How to Fight the Pillars Again
Angelic Pillars
Solar Pillar Vortex Pillar Nebula Pillar Stardust Pillar
- Internal NPC ID: 517, 422, 507, 493
The Celestial Pillars (also known every bit the Lunar Pillars, Lunar Towers, or Angelic Towers) are four bosses that appear during the Lunar Events, when the Lunatic Cultist has been defeated. They appear at four locations equally spaced beyond the map (see pillar spawning mechanics below), and are completely stationary, autonomously from slowly bobbing upward and downward in place. Each pillar takes control of the map in a circular area around it with a radius of 250 tiles, or 500 anxiety.[ane] When the player is in that affected area, the background will change to a pillar-specific ane, and simply colonnade-specific enemies will spawn, in large numbers.
The four Celestial Pillars are the Solar Pillar, the Vortex Pillar, the Nebula Pillar and the Stardust Pillar. Judging by the gear craftable from the fragments that they drop when defeated, they correspond the 4 harm types in Terraria: Solar for melee, Vortex for ranged, Nebula for magic, and Stardust for summon.
Initially, the Angelic Pillars accept a large force field around them, which prevents them from taking any damage. In order to remove the strength field, the thespian needs to defeat 100 / 150 enemies that correspond to that item pillar. After doing that, the force field volition lower and the pillar tin can be damaged. Enemies will go on to spawn until the pillar is defeated. If the player exits the world without destroying a colonnade, all damage done to it will be reset, and the impale count needed to remove the shield will also reset. However, thespian deaths will not reset them. When destroyed, the Celestial Pillars each drib betwixt 12–lx / 24–100 Lunar Fragments of their blazon.
The Pillars themselves are fairly easy to defeat, having only 20000 HP each and having weak attacks (none in the example of the Nebula Pillar). The direct threat comes from the minions they spawn; they tin deal high amounts of damage, tin can inflict debuffs, and hands swarm the actor if not dealt with quickly.
There is no set order in which the Celestial Pillars must be defeated. The following status messages will appear from whichever pillars are taken downwards first, second, 3rd, and fourth:
- Commencement colonnade defeated: "Your mind goes numb..."
- Second colonnade defeated: "You lot are overwhelmed with pain..."
- Third pillar defeated: "Otherworldly voices linger around you..."
- Fourth pillar defeated: "Impending doom approaches..."
Afterward defeating all four Celestial Pillars, the screen will starting time to vibrate, and the music volume will lower before eventually going completely silent. One minute after the pillars' defeat, the Moon Lord will spawn.
Contents
- 1 Solar Colonnade
- ii Vortex Pillar
- iii Nebula Colonnade
- four Stardust Pillar
- 5 Notes
- 6 Achievements
- 7 Tips
- seven.1 All pillars
- 7.2 Solar Pillar
- vii.3 Vortex Colonnade
- seven.4 Nebula Colonnade
- vii.v Stardust Pillar
- 8 Pillar spawning mechanics
- 8.1 Pillar relative location
- ix Trivia
- ix.1 Bestiary entries
- 10 History
- 11 References
Solar Pillar [ ]
Solar Colonnade
Drops
- Particular (Quantity) Rate
-
100%
- Internal NPC ID: 517
The Solar Pillar is the melee-themed colonnade, with minions that bear stiff defensive abilities and bargain heavy contact damage. When nearby, the world is tinted orange, and the background will display a massive orange planet with a shower of falling meteors. It drops Solar Fragments when defeated.
The Solar Pillar will continuously spew fireballs that bargain high contact harm.
It is widely considered to be the near hard of the four, due to the Crawltipede forcing the player to stay grounded, leaving them vulnerable to the variety of other basis enemies that the pillar spawns.
Enemy | Spawn adventure[2] | Max. number[iii] | |
---|---|---|---|
Corite | | (unlimited) | |
Crawltipede | | 1 | |
Drakanian | | 2 | |
Drakomire | | 2 | |
Drakomire Passenger | | 1 | |
Selenian | | (unlimited) | |
Sroller | | (unlimited) |
- The Crawltipede is a long, fast-moving worm-similar enemy that can just be damaged on its tail. It is passive while the thespian has blocks under their feet, and just starts attacking once the actor takes flight. While it has high wellness, damage against it is multiplied by 10.
- The Sroller can curl into a ball and roll at the player, potentially dealing a large amount of damage on contact.
- The Corite is a flying enemy that tin shroud itself in burn and charge towards the player at high speeds, traveling through blocks.
- The Selenian is a footing-based enemy that wields ii flaming swords. Information technology tin can curl upwards and fly towards the player at high speed. When it does and so, information technology will reverberate sure thespian-fired projectiles.
- The Drakomire charges at the histrion and shoots solar flares like the Solar Pillar out its oral fissure, dealing moderate damage.
- The Drakanian is a fighter with a moderate speed and damage. It tin spawn riding a Drakomire as a Drakomire Rider.
Vortex Pillar [ ]
Vortex Colonnade
Drops
- Particular (Quantity) Rate
-
100%
- Internal NPC ID: 422
The Vortex Pillar is the ranged-themed pillar, with fast, mobile minions capable of long-ranged projectile attacks. When nearby, the earth is tinted teal, and the background will display a teal planet with lightning. It drops Vortex Fragments when defeated.
It will occasionally open a portal above the role player that spawns two Alien Hornets or a lightning bolt, identical to the one produced by the Vortexian on death.
This pillar's color scheme seems to resemble that of the Moon Lord.
Enemy | Spawn chance[2] | Max. number[three] | |
---|---|---|---|
Conflicting Hornet | | (unlimited) | |
Alien Larva | n/a | (unlimited) | |
Alien Queen | | 3 | |
Storm Diver | | iii | |
Vortexian | | four |
- Tempest Divers shoot a small volley of projectiles that deal very high damage.
- Conflicting Queens can fire stingers that crusade the Distorted debuff, which causes the player to be unable to fly upwardly or fall down for a few seconds, forcing them to only exist able to move horizontally.
- The Conflicting Queen spawns 3 Alien Larvae when killed, which will grow to Conflicting Hornets and into more Alien Queens if they are left for too long.
- Vortexians are fighters that, on death, summon a portal which shoots a lightning bolt that deals relatively low damage.
Nebula Pillar [ ]
Nebula Pillar
Drops
- Particular (Quantity) Charge per unit
-
100%
- Internal NPC ID: 507
The Nebula Pillar is the magic-themed pillar, with minions capable of flight, teleportation, and other unusual attacks and abilities. When nearby, the world is tinted pink, and the background will display a pinkish-purple planet with beams of energy pulling debris into the sky. It drops Nebula Fragments when defeated.
The Nebula Colonnade is the only colonnade that does not have whatever set on of its own. In add-on, its enemies have a pulsing aura issue to brand them easier to come across.
Enemy | Spawn take chances[two] | Max. number[3] | |
---|---|---|---|
Encephalon Suckler | | (unlimited) | |
Development Beast | | three | |
Nebula Floater | | 2 | |
Predictor | | 2 |
- The Nebula Floater shoots lasers that move very fast and deal large amounts of damage. It will teleport around the player when hitting, making information technology more hard to dodge its projectiles.
- The Brain Suckler can attach itself to the player, inflicting the Obstructed debuff and dealing damage. Information technology flies through obstructions.
- The Evolution Animal shoots projectiles that chase the actor through obstructions and deal high damage multiple times, likewise as dealing moderate contact impairment.
- The Predictor shoots iv fast-moving, very high-damage projectiles at once.
Stardust Pillar [ ]
Stardust Pillar
Drops
- Particular (Quantity) Rate
-
100%
- Internal NPC ID: 493
The Stardust Pillar is the summoning-themed pillar, with large swarms of enemies that spawn smaller, weaker entities to attack. When nearby, the world is tinted blue, and the background volition display a blue planet and a sparkling effect. Information technology drops Stardust Fragments when defeated.
The Stardust Pillar is able to spawn extra enemies higher up itself on screen from constellations. Periodically, a random pattern of linked orb-like "stars" will flash, starting and branching out from the colonnade's top to form a crude "constellation". The constellation flashes one star at a time, earlier spawning in a random enemy from the final star.
Enemy | Spawn gamble[2] | Max. number[3] | |
---|---|---|---|
Menstruum Invader | | (unlimited) | |
Milkyway Weaver | | (unlimited) | |
Star Prison cell | | (unlimited) | |
Stargazer | | (unlimited) | |
Twinkle | northward/a | (unlimited) | |
Twinkle Popper | | (unlimited) |
- The Milkyway Weaver is similar to the Crawltipede past flying and attacking players in midair, but it is smaller and can merely be damaged on the head.
- The Star Cell enemy, if killed, volition split into smaller-sized versions that abound into full-sized versions afterwards a few seconds, which can cause enemies to fill the screen.
- The Flow Invader will summon smaller creatures effectually it, which volition shoot themselves like projectiles at the player subsequently there are 3 around the Menstruum Invader. The smaller creatures around it volition become projectiles and shoot towards the player after the Menstruum Invader is killed, and can bargain massive damage.
- The Twinkle Popper, along with dealing contact damage, releases a small enemy chosen a Twinkle that hunt players and explode to bargain heavy impairment.
- The Stargazer runs after players and conjures powerful lasers to damage them.
Notes [ ]
- Similar to the Old 1's Army , celestial enemies practice not drop coins.
- NPCs volition non try to set on pillars, even if they are in range.
- Pylons cannot exist used when any colonnade is alive.
- In Expert Mode or Main Mode, pillars will drop additional fragments depending on the amount of players.
- The pillars and their corresponding enemies tin can spawn on background walls, unlike nigh other enemies.
- If there is at to the lowest degree ane Celestial Pillar alive, the player is unable to slumber in a bed to pass the time.
Achievements [ ]
Star Destroyer • "Defeat the iv celestial towers of the moon."
Defeat all four Celestial Pillars.
Tips [ ]
All pillars [ ]
- A player can tell if they have reached the kill count or not past seeing if, after killing an enemy, a colored line travels from the corpse to the Pillar. If the line does not announced, the impale count has been reached. Every bit well, the shield surrounding the Celestial Pillars becomes more transparent every bit it becomes closer to breaking. If the player is using the lighting type "Colour", they tin can look for the shockwave that the colonnade sends in all directions before breaking.
- With the addition of boss wellness bars in 1.4, the Pillar'due south shield is shown as a blue bar layered over the regular ruddy-colored health bar.
- Earlier starting the Lunar Events, it is worthwhile to lay a teleporter line across the map, with enough stations that the player can at to the lowest degree choose which pillar to approach outset.
- Some enemies can travel or attack through blocks.
- For this reason, if a player has an effective weapon that can deal damage through walls (such as the Solar Eruption), they can for the almost part build a shelter under the surface and set on these incoming enemies. This strategy is the most difficult for the Nebula Colonnade due to the Evolution Animate being's spit-like projectiles and the Brain Suckler's debuffs.
- The weapons gained from defeating the kickoff pillar(due south) can exist very helpful in defeating the others. The Solar Colonnade yields the Solar Eruption and Daybreak, the Vortex Pillar gives the Phantasm and Vortex Beater, the Nebula Pillar provides the Nebula Arcanum and Nebula Blaze, and the Stardust Colonnade enables the Stardust Dragon Staff and Stardust Cell Staff.
- It may be best but to target the pillar matching the player's preferred class, thus gaining at least one powerful weapon of information technology.
- Players can use the GPS to know the pinnacle of ane Pillar, build/expand a nearby edifice to provide a firing platform at this depth, and then pelt the Pillars with a Rocket Launcher, optionally backed past a Sniper Rifle. The time the rocket takes to achieve a pillar can be long: in a large map, a Rocket takes ~1 min to travel from the middle of the map to the farthest Colonnade.
- If the thespian or players have acquired the Vampire Knives one time a colonnade's shield is destroyed the player can regenerate health extremely fast by firing the knives at betoken blank range at the colonnade.
- A strategy for taking out the pillars is to stand near the edge of a pillar spawning area and to retreat and recover when at depression wellness until its shield is downward.
Solar Pillar [ ]
- While fighting the Solar Pillar enemies, it is highly recommended to stay grounded. Airborne players are like shooting fish in a barrel casualty for the Crawltipede minions, which exercise an excessive amount of damage, but will only target airborne players.
- If the player has a skybridge set upward in their earth, standing on it will let them to shoot downward at enemies on the ground and fifty-fifty the pillar without being targeted by the Crawltipedes. Keep in heed Srollers will still be able to jump up to the platform and roll towards the player.
- It is highly suggested not to utilise bullets, arrows, or most projectiles that are not rockets, at least not on Selenians, every bit they tin reflect not-rocket projectiles. These projectiles will bargain the same damage to the histrion that they would take dealt to the Selenian.
- If the actor has a Neptune's Vanquish, a combined accessory with its upshot, or Gills Potions, so standing in a large puddle of water nether or near the pillar volition let them to motility around off the footing, without being targeted by Crawltipedes. In addition, this will likewise cause most enemies, with the exception of Corites, to move slower, and make it easier to target them.
- If available, the Scutlix Mount improves forward firepower and ground maneuverability considerably, making the fight much easier.
- Remember that the Selenians can reverberate the lasers.
- When fighting the Solar Pillar, try edifice a small building with doors, platforms, and make it two floors alpine, right on the edge of where the Pillar starts spawning enemies, to help block off some enemies from swarming the player, and to force them into a small and easy to defend surface area. Just the Corites will wing through walls.
- Oddly, enemies that the Solar Colonnade spawns are not allowed to the On Fire! debuff.
- Weapons such as the Possessed Hatchet or the Stardust Dragon Staff will just target the tail of Crawltipedes, and this can kill them quickly and easily, making the fight much easier.
- With a ranged weapon, the Corites tin be locked in place past shooting them while they are charging.
Vortex Pillar [ ]
- If the actor sees a swirling portal in midair, they should proceed their distance and move quickly. The portal will either shoot a lightning commodities similar to the Lunatic Cultist'south attack or spawn an Conflicting Hornet.
- When the portal shoots a lightning bolt, there will be a blue swirling marker pointing towards the management the lightning bolt will strike at, but they will simply shoot downwards.
- The Vortex Pillar will always spawn Alien Hornets on dorsum-walls with a direct line towards the thespian if there are any on its screen. If not, it can spawn Alien Hornets anywhere within an guess 300 block radius of the Pillar.
- Considering most of the enemies try to stay at the same elevation as the player, staying on the footing removes much of the mobility that Alien Hornets and Storm Defined have.
- This is the simply colonnade where enemies or projectiles can't travel through blocks, and thus, taking cover is very effective. However, it is somewhat wearisome as many enemies keep their distance.
- Avert getting swarmed by Conflicting Queens, as they easily abound from Alien Larvae and Alien Hornets and the Distorted debuff profoundly decreases the player'south fighting and agility.
- If the pillar spawns Alien Hornets on an enclosed space and the player has a weapon that tin can damage enemies through blocks, one could potentially expect for them to abound into Queens, kill them, wait for the Larva to abound dorsum into Hornets and repeat, allowing for a quick and safe method of knocking down the Vortex Colonnade's shield. This technique is specially constructive if the Hornets happen to be just exterior the colonnade'south enemy spawning range.
Nebula Pillar [ ]
- When fighting, take caution to avoid getting hit by a Brain Suckler. They crusade the Obstructed debuff, which is like to Darkness only with a darker shade. It will persist until the player kills the Brain Suckler stuck to them, and for a moment thereafter.
- Exist very wary of Nebula Floaters. They exercise high damage with high accuracy, and their tendency to teleport, especially when harmed, tin make them unpredictable.
- They tin can also teleport directly in front of the role player and fire at signal blank: if the player wouldn't survive another shot and can't heal up, it may be best to retreat. Exist careful when flying in a straight line, as the Floater will deal potentially fatal contact damage if it teleports in front of you lot.
- Kill Evolution Beasts speedily, because in one case they get in range they will burn down a slow just highly damaging brawl of energy that tracks the player, passes through walls, can deal continuous damage, and just expires afterwards a few seconds. These will force the player to move around into other hazards.
- Go on an center out for Predictors because they will stay at distance, not attempting to become close to the player, and shoot several Nebula Piercers in a similar mode to how Storm Defined burn their shotguns.
Stardust Pillar [ ]
- Using splash-damage weapons on Star Cells is perhaps the easiest mode to kill them, equally it will destroy all of the separate cells as well as the initial cell.
- A quick and easy way to break the shields is to pb a Star Cell abroad from the pillar, popular it into its smaller orbs, so let those orbs abound into full star cells. This creates an space loop, and the new ones will also count towards the counter.
- On expiry, the Flow Invader volition hurl upwards to three projectiles directly at the player. Be set to dodge when the actor kills this animal.
- Stargazer lasers deal very high harm, but they accept difficulty targeting the actor without straight line of sight. Weapons that ignore terrain or tin can get around it will exist very effective, such as Yoyos, Minions and Chlorophyte Bullets.
Pillar spawning mechanics [ ]
When it is fourth dimension for the four pillars to spawn, the game follows the following steps.[four] All coordinates are in tiles.
- Randomly arrange the society of the 4 pillars.
- Multiply the width of the earth by 0.ii, 0.4, 0.6, and 0.viii to discover crude spawn locations for the pillars, equally spaced from each other and the world's edges.
(For instance, a big world is 8400 tiles in width, so the four pillars will exist spawned at somewhere most xa=1680, xb=3360, xc=5040, and 10d=6720.) - For each colonnade:
- Pick a random ten1 coordinate in the range [ x0 - 100, x0 + 100 ], where 100 represents the ten coordinate of the location the pillar was assigned to (10a, xb, xc, or tend).
- Effort to observe out a possible yi to spawn the pillar at (ten1, yi). The yone is candy from the 0′ surface level to 100 tiles above information technology, from low to loftier. This place is a valid spawning space for a colonnade if:
- There are no solid blocks (does not include platforms and other similar tiles) in a 20×35-tile rectangle centered on the point 2.5 tiles in a higher place (x1, y1), i.eastward., the rectangle with the vertices ABCD, where A = (ten1 - x, y1 - twenty), B = (x1 + 10, y1 - xx), C = (x1 + 10, yane + xv), and D = (x1 - ten, y1 + 15).
- The place is exterior the player's screen plus a 20% margin, i.e., the four vertices ABCD are all outside a rectangle of 2304 (1920×1.2) by 1296 (1080×1.ii) pixels (144×81 tiles) centered on the histrion.
- If the two checks to a higher place succeeded (hence the place is a valid spawning infinite), then the colonnade spawns at (x1, y1).
- If no valid yone could be found, then go back to the beginning stride and pick a new ten1. Echo the unabridged process no more than 30 times.
- If no valid coordinates could be institute after 30 times, give up and just spawn the pillar at a settled bespeak: (x0, y0 - forty), i.due east., xl tiles above surface level at the initially determined location x0.
Pillar relative location [ ]
Using the above spawning mechanics, the estimate location of each pillar tin easily exist computed relative to the world's default spawn signal (i.e. the center of the map).
Assuming S is the world size (in feet) and P10 is the location factor (0.ii, 0.4, 0.6, or 0.viii) for pillar Ten, then the relative location RTen can be computed as RTen = (S × PX) - S ÷ ii. The exact location of each colonnade will vary randomly upwards to 100 tiles (200 feet) left or right.
This is visualized in the following table, which represents the contour of a globe. Remember that the order of pillars is random, the one used here is simply an example.
World size | [ | ] | |||||
---|---|---|---|---|---|---|---|
Small | -4,200 | -2,520 | -840 | 0 | 840 | two,520 | 4,200 |
Medium | -6,400 | -3,840 | -i,280 | 0 | 1,280 | 3,840 | vi,400 |
Large | -viii,400 | -5,040 | -one,680 | 0 | 1,680 | five,040 | eight,400 |
Trivia [ ]
- Correspondences:
- As noted to a higher place, both the craftable gear and the enemies from the pillars represent to the 4 main classes in the game: Solar – melee, Vortex – ranged, Nebula – magic, Stardust – summoner.
- When in a pillar'due south area, the entire surface area nearby will plow the pillar'due south color: Solar – orange, Vortex – teal, Nebula – purple, Stardust – bluish). This result volition only occur if the lighting mode is set to "Color" or "White".
- The four pillars could also reference the lifespan of a star: Solar – a living star, Vortex – a collapsing star as it dies, Stardust – the remains of a star's corpse, and Nebula – the nascency of a new star.
- Occasionally, the groundwork scenery of the biome the pillar is in will overlap with the groundwork scenery that appears when near the pillar (see image on the right).
- All of the Celestial Pillars accept a humanoid enemy:
- The Nebula Colonnade is the only pillar not to have a straight damaging attack; the Solar Pillar attacks with fireballs, the Vortex Colonnade summons portals that spawn Alien Hornets, and the Stardust Pillar summons portals that spawn whatsoever enemy.
- The Celestial Pillars are the only bosses in the game which do not deal any sort of contact damage.
- If the lighting mode is prepare to "Color" or "White", the shield volition have a distortion effect. When the shield is down, information technology sends a shockwave in all directions. These effects do non occur in the "Retro" or "Trippy" modes. It seems to notice that the Vortex Pillar's color is aforementioned as the Moon Lord.
- Prior to 1.4.0.ane , reversing gravity with a Gravitation Potion or Gravity World has a foreign result on a colonnade'southward shield. Instead of being stationary around the pillar like it normally would, its vertical position changes co-ordinate to its relation to the player. This is only cosmetic, equally the pillar cannot exist attacked when the shield appears to be removed.
- The projectile spawned upon a celestial enemy's death (until the pillar's shield falls) is called "Released Energy" and has the projectile ID 629. A role player can spawn this projectile using mods. If one is spawned while there are no pillars, it will target the Old Man by the Dungeon. If the Onetime Human is not present, the Released Free energy will despawn immediately.
- Quitting and re-entering the game will put the pillars at the top of their bobbing motion while maintaining their position, causing them to sink slightly.
- All of the Celestial Pillars have two health bars, the shield (bluish) and the colonnade itself (carmine). This makes the Celestial Pillars the merely bosses in the game to have two split up health confined.
- The Ice Rod can exist used to motility the pillars vertically.
- The Celestial Pillars tin can be damaged even if the force field remains if a Fallen Star lands right on them.
- All of the Nebula pillar enemies appear to have exposed brains.
Bestiary entries
- Solar Colonnade: "Representing a flaming celestial outcome known equally 'solar flares', this belfry holds the seal locking abroad a terrifying tyrant."
- Vortex Pillar: "Representing a deep celestial void known as 'vortex', this tower holds the seal locking away a terrifying tyrant."
- Nebula Colonnade: "Representing a stormy celestial body known as 'nebula', this tower holds the seal locking away a terrifying tyrant."
- Stardust Pillar: "Representing a glittering celestial remnant known as 'stardust', this tower holds the seal locking away a terrifying tyrant."
History [ ]
- Desktop 1.4.one:
- Increased damage of Vortex Lightning to 100.
- Pylons can at present be used during the result.
- Desktop 1.four.0.i:
- Lunar Fragment drops now scale with player count in Practiced Manner.
- The Nebula Colonnade's shader is at present slightly less pinkish, and its enemies have been given a pulsing aura effect.
- The sprites for all of the groundwork planets have been updated.
- All pillars will at present rising to the meridian if any blocks, actuated or not, are behind it.
- Fixed (over again) an issue where Celestial Pillar shields would fly into the sky when reversing gravity.
- Desktop 1.3.iv.2: Fixed pillars sometimes non loading properly, resulting in firsthand wipe and triggering the spawn of the Moon Lord.
- Desktop 1.3.0.4: Vortex Pillar summons portals faster.
- Desktop i.iii.0.2: Increased wellness from 15000 to 20000.
- Desktop 1.3.0.1: Introduced.
- Panel 1.0.933.i: Introduced. ()
- Console 1.0.750.0: Introduced. ()
- Switch 1.0.711.vi: Introduced.
- Mobile 1.3.0.vii: Introduced.
References [ ]
- ↑ Information taken from the Desktop one.4.0.5 source code, method
UpdateBiomes()
inTerraria.Player.cs
. In that location may be inaccuracies, as the current Desktop version is 1.four.iii.half-dozen. - ↑ ii.0 two.1 2.2 two.3 Describes the relative spawn hazard, i.e., the likelihood of spawning this enemy instead of i of the others. Actual, existent spawn chances may vary. Information taken from the Desktop 1.four.0.5 source code, method
SpawnNPC()
inTerraria.NPC.cs
. There may exist inaccuracies, as the current Desktop version is 1.four.three.half dozen. - ↑ three.0 3.1 iii.two iii.3 This limit is checked when attempting to spawn a new enemy; it will not exist spawned if in that location are already this many enemies of the type live. "Unlimited" does not hateful actually unlimited, simply that no limit is checked when spawning an enemy – the usual restrictions use (see NPC spawning). Data taken from the Desktop 1.4.0.5 source code, method
SpawnNPC()
inTerraria.NPC.cs
. There may be inaccuracies, every bit the current Desktop version is 1.four.3.6. - ↑ Information taken from the Desktop 1.4.0.5 source code, method
TriggerLunarApocalypse()
inTerraria.WorldGen.cs
. There may be inaccuracies, every bit the current Desktop version is 1.four.3.six.
Source: https://terraria.fandom.com/wiki/Celestial_Pillars
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