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==Biomes & Structures== ===Mushroom/Underground Mushroom=== Some areas underground are full of blue grass and glowing mushrooms(sometimes giant ones). Special Mushroom-themed(or infested) monsters can be fought there. You can also gather seeds that can be used to make a Mushroom world topside as well. ===The Corruption=== [[File:CorruptionArea.png|300px|thumb|This is usually the area that claims the lives of hapless adventurers... And damn near everyone at night, for that matter.]] Somewhere in each world is the Corruption, a land where nature has gone wrong. Pocketed with borderline-unbreakable Ebonstone, the Corruption is home to all manner of nasty beasts, including Eaters of Souls and Devourers, which are considerably nastier than the normal monsters. The Corruption is also marked by thorn bushes, deep chasms, and catchy music. Venturing to the Corruption can often be profitable - enemies drop lots of good loot there, breakable shadow orbs can be found there (which contain treasure, but breaking too many will summon a Boss monster), and Demon Altars can be found which let you create boss summoning items. Despite the inherent risks, many players build their home in the corruption; Eaters of Souls provide useful distractions (and deadly ones for unprepared newblets) for enemies during PVP, and if constructed properly, Devourers, burrowing, worm-like monsters, won't appear in your base that often. The Corruption will quickly take over the world if not stopped somehow in Hard Mode. ===The Crimson=== The Corruption's <s>retarded</s> badass, albit gross, blood-red cousin. Filled with many creepy enemies like the Face Monster, a creature with a face the size of its body (aka: NOPE) and the Blood Creepers, spiders with small, lanky legs and big, blood-filled bodies (aka: ALLOFMYNOPE). Instead of Shadow Orbs, the Crimson have Demon Hearts located in big, heartlike caverns in teh center of each Crimson, which arguably give up better stuff (Staff that makes small clouds who rain blood? ALLOFMYYES). It has a more organic concept, what with blood, flesh and teeth everywhere, and the heart-like constructions making up their underground - Where the Corruption is a deep-seated rot coming from the Shadow Orbs, the Crimson is more like a demonic version of the world slowly converting everything into one mega-organism. Its NOPE factor is balanced in terms that it is easier to navigate, find Crimson Hearts, cut down Vicious Mushrooms (for Vicious Powder, because in 1.3 they decided to make it easier to farm the boss of the area than in the Corruption was unbalanced), and farm Vertebrae (Needed to make Brain of Cthulu summoning item, if you don't fancy it coming to check up on you every time you poke to a few of the Hearts) in. The Crimson is generally a bit less popular than the Corruption, which is most likely because the Corruption have been there for longer, and isn't fucking disgusting. ===The Jungle=== [[File:Jungleworld.jpg|300px|thumb|A somewhat rare entrance to Hell in a Jungle area.]] Wet and full of plants and bugs, the Jungle is nature gone [[Druid|hilarious]], with wild, untamed lands and dangerous creatures - and rich rewards for those willing to penetrate the depths to find them. Rare magic armor and valuable alchemy ingredients both can be found here, along with considerable danger for the foolhardy. The Jungle is often flooded and treacherous, making explorations difficult for those without double jumping, swimming, or high-jump capability. In many areas, the caverns in a Jungle reach so deep that they can reach hell on their own and are so vast you will need to use the map often to find your way. In the Jungle you will find Hornets who shoot small, unnoticeable stingers at you, Jungle Slimes who do the same, but with poison, making them marginally more annoying and of course carnivorous plants. It is also possible to find Hives in the Jungle, who contain honey, bees and a little pod you should most definitely destroy. The Jungle is also home to the Temple, a magical place where much of the late game takes place - To enter, you must kill Plantera, who drops a key to the temple. Once inside, you will find treasure, magical weaponry and armor and [[Lizardmen|a horde of pissed off lizards who won't accept any kids messing with their jewelry]]. The dormant Golems lies within the Temple too, just waiting to have some little pest to slap in the face. The Jungle also tends to die off pretty quickly in Hard Mode unless preserved somehow by the player the Corruption/Crimson can take over the Jungle in Hard Mode and will do that without mercy, so make sure you build up some walls around it to protect to from extinction... Though, when you think about it, the Corruption/Crimson might be a break compared to the Jungle in Hard Mode. It's required if you want any shot at finding a Plantera's Bulb though. Come 1.4.4 there's now a corrupted/crimson version of jungle grass, so instead of permanently being turned into another Corrupt/Crimson Forest you can just take the Clentaminator to it and it'll be good as new. ===The Tundra=== Cold, and covered in ice and snow. Valuables rest deep underneath. The biggest thing to worry about before Hard Mode are Ice Slimes and their spiked variants as they can affect the player with a movement Debuff. Once Hard Mode kicks in, the bigger threat are Ice Golems which appear during Blizzards. They hit hard and shoot laser beams at you. The rewards are worth it as it has a 1/3 chance at dropping an Icy Feather needed to craft the Frozen Wings. Also beware that in Hardmode, The Corruption/Crimson and Hallow can spread through this area. ===The Desert=== Dry and desolate, full of sand and cacti. Comes in two flavors: the big main one with an underground which serves as the counterpart to the Snow biome and generates on the same side as the Jungle, and smaller ones that appear randomly. Sometimes generate with Oases and/or Pyramids, the former being more common than the latter. The Underground Desert is a giant fucking nest full of Antlions and rolling cacti that will fuck you up if you go in carelessly. May be host to a Sandstorm if it's windy enough for one to happen. They push you around and spawn exclusive enemies - the one to look out for in Hardmode is the [[Monstergirls|Sand Elemental]] which is equivalent to the Ice Golem. In Hardmode, Corruption/Crimson and Hallow can and will spread through this area and transform it into a Corrupted/Crimson or Hallowed Desert. ===Underworld=== ....It's Hell. The toughest creatures (at least, pre-Gardmode) reside here, as does the best and most powerful crafting materials and items. Really, it's not complicated. The only way to get to it is to dig deep. Really deep. Beware of [[Dwarf Fortress|Skeletal Horrors]]. Underworld is mainly composed of high amounts of lava everywhere, only periodically disrupted by buildings made out of obsidian blocks. It is highly advised that you bring something that repels lava and fire damage (like an Obsidian Skull), along with a lot of mobility-boosting gear (like the Grappling Hook, the Rocket Boots, the Cloud/Fart in a Jar and/or wings of any sort). The most notable danger in the Underworld isn't in fact the lava, or the mobs - It is the Voodoo Demons combined with the lava. See, Voodoo Demons carry around a doll of the Guide, which, when thrown into lava in the Underworld, will summon the Wall of Flesh if the prerequisites are met (which they usually will be by the time one goes to the Underworld). Why is that a problem, you might ask? Well, when you kill a Voodoo Demon, it drops that doll. And it flies about over lava most of the time. And you can't flee from the Wall of Flesh, lest you want to be killed for being a wuss. Shit. Thankfully, patches fixed this and the Wall of Flesh is now only summoned if you manually chuck the doll into the Lava. Humorously, Hell's about the safest place to be once Hard Mode kicks in, since the enemy encounters really don't change unless you defeat a Hardmode boss, and then 3 new enemies show up: Mimics, Red Devils, and Lava Bats. Got a kickass soundtrack to itself in 1.3. ===The Dungeon=== It's on either the far left or far right side of each world, and you can only enter if you killed Skeletron - otherwise [[Rocks fall, everyone dies|there shall be skulls]]. Valuable items and rare spells, monsters, and more can be found here, but the dungeon is dark, deep, and dangerous: There are spikes freaking everywhere, skeletons who really, really want to push you into that pit over there and numerous pits and chasms to go. Explorations must proceed with care, and players need to act carefully, lest they end up stranded, far from their spawns, with no healing items and their only way back to the surface being a bodybag. It is notable that while the game kills you if you venture too far into the Dungeon before killing its boss, you can actually DODGE the flying skeleton heads that come for you. So while more keep coming for you, it is possible to take dives into the dungeon to test your luck, and possibly get at least one of the artifacts with which to kill the boss. If youβre willing to exploit intentional physics (and are willing and able to set aside an hour of your day), you can also [[cheese]] the Guardian with a hoik loop and an early game flail for the rarest pet in the game. The Dungeon is also home to the Biome Chests, special containers with powerful artifacts within - Look to the Jungle-section to learn how to open these goodies! ===Sky Islands=== [[File:HouseInSky.jpg|300px|thumb|The sun won't save the occupants of this particular shelter. When they have to leave (and they will), the Harpies will swoop in and feast. Thus is the way of wildlife in Terraria.]] High in the sky are hidden islands full of treasure - however, going too high attracts the [[Carp]] equivalent of Terraria, the [[Harpy]]. These flying. projectile-firing fiends are relentless in their pursuit, which ironically makes them favored guards for fortresses built in the air (lol), and they have a notorious tendency to knock you out of the air, sending you hurtling to your twisted mangled death below. Harpies' modern sprite (added long after the image to the right was taken) is even more [[monstergirl]] than the original, and still-playing fa/tg/uys rejoiced. In Hard Mode, Wyverns appear here, which are each basically a 4000 HP Miniboss. Their appearance scares the Harpies towards hanging out at lower altitudes, so you'll begin finding harpies if you jump up a high hill. However, going after the Wyverns is well worth the risk as they are the only enemies that drop Souls of Flight which are needed for wings. ===The Hallow=== The Hallow is a candy-colored land of death. It appears after the end-of-the-world event that is Hardmode, and is the only terrain that blocks corruption other than man-made blocks. The Hallow spreads quickly if started, just like the corruption, but it won't overlap the Jungle and most terrain it converts into Hallowed versions of their basic terrain, just like Hardmode Corruption and Crimson. Strong blessed creatures, such as Unicorns and Pixies, dwell above and below ground. Whilst more photogenic, they are at least as dangerous as the foul monstrosities of the Crimson or Corruption. If you want to shoot rainbows and master magic, you'll spend a lot of time here. Post-Golem, a constant danger becomes not hitting Prismatic Lacewings, lest a gigantic fey will appear to teach you a lesson. ===Granite Cave=== A mini-biome of black rocks, where the enemies change into Granite Golems and floating Elementals.. ===Marble Cave=== A Mini-Biome made of white rocks. Enemies are medusas and Hoplites, because Marble means Greek. ===Graveyard=== A mini-biome made of graves that isn't naturally present on world creation, but can often get created accidentally if [[FAIL|you (or NPCs if in Hardcore) keep dying at a certain spot]]. Prehardmode nighttime enemies spawn here all the time and some normally Halloween-exclusive enemies spawn here regardless of the time of year. You can also see the Groom or Bride outside of a Blood Moon if you're lucky. Main incentives for making one on purpose are NPC purchases - especially from the Dryad in Hardmode, since one of her wares while in one lets you access the world evil that didn't generate on world creation without world-hopping - as well as the Ecto Mist which causes crafting stations to have new recipes. Removing one can be a pain prehardmode since Ghosts have a 50% chance to spawn from breaking a grave in versions that have Graveyards. ===The Aether=== The newest minibiome in the game, from the latest of versions. It generates underground near the edge of the world on the side where the Jungle is, and provides access to weird and wonderful Shimmer. This magic liquid can transmute things that fall into it, from uncrafting stuff you want the materials back from to some exclusive items. It'll also make you phase through the ground if you jump in, so unless you wanna have to dig your way back up maybe don't. You only get a limited amount of it until postgame, upon which you can transmute the Endless Water Bucket into the Endless Shimmer Bucket and create as much Shimmer as you want.
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