Pirate Invasion


The Pirate Invasion is a Hardmode invasion event that causes pirate-themed enemies to spawn in place of regular enemy spawns. A Pirate Invasion can occur randomly at any dawn after certain conditions are met. It can also be summoned manually by the Pirate Map.
After the event is intitiated, the Pirate Invasion starts from a random side of the world (informed by one of these two status messages: "Pirates are approaching from the west!" / "Pirates are approaching from the east!") and moves to the world spawn point. When the Pirate Invasion reaches the world spawn point, the status message "The pirates have arrived!" will be displayed. Event enemies can only be spawned near the location of the Pirate Invasion, or near town NPCs. See Notes for details.
The Pirate Invasion is completed after killing enough enemies from it. A progress bar will be displayed to show the progression of the event.
Defeating the Pirate Invasion at least once fulfills the condition for the Pirate NPC to move in.
Summoning
A Pirate Map can be used to manually summon the Pirate Invasion if at least one player in the world has at least 200 maximum health.[1] If no player fulfills this condition or an invasion event is already active, the Pirate Map will have no effect and will not be consumed.
- Despite the Pirate Map can only be obtained during Hardmode, it can be used in pre-Hardmode worlds.
If the following conditions are fulfilled, a Pirate Invasion can also occur randomly (with certain chances) at dawn (4:30 AM):[2]
- No other invasion events or the Old One's Army is active.
- The Goblin Army event fails to occur.
- The world is in Hardmode.
- At least one Altar has been destroyed.
- At least one player in the world has at least 200 maximum health.
Assuming the Goblin Army has been defeated once, the exact chances for a Pirate Invasion to occur are as follows:
- First, the Goblin Army event must fail to occur (59/60 (98.33%) chance).
- If the Pirate Invasion has not been defeated, the chance is 1/30 (3.33%).
- If the Pirate Invasion has been defeated at least once, the chance is 1/60 (1.67%).
- The final probability is 3.28% each dawn for the first Pirate Invasion, and 1.64% for subsequent invasions.
If the player does not accelerate time with a bed or Enchanted Sundial, this is an average of 1 random Pirate Invasion every 20.4 hours of gameplay (or 12.2 hours of gameplay for the first one after conditions are met).
Completing
The Pirate Invasion event is completed after killing enough enemies from the event. The status message "The pirates have been defeated!" is displayed when completing the event.
The required kill count is proportional to the number of players that has at least 200 maximum health in the world when the event is initiated, which can be calculated with the following formula:
- [math]\displaystyle{ \text{Kill count}=120+60\times\text{Player count} }[/math]
For example:
- In singleplayer, the required kill count is [math]\displaystyle{ 120+60\times1=180 }[/math].
- In multiplayer, with 8 players that fulfill the condition, the required kill count is [math]\displaystyle{ 120+60\times8=600 }[/math]
- The maximum kill count in an invasion is 15,420 (255 players).
Most enemies count as 1 kill, but certain enemies can count as more or less.[3] See the table below for details:
Enemy | Kill count | |
---|---|---|
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Pirate Deckhand | 1 |
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Pirate Corsair | 1 |
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Pirate Deadeye | 1 |
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Pirate Crossbower | 1 |
![]() |
Parrot | 0 |
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Pirate Captain | 5 |
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Pirate's Curse | 0 |
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Flying Dutchman | 10 |
Contents
Notes
- The Pirate Invasion has the following features like other invasion events:
- The status message informing the initiating of the invasion ("Pirates are approaching from the west!" / "Pirates are approaching from the east!") is displayed once in small or medium worlds, or twice in large worlds.
- Dying or quitting the world will not end the invasion, nor will they affect the progress of the invasion.
- The type, progress, and required kill count of the current invasion are saved upon quitting the world.
- As a result, there is no way to prevent an invasion when it occurs.
- Town NPCs cannot respawn when Pirate Invasion is active.
- Invasions start from left or right world border and move to the world spawn point at a speed of 1 tile per tick[4] (or 60 tiles per second; this speed is affected by time speed, e.g. time slider in Journey Mode, Enchanted Sundial, sleeping).[5] Assuming the world spawn point is at the horizontal center of the world, invasions take 35, 53, and 70 seconds to reach spawn point in small, medium, and large size worlds, respectively.
- The player must be no deeper than 67.5 tiles below the surface and be within 187.5 tiles horizontally of the location of the invasion for invasion enemies to spawn. In this case, enemies from Pirate Invasion will completely override other enemy spawns in the current environment.[6]
- If the invasion has reached no more than 5 tiles from the horizontal center of the world, then the horizontal check can also be satisfied by the player being within 187.5 tiles horizontally of any town NPC. The town NPC's vertical position is not checked. In this case, enemies from Pirate Invasion only has a 2/3 (66.67%) chance to override other enemy spawns.
- An invasion will not prevent most other events from happening, like Blood Moon, Solar Eclipse, or random Boss spawns at night. Non-boss enemy spawns can still be overridden by invasion enemy spawns, however.
- If a Pirate Invasion is started while a Flying Dutchman is still alive from another invasion, any pirates spawned from it and killed after using the Pirate Map will count towards the invasion progress.
Achievements


Tips
- The Pirate Invasion is similar to the Goblin Army, but while the pirates are generally tougher, they do not have a caster like the Goblin Sorcerer, much less anything to match the Goblin Warlock. Most of the same tactics and preparations will prove even more effective, given these weaknesses.
- Since pirate enemies have no piercing attacks, the player can wall themselves off with blocks and safely attack from there, e.g. with weapons like the Daedalus Stormbow (ideally with Holy Arrows for damage maximization) or, after digging a small hole in the wall, a yoyo, Magic Dagger, Flying Knife or other projectile weapons.
- However, the player must be cautious, as killing a Pirate Captain will cause a Pirate's Curse to spawn, which can move through walls and deal heavy damage to the player.
- If fought while using a Flask of Gold, one can average between 45–55 GC per event, thus making this one of the easiest ways to make money.
- Pirate Invasions can be used to farm Biome Keys if the fight is arranged to take place in the corresponding biome. One way to do so is to set up an artificial biome near the spawn point or town NPCs.
- Pirates themselves can drop Pirate Maps if fought within the Ocean biome, which can make farming easier. Other invasions can also be used to farm Pirate Maps.
- Since the Flying Dutchman spawns pirates, it is possible to stop or even trap the Flying Dutchman and only kill the enemies spawned from it.
- Trapping the Flying Dutchman creates a steady source of enemies, which can be utilized for indefinitely farming money, e.g. with a Slime Staff and a Lucky Coin.
Trivia
- The Pirate Invasion enemies are some of the only unquestionably human enemies in Terraria.
- When Pirate Deckhands and Pirate Corsairs are forced through a 2-tile-high space, they will stand with their arms down for a few seconds and then start moving away from the player.
- Although the achievement description states that the pirates will take away the player's booty, no enemy from the event can take away any of the player's items.
- Standard Pirate Invasion enemies (not including Parrots, Pirate Captains, and the Flying Dutchman) have the largest number of possible drops, at 33 possible different items.
History
- Desktop 1.4.0.5: Reduced chance of subsequent invasions occurring.
- Desktop 1.4.0.2: Added the Pirate's Curse.
- Desktop 1.3.0.1: Added the Flying Dutchman and trophy.
- Now has its own music.
- Added banners: Pirate Corsair Banner, Pirate Crossbower Banner, and Pirate Deadeye Banner.
- Added Buccaneer set: Buccaneer Bandana, Buccaneer Tunic, and Buccaneer Pantaloons.
- Added new furniture: Golden Sink.
- Added Gold Ring and its crafting.
- Desktop 1.2.4: New drops added. Not destroying a Shadow Orb at all will no longer block natural Pirate Invasions.
- Desktop 1.2.1: Fixed a bug that would prevent pirates from spawning.
- Desktop 1.2.0.3: Added rare drops of Golden furniture set and the Pirate, Pirate Captain, and Parrot Banners.
- Desktop 1.2: Introduced.
- Console 1.02: Introduced.
- Switch 1.0.711.6: Introduced.
- Mobile 1.2.6508: Introduced.
- 3DS 1.04: Now has its own music.
- 3DS-Release: Introduced.
References
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method
ItemCheck_UseEventItems()
inTerraria.Player.cs
. - ↑ Information taken from the
Desktop 1.4.4.9 source code, method
UpdateTime_StartDay()
inTerraria.Main.cs
. - ↑ Information taken from the
Desktop 1.4.4.9 source code, method
checkDead()
inTerraria.NPC.cs
. - ↑ 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.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method
UpdateInvasion()
inTerraria.Main.cs
. - ↑ Information taken from the
Desktop 1.4.4.9 source code, method
SpawnNPC()
inTerraria.NPC.cs
.