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
- Martian Saucers can spawn after Skeletron has been defeated 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 it's 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
- All pirates can steal your held item on contact on a cooldown
- 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
- Krampus robs the player of their held item and one random accessory on hit on a cooldown
- 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.
- Pages setting LuaCache keys
- Eternity Mode content