Fargo's Mod/Eternity Mode/Enemy Changes

Eternity Mode makes changes to almost every enemy in the game. They have new behaviour, more intense movement, new attacks, or new gimmicks to make the game feel fresh again. Enemies may spawn other enemies when defeated, attack more often or with new projectiles, or have complicated new attack patterns and function as pseudo-minibosses with additional new loot as well.

Many enemies inflict debuffs with their contact damage, projectiles, or the new Aura mechanic. An enemy with an aura will inflict a debuff on any player that is within the aura, which is denoted with a glowing ring. Some enemies will have reverse auras, which instead debuff players that are too far away. The direction of an aura is denoted by the movement of the glowing particles it produces.


 * may replace post King Slime
 * may spawn 2 on death
 * deals insane knockback, bounces constantly, and may spawn 2 and 1  on death
 * may spawn post any Mechanical Boss, have 840 life, and shoot salvos of fast explosive arrows. They can spawn in large groups post Golem


 * may spawn in hordes of up to 6 and can open doors
 * are more common
 * may spawn a Blue Slime upon death
 * occasionally dash at you. They also have a 25% chance to be replaced with a in Hardmode
 * have increased life and gain a trail of sickles and and are immune to knockback in phase 2
 * may spawn a when killed
 * periodically steal souls on hit and can fly instead of hover
 * leave behind a trail of flames
 * and can rarely spawn at night. Their spawn rate is increased after Eye of Cthulhu is defeated
 * may spawn in Hardmode, they have increased life and explode into many sticky grenades that don't destroy tiles when killed
 * may spawn post-Mechanical Boss as a large horde
 * ,, and spawn in Hardmode. The  disables these spawns.
 * may spawn post-Mechanical Boss
 * may spawn post-Pumpkin Moon


 * shoot sand balls faster, but their sand balls no longer leave behind tiles. When Stunned near an Antlion, you will be drawn towards them.
 * are more resistant to knockback
 * can spawn in groups
 * shoot feathers occasionally
 * can explode into Wall Creepers when killed, this also makes it possible to acquire Wall Creeper banners in Hardmode
 * and may spawn in Hardmode
 * have 1080 life and are immune to knockback
 * shoot venom spit while on walls
 * and variants spawn naturally in the Hardmode Underground Desert
 * have 3000 life and can spawn after Eater of Worlds or Brain of Cthulhu is defeated without their increased stats


 * may replace Ice Slimes
 * and may rarely spawn at night and their spawn rate is increased after Eye of Cthulhu is defeated
 * may spawn in packs of up to 5
 * can spawn without rain and constantly radiates homing frostfireballs
 * ,, , and may spawn at night post any Mechanical Boss
 * have an aura that buffs enemies, giving those other enemies the ability to occasionally inflict Frozen on unafflicted players
 * shoot short-ranged Ice Sickles
 * take less damage as their life decreases (up to 50% damage reduction), reflect projectiles while spinning, and may spawn in groups of up to 5
 * and may spawn underground post any Mechanical Boss
 * and may spawn on the surface post-Frost Moon
 * may spawn underground post-Frost Moon


 * can spawn in hordes of up to 5 post-Eater of Worlds, shoot Cursed Fireballs, and occasionally pass through tiles
 * breathe cursed flames which pass through tiles and may spawn post-EoW with reduced stats
 * have increased life, defense, speed and size, knockback immunity, and faster spinup as life decreases
 * create a shockwave after jumping and enrage on the surface, gaining the ability to shoot coins
 * may spawn post-any Mechanical Boss, but don't drop loot until Plantera is defeated
 * may spawn post-Pumpkin Moon


 * always ignore tiles and can spawn in hordes of up to 5 post-Brain of Cthulhu
 * shoot web spit
 * have 352 life, lifesteal, and gain damage on hit
 * may spawn post-Brain of Cthulhu with reduced stats. In Hardmode, they also spawn on the surface and explode into ichor showers
 * have increased life, defense, speed and size, knockback immunity, faster spinup as life decreases
 * create a shockwave after jumping and enrage on the surface, gaining the ability to shoot coins
 * may spawn post-any Mechanical Boss, but don't drop loot until Plantera is defeated.
 * may spawn post-Pumpkin Moon


 * may be replaced by
 * can shoot web spit
 * spawns more often post-Eye of Cthulhu, is immune to traps, and throws boulders
 * spawn much more around Bleeding players, and can jump out of the water to chase Bleeding players (can only jump in the Jungle)
 * and periodically lunge at the player, and can eat you instantly when you're below 100 life
 * lunge aggressively and can eat you instantly when you're below 180 life
 * have an aura that buffs enemies, granting them increased defense
 * reflect 50% of melee attack damage, reflect projectiles while spinning, and may spawn in groups of up to 5
 * are smaller and have a small aura that drains your life while inside
 * are transparent while emitting light until hit
 * have increased life and speed and constantly spray Moth Dust that inflicts random debuffs
 * may be replaced with Hornets
 * may spawn in Hardmode
 * may spawn underground, create a shockwave after jumping, and enrage on the surface, gaining the ability to shoot coins. Additionally, all of their jumps leave behind pools of Fake Hearts


 * and may spawn in pre-Hardmode
 * have an aura of Electrified while using their shock attack; it only affects the player if they are in water and in direct line of sight
 * may spawn during the night in Hardmode
 * shoot bubbles
 * deal increased damage to Bleeding players, and can spawn in groups. Under 50% life, they will jump out of the water to attack players. In Hardmode, they can spawn sharknados on death
 * and can spawn at night and their spawn rate is increased after Eye of Cthulhu is defeated


 * dash at the player in close range
 * may spawn post-Golem


 * periodically spray bones, have a chance to spawn Cursed Skulls when killed, and will shoot Baby Guardians when in direct line of sight. Their rate of attack increases when hurt
 * can teleport away even while being hit, and shoot additional sprays of bouncing Water Bolts
 * and are 50% larger
 * spawn around the Dungeon post-any Mechanical Boss
 * , and  inflict  and can replace each other, allowing any one section of the Dungeon to spawn all variants. They also inherit  changes
 * emit an aura that grants 50% damage reduction to nearby enemies
 * jumps out of killed Dungeon Slimes after beating Plantera
 * fires three rockets at once
 * fire High Velocity Bullets that breaks into crystal shards
 * fire Meteor Shots
 * has a 10% chance to dodge an attack by teleporting behind and kicking the player
 * is immune to all debuffs and ignores immunity frames on contact, but has drastically reduced life. Base speed drastically reduced, but it scales its speed to match its target. It gains a variety of projectile attacks that do high but survivable damage, all telegraphed with thin streaks of light:
 * Rains bones on the player from above
 * Shoots rings of skulls that curve and home loosely
 * Fast walls of Dungeon Guardians sweep in from all four directions to box the player
 * A large ring of Baby Guardians slowly closes in from every direction
 * Sprays short-ranged bones from itself
 * An incredibly fast pattern of Dungeon Guardians floods the area, hitting anywhere the player moves


 * and can spawn in pre-Hardmode
 * periodically steal potions on contact and fire a ring of feathers
 * have increased life and emit spiral rings of Light Balls
 * may spawn anytime in Hardmode and they spawn lightning portals
 * ,, , and may spawn post-Golem
 * and may spawn post-Golem


 * may spawn 2 Green Slimes on death
 * may spawn 2 Purple Slimes on death
 * throw bones more often and explode into bones on death
 * ,, and may replace each other so all 3 can spawn in one world
 * blow small bubbles
 * are camouflaged until hit by any attack
 * spew spikes out when attacked while spinning
 * have an aura that buffs enemies, granting them increased attack damage
 * may periodically steal tools upon hitting the player
 * has 1200 life, fire immunity, and can teleport away while being attacked
 * may replace Blue Jellyfish
 * can spawn in any normal cavern post-Skeletron
 * and can spawn wherever lava is nearby
 * drop fake hearts when killed and spawn in pre-hardmode with reduced stats
 * gain invincibility frames when damaged in hardmode
 * shoot Beam Sword sword beams
 * shoot Venom Arrows
 * may spawn in hordes of up to 3
 * has 300 defense. In Hardmode, she has increased life
 * can lifesteal, have increased stats in Hardmode, are immune to knockback and lava, are immune to attacks from Lovestruck players, and shoot Fake Hearts
 * have increased life and fire immunity and periodically emit rings of Rune Blasts
 * ,, and may spawn anywhere underground post-Plantera unless the  is equipped


 * ,, , , and can spawn in pre-Hardmode
 * All mushroom enemies burst into spores when killed in Hardmode
 * Fungi spores are temporarily invulnerable when spawned


 * and spawn more often
 * reflect projectiles while shielding


 * may spawn in hordes of up to 3 and their javelins travel 50% faster
 * can spawn post-EoW/BoC


 * shoot web spit
 * move faster when their target is Webbed and automatically inflict Webbed players with


 * can teleport away even while being attacked
 * can propel themselves upwards in the Underworld by creating lava and jumping from it
 * sometimes shoot demon scythes in 6 directions and spawn in hordes
 * can be ignited if they touch lava which causes them to start screaming and their doll to slowly burn up. When fully burnt, the Voodoo Demon transforms into a normal Demon and the Wall of Flesh is spawned
 * shoot Burning Spheres
 * and may spawn naturally
 * may spawn in Hardmode
 * spawn rarely pre-hardmode and in hardmode, may spawn in hordes of up to 5, and their tridents move faster


 * yell at you and pass through tiles
 * leave behind a trail of rainbows when travelling full speed
 * erupt into a burst of lasers when killed
 * can spawn on the surface at any time, are much larger, have greatly increased life, spray rainbow slime spikes and split into smaller weaker Rainbow Slimes when killed. These lesser Rainbow Slimes have a chance to spawn a Pinky, Gastropod, Crimslime, or Corrupt Slime upon death
 * can spawn on the surface at any time of day
 * can spawn on the surface at night
 * may create additional weak illusory bats every 10 seconds
 * are immune to Confused and can spawn in packs of up to 5
 * have increased life, defense, speed and size, knockback immunity, and faster spinup as life decreases
 * create a shockwave after jumping and enrage on the surface, gaining the ability to shoot coins


 * are immune to traps, shoot Super Darts in phase 1, and shoot bouncy fireballs in phase 2
 * are immune to traps. After being killed, they can recover to full health once, gaining increased speed and knockback immunity
 * and may spawn here with increased damage. Trap enemies in the temple will eventually self destruct, damaging nearby players. This also prevents them from posing a persistent threat during boss fights in the temple


 * may spawn in hordes of up to 3 and shoot water streams at nearby players
 * can glide through the air with their umbrella
 * may swim across water
 * and spawn rarely at night and their spawn rate is increased after Eye of Cthulhu is defeated
 * may replace


 * occasionally explode into 4 Demon Eyes when killed
 * may spawn


 * All Goblins drop a spiky ball when killed
 * have increased knockback resistance
 * can teleport away even while being attacked. Their chaos balls become invunerable in Hardmode
 * steal your held item on a cooldown
 * have a large aura of Shadowflame that fires additional Chaos Balls and explode into a ton of Spiky Balls when killed


 * have increased knockback resistance
 * deal increasing damage against Bleeding players
 * always keep one Dune Splicer alive, their sandnados spew Sand Sharks, and they can shoot additional sandnados


 * starts off stealthed and will unstealth when hit. After being unstealthed, Mister Stabby moves faster
 * move/attack twice as fast and their snowballs leave behind less snow
 * they fire a shotgun spread of bullets which ignore tiles


 * All pirates can steal your held item on contact on a cooldown
 * shoot a large spray of cannonballs
 * shoot Jester Arrows
 * shoot Meteor Shots
 * ignore tiles
 * tries to ram the player and shoots bullets with a very high rate of fire
 * and cannonballs are extra thick


 * fire a cursed flamethrower
 * suck your life when they hit you
 * can dash and throw scythes
 * have knockback immunity and increased speed
 * explodes into toxic flasks when killed
 * always sheds nails
 * constantly become more transparent but uncloaks whenever hit
 * shoot eye beams and stingers, have a lot of defense, reflect projectiles while laying eggs, and are highly resistant to knockback
 * hatch instantly from laid Mothron Eggs


 * leave a trail of Greek Fire
 * throw Horseman's Blades
 * projectiles travel significantly faster
 * periodically shoots huge waves of flaming scythes that curve around at the player, only one Pumpking can use this attack at a time


 * attack more frequently and shoot Tsunami-like waves of Frostburn Arrows
 * shoot Explosive Bullets
 * robs the player of their held item and one random accessory on hit on a cooldown
 * constantly radiates frostfireballs
 * summons invincible Flockos to support it while attacking normally and shoots spreads of Frost Waves while spinning frost shards; only one Ice Queen can use these attacks at a time


 * shield retaliates when damaged
 * lasers are always tile-piercing and are additionally fired alongside the deathray in phase 2


 * Wave Delay decreased to 10 seconds
 * drop goblin bombs when killed
 * shoot bouncy fireballs
 * scatter spiky balls as they fly
 * can shoot Chaos Balls
 * Eternia Crystal’s defense increases while Betsy is alive


 * All four Lunar Pillars inflict a set of debuffs by proximity, disabling all damage types except their own corresponding class
 * Pillars have 33% damage reduction


 * The Solar Pillar's normal projectiles ignore tiles, home in slightly, and ignore Inferno Potion
 * Once its shield is down, the Solar Pillar shoots 6-spreads of homing fireballs
 * gain high defense when spinning
 * throw their Daybreak at you when defeated and continue fighting as a Selenian
 * are larger
 * tails shoot a jet of flames and are immune to traps


 * Once its shield is down, Vortex Pillar fires lightning orbs and periodically reflects projectiles
 * summons lightning portals and their spit travels faster
 * may instantly grow into
 * attack much faster and shoot Luminite Bullets


 * Once its shield is down, Nebula Pillar continuously shoots bolts that rain down on you and can teleport at players within its aura range
 * shoot another bolt for every mini-eye it has when killed, similar to Flow Invaders
 * shoot Nebula lasers


 * Once its shield is down, Stardust Pillar emits omnidirectional rings of Ancient Lights that inflict
 * All Stardust Pillar enemies burst into Small Stardust Cells when killed
 * have 80 defense, regenerate faster, and can transform into any other Stardust Pillar enemy

Debuff Changes
Note that for debuffs such as Frozen, Stunned, and Stoned, enemies have a cooldown on applying them. They will never be reapplied by an enemy while the debuff is already on the player, and any one enemy must touch the player twice after it wears off before inflicting it again on the second hit.