Eternity Mode/Enemy Changes
Eternity Mode makes changes to almost every enemy in the game. They have new behaviour, more intense movement, new attacks, or new gimmicks to make the game feel fresh again. Enemies may spawn other enemies when defeated, attack more often or with new projectiles, or have complicated new attack patterns and function as pseudo-minibosses with additional new loot as well.
Many enemies inflict debuffs with their contact damage, projectiles, or the new Aura mechanic. An enemy with an aura will inflict a debuff on any player that is within the aura, which is denoted with a glowing ring. Some enemies will have reverse auras, which instead debuff players that are too far away. The direction of an aura is denoted by the movement of the glowing particles it produces.
AI Changes
Forest
Spiked Slimes may replace
Blue Slimes post-King Slime.
Purple Slimes may spawn 2
Red Slimes on death,and
Red Slimes may spawn
Green Slimes on death.
Pinky deals insane knockback, bounces constantly, and may spawn 2
Yellow Slimes and 1
Mother Slime on death.
White Cultist Archers may spawn post-Golem, have 840 life, and shoot salvos of fast explosive arrows. They can spawn in large groups post-Golem. Also have a 1% chance to drop
Zealot's Possession.
Night
Zombies may spawn in hordes of up to 6, can open doors and can infect Town NPCs.
Armed Zombies are more common.
Slimed Zombie may spawn a
Blue Slime upon death.
Demon Eyes occasionally dash at you. They also have a 25% chance to be replaced with a
Wandering Eye in Hardmode
Wandering Eyes have increased life and gain a trail of sickles and and are immune to knockback in phase 2
Possessed Armors may spawn a
Ghost when killed
Wraiths periodically steal souls on hit and can fly instead of hover
Hoppin' Jacks leave behind a trail of flames
Corrupt Bunnies and
Vicious Bunnies can rarely spawn at night. Their spawn rate is increased after Eye of Cthulhu is defeated
Probes may spawn post-Mechanical Boss as a large horde
Skeleton Commandos,
Skeleton Snipers, and
Tactical Skeletons may spawn post-Plantera
Scarecrows may spawn post-Mechanical Boss
Desert
Antlion shoot sand balls faster, but their sand balls no longer leave behind tiles. When Stunned near an Antlion, you will be drawn towards them.
Antlion Chargers are more resistant to knockback
Antlion Swarmers can spawn in groups
Vultures shoot feathers occasionally
Mummies can explode into
Wall Creepers when killed.
Basilisks may spawn on the surface in Hardmode
Sand Poachers shoot venom spit while on walls
Sand Sharks and variants spawn naturally in the Hardmode Underground Desert
Dune Splicers have 3000 life and can spawn post-Eater of Worlds/Brain of Cthulhu without their increased stats
Snow
Spiked Ice Slimes may replace
Ice Slimes
Corrupt Penguins and
Vicious Penguins may rarely spawn at night and their spawn rate is increased after Eye of Cthulhu is defeated
Wolves may spawn in packs of up to 5
Ice Golem can spawn without rain and occasionally radiates homing frostfireballs and rarely emits rings of homing frostfireballs
Zombie Elves,
Elf Archers,
Elf Copters, and
Yetis may spawn at night post-Mechanical Boss
Cyan Beetles have an aura that buffs enemies, giving those other enemies the ability to occasionally inflict Frozen on unafflicted players
Armored Vikings rapidly shoot short-ranged Ice Sickles when in direct line of sight
Ice Tortoises take less damage as their life decreases (up to 50% damage reduction), reflect projectiles while spinning, heavily knocks back player on hit, and may spawn in groups of up to 5
Nutcrackers and
Krampus may spawn underground at night post-Mechanical Boss
Everscream may spawn very rarely on the surface at night after being defeated. The Sinister Icon disables this spawn
Santa-NK1 may spawn very rarely on the surface at night after being defeated. The Sinister Icon disables this spawn
Ice Queen may spawn very rarely underground at night after being defeated. The Sinister Icon disables this spawn
The Corruption
Eaters of Souls can spawn in hordes of up to 5 post-EoW, shoot Cursed Fireballs, and occasionally pass through tiles
World Feeders breathe cursed flames which pass through tiles.
- Corruptors breathe cursed flames when close enough to the player
Cursed Hammers have increased life, defense, speed and size, knockback immunity, and faster spinup as life decreases
Corrupt Mimics create a shockwave after jumping and occasionally create pillars of cursed flames similar to the Clinger Staff around the player
Splinterlings may spawn post-Mechanical Boss, but don't drop loot until Plantera is defeated
Mourning Wood may spawn very rarely on the surface at night after being defeated. The Sinister Icon disables this spawn
Vile Spit is larger
The Crimson
Crimeras always ignore tiles and can spawn in hordes of up to 5 post-Brain of Cthulhu
Blood Crawlers shoot web spit
Blood Feeders have 352 life, lifesteal, and gain damage on hit
Ichor Stickers may spawn post-Brain of Cthulhu with reduced stats. In Hardmode, they also spawn on the surface and explode into ichor showers
Crimson Axes have increased life, defense, speed and size, knockback immunity, faster spinup as life decreases
- Herplings are smaller and have a small aura that drains your life while inside
Crimson Mimics create a shockwave after jumping, occasionally start rapidly firing 8 ichor streams in a large spread towards the player, and fall slower when firing ichor
Splinterlings may spawn post-Mechanical Boss, but don't drop loot until Plantera is defeated
Mourning Wood may spawn very rarely on the surface at night after being defeated. The Sinister Icon disables this spawn
Jungle
Jungle Slimes may be replaced by
Spiked Jungle Slimes
Jungle Creepers can shoot web spit
Doctor Bones spawns more often post-Eye of Cthulhu, is immune to traps, and throws boulders
Piranhas spawn much more around Bleeding players, and can jump out of the water to chase Bleeding players (can only jump in the Jungle)
Snatchers and
Man Eaters can grab the player, requiring button mashing to escape
Angry Trappers lunge aggressively and can grab the player, requiring button mashing to escape
Lac Beetles have an aura that buffs enemies, granting them increased defense
Giant Tortoises reflect 50% of melee attack damage, reflect projectiles while spinning, and may spawn in groups of up to 5
Derplings are smaller and have a small aura that drains your life while inside
Angler Fish are transparent while emitting light until hit
Moths have increased life and speed and constantly spray Moth Dust that inflicts random debuffs
Parrots may spawn in Hardmode
Jungle Mimics may spawn underground, create a shockwave after jumping, and occasionally start rapidly firing Planty Tentacles that can stick to tiles. Additionally, all of their jumps leave behind pools of Fake Hearts
Ocean
Angler Fish and
Pigron may spawn in pre-Hardmode
Pink Jellyfish have an aura of Electrified while using their shock attack; it only affects the player if they are in water and in direct line of sight
Creature from the Deep may spawn during the night in Hardmode
Crabs shoot bubbles
Sharks deal increased damage to Bleeding players, and can spawn in groups. Under 50% life, they will jump out of the water to attack players. In Hardmode, they can spawn sharknados on death
Corrupt Goldfish and
Crimtane Goldfish can spawn at night and their spawn rate is increased after Eye of Cthulhu is defeated
Meteor
Meteor Heads dash at the player in close range
Corites may spawn post-Golem
Dungeon
Angry Bones explode into bones and have a chance to spawn Cursed Skulls when killed, and will shoot Baby Guardians when in direct line of sight. Their rate of attack increases when hurt.
Dark Casters can teleport away even while being hit, and shoot additional sprays of bouncing Water Bolts
Blazing Wheels are 50% larger
Blue Armored Bones,
Rusty Armored Bones and
Hell Armored Bones inflict Bloodthirsty and can replace each other, allowing any one section of the Dungeon to spawn all variants. They also inherit
Angry Bones changes
Paladins emit an aura that grants 50% damage reduction to nearby enemies and burst into dungeon spirits when killed
Mini-Paladin jumps out of killed Dungeon Slimes after beating Plantera
Skeleton Commandos fires three rockets at once
Skeleton Snipers fire High Velocity Bullets that breaks into crystal shards
Tactical Skeletons fire Meteor Shots
Bone Lee has a 10% chance to dodge an attack by teleporting behind and kicking the player
Dungeon Guardian is immune to all debuffs and ignores immunity frames on contact, but has drastically reduced life. Base speed drastically reduced, but it scales its speed to match its target. It gains a variety of projectile attacks that do high but survivable damage, all telegraphed with thin streaks of light:
- Rains bones on the player from above
- Shoots rings of skulls that curve and home loosely
- Fast walls of Dungeon Guardians sweep in from all four directions to box the player
- A large ring of Baby Guardians slowly closes in from every direction
- Sprays short-ranged bones from itself
- An incredibly fast pattern of Dungeon Guardians floods the area, hitting anywhere the player moves
Space
Harpies periodically steal potions on contact and fire a ring of feathers
Wyverns have increased life and emit spiral rings of Light Balls
Angry Nimbuses spawn lightning portals and may spawn in pre-hardmode
Martian Saucers can spawn in Hardmode at a very low chance with reduced stats
Crawltipedes,
Alien Queens,
Nebula Floaters, and
Flow Invaders may spawn post-Golem
Ancient Visions and
Phantasm Dragons may spawn post-Golem
Caverns
Red Slimes may spawn 2 Green Slimes on death
Yellow Slimes may spawn 2 Purple Slimes on death
Skeletons throw bones more often and explode into bones on death
Crawdads,
Salamanders, and
Giant Shellies may replace each other so all 3 can spawn in one world
Crawdads blow small bubbles
Salamanders are camouflaged until hit by any attack
Giant Shellies spew spikes out when attacked while spinning
Cochineal Beetles have an aura that buffs enemies, granting them increased attack damage
Undead Miners may periodically throw bombs
- Rock Golems have super jumps
Tim has fire immunity, spawns four dark casters that drop no loot when killed, and can teleport away while being attacked
Dark Casters can spawn in any normal cavern post-Skeletron
Fire Imps and
Lava Slimes can spawn wherever lava is nearby
Mimics may spawn in pre-hardmode with reduced stats, drop fake hearts when killed, and gain invincibility frames when damaged in hardmode. Once they reached half hp, they also gain several unique attacks based on their drops:
- Rains stars down from above the player.
- Teleports to the player's position before dashing at them.
- Throws a pair of Magic Daggers at the player.
- Flys towards the player, similar to Biome Mimics. (Note this attack can be followed up immediately by another attack)
Armored Skeletons shoot Beam Sword sword beams when in direct line of sight
Skeleton Archers shoot Venom Arrows
Ghosts may spawn in hordes of up to 3
Lost Girl has 300 defense. In Hardmode, she has increased life
Nymphs can lifesteal, have increased stats in Hardmode, are immune to knockback and lava, are immune to attacks from Lovestruck players, and shoot Fake Hearts
Rune Wizards have increased life and fire immunity and periodically emit rings of Rune Blasts
Diabolists,
Necromancers, and
Ragged Casters may spawn anywhere underground post-Plantera
Glowing Mushroom biome
Fungi Bulbs,
Mushi Ladybugs,
Mushroom Zombies,
Spore Zombies, and
Anomura Fungi can spawn in pre-Hardmode
- All mushroom enemies burst into spores when killed in Hardmode
- Fungi spores are temporarily invulnerable when spawned
Granite
Granite Elementals and
Granite Golems spawn more often and reflect projectiles while invulnerable
Marble
Hoplites may spawn in hordes of up to 3 and their javelins travel 50% faster
Medusa can spawn post-EoW/BoC
Spider Nest
Wall Creepers shoot web spit
Black Recluses move faster when their target is Webbed and automatically inflict Webbed players with Defenseless
The Underworld
Fire Imps may spawn in hordes of up to 7, and can teleport away even while being attacked
Lava Slimes can propel themselves upwards in the Underworld by creating lava and jumping from it
Demons sometimes shoot demon scythes in 6 directions and spawn in hordes
Voodoo Demons can be ignited if they touch lava which causes them to start screaming and their doll to slowly burn up. When fully burnt, the Voodoo Demon transforms into a normal Demon and the Wall of Flesh is spawned. They also sometimes shoot demon scythes in 6 directions
Bone Serpents shoot Burning Spheres
Leeches and
Blazing Wheels may spawn naturally
Hungries may spawn in Hardmode
Red Devils spawn may spawn in hordes of up to 5 in hardmode, and their tridents move faster
The Hallow
Pixies yell at you and pass through tiles
Unicorns leave behind a trail of rainbows when travelling full speed
Gastropods erupt into a burst of lasers when killed
Rainbow Slimes can spawn on the surface at any time, are much larger, have greatly increased life, spray rainbow slime spikes and split into smaller weaker Rainbow Slimes when killed. These lesser Rainbow Slimes have a chance to spawn a Pinky, Gastropod, Crimslime, or Corrupt Slime upon death
Gingerbread Men can spawn on the surface at any time of day
Present Mimics can spawn on the surface at night
Illuminant Bats may create additional weak illusory bats every 10 seconds
Chaos Elementals are immune to Confused and can spawn in packs of up to 5
Enchanted Swords have increased life, defense, speed and size, knockback immunity, and faster spinup as life decreases
Hallowed Mimics create a shockwave after jumping and occasionally start rapidly firing jester's arrows from the sky and its mouth
Jungle Temple
Lihzahrds are immune to traps and shoot bouncy fireballs
Flying Snakes are immune to traps.
Blazing Wheels and
Spike Balls may spawn with increased damage. Trap enemies in the temple will eventually self destruct, damaging nearby players. This also prevents them from posing a persistent threat during boss fights in the temple
Rain
Flying Fish may spawn in hordes of up to 3 and shoot water streams at nearby players
Umbrella Slimes can glide through the air with their umbrella
Raincoat Zombies may swim across water
Corrupt Goldfish and
Crimtane Goldfish spawn rarely at night and their spawn rate is increased after Eye of Cthulhu is defeated
Sharks may replace
Goldfish
Blood Moon
Dripplers occasionally explode into 4 Demon Eyes when killed
Chattering Teeth Bombs may spawn
- Wandering Eye Fish spawn several demon eyes and when under half health, they leave a trail of sickles
- Zombie Mermen spawn several zombies and when under half health, their jumps create shockwaves of blood thorns
- Dreadnautilus changes:
- leaves a trail of blood thorns when dashing
- Dashes are slower
- Summons blood thorns under the player while summoning blood squids
- Clowns explode into grenades if not killed in time
Goblin Army
- All Goblins drop a spiky ball when killed
Goblin Warriors have increased knockback resistance
Goblin Sorcerers can teleport away even while being attacked.
Goblin Warlocks have a large aura of Shadowflame that fires additional Chaos Balls, when levitate will summon circles that unleash Shadowflame tentacles to nearby players and explode into a ton of Spiky Balls when killed
Sandstorm
Angry Tumblers have increased knockback resistance
Sand Sharks deal increasing damage against Bleeding players and have a chance to spawn as any of their variants
Sand Elementals can shoot additional sandnados, sandnados spawn a
Sand Shark when created, follow up by summoning a rain of crossbones, and occasionally spawns a
Dune Splicer if none are alive
Frost Legion
Mister Stabby starts off stealthed and will unstealth when hit. After being unstealthed, Mister Stabby moves faster
Snow Ballas move/attack twice as fast and their snowballs leave behind less snow
Snowman Gangstas fire a shotgun spread of bullets horizontally which ignore tiles
Pirate Invasion
Pirate Captains shoot a large spray of cannonballs
Pirate Crossbowers shoot Jester Arrows
Pirate Deadeyes shoot Meteor Shots
Parrots ignore tiles
Flying Dutchman tries to ram the player and shoots bullets with a very high rate of fire
Pirate Captain and
Flying Dutchman cannonballs are larger
Solar Eclipse
Eyezors fire a cursed flamethrower
Vampires suck your life when they hit you
Reapers can dash and throw scythes
Butchers have knockback immunity and increased speed
Dr. Man Fly explodes into toxic flasks when killed
Nailheads always sheds nails
Psychos constantly become more transparent but uncloaks whenever hit
Mothrons spawn with 2
Baby Mothrons , summon Zenith or its components around themselves before ramming into players followed by the wave of those swords, and are highly resistant to knockback
Baby Mothrons emit aura that inflicts Squeaky Toy debuff
Pumpkin Moon
Splinterlings leave a trail of Greek Fire
Headless Horsemen throw Horseman's Blades
Mourning Wood projectiles travel significantly faster
Pumpking periodically shoots huge waves of flaming scythes that curve around at the player, only one Pumpking can use this attack at a time
Frost Moon
Elf Archers attack more frequently and shoot Tsunami-like waves of Frostburn Arrows
Elf Copters shoot Explosive Bullets
Yetis constantly radiates frostfireballs
Ice Queen summons invincible Flockos to support it while attacking normally and shoots spreads of Frost Waves while spinning frost shards; only one Ice Queen can use these attacks at a time
Martian Madness
Martian Officer's shield retaliates when damaged
Martian Saucers lasers are always tile-piercing and are additionally fired alongside the deathray in phase 2
Old One's Army
- Wave Delay decreased to 10 seconds
Etherian Goblin Bombers drop goblin bombs when killed
Etherian Wyverns shoot bouncy fireballs
Kobold Gliders scatter spiky balls as they fly
Old One's Skeletons can shoot Chaos Balls
- Eternia Crystal’s defense increases while Betsy is alive
Lunar Events
- All four Lunar Pillars inflict a set of debuffs by proximity, disabling all damage types except their own corresponding class
- Pillars have 33% damage reduction
Solar Pillar
- The Solar Pillar's normal projectiles ignore tiles, home in slightly, and ignore Inferno Potion
- Once its shield is down, enemies will stop spawning and the pillar will begin its boss fight
Selenians gain high defense when spinning
Drakanians throw their Daybreak at you when defeated and continue fighting as a Selenian
Srollers are larger
Crawltipedes tails shoot a jet of flames and are immune to traps
Vortex Pillar
- Once its shield is down, enemies will stop spawning and the pillar will begin its boss fight
Alien Queens summons lightning portals and their spit travels faster
Alien Larvas may instantly grow into
Alien Hornets
Storm Divers attack much faster and shoot Luminite Bullets
Nebula Pillar
- Once its shield is down, enemies will stop spawning and the pillar will begin its boss fight
Nebula Floaters shoot another bolt for every mini-eye it has when killed, similar to Flow Invaders
Brain Sucklers shoot Nebula lasers
Stardust Pillar
- Once its shield is down, enemies will stop spawning and the pillar will begin its boss fight
- All Stardust Pillar enemies burst into Small Stardust Cells when killed
Small Stardust Cells have 80 defense, regenerate faster, and can transform into any other Stardust Pillar enemy
Debuff Changes
Note that for debuffs such as Frozen, Stunned, and Stoned, enemies have a cooldown on applying them. They will never be reapplied by an enemy while the debuff is already on the player, and any one enemy must touch the player twice after it wears off before inflicting it again on the second hit.