Killer Unicorns, Sharknadoes, Eye Demons, and rocks! 2D exploration at its best!
Terraria is a land of adventure! A land of mystery! A land that's yours to shape, to defend and to enjoy. Your options in Terraria are limitless, are you an action gamer with an itchy trigger finger? A master builder? A collector? An explorer? There's something for everyone here.
Terraria (pronounced similar to "Terrarium", which is now an in-game item) is a very detailed 2D Wide Open Sandbox indie game, created by Andrew "Redigit" Spinks and Jeremy "Blue" Guerrette. It was made available on Steam on May 16, 2011. Version 1.1 came out on the 1st of December 2011, making the game more complex than it previously was. On October 1st, 2013 update 1.2 was released, which added over 1,000 items and other changes further increased the scope and general complexity of the game. The update introduced new biomes, enemies, and items. The current version as of this writing (May 15, 2014) is 220.127.116.11.Terraria focuses on exploring the gorgeous randomly generated world you're stranded in, to find resources to build a cozy home, equip yourself with armor and potions, befriend merchants, and defend your town from monsters. You start from scratch with little more than a pickaxe and some trees and end up crafting epic-level equipment to fight massive demons, dig cave systems throughout the land, and build a fortress that can withstand full-on goblin army invasions. You can share every world you create with your friends in single-player and multiplayer, and freely visit any map with any character.Sounds a bit familiar? Absolutely! Terraria is meant as an item-based RPG variation on some of the most popular randomly generated exploration games, particularly Minecraft. It's different in many ways, though: true to classic Metroidvanias, a strong focus is on finding upgrades to help you move around in the world better (such as accessories to let you breathe underwater) and increase your life and mana pools. You can also end up with multiple helpful NPCs living in your homes that will sell things to you, heal you, and otherwise enhance your base through their services. Terraria features boss monsters that will challenge players who dare to summon them, and murder those who aren't ready. Finally, Terraria features a streamlined crafting system as well as many, many decorations so that you can truly make your home your own.The player now has the option of entering Hard Mode after clearing the first few basic quests. Hard Mode is triggered by challenging the boss of the Underworld, and spawns many new monsters, items, materials, bosses and a new, spreading biome into the world.Redigit's YouTube page can be found here, which includes a teaser, a trailer, and a Let's Play of the alpha done by the creators themselves.505 Games announced that the game would be ported to Xbox Live Arcade and PlayStation Network. New content was included in this release which until recently was not thought to be coming to the PC version. These versions were released on March 26, 2013 in the US and April 15, 2013 in Europe and Australia. In addition, 505 Games released a port for the iOS on August 29, 2013.According to Redigit, a sequel, currently titled Terraria 2, is in the works.
There is a host of arrow and bullet types that have odd or unique effects from setting an enemy on fire with a cursed flame to arrows that summon a star to hit the target.
There are also weapons which fire things such as stars, coins, snowballs, candy corn, stakes and explosive Jack 'O Lanterns.
Absurd Altitude: The game lets you visit the uppermost layer of the world, named the Atmosphere. Depending on your gear and the size of your world, you could reach it in a single leap.
Action Bomb: An enemy called the Clown may appear rarely on a blood moon on hard mode. This clown throws bombs, and used to effectively destroy your house if near it in versions before the 1.2 Big Update. And, true to this trope, it explodes with the force of a bomb upon death. Ranged attack is advised.
The game has a pathfinding problem. Enemies only know how to reach you in a straight line, meaning a simple thin lava pit on either side of a house means infinite money as the enemies stroll in and immolate themselves. On the flip side, this will usually destroy loot in the underground areas where the lava is too deep. Enemies are also too stupid to walk around an obstacle when you're above them, since they only target you by the y-axis. This allows to effectively lock some enemies on a higher level of blocks.
Doors open in either direction, but zombies normally can't open them if they're shut. This changes during the Blood Moon, but zombies only gain the ability to kick doors in. Due to the way the game handles sprites, putting anything other than a wall tile on one side of a door will prevent it from opening, meaning that if you simply hang a colored banner behind a door, it only opens outward and is thus zombie-proof.
All Love Is Unrequited: The Goblin Tinkerer and the Mechanic are constantly asking about each other, the Nurse is after the Arms Dealer, and the Arms Dealer is... well.... But nothing seems to come from any of it, except maybe the Nurse and the Arms Dealer who may or may not have gone out on a date.
The Neptune's Shell and the Werewolf Charm can be combined as part of a recipe, so the resulting accessory gives the power to become a Werewolf at night and a Merfolk when submerged. Not played straight though, as if submerged at night you only turn into a Merfolk, not a mer-wolf.
Most of the X in a Bottle accessories can be combined with Shiny Red Balloons to make the X In A Balloon items, which can then be fused together into a Bunch of Balloons that gives you three additional midair jumps.
Hermes Boots can be combined with the Rocket Boots so you can run fast and fly. Combining the resulting Spectre Boots with the Aglet and the Anklet of Winds tacks on even more base movement speed, and then combining it with the Ice Skates adds mobility on ice to the resulting Frostspark Boots.
The Diving Helmet and Flippers can be combined into Diving Gear. This can be fused with the Jellyfish Necklace to get light while diving deep into dark waters, and then you can add the Ice Skates to this to also add mobility bonuses while on ice.
One of the best mid-game blades, the Night's Edge, is crafted by combining four swords at a Demon/Crimson Altar.
The entire point of everything in the Tinkerer's Workshop. It allows you combine multiple useful accessory items into a single item. This is extremely useful because players are limited to five accessory slots.
Taken Up to Eleven by the Terra Blade. You have to forge or discover the Leaf Blade, Fiery Greatsword, Muramasa, and the Light's Bane and then combine them at a Demon Altar to get the Night's Edge, gather enough Hallowed Bars to forge Excalibur, combine the Night's Edge with a Broken Hero Sword to create the True Night's Edge, combine the Excalibur with a Broken Hero Sword to create the True Excalibur, and then combine the True Night's Edge and the True Excalibur with another Broken Hero Sword to make the Terra Blade. It's well worth it, though, as the Terra Blade is the best sword in the game.
Taken evenfurther with Ankh Shield which is technically combination of eleven different accessories. It grants immunity to 9 debuffsnote Weak, Broken Armor, Poisoned, Bleeding, Slow, Confused, Silenced, Cursed, and Darkness as well as to knockback and fire blocks. You can't get more compact than that.
Spectre boots were the quintessential mobility enhancing accessory before wings potentially made them obsolete. Now they can be upgraded to Lightning boots for more speed, and subsequently to Frostspark boots for more speed AND incredible traction on ice blocks prevalent in the underground snow biome.
The Sun and Moon stone accessories normally only gift you with stat boosts only during the day or night respectively, but when fused together, the resulting Celestial Charm provides the boost all the time.
Alt Text: Whenever the game is initialized the window will have a quip like "The grass is greener on this side", "Another day to dig harder" and so on.
Always Night: The above ground mushroom biome; it automatically turns to night whenever you enter. Daytime's still preserved outside of the biome.
Several rare mobs and mini-bosses can drop clothing items.
Defeating Skeletron unlocks an NPC that sells clothing.
During the Halloween update, enemies have chances to drop Goodie Bags, which can have one of several different sets of...you guessed it, costumes. NPC's will also sell extra vanity items during this time as well, many of them being their own outfits.
Animal Mecha: One of the hardmode bosses, the Destroyer, is a giant mechanical worm.
Animated Armor: One of the enemies is the Possessed Armor. The Paladin may also be this.
A good number of recipes that call for Corruption-based components will work perfectly fine with their Crimson counterparts For example, Night's Edge can be forged using the Blood Butcherer in place of the Light's Bane, and the Battle Potion can use Vetebrae or Rotten Chunks as ingredients and still work. Likewise, many device recipes that call for Iron components will work fine with Lead.
The Extractinator and the Crates acquired via fishing can provide you with the Alternate Metals that were not generated in your current world, reducing the need to worldhop for crafting ingredients. Now with a little patience, you can fish for Titanium in hardmode if your world generated with Adamantite instead.
The Hardmode Boss, The Destroyer, used to be a little troublesome to retrieve deathdrops as they used to spawn where the head would be, even if it was deep underground. Version 1.2.3 on the PC fixed this by making the deathdrops spawn at the player's location instead, saving you the trouble of having the scour the ground to recover the Souls of Might and Hallowed Bars.
Arrows on Fire: The game allows you both to craft flaming arrows by combining a torch with a few normal arrows, as well as craft a Molten Bow that makes normal arrows fired by it flaming arrows instead. Either way the weapon deals a bit of extra damage and has a fairly high chance to set enemies on fire, something that's quite practical as it makes monsters light up in the dark and be very visible targets no matter ambient lighting.
Flippers allow the player to swim meaning it is easier to move around in water and avoid drowning.
Diving helmets improve how long the player's air meter lasts.
The diving gear a combination of the flippers and diving helmet grants both benefits.
A breathing reed enables the player to stand in deeper water and still access air or to more easily reach surface air from deeper under water.
There's a potion that allows you to breathe underwater for 2 minutes, the Gills potion, which makes you grow gills.
There's a magical shell that turns you into a merman when you enter water, making drowning impossible and granting normal movement underwater. It is combined to form another charm but retains the original effect.
Combining Diving Gear with a Jellyfish Necklace makes a set of diving gear that not only lets you move better and breathe longer underwater, but gives off a subtle glow to help you see a bit better underwater as well. Adding Ice Skates to that creates the Arctic Diving Gear, which has the properties of both the Jellyfish Diving Gear and the Ice Skates' extra mobility on ice.
Mother Slimes, a giant slime which breaks into three Baby Slimes when killed.
The Eater of Worlds, a boss monster that will split in two every time one of its segments is destroyed, unless one would be shorter than 2 segments. It has fifty segments, and each new Eater of Worlds obeys the same rules. It is entirely possible to have several Eater of Worlds at once.
The Corrupt Slime, which acts much like a stronger Mother Slime and splits into several Slimelings upon defeat. Also, on the console version, a slightly stronger Shadow Slime that does the same thing.
The Bunch of Balloons gives you a quadruple jump, but requires three Shiny Red Balloons to make, so you'll need to create additional worlds if your main world's Floating Islands don't give you enough of them to use as ingredients. Not to mention how ridiculously hard it is to get a world with a pyramid, which might not even have a Sandstorm in a Bottle to begin with.
The Star Cannon is one of the highest-damaging weapons in the game. It fires Fallen Stars, which only drop at night in limited quantities scattered across the Surface of your world, and are not reusable once fired.
The Shadow Orb. A magic item that creates a dim light source that slowly follows the player around. Other lighting items and abilities are both more practical and give better light. At best it is good as a back up light source.
In the words of the Demolitionist: "Why purify the world when you can just blow it up?", Dynamite and Bombs are the best ways to clear the Corruption, but you need so many of them that you'll quickly run out of money. While bombs can be farmed for free along with the other components to make the upgraded sticky bombs, the more powerful and effective dynamite remains a very expensive alternative at 1 gold and 50 silver apiece.
The Starfury might drop stars on whatever you point it at, but it doesn't work well underground due to potentially frequent cavities above the one you are in. It no longer uses mana, but relying on the falling stars to deal the bulk of your damage becomes less dependable without pure open space or fully solid material above you to the top of your screen.
The Sniper Rifle has the highest ranged single-shot damage in the game and the ability to scroll the screen, but it has a very low rate of fire. The weaker, faster-firing weapons can usually dish out almost as much punishment, with less penalty for missing.
The Sniper Scope can give any gun the ability to scroll, making it even less appealing.
An Axe to Grind: The axes are considered tools, but can be used to defend yourself in a pinch. Higher-level axes are actually viable weapons that just happen to retain their uses as tools.
Bag of Holding: Storage items (player inventory, chests, etc.) tend to get ridiculous when you can store spears and swords several times the size of your body in them. The storage items never get any bigger than your character though.
Ballistic Bone: There are dungeon skeletons that drop bones which you can throw at enemies. They do a surprising amount of damage, far more than even shuriken.
Bare Your Midriff: The game has some of this since the 1.1 update, introducing new female shapes along with the rest of the major content, the most particular example being the Hallowed armor. The earliest armor that easily highlights this is the Shadow Armor, and the Jungle Armor outright gives females a bikini top.
Boomerangs come in four different types. The basic Wood Boomerang, the Enchanted Boomerang, the Flammerang, and the Frost Boomerang.
There's also the hard-to-acquire-in-full Bananarang. Essentially, it's the Light Disc taken Up to Eleven.
Boomerangs benefit from melee bonuses. This means that they can be combined with a melee knockback accessory to keep waves of monsters at bay. This also gives melee oriented players some ranged capability that benefits from melee bonuses.
Several of the players weapons enable the player to lay down their own Beam Spam on enemies, the most notable of which are the Space Gun, Laser Rifle and Heat Ray.
Two of the hard mode dungeon skeletons both use a type of beam spam.
A solar eclipse only enemy Eyezor shoots lasers from its eye.
The Ice Golem fires lasers from its head.
Ice Mermen fire ice beams constantly at the player.
The Wall of Flesh begins firing more and more laser barrages as you chip away at its health.
Hard Mode bosses The Destroyer and Retinazer also engage in this.
The Gastropods in the hollow tend to spawn in small groups and will fire on the player repeatedly.
The Golem found in the Lihzahrd Temple fires lasers from its eyes.
Beating A Dead Player: All monsters hover around the point where you died until you respawn. Other enemies like casters and ranged attack enemies sometimes keep casting or attacking at where the player died last.
Bee Bee Gun: A new addition within the 1.2 update, the Bee Gun, obtained by killing the Queen Bee, shoots homing bees at your enemies. The Queen Bee can also shoot smaller bees out of her bottom. A more powerful variant exists that shoots hornets instead. There are also Beenades and accessories that summon bees to attack your enemies when you get injured.
Beef Gate: You can enter the Dungeon at the edge of the map anytime you like. You can only safely enter the dungeon after you've taken out Skeletron. If you enter before killing Skeletron, you will have a Dungeon Guardian that that attacks you for 1000 hit pointsof damage. Players have learned how to kill the dungeon guardian regardless of the changes.
Berserk Board Barricade: You might find yourself doing this when the Blood Moon rises and zombies gain the ability to open doors. In hard mode you also have to worry about a number of new hostile enemies including werewolves trying to batter down your doors.
BFS: Many of the swords in the game are quite very large especially in relation to the players character. Examples include the Blade of Grass, the Phase Blades, Phase Sabers, Fiery Greatsword, Nights Edge, Excalibur, Muramasa, Breaker Blade, True Nights Edge, True Excalibur, and the Terrablade. Some modifications that can be made to the blades can make swords much larger potentially making some of the other typically more mundane blades into a BFS version. Especially so is the Wall Of Flesh drop, the Breaker Blade, which is the largest sword by default, made larger with modifiers.
Bigger Is Better: The best melee weapon modifier, Legendary, comes with a size bonus. Another weapon modifier, Massive, is slightly bigger than Legendary, but without the speed and damage boost. The larger blades give an advantage in area they cover with each attack which is useful for certain enemies.
Blade on a Stick: There are several pole arm like weapons like spears, tridents, and glaives that all work the same.
Bling Bling Bang: You can buy the components for Golden bullets, which are pretty powerful and make enemies drop more money when hit with them, so they pay for themselves.
Bloody Bowels of Hell: The Crimson. You can also make your own hellish bowels by converting crimson blocks into flesh blocks and furniture using a Meat Grinder dropped from Hardmode Crimson enemies.
Bloody Murder: Despite the name suggesting Urine Trouble, the Golden Shower weapon actually fires a yellow stream of "ichor", which is basically highly corrosive demon blood.
Blow Gun: You can find blowguns in some chests near the surface. While getting ammunition for it is a cinch (it uses seeds that you collect by cutting grass), the weapon is far outclassed by most other ranged weapons, at least one of which you should have at that point.
Bonus Level Of Hell: Once you kill off Plantera, a whole new set of enemies starts spawning in the Dungeon. If you enter, you can expect hordes of heavily armored skeletons, teleporting mages, giant cursed skulls, spirits that spawn out of dead bodies, and Paladins that have boss-level health and can outdamage Skeletron Prime.
The Mining Helmet, while not as bright as a torch and somewhat expensive in the first dozen hours of play, will make your life in Terraria so much easier when you get it. However the tradeoff is that you have to wear it in your head armor slot rather than social slot, which breaks armor set bonuses and can drastically lower your potential Defense score.
Picks also qualify. Did you just find a new, awesome ore to craft with? You really ought to craft a pick with it so you can dig faster.
The Cross Necklace doubles your Mercy Invincibility. That's all it does, but it's extremely useful against enemies that can hit you in very quick succession like the Destroyer, the Hardmode worm boss. This is especially important if it allows you to steal more health using certain equipment than lose it due to constant damage from enemies. It can be combined with the Star Cloak as mentioned above.
Cursed Torches. They're plenty bright, don't go out in water, and one Cursed Flame makes thirty-three torches. On Crimson worlds, there's Ichor torches, which are made just like cursed torches, only slightly brighter.
Campfires. They only cost wood and torches, take about as much space as a crafting table, and passively accelerate your regeneration. Their effect also stacks with the more powerful Heart Lamp. Handy for various situations.
The Magic Dagger: Available early on in Hardmode as a common drop from Mimic monsters, you can whip out throwing daggers at a very rapid rate with average knockback. Plus, it only costs 6 mana per dagger before any bonuses, making it a decent backup ranged weapon for non-mage characters.
Ropes. Introduced in 1.2, they aren't much to look at as tools, but are very helpful. You can combine 10 lengths of Rope into a Coil of Rope that can be thrown to tether it from a distant ledge, use them to help elevate your homebase/town off the ground so monsters cannot invade easily, and even use it to "Indian Rope" upwards into the sky in search of Floating Islands. Chains, which function the same or as a crafting component, are the iron/lead-based counterpart to ropes, only you're also able to forge them from ingots.
Boss Battle: There are upwards of Twelve different bosses as of the 1.2 Update.
Wyverns. Thousands of HP, constantly home on you, high attack power, and won't stop pursuing you even if you teleport away. The console version introduces the Arch Wyverns, which are even more powerful.
1.2 patch introduces various randomly spawning tough enemies like the Paladin in the Dungeon and the Red Devil in the Underworld.
Pirate Captains. They look similar to other Pirates, and in the heat of battle, it's easy to not notice a Captain at first. They have 2000 HP and are armed with a machine gun and a cannon.
The Rune Wizard, an ultra-rare Hardmode enemy found underground. It can not only teleport, but it's also powerful enough to kill most players in a few hits.
The Ice Golem, a semi-rare monster that only shows up in Hardmode blizzards.
Eyezor of the Solar Eclipse, a zombie with a single giant eye and loads of health, gets faster as it takes damage, and shoots lasers with increasing frequency as it takes damage, Retinazer style.
The Headless Horseman during the Pumpkin Moon has the highest HP of any non-boss enemy in the game (10,000!).
The Yeti of the Frost Moon has quite a bit of hit points (3500) but hits for 160 base damage, 30 more than the Headless Horseman.
Boss Warning Siren: Comes in one of two flavours. When bosses occur naturally they are accompanied by an onscreen message, such as "You feel an evil presence watching you." for the Eye of Cthulhu, or "You feel a quaking deep underground." for the Destroyer, each boss having a unique message so the player can tell which one is coming. When summoned a message saying "(Boss Name Here) Has Awoken!" accompanied by a common boss monster roar.
Bow and Sword, in Accord: This option is quite feasible, as is The Musketeer. This tends to work best with the harpoon or other ammoless weapons that count as dealing ranged damage. Melee specialists can do the same by using boomerangs and similar weapons, as those are distance weapons that count as dealing melee damage.
The final tier of weapons and armor, which can only be crafted with components dropped only by the final bosses.
As of update 1.2, killing the Dungeon Guardian (You know, that thing that is almost unkillable and instakills you when you touch it) nets you a Baby Skeletron, which is a pet that follows you around and does nothing but make you look cool.
All the pets are Bragging Rights Rewards, given how nearly all them require either immense amounts of grinding or seriously unintuitive actions. The Baby Dinosaur, for instance, has a 1 in 5,000 chance of being produced by an Extractinator for every Silt/Slush block you place in it.
Update 1.2 introduces Boss Trophies, which don't do anything for you as equipment, but make great furniture for decorating.
Players often display the various armors that can be created as bragging rights.
The addition of both artwork and hanging banner collectible items can also earn bragging rights for players diligent enough to collect them all.
There are an array of banners dropped only by enemies. Collecting the banners requires killing many of each enemy type. Possessing the banners is a bragging right demonstrating the player has defeated the various enemies.
Banners have a 0.5% chance of dropping from an enemy. This isn't actually so bad for most enemies as you're bound to encounter and kill them frequently, but the Lost Girl/Nymph enemy has an exceedingly low chance of spawning. A Nymph Banner is actually considered one of the rarest items in a game where the strongest can be routinely and automatically farmed if you look up a YouTube tutorial.
The Axe, an axe/hammer with the highest Axe and Hammer power in the game. There is a 0.5% chance of Plantera (a boss who's hard to farm due to its random location nature) dropping it.
Brutal Bonus Level: The game has several examples, but the best is the Hardmode Dungeon. Unlike the rest of the world, the Dungeon doesn't enter Hardmode after the Wall of Flesh bites it; rather, you have to kill off Plantera before it happens. Once it does, though, watch out. If you enter, you can expect hordes of skeleton soldiers, skeleton mages, skeleton ninjas, SWAT skeletons, and Paladins with four digit HP and attacks that can outdamage Skeletron Prime.
Bubble Gun: Actually a magic weapon in this game. It's also extremely powerful and fires very rapidly, but has short range. Duke Fishron uses homing bubbles as an attack.
Bucket Helmet: You can craft a bucket out of iron or lead, which can be equipped as a helmet, and is worth a grand total of one defense point.
Bullfight Boss: Partially. The Eye bosses use this as a method of attacking frequently in addition to other abilities.
Cap: The game has caps for how many items you can hold in a slot, and it depends on the item. Blocks and Ammunition have the highest cap of 999.
Cast from Hit Points: Version 18.104.22.168 for the PC made the Rod of Discord inflict a 10 second debuff that will reset the timer and chop a fifth of the player's maximum hit points if used while the debuff is present. The 1.2.3 update reduced the time to 8 seconds and cut the health penalty to a sixth.
Cast From Money: The Coin Gun will shoot coins at enemies, dealing damage depending on the value of the coin.
Chainsaw Good: When you have access to Cobalt/Palladium, Mythril/Orichalcum, Adamantite/Titanium, or Chlorophyte, you can make chainsaws. Like most axes in the game, they make good impromptu weapons.
Mimics show up in Hard Mode, dropping fairly useful accessories but being reasonably tough to somebody who just started Hard Mode.
If you're extremely unlucky, they can appear before Hard Mode. They have to be spawned by Chest Statues however, and the chance of a naturally occurring trap's wire going over the statue is very low. They're still just as hard as they are in Hard Mode, and they don't drop any loot. Woe unto the player who doesn't realize this and accidentally runs a wire across one in his house, as a Mimic will break most pre-Hardmode players in half.
Clothes Make the Superman: The only thing "intrinsic" to characters is how many hit points and mana points they have, so you can start a new character and immediately make him Death, Destroyer of Worlds by giving him your old character's gear.
Skeletron and Skeletron Prime's limbs. They attack the player on their own when in range separate from the main head and can be destroyed by the player.
The Golem's fists. They launch out at the player on their own while the rest of the boss shoots fire balls, lasers, and jumps at the player.
Collision Damage: The bulk of enemies will run into the player to do damage to them.
Color-Coded Multiplayer: In multiplayer, the Dye Trader sells special team dye that changes the color of the vanity/armor that it's applied to the respective team's color if you're on one while the Stylist sells team hair dye that makes your hair change color to match your teams color.
Conjoined Twins: There's a boss literally named "The Twins" that takes the form of two giant eyeballs. A band of flesh runs between them when they're close together, but this is purely cosmetic and they still have free movement.
Softcore mode: You only lose half the money you're currently carrying. It's quite easy to avoid this, by keeping all your money stored in a chest or a safe, as your money isn't needed when you're exploring.
Medium-core mode: You lose everything you're carrying, including items. This can be problematic if you managed to die while deep underground, as the items might be very difficult to reacquire (or might be even lost forever if you happened to drop them in lava).
Hardcore mode: Final Death. Everything you were carrying or wearing, everything in your safe and piggy bank, and all your mana and health upgrades are lost forever. However, you can create a new character in the same world, and retrieve anything you had stored in a chest.
Contractual Boss Immunity: Sort of. With the exception of King Slime and The Golem, most bosses can fly and are unaffected by the terrain. This means that you cannot place blocks to lock them in place and make the fight a breeze, like you can with most regular enemies.
The player can survive in a full suit of heavy armor near lava or exposure to fire just fine. Even the various fire weapons do not cause damage by exposure to heat but strictly on contact with the item in question.
You can carry lava around in iron buckets. And lava doesn't damage wooden blocks or walls, just wooden platforms, and it only knocks them out of place, allowing you to pick them up and place them back afterwards.
Cool Helmet: Many of them look cool to wear, especially the hardmode helmets.
Cool Shades: Demon Eyes have a very low chance to drop a dark lens, which can be used to craft these. If you wear them, the sun gets a pair too!
Co-Op Multiplayer: Built from the ground up to support it. Some bosses are so powerful or have so much HP that only teaming up with others (or possessing the best equipment, buffs, and memorizing their patterns) can deal enough damage to beat them.
The Corruption: There are three biomes that behave in this fashion. One bears the exact same name as this trope, the Corruption. The second is the Crimson which, while differently-themed and with different enemies, also spreads.]] The third is Hallow; a spreading "light biome".
Terraria looks friendly and cheery, but you will quickly learn otherwise. Undead roam the land at night and are constantly active underground, and a land disease called The Corruption is filled with many an Eldritch Abomination as it slowly consumes all in its path. And this is to say nothing of the bosses, especiallyWall of Flesh.
Unless you install elaborate quarantine measures before defeating the Wall of Flesh, your entire world is doomed to become a mixture of two different Crapsack Worlds in hardmode: the Corruption/Crimson is still there and made harder, and then there's also "The Hallow" which plays Crapsaccharine World much more straight.
Players can invoke this when they do a lot of prep work before boss fights, such as setting up an arena with wooden platforms you can jump around on. While it does take a long time to set up such things, it can often mean the difference between dying repeatedly, or the boss being a walk in the park.
On a similar note, preparing one area with traps for the goblin/pirate invasions will make the otherwise long slugfest easier, such as setting a lava trap to force them to walk on it to get to you on both sides. If you build it correctly, virtually all of the invaders will die before even reaching you. If you're worried about the safety of your NPC's, you can build your house/fortress high in the sky, or well away from the center of the map. You can also build said traps far away from where your house is, and the enemy will follow/spawn near wherever you're at.
Critical Hit: Critical hits causing additional damage occur with melee, ranged, and magic damage. With these, it's actually possible to hit an enemy for triple-digit damage if done right (for example, by overloading ranged damage bonuses using all manner of equipment and buffs, a Sniper Rifle doing a critical hit can exceed 1000 points of damage, as can a well-prepared Stake Launcher when used against Vampires in a Solar Eclipse). Randomly generated bonuses on weapons can make these more likely.
Intentional steps seem to have been taken to avert this for immigrating Minecraft players; the WASD controls map intuitively, and even the discard button is in the same place.
There is the fact that destroying items and placing them are the same button but it depends on the item/tool held.
ESC brings up the inventory and the option to quit or change teams, while the E key brings up the inventory in Minecraft, although fortunately, there's a control config, so you can map map the inventory to F, E, or whatever you want.
Unfortunately for seasoned Minecraft players, Shift-clicking an item will put it in the inventory's Trash slot, permanently deleting any item already there, where in Minecraft it quickly transfers items between hotbar and inventory, and to and from containers. It's easy to delete several important items before realizing the mistake.
Since 1.1, the control for throwing a held item (not in inventory) has been changed.
The default keyboard "drop" key is T in Terraria, while in Minecraft T is the chat key. Now, enter a multiplayer server...
In 1.2 the Mana Regeneration key has been changed to J, with the map now being allocated to M, Unless you have a Mana Flower, You'll be accidentally pulling up the map every time you want to use a magical weapon for extended periods of time
Dark Reprise: The Underground Corruption theme is a trippy, sinister remix of the Corruption theme combined with elements from the regular Underground theme. The Underground Crimson theme is an even more creepy and sinister remix than the Underground Corruption, combining the Crimson theme with the Underground theme.
Deadly Discs: The boomerang-class weapons, the Thorn Chakram, Fruitcake Chakram, and Light Discs.
The penalty for dying in softcore mode is loss of coins. Though it may not seem cheap if a player loses a piece of platinum or two. The upside is the players can attempt to recover their lost coins mitigating the loss. Unless of course the players coins fall into lava and are destroyed.
Medium core causes loss of inventory items and much like the lost coins can possibly be reclaimed unless they fall into lava. Fortunately most of the rarer items can tolerate a dunk in lava no problem.
Averted for hardcore players. Should you die, you're Killed Off for Real, and while you can wander around the map as a ghost, upon exiting the world that character gets deleted.
Death World: Don't let the colorful, 2D graphics deceive you—the randomly-created worlds are Death Worlds, one and all. Killer slime can be found in the safest environments. Vultures, sharks, hornets bigger than you are, killer bats, and even piranhas await you above ground. Razor-sharp feather-slinging harpies inhabit the upper atmosphere. The underground is filled with skeletons, killer roots, vampire bats, and far enough down, demons. The hills and caverns are steep enough that you can die from fall damage just by traversing the terrain, not to mention the risks of drowning or falling into pits of lava. Meteors and Hellstone will burn to the touch unless you've built a charm to ward them off. Legions of zombies and enormous, disembodied eyes will pound at your door all night, every night. Eventually, an army of goblins will descend upon you with little warning. And every night has a chance for the Blood Moon to rise, increasing the number and might of the zombies, and turning even the harmless bunnies of the wilderness into walking horrors.
The first instructions you get upon starting the game are on "surviving your first night."
Dem Bones: The list of skeletal enemies in the game goes as follows: the Skeleton, the much tougher Angry Bones, the Dark Caster, Tim, the Undead Miner, the flying Cursed Skull (and the Dragon Skull on the console version), the burrowing Bone Serpent, the Armored Skeleton, the tougher Heavy Skeleton, the Skeleton Archer, Skeletron, formerly the game's toughest boss, and his mecha-version, Skeletron Prime. You spend a lot of time battling skeletons in this game. Version 1.2 introduces skeletal Necromancers, Tactical Skeletons, Bone Lee, and Skeleton Commandos, as well as others.
Due to the way item reforging works, you can end up with:
Demonic Demon Scythe
Armored Armor Polish
Spiked Shoe Spikes
Lucky Lucky Horseshoe
Lucky Lucky Coin
Depleted Phlebotinum Shells: While better ranged weapons gives more damage, so does better ammunition. As you fight increasingly stronger enemies, wooden arrows and plain musket balls won't be enough. Players will soon find themselves creating or looking for Jester's Arrow and Silver Bullets. Once you hit hard mode, players begin to look forward to Cursed Flame Rounds, or even crystal shards to make fragmentation rounds. 1.2 ups the ante of unique rounds such as explosive bullets, chlorophyte bullets, high-velocity rounds, nano bullets (confusion), venom bullets, ichor bullets, golden bullets and confetti bullets just to name a few. Yes, it is as cool as it sounds.
Depth Perplexion: Fire Imps can throw fireballs in front of blocks, but most of your projectiles get blocked by them.
Flails can be incredibly fiddly to use and awkward to aim, but once you master them, especially the Dao of Pow, you can become almost unstoppable. They pierce foes, rebound, and deal lingering damage around the ball head, making them incredibly deadly against larger and/or segmented foes. The second-best damaging flail, the Dao of Pow, also has a chance of confusing enemies. The Flower Pow, does slightly more damage and its flower (which is the spiked ball) shoots petals at nearby mobs as long as it is out.
The Coin Gun is normally an Awesome, but Impractical money waster. However, if you only shoot Silver Coins, it can become a completely self-sufficient weapon, easily making back the money it shoots. Shooting Silver Coins, however, is trickier than it sounds, and requires constant attention to your coin count.
Difficulty Spike: This can occur anytime an under-equipped and unprepared player enters into various areas or fights against certain bosses. However it is most notable when you enter into hardmode for the first time.
Directionally Solid Platforms: Wooden platforms which can be crafted. Players can jump up through them like it's nothing, and walk across them fine, or choose to drop through by pressing down. Some monsters are also incapable of passing downwards through them.
Discount Card: The game has the discount card which, as its name implies, gives you a discount on all shops by 20%. This is a rare drop by Pirates during a pirate invasion and takes up an accessory slot to get the discount. Normally it wouldn't be anything too major, but since some items are completely unique to NPC venders such as purification powder, yellow pressure plates (a unique variant of pressure plate not found in a game world), and certain crafting tables as well as some items being findable but rare like bullets, this item is actually very helpful for maintaining an inventory.
Shuriken can be bought very early in the game as soon as the Merchant shows up. The merchant is usually the second NPC to appear in the player's house. Shuriken are inexpensive, do decent damage, have high attack speed, high range, go through any enemy they hit, hitting large enemies twice or three times in the process, and have a chance to be able to be recovered and used again.
The floating islands early on. You could find the indispensable, fall-damage-removing Lucky Horseshoe, the powerful Starfury, or the jump-improving Shiny Red Balloon, as well as large amounts of Gold/Silver ore, from which you could make better armour out of in the early game. This is partially balanced out now by the existence of the harpy enemies who spawn at that level and attack player as long as they are up that high. 1.2 makes it even more worthwhile to raid Floating Islands, as you can now harvest actual clouds and Skyware deco furniture and bricks in addition to the loot in the chests.
Ice Golems can be fought as soon as you enter Hardmode and enter a blizzard. They drop the Frost Staff, a decent magic weapon, Ice Feather, which are used to craft high-tier Frozen Wings, and Frost Core, which, with Hallowed Bars, allows you to craft Frost Armor.
Receiving Platinum Coins out of the Extractinator essentially gets rid of pre-hardmode money concerns.
Double Jump: The Cloud in a Bottle allows you to double jump. Doing so will also negate fall damage if done near the bottom of a long fall. Version 1.2 adds more Elements In A Bottle, a Blizzard and a Sandstorm, which are improved versions of the Cloud. You can combine these items with the Shiny Red Balloon to get even better jumps, and them fuse them all together into a Bunch of Balloons to get a quadruple jump. Watch out for fall damage though.
Much like axes, hammers are not particularly strong as they are intended as tools, but can be used as weapons if necessary.
Hamaxes, items that combine the functionality of hammers and axes, are more effective weapons and can be used to defend yourself while shaping terrain or chopping down trees.
The Paladin's Hammer is a powerful thrown hammer weapon. The Paladin enemy who drops it throws said hammers at the player, albeit in a different nature.
Dual Boss: The Twins. One of them, Retinazer, shoots FrickinEye Beams while the other, Spazmatism, pursues you and breathes hellfire at you.
Dug Too Deep: Players can dig right into the Underworld, a hellish biome comprised of ashen landscapes dotted liberally with lava pools and chock full of demons, fire bats, imps, and lava slimes. It's also the area that the pre-hardmode boss is found and fought in.
Dummied Out: Certain items were introduced in the game for exclusive use of the developers, like Redigit's Wings, or are coded in the game but not supposed to be obtainable until a future update, like the S.D.M.G or the Steampunk Wings. These items can only be obtained through hacking. The developer equipment is unusable, however: If you try to put it on without being the intended user of that item, you will be subjected to a vocabulary of deadly debuffs, which include having your health be drained at lightning speed until you die or unequip them.
The Dungeon is located on the far left or right side of the map, and you must defeat a boss to enter it with out being One Hit KOed by a flying skull. The Dungeon holds many rare items that can't be found in other places, and is also swarming with tough enemies.
The Lihzahrd temple in the depths of the jungle. Much like the surface dungeon, a boss must be defeated in order to access the temple. It has a set up very similar to the dungeon (albeit smaller).
Early Bird Boss: Get 200 health or more too quickly before you've even had a plan to deal with the Eye Of Cthulhu and it just might qualify.
Eldritch Abomination: The Eye of Cthulhu, the Eater of Worlds, the Brain of Cthulu, and the Wall of Flesh. Not to mention all of the other bosses in the game, including the ones in hardmode.
Elemental Crafting: You start out with Wood, then move up through Copper/Tin, Iron/Lead, Silver/Tungsten, Gold/Platinum, Demonite/Crimtane, Meteoric Iron, Hellstone, Cobalt/Palladium, Mythril/Orichalcum, Adamantite/Titanium, Hallowed metal, Shroomite and Chlorophyte.
A number of player-created innovations, including the Hellevator and the Skybridge/skyway.
Monster/invasion proof housing which may include teleporters for both the players and NPC's.
Various housing defenses and monster grinders.
Lava, water, and honey generators which make infinite amounts of each liquid as well as the results of mixing the liquids together.
Encounter Bait: The Battle Potion, which increases the spawn rate by 50% and doubles the maximum spawn limit (The amount of enemies on screen). Holding a water candle (in 1.2, also just being near a placed one) out also does a similar effect.
Epic Flail: There are several large morning star style weapons in the game, the best of which can set enemies on fire or confuse them. The player can craft some of them, like the Meatball and the Dao of Pow.
Destroying a Shadow Orb in the Corruption with a hammer enables the chance of a meteor falling in your world and is one of the necessary conditions for Goblin Armies to begin appearing. Shattering three of them summons a boss monster called The Eater of Worlds. After it is defeated or you die you have to smash another three to do this, or just use an easily crafted item to summon him at will. In a world with the Crimson, smashing the beating Demon Hearts will do a the same thing, although they will summon the Brain of Cthulhu instead.
Getting 200 health without fighting The Eye of Cthulhu (along with other conditions) can trigger an event where the Eye can spawn by itself. If you force summon him after you get the event flag but before he shows up, two Eyes can show up.
Simply getting 120 health, which means using your first life crystal, makes blood moons possible.
Defeating the Wall of Flesh activates Hard Mode, where more powerful enemies spawn, and old bosses return with a vengeance, as well as making new ores available by destroying demon/crimson altars with the Pwnhammer dropped from the Wall.
Defeating all three mechanical bosses at least once each causes Plantera bulbs to spawn in the Underground jungle.
Defeating Plantera causes hardmode level enemies to spawn in the world's dungeon.
Everything's Better With Sparkles: Most types of magic sparkle, some weapons sparkle when swung (others leave fire trails), and the Mythril armor (and the Hallowed armor it is crafted into) is special in that it generates sparkles in response to light. Ores, gems, coins, golden/shadow chests also sparkle up when a light source is cast on them. Hunter potions cause enemies and NPC's to glow and sparkle while spelunker potions cause any sort of treasure to glow and sparkle even without a light source.
Hornets really, but there's dozens of the bloody things in the underground jungle.
1.2 took this to a whole new level, adding miniature bees, a beehive sub-biome, and a Queen Bee boss.
Subverted for the player with certain items. Including items that summon bees when the player is damaged, a bee grenade that releases a small swarm, a bee gun that shoots bees, and a hornet gun which is the upgrade to the bee gun.
Expy/Palette Swap: The character sprites in alpha were rather blatantly based off of Final Fantasy V combat sprites, but they were thankfully changed for its release on Steam to avoid a lawsuit from Square Enix.
A common enemy at night is the Demon Eye and it's variations. Which splatters into chunks when killed. Hardmode introduces the wandering eyes which when injured enough sprout a mouth in the center.
The Eye of Cthulhu one of the earliest bosses, especially considering its second stage replaces its pupil with a large mouth.
The hardmode boss The Twins a pair of giant evil eyes connected by what looks a nerve cord. When each eye reachs their second stage the eyes pop in a spray of gore. One sprays fire from the gaping maw and the other turns into a giant flying laser gun.
Some plantlife in the Crimson biome are eyes in piles of flesh that pop when hit with a players weapon or projectile.
Fake Difficulty: Multiplayer servers with lag can end up having this in spades, as you bear witness to anomalies like enemies teleporting right in front of your face and hitting you right after you damage them, or staying alive for a few seconds when they should have already died. It can become particularly exasperating if the enemies in question are hard hitters or give you a debuff that leaves you specially vulnerable.
Fake Longevity: Getting most of the top tier console-exclusive items tends to veer a bit too much toward this: every set of top-tier armor ultimately requires 2 sets of Cobalt, Mythril and Adamantine armor each, and most top-tier weapons require a second copy of the preceeding weapon, which are likewise crafted from similar weapons of previous tiers. This alone wouldn't be too bad, but every one of the said items requires Souls of Blight to craft, which are only gotten from the console-exclusive boss Ocram. To get enough souls to craft all the top-tier items legitimately, you need to fight him anywhere from 23 to 45 times, and like with every other boss, each attempt requires you to craft an item to summon him, which uses up multiple high-end boss summon items as well as 20 bars of Adamantine for each summon item. By the time you've crafted strong enough equipment to be able to stand up to him, you've likely exhausted your Adamantine supply already, making it all the more difficult to gather up enough bars to fight him multiple times without resorting to creating secondary worlds just for the sake of stripmining them for more Adamantine.
In version 1.2 and later of the PC version, every dungeon generates four biome-themed chests: Hallow, Ice, Jungle, and Corruption/Crimson (which evil biome chest generates is dependant on which evil biome is present in your world). Each biome chest contains a very unique and powerful weapon, but is locked with a special lock that can only be opened with a special key. Each key drops from any enemy in the respective biomes, but has a VERY low drop rate that can easily lead to you getting none after hours of grinding.
This also applies to getting a full stack of Bananarangs. They only drop rarely from Clowns, which spawn uncommonly during Blood Moons, which themselves occur infrequently. Enjoy acquiring ten of them to complete the stack.
Getting the rarest drops from the Pirates, the Lucky Coin, Discount Card (both of which drop at a rate of 0.025%) and the Coin Gun (drop rate 0.0125%). That alone is atrocious, but the Pirates themselves can only be summoned, random event aside, with a Pirate Map, which is itself a 1% drop from Ocean creatures.
Crafting the most powerful melee weapon, the Terra Blade, requires three Broken Hero Swords. Broken Hero Swords have a 0.4% (1 in 250) chance of being dropped by Frankenstein and Swamp Things, which only spawn in Solar Eclipses. Solar Eclipses have a 4% chance of occurring every morning in a world where Plantera has been defeated at least once. It can take weeks in-game before you get an Eclipse, and then you might not get a single Broken Hero Sword during the few minutes the eclipse lasts. This is all not taking into account getting the other Solar Eclipse-exclusive items.
A change in 1.2.3 means you now have to defeat all mechanical bosses at least once each in order to reach the stage by which you can start acquiring items like the Paladin Hammer.
Fake Ultimate Mook: Cursed Hammers and Enchanted Swords are rare, startling, and look dangerous, but they can easily be stunlocked by smacking them with whatever weapon you have on hand.
Fantasy Metals: The game has several made-up metals, such as "Meteorite", "Demonite" and "Hellstone", all of which can be melted into strong armor and weapons.
In 1.1, Cobalt, Mithril and Adamantite were introduced, as well as a boss-dropped metal, Hallowed. In 1.2, we were gifted with slightly stronger alternatives to each: Palladium, Orichalcum, and, strangely, Titanium. Also added was Chlorophyte, a new jungle-based ore stronger than even Hallowed, and Crimtane, an alternative ore to Demonite, found in worlds with the Crimson instead of The Corruption.
Feather Flechettes: The Harpies attack this way, and can be difficult to deal with without a ranged form of attack back at them.
Featureless Protagonist: The game sports a numerous amount of customizations for your character, meaning that you can add your own personal touch to the character so it looks the way you want it to. It's played straight in all of the NPC dialogue.
Not per se, as all characters have the same base abilities. However, endgame armor comes with three helmet variations that give you bonuses to respective weapons. There are also fighter, mage and thief (called ranger in game) emblem accessories that boost matching damage and critical hit chance even further.
Various armors of equivalent points of progression provide boosts to ranged, magic, or melee based characters.
The many varieties of Melee, ranged, and magical weapons cater to varying play-styles especially when matched with accessories and certain complete armor sets.
Melee tends to be more focused on close-combat and tanking hits, ranged is more focused on long-range single-target attacks, and magic has the most variety with attack patterns, but suffers from having low-defense armors.
Final Death: In Hardcore mode, you will not be able to continue after your character dies. Unlike the Minecraft example, dying doesn't force you to delete the world, only the character, this means you can start another character to attempt to continue the game.
Final Death Mode: There's a difficulty system that increases the penalty for death the higher up you go. In softcore, you drop half your money. In mediumcore, you drop items. In hardcore, you die permanently, meaning if you had any items on you at the time, they're gone for good unless you're playing multiplayer or you had some stuff stashed in a chest.
Fire and Brimstone Hell: The Underworld, which contains flame shooting fire imps, burrowing bone serpents, slimes made of lava and literally bats out of hell, along with demons that shoot a Demon Scythe spell at you, what makes visiting it so important is the presence of the Shadow Chests, which contain treasures ranging from a Dark Lance to a Sunfury, there's also hellstone that is smelted in hellforges to make the respective equipment and upgrade other equipment with it, such as the Flamerang and Phoenix Blaster. It's also the location to fight the Wall of Flesh after dropping the Guide Voodoo Doll into the native lava.
Fishing for Sole: As of version 1.2.4, one of the "failure" items that can be fished up is an old shoe.
Fishing Minigame: Once you acquire a fishing pole and some bait, you can fish in any pool of liquid (even lava, although you'll need the Hotline Fishing Hook to fish there). You can fish a lot of different fishes: some of them are used for potions; others can be used as tools, weapons or food; and the Angler will give you special rewards if you give him a specific fish he's asking for. You can even get some crates, which may contain money, metal ores and bars, and potions, as well as a few special items.
Equipping the Flame Gauntlet, wearing the full set of Frost Armor, or downing a Flask of Cursed Flames will add regular, frostburn, and cursed fire, respectively to your melee weapons. And yes, all three can be applied at the same time.
Floating Continent: The game has floating islands, which contain a building with some rare items inside.
As with Minecraft, it is not hard to make your own: build a small wall, mine out all but the top, and the top will just float there. This can be important in "hard mode", when the Corruption and the Hallow begin to spread, since they will not spread through a thick enough air gap - so if they become or are completely surrounded by these, they are contained. Or just mine out below the spawn point, so that anyone joining the world or respawning starts off somewhere safe.
Floating Island: A type of biome consisting of small islands floating a few hundred feet above the ground, resting on beds of clouds. These islands are rich with ore, but each also features a small house built of exotic materials, decorated with banners and Skyware furniture, and containing a rare item in the chest inside.
Played straight as well as justified in turns. Justified that underground you can place platforms attached to the (destructible) background wall. Played straight when the background wall is the sky.
With the Ice Rod weapon, you can make very temporary ones. However, you can use them as a wall to attach your not-so-temporary platforms to.
Flying Seafood Special: Flying Fish and Duke Fishron. Ichor Stickers and Gastropods may count if you consider them squid and jellyfish respectively.
Friendly Fireproof: In the PVP mode, players on the same team can't hurt each other and players who have PVP turned off can't be harmed by other players. This applies to melee weapons and bullets (both physical and magical), but not to environmental damage, which will damage any players (including the one who triggered it) regardless of their status. Explosives of any kind, rolling boulders, and arrow turrets are treated as environmental damage.
From a Single Cell: Once Hard Mode hits, the Corruption and the Hallow spread constantly. As long as one block of Ebonstone or Pearlstone exists within 4 blocks of a block of dirt or stone, they will continue to spread.
Full-Frontal Assault: The aggressive Nymphs aren't actually wearing anything at all. No anatomical 'details' are visible since this is a relatively low-res sprite-based game.
The Corruption blights the landscape, turning the sky a sickly yellow, causing plant life to become twisted and thorny, spawning nasty monsters called Eaters of Souls, and turning the nearly harmless Giant Worms into the deadly Devourer (and a much deadlier King Mook called the Eater of Worlds). Ditto for Crimson.
And for a version that disguises its true nature, we have its equal and opposite number, the Hallow. Pretty, calm, has a giant rainbow in the background... and spawns warring Pixies that shred your hearts like a hot knife through butter, Unicorns that are eager to impale you, and, at night, Gastropods that riddle you with laser beams.
Gatling Good: The Minishark, which can be bought at the Arms Dealer for fifty gold. It can be upgraded into either Awesome, yet Impractical Star Cannon, the strongest firearm in the game that fires hard-to-obtain Fallen Stars For Massive Damage or a Megashark which is more of a straight upgrade and generally preferable due to using the same kind of ammo as Minishark which is vastly easier to obtain. As a bonus, both the Minishark and the Megashark come with a 33% and 50% chance of not using up ammo with every shot, respectively, which can be increased up to almost 75% for the Megashark with the right equipment.
One of the possible responses if you're at full Hit Points and ask the Nurse for healing is "I don't give happy endings."
The moon cycles through phases and on Blood Moons two of the female NPCs, the Nurse and the Mechanic, become aggressive and irritable. The Dryad doesn't get as hostile, but does get snippy and sarcastic.
Nurse: "Why are you even here? If you aren't bleeding, you don't need to be here. Get out."
The Arms Dealer in particular seems to be the embodiment of the trope.
Giant Hands of Doom: You have to fight a boss, Skeletron, to be able to explore the dungeon: if you don't, large skulls will fly at you from nowhere if you go in too deep and kill you instantly. Skeletron is depicted as a flying skull, with hands and arms. He has a version later in the game called Skeletron Prime, who, as well as attacking with his hands which are now equiped with a vice and a drill, will also shoot lasers and bombs from his other pair of arms.
Giant Space Flea from Nowhere: Pretty much every boss, minus Skeletron, who guards the Dungeon. Special mention to the Wyvern, who doesn't even need to be summoned.
Glass Cannon: Meteor heads do fairly high damage (and set you on fire), but they are ridiculously easy to kill, even with a pickaxe.
Gold Silver Copper Standard: The game uses copper, silver, gold, and platinum coins. 100 coins of a lower denomination are equal to one higher-denomination coin. In fact, for ease of storage, 100 coins of a lower denomination can be crafted into a higher-denomination coin and when collecting coins, they automatically turn into the higher-denomination and the opposite occurs when buying from an NPC. How you craft a lot of copper into a little silver (or silver into gold, etc) is best not thought about too much.
Good Luck Charm: The Lucky Horseshoe looks like a traditional good luck charm. However instead of affecting any luck based aspect of the game it negates fall damage and also serves as a crafting component for an advanced item called the Obsidian Horseshoe that also prevents Meteorite and Hellstone contact damage.
Gotta Catch Them All: Although not directly shown, players can make an optional objective of collecting every armor/vanity set or weapon and putting them on display, collecting all of the statues, or recording all of the music tracks in the game.
You can craft a Grappling Hook as soon as you reach the stone level underground if you get lucky with drops. It is even taken Up to Eleven with the Ivy Whip, an item that gives you three grappling hooks at once from the underground jungle. A new Dual Hook is introduced in 1.1 which some people might prefer over the Ivy Whip since you can shoot two hooks in rapid succession, while Ivy Whip requires the first one to make contact with a wall to shoot out any additional ones.
1.2 added the ability to craft grapples similar to the original out of gems, "Skeletron Hand" is a rare drop from Skeletron that functions similarly to the Dual Hook, and lastly, the Web Slinger is a short-range 8-way grapple.
The 1.2 Halloween Update and the 1.2.2 Christmas Update added the Spooky Hook and the Christmas Hook respectively to the mix. They have the longest reach of all Hooks and can anchor to multiple points at once (the latter provides light as well).
1.2.4 adds the Slime Hook, which you can acquire sometimes by besting the Slime King.
Subtly. Once you mine anything, it's gone unless you put it back. It's possible to mine out an entire world, and then have to create another to continue mining on. Also, you can't recycle precious metals, no matter what you crafted out of them.
Players can choose to leave a world relatively intact and visit other worlds for materials. A frequent practice on multi player build maps is to generate worlds just for accquiring certain materials for the massive player fueld construction projects. Meaning the players strip down multiple worlds to save one.
Green Hill Zone: The normal overworld style until the Corruption/Crimson starts taking over.
Grid Inventory: Similar to the one in Minecraft. However, it also has 4 slots that you can use to store money, and 4 to store ammunition.
Hair-Raising Hare: The game has cute little bunnies that wander around the landscape and frequently get killed by enemy slimes or inadvertent player actions. However, during the Blood Moon, they transform into vicious purple Corrupt Bunnies with glowing red eyes. Only the Corrupt version drops a wearable bunny hood as loot.
In the mobile version, you fight Diseaster Bunnies on Easter. They're just as dangerous as Corrupt Bunnies, and may drop a Suspicious Looking Egg. If that is used, it summons Lepus, a huge rabbit boss that lays eggs that spawn more Diseaster Bunnies or a weaker version of itself.
Don't get hit for a while, and your health regenerates faster and faster.
The Regeneration Band and its related combined item improve health regeneration for the player when equipped. You also have a slight boost to your regeneration as a werewolf.
Players standing by a camp fire or Heart Lantern will receive a boost to their healing rate. Standing in waist-deep in honey also does the same.
The Shadow Armor provides a boost to your regeneration that accelerates as you stand still. Palladium Armor gives you a quick burst of rapid healing when you hit an enemy. Spectre Armor with the Hood headpiece heals you (or your wounded teammates on a multiplayer server) as you inflict magic damage.
As the rate of regeneration scales to maximum HP, hacking huge amounts of HP results in said HP regenerating stupidly fast, Band or no Band.
There are varieties of Health and Mana potions the player can brew at an Alchemy Station, The lower-end potions can be bought, taken from pots and chests, or found in the dungeon. Higher-end potions must be crafted or dropped by hard mode bosses in large quantities.
Players can combine the lesser or standard kinds to make a restoration potion, which restore both life and mana at once.
Jars of honey now grants healing.
Heal Thyself: The game has standard healing potions in varying strengths. Hyperactive Metabolism is also at play in the forms of mushrooms and goldfish. However, all healing items (except goldfish) come with a 60 second "Potion Sickness" debuff that prevents you from using another in that time. Goldfish do not cause this debuff, but their healing is inefficient and they are difficult to obtain.
The heart crystals, which when broken by a pick-class tool, give you a gem that increases your life by one heart(20 points).
1.2 now has Life Fruit, which is found in the underground jungle and can be eaten to increase maximum life by 5 (1/4th of a normal heart). Unlike Life Crystals, the fruit can only be used at 400 life or above, but they also extend your maximum life to 500.
The same system is used for mana with mana crystals you can craft out of 5 fallen stars. (Decreased from the 10 needed to make one before 1.2)
Hearts Are Health: Played straight. Enemies, pots, and certain powered statues generate a small red heart, that when picked up heals a portion of the players health (unless it's during Halloween, in which the hearts turn into Candy Apples, or Christmas, where they turn into candy canes).
Hellevator: The term is used to describe any pit, shaft, or tunnel of any kind that leads directly from the surface (or very close to the surface) straight down to the very lowest level of the game world; Hell itself. No map is really complete without one. Digging several of them is also the easiest way to stop the spread of Hallow/Corruption after hardmode is activated.
Hellfire: Cursed flames, apart from the name, fit this trope quite well: Water won't put them out, and they hurt a lot more than regular fire.
Hello, Insert Name Here: The game features such in the character creation and NPC's refer to the player by their name when talked to.
Helmets Are Hardly Heroic: With the addition of the familiar clothing items. Players themselves can invoke this by wearing their armor like normal but hiding their helmets via the familiar wig item or goggles in the social slot. Often used by players who chose a hairstyle with a beard, as wearing a helmet disables your beard.
Hoist by His Own Petard: Although it takes some time to set up, you can collect the various traps in the Lihzahrd temple, and then utilize them in your fight against the golem. It can speed things up considerably against this boss, particularly if you establish a wall to hide behind so the traps don't also hit you.
In pre-1.2 versions on the PC, generating a new world during the Christmas season will have a chance to spawn you inside/near a Snow Biome. After the 1.2 Big Update, Snow Biomes spawn naturally in any new Worldgen. In addition, there is a special event during the season, the Frost Legion, that spawns a mob of killer Snowmen monsters, as well as the chance to invite a Santa Claus NPC to stay in your village. The 1.2.2 update added a special Christmas, event, the Frost Moon.
After the Big 1.2 Update, there was a supplementary Halloween Update that added Pumpkins, in-season Goodie Bags, and a graphical change during the holiday that causes Zombies, Slimes, Demon Eyes, and Rabbits in costume to spawn. A special Event, the Pumpkin Moon, was also added to the mix, as well as a whole parade of holiday costumes.
Hollywood Darkness: The game pays a lot of attention to lighting effects. The surface openings have light diffusing in, which can be obscured by hanging vines. If you venture much deeper than that, you'd better carry an ample supply of torch-building materials or some other light source. Even the surface gets pretty dark at night. Certain parts of the underground do have some ambient light, mostly supplied by glowing mushrooms or lava pools.
Chlorophyte bullets seek out enemies if they're close enough, this makes them really effective for aiming off screen (even with a sniper rifle) or for making every pellet of a Tactical Shotgun hit. If you do it right, they can even turn right around a corner. The Spectre Staff also shoots these. The Scourge of the Corruptor, despite being a Spear-class weapon, shoots tiny little corruptors that split into more of themselves that start to seek nearby enemies.
The Christmas update adds the Snowman Cannon, a ranged weapon which shoots rockets as homing snowmen. The rockets are capable of making 180-degree turns to chase enemies, and will even seek out a new target in range if the first one is destroyed!
The Possessed Hatchet that drops from the Golem is capable of this. If you throw it and an enemy is within line of sight, it will attempt to home in on it, provided there's nothing blocking its path. Thus it's capable of indirect fire, as you can hurl it over a wall, and have it hit enemies on the other side of it. The range is pretty impressive too, and it can even hit targets just slightly offscreen.
Hot Bar: The game allows you to lock it to prevent items from being selected by an accidental click.
Human Sacrifice: This, of all things, is present in the game. Quote from The Guide: "In order to summon the keeper of the Underworld, you have to perform a live sacrifice. Everything you need to do so can be found in the Underworld." Little does he realise that what drops down there are Guide Voodoo Dolls...
Hungry Jungle: The Jungle biome, especially in Hardmode, is one of the most dangerous place you can go aside from the Underworld and the unlocked Hardmode Dungeon. However, certain goodies are only found there, including the ultra-material known as Chlorophyte. It is also home to the special bee hive and Lihzahrd biomes that hides powerful loot behind a boss.
Hyperspace Arsenal: The player can pack in a shocking number of weapons, ammo, explosives, and munitions into their personal inventory space.
I Fell for Hours: The fastest way to get to the Underworld is to dig a two-block wide tunnel from the surface straight down. Maybe trap some water just above Underworld level for a cushion (alternatively, as of 1.2, liquid honey makes a better cushion, as it won't evaporate, meaning you can put it right in the Underworld). The result is a fall that takes nearly a minute to complete on the largest maps.
Immune to Flinching: Knockback can be bothersome in battle as well as exploring (such as being hit into a tall chasm, taking fall damage). The player can equip the Cobalt Shield or its upgrade, the Obsidian Shield, which both completely prevent knockback.
It's not uncommon to latch onto the ground with one of several grappling hooks when fighting a boss that does dangerous amounts of knockback.
Improbable Aiming Skills: There are a number of enemies have very accurate ranged attacks. For example, before hardmode, Spiked Jungle Slimes and Hornets fire spikes and stingers with incredible accuracy, making a player's journey through the jungle difficult.
Hammers and axes are not intended as weapons for the most part, but higher end ones can still be effective. In previous versions, the The Staff of Regrowth, usually meant to be a tool for making grass grow quicker, was one, as it used to do more damage than the Muramasa, making it a very viable weapon to bash things to death with, and far easier to get if luck is on your side.
Buckets of lava can be used in this manner by dumping them on enemies below you, as can columns of sand held up by a destructible block, or blocks of sand dropped from above. Sand in the Alpha did even more damage to things hit by it. There's a reason one of Terraria's title bars says "Sand is overpowered".
The Blade of Grass is a fantastic replacement for just about any sword made from the common ores. It only takes a trip to the jungle (albeit a dangerous one for underequipped, new characters) and killing enough hornets for their stingers, as well as the naturally spawning jungle spores.
Pre-hardmode, the Starfury sword, which can be found randomly in the floating island chests. They hit hard for a low level sword and you can take out early bosses with relative ease thanks to its secondary attack, a falling star which drops approximately where your mouse cursor is. Used underground, it can also be used as an emergency light source, and the falling star can help reveal hidden passageways.
In hardmode, the Mushroom Spear. You can buy it very early after defeating a mechanical boss, provided you make an suitable home for the Truffle NPC. It does decent damage, has good reach and knockback, and the mushrooms it makes can hurt monsters, even through walls. Aiming it can be tricky, but once you master how to use it, it'll last you for a very long time during the rest of the game.
Night's Edge: It's made by merging the Blade of Grass, Fiery Greatsword, Muramasa, and the Light's Bane, four of the strongest swords that can be crafted/found without meteor ore. Essentially the best sword you can get pre-hardmode. Now relegated to Infinity–1 Sword status in light of the True Night's Edge, which hits harder and shoots a spinning silhouette of the sword when swung.
Excalibur: A hardmode weapon crafted from Hallow Bars obtained from defeating the hardmode bosses. Was previously the most powerful sword before the 1.2 update. Also treated as a Infinity–1 Sword in 1.2 in relation to the True Excalibur that does more damage and shoots sword beams.
Terra Blade: Made by combining the True Night's Edge and the True Excalibur, making it more like an Infinity+2 Sword, it is more powerful than both of them and its sword beam can penetrate up to 3 targets. The 1.2.3 update jacked up its base damage by an extra 10% and made the sword beams shoot more frequently. 1.2.4 gives it autoswing, making it even more convenient to use.
Death Sickle: A rare drop from Reapers during a solar eclipse. While less powerful than the Terra Blade, it has the invaluable ability to churn out a phantom scythe with each swing that passes through walls and pierces enemies and lingers around for a while before dissipating, damaging any enemy that touches it. Needless to say, it is quite effective at slaying The Destroyer. The sheer power of its scythe beams makes it a worthy rival weapon to the Terra Blade.
Bananarang: Essentially the same as the Light Discs, less the ricochet and light, but you can spam up to ten of them at twice the rate of the Light Discs.
Possessed Hatchet: A thrown returning weapon with high damage and the ability to home in on nearby enemies.
Paladin's Hammer: A rare drop from the Paladin dungeon enemy. Unlike the Possessed Hatchet, the Paladin's Hammer doesn't stop after hitting one enemy and can clear entire rows of mooks with ease, though it lacks the homing capability of the former.
Vampire Knives: 'A ranged melee weapon that fires a spread of several knives that, if it hits, heals the user for 3/40ths of the damage dealt. Combined with the massive defense from melee-focused armors, this weapon makes it possible to solo all the bosses in the game without using any potions or other restorative items.
Golem's Fists: An upgraded version of the KO Cannon, dropped by Golem itself. Its Fist lets you Rocket Punch with great power.
North Pole: A spear that has a chance of dropping from Ice Queens during the Frost Moon event. It shoots an icy javelin that leaves a tight trail of snowflakes that descend and do massive damage. It is the preferred melee weapon for soloing Moon events, as shooting upwards will create maximum airtime for the javelin to leave as many flakes as possible that end up stacking upon anything unfortunate enough to get caught right under. The latest bosses all fall within seconds of such bombardment.
Flairon: The most highly damaging flail in the game, it has a chance to drop from Duke Fishron. It acts like the KO Cannon and the Golem Fist, with the added property of releasing homing bubbles as long as the flail head is out. These bubbles deal as much damage as the flail itself, meaning that the best way to use the Flairon is to fire it in the opposite direction of your movement, which is what many players do when they fight endgame bosses anyway.
Megashark: Pre-1.2 King of dakka, making mince meat of everything from long distances.
Tactical Shotgun: Close range weapons that pound hard at enemies that are close and personal.
Star Cannon: It does massive amounts of damage and shoots quite fast since its un-nerfing in 1.1, but may count as Awesome, but Impractical because its ammo is useful for other things and takes some serious effort to stockpile.
S.D.M.G.: A currently inaccessible weapon that is set to become the new king of dakka, being similar to the Megashark except for a damage boost. For many players who want to kill some hardmode bosses, that little boost makes a lot of difference.
Stynger: Fires bolts that explode into shrapnel, with each individual shrapnel dealing as much damage as the original bolt. Unlike most other explosive weapons, you can't be harmed by your own Stynger explosions, making it safe to use at point-blank range.
Candy Corn Rifle: Obtained from the Pumpking during a Pumpkin Moon, this gun acts like the Megashark except for a slightly lower rate of fire and a bigger damage output. Its exclusive ammo, Candy Corn, is affected by gravity, bounces instead of disappearing when it hits a wall, and most importantly, is capable of penetrating through multiple enemies, making it a fantastic crowd-clearing weapon.
Piranha Gun: A unique and powerful gun that launches a robot piranha to bite at your enemies. This piranha projectile can chew rapidly through large crowds of monsters with ease, and makes it easy to focus on avoiding boss attacks while delivering a steady, continuous offensive on them.
Venus Magnum: The strongest of the non-automatic guns that can be acquired from Plantera, this powerful revolver's fearsome base damage and fast firing action means your DPS is only limited by your ability to click fast enough.
Pulse Bow: A powerful post-Plantera weapon sometimes sold by the Travelling Merchant NPC, this auto-firing bow turns your arrows into high-velocity bolts of power that are unaffected by gravity and can pierce or ricochet five times.
Chain Gun: Dropped by Santa-NK1, it is the current King of Dakka, until the S.D.M.G is legitimately obtainable, surpasses both Dakka Kings in term of speed, and only being slightly weaker than the S.D.M.G.
Elf Melter: Acquired from the Santa-NK1, this is the strongest flamethrower, and it is fuelled by the extremely common Gel that can be harvested from Slimes and Gastropods.
Snowman Cannon: Dropped by the Ice Queen. A huge upgrade over the Rocket Launcher, this gun fires rockets (shaped like miniature snowmen) that home in on the nearest enemy. It has a considerably faster rate of fire than both the Grenade Launcher and the Rocket Launcher, and its explosions do not harm the user, making it a much better tool for blowing up terrain than the Rocket Launcher.
Tsunami: While lacking the automatic fire of the Pulse Bow, this mighty bow acquired from Duke Fishron fires five arrows per shot, while only consuming single arrows from your ammo reserves.
Rainbow Gun: A fabulous, powerful weapon that requires the Hallowed Key so that you can unlock its chest. The real strength of this weapon is that the arcing rainbow beam it fires will persist for a good while, doing constant damage to anything hostile touching it.
Heat Ray: A Golem drop, this weapon simply fires a beam of fiery death. What makes it a fantastic endgame weapon is its ability to pierce through all enemies in its path (a property shared with the Shadowbeam Staff, except that it doesn't lose power as it racks up hits) and its fast rate of fire.
Magnet Sphere: This magical weapon shoots out a slowly travelling orb that zaps any nearby enemies rapidly. Is capable of stun locking pretty much every non-boss enemy.
Shadowbeam Staff: Shoots ricocheting energy beams that can pass through multiple enemies multiple times and can be used to quickly light cavern spaces from a safe distance. It has a high rate of fire and an absurdly low mana cost given its effectiveness.
Bat Scepter: Dropped by Pumpking, this is what you'd get if you crossed the Crystal Storm with the Wasp Gun. Huge damage, low mana cost, a high rate of fire, and homing capability makes this a very effective single-target weapon against agile enemies.
Nettle Burst: The hardmode upgrade for Vilethorn, dropped by Plantera. Sporting continuous damage and excellent knockback with the lingering thornbursts, it is all too easy to Stun Lock enemies vunerable to knockback or having their attack scripts reset when hit by this weapon.
Nimbus Rod: Creates up to two clouds that drop damaging rain, dealing constant damage to any enemy underneath it. They last up to a minute before expiring, meaning mana cost is mostly a non-issue.
Razorpine: A magic weapon from Everscream, this shoots high damage pines affected by gravity but at a rate faster than that of the Megashark. Surpasses the Leaf Blower and the Crystal Storm.
Blizzard Staff: A staff dropped by the Ice Queen that creates a storm of icicle shards from the top edge of the screen, and rips through anything that isn't protected by a physical barrier within the screen or very fast in the air. The highest magic DPS weapon by far.
Razorblade Typhoon: A fearsome tome dropped by Duke Fishron, this spellbook unleashes devastating wheel-shaped projectiles that not only home in on enemies, but also pierces and ricochets for three seconds.
Bubble Gun: A mana-consuming gunlike weapon dropped by Duke Fishron, this powerful Flamethrower-esque weapon fires a rapid stream of short-ranged but deadly bubble projectiles.
Tempest Staff: Yet another powerful weapon from Duke Fishron, this is the absolute strongest Summoner's staff in version 22.214.171.124. It calls forth small tornados that can both attack in melee as well as fire off streams of shark missiles that will splatter spectacularly.
Reaver Shark (Pre-Hardmode): This Pickaxe can be rarely obtained via fishing at the Ocean, and it's just as strong as the Molten Pickaxe but faster.
Drax: A powerful drill that is only surpassed by the Picksaw. The Pickaxe Axe is the pick version, but with identical performance. Used to be called the Hamdrax and could also act as a hammer before the 1.2 update.
Chlorophyte Drill: An alternative to the Drax. It gives a small bonus to your working range in addition to being as effective a tool as the Drax itself.
Picksaw: A very fast pickaxe/axe that is capable of mining all blocks including Lihzahrd bricks.
The Axe: Currently the most powerful axe/hammer, it is also a surprisingly effective sword-like weapon, having high damage and autoswing capability.
Chlorophyte Warhammer: While a more mundane tool it has a very high damage rating making it one of the most powerful tool items when used as a weapon.
Spectre Hamaxe: +3 increased working range, and busts background walls as fast as the Drax breaks blocks, faster than the Chlorophyte Jackhammer. It is very useful when combined with the Ivy Whip to work on large rooms.
Shroomite Digging Claw: The Shroomite counterpart to all the endgame Drill/Pick options, it provides the fastest Pickaxe action in the game, only sacrificing working reach for that absolutely peerless digging speed. It also has pretty decent melee weapon strength, so it can function as an Emergency Weapon in a pinch when you're mining.
Informed Equipment: The game shows your character with whatever armor they have on, and there are also social slots now. If armor is put in these slots, that's what you see your character in, but gameplay-wise you are still wearing the non-social armour.
Insect Queen: The Queen Bee. A giant bee boss that shoots out smaller bees which attack you until you kill them.
Instant Gravestone: Dying will spawn a tombstone stating your cause of death. You can then dig it up if you like.
Instrument of Murder: The Magical Harp and The Axe, a guitar that is wielded like an actual axe tool.
Present and accounted for in the Dungeon. Dungeon Slimes and pots have a chance of dropping golden keys when killed/broken and keys may occasionally spawn in dungeon chests. The Golden keys can unlock Locked Golden Chests in the dungeon once expending the key.
The rare dungeon chests use unique keys dropped by enemies in their respective biomes. The Frost Key for the Frost Chest found in the snow biome, for example. The keys open unique locked chests in the dungeon, and the keys are used up when the chest is opened.
A lot of furniture in the game is both functional as well as decorative. The large amount of furniture can either be made or found by the player and used to decorate their home. The made and found furniture have unique looks that lend to greater customization and decoration of your home.
Housing using a wide variety of background and foreground materials can yield a variety of looks for the buildings.
Various decorative banners can be found through out the game or dropped by enemies.
Bosses have a chance to drop a trophy that can be displayed as both bragging right and decoration.
Players have the option to paint their house and furniture in a variety of colours.
As of the 1.2.4 update, you can craft and find furniture in the world made out of wood, Ebonwood (Corruption), Shadewood (Crimson), Pearlwood (Hallowed), Rich Mahogany Wood (Jungle), Boreal Wood (snow), Palm Wood (sand), Spooky Wood (Pumpkin Moon), Dynasty Wood (Traveling Merchant), slime blocks, flesh blocks, cogs (Steampunk), ice, sunplate blocks (Skyware), glass, lihzahrd bricks, honey blocks, living wood (made using normal wood), bone, mushrooms, obsidian, the respective dungeon colors, and golden furniture (dropped by pirates), not counting some misc things for decor like mannequins to display armor and outfits or lighting objects, or the more obscure things like living fire blocks, lavafall and waterfall blocks, and arcane rune walls. Certain areas, the Sky Islands, pyramids, dungeons, and Hell, all have uniquely themed banners to collect, and enemies rarely drop banners themed after themselves. Bosses drop wall mounted trophies to collect. Paintings and statues are scattered underground and in hell and the dungeon. You can capture wild critters and bugs and show them off in glass containers. The paint system contains a rather decent amount of variety. And 1.2.4 added weapon mount racks that you can place any weapon or tool on to show off. Phew. And who says building and decorating isn't fun?
The game counts one second as one minute and the day/night cycle is generally 24 minutes which can be tracked with various items and piece of clock furniture.
There are also moon phases which are visbile in the night sky.
The day night cycle is important to certain enemies, bosses, and in game events.
Inventory Management Puzzle: You can only carry 41 items (51 for 1.2 PC) at a time (by using the trash as a slot), and those items are divided into stacks of varying size (250 for blocks [999 for certain items in 1.2 PC] and 99 for torches, just to name a couple). This means you have to manage your inventory carefully if you plan to go digging for treasure, and you'll have to backtrack often to unload items once you invariably run out of room. On the plus side, there are a great many chests scattered around the world, enough that you won't have to throw anything worthwhile away (and in the unlikely event you don't have enough, you can always craft more with some wood and iron). The vendors can also be used to offload some of the loot, while many players carry a piggy bank around with them to use as storage, bag of holding style. The much more expensive safe can add even more space.
Averted. At one point, there was a near-invincible civilian in the form of the Guide (who could still be killed by lava, but would quickly respawn), but an update changed this to allow him to die like the other NPCs. NPCs still can't be killed by the player under normal circumstances, although it is possible to with magma.
Killing the Guide by throwing his voodoo doll into a lava pit summons the Wall of Flesh.
1.2 adds the same potential fate for the Clothier, which lets you summon Skeletron again.
Item Crafting: The player can craft a many different items from the various functional furniture pieces and personal workshops. Players can craft their own armor, weapons, ammo, special boss summoning items, furniture, and other items.
It's a Wonderful Failure: If a hardcore character dies, you return to the world, where you died, as a ghost. You then get to look around the world your character is leaving behind before you exit, at which point the character gets deleted, and all the stuff dropped despawns when the world unloads.
The angel statues. The tooltip even says "It doesn't do anything."
The "Whoopie Cushion" [sic], which is very rare and produces a farting noise when used. A recent update added an interesting use for this item as a crafting component.
Then there's the confetti gun in 1.2, meant to celebrate being the 1000th item added to the game.
There's a squirt-gun drop in 1.2.3 that does nothing but fire a harmless stream of water, as well as a beach ball that you can only push around to demonstrate some basic physics. 1.2.4 adds the junk items you can fish up, like lumps of seaweed, old shoes, and empty tins.
Jump Scare: Explosive Blocks may cause this with their loud noise and the fact it's almost impossible to spot one. The worst part is that they are so infrequent you never actually expect them.
Jungle Japes: Available in both surface and subterranean variants.
Killed Off for Real: If you die as a hardcore character, you don't respawn. Instead you can wander around as a ghost, and upon exiting the world the character is deleted.
Killer Rabbit: Since they're entirely harmless, you might not even mind if bunnies hop right into your house. And then the Blood Moon rises, and they turn into terrifying Corrupt Bunnies, and they're already inside...
Pretty much everything you can craft out of Hellstone involves flames. The Molten Fury bow will cause wooden arrows to catch fire when you fire them.
The Flamelash lets you cast fireballs.
There are three seperate magic items that allow the player launch bounding fire balls that have a chance to set enemies on fire. The Flower of Fire, the Flower of Frost "burns with cold fire", and a Cursed Flame item.
The game also has two flamethrowers permitting players to spray fire against their enemies. Crispy fun for the whole family!
Flamethrower traps which can be used or tripped by the players.
Certain ammos set enemies on fire.
A crafting station exists that allows you to make 'Flasks' that add passive effects to you. You can mix up Flasks that let you add Fire and Cursed Fire to your attacks.
Essentially what equipping the fire gauntlet is supposed to do, though it is more useful as an illumination asset.
King Mook: The Eye of Cthulhu is a giant Demon Eye. The Eater of Worlds is a giant Devourer worm that can break into smaller segments. The King Slime is... well, you get the idea.
Kleptomaniac Hero: You. See that room underground guarding that pretty gold chest? Go ahead, take what's inside. Better yet, take the entire chest. Even better, take the entire room. You can uproot nearly everything (with the notable exception of Demon Altars; you can destroy them, but not take them) with the right tools.
Knife Nut: Throwing Knives are a pretty reliable weapon early in the game. Their more powerful magic counterpart has unlimited ammunition (but consumes mana). 1.2 has the even-more-powerful Vampire Knives which restores health points from dealing damage.
The Phaseblade is unabashedly a lightsaber, complete with the classic "vwomm" sound effect. Happily, the gems you use in its construction affect the color of the blade, allowing for white, red, yellow, blue, green, and purple Phaseblades.
Through Crafting the Phaseblade with Crystal Shards, you can make the Phasesaber (41 base attack and Light Knockback).
Lava Adds Awesome: Make obsidian! Mine hellstone! Slaughter your enemies! Suffer a messy, fiery death! A thousand and one uses!
Lava is Boiling Kool-Aid: This game somewhat mimics Minecraft, in that the Lava's not instantly fatal and flows a bit slower than water. However, it only destroys loose blocks and common items...which leads to the Fridge Logic-inducing sight of a stone block beside a lava pool you just mined...one holding the lava in place, mind you...is destroyed by that very same lava.
Lava Pit: Found in deep depths. Also made by players in order to create a barrier or trap for enemies; shallow ones are just as effective and if shallow enough, the coins and items dropped by the enemies will not get burned up.
Ledge Bats: A reality due to knockback, unless you have a Shield-class accessory equipped.
Lethal Joke Item: Quite a number of weapons manage to be very effective while being fun and silly. Of particular note are the Confetti Bullets, which are crafted by buying empty casings from the Arms Dealer and Confetti from the Party Girl and then combining them, and the Bananarangs, one of the strongest Boomerang-class weapons. There is also the KO Cannon, which is a cartoonish boxing-glove cannon that behaves like the Harpoon. The Party Girl's fireworks are mostly there to look pretty, but their explosions can wound and kill monsters.
The best pickaxe pre-hardmode is the Reaver Shark. Yes, a shark with a pickaxe head.
Lethal Lava Land: There is a Lethal Lava Land at the bottom of every map. On the large maps you need to dig around 2700 feet below sea level to get to it. It has ore so hot that you can't touch (but can mine) without a special item and digging it out generates more lava.
Light Is Not Good: In fact, it is almost as nasty as the dark. God, those pixies hurt! On the other hand, it may still be preferable, because Hallow enemies are still slightly less annoying than Hardmode Corruption.
This used to exist in full force with the Guide. A common hobby of people was bringing lava to him and trapping him in a pit with the stuff, watching him burn to death. Now, however, he's just as mortal as the other NPCs, especially if you have a Guide Voodoo Doll, which lets you attack and kill him. It even kills him if destroyed by other means. And doing so summons a boss. As of the Big 1.2 Update and the subsequent supplemental patches, the Clothier has his own Voodoo Doll now. Equipping it allows you to attack him directly; slaying him with it equipped will allow you to summon Skeletron. The Clothier even drops a special hat when killed, as if players weren't murdering NPCs enough already. The other NPCs can't be harmed by the player directly without the Rotten Eggs from Halloween, but they can be killed by monsters or lava.
Also, the supposed-to-be-undefeatable Dungeon Guardian has been killed many, many times. In 1.2, he now drops the Bone Key, which summons the Baby Skeletron Head pet.
Skeletron Prime has been killed after sunrise, although it's more boring than anything since he only takes Scratch Damage and instakills you if he touches you.
A few things. In particular, if you sell all the Muramasas you find in the Dungeon, you can't create the Night's Edge.
It's entirely possible to miss out on certain accessories found on the Floating Islands.
Worldgen might be cruel and leave you with a Jungle with only a single Beehive, or even make you a world without giant Living Trees. As for the Giant Pyramids, small worlds have a very high chance of generating without a single pyramid to raid.
The Spider Banner is an item that has a rare chance to drop only from Wall Creepers. Once you enter hardmode, Wall Creepers are completely replaced by Black Recluses, who don't drop the Spider Banner, what means you can't get anymore if you didn't get it prior to hardmode.
Due to being Made of Plasticine (see below), blood moons and goblin invasions usually end with bloody chunks scattered all over the place.
The Moon events have unrelenting waves of mobs that come after the player. Those capable of reaching the last wave usually have weapons, buffs, and specially set up arenas designed to cause this.
Macross Missile Massacre: Spamming the Scourge of the Corruptor all around you will result in a screen full of tiny homing corruptors homing in onto any unfortunate enemy in the area.
Made of Plasticine: Whenever any enemy, npc, or enemies die, all will always explode into a pile of bloody chunks. Some enemies like the rabbits parts tend to be flung rather forcefully. Gibs go flying further when you're using weapons with immense knockback.
Magic Meteor: Every night Fallen Stars will crash down like meteors in random places. You can collect them and craft them into an item that will permanently increase your maximum Mana pool (which is the only way to get a Mana pool in the first place), and if you're lucky, they can also hit enemies while falling and do 999 damage to anything, including bosses that you can fight outdoors. They can also be used as ammunition for a special type of gun, and do the most damage of any type of ammunition in the game. Actual meteors have 50% chance of falling offscreen after the next midnight whenever you destroy a Shadow Orb and 2% chance of appearing every midnight afterwards and any location that has at least 50 meteor blocks in close proximity spawns unique flying enemies. The resulting meteor ore can be crafted into various items, including the aforementioned star-shooting gun and a rapidly-firing laser pistol which gains infinite ammo with a full set of meteor armor.
Magic Points: You start off with no mana, and must collect falling stars in order to forge crystal stars which let you increase your mana meter. 1.2 for PC grants all new characters one star of mana straight away.
Magitek: The Space Gun and Rocket Boots. Some other exotic weapons also consume mana when used.
Mana Meter: The game requires you to gather 10 fallen stars to craft into a mana crystal which expands it by 20 points. A player can also expand it by equipping accessories and armor which can expand it until taken off, such as bands of star power, accessories with the "Arcane" prefix, jungle armor, or the helmets made from hard mode ores.
The Goblin Army invasions can feel like this at higher levels. Spending an entire in-game day killing 150 (or more, depending on how many players are in your server; the maximum is potentially over 10,000) Goblins of varying types comes off as more of a nuisance than an Oh Crap moment when they barely do much damage, even more so if your house is rather large, which can end up confusing the goblins since they try to target you first.
Before 1.2, The Twins and Skeletron Prime could feel like this for strict melee-oriented players. Due to those two bosses having high dodging tendencies, the best ranged melee weapons usually included a full stack of Light Discs. Even then, using the then unpatched fire block immunity exploit only let players survive long enough to wear down the boss' health to zero, which could take all night from 7:30pm onwards, faster with the appropriate buffs. Fast forward to 1.2.2, those two bosses have gotten a damage and hit point nerf, while melee characters can acquire the North Pole. The result is, if properly set up, the destruction of The Twins and Skeletron Prime within a minute in what must be some sort of hilarious comeuppance, putting them (or most bosses for that matter) in undeniable farm status.
Meaningful Name: Retinazer is an eye that shoots lazers. Skeletron Prime is a robot version of Skeletron. The Minishark is a shark-shaped minigun. And that's just the tip of the iceberg.
Meat Moss: The Wall of Flesh, a powerful end-game boss. The 1.2 update introduced the Crimson, a variant on the Corruption that replaces the dark-themed monsters with flesh-and-blood themed ones such as the Blood Crawler and the Face Monster.
Played straight and averted it depending on if autopause is turned on or off.
Having it off can have it's advantages as you can click an item and then place/use/swing it by clicking, making the An Interior Designer Is You part much easier.
Having it turned on can also have the advantage of being able to pause in a dangerous spot/during a blood moon. It also leads to one of the most potent bugs in the game, allowing you to bypass potion cooldown.
Mercy Invincibility: You get this for about half a second after being hit, and a new accessory in 1.1 makes the duration of this a little longer. This particular game mechanic is frequently exploited to allow players to keep taking trivial damage from minor hazards as a means to completely avoid deadly boss attacks.
"Pinky" is a bright pink slime that randomly spawns during the day. It has ten times the HP of the basic Green Slime (150 vs. 14), is smaller, and suffers double from knockback (hit it with an axe and watch it fly), but is otherwise the same but drops gold coins when killed. (To put that in perspective: 100 copper coins make one silver coin; 100 silver coins make one gold. Green slimes drop about 20-50 copper coins. Pinky drops the equivalent of 10,000 copper coins.) It is the only above-ground slime that is "aggressive" by default. As soon as you see one, it will come after you.
Rainbow Slimes only spawn in the Hallow during rain, and are extremely rare even then. They drop the Rainbow Bricks.
Mimics are another example; they spawn randomly and fairly rarely in Hardmode, and drop up to ten gold coins and one of several items.
When you cause a Meteor to fall from breaking a shadow orb, you can mine it and make an armor set that provides a power boost to magic weapons and reduces the mana cost of the Space Gun to zero.
Metroidvania: Exploration in the game is an important part of the game, you can find several valuable upgrades by spelunking underground as well as find rare ores and unqiue areas.
The Minion Master: A possible equipment setup with the 1.2 update, which introduces two types of minions (spear-chucking Pygmies and Baby Slimes) and an armor set and accessory that let you summon up to 6 at once. The Big 1.2.4 Update adds Spider-themed and Bee-themed Summoner Armor sets, and adds more summon creatures.
Mobile Fishbowl: The Fish Bowl item will cause the player character to drown if it's worn outside of the vanity slot. If the player drinks a Gill Potion while wearing the Fish Bowl item, though, he or she will be able to breathe normally.
Molotov Cocktail: With some Torches, Ale, and Silk, you can make these in a pinch as of version 1.2.4.
Money Spider: All enemies drop coins (among other things) when killed.
Monster Clown: Unlocking hard mode causes Clown monsters to appear during a Blood Moon. Silly-looking as they are, they're also fairly tough, and they throw bombs that destroy blocks and can mess up any buildings you've made.
Monster Mash: During a Solar Eclipse, you face off against Reapers, Swamp Things, Frankenstein's Monsters, Vampires, and Cyclops Zombies on the surface. Pity there are no werewolves or skeletons, as they can only appear at night or underground respectively.
Monsters Everywhere: The Goblin invasion formula to determine how many will attack? 100 + (50*number of players with more than 200 health). For a single player over 200 HP, that's 150 goblins ranging from merely annoying to tough, with the max of 255 players in a server, there can be 12,850 goblins in an army.
Some statues when powered will spawn monsters though the monsters spawned from statues do not drop rare items or coins. For example, slimes still drop their regular gel but no money, and the Mimic will not drop its highly useful rare drops at all.
Various bosses spawn smaller enemies to harass the player.
Pirate Captains have a machinegun that they turn on the player.
Players have access to a few automatic or rapid fire guns including an uzi, a chaingun, and a Gatligator.
Multi-Mook Melee: Various events in the game like Blood Moons, Solar Eclipses, or anyone of the invasions will have a swarm of mooks of varying types attacking the player. However the mooks do not steadily become more difficult they simply keep attacking until a set in game time point has been reached or sufficient numbers of the enemy have been killed.
Multishot: The Tsunami bow allows the player to shoot five arrows for the cost of one!
Magic Missile is useful for many, many things. For starters, the missile tracks your cursor and lasts as long as you hold the mouse button down, making it easy to hit agile mooks. The missile is decently powerful, can slip through small spaces that you might not be able to attack through, generates quite a lot of light, and doesn't expire when cutting through plants. Jungle thorns blocking your way at an inconvenient angle? Trim them with a magic missile! Flamelash is the same but brighter and more powerful, and update 1.1 introduces the Rainbow Rod, which is even stronger and all rainbow-y.
Gungnir is not only a fast, hard-hitting long-reaching sacred spear, it also allows you to see through walls.
With the 1.2 update, the Death Sickle passes through blocks while emitting a faint glow. Equipping accessories that grant burning effects causes the spectral sickle to glow even brighter. Very useful when trying to spot holes and goodies or even when digging up ores.
Phaseblades and Phasesabers as well as any weapon on fire such as the Firey Greatsword or Molten Hamaxe can be used to light up dark caves while exploring. Combined with the Mithril armor which shines for several seconds AFTER a light source is cast on it lets you ditch the otherwise necessary illumination tools while mining.
The sparks of light thrown from several weapons when swung or thrown, like the Magic Boomerang and the Hellstone weapons, are very useful for spotting things through cavern walls as you can throw them through the otherwise-solid blocks and see what's on the other side.
Similarly, setting enemies on fire will cause sparks to drop from them, which illuminate further down then you can normally do. Light an enemy on fire and look under them as the sparks reveal the area.
Flares are not only mundanely useful for lighting up distant areas, but they can light enemies on fire. Not only does this have the effects listed above, but you can see enemies that retreat into the dark. The damage caused by fire is pretty low so it doesn't really work as a damege source by the time you would end up finding it.
Names to Run Away From Really Fast: The Wall of Flesh. Somewhat inverted, actually, because you can't run away from this thing. If you try to or attempt to get behind it, it will drag you back in front of it. And don't think that Magic Mirror will save you either...
Name Tron: Skeletron, though it's not actually mechanical. Skeletron Prime, on the other hand, is a definite example.
New Game+: Not the traditional sense, as when you start a new world map you take along any items in your inventory if you choose to play with the same character. The piggy bank and safe items both create a storage space that is linked in all the worlds and tied specifically to you making it handy for transferring materials rapidly between worlds.
Nice Job Breaking It, Hero: Congratulations on making it to the underworld and slaying the abomination that dwells there! You're told that "The ancient spirits of light and dark have been released." What does that mean? A variety of much tougher enemies all over the world, and The Corruption spreads much more aggressively. On the plus side, there's now an anti-Corruption biome full of rainbows and unicorns. Which are trying to kill you.
Several enemies only show up during the night. In addition, two of the bosses (the Eye of Cthulhu and Skeletron) and all the hardmode bosses can only be summoned at night.
Inverted, however, with aboveground slimes, who will no longer spawn at dusk.
Subverted with solar eclipse only enemies.
No Fair Cheating: Anyone who tries to wear the unique Devteam equips will find themselves set upon by debuffs and eventually get killed by said debuffs.
No Hero Discount: Averted if you have the Discount Card, a rare drop from the pirates. Otherwise played straight. Just saved your NPC's from a blood moon attack? Rescued them from the dungeon? Great, except they still charge you full price for their wares.
No Kill Like Overkill: The Stake Launcher, which is already a powerful endgame ranged weapon in its own right, deals an absolutely ridiculous amount of bonus damage to Vampires. It can easily hit them for over 5,000 damage, when the maximum health for a Vampire is 500.
You can stop fall damage with certain accessories (Lucky Horseshoe, Obsidian Horseshoe, and any Wings), using a grappling hook to hook onto a wall before you land, using the Rocket Boots to slow your fall, double-jumping before landing, or landing in water or cobwebs. If you do take fall damage, it can be severe.
Mimics spawned from Chest Statues don't drop anything. Since Mimics drop up to ten gold coins and several useful late-game accessories and weapons, being able to quickly and easily farm them would be a massive Game Breaker.
Similarly, Corrupt Bunnies generated from Bunny Statues during Blood Moons no longer drop any money as of version 1.2.
In a similar fashion, Meteor Heads stop dropping anything once you enter Hardmode, so as to prevent players from creating artificial meteor head Biome Farms to farm Souls and Biome Key Molds.
The Rod of Discord was such a massive Game Breaker (being able to teleport spam at no cost) that the 126.96.36.199 update changed it so that attempting to teleport spam made the user Cast from Hit Points. You can still use it to explore or in an emergency, but not at the same rate as before.
The ability to stack positive damage affixes to large degrees made any life-steal setup almost devoid of risk to the player during confrontations where the player would easily out-heal hard-hitting attacks like chugging down Greater Healing Potions non-stop. The 1.2.2 update capped the rate of life-stealing to about 2 hearts per second, making less feasible a maximum damage setup Vampire Knives user from just sitting in the hit box of a boss monster mincing its insides while maintaining a full health bar.
Oculothorax: Small, medium, and large: Servants of Cthulhu, Floating Eyes, and the Eye of Cthulhu.
Newbies with low maximum health might think this when they misjudge a jump over a long fall down in the Underground or the Caverns. They WILL definitely think it if they trip a boulder trap while hurting.
The Eclipse and Blood Moon event notices or invasion warnings can trigger this response depending on the players situation.
Many of the hardmode Boss Warning Siren messages when bosses spawn naturally cause players to experience a brief moment of dread.
Players unexpectedly finding themselves facing multiple hardmode bosses at once due to a glitch, natural spawn occuring after a boss is summoned, or in general being surprised by a boss while fighting another boss.
Besides being crushed by the Wall of Flesh or running out of time against Skeletron, Explosive blocks are this. Explosive blocks deal 250 base damage, but all damage dealt from other players or to oneself (which includes explosions) is doubled, resulting in a whopping 500 damage. The maximum HP a player can have is 400, and the best protective gear and buffs can prevent at most 40-50 damage, meaning that a trip mine will instantly kill anyone within range. Trip mines are randomly scattered underground. In 1.2 for PC, this has been nerfed such that you take full damage without the previous PvP multiplier, and you can ensure your survival by boosting your life to 500 using life fruits.
Trying to enter the dungeon before killing Skeletron will cause the Dungeon Guardian to appear who does over 1000 damage.
Only Six Helmets: The game allows you to choose a hairstyle and hair color (sometimes with facial hair) for your character. It even lets you use the entire 24-bit color spectrum to do so. But, once you get that first helmet, kiss that hair goodbye (barring certain social helmets worn on top of it), including the facial hair, as there's only one sprite for each equipped helmet, and that sprite has no hair.
There is a wig you can wear, which you put over your helmet so you look hatless. It's really hard to get hold of it, though. You can also get a few social helmets that are practically nothing, like a flower in your hair; these will conceal your helmet if worn. There's also a set of social clothing that allows you to look like you're not wearing any armor, but it costs a pretty penny.
Open Ended Boss Battle: The only truly skippable bosses are the Queen Bee and Skeletron. None of the gear or drops from the Queen Bee, Skeletron, the Jungle's Beehives, or the dungeon and their content is needed to reach the end game content. Though not fighting them means players miss out on unique loot, collectibles, boss loot, and the NPC's they acquire from defeating Skeletron. In 1.2, several pieces of endgame content is located within the dungeon and its mobs, and 1.2.4 adds more loot to the Queen Bee and added more importance to Honey-related potions ingredients.
Technically you can skip any Pre-Hardmode boss if you get lucky enough to fish up a reaver shark. Have a fun time trying to mine hellstone with at-best Platinum gear, though.
Initially, your character sinks like a rock in water and will drown if you can't reach air. Special items like flippers and the breathing reed turn you into snorkel diver instead of a drowning rock, while the Diving Helmet significantly increases your air capacity. Neptune's Shell turns your character into an aquatic creature when equipped and in water, allowing you to remain underwater indefinitely, move underwater at the same speed as on land, and incorporating the effect of the flippers.
In 1.2, your character now suffocates when trapped in sand, silt or slush. No Oxygen Meter, you just lose health really, really quickly.
Organ Drops: Slimes drop slime gel, Soul Eaters drop rotten chunks of meat and Demon Eyes drop lenses. Enemies in the Crimson drop Vertebrae. The Brain of Cthulhu (and its minions) drop Tissue Samples. Hornets drop their stingers, Angry Bones drop bone fragments, and the Man-Eater plants in the Underground Jungle drop vines.
Orichalcum: The game features Orichalcum as an alternative to Mythril, it's appearance is pink and a full set of it's armor with any of the helmets causes pink petals to strike an enemy you hit.
Our Dragons Are Different: In the form of the Wyvern, a long, slender white dragon that roams the higher parts of the map while in Hard Mode.
Every once in a while you'll be warned that a Goblin Army is approaching. You'd be forgiven for dismissing this message as a non-threat, but in fact Goblins can be a serious threat to your life, your NPC inhabitants, and your clicking finger. Unless, of course, you have advanced equipment and increased max life. Or if you've built your base a ways to the east or west, or high into the sky, since Goblin Armies only attack near a map's central spawn point.
As said by the Goblin Tinkerer, they're quick to anger, and would even start a war over a simple goblin flag.
Clearly visible in the game and health begins to drain after you run out of air. It is possible to keep yourself alive with health items and having a large health meter for lengthy periods of time.
Diving gear and breathing reeds greatly retards the rate of oxygen depletion, while the charms that grant you transformation into merfolk eliminate the bar entirely.
The Gills Potion allows you to breath underwater. The Obsidian Skin potion also allows you to breath underlava (along with it's lava immunity effect) as of 1.2
Wearing the Lava Charm or the Lava Waders gives you a different type of "oxygen" that allows you to be submerged in lava for up to 7 seconds before you start to take damage from it. Both of those accessories can be worn together to extend that time to 14 seconds.
There are seven different versions of the basic Slime monster.
There's also two versions of the basic Skeleton monster, two of the Skeleton caster, two of the Bat, two of the Man eater (a jungle-based killer plant), and many of the Zombie.
In 1.2, Lead, Tin, Tungsten, Platinum, Palladium, Orichalcum and Titanium are practically alternate (and slightly better) materials of Iron, Copper, Silver, Gold, Cobalt, Mythril and Adamantite repectively, that can be generated in a world in the place of the latter materials. The weapons, bricks and furnishings made from them are appropriately different-colored as well, while the 'alternate' Hardmode Metal armor suits have unique properties that the Cobalt, Mythril, and Adamantite armor suits lack.
Wood can be found in different forms depending on the biome, including Shadewood (Crimson), Ebonwood (Corruption), Pearlwood (Hallow), Boreal (Snow), Palm (Beach/Sand), and Rich Mahogany (Jungle).
Most of the console-exclusive content, including enemies and equipment, were reskinned or recolored versions of existing content. The 1.2 patch to console Terraria changed this, giving the content in question actual unique graphics.
Patchwork Map: Played perfectly straight, the biomes are randomly generated and divided from one another by an invisible line.
Piggy Bank: Piggy banks are a personal "container" item, allowing your character additional space for storing all sorts of items (not just coins).
Subverted for the player with The Piranha Gun. It fires a mechanical Piranha that latches onto and chews enemies for continuous damage as long as the trigger is held. The initial shot is straight line of sight attack. However when the projectile Piranha kills an enemy it will immediately launch after the next nearest enemy. It will continue to do this for some time until it can't find anymore enemies, the player lets off the trigger, or a certain amount of time passes.
Pirate Parrot: One of the enemy types you face during a Pirate invasion, they're very weak but very fast and can hit surprisingly hard.
Planet Heck: Dig too far down and you'll end up in the Underworld, filled with lava that will more than likely kill you instantly, powerful monsters, and ore you can't even touch without hurting yourself unless you have a special accessory.
Player Guided Missile: The Magic Missile and its upgrades can be controled by the mouse/right analog stick, and can also be used as a portable light.
Powers Do The Fighting: The Star Cloak causes stars to fall out of the sky and injure anything that harms you. If used against weak enough enemies, the Cloak can easily take them out with no involvement from the player.
Powerful Pick: While pickaxes are always weaker then the same tier weapon, the autoswing is very useful in the early game.
Precision-Guided Boomerang: Represented in the game by the Enchanted Boomerang, Flamarang, and Thorn Chakram which supposedly have limited seeking ability for enemies. They are also capable of returning to the player through solid walls. The Possessed Hatchet outright seeks out your foes.
Pressure Plate: The game also has these, either purchased from the mechanic for 20 silver a pop or found naturally in caves hooked up to a Booby Trap.
The game has a Muramasa that is extremely fast, swings constantly when you hold down the attack button and can only be found in a dungeon. It is also used the craft the strongest Pre-Endgame sword.
The game has Excalibur as the Hallowed-tier sword. Auto swing makes this an overpowered blade.
The Philosopher's Stone appears as an accessory that reduces the amount of time the player has to wait for another chance to use a healing potion.
The Gungnir is a giant golden spear with a red gem in the spear head.
Purely Aesthetic Gender: Initially, the game had no gender option, simply allowing a player to choose default features that made the character look male or female. A later patch introduced the option to be male or female, with existing characters flattening out into male. So there are a lot of crossdressers in Terraria now.
Random Event: Meteors can fall without breaking a shadow orb, The Eye of Cthulhu can show up anytime you have +10 hearts and haven't fought him once yet, Blood Moons cause a mass of zombies and Demon Eyes to spawn and seek you out while allowing zombies to open doors, and the Goblin invasion. Hard mode random events include the Solar Eclipse and one of the hard mode boss encounters at night. Rainfall can cause Slimes holding umbrellas and flying fish to fill the air, as well as compel zombies to wear raincoats.
Randomly Drops: Some items can only be found as rare drops. Taken Up to Eleven with the 1.2 update. Now nearly EVERY enemy has a rare drop! Happy hunting!
Way too many to list, but the crowners go to the five Dungeon Keys (Corrupt, Hallowed, Crimson, Jungle, and Ice). As of 188.8.131.52.1, a mould of them drops in the corresponding biome with a 1 in 2,500 (0.04%) drop rate (previously 1 in 4,000 or 0.025%), which then needs to be used with souls from Hardmode bosses and the key from the jungle's Hardmode boss to craft. Without setting up a serious enemy farm, chances are you'll never see one of the moulds. What the keys unlock though is well worth it.
The Coin Gun, that uses your money as ammo with damage varying on the value of the coin. It has a 0.0125% chance of being dropped by Pirates (except the Parrot, which doesn't drop it, and the Captain, who gets a 0.025% chance).
The Slime Staff has a 0.01% chance of being dropped by almost all types of Slimes.
Really 700 Years Old: The Dryad. She hints at this during a random conversation. "I wish that [Name of Arms Dealer] would stop trying to hit on me, doesn't he realize I'm 500 years old?"
Reduced Mana Cost: Wearing the entire set of Jungle Armor will reduce the mana cost of all magic items by 16%. This stacks with the Nature's Gift accessory, which reduces mana costs by 6%.
In addition, the Space Gun uses mana instead of ammo, unless you're wearing the full set of Meteor Armor, in which case the gun uses neither ammo nor mana. The gun makes for quite an efficient long-range weapon, so even though there are higher-tier armors than the Meteor Armor, you might find it worthwhile to stick with it.
The Crystal Ball furniture item can grant you a buff that overall boosts your magic ability, including a discount to mana costs.
Reed Snorkel: A breathing reed is one of the various items, though its use is limited due to the shallowness it requires. You can breathe perfectly for up to three blocks underwater, and double your breath for any further depths. You also can't use any other item while using it, and due to the simplistic way the game handles water physics, you can easily dig air pockets above you even if you're in progress of draining an entire ocean.
Regenerating Health: Health slowly regenerates, with the rate slowly increasing, and resetting when taking damage. The Band of Regeneration, Celestial Charm, campfires, Heart Lanterns, and being (partially submerged) in honey provide a significant increase in the rate.
Regenerating Mana: The game has regenerating mana that varies in rate according to how much mana you currently have. The more you have available still, the faster it'll recover. One side effect of this is that it'll take forever to regain enough to cast certain spells when your maximum mana is low, but after getting enough upgrades you can use spells pretty much indefinitely just by pacing yourself.
Save Scumming: You can attempt this if you want to try for a good prefix when reforging by simply hitting Alt-F4 to avoid saving the game before quitting and losing all your money wasted on reforging. However, it can be time consuming.
The worms you find underground are no less than twice as long as you are tall.
Their corrupted brethren, the Devourers, are fatter, larger and meaner. Their boss version, the Eater of Worlds is even bigger, and will split into more worms if cut in half. These smaller worms get faster, but deal just as much damage if they hit you. Do it wrong and you'll have half a dozen crazy worms trying to eat you all at oncenote With good armour, this becomes a viable strategy to kill it more quickly.
In the Underworld/Hell scape there are bone serpents.
Once Hard Mode is unlocked, you now also have Diggers and World Feeders, essentially bigger and stronger versions of the Giant Worm and Devourer. And then you also have the Eater of World's bigger brother, The Destroyer.
Scenery Porn: The overworld backgrounds added in 1.1, later made even better in 1.2, are rather nice-looking, and change depending on which biome you happen to be in.
In the same game that shows players running around in metal armor, swinging swords and fighting goblins, you also have firearms, mana-powered laser guns, lightsabers and the jet pack-like Rocket Boots.
Special mention goes to the Minishark and its upgrade the Megashark, which are fully automatic miniguns that shoot musket balls.
And also the wires and switches system, where it is possible to have a wall switch or timer that turns tiki torches on and off.
1.2 gives you a Cyborg NPC that sells appropriately high-tech items like Rocket Launchers; and a Steampunk representative NPC that sells a Jetpack and a teleporter.
The Scourge of God: The Wall Of Flesh only appears when you chuck a voodoo doll of someone you know into a pit of lava.
Scratch Damage: Everything will do at least 1 damage. An important factor in some Dungeon Guardian killing strategies.
The Eater of Worlds is the most dramatic of these, but there are others. All of the other worm enemies have multiple segments of varying size and HP, and to kill them, you have to destroy any one. This can prove difficult with Bone Serpents.
With the inclusion of debuffs, these enemies become very vulnerable to flamethrowers and cursed flames, as each segment burns individually, draining their HP very fast. Except Destroyer, who is completely immune to all debuffs.
There are numerous methods available to enter the Lihzahrd Temple before defeating Plantera. You can teleport in using a Rod of Discord or two teleporter pads from the Steampunker NPC, or you can use actuators to "disable" the blocks in your way and walk in. Entering the Lihzahrd Temple early can get you access to advanced traps and unique furniture items, but the Golem boss still can't be summoned unless you defeat Plantera first.
Copper tools can mine gold ore, which will make equipment (especially the pick) that becomes the first real improvement to your starting gear, making the other ores in-between entirely skippable.
With some skill, players can actually bypass the base mineral armor sets and simply kill the Eater of Worlds a couple of times to get the raw material to forge a set of Shadow Armor. It is also possible to do this with the Brain of Cthulhu and the Crimson Armor set.
With the addition of fishing we get the Reaver Shark, a rare fish which can be used as a pickaxe, and can mine anything up to the first hardmode ore (either Cobalt or Palladium). So if you get lucky with your fishing early on you can just skip all of the normal mode pickaxe tiers entirely!
At first it was a relatively simple sandbox game similar to Minecraft (except 2D, don't forget that), with rather tame boss fights, the hardest of them arguably being Skeletron. Then came the 1.1 update, which felt more like an expansion pack than an update, with an entire slew of new content, most notably four new bosses, all of them significantly tougher than the original three. The focus also shifted more towards combat and farming for new equipment with the introduction of Hardmode, which not only introduces new enemies that are as common as regular zombies and hit harder than Skeletron, but also new weapons and armor that are much stronger than the pre-hardmode ones. THEN there was the 1.2 update, which brought a whole new mess of content like the 1.1 update, and adds more monsters (some of them stronger than Skeletron Prime) and new equipment that completely outclass all of the equipment found in the original release.
If the Moon events become a trend, it might end up this way. Pumpkin Moons caused players to rethink their boss fighting setups, especially after acquiring the new drops that exploit certain mechanics allowing them to easily cheese the last wave. Then came the Frost Moon where those same tactics became of limited effectiveness, compounded by harsher wave progression requirements and a higher number of waves. Then players started to reach the final wave solo, initially deemed nigh impossible without multiple players. Cue the previous Pumpkin Moon event becoming a joke to players possessing Frost Moon equipment.
Set Bonus: Each type of armor material has one of these. Some of them just boost your defense, but others speed up your attacks/movement, reduce mana usage, or emit light. End-game builds, however, do not always favor the very-much unique set bonus, in favor of mixing and matching different parts from different tiers to stack certain mods, sometimes leading to a case of Crippling Overspecialization.
Shamu Fu: There's a number of fish weapons/tools you can find in 1.2.4 with the introduction of the Fishing mechanic, including the stereotypical Swordfish and Obsidian Swordfish (which interestingly enough handle like spears), a Saw-tooth Shark that handles like a chainsaw, and fishes that act like pickaxes and hammers.
Shaped Like Itself: The Santa Claus NPC could-before a fix- spawn with the text 'Santa Claus the Santa Claus has arrived'.
Ship Tease: The Goblin Tinkerer and the Mechanic are always asking about each other. The 1.2 Big Update adds paintings, one of which is titled "Terraria Gothic" and features these two 'lovebirds' posing together in the fashion of the American Gothic painting.
Short-Range Long-Range Weapon: Mostly averted, but the Jester arrows tend to explode into a harmless cloud of flashing lights a few feet after they are shot.
Short Range Shotgun: Played straight with the hardmode firearm, the Shotgun. You won't hit stuff much farther than a few inches from your character, but since it uses 1 round to make 4 damaging pellets (much more so with Crystal or Cursed bullets), it's a beast at (close to) point blank range. The Tactical Shotgun is not immune either, but when they're loaded with chlorophyte bullets, their range drastically improves.
Silly Reason for War: You may frequently find yourself stuck in the middle of a goblin invasion, which can result in the wholesale slaughter of your NPCs, and which only ends after the player has killed dozens of goblins. According to the pacifist Goblin Tinkerer, the goblins are waging war over cloth (which is also a reference to the fact that you can summon an invasion with the Goblin Battle Standard.)
Skeleton Key: The the rare drop "Shadow Key" found in the dungeon, but once you have just one, it'll be all you need to unlock every Shadow Chest in the game.
Sliding Scale of Linearity vs. Openness: You spawn with some basic tools and a Guide who tells you what you can build with any materials you have on hand and gives you tips on how to survive in the long term. Otherwise, it's up to you.
The game's a borderline 5 or 6. While you are free to explore (mostly) wherever you want, the game has clear-cut boundaries on where you can, and how far you can go. A lot of the game's focus tends to be on Boss-Hunting, especially after the addition of stronger versions of previous bosses in the 1.1 update. Many people got bored of the game after defeating all the bosses, simply because the game was set up as a sandbox game; so there was no plot or sidequests to follow afterwards.
The 1.2 update adds new biomes (area types) and bosses to go with them. Oddly enough, this actually makes it a little more rather than less structured, since you can only reach certain bosses after defeating others (you can't get to Golem until you've defeated Plantera at least once, because you need the Temple Key Plantera drops to enter the area where Golem spawns).
Slimes: The basic and first monster you run into in the game. Has reached meme status on the fan forums.
Slippy-Slidey Ice World: The Snow biome. The 'slippy' part was expanded on in 1.2 with the addition of ice caverns and ice blocks.
Snowlems: Using the snow globe you get from gifts will pit you against the Frost Legion, which is an entire army of these. They're a lot harder than the goblins.
You can fall for a whole minute and survive if you land in water one and half a blocks deep. Yes, falling from the surface to the Underworld (about 1 mile all told) into a puddle half as deep as your character is tall lets him/her survive completely unscathed.
This also works with lava, but if the person doesn't catch on quick enough they can easily burn to death instead.
Honey works fine for this as well, with the added bonus that you'll get a regeneration buff once you dip in the honey landing pool.
The Hallow's music can sound fitting at first, while you're delighted by the shiny colors, but soon you'll be fighting deadly unicorns with that music on...
The Frost Moon plays a happy, Christmas-like melody while it's active. Therefore, you'll have to fight haunted Christmas trees, giant Santa robots, flying ice demons and many other abominations in what's currently the hardest event in the game while you're hearing that song.
Spam Attack: Some magic weapons can be used this way, if you have enough mana.
1.2 and its subsequent updates introduced many melee weapons that have ranged and/or area-of-effect capabilities. Needless to say, spamming those attacks are a given since melee weapons cost ZERO mana. Taken even further if said melee weapon has auto-swing capabilities.
Spike Balls of Doom: The game has these as a throwable weapon. As well as perpetually rotating ball-n-chain's spawning in dungeons.
Spin to Deflect Stuff: Averted with Skeletron, whose defense drops to zero while spinning. Played straight with Skeletron Prime, whose defense doubles while spinning.
Spread Shot: Quite a few spells are of the Spray Burst variety.
Sprint Shoes: Several accessories allow you to run faster. Also, wearing a full set of Shadow Armor gives a speed boost.
Squishy Wizard: The goblin sorcerer has the least hit points and defense in the goblin army, but they shoot projectiles that can travel through walls, making them the most dangerous enemies during a goblin invasion.
Stalked by the Bell: Taking too long to kill most bosses either causes them to leave or, in the case of Skeletron and Skeletron Prime, become practically invincible and able to kill you in 1 hit.
You get quite a lot of explosives from pots and chest, and the Demolitionist is mad about explosives. One of his quotes is "Why purify the world when you can just blow it up?" Funnily enough, using explosives is a perfectly valid method of removing the corruption.
Rocket launchers, grenade launchers and proximity mine launchers in the 1.2 update. They all share four types of rocket ammo, two of which can destroy terrain.
Stun Lock: Possible with many weapons, especially the Vilethorn and Nettle Burst. If it can be stunlocked, the Vilethorn/Nettle Burst will stop it. Newer weapons like the Razorpine attack so fast that catching certain bullet-spongey enemies in your hail of projectiles is almost guaranteed safe to just stand in front of it while you wait for it to die. Melee specialists can eventually find/craft an accessory that improves their weapon attack speed and knockback, allowing them this as well.
Super Speed: The Hermes Boots, which let you run super-fast, but interestingly don't give you super-acceleration; you'll need a long run-up to get up to speed, though you can get around this by grappling towards the ground while in midair and releasing the hook before it attaches you to the ground.
Swiss-Army Weapon: The Drax is some kind of strange artifact that can be used as a drill and chainsaw, and also works reasonably well as a weapon. Ditto for Picksaws and The Axes.
Sword Beam: Several new swords introduced in 1.2 are given these capabilities. The lowest of which is the Ice Sword that can only fire an ice shard every few seconds to the Terrablade that can fire beams that penetrate multiple enemies until dissipating. Being a sword, it benefits from melee bonuses, giving melee players a ranged attack of sorts.
Cursed Flames and related items/debuffs are an insidious green, and cannot be extinguished by diving into water.
You can also craft torches of many different colors using gems.
Teleportation Sickness: The Rod of Discord allows the players to teleport anywhere on the screen but also give you a Chaos State debuff that lasts for ten seconds and teleporting before it wears off results in massive, unblockable damage.
Teleporter Accident: The game plays this straight with the Rod of Discord, which is used to teleport over distances. If the item is re-used during it's cooldown period, it will cause heavy damage to the user. The game lampshades this if the teleport damage is fatal, mentioning that the player failed to rematerialize or now has feet where their head used to be.
Three of the pre-hardmode magic-based enemies tend to do this a lot. The imp which appears in hell, the magic skeleton found in the dungeon, and the goblin mage which appears during a goblin invasion. Unlike the two location/biome specific enemies the Goblin Mages can appear in a players buildings during a goblin invasion. Their magic bolts pass through the walls injuring the NPCs and player alike. That's right, even housing your allies in the thickest garrison or the most secure base can still get them killed from a randomly-teleporting goblin.
Chaos Elementals teleport more frequently and appear just as randomly. They run at you and teleport all over the place to confuse you.
A hardmode dungeon enemy, the Necromancer, teleports everytime they are injured. Not only is their spell annoying, but they teleport away after getting hit or after having been in one spot long enough.
There is a rare drop from the Chaos Elemental, the Rod of Discord, that lets you teleport as they do. A patch nerfed it so the player has to Cast from Hit Points if they want to spam, as the player's potentially absurd power combined with the Chaos Elemental's rapid teleportation, without so much as a mana cost, was not exactly well balanced. Later patches refined the Teleportation debuff of the staff, tuning it to be more or less powerful.
An elaborate system of teleporters can become this with clever manipulation of wires, switches, and timers.
This Is a Drill: When you get access to Cobalt/Palladium, Mythril/Orichalcum and Adamantite/Titanium, you can make drills. They smash through stone like pickaxes, and they do so very, very fast. You can also use them as a weapon, of course, and they don't do too badly against small foes. Chlorophyte also has a drill, although working range bonus aside, it is redundant as it is no more powerful than the tools required to mine chlorophyte, one of which is Drax, a pickaxe-axe combination.
Threatening Shark: Thankfully they only show up in the edge-of-the-map oceans unlike the smaller aquatic enemies. They are powerful enough to be a serious problem for a character with midgame equipment.
Thriving Ghost Town: A world can have a maximum of twenty-two friendly NPCs (twenty-three during the Christmas season). Although Terraria requires each of these NPCs to have a home to live in (and thus would constitute a small Thriving Ghost Town if a player built an actual house for each NPC), a "home" can be as simple as a room in a much larger structure, so it's more commonplace for players to construct a base or fortress instead of a town.
Most bosses have to be defeated before sunrise, or they will run away. Skeletron and Skeletron Prime will instantly kill you instead. The Wall of Flesh will travel from one end of the map to the other as you fight it, and will instantly kill you if it reaches the other side, which has the side effect of the "time limit" being different depending on the size of your world. Finally, while not exactly a time limit, do be careful to not lure Plantera to the surface or outside of the Underground Jungle. If you do, it won't take kindly to it and rip you to shreds.
The Moon events have the major boss-level enemies fleeing extremely quickly at 4:30AM, while it is possible to catch lesser mobs remaining as they do not flee as quickly.
Amongst the furniture in the game, you can craft and place iron/lead bathtubs and water-closets. As of the Big 1.2 Update and the introduction of the Pirate Invasion event, you can also get a golden toilet as a rare drop from pirates. For the purposes of NPC housing, toilets count as chairlike surfaces. It is possible to create a village with all the NPCs having 'thrones' instead of normal chairs to sit on.
The Golden Shower Hardmode weapon.
You can get a Whoopee Cushion, which can be combined with the Cloud in a Bottle to get a Fart in a Bottle, and then combine THAT with the Shiny Red Balloon to get a Fart in a Balloon as of version 184.108.40.206.
Players can build oversized pixel art of toilet humor-related things if they want to.
When night falls and monsters begin assaulting your home, NPCs stop wandering around and hide in their rooms. They don't, however, necessarily close the doors behind them.
During the Goblin Army event, in which hordes of goblin warriors and wizards attack your town, the NPCs continue to walk around outside. Because it's daytime. It's always safe in the daytime, right? Taken Up to Eleven between the 1.2 and 1.2.2 updates: they would run around in a Solar Eclipse and easily get murdered by vampires and swamp monsters (thankfully, the 1.2.2 update fixed that).
If you don't have a shelter that can support your guide (it requires a table, chair, and light source), he will constantly wander near you. This means constantly opening the doors to let zombies in.
In general, friendly NPC behavior is relatively simple. They can easily get themselves trapped out in the open and be unable to find their way back unless you literally wall their path every step of the way. They're honestly better off if you just wall them inside your house. Houses need at least one entrance to be considered suitable. There's no rule saying the NPC has to be able to reach it.
Total Eclipse of the Plot: Since the 1.2 update, things get really hectic in the world of Terraria during a solar eclipse. The easy-to-deal-with slimes are replaced with highly aggressive, durable and surprisingly speedy beasties out for the player's blood until the sun sets.
Trauma Inn: Beds are only good for setting your spawn point. You can't even sleep in them.
Tsundere: The Nurse can come off as this: Some of her quotes suggest a Team Mom mentality, others that she only sticks around because you pay her.
Tunnel King: You're required to become one if you want to get much accomplished.
At half health, the Eye of Cthulhu breaks open into a giant mouth. It stops spawning minions and begins charging the player much more aggressively.
At first the Brain of Cthulhu floats around semi-invisibly as its numerous floating eyes attack you. When the eyes are dead the Brain opens up to reveal a heart and begins attacking you directly.
In the console version, Ocram's body changes at half health. Its eyes fall out and a third eye opens on its forehead, it gains more damaging lasers and demon scythe projectiles, and charges constantly.
The Twins follow the example of their predecessor the Eye of Cthulhu by also changing at half health. Retinazer gains a large laser cannon and his occasional shots become Beam Spam. Spazmatism gains a mouth and loses his fireballs in favor of a near constant Hellfire Flamethrower.
Plantera's bud opens up halfway into the fight. It becomes faster and more aggressive with its attacks, as well as gaining numerous Combat Tentacles and it begins launching damaging spores into the air as it attacks.
After the player reduces the health bar of the Golem's Head to zero the head lifts off into the air. It flies around the area and continues launching lasers and fireballs while you have to fight the body, which begins leaping toward you constantly.
Duke Fishron's eyes glow yellow at half health. He now charges the player less times but is much faster and painful, his bubble attack has him do a loop-the-loop resulting in a huge spray, and he now fires only one Typhoon that homes in and summons an even bigger Sharknado that hurts like crazy and summons even more sharks.
Some enemies such as the Wandering Eye, Lihzards, and Eyezor behave this way as well. The Wandering Eye is like a mini Eye of Cthulhu, the Lihzahrd go down on all fours, become immune to knockback and charge the player quickly, the Eyezor goes from slow laser shots to shooting out Beam Spam.
Turtle Power: Giant Tortoises in the Underground Jungle and Ice Tortoises in Underground Snow. They have lots of health and armor and are pretty slow, but they utilize a fast spinning attack to move around and deal heavy damage.
You can collect Turtle Shells from the Giant Tortoises to craft the Turtle Armor, which boasts extremely high defense and a Set Bonus of reflecting damage back to physical attackers.
1.2.4 adds the Turtle Mount, which improves your mobility underwater when in use.
Unicorn: The Hallow biome spawns unicorns. They are your traditional horse-with-a-horn variety and are invariably hostile. Killing them for their horns is the only purpose they seem to have.
Unlimited Wardrobe: The game added three "Vanity Items" slots just to facilitate this. The slots replace the sprite (but not effect) or headgear, armor, and pants, just to show off all the clothes you've bought and/or made yourself while still being a walking Magitek tank.
You have Demonite and Crimtane, which are dropped by boss monsters and found in extremely rare small clusters that are usually only enough for a single bar or so.
Meteorite, which only appears after you destroy a Shadow Orb/Demon Heart.
Hellstone, which you can only find in the underworld.
Cobalt/Palladium, Mythril/Orichalcum, and Adamantite/Titanium are only available after defeating the Wall of Flesh and are used for endgame equipment. You'll only be able to get one of each pair in a given world, however.
Hallowed metal, which can only be found as a drop from the three robotic bosses, there's not even a hallowed ore!
Chlorophyte, which begins growing in the Underground Jungle during hardmode. It can become somewhat common as it grows by replacing nearby mud and jungle grass, but gathering it can still be a bit tricky thanks to the dangerous hardmode jungle enemies like giant tortoises and moss hornets.
Shroomite bars, which can only be made by taking chlorophyte bars (which are already fairly hard to acquire, as mentioned above) and combining them with large numbers of glowing mushrooms.
Useless Useful Spell: Status effects are mostly not very effective. In the time it takes for the slow damage over time of the On Fire! or Poisoned debuffs to kill an enemy you could have already killed the enemy a hundred times over using regular weapon attacks. Averted in the case of the bosses though, as the extra damage status effects allow you to deal will definitely help.
The Very Definitely Final Dungeon: As the game developed, these have popped up. First, it was the Underworld, then the entire world became this after the release of Hard Mode. Currently, we have the Lihzahrd Temple, which can only be unlocked by a key dropped by Plantera. With the addition of Duke Fishron, a new post-Golem boss, it's possible we may eventually get another of these.
The Guide Voodoo Doll will allow you to harm the guide. However, he respawns after you kill him.
The only way to get one of the Nice Hats is to kill off the Clothier. The Clothier Voodoo Doll (that can summon Skeletron for a rematch) is added in the 1.2 patch, as if that wasn't already enough encouragement.
The Goodie Bags in the Halloween Update can yield Rotten Eggs, a kind of consumable throwing weapon that can damage the NPCs if you aim at them (normally such friendly fire is impossible with regular weapons).
Two words: Bunny Cannon. The tooltip even says "Killing bunnies is just plain cruel. Period"
Videogame Flamethrowers Suck: Averted with the flamethrower here. Not only does it pack a punch and causes damage over time due to setting enemies on fire, its range is quite nice and its ammo is hilariously easy to get. Those slimes hopping around? All that gel that is cramming your pockets and your chests? Yeah, that's what you use to fuel it. Slime statues rigged to timers can fill your entire inventory with gel just by going AFK a while. And the Frost Moon event gives you the chance to get the Elf Melter, which is essentially an upgraded flamethrower.
Villain Forgot to Level Grind: The first round of bosses are a real challenge, particularly the Wall of Flesh. Once you reach hard mode and acquire its dramatically more powerful gear, they'll come off like pushovers. For comparison, the final normal boss has 8000 hit points. The most fragile hard mode boss has 30000.
Voluntary Shapeshifting: You can use certain accessories to turn into a werewolf during a full moon, or a merman to swim better.
The Guide Voodoo Doll, which will allow you to harm the guide. However, he respawns after you kill him. If you throw it in lava while in the Underworld, it causes Wall Of Flesh to spawn in addition to killing the guide normally, which turns on hardmode for your world if defeated.
There's also the Clothier Voodoo Doll, which lets you kill the Clothier, which also summons Skeletron when done at night.
Voodoo Shark: The Cloud in a Bottle allows you to Double Jump. How? By creating a cloud as a platform to jump from. How that supports you is another question.
Skeletron will teach you the meaning of pain if you've gotten cocky tearing through the Eater of Worlds and the Eye of Cthulhu. The Wall of Flesh is another big step up, and then you get another big wake up call the first time you attempt any of the hardmode bosses.
1.2 added another boss like this: Plantera. While Plantera's 30,000 HP isn't particularly terrifying, it packs a major punch with its attacks. Most importantly, Plantera doesn't come to your custom arena, with the heart and star statues just a hop away; you come to Plantera, in the Underground Jungle. And don't even think of trying to lure it to the surface. That said, there's no rule stating you can't build an arena around where the bulbs are, provided you have the patience to build one...
Without special accessories or equipment the character is limited to walking and jumping underwater.
The NPC's are limited to this behaviour in water.
Many of the monsters and other enemies who normally walk on land will behave this way in water.
Subverted for the players with certain accessories or potions. You can walk on water with a Water Walking potion or with certain boots. Combine those boots with Obsidian and later with Lava Charm and you can also walk on lava. In addition to being able to be imersed on lava without penalty for 7 seconds! A must for those tackling Wall of Flesh.
Walk on Water: The water walking potion grants the player this ability.
Warmup Boss: The Eye of Cthulhu is usually the first boss the player will face (because it can spawn automatically when you're strong enough) and fairly simple to beat with a good ranged weapon. Its attacks aren't all that strong, either, and dodging it is simple enough with a few levels of wood platforms.
The War Sequence: The Goblin Army, a hundred-strong army of goblins with varying professions. The number increases for every person playing when one strikes. To solidify the point that this is going to take a while, they drop weapons that actually help you in taking them down easily.
The Eye of Cthulhu shoots out mini-eyes to attack the player as a sort of ranged attack.
The Brain of Cthulhu shoots out flying eyeballs that serve as its life bar.
The Wall of Flesh shoots out burrowing worms that attack the player as well as the feeders that extend on cords to attack the player.
Plantera sprouts vine attached attack mouths like the wall of flesh has in its second stage.
We Buy Anything: Merchants will gladly take anything you give them. Keep in mind however, some items have no value, so wouldn't even be worth keeping as Vendor Trash, such as excessive dirt blocks. While you can get rid of unwanted items this way, you can also simply dump the items if you come across something more valuable along your adventuring.
We Can Rebuild Them: The Eye of Cthulhu, the Eater of Worlds and Skeletron are 'rebuilt' into deadlier, cybernetic versions of themselves (the Twins, the Destroyer, and Skeletron Prime respectively) so that they can get their vengeance on you when you reach Hard Mode.
What the Heck Is an Aglet?: An Aglet is one of the available equippable items, providing a small speed boost when equipped. It's also an essential component for the Frostpark Boots.
What the Hell, Player?: The Voodoo Dolls of the Clothier and the Guide have the description "You are a terrible person."
When Trees Attack: The Splinterling and Mourning Wood enemies during the Pumpkin Moon (the latter of which spits flaming branches at you) and the Everscream during the Frost Moon (who shoots spikes instead of flaming branches).
Whoopee Cushion: A whoopee cushion can be found as a joke item. It does nothing but produce funny noises.
Wide Open Sandbox: In a similar vein to Minecraft, the game throws you in at the surface of a pristine wilderness and sends you off to do your thing.
Winged Humanoid: Harpies. You can become one yourself by crafting and equipping wings.
Womb Level: Implied by the art style and presence of flesh-themed items and enemies in the Crimson Biome. Can be taken further if you get your mitts on a rare drop in the Crimson and convert the Crimstone blocks into flesh blocks, which can be used to craft furniture made of flesh.
The "pots" in the crimson look like strange growths and the various surface plants look like growths with eyeballs. The entire biome is very red themed in general.
The boss of the Crimson is a giant brain Eldritch Abomination summoned either by smashing three beating hearts or using a bloody spine item crafted at bloody altar using individual vertabrae dropped by enemies in the biome.
Wormsign: Giant worms and other burrowing enemies leave a trail of little bits of dirt flying around as they're digging. They also have a very characteristic sound which can be somewhat unnerving if you can't easily defeat them yet. It does give a good indication of what side they'll be coming from next, though.
Worthless Yellow Rocks: Averted with coins, which are always useful since you need them to buy stuff from the merchants. Can be played straight with other things, including the literal gold deposits, which make low to mid level items. Once you get into hardmode, you'll probably be more interested in finding the higher level ore deposits, such as mythril or chlorophyte, and may end up bypassing lower level ore deposits including gold. note Unless you want to build a house from Gold Bricks...
Wrench Wench: The Mechanic. A female character in a yellow mechanics jump suit with a large wrench on her back. She sells the player the various items used for using the wiring sytem in the game.
You Gotta Have Blue Hair: The game allows your character to have hair of almost any color (now including Flat Black, as of the 1.2 patch which changed the way coloring works). You also have the option to have unusual skin colors.
Your Soul Is Mine: In Hardmode, souls start dropping from enemies near hallow or corrupt areas, as do the hardmode bosses. You need souls to craft the best stuff.
You Will Not Evade Me: Attempt to run away from the Wall of Flesh and he gives a debuff called "The Tongue", which basically means he reels you back in for heavy contact damage. If a player attempts to warp back to spawn, he instakills them instead.
You can explore the blighted, dark lands of The Corruption and the joyful, light-aligned Hallow and find respectively Dark and Light Souls, which are used to make or upgrade dark or light-themed equipment. Fuse them with two particular (and rather rare) items and you obtain the Dao of Pow, an Epic Flail which is essentially a huge spiked Yin Yang on a chain capable of massive damage and confusing any enemy it touches.
The goblin army event causes more than 100 goblins to spawn on both sides of you and all come after you. Have fun killing warriors from both directions while pelted with arrows and magic from afar.
In the alpha, the slimes had a high spawn rate and would swarm players while they tried to work making it difficult getting your shelter built. While the slime spawn rate has been toned down, this can still happen on blood moons with the zombies and demon eyes.
In hard mode, especially before you get decent hard mode equipment, Blood Moon can become tougher than the normal mode bosses ever were, while the Solar Eclipse can feel like a horde of Boss in Mook Clothing enemies.
Snowmen too when you use the Snowglobe item.
At the lower levels of the caves at the current version, it is nearly impossible to get a respite from the hordes of Skeletons, Giant Worms, and Mother Slimes.
Then in the Underground Jungle you have Hornets which can spawn in swarms of up to 6. At one point the hornets had their health and attack damage balanced out but they remain damngerous en masse.
Also have fun in the Underworld where Imps never stop spawning, throwing fireballs through walls at you while teleporting all over the place. Then come the bone serpents. The spawn rate was mercifully toned down in a patch, but can still be tough at times, although you will no longer regularly have to deal with three simultaneous bone serpents.
The Underworld includes flaming bats and demons, which will constantly swarm you if you're traveling the "safer" route by grappling along the ceiling.
You can incite this by placing a water candle (held instead prior to 1.2.3) which can be found in great quantities in the dungeon. Though it only has a modest effect, it is still useful for attracting monsters to traps to farm thier drops. A similar effect can be induced by consume a Battle Potion. For the record, both of these items' effects stack, so try to use both for maximum efficiency.
Eaters of Souls and their variants in the Corruption spawn in massive numbers, sometimes up to a dozen at once, and charge the player relentlessly. Any low-level player wandering into that area is unlikely to get back out alive.
The enemies in the dungeon never stop coming. Wizards attack you from random directions, skeleton warriors charge in more than six at a time, and flying skulls can shut off your ability to attack briefly. If that wasn't bad enough, their spawn rate increases as you reach lower and lower depths and if even THAT wasn't enough for you, they all have upgraded versions that appear after defeating Plantera along with OTHER new, unique hardmode dungeon enemies such as the VERY bulky Paladin and the extremely fast Bone Lee.