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How to Not Go Insane in Fargo's Eternity Mode (Pre-HM)
由 PLMMJ 制作
Tips, tricks and ideas for playing through Fargo's Eternity Mode mods up until Hardmode. Singleplayer only. This may also work for Masochist Mode, but things have changed on that side so it isn't up to date.
   
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Basics and terminology
Terminology
  • "Fargo's Eternity Mode" as discussed here is the combination of Fargo's Mutant Mod, Fargo's Souls Mod, and Fargo's Music Mod with the Mutant's Gift active, meaning either Eternity Mode or Masochist Mode will be enabled depending on world difficulty.
  • "Auras" are circles around certain enemies that denote where they'll apply debuffs. There are three types: Regular auras (e.g. Ghost's Cursed aura) inflict a debuff if you're in them, reverse auras (e.g. Nymph's Lovestruck aura) inflict a debuff outside of them, and "donut auras" (e.g. Tim's auras) are shorthand for when an enemy has both regular and reverse auras. You can tell an aura's direction by looking at its particles, being in the direction the particles fly away will debuff you. Some accessories also give you an aura, these are graphically different and are all normal auras.

Other mods
I am also playing with Advanced World Generation to give my world all alternative content and Magic Storage for... well... storage, plus a few minor convenience mods (such as Recipe Browser, Ore Excavator, Boss Checklist, and Census). My initial run also used Craftable Accessories, but this is one of the mods that definitely should not be used with this mod. My second run used Magic Storage Starter Kit, just so I don't have to grind my rear end off looking for rare gems just so I can store things (you will likely run out of space very quickly).

Basic tips
  1. Hold on to your random items as they may be needed for an enchantment or something else later. If playing with Recipe Browser, you can retrace the crafting trees to see if you need them.
  2. Remember that death is inevitable in this mod. Don't rage about it.
  3. The Eternity Advisor is either outdated or lying. Its loadouts may or may not help against the revamped bosses. The loadouts in the guide are mostly tested, but they may be outdated or not fit your playstyle. Feel free to experiment!
  4. Just because you have defeated something once does not mean that you can defeat it again. Especially with bosses.
  5. You will need to grind for a lot of materials. It's just a fact of life.
  6. Almost all of the information below will become outdated sooner or later. I'll do my best to keep it updated (including the 2.0 release).
Start of Run
Once you open your world for the first time, do the following:
  1. Make sure to enable seasons in Mutant Mod config if you haven't. This will let you obtain lots of powerful items.
  2. Find the Mutant Statue near spawn, break it, and use its Gift.
  3. Speak to Deviantt. Some of her loot is useless, but most of it is very useful.
  4. Set up your Instahouses and Magic Storage.
  5. Cut down trees. This gets more wood for various purposes and also advances the Lumberjack's spawn requirements.
  6. Make a Workbench and Table to put into your Magic Storage crafting.
  7. Make armor, weapons, torches, platforms, and another instahouse. If night comes, get away from your houses (so the enemies don't kill your NPCs) and box yourself in underground. No enemy that spawns naturally on the pre-hardmode surface can attack underground.
  8. Find a starter cave and start digging. You'll need a furnace, life crystals (don't be a baby like me and spawn them in unless you truly can't find any), accessories, and some ores to make better weapons. Don't go too deep, though, you'll just get killed by shadow hands. Make sure to scour it thoroughly.
  9. After this, you will fall into a pattern: Explore the surface and look for goodies in the daytime, burrow underground during nights. Making a Watch will help with this.

Some of you can skip straight to the Trojan Squirrel and defeat it, but I don't recommend this as it can let some nasty Hardmode enemies spawn in pre-Hardmode such as Wyverns. (Sand Elementals too, but we will be exploiting them as discussed later.)
Pre-Boss Exploration
What You Need
This is a list of what you should acquire before doing serious surface exploration:
  • A couple of Life Crystals and Mana Crystals
  • Decent weapons for melee and at range
  • At least Pumpkin Armor, or Fossil Armor if you can get your hands on it (it's essentially just Silver Armor with damage boosts)
  • Loads of ammo (if you use ranged, of course, but you will burn through a LOT of it until you have 1000 and Nycro's infinity kicks in)
  • Gold-tier or seasonal weapons (each class has a non-generic alternative, see below)
  • Hermes Boots
  • Cloud in a Bottle or better
  • Whatever enchantments you can get (except those rated C- or lower, see enchantment rating)
  • Either seasonal grappling hook (craft them out of presents/goodie bags)
  • 30 Pumpkin Pie for infinite Plenty Satisfied
  • Lots of blocks and platforms (seriously, you will regret not bringing blocks to biomes like the Desert)
  • Rope and Rope Coils (for more movement and creating jury-rigged contraptions to avoid death traps circumventing hazards)
If you have room for more, fill in with whatever accessories you can get.

You have a grappling hook, and you will learn to use it. It's your fastest mobility option at this point. If there's a chest to open, don't take risks. Instead, encase yourself and/or the chest in a box and bridge over to it. Speaking of boxes...

Box Strats
One thing that early-game Eternity Mode will make you very acquainted with is building boxes.
These boxes should have:
  • Solid walls one tile thick
  • Background walls to prevent enemies from spawning inside
  • 10 blocks tall and 6 blocks wide walkable space, can be bigger but not too big
  • A trapdoor or no entryway at all, break the walls to enter
  • Ports on the sides for firing at enemies from
These are essentially pillboxes that exploit the fact that many enemies can't attack you through walls. You'll usually want to elevate yours above the ground in biomes with enemies that can attack through walls, especially the Corruption as you can just ignore Devourers for the most part. Boxes don't work underground, though.

In all the biomes where they work, you should consider setting up a permanent outpost. These more fortified structures should have mini-storages in case you run low on ammo or healing. Also a good excuse to upgrade your shoddy instahouse structures, LOOKIN' AT YOU PAST ME

If you need to quickly make a wall that you can shoot through and don't have the time for a box, you can get away with alternating blocks and platforms.

Biome Warnings
The following biomes are too dangerous to explore with pre-boss equipment:
  • The Desert, specifically at night. Being chilled constantly is not fun.
  • The Jungle. There spawn rates are crazy, there are enemies that inflict Infested (a debuff that will bite off a big chunk of your health and remains a threat until post-Plantera) and the Underground Jungle is worse than Hell itself.
  • The Crimson. Crimeras can go through walls (thus invalidating box strats and making the biome a lot harder to navigate) and Blood Crawlers are very dangerous enemies with their web spit.
  • The Underground Tundra. The Shadow Hands will get you. You have to light up everything to avoid them spawning since Deerclops is an absolute chore to kill.
  • Space. You'll drown and it's too much of a resource sink to navigate early-game when one wrong move sends you plummeting down to Earth at 51 miles per hour. Again, use your Grappling Hook.

If you need to get to something inside one of these biomes, bridge over between the biome's ceiling and Space's floor. This is how I broke Crimson Hearts, essentially paradropping myself onto the Crimson cave entrance and blasting my way in.

When exploring the desert, you may have the game tell you something along the lines of "The sands are shifting underneath you", which indicates that a pyramid containing the Cursed Coffin boss is nearby. Don't fight it yet, but it can't harm you until you use its "summon" item.

Cavern Exploration
Once you are well-armored enough and have a good amount of life crystals, you will be able to detonate an Instavator and head into the caverns. Look for gems, especially Ruby since you need it for King Slime. You should collect a fair few of them. Work on getting the Demolitionist moved in underground so you can buy Dynamite for cheap and make a City Buster. If you don't have enough money, a basic box setup in the Corruption can earn you decent amounts of it.

Detonate your City Buster sufficiently far underground and after having cleared out the area around it of any potential goodies. You will now dig up dirt and stone, and lots of it as you will be needing it later. For now, start up a gemcorn farm as it will be your other source of money when you aren't sitting in a box in the Corrupted Desert. This will also be your arena for Queen Bee and Plantera because it's safer here than in the Jungle proper, as well as the Torch God and Champion of Terra because they have to be fought underground. Make sure to space your layers, with the first one at least 21 blocks above the ground (as not to stop the gemcorns from growing)

You will also need some tier 4 metals, Gold or Platinum, to make armor and weapons, if you don't have enough Sturdy Fossils.

Once you can reach the lava layer safely, search around to find the special caves. Spider Caves will be crucial in Hardmode, Marble Caves can get you Gladiator items and the Pocket Mirror in Hardmode, and Granite Caves are decent for farming and loot as well as the Night Vision Helmet required for Miner Enchantment. Also kill all bats you find, they can drop Rabies Shots. Don't use these, stock them up so you can make the Rabies Vaccine later.
Pits of the Goblin
Make sure you have over 200 max life before this or you're gonna have to grind Goblin Scouts.

Time to go into the Corruption. Pack Sticky Bombs. The enemies aren't that dangerous, but the fall damage is. Use your grappling hook and light the way, you'll probably need to come down here a lot.

Blast away the ebonstone and break two shadow orbs to summon a goblin invasion, which you will need since the Tinkerer's Workshop and its derivatives are responsible for like 80% of the crafts in this mod.

As for the goblins themselves, just throw yourself at them repeatedly, there's no real punishment. If you want to keep your death count down, you should use a strong bow with Jester's Arrows and the Silver Enchantment. Stay away from the goblins that are low on health as they'll drop a big red spiky ball on death.

After dealing with the goblins, buy a copious amount of explosives as you're probably about to make the Demolitionist rather unhappy. Scour the underground for the Goblin Tinkerer and get him moved in underground, then buy one of every item except spiky balls.

At this point you should set up a safe path to the underground Corruption, whether by air or underground, and also a farm box. You're going to need its altars for crafting and its drops for making money and kitting yourself out. However, if you were lucky enough to get the Vilethorn from shadow orbs, you can completely close up the box since the thorn attack goes through walls and skewers many Eaters at a time.
Enchantment Basics
All Enchantments require the armor set they're based on plus three (usually) extra items. They're typically crafted at Altars, though some may have alternate stations. They're also able to be combined into Forces post-Moon Lord.

I felt the need to rank them here since some are definitely better than others. Every Enchantment will have a 0-5 star rating on its effectiveness in Combat, its Mobility uses, its use in assisting with or expediting Farming, and its Availability, as well as an overall rank. Due to its length risking Steam capping it, this section has been split into multiple parts based on the Force the Enchantments within belong to.

Generally:
  • Avoid C- ranked or lower enchantments unless they're all you have or higher tiers are non-applicable.
  • Regular accessories are still important, don't go crazy with enchantments.
  • You are going to do a lot of mining.

Remember, however, that all rankings are my own subjective opinion and as of publishing I have not yet received feedback on any of them. If you want to give that feedback, feel free to comment.
Timber Enchantments (Pre-Hardmode)
Wood Enchantment
This enchantment's ingredients can be collected before the first nightfall if you're lucky with tree drops and otherwise you can obtain it extremely easily once the Lumberjack moves in.
As for its effects, it doesn't do anything in terms of combat or movement but it makes banners and Bestiary entries fill in twice as fast and gives a shop discount based on bestiary completion. The discount is equal to half of your completion percentage. The discount works even when the enchantment is in your inventory.
The banner effect is especially useful post-King Slime as you can make things out of banners using a Solidifier.
Overall, it's ridiculously easy to obtain and will make your life a lot easier no matter where you are in progression. Wood recommend for every playthrough.

Ingredients:
  • Wood Armor (raw: 75 Wood)
  • Daybloom (obtained growing on grass)
  • Apple (obtained from shaking trees or Lumberjack's Tree Treasures in the Forest)
  • Any Squirrel (several ways to get them, but the easiest is catching them in the Forest)

Rating:
  • Combat: .....
  • Mobility: .....
  • Farming: ***..
  • Availability: *****
  • Overall: A- Tier

Boreal Wood Enchantment
Obtaining this Enchantment is like the Wood Enchantment above, only more dangerous because of Spiked Ice Slimes being able to freeze you and being general nuisances. You may want to flatten a chunk of the Tundra as it'll give you the ingredients and smooth it out for better dodging.
It shoots a trio of snowballs periodically when you or your minions attack. They do damage equal to half of your weapon damage with a cap at 30.
It's generally outclassed by Cactus Enchantment as that one deals more damage, but its longer reach and greater knockback are sometimes more useful.

Ingredients:
  • Boreal Armor (raw: 75 Boreal Wood)
  • Shiverthorn (grows on snow)
  • Plum (obtained from shaking trees or Tree Treasures in the Tundra)
  • 300 Snowballs (raw: 20 Snow)

Rating:
  • Combat: **...
  • Mobility: .....
  • Farming: *....
  • Availability: ****.
  • Overall: C+ Tier

Rich Mahogany Enchantment
Same as usual, the armor plus an herb from the location plus a fruit from the location plus a related item. Except this time the location is the Jungle and the related item is a Grappling Hook... good luck getting this one pre-boss.
It makes your grappling hooks much faster and gives you various buffs while grappling.
This is the big daddy of situational enchantments. Whenever you're using your grappling hook a bunch or don't particularly need to move, it's at least decent, but at other times it's useless.

Ingredients:
  • Rich Mahogany Armor (raw: 75 Rich Mahogany)
  • Moonglow (grows on jungle grass)
  • Pineapple (obtained from shaking trees or Tree Treasures in the Jungle)
  • Grappling Hook (raw: 1 Hook, 3 Iron or Lead Ore, or bought from the Goblin Tinkerer)

Rating:
  • Combat: **...
  • Mobility: ***..
  • Farming: .....
  • Availability: ***..
  • Overall: B+ Tier

Ebonwood Enchantment
This one needs the armor, a Vile Mushroom, a Blackcurrant, and the Painter's Corruption painting. It'll be expensive, but incredibly, the Corruption itself can act as a money farm as nothing there can seriously threaten an elevated box pre-boss and the drops can be sold after enough have been acquired for big money.
It creates an aura around you that causes the Corruption buff to build up. This buff gives up to 5% DR and 5 flat extra damage.
This one is useful and helps one survive in places like the Crimson and Jungle, but it falls off rather quickly. Due to the rework it's still very good for low damage, high attack speed weapons if you can build up the buff.

Ingredients:
  • Ebonwood Armor (raw: 75 Ebonwood)
  • Vile Mushroom (grows in Corruption)
  • Blackcurrant (obtained from shaking trees or Tree Treasures in the Corruption)
  • Lightless Chasms (buy from Painter for 1 gold in Corruption)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming; *....
  • Availability: ***..
  • Overall: C+ Tier

Shadewood Enchantment
It's just the Crimson version of the Ebonwood Enchantment, and thus harder to obtain since the Crimson sucks so much.
Its aura inflicts Bleeding. Hitting Bleeding enemies with it on causes them to spew damaging blood when hit with a short cooldown. The blood does 12 melee damage.
Overall, its best use is against EoW or hordes of enemies. It's pretty mediocre against single targets or enemies that teleport away like casters.

Ingredients:
  • Shadewood Armor (raw: 75 Shadewood)
  • Vicious Mushroom (grows in the Crimson)
  • Blood Orange (obtained from shaking trees or Tree Treasures in the Crimson)
  • Deadland Comes Alive (buy from Painter for 1 gold in Crimson)

Rating:
  • Combat: **...
  • Mobility: .....
  • Farming: ***..
  • Availability: **...
  • Overall: C Tier

Palm Wood Enchantment
Last but certainly not least, we have this rather unique one. It takes the armor, Coral, and both Banana and Coconut to craft. This means that longer will be spent waiting on obtaining the fruits, but this Enchantment is an absolute menace.
It allows you to summon a palm tree sentry at your cursor's location. It fires acorns at enemies that do 15 summon damage, breaking into fragments that deal 10 melee damage. It scales with summon damage despite doing melee damage with its fragments.
Do not underestimate this Enchantment. Against groups, worms, or targets that can't move too quickly, it can do some surprisingly strong damage. Its ability to be placed anywhere also helps as it can defend a box or be used to scout for enemies or open areas. Additionally, using the set bonus hotkey it can be placed while sleeping, fishing, AFK etc. to defend yourself.

Ingredients:
  • Palm Wood Armor (raw: 75 Palm Wood)
  • Coral (find in oceans)
  • Banana (obtained from shaking trees or Tree Treasures in the Ocean)
  • Coconut (same as Banana)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: ****.
  • Availability: ***..
  • Overall: A+ Tier
Terra Enchantments (Pre-Boss)
Copper Enchantment
This one requires a Thunder Zapper, which spawns only in the deep underground desert for some stupid reason. This should be a lot easier to get than in Vanilla since pyramids are forced now.
It makes critical hits (or occasionally any hit when the enemy is Wet) shoot lightning out of the struck enemy, chaining to nearby enemies and inflicting them with Electrified. The lightning itself does 60 magic damage, decreasing whenever it hits an enemy. The lightning has a fairly long cooldown (4 seconds), though it can sometimes shorten by triggering the same means of triggering the lightning itself.
Situational and not worth the effort. Do not use unless you have a spare Thunder Zapper to make it, since the Zapper is decently powerful on its own.

Ingredients:
  • Copper Armor (raw: 144 Copper Ore)
  • Copper Shortsword (raw: 15 Copper Ore)
  • Wand of Sparking (found in surface or underground chests)
  • Thunder Zapper (found in underground desert chests)

Rating:
  • Combat: **...
  • Mobility: .....
  • Farming: **...
  • Availability: **...
  • Overall: C Tier

Tin Enchantment
This one needs the armor, a Tin Bow, a Revolver, and a Topaz Staff. This makes it very annoying to craft as it's only obtainable after breaking a Shadow Orb and even then you need to either have random chance give the Revolver to you or defeat an evil boss before you can craft the Revolver needed, and you also need Topaz.
It sets your crit chance to 5% and increases it every time you land a crit by 5% until you reach double your crit chance or 15%, whichever is higher. If you get hit it resets.
This requires too much grinding for not much gain unless you're good at no-hitting, plus the annoying method of obtaining the Revolver just makes it underwhelming. Don't waste your time.

Ingredients:
  • Tin Armor (raw: 144 Tin Ore)
  • Tin Bow (raw: 21 Tin Ore)
  • Revolver (see above)
  • Topaz Staff (raw: 30 Tin Ore, 8 Topaz)

Rating:
  • Combat: **...
  • Mobility: .....
  • Farming: *....
  • Availability: *....
  • Overall: D+ Tier

Iron Enchantment
Apparently this one needs an Apricot because they have a lot of iron in them. Thanks for making me learn something, Fargo. Anyways, the Enchantment's items are really easy to get.
It grants the effects of the Treasure Magnet and forces good reforges in exchange for a 50% price increase. It works from your inventory, but if equipped, picking things up gives a brief 20% DR buff and the pickup range extends to hearts and stars.
A little permanent power-up, though the 50% price increase may be a bit too expensive. Covering the effects of a few different accessories does give it a boost in my books.

Ingredients:
  • Iron Armor (raw: 180 Iron Ore)
  • Iron Hammer (raw: 24 Iron Ore, 3 of any Wood)
  • Iron Anvil (raw: 15 Iron Ore)
  • Apricot (obtained from shaking trees and Tree Treasures in the Forest)

Rating:
  • Combat: *....
  • Mobility: .....
  • Farming: ***..
  • Availability: ****.
  • Overall: B+ Tier

Lead Enchantment
This one has some... rather kooky requirements, but then you remember that peach pits are toxic and gray paint used to contain lead. All of them are rather simple to obtain, though.
It reduces damage taken from debuffs by 40% and makes your attacks inflict Lead Poisoning, a debuff that spreads from enemy to enemy and does 10 damage per second.
You are underestimating this enchantment. It's a godsend for the Eye of Cthulhu and the Evil Bosses. For the former, it decreases the damage that you take from Curse of the Moon (and Shadowflame in Masochist Mode) and can deal significant damage to the Servants before you have to stop attacking the boss and deal with them. For the latter, Lead Poisoning can easily chain between the different targets and keep itself up until they split apart. It falls off a bit afterwards, but still useful for not getting cooked by debuffs.

Ingredients:
  • Lead Armor (raw: 180 Lead Ore)
  • Lead Shortsword (raw: 18 Lead Ore)
  • 100 Gray Paint (sold by Painter for 25 copper each)
  • Peach (obtained from shaking trees and Tree Treasures in the Forest)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: **...
  • Availability: ***..
  • Overall: B+ Tier

Silver Enchantment
You already know how to make this one if you've played the mod a while. It's pretty cheap.
This Enchantment allows you to guard by holding right click, increasing defense by 20 but slowing you down significantly. During the first 0.33 seconds of guarding, getting hit will instead parry the attack, causing an explosion and negating up to 100 damage. If you guard exactly when hit, you gain the Striking Moment buff to massively increase your next hit of melee damage. There is a cooldown of around 2 seconds.
It's the time you've all been waiting for, my Silver Enchantment hot takes. This thing is not as good as everyone says it is until you learn to use it properly. Waiting until you see an attack about to connect and then guarding is not the play for attacks that you're not very familiar with the timing of. You also need to not be firing when you guard. You need to predict when the attack is going to connect and guard in advance to at least negate some damage if not parry. However, 0.33 seconds is still a longer time than you think, and modulating speed can be useful. You can tell when you can parry by when your character is glowing silver.

Ingredients:
  • Silver Armor (raw: 240 Silver Ore)
  • Bucket (raw: 6 Iron or Lead Ore)
  • Silver Broadsword (raw: 32 Silver Ore)
  • Leather Whip (sold by Zoologist for 10 gold)

Rating:
  • Combat: ****.
  • Mobility: .....
  • Farming: *....
  • Availability: ***..
  • Overall: S- Tier

Tungsten Enchantment
This one needs a bunch of odd swords. One of the things is the Ruler, and another is the Katana, meaning it's locked behind the Goblin Army and you have to deal with more merchant suffering just like the Tin Enchantment above. Thankfully, you can get the Katana at any time.
It makes your melee weapons 50% larger and increases whip range by 20%. For projectiles it instead adds a big shockwave that damages enemies around the one hit, on a 2.5 second cooldown.
I feel like this one got nerfed a lot at some point, but then it got buffed again. It is still what keeps melee viable in the mod.

Ingredients:
  • Tungsten Armor (raw: 240 Tungsten Ore)
  • Tungsten Broadsword (raw: 32 Tungsten Ore)
  • Ruler (sold by Goblin Tinkerer for 10 silver)
  • Katana (sold by Travelling Merchant for 10 gold or crafted with him, 20 gold, and 5 Iron or Lead Bars)

Rating:
  • Combat: ****.
  • Mobility: .....
  • Farming: ***..
  • Availability: ***..
  • Overall: A- Tier

Ash Wood Enchantment
You might be wondering where the details on this are as it's craftable pre-boss and crafts into Obsidian Enchantment. I'm not putting it here since I believe anyone actually considering using it would be thoroughly insane. It's not worth the effort to get up until the point where you'll just immediately upgrade it to Obsidian. (Also, because this text is 7,244 characters long and adding the deets would push it over the character limit of about 7,500.)
Earth Enchantments (Pre-Hardmode)
All of the Force of Earth enchantments are based on the Hardmode ores, so there's only one thing to discuss for all of Pre-Hardmode: The Ancient Cobalt Enchantment.

Ancient Cobalt Enchantment
Based on how much you use City Busters and insta-structures, you should already have the Dynamite for this one, and the other two explosives can be found in chests. Getting the armor is the hard part: It's a rare drop from Hornets, but thankfully you can use Wood Enchantment to boost banners and craft the armor using them so you only have to kill 150 Hornets if uber-optimized.
It grants an explosive jump that has increased jump speed. The blast does 100 damage and inflicts Oiled to boost fire damage.
The main thing holding this enchantment back is how insanely difficult it is to kill so many Hornets and get the armor. Plus you'll want another duplicate set of it for yourself, most likely. It's a great boost to your mobility, second in vertical movement to Bee Enchantment, as well as helping greatly with avoiding boss attacks.

Ingredients:
  • Ancient Cobalt Armor (dropped from Hornets at 0.33% chance per piece or crafted at a Solidifier with 1 Hornet Banner per piece)
  • 10 Dynamite (sold by Demolitionist for 20 silver each or found in Chests in the caverns)
  • 10 Bombs (sold by Demolitionist for 3 silver each or found in Chests underground)
  • 10 Grenades (sold by Demolitionist for 75 copper each or found in Chests on the surface)

Rating:
  • Combat: ***..
  • Mobility: ***..
  • Farming: *....
  • Availability: *....
  • Overall: A- Tier
Nature Enchantments (Pre-Boss)
Rain Enchantment
This Enchantment requires a rare armor set, another rare drop, a rare useless accessory, a half-decent weapon and a Travelling Merchant item. I would never recommend going for this Enchantment, but if you happen to pick up the stuff along the way then by all means go for it.
If you somehow manage to get your hands on it, it will create a brolly (big umbrella) over your head that can reflect up to 200 damage of projectiles. Reflected projectiles will do twice the damage. The brolly also grants slow falling and you also inflict Wet on hit and have immunity to it.
I can't speak on this item in good conscience knowing I've never actually used it. By the grace of God I got it at the end of pre-hardmode. It's surprisingly useful against Skeletron if you can get it, but the only part when it shines is early when you don't have the resources to grind for it. Still useful if you like controlling your fall speed.

Ingredients:
  • Rain Armor (dropped at a 2.5% chance per piece from Raincoat Zombies)
  • Umbrella Hat (dropped at a 2.222% chance from Umbrella Slimes)
  • Inner Tube (found in Water Chests or Ocean Crates)
  • Umbrella (found in surface Chests or Wooden Crates)
  • Water Gun (sold by the Travelling Merchant for 1 gold 50 silver or crafted with 2 of him, 3 gold and a water bucket)

Rating:
  • Combat: **...
  • Mobility: **...
  • Farming: .....
  • Availability: .....
  • Rating: D Tier

Snow Enchantment
If you want to use this one, I hope you got lucky with Snow biome water, as it can be really hard to get the fish required. And you need several copies of Ice Blades and Ice Boomerangs for other crafting recipes.
This Enchantment causes snowballs to appear around you, up to a maximum of five. Attacking launches them in the direction of your cursor. If you're attacking when one spawns, it will instantly be fired. They deal 30 magic damage. Additionally, all of your attacks inflict Frostburn for 2 seconds.
It may be a bit annoying to obtain, and you should probably get a Scarab Rod before going for it, but this isn't half-bad. The best way to describe it is "Everything that Boreal Wood Enchantment hoped it could be". It has better powers, better damage, and synergizes with Ancient Cobalt Enchantment and Slimy Shield later on.

Ingredients:
  • Snow Armor (dropped at a 3.33% chance per piece by Frozen Zombies)
  • Ice Boomerang or Ice Blade (found in Ice Chests, Frozen Crates, or dropped by Ice Mimics)
  • Frost Minnow (fished up in the Tundra or Underground Tundra)
  • Atlantic Cod (same as Frost Minnow)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: *....
  • Availability: ***..
  • Overall: B- Tier

Jungle Enchantment
As you can tell by the name, this one is going to be torturous to make. You'll need a lot of spores and to kill a lot of enemies, especially Man Eaters which are a serious threat due to their chance of dropping Vines and the grab.
It grants the ability to do a short dash and a double-jump that fires out spores. The spores do 7 base damage scaling with your highest class multiplier.
This Enchantment can replace just about any other double jump. Its vertical ability is around the same as Sandstorm in a Bottle, but it also does a bunch of damage. Surprisingly enough, it has a synergy with Snow Enchantment because it makes your spores inflict Frostburn and lets the snowballs build up while fighting off enemies. Similar deal with Lead Enchantment. It'll probably be your main mobility Enchantment up until you get the Bee Enchantment later, which its double jump seems to be incompatible with. However, the "dash" just gets you up to running speed and no faster so it's pretty weak.

Ingredients:
  • Jungle Armor (raw: 32 Jungle Spores, 10 Stingers, 2 Vines)
  • Thorn Chakram (raw: 6 Jungle Spores, 9 Stingers)
  • Ivy Whip (raw: 12 Jungle Spores, 3 Vines)
  • Jungle Rose (grows in the Underground Jungle)

Rating:
  • Combat: **...
  • Mobility: ****.
  • Farming: *....
  • Availability: **...
  • Overall: A Tier
Life Enchantments (Pre-Boss)
Pumpkin Enchantment
This Enchantment is in a weird situation. It's post-Eye, but can be obtained pre-boss during Halloween. Thankfully, you can just set seasons to be enabled, so it's fine. Pumpkin armor itself is a good alternative for before you get ores to make ore armors, so there's not much of a reason not to make this.
When it's enabled, pumpkins will periodically appear as you run. They will grow through a few stages and then start flashing. When a fully grown pumpkin is touched by an enemy, it will explode into Greek fire with a base damage of 15 that scales with your strongest class multiplier. If you're the one who touch them, they still explode, but heal you for 25 HP. The pumpkins shrink away after a while.
It's free heal estate. There isn't much of a reason not to use this early on before you get access to Honeyfin, especially against Trojan Squirrel and King Slime. Just make sure to get some Hay with your Sickle before making the Enchantment as you'll need it for making Target Dummies.

Ingredients:
  • Pumpkin Armor (raw: 75 Pumpkins)
  • 50 Molotov Cocktails (raw: 100 Sand, 27 Gel, 70 Cobwebs, 27 of any Wood)
  • Sickle (sold by Merchant for 60 Silver)
  • Pumpkin Pie (raw: 10 Pumpkins)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: *....
  • Availability: ****.
  • Overall: A Tier

Cactus Enchantment
This one is surprisingly not too tedious to get, as you'll find yourself having too many Flounders once you do a little Desert fishing.
It makes you immune to damage caused by touching cacti and the resulting debuffs, and causes you to constantly spray needles while attacking. The needles are short-ranged, but there's a lot of them and they do 20 damage scaling with your strongest class multiplier. Enemies you kill also explode into needles.
Easy to get and useful for crowd control, but it becomes a bit of a liability in situations where you don't want the enemies to get close enough to you for them to be in range. Use it while in the Desert, though.

Ingredients:
  • Cactus Armor (raw: 75 Cactus)
  • Waterleaf (grows on Sand in the Desert)
  • Flounder (caught while fishing in the Desert)
  • Secret of the Sands (sold by the Painter for 1 gold while in a Desert)

Rating:
  • Combat: **...
  • Mobility: .....
  • Farming: ***..
  • Availability: ***..
  • Overall: B Tier
Spirit Enchantment (Pre-Hardmode)
Just like Force of Earth, all of Spirit's enchantments are based on Hardmode armor sets. All that we can craft in pre-Hardmode is the Fossil Enchantment, precursor to the Spectre Enchantment.

Fossil Enchantment
This one takes a bunch of Fossil stuff and weirdly enough, a Mandible Blade. If you're not lucky, you'll be grinding in the Desert for a while.
It makes you shoot out 1-5 bones in random directions when hit. The bones heal for 20 HP each. It also revives you on death, cleansing debuffs and throwing out a ring of bones. The revive has a 5 minute cooldown.
A revive is always nice, and the bones can heal for a decent amount, but you can't get much out of them unless you're already using a tanky build.

Ingredients:
  • Fossil Armor (raw: 60 Sturdy Fossils)
  • 100 Bone Throwing Knives (raw: 4 Sturdy Fossils)
  • Amber Staff (raw: 15 Sturdy Fossils, 8 Amber)
  • Mandible Blade (drops from Antlion Chargers or Antlion Swarmers at a 2% chance or crafted with an Antlion Charger Banner)

Rating:
  • Combat: ****.
  • Mobility: .....
  • Farming: .....
  • Availability: **...
  • Overall: B+ Tier
Will Enchantments (Pre-Hardmode)
Yep. Once more, all of the enchantments that can be obtained in all of pre-Hardmode can be obtained pre-boss.

Gold Enchantment
This one is a pain in the rear end. It requires the Pharaoh's Mask, meaning that if you were lucky enough to get a Sandstorm in a Bottle or Flying Carpet in your pyramid(s) instead, or if you generated the world in earlier versions, or if there's a worldgen error, you're screwed until the Clothier arrives post-Skeletron. It also needs a Golden Delight, making it very tedious to obtain until you've defeated the Pirate Invasion.
It makes your attacks inflict Midas and sends all coins to your Piggy Bank. Additionally, you can encase yourself in a gold shell for 5 seconds, making you invulnerable but also unable to do much of anything. This has a 55 second cooldown.
Its ingredients have been updated many a time, and they need to be updated again if you want to have a hope of getting this thing in pre-Hardmode. Its absurd crafting requirements just hamper it way too much. Testing has also shown its money farming effects to be outclassed by Platinum Enchantment as its quintupling loot also affects coins. See the section on Sand Elementals for more details.

Ingredients:
  • Gold Armor (raw: 300 Gold Ore)
  • Pharaoh's Mask (found in Pyramids or bought from the Clothier for... actually I don't know how much yet)
  • Goldfish (caught, spawns in water or during rain)
  • Golden Delight (raw: 2 of the same type of Gold Critter)

Rating:
  • Combat: **...
  • Mobility: .....
  • Farming: ***..
  • Availability: .....
  • Overall: C Tier

Platinum Enchantment
Oddly enough among metal-based Enchantments, the main issue here is getting the armor, not the extra items. Platinum is just that rare.
It grants a 20% chance for enemies to drop 5x loot. On average, double loot drops. That's it.
Despite the expenses, you will regret not using this when it comes time to farm for something like Rain armor, ancient armors, or Burgers. Oddly enough it does have situational combat use cases: it can make an enemy drop 5x the stars as well to instantly refill your mana. Not worth the accessory slot for that though.

Ingredients:
  • Platinum Armor (raw: 300 Platinum Ore
  • Garden Gnome (petrify a Gnome)
  • Diamond Squirrel (Tree Treasures in the Caverns)
  • Ladybug (caught on certain days in the Forest)

Rating:
  • Combat: *....
  • Mobility: .....
  • Farming: *****
  • Availability: ***..
  • Overall: A- Tier

Gladiator Enchantment
This one's powerful, but it might be the biggest pain of all Pre-Hardmode Enchantments to get. You'll be farming Hoplites for a good long while, and box strats don't work all that well unless you have the Vilethorn.
Hitting enemies with this equipped will periodically cause three spears to rain on their heads. These deal 20% of the attack's damage. You can also place down a Gladiator Standard that gives knockback immunity, slight boosts, and increases the damage of the spears while you're in range.
As stated before, it's pretty powerful, but don't expect to be getting it any time soon. The fact that you need to find a Marble Cave in the first place makes it pretty painful, and that's not to even start talking about drop rates. Make sure to have Platinum and Wood Enchantments equipped!

Ingredients:
  • Gladiator Armor (dropped by Hoplites at a 4.76% chance per piece)
  • Spear (found in Surface and Underground Chests)
  • Gladius (dropped by Hoplites at a 5% chance)
  • 300 Bone Javelins (raw: 15 Sturdy Fossils)

Rating:
  • Combat: ***..
  • Mobility: *....
  • Farming: **...
  • Availability: *....
  • Overall: B+ Tier
Descent into Difficulty (vs. Trojan Squirrel)
Builds
Offensive
  • Fossil Armor
  • Minishark
  • Spectre Boots
  • Any double jump
  • Lead Enchantment
  • Pumpkin Enchantment
  • Cactus Enchantment
  • Either seasonal hook
  • Basic buffs

Defensive
  • Gold or Platinum Armor
  • Tendon Bow with Frostburn Arrows
  • Spectre Boots
  • Any double jump
  • Silver Enchantment
  • Pumpkin Enchantment
  • Some other decent enchantment
  • Either seasonal hook
  • Basic buffs
  • Archery Potions

Mixed
  • Ancient Shadow Armor
  • Minishark
  • Amber Staff or Vilethorn
  • Spectre Boots
  • Any double jump
  • Palm Wood Enchantment
  • Pumpkin Enchantment
  • Snow Enchantment or some other decent enchantment
  • Either seasonal hook
  • Basic buffs

Preparation
This fight can be a bit of a pain, so prepare well. Build a few Mini Instabridge platforms with some distance (10-15 blocks depending on what double jump you have) and some Ropes at either end so you can get up and down the arena easily. Gaps of 13 or more will be able to go up 1 layer and dodge its ram attack, which is good since it's pretty tall until you decapitate it, but the snowballs can just barely hit. Put Campfires on the platforms for lighting and health regen. Players who overgeared even more than I already suggested may have enough Life Crystals to make a Semistation. If so, make a Semi-Bridgifier and line your platforms with them.

Battle
It has six attacks:
  • Charge: Ducks, then runs towards the player.
  • Jump: Ducks and vibrates before jumping towards the player.
  • Acorn Gun: Fires spreads of acorns towards the player from its head.
  • Snowballs: Fires a flurry of snowballs from its arms.
  • Electric Chain: Ducks several times before firing grappling hooks out of its arms towards the player. The hooks are electrified, so they deal damage across their whole length. The hooks will prematurely retract if their ends hit a solid block.
  • Squirrel-Copter: Sprays Top Hat Squirrels upwards and in arcs to the sides from its head. The arcs close in over time. Also uses Snowballs if the arms are alive.

The snowball attack can be avoided easily by being on a higher platform, and the acorn shots and physical attacks should be fairly easy to dodge. The squirrel-copter can be avoided by being on a higher platform too, but it goes high enough that you may run out of space.

The real problem is the electric hooks as they do a lot of damage and linger for a while, moving as the Trojan Squirrel walks around. The most consistent strategy I've seen for this is to go to a higher platform and head behind the boss as it can't target you there.

Try to decapitate it first, as this will get rid of the squirrel-copter and give it a Greek fire effect during its charge instead, which is relatively easy to dodge. The worst possibility in this fight is an armless but not headless Trojan Squirrel as this means explosion jumps galore and the fight won't be that close to over.

Once both its parts are destroyed, the real fun begins. It's incredibly fast at this point and if you're not on the same elevation, it WILL go for a jump attack, which is its most dangerous attack of the entire fight since it creates explosions with deceptively large hitboxes and performs it thrice, making it very possible for you to get caught running out of air time during the attack. Just keep shooting until it dies.

Drops
  • Several half-decent weapons, of which only the Kamikaze Squirrel Staff is worth using (particularly against the hardmode minibosses)
  • Herb Bags for crafting potions.
  • Wooden Crates, which you can open for free potions. You will make the following with them:
    • Tsunami in a Bottle for a double jump or crafting accessories later if you have Jungle Enchantment.
    • An Extractinator if you don't already have one.
    • Sailfish Boots for running if you somehow did not obtain Hermes Boots before this fight, or making the Frog Gear.
    • Several other accessories for crafting accessories.
  • Box of Gizmos for autofire and seeing ores and enemies while standing still.
Cheese like an Egyptian
If you stay long enough in the desert during a sandstorm, a Sand Elemental can spawn. You will probably want to kill at least one per player.

Luckily, this fight is cheesable. Just build a small box (8x6 is good) into the desert ground with only a trapdoor on top. It should be separate from your outpost so that you don't have to worry about protecting NPCs. Add a long platform above the Desert so that the Elemental can't hit you with contact damage.

Once the Elemental actually spawns, retreat to the box if you weren't already inside and summon any summons. Pick off the extra enemies and shoot the Sand Elemental with your weapon when she's in range. If Tomb Crawlers start invading your personal space, switch to your melee weapon and take care of them.

They drop a fair few things:
  • Sands of Time, which increases respawn speed and grants immunity to sandstorms, as well as allowing you to teleport to your death point. And it works in your inventory. Useful convenience accessory that you'll never need more than two of (+1 for each extra player) and it sells for lots of money. The death warp is also a must for Jungle traversal and getting money back before you get Gold Enchantment.
  • Oasis Crates, which can be used to craft Desert Chest drops. I suggest making Scarab Fishing Rod for fishing up more crates, then Thunder Zapper for Copper Enchantment, then Sandstorm in a Bottle for mobility, then Ancient Chisel for Miner Enchantment, then spend the rest on Bast Statues.
  • Forbidden Fragments, which aren't useful for now but will become useful later.
Into Fire (vs. The Torch God)
Builds
No builds, use whatever movement accessories you can.

Preparation
Use a City Buster if you haven't made one for the gemcorn farm earlier, this will also be your arena for Queen Bee, Plantera, and the Champion of Terra. Place spaced out instabridges. Place the torches on a background wall and try to temporarily clear out other nearby torches to reduce the amount of fire you need to dodge.

Battle
Are you good at bullet hells? Because you need to be to clear out the rest of this mod. Remember that you have a grappling hook.

Drops
  • The Torch God's Favor, meaning you will never have to worry about torch luck again. Also helps greatly in the Jungle as Jungle Torches are brighter than normal ones.
Slime Storm (vs. King Slime)
Builds
Defensive
  • Ancient Shadow Armor or high-tier metal armor
  • Basically any weapon you can get your hands on
  • Spectre Boots or above
  • Any double jump
  • Silver Enchantment
  • Snow Enchantment
  • Pumpkin Enchantment
  • Whatever other Enchantments you can get

Offensive
  • Platinum or Fossil Armor
  • Minishark
  • Spectre Boots or above
  • Jungle Enchantment
  • Snow Enchantment
  • Palm Wood Enchantment
  • Whatever other Enchantments you can get

Preparation
Your Trojan Squirrel arena should work, but you should probably make a Semistation and Semi-bridgifier to get buffs.

Battle
Due to the absolute projectile spam that this fight is, especially in Masochist Mode, you will need to pay close attention to your screen. Unequip any speed-boosting items before the fight, they make it very hard to control your position enough to dodge.

He doesn't really have attacks as much as random garbage comes flying at you while he uses slightly modified versions of his normal jumps. His big jumps cause tiny slimes to fall from him if he flashes blue before using them, and in Masochist Mode he shoots a shotgun spray of spikes with each jump. In phase 2, walls of slimes with gaps in between will rain down from above.

Try not to be on the same level as him, as he spawns Slime Swarms that rush forward and deal big damage. They also delete your pumpkins. The Silver Enchantment can show how useful it can be in this battle as you can usually see the projectiles coming in advance, and it essentially neutralizes the raining slimes.

When he does a blue flash jump, stop running and find a gap. If not possible in time, use Silver. Against the slime rain, if you can't stop in time just try to modulate your speed. You can easily get hit into a combo by his attacks in phase 2, use Silver to get out of it.

Drops
  • The Slimy Shield, which grants immunity to Slimed and a bit of defense as well as raining slime when you jump. This is a more useful accessory than you think and has several synergies due to Oiled.
  • The Slime King's Slasher, which is the melee weapon up until Skeletron.
  • The Solidifier, finally allowing you to craft with banners.
  • The Slimy Saddle, which is for vertical transport and vertical transport alone.
  • The Slime Hook, very useful for mobility if you didn't get lucky and get a Dual Hook from a Mimic like me.
  • Ninja armor which is only useful for its enchantment.
Enchantment unlocked by defeating King Slime
Ninja Enchantment
This Enchantment is a bit... painful to obtain since you need to kill King Slime at least twice and get the Gi from the Travelling Merchant.
It increases the strength of your projectiles depending on their speed up to 20%, and makes projectiles move faster if you're moving slowly.
Great for box farming and facetanking builds, though the latter don't really work on Masochist Mode. Guns also benefit from this a lot.

Ingredients:
  • Ninja Armor (2/3 pieces of the set, chosen at random, drop from King Slime)
  • Gi (sold by the Travelling Merchant)
  • 100 Shurikens (found in surface chests or pots)
  • 100 Throwing Knives (bought from the Merchant for 50 Copper each or found in surface chests)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: **...
  • Availability: **...
  • Overall: C+ Tier
Bushwhacking
Preparations
Now we need to go into the Jungle. It's really painful and gets amped up to 11 on Masochist, but it also has some next to necessary stuff. Your objective here is to come out with the Jungle Enchantment, Ancient Cobalt or Jungle Armor, and Honeyfin for healing.
Here are some important items to have:

  • As close to max life crystals as you can get
  • Lead Enchantment (so Infested doesn't deal as much damage when you inevitably get inflicted with it)
  • Iron Enchantment (so you can't get screwed by something dropping out of your reach, at least can't get screwed as easily)
  • Slime King's Slasher (for clearing out vines and collecting spores)
  • Adhesive Bandage (Medicated Bandage on repeat explorations, so Piranhas can't blitz you)
  • Any visibility buffs (so it's harder to get caught off-guard or miss something)

Welcome to Planthell

Your Jungle experience depends greatly on RNG, but here are some general tips:
  • Try not to make bodily contact with Hornets or Bees as this inflicts Infested, which very liable to kill you. However, you do want to get close and personal with Spiked Jungle Slimes as their projectiles inflict Infested.
  • Man Eaters are still an issue, as they hold you in place until you mash out while inflicting Bleeding (if you forgot the Adhesive Bandage or need the accessory slots for other things) so Piranhas will swarm and take some chunks out off you.
  • Bee very careful in Hives. You should break open the first Larva you see for the sole purpose of getting A Bee In My Nation, but otherwise avoid them. You will, however, want to fish for Honeyfin, they'll help greatly in the upcoming challenging boss battles.
fishing interlude
After all of that fighting, shouldn't we take a break?

Preparation
First, you should kill the Trojan Squirrel. Many, many times. You're going to need it for all the potions you're going to make. Next, open any Cans of Worms you found and try making 30 Enchanted Nightcrawlers. If you can't, open all your extra crates until you have 30 Journeyman Bait.

There are three fishing-related potions and all three are pains in the rear to obtain:
  • Sonar Potions are easiest but requires diving into the ocean for Coral.
  • Crate Potions require Amber, meaning their difficulty depends on the contents of your Gemcorn farm.
  • Fishing potion need Crispy Honey Blocks. Mine a bunch of Honey Blocks and make them crispy in a furnace.

Don't waste ingredients and only do them after dealing with Terraria's worst NPC.

Fishing quests
Unfortunately, you need to do these for the Angler Tackle Bag and Angler Armor, culminating in the Angler Enchantment (which requires lava fishing so unfortunately it must be delayed). Fortunately, you only need to do 30 quests: the Merchant sells the accessories after 10, and the Angler gives you the armor pieces guaranteed at 10, 15, and 20. The Golden Fishing Rod, the best rod in the game, is given at 30 quests.

Consider avoiding quests in the Underground Jungle (planthell), Crimson (can't stay safe), or Space (can't survive there yet) for now.

What fish to search for
Fishing is kinda fun, but we can get something done. The following fish can/will be important:

  • Honeyfin in any honey (they are your new healing potions, restock when necessary)
  • Armored Cavefish in the Caverns (30 for Endurance Potions)
  • Variegated Lardfish in the Underground Jungle (37 for Summoning Potions, in use for the player and for a Tim spawner)
  • Double Cod in the surface Jungle (30 for Ammo Reservation potions)
  • Ebonkoi in the Corruption (30 for Wrath Potions)
  • Crimson Tigerfish in the Crimson (30 for Heartreach Potions)
  • Hemopiranha in the Crimson (30 for Rage Potions)
Return to Sand (vs. Cursed Coffin)
Builds
Builds TBA. I have so far never fought it on-tier (old world in the first playthrough, I missed it in the second).

Preparation
Not much can be done here since its arena is set in stone.

Battle
You will need to stay focused on the projectiles during this fight. The boss has many attacks:
  • Slams down, causing two shockwaves that inflict Dazed. It can also combo this attack, and the final slam makes debris rain down.
  • Fires out three hands that spin around before flying inwards. If these grab you, they throw you against the wall for damage.
  • Fires out a stream of gems and pots.
  • Moves to the center of the arena and shoots out rings of wavy projectiles that inflict several debuffs.

Avoid bodily contact with the Coffin at all costs as this inflicts Cursed. For the wavy shadowflame projectiles, stay in the corner and move back and forth as needed. The Cursed Artillery attack requires you to pay attention to the arcs of the projectiles. The other two attacks shouldn't be that hard to dodge.

Once it reaches a certain health threshold, it enters phase 2. Many of its attacks now fire out lost souls, and a Cursed Spirit appears to chase you down during some of them. If the Spirit grabs you, the Coffin will come down on you for big damage. It gains a new attack that has lost souls rain down from above you, but it isn't too hard to dodge.

Drops
  • The Accursed Ankh, which is useful for healing before a boss fight.
  • The Sisyphean Gauntlet, a pretty awful melee weapon.
  • The Spirit Longbow, a pretty unique bow that charges its arrow.
  • The Gilded Sceptre, a magic weapon whose efficacy scales with your ability to draw circles under pressure.
  • The Nekhakha, a godsend for any summoners in the early-game.
Losing My Mind (vs. Eye of Cthulhu)
Builds
Offensive
  • Ancient Shadow Armor
  • Thunder Zapper or Diamond Staff
  • Slime King's Slasher
  • Lightning Boots
  • Lead Enchantment
  • Tungsten Enchantment
  • Pumpkin Enchantment
  • Any decent offensive accessory
  • Ironskin and other basic buffs
  • Healing Potions

Preparations
Install Semistations and a Bast Statue if not done already. Your future self will thank you.

Battle
This boss is a massive difficulty spike in Masochist and still a threat in Eternity, and it's all thanks to Curse of the Moon. It can't kill you now but it can soften you up big time.

Phase 1 is rather simple. As with other minion-summoning bosses, just kill the Servants with melee. The dashes are longer, with the length increasing the further in the chain they are, and spawn a bunch of sickles that move in the direction the boss was moving. These sickles are evil and must be avoided at all costs.

Phase 2 teaches you to not get hit by its melee as this also inflicts Curse of the Moon. Otherwise it's mostly identical to the normal variant.

Then comes phase 3, and the fun begins. It chain-dashes like normal, but each dash generates a spread of 8 sickles. Masochist adds servant spawns and an accelerating sickle trail like phase 1 had. After this it turns invincible and does a long semi-homing dash that spawns accelerating sickles.
Avoid it dashing across your platform at all costs. Only jump when there's a sickle moving horizontally towards you, otherwise keep running. Turning is trouble, wait for its invincible dash before doing so.

Under 10%, it goes into its desperation phase. This is the make-or-break part of the fight. It performs a zigzag dash that leaves a trail of disappearing sickles and accelerating bursts each time it turns. These bursts have blind spots but they're small and the larger ones require you to dodge out of the way of a later burst. In Eternity only, after 3 zigzags it gets tired and you can probably just kill it before it recovers and goes for another combo.
This part of the fight can easily be boiled down to "find a blind spot and slash in hopes of hitting it", especially in Masochist.

Drops
  • The Agitating Lens, which grants situational scythes when moving at high speed and a VERY high-risk, high-reward ability.
  • The Eyeleash, a flail that sends Servants at your enemies. Decent but you'll probably have to grind for it and that's not good.
  • A bunch of one evil ore or the other, which is a good help in upgrading your Magic Storage and not much else.
  • The Shield of Cthulhu... 'nuff said.
Conquering Heaven and Hell
Now to face the sad reality that Masochist Mode EoW and Eternity Mode BoC are just too difficult. So we're sequence breaking! This can also be done pre-Eye, but I didn't think of it by then.

Grab some Obsidian Water Walking Boots, then head down to hell on your slime mount.

Equip your Wood and Platinum Enchantments and prepare to grind. A Slime King's Slasher with a good reforge should be able to kill Fire Imps in a few hits. Use the Minishark or other accurate ranged weapons for killing Demons. Your shopping list:
  • Demon Scythe (yes yes it's nerfed pre-Evil boss, but it's going to be the main weapon against them)
  • 2 Obsidian Roses (for Obsidian Enchantment and Terraspark Boots)
  • 2-4 Magma Stones (for Fire Gauntlet, Molten Quiver, and the rest to shimmer into extra Lava Charms)
  • 30 Potions of Return (you may need to do some fishing for these)
  • 30 Inferno Potions (lifetime invincibility to destructible projectiles like chaos balls, also helps IMMENSELY with the EoW fight)

Now that we've conquered (read: abused Sands of Time and slowly clawed our way through) Hell, it's time to ascend. You'll need either a stock of Gravitation Potions or a double jump and a lot of rope for this one. Build a rope ladder up to the height where you start to suffocate, then mark it with a block, go down a bit and pop an Instabridge.

You're searching for two things: the Giant Harpy Feather, and sky islands. If you think you can take to the suffocating true space, level a sky island and house the siblings there for extra discounts. If you can't, go to a lower sky island for this so Mutant is still really happy.

Harpies can shoot a burst of 8 feathers, but the real issue is that their feathers inflict Clipped Wings. This debuff prevents flight, including rocket boot flight, so be very careful! Angry Nimbi may also spawn and are very dangerous. Avoid their Vortex Pillar ripoff attack at all costs (up to and including slamming your face into a feather) and use your ranged weapon to kill them.

You can fish up Damselfish for the Calming Potion and later Battle Cry up here, as well as Sky Crates for more Floating Island chest loot. If you have water breathing, duck into the water every so often to replenish your breath.
A Hectic Mess (vs. Eater of Worlds)
Builds
Magic Offense
  • Jungle/Ancient Cobalt Armor
  • Demon Scythe
  • Lightning Boots
  • Fossil Enchantment
  • Jungle Enchantment
  • Lead Enchantment
  • Charm of Myths (Maso)
  • Dual Hook
  • Many buffs
  • Honeyfin for healing

Melee Offense
  • Ancient Shadow Armor
  • Slime King's Slasher, with a good reforge
  • Lightning Boots
  • Tungsten Enchantment
  • Pumpkin Enchantment
  • Lead Enchantment
  • Copper Enchantment
  • Charm of Myths (Maso)
  • Dual Hook
  • Many buffs
  • Honeyfin for healing

Preparation
Line your arena with Bast Statues so that you always get their buff. Reforge your accessories to Warding. If using Copper Enchantment, buy a Weather Balloon from the Abominationn to start rain before the battle for guaranteed electricity.

Battle
As the title suggests, it is a hectic mess. In addition to the Vile Spit being big and indestructible, the Eater has a few new attacks:

  • Masochist only: The heads constantly breathe out cursed flames when not doing the U-turn attack.
  • Segments fire non-damaging cursed fireballs to one spot, where they then turn harmful and start firing at the player.
  • All Eaters gather under the player before lunging upwards and U-turning downwards.
  • An aura appears, then all Eaters coil around and they surge inwards in sequence.

The fight is made a lot easier by the fact that debuffs can no longer kill you in Eternity. Probably not in Masochist though.

In Masochist Mode, the head flamethrowers are the biggest issue. The fireball streams are essentially an omnidirectional, more dangerous version of Trojan Squirrel's electric hooks. If they end up launching cursed flame balls horizontally on the platforms, switch platforms.

As the worms split, they get more and more hectic. The coil attack isn't too dangerous, but the U-turn attack is. Watch the worms carefully. If they're offscreen, watch the map icons to tell when a U-turn is coming.

Drops
  • The Darkened Heart, which gives you better movement, immunity to Rotting, and fires out mini eaters when you attack that inflict Cursed Inferno for tons of damage. Really good, use it.
  • The Blastbiter, which is essentially the Darkened Heart turned into a rocket launcher that deals more damage to targets a significant distance away. It uses Rotten Chunks as ammo, but you probably have a lot of those from farming the Ancient Shadow Armor so...
  • Shadow Scales for... well all the normal Shadow Scale stuff, and also making a Demon Altar for access to alternate crafts, and also The Lightning Rod.
  • The Worm Scarf, nuff said.
Enchantments unlocked by defeating an Evil Boss
Meteor Enchantment
This Enchantment is a bit expensive, but no big deal as long as you found and mined out your Meteor.
It increases movement speed and acceleration, decreases momentum, and makes meteors rain down on hit enemies, with the cooldown decreasing faster based on movement speed.
YES. It's useful for the exact same reasons as the Darkened Heart, and if you can combine the two...

Ingredients:
  • Meteor Armor (raw: 135 Meteorite)
  • Star Cannon (raw: 1 Minishark, 60 Meteorite, 5 Fallen Stars)
  • Magiluminescence (raw: 36 Demonite or Crimtane, 5 Topaz)
  • Place Above the Clouds (sold by Painter in Space)

Rating:
  • Combat: ***..
  • Mobility: **...
  • Farming: **...
  • Availability: ***..
  • Overall: A- Tier

Shadow Enchantment
This one's really easy to get since you are guaranteed a Musket and the other Shadow Orb drop can just be crafted from EoW's crate drops.
It spawns two shadow orbs around you. If you hit them with a projectile, they split into 5 homing energy shots that deal 25 magic damage and inflict Shadowflame. They will eventually reform.
Overall after the nerf it remains a simple, but effective, source of extra damage for mages.

Ingredients:
  • Shadow Armor (raw: 180 Demonite Ore, 45 Shadow Scales)
  • Musket (guaranteed drop from first shadow orb, thereafter random drop from shadow orbs or craft with 3 corrupt crates)
  • The Breaker (raw: 30 Demonite Ore, 5 Shadow Scales)
  • Shadow Orb (random drop from shadow orbs or craft with 3 corrupt crates)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: *....
  • Availability: ***..
  • Overall: B Tier

Crimson Enchantment
Ignore that this one wants Crimson materials, you can transmute evil biome resources at an altar which can now be crafted and put into your magic storage.
It causes you to heal back 50% of the damage taken from a hit if you can successfully avoid damage for 7 seconds afterwards. It doesn't do this if the hit was 10 or less damage.
Good for boss fights and pretty much only boss fights. But it is decently good for boss fights as long as you don't suck.

Ingredients:
See Shadow Enchantment, just the Crimson versions of each of those which have the same recipe.

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: .....
  • Availability: ***..
  • Overall: B- Tier

Obsidian Enchantment
They made this one so horrendously annoying to obtain by making it require Ash Wood Enchantment.
It grants immunity to lava, as well as making it not slow you down and providing flipper effects. Touching lava makes you Lava Wet for a time, which causes attacks to spawn explosions. While Lava Wet or afflicted with a debuff, your attacks spawn fireballs. Additionally it grants immunity to Oiled and On Fire! no longer damages you.
I slept on this thing for far too long. Drowning your arena in lava is impractical, but adding a pit of lava to the bottom? Not so much, just make sure nothing burns. With said pit of lava, you can take a dip to increase your damage immensely. Also its definition of a debuff is really wide, even considering things like Wet. Must have against WoF.

Ingredients:
  • Shadow Armor (raw: 60 Obsidian, 210 Cobweb, 20 Shadow Scales)
  • Molten Skull Rose (raw: 20 Obsidian, Obsidian Rose, Lava Charm)
  • Ash Wood Enchantment:
    • Ash Wood Armor (raw: 75 Ash Wood)
    • Fireblossom (picked off the Underworld floor or obtained from Herb Bags)
    • Spicy Pepper (dropped from shaking ash trees or from Tree Treasures in the Underworld)
    • 50 Gel (dropped by slimes)

Rating:
  • Combat: ****.
  • Mobility: **...
  • Farming: *....
  • Availability: *....
  • Overall: A Tier

Molten Enchantment
Really simple to get as long as you can last long enough under lava to collect a ton of hellstone.
It creates an aura around you that ignites enemies inside, damaging them and making them take 1.2x damage.
Behold the other enabler of making melee valid in pre-Hardmode! Don't let the description deceive you, this is not an accessory version of Inferno Potions.

Ingredients:
  • Molten Armor (raw: 135 Hellstone, 45 Obsidian)
  • Molten Fury (raw: 45 Hellstone, 15 Obsidian)
  • Demon's Eye (found in obsidian houses in the Underworld)

Rating:
  • Combat: ***..
  • Mobility: .....
  • Farming: **...
  • Availability: ****.
  • Overall: B+ Tier
Post-Evil Cleanup
Before doing anything below, two things: Get all the potions feasible for you, and mine your meteorite.

Money grinding
Enemies drop a lot more money in this mod, but you'll also be losing it to death and purchases a lot. For some reason silt, slush and fossils are no longer consumed when your stack is 999 or higher, probably due to Nycro's, which is easy money but feels cheaty. Here's a simple way to get a lot of it if you don't want to use the infinite extractination exploit.
  1. Kill the Eater of Worlds a few more times.
  2. Make an Axe of Regrowth and chop down a bunch of trees to make chests.
  3. Use Gold Coins, Demonite, and those chests to craft Suspicious Looking Chests.
  4. Spawn Mimics and kill them for loads and loads of money. They have more attacks, but their stats are lower and you should learn how to kill them with the Lightning Rod quickly.
  5. Repeat steps 3-4 for as long as you wish.

One of the first things you'll want to buy with your fortune is Boom Shurikens. They're going to be your main form of mining outside of precision from now on, just keep your pickaxe with you as they scale based on it and they're not good for precision or vein mining. Thanks to Nycro's they're infinite at a 999 stack just like silt.

Underworld Round 2
Head back to Hell, but do not set up any instabridges or instatracks yet! It may destroy useful items, so only do it after unlocking a copious amount of shadow chests. Which is not now since that's post-Skeletron.

Make sure to collect all the loot you can, farming for the following:
  • A few thousand (you read that right) Hellstone.
  • Spicy Pepper for Obsidian Enchantment. Since the Lumberjack will not survive down here, you instead have to shake trees. I cut down the trees with the Axe of Regrowth, but I don't know if this is actually more efficient.
  • 0-2 Lava Charms for Obsidian Enchantment and Terraspark Boots. If you found the Shimmer, you can transmute Magma Stones into these as stated in the first visit.
  • Guide Voodoo Doll for the Guide Doll and Match Kit to summon the WoF without needing the Guide. Do not under any circumstance let it drop in lava. If you hear some odd noises, there's a Voodoo Demon that you need to find and kill immediately as its doll is burning up and will summon WoF if it fully burns.

If you want to you can collect critters for lava fishing, but I would honestly suggest waiting until you can get crate drops from the WoF due to just how awful lava fishing is. If you can get your hands on the Battle Cry and enough money to buy 30 magma snails from the squirrel, then by all means go right ahead.

Blood Moon
Don't worry about it leaving or not coming at all, Abominationn sells its summon without it having to happen first.

There's a good reason I delayed this: You will want sentries to deal with the absolute storm of enemies that this event quickly becomes. I'm pretty sure someone could make a drinking game out of the sheer number of banners dropped during the event.

If you need to farm any particular enemy, do it now since the Blood Moon triggers the Water Candle effect just by existing. This does not trigger Obsidian Enchantment!

You have to fight the fishing enemies, whether via fishing them up or their summon item (craftable, but expensive since it needs a Bloody Tear), because of Angler Enchantment. Of them, the Wandering Eye Fish is much more dangerous since it effectively acts as a mini-EoC and summons many Demon Eyes while the Zombie Merman can be killed very easily with the Lightning Rod.

Of the regular enemies...
  • Blood Zombies are easy to avoid, but inflict Bloodthirsty to jack up spawn rates even higher.
  • Demon Eyes are spawned by Wandering Eye Fish and Dripplers and still inflict Berserked so you may want to bring the Agitating Lens.

Shimmer
I've discussed what you can do with the Shimmer a bit, but it's a bit hard to locate. I'm not sure the "guide and jungle shrine" trick that Terrasteel told us all about works with modded worldgen, so you just have to do this the hard way. The Shimmer can only spawn in the outer quarter of the world on the opposite side of the world as the Dungeon. Its spawn area has it more likely to spawn further out than the Jungle, but will fall back to spawn areas that may include it if the former fails so hopefully for you it doesn't.

Try to find the edge of the Jungle and dig around a bit to make sure the failsafe didn't trigger. If you don't find the Shimmer, go to the outer forest and mine a bunch of smaller hellevators. Pop some Instavators here, it will prevent the evil from spreading across here and save a lot of time in exchange for some more difficulty branching off of them. However, leave at least one to pop when you find the Shimmer. If your world generated as a Crimson world then the Shimmer may be under the Crimson, this is fine except you should add a border of incorruptible blocks around the Shimmer to prevent it from being Crimsoned in Hardmode.

Once you find it, here are some important shimmer transmutations:
  • Urn of Souls > Coffin Roominator (in case of no cursed coffin room)
  • Life Crystal > Vital Crystal (more life regen is always nice)
  • Mana Crystal > Arcane Crystal (ditto mana)
  • Any fruit > Ambrosia (for building)
  • Enchanted Sundial > Enchanted Moondial (to craft Portable Sundial = time control)
  • Balloon Pufferfish > Silly Red Balloon (can't get sky crates easily, can get Balloon Pufferfish easily)
  • Herb Bag > Can of Worms (better bait)
  • Magma Stone > Lava Charm (I already brought it up a lot before)
Old One's Army tier 1
Now that the Eater is dead, the Unconscious Man can spawn. Find him, talk to him, get his Defender Medals, buy a bunch of Eternia Crystals and the Stand. Make sure to buy a lot of crystals, the price will only go up.

Now go onto a long piece of rope (e.g. one that you use to get into space) and throw down a Mini Dirt Instabridge, then a block, then another Mini Dirt Instabridge to serve as the arena. The block marks the center of this new platform, so place the Stand there. Also place some platforms near it for you and your sentries, as well as platforms 9 blocks wide above the portals for your sentries alone. This constitutes your arena, and now it's time to battle.

I would suggest using the Imp Staff here as it's a very respectable summon with its damage buff from the mod, in addition to the free summon slot from Potions.

Now time for the OOA. Tier 1 is a one-sided slaughter with the Molten Armor, Lead Enchantment, Meteor Enchantment and Lightning Rod. Also note that Obsidian Enchantment considers Creative Shock a valid debuff and thus powers you up with fireballs the whole fight. The enemies can inflict Poison and Bleeding, so keep your Medicated Bandage (which you should have because of the jungle exploration earlier) equipped. If needed, replace Fossil Enchantment as you are at very little risk, except from the Etherian Wyverns and Dark Mages.

Try to kill Etherian Wyverns quickly as the pests can now shoot fire and inflict both Mutant Nibble and Feral Bite. When the Dark Mage shows up, things get very hectic. A lot of enemies will appear, so carry piercing weapons if possible. Etherian Wyverns will also rush your Crystal, so make sure to stay near it so they don't surprise attack you.

Doing this will reward you with:
  • The ability to use OOA staves outside of said event, which will come in handy for extra DPS and especially while farming.
  • War Table for a free extra sentry slot. Due to how buff stations work in Fargo's, you can just put it near spawn and be done with it.
  • The Squire's Shield or Apprentice's Scarf. I don't recommend using them as they take up valuable accessory slots for little gain.
  • The Dark Mage's Tome, a decent mount but I won't be using it as better options are about to bee-come available.
  • The Dark Tome, not to be confused with the mount, a high-cost but powerful magic weapon.
  • After enough reruns, the Defender's Forge for more personal storage.
I Speak For The Bees (vs. Queen Bee)
Builds
Eternity Mode
  • Molten Armor (or Ancient Shadow if you accidentally win while collecting the summon do this early like I did in the second run)
  • Slime King's Slasher with a good reforge
  • Imp Staff
  • Terraspark Boots
  • Tungsten Enchantment
  • Lead Enchantment
  • Pumpkin Enchantment
  • Charm of Myths (Masochist only)
  • ALL THE BUFFS
  • Honeyfin for healing

Masochist Mode
  • Meteor Armor
  • The Lightning Rod with a good reforge
  • Imp Staff, also with a good reforge
  • Ballista Rod
  • Terraspark Boots
  • Jungle Enchantment
  • Fossil Enchantment
  • Meteor Enchantment
  • Medicated Bandage
  • Charm of Myths (switch in for Meteor Enchantment if not obtained, when healing or if in Masomode)
  • ALL THE BUFFS
  • Honeyfin for healing

Preparation
Set up your buff stations in your underground arena. You should put your ballistae near the center of the room if using them.

Battle
This fight is drastically different between the two difficulties, but you NEED debuff resistance.

Phase 1 is changed, blending the stinger and bee attacks into one long sequence: First she does a few sprays of stingers, then strafes you with them while spawning bees. The bees have a bright glow so just eliminate them with melee before they can hit you.

If you must get hit by something, get hit by the stingers as they deal less damage (in my case, I was able to reduce it to a measly 9) and do not inflict Infested. Avoid contact at all costs, it inflicts Broken Armor! (Sometimes, at least.)

At 66% health, she'll summon a Royal Subject and become metallic, taking massively reduced damage until the Subject is killed. The Subject is a tiny Queen Bee that does nothing but charge at you. Both the main Queen and the Subjects' charge attacks require aerial dodging. The Queen is less aggressive while they're alive, so you could keep them alive, but that also drags out the fight. If you intend to kill them, the summons should help with that.

At 50% health, she'll summon another servant in Masochist Mode and enter phase 2, where she gains a few new attacks:

  • Roars and several yellow triangles appear to either side of her. Then fires out many bees to her sides that curve to meet far above and below, with the blind spots being directly above and below the Queen.
  • Throws a beehive which splits into many bees.
  • Masochist Mode only: Dashes releasing yellow lines from above, then many bees swarm up and down along those lines.

This phase is very hectic and will require that you position yourself well as the swarm deals a lot of damage. Keep track of the Queen so that you don't get hit with contact damage.

At 33% health, she summons even more Servants and becomes even more aggressive. The Meteor Enchantment shows its weakness here: Enemies that move horizontally quickly, like the Royal Subjects, can effortlessly dodge it. If you can get the meteor to hit one while it's trying to lock on to you, though, consider it as good as dead.

Repeat until the final subjects die. If you somehow haven't spent your revive, you're home free, but if you have, keep track of the projectiles carefully.

Drops
  • The Queen's Stinger removes a lot of the edge from this fight (so much, in fact, that my next battle after the first Masochist Mode victory was a revive-less, heal-less success) and the pre-Hardmode Jungle as well as giving an omnidirectional dash. It's a very good accessory and I recommend using it for the rest of pre-Hardmode until you can combine it into the Supreme Deathbringer Fairy.
  • The Hive Pack, which will immediately be crafted into a superior accessory.
  • Several good weapons (including The Small Sting) which combine with the Bee Enchantment for ridiculous damage.
  • Bee Wax, used to make Bee Armor and therefore the super-broken Bee Enchantment.
Enchantment unlocked by defeating Queen Bee
Bee Enchantment
You shouldn't have to kill Her Majesty more than 3 times to get this.
It provides wings that appear like Bee Wings, but are identical in stats to Fledgling Wings. While flying, you spawn flowers that will grow over the course of a few seconds. Touching a fully grown flower will give you the Honey buff for a few seconds and release a swarm of friendly bees. Enemies touching them will also release bees. Additionally, it has Hive Pack effects.
This Enchantment is completely broken and is well worth the cost, even though its wings are subpar. It also synergizes with The Queen's Stinger. This will be equipped for the rest of Pre-Hardmode.

Ingredients
  • Bee Armor (raw: 30 Bee Wax)
  • Hive Pack (expert mode drop from Queen Bee)
  • Bee Gun (dropped at a 33% chance by Queen Bee)
  • Honeyfin (fish in honey)

Rating:
  • Combat: ***..
  • Mobility: ****.
  • Farming: .....
  • Availability: **...
  • Overall: A+ Tier
The Great Southern Rarekill
Remember the Sand Elemental stuff? There's a bunch of useful items and the like locked behind other rare foes from pre-Hardmode and Hardmode alike. Here's the ones that we can kill now.

Pre-Hardmode
Doctor Bones
  • Spawn item? Yes (Recipe: Mango/Pineapple + 4 Jungle Spores + 2 Vines + 2 Jungle Grass Seeds + Deviantt item form)
  • Spawn conditions: Jungle at night
  • Changes: Throws boulders.
  • Unique item drop: Crystal Skull

Tim
  • Spawn item? Yes (Recipe: 3 Demonite/Crimtane Bars + 7 Summoning Potions + Mud + Mana Crystal)
  • Spawn conditions: Lower Caverns
  • Changes: Immune to fire. Can teleport while being attacked. Spawns Dark Casters. (Don't get your hopes up, they drop no loot.)
  • Unique item drop: Tim's Concoction

Nymph
  • Spawn item? Yes (Recipe: Life Crystal + any Plenty Satisfying food)
  • Spawn conditions: Caverns
  • Changes: Immune to knockback and lava. Can lifesteal. Shoots Fake Hearts that deal 20 damage through anything. Has a reverse aura of Lovestruck, and is immune to damage from players with said debuff. Attacking while Lovestruck spawns hearts that heal the Nymph.
  • Unique item drop: Nymph's Perfume

Hardmode
Sand Elemental
  • See "Cheese Like an Egyptian".

Ice Golem
  • Spawn item? Yes (uncraftable, sold by Deviantt in Hardmode after you kill one)
  • Spawn conditions: Stay in a Blizzard for long enough (PHM), Tundra (HM)
  • Changes: Fires out homing frost fireballs and rings of spiraling frost fireballs.
  • Unique item drop: Frigid Grasp

Mimic
  • Spawn item? Yes (recipe: 10 Demonite/Crimtane Bars + 10 Gold Coins + 1 Chest)
  • Spawn conditions: Caverns
  • Changes: All unlocked under half health. Drops stars on the player. Throws a pair of magic daggers. Creates particles around the player, then teleports to the location and dashes towards the player. Flies towards the player a la Biome Mimic.
  • Unique item drop: A Golden Crate, as well as dropping two of their drops. Note that Ice Mimics drop the same things as regular ones pre-HM. Drops fake hearts on death, these damage you just like the Nymph's!

World Feeder
  • Spawn item? No
  • Spawn conditions: Corruption post-EoW
  • Changes: None.
  • Unique item drop: Shadow Orb items, but no Cursed Flames.

Other things you can fight
  • The Dungeon Guardian can be summoned using Skeletron's spawner in daytime, and it has a special item drop. However at this point you basically have to no-hit it since its fancy new projectile attacks do hundreds of damage and it doesn't drop a replacement spawner on summon, as well as the cursed skulls being extremely obnoxious to dodge.
  • You can also fight Wyverns at this point, but... does the idea of fighting a Wyvern in Pre-Hardmode sound fun to you? And did you know they can inflict Purified to cleanse all your buffs? And that their spawner is uncraftable???
  • For me, the Ice Golem dropped a Snow Globe so if something similar happens you can also fight the Frost Legion... not that there's much of a point to it beyond the Ordinary Carrot.
  • Hardmode Glowing Mushroom enemies can spawn in pre-Hardmode and drop Truffle Worms. So you can fight Duke Fishron at any time if you so please.
A Night to Remember (vs. Skeletron)
Builds
Max Mobility
  • Ancient Shadow Armor
  • The Lightning Rod, with a good reforge
  • Minishark (use only in desperation phase)
  • Hornet Staff/Imp Staff
  • Hive Staff
  • Terraspark Boots
  • Tungsten Enchantment
  • Jungle Enchantment
  • Bee Enchantment
  • The Queen's Stinger
  • Charm of Myths (Maso)
  • Many buffs
  • Honeyfin for healing

Preparation
Set down your hives, then start the fight. Summoning him through the Suspicious Skull should reset time to 7:30 PM so your time limit is the longest no matter when you use it.

Battle
Just like Queen Bee, this fight changes massively between Eternity and Masochist.

Phase 1 is pretty easy. While his arms are up he takes barely any damage, so target them down as usual. In Eternity but not Masochist, his spin is telegraphed by a crosshair on you, but this isn't really necessary once you have the timing down. When he starts it, he summons four diagonal lines of Skeletron heads so run across your platform. His hands spew baby guardians while spinning around him, but only the "claps" when they meet and the end will have guardians aimed at you. While not spinning he also spawns some skeletons which are easy to mop up.

Phase 2 arrives once you get him below 75%. While not spinning, he launches a spread of baby guardians with a blind spot aimed at you. While spinning, he instead launches a burst of them that home in on you after a delay. In Masochist Mode, he also uses these attacks when he releases a burst:
  • 4 diagonal lines again.
  • 4 horizontal and vertical lines.
  • A ring of baby guardians that converges on the player.
  • A ring of cursed skulls.
He also fires a ring of gravity-affected bones while spinning, but this is unlikely to ever hit you.

The homing projectiles are top priority in this phase. The cursed skulls are annoying as ever and inflict Cursed so stay away. The homing Baby Guardians are a bit different: they will automatically miss you if you turn around, and fly over where Skeletron should be, but if this can't be done just slowly flying up will do the job.

I'm going to run out of ways to say "then phase X starts, and the fun begins" aren't I?
Anyways, phase 3 activates under 50% and is wildly different between modes.

For Eternity, it's basically just phase 2 with arms. The spinning arm attack from phase 1 is back, but only the claps are there to avoid projectile clutter. His attacks are weaker while the arms are alive, and he doesn't gain extra defense but does have 50% DR. Once the arms are down it's just phase 2 again.

For Masochist, he grows 4 arms that attack simultaneously and still attacks at full speed except the skulls. It's obviously more hectic but I don't think I've even beaten this boss on Masochist in its current state and if I have, I don't remember how.

Don't celebrate yet, though: he revives himself once first defeated and starts acting like a pseudo-Dungeon Guardian, constantly spinning at you for an instant-kill and taking 1 damage. Thankfully he loses all attacks except the useless bone rings. This is why you bring the Minishark to this fight: simply to gun him down.

Drops
  • The Necromantic Brew, which turns dashes into roll dashes. Roll dashes have 30% increased speed, grant 15% DR and deal damage back to enemies that make contact. It also grants immunity to Lethargic and summons a pair of Skeletron Hands to fight for you that deal 18 summon damage per smack. The hands are meh unless you're a summoner.
  • The Bone Zone, a ranged weapon that fires bones that act like Crystal Bullets. Every 3rd shot is instead a shadowflame skull that pierces 3 enemies.
  • The Bone Glove, very not worth the accessory slot.
  • The Skeletron Hand, a hook that's just worse than the Dual Hook.
  • The Book of Skulls, a decent if slow magic weapon.
  • Dungeon Crates, which are useful if you have the golden keys to burn... good luck getting those though.
Enchantment unlocked by defeating Skeletron
Necro Enchantment
Now that you can make the Battle Cry, just use it to kill a ton of Dark Casters and craft the Bone Wand out of their banner. The rest is trivial.
It makes killing enemies spawn a bone pile sometimes, which spawns a friendly Baby Guardian when touched. It homes in on nearby enemies and deals damage equal to 1/3 of the HP of the enemy that spawned it. Against bosses, the bone piles instead spawn at 10% increments of their HP and deal 3.33% of their HP in damage. Baby guardians' damage is capped at 10000.
The power of this Enchantment scales directly with what you can kill. Against bosses with minions that have a non-trivial amount of HP (e.g. Queen Bee's Royal Subjects), it's great. Against bosses with no minions, it's still a free chunk of their HP eradicated. Against bosses with minions that have a trivial amount of HP, it's not so good as they'll probably safeguard it from the damage. Against non-bosses... not so good. At least it doesn't fall off for a long time.

Ingredients
  • Necro Armor (raw: 150 Bones, 135 Cobweb)
  • Bone Wand (dropped by Angry Bones, Cursed Skulls, and Dark Casters at a 0.4% chance or crafted with a Dark Caster Banner)
  • Spinal Tap (raw: 90 Bones, 55 Cobweb)
  • Still Life (sold by Painter for 1 gold in a Graveyard)

Rating:
  • Combat: ****.
  • Mobility: .....
  • Farming: *....
  • Availability: ***..
  • Overall: B+ Tier
Dungeoneering
As you head into the Dungeon depths, you'll probably want to put Spikes as an object that you can vein-mine. There will be a lot of them to mine and they are very annoying.

One of the main objectives is to hunt down a Dungeon Slime, leave the water candles in until you kill one and then remove them for crafting the Battle Cry. Dungeon Slimes are bigger in the mod so they get stuck, and Deviantt sells their spawner after one is dead.

Angry Bones spawn baby guardian projectiles, and gutted creepers will not protect you from these. Other enemies aren't too bad though.

Objects to search for:
  • The Mechanic. Heart and Star Statues still work so rig them up in your arena.
  • Loads and loads of bones for future crafting.
  • Bewitching Tables and Alchemy Tables, which can be shimmered into each other. Bewitching for another free minion slot, Alchemy for better potion crafting down the line. Alchemy used to be bugged with Magic Storage, but not any more.
  • The Mechanic, for obvious reasons.
  • Water Candles, for crafting the Battle Cry.
  • The Tally Counter, last of the informational accessories. With it, you can now craft the Shellphone.
  • The Cobalt Shield, for very obvious reasons. If you don't want to risk RNG then craft it from dungeon crates.
  • The Muramasa and Handgun, for their powerful upgrades the Night's Edge (which is the first sword to be more powerful than the Slime King's Slasher. Think about that.) and Phoenix Blaster.
  • A Shadow Key to get more powerful weapons from Hell.
Yes Indeed We Are Doing This Right Now (vs. Brain of Cthulhu)
Builds
Confused immunity
  • Molten Armor
  • The Lightning Rod
  • Terraspark Boots
  • Bee Enchantment
  • Tungsten Enchantment
  • Darkened Heart
  • The Plan

Preparation
Don't worry about the spawner, the Mutant sells it. Farm Antlion Chargers for a Fast Clock, shimmer transmute it into a Trifold Map, then combine them for The Plan. Just the map will do outside of Masochist.

Battle
The Brain doesn't cause random debuffs in Eternity, but it does in Masochist. Frustratingly we can't craft the Ankh Charm yet due to both of Armor Bracing's components being Hardmode-only drops.

I don't even need to discuss phase 1 as you just obliterate it with the Lightning Rod.

Phase 2 is extremely annoying. Illusions will fly all over the screen, there is barely any way to tell the real brain from its main illusions, and it periodically inflicts Confused. When the debuff wears off, the brains will spaz out before flying at the player. If you're immune to it, this happens almost immediately, so prepare for a long fight.
Masochist adds a clone that is solid and (to my memory) has its own four illusions, but only pretends to take damage and can't be knocked back until it gets close.

In Eternity only, it technically has a phase 3 where it now shoots four spreads of accelerating lasers at the player when inflicting Confused, but it does this from phase 2 in Masochist. Confused immunity might stop it from doing this.

Phase 2 just boils down to waiting for the real brain to glow, then attacking it. Once the lasers get thrown in, you just have to facetank them since there is no real threat in the fight outside of pure confusion-induced blunders.

Drops
  • The Gutted Heart, a great survivability accessory and the main reason this fight is done at this point at all. It says it increases max life by 10%, but to prevent unclean numbers it doesn't and increases it similarly to the Lifeforce Potion (more testing needed on that front). It also spawns up to 5 Gutted Creepers that have 30 HP each and defend you from projectiles, respawning the Creepers at a speed dependent on your health and whether you're standing still. These inflict Ichor on contact with enemies which makes them really good for melee.
  • The Mind Break, a summon that is similar in damage to the Hornet Staff but less accurate over a distance and thus useless, especially when the Imp Staff is right there.
  • The Brain of Confusion has been nerfed into the ground and is thus also useless.
A Taste of Things to Come (vs. Deviantt in Eternity)
There's so many Masochist changes that I had to split it into two pages: one for Eternity and one for Masochist. The latter isn't written yet.

Builds
Melee
  • Molten Armor
  • Night's Edge
  • The Lightning Rod
  • Terraspark Boots
  • Bee Enchantment
  • Nymph's Perfume
  • Tungsten Enchantment
  • Necro Enchantment

Ranged
  • Necro Armor
  • The Bee's Knees w/ Wooden Arrows / Star Cannon with a good reforge
  • Terraspark Boots
  • Bee Enchantment
  • Nymph's Perfume
  • Necro Enchantment
  • The Queen's Stinger

Magic
  • Meteor Armor
  • Flower of Fire
  • Terraspark Boots
  • Bee Enchantment
  • Nymph's Perfume
  • Mana Cloak
  • Necro Enchantment

Additionally, all setups should use the Imp Staff and Hive Staff.

Preparations
Nothing new, just set sentries and let the fight begin.

Battle
This is basically the definition of a bullet hell boss. It can feel like you're playing Touhou and not Terraria sometimes (the devs definitely leaned into that, see Drops). She has the Nymph's Lovestruck and healing from it so you have to waste an accessory slot on Nymph's Perfume to prevent that.

Unlike most pre-Hardmode bosses, she has a wide variety of attacks whose telegraphs you must learn.

Weak attacks:
  • Dashes at the player while swinging the Sparkling Love, a massive axe. This leaves a trail of scythes. Telegraph: Raises the Sparkling Love above her head. (Note: This is by far the most dangerous attack and inflicts a bevy of debuffs if it hits!)
  • Fires a bunch of hearts identically to the Nymph. Telegraph: A teleport at the start and the hearts appear behind her before each attack.
  • Teleports around you a few times, then throws a ton of Paladin Hammers around herself that inflict Dazed. Telegraph: After the last teleport, spawns six hammers around herself.
  • Teleports and creates a donut aura. The outer aura doesn't inflict debuffs but instead traps you inside while the inner one inflicts many slowing debuffs. With each teleport she shoots a spread of rune blasts. Telegraph: The auras appearing.
  • Baby guardians erupt from beneath you while walls of them come in from the sides. Telegraph: Deviantt sprays baby guardians into the air.
  • Fires three shadow beams before launching a barrage of inferno shots and ending with a teleport followed by a spray of weakly homing lost souls all around her. Telegraph: A laser tracking the player.
  • Flies around while firing frost fireballs erratically. Telegraph: Changes flight patterns.
  • Flies while launching mimics that slam down and explode. Ends with a wall of these mimics. Telegraph: The first mimic flying up. (Note: Very dangerous as it inflicts Purified, ending your buffs and desummoning minions.)
  • Fires a circle of light orbs that spiral out, then fire lasers. (Note: Also inflicts Purified.)

Strong attacks, performed after every third weak attack:
  • Flies around while throwing energy hearts. These create a four-way spread of deathrays when they explode.
  • Pulses three times before using an attack that petrifies the player if they are looking at her with no blocks in between. Then fires a colossal deathray that deals equally colossal damage and debuffs.
  • Summons a swarm of moths that rain light orbs on the player in erratic patterns. (Note: This inflicts Purified too.)
  • Walls of hearts rain down while Deviantt fires energy hearts on either side of the player.

Phase 2 activates at 66% and enhances all attacks:

Weak:
  • Dashes release energy hearts.
  • While firing hearts, summons two sets of them per attack.
  • Performs the paladin hammer attack thrice in a row.
  • While firing rune blasts, also fires five that circle around her. (Note: These keep circling for a while so try to get as far away from the circle as possible in between teleports!)
  • Creates a second pair of baby guardian walls during the guardian geyser attack.
  • Dungeon magic attack is just sped up.
  • While firing frost fireballs, generates Sand Elemental storms. (Note: Probably the next hardest attack to dodge.)
  • Instead of firing mimics, fires biome mimics that generate fake hearts.
  • Every ring of light orbs is doubled, with the second set of orbs spiraling in the opposite direction. (Note: Try to dodge at the last second as it's most consistent in my experience)

Strong:
  • Throws more energy hearts and they're scattered more.
  • Fires rings of hearts while charging the giga deathray. (Note: The hearts are slow enough to interfere with dodging the ray itself, I have been killed by this)
  • Moth orb attack is a lot more erratic.
  • Heart rain hearts create pillars of hearts after they reach the bottom of the screen.

It also adds a new strong attack where she draws the Sparkling Love and enlarges it, then flies forward and slams it down. This releases a ring of energy hearts, but these ones telegraph their pattern before they burst. Dodge down, not up, to avoid the axe, then just don't be in the telegraph lines.

All strong attacks are telegraphed by the seal that gets spawned.

There's a lot here and to avoid hitting the character cap, all I can say is grab the graves and remember what movement options you have available at any particular time.

Drops
  • Sparkling Adoration. Remember what I said about the devs leaning into the Touhou aspect of this fight? This is that. It provides immunity to Lovestruck and fake hearts heal you a little. It generates a small aura where if you can dodge a projectile so that it passes through but doesn't hit you, it gives a damage boost that decays over time. Think the graze mechanic. Your attacks also periodically spawn semicircles of hearts that deal magic damage and heal you a bit if they hit something. Definitely a must have for mages.
  • Deviating Energy, used to craft a ton of combination items.
  • The Chibi Hat, a light pet that also has a bunch of dialogue. The pet follows your cursor so it's a decent Wisp in a Bottle alternative should you actually get it.
  • Two useless items that are only dropped by beating her without i-frames triggering (i.e. no-hit, no dodge effects, no cheap invincibility) and doing so in a Blood Moon respectively.
Final Pre-Hardmode Cleanup
Deviating Energy Items
There are so many items to craft with this stuff that you probably won't have enough. Here's what can be made now:
  • The Supreme Deathbringer Fairy, a combination of the Slimy Shield, Agitating Lens, The Queen's Stinger, and Necromantic Brew. The fact that it's an upgraded version of The Queen's Stinger should be enough to convince you, even if it is a little dash-centric.
  • The Zephyr Boots, a combination of the Terraspark Boots, Eurus Socks, and Green Horseshoe Balloon. Also just a combination of its parts.
  • Nekomi armor, a very powerful multi-class armor set that you will be using for the rest of pre-Hardmode and into early Hardmode since it increases just about every stat under the sun. It has its own graze mechanic, stacking the Sparkling Adoration makes their radii bigger.
  • The Children of Nature's Eulogy, a donor summon weapon whose ingredients are way too rare and specific to use. If you get it, though, it's very useful.

This requires a total of 40 Deviating Energy, 30 without the Children of Nature's Eulogy. Deviantt drops anywhere from 15-30 so unless you get extremely lucky there will be a rematch. Using the Sparkling Adoration makes the rematch much easier.

Fast travel projects
There are ten pylons, eight of which are obtainable now:

  • Forest: can be obtained by housing the Merchant there with the Golfer or Nurse
  • Desert: can be obtained by housing the Arms Dealer there with the Nurse
  • Snow: can be obtained by housing the Mechanic there and temporarily moving the Goblin Tinkerer there
  • Jungle: can be obtained by housing the Dryad there with the Witch Doctor
  • Ocean: can be obtained by housing the Abominationn there with the Deviantt or Mutant
  • Cavern: can be obtained by housing the Demolitionist there with the Tavernkeep
  • Sibling: can be obtained by housing the Deviantt, Abominationn, and Mutant together
  • Glowing Mushroom: technically obtainable now, but there's not much of a point until the Truffle arrives, just make sure to have his housing already prepared
  • Hallow: unobtainable
  • Universal: unobtainable

However, they can't get you everywhere. Install an Instatrack to the sky Instabridge you made earlier. If you have a bigger brain than me then you might be able to set up a teleporter system for important locations, but I never understood teleporter wiring.

Fishing again
One last fishing interlude: the Witch Doctor sells water fountains that now force the surrounding biome state to whatever biome their water is from, except Cavern, Glowing Mushroom, Desert (bugged) and Hallow (in pre-hardmode).

Pop a Mini Instabridge just above the ocean's surface. It will become part of an arena, but don't put any buff stations on it yet. Instead, add water fountains.

If you followed my order, the only potions you're missing are Biome Sight (definitely don't want that on all the time), cosmetic ones, the ones that can't be crafted until Hardmode or require lava fishing to craft.

World evils
Eternity cranks up the annoyance level of the early Hardmode world evils to 11 so let's take care of that now before it becomes a greater issue.
  1. Pop Instavators on either side of the existing world evils and the Jungle. Also pop them to protect NPC housing. If two patches of evil have connected, pop one in between the two in case one gets converted to the Hallow.
  2. Cap off any evil grass near these instavators with other materials so evil thorns can't grow across the gap.
  3. Buy a few hundred each of Sunflowers, Grass Seeds, and Purification Powder from the Dryad.
  4. Activate Biome Sight and descend down each instavator, destroying or purifying any evil blocks on the wrong side.
  5. Craft a Purity Totem (only one since it's not consumed on placing) and place them anywhere in evil biomes. Set up instahouses near them for extra housing. Use more Totems to protect your other housing and installations in general (mob farms, bases). If you think you need to reshuffle NPC positions, assign them and then use the Portable Sundial to make it night so they teleport home when offscreen.

While you're at it, space a City Buster so that it breaks through the inner, but not outer, wall of one of the Jungle hellevators (or at least gets close enough for convenient travel) and line the bottom of the area with grass to make a jungle plant farm.

Accessory accumulation
There are some big combined accessories that we can't make yet but should definitely have ingredients saved up for.
  • Ankh Charm (in addition to those discussed above, Medusa can spawn pre-Hardmode for the Reflective Shades and the Nazar can be shimmered into the Megaphone, meaning all ingredients except Armor Bracing are pre-Hardmode obtainable)
  • Essences (check the recipe browser, all ingredients except the emblems and Hallowed Bars are pre-Hardmode weapons of that class)
  • Wizard Enchantment (all ingredients can be collected pre-hardmode, all you need to put them together is a crystal ball, buy the painting from the painter underground)

Final sweep of hell
Open up all of Hell's shadow chests, then figure out the average lava level and pop the double obsidian instabridge of destiny. Add Semistations and an Instatrack in between the two bridges. But hey, aren't we forgetting someone...?
Why (vs. Deerclops)
Builds
The only build
  • Nekomi armor
  • Your class weapon
  • Imp Staff
  • Hive Staff
  • Zephyr Boots
  • Bee Enchantment
  • Necro Enchantment
  • Supreme Deathbringer Fairy
  • Sparkling Adoration
  • Buffs, but especially Warmth

Preparation
Use your OOA arena. Make sure to add some Heart Lanterns and Campfires beforehand as they both boost life regen and generate light, or just use Semistations if you can afford it. Regardless of station status, set up Heart and Star Statues rigged to a timer. Summon your hives on the central platform.

Battle
During the battle, you have Low Ground so platforms, mounts and hooks don't work. Thankfully the passive shadow hands are gone and it does no contact damage so you can fly through it. However, the boss does everything it can to try and screw with your movement.

The ice spike attacks now split into 3 big spikes at their tips, and Deerclops may now summon a trio of shadow hands to rush you down while using it.

Once it hits 66%, it sets the time to midnight and holds you down with a bunch of shadow hands. This is identical to the Man Eaters' grab, but Deerclops will teleport around you before using a combo attack so get out fast. Its ice spikes now split twice and it can combo its ice spikes into debris, telegraphed by a blue flash.

33% is the next phase transition. This one makes it permanently shadow-form to annoy your ability to tell whether it's invincible or not. It also doubles its speed and increases it even higher after a roar. In terms of attacks, it shoots a sweeping laser beam from its eye and its ice spikes linger longer.

There is barely any strategy to this fight. Just facetank anything that can't be easily dodged and win.

Drops
  • The Deerclawps, which grants immunity to Slow and Frozen, buffs your dash with ice spikes, and lets you fastfall on an ability button to create a cluster of ice spikes on impact. It's like half of Ancient Cobalt and half of Jungle so if you like them you may want to use it but I don't think it's that good.
  • The Deer Sinew, which is a permanent upgrade that gives you a free dash... in exchange for making hits have a chance to freeze you and decreasing your damage as you move faster. With just one or the other it might have been worth it but with both it's too weak.
  • Frozen Crates... honestly why would you ever farm this boss for them when fishing exists
  • Several more mediocre weapons.
  • The Eye Bone, which is essentially the poor man's Money Trough.
  • The Bone Helm, a passive attack accessory that you may want to use while fishing.
Out of the Frying Pan... (vs. Wall of Flesh)
Builds
The only build
  • Nekomi armor
  • Your class' strongest pre-Hardmode weapon
  • Imp Staff
  • Zephyr Boots
  • Bee Enchantment
  • Copper Enchantment
  • Supreme Deathbringer Fairy
  • Sparkling Adoration
  • All pre-hardmode buffs

Preparation
Already discussed in the final cleanup section. Just make sure to summon it near the edge of the world while facing said edge, as the boss spawns in your facing direction when using the Guide Doll and Match Kit.

Battle
Phase 1 is basically just normal except the mouth is basically invulnerable and only one eye is vulnerable at a time. The vulnerable eye switches every 9 seconds and the one about to become invulnerable fires a deathray. This ray inflicts Smite which makes you more vulnerable to damage. Don't get hit by that. Ignore the flashy reverse aura as that just visualizes the distance at which The Tongue activates.

Phase 2 is triggered at 75% in Eternity and 90% in Masochist. It adds two attacks: the easy Cursed Flames attack that requires you to get closer, and the monstrous Ichor attack that makes you run away very quickly and even then is still hard to dodge. In Eternity only, the Hungry will retreat in the Cursed Flames attack and no eye lasers are fired in either.

Phase 3 is triggered at 50% in Eternity and 80% in Masochist. All it does is add an attack where a reticle appears before three Hungries shoot across it. Their chains stay for a while but they don't hurt to touch. This is a joke in Eternity but in Masochist they can grab you so stay sharp.

Phase 4 is triggered at 10% in Eternity and 25% in Masochist. It speeds up the attack rate of all attacks except the small lasers, which are absent in Eternity and normal in Masochist. This also includes the deathrays so the eyes swap invulnerability a lot faster.

Don't distract yourself from the attacks to look at the boss and check which eye can be hurt, use the firing pattern of deathrays instead. Listen for the sound cues on the evil attacks, they always alternate so you can tell whether you need to back off or get close. Persevere until you get to phase 4, where the fight suddenly becomes a rush-down to kill it before you get overwhelmed. Capitalize on the time wasted in the Cursed Flames attack to get in free damage.

Obsidian Enchantment is absurd for this fight as you don't even need to put the lava in yourself. I couldn't tell if Horrified triggered fireballs or not since I used the Hellwing Bow whose bats are hard to tell apart from fireballs. Ditto graze effects due to the sheer number of projectiles in the evil attacks.

Drops
  • The Pungent Eyeball, which has a variety of effects as is to be expected from the Eternity accessories at this point: immunity to Blackout and Obstructed, quintupling the spawn rates of enemies that appear on the Lifeform Analyzer, and spawning an aura around your cursor that makes enemies more vulnerable the longer it's active. More help in farming is always appreciated.
  • The Flesh Hand, an extremely potent homing magic weapon.
  • Mutant's Discount Card, a permanent upgrade whose sole effect is lowering Mutant's prices.
  • Hellstone Crates, marking this boss as the first sane way to obtain them.
  • Divine Crates, which serve no purpose other than to be opened.
  • The Pwnhammer, which will be crafted away immediately.
  • The Breaker Blade, a useless sword.
  • The Clockwork Assault Rifle, a pretty good gun.
  • The Laser Rifle, a magic gun with a lot of pierce.
  • The Firecracker, a respectable whip.
  • The emblems.
  • The Demon Heart, which grants an extra accessory slot.

Sayonara to pre-Hardmode!
11 条留言
LimeLoaf 11 月 12 日 下午 4:41 
ohh that makes sense.
PLMMJ  [作者] 11 月 12 日 下午 4:40 
@LimeLoaf water fountains changing the biome is added by Fargo's Mutant Mod, not vanilla
LimeLoaf 11 月 12 日 下午 4:37 
This guide is amazing, thank you so much. I had no idea the witch doctor fountains actually changed the water, I thought it was just cosmetic.
PLMMJ  [作者] 11 月 11 日 下午 7:46 
Third update: There is a 3rd part to this guide. I forgot to publish it like a total bozo.
PLMMJ  [作者] 10 月 25 日 下午 11:59 
Two updates:
- I've been doing a multiplayer run through the mod and added a few pertinent pieces of info, this will continue as said run continues.
- Yes, the guide will be updated for 2.0.
PLMMJ  [作者] 9 月 21 日 下午 6:45 
@Jimmy_Jimboy117 aw thanks ^_^
Magdalena Bay Harbour Engineer 9 月 21 日 上午 6:13 
well written sir ^_^
PLMMJ  [作者] 9 月 19 日 上午 1:19 
@leebob Masochist Devi is so infuriatingly random that I've been procrastinating that for a while and will probably continue to procrastinate it
ball stretcher 3D 9 月 18 日 下午 9:35 
lowk js do it ig once you beat pre hm once on eternity/masochist its easy =
leebob 9 月 18 日 上午 11:19 
Hey, great guide. Wondering about deviant masochist info if you have any