have a 50% chance to generate.​[more information needed]

This room can branch out to hidden rooms. If the room is rotated such that the player faces west or north when entering it, a hidden room tries to generate. Hidden rooms always attempt to generate directly adjacent to indentations on the same wall; the attempt can sometimes fail meaning no hidden room generates.

Between 0 and 4 five-way crossings can generate per stronghold. In addition to these, an extra five-way crossing always generates as part of the starting point of the structure.

536-572 Stone Bricks[n 3]
36 Smooth Stone Slab
1 Torch
Jail cell
(minecraft:shph)
This room consists of a corridor with two cells located on one of its sides. In Bedrock Edition, jail cells generate without iron doors.[2]

Between 0 and 5 jail cells can generate per stronghold.

300 Stone Bricks[n 3]
20 Iron Bars
2 Iron Door[JE only]
Large room
(minecraft:shrc)
This room consist in a cross junction; four exits (including the entrance) always generate.

Large rooms come in 4 variants:

  • Empty: has no decoration.
  • Fountain: has a fountain.
  • Pillar: has a stone brick pillar with torches.
  • Store: has 2 floors, each 2 blocks high, with a cobblestone center structure joining the two and a torch housed within the structure; a ladder runs up the side wall, providing access to the second floor, which is a chamber made of oak planks and that contains a loot chest.

Between 0 and 6 large rooms, regardless of variants, can generate per stronghold.

406 Stone Bricks[n 3] (all)

Fountain:
19 Stone Bricks[n 5]
1 Water

Pillar:
3 Stone Bricks[n 5]
8 Smooth Stone Slab
4 Torch

Store:
51 Cobblestone
40 Oak Planks
3 Ladder
1 Chest[n 6]
1 Torch

Library
(minecraft:shli)

Libraries come in 2 variants:

  • Large: a duplex library containing 2 chests.
  • Small: a single-level library containing 1 chest.

Libraries generate in their small variant only when there isn't enough space for the large variant; otherwise, they always generate in their large variant.

Each air block within 4 blocks above the ground (inclusive) has a 7% chance of being replaced by a cobweb upon generation.

Between 0 and 2 libraries can generate per stronghold. Additionally, libraries can never generate within four rooms of the starting staircase.

Large:
895 Stone Bricks[n 3]
233 Bookshelf
166 Oak Planks
46 Oak Fence
14 Torch
7 Ladder
2 Chest[n 7]
0-417 Cobweb (avg.: 29)

Small:
627 Stone Bricks[n 3]
161 Bookshelf
32 Oak Planks
8 Torch
1 Chest[n 7]
0-422 Cobweb (avg.: 29)

Portal room
(minecraft:shpr)
The End portal room is the only room guaranteed to generate in a stronghold. It never generates within five rooms of the starting staircase, although it is less likely to generate farther away.

Unlike all other rooms in the stronghold, it always generates with a complete outer wall, making it the only room that is consistently fully formed after generation.

Each portal frame has a 10% chance to generate containing an eye of ender; 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).

Its entrance is always the door variant made of iron bars.

As of Java Edition 1.16, all world seeds that have a pre-activated End portal in the first ring have been found.[3]

704 Stone Bricks[n 3]
39 Iron Bars
15 Lava
8 Stone Brick Stairs
12 End Portal Frame
1 Monster Spawner

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×
BlockSprite air.png: Sprite image for air in MinecraftNothing[F] 191090.0%0.9001.1
Apple 1–31510132.9%0.7433.0
Bread 1–31510132.9%0.7433.0
Iron Ingot 1–51010122.8%0.7434.4
Ender Pearl 11010122.8%0.2484.4
Redstone Dust 4–9510111.9%0.8048.4
Gold Ingot 1–3510111.9%0.2488.4
Iron Pickaxe 1510111.9%0.1248.4
Iron Sword 1510111.9%0.1248.4
Iron Helmet 1510111.9%0.1248.4
Iron Chestplate 1510111.9%0.1248.4
Iron Leggings 1510111.9%0.1248.4
Iron Boots 1510111.9%0.1248.4
Eye Armor Trim Smithing Template 111010.0%0.10010.0
Diamond 1–331017.3%0.14913.8
Leather 1–511012.5%0.07440.7
Copper Horse Armor 111012.5%0.02540.7
Music Disc (otherside) 111012.5%0.02540.7
Enchanted Book[G] 111012.5%0.02540.7
Iron Horse Armor 111012.5%0.02540.7
Golden Apple 111012.5%0.02540.7
Golden Horse Armor 111012.5%0.02540.7
Diamond Horse Armor 111012.5%0.02540.7

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×
BlockSprite air.png: Sprite image for air in MinecraftNothing[F] 191090.0%0.9001.1
Apple 1–37551732.2%0.7253.1
Bread 1–37551732.2%0.7253.1
Iron Ingot 1–55051722.4%0.7254.5
Ender Pearl 15051722.4%0.2424.5
Redstone Dust 4–92551711.6%0.7868.6
Gold Ingot 1–32551711.6%0.2428.6
Iron Pickaxe 12551711.6%0.1218.6
Iron Sword 12551711.6%0.1218.6
Iron Helmet 12551711.6%0.1218.6
Iron Chestplate 12551711.6%0.1218.6
Iron Leggings 12551711.6%0.1218.6
Iron Boots 12551711.6%0.1218.6
Eye Armor Trim Smithing Template 111010.0%0.10010.0
Emerald 1–3155177.1%0.14514.1
Diamond 1–3155177.1%0.14514.1
Enchanted Book[G] 165172.9%0.02934.8
Leather 1–555172.4%0.07341.7
Music Disc (otherside) 155172.4%0.02441.7
Iron Horse Armor 155172.4%0.02441.7
Golden Apple 155172.4%0.02441.7
Golden Horse Armor 155172.4%0.02441.7
Diamond Horse Armor 155172.4%0.02441.7
Copper Horse Armor 115170.5%0.005207.1
  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, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.

Storerooms

Storeroom chests are found in the "store" room variant of large rooms.

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, Swift Sneak, and Wind Burst), 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, Swift Sneak, and Wind Burst), 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

ID

Java Edition:

Structure typeIdentifier
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstronghold
StructureIdentifier
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstronghold

Bedrock Edition:

StructureIdentifierTranslation key
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstrongholdfeature.stronghold

Config

Java Edition:

  • [NBT Compound / JSON Object] Structure configuration
    • [String] type: minecraft:stronghold
    • Fields common to all structures see Template:Nbt inherit/structure/template

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
Eye SpyFollow an Eye of EnderEnter a stronghold.

History

Java Edition

Java Edition Beta
July 01, 2011Jens Bergensten shares an image of mysterious ruins that 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 storerooms.
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 that Jeb forgot to remove.[4]
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.
?The game no longer prints the coordinates of generated strongholds to the output log.
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 are no longer exposed in oceans. Instead, they get covered by the seabed.[5]
1.18.222w07aStrongholds now spawn in superflat, but not in the "Classic Flat" preset.
1.19.322w42aThe placement code has been changed to be more efficient, causing stronghold positions to shift.
1.19.4
Experiment
Update 1.20
23w04aEye armor trims are now found in stronghold chests.
23w05aIncreased the chance of Eye armor trims from from 4.7% to 10% in altar chests, and to 100% in library chests.
1.2023w12aChanges from 23w04a and 23w05a are now available without using the "Update 1.20" experimental data pack.
1.21.2pre1Strongholds can now generate in the pale garden biome.
1.21.424w44aThe changes from 1.21.2-pre1 are now available without using the "Winter Drop" experimental data pack.
1.21.625w20aRemoved saddles from stronghold corridor loot tables, replaced with 1–5 leather.
1.21.925w31aCopper horse armor now generates in stronghold altar chests.

Bedrock Edition

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.
v0.12.0Enchanted books can now be found in stronghold library chests.
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 storerooms.
Ender pearls now generate in altar chests.
Bedrock Edition
1.9.0beta 1.9.0.0Cobblestone 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.
1.19.80
Experiment
Next Major Update
Preview 1.19.80.21Eye armor trims are now found in stronghold chests.
1.20.70Preview 1.20.70.22Strongholds now always generate with an End portal room.
1.21.111Preview 1.21.110.22Copper horse armor now generates in stronghold altar chests.

Legacy Console Edition

Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU5CU11.001.001.00Patch 11.0.1Added strongholds.
TU25CU141.171.171.17Strongholds can now generate in the air in Superflat worlds with certain customization presets.
It is now possible to change the amount of strongholds that generate in a Superflat world. This means it is possible to have up to 3 strongholds instead of only 1.
TU60CU511.641.641.64Patch 301.0.11Stronghold chests can now generate emeralds and ink sacs.

New Nintendo 3DS Edition

New Nintendo 3DS Edition
0.1.0Added strongholds.

Issues

Issues relating to "Stronghold" are maintained on the bug tracker. Issues should be reported and viewed 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.

Gallery

Screenshots

Unique generation

In other media

Official artwork

External links

Notes

  1. In superflat worlds, strongholds generate with the maximum number of rooms possible.
  2. If the portal is lit.
  3. a b c d e f g h i j k For simplicity, this number assumes the rooms are composed solely of stone bricks. However, the actual composition is as follows:
  4. This chest uses the altar chest loot. This loot is found in loot_tables/chests/stronghold_corridor.
  5. a b c d Unlike other rooms, this structure only generates with stone bricks. It does not include mossy stone bricks, cracked stone bricks, and infested stone bricks.
  6. This chest uses the storeroom chest loot. This loot is found in loot_tables/chests/stronghold_crossing.
  7. a b This chest uses the library chest loot. This loot is found in loot_tables/chests/stronghold_library.

References

  1. MC-140209 — Cracked and mossy stone brick infested blocks/monster eggs do not generate in strongholds — resolved as "Invalid".
  2. a b MCPE-11765 — No iron doors and stone buttons in strongholds
  3. "1.16 12-eye seeds with spawn locations Latest" by hube12 – github.com, September 14, 2020.
  4. "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 (formerly Twitter), October 6, 2011
  5. MC-216191 — resolved as "Works As Intended".

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