Terraria: Journey's End Update
Welcome, Jumper, to the world of Terraria. Oh, don't give
me that, '2d Minecraft,' sass. We've got actual magic,
here, not just enchanting; actual, legitimate, gear
progression; and a veritable metric ton of bosses, compared
to Minecraft's, what, two? Not to mention that our floating
islands aren't just bugs in terrain generation. Whatever
the case, and whatever you think, that's the world you're
going to have to go to for the next ten years, so remember
the two main rules: Don't die, and try to be interesting.
That's your job out here, after all.
Here's your usual:
+1000 CP
---
Game Mode
Alright, so, first and foremost, we need to figure out what
kind of world rules you're using. Your, 'difficulty,' as it
were. Quick side-note before this, though, unless you take
either Expert Mode or Master Mode, in Drawbacks, your armor
is going to be only half as effective as listed for your
time here; see their entries in Drawbacks, or the links to
the full changes between modes in Notes, below, to learn
more. Here are your options:
Hardcore[Free]
You die? You're done. Buh-bye. Go directly home, do not
pass, 'Go,' all that jazz. The standard difficulty.
Mediumcore[200 CP]
Okay, so, maybe hardcore is a little punishing, especially
with how hard some of the bosses around here are. They can
be a right pain in the ass if I do say so myself. So, you
get to respawn when you die. It takes five minutes, and you
drop all your stuff and half your carried money in the
process, meaning you'll have to scramble back to where you
died to get it, but you get to start at 100% of your base
health(which is different than 100% of your total health,
see Notes) so, hey, little safety nets. Added bonus: You
get to do this once a Jump from now on. Well, kind of a
bonus; you still drop your stuff.
Classic[400 CP]
Mediumcore too hard? Alright, here: All the benefits of
Mediumcore, but you only drop half of the money you're
carrying at the time you get your innards turned into
outards. Same added bonus, too: once a Jump, from now on.
Doesn't stack with Mediumcore; you still only get to
respawn this way once a Jump.
Journey Mode[800 CP]
Alright, so, albeit begrudgingly, I'm giving you access to
this. Be grateful. First and foremost, yes, once a Jump,
from here on out, you can respawn. You don't even drop
anything when you do. Still doesn't stack, though. Not
sorry. Moreover, you get access to the Powers Menu, but
only slightly over half of it, four out of the seven
available. You get access to the, 'Duplicate,' 'Research,'
'Time,' and, 'Weather,' Powers. Duplicate is useless on its
own; you get use out of it by using Research to break down
items and objects, permanently destroying them, to gain the
ability to use Duplicate and, as the name suggests,
duplicate the object in question, limitlessly. This just
creates a basic, unmodified version of that item, not
whatever stupidly overpowered, heavily modified and
enchanted version you broke down to get it. See Notes for
details on how many you need to destroy to duplicate
things. Time lets you change what the visible time is; this
is a cosmetic thing, it doesn't stop time from objectively
passing. You can set it to look like four-thirty AM(0430),
twelve noon(1200), seven-thirty PM(1930) or midnight(0000),
and change the rate at which time appears to pass, anywhere
from normal speed to twenty-four times speed. Weather, on
the other hand, is not cosmetic; it allows you to determine
the presence and intensity of precipitation for the current
area's temperature, up to a heavy rain and/or thunderstorm
or equivalent, as well as the speed and direction of wind,
or simply stop these things from changing randomly. Both
Time and Weather have a radius of approximately 8,400
feet(~1.6 miles/~2.56 km) from either you, or a point you
designate.
---
Backgrounds:
Your sex doesn't matter, you can even choose which you
want, completely for free, and your age is just, 'vaguely
adult.' And past that, your background is more like a
build. You can choose one from the list below:
Adventurer[Free]
Your drop-in option. You're good at exploring and getting
the most out of your exploration. Better drop rates for
rare items, improved chances of getting better gear from
chests, and easier times finding precious ores, gems, heart
crystals, and the like lie this way.
Warrior[Free]
The fight-good option. Whether you do it from right up in
your opponents' faces or from the other end of a long shaft
of wood, metal, or chain, dealing more damage and taking
less are the kinds of things down this road.
Ranger[Free]
The shoosting option. You excel at hitting your target all
the way from downtown, plinking away at them from your
maximum possible range. Options for better ranged damage,
and more efficient ammo usage over this way.
Sorcerer[Free]
The standard magic option. Your spells are stronger, cost
less mana, and you regenerate mana more quickly. Fairly
simple kind of things for someone used to more magical
means of attack.
Summoner[Free]
The coward's option. I kid, I kid; you excel at summoning
things to do your dirty work for you. Having stronger, more
adept summons is what you're in for, here.
---
World Type
There's not a lot of difference from one, "world," though
it's more like an island, to the next. The only thing left
to determine is whether your world is infected with The
Crimson or The Corruption. Alternately, you may pay 50 CP
to pick your poison. Roll 1d8:
1-3: The Corruption
A dark, blighted land, the grass, the trees' leaves, the
water, and even the stone of the landscape dyed a deep,
almost black, violet. Flying creatures known as, "Eaters of
Souls," as well as enormous, vicious worms known as,
"Devourers," inhabit this land, and deep, yawning chasms
litter it, many with enormous pulsating orbs of inky
blackness at their bottoms, buried under that same nigh-
indestructible corrupted stone. Breaking them may release
weapons or magical artifacts, but destroying too many will
summon an ancient monster, "The Eater of Worlds."
4-6: The Crimson
A bloody, pestilent land, the grass, water, leaves on the
trees, and stone all dyed a deep, sickly shade of crimson
like blood left too long in the sun. "Crimera," flying
abominations of flesh, dot the skies, "Face Monsters,"
crimson-blighted undead with enormous, hanging jaws full of
teeth and massive, amber-colored eyes walk the grounds,
and, "Blood Crawlers," massive fleshy spiders climb the
cave walls in the underground. The caverns of the
underground branch off into narrow pathways with beating,
bloody hearts at their deepest reaches. Like the dark orbs
of The Corruption, destroying them yields loot, but too
many will summon a monster, "The Brain of Cthulhu."
7: Free Pick
You can choose either of the two above.
8: Hard Mode Pick
As a roll of 7, save that you can choose to begin your Jump
with the world also infested with The Hallow. Not nearly as
neat and tidy as you might imagine from the looks of it,
with its cyan grass, rainbow-leaved trees, and sweetly-
colored, pinkish-purple waters.
The Hallow is populated with angry unicorns and pixies that
will kill you given the chance, and at night come the,
"Gastropods," flying, pink-shelled snails that spit little
pink lasers that hurt nearly three times as much as being
shot with a rifle. I wouldn't suggest you take the option
unless you're absolutely sure you're ready, or you're an
old salt at this whole, "Jumping," thing.
=======
Modding
So, the good thing about these smaller games is the fact
that they usually end up being fairly open to modding.
Eventually. Which usually ends up with them having
significantly more expansive worlds than they originally
did. For you, this just means more bosses to fight, and
more loot to grab. See Notes, below, for a link to a list
of mods.
Single Mod[100 CP]
You add the contents of a single mod to your world,
expanding the number of tasks you have to complete, but
increasing the amount of stuff you can drag out of this
world once you leave. Comes with a couple of simple quality
of life tweaks: A checklist for bosses added, a more
universal storage system, and a recipe browser.
Mod Pack[200 CP]
Three mods, for the cost of two? That's what I call a deal!
Also includes the quality of life tweaks. You can add
another mod to this list for every extra 50 CP you pay.
=======
Perks
You receive your background's first 100 CP perk for free,
with the second background 100 CP perk at a discount, as
well as discounts on all of your background's other perks.
---
Adventurer
Glittering Gold[100 CP]
As you know, and have likely learned in your travels,
boxes, crates, bags, chests, barrels, and even some enemies
are, more often than not, just fancy ways of storing
treasure! And treasure is always good, right? Who wouldn't
want more of a good thing? Well, from now on, whenever you
open any container that would, in a game, like the ones
some of the worlds you go to are based on, be, 'randomly
generated,' the contents will be generated twice,
effectively doubling your chance of getting something good.
You'll also never receive double of anything you can only
use one of. In addition, you receive an additional +10% of
any currency you'd receive normally, and an additional +10%
for every other Adventurer perk you buy, to a maximum of
+50%. In addition to this, on the subject of enemies as,
'loot containers,' for anything with a rare drop, you have
a +5% chance of receiving this rare drop, plus an
additional +5% for every other Adventurer perk, to a total
of +25%, plus half that chance added to the chance to find
those rare enemies.
Treasure Hunter[100 CP]
Finding ore and the like is often the lynchpin of being
able to defend yourself, giving you the ability to craft
the weapon or armor that will turn a fight from a tense
scramble for survival into a cakewalk. To that end, you're
able to sense ore, natural valuables like gems, heart
crystals, fallen stars, and other valuable things nearby.
Your sense, 'tugs,' you in the direction of these
valuables, tugging harder for more valuable things. In
addition to this, whenever you mine out a vein of ore,
gems, or some such similar thing, you receive a +15% boost
to the amount you'd otherwise get out of it, with an extra
+5% to your haul for every two other Adventurer perks you
have, to a total of +25%.
Inventory[200 CP]
I just bet your vision is getting pretty cluttered by now,
huh? Well, just a bit more if you can stand it; this can be
toggled off, if you need to, though. However, this one's
pretty useful, and you can toggle it on and off.
You receive a 10-slot hotbar and 40-slot inventory,
complete with a pair of additional 4-slot inventories for
currency and ammunition, repsectively, that expands out
with a thought, in the top left of your vision. Each slot
holds a varying amount of material, see Notes, below, for
information, but, 'building block,' style materials are
usually stored in collections of two foot cubes. Below
that, in the bottom-left, is a scrollable crafting menu
that allows you to make anything you have the materials
for, without lifting a finger, as long as you're within
about five feet of the necessary crafting area. This
includes a toggle that just shows you a grid of everything
you can make, once all of your available materials and
crafting station proximity are accounted for, and the
ability to access containers from this inventory.
Across from the crafting bar, in the bottom-right, is a set
of slots for equipment: A helmet; a suit of armor; a set of
leggings; five(six with either Master Mode, or a Demon
Heart from defeating the Wall of Flesh in Expert Mode or
higher; seven with both) for accessories, and five more for
general equipment slots(a pet, light pet, minecart, mount,
and grappling hook). Each of these has a vanity slot to
make them look like another of the same or similar kind of
equipment, a dye slot to change the color of them, and your
accessories have a visibility toggle, for if you want to
wear something, but not advertise that you're wearing it.
This section also includes a camera mode that, basically,
lets you, 'screenshot,' things.
Finally, in the top-right of your vision, you have, to
start, a set of five health hearts and five mana stars, as
well as a minimap. Each of the hearts and stars represents
20% of your base amount(which is distinct from your total
amount, see Notes, below), and can be expanded using either
heart crystals and heart fruit, for health, or mana stars
for mana, boosting your total above what you have access to
at the start. This includes minor health regeneration -
approximately 1% of your base health every two minutes, and
about 20% of your base mana every five minutes - and health
bars above both enemies' and allies' heads, showing a
general idea of how much health they have left. The minimap
shows the faces of active Companions, important NPCs, boss
enemies, and things like the teleportation pylons.
For ease of use, you also have a trash bin slot, for
deleting things you don't need anymore; a sort function,
for quickly sorting your inventory; a quick stack function,
which drops items from your inventory that stack with
nearby chest contents, up to one stack; a restock function,
which does the exact opposite of the quick stack function;
the ability to favorite things, preventing them from being
moved, either during sorting or quick stacking; and, when
accessing a chest's contents, a loot all function and
deposit all function.
Guide Sense[300 CP]
Crafting will often be how you deal with things, here, and
knowing how to do that is going to be incredibly important.
So, here's a way to help with that. You now have a
preternatural sense that, if presented with a material,
will tell you how to craft anything that can be made with
that material, prioritized by usefulness, and where to do
the work. This ability shows you all possible successful
crafting combinations between the item presented to it and
any other item from all of the worlds you've been to,
including things you don't have, and even have never had,
and including all crafting methods you have available, from
all of these worlds.
Frequent Flyer Miles[600 CP]
Normally, you'd only get the one world to pillage. I mean
explore. I mean pillage. Now, though, in your Warehouse,
you get a terminal that lets you open a gateway to another
Terraria world. It's completely random as to whether this
world is home to the corruption or the crimson, and you're
dropped right in the middle of this completely pure and
unspoiled new world, just like with the one in your main
Jump. Very useful if you want to just go mining for
resources without ruining your first world, or if you want
to have a veritable playground in which to test stuff out.
After your ten years here, the generator stays open,
allowing you to create new worlds to visit when you need to
unwind. The size is variable via the generator's settings,
from world-sized to small islands(see Notes), and you can
determine whether it's infested with Crimson, Corruption,
Hallow, or even none of the above. The generator can even
store up to three of them at a time. I'm sure you can think
of a lot of things you can do with your own private world-
island, can't you?
---
Warrior
Man at Arms[100 CP]
You're especially good at getting the most damage out of
your melee weapons. While the baseline +10% damage, for
specifically melee weapons, this perk gives you isn't
great, the more perks you have from this tree, the higher
this bonus gets. For every Warrior perk you have, increase
this bonus by 10%, to a maximum of 50% if you have all
five. This stacks additively with other bonuses.
Juggernaut[100 CP]
For whatever reason, your armor just seems to work better
than the same armor does for other people, by a fairly
marginal 15%, and, in addition, even when not wearing
armor, you benefit from a small amount of defense: 4
points, about the same as a suit of wooden armor. However,
for every two other Warrior perks you have, not counting
this one, you benefit from an additional +5% defense when
wearing armor, or an additional 3 points of defense when
not wearing armor, to a maximum of +25% in armor and 10
defense out. 7 defense, for a reference, is about
equivalent to bronze gladiator armor, where 10 defense is
equivalent to somewhere between iron or lead armor.
Weaponsmaster[200 CP]
You're incredibly good at intuiting the best way to use a
given melee weapon, even things that aren't obvious, or
even obviously melee-oriented. You want to use a yoyo?
Sure. Boomerang? A flail? A, 'flail,' that's actually a
cannon that launches a comically-large boxing glove? A
magic sword or staff that also fires melee-powered blasts
of energy? Yes, all of these are melee weapons, so you know
how to use them, just from holding them.
Regenerator[300 CP]
Put simply, as long as you don't die, you have a tendency
to just... not stay injured. Which is, honestly, about half
the battle. You heal supernaturally quickly, about 2% of
your basic health per minute, once you manage to get away
from sources of damage and catch your breath. Just for
quick reference, this is roughly equivalent to constantly
being under the effect of a Regeneration Potion, but
because this is just something you do naturally, the two
stack. It also, effectively, makes you immune to the damage
of this Jump's, 'Poisoned,' debuff, and causes you to take
half damage from the, 'On Fire!,' debuff, etc; this carries
over to other Jumps.
Boss Killer[600 CP]
Enormous monsters, enemy commanders, ancient or elder
evils: 'Bosses,' by any other name. Some are hard, others
are a joke. To you, it doesn't really matter, they're all
just another notch on your belt. Another head on the wall.
Another rare, juicy bit to forge into something to use on
the next. You're a well-oiled machine of death and
destruction when facing one of them down. You're about
twice as effective at picking out their attack patterns,
and easily adapt to sudden, mid-battle changes to these
attack patterns. You find elemental weaknesses and
weakpoints to be completely obvious, despite any attempts
to hide them, if any exist. In general, you're just,
overall, great at picking their combat strategy apart and
tearing them all manner of new orifices, a skill which is
further boosted by the fact that you deal an inherent +50%
damage to them, added on top of any other bonuses.
---
Ranger
Hawkeye[100 CP]
Your idea of a fair fight is, 'kill whatever's over there
before it gets over here,' and you're good at making that
happen. Whatever you're using, be it a bow,
crossbow(repeating or otherwise), pistol, shotgun, rifle,
or some other, more esoteric ranged weapon, the death-
dealing bits, bobs, and pieces it throws are especially
adept at getting to whatever bit they need to to make your
targets as dead as they can be as efficiently as they can
be made that way, causing you to deal 10% more damage, plus
another 10% per Ranger perk past this one, for a total of
50% with all five perks. This damage boost stacks
additively with other, similar bonuses
Make Every Shot Count[100 CP]
And, if you can't, maybe don't use bullets for some of your
shots. Impossible you say? Not anymore. Several of the guns
here, as well as a few armor sets, accessories, and a
potion all come with a percentage chance to not use ammo
when firing, and now so do you. At its baseline, this is
slightly over 10%(1/9 of your shots, or ~11.111%), and
increases by another one-ninth for every two Ranger perks
you have past this one, to a total of one-third(~33.333%).
This bonus stacks additively with other, similar bonuses.
Trophy Hunter[200 CP]
Well, not really trophies, per se. Banners. When you kill
fifty of a particular common enemy type, you get a banner
related to that enemy. Hanging that banner up creates a
fairly large(340 ft. wide by 250 ft. high) cylindrical
area, centered on that banner, wherein that type of enemy
deals less damage(-25%, or -50% with the Expert Mode
Drawback), and takes more damage(+50%, or +100% with the
Expert Mode Drawback). This damage modification is applied
to the base damage, not the end damage calculation, so it
seems higher.
Lucky Shot[300 CP]
Boom! Headshot! So, most weapons in this world have a
baseline of a 4% critical strike chance, improved by
equipment like armor and accessories. You, though, you're
insanely good at picking out critical hits, giving you a
baseline 20% critical hit chance. This stacks additively
with other bonuses to, and weapons with higher than
average, critical hit chances.
Stealth Sniper[600 CP]
So, one of the easiest ways to deal a lot of damage is by
attacking from stealth and, while stealth in and of itself
is good, the better your stealth, the more you get from it.
Invisibility would be ideal, and, as a Jumper, your
abilities usually tend towards the ideal. To that end, by
staying still(not walking around) for ninety seconds, you
slowly fade out, becoming transparent, until you're nearly
invisible. During this time, you become more and more adept
at combat, your attacks gaining +60% damage, +10% critical
hit chance, and knocking the targets back by about half-
again as much. This lasts until you either take your shot,
move, or something hits you, and stacks additively with any
other bonuses.
---
Sorcerer
Spellcaster[100 CP]
Whether they're from spellbooks, artifacts, or your own
ability, your spellcasting ability is much higher than it
should be, allowing you more power than normal when casting
spells. You deal +10% damage with spells, and, if you've
been paying attention, it should come as no surprise that
that increases by +10% for every other Sorcerer perk you
have, to a maximum of +50%.
Efficiency[100 CP]
So, you know how it costs mana, or magic, or some kind of
resource, to cast spells? Yeah, okay, hold onto that,
because while that's not really gonna go away, it's gonna
get a lot lower. See, your spells, from here on out cost
15% less than they would otherwise, and you can tack an
additional 5% off for every two Sorcerer perks, aside from
this one, that you have from this Jump, to a maximum
discount of -25% to each spell's cost.
Mana Battery[200 CP]
Alright, how often does it seem like you just don't have
enough mana to do something? Because, my guy, do I have an
ability for you. With this perk, your mana, magical energy,
whatever, will now all regenerate at a rate of about 40% of
your base mana every five minutes, or whatever the
equivalent is, once you catch your breath. Now, as if that
wasn't enough, sit right there for a bit. No, really, sit
there, because as long as you can stand the wait, your mana
will recharge up to double what you should have, though
it'll do it at half the rate listed above, and nothing can
improve that, not even mana potions, mana regen potions, or
other perks. Sorry.
Quickened Casting[300 CP]
Saturation fire is, often, the only real way to be sure,
isn't it? And sometimes you just can't achieve a high
enough saturation to really be one hundred percent sure,
because you just can't cast fast enough. Well, mana costs
be-damned; to start with, you have something similar to
this world's ranged weapon users' ability to, somehow, fire
a bullet without spending ammo, namely a 20% chance to cast
a spell without spending mana. Now, bear in mind,
continuous spells count their mana costs per a set period
of time, and this only counts per those periods of time,
not per individual casting of the spell, like with high
rate of fire ranged weapons and the chance to not consume
ammo. You're not going to get a completely free casting out
of something super powerful like the Last Prism, but that's
still pretty good. Add to that, though, that any non-
continuous spell you cast has its time to cast cut in half,
allowing you to cast it at double speed.
Overcharge[600 CP]
Still don't find your spells strong enough? Not enough
world-cracking oomph for you? Have you tried just putting
more mana into them? Well, maybe you should. This gives you
the ability to put more of your magical energy behind a
given spell to boost its output, with each spell having
+50% effectiveness, be it damage or however you gauge its
ability, at double the cost, and +100% effectiveness at
triple. You can go higher, of course, and each interval
doubles the previous interval's output - +200%
effectiveness at quadruple, etc. - but therein lies the
problem: Past triple the cost, you run the risk of spell
failure. Explosive spell failure. Sort of like holding a
magical firecracker in your hand as it goes off, just,
uh... significantly worse. Less, 'missing fingers,' more,
'missing arm and shoulder socket.' And, while I know you
probably have a way to fix that, maybe you'd be happier,
even if it meant lower power output, if you didn't have to?
Just a thought.
---
Summoner
We are Legion[100 CP]
Summoning is a very useful way of fighting, allowing you to
deal lots of damage while focusing on dodging and getting
in a few sneaky hits with other things. Now, normally, if
you're not specced for summoning, you only get one slot for
summoning a minion or sentry before factoring in armor and
equipment. But Jumpers aren't, 'normal,' are they? You get
an extra Minion/Sentry slot, just from this, and an extra
+1 Minion/Sentry slot for every other Summoner perk from
this Jump, to a total of +5 Minion/Sentry slots if you have
all five. All of your slots, even ones from armor and
accessories, can also be used for either Minions or
Sentries, interchangeably.
Minion Master[100 CP]
Most minions do a decent amount of damage all on their own,
especially when you figure that you've got quite a few of
them running around all at once, and that's before figuring
on any whips you carry. But each one is still fairly weak
on its own, compared to more traditional weapons. Less so,
now; each of your summon weapons, including minions,
sentries, whips, and various other effects, such as
specific mounts that deal damage, deal +15% damage, plus
another +5% for every two perks past this one, to a total
of +25% damage if you take all five.
Verisimilitude[200 CP]
For whatever reason, summoned minions and sentries from
this world can, typically, only flail at their targets,
dealing damage, but only of a certain amount. In short,
normal minions and sentries are incapable of dealing
critical hits. Well, most of them are. Yours are capable of
this feat, but not at the usual 4% chance. Your minions are
capable of dealing critical hits at a flat rate of 20%, and
any equipment, or equipment bonuses, that grant bonuses to
critical hits that work on magical weapons stack with it.
Crack The Whip[300 CP]
Summons are, well, let's just say it, not always the
smartest things in the world. You can direct them - kind of
- using a summon weapon to target the enemy you want them
to go after, but it's not always a hundred percent
effective. Whips do much the same, with the addition of
adding summon tag damage, or some kind of special effect,
but sometimes you really just need a summon to go where you
need it to go. From now on, whenever you're wielding a
weapon that gives your minions summon tag damage, you can
use it to teleport one or more of your minions directly
into attack range, without desummoning them first. In
addition to this, all weapons that you wield gain summon
tag damage, if they don't already have summon tag damage,
or a summon tag effect, of their own, equal to 20%-25% of
the weapon's base damage, whichever number in that range
gives you a nice round damage number.
You And What Army?[600 CP]
Your Companions exist in a bit of a gray area in your
Jumps. They're not Jumpers, obviously. They don't really
get Perks, at least not most of the time, and you have to
outfit them, and usually train them, youreslf, if you
choose to do so at all. As a result, they're a bit starved
for attention at the best of times. Well, maybe a little
less, now: Your Companions, as long as you get some kind of
bonus for your summons, be it for minions or sentries, also
benefit from these bonuses. This does not count extra
slots, for obvious reasons, but it does count attack speed,
damage, critical strike chance with Crack The Whip, above,
and the like, as well as summon tag damage, if you end up
using a weapon that has that.
=======
Gear
Standard Starting Package[Free]
Here's some stuff to start your journey with; what,
exactly, you get depends on your choices up until now.
Well, okay, two of your choices. If you're in Journey Mode,
you get a Shortsword, Axe, Pickaxe, and Hammer, all made of
your choice of Iron or Lead, a Finch Staff, a pair of
Fledgling Wings, a Magic Mirror, 100 lengths of Rope, and
100 Torches, whereas in other modes you only get your
choice of copper or tin tools; a Pickaxe and Axe, as well
as 50 lengths of Rope and 50 Torches. Adventurers get a
Shortsword; Warriors get a Broadsword and Armor; Rangers
get a Bow and 100 Wooden Arrows that work with any bow or
crossbow, or a Flintlock Pistol and 100 Musket Balls that
miraculously work with any typical gun, your choice;
Sorcerers get a Wand of Sparking, a plain blue Robe, and a
Wizard Hat; and Summoners get a Slime Staff and a Gypsy
Robe. Appropriate Weapons - the Adventurer's Shortsword,
Warrior's Broadsword, and Ranger's Bow - are of the
appropriate metal type for your Difficulty level.
---
Dye[50 CP]
You possess enough of the basic, bright, gradient,
compound, and pre-Hardmode, non-developer strange dyes, as
well as the team dye, bloodbath dye, and fogbound dye, to
color every piece of equipment you can equip, or fifteen
units of each if you didn't take Inventory. Even without
Inventory, you are able to easily apply, or remove, these
dyes from your equipment, with no waste. For an extra 50
CP, you can have the rest of the dyes that aren't part of a
developer set.
---
Equipment Upgrade[50 CP]
Upgrade your copper/tin equipment to iron/lead, or
iron/lead to your choice of silver or tungsten. You also
gain accessories available from surface and underground
chests. You can choose from the following: A pair of
Climbing Claws and a pair of Foot Spikes, good for
traversing terrain; a Depth Meter, which shows how deep
underground you are, and a Compass, which displays your
position; a Radar, which detects the number of enemies
around you, and a Lifeform Analyzer, which detects rare
creatures; a book titled, "Guide to Plant Fiber Cordage,"
for making ropes out of vines; a pair of Hermes Boots and
an Aglet, for running quickly; a Band of Regeneration and a
Band of Starpower, which boosts your health regen and
increases your mana total; or a Cloud in a Bottle, which
lets you jump a bit higher by summoning a semi-solid cloud
beneath your feet that you can get a short hop out of
before it dissipates.
---
Fun Stuff[50 CP]
Who doesn't like to just have some fun sometimes? And this
world has plenty of things that are usable to that end. You
get a box of novelty items containing the following things:
Beach Balls, Bubble Machines that release multi-colored
bubbles, novelty-sized(read: huge) Bubble Wands that create
rainbow-hued bubbles, Confetti Cannons, Confetti Guns, Fog
Machines, Footballs, Fireworks Boxes, Firework Fountains,
Firework Rockets, Party Centers(machines that trigger
parties around them), Release Doves(short-lived doves that
disappear in a sparkly puff of smoke after a few moments),
Release Lanterns, Silly Balloon Machines(machines that
inflate, tie off, and release multicolored helium
balloons), and Smoke Bombs. It also includes several Drum
Sets with Drumsticks, Kites(including novelty character
kites of several enemies from this world, as well as ones
from other worlds you've been to and go to later), Pin
Wheels, Sandcastle Buckets that magically create randomly-
built sandcastles, Unicorns on Sticks(like old hobby
horses), Water Guns and Slime Guns(they fire colored slime
instead of water), and Whoopie Cushions. It also includes
infinite capacity boxes of Love Potions(very temporary
feelings of general, awestruck affection), Stink Potions,
and multi-colored Sparkle Slime Balloons(like a water
balloon, but filled with colored, sparkly slime).
For an extra +50 CP, it includes every vanity outfit and
vanity accessory aside from boss masks and developer sets.
For an extra +100 CP on top of that +50 CP, a total of 200
CP, you also receive the boss masks and developer sets,
including any wings, dyes, and weapons they may include.
See Notes, below, for links to information and lists.
---
Liquid Generator Recipe[50 CP]
A fairly simple schematic, this one, allowing you to drop a
bucket of water - or lava, or any other liquid, really -
into the top, and have more come out the bottom. Not all
that hard to build, either. For an extra +50 CP, you
instead get a bottomless bucket and an infinitely absorbent
sponge that can absorb any, 'liquid,' including lava. The
bucket retains a full amount of any liquid placed inside it
unless the liquid is purposefully thrown out, and the
sponge can clean up any liquid, though any liquid that goes
into the sponge cannot be retrieved.
---
Money[50 CP]
A single gold coin, twice as much as you'd need to attract
a Merchant to whatever settlement you live in, as long as
you've also got an empty house for him to live in. For an
extra +50 CP, this is boosted up to 10 gold pieces.
---
Advanced Gear[100 CP]
Fairly easy to grasp, you get an armor upgrade and a new
accessory. Warriors get the biome-specific armor for their
world's taint, either Crimson or Corruption, and the
Warrior Emblem; Rangers get the Necro Armor and Ranger
Emblem; Sorcerers get the Jungle Armor and the Sorcerer
Emblem; and Summoners get the Bee Armor and Summoner
emblem. For the Adventurers among you, though, you get the
Meteor Armor and a pair of Rocket Boots. But this isn't
just any armor and boots, this is the best of the old and
new: The armor has 16 defense(5 for the helmet, 6 for the
suit, and 5 for the leggings), increases magic damage by
21%(+7% each), and when you're wearing the full set, it
causes your mana to regenerate slowly, even while using it,
and reduces the cost of the space gun to 0; the rocket
boots use mana instead of having a set timer(but the
regeneration is high enough that it is very hard to
effectively drain your mana), but retains the improved lift
speed of the timed version.
For an extra +50 CP a piece, you can choose any pre-
Hardmode Accessory that doesn't need the Tinkerer's
Workshop to make(See Notes, below, for info).
---
Endless Ammunition Recipe[100 CP]
A folded piece of paper that contains a fairly simple
recipe for a container of infinite ammunition of whatever
type you use to make it, be it a bag of musket balls or a
quiver of arrows; the ammunition fits whatever gun or bow
you use it with, regardless of the original size. This
recipe can be made with four full stacks(or 3,996 pieces)
of any kind of ammunition at a crafting station called the
Crystal Ball, which you'll be able to buy from the Wizard
after you find him. You will have to beat the Wall of Flesh
and enter Hardmode for that, but hey. For an additional +50
CP, you get an extra recipe that works on throwing weapons,
though it still requires four full stacks or an equivalent
number of individual pieces, like throwing knives(3996
knives), shuriken(3996 shuriken), javelins(3996 javelins),
and grenades(396 grenades). While it does work on similar
items, it would still require the larger number, even if
they don't stack that far on their own.
---
Grappling Hook[100 CP]
You receive a Grappling Hook. It has a reach of ~40 ft, can
hold on for ten hours, and acts more like a hookshot than a
standard grappling hook. For an extra +50 CP you can
replace it with another pre-Hardmode Hook, or for +100 CP,
a total of 200 CP, a Hardmode Hook(see Notes, below, for
more info). Alternatively, if you don't like any of the
vanilla hooks, for an additional +50 CP, you can boost your
custom hook's length, from either ~40 to ~60 ft, or from
~60 to ~75 ft, depending how long the hook you have is. You
can also add extra heads to your custom hook for +50 CP
each as well.
---
Money Trough[200 CP]
Why does this thing smell like blood..? It's a novelty pink
ceramic trough that looks like it's full to the brim with
gold coins, and using it summons a flying, intelligent
piggy bank that you can store things in; it holds as much
as a standard treasure chest. It's connected to an actual
piggy bank, which you also receive, and that you can easily
place on any stable surface that's large enough to support
it. But, seriously, maybe take some salt and an alcohol-
soaked cloth to this? It smells freaking -ripe-.
---
Potions[200 CP]
You get two bottles, one containing Healing Potion, the
other containing Mana Potion; the former restores 100
health, while the other restores 100 mana. For an extra 100
CP, these can be upgraded to their Greater versions, each
restoring 200 of their respective resource. These
regenerate, all at once, once every six hours. Care should
be taken, however, as when drinking a Healing Potion of any
kind, you will be unable to drink another for a full hour.
Mana Potions have a similar limitation that temporarily
decreases your magic damage by 25%, which decreases by 5%
per minute; additional Mana Potions increase not just the
duration, but also the intensity, up to a maximum of 50%
and ten minutes.
In addition, you may also buy the following potions which
regenerate once each day:
Regeneration Potion, +50 CP; Increases the rate at which
you regenerate your health for 5 hours.
Magic Regeneration Potion, +50 CP; Increases the rate at
which you regenerate your mana for 7 hours.
Ironskin Potion, +50 CP; Boosts your armor for 5 hours.
Swiftness Potion, +50 CP; Increases your movement speed by
25% for 4 hours.
Endurance Potion, +100 CP; Causes you to ignore the first
10% of damage taken for 4 hours.
---
Wings[200 CP; Discount Hallow, via Hard Mode Pick]
You receive a pair of wearable wings. They function fairly
well, with most allowing you to fly for about two to three
minutes, between a minute forty and three minutes,
depending on the individual variety of wings. They also
negate fall damage by allowing you to glide, which causes
you to move quite a bit faster when gliding. For 200 CP,
you can have any pair of early crafted wings(anything made
using Souls; see Notes, below, for a link to a list of
wings), or a pair of custom-designed wings; a custom pair
of wings will allow two minutes of flight, a maximum
vertical jump height of a hundred and twenty feet, a glide
speed of thirty-two miles per hour(before movement
bonuses), and a jump speed multiplier of a hundred and
fifty percent(added onto any jump bonuses, such as from
rocket boots). For an extra +50 CP, you can increase the
flight time to two and a half minutes, the jump height to a
hundred and sixty feet, and the glide speed to thirty-eight
miles per hour; for an extra +100 CP, total, you can boost
the flight time to three minutes, the height to two hundred
feet, the speed to forty miles per hour, and the vertical
speed multiplier to a hundred and eighty percent.
Alternatively, also for +100 CP, you can have a boss drop
or luminite-tier set of wings, and instead have a pair of
custom vanity wings that, on their own, only have a flight
time of twenty-five seconds, a maximum jump height of
thirty-six feet, a horizontal speed of fifteen miles per
hour, and a vertical jump speed multiplier of a hundred and
fifty percent.
=======
Pets and Companions
Pet Summoning Item[50 CP]
You receive an item that can summon a small, moderately
intelligent pet if equipped, or carried if you don't have
access to the inventory perk. See Notes, below, for a link
to a list of pets available. The base 50 CP is for standard
pets and light pets; pets and light pets that are only
available in Master Mode cost +50 CP instead, a total of
100 CP.
Alternatively, you can import any human-sized or smaller
Companion for 100 CP; you receive an item that allows you
to summon them at any time, and they gain the ability to
quickly move, even teleporting through solid walls, to get
to you if you get too far away from them. For an extra 100
CP, they gain the ability to create a torch-like light that
reveals treasure within the range of its light. If they're
combat-capable, their damage scales with summoning/minion
bonuses.
---
Mount Item[100 CP]
You receive an item that, upon use, summons a rideable
creature, or object, that grants some form of enhanced
movement, whether that be flight, enhanced speed, boosted
jumps, damaging opponents in some way, or some combination
of the above. The base cost is for standard difficulty,
pre-hardmode mounts; mounts that are only either hardmode
or master mode cost an additional +50 CP, but mounts that
are available in master mode once you've entered hardmode
are worth an extra +100 CP. See Notes, below, for a link to
the list of available mounts.
Alternatively, you can import any Companion that is large
enough to be ridden for 200 CP, and you receive a saddle
item that allows you to ride them.
---
NPC Import[100 CP]
You can import any Companion for 100 CP, an extra for every
extra +50 CP, or your maximum of eight for a flat 300 CP.
Each of your imported Companions receives a background;
they get both of their background's 100 CP perks for free
as well as standard discounts and a Standard Starting
Package for their background. On top of that, they also
receive 600 CP to spend on other perks or gear at your
discretion.
Alternatively, you can recruit an NPC from this world as a
Companion. For 100 CP, you can recruit a pre-hardmode NPC;
for +50 CP, you can instead recruit a hardmode NPC; or, for
+100 CP, you can recruit a traveling merchant. They
continue to perform their services after your ten years
here, with a few exceptions: The Guide gains the Guide
Sense perk; the Tax Collector generates 50 copper per
Companion you have(total, not just active), out of thin-
air; and any NPC that sells items has their inventory
updated with suitable things from any worlds you visit/have
visited for each Jump.
Finally, for a flat 50 CP each, you can have a pet license
for either a cat, dog, or bunny. You can purchase this
multiple times.
See Notes, below, for a link to a list of NPCs.
=======
Drawbacks:
You're allowed three drawbacks, total, but the different
world gen drawbacks, since they stack on top of each other,
only count as one instead of one each, regardless of the CP
you get back for them. Same for the difficulty drawbacks,
Expert Mode and Master Mode. Regardless of the number of
drawbacks you take, you can't get more than +1200 CP here.
Where's the Rest[Varies]
Normally you'd start on a world-sized island, with a
massive amount of area to explore, but you can give up huge
swaths of its surface area here, starting yourself on
something much like the islands in the original game. For
+100 CP, your world is Large; +200 CP and it's Medium-
sized; for +300 CP, it's Small; and for +600 CP, it's Tiny.
See the Notes section for more information on the
measurements of the three different sizes of worlds that
are available.
The Original: A Downgrade[+100 CP]
You're no longer on a three-dimensional island. Instead,
you are on a vertical slice of the your island at the point
where its diameter is at the average for the diameters of
the entire circumference, with the world using rules more
akin to a 2d sidescroller. This limits your ability to
avoid enemies, or fortify your base, and may make materials
a bit harder to come by.
Cross-Version Content[+100 CP]
There's five different versions of this game - PC, modern-
gen console, mobile, old-gen console, and 3DS - and they
have slightly varying content. And now you're going to see
all of it, including version exclusive bosses, events, and
equipment. Just a matter of not always knowing what's going
on, or what you're getting into. Say, 'Hi,' to Lepus for
me, huh?
Bad World Gen[+100 CP]
The world must have been drunk for this one. To start with,
your Guide is a ways out and waiting on a house before he
comes in; instead you have the peppy, pink-haired Party
Girl to keep you company. Next, you get both variants of
tiered ore generation - copper AND tin, iron AND lead, etc.
- a few interesting things happen throughout the
world(certain things being more or less common, or having
swapped or completely changed generation), and both The
Corruption and The Crimson taint the world. See Notes,
below, for a link to more information.
Varied Strategies[+200 CP]
The enemies in this world are... different, now. Smarter.
More dangerous. Slimes will jump specifically to hit you;
Zombies will now no longer just march at you, and will
stage traps that will only get more elaborate as the Jump
continues; Demon Eyes will fly in flocks that can actually
use the eyes that make up their entire bodies, no longer
just bouncing off of things; etc. Worse yet, bosses will
use varied strategies as well, things that will take even
the most seasoned veteran of Terraria completely by
surprise, and make fighting them much harder.
Expert Mode[+200 CP]
Oh, you want a challenge? Alright then. Enemies are about
twice as strong; zombies can break down doors, and some
carry one of their own disembodied arms as a weapon; bosses
are harder, and have new combat tactics; you drop seventy-
five percent of your money instead of half, if you're in
Mediumcore or Softcore, that kind of thing. Then again, you
get better rewards, as well: Enemies drop more coins and
items; bosses drop treasure bags for everyone that is
involved in the fight, and drop special, unique items; that
kind of thing. See Notes for a link to the full changes.
Fortune & Glory, Jumper.
Worse World Gen[+200 CP; requires Bad World Gen]
"No! NO! NOT THE BEES!" That? That's you by the end of your
time here. Instead of a Guide, you have a Merchant, and
basically the whole map is Jungle, with huge, incredibly
common bee hives. Every bit of water that's not on floating
islands, in the dungeon, or in underground caves below the
ocean is replaced with honey, including the oceans
themselves and slush blocks; dirt is replaced with mud and
grows jungle grass or mushroom grass below the lava layer;
hive and crispy honey replace most forms of sand, stone,
ice, and snow depending on what level it's on, and all
gemstones are replaced with crispy honey; and various other
small changes. See Notes, below, for a link to more
information. As a plus, traps don't generate outside the
dungeon and jungle temple.
The Blood Moon Rises[+300 CP]
The Blood Moon is an event on this world, where Zombies
mass in droves and gain the intelligence and power to knock
down doors, and Demon Eyes fill the sky. In addition to
this, Dripplers, slow-moving, melty masses of what look
like fused-together Demon Eyes, and Blood Zombies, very
fast-moving, incredibly powerful, animated, humanoid pools
of blood join their ranks, seeking your death and that of
your NPCs. It even corrupts the wildlife and turns them
against you. This event, for the ten years you're here,
will happen at least once every two weeks, and as often as
every night, making every night much, much harder to
survive.
Master Mode[+300 CP; requires Expert Mode]
Game over Jumper, game over! This is even harder than
Expert Mode: Enemies and bosses are even stronger, dealing
triple damage; you drop a hundred percent of your carried
money if you can respawn; etc. The bosses do, however, drop
a relic - a golden, floating statue of the boss,
celebrating your victory - and a chance to drop a special
summon item for a Master Mode-specific pet, light pet, or
mount. See Notes for a link to the full changes.
"Git Gud," World Gen[+300 CP; requires Worse World
Gen]
If you're sure..? Okay, so. So. Starting off, rocks are
weaker, taking half the time to mine, and, instead of a
Guide, you have a Demolitionist. Random water pools are
replaced with lava, even outside the lower layers of the
world. The ore from your world's taint, as well as
Gold/Platinum, generate more commonly, and have larger vein
sizes. Spider Nests, Granite Caves, Marble Caves, and
Glowing Mushroom biomes are much more common, and Glowing
Mushroom biomes and Glowing Moss Caves are larger. Floating
islands are infected with the world's evil, and the chests
on them are locked. The Dungeon is painted vibrant colors
and has significantly more abundant spike traps, and the
Jungle Temple is painted green and much bigger. Chests,
like, all of the ones you don't place, have a chance to
have their first item slot(the one accessories or weapons
spawn in), contain an Angel Statue instead, but contain
more secondary items(potions and stuff), and can also have
a Red Potion that gives you three random thirty minute
buffs. Ruined Houses(in hell) are all made of hellstone
blocks, which will set you on fire, and all Demons are
replaced with Voodoo Demons. A lot of bosses are bigger,
faster, tougher, stronger, attack quicker, or some
combination of the above. There's lava pockets in the ash
in hell, and it's less desnely-packed, sometimes collapsing
when mined. Pots, which drop useful items, and trees, which
also occasionally drop fruit or other items, will sometimes
drop lit bombs instead of their usual items. Finally, all
bunnies are replaced with explosive bunnies.
Basically, the world hates you, and wants to burn you,
smash you, blow you up, or make it harder for you to
progress. HAVE FUN!
=======
THE END:
So, ten years later, you're still here, you've got the
smell of dirt in your hair and in places you didn't know
could have smells, and you've killed everything this place
has to offer, multiple times over. What now?
That's probably going to leave a scar. -
This was, perhaps, the most annoying thing ever. You're
done, and you want to go home.
That didn't hurt too bad, now did it? -
This place... isn't terrible now that you've tamed it.
Maybe you could settle in here, make it a life.
Walk it off, Jumper, you'll be fine. Sheesh. -
This was certainly fun, but it's time to get a move on to
the next world.
=======
Notes:
Metals:
There are thirteen types of metal endemic to most types of
Terraria world, but eight of these types are chosen from a
list of sixteen. You only receive one of tin or copper,
iron or lead, silver or tungsten, gold or platinum,
demonite or crimtane, and, after you progress enough,
cobalt or palladium, mythril or orichalcum, and adamantite
or titanium.
In your case, for everything but demonite and crimtane,
which of these your world ends up being populated with is
determined either entirely by you, or by the options you
take in the Gear section; buying gear of particular types
sets the precedent for what you will find, your Basic
Starting Package, for instance, will determine what you
find in regards to copper or tin.
---
Hearts and Vitality, Mana and Stars:
One heart is worth twenty(20) health, and each point is
worth one percent(1%) of your starting health; it's the
same with magical energy and mana stars. You start with
five of each, and can gain an extra heart or star per heart
crystal or star crystal, to a maximum of twenty hearts and
ten stars before extra bonuses. You keep your enhanced
health and mana once this jump is over, letting you double
your base mana and pentuple your health.
---
Research(Journey Mode):
https://terraria.gamepedia.com/Journey_Mode#Research
---
Mods(Modding):
https://terrariamods.gamepedia.com/Terraria_Mods_Wiki
---
Item Stacking(Inventory):
https://terraria.gamepedia.com/Items#Max_Stack
---
World Size(Frequent Flyer Miles, Where's The Rest):
https://terraria.gamepedia.com/World_size
---
Vanity and Developer Sets(Fun Stuff):
https://terraria.gamepedia.com/Vanity_items
https://terraria.gamepedia.com/Developer_items
---
Accessories(Advanced Gear):
https://terraria.gamepedia.com/Accessories
---
Hooks(Grappling Hook):
https://terraria.gamepedia.com/Hooks#Types
---
Wings:
https://terraria.gamepedia.com/Wings
---
Pets and Mounts(Pet Summoning Item and Mount Item):
https://terraria.gamepedia.com/Pets
https://terraria.gamepedia.com/Mounts
Pets and mounts count as Pets, not Companions, for the
purpose of Jumpchain's rules.
---
NPCs and Town Pets(NPC Import):
https://terraria.gamepedia.com/NPCs#Town_NPCs
https://terraria.gamepedia.com/NPCs#Town_pets
Companions that you import count as NPCs for the purpose of
defense bonuses and attack boosts based on which bosses
have been beaten and whether the book, 'Advanced Combat
Techniques,' has been used. The defense bonus stacks with
armor.
https://terraria.gamepedia.com/NPCs#Stat_boosts
---
Island/World Size(Where's the Rest, The Original: A
Downgrade):
https://terraria.gamepedia.com/World_size
---
Other Versions(Cross-Version Content):
https://terraria.gamepedia.com/Console_version
https://terraria.gamepedia.com/Old-gen_console_version
https://terraria.gamepedia.com/Mobile_version
https://terraria.gamepedia.com/3DS_version
---
Secret World Seeds(Bad World Gen, Worse World Gen,
and "Git Gud," World Gen):
Bad:
https://terraria.gamepedia.com/Secret_world_seeds#Drunk_wor
ld
Worse:
https://terraria.gamepedia.com/Secret_world_seeds#Not_the_b
ees
Git Gud:
https://terraria.gamepedia.com/Secret_world_seeds#For_the_w
orthy
---
Higher Difficulty Modes(Expert Mode and Master
Mode):
https://terraria.gamepedia.com/Expert_Mode
https://terraria.gamepedia.com/Master_Mode