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1YMMV with their own page:
2
3[[index]]
4* [[DemonicSpiders/{{Terraria}} Demonic Spiders]]
5* [[GameBreaker/{{Terraria}} Game Breaker]]
6* [[GoddamnedBats/{{Terraria}} Goddamned Bats]]
7* [[GoodBadBugs/{{Terraria}} Good Bad Bugs]]
8* [[ThatOneBoss/{{Terraria}} That One Boss]]
9[[/index]]
10----
11* AdaptationDisplacement: A small but notable example in the S.D.M.G. weapon. You'd be hard-pressed to find anyone that actually knows it was originally from a lesser-known game called ''Edge Of Space'', which had a cross-promotion with ''Terraria'' where the S.D.M.G. appeared in the latter while Skeletron Prime + Terraria gear appeared in the former. There was also a title message for Terraria saying "Also try Edge of Space!". This sadly [[HarsherInHindsight aged poorly]], because ''Edge of Space'' was never actually finished. However it is still available on the Steam store, but many people are now calling it a scam, due to the fact that its price is still moderately high for an unfinished product. The real reason behind the game's abandonment and what actually happened to the dev team still remains a mystery. The title message was later replaced with "Also try [[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of The Wild]]!" in Journey’s End, likely as a result of this.
12* AlternativeCharacterInterpretation:
13** There has been discussion about whether the player character is a VillainProtagonist. After all, while there are bosses who attack without provocation (like the Eye of Cthulhu and the three mechanical bosses), most bosses need to be summoned with an item. Others, like Queen Bee or Plantera, only attack after the player destroys their progeny. Are they truly malevolent, or just victims of a BloodKnight who destroys everything in his or her path?
14** On a more humorous note, the fact that reforging items is a LuckBasedMission has made people wonder whether the Goblin tinkerer is actively giving you terrible enchantments to get more money out of you, or if he is just terrible at his job.
15* AlasPoorScrappy: As annoying as the Guide can get, it's a bit sad when you have to [[spoiler:sacrifice him to summon the Wall of Flesh after he's faithfully stuck by your side from the beginning of the game]].
16* AnnoyingVideoGameHelper:
17** The guide NPC who functions as a newbie hint guide. While his advice is completely optional, he unfortunately likes to path around the players and can enter their normally safe houses, bringing the monsters howling at the doors inside with him. Players will also find that he likes to claim your shelter under the assumption it's for him.
18*** [=NPC=]s running from monsters who have gotten into their homes can also run to your house and open the door that kept them out.
19** The baby slime summoned from the rare Slime Staff. It has GameplayAllyImmortality and hits rather fast and can kill weaker enemies quickly. Unfortunately it can also negate your attacks due to the MercyInvincibility the mobs have while being pummeled by the slime, thus your attacks don't always register. During hardmode, it quickly becomes obsolete due to its low attack power, and the higher defense hardmode monsters have. By that point you'll probably be better off killing things on your own rather than rely on the slime.
20*** While undeniably adorable, the Baby Finch summon falls into the same category for the same reasons.
21** Some summons in general can end up being this if you're not focusing on Summoner equipment, especially the fast attacking ones like the Stardust Dragon. They can constantly trigger enemies' and bosses' MercyInvincibility which will leave you no room to get any hits in for yourself, which in turn can drastically lower your damage. The 1.4 Journey's End update fixed this by making minions no longer trigger MercyInvincibility for the enemies they damage.
22* AnticlimaxBoss:
23** While the Golem is a strong boss, it's disappointing for many players who see it as much easier than Plantera, the boss coming immediately before it. After 1.3 was released, it was demoted to a BreatherBoss between Plantera and the Lunar Event bosses. Journey's End slightly altered its behavior to make it less cheesable and also made its attacks more aggressive in Expert mode depending on the number of players in the world, and will also enrage itself if outside of the Jungle or on the Surface, making farming it slightly more tedious as you won't be able to make a specialized arena outside of the underground jungle. The 1.4.4 update finally made Golem no longer a laughingstock, thanks to increasing its overall health while also making its fist attack un-cancelable (but now gives a visual tell before launching).
24** Pre-Journey's End Martian Saucer can be this. Unlike nearly every other boss, ''none'' of its attacks go through walls. The only damage it can do to you while in a building is splash damage from its missile explosions. Set yourself up in a big enough box, summon your minions outside it, maybe even use a yo-yo to hit it from outside, and watch as you get the Cosmic Car Key in record time. After the Journey's End update, its DeathRay can pass through walls, but it however lacks the second phase on Normal Mode which means it's still this trope on Normal and below.
25** With proper preparation and thanks to the ability to create custom arenas, ''any'' of the bosses in the game can easily become this. Many players have come up with ways to AFK every boss in the game, most of which can be done before even fighting the boss properly.
26* BaseBreakingCharacter: The Guide. Either he's a clueless asshole who will happily open doors to let zombies and the like into your house to ruin your early game, or he's a helpful and kind tutor who is the reason you've managed to avoid GuideDangIt for a while and deserves some slack. As a result, [[spoiler:summoning the Wall of Flesh by destroying the Guide via a voodoo doll]] comes with reactions ranging from "I have to [[spoiler:''kill him'']] to proceed in the game?!" to "Ha, TakeThatScrappy".
27* BreatherBoss: The Golem. It does have some dangerous attacks and a lot of HP, but it's also fairly predictable and much easier to fight than Plantera, the boss you had to defeat just to reach the Golem. It also helps that it can't pass through blocks, meaning you can run into the hallway, rendering the Golem's attacks useless.[[note]](Granted, Journey's End does slightly alter its behavior on Expert mode to make it more aggressive and it enrages upon not being in the underground jungle.)[[/note]] The next boss in the progress chain is the Lunatic Cultist, followed by the Lunar Invasion and the [[FinalBoss Moon Lord]].
28* BreatherLevel: Ironically enough, the two most dangerous and unwieldy places in pre-Hardmode, which are basically presented with neon signs on their heads telling you "This is not a place you should linger in for long," the Dungeon and Underworld, become this upon the initial transition into Hardmode, as they do not convert into Hardmode themselves until certain event flags have been reached (one Mechanical Boss defeated for the Underworld and Plantera defeated for the Dungeon). The armored skeletons and fire imps that previously resulted in a lot of pain and anguish suddenly pale in comparison to the regular Hardmode enemies lying around in the underground caverns or even right outside your own home.
29** And the Underworld is ''still'' this even after, as while the Dungeon becomes the hardest biome to traverse in the game after its conversion, the Underworld only gains three new enemies and doesn't change much at all otherwise, considering it also isn't affected by the streaks of Underground Corruption/Crimson or Hallow that plague all the other biomes.
30* BrokenBase:
31** What is the most "effective" way to play the game to get the proper Terraria experience? Using all weapons with disregard for classes, or doing class playthroughs like the developers "obviously" intended? If the latter, how much should the character only stick to using weapons of that class? Needless to say, discussion of such can get rather heated in the fanbase...
32** Are summoners underpowered when compared to the other classes and deserve a much-needed buff to bring them up to speed, or are they a case of MagikarpPower that is as powerful enough as is and any further buffs would push them into GameBreaker territory? Again, discussions on that can get rather heated as well. This also includes arguments over the "proper" way to play summoners. Should they only use summons to deal damage while they focus purely on dodging or, since they don't need to keep a hold of the staff to attack, does this mean they're free to use weapons from other classes with no problem? Also, how do summoners start the game? Are they allowed to use lava and a Slime Statue to grind for the Slime Staff? Or are they really expected to get the Reaver shark, mind down to the Underworld for Hellstone, and craft the Imps as their first summon? Or should they use another class until they beat Queen Bee to get the Hornet Staff? You'll never be able to get a straight, general consensus on this.
33*** The 1.4 update did throw them a bone with a few new weapons and armor sets to make a pure-summoner more viable in the early game, so the arguments about summoners being underpowered has died down a bit. There are still plenty of arguments about the summoner class though, such as whether or not whips were a good addition.
34** The two biggest nerfs in Journey's End -- the Reaver Shark no longer being the best prehardmode pickaxe and prehardmode fishing crates will no longer give hardmode ores when opened in hardmode -- have attracted the most controversy. Are these two so overpowered that they allow for easy SequenceBreaking? Or are they an appropriate reward for spending lots of time and effort fishing? [[TakeAThirdOption Or]] is eliminating them a move to cater to the StopHavingFunGuys at the expense of casual players and speedruners?
35* CatharsisFactor: The game becomes quite relaxing once you get end-game equipment, being able to build with little/no worry since anything that disturbs you or your [=NPCs=] are generally reduced to dust with your weapons. It's also immensely satisfying to summon the bosses that gave you so much trouble before and obliterate the hell out of them with your InfinityPlusOneSword.
36* CheeseStrategy:
37** Most bosses can be made incredibly easy by combining as much defense and health regen effects as you can acquire. This will allow you to easily shrug off most hits, and in some cases can allow you to outright tank anything they can throw at you. This strategy becomes much less effective in Expert and Master mode however, due to the greatly increased damage of enemy attacks.
38** The majority of enemies in invasion events can be easily defeated by simply building a lava moat. They're [[ArtificialStupidity stupid enough]] to jump right in and die, leaving their drops easy to collect for the player in a tunnel underneath the moat. Event bosses and some enemies can simply bypass the lava, but fighting them is a lot easier without all of the other enemies [[GoddamnBats constantly wearing you down]].
39** The [[FinalBoss Moon Lord]] and the [[FlyingSaucer Martian Saucer]] both have extremely high damage laser attacks. However, since they always fire this from above the player, it could be easily blocked by any roof, even a one block deep dirt barrier. This negated much of their difficulty. In the case of the UFO, you could even build a roof and walls in such a way that you were completely safe from all its attacks, allowing you to attack it with piercing weapons or a yo-yo and defeat it easily even with weak equipment. This strategy was made ineffective when the 1.4 update made these laser attacks pierce blocks between it and the player. The UFO's other attacks can still be blocked, but you'll no longer be totally out of harm's way.
40** A number of [[GoodBadBugs exploits]] have existed through the game's history that render the player NighInvulnerable, usually taking advantage of MercyInvincibility and/or taking constant damage from a weak enemy so that stronger enemies can't get any hits in.
41** With the proper setup, fireworks can kill almost anything in the game in seconds, even the [[FinalBoss Moon Lord]]. It's expensive and takes a lot of time to set up, but if you want a zero difficulty boss battle (or a boss kill {{Speedrun}}) it's an excellent option.
42** [[HardModePerks Exclusive]] to [[HarderThanHard Master Mode]], the Flying Dutchman mount in 1.4 made most bosses after the Pirate Invasion a joke, as you could simply outrun their attacks with its high max move speed. It would later be {{Nerf}}ed, preventing this strategy.
43** The aptly named "[[FanNickname Nurse Cheese]]" tactic consists of building a home for The Nurse in your arena and attacking [[AttackAttackAttack constantly]], eschewing dodging in the process and simply healing every time your health gets low. 1.4 ''attempted'' to remedy this by making the healing cost more money as the game progresses.
44* ComplacentGamingSyndrome:
45** For pre-Hardmode, it's fairly common to see people going for a set of Meteor Armor and a Space Gun as soon as possible. Thanks to the Meteor Armor's set bonus outright ''removing'' the Mana cost on the Space Gun, you essentially have a rapid-fire, piercing, decently damaging projectile weapon with no cost whatsoever.
46** Not as common but still prevalent is trying to fish up a Reaver Shark as soon as possible. The Reaver Shark is a pickaxe with the same power as a Nightmare/Deathbringer Pick...but is obtainable ''at the start of the game''. This means that you can potentially get Hellstone gear before even fighting any of the bosses, then return with your overleveled equipment to tear them a new one. Unfortunately, Journey's End significantly nerfed it to only have a mining power of 59 (as opposed to 100) to prevent players from breaking pre-hardmode's progression.
47** Pre-version 1.2.: It's rare to see people use anything other than the Minishark, Megashark, swords, and Crystal Storm.
48** Post 1.2.: Vampire Knives, Shadowbeam Staff, and Spectre Armor with Spectre Hood are all but essential for endgame bosses due to how much health they can recover - even with Spectre Hood's nerf to magic damage. And then this is turned around against the Moon Lord; it gives a debuff that prevents the life-stealing effect from working.
49** For early to mid Hardmode, expect to see the Daedulus Stormbow + Holy Arrows combo a lot, just because of how goddamn strong it is. Besides making mincemeat of Destroyer, it also rips through the health bars of any boss that can be fought in an open space, making the Mech bosses far easier - and the bow can be obtained at the beginning of Hardmode, should one find and kill a Hallowed Mimic early. It's a common strategy to farm in the Hallow the second Hardmode begins, grab a Stormbow and Holy Arrows, and then farm Destroyer (with some Mythril/Orichalcum for an Anvil) to get full Hallowed gear way earlier than the game expects you to - letting you skip the final tier of ores altogether, cleave through the remaining mechs and early Hardmode threats, and even get a head start against Plantera and beyond.
50** For early Hardmode rangers, the go-to bullet type is usually Crystal. Not only do they incur a ton of damage per shot from their shattering rounds, they're also incredibly easy to obtain considering that Crystal Shards grow everywhere in the Underground Hallow. Couple them with a fast-firing weapon like a Megashark, and they usually cut through enemy health bars like butter. They're especially devastating against bosses with large hitboxes since each bullet can hit several times upon shattering, and are one of the easiest ways to take down Skeletron Prime and The Twins.
51** The moment they become available, it's rare to see anyone using bullet a bullet type besides Chlorophyte Bullets against bosses. While other options like Cursed Flame/Ichor bullets offer more damage/status effects, the homing ability of Chlorophyte is insanely good for a ranger, as it outright invalidates the spread of many weapons while making aiming less relevant, allowing the player to focus more on dodging. Even after killing the FinalBoss and getting Luminite Bullets (which don't home, but do significantly higher damage and pierce), Chlorophyte still remains a strong choice that can even rival the aformentioned endgame ammunition. It also helps that Chlorophyte is easily renewable due to growing on its own (you can even build underground Chlorophyte farms to harvest the stuff).
52** Hello, Solar Eruption. Put simply, this is a weapon that everybody, no matter their build, should consider getting in their inventory once they hit the end game. It's very affordable to craft, being made only from the drops of a lunar pillar and thus not requiring the final boss to get at, and so can very easily gotten by everybody. To put it simply, it's an infinitely piercing melee weapon with crazy reach, hits enemies through walls, and has some of the highest damage due to being made of endgame material. Not only does it hit through walls, but it will also light up wherever it goes.
53** Regardless of the build, expect to see a lot of players taking on the Stardust Pillar early on in the Lunar Event to get the Stardust Dragon staff. Even though it was nerfed in later updates, it's still a fairly powerful summon for even non-summoner classes and an excellent source of passive damage.
54** In terms of buildings, expect to see what's dubbed as "[[CrossingTheLineTwice commie-boxes]]" which consist of a small wooden boxed home with walls, one table, chair and a torch as thats the bare minimum for vendors to move in. Even when you end up getting new gear and materials to work with, most people still stick with those box homes as there's no non-aesthetic reason to change them up.
55* CompleteMonster:
56** [[EvilSorcerer The Lunatic Cultist]] is a [[PsychoSupporter fanatical madman]] hellbent on summoning his master [[EldritchAbomination Cthulhu, the Moon Lord]], and [[OmnicidalManiac destroying all of Terraria]]. [[HighPriest Leading a cult that worships Cthulhu]], the cultist kidnaps the Mechanic to perform experiments on the remains of Cthulhu. After successfully creating mechanized creatures through this, he constructed the dungeon by destroying a once thriving city that drove the denizens mad, becoming undead skeletons fit to only serve in dungeons. The Cultist traps the Mechanic there to continue research, and then cursed a benevolent tailor to be the host of the murderous Skeletron to guard the dungeon and kill those who summoned it. The Lunatic Cultist now attempts to perform a successful ritual to summon the Celestial Towers and in turn, summoning the Moon Lord to bring forth the apocalypse in Terraria.
57** In the comic, published by Creator/DCComics: [[AdaptationalVillainy The Eater of Worlds]] is an [[EldritchAbomination abominable, worm-like creature]] responsible for [[TheCorruption the spreading corruption]] that threatens all life. The Eater of Worlds uses its power to poison entire landscapes of life and reduce them to barren wastelands where anything that survives is transformed into a mutated, rampaging beast. The Eater of Worlds' actions wiped out the Dryad race, and it seeks to continue spreading until all life is infected by its taint. When the heroic Alastair tries to stop it, the Eater of Worlds attempts to draw out his defeat and corrupt him into another puppet while sadistically taunting him.
58* CrossesTheLineTwice:
59** If the player character fails to kill the Wall of Flesh in time and die to it after reaching the world's edge, you'll be greeted with this gem.
60--> "<Player> was licked."
61** If it weren't for the [[LudicrousGibs overly-exaggerated gib effects]], killing rabbits and other animals wouldn't be nearly as entertaining as it shouldn't be.
62** The "Golden Shower" spell looks like [[DungFu weaponized urine]] (which is actually "Ichor") and would be down-right crass if it wasn't so hilarious (and [[SimpleYetAwesome useful]]).
63* DifficultySpike: The jump from pre-hardmode to hardmode will generally wall all but the most prepared players, as even the best weapons from before will barely scratch the new enemies found everywhere, while said enemies can often kill players in only a few hits even with maximized defense and HP. Hardmode also does not have a minimum threshold for boss spawns or the new and upgraded invasions (except the Solar Eclipse), which means one can find themselves beset upon by a foe that makes everything before look like a joke as early as ''their first night''. On the upside, Hardmode will also provide access to many appropriately powerful items from the get-go, but this necessitates braving the empowered evil biome or Hallow at minimum.
64* FandomEnragingMisconception: Calling ''Terraria'' "a 2D ''VideoGame/{{Minecraft}}'' ripoff" often prompts a reaction from ''Terraria'' fans explaining how different the two games are beneath the surface.
65* FandomRivalry: With ''VideoGame/{{Minecraft}}'', and to a lesser extent, ''VideoGame/{{Starbound}}'', due to both games having similar elements. Though people who like more than one of the games aren't unheard of, ''Minecraft'' fans often tend to call ''Starbound'' and especially ''Terraria'' shameless ripoffs of ''Minecraft'', resulting in backlash from said games' fanbases. Some ''Terraria'' and ''Minecraft'' fans are also arguing whether Terraria's 2D approach to SurvivalSandbox gameplay is better than Minecraft's 3D approach or vice-versa.
66* FanNickname:
67** "Commieblocks" or "noobcoobs" are player-built houses that just look like a pile of boxes.
68** "NPC Dungeon" is used in reference to a series of noobcubes away from the main base used specifically to get a lot of [=NPCs=] to move in quickly without causing a massive eyesore at where your main base is.
69** While the official class name for magic users is "Sorcerer" judging by the emblem linked to the class, most players tend to call the class "Mage" to be more in-line with the naming of the Ranger and Summoner class (linked to ranged and summoning weapons respectively).
70** The seed 05162020 is often referred to as "the Drunk Seed" and the resulting worlds as "Drunk Worlds" (as in the game’s code for the latter) due to the frequently bizarre results the world generator comes up with.
71** Similarly, the "dont dig up" seed is often called the "Remix Seed," due to its world generation being titled as such.
72** [[RuleOfThree For a third time]], worlds combining the "get fixed boi" seed with [[HarderThanHard Master mode]] have been referred to by players as "Legendary Worlds." This would later be canonized in 1.4.4.6, which dubs the difficulty of "get fixed boi" or "for the worthy" worlds set to Master difficulty as "Legendary."
73* FanonDiscontinuity: Even though the WordOfGod had officially stated that Empress of Light's "v" on the face is a SinisterSchnoz, not a mouth, fans who saw her as {{Perpetual|Smiler}} SmugSmiler just refuse to see it as such and deliberately pretend that this claim was never made.
74** However this might ultimately be [[SubvertedTrope subverted]] since the image of the achievement "Fae Flayer"[[note]]Obtained after defeating the Empress of Light for the first time.[[/note]] shows the Empress of Light with a normal nose and a smiling mouth.
75* FridgeLogic: Bones can drop from Skeleton warriors in the dungeon, but not the random skeletons you find underground. Justified for game balance; bones themselves are a decent ranged weapon, and they can be made into Necro Armor, which is a ranged-based set of armor that increases damage and reduces ammo consumption. It may be explained by the skeleton's appearance. Its bones are green, and probably worn away from underground [[BuffySpeak dampness or something]].
76%% GameBreakingBug is not a YMMV trope. Place examples of it on the main page, not here.
77* GoddamnedBoss:
78** A number of bosses like to alternate between floating out of melee range and ramming the player to death, requiring the player to keep a projectile weapon and stay out of these bosses' range.
79** If you ''do'' have a Warmth Potion and sufficient armor, then the Ice Queen of the Frost Moon turns into this. She flies around the area very quickly, making it ''very irritating'' to get a good hit on her. Furthermore, she has lots of health, so expect her dodging and flying around to prolong the fight. However, her attacks won't deal that much damage due to the Warmth Potion weakening them. ''Without'' a Warmth Potion or sufficient armor, she becomes ThatOneBoss.
80** The Lunatic Cultist. He liberally uses TeleportSpam and uses DoppelgangerAttack while floating around and casting annoying-to-avoid spells. Being human-sized, he also has a very small hitbox for a boss. Thankfully, he doesn't move whenever he's casting, as well as the fact that he holds a particular weakness to [[HomingProjectile chlorophyte bullets.]]
81** The Queen Bee can be quite annoying for players who accidentally destroyed her larva. One of her most annoying attacks is her charging attack, which can take away a good amount of your health, and after that, she starts shooting destroyable bees that can poison at you like bullets or even ''more'' annoying ''indestructible'' rapid-fire poison stingers. But if you manage to defeat her, the rewards are worth the fight, since she drops some pretty good pre-Hardmode weapons and armor.
82* JerkassWoobie: While the Angler is an annoying brat through and through, he does mention that [[ParentalAbandonment he doesn't have a mom or dad]] (and whether that means they're dead or his parents abandoned him is never addressed) and that [[ReplacementGoldfish his fish are "close enough"]]. You can't help but pity the poor kid and feel a little happy that you gave him a new home and community to live in.
83* JunkRare:
84** The Enchanted Sword, pre-1.3[[note]]In 1.3, it was buffed quite a bit and made much easier to acquire.[[/note]], is a rare sword with the ability to fire damaging energy beams with each swing. It is one of the rarest items in the entire game. The game has a small chance of spawning the Enchanted Sword somewhere underground in a destructible background stone when you first generate a world. There is no indication that the sword has spawned and since it's in a random spot underground you could potentially spend a thousand hours in a world with an Enchanted Sword and never know it's there. Even then, there is only a 1/3 chance that the sword in the background stone is the real deal - the other 2/3's are wooden swords that don't even drop upon destroying the stone. On the off chance that luck is in your favor, and you finally somehow manage to find an Enchanted Sword... you'll find that it isn't exactly groundbreaking, especially in comparison to the plethora of much more common, much more powerful items you can find even before Hardmode. It deals only one point of damage more than the Light's Bane, a low tier, fast-but-weak archetype of weapon. The ability to fire energy beams isn't all that special, even pre-Hardmode. The Ice Blade, another pre-Hardmode weapon, does the same thing, is almost as damaging, and is far easier to acquire.
85** The Slime Staff has the lowest drop rate of any enemy-dropped item: only a 1 in 10,000 chance, and even [[MetalSlime Pinky]] only has a ''1% chance'' to drop it, the highest out of all Slime enemies. This makes it the rarest of any of the summon weapons, on top of being the ''weakest'' with a mere 8 damage and no ranged ability.
86** The Coin Gun is the rarest drop in a pirate invasion, having a 0.25% chance to drop from the Flying Dutchman Ship (Meaning one in every ''400'' ships has one), a 0.05% chance to drop from Captains, and a 0.0125% chance to drop from anything else. It has a very high damage stat, but you need coins to use it. It has a power of 200... when using platinum coins. Unless you have a good money farm, it's very hard to get this weapon to its peak damage.
87* MemeticBadass: Within the fandom itself. To this day, [[https://www.youtube.com/user/Yrimir Yrimir]] is regarded as one of the greatest Terraria players alive, thanks to a long list of impressive accomplishments, which while too many to name, generally can be summed up as regularly taking on multiple bosses that are difficult on their own, and beating them at the same time, with CherryTapping sometimes thrown in for flavor.
88* MemeticLoser: Golem tends to be the butt of many jokes in the fandom, [[BreatherBoss thanks to widely being seen as an easy boss for how late in the game it's fought.]] While it is not completely effortless, expect to see it treated as such in certain fanwork and especially memes.
89* MemeticMutation:
90** You were slain... [[labelnote:Explanation]] The [[GameOver death]] message that pops up on screen every time the player dies, which [[NintendoHard you'll often see]] when playing on harder difficulties/setting like Master Mode or For The Worthy, or when playing modded runs like with [[VideoGame/TerrariaCalamity Calamity]] or [[VideoGame/FargosMod Fargo's Soul Mod]]. It is essentially ''Terraria's'' equivalent of the ''VideoGame/DarkSouls'' "YOU DIED" meme. [[/labelnote]]
91** Why is there boss music? / Why do I hear boss music?[[labelnote:Explanation]]Twitch Streamer [=BeasttrollMC=] said this when he was mining in the jungle and Plantera's theme started playing, even though no boss actually appeared. Since then it's been used as a meme that's used when somebody does an action which gets them into a very bad situation, often unknowingly.[[/labelnote]]
92** The Pharaoh's Curse. [[labelnote:Explanation]] A community-originated term for a ''very'' unfortunate case of unlucky RNG. Pyramids are a ''very'' rare structure that may be made in the desert during World Gen. It's known for having the Flying Carpet, and the Sandstorm in a Bottle, which are ''extremely'' good mobility tools, especially considering you can get them immediately after starting the game; the Sandstorm in a Bottle in particular having the honor of being the best "in a bottle" accessory. However, it also has the chance to instead have the [[AndYourRewardIsClothes Pharaoh's vanity set]], which is ''completely useless'' unless you're going for a pharaoh cosplay; except it's even worse as it's replacing amazing loot you probably wanted anyway. Considering those are the only three items in the Pyramid's loot pool, you basically have a 1 in 3 chance of either getting one of the two best early-game mobility accessories, or a ''completely worthless item, in a structure so rare you're lucky to have more than one even in a Large World.'' The sheer amount of shared frustration for this has led the Terraria community to humorously dub this as ''The Pharaoh's Curse''. Eventually, the Labor of Love update would finally add a use to the Pharaoh's set thanks to the Shimmer, as throwing it in will make both pieces into a Flying Carpet and Sandstorm in a Bottle, and unlike Pyramids you are guaranteed to have one Aether spawn per world with a Shimmer pool, completely accessible before Hardmode (if you know where to look).[[/labelnote]]
93** How ya doin', Muramasa? [[labelnote:Explanation]]Muramasa has quite infamously been subject to PowerCreep--originally being one of the best swords in the game that was able to be used on its own, with each passing update it kept getting ''less and less useful'' as [[SerialEscalation more and more powerful swords were added]], some of which even using the Muramasa as a crafting ingredient for them. This came to a head with the Journey's End update, where one of the patch notes was that Muramasa was going to be buffed... '''for only +2 additional attack points.''' The quote itself stems from [[https://www.youtube.com/watch?v=V4F_zBKyMY0 a video]], making fun of the Muramasa's fall from grace and just how pitiful its +2 attack buff was compared to the other buffs many melee weapons got that update. Notably, when the Muramasa received a more substantial buff as part of 1.4.1, the patch notes [[MemeAcknowledgment even said the quote beside its name]].[[/labelnote]]
94** The latest final update. [[labelnote:Explanation]]Almost every major update for years has been labeled "the last update". This has, of course, invited mockery, and jokes about the next "final update". This was seemingly quashed with the release of Journey's End...until 2021, when the game received a {{Crossover}} update with ''VideoGame/DontStarve Together'', which brought the meme back in force.[[/labelnote]]
95** What's that purple spiky thing? [[labelnote:Explanation]]During Terraria's early days, posts would often be made on the official Terraria forums at the time asking about what exactly Demon Alters are, with the users posting them often referring to them as "purple spiky things". It eventually became a running joke in the community, [[MemeAcknowledgment to the point that a near-identical version of the phrase was eventually added as a title message]].[[/labelnote]]
96* NauseaFuel: [[EvilIsVisceral The Crimson]]. From the sound Blood Crawlers make when struck to the Face Monsters and the disturbing music, the biome is {{Squick}} embodied.
97* OlderThanTheyThink: The pet bunny just saying *rabbit noises* when you interact with it is actually a subtle reference to ''Webcomic/TheLegendOfMaxx,'' which had the rabbits just say “rabbit”.
98* ParanoiaFuel:
99** The underground is sprinkled with with hard-to-spot pressure plates that trigger dart traps, falling boulders, lava geysers, or even ''land mines''. Thankfully, having the Multicolor Wrench (or better, The Grand Design) in your inventory can completely negate this as you'll be able to see the wires for these traps (or turn it off if you don't want to be spoiled).
100** No matter what quarantine measures you take before activating Hardmode, and no matter how quickly you isolate the Corruption/Crimson and Hallow spread by defeating the Wall of Flesh, every time you smash a Demon/Crimson Altar there's a chance that some block, somewhere, will be converted to one of those contagious biomes... and you probably won't discover it until you go mining one day and discover another chunk of the map is now filled with horrors or fey monsters. Fortunately, as of 1.4.4, Altars no longer spawn a random contagious biome block when smashed.
101* PlayerPunch:
102** Want to enable the game's Hard Mode and get access to a whole bunch of cool new stuff? You have to [[spoiler:kill the Guide - the first NPC who joined you in your new world, and who spent the entire game up to that point freely sharing advice and crafting recipes with you. [[WhatTheHellPlayer You are a terrible person]]!]]
103** In a similar fashion, if you want to rematch Skeletron, you're gonna need to [[spoiler: kill the Clothier (while holding a Clothier Voodoo Doll in the night). You know, the guy you freed from Skeletron's curse to live the rest of his life happily?]] [[SarcasmMode Hope you have a good time with that rematch.]]
104* PopularWithFurries:
105** The Zoologist's introduction to Terraria with the ''At Journey's End'' update saw her attracting a portion of the furry fandom to the game's fan community due to her werefox status and her cuteness.
106** The Witch Doctor gained newfound popularity with furries after the ColbertBump the game received, owing most of all to his tribal design and being a TokenHeroicOrc compared to his fellow Lihzahrds.
107* PortingDisaster: The Vita port suffered two major {{Game Breaking Bug}}s in its history. One, which emerged after the 1.2 update, corrupted all worlds that have the fireplace item. The second caused the game to crash when you attempted to save and wasn't fixed until January 2016.
108* PraisingShowsYouDontWatch: The game had a community like this pre-release, with many people praising the game well before it came out and claiming it to be nothing like ''VideoGame/{{Minecraft}}'', despite only a limited number of them having played it at that point.
109* QuicksandBox: Like with ''Videogame/{{Minecraft}}'', get used to dying a lot while you learn the ropes.
110* RescuedFromTheScrappyHeap:
111** Surprisingly enough, the [[InfinityPlusOneSword Terra Blade]]. Even though it had extremely high power and {{Sword Beam}}s, many people considered it a letdown for the effort needed to create it and consider it inferior to the Death Sickle, Paladin's Hammer, Horseman's Blade and Vampire Knives due to its lack of auto-swing. Cue Version 1.2.4, it got the auto-swing it deserved, and it's now back as a member of the list of "must get" weapons. Even though 1.3 introduced stronger weapons, it's still a good weapon for the middle part of Hardmode.
112** Journey's End [[https://forums.terraria.org/index.php?threads/what-was-old-is-made-new-again-revisting-the-terraria-experience.88174/ introduced a number of buffs to weapons that were considered useless before]] or otherwise weren't worth the effort to get. Notable examples include being able to ''aim'' shortswords, flails being reworked into an [=AoE=] 'shield' for the player before being thrown out, the Charged Blaster Cannon being reworked into a [[Franchise/MegaMan Mega Buster]], the Christmas Tree Sword now having the additional effect of launching various ornaments into the air, and the Wand of Sparking getting some notable damage buffs.
113* SalvagedGameplayMechanic: The widely despised Torch Luck mechanic added in Journey's End was revamped so that it could only ever provide a positive bonus, meaning that was no penalty for using regular torches in the wrong biome. It also added the Torch God, an event that once beaten, allowed regular torches upon placement to be instantly converted to the proper torch for the biome.
114* TheScrappy: The Angler, who was the only child character in the game (until the Princess was added)... which is a title he tarnishes by being an utterly infuriating SpoiledBrat. He's bossy and demanding, he treats your character like dirt, and is constantly pulling "pranks" on the other residents, such as putting undead fish into their furniture and piranha teeth into chairs. And you can only do [[ScrappyMechanic one of his fishing quests per day]], which is especially aggravating when you're trying to get the rarer rewards which have an already infuriatingly low drop rate. Even worse for those who want to give him the same treatment as The Guide, InvulnerableCivilians is in full effect, even lampshaded somewhat. If his HP is ever reduced to 0, [[NoSell he simply poofs away in a puff of smoke, with the chat log "<Name> has left."]] This being in a game that contains voodoo magic, bloodthirsty organs, and hell itself. Fortunately, Journey's End gives you company of in-universe people who dislike the Angler. Neither the Merchant nor the Zoologist want anything to do with him.
115* ScrappyMechanic:
116** Potion Sickness: whenever you use any item that heals your health, you need to wait a minute before you can use another. While obviously tailored to prevent health potion abuse, 60 seconds is an eternity in boss time. There's an accessory that can reduce it to 45 seconds.
117** Occasionally it will start to rain in the overworld, with each storm lasting about 24 minutes. This wouldn't be so bad if storms didn't darken the brightness a bit, cause flying fish to spawn (basically [[GoddamnedBats demon eyes]] that can appear during the day), and nullify the blooming conditions for Fireblossoms. Furthermore, they sometimes drag on if you're unlucky, with a storm coming up right after the previous one. On the plus side, you need it for Waterleaves to bloom and and it drastically increases fishing power. It's also the only time the Ice Golems will spawn in the snow biome on hardmode.
118** Blood moons and Solar Eclipses, once you get enough good gear. While they are threatening, intense and fun early on, after a while, they basically become the event versions of GoddamnedBats.
119** The spread of Corruption/Crimson and Hallow quickly starts to become this upon entering Hardmode. Before, the evil biomes would only spread very slowly on the grass, which can be remedied by some Purification Powder, and can be segregated by planting sunflowers and/or digging trenches large enough to prevent any sort of spread. Upon defeating the Wall of Flesh, the Hallow and the world's evil biome blast in two straight lines from the Underworld without any means of predicting or controlling the outcome (better hope your base of operations isn't in the path of the corruption or else you'll need to make a brand new base), and their spread is drastically increased, not only spreading at an accelerated rate, but being able to affect more terrain types. In addition, breaking the evil altars (which is necessary for unlocking the Hardmode ores) often results in a random block in the world suddenly turning evil/Hallow, and there's nothing you can do to prevent this. While the Hallow is new to the world and is necessary for new resources (and doesn't repel NPC living spaces), many would say that the evil biomes were better off segregated in their initial positions. No wonder the Steampunker's Clentaminator is such a valuable and expensive tool. It's been slightly mitigated in 1.4.4, where smashed Altars no longer change random blocks into contagious biomes.
120** The Angler's fishing quests can only be done once per in-game day, which is infuriating because he possesses six unique items which he gives out randomly, three of which are necessary to craft the Cell Phone. The functional items only have a ''2.5% chance'' of being given as a reward. Granted, you ''can'' boost the likelihood of getting them, but doing this requires completing the little snot's daily quest '''50''' times (and this is per player!), capping out at a maximum of '''150''', and only raises it to a 15% chance overall at most. Journey's End adjusts this by making them slightly more likely to give you these accessories, and also makes him unable to give out duplicates of items already in your inventory.
121** Reforging at the Goblin Tinkerer. While being able to get a better modifier on your items is very useful, the complete randomness of the modifier chosen makes for a LuckBasedMission. If you're lucky, you might get the best modifier on the first try. If you aren't, you might waste all of your money and never get a decent modifier. Worse, you might get the one you want... and then accidentally reforge again in your haste, losing it and wasting even more money and time. This has earned the Goblin Tinkerer a rather bad reputation with many players.
122** Journey's End alters the Nurse to have higher fees to heal players back to full health as they progress throughout the game, so healing is definitely far from being as cheap as it was before in more ways than one.
123** The same update also brings a new mechanic into the mix with town [=NPCs=], that being their general happiness depending on where they are, if they like their neighbors, how many townies are around them, and so forth. The thing is that the price of their goods is also dependent on their happiness, and if they're unhappy, they'll add on a price increase of a varying amount (such as '''30%'''[[note]]as [[https://www.youtube.com/watch?v=-oBedY2Xliw HappyDays demonstrated in their pylons and NPC happiness video]], in which a grenade, which would normally cost 75 copper, is now 97 copper[[/note]]) onto it, which if you don't have a Discount Card at your hands (already a rather rare drop from Pirate invasions), can be extremely pricey.
124** For ''whatever'' reason, the devs decided with Journey's End to rebind shift to control. This wouldn't be a problem... If not for the fact that ''it's only for shops'', while shift is still used to place things in chests. What does control do when a chest is open? ''Trash items''. So even ''if'' you didn't come from the previous update, the changing of one button from two is ''still'' disorienting, [[DamnYouMuscleMemory making accidentally trashing items you did NOT want to trash frustratingly common]]. While Journey's End has been praised, the changing of this mechanics is widely regarded as the single worst thing about the Journey's End update.
125** The [[LuckStat luck mechanic]] has mostly been regarded as neutral at worst but the luck penalty for using regular torches in different biomes has been widely criticized, to the point that bad luck aspect of torches was removed entirely two patches after it was introduced due to massive community backlash.
126** While the Graveyard biome added in 1.4 is often seen as a great thematic addition with a cool aesthetic, its place in actual gameplay is reviled by most. In short, having too many graves in one area from player deaths will cause Zombies and Ghosts to start naturally spawning. The Ghosts in particular are troublesome, since they phase through walls and have high stats for enemies that could potentially spawn en-masse before Hardmode even starts should you die enough. Worse still, mining the graves to get rid of the Graveyard can ''spawn more Ghosts''. In essence, the Graveyard creates a CycleOfHurting where the enemies will continuously kill you and spawn more graves, which in turn prevents the Graveyard from being destroyed. In extreme cases, this may soft-lock your game if your character is unable to overcome the hordes of ghosts, particularly if the graveyard is near spawn - this is ''especially'' true on Master, where not only will you die more often, but the Ghosts become even harder to deal with because of their inflated stats.
127** For many players, 1.4's [[HarderThanHard Master Mode]] is this. Unlike Expert, which completely changes the game by introducing new items, new mechanics, and many AI changes on enemies/bosses, Master is [[NumericalHard virtually the same as Expert save for all enemies and bosses gaining highly inflated HP and damage values on top of more knockback resistance]]. To many players, it seems less like a heightened level of difficulty to test players, and more like an annoying form of FakeDifficulty that artificially inflates how hard the game is in the worst way possible[[note]]The few non-stat changes, like players dropping all their money on death and ''further'' increased debuff times, are also seen as less difficult and more plain annoying[[/note]]. Since nothing changes in terms of how enemies behave, most of the time Master just serves to make the game more obnoxious by forcing you to undertake the same combat as Expert while just making everything both more unforgiving and ''far'' more tedious. It's not an exaggeration to say that Master is exactly the same as Expert mode, but everything kills you almost instantly while taking far longer to kill - often resulting in an obnoxious, frustrating, and just plain ''boring'' experience. To add insult to injury, while Expert makes the increased difficulty rewarding by adding a variety of unique items, increasing drop rates, and the like, Master Mode has barely anything to justify its "difficulty" since almost all the exclusive rewards are cosmetic (even the added accessory slot and functional mounts rarely justify what you have to do to get them). It says something that the "For the Worthy" seed added as an EasterEgg is ''widely'' considered to be a superior difficulty, since it actually changes many game and boss mechanics instead of merely inflating stats. This is especially aggravating to modders, particularly those who have already created "Expert+" modes for the game (which are often considered superior to Master as well, such as the [[VideoGame/TerrariaCalamity Calamity Mod's]] Revengeance Mode), to the point where some mods simply don't acknowledge its existence.
128** If you wanted to re-experience the magic of some of your first worlds, you're out of luck. Though the seed identification allows for the duplication of recent worlds, the seed generation is actually affected by the version of the game it was made in. So if the game went through an update and you wanted to recreate a world down to the finest detail, that will not happen. As if having no control over world generation other than the size and the type of evil (Corruption/Crimson) was bad enough.
129** Players will very rarely, if ever, play Mediumcore characters. It's generally considered much more tedious than Classic/Softcore to recover and make progress after dying (since you have a very real risk of [[CycleOfHurting dying over and over while trying to recover your stuff]]), while players that want a challenge just gravitate towards [[FinalDeathMode Hardcore]] instead.
130* ScrappyWeapon:
131** Nobody uses shortswords, at least the ones made of anything over than copper, and without enabling auto-swing accessibility option. Rather than swinging it overhead in an arc, your character thrusts it forward, making it almost useless against anything that doesn't walk right into it. The game itself seems to recognize this, since every metal after Gold[=/=]Platinum can't be crafted into them, seemingly becoming replaced by spears. Thankfully, Journey's End modifies the shortswords to have the ability to actually ''aim'' them, making them slightly more useful.
132** The Wand of Sparking. As the weakest magic weapon in the game, with no knockback along with pitiful damage and range, most players simply skip over it entirely, opting to use melee until they can craft or find something better. It doesn't help that it cannot be crafted and is just random loot in surface and underground chests, so you might not even find one until it's obsolete. Like before, Journey's End is giving it a collection of buffs[[note]](Damage increased from 8 to 14, speed increased from 28 to 26, now has a 10% critical chance, and its chance to inflict On Fire! increased from 33% to 50%)[[/note]] that'll likely make it much more useful.
133** The Brain of Confusion, dropped by Brain of Cthulhu in Expert Mode, is an accessory that gives a chance to Confuse nearby enemies upon taking damage. Thing is, a number of enemies (including most bosses) are immune to the Confused debuff anyway, making it incredibly situational, and the effect is underwhelming even when it does work. It doesn't help that its Corruption counterpart, the Worm Scarf, is far more useful with its 17% damage reduction. Journey's End gives it a 1/6 chance to avoid taking damage when hit and gives the player a temporary buff that gives them 20% critical chance for a few seconds, and also makes them unable to have a chance to avoid damage until the buff is over.
134** The Life Drain is supposedly a weapon that drains life from enemies. In practice, the life drain effect is simply granting a health regeneration buff while attacking, which isn't nearly impactful enough to warrant using the weapon, especially since it deals pitiful damage for a Hardmode weapon and guzzles mana. It doesn't help that this thing drops from Crimson Mimics, which require a lot of effort to find and kill. If you can manage to actually kill one, the Life Drain is basically already obsolete, and the Mimic's other potential drops like the Fetid Baghnakhs are much stronger anyway. The 1.4.1 did buff it a little by increasing damage and making it so it doesn't consume mana if it doesn't hit anything, but it still isn't very good.
135** Among the Biome Chest weapons, while the Scourge of the Corruptor, Vampire Knives, and Desert Tiger Staff are generally considered very good weapons, and the Piranha Gun and Staff of the Frost Hydra have niche use cases, the Rainbow Gun is definitely not worth the grind for a Hallow Key to get. The Rainbow Gun fires out a lingering, arcing rainbow that deals damage to anything it touches. The problem is that the rainbow does paltry damage for its stage of the game, and it doesn't linger anywhere near long enough to be considerable as a support weapon, even after the Labor of Love update doubled its duration from 20 seconds to 40.
136* SelfFanservice: Because of the 16-bit artstyle without much detail given to the human or human-sized characters, fanart tends to take a number of creative liberties when drawing them.
137** Most bosses, even the ones that are giant organs, are some times given attractive humanoid forms. This also happens to the enemies, but less often.
138** While the Dryad already wears a bikini made of vines, some fanartists make her outfit even ''more'' revealing, where she would only have a handful of leaves or thin vines positioned to barely keep her modest. Some interpretations reach the point where it looks like she is "clothed" by accident, and would be going around completely nude if it was not for the plantlife on her happening to grow in a way that covers her. She is also almost always made conventionally attractive and curvy.
139** Almost all fanart of monster women, such as the Harpies, Lamias, or Nymphs even in their blood-covered true forms, portray them as {{Cute Monster Girl}}s rather than vicious killer monsters.
140* SelfImposedChallenge:
141** "Class playthroughs", beating the game only using one of the damage types, is quite a popular one. Can be taken to its extreme if one imposes it strictly[[note]]most class playthroughs usually use a sword starting off until you can actually ''get'' a weapon of the desired type, and many players prefer to keep a sword and summon handy even if not playing melee or summoner[[/note]], which makes Mage and ''especially'' Summoner [[EarlyGameHell rather brutal starting off]], as you're at the mercy of the world generation to find a weapon of your desired type quickly, only able to use blocks to protect yourself until then.
142** "Subclass" playthroughs are also pretty common, where the player can only use certain ''weapons'' of a damage type, such as Yoyos only for melee or 'pure mage', where the player doesn't use the [[MagicFromScience futuristic]] 'magic' weapons, with some only using the [[AwesomeButImpractical mage robes]] pre-hardmode.
143** Beating pre-hardmode using only thrown weapons is a pretty popular challenge, though it does have to stop there as thrown weapons don't continue into hardmode.
144*** That said, there ''are'' playthroughs where people have beaten the entire game using throwing weapons. Understandably, it's a ''very'' difficult challenge.
145** There's also the "Fisherman's challenge", where the player can only use items and ores got from fishing and/or crates throughout the playthrough. This one tends to be more common for Normal Mode, as fishermen usually don't have the damage output/defense needed to beat [[HarderThanHard Expert Mode]].
146** There have also been restricted world size playthroughs where the world is only a certain number of blocks wide or tall. They range from a relatively sane 117 blocks wide all the way to '''nine''' blocks tall.
147** "[[TheEngineer Combat Engineer]]" playthroughs where the player can only use lava and traps to kill bosses and enemies are also fairly popular.
148* SidetrackedByTheGoldSaucer: The [[http://terraria.gamepedia.com/Angler fishing minigame/sidequest]] is rather elaborate, with around 30 possible quest rewards requiring ''way'' more than 30 fishing trips to get them all because most are [[LuckBasedMission rare and random]]. Only one fishing quest is offered per in-game day, but they often eat up a lot of time and distract you from the usual exploring/fighting/building/boss-battling. Or you may realize that you often fish up crates, which can contain [[SequenceBreaking high-level ores once you start hardmode...]] At least, prior to Journey's End, which separated crates between pre-hardmode and hardmode versions, so your pre-hardmode crates will only ever drop pre-hardmode items.
149* StopHavingFunGuys: Not as bad as in other games but there's a notable mindset in certain parts of the community that ''not'' playing Mage makes you an idiot {{Scrub}} who doesn't know how to play correctly. On certain servers, you'll often be hounded repeatedly until you switch to Mage, even if you're playing a class that has a viable, if ''even higher'' damage output than mages like Melee. Lord help you if you log onto one of those servers as a Summoner... It doesn't help that the devs seemed to be ''encouraging'' this mindset, with the Mage class consistently getting a steady stream of new toys to play with almost every update while most other classes are lucky to get one or two in comparison.
150* {{Squick}}:
151** The Wall of Flesh, a gigantic... [[ShapedLikeItself wall of flesh]], with flunkies in the form of tiny mouths hanging off of veins that try to attack you. It can ''puke leeches'' to attack you with.
152** The Crimson is one big land of Squick. Blood drips from ''everything'', even the trees. The enemies there have names like "[[http://terraria.gamepedia.com/Blood_Crawler Blood Crawler]]" (a giant tick/spider), and [[http://terraria.gamepedia.com/Floaty_Gross "Floaty Gross"]] (a ghost that constantly drips...some sort of unpleasant fluid), and you can farm things like Flesh Blocks (to build flesh furniture, of course), Vertebrae, and Meat Grinders.
153** The Ogres fought in the Old One's Army event have an attack where they throw their snot at the player, causing the oozed status that slows the player down if it hits.
154* TakeThatScrappy: For players who hate the Guide for allowing nighttime enemies into their houses, it can be satisfying that the procedure to [[spoiler:summon the Wall of Flesh involves destroying the Guide via a voodoo doll]] rather than a PlayerPunch.
155* TearJerker: A painting found in the dungeon depicts the late Sparky Doo, once Redigit and Cenx's dog. "[[InMemoriam In loving memory.]]"
156* ThatOneAchievement:
157** "Baleful Harvest" and "Ice Scream". Both achievements require you to reach the 15th wave of the [[ThatOneBoss Pumpkin Moon and Frost Moon]]. With that prerequisite in mind, going after these two achievements transform the aforementioned hellish events into a tight DPS race that, if done without heavy preparation and/or some help from friends, will have you going up against an [[DemonicSpiders army comprised of highly dangerous enemies and bosses]], most of which can ZergRush you from nearly every side imaginable and easily slaughter even players equipped with endgame armor. Oh, and you have to do all of that in under ''nine minutes'', since that's the length of night time, and therefore how long this event will last! This gets even worse if you're doing this on single-player, since dying at any point ''will'' cost you precious time. [[SarcasmMode Have fun.]]
158** "Supreme Helper Minion". Better hope you have the patience of a saint, as this requires you to complete ''200'' angler fishing quests. And since [[ScrappyMechanic only one quest can be done per in-game day]], this will involve ''lots and lots'' of waiting. To put in perspective, you could theoretically do about 60 quests in a real-time day if you stayed up and were playing constantly. That means ''three'' real days of non-stop gameplay to complete 200 quests. Thankfully this achievement counts up alongside the other achievements related to quest fishing and the process can be slightly sped up with the Enchanted Sundial to skip to 4:30 AM (when a new day starts), or as of Journey's End, sleep in beds to speed up time. Only problem is the Sundial has a cooldown of its own that lasts a whole in-game week or 168 real minutes. You can also cheese it via Journey Mode by duplicating the quest fish and manually changing the time of day, although it still takes quite a bit of a time investment since you'll have to go out of your way to research quest fish in multiple different biomes first.
159** "And Good Riddance!" requires the player to clean an entire world of Corruption, Crimson and Hallow. Much easier said than done, since spread can affect pretty much the whole world once in Hardmode, killing the Wall of Flesh creates a V-shaped initial spread that goes all the way to the Underworld, for a long time destroying altars had the effect of creating a block ''somewhere'' in the world that could slowly start an additional spread, and the Clentaminator (the main tool for cleaning infection) is extremely expensive and inefficient. While 1.4.4 added the Terraformer and the Biome Sight Potion, which are much more useful in cleaning infection, purifying a Hardmode world (especially one that has been used for a while) is so tedious that players that just want to get the achievement should just create a new world from scratch, and purify it while in pre-Hardmode.
160** The "Knight in Shining Armors" achievement on the console version. To get it, you have to obtain the ultra-rare Mining Armor, craft every helmet for the Hardmode armors, get every other piece of armor, beat Ocram up to 30 times, then make 3 full sets of Hallowed Armor, plus 3 more of each Hardmode armor, and get a few hundred bars of Adamantite (the rarest ore in the game.)
161** The "Pet Hoarder" achievement on console, which requires you to collect every pet item, some of which are only dropped by bosses, most of whom are ThatOneBoss at that.
162* ThatOneAttack: In Expert Mode, most bosses gain new attacks to make fighting them even more obnoxious.
163** The Eye of Cthulhu, once it's down to half-health, gains a super-fast charge attack where it whips around the screen like a blur, and as it takes more damage it uses this attack more often. By the time it's on its last legs, it does it non-stop, making getting that last sliver off ten times more difficult.
164** The Brain of Cthulhu is even worse, as its Creepers now inflict random status effects when they hit you, which can quickly and ridiculously stack up if you're caught in a group of them. This includes the Broken Armor debuff.
165** While not Expert-exclusive, the Moon Lord's Phantasmal Deathray definitely counts. It's a massive laser fired from his head eye which sweeps a wide area, is deceptively hard to avoid and deals absolutely ludicrous damage (150 on normal, ''300'' on Expert). While it takes a second to charge and he doesn't use it a lot, you best be prepared every time his head eye opens up - especially since you can only damage the forehead eye ''while the laser is being fired'' and for a short cooldown after that. The only saving grace is that the laser is blocked by terrain... at least, until Journey's End hit, as the Phantasmal Deathray was buffed to be able to go through blocks between it and players, but to balance it out, the amount of time the forehead eye is vulnerable has been increased.
166*** His True Eyes of Cthulhu in his second phase can use a smaller version of this. While it deals a lot less damage, it's much faster and comes without warning - and there's nothing stopping [[OhCrap all three Eyes from using it at the same time.]]
167** Also not expert-exclusive is the Martian Saucer's DeathRay. This attack hits ''extremely'' hard, dealing 140 on normal and 200 on Expert. When its turrets are destroyed and it TurnsRed, it will constantly spam this attack, while more than doubling its damage to a whopping '''300''' on Normal/'''''450''''' on Expert! Again, the only saving grace is that the attack is blocked by terrain... until Journey's End, where it will also pass through blocks between it and players. Mercifully, Journey's End completely omits its second phase altogether in Normal mode, with the saucer now being obliterated when its turrets are destroyed.
168* ThatOneLevel:
169** The Underground Jungle. It's a humongous cavern that stretches from below the Jungle to the Underworld. What's so hard about it? It's a nightmare to navigate, it's swarming with Hornets and Man Eaters (horrendous DemonicSpiders that can also Poison you if you don't have immunity), and it's got several rare and rather useful items hidden in it. 1.2 added a slew of even nastier enemies to the Jungle once Hardmode begins (particularly the Moss Hornets and Giant Tortoises), turning it from difficult to more hellish than ''hell itself''. Worse still, there's a mandatory progression boss hidden in the Hardmode Jungle, so you can't just ignore it either.
170** Hardmode Deserts during a sandstorm have some ''[[DemonicSpiders incredibly nasty]]'' enemies in Dune Splicers and Sand Sharks, both of which appear very often, [[LightningBruiser have loads of health, are lightning-quick, jump out at you for cheap heavy damage]] and are hard to damage when they're swimming through the sand. If your desert is Corrupt, Crimson or Hallowed, the sharks get variants with a noticeable boost in health or attack. The rare Sand Elemental MiniBoss is actually rather tame, but the sheer number of splicers and sand sharks compound the fight a lot more.
171** The post-Plantera Dungeon, by and far. When you first enter it's dangerous but survivable, and by the time you reach hardmode and have high end equipment it's basically a BreatherLevel. Then you defeat Plantera and the crap hits the fan. Suddenly the Dungeon is filled with extremely powerful melee skeletons that can soak damage like nothing while dealing just as much in return, Necromancers that can bounce nigh-instantaneous shadow bolts around corners to hit you and teleport away whenever they take damage, Diabolists that shoot exploding, unblockable fireballs through walls at you and also teleport on damage, Paladins that have more health than some bosses and rapidly throw hammers at your face for massive damage, Skeleton Snipers that can two-shot you from across a room, and even more. Basically every enemy in the post-Plantera Dungeon is either a DemonicSpider or a {{Goddamned Bat|s}} designed to distract you while the stronger enemies kill you. Even after you kill them you're still not safe because there's a chance every enemy you kill might spawn a Dungeon Spirit which charges you at high speed, straight through walls! The good news is that if you can survive this onslaught you can get some of the most powerful equipment in the game here.
172** The Lunar Invasion event is filled with several DemonicSpiders and GoddamnedBats near each of the pillars, all of which are ''far'' more durable and more painful than most of the things found in the post-Plantera Dungeon. You're forced to kill 100-150 of these monsters to break the shield of the respective Celestial Pillar, and they won't hold back even when the shield is down.
173* TransAudienceInterpretation: The Party Girl is the only adult female NPC not to [[AllPeriodsArePMS get irritable during a Blood Moon]], and in older versions, she teleported with the King Statue instead of the Queen Statue[[note]]which, when given a wire signal, summon a random NPC of the corresponding gender[[/note]]. While the latter was definitely a bug and has since been fixed in all versions still getting updated, enough people liked the idea that she was transgender that it stuck around as a minor bit of fanon.
174* UglyCute: The Eater of Worlds and the Brain of Cthulhu have drops that allow you to get a pet baby Eater and baby Face Monster respectively. Despite being based off their NightmareFuel counterparts, their FunSize makes them look somewhat cute.
175* WhatDoYouMeanItsNotForKids: Despite its cartoonish and colorful aesthetic, ''Terraria'' is rated T for a reason. The game doesn't hold back when it comes to creepy content and gore, particularly involving enemies (and players) exploding into LudicrousGibs when they die. In particular is the Crimson from 1.2, filled with nightmarish creatures and visceral horror.

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