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- 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.)
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
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- 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.)
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
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 | 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 Obstructed | 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 | 3-6 |
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 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
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
(100% chance, first hit only, 5-7 seconds; 100% chance when used with the Bone Glove, 7 seconds)
Rarity: Blue
Sell: 1 Nothing
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
Rarity: Blue
Sell: 1 Nothing
The Arch Demon
Difficulty | Damage | HP | Defense | Knockback Resistance | Inflicts | Chance of replacing Demons |
---|---|---|---|---|---|---|
Expert | 52 (98) Contact 84 Labrys | 665 (hah) (790) | 14 | 32% (38%) | Darkness Silenced | 5% (15%) |
Master | 70 (112) Contact 112 Labrys | 815 (970) | 14 | 40% (47%) | Darkness Silenced | 7% (18%) |
Immune To | Coins | Normal Drops | Unique Drops | Banner |
---|---|---|---|---|
On Fire, Cursed Inferno, Shadowflame, Ultrablaze, Ichor, Confused | 36 Silver | 1-3 Crystal Shards |
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.
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
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
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
The Arch Wyvern
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! | 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! | 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 |
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.
...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.
Used in a familiar set of armor. And also a potion.
Type: Crafting Material
Rarity: Lime
Sell: 5 Silver
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
The Chaos Spectar
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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]
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]
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
The Dragon Eater/Snatcher
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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.
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.
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
Used as a crafting material for a weapon, a grappling hook, and some familiar armor.
Type: Crafting Material
Rarity: Orange
Sell: 5
The Dragon Hornet
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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.
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.
Material for weapons, a potion and some familiar armor.
Type: Crafting Material
Rarity: Orange
Sell: 1
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
The Shadow and Ultrabright Mummies
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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.
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.
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.
If you use the Clentanimator, the clentaminated blocks won't spawn any gems.
Type: Gem - Crafting Material
Placeable
Rarity: Light Red
Sell: 41
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
The Spectropod
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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]
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]
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
The Shadow Hammer
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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]
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]
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
The Grimer and Grimeling
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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]
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]
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
The Vampire Miner
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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.
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.
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
The Dragon Skulls
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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%.
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%.
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!
Rarity: Blue
Sell: 10
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
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.
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.
Type: Accessory - Crafting Material
Tooltip: Increases maximum health and mana by 5%
Increases health and mana regeneration by 20%
Rarity: Lime
Sell: 4
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
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.
• 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.
• 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.
• 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.
• 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
50
Super Healing Potions 5-15
Super Mana Potions 5-15
Soul of Blight 20-40/25-40
100%
Blightvine 20%
Spiked Servant Staff 20%
The Yoyo of Ocram
20%
Drops Ocram Treasure Bag
on death.
Treasure Bag drops:
Ocram Wings 6.67%
Horned God costume
16.67% per piece
Ocram Mask
14.29%
Super Healing Potions 5-15
Super Mana Potions 5-15
Soul of Blight 20-40/25-40
Used in crafting 3 Armor sets, several weapons and a few accessories.
Type: Crafting Material
Tooltip: The essence of infection
Rarity: Yellow
Sell: 2
Type: Crafting Material
Tooltip: The essence of infection
Rarity: Yellow
Sell: 2
Blightvine 20%
Spiked Servant Staff 20%
The Yoyo of Ocram
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
(100% Projectile spikes, 3-7 seconds)
Rarity: Yellow
Sell: 15
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
Rarity: Yellow
Sell: 15
Treasure Bag drops:
Ocram Wings 6.67%
Horned God costume
Ocram Mask
Servant of Ocram
Sprite | Damage | Max HP | Defense | Knockback Resistance | Inflicts Debuff(s) | Debuff Immunities | Coins | Normal Drops | Unique Drops | Banner
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.
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.
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
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