History:
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 for 1.4!
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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