O Calabouço é um vasto labirinto subterrâneo feito de Tijolos que é gerado na criação de mundo, sendo localizado ou na direita ou na esquerda do mundo, e contém inimigos únicos os quais taxas de aparecimento aumentam quanto mais fundo o jogador desce. Ele começa numa estrutura de entrada na superfície que parece um castelo, e estende até profundezas perto do Submundo. Um Calabouço é gerado por mundo. Acesso ao Calabouço requer antes derrotar o Esqueletron (veja Accesso abaixo). O Calabouço pode aparecer em uma de três cores de Tijolos do Calabouço The Dungeon can appear in one of three Dungeon Brick colors, and with one or more Dungeon Brick Wall patterns, which is randomly generated at world creation.
In the Versão para Computador, Versão para Console, Versão para Celular e Versão para Switch, some passages are blocked off by Cracked Dungeon Bricks. These blocks look almost identical to regular dungeon brick, but appear slightly crumbled, and drop no blocks when destroyed. Breaking one block may break adjacent false blocks in a chain similar to the behavior of Desert Fossil. False blocks may also break spontaneously when the player walks on them or uses a grappling hook. Using a Dangersense potion will highlight these blocks. Cracked Dungeon Bricks also conceal large, rectangular rooms lined with spikes and occasionally filled with water, so caution is advised.
The Dungeon contains a dense assortment of unique furniture and Mechanisms that can be retrieved by the player for later use. Several Dart Traps are Wired to Pressure Plates, providing an extra hazard to players. Traps like these can also sometimes be found above-ground at the Dungeon's entrance. Chain Lanterns are wired to Switches, which the player can toggle on and off. The bound Mechanic is also found here, and is freed when spoken to.
There are several locked Gold Chests containing both loot unique to the Dungeon and standard Underground loot. A Golden Key is required to open each of these, and will be consumed upon unlocking a chest. Locked Biome Chests are also present, but they can only be opened after Plantera is defeated and the player has obtained a respective Biome Key.
After Plantera is defeated, the Dungeon spawns new, more powerful enemies, which offer access to new items. Not all enemies spawn in all Dungeons: The particular background wall type generated for a particular Dungeon, as well as the corresponding Faction Flags scattered around, determine which post-Plantera enemies spawn there (see below).
Placed Lesser Healing and Lesser Mana Potion |
There are many shelves in the Dungeon, on which are Books, Lesser Healing Potions, Lesser Mana Potions, and occasionally Water Bolts, which appears as a blue book with a yellow stripe in placed form. Crystal Hearts can not spawn in the Dungeon.
On the Computador, Console, Celular, Switch e tModLoader versions, after a player defeats Golem and Skeletron in a world, a group of 4 Cultists will spawn at the entrance of the Dungeon. Killing them will summon the Lunatic Cultist, and killing the Lunatic Cultist will initiate the Lunar Events, an end-game event.
Access
To gain unrestricted access to the Dungeon, Skeletron must first be defeated. Skeletron is summoned by speaking to the Old Man, who guards the Dungeon entrance. At Night, a "curse" option will be displayed, which will turn the Old Man into Skeletron when clicked. Speaking to the Old Man during the Day will not allow the player to fight Skeletron. By defeating Skeletron, the Clothier NPC becomes available, and will spawn when a suitable vacant house is available.
The Dungeon can be entered but not fully explored before Skeletron is defeated. Traveling to -3 depth in the Dungeon before it has been defeated will summon Dungeon Guardians which will generally kill most players with a single hit. The Dungeon Guardians are practically invincible, and killing them will not grant access to the Dungeon, and the only item gained from defeating a Dungeon Guardian is the Bone Key.
The player can tell if the requirements to spawn Dungeon Guardians are met if the music changes to the Dungeon track, or if they have a Depth Meter equipped that reads "Level" or "X' Underground". Dungeon entrances are located at varying heights, but are always some distance above zero depths, making their entrance structures and 1-2 screens of depth generally safe from Guardians.
Contents
- Esqueletron(boss)
- Velho
- Mecânica Amarrada
- Ossos Furiosos
- Mago das Trevas
- Caveira Amaldiçoada
- Geleia do Calabouço
- Bola com Espinhos
- Roda Flamejante
- Guardião do Calabouço(only accessible before defeating Skeletron)
- Caveira de dragão
- Ossos com Armadura Azul
- Ossos com Armadura Enferrujada
- Ossos com Armadura Infernal
- Paladino
- Necromancer
- Mago em Trapos
- Satanista
- Comando Esqueleto
- Atirador Esqueleto
- Esqueleto Tático
- Caveira Gigante Amaldiçoada
- Bone Lee
- Espírito do Calabouço
- Devoto Lunático
- Arqueiro Cultista Azul
- Cultista Lunático(boss)
- Pistola de Piranhas
- Tormento do Corruptor
- Facas Vampiro
- Pistola de Arco-íris
- Cajado da Hidra Congelada
- Cajado do Tigre do Deserto
- Chave Dourada
- Osso
- Varinha de Osso
- Boneco de Vodu do Alfaiate
- Elmo Necrosado Antigo
- Nazar
- Contador
- Chave de Osso(only obtainable before defeating Skeletron)
- Vaca-preta
- Pena de Osso
- Keybrand
- Fantasma na Garrafa
- Esfera Magnética
- Escudo do Paladino
- Martelo do Paladino
- Polidor de Armadura
- Curativo Adesivo
- Cajado do Feixe das Sombras
- Cajado dos Espectros
- Garfo do Inferno
- Lança-foguetes
- Luneta do Fuzil
- Fuzil de Longo Alcance
- Capacete da SWAT
- Espingarda Tática
- Faixa Preta
- Tabi
- Ectoplasma
- Kraken
- Mangual
- Lança de Justa das Sombras
- Costeletas
- Café
- Raio d'água
- Livro
- Tijolo do Calabouço
- Poção de Cura Simples
- Poção de Mana Simples
- Paredes de Tijolos do Calabouço
- Espinho
- Vela d'água
- Mesa do Alquimista
- Mesa de Feitiçaria
- Dungeon Furniture
- Baú da Selvaneed Chave da Selva
- Baú Congeladoneed Chave Congelada
- Baú Consagradoneed Chave Consagrada
- Baú Corrompidoneed Chave Corrompida or Baú de Carmimneed Chave de Carmim
- Baú do Desertoneed Chave do Deserto
- Caixote do Calabouço
- Caixote da Prisão(Hardmode only)
- Mesa do Alquimista
Hardmode post-Plantera Dungeon
When Plantera is defeated for the first time in a world, the status message "Gritos ecoam nas masmorras..." appears, meaning that new enemies will now appear in the Dungeon. They are generally much more difficult than ordinary Dungeon enemies, and drop new powerful items. It also becomes possible to open the Biome Chests present in the Dungeon.
The particular post-Plantera enemies that spawn in a Dungeon area depend on its background wall, which will also correspond to the Faction Flags found naturally placed in the area. A single Dungeon can contain multiple background wall types in different sections, or just one type. Whether a Dungeon contains different types can only be determined by exploring the Dungeon. The wall type does not determine what type of enemies spawn, but instead affects their spawn rate (for example, Skeleton Snipers can still rarely spawn in dungeon brick walls, even if no Slab walls are nearby). Due to this, a player might need to generate more than one world, and defeat Plantera in each, in order to encounter all post-Plantera enemy types effectively, and to collect all of their unique drops.
Notes
- The Dungeon will always be on the side of the map opposite to the Underground Desert and Jungle. Likewise, the Dungeon will always be on the side of the map the Snow biome is on.
- A player is considered to be in the Dungeon if they are at or below the depth of -3 feet, standing in front of any naturally-placed walls except Dirt Walls, and can see at least 250 Dungeon Bricks on screen. This knowledge can be useful if one wants to lure out a Dungeon Guardian, or to avoid encountering one.
- Most Dungeons, regardless of their visible background walls, have Brick walls behind their foreground blocks. If these blocks are mined out and Plantera has been defeated, enemies associated with Brick walls can potentially spawn.
- Dungeons are much smaller on the Console old-gen e versions of Terraria.
- It is possible, though highly unlikely, for a Dungeon Guardian to spawn pre-Skeletron if the player is below -3 depth and outside of the Dungeon. This will only happen if the player is extremely close to the Dungeon, by touching or standing on the outside wall.
- In Expert mode, all Hardmode Dungeon enemies have a chance to drop two items.
- It is possible that one or more Chests spawn above the surface, allowing to be looted without triggering the spawn of Dungeon Guardians. However, these do not contain the unique, valuable Dungeon-specific items.
- It is possible for the Water Bolt to be above the surface, allowing for early game players to get a powerful weapon.
- If Skeletron was already defeated, it will no longer appear at the Dungeon and will only be able to be summoned by a Clothier Voodoo Doll, making it and the Dungeon Guardian the only non-permanent enemies in the Dungeon. The Old Man and the Dungeon Guardian are the only creatures that will never be able to spawn again in the world once a boss is beaten.
- It is possible for an Altar to spawn in a Dungeon, even when there is no Crimson/Corruption nearby.
- The unique loot of the first few chests of the Dungeon (starting from the entrance) can be easily guessed without unlocking. If the first chest is located above the depth of -100 feet, it will be wooden and contain a Golden Key, otherwise it will contain a Muramasa / Shadow Key . The following chest will contain a Cobalt Shield / Muramasa , and so on.
- This is because of the way Dungeon chest loot is generated; the unique item of each chest follows a predetermined order. In practice, this becomes impossible to follow because of how the Dungeon splits off into multiple branching paths; however, the entrance is predictable because it is a single linear path. The order is a follows: Shadow Key , Muramasa, Cobalt Shield, Aqua Scepter, Blue Moon, Magic Missile, Valor, Golden Key, Handgun.
Achievements
Tips
- Farming for Bones is harder in a post-Plantera dungeon, as the weaker enemies will be overridden by the spawn rates of post-Plantera enemies, which don't drop bones. However, bones will be of little use by the time the player has gotten this far.
- If the player wants to navigate the Dungeon in a post-Golem world, ignore the Cultists when entering. Defeating all four of them by accident will spawn the Lunatic Cultist, so be cautious.
- Spike-covered pits that are filled with water are very suitable for Dungeon Fishing.
Trivia
- – De acordo com a história oficial do jogo, the Dungeon was once a thriving city until an unknown curse brought everyone in the dungeon to live past death, their bodies rotting away and turning into mindless beasts.
- The decorative banners placed in front of the various walls hint as towards the enemies - e.g. the Diabolic Sigil is found in tiled wall areas, where the Diabolist spawns.
- It is possible (though unlikely) for a boulder trap to spawn being cut off by a dungeon, having The boulder above the dungeon, and the pressure plate below, the dungeon bricks between the trap will be removed, leading to a functional bolder trap, and a entrance into the dungeon.
History
- Desktop 1.4.0.5:
- Dungeon fishing now prioritizes Dungeon loot over overlapping biomes.
- Fixed an issue where Dungeon pits would generate at the Surface.
- Desktop 1.4.0.4: Fixed some Hardmode Dungeon enemies drawing into the floor slightly in their animation.
- Desktop 1.4.0.1:
- Added a new Desert theme chest that contains the Desert Tiger Staff.
- Added Cracked Dungeon Bricks to the dungeon, these may block certain paths in the dungeon or reveal pit traps that are lined with spikes and occasionally filled with water.
- Spikes are one block longer.
- Shadow Keys now generate along other unique loot in Golden Chests.
- Desktop 1.3.5: Newly-generated Dungeons now contain new furniture.
- Desktop 1.3.0.1:
- Hardmode enemies can now have a chance to drop the Kraken.
- Cultists will now spawn at the entrance of the dungeon when Golem has been defeated.
- Bewitching Tables and Alchemy Tables now generate within the dungeon.
- Valor now can be found in a locked Gold Chest.
- There is a 1 in 7 chance that a Hardmode Dungeon monster will spawn on any Hardmode Dungeon backwall.
- Desktop 1.2.4.1: Fixed bug where Hardmode dungeon casters would shoot more than 1 projectile in multiplayer.
- Desktop 1.2.4: The Dungeon (as well as the Underworld) has more new Furniture generated at world creation.
- Desktop 1.2.3: Heart Crystals no longer spawn in the dungeon.
- Desktop 1.2:
- Dungeons now always have the same color bricks and back wall.
- Now generates with biome-key locked chests and Faction Flags that denote what will spawn there in Hardmode.
- Now has its own music instead of the Eerie theme.
- The dungeon now has 3 unique textures/colors and furniture.
- Desktop 1.1: Now generated with traps and light sources wired to switches.
- Desktop 1.0.6:
- Dungeons should no longer spawn in the Ocean.
- Dungeons now spawn with more Spikes and less lighting.
- Some items no longer spawn in Dungeon as these were meant for non-Dungeon areas.
- Chests are now locked and must be opened with a Golden Key.
- New enemies:
- Blazing Wheel
- Dungeon Slime
- Spike Ball
- Desktop 1.0.5:
- Entering the Dungeon before defeating Skeletron now spawns Dungeon Guardian instead of Skeletron’s head.
- Common Chests are now replaced with Gold Chests.
- Desktop-Release: Introduced.
- Console-Release: Introduced.
- Switch 1.0.711.6: Introduced.
- Mobile-Release: Introduced.
- 3DS-Release: Introduced.