VS Blog: Steve vs Terrarian (Minecraft vs Terraria)
“I’m doing the show. The stage is my canvas. I’ll put whatever up there for the visible eye.” – MF DOOM
Steve, Minecraft’s most honorable adventurer and the blockiest combatant.
The Terrarian, the God’s most favored champion for the world of Terraria.
They say that a world needs a hero, one who pushes through despite every shortcoming, one who is brave enough to take on every challenge that lies ahead– and fate will always bring a hero to rise in these times of need, as their world is also their own canvas for them to discover. When the time calls for it, these two sandbox heroes come to ward off evil, as it is their ultimate destiny.
However, these heroes will need to duke it out to save their world, and the ability to prevail will become the most important aspect of their lives. Will Steve break through and mine his way to the diamonds of sweet victory, or will the Terrarian’s power break past the odds and hook onto the life fruits of success? We’ll be finding out today on Valve’s Versus!
Before We Begin…
For this blog, we’ll be referencing media from both series that are official and “canon” (very loose in regards to either series, honestly).
For Minecraft,
Minecraft Java and Bedrock Edition
Minecraft Education Edition
Minecraft Dungeons Ultimate DLC Edition.
Minecraft Dungeons Arcade
Miscellaneous Minecraft key art and extended media
For Terraria,
Terraria’s Collector Edition and Special Edition
Terraria’s Japanese console edition
Terraria’s 3DS Version
Terraria’s Heartbeat Edition and aspects of the Old Chinese Edition that 505 Games directly worked on, essentially just meaning paid content is excluded.
Terraria Graphic Novel series.
Terraria (DC)
Terraria calendars and Steam cards (For various art used)
Miscellaneous Terraria key art and extended media (Calendars, mainly)
We’ll also be referencing some external media outside of these series, particularly for Terraria. These reasons will be touched on later.
Dungeon Defenders
Dungeon Defenders 2
Don’t Starve
Don’t Starve: Reign of Giants
Don’t Starve: Shipwrecked
Don’t Starve: Hamlet
Don’t Starve Together
Don’t Starve Together: A New Reign
Don’t Starve Together: Return of Them
Palworld (Non-serious)
This extended media and the reasoning behind using it will be tackled later in the blog. We’ll also be referencing a few (but very little) developer commentary for little tidbits of information in narratives if possible. That basically means stuff like… Well, for those who weren’t aware, Steve is canonically a non-binary icon! However, because he uses he/him pronouns, that’s what we will be using in this blog. 🔥✍️. There’s simple commentary like that which we’ll drop a bit of as they usually aren’t contradictory concepts, and are very miniscule in how much they matter.
We also want to thank…
VS Battle Wiki
Fan Battle’s Minecraft vs Terraria
G1^2s Minecraft vs Terraria
A number of these played a big role in this blog’s creation, as well as the help of a few people who weren’t necessarily a part of the blog. We couldn’t have done it without some of these sources, so we really want to give some credit. We also want to give some special thanks to others who’ve tackled this debate–it’s a hefty one, and usually everyone who’s looked into it across the community obviously puts a lot of time into the matchup. This matchup means a lot to a ton of our researchers, so we want to make sure you guys love this blog as much as we loved spending time working on it.
Background
Steve
“And the game was over and the player woke up from the dream. And the player began a new dream. And the player dreamed again, dreamed better. And the player was the universe. And the player was love.”
Living in the blocky world of Minecraft faced with the challenge of creativity and survival, Steve is a man of many professions forced to adapt to the many hostile environments he winds himself up in; That includes both through his vast amount of exploration through the underground and the overworld. Doing so through mining minerals, crafting tools of varying materials, building extravagant houses, fighting monsters from human sized spiders to all consuming undead monsters, even if they involve traversing through the hellish forces of the Nether or taking down the tall creeping evils of the darkness... The longer Steve survives in the world, the more his creations expand to become something greater, but ultimately every journey has an End.
After slaying the Ender Dragon, Steve turned out to be more than what he seems. He’s almost like an avatar of ourselves, a godlike manifestation of everything who sees Minecraft as all but a dream. But when the game “ends”, the dream is over, and we dream again by starting the game anew; It allows the world to be explored endlessly, as the world is truly the best thing we can experience… At least, that’s what the legends say. As time goes on, so did the legendary words that echoed when Steve awoke in the Overworld, and Steve has kept fighting through the empowerment of those words– now opposing the Arch-Illager and the forces of the Orb of Dominance, destroying the heart of its corruption that would plague the entire world.
But that had not been the end of the being of destruction. Although Steve would ultimately succeed in defeating the Heart of Ender, even as it reformed once more, it would still remain in power– corrupting nearby islands, forcing Steve to travel across the world to put an end to these shards of the Orb of Corruption. If not, it could’ve ended all life as we knew it. However, now that Steve would ultimately slay and defeat the Orb of Corruption, the world might be able to live in peace and tranquility after all.
Terrarian
“As this world's champion, you will experience communications from the world to help protect your mission. The world has brought you to this specific location at this specific time – will you stand up and fight for Terraria against the growing shadows of impending doom?”
The world needs a powerful warrior to defend it, and lucky for the world of Terraria, fate has decided upon you as the World’s Champion. Guided by… well… the Order of the Guide, the man known only as the Terrarian (Or Mr. Terraria, if you’re fancy) would take the risk of fighting against the evil of the world, including the Crimson and Corruption or the legendary Wall of Flesh of the Underworld. Descending into the underbellies of the world, with the Terrarian’s wonderful mining capability and his quick adaptation to the world, they would obtain powerful tools and weapons to fight any monster that comes their way even through the occasional Blood Moon or Goblin invasion.
By making their way to the Underworld, they would use their newfound weaponry to defeat the World’s other guardian, the Wall of Flesh. Having destroyed it, it caused a massive shift in the balance of life due to the freedom of the Spirits of Light and Dark– releasing the Hollow and empowering the World’s Evil. However, this would prove to be no challenge that the Terrarian couldn’t face, destroying the mechanized parts of an evil deity of the past– one who would doom the world much later. The Terrarian would prove themselves to be a powerful combatant, slaying monsters all across the world, including the greatest of evils. They would take down the guardian of the jungle, the ancient guardian of the jungle’s temple, and even a big flying pig that guards the sea, all in the route towards fighting the greatest evil of all: The Moon Lord.
Having awakened a group of cultists who wish to resurrect the legendary Moon Lord, the Terrarian is tasked to defeat them, awakening four seals in the shapes of pillars that held off the powerful being. As per usual, the champion took down each pillar to bring down the Moon Lord– and so he came. However, despite the overwhelming mind-numbing power of the deity, the Terrarian was able to slay him, avenging the good of life from many eons ago that the Moon Lord ruined. Ultimately, the greatest evil of the world had been defeated, and allowed the world of Terraria to exist peacefully in equilibrium and harmony… sort of.
Skill & Experience
Steve
Although you might look at those caves at night and wish you were brave, some are too scared to even put down their torch and adventure into the deep dark. However, Steve is far from an adventurer who cowers in fear against the night. He spends day after day in the mines, travelling the world or the sea, and taking on the deadly creatures of the night. He’s a masterful crafter who can read and learn about crafting recipes with the skill to immediately succeed at applying his skills, he’s an amazing carpenter and an even greater builder, and he’s even demonstrated genius in redstone mechanics and contraptions. Besides his skill in architecture and tinkering, he’s also pretty skilled at several aspects of survival. He’s skilled enough to tame mobs and work with them, he’s great at fishing in general, and the most important of all in the wild– he’s quite skilled at both hunting and foraging.
But Steve is skilled in way more than just survival and creativity. He’s a combat expert, being a master of several different weapons– He can launch tridents at a long range and precisely hit targets, hit a bullseye from over thirty meters away, take on entire raids with just a sword and shield, fight off the entire Nether at once, and he’s equipped enough to fight in the Trial Chambers with his friends which throws tons of new enemies at Steve that he can defeat through his experience with previous mobs. He’s able to deduce plans to get out of the stickiest situations, such as when Steve and Alex were caught surrounded by mobs in a cave, he crafted a Telescope immediately in order to find a way out and successfully fled. In this regard, Steve is skilled enough to master any weapon he picks up on the fly, being able to understand and use artifacts as well as displaying skill in various styles of melee combat and with various ranged weapons. This includes sword-fighting, hand-to-hand, mastering a mace, wielding a whip, or beating on enemies with an anchor. Steve’s capability in combat has allowed him to take down beasts far more stronger than him normally when equipped, having slain the Ender Dragon by destroying the structures that were built to heal and completely counteract Steve’s damage normally, or when Steve had ultimately taken down the Orb of Dominance and the Arch-Illager by cornering him with his power. All-in-all, Steve is an impeccable combatant, and one that you shouldn’t look down upon. If you do, you might face a 100-block mace drop…
Terrarian
As they’re the chosen Champion of Terraria, you might expect to hear many tales about how mighty the Terrarian is when you venture through towns. And all those stories you might hear about this hero… are completely true! In fact, they’re an extremely skilled combatant, holding a variety of skills across several different weapon classes, including high skill in marksmanship with bows or different varieties of firearms, their capabilities in swordsmanship using various different swords each with unique attributes and abilities, or their mastery of magical powers and expertise in summoning. The Terrarian is able to craft these weapons by hand with knowledge obtained from the Guide, displaying seemingly perfect skill as a worksmith– from forgery, to alchemy, to dressmaking, to glasswork, to welding, and even more mystical material production with the creation of magical books and weapons or manipulating ancient powerful ores into weapons… and even made a cellphone! The Terrarian is even able to create farms and Terrariums for several pets, they’ve shown skill in cooking, and several other miscellaneous skills that aren’t necessary for survival, but certainly benefit how easy it is, like carpentry or accessory smithing.
The greatest advantages that the Terrarian holds is their ability to work around objectives and plan. Not only are they able to organize and build entire towns with the ability to appeal to everyone’s needs, but they can fight enemies with the usage of specific benefits in their buildings, such as wielding the usage of campfires or honey to benefit them in regeneration capacity, to make them more capable of defeating bosses. They can face off and defeat over hundreds of different kinds of monsters, hunting hundreds of each individual species and gaining banners for this defeat, as is necessary to complete the Beastiary, a catalog of every creature in Terraria that the champion has to defeat in order to obtain every entry. They have ultimately slain every big boss in Terraria, regarding themselves as a “Slayer of Worlds”, requiring them to make their way through the entire world across various biomes to hunt down bosses like the Eye of Cthulhu or the pure evil hiveminds of each corruptive biome, clearing out the entirety of the Old One’s Army and slaying a powerful dragon, and ultimately defeating the all-powerful Moon Lord… See? The stories about this champion chopping up bunnies might sound more realistic than him defeating an incarnation of Cthulhu, but guess which one he does! Both.
Abilities
Steve
Item Compression and Inventory Usage
In Minecraft, Steve surprisingly has a logical reason for being able to hold so many items, which is the explicit ability of being able to shrink down items and decrease their mass; This allows Steve to hold several items on his own, holding blocks that are normally a cubic meter in size in what’s basically the palm of his hands. While you might see it as Steve punching the crap out of blocks, it turns out he’s actually breaking them apart in a special way– not with sheer strength necessarily, but because he can literally deconstruct them so that he can shrink them into holdable sizes or to stick them in another item, such as the bundle. Then, he can expand it right in his hands to place it down. Pretty sick! Steve is even able to put away aquatic animals into his inventory through buckets of water, further supporting this compression idea. He can also seemingly manipulate and mold the matter in physical objects, such as crafting blocks in his bare hands and physically mending the damage done to Iron Golems by repairing them with iron ingots, basically meaning he can alter the form of objects in his bare hands. However, Steve needs a crafting table for more intricate and higher-scale processes of creation, such as merging most items together into one block. Steve even has further capabilities of storing items than just the standard inventory too, which will be brought up later.
Weapon Mastery
Steve can wield tons of different weapons through skill even in his home game, taking on various raids with his arsenal, slaying trial chambers, and take on several numbers of enemies at once even in the Nether through his melee prowess. He displays accurate skills with a trident, being able to hit targets from great distances underwater, his skill with a bow allowing him to be able to hit targets accurately from over thirty meters away, and has shown extensive melee combat skill. He is able to use his weapon in tandem with his armor and skill to take down bosses, swapping on the fly for different weapons or enchantments for different situations or fights. He can also wield several different sorts of weapons, not just the standard sword or bow, in combat, displaying extensive skill with them. In addition, he can wield non-traditional weapons in combat with the same sort of skill, allowing him to take on those with standard weapons and tools, showing how well he can adapt in a fight.
Building Prowess
Steve is able to masterfully build constructions, creating massive wonderful buildings and redstone contraptions, showing off both his mechanical prowess and carpentry skills. He can create weapons such as TNT cannons or flying machines through the usage of redstone building, and create large buildings that can house Steve and all of his friends with massive libraries and enchantment areas. He can build elaborate traps or cool houses all across his adventure, and as a staple of the game, he has a ton of different ways to build.
Not to mention that Steve is surprisingly proficient when it comes to his use of building when it comes to combat, whether he can make walls and bridges in a short time to hold off enemies. This isn’t disregarding Redstone either, as he can make a variety of small but useful contraptions for the use of combat such as a launch pad, TNT cannons, arrow dispensers, minecart weaponization, etc.
Mining Prowess
Steve is basically an expert miner, having tons and tons of experience in traversing and exploring the underground to obtain ores and materials. He’s been shown to be able to craft on the fly in the underground to adapt to mining trips, and he as well as the rest of his friends have shown the capacity to make underground mining bases when they want to take on challenges such as the trials. He can smelt ores, craft tools, and enchant his tools all to further progress in mining– with his most powerful enchantments such as Looting or Efficiency extensively enhancing his capabilities in mining.
Non-Physical Interaction
Steve is able to physically harm Vexes, which are intangible and can phase through walls. Steve can also interact with Phantoms, who are basically nightmare monsters, and Wraiths, who are spirits. Steve can even interact with souls! Through the usage of specific weapons, Steve can gather the souls of mobs he’s defeated, allowing him to absorb it physically, but only if he wields the proper weapon to harvest them in the first place. It is also a conduit of power for various enchantments and the power source for various artifacts.
Survivability
Simply put, Steve is able to come back from dying. When Steve dies, they can essentially respawn back at the spawn point of the world or they can spawn at the position of beds– which are usually locally placed. This is a mechanic that does indeed exist even narratively, granted the existence of the Recovery Compass and is implied to exist in animatics. Although Steve is able to come back from the dead, he does drop all of his weapons, which he may need to recollect if he doesn’t have extra stock in End Chests or other portable storages.
In addition, Steve is able to heal naturally overtime when fully fed, similarly having the ability to heal himself just by eating food– including from damage such as being dunked in lava, set on fire, being physically rotted to near-death, being poisoned, being frozen, being shot with arrows or tridents, and being spat on. To a similar degree, Steve can even purify all status effects on him at once through drinking milk, allowing him to cut off any ill effects, however it will also cut off any positive effects as well.
Terrarian
Inventory Usage
The Terrarian’s inventory is what allows him to hold and scavenge as many items as he does, which can hold up to fifty items. They can also hold tons of coinage as well as four special ammo slots, although others can be stored normally. They can also delete objects in their inventory, permanently destroying them. They can even hold up to six accessories at once with two sets of armor– one of vanity and one worn– as well as extended equipment such as their hook, mounts, and Minecarts. They have further capability of storing items, however this will be brought up later.
Weapon Mastery
The Terrarian is absolutely versatile, holding the skill to wield hundreds of different weapons in different classes and succession. They can use swords, shields, spears, knives, maces, axes, staffs, guns, and bows all with tons of skill and precision, as well as constantly swapping these weapons out across their adventure. They’re also capable of using magical weapons and summoner staves with tons of power, which they can use constantly and work around their mana supply. With the use of all of their weapons, they can take down tons of different complicated and intricate mobs and bosses.
Building Prowess
The Terrarian is able to swiftly construct buildings including entire villages all across the world, holding several capabilities of and ways to amplify the means of building through items. The Terrarian has the means to wield his skill of building in combat, granted the usage of items such as boulders or cannons. This can allow the Terrarian to form entire arenas for boss fights, place down items that can amplify them in various ways, and form crafting stations on-the-fly so that they can craft up in order to restock on ammo and remake items if need be.
Mining Prowess
The Terrarian is a mining pro who’s shown tons of experience in the field, traversing dangerous caves in the Forest, Jungle, Corruption, and even the Desert each with their fair share of mobs as they go onto looting and mining the land. They have been able to mine all the way down to the Underworld, and can further progress in tool power so that they can break higher and higher classes of blocks. They can even craft on the fly if need be, and have shown the usage of several techniques in mining such as rope tossing or platform creating in order to make trips much easier and more efficient.
Non-Physical Interaction and Regeneration Negation
The Terrarian can interact with souls and use them to craft whatever object they can weaponise which is a key aspect in Hardmode. In addition to this, they are able to harm Wraiths, who are corrupted souls of the Eater of Worlds who attempt to kill the Terrarian in an effort to possess their body, as well as Poltergeists, who are non-physical to the degree that their only physical interaction comes from the energy that the pure hate in their bodies emits, and the Pirate’s Curse, the spirit of a dead pirate. Even in Pre-Hardmode, the Terrarian is able to physically harm and dissipate Ghosts with physical attacks from basic weapons, although the ability to interact with the souls of creatures in Hardmode may imply that they became more capable. Finally, the Terrarian can wield Moon Lord’s weaponry, which is more than likely the same Cthulhu who killed the Dryads– despite the immortality and physiologies of the Dryads who’s material self likely transcend the physical plane and reincarnate into new bodies, with all of them being able to come back overall due to their connection to the Land of Terraria. While this connection strengthened the Dryad’s in their fight, it ultimately led to the race of Dryad dying out except for the last one due to the Moon Lord’s power. More on this in the following section.
Survivability
There’s a special way to look at this regarding survivability, notably how beings in Terraria “resurrect” after being killed. For starters, we know that Dryads are the physical embodiments of Terraria itself, the same Dryads who were massacred by the Moon Lord before he got mutilated. Our Dryad (and yes, I mean the NPC) reincarnates for as long as Terraria exists due to how she “transcends the physical plane”. Being the proclaimed Champion of Terraria that the Gods of the world look highly upon, both stated by the Order of the Guide and the Dryad who hold inherent information and context of the world, means that the Terrarian likely does resurrect in a similar vein the Dryads do in order to persist on his quest of stopping Cthulhu’s return. Thus, the Terrarian likely comes back as long as the duty presents itself (as a reasoning for why resurrections would be canon), and the Terrarian is looked upon favorably enough by the Gods to come back for the sake of Terraria’s future if the champion continues to push onwards and keep fighting.
Resurrection Negation: On a related note, it’s pretty securely shown that the Dryads do physically align with Terraria in game too, with our Dryad showing in Dungeon Defenders 2 that she constantly swaps between her corrupted and purified forms because of the world evils present in the land and being able to control aspects of nature, and like all other NPCs, being able to reincarnate into a new body and identity when they die. So, the alignment is pretty explicit here, which the Moon Lord was able to wipe out the entire race years ago. The Terrarian holds access to the post-Moon Lord weaponry that is either directly from him, such as the Meowmere or Terrarian (the weapon), or being able to create weapons from the Luminite that Moon Lord drops, a “pebble from the Heavens” that is very likely to be comparable to the Moon Lord himself as it is his specific power source, and in nature is supposed to be the Moon Lord’s comparative drop to the Mech Bosses and the Pillars.
In a similar regard, respawns are very much canon to the game, hinted at through discussions with the Nurse NPC, and the existence of Graveyards and items such as the Cellphone and Recall Potion. Thus, even if the Terrrarian is killed and loses their physical form, they are able to return to the spawn point of the world or in their bedroom (if it is valid housing of course). As Classic is ultimately the standard game mode and (as the name implies) the original, the Terrarian likely retains their inventory upon death rather than lose any items besides coins. As implied with the Ghost enemy, who spawns from Gravestones that the Terrarian drops, the natural resurrection of Terrarian (which we will touch upon in a moment) works to resurrect beyond the soul too.
The Terrarian can also simply heal overtime by waiting, including damage that supposedly attempts to atomize them as well as attacks that pierce through them, attack their internal organs, freeze them, burn them, or poison them. They can purify positive status effects inflicted on them, and can gain powerful buffs including to their regeneration just by eating food they find.
Superhuman Luck
Simply put, in Terraria, the Terrarian has an in-game luck statistic that can be altered by their equipment. This includes using potions, using proper torches in a biome, or touching a ladybug. It can cause increased chances of events occurring, such as spawning coin portals from pots, creating the evil spirits of the Dungeon’s slaves, etcetera. The effects of luck can also affect the Terrarian’s aura– giving out positive energy that boosts others when they’re lucky, or giving off negative aura that’s perceived as a horrible curse if they are unlucky.
Weapons
Steve
Bladed Melee
Steve is able to wield a multitude of different swords and blades for combat, each with unique abilities and powers that make them.
Sword: The standard go to melee weapon for Steve.
Wooden Sword: A sword that’s made out of wood, perfect for a beginner.
Stone Sword: An upgraded sword made out of stone, which is great for the first nights.
Iron Sword: An upgraded sword made out of iron, dealing more damage than before.
Golden Sword: A sword made out of gold, it’s pretty weak…
Diamond Sword: A powerful blade, a mark for accomplishment in Steve’s hands which is equipped with Sharpness normally.
Netherite Sword: Steve’s most powerful sword accessible, it can deal tons of damage and holds the highest durability.
Hawkbrand: A legendary sword wielded by past warriors which can deal critical hits.
Sinister Sword: An evil spooky blade which can deal critical hits.
Claymore: A big, powerful sword which deals a ton of knockback.
Broadsword: An even more powerful version of the Claymore.
Great Axeblade: A powerful axeblade which becomes more powerful after rolling.
Heartstealer: A powerful sword that leeches health off of enemies when it hits them.
Obsidian Claymore: A claymore made out of obsidian found in the End.
The Starless Night: A powerful claymore that deals an even more powerful combo attack– where any excess damage done to mobs is instantly transferred to enemies that are nearby.
Frost Slayer: A frozen claymore enchanted with Sharpness, allowing it to deal extra damage.
Cutlass: A reliable sword that can deal powerful combo attacks.
Dancer’s Sword: A powerful sword that can deal combo attacks at a constant rate, increasing attack speed.
Nameless Blade: A powerful sword that weakens enemies when it hits them.
Sparkler: A powerful sword that amplifies Steve’s speed, allowing him to strike faster when using this weapon.
Soul Knife: A powerful melee weapon that can withhold the energy of souls inside of it. It has the ability to thrust forward as an attack.
Eternal Knife: An immortal, more powerful version of the Soul Knife, with the ability to pull in more souls.
Truthseeker: A more powerful version of the Soul Knife which deals more damage to mobs that are wounded.
Sawblade: A chainsaw blade which can deal constant hits.
Mechanized Sawblade: A chainsaw blade which is now mechanized, allowing to to deal more constant hits.
Coral Blade: A blade made out of coral that can rapidly strike enemies.
Sponge Striker: While this sword might seem to be made out of dead coral, it can actually absorb energy in combat and exert it back onto attackers.
Daggers: Two dual-wielded blades that Steve wields.
Fangs of Frost: Really cold blades, which can slow mobs and imbue them with the Freezing effect.
Moon Daggers: Crescent-shaped daggers which can allow Steve to deal up to three times the damage normally when charged with souls.
Sheer Daggers: Steve can wield Shear Daggers [sic] which can strike enemies six times at once, dealing an area-of-effect in their combo.
Glaive: A long-ranged blade that Steve can use in combat.
Grave Bane: Equipped with Smite, this blade deals more damage to the Undead.
Cackling Broom: A broom that wields the exact same attributes as the Grave Bane.
Venom Glaive: A glaive that can spawn clouds of poison when it attacks.
Sickles: A pair of sickles that Steve can use in combat.
Nightmare’s Bite: A pair of grasshopper-shaped blades that Steve can use, creating poison clouds in combat.
The Last Laugh: With these sickles, it causes mobs hit and slain to drop more emeralds.
Rapier: A powerful rapier that Steve can strike forward with.
Bee Stinger: A powerful rapier which summons Bees on hit.
Freezing Foil: An icey rapier that freezes enemies on hit.
Spear: A long-range melee weapon.
Fortune Spear: A spear enchanted with Fortune causing enemies to give more drops.
Whispering Spear: A spear which can perform double-hits on chance.
Spine-Chill Spear: A scary spear which maintains the same abilities as the Whispering Spear.
Tempest Knife: A powerful blade that Steve can use which boosts him after killing a mob.
Chill Gale: A blade that Steve can use, freezing enemies and giving Steve a speed boost upon killing them.
Resolute Tempest Knife: A powerful blade that Steve can use which boosts him after killing a mob, which further deals more damage onto injured mobs.
Void-Touched Blades: Two dual swords which Steve can wield, obtained from the End. They deal rising damage in the form of a multiplier as Steve deals damage.
The Beginning and the End: An upgrade to the Void-Touched Blades remaining functionally the same, however now gaining the ability to leach health from mobs.
Soul Scythe: A scythe that Steve can wield which is able to steal souls from enemies.
Frost Scythe: A scythe that can freeze mobs as well as steal their souls.
Skull Scythe: A scythe with skulls on it, wielding the same exact attributes as the Frost Scythe.
Jailor’s Scythe: A scythe that binds and chains enemies, allowing them to be freely hit and have their soul snatched.
Backstabber: A powerful weapon which deals more damage to unsuspecting enemies.
Swift Striker: A powerful weapon which deals more damage to unsuspecting enemies with a chance to strike twice.
Katana: A legendary weapon that Steve can wield.
Dark Katana: A legendary weapon that Steve can wield, smiting down and dealing extra damage to the undead.
Master’s Katana: A powerful katana forged with history, it can now deal critical hits to enemies.
Blunt Melee
Steve can wield various blunt weapons in combat, which usually come in the form of very powerful melee weapons that can hit multiple enemies at once.
Axe: A powerful weapon that Steve can wield meant for chopping down trees and splitting logs. It can deal a powerful spinning attack for area-of-effect.
Firebrand: A flaming axe that ignites enemies hit by it.
Highland Axe: A powerful axe which can also be wielded as a spear, due to its Halberd-like shape. It stuns enemies when hitting them.
Double Axe: An axe with two heads!
Cursed Axe: An axe enchanted with a curse that causes enemies that are killed to blow up.
Whirlwind: A windy axe that’s enchanted to cause powerful shockwaves every hit.
Anchor: An anchor that Steve wields at a slow rate but dealing powerful blows with it, being able to drag enemies towards him. It also allows Steve to resist knockback.
Encrusted Anchor: Like the normal anchor, it retains the same capabilities and disadvantages– however, it can also poison enemies on hit.
Battlestaff: A powerful melee weapon with a cool combo!
Battlestaff of Terror: A melee weapon like the standard Battlestaff that causes enemies to explode when they’re killed.
Growing Staff: A melee weapon like the standard Battlestaff which deals more damage to already-hurt enemies.
Boneclub: A massive club made out of solid bone which deals a ton of knockback.
Bone Cudgel: A massive boneclub that can be used to deal extra damage to Illagers in specific.
Great Hammer: A gigantic hammer that Steve can swing around dealing massive shockwaves of damage.
Hammer of Gravity: A purple hammer that harnesses the power of gravity, pulling in enemies.
Bonehead Hammer: A skull-themed hammer that also harnesses the power of gravity.
Stormlander: A powerful hammer that wields the power of lightning, shocking enemies it hits.
Mace: A powerful weapon where it gains more power when the more the monumentum, dealing a ton of damage when falling.
Flail: A mace alternative that wraps around enemies, chaining them up.
Sun’s Grace: A mace that deals damage and heals allies around Steve.
Gauntlets: Powerful melee gauntlets that Steve can beat on enemies with.
Fighter’s Bindings: Powerful melee gauntlets that offer a greater melee combo.
Maulers: Powerful melee gauntlets that amplify Steve’s combat speed.
Soul Fists: Armored gauntlets that can allow Steve to deal up to three times the damage on chance when he obtains souls.
Bows
Bow: The most basic type, a wooden bow that shoots arrows.
Tipped Arrows: Seen in Miscellaneous, Steve can shoot arrows tipped with potion effects.
Spectral Arrows: Golden arrows that surround those hit by it in a golden aura that Steve can see through walls.
Bonebow: A variation of the stock Bow who’s arrows can grow in size when shot.
Twin Bow: A variation of the stock Bow which can shoot at two enemies at once.
Haunted Bow: A spooky bow that can shoot enemies at once.
Bubble Bow: A bow that can seal enemies in bubbles on fully-charged shots.
Bubble Burster: A variation of the Bubble Bow who’s shots can target multiple enemies when fully-charged.
Gloop Bow: A living bow that shoots bubbles which can target multiple enemies when fully charged.
Hunting Bow: A bow that causes pets to target enemies hit by it.
Ancient Bow: A hunting bow which shares the same ability, as well as being more powerful after a roll.
Hunter’s Promise: A hunting bow which has a chance to not consume arrows.
Master’s Bow: A hunting bow which deals 10% more damage.
Longbow: A bow which has a more powerful charged attack.
Guardian Bow: Charged shots from this bow are even more powerful.
Red Snake: This bow has a chance for its shots to explode on contact.
Power Bow: A bow with powerful charged attacks.
Elite Powerful Bow: A power bow with increased damage.
Phantom Bow: A powerful bow with increased damage.
Sabrewing: A heavenly power bow that heals enemies in radius of Steve as he does damage.
Shortbow: Aww, it’s so small and cute.
Love Spell Bow: A smallbow with a chance to enrage mobs when it hits.
Mechanical Shortbow: A smallbow with an accelerating firerate, allowing Steve to shoot many times faster per consecutive shot.
Purple Storm: A smallbow with an increased firerate.
Snow Bow: A bow that freezes enemies on hit.
Winter’s Touch: Like the Snow Bow, it freezes enemies on hit. It can shoot three shots at once when fully charged.
Web Bow: A freezing bow that can shoot three shots at once.
Trickbow: A bow with multi-shot, allowing it to hit multiple targets at once.
The Green Menace: A trickbow which creates poison clouds when shot.
The Pink Scoundrel: A trickbow which has a chance to enrage mobs.
Twisting Vine Bow: A bow made of the Nether’s twisting vines which has a trail of poison behind shots.
Weeping Vine Bow: A bow made of the Nether’s twisting vines, having a trail of poison behind it. When Steve rolls, he automatically charges an arrow in it.
Void Bow: A bow from the Echoing Void who’s shots get stronger overtime.
Call of the Void: A unique version of the Void Bow who’s shots have a chance to explode.
Wind Bow: A bow who’s shots pull in enemies.
Burst Gale Bow: A bow with windy shots. By rolling, Steve can charge an arrow automatically.
Echo of the Valley: A bow with windy shots with a chance for these shots to ricochet, allowing it to pull in multiple enemies.
Soul Bow: A bow which can gather souls from enemies.
Bow of Lost Souls: A skeletal soul tearing bow that can shoot multiple arrows at once.
Nocturnal Bow: A speed-stealing bow that can gather souls.
Shivering Bow: A freezing cold speed-stealing bow that gathers souls.
Crossbows
Crossbows are higher-tension hand-held bows which can shoot more powerful and faster arrows, which Steve can wield. He is able to charge shots and launch them later, even if they’re in the inventory.
Crossbow: The basic crossbow which can shoot standard arrows, faster than the average bow but in return having a slower fire rate.
Tipped Arrows: Seen in Miscellaneous, Steve can shoot arrows tipped with potion effects.
Spectral Arrows: Golden arrows that surround those hit by it in a golden aura that Steve can see through walls.
Fireworks: The crossbows can be filled with fireworks that can detonate.
Azure Seeker: A crossbow with a faster firerate than normal.
The Slicer: A crossbow with a chance to fire piercing shots.
Cog Crossbow: Mechanical crossbows which wind-up for attacks.
Pride of the Piglins: A crossbow with a chance to fire piercing shots.
Dual Crossbows: Steve can dual wield two smaller crossbows at once.
Baby Crossbows: Dual crossbows which can shoot out growing arrows.
Spellbound Crossbows: Dual crossbows which do extra damage vs. Enchanted mobs.
Exploding Crossbow: A crossbow which has detonating shots on contact.
Firebolt Crossbow: A crossbow which has the chance to shoot a chain reaction arrow.
Imploding Crossbow: A crossbow which pulls in enemies to the explosion.
Harpoon Crossbow: A harpoon crossbow which bypasses the standard weakness of bows not being able to function underwater.
Nautical Crossbow: A harpoon crossbow which has a chance to shoot piercing shots.
Heavy Crossbow: A crossbow with more powerful shots.
Doom Crossbow: A heavy crossbow that deals more knockback than normal.
Slayer Crossbow: A heavy crossbow with a chance to ricochet shots.
Rapid Crossbow: A crossbow with a much higher rate of fire and more ammo with much lower damage.
Auto Crossbow: A rapid crossbow who’s rate of fire increases as it shoots.
Butterfly Crossbow: A rapid crossbow that shoots at two enemies at once.
Scatter Crossbow: A crossbow which shoots three arrows in other directions.
Harp Crossbow: A crossbow that shoots five arrows at once.
Lightning Harp Crossbow: A crossbow with a chance for any of the three shots to ricochet.
Burst Crossbow: A crossbow that shoots multiple high-velocity projectiles.
Corrupted Crossbow: A corrupted crossbow that shoots multiple high-velocity projectiles, charging automatically when Steve rolls.
Soul Hunter Crossbow: A crossbow that shoots multiple high-velocity projectiles, being able to deal critical hits when it contains a soul.
Soul Crossbow: A crossbow that can gather souls.
Feral Soul Crossbow: A crossbow that can gather souls, having the chance to deal three times as much damage when it has souls gathered.
Voidcaller: A soul crossbow that harnesses the power of gravity, pulling enemies into its projectile.
Shadow Crossbow: A crossbow which has a chance to turn Steve into a non-physical Shadow form.
Veiled Crossbow: A crossbow which has a chance to turn Steve into a non-physical form, with the first attack Steve does in it still allowing him to stay in the form.
Shrieking Crossbow: A crossbow that can turn Steve into a non-physical Shadow form, with the first attack Steve does in it still allowing him to stay in the form..
Artifacts
Firework Arrow: Gives Steve a firework arrow that explodes on contact.
Fishing Rod: Stuns an enemy.
Death Cap Mushroom: Greatly increases attack and movement speed.
Boots of Swiftness: Applies Swiftness to Steve.
Flaming Quiver: Gives 7 burning arrows to Steve.
Torment Quiver: Gives 3 soul-gathering slowness arrows which can pass through walls. Costs 30 souls to cast.
Ghost Cloak: Grants Steve a Ghost Form, increasing speed and defense.
Wind Horn: The Wind Horn pushes away enemies and slows them down.
Gong of Weakening: The Gong of Weakening reduces the health and damage of mobs around it.
Light Feather: Steve rolls, pushing back mobs as well as stunning them.
Lightning Rod: Summons a heavy-damage lightning bolt at the cost of souls.
Shock Powder: Applies Stunned to mobs.
Love Medallion: Turns up to three nearby mobs into allies for ten seconds before killing them, gaining a damage boost against other mobs.
Iron Hide Amulet: Grants a defense boost.
Totem of Regeneration: Grants a healing aura around Steve for himself and allies.
Totem of Shielding: Protects Steve and nearby players from any projectiles.
Totem of Soul Protection: Although unused in the base game, has been demonstrated usage in gameplay videos on the Minecraft Dungeons YouTube channel. At the cost of souls, this artifact revives and heals nearby players, preventing them from dying for a short period of time.
Soul Healer: Heals the most injured nearby player at the cost of souls.
Corrupted Beacon: Unleashes a powerful beam of energy at the cost of souls.
Harvester: Creates a large explosion near Steve which consumes souls.
Corrupted Seeds: Targets eight nearby mobs who are grabbed by corrupted vines, poisoning them.
Ice Wand: Stuns enemies, and crushes them with a large ice block.
Enchanter’s Tome: Can apply enchantments to Steve or his allies/summons, including Double Damage, Fast Attack, or quicken allies.
Updraft Tome: Sends six mobs into the air before dropping them, dealing fall damage.
Scatter Mines: Places three mines that explode upon coming into proximity.
Satchel of Elements: Applies either Burning or Frozen, or strikes enemies with lightning. Only works on up to 7 enemies at once.
Eye of the Guardian: Fires a continuous laser beam at mobs, remaining active for a limited time.
Harpoon Quiver: Gives Steve 5 harpoon arrows that pierce through mobs which can work underwater, compared to standard arrows.
Satchel of Elixers: Grants Steve two random potions that benefit him.
Satchel of Snacks: Grants Steve a random food item that benefits him.
Blast Fungus: Shoots out three explosive fungus.
Powershaker: Steve’s next five melee attacks have the chance to blow up mobs.
Spinblade: A throwable projectile that ricochets between mobs before returning to Steve.
Thundering Quiver: Grants 5 thundering arrows that electrify enemies, shocking them.
Shadow Shifter: At the cost of souls, Steve can transfer into his Shadow Form.
Tome of Duplication: Copies the last consumable used by Steve.
Void Quiver: Grants Steve 5 void arrows that douse enemies in Void Liquid, allowing damage to be multiplied as it hits them until a max damage limit, removing the effect.
Miscellaneous
Whip: A melee weapon with extended range.
Vine Whip: A melee weapon from the Jungle which can poison enemies on contact.
Trident: An underseas melee weapon which Steve can throw at enemies.
TNT: A block of explosive material that can explode, destroying those in the vicinity.
Underwater TNT: Education Edition exclusive, this block of TNT can work underwater.
End Crystals: When placed, these Crystals are normally used to heal the Ender Dragon. However, they’re able to create a very powerful explosion.
Enchantments
Steve is able to wield various enchantments on his armor. While Steve can’t necessarily swap them on the fly without an anvil, he is able to enchant equipment freely if they’re unenchanted, meaning that he can add on powerful enchantments to gear that lacks them even without an Enchanting Table. However, various weapons and equipment have built-in enchantments that don’t conflict with the ability to add on new ones, meaning that the most Steve can wield on most gear is several basic ones (as seen in Minecraft) or four special ones (as seen in Minecraft Dungeons), three of which being Steve’s pick and one ultimately being dependent on what weapon or gear he uses. In addition, by using the Enchanter’s Tome, Steve is able to apply these enchantments unto himself directly or his summons.
Sharpness: Strengthens the weapon and increases the damage given.
Smite: Increases the damage given against undead mobs.
Sweeping Edge: Increases the speed and damage given against targets with sweep attack.
Looting: Increases the chance for mobs to drop items or consumables.
Fire Aspect: Sets mobs on fire. Steve can also apply this to his arrows, where they will inflict fire damage when they hit a mob.
Efficiency: Increases the mining speed of the tool.
Fortune: Increases the number of items dropped from a single block.
Silk Touch: Allows Steve to more precisely mine blocks.
Power: Increases the strength of the bow and its arrows.
Punch: Increases the knockback of arrows.
Flame: Sets the arrows shot by the bow on fire, allowing it to set enemies on fire..
Infinity: Grants infinite arrows.
Quick Charge: Decreases the reload time of the crossbow.
Multishot: Allows the crossbow to shoot three arrows at once. Steve can apply this onto other bows, giving the chance to shoot up to five arrows at once.
Impaling: Increases the damage given to mobs from tridents.
Riptide: Grants the wielder a swift spin attack via the trident when doused in water.
Loyalty: Makes the trident return to the wielder when thrown.
Channeling: Can summon lightning when it’s raining.
Unbreaking: Increases the durability of the used weapon.
Mending: Automatically repairs the used weapon when absorbing experience points.
Ambush: Steve deals more damage to enemies who are unaware.
Anima Conduit: Gaining souls heals Steve.
Artifact Synergy: Using an artifact strengthens Steve’s next attack.
Busy Bee: Gives Steve a chance to summon a bee on attack, stacking up to three bees.
Chains: Grants a chance for Steve to inflict an ensnaring debuff, chaining nearby enemies together and binding them.
Committed: Steve’s weapons deal increased damage to those already harmed.
Dynamo: Rolling increases Steve’s next hit’s damage.
Echo: Allows Steve to hit a follow-up attack occasionally.
Enigma Resonator: Increases Steve’s chance to deal critical hits if he absorbs souls, increasing up to 25%.
Freezing: Slows mobs after hitting them.
Guarding Strike: After defeating mobs, gives Steve a shield that reduces damage by 50%.
Illager’s Bane: Steve deals more damage to Illagers.
Leeching: Steve gets healed after defeating an enemy, up to 9% of their max health.
Pain Cycle: By dealing damage, Steve takes self-damage that grants one cycle of Pain Stacks. By getting up to five stacks of Pain Cycle, Steve’s next hit deals increased damage– up to 5 times his original damage.
Soul Siphon: When Steve hits an enemy, grants a 20% chance to absorb up to five souls per hit.
Stunning: Temporarily stuns enemies that Steve hits, up to 15%.
Thundering: Steve has a chance to call down lightning to strike enemies.
Unchanting: Steve deals up to two times the damage to enchanted mobs.
Weakening: Steve can reduce nearby enemy’s damage up to -40%.
Accelerate: Steve can increase his weapon’s firerate if he continuously fires it.
Artifact Charge: Steve’s next bow shot is increased when he uses an artifact.
Bonus Shot: Steve shoots a second, smaller shot that deals decreased damage.
Burst Bowstring: When Steve rolls, he shoots out an arrow that deals 40% of a charged shot’s damage.
Cooldown Shot: Reduces the cooldown of artifacts when shooting charged shots.
Dipping Poison: When using a healing potion, Steve is given up to twelve poisoned arrows.
Fuse Shot: Every (up to) third shot, Steve shoots out a timed explosive arrow that detonates, dealing increased damage.
Growing: Steve’s arrows grow when they’re shot, dealing more damage as they grow over longer distances.
Piercing: Steve’s arrows can be granted the piercing effect, allowing them to travel through enemies.
Prospector: Attacks can now cause enemies to drop more emeralds.
Radiance Shot: Gives a chance to spawn a small circular healing area of effect.
Rapid Fire: Increases the firing speed of shots.
Roll Charge: By rolling, Steve charges the next bow shot.
Supercharge: Charged shots deal more damage and knockback.
Wild Rage: Hitting an enemy can make it more hostile, attacking all those around it.
Chain Reaction: Steve has a chance to shoot five arrows in every direction.
Critical Hit: Steve has a chance to deal critical hits, doing up to three times his damage.
Exploding: Mobs explode after they are killed.
Gravity: Mobs are pulled towards attacks.
Radiance: Melee-specific variant of Radiance Shot, allows Steve to cast an area-of-effect healing when he deals damage with a 20% chance.
Refreshment: Killing a mob reduces the cooldown of healing potions.
Shockwave: The last combo attack that Steve performs now cast shockwaves.
Swirling: The last combo attack that Steve performs is now a spin attack.
Void Strike: Htiting a target grants a multiplier that grows, and is removed upon hitting the maximum level. It can go up to a multiplier of 5x damage.
Levitation Shot: After rolling, the next shot of Steve’s causes the enemy to go up into the air, dealing up to three times the normal falling damage.
Overcharge: Steve can charge his arrows even further beyond!!, going up to four charges.
Shock Web: The last few charged shots fired are connected with electricity that deal damage to enemies who make contact.
Tempo Theft: By hitting an enemy, Steve can absorb up to 50% of the enemy’s speed, and gives it to him for four seconds.
Terrarian
Standard Melee
I mean… yeah. The Terrarian wields a variety of different melee weapons, which usually take the form of swords (although there are outliers, of course), which they wield to take down monsters across their adventure.
Shortsword: A shortsword which Terrarian can attack enemies at a close range with.
Copper Shortsword: The Terrarian’s starter weapon.
Iron/Lead Shortsword: An upgrade to the Terrarian’s starter weapon.
Silver/Tungsten Shortsword: An upgrade to the Iron/Lead Shortsword.
Gold/Platinum Shortsword: An upgrade to the Silver/Tungsten Shortsword.
Gladius: A blade that brings out rapid strikes.
Terragrim: Unleashes a series of blurred slashes at high speeds.
Starlight: A powerful rapier-like blade which can pierce in front of the Terrarian at rapid speeds with light slashes.
Broadsword: A broadsword which the Terrarian can attack enemies with more knockback and wider range.
Copper Broadsword: The Terrarian’s starter weapon.
Iron/Lead Broadsword: An upgrade to the Terrarian’s starter weapon.
Silver/Tungsten Broadsword: An upgrade to the Iron/Lead Broadsword.
Gold/Platinum Broadsword: An upgrade to the Silver/Tungsten Broadsword.
Ice Blade: An icy sword that fires an ice like fireball when swung.
Enchanted Sword: The broadsword equivalent to the Terragrim, swings an enchanted beam.
Light’s Bane: A more agile upgrade to the Gold/Platinum Broadsword from the Corruption, and can spawn a Void Rift when swung.
Blood Butcherer: A more powerful upgrade to the Gold/Platinum Broadsword from the Crimson, and can inflict the Blood Butchered effect where the target is given more damage overtime.
Starfury: A sky-based sword which can call down stars upon enemies to hit them.
Murasama: A light katana that generates an additional slashing cut when swung.
Phaseblades: A lightsaber the Terrarian can throw and call back at will.
Phasesabers: A direct upgrade in Hardmode to the Phaseblades.
Bee Keeper: Summons bees when swung.
Blade of Grass: A grass-like blade that swings a razor-like projectile and can poison enemies.
Volcano: A flaming sword made from Hellstone that ignites enemies on fire and causes them to explode.
Night’s Edge: A sword of darkness that is a culmination of the Pre-Hardmode broadswords. It emits a wide arc of dark energy when swung.
Breaker Blade: A gigantic sword achieved after defeating the Wall of Flesh, dealing more damage to enemies under 90% health.
Cobalt/Palladium Sword: An upgrade to the previous swords as the earliest crafted broadsword in Hardmode. With the latter dealing more knockback with a slightly longer attack speed.
Mythril/Orichalcum Sword: An upgrade to the Cobalt/Palladium Sword made of Mythril/Orichalcum
Titanium/Adamantite Sword: An upgrade to the Mythril/Orichalcum Sword.
Chlorophyte Saber: An upgrade to the Titanium Sword, a quick-paced Saber which can shoot out poisonous spores that can go through walls.
Chlorophyte Claymore: An upgrade to the Titanium Sword, a long-range sword which can shoot out orbs of energy at enemies in an arc.
Excalibur: A Hallowed sword which are created from the remains of the Mechanical Bosses. Swings a large arc of light when swung.
Icy Sickle: A frozen sickle which can shoot out a blue projectile that pierces enemies.
Seedler: A nature-themed sword earned from Pantera which shoots out explosive nuts.
Bladetongue: A Crimson sword which can shoot out Ichor projectiles at enemies when it swings, melting through armor and reducing defense.
Brand of the Inferno: A weapon obtained from the Ogre in the Old One’s Army, it has a chance to set enemies on fire. By guarding with a shield and successfully defending an attack, the next melee attack can deal up to 5x damage.
Death Sickle: A dark purple scythe which can shoot out energy projectiles at enemies.
Keybrand: A big key sword which can be used against enemies, which deals more damage the lower an enemy is in health.
Flying Dragon: Obtained from Betsy in the Old One’s Army, this sword shoots out a piercing projectile that goes through walls which can hit enemies.
The Horseman’s Blade: A powerful sword obtained during the Pumpkin Moon event, this sword can hit enemies and call in homing Jack’o’lanterns that hit enemies and explode.
Christmas Tree Sword: A powerful sword obtained during the Frost Moon event, this sword shoots out a large number of ornaments to hit enemies.
Influx Waver: A sword…from space! A weapon that waves lightning swords that disappear around the target before coming back with two more projectiles with each swing.
True Excalibur: An upgrade to the Excalibur which shoots out an vibrant arc of light against enemies.
True Night’s Edge: An upgrade to the Night’s Edge which shoots out a massive area-of-effect projectile of darkness at enemies.
Terra Blade: A powerful sword which is crafted upon merging the True Excalibur and True Night’s Edge, shooting out powerful energy waves that pierce through enemies.
Star Wrath: One of the Moon Lord’s weapons, this weapon calls down several stars at once onto enemies as the Terrarian swings.
Meowmere: One of the Moon Lord’s weapons, this sword shoots out a rainbow cat as the Terrarian attacks.
Zenith: The Terrarian’s zaniest and most powerful sword, a combination of all of the weapons that the Terrarian has amassed across their journey. It can attack at a wide range, swinging all of its swords in a large arc/area of effect at a rapid speed. The sword is able to home in on enemies, as well as ignore invincibility frames and spawn in several attacks at once.
Sub-Melee
While the Terrarian can wield more general melee weapons, he has more than just the blades, as he has different types of melee weapons as well as the… more weird options.
Yoyos: Case in point, one of the sub-classes of Melee is the Terrarian’s usage of Yoyos.
Wooden Yoyo: The most basic yoyo, created with wood and cobwebs.
Malaise/Artery: Corruption and Crimson specific respectively, these yoyos range in power. While the Artery is slightly more powerful, the Malaise has a greater range, knockback, and duration.
High-Five: A yoyo that summons killer bees as it hits an enemy.
Cascade: A yoyo that sets enemies on fire.
Valor: A high-power yoyo found in the Dungeon.
Hel-Fire: An upgrade to the Cascade yoyo, found in Hardmode, it inflicts the Hellfire debuff.
Amarok: A frozen yoyo that inflicts the Frostbite / Frostburn debuff.
Code 2: One of the yoyos that the Terrarian can use with infinite airtime,
Kraken: An infinite airtime yoyo with high crit chance and afterimage creation, as well as the biggest hitbox.
The Eye of Cthulhu: The second strongest yoyo that the Terrarian wields, dropped from Mothron.
Terrarian: Seized from Moon Lord, this is the Terrarian’s strongest yoyo. As it spins, it shoots out green homing projectiles towards enemies around it.
Boomerangs: This is considered melee?
Wooden Boomerang: The starter boomerang for the Terrarian.
Enchanted Boomerang: An upgrade to the Wooden Boomerang.
Ice Boomerang: A counterpart to the Enchanted Boomerang, now inflicting the Frostburn debuff onto enemies.
Shroomerang: Similar to the Enchanted Boomerang…but mushrooms….
Trimarang: A culmination of the former three boomerangs mentioned, allowing the Terrarian to throw all three of them at once.
Thorn Chakram: Inflicts the Poisoned debuff onto enemies and ricochets off of surfaces before returning.
Fruitcake Chakram: The Thorn Chakram but jolly.
Bloody Machete: One of the unique kinds of boomerangs, as it is thrown downwards before returning instead of how boomerangs are usually thrown.
Combat Wrench: Dropped by the Mechanic., nothing else to note.
Flamarang: A fiery upgrade to the Enchanted and Ice Boomerang, now inflicting Hellfire debuff onto enemies.
Flying Knife: Erratically throws a controllable knife before returning at the wielder’s will.
Light Disc: Ricochets off of surfaces before returning, similar to the Thorn Chakram. But what’s special about this one is that it can be stacked up to five times, allowing for more DPS.
Sargeant United Shield: This reminds me of someone…. Unlike most other shields, this one can act as…an actual shield that can damage enemies at CQC and can ricochet off of multiple others at a high speed when thrown.
Possessed Hatchet: Homes onto enemies at a fast rate.
Paladin’s Hammer: One of the Terrarian’s strongest and fastest boomerangs. Can pierce up to five enemies.
Flails: Melee weapons that can be swung before being unleashed at a certain range.
Mace: The starter flail for the Terrarian.
Flaming Mace: A flaming upgrade to the Mace, inflicts the On Fire! debuff onto enemies.
Chain Knife: Fires chains to stab enemies at a high rate.
Chain Guillotines: A Hardmode upgrade to the Chain Knife, now firing two more chains with higher range.
Ball O’ Hurt: A flail of darkness created from the Corruption.
The Meatball: A blood stained flail born from the Crimson.
Blue Moon: An upgrade to the World Evil flails, found in the depths of the dungeon.
Sunfury: One helluva upgrade to the Blue Moon, inflicts the Hellfire debuff onto enemies.
Anchor: Under the sea….
KO Cannon: To get this weapon from a Blood Moon, this weapon really packs a punch despite not technically being a flail (yet is still considered one somewhat).
Golem Fist: A post-Golem upgrade to the KO Cannon, likely the remnants of Golem’s torn off arms.
Dao of Pow: Combining the spiritual forces of light and darkness, this flail could inflict the Confused debuff onto enemies, probably so they can find inner peace.
Drippler Crippler: Fires a spiky and gruesome boulder when swung.
Flower Pow: Fires petals that do damage when swung.
Flairon: A unique case for flails as this one doesn’t need to be charged before being swung. It can also create bubbles that home onto enemies as it does so.
Solar Eruption: Another unique case as this celestial weapon doesn’t have the usual mechanics of a flail, rather swinging an arc of solar energy that inflicts the Daybroken debuff onto enemies as they explode on contact.
Spears: For the more ranged approach to the Terrarian’s weapons, he can utilise spears such as….
Spear: The starter spear for the Terrarian.
Trident: A slight upgrade to the Spear.
Swordfish: Under the sea…reprise!
Obsidian Swordfish: A Hardmode upgrade to the Swordfish.
The Rotted Fork: A grotesque spear of the Crimson.
Storm Spear: Fires a small bolt of electricity when thrusted that deals 1.5x the base damage of the spear itself but half of it’s knockback.
Dark Lance: Inflicts the Shadowflame debuff onto enemies.
Cobalt Naginata/Palladium Pike: An upgrade to the previous spears as the earliest crafted spear in Hardmode, with the latter dealing more knockback with a slightly longer attack speed.
Mythril/Orichalcum Halberd: An upgrade to the Cobalt Nahinata/Palladium Pike made of Mythril/Orichalcum
Titanium Trident/Adamantite Glaive: An upgrade to the Mythril/Orichalcum Halberd.
Gungir: Emits hallowed light particles when thrusted at high speeds.
Chlorophyte Partisan: Emits a spore cloud when swung, which can go through walls.
Ghastly Glaive: A powerful spear that summons evil ghosts when it hits an enemy.
Mushroom Spear: A spear formed of mushrooms that strikes enemies, summoning mushrooms along the path which can hit enemies.
North Pole: A spear made of ice that shoots out a smaller projectile spear at enemies.
Bows
Bow: Powerful ranged weapons which can shoot out a variety of arrows.
Wooden Bows: The Terrarian’s starter weapons.
Iron/Lead Bow: An upgrade to the Terrarian’s starter weapon.
Silver/Tungsten Bow: An upgrade to the Iron/Lead bow.
Gold/Platinum Bow: An upgrade to the Silver/Tungsten Bow.
Demon/Tendon Bow: An upgrade to the Gold/Platinum Bow. Made from the remains of the World Evils.
Blood Rain Bow: A bow which rains 3 streams of blood from the sky with each shot.
The Bee’s Knees: Dropped by the Queen Bee. Converts standard arrows into a small swarm of bees.
Molten Fury: A bow from the fiery ores of the Underworld, one that lights standard arrows ablaze.
Hellwing Bow: Another bow from the likes of Hell. Converts standard arrows into flaming bats.
Repeater: A more powerful variant of the standard bow accessible in Hardmode which can be crafted.
Cobalt/Palladium Repeater: The earliest craftable “bow” for Hardmode.
Mythril/Orichalcum Repeater: An upgrade to the Cobalt/Palladium Repeater.
Titanium/Adamantite: An upgrade to the Mythril/Orichalcum Repeater.
Hallowed Repeater: An upgrade to the Titanium/Adamantite Repeater.
Chlorophyte Shotbow: An upgrade to the Hallowed Repeater, firing two to three arrows per shot.
Stake Launcher: Shoots out stakes onto enemies, pretty useful against vampires.
Marrow: The Skeleton Archers’ weapon. Converts standard arrows into bone arrows
Ice Bow: A frost-like bow that converts any type of arrow into ice arrows.
Daedalus Stormbow: Practically a hallowed upgrade of the Blood Rain Bow, however it functions slightly differently with the mechanic of holy arrows raining from the sky.
Phantom Phoenix: A weapon from the Old One’s Army. Not only does it set standard arrows on fire, but it fires a phoenix-like projectile with every three shots.
Pulse Bow: Converts standard arrows into lasers that can ricochet off surfaces.
Aerial Bane: A bow from the mother of wyverns. Converts any type of arrow into a special fiery projectile called an “Aerial Bane” that bursts into six projectiles.
Tsunami: Auto-fires five grouped arrows per shot. Dropped by Duke Fishron.
Phantasm: The vortex bow that autofires four arrows per shot (as well as an extra phantasmal arrow) with varying ranges and velocities.
Firearms
Terraria has guns?! The Terrarian can wield a variety of different firearms to take down enemies, each with special effects or varying stats. They can all generally wield the same ammunition, which are listed in the later section about ammunition.
Guns: The Terrarian’s neutral special.
Minishark: An automatic machine gun that shoots out little bullets, illegal everywhere.
Flintlock Pistol: A slow-firing flintlock that shoots out projectiles.
Boomstick: This here is a BOOMSTICK! It shoots out several bullets in a spread.
Revolver: From the Travelling Merchant, this revolver shoots high velocity bullets at enemies.
Red Ryder: Aw man! Exactly what I wanted for Christmas! A surprisingly powerful BB gun.
Musket: An iconic weapon of the Renaissance which took over five minutes to load. Found in the Corruption, it has a slower firing speed but shoots out bullets at a high velocity and power.
The Undertaker: The Crimson’s unique handgun which shoots out powerful bullets.
Quad-Barrel Shotgun: A shotgun… but four times! Shoots out eight bullets in a spread at enemies.
Phoenix Handgun: A powered-up handgun created from Hellstone which shoots out stronger bullets.
Clockwork Assault Rifle: A three-round burst rifle which can be obtained from the Wall of Flesh.
Gatligator: A heavily inaccurate gatling gun with a 50% chance to not consume ammo.
Shotgun: A standard shotgun which shoots out three to five bullets at enemies.
Onyx Blaster: An upgraded shotgun which shoots a spread of four bullets and explosive crystal.
Uzi: A powerful gun that empowers bullets into higher velocity bullets, allowing them to hit enemies at faster rates than normal.
Megashark: A minigun that shoots very quickly, as it is an upgrade to the Minishark. Probably even more illegal, and definitely even more powerful.
Venus Magnum: A powerful handgun from Plantera that empowers bullets into higher velocity bullets, allowing them to hit enemies at faster rates than normal.
Tactical Shotgun: A shotgun dropped from Tactical Skeletons which shoots out a spread of six bullets.
Sniper Rifle: Boom. Headshot. This sniper rifle is really basic, as it simply allows the Terrarian to deal high damage and zoom out to view enemies at a range. It also has an extraordinarily high critical hit chance.
Chain Gun: A highly inaccurate minigun that shoots out bullets at very high speeds.
Xenopopper: A gun from space that shoots out bubbles which pop after a short time, sending out bullets at enemies.
Vortex Beater: A powerful gun from the Vortex Pillar which shoots out attacks at a high speed while launching out explosive blue projectiles at enemies.
S.D.M.G: A dolphin THAT SHOOTS BULLETS!!
Launchers: A more explosive and exotic variant of the Terrarian’s guns. See more in the ammunition section.
Snowball Cannon: Launches a barrage of snowballs, see more in the ammunition section.
Pew-Matic Horn: A horn that shoots out random objects with varying damage values, with heavier items shot out dealing more damage.
Star Cannon: A cannon which shoots out fallen stars as the ammunition, piercing through enemies.
Super Star Shooter: The Hardmode upgrade to the Star Cannon which shoots out even more powerful stars!
Grenade Launcher: KABLOOEY! This Grenade Launcher shoots out… grenades.
Rocket Launcher: Screamin’ eagles! This Rocket Launcher shoots out… rockets.
Proximity Mine Launcher: Launches proximity mines as the name suggests, utilises all rockets of any kind.
Jack O’ Lantern Launcher: Fires Explosive Jack O’ Lanterns onto enemies, see more in the ammunition section.
Snowman Cannon: A more jolly variant of the Jack O’ Lantern launcher, converts rockets into homing snowmen when launched.
Nail Gun: We Call of Duty’ing this up! The Terrarian has a gun…that fires nails!
Electrosphere Launcher: Converts rockets into an energy emitting ball of constant damage whenever it sticks to a target.
Celebration: A cute firework cannon that shoots out rockets.
Celebration Mk. 2: A powerful cannon dropped by the Moon Lord that acts as an upgrade to Celebration, launching out various types of projectiles (in movement, at least) who’s effects depend on the type of rockets used.
Magic Weapons
The Terrarian has a wide variety of magical weapons at his disposal. However, as powerful as they are, they acquire Mana for them to be used.
Wands: The Terrarian’s main weapons when it comes to magic.
Wand of Sparking: The most basic tool, this wand is made of wood. It launches out a small fire projectile.
Wand of Frosting: A powerful upgrade to the Wand of Sparking, launching out a projectile of frosty flames, inflicting Frostburn on enemies.
Gem Staves: A group of different colored staves, with each staff using a different color of gem. The most powerful variant is the Diamond Staff, shooting out the most potent and swiftest projectile with the smallest use time.
Vilethorn: A staff gained from the Corruption, shooting out a long rope of thorns that pierce through enemies.
Crimson Rod: A staff gained from the Crimson, forming a cloud above enemies which drops damaging rain unto them.
Thunder Zapper: Yee-ouch! A staff which shoots out small light blue projectiles which move in a zig-zag fashion.
Aqua Scepter: A powerful staff from the Dungeon which shoots out a stream of water at enemies. And yes, it’s effective.
Magic Missile: A staff which shoots out an explosive projectile which the Terrarian can control, redirecting it around walls and right into enemies.
Sky Fracture: A powerful Hardmode upgrade from the Magic Missile, launching out three swords from behind the Terrarian at enemies.
Rainbow Rod: An even stronger variation of the Magic Missile, shoots out a controllable explosive rainbow projectile.
Weather Pain: A staff gained from the defeat of Deerclops, it shoots out a powerful tornado that homes in on and pierces through enemies.
Flamelash: A staff similar to the Magic Missile which launches out explosive flaming projectiles.
Flower of Fire: Let’s-a-go! This staff is simply a flower. However, it’s quite powerful, being able to shoot out bouncing fireballs at enemies.
Flower of Frost: The far more powerful hardmode variant of the Flower of Fire, inflicting the Frostburn debuff.
Meteor Staff: A powerful magical staff which calls down meteors to hit enemies.
Crystal Serpent: A cute staff that fires pink splitting bolts of energy.
Crystal Vile Shard: A staff that shoots out several projectiles at once in a straight line, passing through walls.
Life Drain: A skull on a staff which can drain the life of all enemies near the Terrarian’s cursor, healing the Terrarian as it pulls life from the eyes of their enemies… brutal.
Poison Staff: A staff which shoots out three burst fangs inflicting Poisoned! on enemies.
Venom Staff: An upgrade to the poison staff that shoots out acid venom needles, melting through enemies.
Frost Staff: A staff which shoots out rapid bursts of ice that inflict the Frostburn debuff.
Unholy Trident: A… trident. It shoots out purple tridents made out of energy.
Tome of Infinite Wisdom: A staff with a book on the end which summons powerful tornadoes towards enemies.
Nettle Burst: What could be seen as effectively a Hardmode upgrade to the Vilethorn, the Nettleburst shoots out a long range line of vines that travels through walls and pierces enemies.
Resonance Scepter: The Princess’s weapon, emits circular pulses of light when used.
Inferno Fork: Fires a fireball that explodes into a long lasting cloud of flames.
Shadowbeam Staff: Fires a near instantaneous beam of darkness that bounces off blocks and is unaffected by gravity.
Spectre Staff: Fires homing “lost soul” projectiles that pierces up to 3 enemies depending on where the Terrarian’s cursor is at.
Staff of Earth: Throws a giant boulder that rams and pierces up to five enemies.
Bat Scepter: Fires a swarm of bats that home onto enemies, 2-3 of them per shot.
Blizzard Staff: Rains a barrage of icicles upon enemies, 6 of them per shot.
Razorpine: Fires a barrage of pine needle projectiles at a high velocity.
Betsy’s Wrath: Shoots 3 arcs of fireballs that rains and explodes on impact which penetrates armor.
Magic Guns: Y’all getting me mixed up with these classes.
Roman Candle: A firework gun!
Space Gun: A gun from space that shoots lasers. Doesn’t require Mana when wearing Meteor armor.
Bee Gun: Shoots out a swarm of bees that home onto the target, and can pierce up to 7 enemies.
Wasp Gun: A Hardmode upgrade to the Bee Gun.
Gray Zapinator: Originally a test weapon used by developers in the olden days, fires lasers of varying damage and velocity.
Orange Zapinator: A Hardmode upgrade to the Gray Zapinator.
Laser Rifle: A rifle that shoots lasers, done and done.
Leaf Blower: Fires a rapid barrage of leaves towards a single target.
Heat Ray: Fires an instantaneous laser towards enemies, pierces up to 10 of them in the older versions.
Rainbow Gun: Moreso of a support weapon for the Terrarian, fires a stationary rainbow that damages enemies when they come into contact, and lasts up to 40 seconds until another rainbow is fired.
Charged Blaster Cannon: Fires energy blasts onto enemies with multiple firing stages. First, it fires a single non piercing orb before doing so at a rapid speed with 6 orbs a second, then a larger orb with infinite piercing will be fired at 2-3 orbs a second, and finally, it unleashes a big fuck off laser.
Laser Machine Gun: Spins up to 2 seconds before firing rapid and inaccurate lasers at a high firing rate.
Bubble Gun: Fires a short ranged spread of bubbles, 3 with each shot.
Spell Books: READ MF!!!!
Water Bolt: Shoots a slow water projectile that ricochets up to 5 times and pierces up to 10 enemies before dissipating.
Book of Skulls: Shoots a slow flaming skull that homes onto enemies.
Demon Scythe: Shoots dark circular scythes that have little movement before gaining high velocity as it pierces up to 4 enemies.
Cursed Flames: Shoots cursed fireballs that ricochets up to 5 times and pierces up to 2 enemies as it inflicts the Cursed Inferno debuff onto them.
Golden Shower: Shoots PISS onto enemies, inflicting the armor penetrating Ichor debuff.
Crystal Storm: Shoots out a rapid barrage of crystals.
Magnet Sphere: Casts a slow sphere of electricity that shoots lightning when near enemies.
Razorblade Typhoon: Shoots out water razorblades that home and stick onto enemies before dissipating up after 2.5 seconds.
Lunar Flare: Calls upon a bombardment of celestial fireballs that can phase through blocks depending on where the Terrarian’s cursor is at.
Whips
The Terrarian uses whips to help command his summons and sentries (more on those in the Support section) while also having a way to defend himself at a long range.
Leather Whip: The starter weapon for Terrarian summoners gained from the Zoologist.
Snapthorn: Crafted out of jungle materials, this whip inflicts Poison debuffs onto enemies.
Spinal Tap: More effective against multiple targets than most whips.
Firecracker: Explosions occur once enemies are hit by summons when hit by this whip while inflicting the Hellfire debuff.
Cool Whip: A cooler counterpart of the Firecracker.
Durendal: Granted Durendal’s Blessing to the Terrarian, benefitting a 25% increase in whip attack speed.
Morning Star: Grants a 12% increase in critical strike chance for summons.
Dark Harvest: Imbues enemies with darkness when inflicting them with Harvest Time, giving the Terrarian an increase in whip attack speed.
Kaleidoscope: The strongest whip the Terrarian has, grants a 10% increase in critical strike chance for the Terrarian’s summons.
Miscellaneous
The Terrarian also has his own fair share of other weapons that don’t fit any general classification, even though they are under a specific class regardless….
Shadowflame Knife: A throwing knife that inflicts the Shadowflame debuff onto enemies and ricochets off of them 2 times.
Sleepy Octopod: A staff that spins as it charges a powerful spam attack.
Sky Dragon’s Fury: A post-Golem upgrade to the Sleepy Octopod, now leaving behind an energy trail when spun before unleashing 3 energy emitting balls that deal constant damage whenever it sticks to a target.
Scourge of the Corruptor: A javelin of the Corrupters that summons 2-4 tiny eaters that home onto enemies with each throw.
Vampire Knives: Throws a spread of knives with a special life stealing ability.
Daybreak: A celestial spear of the sun that sticks onto enemies when rapidly thrown, exploding them with solar energy and inflicting the Daybreak debuff that stack.
Shuriken: One of the first weapons the Terrarian can throw.
Throwing Knife: Sold by the Merchant.
Poisoned Throwing Knife: Now inflicts the Poisoned debuff when thrown.
Bone Throwing Knife: Can pierce up to five enemies.
Rotten Egg: Obtainable at Halloween.
Star Anise: Obtainable at Christmas.
Spiky Ball: Can be thrown multiple times on the ground to level the playfield.
Javelin: I’M GREEK NI-
Bone Javelin: Can stick onto enemies when thrown, dealing constant damage.
Molotov Cocktail: Bursts into flames when thrown.
Grenade: Lil’ grenades that the Terrarian can throw, dealing tons of damage.
Beenades: Grenades that drop bees. Not the bees!!
Sticky Grenade: Grenades that now stick to surfaces and enemies.
Bouncy Grenade: Grenades with bouncy pink gel that give them a hop.
Happy Grenade: Can explode confetti? That’s cool.
Holy Hand Grenade: Used best on evil bunnies, deals over 600 damage.
Paintball Gun: A three-shot burst weapon that shoots out multi-colored paintballs which consume no ammo or magic.
Harpoon: A pretty powerful harpoon with a really quick firerate! The speed of which this shoots is dependent on how long it takes to return back after being shot.
Ale Tosser: Dropped by the Tavernkeep NPC, the Ale Tosser allows the Terrarian to throw out ale. Pretty simple…
Bone Glove: A glove that allows the Terrarian to throw magical bones at people. It was once a weapon, but has since become an accessory that throws bones alongside the Terrarian’s basic attacks.
Toxikarp: A fish that spews toxic bubbles that inflict the Poisoned debuff onto enemies. Requires no ammo.
Piranha Gun: A mechanical gun that launches piranhas that stick to nibble onto enemies. Requires no ammo.
Flamethrower: Unleashes large streams of fire and inflicts the Hellfire debuff onto enemies.
Elf Melter: A jolly upgrade of the Flamethrower, inflicts the Frostbite debuff onto enemies. So that’s what Santa does to the elves….
Magic Dagger: Throws magic daggers, it is what it is.
Medusa Head: Strucks nearby foes with near instantaneous beams of light.
Clinger Staff: Conjures pillars of cursed flames, it also inflicts the Cursed Inferno debuff when enemies come into contact with them.
Spirit Flame: Creates slow but powerful spiritual flames of darkness around the wielder that home and explode onto the target.
Shadowflame Hex Doll: Unleashes powerful shadowflame tentacles that damage enemies and inflict the Shadowflame debuff in doing so.
Magical Harp: Conjures musical notes with infinite piercing and aren’t affected by gravity with different functions. The closer the Terrarian is towards an enemy, the more powerful albeit slower musical notes are played, and vice versa if the Terrarian’s at a long range.
Toxic Flask: Throws a flask that emits a toxic cloud inflicting the Poisoned debuff when shattered.
Nightglow: A lantern that emits four crystals of light that home onto enemies per use. Each of these projectiles can pierce enemies and hit up to three times.
Stellar Tune: A guitar that rapidly conjures stars that travel to wherever the Terrarian’s cursor is in a wave like pattern.
Nebula Blaze: A powerful fist of magic that is empowered by Orion’s belt, with a ⅓ chance to shoot out a powerful blast of arcane energy that homes in on enemies.
Nebula Arcanum: A powerful orb that shoots out masses of astral energy that home in on enemies.
Last Prism: One of the Terrarian’s strongest magic weapons at his disposal. Fires several beams of light while slowly converging into creating one powerful beam.
Equipment
Steve
Steve is able to wield a variety of equipment that aids him in various ways, generally out of combat but he has a few that are applicable in specific situations.
Knowledge Book: Although you might not think of it as the most important, this book gives Steve all of his recipes for crafting. And yes, it is an item, not just an inventory UI.
Pickaxes: Steve’s go-to harvesting tool when mining, which works best on stone. When upgraded to Diamond or above, it can break obsidian.
Prospector: When Steve slays an enemy with it, they drop more emeralds.
Efficiency: Increases the mining capability of the Pickaxe.
Unbreaking: Decreases the damage that the Pickaxe takes from natural usage.
Mending: Allows the ability to passively fix the Pickaxe as it takes durability damage by imbuing it with experience points.
Fortune: Increases the amount of drops per certain blocks, such as ores.
Silk Touch: When destroying a block, rather than imperfect reconstruction, blocks are perfectly reformed for Steve to pick up.
Shovels: Steve’s go-to tool when mining dirt and other adjacent blocks, it is the fastest way to destroy these sorts of blocks.
Pathing: Not an enchantment but an ability, by right-clicking, Steve can pathe grass.
Efficiency: Increases the digging capability of the Shovel.
Unbreaking: Decreases the damage that the Shovel takes from natural usage.
Mending: Allows the ability to passively fix the Shovel as it takes durability damage by imbuing it with experience points.
Fortune: Increases the amount of drops per certain blocks, such as ores.
Silk Touch: When destroying a block, rather than imperfect reconstruction, blocks are perfectly reformed for Steve to pick up.
Hoes: They’re farming tools. That’s pretty much it.
Efficiency: Increases the digging capability of the Hoe.
Unbreaking: Decreases the damage that the Hoe takes from natural usage.
Mending: Allows the ability to passively fix the Hoe as it takes durability damage by imbuing it with experience points.
Fortune: Increases the amount of drops per certain blocks, such as ores.
Silk Touch: When destroying a block, rather than imperfect reconstruction, blocks are perfectly reformed for Steve to pick up.
Flint and Steel: As the name implies, Steve wields a pair of flint and steel which can be used to set objects on fire. Fire Charges work effectively the same way, however it is instead a one-time use.
Unbreaking: Decreases the damage that the Flint and Steel takes from natural usage.
Mending: Allows the ability to passively fix the Flint and Steel as it takes durability damage by imbuing it with experience points.
Fishing Rod: A fishing rod that can be used for fishing or pulling in players. Basically the same thing if you think about it.
Unbreaking: Decreases the damage that the Fishing Rod takes from natural usage.
Mending: Allows the ability to passively fix the Fishing Rod as it takes durability damage by imbuing it with experience points.
Lure: Makes it more likely for something to bite the fishing hook.
Luck of the Sea: As the name suggests, simply increases the luck of Steve when he’s fishing, shifting what he’s more likely to draw in.
Torches: A natural light-source that Steve often uses. They can be placed on walls or on the floor, but not upside down.
Redstone Torch: Torches that are used to emit a constant redstone source.
Soul Torch: Turquoise-colored torches that can repel Piglins.
Jack O’ Lanterns: Pumpkins with torches inside of them, which give the torches a placeable block form that cannot be destroyed by water or getting pushed.
Colored Torches: Education Edition exclusive, these torches come in four different colors (Red, Blue, Green, or Purple)
Underwater Torch: Education Edition exclusive, these torches can be placed underwater and still emit light.
Shears: A pair of shears that can be used to harvest various blocks or cut wires.
Efficiency: Increases the digging capability of the Shears.
Unbreaking: Decreases the damage that the Shears takes from natural usage.
Mending: Allows the ability to passively fix the Shears as it takes durability damage by imbuing it with experience points.
Silk Touch: When destroying a block, rather than imperfect reconstruction, blocks are perfectly reformed for Steve to pick up.
Buckets: Containers that can house various different materials.
Water: A bucket of water that can completely negate fall damage and allow Steve to swim up walls by placing source blocks on them.
Bucket of Fishes: As seen in Support, Steve can hold buckets with various aquatic animals. This includes animals like the Axolotl, who can directly support Steve in combat.
Lava: A bucket of lava which Steve can dump on unsuspecting foes.
Powdered Snow: A bucket of powdered snow that can completely negate fall damage and freeze those caught in it.
Milk: Taken from another mob, likely a cow, this milk can be used to remove all status effects afflicted on Steve– however, including any Steve puts on himself.
Compass: A compass which points Steve, rather from North and East, to the spawn point of the world. This can be shifted towards beds that Steve has set his spawn point to.
Recovery Compass: A special compass made by Steve which allows him to track where he dies, allowing him to come back to a fight and retrieve his items.
Totem of Undying: When held in an off-hand, it can be used to prevent Steve from dying, although Steve can only hold three at a time. It restores Steve’s health slightly, removes all of his status effects, and grants several other status effects:
Regeneration II for 45 seconds.
Absorption II for 5 seconds.
Fire Resistance for 40 seconds.
Able to pick up Steve and bring him back up to land if he falls down a hole, although he still takes damage.
Shield: When you wield a weapon, you also need a shield to defend yourself. It can block anything from basic attacks, fireballs, thrown projectiles, to explosions. However, it is vulnerable to blunt weapons like axes so if it gets hit by one, the wielder gets staggered from using it for a short time.
Clock: A special item that allows Steve to tell the time.
Bed: Steve can place a bed down to move his spawnpoint. However, if it’s destroyed or obstructed, Steve will return to his original spawnpoint in the world.
Maps: Maps that can relay information about the environment and reveal players, unless they’re invisible or hidden.
Spyglass: A special item that Steve can use to zoom in on things at a distance created by a piece of amethyst.
Brush: A little brush that can be used to precisely brush away mysterious sand and dig up artifacts.
Storage Items: Various blocks and items can be used to carry-on objects, usually needing Steve to have them on-hand.
Bundle: A small bag that Steve can put objects in, being equivalent to one non-stackable object or 64 total stackable objects.
Shulker Box: While not an upgrade to the bundle directly, the Shulker Box acts as a portable chest that carries items within it, even when destroyed. Although Steve can see what’s stored inside, he needs to open it to empty and use contents.
End Chest: A chest where the contents are locked to Steve alone, meaning he can use a personal storage that no one can access via this unit. However, it can only be accessed when placed down.
Lead: A rope with a sticky knot which can tie around mobs to pull them around and tie them to blocks.
Goat Horns: Can be used to produce loud sounds.
Honeycombs: Can be used to “wax” objects, preventing signs from being edited and preventing the oxidation of copper blocks.
Boat: A boat which Steve can ride on, allowing him to travel fast across water and even faster across ice.
Chests: Boats can be equipped with chests.
Minecarts: Kinda like boats but on land and with wheels. They are placed on rails and travel with them.
Furnace: Minecarts can be crafted with and be powered by furnaces.
Chests: Minecarts can be equipped with chests.
Hoppers: Minecarts can be equipped with hoppers that can transport items.
TNT: Minecarts that BOOM! They can explode when activated.
Rails: Short rails that can be put down, allowing the placement of Minecarts.
Standard: The gold standard of rails with nothing special going on. When a lever is pulled, they can change direction.
Activator: Activator rails activate minecarts, ejecting entities from them, igniting TNT placed inside, or unlock hoppers.
Powered: Rails that speed up minecarts when powered on.
Detector: Rails that activate a redstone signal when a minecart passes through it.
Egg: He can throw eggs!! They have a chance to drop baby chickens.
Snowball: A throwable ball of snow which dealt knockback… dealt, because it doesn’t anymore.
In Minecraft Dungeons, they are homing and stun enemies on hit. However, they are not spammable.
Wind Charge: A ball of elemental wind that can be used to launch Steve or other enemies around, particularly used with the Mace.
Anvils: Normally used to enchant and repair blocks, it can be dropped onto enemies to kill them.
Respawn Anchors: Used in the Nether to respawn Steve, they can also be placed down and filled with glowstone to detonate them– causing a large explosion.
Beacon: The most valuable item in Minecraft. Provides useful status effects when near it at a certain radius. The strength of the status effects depends on the amount of blocks and their materials it is placed on top of, with the best being 164 Netherite blocks.
Conduit: A beacon but for underwater! Provides a variety of status effects that benefit ocean exploring like Waterbreathing, Night Vision, and increase in attack speed as well as the damage given to underwater enemies.
Bone Meal: A special bone fertilizer that can instantly grow plants.
Super Fertilizer: Education Edition exclusive, this is basically just a more powerful bone meal.
Balloon: Education Edition exclusive, Steve can attach these to mobs and make them fly away.
Medicine: Education Edition exclusive, Steve can use this to remove various status effects.
Antidote: Cures poison.
Elixir: Cures weakness.
Eye Drops: Cures blindness.
Tonic: Cures nausea.
Ice Bombs: Education Edition exclusive, Steve can throw this to instantly freeze water into ice.
Terrarian
Cannon: The Terrarian can shoot out cannonballs! By placing down this cannon, it can be used to launch projectiles.
Snowball Launcher: Like the cannon, but for snow.
Bunny Cannon: Like the cannon, but instead of cannonballs, it’s bunnies strapped with dynamite… oops.
Land Mine: The Terrarian can activate ground explosions that trigger when stepped on.
Traps: Traps that are usually triggered when someone interacts with an object in the system.
Statue Traps: Traps which activate a statue, which can summon a multitude of different enemies or pick-ups.
Dart Traps: Traps which activate, shooting out a poisonous dart. They have an upgrade that inflicts acid venom.
Geysers: Traps that explode into a pillar of flames, launching up victims and setting them aflame.
Lihzahrd Traps: Traps that are upgraded versions of the standard, including Super Dart Traps that deal double damage compared to their standard version, Spiky Ball Traps that launch out spiky balls, Spear Traps that… well… stab those unfortunate with spears, and Flame Traps that shoot out a flamethrower attack to ignite enemies.
Spikes: Coming in iron and wooden variants, the Terrarian can place these which damage enemies who make in contact.
Boulders: Balls of various materials such as cactus or rock that can crush enemies.
Explosive: Particularly used for mining, these explosives can destroy blocks and deal a ton of damage
Trapped Chest: Chests that activate wires on contact.
Actuators: Blocks that can be enabled to become intangible, allowing blocks to travel through or open up pits to deadly traps.
Bomb: A basic explosive that can be thrown to destroy blocks.
Sticky Bomb: A bomb covered in sticky gel.
Bouncy Bomb: A bomb covered in bouncy pink gel.
Scarab Bomb: A bomb that can aim dependent on the direction the Terrarian is in, making a deep explosion.
Bomb Fish: A bomb… but a fish.
Dirt Bomb: A bomb that turns the area around it into dirt.
Sticky Dirt Bomb: A dirt bomb… but sticky.
Dry Bomb: A bomb that seals up liquids around it.
Honey Bomb: A bomb filled with honey.
Lava Bomb: A bomb filled with lava.
Wet Bomb: A bomb filled with water.
Dynamite: A highly powerful explosive that’s greatest for destroying blocks.
Sticky Dynamite: Dynamite covered in sticky gel.
Bouncy Dynamite: Dynamite covered in pink bouncy gel….
Smoke Bomb: Ooo… I was never here…
Powder: Great for changing the world.
Purification Powder: Purifies the Corruption or Crimson.
Vile Powder: Spreads the Corruption. Can also corrupt bunnies during a Blood Moon, who are described as beings of purity who are immune to the Corruption while their resistances can be overcome during this time.
Vicious Powder: Spreads the Crimson. Also able to corrupt bunnies during a Blood Moon.
Thrown Water: Also great for changing the world, now in throwing weapon form!
Holy Water: Spreads the Hallow.
Unholy Water: Spreads the Corruption. Able to corrupt bunnies under a Blood Moon, who are described as beings of purity who are immune to the Corruption while their resistances can be overcome during this time.
Blood Water: Spreads the Crimson. Also able to corrupt bunnies during a Blood Moon.
Discord Rod: A rod that grants the Terrarian the ability to teleport anywhere he wants in range, however granting him a debuff that will cause him to take damage if he overuses the rod.
Rod of Harmony: A powerful variant of the Rod of Discord unlocked post-Moon Lord granting the ability for the Terrarian to teleport as much as he wants without the fear of taking damage.
Clentaminator: Even better, is able to create biomes as it spreads it’s solutions as ammo (more on that in the Ammunition section).
Terraformer: An Endgame upgrade to the Clentaminator, now reaches at a length of 90 blocks and a width of 7.
Miscellaneous
Steve
Potions
Steve is able to wield a multitude of different potions each with different effects, all of which Steve usually brews himself. He can throw in a bunch of special effects for both ways of damage he wouldn’t do normally and being able to massively buff or heal himself.
Healthy Potions
Steve can wield a variety of potions with “positive effects”, which personally benefit Steve. He can either drink these in a fight or more quickly splash them on himself, although this risks affecting others.
Potion of Healing: Heals Steve in a burst, allowing him to make up chunks of damage instantly.
Potion of Fire Resistance: Makes Steve immune to fire and lava damage.
Potion of Regeneration: Grants Steve regeneration.
Potion of Strength: Grants Steve extra damage with melee attacks.
Potion of Swiftness: Increases Steve’s movement speed and jump height.
Potion of Night Vision: Allows Steve to see in the dark and much more clear underwater.
Potion of Invisibility: Turns Steve invisible, although this doesn’t turn weapons or armor invisible.
Potion of Water Breathing: Allows Steve to breathe underwater.
Potion of Leaping: Increases Steve’s jump height.
Potion of Slow Falling: Causes Steve to descend in the air at a slower rate.
Harmful Potions
In addition to positive potions, Steve can wield potions with “negative effects”, which directly harm enemies. He can throw these at enemies through the usage of either standard splash potions or lingering potions that can constantly inflict their effects, or… he can drink them. For some reason.
Potion of Poison: Steve can inflict poison onto enemies.
Potion of Weakness: Vastly reduces enemy damage.
Potion of Harming: Deals instant damage that can bypass armor.
Potion of Slowness: Slows down enemies to 80% to 45% of their original speed.
Potion of Decay: A special potion that can induce the Wither effect, which rots and kills what it comes in contact with. Like the Potion of Harming, it can bypass armor, but deals overtime damage.
Tipped Arrows
As mentioned in the Bow section, Steve is able to tip his arrows in any of the preceding potion effects, meaning he can directly inject them into enemies for added damage or effect. He can even use this for some of his more obscure potions for cool combo effects, such as poisoning Silverfish to mine for him.
Food
By eating different foods, Steve is able to heal damage with certain foods being able to inflict special status effects. Every food item that Steve eats can grant a short-term stack of regeneration, as well, allowing Steve to regain his health in combat.
Steak: The most common food item that Steve uses, giving good nourishment.
Pork Chops: Similar to steak, giving generally the same amount of nourishment.
Rabbit Stew: One of the foods that give Steve the most hunger points back, it is very easy to take on the go.
Cake: Might be lying about how good it really is.
Honey Bottle: Mmm… raw honey…
Pufferfish: Gives Steve Nausea and Hunger for 15 seconds, and Poison II for a minute.
Spider Eye: Poisons Steve.
Chorus Fruit: Surprisingly edible, teleporting Steve to a random location around him.
Apple: Occasionally drops from trees, it’s fine.
Golden Apple: Yummers. Grants Steve Regeneration II for a minute and Absorption II for two minutes.
Enchanted Golden Apple: Also known as a God Apple, it grants Steve…
Regeneration IV for 30 seconds.
Absorption IV for 2 minutes.
Resistance for 5 minutes.
Fire Resistance for 5 minutes.
Carrot: Nyehh, what’s up doc?
Golden Carrot: One of the best items for Steve to eat, fulfilling nearly half of Steve’s hunger bar.
Terrarian
Ammunition
To benefit his ranged weapons, the Terrarian carries all sorts of ammunition, with each type having their own unique gimmick compared to one another.
Arrows: Ammo used for the Terrarian’s bows.
Wooden Arrow: The standard arrow for the Terrarian.
The Terrarian can draw from an infinite number of these with the Endless Quiver.
Flaming Arrow: An upgrade to the Wooden Arrow and sets foes on fire when shot.
Frostburn Arrow: An upgrade to the Flaming Arrow and does similar effects, with the exception of inflicting the Frostburn debuff onto enemies.
Bone Arrow: Pierces up to one enemy.
Unholy Arrow: Made from the Corruption, pierces up to five enemies.
Jester Arrow: Made from the fallen stars, can pierce infinite enemies with no limits.
Hellfire Arrow: Made from the fires of hell, explodes when shot.
Cursed Arrow: Made from the fires of the corruption, inflicts the Cursed Inferno debuff onto enemies which means that they can’t douse themselves in water to put the fire out.
Ichor Arrow: Made from the blood of the gods, inflicts armor melting debuffs of Ichor onto enemies.
Holy Arrow: Made from the powers of the Hallow, summons 1-2 fallen stars from the sky per shot.
Venom Arrow: Inflicts a stronger variation of the Poisoned debuff onto enemies when shot.
Heart Arrow: Stuns enemies when shot.
Chlorophyte Arrow: Ricochets up to four times until it “smart bounces” onto a nearby target.
Luminite Arrow: Quickly pierces up to three enemies while also firing an extra phantasmal projectile.
Bullets: Ammo used for the Terrarian’s guns.
Musket Ball: The standard bullet for the Terrarian.
The Terrarian can draw from an infinite number of these with the Endless Musket Pouch.
Silver/Tungsten Bullet: An upgrade to the musket balls.
Meteor Shot: Made out of meteorites, it can either ricochet off one time or pierce one enemy, but not both.
Cursed Bullet: Made out of the fires of the corruption, inflicts the Cursed Inferno debuff onto enemies, which sets them on flames so strong that not even water can stop it.
Ichor Bullet: Made with the blood of the gods, inflicts the armor melting debuff of Ichor onto enemies when shot.
Crystal Bullet: Shatters into crystallised pieces that damage enemies when shot on impact.
Venom Bullet: Inflicts a stronger variation of the Poisoned debuff when shot.
Party Bullet: Emits confetti when shot? Not much of a use unless it’s someone’s birthday.
High Velocity Bullet: Fastest bullets for the Terrarian as the name suggests.
Nano Bullet: Inflicts the Confused debuff onto enemies when shot by imbuing nanites into them.
Exploding Bullet: The name says it all.
Golden Bullet: When shooting an enemy using this kind, they drop more money due to being afflicted with the Midas debuff.
Chlorophyte Bullet: Actively homes onto nearby enemies.
Luminite Bullet: Quickly pierces up to an infinite amount of enemies.
Rockets: Ammo used for the Terrarian’s launchers.
Rocket I: A small rocket that does not destroy tiles on contact.
Rocket II: A small rocket that does destroy tiles on contact.
Rocket III: A large rocket that does not destroy tiles on contact.
Rocket IV: A large rocket that does not destroy tiles on contact.
Explosive Jack O’ Lantern: Bouncy pumpkins that explode in contact with the target. It is also used as ammo for the Jack O’ Lantern Launcher.
Cluster Rocket I: A rocket that bursts into miniature ones which does not destroy tiles on contact.
Cluster Rocket II: A rocket that bursts into miniature ones which does destroy tiles on contact.
Dry Rocket: A rocket that destroys liquids on contact.
Wet Rocket: A rocket that detonates on contact, filled with water.
Lava Rocket: A rocket that detonates on contact, filled with lava.
Honey Rocket: A rocket that detonates on contact, filled with honey.
Mini Nuke I: A miniature nuke that detonates with a massive blast radius that does not destroy tiles on contact.
Mini Nuke II: A miniature nuke that detonates with a massive blast radius that destroys tiles on contact.
Darts: Ammo used for the Terrarian’s dart guns.
Poison Dart: Inflicts poison onto enemies.
Cursqed Dart: Inflicts the Cursed Inferno debuff onto enemies.
Ichor Dart: Inflicts the Ichor debuff onto enemies.
Crystal Dart: Shatters into small crystalline parts on impact.
Solutions: Used for the Clentaminator/Terraformer to create any biome.
Green Solution: Removes the Corruption, Crimson, and Hallow. Also converts Glowing Mushroom biomes into jungles.
Yellow Solution: Creates deserts.
White Solution: Creates tundras.
Brown Solution: Creates forests.
Dark Blue Solution: Converts jungles into Glowing Mushroom biomes.
Blue Solution: Spreads the Hallow.
Purple Solution: Spreads the Corruption.
Red Solution: Spreads the Crimson.
Miscellaneous: Ammo for the more exotic kinds of weapons.
Snowball: Want to use it more outside of a snowball fight? Pluck ‘em in a cannon.
Gel: For the Flamethrower and Elf Melter. Highly flammable and is usually used for torches, meaning it burns for quite a while too!
Stake: For the Stake Launcher.
Buffs
The Terrarian is able to wield and equip various sorts of buffs, whether through the form of potions, drinks, flasks, or food. These can manipulate their stats or grant special abilities they wouldn’t be able to do on their own, and add further onto the buffs granted by weapons or armor.
Healing Potions
The Terrarian can wield a variety of restoration potions, allowing them to heal various aspects of themselves.
Lesser Healing Potion: A small potion that restores 50 life.
Healing Potion: A medium potion that restores 100 life.
Greater Healing Potion: A large potion that restores 150 life.
Super Healing Potion: A great potion that restores 200 life.
Lesser Mana Potion: A small potion that restores 50 mana.
Mana Potion: A medium potion that restores 100 mana.
Greater Mana Potion: A large potion that restores 150 mana.
Super Mana Potion: A great potion that restores 200 mana.
Bottled Water: A small bottle of water that restores 20 life.
Bottled Honey: A small bottle of honey that restores 90 life.
Eggnog: A drink that restores 80 life.
Honeyfin: An orange fish that restores 120 life.
Strange Brew: An odd purple potion that restores 80 life and 400 mana.
Restoration Potion: A pink potion that restores 90 life, and reduces the cooldown for drinking potions down to 45 seconds.
Buff Potions
The Terrarian can also wield various potions that can grant a variety of different buffs with certain powers or stat-boosts.
Ammo Reservation Potion: Grants a 20% chance to not consume ammo.
Archery Potion: 10% increased Bow damage and 20% increased arrow speed.
Endurance Potion: Decreases taken damage by 10%.
Magic Power Potion: Increases magic damage by 20%.
Wrath Potion: Increases damage by 10%.
Swiftness Potion: Increases movement speed by 25%.
Mana Regeneration Potion: Increases mana regeneration.
Regeneration Potion: Provides life regeneration.
Summoning Potion: Increases the max number of minions by +1.
Battle Potion: Increases enemy spawnrate.
Calming Potion: Decreases enemy spawnrate.
Dangersense Potion: Allows the Terrarian to sense nearby enemies through walls.
Heartreach Potion: Allows the Terrarian to pick-up hearts from farther distances.
Hunter Potion: Shows the location of nearby enemies.
Inferno Potion: Ignites nearby enemies.
Ironskin Potion: Increases defense by 8.
Lifeforce Potion: Increases health by 20%.
Rage Potion: Increases critical strike chance by 10%.
Thorns Potion: Attackers take damage back.
Titan Potion: Increases knockback.
Mining Potion: Increases mining speed by 25%.
Shine Potion: Causes the Terrarian to emit a glowing aura.
Spelunker Potion: Shows the location of treasure and ore.
Biome Sight Potion: Allows the Terrarian to see corrupted objects.
Fishing Potion: Increases Fishing Power by 15.
Crate Potion: Makes it more likely for the Terrarian to fish up crates.
Sonar Potion: Allows the Terrarian to sense fish.
Builder Potion: Increases placement range and speed.
Gills Potion: Reverses the Terrarian’s breathing, allowing them to breathe underwater but drown on ground.
Lesser Luck Potion: Slightly increases the Terrarian’s luck.
Luck Potion: Increases the Terrarian’s luck.
Greater Luck Potion: Vastly increases the Terrarian’s luck.
Invisibility Potion: Grants invisibility and decreases enemy spawnrate.
Love Potion: Throwing this makes people fall in love with the Terrarian!
Gender Change Potion: Rule 63.
Night Owl Potion: Allows the Terrarian to see in the dark.
Obsidian Skin Potion: Makes the Terrarian immune to lava.
Featherfall Potion: Causes the Terrarian to fall slower.
Stink Potion: Throw this to make someone stinky!!
Flipper Potion: Allows the Terrarian to swim faster.
Gravitation Potion: Allows the Terrarian to control their own gravity.
Water Walking Potion: Allows the Terrarian to walk on water.
Recall Potion: Allows the Terrarian to teleport home.
Potion of Return: A more powerful version of the Recall Potion, creating a portal that the Terrarian can travel through to go home and come back.
Teleportation Potion: The Terrarian randomly teleports on the map.
Wormhole Potion: The Terrarian can teleport to a party member.
Flasks
The Terrarian can create flasks, special weapon-imbuement potions which allow the Terrarian to wield a variety of different effects when they attack with melee– although they can only be applined one-at-a-time. This can vary from special flasks that can set enemies on fire, to ones that can turn enemies into partial gold and cause them to drop more coins. Even if the Terrarian were to die, these buffs still remain intact, requiring 20 minutes– or 48 minutes of in-game world time– to dissipate.
Flask of Fire: The Terrarian can now inflict the On Fire! debuff, setting enemies alight when hit.
Flask of Poison: The Terrarian can now inflict the Poisoned! debuff, poisoning enemies on hit.
Flask of Venom: The Terrarian can now inflict the Acid Venom debuff, an acidic debuff that poisons enemies to a greater degree.
Flask of Cursed Flames: The Terrarian can now inflict the Cursed Flames debuff, setting enemies on fire with more powerful flames to the point where not even natural fire immunity can put it out.
Flask of Ichor: The Terrarian can now inflict the Ichor debuff, an armor-melting acid that decreases defense.
Flask of Midas: The Terrarian can now inflict the Midas debuff, turning enemies partially gold and causing them to drop more coins.
Flask of Nanites: The Terrarian can now inflict the Confused debuff through Nanites located in their weapon, causing enemies to stumble around and run away from the player and prevent them from using ranged weapons due to being unable to aim.
Flask of Party: The Terrarian’s attacks now burst into confetti. Yippee!
Food and Drink Buffs
The Terrarian is able to gain certain buffs from eating food, eating big meals or otherwise eating a ton of it. Almost every edible item in the game grants a degree of the Well Fed buff.
Well Fed: Grants the Terrarian…
+2 Defense
+2% Critical Strike Chance
+5% Melee and Mining Speed
+5% Damage
+0.5 Minion Knockback
+20% Movement Speed
Plenty Satisfied: Grants the Terrarian…
+3 Defense
+3% Critical Strike Chance
+7.5% Melee Speed
+7.5% Damage+0.76 Minion Knockback
+30% Movement Speed
+10% Mining Speed
Exquisitely Stuffed: Grants the Terrarian…
+4 Defense
+4% Critical Strike Chance
+10% Melee Speed
+10% Damage
+1 Minion Knockback
+40% Movement Speed
+15% mining speed
Tipsy: Via Ale and Sake, grants the Terrarian…
-4 Defense
+2 Melee Critical Strike Chance
+10% Melee Attack Speed
+10% Melee DamageDrunk: Via Wiesnbräu, it…
halves the damage that the Terrarian takes and inflicts.
Permanent Power-ups
By throwing specific objects into a pool of Shimmer, the Terrarian can access greater buffs that are always present. They can also gain other various power-ups through their adventures in the world, such as defeating big bosses.
Demon Heart: Sourced from the Wall of Flesh, this grants the Terrarian an extra accessory slot.
Vital Crystal: Permanently buffs the Terrarian’s regeneration ramp-up speed.
Aegis Fruit: Permanently buffs the Terrarian’s defense by 4 points.
Arcane Crystal: Permanently buffs the Terrarian’s mana regeneration.
Advanced Combat Techniques: Permanently buffs every villager in Terraria.
Advanced Combat Techniques: Volume Two: Permanently buffs every villager further.
Torch God’s Favor: Granted by the Torch God upon completing his challenge, it can automatically set torches to match the environment they’re placed in, which can increase the Terrarian’s luck.
Galaxy Pearl: Obtained by the Shimmer, increases the Terrarian’s luck slightly.
Gummy Worm: Obtained by the Shimmer, increases the Terrarian’s fishing power by 3.
Ambrosia: Obtained by the Shimmer, increases tile placement and mining speed by 5%.
Furniture Buffs
The Terrarian can place certain kinds of furniture to increase a particular stat, which lasts as long as they need it to. This grants a minor but often very impactful boost to the stats they’re centralized around, such as granting armor piercing or added defense.
Ammo Box: Grants a +20% chance not to use ammo.
Bewitched: When using a Bewitching Table, the Terrarian gains +1 minion capacity.
Strategist: When using a War Table, the Terrarian gains +1 sentry capacity.
Clairvoyance: When using a Crystal Ball, the Terrarian gains +20 more to his maximum mana, +5% increase in magic damage output, +2% increase in critical strike chance when using magic, and -2% decrease in mana usage.
Sharpened: When using a Sharpening Station, the Terrarian’s melee weapons gain armor penetration abilities.
Sugar Rush: When eating a Slice of Cake, the Terrarian’s movement speed is increased by +20%.
Banners: Offers a damage resistance and buff towards enemies of the banner’s type.
Bast Defense: Grants +5 defense.
Cozy Fire: Increases health regen.
Life Lamp: Increases health regen further.
Star in a Bottle: Increases mana regen.
Garden Gnome: Grants increased luck. Said to keep evil spirits at bay, too!
Happy!: When near sunflowers, the Terrarian is happy! Grants a movement speed increase and decreases monster spawn.
Blue Candle: Increases mob spawn rates, aggravating them more.
Peace Candle: Decreases mob spawn rates, making them more peaceful.
Shadow Candle: Dispels the effects of peace, preventing anyone from withholding enemies from being spawned in, such as the Terrarian’s Towns.
Lihzahrd Altar: While not a piece of furniture that innately buffs the Terrarian, this piece of furniture can spawn the Golem. How fun!
Accessories
In tandem with armor, the Terrarian is able to wield a variety of different accessories that can offer many different advantages. Obviously, the Terrarian has just over 270 accessories, so we don’t have enough space to list them all, However, we can reference most of the important ones.
Royal Gel: Pacifies all nearby slimes.
Shield of Cthulhu: Grants a powerful bash attack to the Terrarian.
Worm Scarf: Reduces incoming damage by 17%.
Brain of Confusion: When the Terrarian is hit, has a 60% chance to inflict the Confusion debuff to surrounding enemies and a 16% chance to dodge blows entirely.
Hive Pack: Strengthens bees summoned by the player.
Bone Helm: Summons dark shadow hands to attack nearby enemies.
Volatile Gelatin: Occasionally shoots out gel that hits enemies.
Shiny Stone: Vastly increases life regeneration when not moving.
Soaring Insignia: Grants flight and jump mobility, as well as infinite rocket boot and wing flight.
Gravity Globe: Grants the ability for the Terrarian to flip their gravity at will.
Cobalt Shield: Grants immunity to knockback and +1 defense.
Obsidian Shield: Combined with the Obsidian Skull, retaining their additional effect (see below). Adds +2 defense instead of the previous +1 defense.
Ankh Charm: A fusion of nearly every debuff-removal item, providing immunity to the Poisoned, Darkness, Cursed, Bleeding, Confused, Slow, Weak, Silenced, Broken Armor, and Stoned debuffs.
Ankh Shield: The Terrarian’s ultimate defensive option, a fusion of the Obsidian Shield and the Ankh Charm. This shield provides immunity to the Poisoned, Darkness, Cursed, Bleeding, Confused, Slow, Weak, Silenced, Broken Armor, and Stoned debuffs, grants +4 defense, grants immunity to fire damage from blocks, and an immunity to knockback.
Feral Claws: Increases autoswing on all weapons and increases melee speed by 12%.
Honey Comb: Douses the Terrarian in honey and summons bees when the Terrarian is damaged.
Obsidian Skull: Grants immunity to the Burning debuff inflicted by blocks.
Magma Skull: Grants immunity to the Burning debuff inflicted by blocks and grants a 7-secnod immunity to lava.
Obsidian Skull Rose: An enhanced version of the Obsidian Skull, reducing lava damage, and halves the duration of the Terrarian being set on fire by ½.
Molten Skull Rose: An enhanced version of the Magma skull, reducing lava damage, and halves the duration of the Terrarian being set on fire by ½.
Magma Stone: Causes melee swings to inflict the Hellfire debuff, a more potent version of the On Fire! Debuff.
Nazar: Provides immunity to the Cursed debuff.
Panic Necklace: Increases movement speed by 50% after the Terrarian is hit by an attack.
Sweetheart Necklace: Combines the ability of the Honey Comb and the Shark Tooth Necklace.
Shackle: Increases defense by +1.
Shark Tooth Necklace: Increases armor penetration by +5.
Stinger Necklace: Combines the ability of the Honey Comb and the Shark Tooth Necklace.
Pygmy Necklace: Increases the max number of minions by +1.
Emblems: A drop from the Wall of Flesh, amplifying one of the four classes. Can stack with the Avenger Emblem.
Sorcerer Emblem: Grants 12% more magic damage.
Ranger Emblem: Grants 12% more ranged damage.
Warrior Emblem: Grants 12% more melee damage.
Summoner Emblem: Grants 12% more minion damage.
Avenger Emblem: Grants 12% more damage.
Eye of the Golem: Increases critical strike chance by 10%.
Destroyer Emblem: Combines the Eye of the Golem and the Avenger Emblem, granting 10% increased damage and 8% increased critical strike chance.
Celestial Magnet: An item that increases the pick-up range for stars.
Celestial Emblem: Combines the effects of the Avenger Emblem and the Celestial Magnet, increasing magic damage by 12%.
Mana Flower: Reduces mana cost by 8%, instinctively consuming mana potions whenever needed.
Magnet Flower: Combines the effects of the Celestial Magnet and the Mana Flower.
Cross Necklace: Extends invincibility frames when the Terrarian takes damage.
Star Cloak: Causes stars to fall around the Terrarian when they take damage.
Honey Cloak: Combines the ability of the Star Cloak and the Honey Comb.
Mana Cloak: Combines the ability of the Star Cloak and the Mana Flower.
Star Veil: Combines the ability of the Star Cloak and the Cross Necklace. Cannot stack with the Cross Necklace.
Frozen Turtle Shell: Grants the Terrarian a shield around them when they are below 50% which reduces damage by 25%.
Paladin’s Shield: A powerful shield that grants an immunity to knockback and allows the Terrarian to absorb damage for teammates.
Frozen Shield: Combines the effects of the Frozen Turtle Shell and the Paladin’s Shield.
Flesh Knuckles: Increases defense by 8 and increases enemy aggro rates.
Hero’s Shield: Combines the effects of the Flesh Knuckles and the Paladin’s Shield.
Titan Glove: Increases knockback by two times, and increases the size of melee weapons.
Power Glove: Combines the effect of the Titan Glove and the Feral Claws.
Berserker’s Glove: Combines the effect of the Power Glove and the Flesh Knuckles.
Mechanical Glove: Combines the effect of the Avenger Emblem and the Power Glove, granting a solid 12% greater damage on melee weapons.
Fire Gauntlet: A combination of the Mechanical Glove and the Magma Stone.
Black Belt: Grants a 10% chance to evade blows.
Master Ninja Gear: A combination of the Black Belt, the Tiger Climbing Gear, and Tabi. Allows the Terrarian to grip onto walls, grants a chance to evade blows, and grants the Terrarian a quick forward dash. Can be stacked with the Brain of Confusion for a 25% chance to evade hits.
Rifle Scope: Extends the visual range of most guns.
Sniper Scope: Combines the effect of the Rifle Scope and the Destroyer Emblem. Grants 10% ranged damage and 10% higher critical strike chance
Hercules Beetle: Increases summon damage by 15% and increases minion knockback.
Necromantic Scroll: Increases the maximum number of minions by 1 and increases summon damage by 10%.
Papyrus Scarab: A combination of the Necromantic Scroll and Hercules Beetle. Grants +15% damage, increases the max. number of minions and their knockback.
Putrid Scent: Decreases enemy aggravation, increases damage by 5%, and increases critical strike chance.
Recon Scope: Combines the effects of Putrid Scent and the Sniper Scope.
Moon Charm: Turns the Terrarian into a werewolf at night granting various stat boosts as well as minor regeneration.
Neptune’s Shell: Turns the Terrarian into a merfolk underwater, enhancing swimming speed and allowing them to breathe underwater.
Moon Shell: Combines the effect of the Moon Charm and Neptune’s Shell.
Sun Stone: During daytime, grants various stat boosts and added regeneration.
Moon Stone: During nighttime, grants various stat boosts and added regeneration.
Celestial Stone: Grants both the boosts of the Moon Stone and the Sun Stone.
Celestial Shell: Combines the effect of the Moon Shell and the Celestial Stone, granting a variety of effects all across the various terrains of Terraria.
Forging
Thanks to the Goblin Tinkerer, the Terrarian can apply a range of enforcements to their weapons and accessories which grant various buffs. There are a ton that decrease or increase various stats, with these being the most notable.
Massive: The greatest multiplier to weapon size, increasing it by +18%.
Ruthless: The greatest multiplier to damage, increasing it by +18% at the cost of -10% Knockback.
Frenzying: The greatest multiplier to speed, increasing it by +15% at the cost of -15% damage.
Godly: A powerful modifier, buffing damage and knockback by +15% and increasing critical strike chance.
Demonic: A powerful modifier buffing damage by +15% and increasing critical strike chance.
Masterful: A magical modifier that buffs damage by +15% and decreasing mana cost by -15%, as well as increasing critical strike chance by +5%.
Legendary: A legendary modifier, buffing damage and knockback by +15%, as well as buffing speed and size by +10% and increasing critical strike chance by +5%.
Unreal: An amazing modifier, buffing damage and knockback by +15%, as well as buffing speed and velocity by +10% and increasing critical strike chance by +5%.
Mythical: A magical modifier, buffing damage and knockback by +15%, as well as buffing speed and decreasing mana cost by +/-10% respectively and increasing critical strike chance by +5%.
Warding: The greatest modifier for increasing defence by 4.
Lucky: The greatest modifier for increasing critical strike chance by +4%.
Menacing: The greatest modifier for increasing damage given to enemies by +4%.
Quick: The greatest modifier for increasing movement speed by +4%.
Violent: The greatest modifier for increasing attack speed by +4%.
Arcane: Another magical modifier, adds 20+ mana to the Terrarian’s mana usage.
Armors
Steve
Steve can wield various different armors to protect him in combat, or for various other needs such as allowing flight, decreasing specific damage types, or even hiding him on maps.
Leather Armor: A durable armor for the early times in Minecraft, which serves as complete protection from cold temperatures– even if Steve just wears one piece of protection.
Golden Armor: A… less than durable armor which can store greater enchantments on it than normal armor.
Chainmail Armor: An armor that naturally works great against slashing attacks, and despite being uncraftable, it works pretty well to defend Steve.
Iron Armor: A durable standard armor that Steve can wear.
Diamond Armor: Some of Steve’s most durable armor, this is made out of one of the strongest materials– Diamonds.
Netherite Armor: Truly the most durable armor, it’s made out of the strongest material available.
Elytra: While not armor per se, these pair of wings can replace Steve’s chestplate, allowing him the ability to glide in the air, acting as a form of flight when Steve can launch himself with fireworks.
Mob Heads: Coming in various forms, while Mob heads do not offer defense, they prevent Steve from being found on maps and can camouflage him from being seen by enemies who match the head from afar.
Turtle Shell: Steve is able to wear a turtle shell, acting as a bridge between Diamond and Iron in durability. It grants Steve the ability to spend more time underwater, decreasing his breathing time.
Turtle Armor: Found in Dungeons, the Turtle Armor reduces incoming damage by 35% and amplifies healing by 25%.
Nimble Turtle Armor: Amplified Turtle Armor that retains the same abilities, now granting Steve a speed boost when he hits enemies.
Mystery Armor: Armor which can mimic various other armors randomly. According to the Minecraft Dungeons Handbook, the one that Steve wields personally increases ranged damage and can randomly teleport him when he lands a hit.
Thief Armor: Armor that simply amplifies Steve’s melee attack speed by +25%.
Spider Armor: Armor that amplifies Steve’s melee attack speed by +25% and grants him a life-stealing aura.
Guard’s Gear: Basic armor which reduces artifact cooldown by 40% and grants Steve +10% more arrows.
Hunter’s Armor: Powerful leather armor that amplifies Steve’s ranged damage by 30% and gives him +10% more arrows.
Archer’s Armor: Powerful leather armor that amplifies Steve’s ranged damage by 30% and gives him +10% more arrows. Due to its enchantments, it also grants an aura that boosts movespeed by 15%.
Climbing Armor: Armor which is used to ascend the tall mountains of Minecraft, reducing Artifact cooldown by 40%, and resists knockback by 75%.
Goat Armor: Powerful armor stylized like a goat, reducing Artifact cooldown by 40%, and resists knockback by 75%. It is enchanted to allow Steve to roll once more.
Rugged Climbing Armor: Armor which is used to ascend the frozen peaks of Minecraft, reducing Artifact cooldown by 40%, and resists knockback by 75%. It also reduces freezing damage by 50% and reduces environmental damage completely by -100%.
Emerald Gear: HOLY CRAP ORESPAWN!? Gives a chance to spawn emeralds and increases melee speed by 25%.
Gilded Gear: Like the Emerald Gear, it grants Steve the ability to spawn emeralds and slightly increases melee speed. It grants Steve the powerful ability to resurrect from death if he has emeralds on-hand.
Opulent Armor: Powerful emerald armor, granting Steve the same standard abilities. It grants Steve a short-term invincibility when he picks up emeralds.
Entertainer’s Garb: Taa-daa! This garb amplifies potion effect durations by 30% and allows Steve to heal nearby teammates when he himself heals with potions.
The Troubador: Like the Entertainer’s garb, it amplifies potion effect durations by 30%, as well as reducing incoming negative potion effects by 30% too!
Evocation Robes: Powerful magical robes which reduces artifact cooldown by 40% and grants an aura that boosts movement speed.
Ember Robes: Powerful magical robes which reduces artifact cooldown by 40% and grants an aura that boosts movement speed. In addition, these robes burn nearby enemies.
Verdant Robes: Powerful magical robes which reduces artifact cooldown by 40% and grants an aura that boosts movement speed. These robes also allow Steve to store more souls.
Grim Armor: Skeletal armor which grants 50% more souls to be taken from slain enemies and a 6% lifesteal aura.
Wither Armor: Skeletal and decayed armor which grants 50% more souls to be taken from slain enemies and a 6% lifesteal aura. It also reduces all incoming damage by 35%.
Mercenary Armor: Armor which reduces incoming damage by 35% and grants Steve an aura which amplifies damage by +20%.
Renegade Armor: Armor which reduces incoming damage by 35%, grants Steve an aura which amplifies damage by +20%, and amplifies Steve’s melee speed by 25%.
Ocelot Armor: Armor in the style of an ocelot which grants Steve 50% faster rolls and 35% damage reduction.
Shadow Walker: Armor in the style of a rare breed of ocelot which gives Steve brief invulnerability when he rolls.
Piglin Armor: Oink! Armor in the style of piglins, it allows Steve to reset artifacts when he drinks a potion and increases artifact damage by +50%.
Golden Piglin Armor: Oink! Armor in the style of piglins which has additional golden accents. It retains all of the same abilities, but it can randomly give Steve a consumable when he drinks a potion– including another potion!
Reinforced Mail: Reinforced chainmail armor that Steve wields, which grants a 35% damage reduction, a 30% chance to negate damage done to him, and a 100% longer roll cooldown.
Stalwart Armor: Even more reinforced chainmail armor, granting the same advantages. By drinking a potion, Steve can reinforce the armor, making him more durable.
Plate Armor: Functionally the exact same as the Reinforced Mail.
Full Metal Armor: Retains the same attributes, now with an added +30% damage buff.
Root Rot Armor: A bit too… green. This armor resets artifact cooldowns when Steve drinks a potion, healing nearby teammates when Steve drinks a health potion.
Black Spot Armor: Working functionally similar to the Root Rot Armor, the enchantment on this armor allows Steve to summon food when he drinks a potion.
Wolf Armor: Armor designed like a wolf pelt, it grants an aura that boosts damage by 20% and allows Steve to heal nearby teammates when he drinks a health potion.
Black Wolf Armor: Armor designed like a black wolf pelt that is functionally similar to the Wolf Armor, reducing Steve’s roll cooldown.
Fox Armor: Armor designed like a fox pelt that is functionally similar to the Wolf Armor, now allowing Steve a 30% chance to negate damage done to him.
Scale Armor: Armor which grants Steve 35% damage reduction and an added +30% melee damage.
Highland Armor: Armor which acts functionally similar to the Scale Armor, granting Steve a speed boost when he dodges attacks.
Soul Robe: Robes which amplify the number of souls Steve can take by 50% and amplifying artifact damage by +50%.
Souldancer Robe: Robes that function similar to the normal Soul Robe, now giving Steve a 30% chance to negate damage done to him.
Battle Robe: Robes which are fit for combat, granting Steve 30% more melee damage and reducing artifact cooldown by 40%.
Splendid Robe: Robes that function similarly to the Battle Robe, now granting +50% Artifact damage.
Spelunker Armor: Armor which gives Steve a cute lil’ pet bat and grants a +20% damage boost aura.
Cave Crawler: Armor which gives Steve a cute lil’ pet bat, grants a +20% damage boost aura, and amplifies artifact damage by 50%.
Shulker Armor: Armor which causes enemies to target Steve more often. However, he can now passively deflect projectiles and holds greater defense when there are more enemies swarming him.
Sturdy Shulker Armor: Functionally the same as the Shulker Armor, it now shoots out Shulker projectiles at enemies which cause them to float slowly into the air before dropping down.
Snow Armor: Brr… Cold armor which grants Steve 35% damage reduction and 50% freezing resistance.
Frost Armor: Brr… Cold armor which grants Steve 35% damage reduction and 50% freezing resistance. It also grants Steve a passive, chilling aura that can freeze enemies.
Sprout Armor: Armor made of vines which heals nearby enemies when Steve drinks a healing potion and wraps nearby enemies in vines when Steve rolls.
Living Vines Armor: Functionally the same as the Sprout Armor, it now reduces Steve’s cooldown between rolls.
Teleportation Robes: Robes which now replace Steve’s roll with a teleport move. It amplifies soul collection by 50%.
Unstable Robes: Robes which now replace Steve’s roll with a teleport move that causes an explosion during the movement. It amplifies soul collection by 50%.
Phantom Armor: Armor that amplifies soul collection by 50% and grants +30% ranged damage.
Frost Bite: Armor that amplifies soul collection by 50% and grants +30% ranged damage. It is surrounded by a snowball that launches itself at enemies, damaging them.
Squid Armor: When Steve rolls, he leaves behind an ink cloud. This also grants a +15% movespeed aura.
Glow Squid Armor: Like the Squid Armor, this retains the same attributes. However, Steve now becomes invincible when he rolls.
Champion’s Armor: Powerful armor which causes Steve to be targeted more. It reduces potion cooldowns by 40% and grants Steve 35% damage reduction.
Hero’s Armor: Retaining the same attributes as the Champion’s armor, it now allows Steve to heal allies when he drinks a health potion.
Dark Armor: Powerful armor which reducecs incoming damage by 35%, increasing Steve’s soul collection by 50%.
Titan’s Shroud: Retaining the same attributes as the Dark Armor, it now bestows Steve a +20% damage boost aura.
Ender Armor: While Steve doesn’t use this in Minecraft Dungeons, it is accessible in Minecraft Dungeons Arcade. This armor gives Steve a 5% chance to teleport away on hit, decreases artifact cooldown by 25%, and increases arrows per bundle by 10.
Enchantments
As explained in the Weapons section, Steve has access to several enchantments that he cannot change, but can freely give to unenchanted gear if accessible. He can either naturally wield several basic enchantments (as seen in Minecraft) or he can wield up to four special enchantments (as seen in Minecraft Dungeons), three of which being chosen by Steve and one of which being a built-in armor enchantment.
Protection: Decreases general damage taken.
Fire Protection: Decreases damage taken from fire.
Blast Protection: Decreases damage taken from explosions.
Thorns: Causes damage taken from attacks to also be transferred to them.
Unbreaking: Increases the durability of the weapon/tool.
Mending: Automatically repairs the weapon/tool when absorbing experience points.
Aqua Affinity: Increases Steve’s mining speed when underwater.
Respiration: Extends the duration of breathing underwater to prevent drowning.
Feather Falling: Decreases the damage taken from falling.
Depth Strider: Increases the swimming speed of the wearer.
Soul Speed: Gives the wearer a speed boost when they walk on Soul Sand.
Acrobat: Reduces cooldown time of rolls.
Bag of Souls: Increases the maximum number of souls that Steve can obtain.
Beast Boss: Increases summon damage.
Beast Burst: Using a health potion causes a summoned mob to explode, dealing area-of-effect damage.
Beast Surge: Using a health potion increases the speed of summoned mobs, allowing them to move and attack faster for 10 seconds.
Burning: Causes mobs all around Steve to burn up.
Cool Down: Decreases artifact cooldown.
Cowardice: At full health, Steve deals more damage.
Deflect: Gives a small chance to deflect projectiles.
Electrified: Rolling can zap nearby enemies.
Explorer: Steve regains health as he explores the area, giving a small portion of health every one-hundred meters crossed.
Fire Trail: Steve creates a fire trail when he rolls.
Food Reserves: Using a healing potion creates a food item.
Frenzied: Steve attacks faster at low health.
Health Synergy: Steve heals when he uses an artifact.
Life Boost: After losing a life, Steve gains a health boost.
Lucky Explorer: Every time Steve explores a block, he has a chance to spawn emeralds.
Potion Barrier: Steve is granted a damage-reducing shield when he drinks a Healing Potion, reducing 90% of incoming damage.
Prospector: Increases the chance to find emeralds.
Recycler: When hit by an arrow, Steve has a chance to spawn a quiver.
Rush: Increases movement speed by up to 190% for one second after being hit by an attack.
Shadow Blast: When Steve leaves Shadow Form, creates an area-of-effect explosion with a 4 meter radius.
Shadow Surge: Defeating enemies causes them to drop extra souls.
Snowball: Creates an orbiting snowball that hits and freezes enemies.
Soul Focus: Increases soul damage dealt by Steve.
Soul Speed: Gathering a soul grants a short-term speed boost.
Speed Synergy: When activating an artifact, Steve moves 20% faster.
Surprise Gift: Upon using a healing potion, gives a chance to create a random consumable.
Swiftfooted: After rolling, Steve moves faster, up to 50%, for three seconds.
Tumblebee: Attacking Steve has a chance to summon up to three Bees.
Chilling: Steve’s armor emits a blast every two seconds that reduces the attack and movement speed of nearby enemies for a second.
Death Barter: By collecting a set amount of emeralds, at minimum 50, when Steve takes enough damage to die, he will be healed a portion of his health to be prevented from dying. This does not enact on-death effects, rather Steve is prevented from dying and will instead be healed instead of going to zero health.
Final Shout: When Steve hits 25% or lower health, all Artifacts are used regardless of cooldowns.
Fire Focus: Increases fire damage done by Steve.
Gravity Pulse: Steve’s armor occasionally emits a gravitational blast that pulls in nearby enemies.
Lightning Focus: Increases lightning damage done by Steve.
Multi-Roll: Grants Steve extra rolls.
Poison Focus: Increases poison damage done by Steve.
Reckless: Reduces health by 40% but increases melee damage up to 90%.
Soul Focus: Increases soul damage done by Steve.
Terrarian
The Terrarian can wield various different armors centralized around the four main classes of the game, offering several varieties of buffs to damage or specific abilities tied to a full set bonus, such as extended damage reduction or give special effects to attacks.
Pre-Hardmode Armors
Mining Armor: Armor which shines a light in front of the Terrarian for mining.
Wooden Armor: Coming in various shapes and types, this is the most basic armor for the Terrarian to wield.
Snow Armor: A parka which grants the Terrarian immunity to cold temperatures and effects, particularly the Frozen and Chilled debuffs.
Cactus Armor: Armor which grants the Terrarian thorns, damage which hurts enemies who make contact with them.
Tin/Copper Armor: Very simple metal armor which centralizes around defense.
Pumpkin Armor: Armor made of pumpkins that grants the Terrarian +10% damage.
Ninja Armor: Armor that grants +9% critical strike chance and 20% increased movement speed overall.
Iron/Lead Armor: Very simple metal armor which centralizes around defense, being an upgrade to Tin/Copper.
Silver/Tungsten Armor: Very simple metal armor which centralizes around defense, being an upgrade to Iron/Lead armor.
Gold/Platinum: Very simple metal armor which centralizes around defense, being an upgrade to Silver/Tungsten armor.
Fossil Armor: Armor that amplifies the Terrarian’s ranged damage, giving a 20% chance not to consume ammo.
Bee Armor: Armor that amplifies the Terrarian’s summoning capabilities, granting +23% increase in minion damage and +2 minion capacity.
Obsidian Armor: Armor that amplifies the Terrarian’s summoning capabilities, granting +1 minion capacity giving +31% minion damage. It also grants a +30% increase in whip range and +15% whip speed as a set bonus.
Gladiator Armor: Armor that nullifies knockback against the Terrarian.
Meteor Armor: Armor made from a meteor which grants +27% magic damage, and allows certain weapons, being the Space Gun, to cost zero mana.
Jungle Armor: Armor that increases magic damage by +6%, and grants +80 more mana. It reduces overall mana usage by -16%.
Ancient Cobalt Armor: Armor that increases magic damage by +6%, and grants +80 more mana. It reduces overall mana usage by -16%.
Necro Armor: Armor that grants +15% ranged damage and grants a 10% higher chance for ranged weapons to hit critical hits.
Shadow Armor: Armor that grants a 15% increase in critical strike chance and movement speed.
Crimson Armor: Armor that increases damage by 9% and immensely increases regeneration.
Molten Armor: Armor that increases melee damage, speed and critical strike chance by 7%. It grants an overall damage buff of 17% with the full set, and makes the Terrarian immune to fire.
Hardmode Armors
Spider Armor: Armor that amplifies the Terrarian’s summoning capabilities, granting +3 minion capacity and +16% Minion damage, with an added +12% on top of that when the full set is equipped.
Cobalt Armor: Armor that grants +5% critical hit chance, +10% movement speed, and +3% damage. With the full set, the Terrarian creates afterimages when moving.
Hat: Increases maximum mana by 40, +10% increased magic damage, and +9% critical hit chance with magic. The full bonus reduces mana cost by 14%.
Helmet: Grants +10% movement speed and +15% melee damage. The full bonus grants +15% melee speed.
Mask: Grants +10% ranged damage and +10% increased critical strike chance with ranged damage. The full bonus grants a 20% chance to not spend ammo.
Palladium Armor: Armor that grants +3% critical hit chance and +5% damage. With the full set, the Terrarian is granted powerful regeneration whenever they hit enemies which constantly refreshes as they deal damage for five seconds per hit.
Headgear: Increases maximum mana by 60, +9% increased magic damage, and +9% critical hit chance with magic.
Mask: Grants +12% melee speed and +12% melee damage.
Helmet: Grants +9% ranged damage and +9% increased critical strike chance with ranged damage.
Mythril Armor: Armor that grants +7% increased damage and +10% increased critical strike chance.
Hood: Increases maximum mana 60 and increases magic damage by +15%. The full bonus reduces mana cost by 17%.
Helmet: Grants +8% critical strike chance on melee attacks and +10% melee damage. The full bonus grants an additional +10% critical strike chance on melee attacks.
Hat: Grants +12% ranged damage and +7% critical strike chance on ranged attacks. The full bonus grants a 20% chance to not spend ammo.
Orichalcum Armor: Armor which grants +8% damage, +11% increased movement speed, and +6% increased critical strike chance. The full armor set grants the ability for the Terrarian to summon a flower petal from the edge of the screen that will travel towards an enemy to attack them, summoned approximately every third of a second.
Headgear: Grants +16% increased critical strike chance on magic damage and increases mana by 80.
Mask: Grants +11% melee speed and +11% melee damage as well as +7% movement speed.
Helmet: Grants +15% increased critical strike chance on ranged damage and increases movement speed by +8%.
Titanium Armor: Armor that grants +7% damage, 6% increased critical strike chance, and +6% movement speed. The set bonuses causes all attacks to form defensive titanium shards which fly around the Terrarian, shielding them against combat.
Headgear: Grants +16% magic damage, +7% increased critical strike chance on magic damage, and increases mana by 100.
Mask: Grants +9% critical strike chance on melee attacks and +9% melee damage as well as +9% melee speed.
Helmet: Grants +16% ranged damage and +7% critical strike chance on ranged attacks.
Adamantite Armor: Armor which grants +8% increased damage, +5% movement speed, and +7% increased critical strike chance.
Headgear: Grants +12% increased critical strike chance on magic damage, +12% magic damage, and increases mana by 80. The full set reduces mana costs by 19%.
Helmet: Grants +7% critical strike chance on melee attacks and +14% melee damage. The full set increases melee and movement speed by +20%.
Mask: Grants +14% ranged damage and +10% critical strike chance on ranged attacks. The full set gives a 25% chance to not consume ammo.
Crystal Assassin Armor: Armor that grants a +20% increase in movement speed, -10% decrease in mana cost, +10% increase in ammo conservation and melee speed. Also provides a dash ability as well as an +15% increase in damage and critical strike chance overall.
Frost Armor: Armor that grants a +8% increase in movement speed, +10% melee speed, and +11% melee/ranged critical strike chance. All kinds of melee/ranged damage also inflict the Frostburn debuff and also grants +26% increase in melee/range damage overall.
Forbidden Armor: Armor that grants +80 maximum mana, +2 minion capacity, and +25% increase in magic/summon damage overall. Wearing the full set also summons a Forbidden Sign that can summon mini sand tornadoes.
Squire Armor: Armor that grants a +20% increase in movement speed, +2 sentry capacity, +2 HP/sec, +30% minion damage, +15% melee damage and melee critical strike chance. As a set bonus, the Terrarian’s Ballista sentries pierce more targets and panics when you take damage.
Monk Armor: Armor that grants a +30% increase in minion damage, +15% melee critical strike chance, +2 sentry slots, +20% melee damage, melee speed, and movement speed. As another set bonus, the Terrarian’s Lightning Aura sentries strike faster and can inflict critical damage.
Huntress Armor: Armor that grants a +30% increase in minion damage, +10% ranged critical strike chance, +10% ammo conservation, +2 sentry capacity, +20% ranged damage and movement speed. As a set bonus, the Terrarian’s Explosive Trap sentries can recharge faster and cover enemies in oil, allowing extra damage when they’re set on fire.
Apprentice Armor: Armor that grants a -10% decrease in mana usage, +2 sentry capacity, +30% minion damage, +20% magic damage, magic critical strike chance, and movement speed. As a set bonus, the Terrarian’s Flameburst sentries’ field of view and range are increased.
Hallowed Armor: Armor that grants +7% increased critical strike chance, +7% increased damage, and +8% movement speed. The Terrarian will gain the ability to instantly dodge an attack after hitting an enemy with Holy Protection, forming two afterimages around the Terrarian.
Mask: Grants +10% melee damage, +7% increased critical strike chance on melee attacks, and +10% melee speed.
Helmet: Grants +15% ranged damage and +8% increased critical strike chance on ranged attacks.
Headgear: Increases mana by 100, increases magic damage by +12%, and a +12% increased critical strike on magic attacks.
Hood: Increases the maximum minion capacity by +1 and grants +10% minion damage.
Chlorophyte Armor: Armor which grants +15% increased critical strike, +5% damage, and +5% movement speed. The full set creates a crystal above the Terrarian that shoots at enemies alongside their attacks.
Mask: Grants +16% melee damage, +6% increased critical strike chance on melee attacks, as well as a 5% damage reduction.
Helmet: Grants +16% ranged damage and a 20% chance not to consume ammo.
Headgear: Increases mana by 80, reduces mana cost by 17%, and increases damage by +17%.
Tiki Armor: Armor that amplifies the Terrarian’s summoning capabilities, granting a +30% increase in minion damage, +20% whip range, and +4 minion capacity.
Turtle Armor: Armor that amplifies the Terrarian’s melee capabilities, granting a +15% increase in damage reduction, +14% melee damage, +12% melee critical strike chance, and +750 aggro. As a set bonus, those who attack the Terrarian take double the damage.
Beetle Armor: Armor forged from the prior Turtle Armor with Beetle Husks dropped from the Golem. It has two chestplate options that can shift the capabilities of the armor.
Scale Mail: Armor that amplifies the Terrarian’s melee capabilities, granting an 8% higher critical hit chance, +14% melee damage, +12% melee speed, and +12% movement speed. Grants a 10% boost to melee damage that can stack up to a full 30% based on melee damage, but can deplete very quickly outside of combat.
Shell: Armor that amplifies the Terrarian’s defensive capabilities, granting a 5% higher critical hit chance, +11% melee damage, +6% melee speed, and +6% movement speed. The Beetle Endurance effect grants a multiplicative 15% damage reduction as the Terrarian avoids damage, stacking up to a full 45% damage reduction. This will reduce a hit by that much percent before going to a previous tier (45% to 30%, for example).
Shroomite Armor: A powerful set of Shroom armor that amplifies the Terrarian’s ranged damage, additionally granting the ability to go invisible if the Terrarian stands still. Grants +13% ranged damage, +25% critical strike chance on ranged attacks, +20% chance not to consume ammo, +12% movement speed, and a 1.15x boost on specific ammo types depending on the equipped helmet.
Headgear: 1.15x multiplier to bow and arrow damage.
Mask: 1.15x multiplier to bullet damage.
Helmet: 1.15x multiplier to miscellaneous ranged damage.
Spectre Armor: Armor that amplifies the Terrarian’s magic power, granting a powerful +25% increase to magic damage and +17% increased critical strike chance on magic attacks as well as +8% increased movement speed.
Mask: Increases maximum mana by 60 and decreases mana cost by 13%. Damage done to enemies will also affect nearby enemies.
Hood: Increases maximum mana by 80 and decreases mana cost by 17%. When dealing damage, life-stealing orbs will shoot out from enemies and will be absorbed by the Terrarian, healing back 20% of the damage done. However, this comes at a cost of 40% decreased magic damage output.
Spooky Armor: Armor that amplifies the Terrarian’s summoning capabilities, granting a +58% increase in minion damage overall, +4 minion capacity, and +20% movement speed.
Dragon Armor: Armor that amplifies the Terrarian’s melee capabilities, granting a +20% increase in melee damage, +25% critical strike chance, +38% melee speed, and +35% movement speed.
Titan Armor: Armor that amplifies the Terrarian’s ranged capabilities, granting a +30% increase in ranged damage, +20% ranged critical strike chance, +10% movement speed, and +48% ammo conservation overall.
Spectral Armor: Armor that amplifies the Terrarian’s magic capabilities, granting +150 maximum mana, an overall -33% decrease in mana usage, +30% magic damage, +25% magic critical strike chance, and +10% movement speed.
Valhalla Knight Armor: Armor that grants a +10% increase in melee damage, +60% minion damage, +3 sentry capacity, +4 HP/sec, +20% movement speed and melee critical strike chance. As another set bonus, the Terrarian’s Ballista sentries are greatly enhanced.
Shinobi Infiltrator Armor: Armor that grants a +25% increase in melee critical strike chance, +60% minion damage, +30% movement speed, +3 sentry capacity, +20% melee speed and damage. As another set bonus, the Terrarian’s Lightning Aura sentries are greatly enhanced.
Red Riding Armor: Armor that grants a +25% increase in ranged damage, +60% minion damage, +3 sentry capacity, +20% movement speed, ranged critical strike chance, and ammo conservation. As another set bonus, the Terrarian’s Explosive Trap sentries are greatly enhanced.
Dark Artist Armor: Armor that grants a +60% increase in minion damage, +20% movement speed, +3 sentry capacity, -15% mana usage, +25% magic damage and magic critical strike chance. As another set bonus, the Terrarian’s Flameburst sentries are greatly enhanced.
Solar Flare Armor: The Terrarian’s ultimate armor when it comes to his melee capabilities, granting a +29% increase in melee damage, +26% melee critical strike chance, increased life regeneration (+3 HP/sec), +900 aggro, +15% melee and movement speed. As a set bonus, the Terrarian gains a Solar Shield which explodes when enemies attack the Terrarian or when he charges at them with a special dash ability, granting the Solar Blaze buff to the Terrarian as damage reduction is increased by +30% as it repels enemies back when taking damage.
Vortex Armor: The Terrarian’s ultimate armor when it comes to his ranged capabilities, granting a +36% increase in ranged damage, +27% ranged critical strike chance, +25% chance not to consume ammo when firing, and +10% movement speed. As a set bonus, the Terrarian can turn invisible while gaining a +80% increase in ranged damage and +20% ranged critical strike chance, however, the Terrarian also gains a -66% decrease in movement speed and -1200 aggro.
Nebula Armor: The Terrarian’s ultimate armor when it comes to his magic capabilities, granting +60 maximum mana, a +26% increase in magic damage, +16% magic critical strike chance, -15% mana usage, and +10% movement speed. As a set bonus, nebula orbs appear around the Terrarian whenever he inflicts magic damage, to which he can absorb to gain buffs for 8 seconds such as a +15% increase in magic damage for with Damage Nebulas, increased life regeneration (+3 HP/sec) with Life Nebulas, and increased mana regeneration (+10 MP/sec) with Mana Nebulas.
Stardust Armor: The Terrarian’s ultimate armor when it comes to his summon capabilities, granting a +66% increase in minion damage, +30% whip range, +5 minion capacity, and +1 sentry capacity. As a set bonus, the Terrarian has a stand called the Stardust Guardian that can lay the beatdown onto enemies to protect him.
Support
Steve
Cat
Aww, so cute. These cats are Steve’s loyal companions, which while they don’t particularly fight, they’re good at scaring Creepers away. They’re also immune to fall damage, and can even bring some items when he’s asleep!
Wolf
Steve’s best friend, the Wolves are adorable lil’ dogs who will fight for Steve, attacking any enemy that hurts him or that he hits. They can come with different sorts of collars, and they can even wear armor made from Armadillos– this armor can block almost nearly any attack against them, with the exception of Magic, environmental damage, the Wither effect, and various means that can bypass Armor, such as being frozen or being directly attacked with Thorns. While Steve shows no upper limit for how many dogs he can tame, there has been shown how many that the Player should have at once and brings with him on adventures. Steve is also able to feed them with food and repair their armor on the fly.
Parrot
Steve’s adorable pet birds which can… fly. Oh, and they can dance too.
Horse
Steve’s trusty steed, the Horse comes equipped with a saddle and a variation of horse armor– ranging from Leather, Iron, Gold, and Diamond. The Horse can be perfectly bred to reach high speeds– which move more than twice as fast and can jump higher than Steve.
Camel
They’re just chill guys. These rideable mammals can be tamed by Steve, allowing him to traverse the hot deserts without any issue. Due to their size, they can also act as protection for Steve– making him unable to be attacked by melee mobs. They have the special ability to dash forward, allowing them to traverse over blocks in seconds at a full charge.
Pig
One of Steve’s other trusty loyal mounts, the Pig is a slow-moving animal which can be ridden, controlled with a carrot on a stick. While the Horse might not be able to climb well, the Pig is able to move up vines, acting a tradeoff for speed. With the carrot on a stick, Steve can cause the Pig to move faster by swinging it forward.
Dolphin
The bullies of the sea who love getting high and abusing other animals, the Dolphins are very often found in groups of three to five which Steve can encounter. When Steve swims with them, they can give Steve the ability to swim faster in water with Dolphin’s Grace (and yes, it’s a willingly-done power bestowal, granted they need to see Steve). They’re also one of the few animals who can grow to trust Steve– allowing enough trust to be gained to where they will lead Steve to treasure. When the Dolphins are attacked, the entire group will attack any hostile enemy, beating on them until they’re dead. Yeah…
Axolotl
They’re just some lil’ guys. The Axolotls are aquatic animals which Steve is able to place down with a bucket, coming in a variety of different colors. They willingly attack all aquatic mobs, primarily hostile ones, which Steve is able to assist. In doing so, the Axolotls can bestow Regeneration onto Steve for one minute per Axolotl in the fight. They’re also able to regenerate- often playing dead when they take enough damage to do so.
Bunnies
My favorite… They can jump around and potentially distract opponents, or even Steve himself!
Snow Golem
A golem made from snow, this mob can shoot out snowballs which can hurt enemies. However, they should be careful, as they’re susceptible to high temperatures. In the sun, they’ll be damaged and eventually die. It’ll take some Christmas magic to repair them!
Allay
Allays are cute fairy-like creatures who will hold and seek out items for Steve, depending on what objects he’s given. They’re very attracted to sound, and the usage of Note Blocks will cause them to drop items off at the location of this sound rather than towards Steve.
Bucket of Fish
Steve can place down a variety of four fish, as well as the previously mentioned Axolotls. The most notable of this variety of fish is the Pufferfish, which can inflate and poison those who make contact with it.
Frog
Cute lil’ buddies who will attack slimes for Steve. They don’t do much besides that… fortunately.
Strider
A mob particularly native to the Nether, these Striders are passive friends who walk on lava, travelling across the dimension. However, they can be sat on by Steve with a saddle, allowing Steve to have an easy way to cross over lava. In addition, they can be controlled with warped fungus on a stick– granting Steve the ability to control them, rather than them walking aimlessly. However, they cannot be used on the ground well– as they will begin shivering and walk extremely slowly, and even more so, they take damage from being splashed with water or rain.
Bat
A cave adventurer’s best friend, these bats can be summoned around Steve and attack enemies for him, ramming into them. Unlike how they might be portrayed normally, these bats are pretty durable and get more powerful as Steve does.
Bee
Bees that can be summoned through Steve’s enchantments or equipment, will sting nearby enemies. They can sting up to three times before dying, poisoning enemies. Alternatively, after 30 seconds, they will dissipate.
Enchanted Sheep
Steve can summon three uniquely-colored sheep to fight for him, each with their own special powers.
The Blue Sheep increases Steve’s speed.
The Green Sheep poisons enemies.
The Red Sheep burns enemies.
Guardian Vex
Summoned by special Illager magic, Steve is able to create Guardian Vexes, pink fairy-like creatures that will fight for him. By using their mace, they will smack other mobs, killing them. However, they will dissipate overtime, leading to them being a limited utility if Steve isn’t able to resummon them.
Iron Golem
Old protectors of the villagers who are slowly becoming extinct, Steve is one of the few who demonstrates the ability to create the Iron Golem– which comes in handy with the Iron Golem kit in hand. He can summon Iron Golems on the fly, being Steve’s strongest summon. They can swing their arms forward, throwing mobs into the air, or they can swing down, creating large shockwaves. They also have a built-in damage reduction, taking only 50% damage from attacks. While they don’t normally attack explosive enemies, the effects of the Arch-Illagers war have seemed to make them more sacrificial– willing to take on enemies like the Creeper, which they wouldn’t before.
Wither
“WITH THIS TREASURE I SUMMON-”
A highly destructive monster of the undead, built by placing three Wither Skulls on top of a T shaped build made of Soul Sand. It is capable of floating, creating storms, shooting out ranged explosive wither skulls that uniquely poison whatever it comes across, much like how the beast passively decays the environment around it. It also has a ram attack in Bedrock Edition and is also capable of regenerating until half health where it forms a projectile deflecting shield once it becomes incapable of flying. While Steve doesn’t hold any control over the Wither, it can prove to be a good distraction with what it’s capable of.
Llama
These llamas can hawk tuah! And spit on enemies. They will, however, not scam you with virtual money rugpull schemes. That’s what the Wandering Trader is supposed to do.
Soul Wizard
A magical creature formed by the Soul Lantern that is made from souls, the Soul Wizard is a monster who can summon bolts of soul magic at enemies. However, it can only exist for a limited time period– requiring Steve to resummon it with the usage of souls. Luckily, the Soul Wizard is able to take the souls from fallen enemies for Steve.
Polar Bear
These big beefy bears are found in the arctic, attacking anyone who dares threaten their babies, and hunting fish under the water. While Steve cannot normally tame them, he is able to summon them in the Arcade edition of Minecraft Dungeons.
Panda Bear
A really big and lazy bear, they’re very cute, and are often found in the Jungle munching on bamboo. While Steve cannot normally tame them, he is able to summon them in the Arcade edition of Minecraft Dungeons.
Terrarian
Minions
The Terrarian is able to summon Minions to fight for him, which fight separately from the Terrarian. He can usually summon multiple of them, and resummon them at the cost of a short charge of mana.
Abigail: Via Abigail’s Flower, the Terrarian can summon a ghostly spirit of one’s sister who floats over and deals area-of-effect damage. She is one of the few minions who’s power multiplies rather than being capable of being summoned multiple times.
Finch: Via the Finch Staff, the Terrarian can summon a finch to fight for him which flies and rams into enemies.
Flinx: Via the Flinx Staff, the Terrarian can summon a flinx to fight for him which rams into enemies.
Baby Slime: Via the Slime Staff, the Terrarian can summon a baby slime to fight for him which bounces around and rams into enemies.
Vampire Frog: Via the Vampire Frog Staff, the Terrarian can summon a vampire frog that attacks enemies with its tongue.
Hornet: Via the Hornet Staff, the Terrarian can summon a hornet that shoots out poisonous stingers at enemies.
Imp: Via the Imp Staff, the Terrarian can summon an imp that shoots out magical fire attacks at enemies.
Spiders: Via the Spider Staff, the Terrarian can summon various spiders that inflict the Acid Venom debuff.
Sanguine Bat: Via the Sanguine Staff, the Terrarian can summon an energy bat projection that loop around, ramming into enemies.
Lil’ Pirates: Via the Pirate Staff, the Terrarian can summon little pirate buddies who run up to enemies and shank them.
Daggers: Via the Blade Staff, the Terrarian can summon Enchanted Daggers that pierce through armor and can fly through blocks.
The Twins: Via the Optic Staff, the Terrarian can summon a miniature pair of the Twins who replicate their combat pattern. Retinamini shoots out lasers at enemies, while Spazmaminis ram into enemies, dealing knockback.
Pygmies: Via the Pygmy Staff, the Terrarian can summon a pygmy army who can induce the Acid Venom or Poisoned debuff done by launching spears at enemies.
Desert Tiger: Via the Desert Tiger Staff, the Terrarian can summon an upgradable Desert Tiger who pounces on enemies at extreme speeds.
Deadly Spheres: Via the Deadly Sphere Staff, the Terrarian can summon pseudo-Deadly Spheres that ram into enemies dealing contact damage.
Ravens: Via the Raven Staff, the Terrarian can summon ravens who ram into enemies.
UFOs: Via the Xeno Staff, the Terrarian can summon a UFO that shoots out lasers that home in on enemies, making it impossible to miss.
Sharknado: Via the Tempest Staff, the Terrarian creates a shark-spinning tornado that shoots out Mini Sharkrons at enemies.
Stardust Dragon: Via the Stardust Dragon Staff, the Terrarian can summon the Stardust Dragon, a minion that rams into enemies and grows in length rather than summoning more of itself.
Stardust Cells: Via the Stardust Cell Staff, the Terrarian can summon various Stardust Cells that home in on enemies.
Terraprisma: Considered the ultimate Summoning Weapon, the Terrarian can summon various Terraprisma that float around them, rushing towards enemies and piercing through them before ripping them to shreds.
Sentries
The Terrarian can spawn sentries to fight for them, which are usually spawned through an external tool. Each sentry lasts for 10 minutes in the game, meaning that the Terrarian can persist the sentries individually for an hour when looking at the ratio between in-universe timing and gameplay timing.
Houndius Shootius: An arcane sentry that the Terrarian can spawn which shoots out optic blasts.
Lightning Aura Sentry: A sentry with a lightning aura which advances per the upgrades that the Terrarian gets via the Tavernkeep.
Flameburst Sentry: A sentry with explosive fire attacks which advances per the upgrades that the Terrarian gets via the Tavernkeep. The attacks of the Sentry inflict Hellfire.
Flameburst Sentry: A sentry with explosive fire attacks that advances per the upgrades that the Terrarian gets via the Tavernkeep.
Explosive Trap Sentry: A sentry that explodes on contact that advances per the upgrades that the Terrarian gets via the Tavernkeep.
Ballista Sentry: A ballista sentry that shoots out powerful piercing bolts that advances per the upgrades that the Terrarian gets via the Tavernkeep.
Queen Spider: Using the Queen Spider Staff allows the Terrarian to place a Queen Spider that shoots spider eggs at enemies that spawn two baby spiders that charge into enemies, inflicting the Acid Venom debuff.
Frost Hydra: Using the Staff of the Frost Hydra allows the Terrarian to spawn a Frost Hydra that spits piercing freezing bolts which inflict the Frostbite debuff.
Lunar Portal: Using the Lunar Portal Staff allows the Terrarian to summon a Lunar Portal which projects a laser at enemies.
Rainbow Crystal: Using the Rainbow Crystal Staff allows the Terrarian to summon a Rainbow Crystal which creates an explosive area of effect attack that can hit multiple enemies at once.
Mounts
The Terrarian can wield Mounts which give very special benefits, depending on what the Terrarian decides to ride. Most benefits have a unique attribute to them, however not all mounts are built equally. Most mounts usually cancel out or heavily reduce fall damage, as most of them are either built to do so or fly naturally.
Slime: Worn with the Slimy Saddle, the Terrarian can use the Slime to bounce around and float in water.
Bee: Worn with the Honeyed Goggles, the Bee allows the Terrarian to have short-term flight and automatically hover in the air. However, it can’t swim.
Pogo Stick: Given to the Terrarian by the Party Girl, this Pogo Stick increases the rate of which the Terrarian falls in the air. It also acts as a fun party trick.
Golf Cart: Given to the Terrarian by the Golfer, this Golf Cart can be ridden around, being able to ram into enemies.
Lava Shark: Found by the Terrarian, this can swim in lava and makes the Terrarian immune to it, reducing all fall damage taken to one point of damage.
Unicorn: A cool ass unicorn that the Terrarian can ram into enemies with!
Winged Slime: An upgrade to the Slimy Saddle, the Winged Slime has wings. Yeah… It also can’t swim.
Scutlix: An alien species of mounts which shoots out lasers.
UFO: An unidentified flying object that the Terrarian stole from some unlucky martians, it has infinite flight time but dissipates when in contact with water.
Pirate Ship: Taken from the Flying Dutchman, this ship has infinite flight time and can swim through water.
Santank: Santa… if he was a tank. This mount has machine guns that shoot at enemies, and can deal damage to enemies by ramming into ‘em.
Tree: Taken from the Mourning Wood, this tree is one of the fastest Mounts on ground in the game, dealing extreme damage when it runs into enemies.
Cute Fishron: A lil’ guy who can fly around at extreme speeds, becoming faster and granting the Terrarian a damage buff when moving in water.
Drill Containment Unit: A big drill that the Terrarian can drive, allowing mass-deconstruction of the land around them by destroying it with sick lasers.
Critters
Peaceful little creatures that the Terrarian can pick up off the ground and keep in his inventory to free at any time for a variety of situations. Usually, they’re for safekeeping or throwing in enclosures– and other times they’re used as bait for fishes.
Birds: Just cute lil’ guys.
Bunny: The most notable critters, the Terrarian can even strap explosives onto them and launch them out a cannon! … yeah.
Enchanted Nightcrawler: Worms imbued with magic from Fallen Stars who are greater bait, being able to attract fish.
Ladybug: A little critter that increases luck when touched and decreases the luck of those who kill it.
Magma Shell: A flaming snail that if attempted to be caught burns anyone for five seconds, which means it can only be caught with fireproof tools.
Stinkbug: A small little bug that can be put into a container, preventing NPCs from moving into houses with it.
Truffle Worm: When used in fishing, it attracts and summons Duke Fishron.
Prismatic Lacewing: When destroyed in the Hallow, enrages and summons the Empress of Light.
Golden Animals: Critters that are coated in gold, and can be used to make the Golden Delight, an exquisite food that can buff the Terrarian.
Resistances
Steve
Innate
Extreme Conditions: Steve is able to take dips in fire as well as stand in close proximity to lava. They can withstand being in the Nether, which can vaporize water, as well as being filled with lava. When sneaking, he can naturally work around most environmental issues, such as tip-toeing across magma to avoid getting burnt or preventing the activation of certain blocks.
Fires and Extreme Heats: Steve can withstand being hit by lightning which sets them on fire. As mentioned, he can survive in close proximity to lava and within the Nether, as well as being set on fire without any adverse injuries
Freeze Inducement and Extreme Colds: Although Steve is explictly vulnerable in his home game, Dungeons grants Steve the ability to submerge in waters cold enough to completely freeze him over. The Fangs of Frost are stated to freeze enemies at the slightest of touch, yet they aren’t affected by it. They can extensively wield the Chill Gale Knife, which is “forever icy to the touch”.
Pressure: Steve is able to withstand being in the depths of the ocean with minimal or heavy armor without any adverse effects.
Breathing: While Steve can drown, he does not struggle to breathe at extreme heights, such as the top of snowy mountains in Dungeons amidst heavy combat.
Toxins and Poisons: Steve is able to resist poison, unable to die from it as it only puts them at half a heart, and they are able to similarly withstand Cave Spider bites that induce this level of poison (or technically, venom). They are able to walk on Netherrack, which is made of Mercury(II) oxide, which is toxic.
Disease Manipulation: Steve isn’t able to be infected by zombies who can do so to Villagers and Piglins.
Radiation: Steve can interact, hold, and use Redstone physically, which is made out of uranium methanide, which is radioactive.
Mind Manipulation: The Whispering Spear is stated to have a spirit inside of it that controls the mind of the wielder, however they are not explicitly affected by this.
Transmutation and Corruption: Unaffected by the Orb of Dominance’s corruption which altered the mobs and environments it’s fragments ended up on
Equipment
Extreme Environments: Various items allow the Terrarian to work better in different environments.
Fire and Lava: Via Fire Resistance, which makes Steve immune to being set on fire.
Extreme Colds: Wearing a single piece of Leather Armor prevents Steve from being frozen to death.
Breathing: The Respiration enchantment increases underwater breathing time. The Turtle Shell helmet adds 10 seconds of breathing time. The Conduit and Potion of Water Breathing allow Steve to breathe underwater.
Fall Damage: Feather Falling reduces fall damage taken.
Damage: Various enchantments in Minecraft act to reduce various sorts of damage types.
General: Protection is an all-rounder enchantment that grants general damage resistance. Armor such as the Wither Armor reduces overall damage by 35%. Oakwood Brew reduces damage by 36.8%. Potion Barrier reduces 90% of all incoming damage when drinking a healing potion. With the Shulker Armor and variants, Steve takes reduced damage against swarms of enemies– taking 50% less damage when swarmed by 4 or more enemies, the highest damage reduction possible on armor. The Iron Hide amulet grants damage reduction.
Explosions: Blast Protection grants a resistance to explosive damage.
Fire: Fire Protection grants a resistance to fire damage.
Projectiles: Projectile Protection grants a resistance to projectile damage. Shulker armor deflects projectiles. Totem of Shielding protects Steve from projectiles.
Environmental: Rugged Climbing Gear grants environmental damage resistance.
Colds: Rugged Climbing Gear grants cold damage resistance. Snow armor and many others grant a 50% freezing resistance. Sweet Brew grants an immunity to freezing effects.
Miscellaneous: Dense Brew grants knockback resistance as well as a 75% melee and ranged damage resistance.
Knockback: Climbing Gear reduces knockback taken.
Status Effects: The Troubadour reduces the time of negative status effects by 30%.
Physical Limits: Unbreaking reduces the damage that items take regarding durability. Defeating a mob with Refreshment reduces Health Potion cooldown time. With Cooldown Shot, wielding a charged shot lessens Artifact cooldown time. Acrobat lessens roll cooldown time. Bag of Souls increases the number of souls that Steve can hold at one time. Cool Down reduces artifact cooldown time. Final Shout bypasses all cooldown times and uses artifacts when Steve is at 25% or less health. Multi-Roll allows Steve to roll more than normally possible. Gear such as the various robes reduce artifact cooldown. Piglin armor can bypass cooldown times on artifacts when using a potion.
Information Analysis: Steve can’t be seen on a map when wearing a mob head.
Terrarian
Innate
Extreme Environments: The Terrarian can resist being submerged in ice cold waters. The Terrarian can similarly resist the heats in the Underworld, which can vaporize water, as well as being filled with lava. The Terrarian can traverse space with no adverse effects.
Fire Manipulation and Extreme Heats: Drakomires are stated to project the power of the Sun, shooting out projectiles called Solar Flares, meaning that they are likely pretty hot. Drakanians wield weapons that can “melt nearly anything it penetrates”, which it cannot do so to the Terrarian. The weapons Drakanians wield resemble the Daybreak, which can “incinerate with solar rays”.
Freeze Inducement and Extreme Colds: They can withstand the bites of Ice Bats that turn flesh completely frozen. As mentioned, they can also walk through freezing cold waters and the Snow Biome. The Snow Biome is referenced to have sub-zero temperatures.
Space: The Terrarian does not have any adverse effects while in space besides the lesser force of gravity.
Pressure: Able to survive in the depths of the ocean with minimal or heavy equipment.
Breathing: Although they can drown, the Terrarian is able to still function normally when in areas of limited oxygen, such as when in space or on floating islands.
Transmutation: They cannot be affected by the toxins of the Jungle that can mutate beings like moths and have unstable magick that can alter physiologies. The world itself has mutative magicks, which can completely change biologies and mutate beings that dig through it.
Possible Acid: Ichor is a corrosive acid that only affects armor. This could likely act as stomach acid granted context of the Crimson and their mobs, which the Terrarian can’t be melted by physically.
Possible Matter Manipulation: Can take hits from the Gigazapper who can “atomize anything” according to the Bestiary. However, this assumes you take it literally.
Soul Manipulation and Sealing: The Terrarian is able to resist attacks from the Eater of Worlds, and even come back from being vanquished by it, who can reduce those it has fought and killed into Wraiths, which are mindless husks who attempt to reclaim their lost soul, being sealed into the Earth until the Corruption grew to become violent and began to expand following Hardmode. It is stated that various monsters, such as the Ice Queen or Nailhead, seek out souls as their motive to kill. The former explicitly states to kill others in order to take their souls– of which the Terrarian is able to come back from being killed by them, meaning that they can come back to life even if they might lose their soul. Souls in Terraria seem to maintain the strength of their physical forms, as the formation of ectoplasm and generation of spirits in the Dungeon comes from the strongest of souls combining together, so souls should be resistant to attacks due to retaining similar durability to their physical forms if the ability in question does not bypass it.
Corruption: They are capable of resisting the Corruption, which is implied to corrupt and ultimately destroy souls, with an end goal of destroying all life on the planet. They can similarly resist the Crimson, which physically turns every monster into a hivemind for the beings. The Corruption and Crimson can corrupt and raise the dead and change the environment, as well as further empower itself and mutate as a cancerous force. Merely interacting with the Hallow can corrupt others, however it does not affect the Terrarian.
Transmutation: They were unaffected by the effects caused by the Ancient Spirits of Light and Dark, which include the alteration of souls (Souls of Light, Night, etc) and bestowing physical forms to astral beings who’s souls were altered, now being visually existent (Wyverns and the Souls of Flight). To add onto this, the spirits notably altered the shape and appearance of many monsters, to which the Terrarian was unaffected by overall. They aren’t able to be turned into a Wraith by the Eater of Worlds.
Mind and Empathic Manipulation: The cult of the Lunatic Cultist and Skeletron’s hatred of the Dryads bestowed a curse upon the Dungeon that drove anyone but its overseers insane, making them work under evil intentions even past the point of being physically broken. They have turned into mindless tools for the sake of evil, losing themselves. The energy that did so can be passively absorbed and corrupt those present around it, further supporting this.
While the Mechanic and Old Men are not affected by this, it is directly referenced that they were tools for the cult, meaning that they were likely protected. The Old Man retains his insanity, doing things such as harming himself near the dungeon according to his special edition card and wanting to find someone to kill his master, the being that possesses him (Skeletron), so it likely affects those who might be resistant just through exposure, or inherently induces madness through exposure, which the Terrarian remains unaffected by regardless. While the Terrarian can be affected by the psychedelic saliva of the Dreamer Ghoul or having their brain scrambled, it is likely this is physical due to how Confusion is applied rather than a special ability they cast like the Dungeon. It is also similar to the Bat’s Bite debuff which works a similar way, as it can also induce Confusion. This is considered Type 1 Madness Manipulation on VS Battle Wiki, while Mr. Terraria resists Type 2.
Mental Magic: In addition to this, the Terrarian can fight the Lunatic Cultist who casts similar mind magic which the Terrarian can see through, and granted the Lunatic Cultist’s power, it is likely a similar degree of magic that was used in the Dungeon, of which the Terrarian wasn’t influenced by any adverse effects.
Equipment
Extreme Environments: Various items allow the Terrarian to work better in different environments.
Breathing: Arctic Diving Kit and many others give them the ability to swim underwater and extend underwater breathing. The Breathing Reed even further extends the time underwater. The Merfolk transformation lets them breathe underwater.
Fire and Lava: The Ankh Shield allows the Terrarian to become immune to being set on fire. Lava Waders and various other Accessories allow them to walk on lava and flaming blocks. Molten Charm gives a 7 second immunity to dipping in lava, and the Molten Skull Rose reduces lava damage.
Extreme Heat: The Ankh Shield and Hand Warmer allows the Terrarian to become immune to being completely frozen to the point of flash-freezing flesh. The Ankh Shield allows the Terrarian to become immune to being set on fire and heat.
Fall Damage: The Lucky Horseshoe and other items with it in their recipe allow the Terrarian to become immune to fall damage. The Frog Gear reduces fall damage and even allows them to grab onto walls.
Darkness: The Ankh Shield allows the Terrarian to become immune to Darkness, which dims their vision and makes it dark around them. The Ultrabright Helmet allows them to see in the dark.
Damage: The Terrarian has various equipment and accessories that reduce damage.
General: The Frozen Shield gives a 25% damage reduction at 50% health. The Resistance Potion grants 10% damage reduction. The Chlorophyte Mask reduces damage by 5% with the set. The Turtle Armor grants 15% damage reduction. The Worm Scarf grants 17% damage reduction. The Beetle Endurance armor bonus grants 15% damage reduction every three seconds when not taking damage, stacking up to 45%. The Solar Flare armor bonus, Solar Blaze, reduces damage by 30%, and naturally grants a stacked 12% damage reduction bonus. Various items increase defense, which reduces damage.
Cold: The Warmth Potion reduces damage from cold-based enemies by 30%.
Knockback: The Paladin’s Shield and the Frozen Shield give knockback immunity. Gladiator Armor gives knockback immunity.
Damage Reduction: The Frozen Shield gives a 25% damage reduction at 50% health.
Bleeding: The Ankh Shield allows the Terrarian to become immune to Bleeding.
Statistic Reduction: The Ankh Shield allows the Terrarian to become immune to Slowness and Broken Armor, which slows them down and halves defense respectively. The Ankh Shield can also resist Weak, which physically weakens them to various degrees.
Blindness Inducement: The Ankh Shield allows the Terrarian to become immune to Darkness, which dims their vision and makes it dark around them. The Ultrabright Helmet allows them to see in the dark.
Poisons: The Ankh Shield allows the Terrarian to become immune to poisons.
Mind Manipulation: The Ankh Shield allows the Terrarian to become immune to Confusion, which is usually enacted through psychedelic attacks or scrambling their brain.
Freezing Colds: The Ankh Shield and Hand Warmer allows the Terrarian to become immune to being completely frozen.
Curse Manipulation: The Ankh Shield’s parts include Countercurse Mantra, and can resist Cursed.
Petrification: The Ankh Shield allows them to resist being turned to stone. The Hand Warmers allow the Terrarian to resist being completely frozen over.
Physical Limits: The Philosopher’s Stone and Charm of Myths allows them to strengthen their physiology, decreasing their sickness from potions. The Mana Flower and accessories crafted with it reduce mana usage. The Star Veil increases the timeframe of damage invincibility. Various accessories and items allow them to expand the limit of minions. Various armors, items, and accessories allow them to reduce ammo cost or completely nullify ammo costs, such as the Fossil armor set. The Angler Tackle Bag and variants prevented their fishing line from being broken.
Weaknesses
Steve
While Steve has an endless world to explore and an expansive arsenal, Steve still has to survive. Death is quite an inconvenience for Steve, and his ability to only come back three times from the dead within combat can only be circumvented through the option to swap through different armors or enchantments. Speaking of which, while Steve might have a wide range of options and ways to circumvent so many numbers of his weaknesses, he can only wield up to three special enchantments on one given set of armor or weapons, so he’ll often need to prepare or set up different loadouts to use in a fight. Steve also often needs to eat to maintain stamina, otherwise he’ll run out of the ability to run, and will have to rely on dashes or innate speed boosts he gains from items. This can be easily circumvented by just eating, but is important to note that Steve can still get exhausted from combat. Steve also has limits on certain aspects of his arsenal, such as the maximum amount of souls he can draw, and he requires a steady source of souls to maintain this energy soul. Not only can Steve not harvest souls without the proper weapon, but he cannot pull souls off of enemies unless he has a specific enchantment allowing him to draw souls from damage or until he kills them. This makes it quite difficult for Steve to maintain soul charge overall against enemies like bosses unless they throw in summonable mobs against him, making these sorts of builds unreliable without a steady stream of energy
Terrarian
Despite being the chosen champion of the world, the Terrarian still retains weaknesses like we all do. For starters, one of the Terrarian’s more important weaknesses is a supply of mana or ammunition. While the Terrarian has means to replenish mana or keep a stock of infinite ammo, the Terrarian retains two key weaknesses with these methods. For mana replenishment, without accessories that create stars, the Terrarian can run out of mana by using weapons that can only be circumvented with restoration potions. While this might seem like a good idea, they will become sick– unable to consume any more mana-replenishing potions as a result, a similar stigma that applies to their health potions. As for ammunition, while they might have an infinite supply of their most basic ammo, they do not retain infinite numbers of ammunition in their greater types, meaning that they can run out of their most powerful ammo and have to fall back on weaker types. Similar to their opponent, the Terrarian’s great variety of options *can* be used normally but benefit best when the Terrarian wields specialized gear per class of weapons, meaning that for the greatest usage of weaponry, swapping between armor seems to be key.
Feats
Steve
Overall
A true master of crafting and exploration.
Traversed through the harsh environments of the Deep Dark and Nether.
Found the Stronghold to open the End Portal and slayed the Ender Dragon to free the end.
Defeated other creatures such as the Wither, Elder Guardian, and the Warden.
Protected the villagers from Illager raids and stopped the Orb of Dominance from corrupting the world.
Ultimately took down and destroyed the Orb of Dominance in a world-wide quest to stop its influence.
Made it into Smash Bros and broke Twitter in doing so.
THE best selling game of all time (over 300 million copies!)
Power
Able to physically take on several mobs, even with his bare hands, such as the Enderman or groups of Illagers.
Steve is able to lift and run with Golden Armor, which weighs 68.8 Kilograms.
With the Stormlander, Steve can call down lightning strikes unto enemies (At least 1.6 Gigajoules)
Steve is able to throw TNT great distances, and can output damage similar to its power as of Dungeons.
In Dungeons, TNT has a massive 8 block radius, meaning it is outputting 0.04 Tons of TNT in its explosion. It deals the same damage regardless of distance, so it would scale even if a mob isn’t in the epicenter.
TNT has an explosive capacity of 1.819 Tons of TNT (ironic, I know).
Able to take down the Heart of Ender and destroy it, a several-meter tall creature.
Speed
The fastest Horse that can be attained in Minecraft moves at high speeds through being bred with Swiftness potions (14.23 m/s)
Able to throw Ender Pearls at 23 m/s.
Steve can shoot harpoons, which move at an average speed of 25.7 m/s.
Can boost himself with the Elytra at high speeds (33.5 m/s)
Able to move at speeds around 48 m/s when swimming with dolphins under the right enchantments.
The fastest Steve can move underwater under the exact right conditions is 144 m/s.
Steve can shoot arrows, which move at 60 m/s.
Steve can wield tactical high-velocity crossbows, which could hit speeds around or past 100 m/s.
Fireworks can travel at an average speed of 80 m/s, supporting this number.
Able to react and move when using the Riptide enchantment, which allows Steve to move at high velocities (125 m/s)
Tridents with the Channelling enchantment can summon lightning.
Note: Minecraft’s b/s speed rates referenced in this section can be found on this table, which directly translates to m/s.
Durability
Steve can fall from high distances while wearing armor (217 Kilojoules)
Steve can withstand the energy of falling at maximum velocity from a fall, although he still dies from impact without the mace (1.26 Megajoules)
Able to survive explosions from TNT without armor at a distance and with armor at a closer distance (Up to 0.01 Tons of TNT)
He can travel around the Nether with no issue, which is hot enough to evaporate water in an instant.
Can withstand being directly hit by a sonic boom.
Terrarian
Overall
The greatest champion of Terraria who successfully fought off and purified the world of evil.
Took down the Moon Lord, a great evil who had been resurrected by ancient cultists.
Took down Skeletron, the guardian of the Dungeon, and successfully made his way through the columns and traps of the underground maze.
Successfully defeated the Empress of Light… in the day…
Has taken on alien invasions, the monsters of the Blood Moon, fought against various holiday monsters including snowmen and the Mourning Wood, as well as taking down the various Pirate and Goblin armies who invade his town.
Successfully made a town with a high enough rating to bring in the Princess of the lands and even lives with Santa Claus.
10th best selling game of all time, with 58.7 million copies sold. That’s pretty massive.
Do you know what else is massive…
Power
Able to defeat the “all-powerful” Moon Lord.
Able to take on several bosses, including Duke Fishron, who can create small tornadoes.
The Terrarian is able to completely obliterate the Wall of Flesh in their defeat, violently breaking it apart (230.04 Tons of TNT)
Able to take on and defeat bosses which can withstand the explosions of Dynamite.
Dynamite has an energy output of 31.11 Tons of TNT.
The Terrarian can summon meteors via his mana, which outputs a kinetic energy equivalent to 6.2 Kilotons of TNT.
Speed
Able to outspeed other monsters and dodge projectiles with movement speed through the usage of accessories.
This would include specific projectiles, such as the cosmic rays, which move near the speed of light.
Able to keep up with the big bosses of the evil biomes, who’s corruption (such as the Crimson) can spread between planets in an unknown time frame.
Able to dodge attacks from, and move in tandem with, the Moon Lord.
Using accessories, the Terrarian is able to dodge attacks (11x faster than projectiles– Up to 11c) (Before the Verdict)
Durability
Able to survive great falls from the ground level and down into the Underworld.
Can withstand hits from the Eater of Worlds and the Brain of Cthulhu, who attack your soul and your mind.
Able to withstand hits from several bosses who’s main attacks centralize around kinetic energy.
See Scaling for more information.
Able to survive one to two blows from the Dungeon Guardian, Terraria’s strongest monster.
Able to withstand blows from the Moon Lord and his greatest attacks
The Terrarian can survive explosives that can obliterate blocks (90.7 Tons of TNT)
Scaling
Steve
Base Game Bosses
There are several bosses that exist in Minecraft which Steve can take down, so he should obviously scale relative to them with his best gear. He shouldn’t scale physically without any weapons due to these bosses power, especially for the Ender Dragon, that is until you look into Dungeons.
The Wither is able to produce explosions greater than a cubic meter of TNT (1.819 Tons of TNT) and has a radius of around six meters (~0.02 Tons of TNT)
The Ender Dragon has gravitational potential energy equivalent to 0.05 Tons of TNT
The Ender Dragon can ram through blocks, destroying them, with this much volume.
Cobblestone blatantly shows that the destruction of stone is fragmentation, meaning that the Ender Dragon is likely physically destroying blocks in that way, equivalent to 0.44 Tons of TNT.
If we assume that destroying blocks is complete pulverization, the Ender Dragon can ram into blocks and completely destroy them, which with stone is an equivalent to 5.98 Tons of TNT. Average pulverization value is around 214 j/cc, which is also equivalent to 5.98 Tons of TNT.
You could assume that the Ender Dragon is pulverizing blocks at different values of energy rather than the same, meaning that pulverizing diamond blocks in this volume is equivalent to 3.7 Kilotons of TNT.
The Ender Dragon can destroy water source blocks, meaning that it could be potentially vaporizing blocks, meaning it outputs energy between 718.66 Tons of TNT (Stone vaporization) to 1.7 Kilotons of TNT (Iron vaporization) or up to 6.03 Kilotons of TNT (Diamond vaporization) (Before the Verdict)
The Elder Guardian can shoot out beams from its eye which could either act as pressurized water (Mach 3) or a literal laser (1c) (Before the Verdict)
The Warden
The Warden is the most powerful mob in Minecraft thus far– however, despite its power, Steve is still able to keep up with and fight the Warden in direct combat.
Able to release soundwaves as his prinary ranged attack (Mach 1)
The Skulk Sensors can detect sound, with sound moving at a specific block per second.
Steve can physically move a fraction of the speed of sound (114 m/s) and his Riptide enchantment greatly increases his speed to exceed the speed of sound (Mach 3.5) (Explained in Before the Verdict)
The Warden is a dangerous force of nature that Steve can ultimately be killed by, however Steve is able to go against these odds and defeat them.
Dungeon Bosses
The Orb of Dominance can turn several Husks to ash (At least 0.06 Tons of TNT)
The Orb of Dominance is able to lift blocks of “gold and iron” in the novels without issue (Around 38,600 Kilograms)
The Orb of Dominance draws power from the End, which is described to be an “endless void” (Before the Verdict)
The Orb of Dominance can project beams of light (FTL)
Steve is not shown to be able to dodge or move in tandem, however the Heart of Ender’s lasers enact on their first frame, so it should be comparable to Steve’s other frame-one weaponry.
The Heart of Ender is a constant threat to the world and its purity who, after being sealed into its Primal Form, supposedly wanted to destroy all of the dimensions (Before the Verdict)
However, besides the Minecraft Fandom wiki, there seems to be no further sources for this.
The Redstone Golems are massive creatures made of stone and redstone, which can grow to be as tall as 7.2 meters.
They should be more powerful than the Iron Golem, who can fling other mobs into the air.
Island Realm Bosses
The Shattered Orb of Dominance was able to slowly corrupt entire islands at once with it’s power, imbuing its power into various aspects of the land, sea, and sky.
The Shattered Orb was going to increase the pressure of the ocean, which it locally did overtime through environmental and coral manipulation, shifting local tides that returned to normal once the corruption disappeared and raising pressure high enough to compress the island, pushing it upwards.
The Shattered Orb bestowed power unto a Tempest Golem, who formed a storm through its winds across the Howling Peaks overtime, imbuing its power into the land and in its attacks. (3.24 Megatons of TNT)
The Shattered Orb bestowed power unto a Wraith that would “turn the world into ice and snow”, starting from the island onward (10 Gigatons of TNT) (Before the Verdict)
Miscellaneous Scaling
The Illusioner can summon explosive arrows and shoot them at Steve, which are duplicates of his own.
The Iron Golem is able to throw other mobs high into the air with ease, including zombies suited in armor.
The Evoker can shoot out fangs that can be intercepted by Steve which traverses 10 blocks in a second.
Phantoms can dive down at Steve at 24 m/s.
Illagers can wield crossbows which Steve can block (At least 60 m/s).
The Piglins were able to use the Orb of Dominance to corrupt a beacon, which created permanent night time by shooting a laser at the sun (13.9c) through a variety of arguable means (Full detaills in Before the Verdict)
Terrarian
The World’s Natural Guardians
The Eater of Worlds can move at high speeds to ram into the Terrarian (1.69 Tons of TNT) and can withstand its own potential energy (0.07 Tons of TNT)
The Eater of Worlds is able to withstand Explosives, a bundle of dynamite that Ebonstone can also resist (90.71 Tons of TNT)
The Eater of Worlds is… well…
The Brain of Cthulhu should be inherently comparable to its Master Mode drop, the Brain of Confusion.
The Brain of Confusion can, to a varying degree, allow the Terrarian to dodge bullets, soundwaves, vibrations, thunderbolts, and light at a standstill (Up to 11c) (Before the Verdict)
The Corruption and Crimson have corrupted entire planets into their hiveminds and destroyed all life across them, with the Crimson existing as one massive hivemind across every planet.
The Terrarian should be superior to the Wall of Flesh, who kept the ancient spirits of Dark and Light at peace through being a powerful enough guardian for the world, meaning that it should be on par with the biomes in question.
The Empress of Light attacks with literal beams of light (1c)
Many of the Empress of Light’s drops shoot out light as a primary attack.
The Empress of Light drops the Stellar Tune, which attacks with sound-amplified stars.
The Mechanical Bosses
Skeletron Prime, Retinazer, and the Destroyer’s drones can shoot out lasers, which move in a straight line and do not deflect off of solid objects. These lasers do not display knockback, further supporting this.
Mechanically, these lasers work the same way as other examples of lightspeed lasers in the game, such as the Gastropod (See Miscellaneous)
The Destroyer is able to ram into the Terrarian at high speeds (155.32 Kilotons of TNT, at most 424.42 Kilotons of TNT)
The Destroyer can send vibrations across the planet, able to be felt in the ground within the Underworld, Underground, Sky Islands, and Space (1.06 Teratons of TNT) (Before the Verdict)
Mechdusa has the highest health overall out of any boss, including Moon Lord.
The Celestial Pillars
The Vortex Pillar is shown to have created a thunderstorm in one of its images (See above)
Corites are described as living meteorites infused with energy.
Crawltipedes are infused with solar energy, making them invincible besides their tail. Milkyway Weavers work in the opposite way, having unstoppable bodies but a vulnerable head.
Selenians can reflect projectiles, including attacks from the Magical Harp which are sounds, electric projectiles such as from Sky Dragon’s Fury or the electric fields created by the Electrosphere Launcher, and even laser shots from weapons such as the Space Gun.
Nebula Floaters are able to dodge projectiles, mostly including homing attacks, meaning it is able to dodge Medusa’s Head rays which are likely light, granted their visuals and being called “rays”, as well as having the same visuals as the Drakomire’s Solar Flare, which wield sunlight.
Regarding all projectiles, this includes the Resonance Scepter, which shoots vibrations, and weapons such as the Rainbow Gun and Laser Machinegun, which both reasonably display properties of light.
Stargazers shoot out “cosmic rays”, which demonstrate qualities of light, such as being shot in a straight line and not having extensive force or any mass.
Although not being stated to move at lightspeed, cosmic rays inherently move near the speed of light.
The Celestial Pillars’ presence moved the moon… or… a planet?! (Explained in Before the Verdict)
The Moon Lord and Cthulhu’s Servants
The Eye of Cthulhu can ram at high speeds to attack the Terrarian (6.765 Kilotons of TNT)
Skeletron is the original skeleton of Cthulhu that the Dryads tore out.
The Brain of Cthulhu is comparable to the Eater of Worlds as both are inverse biomes to one another (see above)
Cthulhu, the Moon Lord’s original form, travelled to the moon after being mutilated and comes back upon the Moon’s seal being destroyed (0.1c)
Cthulhu was stated to have nearly destroyed “the very fabric of Terraria” itself, crippling the Dryad’s connection to the planet (Planet - Universal) (Explained in full @ Before the Verdict)
Miscellaneous Scaling
This is a section dedicated to various miscellaneous feats or aspects of scaling that the Terrarian should scale to, whether that’s through direct comparisons or taking on the most powerful being– the Moon Lord.
The Gastropod is stated to shoot out light as its main attack. This is portrayed as a laser which does not display force to any degree, does not reflect off of any solid block, and travels in constant straight lines which infinitely travels without projectile drop off, corroborating that they’re light.
These lasers share properties with every other laser in Terraria in literal coding, so the Terrarian’s laser weapons could also be considered to also be lightspeed.
The Holy Hand Grenade can blow up twice as much as dynamite (248.54 Tons of TNT)
Duke Fishron can create a massive storm across the island during his fight (34.01 Megatons of TNT)
The Enchanted Moondial and Sundial are able to move the planet, speeding up days and nights respectively (914.31 Zettatons of TNT) (See in Before the Verdict)
The Martians send out probes to gain information, coming the following day after the probe returns (Varies from 0.017c to 34 quadrillion c at least) (Explained in Before the Verdict)
The Brain Scrambler wields “short-range radiation” (1c)
The Gigazapper is stated to be able to “atomize anything”, which if taken literally…
Atomization of Humans: 1.19 Tons of TNT.
King Slime Atomization: 1.488 Kilotons
Wall of Flesh Atomization: 946.3 Kilotons.
More info and calculation methods shown @ Before the Verdict
Before The Verdict
Lifting Strength and Inventory Size
A very iconic premise in the community, these two naturally as sandbox characters have a lot of inventory space that offers a lot of different arsenal choices. For starters, how does this apply to the characters physically, and what would it look like in a versus debate?
For starters, lifting strength simply does not apply to either character regarding the inventory. Minecraft is much more blatant, granted we visually see that Steve shrinks down items in game animations and that objects can be compressed into one slot (shown through the bundle, for example) which makes it unlikely they retain the same mass. We can further see this when dropped items (shrunken down, which is canonical) are placed onto items such as pressure plates, all retaining the same mass, whether it’s a flower, an iron chestplate, or a solid block of netherite. We have nothing that can particularly be used to translate lifting strength through these blocks especially because we know that mass shifts, but we don’t know by how much. This is different from armor, however, which Steve can physically equip on himself. As for held blocks, because they take a shrunken form in their inventory state, we likely can’t apply them to lifting strength either. That means that Steve’s maximum lifting strength would need to apply to items held in other games or through armor, but avenues of potential lifting strength feats like the Iron Golem kit are shown to fall under the same concept of items shrinking in mass until Steve places them. The best we’ve found regarding Steve’s lifting strength comes from the armor, with gold armor being around 68.8 kilograms. That’s around the weight of your average joe being put on Steve’s entire body. So, is Steve lifting the solar system? Not really.
As for the Terrarian, it’s pretty blatantly not a source of lifting strength for blocks in the inventory. However, because there’s not much elaboration on how this works, there’s not really a good way to round this section out compared to what we see with Steve in Minecraft animations. The blocks in Terraria are generally comparable in size to how they’re placed normally, however. As blocks are around 1 foot tall, that means that the pure gold ore blocks and their bar counterparts are around 547.08 kilograms! That’s like if the Terrarian was carrying a piano with their bare hands… Oh wait. It could also be mentioned that the Terrarian can also likely lift far more than this outright– as the Crates caught from fishing can contain up to 11 of these bars, not accounting for any other objects in the mix (6,564.96 kilograms). That’s pretty heavy! … But certainly not the universe-lifting value you might have seen off of YouTube Shorts. Simply put, neither combatant is necessarily too powerful to where they can lift entire planets as we mentioned, but without touching on too much assumptions for lore or weight puts both at a pretty sensical lifting strength that leans towards the Terrarian– which lines up pretty well if you actually did reference the inventory space arguments for either, where the Terrarian simply has a greater number of spaces in their inventory.
TL:DR, the Terrarian has inherently better lifting strength feats due to the mechanics behind their inventory and on-screen lifting, while Steve’s is largely done through an item-compressing mechanic we visually see in animations and physically happens in game. If you wanted to reference extended inventory spaces (such as the Shulker Box) or the like as a guide for lifting strength, the Terrarian would still have greater potential arguments than Steve. However, we’ve decided to look past those sorts of claims.
Dryads Built Different (but the Moon Lord is better)
The Dryads are a massive race who existed prior to the storyline of Terraria, taking on Cthulhu (The Moon Lord) many eons ago. They are all individually connected to nature, they draw from this power and it lets them resurrect spiritually, and Moon Lord fighting the Dryads despite them overwhelming and ultimately defeating him had overpowered this connection and their ability to resurrect, killing them completely. While this isn’t first hand shown, we do see that the Dryads’ immortality is sourced from their bodies being reconstructed into nature, which is what allows them to come back as a person despite only one Dryad existing compared to other NPCs who are replaceable. Essentially, Dryads are physically built different, being able to come back through the planet and nature, and the Moon Lord is able to negate this. Granted the Terrarian can wield specific weapons taken from Moon Lord’s power and craft it from his very own material, it’s likely that his power by the end of the game should be powerful enough to accomplish similar capabilities. This does not outright affect the debate, but it is a really unique aspect to look at in the Terrarian’s arsenal.
Corruption vs. Crimson?
A big part of Terraria’s gameplay and story, primarily the Dryad and many parts of Pre-Hardmode, comes down to what Evil antagonizes the world– which does shift some aspects of how we define the story of Terraria and moreover some miscellaneous abilities.
Canonically, both the Corruption and Crimson are present in the world, although the former usually appears more often in extended media. Of course, so is the Hallow, but that’s a bit different. We know this due to the lore entries, which essentially note that the Corruption and Crimson are defense mechanisms– who exist in different ways, but are ultimately living forces that were brought unto Terraria for the Gods to balance all things in life. In fact, the Crimson and Corruption are both able to be controlled by the living beings that represent Terraria’s world– the Dryads– as well as the world itself (as we see in Dungeon Defenders 2). While the Dryads do not maintain an explicit factor of control besides their purification, the world very clearly holds its own influence over these defense mechanisms, passively amplifying the rate of corruption for either biomes when releasing the Hollow to counteract the spirits of Light and Dark.
However, the Crimson and Corruption are not synonymous, and both actually hold different degrees of existence. To quote…
The Crimson is a single emergent living being connected directly to each world, sharing a hive mind, and solely focused on restoring balance at all costs. Thousands of worlds before the one on which you stand now have been absorbed by this being.
The Corruption is a cancer caused by the sins of those living in the worlds of Terraria. The vile actions and thoughts present in all beings feed the growth of the Corruption as it spreads relentlessly across each world.
Essentially, while both act as similar defenses, the Crimson is a violent and sadistic living hivemind of beings who focus on restoring balance– I.E, destruction and corruption– and bringing every world to pure corruption. The Corruption is an all-consuming mass of vile emotions that corrupts beings and souls, warping them to exist with nothing but hate and bitter feelings, seeking vengeance on the living. However, what sets the Corruption apart besides this is that both of these environments hold different intentions– the Corruption leaves worlds an empty hollow abyss that destroys all life and eventually consuming souls, while the Crimson turns worlds into violent nests of monsters to bring balance into its own hands. Plus, the Crimson physically corrupts beings into physiologically merging with itself, while the Corruption corrupts souls and minds leading to these monsters to seek revenge on those who empower the evil biome, hence why the two cancel out besides “both corrupt evil”, since they do it in different ways.
Simply put, although they seem similar at a glance, both of these biomes surprisingly hold different means of corruption that do impact the resistances one can give to the Terrarian as they target different parts of one’s physiology.
Can he ACTUALLY do that?
The Gigazapper in Terraria is a pretty funny guy. As mentioned earlier, the Gigazapper wields energy spears that are stated to be able to ‘atomize anything’, which we made multiple ends for. We’ll look into the general stat-ends and why they were chosen and the general conclusion.
We made general stat ends regarding what the Gigazapper could’ve vaporized. We know that it likely doesn’t scale to the general Hardmode enemies, but we do know innately they scale higher than Pre-Hardmode enemies, so we threw together a few ends for this statement. Human atomization is around a ton of TNT, since of course they can kill the Terrarian, and their weapons are strong enough to one-shot zombies when we look at in-game stats, so this is easily a good enough premise. However, if we truly think they can atomize anything with their energy spears, using this for lesser enemies who the Hardmode Terrarian upscales like the King Slime while the Martians actively challenge them could make sense, hence the usage of the bosses like this. The highest end overall is simply a high-ball, since the Gigazapper surprisingly does more damage than the Wall of Flesh, so for some reason it could make sense.
In the verdicts, we’ll tackle thoughts on atomization, however the main underlying issue is that we visually don’t see the Terrarian being atomized– he’s electrified and torn apart. That’s sort of the big issue, but knowing that the Beastiary is usually very accurate, there could be some semblance of merit for it in the same vain as sayyy the PokeDex.
Dungeon Defenders 2 / Cross-Scaling
A big mention on this blog is the three sections in scaling that come from other stories– and not one’s present in Terraria, but different series overall. This is in the case of Dungeon Defenders, a game series that crossed over with Terraria to bring us the Old One’s Army event, and the Don’t Starve collaboration event, which brought us the Deerclops boss. While Palworld’s crossover isn’t released, it was mostly added because it was fun to deep dive into and is hilariously consistently comparable (and saves time for the future if the scaling even becomes legitimate).
We’ll split this into two parts as to why we think these are legitimate, the actual scaling, and how they impact scaling if at all.
Canonicity
Despite Dungeon Defenders and Terraria not seeming connected, we explicitly know that these two games share a branched universe, with us seeing the Dungeon Defenders realm being connected to Terraria’s world with the Old One’s Army coming out of the portal, and the Dryad being shot into the universe of Dungeon Defenders where she participates as her own fighter. While this isn’t innately evidence as to them sharing universes, we explicitly see that the Old Ones Army is a notable crossover, unlike others such as Worms 3 or Minecraft itself, as it has a massive step in game progression and isn’t just cosmetic items– progressing in power as the Terrarian does, and having an entire in-game achievement when you finish it in Terraria’s Hardmode nearing end-game which solidifies it being canon to Terraria. The Tavernkeep is also a notable NPC in Terraria, canonically returning to Eternia in his own part of Terraria’s credits and is simply the same Tavernkeep we see in the Dungeon Defenders universe. The Terrarian also holds access to notable weapons and equipment from Dungeon Defenders– even being comparable to the Terrarian’s end-game gear in both defense and capability. Essentially, it’s shown that the Dungeon Defenders 2 media is canon to Terraria, where these characters should outright scale to one-another. This is due to the Terrarian’s usage of gear meant to match the original cast in power and progressing statistically in a way that makes sense in the story of DD2– with the Apprentice, Monk, Squire, and Huntress classes getting more powerful and being matched up with Terraria’s own class system. Plus, the Dryad outright appears in DD2, and she’s supposed to be the same Dryad of our world, which is the most blatant as she scales to literally everyone in that game herself.
Don’t Starve is in a similar boat, where the characters are all solely comparable to Pre-Hardmode Terrarian, as the Terrarian can fight Deerclops who (as shown in Don’t Starve’s own cinematics, alongside Chester) was transported to Terraria, and all of the weapons and equipment are basically around a middle-level Pre-Hardmode progression point. In the same vain as DD2, they’re also referenced in both games as being the two planes of existence interacting with one another and both games share a boss that can be important to progression. Don’t Starve doesn’t impact much scaling, so it isn’t too notable, however it is something worth mentioning because of how notable it is in Terraria. These two game crossovers are also the only ones (until Terraria and Palworld’s eventual update, we’ll see) where they impact any part of the game’s progression and have bosses/enemies in the game that canonically come from the original series where both games interact and match up to how they’re treated progressively and how powerful they are in both series, so they have a lot more merit than just being a random cameo weapon or vanity set.
Old One’s Army and Dungeon Defenders
The Old One’s Army is a massive event in Terraria which takes a big part in boss progression, requiring the Terrarian across his or her journey to fight the various waves of army in order to gain rewards, including various weapons and special equipment. The Old One’s Army truly originates from Dungeon Defenders, the same game series that has the Dryad appear, which is the same origin that several of the bosses in the Old One’s Army comes from– who explicitly originate from the Dungeon Defenders 2 game and the Barkeeper NPC returning to this world in the Terraria credits. Dungeon Defenders 2 features several weapons from Terraria, and obviously, Terraria houses various weapons from DD2, supporting the idea that the two share similar physical prowess.
Ultimately, because of the Dryad’s direct appearance in Dungeon Defenders 2 originating from Terraria, how this is explicitly canon to Terraria’s lore and is such an integral event in the game across Hardmode, we say that it is completely accurate for them to scale to one another. Regardless, the Terrarian should overall scale to feats done in Dungeon Defenders. Even if the Terrarian fighting the Old One’s Army and essentially wielding the same weapons as the heroes isn’t enough to scale, the Dryad does explicitly scale to characters such as the Knight, Apprentice, Monk, and Huntress who took on the Old One in DD1, as well as their directly comparable Heroes in that game who returned in DD2, such as the Initiate, which means they would effectively scale to every feat done across the series. Mind the lack of a few links here, as Dungeon Defenders is very much barren in sources.
The Gunwitch is able to wield rapid-fire guns as well as snipers.
The Apprentice can form tornadoes with their basic attacks.
The Apprentice is implied to have torn out the Demon King’s spine.
The Geode and Vanguard enemies can deflect any incoming projectiles.
The Barbarian’s lightning stance shows him calling down and absorbing lightning from the sky, which he can increase the power of by 25%.
The Disintegrator is also referenced as a Goblin Vaporizer, meaning it can… vaporize goblins.
With Manabomb, the Apprentice can cast down a meteor onto enemies.
The Lavamancer can create great fissures in the ground to trap enemies.
The Series EV2 can wield the Atomic Launcher, which shoots out nuclear missiles.
The Lavamancer is stated to control and able to create volcanoes which rains down meteors (At least 2.39 Kilotons of TNT), said meteors being able to deal up to 154% more damage (3.68 Kilotons of TNT)
The heroes can wield the Mountain Cleaver which… yeah.
The Engineer can fire orbital missiles down to Eternia (Mach 1116)
The Monk, Apprentice, Huntress, and Knight took on the Old One who formed the Crystalline Dimensions contained within all of the Eternia Crystals, which house galaxies in them (Potentially 16.88 ExaFOE), with the Old One threatening to destroy their entire world if he was freed.
Pets such as Protobot or Cyberdragon can shoot lasers (Lightspeed)
The Cybork can shoot out EMP bolts (Lightspeed) that the heroes can move in tandem with (At least Relativistic).
The Unicorn Staff can shoot rainbows (Lightspeed).
Don’t Starve
Don’t Starve and Terraria have a pretty big crossover, which is pretty surprising when you look at both of the games. However, while this might come off as just “basic crossover scaling over one minor thing”, Terraria and Don’t Starve both took bosses from eachothers series and implemented them as important bosses, with the Deerclops being significant for progression in Pre-Hardmode Terraria despite not being required, and you could potentially say the same for how the Eye of Terror impacts Don’t Starve’s boss progression. Plus, with items like Lucy and other weapons existing in Terraria, it’s likely that Don’t Starve’s cast is similar to the Terrarian in Pre-Hardmode due to these being surprisingly powerful comparatively. They’re also treated as different planes of existence colliding, hence the existence of the Terrarium and the Constant world in Don’t Starve and Terraria respectively, meaning that there’s a lot more merit here than just saying they had a single crossover together thus scale.
The cast of Don’t Starve is able to split boulders apart and beat down on living trees, with Woodie’s forms being able to knock one aside.
The cast of Don’t Starve can wield the Blunderbuss and the Spear Gun, the latter of which has an average speed of approximately 25.7 m/s.
Wolfgang can lift a big tree. When amplified by Maxwell, he lifted a train car.
The Depths Worm is able to tear through the ground.
Maxwell’s powers ripped apart a building.
The Scrappy Werebig throws up a pile of metal scraps into the air.
The Host of Horrors boss monsters can crack the ground and ice.
Toadstool can shake the ground hard enough to shake the underground, causing rocks to fall from the ceiling, which fits a magnitude 4 earthquake (15.1 Tons of TNT)
Palworld
Are you kidding me??
As mentioned, this crossover isn’t even out yet, but Palworld scaling is hilarious and will be mentioned here regardless, especially since if it actually becomes a thing in the future, we don’t need to cover it over again.
Lamball is able to shield against bullets.
Pals are able to generate lightning strikes, function as lightning rods, call down meteors, project sunlight as an attack, project explosions of light, and various other general moves.
Rayhound is fast enough to where it can be confused at a lightning bolt, creating thunderclaps.
If taken literally, Rayhound is able to harm others while charging forward at such speeds, shocking enemies. This means it exerts kinetic energy while moving (~8.7 Kilotons of TNT)
Malpeca can kick at hypersonic speeds, launching others across the world.
Jolthog can exert an electrical explosion, producing over 10 million volts which is stronger than most heavy weaponry (143.85 Tons of TNT).
Faleris is stated to be able to burn everything around it to ash, being able to likely burn down the Wildlife Sanctuary that it lives in (2.13 Kilotons of TNT)
Frostallion can cast the island into a permanent winter in times of emergency (28 Kilotons of TNT)
Jetragon protects the island, having the ability to instantly destroy those who would split the Earth and light up the Heavens
If taken literally, this would get up to 1.2 Zettatons of TNT.
Pals can wield Megaton Implode, which likely exerts as much energy as the name implies.
As mentioned, Don’t Starve feats would only necessarily scale to Pre-Hardmode Terrarian, since the Deerclops is exclusively a Pre-Hardmode boss fight with similar stats to weapons in this progression level. However, Dungeon Defenders is a bit more nuanced than putting them at comparable to “X level of the game” because of how the Old One’s Army itself progresses through the game. Generally speaking, though, the Old One and ultimately the highest of Dungeon Defender’s feats do scale to the Endgame Terrarian, but feats such as the Engineer’s Orbital Missiles or the Lavamancer creating volcanoes should scale to Pre-Hardmode or at most early Hardmode Terrarian. What you get out of that scaling besides this is going to be up to the verdicts, as the arguments regarding the actual feats themselves are a bit more nuanced and not something we can tackle every interpretation for in a general Before the Verdict explanation.
Would Steve get Crossovers too?
Simply put, no.
The marketplace is not feasible to use in the debate, and there is no basis for it taking the same avenue of scaling. We see in Dungeon Defenders 2 and Don’t Starve that there is an explicit progression and how these stories intersect– the Eye of Cthulhu acts as a boss who impacts the progression of both games naturally, and many of the items both in Terraria and what is brought into Terraria are impactful to the base game, they are able to explicitly help with supporting the Terrarian progress, and are the only crossovers with any shared materials (and especially an achievement). Granted that the Old One's Army is explicitly an event that progression in the game is tied to, and evolves as the Terrarian does across the game, there are grounds to support them scaling. This is not even mentioning the fact that we explicitly see that the Dryad in Dungeon Defenders 2 is the one literally from the world of Terraria, or how Dungeon Defenders and Terraria explicitly show they have a shared universe with Terraria’s credits and the Barkeeper returning to his original world, or how Don’t Starve and Terraria are treated as “realities colliding”, not just a crossover where characters randomly appeared but rather the two were to merge and bring elements into each others worlds that can heavily alter the reality they appear in. The marketplace is full of add-ons that have as much merit in usage compared to this; they're treated in the same way regarding anything that impacts Minecraft beyond a texture pack, simply put a mod, and thus the “crossovers” present wouldn’t add anything. Plus, it’s not like this cross scaling is integral to the scaling of the Terrarian, it simply supports pre-existing arguments, whereas the ideas of cross scaling for Minecraft wouldn’t be supported in scaling and likely wouldn’t support any feats in the same way. Granted that add-ons which don’t usually modify the game also don’t usually have storylines going on either, as they merely exist as texture packs and a world download, it’s unlikely they would actually mean anything regardless of if you wanted to equalize these mediums.
The Destroyer’s Vibrations
An interesting feat we wanted to mention is the statement that occurs when the Destroyer comes to fight the Terrarian, where it is stated to create vibrations beneath the surface where the boss comes from– however, not only are these quakes able to be felt across the world with multiple players at once, but they can even be felt in the Underworld and Sky Islands; This means that the Destroyer’s vibrations are being sent all across the world, which we put at around 1.06 Teratons of TNT. If we were to assume it were of a lower magnitude than a 4 under the idea that there was no visual damage, this should still get into an overall Gigaton range, likely around 33.71 Gigatons of TNT or so. This is generally in-line with the power progression, as it is much higher than Pre-Hardmode’s level of Kilotons but should still be much lower than what you can argue for the end of Hardmode to reach statistically, which matches pretty well granted this is what the Terrarian would scale to immediately entering Hardmode. There’s not really much to touch upon with the feat, as despite the lack of visual damage, the same sort of environmental influence doesn’t happen either with any other mob besides the Terrarian themselves– including creatures who attack with the environment, like the Antlions. Plus, granted it’s a giant metal worm burrowing underground across the world who awakens that night to fight the Terrarian, it isn’t a feat that’s nonsensical to buy. While some of us do agree with the 1.06 Teraton end, we’ll also reference the 33.71 Gigaton end for the sake of overall consistency.
How Fast is the Terrarian?!
You might have seen a lot more references throughout the statistics regarding lightspeed and faster-than-light Terraria. While it’s been very contentious, particularly for being considered frame one regarding weapons such as the Last Prism, we do think that it is very much arguable even beyond that one weapon.
For starters, the Terrarian is able to dodge projectiles including what is considered frame one and lightspeed, but also non-frame one projectiles that are arguably lightspeed/literal light or are explicitly near lightspeed. This is such the case for the cosmic rays of the Stargazers or the rainbow projectile weapon, for example. This is due to the inherent ability to dodge through equipment such as the Brain of Confusion or Ninja Gear, which allow the Terrarian to dodge weapons as soon as they touch the hitbox. We put this at 11c, assuming that the first pixel of the Terrarian is interacted with and the Terrarian moves its entire body away in that timeframe at least. However, we do also think that due to the various weapons that are both lightspeed or close to it and aren’t frame one, it should be inherently supported that the Terrarian should scale to them to some degree. While this would arguably mess with every kinetic energy-based calculation for Terraria, we do know that these projectiles have inherent movement speeds that the Terrarian scales to.
Another factor to mention is that it’s not just the Terrarian capable of dodging these weapons, but other creatures, too. The Nebula Floater is able to dodge projectiles directly, including literal rays of light (Medusa’s Head), and there are several mobs who enter a “projectile reflection” state allowing them to… well… reflect projectiles, with the Selenian (for example) being explicitly stated to deflect attacks by spinning their swords, meaning they need to move in tandem with the attacks. Granted they would be able to deflect lasers, both from the Zapinator and Laser Rifle, as well as react to sound and gunfire, the Terrarian should pretty consistently have reasons to scale to their own weapon’s speed. This shows that even as a frame one attack in certain cases, there is a ton of merit regarding the Terrarian being open to scaling to their attacks even without the Brain of Confusion. Plus, these values can be even further cemented by Dungeon Defenders, where the Terrarian should inherently scale to the Old One’s Army that can move in tandem with EMP shots in their own series and wield non-one frame lightspeed weapons. Granted that the Terrarian would also scale to similar Relativistic speeds due to the Moon Lord’s moon travelling feat, we do think it’s very consistent across the game’s scaling. Plus, there’s the Martians… and they’re something.
MFTL+ TERRARIA!?
As mentioned, the Martian Madness event has the Martians coming to the planet from an otherworldly distance, which ranges from 1.7% the speed of light to 7.1% the speed of light and all the way up to 34 quadrillion times the speed of light. It’s not listed, but there are even supposed speed ends from other researchers with the timeframe coming down to even 2 seconds– meaning that you could get much higher, about 375 times to 217 septillion times the speed of light. So, what gives?
Well, regarding the Martians, they blatantly do perform interplanetary travel at minimum in a night, which we lowballed into a 12 hour timeframe. However, the ranges do vary in what they would have needed to cross in this much time– which we do genuinely think has no reason to not be taken at face value as coming from a greater universal distance. As regarded in the official lore, our world of Terraria is a blindspot in the universe, and the Martians are researching various worlds across interplanetary distances to find ones with power, meaning that they would have had to reach out to other planets all across the universe elsewhere to discover beings of strength. In the real world, we’ve similarly researched far out to space for life, and considering the verbatim future age technological developments that martians have made, it wouldn’t be ridiculous to assume they searched out this far either. So, pretty consistently, we see that the Martians would have come from another universe. You could make the argument for coming from Mars due to how Martians are often portrayed in fiction, however it’s very unlikely that this is the case simply due to how the Martians are more than likely outside of a local solar system since our world of Terraria is explicitly described as being a blindspot to the rest of the universe. This means that the Martians likely needed to cross greater distances than that to observe us. However, we don’t think that it’s an impossible belief to assume that, granted it’s a common trope. This means you could still make the case for the Terrarian being 1.7% the speed of to 375 times the speed of light than the ridonculous 34 quadrillion to 217 septillion times the speed of light that the Martians could be moving at.
As for direct scaling? Uh… the Terraspark Boots and most accessories can allow the Terrarian to outrun the UFO that the Martians use to fly to their world. I guess that’s good enough? Besides that, there surprisingly isn’t much avenue to scale them– it’s not too ridiculous to argue however, granted characters like Moon Lord can travel cosmic distances, just not to this insane of a degree when you look at the numbers. It could be thrown out as a big outlier than anything, however, neither of these combatants usually get the word outlier tossed at them regarding stats, so giving both complete leniency for feats opens up the floodgates for this to come into play against, say, another ridonkulously high feat...
FRAUD Lord?!
MOON LORD IS A FRAUD!
In Terraria, Moon Lord is the ultimate being that is faced at the end of one’s journey, the end of everything and the Impending Doom of the world. More specifically, he threatens the very fabric of Terraria, putting it on the “precipice of doom”. While this has been interpreted as a universal feat due to its verbatim usage of fabric, we do believe this more so references the power that the world holds– more so referencing the planet as well the souls, powers, and many circles of life it maintains. Soooo, it’s Planet level. Right?
Not really. Another interpretation of this comes down to the Moon Lord’s intentions being that he would conquer all life on the planet, particularly due to the fact that he’s stated to run “a conquest” the planet. Do we think this means that the Moon Lord isn’t planetary in scale? Simply put, that’s a no. The conquest that the Moon Lord is referenced as doing is raining destruction and dominion on lives– but not maintaining them, showing that the Moon Lord kills nearly every Dryad due to his intentions. Plus, due to Moon Lord inherently threatening the fabric of Terraria, it’s likely he was threatening the entire world and its lives– it’d be unlikely for him to simultaneously not want to reign the destruction of another world and bring the world to the brink of full destruction. Even as a life-wiping feat or just causing mass destruction not on a planetary scale, this does set the stage for Moon Lord to be cosmic in power. The idea of him maintaining dominion and conquest over the planet doesn’t inherently mean he’s going to rule it with an iron fist– it simply means that Moon Lord was going to be on top of the food chain and ravage the lands, something explicitly supported by what is explained with the destruction and Dryad opposition; The language used does not outright confirm or hint at the idea that the Moon Lord wasn’t going to destroy life, just exert dominance over it, meaning that it’s very likely that he would be destroying it regardless.
In tandem with this point, the other idea that the Moon Lord was going to zombify the world is sort of faulty when one looks into it.
To quote the Beastiary, “The disembodied bones of a former tyrant pulsed with a hatred so strong, it left behind a mighty curse which guards the Dungeon.”
As for the lore, we are told that the curse’s doing was of the cult that is preparing Moon Lord’s arrival, zombifying the Dungeon as to weaken the life around it, and using many of those who were capable in world for a goal of rebuilding Cthulhu’s lost body parts. Claiming that the Moon Lord was responsible for this curse is a bit silly– granted both the Cultists and Skeletron are responsible for it and the Dungeon Guardian through greater goals and sheer emotional aura respectively, and it’s very unlikely he would’ve enforced this Curse himself when the Cultists and Skeletron were easily capable of bestowing it to propagate the goal. Granted that the Moon Lord was initially destroying life and was the reason that the guardians of the planet had to step up in order to prevent its destruction supports the idea that the Moon Lord was a threat to the world at the very least– and that’s enough to support the belief of Terraria being able to reach cosmic feats without being considered an outlier. It’d be really funny if the Moon Lord was doing this, granted he’s referenced to bring the apocalypse, but that statement is likely more in regard to him destroying life than doing a complicated zombification process over the whole world which the Cultists and Skeletron himself already did, and likely didn’t intend on spreading it beyond those in the Dungeon granted how localized it is.
Ultimately, while we won’t necessarily throw out the idea that the Moon Lord was going to exert power over life, it’s very likely he was going wipe life from the planet regardless. At worst, the Moon Lord should sort of still have power on this scale even if he was just causing a planetary apocalypse and nothing more due to overpowering the Dryad’s connection to the planet itself, so it would support other potential high scale feats. Mind that some of the verdicts may argue in favor of this being used while others may not, so this isn’t the blog’s ultimate say on the feat.
TL:DR, the Moon Lord was still going to wipe out the planet, so even though it doesn’t inherently give much as a feat, it does support cosmic arguments. Zombification or domination very blatantly isn’t Moon Lord’s goal, as these were effects specifically done after he died so that Cultists could hold control over the living beings of Terraria.
That Feat (Terraria)
So uh… there’s not really a good way to start this or really discuss it, granted various qualities of the “feat”, if you could call it that. Most people are aware of the Pillars, the seals that hold off the Moon Lord which are destroyed by the Terrarian. They shift the Moon towards the Earth in the background, fading between them is considered movement, and gets pretty high in stats. This feat is generally invalid as it’s a frame one feat, meaning that the Moon is simply moving at 30 times the speed of light, a speed that we and most people in the community don’t attach values to as it can get inflated. However, what we want to mention is that we think there is a way to attach values to it, albeit in a different way– noting that the Moon retains its exact same rotation around the planet despite being pulled closer, which would need to be maintained by the Pillars since it would otherwise be pulled towards the Earth (which opposes their very existence of sealing Moon Lord to the Moon if not).
This means that the Pillars should still scale to the GPE of the Moon via preventing it from moving further and keeping it in constant orbit, which is about 475.21 Exatons or so. Similarly, moving the Moon out of orbit in the first place would support this (as the GPE of the Moon normally is around 18.21 Exatons) despite the fact that of course it is moving at FTL speeds when pulled (thus we can’t use KE values). At minimum, however, they should scale to the energy of the rotation of the Moon moving it at the same rate as normal while it’s closer, something which isn’t possible for the Earth to be doing on its own (you know, since it’s this close). That means the lowest you could shoot for this feat and for the orbit to get is 9.18 Exatons, which is fairly consistent. Even if you wanted to argue that this effect on the Moon should be split between the four pillars, as the Moon Lord was forcefully sealed away by all four, the Moon Lord is still supposed to drop weapons and ore beyond what the Pillars can bestow, so scaling the Terrarian beyond them as a whole should be fair game. This is more of a late note after writing a majority of this segment, but there were a few arguments of the Pillars pulling “planets” off of a comment made on the wiki due to the description of an update that altered the background, calling the moons in the background planets. However, this does not verbatim exist anywhere else, and granted that the background parallels the Moon in movement as well as visually being the case, as well as the context that it’s affecting the Moon, it’s simply not feasible to argue that the Pillars were affecting a brand new planetoid. They very blatantly do affect and maintain the rotation of the Moon, sealing the Moon Lord to it with their combined power, and there are several avenues for why the Terrarian would scale to the Pillars in power, whether you upscale through the Moon Lord, Lunatic Cultists summoning them with power, or how the Terrarian just simply fights all of them in a boss rush-style event.
There is similarly a Moon-pulling statement of the Lunar Hook that, while it is a reference, does generally support this concept too regarding cosmic scale (and even comes from the Pillars themselves!) and this theme is very common across the items (I.E. drawing power from Orion’s Belt or a Solar Fragment having the fury of the universe). This, in tandem with the fact that Moon Lord was doing specific cosmic damage to the world of Terraria, even if he held no intention to completely destroy it, does support the fact that this is a legitimate feat and shouldn’t be considered an outlier, granted the inherent cosmic nature it has regardless of these being lesser cosmic feats or potentially just gags and references. Considering that the Pillars’ appearance was dragging the Moon closer and were outright affecting the Moon beyond just moving it, which would require maintaining the Moon at this distance and continuing its orbit (sealing Moon Lord there until they’re destroyed), they themselves should scale to this output. Comparably, the Terrarian can both destroy the Pillars and their magical outputs in regards to defense (being able to damage their barriers) as well as their summons who should generally downscale from the Pillars’ power; The Terrarian also scales to the Lunatic Cultist, who gathered power to summon/create them in the first place, and the Terrarian can formulate technology from the Pillars’ power that can mimic the same capabilities of pulling the moon, the same power of the Pillars which is constantly supported by cosmic metaphors (I.E the wrath of the universe), and ultimately scales to the Moon Lord who should just outright be superior to the Pillars in strength as four of them are needed to seal away Moon Lord.
Overall, while we do believe this feat should be usable due to the GPE end and the Pillars keeping the Moon in orbit after shifting it, we understand that other people don’t use this feat; This could be due to the movement itself exceeding FTL kinetic energy, meaning that keeping the Moon in orbit is likely connected in some way and thus unusable, or arguing in the name of some other mechanics that we don’t think debunks the feat, such as the fade-in background, or claiming it to be an outlier. This will be referenced in user verdicts, however, and placed at the reference end of 475.21 Exatons if used.
But wait, because that’s not at all! There’s even another feat that gets higher– the Enchanted Sundial and Moondial, two items which the Terrarian can obtain prior to fighting the Pillars, which can rotate the Earth at greater speeds. While at a first glance it might seem like time manipulation, we blatantly see that these items do not speed up time, and the movement of clouds as well as the movement of the Sun and Earth show that it is specifically speeding up the rotation of the Earth. Due to this phenomenon, it gets around 914.31 Zettatons of TNT, which is… exactly Planet level. While this isn’t combat applicable for the Terrarian directly, it still shows consistency in regards to values if we look at what was mentioned prior regarding the Moon Lord likely being able to enact feats on this scale and the legitimacy of the 475.21 Exatons of TNT (Small Planet level) end for the Pillars. Ultimately, the one caveat to this feat is scaling– granted it is the highest you could get numerically. The Moon Lord should upscale these items, so there’s no problem there, but it does feel a bit weird to use granted… it’s an item, and not a weapon. To put it as simply as possible, there are no inherent issues with the usage of the feat or the feat itself, but the main caveat is simply the fact that it’s not done by a weapon, so it is very dependent on how you look at it. Trust me, it’s supported by Palworld scaling.
The Player
Yeah… You guys know what this is talking about.
Here Comes the Ender-Train!!!
An argument that came across in our research was the idea that the Ender Dragon is able to vaporize blocks by ramming through them, as the Ender Dragon can destroy any block it comes in contact with. Do we believe this?
Not really… This is the best clip of vaporization.
Water in Minecraft leaves behind a cloud of smoke when it gets vaporized, as well as leaving behind a cloud of smoke when it makes contact with lava when it creates stone, which is done through sheer heat. The Ender Dragon’s mechanic is basically centralized around how you can’t have blocks that prevent it from moving, and the only blocks that it can’t break are those which naturally spawn in the End as to interfere with and break down player-built constructions. Simply put and clearly shown, it isn’t vaporization at all, and the highest you can get out of it is block pulverization if even used.
How Fast is Steve??
So… how fast is Steve?
Well, there’s a few feats and a few anti-feats we’ll need to cover to know.
For starters, it’s very unlikely Steve would be able to surpass the speed of light. While the notorious moon laser feat does exist, it’s the one singular feat (that will be tackled later) which gets into this department. With the showings of other lasers in the series, such as the Guardians, the Heart of Ender, etcetera., they are usually very consistently something Steve and those comparable can’t react to. The closest we have to a lightspeed example is the Vengeful Heart of Ender having projectiles that are reflectable, however the Heart of Ender has shown that these shields used to reflect shots can also do the same to any of the projectiles that Steve uses, meaning it’s very unlikely they’re light for just being reflected. Similarly, the Vengeful Heart of Ender wields lasers that are frame one, and would be more likely to fit being energy beams, meaning that there isn’t really a stockpile of faster-than-light feats to draw from. Even if we were to use the Night Beacon from Legends as an equivalent scale to the Corrupted Beacon, it too is an instantaneous attack. With the Orb of Dominance itself having all of its projectiles being a frame one that Steve can’t react to, and the Night Beacon laser in Dungeons (where Steve would get scaling from) being a frame one in itself, it’s very very unlikely Steve would scale.
While being faster than light may have its issues, wouldn’t Steve have the capacity to scale to other feats? And this is a yes… and a no.
Although the argument for Steve scaling to Enderman teleportation exists, there are a ton of holes in using these calculations, which have gone from Mach 4 all the way up to Mach 20– even some results using coordinate distances being able to get up to Mach 300. This is mostly due to how Endermen dodging projectiles is done, which is instantaneous teleportation done automatically, no matter what projectile is thrown at it. While you could pass this off as speed, it’s blatantly the case that the Enderman makes no attempt to dodge Steve’s attacks in physical combat and even so, strikes are still whiffable against Enderman, showing that he likely wouldn’t scale to teleportation speed, especially when it’s more likely that the Enderman has passive teleportation than anything else. Even if he did, Dungeons further supports that blatant gap in speed because of how the Endermen are able to use their teleportation to catch Steve off-guard despite Steve being able to keep in tandem with direct combat. In regards to anti-feats rather than flaws, we also know that Steve explicitly can’t dodge the sonic booms that the Warden projects. But on the other hand, in Minecraft, the speed of sound moves three times as fast as Steve does (essentially around 42 b/s), so you could either interpret it as objects moving faster than sound or sound not necessarily being the exact speed as it should.
So, it is pretty evenly split between what you could argue for speed. You could either cap Steve at least 140 m/s in reactions with lightning creation that is much faster, or 114 m/s physically with Riptide netting up to Mach 3.5. These two are arguable ends that match similar logic used for scaling the Terrarian in speed, so it is ultimately fair game for Steve to be thrown in this ballpark even if the Enderman feat might not be legitimate. Steve can use these sorts of lasers and weapons, though, so he should have weapon speeds around Mach 3 to Speed of Light projectiles due to scaling to the Guardian’s concentrated laser beams (pressurized water) or arguing in favor of frame one attacks in Minecraft Dungeons being lightspeed like the Orb of Dominance’s or the Night Beacon respectively.
Wretched Wraith’s Ice Age
All over an acorn…
In Minecraft Dungeon’s DLC of the Creeping Winter, the Orb of Dominance corrupts a Wraith who would use the Orb of Dominance to create a blizzard– this would freeze the island that Creeping Winter takes place on, and the cast needs to destroy the Wraith and the Orb of Dominance to stop the creeping winter. Due to this winter being stated to “continue to spread - smothering all life in snow and shadow”, the interpretation of it freezing the entire world has come up– one which simply isn’t the case, and if it is, takes a much more generous timeframe than the assumed
For starters, there is literally zero timeframe for this feat, so we have no guide of reference as to how quick it would’ve consumed the world. We know that the Orb of Dominance took time to freeze over the island, and it was slowly going to spread– with the heroes encountering these freezing winds coming from the centre of the island. Even if we took an assumed lowball for this feat of it taking a singular day, this would drop the feat down to 126.79 Kilotons of TNT, and highballs like assuming it took only a minute to do so would drop this feat down to 182.58 Megatons of TNT, and 30 seconds would only merely double that, meaning it would be certainly below Gigatons worth of TNT. Simply put, the fact that there is no timeframe for this statement when it is a blatant overtime feat means that the feat is very unlikely to actually reach the full 10.95 Gigatons of TNT value that the calculation gives, and puts it at generally speaking a far lower value which might get even lower than the lowball.
Similarly, when you actually deep-dive into the context surrounding the feat, it also sort of falls flat regarding what actual ice age is being done. While it is stated that it would smother all life in snow, and would cover the world in ice, the world wouldn’t be turned to this degree all at once, which is supported by the fact that it’s a snowstorm stated to consume everything in its path, meaning that it isn’t flash-freezing the planet at once and the change in temperature is done through the creation of a blizzard that spreads across the area. Not only would this go against the calculation, but generally speaking, this is more likely to be a storm feat rather than a mass freezing feat, which does shift what the value would be. Although we have no general reference for scale regarding the storm, it should get around 15.73 to 15.95 Megatons of TNT for what the Wraith first creates over the island that was slowly expanding across the world. While this is unfortunately lower than the original Gigaton-level calculation, it is significantly impressive and supports other Minecraft Dungeons feats, such as the Tempest Golem creating a storm that gets around 4 Megatons of TNT. We’ll also elaborate a bit more regarding scaling and threatening the planet in the next section.
The Orb of PLANET LEVEL Dominance!?
A fun lil’ section we wanted to mention, since there were a few statements we saw about the Orb of Dominance and Heart of Ender.
There’s a handful of “destroy dimension” (unfortunately sourceless regarding the Heart of Ender) or “end of the world” statements which reference the span of power of the Orb of Dominance. While we don’t necessarily think it’s odd to imagine that the Orb of Dominance could have spread across the globe, we do think that it’s a bit odd regarding the various contexts of statements outside of the Arch-Illager. Various statements in Minecraft Dungeons regarding the world and the Orb of Dominance threatening it are usually in context of it spreading out of control and amplifying the world’s evil creatures rather than specifically affecting the world, such as the shards of the Orb of Dominance threatening the world because of their power being able to spread (including the creation of storms or increasing the pressure of the ocean) farther than the islands they were contained on. Due to this, we don’t usually treat the statement of threatening the world to degrees such as strong winds as affecting the planet in its entirety– it likely just means that the Orb of Dominance could spread its power like it once did before and create a bigger threat rather than it being inherently this strong.
This doesn’t affect many feats, however we do think it generally alters feats such as the Creeping Winter’s story. While the Wraith and the Orb of Dominance would be stated to cover all life in snow and shadow, this context simply solidifies the fact that the storm couldn’t do this overnight and requires extensive time to reach full power and ruin the planet. This also means that there might be issues with Steve scaling in the first place regarding the entire world being affected. Although Steve should absolutely scale to the storm’s creation, it is treated that the expansion which would affect the world will ultimately kill off all life and would become out of control for the heroes. You could still hypothetically make the argument for Steve to scale even so (although it wouldn’t hit the full gigaton value), but the fact that a potential global snowstorm was going to kill off the entire world, including Steve himself, makes the idea of scaling to said global snowstorm seem a bit faulty.
But on a similar note, the Orb of Dominance notably draws power from the End and was heavily amped by it to achieve it’s perfected form, and the End was described to be an “endless void” so this could account for higher scaling right? Yes and no, but mostly no unless the Heart of Ender actually destroying dimensions is actually legit which would definitely be Universal+, otherwise it just means that the End is basically just the Orb’s battery when it doesn’t show capabilities of it showing that kind of power.
That Feat (Minecraft)
Instead of destroying the Sun Disc, they made it!!
Now to tackle that feat, the one that has been going all around, particularly within the context of this matchup and Minecraft scaling. Essentially, the Piglins used the Orb of Dominance to power a corrupted beacon that shot the sun and set the world to night, and Steve should scale considering the Dungeons characters destroy the Orb itself, right?
Well, the issues and context with this feat is a lot more awkward than this. So, let’s dig into it.
In Minecraft Legends, the Piglins fire a beam from the Night Beacon into the sky that seemingly slowly warps the Sun, turning the sky into night, and is described as “poisoning the skies”. This entire tactic was used by the Piglins to incite them into a rampage, in which the Hero must destroy the post in order to disable the Beacon. When this happens, the celestial object in question is now a Moon, and then the rotation of the Earth flings back towards the Sun. According to the Minecraft Wiki, the Orb of Dominance corrupted the Night Beacon, which set the world to night. However, we don’t necessarily agree with this overall as an argument regarding stats.
For starters, there is zero verbatim explanation as to what happens in Legends, so there isn’t just a verbatim statement we can go off of for what happened. However, we do see that the beam recreates the Moon, so if we take it literally, the Beacon would scale to the Moon’s GPE or GBE, which is about 18.21-29.63 Exatons of TNT. If we also believe that the Moon was instead pre-existent and rather reformed around the area of the Sun to create a nighttime, it would still be holding control of the GBE or GPE (depending on your interpretation) and maintaining it to stay in that area of the Sun, unfortunately also meaning that it wouldn’t retain its rotational energy due to there being essentially teleported there (and similarly does not maintain any potential energy). While there are several interpretations of the feat that give varying values, we believe that the best end overall is the 18-30 Exatons of TNT value. The Moon being created or even reformed in that position is very blatant (and would scale either way) and there’s no evidence that it was preventing the Earth from moving, it’s more likely that the Moon was moving along with the Sun (which as far as we know doesn’t move naturally) and the Moon was either reset to that position if you think it was recreated there or the Moon was shot back naturally due to the Earth being able to fix corruptions in the same way. This would be supported by how in the same way that the Earth can restore the corruption of the Nether and environment through this purification, which can support the notion of a mystical ability on this scale. If we assume that the planet was rotating at such an immense speed, it would get pretty high, but it’s difficult to have an accurate number for it and only results after the Beacon’s destruction, so it likely wasn’t holding off all of this energy at once and was rather a constant that slung forward once the Beacon’s mechanic was pulled away. However, in order to look ay values, we do think the safest bet is to take our own real world Earth’s size as the mass of Minecraft’s Earth, which means putting the energy of the rotation being halted at 307.3 Petatons of TNT, while using the assumed diameter we see in the main game puts this around 3.45 Ninatons of TNT. These values differ a lot obviously, but without making too many assumptions due to the lack of any direct statements, we think that the Moon’s recreation and scaling to it makes more sense, since we aren’t visually shown the rotation of the planet being halted and the timeframe for fighting the Piglins simply doesn’t give us enough time to assume the entire planet was stopped than the Piglins likely creating a constant eclipse. Truly, it makes sense numerically with it being the closest value to prior feats and contextually with how we see it being built over the Sun into an eclipse rather than slowing down the rotation visuallyz
However, besides arguments over what we see, another caveat with the feat is that simply… Steve does not scale to it. The idea that the Orb of Dominance empowered the Night Beacon isn’t necessarily accurate– rather, it was powered by the Nether Portal of the Piglins that we see works in tandem with the Beacon. It was just the corruption of the Orb of Dominance that gave the Night Beacon this ability, and blatantly isn’t an amount of the energy that the beacon maintains constantly until it gets hooked up. Even if the Orb of Dominance had empowered the Beacon for some reason, this power was not maintained by the Seer who used the Orb to corrupt the Night Beacon, it was used once to imbue corruption into a Nether Star that gave it the ability but not the strength. Of course, you could argue the Orb of Dominance’s amplification through corruption can give this sense of power, but we have zero idea as to how that corruption amplifies other bosses comparatively to a Nether Star and to what degree this was amplified by the connection it held to the Nether to where we can say the Orb downscales from it. It is far more likely it acts in the same vein as Beacons in Minecraft where it has various abilities that strengthen due to the greater its power source is– and since it’s connected to the Nether, an entire alternate realm full of souls (entire biomes of the dimension have souls sealed into the ground, for example), and is drawing energy from it– it’s not a ridiculous idea to assume it got the power to control a Moon or potentially the planet through the output of its power source rather than the Orb of Dominance alone or even partially. We visually see that the Beacon becomes superpowered when plugged into the Portal, while it is normally depowered and as in line with other Beacons simply doesn’t have any power into it after being corrupted, meaning the Orb of Dominance isn’t responsible for the feat as a whole. if you tried to still argue it for speed, there are still pretty major holes in that, too. While Steve can use the Night Beacon in Dungeons although it is to a much lesser degree due to having a much weaker power source (thus we don’t know how fast they are compared to one another), we see that it explicitly is an instantaneous laser that Steve himself nor other mobs can react to let alone dodge. Thus, it’s very unlikely Steve would be able to scale in reactions either– even if it was weaker like in Dungeons via a lesser powerdtttq, it’s shown to be much faster distinctly compared to Steve especially as an artifact that requires charging and as a frame one laser. It should be mentioned that this laser likely isn’t all too impressive, as we can visually tell that it doesn’t reach the Sun, making the overall distance traversed much lower. The speed of the laser should be around 1.03c instead, a speed that is simply much more consistent within the grounds of Dungeons, and is supported by the Corrupted Beacon being able to visually match other lasers in speed as well in Dungeons.
Overall, it’s far more likely Steve does not scale in the first place. The Orb of Dominance isn’t used to power the Night Beacon to any degree necessarily, rather it uses a power source of the Nether and its souls, and the Orb of Dominance’s Beacon Corruption blatantly does not maintain power without a source while the source in itself can increase the power of the Beacon. Rather than empower it to do this, the Orb of Dominance corrupted a Nether Star so they would have the ability to use it to create a big telekinetic beam via the power of the Nether; The Orb of Dominance is able to protect the mobs from the Sun (which is what the Orb of Dominance is used for in Dungeons, as well) so it having the ability to corrupt objects and give them special powers to perform things it can’t do normally makes sense, rather than it being through its own power since it can only protect groups of mob by itself at a time when used in Dungeons. The Legends characters simply wouldn’t scale themselves either because, even though they directly encounter it, they aren’t destroying the Night Beacon itself or matching it in power. Instead, they cut off the Nether’s connection by destroying the base, which depowers the Night Beacon; This is what see them doing so in the cutscene and in-game. While Steve can also wield a similarly Corrupted Beacon in Minecraft Dungeons, it is explicitly weaker, and it holds no greater power besides what’d been given by the Orb of Dominance which allows it to create energy beams. This essentially proves that the Nether took a big part in amplifying the power of the Night Beacon, likely because it has a ton of souls and is an entire parallel dimension, rather than it being outright done by the Orb of Dominance’s power. Steve shouldn’t scale to it or be able to even use the Night Beacon’s output as performed in Legends by the Piglins unless it were under very specific circumstances of connecting to the Nether– which he wouldn’t be able to perform normally due to a lack of the technology used.
Ultimately, while Steve and the Dungeons cast scale to the full power of the Orb of Dominance, it is very blatant that the Night Beacon draws all of its power from the Nether, so there shouldn’t be any direct scaling since the Orb of Dominance merely corrupted the Beacon into a counterpart (of which can already shoot high-power lasers) which was amplified by all of the souls in/drew its power from the Nether. For the sake of the debate and knowing that many people might inherently agree with this feat, we’ll still reference it, but it will not be given the same overall merit– we’ll treat it as effectively the absolute highest end you could argue for Steve. However, the majority of us simply do not think this feat scales to Steve in any way nor is it an extension of or empowered by the Orb of Corruption’s strength or power respectively, so it being treated as a high-end in the first place isn’t even necessarily accurate to our thoughts.
TL;DR: The Corrupted Beacon varies in power depending on its power source, which proves it is not inherent strength granted by the Orb of Dominance, and there is no avenue of potential scaling for Steve to it in the context of Legends nor Dungeons without upscaling; This upscaling simply cannot be the case because it needed to wield an external power source through the Nether Portal which was required for the feat rather than it being done with the power of the Orb of Dominance innately.
Verdicts
Albeanies
Yo I’m Albeanies, someone who took a good part in this blog as this MU has been one of my most wanted for awhile so working on a project this big has been quite fun. Haven’t done user verdicts before butttttttttt let’s get into it anyways I guess!
Starting with AP, Steve is physically superior or at least compared to the Terrarian at his Tuesdays, but using what I buy for both series in terms of this, I’d say the Terrarian solidly takes it by a considerable margin. With Vanilla only, Steve should at least get around at the Town lvl range when scaling him to the Ender Dragon block pulverisation values that cap at 3.7 Kilotons of TNT, not bad at all. That’s not getting to the extended media we used for Steve where he can scale to one of the Orbs of Dominance’s fragments that was able to create a storm that would require them to be at the City lvl range to pull off, 3.24 Megatons of TNT to be exact. And this could get even more impressive considering that Steve has fought the Vengeful Heart of Ender who massively upscales said fragments. However, the Terrarian still wins even if you only buy him massively upscaling to the Destroyer’s vibration feat of 1.06 Teratons of TNT (Small Country lvl), or even Duke’s Fishron’s storm creation of 34.01 Megatons of TNT (City lvl) is enough for the Terrarian to outstat. It is also important to consider that this not getting into the higher stuff for Terraria, I don’t buy cross scaling but the Planetary scaling for the Terrarian should be solid with the many feats suggesting it such as the Lunar Pillar’s teleportation/movement of celestial bodies getting up to 9.18 - 475.21 Exatons of TNT (Moon - Small Planetary), the Wall of Flesh preventing Solar Eclipses with how Hardmode revolves around the changes of the world without the previous guardian before the next one created the Hallow, and Cthulhu being stated to tear Terraria apart which is either a planet or an entire universe depending on the interpretation, with the latter as well as the subject regarding cosmic Terraria being all but a possibility that can’t be ignored. Furthermore, the rotational energy of the Enchanted Sundial getting up to 913.31 Zettatons of TNT (Planetary), while obviously not combat applicable, should support the sentiment further and how the Moon Lord practically upscales everything in the game anyways as “his power knows no limits” as suggested in the Bestiary, which would logically make more sense than upscaling the Orb of Dominance above everything due to having enough evidence implying that. So overall, the Terrarian should take the strength advantage both with the high ends and without!
As for speed, the Terrarian also takes this category. While Steve can dodge from arrows that move at Subsonic speeds (60m/s) to moving at Mach 3.5 (Supersonic+) speeds as he reacts while he moves with Riptide Tridents. The Terrarian can perfectly evade explosives (Mach 218, MHS) to many lasers and light based attacks (which should be consistent in terms of speed due to how they are usually described as phenomenons that are generally light speed and that they don’t contradict properties of such) via the Master Ninja Gear or the Brain of Confusion, with the Terrarian’s movement and mobility options widening the speed gap. All of which would scale the Terrarian to FTL+ speeds (11c), however, while these accessories have a 10 - 60% chance of dodging, I assume that the Terrarian is 1.1 - 6.6c (FTL), still faster than Steve. While you can potentially scale the Terrarian higher depending on how you interpret the Martian’s arrival and where they came from, I personally think them coming from another solar system is the safest best which would put the feat 7.1% the speed of light (Sub Relativistic), but like Universal Terraria, the arguments regarding the Martians coming from somewhere far beyond isn’t fully out of the picture either. However, that’s not to say that Steve is completely lacking in this category, as he has weapons to at least keep up and tag the Terrarian such as pressurised water beams from the eye of the Guardian, some forms of lightning summons, to other artifacts like the Corrupted Beacon which could be comparable to the Night Beacon’s 13.9c laser reaching the sun in a short timeframe (FTL+). While the Corrupted Beacon does appear to be a weaker variation of the Night Beacon, beacons in Minecraft do still show light based properties such as reflecting off of glass as well as being instantaneous along with the Corrupted Beacon itself activating frame 1. So overall, while Steve could still hold his own against the Terrarian, the latter’s superior mobility widening the speed gap has ways to go around that, so speed goes to the Terrarian.
Now onto their experience/skill and how well they can implement their resources into a fight. Both can become motherfucking Doomslayers when it comes to ravaging through hundreds of enemies of varying kinds and stopping many world ending evils so they are fairly equal in those regards. However, what makes one stand out from the over is how they can incorporate their resourcefulness and skill into a fight. With Steve’s building prowess also allowing for better battlefield control as it’s significantly better and more combat applicable than the Terrarian’s, who is more likely to spam their area of effect weapons (yes, they can build arenas but those can be done before picking on a fight), especially when involving their crafting skills and how the Terrarian relies on NPCs like the Guide to adapt to the world he was previously unfamiliar with which was one of the main cruxes of the last Terraria lore pages, while Steve fought tooth and nail to fulfill every feat of skill he has achieved which isn’t mentioning how Steve can be a valuable fighter as shown in the official trailers. Overall, Steve should be more experienced and resourceful than the Terrarian.
Moving onto the more…complex part of this debate where both have A LOT going on in their arsenal, especially when it involves how stacked Steve’s enchantments and artifacts can be and how they match the Terrarian’s equally bonkers weapons and setups he can switch at will. To summarise what counters what, let’s compare the two.
Solid wincon/counter
Sure that could work?
Gets resisted/countered
Both have this ability, it’s just that one does it better
Irrelevant
Steve:
Fire Manipulation: Both have ways of using and resisting fire in combat, but the Terrarian has weapons that inflict the Cursed Inferno and Daybroken debuffs where not even a water bucket can save Steve.
Ice Manipulation: Both have ways of manipulating ice.
Lightning Manipulation: Both have lightning based weapons, but even electricity has hindered his mobility before (i.e. Electrified) which could be useful if Steve can land some hits.
Air Manipulation: They both have ways of manipulating the air and wind around them.
Statistics Amplification: Both have ways of amplifying their stats.
Armour and Durability Negation: They both have ways of negating armour and durability.
Attack Reflection: Now this is a commonly used wincon for Steve nowadays with Thorns enchantments being stacked but while this does sound useful on paper, it doesn’t mean much when Steve is still taking hits from someone thousands of times stronger than him and how the Terrarian has 500 health for him to still withstand weapons like the Last Prism or Zenith. This isn’t mentioning how, in Minecraft Dungeons, mobs with the Thorn enchantments get bypassed by artifacts which is nothing different from the Terrarian’s magic weapons. However, the Terrarian also has similar hax with Thorns Potions but it only reflects melee damage taken whereas Steve still has a lot of range to keep himself on his toes.
Poison Manipulation: Both resist and have poisonous debuffs at their disposal.
Disease Manipulation: The Terrarian naturally resists the effects of the Corruption, while Steve can negate such effects by drinking milk, it removes his buffs as well.
Curse Manipulation: One of the Ankh Shield’s components include the Countercurse Mantra which grants immunity to the Cursed debuffs.
Mind Manipulation: Both resist and have ways of influencing minds.
Soul Manipulation: The Terrarian resists the effects of Hardmode which altered souls and can still live on even after being killed by Eater of Souls which…eats souls….
Emotion Manipulation: The Terrarian is unaffected by the curse of the dungeon influencing others’ emotions.
Morality Manipulation: Steve’s Love Medallion can prove to be a good counter to the Terrarian and their summons/sentries as they’ve shown no resistance to such. The Terrarian would have to keep his distance with his ranged weapons and mobility to avoid it, but with it’s wide area of effect, it could be a problem.
Conceptual Manipulation: The conceptual nature of the Terrarian and how he wields the Moon Lord’s powers by his armour and weapons serves as a good wincon against Steve’s ways of getting back into the fight.
Regeneration Negation: The Terrarian’s nature of being comparable to the Moon Lord (who killed the Dryads to nigh extinctions despite their ability to regenerate from Terraria’s will) proves useful against Steve’s respawning.
Supernatural Luck: Both have this ability.
Gravity Manipulation: Steve’s gravity based enchantments get countered by the Terrarian being able to alter his gravity himself with Gravitational Potions and the Gravity Globe.
Flight: Both have wings they can use to move around the battlefield, but the Terrarian’s wings and flight summons are generally more mobile than Steve’s Elytra.
Teleportation: Both have teleportation capabilities, but Steve’s way of doing so (i.e. Ender Pearls) damage him whenever he uses it. The Terrarian, with the Rod of Harmony, has no such restrictions.
Transmutation: Both resist and have transmutation based weapons.
Explosions: Both can explode shit, just a matter if they can survive or not.
Paralysis Inducement: Steve has artifacts like the Shock Powder to stun people up close which, like the Electrified debuff, has been an issue for the Terrarian before.
Forcefield Creation: Both can conjure forcefield to defend themselves and use the environment to their advantage (i.e. Totem of Protection and the Terrarian’s Solar Shield).
Resurrection: Both share canon respawns and items that have them passively resurrect. But while the Terrarian can resurrect at a conceptual level due to being aided by the will of Terraria, both can respawn and have ways to go around them anyways to the point where that’s a non factor.
Intangibility: Both have ways of becoming intangible to avoid attacks (Steve’s Shadow Form and the Terrarian’s summons).
Invisibility: Both can turn invisible to level the playing field but have their respective costs in doing so.
Invincibility
Healing: Both have a variety of healing accessories at their disposal.
Life Steal: Both have ways of regenerating by sapping the life from others (i.e. Steve’s Life Steal enchantments and the Terrarian’s Vampire Knives).
Speed Steal: Steve’s Tempo Theft enchantments can help against the Terrarian’s massive speed advantage by taking half of his speed, but while the Terrarian’s variety of movement options can still level the playing field, it still gives Steve less of a hard time in the fight.
Summoning: Both have ways of summoning allies to aid them in battle, but the difference between the two’s support is how Steve can’t hurt the Terrarian’s summons by any means while the latter can. However, as mentioned before, Steve’s Love Medallion can even the odds of this factor.
Overall, both have solid counters and win conditions to their arsenal. Leaving only Steve’s lightning based weapons, area of effect Morality Manipulation with Love Medallion, and Speed Steals via Tempo Theft which are some nice workarounds towards the Terrarian’s summons and speed advantage. Meanwhile, the Terrarian’s layered Fire Manipulation with Cursed Flames, Conceptual Manipulation, layered Corruption with Vile/Vicious Powder, and better Teleportation to add to his already superior mobility could also prove troublesome. But as debatable as this may be considering how this is like comparing a grizzly bear to a pack of rats, it’d be safe to consider this a tie in terms of versatility.
In conclusion, while both are insanely versatile and have their own counters that prove useful in a fight when it involves these two. But while Steve may have the edge in wit and experience, the Terrarian solidly takes more wins due to his vastly superior AP and more reliable speed advantages. The winner is the Terrarian!
Valve
Hi all! I’m Valve, one of the main writers of this blog and (obviously) the one who runs the whole blog. This project’s been in the works for over a month, so we’re proud to finally pull through. This is probably my first (and one of the only) user verdicts I’ll be writing on this blog… woo.
Anyways, here we go. For a simple start, let’s look at the two’s strength feats. Between Minecraft’s fair share of games, many feats have come and gone in regards to scaling, such as the various explosion feats you might have seen on VS Battle Wiki that get in the kiloton high-end area. I personally don’t buy into these ends– particularly due to the way block destruction is treated in Minecraft with blocks being half-and-half as to whether or not they get fully destroyed. That makes many of the explosion calculations out of the full value pretty inconsistent, and why we went against those sorts of values. However, I do agree with the Ender Dragon’s referenced block pulverization, where the usual accommodated value for pulverization gives us a full value of 5.98 Tons of TNT for the hitbox of the Ender Dragon for when it rams into objects. As a high end with the greatest value of pulverization, we went for diamond– giving a value of 3.7 Kilotons of TNT. Pretty high, however I do have my own personal contentions with using it with general block destruction. Not that it would matter, though, as Steve holds much greater feats than just the Ender Dragon ramming into blocks! Namely, Minecraft Dungeons gave Steve two major feats that he should scale to, with the Wraith and Tempest Golem’s storm feats in the expansion packs where they both create storms across the islands. While the Tempest Golem only gets around single digit megatons, the Wretched Wraith’s snowstorm would get all the way up to around 16 Megatons of TNT! A pretty potent number, of course. Steve doesn’t just scale for fighting these bosses, but mind you that he fought the very source of its power– the Heart of Ender. With this, we can reliably say that Steve is upscaling this total value, making him pretty powerful.
Steve is very impressive, but looking at how Terrarian stacks against that frames an entirely different picture. The Terrarian’s minimum puts him scaling to his own dynamite explosions which he can withstand at point blank– getting him around 31.11 to 90.7 Tons of TNT, and being able to destroy the notorious Wall of Flesh (who’s calendar artwork allows us to see that he’s a big boy vertically too) puts him around 230.04 Tons of TNT. Plus, in tandem with other feats, the Terrarian can get consistently much higher. As the Eye of Cthulhu can ram with energy worth 6.77 Kilotons of TNT (as the Eye of Cthulhu is able to move > King Slime, who moves at a calculated 48% the speed of the Meteor Staff projectiles), the very same Meteor projectiles are able to ram with energy worth 6.21 Kilotons of TNT, and as the absolute highest end, the Destroyer is able to ram into the Terrarian with an energy worth between 155.32 to 424.42 Kilotons of TNT. I don’t particularly agree with using the atomization statement, as I find it to be very inconsistent even though it could technically be supported, demonstrating a pretty clear line of how powerful the Terrarian is. That is, until we touch on one of the Terrarian’s greater feats before we touch on more interpretive heavy arguments, as the Destroyer’s vibrations are able to shake the very planet and sky. This would get around 33.71 Gigatons of TNT to 1.06 Teratons of TNT, netting a pretty high value. Granted the general surroundings of both Steve’s highest ends alongside the Terrarian’s centralize around statements, I find this feat to be absolutely applicable, as Steve’s own supporting feats for megatons come from a similar statement off of the Tempest Wraith who’s overtime expansion of the storm would get between a high-end of hundreds of megatons… down to only measly double kilotons. While I wouldn’t argue for a specific timeframe usage, the fact that the feat gets around this ballpark and the consistency with another storm feat supports Steve’s part. As for the Terrarian, the Destroyer isn’t the only feat that gets pretty high, as Duke Fishron’s storm also gets around 34.01 Megatons of TNT, so the idea of getting into Gigatons through a pretty casual movement feat of a boss who already holds high amounts of kinetic energy should be alright to use when it isn’t so immensely high beyond every feat. This is especially true, as it comes from a statement that would naturally come from entering into Hardmode, logically putting it far above the kilotons consistent with Pre-Hardmode, yet would place it below the much greater values that come later down the line in Hardmode.
Speaking of which…
Regarding both of their high-ends, they’re pretty similar feats innately. Visually, both feats are pretty cosmic, with Minecraft Legend’s Moon Beacon presumably forming a moon that creates a permanent eclipse to keep the world at night time. On the other hand, we have the Pillars pulling the Moon close to the Earth in a very miniscule timeframe, and maintaining the rotation of the Moon around the Earth while constantly holding it in place. If you bought into the idea that Minecraft Legends’ feat was actually halting the Earth’s movement, it would get up to 307.3 Petatons, and if you bought into a larger world size, all the way up to 3.45 Ninatons of TNT. However, I do not agree with using the Minecraft world size both because it comes from using a size between the games that can inherently be limited and is meant to be larger than required– and as Legends doesn’t explicitly corroborate the idea that the Earth should be so much larger than normal, it feels more like the inflation off of a size that we don’t have any official statement on. However, if you simply agreed with the idea that it simply formed the Moon and had no effect on the rotation of the planet besides the planet fixing itself to realign with the Sun, fixing a natural ailment to itself, then this would get around 18-30 Exatons of TNT. On the other hand, Terrarian’s Moon feat is a lot more simple, as they should scale to the GPE of the Moon at such a distance, which gets up to 475.21 Exatons of TNT. At minimum, the Pillars were keeping the rotation of the Moon constant, which means they should scale to the kinetic energy– giving a value at worst of 9.18 Exatons, or scaling to the Moon’s GPE, which is 18.21 Exatons. Between both of these feats, there are obviously some matching middle grounds, and aspects of the feats that would directly compare to one another in value. However, the Terrarian also holds another feat that you can argue in support of the Pillars– in the form of the Enchanted Sundial and Moondial, both of which rotate the planet around from set times, blatantly affecting how the planet moves without acting as time manipulation. The sheer rotational energy created by the Sundial would be equal to 914.31 Zettatons! While the Sundial and Moondial aren’t necessarily weapons, they would logically be lesser in power than the Moon Lord, who is verbatim treated as the most powerful. While the inverse could apply to a premise for scaling Steve to the Moon Beacon, as you might have guessed from the Before the Verdict section, this is simply not a feasible argument. Not only does the Heart of Ender not share a statement that would outright imply upscaling every power like Moon Lord has that allows this argument to match scaling beyond being able to wipe life from the planet, but those statements even if they existed likely wouldn’t apply to Legends– as both games have completely different developmental and writing teams. I wouldn’t personally buy into either, as I think both showcase very similar arguments, but the Sundial and Moondial argument would be supported by the Pillars having an outright legitimate feat, while the Moon Beacon stands alone with zero supporting evidence numbers or story wise let alone a comparative feat that gets around the proposed values of several Exatons of TNT, so it is numerically consistent compared to the Corrupted Beacon.
Let’s look at strength overall:
Low-Ends: 5.98 Tons of TNT to 3.7 Kilotons of TNT / 90.7 Tons of TNT to 155.32 Kilotons of TNT (~15x to 42x Difference)
Mid-Ends: 3.24 Megatons of TNT to 15.95 Megatons of TNT / 34.01 Megatons to 33.71 GIgatons of TNT to 1.06 Teratons of TNT (~11x to 2,326x to 66,458x Difference)
High-Ends: 307.3 Petatons of TNT to 18.21 Exatons of TNT / 9.18 Exatons of TNT to 18.21 Exatons to 475.21 Exatons of TNT (~30x to 1x to 26x Difference)
Greatest Ends: 3.45 Ninatons of TNT (Inapplicable) / 914.31 Zettatons of TNT (~3,434x Difference)
With the general overview, we can tell that the Terrarian pretty handily takes the strength advantage with the exception of a handful of ends. In the High-Ends, the Moon Beacon does have an argumentative comparable end to the Pillar’s… but that would be looking past the Pillar’s end where they would outright scale to GPE of the Moon at such a close distance to the Earth, getting around 26x greater at the highest potential arguments for either. I would not personally buy into using the Earth scaling off of Minecraft’s map when we look at Legend’s feat, so I believe it is inapplicable. However, if you used it, in comparison to the Enchanted Sundial and Moondial, it would give Steve a strength advantage of around 3,434x greater. That is, if you were to buy into the scaling at all, which I still wouldn’t. I would personally reference the Mid-Ends as the best for either, or at the absolute most, you could still use the Pillar’s feat without buying into the Moon Beacon. If you were really insane, you could give Terrarian the Zettaton level feat, while giving Steve nothing but his Megaton feats… but I don’t think that’s cool at all. At the absolute best, you can put Steve comparable to the Terrarian in strength by buying into every argument, but he’s overall the weaker combatant of the two. The Terrarian will be taking the Strength category.
Now, let’s move onto the next important statistical category. Speed. This one will be pretty simple to cover.
Steve has a maximum movement speed of 125 m/s with the Riptide Enchantment. At best, you could argue him moving slightly slower than sound (putting him at 114 m/s) and with Riptide netting up to Mach 3.5.
Steve has weapons that match the speed of other frame one attacks, meaning they are likely able to move in tandem. At minimum, this includes the Guardian’s pressurized water beams that should move at Madh 3, but can include various lightspeed projectiles and the Corrupted Beacon which would be comparable to the standard beacon, which has reflective light, while the Corrupted Beacon itself doesn’t display force in Dungeons animations and explicitly burns enemies down as an attack, meaning both would very likely hit 1c, simply the Speed of Light.
Terrarian can dodge lightspeed projectiles with accessories that allow such, meaning they can move at 11 times the speed of light. Enemies in Terraria are able to deflect the Terrarian’s attacks, including lasers, through sheer speed, and are able to react to and teleport out of the way from beams of light I.E Medusa’s Head.
The Old One’s Army and DD2 has consistent lightspeed weaponry and moving in tandem with said projectiles, if you don’t buy into the Terrarian moving in tandem with projectiles as being valid due to how messy it would become regarding kinetic energy calculations. I don’t personally agree with moving in tandem as an argument for Terraria, but Dungeon Defenders 2 shows this off pretty consistently, and the Terrarian explicitly scales to the same enemies in DD2 who can move in tandem with lightspeed projectiles in the base game.
Ultimately, the speed difference should be pretty blatant. The Terrarian is much faster, having consistent arguments towards scaling to or moving in tandem with lightspeed projectiles. Through the Master Ninja Gear and the Brain of Confusion, the Terrarian can dodge cosmic rays from the Stargazers, which would be moving near the speed of light, and Gastropod laser attacks that are stated to be light and do not display any knockback, while also not being single frame projectiles, being the most easily available argument for lightspeed Terrarian. The Terrarian scaling to and being able to dodge lightspeed attacks is very consistent, while Steve’s best possible arguments of moving at a fraction of the speed of sound and exceeding it with his best movement options would at most bring the gap down to a 2,747,188 times difference. That’s not even mentioning the innate issue with that argument, where the speed gap would likely look more like a 26,384,000 times difference with the more literal approach to Steve’s speed. While Steve does have lightspeed attacks, he explicitly cannot scale to them as they’re all lightspeed, while the Terrarian can regardless tag Selenians and Nebula Floaters who can dodge lightspeed attacks in the same way he does, so his combat speed would indeed scale similarly to his 11c value.
Even if you went against Selenians and Nebula Floaters in the same vein as the Before the Verdict against the Endermen– although the Selenians are verbatim stated to deflect attacks and the Nebula Floaters are specifically designed to dodge certain projectiles with their ability compared to the Endermen’s hard-coded mechanic of teleporting away from projectiles but not against melee attacks which Steve can’t intercept– the Terrarian can still blitz Steve as several of his weapons far exceed Steve’s best of Mach 3.5, such as the Meteor Staff that several of Terrarian’s weapons scale to. On the other hand, Steve wouldn’t be able to consistently hit Terrarian, as the Terrarian is eleven times faster than Steve’s fastest projectiles, all of which are wielded through predictable movements, are generally telegraphed through charging attacks, and are easily maneuverable straight line attacks due to being beams of light… Sound familiar? Even so, granted Steve’s lesser combat speed, it’s unlikely he’d even be able to pull off even using those sorts of artifacts regardless before the Terrarian outmaneuvers his angle of attack.
Touching a bit on their abilities that reflect or would be similar to speed, the Terrarian and Steve both have mechanics that allow them to dodge or negate hits. Steve obtains the Full Metal Armor, granting a 30% chance to miss hits, while the Terrarian obtains the Brain of Confusion, Ninja Master Gear, and the ability to dodge a hit regardless over a 30 second cooldown with the Hallowed Armor. Terrarian is blatantly more capable of dodging with this in mind, despite Steve’s greater percent of dodge capability against one accessory but being similar against two (a 26% chance vs a 30% chance) which the Terrarian can further push with the Hallowed Armor’s 30 second instant dodge. Looking at this with the speed difference, but the Terrarian would still be getting over 1.92 million hits before Steve can attack back, and the Hallowed Armor can completely block that blow or there’s an added 16% to 26% chance to dodge Steve’s attack before going for another barrage of attacks through the aforementioned speed advantage. Steve simply cannot keep up, and even factoring in the percent of blows to Terrarian’s overall speed advantage means that Terrarian is still hitting off around 2 million attacks before Steve is able to properly react, while Steve simply cannot respond reliably especially when under the same idea Terrarian has the ability to dodge one of the six attacks Steve pulls off. That means only five of the six hits Steve has will effectively work– while within that timeframe Terrarian is able to effectively land 11.52 million hits. Mind you that these are just percentages, so the way I’m actively calculating these could be far more or far less for Steve and the Terrarian depending on luck… but the overall effectiveness here still leans in favor of the Terrarian out of a sheer speed advantage even with the ability to block attacks with their passive dodge/negation mechanics, not to mention stuff like shields or reactive abilities that would further or lessen this gap of attack speed.
Simply put, Terrarian’s greatest advantage here is Steve’s lesser combat speed, reaching up to millions of times faster against Steve’s greatest speed arguments, and being able to consistently dodge Steve’s projectiles that move at the speed of light due to exceeding it eleven times over, while Steve wouldn’t be able to consistently pull off hitting the Terrarian due to how great the difference is in reaction and actual combat speed vs. his lightspeed projectiles. Even if Terrarian wasn’t able to actually attack as fast as he could react, or you went against lightspeed in general (particularly for either), the Terrarian still has greater speed feats to draw from when you look into other projectile speeds to where Steve is very unlikely to hold an edge in speed within any circumstance, and even within the potential to nullify or passively dodge moves, Terrarian still holds the greater advantage in that department, making the ability to circumvent any blow nigh-impossible for Steve while his own attacks might not even happen. Overall, Terrarian will be taking the category of Speed, but the discussion of attack patterns leads nicely into the next category.
Between these two combatants, while you might assume them to be similar in skill and experience due to just being player characters, there’s surprisingly a lot to draw from regarding their skill through official lore, and how much experience they have in combat pertaining to how long their story’s take and their past history. This category will be a lot more nuanced than just an overview of numbers, and I’ll try my best to concisely explain every specific point in this category.
For starters, between these two characters, they obviously share a lot of similar feats and experience in combat. Both have slain hundreds of monsters of the wild, have taken on bosses several times their size, and have purged their worlds of evil. What mainly differs between these two is that Steve is inherently a more experienced combatant who’s fought off his fair share of world-threatening enemies constantly, as not only does Steve slay the Ender Dragon and Wither, but has gone onto taking down the Arch-Illager and slaying the Heart of Ender– twice! Not to mention, Steve has put an end to the Orb of Corruption not just those three times, but five more times in the expansion of Minecraft Dungeons when travelling across the world. While the Terrarian faces their fair share of challenges and is taken under the wing of the Guide, defeating the greatest evil and purifying the world of evil, Steve has dealt with all of that multiple times over and ultimately to a greater degree despite the corruption of his world not being as forceful as the Crimson, Corruption, or Hallow. Even in regards to them having groups of NPCs to sell and buy from, Steve and the Terrarian are matched on most fronts– but Steve going on multiple adventures where he maintains a village in Dungeons and constantly faces enemies in his world that match what challenges the Terrarian across his story shows that he would simply be more experienced. This makes a lot of sense narratively too– The Terrarian is a newly inducted combatant picked by the world to work with the Guide who gains more skill and experience as he purges evil from the world, while Steve was already an experienced survivalist who went on adventures that lead to him slaying a dragon, being recognized as a hero, and protecting the world from greater threats after his original adventure where he became even more adaptable. That’s all before touching on Steve constantly taking on this dangerous world threat in the Orb of Dominance and Heart of Ender that he had to chase across the world, which obviously would take much more time and dedication, than taking down the Cultists and the Celestial Pillars to summon Moon Lord and slaying him in the case of the Terrarian. Simply put, Steve is a more hardened and experienced hero canonically who deals with the same hardships that the Terrarian does constantly, and thanks to him a hero that had already gone on a previous adventure to take on similarly powerful enemies, he is able to handle it much more securely.
In other ways, Steve is also inherently the one between these two who actively displays combat skill. While it is true that they’re playable characters, Steve’s medium of game trailers and animations has shown him to be competent even when unequipped to take on large groups of mobs, fighting off the entire Nether, taking on and defeating large hordes of mobs intertwined with his friends on dangerous challenges, etcetera. He can hit very precise attacks from great distances, something that the Terrarian can definitely achieve with their firepower… but often isn’t doing major skill feats like throwing a trident through an underwater temple to precisely impale a fleeing Guardian, or hitting targets from over thirty meters away without any gear besides a bow. Direct skill feats like that which we know Steve can perform simply outweigh what the Terrarian might know, and when they’re comparable on most fronts of their skill with weapons, craftsmanship, construction, and such, those sorts of feats will matter a lot in the context of a fight. Steve is a more precise combatant who can hit from greater ranges but he’s also skilled in combatant to take on hordes of enemies with a mix of his weapons like blocking attacks and taking advantage of a stun to hit back. While the Terrarian is doing stuff like that to evade hits from bosses, he simply wouldn’t be able to match Steve’s vast experience from past adventures predating Dungeons where he became a much more capable combatant within Dungeons as a hero. The Terrarian might be a champion of the world, but that title isn’t enough to deem him worthy of this category. Steve takes Experience and Skill.
Now for the greatest portion of my verdict, we’ll be looking at the sheer variety of both opponents. At a first glance, and as many people believe, the Terrarian might take this immediately, but I say that simply is not the case. It’s… a lot more nuanced.
To begin, we’ll look at their individual gimmicks and see how both measure up in effectiveness of each other's arsenals..
N = Does not resist
Y = Resists/Counters with equipment
X = Resists/Counters innately
Z = Has this
? = Contextual / Argumentative
At a simple overview, both have tons of aspects across their arsenal that match one another. In most regards, Terrarian’s Ankh Shield resistances would defend him against most of Steve’s beneficial tools, being able to make the Terrarian completely immune to Steve’s speed-stealing with the Slowness effect immunity, being able to make the Terrarian completely immune to Steve’s damage-reduction effects if they directly affect the Terrarian with the Weak effect immunity, etc. With both having similar statistic amplification means, that meant that Steve being weakened or the Terrarian being buffed would ultimately match one another in regards to their overall kits as a result. This Ankh Shield furthers this, though, as it grants the Terrarian an immunity to some of Steve’s big name status effects that Enchantments heavily focus on. The Terrarian is immune to being set on fire, being poisoned, being put into a blind rage, being knocked back and stunlocked, being frozen, etc.
The Terrarian also maintains counters to a big part of Steve’s kit, such as counteracting the ability to charm up to three minions by recasting them or whipping them, or counteracting the ability to pull or push around the Terrarian both with knockback resistance and full gravity control. However, Steve can still deal with this, as a lot of his weapons include effects that the Terrarian cannot innately circumvent, such as being able to reduce the health of mobs, getting hit by thunder, doused in damage-amplfiying void liquid, or sealing the Terrarian within a bubble for a short time. Steve also has the means to hit the Terrarian through walls with specific arrows that the Terrarian wouldn’t have immediate counters to, being able to chain the Terrarian down with their summons to prevent them from accessing movement abilities, or being able to hit the Terrarian with abilities that aren’t direct attacks such as being able to attack them from a distance with the Corrupted Seeds. With Steve’s multitude of Summons and the ability to constantly replicate his used tools with the Tome of Duplication, as well as constantly being able to come back to death or short-term invincibility methods, he could pull the fight out across a greater timeframe. Despite that, the Terrarian can still work around this, as his greater supply of variety in summons and superior range with sheer destruction and attacks means he can play around most of Steve’s kits fundamentally.
One of the greatest disadvantages for either, though, is that fundamentally both would require loadout swapping across the fight that will push both to improvise. The Terrarian and Steve in an equivalent speed scenario would both have their own disadvantages, as the Terrarian would at most have three pre-determined loadouts of their best on-demand and has to draw into extended storage if they do not keep any other armors, potions or accessories on them, while Steve despite being unable to instantly swap armors or instantly buff like the Terrarian would innately be able to carry more of his inherent loadout on hand swap more consistently on the fly as his Dungeons inventory consists entirely of combative gear. This means that while the Terrarian would need to throw on three different arsenals, likely meaning he would be limited to three classes without digging into their inventory for a different kit, Steve’s lack of loadouts but simple inventory means he has all of the equipment he needs on hand for swapping on-the-fly. While this same equipment-swapping is natural for both, it only easily applies to Steve in Dungeons where he must ultimately swap out armor all the time across his adventure even after the final boss fight, while the Terrarian very consistently sticks out with one piece of gear until the next big boss and would focus on their greatest sets of armor and gear by the end of the game– not very often keeping every piece of gear on them. This makes Steve more inherently versatile, to a point, but the Terrarian’s strongest equipment like the Ankh Shield or potion effects means he can entirely circumvent a big number of Steve’s kit, and otherwise both of their kits primarily would focus on sheer buffs.
In tandem with the Terrarian’s versatility of tons of different magic weapons and guns, Steve has various different crossbows. Plus, with how close-cut the melee game is, neither outright hold any advantages. The Terrarian might have a greater range with melee weapons, but as far as abilities are concerned, the Terrarian’s swords don’t all inherently match Steve’s variety of enchantments. In the same vain, Steve’s enchantments, bow effects, and general kit means that he will likely be more versatile in a general confrontation against the Terrarian, as most of their strongest bullets do not maintain effects. This is, however, closed off by the fact that the Terrarian’s Flasks grant him the ability to induce debuffs on every attack, meaning that his melee attacks will be able to induce a wide variety of effects that Steve notably does not resist with the exception of two. While this is particularly melee only, with the Terrarian being able to match Steve’s ranged variety with magic tools and the similar variety of effects that the Terrarian gets out of aforementioned tools or accessories lines up fairly well with Steve’s Artifact capabilities.
However, one of the biggest conflicts and a massive edge for the Terrarian is the sheer variety of Summons. Terrarian does not inherently have a summon that acts as the big one without a single weapon that could be wielded before the end game, so him using a potential variety of them makes sense, and the sheer variety of summons he has completely shuts down Steve in numbers. While Steve can charm these minions or make them aggressive towards one another, Terrarian’s whips can put the minions back under his control or a simple and cheap resummoning job means that the Terrarian can completely reset their state. Steve can chain or affect these minions with gravity, but this would force Steve to fight against the Terrarian’s summons and would leave him open against the Terrarian themselves. Plus, while Steve has his own great variety of summons and support to pull from, the Terrarian has a much larger variety even with potentially less numbers. His arsenal of having sentries that can shoot large area of effect attacks or ballista units or entire small armies or flying swords… they’re all simply support that Steve wouldn’t be familiar with and his usage of summons is still very inherently limited, as they usually all come from artifacts or passives that limited Steve down to a single unit at a time and have long cooldowns that Steve can circumvent once before needing to recharge. On the other hand, Terrarian’s mana cost of only 10 is something that can be easily and cheaply overcome. With Steve’s inability to outright harm Minions without the usage of durability-negating effects or special attacks means that he would also be very limited against the variety of minions coming at him, making him very ill-equipped in the situation. If you truly did think so that Steve could harm and take down minions on his own, this would simply just push him to fight an easily resuppliable number of enemies that the Terrarian can freely bring back from defeat, and granted Terrarian’s summons (especially his strongest ones or sentries) are far more than likely to be ones that lack souls, Steve would have to rely on innate soul gathering abilities that buff soul drop numbers, and would ultimately be burning resources when he has to use his powerful soul attacks and drain his soul meter against enemies that the Terrarian’s power source for creation is simply able to regenerate as they fight. The main and obvious caveat is that Summoning isn’t the only thing that the Terrarian does nor is it likely what they would solely do in a fight, as they do still rope themselves into combat, but the ability to completely overwhelm Steve in a combat situation vs summons gives a really big advantage to the Terrarian. The idea that Steve with certain weapons could do something like shoot damage through the Terrarian’s minions with excess damage via Starry Night to hit the Terrarian sounds pretty funny, though.
Ultimately, both combatants have their ups and downs that either can likely take the upper hand in. While the Terrarian carries a big wall of resistances that shut down most of Steve’s opportunities, and holds big advantages with a part of his arsenal, Steve is far more innately versatile and carries his large arsenal on-hand, meaning that he starts out with full access to his great arsenal unlike the Terrarian would in the immediate opening of a fight. With this versatility, he can adapt to the Terrarian’s kit, and ultimately match it in every way as the fight progresses; The Terrarian would have to circumvent the new tools that Steve pulls out overtime, despite Steve (unironically) being the one who’d be more unfamiliar with the Terrarian’s full arsenal of tricks and magic. This means that the Versatility category is a tie. Mind that I haven’t even touched on most of the individual weapons in their arsenal… but this is over a hundred pages of equipment we’re talking about.
In this final section, let’s talk about the most important aspect of all– being their survivability and ability to stay in the fight. With this, we’ll be tackling their Resources, and what they have to keep the fight going without being put down.
For starters, let’s touch upon the bare minimum for both, being their power sources and survivability on their own.
Life: The Terrarian’s healthpoints, containing a combination of the Life Crystals that increase their max Hearts, and Life Fruits which strengthen each individual Heart. Health can be replenished with items or equipment, but cannot be pushed further with items.
Mana: The Terrarian’s source of magic power, which comes at a limited source which can be replenished with items or equipment, and can grow in size with the usage of items or modifiers.
In the case of both of these mediums, both bars can be replenished with items in the span of a fight and naturally regenerate when the Terrarian avoids damage. The Terrarian also maintains more micro-management regarding classes, as mana is only pulled from the Mage and Summoner class, however this will be brought up in the Resources section as that covers things like ammunition coverage rather than Terrarian’s innate power.
Health: Steve has a health bar, or in the case of Dungeons, a core health block. This can instantly replenish itself with food, but as of Dungeons he cannot heal damage that he takes independently, requiring a food source or other items to get back to full health.
Experience: Gained from various means such as slaying mobs or mining, it ultimately plays a great role in both Dungeons and standard Minecraft. Experience can be used as a supply for Mending to prevent equipment from breaking with an adequate supply, or it can be used to enchant items as long as they aren’t supplied with any.
Soul Meter: Steve’s greatest part of his kit where he draws the power from some of his strongest artifacts, the Soul Meter is a bar that fills the more souls Steve obtains from slain enemies. As it fills up, Steve can use a supply of souls gathered to power an artifact for a powerful attack or special usage, or he can wield enchantments that empower his strength and/or speed.
At a first glance, both of these two on their own have a similar energy supply to pull from, however the Terrarian ultimately does take this comparison. Steve’s supply of souls, as mentioned in the Versatility section, is still limited and relies on certain enchantments to get the full advantage, and his inability to swap enchantments on the fly means that Steve would be far more limited in what allows him to access enchantments or abilities that allow him to gain souls. Even with items that can gain souls on hit, they’re very far apart in regards to usage, and assuming Steve would willingly resort to this kit out of any weapon he has in his kit which might have simply more powerful builds or enchantments off of an ability that only gives him a small chance to draw out souls on hit means that Steve’s Soul Meter will likely only be able to be completely expended with the usage of a few Artifacts before Steve would be unable to access them.
While Steve can also heal himself, he explicitly cannot self-regenerate without eating or gaining regeneration from food, and he cannot draw from an unlimited regeneration pool granted the fact these effects have a short duration. With Steve’s regeneration from damage also being blatantly tied to his food and stamina which gets consumed overtime especially amidst combat, it’d make healing effectively impossible against the Terrarian. On the other hand, the Terrarian has an endless supply of mana and health regeneration innately and wirhin his kit which can only be further amplified with a variety of buffs; Plus, he can instantly apply to himself all at once without needing to individually consume potions or food like Steve, and being able to regenerate mana and health not just without items but also amidst combat unlike Steve who would need to rely on artifacts or food makes the Terrarian much more capable of staying in a prolonged fight regardless of damage with the benefit of accessories or healing potions that can make sure he has time to regenerate any missing health his potions do not cover.
But hey, that’s just the base kit! What about other aspects of their arsenal?
Ammunition and Supply
In regards to both characters, a big part of their kit relies around being able to supply ammunition. Steve and Terrarian both have the ability to endlessly resupply themselves with the most basic of weapons, have the ability to not consume ammo when attacking with ranged weapons, and have the ability to restock regardless. However, what sets Steve and Terrarian apart is the baseline that Steve’s ammunition supply is still limited depending on his enchantments. Steve inherently cannot have a max level Infinity applied to every bow, and particularly wouldn’t be possible if he stores three other enchantments on a weapon unless it were somehow built in prior. In the same regard as Steve, if we assumed he began out with these enchantments, the Terrarian can reach nearly twice as much of a percentage of Steve’s ammo consumption with the proper tools with a 75% chance to not consume ammo with the proper set-up of weapons and armor which do not hinder Terrarian’s defenses outright. With Terrarian having at least a matching percentage to not consume ammo in essentially every ranged weapon he wields while Steve needs a specific enchantment that cannot be applied to every weapon in order to match or exceed an innate percentage to not spend ammo… without factoring in Terrarian’s amplifications with items, accessories, or specific combos of tools that can further expand the chance to not consume ammo.
Ultimately, regarding ammunition, while both can draw from an unlimited supply of their most basic projectiles, the Terrarian can far more consistently output his more powerful ammunition due to the greater chances he has and having more innate cost reduction. His ammo consumption is decreased with essentially every ranged weapon, meaning it is inherently much more versatile and usable across his arsenal compared to Steve’s who’s ammo reduction comes down to one enchantment and cannot endlessly use special arrows. However, while the Terrarian does have an inherently much less ammo consumption, Steve could hypothetically gather up more specialized ammunition, but the miniscule numbers of projectiles that Steve gains from most artifacts means that he can waste this supply just using it to catch up. Combine this with how Terrarian is more capable of dodging projectiles overall when looking at their kits and stats, while Steve cannot outright match the danmaku of Terraria with his sheer speed, it’s very unlikely Steve could gain an advantage in this department when the Terrarian dodging the seven flaming arrows or the mere five Void arrows that Steve gets from an artifact with a 48% chance to avoid consumption in the greatest circumstances is more likely than Steve being able to block off several stacks of around 40,000 projectiles in their fight that the Terrarian could bare minimum have a chance of 20% to not consume a shot. The Terrarian will ultimately overwhelm Steve in ammunition before he runs out of supply, while Steve’s endless supply is going ultimately falter even if he can continuously resupply his best ammunition just due to the sheer amount of ammo that the Terrarian carries and the vast numbers of projectiles he can shoot out.
Steve’s Souls vs. Terrarian’s Summons
A big problem for Steve is his Soul meter. As I touched upon earlier, Steve’s soul meter is very limited– it cannot self regenerate and requires slaying enemies to gain back souls. As far as it goes in Dungeons gameplay, Steve is able to take on mobs and slay them to gather more souls, and he has specific enchantments that allow him to gather souls on hit or against several mobs. This isn’t an issue in boss fights either as most of them have summoning abilities to keep Steve stocked up. In comparison to the Terrarian, however, putting him against one guy would lock out most of these abilities.
But luckily, the Terrarian can summon other people! … The issue is that Steve being able to actually take souls or slay these summons is far more nuanced– and a great number of Terraria's summons actually having souls is unlikely. Steve can mechanically take souls from inanimate objects, like the Redstone Golem (arguably, as the Orb of Dominance bestows them life), so stealing a soul from a being made of magic could make sense. However, one of the main mechanics of the Summoning system in Terraria is that summons do not take damage– and a mechanic that stays true even in PvP situations. Steve does arguably have the means to still kill Summons, as the Love Medallion will kill mobs who are charmed, however this requires the Love Medallion’s effects to fully activate, which as explained in the Versatility section… The Terrarian being able to simply resummon counteracts this, and Whips can override it. This leaves Steve to only be able to kill Minions in a nuanced way, and would likely make it very difficult for Steve to collect the soul amount needed for activating many weapons due to the small amount that can come from a single enemy, let alone three if we were to go under the idea that it can kill that much without the Terrarian replacing or overriding the effect. This means that the Soul Meter won’t likely get much usage, as it would simply require too many circumstances to get the max usage out of it, but doesn’t necessarily limit Steve too much. He would just have to rely on specific technology.
Steve’s Resurrection
Ultimately, the biggest factor in this fight is Steve’s resurrection. If Steve was far stronger, him having the ability to come back to fight against someone is big. However, Steve’s arsenal of death-defying tools is simply not enough to close out the fight.
One of the achievements in Dungeons references 5,000 Emeralds as a obtained value, although I know personally that the limit far exceeds this. If we look past the fact that Death Barter only works during a mission’s beginning and requires emerald pick-ups during a mission, Steve would have the necessary materials to resurrect with Death Barter. The big caveat, however, is that Death Barter means Steve cannot use any other armor without the Enchantment as it would disable the enchantment’s effects and go towards a new total. Even more so, Death Barter’s count will always reset after a death, meaning Steve needs to collect *another* 50 Emeralds to resurrect each time he dies if it’s max level. That limits Steve to ultimately only being able to access one revive in the best situations, as obtaining Emeralds would be very much impossible in the overall fight against the Terrarian, even if it is just 50.
Put this into context that Steve can and only will carry three Totems of Undying into a fight limits Steve to four resurrections before complete death, and even with the ability to come back from a bed likely wouldn’t help. It’d be really weird for the Terrarian not to blow up Steve’s bed or obstruct it, but it actually being useful is very unlikely. Steve not only would have a blatant location he’d be respawning from– which the Terrarian isn’t dumb enough not to deal with regardless of the experience gap– but the vast array of tools that the Terrarian has to blow up blocks that Steve can’t outright counter like rocket launchers or grenades makes defending the bed in the first place very difficult. Even so, the Terrarian being able to create rooms on the fly that can contain NPCs while fighting against enemies (the same guidelines his bedroom needs to fit) isn’t something unheard of, so the idea that Steve would place down a bed can be seen as just as likely for the Terrarian to do. Even though Terrarian’s is obviously more nuanced in that he effectively needs to build an entire house, his vast array of resources and having more capable block destruction compared to Steve’s TNT tossing means that he could still pull that off when both have effectively the same capacity of resurrection if either runs out of means to heal or come back from the dead..
Ignoring how both could share a spawn point and make the fight endless by their means of travelling easily across their worlds, Steve’s resurrection simply isn’t feasible nor reliable to be used in a long term fight. He can come back to the fight, yes, but has very blatant limits with how much he can do it. On the other hand, the very same arguments for Steve suddenly placing a bed down mid fight and building to defend it can equally be applied to the Terrarian, who has far more resources to defend it in theory while equally having a greater range to actually destroy Steve’s bed and him with it granted his access to lil’ nuclear bombs. Even if you argued that Steve could return to the fight and the Terrarian would willingly stay, granted the Respawn Compass allows him to backtrack with Elytra or Riptide flight, the Terrarian ultimately has greater kits tailored around travel such as the Rod of Harmony or various mounts that can exceed this. Granted this would likely become a stalemate, the best argument you can make is that the Terrarian wields the power of the Moon Lord– who can kill the Dryads permanently which have similar mechanics to their resurrection. Plus, granted the Terrarian’s soul either cannot be taken or he can resurrect from his soul being torn out/sealed away, Steve ultimately can’t end the fight on his own accord with soul collection either.
On the other hand, the Terrarian’s access to corruption with specific tools means that in the long run he does have a way to incapacitate Steve if you truly bought into both being able to get back to the fight granted both of their respawn mechanics should be effectively canon and equalized.
Even if you weren’t convinced by that all, the Terrarian’s overwhelming statistics edge means that even with the literal usage of both’s resurrection where they can constantly keep fighting as well as his arsenal being more long lasting means that Steve will eventually not have any ways to attack the Terrarian, and even with the idea that Steve wouldn’t break his weapons or run out of ammo, it’s unlikely he would keep fighting against the Terrarian when he can’t necessarily keep the fight going against such a dramatic stamina advantage. On the other hand, the Terrarian has this exact same resurrection mechanic as Steve if it comes down to looking past his four revives, and his ability to corrupt Steve with powders or being lucky enough to exert a peaceful aura means that Steve likely wouldn’t willingly keep a fight going. Plus, Steve regardless wouldn’t have means to put the Terrarian down comparatively, so it’s not like there would be an effective reason for Steve to go through the fight over hundreds of times, especially when fighting the Terrarian would be wasting Steve’s precious experience because he has to keep up with Mending on all of his gear…
Looking at the overall aspects regarding their tools for survival and what they have to use to keep the fight going, while Steve might have access to the ability to come back to the fight, Terrarian can actively keep the fight going with his overwhelming inability to run out of ammo in the long run and being able to completely blow Steve out of the water before he can ever put his resurrection to use. Terrarian takes the resources category.
To close out my verdict, both of these combatants are rightfully powerful and capable of fighting. Steve is a highly experienced and greater combatant who’s fought against dozens of enemies across two adventures, meaning he’s been around the block more than the Terrarian has, and with his similar versatility to the Terrarian overall makes him a difficult opponent for the Terrarian to take down, especially factoring in his resurrection. However, the Terrarian’s advantages of his greater toolset, strength, and speed means he absolutely blows Steve out of the water in every other meaningful advantage. Granted Steve’s ineffective toolkit against the wall of durability and resistances of the Terrarian, it’s unlikely he’ll be able to put down the guy for good. On the other hand, besides a few gimmicks, the Terrarian has a kit that can hard counter Steve’s main ways of dealing damage, such as debuffs, and the fact that Steve’s one main advantage that is big towards it comes from the Thorns enchantment which can be counteracted by Artifacts effectively one-to-one with Terrarian’s magic weapons shows a lot about how well he’d perform with such a statistic disadvantage– not great at all.
It seems that no matter how much Steve could attempt to build and craft towards a method to victory, nothing gave him enough sharpness to take down the evil-purifying hero… or more accurately, could not slay the zenith of this matchup. The winner is the Terrarian.
Hyper
Kept you waiting, huh? I’ll be honest, I have no idea how to write this kind of thing. But I’ll go ahead and at least try to do so:
To be blunt, Steve is surprisingly outclassed in strength, which is quite ironic when you look back at how many videos and everything you can find about his strength. Of course, that’s always looking at his lifting strength, and not his “I’m powerful, I punch the best” strength. Same thing goes for durability. Steve is very durable, being able to survive most of the things his world can throw at him. However, when you compare that to the things that the Terrarian’s world throws at him?
It’s clear that Steve is severely outclassed even there. Even when you try to look at speed, Steve is still outmatched in that regard. Even at his very best, he is likely going to end up being several times slower than the Terrarian, leaving him open for just about any attack that’ll one-shot him. Though, Steve isn’t outright beaten by his 2D counterpart. He still holds some things going for him. Namely some of his weapons and his skills in combat would allow him to survive for some time. Though, the keywords there are “some time.” Which’d mean that it’d only be a matter of time before the Terrarian would finally get to him, despite his other abilities and everything.
Realistically, this match-up is in a “Whatever you can do, I can do better” scenario. Because most of what Steve can do, the Terrarian can literally do better. Though, when it comes to the amount of stuff they can pull, they’re able to at least hold against one another similarly. Overall though, the Terrarian has just enough advantages to overcome his blocky adversary. However, I’m still giving the win to Steve because I’m giving him Smash Bros. scaling, and nobody can stop me.
Conclusion
Steve
While Steve might be a weaker combatant regarding sheer strength and speed, he’s not a fighter that the Terrarian would scoff at. His greater skill and precision allows him to take easy advantage when it comes down to them using their already-comparable arsenals, and a greater variety of area-of-effect attacks means that he can maintain this advantage by being able to hit the Terrarian and his summons. Plus, even though he might have a limited number overall, his ability to have up to three natural extra chances and even more chances if he equips specific armors means that Steve can maintain himself in combat even further. With his special potions, Steve can further play into his strengths of skill and intelligence by using tools that can bypass the Terrarian’s armor, hitting him directly. However, Steve does still have his fair share of disadvantages, as he has much lesser resistances, and his inability to recharge souls off of Terrarian’s most powerful summons and the Terrarian itself means that he’ll be limited to what artifacts he can use overall. Plus, his own inability to circumvent the Terrarian’s most notable resistances that take an umbrella across several of Steve’s enchantments means that the Terrarian can render several of Steve’s enchantments– which he wouldn’t be able to change on the fly– null.
With Steve’s advantage in combat smarts, his creativity, combative effects, and his greater area of effect denial via projectile nullification or anti-death fields means that he can take advantage of the Terrarian’s biggest weaknesses and strategize rather well with his kit. With his ability to amplify himself with specific armors against Terrarian’s summoner weapons, his ability to come back with specific armors and naturally being able to three times, and his greater strength amplifications overall, he could be able to arguably circumvent the statistic advantage if you had Steve and the Terrarian in comparable numbers. However, Steve’s biggest weakness is his lesser stats– a detrimental disadvantage that could completely shift Steve’s arsenal from powerful into meaningless, one that takes even more notability when you factor in many of Steve’s enchantments that induce effects becoming practically meaningless against the Ankh Shield. Combine that with Steve’s greatest tools being locked behind literal paywalls with souls that he won’t be able to restore across the fight without specific tools, it limits several of Steve’s most potent tools to being controlled by a non-renewable power source. While the Soul Siphon enchantment could circumvent this disadvantage, it’s an unreliable way for Steve to renew his most important power source. With these limits behind his most powerful kits with no way to instantly renew his bag of souls to maximum capacity… It makes Steve surprisingly lose a bit of his versatility against the Terrarian, regarding their strongest tools at least. Without some of his greatest abilities such as the immortality through the Totem of Soul Protection that can prevent Steve’s death entirely for a part of the fight, for example, it means that he’d be unlikely to hold out for the entire fight. Combine this with less stamina and less options for on-the-fly regeneration without items, he’ll likely not last the whole fight before faltering.
Terrarian
Steve is a more capable combatant than the Terrarian with a large expansive kit that simply matches the hero’s greatest tools, but the Terrarian’s greater advantages of strength and speed made it ultimately impossible for Steve to score a meaningless hit against the Terrarian. With this in mind in tandem with the Terrarian’s absolute certain advantages like his greater number advantage with Summons or superior kit with Magic tools makes it very difficult for Steve to take down this world champion. Steve could counter these in very niche ways such as controlling Terrarian’s summons or being able to chain down the Terrarian to prevent counterattacks, but with the inherent chance-based effects in these scenarios or the Terrarian’s ability to circumvent them with his ability to resummon minions or deal passive damage means that it will ultimately be very difficult for Steve to land a meaningful blow.
Even more so, the Terrarian is simply far too durable for Steve to be able to catch up. The Ankh Shield is far too great of an advantage for Steve to counter, as the immunities to debuffs offered is far too problematic for Steve, while Steve’s own durability and enchantments that could support him like Thorns were easily circumvented by the Terrarian’s toolkit. Thorns, being the one option that could do meaningful damage, would only reflect 200% of the damage back– but only against direct blows. As it can be circumvented with indirect attacks like debuffs or the powers of Artifacts, comparing that to the Terrarian’s kit who’s melee attacks can induce effects like Acid Venom to heavily harm Steve beyond his armor or Ichor to melt Steve’s armor in the first place, or how his Magic weapons means he ultimately has the exact counter to Steve’s most powerful enchantment in this scenario.
Combine all of this with Terrarian’s advantages in most niche ability regards compared to Steve, and how Steve’s more powerful hax can be circumvented through sheer durability– which the Terrarian has far more than enough of– means that the champion would be able to stay in the fight far longer and put an end to it when you dive throughout their entire arsenal.
Overall
As it stands, bothcombatants hold pretty blatant advantages. With Steve’s ability to keep up constantly with various means of resurrection advantages of skill, it would prove a difficult challenge for the Terrarian to put him down for good, and his fair share of tools and aforementioned greater skill meant that he had a ton of potential ways to circumvent the Terrarian’s similar variety. However, the Terrarian held several advantages that Steve could simply not play around, holding a great counter to several of Steve’s powerful enchantments, and a superior numbers advantage overall with his variety of summons and mounts. The biggest disadvantage Steve was put at was through sheer statistics– something that not even Steve’s greatest amplifications could overcome, and once push comes to shove, the ability to kill Steve with the most basic weapon in his kit meant that the Terrarian would likely be able to push through any potential way Steve could return to the fight even with an abundance of emeralds to cheat death past his three extra lives.
Through the Terrarian’s sheer power, their overwhelming arsenal, and vast array of powerful effects, they were able to overcome Steve’s tenacity to keep fighting and his proficiency of survival, showing us, and evil across the world itself, why they were entrusted their title as the Champion of Terraria!
The winner… is the Terrarian.
The Terrarian (2): Albeanies, valve
Steve (1): Hyper (Pity vote…)
Afterthoughts
Hi all! Valve here. Everyone on the team has been working really hard on this blog since last year, so I just wanted to give big shout-outs to Albeanies, Badtime32, and TheDerpyPotato, who helped a lot on this blog, the latter two who were supposed to help out but ultimately couldn’t make it into the Verdicts portion last minute. We were planning on releasing Ao Oni vs Scissorman beforehand, but as of now that blog has been put on a permanent hold for some roadblocks in research. That doesn’t mean we’re giving up everything, though! We’re continuing on working on releasing blogs, with one we’ve put quite a lot of work in… it’s pretty hefty work. This will likely come up in the future, if not our next blog afterwards.
There’s also a few other blogs on the way! Keep your eye out for them in the future, as they might potentially release before this one…
Can't wait for all this to become completely outdated once Spicewood comes out and Steve gets hyperversal with immeasurable speed scaling /j
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