- 1 Biomes
- 2 Ores and Bars
- 3 Bosses
- 4 Enemies
- 5 NPCs
- 6 Events
- 7 Items
- 8 Notes
- 9 Tips
- 10 References
- 11 History
- This article is about a triggered change in world difficulty. For the player character difficulty setting, see Hardcore mode. For the initial world difficulty setting, see Expert mode.
"The ancient spirits of light and dark have been released."
Hardmode, as its name suggests, is essentially a more difficult version of the initial world. A world permanently converts to Hardmode after the Wall of Flesh boss is defeated for the first time. Hardmode grants players new challenges and gives them more content to explore.
Hardmode adds two new biomes to the world that will appear and function upon converting: The Hallow, and the Underground Hallow. The Hallow, The Corruption, The Crimson, and their Underground versions will spread continuously and at a steady pace in Hardmode. They may eventually overtake the entire world if not dealt with properly.
Hardmode also makes available new armor sets, weapons, accessories, and other various items that will aid the player and are essential to dealing with new challenges. Some of these become available for purchase from NPCs, drop from enemies, or are craftable using new Hardmode crafting materials and crafting stations.
On the Mobile version and , when the Wall of Flesh is defeated, a pop-up box will appear briefly describing Hardmode. version
Biomes[edit | edit source]
Defeating the Wall of Flesh for the first time triggers the "The ancient spirits of light and dark have been released.". This refers to the creation of the Hardmode biomes that are released into the world. In a "burst" of Corruption/Crimson, two diagonal stripes of the new biomes generate, replacing large sections of the world in a "V" pattern that extends from the center of The Underworld all the way to the surface. The biomes created are:
- The Hallow and Underground Hallow;
- The Underground Corruption in Corruption worlds;
- The Underground Crimson in Crimson worlds;
In the Mobile version, there is a chance that a Crimson may be created from the Wall of Flesh in Corruption worlds.
- In worlds generated before 1.3.4, however, it is completely random.
Underground Corruption / Crimson[edit | edit source]
The Underground Corruption and Underground Crimson primarily replace Stone Blocks, Ice Blocks, Sand and Silt Blocks on its path with their respective evil versions immediately upon conversion. Underground Jungle biomes do not generally contain these specific blocks in significant amounts, and are not replaced.
The Underground Corruption and Underground Crimson have the same themes as the surface Corruption/Crimson, though these biomes contain several new themed enemies that can only be found underground, as well as a noticeable change of background music.
Hallow / Underground Hallow[edit | edit source]
The Hallow represents a brand-new theme, distinguished by its pastel-colored fairytale imagery. Rainbows make up the surface's background image, its trees are puffy and multicolored, and enemies look similarly whimsical, such as the Unicorn and Pixie. However, this quickly proves to be misleading as Hallow enemies are quick, resilient and deadly, so players must proceed with caution.
The Underground Hallow acts similar to the surface Hallow in enemy function. There are, however, several unique enemies and a change in background music which set it apart from the surface.
Spread[edit | edit source]
- Corruption, Crimson and Hallow will spread to Stone, Sand, Hardened Sand , Sandstone , Ice, and Grass (the "corruptible blocks"), turning them into their respective counterparts (Ebon-, Crim-, or Pearl- blocks, based on the biome). Only blocks up to three tiles away are susceptible of being converted.
- Crimson and Hallow vines (which can grow up to 10 tiles downward) can spread Crimson and Hallow when they come in contact with corruptible blocks below them. There are no Corruption vines.
- Corruption and Crimson are capable of converting Mud and Jungle Grass to Dirt which can then be converted to their respective grasses. Mud Blocks containing Mushroom grass are not affected and Hallow cannot convert Mud at all.
- Hallow and Corruption/Crimson cannot convert each other.
- Hallowed grass will convert Crimson grass, but still stops at all other Crimson blocks.
These new properties mean that Hallow and Corruption/Crimson will now continuously spread, and can reach the player's home base, given enough time. It is advisable to take steps to protect any areas a player wants to invest time in keeping around. See Guide:Maintaining world purity for further information.
Ores and Bars[edit | edit source]
Hardmode Ores[edit | edit source]
The Wall of Flesh always drops the Pwnhammer upon its defeat. This enables destroying Altars (as that requires a Pwnhammer or superior hammer) in order to begin progress into Hardmode. Each destroyed Altar will spawn a Wraith and causes one type of Hardmode ore to appear in the world, with the appropriate message displaying in the player's chat: "Your world has been blessed with (ore)!"
- First Altar: Cobalt Ore or Palladium Ore, chosen randomly.
- Second Altar: Mythril Ore or Orichalcum Ore, chosen randomly.
- Third Altar: Adamantite Ore or Titanium Ore, chosen randomly.
Players will be able to find these new ores scattered across the Underground layer to near-Underworld levels, with them replacing any blocks created during world generation. They will spawn at random locations in varying quantity, in places explored and unexplored alike.
- Which ores are generated is not determined until an Altar is smashed. For example, it is not determined if the world has Cobalt or Palladium until the first Altar has been smashed. The same goes for Mythril/Orichalcum with the second Altar, and Adamantite/Titanium for the third.
- Subsequent Altars destroyed will begin the cycle again, though the fourth to sixth Altars will drop half as much ore as the first ones, the seventh to ninth will drop only one third of the ore of the first ones, and so forth. This "multiplier" can be calculated with the formula
1/(ceiling(n/3))where n is the number of Altars destroyed. So, destroying the 19th Altar would yield one-seventh of Cobalt/Palladium Ore compared to the first Altar. Destroying 12 altars will roughly double the ore provided by the first three; tripling that original allotment would require destroying 33 altars (if you can find that many).
- Altars are needed for crafting certain items; destroying every Altar in a world is not recommended.
- Destroying more Altars will never spawn Hardmode ore types beyond the three that were randomly assigned to your world during the initial round of destroyed Altars. A world with Palladium Ore deposits will never spawn Cobalt Ore deposits, or vice versa.
- No matter how many Altars are destroyed, ore rarity remains set with Cobalt/Palladium being the most common, followed by Mythril/Orichalcum, then Adamantite/Titanium as the rarest.
- Each time an Altar is destroyed, one or two Wraiths spawn, regardless of the time of day. When destroying multiple Altars in rapid succession, the resulting Wraith swarm may become difficult to deal with.
- Each time an Altar is destroyed, there is a 66% chance that a single random stone block in the Caverns layer will be converted to Ebonstone/Crimstone or Pearlstone, facilitating the spread of underground Hallow or Corruption/Crimson. No block other than stone can be converted.
- Additionally, smashing an Altar will start spawning mechanical bosses (until it's defeated, each has a 10% chance of spawning each night), and random Pirate Invasions (if all the criteria are met).
- Small maps:
- Medium maps:
- Cobalt Ore and Palladium Ore spawn below a depth of 1,100 feet (550 tiles)
- Mythril Ore and Orichalcum Ore spawn below a depth of 1,400 feet (700 tiles)
- Adamantite Ore and Titanium Ore spawn below a depth of 2,130 feet (1,065 tiles), 170 feet (85 tiles) above the depth at which Lava begins appearing.
- Large maps:
- Cobalt Ore and Palladium Ore spawn below a depth of 1,270 feet (635 tiles)
- Mythril Ore and Orichalcum Ore spawn below a depth of 2,000 feet (1,000 tiles)
- Adamantite Ore and Titanium Ore spawn below a depth of 2,930 feet (1,465 tiles), 420 feet (210 tiles) above the depth at which Lava begins appearing.
All of the six new ores and their bars can also be obtained via opening Crates. With an ample supply, this can render destroying altars obsolete entirely.
Hallowed Bars[edit | edit source]
Chlorophyte Ore[edit | edit source]
Chlorophyte Ore starts spawning in the Underground Jungle upon entering Hardmode. It can be mined with either the Drax, Pickaxe Axe, or stronger. To craft the Drax or Pickaxe Axe, the player needs Hallowed Bars and at least one Soul from each of the three Mechanical Bosses. On the Mobile and , the Drax can be found in versionShadow Chests.
Unlike other Ores, Chlorophyte Ore is special in that it can convert adjacent Mud Blocks into Chlorophyte Ore, and chunks can become rather large. Chlorophyte Ore can be "replanted" and artificially seeded in Mud Blocks at any depth, allowing the player to farm Chlorophyte Ore.
After Plantera's defeat, Chlorophyte Bars can be crafted into Shroomite Bars with an Autohammer, which can be bought from the Truffle, or into Spectre Bars with an Adamantite/Titanium Forge, requiring Ectoplasm from the Dungeon.
Luminite [edit | edit source]
Luminite ore is dropped by the Moon Lord. The Luminite Bars made out of it (at the Ancient Manipulator) can be crafted into endgame items, most of them also requiring Lunar Fragments dropped by the Celestial Pillars.
Mining and crafting[edit | edit source]
- Mining Cobalt Ore or Palladium Ore requires at least the Molten Pickaxe or the Reaver Shark.
- Mining Mythril Ore or Orichalcum Ore requires at least the Cobalt Drill, Cobalt Pickaxe, Palladium Drill, or the Palladium Pickaxe. Crafting many higher-tier Hardmode items will require a Mythril Anvil or Orichalcum Anvil, which is crafted from 10 Mythril or 12 Orichalcum Bars.
- Mining Adamantite Ore or Titanium Ore requires at least the Mythril Drill, Mythril Pickaxe, Orichalcum Drill, or Orichalcum Pickaxe. On the Mobile version, Palladium Pickaxes and Drills will suffice. Crafting Adamantite Bars or Titanium Bars will require an Adamantite Forge or a Titanium Forge, which is crafted with a Hellforge and 30 Adamantite/Titanium Ore.
- Mining Chlorophyte requires at least the Drax or the Pickaxe Axe.
Bosses[edit | edit source]
Note: All pre-Hardmode bosses can be summoned in Hardmode.
Mechanical Bosses[edit | edit source]
The three Mechanical Bosses are essentially much stronger versions of their respective pre-Hardmode boss.
- The Twins are the Hardmode version of the Eye of Cthulhu, and can be manually summoned by using the Mechanical Eye at night. The boss itself consists of two eyes, each performing different attacks. Unlike the other Mechanical Bosses, The Twins have a second stage, where they become more mechanical and have new attack patterns.
- The Destroyer is the Hardmode version of the Eater of Worlds, and can be manually summoned by using the Mechanical Worm at night. Despite being a direct upgrade of the Eater of Worlds, a Corruption-themed boss, it can be summoned in any world, even those with Crimson (as there is no mechanical upgrade to the Brain of Cthulhu). Also unlike the Eater of Worlds, the Destroyer will not split into multiple segments, and instead the whole body shares one health bar.
- Skeletron Prime is the Hardmode version of Skeletron, and can be manually summoned by using the Mechanical Skull at night. Being very similar to Skeletron, its defining features are its four limbs, each being topped with a different weapon: a saw, a vice, a laser, and a cannon.
Once a world enters Hardmode and at least one Altar is destroyed, there is a chance every night that one of these Mechanical Bosses will spawn, just as long as they have not been killed in that world before.
Plantera[edit | edit source]
After all three ( ) / one of the ( ) Mechanical Bosses are defeated, a message will appear saying: "The jungle grows restless..." This indicates that Plantera is now available for summoning:
- Plantera is a giant plant-like boss that is summoned by destroying a Plantera's Bulb found within the Underground Jungle. It traverses the terrain using three claws that grab and hold to surfaces. Plantera's first phase consists of it simply traversing terrain and firing little seeds and thorn balls. After it reaches a certain point, it will enter phase two, unleashing many tentacle minions around its body and proceed to use a more intense attack pattern which is much quicker.
Post-Plantera[edit | edit source]
Plantera's defeat will be accompanied by the status message "Screams are echoing from the dungeon." The world now undergoes a minor transformation, allowing access to various new events:
- Newer and more difficult enemies begin spawning within the Dungeon.
- The spread of the Hallow, Corruption, and Crimson is slowed to a third (33%) of its previous speed.
- The Cyborg NPC becomes available.
- The Truffle NPC begins selling the Autohammer, which is necessary to craft Shroomite Bars.
- The Jungle Temple can now be opened using the Temple Key, and the Golem boss inside can be fought.
- The Pumpkin Moon and Frost Moon events can now be initiated via the Pumpkin Moon Medallion and Naughty Present, respectively. Crafting these requires Ectoplasm that the new Dungeon Spirits drop.
- Biome Chests within the Dungeon can now be opened using their respective Biome Keys.
Golem[edit | edit source]
- Golem is a boss that can initially be fought in the last chamber of the Jungle Temple, where the Lihzahrd Altar rests. Players must use Lihzahrd Power Cells at the altar to summon it. In its first form, Golem has three target areas: its head and its two fists. After its head is defeated, the head flies off and the body becomes the target while the invincible head attempts to defend the body.
Duke Fishron[edit | edit source]
While Duke Fishron can be fought as soon as Hardmode is initiated, he is incomparably more powerful and will generally require post-Golem gear.
- The boss is a horrid pig-fish-dragon hybrid that is summoned by fishing in the Ocean with a Truffle Worm in the player's inventory. He attacks mainly by lunging at the player in short bursts, occasionally firing Detonating Bubbles and summoning Sharknadoes that fire Sharkrons. Once he enters his second stage, his attacks are Detonating Bubbles that spew from his body and Cthulunadoes that shoot Sharkrons.
- Defeating Duke Fishron does not unlock any new events or other aspects required for game progression, but will rather provide powerful loot.
Lunatic Cultist [edit | edit source]
Moon Lord [edit | edit source]
Moon Lord is considered the final boss of the Desktop version and Console version of Terraria. He spawns after a short delay after completing the Lunar Events, i.e. destroying all four Celestial Pillars. He can also be manually summoned by using a Celestial Sigil.
Enemies[edit | edit source]
See Forest, Underground, Desert, Underground Desert, Snow, Underground Snow, The Hallow, Underground Hallow, The Corruption, Underground Corruption, The Crimson, Underground Crimson, Jungle, Underground Jungle, Dungeon, and The Underworld for the complete lists of enemies that spawn in those biomes during Hardmode.
Most of the new enemies are significantly more difficult to defeat, dealing more damage and having higher health and defense than pre-Hardmode enemies. Most pre-Hardmode weapons will prove ineffective, and until a player can obtain new Hardmode gear, they may be forced to avoid enemy swarms and/or play more strategically. Slow-hitting powerful weapons with high knockback are generally preferable over fast weapons with low base damage because many Hardmode enemies have high defense.
However, not all biomes are immediately buffed with more powerful enemies. The Underworld does not receive any stronger enemies until after a Mechanical Boss is defeated, and the Dungeon doesn't receive additional enemies until after Plantera is defeated.
NPCs[edit | edit source]
Several new NPCs become available in Hardmode:
- The Wizard can be found in nearly any open area underground, initially bound, and speaking to him frees him (similar to the Mechanic and the Goblin Tinkerer). He will then respawn as long as a vacant House is available. The Wizard sells magic-related items.
- Santa Claus appears during Christmas, after the defeat of the Frost Legion, so long as a vacant House is available. He sells many Christmas-themed decorations and vanities.
- In the Mobile version, Hardmode is not required for Santa to appear and he stays until he is killed or the player destroys his home.
- The Steampunker appears after defeating one Mechanical Boss, and if a vacant House is available. She sells Teleporters and other steampunk-themed items.
- The Truffle appears once the player makes a house in a surface Mushroom biome. He sells useful mushroom-themed items and, after defeating Plantera, the Autohammer.
- The Cyborg appears once the player has defeated Plantera, so long as a vacant house is available. He sells rockets and other mechanical items.
- The Pirate appears once the player has defeated a Pirate Invasion, and sells a vanity set as well as other pirate-themed items.
- The Tax Collector becomes available by throwing Purification Powder on a Tortured Soul in The Underworld. He gathers money over time and grants it to the player if they request it.
Events[edit | edit source]
There are several new events in Hardmode, each containing unique and powerful monsters that will spawn in vast numbers and drop a variety of exclusive items.
- The Frost Legion never invades on its own, but is triggered only by the Snow Globe, which can be acquired from Presents.
- The Pirate Invasion is triggered by the Pirate Map, or can appear randomly at the start of the day.
- The Solar Eclipse behaves like the Blood Moon, only it happens during the day, and can only appear after any Mechanical Boss is defeated.
- The Pumpkin Moon can only be started at night by using a Pumpkin Moon Medallion. Unlike most other events, it takes place in 15 distinct waves, with each wave requiring a progressively higher score to progress to the next. More and harder enemies will spawn at higher waves, and there can be several boss-level enemies attacking at once. The event ends at the end of the night.
- The Frost Moon is similar to the Pumpkin Moon, though being a step up on the difficulty. It is started by using the Naughty Present at night and features 20 waves.
- Martian Madness can be triggered after defeating Golem by activating a Martian Probe, found only on the outer edges of the world.
- The Old One's Army is a unique tower-defense style event. It is triggered by placing an Eternia Crystal in an Eternia Crystal Stand, both of which can be purchased from the Tavernkeep. The event takes place in waves that are different depending on where one is at in the game. Defeating Golem allows one to fight the final boss of the event, Betsy.
In Hardmode worlds, Goblin Armies do still invade, and Meteorites still land, each at their regular rates. Blood Moons, Rain, and Slime Rain also occur just as frequently as they did pre-Hardmode, though occasionally feature Hardmode-exclusive content.
Items[edit | edit source]
Several new Tools, Weapons, Accessories, Armor, and crafting materials become available in Hardmode, as enemy drops, sold from NPCs, or via crafting. Drills, Chainsaws, and Repeaters are variations of Pickaxes, Axes, and Bows, respectively, which can be obtained once in Hardmode.
Equipment[edit | edit source]
Many of the Hardmode armor sets have three different options for the helmet slot, each of which benefits players that use either magic weapons, melee weapons, or ranged weapons. The chlorophyte-derived armors are exceptions: Shroomite armor benefits ranged weapons in all cases (and requires further specification on either Arrows, Bullets, or Rockets), Turtle and Beetle armor benefit melee weapons, and Spectre armor benefits magic.
Notes[edit | edit source]
- Hardmode should not be confused with the Hardcore mode, which is for the character, not the world.
- Demonite Ore and Crimtane Ore do not spread the Corruption and Crimson during Hardmode.
- Hardmode enemies will begin spawning as soon as the Wall of Flesh is defeated. The stripes of Corruption/Crimson and Hallow, however, will not spawn until the message "The ancient spirits of light and dark have been released." appears.
- If the entrance to the dungeon has somehow been destroyed and is no longer a flat walkway, (i.e. mined away) the Lunar Cultists won't spawn. This can simply be fixed by making the entrance flat again and restarting the game.
- It is not possible to revert a Hardmode world back into Pre-Hardmode unless a third-party map viewer (map editor) is used. Beyond toggling the Hardmode state this approach would still involve tedious work if the player wishes to completely restore, either by gameplay or map viewer tools, the world as it was prior to Hardmode. For re-experiencing Pre-Hardmode it is advised to either backup the world prior to entering Hardmode, or simply make a new world.
Tips[edit | edit source]
Difficulty[edit | edit source]
- When beginning Hardmode, a player can easily become overwhelmed by the difficult new enemies, which have Health and Damage many times greater than pre-Hardmode enemies. It is advisable to start by identifying the player's most damaging weapons and investing money in Reforging them to acquire high damage bonuses, as well as reforging their Accessories to add high defense bonuses. Low-tier Hardmode weapons begin at around 35 damage, so pre-hardmode weapons of use will be the Sunfury and Night's Edge as melee options, the Molten Fury and Flamarang as semi-ranged, and the Flower of Fire and Demon Scythe as magical. Reforging these and making use of other damage boosts from Accessories or Armor bonuses can easily push these weapons into damage ranges that will make Hardmode fights relatively balanced.
- Because Hardmode relies more upon drops than treasure chests (which have mostly been looted by then), players will need to kill large numbers of the tougher enemies for essential crafting materials. Consider building dedicated farming areas.
- Mechanical Bosses and invasions can take the player off guard. It is advisable to leave and rejoin if the player is ill prepared.
Resources[edit | edit source]
- Don't throw away Iron Ore/Bars, Lead Ore/Bars, Bones, Lenses, Vertebrae, and Rotten Chunks, as these are used for crafting Boss-summoning items in Hardmode. If the player needs to collect more, it may be easier to create a new non-Hardmode world and collect them there, along with any other pre-Hardmode materials the player finds themselves needing.
- Wait to open Crates until Hardmode so as to be able to immediately get some Hardmode ores and bars without even smashing any altars or mining. The Enchanted Sundial can also be salvaged from crates, an item that can prove useful in certain situations. Souls of Night and Cursed Flames/Ichor can be looted from crates without even visiting the Corruption/Crimson. With a sufficient stockpile of crates, the player may not need to break any altars, allowing them to face the Mechanical Bosses on their own schedule with proper Hardmode equipment. Selling spare accessories and weapons from the crates will also provide considerable money.
Money[edit | edit source]
- The Eater of Worlds and Wall of Flesh are a reliable source of money (dropping about 9 to 11 and 8 , respectively) during the beginning stages of Hardmode. However, summoning them in Hardmode can be more difficult due to the new enemy spawns. It might be easier to fight them in pre-Hardmode worlds.
- Once the player becomes reasonably able to traverse the Underground Hallow, it is possible to collect Crystal Shards, which are common and sell for 16 , netting 1 59 84 for a full stack of 999. Since they grow naturally on any Pearlstone surface facing air, the player can mine away stripes of pearlstone in areas they visit often to farm crystals more readily.
- Farming The Destroyer once the player can beat it is another way to make a considerable amount of money, since they can farm it without too much additional effort. Because it is relatively easy to kill quickly and can easily be "melee'd to death" (avoiding spending any money on ammunition), the Hallowed Bars it drops can be crafted into Light Discs, together with the Souls of Might it also drops, and with Souls of Light which can be obtained in the Underground Hallow. Each Light Disc sells for 10 . As it drops 15-30 Hallowed Bars and 20-40 Souls of Might per kill, that is typically 3-7 Light Discs per run (if the player has enough Souls of Light, that is). The Souls of Might it drops may also be sold for additional money, 80 each, which is another 16-32 per run if they don't spend the souls on Light Discs, in addition to the 12 the boss drops. In total, they net 42-82 per fight, and due to the ease of crafting the Mechanical Worm and the relative quickness with which they can dispatch the boss, they can fight it multiple times in a single in-game night.
- See Guide:Making money for more in-depth information.
References[edit | edit source]
History[edit | edit source]
- Desktop 188.8.131.52:
- Desktop 1.2.1:
- Desktop 1.2:
- Jungle, Dungeon, Crimson and Snow biomes are all affected by Hardmode now.
- Cobalt/Palladium Drill cannot mine Adamantite and Titanium.
- There are 2 new Hardmode events: Solar Eclipse and Pirate Invasion.
- A massive amount of Hardmode items/monsters added, including the Cyborg, Pirate, Steampunker, and Truffle NPCs, and the bosses Plantera and Golem.
- Early Hardmode enemies now do less damage and have less health/defense.
- Hardmode bosses have a chance to spawn on their own to help players progress through the game.
- Current Hardmode bosses now do slightly less damage and have had their health decreased.
- Desktop 1.1: Introduced with the Wall of Flesh, and the Hardmode Mechanical Bosses: The Twins, The Destroyer, and Skeletron Prime; also the Wizard NPC.
- Console-Release: Introduced.
- Mobile 1.1.5536: Now available.
- Mobile 1.1.8: Introduced, but not available.
- 3DS-Release: Introduced.