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There are a lot more powers I think are missing though that’ll take me a while to gather, this is just to cover the ones that I think really need to be there. This also covers every resistance I can find and tries to cover every power I found in Terraria’s big lore post, but there is one big thing I’m leaving out for now. I think the gods need their own discussion and I’ll make that later. As for now:
The Terrarian should have mid regeneration. Brain scramblers are stated to be attacking your brain with radiation, this is why they wear protective helmets, to protect their own brains. This means the Terrarian can heal from having his brain damaged by radiation. Brain suckers are also stated to directly attack your brain and to damage their functions and the Terrarian can heal from this.
They should also have Supernatural Willpower because they can fight normally even while terrified (wall of flesh debuff), under extreme amounts of pain (the text before the moonlord shows up says your in agonizing pain), on fire, and while missing limbs and most of his face (nurse statements), also he can laugh off a blown off arm as stated by the demolitionist.
They should have Immortality (Type 2), for being able to fight while having their brain damaged and while missing a multitude of limbs.
Much more importantly, and I have no clue why this isn’t the case, Terrarian should have all the powers of the corruption and hallow. He can spread the corruption and hallow with powders in prehardmode and with the Clentaminator, and can weaponize it with holy water and unholy water. So even if we don’t count the spreading it, he uses it as a weapon.
The Terrarian should also have holy manipulation due to holy water.
Purification: He can purify the Tax Collector turning him from a demon to a normal man.
The Terrarian should have resistance to heat manipulation because they can fight in hell which is hot enough to vaporize a two foot by two foot block of water. Should point out only 2 foot by 2 foot vaporizes instantly, more water takes longer to vaporize.
This is a big possibly but the electrified debuff says you can’t move due to being electrocuted but you can move ingame, you only take a lot damage from it. So I’m not sure if this should be limited resistance to electricity based paralysis or not, I would understand if people said no.
The corruption should get either empathy, morality, or mind manipulation because it is stated to have corrupted the friendly desert spirits’ minds making them hostile towards life.
The Terrarian would have resistance to this.
And before people pointing out the Terrarian does not resist confusion (without equipment), confusion only comes from mind manipulation once. The Brain of Confusion forces it through mind manipulation. The brain scrambler causes it from radiation and the Bee Keeper sword causes it through poison. For feral bite it should just be changed to status effect inducement because it has zero hints to why it happens there (this would affect Duke Fishron). This means if the corruption has mind manipulation the Terrarian resisting it won’t be a contradiction (I’ll talk about the Brain of Cthulhu later but I believe he should scale to the crimson because he helps spread it)
The Terrarian should also have resistance to morality manipulation because he can disperse the effects of peace candles which makes even corruption beings more peaceful (beings made from pure malice).
More support for empathic manipulation resistance is that the Terrarian can disperse the effects of the happy and angry buffs at will.
The Lunatic Cultist should also have madness manipulation (Type 3) because in this lore post he drove all the people in the dungeon so mad that they continued to live past death. The dungeon inhabitants can hit the Terrarian with their curses and he doesn’t lose his mind, so he’ll have resistance.
Last resistance but I’m not sure about it: resistance to possession was removed because the Terrarian slayed Skeletron before entering the dungeon and he isn’t stated to possess people, but skeletron isn’t the curse. The Moonlord’s bones made the curse and that is stated to possess people.
Now for the bosses: Some if not all of them should resist the abilities of the corruption and hallow. The ones that absolutely do are: The Eater of Worlds (He’s made from the corruption and constantly lives in it), the Brain of Cthulhu (It lives in the crimson at all times which has the same properties as the corruption), the Moonlord (The Brain of Cthulhu is parts of its brain), the Queen Slime (It constantly lives in the Hallow and absorbed part of it), and the Empress of Light (Constantly lives in the hallow). Finally the Wall of Flesh has the ancient spirits of light and darkness sealed within them, so they should have resistance to it.
For the rest and more support for the ones I think should have it, all the bosses can enter the corruption with no ill effects. Bosses sometimes can only be summoned in certain locations and react and fight differently if they go to others. As shown by Duke bosses have flee mechanics (and bosses that flee when it becomes day). So majority of the bosses can be summoned in the corruption and none of them flee when you enter it despite npcs like the Dryad fleeing (a person with resistance to it). You can also hit bosses with unholy (corrupted) water as a weapon and they aren’t corrupted. I think they have enough of a reason to resist, at least possibly resist for the ones that don’t constantly live in it. And while you could argue enemies can also go in there and don’t get corrupted, enemies aren’t programmed to interact with locations and scenarios like bosses do. Multiple bosses enrage or flee upon going to specific locations, so they canonically interact with different places, unlike with enemies that’ll go literally anywhere. Like bunnies can walk into the corruption despite bunnies canonically being easily corrupted (in lore specific instances like blood moons bunnies are instantly turned evil so the game clearly cares about this stuff). However if these resistances should just be a possibly I’m perfectly fine with that.
The Moonlord and Brain of Cthulhu should also have all the corruption’s powers as the Brian is stated to help spread the crimson.
The moonlord should have curse manipulation because his bones created a curse.
Though note I also think the Moonlord should have a prime key and the new powers will be in that key because the body parts that do these powers are no longer apart of the Moonlord after they were torn off.
Unrelated to the rest of the revision but I noticed the Terrarian’s range was downgraded without a word. My biggest problem was that it wasn’t even downgraded to anything now it just varies with no top range. Even if we don’t count the space biome as being as far as space (despite that nuking both 5-C and high 5-A Terrarian because that means the planet would be smaller than Earth so the Moon would also be smaller), the Terrarian can still shoot across the entire map and that’s 5km in game. And based off the backgrounds it’s vastly further. So the Terrarian should still have kilometers, at worst, as his range without teleportation.
That’s all for now though I have a lifting strength and speed revision planned for the future, but I need to get my lifting strengths either evaluated or redone before I make that).
Though I may also talk about this here: I think Golem, Duke, and the Martian Madness event should be possibly Dwarf Star level. Golem massively upscales from the Wall of Flesh and is fought right before the lunatic cultist. And you don’t gain any armors from Golem to the Moonlord so you need equipment from Golem to fight them. Duke is supposed to be fought at the same time as the lunatic cultist. Either you fight the cultist or you fight Duke with all of Duke’s equipment being comparable to the rest of the lunar equipment (Not end game post Moonlord though).
If this should be it’s own thread so we can focus purely on the powers let me know.
The Terrarian should have mid regeneration. Brain scramblers are stated to be attacking your brain with radiation, this is why they wear protective helmets, to protect their own brains. This means the Terrarian can heal from having his brain damaged by radiation. Brain suckers are also stated to directly attack your brain and to damage their functions and the Terrarian can heal from this.
They should also have Supernatural Willpower because they can fight normally even while terrified (wall of flesh debuff), under extreme amounts of pain (the text before the moonlord shows up says your in agonizing pain), on fire, and while missing limbs and most of his face (nurse statements), also he can laugh off a blown off arm as stated by the demolitionist.
They should have Immortality (Type 2), for being able to fight while having their brain damaged and while missing a multitude of limbs.
Much more importantly, and I have no clue why this isn’t the case, Terrarian should have all the powers of the corruption and hallow. He can spread the corruption and hallow with powders in prehardmode and with the Clentaminator, and can weaponize it with holy water and unholy water. So even if we don’t count the spreading it, he uses it as a weapon.
The Terrarian should also have holy manipulation due to holy water.
Purification: He can purify the Tax Collector turning him from a demon to a normal man.
The Terrarian should have resistance to heat manipulation because they can fight in hell which is hot enough to vaporize a two foot by two foot block of water. Should point out only 2 foot by 2 foot vaporizes instantly, more water takes longer to vaporize.
This is a big possibly but the electrified debuff says you can’t move due to being electrocuted but you can move ingame, you only take a lot damage from it. So I’m not sure if this should be limited resistance to electricity based paralysis or not, I would understand if people said no.
The corruption should get either empathy, morality, or mind manipulation because it is stated to have corrupted the friendly desert spirits’ minds making them hostile towards life.
The Terrarian would have resistance to this.
And before people pointing out the Terrarian does not resist confusion (without equipment), confusion only comes from mind manipulation once. The Brain of Confusion forces it through mind manipulation. The brain scrambler causes it from radiation and the Bee Keeper sword causes it through poison. For feral bite it should just be changed to status effect inducement because it has zero hints to why it happens there (this would affect Duke Fishron). This means if the corruption has mind manipulation the Terrarian resisting it won’t be a contradiction (I’ll talk about the Brain of Cthulhu later but I believe he should scale to the crimson because he helps spread it)
The Terrarian should also have resistance to morality manipulation because he can disperse the effects of peace candles which makes even corruption beings more peaceful (beings made from pure malice).
More support for empathic manipulation resistance is that the Terrarian can disperse the effects of the happy and angry buffs at will.
The Lunatic Cultist should also have madness manipulation (Type 3) because in this lore post he drove all the people in the dungeon so mad that they continued to live past death. The dungeon inhabitants can hit the Terrarian with their curses and he doesn’t lose his mind, so he’ll have resistance.
Last resistance but I’m not sure about it: resistance to possession was removed because the Terrarian slayed Skeletron before entering the dungeon and he isn’t stated to possess people, but skeletron isn’t the curse. The Moonlord’s bones made the curse and that is stated to possess people.
Now for the bosses: Some if not all of them should resist the abilities of the corruption and hallow. The ones that absolutely do are: The Eater of Worlds (He’s made from the corruption and constantly lives in it), the Brain of Cthulhu (It lives in the crimson at all times which has the same properties as the corruption), the Moonlord (The Brain of Cthulhu is parts of its brain), the Queen Slime (It constantly lives in the Hallow and absorbed part of it), and the Empress of Light (Constantly lives in the hallow). Finally the Wall of Flesh has the ancient spirits of light and darkness sealed within them, so they should have resistance to it.
For the rest and more support for the ones I think should have it, all the bosses can enter the corruption with no ill effects. Bosses sometimes can only be summoned in certain locations and react and fight differently if they go to others. As shown by Duke bosses have flee mechanics (and bosses that flee when it becomes day). So majority of the bosses can be summoned in the corruption and none of them flee when you enter it despite npcs like the Dryad fleeing (a person with resistance to it). You can also hit bosses with unholy (corrupted) water as a weapon and they aren’t corrupted. I think they have enough of a reason to resist, at least possibly resist for the ones that don’t constantly live in it. And while you could argue enemies can also go in there and don’t get corrupted, enemies aren’t programmed to interact with locations and scenarios like bosses do. Multiple bosses enrage or flee upon going to specific locations, so they canonically interact with different places, unlike with enemies that’ll go literally anywhere. Like bunnies can walk into the corruption despite bunnies canonically being easily corrupted (in lore specific instances like blood moons bunnies are instantly turned evil so the game clearly cares about this stuff). However if these resistances should just be a possibly I’m perfectly fine with that.
The Moonlord and Brain of Cthulhu should also have all the corruption’s powers as the Brian is stated to help spread the crimson.
The moonlord should have curse manipulation because his bones created a curse.
Though note I also think the Moonlord should have a prime key and the new powers will be in that key because the body parts that do these powers are no longer apart of the Moonlord after they were torn off.
Unrelated to the rest of the revision but I noticed the Terrarian’s range was downgraded without a word. My biggest problem was that it wasn’t even downgraded to anything now it just varies with no top range. Even if we don’t count the space biome as being as far as space (despite that nuking both 5-C and high 5-A Terrarian because that means the planet would be smaller than Earth so the Moon would also be smaller), the Terrarian can still shoot across the entire map and that’s 5km in game. And based off the backgrounds it’s vastly further. So the Terrarian should still have kilometers, at worst, as his range without teleportation.
That’s all for now though I have a lifting strength and speed revision planned for the future, but I need to get my lifting strengths either evaluated or redone before I make that).
Though I may also talk about this here: I think Golem, Duke, and the Martian Madness event should be possibly Dwarf Star level. Golem massively upscales from the Wall of Flesh and is fought right before the lunatic cultist. And you don’t gain any armors from Golem to the Moonlord so you need equipment from Golem to fight them. Duke is supposed to be fought at the same time as the lunatic cultist. Either you fight the cultist or you fight Duke with all of Duke’s equipment being comparable to the rest of the lunar equipment (Not end game post Moonlord though).
If this should be it’s own thread so we can focus purely on the powers let me know.
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