iron heart каламити мод
Heart of the Elements
Type | Accessory |
---|---|
Damage | 90/150/300 Summon |
Defense | 9 |
Tooltip | The heart of the world Increases max life by 20, life regen by 1, and all damage by 5% Increases movement speed by 10% and jump speed by 20% Increases damage reduction by 5% Increases max mana by 50 and reduces mana usage by 5% You grow flowers on the grass beneath you, chance to grow very random dye plants on grassless dirt Summons all elementals to protect you Toggling the visibility of this accessory also toggles the elementals on and off Stat increases are slightly higher if the elementals are turned off |
Grants Buff | |
Buff tooltip | All elementals will protect you |
Inflicts Debuff |
Summons Minions |
---|
Sand Elemental |
Rare Sand Elemental |
Anahita |
Cloud Elemental (minion) |
Brimstone Elemental (minion) |
The Heart of the Elements is a craftable Hardmode accessory exclusive to Expert Mode. It grants the user a variety of bonuses to maximum health, damage, defense, movement speed, and maximum mana. Additionally, the Heart allows the player to spawn flowers and other plants on grass beneath them, alongside random dye plants on grassless dirt, and passively deal damage to nearby enemies. The Heart will also summon all of the Elementals to assist the player and attack enemies.
When equipped, the Heart of the Elements will summon a Brimstone Elemental, two Sand Elementals, a Cloud Elemental, and a Water Elemental. The Elementals will attack any nearby enemies.
The Brimstone Elemental, Sand Elemental, and Cloud Elemental have a base damage of 90. After defeating the Moon Lord, the base damage of these Elementals is increased to 150. After defeating The Devourer of Gods, the damage is once again increased to 300.
The normal boosts provided by the accessory are as follows:
Revengeance Mode
«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.
Contents
General Changes [ ]
Enemy AI Changes [ ]
Boss AI Changes [ ]
This is a list of all boss fight changes caused by Revengeance Mode. The names of vanilla bosses are italicized.
Pre-Hardmode [ ]
King Slime [ ]
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.
Desert Scourge [ ]
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.
Eye of Cthulhu [ ]
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. Contact damage increased to 40 in phase 1, and 48 to Phase 2. Gains much more contact damage in the end of 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.
Crabulon [ ]
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.
Eater of Worlds [ ]
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 defense 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.
Brain of Cthulhu [ ]
HP increased to 2,720. Creepers’ HP increased to 220. Total HP increased to 8220.
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. Minimap icon disappears when at low life. Now enrages when leaving the Crimson instead of fleeing, causing the Brain and its Creepers to move much faster. Now less aggressive when in the Underground Crimson.
The Hive Mind [ ]
Total HP increased to 14,976.
The Perforators [ ]
Total HP increased to 21,550.
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 have more segments, shoot projectiles more often and the projectiles travel faster.
Queen Bee [ ]
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.
Skeletron [ ]
Head HP decreased 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.
The Slime God [ ]
Total HP increased to 23,360.
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.
Wall of Flesh [ ]
HP increased to 21,280.
Moves faster. Laser bursts are capped at 3 shots, and deal more damage. When it reaches 50% HP it starts using even stronger red Death Lasers. Hungry II health increased to 117 and Leech health increased to 100. Both deal slightly more damage. Charges rapidly towards the player if they move too far away or if neither eye has line of sight with them for a few seconds, 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 [ ]
Cryogen [ ]
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.
The Destroyer [ ]
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 its body segments take reduced damage, leaving only the head and tail vulnerable.
Aquatic Scourge [ ]
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.
The Twins [ ]
Spazmatism HP increased to 44,850, Retinazer HP increased to 37,500. Total HP increased to 82,350.
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 aggressively, 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 move faster and fire more frequently.
Brimstone Elemental [ ]
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 will only teleport once during Phase 1 and gains a new phase where she fires a laser from her eye. The ray is telegraphed by a line. The whole ray appears instantly upon being fired but does not move after being fired, and it remains for about two seconds. It then releases two rows of Brimstone Darts perpendicular to it, which move slowly before accelerating. This will repeat one more time. 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.
Skeletron Prime [ ]
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. When all limbs are killed, it spins in circles near the player before every spin attack after the first, shooting Cursed Skulls. While gravity is reversed, speed and projectile fire rate is increased. When the Head reaches 66% health, all limbs still alive are instantly destroyed, and the head itself is able to fire circles of lasers while spinning. 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.
Calamitas [ ]
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.
Plantera [ ]
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.
Leviathan and Anahita [ ]
Anahita HP increased to 66,560, Leviathan HP increased to 116,096 (182,656 total).
The Leviathan shoots faster.
Astrum Aureus [ ]
HP increased to 171,200 (624,000 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 [ ]
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.
The Plaguebringer Goliath [ ]
HP increased to 170,400.
Moves faster, can perform diagonal dashes below 80% health, missiles travel faster and spawns more projectiles. Can spawn more Plague Chargers at once.
Duke Fishron [ ]
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 3 times and then 4 times before repeating the cycle, and stops spawning Cthulhunados.
Ravager [ ]
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.
Lunatic Cultist [ ]
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.
Astrum Deus [ ]
Total HP raised to 1,080,000.
Increased movement speed.
Moon Lord [ ]
Total 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 [ ]
Profaned Guardians [ ]
Total health increased to 299,000.
The main Guardian is faster, and it deals much more damage after the other two have been killed.
The Dragonfolly [ ]
HP increased to 404,000.
Enters Phase 2 at 75% health and Phase 3 at 25% health.
Providence, the Profaned Goddess [ ]
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 [ ]
Storm Weaver is 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.
Ceaseless Void [ ]
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.
Signus, Envoy of the Devourer [ ]
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.
Polterghast [ ]
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.
The Old Duke [ ]
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.
The Devourer of Gods [ ]
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.
Jungle Dragon, Yharon [ ]
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.
Supreme Calamitas [ ]
HP increased to 8,800,000.
Massively increased speed and moves more aggressively. Spawns 4 Brimstone Monsters during bullet hell 4.