tModLoader Prefixes for Enemies

This mod has two goals. The first is to add variety to enemies via Prefixes. When an enemy spawns, it has a chance to roll a prefix in one or more categories. Prefixes can be as simple as making the enemy deal more damage, or a bit more complex like causing its attacks to inflict debuffs, steal life, or throw players into the air.

The second goal is to add unique loot to be obtained from Rare enemies. Generally speaking, this loot will be weapons unlike what you would find in vanilla Terraria, such as Gunblades that can be swung like swords or fired like guns.




OPEN SOURCE: REPOSITORY HERE





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V1.2.3: Updated to tModloader V0.10.
V1.2.2b: A new type of throwing weapon, needles, craftable at each tier with tickets. Shaders added to Rare and other prefixes. Foil counter damage reduced by 30% on expert mode. Mirrored prefix reflects for 1/3 second after hit by a projectile, down from 2/3. Rare prefix frequency slightly increased in expert mode.
V1.2.1.3b: Updated to tModLoader V0.9.2.1.
V1.2.1.2b: Spawning bug hotfix.
V1.2.1.1b: Updated to tModLoader V 0.9.1. Martyr damage decreased, Old One's Army now spawns correctly, assorted minor bugfixes.
V1.2.0b: Updated to tModLoader V 0.9. Added new, unique potions craftable with cosmic tickets. Leeching prefix no longer steals defense, only life and damage.
V1.1.2b: Major balance patch. Greatbows significantly buffed - base damage, base velocity, and charge mult all increased anywhere from ~10-30%. Hardmode Greatbows also charge faster. Greatarrow damage also generally buffed. Ammo crafted from tickets is now doubled in quantity. Gunblades and dueling swords also saw smaller buffs to damage.
V1.1.1b: All greatbows charge mult 80% >> 85%, Hellfire Greatbow damage 16>>14, Shadowstrung Greatbow damage 25>>26, Orion sweetspot mult 1.15x>>1.25x, adjusted visuals on Orion, fixed some vanilla arrow interactions with Greatbows, adjustments to prefix exclusions (most multipart bosses like WoF and Skeletron Prime can’t get suffixes on secondary parts anymore).
V1.1.0b: Added Greatbow class of weapons and Greatarrow class of ammo, some multiplayer bug fixes.
V1.0.14b: Various bugfixes for reported issues.
V1.0.13b: Basic Multiplayer support added, adjusted value modifier on prefixes (down on average), adjusted position of dueling swords to keep them from disjointing too far from the body, lowered Launching prefix launch velocity.
V1.0.12b: Added Dueling Sword class of weapons, adjusted visuals of Pillar Fragment ammo, and made some balance changes.
V1.0.11b: Actually fixed bound NPCs getting prefixes, added bullets to loot.
V1.0.10b: Rewrote projectile damage formulae, added Generous, Philanthropic, and Cutpurse.
V1.0.8b: Some bug fixes and a new 5th tier magic ring, Soul Well.
V1.0.6b: Completely rewrote magic ring charge system, some bugfixes and balance changes to rings; excluded Rare from statue-spawned enemies (for real this time)
V1.0.5b: Rare excluded from wall spiders, updated for V0.8
V1.0.4b: various balance changes to magic rings, bugfixes
V1.0.3b: small bugfix, excluded Rare from statue-spawned enemies
V1.0.2b: small bugfix, added a couple images and tooltips
V1.0.1b: small bugfix and removed test recipes.
V1.0b: Rare prefix, along with its loot, added.
V0.4.9: stoned doesn’t refresh if you’re already stoned, time and chance of getting petrified up; Regenerating now doesn’t regen if it’s on fire, poisoned, or envenomed; Projectile prefixes do considerably less damage and spawn less frequently pre-hardmode, now need to EoC, EoW, BoC, or Skeletron before they start spawning.
V0.4.8: Excluded Projectile prefixes from Creepers; NPCs must have max life higher than 1 to receive prefixes; Excluded splitter from EoW, Lunatic Cultist, Skeletron, lunar pillars; excluded the Master Ninja from problematic NPCs; excluded suffixes from bosses; something else????
V0.4.7: bugfixes, added Forceful, Launching, Halting, Wing Clipper, Psychic.
V0.4.6: added cap to projectile charge when blocked by wall; added the Lightning God, the Master Ninja, Splitter, Stealthy; Petrifying stones for 1 second less; Regenerating slightly buffed; Flametrail reworked.
v0.4.5.1: small bugfixes
v0.4.5: projectile prefixes that can’t shoot through tiles now check the collision line; various bugfixes; various adjustments to range, damage and fire rate of projectile prefixes, now rolled on 1/12 enemies from 1/15; added Vengeful, Mutilator, Executioner, Bionic, Shadowflame, Dune Mage, Bubbly, Hellwing.
V0.4.4: Reduced nullifier curse radius by 17% and made it hardmode only; Martyr changed to drop a modified happy bomb instead of exploding instantly on death; Big size modifier up from 30% to 40%; Bugfix where Channeler would try to buff dead enemies; added Leeching, Colossal, Miniature, Enduring; Added value multiplier for all prefixes - x2 for everything but post-moonlord and suffixes, which are x3 and x10 respectively - no multiplier for debuff weaknesses. Built in tModloader 0.7.1.1.
V0.4.3: Added name check to ensure prefixes are displayed, lowered velocity and damage of shadowmage and volcanic projectiles, channeler drains mana 25% faster, added dusts to volcanic, lightning rod, the Reaper, the Nullifier, Mirrored.
V0.4.2: Adjusted weights, prevented target dummies from getting prefixes, changed malefic to leave player at 1 life, added Adaptive, Channeler, fixed bugs with post-moonlord prefixes.
V0.4.1: Preemptively fixed known potential conflicts, buffed the Nullifier, allowed the heads of worm-type enemies to get prefixes.
v0.4: Added Malefic, Voodoo, the Necromancer, 4 debuff vulnerabilities; Increased size of the Juggernaut, the Reaper now always deals at least its base damage; Worm-type enemies can no longer get prefixes; Fixed some bugs with projectile spawners and other special enemies.
v0.3: Added Juggernaut, Reaper, Nullifier, and Immortal suffixes; Special effects prefix chance increased from 1/8 to 1/6.
v0.2: Added Magebane, Party Animal, Flametrail, and Mirrored. Made Lightning Rod hardmode only
v0.1.2: Fixed Caster name issue
v0.1.1: Fixed prefixes being given to Town NPCs and critters (oops), added some projectile prefixes
2/17/16: hotfixed Martyr spawning a broken projectile

Prefix lists by category:

1/4 chance; 2x value

Tough: +50% max life.
Dangerous: +40% damage.
Armored: Increased defense.
Small: 70% size.
Big: 140% size.
Persistent: More resistant to knockback.
Enduring: takes 20% less damage.
Colossal: 180% size, 20% more damage.
Miniature: 45% size, 20% less damage.

1/6 chance; 2x value

Burning: inflicts On Fire!
Hellfire: inflicts Cursed Flames.
Frozen: inflicts frostburn and occasionally freezes players hit.
Electrified: inflicts Electrified (hardmode only).
Breaker: inflicts broken armor.
Dark: inflicts darkness.
Trickster: inflicts confused.
Hexing: can inflict cursed.
Slowing: inflicts slow.
Venomous: inflicts venom.
Petrifying: can inflict Stoned (scary!).
Regenerating: Heals over time based on missing health.
Martyr: Drops a bomb on death.
Vampiric: steals life on hit based on damage dealt.
Magebane: drains half the player's current mana on hit and deals extra damage based on the amount drained.
Voodoo: Any debuffs on this NPC are also applied to the player.
Vengeful: Deals up to 2x contact damage based on its missing health.
Mutilator: Deals 2x contact damage to players at full HP.
Executioner: Deals 2x contact damage to players under 20% life.
Splitter: When killed, spawns 2-4 enemies of the same type with reduced stats.
Stealthy: Mostly transparent - becomes easier to see when hit, but regains its stealth over time.
Forceful: Throws the player back when it hits them.
Launcher: Throws the player up when it hits them.
Halting: Halts the player's momentum when it hits them.
Wing Clipper: If it hits the player in the air, he cannot fly or double jump until touching the ground.
Cutpurse: Makes the player drop, at minimum, 10% of their coins on hit. Player will always drop a least one of each type of coin carried.

1/12 chance (1/20 pre-hardmode); 2x value

Volcanic: Can shoot a homing fireball at medium range.
Shadowmage: Can shoot homing dark magic at medium range.
Lightning Rod: Can shoot electric projectiles at medium range (HM).
Rune Mage: Can fire a magic projectile through walls at medium range.
Party Animal: Fires harmless confetti at you.
Flametrail: Leaves fire in its wake.
Bionic: Can fire a laser at medium range.
Shadowflame: Can fire dark magic that passes through walls at medium range (HM).
Dune Mage: Can fire a slow-moving, homing spirit through walls (HM).
Bubbly: Can fire bubbles at close range.
Hellwing: Fires erratic-moving flaming bats at close range.
Generous: Fires coins at the player, which can be picked up once they hit a tile. The value for these coins comes from the amount the npc would drop on death, so it can't be used to farm money. Higher value coins deal much more damage.
Philanthropic: Like generous, but a spread of 5 slightly weaker coins.

1/5 chance

Flammable: Takes 5x damage from On Fire! and Cursed Inferno.
Cryophobic: Loses 2 defense/second while Frostburned. Once at 0 defense, takes 16 dps.
Toxiphobic: Poison and Venom deal additional damage over time based on how much health the enemy is missing.
Pyophobic: Takes an additional 30% damage when afflicted with Ichor.

1/10 chance; 3x value

Mirrored: After being struck by a projectile, reflects projectiles for 1 second.
Malefic: Deals damage to its target just by being nearby. Damage scales with distance.
Adaptive: Takes 70% reduced damage from any damage type(melee, ranged, etc.) it has received in the past 3 seconds.
Channeler: Steals mana from the player (faster when near) and uses it to buff and heal nearby NPCs.
Leeching: Steals stats from nearby enemies periodically.
Psychic: Throws its target around randomly when it has line of sight.

1/100 chance; 10x value

The Immortal: Has nine lives, and gets progressively stronger with each one lost.
The Reaper: Reduced health and defense, but brings your hp to 1 if it touches you.
The Juggernaut: Significantly higher health and armor, and completely unaffected by knockback.
The Nullifier: Immune to all debuffs, and clears your buffs if it touches you. Curses you while you remain near it.
The Necromancer: Periodically summons a skeleton to its side. Type of skeleton varies based on progression.
The Master Ninja: Almost completely invisible. Revealed upon taking damage. Can reenter stealth when hit under the cover of an explosion, and can't be hit for a short time after doing so. +50% damage.
The Lightning God: Rapidly fires lightning at the player, and lightning randomly strikes at its target from above when nearby.

Enemies with the "Rare" prefix (1/100) will always drop a token when killed, of a tier based on your progression through the game. That token can be used for a chance at random loot for that tier, as well as Cosmic Tickets. Some tokens won't drop a piece of loot, but will drop extra tickets instead. These tickets are used to upgrade and recraft loot, and will later be craftable into consumable items and ammo.
Enemies with any suffix drop Choice Tokens. These tokens can be crafted together with tickets to create a specific item from the tickets' tier.
Tier 1, Amethyst: Beginning of game
Tier 2, Topaz: Skeletron OR Queen Bee killed
Tier 3, Sapphire: Start of Hardmode
Tier 4, Emerald: Any mech boss killed
Tier 5, Ruby: Plantera killed
Tier 6, Amber: Lunatic Cultist killed

View attachment 102618 Gunblade: The original. A tier 2 weapon. Swing on left click, fire on right click. For every melee hit you land, your next bullet gets +25% weapon damage, up to 250%.
View attachment 102619Gunblade: Spread: A shotgun mod of the original, tier 3. For every three melee hits, it adds another bullet to its next volley, up to 3 extra bullets.
View attachment 102800Gunblade MkIII: A couple steps up from the first, this handles much the same. However, a new feature has been implemented: When you fire a shot buffed up by melee attacks, you gain a decaying defense boost based on the power of the shot. This makes it safer to get back into melee range and start building up power once again.
View attachment 102802Gunblade: Burst: A modification of the original gunblade of tier 4 power. The Burst Gunblade is more focused on using ranged attacks, then closing in for a few melee hits. This is due to the fact that, in addition to melee hits buffing shot damage, firing shots buffs up your next melee hit. The buffed up melee attack inflicts a damage-over-time effect of length and magnitude dependent on the melee buff.
Work on a charge system instead of consuming mana.
View attachment 102620 Ice Shard: A tier 1 magic ring. Upon use, shards of ice start spawning above the player that accelerate towards the cursor.
View attachment 102621 Death Knell: A tier 3 magic ring. The bell tolls for all nearby enemies with less HP than the damage of this weapon. Very long recharge time.
View attachment 102622 Light Spear: A tier 4 magic ring. A ring of holy spears surrounds your cursor location, then fly towards the center. They stick in enemies hit, dealing damage over time.
View attachment 102627 Lightning: A tier 4 magic ring. A simple but powerful lightning bolt spell that can arc to nearby tiles. Quicker than average recharge time.
View attachment 102803 Nebula Parasite: A tier 6 magic ring. Fires a small parasite that homes in on enemies, doing minimal damage on hit. However, it infests the enemy hit, dealing significant damage over time. If the enemy dies while under this effect, the parasite will seek out a new enemy nearby.
Enter a brief counter stance on right click.
View attachment 112838 Fencer's Foil: Tier 1. Countering melee hits instantly damages enemies.
View attachment 112840 Blessed Rapier: Tier 3. After countering an hit, next attack deals 2.5x damage.
View attachment 112841 Frostbite Épeé: Tier 4. Any projectiles that would hit you while countering are reflected with massively increased damage. Inflicts frostburn with melee hits.
View attachment 112842 Shadowflame Estoc: Tier 4. After countering a hit, next attack fires a shadowflame that deals high damage.
Hold to draw back the bowstring farther, increasing damage, velocity, and knockback. Special effect and bonus damage if fired during the "sweetspot," a 1/4 second window right after hitting full charge, indicated by a sound and dust effect. Special effects listed below.
View attachment 118007 Wooden Greatbow: Tier 1. Allows arrows fired to penetrate an additional enemy.
View attachment 118009 Hellfire Greatbow: Tier 2. Fired arrows explode like hellfire arrows, but with a slightly larger AoE.
View attachment 118011 Azure Greatbow: Tier 2. Arrows slow enemies for 5 seconds on hit.
View attachment 118012 Greatbone: Tier 3. Arrows fired penetrate up to 4 additional enemies and have unusually high velocity. Charges 20% faster than the average greatbow.
View attachment 118013 Shadowstrung Greatbow: Tier 3. Arrows spawn homing tiny eaters on death, each dealing 60% arrow damage.
View attachment 118014 Lightcrystal Greatbow: Tier 4. Arrows explode like the Crystal Serpent on death.
View attachment 118015 Monsoon: Tier 5. Fires 4 additional arrows in a spread.
View attachment 118028 Teravolt Greatbow: Tier 5. Arrows leave electric fields on death. Since the field deals damage so quickly, this bow loses some damage when sweet-spotting.
View attachment 118030 Orion: Tier 6. Arrows fired are followed by 10 phantom arrows over 10 seconds, which deal full damage. There is no limit to the number of phantom arrows being fired. Charges 50% faster than the average greatbow.
Craft with cosmic tickets. Hold right click to prepare up to 6 needles to throw all at once. Needles fly straight, and are considered throwing weapons.

Iron Needles: Tier 1. No special effect.
Azure Needles: Tier 2. Needles burst on tile contact, dealing 130% damage to nearby enemies.
Hellfire Needles: Tier 3. Burn enemies hit. If an enemy is struck by 6 needles, it will explode for considerable damage partially based on its max life.
Assassin Needles: Tier 4. Enemies at full health or below 20% health have a 1/4 chance to be crit for 400% damage.
Teravolt Needles: Tier 5. If an enemy is struck by 6 needles, it will take bonus damage partially based on its max life and be stunned briefly. Stun has no effect on bosses.
Lodestar Needles: Tier 6. Every needle is followed up by a lunar flare that deals 130% damage.

Crafted with Cosmic Tickets.

Duelist Draught: Tier 2. The last enemy you dealt damage to takes 10% more damage from you and deals 10% less damage to you. Effects applied after most others, so consider it a unique 1.1x/.9x multiplier.
Tenacity Tonic: Tier 2. Taking damage has a vastly reduced effect on natural life regen. Normally, being hit would set the natural regen timer to 0 - this causes it to instead by set back by just 5 seconds.
Elixir of Reconstruction: Tier 3. Heal 25% of the last damage you took over 10 seconds. Taking another hit during this time will override the last and reset the timer.
Shock Tonic: Tier 3. Build up static charge while moving along the ground. When full, the electricity can be discharged via melee attacks or coming into contact with an enemy, dealing (30 + player defense) damage.
Earthen Draught: Tier 4. Take 15% reduced damage as long as you are touching the ground. Additive stacking with other endurance effects like the endurance potion.
Elixir of Flight: Tier 4. Fly up to 30% faster and longer.
Elixir of Steel: Tier 4. Gain 4 defense when hit, stacking up to 20 defense. Defense bonus falls off after 15 seconds.
Battle Dancer Draught: Tier 5. Gain up to 20% damage by hitting enemies, but reset to 0% when hit. Additive stacking with most damage enhancers.
Craft with Cosmic Tickets.
Splitter Round: Tier 1. Splits into two bullets shortly after firing, each with 70% of the original's damage.
Azure Round: Tier 2. Explodes if it hits a tile, dealing 20% bonus damage in an AoE.
Hollow Point Round: Tier 3. Very high base damage, but affected more by target's defense.
Shadowflame Round: Tier 4. Burns enemies with shadowflames.
Polar Ice Cap: Tier 5. Shatters into ice shards on hit, much like a crystal bullet. Shards do 75% of the bullet's damage.
Pillar Fragment Round: Tier 6. Splits into 2-3 random celestial fragments shortly after firing, each with 60% of the bullet's damage. Effects are as follows:
Solar: Explodes on contact with an enemy.
Nebula: Slow, with homing capabilities.
Stardust: Pierces through enemies.
Vortex: If it wouldn't crit, it has a second 33% chance to crit.​
Greatarrows are heavy, and normal bows can't make full use of them. Fire from Greatbows with a full charge for special effects. Each special effect is detailed below.
View attachment 117987 Iron Greatarrow: Tier 1. Penetrate +2 enemies and gain some bonus damage.
View attachment 117988 Azure Greatarrow: Tier 2. If it hits a tile, sticks to it and then explodes for 1.4x damage after one second.
View attachment 117989 Vile Greatarrow: Tier 2. Poisons enemies for 30 seconds.
View attachment 117990 Crystal Greatarrow: Tier 3. Penetrates 2 enemies, with a crystal bullet-like effect on hit (3 shards) and on tile collide or 3rd hit (5 shards).
View attachment 117992 Cursed Greatarrow: Tier 3. Penetrates 2 enemies, and leaves a trail of cursed flames in its path. Inflicts cursed flames for 10 seconds.
View attachment 117997 Ichor Greatarrow: Tier 3. Releases a bouncing ichor stream on hit, and inflicts ichor for 20 seconds.
View attachment 117998 Dragonslayer Greatarrow: Tier 4. Marks the target for 5 seconds. If the target is already marked, deals additional damage equal to 5% of the enemy's max health, max 500, scaling with ranged damage.
View attachment 117999 Venomfang Greatarrow: Tier 4. Pierces up to 9 enemies. Envenoms enemies for a full minute. On tile collide or 10th hit, releases 3 venom fangs.
View attachment 118004 Wrathful Greatarrow: Tier 5. Pierces up to 9 enemies. Spectre Wrath effect on hit for half of arrow damage. Doubled effect on tile collide or 10th hit.
View attachment 118005 Sanguine Greatarrow: Tier 5. Pierces up to 9 enemies, but loses 5% damage on each hit. Steal life equal to 5% of damage dealt.
View attachment 118006 Vortex Greatarrow: Tier 6. Pierces indefinitely, gaining 10% damage on each hit. Suspends enemies hit for 1.5 seconds + .5 seconds for each enemy already hit. Suspended enemies take additional damage. Bosses cannot be suspended, and instead take 30% extra damage from the arrow.

Demonstration of Greatbow use and the Greatbone's piercing effect:
View attachment 121635

Orion special effect:
View attachment 121636

Azure Greatarrow:

View attachment 121637
Dragonslayer Greatarrow (Target Dummy apparently has ~1000 max life, based on the bonus damage):
View attachment 121638
Cursed Greatarrow
View attachment 121644
Nebula Parasite (the parasite proceeds to seek out other enemies):
View attachment 121645

Shattershard:
View attachment 121648

Vortex Lightning:
View attachment 121649

More detailed document with information on the loot in this mod (outdated)

The framework for this mod allows me to add new prefixes fairly easily. If you have any suggestions for new prefixes, please comment with the prefix name, effect, and any special conditions that must be satisfied for an enemy to be assigned the prefix (e.g. hardmode only). Note: I have greatly slowed down the addition of new prefixes as I work on loot content. The bar for prefix ideas is much higher now than it was at the start of development.

PLEASE comment with any bug reports, strange interactions, or serious balance issues. I rely on feedback here to catch anything that slips through the planning and bug-testing phases.

Multiplayer support has been added - please post any bugs encountered in multiplayer.

@Eldrazi for his help with several issues with code
@PhoenixBlade for his sprite work
@ArmyFrog for his sprite work on Greatbows and Greatarrows
@Flashkirby99 for letting me adapt his Longbow code from his tconfig mod
@Battle Bee for letting me modify and use his Melter Trident sprite
@Severynn for his sprite work on potions
@thegamemaster1234 for help implementing shaders
Noice. xD Also, did you fix the Eternia Crystal Event glitch?
 
Just watched the latest video by FuryForged. He's got this mod in it. Does it mean he's beta testing it and it'll be released soon-ish?
Edit: just checked in-game, the latest published version there is 2.0.0, so it really is updated and back.
 
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Why were the magic rings and all the other weapons removed. I thought the magic rings were cool
I didn't feel like they should be part of the mod. Sure some of it may have been cool, but the primary purpose of the mod is to modify items not add new ones. It may attract some but scared away more
 
hiccup, i will help you sprite if i can have a discord server invite or just friend code from you, im okay at spriting, i did a spriting job for a different mod once, and i can show you some of my sprites right here: Fiery Greataxe.png Battleaxe.png
 
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