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* The dodge tank build. It's a build that consists of the Brain of Confusion, the Hollow Armor, Master Ninja Gear, and the Star Cloak. The first three gives you a chance to dodge an attack, all of which are separate chances that can chain off each other. The Star Cloak meanwhile increases your MercyInvincibility, allowing more time for your dodge chance to recharge. This lets you have a build that can focus purely on offense and treat defense as a DumpStat, as your insane dodge chance will allow you enough time to regen HP should you get hit. Prior to the devs specifically {{Nerf}}ing this tactic against the Empress of Light, this was one of the few ways to consistently beat [[OneHitKill the daytime Empress]].

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* The dodge tank build. It's a build that consists of the Brain of Confusion, the Hollow Armor, Master Ninja Gear, and the Star Cloak.Veil. The first three gives you a chance to dodge an attack, all of which are separate chances that can chain off each other. The Star Cloak meanwhile increases your MercyInvincibility, allowing more time for your dodge chance to recharge. This lets you have a build that can focus purely on offense and treat defense as a DumpStat, as your insane dodge chance will allow you enough time to regen HP should you get hit. Prior to the devs specifically {{Nerf}}ing this tactic against the Empress of Light, this was one of the few ways to consistently beat [[OneHitKill the daytime Empress]].
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* The dodge tank build. It's a build that consists of the Brain of Confusion, the Hollow Armor, Master Ninja Gear, and the Star Cloak. The first three gives you a chance to dodge an attack, all of which are separate chances that can chain off each other. The Star Cloak meanwhile increases your MercyInvincibility, allowing more time for your dodge chance to recharge. This lets you have a build that can focus purely on offense and treat defense as a DumpStat, as your insane dodge chance will allow you enough time to regen HP should you get hit. Prior to the devs specifically {{Nerf}}ing this tactic against the Empress of Light, this was one of the few ways to consistently beat [[OneHitKill the daytime Empress]].
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* The ''Worm Scarf'', Eater of Worlds' Expert Mode drop, is a case of SimpleYetAwesome, "only" providing 17% damage reduction when equipped. However, this alone is equivalent to almost two Endurance Potions' worth of DR, and is straight up the largest unconditional source of damage reduction in a game where damage reduction is scarce, with its effectiveness drastically scaling up compared to defense as enemies start to deal more and more damage per hit.[[note]]For example, an attack that would have dealt 200 damage will deal 166 with a Worm Scarf, which would take 68/51/34 defense on Normal/Expert/Master to mitigate the same amount; while defense effectiveness scales up with difficulty, enemy damage tends to scale considerably harder, meaning that percent-based damage reduction will almost always outscale it.[[/note]] At the cost of one accessory slot, any class can often boost their survivability more than any other defensive item or Warding modifier can manage, and the Worm Scarf itself can also be given the Warding modifier to make it even better at reducing damage.

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* The ''Worm Scarf'', Eater of Worlds' Expert Mode drop, is a case of SimpleYetAwesome, "only" providing 17% damage reduction when equipped. However, this alone is equivalent to almost two Endurance Potions' worth of DR, and is straight up the largest unconditional source of damage reduction in a game where damage reduction is scarce, with its effectiveness drastically scaling up compared to defense as enemies start to deal more and more damage per hit.hit, meaning that an item obtained in early pre-Hardmode can easily be used ''all the way to the Moon Lord and beyond''.[[note]]For example, an attack that would have dealt 200 damage will deal 166 with a Worm Scarf, which would take 68/51/34 defense on Normal/Expert/Master to mitigate the same amount; while defense effectiveness scales up with difficulty, enemy damage tends to scale considerably harder, meaning that percent-based damage reduction will almost always outscale it.[[/note]] At the cost of one accessory slot, any class can often you get a boost their to survivability that often eclipses more than any other defensive item or Warding modifier can manage, and the Worm Scarf itself can also be given the Warding modifier to make it even better at reducing damage.
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* The ''Worm Scarf'', Eater of Worlds' Expert Mode drop, is a case of SimpleButAwesome, "only" providing 17% damage reduction when equipped. However, this alone is equivalent to almost two Endurance Potions' worth of DR, and is straight up the largest unconditional source of damage reduction in a game where damage reduction is scarce, with its effectiveness drastically scaling up compared to defense as enemies start to deal more and more damage per hit.[[note]]For example, an attack that would have dealt 200 damage will deal 166 with a Worm Scarf, which would take 68/51/34 defense on Normal/Expert/Master to mitigate the same amount; while defense effectiveness scales up with difficulty, enemy damage tends to scale considerably harder, meaning that percent-based damage reduction will almost always outscale it.[[/note]] At the cost of one accessory slot, any class can often boost their survivability more than any other defensive item or Warding modifier can manage, and the Worm Scarf itself can also be given the Warding modifier to make it even better at reducing damage.

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* The ''Worm Scarf'', Eater of Worlds' Expert Mode drop, is a case of SimpleButAwesome, SimpleYetAwesome, "only" providing 17% damage reduction when equipped. However, this alone is equivalent to almost two Endurance Potions' worth of DR, and is straight up the largest unconditional source of damage reduction in a game where damage reduction is scarce, with its effectiveness drastically scaling up compared to defense as enemies start to deal more and more damage per hit.[[note]]For example, an attack that would have dealt 200 damage will deal 166 with a Worm Scarf, which would take 68/51/34 defense on Normal/Expert/Master to mitigate the same amount; while defense effectiveness scales up with difficulty, enemy damage tends to scale considerably harder, meaning that percent-based damage reduction will almost always outscale it.[[/note]] At the cost of one accessory slot, any class can often boost their survivability more than any other defensive item or Warding modifier can manage, and the Worm Scarf itself can also be given the Warding modifier to make it even better at reducing damage.
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Added DiffLines:

* The ''Worm Scarf'', Eater of Worlds' Expert Mode drop, is a case of SimpleButAwesome, "only" providing 17% damage reduction when equipped. However, this alone is equivalent to almost two Endurance Potions' worth of DR, and is straight up the largest unconditional source of damage reduction in a game where damage reduction is scarce, with its effectiveness drastically scaling up compared to defense as enemies start to deal more and more damage per hit.[[note]]For example, an attack that would have dealt 200 damage will deal 166 with a Worm Scarf, which would take 68/51/34 defense on Normal/Expert/Master to mitigate the same amount; while defense effectiveness scales up with difficulty, enemy damage tends to scale considerably harder, meaning that percent-based damage reduction will almost always outscale it.[[/note]] At the cost of one accessory slot, any class can often boost their survivability more than any other defensive item or Warding modifier can manage, and the Worm Scarf itself can also be given the Warding modifier to make it even better at reducing damage.

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* ''Solar Flare Armor'' has the potential to make a melee player nearly invulnerable to everything the game has to offer the moment they craft it. On top of having the highest defense of any armor in the game along with substantial melee buffs, wearing the full set activates its Solar Blaze effect, which grants up to 3 layers of a shield which majorly reduces damage taken and grants an explosive DashAttack without the need to equip another accessory. Taking hits or landing shield bashes will consume shield charges, but not only does each one only need 3 seconds without taking damage to regenerate, the shield provides 20% damage reduction when charged, which stacks with the set bonus' passive 12% DR and translates to the player almost always taking 22.4% less damage ''on top of'' their boatload of defense and any other DR they may have stacked, allowing them to eat almost any attack with impunity while fighting back just as hard. If you have a GameMod that goes beyond the Moon Lord, the armor even tends to holds up for a good while due to just how much damage and survivability the armor brings, especially with the relative rarity of damage reduction in the vanilla game.



* ''Vortex Armor'' is just as powerful as the Vortex weapons. In addition to its hefty defense and ranged damage bonuses, its set bonus provides a stealth mode akin to Shroomite Armor, except activated on demand instead of forcing you to stay still. Said stealth mode reduces your movement speed by 33%, but gives a whopping '''+80% ranged damage''' and 20% ranged crit while also reducing your aggro, which is a larger offensive buff in a single ability than that provided by ''entire loadouts''. The buffs stack with the Vortex Armor's innate bonuses and all your other ones, so with some accessories and a strong weapon under your belt, you can eviscerate almost any enemy the second they appear on screen. On top of that, the lowered movement speed can easily be counteracted with other movement buffs, or just by erasing any target before they can reach you in the first place. If you have a GameMod that goes beyond the Moon Lord, the armor even tends to holds up for a while due to just how big of a damage buff stealth mode gives.



* ''Nebula Armor'', while not necessarily having the incredible bulk of Solar Flare nor the damage of Vortex, is also a massive power spike for mages for a slightly different reason. Its great buffs to magic usage are one thing, but the real prize is the set bonus, which has a 1/3 chance to spawn a random Nebula Booster whenever hitting an enemy, with a miniscule cooldown of half a second each. The Boosters can buff the user's damage, regen, or mana regen for 8 seconds each, and each additional booster stacks the effects up to 3 times and refreshes the cooldown. With endgame magic weapons tending to deliver a lot of hits in rapid succession, the player can easily spawn enough Boosters to permanently have every buff at max stacks, which will give them a hefty 45% more damage while regenerating 9 HP/s and 30 MP/s, turning them into a powerhouse that can spam nuclear spells with impunity, and rapidly heal off damage that they do take, mitigating mage's SquishyWizard tendencies. As a bonus, if you're in multiplayer, ''everyone'' can benefit from the buffs, which can make your entire team just as strong, even if they aren't using magic themselves. If you have a GameMod that goes beyond the Moon Lord, the armor even tends to holds up for a while due to just how much utility and power comes from permanently having all of these buffs active at once.



* The ''Valhalla Knight'' armor set from the Old One's Army event is extremely powerful in some situations. It has 68 armor (only 10 points less then Solar), a large amount of life regen to further increase survivability, and 60% increased minion damage (6% less then Stardust). It lets you summon 4 sentry pets with a focus on the Ballista summon. The strongest Ballista pet deals '''140''' damage before buffs making it the hardest hitting pet in the game. It also does not stop you from summoning 4-6 more normal pets depending on your buffs and accessories. The only downside is that Sentries don't do well against certain highly mobile bosses, but they shine against raids or bosses that don't move very much.

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* The ''Valhalla Knight'' armor set from the Old One's Army event is extremely powerful in some situations. It has 68 armor (only 10 points less then Solar), Solar on a class normally meant to be a GlassCannon), a large amount of life regen to further increase survivability, and 60% increased minion damage (6% less then Stardust). Stardust), while being obtainable after Golem and before even starting the Lunar Pillars. It lets you summon 4 sentry pets with a focus on massively buffing the Ballista summon. The sentry, the strongest Ballista pet of which deals '''140''' '''156''' damage before buffs buffs, making it the hardest hitting pet minion in the game. It game even before factoring in all the buffs from Valhalla Knight Armor. The armor also does not doesn't stop you from summoning 4-6 more normal pets minions depending on your buffs and accessories. The only downside is that Sentries don't do well against certain highly mobile bosses, but they shine against raids or bosses that don't move very much. On top of that, it also partially functions as a ''melee'' armor, meaning you can easily grab a sword or other melee weapon and fight alongside all your minions.
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* The ''Terra Blade''. It's a very high damage sword that shoots a just-as-high damage SwordBeam. This makes it easily one of the best weapons in the game for melee players. In addition, it can be acquired fairly easily with some patience and luck after fighting Plantera, despite being one of the five most powerful swords in the game. In earlier versions, it can be acquired even earlier, potentially after beating just one mechanical boss. Combined with a good modifier, it can easily carry you through most of the game. Since the Labor of Love 1.4.4 update, the Terra Blade has been reworked and it is ''much'' more powerful.

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* The ''Terra Blade''. It's a very high damage sword that shoots a just-as-high damage SwordBeam. This makes it easily one of the best weapons in the game for melee players. In addition, it can be acquired fairly easily with some patience and luck after fighting Plantera, despite being one of the five most powerful swords in the game. In earlier versions, it can be acquired even earlier, potentially after beating just one mechanical boss. Combined with a good modifier, it can easily carry you through most of the game. Since the Labor of Love 1.4.4 update, the Terra Blade has been reworked and it is ''much'' more powerful.powerful: its range and damage might have been slightly reduced, but both the swing and projectile are much wider and have more piercing power, and it now has a faster attack rate that scales drastically better with melee speed buffs,[[note]]The old Terra Blade's beams had an independent attack speed instead of being guaranteed on each swing like the current iteration, which meant that attack speed wouldn't increase the fire rate of the beams nearly as much as it does now.[[/note]] making it even better at tearing apart both bosses and hordes alike with some melee gear under your belt.



** The 1.4.1 update was incredibly kind to the Flying Dragon, doubling its base damage of 90 to 180. Making it the fourth-strongest melee weapon in the game, right behind the Zenith, the Terrarian, and the Meowmere.

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** The 1.4.1 update was incredibly kind to the Flying Dragon, doubling its base damage of 90 to 180. Making 180 and giving it the fourth-strongest fourth-highest base damage of melee weapon in the game, right behind the Zenith, the Terrarian, and the Meowmere.Meowmere while being obtainable considerably earlier.



* The ''Flairon'' dropped by Duke Fishron, who can be fought as soon as Hardmode is available. It's a weapon that's more akin to the Golem Fist or KO Cannon than a flail, but what makes it so good is that the head leaves a trail of ''homing'' bubbles that each seek nearby enemies and deal the same amount of damage as the flail itself.
* The ''Enchanted Sword/Terragrim''. They are some of the strongest pre hardmode swords, but what makes them a game breaker is how early and easily you can acquire them. They're found in enchanted sword shrines (a small cave with a one block wide tunnel that may lead all the way to the surface) or rarely even randomly underground. For players aware of them, they are very easy to find, allowing you to potentially acquire a weapon to carry you through all of pre-hardmode on the first day! The only disadvantage is they aren't guaranteed to spawn in a world, but are still fairly probable, especially in medium and large worlds which have three and four shrines, respectively. Each of which has a 1/3 chance of containing the true sword instead of a useless decoy.
* The ''Starlight'', dropped by the Empress of Light, is essentially the Terragrim on turbo speed. It's a rapier-like weapon that autoswings, fires extended multicolored beams, can hit enemies that can pass through blocks through walls (including a vast majority of the game's bosses), does very high damage, and its use time is ''even shorter than that of the Terragrim/Arkahlis,'' making it one of the most potentially-devastating melee weapons in the game in terms of sheer DPS even without additional accessory and armor set bonuses. Its attack speed is so ridiculously fast that you can even fell the ''Dungeon Guardian'' with it rather quickly, assuming you have an appropriate mount.

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* The ''Flairon'' dropped by Duke Fishron, who can be fought as soon as Hardmode is available. It's a weapon that's more akin to the Golem Fist or KO Cannon than a flail, but what makes it so good is that the head leaves a trail of ''homing'' bubbles that each seek nearby enemies and deal the same amount of damage as the flail itself.
itself. This almost eliminates the need to aim, as you can just swing the flail and let the storm of bubbles do the work.
* The ''Enchanted Sword/Terragrim''. They are some of the strongest pre hardmode swords, but what makes them a game breaker is how early and easily you can acquire them. They're found in enchanted sword shrines (a small cave with a one block wide tunnel that may lead all the way to the surface) or rarely even randomly underground. For players aware of them, they are very easy to find, allowing you to potentially acquire a weapon to carry you through all of pre-hardmode on the first day! The only disadvantage is they aren't guaranteed to spawn in a world, but are still fairly probable, especially in medium and large worlds which have three and four shrines, respectively. Each respectively, although each of which also has a 1/3 2/3 chance of containing the true sword a useless decoy instead of a useless decoy.
the actual sword.
* The ''Starlight'', dropped by the Empress of Light, is essentially the Terragrim on turbo speed. It's a rapier-like weapon that autoswings, fires extended multicolored beams, rapidly stabs in the target direction, can hit enemies that can pass through blocks through walls (including a vast majority of the game's bosses), does very high damage, damage with infinite piercing, and its use time is ''even shorter than that of the Terragrim/Arkahlis,'' making it one of the most potentially-devastating melee weapons in the game in terms of sheer DPS even without additional accessory and armor set bonuses. Its attack speed is so ridiculously fast that you can even fell the ''Dungeon Guardian'' with it rather quickly, assuming you have an appropriate mount.mount and take care to avoid its OneHitKill.



* The ''Sniper Rifle'', while slow and not autofire-enabled, is extremely powerful and has a high natural crit rate, which with a full kit of endgame ranger gear can be pushed '''''above 100%''''', turning every round into a critical hit. While not ideal against highly mobile bosses, it makes dealing with common enemies a snap, even in Master Mode with its inflated health pools. This becomes even deadlier in PVP, since the Vortex Armor's stealth mode makes you nearly invisible. Opponents will never see you coming until they explode into gibs and the server announces their death at your hands.

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* The ''Sniper Rifle'', while slow and not autofire-enabled, is extremely powerful and has a high natural crit rate, which with a full kit of endgame ranger gear can be pushed '''''above 100%''''', turning every round into a critical hit. While not ideal against highly mobile bosses, it makes dealing with common enemies a snap, even in Master Mode with its inflated health pools. This becomes even deadlier in PVP, since the Vortex Armor's stealth mode makes you nearly invisible.invisible along with its absurd buffs to ranged damage, meaning every shot will potentially deal a player's entire health bar twice over and come out of seemingly nowhere. Opponents will never see you coming until they explode into gibs and the server announces their death at your hands.



* If you're lucky enough to have Platinum in your world, you can grind a bit to make a ''Diamond Staff'', which is a powerful weapon that costs very little mana and fires highly damaging, piercing bolts. With good mage armor, this weapon can carry you through most of normal mode and sometimes even into early Hardmode.

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* If you're lucky enough to have Platinum in your world, you can grind a bit to make a ''Diamond Staff'', which is a powerful weapon that costs very little mana and fires highly damaging, piercing bolts. bolts, and notably can be crafted before even needing to visit an evil biome. With good mage armor, equipment and modifiers, this weapon becomes a DiskOneNuke that can easily carry you through most all the way to the Wall of normal mode Flesh, and sometimes even into early Hardmode.
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* The ''Rod of Discord'' is already a powerful tool that allows teleportation to wherever the cursor is, which can be a godsend in combat and exploration alike, only held back by its Chaos State that deals heavy self damage if used consecutively. Enter the ''Rod of Harmony'', the Shimmer transmutation of said item, which ''removes the cooldown altogether''. This is about as busted as one can imagine, allowing unrestricted, instant movement on demand, with it only being balanced out by only being obtainable after the Moon Lord. Still, like the Zenith, there's nothing stopping you from bringing it into a new world and using its godmode-like mobility to traverse the world in a snap, although if you want to use it to break the post-Moon Lord content of a GameMod, ''good luck finding one that'll actually let you use it''.



* After killing the Solar Pillar, you will be able to craft the ''[[PowerOfTheSun Solar Eruption]]''. It's a rapid flail that penetrates blocks and sweeps across practically the entire screen in a single stroke. Anything hit by it will take massive damage (usually multiple times) as well as get hit with a lethal debuff that drains 25 HP per second and spreads the flames to nearby enemies when that one is killed. Not to mention, the aforementioned reach and block-ignoring abilities mean that you can hit enemies from pretty much anywhere, even from behind cover. Needless to say, getting this weapon will usually make short work of the other Pillars and will make the fight against the [[spoiler:Moon Lord]] a lot easier.

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* After killing the Solar Pillar, you will be able to craft the ''[[PowerOfTheSun Solar Eruption]]''. It's a rapid flail that penetrates blocks and sweeps across practically the entire screen in a single stroke. Anything hit by it will take massive damage (usually multiple times) as well as get hit with a lethal debuff that drains 25 HP per second and spreads the flames to nearby enemies when that one is killed. Not to mention, the aforementioned reach and block-ignoring abilities mean that you can hit enemies from pretty much anywhere, even from behind cover. cover, making it a viable choice even if you aren't running a melee build. Needless to say, getting this weapon will usually make short work of the other Pillars and will make the fight against the [[spoiler:Moon Lord]] Moon Lord a lot easier.
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Bonus Boss is a disambiguation


* As soon as you enter Hardmode, Truffle Worms will begin spawning in Underground Mushroom Biomes. Should you have the mettle to challenge and defeat [[BonusBoss Duke Fishron]] before, for instance, the three Mechanical Bosses, you can effortlessly rip through whatever stands in your way with his ''Razorblade Typhoon''. Each cast of the spell summons two rebounding discs with high speed, extremely good [[{{Roboteching}} homing abilities]], and unlimited piercing to fly about the battlefield slicing up anything unfortunate enough to get in the way - oh, and thanks to its size and wonky hitbox, the typhoons can clip through thin walls if you hug them as you fire. Because its homing and moderate turning radius allows it to hit one enemy and those around it repeatedly for its full duration, you can fire them about without fear of missing while still keeping your focus on evading attacks or using other weapons to pile on the damage. Slap on a mana-restoring accessory such as the Mana Flower or Magic Cuffs, and this tome can potentially carry you all the way through the Lunar Events and even the FinalBoss.

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* As soon as you enter Hardmode, Truffle Worms will begin spawning in Underground Mushroom Biomes. Should you have the mettle to challenge and defeat [[BonusBoss Duke Fishron]] Fishron before, for instance, the three Mechanical Bosses, you can effortlessly rip through whatever stands in your way with his ''Razorblade Typhoon''. Each cast of the spell summons two rebounding discs with high speed, extremely good [[{{Roboteching}} homing abilities]], and unlimited piercing to fly about the battlefield slicing up anything unfortunate enough to get in the way - oh, and thanks to its size and wonky hitbox, the typhoons can clip through thin walls if you hug them as you fire. Because its homing and moderate turning radius allows it to hit one enemy and those around it repeatedly for its full duration, you can fire them about without fear of missing while still keeping your focus on evading attacks or using other weapons to pile on the damage. Slap on a mana-restoring accessory such as the Mana Flower or Magic Cuffs, and this tome can potentially carry you all the way through the Lunar Events and even the FinalBoss.
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** The 1.4.1 update was incredibly kind to the Flying Dragon, doubling its base damage of 90 to 180. Making it the fourth-strongest melee weapon in the game, right behind the Zenith, the Terrarian, and the Meowmere.
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Changed the Green Link on “Duke Fishron” to point to “Optional Boss” instead of “Bonus Boss”


* Want to become overpowered quickly early hard-mode? Look no further than ''[[BonusBoss Duke Fishron's]] drops.'' Since Truffle Worms start spawning as soon as hard-mode starts, one who is skilled enough, or knows how to abuse Duke Fishron's pattern can get some ''insanely'' powerful drops for that early on, allowing them to shred through ''everything'' in Hardmode up until the Moon Lord himself. Granted, be prepared for a ''[[ThatOneBoss very]]'' [[ThatOneBoss tough fight]] (especially if done early in Hardmode) if you want to [[EarnYourFun earn these weapons]].

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* Want to become overpowered quickly early hard-mode? Look no further than ''[[BonusBoss ''[[OptionalBoss Duke Fishron's]] drops.'' Since Truffle Worms start spawning as soon as hard-mode starts, one who is skilled enough, or knows how to abuse Duke Fishron's pattern can get some ''insanely'' powerful drops for that early on, allowing them to shred through ''everything'' in Hardmode up until the Moon Lord himself. Granted, be prepared for a ''[[ThatOneBoss very]]'' [[ThatOneBoss tough fight]] (especially if done early in Hardmode) if you want to [[EarnYourFun earn these weapons]].
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misread the wiki article


* If you're fighting bosses or doing events, ''Heart and Star Statues'' completely break the game for anyone even moderately competent at dodging. By wiring them up to timers and spacing them apart, each one produces up to three of its respective drop, for a maximum of ten. That's free, infinite healing and mana which you can collect in a fraction of the time it takes to gulp down potions. Even the FinalBoss will have a hard time wearing an agile player down. If you don't have heart or star statues, you can substitute this with mob statue traps, which will quickly kill the trapped mobs and cause them to drop hearts/mana in the process. This all eventually got heavily {{nerf}}ed; Heart and Star statues now have strict limits on how many items they can create, while monsters spawned by statues don't drop anything (with the curious exception of the Slime Statue, seemingly specifically to allow ''some'' shenanigans).

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* If you're fighting bosses or doing events, ''Heart and Star Statues'' completely break the game for anyone even moderately competent at dodging. By wiring them up to timers and spacing them apart, each one produces up to three of its respective drop, for a maximum of ten. That's free, infinite healing and mana which you can collect in a fraction of the time it takes to gulp down potions. Even the FinalBoss will have a hard time wearing an agile player down. If you don't have heart or star statues, you can substitute this with mob statue traps, which will quickly kill the trapped mobs and cause them to drop hearts/mana in the process. This all eventually got heavily {{nerf}}ed; Heart and Star statues now have strict limits on how many items they can create, while monsters spawned by statues don't drop anything (with the curious exception of the Slime Statue, seemingly specifically to allow ''some'' shenanigans).have their drops restricted in various ways.
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* The ''Cobalt Shield'' is a simple but nonetheless very effective accessory. It makes you immune to knockback, making many previously troublesome enemies almost trivial by taking away the [[LedgeBats one way]] for them to threaten you. It can also be combined with an Obsidian Skull to form the ''Obsidian Shield'', granting you immunity to burning blocks (Hellstone and Meteorite) and making it much easier to take on Hell and the Wall of Flesh. On Hardmode, it can be combined with the Ankh Charm to create the ''Ankh Shield'', granting immunity to most debuffs on top of being protected from burning blocks's damage.

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* The ''Cobalt Shield'' is a simple but nonetheless very effective accessory. It makes you immune to knockback, making many previously troublesome enemies almost trivial by taking away the [[LedgeBats one way]] for them to threaten you. It can also be combined with an Obsidian Skull to form the ''Obsidian Shield'', granting you immunity to burning blocks (Hellstone and Meteorite) and making it much easier to take on Hell and the Wall of Flesh. On Hardmode, it can be combined with the Ankh Charm to create the ''Ankh Shield'', granting immunity to most debuffs on top of being protected from burning blocks's blocks' damage.
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* If you're fighting bosses or doing events, ''Heart and Star Statues'' completely break the game for anyone even moderately competent at dodging. By wiring them up to timers and spacing them apart, each one produces up to three of its respective drop, for a maximum of ten. That's free, infinite healing and mana which you can collect in a fraction of the time it takes to gulp down potions. Even the FinalBoss will have a hard time wearing an agile player down. If you don't have heart or star statues, you can substitute this with mob statue traps, which will quickly kill the trapped mobs and cause them to drop hearts/mana in the process.

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* If you're fighting bosses or doing events, ''Heart and Star Statues'' completely break the game for anyone even moderately competent at dodging. By wiring them up to timers and spacing them apart, each one produces up to three of its respective drop, for a maximum of ten. That's free, infinite healing and mana which you can collect in a fraction of the time it takes to gulp down potions. Even the FinalBoss will have a hard time wearing an agile player down. If you don't have heart or star statues, you can substitute this with mob statue traps, which will quickly kill the trapped mobs and cause them to drop hearts/mana in the process. This all eventually got heavily {{nerf}}ed; Heart and Star statues now have strict limits on how many items they can create, while monsters spawned by statues don't drop anything (with the curious exception of the Slime Statue, seemingly specifically to allow ''some'' shenanigans).
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** ...Until its speed got heavily nerfed in 1.4.1, making it slightly slower than the saucer. On the upside, said update also increased the speed of the ''Witch's Broom'', an mount obtained from defeating Mourning Wood of the Pumpkin Moon Event in Expert Mode, currently making it the fastest flying mount.

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** ...Until its speed got heavily nerfed in 1.4.1, making it slightly slower than the saucer. On the upside, said update also increased the speed of the ''Witch's Broom'', an mount obtained from defeating Mourning Wood of the Pumpkin Moon Event in Expert Mode, currently making it the fastest flying mount.
mount. It's also smaller than the Cosmic Car Key, allowing you to use it indoors, thus rendering wing and boot accessories a moot point.
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* The ''Cobalt Shield'' is a simple but nonetheless very effective accessory. It makes you immune to knockback, making many previously troublesome enemies almost trivial by taking away the [[LedgeBats one way]] for them to threaten you. It can also be combined with an Obsidian Skull to form the Obsidian Shield, granting you immunity to burning blocks (Hellstone and Meteorite) and making it much easier to take on Hell and the Wall of Flesh. On Hardmode, it can be combined with the Ankh Charm to create the Ankh Shield, granting immunity to most debuffs on top of being protected from burning blocks's damage.

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* The ''Cobalt Shield'' is a simple but nonetheless very effective accessory. It makes you immune to knockback, making many previously troublesome enemies almost trivial by taking away the [[LedgeBats one way]] for them to threaten you. It can also be combined with an Obsidian Skull to form the Obsidian Shield, ''Obsidian Shield'', granting you immunity to burning blocks (Hellstone and Meteorite) and making it much easier to take on Hell and the Wall of Flesh. On Hardmode, it can be combined with the Ankh Charm to create the Ankh Shield, ''Ankh Shield'', granting immunity to most debuffs on top of being protected from burning blocks's damage.

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