Armor endowments
Only a worn three-piece set counts. Vanity slots do not. Turn on Divine Artifice.
Shared loop
Section titled “Shared loop”A completed vanilla Terraria set adds an Endowment: line under the set bonus. The vanilla bonus stays. The endowment stacks on top.
Endowments are actions, not another percent line. Most of them build stacks and spend them on a strike.
Wood armor means the basic wood set. Boreal, palm, and the other woods are not on this table. Pearlwood is a Hardmode set and has its own row.
Hallowed helms, including the ancient helms, complete the set. Ancient plate or greaves still run Radiant Verdict.
The three Shroomite helms each have their own line. Spectre hood and mask differ. Beetle scale mail and beetle shell differ.
Old One’s Army tier-2 and tier-3 sets change the endowment sentence. Those rows are separate.
Sets and endowments
Section titled “Sets and endowments”| Vanilla set | Endowment |
|---|---|
| Wood armor | Acorn Burst: strikes build sap; at 6 stacks the next strike bursts into three bouncing acorns that shatter into wooden splinters |
| Copper armor | Conductive Veins: strikes build charge; at 5 stacks the next strike releases a chaining arc that leaps between up to three foes |
| Tin armor | Tin Resonance: strikes build resonance; at 5 stacks the next strike rings out three sonic rings that batter and bewilder foes |
| Iron armor | Tempered Rebuke: taking hits builds temper; at 4 stacks your next strike calls down a quenched forge hammer |
| Lead armor | Lead Downpour: strikes build lead; at 6 stacks the next strike pours three heavy drops that splash into beads and poison what they touch |
| Silver armor | Silver Vigil: strikes build moonlight; at 6 stacks a silver moon rises to orbit you, bursting into radiance on contact |
| Tungsten armor | Tungsten Cross: strikes build core pressure; at 5 stacks the next strike erupts four piercing tungsten spikes from the target |
| Gold armor | Midas Verdict: strikes build gilding; at 8 stacks the next strike erupts into three homing molten-gold pearls |
| Platinum armor | Regal Hour: strikes build radiance; at 7 stacks the next strike begins the Regal Hour, every blow for 5 seconds looses a homing star shard, ending early if you are struck |
| Ninja armor | Substitution Log: readies a decoy every 8 seconds; when you are struck it shatters into smoke and hurls three avenging shuriken |
| Cactus armor | Needle Shroud: strikes build barbs; at 6 stacks don a 4s needle shroud that pricks foes on contact and flings needles behind you as you run |
| Pumpkin armor | Gourd Harvest: strikes build vines; at 6 stacks the next strike plants a blast gourd that ripens in 3s (strike the victim again to force it), bursting into three spinning slices |
| Fossil armor | Boneage Wake: strikes build bone dust; at 6 stacks the next strike wakes the strata, thrusting three bone spurs up from the ground in a marching row |
| Bee armor | Queen’s Guard: strikes build brew; at 8 stacks the next strike releases four guard bees to maul the target |
| Jungle armor | Spore Blight: strikes build spores; at 6 stacks the next strike blooms a lingering cloud that poisons all foes inside |
| Meteor armor | Stray Embers: strikes build starfire; at 7 stacks the next strike calls two burning meteor shards down on your foe |
| Necro armor | Bone Uprising: strikes build ossuary and kills feed it faster; at 6 stacks the next strike raises three bone lances from the earth |
| Shadow armor | Umbral Tide: strikes build shadowflame; at 8 stacks the tide rises, each strike within 6 seconds reaps a shadow scythe, and three more spiral out as it ebbs |
| Crimson armor | Leech Pact: strikes build blood; at 6 stacks the next strike tears out two crimson leeches that bite your foe and siphon life back to you |
| Molten armor | Core Eruption: strikes build magma pressure; at 10 stacks the next strike erupts three lava geysers underfoot, and your attacks ignite foes for 4 seconds after |
| Gladiator armor | Triumph Volley: strikes build acclaim; at 6 stacks the next strike hurls three bronze javelins over your shoulder in arcing volleys at the foe |
| Obsidian armor | Glassfang Return: strikes build obsidian heat; at 7 stacks the next strike hurls two volcanic glass fangs that sweep out and boomerang home, searing all in their path |
| Cobalt armor | Cobalt Flicker: strikes build swiftness; at 5 stacks enter a 5s stance where each strike calls a cobalt afterimage slash from the flank (6 charges) |
| Palladium armor | Vital Siphon: strikes build vigor; at 8 stacks the next strike plants a siphon bloom that gnaws the host and sends life motes back to you |
| Mythril armor | Anvilborn Blades: strikes build temper; every 6 stacks forges a hovering mythril blade (up to 3), and with all three forged the next full charge commands a staggered triple thrust |
| Orichalcum armor | Petal Waltz: strikes build pollen; at 7 stacks enter a 4s bloom where each strike looses two spiraling crystal petal blades (10 petals) |
| Adamantite armor | Furnace Overload: strikes stoke the furnace by 1, taking hits by 2; at 10 heat it erupts into a molten shockwave that seeds burning adamantite embers on the ground |
| Titanium armor | Mirror Riposte: taking hits builds cold-forge; at 4 stacks the next strike calls four mirror blades that converge on the target in a cross |
| Pearlwood armor | Pearl Aegis: strikes build luster; every 6 stacks condenses an orbiting pearl (up to 3) that shatters in your defense, loosing five homing pearl shards |
| Frost armor | Coldsnap Dominion: strikes build rime; at 8 stacks the next strike raises a 4s blizzard that rains crystal darts on foes inside |
| Forbidden armor | Sandbound Shades: strikes build sand-soul; at 6 stacks a sand shade rises (up to 2) to haunt your side and spit whirling sand bolts |
| Turtle armor | Spiked Sanctum: strikes build fury by 1, taking hits by 2; at 6 fury a turtle-shell dome rises for 4s, and every hit taken inside erupts an eight-way spike ring scaling with your defense |
| Spooky armor | Hallow’s Patrol: strikes build soulfire; at 6 stacks a jack-o’-lantern rises (up to 2) to patrol around you and spit triple ghostflame at the nearest foe |
| Tiki armor | Totem Rite: strikes build ritual fire; at 8 stacks a three-faced totem is planted for 8s, waking face by face, each lit face adding a flame tongue lashed at the nearest foe |
| Hallowed armor | Radiant Verdict: strikes build radiance; at 10 stacks a verdict blade rises overhead, and striking one foe three times sends it plunging in holy judgement |
| Chlorophyte armor | Symbiotic Vine: strikes build spores; at 8 stacks the next strike plants a parasite vine, and every strike on the host lashes a vine-blade at a second foe; the vine bursts into a spore cloud when it withers |
| Beetle armor (scale mail) | War Scarab: chain strikes to build momentum (breaks after 1.5s idle); at 5, 10 and 15 hits a war scarab charges from your back, each rank larger and heavier |
| Beetle armor (shell) | Scarab Bulwark: taking hits builds shell-crystal; every 3 stacks condenses an orbiting shell plate (up to 3), and further hits shatter a plate into a retaliating fan of chitin shrapnel |
| Shroomite armor (headgear) | Spore Nursery: ranged hits build spores; at 6 stacks the next hit plants a spore turret that snipes the nearest foe with fungal arrows for 5s |
| Shroomite armor (mask) | Mycelium Chain: ranged hits build mycelium; at 8 stacks the strike point erupts into a fungal blast that chain-jumps to nearby foes up to 3 times, growing each jump |
| Shroomite armor (helmet) | Sporefall Barrage: ranged hits build charges; at 5 stacks the next hit calls three spore mortars crashing down on the target in a staggered barrage |
| Spectre armor (hood) | Soulmend Sanctum: magic hits build ectoplasm; at 10 stacks a sanctum unfolds underfoot for 5s, searing foes inside and drawing soul orbs back to mend you |
| Spectre armor (mask) | Nether Rift: magic hits build wraiths; at 8 stacks the next hit tears a rift that drags nearby foes inward and pulses soulflame for 3s |
| Monk armor | Zen Thunder: standing within your own Lightning Aura enters zen; every fourth melee or summon strike in zen unleashes a piercing thunder-palm wave |
| Monk armor (Shinobi) | Zen Thunder, Shinobi: zen palms come every third strike, and each wave splits two side palms on its first hit |
| Squire armor | Oath Bulwark: taking a hit raises the oath shield for five seconds; melee strikes during it hurl a gilded oath lance from your shoulder |
| Squire armor (Valhalla) | Oath Bulwark, Valhalla: the shield holds six seconds and every strike hurls twin oath lances |
| Huntress armor | Snare the Prey: enemies caught in your explosive traps are marked; ranged hits on marked prey call two thorn bolts from the flanks |
| Huntress armor (Red Riding) | Snare the Prey, Red Riding: marked prey draws three venom-tipped thorn bolts instead |
| Apprentice armor | Kindlecraft: your Flameburst tower’s hits build kindling; at six stacks the next magic hit unfolds a fire glyph over the target, raining three ember bolts |
| Apprentice armor (Dark Artist) | Kindlecraft, Dark Artist: five stacks suffice, and the glyph turns to shadowflame, raining four shadow embers |
| Solar Flare armor | Corona Burst: the instant a solar dash connects, four coronal fire tongues erupt in a ring and bite nearby enemies; a spare shield adds one more |
| Vortex armor | Breach Rend: entering vortex stealth primes a breach shot; a ranged hit from stealth, or right after leaving it, tears open a rift that drags enemies in |
| Nebula armor | Triune Resonance: the moment any nebula booster reaches full level, a nebula bloom bursts forth, pulsing three searing waves before its petals drift back to you |
| Stardust armor | Stardust Vigil: enemies punched by your Stardust Guardian bear its seal; strike a sealed enemy yourself and a comet shard falls upon it from above |
Bounds
Section titled “Bounds”Seal the tab and endowments stop at once. The vanilla set bonus stays. No extra armor items are added.