![]() ![]() Environment objects can cause damage, such as Spikes and thorns that grow in Corruption and Jungle areas, which hurt the character when touched.Damage from enemies typically inflicts knockback on the character in addition, sending them flying through the air away from the source of the damage. Other more powerful enemies like Fire Imps or Harpies can also damage the character via projectiles. Enemies, such as Slimes, Zombies and Skeletons typically deal damage by touching the character.When a character's life reaches 0 and all hearts are completely faded, death occurs. Taking damage causes a brief period of invulnerability while the character visually "flashes". On the Nintendo 3DS version, hearts are also larger prior to getting over 10 hearts.ĭamage occurs from attacks, environmental hazards, falling, drowning, or by debuffs.The gold hearts are also on a separate layer than the red hearts. Each red piece represents 5 health, and each gold piece represents 1 1/4 health. On the Old-gen console version and Nintendo 3DS version, hearts will lose pieces of themselves to reveal a darkened "empty" heart. On the Desktop version, Console version, Mobile version, Nintendo Switch version, and tModLoader version, Hearts will decrease in size and fade away if they are "empty". A further temporary boost to 600 health capacity can be achieved using a Lifeforce Potion. ![]() With 15 Life Crystals and 20 Life Fruits used, a character can reach 20 gold hearts, which equals 500 health capacity. Later in the game, the character can use Life Fruit to increase the capacity of their hearts by 5 health each, signified by permanently turning the color of each heart gold. This can be done until the health meter reaches 20 red hearts (400 health). ![]() Health capacity can be increased using Life Crystals, which add a single red heart each to the health meter permanently, increasing health capacity by 20 each. New characters begin with 5 red hearts, or 100 health. Regeneration can also be boosted using various equipable items, potions, and placed furniture items that cause area-effect buffs ( Heart Lantern, Campfire). Health regenerates when the character stops taking damage, and occurs at ever-increasing rates the longer the character avoids further damage, with a further rate boost if the character stands still. Taking damage causes health to drop, signified by the meter fading from right to left. Each red heart shown represents 20 health, and each gold heart represents 25 health. Health is the character's life count, represented by a meter of heart icons at the top-right of the screen. ![]()
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