Sprites Old-Console Content: Buffed and Repurposed!

Bry

Steampunker
Console Content!
Part One - Enemies

I always liked the alternate versions of enemies that were in the Console version of Terraria before they were given the boot.
They looked like rarer, stronger, COOLER versions of normal enemies. But were they different in any way?
No.
No unique loot, no special traits, no different attack patterns, no anything interesting besides their sprite and some stat changes.
Relogic had a really nice idea going with this, but they added just enough to make the enemies their own separate thing, and then dropped it.
Just like the Rain event and Expert Mode.
They then gave the excuse that they didn't fit anywhere in the game, but what the hell did they expect from such a half-assed effort?

In this post, I'm going to be trying to fix both the
Console-exclusive enemies not having their own purpose and Expert Mode's bland-:red: execution by mixing them together.
The Console flunkies will now be
Expert Mode-exclusive enemies, complete with new abilities, sprites, and, most importantly, loot! They'll make Expert Mode more interesting and gain an identity of their own!
Let's check 'em out!
(Just a head's up, though, this thread isn't finished, nor will it be for a while. Watch the thread if you wanna see how this ends.)

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Re-Purposed Enemies
Just a quick note, so you know what you're reading:
Stats in (parentheses) are stats possessed during Hardmode. If a stat doesn't show a number in parentheses, that means that the stat never changes; the enemy may also only spawn in Hardmode, but that's not always the case. There are also [square brackets] being used for some enemies; those indicate a stat boost during a particular point in the game that will be the first thing indicated in the enemy's Information spoiler.
I'm doing this the way the Official Terraria Wiki displays stats for different difficulties, so if you're familiar with their format, you'll be well-acclimated to this.
When I say "All fire debuffs", I include On Fire, Frostburn, Cursed Inferno, Shadowflame, Burning, and Daybroken, as well as a new debuff I'll be introducing later in this post, Ultrablaze.
There'll also be some purple text; that's for stuff relating to Master Mode.
That's everything for now; let's move on to the first enemy on this list!

The Albino Antlion
2vxJHqO.png
Difficulty​
Damage​
HP​
Defense​
Knockback Resistance​
Inflicts​
Chance of replacing Antlions​
Expert
42 (84) Contact
42 (63) Sandstone Ball
24 (48) Fossil Bone​
115 (253)​
13​
100%​
Dazed
tWg4P5p.png
(100% chance from Fossil Bone, 5-7 seconds)​
10% (15%) on the Surface
20% (50%) Underground​
Master
56 (72) Contact
56 (95) Sandstone Ball
48 (72) Fossil Bone
40 (60) Ancient Skull​
187 (411)​
13​
100%​
Dazed
tWg4P5p.png
(100% chance from Fossil Bone, 7 seconds)
Obstructed
781RiiC.png
(100% chance from Ancient Skull, until shaken off)​
15% (22.5%) on the Surface
30% (100%) Underground​
Immune To​
Coins​
Normal Drops​
Unique Drops​
Banner​
Confused, Dazed​
1 Silver
1-2 Antlion Mandibles
myUzQaq.png
50%​
3-6
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60%​
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Sporting a fresh new sprite by Yours Truly.
The Albino Antlion is an enemy that doesn't see the sun much, but it WILL still occasionally pop up on the Desert surface if you're lucky.
Instead of spitting balls of sand, this Antlion variant spits Sandstone chunks at you. They hurt a lot more and move faster than Sand Balls do, and they'll leave a Sandstone Block on impact with the ground. Fossil Bones will also fly your way; they won't reach nearly as far as the Sandstone Balls, nor will they hurt as much, but they WILL daze you for a moment, making subsequent dodging very trippy.
If you get within melee range of the Albino Antlion, it will burrow away, appearing in a different spot; it will also burrow after spitting twice. You're gonna need a bit more than a Cactus Sword to deal with these guys, but at least they'll move out of the way if you just wanna get by.
The Albino Antlion has a weakness to fire; fire weapons and debuffs deal double damage. Additionally, it is immensely prone to Stunned, and will become Stunned for a second every time it surfaces aboveground with no walls behind it.

Master Mode
The Albino Antlion will occasionally cough up an old, fossilized skull. If it hits you, it'll pop onto your head, inflicting Obstructed until you can shake it off. Do so by running back and forth for a bit, or use a dash.
It'll now also burrow after every single spit. Its stun time remains the same, though.
The Fossil Bone
y3vbAvb.png


Startin' off small, here. The Fossil Bone is a slightly larger Bone that arcs 50% less and ricochets off of one enemy, dazing them for a moment. That's it.
Well, no, wait, these work with the Bone Glove. Fossil Bones thrown with the Bone Glove ricochet up to five times, either off of blocks or living creatures. Each bonk inflicts Dazed for maximum duration.

Along with dropping from the Albino Antlion, these can also be Extractinated from a Desert Fossil with a 3% chance, in quantities of 3-6.
Damage: 24 (Throwing)
Knockback: 1 (Extremely Weak)
Critical Strike Chance: 4%
Use Time: 9 (Very Fast)
Velocity: 6
Can't be retrieved
Inflicts Dazed
Dazed.png
tWg4P5p.png
(100% chance, first hit only, 5-7 seconds; 100% chance when used with the Bone Glove, 7 seconds)
Rarity:
Blue
Sell: 1 Nothing
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The Arch Demon
au0bw49.png
Difficulty​
Damage​
HP​
Defense​
Knockback Resistance​
Inflicts​
Chance of replacing Demons​
Expert
52 (98) Contact
84 Labrys​
665 (hah) (790)​
14​
32% (38%)​
Darkness
F2GYtvf.png
(33% chance from Labrys, 100% chance on Contact, 12 seconds)
Silenced
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(33% chance from Labrys, 6 seconds)​
5% (15%)​
Master
70 (112) Contact
112 Labrys​
815 (970)​
14​
40% (47%)​
Darkness
F2GYtvf.png
(66% chance from Labrys, 100% chance on Contact, 12 seconds)
Silenced
YtBhI4D.png
(40% chance from Labrys, 6-8 seconds)​
7% (18%)​
Immune To​
Coins​
Normal Drops​
Unique Drops​
Banner​
On Fire, Cursed Inferno, Shadowflame, Ultrablaze, Ichor, Confused​
36 Silver
1-3 Crystal Shards
jpVa1nW.png
40%​
LXd5x5T.png
16.67%​
lAV568t.png
Sporting new wings, since the old ones had a little too much red, in my opinion.
The Arch Demon is overall tougher than the normal Demons you'll find in the Underworld; it's faster, stronger, and takes several more hits. It does not use the Demon Scythe, however; if you looked at the Unique Drops, you'll notice that it possesses a new spellbook: the Demon Labrys.
It fires a purple labrys that spirals outwards with increasing speed, going and going for five seconds until it despawns. The Arch Demon'll fire three of these in a row, with a larger gap of time in-between labryses than with the normal Demon's scythes. They'll go straight through blocks, so you're not going to be able to hide inside of a building to get away from them.

Master Mode
The Demon Labrys will periodically fire Demon Scythes in your direction─they won't go through blocks, but they DO start off at a higher velocity than when normal Demons spawn them, so you'll have to be quick on your toes if you're out in the open. Scythes that are spawned while the labrys is inside of blocks will be able to pass through them until it stops being in blocks.
Demon Labrys
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Fires a purple labrys at the player's position, which acts identically to the Arch Demon's attack.
The Labrys deals high damage,The obvious downside to this weapon is the fact that you can't really aim it, and that combined with the spiraling thing makes it hard to really hit anything, especially in the Caverns.
You kinda have to lead enemies into the Labrys. Kind of annoying to use, and it only hits one enemy, but the labrys does a LOT of damage, so if you can figure something out, this is easily the strongest Magic weapon in PreHardmode.
Type: Weapon
Damage: 84 from Labrys (Magic)
Knockback: 7.5 (Very Strong)
Mana: 16
Critical Strike Chance: 4%
Use Time: 46 (Extremely Slow)
Velocity: 0.25
Tooltip: Casts a demon labrys
Rarity:
Light Red
Sell: 75 Silver
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The Arch Wyvern
6g1EMM0.png
Difficulty​
Damage​
HP​
Defense​
Knockback Resistance​
Inflicts​
Chance of replacing Wyverns​
Expert
130 Head
75 Limbs and Body
110 Tail
90 Fire Breath​
9,320​
40 Head
30 Body and Limbs
0 Tail​
100%​
On Fire!
1OeozAy.png
(100% chance from Fire Breath, 8-14 seconds)​
9.75% [19.5%]​
Master
174 Head
100 Limbs and Body
147 Tail
120 Fire Breath​
11,140​
40 Head
30 Body and Limbs
0 Tail​
100%​
On Fire!
1OeozAy.png
(100% chance from Fire Breath, 10-18 seconds)​
15% [30%]​
Immune To​
Coins​
Normal Drops​
Unique Drops​
Banner​
Dazed, Confused, Frostburn, Poisoned, Venom, Ichor, Beetle's Bite​
4 Gold, 30 Silver
13-39 Souls of Flight 100%
[5-8 Souls of Might/Sight/Fright 100%]
1-2
sTwZkH7.png
100%​
hJf9zUl.png
16.67%​
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Hardmode only; [replace chance increases and Boss Souls can be dropped post-Plantera].
...Man. This thing looks intimidating. I don't think I could sprite this better even if it needed it.

The Arch Wyvern moves 20% faster than a normal Wyvern, and has MUCH stronger stats. It can make extremely tight turns very quickly, and it is able to breathe fire much like the Flamethrower. This, of course, includes the restrictions of not being able to go through blocks or water.
These guys aren't immune to any fire debuffs. The problem is, for the Ancient Wyvern that's a good thing. When they're set on fire, their attack and defense rise by 25%. This makes fighting them twenty-billion times tougher for most players, since everyone tends to have SOME sort of fire debuff in their arsenal at one point or another. I apologize in advance to anyone using the Fire Gauntlet or Frost Armor (or both).
They're generally stronger than the regular Wyvern, so the Ancient Wyvern doesn't replace them entirely. To make up for their "supr stronkness", they drop a new material.
This material is a very special material; you'll see exactly why later.
sTwZkH7.png

Used in a familiar set of armor. And also a potion.
Type: Crafting Material
Rarity: Lime
Sell: 5 Silver

hJf9zUl.png

A sick-looking necklace with quite the nice ability. Probably better if you get this before
Being inflicted with On Fire, Cursed Inferno, Shadowflame, Ultrablaze, Burning, or Frostburn increases your attack power and defense by 25%. Having multiple fire debuffs on at the same time does not stack the bonuses.
Type: Accessory - Crafting Material
Tooltip: Increases your attack power and defense when on fire
Rarity: Yellow
Sell: 3 Gold
haukRzS.png

The Chaos Spectar
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
CxqV5rK.png
| 92 Fighter form - 112 Wraith form | 920 [1120] | 40 Fighter form - 15 Wraith form | 64% [74%] Running - 49% [59%] Floating | Spectral, 100%, for 3 seconds | All fire debuffs, Confused, Dazed, Ichor, Beetle's Bite | 9
ePtqpPq.gif
| 1-2
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100% |
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20% |
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More new sprites and even a banner, for Red's sake. This guy got a lot less love than the first three enemies on this suggestion.

After Plantera has been defeated, the Chaos Spectar replaces 15% of Chaos Elementals (100%, if you're 200 blocks near the Dungeon). The normal spawn chance is boosted to 33% after defeating the Lunatic Cultist.
The Chaos Spectar acts similarly to their living counterparts, but if you're farther than 15 blocks away (or if it can't reach you because of physical barriers), it will turn transparent and run through said physical barriers to reach you instead of teleporting, during which it cannot be hit (so says Nate Bihldorff). When it reaches half health, it loses its helmet along with its legs and behaves more like a Wraith, freely travelling through blocks to get to you. Its invisibility acts in an inverse manner as in its physical form when in Wraith form, where it is instead transparent (and therefore invincible) until it is within 15 blocks of you.
When transparent, the Chaos Spectar moves 50% faster and, when still in its first form, jumps twice as high.
Damage over Time debuffs will hurt it while it is transparent; a nice morsel of information to keep handy.
[Receives a stat boost after Golem is defeated]

00glId9.png

Oh man, what a creative material I've made here.
Exists for the sole purpose of making an armor set.
Type: Crafting Material
Rarity: Yellow
Sell: 35
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haukRzS.png

The Dragon Eater/Snatcher
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
Kd5xExO.png
| 54 [105] Contact - 44 [75] Fireball - 67 [114] Fire Breath | 132 [396] | 14 | 87% [97%] | On Fire!/Shadowflame, 100%, 7-11 seconds | On Fire!, Poisoned, Venom, Confused, [plus Shadowflame, Dazed, Cursed, Betsy's Curse] | 2
ePtqpPq.gif
70
KCN2Y1k.gif
| Nada |
9UUzEli.png
25% - [1-3
mbQnLp5.png
12.50%] |
DIUMBsu.png
Refined the sprite a bit and added an Eater version, so this thing will also appear above-ground now.

This thing replaces 13.33% of all Man Eaters/Snatchers after Queen Bee is defeated. When Hardmode comes around, these things replace 33% of all Man Eaters/Snatchers (regardless of Queen Bee's status), and when Plantera is defeated, they replace all of them. Unlike most of the enemies on this suggestion, these do not receive a stat boost upon entering Hardmode, [instead gaining it after the Hardmode Goblin Army is defeated].
Attacks similarly to the Clinger from the Hardmode Underground Corruption, though the Dragon Eater/Snatcher instead spits out a normal Fireball that moves slower than the Clinger's projectiles, and is also slightly smaller. This is made up for, though, by the fireball's explosion upon hitting a block. This explosion damages players and enemies alike, dealing double the normal damage of the fireball, and inflicting On Fire! for twice as long. It can also breathe fire, much like the Ancient Wyvern, but this thing can turn its head freely. So, uh, don't go near them.
After you get through a Hardmode Goblin Army, these guys will replace their fire attacks with Shadowflame, which deal more damage, obviously. Their new Chaos Ball moves 33% faster than the Fireball but has a smaller explosion; and the fire breath is replaced by Shadow Tentacles, which don't reach as far but cover a wider range and hurt like hell. I reiterate, don't go near them.
Their head's reach is 40% shorter than a regular Snatcher's, so it shouldn't be too difficult to avoid them if you can't kill them yet. Just, uh, keep the projectiles in mind.
All the stats in [Square Bracket] are just the Shadowflame attacks.

mbQnLp5.png

So, uh, I kinda made a whole thread on Shadowflame stuff.
This feels like cheap advertising, but this will also be sparing the image limit on this post, so go >Here< to see all the Shadowflame items. I'll re-link you at the Crafting section, if you wanna wait 'til then.
Type: Crafting Material
Rarity: Light Red
Sell: 1
ePtqpPq.gif
9UUzEli.png

Used as a crafting material for a weapon, a grappling hook, and some familiar armor.
Type: Crafting Material
Rarity: Orange
Sell: 5
ePtqpPq.gif
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The Dragon Hornet
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
9s3fuMa.png
| 65 [82] Fireball, 46 [63] Stinger | 138 [183] | 18 | 65% [73%] | Poisoned, 100%, 7-11 seconds from Stinger - On Fire!/Shadowflame, 100%, 7-11 seconds from all projectiles | On Fire!, Poisoned, Venom, Confused, [plus Shadowflame, Dazed, Cursed, Betsy's Curse] | 40
KCN2Y1k.gif
| 0.5% |
p4axned.png
100% - [
2IzaOs1.png
8.93% - 1-3
mbQnLp5.png
12.50%] |
rNSvLN3.png
This thing replaces 13.33% of all non-Mossy Hornets after Queen Bee is defeated. When Hardmode comes around, these things replace 33% of all Hornets (again, ignoring Queen Bee's status), and when Plantera is defeated, they replace all of them. Like the Dragon Eater/Snatcher but unlike the rest, [these gain their stat boost after the Hardmode Goblin Army is defeated instead of the transition to Hardmode].

These Hornets are 33% slower than the rest, but we're not here to talk about their mobility; rather, their projectiles are the main focus.
Stingers fired from these Dragon Hornets are on fire. This allows them to inflict both Poison AND On Fire!, which adds up to -6 HP per second. They can also send out bouncing Fireballs by opening up their, uh, stinger area, hence the weird second sprite. The fireballs can bounce infinitely and last ten whole seconds, and they move as fast as the Dragon "Sneater" ones (Eater + Snatcher? Maybe "Reacher" is a better way to refer to both at once).
After the Hardmode Goblin Army has done a defeat, these guys switch out any and all traces of normal fire with Shadowflame. The Stinger itself just switches debuffs (-7 HP per second with a side of darkness), but the Chaos Ball moves significantly faster than the Fireball and only lasts 8 seconds.
Stats in [Square Brackets] = Shadowflame attacks.

...It just hit me that you can avoid fighting these things altogether for most of the game if you just don't defeat Queen Bee.
Hmph.

p4axned.png

Material for weapons, a potion and some familiar armor.
Type: Crafting Material
Rarity: Orange
Sell: 1
ePtqpPq.gif
2IzaOs1.png

Really not doing good here in terms of creativity, am I?
Used to craft the b e s t w i n g s i n t h e g a m e.
Also used in a pretty good potion.
Type: Crafting Material
Rarity: Light Purple
Sell: 3
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haukRzS.png

The Shadow and Ultrabright Mummies
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
pYmmwet.png
| 170 [198] Contact, 128 [149] Shadow Bone | 430 [514] | 33 | 70% [76%] | Shadowflame, 100%, 12 [9] seconds from Contact - Cursed, 100%, 6 [10] seconds from Shadow Bone - Withered Armor, 100%, 30 [45] seconds from Summon Bones | Cursed, Cursed Inferno, Shadowflame, Betsy's Curse, Ichor, Poison, Venom, Confused | 12
ePtqpPq.gif
| 100% -
Nazar.png
0.5% |
bPzcERl.png
0.5% - 3-7
PMaSx9G.png
33% |
m22knGF.png
71tDGjc.png
| 121 [141] Contact, 75 [87] Blaze Burst | 480 [574] | 21 | 25% [33%] | Ultrablaze, 100%, 12 seconds from Spark Burst - Silenced, 100%, 8 seconds from Contact - Withered Weapon, 100%, 30 [45] seconds from Summon Bones | Ultrablaze, Betsy's Curse, Cursed, Ichor, Poison, Venom, Confused, Dazed | 12
ePtqpPq.gif
| 100% -
Megaphone.png
0.5% |
bPzcERl.png
0.5% - 3-7
3NjgmbH.png
33% |
nk4LN5W.png
After defeating your first Mechanical boss, these mummies have a 5% chance of replacing their respective mummies (Dark and Light Mummy). After the second Mech boss, the chance rises to 10%, and after the last one, the chance goes up to 25%. After defeating Plantera, these mummies replace the old ones entirely, [and their stats are boosted].

The Shadow Mummy is powerful but extremely slow. He gains strength as he takes damage, reaching double damage at 25% HP and triple damage at 10%. To attack, the Shadow Mummy throws bones at the player that fly straight for about 12 blocks but move slowly. These will Curse you for a while, so focus on dodging them.
The Ultrabright Mummy is super fast but is about as durable as wrapping paper *cough*. The Ultrabright Mummy releases sparks of Ultrabright fire when hit which inflict Ultrablaze, so just get a gun and shoot him from afar, I guess. The Ultrabright Mummy also gains both speed and knockback resistance as it takes damage, up to, again, 200% damage at 25% HP and 300% at 10%.
Both Mummies are able to summon their lesser versions, the Light and Dark Mummies, when they reach 40% HP. They do this by throwing 3-6 normal Bones in your direction in a random spread, which makes dodging a pain. Any bones that make contact with blocks spawn the normal version of the bones' corresponding mummy. These mummies won't drop coins, but they will still drop their usual items (with halved drop chances).

A heads-up for any desert wanderers: The Shadow and Ultrabright Mummies takes double damage from Shadowflame, but Shadow Mummies are healed by it. The inverse is true for Ultrablaze.
...these guys drop a lot of items.

PMaSx9G.png
3NjgmbH.png

The Onyx and Ultruine Stone are new Gemstones, which can be used to craft everything else other Gemstones can. They also help in crafting a few pre-existing items as well as a new Torch for the Onyx gem. They also make their own items as well.
Onyx and Ultruine also sometimes appear in naturally corrupted/hallowed Sandstone blocks after killing the gem's respective mummy at least once, replacing the block with an ore. Or they'll just grow on the block.
fSaGUGg.png
T83AClQ.png

If you use the Clentanimator, the clentaminated blocks won't spawn any gems.
Type: Gem - Crafting Material
Placeable
Rarity: Light Red
Sell: 41
ePtqpPq.gif
25
KCN2Y1k.gif
bPzcERl.png

The Blindfold now prevents Darkness AND the the visual effects from Shadowflame and Ultrablaze. It also prevents the visual effects present when fighting the Moon Lord.
Now enemies who inflict Darkness, Shadowflame AND Ultrablaze drop this thing.
Type: Accessory - Crafting Material
Tooltip: Immunity to Darkness
Rarity: Light Red
Sell: 2
HNlYAPM.gif
haukRzS.png

The Spectropod
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
NmYkM2u.png
| 90-120 Lasers, 100 Contact | 550 | 5 [12] | 35% [25%] | Spectral, 33%, for 5 seconds - Ultrabright, 33%, for 4-7 [6-10] seconds from Lasers | All fire debuffs, Frostburn, Confused, Ichor, Beetle's Bite | 9
ePtqpPq.gif
| 6-12 100%, 1-2
YmiwqPh.png
14.27% |
DLQ4ELf.png
5% |
9h8HIeg.png
Instead of firing one laser at you, the Spectropod fires 3 stars, with the first star deviating 20 degrees in either direction, the second star heading straight for you, and the third deviating in the opposite direction of the first. These stars bounce off of terrain three times, but will dissipate immediately upon target impact, burning up and momentarily inflicting you with On Fire. Like the Chaos Spectar, the Spectropod can go transparent, though in this case, it won't go transparent unless you're farther than 15 blocks, forcing you to get closer and risking being hit by the sweep lasers. Also drains your Mana by two every second for every block you get closer to it, starting from 15 blocks away.
Unlike Gastropods, Spectropods normally DON’T stay in their shell; as a result, their projectile attack will instead be telegraphed by a glisten in their eyes. The Spectropod will instead hide for a second at random times when not attacking, letting the shell take damage in place of it. The shell has 500 health, separate from the Spectropod’s health, that can only be chipped down when the Spectropod is hiding and prevents the Spectropod itself from taking damage. When the shell’s health is taken to 0, the Spectropod will hide for a little bit longer to release a deadly attack that is difficult to avoid if you haven’t seen it before.
Like the Chaos Spectar, Damage over Time debuffs will still hurt it while it's transparent.
[Receives a stat boost after Golem is defeated]

DLQ4ELf.png

A material used in what could essentially be called a nerf of a pre-existing item, as well as a potion and a familiar armor set.
Type: Crafting Material
Rarity: Yellow
Sell: 65
ePtqpPq.gif
haukRzS.png

The Shadow Hammer
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
5QuopU1.png
| 190 Spinning, 250 Lunge | 650 [900] | 36 [54] | 90% [100%] | Cursed, 33%, for 5-10 seconds - Withered Armor, 100%, for 25-50 seconds | All fire debuffs, Frostburn, Poisoned, Venom, Dazed, Confused, Ichor, Betsy's Curse, Beetle's Bite, Oiled, Penetrated, Daybroken | 15
ePtqpPq.gif
| Nada |
LuqnnVx.png
35% |
vBa0DPB.png
Replaces 12.5% of all Cursed Hammers during Hardmode. [Replaces all Cursed Hammers after killing a Paladin in the Dungeon]

Spins up 25% slower than the Cursed Hammer, but you can't interrupt it. When it attacks, it dashes much faster and farther and deals much more damage, but its complete knockback resistance leaves it vulnerable when spinning up.
[Receives a stat boost after killing a Paladin in the Dungeon]

LuqnnVx.png
wB0FeK4.png

Used with a few gems to make a pretty strong melee weapon, as well as a couple of Onyx items.
Type: Crafting Material
Placeable
Dimensions: 1x1
Use Time: 14 (Very Fast)
Rarity: Light Purple
Sell: 1
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haukRzS.png

The Grimer and Grimeling
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
LNsyYHy.png
| 135 [160] Contact, 90 [107] Self-Destruct | 570 [690] | 26 [31] | 22% [33%] | Blackout, 25% [33%], for 15-30 seconds - Withered Armor and Withered Weapon, 100%, for 45-90 seconds from Self-Destruct | Poisoned, Venom, Oiled, Beetle's Bite , Cursed, Cursed Inferno | 6
ePtqpPq.gif
| 2-4 100%, 1% |
zV2Udy4.png
1% |
g8tcYZb.png
jh8ZNk0.png
| 105 [124] Contact, 70 [83] Self-Destruct | 200 [242] | 13 [16] | 9% [15%] | Blackout, 25% [33%], for 5-10 seconds - Withered Armor and Withered Weapon, 100%, for 15-30 seconds from Self-Destruct | Poisoned, Venom, Oiled, Beetle's Bite , Cursed, Cursed Inferno | 1
ePtqpPq.gif
| 2-3 100%, 1% | - | -
The Shadow Slime, but now a LOT darker. And slightly transparent.

20% chance of replacing Corrupt Slimes and Slimers for every Mechanical Boss you defeat, up to 60% after all 3. [After defeating Golem, Grimers will always replace Corrupt Slimes and Slimers]
Jumps 33% faster and higher than Slimers. When its HP reaches 0, it explodes into a massive rain of shadowy slime, inflicting Withered Armor AND Withered Weapon for 30 seconds. [After Plantera, the Grimer will split into 2-4 Grimelings, which are identical to the Grimer, AI-wise. They even explode when killed, though with a much smaller range than the Grimer]
Shadowflame deals no damage to Grimers or Grimelings, instead healing them.
[Receives a stat boost after defeating Golem]

zV2Udy4.png

So the Eye Drops, dropped by anything that inflicts Blackout, prevent, uh, Blackout. Never woulda guessed.
They also improve vision to the same extent that the Night Vision Helmet does, but the effect can stack with the helmet's as well as with the Night Owl Potion's.
Type: Accessory - Crafting Material
Tooltip: Immunity to Blackout
Improves vision

Rarity: Light Red
Sell: 2
HNlYAPM.gif
haukRzS.png

The Vampire Miner
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
UcbK2rt.png
| 65 [82] | 220 [275] | 9 [14] | 30% [60%] | Bleeding, 100%, for 30 seconds - Feral Bite, 35%, for 60 [120] seconds | Poisoned, Venom, Shadowflame, Ultrablaze | 3
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75
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| 2 91.2% |
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2.5% |
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What a random idea for an enemy. Cool, but random.

Replaces 33% of Undead Miners during Hardmode. [50%, after Plantera]
Runs and jumps like hell, but is relatively frail. It leeches health from you, restoring 100% of the damage it deals, so, uh, avoid it like the plague at the start of Hardmode.
Takes no damage from the Life Drain, and life-stealing equipment will not work on the Vampire Miner (like the Life Drain and Spectre Armor). Deathly vulnerable to the Stake Launcher.

DRdrLYn.png

I feel like this is an idea that would have already been thought of.
Dashing into an enemy restores 5% of your maximum health.
If using the Tabi/Master Ninja Gear, dashing into enemies does not hurt the player, and each enemy passed restores 2% of your maximum health. This method does not heal over 50 HP.
Type: Accessory
Tooltip: Dashing into enemies restores a bit of health
Rarity: Pink
Sell: 2
HNlYAPM.gif
haukRzS.png

The Dragon Skulls
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
iQKgHzQ.png
| 200 Contact, 130 Fireball | 1150 | 14 | 77% | Cursed, 33%, 6-12 seconds from Contact - On Fire!, 100%, for 12-24 seconds from Fireball | Confused, Cursed, Poisoned, Venom, All fire debuffs, Frostburn, Ichor, Beetle's Bite | 1
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| 88.56%, 2%, 50% |
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21.24% |
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| 170 Contact, 100 Fireball | 1400 | 8 | 67% | Cursed, 33%, 6-12 seconds from Contact - On Fire!, 100%, for 12-24 seconds from Fireball | Confused, Cursed, Poisoned, Venom, All fire debuffs, Frostburn, Ichor | 1
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| 88.56%, 2%, 50% |
IOm0VYL.png
21.24% |
ntlkQbd.png
gBpctJw.png
| 140 Contact, 190 Fireball | 650 | 20 | 87% | Cursed, 33%, 6-12 seconds from Contact - On Fire!, 100%, for 12-24 seconds from Fireball | Confused, Cursed, Poisoned, Venom, All fire debuffs, Frostburn, Ichor | 1
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| 88.56%, 2%, 50% |
xctMRFo.png
21.24% |
ntlkQbd.png
8DMtxkA.png
| 110 Contact, 160 Fireball | 900 | 26 | 97% | Cursed, 33%, 6-12 seconds from Contact - On Fire!, 100%, for 12-24 seconds from Fireball | Confused, Cursed, Poisoned, Venom, All fire debuffs, Frostburn, Ichor | 1
HNlYAPM.gif
| 88.56%, 2%, 50% |
Ai3HKTN.png
21.24% |
ntlkQbd.png
I thought it was kinda weird that the Dragon Skulls had three colored varieties like this. Then I realized a similarity and decided to go the full distance.

Each color has a 7.14% chance of replacing (Giant) Cursed Skulls after the Celestial Pillars have been defeated, adding up to 28.56%. Each pillar unlocks the skull of the same color.
The Dragon Skulls will hover around you and spit fireballs at you, which look like the Diabolist's flames, but they have a normal explosion and they home in on players very slightly. Each color also behaves slightly differently.
In order from slowest to fastest: Blue, Orange, Pink, Green. Orange moves as fast as a Giant Cursed Skull, Green twice as fast.
The Orange Dragon Skull will usually attempt to fly into you instead of using its fireballs, the Green and Pink ones prefer to stay a safe distance away and spit fireballs at you, and the Blue skull will do both equally. The Blue skull also increases the spawn rate of Cursed Skulls by 25%.

32tkGJu.png

It's a weapon on its own, but it's also a crafting material for a familiar set of armor.
Color does not matter; the item works the same way Gel does when being picked up.
Pierces up to 8 enemies when thrown, losing Retrieval chance on every hit and breaking on the 9th hit.
If used with the Bone Glove, it travels a LOT faster than normal Bone Glove bones, and it can bounce and pierce up to 8 times total.
Type: Weapon - Crafting Material
Damage: 65 (Throwing)
Knockback: 5 (Average)
Critical Strike Chance: 8%
Use Time: 36 (Very Fast)
Velocity: 10
Retrieval Chance: 36%, -4% per hit
Inflicts Debuff: On Fire!
On_Fire%21.png
(100% chance, without Bone Glove, 7-15 seconds)/Shadowflame
Shadowflame.png
(65% chance, with Bone Glove, 6-18 seconds)
Rarity: Blue
Sell: 10
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haukRzS.png

and last but certainly not least (for now, anyways)...
The Orca! and its babies
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
WLExjDw.png
| 69-104 [138-208] | 460 (830) [1300] | 8 [20] | 45% [52%] | Dazed, 100%, 4-8 [6-12] seconds (Broken Armor, 35%, for 30-45 [45-67.5] seconds) | Confused, Dazed, [Cursed] | 8
ePtqpPq.gif
| 1% |
TplQked.png
0.67% |
w91xYUK.png
uSZtP6W.png
| 48-72 [96-144] | 129-239 (232-430) [364-676] | 6 [11] | 32% | (Broken Armor, 20%, for 20-30 [30-45] seconds) | Dazed | - | - | - | -
This enemy I found to be my favorite of the bunch, for some reason. Might just be 'cuz it looks cool.

Replaces 6.25% of Sharks during PreHardmode. (When Hardmode comes around, they'll replace 12.5% of Sharks, [and when you go through your first Eclipse, they'll replace 25% of them])
These guys will calmly tread the waters of the ocean until a player comes near. When that happens, they rise to the surface of the water while horizontally staying around 25 blocks away from players. When the player is 10 blocks away (or closer, or in the water), the Orca will swim at them with crazy speed, which you won't be able to outrun without a few mobility-granting accessories (a player can very barely outrun the Orca at full speed with the Spectre Boots). If the player is in the water, the Orca will occasionally pause to vomit out Baby Orcas (maximum of 3), who can detect the player from 20 blocks away. The Baby Orcas will randomly charge at you for 4 seconds, then return to the mother.
Is a very powerful enemy for most of the game.

TplQked.png

Type: Accessory - Crafting Material
Tooltip: Increases maximum health and mana by 5%
Increases health and mana regeneration by 20%

Rarity: Lime
Sell: 4
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haukRzS.png

Now for undoubtedly the biggest appeal of this thread...
Ocram!
According to the Wiki, Ocram was on the same tier as Duke Fishron in Old Gen Console, Mobile and 3DS, so I'm going to keep him there.
I originally planned to make him a "Super Boss" (as in, an extra, post-game boss), but I figured he'd have about as much of a place in the game as he did previously if I did that.
I'm giving Ocram completely different loot. All of his old stuff can now be crafted, using the various materials found from the other Old-Gen Console enemies, as well as from new enemy variations I've added in (since there's literally no Titan-themed enemies, as opposed to there being 4 Dragon-themed enemies and 2 Spectral-themed enemies). He also no longer drops Adamantite Ore, and he has a sweet new Treasure Bag item to have some fun with.
I'm, uh, not actually sure how you'd get Ocram to spawn just yet. Still trying to think of something better than the previous method.
I believe Ocram's battle theme was Boss 5.
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities
GNrmpIG.gif
| 90 Contact, 120 Claw Talon things, 70 Twin Eye Lasers, 180 Blight Beam | 5,500 Claw Talon things, 39,000 Ocram Crystal | 45 Claw Talon things, 60 Ocram Crystal | 100% Claw Talon things, 90% Ocram | Obstructed, 100%, while Ocram is latched on - Blackout, 100%, 5 seconds after Obstructed wears off - Blighted, 100%, 7-13 seconds from Twin Lasers and 20 seconds from Blight Beam | Immune to everything (Ocram Crystal), Blighted, Poison, Venom, On Fire!, Cursed, Dazed, Confused, Cursed, Spectral (Claw Talon things)
bi9goh6.gif
| 115 Contact, 120 Claw Talon things, 70 Rapid-fire Lasers, 240 Blight Beam | 3,438 Claw Talon things, 62,400 Ocram | 54 Claw Talon things, 12 Ocram | 100% Claw Talon things, 99% Ocram | Obstructed, 100%, while Ocram is latched on - Broken Armor, 100%, for 20 seconds from Claw Talon things - Blighted, 100%, 4-9 seconds from Rapid-fire Lasers and 30 seconds from Blight Beam | Blighted, Poison, Venom, On Fire!, Cursed, Dazed, Confused, Cursed, Spectral (All parts)
I'm completely revamping Ocram! I, uh, saw a video of Ocram's boss fight, and holy cow does it look unfun to play. It might actually be fun, I can't know for sure, but regardless, I'm changing Ocram's attacks entirely. Also adding a few new attacks because I thought of a really cool thing for Ocram to do with his minions. Coding those minion attacks would be hell and then some though.

In Phase 1, you must destroy the crystal on Ocram's head to expose his third eye. His claws can be taken out, but Ocram will regenerate them when the crystal is broken.
Follows the player in a similar manner to the way the Eye of Cthulhu does when spawning Servants of Cthulhu, though Ocram will constantly be moving to the left and right, and he's a bit farther away than the Eye of Cthulhu is. Summons 8 Servants of Ocram at the start of the fight, and spawns 1-3 Servants every 6-10 seconds, up to a max of 12 Servants (the more there are, the slower they'll spawn). Ocram can attack using his minions in a variety of different formations, while using his other attacks. Each minion formation lasts 30 seconds.
• His main attack is firing Twin Lasers at you from his eyes. These lasers can be angled up to 20 degrees when fired, making them a little unpredictable and annoying to dodge. However, they move a lot slower than most laser attacks in the game, giving you a split-second to react.

• Ocram will occasionally dip down at you and using those, uh, claw... talon things at his sides to scratch at you, which can end up making you bleed if you don't have a, Adhesive Bandage handy.

• Ocram can fire a Blight Beam, which is literally a jaundiced version of the Martian Saucer's Deathray. Ocram moves a bit faster than the Martian Saucer, and he can fire it for 33% longer than the saucer. He can also move as high or low as he needs to to vaporize you, which makes this attack extremely deadly. The beam also inflicts Blighted for 30 seconds, which lowers your damage output and defense, and slowly kills you.

• Rarely, Ocram will begin to chase you mouth-first, and continue to do so for about 5 seconds. If he gets you, he'll latch onto your head like a Brain Suckler and begin draining your health away while Obstructing your view severely. Unlike the Brain Suckler, though, Ocram will actually restore health by doing this. To be precise, 200% of what you take in damage. Once he takes 500 damage, he'll remove himself from your cranium and continue fighting as normal. Well, ignoring the fact that you'll be inflicted with Blackout for 5 seconds afterwards.
Ocram will stop moving for a second before doing this attack.
• He can assemble his minions in a ring around him, effectively creating a barrier which is impenetrable (save for any infinitely-piercing projectiles). Around 15 seconds into this formation, the ring will start spinning, and every 4th Servant of Ocram will begin firing its spikes out. After 30 seconds, Ocram will stop spinning the ring of Servants, and will fire every second Servant in the ring outwards in an attempt to hit the player. A second afterwards, Ocram will fire out the rest of the Servants.

• If Ocram has at least 10 Servants out, Ocram has a chance to arrange all present Servants of Ocram into a worm/brain formation, and will create a, uh, rather blighty-lookin' version of the Eater of Worlds/Brain of Cthulhu (depending on whether the world is Corrupt or Crimtane, Ocram will create the opposite boss), dubbed the Eater of Blight/Brain of Blight. These knockoffs are about as strong as the Wall of Flesh in terms of stats, and can be defeated quickly. However, you ALSO have to deal with Ocram's shenanigans, and the Blight knockoffs will gain 1 Defense every 5 seconds. So, uh, have fun.
On the bright side, killing the Blight knockoff will slow down his Servant spawn time to 9-15 seconds for the rest of Phase 1.
Ocram can't spawn new Servants while the Blight knockoffs are present, thankfully.
After exposing his third eye, Ocram becomes enraged and begins to go more on the offensive. Ocram himself has a lot more health than the crystal, but his eye also doesn't have a whole lot of defense. Ocram's eye also isn't immune to literally everything in the game like the crystal is.
In Phase 2, Ocram will swap corners a lot more often, but he can't attack on his own while in the corners of the screen, instead summoning 3-5 Servants every time he switches. Ocram can now have up to 18 Servants out at a time, and each minion formation now lasts 15 seconds.
• Can no longer fire twin lasers Instead, its third eye rapid-fires lasers that go through blocks at the player in two ways: A straight, constant stream of lasers aimed directly at the player (well, I say "directly", but these are about as accurate as they were in Phase 1), or two constant streams of lasers firing in opposite directions which can rotate up to 1080° in total before stopping. Ocram can change the direction of the rotating laser-stream mid-attack in an attempt to catch the player off-guard.

• Ocram's Swipe attack has a slightly larger reach, and Ocram will now swipe at you up to 5 times in rapid succession.

• Along with being stronger, Ocram's Blight Beam works a little differently now. Instead of firing it like the Martian Saucer, Ocram will aim the beam directly at you, regardless of where you are, and fire it from his third eye for about a second. He'll fire the beam twice more, and then fire it a fourth time, where he stays firing for about 2 seconds before stopping. This sounds simple enough to avoid, but the beam is pretty wide, and Ocram doesn't really have a tell for this attack, so it can catch you off-guard pretty easily.

• Ocram moves a little faster when he chases you now, but if he latches onto you, he no longer leeches health. He instead deals a crapload of damage. While you won't be inflicted with Blackout after Obstructed wears off anymore, this attack will break your armor.Also, Ocram now must take 1,000 damage before he'll let go of you.
• When Ocram has his ring formation up, every 3rd Servant in the ring will immediately begin to fire out spikes. The ring itself also no longer spins. The Servants that didn't fire off their spikes will fire them all out at once when Ocram fires them out of the ring.

• If Ocram has at least 12 Servants of Ocram out at any time, Ocram can use them to form a Blighted version of the Eye of Cthulhu, which kinda just looks like a giant Servant of Ocram. Killing the Eye of Blight will reduce the number of minions Ocram can spawn at a time to 2-3 until the battle ends.
This Blighted knockoff will gain 1 Defense every 4 seconds, so it'd be for the better if you focused on them first.
Ocram still can't spawn new Servants while the Blight knockoffs are present. It would really suck if he could.

• All of the Servants of Ocram will (loosely) circle around the player, being about as far away from the Player as Ocram usually is. Every 2-4 seconds, one of them will fire all their spikes out at you, one at a time. Any Servants that don't fire out their spikes will fire them all out at once after the 15 seconds are up.

22
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50
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Super Healing Potions 5-15
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Super Mana Potions 5-15
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Soul of Blight 20-40/25-40
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100%
Used in crafting 3 Armor sets, several weapons and a few accessories.
Type: Crafting Material
Tooltip: The essence of infection
Rarity: Yellow
Sell: 2
HNlYAPM.gif
trJhpas.png

Blightvine 20%
Spiked Servant Staff 20%
The Yoyo of Ocram
U5DeNsC.png
20%
Kinda works like the Terrarian, but has some new tricks as well.
Much like the Servant of Ocram, this yoyo can fire out its spikes at nearby enemies. But they can only fire 8 at a time, and it takes 2 seconds for the spikes to regenerate.
The catch is that you need to use Alt-Fire to fire out this yoyo's spikes. A quick click/press/whatever will send all 8 spikes out at once, but holding Alt-Fire will send out the spikes one at a time, aiming directly at enemies. The Yoyo of Ocram itself does a lot of damage on its own, especially when it's spiked. When you fire the spikes out, though, they inflict Blighted on whatever they hit.
This Yoyo is a lot bigger than most other Yoyos.
Type: Weapon
Damage: 165 Spikes, 130 Bare Yoyo (Melee)
Duration: ∞
Knockback: 5.5 (Average)
Critical Strike Chance: 9%
Use Time: 19 (Very Fast)
Velocity: 18
Inflicts Debuff: Blighted
LLMEF3Z.png
(100% Projectile spikes, 3-7 seconds)
Rarity: Yellow
Sell: 15
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Drops Ocram Treasure Bag
YSs8ZYH.png
on death.
Treasure Bag drops:
Ocram Wings 6.67%
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Horned God costume
ZxWKDpl.png
16.67% per piece
trJhpas.png

Ocram Mask
rJgGIhH.png
14.29%

Servant of Ocram
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
4y3b775.gif
| 90 Contact (Spiked), 65 Contact (Bare), 90 Spike Projectiles | 780 | 25 Spiked, -10 Bare | 50% | Bleeding, 100%, for 10 seconds | Blighted, Venom, On Fire!, Cursed Inferno, Ichor, Cursed, Dazed, Spectral | Nada |
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16.67% |
ceFE5ce.png
16.67% | Nada
Why do Ocram and his minions move the way they do? The Servants essentially all crowd you and just keep hanging out on you 'til you die. There's SO FREAKIN' MANY OF THEM. Don't even get me started on Ocram.

A new idea I have for these guys' AI is that they act like Corites mixed with Shadow Hammers. They hover towards the player and dash at them like Corites, but before the dash, they wind up by spinning like Shadow Hammers. Sometimes, the Servants will begin to spin in place and stay there, and will either fire off all of their spikes at once (leaving them as a boring ol' eyeball [that floats]), or will fire one spike at a time but aim directly at the player. The Servants' spikes take 15 seconds to grow back, but their defense drops entirely while they're essentially bald (even going into the negatives), so attack them then.
If Ocram calls upon his Servants for an attack, they will stop whatever attack they were doing to comply. These formations usually suck, because Servants of Ocram now destroy any and all projectiles that touch them, unless they pierce infinitely.

ceFE5ce.png

Acts exactly like a normal Heart pickup.
Well.
Except for the fact that they do exactly the opposite of a normal Heart pickup. They leech 20 health from you, and restore two-hundred health to Ocram. They are affected by Heartreach Potions as well as by the Life-Support Bracelets, so, uh, d-don't use those here. Because these won't trigger invincibility frames, either.
These can kill you.
If a Blight Heart is still present upon Ocram's death, it will turn into a regular old Heart; a welcoming sight after a now-revamped fight.
Type: Miscellaneous
Heals Health: -20
New Death Messages: <Player> was leeched dry by Ocram.
Rarity: Yellow
[/SPOILER]​
 
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I'm definitely pushing it with this next part, but I thought it would be nice to give new life to a few enemies that quickly become uninteresting or irrelevant, so I came up with a few more enemy variations.
Maybe don't take this post as serious as the initial post.
New Enemy Variations
Bloated and Grainy Nimbi
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuffs Immunities | Coins | Normal Drops | Unique Drops | Banner
WW7en3W.png
| 85 [120] Contact, 145 [180] Rain | 360 [525] | 30 | 86% | Soaked, 100%, 15 seconds from Rain, and 45 seconds from Self-Destruct | Confused, Dazed, All fire debuffs, Poisoned, Venom | 5
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| 4-7 100% |
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6.67% |
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tEY2AeD.png
| 48 [72] Contact, 36 [54] Winds | 220 [300] | 12 | 100% | Blinding Wind, 100%, 5-12 seconds from Winds - Dazed, 100%, 5-12 seconds from Winds | Confused, Dazed, All fire debuffs, Poisoned, Venom | 6
cad1lw7.gif
| 3-6 100% |
Zif0lb9.png
3.33% |
MQBZnv2.png
If you've been following my threads for a long time now, you'll remember this guy. I originally wanted to utilize all of the Nimbus variations, but I felt that would be a bit excessive, so I'm only going with the Bloated Nimbus and the Dust Cloud, the latter of which I obviously renamed.
For the Bloated Nimbus, 5% chance of replacing an Angry Nimbus during Light Rain, 15% during Rain, and 25% during Heavy Rain. Chance is doubled when at a Beach.
The Grainy Nimbus is more or less its own separate entity, spawning with the same rarity of the Angry Nimbus during Sandstorms.
The Bloated Nimbus rains out much bigger raindrops than the Angry Nimbus, which hurt a lot more and inflict Soaked for 15 seconds, though at a slower rate. The Bloated Nimbus itself also moves a little slower, but it also takes very little knockback. When it dies, it pops like a water balloon, dealing massive damage and inflicting Soaked for a whopping 45 seconds. So, uh, stay away.
Inflicting Soaked on the Bloated Nimbus will actually do 25 DPS and will double the self-destruct's range and damage.
whoa italics
The Grainy Nimbus moves faster than the Angry Nimbus, and also has a completely different attack from it, which is always exciting. When within 9 blocks of the player, the Grainy Nimbus rapidly blows strong winds at them, inflicting Blinding Wind for 5-12 seconds (depending on wind speed) and pushing you back twice as far as normal (using a Knockback-preventing accessory actually just makes this knock you back 50% of the normal distance; you cannot prevent it entirely). They don't hurt too much on their own, but these guys don't trigger invincibility frames with their wind, and they can inflict Confused/Dazed, so these guys can pretty much leave you at the mercy of Sand Elementals and Sand Sharks. Oh yeah, and Dune Splicers. I hate those things with a passion.
Downpour Rod
i8DsZJ5.png

Drops from the Bloated Nimbus.
This Rod functions the same as the Nimbus Rod, except for the fact that using Alt-Fire allows you switch the way the rain clouds rain down on foes.
In the normal mode (Mode 1), the clouds rain down at triple the Nimbus Rod's rate, but they don't pierce enemies.
The alternate mode (Mode 2) reduces the rain rate to half of the Nimbus Rod, but the raindrops are a lot bigger now and deal more damage, but they also deal slight knockback now. These raindrops deal splash damage, hurting all enemies in a tiny radius instead of piercing.
Stats will be displayed as Mode 1/Mode 2. No "/" means it applies to both modes.
Type: Weapon
Damage: 27/54 (Magic)
Knockback: None/1.5 (Extremely Weak)
Mana: 12
Critical Strike Chance: 3%/5%
Use Time: 21 (Fast)
Velocity: 16
Tooltip: Summons a bloated cloud to rain down on your foes
Use alt-fire to change the way the clouds rain

Inflicts Debuff: Soaked
enmIi0i.png
(10%/33% chance, 5-8 seconds)
Debuff Tooltip: You are completely drenched; movement is hindered
Rarity: Light Purple
Sell: 3
IKdjNnY.gif
75
cad1lw7.gif
Dust Urn
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Drops from the Grainy Nimbus.
If you've played The Legend of Zelda before, you'll recognize this item immediately.
Well, assuming the game you played had the Gust Jar in it wait crap I gave it away noooooo
Anyways, for people familiar with the Gust Jar, this weapon works... pretty much the same. Use it, and the Dust Urn will fire a giant gust of, uh, dust, which will deal massive amounts of knockback along with a slight bit of damage. The gusts only travel 10 blocks but can actually pierce infinitely, so this thing is really good for dealing with crowds of enemies.
One trait this thing has that I don't think the Gust Jar in Zelda has, though, is that holding the attack button for a good second will charge the gust up, increasing damage, velocity and knockback, and increasing the distance the gust travels (up to 16 blocks). The only downside to charging the gust is that you can't change the angle you fire at while charging.
Stats will be displayed as Uncharged-Fully Charged. No "-" means it's constant.
Type: Weapon
Damage: 40-60 (Magic)
Knockback: 10-16 (Extremely Strong-Insane)
Mana: 20-30
Critical Strike Chance: 4%
Use Time: 56 (Snail)
Velocity: 10-16 (Decelerates to 70% as it reaches its maximum distance)
Tooltip: Fires a gust of dust that pushes enemies back
Inflicts Debuff: Dazed (25%, 4 seconds)
Rarity: Pink
Sell: 4
IKdjNnY.gif
haukRzS.png

The Bloody Labrys
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
VHUBLPj.png
| 130 [195] | 750 [1150] | 28 [42] | 90% [96%] | Cursed, 50%, for 4-8 seconds - Bleeding, 100%, for 20-30 seconds - Withered Weapon, 100%, for 25-50 seconds | Cursed, All fire debuffs, Frostburn, Poisoned, Venom, Confused, Betsy's Curse, Beetle's Bite, Oiled, Penetrated, Daybroken | 15
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| Nada |
QKbIDvV.png
35% |
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Replaces 12.5% of all Crimson Axes during Hardmode. [Replaces all Crimson Axes after killing a Paladin in the Dungeon]
Yes, it's just the Crimson variant of the Shadow Hammer.
Will float into view of the player, and will then begin to spin rapidly. As it gains speed, it'll begin to move towards you in an attempt to grind you up, eventually mimicking the Dungeon Guardian. Hitting it will slow it down, but only slightly.
QKbIDvV.png
3sqm9ad.png

Literally just the Crimson counterpart to the Cursed Metal.
Type: Crafting Material
Placeable
Dimensions: 1x1
Use Time: 14 (Very Fast)
Rarity: Light Purple
Sell: 1
HNlYAPM.gif
haukRzS.png

The Dragon-Armored Skeleton, Skeleton Titan Archer and Stellar Warlock
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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| 137 Contact, 103 Skull | 840 Normal, 1,340 Large | 38 Normal, 44 Large | 72% | Broken Armor, 33.33%, for 4 minutes and 30 seconds from Contact - Shadowflame, 100%, for 6.5-13 seconds from Skull | Poison, Venom, Bleeding, On Fire!, Shadowflame, Cursed, Betsy's Curse, Ichor, Broken Armor, Beetle's Bite, Blighted | 12
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| 3%, 2.01%, 25% | Tizona
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0.67% |
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| 92 Contact, 86 Vulcan Bolt | 640 | 22 | 100% | Burning, 45%, for 0.5-1.5 seconds from Vulcan Bolt - On Fire!, 100%, for 16-22 seconds from Vulcan Bolt | Poison, Venom, Bleeding, Dazed, Confused, Cursed, Betsy's Curse, Ichor, Broken Armor, Beetle's Bite, Blighted | 12
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| 3.75%, 1.50% 25% | Vulcan Repeater
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0.50% |
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| 330 Contact, 100 Star Bolt | 2,000 | 42 | 85% | Withered Armor, 65%, for 60 seconds from Star Bolt - Withered Weapon, 65%, for 60 seconds from Star Bolt - Mana Sickness, 100%, 5 seconds | Poison, Venom, Bleeding, Cursed, Betsy's Curse, Ichor, Broken Armor, Beetle's Bite, Blighted, Spectral, On Fire!, Shadowflame, Ultrablaze | 12
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| 100% | ??? |
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I thought it'd be cool to give these guys the Ocram Armors. So I did. They all spawn after defeating Ocram for the first time.
Gonna separate each skeleton's spoiler to make this easier to read.
Replaces all Armored Skeletons.
Moves and jumps 20% higher and faster than the normal Armored Skeleton, and also only takes 50% damage from fire, including debuffs.
Attacks the same as normal Armored Skeletons, but will occasionally fire a Shadowflame Skull
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which works identically to the Clothier NPC's attack, save for their new ability to home in on the player. This skull is actually their own skull, and after firing their skull they must wait for 3 seconds to regrow their skull. The attack is performed the same way Icy Mermen attack with their Icewater Spit.
Replaces all Skeleton Archers.
Moves twice as fast as a normal Skeleton Archer, and fires projectiles 25% faster. Lava and traps also deal 35% less damage to this guy.
Instead of firing a flaming arrow, the Skeleton Titan Archer will launch a Vulcan Bolt at you, which flies faster than a Skeleton Archer's flaming arrow and explodes on impact. The impact... hurts like a :red:, and can inflict both On Fire! and Burning. The Skeleton Titan Archer can also move while aiming, albeit at like half speed, so he isn't a complete sitting duck anymore.
33% chance of replacing Tim and the Rune Wizard.
Extremely powerful. When it spawns, it summons a Fallen Star above it, and begins to expand it over 3 seconds, charging up its magic attack. After the 3 seconds pass, it fires a massive star at you which moves 33% faster than the Rune Wizard's projectiles, and getting hit by it has a good chance of withering your armor and/or weapons for a good 60 seconds. After waiting another second, the Stellar Warlock teleports somewhere else. The whole attack process takes 4 seconds, and the player can't interrupt it, even if they destroy the Stellar Warlock's footing.
What makes this guy super freakin' intimidating is the fact he can actually utilize the Stellar Armor's set bonus: he can use damage taken to power up his own attacks, and 100% of the damage he does to you is restored to him as health (the latter of which is, uh, actually a lot stronger than the armor's effect. Oh dear).
75% of the damage you deal gets added on to his next Star Bolt's base damage (his Contact damage is unaffected), and every 3.75 damage increases the Star Bolt's size by 1%. I'd suggest slowly dealing damage so he doesn't fire a ridiculously massive Star Bolt that rubs you off the face of the earth unless you have like 200 Defense.
The Stellar Warlock will immediately teleport when he touches lava.
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The Titan Beetle
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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| 65 (120) [198] | 130 (240) [484] | 24 (44) [57] | 16% (31%) [71%] | Beetle's Bite, 100%, 45 seconds from Cochineal, 18 seconds from Lac/Cyan - Frostburn, 100%, for 10 seconds from Cyan - Poisoned, 100%, for 15 seconds from Lac | Confused, Dazed, On Fire! (Cochineal), Frostburn (Cyan), Poisoned and Venom (Lac), Penetrated, Daybroken | 3
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| - |
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100% |
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I'm actually really proud of these. I confess, though, that I squished down the Derpling's body to make the Titan Beetle's abdomen.
Each color has a 5% chance of replacing their respective Beetle Pre-Hardmode, (15% in Hardmode, [and 50% after defeating Golem])
The beetles in this game always seemed particularly pathetic. I guess it makes sense, since they mainly exist for Dyes, like the Sea Snail and the Squid, but I tend to just obliterate them in about 1-3 hits whenever I see them, and then I don't see another one for a good while. The Titan Beetle is a version of these Dye Beetles which could conceivably destroy your behind at most points in the game, since they deal absurd amounts of damage. They move 30% faster than the usual beetles, and their jump is like the Mushi Ladybug's, but they only reach about twice as high as the normal-sized beetles. They slowly float down when falling, dropping down quicker when directly above the player.
Titan Beetles are also very armored, and each variant also has different defenses. To list 'em off...
The Cochineal beetle takes 70% reduced damage from lava and fire, is resistant to On Fire!, and inflicts Beetle's Bite for longer than the other beetles.
The Cyan beetle is immune to Frostburn, deals more damage the less health it has (up to 150% damage at 10% HP), and inflicts Frostburn.
Finally, the Lac beetle is immune to Poisoned and Venom, receives 30% less slowdown from liquids, and inflicts Poisoned.
Used as a material for the Titan Armor, the Vulcan Repeater, the Sharanga, and several new accessories. They themselves also act as a couple of cool new accessories which replicate the traits of each Titan Beetle.
Oh, and, uh, they can be used to make 3 of their respective Dye. Probably should've mentioned that first.
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Dropped by the red Titan Beetle.
Grants immunity to On Fire! and reduces damage taken from other fire debuffs by 70%.
Type: Accessory - Crafting Material
No Tooltip
Rarity: Light Red
Sell: 65
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Dropped by the cyan Titan Beetle.
Grants immunity to Frostburn and Chilled, and increases damage dealt the less health the player has (up to 150% damage at 10% HP).
Type: Accessory - Crafting Material
No Tooltip
Rarity: Light Red
Sell: 65
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Dropped by the violet Titan Beetle.
Grants immunity to Poison and Venom, reduces slowdown from liquids by 30%, and permanently inflicts Poisoned on attackers.
Type: Accessory - Crafting Material
No Tooltip
Inflicts Debuff: Poisoned (100%, ∞)
Rarity: Light Red
Sell: 65
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The Green Devil and his really annoying Shield
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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| 105 Contact and Fling, 184 Tail Skewer | 2,000 | 24 | 66% (100% with Shield) | Broken Armor, 33%, 45 seconds from Tail Skewer - Cursed Inferno, 100%, 6-12 seconds from Contact - Dazed, 100%, 8 seconds from Tail Slam | All fire debuffs, Confused, Dazed, Poisoned, Cursed | 16
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| 1.33% |
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6.66% |
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| 0 | 1,250 | 100 | 100% | - | All debuffs | - | - | - | -
2 references in one enemy, along with being a returning enemy from my Spooky Legion suggestion (which, by the way, is very incomplete right now so don't look at it yet)!
Replaces 50% of all Red Devils after defeating Plantera.
The Green Devil is a slightly faster Red Devil with a completely different attack than the other Demons. You see that pointy tail of his? It's not just for show. If he's within 16 blocks, he'll swing at you with his tail in a manner very similar to how the Solar Eruption weapon flies out, though the arcs the tail's tip follows are generally wider than the Solar Eruption's. He can snag you with his tail, where he will then proceed to either fling you forward (sending you flying), toss you backwards (also sending you flying, though not as far), or, if Mr. Soul Robber's feeling extra cruel that day, slam you into the ground below, Dazing you for eight seconds. That last one obviously hurts like hell (especially if there's lava below), so if I were you, I'd stay a nice, safe distance away from this guy. Or behind blocks; his tail can't go through those (it can pull you through them, though, if he somehow manages to snag you). The tail only reaches 16 blocks, so if there's no ground that far down, he'll just send you sky-rocketing downwards, where you could potentially trade being slammed into the ground for splatting into the ground if you can't recover quickly enough (or at all, since being hooked by this dude's tail won't reset your jumps/wing time).
A thing this guy can do to make your life miserable is summon a green force field thingy if you get more than 24 blocks away after being 20 blocks or closer from him. This shield kinda sucks, because it just straight-up takes damage for the Green Devil. Which sucks, because the shield has a crapload of defense. The shield takes 100% of all damage during the first 25% of it's HP. At 75% HP, though, the Green Devil will start taking damage again, though the shield will still absorb 75% of all damage. Same thing happens at 50% HP, where it'll only absorb 50% damage, as well as at 25%, where it'll absorb 25%.
Really, the shield just overstays its welcome.
When you (finally) break the shield, the Green Devil won't be able to summon another one, unless you somehow can't kill it in 60 seconds. Actually, if you get to that point, just... just run. You're not gonna kill it.
Another thing the shield does is completely immunize the Green Devil to all debuffs, removing any currently-inflicted debuffs.
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Man, I'm just so clever when it comes to names. please don't sue me
Works a lot like the Solar Eruption in the way it attacks, though the arcs it follows are wider and only reach 16 blocks. The tail does decent damage, but what you want to hit with is the tip. It does more damage, but not in the way you'd expect.
See, if the tip of the tail hits an enemy on the way out, it will stick to them. This leaves you with a couple of options. You can:
1) Press the attack button to fling the enemy forwards. The enemy will go flying and damage other enemies it slams into, as well as it itself being damaged when it hits other enemies.
2) Press the attack button while moving backwards to fling the enemy backwards. The enemy won't fly as far as they would if you sent them forward, but they'll still hurt other enemies (and itself).
Or, 3) You can press Alt-fire and slam the enemy directly under you. If you're on the ground, you'll make a 7-block jump and then slam the enemy on the ground you were just on, but if you're in the air, you'll just slam the enemy downwards.
All of these options will deal extra damage upon throwing the enemy, as well as dealing 200% damage (or 300%, if you slam them,) and inflicting Dazed for 8 seconds when the enemy hits a block. Another option you have is just leaving yourself tehtered to the enemy, which does literally nothing except leave you defenseless because it prevents you from switching weapons.
Oh, uh, the Spirit Heist doesn't go through blocks. Just a heads-up.
Type: Weapon
Damage: 72 (Melee)
Knockback: 3 (Very Weak)
Critical Strike Chance: 4%
Use Time: 16 (Very Fast)
Velocity: 28
Inflicts Debuff: Dazed (100% chance, Slam attack, 8 seconds)
Rarity: Pink
Sell: 3
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New Items and stuff

Weapons and Ammo
Shadow Bone
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Crafted with a Fossil Bone and an Onyx at a Mythril/Orichalcum Anvil.
Moves much slower than a normal Bone, but doesn't arc right away, instead traveling 15 blocks in a straight line before falling.
Type: Weapon
Autofire: No
Damage: 44 (Throwing)
Knockback: 3 (Very Weak)
Critical Strike Chance: 4%
Use Time: 26 (Very Fast)
Velocity: 5
Can't be retrieved
Inflicts Debuff: Cursed (100% chance, 8-12 seconds)
Rarity: Light Purple
Sell: 85
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Crafted with 16 Demonite Bars, 8 Souls of Night, 4 Amethysts and the Pwnhammer.
Yes, I'm making a normal Shadow Hammer. Makes sense seeing the Blood Butcherer and Excalibur, doesn't it?
Deals a ton of damage but swings REALLY slowly, so time your swings well.
Type: Tool
Autoswing: Yes
Damage: 87 (Melee)
Knockback: 7.5 (Very Strong)
Use Time: 56 (Snail)
Hammer Power: 85
Tool Speed: 32
Rarity: Pink
Sell: 2
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78
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Crafted with 8 Cursed Metal, 4 Onyx, 8 Souls of Might and the Dark Masher.
Am not a good name man. If you have a better name for these two hammers tell me please.
Anyways, this thing is even stronger and even slower than the Dark Masher. It also inflicts Broken Armor now, making for even MORE damage.
Type: Tool
Autoswing: Yes
Damage: 128 (Melee)
Knockback: 8.75 (Very Strong)
Use Time: 64 (Snail)
Hammer Power: 115
Tool Speed: 37
Inflicts Debuff: Broken Armor (66%, 10 seconds)
Rarity: Yellow
Sell: 7
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78
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Onyx Blaster (Slightly Modified)

Crafted with the Shotgun, 2 Dark Shards, 7 Onyx and 12 Souls of Night.
The Onyx Blast projectile now inflicts Cursed for 7-11 seconds with a 45% chance.
The weapon is otherwise unchanged.

Tizona (Modified)
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Crafted with the Excalibur, 2 Dark Shards, 3 Onyx, 4 Dragon Bones and 5 Dragon Stingers.
The Tizona swings faster than the Excalibur and inflicts Shadowflame. Otherwise, nothing too notable.
Type: Weapon - Crafting Material
Autoswing: Yes
Damage: 63 (Melee)
Knockback: 4 (Weak)
Critical Strike Chance: 3%
Use Time: 21 (Fast)
Inflicts Debuff: Shadowflame
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(70%, 5-8 seconds)
Rarity: Light Purple
Sell: 6
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80
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True Tizona
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Crafted with the Tizona and a Broken Hero Sword.
Like every other True blade, the True Tizona fires a projectile. In this case, the projectile is a large Shadowflame fireball with a long fire "tail" behind it. The fireball can pierce 4 enemies and will explode on a 5th hit, or when it hits a block. The tail behind it can also hit for some extra damage, and it won't count towards the projectile exploding.
Type: Weapon - Crafting Material
Autoswing: Yes
Damage: 77 Blade, 54 Trail (Melee)
Knockback: 6 (Average), 8.25 Explosion (Strong)
Critical Strike Chance: 3%
Use Time: 13 (Very Fast)
Velocity: 13
Inflicts Debuff: Shadowflame
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([Blade] 85%, 7-12 seconds; [Explosion] 100%, 5-8 seconds)
Rarity: Cyan
Sell: 9
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Tonbogiri (Modified)
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Crafted with the Gungnir, 2 Dark Shards, 4 Dragon Stingers and 4 Spider Fangs.
Now actually inflicts Venom on enemies instead of Poisoned.
Dragon-themed enemies take 300% damage from this thing, except for the Dragon Hornet, who takes 500%. Considering renaming the weapon to Tonbokattā just so the name fits more.
Type: Weapon
Autoswing: Yes
Damage: 53 (Melee)
Knockback: 7 (Strong)
Critical Strike Chance: 4%
Use Time: 14 (Very Fast)
Velocity: 6.5
Tooltip: A legendary Japanese spear coated in venom
Inflicts Debuffs: Venom (100%, 3-9 seconds)
Rarity: Light Purple
Sell: 6
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80
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Vulcan Machinebow (duzzat sound good???)
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Crafted with a Hallowed Repeater and other things I still haven't come up with.
The Vulcan Repeater, cyborgized and buffed to the limit.
This repeater is UNBELIEVABLY fast. It has a use time of 4.5 - four times faster than the Hallowed Repeater's use time. Its base damage isn't exactly anything to laugh at, either, and it has a 15% ammo salvage rate; the only thing holding it back is its mildly shoddy accuracy.
It no longer converts Wooden Arrows into Vulcan Bolts; those are now crafted. However, I can tell you that using Vulcan Bolts with this thing will absolutely disintegrate anything in about 3 seconds.
Type: Weapon
Autofire: Yes
Damage: 47 (Ranged)
Knockback: 2 (Very Weak)
Critical Strike Chance: 2%
Use Time: 4.5 (Insanely Fast)
Velocity: 17
Tooltip: 15% chance to not consume ammo
Rarity: Cyan
Sell: 7
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70
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Vulcan Bolt
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Crafted with 2 of a thing I need to come up with and 100 Wooden Arrows,
OR
A thing I still need to come up with (`:confused:) and 100 Hellfire Arrows. Either method produces 100 bolts, as one would expect (and hope).
Now, uh, I meant what I said earlier. These things are STROOOOOOOOOOOOONG.
They're slow as all hell, but they do MASSIVE damage and knockback on impact, the former being further assisted by the Burning debuff, which does lower movement speed, but also deals a whopping FIFTY extra damage per second!
Type: Ammunition
Damage: 21 (Ranged)
Knockback: 9 (Very Strong)
Velocity: -4
Inflicts Debuffs: Burning (45%, 0.5-1.5 seconds), On Fire!
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(100%, 16-22 seconds)
Rarity: Cyan
Sell: 60
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Spectral Arrow
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Crafted with a Spectre Bar and a Spectro Shell. Makes 125.
I'm completely remaking the Spectral Arrows, since the whole Cursed Inferno thing made no sense. These arrows now completely go through blocks and inflict Spectral on enemies for 5-6 seconds instead. This allows the enemies to reach you, and allows you to reach their loot.
Players can also be Spectralized with these arrows, but they'll subsequently be inflicted with Spectar State. That provides a measure of anti-exploit while also helping in PvP.
...Actually wait I just realized how exploitable that could be in PvP.
hm...
Type: Ammunition
Damage: 0 (Ranged)
Knockback: None
Velocity: 5
Tooltip: Turns target transparent
Inflicts Debuffs: Spectral
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(100%, 5-6 seconds), Spectar State
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(Players only, 15-18 seconds)
Rarity: Lime
Sell: 35
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Ultruine Projectiles
Ultrabright Arrow
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Crafted with an Ultruine and 35 Wooden Arrows. Makes 35.
That Ultrabright color really goes well with everything.
Type: Ammunition
Damage: 15 (Ranged)
Knockback: 0.75 (Extremely Weak)
Velocity: 6.75
Inflicts Debuff: Ultrablaze
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(6-8 seconds)
Rarity: Light Red
Sell: 15
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Ultrabright Bullet
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Crafted with an Ultruine and 50 Musket Balls. Makes 35.
A tiny ball of Ultrabright goodness.
Damage: 11 (Ranged)
Knockback: 1.5 (Extremely Weak)
Velocity: 7.75
Inflicts Debuff: Ultrablaze
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(4-7 seconds)
Rarity: Light Red
Sell: 7
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Ultrabright Dart
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Crafted with an Ultruine. Makes 100.
Yes, I even made a dart for Ultrabright.
Look, when you make a new thing, you treat it well.
So, not Shadowflame. Just three flipping Shadowflame weapons and *bam*, forgotten.
Anyways, this dart isn't the most exciting one in the roster for sure, but it's definitely good for crowds. This dart pierces infinitely, and every enemy it hits sends out Ultrabright sparks that fly out and hit other enemies. These sparks are the only Ultrabright sparks that actually hurt enemies directly as well as inflicting Ultrablaze.
Type: Ammunition
Damage: 8 (Ranged)
Knockback: 0.9 (Extremely Weak)
Velocity: 5.25
Inflicts Debuff: Ultrablaze
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(6-11 seconds)
Rarity: Light Red
Sell: 0

Equipables
Onyx Hook
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Looks slick, almost.
Crafted with 15 Onyx at an Anvil.
The hook is the slowest-moving in the game, but it has some really good reach.
Type: Hook
Reach: 34 Blocks
Velocity: 9
Hooks: 2
Individual Latching
Rarity: Pink
Sell: 80
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Ultruine Hook
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Looks like you could plug this into an outlet and perpetually electrocute yourself when holding the handle.
Don't grapple a Tesla Turret.
Crafted with 15 Ultruine at an Anvil.
Doesn't reach as far as the Onyx Hook, but this hook is the fastest hook in the game, with double the velocity of the Onyx Hook.
Type: Hook
Reach: 28 Blocks
Velocity: 18
Hooks: 2
Individual Latching
Rarity: Pink
Sell: 80
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Dragon Ivy Whip
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I've been using this as my spacers. They look nice, don't they? `:D
Crafted with 3 Dragon Vines, 5 Spores and 4 Shadowflames at an Anvil.
A direct upgrade to the Ivy Whip. The hooks damage enemies upon contact and occasionally spit out Shadow Tentacles and Chaos Balls at nearby enemies, which are half-sized (or as I like to call it, "fun-sized") Dragon Reacher attacks.
Type: Hook
Reach: 28 Blocks
Damage: 48 Contact, 40 Chaos Ball, 60 Shadow Tentacles
Knockback: None
Velocity: 11.5
Hooks: 3
Simultaneous Latching
Inflicts Debuff: Shadowflame
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(Shadowflame attacks, 6-11 seconds)
Rarity: Light Purple
Sell: 1
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35
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Dragonfly Wings
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Crafted with a Tattered Dragonfly Wing and 20 Souls of Flight.
Yeah yeah, these are just lazy Bee Wings resprites. It works, though.
These wings are completely different from all other wings; instead of flying upwards, you fly forward. You still ascend, though only at 25% the normal rate. Turning causes you to rise up rather quickly for about a split-second, which could potentially help with dodging.
These are the fastest wings in the game for horizontal flight, with the trade-off of also being the lowest-reaching.
Type: Wings
Flight Time: 3.33
Height: 37
Speed Bonus: 266% (333% if hovering)
Rarity: Pink
Sell: 10
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Contact Lens
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Tinkered with the Blindfold and the Eye Drops.
This is used for the Ankh Charm now, instead of the Blindfold.
The lens prevent being blinded by Ultrablaze and Shadowflame, and also block any blinding effects. 'cept for, y'know, Obstructed.
Contact lenses don't grant x-ray vision.
Type: Accessory - Crafting Material
Tooltip: Immunity to Darkness, Blackout and other blinding effects
Improves vision

Rarity: Pink
Sell: 2
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Life-Support Bracelets
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These are really nice to look at.
Tinkered with the Magic Cuffs and the Pulse-Star Badge.
The Life-Support Bracelets are very helpful for staying alive during combat. They will restore the damage taken from a hit 5 seconds later, as well as restoring the same amount for your Mana. The kicker is that while the 5 seconds are ticking, further damage will not be healed back.
These also increase your Max HP and Mana by 10%.
Type: Accessory
Tooltip: Damage taken is restored 5 seconds later as both health and mana
Increases maximum health and mana by 10%

Rarity: Yellow
Sell: 5
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Obsidian Dragon Pendant
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Tinkered with the Dragon Pendant and the Obsidian Rose.
When on fire or in lava, damage is increased by 37.5%, and all damage received is reduced by 37.5%. When not on fire, only fire damage is reduced, and you have no attack bonus.
Type: Accessory
Defense: 1
Tooltip: Reduces all fire damage
Being on fire or in lava grants 37.5% damage bonus and damage reduction

Rarity: Yellow
Sell: 5
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Beetle Accessories
Cochineal Gauntlet
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Tinkered with the Fire Gauntlet and a Red Titan Husk.
Now grants +85% Melee knockback, and +12% Melee damage and attack speed. And along with inflicting On Fire! for 2-4 seconds, the Cochineal Gauntlet can also inflict Beetle's Bite for 1-3 seconds, lowering their defense significantly.
Type: Accessory
Tooltip: Increases melee damage, attack speed and knockback
Melee attacks set enemies on fire and lower enemy defense significantly

Inflicts Debuffs: On Fire! and Beetle's Bite
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Rarity: Yellow
Sell: 6
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65
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Buzzy Shield
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Tinkered with a Frozen Turtle Shell and a Cyan Titan Husk.
Reduces damage taken and increases damage dealt the less health you have, up to a max of -50% damage taken and +50% damage dealt at 10% HP.
Also grants extra damage reduction when inflicted with cold debuffs. +5% damage reduction when inflicted with Frostburn, +10% when inflicted with Chilled, and +20% with Frozen.
Type: Accessory
Tooltip: Reduces damage taken and increases damage dealt the less health you have, maxing out at 10% health
Grants extra damage reduction when inflicted with cold debuffs

Grants Buff: Buzzy Barrier
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(When not at 100% HP)
Buff Tooltip: Damage resistance and damage dealt are increased by [1%-50%]
Rarity: Lime
Sell: 5
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15
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Heartache Necklace
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Tinkered with a Sweetheart Necklace and a Violet Titan Husk.
When hit, any nearby enemies have a 25% chance of being inflicted with Venom for 1.25 seconds, and releases bees when hit, which inflict Poisoned for 6-10 seconds. Every point of damage you take ups the infliction chance of Venom by 1%, and the duration of Venom by 0.25 seconds (maxing out at 75 damage). Also increases movement speed and decreases liquid slowdown by 40% for 5 seconds, with a buff called Heartache.
The necklace will also grant you Heartache when you enter water. It has a 20-second cooldown for being activated this way; getting hit will trigger Heartache no matter what.
Type: Accessory
Tooltip: Releases bees that poison enemies, inflicts any nearby enemies with venom, increases movement speed and decreases liquid slowdown when hit
Grants Buff: Heartache
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(When hit or when entering water, 5 seconds)
Buff Tooltip: Movement speed is increased and liquid slowdown is decreased
Inflicts Debuffs: Poisoned
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(Bees, 6-10 seconds) and Venom
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(Upon taking damage with a(n) 25-100% chance, 1.25-20 seconds)
Rarity: Pink
Sell: 2
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Armor
Onyx Rune Armor
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Rarity: Pink
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Crafted with a Rune Hat and 8 Onyx at a Loom.
10 Defense
+20% Magic damage and critical strike chance
-14% Attack speed
Sell: 3
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Crafted with a Rune Robe and 12 Onyx at a Loom.
20 Defense
+100 Maximum Mana
+19% Mana cost and regen rate
Sell: 5
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-14% Movement speed
Magic projectiles have a 20% chance of cursing enemies, preventing them from using most attacks for 6-10 seconds
Being inflicted with Shadowflame heals you and does not hinder vision
Ultruine Rune Armor
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Rarity: Pink
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Crafted with a Rune Hat and 8 Ultruine at a Loom.
8 Defense
+17% Magic damage and critical strike chance
+14% Attack speed
Sell: 3
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Crafted with a Rune Robe and 12 Ultruine at a Loom.
16 Defense
+120 Maximum Mana
-19% Mana cost and regen rate
Sell: 5
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+14% Movement speed
Being hit releases ultrabright sparks which will knock back foes and inflict Ultrablaze for around 4-7 seconds.
Being inflicted with Ultrablaze heals you and does not hinder vision
Dragon Armor
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Rarity: Yellow
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Crafted with 8 Souls of Blight, 8 Dragon Stingers, 7 Dragon Scales and a Dragon Bone.
26 Defense
+18% melee damage and projectile velocity
+36% Thorns effect (Enemies take 36% of the damage they deal)
Sell: 10
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Crafted with 16 Souls of Blight, 10 Dragon Scales, 3 Dragon Vines and a Dragon Bone.
40 Defense
+16% melee speed and critical strike chance
+16% melee knockback and weapon size
Sell: 20
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Crafted with 12 Souls of Blight, 4 Dragon Scales, 4 Dragon Stingers and a Dragon Bone.
33 Defense
+14% Movement speed and jump height
+14% Flight time and speed
Sell: 15
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Sword beams have no cooldown; Fires deal triple damage
Titan Armor
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Rarity: Yellow
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Crafted with 8 Souls of Blight, and 1 of any Titan Husk.
13 Defense
+15% ranged damage and critical strike chance
+20% chance to not consume and to recover ammo
+50% projectile pierce
Sell: 10
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Crafted with 16 Souls of Blight, and 1 of any Titan Husk.
25 Defense
+12% ranged damage and velocity
+15% projectile size
+50% projectile pierce
Sell: 20
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Crafted with 12 Souls of Blight, and 1 of any Titan Husk.
18 Defense
+8% movement speed and ranged critical strike chance
+20% jump height
+50% projectile pierce
Sell: 15
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+60% Ranged knockback and projectile size
Piercing projectiles gain an extra 20% knockback for every enemy they pierce
Stellar Armor
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Rarity: Yellow
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Crafted with 8 Souls of Blight, a Star Gem, 3 Spectral Rags and a Spectro Shell.
10 Defense
+15% magic critical strike chance and mana cost
+10% magic attack speed
+40 Mana
Sell: 10
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Crafted with 16 Souls of Blight, a Star Gem, 7 Spectral Rags and a Spectro Shell.
15 Defense
+9% magic critical strike chance and attack speed
+50% mana regeneration rate
+60 Mana
Sell: 20
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Crafted with 12 Souls of Blight, a Star Gem, 5 Spectral Rags and a Spectro Shell.
13 Defense
+10% jump height and magic critical strike chance
+18% movement speed and mana cost
+40 Mana
Sell: 15
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Damage taken strengthens your next magic attack (75% of damage taken is added to the damage of your next magic attack, and every 3 damage increases the size of your next magic attack by 1%.)

Tools
Rod of Spectars
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Crafted with the Rod of Discord, 4 Spectro Shells and 8 Spectre Bars at a Mythril/Orichalcum Anvil.
No longer allows you to teleport to the cursor's location; it instead turns you transparent for 7 seconds, letting enemies and projectiles pass right through you and allowing you to walk right through blocks. Essentially, you'll treat all blocks as if they're platforms, meaning you can climb or drop through blocks; all while invincible.
Type: Tool
Use Time: 19 (Very Fast)
Tooltip: Turns the user transparent for a moment
Inflicts Debuffs: Spectral
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(7 seconds), Spectar State
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(21 seconds)
Rarity: Yellow
Sell: 20
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Potions
Flask of Ultrablaze
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Crafted with 1 Bottled Water and 3 Ultruine. Produces a very bad sprite.
All your Melee attacks inflict Ultrablaze for the next 20 minutes.
Have fuuuuun.
Use Time: 16 (Very Fast)
Tooltip: Melee attacks inflict Ultrablaze on enemies
20 minute duration

Grants Buff: Weapon Imbue: Ultrablaze
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(20 minutes)
Buff Tooltip: Melee attacks inflict Ultrablaze on enemies
Rarity: Light Red
Sell: 5
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Dragon Skin Potion
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Crafted with an Obsidian Skin Potion, 1 Hellstone and a Dragon Scale at an Alchemy Table. The Alchemy Table cannot salvage ingredients from this potion.
This upgraded version of the Obsidian Skin Potion not only grants you immunity to fire blocks, but to fire debuffs as well (except for Daybreak). Damage from fire sources (including Daybreak) is also reduced by 30%.
Use Time: 16 (Very Fast)
Tooltip: Provides immunity to lava, fire blocks and fire debuffs
Damage from hot sources is reduced by 30%

Grants Buff: Dragon Skin
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(4 minutes)
Buff Tooltip: Immune to lava, fire blocks and fire debuffs, and damage from hot sources is reduced by 30%
Rarity: Light Red
Sell: 10
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Ultrabright Potion
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Crafted with a Shine Potion, 1 Ultruine and a Spectral Shell at an Alchemy Table. The Alchemy Table cannot salvage ingredients from this potion.
This upgraded version of the Shine Potion gives you an even bigger glow (which is now cyan, by the way). Any enemy that gets caught by your glow will be inflicted with Shine for 30 seconds, and will take 115% damage from your attacks.
Use Time: 16 (Very Fast)
Tooltip: Emits a defense-lowering aura of ultrabright light
Grants Buff: Ultrashine
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(5 minutes)
Buff Tooltip: Emitting defense-lowering ultrabright light
Rarity: Light Red
Sell: 10
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Miscellaneous
Large Onyx and Ultruine Gems
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So here we have "black stone with nice white lines" and "bar of soap". I like "bar of soap" more, personally.
Crafted with 15 Onyx/Ultruine.
Type: Miscellaneous
Tooltip: For Capture the Gem. It drops when you die
Rarity: Blue
Sell: 0

Onyx and Ultruine Gem Locks
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The Onyx Gem Lock was hard to shade in right.
Crafted with 5 Onyx/Ultruine and 10 Stone.
Type: Furniture - Mechanism
Placeable
Dimensions: 3 x 3
Use Time: 14 (Very Fast)
Rarity: White
Sell: 1
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Black and Ultrabright Torches
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Crafted with 3 Torches and 1 Onyx/Ultruine.
The brightest torch along with the darkest torch.
Don't even ask me what made me think a black torch was a good idea, 'cuz I don't know.
Type: Furniture - Light Source
Placeable
Dimensions: 1 x 1
Use Time: 14 (Very Fast)
Tooltip: Provides light
Rarity: White
Sell: 0

Onyx and Ultruine Gemspark Blocks
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I have no idea how to shade the inactive versions, so they look kinda bad.
Crafted with 20 Glass and 1 Onyx/Ultruine.
Type: Block - Mechanism
Placeable
Use Time: 14 (Very Fast)
Rarity: White
Sell: 0

Music Box (Exploration)

"'Exploration'? That's the Tutorial Music Box, isn't it???"
It is. But there's no tutorial for Terraria, outside of Mobile. Plus, I think my name fits the song.
Tinkered with the Rain, Mushrooms, Hell, Dungeon, Temple, Boss 4, Boss 5, Plantera, Eclipse, Goblin Invasion, Pirate Invasion, Martian Madness, Pumpkin Moon, Frost Moon, The Towers, Lunar Boss, Sandstorm and the Old One's Army Music Boxes.
Yes, it requires 18 different Music Boxes.
No, I'm not insane.
Crafting this allows this theme to play on the Title Screen instead of the normal theme with a 50% chance, and also grants an achievement called "Seen It All".
Type: Accessory - Furniture
Placeable
Dimensions: 2 x 2
Rarity: Pink
Sell: 2
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Debuffs (Modified)
Dazed
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Effects: -66% Movement speed, reduced jump height, 66% slower attack speed (makes enemies fire projectiles and perform special attacks 66% slower, too)
Tooltip: Movement is greatly slowed
[Dragon Eater/Snatcher]
Orca
All Bosses except for Skeletron, The Twins and Duke Fishron
All Boss minions
All Nimbi
Skeleton Titan Archer
Stellar Caster
Titan Beetle
All Jellyfish
Dungeon Guardian
Nymph
Ice Elemental
Giant/Ice Tortoise
Paladin
Sand Poacher
Martian Probe

Cursed (Modified)
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Can now be inflicted on enemies.
Prevents enemies from using any attacks other than melee; no projectiles, no magic, no electrocuting aura (*cough* Jellyfish), no anything.
Immune Enemies:
Arch Demon
Shadow Mummy
Shadow Hammer
Dragon Skull
Ultrabright Mummy
Grimer

Beetle's Bite
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Effects: Lowers defense by 28. Can reduce defense to negative values.
Tooltip: Reduced defense; regeneration is halved
Immune Enemies:
Anything immune to Ichor
Mechanical enemies
Ghost/Spectral enemies

Shadowflame and Ultrablaze
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The second-strongest fire debuff (unless you count Daybreak).
Type: Debuff
Effects: The inflicted player takes 8 DPS in the form of rapid 1s, and player's visiblity is hindered by a cyan glow which is completely solid at the corners of the screen, but comes more transparent the closer it gets to the center of the screen. The center has 75% transparency.
Tooltip: Losing life, Blinded by the flames
Immune enemies:
Anything resistant to On Fire!
Shadow Mummy
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Type: Debuff
Effects: Slightly modified. Along with the 5 DPS, Shadowflame also has the same visual effect as Ultrablaze, though instead of a cyan color, it starts purple at the center of the screen and slowly turns black the farther away from the center the effect gets.
Tooltip: Losing life, Blinded by the flames

Soaked
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Effects: Player appears completely drenched in water. Players are immune to On Fire! and take double damage from Electrified.
Lowers movement speed and jump height by 15%, and every second that the inflicted entity is in the rain or in water further lowers them by 2%, maxing out at -75%. The inflicted also takes twice as long as normal to decelerate, even on mounts.
Grants the Fishron Mount its boost, too.
Tooltip: Completely drenched; movement is hindered
Immune Enemies:
All Fish and Jellyfish enemies
Angry Nimbus (Instead receives 10 HP/s)
Literally anything that's wet like 90% of the time
Players wearing the Rain Coat and Rain Hat (even as Vanity)

Spectral
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Effects: Turns the target transparent, making all enemies and attacks pass right through them. The target also treats all blocks like platforms, passing right through them if running or jumping and being able to drop down blocks if Down is held. The only thing that can still hurt the player is drowning, lava and fall damage.
The catch is that the target cannot directly attack anything. Actually, they won't be able to do jack-diddly-squat, including using potions.
Tooltip: Unable to be harmed, but also can't use items
Immune Enemies:
Chaos Spectar
Spectropod
Dungeon Spirit
Ghost
Wraith
Any other spooky ghosts

Spectar State
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Effects: Attempting to turn transparent while the debuff is inflicted will begin to make it drain your health and mana by 1% every second and prevent regeneration of both.
Tooltip: Using the Rod of Spectars will drain your essence

Blighted
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Effects: Restoring health while inflicted with this debuff will restore quintuple the health to Ocram. Refueling on mana will restore an equal amount of health to Ocram, as well. The Vampire Knives, Spectre Armor, regeneration and any other healing methods are also affected by this debuff.
Tooltip: Being leeched by infection
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Fin
Alrighty, this is the end of the thread! This was originally supposed to just give new purpose to the Console enemies, but then I realized that they should probably have new drops. Then I started thinking of things to make with said drops. Then I got to the Dragon Armor. And now here we are, with even Ocram present. And I've added in completely new stuff, too. Crazy.
Even crazier, is that I'm nowhere NEAR done yet. As of now, I'm still trying to think of drops for Ocram. If you wanna help with ideas (or even sprites, if you wanna go that far), that would be great.
...anyways Thanks for checking this thread out! Again, if you're interested in this idea, maybe watch the thread, and catch any new stuff I add in!
 
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I was really disappointed when I figured out about the removed content (since I play on mobile, the content is on there too.), but I think these are great ideas! Support!
 
Most new Craftable Items are done now (save for that secret I keep mentioning, as well as a few potions), so I'm going to start adding in new Enemy Variations now!
If you guys want, you can also suggest new variations for me to add in, and you will be credited for the idea.
Just a heads-up though, I'm going to be mainly focusing on enemies who usually aren't very significant, so as to give them more of a spotlight as well.
Current Alternate Ideas

Enchanted Sword
Crimson Axe ✔️
Rainbow Slime
Squid ✖️
Granite Elemental???
Meteor Head
Icy Merman
Angry Nimbus ✔️
Umbrella Slime ✖️
Servant of Ocram ✖️
 
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I've completely expanded my scope on this thread! I'm bringing back everything that was on the old-gen Console back, baby!
Everything, including everyone's favorite, Ocram!

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Oh yeah also some sweet old items, with some new fresh coats of paint.
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If you're interested in what I'm doing, maybe watch the thread. Stare it down creepily and eventually new things will show up.
 
cool idea, but i dont think every single one of them needs a drop
Well, I mean, the enemies themselves aren't really special enough to be there, even with my new AI ideas. Giving them each a drop kind of justifies rarer versions of enemies, since it gives you a reason to pay attention to them.
I can kinda see it getting a little excessive with the Orca, but that's about it.
 
Well, I've decided to make everything in the thread Expert-only, since I feel stronger versions of enemies would fit there more. I've modified each enemy accordingly.
I've also added a couple of new accessories.

To-Do List

  1. I still need to come up with materials (and enemies, I guess) for making the Titan and Stellar Armors, as well as weapons for them. Mainly the Stellar Warlock's Star Bolt.
  2. Gotta figure out a way to spawn Ocram. And finish his drops.
  3. Need to figure out how I'm gonna use the True Tizona. Considering making a new True weapon to combine it with, as a counterpart to the True Night's Edge and the True Excalibur.
Uh, okay.
 
Does the arch wyvern mean I don't have to fight the last 2 mechs with chlorophyte?:0
...oh.
Well that was dumb of me. Alright, the soul drops are now post-Golem, despite Arch Wyverns spawning super rarely pre-Golem.
Also what you said makes no sense. You can't get Chlorophyte without the Drax or the Pickaxe Axe, and you need all the souls from the mechs for those.
 
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