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Story moments: at your first fall, first bench, a pitch-dark room, life below 30%, a mask shard or Pale Ore, the Crossroads infected, the Grimm Troupe in town, the Grimmchild and all three Dreamers fallen, your character says a line or two and a tip says what to do, once per save, finishing after an interruption (the inventory, the map). They are apart from the guidance, with their own switch in Terraria settings → Guidance, and off in Creative saves to begin with.
Interface scale: the interface scales as Terraria's does: the UI Scale bar on the Interface page of Terraria settings, 50% to 200%, the mod's whole interface together, applied when you let go, at most what the screen holds.
Movable pylons: every pylon can be knocked out with a pickaxe and drops as its pylon item (Forest, Jungle, Hallow, Cavern, Ocean, Desert, Snow, Mushroom, Universal); set down on open floor elsewhere it is a new pylon, on the map and travelled to as usual, but not inside a boss's fight, a dream or Godhome. A bench's pylon knocked out doesn't come back by sitting on that bench again. Travelling to a moved pylon goes in by its room's nearest bench, or without one by the room's entrance, then out of the portal beside it.
Wiki button: a "Wiki" button above "Terraria Settings" in the inventory's bottom-right corner opens the TerraKnight wiki (haoawake.xyz/terraknight-wiki) in your browser.
Social slots: left of the equipment column is Terraria's social column: three armor slots and as many accessory slots as the equipment has. Armor and accessories can be worn there, and the player and the map head show them (wings are drawn from the equipment column); they give no defense, stats, set bonus or ability. A right click on a social slot trades it with the equipment slot beside it (either may be empty), and one item can't be in both columns. The social column changes with the loadout and is saved.
Bestiary: a boss's life, attack and defense are worked out as fought in its own arena in the world, for one met in a Godhome rematch too (the rematch shares the world fight's entry); its attack is the strongest seen, so one first seen in its intro shows its attack as well; Godhome's own bosses show Godhome's numbers. The book's stage choice sets ordinary enemies' life, attack and defense too (by the actual catch-up formula; the save's progress stays as it is); old entries without their raw inputs are worked out again; Hornet's first fight shows as fought in its own arena (4000 life and 4 defense on Master, the second fight 42000 and 9).
Relics: the Mantis Lords', Sisters of Battle's and Galien's Master relics are new gold statues on a pedestal of the original proportions; names and saves stay as they were, and relics already placed show the new picture once the game is loaded again.
Transforming mounts: the wolf, rat, bat and pixie hide the whole rider as in Terraria, the raptor shows only the helmet and face accessories; other players in a LAN game see the same; no wings are drawn while transformed (the skateboard keeps them), and the rider's layers come back on dismounting.
A new save starts with the Nail in hotbar slot 4 and 10 Torches in slot 5.
The crafting window opens to the right of its button, and the click that opens it makes nothing.
The save screen's page arrows only turn the page: while the mouse is on the pager the save slot under it takes no click, so turning a page never starts a save.
A chest in reach under the cursor shows its name beside the cursor when it has one, and its chest icon when it hasn't, as in Terraria.
A nail pogo off an enemy, spikes or a bounce shroom gives the Cloud in a Bottle and the other extra jumps back, as the game gives its double jump back, so the bounce can be jumped on from.
A grappling hook on a wall keeps holding while the map is open, and is still there when it closes.
A platform put down on or beside the player doesn't push the player up on to it, and a platform dropped through lets the player by while still inside it, with no bounce back up (with a Sawmill, a Loom or another station under it too).
The Flukefey respawn but aren't doubled (one for one; with the Water Candle, as many as it sets): the Royal Waterways' rooms swarm with them already.
Once the Forgotten Crossroads is infected, the enemies copied and respawned there are the infected ones, as in the game, and before that the uninfected ones (each of its rooms holds both groups and shows the one the save calls for).
The Mossy Vagabonds and Mossflies of the Queen's Gardens room by the way to Deepnest (Fungus3_39) come in twos and respawn like other enemies; the room's mantis battle stays as in the game.
The White Palace's enemies (Wingmoulds and the like) respawn where they stood, one for one as in the game (with the Water Candle, as many as it sets); the Path of Pain's don't respawn.
In multiplayer, the dreams and Godhome rooms that are no boss fight (the Seer's dream where the Dream Nail is got, the warriors' graves, the shrines) run their scripts on your own Knight when they are yours: after the Dream Nail's white flash you wake as usual.
While an item's pick-up sequence plays (a mask shard, a vessel fragment...), the map can't be opened, so no pylon on it takes you away mid-way; a teammate's boss summon also waits for it to end before pulling you over. A save where that was cut short and four mask shards never became a mask gets the mask after a few seconds of free play (three vessel fragments their soul vessel).
An enemy waiting to respawn shows no see-through ghost while you stand by its spawn point (within 4 tiles); once you step away its ghost shows for a second, then it comes.
An enemy steadied after repeated knockbacks keeps its look for that second (super armor) and takes no knockback meanwhile.
The amethyst stat observer's rows wrap and grow to fit, so long values and effect texts show in full; tabs and the footer shrink their text when it doesn't fit.
In multiplayer, crafting uses the materials in nearby chests too (except a chest another player has open), taken from the host's chests; if the host finds them used up or the chest opened meanwhile, the craft is undone and the crafted item taken back.