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[Giveaway] Sources, tweaks, apps compatible for iOS 6.1.3 ☮

Hello visitor,
This is a big list still in the process that took me a year to get and that contains Cydia tweaks, sources, and compatible apps for the best iOS version ever released (to me), iOS 6 (.1.3) for july 2020. Playing with them has been a beautiful gift developers made to the jailbreak community (thank you for your time and creativity), so in the name of open source, enjoy those that are still possible to download, and thank the cool guys and girls for having developed those that you like. Am sure u're gonna like it. Also some tweaks and apps are free, other are paid.
Peace & Love, Supertramp, Fantastic Planet ~
Sources
(remove the spaces)
http://iha ckstore.com/repo/
(old) Zuijlen.eu Repository http://apt.z uijlen.eu/
7bubbl3s repo http://7bub bl3s.github.io/
AppCake http://cydia.ipho necake.com/
BigBoss http://apt.thebigb oss.org/repofiles/cydia/dists/stable
Cydia/Telesphoreo http://apt.saurik.c om/dists/ios/793.00
HackYouriPhone http://repo.ha ckyouriphone.org/
Heaven iPhone http://cydia.heav eniphone.com/
julioverne's Repo http://julioverne.gith ub.io/
Limneos Repo http://lim neos.net/repo/
ModMyi (Archive) http://apt.mod myi.com/dists/stable
Momentum-Dev Repo http://mtmd ev.org/repo/
tyler's repo http://repo.tyl ercasson.com/
ZodTTD & MacCiti (Archive) http://cydia.zodt td.com/repo/cydia/dists/stable
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submitted by Vera38 to LegacyJailbreak

All the balances on terraria 1.4 journey!s end

This is straight from the change logs
I haven’t went through most of it yet so could anyone say if they find something interesting
A. Bosses: Moon Lord Moon Lord’s attack pattern has been slightly tweaked to be more consistent, as the different eyes would become desynced over time, resulting in a more random fight (which was not intended). In addition, the amount of time that his forehead eye spends open is slightly increased Moon Lord’s Phantasmal Death Ray will now penetrate blocks that are between it and the player Enemies should no longer spawn during Moon Lord’s fight, unless they spawn outside of his radius in multiplayer Moon Lord will now drop his loot even if you die during his death animation
Golem Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese Golem will now enrage when out of the jungle or on the surface Plantera Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer Skeletron Prime Expert Skeletron Prime now moves faster when spinning. Brain of Cthulhu Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer Eater of Worlds Eater of Worlds now has more segments, even more so in Expert Mode King Slime King Slime is now somewhat harder to abuse with ropes Martian Saucer Martian Saucers in difficulties below Expert no longer have a phase two, and die as soon as their turrets are destroyed There are now less Martian Saucers per invasion, and they are less likely to chain spawn Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid. 
B. Enemies: Crimslimes Now inflict the Blindness debuff and drop Blindfolds
Crimson Axe Now inflicts the Cursed debuff Giant Cursed Skull Now inflicts the Cursed debuff on contact and via projectile, and drops Nazars Tomb Crawler Head Damage decreased from 16 to 14 Body and Tail Damage decreased from 10 to 7 Life decreased from 50 to 40 Reduced size Only 1 Tomb Crawler should spawn at a time under normal circumstances Sand Slime Damage increased from 10 to 15 Life increased from 40 to 50 Knockback multiplier decreased from 0.8 to 0.7 Now only spawns as uncommon enemies in the Underground Desert Flying Fish Money drop value increased from 90 Copper to 3 Silver Flying Fish are now slightly less common on Rainy Days Clown Damage increased from 50 to 60 Defense increased from 20 to 25 Life increased from 400 to 800 Knockback multiplier decreased from 0.4 to 0.2 They now attack much faster Happy Bombs now explode when near the player They now throw Chattering Teeth Bombs as well Etherian Lightning Bug Projectile Damage increased from 20 to 100 (Note: This was actually an accidental placeholder number. It did 1 damage to the Etherian Crystal, and was likely to do the same to most players) Hoplite Decreased Javelin Damage from 48 to 36 Angry Tumbler Defense decreased from 10 to 6 Javelin Damage decreased from 48 to 36 Max speed decreased from 4 to 3 Money drop value decreased from 1.3 Silver to 1 Silver Bone Throwing Skeletons (Expert Only) Projectile Damage decreased from 80 to 60 Other Purple, Red, Yellow, and Black Slimes now drop 1-3 extra gel each Man Eater type enemies can no longer be killed by mining the block they are attached to Umbrella Slime money drop value increased from 25 Copper to 1 Silver Granite Elementals can no longer fly through walls Beehive Bees in the Jungle will now target enemies as well as the player (not including the Queen Bee) 
C. Armor: Ninja Set Instead of throwing bonuses, each piece now gives a global 3% damage and 3% critical chance New Set bonus: 20% movement speed
Gladiator Set Helmet, Breastplate, and Leggings Defense increased by 1 each Fossil Set Fossil Helmet Defense decreased from 3 to 2 Fossil Plate Defense decreased from 6 to 4 Fossil Greaves Defense decreased from 4 to 2 Each piece of the set now gives 3% Ranged critical chance New Set bonus: 20% chance not to consume ammo Now available earlier due to the change to Desert Fossil mining Green Cap Defense increased from 0 to 2 Night Vision Helmet Defense increased from 2 to 4 Cactus Set Cactus Breastplate Defense decreased from 2 to 1 Forbidden Set As a whole set, Forbidden is unchanged. However, the benefits of Forbidden Robes and Treads have been split evenly, with each now giving 40 mana and +1 Minion count Titanium Set New Set Bonus: Titanium Barrier As you attack enemies, titanium shards accumulate and spin around you These shards deal damage to enemies at close range, and inflict knockback. Use them defensively to keep enemies away, or for the bold, aggressively to inflict extra damage. Hallowed Set New Set Bonus: Holy Protection Familiar to most users as Shadow Dodge, Hallowed has had its previously stat-based set bonus replaced with a periodic immunity to damage. Upon attacking an enemy, you will gain a buff. If an enemy hits you during this buff, you will gain a very brief immunity to damage. After this period of immunity, at least 30 seconds must pass before you can re-activate the immunity buff. Squire Set Squire Great Helm and Greaves Defense each increased by 1 Squire Great Helm's healing decreased by 50% Chlorophyte Set (Melee) Chlorophyte Mask Defense decreased from 25 to 20 Chlorophyte set bonus now gives an additional 5% Damage Reduction if you are wearing the Chlorophyte Mask Turtle Armor Set bonus now gives 15% Damage Reduction Set bonus Thorns damage now does twice as much Spectre Armor (Mask) Set bonus projectiles now deal 100% of the original damage instead of 50% The "recovery rate" that determines how many new projectiles can be generated over time has increased from 150 to 250 Spooky Set Overall Defense increased from 27 to 30, with each piece gaining 1 Defense Spooky Breastplate now gives +2 Minion count instead of +1 Spooky Leggings now give 20% movement speed Valhalla Set Total Defense of the set is increased by 4, but has been redistributed Valhalla Helmet Defense increased from 14 to 20 Valhalla Breastplate Defense decreased from 30 to 24 Valhalla Greaves Defense increased from 20 to 24 Valhalla Breastplate's healing decreased by 50% Nebula Armor Healing Booster effect now gives 3 HP/s instead of 5, with a maximum of 9 HP/s possible now Solar Armor Solar Helmet critical chance bonus increased from 17% to 26% Solar Breastplate melee damage bonus increased from 22% to 29% Each piece of the set now gives 1 HP/s regen Instead of 30% damage reduction whenever you have charges, you now have 12% damage reduction at all times, and 20% additional damage reduction while charges are active. In practice, this is roughly equivalent to the same 30% it used to give due to how the two values are multiplied. Recharge time between shield charges reduced by 1 second Stardust Armor Stardust Guardian now has a more much vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a certain anime is purely coincidental. 
D. Melee Weapons: Shortswords Shortswords can now be used in all directions, not just forward Gold Shortsword damage increased from 11 to 12
Flails Flails now have entirely new behavior, and a few different functionality modes. If you click and hold the mouse button, they will swing around rapidly, doing low knock back and hitting rapidly in a small circle around you. If you click and use them normally, you will shoot them forward similar to how they use to be used, but they will move much faster than they did before. The damage dealt is double in this mode. Finally, if you click while it is in midair after having shot it forward, it will drop suddenly and lay on the ground. This can be used as a stationary damaging obstacle like a Spiky Ball on enemies walking towards you. Some flails have had some stat tweaks to fit with this new setup, such as having slightly longer or shorter range, but generally speaking, all of them should perform better than before. Cactus Sword Damage decreased from 9 to 8 Use Time increased from 25 to 32 Knockback decreased from 5 to 4.5 Trident Damage increased from 11 to 14 Knockback increased from 5 to 6 When held, gives unrestricted movement in water Chain Knife Damage increased from 11 to 12 Enchanted Sword Damage decreased from 24 to 23 Use Time increased from 18 to 21 Knockback decreased from 5.25 to 4.25 Falcon Blade Damage decreased from 30 to 25 Use Time increased from 15 to 20 Light's Bane Size Scale increased from 1.1 to 1.4 (Makes it bigger) Amazon Damage decreased from 20 to 18 Crafting: Stingers Required increased from 2 to 12 Crafting: Jungle Spores Required increased from 3 to 9 Beekeeper Damage decreased from 26 to 24 Use Time increased from 20 to 22 Knockback decreased from 5.3 to 5 Is no longer autoswing Muramasa Damage increased from 19 to 21 Fiery Greatsword Use Time decreased from 34 to 30 Breaker Blade Damage increased from 39 to 43 Use Time decreased from 30 to 29 Gained a special mechanic where it will deal 2x damage to enemies with over 90% health Cobalt Sword Unchanged, but listing here intentionally to ensure there was no oversight. Cobalt Sword's damage was previously much higher than it should have been, but we are using it as the new baseline which the rest of the swords are being compared to. Palladium Sword Damage increased from 41 to 45 Mythril Sword Damage increased from 44 to 49 Orichalcum Sword Damage increased from 47 to 50 Use Time decreased from 26 to 25 Adamantite Sword Damage increased from 50 to 56 Use Time decreased from 27 to 26 Titanium Sword Damage increased from 52 to 58 Use Time decreased from 26 to 25 Phasesabers (All) Damage increased from 41 to 42 Use Time decreased from 25 to 20 Beam Sword Use Time increased from 15 to 20 (Does not impact Projectile cooldown) Fetid Baghnakhs Damage decreased from 70 to 60 Use Time increased from 7 to 8 Only gains 25% benefit from increased melee speed stats Anchor Damage increased from 30 to 55 Use Time decreased from 30 to 20 Format C Damage increased from 29 to 35 Gradient Damage increased from 34 to 44 Chik Damage decreased from 39 to 38 Amarok Damage increased from 43 to 47 HelFire Damage increased from 41 to 45 Excalibur Damage increased from 57 to 66 Use Time decreased from 25 to 20 Brand of the Inferno Damage increased from 44 to 85 Sleepy Octopod Smash attack now does 3x damage, up from 2x Code 2 Damage increased from 47 to 54 Chlorophyte Claymore Damage increased from 75 to 80 True Night's Edge Damage increased from 90 to 105 Psycho Knife Note: Functionality overhaul renders this weapon akin to an upgraded Fetid Baghnakhs. It maintains its Stealth bonus. Damage increased from 70 to 85 Use Time decreased from 20 to 8 Only gains 33% benefit from increased melee speed stats Keybrand Damage increased from 70 to 85 Now deals up to 150% more damage based on how injured an enemy is Kraken Damage increased from 90 to 95 Now has a 10% critical chance Scourge of the Corruptor Average projectiles spawned from each shot increased from 2.3 to 2.66 Golem Fist Damage increased from 76 to 90 Christmas Tree Sword Projectile has been completely overhauled. Instead of firing one ornament, it fires several ball ornaments and a star ornament that will hover in place for a few seconds before falling to the ground. Is now autoswing Daybreak Technically a bug, fixed an issue where Daybreak would not spread its debuff if your attack killed the target in one hit. Now spreads the debuff to nearby enemies even if the attack kills the target in one hit 
E. Ranged Weapons: Bone Javelin Damage decreased from 29 to 20 due to earlier tier
Bee's Knees Damage decreased from 26 to 23 Use Time increased from 23 to 24 Handgun Use Time decreased from 12 to 10 Hellwing Bow Damage increased from 20 to 22 Use Time decreased from 14 to 13 Knockback increased from 5 to 5.5 Clockwork Assault Rifle Damage decreased from 19 to 17 All 6 Ore Repeaters Use Time decreased by 1 Marrow Damage increased from 40 to 50 Ice Bow Damage decreased from 46 to 39 Use Time decreased from 21 to 16 Now auto-fire Note: Despite the damage reduction, this will result in a stronger bow overall, albeit more defense-impacted than bows like Marrow. Change is primarily meant to introduce variation between the bows. Daedalus Stormbow Damage decreased from 43 to 38 When using Holy, Unholy, Hellfire, or Jester arrows, shoots an average of 2.66 arrows, instead of the normal average of 3.33 arrows Dart Pistol Damage increased from 28 to 33 Dart Rifle Damage increased from 52 to 62 Toxikarp Use Time decreased from 14 to 10 Hallowed Repeater Damage increased from 43 to 53 Use Time decreased from 19 to 16 Flamethrower Damage increased from 27 to 35 Applies a 15% damage penalty to the next hit for each enemy a projectile pierces Phantom Phoenix Damage increased from 24x2 to 32x2 Use Time decreased from 20 to 18 Phoenix projectile now fires on every 3rd shot instead of every 4th Chlorophyte Shotbow Average arrows per shot decreased from 2.7 to 2.33 Venus Magnum Damage increased from 38 to 50 Grenade Launcher Use Time decreased from 30 to 20 Rocket Launcher Damage decreased from 50 to 45 Does 2x damage on direct hits to a single target Proximity Mine Launcher Does 3x damage when mines are stationary, normal damage when they are still moving Use Time increased from 40 to 50 Reduced the number of active mines that you can have at once Piranha Gun Now shoots 3 Piranhas, which can attack the same or different targets The rate at which the Piranhas can bite has been decreased slightly on an individual basis, but the total DPS the three Piranhas can do is now much higher Pulse Bow Damage increased from 65 to 85 Use Time decreased from 22 to 20 Damage reduction for each target hit increased from 10% to 20% Stynger Does 2x damage on direct hits to a single target (Only applies to the initial bolt, not the fragments) Celebration Damage decreased from 65 to 25 (Note: Rocket damage is very high and is added to this. Even Rocket 1s deal 40, so the actual damage reduction is 105 to 65 even using the worst Rockets) Bonus Critical chance of 10% removed Now sold by the Party Girl after Golem Elf Melter Damage increased from 40 to 60 Applies a 15% damage penalty to the next hit for each enemy a projectile pierces S.D.M.G. Damage increased from 77 to 85 Chance to not consume ammo increased from 50% to 66% 
F. Magic Weapons: Wand of Sparking Increased damage from 8 to 14 Use Time decreased from 28 to 26 Increased On Fire! chance from 33% to 50% Now has a 10% critical chance
Magic Missile Projectile is faster and has homing if you release it Has a moderate AoE damage explosion on impact Use Time increased from 17 to 18 Mana Cost increased from 10 to 12 Flamelash Projectile is faster and has homing if you release it Now pierces and can hit a second time. Has a moderate AoE damage explosion after the second hit. Damage decreased from 40 to 36 Use Time increased from 20 to 30 Mana Cost increased from 12 to 18 Staff of Frost Use Time decreased from 20 to 16 Mana cost decreased from 14 to 12 Cursed Flames Damage increased from 36 to 50 Use Time decreased from 20 to 15 Mana cost decreased from 12 to 9 Related: See Cursed Inferno buff Flower of Frost Damage increased from 55 to 60 Use Time decreased from 20 to 12 Mana cost decreased from 17 to 11 Increased Frostburn chance from 50% to 100% Crystal Storm Damage increased from 25 to 32 Mana cost increased from 4 to 5 Poison Staff Note: Previously, due to piercing immunity frames, only one projectile from each shot would hit each target, resulting in a lot of lost damage. We've implemented a system that allows ALL of the projectiles to hit a target, dramatically improving its shotgun-like functionality. However, to offset this gain, it has had to have some of its stats reduced. On the whole, this should now be a stronger weapon, however. Damage decreased from 48 to 43 Reduced number of enemies that each projectile can hit from 4 to 3 Applies a 25% damage penalty to the next hit for each enemy a projectile pierces Projectiles now have a limited range Crystal Vile Shard Damage increased from 19 to 25 The duration that the projectiles linger (and deal damage) is increased by roughly 70% Clinger Staff Height of the Clinger flames increased by 50% No longer has a hit limit Can now inflict Cursed Inferno debuff (Related: See Cursed Inferno buff) Can now inflict critical hits Medusa Head - Complete Overhaul Rather than being charged, this weapon is now channeled and its range substantially reduced. When channeled, it will be held in front of the player. If no enemies are present, it will not fire, and will consume no mana. When enemies are in range, it will constantly attack any nearby enemies, consuming mana for each attack. Can hit up to 3 targets with each attack (does not consume extra mana) Damage is now set to 40 Mana cost has been decreased from 18 to 15, however, it can now fire up to 4 times per second, increasing the speed at which it consumes mana Sky Fracture Mana cost increased from 14 to 17 Spirit Flame Use Time decreased from 30 to 22 Mana Cost decreased from 18 to 14 Rainbow Rod Projectile is faster and has homing if you release it Now pierces and hits up to 3 times. Has a moderate AoE radius on impact Damage 74 -> 50 Use Time increased from 18 to 25 Mana Cost 18 -> 21 Can touch tiles without exploding now. Unholy Trident Use Time decreased from 22 to 17 Mana cost decreased from 25 to 19 Tome of Infinite Wisdom Damage increased from 24 to 32 Use Time decreased from 30 to 25 Venom Staff Note: Has received the same general overhaul as Poison Staff. Should be much improved in actual use, but needs stat reductions to offset this change. Give it a try before you judge! :) Damage decreased from 63 to 44 Reduced number of enemies that each projectile can hit from 7 to 5 Applies a 25% damage penalty to the next hit for each enemy a projectile pierces Now has a range before projectiles die, 50% longer than Poison Staff's Wasp Gun Note: This may sound like a nerf on paper, but it trades "hit count" for total damage, and will actually result in dramatically more DPS for the Wasp Gun. Less Wasps, more damage. Damage increased from 21 to 31 Use Time increased from 11 to 18 Wasps can now bounce/pierce only 3 times instead of 4 Wasps per Cast: Reduced to an average of 3 Mana cost increased from 6 to 10 Nettle Burst Damage increased from 28 to 35 Mana cost increased from 10 to 12 Spectre Staff Damage decreased from 72 to 65 Each projectile can now hit up to 3 times, rather than only once Mana cost increased from 11 to 15 Staff of Earth Actual damage mostly unchanged, but lists its "max speed" damage now rather than its "low speed" damage Now has a 20% critical chance Mana Cost increased from 15 to 18 Use Time decreased from 40 to 24 Projectile speed greatly increased, as a result, has better range and much harder to fall below the minimum threshold to maintain maximum damage Heat Ray Note: There were too many "full piercing" weapons at this tier, and not enough high single target damage weapons. Heat Ray changed to avoid redundancy with Shadowbeam Staff and Staff of Earth and give the class more versatility. Damage increased from 55 to 80 Use Time decreased from 16 to 10 Can no longer pierce and hit multiple enemies Bat Scepter Average Bats per cast increased from 2 to 2.5 Mana cost increased from 3 to 6 Charged Blaster Cannon - Complete Overhaul This weapon still charges, but it now fires constantly while charging. For the first second of charging, you will fire 6 single-target pellets, each dealing a base damage of 100 (up from 50) For the next two seconds, you will fire 3 total piercing blasts, each dealing a base damage of 250 (up from 100) After this, it will shoot the laser beam, which is unchanged from the original implementation You can also quick-fire pellets without charging. The fire rate of these pellets is much higher than the previous implementation. The mana cost of charging is unchanged, however, quick firing will naturally consume more mana as the fire rate has increased significantly. Nebula Blaze Use Time decreased from 15 to 12 Mana cost decreased from 18 to 12 
G. Summons: Summoned minions now adjust their damage dynamically based on your current equipment and damage buffs
"Some (though not all) Summons now use their own damage immunity timer system. In practice, what this means is that they will no longer interfere with the use of other weapons by maxing out the enemy's immunity frames. All affected minions are set on their own damage timer to most correctly match their pre-change DPS, but some changes are to be expected comparing 1.3.5 DPS to 1.4 DPS. In general, even if there is some minor loss or gain of DPS compared to pre-change performance, it should be worth the improvement to overall performance. Examples of minions impacted by this change: - Slime Staff - Spider Staff - Pirate Staff - Optic Staff - Raven Staff - Deadly Sphere Staff - Stardust Dragon Staff - Some of the new summons also utilize this system" Imp Staff Damage decreased from 21 to 17 Fire Rate increased dramatically Raven Staff Damage increased from 37 to 55 Flight speed doubled Rainbow Crystal Staff Damage decreased from 150 to 80 Fixed accuracy issues, improved the speed at which sparkles explode. Should easily do more damage than before. 
H. Ammo: Arrows and Thrown ranged weapons no longer have a chance to drop as items for reuse
Bone Arrows Now pierces one time Chlorophyte Arrows No longer pierce targets Projectile speed is increased Can now bounce several times, and will "Smart Bounce" at a nearby target if one is in range Post-bounce arrows only deal 66% damage Holy Arrows Falling Stars can no longer pierce and hit a second target Falling Stars now do 50% of the original damage instead of 100% Nano Bullets Damage increased from 10 to 15 Price of Nanites increased Venom Bullets Damage increased from 14 to 15 Related: See Venom buff Price of Vial of Venom increased Venom Arrows Damage increased from 17 to 19 Related: See Venom buff Price of Vial of Venom increased Crystal Dart Damage increased from 15 to 17 Cursed Dart Damage increased from 9 to 10 Related: See Cursed Inferno buff Ichor Dart Damage increased from 10 to 12 
I. Accessories, Hooks, and Mounts: You no longer gain stacked benefits from wearing multiple Celestial Stone variants In addition to its previous Confusion effect, Brain of Confusion now gives a 1/6 chance to avoid enemy attacks. Upon avoiding an attack, you will gain a temporary buff that gives 20% critical chance for a few seconds, during which time you cannot avoid additional attacks. Titan Glove and its tinkers now give autoswing to all Melee Weapons (and Whips!)
Wing Balance has been heavily balanced across the entirety of the game. With only a few exceptions, wings found at the same tier should be roughly equivalent in power. Exceptions are usually particularly hard or particularly easy to get. Unfortunately, its difficult to share exact stats for wings, partially because there are dozens of them that have been changed, and their stats don't easily translate to easily readable stats. The best short summary is that over a dozen sets of wings were buffed, and that Leaf and Frozen Wings have been reduced in power, as they were too strong for their tier. Other major notes: - Butterfly and Bee Wings can now only drop after the Mech Bosses, but their power has been increased proportionally. - Previously, most wings from Wall of Flesh until Golem were very similar in power, and didn't offer a lot of reason to upgrade. These have now been spread out, creating a more gradual, consistent increase in wing power across the course of the game. Shrimpy Truffle now gives its increased speed and damage bonus when in the rain. Basilisk Mount now has a double jump Bat Hook Pull In Speed decreased from 16 to 13 (This is the speed at which it pulls the player to the hook) Shoot speed decreased from 15.5 to 13.5 Thorn Hook Pull in speed increased from 11 to 12 Shoot speed increased from 15 to 16 Lunar Hook Pull in Speed increased from 13 to 16 Shoot speed increased from 16 to 18 
J. Tools and Mining: All axes, hamaxes, chainsaws and other tools with axe-functionality have their wood cutting speed increased by 20% All drills and chainsaws now dig faster than their non-mechanical counterparts, but have shorter range. Additionally, optimized digging loadouts still perform better on pickaxes/axes, but drills and chainsaws will be faster on non-optimized loadouts Desert Fossil can now be mined at any pickaxe power or with bombs. However, it is fragile and adjacent fossil blocks may break when you mine it, costing you some of the ore. Desert Fossil based gear is now weaker because it is available sooner. Hellforges now require Demonite Pickaxe or higher to break. They also now protect the tiles below them from being broken while in the Underworld. This does not apply outside of the Underworld.
Cactus Pickaxe Use Time decreased from 16 to 15 Damage decreased from 5 to 4 Bone Pickaxe Mining power increased from 50 to 55 Reaver Shark Mining power decreased from 100 to 59 Laser Drill Range increased from 10 to 11 Use Time decreased from 7 to 6 No longer has axe functionality 
K. Buffs, Debuffs and Potions: A substantial number of Buff Potions have had their durations increased, many as much as twice as long The Well Fed buff has been divided into three tiers, with the lowest tier being equal to the original, and the strongest being 2x as strong as the original All of the Food in the game, including the 50+ new Food items, have had their durations and tiers adjusted to have a more consistent reward for the difficulty of obtaining them. Short duration foods might have a higher tier, while long duration foods might have a lower tier. Find what is most efficient for you! Well Fed Buff now gives a mining speed bonus Invisibility Potion now has an added benefit of reducing enemy spawn rates by 20% Restoration Potions no longer heal mana, but heal 10 more life for a total of 90, and induce even less Potion Sickness, now only 45 seconds Sharpening Station's Armor Piercing bonus has been increased from 4 to 12
Cursed Inferno Debuff Damage per second increased from 12 to 24 on both player and enemy versions of the debuff Ghoul, Clinger, and Spazmatism Cursed Inferno duration decreased somewhat to mitigate the increased danger to the player All other sources of this debuff are intended recipients of the improved damage Venom Debuff Damage per second increased from 12 to 30 on both player and enemy versions of the debuff Pygmy and Queen Spider Staff Venom duration decreased to mitigate the increased potency Black Recluse and Sand Poacher Venom duration decreased somewhat to mitigate the increased danger to the player All other sources of this debuff are intended recipients of the improved damage 
L. Fishing: Bait is more likely to be consumed Very high fishing power now gives decreasing returns Fishing Power is 1.1x during Blood Moons Swordfish is now less common when fishing Golden Carp is less common when fishing Biome Crates are now guaranteed to drop a chest item, instead of only sometimes Dungeon Crates will now always drop a Gold Lockbox Flower Boots are now included in the Jungle Crates loot pool Wood, Iron, and Gold Crates drop better quality ore depending on which level of crate it is. Wood Crates, for instance, only drop CoppeTin/Iron/Lead. Penguin and Turtle Pets can now be obtained rarely from their respective Biome crates All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores. Gold Crates now have a chance to drop Life Crystals and Enchanted Swords
M. Drops: Amber is slightly more common from Fossils, and can generate naturally in the Underground Desert Angler’s Quest rewards are now more likely to give you the Info Accessories. Additionally, he will not give you duplicates of an accessory you have in your inventory, unless you already have them all already Basic Dye materials now give 2 of that dye instead of 1 when crafting Coin Portal chances when breaking pots has been decreased by half Enemies have an increased chance to drop bonus amounts of money when killed Enemies drop extra money during Blood Moons Golden Keys should now drop more often from enemies and pots, and Dungeon Slimes are slightly more common Gold Critters are now more rare Jellyfish and Granite Golems spawned from statues now drop their items even less frequently, and decreased the sell value of some of those drops Lava Charms can only be found in chests within the lava layer now, but Lava Fishing now provides a secondary renewable source for them Mandible Blade can now be dropped by Antlion Swarmers Moon Lord now drops Super Healing Potions instead of Greater Healing Potions Mushroom Grass Seed drop rate increased from 1/50 to 1/40 Nature’s Gifts now spawn slightly more often in the Jungle Picksaw now has a ¼ chance to drop from Golem in addition to his other loot, instead of being part of his main drop pool. This drop rate is 33% from Expert Treasure Bags. Rod of Discord's drop rate in Expert mode is now 1/400 Strange Plants no longer generate during worldgen, and will not start appearing until Hardmode Throwing Knives in chests now come in much larger stacks Water Walking Boots now have a 1/10 chance to appear in Water Chests, increased from 1/15 Several Martian Invasion drops are now dropped from regular Martians instead of Martian Saucers, decreasing the random nature of the Martian Saucer’s drop pool
N. Misc: The Nurse now charges increasing amounts of money for healing as the game progresses Town NPCs now get a little stronger every time you defeat a boss Sandstorms are now significantly less common, particularly in the early game Reduced the intensity of Mighty Wind Rain is slightly less common Dungeon Spike damage has increased from 40 to 60, and inflicts Bleeding Temple Wooden Spike damage has increased from 60 to 80, and inflicts Bleeding Gem and Rainbow Torches now give 10 torches per crafting instead of 3 Glowsticks and Torches now stack to 999 All Bombs, Grenades, and Dynamite now stack to 99 Ore Bars now stack to 999 Alchemy Seeds and Plants now stack to 999 Tissue Samples and Shadow Scales now stack to 999 Pirate Map and Snow Globe items can now stack to 20 Increased consistency of boss money drops Did an extensive review of sell values across the entire game, increasing the consistency of sell values. This particularly includes things like items that had no sell value but should have, consistent sell value of items dropped from the same source, infinite money exploits by buying-low/selling-high through crafting, and much more
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