History:
November 21st, 2022: Thread closed following the resolution of 1.4.4's hotfix period.
September 29th, 2022: Thread reopened for discussion of 1.4.4's balance changes, and subsequent hotfix adjustments.
January 5, 2022: Thread reopened for what is most certainly going to be the final round of major balance adjustments undertaken. Expected to stay open until around January 22nd.
November 10, 2020: Thread reopened for last minute feedback for 1.4.1.2 balance changes.
November 2, 2020: Thread locked again prior to 1.4.1.2 release. All changes finalized. Thread will re-open shortly for final feedback on last minute changes when the hotfix drops. Aside from any emergency revisions, no other balance changes will be made.
October 13, 2020: Thread re-opened for the 1.4.1 release and its balance changes. Discussion henceforth should be targeted towards adjustments and feedback on the 1.4.1 changes, as I am unlikely to be making additional changes unrelated to those.
August 2020: Balance changes for 1.4.1 are finalized, and no longer going to be adjusted, whether by feedback in this thread or otherwise. I've decided to leave the thread open for discussion for the time being, but its purely academic at this point)
January 5th 2021 Update!
Exciting news! I've been allocated enough time to do one more batch of balance changes and QoL adjustments to the game! The window for this is considerably shorter than previous windows, but I'm excited to tie up a few final loose ends, with the help of community feedback to guide me.
The same general rules from before still apply, but I'll add a few caveats to that:
1. Within reason, I'm interested in branching out of items somewhat, including some changes to some things like item accessibility, enemies/bosses, and some critter stuff. Items are still the easiest to work with and quantify though!
2. My timeline for this is considerably shorter than previous timelines. My finalized changes are expected to be in by the end of the month, with this thread closing sooner than that. As such, I am wary of tackling particularly tangled balance situations that would take a longer time to sort out and analyze. I won't have many, if any, second chances on fixing any missteps here.
2A. Most notably, this applies to the vast number of issues concerning the mid-game Summoner balance. A number of bugs, oversights, and balance mistakes have come together to create a wildly tangled mess of OP gear . . . but removing any single one of them could accidentally cause the class to come crashing back down. My hands are tied here, because if I really, really wanted to work on this, I would likely have to remove/nerf most of these bugs/oversights only to then rebuild the class from the ground up. So this means that unless I'm willing to remove these popular features, there is not as much I'm able to do with the class as I would like. But I still would like to make some changes within reason.
3. As my timeline is more significantly limited, so too is my ability to call in more substantial mechanical/code overhauls. Like before, the best candidates for change are things I can do within my own skillset, as Yoraiz0r and Grox are busy with their own tasks, which take strict priority over mine. There is a little wiggle room here, but not much. Stat changes > Overhauls/Reworks.
This is almost certainly going to be the final set of balance changes to Terraria. I will likely have some wiggle room for hotfix adjustments in the week or two following the Steam Deck update, but I do not anticipate there being further balance work beyond that.
Hello everyone!
For those of you who don't know me, I'm Leinfors, and I do QA for Terraria! One of the big focuses of this update was a pretty big rebalancing pass on many dozens of weapons, armors, and items in the game!
However, Terraria has many thousands of items, and there is only so much time to go around, and its hard for one single person to dictate the balance of so many items without bias. Some items were changed before I was quite as involved, and while I've documented them, I didn't have time to fully review them myself. I'd like to continue iterating on this process, and for that, I would like to open discussion with the community here!
So here is the plan:
Between my other duties in the following weeks, I'm going to look into followup balance changes. I have certain things that are already on my radar, but I'm interested in hearing what you guys think might need adjustment. I'll be looking for the following:
- Balance changes we've made that you think were not enough, or were too much/disagree with
- New items/equipment that you feel needs adjustment
I'm really eager to hear what you guys think, and I'd like to have a dialogue about this. I'm interested in discussing the "why" of some of our changes (when they are changes I made), and I'd like to hear your thoughts about it and other feedback you'd like to share.
A couple of ground rules I should elaborate on here though.
1. I'm only one member on a team, and I don't have absolute authority. Even if I'm convinced, all of my changes need to be approved before they pass, so I can't just change what I want.
2. This is meant to be a discussion thread, and I'd like to see evidence and convincing arguments in favor of changes. If I'm not convinced, then I'm not going to advocate for changes, but I promise that I am interested in hearing it out . . . I want to make more changes!
3. Evidence and persuasive points win the day here. Number of or passion behind a complaint absent evidence or strong logic won't convince me, nor will the number of likes, etc. a post gets. If a change is correct, then making a strong case for it should be easy.
4. My focus is primarily items. It is very unlikely that I will be making changes to enemies/bosses. It is also very unlikely for me to be able to completely overhaul weapons in the style of the Charged Blaster Cannon or Medusa Head. We are talking stat changes here, rather than overhauls.
5. Please be respectful to other posters here, we're all here to make Terraria a better game, and the best way to have a discussion is if we all get along!
While we are here, for reference, here are the current up to date balance changes!
Scarecrows
- Scarecrows Banner/Bestiary Unlock Count Requirement reduced from 200 to 150 to reflect lower numbers in Pumpkin Moons
- All Scarecrow Bestiary Entries now share one kill count, rather than 10 independent kill counts, and will be unlocked simultaneously
Morning Star
- Damage reduced from 180 to 165
Xeno Staff
- Rate of fire further reduced from 36 to 40, in light of its AI changes resulting in much better performance than anticipated
Other
- Made adjustments to the sell value of Bee Wax and Bee Wax-derived crafting items to result in a more consistent sell value across the set
- Increased the sell value of Imp Staff to match other Hellstone Bar gear
- Scarecrows Banner/Bestiary Unlock Count Requirement reduced from 200 to 150 to reflect lower numbers in Pumpkin Moons
- All Scarecrow Bestiary Entries now share one kill count, rather than 10 independent kill counts, and will be unlocked simultaneously
Morning Star
- Damage reduced from 180 to 165
Xeno Staff
- Rate of fire further reduced from 36 to 40, in light of its AI changes resulting in much better performance than anticipated
Other
- Made adjustments to the sell value of Bee Wax and Bee Wax-derived crafting items to result in a more consistent sell value across the set
- Increased the sell value of Imp Staff to match other Hellstone Bar gear
Swords with Range Boosting Auras (Excalibur, Horseman's Blade, etc)
Swords with Range Boosting Auras (Excalibur, Horseman's Blade, etc)
- Swords with boosted range auras that hit enemies behind the player will now knock enemies away, rather than into the player
Trimarang
- Knockback increased from 3 to 4.5.
- Projectile speed and return speed (very) slightly increased. It is now faster than all of the boomerangs that go into it
- Usetime decreased from 22 to 20
Starfury
- Base damage increased from 22 to 25
- Reduce projectile damage from 2x to 1.5x (from 44 to 37)
Bee Keeper and Hive-Five
- Spawned bees can now crit based on Melee critical chance
Night's Edge
- Damage reduced from 42 to 40
- Usetime increased from 21 to 25
- Reduce pierce count from 3 to 2. As the swing actually has 2 projectiles (each of which have their own pierce counter), this is a reduction from 6 to 4 maximum possible hits per swing
- Range of the extended portion of the swing has been slightly reduced
Ice Sickle
- Projectile damage increased from 50% of base to 67%
- Pierce count on projectile increased from 3 to 4
Death Sickle
- Sickle projectiles changed to use static immune frames instead of global
Terra Blade
- Reduced the benefits from Melee Speed stat bonuses by 25%
North Pole
- Base damage increased from 73 to 80
- Flakes that are very close to each other will now slightly push away from each other, resulting in flake spread when falling
Undertaker
- Damage reduced from 22 to 19 (partially undoing the 1.4.4 buff)
Phoenix Blaster
- Damage reduced from 33 to 30
- UseTime reduced from 17 to 14
Aqua Scepter
- Piercing count reduced from unlimited to 5, like Golden Shower
Snapthorn
- Poison duration reduced from 4 to 3 seconds
- Chance to inflict Poison reduced from 100% to 20%
- Correction: In 1.4.4, the changelog listed that Snapthorn's damage was increased from 18 to 19. This was in error. It remains at 18 damage.
Houndious Shootius
- Increased hitbox size of the projectile
Optic Staff
- Base damage increased from 21 to 24 (Spazmamini's damage is 100% of base damage)
- Retinamini's damage scaling reduced from 1.25x to 1.15x of base damage (still a slight increase due to the increased base)
Frost Hydra
- Projectiles set changed to use static immune frames instead of global
Magic Quiver
- Drop rate increased from 1/80 to 1/40
War Table (and by default, War Banners)
- Increasing drop rate and splitting its drop chance away from War Banners
- T1 Dark Mage now has a 50% chance to drop each of them independently in Classic, and a 100% to drop each in Expert+.
- T3 Dark Mage has a 1/8 chance to drop either independently in Classic, and a 1/4 chance in Expert+.
Sleeping/Sitting in Chairs
- Dramatically reduced the health regen buff when sitting or sleeping
- Sleeping and Sitting are now interrupted by taking damage
Mystic Frog
- Spawn rate increased
- No longer despawns when attempting to catch it with a net; it instead teleports to a nearby onscreen location
- Bestiary entry changed to more subtly imply how to obtain it
Remix World pre-Hardmode Mimics
- Health increased from 270 to 300
- Defense reduced from 16 to 12
Remix World King Slime Spawns
- Put a stat progression check on King Slime spawns to prevent Day 1 spawns on unprepared players. Will be identical to Slime Rain conditions from normal worlds.
Swords with Range Boosting Auras (Excalibur, Horseman's Blade, etc)
- Swords with boosted range auras that hit enemies behind the player will now knock enemies away, rather than into the player
Trimarang
- Knockback increased from 3 to 4.5.
- Projectile speed and return speed (very) slightly increased. It is now faster than all of the boomerangs that go into it
- Usetime decreased from 22 to 20
Starfury
- Base damage increased from 22 to 25
- Reduce projectile damage from 2x to 1.5x (from 44 to 37)
Bee Keeper and Hive-Five
- Spawned bees can now crit based on Melee critical chance
Night's Edge
- Damage reduced from 42 to 40
- Usetime increased from 21 to 25
- Reduce pierce count from 3 to 2. As the swing actually has 2 projectiles (each of which have their own pierce counter), this is a reduction from 6 to 4 maximum possible hits per swing
- Range of the extended portion of the swing has been slightly reduced
Ice Sickle
- Projectile damage increased from 50% of base to 67%
- Pierce count on projectile increased from 3 to 4
Death Sickle
- Sickle projectiles changed to use static immune frames instead of global
Terra Blade
- Reduced the benefits from Melee Speed stat bonuses by 25%
North Pole
- Base damage increased from 73 to 80
- Flakes that are very close to each other will now slightly push away from each other, resulting in flake spread when falling
Undertaker
- Damage reduced from 22 to 19 (partially undoing the 1.4.4 buff)
Phoenix Blaster
- Damage reduced from 33 to 30
- UseTime reduced from 17 to 14
Aqua Scepter
- Piercing count reduced from unlimited to 5, like Golden Shower
Snapthorn
- Poison duration reduced from 4 to 3 seconds
- Chance to inflict Poison reduced from 100% to 20%
- Correction: In 1.4.4, the changelog listed that Snapthorn's damage was increased from 18 to 19. This was in error. It remains at 18 damage.
Houndious Shootius
- Increased hitbox size of the projectile
Optic Staff
- Base damage increased from 21 to 24 (Spazmamini's damage is 100% of base damage)
- Retinamini's damage scaling reduced from 1.25x to 1.15x of base damage (still a slight increase due to the increased base)
Frost Hydra
- Projectiles set changed to use static immune frames instead of global
Magic Quiver
- Drop rate increased from 1/80 to 1/40
War Table (and by default, War Banners)
- Increasing drop rate and splitting its drop chance away from War Banners
- T1 Dark Mage now has a 50% chance to drop each of them independently in Classic, and a 100% to drop each in Expert+.
- T3 Dark Mage has a 1/8 chance to drop either independently in Classic, and a 1/4 chance in Expert+.
Sleeping/Sitting in Chairs
- Dramatically reduced the health regen buff when sitting or sleeping
- Sleeping and Sitting are now interrupted by taking damage
Mystic Frog
- Spawn rate increased
- No longer despawns when attempting to catch it with a net; it instead teleports to a nearby onscreen location
- Bestiary entry changed to more subtly imply how to obtain it
Remix World pre-Hardmode Mimics
- Health increased from 270 to 300
- Defense reduced from 16 to 12
Remix World King Slime Spawns
- Put a stat progression check on King Slime spawns to prevent Day 1 spawns on unprepared players. Will be identical to Slime Rain conditions from normal worlds.
- Fixed an issue with Sword Range Boost Effects not properly hitting behind the player, and generally improved their hit detection accuracy across the board
- Fixed Blade of Grass Razor Leaves not inflicting Poison
- A few items were set to be non-decraftable in Shimmer due to money exploits
- Reduced the sell value of Light Disc, Bananarang, Fairy Boots, and Hellfire Treads to be more reasonable
- Fixed Blade of Grass Razor Leaves not inflicting Poison
- A few items were set to be non-decraftable in Shimmer due to money exploits
- Reduced the sell value of Light Disc, Bananarang, Fairy Boots, and Hellfire Treads to be more reasonable
UI and Menu QoL Changes
- Added Equipment Loadouts. Changed F1-F3 keys to be the default bindings for Loadout Swapping, and F4 was changed to be the keybind for Camera mode.
- You can now place any accessory in social slots again. Social slot eligibility tooltip removed.
- Increased the max stack size of nearly all stackable items to 9999.
- You can now stack Guide Voodoo Dolls! But . . . with great stacking comes great responsibility. Throwing a stack of more than one into lava may have unwanted consequences.
- Void Bag now can be opened/closed with right click. A closed Void Bag will no longer pick up overflow items, and functions more like a Money Trough. An open Void Bag still picks up overflow items, and gains a number of new features, including:
- Using Quick Buff, Food, and Potions from its Storage. This includes Mana Flower Mana Potions. Wormhole Potions will also work automatically from within it.
- Allow crafting directly from Void Bag Contents
- Favoriting items inside of it
- Quick Stack to Nearby Chests from its contents
- Keys within it can be used to unlock chests
- Info accessories, Wire vision accessories, and Mechanical ruler all work from within it
- Void Bag will now also collect overflow items when looting chests
- Bestiary now shows kill count for that enemy
- Bestiary now shows stats based on the current gameplay session (based on things like difficulty, seed, etc)
- Added an accessibility option which will allow all weapons to be autofired
- Painter now has two shops menus. Wares are split between them to prevent his wares from being locked out of purchase due to too many items being in one shop.
- You can now link Angler quest fish in the player chat box
- All Quest Fish items now have tooltips saying where to catch them (useful for sharing in chat message)
- Paintbrushes, Fishing Rods, and Clentaminator now show the currently selected "ammo" by the cursor
- Clentaminator now works with Rifle/Sniper Scope functionality
- Angler Set, Fishing Accessories, and the Fishing Potion now all indicate how much Fishing Power increase they grant
- The +/- options to change Zoom now zoom twice as fast
- Updated some outdated loading and Guide text about things such as Lucky Horseshoe and Meteorites
- When in Journey mode, mousing over items in the crafting menu will show how many are needed to Research. This also applies to Guide and Tinkerer UI slots.
- Some info accessory tabs are grayed out when inactive or display N/A, and will light back up when active again. Gold Critters will appear in gold on the Lifeform Analyzer.
- Changed the Quest info for Pengfish and Pixiefish to be more consistent with similar fish
- Quick Stack to Nearby Chests now has a visual effect, showing the items which are being quick stacked moving towards the chests they go into
- Added flavor text and info text for Portal Gun
- Equipping any of the Monoliths in accessory slots will create a player-side shader effect in the same way that Radio Thing does
- Playing musical instruments now shows the note on the cursor
- Significantly increasing the range of quick stack to nearby chests
- Pumpkin and Frost Moon will now display the total score when the event is over.
- Flower Accessory's social display visual now draws over helmets/face accessories, to allow combining. Additionally, Jungle Rose has been changed from a Head Vanity to a Vanity Accessory.
- Worlds in the World Menu where Moon Lord have been defeated now have a special border around their icon
- Added an option to show health/mana display numbers on Health/Mana UI settings
- Added an option to display numbers on boss health bars
- When a Sandstorm is active, the Weather Radio info accessory will display it, alternating between it and the standard weather display
- Character creation now defaults to Classic mode instead of Journey mode
- Summoning tooltips now say they deal "Summon" damage instead of "Minion" damage
- The game now tracks deaths, and they can be viewed with the /death and /pvpdeath commands. Additionally includes the /alldeath and /allpvpdeath for server-wide numbers.
- Made some consistency improvements to tooltip text displaying Up/Down messages
- Capricorn Legs/Tail now instant-transform into each other, and maintain favorite status, rather than simply spawning a new item in a different inventory location
- Shift-clicking items to the research slot automatically researches the item.
- When randomizing a character, more hairstyles are available to be rolled
- When randomizing a character, the game will pick female characters more often than before (which previously was actually quite uncommon)
- Most of the Stylist haircuts are now available when creating your character
- Added an option to disable quick trash in the main menu
- When using Journey mode's reach booster, it also increases item pickup range
- Encumbering Stone can be right clicked from the inventory or hotbar to make it Uncumbering, allowing more controllable use of its pickup blocking function
- Your equipped pet can now be seen on the player selection menu with your character
- Journey sliders now have interactible buttons which allow you to snap to specific points
Content Changes and Feature Expansions
- Added new achievements
- Added new Death Messages
- Added several new title texts
- Added many new words to the random world name list
- Added new sounds to several weapons and enemies
- Ropes and Minecart tracks can now intersect, allowing you to use a rope and a minecart in the same spot without having to break one
- Similarly, Ropes and Platforms can also now intersect.
- The player no longer collides with platforms when on a rope pulley, to allow for ropes which go through platforms
- You can now exchange your Town pet by using another Pet License (They can now be purchased infinitely from the Zoologist)
- Smashing altars no longer generates random blocks of infection in the world
- Traveling Merchant now has an extra guaranteed item slot in his inventory in Hardmode. This slot can only contain items from the 4 less common item pools, with the most common items being excluded.
- Traveling Merchant now has an extra guaranteed item slot in his inventory at all times. This slot will ALWAYS contain a painting. Paintings have been removed from all of his other inventory slots, which will slightly increase the odds of obtaining the rest of his wares.
- Angler no longer drops furniture items as part of his regular drop pool. Instead, he now has a chance to give a bonus Furniture drop when completing quests. The odds of getting a bonus furniture drop increase as your Quests completed increases.
- Right clicking the Eternia Crystal Stand during the cooldown between OOA waves will allow you to skip the delay and immediately start the next wave. The Eternia Crystal stand and the first wave completed message also indicate this fact.
- Upon defeating all 3 mechs for the first time, the game will now attempt to immediately spawn a Plantera Bulb in the Jungle
- Glowing Mushroom grass and trees now glow different colors when painted
- Critter Cages can now be stacked and stood on like platforms
- Increased the minimum size of Underground Deserts from 50% of the maximum size to 75% of the maximum. The maximum size has not increased.
- The player can now have double the number of active buffs/debuffs (44 total) before they start overriding each other
- Torch God's Blessing can now convert Campfires as well
- You can now block swap torches and campfires
- Players can now blockswap ropes out for platforms or minecart tracks if there is already a platform/minecart track to the side of the rope
- All Lockable Chests can now be re-locked using Chest Locks
- The Extractinator can now be used to turn fishing trash into low level bait
- When getting a hole in one in golf, it now says so instead of saying 1 stroke
- Slime Rain can now only begin from 6 AM to Noon, but the odds of it happening are now 4x as high. This will result in the same number of Slime Rains overall, but they simply start in the morning.
- Most critters which spawn from tiles or trees now have a brief delay before they can be killed (the same as how Worms from tiles are protected)
- When hitting trees, the tree will now always show a visual puff of leaves, even if nothing is dropped, to indicate that a successful tree hit has been performed
- Banners, Hanging Bottles, and Lanterns can now be placed on unhammered platforms and all other platform hammer configurations
- Reverting a previous change that altered how Frozen Slime Blocks merged with regular Slime Blocks and other blocks. They are now intentionally inconsistent with regular Slime Blocks for building purposes.
- Crystal Shards can now grow on Pearlsand, Hardened Pearlsand, and Pearlsandstone
- Rainbow Bricks now use an improved map color gradient
- Abigail's Flower now breaks in one hit when mined and makes a grassy sound when doing so
- Zenith's swing SFX now plays more often to more appropriately match its swing speed
- Rod of Discord's item sprite is now bright and generates some light, making it easier to see if it drops
- Resprited several of the core progression swords to be bigger and more up to date
- Starfury's star has been given a visual overhaul
- You can now fish while partially submerged in water, as long as the player's arms are above the bobber. This includes fishing in an Inner Tube!
- Cracked Dungeon Bricks can now be broken by projectiles
- Added recipes for all 9 safe versions of Dungeon Walls
- Added recipes for all of the Dungeon worldgen platforms
- Added a recipe for Magic Mirror
- Heavily optimized recipe checking code. This should result in dramatically reduced/eliminated FPS drops when large numbers of recipes are calculated on the fly (such as when opening a chest that contains large numbers of crafting materials when near crafting stations)
- Balla Hat and Gangsta Hat are now sold during day and night respectively, instead of 24/7
- Ocean water is now slightly more transparent and easier to see in
- The Nurse can now comment on how often you have been dying in her random dialogue
- Some Boss Masks can now be combined with Beard Accessories
- Increased movement speed of Hardcore Ghosts
- Teleporters no longer produce flickering light passively
- Added Equipment Loadouts. Changed F1-F3 keys to be the default bindings for Loadout Swapping, and F4 was changed to be the keybind for Camera mode.
- You can now place any accessory in social slots again. Social slot eligibility tooltip removed.
- Increased the max stack size of nearly all stackable items to 9999.
- You can now stack Guide Voodoo Dolls! But . . . with great stacking comes great responsibility. Throwing a stack of more than one into lava may have unwanted consequences.
- Void Bag now can be opened/closed with right click. A closed Void Bag will no longer pick up overflow items, and functions more like a Money Trough. An open Void Bag still picks up overflow items, and gains a number of new features, including:
- Using Quick Buff, Food, and Potions from its Storage. This includes Mana Flower Mana Potions. Wormhole Potions will also work automatically from within it.
- Allow crafting directly from Void Bag Contents
- Favoriting items inside of it
- Quick Stack to Nearby Chests from its contents
- Keys within it can be used to unlock chests
- Info accessories, Wire vision accessories, and Mechanical ruler all work from within it
- Void Bag will now also collect overflow items when looting chests
- Bestiary now shows kill count for that enemy
- Bestiary now shows stats based on the current gameplay session (based on things like difficulty, seed, etc)
- Added an accessibility option which will allow all weapons to be autofired
- Painter now has two shops menus. Wares are split between them to prevent his wares from being locked out of purchase due to too many items being in one shop.
- You can now link Angler quest fish in the player chat box
- All Quest Fish items now have tooltips saying where to catch them (useful for sharing in chat message)
- Paintbrushes, Fishing Rods, and Clentaminator now show the currently selected "ammo" by the cursor
- Clentaminator now works with Rifle/Sniper Scope functionality
- Angler Set, Fishing Accessories, and the Fishing Potion now all indicate how much Fishing Power increase they grant
- The +/- options to change Zoom now zoom twice as fast
- Updated some outdated loading and Guide text about things such as Lucky Horseshoe and Meteorites
- When in Journey mode, mousing over items in the crafting menu will show how many are needed to Research. This also applies to Guide and Tinkerer UI slots.
- Some info accessory tabs are grayed out when inactive or display N/A, and will light back up when active again. Gold Critters will appear in gold on the Lifeform Analyzer.
- Changed the Quest info for Pengfish and Pixiefish to be more consistent with similar fish
- Quick Stack to Nearby Chests now has a visual effect, showing the items which are being quick stacked moving towards the chests they go into
- Added flavor text and info text for Portal Gun
- Equipping any of the Monoliths in accessory slots will create a player-side shader effect in the same way that Radio Thing does
- Playing musical instruments now shows the note on the cursor
- Significantly increasing the range of quick stack to nearby chests
- Pumpkin and Frost Moon will now display the total score when the event is over.
- Flower Accessory's social display visual now draws over helmets/face accessories, to allow combining. Additionally, Jungle Rose has been changed from a Head Vanity to a Vanity Accessory.
- Worlds in the World Menu where Moon Lord have been defeated now have a special border around their icon
- Added an option to show health/mana display numbers on Health/Mana UI settings
- Added an option to display numbers on boss health bars
- When a Sandstorm is active, the Weather Radio info accessory will display it, alternating between it and the standard weather display
- Character creation now defaults to Classic mode instead of Journey mode
- Summoning tooltips now say they deal "Summon" damage instead of "Minion" damage
- The game now tracks deaths, and they can be viewed with the /death and /pvpdeath commands. Additionally includes the /alldeath and /allpvpdeath for server-wide numbers.
- Made some consistency improvements to tooltip text displaying Up/Down messages
- Capricorn Legs/Tail now instant-transform into each other, and maintain favorite status, rather than simply spawning a new item in a different inventory location
- Shift-clicking items to the research slot automatically researches the item.
- When randomizing a character, more hairstyles are available to be rolled
- When randomizing a character, the game will pick female characters more often than before (which previously was actually quite uncommon)
- Most of the Stylist haircuts are now available when creating your character
- Added an option to disable quick trash in the main menu
- When using Journey mode's reach booster, it also increases item pickup range
- Encumbering Stone can be right clicked from the inventory or hotbar to make it Uncumbering, allowing more controllable use of its pickup blocking function
- Your equipped pet can now be seen on the player selection menu with your character
- Journey sliders now have interactible buttons which allow you to snap to specific points
Content Changes and Feature Expansions
- Added new achievements
- Added new Death Messages
- Added several new title texts
- Added many new words to the random world name list
- Added new sounds to several weapons and enemies
- Ropes and Minecart tracks can now intersect, allowing you to use a rope and a minecart in the same spot without having to break one
- Similarly, Ropes and Platforms can also now intersect.
- The player no longer collides with platforms when on a rope pulley, to allow for ropes which go through platforms
- You can now exchange your Town pet by using another Pet License (They can now be purchased infinitely from the Zoologist)
- Smashing altars no longer generates random blocks of infection in the world
- Traveling Merchant now has an extra guaranteed item slot in his inventory in Hardmode. This slot can only contain items from the 4 less common item pools, with the most common items being excluded.
- Traveling Merchant now has an extra guaranteed item slot in his inventory at all times. This slot will ALWAYS contain a painting. Paintings have been removed from all of his other inventory slots, which will slightly increase the odds of obtaining the rest of his wares.
- Angler no longer drops furniture items as part of his regular drop pool. Instead, he now has a chance to give a bonus Furniture drop when completing quests. The odds of getting a bonus furniture drop increase as your Quests completed increases.
- Right clicking the Eternia Crystal Stand during the cooldown between OOA waves will allow you to skip the delay and immediately start the next wave. The Eternia Crystal stand and the first wave completed message also indicate this fact.
- Upon defeating all 3 mechs for the first time, the game will now attempt to immediately spawn a Plantera Bulb in the Jungle
- Glowing Mushroom grass and trees now glow different colors when painted
- Critter Cages can now be stacked and stood on like platforms
- Increased the minimum size of Underground Deserts from 50% of the maximum size to 75% of the maximum. The maximum size has not increased.
- The player can now have double the number of active buffs/debuffs (44 total) before they start overriding each other
- Torch God's Blessing can now convert Campfires as well
- You can now block swap torches and campfires
- Players can now blockswap ropes out for platforms or minecart tracks if there is already a platform/minecart track to the side of the rope
- All Lockable Chests can now be re-locked using Chest Locks
- The Extractinator can now be used to turn fishing trash into low level bait
- When getting a hole in one in golf, it now says so instead of saying 1 stroke
- Slime Rain can now only begin from 6 AM to Noon, but the odds of it happening are now 4x as high. This will result in the same number of Slime Rains overall, but they simply start in the morning.
- Most critters which spawn from tiles or trees now have a brief delay before they can be killed (the same as how Worms from tiles are protected)
- When hitting trees, the tree will now always show a visual puff of leaves, even if nothing is dropped, to indicate that a successful tree hit has been performed
- Banners, Hanging Bottles, and Lanterns can now be placed on unhammered platforms and all other platform hammer configurations
- Reverting a previous change that altered how Frozen Slime Blocks merged with regular Slime Blocks and other blocks. They are now intentionally inconsistent with regular Slime Blocks for building purposes.
- Crystal Shards can now grow on Pearlsand, Hardened Pearlsand, and Pearlsandstone
- Rainbow Bricks now use an improved map color gradient
- Abigail's Flower now breaks in one hit when mined and makes a grassy sound when doing so
- Zenith's swing SFX now plays more often to more appropriately match its swing speed
- Rod of Discord's item sprite is now bright and generates some light, making it easier to see if it drops
- Resprited several of the core progression swords to be bigger and more up to date
- Starfury's star has been given a visual overhaul
- You can now fish while partially submerged in water, as long as the player's arms are above the bobber. This includes fishing in an Inner Tube!
- Cracked Dungeon Bricks can now be broken by projectiles
- Added recipes for all 9 safe versions of Dungeon Walls
- Added recipes for all of the Dungeon worldgen platforms
- Added a recipe for Magic Mirror
- Heavily optimized recipe checking code. This should result in dramatically reduced/eliminated FPS drops when large numbers of recipes are calculated on the fly (such as when opening a chest that contains large numbers of crafting materials when near crafting stations)
- Balla Hat and Gangsta Hat are now sold during day and night respectively, instead of 24/7
- Ocean water is now slightly more transparent and easier to see in
- The Nurse can now comment on how often you have been dying in her random dialogue
- Some Boss Masks can now be combined with Beard Accessories
- Increased movement speed of Hardcore Ghosts
- Teleporters no longer produce flickering light passively
Introduction and Notes from Leinfors
As the 1.4.4 update is highly focused on Quality of Life changes, there is naturally a substantial amount of overlap between some of these QoL changes and balance changes. It's impossible to draw an absolutely definitive line between the two categories, and so there are going to be some duplicate entries which are present both in this section and in the main changelog. Additionally, there are some particularly balance-impacting bugs which warrant being included in the balance section as well. For the sake of information being provided in the places where it is relevant, and given the significant length of the total changelog, we felt it was worth the extra clarity to include these changes in both sections of the changelog.
1.4.4 has the most extensive set of balance changes added in an update, even more so than 1.4 and 1.4.1; furthermore, it includes some of the most technically complicated changes made to weapons and other systems, including a number of reworks and other backend changes which alter the behavior of weapons beyond simple stat changes. Many of these changes delve into some of the more complex mechanics of Terraria's combat and weapon systems, and without taking all of these mechanics into play, some of the changes made may seem confusing, backwards, or unintuitive.
To help newer players get an understanding of some of these mechanics, or perhaps just as a refresher for veteran players, I've included a reference glossary of some of the core mechanics that were impacted, as well as a detailed description of the concept of Piercing Immunity Frames (which feature heavily in many of the changes made). We've included this as a resource for reference, but it is not necessary to read for the changelog, and does not include any changes itself. Feel free to skip the glossary if you'd rather get to the actual changes.
As the 1.4.4 update is highly focused on Quality of Life changes, there is naturally a substantial amount of overlap between some of these QoL changes and balance changes. It's impossible to draw an absolutely definitive line between the two categories, and so there are going to be some duplicate entries which are present both in this section and in the main changelog. Additionally, there are some particularly balance-impacting bugs which warrant being included in the balance section as well. For the sake of information being provided in the places where it is relevant, and given the significant length of the total changelog, we felt it was worth the extra clarity to include these changes in both sections of the changelog.
1.4.4 has the most extensive set of balance changes added in an update, even more so than 1.4 and 1.4.1; furthermore, it includes some of the most technically complicated changes made to weapons and other systems, including a number of reworks and other backend changes which alter the behavior of weapons beyond simple stat changes. Many of these changes delve into some of the more complex mechanics of Terraria's combat and weapon systems, and without taking all of these mechanics into play, some of the changes made may seem confusing, backwards, or unintuitive.
To help newer players get an understanding of some of these mechanics, or perhaps just as a refresher for veteran players, I've included a reference glossary of some of the core mechanics that were impacted, as well as a detailed description of the concept of Piercing Immunity Frames (which feature heavily in many of the changes made). We've included this as a resource for reference, but it is not necessary to read for the changelog, and does not include any changes itself. Feel free to skip the glossary if you'd rather get to the actual changes.
Damage - Literally the damage dealt by an enemy or weapon. The damage listed is reduced by the target's defense stat, and then it will be applied to the enemy or player. There is an inherent randomization effect on all damage dealt, which causes damage to fluctuate slightly both above and below the listed value. However, the average amount of damage done per hit will match the listed damage value.
Critical Chance - Almost all damage sources from the player can inflict Critical damage. A Critical hit will always deal double damage (though it is still subject to defense). No matter what your stats and equipment, the DEFAULT critical chance is always 4%. Certain weapons add a bonus critical chance, and various equipment and buffs can increase it as well. A Critical hit chance that is higher than 100% confers no additional advantage; the player will deal a critical on every hit. Notably, Summon damage does not typically inflict critical hits except under certain special conditions.
Defense - Reduces damage taken. In Classic Mode, and for enemies in every difficulty mode, every 2 points of Defense reduce damage by 1. In Expert, every 1.5 points of Defense reduce player damage by 1. In Master, every point of Defense reduces player damage by 1.
Use Time - The time between swings/uses on a weapon or item. If a weapon has a Use Time of 20, this means that after using a weapon, 20 frames must pass before you can use it again. The lower the number, the faster a weapon is. A higher number is slower. You cannot directly see an item's Use Time number in game, but it is reflected in its speed tooltip (Fast, Very Fast, etc)
Frames (Time) - There are 60 "frames" in every second. If a weapon has a Use Time of 30, then you can use it twice per second (30 + 30 = 60). This impacts some other aspects of gameplay as well, such as Immune Frame times.
Scale - Scale is modifier which can be used to increase the size of weapon sprites, typically swords. The size of swords is normally exactly the same as their sprite, but the scale modifier can make them visually larger in game, which also allows them to reach further distances when hitting enemies. For example, increasing the scale of a weapon from 1 to 1.3x will increase its size and range by roughly 30%.
Knockback - Almost all attacks against enemies inflict knockback. The amount of knockback is increased by a multiplier on a weapon's knockback stat, and then reduced by the enemy's knockback resistance.
Piercing and Pierce Count - The ability for a projectile to continue on after hitting an enemy, and hit additional enemies or to hit the same enemy again. The Pierce count stat indicates how many times a projectile can hit. For example, a pierce count of 5 will allow up to 5 enemies to be hit before the projectile vanishes/stops hitting. Some projectiles have no pierce limit at all.
Piercing Damage Reduction - Some weapons will deal less damage each time they Pierce an enemy. For example, a weapon with a 20% Piercing Damage Reduction modifier will do 20% less every time it pierces. In such a scenario, it might deal 100 damage on the first hit, 80 damage on the second hit, 64 damage on the third hit, and so on.
Defense Penetration - Some player attacks have the ability to "ignore" a certain amount of enemy Defense. This will not directly increase the maximum amount of damage they can do, but it will reduce the effect of enemy's defense. A weapon that penetrates 20 Defense will do full damage with no reduction to any enemy that has up to 20 Defense, after which point, Defense will reduce it normally. Some attacks have a low damage, but a high defense penetration, which ensures that they deal a more consistent amount of damage on enemies of different levels of defense.
Autoswing / AutoReuse - The ability for a weapon to keep firing/swinging if you hold the attack button down. Weapons which do not have Autoswing/AutoReuse will require the button to be pressed again to be used again.
UseTurn - A feature present mostly on certain autoswing swords. If a weapon HAS Use Turn, moving left and right while swinging the sword will make the sword and the player change directions. If a weapon does NOT have Use Turn, the player will continue facing the direction they were when they started swinging.
Minion and Sentry Slots - All Summon Minions and Sentries take up a "slot" to use. Players all have 1 Minion Slot and 1 Sentry Slot available at all times; various buffs and equipment can increase this quantity. With additional slots, the player can summon more active minions or sentries. Some Summon minions grow stronger/bigger when expending extra Minion Slots on them, instead of gaining additional Minions. For example, you only ever have 1 Stardust Dragon, but its size and damage increase with every additional Minion Slot spent on it.
NPC Slots - Enemies all take up a certain number of "slots". At any one time, there is a enemy slot capacity, dictating how many enemies can spawn. Once this slot capacity is reached, most enemies will stop spawning, though it will not forcibly remove enemies over the capacity. Certain factors can increase or decrease this slot cap, such as Blood Moon, Battle Potion, or Calming Potion. Furthermore, some enemies can have a slot count that is higher or lower than 1. Enemies such as bosses or minibosses may take up extra slots since they are more of a threat than regular enemies.
Difficulty Mode (Enemy Stats) - Generally referring to Classic, Expert, and Master mode. Many enemies have different stats depending on the difficulty mode in question, such as increased health or damage. In such a case where something like this is changed, I will often list the changes as 20/40/60, reflecting Classic/Expert/Master stats. Journey mode is not typically going to be listed, as base Journey difficult stats are roughly half of Classic.
Traveling Merchant "Rarity" Tiers - All of the items the Traveling Merchant sells are organized into 6 different "rarity tiers", with items in the higher tiers being more rare than items in the lower tiers. Moving items between tiers will have a significant impact on how commonly he sells them.
Immunity Frames
Overview - When an enemy is hit by a piercing projectile (a weapon, projectile, or minion that can hit multiple times), the game has to use what is called immunity frames to prevent the enemy from taking damage from the projectile repeatedly every single frame, which could otherwise be as many as 60x hits a second. After hit, the enemy becomes temporarily immune to being hit again, though this duration is almost always measured in fractions of a second, which is more than enough for most projectiles to move through the enemy and be on their way. Particularly slow projectiles may still hit a target multiple times, but their immune frames prevent them from hitting every single frame, so this is within expected behavior. The amount of immune time inflicted by a projectile can be adjusted to make it hit more or less frequently. Immune frame time does not apply to non-piercing attacks (regular bullets, for instance, which only hit once).
Global Immunity - By default, all piercing weapons in the game inflict what is called global immunity when hitting enemies. These enemies become invulnerable to ALL sources of piercing damage, including other types of attacks, for the duration of that period. This period is typically a default of 10 frames (1/6th of a second), but can be changed to allow faster or slower hitting. This was the original implementation of Terraria's immune frame system, though we are shifting away from it over time. An unfortunate consequence of global immunity is that it "blocks" you from doing damage with different types of damage sources. Unless manually set otherwise, all piercing projectiles in the game, especially older ones, use the global immunity system. Many Global Immunity projectiles were balanced around this limitation, doing more damage than they might otherwise if they were not.
Static Immunity - Some piercing projectiles have been changed to use "Static" immunity. This form of immunity will still induce immune time, but this immune time will ONLY block damage from that specific TYPE projectile. Though repeated hits from the same type of piercing projectile during the immunity period will not be able to land, hits from any other type of piercing projectile WILL be able to deal damage. Similar to Global, Static immunity time duration can be changed as needed. Though Static projectiles will not interfere with other sources of damage, there are still scenarios where firing multiple projectiles of the same type will be counter productive. For example, putting Jester Arrows (which inflict Static Immunity) on Tsunami will result in only one of the piercing arrows hitting, because the enemy will be temporarily immune to Jester Arrows as the other arrows pass through. Most projectiles that use static are balanced around this.
Local Immunity - Finally, the third type of piercing projectile behavior is called Local. It will still induce immune time, but this immune time will only apply to the exact specific projectile which did the damage. This means that if you have two of the same type of Summon minion using local immunity, EACH minion will operate on its own independent immune timer, and they will not conflict with each other at all, nor will they block damage from any other sort of piercing damage. Local projectiles will never interfere with your ability to land hits with other projectiles, nor will firing large quantities of a local projectile be inefficient or fail to land hits. However, because the system was not usable for majority of the game's history, almost all piercing weapons were not balanced around it. Because local projectile damage allows for very rapidly scaling damage, changing weapons which currently use Global or Static to use Local often results in an excessive damage boost. As a result, Local is only used in specific circumstances when the boost is acceptable, with new equipment, or with weapons which are being entirely reworked. Simply changing everything to use local would require tremendous reworks to many of the weapons in the game.
Non-Piercing - Technically not a 4th type, projectiles which do not pierce (which is to say, they disappear immediately upon hitting an enemy the first time) are not subject to any of the above systems. They will always deal their damage immediately, without a period of immune frames, as there is no reason for them to use such a system. They are also not impacted by the immune frame time inflicted by other types of piercing projectiles.
Critical Chance - Almost all damage sources from the player can inflict Critical damage. A Critical hit will always deal double damage (though it is still subject to defense). No matter what your stats and equipment, the DEFAULT critical chance is always 4%. Certain weapons add a bonus critical chance, and various equipment and buffs can increase it as well. A Critical hit chance that is higher than 100% confers no additional advantage; the player will deal a critical on every hit. Notably, Summon damage does not typically inflict critical hits except under certain special conditions.
Defense - Reduces damage taken. In Classic Mode, and for enemies in every difficulty mode, every 2 points of Defense reduce damage by 1. In Expert, every 1.5 points of Defense reduce player damage by 1. In Master, every point of Defense reduces player damage by 1.
Use Time - The time between swings/uses on a weapon or item. If a weapon has a Use Time of 20, this means that after using a weapon, 20 frames must pass before you can use it again. The lower the number, the faster a weapon is. A higher number is slower. You cannot directly see an item's Use Time number in game, but it is reflected in its speed tooltip (Fast, Very Fast, etc)
Frames (Time) - There are 60 "frames" in every second. If a weapon has a Use Time of 30, then you can use it twice per second (30 + 30 = 60). This impacts some other aspects of gameplay as well, such as Immune Frame times.
Scale - Scale is modifier which can be used to increase the size of weapon sprites, typically swords. The size of swords is normally exactly the same as their sprite, but the scale modifier can make them visually larger in game, which also allows them to reach further distances when hitting enemies. For example, increasing the scale of a weapon from 1 to 1.3x will increase its size and range by roughly 30%.
Knockback - Almost all attacks against enemies inflict knockback. The amount of knockback is increased by a multiplier on a weapon's knockback stat, and then reduced by the enemy's knockback resistance.
Piercing and Pierce Count - The ability for a projectile to continue on after hitting an enemy, and hit additional enemies or to hit the same enemy again. The Pierce count stat indicates how many times a projectile can hit. For example, a pierce count of 5 will allow up to 5 enemies to be hit before the projectile vanishes/stops hitting. Some projectiles have no pierce limit at all.
Piercing Damage Reduction - Some weapons will deal less damage each time they Pierce an enemy. For example, a weapon with a 20% Piercing Damage Reduction modifier will do 20% less every time it pierces. In such a scenario, it might deal 100 damage on the first hit, 80 damage on the second hit, 64 damage on the third hit, and so on.
Defense Penetration - Some player attacks have the ability to "ignore" a certain amount of enemy Defense. This will not directly increase the maximum amount of damage they can do, but it will reduce the effect of enemy's defense. A weapon that penetrates 20 Defense will do full damage with no reduction to any enemy that has up to 20 Defense, after which point, Defense will reduce it normally. Some attacks have a low damage, but a high defense penetration, which ensures that they deal a more consistent amount of damage on enemies of different levels of defense.
Autoswing / AutoReuse - The ability for a weapon to keep firing/swinging if you hold the attack button down. Weapons which do not have Autoswing/AutoReuse will require the button to be pressed again to be used again.
UseTurn - A feature present mostly on certain autoswing swords. If a weapon HAS Use Turn, moving left and right while swinging the sword will make the sword and the player change directions. If a weapon does NOT have Use Turn, the player will continue facing the direction they were when they started swinging.
Minion and Sentry Slots - All Summon Minions and Sentries take up a "slot" to use. Players all have 1 Minion Slot and 1 Sentry Slot available at all times; various buffs and equipment can increase this quantity. With additional slots, the player can summon more active minions or sentries. Some Summon minions grow stronger/bigger when expending extra Minion Slots on them, instead of gaining additional Minions. For example, you only ever have 1 Stardust Dragon, but its size and damage increase with every additional Minion Slot spent on it.
NPC Slots - Enemies all take up a certain number of "slots". At any one time, there is a enemy slot capacity, dictating how many enemies can spawn. Once this slot capacity is reached, most enemies will stop spawning, though it will not forcibly remove enemies over the capacity. Certain factors can increase or decrease this slot cap, such as Blood Moon, Battle Potion, or Calming Potion. Furthermore, some enemies can have a slot count that is higher or lower than 1. Enemies such as bosses or minibosses may take up extra slots since they are more of a threat than regular enemies.
Difficulty Mode (Enemy Stats) - Generally referring to Classic, Expert, and Master mode. Many enemies have different stats depending on the difficulty mode in question, such as increased health or damage. In such a case where something like this is changed, I will often list the changes as 20/40/60, reflecting Classic/Expert/Master stats. Journey mode is not typically going to be listed, as base Journey difficult stats are roughly half of Classic.
Traveling Merchant "Rarity" Tiers - All of the items the Traveling Merchant sells are organized into 6 different "rarity tiers", with items in the higher tiers being more rare than items in the lower tiers. Moving items between tiers will have a significant impact on how commonly he sells them.
Immunity Frames
Overview - When an enemy is hit by a piercing projectile (a weapon, projectile, or minion that can hit multiple times), the game has to use what is called immunity frames to prevent the enemy from taking damage from the projectile repeatedly every single frame, which could otherwise be as many as 60x hits a second. After hit, the enemy becomes temporarily immune to being hit again, though this duration is almost always measured in fractions of a second, which is more than enough for most projectiles to move through the enemy and be on their way. Particularly slow projectiles may still hit a target multiple times, but their immune frames prevent them from hitting every single frame, so this is within expected behavior. The amount of immune time inflicted by a projectile can be adjusted to make it hit more or less frequently. Immune frame time does not apply to non-piercing attacks (regular bullets, for instance, which only hit once).
Global Immunity - By default, all piercing weapons in the game inflict what is called global immunity when hitting enemies. These enemies become invulnerable to ALL sources of piercing damage, including other types of attacks, for the duration of that period. This period is typically a default of 10 frames (1/6th of a second), but can be changed to allow faster or slower hitting. This was the original implementation of Terraria's immune frame system, though we are shifting away from it over time. An unfortunate consequence of global immunity is that it "blocks" you from doing damage with different types of damage sources. Unless manually set otherwise, all piercing projectiles in the game, especially older ones, use the global immunity system. Many Global Immunity projectiles were balanced around this limitation, doing more damage than they might otherwise if they were not.
Static Immunity - Some piercing projectiles have been changed to use "Static" immunity. This form of immunity will still induce immune time, but this immune time will ONLY block damage from that specific TYPE projectile. Though repeated hits from the same type of piercing projectile during the immunity period will not be able to land, hits from any other type of piercing projectile WILL be able to deal damage. Similar to Global, Static immunity time duration can be changed as needed. Though Static projectiles will not interfere with other sources of damage, there are still scenarios where firing multiple projectiles of the same type will be counter productive. For example, putting Jester Arrows (which inflict Static Immunity) on Tsunami will result in only one of the piercing arrows hitting, because the enemy will be temporarily immune to Jester Arrows as the other arrows pass through. Most projectiles that use static are balanced around this.
Local Immunity - Finally, the third type of piercing projectile behavior is called Local. It will still induce immune time, but this immune time will only apply to the exact specific projectile which did the damage. This means that if you have two of the same type of Summon minion using local immunity, EACH minion will operate on its own independent immune timer, and they will not conflict with each other at all, nor will they block damage from any other sort of piercing damage. Local projectiles will never interfere with your ability to land hits with other projectiles, nor will firing large quantities of a local projectile be inefficient or fail to land hits. However, because the system was not usable for majority of the game's history, almost all piercing weapons were not balanced around it. Because local projectile damage allows for very rapidly scaling damage, changing weapons which currently use Global or Static to use Local often results in an excessive damage boost. As a result, Local is only used in specific circumstances when the boost is acceptable, with new equipment, or with weapons which are being entirely reworked. Simply changing everything to use local would require tremendous reworks to many of the weapons in the game.
Non-Piercing - Technically not a 4th type, projectiles which do not pierce (which is to say, they disappear immediately upon hitting an enemy the first time) are not subject to any of the above systems. They will always deal their damage immediately, without a period of immune frames, as there is no reason for them to use such a system. They are also not impacted by the immune frame time inflicted by other types of piercing projectiles.
Defense Penetration
- (Bug Fix) Fixed a bug where combining more than one sources of defense penetration would cause extra phantom damage ABOVE the base damage of the weapon. This applies to weapons with built-in defense penetration, Ichor/Betsy's Curse, and Sharpening Station
Static Immunity Frames Last Hit
- All piercing projectiles that use static immunity no longer apply immunity on their "final hit", if they are a projectile which expires after enough pierces. This has very little impact on previously existing static immunity projectiles, but is important for several projectiles which are being changed to use static instead of global. Global Immunity projectiles already do this, so this change was made to account for some projectiles which were being changed from global to static, so that they did not receive an accidental damage nerf.
Buff/Debuff Caps
- Player buff/debuff maximum increased from 22 to 44.
- Enemy debuff maximum increased from 5 to 20
Post-Death Invincibility
- Duration increased from 1 to 3 seconds
- (Bug Fix) Fixed a bug where combining more than one sources of defense penetration would cause extra phantom damage ABOVE the base damage of the weapon. This applies to weapons with built-in defense penetration, Ichor/Betsy's Curse, and Sharpening Station
Static Immunity Frames Last Hit
- All piercing projectiles that use static immunity no longer apply immunity on their "final hit", if they are a projectile which expires after enough pierces. This has very little impact on previously existing static immunity projectiles, but is important for several projectiles which are being changed to use static instead of global. Global Immunity projectiles already do this, so this change was made to account for some projectiles which were being changed from global to static, so that they did not receive an accidental damage nerf.
Buff/Debuff Caps
- Player buff/debuff maximum increased from 22 to 44.
- Enemy debuff maximum increased from 5 to 20
Post-Death Invincibility
- Duration increased from 1 to 3 seconds
King Slime
- Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that his minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing). This does not impact Slime Rain spawns.
Brain of Cthulhu (Buff)
- Health increased from 1000 to 1250
- 5% Knockback resistance added across all difficulties (50/55/60% to 55/60/65%)
- Expert/Master illusions now become opaque much faster
- There is now a safe range around the player during Phase 1 to prevent BoC from teleporting directly on top of you (though it can still be extremely close)
- No longer has a map icon during Phase 2
Deerclops
- Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight
Wall of Flesh (Nerf)
- Hungries no longer gain a 3rd stat bonus after 25% Wall of Flesh health. They will continue to use the 2nd stat bonus from 50% WoF health for the remainder of the fight.
- Wall of Flesh's tongued debuff pull speed now scales with the boss's speed in Expert/Master, to prevent the Wall from moving faster than it pulls you in at the end of the fight
Queen Slime (Nerf)
- Maximum flight speed and acceleration in Phase 2 have been reduced by about 15%
- Queen Slime's minion projectile damage reduced from 30/80/150 to 30/68/120
- These same projectiles now generate some light to be more visible at night
- Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that her minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing)
Plantera
- Increased distance before despawn timer begins ticking down dramatically.
- Note: Plantera has a despawn distance and a timer. The despawn timer resets if she re-enters active range. This change increased the active range substantially. It is still possible to despawn her via evasion and distance, but should be much more difficult to do by accident.
Golem (Buff)
- Golem Body health increased from 9000 to 15000
- Golem Head health increased from 16000 to 25000
- Golem Fists health increased from 7000 to 10000
- Now charges its punches with a visual effect for half a second before firing them.
- Golem's Fists can no longer be deflected.
- Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight
Duke Fishron (Buff)
- Health increased from 50,000 to 60,000
- Health scaling factor in Expert/Master increased from 1.6x to 1.65x
- Final Health values have increased from 50k/60k/76.5k to 60k/78k/99k
- Now invincible immediately after being summoned, and during his phase transitions
- Fixed an issue where Duke Fishron's Cthulhunado would sometimes instantly spawn on the player and hurt them, unavoidably. It should now spawn a certain distance below the player if there is no floor or platforms directly below, allowing the player time to avoid it
- When Enraged, Duke Fishron is much faster, and fires more frequent and faster Cthulhunados
Empress of Light
- Fixed a issue where Empress of Light would sometimes teleport directly on top of the player after an attack
- Now takes up more MANY more enemy slots, reducing or outright eliminating enemy spawns during her fight. However, if you exit her effective spawn prevention range during the fight, enemies may spawn during the lapse of enemy slot coverage.
Daytime Empress of Light, Skeletron, Skeletron Prime, and Dungeon Guardian (Buff)
- "Instant kill" attacks will no longer be avoided by Dodge procs such as Hallowed Armor or Master Ninja Gear
Lunatic Cultist (Buff)
- Health scaling factor in Expert/Master increased from 1.25 to 1.5
- Final Health values have increased from 32k/40k/51k to 32k/48k/61k
- Ancient Light projectiles are no longer instantly killed, but actually take some damage to kill, and will be targeted by homing projectiles, soaking up some of your damage.
Moon Lord (Nerf)
- Phantasmal Sphere damage reduced by 20%
- Phantasmal Sphere hitbox size reduced slightly
- Will now always drop 2 non-identical weapons
- Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that his minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing). This does not impact Slime Rain spawns.
Brain of Cthulhu (Buff)
- Health increased from 1000 to 1250
- 5% Knockback resistance added across all difficulties (50/55/60% to 55/60/65%)
- Expert/Master illusions now become opaque much faster
- There is now a safe range around the player during Phase 1 to prevent BoC from teleporting directly on top of you (though it can still be extremely close)
- No longer has a map icon during Phase 2
Deerclops
- Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight
Wall of Flesh (Nerf)
- Hungries no longer gain a 3rd stat bonus after 25% Wall of Flesh health. They will continue to use the 2nd stat bonus from 50% WoF health for the remainder of the fight.
- Wall of Flesh's tongued debuff pull speed now scales with the boss's speed in Expert/Master, to prevent the Wall from moving faster than it pulls you in at the end of the fight
Queen Slime (Nerf)
- Maximum flight speed and acceleration in Phase 2 have been reduced by about 15%
- Queen Slime's minion projectile damage reduced from 30/80/150 to 30/68/120
- These same projectiles now generate some light to be more visible at night
- Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that her minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing)
Plantera
- Increased distance before despawn timer begins ticking down dramatically.
- Note: Plantera has a despawn distance and a timer. The despawn timer resets if she re-enters active range. This change increased the active range substantially. It is still possible to despawn her via evasion and distance, but should be much more difficult to do by accident.
Golem (Buff)
- Golem Body health increased from 9000 to 15000
- Golem Head health increased from 16000 to 25000
- Golem Fists health increased from 7000 to 10000
- Now charges its punches with a visual effect for half a second before firing them.
- Golem's Fists can no longer be deflected.
- Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight
Duke Fishron (Buff)
- Health increased from 50,000 to 60,000
- Health scaling factor in Expert/Master increased from 1.6x to 1.65x
- Final Health values have increased from 50k/60k/76.5k to 60k/78k/99k
- Now invincible immediately after being summoned, and during his phase transitions
- Fixed an issue where Duke Fishron's Cthulhunado would sometimes instantly spawn on the player and hurt them, unavoidably. It should now spawn a certain distance below the player if there is no floor or platforms directly below, allowing the player time to avoid it
- When Enraged, Duke Fishron is much faster, and fires more frequent and faster Cthulhunados
Empress of Light
- Fixed a issue where Empress of Light would sometimes teleport directly on top of the player after an attack
- Now takes up more MANY more enemy slots, reducing or outright eliminating enemy spawns during her fight. However, if you exit her effective spawn prevention range during the fight, enemies may spawn during the lapse of enemy slot coverage.
Daytime Empress of Light, Skeletron, Skeletron Prime, and Dungeon Guardian (Buff)
- "Instant kill" attacks will no longer be avoided by Dodge procs such as Hallowed Armor or Master Ninja Gear
Lunatic Cultist (Buff)
- Health scaling factor in Expert/Master increased from 1.25 to 1.5
- Final Health values have increased from 32k/40k/51k to 32k/48k/61k
- Ancient Light projectiles are no longer instantly killed, but actually take some damage to kill, and will be targeted by homing projectiles, soaking up some of your damage.
Moon Lord (Nerf)
- Phantasmal Sphere damage reduced by 20%
- Phantasmal Sphere hitbox size reduced slightly
- Will now always drop 2 non-identical weapons
Projectile Reflecting Enemies (Large Mimics, Selenians) (Nerf)
- Reflected Projectiles now only deal half-damage to the player
- Reflected Projectiles no longer scale and deal extra damage in Expert/Master mode.
Teleporting Enemies (Teleporting Casters, Chaos Elementals, and Nebula Floaters) (Nerf)
- The protection radius around the player preventing them from teleporting directly onto you has been increased substantially
- The game will now also take your speed and direction into account when you are moving, and will further attempt to prevent these enemies from spawning directly in your path without time to react. However, this system is not absolute and only gives some extra distance, so it is still possible to crash into a recently teleported enemy if you do not alter course or are moving very fast.
- The protection radius around the player is even higher for Chaos Elementals and Nebula Floaters due to their not being stationary
Lifeform Analyzer Rarities
- A number of enemies rare enough to show up on the Lifeform Analyzer have had their rarity levels changed to give proper priority based on enemies which they co-exist with. For example, Dye Beetles have been reduced to Rarity 1, so that any higher Rarity enemy will take priority on the display.
- Voodoo Demons are now also listed on the Lifeform Analyzer
Pumpkin Moon and Frost Moon (Rework)
- Pumpkin Moon can now go up to Wave 20. Wave point requirements for Waves 15-20 match Frost Moon.
- Pumpkin Moon's wave composition has been completely rearranged to account for this.
- Pumpkin Moon bosses are now capped in number, more closely resembling the behavior of Frost Moon bosses
- Increased the number of enemy slots taken up by Mourning Wood and Pumpking, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
- All regular enemies in Pumpkin/Frost Moon now have low per-player Health scaling in Expert/Master multiplayer. The boss units already had scaling.
- Pumpkin Moon trophies now drop using Frost Moon drop rates, instead of dropping from 100% of Wave 15 kills.
- Pumpkin Moon boss drop-rate-by-wave multiplier has been reduced, though drops are still more common than Frost Moon levels. This is partly to account for having a higher wave cap, though drops are still slightly less common than before.
- Both Pumpkin Moon and Frost Moon's "expert drop bonus" modifier has been reduced slightly, with the base drop rates being increased by the same amount. The end result is that Classic mode drops are slightly more generous, while Expert drop rates stay the same. (This is after taking Pumpkin Moon's previous change into account)
- Both Pumpkin Moon and Frost Moon now receive a 2.5x point multiplier when playing in Master mode. Previously, they received a 2x multiplier in Expert, but no additional gain in Master.
- (Bug) Fixed Flocko and Krampus not giving wave progression for Frost Moon
- (Bug) Fixed a very old bug where Frost Moon Waves 2, 3, and 4 required way too few points to complete
Poltergeist (Rework)
- Can now fly freely into the air, not just on the ground
- Health reduced from 2000 to 1250
- Pumpkin Moon wave progression points increased from 8 to 10
- Due to increased number present in the event, increased the kill count needed for a banner
Splinterling (Buff)
- Health increased from 900 to 1200
- Due to increased number present in the event, increased the kill count needed for a banner
- Reduced base Spooky Wood drop count due to increased numbers of Splinterlings killed per Pumpkin Moon. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.
Hellhound (Buff)
- Health increased from 1200 to 1800
- Pumpkin Moon wave progression points increased from 4 to 5
- Due to increased number present in the event, increased the kill count needed for a banner
Headless Horseman (Buff)
- Health reduced from 10000 to 5000.
- Can now fire a pumpkin projectile at the player
- Pumpkin Moon wave progression points increased from 25 to 50
- Now has the same Health scaling as Pumpking and Mourning Wood in Expert/Master multiplayer
Mourning Wood (Buff)
- Health increased from 12000 to 14000
- Defense increased from 28 to 34
- Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
- Reduced base Spooky Wood drop count. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.
Pumpking (Buff)
- Health increased from 22000 to 26000
- Defense increased from 36 to 40
- Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
Old One's Army
- Etherian Lightning Bugs now spawn in OOA Tier 3 Wave 6 instead of Wyverns
- The Eternia Crystal now has 2x as much health on Expert and 3x as much health on Master.
Martian Saucer
- Increased the hitbox size of the core in Phase 2
Dreadnautilus (Rework)
- Charge attack has less tracking and a wider turning radius, meaning it is easier to avoid
- Projectiles are now no longer blocked by tiles
- Projectiles are more lit up/visible at night
Blood Squid (Nerf)
- Health reduced from 1000 to 750
- Projectile damage reduced from 100 to 70
- Projectiles are more lit up/visible at night
Hemogoblin Shark
- Projectiles are more lit up/visible at night
Clowns (Nerf)
- Damage of Chattering Teeth Bomb reduced from 200 to 120
- Damage of Happy Bombs reduced from 160 to 120
- Happy Bombs now glow, making them easier to see
- Chattering Teeth Bombs now have a sound effect when spawned and occasionally played passively, helping the player to be aware of them
- Clown's drop pool has also been overhauled:
- Is now the sole source of KO Cannon, having a 1/5 chance to drop it
- Bananarang drop rate has been increased from 1/30 to 1/10 (See Bananarang for other changes to this item)
- Bloody Tear drop rate increased from 1/100 to 1/10 (like other uncommon Blood Moon enemies)
Antlion Larvae (Nerf)
- Defense reduced from 4 to 2
- Health reduced from 35 to 30
- Maximum speed slightly reduced, particularly when jumping
Giant Antlion Chargers (Nerf)
- Defense reduced from 22 to 16
Giant Antlion Swarmers (Nerf)
- Defense reduced from 18 to 12
Tomb Crawlers (Nerf)
- Defense of body segments reduced from 16 to 12
- Defense of tail segment reduced from 20 to 14
Tomb Crawlers and Dune Splicers (Nerf)
- Spawn rates reduced
- In the upper levels of the Desert, there is a further reduction in spawn rates
Rolling Cacti (Nerf)
- Damage reduced from 90 to 70
Jellyfish (Buff)
- Expert Electric Shock attack now applies to projectile contact weapons (Spears, Shortswords, Solar Eruption, Sleepy Octopod, Sky Dragon's Fury, and Whips)
Snow Flinx
- Snow Flinxes now have a more consistent spawn rate on Ice/Snow. Previously, was incapable of spawning on Snow or Ice under most conditions.
Lost Girl
- Instead of their spawn rate decreasing in Hardmode, it stays the same the entire game. This means that their Hardmode spawn rate has changed from 1/200 to 1/80
- Base money drop value reduced from 5 to 2 Gold
Bone Serpents (Buff)
- Head/Body/Tail Damage increased from 30/15/10 to 36/20/16
- Head/Body Defense increased from 10/12 to 12/18. Tail unchanged.
- Health increased from 250 to 300
- Movement speed increased
- Further stat bonuses specifically on FTW and Everything Seed
Rune Wizard
- Spawn rate increased from 1/300 to 1/200
Rock Golems (Nerf)
- Now throw rocks less frequently and the rocks move a little slower as well
- Spawn rate reduced
- Base money drop value reduced from 5 to 2.5 Gold
- Rock Golem Head drops twice as often to account for the rarity change
Giant Fungi Bulbs (Nerf)
- Will no longer fire at you if they do not have line of sight
- Projectiles can no longer move through walls, and will break on impact with blocks
Gastropods (Nerf)
- Now have some built in inaccuracy when firing, reducing their likelihood of hitting the player from long distances
Cursed Hammer and Crimson Axe (Buff)
- Fixing a long standing inconsistency in their spawn code, that resulted in them being dramatically rarer than Enchanted Swords. They should be about as common as Enchanted Swords now, particularly notably with Crimson Axes, which were impacted more severely by the inconsistency.
Desert Spirits (Nerf)
- Projectile damage reduced from 80/120/180 to 60/88/132
Jungle Creeper (Nerf)
- Defense reduced from 40 to 28
Moss Hornets
- Now has a chance to drop Stingers
Necromancers and Ragged Casters (Nerf)
- Now has a grace period of over a second after teleportation before they begin firing. (This is the same as what Diabolists always had)
All Celestial Pillars
- Expert/Master worlds no longer have an increased Celestial Pillar kill requirement. They need 100 now like Classic Difficulty Worlds.
- Upon defeating Moon Lord, Lunar Pillars now require only 50 kills to lower the Pillar shields (applies in all difficulties)
Solar Crawltipedes (Nerf)
- Head damage reduced from 150 to 120
- Body damage reduced from 100 to 80
Solar Corites (Nerf)
- Spawn rate reduced by half
- Should no longer charge at the player from significantly off screen
- Now have a brief wind up animation before their charge, giving more notice
- Charge speed is slightly slower
Nebula Floaters (Nerf)
- Now have a 0.5 second delay after teleportation during which they cannot fire
- Counter-teleportation chance reduced from 1/4 to 1/6
- The maximum number of active Nebula Floaters at any one time increased from 2 to 3
- The spawn rate of Nebula Floaters has been doubled, though they cannot exceed their unit cap
Nebula Predictors
- The maximum number of active Nebula Predictors at any one time increased from 2 to 3
Nebula Brain Sucklers
- Spawn rate has been reduced by 40%. Unlike other Nebula enemies, Brain Sucklers have no unit cap, and so will still be the most common enemy overall. This change helps ensure that a decent number other units are spawning up to their unit cap regularly, with the remaining spawns being Brain Sucklers.
Vortex Alien Queens (Rework)
- Walk and chasing speed increased significantly
- Projectile speed reduced
Vortex Alien Larvae
- Now included in the Alien Queen family "cap". For context: the game has a cap on how many Alien Hornets and Alien Queens could be in play, to prevent evolving Queens from becoming too numerous. However, Larvae were not part of that cap, and so could spawn and evolve up into Hornets/Queens normally, eventually creating overwhelming numbers. After this change, Alien Larvae simply won't spawn on Queen death once this internal limit is reached.
Vortex Portals (Both Hornet Portals and Vortexian Portals)
- Now makes a more distinct sound when spawning, giving the player notice that it is present
- Vortexian Portals make a more pronounced sound when firing, again, to give audio feedback about the threat
Storm Diver (Buff)
- Improved its air mobility, to better keep up with the player
- Widened its firing angle
- Firing rate dramatically increased
- Minimum delay before first shot reduced
- Projectile speed increased
- One of its projectiles is always accurate
- Added a visual effect just prior to firing to give advanced warning to the player
Stargazers
- Beam now has a half second "charge up" beam effect, giving players a chance to react and avoid the incoming beam of damage. The actual duration of the damage period remains the same.
Large Stardust Cells (Buff)
- Knockback resistance increased from 50% to 70%
- Are now faster when chasing the player
Milkyway Weavers (Buff)
- Movement speed increased by 50%
- Periodically stops chasing to spawn a new Stardust enemy after a few seconds of charging
- Reflected Projectiles now only deal half-damage to the player
- Reflected Projectiles no longer scale and deal extra damage in Expert/Master mode.
Teleporting Enemies (Teleporting Casters, Chaos Elementals, and Nebula Floaters) (Nerf)
- The protection radius around the player preventing them from teleporting directly onto you has been increased substantially
- The game will now also take your speed and direction into account when you are moving, and will further attempt to prevent these enemies from spawning directly in your path without time to react. However, this system is not absolute and only gives some extra distance, so it is still possible to crash into a recently teleported enemy if you do not alter course or are moving very fast.
- The protection radius around the player is even higher for Chaos Elementals and Nebula Floaters due to their not being stationary
Lifeform Analyzer Rarities
- A number of enemies rare enough to show up on the Lifeform Analyzer have had their rarity levels changed to give proper priority based on enemies which they co-exist with. For example, Dye Beetles have been reduced to Rarity 1, so that any higher Rarity enemy will take priority on the display.
- Voodoo Demons are now also listed on the Lifeform Analyzer
Pumpkin Moon and Frost Moon (Rework)
- Pumpkin Moon can now go up to Wave 20. Wave point requirements for Waves 15-20 match Frost Moon.
- Pumpkin Moon's wave composition has been completely rearranged to account for this.
- Pumpkin Moon bosses are now capped in number, more closely resembling the behavior of Frost Moon bosses
- Increased the number of enemy slots taken up by Mourning Wood and Pumpking, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
- All regular enemies in Pumpkin/Frost Moon now have low per-player Health scaling in Expert/Master multiplayer. The boss units already had scaling.
- Pumpkin Moon trophies now drop using Frost Moon drop rates, instead of dropping from 100% of Wave 15 kills.
- Pumpkin Moon boss drop-rate-by-wave multiplier has been reduced, though drops are still more common than Frost Moon levels. This is partly to account for having a higher wave cap, though drops are still slightly less common than before.
- Both Pumpkin Moon and Frost Moon's "expert drop bonus" modifier has been reduced slightly, with the base drop rates being increased by the same amount. The end result is that Classic mode drops are slightly more generous, while Expert drop rates stay the same. (This is after taking Pumpkin Moon's previous change into account)
- Both Pumpkin Moon and Frost Moon now receive a 2.5x point multiplier when playing in Master mode. Previously, they received a 2x multiplier in Expert, but no additional gain in Master.
- (Bug) Fixed Flocko and Krampus not giving wave progression for Frost Moon
- (Bug) Fixed a very old bug where Frost Moon Waves 2, 3, and 4 required way too few points to complete
Poltergeist (Rework)
- Can now fly freely into the air, not just on the ground
- Health reduced from 2000 to 1250
- Pumpkin Moon wave progression points increased from 8 to 10
- Due to increased number present in the event, increased the kill count needed for a banner
Splinterling (Buff)
- Health increased from 900 to 1200
- Due to increased number present in the event, increased the kill count needed for a banner
- Reduced base Spooky Wood drop count due to increased numbers of Splinterlings killed per Pumpkin Moon. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.
Hellhound (Buff)
- Health increased from 1200 to 1800
- Pumpkin Moon wave progression points increased from 4 to 5
- Due to increased number present in the event, increased the kill count needed for a banner
Headless Horseman (Buff)
- Health reduced from 10000 to 5000.
- Can now fire a pumpkin projectile at the player
- Pumpkin Moon wave progression points increased from 25 to 50
- Now has the same Health scaling as Pumpking and Mourning Wood in Expert/Master multiplayer
Mourning Wood (Buff)
- Health increased from 12000 to 14000
- Defense increased from 28 to 34
- Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
- Reduced base Spooky Wood drop count. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.
Pumpking (Buff)
- Health increased from 22000 to 26000
- Defense increased from 36 to 40
- Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
Old One's Army
- Etherian Lightning Bugs now spawn in OOA Tier 3 Wave 6 instead of Wyverns
- The Eternia Crystal now has 2x as much health on Expert and 3x as much health on Master.
Martian Saucer
- Increased the hitbox size of the core in Phase 2
Dreadnautilus (Rework)
- Charge attack has less tracking and a wider turning radius, meaning it is easier to avoid
- Projectiles are now no longer blocked by tiles
- Projectiles are more lit up/visible at night
Blood Squid (Nerf)
- Health reduced from 1000 to 750
- Projectile damage reduced from 100 to 70
- Projectiles are more lit up/visible at night
Hemogoblin Shark
- Projectiles are more lit up/visible at night
Clowns (Nerf)
- Damage of Chattering Teeth Bomb reduced from 200 to 120
- Damage of Happy Bombs reduced from 160 to 120
- Happy Bombs now glow, making them easier to see
- Chattering Teeth Bombs now have a sound effect when spawned and occasionally played passively, helping the player to be aware of them
- Clown's drop pool has also been overhauled:
- Is now the sole source of KO Cannon, having a 1/5 chance to drop it
- Bananarang drop rate has been increased from 1/30 to 1/10 (See Bananarang for other changes to this item)
- Bloody Tear drop rate increased from 1/100 to 1/10 (like other uncommon Blood Moon enemies)
Antlion Larvae (Nerf)
- Defense reduced from 4 to 2
- Health reduced from 35 to 30
- Maximum speed slightly reduced, particularly when jumping
Giant Antlion Chargers (Nerf)
- Defense reduced from 22 to 16
Giant Antlion Swarmers (Nerf)
- Defense reduced from 18 to 12
Tomb Crawlers (Nerf)
- Defense of body segments reduced from 16 to 12
- Defense of tail segment reduced from 20 to 14
Tomb Crawlers and Dune Splicers (Nerf)
- Spawn rates reduced
- In the upper levels of the Desert, there is a further reduction in spawn rates
Rolling Cacti (Nerf)
- Damage reduced from 90 to 70
Jellyfish (Buff)
- Expert Electric Shock attack now applies to projectile contact weapons (Spears, Shortswords, Solar Eruption, Sleepy Octopod, Sky Dragon's Fury, and Whips)
Snow Flinx
- Snow Flinxes now have a more consistent spawn rate on Ice/Snow. Previously, was incapable of spawning on Snow or Ice under most conditions.
Lost Girl
- Instead of their spawn rate decreasing in Hardmode, it stays the same the entire game. This means that their Hardmode spawn rate has changed from 1/200 to 1/80
- Base money drop value reduced from 5 to 2 Gold
Bone Serpents (Buff)
- Head/Body/Tail Damage increased from 30/15/10 to 36/20/16
- Head/Body Defense increased from 10/12 to 12/18. Tail unchanged.
- Health increased from 250 to 300
- Movement speed increased
- Further stat bonuses specifically on FTW and Everything Seed
Rune Wizard
- Spawn rate increased from 1/300 to 1/200
Rock Golems (Nerf)
- Now throw rocks less frequently and the rocks move a little slower as well
- Spawn rate reduced
- Base money drop value reduced from 5 to 2.5 Gold
- Rock Golem Head drops twice as often to account for the rarity change
Giant Fungi Bulbs (Nerf)
- Will no longer fire at you if they do not have line of sight
- Projectiles can no longer move through walls, and will break on impact with blocks
Gastropods (Nerf)
- Now have some built in inaccuracy when firing, reducing their likelihood of hitting the player from long distances
Cursed Hammer and Crimson Axe (Buff)
- Fixing a long standing inconsistency in their spawn code, that resulted in them being dramatically rarer than Enchanted Swords. They should be about as common as Enchanted Swords now, particularly notably with Crimson Axes, which were impacted more severely by the inconsistency.
Desert Spirits (Nerf)
- Projectile damage reduced from 80/120/180 to 60/88/132
Jungle Creeper (Nerf)
- Defense reduced from 40 to 28
Moss Hornets
- Now has a chance to drop Stingers
Necromancers and Ragged Casters (Nerf)
- Now has a grace period of over a second after teleportation before they begin firing. (This is the same as what Diabolists always had)
All Celestial Pillars
- Expert/Master worlds no longer have an increased Celestial Pillar kill requirement. They need 100 now like Classic Difficulty Worlds.
- Upon defeating Moon Lord, Lunar Pillars now require only 50 kills to lower the Pillar shields (applies in all difficulties)
Solar Crawltipedes (Nerf)
- Head damage reduced from 150 to 120
- Body damage reduced from 100 to 80
Solar Corites (Nerf)
- Spawn rate reduced by half
- Should no longer charge at the player from significantly off screen
- Now have a brief wind up animation before their charge, giving more notice
- Charge speed is slightly slower
Nebula Floaters (Nerf)
- Now have a 0.5 second delay after teleportation during which they cannot fire
- Counter-teleportation chance reduced from 1/4 to 1/6
- The maximum number of active Nebula Floaters at any one time increased from 2 to 3
- The spawn rate of Nebula Floaters has been doubled, though they cannot exceed their unit cap
Nebula Predictors
- The maximum number of active Nebula Predictors at any one time increased from 2 to 3
Nebula Brain Sucklers
- Spawn rate has been reduced by 40%. Unlike other Nebula enemies, Brain Sucklers have no unit cap, and so will still be the most common enemy overall. This change helps ensure that a decent number other units are spawning up to their unit cap regularly, with the remaining spawns being Brain Sucklers.
Vortex Alien Queens (Rework)
- Walk and chasing speed increased significantly
- Projectile speed reduced
Vortex Alien Larvae
- Now included in the Alien Queen family "cap". For context: the game has a cap on how many Alien Hornets and Alien Queens could be in play, to prevent evolving Queens from becoming too numerous. However, Larvae were not part of that cap, and so could spawn and evolve up into Hornets/Queens normally, eventually creating overwhelming numbers. After this change, Alien Larvae simply won't spawn on Queen death once this internal limit is reached.
Vortex Portals (Both Hornet Portals and Vortexian Portals)
- Now makes a more distinct sound when spawning, giving the player notice that it is present
- Vortexian Portals make a more pronounced sound when firing, again, to give audio feedback about the threat
Storm Diver (Buff)
- Improved its air mobility, to better keep up with the player
- Widened its firing angle
- Firing rate dramatically increased
- Minimum delay before first shot reduced
- Projectile speed increased
- One of its projectiles is always accurate
- Added a visual effect just prior to firing to give advanced warning to the player
Stargazers
- Beam now has a half second "charge up" beam effect, giving players a chance to react and avoid the incoming beam of damage. The actual duration of the damage period remains the same.
Large Stardust Cells (Buff)
- Knockback resistance increased from 50% to 70%
- Are now faster when chasing the player
Milkyway Weavers (Buff)
- Movement speed increased by 50%
- Periodically stops chasing to spawn a new Stardust enemy after a few seconds of charging
All "Broadswords" (Buff)
- All broadsword-class melee weapons (this also includes pickaxes, axes, hammers, and hamaxes) now use local immunity frames on hit. Very notably, this means that projectile swords will no longer block their own piercing projectiles from hitting a target at point blank range. It will also result in more consistent hitting when mixing multiple sources of damage (Piercing minions and swords, for example)
All Flails (Buff)
- Knockback when spinning flails has been increased from 25% to 35% of normal knockback
- Spinning flails now hit up to 4 times a second instead of 3 times a second. Flails which already hit 4 times a second have been increased to 5 times a second.
Copper Broadsword (Buff)
- Damage increased from 8 to 9
- Usetime reduced from 23 to 21
- Size Scale increased from 1x to 1.1x (As a reminder, scale dictates the size of the weapon; this makes the sword's size and reach 10% larger)
Tin Broadsword (Buff)
- Damage increased from 9 to 10
- Usetime reduced from 22 to 20
- Size Scale increased from 1x to 1.1x
Iron Broadsword (Buff)
- Damage increased from 10 to 12
- Usetime reduced from 22 to 20
- Size Scale increased from 1x to 1.15x
- Knockback increased from 5 to 5.5
Lead Broadsword (Buff)
- Damage increased from 11 to 13
- Usetime reduced from 21 to 20
- Size Scale increased from 1x to 1.15x
- Knockback increased from 5 to 5.5
Silver Broadsword (Buff)
- Damage increased from 11 to 14
- Usetime reduced from 21 to 20
- Size Scale increased from 1x to 1.2x
- Knockback increased from 5 to 6
Tungsten Broadsword (Buff)
- Damage increased from 12 to 14
- Usetime reduced from 20 to 19
- Size Scale increased from 1.025x to 1.2x
- Knockback increased from 5 to 6
Gold Broadsword (Buff)
- Damage increased from 13 to 15
- Usetime reduced from 20 to 18
- Size Scale increased from 1.05x to 1.25x
- Knockback increased from 5 to 6.5
Platinum Broadsword (Buff)
- Damage increased from 15 to 16
- Usetime reduced from 19 to 17
- Size Scale increased from 1.075x to 1.25x
- Knockback increased from 5 to 6.5
Cactus Sword (Buff)
- Damage increased from 8 to 10
- Usetime reduced from 32 to 30
Wooden Sword (Buff)
- Usetime reduced from 25 to 20
- Size Scale increased from 0.95 to 1.0
- Knockback increased from 4 to 5
Boreal Sword (Buff)
- Usetime reduced from 23 to 20
- Knockback increased from 5 to 6
Palm/Mahogany Sword (Buff)
- Usetime reduced from 23 to 19
- Knockback increased from 5 to 6
Ebonwood/Shadewood Sword (Buff)
- Damage increased from 10 to 11
- Usetime reduced from 21 to 19
- Knockback increased from 5 to 6
Wooden Boomerang (Buff)
- Damage increased from 8 to 10
- UseTime increased from 16 to 20 (decreases short range DPS but does not impact long distance DPS)
Enchanted Boomerang (Buff)
- Damage increased from 13 to 17
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
Zombie Arm (Buff)
- Damage increased from 12 to 15
- Usetime reduced from 23 to 22
- Size Scale increased from 1x to 1.2x
- Knockback increased from 4.25 to 5.5
Bone Sword (Buff)
- Damage increased from 16 to 19
- Size Scale increased from 1.05x to 1.2x
- Knockback increased from 4.5 to 5.5
Bat Bat (Buff)
- Damage increased from 31 to 36
Shroomerang (Buff)
- Increased damage from 14 to 23
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
- Increase drop rate from 1/100 to 1/40
Ice Boomerang (Buff)
- Increased damage from 16 to 21
- Now has a chance to inflict Frostburn
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
Gladius (Buff)
- Knockback increased from 0.5 to 3
- Drop rate increased from 1/40 to 1/20
Purple Clubberfish (Buff)
- Damage increased from 24 to 35
- Knockback increased from 7 to 8
Tentacle Spike (Buff)
- Damage increased from 19 to 20
- Usetime reduced from 23 to 21
Falcon Blade (Buff)
- Size scale increased from 1.05x to 1.175x
Mandible Blade (Buff)
- Damage increased from 14 to 16
- Size scale increased from 1x to 1.1x
Storm Spear (Buff)
- Damage increased from 12 to 14
- Projectile damage increased from 1.25x to 1.5x of base damage
Trident (Buff)
- Now generates light when swung underwater
Katana (Buff)
- Damage increased from 16 to 18
- Usetime reduced from 22 to 20
- Size Scale increased from 1 to 1.1
Candy Cane Sword (Buff)
- Damage increased from 16 to 19
- Usetime reduced from 27 to 25
Fruitcake Chakram (Buff)
- Damage increased from 14 to 19
Bladed Glove (Buff)
- Damage increased from 12 to 14
Bloody Machete (Buff)
- Damage increased from 15 to 20
Light's Bane (Rework)
- Now also generates a short range diagonal slash of darkness every time the sword is swung, dealing half of the base damage of Light's Bane
- Damage reduced from 18 to 16
Blood Butcherer (Buff)
- Now uses a system very similar to Tentacle Spike. Every successful strike on an enemy applies a stack of "Blood Butchered", a short lived damage over time effect. Each of these stacks are signified by a gout of blood spouting forth from the enemy.
- Blood Butchered can stack up to 5 times, and each stack deals 4 damage over time, allowing for a maximum of 20 damage over time.
- Stacks of Blood Butchered last for 9 seconds before expiring
Rotted Fork (Buff)
- Damage increased from 14 to 17
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Rotted Fork.
Phaseblades (all colors) (Buff)
- Damage increased from 25 to 26
- Usetime reduced from 25 to 18
Starfury (Buff)
- Stars now fall 25% faster
- Starfury will now fall through blocks until reaching the player's cursor, unless the cursor is pointing into solid block, in which case it will fall to the nearest open air block. It should generally fall more often and more reliably through blocks compared to before.
Blade of Grass (Rework)
- Now fires an upward spiraling razor leaf from the sword with every swing. This projectile has a short-to-medium range
- This projectile does low damage, but ignores a substantial amount of defense, ensuring that it inflicts damage reliably
- Damage reduced from 28 to 18
- Usetime reduced from 30 to 20
- Increased knockback from 3 to 4.5
- Crafting recipe now requires 3 Vines, and the Jungle Spore cost has been increased from 12 to 15
- Note: Poison has been buffed in 1.4.4, and Blade of Grass and its Razor Leaf both benefit from this buff
Thorn Chakram (Buff)
- Poison chance increased from 20% to 50%
- Note: Poison has been buffed in 1.4.4
Bee Keeper (Buff)
- Damage increased from 26 to 30
- Resprited and size increased
Lucy (Buff)
- Damage increased from 26 to 27
- Usetime reduced from 17 to 15
- Lucy no longer uses useTurn; this means that if you are currently swinging, changing your walking direction will not change the direction you are swinging her
- Lucy's idle chatter messages are now less frequent
Muramasa (Rework)
- Upon striking an enemy, Muramasa will generate an additional slashing cut over the affected target, dealing half of the base damage of Muramasa
- Damage reduced from 26 to 24
Valor (Buff)
- Damage increased from 22 to 28
Flamarang (Buff)
- Damage increased from 32 to 49
- On Fire chance increased from 20% to 50%
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
Fiery Greatsword -> Volcano (Rework)
- What? Fiery Greatsword is evolving! Fiery Greatsword evolved into Volcano! (Fiery Greatsword's name has been changed to Volcano)
- Volcano learned Eruption!
- Upon striking an enemy, Volcano will generate an fiery explosive area of effect, dealing additional damage to the original target and nearby enemies!
- Usetime increased from 30 to 40
Night's Edge (Rework)
- Night's Edge now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Additionally, this swing radius will spin around a second time in the direction of the player's aim, increasing the range of the weapon's forward reach to short-to-medium range
Dark Lance (Buff)
- Damage increased from 29 to 34
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Dark Lance.
- Now inflicts Shadowflame
Breaker Blade (Buff)
- Damage increased from 43 to 70
- Usetime increased from 29 to 35
- Size Scale increased from 1.05x to 1.15x
- Breaking effect damage multiplier increased from +100% to +150%
Cobalt Sword (Buff)
- Damage increased from 39 to 40
- Usetime reduced from 23 to 19
- Size Scale increased from 1.1x to 1.2x
- Knockback increased from 3.85 to 5
Palladium Sword (Buff)
- Damage increased from 45 to 49
- Usetime reduced from 25 to 22
- Size Scale increased from 1.125x to 1.2x
- Knockback increased from 4.75 to 5.5
Mythril Sword (Buff)
- Damage increased from 49 to 50
- Usetime reduced from 26 to 20
- Size Scale increased from 1.15x to 1.2x
Orichalcum Sword (Buff)
- Damage increased from 50 to 59
- Usetime reduced from 25 to 22
- Size Scale increased from 1.17x to 1.22x
Adamantite Sword (Buff)
- Damage increased from 56 to 61
- Usetime reduced from 26 to 21
- Size Scale increased from 1.2x to 1.25x
Titanium Sword (Buff)
- Damage increased from 58 to 61
- Usetime reduced from 25 to 20
- Size Scale increased from 1.2x to 1.25x
Pearlwood Sword (Buff)
- Damage increased from 11 to 30
- Usetime reduced from 21 to 15
- Is now autoswing
Cobalt Naginata (Buff)
- Damage increased from 29 to 44
Palladium Pike (Buff)
- Damage increased from 32 to 44
Mythril Halberd (Buff)
- Damage increased from 35 to 45
Orichalcum Halberd (Buff)
- Damage increased from 36 to 46
Adamantite Glaive (Buff)
- Damage increased from 38 to 49
Titanium Trident (Buff)
- Damage increased from 40 to 48
Phasesabers (all colors) (Buff)
- Damage increased from 42 to 48
- Usetime reduced from 20 to 16
- Crystal Shard crafting cost reduced from 50 to 25
Cutlass (Buff)
- Damage increased from 49 to 53
- Use Time reduced from 17 to 16
Frostbrand (Buff)
- Projectile cooldown reduced from 55 frames to 30 frames.
- No longer uses the "chirp" sound when the cooldown is ready, as it would be too often.
- Projectile now inflicts Frostbite
- Pierce Count increased from 2 to 3
- Projectile now inflicts static immunity, meaning it will no longer interfere with other sources of piercing damage
Ice Sickle (Buff)
- Damage increased from 42 to 50
- Range of Ice Sickle projectiles increased by 50%
- Projectile damage reduced from 100% of base damage to 50% of base damage
- Projectile changed to use static frames, and reduced the immune time between hits (deals damage slightly more often)
- Projectile pierce count reduced from 5 to 3
Bladetongue (Nerf)
- Ichor Shot pierce count reduced from unlimited to 5 hits
- Projectile now inflicts static immunity, meaning it will no longer interfere with other sources of piercing damage
Slap Hand (Buff)
- Damage increased from 35 to 55
- Usetime reduced from 21 to 20
Hel-Fire (Buff)
- Now inflicts Hellfire instead of On Fire
Amarok (Buff)
- Now inflicts Frostbite instead of Frostburn
Chain Guillotine (Buff)
- Chains now move roughly 25% faster and fly 50% further
Bananarang (Buff)
- Is now a single item, not 10 stacked items. As a result, can now have prefixes.
- Damage reduced from 55 to 45
- Sell price of a single Bananarang increased accordingly
- Now has a 10% chance to drop from Clowns
Sergeant United Shield (Buff)
- Knockback increased from 0 to 2, also allowing it access to better reforge modifiers
Beam Sword (Buff)
- Projectile cooldown reduced from 60 frames to 35 frames.
- No longer uses the mana chirp system to indicate projectile is ready to fire
- Is now autoswing
- No longer uses useTurn; this means that if you are currently swinging, changing your walking direction will not change the direction you are swinging it
- No longer forces you to turn to face the direction the projectile is being fired in while swinging
Excalibur (Buff)
- Excalibur now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Damage increased from 66 to 72
Gungnir (Buff)
- Damage increased from 42 to 61
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Gungnir.
Light Disc (Buff)
- Is now a single item, not 5 stacked items. As a result, can now have prefixes.
- Recipe cost has been multiplied by 5 (since you now only need to make 1). Similarly, it now sells for 5x as much.
- Damage increased from 57 to 60
- Usetime reduced from 15 to 14
- Can now shoot up to 6 Discs at once instead of 5.
- Projectile speed/distance increased from 13 to 16
True Night's Edge (Rework)
- True Night's Edge now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Instead of a sword projectile, it now fires a large, spinning disc of energy which travels a medium-long distance, striking multiple times
- Damage reduced from 105 to 70
- Use Time increased from 26 to 32
True Excalibur (Rework)
- True Excalibur now has a very large area of damaging energy around the blade, dealing damage in a dramatically wider area of effect, including better coverage behind the player.
- It no longer fires a projectile sword beam
- Damage increased from 70 to 72
- Usetime increased from 16 to 18
Brand of the Inferno (Buff)
- Resprited and slightly increased in size
- Now inflicts Hellfire instead of On Fire
Chlorophyte Saber (Buff)
- Projectile cooldown reduced from 42 to 28 frames
- No longer uses the mana chirp system to indicate projectile is ready to fire
- Projectile damage reduced from 100% of base damage to 70%
- Projectiles linger 50% longer
- Projectiles now use static immune frames
Chlorophyte Claymore/Partisan (Buff)
- Projectiles now use static immune frames
Ghastly Glaive (Buff)
- Reduced the immunity frames applied by the spear itself, allowing it to hit a single target more often when swung
Death Sickle
- Knockback decreased to prevent enemies from being knocked out of the spinning blades
Butcher's Chainsaw (Buff)
- Both the Chainsaw and its Sparks now use static immune frames. As a direct consequence of this, the sparks are now able to hit the same target that they are being spawned off of when hitting with the chainsaw. This results in a notable increase in single target damage when hitting an enemy with the chainsaw.
- Spark projectiles now inflicts Hellfire instead of On Fire
Terra Blade (Rework)
- Damage reduced from 115 to 85
- Usetime increased from 14 to 18
- Terra Blade now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Instead of a projectile sword beam fired on a cooldown, Terra Blade now fires a medium-long range, rapidly moving slash of green energy with every swing
Scourge of the Corruptor (Buff)
- Minieaters now move and track enemies faster
- The average number of minieaters has been increased from 2.67 to 3, and the number is a much simpler 2-4 range
Paladin's Hammer (Buff)
- Is now autoswing
Keybrand (Buff)
- Damage increased from 85 to 105
- Bonus critical chance increased from 14% to 17%
- Reduced the maximum power of the scaling damage effect. This is canceled out by the damage buff, so that low-health damage is the same as it was before. At higher health, enemies will take more damage than before.
Horseman's Blade (Buff)
- Horseman's Blade now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Damage increased from 75 to 150
- The pumpkins now deal 100% of the base damage of the sword instead of 150% (this is still more than they did before)
- Pumpkins will no longer be generated from statue spawned enemies.
North Pole (Rework)
- Usetime increased from 25 to 30
- Now spawns half as many projectiles, but the damage of the spear projectile now deals base damage and the flakes deal 70% base, compared to the previous 80% for the spear projectile and 63% for the snowflakes
- Removed the impact of wind on flakes. Their spawning position is now semi-randomized, so that they don't all fall in the exact location.
- Spear projectiles and flakes now have a much shorter projectile lifetime
Christmas Tree Sword (Buff)
- Projectile damage increased from 75% of base damage to 100%
Flairon (Buff)
- Bubbles now last 33% longer before popping
- The range at which the bubbles will lock on and chase a target has been increased by 30%
Starlight (Buff)
- Range now increases with Titan Glove and prefix size modifiers
Influx Waver (Buff)
- Damage reduced from 110 to 100
- The secondary projectiles spawned after a successfully landed projectile hit will now move with their target, significantly reducing the chance of missing
Flying Dragon (Buff)
- Usetime reduced from 25 to 20
- No longer has a damage penalty when it it has no line of sight with targets
Star Wrath (Buff)
- Damage increased from 110 to 170
- Projectile damage reduced from 2x base damage to 1x base damage
- Falling stars now use local immunity, so each star will be able to hit a target for damage.
Meowmere (Buff)
- Usetime reduced from 16 to 14
- Projectiles now deal 1.25x of the base sword damage
- Projectiles now use local immunity. Each individual bouncing cat has its own damage timer, so they will never conflict with each other.
Terrarian (Buff)
- Both the Yoyo and the Orbs now use static immunity. Because the Yoyo and Orbs now each do damage without being blocked by the other, this results in a substantial increase to Terrarian's potential damage
Jousting Lance (Buff)
- Damage increased from 56 to 60
Hallowed Jousting Lance (Buff)
- Damage increased from 78 to 90
Shadow Jousting Lance (Buff)
- Damage increased from 108 to 130
- All broadsword-class melee weapons (this also includes pickaxes, axes, hammers, and hamaxes) now use local immunity frames on hit. Very notably, this means that projectile swords will no longer block their own piercing projectiles from hitting a target at point blank range. It will also result in more consistent hitting when mixing multiple sources of damage (Piercing minions and swords, for example)
All Flails (Buff)
- Knockback when spinning flails has been increased from 25% to 35% of normal knockback
- Spinning flails now hit up to 4 times a second instead of 3 times a second. Flails which already hit 4 times a second have been increased to 5 times a second.
Copper Broadsword (Buff)
- Damage increased from 8 to 9
- Usetime reduced from 23 to 21
- Size Scale increased from 1x to 1.1x (As a reminder, scale dictates the size of the weapon; this makes the sword's size and reach 10% larger)
Tin Broadsword (Buff)
- Damage increased from 9 to 10
- Usetime reduced from 22 to 20
- Size Scale increased from 1x to 1.1x
Iron Broadsword (Buff)
- Damage increased from 10 to 12
- Usetime reduced from 22 to 20
- Size Scale increased from 1x to 1.15x
- Knockback increased from 5 to 5.5
Lead Broadsword (Buff)
- Damage increased from 11 to 13
- Usetime reduced from 21 to 20
- Size Scale increased from 1x to 1.15x
- Knockback increased from 5 to 5.5
Silver Broadsword (Buff)
- Damage increased from 11 to 14
- Usetime reduced from 21 to 20
- Size Scale increased from 1x to 1.2x
- Knockback increased from 5 to 6
Tungsten Broadsword (Buff)
- Damage increased from 12 to 14
- Usetime reduced from 20 to 19
- Size Scale increased from 1.025x to 1.2x
- Knockback increased from 5 to 6
Gold Broadsword (Buff)
- Damage increased from 13 to 15
- Usetime reduced from 20 to 18
- Size Scale increased from 1.05x to 1.25x
- Knockback increased from 5 to 6.5
Platinum Broadsword (Buff)
- Damage increased from 15 to 16
- Usetime reduced from 19 to 17
- Size Scale increased from 1.075x to 1.25x
- Knockback increased from 5 to 6.5
Cactus Sword (Buff)
- Damage increased from 8 to 10
- Usetime reduced from 32 to 30
Wooden Sword (Buff)
- Usetime reduced from 25 to 20
- Size Scale increased from 0.95 to 1.0
- Knockback increased from 4 to 5
Boreal Sword (Buff)
- Usetime reduced from 23 to 20
- Knockback increased from 5 to 6
Palm/Mahogany Sword (Buff)
- Usetime reduced from 23 to 19
- Knockback increased from 5 to 6
Ebonwood/Shadewood Sword (Buff)
- Damage increased from 10 to 11
- Usetime reduced from 21 to 19
- Knockback increased from 5 to 6
Wooden Boomerang (Buff)
- Damage increased from 8 to 10
- UseTime increased from 16 to 20 (decreases short range DPS but does not impact long distance DPS)
Enchanted Boomerang (Buff)
- Damage increased from 13 to 17
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
Zombie Arm (Buff)
- Damage increased from 12 to 15
- Usetime reduced from 23 to 22
- Size Scale increased from 1x to 1.2x
- Knockback increased from 4.25 to 5.5
Bone Sword (Buff)
- Damage increased from 16 to 19
- Size Scale increased from 1.05x to 1.2x
- Knockback increased from 4.5 to 5.5
Bat Bat (Buff)
- Damage increased from 31 to 36
Shroomerang (Buff)
- Increased damage from 14 to 23
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
- Increase drop rate from 1/100 to 1/40
Ice Boomerang (Buff)
- Increased damage from 16 to 21
- Now has a chance to inflict Frostburn
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
Gladius (Buff)
- Knockback increased from 0.5 to 3
- Drop rate increased from 1/40 to 1/20
Purple Clubberfish (Buff)
- Damage increased from 24 to 35
- Knockback increased from 7 to 8
Tentacle Spike (Buff)
- Damage increased from 19 to 20
- Usetime reduced from 23 to 21
Falcon Blade (Buff)
- Size scale increased from 1.05x to 1.175x
Mandible Blade (Buff)
- Damage increased from 14 to 16
- Size scale increased from 1x to 1.1x
Storm Spear (Buff)
- Damage increased from 12 to 14
- Projectile damage increased from 1.25x to 1.5x of base damage
Trident (Buff)
- Now generates light when swung underwater
Katana (Buff)
- Damage increased from 16 to 18
- Usetime reduced from 22 to 20
- Size Scale increased from 1 to 1.1
Candy Cane Sword (Buff)
- Damage increased from 16 to 19
- Usetime reduced from 27 to 25
Fruitcake Chakram (Buff)
- Damage increased from 14 to 19
Bladed Glove (Buff)
- Damage increased from 12 to 14
Bloody Machete (Buff)
- Damage increased from 15 to 20
Light's Bane (Rework)
- Now also generates a short range diagonal slash of darkness every time the sword is swung, dealing half of the base damage of Light's Bane
- Damage reduced from 18 to 16
Blood Butcherer (Buff)
- Now uses a system very similar to Tentacle Spike. Every successful strike on an enemy applies a stack of "Blood Butchered", a short lived damage over time effect. Each of these stacks are signified by a gout of blood spouting forth from the enemy.
- Blood Butchered can stack up to 5 times, and each stack deals 4 damage over time, allowing for a maximum of 20 damage over time.
- Stacks of Blood Butchered last for 9 seconds before expiring
Rotted Fork (Buff)
- Damage increased from 14 to 17
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Rotted Fork.
Phaseblades (all colors) (Buff)
- Damage increased from 25 to 26
- Usetime reduced from 25 to 18
Starfury (Buff)
- Stars now fall 25% faster
- Starfury will now fall through blocks until reaching the player's cursor, unless the cursor is pointing into solid block, in which case it will fall to the nearest open air block. It should generally fall more often and more reliably through blocks compared to before.
Blade of Grass (Rework)
- Now fires an upward spiraling razor leaf from the sword with every swing. This projectile has a short-to-medium range
- This projectile does low damage, but ignores a substantial amount of defense, ensuring that it inflicts damage reliably
- Damage reduced from 28 to 18
- Usetime reduced from 30 to 20
- Increased knockback from 3 to 4.5
- Crafting recipe now requires 3 Vines, and the Jungle Spore cost has been increased from 12 to 15
- Note: Poison has been buffed in 1.4.4, and Blade of Grass and its Razor Leaf both benefit from this buff
Thorn Chakram (Buff)
- Poison chance increased from 20% to 50%
- Note: Poison has been buffed in 1.4.4
Bee Keeper (Buff)
- Damage increased from 26 to 30
- Resprited and size increased
Lucy (Buff)
- Damage increased from 26 to 27
- Usetime reduced from 17 to 15
- Lucy no longer uses useTurn; this means that if you are currently swinging, changing your walking direction will not change the direction you are swinging her
- Lucy's idle chatter messages are now less frequent
Muramasa (Rework)
- Upon striking an enemy, Muramasa will generate an additional slashing cut over the affected target, dealing half of the base damage of Muramasa
- Damage reduced from 26 to 24
Valor (Buff)
- Damage increased from 22 to 28
Flamarang (Buff)
- Damage increased from 32 to 49
- On Fire chance increased from 20% to 50%
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
Fiery Greatsword -> Volcano (Rework)
- What? Fiery Greatsword is evolving! Fiery Greatsword evolved into Volcano! (Fiery Greatsword's name has been changed to Volcano)
- Volcano learned Eruption!
- Upon striking an enemy, Volcano will generate an fiery explosive area of effect, dealing additional damage to the original target and nearby enemies!
- Usetime increased from 30 to 40
Night's Edge (Rework)
- Night's Edge now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Additionally, this swing radius will spin around a second time in the direction of the player's aim, increasing the range of the weapon's forward reach to short-to-medium range
Dark Lance (Buff)
- Damage increased from 29 to 34
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Dark Lance.
- Now inflicts Shadowflame
Breaker Blade (Buff)
- Damage increased from 43 to 70
- Usetime increased from 29 to 35
- Size Scale increased from 1.05x to 1.15x
- Breaking effect damage multiplier increased from +100% to +150%
Cobalt Sword (Buff)
- Damage increased from 39 to 40
- Usetime reduced from 23 to 19
- Size Scale increased from 1.1x to 1.2x
- Knockback increased from 3.85 to 5
Palladium Sword (Buff)
- Damage increased from 45 to 49
- Usetime reduced from 25 to 22
- Size Scale increased from 1.125x to 1.2x
- Knockback increased from 4.75 to 5.5
Mythril Sword (Buff)
- Damage increased from 49 to 50
- Usetime reduced from 26 to 20
- Size Scale increased from 1.15x to 1.2x
Orichalcum Sword (Buff)
- Damage increased from 50 to 59
- Usetime reduced from 25 to 22
- Size Scale increased from 1.17x to 1.22x
Adamantite Sword (Buff)
- Damage increased from 56 to 61
- Usetime reduced from 26 to 21
- Size Scale increased from 1.2x to 1.25x
Titanium Sword (Buff)
- Damage increased from 58 to 61
- Usetime reduced from 25 to 20
- Size Scale increased from 1.2x to 1.25x
Pearlwood Sword (Buff)
- Damage increased from 11 to 30
- Usetime reduced from 21 to 15
- Is now autoswing
Cobalt Naginata (Buff)
- Damage increased from 29 to 44
Palladium Pike (Buff)
- Damage increased from 32 to 44
Mythril Halberd (Buff)
- Damage increased from 35 to 45
Orichalcum Halberd (Buff)
- Damage increased from 36 to 46
Adamantite Glaive (Buff)
- Damage increased from 38 to 49
Titanium Trident (Buff)
- Damage increased from 40 to 48
Phasesabers (all colors) (Buff)
- Damage increased from 42 to 48
- Usetime reduced from 20 to 16
- Crystal Shard crafting cost reduced from 50 to 25
Cutlass (Buff)
- Damage increased from 49 to 53
- Use Time reduced from 17 to 16
Frostbrand (Buff)
- Projectile cooldown reduced from 55 frames to 30 frames.
- No longer uses the "chirp" sound when the cooldown is ready, as it would be too often.
- Projectile now inflicts Frostbite
- Pierce Count increased from 2 to 3
- Projectile now inflicts static immunity, meaning it will no longer interfere with other sources of piercing damage
Ice Sickle (Buff)
- Damage increased from 42 to 50
- Range of Ice Sickle projectiles increased by 50%
- Projectile damage reduced from 100% of base damage to 50% of base damage
- Projectile changed to use static frames, and reduced the immune time between hits (deals damage slightly more often)
- Projectile pierce count reduced from 5 to 3
Bladetongue (Nerf)
- Ichor Shot pierce count reduced from unlimited to 5 hits
- Projectile now inflicts static immunity, meaning it will no longer interfere with other sources of piercing damage
Slap Hand (Buff)
- Damage increased from 35 to 55
- Usetime reduced from 21 to 20
Hel-Fire (Buff)
- Now inflicts Hellfire instead of On Fire
Amarok (Buff)
- Now inflicts Frostbite instead of Frostburn
Chain Guillotine (Buff)
- Chains now move roughly 25% faster and fly 50% further
Bananarang (Buff)
- Is now a single item, not 10 stacked items. As a result, can now have prefixes.
- Damage reduced from 55 to 45
- Sell price of a single Bananarang increased accordingly
- Now has a 10% chance to drop from Clowns
Sergeant United Shield (Buff)
- Knockback increased from 0 to 2, also allowing it access to better reforge modifiers
Beam Sword (Buff)
- Projectile cooldown reduced from 60 frames to 35 frames.
- No longer uses the mana chirp system to indicate projectile is ready to fire
- Is now autoswing
- No longer uses useTurn; this means that if you are currently swinging, changing your walking direction will not change the direction you are swinging it
- No longer forces you to turn to face the direction the projectile is being fired in while swinging
Excalibur (Buff)
- Excalibur now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Damage increased from 66 to 72
Gungnir (Buff)
- Damage increased from 42 to 61
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Gungnir.
Light Disc (Buff)
- Is now a single item, not 5 stacked items. As a result, can now have prefixes.
- Recipe cost has been multiplied by 5 (since you now only need to make 1). Similarly, it now sells for 5x as much.
- Damage increased from 57 to 60
- Usetime reduced from 15 to 14
- Can now shoot up to 6 Discs at once instead of 5.
- Projectile speed/distance increased from 13 to 16
True Night's Edge (Rework)
- True Night's Edge now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Instead of a sword projectile, it now fires a large, spinning disc of energy which travels a medium-long distance, striking multiple times
- Damage reduced from 105 to 70
- Use Time increased from 26 to 32
True Excalibur (Rework)
- True Excalibur now has a very large area of damaging energy around the blade, dealing damage in a dramatically wider area of effect, including better coverage behind the player.
- It no longer fires a projectile sword beam
- Damage increased from 70 to 72
- Usetime increased from 16 to 18
Brand of the Inferno (Buff)
- Resprited and slightly increased in size
- Now inflicts Hellfire instead of On Fire
Chlorophyte Saber (Buff)
- Projectile cooldown reduced from 42 to 28 frames
- No longer uses the mana chirp system to indicate projectile is ready to fire
- Projectile damage reduced from 100% of base damage to 70%
- Projectiles linger 50% longer
- Projectiles now use static immune frames
Chlorophyte Claymore/Partisan (Buff)
- Projectiles now use static immune frames
Ghastly Glaive (Buff)
- Reduced the immunity frames applied by the spear itself, allowing it to hit a single target more often when swung
Death Sickle
- Knockback decreased to prevent enemies from being knocked out of the spinning blades
Butcher's Chainsaw (Buff)
- Both the Chainsaw and its Sparks now use static immune frames. As a direct consequence of this, the sparks are now able to hit the same target that they are being spawned off of when hitting with the chainsaw. This results in a notable increase in single target damage when hitting an enemy with the chainsaw.
- Spark projectiles now inflicts Hellfire instead of On Fire
Terra Blade (Rework)
- Damage reduced from 115 to 85
- Usetime increased from 14 to 18
- Terra Blade now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Instead of a projectile sword beam fired on a cooldown, Terra Blade now fires a medium-long range, rapidly moving slash of green energy with every swing
Scourge of the Corruptor (Buff)
- Minieaters now move and track enemies faster
- The average number of minieaters has been increased from 2.67 to 3, and the number is a much simpler 2-4 range
Paladin's Hammer (Buff)
- Is now autoswing
Keybrand (Buff)
- Damage increased from 85 to 105
- Bonus critical chance increased from 14% to 17%
- Reduced the maximum power of the scaling damage effect. This is canceled out by the damage buff, so that low-health damage is the same as it was before. At higher health, enemies will take more damage than before.
Horseman's Blade (Buff)
- Horseman's Blade now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Damage increased from 75 to 150
- The pumpkins now deal 100% of the base damage of the sword instead of 150% (this is still more than they did before)
- Pumpkins will no longer be generated from statue spawned enemies.
North Pole (Rework)
- Usetime increased from 25 to 30
- Now spawns half as many projectiles, but the damage of the spear projectile now deals base damage and the flakes deal 70% base, compared to the previous 80% for the spear projectile and 63% for the snowflakes
- Removed the impact of wind on flakes. Their spawning position is now semi-randomized, so that they don't all fall in the exact location.
- Spear projectiles and flakes now have a much shorter projectile lifetime
Christmas Tree Sword (Buff)
- Projectile damage increased from 75% of base damage to 100%
Flairon (Buff)
- Bubbles now last 33% longer before popping
- The range at which the bubbles will lock on and chase a target has been increased by 30%
Starlight (Buff)
- Range now increases with Titan Glove and prefix size modifiers
Influx Waver (Buff)
- Damage reduced from 110 to 100
- The secondary projectiles spawned after a successfully landed projectile hit will now move with their target, significantly reducing the chance of missing
Flying Dragon (Buff)
- Usetime reduced from 25 to 20
- No longer has a damage penalty when it it has no line of sight with targets
Star Wrath (Buff)
- Damage increased from 110 to 170
- Projectile damage reduced from 2x base damage to 1x base damage
- Falling stars now use local immunity, so each star will be able to hit a target for damage.
Meowmere (Buff)
- Usetime reduced from 16 to 14
- Projectiles now deal 1.25x of the base sword damage
- Projectiles now use local immunity. Each individual bouncing cat has its own damage timer, so they will never conflict with each other.
Terrarian (Buff)
- Both the Yoyo and the Orbs now use static immunity. Because the Yoyo and Orbs now each do damage without being blocked by the other, this results in a substantial increase to Terrarian's potential damage
Jousting Lance (Buff)
- Damage increased from 56 to 60
Hallowed Jousting Lance (Buff)
- Damage increased from 78 to 90
Shadow Jousting Lance (Buff)
- Damage increased from 108 to 130
Flintlock Pistol (Buff)
- Damage increased from 10 to 13
- Knockback increased from 0 to 1, allowing access to better modifiers
Musket (Nerf)
- Usetime reduced from 36 to 32
- No longer autofire
Undertaker (Buff)
- Damage increased from 15 to 22
- Usetime reduced from 23 to 20
- Knockback increased from 1 to 2
Blood Rain Bow (Buff)
- Projectiles now generate a little bit of light and can be seen better at night
Harpoon (Buff)
- Projectile now uses local immunity. In practice, this means that no matter how close/rapidly you fire at the target, you will never miss due to immune frames from the previous shot
Spiky Balls (Buff)
- Damage increased from 15 to 16
- Pierce Count increased from 6 to 7
Star Cannon (Buff)
- Knockback increased from 0 to 3, allowing access to better modifiers
Bee's Knees (Buff)
- To correct a code inconsistency issue, effective useTime reduced from 24 to 23
Quad Barreled Shotgun (Buff)
- Damage reduced from 17 to 14
- Pellet count increased from 6 to 8
- One pellet is now always aimed towards the cursor accurately
Handgun (Rework)
- Damage increased from 17 to 26
- Usetime increased from 10 to 15
Phoenix Blaster (Rework)
- Damage increased from 24 to 33
- Usetime increased from 11 to 17
Cobalt Repeater (Buff)
- Damage increased from 32 to 35.
- UseTime reduced from 24 to 23.
Palladium Repeater (Buff)
- Damage increased from 34 to 37.
- UseTime reduced from 23 to 22.
Mythril Repeater (Buff)
- Damage increased from 36 to 39.
- UseTime reduced from 22 to 20.
Orichalcum Repeater (Buff)
- Damage increased from 38 to 40.
- UseTime reduced from 21 to 19.
Adamantite Repeater (Buff)
- Damage increased from 40 to 42.
- UseTime reduced from 19 to 18
Titanium Repeater (Buff)
- Damage increased from 41 to 43.
- UseTime reduced from 18 to 17.
Marrow (Buff)
- Damage from 50 to 53
- Is now autofire
Ice Bow (Buff)
- Usetime reduced from 16 to 14
Hallowed Repeater (Nerf)
- Damage reduced from 53 to 50
- Usetime increased from 16 to 17
Flamethrower (Rework)
- Now uses local immunity frames on its projectiles
- Now ignores up to 15 points of enemy defense before losing damage
- Pierce count increased from 3 to 4
- Reworked visuals and hitbox size
- Now inflicts Hellfire instead of On Fire
Super Star Shooter (Buff)
- The Star Slash now uses static immunity, so its immune frames will no longer block subsequent Star Shots from hitting
- The Star Slash now inflicts 75% of base damage instead of 50%
Pulse Bow (Tier Change)
- Damage reduced from 85 to 80
- Now sold after defeating all 3 Mechs, instead of after Plantera
Phantom Phoenix (Buff)
- The Phoenix projectile now inflicts Hellfire instead of On Fire. The converted Fire Arrows still inflict On Fire, as they are just normal Fire Arrows
Venus Magnum (Buff)
- Usetime increased from 8 to 9
- Is now autofire
Rocket Launcher (Buff)
- Damage increased from 45 to 55
Elf Melter (Rework)
- Damage reduced from 60 to 53
- Bursts of flames per shot reduced from 6 to 5
- Now uses local immunity frames on its projectiles
- Now ignores up to 15 points of enemy defense before losing damage
- Pierce count increased from 3 to 4
- Now inflicts Frostbite instead of On Fire
- Reworked visuals and hitbox size
Electrosphere Launcher (Nerf)
- Electrosphere Missiles no longer deal direct damage, but still impact and turn into the Electrospheres which will then hurt the target normally
Aerial Bane:
- Note: No actual change has been made to its functionality, only the way its damage is displayed on the tooltip
- The tooltip base damage now shows ground damage done, and not the air damage done, to more accurately match the tooltip
Celebration MK2
- Damage increased from 40 to 50
- Fixed a bug that caused red missiles to rapidly hit every frame, doing more damage than expected
Archery Potion (Nerf)
- Bow damage bonus reduced from 1.2x to 1.1x
Ichor/Cursed Darts (Nerf - Reverting 1.4 Buff)
- Ichor Dart damage reduced from 12 to 10
- Cursed Dart damage reduced from 10 to 9
- Fixed a bug that allowed Ichor Dart to hit rapidly every frame when used at very close range, dealing much more damage than expected
Exploding Bullets
- No longer inflicts self-damage
Frostburn Arrows (Nerf)
- Ammo damage reduced from 9 to 7
Holy Arrows (Nerf)
- Star damage reduced from 50% to 33%
Cluster Rockets (all variants) (Buff)
- Fragment damage increased from 33% to 50%
- Damage increased from 10 to 13
- Knockback increased from 0 to 1, allowing access to better modifiers
Musket (Nerf)
- Usetime reduced from 36 to 32
- No longer autofire
Undertaker (Buff)
- Damage increased from 15 to 22
- Usetime reduced from 23 to 20
- Knockback increased from 1 to 2
Blood Rain Bow (Buff)
- Projectiles now generate a little bit of light and can be seen better at night
Harpoon (Buff)
- Projectile now uses local immunity. In practice, this means that no matter how close/rapidly you fire at the target, you will never miss due to immune frames from the previous shot
Spiky Balls (Buff)
- Damage increased from 15 to 16
- Pierce Count increased from 6 to 7
Star Cannon (Buff)
- Knockback increased from 0 to 3, allowing access to better modifiers
Bee's Knees (Buff)
- To correct a code inconsistency issue, effective useTime reduced from 24 to 23
Quad Barreled Shotgun (Buff)
- Damage reduced from 17 to 14
- Pellet count increased from 6 to 8
- One pellet is now always aimed towards the cursor accurately
Handgun (Rework)
- Damage increased from 17 to 26
- Usetime increased from 10 to 15
Phoenix Blaster (Rework)
- Damage increased from 24 to 33
- Usetime increased from 11 to 17
Cobalt Repeater (Buff)
- Damage increased from 32 to 35.
- UseTime reduced from 24 to 23.
Palladium Repeater (Buff)
- Damage increased from 34 to 37.
- UseTime reduced from 23 to 22.
Mythril Repeater (Buff)
- Damage increased from 36 to 39.
- UseTime reduced from 22 to 20.
Orichalcum Repeater (Buff)
- Damage increased from 38 to 40.
- UseTime reduced from 21 to 19.
Adamantite Repeater (Buff)
- Damage increased from 40 to 42.
- UseTime reduced from 19 to 18
Titanium Repeater (Buff)
- Damage increased from 41 to 43.
- UseTime reduced from 18 to 17.
Marrow (Buff)
- Damage from 50 to 53
- Is now autofire
Ice Bow (Buff)
- Usetime reduced from 16 to 14
Hallowed Repeater (Nerf)
- Damage reduced from 53 to 50
- Usetime increased from 16 to 17
Flamethrower (Rework)
- Now uses local immunity frames on its projectiles
- Now ignores up to 15 points of enemy defense before losing damage
- Pierce count increased from 3 to 4
- Reworked visuals and hitbox size
- Now inflicts Hellfire instead of On Fire
Super Star Shooter (Buff)
- The Star Slash now uses static immunity, so its immune frames will no longer block subsequent Star Shots from hitting
- The Star Slash now inflicts 75% of base damage instead of 50%
Pulse Bow (Tier Change)
- Damage reduced from 85 to 80
- Now sold after defeating all 3 Mechs, instead of after Plantera
Phantom Phoenix (Buff)
- The Phoenix projectile now inflicts Hellfire instead of On Fire. The converted Fire Arrows still inflict On Fire, as they are just normal Fire Arrows
Venus Magnum (Buff)
- Usetime increased from 8 to 9
- Is now autofire
Rocket Launcher (Buff)
- Damage increased from 45 to 55
Elf Melter (Rework)
- Damage reduced from 60 to 53
- Bursts of flames per shot reduced from 6 to 5
- Now uses local immunity frames on its projectiles
- Now ignores up to 15 points of enemy defense before losing damage
- Pierce count increased from 3 to 4
- Now inflicts Frostbite instead of On Fire
- Reworked visuals and hitbox size
Electrosphere Launcher (Nerf)
- Electrosphere Missiles no longer deal direct damage, but still impact and turn into the Electrospheres which will then hurt the target normally
Aerial Bane:
- Note: No actual change has been made to its functionality, only the way its damage is displayed on the tooltip
- The tooltip base damage now shows ground damage done, and not the air damage done, to more accurately match the tooltip
Celebration MK2
- Damage increased from 40 to 50
- Fixed a bug that caused red missiles to rapidly hit every frame, doing more damage than expected
Archery Potion (Nerf)
- Bow damage bonus reduced from 1.2x to 1.1x
Ichor/Cursed Darts (Nerf - Reverting 1.4 Buff)
- Ichor Dart damage reduced from 12 to 10
- Cursed Dart damage reduced from 10 to 9
- Fixed a bug that allowed Ichor Dart to hit rapidly every frame when used at very close range, dealing much more damage than expected
Exploding Bullets
- No longer inflicts self-damage
Frostburn Arrows (Nerf)
- Ammo damage reduced from 9 to 7
Holy Arrows (Nerf)
- Star damage reduced from 50% to 33%
Cluster Rockets (all variants) (Buff)
- Fragment damage increased from 33% to 50%
Base Mana Regeneration (Buff)
- The base mana regen rate (the amount regenerated when moving and not using Mana Regen Potion) has been more than doubled
- The mana regen bonus when stationary and/or using Mana Regen Potion has been cut by 1/3rd. This reduction is the exact size of the amount added to the base regen rate, so there is no net gain in the total amount of regen possible.
- A player using Mana Regen Potion/Stationary should have the same mana regen speed as before, but the minimum mana regeneration rate has been increased substantially, making Mana Regen Potion/being stationary less mandatory for playability
Wand of Sparking (Buff)
- Average duration of On Fire slightly increased
Amethyst Staff (Buff)
- Mana cost increased from 3 to 5, allowing it to obtain better prefixes
- Damage increased from 14 to 15
- Usetime reduced from 40 to 37
Topaz Staff (Buff)
- Mana cost increased from 4 to 5, allowing it to obtain better prefixes
- Damage increased from 15 to 16
- Usetime reduced from 38 to 36
Sapphire Staff (Buff)
- Mana cost increased from 5 to 6
- Damage increased from 17 to 18
- Is now autofire
Thunder Zapper (Buff)
- Damage increased from 12 to 20
- Mana cost increased from 5 to 7
- Knockback increased from 2 to 3
Crimson Rod (Buff)
- Duration of clouds increased to 5 minutes
- Now uses static frames, so immune frames will no longer interfere with non-Crimson Rod sources of damage
- Mana cost increased from 10 to 30
Weather Pain (Rework)
- Pierce count from 12 to 15
- Time between hits increased from 20 frames to 25 frames
- Duration of projectile increased by 2 seconds
Bee Gun (Buff)
- Now has a token knockback value, allowing access to better modifiers
Magic Missile (Buff)
- Damage increased from 27 to 35
Aqua Scepter (Buff)
- Damage increased from 16 to 27
- Knockback increased from 5 to 7
- Mana Cost increased from 6 to 7
- Range increased substantially and its angle of descent is more gradual
Flower of Fire (Buff)
- Projectile speed/distance increased from 6 to 7.5
- Now bounces 1 additional time
Zapinators (Grey and Orange) (Buff?)
- Usetime reduced from 37 to 36
Magic Dagger (Buff)
- Damage reduced from 40 to 35
- Is now autofire
- Now uses local immune frames, as the fire rate was so fast that they conflicted with themselves
- Distance before daggers begin to fall has been increased by 50%
Cursed Flames (Buff)
- Damage increased from 50 to 55
Flower of Frost (Buff)
- Projectile speed/distance increased from 7 to 9
- Now inflicts Frostbite instead of Frostburn
Golden Shower (Buff)
- Damage increased from 21 to 30
Blood Thorn (Buff)
- Slightly increased the size of the thorns
- Thorns now last 40% longer
- Thorns can now sprout from platforms if they are in-range.
- Increased pierce count per thorn from 3 to 4
- Removed a system accidentally left on Blood Thorn since 1.4, that caused it to have unintended damage loss every time a thorn hit a target. Should immediately result in much higher damage when a target it being hit repeatedly by the same cast.
Meteor Staff (Buff)
- Mana cost reduced from 13 to 9
Frost Staff (Buff)
- Usetime reduced from 16 to 12
- Now inflicts Frostbite
Shadowflame Hex Doll (Buff)
- Damage reduced from 40 to 32
- Now uses local immunity, meaning each of its tendrils can hit on their own immunity timer
- Now always fires one tendril directly towards the cursor, though the others will continue to vary wildly beyond close range
Spirit Flame (Buff)
- Doubled the size of its AoE damage. Note: this AoE was so small before that it was nearly incapable at hitting multiple targets. This is still a very small AoE effect, but should now be able to hit two targets directly next to each other.
- Projectile duration increased by 25%
Nimbus Rod (Rework)
- Duration of clouds increased to 5 minutes
- Damage reduced from 36 to 30
- Now uses static frames, so immune frames will no longer interfere with non-Nimbus Rod sources of damage
- Mana cost increased from 10 to 30
- Pierce Count reduced from infinite to 5
Clinger Staff (Buff)
- Duration increased to 5 minutes
- Now uses static frames, so immune frames will no longer interfere with non-Clinger Staff sources of damage
Magical Harp (Buff)
- Knockback increased from 0.25 to 2
Tome of Infinite Wisdom (Buff)
- Damage increased from 32 to 36
- Tornado damage reduced from 2x base damage to 1.75x base damage
Wasp Gun (Buff)
- Wasps move roughly 25% faster
- Wasps now inflict static immunity, meaning they will no longer interfere with other sources of piercing damage
- Now has a token knockback value, allowing access to better modifiers
Leaf Blower (Buff)
- Mana Cost increased from 4 to 5, allowing access to better modifiers
Inferno Fork (Buff)
- Damage increased from 65 to 70
- AoE damage now does 75% of the base damage instead of 65%
- Blast effect now lasts longer
- Knockback reduced from 8 to 5, to limit how far enemies are knocked out of the blast radius
- Now inflicts Hellfire instead of On Fire
Shadowbeam Staff (Buff)
- Damage increased from 60 to 80
Spectre Staff (Buff)
- Now uses static immune frames, so its immune frames will no longer conflict with other attacks
Magnet Sphere (Buff)
- Duration increased from 11 to 15 seconds
- Now bounces off of walls instead of the sphere vanishing
Rainbow Gun (Buff)
- Duration increased from 20 to 40 seconds
- Now uses static immune frames, so its immune frames will no longer conflict with other attacks
Toxic Flask (Buff)
- Damage increased from 46 to 52
- Usetime increased from 28 to 45
- Flask projectile speed/distance increased from 9 to 14
- Received a visual overhaul to make the gas clouds more "gassy"
- Projectiles now linger substantially longer than before
- Projectiles no longer penetrate walls, but will now "spread out" around a region, slightly pushing away from each other to fill a small area of space. This results in a more concentrated area of gas clouds, with less wasted to being stuck in walls or the floor.
Heat Ray (Buff)
- Damage increased from 80 to 90
Bat Scepter (Buff)
- Bats now move roughly 30% faster when tracking a target (though they remain normal speed when not tracking)
Stellar Tune (Buff)
- Knockback increased from 0 to 1.5, allowing access to better modifiers
Nightglow (Buff)
- Projectiles that are not currently tracking a target linger roughly 50% longer before disappearing
- Projectiles will have their duration reset to full upon beginning to track a target
Bubble Gun (Buff)
- Projectile speed/distance increased from 11 to 15
- The bubbles now last twice as long before popping, meaning that more bubbles reach their full range, and they linger longer before disappearing
- Mana cost increased from 4 to 5, allowing access to better modifiers
Razorblade Typhoon (Nerf)
- Damage reduced from 90 to 85
- Mana cost increased from 16 to 20
- Duration of projectiles reduced from 3 seconds to 2.5 seconds
Nebula Blaze (Buff)
- Knockback increased from 0 to 3, allowing access to better modifiers
Lunar Flare (Buff)
- Mana cost reduced from 13 to 9
Last Prism (Buff)
- Now has a token knockback value, allowing access to better modifiers
- The base mana regen rate (the amount regenerated when moving and not using Mana Regen Potion) has been more than doubled
- The mana regen bonus when stationary and/or using Mana Regen Potion has been cut by 1/3rd. This reduction is the exact size of the amount added to the base regen rate, so there is no net gain in the total amount of regen possible.
- A player using Mana Regen Potion/Stationary should have the same mana regen speed as before, but the minimum mana regeneration rate has been increased substantially, making Mana Regen Potion/being stationary less mandatory for playability
Wand of Sparking (Buff)
- Average duration of On Fire slightly increased
Amethyst Staff (Buff)
- Mana cost increased from 3 to 5, allowing it to obtain better prefixes
- Damage increased from 14 to 15
- Usetime reduced from 40 to 37
Topaz Staff (Buff)
- Mana cost increased from 4 to 5, allowing it to obtain better prefixes
- Damage increased from 15 to 16
- Usetime reduced from 38 to 36
Sapphire Staff (Buff)
- Mana cost increased from 5 to 6
- Damage increased from 17 to 18
- Is now autofire
Thunder Zapper (Buff)
- Damage increased from 12 to 20
- Mana cost increased from 5 to 7
- Knockback increased from 2 to 3
Crimson Rod (Buff)
- Duration of clouds increased to 5 minutes
- Now uses static frames, so immune frames will no longer interfere with non-Crimson Rod sources of damage
- Mana cost increased from 10 to 30
Weather Pain (Rework)
- Pierce count from 12 to 15
- Time between hits increased from 20 frames to 25 frames
- Duration of projectile increased by 2 seconds
Bee Gun (Buff)
- Now has a token knockback value, allowing access to better modifiers
Magic Missile (Buff)
- Damage increased from 27 to 35
Aqua Scepter (Buff)
- Damage increased from 16 to 27
- Knockback increased from 5 to 7
- Mana Cost increased from 6 to 7
- Range increased substantially and its angle of descent is more gradual
Flower of Fire (Buff)
- Projectile speed/distance increased from 6 to 7.5
- Now bounces 1 additional time
Zapinators (Grey and Orange) (Buff?)
- Usetime reduced from 37 to 36
Magic Dagger (Buff)
- Damage reduced from 40 to 35
- Is now autofire
- Now uses local immune frames, as the fire rate was so fast that they conflicted with themselves
- Distance before daggers begin to fall has been increased by 50%
Cursed Flames (Buff)
- Damage increased from 50 to 55
Flower of Frost (Buff)
- Projectile speed/distance increased from 7 to 9
- Now inflicts Frostbite instead of Frostburn
Golden Shower (Buff)
- Damage increased from 21 to 30
Blood Thorn (Buff)
- Slightly increased the size of the thorns
- Thorns now last 40% longer
- Thorns can now sprout from platforms if they are in-range.
- Increased pierce count per thorn from 3 to 4
- Removed a system accidentally left on Blood Thorn since 1.4, that caused it to have unintended damage loss every time a thorn hit a target. Should immediately result in much higher damage when a target it being hit repeatedly by the same cast.
Meteor Staff (Buff)
- Mana cost reduced from 13 to 9
Frost Staff (Buff)
- Usetime reduced from 16 to 12
- Now inflicts Frostbite
Shadowflame Hex Doll (Buff)
- Damage reduced from 40 to 32
- Now uses local immunity, meaning each of its tendrils can hit on their own immunity timer
- Now always fires one tendril directly towards the cursor, though the others will continue to vary wildly beyond close range
Spirit Flame (Buff)
- Doubled the size of its AoE damage. Note: this AoE was so small before that it was nearly incapable at hitting multiple targets. This is still a very small AoE effect, but should now be able to hit two targets directly next to each other.
- Projectile duration increased by 25%
Nimbus Rod (Rework)
- Duration of clouds increased to 5 minutes
- Damage reduced from 36 to 30
- Now uses static frames, so immune frames will no longer interfere with non-Nimbus Rod sources of damage
- Mana cost increased from 10 to 30
- Pierce Count reduced from infinite to 5
Clinger Staff (Buff)
- Duration increased to 5 minutes
- Now uses static frames, so immune frames will no longer interfere with non-Clinger Staff sources of damage
Magical Harp (Buff)
- Knockback increased from 0.25 to 2
Tome of Infinite Wisdom (Buff)
- Damage increased from 32 to 36
- Tornado damage reduced from 2x base damage to 1.75x base damage
Wasp Gun (Buff)
- Wasps move roughly 25% faster
- Wasps now inflict static immunity, meaning they will no longer interfere with other sources of piercing damage
- Now has a token knockback value, allowing access to better modifiers
Leaf Blower (Buff)
- Mana Cost increased from 4 to 5, allowing access to better modifiers
Inferno Fork (Buff)
- Damage increased from 65 to 70
- AoE damage now does 75% of the base damage instead of 65%
- Blast effect now lasts longer
- Knockback reduced from 8 to 5, to limit how far enemies are knocked out of the blast radius
- Now inflicts Hellfire instead of On Fire
Shadowbeam Staff (Buff)
- Damage increased from 60 to 80
Spectre Staff (Buff)
- Now uses static immune frames, so its immune frames will no longer conflict with other attacks
Magnet Sphere (Buff)
- Duration increased from 11 to 15 seconds
- Now bounces off of walls instead of the sphere vanishing
Rainbow Gun (Buff)
- Duration increased from 20 to 40 seconds
- Now uses static immune frames, so its immune frames will no longer conflict with other attacks
Toxic Flask (Buff)
- Damage increased from 46 to 52
- Usetime increased from 28 to 45
- Flask projectile speed/distance increased from 9 to 14
- Received a visual overhaul to make the gas clouds more "gassy"
- Projectiles now linger substantially longer than before
- Projectiles no longer penetrate walls, but will now "spread out" around a region, slightly pushing away from each other to fill a small area of space. This results in a more concentrated area of gas clouds, with less wasted to being stuck in walls or the floor.
Heat Ray (Buff)
- Damage increased from 80 to 90
Bat Scepter (Buff)
- Bats now move roughly 30% faster when tracking a target (though they remain normal speed when not tracking)
Stellar Tune (Buff)
- Knockback increased from 0 to 1.5, allowing access to better modifiers
Nightglow (Buff)
- Projectiles that are not currently tracking a target linger roughly 50% longer before disappearing
- Projectiles will have their duration reset to full upon beginning to track a target
Bubble Gun (Buff)
- Projectile speed/distance increased from 11 to 15
- The bubbles now last twice as long before popping, meaning that more bubbles reach their full range, and they linger longer before disappearing
- Mana cost increased from 4 to 5, allowing access to better modifiers
Razorblade Typhoon (Nerf)
- Damage reduced from 90 to 85
- Mana cost increased from 16 to 20
- Duration of projectiles reduced from 3 seconds to 2.5 seconds
Nebula Blaze (Buff)
- Knockback increased from 0 to 3, allowing access to better modifiers
Lunar Flare (Buff)
- Mana cost reduced from 13 to 9
Last Prism (Buff)
- Now has a token knockback value, allowing access to better modifiers
Leather Whip (Buff)
- Knockback increased from 0.5 to 1
- Purchase value reduced from 15 Gold to 10 Gold
Snapthorn (Nerf)
- Damage increased from 18 to 19
- Knockback increased from 1 to 1.5
- Jungle's Fury (Snapthorn's Whip Speed buff) has been reduced from 20% to 12%
- Stinger crafting cost increased from 12 to 15, and Jungle Spore crafting cost increased from 3 to 12
Spinal Tap (Nerf)
- Damage reduced from 29 to 27
Firecracker
- Damage reduced from 40 to 37
- Now inflicts Hellfire instead of On Fire
Cool Whip (Buff)
- Damage reduced from 50 to 45
- Now inflicts 6 Tag Damage
- Snowflake damage increased from 10 to 15, and now moves 50% faster
- Now inflicts Frostbite instead of Frostburn
Durendal (Nerf)
- Usetime reduced from 30 to 28
- Durendal's Blessing (Durendal's Whip Speed buff) has been reduced from 35% to 25%
Morning Star (Buff)
- Usetime reduced from 45 to 35
- Tag damage increased from 5 to 8
- Minion critical bonus increased from 5 to 12
- Visual Change: Morning Star now has many more segments on its chain, which results in a much more visible white-grey swing profile. This will increase its visibility somewhat when swung in dark/night environments.
Dark Harvest (Rework)
- Usetime reduced from 30 to 27
- Harvest Time (Dark Harvest's Whip Speed buff) has been reduced from 50% to 35%
- Reaping, Dark Harvest's special tag debuff, will now proc damage on the affected target as well as nearby targets. This acts as an effective 10 tag damage.
Snapthorn, Durendal, and Dark Harvest
- Fixed an issue where Whip speed buffs from Whips would incorrectly apply the buff to Melee weapons. Their tooltips have been updated to emphasize this fix.
Blade Staff (Nerf)
- Now only gains 75% of the damage from whip tags, due to its high hit rate and armor piercing capabilities
Sanguine Staff (Nerf)
- Knockback reduced from 8 to 3
- Fixed a bug where Sanguine Bats could hit a single target more than one time if the player was very close to the target.
All Minion Staves
- Minion summoning staves are now auto-fire, but minions which bypassed their attack cooldown immediately upon summoning no longer do so
Optic Staff (Rework)
- Retinamini's lasers no longer pierce. As a result, they are no longer impacted by immune frames.
- Retinamini damage increased from 24 to 26.
- Spazmatism damage reduced from 30 to 21.
- Spazmatism now has more flexible charging range when pursuing targets
- Twin minions now return to the player more quickly
Deadly Sphere (Buff)
- Damage reduced from 50 to 40
- Now uses local immune frames. At higher Summon counts, the damage dealt by Deadly Spheres should be significantly higher
- Aggro range has been increased, so it will attempt to engage enemies from further distances. Additionally, improved how its "dash" movement is able to engage enemies at a distance.
- Fixed a bug that caused Deadly Spheres to spontaneously de-aggro from enemies in the middle of combat
- Sphere minions now return to the player more quickly
Pygmy Staff (Buff)
- Pygmy damage increased from 34 to 40
- Pygmy spears are now a little bit faster
- Pygmies will now attempt to predictively aim at moving targets (though of course, enemies can change course)
- Pygmy spears now always inflict Venom, and no longer inflict Poison
- Pygmies now move faster when returning to the player
Desert Tiger (Buff)
- Now runs 25% faster when chasing enemies on foot
Raven Staff (Buff)
- Ravens will now attempt to return to the player faster depending on how fast the player is moving
Tempest Staff (Buff)
- Tempest Staff tornados will now continue to fire at enemies when returning to the player
- Tempest Staff will now return to the player faster depending on how fast the player is moving
- Tempest Staff's tornados (not the shark projectiles) have been changed from using a global immunity system with 20 frames of immune time, to using static immunity with only 10 frames
Xeno Staff (Buff)
- Fire rate reduced (33 to 36)
- UFOs no longer need to fully return to the player before they can teleport and re-engage with a new enemy
- UFOs will now attempt to return to the player faster depending on how fast the player is moving
All Sentries (Buff)
- Whip tags and effects now apply to Sentry damage (the same way they apply to minions)
- The duration of all sentries has been increased from 2 to 10 minutes
Houndius Shootius
- Now has a short delay on firing after being summoned
Explosive Traps (Buff)
- Now has a token knockback value, allowing access to better modifiers
- Now has a short delay on firing after being summoned
Flameburst Sentries (Buff)
- Now inflicts Hellfire instead of On Fire (Only applies to the Cane and Sentry)
- Now has a short delay on firing after being summoned
Ballista Towers (Buff)
- Damage increased from 27/67/140 to 30/74/156
- Attack delay reduced from 180 to 160
- Knockback increased from 4.5 to 4.7
- Now has a short delay on firing after being summoned
Lightning Aura (Buff)
- Only gains 50% of the damage from whip tags, due to its high hit rate and armor piercing capabilities
- Now has a token knockback value, allowing access to better modifiers
- Staves now have a more informative tooltip explaining how their damage works (it basically ignores defense)
Frost Hydra Staff (Buff)
- Projectile now inflicts Frostbite
- Projectile speed increased by 50%
- Now has a short delay on firing after being summoned
Rainbow Crystal Staff (Buff)
- Projectiles now use static immune frames
Lunar Portal Staff (Buff)
- Damage increased from 50 to 100.
- Cooldown between beams reduced from 90 to 30; this is fast enough to allow a second beam to begin while the first one is still active.
- Lasers swing faster and cover a wider arc. Because they move so much faster, they may only hit once where previously a single laser might have hit twice, but the overall increase to firing time is so significant that the total number of hits per second is still higher.
- Knockback increased from 0.5 to 1
- Purchase value reduced from 15 Gold to 10 Gold
Snapthorn (Nerf)
- Damage increased from 18 to 19
- Knockback increased from 1 to 1.5
- Jungle's Fury (Snapthorn's Whip Speed buff) has been reduced from 20% to 12%
- Stinger crafting cost increased from 12 to 15, and Jungle Spore crafting cost increased from 3 to 12
Spinal Tap (Nerf)
- Damage reduced from 29 to 27
Firecracker
- Damage reduced from 40 to 37
- Now inflicts Hellfire instead of On Fire
Cool Whip (Buff)
- Damage reduced from 50 to 45
- Now inflicts 6 Tag Damage
- Snowflake damage increased from 10 to 15, and now moves 50% faster
- Now inflicts Frostbite instead of Frostburn
Durendal (Nerf)
- Usetime reduced from 30 to 28
- Durendal's Blessing (Durendal's Whip Speed buff) has been reduced from 35% to 25%
Morning Star (Buff)
- Usetime reduced from 45 to 35
- Tag damage increased from 5 to 8
- Minion critical bonus increased from 5 to 12
- Visual Change: Morning Star now has many more segments on its chain, which results in a much more visible white-grey swing profile. This will increase its visibility somewhat when swung in dark/night environments.
Dark Harvest (Rework)
- Usetime reduced from 30 to 27
- Harvest Time (Dark Harvest's Whip Speed buff) has been reduced from 50% to 35%
- Reaping, Dark Harvest's special tag debuff, will now proc damage on the affected target as well as nearby targets. This acts as an effective 10 tag damage.
Snapthorn, Durendal, and Dark Harvest
- Fixed an issue where Whip speed buffs from Whips would incorrectly apply the buff to Melee weapons. Their tooltips have been updated to emphasize this fix.
Blade Staff (Nerf)
- Now only gains 75% of the damage from whip tags, due to its high hit rate and armor piercing capabilities
Sanguine Staff (Nerf)
- Knockback reduced from 8 to 3
- Fixed a bug where Sanguine Bats could hit a single target more than one time if the player was very close to the target.
All Minion Staves
- Minion summoning staves are now auto-fire, but minions which bypassed their attack cooldown immediately upon summoning no longer do so
Optic Staff (Rework)
- Retinamini's lasers no longer pierce. As a result, they are no longer impacted by immune frames.
- Retinamini damage increased from 24 to 26.
- Spazmatism damage reduced from 30 to 21.
- Spazmatism now has more flexible charging range when pursuing targets
- Twin minions now return to the player more quickly
Deadly Sphere (Buff)
- Damage reduced from 50 to 40
- Now uses local immune frames. At higher Summon counts, the damage dealt by Deadly Spheres should be significantly higher
- Aggro range has been increased, so it will attempt to engage enemies from further distances. Additionally, improved how its "dash" movement is able to engage enemies at a distance.
- Fixed a bug that caused Deadly Spheres to spontaneously de-aggro from enemies in the middle of combat
- Sphere minions now return to the player more quickly
Pygmy Staff (Buff)
- Pygmy damage increased from 34 to 40
- Pygmy spears are now a little bit faster
- Pygmies will now attempt to predictively aim at moving targets (though of course, enemies can change course)
- Pygmy spears now always inflict Venom, and no longer inflict Poison
- Pygmies now move faster when returning to the player
Desert Tiger (Buff)
- Now runs 25% faster when chasing enemies on foot
Raven Staff (Buff)
- Ravens will now attempt to return to the player faster depending on how fast the player is moving
Tempest Staff (Buff)
- Tempest Staff tornados will now continue to fire at enemies when returning to the player
- Tempest Staff will now return to the player faster depending on how fast the player is moving
- Tempest Staff's tornados (not the shark projectiles) have been changed from using a global immunity system with 20 frames of immune time, to using static immunity with only 10 frames
Xeno Staff (Buff)
- Fire rate reduced (33 to 36)
- UFOs no longer need to fully return to the player before they can teleport and re-engage with a new enemy
- UFOs will now attempt to return to the player faster depending on how fast the player is moving
All Sentries (Buff)
- Whip tags and effects now apply to Sentry damage (the same way they apply to minions)
- The duration of all sentries has been increased from 2 to 10 minutes
Houndius Shootius
- Now has a short delay on firing after being summoned
Explosive Traps (Buff)
- Now has a token knockback value, allowing access to better modifiers
- Now has a short delay on firing after being summoned
Flameburst Sentries (Buff)
- Now inflicts Hellfire instead of On Fire (Only applies to the Cane and Sentry)
- Now has a short delay on firing after being summoned
Ballista Towers (Buff)
- Damage increased from 27/67/140 to 30/74/156
- Attack delay reduced from 180 to 160
- Knockback increased from 4.5 to 4.7
- Now has a short delay on firing after being summoned
Lightning Aura (Buff)
- Only gains 50% of the damage from whip tags, due to its high hit rate and armor piercing capabilities
- Now has a token knockback value, allowing access to better modifiers
- Staves now have a more informative tooltip explaining how their damage works (it basically ignores defense)
Frost Hydra Staff (Buff)
- Projectile now inflicts Frostbite
- Projectile speed increased by 50%
- Now has a short delay on firing after being summoned
Rainbow Crystal Staff (Buff)
- Projectiles now use static immune frames
Lunar Portal Staff (Buff)
- Damage increased from 50 to 100.
- Cooldown between beams reduced from 90 to 30; this is fast enough to allow a second beam to begin while the first one is still active.
- Lasers swing faster and cover a wider arc. Because they move so much faster, they may only hit once where previously a single laser might have hit twice, but the overall increase to firing time is so significant that the total number of hits per second is still higher.
Snow Armor (Blue and Pink) (Buff)
- Increased the defense of the pieces from 1/2/1 to 3/3/3, for a total of 9 defense
- Now has a set bonus which grants immunity to Chilled/Frozen. Note: you can mix and match Blue and Pink pieces and still get the set bonus.
- The effective drop rate for each piece has been increased from 1/150 to 1/30
Mining Set (Buff)
- Mining Helmet defense increased from 1 to 2
- The Mining Set's 30% mining speed is now split evenly between the Mining Shirt, Mining Pants, and the set bonus, with each giving 10%.
Angler Set (Buff)
- Tooltips now show how much fishing power they grant
- Now has a set bonus which reduces enemy spawn rates
Shadow Armor (Buff)
- Set bonus reworked to provide a more flexible speed increase system, similar to Magiluminescence. Unlike Magiluminescence, this works while in the air.
- +7% Melee speed on each piece has been removed, and replaced with +5% universal Critical chance
Crimson Armor (Buff)
- Damage bonus on each piece increased from 2% to +3%
Obsidian Armor (Nerf)
- Whip range bonus reduced from 50% to 30%
- Whip Speed bonus reduced from 35% to 15%
Cobalt Armor (Buff)
- Defense of Cobalt Hat increased from 2 to 3
- Defense of Cobalt Helmet increased from 12 to 14
- Defense of Cobalt Mask increased from 4 to 5
- Defense of Cobalt Breastplate increased from 8 to 10
Orichalcum Armor (Buff)
- Orichalcum Boots now give an 8% damage bonus
Titanium Armor (Nerf)
- Shards can now only generate once every 10 ticks (1/6th of a second), for a maximum of 6 shards a second
- Titanium Armor no longer spawns shards from statue spawned enemies.
Hallowed Armor (Nerf)
- Holy Protection buff no longer starts its cooldown immediately at the time the buff starts, but instead begins the 30 second cooldown when you activate the dodge. If you never use the dodge, you can re-activate it immediately after the buff expires.
- Previously, the Holy Protection buff was activated by attacking an enemy, but it only had a 25% chance to activate. This did not really have any true impact on its functionality at all except to make it slightly inconsistent, so this has been removed. The buff will now be activated 100% of the time as long as you are not on cooldown.
Chlorophyte Armor (Buff)
- Leaf Crystal's projectile is now an instantaneous bolt of energy, dramatically reducing its likelihood of missing.
- Now has a distance limit for how far it will fire when triggered by hitting an NPC (previously it could be significantly off screen)
Tiki Armor (Buff)
- Tiki Mask now gives 10% Whip Range
- Tiki Armor Set Bonus now gives an additional 20% Whip Range
Shroomite Armor (Buff)
- Shroomite Helmet (the Rocket Helmet) now also applies its bonus to any Ranged projectile shooting weapon which is not otherwise included by the Gun or Bow helmets. This includes such weapons as Dart Guns, Flamethrowers, and Star Cannons. This category of weapons is being referred to as "Specialist" weapons.
- Fixed a tooltip display bug that caused any weapons buffed by Shroomite Headpieces to display their damage 1 higher than it should have been. This was purely a tooltip calculation issue, and no change has been made to the actual potency of Shroomite's damage bonus
Spectre Armor (Buff)
- Spectre Hood's teammate healing range increased from 1200 to 3000. Furthermore, it is now a circular shape instead of a diamond, further increasing its effective coverage area.
Beetle Scale Armor (Buff)
- Beetle's Might charges last about 33% longer, and it now takes slightly less time/damage to charge up to Beetle's Might Tier 3
Solar Armor (Buff)
- Solar Dash/Explosion damage now scales with melee damage bonus
Stardust Armor (Buff)
- Stardust Helmet now gives +1 Sentry count
- Stardust Chestplate and Leggings now give +15% whip range each
- Increased the defense of the pieces from 1/2/1 to 3/3/3, for a total of 9 defense
- Now has a set bonus which grants immunity to Chilled/Frozen. Note: you can mix and match Blue and Pink pieces and still get the set bonus.
- The effective drop rate for each piece has been increased from 1/150 to 1/30
Mining Set (Buff)
- Mining Helmet defense increased from 1 to 2
- The Mining Set's 30% mining speed is now split evenly between the Mining Shirt, Mining Pants, and the set bonus, with each giving 10%.
Angler Set (Buff)
- Tooltips now show how much fishing power they grant
- Now has a set bonus which reduces enemy spawn rates
Shadow Armor (Buff)
- Set bonus reworked to provide a more flexible speed increase system, similar to Magiluminescence. Unlike Magiluminescence, this works while in the air.
- +7% Melee speed on each piece has been removed, and replaced with +5% universal Critical chance
Crimson Armor (Buff)
- Damage bonus on each piece increased from 2% to +3%
Obsidian Armor (Nerf)
- Whip range bonus reduced from 50% to 30%
- Whip Speed bonus reduced from 35% to 15%
Cobalt Armor (Buff)
- Defense of Cobalt Hat increased from 2 to 3
- Defense of Cobalt Helmet increased from 12 to 14
- Defense of Cobalt Mask increased from 4 to 5
- Defense of Cobalt Breastplate increased from 8 to 10
Orichalcum Armor (Buff)
- Orichalcum Boots now give an 8% damage bonus
Titanium Armor (Nerf)
- Shards can now only generate once every 10 ticks (1/6th of a second), for a maximum of 6 shards a second
- Titanium Armor no longer spawns shards from statue spawned enemies.
Hallowed Armor (Nerf)
- Holy Protection buff no longer starts its cooldown immediately at the time the buff starts, but instead begins the 30 second cooldown when you activate the dodge. If you never use the dodge, you can re-activate it immediately after the buff expires.
- Previously, the Holy Protection buff was activated by attacking an enemy, but it only had a 25% chance to activate. This did not really have any true impact on its functionality at all except to make it slightly inconsistent, so this has been removed. The buff will now be activated 100% of the time as long as you are not on cooldown.
Chlorophyte Armor (Buff)
- Leaf Crystal's projectile is now an instantaneous bolt of energy, dramatically reducing its likelihood of missing.
- Now has a distance limit for how far it will fire when triggered by hitting an NPC (previously it could be significantly off screen)
Tiki Armor (Buff)
- Tiki Mask now gives 10% Whip Range
- Tiki Armor Set Bonus now gives an additional 20% Whip Range
Shroomite Armor (Buff)
- Shroomite Helmet (the Rocket Helmet) now also applies its bonus to any Ranged projectile shooting weapon which is not otherwise included by the Gun or Bow helmets. This includes such weapons as Dart Guns, Flamethrowers, and Star Cannons. This category of weapons is being referred to as "Specialist" weapons.
- Fixed a tooltip display bug that caused any weapons buffed by Shroomite Headpieces to display their damage 1 higher than it should have been. This was purely a tooltip calculation issue, and no change has been made to the actual potency of Shroomite's damage bonus
Spectre Armor (Buff)
- Spectre Hood's teammate healing range increased from 1200 to 3000. Furthermore, it is now a circular shape instead of a diamond, further increasing its effective coverage area.
Beetle Scale Armor (Buff)
- Beetle's Might charges last about 33% longer, and it now takes slightly less time/damage to charge up to Beetle's Might Tier 3
Solar Armor (Buff)
- Solar Dash/Explosion damage now scales with melee damage bonus
Stardust Armor (Buff)
- Stardust Helmet now gives +1 Sentry count
- Stardust Chestplate and Leggings now give +15% whip range each
Frog Legs and all Tinkers (Rework)
- Players can now stack any Frog Leg-derived tinker to gain additive benefits
- Jump Speed Bonus reduced from 48% to 32%
- Fall damage protection reduced roughly proportionally to the Jump Speed bonus
Squire's Shield and Apprentice's Scarf (Tier Change)
- Dark Mages in Tier 1 and Tier 3 Old One's Army now drop Squire's Shield and Apprentices Scarf, allowing access to +Sentry accessories pre-Hardmode. The drop rate is 50% to drop one of them in Classic, and 100% in Expert/Master. These two items have been removed from the Ogre's drop pool.
Hive Pack (Buff)
- Now increases the firing rate of Hornet Summons by about 30%
- Increases the damage of Wasp Gun by from 31 to 36, and increases the defense penetration of wasps from 10 to 15
Magiluminescence (Nerf)
- All Mobility enhancing stat bonuses reduced by 25%.
Spore Sac (Buff)
- Movement speed of the spores has been dramatically increased
- Range at which spores will begin chasing targets increased by 20%
Lucky Horseshoe and Fledgling Wings (Tier Change)
- Reverted the change that put Lucky Horseshoe in Gold Chests, and put them back into Sky Chests on worldgen
- Fledgling Wing has been removed as primary drop from Sky Chests, and has a 1/40 chance of being secondary loot
- Sky Crates have been updated to account for the above changes.
Leaf Wings (Tier Change)
- Now sold by Witch Doctor after Plantera has been defeated, but otherwise under the same conditions.
- Wing Power has been increased to be the same as uncommon pre-Plantera Wings (Flame, Butterfly, Bee and Bat)
- Cost has been increased to 1.5 Platinum
Magic Quiver, Molten Quiver, and Stalker's Quiver (Nerf)
- Damage bonus is now additive with other ranged damage bonuses, instead of multiplicative. This will generally result in slightly lower overall damage, especially when you have high quantities of Ranged damage bonus.
- Projectile speed bonus now also increases speed gained from ammo. Previously, it only increased the bow's projectile speed value.
Philosopher's Stone and Charm of Myths (Rework)
- Potion Sickness reduction is no longer "front-loaded" at the time of using the potion. Instead, the cooldown is dynamically updated whenever the accessory is equipped. Equipping it will reduce the remaining cooldown proportionally, and removing it will increase the remaining cooldown proportionally. As long as you are wearing it, your effective remaining cooldown is reduced. This means that it you wear it for half of a minute and then remove it, you will only reduce 7.5 seconds from the total cooldown instead of 15. It also means that if you forget to equip it when using a potion, you can still equip it after to reduce the remaining cooldown.
Volatile Gel (Buff)
- Projectiles now fire farther and with a flatter arc
- Fire rate increased from every 50 frames to every 40 frames (1.2 per second -> 1.5 per second)
Soaring Insignia (Nerf)
- All Mobility enhancing stat bonuses reduced by 25%. The infinite flight has not been changed.
Magma Skull and Molten Skull Rose (Rework)
- The recipe for both of these items now takes a Lava Charm instead of a Magma Stone
- Both of these accessories now give temporary Lava Immunity, instead of adding Hellfire to attacks
Hellfire Treads (Rework)
- Is no longer crafted by combining Flame Waker and Lava Waders. Instead, is crafted from Flame Waker and Spectre Boots
- Loses its Lava Wading benefits, but now has Hermes Running and Rocket Booting
- Generates fire sparks on running and uses the classic flame Rocket Boot trail
Lava Waders
- Can now be crafted with a Molten Skull Rose and Water Walking Boots/Obsidian Water Walking Boots
Fairy Bell (Buff)
- Fairy Light Pet movement speed increased from 3.5 to 6
Turtle Mount (Buff)
- Speed increased by 150%
- Swim Speed increased by 66%
- Jump Height increased by 20%
- Now gives water breathing when underwater
Gelatinous Pillion (Nerf)
- Horizontal flight speed reduced by roughly 30%
- Walking speed reduced by roughly 10%
All Minecarts (Buff)
- Minecarts now hit harder in higher difficulties, deal more knockback, and are generally better at hitting enemies without letting the player be hurt when colliding with enemies
Mech Cart (Rework)
- Now has the same speed and stats as other minecarts, and does not generate lasers (This will be addressed by a new item, the Minecart Upgrade Kit)
Drill Mount (Buff)
- Can now break walls with right click
- Dig speed is roughly 3x faster
Spectre Pickaxe (Buff)
- Mining speed reduced from 10 to 8 (faster mining)
Drills (Buff)
- All drills that already had no knockback now have a token amount of knockback to obtain better modifiers
The Grand Design (Buff)
- Now takes the Mechanical Ruler in its recipe instead of the Ruler. This also means that having the Grand Design in the inventory enables the Laser Grid UI option.
Magic Conch and Demon Conch (Buff)
- Their animation sequence is now as fast as Magic Mirror, instead of being slower
Bottomless Waterbucket/Super Absorbant Sponge (Buff)
- Can now be obtained in pre-Hardmode from Angler Quests, as soon as you have completed 10 Quests.
- Bottomless Water Bucket specifically is a guaranteed drop at 25 Quests
Enchanted Sundial (Buff)
- Now glows when it is charged
- Will instantly become charged if a natural Blood Moon or Eclipse begins
- Can now be triggered via wire
Pylons (Buff)
- Increased the maximum range where Pylons are usable from (it should be impossible to be in range of opening a Pylon and not be able to teleport with it)
- You can now use Pylons during Moon Lord's summoning sequence
Snowball Launcher (Buff)
- No longer requires ammo
- Firing cooldown reduced from 10 to 7 frames
- Better projectile range and arc
Star in a Bottle (Buff)
- Star in a Bottle's mana regeneration bonus increased from 1 mana per second to 5 mana per second. Additionally, it now also reduces the cooldown before mana begins regenerating after using magic weapons slightly.
Class Buff Stations (Buff)
- Sharpening Station, Crystal Ball, Ammo Box, and Bewitching Table now last until death/being canceled or quitting out, rather than having a time limit
Ammo Box
- Is now sold by the Arms Dealer in Hardmode. Is no longer sold by the Traveling Merchant.
- Cost reduced from 15 Gold to 10 Gold to match other buff stations
War Table (Buff)
- Is now a buff station that grants a +1 Summon Sentry cap buff
- Players can now stack any Frog Leg-derived tinker to gain additive benefits
- Jump Speed Bonus reduced from 48% to 32%
- Fall damage protection reduced roughly proportionally to the Jump Speed bonus
Squire's Shield and Apprentice's Scarf (Tier Change)
- Dark Mages in Tier 1 and Tier 3 Old One's Army now drop Squire's Shield and Apprentices Scarf, allowing access to +Sentry accessories pre-Hardmode. The drop rate is 50% to drop one of them in Classic, and 100% in Expert/Master. These two items have been removed from the Ogre's drop pool.
Hive Pack (Buff)
- Now increases the firing rate of Hornet Summons by about 30%
- Increases the damage of Wasp Gun by from 31 to 36, and increases the defense penetration of wasps from 10 to 15
Magiluminescence (Nerf)
- All Mobility enhancing stat bonuses reduced by 25%.
Spore Sac (Buff)
- Movement speed of the spores has been dramatically increased
- Range at which spores will begin chasing targets increased by 20%
Lucky Horseshoe and Fledgling Wings (Tier Change)
- Reverted the change that put Lucky Horseshoe in Gold Chests, and put them back into Sky Chests on worldgen
- Fledgling Wing has been removed as primary drop from Sky Chests, and has a 1/40 chance of being secondary loot
- Sky Crates have been updated to account for the above changes.
Leaf Wings (Tier Change)
- Now sold by Witch Doctor after Plantera has been defeated, but otherwise under the same conditions.
- Wing Power has been increased to be the same as uncommon pre-Plantera Wings (Flame, Butterfly, Bee and Bat)
- Cost has been increased to 1.5 Platinum
Magic Quiver, Molten Quiver, and Stalker's Quiver (Nerf)
- Damage bonus is now additive with other ranged damage bonuses, instead of multiplicative. This will generally result in slightly lower overall damage, especially when you have high quantities of Ranged damage bonus.
- Projectile speed bonus now also increases speed gained from ammo. Previously, it only increased the bow's projectile speed value.
Philosopher's Stone and Charm of Myths (Rework)
- Potion Sickness reduction is no longer "front-loaded" at the time of using the potion. Instead, the cooldown is dynamically updated whenever the accessory is equipped. Equipping it will reduce the remaining cooldown proportionally, and removing it will increase the remaining cooldown proportionally. As long as you are wearing it, your effective remaining cooldown is reduced. This means that it you wear it for half of a minute and then remove it, you will only reduce 7.5 seconds from the total cooldown instead of 15. It also means that if you forget to equip it when using a potion, you can still equip it after to reduce the remaining cooldown.
Volatile Gel (Buff)
- Projectiles now fire farther and with a flatter arc
- Fire rate increased from every 50 frames to every 40 frames (1.2 per second -> 1.5 per second)
Soaring Insignia (Nerf)
- All Mobility enhancing stat bonuses reduced by 25%. The infinite flight has not been changed.
Magma Skull and Molten Skull Rose (Rework)
- The recipe for both of these items now takes a Lava Charm instead of a Magma Stone
- Both of these accessories now give temporary Lava Immunity, instead of adding Hellfire to attacks
Hellfire Treads (Rework)
- Is no longer crafted by combining Flame Waker and Lava Waders. Instead, is crafted from Flame Waker and Spectre Boots
- Loses its Lava Wading benefits, but now has Hermes Running and Rocket Booting
- Generates fire sparks on running and uses the classic flame Rocket Boot trail
Lava Waders
- Can now be crafted with a Molten Skull Rose and Water Walking Boots/Obsidian Water Walking Boots
Fairy Bell (Buff)
- Fairy Light Pet movement speed increased from 3.5 to 6
Turtle Mount (Buff)
- Speed increased by 150%
- Swim Speed increased by 66%
- Jump Height increased by 20%
- Now gives water breathing when underwater
Gelatinous Pillion (Nerf)
- Horizontal flight speed reduced by roughly 30%
- Walking speed reduced by roughly 10%
All Minecarts (Buff)
- Minecarts now hit harder in higher difficulties, deal more knockback, and are generally better at hitting enemies without letting the player be hurt when colliding with enemies
Mech Cart (Rework)
- Now has the same speed and stats as other minecarts, and does not generate lasers (This will be addressed by a new item, the Minecart Upgrade Kit)
Drill Mount (Buff)
- Can now break walls with right click
- Dig speed is roughly 3x faster
Spectre Pickaxe (Buff)
- Mining speed reduced from 10 to 8 (faster mining)
Drills (Buff)
- All drills that already had no knockback now have a token amount of knockback to obtain better modifiers
The Grand Design (Buff)
- Now takes the Mechanical Ruler in its recipe instead of the Ruler. This also means that having the Grand Design in the inventory enables the Laser Grid UI option.
Magic Conch and Demon Conch (Buff)
- Their animation sequence is now as fast as Magic Mirror, instead of being slower
Bottomless Waterbucket/Super Absorbant Sponge (Buff)
- Can now be obtained in pre-Hardmode from Angler Quests, as soon as you have completed 10 Quests.
- Bottomless Water Bucket specifically is a guaranteed drop at 25 Quests
Enchanted Sundial (Buff)
- Now glows when it is charged
- Will instantly become charged if a natural Blood Moon or Eclipse begins
- Can now be triggered via wire
Pylons (Buff)
- Increased the maximum range where Pylons are usable from (it should be impossible to be in range of opening a Pylon and not be able to teleport with it)
- You can now use Pylons during Moon Lord's summoning sequence
Snowball Launcher (Buff)
- No longer requires ammo
- Firing cooldown reduced from 10 to 7 frames
- Better projectile range and arc
Star in a Bottle (Buff)
- Star in a Bottle's mana regeneration bonus increased from 1 mana per second to 5 mana per second. Additionally, it now also reduces the cooldown before mana begins regenerating after using magic weapons slightly.
Class Buff Stations (Buff)
- Sharpening Station, Crystal Ball, Ammo Box, and Bewitching Table now last until death/being canceled or quitting out, rather than having a time limit
Ammo Box
- Is now sold by the Arms Dealer in Hardmode. Is no longer sold by the Traveling Merchant.
- Cost reduced from 15 Gold to 10 Gold to match other buff stations
War Table (Buff)
- Is now a buff station that grants a +1 Summon Sentry cap buff
Poison (Buff)
- The version of Poison inflicted on enemies now does 6 DPS instead of 2. This does not impact the Player version of Poison.
On Fire! and Frostburn (Buff)
The majority of Hardmode obtained items which inflict On Fire! or Frostburn have been changed to inflict Hellfire and Frostbite respectively. These changes are listed in their respective weapons if they have a changelog entry, but included here also for visibility.
This applies to:
- Flamethrower
- Elf Melter
- Hel-Fire
- Inferno Fork (Both Bolt and Blast)
- Phantom Phoenix (only applies to the Phoenix Shot, as the converted arrows are the Flaming Arrow projectile type)
- Flameburst Cane and Flameburst Staff
- Butcher's Chainsaw Sparks
- Brand of the Inferno
- Amarok
- Flower of Frost
- Firecracker
- Cool Whip
(Glossary Note: Hellfire and Frostbite are upgraded versions of On Fire and Frostburn. They behave entirely identically, except they deal more damage. They can also be stacked with their weaker versions, though this rarely adds up to much extra damage.
Crate Potions (Buff)
- Duration increased from 3 minutes to 4 minutes
- Potency of Crate fishing chance increased by 50% (This is an overall increase of 25% more crates when fishing with a Crate Potion active)
Warmth Potion (Buff)
- Now include contact damage protection against Ice Bat, Ice Tortoise, Ice Mimic, and Yeti
Calming Potion (Buff)
- Potency of spawn reduction effect increased by 33%
- Duration increased from 8 to 12 minutes
Inferno Potion (Buff)
- Damage increased from 10 to 20
- Now inflicts Hellfire instead of On Fire
Luck Potions (Buff)
- Duration and potency thresholds of all Luck Potions increased from 3/5/10 to 5/10/15.
Spelunker Potions (Buff)
- Statues and Paintings now glow when this potion is active
Bottled Honey (Buff)
- In addition to healing, now also grants 15 seconds of the Honey buff
Strange Brew (Rework)
- Now heals randomly between 70 and 120 health
- Potion Sickness is now variable, between 40 and 70 seconds
- May randomly give a period of damage invulnerability, with longer durations being possible rarely
- No longer heals mana at all
Froggle Bunwich (Nerf)
- Duration reduced from 8 to 6 minutes (Tier 2)
Seafood Dinner (Nerf)
- Reduced from Tier 3 with a 4 minute duration to Tier 2 with a 14 minute duration
Grub Soup (Buff)
- Duration increased from 10 to 14 minutes (Tier 2)
Potato Chips (Buff)
- Duration increased from 18 to 25 minutes (Tier 1)
Carton of Milk (Buff)
- Duration increased from 15 to 20 minutes (Tier 1)
Hot Dog (Buff)
- Changed from Tier 2 with a 20 minute duration to Tier 3 with a 12 minute duration
- The version of Poison inflicted on enemies now does 6 DPS instead of 2. This does not impact the Player version of Poison.
On Fire! and Frostburn (Buff)
The majority of Hardmode obtained items which inflict On Fire! or Frostburn have been changed to inflict Hellfire and Frostbite respectively. These changes are listed in their respective weapons if they have a changelog entry, but included here also for visibility.
This applies to:
- Flamethrower
- Elf Melter
- Hel-Fire
- Inferno Fork (Both Bolt and Blast)
- Phantom Phoenix (only applies to the Phoenix Shot, as the converted arrows are the Flaming Arrow projectile type)
- Flameburst Cane and Flameburst Staff
- Butcher's Chainsaw Sparks
- Brand of the Inferno
- Amarok
- Flower of Frost
- Firecracker
- Cool Whip
(Glossary Note: Hellfire and Frostbite are upgraded versions of On Fire and Frostburn. They behave entirely identically, except they deal more damage. They can also be stacked with their weaker versions, though this rarely adds up to much extra damage.
Crate Potions (Buff)
- Duration increased from 3 minutes to 4 minutes
- Potency of Crate fishing chance increased by 50% (This is an overall increase of 25% more crates when fishing with a Crate Potion active)
Warmth Potion (Buff)
- Now include contact damage protection against Ice Bat, Ice Tortoise, Ice Mimic, and Yeti
Calming Potion (Buff)
- Potency of spawn reduction effect increased by 33%
- Duration increased from 8 to 12 minutes
Inferno Potion (Buff)
- Damage increased from 10 to 20
- Now inflicts Hellfire instead of On Fire
Luck Potions (Buff)
- Duration and potency thresholds of all Luck Potions increased from 3/5/10 to 5/10/15.
Spelunker Potions (Buff)
- Statues and Paintings now glow when this potion is active
Bottled Honey (Buff)
- In addition to healing, now also grants 15 seconds of the Honey buff
Strange Brew (Rework)
- Now heals randomly between 70 and 120 health
- Potion Sickness is now variable, between 40 and 70 seconds
- May randomly give a period of damage invulnerability, with longer durations being possible rarely
- No longer heals mana at all
Froggle Bunwich (Nerf)
- Duration reduced from 8 to 6 minutes (Tier 2)
Seafood Dinner (Nerf)
- Reduced from Tier 3 with a 4 minute duration to Tier 2 with a 14 minute duration
Grub Soup (Buff)
- Duration increased from 10 to 14 minutes (Tier 2)
Potato Chips (Buff)
- Duration increased from 18 to 25 minutes (Tier 1)
Carton of Milk (Buff)
- Duration increased from 15 to 20 minutes (Tier 1)
Hot Dog (Buff)
- Changed from Tier 2 with a 20 minute duration to Tier 3 with a 12 minute duration
Traveling Merchant Shop
- Now has an extra guaranteed item slot in his inventory in Hardmode. This slot can only contain items from the 4 less common item pools, with the most common items being excluded.
- Traveling Merchant now has an extra guaranteed item slot in his inventory at all times. This slot will ALWAYS contain a painting. Paintings have been removed from all of his other inventory slots, which will slightly increase the odds of obtaining the rest of his wares.
- Celestial Magnet and Ammo Box are no longer sold by Traveling Merchant.
- Pad Thai has been increased from Tier 1 to Tier 2, making it less common
- Pho has been increased from Tier 1 to Tier 3, making it less common
- Christmas paintings will now be sold any time after Frost Legion has been defeated, rather than only when Christmas season is active
- Both Zapinators have been reduced from Tier 5 to Tier 3, making them more common
Celestial Magnet (Retier)
- Is now found in the primary random loot pool of Sky Chests and Sky Crates
Waldo Painting and other "Rare" Underground Cabin Paintings (Buff)
- Increased frequency of Waldo spawning in worldgen dramatically, though it is still the rarest painting of its size group
- All other "extra rare" Underground Cabin Paintings (American Explosive, Rare Enchantment, etc) are now of equal rarity within their size group
Wooden Chest Primary Loot (Buff)
- Throwing Daggers/Glowsticks no longer act as primary loot, changing the primary loot pool size from 12 to 10. These items are now secondary loot.
- Skeleton Merchant can now sell most of the remaining Wooden Chest primary loot on a rotating Moon Cycle schedule. Every day of the Lunar Cycle, he will have a new item.
Living Tree Chests (Buff)
- Odds of containing a minecart increased from 1/10 to 1/6. If it does contain one, it is still a 50/50 chance to be a Sunflower or Ladybug Minecart.
Mushroom Biome Chests (Buff)
- Mushroom Chests are now guaranteed to have one of their exclusive drops, with the Shroom Minecart and Mushroom Vanity each having a 50% chance.
Treasure Magnet (Buff)
- Instead of being primary loot, is now a 1/5 chance secondary loot in Shadow Chests and Obsidian Lock Boxes
Demonic Hellcart (Buff)
- Can now be found in Lava Crates as uncommon bonus loot
Shark Bait (Buff)
- Instead of being primary loot, is now a 1/10 chance secondary loot in Water Chests and Ocean Crates
Tree Fruit (Buff)
- Chance for tree fruit when hitting a tree from increased from 1/15 to 1/12
Diving Helmet (Buff)
- Drop rate increased from 1/50 to 1/20
Pocket Mirror (Buff)
- Drop rate increased from 1/100 to 1/40. Expert drop rates (which doubled the odds of getting Pocket Mirror) are increased from 1/50 to 1/20
Medusa Head (Buff)
- Drop rate increased from 1/50 to 1/25
Turtle Shells (Buff)
- Drop rate increased from 1/17 to 1/12
Brain Scrambler (Scutlix Mount) (Buff)
- Drop rate increased from 1/100 to 1/30
Deadly Sphere Staff (Buff)
- Drop rate increased from 1/40 to 1/30
Fire Feather (Buff)
- Drop rate increased from 1/75 to 1/50
Bone Feather (Buff)
- Drop rate increased from 1/450 to 1/300
Giant Harpy Feather (Buff)
- Drop rate increased from 1/200 to 1/150
Tattered Bee Wing (Buff)
- Drop rate increased from 1/150 to 1/100
Obsidian Rose (Buff)
- Drop rate increased from 1/50 to 1/20
Frozen Turtle Shell (Buff)
- Drop rate increased from 1/100 to 1/50
Ice Sickle (Buff)
- Drop rate increased from 1/180 to 1/100
Monster Meat (Nerf)
- Drop rate reduced from 1/1000 to 1/1500. In Don't Starve seeds, changed from 1/200 to 1/500.
Flinx Fur (Buff)
- Changed the drop rate of Flinx Fur, from 50% chance to drop 1-3, to 100% chance to drop 1-2 (a 50% overall increase). The Expert drop rate has changed from 90% to 100% to drop 1-3.
Eater of Worlds/Brain of Cthulhu (Nerf)
- Brain of Cthulhu's overall drop rate of Crimtane Ore and Tissue Samples in Expert/Master has been reduced significantly, as it was dropping almost twice as much as it should have been. It now drops roughly as much as Eater of Worlds drops.
- Restructured how Ore/Tissue Sample/Shadow Scale drops are handled in Expert and Master. Overall, the quantity of drops from Creepers/Segment kills has been reduced, while the amount of drops from Treasure Bags has been increased.
- In Expert mode, the total quantity of drops is split roughly evenly, with 50% of the Ore/Samples/Scales coming from the partial kills and 50% coming from Treasure Bags
- In Master mode, the total quantity of drops is weighted heavily toward the Treasure Bag, with only 25% of the rewards coming from partial kills, and 75% coming from the Treasure Bags
- Normal mode drop rates and weighting has been left entirely untouched by all of these changes.
Very Rare Pirate Drops (Coin Gun, Discount Card, Gold Ring, Lucky Coin, Pirate Staff) (Buff)
- All of these have had their drop rates doubled outright. Their increased drop rate from Pirate Captains has also been doubled.
- Flying Dutchman now have a substantially increased chance of dropping these items, with a 1/15 chance to drop any of them except Coin Gun, which has a 1/50 chance
Golden Furniture (Buff)
- Flying Dutchman is now guaranteed to drop 1 piece of Golden Furniture
- The stack size of dropped Golden Platforms has been increased as well
Reindeer Bells (Buff)
- Drop rate from Ice Queens has been doubled
Lava Crates (Nerf)
- Lava Crates are now slightly less common (1/5 chance reduced to 1/6 chance). However, with the buff to Crate Potions, they will be roughly the same as before when using a Crate Potion.
Biome Crates
- When fishing in an area where Biome Crates can be caught, the game will now prioritize getting a Biome Crate instead of a Gold Crate, when in the (relatively rare) circumstance that you were eligible for both. Actual odds of getting either are unchanged by this.
Wooden Crates (Buff)
- Drop rate for Wooden Chest primary loot increased from 1/45 to 1/20
- Umbrella replaced with Step Stool in the Wooden Chest loot pool
Fishing Crate Ore (Nerf)
- The drop rate of ore and ore bars from fishing crates has been reduced.
- Wooden Crates have roughly 40% less ore
- Iron and Biome Crates have roughly 30% less ore
- Gold Crates have roughly 20% less ore
Gold/Titanium Crates (Buff)
- Drop rate of Life Crystals increased from 1/15 to 1/8
- Drop rate of Enchanted Swords from Gold Crates increased from 1 in 50 to 30. In Titanium Crates, this drop rate has been further increased to 1 in 15.
Oasis/Mirage Crates (Buff)
- Now have a very rare chance to drop a Sandstorm in a Bottle as bonus loot
Pharoah Vanity Set (Nerf)
- Pharaoh set is now less common from Pyramid Chests, increasing relative frequency of the other drops
Gold Worms (Buff)
- When used for fishing, has a particularly low chance of being consumed (only 1/20 chance)
Old One's Army Ogre Weapons (Buff)
- Increased the odds that the Tier 2 Ogre will drop a weapon from 33% to 50%. In Expert/Master mode, this has been increased from 50% to 100%
- Tier 3 Ogres also have a higher chance of dropping a weapon, up from 1/6 to 1/4 chance.
Dev Armors from Treasure Bags (Buff)
- Chance of getting a dev armor increased from 1/20 to 1/16
Frost Daggerfish (Buff)
- Maximum amount of Frost Daggerfish you can get per pull increased
Seahorses (Buff)
- Can now spawn in a wider variety of Ocean shapes and conditions, which will result in more consistent spawning
Gem Bunnies and Squirrels
- Gem Critter spawns now have a rarity system based on their gem
Water Striders (Buff)
- Spawn rate increased
- Increased the maximum level of windiness that will allow Water Striders to spawn from 10 MPH to 20 MPH
Butterfly Days (Buff)
- Increased the odds of having a Butterfly day
Treasure Fairies (Nerf)
- Spawn rate reduced by 2/3rds in Hardmode
Truffle Worm and Prismatic Lacewing (Buff)
- Spawn rates are now impacted by Luck
Jungle Critters (Nerf)
- Overall spawnrate of Jungle critters in Jungle towns reduced
Bloody Tears (Buff)
- Brides and Grooms that spawn in Graveyards can now drop Bloody Tears even if it isn't a Blood Moon
Teleporters (Buff)
- Now sold by the Mechanic pre-Hardmode, instead of being sold by the Steampunker
Digging Mole Cart (Buff)
- Will now be sold by the Zoologist at 35% Bestiary completion instead of 60%
Bast Statue (Buff)
- Can now generate as furniture in Underground Desert Cabins (in addition to being found in chests)
- Now has an extra guaranteed item slot in his inventory in Hardmode. This slot can only contain items from the 4 less common item pools, with the most common items being excluded.
- Traveling Merchant now has an extra guaranteed item slot in his inventory at all times. This slot will ALWAYS contain a painting. Paintings have been removed from all of his other inventory slots, which will slightly increase the odds of obtaining the rest of his wares.
- Celestial Magnet and Ammo Box are no longer sold by Traveling Merchant.
- Pad Thai has been increased from Tier 1 to Tier 2, making it less common
- Pho has been increased from Tier 1 to Tier 3, making it less common
- Christmas paintings will now be sold any time after Frost Legion has been defeated, rather than only when Christmas season is active
- Both Zapinators have been reduced from Tier 5 to Tier 3, making them more common
Celestial Magnet (Retier)
- Is now found in the primary random loot pool of Sky Chests and Sky Crates
Waldo Painting and other "Rare" Underground Cabin Paintings (Buff)
- Increased frequency of Waldo spawning in worldgen dramatically, though it is still the rarest painting of its size group
- All other "extra rare" Underground Cabin Paintings (American Explosive, Rare Enchantment, etc) are now of equal rarity within their size group
Wooden Chest Primary Loot (Buff)
- Throwing Daggers/Glowsticks no longer act as primary loot, changing the primary loot pool size from 12 to 10. These items are now secondary loot.
- Skeleton Merchant can now sell most of the remaining Wooden Chest primary loot on a rotating Moon Cycle schedule. Every day of the Lunar Cycle, he will have a new item.
Living Tree Chests (Buff)
- Odds of containing a minecart increased from 1/10 to 1/6. If it does contain one, it is still a 50/50 chance to be a Sunflower or Ladybug Minecart.
Mushroom Biome Chests (Buff)
- Mushroom Chests are now guaranteed to have one of their exclusive drops, with the Shroom Minecart and Mushroom Vanity each having a 50% chance.
Treasure Magnet (Buff)
- Instead of being primary loot, is now a 1/5 chance secondary loot in Shadow Chests and Obsidian Lock Boxes
Demonic Hellcart (Buff)
- Can now be found in Lava Crates as uncommon bonus loot
Shark Bait (Buff)
- Instead of being primary loot, is now a 1/10 chance secondary loot in Water Chests and Ocean Crates
Tree Fruit (Buff)
- Chance for tree fruit when hitting a tree from increased from 1/15 to 1/12
Diving Helmet (Buff)
- Drop rate increased from 1/50 to 1/20
Pocket Mirror (Buff)
- Drop rate increased from 1/100 to 1/40. Expert drop rates (which doubled the odds of getting Pocket Mirror) are increased from 1/50 to 1/20
Medusa Head (Buff)
- Drop rate increased from 1/50 to 1/25
Turtle Shells (Buff)
- Drop rate increased from 1/17 to 1/12
Brain Scrambler (Scutlix Mount) (Buff)
- Drop rate increased from 1/100 to 1/30
Deadly Sphere Staff (Buff)
- Drop rate increased from 1/40 to 1/30
Fire Feather (Buff)
- Drop rate increased from 1/75 to 1/50
Bone Feather (Buff)
- Drop rate increased from 1/450 to 1/300
Giant Harpy Feather (Buff)
- Drop rate increased from 1/200 to 1/150
Tattered Bee Wing (Buff)
- Drop rate increased from 1/150 to 1/100
Obsidian Rose (Buff)
- Drop rate increased from 1/50 to 1/20
Frozen Turtle Shell (Buff)
- Drop rate increased from 1/100 to 1/50
Ice Sickle (Buff)
- Drop rate increased from 1/180 to 1/100
Monster Meat (Nerf)
- Drop rate reduced from 1/1000 to 1/1500. In Don't Starve seeds, changed from 1/200 to 1/500.
Flinx Fur (Buff)
- Changed the drop rate of Flinx Fur, from 50% chance to drop 1-3, to 100% chance to drop 1-2 (a 50% overall increase). The Expert drop rate has changed from 90% to 100% to drop 1-3.
Eater of Worlds/Brain of Cthulhu (Nerf)
- Brain of Cthulhu's overall drop rate of Crimtane Ore and Tissue Samples in Expert/Master has been reduced significantly, as it was dropping almost twice as much as it should have been. It now drops roughly as much as Eater of Worlds drops.
- Restructured how Ore/Tissue Sample/Shadow Scale drops are handled in Expert and Master. Overall, the quantity of drops from Creepers/Segment kills has been reduced, while the amount of drops from Treasure Bags has been increased.
- In Expert mode, the total quantity of drops is split roughly evenly, with 50% of the Ore/Samples/Scales coming from the partial kills and 50% coming from Treasure Bags
- In Master mode, the total quantity of drops is weighted heavily toward the Treasure Bag, with only 25% of the rewards coming from partial kills, and 75% coming from the Treasure Bags
- Normal mode drop rates and weighting has been left entirely untouched by all of these changes.
Very Rare Pirate Drops (Coin Gun, Discount Card, Gold Ring, Lucky Coin, Pirate Staff) (Buff)
- All of these have had their drop rates doubled outright. Their increased drop rate from Pirate Captains has also been doubled.
- Flying Dutchman now have a substantially increased chance of dropping these items, with a 1/15 chance to drop any of them except Coin Gun, which has a 1/50 chance
Golden Furniture (Buff)
- Flying Dutchman is now guaranteed to drop 1 piece of Golden Furniture
- The stack size of dropped Golden Platforms has been increased as well
Reindeer Bells (Buff)
- Drop rate from Ice Queens has been doubled
Lava Crates (Nerf)
- Lava Crates are now slightly less common (1/5 chance reduced to 1/6 chance). However, with the buff to Crate Potions, they will be roughly the same as before when using a Crate Potion.
Biome Crates
- When fishing in an area where Biome Crates can be caught, the game will now prioritize getting a Biome Crate instead of a Gold Crate, when in the (relatively rare) circumstance that you were eligible for both. Actual odds of getting either are unchanged by this.
Wooden Crates (Buff)
- Drop rate for Wooden Chest primary loot increased from 1/45 to 1/20
- Umbrella replaced with Step Stool in the Wooden Chest loot pool
Fishing Crate Ore (Nerf)
- The drop rate of ore and ore bars from fishing crates has been reduced.
- Wooden Crates have roughly 40% less ore
- Iron and Biome Crates have roughly 30% less ore
- Gold Crates have roughly 20% less ore
Gold/Titanium Crates (Buff)
- Drop rate of Life Crystals increased from 1/15 to 1/8
- Drop rate of Enchanted Swords from Gold Crates increased from 1 in 50 to 30. In Titanium Crates, this drop rate has been further increased to 1 in 15.
Oasis/Mirage Crates (Buff)
- Now have a very rare chance to drop a Sandstorm in a Bottle as bonus loot
Pharoah Vanity Set (Nerf)
- Pharaoh set is now less common from Pyramid Chests, increasing relative frequency of the other drops
Gold Worms (Buff)
- When used for fishing, has a particularly low chance of being consumed (only 1/20 chance)
Old One's Army Ogre Weapons (Buff)
- Increased the odds that the Tier 2 Ogre will drop a weapon from 33% to 50%. In Expert/Master mode, this has been increased from 50% to 100%
- Tier 3 Ogres also have a higher chance of dropping a weapon, up from 1/6 to 1/4 chance.
Dev Armors from Treasure Bags (Buff)
- Chance of getting a dev armor increased from 1/20 to 1/16
Frost Daggerfish (Buff)
- Maximum amount of Frost Daggerfish you can get per pull increased
Seahorses (Buff)
- Can now spawn in a wider variety of Ocean shapes and conditions, which will result in more consistent spawning
Gem Bunnies and Squirrels
- Gem Critter spawns now have a rarity system based on their gem
Water Striders (Buff)
- Spawn rate increased
- Increased the maximum level of windiness that will allow Water Striders to spawn from 10 MPH to 20 MPH
Butterfly Days (Buff)
- Increased the odds of having a Butterfly day
Treasure Fairies (Nerf)
- Spawn rate reduced by 2/3rds in Hardmode
Truffle Worm and Prismatic Lacewing (Buff)
- Spawn rates are now impacted by Luck
Jungle Critters (Nerf)
- Overall spawnrate of Jungle critters in Jungle towns reduced
Bloody Tears (Buff)
- Brides and Grooms that spawn in Graveyards can now drop Bloody Tears even if it isn't a Blood Moon
Teleporters (Buff)
- Now sold by the Mechanic pre-Hardmode, instead of being sold by the Steampunker
Digging Mole Cart (Buff)
- Will now be sold by the Zoologist at 35% Bestiary completion instead of 60%
Bast Statue (Buff)
- Can now generate as furniture in Underground Desert Cabins (in addition to being found in chests)
- Crafting cost of Celestial Sigil reduced from 20 of each fragment to 12
- You can now craft Sandstorm and Blizzard in a Bottle using a Cloud in a Bottle + Frost Core/Forbidden Fragment at a Crystal Ball
- Molotov Cocktail now takes regular Gel instead of Pink Gel
- You can now use Vertebrae instead of Worm Teeth to craft Unholy Arrows
- Thorns Potions no longer require Worm Teeth or Stingers to craft
- Angel & Demon Wing Souls of Light/Night cost reduced from 25 to 15
- Empty Bucket Iron/Lead Bar cost reduced from 3 to 2
- Changed the recipes of all ore-based bricks to have a 1:5 crafting ratio (1 ore + 5 blocks = 5 bricks). Previously, they had a 1:1 ratio.
- Shroomite Plating's recipe changed from a 1:15 to a 1:25 crafting ratio, costing 1 Shroomite Bar for every 25 Shroomite Plating
- Pearlstone Brick's recipe changed to be consistent with Ebonstone Brick, using 2 Pearlstone Blocks instead of 1 Pearlstone Block and 1 Pearlsand
- Coral Torch's recipe now takes 3 Torches and gives 3 Coral Torches per Coral, instead of 1 Torch
- Chain's recipe now gives 15 Chain instead of 10
- Any 2 of Salamander/Shelly/Crawdad Trio's banners can be used to craft the banner of the missing member of the trio
- Wormhole Potion recipe now takes 3 Bottled Waters, and gives 3 Wormhole Potions
- The Tavernkeep now gives 10 Medals when initially spoken to, allowing players to purchase 2 Tier 1 staves instead of 1
- Tier 2 OOA Armor piece cost reduced from 25 to 15 Medals
- Tier 3 OOA Armor piece cost reduced from 75 to 50 Medals
- Tier 2 OOA Sentries cost reduced from 25 to 15 Medals
- Tier 3 OOA Sentries cost reduced from 100 to 60 Medals
- Defenders Forge cost reduced from 75 to 50 Medals
- Purchase cost of Pad Thai and Pho increased
- Sailor Vanity, Eyepatch, Mummy Vanity, Pharaoh Vanity, Grinch Whistle, Mana Crystals, Ancient Manipulator, and Shell Piles all now have a sell value
- Reducing the sell value (and subsequently, the reforge cost) of a number of 1.4 tinkers and accessories which had higher than typical sell values
- Cost of Wallpapers reduced from 1 Silver to 75 Copper
- Cost of Clentaminator Solutions have been reduced from 25 Silver to 15 Silver
- Tax Collector can now hold up to a base 25 Gold instead of 10 (this can further be boosted by happiness)
- Sell value of Frogs reduced from 15 to 10 Silver. Their food recipe sell values have also been reduced proportionally.
- Angler Quests now give 2x as much money in Hardmode
- Research cost of Red Potion reduced from 10 to 3
- You can now craft Sandstorm and Blizzard in a Bottle using a Cloud in a Bottle + Frost Core/Forbidden Fragment at a Crystal Ball
- Molotov Cocktail now takes regular Gel instead of Pink Gel
- You can now use Vertebrae instead of Worm Teeth to craft Unholy Arrows
- Thorns Potions no longer require Worm Teeth or Stingers to craft
- Angel & Demon Wing Souls of Light/Night cost reduced from 25 to 15
- Empty Bucket Iron/Lead Bar cost reduced from 3 to 2
- Changed the recipes of all ore-based bricks to have a 1:5 crafting ratio (1 ore + 5 blocks = 5 bricks). Previously, they had a 1:1 ratio.
- Shroomite Plating's recipe changed from a 1:15 to a 1:25 crafting ratio, costing 1 Shroomite Bar for every 25 Shroomite Plating
- Pearlstone Brick's recipe changed to be consistent with Ebonstone Brick, using 2 Pearlstone Blocks instead of 1 Pearlstone Block and 1 Pearlsand
- Coral Torch's recipe now takes 3 Torches and gives 3 Coral Torches per Coral, instead of 1 Torch
- Chain's recipe now gives 15 Chain instead of 10
- Any 2 of Salamander/Shelly/Crawdad Trio's banners can be used to craft the banner of the missing member of the trio
- Wormhole Potion recipe now takes 3 Bottled Waters, and gives 3 Wormhole Potions
- The Tavernkeep now gives 10 Medals when initially spoken to, allowing players to purchase 2 Tier 1 staves instead of 1
- Tier 2 OOA Armor piece cost reduced from 25 to 15 Medals
- Tier 3 OOA Armor piece cost reduced from 75 to 50 Medals
- Tier 2 OOA Sentries cost reduced from 25 to 15 Medals
- Tier 3 OOA Sentries cost reduced from 100 to 60 Medals
- Defenders Forge cost reduced from 75 to 50 Medals
- Purchase cost of Pad Thai and Pho increased
- Sailor Vanity, Eyepatch, Mummy Vanity, Pharaoh Vanity, Grinch Whistle, Mana Crystals, Ancient Manipulator, and Shell Piles all now have a sell value
- Reducing the sell value (and subsequently, the reforge cost) of a number of 1.4 tinkers and accessories which had higher than typical sell values
- Cost of Wallpapers reduced from 1 Silver to 75 Copper
- Cost of Clentaminator Solutions have been reduced from 25 Silver to 15 Silver
- Tax Collector can now hold up to a base 25 Gold instead of 10 (this can further be boosted by happiness)
- Sell value of Frogs reduced from 15 to 10 Silver. Their food recipe sell values have also been reduced proportionally.
- Angler Quests now give 2x as much money in Hardmode
- Research cost of Red Potion reduced from 10 to 3
- Summoning Moon Lord with Celestial Sigil will only have a 12 second summoning time instead of 60 second
- Old One's Army Banners now apply Banner buff to their respective enemies, though it is much weaker than the normal Banner buff
- Banners from particularly rare enemies may now drop at 10 or 25 kills instead of 50. This same value will apply to how many kills it takes to complete their Bestiary page.
- Wire in the Temple cannot be cut by the player until Golem is defeated
- The player cannot see wires within the Temple until Golem is defeated
- NPCs who die will now respawn freely, ignoring the original unique conditions which were required to spawn in the first place. For example, Party Girl will have "normal" respawn odds instead of her rare spawn chance, and NPCs with a required item like Arms Dealer and Demolitionist will no longer require a player to be holding that item to respawn.
- Life Crystals are now lower priority on the Metal Detector than Hardmode Ores
- Chlorophyte Ore infection protection is now slightly stronger. It can also purify a wider selection of infected tiles, such as Sand and Sandstone.
- Strange Plants now give 6x dye when turned in instead of 3x
- Slightly reduced the quantity of cracked bricks in the Dungeon
- Merchant and Skeletron Merchant now both sell "regular" Potions in Hardmode, in addition to their Lesser Potions.
- All Minecart Track items are now immune to lava destruction
- Chain tiles are now immune to lava destruction
- Stacks of Cloud blocks can now be found in Skyware Chests and Sky Crates
- When fishing in a Hallowed Oasis, you can now obtain both Hallowed or Oasis fish. This same rule does not apply to the more invasive Corruption/Crimson.
- Fairy Glowstick now has stronger light, closer to regular glowsticks
- Snake Coil grows substantially faster than before, and maximum height increased from 80 to 100 blocks
- Placing Sunflowers is now auto-swing
- Old One's Army Banners now apply Banner buff to their respective enemies, though it is much weaker than the normal Banner buff
- Banners from particularly rare enemies may now drop at 10 or 25 kills instead of 50. This same value will apply to how many kills it takes to complete their Bestiary page.
- Wire in the Temple cannot be cut by the player until Golem is defeated
- The player cannot see wires within the Temple until Golem is defeated
- NPCs who die will now respawn freely, ignoring the original unique conditions which were required to spawn in the first place. For example, Party Girl will have "normal" respawn odds instead of her rare spawn chance, and NPCs with a required item like Arms Dealer and Demolitionist will no longer require a player to be holding that item to respawn.
- Life Crystals are now lower priority on the Metal Detector than Hardmode Ores
- Chlorophyte Ore infection protection is now slightly stronger. It can also purify a wider selection of infected tiles, such as Sand and Sandstone.
- Strange Plants now give 6x dye when turned in instead of 3x
- Slightly reduced the quantity of cracked bricks in the Dungeon
- Merchant and Skeletron Merchant now both sell "regular" Potions in Hardmode, in addition to their Lesser Potions.
- All Minecart Track items are now immune to lava destruction
- Chain tiles are now immune to lava destruction
- Stacks of Cloud blocks can now be found in Skyware Chests and Sky Crates
- When fishing in a Hallowed Oasis, you can now obtain both Hallowed or Oasis fish. This same rule does not apply to the more invasive Corruption/Crimson.
- Fairy Glowstick now has stronger light, closer to regular glowsticks
- Snake Coil grows substantially faster than before, and maximum height increased from 80 to 100 blocks
- Placing Sunflowers is now auto-swing
Brand of the Inferno (Buff)
- Use time decreased from 25 to 20 in light of recent buffs to similar tier weapons
Chlorophyte Claymore (Buff)
- Increased damage from 80 to 95 in light of recent buffs to similar tier weapons
Chlorophyte Saber (Buff)
- Increased damage from 48 to 57 in light of recent buffs to similar tier weapons
Christmas Tree Sword (Buff)
- Projectiles now deal 75% of the base damage instead of 50%
- Use time decreased from 25 to 20 in light of recent buffs to similar tier weapons
Chlorophyte Claymore (Buff)
- Increased damage from 80 to 95 in light of recent buffs to similar tier weapons
Chlorophyte Saber (Buff)
- Increased damage from 48 to 57 in light of recent buffs to similar tier weapons
Christmas Tree Sword (Buff)
- Projectiles now deal 75% of the base damage instead of 50%
Super Star Shooter (Buff)
- Reduced use time from 12 to 18 (THIS IS NOT A NERF!)
- Reduced damage from 70 to 60 (BEAR WITH ME, ITS NOT A NERF)
- Note: Due to immune frame time, this will actually result in higher and more consistent damage, and is actually a buff. The damage decrease was required to offset the significantly increased damage.
- Reduced use time from 12 to 18 (THIS IS NOT A NERF!)
- Reduced damage from 70 to 60 (BEAR WITH ME, ITS NOT A NERF)
- Note: Due to immune frame time, this will actually result in higher and more consistent damage, and is actually a buff. The damage decrease was required to offset the significantly increased damage.
Betsy's Wrath (Nerf)
- Partially reverting damage buff from 1.4.1, reducing damage from 110 to 100
- Partially reverting damage buff from 1.4.1, reducing damage from 110 to 100
Hornet Staff (Buff)
- Increased damage from 11 to 12 (building upon the initial increase in 1.4.1 from 9 to 11)
Vampire Frog Staff (Nerf)
- Reverting damage buff from 1.4.1, reducing damage from 13 to 11. The AI/functionality changes from 1.4.1 have been more than sufficient on their own, and the extra damage was unneeded.
Obsidian Armor (Nerf)
- Reduced the Minion damage bonus on the helmet and legs from 9% to 8% each
- Reduced the Minion damage increase on the set bonus from 25% to 15%
- Reduced the Whip speed increase on the set bonus from 50% to 35%
Spider Staff (Buff)
- Summoning Spiders will now attempt to systematically summon the different types of spiders in order, rather than randomly. Due to immune frame schenanigans, this may result in more consistent damage, though it does not actually increase the maximum potential of the weapon.
Optic Staff (Buff)
- Enemy immune frames caused by Spazmamini and Retinamini attacks have been reduced from 16 to 12
- Increased Spazmamini's movement speed while pursuing enemies
Deadly Sphere Staff (Buff)
- Enemy immune frames caused by Deadly Sphere attacks have been reduced from 10 to 8
Firecracker (Nerf)
- Reduced explosion proc damage from 3x of minion base damage to 2.75x
Cool Whip (Buff)
- Cool Whip now inflicts Frostburn a short duration on hit
- Increased the movement speed of the Snowflake minion by 50%
Desert Tiger Staff (Buff)
- Now "bounces on" its current target if that target is in the air, staying more firmly latched on and dealing damage
- Increased scaling damage per "minion slot" expended slightly (from 33% of base damage to 40% of base damage)
Rainbow Crystal Staff (Buff)
- Partially reverting the damage reduction in 1.4, increasing its damage from 80 to 130
- Increased damage from 11 to 12 (building upon the initial increase in 1.4.1 from 9 to 11)
Vampire Frog Staff (Nerf)
- Reverting damage buff from 1.4.1, reducing damage from 13 to 11. The AI/functionality changes from 1.4.1 have been more than sufficient on their own, and the extra damage was unneeded.
Obsidian Armor (Nerf)
- Reduced the Minion damage bonus on the helmet and legs from 9% to 8% each
- Reduced the Minion damage increase on the set bonus from 25% to 15%
- Reduced the Whip speed increase on the set bonus from 50% to 35%
Spider Staff (Buff)
- Summoning Spiders will now attempt to systematically summon the different types of spiders in order, rather than randomly. Due to immune frame schenanigans, this may result in more consistent damage, though it does not actually increase the maximum potential of the weapon.
Optic Staff (Buff)
- Enemy immune frames caused by Spazmamini and Retinamini attacks have been reduced from 16 to 12
- Increased Spazmamini's movement speed while pursuing enemies
Deadly Sphere Staff (Buff)
- Enemy immune frames caused by Deadly Sphere attacks have been reduced from 10 to 8
Firecracker (Nerf)
- Reduced explosion proc damage from 3x of minion base damage to 2.75x
Cool Whip (Buff)
- Cool Whip now inflicts Frostburn a short duration on hit
- Increased the movement speed of the Snowflake minion by 50%
Desert Tiger Staff (Buff)
- Now "bounces on" its current target if that target is in the air, staying more firmly latched on and dealing damage
- Increased scaling damage per "minion slot" expended slightly (from 33% of base damage to 40% of base damage)
Rainbow Crystal Staff (Buff)
- Partially reverting the damage reduction in 1.4, increasing its damage from 80 to 130
Celestial Starboard (Buff)
- Made some adjustments to improve its handling, while still keeping the fix that made sure that Starboard got full dash distance
Star Cloak and other Star-generating Accessories (Nerf)
- Only creates stars now when taking damage from enemy sources
Black Spot (Buff)
- Slightly increased acceleration, to slightly offset for the loss of overall speed in 1.4.1
- Made some adjustments to improve its handling, while still keeping the fix that made sure that Starboard got full dash distance
Star Cloak and other Star-generating Accessories (Nerf)
- Only creates stars now when taking damage from enemy sources
Black Spot (Buff)
- Slightly increased acceleration, to slightly offset for the loss of overall speed in 1.4.1
Chlorophyte Bars (Buff)
- Reduced crafting recipe from 6 to 5 ore per bar
Chlorophyte Bullets
- Reduced crafting efficiency from 70 bullets per bar to 60 bullets per bar (to roughly maintain parity with the Bar crafting cost change)
- Reduced crafting recipe from 6 to 5 ore per bar
Chlorophyte Bullets
- Reduced crafting efficiency from 70 bullets per bar to 60 bullets per bar (to roughly maintain parity with the Bar crafting cost change)
Snow Flinx - Removed their Poison immunity
Wall of Flesh - Removed its Poison immunity
Queen Bee - Added Poison immunity
Morning Wood - Added Poison immunity
Twins - Added Poison immunity
Martian Probes - Added Poison immunity
Granite Golem/Elemental - Added On Fire/Hellfire immunity
Betsy - Added On Fire/Hellfire immunity
Frozen Zombies - Added Frostburn Immunity
Clingers - Added Cursed Inferno Immunity
Dark Mage Skeletons - Added Poison immunity
Wall of Flesh - Removed its Poison immunity
Queen Bee - Added Poison immunity
Morning Wood - Added Poison immunity
Twins - Added Poison immunity
Martian Probes - Added Poison immunity
Granite Golem/Elemental - Added On Fire/Hellfire immunity
Betsy - Added On Fire/Hellfire immunity
Frozen Zombies - Added Frostburn Immunity
Clingers - Added Cursed Inferno Immunity
Dark Mage Skeletons - Added Poison immunity
- Terra Blade and the True Swords have been somewhat overhauled in both crafting and function. Note: Mothron now only spawns after Plantera. As a result, the Broken Hero Sword is post-Plantera only.
True Night's Edge (Buff / Tier-shift)
- Projectile damage now does 1.5x of the base damage
- Is now autoswing
- Is now crafted with the Night's Edge + some of all 3 boss souls. No longer requires a Broken Hero Sword.
True Excalibur (Buff / Tier-shift)
- Increased damage from 66 to 70
- Is now autoswing
- Projectile now pierces once, hitting up to 2 enemies
- Is now crafted with the Excalibur + Chlorophyte Bars. No longer requires a Broken Hero Sword.
Terra Blade (Buff / Tier-shift)
- Damage increased from 95 to 115
- Use time decreased from 16 to 14
- Projectile damage increased from 1.25x to 1.5x of the base damage
- Is now crafted with the two True Swords and a Broken Hero Sword
Beam Sword (Buff)
- Scale increased from 1f to 1.3f (this makes the sword itself larger)
Brand of the Inferno (Buff)
- Scale increased from 1.15f to 1.3f (this makes the sword itself larger)
Sunfury (Nerf)
- Base damage decreased from 35 to 32. As normal swings deal double with flails, the standard expected damage should be reduced from 70 to 64.
Arkhalis (Buff)
- Damage increased from 20 to 25
- Now ignores up to 20 enemy defense
Chain Guillotine (Buff)
- Damage increased from 43 to 59
Ghastly Glaive (Buff)
- Immune frame duration reduced from 36 to 20. In effect, this means that the spear itself can hit more often, including more easily within a single swing.
Anchor (Buff)
- Damage increased from 55 to 70
- Knockback increased from 5 to 8
Sergeant United Shield (Buff)
- Damage increased from 60 to 80
- Damage reduction for each target hit reduced from 30% to 20%
Scourge of the Corruptor (Buff)
- Damage increased from 64 to 70
- Damage of Mini-Eaters increased from 70% to 75% of the base damage
Yoyos (Revisions to 1.4 Changes) (Rework)
- The balance changes made to Chik, Amarok and Helfire in 1.4 are being reverted
- The changes made to Code 2, Amazon, and Kraken are NOT being reverted/adjusted
- Gradient's damage increased from 44 to 49
- Format C's damage increased from 35 to 39
Light's Bane (Buff)
- Damage increased from 17 to 18
Muramasa (How ya doin' Muramasa?) (Buff)
- Damage increased from 21 to 26
- Knockback increased from 2.5 to 3
Fiery Greatsword (Buff)
- Damage increased from 36 to 40
Beekeeper (Buff)
- Reverting the changes made to Beekeeper in 1.4
All Phaseblades (Buff)
- Damage increased from 21 to 25
Night's Edge (Buff)
- Use time decreased from 27 to 21
- Is now autoswing
Bananarangs (Buff)
- Use time decreased from 14 to 11
- Increased both the projectile speed and the return speed of the Bananas
Thorn Chakram and Flamarang (Buff)
- Increased both the projectile speed and the return speed of the projectiles, with Flamarang being the faster of the two
Sleepy Octopod (Buff)
- Damage increased from 40 to 50
- Increased hit radius/size of the attack by 35%
Flying Dragon (Buff)
- Damage increased from 90 to 180.
- Projectiles which the player does not have line of sight on (as in, shooting through walls) now deal half damage (in this case, 90, the original damage)
Sky Dragon's Fury (Buff)
- Damage increased from 70 to 140
- Projectile damage decreased from 75% of base damage to 50% of base damage. This means instead of doing 52 (75% of 70) it will do 70 (50% of 140)
Starlight (Buff)
- Damage increased from 70 to 80
- Now has a bonus critical chance of 10%
Daybreak (Buff)
- Projectiles now explode when expiring, or upon hitting a wall. The explosion does an additional 100% weapon damage, and can hit nearby enemies as well.
True Night's Edge (Buff / Tier-shift)
- Projectile damage now does 1.5x of the base damage
- Is now autoswing
- Is now crafted with the Night's Edge + some of all 3 boss souls. No longer requires a Broken Hero Sword.
True Excalibur (Buff / Tier-shift)
- Increased damage from 66 to 70
- Is now autoswing
- Projectile now pierces once, hitting up to 2 enemies
- Is now crafted with the Excalibur + Chlorophyte Bars. No longer requires a Broken Hero Sword.
Terra Blade (Buff / Tier-shift)
- Damage increased from 95 to 115
- Use time decreased from 16 to 14
- Projectile damage increased from 1.25x to 1.5x of the base damage
- Is now crafted with the two True Swords and a Broken Hero Sword
Beam Sword (Buff)
- Scale increased from 1f to 1.3f (this makes the sword itself larger)
Brand of the Inferno (Buff)
- Scale increased from 1.15f to 1.3f (this makes the sword itself larger)
Sunfury (Nerf)
- Base damage decreased from 35 to 32. As normal swings deal double with flails, the standard expected damage should be reduced from 70 to 64.
Arkhalis (Buff)
- Damage increased from 20 to 25
- Now ignores up to 20 enemy defense
Chain Guillotine (Buff)
- Damage increased from 43 to 59
Ghastly Glaive (Buff)
- Immune frame duration reduced from 36 to 20. In effect, this means that the spear itself can hit more often, including more easily within a single swing.
Anchor (Buff)
- Damage increased from 55 to 70
- Knockback increased from 5 to 8
Sergeant United Shield (Buff)
- Damage increased from 60 to 80
- Damage reduction for each target hit reduced from 30% to 20%
Scourge of the Corruptor (Buff)
- Damage increased from 64 to 70
- Damage of Mini-Eaters increased from 70% to 75% of the base damage
Yoyos (Revisions to 1.4 Changes) (Rework)
- The balance changes made to Chik, Amarok and Helfire in 1.4 are being reverted
- The changes made to Code 2, Amazon, and Kraken are NOT being reverted/adjusted
- Gradient's damage increased from 44 to 49
- Format C's damage increased from 35 to 39
Light's Bane (Buff)
- Damage increased from 17 to 18
Muramasa (How ya doin' Muramasa?) (Buff)
- Damage increased from 21 to 26
- Knockback increased from 2.5 to 3
Fiery Greatsword (Buff)
- Damage increased from 36 to 40
Beekeeper (Buff)
- Reverting the changes made to Beekeeper in 1.4
All Phaseblades (Buff)
- Damage increased from 21 to 25
Night's Edge (Buff)
- Use time decreased from 27 to 21
- Is now autoswing
Bananarangs (Buff)
- Use time decreased from 14 to 11
- Increased both the projectile speed and the return speed of the Bananas
Thorn Chakram and Flamarang (Buff)
- Increased both the projectile speed and the return speed of the projectiles, with Flamarang being the faster of the two
Sleepy Octopod (Buff)
- Damage increased from 40 to 50
- Increased hit radius/size of the attack by 35%
Flying Dragon (Buff)
- Damage increased from 90 to 180.
- Projectiles which the player does not have line of sight on (as in, shooting through walls) now deal half damage (in this case, 90, the original damage)
Sky Dragon's Fury (Buff)
- Damage increased from 70 to 140
- Projectile damage decreased from 75% of base damage to 50% of base damage. This means instead of doing 52 (75% of 70) it will do 70 (50% of 140)
Starlight (Buff)
- Damage increased from 70 to 80
- Now has a bonus critical chance of 10%
Daybreak (Buff)
- Projectiles now explode when expiring, or upon hitting a wall. The explosion does an additional 100% weapon damage, and can hit nearby enemies as well.
Onyx Blaster (Nerf)
- Damage decreased by 4
- Use time increased from 45 to 48
Quad-Barreled Shotgun (Nerf / Tier-shift)
- Damage decreased from 24 to 17
- Projectile count increased from 4 to 6
- Use Time increased from 45 to 55
- The Arms Dealer now only sells this after Skeletron
Stake Launcher (Buff)
- Use Time decreased from 26 to 12
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Blowpipe (Buff)
- Use Time decreased from 45 to 25
- Increased Seed (Ammo) damage from 3 to 4
Jack 'O Lantern Launcher (Buff)
- Use Time decreased from 30 to 25
- Exploding Jack 'O Lanterns (Ammo) damage increased from 30 to 60
Dart Gun/Dart Rifle (Revision/re-assessment of 1.4 changes) (Rework)
- The balance changes made to the Dart Gun and Dart Rifle in 1.4 are being reverted
- However, the changes made to the ammo (Crystal, Cursed, and Ichor) are being left as-is
Tsunami (Nerf)
- Damage decreased from 60 to 53
Nano Bullets (Buff)
- Can now bounce once, and will "Smart Bounce" at a nearby target if one is in range
- Post-bounce bullets only deal 66% damage
Beenades (Nerf)
- Damage reduced from 14 to 12
Bone Arrows (Buff)
- Damage increased 6 to 8
Chlorophyte Bullets (Nerf)
- Damage decreased from 10 to 9
Cursed Bullets (Buff)
- Increased speed to match Ichor Bullets
- Also, see Debuffs section for details of Cursed Inferno changes
Meteor Shot (Rework)
- Damage decreased from 9 to 8
- Reworked the immunity time system of Meteor Shot so rapid fire/shotgun-type weapons using it are unlikely to result in bullets missing due to immune frames
High Velocity Bullets (Buff)
- Damage increased from 10 to 11
- Projectile now pierces twice, hitting up to 3 enemies
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
- Immunity time system matches the revised Meteor Shot; rapid fire weapons using HV Bullets should not have issues with immune frames
Crystal Bullets (Nerf)
- Only generate 2 shards on impact instead of 3
Jester Arrows (Nerf)
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Unholy Arrows (Nerf)
- Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
- Damage decreased by 4
- Use time increased from 45 to 48
Quad-Barreled Shotgun (Nerf / Tier-shift)
- Damage decreased from 24 to 17
- Projectile count increased from 4 to 6
- Use Time increased from 45 to 55
- The Arms Dealer now only sells this after Skeletron
Stake Launcher (Buff)
- Use Time decreased from 26 to 12
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Blowpipe (Buff)
- Use Time decreased from 45 to 25
- Increased Seed (Ammo) damage from 3 to 4
Jack 'O Lantern Launcher (Buff)
- Use Time decreased from 30 to 25
- Exploding Jack 'O Lanterns (Ammo) damage increased from 30 to 60
Dart Gun/Dart Rifle (Revision/re-assessment of 1.4 changes) (Rework)
- The balance changes made to the Dart Gun and Dart Rifle in 1.4 are being reverted
- However, the changes made to the ammo (Crystal, Cursed, and Ichor) are being left as-is
Tsunami (Nerf)
- Damage decreased from 60 to 53
Nano Bullets (Buff)
- Can now bounce once, and will "Smart Bounce" at a nearby target if one is in range
- Post-bounce bullets only deal 66% damage
Beenades (Nerf)
- Damage reduced from 14 to 12
Bone Arrows (Buff)
- Damage increased 6 to 8
Chlorophyte Bullets (Nerf)
- Damage decreased from 10 to 9
Cursed Bullets (Buff)
- Increased speed to match Ichor Bullets
- Also, see Debuffs section for details of Cursed Inferno changes
Meteor Shot (Rework)
- Damage decreased from 9 to 8
- Reworked the immunity time system of Meteor Shot so rapid fire/shotgun-type weapons using it are unlikely to result in bullets missing due to immune frames
High Velocity Bullets (Buff)
- Damage increased from 10 to 11
- Projectile now pierces twice, hitting up to 3 enemies
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
- Immunity time system matches the revised Meteor Shot; rapid fire weapons using HV Bullets should not have issues with immune frames
Crystal Bullets (Nerf)
- Only generate 2 shards on impact instead of 3
Jester Arrows (Nerf)
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Unholy Arrows (Nerf)
- Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
Life Drain (Buff)
- Damage increased from 30 to 35
- Like Medusa Head, should now no longer consume mana when being used but not hitting anything
Nightglow (Buff)
- Mana cost decreased from 26 to 23
- Projectiles can now bounce, improving their performance against enemies on the ground (instead of causing the projectiles to break when impacting the floor)
Shadowbeam Staff (Buff)
- Damage increased from 53 to 60
- Use time decreased from 16 to 15
- Damage reduction for each target hit reduced from 20% to 10%
Unholy Trident (Buff)
- Damage increased from 73 to 88
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Poison Staff (Buff)
- Ranged increased slightly, from roughly 30 to 37 blocks
Venom Staff (Buff)
- Ranged increased slightly, from roughly 45 to 58 blocks
Medusa Head (Buff)
- Range of effect increased by 25%
Crystal Vile Shard (Buff)
- Now ignores up to 10 enemy defense
Nettle Burst (Buff)
- Now ignores up to 10 enemy defense
Wasp Gun (Buff)
- Wasps now ignore up to 10 enemy defense
Razorblade Typhoon (Rework)
- Previously, this weapon fired two projectiles for every use, consuming mana only once. Now it only fires one projectile for the same mana cost and use time.
- However, that projectile now deals 50% more (increased from 60 to 90)
- Note: Given how swarmy/spammy this weapon is, a large portion of its damage was lost to immune frames, meaning that while it excelled at clearing large groups of enemies, it was lackluster at single target damage due to its relatively low damage per hit and the immune frame issue. This rework will have a negative impact on its group damage potential, but should result in a substantial increase to its single target potential, dealing more damage after defense than it had previously, with less "wasted" damage due to immune frame time.
Magical Harp (Buff)
- Damage increased from 32 to 42
- Knockback increased from 0 to 0.25 (in other words, it now has knockback)
- Mana cost increased from 4 to 5
- Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
- Note: this weapon will now be substantially stronger against single targets or small groups, though after ten targets/hits, it will be less effective than previously
Blood Thorn (Buff)
- Damage increased from 29 to 34
- Each projectile can now hit a third time (previously they could only hit twice)
- Reworked the immunity time system for this projectile so that it hits more often, conflicting with itself less
- Use Time increased from 21 to 33
- Note: On paper, this is a rather confusing pile of changes, especially in light of the Use Time change, which sounds like a nerf. However, the weapon was plagued by inadvertent immunity-frame conflicts between its own projectiles, and due to the piercing limit, the projectiles were often lost too early. Additionally, its faster use time consumed mana at a rapid pace. The revised version ostensibly fires slower (consuming substantially less mana), but each shot deals more damage and results in less immune time on the enemy, resulting in more hits as well. This should result in a more mana-efficient weapon dealing more damage.
Magic Missile (Nerf)
- Use Time increased from 18 to 22
- Mana cost increased from 12 to 14
Flamelash (Nerf)
- Damage decreased from 36 to 32
- Mana cost increased from 18 to 21
Flower of Fire (Buff)
- Use Time decreased from 20 to 16
- Mana cost decreased from 15 to 12
Space Gun (Rebalance)
- Damage decreased from 19 to 17
- Mana cost decreased from 7 to 6
- Note: Please see Meteor Armor in the Armor section for notes on this change
Charged Blaster Cannon (Buff)
- The player can now aim the beam when it is in the full beam mode
Betsy's Wrath (Buff)
- Damage increased from 65 to 110
Stellar Tune (Buff)
- Damage increased from 75 to 85
- Damage increased from 30 to 35
- Like Medusa Head, should now no longer consume mana when being used but not hitting anything
Nightglow (Buff)
- Mana cost decreased from 26 to 23
- Projectiles can now bounce, improving their performance against enemies on the ground (instead of causing the projectiles to break when impacting the floor)
Shadowbeam Staff (Buff)
- Damage increased from 53 to 60
- Use time decreased from 16 to 15
- Damage reduction for each target hit reduced from 20% to 10%
Unholy Trident (Buff)
- Damage increased from 73 to 88
- Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Poison Staff (Buff)
- Ranged increased slightly, from roughly 30 to 37 blocks
Venom Staff (Buff)
- Ranged increased slightly, from roughly 45 to 58 blocks
Medusa Head (Buff)
- Range of effect increased by 25%
Crystal Vile Shard (Buff)
- Now ignores up to 10 enemy defense
Nettle Burst (Buff)
- Now ignores up to 10 enemy defense
Wasp Gun (Buff)
- Wasps now ignore up to 10 enemy defense
Razorblade Typhoon (Rework)
- Previously, this weapon fired two projectiles for every use, consuming mana only once. Now it only fires one projectile for the same mana cost and use time.
- However, that projectile now deals 50% more (increased from 60 to 90)
- Note: Given how swarmy/spammy this weapon is, a large portion of its damage was lost to immune frames, meaning that while it excelled at clearing large groups of enemies, it was lackluster at single target damage due to its relatively low damage per hit and the immune frame issue. This rework will have a negative impact on its group damage potential, but should result in a substantial increase to its single target potential, dealing more damage after defense than it had previously, with less "wasted" damage due to immune frame time.
Magical Harp (Buff)
- Damage increased from 32 to 42
- Knockback increased from 0 to 0.25 (in other words, it now has knockback)
- Mana cost increased from 4 to 5
- Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
- Note: this weapon will now be substantially stronger against single targets or small groups, though after ten targets/hits, it will be less effective than previously
Blood Thorn (Buff)
- Damage increased from 29 to 34
- Each projectile can now hit a third time (previously they could only hit twice)
- Reworked the immunity time system for this projectile so that it hits more often, conflicting with itself less
- Use Time increased from 21 to 33
- Note: On paper, this is a rather confusing pile of changes, especially in light of the Use Time change, which sounds like a nerf. However, the weapon was plagued by inadvertent immunity-frame conflicts between its own projectiles, and due to the piercing limit, the projectiles were often lost too early. Additionally, its faster use time consumed mana at a rapid pace. The revised version ostensibly fires slower (consuming substantially less mana), but each shot deals more damage and results in less immune time on the enemy, resulting in more hits as well. This should result in a more mana-efficient weapon dealing more damage.
Magic Missile (Nerf)
- Use Time increased from 18 to 22
- Mana cost increased from 12 to 14
Flamelash (Nerf)
- Damage decreased from 36 to 32
- Mana cost increased from 18 to 21
Flower of Fire (Buff)
- Use Time decreased from 20 to 16
- Mana cost decreased from 15 to 12
Space Gun (Rebalance)
- Damage decreased from 19 to 17
- Mana cost decreased from 7 to 6
- Note: Please see Meteor Armor in the Armor section for notes on this change
Charged Blaster Cannon (Buff)
- The player can now aim the beam when it is in the full beam mode
Betsy's Wrath (Buff)
- Damage increased from 65 to 110
Stellar Tune (Buff)
- Damage increased from 75 to 85
Whips Damage Reduction on multiple targets (Buff)
- On release in 1.4, all whips deal reduced damage to each additional target hit per swing. This penalty is heavier on earlier whips, and lighter on later whips.
- However, as of this update, later whips are having this penalty reduced further.
- Cool Whip's damage penalty is reduced from 33% to 30%
- Durendal's damage penalty is reduced from 30% to 20%
- Morning Star's damage penalty is reduced from 25% to 5% (due to its heavy hitting nature, it's almost absent)
- Dark Harvest's damage penalty is reduced from 30% to 10%
- Kaleidoscope's damage penalty is reduced from 15% to 10%
Whip Range (Buff)
- Every whip (except for Leather Whip) has had a range increase
- This increase is the smallest with earlier whips (Snapthorn only roughly 10% longer) and larger with later whips (several late game whips have a roughly 50% increase)
- For reference, Kaleidoscope now has roughly the same range as Solar Eruption
Whips + Flasks (Buff)
- Whips can now gain the benefits of Flask buffs
Leather Whip (Buff)
- Is now purchasable from the Zoologist at 10% completion instead of 15%, as 15% too often left it more efficient to just sequence break to the Jungle to obtain Snapthorn
Finch Staff (Buff)
- Finch should now be somewhat more reliable/accurate with hitting its targets. However, due to how early it is obtained, it is intentionally a little inaccurate, as this is part of its balancing.
- Enemies knocked back by Finches should almost always be knocked away from the player now, regardless of the angle of the Finch
Optic Staff (Buff)
- Technically a bug, but Retinamini's lasers were accidentally not set to use independent immunity timers, which meant that they were still conflicting with other piercing attacks, while the 1.4 changelog had indicated otherwise. This has been fixed, which should result in less immune-frame time for Retinamini lasers.
Sanguine Staff (Nerf)
- The attack speed of Sanguine Bats has been increased from 60 to 66 (this is how long it takes to make their attack circuit)
Xeno Staff (Nerf)
- Fire rate cooldown increased from 30 to 33 (roughly 10% slower attack speed)
Tempest Staff (Buff)
- Fire rate cooldown decreased from 60 to 50 (roughly 20% faster attack speed)
- Projectile Speed of the Sharkrons increased from 14 to 20
- Movement speed of the Tempests themselves increased by 50%, so they can chase after enemies more quickly
Hornet Staff (Buff)
- Damage increased from 9 to 11
Vampire Frog Staff (Buff)
- Damage increased from 11 to 13
- Enemies can now be damaged by their entire body, not just the tongue, when they are attacking
- Like with Optic Staff, this was technically a bug, but Vampire Frogs were not set to use independent immunity timers like most other minions. This has been remedied, so they should no longer interfere with other piercing projectiles.
Pygmy Staff (Buff)
- Projectile speed increased from 12 to 18 (with additional adjustments made to their fall rate to keep it consistent)
- Increased the range at which Pygmies will fire their spears by roughly 40%
- Note: This results in Pygmies who can fire from further away, and will be just as accurate doing it, with even better accuracy than before at closer range
Desert Tiger Staff (Buff)
- Base damage increased from 33 to 41
- Hitbox size while using the special attack increased to reduce the situations where it misses while using it
Frost Hydra Staff (Buff)
- Projectile now pierces twice, hitting up to 3 enemies
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Explosive Trap Staff (Buff)
- Increased explosion size and detection for said explosion by 50%
- Reduced the explosion cooldown from 110 to 90
- Reduced the Huntress/Riding Hood special set cooldowns from 74 to 60 and 40 to 30, respectively
- For more information about changes to the Oiled debuff, see the Buff/Debuff section
Kaleidoscope (Buff)
- Damage increased from 165 to 180
- On release in 1.4, all whips deal reduced damage to each additional target hit per swing. This penalty is heavier on earlier whips, and lighter on later whips.
- However, as of this update, later whips are having this penalty reduced further.
- Cool Whip's damage penalty is reduced from 33% to 30%
- Durendal's damage penalty is reduced from 30% to 20%
- Morning Star's damage penalty is reduced from 25% to 5% (due to its heavy hitting nature, it's almost absent)
- Dark Harvest's damage penalty is reduced from 30% to 10%
- Kaleidoscope's damage penalty is reduced from 15% to 10%
Whip Range (Buff)
- Every whip (except for Leather Whip) has had a range increase
- This increase is the smallest with earlier whips (Snapthorn only roughly 10% longer) and larger with later whips (several late game whips have a roughly 50% increase)
- For reference, Kaleidoscope now has roughly the same range as Solar Eruption
Whips + Flasks (Buff)
- Whips can now gain the benefits of Flask buffs
Leather Whip (Buff)
- Is now purchasable from the Zoologist at 10% completion instead of 15%, as 15% too often left it more efficient to just sequence break to the Jungle to obtain Snapthorn
Finch Staff (Buff)
- Finch should now be somewhat more reliable/accurate with hitting its targets. However, due to how early it is obtained, it is intentionally a little inaccurate, as this is part of its balancing.
- Enemies knocked back by Finches should almost always be knocked away from the player now, regardless of the angle of the Finch
Optic Staff (Buff)
- Technically a bug, but Retinamini's lasers were accidentally not set to use independent immunity timers, which meant that they were still conflicting with other piercing attacks, while the 1.4 changelog had indicated otherwise. This has been fixed, which should result in less immune-frame time for Retinamini lasers.
Sanguine Staff (Nerf)
- The attack speed of Sanguine Bats has been increased from 60 to 66 (this is how long it takes to make their attack circuit)
Xeno Staff (Nerf)
- Fire rate cooldown increased from 30 to 33 (roughly 10% slower attack speed)
Tempest Staff (Buff)
- Fire rate cooldown decreased from 60 to 50 (roughly 20% faster attack speed)
- Projectile Speed of the Sharkrons increased from 14 to 20
- Movement speed of the Tempests themselves increased by 50%, so they can chase after enemies more quickly
Hornet Staff (Buff)
- Damage increased from 9 to 11
Vampire Frog Staff (Buff)
- Damage increased from 11 to 13
- Enemies can now be damaged by their entire body, not just the tongue, when they are attacking
- Like with Optic Staff, this was technically a bug, but Vampire Frogs were not set to use independent immunity timers like most other minions. This has been remedied, so they should no longer interfere with other piercing projectiles.
Pygmy Staff (Buff)
- Projectile speed increased from 12 to 18 (with additional adjustments made to their fall rate to keep it consistent)
- Increased the range at which Pygmies will fire their spears by roughly 40%
- Note: This results in Pygmies who can fire from further away, and will be just as accurate doing it, with even better accuracy than before at closer range
Desert Tiger Staff (Buff)
- Base damage increased from 33 to 41
- Hitbox size while using the special attack increased to reduce the situations where it misses while using it
Frost Hydra Staff (Buff)
- Projectile now pierces twice, hitting up to 3 enemies
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Explosive Trap Staff (Buff)
- Increased explosion size and detection for said explosion by 50%
- Reduced the explosion cooldown from 110 to 90
- Reduced the Huntress/Riding Hood special set cooldowns from 74 to 60 and 40 to 30, respectively
- For more information about changes to the Oiled debuff, see the Buff/Debuff section
Kaleidoscope (Buff)
- Damage increased from 165 to 180
Cactus Armor (Rework)
- Removed the 1 Defense set bonus.
- New set bonus: Cactus Armor now deals a flat 15 Thorns damage. This damage is multiplied to 30 and 45 respectively in Expert and Master mode.
Mining Armor (Buff)
- Increased the drop rate of Mining Shirt and Mining Pants from 2.4% to 12%. That's not a typo!
- Note: The Mining Set was, for the vast majority of players, simply too rare to ever be used during the period of time in which it would be useful. While still fairly rare, this substantial drop rate increase should make it a plausible set to obtain for players who make an effort to seek out Undead Miners. Additional note: Due to the Mining Helmet being available for direct purchase, its drop rate was not increased
Gladiator Armor (Buff / Rework)
- Increased the defense of the Helmet and Leggings by 1
- Increased the defense of the Breastplate by 2
- New set bonus: Players wearing the full Gladiator set are immune to knockback
- Increased the drop rate from a 1/20 chance to drop a random piece to a 1/7 chance
Fossil Armor (Buff)
- Increased defense of Helmet and Greaves from 2 to 4
- Increased Ranged critical chance on Helmet and Greaves from 3% to 4%
- Increased defense of Plate from 4 to 5
- Replaced the 3% Ranged critical bonus on the Plate with a 5% Ranged damage bonus
Wizard Hat (Nerf)
- Magic damage decreased from 15% to 5%
- Defense increased from 2 to 4
- Note: the set bonus for this item is untouched
Magic Hat (Nerf)
- Magic damage/critical chance bonus decreased from 7 to 6
Meteor Armor (Buff)
- Increased the Magic damage bonus on each piece from 7% to 9% (21%->27% total)
- (Cross-listing from Magic section) Space Gun's damage decreased by 2, and its mana cost reduced by 1
- Note: this change is an experiment to attempt to slightly decentralize the focus and power of Meteor Armor's set bonus with Space Gun, while giving it a bit more oomph with other weapons. The increased damage on the armor, in combination with the decreased damage on the Space Gun, will result in very slightly less DPS with the traditional combo, but it should remain mostly unchanged. Additionally, the lower mana cost on the Space Gun itself means there is less value gained from the Meteor Armor's set bonus. However, the increased magic damage for the set as a whole should see it slightly more viable to use with weapons OTHER than the Space Gun.
Jungle Armor (And Ancient Cobalt Armor) (Buff)
- Increased the Magic critical chance bonus on the Hat and Pants from 4% to 6%
- Replaced the 4% Magic critical bonus on the Shirt with a 6% Magic damage bonus
Necro Armor (Nerf)
- Decreased the set bonus Ranged critical chance from 15% to 10%
- Increasing defense of each piece by 1 (3 total) Included Ancient Necro Helmet
Obsidian Armor (Buff)
- Converted the Obsidian Armor into a Whip-centric Summoner armor
- Obsidian Armor set pieces can now only be crafted at a Hellforge, and requires Shadow Scales/Tissue Samples
- Obsidian Outlaw Hat now gives 9% Summon damage
- Obsidian Longcoat now gives +1 Minion count
- Obsidian Greaves now give 9% Summon damage
- New Set bonus: Increase Whip Range and Speed by 50%. Additionally, gain another 25% Summon damage (43% total across the entire set)
- Note: This set will deal very high summon damage, but at the expense of a lower minion count. Instead, it focuses on dramatically improving the performance and damage of whips, and can still be obtained earlier, or as an alternative, to Bee Armor, but it may require a bit more legwork to obtain the set, given its new crafting station requirement.
Molten Armor (Buff)
- Molten Helmet now gives 7% Melee Critical Chance
- Molten Breastplate now gives 7% Melee Damage
- Molten Leggings now give 7% Melee Speed
- The 17% Melee Damage set bonus has been reduced to 10% (the 7% moved to the Breastplate)
- New Set bonus: Players wearing the full Molten set cannot be inflicted with the On Fire debuff. This is in addition to the pre-existing 10% damage bonus.
Cobalt Armor (Buff)
- Cobalt Breastplate Critical Damage increased from 3% to 5%
- Cobalt Leggings Defense increased from 7 to 8
- Added a 3% Damage bonus to the Cobalt Leggings
- Cobalt Helmet (Melee) Defense increased from 11 to 12
- Cobalt Helmet Movement Speed increased from 7% to 10%
- Cobalt Helmet Melee Speed bonus (12%) changed into a Melee Damage Bonus (15%)
- Cobalt Mask (Ranged) Critical Chance increased from 6% to 10%
- Added a 10% Magic Damage bonus to the Cobalt Hat (Magic)
Palladium Armor (Nerf with minor Buffs)
- Reduced the potency of the healing set bonus from 6 to 4
- Palladium Mask (Melee) Damage bonus increased from 8% to 12%
- Palladium Headgear (Magic) Damage bonus increased from 7% to 9%
- Palladium Headgear Damage bonus increased from 7% to 9%
Mythril Armor (Buff)
- Mythril Chainmail Damage bonus increased from 5% to 7%
- Mythril Greaves Critical chance increased from 3% to 10%
- Mythril Helmet (Melee) Critical chance increased from 5% to 8%
- Mythril Melee set bonus increased from 5% to 10% Critical Chance
Orichalcum Armor (Buff)
- Orichalcum Mask (Melee) Damage bonus increased from 7% to 11%
- Orichalcum Mask Melee Speed bonus increased from 7% to 11%
Adamantite Armor (Buff)
- Adamantite Breastplate Damage bonus increased from 6% to 8%
- Adamantite Leggings Critical bonus increased from 4% to 7%
- Adamantite Melee Set Bonus (Melee/Movement Speed Boost) increased from 18% to 20%
- Adamantite Mask (Ranged) Critical chance increased from 8% to 10%
- Adamantite Headgear (Magic) Damage increased from 11% to 12%
- Adamantite Headgear Magic Critical chance increased from 11% to 12%
Titanium Armor (Buff)
- Titanium Mask (Melee) Damage/Critical/Speed bonus increased from 8% to 9%
Frost Armor (Buff)
- Frost Armor's Set Bonus now gives an additional 10% Melee/Ranged Damage
- Frost Armor's Set Bonus now inflicts a special version of On Fire that deals 25 DPS instead of 8
Forbidden Armor (Buff)
- Forbidden Robes now have a 10% Summon Damage bonus
- Forbidden Treads now have a 10% Magic Damage bonus
Chlorophyte Armor (Buff)
- Decreased the cooldown on the Leaf Crystal shot from 50 to 40
Spectre Armor (Mask) (Buff)
- Increased the Magic Damage/Critical Chance bonus from 5% to 10%
- Increased the limit on how much burst damage can be dealt by the set bonus at once from 1000 to 1500
- The "recovery rate" that determines how many new projectiles can be generated over time has increased from 250 to 400 (it was increased from 150 to 250 in 1.4)
Note: the Spectre Mask set fires bonus damage projectiles upon dealing damage with magic weapons. There is a maximum limit of how much damage these can do at once, with the damage counter decreasing over time. This change both increases the limit by 50%, and increases the rate at which the counter empties significantly.
Spectre Armor (Hood)
- Note: Statistically speaking, this set has not changed! This is merely a re-organizing of stat changes and tooltip revision to be more clear to players
- The -40% damage penalty has been moved from the Spectre Hood itself (which now gives no bonuses at all, either positive or negative) and now comes from the Set Bonus
- The tooltip on the set bonus now attempts to be more clear about the fact that you are trading offensive power for healing benefits. Hopefully, this will lead to less confusion in the future about why this set works the way it does.
Crystal Assassin Armor (Buff / Rework)
- Added 10% Mana Cost reduction to the Hood
- Added 10% Ammo Cost reduction to the Shirt
- Added 10% Melee Speed increase to the Pants
- Removed the 15% Movement Speed increase Set Bonus, but increased the Movement bonus on the boots from 10% to 20% (only 5% loss)
- New Set Bonus: Players wearing the full Crystal set can now Dash
Squire Armor (Nerf)
- Decreased Greaves Melee Critical chance from 20% to 15%
Monk Armor (Buff)
- Increased Pants Melee Critical chance from 10% to 15%
Huntress Armor (Buff)
- Added +10% Ammo Cost Reduction to the Jerkin
Apprentice Armor (Buff)
- Added +10% Magic Damage on Helmet
Valhalla Knight Armor (Rework)
- Added +10% Melee damage on helmet
- Decreased Greaves Movement Speed bonus from 30% to 20%
Shinobi Infiltrator Armor (Buff)
- Increased Pants Movement Speed bonus from 20% to 30%
- Added +5% Melee Critical chance on Torso
Red Riding Armor (Buff)
- Added +10% Ranged Critical chance on Leggings
- Added +20% Ammo Cost Reduction on Dress
Dark Artist Armor (Buff)
- Added +20% Movement Speed Bonus on Leggings
- Added +15% Mana Cost Reduction on Robes
- Moved 5% of the Minion/Magic Damage from Robes to Hat
- Removed the 1 Defense set bonus.
- New set bonus: Cactus Armor now deals a flat 15 Thorns damage. This damage is multiplied to 30 and 45 respectively in Expert and Master mode.
Mining Armor (Buff)
- Increased the drop rate of Mining Shirt and Mining Pants from 2.4% to 12%. That's not a typo!
- Note: The Mining Set was, for the vast majority of players, simply too rare to ever be used during the period of time in which it would be useful. While still fairly rare, this substantial drop rate increase should make it a plausible set to obtain for players who make an effort to seek out Undead Miners. Additional note: Due to the Mining Helmet being available for direct purchase, its drop rate was not increased
Gladiator Armor (Buff / Rework)
- Increased the defense of the Helmet and Leggings by 1
- Increased the defense of the Breastplate by 2
- New set bonus: Players wearing the full Gladiator set are immune to knockback
- Increased the drop rate from a 1/20 chance to drop a random piece to a 1/7 chance
Fossil Armor (Buff)
- Increased defense of Helmet and Greaves from 2 to 4
- Increased Ranged critical chance on Helmet and Greaves from 3% to 4%
- Increased defense of Plate from 4 to 5
- Replaced the 3% Ranged critical bonus on the Plate with a 5% Ranged damage bonus
Wizard Hat (Nerf)
- Magic damage decreased from 15% to 5%
- Defense increased from 2 to 4
- Note: the set bonus for this item is untouched
Magic Hat (Nerf)
- Magic damage/critical chance bonus decreased from 7 to 6
Meteor Armor (Buff)
- Increased the Magic damage bonus on each piece from 7% to 9% (21%->27% total)
- (Cross-listing from Magic section) Space Gun's damage decreased by 2, and its mana cost reduced by 1
- Note: this change is an experiment to attempt to slightly decentralize the focus and power of Meteor Armor's set bonus with Space Gun, while giving it a bit more oomph with other weapons. The increased damage on the armor, in combination with the decreased damage on the Space Gun, will result in very slightly less DPS with the traditional combo, but it should remain mostly unchanged. Additionally, the lower mana cost on the Space Gun itself means there is less value gained from the Meteor Armor's set bonus. However, the increased magic damage for the set as a whole should see it slightly more viable to use with weapons OTHER than the Space Gun.
Jungle Armor (And Ancient Cobalt Armor) (Buff)
- Increased the Magic critical chance bonus on the Hat and Pants from 4% to 6%
- Replaced the 4% Magic critical bonus on the Shirt with a 6% Magic damage bonus
Necro Armor (Nerf)
- Decreased the set bonus Ranged critical chance from 15% to 10%
- Increasing defense of each piece by 1 (3 total) Included Ancient Necro Helmet
Obsidian Armor (Buff)
- Converted the Obsidian Armor into a Whip-centric Summoner armor
- Obsidian Armor set pieces can now only be crafted at a Hellforge, and requires Shadow Scales/Tissue Samples
- Obsidian Outlaw Hat now gives 9% Summon damage
- Obsidian Longcoat now gives +1 Minion count
- Obsidian Greaves now give 9% Summon damage
- New Set bonus: Increase Whip Range and Speed by 50%. Additionally, gain another 25% Summon damage (43% total across the entire set)
- Note: This set will deal very high summon damage, but at the expense of a lower minion count. Instead, it focuses on dramatically improving the performance and damage of whips, and can still be obtained earlier, or as an alternative, to Bee Armor, but it may require a bit more legwork to obtain the set, given its new crafting station requirement.
Molten Armor (Buff)
- Molten Helmet now gives 7% Melee Critical Chance
- Molten Breastplate now gives 7% Melee Damage
- Molten Leggings now give 7% Melee Speed
- The 17% Melee Damage set bonus has been reduced to 10% (the 7% moved to the Breastplate)
- New Set bonus: Players wearing the full Molten set cannot be inflicted with the On Fire debuff. This is in addition to the pre-existing 10% damage bonus.
Cobalt Armor (Buff)
- Cobalt Breastplate Critical Damage increased from 3% to 5%
- Cobalt Leggings Defense increased from 7 to 8
- Added a 3% Damage bonus to the Cobalt Leggings
- Cobalt Helmet (Melee) Defense increased from 11 to 12
- Cobalt Helmet Movement Speed increased from 7% to 10%
- Cobalt Helmet Melee Speed bonus (12%) changed into a Melee Damage Bonus (15%)
- Cobalt Mask (Ranged) Critical Chance increased from 6% to 10%
- Added a 10% Magic Damage bonus to the Cobalt Hat (Magic)
Palladium Armor (Nerf with minor Buffs)
- Reduced the potency of the healing set bonus from 6 to 4
- Palladium Mask (Melee) Damage bonus increased from 8% to 12%
- Palladium Headgear (Magic) Damage bonus increased from 7% to 9%
- Palladium Headgear Damage bonus increased from 7% to 9%
Mythril Armor (Buff)
- Mythril Chainmail Damage bonus increased from 5% to 7%
- Mythril Greaves Critical chance increased from 3% to 10%
- Mythril Helmet (Melee) Critical chance increased from 5% to 8%
- Mythril Melee set bonus increased from 5% to 10% Critical Chance
Orichalcum Armor (Buff)
- Orichalcum Mask (Melee) Damage bonus increased from 7% to 11%
- Orichalcum Mask Melee Speed bonus increased from 7% to 11%
Adamantite Armor (Buff)
- Adamantite Breastplate Damage bonus increased from 6% to 8%
- Adamantite Leggings Critical bonus increased from 4% to 7%
- Adamantite Melee Set Bonus (Melee/Movement Speed Boost) increased from 18% to 20%
- Adamantite Mask (Ranged) Critical chance increased from 8% to 10%
- Adamantite Headgear (Magic) Damage increased from 11% to 12%
- Adamantite Headgear Magic Critical chance increased from 11% to 12%
Titanium Armor (Buff)
- Titanium Mask (Melee) Damage/Critical/Speed bonus increased from 8% to 9%
Frost Armor (Buff)
- Frost Armor's Set Bonus now gives an additional 10% Melee/Ranged Damage
- Frost Armor's Set Bonus now inflicts a special version of On Fire that deals 25 DPS instead of 8
Forbidden Armor (Buff)
- Forbidden Robes now have a 10% Summon Damage bonus
- Forbidden Treads now have a 10% Magic Damage bonus
Chlorophyte Armor (Buff)
- Decreased the cooldown on the Leaf Crystal shot from 50 to 40
Spectre Armor (Mask) (Buff)
- Increased the Magic Damage/Critical Chance bonus from 5% to 10%
- Increased the limit on how much burst damage can be dealt by the set bonus at once from 1000 to 1500
- The "recovery rate" that determines how many new projectiles can be generated over time has increased from 250 to 400 (it was increased from 150 to 250 in 1.4)
Note: the Spectre Mask set fires bonus damage projectiles upon dealing damage with magic weapons. There is a maximum limit of how much damage these can do at once, with the damage counter decreasing over time. This change both increases the limit by 50%, and increases the rate at which the counter empties significantly.
Spectre Armor (Hood)
- Note: Statistically speaking, this set has not changed! This is merely a re-organizing of stat changes and tooltip revision to be more clear to players
- The -40% damage penalty has been moved from the Spectre Hood itself (which now gives no bonuses at all, either positive or negative) and now comes from the Set Bonus
- The tooltip on the set bonus now attempts to be more clear about the fact that you are trading offensive power for healing benefits. Hopefully, this will lead to less confusion in the future about why this set works the way it does.
Crystal Assassin Armor (Buff / Rework)
- Added 10% Mana Cost reduction to the Hood
- Added 10% Ammo Cost reduction to the Shirt
- Added 10% Melee Speed increase to the Pants
- Removed the 15% Movement Speed increase Set Bonus, but increased the Movement bonus on the boots from 10% to 20% (only 5% loss)
- New Set Bonus: Players wearing the full Crystal set can now Dash
Squire Armor (Nerf)
- Decreased Greaves Melee Critical chance from 20% to 15%
Monk Armor (Buff)
- Increased Pants Melee Critical chance from 10% to 15%
Huntress Armor (Buff)
- Added +10% Ammo Cost Reduction to the Jerkin
Apprentice Armor (Buff)
- Added +10% Magic Damage on Helmet
Valhalla Knight Armor (Rework)
- Added +10% Melee damage on helmet
- Decreased Greaves Movement Speed bonus from 30% to 20%
Shinobi Infiltrator Armor (Buff)
- Increased Pants Movement Speed bonus from 20% to 30%
- Added +5% Melee Critical chance on Torso
Red Riding Armor (Buff)
- Added +10% Ranged Critical chance on Leggings
- Added +20% Ammo Cost Reduction on Dress
Dark Artist Armor (Buff)
- Added +20% Movement Speed Bonus on Leggings
- Added +15% Mana Cost Reduction on Robes
- Moved 5% of the Minion/Magic Damage from Robes to Hat
Band of Regeneration/Charm of Myths (Buff)
- Increased healing gain from 0.5 HP per second to 1 HP per second
Band of Starpower/Panic Necklace (Buff)
- (Cross-listing from Crafting Changes) Band of Starpower and Panic Necklace are now more easily available in all worlds. They can be crafted in a Graveyard at a Tinkerer's Workshop, by taking one of them and combining it with a Life or Mana Crystal. Band of Starpower + Life Crystal = Panic Necklace. Panic Necklace + Mana Crystal = Band of Starpower.
Bone Glove (Rework)
- This item has been completely overhauled and turned into an accessory
- When equipped, the player will shoot Crossbones towards their cursor whenever they are attacking, once per second. Consider it like a sword projectile, except it works for every weapon.
- The bones deal 25 class-neutral damage, but additionally ignore up to 25 enemy defense.
- Now also has vanity visibility in the Gloves spot
- Note: In practice, this should allow the Bone Gloves to be simultaneously viable for more classes than just Ranged, and also give it a bit more longevity
Brain of Confusion (Nerf)
- Reduced the Critical chance bonus of the Mind Trick buff from 20% to 10%.
- Reduced the duration of Mind Trick by 1 second
Celestial Cuffs (Buff)
- Now has the +20 mana bonus that its component accessories granted
Diving Helmet and all of its tinkers (Buff)
- Increased the breath capacity bonus by 50%
Feral Claws and Titan Glove (Rework / Buff)
- Moved the "gives autoswing for Melee weapons" perk to Feral Claws, making it available earlier for players. This perk still continues up the tinker chain, it is simply no longer present on Titan Glove specifically
- Titan Glove now has a new perk that increases the size of (eligible) melee weapons by 10%. This perk is also present on all of its tinkers; however, the effect does not stack.
Fledgling Wings and Lucky Horseshoe (Re-Tiering)
- The Lucky Horseshoe is no longer found in Sky Chests, and has been added to the underground Gold Chest loot pool
- In its place, Fledgling Wings have been added to Sky Chests and Sky Crates
Flesh Knuckles/Berserker Gloves (Buff)
- Defense increased from 7 to 8
Fire Gauntlet (Buff)
- Increased the 10% Damage and Melee Speed bonus to 12%
- Gains the new benefit added to the Titan Glove (see Titan Glove)
- Gains the new benefit added to the Magma Stone (see Magma Stone)
Hero Shield (Buff)
- Defense increased from 7 to 10
Honeycomb (and Bee Cloak, Honey Balloon, Stinger Necklace, and Sweetheart Necklace) (Buff / Rework)
- The base damage of the Bees generated by these has been increased from 7 to 13. If using a Hive Pack, this damage is 18.
- This damage is multiplied by 1.5x in Expert mode, and 2x in Master mode
- Additionally, if hit while wearing any of these accessories, the player gains the Honey buff for 5 seconds
Jellyfish Necklace and all of its tinkers (Buff)
- Now lets off an extremely faint glow when out of water (less than the Shadow Orb light pet)
- Dramatically increased the brightness when in water
Lava Charm (Buff)
- Doubled its spawn rate, giving it a 1/20 chance to be found in Lava-layer chests or Lava fishing crates
Magma Stone (Buff)
- Now inflicts a special version of On Fire that deals 15 DPS instead of 4
Molten Quiver (Buff)
- Technically a bug fix, but Wooden Arrows converted to Flaming Arrows by using this accessory now properly gain the +2 damage that Flaming Arrows have. This bonus is only applied to Wooden Arrows, if using the Quiver with superior arrows it will not apply the bonus (as it would be using the superior damage bonus of those arrows instead)
Obsidian Rose (Buff)
- Increased the lava damage reduction from 30 to 45. This change applies to all of its tinkers, however, as a consequence, lava damage has been moved to its own immunity timer, as the change would allow lava to very easily be reduced to 1 damage with the proper loadout.
- Is now a component in the Lava Waders, extending its lava damage reduction to the Lava Waders, Hellfire Treads, and Terraspark Boots. This change is retroactive for people who have already crafted those items, of course!
Panic Necklace/Sweetheart Necklace (Buff)
- Increased duration of the Panic! buff from 5 to 8 seconds
Pygmy Necklace (Re-Tiering)
- Is now sold by the Witch Doctor in pre-Hardmode, giving summoning accessories some earlier-game accessibility (he still only sells it at night, however!)
Star Cloak, Bee Cloak, Star Veil, and Mana Cloak (Buff)
- The base damage of the Stars generated by these accessories has been increased from 30 to 75. In addition, these stars will ignore up to 25 enemy defense.
- This damage is multiplied by 2x in Expert mode, and 3x in Master mode (the defense penetration remains unchanged)
- Now uses local immune frames, will not interfere with other piercing projectiles
- Increased healing gain from 0.5 HP per second to 1 HP per second
Band of Starpower/Panic Necklace (Buff)
- (Cross-listing from Crafting Changes) Band of Starpower and Panic Necklace are now more easily available in all worlds. They can be crafted in a Graveyard at a Tinkerer's Workshop, by taking one of them and combining it with a Life or Mana Crystal. Band of Starpower + Life Crystal = Panic Necklace. Panic Necklace + Mana Crystal = Band of Starpower.
Bone Glove (Rework)
- This item has been completely overhauled and turned into an accessory
- When equipped, the player will shoot Crossbones towards their cursor whenever they are attacking, once per second. Consider it like a sword projectile, except it works for every weapon.
- The bones deal 25 class-neutral damage, but additionally ignore up to 25 enemy defense.
- Now also has vanity visibility in the Gloves spot
- Note: In practice, this should allow the Bone Gloves to be simultaneously viable for more classes than just Ranged, and also give it a bit more longevity
Brain of Confusion (Nerf)
- Reduced the Critical chance bonus of the Mind Trick buff from 20% to 10%.
- Reduced the duration of Mind Trick by 1 second
Celestial Cuffs (Buff)
- Now has the +20 mana bonus that its component accessories granted
Diving Helmet and all of its tinkers (Buff)
- Increased the breath capacity bonus by 50%
Feral Claws and Titan Glove (Rework / Buff)
- Moved the "gives autoswing for Melee weapons" perk to Feral Claws, making it available earlier for players. This perk still continues up the tinker chain, it is simply no longer present on Titan Glove specifically
- Titan Glove now has a new perk that increases the size of (eligible) melee weapons by 10%. This perk is also present on all of its tinkers; however, the effect does not stack.
Fledgling Wings and Lucky Horseshoe (Re-Tiering)
- The Lucky Horseshoe is no longer found in Sky Chests, and has been added to the underground Gold Chest loot pool
- In its place, Fledgling Wings have been added to Sky Chests and Sky Crates
Flesh Knuckles/Berserker Gloves (Buff)
- Defense increased from 7 to 8
Fire Gauntlet (Buff)
- Increased the 10% Damage and Melee Speed bonus to 12%
- Gains the new benefit added to the Titan Glove (see Titan Glove)
- Gains the new benefit added to the Magma Stone (see Magma Stone)
Hero Shield (Buff)
- Defense increased from 7 to 10
Honeycomb (and Bee Cloak, Honey Balloon, Stinger Necklace, and Sweetheart Necklace) (Buff / Rework)
- The base damage of the Bees generated by these has been increased from 7 to 13. If using a Hive Pack, this damage is 18.
- This damage is multiplied by 1.5x in Expert mode, and 2x in Master mode
- Additionally, if hit while wearing any of these accessories, the player gains the Honey buff for 5 seconds
Jellyfish Necklace and all of its tinkers (Buff)
- Now lets off an extremely faint glow when out of water (less than the Shadow Orb light pet)
- Dramatically increased the brightness when in water
Lava Charm (Buff)
- Doubled its spawn rate, giving it a 1/20 chance to be found in Lava-layer chests or Lava fishing crates
Magma Stone (Buff)
- Now inflicts a special version of On Fire that deals 15 DPS instead of 4
Molten Quiver (Buff)
- Technically a bug fix, but Wooden Arrows converted to Flaming Arrows by using this accessory now properly gain the +2 damage that Flaming Arrows have. This bonus is only applied to Wooden Arrows, if using the Quiver with superior arrows it will not apply the bonus (as it would be using the superior damage bonus of those arrows instead)
Obsidian Rose (Buff)
- Increased the lava damage reduction from 30 to 45. This change applies to all of its tinkers, however, as a consequence, lava damage has been moved to its own immunity timer, as the change would allow lava to very easily be reduced to 1 damage with the proper loadout.
- Is now a component in the Lava Waders, extending its lava damage reduction to the Lava Waders, Hellfire Treads, and Terraspark Boots. This change is retroactive for people who have already crafted those items, of course!
Panic Necklace/Sweetheart Necklace (Buff)
- Increased duration of the Panic! buff from 5 to 8 seconds
Pygmy Necklace (Re-Tiering)
- Is now sold by the Witch Doctor in pre-Hardmode, giving summoning accessories some earlier-game accessibility (he still only sells it at night, however!)
Star Cloak, Bee Cloak, Star Veil, and Mana Cloak (Buff)
- The base damage of the Stars generated by these accessories has been increased from 30 to 75. In addition, these stars will ignore up to 25 enemy defense.
- This damage is multiplied by 2x in Expert mode, and 3x in Master mode (the defense penetration remains unchanged)
- Now uses local immune frames, will not interfere with other piercing projectiles
Reaver Shark (Buff)
- Use time decreased from 18 to 13
- Note: This is enough to make the Reaver Shark the best pre-HM pickaxe for mining almost any material that it can mine, except for Stone/Hard tiles, which the Molten Pickaxe is still slightly faster for. This will give it a viable niche even without its original power.
Bone Pickaxe (Buff)
- Drop rate increased from 2% to 5%
Chlorophyte Jackhammer (Buff)
- Included this item in the Drill/Chainsaw mechanics overhaul. It now has increased speed at the expense of range
Mechanic's Rod (Buff)
- Fishing power increased from 30% to 35%
- Now sold by the Mechanic as soon as she can be rescued, not just in Hardmode
- Is now available every other moon phase, rather than only a single moon phase
Fiberglass Fishing Pole (Buff)
- Fishing power increased from 27% to 30%
- Increased odds of finding it in a chest from 1/30 to 1/15
Scarab Fishing Rod (Buff)
- Fishing Power increased from 25% to 30%
Sitting Duck Rod (Re-tier)
- The Traveling Merchant will now only sell this after Skeletron has been defeated
Living Wands (Buff)
- The Living Wood Wand and Leaf Wand have a 1/300 chance of being dropped from TreeHit purity forest trees, offering a rare but renewable source of them
- The Living Mahogany Wand and Rich Mahogany Leaf Wand have a 1/200 chance of being dropped from TreeHit Jungle Trees
Black Spot (Nerf)
- Top speed and acceleration decreased dramatically. Previously its top speed was higher than the UFO mount, but now it is less.
- Can no longer dash-into-mount to instantly reach top acceleration
- Note: The Black Spot was originally intended to be a mount that would be bad for boss fights due to its slow acceleration, but good for cross-world travel due to its high top speed. Unfortunately, our oversight was that this made the mount excellent for boss-kiting, so much so that it broke several boss fights. It was never intended to be useful in this manner, particularly because it comes so early in progression. We regret having to nerf it so substantially, but as an infinite flight mount that comes several tiers before the UFO mount, it should still possess substantial value as an item.
Scutlix Mount (Buff)
- There was an unlisted change in 1.4 that dramatically reduced the range of the Scutlix mount's attack. This was not a willful omission, but a change made for performance optimization purposes, because the detection range on the Scutlix Mount was extremely high, and the larger it was, the more of a performance impact it had. The range was originally "1500" and reduced to 500. As this was a change made for optimization purposes, it takes priority over balance adjustments, and so I can't overrule it for the purposes of the mount itself (and that it was part of optimization changes is how it slipped past my documentation in the first place). However, we've re-assessed it and have increased the range back up to 850, which is a middle ground that offers a bit more range without the majority of the performance impact the original range had.
- Additionally, to compensate for the lost range, the damage of the Scutlix shots has been increased from 100 to 150
Dark Mage's Tome (Buff)
- This mount now steps up slopes and 1-block tiles like the Flying Carpet
Witch's Broom (Buff)
- Slightly increased speed values so that it is a minor upgrade over the UFO Mount (since it is Expert exclusive)
Flamingo Mount (Nerf)
- Top speed decreased from 7.5 to 6
- Note: Despite having slightly lower top speed than the Horse mounts, the Flamingo was available earlier, and had dramatically higher acceleration and handling, as well as special water utility to boot. This meant that it was a superior mount that somewhat invalidated the Horse mounts value, even though it was supposed to be a lower grade mount.
Pre-Hardmode Horse Mounts (Dusty Rawhide, Royal Gilded, and Black Studded Saddles) (Buff)
- Top speed increased from 8 to 9
Jewel of Light and Pumpkin Scented Candle (Light Pets) (Buff)
- Brightness increased by roughly 50%
Suspicious Looking Tentacle (Light Pet) (Buff)
- Brightness increased by roughly 33%
- Use time decreased from 18 to 13
- Note: This is enough to make the Reaver Shark the best pre-HM pickaxe for mining almost any material that it can mine, except for Stone/Hard tiles, which the Molten Pickaxe is still slightly faster for. This will give it a viable niche even without its original power.
Bone Pickaxe (Buff)
- Drop rate increased from 2% to 5%
Chlorophyte Jackhammer (Buff)
- Included this item in the Drill/Chainsaw mechanics overhaul. It now has increased speed at the expense of range
Mechanic's Rod (Buff)
- Fishing power increased from 30% to 35%
- Now sold by the Mechanic as soon as she can be rescued, not just in Hardmode
- Is now available every other moon phase, rather than only a single moon phase
Fiberglass Fishing Pole (Buff)
- Fishing power increased from 27% to 30%
- Increased odds of finding it in a chest from 1/30 to 1/15
Scarab Fishing Rod (Buff)
- Fishing Power increased from 25% to 30%
Sitting Duck Rod (Re-tier)
- The Traveling Merchant will now only sell this after Skeletron has been defeated
Living Wands (Buff)
- The Living Wood Wand and Leaf Wand have a 1/300 chance of being dropped from TreeHit purity forest trees, offering a rare but renewable source of them
- The Living Mahogany Wand and Rich Mahogany Leaf Wand have a 1/200 chance of being dropped from TreeHit Jungle Trees
Black Spot (Nerf)
- Top speed and acceleration decreased dramatically. Previously its top speed was higher than the UFO mount, but now it is less.
- Can no longer dash-into-mount to instantly reach top acceleration
- Note: The Black Spot was originally intended to be a mount that would be bad for boss fights due to its slow acceleration, but good for cross-world travel due to its high top speed. Unfortunately, our oversight was that this made the mount excellent for boss-kiting, so much so that it broke several boss fights. It was never intended to be useful in this manner, particularly because it comes so early in progression. We regret having to nerf it so substantially, but as an infinite flight mount that comes several tiers before the UFO mount, it should still possess substantial value as an item.
Scutlix Mount (Buff)
- There was an unlisted change in 1.4 that dramatically reduced the range of the Scutlix mount's attack. This was not a willful omission, but a change made for performance optimization purposes, because the detection range on the Scutlix Mount was extremely high, and the larger it was, the more of a performance impact it had. The range was originally "1500" and reduced to 500. As this was a change made for optimization purposes, it takes priority over balance adjustments, and so I can't overrule it for the purposes of the mount itself (and that it was part of optimization changes is how it slipped past my documentation in the first place). However, we've re-assessed it and have increased the range back up to 850, which is a middle ground that offers a bit more range without the majority of the performance impact the original range had.
- Additionally, to compensate for the lost range, the damage of the Scutlix shots has been increased from 100 to 150
Dark Mage's Tome (Buff)
- This mount now steps up slopes and 1-block tiles like the Flying Carpet
Witch's Broom (Buff)
- Slightly increased speed values so that it is a minor upgrade over the UFO Mount (since it is Expert exclusive)
Flamingo Mount (Nerf)
- Top speed decreased from 7.5 to 6
- Note: Despite having slightly lower top speed than the Horse mounts, the Flamingo was available earlier, and had dramatically higher acceleration and handling, as well as special water utility to boot. This meant that it was a superior mount that somewhat invalidated the Horse mounts value, even though it was supposed to be a lower grade mount.
Pre-Hardmode Horse Mounts (Dusty Rawhide, Royal Gilded, and Black Studded Saddles) (Buff)
- Top speed increased from 8 to 9
Jewel of Light and Pumpkin Scented Candle (Light Pets) (Buff)
- Brightness increased by roughly 50%
Suspicious Looking Tentacle (Light Pet) (Buff)
- Brightness increased by roughly 33%
Blood Rain Bow, Chum Caster, and Vampire Frog Staff (Buff)
- Previously, killing a Wandering Eye Fish or a Zombie Merman had a flat 1/8 chance for the game to select ONE of the three items to drop, and it would only drop one. This has been changed so that each of the three items has their own independent 1/8 chance to drop. This means that you could potentially get more than one drop at once, and the three are no longer competing with each other, effectively increasing their drop rate by 3x.
Bloody Tear (Buff)
- Increased drop rate from 1/200 to 1/100 for standard Blood Moon enemies
- Increased drop rate from 1/200 to 1/25 for Blood Moon fishing enemies (Eyeball Fish, Zombie Merman, Blood Eel, Hemogoblin Shark)
- Increased drop rate from 1/9 to 1/5 for The Groom and The Bride
- Increased drop rate from 1/9 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.
Sanguine Staff (Buff)
- Increased drop rate from 1/5 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.
Blade Staff (Source Changed)
- Now drops from Queen Slime instead of Enchanted Swords
Kites (From Balloon Slimes) (Buff)
- Kites dropped from Balloon Slimes are roughly 3x more likely to drop. Paper airplanes are mostly the same, but now drop in small stacks
Bone Serpent Kite (Buff)
- Drop rate increased from 4% to 6%
Sturdy Fossil (Buff)
- Tomb Crawlers now have a chance to drop small amounts of Sturdy Fossil
- Oasis/Mirage Crates now have a chance to include Sturdy Fossil
Valor/Muramasa and Golden Lock Boxes
- (Technically a bug) fixed an issue where Muramasa had twice the odds of dropping from a Golden Lock Box compared to other items
- Valor can now be found from Golden Lock Boxes
Torches (Buff)
- Jungle Torches now have a more efficient recipe, giving more torches per Jungle Spore
- If you have less than 20 torches at any point, you have an increased chance to get torches when breaking pots
Mana Crystal (Buff)
- In light of the increased spawn rate of Falling Stars in 1.4, the crafting recipe for Mana Crystals has been increased from 3 to 5 Fallen Stars
Early Game Ore Tools, Weapons, and Armor (Buff)
- The cost of making early game Ore equipment has been re-evaluated across the board with cost reductions to most items. This applies to Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, and Platinum
- Pickaxes have had their crafting costs reduced from 12 to 10. Copper/Tin Pickaxes have been reduced to 8.
- Axes have had their crafting costs reduced from 9 to 8. Copper/Tin Axes have been reduced to 6.
- Broadsword crafting costs are generally unchanged, but Copper/Tin Broadswords have been reduced from 8 to 6
- Shortswords have had their crafting costs reduced from 7 to 6. Copper/Tin Shortswords have been reduced to 5.
- Hammers have had their crafting costs reduced from 10 to 8.
- Bows have NOT had their crafting costs changed.
- Copper and Tin Armor's costs (ordered from Helmet>Chest>Legs) have been reduced from 15/25/20 Bars to 12/20/16 Bars
- Iron and Lead Armor's costs have been reduced from 20/30/25 to 15/25/20
- Silver and Tungsten Armor's costs have been reduced from 20/30/25 to 15/25/20
- Gold and Platinum Armor's costs have been reduced from 25/35/30 to 20/30/25
Hardmode Ore Swords (Buff)
- The crafting cost for Cobalt and Mythril Swords has been reduced from 10 to 8 Bars
- The crafting cost of Palladium and Orichalcum Swords has been reduced from 12 to 10 Bars
- The required bars to craft Adamantite and Titanium Swords has not changed, but see the next section for more info
Adamantite/Titanium Bars (Buff)
- The crafting cost of Adamantite/Titanium Bars has been reduced from 5 to 4 Ore. Subsequently, this reduces the cost of all Adamantite/Titanium armor, weapons, and tools
Jester Arrows (Nerf)
- The crafting efficiency per Fallen Star has been reduced by half. You now get 10 arrows per star rather than 20.
Super Star Shooter (Source Changed)
- Rather than being sold randomly from the Traveling Merchant, this weapon is now crafted with the Star Cannon and Hallowed Bars
- Previously, killing a Wandering Eye Fish or a Zombie Merman had a flat 1/8 chance for the game to select ONE of the three items to drop, and it would only drop one. This has been changed so that each of the three items has their own independent 1/8 chance to drop. This means that you could potentially get more than one drop at once, and the three are no longer competing with each other, effectively increasing their drop rate by 3x.
Bloody Tear (Buff)
- Increased drop rate from 1/200 to 1/100 for standard Blood Moon enemies
- Increased drop rate from 1/200 to 1/25 for Blood Moon fishing enemies (Eyeball Fish, Zombie Merman, Blood Eel, Hemogoblin Shark)
- Increased drop rate from 1/9 to 1/5 for The Groom and The Bride
- Increased drop rate from 1/9 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.
Sanguine Staff (Buff)
- Increased drop rate from 1/5 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.
Blade Staff (Source Changed)
- Now drops from Queen Slime instead of Enchanted Swords
Kites (From Balloon Slimes) (Buff)
- Kites dropped from Balloon Slimes are roughly 3x more likely to drop. Paper airplanes are mostly the same, but now drop in small stacks
Bone Serpent Kite (Buff)
- Drop rate increased from 4% to 6%
Sturdy Fossil (Buff)
- Tomb Crawlers now have a chance to drop small amounts of Sturdy Fossil
- Oasis/Mirage Crates now have a chance to include Sturdy Fossil
Valor/Muramasa and Golden Lock Boxes
- (Technically a bug) fixed an issue where Muramasa had twice the odds of dropping from a Golden Lock Box compared to other items
- Valor can now be found from Golden Lock Boxes
Torches (Buff)
- Jungle Torches now have a more efficient recipe, giving more torches per Jungle Spore
- If you have less than 20 torches at any point, you have an increased chance to get torches when breaking pots
Mana Crystal (Buff)
- In light of the increased spawn rate of Falling Stars in 1.4, the crafting recipe for Mana Crystals has been increased from 3 to 5 Fallen Stars
Early Game Ore Tools, Weapons, and Armor (Buff)
- The cost of making early game Ore equipment has been re-evaluated across the board with cost reductions to most items. This applies to Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, and Platinum
- Pickaxes have had their crafting costs reduced from 12 to 10. Copper/Tin Pickaxes have been reduced to 8.
- Axes have had their crafting costs reduced from 9 to 8. Copper/Tin Axes have been reduced to 6.
- Broadsword crafting costs are generally unchanged, but Copper/Tin Broadswords have been reduced from 8 to 6
- Shortswords have had their crafting costs reduced from 7 to 6. Copper/Tin Shortswords have been reduced to 5.
- Hammers have had their crafting costs reduced from 10 to 8.
- Bows have NOT had their crafting costs changed.
- Copper and Tin Armor's costs (ordered from Helmet>Chest>Legs) have been reduced from 15/25/20 Bars to 12/20/16 Bars
- Iron and Lead Armor's costs have been reduced from 20/30/25 to 15/25/20
- Silver and Tungsten Armor's costs have been reduced from 20/30/25 to 15/25/20
- Gold and Platinum Armor's costs have been reduced from 25/35/30 to 20/30/25
Hardmode Ore Swords (Buff)
- The crafting cost for Cobalt and Mythril Swords has been reduced from 10 to 8 Bars
- The crafting cost of Palladium and Orichalcum Swords has been reduced from 12 to 10 Bars
- The required bars to craft Adamantite and Titanium Swords has not changed, but see the next section for more info
Adamantite/Titanium Bars (Buff)
- The crafting cost of Adamantite/Titanium Bars has been reduced from 5 to 4 Ore. Subsequently, this reduces the cost of all Adamantite/Titanium armor, weapons, and tools
Jester Arrows (Nerf)
- The crafting efficiency per Fallen Star has been reduced by half. You now get 10 arrows per star rather than 20.
Super Star Shooter (Source Changed)
- Rather than being sold randomly from the Traveling Merchant, this weapon is now crafted with the Star Cannon and Hallowed Bars
Frostburn (Buff)
- "Player" Frostburn now does 8 DPS like "Enemy" Frostburn
Cursed Inferno (Buff)
- Technically a bug fix: 1.4 purported to increase Cursed Inferno damage from 12 to 24, but this was in error due to misreading the code. In truth, this was an increase from 6 to 12. This has now been remedied, and Cursed Inferno now properly does 24 DPS. However, player-based Cursed Inferno has NOT been increased correspondingly, so they will still take 12 DPS.
Venom (Buff / Rework)
- Technically a bug fix: 1.4 purported to increase Venom damage from 12 to 30, but this was in error due to misreading the code. In truth, this was an increase from 6 to 15. This has now been remedied, and Venom now properly does 30 DPS. However, player-based Venom has NOT been increased correspondingly, so they will still take 15 DPS.
- Venom has been renamed to "Acid Venom". This is to reflect a dramatic overhaul to its enemy immunity. Enemies who are immune to Poison are no longer necessarily immune to Acid Venom, and Acid Venom will now usually impact undead, stone, metal, and poisonous enemies.
Ichor (Nerf)
- Defense reduction has been reduced from 20 to 15
Oiled (Rework)
- Rather than individually boosting different OnFire-like debuffs with, admittedly arbitrary amounts, Oiled now adds an additional flat 25 DPS if the target is suffering from any of these debuffs. For example, if the target is On Fire (4 DPS), it will take 29 total if Oiled.
Thorns Potion (Buff)
- The Thorns effect from this potion has been increased from 1/3rd of the damage taken to 100% of the damage taken
Dryad's Blessing (Buff)
- The Thorns effect from this buff has been increased from 20% of the damage taken to 50% of the damage taken
Debuff Immunity Overhaul (Rework)
- Though far too extensive to fully document, hundreds of changes have been made to enemy debuff immunities across the game. Generally speaking, the majority of these changes were making enemies susceptible to debuffs which they were previously immune to.
- The Venom change previously mentioned is the most prominent example, with the vast majority of Venom immune enemies no longer being immune.
- A large number of enemies which were previously immune to Cursed Inferno no longer are, particularly many stone/metal enemies
- Previously, enemies which were immune to Cursed Inferno were also always immune to Shadowflame. This is no longer the case, and there are now enemies immune to one or the other, though on the whole, a lot less enemies are immune to Shadowflame than before
- Ghost-like enemies (Wraiths, Poltergeists, etc) are now almost always immune to all major debuffs, including Ichor. This does not extend to Whip-debuffs.
- A large number of enemies which were "immune to everything" no longer are. This includes several Pumpkin Moon enemies and Celestial Invasion enemies that were immune to everything for no apparent reason. They are now immune, or not immune, to various debuffs depending on their nature.
- Several enemies which are "immune to everything" intentionally (such as the Destroyer) are no longer immune to Whip-debuffs, as those are meant to be universal.
- Though there are a few exceptions, the vast majority of Confusion-immune enemies still are. Unfortunately, this is because Confusion requires specialized code for every type of enemy, and so the cost investment to make more enemies susceptible to Confusion is dramatically higher than simply "setting them to not immune" like the other debuffs.
- "Player" Frostburn now does 8 DPS like "Enemy" Frostburn
Cursed Inferno (Buff)
- Technically a bug fix: 1.4 purported to increase Cursed Inferno damage from 12 to 24, but this was in error due to misreading the code. In truth, this was an increase from 6 to 12. This has now been remedied, and Cursed Inferno now properly does 24 DPS. However, player-based Cursed Inferno has NOT been increased correspondingly, so they will still take 12 DPS.
Venom (Buff / Rework)
- Technically a bug fix: 1.4 purported to increase Venom damage from 12 to 30, but this was in error due to misreading the code. In truth, this was an increase from 6 to 15. This has now been remedied, and Venom now properly does 30 DPS. However, player-based Venom has NOT been increased correspondingly, so they will still take 15 DPS.
- Venom has been renamed to "Acid Venom". This is to reflect a dramatic overhaul to its enemy immunity. Enemies who are immune to Poison are no longer necessarily immune to Acid Venom, and Acid Venom will now usually impact undead, stone, metal, and poisonous enemies.
Ichor (Nerf)
- Defense reduction has been reduced from 20 to 15
Oiled (Rework)
- Rather than individually boosting different OnFire-like debuffs with, admittedly arbitrary amounts, Oiled now adds an additional flat 25 DPS if the target is suffering from any of these debuffs. For example, if the target is On Fire (4 DPS), it will take 29 total if Oiled.
Thorns Potion (Buff)
- The Thorns effect from this potion has been increased from 1/3rd of the damage taken to 100% of the damage taken
Dryad's Blessing (Buff)
- The Thorns effect from this buff has been increased from 20% of the damage taken to 50% of the damage taken
Debuff Immunity Overhaul (Rework)
- Though far too extensive to fully document, hundreds of changes have been made to enemy debuff immunities across the game. Generally speaking, the majority of these changes were making enemies susceptible to debuffs which they were previously immune to.
- The Venom change previously mentioned is the most prominent example, with the vast majority of Venom immune enemies no longer being immune.
- A large number of enemies which were previously immune to Cursed Inferno no longer are, particularly many stone/metal enemies
- Previously, enemies which were immune to Cursed Inferno were also always immune to Shadowflame. This is no longer the case, and there are now enemies immune to one or the other, though on the whole, a lot less enemies are immune to Shadowflame than before
- Ghost-like enemies (Wraiths, Poltergeists, etc) are now almost always immune to all major debuffs, including Ichor. This does not extend to Whip-debuffs.
- A large number of enemies which were "immune to everything" no longer are. This includes several Pumpkin Moon enemies and Celestial Invasion enemies that were immune to everything for no apparent reason. They are now immune, or not immune, to various debuffs depending on their nature.
- Several enemies which are "immune to everything" intentionally (such as the Destroyer) are no longer immune to Whip-debuffs, as those are meant to be universal.
- Though there are a few exceptions, the vast majority of Confusion-immune enemies still are. Unfortunately, this is because Confusion requires specialized code for every type of enemy, and so the cost investment to make more enemies susceptible to Confusion is dramatically higher than simply "setting them to not immune" like the other debuffs.
Vicious Goldfish (Buff)
- Now spawns naturally in Crimson water. Never actually spawned naturally before, with regular goldfish spawning instead.
Blood Feeder (Buff)
- Life increased from 20 to 150
- Damage increased from 30 to 50
- Defense increased from 4 to 20
- Money drop value increased from 350 to 500
- Note: The Blood Feeder was an unusual enemy, with terribly low stats, but was found only in Hardmode. Seems to have been an oversight, and is now comparably powerful for a fish-type enemy at this tier.
Ghosts (Nerf)
- Life decreased from 70 to 50
- Damage decreased from 18 to 15
- Defense decreased from 8 to 4
- Knockback susceptibility increased from 40% to 50%
Antlion Larvae (Nerf)
- Life decreased from 45 to 35
- Damage reduced from 12 to 10
Antlion Eggs (Rework)
- Antlion Eggs are now less common in initial worldgen, so there should be less of them overall, making the Underground Desert slightly less dangerous
- Antlion Eggs will now slowly regrow over time, like Bee Hives in the Jungle, but like Bee Hives, only until there are a certain number in an area, to prevent over-saturation
Rolling Cactus (Nerf)
- Reduced the base boulder damage by about a third, making them slightly less lethal (though still considerably dangerous) threats
- Increased the Cactus Thorn projectile damage from 20 to 30
Angry Dandelion (Nerf)
- Technically a bug fix: fixed an issue where Angry Dandelion's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master
Rock Golem (Nerf)
- Technically a bug fix: fixed an issue where Rock Golem's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master
Wall of Flesh (Rework)
- Wall of Flesh now causes the screen to fade to black and will despawn if all nearby players are dead, or there are no more players nearby.
Ice Elemental (Buff)
- Projectile attack can now inflict Frostburn
Jungle Creeper (Buff)
- Life increased from 120 to 400
- Defense increased from 14 to 40
- Damage increased from 50 to 100
- Now moves faster
- Attacks can now inflict Venom
- Spits Web in Expert/Master like Black Recluses
- Note: Another enemy with remarkably lower stats, they were fairly uncommon and found alone, but were much weaker than Black Recluses, which are an earlier tier and swarm. This should no longer be the case.
Lac, Cyan, and Cochineal Beetles (Misc)
- Reduced "rarity" from 1 to 2 on the Lifeform Analyzer. Will no longer take priority over even more rare enemies, such as Lost Girls.
Phantasm Dragon (Buff)
- Life increased from 4000 to 10000
- Head Defense increased from 10 to 15
- Body and Tail Defense increased from 20 to 30
- Head Damage increased from 80 to 100
- Body and Tail Damage increased from 40 to 50
Hoppin Jack (Buff)
- Can now spawn in Graveyards in Hardmode, any time of year
Vortex Lightning (Buff)
- Increased the damage of both types of lightning bolts during the Vortex Invasion to 100
- Now spawns naturally in Crimson water. Never actually spawned naturally before, with regular goldfish spawning instead.
Blood Feeder (Buff)
- Life increased from 20 to 150
- Damage increased from 30 to 50
- Defense increased from 4 to 20
- Money drop value increased from 350 to 500
- Note: The Blood Feeder was an unusual enemy, with terribly low stats, but was found only in Hardmode. Seems to have been an oversight, and is now comparably powerful for a fish-type enemy at this tier.
Ghosts (Nerf)
- Life decreased from 70 to 50
- Damage decreased from 18 to 15
- Defense decreased from 8 to 4
- Knockback susceptibility increased from 40% to 50%
Antlion Larvae (Nerf)
- Life decreased from 45 to 35
- Damage reduced from 12 to 10
Antlion Eggs (Rework)
- Antlion Eggs are now less common in initial worldgen, so there should be less of them overall, making the Underground Desert slightly less dangerous
- Antlion Eggs will now slowly regrow over time, like Bee Hives in the Jungle, but like Bee Hives, only until there are a certain number in an area, to prevent over-saturation
Rolling Cactus (Nerf)
- Reduced the base boulder damage by about a third, making them slightly less lethal (though still considerably dangerous) threats
- Increased the Cactus Thorn projectile damage from 20 to 30
Angry Dandelion (Nerf)
- Technically a bug fix: fixed an issue where Angry Dandelion's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master
Rock Golem (Nerf)
- Technically a bug fix: fixed an issue where Rock Golem's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master
Wall of Flesh (Rework)
- Wall of Flesh now causes the screen to fade to black and will despawn if all nearby players are dead, or there are no more players nearby.
Ice Elemental (Buff)
- Projectile attack can now inflict Frostburn
Jungle Creeper (Buff)
- Life increased from 120 to 400
- Defense increased from 14 to 40
- Damage increased from 50 to 100
- Now moves faster
- Attacks can now inflict Venom
- Spits Web in Expert/Master like Black Recluses
- Note: Another enemy with remarkably lower stats, they were fairly uncommon and found alone, but were much weaker than Black Recluses, which are an earlier tier and swarm. This should no longer be the case.
Lac, Cyan, and Cochineal Beetles (Misc)
- Reduced "rarity" from 1 to 2 on the Lifeform Analyzer. Will no longer take priority over even more rare enemies, such as Lost Girls.
Phantasm Dragon (Buff)
- Life increased from 4000 to 10000
- Head Defense increased from 10 to 15
- Body and Tail Defense increased from 20 to 30
- Head Damage increased from 80 to 100
- Body and Tail Damage increased from 40 to 50
Hoppin Jack (Buff)
- Can now spawn in Graveyards in Hardmode, any time of year
Vortex Lightning (Buff)
- Increased the damage of both types of lightning bolts during the Vortex Invasion to 100
Graveyard Threshold (Buff)
- The number of graves required to trigger both a full graveyard and the various levels of graveyard ambience has been increased by 1
Town Happiness (Rework)
- The boost from the "So Much Space" factor has been reduced by half
- The boost/penalty for Like/Dislike/Love/Hate factors have been increased by 20%. Everything is worth a little bit more in any direction.
- You can now have up to 3 NPCs in close proximity without any crowding unhappiness. It will now begin when there are 4 NPCs in close proximity. Furthermore, the size of the penalty starts smaller than before (though it will grow faster with each additional NPC)
- The size of the town detection has been doubled
Block Swap and Sand/Other Falling Tiles (Rework)
- In 1.4, sand and other Falling Tiles are immune to block swap under normal circumstances because they are considered a hazard and it was too easy to bypass them during early parts of the game
- However, this has been partially adjusted. You can now block swap the "top most" tile of any falling block at a time, working from the top down, but not from the bottom.
- Additionally, once your pickaxe power is high enough (Cobalt or higher), you can block swap falling tiles freely
Meteorite Ore (Buff)
- While still immune to explosions under normal circumstances, like other materials, they will become breakable with explosives after entering Hardmode
The Jungle and Corrupt/Crimson Worldgen (Buff)
- Worldgen will attempt to avoid overlapping Corruption and Crimson biomes with the Jungle during initial worldgen. While it is possible to still have overlap, the worldgen system will strongly discourage it in general, so expect to see far less worlds with Corrupt/Crimson Jungles. This does not apply to the Hardmode infection strips.
Armed Zombie/Throwing Skeleton Statues (Buff)
- These can now be found in worldgen in any world difficulty, and will function normally in those worlds
Shadow Chests in Worldgen (Buff)
- Shadow Chests are now more numerous in worldgen, with the limit increasing from 7-10 to 10-15
Pyramid Rarity (Buff)
- Worldgen's chance to place Pyramids has been increased by 50%.
Enchanted Sword Shrines (Buff)
- Worldgen's chance to place Enchanted Sword Shrines has been doubled (more accurately, each attempt to generate had only a 1/4 chance to succeed, and that has been increased to 1/2)
Sandstorm Frequency (Buff)
- Increased Sandstorm chances by 2x in Hardmode, and by 1.33x pre-Hardmode
- Note: In 1.4, Sandstorm odds were reduced substantially (roughly to 25% of what they were prior), as they were too common, especially in the early game. This is a re-adjustment of that to find a better middle ground between the two extremes.
Rock Lobster (Nerf)
- Sell value decreased from 20 Silver to 10 Silver
Sakura/Yellow Willow Saplings (Buff)
- Price decreased from 3 Gold to 1 Gold
Special Furniture Crafting Stations (Buff)
- The Steampunker will now sell most of the special furniture stations if you are in the correct biome.
- Snow biome = Ice Machine, Space = Sky Mill, etc
- The Bone Welder is sold when in a Graveyard, as the Dungeon is no proper home
- Living Looms will be sold if the player is carrying a Living Wood Wand (please see the Tools section about Living Wood Wand renewability)
- The Flesh Cloning Vat and Decay Chamber, while still sold by the Steampunker only in one type of evil world, can be crafted into each other in a Graveyard, with some Souls of Night
Mirage Fish/Pixie Fish (Buff)
- Adjusted Mirage Fish and Pixiefish to be "uncommon" instead of "rare", to match other Quest fish
TreeHit for Loot (Buff)
- The limit on the number of TreeHits you can attempt per day has been increased from 200 to 500
Sharpening Stations (Buff)
- The Merchant will now sell Sharpening Stations in Hardmode
Books (Buff)
- The Wizard will now sell books. Their cost has been increased somewhat as a result, from 3 to 15 Silver.
1/3/5 Timers (Buff)
- These are still craftable, but are also sold by the Mechanic
Mushrooms (Buff)
- Regular orange mushrooms now have a potion sickness time of 30 seconds, instead of the full 60.
Fishing Decreasing Returns (Buff)
- Early in 1.4's development, we implemented a decreasing-returns system on high level fishing power. This was before we later implemented several other Fishing nerfs (Reaver Shark, Crate Ore Revisions, etc). In hindsight, with the inclusion of those later changes, the original decreasing returns change is no longer needed, so it is being reverted. As of this update, high amounts of fishing power no longer have decreasing returns in how much benefit they grant.
Pylons and the Celestial Invasion (Buff)
- Pylons can now be used during the Celestial Invasion to traverse the world to combat the various pillars. This exception does not include Moon Lord, and they are still unusable during other invasions/boss fights.
Journey Mode Starting Inventory (Buff)
- Players in Journey Mode now spawn with the basic Grappling Hook
Boss Related Bestiary Entries (Buff)
- Boss minions which have their own Bestiary entries are now unlocked fully upon defeating their corresponding boss
- Dark Mage and Ogre only need to be killed once now to fully unlock their Bestiary entries
- The number of graves required to trigger both a full graveyard and the various levels of graveyard ambience has been increased by 1
Town Happiness (Rework)
- The boost from the "So Much Space" factor has been reduced by half
- The boost/penalty for Like/Dislike/Love/Hate factors have been increased by 20%. Everything is worth a little bit more in any direction.
- You can now have up to 3 NPCs in close proximity without any crowding unhappiness. It will now begin when there are 4 NPCs in close proximity. Furthermore, the size of the penalty starts smaller than before (though it will grow faster with each additional NPC)
- The size of the town detection has been doubled
Block Swap and Sand/Other Falling Tiles (Rework)
- In 1.4, sand and other Falling Tiles are immune to block swap under normal circumstances because they are considered a hazard and it was too easy to bypass them during early parts of the game
- However, this has been partially adjusted. You can now block swap the "top most" tile of any falling block at a time, working from the top down, but not from the bottom.
- Additionally, once your pickaxe power is high enough (Cobalt or higher), you can block swap falling tiles freely
Meteorite Ore (Buff)
- While still immune to explosions under normal circumstances, like other materials, they will become breakable with explosives after entering Hardmode
The Jungle and Corrupt/Crimson Worldgen (Buff)
- Worldgen will attempt to avoid overlapping Corruption and Crimson biomes with the Jungle during initial worldgen. While it is possible to still have overlap, the worldgen system will strongly discourage it in general, so expect to see far less worlds with Corrupt/Crimson Jungles. This does not apply to the Hardmode infection strips.
Armed Zombie/Throwing Skeleton Statues (Buff)
- These can now be found in worldgen in any world difficulty, and will function normally in those worlds
Shadow Chests in Worldgen (Buff)
- Shadow Chests are now more numerous in worldgen, with the limit increasing from 7-10 to 10-15
Pyramid Rarity (Buff)
- Worldgen's chance to place Pyramids has been increased by 50%.
Enchanted Sword Shrines (Buff)
- Worldgen's chance to place Enchanted Sword Shrines has been doubled (more accurately, each attempt to generate had only a 1/4 chance to succeed, and that has been increased to 1/2)
Sandstorm Frequency (Buff)
- Increased Sandstorm chances by 2x in Hardmode, and by 1.33x pre-Hardmode
- Note: In 1.4, Sandstorm odds were reduced substantially (roughly to 25% of what they were prior), as they were too common, especially in the early game. This is a re-adjustment of that to find a better middle ground between the two extremes.
Rock Lobster (Nerf)
- Sell value decreased from 20 Silver to 10 Silver
Sakura/Yellow Willow Saplings (Buff)
- Price decreased from 3 Gold to 1 Gold
Special Furniture Crafting Stations (Buff)
- The Steampunker will now sell most of the special furniture stations if you are in the correct biome.
- Snow biome = Ice Machine, Space = Sky Mill, etc
- The Bone Welder is sold when in a Graveyard, as the Dungeon is no proper home
- Living Looms will be sold if the player is carrying a Living Wood Wand (please see the Tools section about Living Wood Wand renewability)
- The Flesh Cloning Vat and Decay Chamber, while still sold by the Steampunker only in one type of evil world, can be crafted into each other in a Graveyard, with some Souls of Night
Mirage Fish/Pixie Fish (Buff)
- Adjusted Mirage Fish and Pixiefish to be "uncommon" instead of "rare", to match other Quest fish
TreeHit for Loot (Buff)
- The limit on the number of TreeHits you can attempt per day has been increased from 200 to 500
Sharpening Stations (Buff)
- The Merchant will now sell Sharpening Stations in Hardmode
Books (Buff)
- The Wizard will now sell books. Their cost has been increased somewhat as a result, from 3 to 15 Silver.
1/3/5 Timers (Buff)
- These are still craftable, but are also sold by the Mechanic
Mushrooms (Buff)
- Regular orange mushrooms now have a potion sickness time of 30 seconds, instead of the full 60.
Fishing Decreasing Returns (Buff)
- Early in 1.4's development, we implemented a decreasing-returns system on high level fishing power. This was before we later implemented several other Fishing nerfs (Reaver Shark, Crate Ore Revisions, etc). In hindsight, with the inclusion of those later changes, the original decreasing returns change is no longer needed, so it is being reverted. As of this update, high amounts of fishing power no longer have decreasing returns in how much benefit they grant.
Pylons and the Celestial Invasion (Buff)
- Pylons can now be used during the Celestial Invasion to traverse the world to combat the various pillars. This exception does not include Moon Lord, and they are still unusable during other invasions/boss fights.
Journey Mode Starting Inventory (Buff)
- Players in Journey Mode now spawn with the basic Grappling Hook
Boss Related Bestiary Entries (Buff)
- Boss minions which have their own Bestiary entries are now unlocked fully upon defeating their corresponding boss
- Dark Mage and Ogre only need to be killed once now to fully unlock their Bestiary entries
1.4.0.2
- Ghosts should now despawn easier.
- The conditions under which Ghosts spawn is reduced substantially, having a cap on how many can spawn at once, and are unlikely to spawn during Surface Daytime if it is not a Graveyard.
1.4.0.1
(Note: 1.4.0.1 was the live release, and changes and additions are only included for posterity and for 1.3.5.3 content changes)
- Meteorites now no longer fall until after Eater of Worlds/Brain of Cthulhu have been defeated
- Killing Eater of Worlds/Brain of Cthulhu again will boost the drop rate of subsequent Meteors for the following night (instead of breaking more Orbs/Hearts)
- Meteorites can no longer be destroyed with explosives
- Pirate Captains now spawns a Ghost Pirate when they are killed
- Dunerider Boots can now be tinkered with Rocket Boots to make Spectre Boots (not much of a balance change, but kinda relevant I think!)
- Ghosts should now despawn easier.
- The conditions under which Ghosts spawn is reduced substantially, having a cap on how many can spawn at once, and are unlikely to spawn during Surface Daytime if it is not a Graveyard.
1.4.0.1
(Note: 1.4.0.1 was the live release, and changes and additions are only included for posterity and for 1.3.5.3 content changes)
- Meteorites now no longer fall until after Eater of Worlds/Brain of Cthulhu have been defeated
- Killing Eater of Worlds/Brain of Cthulhu again will boost the drop rate of subsequent Meteors for the following night (instead of breaking more Orbs/Hearts)
- Meteorites can no longer be destroyed with explosives
- Pirate Captains now spawns a Ghost Pirate when they are killed
- Dunerider Boots can now be tinkered with Rocket Boots to make Spectre Boots (not much of a balance change, but kinda relevant I think!)
Note: For weapons, Use Time is how much time must pass between each attack. A lower Use Time means less time between attacks, so a faster weapon. A higher Use Time means its slower. So when a weapon's Use Time is decreased, this is a buff. If it is increased, this is a nerf. Hope that clears things up!
Moon Lord
- Moon Lord’s attack pattern has been slightly tweaked to be more consistent, as the different eyes would become desynced over time, resulting in a more random fight (which was not intended). In addition, the amount of time that his forehead eye spends open is slightly increased
- Moon Lord’s Phantasmal Death Ray will now penetrate blocks that are between it and the player
- Enemies should no longer spawn during Moon Lord’s fight, unless they spawn outside of his radius in multiplayer
- Moon Lord will now drop his loot even if you die during his death animation
Golem
- Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese
- Golem will now enrage when out of the jungle or on the surface
Plantera
- Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer
Skeletron Prime
- Expert Skeletron Prime now moves faster when spinning.
Brain of Cthulhu
- Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback
- Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer
Eater of Worlds
- Eater of Worlds now has more segments, even more so in Expert Mode
King Slime
- King Slime is now somewhat harder to abuse with ropes
Martian Saucer
- Martian Saucers in difficulties below Expert no longer have a phase two, and die as soon as their turrets are destroyed
- There are now less Martian Saucers per invasion, and they are less likely to chain spawn
- Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid.
- Moon Lord’s attack pattern has been slightly tweaked to be more consistent, as the different eyes would become desynced over time, resulting in a more random fight (which was not intended). In addition, the amount of time that his forehead eye spends open is slightly increased
- Moon Lord’s Phantasmal Death Ray will now penetrate blocks that are between it and the player
- Enemies should no longer spawn during Moon Lord’s fight, unless they spawn outside of his radius in multiplayer
- Moon Lord will now drop his loot even if you die during his death animation
Golem
- Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese
- Golem will now enrage when out of the jungle or on the surface
Plantera
- Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer
Skeletron Prime
- Expert Skeletron Prime now moves faster when spinning.
Brain of Cthulhu
- Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback
- Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer
Eater of Worlds
- Eater of Worlds now has more segments, even more so in Expert Mode
King Slime
- King Slime is now somewhat harder to abuse with ropes
Martian Saucer
- Martian Saucers in difficulties below Expert no longer have a phase two, and die as soon as their turrets are destroyed
- There are now less Martian Saucers per invasion, and they are less likely to chain spawn
- Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid.
Crimslimes
- Now inflict the Blindness debuff and drop Blindfolds
Crimson Axe
- Now inflicts the Cursed debuff
Giant Cursed Skull
- Now inflicts the Cursed debuff on contact and via projectile, and drops Nazars
Tomb Crawler
- Head Damage decreased from 16 to 14
- Body and Tail Damage decreased from 10 to 7
- Life decreased from 50 to 40
- Reduced size
- Only 1 Tomb Crawler should spawn at a time under normal circumstances
Sand Slime
- Damage increased from 10 to 15
- Life increased from 40 to 50
- Knockback multiplier decreased from 0.8 to 0.7
- Now only spawns as uncommon enemies in the Underground Desert
Flying Fish
- Money drop value increased from 90 Copper to 3 Silver
- Flying Fish are now slightly less common on Rainy Days
Clown
- Damage increased from 50 to 60
- Defense increased from 20 to 25
- Life increased from 400 to 800
- Knockback multiplier decreased from 0.4 to 0.2
- They now attack much faster
- Happy Bombs now explode when near the player
- They now throw Chattering Teeth Bombs as well
Etherian Lightning Bug
- Projectile Damage increased from 20 to 100 (Note: This was actually an accidental placeholder number. It did 1 damage to the Etherian Crystal, and was likely to do the same to most players)
Hoplite
- Decreased Javelin Damage from 48 to 36
Angry Tumbler
- Defense decreased from 10 to 6
- Health decreased from 60 to 50
- Max speed decreased from 4 to 3
- Money drop value decreased from 1.3 Silver to 1 Silver
Bone Throwing Skeletons (Expert Only)
- Projectile Damage decreased from 80 to 60
Other
- Purple, Red, Yellow, and Black Slimes now drop 1-3 extra gel each
- Man Eater type enemies can no longer be killed by mining the block they are attached to
- Umbrella Slime money drop value increased from 25 Copper to 1 Silver
- Granite Elementals can no longer fly through walls
- Beehive Bees in the Jungle will now target enemies as well as the player (not including the Queen Bee)
- Now inflict the Blindness debuff and drop Blindfolds
Crimson Axe
- Now inflicts the Cursed debuff
Giant Cursed Skull
- Now inflicts the Cursed debuff on contact and via projectile, and drops Nazars
Tomb Crawler
- Head Damage decreased from 16 to 14
- Body and Tail Damage decreased from 10 to 7
- Life decreased from 50 to 40
- Reduced size
- Only 1 Tomb Crawler should spawn at a time under normal circumstances
Sand Slime
- Damage increased from 10 to 15
- Life increased from 40 to 50
- Knockback multiplier decreased from 0.8 to 0.7
- Now only spawns as uncommon enemies in the Underground Desert
Flying Fish
- Money drop value increased from 90 Copper to 3 Silver
- Flying Fish are now slightly less common on Rainy Days
Clown
- Damage increased from 50 to 60
- Defense increased from 20 to 25
- Life increased from 400 to 800
- Knockback multiplier decreased from 0.4 to 0.2
- They now attack much faster
- Happy Bombs now explode when near the player
- They now throw Chattering Teeth Bombs as well
Etherian Lightning Bug
- Projectile Damage increased from 20 to 100 (Note: This was actually an accidental placeholder number. It did 1 damage to the Etherian Crystal, and was likely to do the same to most players)
Hoplite
- Decreased Javelin Damage from 48 to 36
Angry Tumbler
- Defense decreased from 10 to 6
- Health decreased from 60 to 50
- Max speed decreased from 4 to 3
- Money drop value decreased from 1.3 Silver to 1 Silver
Bone Throwing Skeletons (Expert Only)
- Projectile Damage decreased from 80 to 60
Other
- Purple, Red, Yellow, and Black Slimes now drop 1-3 extra gel each
- Man Eater type enemies can no longer be killed by mining the block they are attached to
- Umbrella Slime money drop value increased from 25 Copper to 1 Silver
- Granite Elementals can no longer fly through walls
- Beehive Bees in the Jungle will now target enemies as well as the player (not including the Queen Bee)
Ninja Set (Rework)
- Instead of throwing bonuses, each piece now gives a global 3% critical chance
- New Set bonus: 20% movement speed
Gladiator Set (Buff)
- Helmet, Breastplate, and Leggings Defense increased by 1 each
Fossil Set (Moved to Earlier Tier / Nerf)
- Fossil Helmet Defense decreased from 3 to 2
- Fossil Plate Defense decreased from 6 to 4
- Fossil Greaves Defense decreased from 4 to 2
- Each piece of the set now gives 3% Ranged critical chance
- New Set bonus: 20% chance not to consume ammo
- Now available earlier due to the change to Desert Fossil mining
Green Cap (Buff)
- Defense increased from 0 to 2
Night Vision Helmet (Buff)
- Defense increased from 2 to 4
Cactus Set (Nerf)
- Cactus Breastplate Defense decreased from 2 to 1
Forbidden Set (Rebalance)
- As a whole set, Forbidden is unchanged. However, the benefits of Forbidden Robes and Treads have been split evenly, with each now giving 40 mana and +1 Minion count
Titanium Set (Rework / Nerf)
- New Set Bonus: Titanium Barrier
- As you attack enemies, titanium shards accumulate and spin around you
- These shards deal damage to enemies at close range, and inflict knockback.
- Use them defensively to keep enemies away, or for the bold, aggressively to inflict extra damage.
Hallowed Set (Rework / Buff)
- New Set Bonus: Holy Protection
- Familiar to most users as Shadow Dodge, Hallowed has had its previously stat-based set bonus replaced with a periodic immunity to damage.
- Upon attacking an enemy, you will gain a buff. If an enemy hits you during this buff, you will gain a very brief immunity to damage.
- After this period of immunity, at least 30 seconds must pass before you can re-activate the immunity buff.
Squire Set (Nerf)
- Squire Great Helm and Greaves Defense each increased by 1
- Squire Great Helm's healing decreased by 50%
Chlorophyte Set (Melee) (Rebalance)
- Chlorophyte Mask Defense decreased from 25 to 20
- Chlorophyte set bonus now gives an additional 5% Damage Reduction if you are wearing the Chlorophyte Mask
Turtle Armor (Buff)
- Set bonus now gives 15% Damage Reduction
- Set bonus Thorns damage now does twice as much
Spectre Armor (Mask) (Buff)
- Set bonus projectiles now deal 100% of the original damage instead of 50%
- The "recovery rate" that determines how many new projectiles can be generated over time has increased from 150 to 250
Spooky Set (Buff)
- Overall Defense increased from 27 to 30, with each piece gaining 1 Defense
- Spooky Breastplate now gives +2 Minion count instead of +1
- Spooky Leggings now give 20% movement speed
Valhalla Set (Nerf)
- Total Defense of the set is increased by 4, but has been redistributed
- Valhalla Helmet Defense increased from 14 to 20
- Valhalla Breastplate Defense decreased from 30 to 24
- Valhalla Greaves Defense increased from 20 to 24
- Valhalla Breastplate's healing decreased by 50%
Nebula Armor (Nerf)
- Healing Booster effect now gives 3 HP/s instead of 5, with a maximum of 9 HP/s possible now
Solar Armor (Buff)
- Solar Helmet critical chance bonus increased from 17% to 26%
- Solar Breastplate melee damage bonus increased from 22% to 29%
- Each piece of the set now gives 1 HP/s regen
- Instead of 30% damage reduction whenever you have charges, you now have 12% damage reduction at all times, and 20% additional damage reduction while charges are active. In practice, this is roughly equivalent to the same 30% it used to give due to how the two values are multiplied.
- Recharge time between shield charges reduced by 1 second
Stardust Armor (Overhaul / Buff)
- Stardust Guardian now has a more much vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a certain anime is purely coincidental.
- Instead of throwing bonuses, each piece now gives a global 3% critical chance
- New Set bonus: 20% movement speed
Gladiator Set (Buff)
- Helmet, Breastplate, and Leggings Defense increased by 1 each
Fossil Set (Moved to Earlier Tier / Nerf)
- Fossil Helmet Defense decreased from 3 to 2
- Fossil Plate Defense decreased from 6 to 4
- Fossil Greaves Defense decreased from 4 to 2
- Each piece of the set now gives 3% Ranged critical chance
- New Set bonus: 20% chance not to consume ammo
- Now available earlier due to the change to Desert Fossil mining
Green Cap (Buff)
- Defense increased from 0 to 2
Night Vision Helmet (Buff)
- Defense increased from 2 to 4
Cactus Set (Nerf)
- Cactus Breastplate Defense decreased from 2 to 1
Forbidden Set (Rebalance)
- As a whole set, Forbidden is unchanged. However, the benefits of Forbidden Robes and Treads have been split evenly, with each now giving 40 mana and +1 Minion count
Titanium Set (Rework / Nerf)
- New Set Bonus: Titanium Barrier
- As you attack enemies, titanium shards accumulate and spin around you
- These shards deal damage to enemies at close range, and inflict knockback.
- Use them defensively to keep enemies away, or for the bold, aggressively to inflict extra damage.
Hallowed Set (Rework / Buff)
- New Set Bonus: Holy Protection
- Familiar to most users as Shadow Dodge, Hallowed has had its previously stat-based set bonus replaced with a periodic immunity to damage.
- Upon attacking an enemy, you will gain a buff. If an enemy hits you during this buff, you will gain a very brief immunity to damage.
- After this period of immunity, at least 30 seconds must pass before you can re-activate the immunity buff.
Squire Set (Nerf)
- Squire Great Helm and Greaves Defense each increased by 1
- Squire Great Helm's healing decreased by 50%
Chlorophyte Set (Melee) (Rebalance)
- Chlorophyte Mask Defense decreased from 25 to 20
- Chlorophyte set bonus now gives an additional 5% Damage Reduction if you are wearing the Chlorophyte Mask
Turtle Armor (Buff)
- Set bonus now gives 15% Damage Reduction
- Set bonus Thorns damage now does twice as much
Spectre Armor (Mask) (Buff)
- Set bonus projectiles now deal 100% of the original damage instead of 50%
- The "recovery rate" that determines how many new projectiles can be generated over time has increased from 150 to 250
Spooky Set (Buff)
- Overall Defense increased from 27 to 30, with each piece gaining 1 Defense
- Spooky Breastplate now gives +2 Minion count instead of +1
- Spooky Leggings now give 20% movement speed
Valhalla Set (Nerf)
- Total Defense of the set is increased by 4, but has been redistributed
- Valhalla Helmet Defense increased from 14 to 20
- Valhalla Breastplate Defense decreased from 30 to 24
- Valhalla Greaves Defense increased from 20 to 24
- Valhalla Breastplate's healing decreased by 50%
Nebula Armor (Nerf)
- Healing Booster effect now gives 3 HP/s instead of 5, with a maximum of 9 HP/s possible now
Solar Armor (Buff)
- Solar Helmet critical chance bonus increased from 17% to 26%
- Solar Breastplate melee damage bonus increased from 22% to 29%
- Each piece of the set now gives 1 HP/s regen
- Instead of 30% damage reduction whenever you have charges, you now have 12% damage reduction at all times, and 20% additional damage reduction while charges are active. In practice, this is roughly equivalent to the same 30% it used to give due to how the two values are multiplied.
- Recharge time between shield charges reduced by 1 second
Stardust Armor (Overhaul / Buff)
- Stardust Guardian now has a more much vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a certain anime is purely coincidental.
Shortswords (Rework / Buff)
- Shortswords can now be used in all directions, not just forward
- Gold Shortsword damage increased from 11 to 12
Flails (Overhaul)
- Flails now have entirely new behavior, and a few different functionality modes.
- If you click and hold the mouse button, they will swing around rapidly, doing half damage, low knock back and hitting rapidly in a small circle around you.
- If you click and use them normally, you will shoot them forward similar to how they use to be used, but they will move much faster than they did before.
- Finally, if you click while it is in midair after having shot it forward, it will drop suddenly and lay on the ground, dealing half damage hits rapidly. This can be used as a stationary damaging obstacle like a Spiky Ball on enemies walking towards you.
- Some flails have had some stat tweaks to fit with this new setup, such as having slightly longer or shorter range, but generally speaking, all of them should perform better than before.
Cactus Sword (Nerf)
- Damage decreased from 9 to 8
- Use Time increased from 25 to 32
- Knockback decreased from 5 to 4.5
Trident (Buff)
- Damage increased from 11 to 14
- Knockback increased from 5 to 6
- When held, gives unrestricted movement in water
Chain Knife (Buff)
- Damage increased from 11 to 12
Enchanted Sword (Nerf)
- Damage decreased from 24 to 23
- Use Time increased from 18 to 21
- Knockback decreased from 5.25 to 4.25
Falcon Blade (Nerf)
- Damage decreased from 30 to 25
- Use Time increased from 15 to 20
Light's Bane (Buff)
- Size Scale increased from 1.1 to 1.4 (Makes it bigger)
Amazon (Nerf)
- Damage decreased from 20 to 18
- Crafting: Stingers Required increased from 2 to 12
- Crafting: Jungle Spores Required increased from 3 to 9
Beekeeper (Nerf)
- Damage decreased from 26 to 24
- Use Time increased from 20 to 22
- Knockback decreased from 5.3 to 5
- Is no longer autoswing
Muramasa (Buff)
- Damage increased from 19 to 21
Fiery Greatsword (Buff)
- Use Time decreased from 34 to 30
Breaker Blade (Buff)
- Damage increased from 39 to 43
- Use Time decreased from 30 to 29
- Gained a special mechanic where it will deal 2x damage to enemies with over 90% health
Cobalt Sword (Unchanged)
- Unchanged, but listing here intentionally to avoid confusion. We didn't forget it, Cobalt Sword's damage was previously much higher than it should have been (stronger than Palladium and about the same as Mythril), but we are using it as the new baseline which the rest of the swords are being compared to.
Palladium Sword (Buff)
- Damage increased from 41 to 45
Mythril Sword (Buff)
- Damage increased from 44 to 49
Orichalcum Sword (Buff)
- Damage increased from 47 to 50
- Use Time decreased from 26 to 25
Adamantite Sword (Buff)
- Damage increased from 50 to 56
- Use Time decreased from 27 to 26
Titanium Sword (Buff)
- Damage increased from 52 to 58
- Use Time decreased from 26 to 25
Phasesabers (All) (Buff)
- Damage increased from 41 to 42
- Use Time decreased from 25 to 20
Beam Sword (Nerf)
- Use Time increased from 15 to 20 (Does not impact Projectile cooldown)
Fetid Baghnakhs (Nerf)
- Damage decreased from 70 to 60
- Use Time increased from 7 to 8
- Only gains 25% benefit from increased melee speed stats
Anchor (Buff)
- Damage increased from 30 to 55
- Use Time decreased from 30 to 20
Format C (Buff)
- Damage increased from 29 to 35
Gradient (Buff)
- Damage increased from 34 to 44
Chik (Nerf)
- Damage decreased from 39 to 38
Amarok (Buff)
- Damage increased from 43 to 47
HelFire (Buff)
- Damage increased from 41 to 45
Excalibur (Buff)
- Damage increased from 57 to 66
- Use Time decreased from 25 to 20
Brand of the Inferno (Buff)
- Damage increased from 44 to 85
Sleepy Octopod (Buff)
- Smash attack now does 3x damage, up from 2x
Code 2 (Buff)
- Damage increased from 47 to 54
Chlorophyte Claymore (Buff)
- Damage increased from 75 to 80
True Night's Edge (Buff)
- Damage increased from 90 to 105
Psycho Knife (Rework / Buff)
Note: Functionality overhaul renders this weapon akin to an upgraded Fetid Baghnakhs. It maintains its Stealth bonus.
- Damage increased from 70 to 85
- Use Time decreased from 20 to 8
- Only gains 33% benefit from increased melee speed stats
Keybrand (Buff)
- Damage increased from 70 to 85
- Now deals up to 150% extra damage based on how injured an enemy is
Kraken (Buff)
- Damage increased from 90 to 95
- Now has a 10% critical chance
Scourge of the Corruptor (Buff)
- Average projectiles spawned from each shot increased from 2.3 to 2.66
Golem Fist (Buff)
- Damage increased from 76 to 90
Christmas Tree Sword (Rework / Buff)
- Projectile has been completely overhauled. Instead of firing one ornament, it fires several ball ornaments and a star ornament that will hover in place for a few seconds before falling to the ground.
- Is now autoswing
Daybreak ("Buff")
- Technically a bug fix, but it makes Daybreak better, fixed an issue where Daybreak would not spread its debuff if your attack killed the target in one hit. Now spreads the debuff to nearby enemies even if the attack kills the target in one hit
- Shortswords can now be used in all directions, not just forward
- Gold Shortsword damage increased from 11 to 12
Flails (Overhaul)
- Flails now have entirely new behavior, and a few different functionality modes.
- If you click and hold the mouse button, they will swing around rapidly, doing half damage, low knock back and hitting rapidly in a small circle around you.
- If you click and use them normally, you will shoot them forward similar to how they use to be used, but they will move much faster than they did before.
- Finally, if you click while it is in midair after having shot it forward, it will drop suddenly and lay on the ground, dealing half damage hits rapidly. This can be used as a stationary damaging obstacle like a Spiky Ball on enemies walking towards you.
- Some flails have had some stat tweaks to fit with this new setup, such as having slightly longer or shorter range, but generally speaking, all of them should perform better than before.
Cactus Sword (Nerf)
- Damage decreased from 9 to 8
- Use Time increased from 25 to 32
- Knockback decreased from 5 to 4.5
Trident (Buff)
- Damage increased from 11 to 14
- Knockback increased from 5 to 6
- When held, gives unrestricted movement in water
Chain Knife (Buff)
- Damage increased from 11 to 12
Enchanted Sword (Nerf)
- Damage decreased from 24 to 23
- Use Time increased from 18 to 21
- Knockback decreased from 5.25 to 4.25
Falcon Blade (Nerf)
- Damage decreased from 30 to 25
- Use Time increased from 15 to 20
Light's Bane (Buff)
- Size Scale increased from 1.1 to 1.4 (Makes it bigger)
Amazon (Nerf)
- Damage decreased from 20 to 18
- Crafting: Stingers Required increased from 2 to 12
- Crafting: Jungle Spores Required increased from 3 to 9
Beekeeper (Nerf)
- Damage decreased from 26 to 24
- Use Time increased from 20 to 22
- Knockback decreased from 5.3 to 5
- Is no longer autoswing
Muramasa (Buff)
- Damage increased from 19 to 21
Fiery Greatsword (Buff)
- Use Time decreased from 34 to 30
Breaker Blade (Buff)
- Damage increased from 39 to 43
- Use Time decreased from 30 to 29
- Gained a special mechanic where it will deal 2x damage to enemies with over 90% health
Cobalt Sword (Unchanged)
- Unchanged, but listing here intentionally to avoid confusion. We didn't forget it, Cobalt Sword's damage was previously much higher than it should have been (stronger than Palladium and about the same as Mythril), but we are using it as the new baseline which the rest of the swords are being compared to.
Palladium Sword (Buff)
- Damage increased from 41 to 45
Mythril Sword (Buff)
- Damage increased from 44 to 49
Orichalcum Sword (Buff)
- Damage increased from 47 to 50
- Use Time decreased from 26 to 25
Adamantite Sword (Buff)
- Damage increased from 50 to 56
- Use Time decreased from 27 to 26
Titanium Sword (Buff)
- Damage increased from 52 to 58
- Use Time decreased from 26 to 25
Phasesabers (All) (Buff)
- Damage increased from 41 to 42
- Use Time decreased from 25 to 20
Beam Sword (Nerf)
- Use Time increased from 15 to 20 (Does not impact Projectile cooldown)
Fetid Baghnakhs (Nerf)
- Damage decreased from 70 to 60
- Use Time increased from 7 to 8
- Only gains 25% benefit from increased melee speed stats
Anchor (Buff)
- Damage increased from 30 to 55
- Use Time decreased from 30 to 20
Format C (Buff)
- Damage increased from 29 to 35
Gradient (Buff)
- Damage increased from 34 to 44
Chik (Nerf)
- Damage decreased from 39 to 38
Amarok (Buff)
- Damage increased from 43 to 47
HelFire (Buff)
- Damage increased from 41 to 45
Excalibur (Buff)
- Damage increased from 57 to 66
- Use Time decreased from 25 to 20
Brand of the Inferno (Buff)
- Damage increased from 44 to 85
Sleepy Octopod (Buff)
- Smash attack now does 3x damage, up from 2x
Code 2 (Buff)
- Damage increased from 47 to 54
Chlorophyte Claymore (Buff)
- Damage increased from 75 to 80
True Night's Edge (Buff)
- Damage increased from 90 to 105
Psycho Knife (Rework / Buff)
Note: Functionality overhaul renders this weapon akin to an upgraded Fetid Baghnakhs. It maintains its Stealth bonus.
- Damage increased from 70 to 85
- Use Time decreased from 20 to 8
- Only gains 33% benefit from increased melee speed stats
Keybrand (Buff)
- Damage increased from 70 to 85
- Now deals up to 150% extra damage based on how injured an enemy is
Kraken (Buff)
- Damage increased from 90 to 95
- Now has a 10% critical chance
Scourge of the Corruptor (Buff)
- Average projectiles spawned from each shot increased from 2.3 to 2.66
Golem Fist (Buff)
- Damage increased from 76 to 90
Christmas Tree Sword (Rework / Buff)
- Projectile has been completely overhauled. Instead of firing one ornament, it fires several ball ornaments and a star ornament that will hover in place for a few seconds before falling to the ground.
- Is now autoswing
Daybreak ("Buff")
- Technically a bug fix, but it makes Daybreak better, fixed an issue where Daybreak would not spread its debuff if your attack killed the target in one hit. Now spreads the debuff to nearby enemies even if the attack kills the target in one hit
Bone Javelin (Moved to Earlier Tier / Nerf)
- Converted from Thrown to Ranged
- Damage decreased from 29 to 20 due to earlier tier
Bee's Knees (Nerf)
- Damage decreased from 26 to 23
- Use Time increased from 23 to 24
Handgun (Buff)
- Use Time decreased from 12 to 10
Hellwing Bow (Buff)
- Damage increased from 20 to 22
- Use Time decreased from 14 to 13
- Knockback increased from 5 to 5.5
Clockwork Assault Rifle (Nerf)
- Damage decreased from 19 to 17
All 6 Ore Repeaters (Buff)
- Use Time decreased by 1
Marrow (Buff)
- Damage increased from 40 to 50
Ice Bow (Buff)
- Damage decreased from 46 to 39
- Use Time decreased from 21 to 16
- Now auto-fires
Note: Despite the damage reduction, this will result in a stronger bow overall, albeit more defense-impacted than bows like Marrow. Change is primarily meant to introduce variation between the bows.
Daedalus Stormbow (Nerf)
- Damage decreased from 43 to 38
- When using Holy, Unholy, Hellfire or Jester arrows, shoots an average of 2.66 arrows, instead of the normal average of 3.33 arrows
Dart Pistol (Buff)
- Damage increased from 28 to 33
Dart Rifle (Buff)
- Damage increased from 52 to 62
Toxikarp (Buff)
- Use Time decreased from 14 to 10
Hallowed Repeater (Buff)
- Damage increased from 43 to 53
- Use Time decreased from 19 to 16
Flamethrower (Buff)
- Damage increased from 27 to 35
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Phantom Phoenix (Buff)
- Damage increased from 24x2 to 32x2
- Use Time decreased from 20 to 18
- Phoenix projectile now fires on every 3rd shot instead of every 4th
Chlorophyte Shotbow (Nerf)
- Average arrows per shot decreased from 2.7 to 2.33
Venus Magnum (Buff)
- Damage increased from 38 to 50
Grenade Launcher (Buff)
- Use Time decreased from 30 to 20
Rocket Launcher (Buff)
- Damage decreased from 50 to 45
- Does 2x damage on direct hits to a single target
Proximity Mine Launcher (Rework / Buff)
- Does 3x damage when mines are stationary, normal damage when they are still moving
- Use Time increased from 40 to 50
- Reduced the number of active mines that you can have at once
Piranha Gun (Rework / Buff)
- Now shoots 3 Piranhas, which can attack the same or different targets
- The rate at which the Piranhas can bite has been decreased slightly on an individual basis, but the total DPS the three Piranhas can do is now much higher
Pulse Bow (Buff)
- Damage increased from 65 to 85
- Use Time decreased from 22 to 20
- Damage reduction for each target hit increased from 10% to 20%
Stynger (Buff)
- Does 2x damage on direct hits to a single target (Only applies to the initial bolt, not the fragments)
Celebration (Moved to Earlier Tier / Nerf)
- Damage decreased from 65 to 25 (Note: Rocket damage is very high and is added to this. Even Rocket 1s deal 40, so the actual damage reduction is 105 to 65 even using the worst Rockets)
- Bonus Critical chance of 10% removed
- Now sold by the Party Girl after Golem
Elf Melter (Buff)
- Damage increased from 40 to 60
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
S.D.M.G. (Buff)
- Damage increased from 77 to 85
- Chance to not consume ammo increased from 50% to 66%
- Converted from Thrown to Ranged
- Damage decreased from 29 to 20 due to earlier tier
Bee's Knees (Nerf)
- Damage decreased from 26 to 23
- Use Time increased from 23 to 24
Handgun (Buff)
- Use Time decreased from 12 to 10
Hellwing Bow (Buff)
- Damage increased from 20 to 22
- Use Time decreased from 14 to 13
- Knockback increased from 5 to 5.5
Clockwork Assault Rifle (Nerf)
- Damage decreased from 19 to 17
All 6 Ore Repeaters (Buff)
- Use Time decreased by 1
Marrow (Buff)
- Damage increased from 40 to 50
Ice Bow (Buff)
- Damage decreased from 46 to 39
- Use Time decreased from 21 to 16
- Now auto-fires
Note: Despite the damage reduction, this will result in a stronger bow overall, albeit more defense-impacted than bows like Marrow. Change is primarily meant to introduce variation between the bows.
Daedalus Stormbow (Nerf)
- Damage decreased from 43 to 38
- When using Holy, Unholy, Hellfire or Jester arrows, shoots an average of 2.66 arrows, instead of the normal average of 3.33 arrows
Dart Pistol (Buff)
- Damage increased from 28 to 33
Dart Rifle (Buff)
- Damage increased from 52 to 62
Toxikarp (Buff)
- Use Time decreased from 14 to 10
Hallowed Repeater (Buff)
- Damage increased from 43 to 53
- Use Time decreased from 19 to 16
Flamethrower (Buff)
- Damage increased from 27 to 35
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Phantom Phoenix (Buff)
- Damage increased from 24x2 to 32x2
- Use Time decreased from 20 to 18
- Phoenix projectile now fires on every 3rd shot instead of every 4th
Chlorophyte Shotbow (Nerf)
- Average arrows per shot decreased from 2.7 to 2.33
Venus Magnum (Buff)
- Damage increased from 38 to 50
Grenade Launcher (Buff)
- Use Time decreased from 30 to 20
Rocket Launcher (Buff)
- Damage decreased from 50 to 45
- Does 2x damage on direct hits to a single target
Proximity Mine Launcher (Rework / Buff)
- Does 3x damage when mines are stationary, normal damage when they are still moving
- Use Time increased from 40 to 50
- Reduced the number of active mines that you can have at once
Piranha Gun (Rework / Buff)
- Now shoots 3 Piranhas, which can attack the same or different targets
- The rate at which the Piranhas can bite has been decreased slightly on an individual basis, but the total DPS the three Piranhas can do is now much higher
Pulse Bow (Buff)
- Damage increased from 65 to 85
- Use Time decreased from 22 to 20
- Damage reduction for each target hit increased from 10% to 20%
Stynger (Buff)
- Does 2x damage on direct hits to a single target (Only applies to the initial bolt, not the fragments)
Celebration (Moved to Earlier Tier / Nerf)
- Damage decreased from 65 to 25 (Note: Rocket damage is very high and is added to this. Even Rocket 1s deal 40, so the actual damage reduction is 105 to 65 even using the worst Rockets)
- Bonus Critical chance of 10% removed
- Now sold by the Party Girl after Golem
Elf Melter (Buff)
- Damage increased from 40 to 60
- Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
S.D.M.G. (Buff)
- Damage increased from 77 to 85
- Chance to not consume ammo increased from 50% to 66%
Wand of Sparking (Buff)
- Increased damage from 8 to 14
- Use Time decreased from 28 to 26
- Increased On Fire! chance from 33% to 50%
- Now has a 10% critical chance
Magic Missile (Rework / Buff)
- Projectile is faster and has homing if you release it
- Has a moderate AoE damage explosion on impact
- Use Time increased from 17 to 18
- Mana Cost increased from 10 to 12
Flamelash (Rework / Buff)
- Projectile is faster and has homing if you release it
- Now pierces and can hit a second time. Has a moderate AoE damage explosion after the second hit.
- Damage decreased from 40 to 36
- Use Time increased from 20 to 30
- Mana Cost increased from 12 to 18
Staff of Frost (Buff)
- Use Time decreased from 20 to 16
- Mana cost decreased from 14 to 12
Cursed Flames (Buff)
- Damage increased from 36 to 50
- Use Time decreased from 20 to 15
- Mana cost decreased from 12 to 9
- Related: See Cursed Inferno buff
Flower of Frost (Buff)
- Damage increased from 55 to 60
- Use Time decreased from 20 to 12
- Mana cost decreased from 17 to 11
- Increased Frostburn chance from 50% to 100%
Crystal Storm (Buff)
- Damage increased from 25 to 32
- Mana cost increased from 4 to 5
Poison Staff (Rework / Buff)
Note: Previously, due to piercing immunity frames, only one projectile from each shot would hit each target, resulting in a lot of lost damage. We've implemented a system that allows ALL of the projectiles to hit a target, dramatically improving its shotgun-like functionality. However, to offset this gain, it has had to have some of its stats reduced. On the whole, this should now be a stronger weapon.
- Damage decreased from 48 to 43
- Reduced number of enemies that each projectile can hit from 4 to 3
- Each projectile will deal 25% less damage for each target it hits
- Projectiles now have a limited range
Crystal Vile Shard (Buff)
- Damage increased from 19 to 25
- The duration that the projectiles linger (and deal damage) is increased by roughly 70%
Clinger Staff (Buff)
- Height of the Clinger flames increased by 50%
- No longer has a hit limit
- Can now inflict Cursed Inferno debuff (Related: See Cursed Inferno buff)
- Can now inflict critical hits
Medusa Head (Complete Overhaul)
- Rather than being charged, this weapon is now channeled and its range substantially reduced.
- When channeled, it will be held in front of the player. If no enemies are present, it will not fire, and will consume no mana.
- When in range, it will constantly attack nearby enemies, consuming mana for each attack.
- Can hit up to 3 targets with each attack (does not consume extra mana per target)
- Damage is now set to 40
- Mana cost has been decreased from 18 to 15, however, it can now fire up to 4 times per second, increasing the speed at which it consumes mana
Sky Fracture (Nerf)
- Mana cost increased from 14 to 17
Spirit Flame (Buff)
- Use Time decreased from 30 to 22
- Mana Cost decreased from 18 to 14
Rainbow Rod (Rework / Buff)
- Projectile is faster and has homing if you release it
- Now pierces and hits up to 3 times.
- Has a moderate AoE radius on impact
- Damage decreased from 74 to 50
- Use Time increased from 18 to 25
- Mana Cost increased from 18 to 21
- Can touch tiles without exploding now.
Unholy Trident (Buff)
- Use Time decreased from 22 to 17
- Mana cost decreased from 25 to 19
Tome of Infinite Wisdom (Buff)
- Damage increased from 24 to 32
- Use Time decreased from 30 to 25
Venom Staff (Rework / Buff)
Note: Has received the same general overhaul as Poison Staff. Should be much improved in actual use, but needs stat reductions to offset this change. Give it a try before you judge!
- Damage decreased from 63 to 44
- Reduced number of enemies that each projectile can hit from 7 to 5
- Each projectile will deal 25% less damage for each target it hits
- Now has a range before projectiles die, 50% longer than Poison Staff's
Wasp Gun (Buff)
Note: The adjustments made to Wasp Gun may sound like a nerf on paper, but due to Defense effects, the loss of total hits in exchange for higher direct damage will actually result in dramatically more DPS for the Wasp Gun. Less Wasps, more damage.
- Damage increased from 21 to 31
- Use Time increased from 11 to 18
- Wasps can now bounce/pierce only 3 times instead of 4
- Wasps per Cast: Reduced to an average of 3
- Mana cost increased from 6 to 10
Nettle Burst (Buff)
- Damage increased from 28 to 35
- Mana cost increased from 10 to 12
Spectre Staff (Buff)
- Damage decreased from 72 to 65
- Each projectile can now hit up to 3 times, rather than only once
- Mana cost increased from 11 to 15
Staff of Earth (Buff)
- The actual damage this weapon does is mostly unchanged, but lists its "max speed" damage now rather than its "low speed" damage
- Now has a 20% critical chance
- Mana Cost increased from 15 to 18
- Use Time decreased from 40 to 24
- Projectile speed greatly increased, as a result, has better range and much harder to fall below the minimum threshold to maintain maximum damage
Heat Ray (Rework)
Note: There were too many "full piercing" weapons at this tier, and not enough high single target damage weapons. Heat Ray changed to avoid redundancy with Shadowbeam Staff and Staff of Earth and give the class more versatility.
- Damage increased from 55 to 80
- Use Time decreased from 16 to 10
- Can no longer pierce and hit multiple enemies
Bat Scepter (Rebalance)
- Average Bats per cast increased from 2 to 2.5
- Mana cost increased from 3 to 6
Charged Blaster Cannon (Complete Overhaul)
This weapon still charges, but it now fires constantly while charging.
- For the first second of charging, you will fire 6 single-target pellets, each dealing a base damage of 100 (up from 50)
- For the next two seconds, you will fire 3 total piercing blasts, each dealing a base damage of 250 (up from 100)
- After this, it will shoot the laser beam, which is unchanged from the original implementation
- You can also quick-fire pellets without charging. The fire rate of these pellets is much higher than the previous implementation.
- The mana cost of charging is unchanged, however, quick firing will naturally consume more mana as the fire rate has increased significantly.
Nebula Blaze (Buff)
- Use Time decreased from 15 to 12
- Mana cost decreased from 18 to 12
- Increased damage from 8 to 14
- Use Time decreased from 28 to 26
- Increased On Fire! chance from 33% to 50%
- Now has a 10% critical chance
Magic Missile (Rework / Buff)
- Projectile is faster and has homing if you release it
- Has a moderate AoE damage explosion on impact
- Use Time increased from 17 to 18
- Mana Cost increased from 10 to 12
Flamelash (Rework / Buff)
- Projectile is faster and has homing if you release it
- Now pierces and can hit a second time. Has a moderate AoE damage explosion after the second hit.
- Damage decreased from 40 to 36
- Use Time increased from 20 to 30
- Mana Cost increased from 12 to 18
Staff of Frost (Buff)
- Use Time decreased from 20 to 16
- Mana cost decreased from 14 to 12
Cursed Flames (Buff)
- Damage increased from 36 to 50
- Use Time decreased from 20 to 15
- Mana cost decreased from 12 to 9
- Related: See Cursed Inferno buff
Flower of Frost (Buff)
- Damage increased from 55 to 60
- Use Time decreased from 20 to 12
- Mana cost decreased from 17 to 11
- Increased Frostburn chance from 50% to 100%
Crystal Storm (Buff)
- Damage increased from 25 to 32
- Mana cost increased from 4 to 5
Poison Staff (Rework / Buff)
Note: Previously, due to piercing immunity frames, only one projectile from each shot would hit each target, resulting in a lot of lost damage. We've implemented a system that allows ALL of the projectiles to hit a target, dramatically improving its shotgun-like functionality. However, to offset this gain, it has had to have some of its stats reduced. On the whole, this should now be a stronger weapon.
- Damage decreased from 48 to 43
- Reduced number of enemies that each projectile can hit from 4 to 3
- Each projectile will deal 25% less damage for each target it hits
- Projectiles now have a limited range
Crystal Vile Shard (Buff)
- Damage increased from 19 to 25
- The duration that the projectiles linger (and deal damage) is increased by roughly 70%
Clinger Staff (Buff)
- Height of the Clinger flames increased by 50%
- No longer has a hit limit
- Can now inflict Cursed Inferno debuff (Related: See Cursed Inferno buff)
- Can now inflict critical hits
Medusa Head (Complete Overhaul)
- Rather than being charged, this weapon is now channeled and its range substantially reduced.
- When channeled, it will be held in front of the player. If no enemies are present, it will not fire, and will consume no mana.
- When in range, it will constantly attack nearby enemies, consuming mana for each attack.
- Can hit up to 3 targets with each attack (does not consume extra mana per target)
- Damage is now set to 40
- Mana cost has been decreased from 18 to 15, however, it can now fire up to 4 times per second, increasing the speed at which it consumes mana
Sky Fracture (Nerf)
- Mana cost increased from 14 to 17
Spirit Flame (Buff)
- Use Time decreased from 30 to 22
- Mana Cost decreased from 18 to 14
Rainbow Rod (Rework / Buff)
- Projectile is faster and has homing if you release it
- Now pierces and hits up to 3 times.
- Has a moderate AoE radius on impact
- Damage decreased from 74 to 50
- Use Time increased from 18 to 25
- Mana Cost increased from 18 to 21
- Can touch tiles without exploding now.
Unholy Trident (Buff)
- Use Time decreased from 22 to 17
- Mana cost decreased from 25 to 19
Tome of Infinite Wisdom (Buff)
- Damage increased from 24 to 32
- Use Time decreased from 30 to 25
Venom Staff (Rework / Buff)
Note: Has received the same general overhaul as Poison Staff. Should be much improved in actual use, but needs stat reductions to offset this change. Give it a try before you judge!
- Damage decreased from 63 to 44
- Reduced number of enemies that each projectile can hit from 7 to 5
- Each projectile will deal 25% less damage for each target it hits
- Now has a range before projectiles die, 50% longer than Poison Staff's
Wasp Gun (Buff)
Note: The adjustments made to Wasp Gun may sound like a nerf on paper, but due to Defense effects, the loss of total hits in exchange for higher direct damage will actually result in dramatically more DPS for the Wasp Gun. Less Wasps, more damage.
- Damage increased from 21 to 31
- Use Time increased from 11 to 18
- Wasps can now bounce/pierce only 3 times instead of 4
- Wasps per Cast: Reduced to an average of 3
- Mana cost increased from 6 to 10
Nettle Burst (Buff)
- Damage increased from 28 to 35
- Mana cost increased from 10 to 12
Spectre Staff (Buff)
- Damage decreased from 72 to 65
- Each projectile can now hit up to 3 times, rather than only once
- Mana cost increased from 11 to 15
Staff of Earth (Buff)
- The actual damage this weapon does is mostly unchanged, but lists its "max speed" damage now rather than its "low speed" damage
- Now has a 20% critical chance
- Mana Cost increased from 15 to 18
- Use Time decreased from 40 to 24
- Projectile speed greatly increased, as a result, has better range and much harder to fall below the minimum threshold to maintain maximum damage
Heat Ray (Rework)
Note: There were too many "full piercing" weapons at this tier, and not enough high single target damage weapons. Heat Ray changed to avoid redundancy with Shadowbeam Staff and Staff of Earth and give the class more versatility.
- Damage increased from 55 to 80
- Use Time decreased from 16 to 10
- Can no longer pierce and hit multiple enemies
Bat Scepter (Rebalance)
- Average Bats per cast increased from 2 to 2.5
- Mana cost increased from 3 to 6
Charged Blaster Cannon (Complete Overhaul)
This weapon still charges, but it now fires constantly while charging.
- For the first second of charging, you will fire 6 single-target pellets, each dealing a base damage of 100 (up from 50)
- For the next two seconds, you will fire 3 total piercing blasts, each dealing a base damage of 250 (up from 100)
- After this, it will shoot the laser beam, which is unchanged from the original implementation
- You can also quick-fire pellets without charging. The fire rate of these pellets is much higher than the previous implementation.
- The mana cost of charging is unchanged, however, quick firing will naturally consume more mana as the fire rate has increased significantly.
Nebula Blaze (Buff)
- Use Time decreased from 15 to 12
- Mana cost decreased from 18 to 12
Immunity Frames (Buff)
Some Summons now use their own damage immunity timer system. In practice, what this means is that they will no longer interfere with the use of other weapons by maxing out the enemy's immunity frames. All affected minions are set on their own damage timer to most correctly match their pre-change DPS, but some changes are to be expected comparing 1.3.5 DPS to 1.4 DPS. In general, even if there is some minor loss or gain of DPS compared to pre-change performance, it should be worth the improvement to overall performance. Examples of minions impacted by this change:
- Slime Staff
- Spider Staff
- Pirate Staff
- Optic Staff
- Raven Staff
- Deadly Sphere Staff
- Stardust Dragon Staff
- Some of the new summons also utilize this system
Imp Staff (Buff)
- Damage decreased from 21 to 17
- Fire Rate increased dramatically
Raven Staff (Buff)
- Damage increased from 37 to 55
- Flight speed doubled
Rainbow Crystal Staff (Buff)
- Damage decreased from 150 to 80 (Keep reading
)
- Fixed accuracy issues, improved the speed at which sparkles explode. Should easily do much more damage than before.
Other
- Summoned minions now adjust their damage dynamically based on your current equipment and damage buffs. If your Summon damage increases, or decreases, the Summons will change accordingly.
Some Summons now use their own damage immunity timer system. In practice, what this means is that they will no longer interfere with the use of other weapons by maxing out the enemy's immunity frames. All affected minions are set on their own damage timer to most correctly match their pre-change DPS, but some changes are to be expected comparing 1.3.5 DPS to 1.4 DPS. In general, even if there is some minor loss or gain of DPS compared to pre-change performance, it should be worth the improvement to overall performance. Examples of minions impacted by this change:
- Slime Staff
- Spider Staff
- Pirate Staff
- Optic Staff
- Raven Staff
- Deadly Sphere Staff
- Stardust Dragon Staff
- Some of the new summons also utilize this system
Imp Staff (Buff)
- Damage decreased from 21 to 17
- Fire Rate increased dramatically
Raven Staff (Buff)
- Damage increased from 37 to 55
- Flight speed doubled
Rainbow Crystal Staff (Buff)
- Damage decreased from 150 to 80 (Keep reading
- Fixed accuracy issues, improved the speed at which sparkles explode. Should easily do much more damage than before.
Other
- Summoned minions now adjust their damage dynamically based on your current equipment and damage buffs. If your Summon damage increases, or decreases, the Summons will change accordingly.
Bone Arrows (Buff)
- Now pierces one time
Chlorophyte Arrows (Rework / Buff)
- No longer pierce targets
- Projectile speed is increased
- Can now bounce several times, and will "Smart Bounce" at a nearby target if one is in range
- Post-bounce arrows only deal 66% damage
Holy Arrows (Nerf)
- Falling Stars can no longer pierce and hit a second target
- Falling Stars now do 50% of the original damage instead of 100%
Nano Bullets (Buff)
- Damage increased from 10 to 15
- Price of Nanites increased
Venom Bullets (Buff)
- Damage increased from 14 to 15
- Related: See Venom buff
- Price of Vial of Venom increased
Venom Arrows (Buff)
- Damage increased from 17 to 19
- Related: See Venom buff
- Price of Vial of Venom increased
Crystal Dart (Buff)
- Damage increased from 15 to 17
Cursed Dart (Buff)
- Damage increased from 9 to 10
- Related: See Cursed Inferno buff
Ichor Dart (Buff)
- Damage increased from 10 to 12
Other:
- Arrows and Thrown ranged weapons no longer have a chance to drop as items for reuse
- Now pierces one time
Chlorophyte Arrows (Rework / Buff)
- No longer pierce targets
- Projectile speed is increased
- Can now bounce several times, and will "Smart Bounce" at a nearby target if one is in range
- Post-bounce arrows only deal 66% damage
Holy Arrows (Nerf)
- Falling Stars can no longer pierce and hit a second target
- Falling Stars now do 50% of the original damage instead of 100%
Nano Bullets (Buff)
- Damage increased from 10 to 15
- Price of Nanites increased
Venom Bullets (Buff)
- Damage increased from 14 to 15
- Related: See Venom buff
- Price of Vial of Venom increased
Venom Arrows (Buff)
- Damage increased from 17 to 19
- Related: See Venom buff
- Price of Vial of Venom increased
Crystal Dart (Buff)
- Damage increased from 15 to 17
Cursed Dart (Buff)
- Damage increased from 9 to 10
- Related: See Cursed Inferno buff
Ichor Dart (Buff)
- Damage increased from 10 to 12
Other:
- Arrows and Thrown ranged weapons no longer have a chance to drop as items for reuse
Wings
Wing Balance has been heavily balanced across the entirety of the game.
With only a few exceptions, wings found at the same tier should be roughly equivalent in power to each other. Exceptions are usually wings that are notably hard or easy to get, with difficulty being a factor in determining how good they should be.
Unfortunately, its difficult to share exact stats for wings, partially because there are dozens of them that have been changed, and their stats don't easily translate to changelog numbers.
The best short summary is that over a dozen sets of wings were buffed, and that Leaf and Frozen Wings have been reduced in power, as they were too strong for their tier.
Other major notes:
- Butterfly and Bee Wings can now only drop after the Mech Bosses, but their power has been increased proportionally.
- Previously, most wings from Wall of Flesh until Golem were very similar in power, and didn't offer a lot of reason to upgrade until you were post-Golem, where the wing power spiked. The growth of these wings have now been spread out, creating a more gradual, consistent increase in wing power across the course of the game.
Other Accessories and Mounts:
- In addition to its previous Confusion effect, Brain of Confusion now gives a 1/6 chance to avoid enemy attacks. Upon avoiding an attack, you will gain a temporary buff that gives 20% critical chance for a few seconds, during which time you cannot avoid additional attacks.
- You no longer gain stacked benefits from wearing multiple Celestial Stone variants
- Titan Glove and its tinkers now give autoswing to all Melee Weapons (and Whips!)
- Shrimpy Truffle now gives its increased speed and damage bonus when in the rain.
- Basilisk Mount now has a double jump
Bat Hook (Nerf)
- Pull In Speed decreased from 16 to 13 (This is the speed at which it pulls the player to the hook)
- Shoot speed decreased from 15.5 to 13.5 (This is the speed at which the hook moves when firing it)
Thorn Hook (Buff)
- Pull In speed increased from 11 to 12
- Shoot speed increased from 15 to 16
Lunar Hook (Buff)
- Pull In Speed increased from 13 to 16
- Shoot speed increased from 16 to 18
Wing Balance has been heavily balanced across the entirety of the game.
With only a few exceptions, wings found at the same tier should be roughly equivalent in power to each other. Exceptions are usually wings that are notably hard or easy to get, with difficulty being a factor in determining how good they should be.
Unfortunately, its difficult to share exact stats for wings, partially because there are dozens of them that have been changed, and their stats don't easily translate to changelog numbers.
The best short summary is that over a dozen sets of wings were buffed, and that Leaf and Frozen Wings have been reduced in power, as they were too strong for their tier.
Other major notes:
- Butterfly and Bee Wings can now only drop after the Mech Bosses, but their power has been increased proportionally.
- Previously, most wings from Wall of Flesh until Golem were very similar in power, and didn't offer a lot of reason to upgrade until you were post-Golem, where the wing power spiked. The growth of these wings have now been spread out, creating a more gradual, consistent increase in wing power across the course of the game.
Other Accessories and Mounts:
- In addition to its previous Confusion effect, Brain of Confusion now gives a 1/6 chance to avoid enemy attacks. Upon avoiding an attack, you will gain a temporary buff that gives 20% critical chance for a few seconds, during which time you cannot avoid additional attacks.
- You no longer gain stacked benefits from wearing multiple Celestial Stone variants
- Titan Glove and its tinkers now give autoswing to all Melee Weapons (and Whips!)
- Shrimpy Truffle now gives its increased speed and damage bonus when in the rain.
- Basilisk Mount now has a double jump
Bat Hook (Nerf)
- Pull In Speed decreased from 16 to 13 (This is the speed at which it pulls the player to the hook)
- Shoot speed decreased from 15.5 to 13.5 (This is the speed at which the hook moves when firing it)
Thorn Hook (Buff)
- Pull In speed increased from 11 to 12
- Shoot speed increased from 15 to 16
Lunar Hook (Buff)
- Pull In Speed increased from 13 to 16
- Shoot speed increased from 16 to 18
- All axes, hamaxes, chainsaws and other tools with axe-functionality have their wood cutting speed increased by 20%
- All drills and chainsaws now dig faster than their non-mechanical counterparts, but have shorter range. Additionally, optimized digging loadouts still perform better on pickaxes/axes, but drills and chainsaws will be faster on non-optimized loadouts
- Desert Fossil can now be mined at any pickaxe power or with bombs. However, it is fragile and adjacent fossil blocks may break when you mine it, costing you some of the ore.
- Desert Fossil based gear is now weaker because it is available sooner.
- Hellforges now require Demonite Pickaxe or higher to break. They also now protect the tiles below them from being broken while in the Underworld. This does not apply outside of the Underworld.
Cactus Pickaxe (Nerf)
Use Time decreased from 16 to 15
Damage decreased from 5 to 4
Bone Pickaxe (Buff)
Mining power increased from 50 to 55
Reaver Shark (Nerf)
Mining power decreased from 100 to 59 (No longer able to mine Hellstone)
Laser Drill (Buff / Rework)
- Range increased from 10 to 11
- Use Time decreased from 7 to 6
- No longer has axe functionality
- All drills and chainsaws now dig faster than their non-mechanical counterparts, but have shorter range. Additionally, optimized digging loadouts still perform better on pickaxes/axes, but drills and chainsaws will be faster on non-optimized loadouts
- Desert Fossil can now be mined at any pickaxe power or with bombs. However, it is fragile and adjacent fossil blocks may break when you mine it, costing you some of the ore.
- Desert Fossil based gear is now weaker because it is available sooner.
- Hellforges now require Demonite Pickaxe or higher to break. They also now protect the tiles below them from being broken while in the Underworld. This does not apply outside of the Underworld.
Cactus Pickaxe (Nerf)
Use Time decreased from 16 to 15
Damage decreased from 5 to 4
Bone Pickaxe (Buff)
Mining power increased from 50 to 55
Reaver Shark (Nerf)
Mining power decreased from 100 to 59 (No longer able to mine Hellstone)
Laser Drill (Buff / Rework)
- Range increased from 10 to 11
- Use Time decreased from 7 to 6
- No longer has axe functionality
- A substantial number of Buff Potions have had their durations increased, many as much as twice as long
- Invisibility Potion now has an added benefit of reducing enemy spawn rates and maximum spawns by 20%
- Restoration Potions no longer heal mana, but heal 10 more life for a total of 90, and induce even less Potion Sickness, now only 45 seconds
- Sharpening Station's Armor Piercing bonus has been increased from 4 to 12
Well Fed Buff (Buff)
- There are now over 50 new food and drink items in the game
- Well Fed has been divided into three different buff tiers, with the weakest being equal to the original, and the strongest being twice as strong as the original
- All Food items in the game, new and old alike, now give different tiers of Well Fed depending on how hard to get they are and how late in the game they are
- Some low tier food items can give a long duration, while some high tier food items can give a short duration
- Finding the right food for you depends on finding the right balance of tier, duration, and how easily you can obtain it
- As a bonus, Well Fed now gives a mining speed buff as well!
Cursed Inferno Debuff (Buff)
- Damage per second increased from 12 to 24 on both player and enemy versions of the debuff
- Ghoul, Clinger, and Spazmatism Cursed Inferno duration decreased somewhat to mitigate the increased danger to the player
- All other sources of this debuff are intended recipients of the improved damage
Venom Debuff (Buff)
- Damage per second increased from 12 to 30 on both player and enemy versions of the debuff
- Pygmy and Queen Spider Staff Venom duration decreased to mitigate the increased potency
- Black Recluse and Sand Poacher Venom duration decreased somewhat to mitigate the increased danger to the player
- All other sources of this debuff are intended recipients of the improved damage
- Invisibility Potion now has an added benefit of reducing enemy spawn rates and maximum spawns by 20%
- Restoration Potions no longer heal mana, but heal 10 more life for a total of 90, and induce even less Potion Sickness, now only 45 seconds
- Sharpening Station's Armor Piercing bonus has been increased from 4 to 12
Well Fed Buff (Buff)
- There are now over 50 new food and drink items in the game
- Well Fed has been divided into three different buff tiers, with the weakest being equal to the original, and the strongest being twice as strong as the original
- All Food items in the game, new and old alike, now give different tiers of Well Fed depending on how hard to get they are and how late in the game they are
- Some low tier food items can give a long duration, while some high tier food items can give a short duration
- Finding the right food for you depends on finding the right balance of tier, duration, and how easily you can obtain it
- As a bonus, Well Fed now gives a mining speed buff as well!
Cursed Inferno Debuff (Buff)
- Damage per second increased from 12 to 24 on both player and enemy versions of the debuff
- Ghoul, Clinger, and Spazmatism Cursed Inferno duration decreased somewhat to mitigate the increased danger to the player
- All other sources of this debuff are intended recipients of the improved damage
Venom Debuff (Buff)
- Damage per second increased from 12 to 30 on both player and enemy versions of the debuff
- Pygmy and Queen Spider Staff Venom duration decreased to mitigate the increased potency
- Black Recluse and Sand Poacher Venom duration decreased somewhat to mitigate the increased danger to the player
- All other sources of this debuff are intended recipients of the improved damage
- Biome Crates are now guaranteed to drop a chest item, instead of only sometimes
- Dungeon Crates will now always drop a Gold Lockbox
- Flower Boots are now included in the Jungle Crates loot pool
- Penguin and Turtle Pets can now be obtained rarely from their respective Biome crates
- Gold Crates now have a chance to drop Life Crystals and Enchanted Swords
- All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores.
- Wood, Iron, and Gold Crates drop better quality ore depending on which level of crate it is. Wood Crates, for instance, only drop Copper/Tin/Iron/Lead.
- Bait is more likely to be consumed
- Very high fishing power now gives decreasing returns
- Fishing Power is 1.1x during Blood Moons
- Swordfish is now less common when fishing
- Golden Carp is less common when fishing
- Angler’s Quest rewards are now more likely to give you the Info Accessories. Additionally, he will not give you duplicates of an accessory you have in your inventory, unless you already have them all already
- Dungeon Crates will now always drop a Gold Lockbox
- Flower Boots are now included in the Jungle Crates loot pool
- Penguin and Turtle Pets can now be obtained rarely from their respective Biome crates
- Gold Crates now have a chance to drop Life Crystals and Enchanted Swords
- All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores.
- Wood, Iron, and Gold Crates drop better quality ore depending on which level of crate it is. Wood Crates, for instance, only drop Copper/Tin/Iron/Lead.
- Bait is more likely to be consumed
- Very high fishing power now gives decreasing returns
- Fishing Power is 1.1x during Blood Moons
- Swordfish is now less common when fishing
- Golden Carp is less common when fishing
- Angler’s Quest rewards are now more likely to give you the Info Accessories. Additionally, he will not give you duplicates of an accessory you have in your inventory, unless you already have them all already
- Amber is slightly more common from Fossils, and can generate naturally in the Underground Desert
- Basic Dye materials now give 2 of that dye instead of 1 when crafting
- Blessed Apple now only drops from Unicorns, but at a higher drop rate than before
- Coin Portal chances when breaking pots has been decreased by half
- Enemies have an increased chance to drop bonus amounts of money when killed
- Enemies drop extra money during Blood Moons
- Golden Keys should now drop more often from enemies and pots, and Dungeon Slimes are slightly more common
- Gold Critters are now more rare
- Jellyfish and Granite Golems spawned from statues now drop their items even less frequently, and decreased the sell value of some of those drops
- Lava Charms can only be found in chests within the lava layer now, but Lava Fishing now provides a secondary renewable source for them
- Mandible Blade can now be dropped by Antlion Swarmers
- Moon Lord now drops Super Healing Potions instead of Greater Healing Potions
- Mushroom Grass Seed drop rate increased from 1/50 to 1/40
- Nature’s Gifts now spawn slightly more often in the Jungle
- Picksaw now has a ¼ chance to drop from Golem in addition to his other loot, instead of being part of his main drop pool. This drop rate is 33% from Expert Treasure Bags.
- Rod of Discord's drop rate in Expert mode is now 1/400
- Strange Plants no longer generate during worldgen, and will not start appearing until Hardmode
- Throwing Knives in chests now come in much larger stacks
- Water Walking Boots now have a 1/10 chance to appear in Water Chests, increased from 1/15
- Several Martian Invasion drops are now dropped from regular Martians instead of Martian Saucers, decreasing the random nature of the Martian Saucer’s drop pool
- Basic Dye materials now give 2 of that dye instead of 1 when crafting
- Blessed Apple now only drops from Unicorns, but at a higher drop rate than before
- Coin Portal chances when breaking pots has been decreased by half
- Enemies have an increased chance to drop bonus amounts of money when killed
- Enemies drop extra money during Blood Moons
- Golden Keys should now drop more often from enemies and pots, and Dungeon Slimes are slightly more common
- Gold Critters are now more rare
- Jellyfish and Granite Golems spawned from statues now drop their items even less frequently, and decreased the sell value of some of those drops
- Lava Charms can only be found in chests within the lava layer now, but Lava Fishing now provides a secondary renewable source for them
- Mandible Blade can now be dropped by Antlion Swarmers
- Moon Lord now drops Super Healing Potions instead of Greater Healing Potions
- Mushroom Grass Seed drop rate increased from 1/50 to 1/40
- Nature’s Gifts now spawn slightly more often in the Jungle
- Picksaw now has a ¼ chance to drop from Golem in addition to his other loot, instead of being part of his main drop pool. This drop rate is 33% from Expert Treasure Bags.
- Rod of Discord's drop rate in Expert mode is now 1/400
- Strange Plants no longer generate during worldgen, and will not start appearing until Hardmode
- Throwing Knives in chests now come in much larger stacks
- Water Walking Boots now have a 1/10 chance to appear in Water Chests, increased from 1/15
- Several Martian Invasion drops are now dropped from regular Martians instead of Martian Saucers, decreasing the random nature of the Martian Saucer’s drop pool
- The Nurse now charges increasing amounts of money for healing as the game progresses
- Sandstorms are now significantly less common, particularly in the early game
- Reduced the intensity of Mighty Wind, pushing you less
- Rain is slightly less common
- Dungeon Spike damage has increased from 40 to 60, and inflicts Bleeding
- Temple Wooden Spike damage has increased from 60 to 80, and inflicts Bleeding
- Gem and Rainbow Torches now give 10 torches per crafting instead of 3
- Glowsticks and Torches now stack to 999
- All Bombs, Grenades, and Dynamite now stack to 99
- Ore Bars now stack to 999
- Alchemy Seeds and Plants now stack to 999
- Tissue Samples and Shadow Scales now stack to 999
- Pirate Map and Snow Globe items can now stack to 20
- Did an extensive review of sell values across the entire game, increasing the consistency of sell values and adding sell values to many items without one
- Improved consistency of money drops from bosses
- Sandstorms are now significantly less common, particularly in the early game
- Reduced the intensity of Mighty Wind, pushing you less
- Rain is slightly less common
- Dungeon Spike damage has increased from 40 to 60, and inflicts Bleeding
- Temple Wooden Spike damage has increased from 60 to 80, and inflicts Bleeding
- Gem and Rainbow Torches now give 10 torches per crafting instead of 3
- Glowsticks and Torches now stack to 999
- All Bombs, Grenades, and Dynamite now stack to 99
- Ore Bars now stack to 999
- Alchemy Seeds and Plants now stack to 999
- Tissue Samples and Shadow Scales now stack to 999
- Pirate Map and Snow Globe items can now stack to 20
- Did an extensive review of sell values across the entire game, increasing the consistency of sell values and adding sell values to many items without one
- Improved consistency of money drops from bosses
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