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Initial Hardmode map

Initial Hardmode map of a small world on the PC version PC version. Notice the "V" made of the new outburst of Corruption (dark purple) and Hallow (pale pink) biomes, which each replace existing world blocks upon the defeat of the Wall of Flesh.

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 is essentially a harder version of the initial world. A world permanently converts to Hardmode after the player successfully defeats the Wall of Flesh boss for the first time in that world. Hardmode grants players new challenges and gives them access to much more content for them to explore.

Hardmode adds two new biomes to the world that will appear and function upon converting: The Hallow, and the Underground Hallow. Corruption and Crimson (which will spread continuously and at a steady pace in Hardmode) can eventually overtake an entire map if not dealt with properly.

Demon Altars and Crimson Altars can be broken with the Pwnhammer at this point (which drops from the Wall of Flesh), and upon doing so, new ores become available to start the player off in Hardmode.

Along with the regular enemies, Hardmode contains new enemies that are more difficult, some of which are "upgraded" versions of pre-Hardmode enemies. In addition, coin drops and item prices both rise.

Hardmode also makes available new armor sets, weapons, accessories, and other various items that will bring aid to the player, and are sometimes essential in dealing with new Hardmode challenges. Some of these become available for purchase from NPCs, as drops from enemies, or are craftable using new Hardmode crafting materials and crafting stations.

On the Mobile version Mobile version, when the Wall of Flesh is defeated, a pop-up box will appear briefly describing Hardmode.

Biomes

The Hallow

The Hallow's surface during the Day, showing a Unicorn and four Pixies.

Defeating the Wall of Flesh triggers the announcement, "The ancient spirits of light and dark have been released." This refers to the creation of the Hardmode biomes that become 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 direction of Hallow/Corruption/Crimson biomes is generated randomly and is not determined by the World Seed.

Underground Corruption / Crimson

The Underground Corruption and Underground Crimson primarily replace stone, sand, ice, and silt (which is treated like sand, but only during the initial "burst" of corruption) that lie within the "V"-shaped path with their respective corrupted versions immediately upon conversion. Underground Jungle biomes do not generally contain these specific blocks in significant amounts, and in turn are not replaced. The mud blocks in an Underground Jungle, however, will slowly be converted to dirt upon contact with the corrupted blocks of the Underground Corruption or the Underground Crimson.

The Underground Corruption and Underground Crimson looks similar to the surface Corruption/Crimson in terms of atmosphere and enemy appearance, though these biomes contain several new Corruption/Crimson-themed enemies that are restricted to underground areas only, as well as a noticeable change of background music.

Hallow / Underground Hallow

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 proves to be misleading, as Hallow enemies are quick, resilient, and deadly, and their spawn rates are high, so players must proceed with caution.

The Underground Hallow acts similar to the surface Hallow, in that enemies of similar caliber appear here as well. There are, however, special enemies that only appear down there, as well as a change in background music, that set it apart from the surface Hallow.

Spread

Corruption, Crimson and Hallow spread actively in Hardmode:

  • Corruption, Crimson and Hallow will spread to Stone, Sand, Hardened Sand, Sandstone, Ice, and Grass (the "corruptible blocks") that are up to three tiles away.
  • Crimson and Hallow Vines (which grow downward from Crimson and Hallow grass blocks) can spread Crimson and Hallow when they come in contact with corruptible blocks below (vines can grow 10 tiles downward). There are no Corruption vines.
  • Mud will slow the spread of Corruption and Crimson, but not stop it, since Corruption and Crimson can convert mud blocks into dirt over time (and in the Surface layer, corrupted grass can then spread to exposed dirt blocks). Mud blocks containing mushroom grass are not affected. Hallow cannot convert mud at all. Template:Mobile iconHallowed grass cannot convert mud, but Pearlstone can.
  • Hallow and Corruption/Crimson cannot convert each other.

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, which can be done by mining away a four tile wide frame surrounding the area (6 tiles from grass blocks due to thorny bushes), then sealing it in with Wood or Clay. A Sky City and building on top of the Dungeon are other options.

Ores and Bars

Hardmode Ores

The Wall of Flesh always drops the Pwnhammer upon its defeat. Players are encouraged to destroy Demon/Crimson Altars at this point in order to begin progress into Hardmode. Altars can be destroyed with the Pwnhammer or any superior hammer (note that if a player attempts to destroy the Altar with a lesser hammer, or in a pre-Hardmode world, the Altar will be unaffected and the player will lose half their current health).

  1. First altar: Cobalt OreCobalt Ore or Palladium OrePalladium Ore, chosen randomly.
  2. Second altar: Mythril OreMythril Ore or Orichalcum OreOrichalcum Ore, chosen randomly.
  3. Third altar: Adamantite OreAdamantite Ore or Titanium OreTitanium Ore, chosen randomly.

Players will be able to find these new ores scattered across the Underground layer to near-Underworld levels, with them replacing most blocks created during world generation. They will spawn at random locations in varying quantity, in places explored and unexplored alike.

  • Destroying more altars will never spawn Hardmode ore types beyond the three that were randomly assigned to the world during the initial round of destroyed altars. A world with Palladium Ore deposits will never spawn Cobalt Ore deposits, or vice versa (with the exception of drunk worlds).
  • Which ores are generated is not determined until the first, second, or third 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.
  • Each time an altar is destroyed, there is a 66.67*2/3 (66.67%) chance that a single random Stone Block in the Cavern layer will be converted to Ebonstone/Crimstone or Pearlstone, facilitating the spread of Underground Hallow or Corruption/Crimson. No block other than the selected one will be converted initially.
  • Subsequent altars destroyed will begin the cycle again, though the fourth to sixth altars will spawn half as much ore as the first ones, the seventh to ninth will spawn only one third of the ore of the first ones, and so forth. So, the nth cycle will only generate one-nth as much ore as the first one. For example, 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. Notice that although each subsequent destroyed altar will yield less ore, the total amount is unbounded (except by the number of altars in a world).
  • 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.

Hallowed Bars

Hallowed Bars are bars solely dropped by the three Mechanical Bosses. It is recommended that players gather enough bars to make armor and weapons from them as they are statistically better than those made from the initial six Hardmode ores, and can benefit melee, ranged and magic play styles.

Chlorophyte

Chlorophyte is a special ore that first appears in the Underground Jungle when Hardmode begins, and can be mined with either the Drax, Pickaxe Axe or stronger. To craft the Drax, the player needs Hallowed Bars and at least one soul from each Mechanical Boss; on the Mobile version Mobile version the Drax can sometimes be found in Shadow Chests. Chlorophyte Ore provides more opportunities for weapons and armor choices.

Unlike other ores, Chlorophyte is special in that it can convert adjacent Mud Blocks into Chlorophyte, and chunks can become rather large. Chlorophyte can be "replanted" and artificially seeded in mud at any depth, allowing the player to farm Chlorophyte.

Chlorophyte Bars can be crafted into Shroomite Bars with an Autohammer, which can be bought from the Truffle after Plantera's defeat (see Post-Plantera below), or into Spectre Bars with an Adamantite/Titanium Forge, requiring Ectoplasm from the Hardmode Dungeon (also unlocked after defeating Plantera).

Luminite

Luminite is an ore dropped by the Moon Lord. The Luminite Bars made out of it (in the Ancient Manipulator) can be crafted into endgame items, most of them also requiring fragments dropped by the Celestial Towers.

Mining and crafting

Bosses

Note: All pre-Hardmode bosses can be summoned in Hardmode.

Mechanical Bosses

The three Mechanical Bosses are essentially much stronger versions of their respective pre-Hardmode boss. These bosses include:

  • The Destroyer acts as 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. Also unlike the Eater of Worlds, the Destroyer will not split into multiple segments, and instead the whole body shares one health bar. The Destroyer will periodically release Probes from its body as it takes damage, and both can fire lasers continually.
  • 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 is actually two eyes, each performing different attacks. Unlike the other Mechanical Bosses, The Twins have a second stage, where they turn out to become more mechanical and have newer attack patterns.
  • 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 bomb launcher. This wide array of weapons deem this boss to be much more challenging and diverse in attack style.

Once a world enters Hardmode, there is a chance every night that one of these Mechanical Bosses will spawn, just as long as they haven't been killed in that world before.

There is currently no Mechanical Boss upgrade to the Brain of Cthulhu. The Destroyer will still be available to battle in worlds that contain Crimson.

On the PC version PC version, once one of the Mechanical Bosses has been defeated, the Old One's Army event will upgrade to tier 2. This increases the difficulty of the event and the health of the Eternia Crystal, and the amount Defender Medals obtained increases from 5 to 25.

Plantera

After all three Mechanical Bosses are defeated, a message will appear saying: "The jungle grows restless..." This means that Plantera is now available for summoning:

  • Plantera is a giant plant-like boss that is summoned by destroying 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.

Golem

After Plantera is defeated, it will always drop a Temple Key. This unlocks the Lihzahrd Temple, and inside, the Golem becomes available to fight:

  • 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. There are three vulnerable spots on its body in its first phase: the head and the two fists. The fists will spring outward to try and hit the player, and its head will occasionally spew fireballs, and eventually lasers as it gets low on health. Once its second phase gets initiated, the head will blast off and fly around the player, becoming invincible at this point and firing lasers. The only vulnerable spot, presuming the player already destroyed the fists, will be the body. Destroying the body will cause Golem to be defeated.

Duke Fishron

There are no prerequisites to fighting Duke Fishron. Although the Truffle Worm can only be obtained in a hardmode world, once acquired, it can be used to summon Duke Fishron in a pre-hardmode world.

  • Duke Fishron is a horrid pig-fish-dragon hybrid that spawns 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 it enters its second stage, his attack are Detonating Bubbles that spew from his body and Cthulunadoes that shoot Sharkrons.

Lunatic Cultist

  • The Lunatic Cultist becomes available as four cultists appear in the entrance of the Dungeon after defeating Golem. The Lunatic Cultist spawns after these cultists are defeated. Defeating it subsequently triggers the Lunar Events.

Moon Lord

  • The Moon Lord becomes available after beating the Lunar Events. When the Lunar Events are completed, the Moon Lord will spawn automatically after a short delay; or it can be summoned without fighting the Lunatic Cultist or Lunar Events by using a Celestial Sigil. This is the final and hardest boss in the game, and will need a lot of preparation.

Post-Plantera

When all of the Mechanical Bosses have been defeated, the world undergoes its first minor transformation. This allows Plantera's Bulbs to spawn randomly across the Underground Jungle, giving players access to fight Plantera.

Once Plantera has been defeated, the world undergoes its second minor transformation, allowing access to various events.

Enemies

See Forest, Underground, Desert, Underground Desert, Tundra, Underground Tundra, The Hallow, Underground Hallow, Corruption, Underground Corruption, 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 these enemies are significantly more difficult to defeat, doing more damage and having higher health and defense than pre-Hardmode enemies. Most pre-Hardmode weapons can 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 are generally preferable over fast weapons with low base damage because many Hardmode enemies have high defense.

In Expert mode, most pre-Hardmode and Hardmode enemies receive significant stat buffs (for example a Blue Slime will have 287 health). Some Hardmode enemies can kill a player in 5-6 hits.

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

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 between December 15th and 31st (based on the player's computer time setting), after the defeat of the Frost Legion, so long as a vacant House is available. In mobile, he stays until he is killed or the player destroys his home. He sells the Santa costume, Red/Green/Blue lights, the Christmas Tree, and decorations for it.
  • 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 mushroom biome above ground when their world is in hardmode. He sells useful mushroom themed items and the Autohammer, but the player must defeat Plantera to unlock it.
  • The Cyborg appears once the player has defeated Plantera, so long as a vacant house is available. He sells rockets and other mechanical items. At night he sells more advanced items such as upgraded rockets.
  • The Pirate appears once the player has defeated a Pirate Invasion, and sells a vanity set as well as other pirate themed items.
  • Template:Pc icon 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

There are several new events in Hardmode:

  • The Frost Legion is triggered only by the Snow Globe, never invading on its own. The Snow Globe can be used to summon the Frost Legion in non-Hardmode worlds, but the Snow Globe itself can only be acquired from Presents that are opened on a Hardmode world.
  • Pirate Invasions are 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 appear after any Hardmode boss is defeated. During a Solar Eclipse, unique and powerful monsters will spawn in vast numbers and drop a variety of exclusive items.
  • The Pumpkin Moon is the one of the most challenging Hardmode events. It can only be started at night by the player using a Pumpkin Moon Medallion, which is crafted with 30 Pumpkins, 5 Ectoplasm, and 10 Hallowed Bars. This turns the moon into a scary pumpkin face. The event has 15 waves, with each wave requiring a progressively higher score to progress to the next. Enemies that spawn are Scarecrows, Splinterlings, Hellhounds, Poltergeists, Headless Horseman, a mini-boss Mourning Wood, and a boss Pumpking. More and harder enemies will spawn at higher waves, and there can be several Mourning Woods and Pumpkings attacking at once. The event ends at the end of the night or when all 15 waves have been completed.
  • The Frost Moon is an invasion-like event similar to the Pumpkin Moon, though being a step up on the difficulty. It is started by using the Naughty Present at night. Featuring some of the hardest enemies in the game and 20 total waves, it is one of the hardest events in the game.
  • Template:Pc icon Martian Madness is an invasion-like event similar to those before it, and is considered to be the most difficult invasion-style event in Terraria. It is triggered when a Martian Probe, found only on the outer edges of the world, is activated and escapes. It features incredibly difficult enemies and will be a challenge to all but the most prepared players.
  • Template:Pc icon The Old One's Army is an invasion-like event similar to the Pumpkin and Frost Moon events, but is different in its tower-defense type style. It is triggered by placing an Eternia Crystal in an Eternia Crystal Stand, of which both items can be purchased from the Tavernkeep. Unique to this invasion is that there are different waves depending on where one is at in the game. Defeating Golem allows one to fight the final boss of the wave, 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 sometimes feature Hardmode-exclusive content.

Items

Several new Tools, Weapons, Accessories, Armors, 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

Each of the many Hardmode Ores have their own complete item set, including Armor, Drill, Chainsaw, Sword, Spear, and Repeater. In addition, Hallowed Armor and associated tools and weapons become available: the Drax, Excalibur, Gungnir, and Hallowed Repeater. Crafting Hallow-tier items required creating the item sets for what was then all the Hardmode ores and defeating the Mechanical Bosses introduced with hardmode for set-specific boss souls. As of 1.2, their crafting recipes were simplified to need only Hallowed Bars, which dropped when the mechanical bosses were killed.

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 three chlorophyte-derived armors are exceptions. Shroomite Armor benefits ranged weapons in all cases, Turtle and Beetle armor benefits melee weapons, and Spectre armor benefits magic.

Note: See The Hallow, Underground Hallow, Corruption, Underground Corruption, Crimson, and Underground Crimson for complete item drop lists.

Notes

  • Hardmode should not be confused with hardcore mode, which is for the character, not the world.
  • Clowns have a chance to appear during Blood Moons.
  • Demonite Ore and Crimtane Ore do not spread the Corruption and Crimson during Hardmode.
  • It's actually possible for the 2 stripes of biomes to be quarantined completely or not even generate, that is, if the player has mined for a monumental amount of time and no altars have been broken. The Drill Containment Unit is the best choice for this purpose, though it is only available in the end-game.
  • 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 your game.

Tips

Corruption/Crimson and Hallow spread

  • Corruption or Crimson which gets too close to NPC housing will render them invalid. It should be a priority to craft Holy Water or place Hallowed blocks to aid in its conversion near the edges of any farms or biomes of this type and contain them as soon as possible.
  • Once the player gets the Steampunker, they might want to buy the Clentaminator for 2 platinum, along with its ammunition, named Solution. It is a quick and handy way of cleaning/destroying/creating biomes.
  • Corruption/Crimson can completely devour the Jungle. To farm Plantera, Chlorophyte Ore, or other jungle enemies, consider sealing off the underground jungle with Hallow, as this will prevent the conversion of jungle grass and mud blocks.

Difficulty

  • When beginning Hardmode, a player can easily become overwhelmed by the difficult new enemies, which have Health and Damage many times greater than regular-mode 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 viable regular-mode 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 don't suddenly respawn with more loot), players will need to kill large numbers of these tougher enemies for items like Souls or Pixie Dust. Consider building mini-bases with proper protections that involve shallow lava pits above small access tunnels that run between Underground Hallow and Corruption/Crimson biomes. Use Active Stone Blocks to make the "doors" that let the player jump up and grab floating souls. Place walls to prevent spawns inside their mini-base. The player will still need to fight off the occasional Enchanted Sword (NPC) or Cursed Hammer/Crimson Axe, but it's a much easier job to farm these enemies when the player reduce the threats to a few at a time. Eventually, they will drop either a good weapon, or the resources needed to craft one.
  • Mechanical bosses and invasions can take the player off guard. It's best to leave and rejoin if player is ill prepared.

Resources

  • 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 themself 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; it is an immensely useful item as it allows the player to skip a day every week. Souls of Night and Ichor/Cursed Flames can be looted from crates without even visiting the Crimson/Corruption. 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.
  • The Eater of Worlds and Eye of Cthulhu are commonly used by players as a good source of money, and this is still useful during the beginning stages of Hardmode. However, summoning them in Hardmode can be more difficult: eg. the player has probably destroyed any close Demon Altars (needed to craft the Worm Food and Suspicious Looking Eye), the player may have demolished their nearby Corruption farm or Arena, and trips to the naturally-occurring Corruption are now more hazardous (Eater of Worlds must be summoned and fought within Corruption). It is much easier to simply create a new non-Hardmode world to farm these bosses, then use the funds collected from them in their Hardmode world. The Wall of Flesh can be farmed and drops about 8, and items which each sell for approximately 3.
  • One way to farm money in Hardmode once the player becomes reasonably able to traverse the Underground Hallow (aside from using a glitch) is to collect Crystal Shards, which are common and sell for 1 59 84 for a full stack of 999 (each one sells for 16). 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 meleed 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 , 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.

History

Template:Translation project

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