Fargo's Enemy Modifiers is a mod for tModLoader that adds various modifiers to enemies. There are currently 48 of them.
Description of Fargo's Enemy Modifiers
General modifiers
- Blue, Green, Orange, Purple, Red, Yellow - colors the enemy in the corresponding color
- Armored - increases defense by 50%
- Healthy - increases health by 50%
- Impenetrable - penetrating projectiles are destroyed on impact
- Light - Receives increased knockback from hits
- Menacing - increases damage by 50%
- Rampaging - Inflicts extremely strong knockback on you
- Regenerating - restores 10% health every 5 seconds
- Slow - speed reduced by 50%
- Sluggish - performs all actions half as slow
- Splitting - upon death, spawns 2-3 smaller versions of itself with reduced characteristics
- Swift - speed increased by 50%
- Unrelenting - knockback immunity
- Wealthy - drops 5 times more coins
Unusual modifiers
- Accelerating - gradually increases speed up to 4 times normal. When you are hit or when you hit them, the speed is reset
- Bloodthirsty - takes 25% damage every time you are hit
- Bulletproof - Gain 80% resistance to ranged damage
- Flaming - appears with a permanent "On Fire" debuff, leaves a trail of harmful flames, speed increased by 50%
- Fortifying - defense reduced by 50%. Creates an aura that gives other enemies 50% damage resistance
- Hexproof - not subject to damage over time
- Huge - size increased by 50%, health increased by 25%, speed reduced by 15%
- Infested - periodically spawns small spiders
- Metallic - has increased defense, receives less knockback and ore drops
- Miniature - size reduced by 50%, health reduced by 25%, speed increased by 20%
- Possessed - Replaces your normal AI with a ghost AI
- Rallying - creates an aura that buffs other enemies: +25% damage and +25% speed
- Shielded - gains 80% melee damage resistance
- Stealthy - slowly becomes almost invisible, becomes fully visible when hit
- Vaccinated - immunity to all debuffs
- Vampiric - Restores some health when dealing damage
- Veiled - gains 80% resistance to magic and summoning damage
Rare modifiers
- Chained - Appears chained to you and cannot leave a radius around you
- Devouring - Devours any enemy with less or equal health. At the same time, the enemy restores health, increases maximum health and damage
- Hyper - performs all actions twice as fast
- Imaginary - transparent. Ceases to exist upon any contact
- Juggernaut - health increased by 150%, damage, defense and size increased by 25%, but the Sluggish modifier is built in (performs actions half as slow)
- Merchant - Replaces its regular AI with a city dweller AI. He will give you one random free item from the current Traveling Trader's store and then disappear
- Rainbow - painted in rainbow colors and drops 5 times more items, not including coins
- Showman - explodes into smoke and birds upon death
- Solidified - Can no longer walk through blocks (only affects enemies that can normally walk through blocks)
- Undying - hangs at 5 health for 5 seconds before dying
- Worm - Appears with several body segments trailing behind it. Gain immunity to knockback and 2x health
Mythic modifiers (appears only in difficult game mode)
- Royal - health increased by 200%, size increased by 200%, movement speed 60%, immunity to knockback, periodically creates mini-versions of itself when damaged
NEW UPDATE - Version 0.6.1
- Fixed extremely long names of city residents
- Added Red, Blue, Yellow, Green, Orange and Purple modifiers. They simply color the enemy.
- Colored modifiers now combine with each other rather than replacing each other
- Changed the Possessed modifier so that it does not cancel its normal AI, but adds ghost AI additionally
- Worm body segments and Splitting spawns now inherit all other modifiers from the parent enemy
- Added Eater of Worlds segments to default blacklist
- Fixed announcements leaving even after enemy death or disappearance
- Fixed ad colors not always matching the color of the rarest modifier
- Fixed the declaration of the Stealthy modifier when it is combined with other modifiers
- Fixed lack of transparency for Stealthy and Possessed modifiers when combined with other modifiers
- Fixed enemies receiving modifiers that don't take damage
NEW UPDATE - Version 0.6
- Enemies can now have multiple modifiers at once (default setting to 3).
- This can be turned on/off, and each additional modifier has its own percentage of chance
- Over 1 billion modifier combinations are now possible. Let me know if anything needs fixing
- Added setting for permanent display of ads
- Added additional loot/coins for some more advanced modifiers
- Rainbow now also multiplies coins
- Fixed missing Possessed modifier name declaration