For the Worthy
| Code | for the worthy |
|---|---|
| Description | Are you Worthy? This is a world of no mercy. Forget what you know and sharpen your skills, lest you be weighed, measured, and found wanting... |
| Type | Special world seed |
- Corruption Pre‑Hardmode
- Crimson Pre‑Hardmode
- Corruption Hardmode
- Crimson Hardmode
- Internal Name: ForTheWorthy
For the Worthy is a special world seed with features that aim to increase the game's difficulty drastically.
Changes
Difficulty
- The world difficulty is increased by one stage, and therefore enemy damage, health, knockback resistance, and drops are increased accordingly.
- For example, after selecting "Classic" option in the world creation menu, the actual difficulty will be Expert, and the difficulty displayed in the world selection menu will be "Expert". This is not reflected in the world creation menu.
- A For the Worthy world in Master Mode is displayed as having "Legendary" difficulty (with the color
#32CD32[1]), which does not have any exclusive content despite the name. In Legendary Mode, enemies generally have 4× as much health, drop 3.5× as much money, and deal 5.33× as much contact damage as in Classic Mode (33% more health, 40% more money, and 78% more contact damage than in Master Mode). All other stats, including projectile damage are the same as Master Mode.- This can be unintuitive due to some NPCs appearing to function as projectiles. For instance, Burning Spheres may seem like projectiles, but they are handled as NPCs so that they can be destroyed, meaning they have increased contact damage. Additionally, the Eye of Cthulhu in its second form and Plantera do not have their own contact damage increased due to the particular method the game uses in their AI to set their damage stats; their minions will have increased contact damage.
- Difficulty wise, a Classic Mode For the Worthy world behaves exactly the same as a typical Expert Mode world, and an Expert Mode For the Worthy world behaves exactly the same as a typical Master Mode world, including allowing for Expert and Master Mode-exclusive items to be obtained.
- A Journey Mode For the Worthy world will have its difficulty setting increased by 1×. The default difficulty setting in Journey Mode is 0.5×, which will be increased to 1.5× in a For the Worthy world; this results in enemies having 50% more health and dealing 50% more damage than in Classic Mode.
- For example, in standard worlds, Eye of Cthulhu in its first form deals 7/15/30/45 contact damage in Journey, Classic, Expert, and Master Mode respectively. After applying the difficulty increase in For the Worthy worlds, this is increased to 22/30/45/80 damage, respectively.
Difficulty Normal seed For the Worthy 
Journey 
Classic (1.5× difficulty) 
Classic 
Expert 
Expert 
Master 
Master Legendary
World generation
- Some water pools throughout the world are replaced with lava.
- Demonite or Crimtane and Gold or Platinum Ore generate more commonly as well as having larger vein sizes.
- Spider Nests, Granite Caves, Marble Caves, and Glowing Mushroom biomes are much more common.
- Glowing Mushroom biomes are furthermore much larger.
- Floating Islands are always infected with the world's evil biome, with matching Water Fountains.
- Skyware Chests are replaced with locked Gold Chests but still have their respective loot. However, it is still possible to get Skyware Chest loot before Skeletron by opening Sky Crates.
- The Dungeon is painted with seemingly random Deep Paint and filled with many more Spike traps. Additionally, the surface building of the Dungeon is inverted (the opening faces towards the nearest Ocean).
- The Jungle Temple is painted with Deep Green Paint and is about three times as large as normal.
- All Chests, except Chests in the Dungeon, have a 1/15 (6.67%) chance to contain an Angel Statue instead of the first, usually most valuable item in the Chest.[2]
- Glowing moss biomes are 50% larger.[3]
- It is possible for some random amount of Forest to be replaced with the Jungle, still with all of the same structures that a Forest biome would have, like similar surface caves and a less open Underground than a typical Jungle would have. It is even possible that the Jungle will replace the spawn area and can take up nearly half of the world, from spawn point to one of the Oceans.
- It is also possible for the world to generate with no surface Jungle at all.
Underworld
- The Ash Block ground of the Underworld is speckled with 1-block-sized pockets of lava.
- Digging up Ash Blocks will sometimes trigger other nearby Ash Blocks to fall (be affected by gravity), similar to Silt. This behavior is closely related to that of Cracked Dungeon Bricks.
- All Ruined Houses are made of Hellstone Bricks.
NPCs, critters, and enemies
- The Demolitionist replaces the Guide as the starting NPC.
- Bunnies (even when they are placed or spawned from Statues) and Demons have a 2/3 (66.67%) chance of being replaced by Explosive Bunnies and Voodoo Demons, respectively.[4]
- Hornets and Moss Hornets shoot stingers roughly twice as fast and shoot stingers in random directions upon death.
- Web Spit projectiles from the Black Recluse and Jungle Creeper randomly place Cobwebs within a 13×13 rectangular area when the projectile disappears.[5]
- Rock Golems release one Boulder projectile upon death.[6]
- Vile Spits travel faster. They cannot be destroyed when they are above surface.[7]
- Slimes carrying Torches can inflict the On Fire! debuff.[8]
- Man Eaters have 40% more range (15.6 → 21.9 tile reach when not extended, 20.3 → 28.4 tile reach when extended) and 17% higher top speed (15.3 → 17.9 mph).[9]
- Before Skeletron is defeated, the following enemies do not drop any loot, killing them also does not increase their kill count.[10]
Angry Bones
Dark Caster
Cursed Skull
Dungeon Slime
Big Angry Bones
Big Muscle Angry Bones
Big Helmet Angry Bones
Librarian Skeleton(Desktop, Console and Mobile versions)
Water Bolt Mimic(Desktop, Console and Mobile versions)
World difficulty
Gameplay
- Pots may drop lit bombs that shortly explode, instead of collectible Bomb items.
- Trees often drop lit bombs when shaken, instead of their usual items.
- Blocks take only half as many hits with a pickaxe or drill to break, rounded up.
- Trees and cacti generally require fewer hits to destroy (see Axe power for details).
- Red Potions can be found in Chests. When consumed, these apply three random buffs (instead of applying many debuffs like in other world seeds) for 30 minutes.
- Tombstones that drop from players deal damage.
- After breaking, Boulders split into 2–4 smaller Mini Boulders in random directions, which deal 75% of the Boulder's damage.[11]
- Crispy Honey Blocks inflict Burning when touched, have a 1/2 (50%) chance to release lava when mined,[12] and are highlighted by Dangersense Potions.
- Spikes and Wooden Spikes cannot be destroyed by explosives.[13]
- The Star Cannon and Super Star Shooter only deal 90% damage and their use time is increased by 10%.[14]
- The player's light vision is reduced by 12% in the Jungle Temple and by 6% in the Dungeon.[15]
- Gills Potion will also cause the player to become unable to breathe outside of water or honey.
Bosses
Bosses receive numerous changes to their stats and AIs in For the Worthy worlds.
Size
Many bosses and/or their minions are either larger or smaller than normal:
- Larger: King Slime, Eater of Worlds, Brain of Cthulhu and its Creepers, Queen Bee, Skeletron, The Hungry, The Destroyer and its Probes, Skeletron Prime and Plantera.
- Smaller: Wall of Flesh, The Twins and Golem.
Damage
As a general rule, bosses and their minions are affected by the same contact damage buffs reported above for regular enemies, while damage from other attacks is not affected. However, there are some exceptions. For instance:
- The Eye of Cthulhu's contact damage in its second form is unchanged.
- Plantera's contact damage is unchanged, but contact damage of her tentacles and hooks is increased.
- The Moon Lord's socket contact damage is unchanged, leaving only the contact damage from True Eyes of Cthulhu boosted.
- Some other unintuitive changes:
- The Lunatic Cultist's damage from Ancient Light and Prophecy's End is increased, because they are NPCs that deal contact damage.
- Duke Fishron's damage from Detonating Bubbles and Sharkrons is increased, because they are NPCs that deal contact damage.
- The Eater of Worlds' damage from Vile Spit is not increased, despite it being an NPC.
Projectile reflection
Some bosses or boss parts (Eye of Cthulhu, Skeletron, Plantera's Tentacle) will be able to reflect projectiles in certain states. See the AI section below for details.
Additionally, many bosses and their minions/parts/segments will reflect the projectiles from the Star Cannon and Super Star Shooter, this includes:[16] Eye of Cthulhu and its Servant of Cthulhu, all Eater of Worlds' segments, Brain of Cthulhu and its Creepers, Skeletron (head and both hands), Wall of Flesh and its Hungries and Leeches, Retinazer, Spazmatism, all the Destroyer's segments and its Probes, Skeletron Prime (head and all four hands), Plantera, Plantera's Hook and Plantera's Tentacle, all parts of the Golem, and all parts of the Moon Lord.
AI
All bosses (with the exception of Duke Fishron, and Deerclops) receive certain changes to their AI:[17]
- First form:
- Spawns one more Servant of Cthulhu per each cycle (4 → 5).
- When spawning Servants of Cthulhu, its maximum speed is faster (Expert: 36 mph → 41 mph, Classic: 26 mph → 31 mph); acceleration is also increased.
- Then it will slowly charge to the player three times; the initial speed is increased (Expert: 36 mph → 41 mph, Classic: 31 mph → 36 mph).
- The deceleration between two charges is enhanced and the period of deceleration is shortened (Expert: 1.67s → 1.42s, Classic: 2.5s → 2.25s)
- Spawns Servants of Cthulhu and reflects projectiles when transforming from first form to second form.
- Second form:
- When heading to the player while above 50% health, the initial speed is increased by 20%.
- When hanging in the air above the player, its maximum moving speed (which depends on the distance to the player) is increased by 10 mph; acceleration is also increased.
- Will spin in place, spawn new Servants of Cthulhu and reflect projectiles after chain dashes, similar to the transformation between first and second form.
- All segments have +2 defense.
- Maximum speed is increased by 20 mph (Expert: 61 mph → 81 mph, Classic: 51 mph → 71 mph); acceleration is also increased.
- Body segments shoot Vile Spit twice as often[19], and can shoot while below the surface in Expert Mode. Body segments still cannot shoot Vile Spit if in front of background walls.[19]
- Killing head segments releases Big Eaters of Souls that can shoot Vile Spit at the player.
- When Eater of Worlds is alive, all Eaters of Souls will gain +2 defense and have 1.5× health.[20]
- This stat change affects all Eaters of Souls that spawn during the fight and overrides Hardmode stat changes.
- When Eater of Worlds is alive, all Eaters of Souls will gain +2 defense and have 1.5× health.[20]
- Has +20% damage (applied before any Expert/Master difficulty bonuses)
- Has +7 defense for a total of 21 defense, making the Brain's second phase rather difficult when using most pre-BoC weapons, as the damage of those weapons is typically lower than 25.
- Spawns with 40 Creepers, twice as many as normal.
- When Creepers are charging at the player, their acceleration is about 8/3 times compared to Expert Mode. Creeper charging frequency is √(8/3)~1.6 times compared to Expert Mode.[21]
- The Brain of Cthulhu itself moves 3 times as fast in its first phase.
- The Brain of Cthulhu has fully opaque shadows for the entirety of its second phase after taking its first hit, regardless of difficulty.
- Gravity is reversed during its second phase, and cannot be reversed by gravity-reversing items (e.g. Gravitation Potions and the Gravity Globe).
- During this phase, the player can leave the top world border. Doing so will kill the player and display one of the following unique death messages:
- "<Player name> became an astronaut."
- "<Player name> is now space debris."
- "<Player name> left orbit."
- "<Player name> has ascended."
- "<Player name> departed <world name>."
- During this phase, the player can leave the top world border. Doing so will kill the player and display one of the following unique death messages:
- Adds 0.5 enrage coefficient constantly wherever the player fights the Queen Bee.[22] The following discussion shows how the enraged Queen Bee behaves differently.
- Phase 0 (Dashing at the player)[23]
- Dashing is not strictly horizontal. With more enrage coefficient, the dashing can be more tilted.
- Dashing speed increased (FTW contribution is 18 mph).
- After dashing at the player, the Queen Bee needs to adjust her position. The enraged Queen Bee can adjust faster.
- Braking capability after dashing is also enhanced.
- Dashing distance is shortened (FTW contribution is 3.125 tiles in width).
- Phase 1 (Spawning Bees)
- Spawns Bees more frequently.
- Phase 3 (Shooting stingers)
- Shoots stingers more frequently (FTW contribution is that the interval of two stingers is 2 ticks[24] shorter).
- Stinger speed is increased (FTW contribution is 18 mph).
- Precision of stingers targeting the player is increased (FTW contribution is 24%).
- In one phase cycle, the Queen Bee will shoot less stingers (FTW contribution is 3).
- If the Queen Bee cannot shoot stingers at the player due to its position, its acceleration to adjust itself is increased dramatically.
- No changes applied to the second phase (approaching the player to prepare shooting bees) and fourth phase (charging at the player if they are too far away).
- When Skeletron is not spinning, its acceleration is increased. Compared to Expert Mode, vertical acceleration is increased by 33%, horizontal acceleration is increased by 71%.
- When Skeletron is shooting homing skulls at the player, frequency is increased by 25% (one hand down or life below 75%: 10 → 13 per cycle, two hands down: 20 → 25 per cycle).
- When spinning at the player, its velocity is increased by 30%.[25] If any Skeletron Hand is alive, Skeletron will reflect projectiles when spinning.[26]
- Summons Dark Casters throughout the fight.
- When Skeletron is alive, all Dark Casters will gain +6 defense and have 1.5× health[20]; all Water Spheres cannot be destroyed, and their speed is increased by 66.7% (if the Dark Mage is a Red Hat variant, Water Spheres' speed is increased by 33.3% instead).[7]
- This stat change affects all Dark Casters that spawn during the fight and overrides Hardmode stat changes.
- Skeletron also allows all Dungeon casters, including those that spawn post-Plantera, to teleport to locations without Dungeon walls. They lose this ability again after Skeletron is defeated or despawns.
- 3 Dark Casters will be spawned when a Skeletron Hand is killed.[27] When both hands are killed, they will continuously spawn, and up to 6 can exist at the same time.[26]
- As mentioned above, before defeating Skeletron, the summoned Dark Casters will not drop any loot, nor does killing them increases their kill count.
- When Skeletron is alive, all Dark Casters will gain +6 defense and have 1.5× health[20]; all Water Spheres cannot be destroyed, and their speed is increased by 66.7% (if the Dark Mage is a Red Hat variant, Water Spheres' speed is increased by 33.3% instead).[7]
| Health | Speed |
|---|---|
| ≥75% | 14 mph |
| <75% | 16 mph |
| <66% | 19 mph |
| <50% | 22 mph |
| <33% | 24 mph |
| <25% | 28 mph |
| <10% | 32 mph |
| <5% | 37 mph |
| <3.5% | 41 mph |
| <2.5% | 46 mph |
- Has an additional 1.5× health multiplier applied after the regular For the Worthy bonus, for a total of 21,420 maximum health in Expert Mode and 28,560 in Master Mode.
- The Wall of Flesh's mouth and eyes have +3 defense.
- Increased speed, see tables to the right.[28]
- Summons Fire Imps throughout the fight.
- While the Wall of Flesh is alive, all Fire Imps will gain +10 defense, have 1.5× health[20], teleport and shoot Burning Spheres faster; all Burning Spheres travel faster and cannot be destroyed.[7]
- Up to 4 Fire Imps can exist at the same time.
- When performing her first phase slam attack, she does not pause between the rise and the fall and moves around much faster. She also launches 15 Gel per attack in her second phase, as opposed to 10. Also, the orientation of the Regal Gel attack is randomized.
- Retinazer
- When shooting lasers in its first form, its maximum velocity and acceleration are increased by 15% (Expert: 42 mph → 48 mph, Classic: 36 mph → 41 mph).
- Can shoot 5 more lasers during its first form in one cycle (Expert: 9~21 → 14~26 per cycle depending on health, Classic: 9 → 14 per cycle, one cycle lasts 600 ticks)).
- Initial velocity of dashing at the player in its first form increased by 10 mph, thus dashing distance increased (Expert: 13%, Classic: 17%).
- Maximum velocity and acceleration in the whole second form are increased by 15% (Expert: 49 mph → 56 mph, Classic: 41 mph → 47 mph).
- Spazmatism
- When shooting cursed flames in both forms, its maximum velocity and acceleration are increased by 15% (first form: 61 mph → 71 mph, second form Expert: 37 mph → 43 mph, second form Classic: 20 mph → 24 mph).
- Can shoot 4 more Cursed Flames in its first form in one cycle (Expert: 9~15 → 13~19 per cycle depending on health, Classic: 9 → 13 per cycle, one cycle lasts 600 ticks).
- Initial velocity dashing to the player in its first form is increased by 20%, thus the dashing distance is also increased by 20%. The second form is not affected.
- Bombs shot by the Prime Cannon can destroy blocks.
- This effect is disabled if the Celebration Mk 10 seed is active.
- Has an increased number of segments (80 → 100, not including the head and tail).
- Acceleration increased.
- Maximum speed and acceleration increased by 15% (Expert: 20/34/45 mph → 23/39/52 mph, Classic: 13/26/36 mph → 15/29/41 mph at 100%/50%/25% health).
- Projectile cooldown decreased.
| Projectile cooldown table | ||||||
|---|---|---|---|---|---|---|
| Projectile | Cooldown, based on Plantera's health[30] | |||||
| ≥ 90% | 89%–80% | 79%–70% | 69%–60% | 59%–50% | ||
| Seed | 0.45 seconds | 0.35 seconds | 0.28 seconds | 0.23 seconds | 0.2 seconds | |
| Poison Seed | n/a | n/a | 0.38 seconds | 0.32 seconds | 0.27 seconds | |
| Thorn Ball | n/a | n/a | 0.68 seconds | 0.57 seconds | 0.48 seconds | |
- Changes to Plantera's Tentacles:
- More Plantera's Tentacles are spawned in Plantera's second form (around Plantera: +6, around Plantera's Hook: +3).
- Plantera's Tentacles have a 1/10 (10%) chance to reflect projectiles.[31]
- Plantera's Tentacle's acceleration dramatically increased.
- This acceleration increase makes the Tentacles stay within a small radius around Plantera or her Hook depending on remaining health instead of swinging around, which actually makes the battle more complicated.
- Plantera's Hooks will spawn pink thorny bushes around it each time it grabs on a tile. These do 100 base damage.[32]
- Attacks significantly faster, in addition to being able to phase through blocks much faster. In the second stage, the body jumps much higher and the head fires lasers faster.
- While Golem is alive, nearby players (125 tiles or less away from the Golem) will have their light vision further reduced by 40%.[33] The resulting effect of this is similar to the effect of the Darkness and Blackout debuffs.
- Destroys any torches that come into contact with the body or Golem Fists.[34]
- Visual effects of debuffs inflicted to any part of Golem are hidden. (e.g. fire particles of Cursed Inferno; yellow tint of Ichor).[35]
- Cycles faster between attacks (0.75s/0.33s → 0.38s/0.17s for normal/enraged stage).
- Cycles faster between attacks.
- Will erupt 30
Moon Boulders from its head eye after each Phantasmal Deathray attack.[36] These boulders share similar behaviors to Bouncy Boulders, which ricochet on solid blocks, and can exist for a relatively long time. However, they are much faster than Bouncy Boulders.
While generating
- All generation descriptions and tips are spelled backwards.
Tips
- Due to the essentially doubled amount of drops, farming the Brain of Cthulhu, and more significantly, its Creepers can be a reliable way to make absurd amounts of money.
- Explosive Bunnies can be collected and used as weapons early on, due to their high damage and abundance. However, caution is advised, as they can easily take out the player as well.
- Lowered visibility in Dungeons and Jungle Temples can be circumvented by changing the lighting mode to either "Trippy", or "Retro". The former tends to provide the highest increase to visibility.
Trivia
- For the Worthy directly references the tooltip of the Red Potion, "'Only for those who are worthy'".
- In For the Worthy, several mechanics reference very early versions of Terraria where they were standard behavior: This includes the Locked Gold Chests generating on Floating Islands, all Ruined Houses being made out of Hellstone Bricks, Ash Blocks collapsing at random, and Chests containing an Angel Statue instead of a valuable item.
- A For the Worthy world is referred to in the source code as
getGoodWorld.[37] - The frame of Demonite Bricks/Crimtane Bricks created by the defeat of the Wall of Flesh in For the Worthy worlds will be slightly smaller, going from 9×9 blocks to 7×7 blocks, likely to stay consistent with the Wall of Flesh's decreased size.
History
- Desktop 1.4.5.0:
- Wire vision being disabled pre-Skeletron moved from ForTheWorthy to NoTraps.
- The passive mining boost now also applies when using Block Swap.
- Moon Lord Torso can now be found in Locked Gold Chests in the Dungeon.
- Desktop 1.4.4.6:
- Master For the Worthy and Zenith worlds now show their difficulty as "Legendary".
- Crispy Honey Blocks are now highlighted by Dangersense Potions in For the Worthy worlds.
- The random Angel Statue Chest item replacement should no longer impact Dungeon Chests, including the Biome Chests.
- Fixed an issue with boss projectile NPCs being inconsistently killable in single-player and multiplayer in For the Worthy/Zenith worlds.
- Desktop 1.4.4:
- Added
fortheworthyas an alias for this seed. - Numerous changes and threats have made their way to the For the Worthy seed, to demand even more worthiness from players, including:
- The Star Cannon and Super Star Shooter now only deal 90% damage and their use time is increased by 10%.
- For the Worthy worlds increases the world difficulty by one level. Classic difficulty For the Worthy worlds automatically behave as Expert. Expert For the Worthy worlds are automatically Master.
- Regular Bunnies and Demons can now spawn, thus making it possible to 100% complete the Bestiary.
- A 1/3 (33.33%) damage increase to enemies now only applies to worlds created with Master Mode. Previously, it was applied in all difficulties.
- Players can no longer see Wires and related objects before defeating Skeletron.
- Added
- Desktop 1.4.0.3: Introduced.
References
- ↑ Information taken from the
Desktop 1.4.4.9 source code, field legendaryModeColorinTerraria.Main.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method AddBuriedChest()inTerraria.WorldGen.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.0.5 source code, method neonMossBiome()inTerraria.Worldgen.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.5 source code, method NewNPC()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.4 source code, method SpawnWeb()inTerraria.Projectile.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method checkDead()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ 7.0 7.1 7.2 Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 9block. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.5.5 source code, method AI()inTerraria.NPC.cs. - ↑ Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 13block. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.5.5 source code, method NPCLoot()inTerraria.NPC.cs. - ↑ Information taken from the
Desktop 1.4.4.4 source code, method BoulderExplosion()inTerraria.Projectile.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method KillTile()inTerraria.WorldGen.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method CanExplodeTile()inTerraria.Projectile.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, methods SetDefaults1()inTerraria.Item.csandSetDefaults5()inTerraria.Item.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.6 source code, method UpdateBiomes()inTerraria.Player.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method Damage()inTerraria.Projectile.csand fieldSets.ReflectStarShotsInForTheWorthyinTerraria.ID.NPCID.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 4block. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ 19.0 19.1 Information taken from the
Desktop 1.4.4.9 source code, method AI_006_Worms()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ 20.0 20.1 20.2 Information taken from the
Desktop 1.4.4.4 source code, method ScaleStats_ApplyMultiplayerStats()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Acceleration is also proportional to the distance between player and creeper, so we can establish differential equation for distance(x) - time (t) relationship as x"(t) = - 2η x'(t) - ω^2 x(t) if player's velocity is constant and paralleled to creeper-player vector; which solution is x(t) = A e^(-ηt) sin(ωt + b), in which amplitude (A) and phase (b) is determined by initial condition. Creeper frequency (ω) towards to player is √(8/3)~1.6 times compared to Expert Mode and amplitude decay coefficient (η) is 2 times as well. It is not appropriate to say that Creepers in FTW are 1.6 times faster than that in Expert Mode, since the average velocity ∫|x'(t)|dt is almost proportional to distance x(t) in this ideal model.
- ↑ When Queen Bee is above the surface or the player leaves the Jungle, the enrage coefficient is increased by 1, respectively. So the maximum enrage coefficient is 2.5 in FTW. There is a bug that occurs in the 1.4.0.5 version, in which the Queen Bee cannot shoot its stingers when the player is fighting at the surface area outside Jungle in FTW. So the 2.5 enrage coefficient is only theoretical.
- ↑ Queen Bee also adds two extra dashes to the player per enrage coefficient. However, FTW only adds a 0.5 enrage coefficient, so there's no extra dash in FTW.
- ↑ A tick is a time unit countable by the software. Most of Terraria's updating logic happens every tick. A tick has the length of 1/60th of a second, hence there are 60 ticks in a second and 3600 ticks in a minute.
- ↑ When spinning to the player, in Classic Mode, this means its velocity change is 7.7 mph → 10 mph. Expert Mode changes are a little complex since the velocity of Skeletron's head is related to its distance to the player, ranging from 18 mph to 49 mph; so after FTW is applied to Expert Mode, velocity range become 23 mph to 63 mph. However, note that Skeletron's head is weakened in 1.4.0.5 compared to 1.3.5.3. The velocity range was 20 mph to 61 mph in 1.3.5.3.
- ↑ 26.0 26.1 Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 11block. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method checkDead()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 27block. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 51block. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 51block. Internally, a counter which starts at 0 is used to determine whether the Plantera can shoot a projectile. Each tick, the counter is increased by 1; this increment will be further increased in these conditions: +1 when Plantera's health is under 90%, 80%, 70%, and 60%, respectively; +1 in Expert Mode; +1 in For the Worthy or Zenith world; +3 when enraged. When the counter reaches more than 80, a projectile is fired, then the counter is reset to different values based on the projectile fired: 0 for regular Seed, -30 for Poison Seed, -120 for Thorn Ball. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method AI()inTerraria.NPC.cs. The relevant part is theaiStyle == 53block. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.3.5.3 source code, field TouchDamageImmediateinTerraria.ID.TileID.Sets.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.6 source code, method UpdateLightDecay()inTerraria.Graphics.Light.LightingEngine.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, methods AI_045_Golem()inTerraria.NPC.csandAI_047_GolemFist()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method getGoodAdjustments()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.7 source code, method AI()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.6 source code, fields getGoodWorldGeninTerraria.WorldGen.csandgetGoodWorldinTerraria.Main.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.