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  • Alternative Character Interpretation:
    • There has been discussion about whether the player character is a Villain Protagonist. After all, while there are bosses who attack without provocation (like the Eye of Cthulhu and the three mechanical bosses), most bosses need to be summoned with an item. Others, like Queen Bee or Plantera, only attack after the player destroys their progeny. Are they truly malevolent, or just victims of a Blood Knight who destroys everything in his or her path?
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    • On a more humorous note, the fact that reforging items is a Luck-Based Mission has made people wonder whether the Goblin tinkerer is actively giving you terrible enchantments to get more money out of you, or if he is just terrible at his job.
  • Alas, Poor Scrappy: As annoying as the Guide is, it's a bit sad when you have to sacrifice him to summon the Wall of Flesh after he's faithfully stuck by your side from the beginning of the game.
  • Annoying Video Game Helper:
    • The guide NPC who functions as a newbie hint guide. Unfortunately, he likes to path around the players and can enter their normally safe houses, bringing the monsters howling at the doors inside with him. NPCs running from monsters who have gotten into their homes can also run to your house and open the door that kept them out.
    • The baby slime summoned from the rare Slime Staff. It has Gameplay Ally Immortality and hits rather fast and can kill weaker enemies quickly. Unfortunately it can also negate your attacks due to the Mercy Invincibility the mobs have while being pummeled by the slime, thus your attacks don't always register. During hardmode, it quickly becomes obsolete due to its low attack power, and the higher defense hardmode monsters have. By that point you'll probably be better off killing things on your own rather than rely on the slime.
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    • Some summons in general can end up being this if you're not focusing on Summoner equipment, especially the fast attacking ones like the Stardust Dragon. They can constantly trigger enemies' and bosses' Mercy Invincibility which will leave you no room to get any hits in for yourself, which in turn can drastically lower your damage. It's still good to have a Stardust Dragon if you're building or fishing as any of the classes as it can travel and attack through walls but it's best to de-summon it when fighting major bosses or events as any class besides Summoner.
  • Anticlimax Boss:
    • While the Golem is a strong boss, it's disappointing for many players who see it as much easier than Plantera, the boss coming immediately before it. Demoted to Breather Boss between Plantera and the Lunar Event bosses.
    • The Martian Saucer can be this. Unlike nearly every other boss, none of it's attacks go through walls. The only damage it can do to you while in a building is splash damage from its missile explosions. Set yourself up in a big enough box, summon your minions outside it, and watch as you get the Cosmic Car Key in record time.
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    • With proper preparation and thanks to the ability to create custom arenas, any of the bosses in the game can easily become this. Many players have come up with ways to AFK every boss in the game, most of which can be done before even fighting the boss properly.
  • Base-Breaking Character: The Guide. Either he's a clueless asshole who will happily open doors to let zombies and the like into your house to ruin your early game, or he's a helpful and kind tutor who is the reason you've managed to avoid Guide Dang It! for a while and deserves some slack. As a result, summoning the Wall of Flesh by destroying the Guide via a voodoo doll comes with reactions ranging from "I have to kill him to proceed in the game?!" to "Ha, Take That, Scrappy!".
  • Breather Boss: The Golem. It does have some dangerous attacks and a lot of HP, but it's also fairly predictable and much easier to fight than Plantera, the boss you had to defeat just to reach the Golem. It also helps that it can't pass through blocks, meaning you can run into the hallway, rendering the Golem useless. The next bosses in the progress chain is the Lunatic Cultist, followed by the Lunar Invasion and the Moon Lord.
  • Breather Level: Ironically enough, the two most dangerous and unwieldy places in pre-Hardmode, which are basically presented with neon signs on their heads telling you "This is not a place you should linger in for long," the Dungeon and Underworld, become this upon the initial transition into Hardmode, as they do not convert into Hardmode themselves until certain event flags have been reached (one Mechanical Boss defeated for the Underworld and Plantera defeated for the Dungeon). The armored skeletons and fire imps that previously resulted in a lot of pain and anguish suddenly pale in comparison to the regular Hardmode enemies lying around in the underground caverns or even right outside your own home.
    • And the Underworld is still this even after, as while the Dungeon becomes the hardest biome to traverse in the game after its conversion, the Underworld only gains three new enemies and doesn't change much at all otherwise, considering it also isn't affected by the streaks of Underground Corruption/Crimson or Hallow that plague all the other biomes.
  • Broken Base:
    • What is the most "effective" way to play the game to get the proper Terraria experience? Using all weapons with disregard for classes, or doing class playthroughs like the developers "obviously" intended? If the latter, how much should the character only stick to using weapons of that class? Needless to say, discussion of such can get rather heated in the fanbase...
    • Are summoners underpowered when compared to the other classes and deserve a much-needed buff to bring them up to speed, or are they a case of Magikarp Power that is as powerful enough as is and any further buffs would push them into Game-Breaker territory? Again, discussions on that can get rather heated as well. This also includes arguments over the "proper" way to play summoners. Should they only use summons to deal damage while they focus purely on dodging or, since they don't need to keep a hold of the staff to attack, does this mean they're free to use weapons from other classes with no problem? Also, how do summoners start the game? Are they allowed to use lava and a Slime Statue to grind for the Slime Staff? Or are they really expected to get the Reaver shark, mind down to the Underworld for Hellstone, and craft the Imps as their first summon? Or should they use another class until they beat Queen Bee to get the Hornet Staff? You'll never be able to get a straight, general consensus on this.
  • Catharsis Factor: The game becomes quite relaxing once you get end-game equipment, being able to build with little/no worry since anything that disturbs you or your NPCs are generally reduced to dust with your weapons. It's also immensely satisfying to summon the bosses that gave you so much trouble before and obliterate the hell out of them with your Infinity +1 Sword.
  • Complacent Gaming Syndrome:
    • For pre-Hardmode, it's fairly common to see people going for a set of Meteor Armor and a Space Gun as soon as possible. Thanks to the Meteor Armor's set bonus outright removing the Mana cost on the Space Gun, you essentially have a rapid-fire, piercing, decently damaging projectile weapon with no cost whatsoever.
    • Not as common but still prevalent is trying to fish up a Reaver Shark as soon as possible. The Reaver Shark is a pickaxe with the same power as a Nightmare/Deathbringer Pick...but is obtainable at the start of the game. This means that you can potentially get Hellstone gear before even fighting any of the bosses, then return with your overleveled equipment to tear them a new one.
    • Pre-version 1.2.: It's rare to see people use anything other than the Minishark, Megashark, swords, and Crystal Storm.
    • Post 1.2.: Vampire Knives, Shadowbeam Staff, and Spectre Armor with Spectre Hood are all but essential for endgame bosses due to how much health they can recover - even with Spectre Hood's nerf to magic damage. And then this is turned around against the Moon Lord; it gives a debuff that prevents the life-stealing effect from working.
    • For early to mid Hardmode, expect to see the Daedulus Stormbow + Holy Arrows combo a lot, just because of how goddamn strong it is. Besides making mincemeat of Destroyer, it also rips through the health bars of any boss that can be fought in an open space, making the Mech bosses far easier - and the bow can be obtained at the beginning of Hardmode, should one find and kill a Hallowed Mimic early.
    • For early Hardmode rangers, the go-to bullet type is usually Crystal. Not only do they incur a ton of damage per shot from their shattering rounds, they're also incredibly easy to obtain considering that Crystal Shards grow everywhere in the Underground Hallow. Couple them with a fast-firing weapon like a Megashark, and they usually cut through enemy health bars like butter. They're especially devastating against bosses with large hitboxes since each bullet can hit several times upon shattering, and are one of the easiest ways to take down Skeletron Prime and The Twins.
    • The moment they become available, it's rare to see anyone using bullet a bullet type besides Chlorophyte Bullets against bosses. While other options like Cursed Flame/Ichor bullets offer more damage/status effects, the homing ability of Chlorophyte is insanely good for a ranger, as it outright invalidates the spread of many weapons while making aiming less relevant, allowing the player to focus more on dodging. Even after killing the Final Boss and getting Luminite Bullets (which don't home, but do significantly higher damage and pierce), Chlorophyte still remains a strong choice that can even rival the aformentioned endgame ammunition.
    • Hello, Solar Eruption. Put simply, this is a weapon that everybody, no matter their build, should consider getting in their inventory once they hit the end game. It's very affordable to craft, being made only from the drops of a lunar pillar and thus not requiring the final boss to get at, and so can very easily gotten by everybody. To put it simply, it's a melee weapon with crazy reach, hits enemies through walls, and is one of the most powerful weapons due to being made of end game material. Not only does it hit through walls, but it will also light up wherever it goes.
    • Regardless of the build, expect to see a lot of players taking on the Stardust Pillar early on in the Lunar Event to get the Stardust Dragon staff. Even though it was nerfed in later updates, it's still a fairly powerful summon for even non-summoner classes.
  • Creator's Pet: Some have accused the Mage class as this. The Mage class consistently keeps getting more and more weapons/accessory/armors with almost every update, usually at the expense of other classes that don't nearly have as many options like Summoner. Many have noted the sheer number of mage weapons that can easily be summoner weaponsnote  but are still classified as mage weapons for some reason. It also gets notable that a there's a large number of buff potions that are specifically geared to mages. Normally it wouldn't be a problem but it has caused a rather nasty side-effect of promoting a Stop Having Fun, Guys mindset in the community and on certain servers. See below for more details on that.
  • Crosses the Line Twice: If the player character fails to kill the Wall of Flesh in time and die to it after reaching the world's edge, you'll be greeted with this gem.
    "<Player> was licked."
  • Fandom Rivalry: With Minecraft, and to a lesser extent, Starbound, due to both games having similar elements.
  • Fridge Logic: Bones can drop from Skeleton warriors in the dungeon, but not the random skeletons you find underground. Justified for game balance; bones themselves are a decent ranged weapon, and they can be made into Necro Armor, which is a ranged-based set of armor that increases damage and reduces ammo consumption. It may be explained by the skeleton's appearance. Its bones are green, and probably worn away from underground dampness or something.
  • Goddamned Boss:
    • A number of bosses like to alternate between floating out of melee range and ramming the player to death, requiring the player to keep a projectile weapon and stay out of these bosses' range.
    • If you do have a Warmth Potion and sufficient armor, then the Ice Queen of the Frost Moon turns into this. She flies around the area very quickly, making it very irritating to get a good hit on her. Furthermore, she has lots of health, so expect her dodging and flying around to prolong the fight. However, her attacks won't deal that much damage due to the Warmth Potion weakening them. Without a Warmth Potion or sufficient armor, she becomes That One Boss.
    • The Lunatic Cultist. He liberally uses Teleport Spam and uses Doppelgänger Attack while floating around and casting annoying-to-avoid spells. Being human-sized, he also has a very small hitbox for a boss. Thankfully, he doesn't move whenever he's casting, as well as the fact that he holds a particular weakness to chlorophyte bullets.
    • The Queen Bee can be quite annoying for players who accidentally destroyed her larva. One of her most annoying attacks is her charging attack, which can take away a good amount of your health, and after that, she starts shooting destroyable bees that can poison at you like bullets or even more annoying indestructible rapid-fire poison stingers. But if you manage to defeat her, the rewards are worth the fight, since she drops some pretty good pre-Hardmode weapons and armor.
  • Junk Rare:
    • Played straight with the pre 1.3 Enchanted Sword, a rare sword with the ability to fire damaging energy beams with each swing. It is one of the rarest items in the entire game. The game has a small chance of spawning the Enchanted Sword somewhere underground in a destructible background stone when you first generate a world. There is no indication that the sword has spawned and since it's in a random spot underground you could potentially spend a thousand hours in a world with an Enchanted Sword and never know it's there. Even then, there is only a 1/3 chance that the sword in the background stone is the real deal - the other 2/3's are wooden swords that don't even drop upon destroying the stone. On the off chance that luck is in your favor, and you finally somehow manage to find an Enchanted Sword... you'll find that it isn't exactly groundbreaking, especially in comparison to the plethora of much more common, much more powerful items you can find even before Hardmode. It deals only one point of damage more than the Light's Bane, a low tier, fast-but-weak archetype of weapon. The ability to fire energy beams isn't all that special, even pre-Hardmode. The Ice Blade, another pre-Hardmode weapon, does the same thing, is almost as damaging, and is far easier to acquire.
      • Made significantly less junky and rare as of 1.3, where, in addition to the usual stone generations, very obvious Enchanted Sword shrines can spawn (structures with a vertical, one-tile beacon of negative space that stretches extremely far up, sometimes even visible from the surface) that are common enough to reliably find at least two or three with ease in a large world. The Enchanted Sword has also been buffed to now be faster than the aforementioned Light's Bane and stronger than the Blood Butcherer, a mid-tier, slow-but-strong weapon, with its sword beam now doing it much more of a favor with the increased damage, ultimately bringing its newfound power much more in line with its lowered, more justified rarity. Additionally, 1.3 also brought the Arkhalis, which has a 1/10 chance to spawn in place of a real Enchanted Sword, seemingly bringing the entire Enchanted Sword category out of infamy for good.
    • Exaggerated with the Slime Staff. It has the lowest drop rate of any enemy-dropped item: only a 1 in 10,000 chance, and even Pinky only has a 1% chance to drop it, the highest out of all Slime enemies. This makes it potentially the rarest of any of the summon weapons, on top of being the weakest with a mere 8 damage and no ranged ability. However, combining this weapon with the Greedy Ring's effectsnote  and a specially-structured arena can turn it into a very profitable cash cow that nets dozens—if not hundreds—of gold coins in a few minutes, so it's not completely valueless.
    • Downplayed with the Coin Gun. It's the rarest drop in a pirate invasion, having a 0.25% chance to drop from the Flying Dutchman Ship (Meaning one in every 400 ships has one), a 0.05% chance to drop from Captains, and a 0.0125% chance to drop from anything else. It has a very high damage stat, but you need coins to use it. It has a power of 200... When using platinum coins. Unless you have a good money farm, it's very hard to get this weapon to its peak damage.
  • Memetic Badass: Within the fandom itself. To this day, Yrimir is regarded as one of the greatest Terraria players alive, thanks to a long list of impressive accomplishments listed under the awesome moments page.
  • Memetic Mutation: Why is there boss music? / Why do I hear boss music?Explanation 
  • Moral Event Horizon: The Player Character. In order to progress to the endgame, you must summon a boss in the Underworld, and in order to do so, you must murder the Guide with the Guide Voodoo Doll. As of 1.1, it's clear that death is not cheap for the non player character allies, as when they die they are not resurrected, but rather replaced, and thus this amounts to murdering the Guide simply to progress in the game. Unless of course, you hate the Guide which leads to...
  • Nausea Fuel: The Crimson. From the sound Blood Crawlers make when struck to the Uncanny Valley Face Monsters and the disturbing music, the biome is Squick embodied.
  • Paranoia Fuel:
    • The underground is sprinkled with with hard-to-spot pressure plates that trigger dart traps, falling boulders, or even land mines.
    • No matter what quarantine measures you take before activating Hardmode, and no matter how quickly you isolate the Corruption/Crimson and Hallow spread by defeating the Wall of Flesh, every time you smash a Demon/Crimson Altar there's a chance that some brick, somewhere, is converted to one of those contagious biomes. And you probably won't discover it until you go mining one day and discover another chunk of the map is now filled with horrors or fey monsters.
  • Player Punch:
    • Want to enable the game's Hard Mode and get access to a whole bunch of cool new stuff? You have to kill the Guide - the first NPC who joined you in your new world, and who spent the entire game up to that point freely sharing advice and crafting recipes with you. You are a terrible person!
    • In a similar fashion, if you want to rematch Skeletron, you're gonna need to kill the Clothier. You know, the guy you freed from Skeletron's curse to live the rest of his life happily? Hope you have a good time with that rematch.
  • Porting Disaster: In the Vita's case, suffered two major Game Breaking Bugs in its history. One, where after the 1.2 Update, corrupted all worlds that has the fireplace item. Two, which causes the vita to fail to save the game and cause a Crash to the Vita's menu. As of this writing, it's been unfixed for three months.
  • Praising Shows You Don't Watch: The game had a community like this pre-release, with many people praising the game well before it came out and claiming it to be nothing like Minecraft, despite only a limited number of them having played it at that point.
  • Quicksand Box: Like with Minecraft, get used to dying a lot while you learn the ropes.
  • Rescued from the Scrappy Heap: Surprisingly enough, the Terra Blade. Even though it had extremely high power and Sword Beams, many people considered it a letdown for the effort needed to create it and consider it inferior to the Death Sickle, Paladin's Hammer, Horseman's Blade and Vampire Knives due to its lack of auto-swing. Cue Version 1.2.4, it got the auto-swing it deserved, and it's now back as a member of the list of "must get" weapons. Even though 1.3 introduced stronger weapons, it's still a good weapon for the middle part of Hardmode..
  • The Scrappy:
    • The NPC known as "Guide" who appears in every world upon creation, runs around and will move into any house you build. He's supposed to give tips to new players, but there's no way to get rid of him; even if he dies, he respawns within a minute. But the worst of all is that he often opens your house's front doors during night when there's zombies outside, so it makes them able to enter your house and kill you. Even the creators themselves find him incredibly annoying: they walled him in and trapped him in their Let's Play (which doesn't help anyway because he can teleport). Redigit even added an item called the Guide Voodoo Doll, which summons The Wall of Flesh if thrown into the lava pits of the Underworld.
      • Since 1.0.5, he has become much more useful as he can show you everything you can craft with an item if you show it to him. Crafting is no longer a guessing game, and it certainly makes the world a whole lot kinder to new players who try to experience the game without immediately resorting to a wiki. The guide also becomes a lot more valuable in modded playthroughs; especially for mods that don't have a companion wiki to them.
      • Lampshaded in the Steam card for him. "He thought it would be funny to open your door and let zombies in, you thought it would be fun to feed his soul to the lord of eternal nightmares."
    • From 1.2.4, The Guide's Scrappy-ness was quickly eclipsed by The Angler, who is the only child character in the game... which is a title he tarnishes by being an utterly infuriating Spoiled Brat. He's bossy and demanding, he treats your character like dirt, and is constantly pulling "pranks" on the other residents, such as putting undead fish into their furniture and piranha teeth into chairs. And you can only do one of his fishing quests per day, which is especially aggravating when you're trying to get the rarer rewards which have an already infuriatingly low drop rate. Even worse for those who want to give him the same treatment as The Guide, Invulnerable Civilians is in full effect, even lampshaded somewhat. If his HP is ever reduced to 0, he simply poofs away in a puff of smoke, with the chat log "<Name> Has left." This being in a game that contains voodoo magic, bloodthirsty organs, and hell itself.
  • Scrappy Mechanic:
    • Potion Sickness: whenever you use any item that heals your health, you need to wait a minute before you can use another. While obviously tailored to prevent health potion abuse, 60 seconds is an eternity in boss time. There's an accessory that can reduce it to 45 seconds.
    • Occasionally it will start to rain in the overworld, with each storm lasting about 24 minutes. This wouldn't be so bad if storms didn't darken the brightness a bit, cause flying fish to spawn (basically demon eyes that can appear during the day), and nullify the blooming conditions for Fireblossoms. Furthermore, they sometimes drag on if you're unlucky, with a storm coming up right after the previous one. On the plus side, you need it for Waterleaves to bloom and and it drastically increases fishing power. It's also the only time the Ice Golems will spawn in the snow biome on hardmode.
    • Blood moons and Solar Eclipses, once you get enough good gear. While they are threatening, intense and fun early on, after a while, they basically become the event versions of Goddamned Bats.
    • The Angler's fishing quests can only be done once per in-game day, which is infuriating because he possesses six unique items which he gives out randomly, three of which are necessary to craft the Cell Phone. The functional items only have a 2.5% chance of being given as a reward. Granted, you can boost the likelihood of getting them, but doing this requires completing the little snot's daily quest 150 times and only raises it to a 15% chance overall.
    • Reforging at the Goblin Tinkerer. While being able to get a better modifier on your items is very useful, the complete randomness of the modifier chosen makes for a Luck-Based Mission. If you're lucky, you might get the best modifier on the first try. If you aren't, you might waste all of your money and never get a decent modifier. Worse, you might get the one you want... and then accidentally reforge again in your haste, losing it and wasting even more money and time. This has earned the Goblin Tinkerer a rather bad reputation with many players.
  • Scrappy Weapon:
    • Nobody uses short swords. Rather than swinging it overhead in an arc, your character thrusts it forward, making it almost useless against anything that doesn't walk right into it. The game itself seems to recognize this, since every metal after Gold/Platinum can't be crafted into them.
    • The Wand of Sparking. As the weakest magic weapon in the game, with no knockback along with pitiful damage and range, most players simply skip over it entirely, opting to use melee until they can craft or find something better. It doesn't help that it's random loot in surface and underground chests, so you might not even find one until it's obsolete.
    • The Life Drain is supposedly a weapon that drains life from enemies. In practice, the life drain effect is simply granting a health regeneration buff while attacking, which isn't nearly impactful enough to warrant using the weapon, especially since it deals pitiful damage for a Hardmode weapon and guzzles mana. It doesn't help that this thing drops from Crimson Mimics, which require a lot of effort to find and kill. If you can manage to actually kill one, the Life Drain is basically already obsolete, and the Mimic's other potential drops are much stronger anyway.
    • The Brain of Confusion, dropped by Brain of Cthulhu in Expert Mode, is an accessory that gives a chance to Confuse nearby enemies upon taking damage. Thing is, a number of enemies (including most bosses) are immune to the Confused debuff anyway, making it incredibly situational, and the effect is underwhelming even when it does work. It doesn't help that its Corruption counterpart, the Worm Scarf, is far more useful with its 17% damage reduction.
  • Sidetracked by the Gold Saucer: The fishing minigame/sidequest is rather elaborate, with around 30 possible quest rewards requiring way more than 30 fishing trips to get them all because most are rare and random. Only one fishing quest is offered per in-game day, but they often eat up a lot of time and distract you from the usual exploring/fighting/building/boss-battling. Or you may realize that you often fish up crates, which sometimes contain high-level metals you aren't supposed to have yet...
  • Stop Having Fun, Guys: Not as bad as in other games but there's a notable mindset in certain parts of the community that not playing Mage makes you an idiot Scrub who doesn't know how to play correctly. On certain servers, you'll often be hounded repeatedly until you switch to Mage, even if you're playing a class that has a viable, if even higher damage output than mages like Melee. Lord help you if you log onto one of those servers as a Summoner... It doesn't help that the devs seem to be encouraging this mindset, with the Mage class consistently getting a steady stream of new toys to play with almost every update while most other classes are lucky to get one or two in comparison.
  • Squick:
    • The Wall of Flesh, a gigantic... wall of flesh, with flunkies in the form of tiny mouths hanging off of veins that try to attack you. It can puke leeches to attack you with.
    • The Crimson is one big land of Squick. Blood drips from everything, even the trees. The enemies there have names like "Blood Crawler" (a giant tick/spider), and "Floaty Gross" (a ghost that constantly drips...some sort of unpleasant fluid), and you can farm things like Flesh Blocks (to build flesh furniture, of course), Vertebrae, and Meat Grinders.
    • The Ogres fought in the Old One's Army event have an attack where they throw their snot at the player, causing the oozed status that slows the player down if it hits.
  • Take That, Scrappy!: For players who hate the Guide for allowing nighttime enemies into their houses, it can be satisfying that the procedure to summon the Wall of Flesh involves destroying the Guide via a voodoo doll rather than a Player Punch.
  • Tear Jerker: A painting found in the dungeon depicts the late Sparky Doo, once Redigit and Cenx's dog. "In loving memory."
    • Non-game related example. A beloved sprite artist on the Community Forums going under the username Jestex passed away to suicide.
  • That One Achievement:
    • The "Knight in Shining Armors" achievement on the console version. To get it, you have to obtain the ultra-rare Mining Armor, craft every helmet for the Hardmode armors, get every other piece of armor, beat Ocram up to 30 times, then make 3 full sets of Hallowed Armor, plus 3 more of each Hardmode armor, and get a few hundred bars of Adamantite (the rarest ore in the game.)
    • "Baleful Harvest" and "Ice Scream" on the PC version. Both achievements require you to reach the 15th wave of the Pumpkin Moon and Frost Moon. Getting to the 15th wave is easier said than done, with it's fair share of increasingly dangerous enemies and bosses that are capable of incapacitating and Zerg Rushing players easily without some crazy preparation and/or skill, Luck-Based Mission being in effect for each wave, and lastly requiring you to do all of this before dawn arrives. To make matters even more worse, the whole night is nine real minutes long. Have fun. As of this writing, only 5.9% and 4.3% of players have gotten both achievements respectively.
    • "Supreme Helper Minion" on the PC version. Better hope you have the patience of a saint, as this requires you to complete 200 angler fishing quests. And since only one quest can be done per in-game day, this will involve lots and lots of waiting. To put in perspective, you could theoretically do about 60 quests in a real-time day if you stayed up and were playing constantly. That means three real days of non-stop gameplay to complete 200 quests. Thankfully this achievement counts up alongside the other achievements related to quest fishing and the process can be slightly sped up with the Enchanted Sundial to skip to 4:30 AM (when a new day starts). Only problem is the Sundial has a cooldown of its own that lasts a whole in-game week or 168 real minutes. As of this writing, only 0.7% of players have gotten this achievement, making it the rarest achievement.
  • That One Attack: In Expert Mode, most bosses gain new attacks to make fighting them even more obnoxious.
    • The Eye of Cthulhu, once it's down to half-health, gains a super-fast charge attack where it whips around the screen like a blur, and as it takes more damage it uses this attack more often. By the time it's on its last legs, it does it non-stop, making getting that last sliver off ten times more difficult.
    • The Brain of Cthulhu is even worse, as its Creepers now inflict random status effects when they hit you, which can quickly and ridiculously stack up if you're caught in a group of them. This includes the Broken Armor debuff.
    • While not Expert-exclusive, the Moon Lord's Phantasmal Deathray definitely counts. It's a massive laser fired from his head eye which sweeps a wide area, is deceptively hard to avoid and deals absolutely ludicrous damage (150 on normal, 300 on Expert). While it takes a second to charge and he doesn't use it a lot, you best be prepared every time his head eye opens up - especially since you can only damage the head eye while the laser is being fired. The only saving grace is that the laser is blocked by terrain.
    • Also not expert-exclusive is the Martian Saucer's Death Ray. This attack hits extremely hard, dealing 140 on normal and 200 on Expert. When its other parts are destroyed, it will constantly spam this attack, while more than doubling its damage to a whopping 300 on Normal/450 on Expert! Again, the only saving grace is that the attack is blocked by terrain much like the Phantasmal Deathray.
  • That One Level:
    • The Underground Jungle. It's a humongous cavern that stretches from below the Jungle to the Underworld. What's so hard about it? It's a nightmare to navigate, it's swarming with Hornets and Man Eaters (horrendous Demonic Spiders), and it's got several rare and rather useful items hidden in it. (Enable hardmode in 1.2 and its difficulty is boosted to Bonus Level of Hell.)
    • Hardmode Deserts during a sandstorm have some incredibly nasty enemies in Dune Splicers and Sand Sharks, both of which appear very often, have loads of health, are lightning-quick, jump out at you for cheap heavy damage and are hard to damage when they're swimming through the sand. If your desert is Corrupt, Crimson or Hallowed, the sharks get variants with a noticeable boost in health or attack. The rare Sand Elemental Mini-Boss is actually rather tame, but the sheer number of splicers and sand sharks compound the fight a lot more.
    • The post-Plantera Dungeon, by and far. Originally it's dangerous but survivable and by the time you reach hardmode and have high end equipment it's basically a Breather Level. Then you defeat Plantera and the crap hits the fan. Suddenly the Dungeon is filled with extremely powerful skeletons that can soak damage like nothing, Necromancers that can bounce nigh-instantaneous shadow bolts around corners to hit you and teleport away whenever they take damage, Diabolists that shoot exploding, unblockable fireballs through walls at you and also teleport on damage, Paladins that have more health than some bosses and rapidly throw hammers at your face for massive damage, Skeleton Snipers that can two-shot you from across a room. Basically every enemy in the post-Plantera Dungeon is either a Demonic Spider or a Goddamned Bat designed to distract you while the stronger enemies kill you. Even after you kill them you're still not safe because there's a chance every enemy you kill might spawn a Dungeon Spirit which charges you at high speed, straight through walls! The good news is that if you can survive this onslaught you can get some of the most powerful equipment in the game here.
    • The Lunar Invasion event is filled with several Demonic Spiders and Goddamned Bats near each of the pillars, all of which are far more durable and more painful than most of the things found in the post-Plantera Dungeon.
  • Ugly Cute: The Eater of Worlds and the Brain of Cthulhu have drops that allow you to get a pet baby Eater and baby Face Monster respectively. Despite being based off their Nightmare Fuel counterparts, their Fun Size makes them look somewhat cute.
  • What Do You Mean, It's for Kids?: 1.2 introduces the Crimson, filled with nightmarish creatures and blood and gore everywhere. In a T-rated game. Most enemies also explode into Ludicrous Gibs when they die, which also isn't exactly kid-friendly.

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