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* OlderThanTheyThink: The pet bunny just saying *rabbit noises* when you interact with it is actually a subtle reference to ''Webcomic/TheLegendOfMaxx,'' which had the rabbits just say “rabbit”.
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** "Supreme Helper Minion". Better hope you have the patience of a saint, as this requires you to complete ''200'' angler fishing quests. And since [[ScrappyMechanic only one quest can be done per in-game day]], this will involve ''lots and lots'' of waiting. To put in perspective, you could theoretically do about 60 quests in a real-time day if you stayed up and were playing constantly. That means ''three'' real days of non-stop gameplay to complete 200 quests. Thankfully this achievement counts up alongside the other achievements related to quest fishing and the process can be slightly sped up with the Enchanted Sundial to skip to 4:30 AM (when a new day starts), or as of Journey's End, sleep in beds to speed up time. Only problem is the Sundial has a cooldown of its own that lasts a whole in-game week or 168 real minutes.

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** "Supreme Helper Minion". Better hope you have the patience of a saint, as this requires you to complete ''200'' angler fishing quests. And since [[ScrappyMechanic only one quest can be done per in-game day]], this will involve ''lots and lots'' of waiting. To put in perspective, you could theoretically do about 60 quests in a real-time day if you stayed up and were playing constantly. That means ''three'' real days of non-stop gameplay to complete 200 quests. Thankfully this achievement counts up alongside the other achievements related to quest fishing and the process can be slightly sped up with the Enchanted Sundial to skip to 4:30 AM (when a new day starts), or as of Journey's End, sleep in beds to speed up time. Only problem is the Sundial has a cooldown of its own that lasts a whole in-game week or 168 real minutes. You can also cheese it via Journey Mode by duplicating the quest fish and manually changing the time of day, although it still takes quite a bit of a time investment since you'll have to go out of your way to research quest fish in multiple different biomes first.

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* CreatorsPet: Some have accused the Mage class as this. The Mage class consistently keeps getting more and more weapons/accessory/armors with almost every update, usually at the expense of other classes that don't ''nearly'' have as many options like Summoner. Many have noted the sheer number of mage weapons that can easily be summoner weapons[[note]]The Nimbus Cloud, bee/wasp gun, and many other items that even have 'summon' in their description[[/note]] but are still classified as mage weapons for some reason. It also gets notable that a there's a large number of buff potions that are specifically geared to mages. Normally it wouldn't be a problem but it has caused a rather nasty side-effect of promoting a StopHavingFunGuys mindset in the community and on certain servers. See below for more details on that.
* CrossesTheLineTwice:

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* CreatorsPet: Some have classes got accused of this over the Mage history of the game:
** At some point that was a relevant accusation for the Mage. That
class as this. The Mage class used to consistently keeps getting get more and more weapons/accessory/armors with almost every update, usually at the expense of other classes that don't didn't ''nearly'' have as many options options, like Summoner. Many have noted the sheer number of mage weapons that can easily be summoner weapons[[note]]The Nimbus Cloud, bee/wasp gun, and many other items that even have 'summon' in their description[[/note]] but are still classified as mage weapons for some reason. It also gets notable that a there's a large number of buff potions that are specifically geared to mages. Normally it wouldn't be a problem but it has caused a rather nasty side-effect of promoting a StopHavingFunGuys mindset in the community and on certain servers. See below for more details on that.
** Don't be surprised to hear accusations of this coming towards the Melee. Some players felt like the class was given too much love in regards to end-game arsenal, as a lot of it is easier and/or more exciting to use. The situation got worse when the [[InfinityPlusOneSword Zenith]] got added, since fans of other classes felt like they deserve to get some form of the ultimate result of their journey too.
* CrossesTheLineTwice: CrossesTheLineTwice:

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Added Memetic Loser, alphabetized Sidetracked By The Gold Saucer, and yeah I found yet another way to talk about the Nymph. (I know about EoL and Zoologist and stuff so I'll probably add them later if nobody else does, I just wanted to get Dryad and Nymph out of the way and the humanized bosses too I guess.))


* MemeticLoser: Golem tends to be the butt of many jokes in the fandom, [[BreatherBoss thanks to widely being seen as an easy boss for how late in the game it's fought.]] While it is not completely effortless, expect to see it treated as such in certain fanwork and especially memes.



* SelfFanservice: Because of the 16-bit artstyle without much detail given to the human or human-sized characters, fanart tends to take a number of creative liberties when drawing them.
** Most bosses, even the ones that are giant organs, are some times given attractive humanoid forms. This also happens to the enemies, but less often.
** While the Dryad already wears a bikini made of vines, some fanartists make her outfit even ''more'' revealing, where she would only have a handful of leaves or thin vines positioned to barely keep her modest. Some interpretations reach the point where it looks like she is "clothed" by accident, and would be going around completely nude if it was not for the plantlife on her happening to grow in a way that covers her. She is also almost always made conventionally attractive and curvy.
** Almost all fanart of monster women, such as the Harpies, Lamias, or Nymphs even in their blood-covered true forms, portray them as {{Cute Monster Girl}}s rather than vicious killer monsters.
* SelfImposedChallenge: "Class playthroughs", beating the game only using one of the damage types, is quite a popular one. Can be taken to its extreme if one imposes it strictly[[note]]most class playthroughs usually use a sword starting off until you can actually obtain/craft a weapon of the desired type, and many players prefer to keep a sword and summon handy even if not playing melee or summoner[[/note]], which makes Mage and ''especially'' Summoner [[EarlyGameHell rather brutal starting off]], as you're at the mercy of the world generation to find a weapon of your desired type quickly, only able to use blocks to protect yourself until then.



* SelfImposedChallenge: "Class playthroughs", beating the game only using one of the damage types, is quite a popular one. Can be taken to its extreme if one imposes it strictly[[note]]most class playthroughs usually use a sword starting off until you can actually obtain/craft a weapon of the desired type, and many players prefer to keep a sword and summon handy even if not playing melee or summoner[[/note]], which makes Mage and ''especially'' Summoner [[EarlyGameHell rather brutal starting off]], as you're at the mercy of the world generation to find a weapon of your desired type quickly, only able to use blocks to protect yourself until then.
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** The latest final update. [[labelnote:Explanation]]almost every major update for years has been labeled "the last update". This has, of course, invited mockery, and jokes about the next "final update". This was seemingly quashed with the release of Journey's End...until 2021, when the game received a {{Crossover}} update with ''VideoGame/DontStarve Together'', which brought the meme back in force.[[/labelnote]]
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* WhatDoYouMeanItsForKids: 1.2 introduces the Crimson, filled with nightmarish creatures and blood and gore everywhere. In a T-rated game. Most enemies also explode into LudicrousGibs when they die, which also isn't exactly kid-friendly.

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* WhatDoYouMeanItsForKids: 1.2 introduces Despite its cartoonish aesthetic, the Crimson, game doesn't hold back when it comes to creepy content and gore, particularly involving enemies (and players) exploding into LudicrousGibs when they die. In particular is the Crimson from 1.2, filled with nightmarish creatures and blood and gore everywhere. In a T-rated game. Most enemies also explode into LudicrousGibs when they die, which also isn't exactly kid-friendly.visceral horror.
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** While not Expert-exclusive, the Moon Lord's Phantasmal Deathray definitely counts. It's a massive laser fired from his head eye which sweeps a wide area, is deceptively hard to avoid and deals absolutely ludicrous damage (150 on normal, ''300'' on Expert). While it takes a second to charge and he doesn't use it a lot, you best be prepared every time his head eye opens up - especially since you can only damage the forehead eye ''while the laser is being fired'' and for a short cooldown after that. The only saving grace is that the laser is blocked by terrain... at least, until Journey's End hit, as the Phantasmal Deathray was buffed to be able to go through blocks between it and players, much to the dismay of them, but to balance it out, the amount of time the forehead eye has been increased slightly.
*** His True Eyes of Cthulhu in his second phase can use a smaller version of this. While it deals a lot less damage, it's much faster - and there's nothing stopping [[OhCrap all three Eyes to use it at the same time.]]
** Also not expert-exclusive is the Martian Saucer's DeathRay. This attack hits ''extremely'' hard, dealing 140 on normal and 200 on Expert. When its other parts are destroyed, it will constantly spam this attack, while more than doubling its damage to a whopping '''300''' on Normal/'''''450''''' on Expert! Again, the only saving grace is that the attack is blocked by terrain... until Journey's End, where it will also pass through blocks between it and players. Mercifully, Journey's End completely omits its second phase altogether in Normal mode, now being obliterated when its turrets are destroyed.

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** While not Expert-exclusive, the Moon Lord's Phantasmal Deathray definitely counts. It's a massive laser fired from his head eye which sweeps a wide area, is deceptively hard to avoid and deals absolutely ludicrous damage (150 on normal, ''300'' on Expert). While it takes a second to charge and he doesn't use it a lot, you best be prepared every time his head eye opens up - especially since you can only damage the forehead eye ''while the laser is being fired'' and for a short cooldown after that. The only saving grace is that the laser is blocked by terrain... at least, until Journey's End hit, as the Phantasmal Deathray was buffed to be able to go through blocks between it and players, much to the dismay of them, but to balance it out, the amount of time the forehead eye is vulnerable has been increased slightly.
increased.
*** His True Eyes of Cthulhu in his second phase can use a smaller version of this. While it deals a lot less damage, it's much faster and comes without warning - and there's nothing stopping [[OhCrap all three Eyes to use from using it at the same time.]]
** Also not expert-exclusive is the Martian Saucer's DeathRay. This attack hits ''extremely'' hard, dealing 140 on normal and 200 on Expert. When its other parts turrets are destroyed, destroyed and it TurnsRed, it will constantly spam this attack, while more than doubling its damage to a whopping '''300''' on Normal/'''''450''''' on Expert! Again, the only saving grace is that the attack is blocked by terrain... until Journey's End, where it will also pass through blocks between it and players. Mercifully, Journey's End completely omits its second phase altogether in Normal mode, with the saucer now being obliterated when its turrets are destroyed.



** The Underground Jungle. It's a humongous cavern that stretches from below the Jungle to the Underworld. What's so hard about it? It's a nightmare to navigate, it's swarming with Hornets and Man Eaters (horrendous DemonicSpiders), and it's got several rare and rather useful items hidden in it. (Enable hardmode in 1.2 and beyond, play in an expert or master world {or both} and its difficulty is boosted to BonusLevelOfHell.)

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** The Underground Jungle. It's a humongous cavern that stretches from below the Jungle to the Underworld. What's so hard about it? It's a nightmare to navigate, it's swarming with Hornets and Man Eaters (horrendous DemonicSpiders), DemonicSpiders that can also Poison you if you don't have immunity), and it's got several rare and rather useful items hidden in it. (Enable hardmode in 1.2 added a slew of even nastier enemies to the Jungle once Hardmode begins (particularly the Moss Hornets and beyond, play Giant Tortoises), turning it from difficult to more hellish than ''hell itself''. Worse still, there's a mandatory progression boss hidden in an expert or master world {or both} and its difficulty is boosted to BonusLevelOfHell.)the Hardmode Jungle, so you can't just ignore it either.



** The post-Plantera Dungeon, by and far. Originally it's dangerous but survivable and by the time you reach hardmode and have high end equipment it's basically a BreatherLevel. Then you defeat Plantera and the crap hits the fan. Suddenly the Dungeon is filled with extremely powerful skeletons that can soak damage like nothing, Necromancers that can bounce nigh-instantaneous shadow bolts around corners to hit you and teleport away whenever they take damage, Diabolists that shoot exploding, unblockable fireballs through walls at you and also teleport on damage, Paladins that have more health than some bosses and rapidly throw hammers at your face for massive damage, Skeleton Snipers that can two-shot you from across a room. Basically every enemy in the post-Plantera Dungeon is either a DemonicSpider or a {{Goddamned Bat|s}} designed to distract you while the stronger enemies kill you. Even after you kill them you're still not safe because there's a chance every enemy you kill might spawn a Dungeon Spirit which charges you at high speed, straight through walls! The good news is that if you can survive this onslaught you can get some of the most powerful equipment in the game here.
** The Lunar Invasion event is filled with several DemonicSpiders and GoddamnedBats near each of the pillars, all of which are ''far'' more durable and more painful than most of the things found in the post-Plantera Dungeon.

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** The post-Plantera Dungeon, by and far. Originally When you first enter it's dangerous but survivable survivable, and by the time you reach hardmode and have high end equipment it's basically a BreatherLevel. Then you defeat Plantera and the crap hits the fan. Suddenly the Dungeon is filled with extremely powerful melee skeletons that can soak damage like nothing, nothing while dealing just as much in return, Necromancers that can bounce nigh-instantaneous shadow bolts around corners to hit you and teleport away whenever they take damage, Diabolists that shoot exploding, unblockable fireballs through walls at you and also teleport on damage, Paladins that have more health than some bosses and rapidly throw hammers at your face for massive damage, Skeleton Snipers that can two-shot you from across a room.room, and even more. Basically every enemy in the post-Plantera Dungeon is either a DemonicSpider or a {{Goddamned Bat|s}} designed to distract you while the stronger enemies kill you. Even after you kill them you're still not safe because there's a chance every enemy you kill might spawn a Dungeon Spirit which charges you at high speed, straight through walls! The good news is that if you can survive this onslaught you can get some of the most powerful equipment in the game here.
** The Lunar Invasion event is filled with several DemonicSpiders and GoddamnedBats near each of the pillars, all of which are ''far'' more durable and more painful than most of the things found in the post-Plantera Dungeon. You're forced to kill 100-150 of these monsters to break the shield of the respective Celestial Pillar, and they won't hold back even when the shield is down.
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** The spread of Corruption/Crimson and Hallow quickly starts to become this upon entering Hardmode. Before, the evil biomes would only spread very slowly on the grass, which can be remedied by some Purification Powder, and can be segregated by planting sunflowers and/or digging trenches large enough to prevent any sort of spread. Upon defeating the Wall of Flesh, the Hallow and the world's evil biome blast in two straight lines from the Underworld without any means of predicting or controlling the outcome, and their spread is drastically increased, not only spreading at an accelerated rate, but being able to affect more terrain types. In addition, breaking the evil altars (which is necessary for unlocking the Hardmode ores) often results in a random block in the world suddenly turning evil/Hallow, and there's nothing you can do to prevent this. While the Hallow is new to the world and is necessary for new resources (and doesn't repel NPC living spaces), many would say that the evil biomes were better off segregated in their initial positions. No wonder the Steampunker's Clentaminator is such a valuable and expensive tool.

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** The spread of Corruption/Crimson and Hallow quickly starts to become this upon entering Hardmode. Before, the evil biomes would only spread very slowly on the grass, which can be remedied by some Purification Powder, and can be segregated by planting sunflowers and/or digging trenches large enough to prevent any sort of spread. Upon defeating the Wall of Flesh, the Hallow and the world's evil biome blast in two straight lines from the Underworld without any means of predicting or controlling the outcome, outcome (better hope your base of operations isn't in the path of the corruption or else you'll need to make a brand new base), and their spread is drastically increased, not only spreading at an accelerated rate, but being able to affect more terrain types. In addition, breaking the evil altars (which is necessary for unlocking the Hardmode ores) often results in a random block in the world suddenly turning evil/Hallow, and there's nothing you can do to prevent this. While the Hallow is new to the world and is necessary for new resources (and doesn't repel NPC living spaces), many would say that the evil biomes were better off segregated in their initial positions. No wonder the Steampunker's Clentaminator is such a valuable and expensive tool.
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** Players will very rarely, if ever, play Mediumcore characters. It's generally considered much more tedious than Classic/Softcore to recover and make progress after dying (since you have a very real risk of [[CycleOfHurting dying over and over while trying to recover your stuff]]), while players that want a challenge just gravitate towards [[FinalDeathMode Hardcore]] instead.
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** For many players, 1.4's [[HarderThanHard Master Mode]] is this. Unlike Expert, which completely changes the game by introducing new items, new mechanics, and many AI changes on enemies/bosses, Master is [[NumericalHard virtually the same as Expert save for all enemies and bosses gaining highly inflated HP and damage values on top of more knockback resistance]]. To many players, it seems less like a heightened level of difficulty to test players, and more like an annoying form of FakeDifficulty that artificially inflates how hard the game is in the worst way possible[[note]]The few non-stat changes, like players dropping all their money on death and ''further'' increased debuff times, are also seen as less difficult and more plain annoying[[/note]]. Since nothing changes in terms of how enemies behave, most of the time Master just serves to make the game more obnoxious by forcing you to undertake the same combat as Expert while just making everything both more unforgiving and ''far'' more tedious. It's not an exaggeration to say that Master is exactly the same as Expert mode, but everything kills you almost instantly while taking far longer to kill - often resulting in an obnoxious, frustrating, and just plain ''boring'' experience. To add insult to injury, while Expert makes the increased difficulty rewarding by adding a variety of unique items, increasing drop rates, and the like, Master Mode has barely anything to justify its "difficulty" since almost all the exclusive rewards are cosmetic (even the added accessory slot and functional mounts rarely justify what you have to do to get them). It says something that the "For the Worthy" seed added as an EasterEgg is ''widely'' considered to be a superior difficulty, since it actually changes many game and boss mechanics instead of merely inflating stats. This is especially aggravating to modders, particularly those who have already created "Expert+" modes for the game (which are often considered superior to Master as well), to the point where some mods simply don't acknowledge its existence.

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** For many players, 1.4's [[HarderThanHard Master Mode]] is this. Unlike Expert, which completely changes the game by introducing new items, new mechanics, and many AI changes on enemies/bosses, Master is [[NumericalHard virtually the same as Expert save for all enemies and bosses gaining highly inflated HP and damage values on top of more knockback resistance]]. To many players, it seems less like a heightened level of difficulty to test players, and more like an annoying form of FakeDifficulty that artificially inflates how hard the game is in the worst way possible[[note]]The few non-stat changes, like players dropping all their money on death and ''further'' increased debuff times, are also seen as less difficult and more plain annoying[[/note]]. Since nothing changes in terms of how enemies behave, most of the time Master just serves to make the game more obnoxious by forcing you to undertake the same combat as Expert while just making everything both more unforgiving and ''far'' more tedious. It's not an exaggeration to say that Master is exactly the same as Expert mode, but everything kills you almost instantly while taking far longer to kill - often resulting in an obnoxious, frustrating, and just plain ''boring'' experience. To add insult to injury, while Expert makes the increased difficulty rewarding by adding a variety of unique items, increasing drop rates, and the like, Master Mode has barely anything to justify its "difficulty" since almost all the exclusive rewards are cosmetic (even the added accessory slot and functional mounts rarely justify what you have to do to get them). It says something that the "For the Worthy" seed added as an EasterEgg is ''widely'' considered to be a superior difficulty, since it actually changes many game and boss mechanics instead of merely inflating stats. This is especially aggravating to modders, particularly those who have already created "Expert+" modes for the game (which are often considered superior to Master as well), well, such as the [[VideoGame/TerrariaCalamity Calamity Mod's]] Revengeance Mode), to the point where some mods simply don't acknowledge its existence.
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** If you wanted to re-experience the magic of some of your first worlds, you're out of luck. Though the seed identification allows for the duplication of recent worlds, the seed generation is actually affected by the version of the game it was made in. So if the game went through an update and you wanted to recreate a world down to the finest detail, that will not happen. As if having no control over world generation other than the size and the type of evil (Corruption/Crimson) was bad enough.
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** The "Golden Shower" spell looks like [[DungFu weaponized urine]] (which is actually "Ichor") and would be down-right crass if it wasn't so hilarious.

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** The "Golden Shower" spell looks like [[DungFu weaponized urine]] (which is actually "Ichor") and would be down-right crass if it wasn't so hilarious.hilarious (and [[SimpleYetAwesome useful]]).
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Darth Wiki items are not allowed on the main wiki.


* DarthWiki/MostAnnoyingSound: The little "shk-shk-shkshkshk" that a burrowing enemy makes when it's near you. You ''know'' the damn thing's there, but you don't know ''where'', meaning that you have to put up with the paranoia of the worm jumping out at you before you can kill it, as burrowing enemies will hound you until they die.
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* MostAnnoyingSound: The little "shk-shk-shkshkshk" that a burrowing enemy makes when it's near you. You ''know'' the damn thing's there, but you don't know ''where'', meaning that you have to put up witht the paranoia of the worm jumping out at you before you can kill it, as burrowing enemies will hound you until thei die.

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* MostAnnoyingSound: DarthWiki/MostAnnoyingSound: The little "shk-shk-shkshkshk" that a burrowing enemy makes when it's near you. You ''know'' the damn thing's there, but you don't know ''where'', meaning that you have to put up witht with the paranoia of the worm jumping out at you before you can kill it, as burrowing enemies will hound you until thei they die.
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* MostAnnoyingSound: The little "shk-shk-shkshkshk" that a burrowing enemy makes when it's near you. You ''know'' the damn thing's there, but you don't know ''where'', meaning that you have to put up witht the paranoia of the worm jumping out at you before you can kill it, as burrowing enemies will hound you until thei die.
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* SidetrackedByTheGoldSaucer: The [[http://terraria.gamepedia.com/Angler fishing minigame/sidequest]] is rather elaborate, with around 30 possible quest rewards requiring ''way'' more than 30 fishing trips to get them all because most are [[LuckBasedMission rare and random]]. Only one fishing quest is offered per in-game day, but they often eat up a lot of time and distract you from the usual exploring/fighting/building/boss-battling. Or you may realize that you often fish up crates, which sometimes contain [[SequenceBreaking high-level metals you aren't supposed to have yet...]] At least, prior to Journey's End as they'll be separated between pre-hardmode and hardmode crates.
* SelfImposedChallenge: "Class playthroughs", beating the game only using one of the damage types, is quite a popular one. Can be taken to its extreme if one imposes a 'no wooden sword mullgen' rule[[note]]most class playthroughs usually mullgen a wooden sword starting off until you can actually obtain/craft a weapon of the desired type[[/note]], which makes certain classes like Mage and ''especially'' Summoner [[EarlyGameHell rather brutal starting off]].

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* SidetrackedByTheGoldSaucer: The [[http://terraria.gamepedia.com/Angler fishing minigame/sidequest]] is rather elaborate, with around 30 possible quest rewards requiring ''way'' more than 30 fishing trips to get them all because most are [[LuckBasedMission rare and random]]. Only one fishing quest is offered per in-game day, but they often eat up a lot of time and distract you from the usual exploring/fighting/building/boss-battling. Or you may realize that you often fish up crates, which sometimes can contain [[SequenceBreaking high-level metals ores once you aren't supposed to have yet...start hardmode...]] At least, prior to Journey's End as they'll be End, which separated crates between pre-hardmode and hardmode crates.
versions, so your pre-hardmode crates will only ever drop pre-hardmode items.
* SelfImposedChallenge: "Class playthroughs", beating the game only using one of the damage types, is quite a popular one. Can be taken to its extreme if one imposes a 'no wooden sword mullgen' rule[[note]]most it strictly[[note]]most class playthroughs usually mullgen use a wooden sword starting off until you can actually obtain/craft a weapon of the desired type[[/note]], type, and many players prefer to keep a sword and summon handy even if not playing melee or summoner[[/note]], which makes certain classes like Mage and ''especially'' Summoner [[EarlyGameHell rather brutal starting off]].off]], as you're at the mercy of the world generation to find a weapon of your desired type quickly, only able to use blocks to protect yourself until then.
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* PortingDisaster: In the Vita's case, suffered two major {{Game Breaking Bug}}s in its history. One, where after the 1.2 Update, corrupted all worlds that has the fireplace item. Two, which causes the vita to fail to save the game and cause a Crash to the Vita's menu.

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* PortingDisaster: In the Vita's case, The Vita port suffered two major {{Game Breaking Bug}}s in its history. One, where which emerged after the 1.2 Update, update, corrupted all worlds that has have the fireplace item. Two, which causes the vita to fail to save The second caused the game to crash when you attempted to save and cause a Crash to the Vita's menu.wasn't fixed until January 2016.
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If anyone can write this in a format that's not a sentence the length of a paragraph, feel free. As is, it's a rambling mess.


** Sandstorms, a random event in the deserts, that causes a debuff that means you slow down dramatically if facing the wind, and can change direction, even with movement buffs you are reduced to a crawl, and trying to fly out of it pushes you back a bit, in Pre-Hardmode, this isn't that bad, there are rarely any reasons to want to be in the desert for more than it takes to pass through, but in Hardmode, it is hell if you are trying to farm the biome Mummy types for certain items, which only a few enemies drop, this actually veers into PortingDisaster territory for the current console version, as a bug has caused it so that the spawn rate for Sandstorms is ramped right up, meaning you will rarely have a desert that is clear, which, in the console version with a Crimson, is the only way to get the Blindfold item if you are making the Ankh Shield.
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** Sandstorms, a random event in the deserts, that causes a debuff that means you slow down dramatically if facing the wind, and can change direction, even with movement buffs you are reduced to a crawl, and trying to fly out of it pushes you back a bit, in Pre-Hardmode, this isn't that bad, there are rarely any reasons to want to be in the desert for more than it takes to pass through, but in Hardmode, it is hell if you are trying to farm the biome Mummy types for certain items, which only a few enemies drop, this actually veers into PortingDisaster territory for the current console version, as a bug has caused it so that the spawn rate for Sandstorms is ramped right up, meaning you will rarely have a desert that is clear, which, in the console version with a Crimson, is the only way to get the Blindfold item if you are making the Ankh Shield.
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** The "Pet Hoarder" achievement on console, which requires you to collect every pet item, some of which are only dropped by bosses, most of whom are ThatOneBoss at that.
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Doesn't fit the new criteria for the trope.


* MoralEventHorizon: The Player Character. In order to progress to the endgame, you must summon a boss in the Underworld, and in order to do so, you must [[spoiler:murder the Guide with the Guide Voodoo Doll. As of 1.1, it's clear that death is not cheap for the non player character allies, as when they die they are not resurrected, but rather replaced, and thus this amounts to murdering the Guide simply to progress in the game. Unless of course, [[TheScrappy you hate the Guide]] which [[TakeThatScrappy leads to...]]]]

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** The guide NPC who functions as a newbie hint guide. Unfortunately, he likes to path around the players and can enter their normally safe houses, bringing the monsters howling at the doors inside with him. [=NPCs=] running from monsters who have gotten into their homes can also run to your house and open the door that kept them out.

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** The guide NPC who functions as a newbie hint guide. Unfortunately, he likes to path around the players and can enter their normally safe houses, bringing the monsters howling at the doors inside with him. [=NPCs=] Players will also find that he likes to claim your shelter under the assumption it's for him.
*** [=NPC=]s
running from monsters who have gotten into their homes can also run to your house and open the door that kept them out.
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** For many players, 1.4's [[HarderThanHard Master Mode]] is this. Unlike Expert, which completely changes the game by introducing new items, new mechanics, and many AI changes on enemies/bosses, Master is [[NumericalHard virtually the same as Expert save for all enemies and bosses gaining highly inflated HP and damage values]]. To many players, it seems less like a heightened level of difficulty to test players, and more like an annoying form of FakeDifficulty that artificially inflates how hard the game is in the worst way possible[[note]]The few non-stat changes, like players dropping all their money on death and ''further'' increased debuff times, are also seen as less difficult and more plain annoying[[/note]]. Since nothing changes in terms of how enemies behave, most of the time Master just serves to make the game more obnoxious by forcing you to undertake the same combat as Expert while just making everything both more unforgiving and ''far'' more tedious. It's not an exaggeration to say that Master is exactly the same as Expert mode, but everything kills you almost instantly while taking far longer to kill - often resulting in an obnoxious, frustrating, and just plain ''boring'' experience. To add insult to injury, while Expert makes the increased difficulty rewarding by adding a variety of unique items, increasing drop rates, and the like, Master Mode has barely anything to justify its "difficulty" since almost all the exclusive rewards are cosmetic (even the added accessory slot and functional mounts rarely justify what you have to do to get them). It says something that the "For the Worthy" seed added as an EasterEgg is ''widely'' considered to be a superior difficulty, since it actually changes many game and boss mechanics instead of merely inflating stats. This is especially aggravating to modders, particularly those who have already created "Expert+" modes for the game (which are often considered superior to Master as well), to the point where some mods simply don't acknowledge its existence.

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** For many players, 1.4's [[HarderThanHard Master Mode]] is this. Unlike Expert, which completely changes the game by introducing new items, new mechanics, and many AI changes on enemies/bosses, Master is [[NumericalHard virtually the same as Expert save for all enemies and bosses gaining highly inflated HP and damage values]].values on top of more knockback resistance]]. To many players, it seems less like a heightened level of difficulty to test players, and more like an annoying form of FakeDifficulty that artificially inflates how hard the game is in the worst way possible[[note]]The few non-stat changes, like players dropping all their money on death and ''further'' increased debuff times, are also seen as less difficult and more plain annoying[[/note]]. Since nothing changes in terms of how enemies behave, most of the time Master just serves to make the game more obnoxious by forcing you to undertake the same combat as Expert while just making everything both more unforgiving and ''far'' more tedious. It's not an exaggeration to say that Master is exactly the same as Expert mode, but everything kills you almost instantly while taking far longer to kill - often resulting in an obnoxious, frustrating, and just plain ''boring'' experience. To add insult to injury, while Expert makes the increased difficulty rewarding by adding a variety of unique items, increasing drop rates, and the like, Master Mode has barely anything to justify its "difficulty" since almost all the exclusive rewards are cosmetic (even the added accessory slot and functional mounts rarely justify what you have to do to get them). It says something that the "For the Worthy" seed added as an EasterEgg is ''widely'' considered to be a superior difficulty, since it actually changes many game and boss mechanics instead of merely inflating stats. This is especially aggravating to modders, particularly those who have already created "Expert+" modes for the game (which are often considered superior to Master as well), to the point where some mods simply don't acknowledge its existence.
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* PopularWithFurries: The Zoologist's introduction to Terraria with the ''At Journey's End'' update saw her attracting a portion of the furry fandom to the game's fan community due to her werefox status and her cuteness.
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*** Fortunately, Journey's End gives you company of in-universe people who dislike the Angler. Neither the Merchant nor the Zoologist want anything to do with him.

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YMMV can't be played with, and removing unnecessary Walkthrough Mode and "played straight" Word Cruft.


** Played straight with the pre 1.3 Enchanted Sword, a rare sword with the ability to fire damaging energy beams with each swing. It is one of the rarest items in the entire game. The game has a small chance of spawning the Enchanted Sword somewhere underground in a destructible background stone when you first generate a world. There is no indication that the sword has spawned and since it's in a random spot underground you could potentially spend a thousand hours in a world with an Enchanted Sword and never know it's there. Even then, there is only a 1/3 chance that the sword in the background stone is the real deal - the other 2/3's are wooden swords that don't even drop upon destroying the stone. On the off chance that luck is in your favor, and you finally somehow manage to find an Enchanted Sword... you'll find that it isn't exactly groundbreaking, especially in comparison to the plethora of much more common, much more powerful items you can find even before Hardmode. It deals only one point of damage more than the Light's Bane, a low tier, fast-but-weak archetype of weapon. The ability to fire energy beams isn't all that special, even pre-Hardmode. The Ice Blade, another pre-Hardmode weapon, does the same thing, is almost as damaging, and is far easier to acquire.
*** Made significantly less junky and rare as of 1.3, where, in addition to the usual stone generations, very obvious Enchanted Sword shrines can spawn (structures with a vertical, one-tile beacon of negative space that stretches extremely far up, sometimes even visible from the surface) that are common enough to reliably find at least two or three with ease in a large world. The Enchanted Sword has also been buffed to now be faster than the aforementioned Light's Bane and stronger than the Blood Butcherer, a mid-tier, slow-but-strong weapon, with its sword beam now doing it much more of a favor with the increased damage, ultimately bringing its newfound power much more in line with its lowered, more justified rarity. Additionally, 1.3 also brought the [[DiscOneNuke Arkhalis]], which has a 1/10 chance to spawn in place of a real Enchanted Sword, seemingly bringing the entire Enchanted Sword category out of infamy for good. On the other hand, Journey's End nerfed slightly the Enchanted Sword itself to give it a slightly lower damage and knockback, and higher use time, so it's likely debatable if it'll be that useful or not.
** {{Exaggerated|Trope}} with the Slime Staff. It has the lowest drop rate of any enemy-dropped item: only a 1 in 10,000 chance, and even [[MetalSlime Pinky]] only has a ''1% chance'' to drop it, the highest out of all Slime enemies. This makes it potentially the rarest of any of the summon weapons, on top of being the ''weakest'' with a mere 8 damage and no ranged ability. However, combining this weapon with the Greedy Ring's effects[[note]]causing enemies to drop money when hit and spawn more coins on death than usual[[/note]] and a specially-structured arena can turn it into a very profitable cash cow that nets dozens--if not hundreds--of gold coins in a few minutes, so it's not completely valueless.
** Downplayed with the Coin Gun. It's the rarest drop in a pirate invasion, having a 0.25% chance to drop from the Flying Dutchman Ship (Meaning one in every ''400'' ships has one), a 0.05% chance to drop from Captains, and a 0.0125% chance to drop from anything else. It has a very high damage stat, but you need coins to use it. It has a power of 200... When using platinum coins. Unless you have a good money farm, it's very hard to get this weapon to its peak damage.

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** Played straight with the pre 1.3 The Enchanted Sword, pre-1.3[[note]]In 1.3, it was buffed quite a bit and made much easier to acquire.[[/note]], is a rare sword with the ability to fire damaging energy beams with each swing. It is one of the rarest items in the entire game. The game has a small chance of spawning the Enchanted Sword somewhere underground in a destructible background stone when you first generate a world. There is no indication that the sword has spawned and since it's in a random spot underground you could potentially spend a thousand hours in a world with an Enchanted Sword and never know it's there. Even then, there is only a 1/3 chance that the sword in the background stone is the real deal - the other 2/3's are wooden swords that don't even drop upon destroying the stone. On the off chance that luck is in your favor, and you finally somehow manage to find an Enchanted Sword... you'll find that it isn't exactly groundbreaking, especially in comparison to the plethora of much more common, much more powerful items you can find even before Hardmode. It deals only one point of damage more than the Light's Bane, a low tier, fast-but-weak archetype of weapon. The ability to fire energy beams isn't all that special, even pre-Hardmode. The Ice Blade, another pre-Hardmode weapon, does the same thing, is almost as damaging, and is far easier to acquire.
*** Made significantly less junky and rare as of 1.3, where, in addition to the usual stone generations, very obvious Enchanted Sword shrines can spawn (structures with a vertical, one-tile beacon of negative space that stretches extremely far up, sometimes even visible from the surface) that are common enough to reliably find at least two or three with ease in a large world. ** The Enchanted Sword has also been buffed to now be faster than the aforementioned Light's Bane and stronger than the Blood Butcherer, a mid-tier, slow-but-strong weapon, with its sword beam now doing it much more of a favor with the increased damage, ultimately bringing its newfound power much more in line with its lowered, more justified rarity. Additionally, 1.3 also brought the [[DiscOneNuke Arkhalis]], which has a 1/10 chance to spawn in place of a real Enchanted Sword, seemingly bringing the entire Enchanted Sword category out of infamy for good. On the other hand, Journey's End nerfed slightly the Enchanted Sword itself to give it a slightly lower damage and knockback, and higher use time, so it's likely debatable if it'll be that useful or not.
** {{Exaggerated|Trope}} with the
Slime Staff. It Staff has the lowest drop rate of any enemy-dropped item: only a 1 in 10,000 chance, and even [[MetalSlime Pinky]] only has a ''1% chance'' to drop it, the highest out of all Slime enemies. This makes it potentially the rarest of any of the summon weapons, on top of being the ''weakest'' with a mere 8 damage and no ranged ability. However, combining this weapon with the Greedy Ring's effects[[note]]causing enemies to drop money when hit and spawn more coins on death than usual[[/note]] and a specially-structured arena can turn it into a very profitable cash cow that nets dozens--if not hundreds--of gold coins in a few minutes, so it's not completely valueless.
ability.
** Downplayed with the The Coin Gun. It's Gun is the rarest drop in a pirate invasion, having a 0.25% chance to drop from the Flying Dutchman Ship (Meaning one in every ''400'' ships has one), a 0.05% chance to drop from Captains, and a 0.0125% chance to drop from anything else. It has a very high damage stat, but you need coins to use it. It has a power of 200... When when using platinum coins. Unless you have a good money farm, it's very hard to get this weapon to its peak damage.
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** The two biggest nerfs in Journey's End -- the Reaver Shark no longer being the best prehardmode pickaxe and prehardmode fishing crates will no longer give hardmode ores when opened in hardmode -- have attracted the most controversy. Are these two so overpowered that they allow for easy SequenceBreaking? Or are they an appropriate reward for spending lots of time and effort fishing? [[TakeAThirdOption Or]] is eliminating them a move to cater to the StopHavingFunGuys at the expense of casual players and speedruners?
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Re-wrote my "Baleful Harvest" and "Ice Scream" example.


** "Baleful Harvest" and "Ice Scream". Both achievements require you to reach the 15th wave of the [[ThatOneBoss Pumpkin Moon and Frost Moon]]. Getting to the 15th wave is easier said than done, with its fair share of increasingly [[DemonicSpiders dangerous enemies and bosses]] that are capable of incapacitating and [[ZergRush Zerg Rushing]] players easily without some ''crazy'' preparation and/or skill, LuckBasedMission being in effect for each wave, and lastly requiring you to do all of this before ''dawn arrives.'' To make matters even more worse, the whole night is nine real minutes long. [[SarcasmMode Have fun.]]

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** "Baleful Harvest" and "Ice Scream". Both achievements require you to reach the 15th wave of the [[ThatOneBoss Pumpkin Moon and Frost Moon]]. Getting to With that prerequisite in mind, going after these two achievements transform the 15th wave is easier said than done, with its fair share of increasingly aforementioned hellish events into a tight DPS race that, if done without heavy preparation and/or some help from friends, will have you going up against an [[DemonicSpiders army comprised of highly dangerous enemies and bosses]] that are capable bosses]], most of incapacitating which can ZergRush you from nearly every side imaginable and [[ZergRush Zerg Rushing]] easily slaughter even players easily without some ''crazy'' preparation and/or skill, LuckBasedMission being in effect for each wave, equipped with endgame armor. Oh, and lastly requiring you have to do all of this before ''dawn arrives.'' To make matters even more worse, that in under ''nine minutes'', since that's the whole length of night is nine real minutes long.time, and therefore how long this event will last! This gets even worse if you're doing this on single-player, since dying at any point ''will'' cost you precious time. [[SarcasmMode Have fun.]]
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** The Wall of Flesh often feels like this. by reading the guide pages, you might think it's a horrible abomination which requires teams of players to defeat, and yet even if you don't prepare for it, as long as you have decent armor, you're completely overprepared.
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* FanonDiscontinuity: Even though the WordOfGod had officially stated that Empress of Light's "v" on the face is a SinisterSchnoz, not a mouth, fans who saw her as {{Perpetual|Smiler}} SmugSmiler just refuse to see it as such and deliberately pretend that this claim was never made.

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