Delicious exploration in an easy to digest 2D package!
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 which added over 1,000 items and other changes futher increased the scope and general complexity of the game. The update introduced new biomes, enemies, and items.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.
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.
All Periods Are PMS: Most characters have unique dialogue during the Blood Moon. During that time, every female NPC becomes rather irate...
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 (Cloud, Blizzard and Sandstorm) 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 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 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.
Taken evenfurther with Ankh Shield which is technically combination of eleven different accessories (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.
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.
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.
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.
Flippers allow the player to swim meaning it is easier to move around in water and avoid drowing.
Diving helmets improve how long the players 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, in exchange for drowning when you try to breathe normal air.
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 drop at a low rate every night, and are not reusable when 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 Demolition Expert: "Why purify the world when you can 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 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.
To be fair, MOST of the endgame loot falls into this, because by the time you get the random drops or get the proper materials to craft the "overpowered" gear, you've already beaten most of the game. For example, keys for the special Dungeon chests (not the Gold ones) are one in four thousand drops. That said, acquiring those end-game loot will open up playing strategies that make murdering mobs faster and easy, rather than the other way round.
The Enchanted Boomerang found occasionally in chests. It has a very fast attack speed, lights up wherever it goes, making it easier to fight in the dark, and has decent damage. With enough practice you can juggle enemies and send jumping enemies flying. It can effectively replace any weapons until the mid-high tiers, especially considering that toward the higher end you can upgrade it to bring it back up to par. Also, because of how its light particles behave, it has a great Mundane Utility as an early-game prospecting tool. Its upgrade, the Flamerang, generates more light, has better range, and sets enemies on fire.
The Minishark which has a one-in-three chance of not using ammo for a shot, meaning if you have enough ammo, it becomes your bestest friend. It also has a high rate of fire meaning higher damage per second for fighting bosses and tough enemies. Its upgrade, the Megashark, gets a 50% chance of not consuming ammo. And it deals a lot more damage. This can be boosted from a 1/2 chance to a 3/4 chance not to consume ammo by wearing a full set of Cobalt and Adamantite armor with the mask equipped, the Mythril armor with hat, or the Hallowed armor with helmet. Shroomite armour allows for a further increased boost to damage, chance not to consume ammo and critical strike chance and several accessories all boost ranged damage, furthering the effect of each shot and how many you get out per actual bullet. Chlorophyte bullets, while requiring a rare ore, have a homing effect, meaning that you get More Dakka and every shot hits.
For mages, Crystal Storm is basically a magical equivalent of a Megashark loaded with Meteor Shot.
Angel Wings and Devil Wings, gives the ability of flight, similar to Rocket Boots. Only with longer flight time. Also, their flight time can be extended even longer, as they stack with Rocket Boots and Spectre Boots. They also have the ability to negate all fall damage, similar to Lucky Horseshoe, AND have the ability to feather fall (fall slower). Making them three accessories in one!
And with 1.2, a whole host of wings that can fly for even longer distances.
For people who prefer crossbows, we have Holy Arrows. The arrows themselves aren't particularly powerful, but the falling stars they summon upon impact are.
The Magical Harp has the seemingly mundane ability to fire damaging musical notes at different speeds based on how close the cursor is to your character. Doesn't sound all that impressive at first. However, the notes pierce enemies and rebound off walls, which makes them perfect against worm enemies. Buffed correctly, it can bring down the Destroyer in 15 seconds.
The Grappling Hook and its many upgrades.
The Star Cloak causes three stars to fall around you every time you take damage. While they aren't exactly accurate, it's very useful if you get mobbed, and briefly lights up half a screen worth of solid rock to allow for easy mining. It can also be combined with either a Cross Necklace, giving it the longer invulnerability, or the Honeycomb, making it release bees as well when hit.
The Heat Ray: Fantastic crowd control weapon, fantastic light source.
And much earlier, the Golden Shower spell. It too fires a piercing beam that can easily stunlock groups of enemies, deals high DPS and is very MP-efficient. Plus every enemy struck has their defense lowered for 15 seconds. But the best part is that it can easily be obtained without fighting any of the hardmode bosses.
The Wisp in a Bottle actually moves faster than a frozen molasses snail, leads your movement, and is reasonably bright.
Probably the ultimate accessory, the Ankh Shield. Crafted from 11 separate items and gaining all of their anti-debuff benefits in addition to +4 base defense. No longer do you have to worry about being slowed with halved armor while you are bleeding to death as you are under a curse that prevents you from using any item in your possession.
The Blood Moon event, which happens occasionally. It increases the enemy spawn rate, overrides spawn restrictions in towns, gives zombies the ability to break doors, and spawns Clowns in Hardmode.
1.2 brings forth the Solar Eclipse in hardmode, which is even worse.
And now we have the Pumpkin Moon! Ghouls, ghosts, and fire-spitting trees of death!
Another moon event, The Frost Moon, which makes all your Christmas joys become nightmares, is now available as well.
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.
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.
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 icebeams 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.
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.
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-enabled 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. 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.
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.
Booze-Based Buff: A new update introduced a brewery, where you can make ale. It lowers your defense and increases offense.
The travelling merchant can sell sake that lasts twice as long as ale.
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.
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.
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.
Cast from Hit Points: Version 188.8.131.52 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.
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.
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 quesiton.
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 "good 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). 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
Damage-Sponge Boss: All the bosses count, but the hardmode bosses take the cake, having 10 times the HP of their predecessors.
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.
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
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.
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.
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.
Making a mushroom biome on the surface pre-Hardmode guarantees that the first Hardmode NPC you see will be the Truffle. You can buy the Mushroom Spear from him for a very reasonable price, and it'll outclass most other melee weapons for a long time.
Ice Golems can be fought as soon as you enter Hardmode and enter precipitation. They drop the Frost Staff, a decent magic weapon, and Ice Feathers, which are used to craft Ice Wings.
It's ridiculously unlikely, but it's possible to get five Platinum Coins out of the Extractinator. Five Platinum Coins will last you all the way into Hardmode.
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 Paladins 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 gives a chance of causing a meteor to fall 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 similar thing, although they will summon the Brain of Cthulhu instead.
Getting 200 health without fighting The Eye of Cthulhu can trigger an event where the Eye can summon 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.
Best all three mechanical bosses at least once each causes Plantera bulbs to spawn in the Underground jungle.
Defeating Plantera causes hard level enemies to spawn in the overworld 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. This includes its own sparkles, so the armor turns into a torch if you stand still. 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 from clowns, rarely. Clowns themselves are pretty uncommon during blood moons, which also don't happen too often. 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 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.
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.
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 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.
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, and Unicorns that are eager to impale you. And at night, gastropods that riddle you with laser beams.
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.
A 1.2 Update mob for Hard Mode, the Nymph, is a nude female humanoid. Of course, no anatomical detail can be seen in the pixel art.
There's a weapon called the Golden Shower. There is nothing more to be said.
During the Pumpkin Moon event, there's a tough, fire-spitting tree called the Mourning Wood. ...Yeah.
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.
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 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).
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.
Three varieties that you can brew yourself at a alchemy station. You can also buy the lesser healing potion or find it in chests and the dungeon, but you have to craft higher end healing potions. They're also dropped by the hard mode bosses in large quantities. You also can craft mana potions or find them in the dungeon. The highest tier of mana potion has to be bought though.
Players can combine the lesser or standard kinds to make a restoration potion, which restore both life and mana at once.
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).
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.
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.
Here There Be Dragons: In the form of the Wyvern, a long, slender white dragon that roams the higher parts of the map while in Hard Mode.
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.
Homing Projectile: 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.
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.
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.
Falling from the top of the world to the underworld biome can take a fair bit of time, regardless of what happens to you when you get there.
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 Re-Logics tagline is: "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. *
Compared to the Light's Bane/Blood Butcherer which requires killing a boss to reliably acquire materials for construction, the Muramasa, which requires killing a boss AND looting a key to open a chest which contains one(while surviving the much more dangerous environment), and the Fiery Greatsword, which requires a hellstone capable pick and the ability to survive the inherent risks of a lava environment.
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 the Wall of Flesh 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. 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, 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.
Death Sickle: Obtained by killing Reapers during a solar eclipse, it is technically a sword weapon despite having the appearance of a scythe. 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 lingers around for a while before dissipating, damaging any enemy that touches it. Needless to say, it is quite effective at slaying The Destroyer.
Gungnir: A hardmode spear crafted from hallow bars. It has insane range, high damage, and a particle effect that makes exploring a breeze.
Mushroom Spear: If you manage to get the Truffle NPC however, you can buy the Mushroom Spear, which has 60 base damage, more than even the console-exclusive Tonbogiri. It's power lies in generating a rows of spinning mushrooms that ignore terrain, each dealing damage while they exist briefly.
Chlorophyte Partisan: Similar to the Mushroom Spear in that it generates a spore cloud of damage at the apex of the thrust that ignores terrain and deals damage for the duration of the sprite.
Light Disc: A hardmode thrown weapon that you can spam up to five of them and it ricochets several times before returning. has a bonus of giving off light when thrown. In 1.2, this usually becomes the Penultimate Weapon once you start acquiring Bananarangs.
Bananarang: Like the light disc, 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: THE absolute game-changer for melee characters. It is 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.
Sunfury: The most powerful pre-Hardmode Flail, it can set enemies on fire.
Dao of Pow: a powerful craftable Hardmode Flail that confuses enemies randomly.
Flower Pow: Plantera's Flail drop, it produces flower blooms that cause lingering damage.
Golem's Fists: Dropped by Golem itself, its Fists let you Rocket Punch with great power.
North Pole: A spear dropped by the Ice Queen. It shoots an icy javelin that leaves a tight trail of snowflakes that descend and do massive damage. THE melee weapon to solo 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.
Megashark: Pre-1.2 King of dakka, making mince meat of everything in long distances.
Tactical shotgun: Close range weapons that pound hard at enemies that are close and personal.
Flamethrower: Contrary to the trope, doesn't suck, partly because it does a lot of damage on an reasonable range and its ammo is shamefully easy to obtain.
Star Cannon: It does massive amounts of damage and shoots quite fast since its un-nerfing in 1.1, but may count as Too Awesome to Use because its ammo is useful for other things and quite rare to find.
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.
Rocket Launcher: It has area of effect coupled with high damage. It can also be used to destroy an entire cluster of blocks at once, allowing for easier exploration.
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.
Chain Gun 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: A direct upgrade to the Flamethrower, 1.5x the range, Nearly twice as powerful, and uses the ever so abundant gel as ammunition
Snowman Cannon: 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.
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: This is what you 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. 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 drops 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: Shoots high damage pines affected by gravity but at a rate faster than that of the Megashark.
Blizzard Staff: 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.
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. Very useful when combined with the ivy whip to work on large rooms.
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. Frost key for the frost chest found in the frost biome for example. The keys open unique locked chests in the dungeon and the keys are used up when the chest is opened.
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.
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.
Jungle Japes: Available in both surface and subterranean variants.
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.
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.
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.
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.
Knife Nut: Throwing Knives are a pretty reliable weapon early in the game. Their most powerful version 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!
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.
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, 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.
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.
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.
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.
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.
Money Spider: All enemies drop coins (among other things) when killed.
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.
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.
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...
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.
The goblins tied up the tinkerer for pointing this out to them. Also the players, because no one knows for sure whether the sun is to the South (and East/West to the left/right) or to the North (and the planet revolving counter-clockwise). The wiki itself is incredibly inconsistent about it.
Averted when Goblin Invasions are announced. If it says they are approaching from the east, go from the spawn point to the right and see them catch you mid-way.
Based on the overworld background animation and the above fact about Goblin Invasions, the sun rises in what would be West (or Northwest) and sets in the East (or Northeast).
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.
The Rod of Discord was such a massive Game Breaker (being able to teleport spam at no cost) that the 184.108.40.206 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.
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.
Open Ended Boss Battle: The only truly skippable boss is Skeletron. None of the gear or drops from Skeletron or the dungeon and it's content is needed to reach the end game content. Though not fighting him 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.
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.
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.
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) and Rich Mahogany (Jungle).
Console-exclusive endgame equipment are mostly reskinned or recolored versions of the previous tier.
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.
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.
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.
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 220.127.116.11.1, a mould of them drops in the corresponding biome with a 1 in 4,000 (0.025%) drop rate, 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 gun seller would stop trying to hit on me, doesn't he realize I'm 500 years old?"
Regenerating Health: Health slowly regenerates, with the rate slowly increasing, and resetting when taking damage. The Band of Regeneration, campfires, Heart Lanterns, and being (partially submerged) in honey provide a significant increase in the rate.
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.
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.
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.
Ship Tease: The goblin tinker 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 flame mods), it's a beast at (close to) point blank range. The tactical shotgun's not immune either, but when they're loaded with chlorophyte bullets, their range drastically improves.
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.
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.
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.
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 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.
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.
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.
An elaborate system of teleporters can become this with clever manipulation of wires, switches, and timers.
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.
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 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.
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 18.104.22.168.
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.
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.
Triumphant Reprise: The Hallow theme is a nice remix of the normal Forest biome theme. The Underground Hallow theme is a remix of most of the biome themes in the game. The Underground Corruption theme is a trippy, sinister remix of the Corruption theme combined with elements from the regular Underground theme.
Some of the bosses change shape around half way through their health getting new attacks and usually becoming more aggressive. The Eye of Cthulhu for example starts out rushing the player in a pattern and shooting mini minions at the player. About halfway through it's health it spins in place the center breaks out and it gains toothy mouth. The boss then agressively follows and charges the player rapidly.
Some enemies such as the Wandering eye, Lihzards, and Eyezor behave this way. The Wandering eye is like a mini Eye of Cthulu, 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.
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.
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.
Silver counts as well, being rarer than gold, harder to find because it's almost the same color as normal stone (which there is a lot of where it is), and when you do find it in one vein, it's barely enough to make a silver candle out of.
In addition to the above, 1.2 now has Hallowed, Chlorophyte, and Shroomite bars.
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.
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).
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.
Voluntary Shapeshifting: You can use certain accessories to turn into a werewolf during a full moon, or a merman to swim better.
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.
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 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 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).
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.
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.
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 with a water candle, though it only has a modest effect and needs to be in your hand in lieu of a weapon, making it normally only useful for attracting monsters to traps. A similar effect can happen when you consume a Battle Potion. For the record, both of these items stack so try to use both for maximum effect.
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.