- Not to be confused with Revengeance, which is the item that activates this gamemode.
|The Revengeance Mode icon as seen in the Difficulty Indicator UI.|
"Do you enjoy going through hell?"
Revengeance Mode is a new gamemode introduced in the Calamity Mod, serving as an increased difficulty level to Expert Mode. It is activated by using the Revengeance item, which is added to a newly spawned player's inventory in an Expert Mode world. The item can also be crafted at any Altar and does not have any ingredients. Attempting to activate it in a Normal Mode world has no effect, and using the item during a boss battle will do nothing, with the message "You cannot change the rules right now." The transition to Revengeance Mode is reversible by using the Revengeance item again. It is further succeeded in difficulty by Death Mode.
While active, the Revengeance Mode icon will be shown on the top of the Difficulty Indicator.
- 1 General Changes
- 2 Enemy AI Changes
- 3 Boss AI Changes
- 3.1 Pre-Hardmode
- 3.2 Hardmode
- 3.2.1 Cryogen
- 3.2.2 The Destroyer
- 3.2.3 Aquatic Scourge
- 3.2.4 The Twins
- 3.2.5 Brimstone Elemental
- 3.2.6 Skeletron Prime
- 3.2.7 Calamitas
- 3.2.8 Plantera
- 3.2.9 Anahita and Leviathan
- 3.2.10 Astrum Aureus
- 3.2.11 Golem
- 3.2.12 The Plaguebringer Goliath
- 3.2.13 Duke Fishron
- 3.2.14 Ravager
- 3.2.15 Lunatic Cultist
- 3.2.16 Astrum Deus
- 3.2.17 Moon Lord
- 3.3 Post-Moon Lord
- 4 Unique Items
- 5 Messages
- 6 Trivia
- 7 See Also
General Changes[edit | edit source]
- Adds two new mechanics into the game, Rage Meter and Adrenaline Meter.
- These mechanics can be toggled through the Configuration options.
- All enemies drop 50% more money.
- Enemy spawn rates are boosted by 15%.
- Before any boss is defeated, players will take 20% less damage.
- Life regen scales from 50% effectiveness at full HP to 100% effectiveness at 1 HP.
- Immunity frames are capped at 2 seconds.
- Allows usage of the Defiled Rune and Death.
- Asphalt Blocks and Frozen Slime Blocks granted top speed and player acceleration is reduced by 33%.
- Titanium armor's Shadow Dodge set bonus lasts 6 seconds instead of 30.
- If Cursed Inferno is inflicted on the player, the player takes 20% more damage. These effects do not stack, and Ichor takes priority if the player is afflicted by both.
- The price of the Nurse's healing scales throughout progression and is multiplied by five while any boss is alive.
Damage Reduction[edit | edit source]
- Main Article: Damage Reduction
The Calamity Mod grants percentage-based damage reduction to many enemies and bosses, including vanilla ones. Depending on intensity, this can cause opponents to take significantly longer to kill.
Enemy AI Changes[edit | edit source]
- Many vanilla enemies are made immune to certain forms of lifesteal.
- Mimics, Present Mimics, Reapers, Sand Elementals, and Wraiths are immune to knockback.
- In Hardmode, projectiles fired by Goblin Sorcerers, Goblin Summoners, Shadowflame Apparations, and Tim inflict Shadowflame.
- Lihzahrds transform into their second phase at 90% health.
- Ice Golems move and shoot faster as they lose health.
- Crimson Axes, Cursed Hammers, and Enchanted Swords attack the player without interruption, even when hit, when their HP is below 50%
- Black Recluses, Clingers, Gastropods, Giant Tortoises, Ice Tortoises, Plagueshells, and Sand Tortoises attack the player without interruption, even when hit, when their HP is below 25%
- Paladins attack the player without interruption, even when hit, when their HP is below 15%
- Mother Slimes spawn more Baby Slimes when killed.
- Dungeon Guardians shoot homing skulls, which do a lot more damage than the Dungeon Guardian itself.
- Mothrons are bigger.
Boss AI Changes[edit | edit source]
This is a list of all boss fight changes caused by Revengeance Mode. The names of vanilla bosses are italicized.
Pre-Hardmode[edit | edit source]
Teleports more frequently and takes less time to teleport. Contact damage increased by 25%. Jumps and moves faster. Jumps higher and moves faster depending on how high the player is. Conjures an invincible Crown Jewel under 50% life to follow players and fire Ruby Bolts, Ruby Bolt damage is 55% of King Slime contact damage. Spawns all kinds of slimes when damaged.
HP increased to 4,240.
Spawns with two smaller Desert Scourges, but defeating the main worm will count as a boss defeat and give drops. Shoots sand blasts at the player.
HP increased to 4,550.
Charges more often in phase 1. Enters phase 2 at 75% total life. Charges more quickly and more randomly in phase 2. Gains much more contact damage in phase 2. Servants of Cthulhu no longer drop hearts. Has 4 sub-phases during phase 2 to which it changes at 65%, 55%, and 40% HP respectively. During sub-phase 1 it does 3 normal dashes. During sub-phase 2 it does 3 normal dashes and then 2-4 rapid chain dashes. During sub-phase 3 it does 5 rapid chain dashes. During sub-phase 4 it does 4-6 rapid chain dashes and then a long lined up horizontal dash which vomits Servants of Cthulhu.
HP increased to 6,400.
Jumps and moves faster. Crab Shrooms drift quicker and fall faster. Occasionally summons a horizontal line of evenly-spaced mushrooms above itself that fall downwards. Crab Shroom walls are slightly tilted below half health. Changes its jump pattern below half health.
Max HP increased to 17,716.
Head segments shoot Cursed Flames, and retains the velocity of the head or body segment that was just killed. Slightly more defensive to piercing damage. Head segments deal 23% more contact damage, whereas other segments do 25% more. Moves faster and fires Cursed Flames and Vile Spits far more often the less segments that are alive. Segment count increased. Now enrages when leaving the Corruption instead of fleeing, causing it to continuously fly towards the player. Less aggressive when in the Underground Corruption.
HP increased to 2,720. Creepers' HP increased to 220.
Summons 25 Creepers. The Brain has 22% more contact damage and Creepers have 25% more. The Brain has a small amount of pierce resistance. When 10 or fewer Creepers are remaining, they become immune to knockback. The Brain moves faster and teleports more often as its creepers die in phase 1, and has increased resistance to knockback in phase 2. When at low health in phase 2, it periodically flies quickly in a large loop before dashing straight towards the player, and sometimes firing Blood Geyser projectiles upward in a spread, which inflict the Burning Blood debuff. Minimap icon disappears when at low life. Now enrages when leaving the Crimson instead of fleeing, causing Creepers and the Brain in the 2nd phase to move much faster. Now less aggressive when in the Underground Crimson. No longer despawns when in The Corruption.
HP increased to 12,096.
Moves much faster in phase 2 and takes less time to teleport, but can no longer summon enemies when reeling back. Performs one of three attacks as it teleports, gaining more attacks as its health gets lower: fades in while rapidly circling the player and then lunges at high speed; below 66% health, appears below the player and flies in a semicircle, spawning several enemies as it moves - The Hive Mind can summon Dark Hearts among these enemies; below 33% health, appears above the player and then dashes horizontally, creating many short-lived shade clouds in its wake. The same attack is never performed twice in a row.
Total HP increased to 20,537.
The Perforator Hive shoots more projectiles and attempts to ram the player. The Hive will not ram if a Perforator is alive, but will gain slightly increased acceleration. The Perforators shoot projectiles more often and the projectiles travel faster.
HP increased to 5,472.
Spawns Bees faster and also sometimes spawns Large Bees. Shoots far more stingers at a time but no longer shoots them in a cone of spread while stationary, instead traveling linearly towards the player and shooting directly at them. Enrages while on the Surface, shoots stingers rapidly and charges much faster.
Head HP increased to 6,600. Hand HP reduced to 1,404.
Hands attack more often and more aggressively. Head defense increased by 250 per hand, homing projectiles and summons cannot home in on the head while any hands are alive. Homing skulls inflict Weak. Slowly gains more speed while spinning. Head has 25% more contact damage. After both hands are killed, Skeletron occasionally leaves a Shadowflame trail that deals the same amount of damage as the Cursed Skulls and teleports shortly after, firing a spread of 3 bolts from the location the head teleports to. Increases attack frequency as health lowers. Respawns both hands at 33% of Head HP. Skeletron Head spins and teleports at a slower pace while hands are revived.
Total HP increased to 24,512.
The Ebonian and Crimulan Slime Gods shoot orbs more often. The Slime God Core moves faster. In Phase 2, the Core will occasionally teleport near the player and circle them while firing abyss orbs towards them.
HP increased to 21,280.
Moves faster. Laser bursts are capped at 3 shots, lasers deal more damage. When it reaches 50% HP it starts using even stronger red Death Lasers. Detached Hungries and Leeches have slightly more health and do more damage. Charges rapidly towards the player if they move too far away, afterwards firing a barrage of lasers for 6 seconds from both eyes that can pass through tiles, aim ahead of the player, and start off slow before accelerating.
Hardmode[edit | edit source]
HP increased to 42,080.
Faster projectile speed. Cryogen transitions at 93%, 76%, 59%, 42%, and 25% for its respective phases. Transitions faster and gains a new phase under 15% health. Unlike other phases, it doesn't change its appearance. In the new phase, Cryogen launches itself upwards and stays above the player. The ice bombs are no longer fired out every 10 seconds, but 2 waves are released during this attack, then it rapidly charges the player for a total of 3 times before repeating this pattern.
HP increased to 150,000.
The body gains a defense bonus which increases as its health gets lower, up to a maximum of 10. Lasers move slowly when initially shot then accelerate. Speed of the Destroyer and the lasers fired increase as health drops. Laser fire rate is reduced as health drops. Lasers are no longer fired in a random spread. Red lasers inflict On Fire! for 4 seconds. When below 85% health, it can additionally fire green lasers which inflict Cursed Inferno for 2 seconds. When below 70% health, it can fire blue lasers which inflict Electrified for 1 second. Piercing attacks despawn after damaging the Destroyer a certain amount of times, limiting their effectiveness. Probe-less parts have 10 less defense. Probes no longer drop hearts. The Destroyer gains increased aggression the lower its health, eventually being able to charge similarly to a Wyvern below 50% health. Its segments containing probes change to a purple color during this phase. When below 25% health, it gains the ability to divebomb the player.
The Destroyer enrages during the day. It moves faster and more aggressively, only fires blue lasers which accelerate faster, and his body segments take reduced damage, leaving only the head and tail vulnerable.
HP increased to 136,000.
Every 11 seconds, the Aquatic Scourge performs a circle around a certain point at its path for 2 seconds before charging the player. While spinning, it fires three barrages of three sand blasts at the player. The Aquatic Scourge moves faster and vomited sand blasts and teeth travel at a greater velocity.
Spazmatism HP increased to 44,850, Retinazer HP increased to 37,500 (82,350 total).
Both Twins will now transform into their second phases at 70% health. Contact damage increased by 25% and Cursed Flames damage increased by 25%. Must be in phase 2 at the same time otherwise the other Twin will take almost no damage.
Retinazer's lasers are more accurate in phase 1. Laser damage increased by 16%. Retinazer's Death Beam does 20% more damage and its Rapid fire damage is increased by 30%. Enters phase 3 at 25% health, or if Spazmatism is defeated first. In phase 3 it gains the ability to perform a series of 2 long dashes. Retinazer's first dash will release several homing darts that inflict 124 damage. If Spazmatism is defeated first, its rapid fire laser attack becomes much faster and it will dash 4 times, releasing homing darts on the first and last dashes.
Spazmatism breathes Shadowflame Breath instead of Cursed Flames in phase 2, which inflicts the Shadowflame debuff, and has 16% more damage than the Cursed Flames. Enters phase 3 at 25% health, or if Retinazer is defeated first. In phase 3 Spazmatism performs the flamethrower attack for less time, stops to hover below the player and fire semi-homing Shadowflame Fireballs, then charges four times. If Retinazer is defeated first, the flamethrower attack no longer occurs, and Spazmatism performs five charges, with the last one traveling farther than the others. When dashing, contact damage is increased by 10%.
The Twins enrage during the day, where they move more aggresssively, charge further, fire projectiles faster, and projectiles move faster. Spazmatism's flamethrower has a longer range in this state. If gravity is reversed, both Twins immediately transform into their second phases. While gravity is reversed, Retinazer's lasers fire faster and more frequently.
HP increased to 65,600 (524,800 post-Providence).
Summons a Brimling after teleporting in phase 1, which shoots brimstone hellfireballs at the player. A maximum of 2 can exist at once. Movement speed during Phase 1 is increased. When below 50% health, she gains the ability to fire a laser from her eye during Phase 1. The ray is telegraphed by a line of particles. The whole ray appears instantly upon being fired but does not move after being fired, and it remains for about two seconds. This will repeat two times throughout the duration of Phase 1. She slows to a stop upon firing the first ray. The ray doesn't aim at where the player is, rather where they will be by the time the ray fires.
HP increased to 50,400 (80,625 including limbs).
The Head gains 8 defense per arm alive. Speed while spinning is increased, also increases as it loses more health. Head does not perform the spin attack while any limbs are alive. The Prime Laser no longer shoots in a cone of spread; it alternates between firing single lasers and laser circles. The Prime Cannon fires rockets instead of bombs; it alternates between firing single rockets and three rockets at once. The Prime Laser and Prime Cannon alternate attacks. The Prime Saw and Prime Vice are more aggressive. As arms are killed, the remaining arms gain increased speed and fire rate. When the Prime Laser is killed, the Head begins to fire laser circles. When the Prime Cannon is killed, the Head begins to fire rockets. While gravity is reversed, speed and projectile fire rate is increased. When all arms are killed or if the head is below 66% health, all limbs are instantly destroyed, and the head itself is able to fire circles of laser while spinning. Additionally, it spins in circles near the player before every spin attack, shooting Cursed Skulls. When the Head reaches 33% health, every other spin attack is replaced with a barrage of homing Martian Missiles, the Cursed Skull attack only occurs before Martian Missile attacks, and the spin attack duration is reduced by 2 seconds. Upon enraging when it turns to day, the head will heal to 300 life if is currently below that.
Total HP increased to 82,800(248,400 post-Providence).
Fires brimstone lasers quicker. Calamitas and the brothers attack and shoot more aggressively. When Calamitas' health is below 70%, she charges at the player twice following her laser and fireball attacks whenever no brothers are alive.
HP increased to 96,600 and gains a 3rd Phase when under 25% health.
Fires seeds that deals 25% more damage and are significantly faster in phase 1. Deals 15% more contact damage during Phase 2. Shoots Thorn Balls during Phase 3, only 3 can exist at one time. Summons tentacles at 75%, 50%, and 20% life. The tentacles deal more damage. The more tentacles that are alive, the higher her defense is. Fires seeds, moves faster to catch up to the player and belches lingering spore clouds that linger and spread out over time when all tentacles are dead. Hook and projectiles spread decrease as health decreases. Hooks no longer spawn tentacles. Becomes more aggressive the less active tiles there are around her. If enraged during the day, she will regain health over time. If enraged during the night, she gains a massive defense boost.
Anahita HP increased to 66,560, Leviathan HP increased to 145,120 (211,680 total).
The Leviathan shoots faster.
HP increased to 195,200 (704,000 post-Moon Lord).
Uses all attacks regardless of health; it only shoots one wave of astral flame crystals above 50% health. Astrum Aureus spawns Aureus Spawns after astral flame crystal attacks, they are initially passive, but will become homing bombs if enough damage is dealt to them. A maximum of two can exist at once. After Moon Lord has been defeated, its health and projectile damage become buffed. Can jump through tiles.
Golem[edit | edit source]
HP increased to 92,250.
Shoots eye lasers and fireballs faster. Greatly increased defense in Phase 2, Body HP increased to 47,250. Fists can go through walls. Head is invulnerable until fists are destroyed, and can shoot eye lasers at all times when vulnerable. All parts deal 25% more damage. The head, body, and fists inflict the Broken Armor debuff for 3 seconds. The body fires bursts of lasers in phase 2. The head is now vulnerable in phase 2, it also changes its movement pattern and starts firing explosive fireballs when the body is under 44% HP. The freed head cannot inflict contact damage. When the head is dead, the body will jump more aggressively and higher and releases 3 fireballs from each of its sides upon hitting the ground.
HP increased to 123,640.
Is faster, able to perform diagonal dashes below 80% health, missiles travel faster and spawns more projectiles. Spawns Plaguebringers in Phase 1. Spawns additional Plaguebringers regardless of phase if enraged. Can spawn more Plague Chargers at once.
HP increased to 111,000.
Becomes invulnerable while transitioning between phases. Transitions to phase 2 at 70% health and phase 3 at 40% health. Contact in all phases and almost all attacks damage increased by 25%, Sharknado's Damage increases by 50%, and Cthulhunado's damage increased by 12.5%. Vastly increased defense. Significantly faster charges. Spawns 3 Sharknadoes in phase 1, in a different pattern. The Sharkrons spawned by his tornadoes have more HP. Spawns a bunch of Sharkrons as well as bubbles when spinning in Phase 2. Size of Cthulhunado and its Sharkrons increased. Spawns Cthulhunados during Phase 3. Below 20% health, gains a new dash pattern, charging more times before teleporting, and stops spawning Cthulhunados.
Total HP increased to 283,530.
Drill missiles track the player more accurately and much faster. Fires more projectiles. Jumps more often, and Flame Pillars shoot projectiles faster.
HP increased to 80,000.
Time window to defeat the illusions decreases as the Cultist's health decreases. Any projectile that tracks the player can make sharper turns, and are faster. While the Lunatic Cultist is alive, the player takes 15% more damage from all sources. Lightning inflicts the Electrified debuff. Fires 2 Ice Mists instead of 1, which now inflict the Frozen debuff for 1 second, the Chilled debuff for 2 seconds, and the Frostburn debuff for 4 seconds. Ancient Doom projectiles and Shadow Fireballs now inflict the Shadowflame debuff for 2 seconds. Clones no longer disappear. The Lunatic Cultist, its clones, and Ancient Dooms deal no contact damage. Each ritual spawns Ancient Dooms. Homing weapons ignore Lunatic Cultist while it is performing the ritual. Ancient Dooms ability to fire darkness balls is buffed. Ancient Lights are indestructible.
Total HP raised to 1,080,000.
Inflicts Extreme Gravity.
HP increased to 336,000. Hands HP increased to 45,000 each (90,000 both), Head HP increased to 81,000, Core HP increased to 165,000.
Speed increased in the first phase, except when the head eye is open. Moon Lord teleports more frequently based on distance from the player. The Phantasmal Deathray now goes through tiles whenever a player hides behind them in the second phase, and sweeps faster in the first phase. The eyes inside Moon Lord aren't destroyed when defeated, but they instead spawn a True Eye of Cthulhu and continue attacking. After defeating an eye, its attacks will spawn less projectiles that move slower. True Eyes of Cthulhu stick closer to each other and their attacks are synced. True Eyes of Cthulhu no longer use their deathray attack. Phantasmal Sphere attacks are slightly more spread out and initially move slowly, accelerating over time. Phantasmal Eyes home on the player for a while and don't travel downwards all the time. While the Moon Lord's Core is revealed, the player takes 10% more damage from all sources. Clots heal for 1,250 instead of 1,000.
Post-Moon Lord[edit | edit source]
Total health is 298,998.
The main Guardian is faster, and it deals much more damage after the other two have been killed.
HP increased to 404,000.
Enters Phase 2 at 75% health and Phase 3 at 25% health.
HP increased to 800,000.
The Healer Guardian is more effective. During her Holy Ray phase, she fires two Holy Rays instead of one, which leaves a small gap in between as they converge inward towards each other. Providence's movement and firing methods during the Blast, Molten, and Bomb phases are modified. Providence continuously increases in speed when flying in the same direction, up to a maximum of roughly double speed, but will go back to normal speed when they change direction.
Storm Weaver and the Stasis Probes are faster. Lightning inflicts the Electrified debuff. During Phase 2, it can change its colour into a dark shade of blue, which gets lighter. After a short time, it charges directly at the player, additionally summoning lightning from above.
Dark Energy swarms are increased in numbers and are more aggressive. At 50% health more Dark Energies are spawned however they are invincible and rotate around the point they were spawned. During the laser portal attack, the Ceaseless Void additionally summons a set of four invincible Dark Energy projectiles, which orbit around the spot they're spawned from, the size of the orbit varies between each of the projectiles, and they will disappear shortly after being spawned. If below half health or enraged, the attack is replaced by a ring of 12 invincible Dark Energy projectiles.
HP increased to 712,800.
Performs 2 attacks per phase. Signus is faster and shoots projectiles more often. Being close to Signus will cause the screen to get darker. After teleporting, Signus summons two Cosmic Mines, which chase the player and blow up if the player is close to them or after a short period of time.
HP increased to 792,000.
Polterghast is faster in all phases, spawns more Phantom Spirits, has more damage reduction, and enters phase 3 at half health. Phantoms shoot more often. Moves much faster at 10%, and spawns Happy Phantom Spirits at 33% health.
HP increased to 1,600,000.
Switches between its attacks faster and has increased movement speed. Charges are faster in velocity and occur more frequently.
Total HP increased to 3,360,000 (Phase 1 HP increased to 1,200,000, Phase 2 increased to 2,160,000).
In Phase 1, spawns the Cosmic Guardian after reaching 75% life and two more after reaching 20% life. The Cosmic Guardians can't hurt the player and the player can't hurt it for 3 seconds. Increased godslayer fireball fire rate, the fire rate is dramatically increased again at 10%. If the player strays too far away from it, it will create a portal near the player before teleporting there and charging at them.
HP increased to 4,040,000.
Teleports and charges closer to the player. Yharon's enrage is reduced to 555 blocks high from the spawning position and the Arena Infernadoes spawn 125 blocks away from the spawn position. Enters subphases 2 and 5 at 80% health, and subphases 3 and 6 at 50% health. Gains a new 7th subphase, which it enters at 20% health. In this subphase, Yharon teleports, performs two fast charges, then teleports and performs a bullet hell attack before repeating the cycle.
HP increased to 8,800,000.
Massively increased speed and moves more aggressively. Spawns 4 Brimstone Monsters during bullet hell 4.
Unique Items[edit | edit source]
Consumables[edit | edit source]
Increases Adrenaline damage by 15% and damage reduction from full Adrenaline by 5%
|Electrolyte Gel Pack||Permanent power-up|
Increases Adrenaline damage by 15% and damage reduction from full Adrenaline by 5%
|Infernal Blood||Permanent power-up|
Increases the Rage Mode damage buff by 15%
|Mushroom Plasma Root||Permanent power-up|
Increases the Rage Mode damage buff by 15%
|Purified Jam||Grants the user the Invincible buff when consumed, which grants them godmode for a short time|
Inflicts the Potion Sickness debuff for 30 seconds.
|Red Lightning Container||Permanent power-up|
Increases the Rage Mode damage buff by 15%
|Starlight Fuel Cell||Permanent power-up|
Increases Adrenaline damage by 15% and damage reduction from full Adrenaline by 5%
Weapons[edit | edit source]
|Apotheosis||+ + 2 + 2 + 7 + 33 + 33 + 5 @|
|Drataliornus||+ + + + 2 + 2 + 2 + 3 + 12 + 60 @|
|Halibut Cannon||Abyss Enemies (0.0001%) |
or or (0.01%)
|Karasawa||+ 5 + 10 + 15 @|
|Kelvin Catalyst||200 + + 20 + 10 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + @ /|
Accessories[edit | edit source]
Mounts[edit | edit source]
|Princess Spirit in a Bottle||while under Fab debuff||107 mph on ground & 61 mph when flying vertically|
Can walk, hover and fly
|Suspicious Looking Jelly Bean||post-Moon Lord||40 mph on ground & 128 mph when falling|
Can jump very high and fall down quickly
|Brimrose||post-Providence||61 mph while flying horizontally & 41 mph while flying vertically|
Can float in place and fly very fast
Pets[edit | edit source]
Messages[edit | edit source]
- "Revengeance is active." (When activated)
- "Revengeance is not active." (When deactivated)
Trivia[edit | edit source]
- Revengeance Mode is a replacement for previous difficulty modes added by the Calamity Mod, which were known as Prepare to Die and Prepare to Cry.
- The name of this mode is a reference to Metal Gear Rising: Revengeance. This is further supported by other references to the game within the mod, such as the Boss Health Bar, Red Sun, and the Murasama, as well as other items.
- Several Revengeance Mode features were present in previous versions of the mod that have since been removed or changed:
- Talking to the Nurse during a boss battle would summon a giant meteor (similar to the ones fired by The Leviathan) onto the player, instantly killing them and nearby NPCs.
- Meteorites would not be mineable and the Reaver Shark couldn't be swung until defeating the Brain of Cthulhu or Eater of Worlds.
- Soft caps on damage and crit chance were present, both of which have been removed, and a DR soft cap, which has been made global to all modes.
- All attacks labelled as summon will deal less damage if the player is holding a weapon belonging to a different class. This nerf scaled with progression. This change is now global to all modes and no longer scales.
- Revengeance Mode was a permanent change upon using the Revengeance item. It is now togglable.
- In previous versions of the mod, Revengeance Mode would affect bosses from the Thorium Mod, and it could be disabled in the config.
See Also[edit | edit source]
|Combat||Charge • Damage Reduction • Hit Sounds • Immunity frames • Lifesteal • Minions • Proficiency • Rogue|
|Environment||Events • Music • Status messages|
|Events||Acid Rain • Boss Rush|
|Items||Alternative crafting ingredients • Consumable • Crafting stations (By Hand) • Drops • Rarity • Recipes • Vanilla item recipes|
|Game||AI • Armageddon • Boss Health Bar • Configuration options • Death Mode • Defiled Rune • Fishing • Game controls • Iron Heart • Lore • Revengeance Mode • Vanilla changes|
|Player||Adrenaline Meter • Aggro • Buffs and Debuffs • Death Prevention • Defense • Rage Meter|