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Added master mode damage to Rune Wizards


* Rune Wizards. The hardmode, much less whimsical version of Tims, they shoot powerful projectiles that can pass through solid blocks and cannot be deflected. They are also deceptively tanky, being almost twice as hardy as most of their armored cousins in the hardmode dungeon despite looking and acting like a typical SquishyWizard. Most players would reasonably attempt to close the distance and kill them with a sword like with most of the wizards they've encountered, but for some inexplicable reason, they deal more contact damage than any other regular enemy in the entire game, doing '''200 damage''' ('''400''' in Expert mode), which makes their TeleFrag a lot more powerful than it should be and makes it dangerous to even try and use melee without bumping into them and losing over half your health (or in Master, ''all of it''). To put that in perspective, the spells they cast are only 90 damage (180 in expert), less than half, and the Crawltipedes, the strongest enemies of the final event of the game, the Lunar Events, only deal 150/300 head-on. The only attacks that meet this damage are the Clown's bombs, which do the same, the Martian Saucer's desperation deathray, which deals 100 more, and the Dungeon Guardian, which just flat-out kills you.

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* Rune Wizards. The hardmode, much less whimsical version of Tims, they shoot powerful projectiles that can pass through solid blocks and cannot be deflected. They are also deceptively tanky, being almost twice as hardy as most of their armored cousins in the hardmode dungeon despite looking and acting like a typical SquishyWizard. Most players would reasonably attempt to close the distance and kill them with a sword like with most of the wizards they've encountered, but for some inexplicable reason, they deal more contact damage than any other regular enemy in the entire game, doing '''200 damage''' ('''400''' in Expert mode), mode, and a ridiculous "600" in Master mode!) which makes their TeleFrag a lot more powerful than it should be and makes it dangerous to even try and use melee without bumping into them and losing over half your health (or in Master, ''all of it''). To put that in perspective, the spells they cast are only 90 damage (180 in expert), less than half, and the Crawltipedes, the strongest enemies of the final event of the game, the Lunar Events, only deal 150/300 head-on. The only attacks that meet this damage are the Clown's bombs, which do the same, the Martian Saucer's desperation deathray, which deals 100 more, and the Dungeon Guardian, which just flat-out kills you.

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* In Hardmode, Skeleton Commandos can pose a serious threat. They blend in well with the other skeletons in the dungeons and their rockets are fast, long-ranged and pack quite a punch. In addition, because of their blast radius, even an indirect hit can be deadly.


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* The Pirate Invasion has two particularly nasty enemies:
** Pirate Captains can only spawn one at a time and are slow moving but they blend in well with the horde of other pirates and they attack with a combination gun/cannon that fires bullets at a rate equal to the [[GatlingGood minishark]] and then finishes off with a cannonball that deals ''200 damage''. To top it off, killing them spawns the Pirate's Curse, a GhostPirate that is immune to all debuffs, can fly, is immune to all traps, can pass through blocks and deals decent damage.
** Pirate Crossbowers fire [[ArrowsOnFire flaming arrows]] with surprisingly good accuracy and damage. Their lower rate of fire is mitigated by the fact that multiples of them can spawn, quickly filling the air with dangerous projectiles.
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* [[BossInMookClothing Ice Golems]], found during Hardmode blizzards. They have a large amount of health (especially on Expert, where they have almost as much health as [[DiscOneFinalBoss ''Wall of Flesh'']], are almost completely immune to knockback, and fire highly damaging blue lasers that Chill players for an extremely long duration (up to 1.5 minutes on Expert). The worst part about them, however, said lasers also have a 20% chance of freezing you solid and rendering you helpless for a good 1-2 seconds - giving it or other enemies a chance to hammer away at you.

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* [[BossInMookClothing Ice Golems]], found during Hardmode blizzards. They have a large amount of health (especially on Expert, where they have almost as much health as [[DiscOneFinalBoss ''Wall ''[[DiscOneFinalBoss the Wall of Flesh'']], Flesh]]'', are almost completely immune to knockback, and fire highly damaging blue lasers that Chill players for an extremely long duration (up to 1.5 minutes on Expert). The worst part about them, however, said lasers also have a 20% chance of freezing you solid and rendering you helpless for a good 1-2 seconds - giving it or other enemies a chance to hammer away at you.
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** Nailheads fire rapid spreads of nails which deal very high damage on higher difficulties and can be difficult to avoid while you're dealing with other threats, along with massive contact damage to make melee fighting them risky. Worst of all, however, they pack a ''titanic'' HP score that rivals some ''bosses'', ranging from '''4,000 to 12,000''' depending on difficulty; this makes them extremely hard to kill, especially if they're in a group of mobs that are a;ready soaking up your fire.

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** Nailheads fire rapid spreads of nails which deal very high damage on higher difficulties and can be difficult to avoid while you're dealing with other threats, along with massive contact damage to make melee fighting them risky. Worst of all, however, they pack a ''titanic'' HP score that rivals some ''bosses'', ranging from '''4,000 to 12,000''' depending on difficulty; this makes them extremely hard to kill, especially if they're in a group of mobs that are a;ready already soaking up your fire.
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* [[BossInMookClothing Ice Golems]], found during Hardmode blizzards. They have a large amount of health (especially on Expert, where they have almost as much health as [[DiscOneFinalBoss''Wall of Flesh'')]], are almost completely immune to knockback, and fire highly damaging blue lasers that Chill players for an extremely long duration (up to 1.5 minutes on Expert). The worst part about them, however, said lasers also have a 20% chance of freezing you solid and rendering you helpless for a good 1-2 seconds - giving it or other enemies a chance to hammer away at you.

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* [[BossInMookClothing Ice Golems]], found during Hardmode blizzards. They have a large amount of health (especially on Expert, where they have almost as much health as [[DiscOneFinalBoss''Wall [[DiscOneFinalBoss ''Wall of Flesh'')]], Flesh'']], are almost completely immune to knockback, and fire highly damaging blue lasers that Chill players for an extremely long duration (up to 1.5 minutes on Expert). The worst part about them, however, said lasers also have a 20% chance of freezing you solid and rendering you helpless for a good 1-2 seconds - giving it or other enemies a chance to hammer away at you.
Is there an issue? Send a MessageReason:
None


* [[BossInMookClothing Ice Golems]], found during Hardmode blizzards. They have a large amount of health (especially on Expert, where they have almost as much health as ''Wall of Flesh''), are almost completely immune to knockback, and fire highly damaging blue lasers that Chill players for an extremely long duration (up to 1.5 minutes on Expert). The worst part about them, however, said lasers also have a 20% chance of freezing you solid and rendering you helpless for a good 1-2 seconds - giving it or other enemies a chance to hammer away at you.

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* [[BossInMookClothing Ice Golems]], found during Hardmode blizzards. They have a large amount of health (especially on Expert, where they have almost as much health as ''Wall [[DiscOneFinalBoss''Wall of Flesh''), Flesh'')]], are almost completely immune to knockback, and fire highly damaging blue lasers that Chill players for an extremely long duration (up to 1.5 minutes on Expert). The worst part about them, however, said lasers also have a 20% chance of freezing you solid and rendering you helpless for a good 1-2 seconds - giving it or other enemies a chance to hammer away at you.
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* Medusas in the marble biomes. If they catch you in their line of sight, they can use an attack that will turn you to stone, which paralyzes you for around 1-4 seconds based on how long you were caught in the attack. But that's only the start. [[CycleOfHurting Medusa can potentially chain this attack and keep you paralyzed for much longer]], while other enemies have free reign. Furthermore, being paralyzed negates almost all forms of fall damage prevention ''and'' amplifies fall damage, so if she or anything else knocks you off a ledge, it's likely going to be fatal. The only upside is that you have to be facing her and have a clear line of sight for the attack to work, so killing her is pretty easy if you have some spare blocks and a yo-yo. The 1.3.1 update fixed some of these issues by limiting them to Hardmode-only monsters, removing all early-game threat from them, and making it so they can't petrify players directly above them or petrify players while off screen (which would cause you to get petrified without ever seeing the medusa, often while not on the ground). Update 1.3.3 would further nullify them as threats by introducing an accessory they can drop called the Pocket Mirror, which grants immunity to petrification ''and'' is now baked into the crafting recipe for the Ankh Shield, so killing enough of them can completely nullify their most annoying attack.

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* Medusas in the marble biomes. If they catch you in their line of sight, they can use an attack that will turn you to stone, which paralyzes you for around 1-4 seconds based on how long you were caught in the attack. But that's only the start. [[CycleOfHurting Medusa can potentially chain this attack and keep you paralyzed for much longer]], while other enemies have free reign. Furthermore, being paralyzed negates almost all forms of fall damage prevention ''and'' amplifies fall damage, so if she or anything else knocks you off a ledge, it's likely going to be fatal. The only upside is that you have to be facing her and have a clear line of sight for the attack to work, so killing her is pretty easy if you have some spare blocks and a yo-yo. The 1.3.1 update fixed some of these issues by limiting them to Hardmode-only monsters, removing all early-game threat from them, and making it so they can't petrify players directly above them or petrify players while off screen (which would cause you to get petrified without ever seeing the medusa, often while not on the ground). Update 1.3.3 would further nullify nerf them as threats by introducing an accessory they can drop called the Pocket Mirror, which grants immunity to petrification ''and'' is now baked into the crafting recipe for the Ankh Shield, so killing enough of them can completely nullify their most annoying attack.
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* Medusas in the marble biomes. If they catch you in their line of sight, they can use an attack that will turn you to stone, which paralyzes you for around 1-4 seconds based on how long you were caught in the attack. But that's only the start. [[CycleOfHurting Medusa can potentially chain this attack and keep you paralyzed for much longer]], while other enemies have free reign. Furthermore, being paralyzed negates almost all forms of fall damage prevention (the Featherfall potion is the exception) ''and'' amplifies fall damage, so if she or anything else knocks you off a ledge, it's likely going to be fatal. The only upside is that you have to be facing her and have a clear line of sight for the attack to work, so killing her is pretty easy if you have some spare blocks and a yo-yo. The 1.3.1 update fixed some of these issues by limiting them to Hardmode-only monsters, removing all early-game threat from them, and making it so they can't petrify players directly above them or petrify players while off screen (which would cause you to get petrified without ever seeing the medusa, often while not on the ground).

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* Medusas in the marble biomes. If they catch you in their line of sight, they can use an attack that will turn you to stone, which paralyzes you for around 1-4 seconds based on how long you were caught in the attack. But that's only the start. [[CycleOfHurting Medusa can potentially chain this attack and keep you paralyzed for much longer]], while other enemies have free reign. Furthermore, being paralyzed negates almost all forms of fall damage prevention (the Featherfall potion is the exception) ''and'' amplifies fall damage, so if she or anything else knocks you off a ledge, it's likely going to be fatal. The only upside is that you have to be facing her and have a clear line of sight for the attack to work, so killing her is pretty easy if you have some spare blocks and a yo-yo. The 1.3.1 update fixed some of these issues by limiting them to Hardmode-only monsters, removing all early-game threat from them, and making it so they can't petrify players directly above them or petrify players while off screen (which would cause you to get petrified without ever seeing the medusa, often while not on the ground). Update 1.3.3 would further nullify them as threats by introducing an accessory they can drop called the Pocket Mirror, which grants immunity to petrification ''and'' is now baked into the crafting recipe for the Ankh Shield, so killing enough of them can completely nullify their most annoying attack.
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** Furthermore, 1.4 also introduced Dead Man's Chests. These chests are hidden underground, looking like normal Gold Chests at first glance. However, they are surrounded by a multitude of traps around them, usually a combination of Boulders, Dart Traps and Explosives. These traps have the potential to one-shot a character in endgame gear, but thankfully, they can be disarmed by simply mining the Explosives and Dart Traps and blocking the Boulders with solid blocks. However, these chests can ''only'' spawn as Gold Chests, making any other variant of chest found underground completely safe. Furthermore, they never spawn inside Underground Cabins.
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Unnecessary


* Ichor Stickers, for similar reasons to the Armored Skeleton listed above. Their Ichor debuff also reduces your defenses, in this case by 20 points. The good news is it only lasts 15 seconds, not a couple minutes. The bad news is that unlike Armored Skeletons, which have to physically touch you to apply their debuff, Ichor Stickers can apply theirs from extremely long range with their high-velocity spit. And they can also fly, making it harder to retreat from them. [[ArsonMurderAndJaywalking Oh, and its name doesn't really rhyme]], no matter what the developers might think.

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* Ichor Stickers, for similar reasons to the Armored Skeleton listed above. Their Ichor debuff also reduces your defenses, in this case by 20 points. The good news is it only lasts 15 seconds, not a couple minutes. The bad news is that unlike Armored Skeletons, which have to physically touch you to apply their debuff, Ichor Stickers can apply theirs from extremely long range with their high-velocity spit. And they can also fly, making it harder to retreat from them. [[ArsonMurderAndJaywalking Oh, and its name doesn't really rhyme]], no matter what the developers might think.
them.
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Up To Eleven is a defunct trope


* In the underground jungle, you have Hornets, which range from tiny but dangerous to large and absolutely deadly. Even the weakest version does a fair amount of damage, they inflict the Poison debuff for at least five seconds, and the jungle spawns them in packs. They also preserve their momentum when they hit a wall, meaning they can pinball around at very high speeds making them very hard to hit with magic or projectile weapons all while firing stingers at you. The accepted strategy for dealing with them is to wall yourself up and hit them with either a wall-piercing weapon or a yo-yo, which can be squeezed through a one-block gap. Taken UpToEleven by Master Mode, where the damage the Hornets themselves do pales in comparison to the poison they inflict, which can last as long as ''thirty seconds'' for one hit.

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* In the underground jungle, you have Hornets, which range from tiny but dangerous to large and absolutely deadly. Even the weakest version does a fair amount of damage, they inflict the Poison debuff for at least five seconds, and the jungle spawns them in packs. They also preserve their momentum when they hit a wall, meaning they can pinball around at very high speeds making them very hard to hit with magic or projectile weapons all while firing stingers at you. The accepted strategy for dealing with them is to wall yourself up and hit them with either a wall-piercing weapon or a yo-yo, which can be squeezed through a one-block gap. Taken UpToEleven by In Master Mode, where the damage the Hornets themselves do pales in comparison to the poison they inflict, which can last as long as ''thirty seconds'' for one hit.
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* Eaters of Souls are the basic Corruption enemy, generally being more like GoddamnBats than this trope. However, they can easily be this trope to new players, as the geography of The Corruption causes them to spawn in large groups, and all you need to do to encounter The Corruption is to explore the surface - a surface that is littered with large chasms that they can and will spawn from, and will gleefully shove fresh players down to their deaths, assuming they haven't acquired mobility upgrades such as grappling hooks and double jumps by this point.

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* Eaters of Souls are the basic Corruption enemy, generally being more like GoddamnBats GoddamnedBats than this trope. However, they can easily be this trope to new players, as the geography of The Corruption causes them to spawn in large groups, and all you need to do to encounter The Corruption is to explore the surface - a surface that is littered with large chasms that they can and will spawn from, and will gleefully shove fresh players down to their deaths, assuming they haven't acquired mobility upgrades such as grappling hooks and double jumps by this point.
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* Hoplites from the marble biomes can throw large javelins which deal massive amounts of damage and strike with surprisingly deadly accuracy, letting them snipe you in a few hits if you can't avoid their line of sight or continuously pile damage onto them. Considering that the marble biome is relatively common, it's painfully easy to encounter them unprepared while mining, and they can easily two-shot a player without enough health upgrades.
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* Hoplites from the marble biomes can throw large javelins which deal massive amounts of damage and strike with surprisingly deadly accuracy, letting them snipe you in a few hits if you can't avoid their line of sight or continuously pile damage onto them. Considering that the marble biome is relatively common, it's very easy to encounter them unprepared.

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* Hoplites from the marble biomes can throw large javelins which deal massive amounts of damage and strike with surprisingly deadly accuracy, letting them snipe you in a few hits if you can't avoid their line of sight or continuously pile damage onto them. Considering that the marble biome is relatively common, it's very easy to encounter them unprepared.



* Rune Wizards. The hardmode, much less whimsical version of Tims, they shoot powerful projectiles that can pass through solid blocks. They are also very deceptive in nature, being almost twice as hardy as most of their armored cousins in the hardmode dungeon despite looking and acting like a typical SquishyWizard. Most players would reasonably attempt to close the distance and kill them with a sword like with most of the wizards they've encountered, but for some inexplicable reason, they deal more contact damage than any other regular enemy in the entire game, doing '''200 damage''' ('''400''' in Expert mode), which makes their TeleFrag a lot more powerful than it should be and makes it dangerous to even try and use melee without bumping into them and losing over half your health. To put that in perspective, the spells they cast are only 90 damage (180 in expert), less than half, and the Crawltipedes, the strongest enemies of the final event of the game, the Lunar Events, only deal 150/300 head-on. The only attacks that meet this damage are the Clown's bombs, which do the same, the Martian Saucer's desperation deathray, which deals 100 more, and the Dungeon Guardian, which just flat-out kills you.

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* Rune Wizards. The hardmode, much less whimsical version of Tims, they shoot powerful projectiles that can pass through solid blocks. blocks and cannot be deflected. They are also very deceptive in nature, deceptively tanky, being almost twice as hardy as most of their armored cousins in the hardmode dungeon despite looking and acting like a typical SquishyWizard. Most players would reasonably attempt to close the distance and kill them with a sword like with most of the wizards they've encountered, but for some inexplicable reason, they deal more contact damage than any other regular enemy in the entire game, doing '''200 damage''' ('''400''' in Expert mode), which makes their TeleFrag a lot more powerful than it should be and makes it dangerous to even try and use melee without bumping into them and losing over half your health.health (or in Master, ''all of it''). To put that in perspective, the spells they cast are only 90 damage (180 in expert), less than half, and the Crawltipedes, the strongest enemies of the final event of the game, the Lunar Events, only deal 150/300 head-on. The only attacks that meet this damage are the Clown's bombs, which do the same, the Martian Saucer's desperation deathray, which deals 100 more, and the Dungeon Guardian, which just flat-out kills you.



* Mothron of the Solar Eclipse. Sure, it's rare, but this miniboss-level enemy hits hard, and is the sole Solar Eclipse enemy that can fly through blocks in a manner like Queen Bee (instead of "floating" through them like the Wraith/Reaper), meaning that it's no longer safe to barricade yourself in, even in a wraith/reaper-proof house.
* On the subject of the Solar Eclipse, Vampires are this if you don't have a Stake Launcher to deal with them, as they tend to fly in unannounced at high speeds and bite you, preventing your life regen from working for a brief moment, which makes all the difference when fighting other enemies such as Mothron or Eyezor.
* Butchers which are also from the Solar Eclipse. They have a durable amount of health, charge at you with extreme speed, and their chainsaw deals heavy damage and can hit you through walls.

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* Mothron of the The Solar Eclipse.Eclipse has a few particularly infuriating enemies:
** Mothron.
Sure, it's rare, but this miniboss-level enemy hits hard, and is the sole Solar Eclipse enemy that can fly through blocks in a manner like Queen Bee (instead of "floating" through them like the Wraith/Reaper), meaning that it's no longer safe to barricade yourself in, even in a wraith/reaper-proof house.
* On the subject of the Solar Eclipse, ** Vampires are this if you don't have a Stake Launcher to deal with them, as they they're very durable and tend to fly in unannounced at high speeds and bite you, dealing heavy damage and preventing your life regen from working for a brief moment, which makes all the difference when fighting other enemies such as Mothron or Eyezor.
* Butchers which are
Eyezor. While in their flying bat form, they also from the Solar Eclipse. have a small hitbox, making it hard to hit them with a non-homing weapon.
** Butchers.
They have a durable amount of health, charge at you with extreme speed, and their chainsaw deals heavy damage and can hit you through walls.walls.
** Eyezors are significantly tankier than the other enemies in the event and rapidly fire long-ranged lasers with pinpoint accuracy, letting them tear off chunks of HP before you can even see them coming. To make matters worse, they blend in remarkably well with the rest of the enemies, and attacking them does little to stop their lasers.
** Nailheads fire rapid spreads of nails which deal very high damage on higher difficulties and can be difficult to avoid while you're dealing with other threats, along with massive contact damage to make melee fighting them risky. Worst of all, however, they pack a ''titanic'' HP score that rivals some ''bosses'', ranging from '''4,000 to 12,000''' depending on difficulty; this makes them extremely hard to kill, especially if they're in a group of mobs that are a;ready soaking up your fire.
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* The Nymphs. Unprepared players will only see a harmless Lost Girl, assuming she's an NPC of some sort. But when you get close, they flip out and chase after you, dealing massive melee damage. [[VideoGame/Left4Dead Sound familiar?]] Of course, after falling for it the first time, the player can shoot the Nymph from a distance [[SubvertedTrope for easy damage]].

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* The Nymphs. Unprepared players will only see a harmless Lost Girl, assuming she's an NPC of some sort. But when you get close, they flip out and chase after you, dealing massive melee damage. [[VideoGame/Left4Dead Sound familiar?]] Of course, after falling for it the first time, the player can shoot the Nymph from a distance [[SubvertedTrope for easy damage]]. Their saving grace is that they are extremely rare, which in turn can become annoying if you're trying to find a Metal Detector.



* Moss Hornets are a pain to deal with in hardmode underground jungle. They fire their stingers like machine guns, hit rather hard if you don't have at least Hallowed armor, can travel through water, and can poison you. They generally have impeccable aim as well, so get used to jumping around a lot to throw them off. Melee oriented players without a decent ranged weapon will also have difficulty with them due to their tendency to fly away from you if you try to get close to them. They also like to attack you in groups and are extremely common.
* Giant Tortoises have an insanely powerful spinning pile-driver attack that can strike seemingly out of nowhere and deal almost half of your max HP on hit. They are the reason why players new to hardmode should stay out of the Jungle. Ice Tortoises in the Underground snow biome also do this, but at least they give off light, making them easier to see.

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* Moss Hornets are a pain to deal with in hardmode underground jungle.Hardmode take everything bad about regular Hornets and make it worse. They fire their stingers like machine guns, hit rather hard if you don't have at least Hallowed armor, can travel through water, and can poison you. They generally have impeccable aim as well, so get used to jumping around a lot to throw them off. Melee oriented players without a decent ranged weapon will also have difficulty with them due to their tendency to fly away from you if you try to get close to them. They also like to attack you in groups and are extremely common.
* Giant Tortoises have an insanely powerful spinning pile-driver attack that can strike seemingly out of nowhere and easly deal almost half of your max HP on hit. They are the reason why players new to hardmode should stay out of the Jungle. Ice Tortoises in the Underground snow biome also do this, but they do less damage and at least they give off light, making them easier to see.



* Their counterparts, Diabolists and Ragged Casters, aren't much easier to handle. Diabolists also teleport like crazy, but they shoot explosive magical projectiles with huge area of effect explosions. Ragged Casters fire rapid-fire magical projectiles that inflict the Blackout debuff, which is like Darkness but worse. They are the only Hardmode dungeon caster enemies that don't teleport away upon being hit, which was probably an intentional balance measure, since their projectiles chase players for huge distances, ignore walls, can't be destroyed, and deal stupid amounts of damage. Poems have been written about how frustrating Ragged Casters are to face. As the final insult, the Spectre Staff, dropped by Ragged Casters, doesn't even have the same wall-clipping, rapid fire properties as the Casters themselves.
* In Hardmode, Skeleton Snipers can deal out tremendous damage from incredibly long range, often shaving off more than half your HP in a single shot. Even worse, they tend to blend in with the mobs of other skeletons. If you're below half health, you best be watching for these menaces, lest you want a high-velocity bullet out of nowhere to send you packing.
* Paladins essentially force players to target them once they appear, because they will rapidly fling highly damaging hammers at the player if uninterrupted. If a Paladin appears together with a caster-type enemy, retreat is often the only option.

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* Their counterparts, Diabolists and Ragged Casters, aren't much easier to handle. Diabolists also teleport like crazy, but they shoot explosive magical projectiles with huge area of effect explosions.explosions that linger for a while. Ragged Casters fire rapid-fire magical projectiles that inflict the Blackout debuff, which is like Darkness but worse. They are the only Hardmode dungeon caster enemies that don't teleport away upon being hit, which was probably an intentional balance measure, since their projectiles chase players for huge distances, ignore walls, can't be destroyed, and deal stupid amounts of damage. Poems have been written about how frustrating Ragged Casters are to face. As the final insult, the Spectre Staff, dropped by Ragged Casters, doesn't even have the same wall-clipping, rapid fire properties as the Casters themselves.
* In Hardmode, Skeleton Snipers can deal out tremendous damage from incredibly long range, often shaving off more than half your HP in a single shot.shot (if not outright one-shotting you). Even worse, they tend to blend in with the mobs of other skeletons. If you're below half health, you best be watching for these menaces, lest you want a high-velocity bullet out of nowhere to send you packing.
* Paladins essentially force players to target them once they appear, because they have a titanic amount of health and will rapidly fling highly damaging hammers at the player if uninterrupted.not kept in hitstun. If a Paladin appears together with a caster-type enemy, retreat is often the only option.



* The Solar Pillar is the worst of the four Lunar Event pillars, and for good reason.

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* The Solar Pillar is generally agreed to be the worst of the four Lunar Event pillars, and for good reason.



** The solar biome in general is pretty rough for anyone. In addition to "no going airborne", there are monsters who can ''reflect your projectiles'' back at you (Selenians), and there are no major visual clues as to them having done so until you take the hit. Each pillar tries to make its respective type (ranged/guns, magic, melee, summon) the easiest style to use against it, but the Solar Pillar is the only one that outright ''punishes'' you for trying anything other than its respective strategy (melee). Thankfully, a way to cheese both the Crawltipedes, Selenians and almost everything else is to hide in a box of solid blocks and using a penetrating weapon, but this doesn't stop the [[GoddamnedBats Corites]] from tackling you.

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** The solar biome in general is pretty rough for anyone. In addition to "no going airborne", there are monsters who can ''reflect your projectiles'' back at you (Selenians), and there are no major visual clues as to them having done so until you take the hit. Each pillar tries to make its respective type (ranged/guns, magic, melee, summon) the easiest style to use against it, but the Solar Pillar is the only one that outright ''punishes'' you for trying anything other than its respective strategy (melee). Thankfully, a way to cheese both the Crawltipedes, Selenians and almost everything else is to hide in a box of solid blocks and using a penetrating weapon, but this doesn't stop the [[GoddamnedBats Corites]] from tackling you.you if you don't kill them in time.



* Dart and boulder traps, while not "monsters" in the usual sense, are very dangerous for a low-level player. The triggers for both are hard to spot unless you're actively looking, which you won't be doing because there's about five other things to pay attention to. Dart traps blend into stone blocks, so you likely won't spot them either. The darts they fire move extremely fast and do a lot of damage, to the point that they'll probably hit you before you know they've fired and will outright kill players without life upgrades. It's telling that the game has an achievement for dying to one, so it knows they're likely to bring you down. And since dart traps are blocks, you can only mine them up, not destroy them like monsters. Boulder traps aren't quite as bad, but they do a lot more damage and can kill even players at max health and good armor due to having an armor-piercing property. If you trigger it, it will fall right on top of you and will probably hit you.

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* Dart and boulder traps, while not "monsters" in the usual sense, are very dangerous for a low-level player. The triggers for both are hard to spot unless you're actively looking, which you won't be doing because there's about five other things to pay attention to. Dart traps blend into stone blocks, so you likely won't spot them either. The darts they fire move extremely fast and do a lot of damage, to the point that they'll probably hit you before you know they've fired and will outright kill players without life upgrades. It's telling that the game has an achievement for dying to one, so it knows they're likely to bring you down. And since dart traps are blocks, you can only mine them up, not destroy them like monsters. Boulder traps aren't quite as bad, but they do a lot more damage and can used to be able to kill even players at with max health and good armor due to having an armor-piercing property. If you trigger it, it will fall right on top of you and will probably hit you.
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* Wyverns. These giant flying dragons occasionally spawn around floating islands, just slow enough that you might be tempted to drop your guard before they appear from above headed straight for your head. Making sky homes is out of the question with these guys around. They hit insanely hard for early hardmode, have lots of health, and have much greater maneuverability than is common for a worm-type enemy. You also can't outrun them once they've spotted you; they'll chase you even if you teleport to your spawn. And you have to fight these things to get wings in the early hardmode. The console version one-ups them with the Arch Wyverns.

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* Wyverns. These giant flying dragons occasionally spawn around floating islands, just slow enough that you might be tempted to drop your guard before they appear from above headed straight for your head. Making sky homes is out of the question with these guys around. They hit insanely hard for early hardmode, have lots of health, and have much greater maneuverability than is common for a worm-type enemy. You also can't outrun them once they've spotted you; they'll chase you even if you teleport to your spawn. And you have to fight these things to get wings in the early hardmode. The bastards also have a tendency to spawn while you’re building things in the sky or even when fighting bosses, making such activities even more treacherous. The console version one-ups them with the Arch Wyverns.
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* Butchers which are also from the Solar Eclipse. They have a durable amount of health, charge at you with extreme speed, and their chainsaw deals heavy damage and can hit you through walls.
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* Giant Bats. They're everything bad about bats - fast, comes in huge swarms, hard to see, harder to hit - with insanely high attack power and a small chance of inflicting [[InterfaceScrew Confusion]], which reverses your controls and has led to many a death from accidentally walking into lava.

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* Giant Bats, and their tougher Hallowed cousins, the Illuminant Bats. They're everything bad about bats - fast, comes in huge swarms, hard to see, harder to hit - with insanely high attack power and (especially in the case of the Illuminant Bat, whose attacks consistently deal 40+ damage even with the game's best armor) and, in the former's case, a small chance of inflicting [[InterfaceScrew Confusion]], which reverses your controls and has led to many a death from accidentally walking into lava.
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** Finally, in Hardmode, these Wall Creepers get replaced by the ''even worse'' Black Recluses, which deal very huge damage, have ''[[ZergRush even higher spawn rates]]'' AND inflict Venom, which drains your health much faster than Poison. Expert Mode makes the Black Recluse ''even more dangerous'' by giving it a web spit attack that immobilizes you completely for a second or two; given the Black Recluse's high damage and tendency to attack in swarms, this will most likely kill you.

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** Finally, in In Hardmode, these Wall Creepers get replaced by the ''even worse'' Black Recluses, which deal very huge damage, have ''[[ZergRush even higher spawn rates]]'' AND inflict Venom, which drains your health much faster than Poison. Expert Mode makes the Black Recluse ''even more dangerous'' by giving it a web spit attack that immobilizes you completely for a second or two; given the Black Recluse's high damage and tendency to attack in swarms, this will most likely kill you.
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** Storm Divers encountered in the Vortex Pillar are arguably the biggest threat of everything there. They can hover and glide around, are quick on their feet, tend to show up unannounced during the chaos, can appear in packs of three or four at a time, and fire shotgun blasts that chunk you for nearly half your health. Paired with Alien Queens, which can lock you at certain altitudes with their Distortion debuff, and you'll often get blasted to pieces before you get another chance to heal up.

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** Storm Divers encountered in the Vortex Pillar are arguably the biggest threat of everything there. They can hover and glide around, are quick on their feet, tend to show up unannounced during the chaos, can appear in packs of three or four at a time, and fire shotgun blasts that chunk you for nearly half your health.health even with some of the best armor in the game. Paired with Alien Queens, which can lock you at certain altitudes with their Distortion debuff, and you'll often get blasted to pieces before you get another chance to heal up.
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** Storm Divers encountered in the Vortex Pillar are arguably the biggest threat of everything there. They can hover and glide around, are quick on their feet, tend to show up unannounced during the chaos, can appear in packs of three or four at a time, and fire shotgun blasts that chunk you for nearly half your health. Paired with Alien Queens, which can lock you at certain altitudes with their Distortion debuff, and you'll often get blasted to pieces before you get another chance to heal up.

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* Literal spiders, three of which are perfect candidates for this trope:
** The Blood Crawlers encountered in the Crimson. What makes them particularly dangerous is that, unlike other spiders which spawn specifically in spider den mini biomes underground, these things spawn ''on the surface'' in the Crimson biome constantly, have high health and hit hard for being an early-game enemy. They can easily catch up to fresh players without good armor and movement upgrades and rip them to shreds within seconds. Worse still, they spawn much more frequently ''and'' clamor around on the walls to get you while you're traversing a Crimson chasm, making summoning the Brain of Cthulhu an even more arduous task for early-game adventurers.
** Wall Creepers, found in their own Spider Cave mini-biomes in the Cavern layers underground. If you thought Blood Creepers had high spawn rates, just wait until you dig your way into a Spider Cave and find a ''horde'' of these creepy crawlies skittering straight towards you. Attempting to fight them early on with conventional melee weapons is pretty much suicide, as they are ''even more resistant to knockback'' than their Crimson counterparts while dishing out just as much damage, and with the mini-biome you encounter them in covered in sticky cobwebs, they're likely to knock you into a patch, dogpile and make mincemeat of you in a few seconds if you're not careful.

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* Literal spiders, three of which are perfect candidates for this trope:
**
trope. The Blood Crawlers encountered Crawler is detailed more in the Crimson. What makes them particularly dangerous is that, unlike other spiders which spawn specifically in spider den mini biomes underground, these things spawn ''on 'Crimson' section below, but as for the surface'' in the Crimson biome constantly, have high health and hit hard for being an early-game enemy. They can easily catch up to fresh players without good armor and movement upgrades and rip them to shreds within seconds. Worse still, they spawn much more frequently ''and'' clamor around on the walls to get you while you're traversing a Crimson chasm, making summoning the Brain of Cthulhu an even more arduous task for early-game adventurers.
underground spiders:
** Wall Creepers, found in their own Spider Cave mini-biomes in the Cavern layers underground. If you thought Blood Creepers Crawlers in the Crimson had high spawn rates, just wait until you dig your way into a Spider Cave and find a ''horde'' of these creepy crawlies skittering straight towards you. Attempting to fight them early on with conventional melee weapons is pretty much suicide, as they are ''even more resistant to knockback'' than their Crimson counterparts while dishing out just as much damage, and with the mini-biome you encounter them in covered in sticky cobwebs, they're likely to knock you into a patch, dogpile and make mincemeat of you in a few seconds if you're not careful.


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* Blood Crawlers are giant spiders, with stats akin to and slightly weaker than Wall Creepers, but what makes them particularly dangerous is that, unlike Wall Creepers which spawn specifically in Spider Cave mini-biomes underground, these things spawn ''on the surface'' in the Crimson biome constantly, have high health and hit hard for being an early-game enemy. They can easily catch up to fresh players without good armor and movement upgrades and rip them to shreds within seconds. Worse still, they spawn much more frequently ''and'' clamor around on the walls to get you while you're traversing a Crimson chasm, making summoning the Brain of Cthulhu an even more arduous task for early-game adventurers.

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