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1%%Uncomment the Zero Context Examples only when you add context!
2
3Given the loads of {{Non Player Character}}s, monsters, and bosses. It's no doubt that there's a character list for ''VideoGame/{{Terraria}}''.
4
5Now split into the following subpages:
6[[index]]
7* [[Characters/TerrariaNPC NPCs]]: For friendly [[NonPlayerCharacter Non-Player Characters]].
8* [[Characters/TerrariaBosses Bosses]]: For boss enemies.
9* [[Characters/TerrariaBiomes Biomes]]: For the various biomes and enemies found within.
10[[/index]]
11
12[[foldercontrol]]
13
14[[folder:The Player]]
15The player character starts off with nothing but a bottom tier shortsword, pickaxe, and axe (If you bought the Collector's Edition, you also get a carrot which you can use to summon a pet bunny). Over the course of the game they will explore the world, build a home, find treasures, defeat ever more challenging foes, and eventually, plunge the world into a battle between the ancient spirits of light and dark.
16----
17* TheAce: Architect, engineer, tactician, warrior, mage, technician, electrician, inventor, alchemist, savior, destroyer. The Player is all these things and more. There is no weapon they cannot wield, no metal they cannot forge, no creature they cannot slay, no power they cannot control, and no challenge they cannot conquer.
18* AmbiguouslyEvil: Their intent is a complete enigma; they'll kill anything inhuman (although they do treat the Goblin Tinkerer and Witch Doctor like the other [=NPCs=], building homes for them) for loot and they don't care much for the consequences unless they can lead to even more power. While they do kill a lot of evil abominations, nothing's stopping them from [[KickTheDog killing innocent critters on purpose]] and they have to [[spoiler:sacrifice the Guide]] to summon the Wall of Flesh, which is explicitly noted in the lore as the world's guardian protecting it from the true horrors of the Corruption/Crimson and Hallow. Ultimately, it's up to the player to determine their morality since they're the only one who defines them.
19* AntiHero: In order to progress, the player must commit some questionable acts during their journey - most notably, [[spoiler:murdering the Guide by destroying his voodoo doll]]. Beyond that it’s largely up to you where in the scale your PC falls into.
20* TheArchmage: A near-endgame to endgame mage player will be able to wield elements natural and unnatural with terrifying power and elasticity, the sheer strength and magnitude of their abilities outstripping any mortal magic user in the game bar none and rendering them almost, if not as powerful as the [[EldritchAbomination godlike creatures that challenge them]] themselves.
21* BadassNormal: Beyond getting extra stats from Heart Crystals, Mana Crystals, Health Fruit and all other sorts of permanent consumables, there's nothing special about them. All of their powers come from diligent exploration and crafting.
22* BlueAndOrangeMorality: Possibly. They seem to alternate between evil and good behaviors quite casually. They kill evil monstrosities, but also an innocent guide. They protect [[NonPlayerCharacter NPCs]], but kill the guardian of the planet. They take out the cult trying to summon the Moon Lord, then take out the pillars sealing the Moon Lord, only to then take out the Moon Lord.
23* BloodKnight: Possibly. They willingly summon monstrosities purely to kill them, with some [[NiceJobBreakingItHero causing more harm than good when killed]].
24* BroughtDownToNormal: If you die on Mediumcore difficulty, you drop all of your equipment and respawn without it. For a very powerful character, this can be quite jarring, as they no longer have any of the augmentations and abilities that their equipment was providing them.
25* CelestialBody: They can acquire this with the hardmode-exclusive Twilight dye.
26* TheChosenOne: As the world's champion, it falls to the player to stop the return of Cthulhu.
27* ClothesMakeTheSuperman: The large majority of the player's power resides in the clothing and accessories that they wear. Often, these items are additionally enchanted to bestow minor stat perks in addition to their function.
28* CombatPragmatist: While the game doesn't force you to be, being one will make your life ''much'' easier. The game doesn't start easy and late game enemies and bosses can be very nasty, especially during invasions. You can fight using much more than your weapons and accessories, you can create arenas that will drop spike balls, spit darts, or trap doors making enemies fall in lava, or give you many advantages like higher life regeneration or better movement speed to even the odds.
29* CrazyPrepared: In a world where almost everything is out for your blood this is a must. Being prepared is also a necessity to overcome most bosses as fighting them without taking proper precautions is very difficult, bordering on suicidal against the latter ones. Crafting armor and weapons is the tip of the iceberg, crafting an entire arena and filling it with traps is not uncommon to deal with much bigger foes.
30* CurbStompBattle: As the player becomes more powerful, they will start becoming able to steamroll enemies that previously put up a good fight. Even bosses aren't safe from this.
31* DavidVersusGoliath: Even when properly equipped bosses are always bigger and ''much'' sturdier and stronger than the player character. However the player will always triumph over them with enough preparation and/or persistence.
32* DidYouJustPunchOutCthulhu: Many of the bosses the player character fights are {{Eldritch Abomination}}s -- in some cases, they are literally parts of Cthulhu himself. By the end of the game, they beat [[spoiler: the Moon Lord, which is Cthulhu possessing an incomplete physical vessel and the closest this game gets to facing the real deal himself]].
33* FishPeople: When they are in water, they will become a merfolk if Neptune's Shell is equipped.
34* FogFeet: The Djinn's Curse item, when equipped will turn their legs into genie-like smoke, giving them slowfall.
35* HeroicMime: The player character has no dialogue, but communicates with [=NPCs=] just fine.
36* HeWhoFightsMonsters: Eventually after punching out many a EldritchAbomination, the amount of sheer power that the character gains effectively [[HumanoidAbomination makes them one themselves.]]
37* HumanoidAbomination: An end game character is both much more durable than the average mortal and fully capable of wielding weapons and magics that are nearly cosmic in scope. They can have minions made of star matter, armor forged solar energy and other worldly metals, weapons that summon falling meteors with every swing, ect. Very little about how the player fights is at all human in the end and a battle involving a high tier player can look outright terrifying from an outside perspective. On a side-note, the more stranger dyes can also turn you into one visually as well, if you wish to complete the image. [[DownplayedTrope However]] due to the game’s mostly gear based progression, you can return to normal just by unequipping all of your gear, although permanent consumables can't have their effects disabled.
38* InstantExpert: No matter what weapon or item the player gets their hands on, they are able to wield it flawlessly. Be it swords, bows, guns, magic spells of untold power, [[ArsonMurderAndJaywalking yoyos]]...
39* KleptomaniacHero: You can take ''everything''. Literally everything. Found an underground cabin? You can loot any treasure chests that are in it. Then take the chest. Then steal all the light fittings. Then disassemble the ''walls'' and take those too.
40* TheMinionMaster: a Summoner-class player will be able to spawn minions, ranging from a single powerful one to a small army, to fight for them. As of 1.4 it’s possible for the player to augment their minions by using whips on their foes.
41* MurderIsTheBestSolution: The game's progression has you kill almost every boss you come upon for materials, weapons or other causes. [[spoiler:Most notable is how they handle the Moon Lord; first they kill the cultists trying to unseal him, then they kill the Lunar Pillars keeping the Moon Lord sealed, ''then'' they kill the Moon Lord himself.]]
42* NiceJobBreakingItHero: By killing the Wall of Flesh, the player turns a slightly corrupted world into one threatened to be overrun by huge, competing, pockets of [[CrapsaccharineWorld Hallow]] and [[CrapsackWorld Corruption or Crimson]].
43** The chain of defeating bosses eventually breaks the seal holding [[spoiler:[[EldritchAbomination the Moon Lord]]]] from coming to take revenge on the world.
44* OneManArmy: The player will kill thousands of enemies over the course of a full game. The game awards the player with banners for every 50th kill of a particular enemy, and the player can also obtain a Tally Counter which tells them exactly how many enemies of each type they have killed. In some of the special events, such as the Goblin Invasion, they actually do take on entire armies single-handedly.
45* OurWerewolvesAreDifferent: Can become a werewolf if they have the moon charm accessory equipped at night. They look like a humanoid wolf like the other werewolves in the game, except they have brown fur instead of the others blue-ish grey fur. Also, unlike the usual depiction of werewolves being feral, berserk killers attacking anything that moves, the player is unaffected mentally while transformed, with the only effects being slight boosts to some of the player’s stats.
46* PersonOfMassDestruction: The amount of devastation you can wreak is ''cataclysmic''. It also doesn't help that your weapons tend to be stuff along the lines of [[WaveMotionGun Wave-Motion Prisms]], [[MoreDakka rapid-fire]] [[MacrossMissileMassacre rocket launchers]] or [[{{BFS}} swords that literally pull stars from the heavens and send them crashing onto your enemy.]]
47* SnakePeople: Can become one with the Lamia tail equipped.
48* TheSpook: This [[VideoGame/Portal2 dangerous, mute lunatic]] is an enigma through and through, compounded by the fact that the lore makes no mention of them. All we really know about them is that they can take down tons of [[EldritchAbomination EldritchAbominations]] and are willing to build housing for [=NPCs=].
49* SuperToughness: By consuming crystal hearts (and later on, Life Fruits), the player can increase their resilience five-fold over the course of the game, becoming truly superhuman and able to take blows that would eviscerate a starting player. They can also consume Vital Crystals and Aegis Fruits to increase their health regeneration and defense, but unlike their unshimmered counterparts they only apply once.
50* TookALevelInBadass: You start out with a copper sword and a measly 100 health and 20 mana to your name, but after a bit of mining you'll be ready to kill powerful bosses, scaling the ladder from boss to boss until you eventually can slay the Moon Lord. Subverted if you unequip all of your armor and accessories, as you only have a few meagre boosts from permanent consumables.
51* VillainProtagonist: [[AmbiguouslyEvil Possibly]]. In order to progress past a certain point, in this game that averts DeathIsCheap when it comes to the [=NPC=]s, they need to summon, then kill, an EldritchAbomination by [[spoiler: sacrificing the current guide]]. Although how they feel about this depends on how they view the Guide and his frustrating quirks.
52* WasOnceAMan: {{Subverted|Trope}} The player starts out perfectly baseline mortal, although as time goes on and they start both gathering all sorts of energies and weaponry, they eventually become an [[HumanoidAbomination unnatural]] PhysicalGod. However they can go back to normal (minus the miscellaneous stat increases such as health and mana) the second they take off their gear.
53* WeakButSkilled: They're really squishy without sufficient armor, even with maximum health, can't harm anything without a weapon, and can't collect resources without tools. However, they're able to make a plethora of weapons, armor, and tools with whatever resources they have, and they put them all to good use to take down beasts many times their size and strength and mine ores and resources no one else can.
54* WellIntentionedExtremist: Some interpretations. They will stop at nothing and commit some very questionable actions to complete their goal, which is slaying the embodiment of evil. That is, however, assuming that they [[NominalHero aren’t in it just for the powerful gear]].
55* WhatMeasureIsANonHuman: Without the Shimmer, there are only two [=NPC=]s they are willing to take in who aren't human, the Goblin Tinkerer and Witch Doctor. Compare this to the scarcity of human enemies throughout the game; the biggest variety are from the Pirate Invasion, as well as the Clown [[AmbiguouslyHuman if you consider it one.]]
56[[/folder]]
57
58!!Minions
59[[folder:In general]]
60With the right equipment, Players can summon several different minions to aid them in combat. They are crucial to the Summoner class set up, and a small yet helpful addition to the others. All of them are summoned from magic staffs.
61-----
62* AntiFrustrationFeatures: Zigzagged. If the player is separated from the minions and moves too far away from them, they will spawn/fly over to the players location. . . Most of the time. If the minions in question can't pass through walls and are still on screen, they won't be able to get beside the player unless they are re-summoned. Thankfully re-summoning them is quick and needs little mp.
63* ArbitraryHeadcountLimit: Without certain gear or buffs, a player can only have one minion active at a time. The highest cap is 11 on computer, and 9 on mobile and console versions. Some armor sets meant for summoning minions will grant an increase in minion damage rather than an increase in the minion cap.
64* CantLiveWithoutYou: They disappear if the player dies.
65* FriendlyFireproof: The Minions attacks cannot hurt the player, and the player's attacks cannot hurt the minions.
66* GameplayAllyImmortality: None of the minions can take damage or die, but will de-spawn if dismissed, or the player dies.
67* GoodCounterpart: Most of the minions are loyal ally versions of enemies the players fight, and likely encounter first. On a more meta level, the Minions were not originally in the game when it first came out, and started being added in later updates.
68* LeeroyJenkins: They will rush off to fight any enemies they can get to, regardless of wether or not the player is actually fighting them. None can get hurt, so it works out well.
69* LoyalAnimalCompanion: All of them are loyal minions for whomever summons them, though only a handful of them are actual animals.
70* SummonMagic: All of the minions are summoned from magic staffs. The minions damage is based on the stats of the equipment used to summon them.
71* YouAndWhatArmy: The achievement for having nine minions at once is called this.
72[[/folder]]
73
74[[folder:Baby Finch]]
75[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0018_finch.png]]
76The weakest and easiest to acquire minion in the game, the baby finch is summoned from a finch staff, found in living wood chests and given to new Journey Mode characters. When not attacking enemies, it nests atop the player's head.
77----
78* KillerRabbit: {{Downplayed}}. While it is the weakest minion, it's still a small baby bird capable of killing zombies.
79* StarterEquipment: Journey Mode characters start with one, giving them a jump-start in exploration protection.
80
81[[/folder]]
82
83[[folder:Baby Slime]]
84[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0017_baby_slime_minion.png]]
85One of the easiest minions to get but also the most time consuming, the baby slime is summoned from the Slime Staff, which is a RareRandomDrop from slimes. It is one of the five pre-hard mode minions, and the second-weakest minion in the game.
86----
87* BlackBeadEyes: Has these.
88* BlobMonster: A tiny slime.
89* BlushStickers: Has these to make it look cuter and younger.
90* DeathOfAThousandCuts: As the second-weakest minion, fighting just about anything stronger than a zombie goes like this.
91* GoodCounterpart: The first slimes encountered by players are enemies, while baby slimes are loyal to the player who summons them.
92* ImprobableInfantSurvival: Is a baby slime that, like other minions, cannot die.
93* RareRandomDrop: The Slime staff that summons it has the lowest drop rate of any item dropped by an enemy. In normal mode, The lowest drop rate is 1/10000 (0.01%), while it's "best" drop rate is marginally better, at 1/100 (1%), but the latter only applies to ''[[MetalSlime Pinky]]''. By the time a player obtains one, they probably have the means to get the Hornet staff, or even the Imp staff instead, making the Slime staff and the Baby slime by extension more of a BraggingRightsReward.
94* RidiculouslyCuteCritter: Is tiny, with BlushStickers, beady little eyes,and a pacifier.
95[[/folder]]
96
97[[folder:Vampire Frog]]
98[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0016_vampire_frog_minion.png]]
99The vampire frog is summoned with the Vampire Frog Staff, which is dropped by Zombie Mermen and Wandering Eye Fish during a blood moon. It is a red frog that hops along the ground, attacking enemies with its tongue.
100----
101* LoyalAnimalCompanion: Is a large frog that is loyal to the player who summons it.
102* OverlyLongTongue: Its method of attack is to lash enemies with their tongue.
103[[/folder]]
104
105
106[[folder:Hornet]]
107[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0013_hornet_minion.png]]
108One of the five pre-hard mode minions. A hornet that is summoned from the Hornet Staff, which requires materials dropped by the Queen Bee to craft.
109----
110* BewareMyStingerTail: The hornets method of attack is firing poisonous stingers.
111* BigCreepyCrawlies: Is a hornet almost as big as the PC.
112* GoodCounterpart: The first Hornets the players encounter are enemies, while the summoned ones are loyal to the player who summons them.
113* LoyalAnimalCompanion: A large Hornet minion loyal to the player who summons it.
114* ScaryStingingSwarm: Can be invoked if you summon a ''lot'' of Hornets.
115* StatusInflictionAttack: Its stingers can inflict the "Poisoned" debuff on enemies.
116[[/folder]]
117
118[[folder:Imp]]
119[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0000_flying_imp.png]]
120The strongest, and usually last minion pre-Hardmode. Summoned from an Imp Staff the player must craft from hellstone bars at an anvil.
121----
122* ElementalRockPaperScissors: Water puts out their fireballs on contact.
123* GoodCounterpart: The first imps encountered by the players are enemies, while the summoned ones are loyal to the player who summons them.
124* GoodWingsEvilWings: They have [[BatOutOfHell bat like]]/devil wings on their backs which they use to fly, but they only attack their summoners enemies.
125* PlayingWithFire: Attacks enemies with fire balls.
126* SecretAIMoves: Played with. Enemy Imps have the ability to teleport, but player summoned Imps lack this ability. Instead, player summoned Imps have wings and can fly, an ability enemy Imps lack.
127* SequenceBreaking: Prior to the 1.4 Journey's End update, it was possible to skip over the other pre-hardmode summon weapons by fishing up a Reaver Shark (a pre-hardmode pickaxe that was able to mine hellstone before the 1.4 update) and using it to mine the hellstone needed to craft the Imp Staff.
128* StatusInflictionAttack: It's fireballs inflict the "On fire!" Debuff on enemies.
129* WeaksauceWeakness: Is the best pre-hard mode minion- unless water is involved. Its [[PlayingWithFire fireballs]] are extinguished the moment they come in contact with water, making Imps useless for underwater combat.
130[[/folder]]
131
132[[folder:Enchanted Dagger]]
133[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0001_enchanted_dagger_projectile.png]]
134Summoned by the Blade Staff, a rare drop from the Hallow's Enchanted Sword enemies, the enchanted daggers resemble the flying knife weapon dropped by Hallowed Mimics. They deal very little damage, but attack quickly and ignore a portion of enemy armor.
135----
136* ArmorPiercingAttack: They ignore most of an enemy's armor, compensating for their low base damage.
137* DeathByAThousandCuts: The tooltip for the buff you get when they're summoned says this. It's also present in gameplay due to their low base damage and high attack speed.
138* FlyingWeapon: A flying dagger that hovers over the player's head and shoots away at high speed to slash away at any nearby enemies.
139[[/folder]]
140
141[[folder:Spider]]
142[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0005_spider_minion.png]]
143 [[caption-width-right:350:The three variants from left to right: Jumper, Venom, and Dangerous spider.]]
144The weakest Hardmode minions, but the easiest to obtain, Spiders are summoned from the Spider staff, which is crafted from 16 spider fangs at an anvil and above.
145----
146* BigCreepyCrawlies: Spiders that are about as big as the player character's head.
147* LoyalAnimalCompanion: Is a Spider that is loyal to the player who summons it.
148* PaletteSwap: Has three possible sprites with minor differences.
149* SpiderSwarm: Invoked if the player summons more than one.
150* StatusInflictionAttack: Inflicts the "Venom"[[note]]A stronger version of "Poisoned"[[/note]] debuff on enemies.
151* WallCrawl: Spiders can climb background walls.
152* ZergRush: Each spider only takes up 3/4 of a minion slot, allowing you to squeeze in more minions than with other summoning items.
153[[/folder]]
154
155[[folder:Sanguine Bat]]
156[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0003_sanguine_bat_minion.png]]
157The sanguine bat appears to be a strange, bat made entirely of red light. It is summoned with the Sanguine Staff, which is dropped by the Dreadnautilus.
158----
159* AnimalisticAbomination: An unnatural flying mass of glowing red energy with the outline of a bat summoned by the Sanguine Staff, and the fact that it’s dropped by the demonic Dreadnautilous, itself an example of this trope, certainly renders the nature of this creature very suspect.
160* DarkIsNotEvil: Despite being a very strange creature with connections to the blood moon, it's as loyal and helpful as any other minion.
161[[/folder]]
162
163[[folder:Twins]]
164[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0004_twins_minion.png]]
165 [[caption-width-right:350:Left: Spazmamini, Right: Retinamini]]
166Smaller versions of The Twins in their second form, called Spazmamini and Retinamini, respectively, are summoned from the Optic staff, which requires souls of sight obtained from defeating The Twins as one of the crafting materials.
167----
168* EyeBeams: Retinamini fires these.
169* FunSize: Essentially tiny versions of the Twins, and are allies instead of enemies.
170* GoodCounterpart: To Retinazer and Spazmatism, being miniature versions of them.
171* OneSteveLimit: Downplayed. To lessen confusion between these minions and The Twins, they are just referred to by the Optic staff as "Twins".[[labelnote:More]]On a meta level, many players change the upper case T to a lower case t when referring to the minions.[[/labelnote]]
172* ShortRangeGuyLongRangeGuy: Like The Twins. Retinamini fires Eyebeams, while Spazmamini charges enemies.
173* ZergRush: Both do 30 base damage (only 4 more than a Spider), but each pair of Retinamini and Spazmamini count as ''one'' minion, meaning that a fully geared and buffed player can have ''18 or 22 at once'', depending on what version they are playing.
174[[/folder]]
175
176[[folder:Pirate]]
177[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0006_pirate_minion.png]]
178Small Pirate minions summoned by the Pirate staff, a RareRandomDrop from enemies in the Pirate Invasion event.
179----
180* DressedToPlunder: There are three different sprites for the Pirates:
181** One has an EyepatchOfPower.
182** One has a Pirate captains hat.
183** One has a beard, although it's a bit hard to tell due to the Pirates size.
184* PaletteSwap: Has three possible sprites with minor differences.
185* {{Pirate}}: Tiny pirates.
186* PirateParrot: If they are too far away from the player, a Parrot will carry the Pirate to them.
187* ShoutOut: To ''VideoGame/PixelPiracy'', a game Re-Logic published.
188* ToiletHumor: Occasionally the Pirates will poop. This has no functional purpose.
189[[/folder]]
190
191[[folder:Pygmy]]
192[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0002_pygmy_4.png]]
193Pygmy minions that are summoned from the Pygmy Staff, which is one of the items Plantera might drop upon defeat.
194----
195* JavelinThrower: They fight with throwing spears.
196* PaletteSwap: Has four possible sprites with minor differences, mainly the colours on their faces. They are: Blue, red, yellow/orange, and purple.
197* PoisonedWeapons: Their spears can inflict Poison and Venom on enemies.
198* RequiredPartyMember: The Pygmy Staff must be in the players inventory when talking with the Witch Doctor in order to buy the Tiki armor, Pygmy Necklace, and Hercules beetle.
199* ShoutOut: The four different Pygmy sprites have colours on their faces that match up with the masks worn by the [[Franchise/TeenageMutantNinjaTurtles Ninja Turtles.]]
200* SkySurfing: They can fly by riding on their spears if they need to catch up to the player.
201[[/folder]]
202
203[[folder:Desert Tiger]]
204[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0007_desert_tiger.png]]
205 [[caption-width-right:350:The three stages the tiger can become]]
206A white tiger that is summoned with the Desert Tiger Staff found in the dungeon's desert chest. Instead of summoning more tigers, each use of the Desert Tiger Staff will increase its damage and alter its appearance. The tiger will appear as a baby if the staff is used 1 to 3 times, an adult if it is used 4 to 6 times and an armored adult if it is used 7 to 9 times.
207----
208* PantheraAwesome: It's a white tiger AttackAnimal that's wearing golden armor in its fully-upgraded form and will tear your foes to shreds.
209[[/folder]]
210
211[[folder:UFO]]
212[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0010_ufo_minion.png]]
213A small flying saucer minion summoned by the Xeno Staff, which is one of the possible drops from the Martian Saucer during the Martian Madness event. It is currently only in the desktop version.
214----
215* EnergyWeapon: The UFO fires laser beams at enemies.
216* FlyingSaucer: Is a small one.
217[[/folder]]
218
219[[folder:Raven]]
220[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0008_raven_minion.png]]
221Ravens that are summoned from the Raven Staff, a rare drop from the Pumpking during the Pumpkin moon event.
222----
223* CreepyCrows: Dark purple Ravens with orange eyes that are acquired during a Halloween-themed event.
224* LoyalAnimalCompanion: A Raven minion that is loyal to the player who summons it.
225* PurpleIsTheNewBlack: The Ravens are a dark shade of purple.
226[[/folder]]
227
228[[folder:Terraprisma]]
229[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0012_terraprisma_projectile.png]]
230A glowing, multicolored, flying sword that is summoned by the Terraprisma, a weapon dropped by the Empress of Light if she is defeated during the day.
231----
232* BraggingRightsReward: While it is a very powerful summon weapon, it can only be obtained by defeating the BulletHell that is the Empress of Light during a time when she is capable of killing any player instantly, so anyone who gets it is probably skilled and well-equipped enough to beat the game without it.
233* FlyingWeapon: They normally hover behind the player until an enemy gets too close, at which point they shoot off and slice the foe to ribbons.
234* InfinityPlusOneSword: The Terraprisma possesses the highest base damage of any minion in addition to having very fast and precise attacks, even beating the Stardust Dragon in consistent single-target damage. That said, it does fight the spot for strongest summon as the Dragon can still crank out big numbers at max length.
235* OddNameOut: The Terraprisma is the only minion-summoning weapon that does not have "staff" in its name.
236
237[[/folder]]
238
239[[folder:Sharknado]]
240[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0009_sharknado.png]]
241Sharknados (small tornadoes that fire sharks) summoned from the Tempest Staff dropped by Duke Fishron.
242----
243* ShoutOut: To ''Film/{{Sharknado}}''.
244* VictorGainsLosersPowers: Are the same type of sharknados summoned by Duke Fishron.
245[[/folder]]
246
247[[folder:Deadly Sphere]]
248[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0015_deadly_sphere_7.png]]
249A minion summoned with the Deadly Sphere Staff which is a rare drop from Deadly Spheres during the Solar Eclipse event.
250----
251* PaletteSwap: After it attacks three times, its sprite changes, to one of four sprites, two of which are the exact same except for the colours on their protrusions.
252* ShoutOut: To the 1979 film Phantasm, and one of the possible sprites for it looks a lot like a [[Franchise/StarWars TIE Advanced]] from the front.
253[[/folder]]
254
255[[folder:Stardust Dragon]]
256[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0014_stardust_dragon_minion_1_summon.png]]
257 [[caption-width-right:350:''"Who needs a horde of minions when you have a giant dragon?"'']]
258
259A dragon summoned from the Stardust Dragon Staff, which is crafted from 18 Stardust fragments. Instead of summoning more dragons, each use of the Stardust Dragon Staff will increase its length and damage.
260----
261* AchillesHeel: It's a powerful minion, but it's still just one minion, and is thus relatively ineffective against hordes of enemies as it can't be everywhere at once.
262* AwesomeButImpractical: In multiplayer. Due to how the hit detection works any target the dragon is currently attacking is nearly immune to all other forms of damage, this includes most bosses. If you are solo and not planning on fighting at all yourself then it is by far the strongest minion, but if you have teammates or are attacking with other weapons the dragon will completely invalidate most of the other hits. This makes the Cells more suited to summoners who have other forms of damage output. The other problem is its floaty movement, making speedier bosses harder to kill because it can't keep up.
263* DraconicAbomination: A large, serpentine EnergyBeing comprised of celestial energies that can massacre entire armies of enemies without slowing down.
264* EnergyBeing: It's less of a Dragon and more of a Dragon-shaped mass of eldritch energy.
265* GoodCounterpart: The Stardust Dragon operates like a player friendly version of a [[BossInMookClothing Wyvern]].
266* InfinityMinusOneSword / InfinityPlusOneSword: A single summon Stardust Dragon has a base attack of 40 while the Stardust Cell does 60. On paper, the Cell does more damage than a one-segmented Dragon. In practice, a single ''max length'' Stardust Dragon, however, is more than capable of shredding through bosses with ease than a single Cell.[[note]]While the Sharknado and Deadly Sphere are technically stronger with a base attack of 50, neither can attack through solid blocks, limiting the number of enemies they can attack[[/note]]. Its killing potential is contested with the Terraprisma, which has a higher base power and can stay fixated on enemies easier, but doesn't strike as rapidly as the Dragon can due to how the latter behaves in combat.
267* LightningBruiser: When it's on the attack, it moves ''faster than the player''.
268* OneManArmy: Invoked. The Stardust Dragon at full power tears enemies, both mooks and bosses alike, to ''shreds''.
269* OurDragonsAreDifferent: It's a blue and yellow wyrm, and it attacks enemies by flying through them instead of using some kind of BreathWeapon. It also gets longer as the player summons it more.
270* PowerFloats: How it flies, gliding effortlessly around.
271* PowerGlows: As it moves, it leaves behind a small trail of blue sparkles that provide some temporary light.
272* RammingAlwaysWorks: Despite being a dragon, it has more in common with the Wyvern than Betsy, as it will instead charge and ram into and through it's targets. Although it doesn't make it any less lethal.
273* SegmentedSerpent: Instead of spawning another copy of it, using it instead makes it longer by adding more segments.
274* ShamuFu: Despite being a dragon, it closely resembles a shark as well.
275[[/folder]]
276
277[[folder:Stardust Cell]]
278[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minion_0011_stardust_cell.png]]
279 [[caption-width-right:350:''"Cultivate the most beautiful cellular infection"'']]
280A minion summoned with the Stardust Cell Staff, crafted from 18 Stardust Fragments.
281----
282* BoringButPractical: The Cells are just balls of light that float around and shoot smaller balls of light at things. However, their ranged attacks are very fast and track targets, they teleport into attack range instantly, and their attacks cause a very powerful [=DoT=] effect. They might not look like much compared to the Dragon, but are easily its equal.
283* DamageOverTime: The Stardust Cell fires "mini cells" that latch onto enemies and damage them for 30 "ticks".
284* FlashStep: Will do this to get closer to enemies out of range.
285* GoodCounterpart: It's essentially a good version of the Star Cell enemies fought at the Stardust Pillar.
286* HomingProjectile: Its mini cells.
287* InfinityMinusOneSword / InfinityPlusOneSword: Is the second-strongest individual minion due to its base damage of 60, while the Stardust Dragon has a base damage of 40, but will increase in attack power and length with each use of the Stardust Dragon Staff making it stronger than the Stardust Cell. Unlike the Stardust Dragon, multiple Stardust Cells can be summoned, giving it an edge in crowd control.
288* PersonalSpaceInvader: The mini cells that the cells fire attach onto enemies and deal constant damage to them.
289* PowerFloats: Stardust Cells float around.
290* TeleFrag: They teleport on top of any target that is out of their immediate range which causes impact damage. This can easily kill most non-boss targets instantly. They occasionally use this ability rapid fire provided each target dies on contact.
291[[/folder]]
292
293!! Enemies
294
295[[folder:Lost Girl/Nymph]]
296[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nymph.png]]
297[[caption-width-right:350:Deceiver of Fools]]
298-->'''Lost Girl Entry:''' ''Naked and afraid, this girl stands still, deep in the world, as if waiting for someone to rescue her and lead her to the surface.''\
299'''Nymph Entry:''' ''Masterfully deceives explorers by posing as a lost girl, then attacks with ferocious might, blood-lust in her eyes.''
300
301What appears to be an NPC named "Lost Girl", similar to the ones the player can rescue. Approaching her, however, has her transform into a green-skinned nymph that will maul unsuspecting players with potent melee attacks.
302----
303* AmazingTechnicolorPopulation: Her skin is green in her true form.
304* BarbieDollAnatomy: She's depicted as fully naked, but lacks nipples or genitalia. Probably a display of modesty more than limitations of the art style.
305* CurtainsMatchTheWindow: Her eyes and hair are the same light blue in her disguised look.
306* ExposedToTheElements: She is naked and can spawn in the Cavern layer of any biome, including the Ice Biome. This does not appear to trouble her.
307* FanDisservice: She is a naked woman that is either covered in blood or has parts of her body "rotten" away. Or she just has reddish-brown patches on her skin, but she's still trying to kill unsuspecting players.
308* FullFrontalAssault: She wears absolutely nothing while trying to kill the player.
309* GodivaHair: Her sprites appear to have this for some reason, instead of sharing the same BarbieDollAnatomy with her genitals.
310* LightningBruiser: She hits like a truck by Pre-Hardmode standards, moves twice as fast as normal mooks, and is harder to knock back.
311* TheLittleDetecto: She has a 50% chance of dropping a Metal Detector, which is increased to a guaranteed drop in Expert Mode.
312* LuckBasedMission:
313** Finding her in the first place is luck, because unlike other enemies she doesn't move until provoked. Unless you have the Lifeform Detector, it's entirely possible you'll pass right by without even noticing her, and even if you do have a Lifeform Detector, it's often difficult to find the Nymph before she despawns.
314** She has a 50% chance of dropping the Metal Detector, one of the items needed to craft the Cell Phone. Considering her rarity, this can make obtaining it pretty annoying. In Expert Mode, thankfully, it's a guaranteed drop. Prior to the 1.3 update, getting her banner was even worse, as the drop rate is only 0.5%. From 1.3 onwards you just have to kill 50 of her. Good luck with that.
315* LuringInPrey: The Lost Girl stands in darkened areas, waiting for the player to find her. She has the appearance of a naked woman and seems to be an NPC in need of rescue. If the player gets close, though, she transforms into the Nymph and attacks.
316* MsFanservice: Downplayed because of the limited art style[[note]]She also has more detailed official art in the form of her achievement image, but it only shows her face[[/note]], but she is one of the very few humanoid characters in the game who is completely naked. Becomes FanDisservice when she turns green and has what appears to be blood or body rot on her hands, mouth, and between her legs.
317* NakedPeopleTrappedOutside: Subverted. The other "lost" [=NPCs=][[note]]sans the Golfer, but he is at least visibly fighting off the Underground Desert monsters[[/note]] are tied or webbed up while she appears just fine but naked, suggesting to unsuspecting players that she lost her clothes in an incident that left her stranded in the caves. She instead reveals her equally-naked true form and tries to kill the player.
318* OurNymphsAreDifferent: They're cave-dwelling monsters who lure in people to kill them, and have no signs of being any sort of nature entity beyond the name. Whatever connection they have to the Dryads, if any, is unknown.
319* RedEyesTakeWarning: Her eyes are red in their true form, and they are blue in her disguise.
320* SchmuckBait: Hey, it's another NPC. I'll just go up and--"[[HaveANiceDeath Player's flailing about was finally stopped by Nymph]]". Subverted if the first encounter is in Hardmode, and due to her rarity it likely will be. Despite the scare, her stats are laughable at that point (and she does not gain an Expert/Master boost after Wall of Flesh or Plantera), so she likely ends up luring the player character in to her ''own'' death instead.
321* {{Shapeshifting}}: Downplayed, she is capable of making her skin shift from green to a human skin tone and hide her blood stains when disguising.
322* ShoutOut: Her Bestiary entry as a Lost Girl begins by saying she's "Series/NakedAndAfraid".
323[[/folder]]
324
325[[folder:Clown]]
326-->''His origins unknown, this creepy fiend balances himself on a ball while hurling explosive destruction at everything around him.''
327A Hardmode enemy that only spawns during Blood Moons. The Clown throws bombs and chattering teeth enemies, and, until Patch 1.2, was the only enemy in the game capable of damaging blocks.
328----
329* AmbiguouslyHuman: He looks more human than Zombies or other common humanoid enemies, but he only appears during Blood Moons, which otherwise have a pretty strict blood and zombie theme to their exclusive enemies. Him being a MonsterClown with unknown origins complicates things further.
330* EnemySummoner: The Journey's End update gave it the capability to throw chattering teeth enemies at the player.
331* {{Griefer}}: Prior to Patch 1.2, it was capable of damaging and destroying blocks, including your NPC houses.
332* MadBomber: Its modus operandi.
333* MonsterClown: An evil clown that balances on a ball and chucks happy face bombs at you.
334[[/folder]]
335
336[[folder:Sand Elemental]]
337-->''The most intense sandstorms draw forth powerful earth elementals. With this feminine form, her tornadoes tear all asunder.''
338The Sand Elemental uncommonly appears in a Hardmode Desert biome during a sandstorm.
339----
340* DeadlyDustStorm: Is only encountered during a sandstorm in Hardmode.
341* DishingOutDirt: Attacks with sand-based tornadoes.
342* ElementalEmbodiment: Called an elemental of sand. The Bestiary entry suggests that this is a sub-category of earth elementals.
343* {{Foil}}: To the Ice Golem:
344** Both of them only appear during a storm, but the Sand Elemental is found in the hot Desert biome and appears female, while the Ice Golem is found in the cold Ice biome and appears male.
345** The Sand Elemental attacks indirectly by conjuring sandnado traps as compared to the Ice Golem who fires ice beams in a more direct approach.
346** The Sand Elemental's Forbidden Fragments are used to craft the Forbidden Armor that benefits Magic and Summoner, while the Ice Golem's Frost Cores are used to craft the Frost Armor which benefits Melee and Ranged.
347* GlowingEyesOfDoom: While the Sand Elemental possesses a pair of glowing yellow eyes by default, they produce a bright flash when she decides to use her sand-tornado attack.
348* SentientSands: Is made of sentient sand.
349* TornadoMove: Her only attack is conjuring several "sandnados" which hurt you upon touching them.
350* VictorGainsLosersPowers: When she's beaten, she drops Forbidden Fragments that allow you to craft the Forbidden Armor set. Wearing the full set gives a SetBonus that allows you to use the same sand tornado attack she uses.
351[[/folder]]
352
353[[folder:Ice Golem]]
354-->''Sub-zero temperatures, blinding snow flurries, and being blasted apart by an icy construct are some of the dangers of blizzards.''
355The Ice Golem uncommonly appears in a Hardmode Ice biome during a blizzard.
356----
357* ColdFlames: Obtaining its Frost Cores will allow the player to craft the Frost Armor set, and wearing this set will give a SetBonus that causes the player's Melee and Ranged attacks to cause the Frostburn status.
358* EyeBeams: Shoots {{Freeze Ray}}s at the player from its eyes.
359* {{Foil}}: To the Sand Elemental:
360** Both of them only appear during a storm, but the Ice Golem is found in the cold Ice biome and appears male, while the Sand Elemental is found in the hot Desert biome and appears female.
361** The Ice Golem fights more directly by firing ice beams aimed at the player as compared to the Sand Elemental's Sandnado traps.
362** The Ice Golem's Frost Cores are used to craft the Frost Armor which benefits Melee and Ranged, while the Sand Elemental's Forbidden Fragments are used to craft the Forbidden Armor that benefits Magic and Summoner.
363* FreezeRay: Its EyeBeams have a chance of chilling or even freezing the player.
364* {{Golem}}: One that's made of ice.
365* AnIcePerson: Its attacks deal icy damage and can freeze the player.
366* MightyGlacier: Moves slowly, but can deal a good amount of damage to the player via its EyeBeams and has a huge amount of health.
367[[/folder]]
368
369[[folder:Wyvern]]
370The Wyvern sometimes appears in high altitudes in Hardmode. It is a long, white serpentine dragon that curves around similar to the Worm-type enemies, but through the sky. The Wyvern is the only enemy that drops Souls of Flight, which are needed to make most of the wings in the game.
371----
372* AchillesHeel: Each segment of their body is a separate hitbox so piercing weapons will absolutely shred their health in seconds.
373* BossInMookClothing: It's a normal (if uncommon) enemy that can spawn without warning, comes packing more HP than most pre-Hardmode bosses, and hits like a truck. What really puts them in this category, however, is that it does not get detected by the Lifeform Analyzer, unlike most uncommon enemies.
374* CallAPegasusAHippogriff / OurDragonsAreDifferent: Despite having the name of a variant of Western Dragon, the design of this one is more Eastern.
375* EssenceDrop: Drop Souls of Flight when slain, which are used to craft many of the various wings in the game.
376* {{Flight}}: Sky-bound serpentine dragons that easily fly through the air. Killing them nets you an EssenceDrop in the form of Souls of Flight, which are used to craft wings.
377* LightningBruiser: Fast moving, lots of health, and very painful.
378* NonIndicativeName: They resemble Eastern-style dragons rather than [[OurWyvernsAreDifferent the traditional depiction of wyverns]].
379* OurDragonsAreDifferent: The only ones in the game, not counting Arch-Wyverns in the Legacy Console version, and Betsy and the Stardust Dragon in 1.3 onward.
380* SegmentedSerpent: While they don't look segmented, Wyverns are treated as having multiple body segments akin to worm-type enemies. Piercing weapons are your friend at high altitudes.
381* SuperPersistentPredator: Ever try teleporting back home just to get away from these beasts in 1.2? Don't, because when you're least expecting it, they'll swoop out of nowhere from the sky to finish the job of killing you.
382[[/folder]]
383
384[[folder:Slimes]]
385All slimes behave the same: They hop to get around and all but a few drop slime gel upon death. They come in all different colors and sizes such as green, blue, red, purple, yellow, black slimes that inflict darkness (reduced light vision), [[AsteroidsMonster mother slimes and their baby slimes]], [[MetalSlime Pinky]], [[UndergroundMonkey Jungle Slimes]], Dungeon Slimes that drop keys instead of gel, Lava Slimes that turn into lava in Expert Mode, and [[KingMook The Slime King]]. In Hardmode, they are joined by the Toxic Sludge that can poison the player, [[AsteroidsMonster Corrupt slime and its slimelings]] that can also inflict darkness with a Shadow Slime variant in the Console version, the slimer that [[{{AirborneMook}} flies on bat wings]], and the glowing Illuminant slime that's found in the underground Hallow, above ground is the Rainbow Slime that can rarely spawn in rainstorms and drop rainbow bricks. The Crimson on the other hand will have Crimslimes that don't have the splitting or darkness inducing effect of Corrupted (or Shadow) slimes.
386----
387* BlobMonster: Naturally, given that they are gelatinous monsters.
388* ColorCodedForYourConvenience: One can tell the power of the "basic" Slimes by their color. From weakest to strongest, they are Green, Blue, Red, Purple, Yellow, and Black, with Black Slimes sharing stats with Yellow Slimes but also dealing the Darkness debuff. Queen Slime's spawns are also color-coded, something their Bestiary entries take note of.
389* TheGoomba: Slimes are generally the first enemy you'll encounter in Terraria. They're also some of the weakest and most numerous in the game.
390* HolidayMode: Slimes can spawn in seasonal variants depending on the holiday, such as wearing bunny masks for Halloween, or wearing gift ribbons for Christmas.
391* InformedAttribute: The gel they are made of is apparently rather tasty (particularly Pinky's, which is said to be "bouncy and sweet"), but it's impossible to eat it raw without crafting it into a potion.
392* KingMook: The King and Queen Slimes are this to the Slimes in general. The King Slime can be seen as the King to the Blue Slimes specifically, while the Queen Slime's mooks are enemies unique to her fight.
393* MetalSlime: Rainbow Slimes. They show up very rarely in the Hallow during rainstorms while you are close to pure land, and drop the sought-after Rainbow Bricks.
394* MoneySpider: Jungle Slimes, pre-hard mode. Most other enemies drop maybe one silver coin if they're high tier and you get lucky, while Jungle Slimes drop four or five silver coins as standard, aren't particularly hard to kill, and [[ZergRush spawn in droves]].
395* RareRandomDrop: The Slime Staff has a 0.01% chance of being dropped by most slime variants. Hours upon hours upon hours can be spent trying to get the staff.
396* SpikeShooter: Spiked Blue Slimes, Spiked Jungle Slimes and Spiked Ice Slimes can fire spikes at the player. The latter two can poison and chill you respectively.
397* StatusInflictionAttack: Darkness (reduced light vision) and poison. The lava slime originally counted for fire since they turned into lava when killed before a patch removed that trait, until it was added in again as an Expert Mode trait.
398* TookALevelInBadass: The Green Slime in Expert Mode. It starts pretty weak, but in Hardmode its maximum life shoots up from 28 to 246 and its attack from 12 to 86. Once Plantera is defeated, its HP and attack go up to 338 and 118.
399
400[[AC:Pinky]]
401-->''The smallest slime ever recorded, their extreme cellular density makes them incredibly durable for their small size. They eat money.''
402A rare overworld slime that is tiny and pink. It's hard to hit but, when killed, it will drop a single gold coin (worth 100 silver, or 10,000 copper) and some Pink Gel, useful for players starting out.
403----
404* BlownAcrossTheRoom: Pinky is more susceptible to knockback than just about any other enemy in the game, meaning that it often goes flying across the screen after a single hit. This also makes it harder to kill, since you often have to alternate between hitting it and running after it for another hit. Given the gels it drops is "bouncy and sweet", it can be chalked up to Pinky itself being much more...well, bouncy, compared to the common slime.
405* GlacierWaif: Pinky may be the smallest slime of the game, but it's only second to King Slime in terms of health when it comes to all of the slimes available before hardmode and it drops dozens of Pink Gel in contrast to its size.
406* MetalSlime: And an actual slime to boot. Slaying this tiny slime drops a single gold coin and some Pink Gel, but happens to have the highest health of any pre-hardmode slime. They are also rare and are extremely sensitive to knockback, the latter making it likely to send them flying off a cliff and despawning if fought wrecklessly underground.
407
408[[/folder]]
409
410[[folder:Zombies]]
411
412Once night comes, slimes stop appearing, and zombies come instead. They're just like your standard zombie, being slow but coming in great numbers. They're especially dangerous during a blood moon, when they appear in greater numbers and gain the ability to open doors.
413----
414* EliteMooks: Blood Zombies are tougher, faster, and more powerful versions of the regular zombie that only spawn during a blood moon. Expert Mode also adds zombies wielding severed arms as weapons, letting them hit harder and from longer range than your average zombie.
415* TheGoomba: While slightly tougher and more numerous than Slimes, Zombies are still as basic as enemies get.
416* GrievousHarmWithABody: Some zombies in Expert Mode come wielding severed arms as weapons. Additionally, almost all zombie variants have a chance of dropping a Zombie Arm that can be equipped by the player.
417* IncongruouslyDressedZombie: The basic zombies also have Raincoat and Eskimo variants which spawn in rain and snow biomes respectively.
418* NightOfTheLivingMooks: Literally, since [[NocturnalMooks they only spawn at night]].
419* PaletteSwap: Zombies have a very wide range of possible sprites. Interestingly, each variant of zombie actually has slightly different stats, and some have different drops as well.
420
421[[AC:Doctor Bones]]
422
423A zombie that spawns rarely in the jungle (both above and underground) during the night, wearing an archaeologist's hat, who drops it when killed. It's tougher than the regular zombie as well.
424----
425* IncongruouslyDressedZombie: Doctor Bones is dressed in archaeologist gear.
426* MetalSlime: Tougher than the standard zombie and is a rare encounter in the Underground Jungle, but killing him gets you his hat.
427* ShoutOut: Like the rest of the archaeologist's vanity set, to ''Franchise/IndianaJones''.
428
429[[AC:The Groom]]
430
431A zombie wearing a top hat that spawns during a blood moon, the top hat is also dropped upon death, like Dr. Bones, he also has higher HP than the regular zombie.
432----
433* IncongruouslyDressedZombie: Ever see a zombie in a wedding tuxedo?
434* MetalSlime: He only appears during a blood moon, and even then, only rarely, and has much higher health than a regular zombie. He drops his hat when killed.
435* ShoutOut: It may be a reference to the zombie groomsman in ''Film/ShaunOfTheDead''.
436
437[[AC:The Bride]]
438
439A zombie wearing a wedding gown and veil that spawns during a blood moon. Like the Groom, she has much higher HP than your average zombie, and her clothing is dropped on death.
440----
441* BloodSplatteredWeddingDress: Attacks you in full wedding wear.
442* IncongruouslyDressedZombie: In her case, it's a wedding dress.
443* MetalSlime: She only appears during a blood moon, and even then, only rarely, and has much higher health than a regular zombie. She drops her veil and dress when killed.
444
445[[/folder]]
446
447[[folder:Skeletons]]
448You spend a lot of time battling skeletons in the game so here's a list of them: The first type of skeleton is found underground and drops hooks occasionally. Then, there's the undead miner and [[Film/MontyPythonAndTheHolyGrail Tim]]. Skeletron is fought to get into the dungeon. Once you get to the dungeon, you find angry bones that come in their normal size, along with [[GiantMook big boned]] and [[MiniMook small boned]] sizes. Also present are dark casters and then the cursed skulls (which can curse the player, rendering them unable to use items). In the underworld, you will find the bone serpent. On hard mode, the player fights armored skeletons and their heavy variants underground that poses a threat of breaking their armor (halved defense for five minutes) and skeleton archers that shoot flaming arrows at the player. And, finally, there is Skeletron Prime.
449----
450* DemBones: A whole collection of them, no less!
451* SniperRifle: Skeleton Snipers in the Hardmode dungeon after beating Plantera will use these. They hurt ''a lot'' and from a great distance too.
452* StatusInflictionAttack: Cursed (unable to use items) from the flying cursed skulls, broken armor (halved defense for 5 minutes) from armored/heavy skeletons, and fire from skeleton archers.
453
454[[AC:Undead Miner]]
455
456A skeleton that appears underground, wearing a glowing mining helmet. When killed, it can drop bombs, a hook, or mining pants/shirt. They're easy to spot due to the glow of their helmets, and they can help illuminate undiscovered caverns.
457----
458* MetalSlime: Quite rare, and killing it is the only way to get the Bone Pickaxe and the Mining Armor.
459
460[[AC:Tim]]
461
462A skeleton sorcerer that can spawn underground. Like other casters, it will teleport around and fire projectiles until you kill it. When killed, Tim drops a wizard hat that can be used to increase magic damage or simply as a vanity item.
463----
464* MetalSlime: Appears very rarely, and killing him is the only way to get the Wizard Hat, as well as giving you the achievement.
465* RobeAndWizardHat: Wears a wizard hat that drops on death, and complements the gem robes very well.
466* ShoutOut: To ''Film/MontyPythonAndTheHolyGrail''.
467
468[[AC:Rune Wizard]]
469
470Appearing in the Hardmode Caverns, the Rune Wizard is an extremely rare enemy with one of the most powerful attacks in the game.
471----
472* AndYourRewardIsClothes: Killing the Rune Wizard allows you to nick his robe and hat for your own use, although unlike with Tim’s hat they’re purely cosmetic in effect.
473* GlassCannon: He can dish out some incredible pain, but he can't take a hit.
474* TeleportSpam: Not to the extent of the dungeon mages, but he does warp around if you can't kill him quickly.
475
476[[AC:Paladin]]
477
478Appearing in the 1.2 Hardmode Dungeon, the Paladin is a heavily armored knight that throws giant hammers that pass through walls.
479----
480* AchillesHeel: Paladins cannot attack while they are being attacked. The problem is focusing them down while getting mobbed by a dozen other enemies.
481* LightIsNotGood: It has really bright armor, and it starts not-so bright chaos.
482* LuckilyMyShieldWillProtectMe: It carries a shield which can drop as a defensive accessory when the Paladin is defeated.
483* MightyGlacier: With its very high offense, it can easily maim you in seconds while you struggle to kill it.
484* SwordBeam: In the form of hammer projectiles.
485* ThrowingYourSwordAlwaysWorks: They throw giant hammers at you to attack. They will sometimes drop from dead Paladins, and allow you to do the same thing.
486[[/folder]]
487
488!! Events
489[[folder:The Torch God]]
490-->''An unseen deity responsible for a torch's eternal flicker, however easily angered by the unsightly, ungrateful abuse of torch placement.''
491An event that can be initiated by placing over 100 torches underground in close proximity at any point in the game's progression. The torches will shoot fireballs at the player while inflicting the Blackout debuff. Surviving the event gives a unique item that automatically converts torches based on what biome they are placed in.
492----
493* DisproportionateRetribution: He seems to believe that anyone who puts too many torches underground at once should die.
494* {{Fireballs}}: What the torches will fire at you when the event starts. Each torch will fire once.
495* TheGhost: The actual Torch God is not seen, he only attacks the player through the torches placed. His Bestiary entry just uses a single torch to represent him and says that he himself is unseen even in-universe.
496* GuideDangIt: Nothing in the game tells the player how to begin the event or that it even exists, and the way to start it is not something usually done by accident unless it is part of an elaborate building project.
497* HairTriggerTemper: The game itself says he is easily angered and he will try to kill players who put too many torches together.
498* HollywoodTorches: The Torch God is the very in-universe [[JustifiedTrope justification]] for torches never fading out on their own.
499* InterfaceScrew: The player's vision is reduced while the event is active. Since it's through the Blackout debuff rather than the Darkness debuff, the Blindfold and its upgrades cannot be used to combat this.
500* OptionalBoss: Surviving the Torch God's challenge is completely optional and gives an item that helps with luck.
501* AWizardDidIt: According to his Bestiary entry, he's the reason why Torches in the game never die out over time.
502[[/folder]]
503
504[[folder:Blood Moon]]
505The Blood Moon has a 1 in 10 chance of occurring each night with a visible moon so long as a player with 120 health or more is in the world. Unlike other events, the Blood Moon incorporates biome specific monsters as well as their event specific monsters into the fray. In addition, certain harmless critters, such as rabbits and goldfish, turn hostile during the event, and will attack the player. Zombies and other monsters gain the ability to open doors, making them a much larger threat then they are usually.
506----
507* AnimalisticAbomination: While the Hemogoblin Shark and Wandering Eye Fish border on this, being grotesque, mutant hybrids of various creatures brought into being by the power of the Blood Moon, the Blood Eel and Dreadnautilus straight up cross into this territory, explicitly being called demons in the bestiary, with their supernatural abilities only serving as the icing on the cake.
508* AirborneMook: Dripplers are weird flesh-and-blood abominations that slowly float towards the player and only appear during Blood Moons.
509* BadMoonRising: A blood-red moon that summons horrifying-looking enemies, one after another.
510* BodyHorror: Blood Zombies are overflowing with blood to the point where they look like walking piles of exposed flesh, while Driplers are an amalgamation of Demon Eyes fused into a bloody ball with [[EyesDoNotBelongThere eyes all over it]].
511* JerkassBall: During this event, female [=NPCs=] become rude and irritable.
512* KillerRabbit: Those cute goldfish, bunnies and penguins turn into evil biome-specific counterparts that are hostile to the player.
513* NonHumanUndead: Zombie Mermen will occasionally appear as one of the hazards a fishing player faces while a Blood Moon is taking place.
514* TotalEclipseOfThePlot: Possibly, as real-life blood moons are actually lunar eclipses.
515* ZergRush: A few unique enemies aside, the Blood Moon's main effect is to massively increase the spawn rate of regular night or biome enemies.
516[[/folder]]
517
518[[folder:Slime Rain]]
519The Slime Rain occurs once the player(s) have 140 life and 8 defense or it can occur before that with a lower chance in Expert Mode, at a ≈%10 chance per day pre-hardmode and a ≈%6 chance during hardmode. When it occurs, Slimes literally start falling from the sky even when enemies normally do not spawn such as being near [=NPCs=]. The event ends 24 (in-game) hours after it begins or when the player kills 150 slimes then it will summon the King Slime, after which the event ends when the King Slime is defeated. Subsequently, the chances of a Slime Rain occurring after defeating the King Slime are roughly halved and it only requires killing 75 slimes the next time a Slime Rain occurs.
520----
521* ItsRainingMen: The idea behind this event. The background even changes accordingly to feature this.
522[[/folder]]
523
524[[folder:Old One's Army]]
525A special crossover event (from ''VideoGame/DungeonDefenders 2''). Triggered by placing an Eternia Crystal on an Eternia Crystal Stand, the objective is to protect the Eternia Crystal from waves of enemies seeking to destroy it. Unique in that the event's difficulty depends on when you trigger it: triggering it after defeating the Golem results in more waves of enemies (and the enemies themselves having better stats) than you'd get if you triggered it as soon as it's available. When triggered in its hardest version, the event ends with a fight against a "boss", Betsy.
526----
527* ActionBomb: Both Kobolds variants attack by blowing themselves up, among the only enemies in the game to do this.
528* AirborneMook: Etherian Wyverns, Etherian Lightning Bugs and Kobold Gliders. Their ability to fly makes them dangerous enemies.
529* BrutalBonusLevel: Fighting the Old One's Army is entirely optional for progress, although tackling them yields some nice loot from both the bosses and the Tavernkeep. However, with the sheer number of enemies and the various restrictions, you'll have to put in some serious work to get their exclusive items.
530* DegradedBoss: The Dark Mage serves as the final boss of the easiest version, while the Ogre serves as the boss of the second version. On the final and hardest version, both of them show up as regular enemies.
531* FireWaterJuxtaposition: Betsy (fire) and Duke Fishron (water). Betsy has an attack pattern very similar to Duke Fishron's, both alternating between charging, a blowing attack (a fire breath and several bubbles, respectively), and throwing projectiles (fireballs and sharknados, respectively). They're meant to be fought at roughly the same moment of the game (soon after defeating Golem), and accordingly they have the same health (although Betsy has lower damage and defense since it's part of an event, while Duke Fishron is a stand-alone boss).
532* FluffyTheTerrible: The post-Golem boss of this event is a massive, fire-breathing dragon called... ''Betsy''. Yep.
533* FlunkyBoss: The Dark Mage has the power to summon Old One's Skeletons.
534* NoFairCheating: Trying to block enemies from the Crystal by placing walls in the way will only have them walk through the walls. Furthermore, you are unable to place blocks during the duration of the event to prevent cheesing it ([[LordBritishPostulate not that it stopped players from cheesing it anyway]], most notably by using actuators to get around the "no placing/removing blocks" rule).
535* OurDragonsAreDifferent: Betsy is the only enemy in the game based on a Western dragon (other dragon-like enemies like Wyverns or Phantasm Dragons resemble more Eastern dragons).
536* OurMonstersAreDifferent: An interesting case. The enemies that appear during the event are all based on enemies from ''VideoGame/DungeonDefenders 2''. However, many of those enemies (namely skeletons, goblins, wyverns and lightning bugs) happened to share a name with creatures previously found in ''Terraria'', even though all of them are very different from the already-existing version (the normal lightning bug is even a ''critter''). To distinguish them, the new version has "Etherian" or "Old One's" in front of his name.
537* OurOgresAreHungrier: Ogres appear as a mini-boss during this event.
538* ShockwaveStomp: One of the Ogre's attacks.
539* StatusInflictionAttack: Several of them. Lightning Bugs can reduce your damage while Wither Beasts can reduce your defense. Ogres throw you a snot ball that slows you while Betsy is able to burn you.
540* TimeLimitBoss: Betsy's diving attacks ''will'' damage the Eternia Crystal, putting you on a timer to defeat her before she destroys it.
541* TowerDefence: As expected from an event inspired by ''VideoGame/DungeonDefenders 2''.
542* YouShallNotPass: Your goal in the game is to prevent hordes of mobs from taking out your crystals.
543[[/folder]]
544
545[[folder:Goblin Army]]
546Once the player has over 200 health and has destroyed either a Shadow Orb (if they are playing in a game world with Corruption) or a Crimson Heart (if the game world has Crimson), then the goblin army may invade at the start of a random day.
547----
548* AirborneMook: The Warlock can fly around to evade your attacks.
549* BerserkButton: Apparently you can start a war with them using a flag made of tattered cloth. The Goblin Tinkerer mentions that they have quite the HairTriggerTemper.
550* BossInMookClothing: The Goblin Warlock, who only appears in Hardmode, is much beefier than the rest of her army and summons homing projectiles on you.
551* FragileSpeedster: Thieves - weak but fast, and they can open doors faster than other goblin types.
552* GlassCannon: Archers: they're not as fragile as the wizards, but they are made short work of if you get close to them.
553* TheGoomba: Goblin Peons are the weakest and most expendable units, although they do have the ability to break down (not open like Blood Moon Zombies, ''break down'') doors.
554* HitboxDissonance: Peons and Thieves have a smaller hitbox than their sprite, allowing them to squeeze through smaller areas.
555* InformedAbility: The Goblin Thief doesn’t do any stealing despite his title (unless it’s expert or higher, and even then it’s nothing exceptional), coming off more as a quick-footed knife user than anything.
556* LightningBruiser: The Goblin Warlock, despite using a combination of summoning and chaos magic to assault you with, is ''not'' a SquishyWizard, being able to fly around at astonishing speed, pack a punch against early hardmode players and possess a four-digit health bar, making her the toughest foe in the entire event.
557* MightyGlacier: Goblin Warriors. They're big and slow and can take more hits than the Peons.
558* NonIndicativeName: Parodied. The Goblin Warlock was once named the Goblin Summoner and it ''does'' use SummonMagic to spawn shadowflame apparitions to attack you, but since it never dropped any Summoner equipment, the devs changed its name.
559-->'''1.4.4.6 devlog''': ''It has come to our attention that the Goblin Summoner does not, in fact, drop any Summoner items. This is an unacceptable discrepancy, so the Goblin Summoner has been demoted to Goblin Warlock.''
560* SquishyWizard: Sorcerers, who are commonly offed with a single hit. Subverted with Summoners, who have much more health than the rest.
561* TeleportSpam: Goblin Sorcerers move around by teleporting, allowing them to enter even your otherwise-safe airborne houses.
562* ZergRush: A single goblin (aside from the Warlock) is barely a threat, but given that they come in an army, they can still pose a threat to weaker characters by weight of numbers.
563
564[[AC:Goblin Scout]]
565
566A semi-rare enemy that appears above 0 depth, during the day, around two-thirds away from the center of the map (the same area in which the King Slime can spawn). Scouts will not spawn on sand or in the corruption, nor will they appear among the other goblins during the goblin invasion.
567----
568* MetalSlime: Quite rare, only spawn on the outside of the map, and killing several of them is the only way to get the summoning item for the Goblin Army.
569
570[[/folder]]
571
572[[folder:Frost Legion]]
573The Frost Legion will invade if the player uses the Snow Globe that can be acquired from Present obtained during the Christmas. The enemies are various kind of snowman gangsters, and defeating them allows Santa Claus to move in.
574----
575* LongRangeFighter: Snow Ballas and Snowman Gangstas attack from distance, the former by [[SnowballFight throwing snowballs]], and the latter shooting targets down with tommy guns.
576* TheMafia: They're a mafia made up of snowmen, with Snow Balla's bestiary description outright referring to him as a mafioso. They don't seem to do any mafiaing, though, instead simply murdering people left and right when summoned.
577* PsychoKnifeNut: The aptly-named Mister Stabby is a maniacal snowman armed with a knife with which he seeks to stab anyone he gets his hands on.
578* SnowballFight: Snow Ballas attack the player with snowballs. When snowballs land, they create a Snow Block on impact that ends up serving as an obstacle.
579* {{Snowlems}}: The Frost Legion is an army of gangster snowmen.
580* StealthPun: "Snowman" is a slang term for "gangster". [[DontExplainTheJoke And they all are snowman gangsters]].
581[[/folder]]
582
583[[folder:Pirate Invasion]]
584The pirate invasion can occur during Hardmode by a 6.22% chance at the start of any day or if the player uses a pirate map (dropped from enemies in the ocean) and approaches much like a goblin invasion. The force consists of Deckhands, Deadeyes, Corsairs, Crossbowers, Captains, Parrots, and the "boss", the Flying Dutchman.
585----
586* AirborneMook: Parrots are fast flying enemies that deal large amounts of damage if they hit you.
587* AuthorityEqualsAsskicking: The Captains are the toughest to deal with out of all the types of pirates.
588* BattleshipRaid: To defeat the Flying Dutchman, the player has to destroy all four cannons on its side.
589* {{BFG}}: The Pirate Captain carries a gun with a huge cannon strapped to it that fires out ''very'' painful cannonballs.
590* BossInMookClothing:
591** Captains, which come with high HP, are immune to knockback (although constant DPS and DOT does keep them from attacking) and carry a rapid fire machine gun with a cannon strapped to it like an [[{{GrenadeLauncher}} M203]].
592** The Flying Dutchman, a large flying pirate ship that rains cannonballs and drops pirate mooks into the fight. It has four high health cannons that must be taken down in order to be beaten.
593* FlunkyBoss: The Flying Dutchman will drop various types of Pirates onto you, while also attacking with its cannons.
594* GlassCannon: The Parrots have rather low health for Hardmode enemies, but they move fast and hit surprisingly hard.
595* GhostPirate: Any Pirate Captain killed by the player will quickly come back for a second try as a Pirate’s Curse, a floating skeletal torso with an eyepatch and a cutlass. Thankfully, they stay dead after you kill them the second and final time.
596* GuysSmashGirlsShoot: The Deckhands and Corsairs will attempt to charge the player, and while the Deadeye and Captain do use ranged weapons, they still attempt to move towards the player to deal collision damage. The female [[PirateGirl crossbower]] however stays in the back lines firing flaming arrows.
597* TheJuggernaut: Pirate Captains are completely immune to any form of knockback, keep moving towards the player, and have huge amounts of health.
598* LongRangeFighter: Crossbowers will stay a distance from the player and shoot ArrowsOnFire at them. Their ranged damage is far greater than their melee damage too.
599* MightyGlacier: The Captains are immune to knockback and can both dish out and endure heavy damage. However, they are quite slow.
600* MoneySpider: Pirates tend to drop [[GoldMakesEverythingShiny golden furniture]], most of which can be sold for quite a bit of money, in addition to quite a few coins. If you have a decent defense against them, fighting Pirate Invasions can be very lucrative in early Hardmode. They also have a very small chance of dropping money-based items like the Discount Card and Gold Ring.
601* PirateGirl: The Crossbower is one of the few female humanoid enemies in the game.
602* PirateParrot: The parrots, which appear alongside the pirates.
603* WeaksauceWeakness: Unlike most other events, none of the pirates' attacks go through blocks. Many players exploit this by walling themselves off underneath a shallow lava pit and waiting out the invasion as the pirates wade into the lava and kill themselves.
604[[/folder]]
605
606[[folder:Solar Eclipse]]
607After a Mechanical Boss has been defeated, there is a 4% chance that the entire day may be a Solar Eclipse, where monsters straight out of horror movies appear in droves to attack the player. It can also be summoned by using the Solar Tablet during the day. The monsters include Swamp Things, Vampires, Eyezor, Frankenstein, The Possessed, Fritz, and Creature from the Deep. Reapers and Mothron appear after all three Mechanical bosses are beaten, and Butchers, [=NailHead=], Deadly Spheres, Psycho and [=Dr. ManFly=] appear after Plantera is beaten.
608----
609* AirborneMook: Vampires can transform into bats to fly into you, while Mothron and Deadly Spheres are capable of flight all the time.
610* ArmoredButFrail: Deadly Spheres. Their 350 health is fairly low for the point where they appear and is one of the lowest among Solar Eclipse enemies, but they also boast one of the highest defense ratings of any enemy in the game at a massive ''80''.
611* BossInMookClothing:
612** Mothron is counted as a normal enemy, but it has nearly boss-level health, a powerful dash attack, and can spawn eggs that hatch into smaller versions of itself.
613** Nailhead is counted as a normal enemy but also has nearly boss-level health. Every time he is hit, nails will fly off his head to strike you.
614* EyeBeams: Eyezor fires lasers from the huge singular eye on its face.
615* MonsterMash: Loads of classical and horror movie monsters spawn during this event. Skeletons and Werewolves are absent, however, since the former only spawns underground and the latter appears on the night of a full moon, and this event takes place at "day" in the overworld.
616* MothMenace: Mothron is the strongest enemy encountered during a Solar Eclipse.
617* OriginalCharacter: Eyezor is the only enemy not based on an existing character.
618* ShoutOut: Nearly all of the enemies are based on various horror movie monsters.
619** Swamp Thing: ComicBook/SwampThing.
620** Frankenstein: Literature/{{Frankenstein}}
621** Fritz: [[Film/Frankenstein1931 Fritz]]
622** The Possessed: [[Film/TheExorcist Posessed Regan]]
623** Creature From The Deep: [[Film/CreatureFromTheBlackLagoon Gillman]]
624** Mothron: [[Franchise/{{Godzilla}} Mothra]]
625** Butcher: [[Film/TheTexasChainsawMassacre Leatherface]]
626** Psycho: [[Franchise/{{Halloween}} Michael Myers]]
627** [=NailHead=]: [[Franchise/{{Hellraiser}} Pinhead]]
628** Deadly Spheres: [[Film/{{Phantasm}} Sentinel Spheres]]
629** [=Dr. ManFly=]: [[Film/TheFly1986 Seth Brundle]]
630* SpikeShooter: Nailhead shoots nails off from his head when he takes damage.
631* TotalEclipseOfThePlot: It's in the name. A solar eclipse takes up the entire day, spawning monsters that will keep the player busy.
632* WallCrawl: The Possessed can climb on background walls toward you. It's also immune to knockback while doing so, forcing you to try and wear down its health before it reaches you.
633[[/folder]]
634
635[[folder:Martian Madness]]
636When traveling around the map after Golem is defeated, one may spot a Martian Probe. If the player gets into its sensors, it will attempt to fly away, and if successful, the Martian Madness event will trigger. The force consists of Martian Walkers, Martian Drones, Martian Officers, Brain Scramblers, Gigazappers, Gray Grunts, Martian Engineers (and their spawned Tesla Turrets), Scutlix, Scutlix Gunners, Ray Gunners, and the boss, the Martian Saucer.
637----
638* ActionBomb: Martian Drones attempt to kamikaze on the player and explode. This explosion can hit through walls.
639* AirborneMook: Martian Drones fly around and [[ActionBomb attempt to kamikaze the player]].
640* AlienBlood: Their blood seems to be purple in colour, considering the color of the flesh on their gibs.
641* AlienInvasion: The whole theme of the event is about Martians invading your world.
642* AliensAreBastards: Their first instinct upon detecting life with the Martian Probes is to invade and start killing indiscriminately.
643* AttackDrone: The Martian Drones. These do not have guns, and instead use a SuicideAttack to explode on the player.
644* BattleshipRaid: In order to defeat the Martian Saucer, the player must destroy all of its missile launchers and laser turrets. Then, on Expert and Master difficulty, they can attack the main core.
645* BossInMookClothing:
646** The lightning-quick Martian Saucer. It has four high health cannons that provide it with a plethora of attacks such as BeamSpam and MacrossMissileMassacre, and a DeathRay it will use that deals huge damage. When those four cannons are destroyed... it becomes vulnerable, but will then ''repeatedly'' use the DeathRay attack. Thankfully, you can spare yourself from the beam by hiding underneath some blocks. The game even displays a "Martian Saucer has been defeated!" message when one is destroyed as it does for bosses, and the Saucer has its own trophy.
647** Journey's End hit the Martian Saucer with several {{Nerf}}s: it doesn't have its speedy, DeathRay-spamming second phase on Normal, instead just dying once all its cannons are destroyed. It is also slower and spawns less frequently. However, its DeathRay now penetrates blocks.
648* BossRush: It's not uncommon for a new Martian Saucer to show up as soon as you destroy one.
649* BeamSpam: The entire event packs enemies carrying various Tesla Turrets and ray guns. You ''will'' be on the receiving end of this when enough of them show up. The Martian Saucer also has two laser machine-guns included in it's armament and will occasionally stop to rain a hail of painful energy bolts upon your position.
650* DeflectorShields: The Martian Officer sports these, allowing him to take more damage than the normal martians. It also regenerates if taken down.
651* EnergyWeapon: They're pretty big on these. The Martian Saucer is the most prominent user, but most of the regular Martians come with ray guns that can pelt you with energy bolts.
652* FlyingSaucer: The Martian Saucer. It can drop a Cosmic Car Key, which allows you to ride your own.
653* TheGreys: The martians are based off these.
654* GuideDangIt: A very mild version. Nothing really suggests that this event is in the game and unlike the other optional invasions there isn't a craftable summoning item that you might stumble across when checking the guide for recipes. Even worse it's triggered by a rare enemy in a specific part of the world that you wouldn't otherwise have a reason to hang out in and is prevented by killing that enemy [[MookHorrorShow which goes against every instinct by this point in the game where regularly wiping screens is just a thing that you can do without thinking about it.]] However, it's somewhat mitigated by the oceans being a convenient teleport destination so you can reasonably stumble into the probe by accident and even though the event has a lot of unique loot none of it is necessary for finishing the game.
655* HorseOfADifferentColor: Scutlix Gunners ride Scutlixes, which appear to be some kind of fast-moving slug-like alien creature. You can get the Brain Scrambler RareRandomDrop to summon a Scutlix Mount if you kill the gunner on top first.
656* KaizoTrap: When the Martian Saucer explodes, it launches bits of scrap that can still deal contact damage.
657* LittleGreenMen: Ray Gunners, Scutlix Gunners, and Brain Scramblers appear to look like green-coloured [[TheGreys greys]].
658* MacrossMissileMassacre: The Martian Saucer possesses two missile launchers on it's sides, and will use them to let loose a sizeable volley of homing missiles upon your position.
659* MindRape: The Brain Scrambler, as its name suggests. Its ray gun fires lasers that can inflict the Confused status.
660* MookMaker: The Martian Engineer spawns Tesla Turrets that will fire at you.
661* OutsideGenreFoe: Most of Terraria is mainly fantasy with a few SchizoTech guns and machines thrown in. Then the Martians with their highly advanced technology show up.
662* SequentialBoss: In Expert Mode, he Martian Saucer requires you to destroy its two turrets and two missile launchers, before the main body becomes vulnerable to damage and constantly uses its laser attack.
663* ShockAndAwe: The Gigazappers and the Tesla Turrets deployed by Martian Engineers. Both can even cause an "electrified" debuff that deals constant damage, more so if you're moving. The Martian Saucer can drop the Electrosphere Launcher.
664* StatusInflictionAttack: Tesla Turrets and Gigazappers can inflict the Electrified debuff, which acts like poison but deals even greater damage if the player moves. Brain Scramblers inflict the Confused debuff that reverses your controls.
665* TripodTerror: The Martian Walkers.
666* TheTurretMaster: Martian Engineers can spawn Tesla Turrets which attack you.
667* WaveMotionGun: The Martian Saucer has one of these.
668* WeaksauceWeakness:
669** Prior to the Journey's End update, the Martian Saucer had no attacks which could pass through blocks. A simple box thick enough to block splash damage from the missiles would render it harmless, provided you leave a hole for something to shoot through or something that shoots through blocks.
670** Most of the martians and their attacks are incapable of going through blocks, meaning that walling yourself in and using a strong piercing weapon like the Death Sickle can be a viable strategy.
671
672[[AC:Martian Probe]]
673
674A semi-rare enemy that appears above 0 depth, around two-thirds away from the center of the map (the same area in which the King Slime can spawn) with a higher spawn chance in space. It projects a short ranged sensor light below, and if the player touches the light, it will attempt to flee. If successful, it will cause the Martian Madness event to occur.
675----
676* AirborneMook: A flying space probe that can appear in space.
677* ArmyScout: Scouting probes of the Martian Army with pathetically low collision damage and decent HP. Their main purpose is to detect you to see if the place is suitable to invade.
678* MetalSlime: Quite rare, only spawn on the outside of the map, with a better spawn chance if in space. Unlike most Metal Slimes, you ''want'' them to get away if you want the Martian Madness event to occur.
679[[/folder]]
680
681[[folder:The Pumpkin Moon]]
682By crafting a Pumpkin Moon Medallion and using it at night, the player can summon the Pumpkin Moon. The Pumpkin Moon is similar to the Goblin and Pirate invasions, but it also has some special mechanics of its own. The invasion will progress in waves, each one featuring progressively harder batches of enemies to fight. The player can encounter Scarecrows, Splinterlings, {{Hell Hound}}s, Poltergeists, and [[HeadlessHorseman Headless Horsemen]]. Killing enough enemies will allow the player to move on to the next wave until they reach wave 15, the final wave. Another key difference from the other invasion events is that starting with wave 4, boss-like enemies will emerge. In this case, they are Mourning Wood and Pumpking.
683----
684* BossInMookClothing: The Headless Horseman is halfway between the mooks and the bosses, boasting a huge health pool (more than Mothron and slightly less than Mourning Wood), extremely high contact damage, and [[ContractualBossImmunity immunity to all debuffs]]. It's still counted as a normal enemy, possibly because unlike the minibosses it has no unique attack patterns besides trying to run the player over for contact damage.
685* OptionalBoss: Both minibosses, as the Pumpkin Moon is not at all required for beating the final boss and both of the minibosses are fairly difficult. Unlike the Goblin Summoner, Flying Dutchman, Mothron, or Martian Saucer, fighting the Pumpkin Moon's bosses is ''entirely'' by player choice, so they won't even fight them with bad luck regarding invasions. Note that their items ''are'' needed if you want to craft a select few other items, notably the [[InfinityPlusOneSword Zenith]].
686* ScaryScarecrows: The first Mook to show up. A-list CannonFodder compared to the other monsters.
687* WeaksauceWeakness: The Pumpkin Moon has no airborne enemies aside from Pumpking, and none of the non-boss enemies have projectile attacks. Staying off the ground can render most enemies harmless.
688* WhenTreesAttack: The Splinterlings, which are garden-variety {{Mooks}}, and Mourning Wood, which is... not.
689* ZergRush: The basic premise of the first few waves, before the Mourning Wood appears. After Wave 15, you can end up being zerged [[BossRush by the bosses]].
690
691[[AC:Mourning Wood]]
692
693An animated dead tree that first appears on Wave 4 of the Pumpkin Moon.
694----
695* FlechetteStorm: Sprays out loads of burning spikes and splinters.
696* KingMook: To the Splinterlings.
697* MiniBoss: Quite a powerful {{Mook}}, but not too hard to defeat.
698* PlayingWithFire: Spits flaming pieces of wood at you to attack.
699* PunnyName: On "morning wood", [[DoubleEntendre a term for nighttime erections.]]
700* TimeLimitBoss: Mourning Wood will attempt to flee at dawn, when the Pumpkin Moon ends. However, it's slow enough that you can still easily finish it off before that happens.
701* WhenTreesAttack: A dead, burning tree that tries to kill you.
702
703[[AC:Pumpking]]
704
705A cloaked figure with vines that end in scythes for arms, and a pumpkin for a head. He appears on Wave 7 of the Pumpkin Moon and is considered to be the boss of the event.
706----
707* AuthorityEqualsAsskicking: The Pumpkin Moon's final adversary, and the most powerful.
708* BadassCape: He doesn't seem to have a body under it, but he wears a nice black cape anyway.
709* CallBack: Has some similarities to Skeletron, in that it is a floating body that attacks using two disembodied arms. However, Pumpking has some nasty tricks of its own, like firing large scythe-shaped projectiles at the player.
710* SinisterScythe: Has two for arms.
711* PlayingWithFire: Can conjure flaming scythes and also spit embers at you.
712* PowerFloats: Constantly floats around the area, making it somewhat annoying to hit him.
713* TimeLimitBoss: When dawn breaks and the Pumpkin Moon ends, Pumpking will vanish immediately.
714[[/folder]]
715
716[[folder:The Frost Moon]]
717The Frost Moon works similarly to the Pumpkin Moon, but features even more difficult enemies to deal with. Crafting and using the Naughty Present will make the player the target of an invasion by nightmarish Christmas-themed enemies: living Gingerbread men, Zombie Elves, Elf Archers, Nutcrackers, Yetis, Elf Copters and multiple [[TheKrampus Krampus]]. The Frost Moon also has three "boss" monsters with the Everscream, Santa-[=NK1=] and the Ice Queen.
718----
719* NintendoHard: The Lunar Events aside, this is ''the'' toughest event in the game yet. It takes immense amounts of preparation to get to the final wave of this event and survive.
720* NonHumanUndead: Zombie Elves.
721* OptionalBoss: Like the Pumpkin Moon minibosses, all of the Frost Moon minibosses are totally optional to defeat. Unlike the Pumpkin Moon, ''none'' of their drops are used in any crafting recipes, all of them being standalone items.
722* ZergRush: The basic premise of the first few waves, before Everscream appears.
723
724[[AC:Everscream]]
725
726An animated Christmas tree that first appears on Wave 4 of the Frost Moon.
727----
728* FlechetteStorm: Shoots out a flurry of razor-sharp pine needles.
729* MiniBoss: Has less health than a boss-level enemy, but still a very formidable foe.
730* ImprobableWeaponUser: Can also fire out exploding Christmas ornaments.
731* SuspiciouslySimilarSubstitute: Is pretty much a Christmas-themed version of Mourning Wood. However, its attacks can't pass through blocks.
732* WhenTreesAttack: A Christmas tree that tries to kill you.
733
734[[AC:Santa-[=NK1=]]]
735
736A tank-like mecha with the appearance of SantaClaus carrying a Gatling gun and a rocket launcher. It appears on Wave 7 of the Frost Moon.
737----
738* BackpackCannon: It's used to fire presents that rain down on you.
739* BadassSanta: Like the other boss enemies in this event, he won't disappoint in terms of asskicking when he shows up.
740* BadSanta: While Santa himself is not evil in ''Terraria'', Santa-[=NK1=] is a Santa-faced tank that tries to blast the player into bloody chunks with machine guns, rockets, and explosive presents.
741* DeathFromAbove: Can make it rain down explosive presents on you.
742* GatlingGood: Carries an arm mounted Gatling gun, which he will fire upon you with sometimes.
743* GlowingMechanicalEyes: Its eyes glow with menacing yellow light.
744* HeavilyArmoredMook: It has one of the highest defense ratings in the game.
745* KillerRobot: It's a Santa-based robot that attempts to massacre you with a huge arsenal.
746* MacrossMissileMassacre: Carries a rapid missile launcher. Unlike the machine gun, the rockets can penetrate blocks.
747* MiniBoss: Has less health than a boss-level enemy, but still a very formidable foe.
748* MoreDakka: Carries a gatling gun. Can drop the chain gun which is ''faster''
749* SkullForAHead: Damage it enough and its face is revealed to be similar to that of Skeletron Prime.
750* SpikeBallsOfDoom: Is capable of deploying spiked balls on the ground that deal massive damage if touched. On Expert and Master Mode, these hurt even more than the Moon Lord's Phantasmal Deathray!
751* TankTreadMecha: Like its namesake hints, it's a robot Santa with tank treads instead of feet.
752
753[[AC:Ice Queen]]
754
755A large, floating feminine figure that appears to be made of ice. She appears on Wave 11 on the Frost Moon and is considered to be the boss of the event.
756----
757* AnIcePerson: Quite literally by the looks of it. As well as the fact that almost all attacks she has mainly consist of spewing shards and waves of ice at her opponents.
758* AuthorityEqualsAsskicking: She's an ice ''queen'' and she is an utter nightmare to face. As well as the fact that she is the deadliest enemy on the Frost Moon.
759* DarkActionGirl: When she appears it's a ThisIsGonnaSuck moment for some players as she is no slouch in her objective to put you down, sometimes succeeding as well. Even exceptional ''Terraria'' players sometimes find her a bit of a handful.
760* DefeatMeansFriendship: Defeating her in Master Mode makes her drop the Frozen Crown, which summons an Ice Queen pet. Unlike other Master Mode-exclusive pets, the tooltip states that this is not just a pet made in her likeness; it's the ''Ice Queen herself'' being reborn as a companion for the player.
761* FlechetteStorm: Fires out loads of ice projectiles.
762* GetBackHereBoss: The Ice Queen spends much of her time just offscreen using ranged attacks against you, occasionally swooping overhead before flying off again. She's only stationary for her icicle attack, which is fired in every direction.
763* GodSaveUsFromTheQueen: She's presumably a queen of sorts, and is an incredibly nasty enemy and the boss of the Frost Moon.
764* LightningBruiser: The Ice Queen's power is surpassed only by how ''insanely'' fast she is. She also has more health than Plantera!
765* PowerFloats: Constantly floats around the area, making it very annoying to hit her.
766* SpectacularSpinning: Can spin around to fire out a huge storm of shards.
767* StatusInflictionAttack: Can cause you to get chilled or even frozen.
768* TacticalSuicideBoss: The Ice Queen is usually moving extremely fast, out of range from your attacks. However, once in a while she stops to throw you ice shards, giving you a chance to attack her.
769* WinterRoyalLady: She is the Ice Queen.

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