For the worthy



For the Worthy is a secret world seed introduced in the 1.4.0.3 update. This secret seed's features aim to drastically increase the difficulty of the game.

The following seed can be used to generate a "For the Worthy" world (case-insensitive): for the worthy

Changes

 * The world generation screen messages are spelled backwards.
 * Classic difficulty For The Worthy worlds automatically behave as Expert. Expert For The Worthy worlds are automatically Master.
 * All enemies' contact damage, health and coin drop rates are increased, in addition to the world difficulty multiplier, by their standard amount in a normal world. After that, the damage is increased by another . Damage from ranged attacks is unchanged. For instance, in Expert mode, enemy health and contact damage are increased by 50% and 100% respectively compared to standard Expert mode; in Master mode, they are increased by 33.33% and 77.78% respectively compared to standard Master mode. To this point, many Hardmode enemies and bosses are capable of killing end-game characters in one hit.
 * Bunnies (even placed) are replaced with Explosive Bunnies.
 * It is still possible to acquire normal Bunny item if the player catches a Bunny with a party hat (that spawns during the Party event), Bunny in a Santa costume (that spawns during Christmas) or a Bunny in a Slime costume (that spawns during Halloween) variant. Note that all of these variants have a separate Bestiary entry and do not count as regular Bunnies, and obtaining the item does not unlock the Bestiary entry.
 * Blocks take only half as many hits with a pickaxe or drill to break, rounded up.
 * The Demolitionist replaces the Guide upon entering the world for the first time.
 * Some water pools throughout the world are replaced with lava.
 * Pots may drop lit bombs that shortly explode, instead of collectible Bomb items.
 * Trees often drop lit bombs when shaken, instead of their usual items.
 * Demonite or Crimtane and Gold or Platinum Ore generate more commonly as well as having larger vein sizes.
 * Spider Nests, Granite Caves, Marble Caves and Glowing Mushroom biomes are much more common.
 * Glowing Mushroom biomes are furthermore much larger.
 * Floating Islands are always infected with the world's evil biome, with matching Water Fountains. World evils also can be found randomly in small growing patches in Pre-Hardmode.
 * Skyware Chests are replaced with locked Gold Chests but they still have their respective loot. However, it is still possible to get Skyware Chest loot before Skeletron via use of a Sky Crate.
 * The Dungeon is painted with seemingly random Deep Paint and filled with many more Spike traps. Additionally, the surface building of the Dungeon is inverted (the opening faces towards the nearest Ocean).
 * The Jungle Temple is painted with Deep Green Paint and is about three times as large as normal.
 * All chests have a chance to contain an Angel Statue instead of the first, usually most valuable item in the chest.
 * Red Potions can generate in chests. When consumed, these apply three random 30-minute buffs (instead of applying many debuffs like in other world seeds).
 * Glowing moss biomes are 50% larger..


 * It's possible for some random amount of Forest to be replaced with Jungle, still with all of the same structures that a Forest biome would have, like similar surface caves and a less open Underground than a typical Jungle would have. It's even possible that the Jungle will overwrite the spawn area and can take up nearly half of the world, from spawn point to one of the Oceans.
 * It's possible for the world to generate with no surface Jungle at all.
 * The base value for coin drops from enemies is increased by 100%. This is in addition to the 250% increase already present in Expert Mode.

Underworld

 * The Ash Block ground of the Underworld is speckled with 1-block-sized pockets of lava.
 * Digging up Ash Blocks will sometimes trigger other nearby Ash Blocks to fall (be affected by gravity), similar to Silt. This behavior is closely related to that of Cracked Dungeon Bricks.
 * All Ruined Houses are made of Hellstone Bricks.
 * All Demons are replaced with Voodoo Demons.

Bosses
Many bosses and/or their minions are either larger or smaller than normal:
 * Larger: King Slime, Eater of Worlds, Brain of Cthulhu and its Creepers, Queen Bee, Skeletron, The Hungry, Destroyer and its Probes, Skeletron Prime and Plantera.
 * Smaller: Wall of Flesh, The Twins and Golem.

As a general rule, bosses and their minions are affected by the same contact damage and health buffs reported above for regular enemies, while damage from other attacks is not affected. However, there are some exceptions. For instance:


 * The Eye of Cthulhu's melee damage in its second form is unchanged.
 * The Wall of Flesh has an additional 1.5x health multiplier applied after the regular For the Worthy bonus, for a total of 25,200 maximum health in Expert mode and 28,560 in Master mode.
 * The Lunatic Cultist's damage from Ancient Light and Prophecy's End is increased, despite them being ranged attacks.
 * Duke Fishron's damage from Detonating Bubble, Sharknado and Cthulunado is increased, despite them being ranged attacks.
 * The Moon Lord's damage from any attack, including melee, is unchanged.

All bosses (with the exception of Duke Fishron and the Moon Lord, whose size is also not altered) receive certain changes to their AI:


 * Eye of Cthulhu
 * First form:
 * Spawns one more Servants of Cthulhu each cycle (4 -> 5).
 * When spawning Servants of Cthulhu, its maximum speed is faster (Expert: ->, Classic:  -> ); acceleration is also powered.
 * Then it will slowly charge to the player three times; the initial speed is increased (Expert: ->, Classic:  -> ).
 * The deceleration between two charges is enhanced and period of deceleration is shortened (Expert: 1.67s -> 1.42s, Classic: 2.5s -> 2.25s when 60 FPS)
 * Second form:
 * Deflects projectiles while transitioning to its second form.
 * Gains a new attack, in which it spins in place, summoning a horde of Servants of Cthulhu. It deflects any incoming projectiles while doing so.
 * When heading to the player while above 50% health, the initial speed is increased by 20%.
 * When hanging in the air above the player, its maximum moving speed (which depends on distance to the player) is increased by ; acceleration is also powered.
 * Its melee damage is not changed in FTW world, i.e. even in this world, damage is still 36 in second phase and increased to 40 when below 4% health if difficulty is set to 2.00× Expert. (Possibly a bug?)


 * Eater of Worlds
 * All segments have +2 defense
 * Summons an Eater of Souls every time it splits.
 * Maximum speed is increased by (Expert:  ->, Classic:  -> ); acceleration is also powered.
 * Body segment can shoot Vile Spits under world surface in Expert Mode.


 * Brain of Cthulhu
 * Has +20% damage (applied before any Expert/Master difficulty bonuses)
 * Has +21 defense, making second phase battle extremely difficult when using most pre-Brain weapons (damage of those weapons are typically lower than 25).
 * Spawns with 40 Creepers, twice as many as normal.
 * When Creepers are charging at the player, their acceleration is about 8/3 times compared to Expert Mode. Creeper charging frequency is √(8/3)~1.6 times compared to Expert Mode.
 * BOC itself moves 3 times as fast in its first phase.
 * BOC has fully opaque shadow for the entirety of its second phase after taking its first damage, regardless of difficulty.
 * In its second phase, the player's screen is flipped upside down, as if you were using a Gravitation Potion. It is not possible to revert this change with items or potions used by the player.


 * Queen Bee
 * Adds 0.5 enrage coefficient constantly, wherever the player fights with Queen Bee. The following discussion shows how enraged Queen Bee behaves differently.
 * Phase 0 (Dashing at the player)
 * Dashing is not strictly horizontal. With more enrage coefficient, the dashing can be more tilted.
 * Dashing speed increased (FTW contribution is ).
 * After dashing at the player, Queen Bee needs to adjust position. Enraged Queen Bee can adjust faster.
 * Braking capability after dashing is also enhanced.
 * Dashing distance is shortened (FTW contribution is 3.125 block tile width, or 6.25 longitude).
 * Phase 1 (Spawning Bees)
 * Spawns Bees more frequently.
 * Phase 3 (Shooting stingers)
 * Shoots stingers more frequently (FTW contribution is that interval of two stingers is 2 frames shorter (0.033 seconds if 60 FPS)).
 * Stinger speed is increased (FTW contribution is ).
 * Precision of stingers targeting the player is increased (FTW contribution is 24%).
 * In one phase cycle, Queen Bee will shoot less stingers (FTW contribution is 3).
 * If the Queen Bee cannot shoot stingers to the player due to its position, its acceleration to adjust itself is increased dramatically.
 * No changes applied to Phase 2 (Approaching the player to prepare shooting bees) and Phase 4 (Charging at the player if too distant).


 * Skeletron
 * When Skeletron is not spinning, its acceleration is increased. Comparing to Expert Mode, vertical acceleration is increased by 33%, horizontal acceleration is increased by 71%.
 * When Skeletron is shooting homing skulls at the player, frequency is increased by 25% (one hand down or life below 75%: 10 -> 13 per cycle, two hands down: 20 -> 25 per cycle).
 * When spinning at the player, it deflects projectiles. its velocity is increased by 30%.
 * When at least one hand is destroyed, it will now constantly summon dark casters


 * Wall of Flesh
 * Both mouth and eye have +3 defense.
 * Constantly spawns fire imps that shoot much faster burning spheres compared to the normal fire imps found in the underworld.
 * Speed increased by 10% and then adds additional . Maximum speed increase to in Expert Mode.


 * Queen Slime
 * When performing her first phase slam attack, she does not pause between the rise and the fall and moves around much faster. She also launches 15 Gel per attack in her second phase, as opposed to 10. Also, the orientation of the Regal Gel attack is randomized.


 * The Twins
 * Retinazer
 * When shooting lasers in its first form, its maximum velocity and acceleration are increased by 15% (Expert: ->, Classic:  -> ).
 * Can shoot 5 more lasers at first form in one cycle (Expert: 9~21 -> 14~26 per cycle depending on health, Classic: 9 -> 14 per cycle, one cycle equals to 600 frames or 10 seconds if 60 FPS).
 * Initial velocity of dashing at the player in first form increased by, thus dashing distance increased (Expert: 13%, Classic: 17%).
 * Maximum velocity and acceleration in the whole second form is increased by 15% (Expert: ->, Classic:  -> ).
 * Spazmatism
 * When shooting cursed flames in both forms, its maximum velocity and acceleration are increased by 15% (first form: ->, second form Expert:  -> , second form Classic:  -> ).
 * Can shoot 4 more cursed flames in its first form in one cycle (Expert: 9~15 -> 13~19 per cycle depending on health, Classic: 9 -> 13 per cycle, one cycle equals to 600 frames or 10 seconds if 60 FPS).
 * Initial velocity dashing to the player in it's first form is increased by 20%, thus the dashing distance is also increased by 20%. Second form is not affected.


 * Skeletron Prime
 * Bombs shot by the Prime Cannon can destroy blocks.


 * The Destroyer
 * Has twice as many segments (80 -> 160).
 * Acceleration increased.


 * Plantera
 * Maximum speed and acceleration increased by 15% (Expert: 20/34/45 mph -> 23/39/52 mph, Classic: 13/26/36 mph -> 15/29/41 mph at 100%/50%/25% health).
 * Projectile frequency increased (one more projectile in time interval: Seed 1.33s, Poison Seed: 1.83s, Thorn Ball: 3.33s if 60 FPS).
 * More Plantera's Tentacle in second form (around Plantera: +6, around Plantera's Hook: +3).
 * Plantera's Tentacle's speed dramatically increased (however this speed increase actually makes Tentacles fixed at a position around Plantera or her Hook at a radius depending on health value, instead of swinging which actually makes the battle more complicated).
 * Spawns pink thorn vines whenever its arm attach onto something.


 * Golem
 * Attacks significantly faster, in addition to being able to phase through blocks much faster. In the second stage, the body jumps much higher and the head fires lasers faster.
 * Golem also shrinks down in size
 * Destroys any light source it touches, making it hard to see.


 * Empress of Light
 * Forces the player to fight it during daytime, as it now despawns at night.
 * Cycles faster between attacks (0.75s/0.33s -> 0.38s/0.17s for normal/enraged stage).


 * Lunatic Cultist
 * Cycles faster between attacks.


 * Moon Lord
 * Releases a bunch of bouncy boulders from its head whenever it finishes shooting its death ray.

World icons
The world icon of a "For the Worthy" world is a Yellow Willow tree.

Trivia

 * "For the Worthy" directly references the tooltip of the Red Potion, "".
 * Because of how stat scaling is implemented, the health and damage is doubled instead of simply adding one to the multiplier in For the Worthy seeds.
 * This results in Journey Mode Expert difficulty enemy health being equivalent to non-Journey Mode Master difficulty enemy health. Outside Journey Mode, Master difficulty enemy health in "For the worthy" is ×4 base health whereas in Journey Mode it is ×6.
 * Damage dealt by enemies also scales higher in Journey Mode. Just like Journey Mode Expert difficulty health is equivalent to non-Journey Mode Master difficulty, enemy damage appears to scale in a similar manner.
 * In "For the Worthy", several mechanics reference very early versions of Terraria where they were standard behavior: This includes the Locked Gold Chests generating on Floating Islands, Ash Blocks collapsing at random and Chests containing an Angel Statue instead of a valuable item.
 * For the Worthy world is referred to in the code as getGoodWorldGen.