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11* IFellForHours: The fastest way to get to the Underworld is to dig a two-block wide tunnel from the surface straight down. The result is a fall that takes nearly a minute to complete on the largest maps. Just make sure you have something to prevent fall damage (Lucky Horseshoe, wings) or break your fall (water, liquid honey, Pink Slime Blocks) when you hit the bottom.
12* ImmuneToFlinching: Knockback can be bothersome in battle as well as exploring (such as being hit into a tall chasm, taking fall damage). The player can equip a shield such as the Cobalt Shield (or its upgrades, the Obsidian and Ankh Shields), which completely prevent knockback. You can also use a grappling hook to latch yourself to any surface, though obviously moving is out of the question unless you let go.
13* ImprobableAimingSkills: There are a number of enemies that have very accurate ranged attacks. As just a pre-hardmode example, Spiked Jungle Slimes and Hornets fire spikes and stingers with incredible accuracy, making a player's journey through the jungle difficult. Gastropods from the Hallow are also infamous for being able to shoot laser beams from outside the visible screen with perfect accuracy.
14* ImprovisedArmor:
15** You can wear an empty bucket as a helmet.
16** You can also use a Fishbowl as a helmet, though [[TooDumbToLive you'll eventually drown if you don't take it off.]]
17* ImprovisedWeapon:
18** Hammers and axes are not intended as weapons for the most part, but higher end ones can still be effective. In previous versions, The Staff of Regrowth, usually meant to be a tool for making grass grow quicker, was one, as it used to do more damage than the [[InfinityMinusOneSword Muramasa]], making it a very viable weapon to bash things to death with, and far easier to get if luck is on your side.
19** Buckets of lava can be used in this manner by dumping them on enemies below you, as can columns of sand held up by a destructible block, or blocks of sand dropped from above. Sand in the Alpha did even more damage to things hit by it. There's a reason one of Terraria's title bars says "Sand is overpowered."
20** The firework rockets sold by the Party Girl were intended to use for decoration despite doing about 150 damage to anything they hit. Rather obviously, this has led to [[https://www.youtube.com/watch?v=ndI_VvvdBlo people]] using them to ''annihilate'' bosses and enemies.
21** The Rockfish and Gravedigger's Shovel are intended for hammering and digging soft tiles, respectively. They are also very good weapons for their stage in the game. The Umbrella and the Tragic Umbrella are better used as ParasolParachute if needed, but they can also used as a weapon.
22%%* InconvenientlyPlacedConveyorBelt: (Some assembly required.)
23* InexplicableTreasureChests: Treasure chests filled with goodies can be found all over the world.
24* IncreasinglyLethalEnemy: Alien Hornets around the Vortex Pillar will grow into powerful Alien Queens if they survive long enough. Said Alien Queens drop nearly harmless Alien Larvae when killed, which can grow into hornets and then queens if left alone.
25* ImprobableInfantSurvival: The Angler and the Princess are the only children in the game. They can both be hurt by monsters or traps like the other townsfolk, but instead of dying bloodily like the others, they vanish in a puff of smoke with the message [[ScrewThisImOuttaHere "[name] has left!"]] when their health runs out.
26* InfinityMinusOneSword:
27** The Blade of Grass is a fantastic replacement for just about any sword made from the common ores. It only takes a trip to the jungle (albeit a dangerous one for underequipped, new characters) and killing enough hornets for their stingers, as well as the naturally spawning jungle spores. [[hottip:*:[--Compared to the Light's Bane/Blood Butcherer which requires killing a boss to reliably acquire materials for construction, the Muramasa, which requires killing a boss AND looting a key to open a chest which contains one (while surviving the much more dangerous environment), and the Volcano, which requires a Hellstone-capable pick and the ability to survive the inherent risks of a lava environment--].]]
28** Pre-hardmode, the Starfury sword, which can be found randomly in the floating island chests. They hit hard for a low level sword and you can take out early bosses with relative ease thanks to its secondary attack, a falling star which drops approximately where your mouse cursor is. Used underground, it can also be used as an emergency light source, and the falling star can help reveal hidden passageways.
29** In hardmode, the Mushroom Spear. You can buy it very early after defeating a mechanical boss, provided you make an suitable home for the Truffle [=NPC=]. It does decent damage, has good reach and knockback, and the mushrooms it makes can hurt monsters, even through walls. Aiming it can be tricky, but once you master how to use it, it'll last you for a very long time during the rest of the game.
30* InfinityPlusOneSword: Everything the [[FinalBoss Moon Lord]] drops is going to be the strongest of that class. The magic and ranged weapons it drops are, bar none, the best of their type. Of course, since they're only obtainable after the final boss, they're pretty much {{Bragging Rights Reward}}s
31** Star Wrath: Essentially a Starfury on steroids, each swing of this weapon rains down three highly damaging stars that pierce enemies.
32** Meowmere: The melee weapon with ''the'' highest melee base damage in the game, it fires out bouncy rainbow-trailing cats with each swing, dealing incredible damage in closed spaces. It also used to have the highest melee DPS until 1.4, where it got powercrept by another weapon (which it actually upgrades into).
33** Terrarian: The strongest yoyo in the game with the second-highest base melee damage, it has an infinite flight time, and like the Flairon, it spews out powerful homing shots rapidly from the yoyo.
34** SDMG: Basically the Megashark/Chain Gun on crack, this weapon has an extremely high rate of fire, 50% chance to not consume ammo, a much higher crit rate, and hurts even more than the other machine gun-type weapons.
35** Celebration [=MK2=]: A rapid-fire rocket launcher that replaced the Celebration in the Moon Lord's drop pool in 1.4 (with the Celebration being moved to the Party Girl's shop after defeating the Golem). The most powerful rocket launcher in the game, and a massively upgraded version of the original Celebration.
36** Lunar Flare: An upgraded Blizzard Staff, this magic weapon deals heavy damage with splash and can be aimed at any point the user wants it to hit for powerful precision damage. Not even walls are a problem with this weapon.
37** Last Prism: The highest DPS magic weapon in the game, it fires six streams that converge together to form a single beam that deals 6x the damage. It absolutely ''shreds'' almost anything that's not behind a wall. Its only drawback is the insane amount of mana it guzzles.
38** The Journey's End 1.4 update added a new, beyond-all doubt Infinity Plus One: a new melee weapon called the Zenith. It requires both the aforementioned Star Wrath and Meowmere, plus a Terra Blade (a sword with a very long crafting recipe, starting with four Pre-Hardmode Swords), a Horseman's Blade (drops from Pumpkings in the difficult Pumpkin Moon event), an Influx Waver (drops from the Martian Saucer during the Martian Invasion), a Bee Keeper (dropped from Queen Bee), a Seedler (dropped from Plantera), an Enchanted Sword (drops from Enchanted Sword Shrines), a Starfury (found in Sky Chests) and a Copper Shortsword (the weapon you start the game with, and can be crafted from copper bars). The crafting recipe is insane (and because it requires two drops from the Moon Lord, it's basically a BraggingRightsReward), but with the right modifiers and bonuses only the Last Prism can claim to rival it in power -- and bear in mind, the Last Prism guzzles insane amounts of mana whereas the Zenith doesn't require any ammo or mana to use. In terms of power and utility, the Zenith can hit any enemy and light up any point on the screen while passing through blocks, dealing rapid and incredible damage per "swing". It truly is a weapon that commemorates your entire journey, beginning to end. The achievement unlocked for obtaining it is even named after this trope.
39** For summon weapons, the Terraprisma is this, having so much damage it even beats out the Stardust Dragon. The catch is that you have to beat the Empress of Light during the day ''when all of its attacks cause [[OneHitKill instant death]]'', in order to acquire this. So while you can obtain the Terraprisma before even the Golem, anybody who successfully does so is already likely skilled enough to make it through the rest of the game without it.
40* InformedEquipment: The game shows your character with whatever armor they have on, and there are also social slots now. If armor is put in these slots, that's what you see your character in, but gameplay-wise you are still wearing the non-social armour.
41* InsectQueen:
42** The Queen Bee. A giant bee boss that shoots out smaller bees which attack you until you kill them.
43** An early-Hardmode weapon also lets you summon a Spider Queen, which in turn summons tiny spiders who wander about attacking any hostiles in range.
44* InstantGravestone: Dying will spawn a tombstone stating your cause of death. You can then dig it up and change its message if you like.
45* InstrumentOfMurder:
46** The Magical Harp, a magic weapon which fires infinitely piercing notes that last for four seconds and move at a speed determined by the distance between the cursor and the player.
47** The Axe, a guitar that serves as a hammer/axe combo and is the fastest hammer in the game (for axes, the Picksaw and Shroomite Digging Claw are faster).
48** The Stellar Tune, another guitar that doubles as a magic weapon that fires pairs of star-shaped projectiles that travel in a wave-like pattern towards the cursor.
49* InterchangeableAntimatterKeys:
50** Present and accounted for in the Dungeon. Dungeon Slimes and pots have a chance of dropping golden keys when killed/broken and keys may occasionally spawn in dungeon chests. The Golden keys can unlock Locked Golden Chests in the dungeon once expending the key.
51** The rare dungeon chests use unique keys dropped by enemies in their respective biomes. The Frost Key for the Frost Chest found in the snow biome, for example. The keys open unique locked chests in the dungeon, and the keys are used up when the chest is opened.
52* InterfaceScrew: The Blind and Blackout debuffs darken the screen. Getting a Brain Suckler latched onto your head reduces your vision to an absolute minimum around the character. The Confused debuff reverses controls.
53* AnInteriorDesignerIsYou:
54** A lot of furniture in the game is both functional as well as decorative. The large amount of furniture can either be made or found by the player and used to decorate their home. The made and found furniture have unique looks that lend to greater customization and decoration of your home.
55** Housing using a wide variety of background and foreground materials can yield a variety of looks for the buildings.
56** Various decorative banners can be found throughout the game or dropped by enemies.
57** Bosses have a chance to drop a trophy that can be displayed as both bragging right and decoration.
58** Players have the option to paint their house and furniture in a variety of colours.
59** As of the 1.2.4 update, you can craft and find furniture in the world made out of wood, Ebonwood (Corruption), Shadewood (Crimson), Pearlwood (Hallowed), Rich Mahogany Wood (Jungle), Boreal Wood (snow), Palm Wood (sand), Spooky Wood (Pumpkin Moon), Dynasty Wood (Traveling Merchant), slime blocks, flesh blocks, cogs (Steampunk), ice, sunplate blocks (Skyware), glass, lihzahrd bricks, honey blocks, living wood (made using normal wood), bone, mushrooms, obsidian, the respective dungeon colors, and golden furniture (dropped by pirates), not counting some misc things for decor like mannequins to display armor and outfits or lighting objects, or the more obscure things like living fire blocks, lavafall and waterfall blocks, and arcane rune walls. Certain areas, the Sky Islands, pyramids, dungeons, and Hell, all have uniquely themed banners to collect, and enemies rarely drop banners themed after themselves. Bosses drop wall mounted trophies to collect. Paintings and statues are scattered underground and in hell and the dungeon. You can capture wild critters and bugs and show them off in glass containers. The paint system contains a rather decent amount of variety. And 1.2.4 added weapon mount racks that you can place any weapon or tool on to show off. Phew. And who says building and decorating isn't fun?
60** If that wasn't enough customization for you, almost every ore in the game can be made into bricks, and most of those can be used for walls, including various [[{{Unobtainium}} ridiculously hard-to-get ones generally reserved for high-end armor]]. On one hand, it's probably not the most efficient use of materials that you went through hell (both literally and metaphorically) to get. [[RuleOfCool On the other hand, you get to build houses from things like Orichalcum and Mythril.]] Just don't try it with [[KillItWithFire Hellstone]].
61* InUniverseGameClock:
62** The game counts one second as one minute, and the day/night cycle is generally 24 minutes. The day/night cycle is important for certain enemies, bosses, and in-game events. You can keep track of time with various accessories or placeable clock furniture.
63** There are also moon phases which are visible in the night sky.
64* InventoryManagementPuzzle: You can only carry 41 items (51 for 1.2 PC) at a time (by using the trash as a slot), and those items are divided into stacks of varying size (250 for blocks [999 for certain items in 1.2 PC] and 99 for torches, just to name a couple). This means you have to manage your inventory carefully if you plan to go digging for treasure, and you'll have to backtrack often to unload items once you invariably run out of room. On the plus side, there are a great many chests scattered around the world, enough that you won't have to throw anything worthwhile away (and in the unlikely event you don't have enough, you can always craft more with some wood and iron). The vendors can also be used to offload some of the loot, while many players carry a piggy bank around with them to use as storage, bag of holding style. The much more expensive safe and the end-game Defender's Forge can add even more space.
65* InvincibilityPowerUp: The mobile-exclusive Wiesnbräu, beer served in a glass boot, grants the Immune buff for 30 seconds and is the only item in the game that grants any degree of invincibility that lasts for more than a split second. However, it reduces the damage you can inflict and also gives you what is essentially a 90 second-long session of Potion Sickness.
66* InvulnerableCivilians:
67** Averted. At one point, there was a near-invincible civilian in the form of the Guide (who could still be killed by lava, but would quickly respawn), but an update changed this to allow him to die like the other {{Non Player Character}}s. [=NPCs=] still can't be killed by the player under normal circumstances, although it is possible to with magma, and goodie bags dropped by enemies around Halloween commonly have Rotten Eggs, which can be used to damage and kill [=NPCs=].
68** Killing the Guide by throwing his voodoo doll into a lava pit summons the Wall of Flesh.
69** 1.2 adds the same potential fate for the Clothier, which lets you summon Skeletron again.
70* {{Irony}}: A certain boss formerly known as the "Goblin Summoner" has loot which includes an item for every class ''except'' the summoner class. 1.4.4.6 noted this and renamed her to the Goblin Warlock.
71* ItemCrafting: The player can craft many different items from the various functional furniture pieces and personal workshops. Players can craft their own armor, weapons, ammo, special boss summoning items, furniture, and much more.
72* ItsAWonderfulFailure: If a hardcore character dies, you return to the world where you died as a ghost. You then get to look around the world your character is leaving behind before you exit, at which point the character gets deleted and all the stuff dropped despawns when the world unloads.
73* JetPack: For beginning players, the Rocket Boots can be purchased from the Goblin Tinkerer, and they can be combined with boots that let you run faster. Once a player is in hardmode and defeats a Mechanical Boss, the Steampunker moves in, allowing them to buy an actual Jetpack, which lets you ascend faster than most other wing variants. Once you defeat the FinalBoss, you can craft the Vortex Booster, an alien AppliedPhlebotinum jetpack that allows you to hover.
74* JokeItem:
75** The angel statues. The tooltip even says "''It doesn't do anything.''" [[spoiler:1.4.4 finally gave the joke item a use, if only a cosmetic one -- tossing it into Shimmer turns it into an Aether Monolith, allowing you to mimic the trippy background effect of the Shimmer wherever you like and/or suppress it in the actual Shimmer]].
76** The Whoopie Cushion, which is very rare and produces a farting noise when used. The 1.2.0.3 update added an interesting use for this item as a crafting component.
77** The confetti gun in 1.2, meant to celebrate being the 1000th item added to the game.
78** There's a squirt-gun drop in 1.2.3 that does nothing but fire a harmless stream of water, as well as a beach ball that you can only push around to demonstrate some basic physics. As of 1.3, the Squirt Gun does have a small purpose--[[DevelopersForesight it can trigger the "wet" buff for the Fishron Mount]].
79** 1.2.4 adds the junk items you can fish up, like lumps of seaweed, old shoes, and empty tins.
80** The Celebration, bought from the Party Girl after defeating the Golem, is usually seen as only a novelty weapon. It deals good damage and has large splash, but the 2 projectiles it fires travel a short distance before exploding like fireworks, and its fire rate is so-so. The Snowman Cannon is a ''much'' better rocket launcher weapon.
81** The 1.4 update adds a large amount of toilets for all the furniture sets, as well as two other ones: the Diamond Toilet and the Terra Toilet, the latter of which requires the same Broken Hero Swords used to craft the components for the Terra Blade to make. The game even chides you if you choose to create it.
82-->''"Seriously? THIS is what you use the Broken Hero Sword for?"''
83* TheJoyOfX: The Dao of Pow is the tao used as a flail.
84* JumpScare:
85** Explosive Blocks may cause this with their loud noise and the fact it's almost impossible to spot one. The worst part is that they are so infrequent you never actually expect them. 1.3, now spawns most of them connected to a ''very obvious'' PlungerDetonator, but there are still a few of the hard-to-see ones sitting around.
86** The Dungeon Guardian does this to unsuspecting players: the door is unlocked, so the player can descend without defeating Skeletron. Go below 0 feet/meters and the Dungeon Guardian spawns and instakills anybody who isn't at max health and defense. The devious part is that the Dungeon Guardian may not decide to spawn immediately once you go underground, making it more likely to catch you off guard.
87* JungleJapes: Available in both surface and subterranean variants.
88* KilledOffForReal: If you die as a hardcore character, you don't respawn. Instead you can wander around as a ghost, and upon exiting the world, the character is deleted.
89* KillEnemiesToOpen:
90** During Slime Rain, killing 150 slimes summons King Slime. If you've done it once before, only 75 are needed.
91** During the Lunar Events, in order to damage a Celestial Tower, one must first kill 100 enemies (150 in Expert Mode) from within its section, which removes the shield that protects the Tower and makes it vulnerable to attacks.
92* KillerRabbit: Since they're entirely harmless, you might not even mind if bunnies hop right into your house. And then the Blood Moon rises, and they turn into terrifying Corrupt Bunnies, and ''they're already inside...''
93* KillerYoYo: A new weapon type in 1.3, the yo-yo, is like a flail but you can control where it is with your mouse. They do less damage, but with mouse control you can string together hits for very high DPS. Their ease of control also allows you to swing them around corners and through gaps, attacking enemies with minimal risk to yourself. Yo-yos have several accessories that improve their tactical use, and there are plenty of upgraded versions like any other type of weapon.
94* KillItWithFire:
95** Pretty much everything you can craft out of Hellstone involves flames. The Molten Fury bow will cause wooden arrows to catch fire when you fire them.
96** The Flamelash lets you cast fireballs.
97** There are three separate magic items that allow the player launch bounding fire balls that have a chance to set enemies on fire. The Flower of Fire, the Flower of Frost "burns with cold fire," and a Cursed Flame item.
98** The game also has two flamethrowers permitting players to spray fire against their enemies. Crispy fun for the whole family!
99** Flamethrower traps which can be used or tripped by the players.
100** Certain ammos set enemies on fire.
101** A crafting station exists that allows you to make 'Flasks' that add passive effects to you. You can mix up Flasks that let you add Fire and Cursed Fire to your attacks.
102** Essentially what equipping the fire gauntlet is supposed to do, though it is more useful as an illumination asset.
103* KingMook: The Eye of Cthulhu is a giant Demon Eye. The Eater of Worlds is a giant Devourer worm that can break into smaller segments. The King Slime is... well, you get the idea.
104* KleptomaniacHero: You. See that room underground guarding that pretty gold chest? Go ahead, take what's inside. Better yet, take the entire chest. Even better, ''take the entire room''. You can uproot nearly everything (with the notable exception of Demon Altars; you can destroy them, but not take them) with the right tools.
105* KnockBack: Core mechanic. Preventable with a shield item, if you can find it. [[LedgeBats Problematic]] without it.
106* TheKrampus: Krampus is an enemy during the Frost Moon event.
107* LamarckWasRight: If you paint grass a different color, it will bring that color with it as it grows over bare dirt or mud blocks, and spread the color to any weeds or vines that grow out of it.
108* LandShark: Sand Sharks are hostile monsters that appear during sandstorms in the desert, lunging towards the player from within the sand. Variants of the monster appear in the three corrupting biomes as well, which warp the beings into becoming shark-like abominations.
109* LaserBlade: The Phaseblade is unabashedly a [[Franchise/StarWars lightsaber]], complete with the classic "vwomm" sound effect. Happily, the gems you use in its construction affect the color of the blade, allowing for white, red, yellow, blue, green, orange, and [[Creator/SamuelLJackson purple]] Phaseblades. Once you hit Hardmode, you can use Crystal Shards to upgrade you Phaseblade into the Phasesaber (48 base attack and Light Knockback).
110* LavaAddsAwesome: Make obsidian! Mine hellstone! Slaughter your enemies! Suffer a messy, fiery death! A thousand and one uses!
111* LavaIsBoilingKoolAid: This game somewhat mimics ''Minecraft'', in that the Lava's not instantly fatal and flows a bit slower than water. However, it only destroys loose blocks and common items...which leads to the FridgeLogic-inducing sight of a stone block beside a lava pool you just mined...one holding the lava in place, mind you...is destroyed by that very same lava.
112* LavaPit: Found in deep depths. Also made by players in order to create a barrier or trap for enemies; shallow ones are just as effective and if shallow enough, the coins and items dropped by the enemies will not get burned up.
113* LedgeBats: A reality due to knockback, unless you have a Shield-class accessory equipped.
114* LesserOfTwoEvils / NecessarilyEvil: Spreading the Hallow, in most cases. The Hallow isn't exactly friendly, but [[NonPlayerCharacter NPC]]s can live in the Hallow and it won't encroach upon the Jungle. In desperate situations, spreading it may be the best way to deal with a particularly bad Corruption/Crimson spread.
115* LethalJokeItem: Quite a number of weapons manage to be very effective while being fun and silly:
116** Of particular note are the Party Bullets, which are crafted by buying empty casings from the Arms Dealer and Confetti from the Party Girl and then combining them, and the Bananarangs, one of the strongest Boomerang-class weapons.
117** There is also the KO Cannon, which is a cartoonish boxing-glove cannon that behaves like the Harpoon.
118** The Party Girl's ''fireworks'' are mostly there to look pretty, but their explosions can wound and kill monsters. One player even managed to ''[[CurbStompBattle slaughter]]'' [[DidYouJustPunchOutCthulhu the Moon Lord]] with an elaborate fireworks setup [[https://www.youtube.com/watch?v=tlxntLDJl3U in 4 seconds]].
119** The Reaver Shark. Yes, a shark with a pickaxe head. It is still as powerful as a Platinum Pickaxe. There's also the Chainsaw Shark, which is a shark with chainsaw teeth that functions as ''[[ChainsawGood an actual chainsaw]]''.
120** Apart from that, players can find and ''use'' a Swordfish (or Obsidian Swordfish) as a spearlike weapon! The Obsidian Swordfish is even the second-strongest Spear in the game in terms of raw attack power.
121** The Meowmere is a sword that has a hilt depicting a cat's face, and fires rainbow-trailing cats when swung. It also has the highest base damage of any sword in the game except its own upgrade, the Zenith.
122** The Candy Corn Rifle is, of course, [[ExactlyWhatItSaysOnTheTin a gun that shoots]] [[EdibleAmmunition candy corn]]. Sounds silly, but it's basically a [[MoreDakka Megashark]] with bouncing, piercing bullets that can rip through groups of enemies like tissue paper.
123** The Copper Shortsword, a long standing joke in the Terraria community, the first and weakest weapon that you start with, is used as a crafting material for the Zenith, the most powerful sword in the game.
124* LethalLavaLand: The absolute bottom of the map is the Underworld, a hellscape with massive pits of lava, ash blocks as the only non-structure block, and Hellstone ore which produces more lava when mined and will damage you if touched without protection by obsidian equipment/potions. It's also filled with angry demons, flaming bats, fiery imps, and skeletal serpents which will make your life hell. And that's before you summon the boss.
125* LifeDrain:
126** 1.3 introduces a magic weapon dropped by Crimson Mimics that's actually called this, it increases life regeneration rate as it damage enemies within its radius.
127** The Vampire Knives have this effect when they hit enemies, while the Spectre Armor (Hood) SetBonus allows you to deal this to enemies hit with spells.
128* LightIsNotGood:
129** The Hallow biome is a downplayed example. Just like the evil biomes (Corruption and Crimson), it spreads like an infection through the world, transforming the landscape, and the creatures that spawn in it are pixies and unicorns, but they are just as hostile as everything spawned by the evil biomes. That said, Hallow enemies are still slightly less annoying than Hardmode Corruption/Crimson, and unlike the evil biomes, the Hallow can be settled by [=NPC=]s and will not eat mud, thus leaving the jungle alone, whereas the evil biomes will gladly destroy the jungle if allowed.
130** The Empress of Light boss plays the trope straight. She's a big fairy queen with light and rainbow-based attacks, but the bestiary describes her as a vengeful tyrant that seeks to clean all impurity from the world, which is implied to include anything that is not the Hallow.
131* LightingBug: Fireflies and lightning bugs caught with a net can be put in jars as a light source.
132* LightningBruiser: While there are quite a number of bosses that fit this, Duke Fishron is the best example. He's extremely painful, fast and mobile (even more so when he TurnsRed), and he sports the second-highest health of all bosses while being a single target (Destroyer has more, but multiple segments can be hit at once to score multiplied damage).
133* LinearWarriorsQuadraticWizards: Inverted.
134** In the early game, Melee is the worst class to use (discounting Summoner, who has no easily obtainable summons in the early game). Using swords is risky, as a early game character does not have much in the way of defense, and projectiles for Melee characters are difficult to find due to having to rely on chest drops instead of being able to craft projectile weapons. Magic classes fare better than Melee in the early game, however, as a low-level staff is relatively easier to obtain than a boomerang, allows players to stay far from danger, and the Mana increasing items are far more easier to find than the Health increasing ones (Fallen Stars which drop every night frequently and always on the surface, opposed to Heart Crystals which are found at any underground layer and are somewhat of a pain to find).
135** In the mid to late game, however, Melee is one of the best classes to use. Equipment specialized for Melee provides the most defense of any class-specific armor of the same tier, nearly every Hardmode melee weapon fires a projectile capable of doing good damage, and some of the best weapons at the time like the Terra Blade, Vampire Knives, and Solar Eruption are classified under Melee. While Magic is by no means bad at this point, most of the disadvantages of Melee have vanished, leaving only its shining strengths.
136* LiterallyShatteredLives: The TakenForGranite debuff increases fall damage, making this a likely result if you get hit with it in midair.
137* LivingStructureMonster: The Wall of Flesh is ExactlyWhatItSaysOnTheTin - a massive, moving wall with eyes and a mouth.
138* LizardFolk: The Lihzahrds are a tribe of reptilian humanoids that can be found inside the jungle temple. They seem to have a culture revolving around sun worship, as the temple is filled with solar tablets (intact or broken) that can be used to summon a solar eclipse, and their idol, the Golem, is clearly sun-themed (has a sun symbol on its chest, can be activated using solar energy cells, and drops the Sun Stone). They're mostly hostile, although the player can befriend the Witch Doctor, who's a friendly Lihzahrd (as can be seen by his green skin and tail).
139* LoadingScreen: The game does this during world generation to include items to let you know which part of the generation process it's on like "Putting dirt in the rocks" which are dirt patches deep underground and "Putting rocks in the dirt" which are stone patches underground or on the surface. Notably, you can tell if the world will have Corruption with "Making the world evil" or Crimson with "Making the world bloody" (although the 1.3 update made even easier to tell it by making the progress bar either purple or red, respectively).
140* LogicalWeakness: The Stake Launcher, which is already a powerful endgame ranged weapon in its own right, deals an absolutely ridiculous amount of bonus damage to Vampires. It can easily hit them for over 5,000 damage, when the maximum health for a Vampire is 500.
141* LordBritishPostulate:
142** This used to exist in full force with the Guide. A common hobby of people was bringing lava to him and trapping him in a pit with the stuff, watching him burn to death. Now, however, he's just as mortal as the other [=NPCs=], especially if you have a Guide Voodoo Doll, which lets you attack and kill him. It even [[DevelopersForesight kills him if destroyed by other means.]] And doing so summons a boss. As of the Big 1.2 Update and the subsequent supplemental patches, the Clothier has his own VoodooDoll now. Equipping it allows you to attack him directly; slaying him with it equipped will allow you to summon Skeletron. The Clothier even drops a special hat when killed, as if players weren't murdering [=NPCs=] enough already. The other [=NPCs=] can't be harmed by the player directly without the Rotten Eggs from Halloween or the Flymeal (made by combining a Stinkbug with a Gold/Platinum Broadsword in honey), but they can be killed by monsters or lava.
143** Also, the supposed-to-be-undefeatable Dungeon Guardian has been killed many, many times. It has enormous health, takes only one damage from any attack, and flies at you through any barrier at high speed, instantly killing you if it makes contact; this has been circumvented by, among other things, riding a minecart in a loop so it can never reach you (it has no ranged attacks) and spamming projectiles at it until it dies. In 1.2, he now drops the Bone Key, which summons the Baby Skeletron Head pet.
144** Skeletron Prime has been killed after sunrise -- where he gains the same excessive defenses and instant-kill capabilities of the Dungeon Guardian -- using similar tactics. Unlike the Guardian, he doesn't drop anything special in the daytime, so this is purely a SelfImposedChallenge.
145** The Empress of Light invokes this trope: similar to Skeletron Prime, she gains the instant-kill capabilities of the Dungeon Guardian after sunrise. Unlike Skeletron Prime, she has a drop when killed this way: the Terraprisma, the best summon weapon in the game.
146* LoreCodex: One is included in "Journey's End" update, which contains entries about [=NPCs=], critters, enemies, and bosses. The bestiary describes the lore of the entities, their stats, and their drops. The entries need to be filled out depending on how much experience the player had with the entity in question. For critters, it's how many the player came in close proximity with. For [=NPCs=], it's how much they chatted with them. For enemies, it's how many were killed, with more additional info being revealed depending on the kill count, with ffifty kills completely filling out the entry. For bosses, the player only has to kill one.
147* LovecraftLite: The game is a nice, happy, 2d ''Minecraft''-like game. Also like ''Minecraft'', it has some pretty warped and grotesque enemies, especially the bosses. A lot of the enemies from The Corruption look like animated clumps of rotten flesh, and then you get to the Eater of Worlds. However, it gets ramped up further when you attempt to activate Hardmode. By making a HumanSacrifice [[YouMonster by throwing a Guide Voodoo Doll into lava]], you summon the Wall of Flesh, an enormous AdvancingWallOfBoss that is comprised of unidentifiable fleshy matter, with lots of miniature creatures attached to it that try to eat you. The sheer sight of this thing inflicts a [[GoMadFromTheRevelation temporary case of magically induced terror that literally reads "You have seen something nasty, there is no escape."]] But all of the above are killable, and they could be a lot more horrifying looking than they are. [[SugarBowl Not to mention the cutesy look of everything else.]]
148* LuckBasedMission:
149** Hardcore mode + virtually invisible one-shot-kill explosive traps = this. It's less an issue of ''if'' you'll step on one and die and more ''when''. Mercifully, an update made these traps much more rare, replacing most of them with significantly more visible detonators. However, careless players can still easily step on the detonators by accident, and the virtually invisible pressure plate activated explosive traps weren't actually removed from the game either, only made more rare.
150** Reforging. You ''could'' theoretically get that Legendary Terra Blade on your first try (or even when you first craft it!), but it's much more likely you'll be turning your pockets out long before you have the best modifiers for all of your items. Settling for one that isn't completely negative is usually the way to go.
151* LuckilyMyShieldWillProtectMe: There are various shield accessories that, among other things, increase the wearer's defense. The Brand of the Inferno allows a player to actually raise these shields, further increasing their defense.
152* LudicrousGibs:
153** Nearly every living thing explodes into pieces when it's killed, whether it was from something like a WaveMotionGun or something as benign as ''drowning''. Although, if the blood and gore setting is turned off, gibs are turned into puffs of smoke.
154** Due to being MadeOfPlasticine (see below), blood moons and goblin invasions usually end with bloody chunks scattered all over the place.
155** The Frost Moon and Pumpkin Moon events have unrelenting waves of mobs that come after the player. Those capable of reaching the last wave usually have weapons, buffs, and specially set up arenas designed to cause this.
156[[/folder]]
157
158[[folder:M-O]]
159* MacrossMissileMassacre:
160** Spamming the Scourge of the Corruptor all around you will result in a screen full of tiny homing corruptors homing in on any unfortunate enemy in the area.
161** Spamming the Razorblade Typhoon tends to have a similar effect as the projectiles last for a good bit of time.
162** The Snowman Cannon is for all purposes a full-auto, homing rocket launcher that sprays missiles like a machine gun.
163** In the same vein as the Snowman Cannon is the Celebration [=MK2=].
164** The Martian Saucer boss can do this, with actual missiles.
165* MadeOGold: There are bricks, tools and armour, keys, and an entire golden furniture set carried by pirates, all made of gold.
166* MadeOfPlasticine: Whenever any enemy, [=NPC=], or player dies, all will always explode into a pile of bloody chunks. Some creatures, like rabbits, tend to be strewn rather liberally across the landscape. Gibs go flying further when you're using weapons with immense knockback.
167* MagicCarpet: Magic carpets can be found in pyramids. They allow you to fly a considerable distance horizontally, making them useful for mobility early on.
168* MagikarpPower:
169** Summoner builds. Most of their best items are gotten late hardmode, and their early game armor tends to have paper thin defense. Unless you feel like farming for the rarest item in the game, they don't even get their first summon until ''after'' beating the Queen Bee. Once they do get going though, they're quite a force to be reckoned with, with their summons being able to easily tear through most bosses and invasions with little effort. And the InfinityPlusOneSword for the Summoner Class added in in Journey's End, the Terraprisma, is one of the most powerful weapons in the entire game.
170** Fishing, appropriately enough. It starts off as one of the most tedious grinds in the game, even by Terraria's already-competitive standards. However, if you endure long enough to get the Angler's fishing gear, it quickly becomes one of the most lucrative side activities in the entire game; with the Angler Set and the Golden Fishing Rod, fishing up crates becomes a very viable alternative to spelunking when you need to acquire hardmode ores, and it doesn't require you to spread Corruption or Crimson by breaking Altars. There are also the Biome Crates, which contain some very useful gear that can be otherwise difficult to find. It also allows you to reliably produce some of the most useful potions in the game, which tend to require rare fish as ingredients. The Endurance Potion, for instance, which provides a flat damage reduction buff, requires Armored Cavefish, while the Rage/Wrath Potions, which provide flat crit chance/damage buffs, require fish from the Crimson or Corruption, respectively.
171** The woefully weak Copper Shortsword that you start the game with (or can craft with copper bars) is one of the ingredients needed to craft the Zenith, the game's most extreme InfinityPlusOneSword.
172* MagicMeteor:
173** Every night Fallen Stars will crash down like meteors in random places. If you're lucky, they can hit enemies while falling and do 999 damage to anything, including bosses that you can fight outdoors. You can collect them for various uses. They can be crafted into an item that will permanently increase your maximum {{Mana}} pool up to a certain point (which is the only way to get a Mana pool in the first place). You can stuff one in a bottle to create a lantern that increases mana regeneration. You can craft them into furniture with a special crafting station. Finally, they can be used as ammunition for a special type of gun, and do the most damage of any type of ammunition in the game.
174** Actual meteors have 50% chance of falling offscreen after the next midnight whenever you destroy a Shadow Orb/Crimson Heart and 2% chance of appearing every midnight afterwards, so long as the amount of unmined meteorite in the world is below a certain threshold. Any location that has at least 50 meteorite blocks in close proximity spawns Meteor Heads endlessly. The resulting meteor ore can be crafted into various items, including the aforementioned star-shooting gun and a rapidly-firing [[EnergyWeapon laser pistol]] which gains infinite ammo with a [[SetBonus full set of meteor armor]].
175* MagicPoints: You start off with no mana and must collect falling stars in order to forge crystal stars which let you increase your mana meter. 1.2 for PC grants all new characters one star of mana straight away.
176* {{Magitek}}: The Space Gun and Rocket Boots. Some other exotic weapons also consume mana when used.
177* MamaBear:
178** The Queen Bee is perfectly content to leave you alone as you wander through the Underground Jungle... so long as you don't smash a larva resting inside one of her hives (or pull out an Abeemination).
179** Plantera may be another case, resembling a fully grown version of her bulbs and only appearing to fight you when you break one.
180** The Journey's End 1.4 update introduces the Empress of Light, which will only appear if you kill a rare type of butterfly known as the Prismatic Lacewing that spawns in Hallow at night.
181* ManaMeter: The game requires you to gather 3 fallen stars to craft into a mana crystal which expands it by 20 points. A player can also expand it by equipping accessories and armor which can expand it until taken off, such as bands of star power, accessories with the "Arcane" prefix, jungle armor, or the helmets made from Hardmode ores.
182* ManaPotion: Four different levels of Mana Potion, each restoring increasing amounts of Mana. While you can guzzle them all day (and automatically so with the Mana Flower), drinking one imposes the Mana Sickness debuff, temporarily reducing your magic damage output.
183* MarathonBoss:
184** The Goblin Army invasions can feel like this at higher levels. Spending an entire in-game day killing 150 (or more, depending on how many players are in your server; the maximum is potentially ''over 10,000'') Goblins of varying types comes off as more of a nuisance than an OhCrap moment when they barely do much damage, even more so if your house is rather large, which can end up confusing the goblins since they try to target you first.
185** Before 1.2, The Twins and Skeletron Prime could feel like this for strict melee-oriented players. Due to those two bosses having high dodging tendencies, the best ranged melee weapons usually included a full stack of Light Discs. Even then, using then unpatched fire block immunity exploit only let players survive long enough to wear down the boss' health to zero, which could take all night from 7:30 PM onwards, faster with the appropriate buffs. Fast forward to 1.2.2, those two bosses have gotten a damage and hit point nerf, while melee characters can acquire the North Pole. The result is, if properly set up, the destruction of The Twins and Skeletron Prime within a minute in what must be some sort of hilarious comeuppance, putting them (or most bosses for that matter) in undeniable farm status.
186** The Solar Eclipse, whether it triggers on its own or a player summons it as early into the day as possible. Save for the Enchanted Sundial or hiding far underground, there's no way to skip out on the event, and it lasts the entire day (which begins at 4:30 AM and ends at 7:30 PM on the in-game clock, mind you), totalling up to ''fifteen straight minutes'' of constant battle. For reference, nighttime (the only time when most bosses can be fought) lasts nine minutes, and most boss battles can be won in half that time depending on how well you prepare.
187* MasterOfTheLevitatingBlades: This is how the [[InfinityPlusOneSword Zenith]] functions; firing an assortment of blades (some of which require a lot of time to get) and decimating anything caught in its range. The Terraprisma also counts.
188* MeaningfulName: Retinazer is an [[MagicalEye eye]] that shoots [[EyeBeams lazers]]. Skeletron Prime is a [[Franchise/{{Transformers}} robot]] version of Skeletron. The Minishark is a shark-shaped minigun. And that's just the tip of the iceberg.
189* MeatMoss: The [[ExactlyWhatItSaysOnTheTin Wall of Flesh]], a powerful end-game boss. The 1.2 update introduced the Crimson, a variant on the Corruption that replaces the dark-themed monsters with flesh-and-blood themed ones such as the Blood Crawler and the Face Monster.
190* MenuTimeLockout:
191** Played straight and averted it depending on if autopause is turned on or off.
192** Having it off can have its advantages as you can click an item and then place/use/swing it by clicking, making the {{An Interior Designer Is You}} part much easier.
193** Having it turned on can also have the advantage of being able to pause in a dangerous spot/during a blood moon. It also leads to one of the most potent bugs in the game, ''allowing you to bypass potion cooldown''.
194* MercyInvincibility:
195** You get this for about half a second after being hit, which can be extended slightly by equipping the Cross Necklace, a drop from [[ChestMonster Mimics]] in hardmode. This particular game mechanic is frequently exploited to allow players to keep taking trivial damage from minor hazards as a means to completely avoid deadly boss attacks. Uniquely, attacks from [[spoiler:the Moon Lord]] use their own invincibility timer separate from the regular timer for all other enemies' attacks, rendering most invincibility machines useless.
196** This is played with for monsters -- due to how piercing weapons work, attacking an enemy with piercing projectiles will prevent them from taking any other piercing damage for a brief moment, meaning {{Multishot}} ranged weapons work better with single-impact ammunition. However, certain endgame weapons/ammunition such as the Lunar Flare or Luminite Bullets/Arrows, despite being capable of piercing or striking multiple enemies at once, do not trigger their invincibility frames. The 1.4.4 update did some rebalancing of weapons, and now, some of those weapons only trigger invincibility against the same type of piercing projectile, although some weapons still retain the old system.
197* MetalSlime:
198** The Truffle Worm is a critter that can only be found in the Underground Glowing Mushroom biome, and not only it is hard to spot and catch, but it will also run away and burrow offscreen if it spots you. Also, you have to catch it with a bug net, which has a paltry range, and if you accidentally attack it or it runs into a monster, it will die. It is required to fight one of the last end-game bosses. ''And you'll have to catch at least six (if you're '''really''' lucky) to get all the drops from said boss.''
199** In the same vein as the Truffle Worm is the Prismatic Lacewing. While it won't run away and burrow when it spots you, the Prismatic Lacewing is an incredibly rare spawn in the Hallow after Plantera is defeated, and will only spawn between 7:30 PM and 12:00 AM. If you can catch one, you can release it and then kill it to spawn the Empress of Light.
200** "Pinky" is a [[ExactlyWhatItSaysOnTheTin bright pink]] slime that randomly spawns during the day. It has ten times the HP of the basic Green Slime (150 vs. 14), is smaller, and suffers double from knockback (hit it with an axe, or even a Slap Hand if you're feeling daring, and watch it fly!), but is otherwise the same but drops gold coins when killed. (To put that in perspective: 100 copper coins make one silver coin; 100 silver coins make one gold. Green slimes drop about 20-50 copper coins. Pinky drops the equivalent of 10,000 copper coins.) It also drops the special pink gel, which is crafted into bouncy items as well as restoration potions.
201** Rainbow Slimes have easily the most specific spawning conditions of all enemies: they can only spawn on non-Hallowed ground while the player is standing in the Hallow during rain, and are extremely rare even then. They drop Rainbow Bricks and are the only way to acquire those bricks, so if you're planning to build with Rainbow Bricks, have fun grinding.
202** Nymphs spawn very rarely in the caverns. What's worse, they disguise themselves as peaceful {{Non Player Character}}s, waiting until you approach them to attack you, so that you're taken by surprise... which means, even if you have a Nymph nearby, you may miss her because it won't attack you until you get very close. Killing one gives an achievement and it's the only way to get the Metal Detector.
203** Mimics are another example; they spawn randomly and fairly rarely in Hardmode, and drop up to ten gold coins and one of several items. Just like Nymphs, they disguise themselves as normal chests, which means again that you may miss it because it won't attack you until you get very close. That said, their spawn rate isn't quite as low as the Nymphs, but they have special biome variants that not only spawn more rarely, but are also incredibly dangerous, liable to kill any early-hardmode player that encounters them. Slightly mitigated in that putting a Key of Light/Night into a chest allows you to just summon them.
204** Tim and his Hardmode variant the Rune Wizard are also examples. They only show up in a certain layer of the world, and even then they have an exceedingly rare chance to spawn, and much like the Nymph, killing Tim will give you an achievement. It's also the only way to get the Wizard Hat/Rune set, and to add further insult to injury, the Rune Wizard deals ''absurd'' amounts of contact damage, enough to one shot a player on Expert and Master Mode! Fortunately, because they're both able to TeleportSpam, whenever one of them ''does'' spawn, they tend to immediately teleport near the player, so at least, it's impossible to miss them.
205** With that being said, the Lifeform Analyser, sold by the Travelling Merchant, will let you know if ANY of these creatures are nearby (and will tell you exactly which), mitigating this.
206* {{Metroidvania}}: Exploration in the game is an important part of the game, you can find several valuable upgrades by spelunking underground as well as find rare ores and unique areas.
207* MidAirBobbing: The piggy bank summoned with the Money Trough floats this way when summoned.
208* MinecartMadness:
209** Players can place minecart tracks to ride minecarts on. Tracks can also randomly generate underground; you can dig up these tracks and use them yourself if you don't want to hunt for more Iron or farm more Trees to build your own.
210** [[https://youtu.be/uR-JyqmgcyY Here's a video]] showcasing ''true'' Minecart Madness. This world-tour round-trip rollercoaster took 100+ hours to build and spans the entire game world, including many Underground areas.
211* TheMinionMaster: A possible equipment setup with the 1.2 update, which introduces two types of minions (spear-chucking Pygmies and Baby Slimes) and an armor set and accessory that let you summon up to 6 at once. The Big 1.2.4 Update adds Spider-themed and Bee-themed Summoner Armor sets, and adds more summon creatures. The 1.3 update has made Summoner into an actual fourth class, introducing new armors for summoners as well as a Summoner Emblem.
212* {{Mithril}}: Mythril is a blueish-green metal used to craft decent gear and the ever-important Mythril Anvil. At the time of its addition, Mythril was the third-strongest metal in the game (beaten by Adamantite and Hallowed metal), but years of feature creep have left it basically a footnote, with worlds even having a 50% chance to generate largely superior {{Orichalcum}} instead.
213* MixAndMatchWeapon: Hamaxes, items that combine the functionality of hammers and axes, are more effective weapons and can be used to defend yourself while shaping terrain or chopping down trees.
214* MobileFishbowl: The Fish Bowl item will cause the player character to drown if it's worn outside of the vanity slot. If the player drinks a Gill Potion or uses a Breathing Reed while wearing the Fish Bowl item, though, he or she will be able to breathe normally.
215* ModularDifficulty: Journey Mode lets you essentially play god in how you can mess with everything. Enemy spawn rates and difficulty have adjustable sliders from no enemies in easy mode to 10X in Master Mode. You can turn on Godmode, increase your building and pickup range, and even disable spread of Crimson, Corruption, and Hallow.
216* MoleMonster: Most of the wormlike monsters are found underground. They burrow within the dirt while homing in toward you, launching out to do damage before going back into the dirt.
217* MolotovCocktail: With some Torches, Ale, Gel, and Silk, you can make these in a pinch. Prior to a damage nerf, they were the weapons of many speedrunners looking to kill the Wall of Flesh before the first night ended.
218* MonaLisaSmile: Parodied in two separate paintings: "Nurse Lisa" features the Nurse, and "Martia Lisa" with an alien as the subject.
219* MoneyMauling: The Coin Gun, in its 1.2 update, fires coins from your inventory as ammunition and deals damage according to their value. Its damage can range from being moderately acceptable with the lowest valued coins, to being the hands-down strongest weapon in the game... for a few seconds.
220* MoneySpider: Almost all enemies drop coins (among other things) when killed.
221* MonsterClown: Unlocking Hardmode causes Clown monsters to appear during Blood Moons. Silly-looking as they are, they're also fairly tough, and they throw bombs that deal high damage. Fortunately, as of version 1.2, their bombs won't blow up your painstakingly crafted base/village/what have you (they still do quite a bit of damage, though). Unfortunately, as of version 1.4, they also release the absolutely devastating [[ActionBomb Chattering Teeth Bombs]].
222* MonsterCompendium: The Bestiary, introduced in the Journey's End 1.4 update. Killing an enemy (or talking to/unlocking an NPC) unlocks their bestiary entry, and subsequent details will be added with more amounts of said enemy that you kill. Progressing the bestiary to a certain threshold unlocks the Zoologist NPC.
223* MonsterMash: During a Solar Eclipse, you face off against Reapers, Swamp Things, Frankenstein's Monsters, Vampires, and Cyclops Zombies on the surface (pity there are no werewolves or skeletons, as they can only appear at night or underground respectively). Since the 1.3 update, various monsters based on horror monsters now appear, such as [[Franchise/{{Halloween}} Psycho]], [[Film/CreatureFromTheBlackLagoon Creature From the Deep]], [[Film/TheTexasChainsawMassacre Butcher]], [[Film/TheFly1958 Dr. ManFly]], [[Franchise/{{Godzilla}} Mothron]], [[Film/TheExorcist The Possessed]], [[Franchise/{{Hellraiser}} Nailhead]], [[Film/{{Phantasm}} Deadly Spheres]], and [[Literature/{{Frankenstein}} Fritz]].
224* MonstersEverywhere: The Goblin invasion formula to determine how many will attack? 100 + (50*number of players with more than 200 health). For a single player over 200 HP, that's 150 goblins ranging from merely annoying to tough, with the max of 255 players in a server, there can be 12,850 goblins in an army.
225* MookMaker:
226** Some statues when powered will spawn monsters, though the monsters spawned from statues do not drop rare items or coins when they're killed by traps/lava, or in the case of the Mimic, none at all. For example, slimes still drop their regular gel but no money, and the Mimic will not drop its highly useful rare drops at all.
227** Various bosses spawn smaller enemies to harass the player.
228* MoreDakka:
229** The Minishark, which upgrades into the equally rapid-firing [[PurposelyOverpowered Star Cannon or Megashark]].
230** Pirate Captains have a machine gun that they turn on the player.
231** Players have access to a few automatic or rapid fire guns including an Uzi, a Chain Gun, and a Gatligator.
232* MultiMookMelee: Various events in the game like Blood Moons, Solar Eclipses, or any one of the invasions feature swarms of mooks of varying types attacking the player. However, the mooks do not steadily become more difficult - they simply keep attacking until a set in-game time or sufficient numbers of the enemy have been killed.
233* {{Multishot}}: Some bows shoot multiple arrows for the cost of one: Tsunami and Eventide fire 5, Phantasm and Daedalus Stormbow fire 4, and Chlorophyte Shotbow fires 3.
234* {{Mummy}}: Mummies appear in Hardmode deserts, with variants for Corrupted, Crimson, or Hallowed deserts. They drop anti-debuff items, the Light or Dark shards (depending on the variant), and the Mummy costume set which you can use to dress like a mummy yourself.
235* MundaneUtility:
236** Magic Missile is useful for many, ''many'' things. For starters, the missile tracks your cursor and lasts as long as you hold the mouse button down, making it easy to hit agile mooks. The missile is decently powerful, can slip through small spaces that you might not be able to attack through, generates quite a lot of light, and doesn't expire when cutting through plants. Jungle thorns blocking your way at an inconvenient angle? Trim them with a magic missile! Flamelash is the same but brighter and more powerful, and update 1.1 introduces the Rainbow Rod, which is even stronger and all rainbow-y.
237** Any item that emits light particles will be used as a light source. Some people keep items like Gungnir not only as a fast, hard-hitting, long-reaching sacred spear but also as a means to see through walls. Starfury makes glowing stars drop from the sky towards wherever you click; if you're underground, it's a great way to detect nearby caverns. Even gunslingers can get in on the fun once they get an Endless Musket Pouch for infinite bullets, letting them illuminate caves by simply holding down the trigger on a Megashark.
238** With the 1.2 update, the Death Sickle passes through blocks while emitting a faint glow. Equipping accessories that grant burning effects causes the spectral sickle to glow even brighter. Very useful when trying to spot holes and goodies or even when digging up ores.
239** Phaseblades and Phasesabers as well as any weapon on fire such as the Volcano or Molten Hamaxe can be used to light up dark caves while exploring. Combined with the Mythril armor which shines for several seconds AFTER a light source is cast on it lets you ditch the otherwise necessary illumination tools while mining.
240** The sparks of light thrown from several weapons when swung or thrown, like the Magic Boomerang and the Hellstone weapons, are very useful for spotting things through cavern walls as you can throw them through the otherwise-solid blocks and see what's on the other side. Similarly, setting enemies on fire will cause sparks to drop from them, which illuminate further down than you can normally do. Light an enemy on fire and look under them as the sparks reveal the area.
241** Flares are not only mundanely useful for lighting up distant areas, but they can light enemies on fire. Not only does this have the effects listed above, but you can see enemies that retreat into the dark. The damage caused by fire is pretty low so it doesn't really work as a damage source by the time you would end up finding it.
242** The Solar Eruption. It's a flail with a good range, lights up a large area and passes through walls allowing it to light up a considerable area. As an added bonus, it's one of the most damaging melee weapons in the game, only falling shy of [[spoiler:the Moon Lord]]'s drops.
243** Cursed Flames and Ichor are, respectively, [[{{Hellfire}} a demonic flame that cannot be doused by water]] and [[BloodyMurder volatile]] AlienBlood, and can be crafted into various nasty weaponry. They can also be used to create waterproof torches.
244** The Sandgun is arguably less useful as a weapon than it is an infinite sand generator when used with armor that gives ammo cost reduction, letting you end up with more sand than you started with. This does serve a practical purpose since sand is what you use to make glass, which you use to make bottles, which you use to make potions.
245* MushroomMan: If you create an above-ground "mushroom" biome, it will occasionally spawn mushroom zombies, and if you build a house in the biome, then activate hardmode, the house will eventually become occupied by the Truffle, a mushroom-man NPC.
246* MusicIsEighthNotes: The Magical Harp, a weaponized harp that fires projectiles that graphically resemble eighth notes when playing it.
247* MutagenicGoo: The 1.4.4 update introduces the Aether mini-biome, which houses an entire pool of this stuff called "Shimmer". Any critters that enter the shimmer will polymorph into fairy-like faelings, slimes become Shimmer Slimes when they do the same thing, and the shimmer itself can be used for various tasks, such as turning various items into handy permanent buffs (such as turning a Life Crystal into a Vital Crystal, which permanently boosts health regeneration), splitting crafted items down into their original components (tossing some Spectre Boots in will give you either the Hermes or Rocket Boots), morphing certain items into a different one (for instance, a Lucky Coin into a Gold Ring), changing the appearances of [=NPCs=] or, after defeating [[spoiler: the Moon Lord]], upgrading certain items (throwing a Rod of Discord into the shimmer will turn it into the Rod of Harmony, which removes the Chaos State debuff). Just be careful not to fall in yourself, or you might find yourself becoming intangible and start falling to the centre of the earth...
248* MuzzleFlashlight: While trying it with guns would probably not be efficient, it's very possible to pull this off with certain magic spells or glowing weapons. See MundaneUtility.
249* NailEm: A Nail Gun appears as a drop from Nailhead during a Solar Eclipse. The ammo it uses (nails) can stick to enemies before exploding for considerable damage.
250* NamesToRunAwayFromReallyFast: The Wall of Flesh, the Eater of Worlds, the Destroyer... most of the bosses have this going for them really.
251* NameTron: Skeletron, though it's not actually mechanical. Skeletron Prime, on the other hand, is a definite example.
252* {{Nerf}}: Several pieces of equipment and bosses have been made less intense at points:
253** The Rod of Discord's TeleportSpam was made less absurd by adding a Teleportation Sickness debuff that prevents you from spamming it constantly. [[spoiler: Its Shimmer upgrade, the Rod of Harmony, removes the debuff]].
254** The Spectre Armor's lifesteal set was made less powerful by giving it a damage penalty while you used that specific armor set bonus.
255** The Molotov Cocktail has had its damage has been scaled back a little, making it less overpowering in the early game.
256** Both of the vortex weapons have been nerfed with the Phantasm having its damage reduced from 70 to 50 and the Vortex Beater from 63 to 50 (1.3.4).
257** The Journey's End 1.4 update also introduced lots of new nerfs. Notably, there are two related to Fishing. Firstly, Crates that are fished in Pre-Hardmode will no longer change to contain Hardmode materials upon beating the Wall of Flesh, preventing Crate Stockpiling (the act of Fishing up crates in Pre-Hardmode, then opening them in Hardmode) from allowing players to skip Early Hardmode entirely- they are instead split into Pre-Hardmode Crates and Hardmode Crates. The second fishing-related nerf is to the infamous Reaver Shark, whose Pickaxe Power was reduced from 100 to 59. This means that the Reaver Shark can no longer mine Hellstone (thus preventing players from attaining Hellstone before fighting any bosses)
258* NewGamePlus: Not the traditional sense, as when you start a new world map you take along any items in your inventory if you choose to play with the same character. Several items (the piggy bank, the safe, the defender's forge, the void vault) both create a storage space that is linked in all the worlds and tied specifically to your character, making it handy for transferring materials rapidly between worlds.
259* NiceDayDeadlyNight: In ''Terraria'' it's actually dangerous during ''both'' day and night, but night, which has zombies and [[ItMakesSenseInContext flying eyeballs]], is significantly more dangerous than day, which feature slimes that tend to do just ScratchDamage. Also, the bosses that can randomly spawn on their own generally do so at night.
260* NiceJobBreakingItHero:
261** Congratulations on making it to the Underworld and slaying the abomination that dwells there! You're told that "The ancient spirits of light and dark have been released." What does that mean? A variety of much tougher enemies all over the world, and The Corruption spreads much more aggressively. On the plus side, there's now an anti-Corruption biome full of rainbows and unicorns. [[LightIsNotGood Which are trying to kill you]].
262** After Golem, the boss of the Jungle Temple, is defeated, some cultists appear at the entrance of the regular dungeon with a mysterious tablet. This tablet looks like it was taken from the Jungle Temple after the player defeated the guardian. Killing the Lunatic Cultist triggers the Lunar Events which culminate in the summoning of the Moon Lord, who was confirmed to be Cthulhu's brother by the devs (although more recent lore just calls him Cthulhu).
263* NightmareFace: There's a reason why the [[https://terraria.wiki.gg/wiki/Face_Monster Face Monster]] is named that way. Doesn't help that it's found in one of the creepiest biomes in the game.
264* NintendoHard: Maybe not in general, but try playing the combination of a Master Mode world, a Hardcore character, and the [[spoiler: "getfixedboi"]] seed. Good luck with the boss fights.
265* NocturnalMooks:
266** Several enemies only show up during the night. In addition, several bosses (the [[EyeScream Eye of Cthulhu]], [[DemBones Skeletron]], the mechanical bosses, and the Empress of Light) can only be summoned at night.
267** [[InvertedTrope Inverted]], however, with surface slimes, who will no longer spawn at dusk.
268** Subverted with Solar Eclipse only enemies.
269* NoFairCheating:
270** In all versions before 1.3, anyone who tries to wear the unique Devteam equips will find themselves set upon by debuffs and eventually get killed by said debuffs. After 1.3, they can rarely be dropped by Hardmode bosses in Expert or Master worlds only.
271** Attempting to use an inventory editor to acquire DummiedOut items will yield either an Angel Statue or a Red Potion. Consuming the latter saddles you with almost every major debuff in the game at once for a solid hour.
272** During the Old One's Army event, several ways to stop the player from cheesing the event are employed. For example, lava, honey, conveyor belts, and teleporters do not affect the enemies, while the event itself can't even be started if the surface is not determined to be open and flat enough by the game.
273* NoHeroDiscount: Averted if you have the Discount Card, a rare drop from the pirates. Otherwise PlayedWith. Just saved your [=NPCs=] from a blood moon attack? Rescued them from the dungeon? Great, except they still charge you full price for their wares. However, that full price changes depending on their happiness with their current surroundings and neighbors, so there is a way to lower their prices.
274* NonCombatantImmunity: PVP mode. Both you and the other person need to be in PVP mode to kill each other.
275* NonIndicativeDifficulty: Expert mode is usually seen as the best option for purely casual playthroughs, even in contrast to objectively easier Normal mode. The reason for this is that some of exclusive boss drops on this difficulty are very powerful for the stages they become available at, and others can stay useful throughout the rest of the game, if you know how to use them accordingly.
276* NoOntologicalInertia:
277** Inverted. It's possible to remove biomes by digging up/destroying enough of them, causing the local monsters not to spawn.
278** Another inversion: Santa Claus only lasts from mid-December to New Year's. Once the Christmas season is over, he is instantly and inexplicably slain.
279* NoPeriodsPeriod: Averted. Most female [=NPCs=] are more irritable during the Blood Moon event.
280* NotCompletelyUseless: Once the player gets a Lucky Horseshoe, any kind of wings, or the Cosmic Car Key, all of which prevent falling damage, the Featherfall Potion would seem obsolete. However, the [[TakenForGranite Stoned]] debuff inflicted by Medusa turns off falling damage immunity – except that granted by the Featherfall Potion.
281** The potion also increases the player's jump height, which can have its uses in certain cituations in combination with vertical mobility accessories.
282* NothingIsScarier: After defeating the second-to-last group of bosses in the game the message "Impending doom approaches" appears on screen, and everything starts going dark. All remaining monsters flee, and the music, which in Terraria never stops even in the creepiest of occasions, grinds to a halt, leaving you with an empty, silent screen periodically darkening and flickering. This goes on for about a minute until [[spoiler:the Moon Lord appears]].
283* NotTheFallThatKillsYou:
284** You can stop fall damage with certain accessories (Lucky Horseshoe, Obsidian Horseshoe, and any Wings), using a grappling hook to hook onto a wall before you land, using the Rocket Boots to slow your fall, double-jumping before landing, or [[SoftWater landing in water]] or cobwebs. If you ''do'' take fall damage, it can be [[DisneyVillainDeath severe]].
285** Oddly, if you time it right you can grapple onto the ground and [[ArtisticLicensePhysics pull yourself down faster to negate the lethal falling damage]].
286* NotTheIntendedUse:
287** [[https://terraria.wiki.gg/wiki/The_Grand_Design The Grand Design]] is the ultimate wiring tool. However, while it was intended for wiring first, one of its ingredients is the Mechanical Lens, and so simply having it in your inventory lets you spot already placed wires. As such, it's worth having this thing on you while spelunking underground since it allows you to easily trivialize traps, and is especially useful in the trap heavy Jungle Temple. What's more, prior to 1.3.5, the Grand Design emitted light upon use, which led to people using it to find caves and for prospecting.
288** In the Journey's End 1.4 update, golf balls and golf clubs were added. While these were intended as a MiniGame, players soon discovered that these were ''great'' for finding floating islands and scouting potentially dangerous areas thanks to how the camera follows a golf ball in flight.
289** The housing query feature, normally used to determine if a structure is suitable housing, can also be used to look for caves in the dark. When the text changes from "this is a solid block!" to "this housing is missing a wall", the player will know that they have stumbled upon a cave.
290** Fireworks rockets are placable furniture items intended for decorative use despite them doing damage. That hasn't stopped people from using them to annihilate bosses.
291** The Snowman Cannon is a powerful rocket launcher that fires explosive snowmen capable of homing in on enemies. Coupled with terrain destroying rockets, people used it for rapid, if imprecise excavation. The Celebration [=Mk2=] is similar: while intended to obliterate large crowds thanks to its combination of no self-damage, spreading shots and rapid fire rate, people have coupled it with terrain destroying rockets to ''very'' rapidly remove large swathes of terrain.
292** The Pigronata was added as part of the 5th anniversary update among many other party-related items like the party center or balloons. It was intended to be used as a party piñata, with the player being able to break it, getting several items in the process: usually just coins, sometimes party bullets and flasks of party, and rarely bacon. However, after the 1.4 rebalance of food, bacon happens to be one of the best food items in the game. Since all other good food items require a rare drop from enemies, the Pigronata [[https://www.youtube.com/watch?v=ZCFEleDjUlY is used]] to farm bacon without having to kill lots of enemies.
293** Prior to the introduction of golf balls in the ''Journey's End'' update, Meteor Shot and Water Bolt were often used to find floating islands by exploiting their ability to bounce off solid blocks — if the projectile rebounded after flying off the top of the screen, that's a sign that there's a floating island overhead. These two items were intended for crowd control — for rangers and mages, respectively — due to their piercing and bouncing capabilities.
294** The Quick Stack feature automatically places the player's items into chests that also have those items, complete with an animation of them flying into the chests. The trick is that it also works on naturally spawning chests: if you try to Quick Stack in an underground shaft and your torches go flying off to the top-left corner, then you've just located a chest containing torches and other goodies.
295* NumericalHard: For most of the part, Master Mode is all about this; enemies don't get smarter, they just take more to die while you die more easily. While increased stats were also in Expert Mode, in that case it was just one factor of the mode.
296* ObviousRulePatch:
297** Like most other enemies, Mimics spawned from Chest Statues don't drop anything. Since Mimics drop up to ten gold coins and several useful late-game accessories and weapons whereas Chest Statues can be acquired pre-hardmode, being able to quickly and easily farm them would be a massive GameBreaker.
298** Statue spawned enemies were consistently patched to prevent AFK item and money farming. The first patch was in 1.2.0.2 so hardmode boss summons could no longer drop from them. 1.3.1 cut the item drop rate by a quarter. Finally, 1.4.0.1 made it so that players needed to inflict ''some'' damage on the spawned enemies before they will drop their items (no more using automated {{Death Trap}}s or {{Lava Pit}}s).
299** Similarly, Corrupt Bunnies generated from Bunny Statues during Blood Moons no longer drop any money as of version 1.2.
300** In a similar fashion, Meteor Heads stop dropping ''anything'' once you enter Hardmode, so as to prevent players from creating artificial meteor head Biome Farms to farm Souls and Biome Key Molds.
301** The [[TeleportSpam Rod of Discord]] was such a massive GameBreaker (being able to teleport spam at no cost) that the 1.2.1.2 update changed it so that attempting to teleport spam made the user CastFromHitPoints. You can still use it to explore or in an emergency, but not at the same rate as before. Of course, [[spoiler: considering that you can upgrade it into the Rod of Harmony (which lacks that debuff) via throwing it into some Shimmer after defeating the Moon Lord kind of renders it a moot point]].
302** The ability to stack positive damage affixes to large degrees made any life-steal setup almost devoid of risk to the player during confrontations where the player would easily out-heal hard-hitting attacks like chugging down Greater Healing Potions non-stop. The 1.2.2 update capped the rate of life-stealing to about 2 hearts per second, making less feasible a maximum damage setup Vampire Knives user from just sitting in the hitbox of a boss monster mincing its insides while maintaining a full health bar.
303** [[spoiler:The Moon Lord]] boss is very big and hits very hard, but is also one of the slower bosses, and it only disappears if all players are dead. When it was introduced, players fighting [[spoiler:the Moon Lord]] alone could lure it far away and then teleport back home if they were in danger, where they were safe to heal up while the boss took its sweet time chasing the player. Come patch 1.3.0.4, [[spoiler:the Moon Lord]] will teleport directly to the player if they are far away, possibly killing the player if they were already at low health.
304** Furthermore, many players were abusing the MercyInvincibility from spikes to prevent themselves from taking damage from [[spoiler:the Moon Lord]]. Come 1.3.0.6, and [[spoiler:the Moon Lord's]] attacks use their own cooldown for immunity, meaning it's significantly harder to abuse MercyInvincibility against it.
305** MercyInvincibility abuse utilizing Hellstone or Meteorite blocks was a major part of fighting the bosses in the early stages of Terraria's development. By the Big 1.2 Update and its subsequent balance patches, this was changed to prevent such abuse in boss fights by making these blocks inflict a Burning status effect that damages you instead of dealing normal damage that would trigger MercyInvincibility.
306** 1.3.1 changes up the rules so players can no longer catch Critters created by the creature statues using the Net tools, as Gold Critters would fetch a pretty penny when sold to the NPC merchants.
307** Biome key molds were introduced to push the biome chest weapons into the post-Plantera phase. This rule patch got ''even more obvious'' in 1.3, when key molds were retired and the biome keys again dropped directly from monsters... but they ''arbitrarily don't work until Plantera has been defeated''.
308** The Reaver Shark and Crate Stockpiling allowed players to essentially skip a huge portion of the game, so they were nerfed in Journey's End to prevent this- Crate Stockpiling by splitting Crates into Pre-Hardmode and Hardmode variants, and the Reaver Shark by reducing its Pickaxe Power to 59, making it unable to mine Hellstone. To quote the changelog written by the devs on the two subjects:
309-->(About the Reaver Shark) ''Ah, our old friend the Reaver Shark - favorite tool of many to essentially skip most of Pre-Hardmode with only minimal fishing effort. This one was so out of tune, it reached meme status - and so we have lowered the mining power of the Reaver Shark from 100 to 59. This will make the Reaver Shark capable of mining anything up to Demonite/Crimtane - so it is still valuable and useful, but no longer the "skip to the end" tool it once was.''\
310(About Crates) ''Fishing in Pre-Hardmode to skip early Hardmode was an example of a fun alternate path to progression, but taken too far. You can still fish up ores and alternate ores via Crates - but now, Pre-Hardmode Crates will only contain Pre-Hardmode ores and vice versa for Crates fished up in Hardmode. This allows you to fish instead of mine, but at least forces you to face the challenges of early Hardmode to do so.''
311** Both the Moon Lord's Phantasman Deathray and the Martian Saucer's Deathray were very easily nullified by simply hiding under a ceiling. The Journey's End 1.4 update made these attacks pass through terrain between the source and the player.
312** Flower boots were commonly used in critter farming to generate money or for use as bait. The most common technique was was to fire a flare onto some jungle grass, stand on the flare with flower boots equipped and keep swinging the net to rapidly fill your inventory with the captured critters. Flower boots were changed in 1.4.0.1, so that breaking plants while equipped with the flower boots multiplied the original chance of spawning a critter by 0.01%, rendering it ''incredibly'' unlikely for a critter to spawn.
313** Version 1.4.4 introduced a new liquid called Shimmer. This liquid allowed breaking down items into their original components and touching it rendered you invincible, allowed you to phase through blocks and disabled all control inputs (known as Shimmering). Numerous exploits and glitches were soon discovered and patched out as detailed below:
314*** Originally, the only way to stop Shimmering was to wait until you fell into an open area. This was later fixed by allowing you to press a movement key to instantly end phasing and teleport to a nearby open area after twenty seconds (or they'll be teleported to a nearby open area after sixty seconds if no input is entered). The main reason for this fix was to break a softlock where players could be trapped by building teleporters at the top and bottom of a Shimmer column so they would fall through the Shimmer, hit the bottom teleporter, get teleported to the top, fall through the shimmer, repeat.
315*** Shimmering used to render you completely invulnerable, allowing for [[CheeseStrategy cheap tactics]]. Come 1.4.4.4, Shimmering no longer made you invulnerable against bosses.
316*** Timers used to be decraftable but this was patched out in 1.4.4.3 after it was discovered that decrafting a 1 second timer into a gold watch and a wire, and then decrafting the gold watch into 10 gold bars and selling the gold bars yielded one gold coin and twenty silver coins, whereas a 1 second timer only cost a single gold coin.
317*** Prior to 1.4.4.5, items made with bones and Lihzahrd bricks could be decrafted in Shimmer, allowing access to the materials [[SequenceBreaking before]] they are normally encountered. In 1.4.4.5, they cannot be decrafted until after the respective boss (Skeletron and Golem) are defeated.
318*** In versions before 1.4.4.3, the Terra Toilet could be obtained the moment you entered hardmode in certain special seeds (celebration and getfixedboi) by killing jungle mimics. The Terra Toilet could be broken down into a toilet and the broken hero sword via the Shimmer, allowing you to gain access to the Terra Blade before killing Plantera (which is when Mothrons start to naturally spawn during a solar eclipse). After 1.4.4.3, the Terra Toilet could no longer be decrafted and in 1.4.4.8, jungle mimics no longer dropped the Terra Toilet.
319* OccamsRazor: Referenced by the "[[MythologyGag Ocram's]] Razor" item. [[spoiler:It replaces the proper Mechanical Boss items while condensing the Mechanical Bosses into one fight, thus reducing how many fights you have to go through in early Hardmode. Of course, considering it's still all three Mechanical Bosses at once, it's much tougher than just fighting each boss one at a time.]]
320* {{Oculothorax}}: Small, medium, and large: Servants of Cthulhu, Demon/Wandering Eyes, and the Eye of Cthulhu. [[spoiler:The FinalBoss also spawns True Eyes of Cthulhu when its CognizantLimbs are destroyed]].
321* OffscreenTeleportation: If you assign a house to an NPC, it doesn't matter if their simplistic AI can't figure out how to get to it -- when you get back from your next spelunking trip, that NPC will be in their house.
322* OneHitKill:
323** Besides being crushed by the Wall of Flesh or running out of time against Skeletron, explosive blocks are this. Explosive blocks deal 250 base damage, but all damage dealt from other players or to oneself (which includes explosions) is doubled, resulting in a whopping 500 damage. The maximum HP a player can have is 400, and the best protective gear and buffs can prevent at most 40-50 damage, meaning that a trip mine will instantly kill anyone within range. ''[[ParanoiaFuel Trip mines are randomly scattered underground]]''. In 1.2 for PC, this was nerfed such that you take full damage without the previous [[PlayerVersusPlayer PvP]] multiplier, and you can ensure your survival by boosting your life to 500 using life fruits. In 1.3, these are mostly triggered by an ''{{incredibly obvious|Bomb}}'' PlungerDetonator, making them much easier to avoid.
324** Trying to enter the dungeon before killing Skeletron will cause the Dungeon Guardian to appear who does over 1000 damage.
325** In Master Mode in version 1.4, some Hardmode enemies/bosses can inflict more than 600 damage through armor. Don't get hit by them now.
326** Fighting the Empress of Light during the day (which can only be done if you capture a nocturnal Prismatic Lacewing and release it at day) will cause ALL her attacks to deal over 10000 damage to you, which is more than overkill. ''You're actually required to fight her in this state to get the [[InfinityPlusOneSword Terraprisma, the strongest summon weapon in the game]].''
327* OneHitPolykill: Most of the best weapons and ammo are capable of piercing through multiple targets. The earliest bullet, for example, is the Meteorite shot that pierces an enemy or [[PinballProjectile ricochets]] once while the best of this are Luminite bullets that pierce any number of enemies, it even ignores the split-second MercyInvincibility against enemies that other piercing weapons/ammo are susceptible to which allows you to fire these with, say, the S.D.M.G. and not have shots wastefully pass through enemies after the first hit.
328* OneWordTitle: ThePlace, a.k.a world, where the game takes place.
329* OpenEndedBossBattle: The Eater of Worlds/Brain of Cthulhu don't actually need to be defeated in order to get their loot. You only have to defeat enough of their component parts to collect the items you need to forge a better pickaxe, at which point you can die (on anything other than Hardcore) without having to worry about finishing the job.
330* OptionalBoss: Many bosses are not required to progress the game. %% The Dungeon Guardian is filed under the Superboss subtrope.
331** King Slime shows up at the end of a slime rain, and sometimes spawns randomly near the edge of the world. He doesn't drop anything necessary, but his Solidifier lets you make slime-themed furniture and his Slime hook is one of the earliest grappling hooks it's possible to acquire. He also drops the Ninja armor set, which [[FragileSpeedster has little defense, but increases movement speed and crit chance]], or can just be worn as vanity gear.
332** Queen Bee can be summoned in the Jungle by [[MamaBear killing one of her Larvae]]. She drops several pieces of bee-themed gear, including crafting materials for the Bee armor set and the Hornet Staff, which are some of the very few decent options available to a pre-Hardmode summoner. Her defeat is also a requirement for the Witch Doctor NPC to move in, which is also very useful for summoners in particular.
333** Deerclops, added in the ''VideoGame/DontStarve Together'' crossover update, can be found or summoned in snow biomes. Since it was added for an event, it's not a natural part of the game's progression, but it drops several interesting and useful items.
334** Queen Slime is the Hardmode DistaffCounterpart to King Slime, summonable with a Gelatin Crystal in the Hallow. Like her consort, she isn't required to progress the game, but drops a useful grappling hook and assassin-themed armor set, as well as a few more unique items.
335** Duke Fishron is a weird shark-pig boss added as something of an April Fool's joke. He's a ''hard'' fight, being a LightningBruiser to the extreme, but he's not needed to activate any events, and he doesn't drop any special crafting materials, so he can be skipped if you're not interested in any of his equipment drops.
336** The Empress of Light can be encountered as soon as Plantera is killed, but is ''far'' more powerful than this timing would indicate. The projectiles she fires off turns the game into a veritable BulletHell, and she drops some very good gear if you can handle it. [[ChallengeRun As an added bonus]], if you summon her during the day, she become dangerous enough to qualify as a {{Superboss}} (see details there).
337* OrdinaryDrowningSkills:
338** Initially, your character sinks like a rock in water and will drown if you can't reach air. Special items like Flippers and the Breathing Reed turn you into a snorkel diver instead of a drowning rock, while the Diving Helmet significantly increases your air capacity. Neptune's Shell turns your character into an aquatic creature when equipped and in water, allowing you to remain underwater indefinitely, move underwater at the same speed as on land, and incorporating the effect of the flippers.
339** In 1.2, your character suffocates when trapped in sand, silt or slush. There's a debuff instead of an OxygenMeter, and you lose health really, really quickly.
340* OrganDrops: Slimes drop slime gel, Eaters of Souls drop rotten chunks of meat and Demon Eyes drop [[http://en.wikipedia.org/wiki/Lens_(anatomy) lenses]]. Enemies in the Crimson drop Vertebrae. The Brain of Cthulhu (and its minions) drop Tissue Samples. Hornets drop their stingers, Angry Bones drop bone fragments, and the Man-Eater plants in the Underground Jungle drop vines. The Black Recluses in Hardmode drop their fangs. All bosses have a chance of dropping a decorative trophy upon death, a wooden shield-shape with the boss' body part.
341* {{Orichalcum}}: The game features Orichalcum as an alternative to [[{{Mithril}} Mythril]]. Its appearance is pink and a full set of its armor with any of the helmets causes pink petals to strike an enemy you hit.
342* OurDragonsAreDifferent:
343** The Wyvern is a long, slender white dragon that roams the higher parts of the map in Hardmode.
344** Betsy is an actual wyvern (a dragon-like creature with a pair of wings and no other front limbs) and appears at the end of the Old One's Army event.
345** Whenever the player hits a Lunatic Cultist clone, a Phantasm Dragon will spawn and attack the player. It is a long and slender dragon like the Wyvern.
346** The Stardust Dragon is a limbless, blue and gold minion that gets longer the more times the Stardust Dragon Staff is used, rather than spawning more dragons like other summon items.
347* OurGeniesAreDifferent: The Desert Spirit seems inspired by the malicious examples of Djinn. Only appearing in Hardmode deserts which have fallen victim to the Corruption or the Crimson, they have the stereotypical shape as portrayed nowadays (a muscular, shirtless man, without legs, with a ponytail). As of the 1.3.3 update, they can drop [[GenieInABottle an oil lamp]] as well as a pants item that gives you the legless effect when equipped. If used as armor, it prevents falling damage.
348* OurGhoulsAreCreepier: Ghouls appear in Hardmode underground deserts (a homage to their origins in Arabic myths), with variants for Corrupted, Crimson or Hallowed. They have a large mouth and long pointy ears, and they drop the Ancient Cloth when they're killed, which is used to craft the Ancient vanity set.
349* OurGnomesAreWeirder: Gnomes are rare enemies that spawn near giant trees, particularly in the tunnels beneath their trunks. Their quirk is that if they [[WeakenedByTheLight step into sunlight]], they [[TakenForGranite turn to stone.]] Specifically, they turn into a Garden Gnome decoration you can pick up and place, and won't revert into an enemy again.
350* OurGoblinsAreDifferent: Every once in a while you'll be warned that a Goblin Army is approaching. You'd be forgiven for dismissing this message as a non-threat, but in fact Goblins can be a serious threat to your life, your [=NPC=] inhabitants, and your clicking finger. Unless, of course, you have advanced equipment and increased max life. Or if you've built your base a ways to the east or west, or high into the sky, since Goblin Armies only attack near a map's central spawn point. As said by the Goblin Tinkerer, they're quick to anger, and would even start a war over a simple goblin flag.
351* OurWerewolvesAreDifferent:
352** During a full moon, countless werewolves appear out of nowhere, despite being on an island with few humans.
353** The player can also wear Moon Charm, which turns him/her into a werewolf during night.
354** There's also the Zoologist, who becomes a were''fox'' during both full and Bloody Moons.
355* OurWormholesAreDifferent: The [[EldritchAbomination Vortex Pillar]] is able to spawn wormholes near the player that produce Alien Hornets. One of the [[FlunkyBoss mooks that accompany it]] can create a wormhole that summons a lightning bolt.
356* OurWyvernsAreDifferent:
357** The Wyvern is a long, slender white dragon that roams the higher parts of the map in Hardmode.
358** Betsy is an actual wyvern (a dragon-like creature with a pair of wings and no other front limbs) and appears at the end of the Old One's Army event. There are also Etherian Wyverns which are smaller variants of it.
359* OvershadowedByAwesome:
360** In 1.2, rangers and summoners during the late to endgame. Rangers could dish out great DPS via the Megashark or Uzi, could tackle groups with the Stynger or Rocket Launcher, and could deal over 1000 damage in a single crit with the Sniper Rifle. Even with all that, they remained [[GlassCannon Glass Cannons]] while Vampire Knives and Spectre Armor turned Warriors and Sorcerers into effective [[PhysicalGod Physical Gods]].
361** In 1.3 mages and to a lesser extent rangers seemed to overshadow the rest after the new weapons were introduced. Mages could deal crazy amounts of damage via the Last Prism and Lunar Flare and their Nebula Armor gave damage, health and mana regen buffs to themselves and ''all nearby teammates''; rangers had the SDMG and Phantasm to deal heavy DPS when stealthed while still being {{Glass Cannon}}s; while Melee and Summoners couldn't deal as much DPS as the two.
362** 1.4 added the Zenith for melee classes and the Terraprisma for summoners, both being ludicrously powerful weapons (which, incidentally, can be equipped and used simultaneously to great effect by both melee and summoner characters). Both weapons are thematically [[BladeSpam blade-spam weapons]] that deal tremendous damage across large distances, and can strike through terrain. To offset two of the highest DPS weapons in the game, both weapons are also difficult to obtain. The Zenith continues the crafting line of the Terra Blade, involving basically every boss sword in the game, and the Terraprisma requires defeating a [[BulletHell bullet-hell]] boss without ever taking a single hit (the conditions in which you take the fight result in any landed attack being a one-hit KO).
363* OxygenMeter:
364** Clearly visible in the game and health begins to drain after you run out of air. It is possible to keep yourself alive with health items and having a large health meter for lengthy periods of time.
365** Diving gear and breathing reeds greatly slow the rate of oxygen depletion, while the charms that grant you transformation into merfolk eliminate the bar entirely.
366** The [[ArtificialGill Gills Potion]] allows you to breathe underwater. The Obsidian Skin potion also allows you to breathe under ''lava'' (along with its lava immunity effect) as of 1.2.
367** Wearing the Lava Charm or the Lava Waders gives you a different type of "oxygen" that allows you to be submerged in lava for up to 7 seconds before you start to take damage from it. Both of those accessories can be worn together to extend that time to 14 seconds, which in turn can be stacked with the Demonic Hellcart for ''21'' seconds.
368[[/folder]]
369
370[[folder:P-R]]
371* PaletteSwap:
372** There are seven different versions of the basic Slime monster.
373** There's also two versions of the basic Skeleton monster, two of the Skeleton caster, two of the Bat, two of the Man eater (a jungle-based killer plant), and many of the Zombie.
374** In 1.2, Lead, Tin, Tungsten, Platinum, Palladium, Orichalcum and Titanium are practically alternate (and slightly better) materials of Iron, Copper, Silver, Gold, Cobalt, Mythril and Adamantite respectively, that can be generated in a world in the place of the latter materials. The weapons, bricks and furnishings made from them are appropriately different-colored as well, while the 'alternate' Hardmode Metal armor suits have unique properties that the Cobalt, Mythril, and Adamantite armor suits lack.
375** Wood can be found in different forms depending on the biome, including Shadewood (Crimson), Ebonwood (Corruption), Pearlwood (Hallow), Boreal (Snow), Palm (Beach/Sand) Rich Mahogany (Jungle), and Ashwood (Underworld).
376** Most of the console-exclusive content, including enemies and equipment, were reskinned or recolored versions of existing content. The 1.2 patch to console Terraria changed this, giving the content in question actual unique graphics.
377** Gemstones all originally had the same elliptical shape while changing only in color before 1.2 update gave them all different cuts.
378** The character sprites in alpha were rather blatantly based off of ''VideoGame/FinalFantasyV'' combat sprites, but they were changed for the game's release on Steam.
379* PatchworkMap: Played perfectly straight: the biomes are randomly generated and divided from one another by an invisible line. The Snow and Jungle biomes will always generate on opposite sides of the world[[note]]unless in a secret "Drunk" or "Everything" World[[/note]], but otherwise it is possible to have a Desert bordering the Snow area. After beating the final boss, the Steampunker will sell solutions for the Clentaminator that can let it spray Snow, Desert, or Forest as the player pleases, allowing any of the three to be next to anything.
380* {{Permadeath}}: In Hardcore mode, you will not be able to continue after your character dies. Unlike the ''VideoGame/{{Minecraft}}'' example, dying doesn't force you to delete the world, only the character; this means you can start another character to attempt to continue the game.
381* PermanentlyMissableContent:
382** Many items used to be severely limited--notably, loot from floating islands and dungeon chests. The 1.3 update added several varieties of loot crates, obtained by fishing in the associated biome, and the 1.4.4 update added Shimmer transmutation, [[AvertedTrope specifically to avert this]]. Items exclusive to chests still apply, especially the rarer ones - Lava Charms in particular can be difficult to find, although it's among the items can be fished from lava, and can be obtained by transmuting a Magma Stone as well.
383** Worldgen might be cruel and leave you with a Jungle with only a single Beehive, or even make you a world without giant Living Trees. As for the Giant Pyramids, small worlds have a ''very'' high chance of generating without a single pyramid to raid. Even if one is generated, the single chest within will never contain the full range of loot. What's worse, pyramids don't have a fishable crate associated with it.
384** The Bone Key cannot be acquired anymore once Skeletron is defeated, as the enemy that drops it (the Dungeon Guardian) won't spawn in that world anymore.
385** In pre-1.4 versions if you built a full-map skybridge out of platforms before breaking any Shadow Orbs you would never get a meteor. This is supposedly fixed, but still happens occasionally.
386* PersonalSpaceInvader: Brain Sucklers at the Nebula Pillar will [[FaceHugger latch onto your character's head]], dealing damage as well as [[InterfaceScrew reducing vision to an absolute minimum]] until removed.
387* PetalPower: Two items allow you to utilize this. The first one is the Orichalcum armor set; when worn, flower petals shoot towards enemies when you strike them. There's also the Flower Pow, a flail dropped from Plantera which shoots off petals in addition to its basic flail attacks.
388* PhotoMode: The Camera Mode lets you either capture a screenshot of your current screen or select a frame to take a larger snapshot with, allowing you to remove the presence of entities as well as select a different background, letting you get pictures of your mega buildings. Larger pictures will have lower resolution but you can have the game save separate, full scale pictures that can then be stitched together in an image program.
389* PhysicalHell: You can actually enter Hell (called the Underworld in-game) simply by digging down deep enough. In there you'll find demons, a Wall of Flesh, and [[ArsonMurderAndJaywalking bats]]. There's [[FireAndBrimstoneHell lava, fire]], imps, lava slimes, hellbats, [[DepartmentOfRedundancyDepartment lava, fire, and lava.]] It's dangerous down there (yet ironically much safer than the overworld for a while once Hard Mode kicks in as [[NiceJobBreakingItHero unspeakable horrors once sealed in the form of the Wall of Flesh are released]]).
390* PhysicalMysticalTechnological: Played With. The weapons fall into this with melee being physical, ranged being technological due to the addition of guns, and magic being mystical. Later in the game armor sets start to match this by having different helmets for each category which can provide substantially different bonuses. However, nothing is stopping you from freely switching between types of equipment, mixing and matching the play a hybrid character (at the very least it's common to have both a melee and ranged weapon available regardless of your overall focus) and there is also a bit of equipment catering to the more niche summoning archetype.
391* PiggyBank: Piggy banks are a personal "container" item, allowing your character additional space for storing all sorts of items (not just coins). They also protect any coins stored from the coin loss penalty for death, while still allowing you to spend them. The Money Trough item allows you to summon a flying one that can be used anywhere.
392* PiranhaProblem:
393** Piranhas frequently show up in bodies of water.
394** Subverted for the player with the Piranha Gun. It fires a mechanical Piranha that latches onto and chews enemies for continuous damage as long as the trigger is held. The initial shot is straight line of sight attack. However when the projectile Piranha kills an enemy it will immediately launch after the next nearest enemy. It will continue to do this for some time until it can't find any more enemies, the player lets off the trigger, or a certain amount of time passes.
395* PirateParrot: One of the enemy types you face during a Pirate invasion, they're very weak but very fast and can hit surprisingly hard.
396* ThePiratesWhoDontDoAnything: Very few of your [=NPCs=] actually do anything productive beyond providing you with certain services. The painter doesn't paint your house, the angler sends you to catch fish for him instead of doing it himself, and the pirate needs no further explanation.
397* PlanetHeck: Dig too far down and you'll end up in the Underworld, filled with lava that will more than likely kill you instantly, powerful monsters, and ore you can't even touch without hurting yourself unless you have a special accessory.
398* PlayerGuidedMissile: The Magic Missile and its upgrades can be controlled by the mouse/right analog stick, and can also be used as a portable light.
399* PlayerVersusPlayer: A game type available in Multiplayer.
400* PlungerDetonator: The Detonator item is the classic cartoon plunger device, and when pressed, it sends an activation signal to anything it's wired to. It can be found randomly underground, wired to a block of explosives in a valuable ore vein, replacing most of the once-dreaded "land mine" traps. Unlike its predecessor, it is {{incredibly obvious|Bomb}}, and you're unlikely to trigger it unexpectedly -- though you ''can'' fall on it by accident, or [[SchmuckBait set it off on purpose in hopes of extracting the ore it's attached to]].
401* PostClimaxConfrontation: In a sense, ridding the world of all the Corruption/Crimson and Hallow after defeating the [[spoiler:Moon Lord]], being the last practical goal of the entire playthrough now that it really has nothing left for you or the current world to benefit from, and with endgame armor, none of the enemies will pose much of a threat as you cleanse the world of them for good.
402* PotionBrewingMechanic: There are two types: potions are made at an alchemy station or placed bottle, and grant a temporary buff, while flasks are made in the imbuing station, and grant an additional effect when wielding melee weapons.
403* PowerCreep: The game has gone through several infrequent but ''major'' content updates, expanding the number and variety of items available to the player at almost every stage of progression. Unfortunately, in many cases the newly-introduced items are invariably superior to their contemporaries, though the degree to which this happens varies.
404** For instance, one update introduced Tin, Lead, Tungsten, and Platinum, ores which are functionally identical to the game's original Copper, Iron, Silver, and Gold ores - any recipe that calls for one will have an identical recipe that calls for the other, and produces the same result, such as a Gold Watch versus a Platinum Watch, which both do the same thing. In fact, a newly created world would randomly pick just one ore of each tier to generate with. Hardmode introduces another set of ores which have similar alternate mirrors that the game will randomly pick from. However, weapons and armor made of the alternate set of ores are strictly superior to the original ores.
405** Besides that, there's also a number of items which behave quite different from their old, in-tier cousins, but are nonetheless vastly superior. For instance, among Melee weapons, ''good'' early game weapons included [[EpicFlail Flails]] which could hit lots of enemies but were difficult to use, and Spears which were great for playing keep-away but had much less range than Flails. The Ice Blade was introduced later, and can be found randomly in chests at the very beginning of the game if you're brave/skilled enough to explore. Between its [[SwordBeam projectiles fired on swing]], good DPS, autoswing, and ease of acquisition, the Ice Blade managed to completely blow ''every other pre-Hardmode melee'' weapon out of the water except, arguably, for the InfinityPlusOneSword that requires a complicated crafting process to obtain and another sword that has a low chance of appearing in one of a handful of shrines that generate in a world.
406** And then Patch 1.3 came along and introduced ''[[LethalJokeWeapon Yoyos]]'', with a behavior set and damage output that rendered every other melee weapon in the game almost completely obsolete, starting with the fact that they can effectively stunlock foes without effort and attack enemies around corners and through one-block-wide gaps with impunity.
407** The power creep in Terraria can be best exemplified through what was once the game's true InfinityPlusOneSword; the [[https://terraria.wiki.gg/wiki/Terra_Blade Terra Blade]]. Creating through an [[ChainOfDeals extremely long crafting]] [[https://d1u5p3l4wpay3k.cloudfront.net/terraria_gamepedia/a/a0/Terra_Blade_Crafting_Chart.png?version=49566e767b25457100cafbd18a06b17f sequence spanning the entire game]], the Terra Blade had extremely high DPS, a projectile attack and didn't cost any mana for it. An extremely useful weapon and very powerful at the time it was introduced... Then [[https://terraria.wiki.gg/wiki/Influx_Waver the Influx Waver]] was introduced. Higher base power, a projectile attack that hits enemies ''twice'' and it has around the same swing speed as the Terra Blade, ''without'' the need to go through the ChainOfDeals to get it. All it takes is farming a boss from an event to get it... An event that opens up ''around the same time'' one would be able to craft the Terra Blade, effectively rending the Terra Blade useless! It got so bad that 1.4.4 had to do a complete rework of its functionality to finally avert this.
408** As of 1.4.0.1, the Influx Waver has gone through that itself with the introduction of the Zenith, which is not only stronger than the previous two swords, but can also ''attack anything that the cursor aims at''. In fact, the only use that the previous two swords have now is to serve as crafting ingredients for making the aformentioned Zenith. Of course, considering the Zenith is only available after defeating the Moon Lord, one could argue it's more of a BraggingRightsReward.
409* PowerDyesYourHair: The Stylist sells you special dyes that take more vibrant colors if you're at full health, full magic, or have lots of coins. The Clothier sells clothing dyes that have the same effect on your outfit.
410* PowerEqualsRarity: Played with. Every generated world has a handful of incredibly powerful weapons. The weapons themselves are guaranteed to be inside special chests which are always in a generated world. The ''keys'' for those chests are a different story and, while they can drop off any enemy in a given area, the drop rate is around 1 in 2,500. On the other hand, the Slime Staff is the rarest enemy drop in the game with a 1% chance '''at most''' from [[MetalSlime Pinky]] and it deals a whopping...8 damage.
411* PowerfulPick: While pickaxes are always weaker then the same tier weapon, the autoswing is very useful in the early game, and they can help fend off monsters that decide to attack you while you're in the middle of digging up mineral deposits.
412* ThePowerOfTheSun: The [[EldritchAbomination Solar Pillar]] is able to rain solar fireballs on the player. The [[FlunkyBoss mooks that accompany it]] are also fire- and sun-themed.
413* PowerPincers: Skeletron Prime has the Prime Vice arm, a melee arm with a pincer that tries to make contact with the player and deals very heavy damage should it succeed.
414* PowersDoTheFighting:
415** Kind of the entire point of [[TheMinionMaster Summoning weapons]].
416** The Star Cloak causes stars to fall out of the sky and injure anything that harms you. If used against weak enough enemies, the Cloak can easily take them out with no involvement from the player.
417** The Turtle Armor will reflect any melee damage done to the player back to the source using the target's defense instead of the player's (which is usually much higher). Relying on this to kill things can take a while, though, and if you're getting hit by anything strong enough, you'll still take hefty damage in the process.
418* PowerUpLetdown: The Mechanical Cart obtained by defeating The Twins, The Destroyer, and Skeletron Prime in Expert Mode. While it is the fastest cart in the game by far and also the only one to fire at enemies, It's A) still just a mine cart at a point where you've likely built a world-spanning teleport system and B) the ''only'' Expert exclusive reward for beating the three Mechanical Bosses, all of which can mess you up even on Normal mode. Not helping matters is that it eventually got replaced with the Minecart Upgrade Kit, which applies the cart's boosts to ''all other minecarts'', rendering it redundant.
419* PowerUpMount: The player can use mounts for transportation or dealing damage. When a mount-summoning item is used, it applies an unlimited buff to the player, spawns the mount, and places the player on or in it. Like Pets and Minions, mounts can be used limitlessly, and their summoning items are not consumed.
420* PrecisionGuidedBoomerang: Represented in the game by the Enchanted Boomerang, Flamarang, and Thorn Chakram which supposedly have limited seeking ability for enemies. They are also capable of returning to the player through solid walls. The Possessed Hatchet outright seeks out your foes.
421* PressurePlate: The game has these, either purchased from the mechanic for 20 silver a pop or found naturally in caves hooked up to a BoobyTrap. Also ColorCodedForYourConvenience, to indicate what sets them off.
422* ProductPlacement: Due to [[AuthorAppeal Redigit's fondness for them]], the 1.3 update introduces Yoyos as a new type of weapon in a collboration with [=OneDrop YoYos=]. Certain [=YoYo=]s like the Format:C and Chik have the [=OneDrop=] logo on their inventory images, which indicates that their in-game appearance is based on existing [=OneDrop=] branded [=YoYos=].
423* PsychoKnifeNut: There's the Psycho mob from the Solar Eclipse event, confirmed by the devs to be a reference to ''Franchise/{{Halloween}}''. He uses a knife to attack and drops the [[https://terraria.wiki.gg/wiki/Psycho_Knife Psycho Knife]], which stealths you when wielded and gives a massive damage boost in the process.
424* PsychoStrings: The surface Corruption's theme uses these towards the end of the track, while the underground Corruption music has them at the beginning. The latter also has string sounds halfway through, but the tune is more melodic than psycho.
425* PublicDomainArtifact:
426** The game has a UsefulNotes/{{Muramasa}} that is extremely fast, swings constantly when you hold down the attack button and can only be found in a dungeon. It is also used the craft the strongest Pre-Endgame sword.
427** The game has {{Excalibur}} as the Hallowed-tier sword. Auto-swing makes this a very good blade, but it can be further upgraded into the True Excalibur (which features {{Sword Beam}}s) and then into the Terra Blade by combining that with the True Night's Edge.
428** The PhilosophersStone appears as an accessory that reduces the amount of time the player has to wait for another chance to use a healing potion.
429** The Gungnir is a giant golden spear with a red gem in the spear head.
430** The Durendal appears as a Hallowed-tier whip.
431* PumpkinPerson:
432** The [[https://terraria.wiki.gg/wiki/Headless_Horseman Headless Horseman]], an enemy in the Pumpkin Moon event who appears riding a black horse and wearing a pumpkin as a head. It has a chance to drop a Jack-O-Lantern mask, so that you can wear a pumpkin in your head too.
433** There's also [[https://terraria.wiki.gg/wiki/Pumpking Pumpking]], one of the two mini-bosses during the Pumpkin Moon event. He appears as a giant, floating wraith wearing only a cloak and a pumpkin as his head, that rotates alternating among three different faces.
434* PurelyAestheticGender: Initially, the game had no gender option, simply allowing a player to choose default features that made the character look male or female. A later patch introduced the option to be male or female, with existing characters flattening out into male. So there are a lot of crossdressers in ''Terraria'' now. Characters of either gender can wear any equipment. With Gender Change Potions, players can GenderFlip characters at will. NPC comments on the player character's gender exist with the Party Girl making a male character specific comment and the Pirate making a female character specific comment and the Wizard can call the player character a "young man/lady" and refer to them by a name of another NPC of the same gender.
435* PurpleIsTheNewBlack: The game uses purple to denote the shadow-like theme of the Corruption, even the craftable Shadow Armor is purple (of course, armor dye can make it black if you wish).
436* PurposelyOverpowered: The Zenith is the game's InfinityPlusOneSword that can attack and light up anywhere on the screen with flying, boomeranging swords, passes through ground, and homes in on to pierce enemies at a very rapid rate for an insane amount of damage per strike. It's also only obtainable after getting several Hardmode swords including two Moon Lord drops and some rare pre-hardmode ones.
437* RagnarokProofing: The abandoned, ruined houses in [[{{Hell}} The Underworld]] occasionally contain obsidian grandfather clocks which still tell perfect time.
438* RainbowsAndUnicorns: You get an achievement called "Rainbows and Unicorns" for firing the rainbow gun while riding a unicorn.
439* RaincoatOfHorror: There is a cosmetic raincoat-outfit available in the game, but the only way to obtain it is by killing zombies (classic horror monsters) who are wearing raincoats.
440* RainOfArrows: The Daedalus Stormbow, instead of firing normally, will spawn 4 arrows to rain down on the target for the price of one. With most other bows, the player can invoke this by simply firing upward and letting gravity do the rest.
441* RainOfSomethingUnusual: One of the game's various random events is for [[BlobMonster slimes]] to fall from the sky.
442* RandomEvent: Meteors can fall without breaking a Shadow Orb/Crimson Heart, The Eye of Cthulhu can show up anytime you have +10 hearts and haven't fought him once yet, Blood Moons cause a mass of zombies and Demon Eyes to spawn and seek you out while allowing zombies to open doors, and the Goblin invasion. Hardmode random events include the Solar Eclipse and one of the Hardmode boss encounters at night. Rainfall can cause Slimes holding umbrellas and flying fish to fill the air, as well as compel zombies to wear raincoats. Slime Rain makes hordes of slimes rain from the sky, eventually culminating in the King Slime itself turning up to challenge you.
443* RandomlyDrops: Some items can only be found as rare drops. {{Exaggerated|Trope}} with the 1.2 update: now nearly EVERY enemy has a rare drop! Happy hunting!
444* RandomlyGeneratedLevels: In the modern pseudo-{{Roguelike}} vein of having an entire world randomly generated.
445* RapidFireFisticuffs:
446** The Fetid Baghnakhs are one of the two glove-type weapons in the game. They also happen to have the highest attack speed of any weapon in the entire game: with the right modifiers and equipment they can rip through bosses in seconds, provided you manage to get in range.
447** The Stardust Guardian in 1.4 is given a new rapid-fire punching style of attack. To quote the changelog...
448-->''Stardust Guardian now has a more much vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a [[Manga/JoJosBizarreAdventureStardustCrusaders certain anime]] [[SuspiciouslySpecificDenial is purely coincidental.]]''
449* RareRandomDrop:
450** ''Way'' too many to list, but the crowners go to the six Dungeon Keys (Corrupt, Hallowed, Crimson, Jungle, Ice and Desert). During 1.2.0.3.1, a mould of the first five dropped in the corresponding biome with a 1 in 2,500 (0.04%) drop rate (previously 1 in 4,000 or 0.025%), which then needs to be used with souls from Hardmode bosses and the key from the jungle's Hardmode boss to craft. In later versions, the key is dropped directly, instead of the mould. Without setting up a serious enemy farm, chances are you'll never see one of the moulds/keys. What the keys unlock though is ''well'' worth it.
451** The Coin Gun, that uses your money as ammo with damage varying on the value of the coin. It has a 0.0125% chance of being dropped by Pirates (except the Parrot, which doesn't drop it, the Captain, who gets a 0.05% chance, and the Flying Dutchman, who gets a 0.25% chance). Other rare drops from pirates include the Lucky Coin, the Discount Card and the Gold Ring, although not to the extreme of the Coin Gun.
452** The Slime Staff has a 0.01% chance of being dropped by almost all types of Slimes, or 1% from the very rare Pinky slime. Fortunately you can build a slime farm for this one.
453** The Bananarang has a 10% chance of being dropped by Clowns. This doesn't seem too bad, but it's an enemy that only spawns rarely on the randomly occurring hardmode Blood Moon. Chances are you'll only see a couple of them at most during a Blood Moon, and you'll need one of them to drop the Bananarang. And this was ''way'' much worse before 1.4.4, where the chance was 3.33%, and you needed 10 of them to have a full stack (which would require several drops).
454** The Amber Mosquito is rarely obtained from Extractinators: 0.02% when using silt or slush or 0.06% when using desert fossils.
455** If you're a completionist, there's the banners for the Nymph, Tim and the Rune Wizard. They're obtained after killing several of three rarely spawning enemies (25 for the Nymph, 10 for Tim and the Rune Wizard).
456** As of 1.3, Expert Mode partially mitigates the rare random drops by somewhat improving the odds of a number of them. Still, not all of those items have their drop improved, and even then, it's usually only doubled (1% to 2% is not much of an improvement).
457* ReallySevenHundredYearsOld: The Dryad. She hints at this during a random conversation. ''"I wish that [Name of Arms Dealer] would stop trying to hit on me, doesn't he realize I'm 500 years old?"''
458* RecliningVenus: One of the in-game paintings, "Dryadisque", parodies the ''Art/GrandeOdalisque'' with the Dryad as the subject.
459* ReducedManaCost:
460** This is common with most sets of mage armor, which helps make up for their [[SquishyWizard lack of defense]]. For example, wearing the entire set of Jungle Armor will reduce the mana cost of all magic items by 16%. This stacks with the Nature's Gift accessory, which reduces mana costs by 6%.
461** In addition, the Space Gun uses mana instead of ammo, unless you're wearing the full set of Meteor Armor, in which case the gun uses neither ammo nor mana. The gun makes for quite an efficient long-range weapon, so even though there are higher-tier armors than the Meteor Armor, you might find it worthwhile to stick with it.
462** The Crystal Ball furniture item can grant you a buff that overall boosts your magic ability, including a discount to mana costs.
463* ReedSnorkel: A breathing reed is one of the various items, though its use is limited due to the shallowness it requires. You can breathe perfectly for up to three blocks underwater, and double your breath for any further depths. You also can't use any other item while using it, and due to the simplistic way the game handles water physics, you can easily dig air pockets above you even if you're in progress of draining an entire ocean.
464* RegeneratingHealth: Health slowly regenerates, with the rate slowly increasing over time but resetting when taking damage. The Band of Regeneration, Celestial Charm, Shiny Stone, campfires, Heart Lanterns, and touching honey (the boost sticks around after you leave the honey for a short period) provide a significant increase in the rate. A couple of types of armor, Crimson and Palladium, also increase your regeneration rate. Curiously, harmless critters also regenerate health, assuming they're not killed in a single hit.
465* RegeneratingMana: The game has regenerating mana that varies in rate according to how much mana you currently have. The more you have available still, the faster it'll recover. One side effect of this is that it'll take forever to regain enough to cast certain spells when your maximum mana is low, but after getting enough upgrades you can use spells pretty much indefinitely just by pacing yourself. Placing a Star in a Bottle nearby will give you a boost to your mana regeneration, and drinking a Mana Regeneration Potion will cause your mana to constantly regenerate at its maximum rate, allowing you to spam spells in combat much more easily.
466* RegionalBonus: The Platform/PlayStation3 port of ''Terraria'' was published in Japan by Chunsoft, and if you watch closely during [[https://www.youtube.com/watch?v=Wz5M_xKFs_E this trailer]] you can spot the player wearing [[Franchise/{{Danganronpa}} Monokuma]] and VideoGame/ShirenTheWanderer costumes.
467* RenovatingThePlayerHeadquarters: Building new rooms in the PlayerHeadquarters allows new merchants and helpful characters to move in, some of which can be found out and about on the world map.
468* RewardingVandalism: Breaking pots and jugs found throughout the world gives various basic items such as torches and potions.
469* {{Roboteching}}: Several weapons can do this naturally, like the ''Razorblade Typhoon'', and some others can do this using special ammo.
470* RocketPunch: The Golem boss launches its fists at you; it can sometimes drop its arms, which you can then wield as a Flail-like weapon that behaves like a Rocket Punch.
471* RocketTagGameplay: How summoners work, as well as mages. Both of them can dish out some serious damage to bosses and take them down rather quickly, but you will be lucky to take 2-3 hits without dying. Even with Warding on all their accessories, a greater part of their gameplay will focus more on dodging attacks and retaliating than charging in guns blazing.
472* RockPaperScissors: As [=NPCs=] can now converse with each other in 1.3, they sometimes engage in this game with each other, you can even see who uses what gesture and who wins in their speech bubbles.
473* RollercoasterMine: With the Minecart Track elements introduced in version 1.2.4, you can make your own tracks.
474* RuleOfCool: [[MoreDakka The]] [[ThreateningShark Minishark and Megashark]]. ''Half shark, half gun, all awesome.''

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