Secret World Seed The Inverse Hardmode Seed

J Bame

Terrarian
The seed name is:
oneoverhardmode
OR
unoreversecard​

The main change brought by this seed is that the following Biomes swap places in progression:

  • Hallow and Corruption/Crimson (queen slime / evil boss)
  • Underworld and Jungle (plantera / wall of flesh)

These swaps include but aren't limited to retiered weapons and reworked bosses, as well as a generally reworked progression all the way until late hardmode.

Prehardmode Hallow​

Hallow spawns instead of Crimson or Corruption. Whichever evil was chosen in worldgen will appear in the Hardmode V. Queen Slime swaps places with the Evil boss. In caves, Hallowed Ore (about time to add it, right?) spawns instead of Demonite/Crimtane. Unicorns, Pixies and Chaos Elementals are the only enemies that spawn in this biome.

Queen Slime still drops the Crystal Assassin set and Hallowed Bars. Pickaxe Axe and Drax can be crafted without Mech Boss souls, to act as the equivalent to the Nightmare/Deathbringer Pickaxes.

All other Hallowed Bar gear now requires a few of one Mechanical Boss Soul if it doesn’t already*. Night's Edge replaces Volcano for one of the two Chlorophyte Swords, and makes Excalibur instead. Night's Edge is made with Demonite/Crimtane and Shadow Scales/Tissue Samples. True Excalibur is made with 3 mechanical boss souls. True Night’s Edge is made with Hellstone. Unholy Arrows are hardmode exclusive, everything that gives Unholy arrows normally gives Holy arrows in Inverse seed.

* This would be a TON of gear retiered from bosses who need a lot of drops to a boss whose equivalents drop very little.

The Evil Boss replaces Queen Slime. They drop their usual loot. Demonite and Crimtane Bars are still prehardmode; only obtainable through the Eye of Cthulhu. Shadow Orb and Crimson Heart items are basically only obtainable with crates, or through some certain seed combos that allow the evil biomes to appear in preHardmode.

Hallow has a unique world generation, or just copies corruption/crimson replacing the appropiate blocks. Shadow Orbs are painted Yellow and drop different items:
  • Red Ryder is the equivalent to Musket and Undertaker.
  • Light Disc is the equivalent to the Ball O’ Hurt and Rotted Fork
  • Fairy Bell is the equivalent to Shadow Orb and Crimson Heart
  • Magiluminescence is the equivalent to Band of Starpower and Panic Necklace
  • Magic Missile is the equivalent to Vilethorn and Crimson Rod.
The above items cannot be obtained in other ways. Gelatin Crystals still grow as usual.

Jungle/Underworld​

Jungle has increased spawn rates and beefed up enemy difficulty. Surface jungle enemies can now drop stingers and vines; jungle spores spawn in the surface as well. Bee Hives spawn in the underground layer and Queen Bee doesnt enrage at this height anymore.

Chlorophyte and Hellstone swap pickaxe power requirement and loot strength; Life fruits grow in the Underworld forests during Hardmode.

Demons and Voodoo Demons only spawn in Hardmode. In addition to Red Devils, Diabolists and Hell Armored bones join the Underworld Spawn pool, but dont drop Dungeon items until Wall of Flesh is defeated. These two enemies gain immunity to lava and the ability to walk on it without sinking.

Jungle Shrines contain a Locked Shadow Chest painted Green, containing Shadow Chest loot and one of Plantera’s standard drops, retiered to prehardmode stats. In the Underworld, painted Ivy Chests replace Shadow Chests, containing their standard Loot.

Plantera and Wall of Flesh swap places in progression. Plantera drops the Emblems and Demon Heart, and one of Seedler, Venus Magnum, Nettle Burst and Firecracker (one of these things is not like the others, i know). Wall of Flesh drops 2 Shadow Chest weapons, The Axe and Spore Sac* instead of its normal loot. In the Hardmode post mech Underworld, Diabolists and Hell Armored bones join the enemy spawn pool, the latter gaining the ability to walk on lava.

* This swap doesnt fit thematically but Demon Heart is too important to be locked this late. Could alternatively just give Plantera two expert drops and leave Wall of Flesh with none.

Boss Changes​

Queen Slime​

  • Max HP reduced from 18000 to 4000
  • Defense reduced from 26 to 8
  • Transforms when below 33% hp instead of 50%
  • Spawns 5 times less minions
  • Shoots out 4 regal gels in phase one instead of 6
  • Shoots out 6 regal gels in phase 2 instead of 10
Minions
  • Damage of all attacks cut in half
  • Defense of all reduced to 5
  • Crystal and Bouncy Slimes HP reduced to 30
  • Heavenly Slime HP reduced to 20

Brain of Cthulhu​

  • No longer despawns when leaving the Crimson
  • Max HP increased from 1250 to 10000
  • Creeper HP increased from 100 to 300
  • Defense from creepers and brain increased to 26
  • 20% of all Creepers are 30% bigger, have 1000 HP and inflict all 8 debuffs at once.
  • Second phase is only immune to knockback for half the time it takes before it teleports again
    • Fake brains disappear after hitting the real one.

Eater of Worlds​

  • No longer despawns when leaving the Corruption
  • HP per normal segment increased from 150 to 1500. Head and tail segments have 400 HP.
  • Every 5th segment has 400 HP and is noticeably darker. These segments basically always die first, splitting up the worm more than usual.
  • 33% chance to shoot a Cursed flame in place of Vile Spit

Plantera
  • Damage on all attacks reduced by 33%
  • HP reduced from 30000 to 9000
  • Defense reduced to 10 in all phases
  • Hooks move 30% slower, making her move slower as well.
  • Shoots petals three times slower
  • Phase 2 has far fewer tentacles
  • Tentacle HP reduced from 1000 to 100
  • Does not shoot Spiky Balls.

Wall of Flesh​

  • HP increased from 8000 to 50000
  • Starts out at 25 MPH, speed builds up to 40 mph (unchanged in FTW else it'd become nearly impossible)
  • Defense on Eyes/Mouth increased from 0/12 to 20/40
  • Mouth shoots bouncy fireballs that inflict On Fire!. These fireballs bounce on Lava.
  • Hungry HP increased from 240 to 1000
  • Leech HP increased from 60 to 2000
  • All damage increased by 50%

Enemy Changes​

Prehardmode enemies get hardmode stats and viceversa, no point in getting too specific about this

Item Changes​

All retiered items have their stats changed to accomodate their tier; no point in getting too specific about simple number changes, but some items go a bit further:

Light Orb​

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Red Ryder
The following changes actually apply to all difficulties, since this weapon has a number of fans that would love to see it:
  • Damage increased from 20 to 30
  • Use Time reduced from 38 to 32
  • All Bullets shot by this rifle inflict Bleeding for a short time. This debuff is modified to deal some damage over time to enemies.

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Light Disc
  • Max amount reduced from 6 to 2
  • Damage reduced from 60 to 24
  • Use time increased from 15 to 20
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Magic Missile
  • Damage reduced from 35 to 25

Holy Arrows
  • Damage reduced from 10 to 5

Unholy Arrows
  • Inflicts one of Cursed Flames, Ichor and Acid Venom in a hit (this is Holy arrows it's competing with).
  • Damage increased from 12 to 13

Gelatinous Pillion has the same speed as Slimy Saddle

Chlorophyte​

j1Ju6kXpzT3Kr_Cv0XYA6pNkGDqH4qTWK-xEV7VXMHvUz86G0Ka4mznkxVenePZjovEgLYmQi58N7ccYwN44QU4nnhhG08mJLlQqOC7YS8_VTTJvw2aT7a35Frqq-Yq5JL5x7ZcIFz79ObDrtn6eEpM
wXC7_Njuq448LVEDS7-xPUPgFlBuuIq1VuwNBrSWlsIpEwMA2UB7Ui2p64opEp_ltnOLTmrvIb8DLnrvRmyzKTR2aj6GBizPb5eIB1DVVoGQRD6JJa09FekqWMd_ULCZIDwNudDWxdQCtqN_3nPNdN0
Chloro Ammo
  • Chlorophyte bullet damage reduced from 9 to 1
  • Chlorophyte arrow damage reduced from 16 to 13

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Pygmy Staff
  • Crafted with 17 Chlorophyte Bars in this seed
  • Damage reduced from 40 to 13
  • Inflicts poison instead of acid venom

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Venom Staff
  • Requires Souls of Fright


Hellstone​

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Volcano
  • Damage increased from 40 to 100
  • Explosion deals 200% damage instead of 80% and has doubled blast radius

WJNTeV8U1agQljdIfzm4vxhMRdFVY_kDnz2hqmmH8KQE8VDh9650GKPhDGLcwQBspggYJECDnjiIqBZ7DFfhrhf9o7SM-Ym14LoNNed17APKZqkthwm93N8AEzBjfjLkLB022Qvo-fCcCZG-foqIXxI
Hellfire Arrow
  • Damage increased from 13 to 16
  • Doubled blast radius

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Flamarang
  • Damage increased from 49 to 150
  • Inflicts Hellfire instead of On Fire


Plantera Drops/Shadow Chests​

Plantera's 4 weapon drops are instead one of Seedler, Venus Magnum, Leaf Blower and Firecracker (one of these things is not like the others, i know)
The other drops are now found in the green Shadow Chests found in the jungle, with the exception of Grenade Launcher which is replaced with Clockwork assault Rifle, and pygmy staff which is now craftable.

Shadow Chest Weapons​

2 of these drop from Wall of Flesh in hardmode. Retiered to hardmode stats. Wall of Flesh's normal drops are added to prehardmode shadow chests instead, nerfed a little. Wall Of Flesh also drops Grenade Launcher.

Armor​

Crystal Assassin Armor
  • Halved defense on all pieces
  • Set bonus no longer increases damage or critical strike chance.

Chlorophyte armor
  • Defense cut to a third
  • Leaf Crystal damage reduced to 20
  • Helmets only increase damage of their respective class by 10%; critical strike chance bonuses are removed, but Mana and Ammo reservation stats remain.
  • Greaves only grant 2% critical strike chance
  • Breastplate only grants 2% damage and critical strike chance

Shadow Armor
  • Doubled defense
  • Crit chance per piece increased from 5% to 12%
  • Speed multiplier on the set bonus increased to 1.15 to 1.33

Crimson Armor
  • Doubled defense
  • Damage per piece increased from 3% to 10%
  • Set Bonus also increases life regen by a flat 2.5 hp/s after not getting hit for 3 seconds.

Molten armor
  • Grants 15% damage to all classes per piece
  • Doubled defense
  • Set bonus: You can double tap down to do a fiery teleport towards the cursor’s position. This has a 25 second cooldown.

Some Seed Combos (probably too ambitious)​

For the Worthy: FTW boss changes combine with Inverse boss changes (so, queen slime shoots 33% more gel in both versions).

Drunk: Hallow, Crimson and Corruption spawn in Prehardmode. Evil bosses are still Hardmode.

No traps: Lihzahrd Traps spawn underground, nerfed to Pre Hardmode damage levels

The Constant: Deerclops is an early hardmode boss.

Not the Bees: Queen Bee is a hardmode boss.

Remix: Golem replaces Skeletron in the Dungeon, viceversa in the Lihzahrd Temple. Dungeon chests contain Golem Drops, Skeletron drops dungeon weapons.
 
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I like pretty much all of this. However, I do have to ask about the Magic Missile; this seed doesn't seem to interact with the Dungeon at all, so having it replace the Vilethorn/Crimson Rod is a bit odd to me, especially because it's not really a Hallow weapon. Why not use the Rainbow Rod? You put the Light Discs there, after all.
 
Why not use the Rainbow Rod?
precisely because of the Rainbow Rod, Hallow already has a direct Magic Missile upgrade in Hardmode in normal seeds, so having a weaker Rainbow Rod earlier on would make sense. The magic missile just doesn't appear in Locked Dungeon Chests in Inverse.

Second reason is that the Rainbow Rod is far more visually impressive than the Magic Missile, it'd be strange if it was much weaker than the Magic Missile you get from the Dungeon
 
precisely because of the Rainbow Rod, Hallow already has a direct Magic Missile upgrade in Hardmode in normal seeds, so having a weaker Rainbow Rod earlier on would make sense. The magic missile just doesn't appear in Locked Dungeon Chests in Inverse.

Second reason is that the Rainbow Rod is far more visually impressive than the Magic Missile, it'd be strange if it was much weaker than the Magic Missile you get from the Dungeon
I don't see how that logic works out. The whole point of the seed is that it's strange, no? The disparity of the visuals shouldn't matter. And far from being "inverse," the Magic Missile isn't being moved very far in progression at all, so it just kinda sticks out like a sore thumb to me as not fitting the theme of the seed. Why not make the Rainbow Rod be dropped by the Light Orbs and have the Magic Missile be craftable in its stead? You don't seem concerned about filling the Magic Missile's spot in the Dungeon, so it shouldn't be a problem.
 
Very well thought out suggestion. The seed sounds balanced and very fun to play. It would be a very different way to play the game which sounds refreshing as most runs have simply the same progression so when you want to shake things up you can just play this seed instead. Full support.
 
I don't see how that logic works out. The whole point of the seed is that it's strange, no? The disparity of the visuals shouldn't matter.
No, it's that prehardmode and hardmode things swap places, there shouldn't be too many oddities outside of the ones that need whole new items to fix

Why not make the Rainbow Rod be dropped by the Light Orbs and have the Magic Missile be craftable in its stead? You don't seem concerned about filling the Magic Missile's spot in the Dungeon, so it shouldn't be a problem.
i already think that Magic Missile should be a material for Rainbow Rod and not Sky Fracture, so that's another reason for me to tie Magic Missile to hallow

there really isnt much else to pick from here, and a Hardmode magic missile would just feel weaker than Rainbow Rod
 
The seed name is:
oneoverhardmode
OR
unoreversecard​

The main change brought by this seed is that the following Biomes swap places in progression:

  • Hallow and Corruption/Crimson (queen slime / evil boss)
  • Underworld and Jungle (plantera / wall of flesh)

These swaps include but aren't limited to retiered weapons and reworked bosses, as well as a generally reworked progression all the way until late hardmode.

Prehardmode Hallow​

Hallow spawns instead of Crimson or Corruption. Whichever evil was chosen in worldgen will appear in the Hardmode V. Queen Slime swaps places with the Evil boss. In caves, Hallowed Ore (about time to add it, right?) spawns instead of Demonite/Crimtane. Unicorns, Pixies and Chaos Elementals are the only enemies that spawn in this biome.

Queen Slime still drops the Crystal Assassin set and Hallowed Bars. Pickaxe Axe and Drax can be crafted without Mech Boss souls, to act as the equivalent to the Nightmare/Deathbringer Pickaxes.

All other Hallowed Bar gear now requires a few of one Mechanical Boss Soul if it doesn’t already*. Night's Edge replaces Volcano for one of the two Chlorophyte Swords, and makes Excalibur instead. Night's Edge is made with Demonite/Crimtane and Shadow Scales/Tissue Samples. True Excalibur is made with 3 mechanical boss souls. True Night’s Edge is made with Hellstone. Unholy Arrows are hardmode exclusive, everything that gives Unholy arrows normally gives Holy arrows in Inverse seed.

* This would be a TON of gear retiered from bosses who need a lot of drops to a boss whose equivalents drop very little.

The Evil Boss replaces Queen Slime. They drop their usual loot. Demonite and Crimtane Bars are still prehardmode; only obtainable through the Eye of Cthulhu. Shadow Orb and Crimson Heart items are basically only obtainable with crates, or through some certain seed combos that allow the evil biomes to appear in preHardmode.

Hallow has a unique world generation, or just copies corruption/crimson replacing the appropiate blocks. Shadow Orbs are painted Yellow and drop different items:
  • Red Ryder is the equivalent to Musket and Undertaker.
  • Light Disc is the equivalent to the Ball O’ Hurt and Rotted Fork
  • Fairy Bell is the equivalent to Shadow Orb and Crimson Heart
  • Magiluminescence is the equivalent to Band of Starpower and Panic Necklace
  • Magic Missile is the equivalent to Vilethorn and Crimson Rod.
The above items cannot be obtained in other ways. Gelatin Crystals still grow as usual.

Jungle/Underworld​

Jungle has increased spawn rates and beefed up enemy difficulty. Surface jungle enemies can now drop stingers and vines; jungle spores spawn in the surface as well. Bee Hives spawn in the underground layer and Queen Bee doesnt enrage at this height anymore.

Chlorophyte and Hellstone swap pickaxe power requirement and loot strength; Life fruits grow in the Underworld forests during Hardmode.

Demons and Voodoo Demons only spawn in Hardmode. In addition to Red Devils, Diabolists and Hell Armored bones join the Underworld Spawn pool, but dont drop Dungeon items until Wall of Flesh is defeated. These two enemies gain immunity to lava and the ability to walk on it without sinking.

Jungle Shrines contain a Locked Shadow Chest painted Green, containing Shadow Chest loot and one of Plantera’s standard drops, retiered to prehardmode stats. In the Underworld, painted Ivy Chests replace Shadow Chests, containing their standard Loot.

Plantera and Wall of Flesh swap places in progression. Plantera drops the Emblems and Demon Heart, and one of Seedler, Venus Magnum, Nettle Burst and Firecracker (one of these things is not like the others, i know). Wall of Flesh drops 2 Shadow Chest weapons, The Axe and Spore Sac* instead of its normal loot. In the Hardmode post mech Underworld, Diabolists and Hell Armored bones join the enemy spawn pool, the latter gaining the ability to walk on lava.

* This swap doesnt fit thematically but Demon Heart is too important to be locked this late. Could alternatively just give Plantera two expert drops and leave Wall of Flesh with none.

Boss Changes​

Queen Slime​

  • Max HP reduced from 18000 to 4000
  • Defense reduced from 26 to 8
  • Transforms when below 33% hp instead of 50%
  • Spawns 5 times less minions
  • Shoots out 4 regal gels in phase one instead of 6
  • Shoots out 6 regal gels in phase 2 instead of 10
Minions
  • Damage of all attacks cut in half
  • Defense of all reduced to 5
  • Crystal and Bouncy Slimes HP reduced to 30
  • Heavenly Slime HP reduced to 20

Brain of Cthulhu​

  • No longer despawns when leaving the Crimson
  • Max HP increased from 1250 to 10000
  • Creeper HP increased from 100 to 300
  • Defense from creepers and brain increased to 26
  • 20% of all Creepers are 30% bigger, have 1000 HP and inflict all 8 debuffs at once.
  • Second phase is only immune to knockback for half the time it takes before it teleports again
    • Fake brains disappear after hitting the real one.

Eater of Worlds​

  • No longer despawns when leaving the Corruption
  • HP per normal segment increased from 150 to 1500. Head and tail segments have 400 HP.
  • Every 5th segment has 400 HP and is noticeably darker. These segments basically always die first, splitting up the worm more than usual.
  • 33% chance to shoot a Cursed flame in place of Vile Spit

Plantera
  • Damage on all attacks reduced by 33%
  • HP reduced from 30000 to 9000
  • Defense reduced to 10 in all phases
  • Hooks move 30% slower, making her move slower as well.
  • Shoots petals three times slower
  • Phase 2 has far fewer tentacles
  • Tentacle HP reduced from 1000 to 100
  • Does not shoot Spiky Balls.

Wall of Flesh​

  • HP increased from 8000 to 50000
  • Starts out at 25 MPH, speed builds up to 40 mph (unchanged in FTW else it'd become nearly impossible)
  • Defense on Eyes/Mouth increased from 0/12 to 20/40
  • Mouth shoots bouncy fireballs that inflict On Fire!. These fireballs bounce on Lava.
  • Hungry HP increased from 240 to 1000
  • Leech HP increased from 60 to 2000
  • All damage increased by 50%

Enemy Changes​

Prehardmode enemies get hardmode stats and viceversa, no point in getting too specific about this

Item Changes​

All retiered items have their stats changed to accomodate their tier; no point in getting too specific about simple number changes, but some items go a bit further:

Light Orb​

xWPr8xy98cmAfDKOnMuvOGFUGHZ9VJnuen5i5xeG2jw0ku2QT2UOjFZvrieo4_7PIRu5n1oiGlw2FRsd43NKA7dICKOw-TErDa-hl_eyIcqNuUgi1VNxKfyXa0nwMFH9Yea40iGgLDkfivEQAesqKDo
Red Ryder
The following changes actually apply to all difficulties, since this weapon has a number of fans that would love to see it:
  • Damage increased from 20 to 30
  • Use Time reduced from 38 to 32
  • All Bullets shot by this rifle inflict Bleeding for a short time. This debuff is modified to deal some damage over time to enemies.

zEkXbthU-5JvxPYWE2JaKaDTiSCLnD4SJ2JfwTLkDYcYI1t6sD0m5gELwE_HgmGdJB8qJlGHEmF4hzatr5L26A83MW6kRDb_csJx_DY5T2efm6LZJHF8QQFzGC97WmeZGEFDQqxMwvVw3uYeLNroi8c
Light Disc
  • Max amount reduced from 6 to 2
  • Damage reduced from 60 to 24
  • Use time increased from 15 to 20
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Magic Missile
  • Damage reduced from 35 to 25

Holy Arrows
  • Damage reduced from 10 to 5

Unholy Arrows
  • Inflicts one of Cursed Flames, Ichor and Acid Venom in a hit (this is Holy arrows it's competing with).
  • Damage increased from 12 to 13

Gelatinous Pillion has the same speed as Slimy Saddle

Chlorophyte​

j1Ju6kXpzT3Kr_Cv0XYA6pNkGDqH4qTWK-xEV7VXMHvUz86G0Ka4mznkxVenePZjovEgLYmQi58N7ccYwN44QU4nnhhG08mJLlQqOC7YS8_VTTJvw2aT7a35Frqq-Yq5JL5x7ZcIFz79ObDrtn6eEpM
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Chloro Ammo
  • Chlorophyte bullet damage reduced from 9 to 1
  • Chlorophyte arrow damage reduced from 16 to 13

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Pygmy Staff
  • Crafted with 17 Chlorophyte Bars in this seed
  • Damage reduced from 40 to 13
  • Inflicts poison instead of acid venom

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Venom Staff
  • Requires Souls of Fright


Hellstone​

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Volcano
  • Damage increased from 40 to 100
  • Explosion deals 200% damage instead of 80% and has doubled blast radius

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Hellfire Arrow
  • Damage increased from 13 to 16
  • Doubled blast radius

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Flamarang
  • Damage increased from 49 to 150
  • Inflicts Hellfire instead of On Fire


Plantera Drops/Shadow Chests​

Plantera's 4 weapon drops are instead one of Seedler, Venus Magnum, Leaf Blower and Firecracker (one of these things is not like the others, i know)
The other drops are now found in the green Shadow Chests found in the jungle, with the exception of Grenade Launcher which is replaced with Clockwork assault Rifle, and pygmy staff which is now craftable.

Shadow Chest Weapons​

2 of these drop from Wall of Flesh in hardmode. Retiered to hardmode stats. Wall of Flesh's normal drops are added to prehardmode shadow chests instead, nerfed a little. Wall Of Flesh also drops Grenade Launcher.

Armor​

Crystal Assassin Armor
  • Halved defense on all pieces
  • Set bonus no longer increases damage or critical strike chance.

Chlorophyte armor
  • Defense cut to a third
  • Leaf Crystal damage reduced to 20
  • Helmets only increase damage of their respective class by 10%; critical strike chance bonuses are removed, but Mana and Ammo reservation stats remain.
  • Greaves only grant 2% critical strike chance
  • Breastplate only grants 2% damage and critical strike chance

Shadow Armor
  • Doubled defense
  • Crit chance per piece increased from 5% to 12%
  • Speed multiplier on the set bonus increased to 1.15 to 1.33

Crimson Armor
  • Doubled defense
  • Damage per piece increased from 3% to 10%
  • Set Bonus also increases life regen by a flat 2.5 hp/s after not getting hit for 3 seconds.

Molten armor
  • Grants 15% damage to all classes per piece
  • Doubled defense
  • Set bonus: You can double tap down to do a fiery teleport towards the cursor’s position. This has a 25 second cooldown.

Some Seed Combos (probably too ambitious)​

For the Worthy: FTW boss changes combine with Inverse boss changes (so, queen slime shoots 33% more gel in both versions).

Drunk: Hallow, Crimson and Corruption spawn in Prehardmode. Evil bosses are still Hardmode.

No traps: Lihzahrd Traps spawn underground, nerfed to Pre Hardmode damage levels

The Constant: Deerclops is an early hardmode boss.

Not the Bees: Queen Bee is a hardmode boss.

Remix: Golem replaces Skeletron in the Dungeon, viceversa in the Lihzahrd Temple. Dungeon chests contain Golem Drops, Skeletron drops dungeon weapons.
Maybe the Eye of Cthulhu boss could be the True Eye of Cthulhu from the Moon Lord and much harder?

Lovely idea, by the way.
 
Hello there!
 
Huge support from me, mostly for the hallowed ore. I've been wanting that since 1.3 for builds. The stats also seem to check out for all the swapped weapons, with nothing being overpowered. Full support
 
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