Uchiha sasuke
Terrarian
I noticed there's sort of a lack of pre hardmode humanoid enemies in the underground layer, outside of biome specific spawns. It would be cool to have underground specific spawns in order to make the underground more than "caverns, but safer and closer to the surface". At the same time, I'd figure these mobs should address renewability issues in regards to ores needed for wiring.
There will be two types of bandits that can normally spawn in the world, anywhere in the underground layer. They would be uncommon spawns.
Bandit Scout:
Simple skeleton/zombie like enemy that runs into you to inflict contact damage. Would be statistically middle of the road between skeletons and zombies, but walk faster than either. On expert mode they would throw knives occasionally.
Drops:
Coins
Will always drop 4-8 basic ores (anything before demonite/crimtane), with higher chances to drop lower tier ones
Will drop 1 type of the following (Lesser healing and mana potions, ropes, throwing items, torches)
Rare drop: suspicious looking parchment
Bandit Archer:
A pre hardmode version of the skeleton archer, who fires lower velocity arrows that don't inflict "on fire". Would have comparable durability stats to zombies.
Drops:
Coins
Will drop 1 random pre hardmode surface chest available potion with the exception of healing and mana
Will always drop Basic ammo (arrows at first, musket balls after breaking a shadow orb)
Chance of a random type of gem
Rare drop: suspicious looking parchment
Bandit hideout:
Similar to an underground cabin, but made out of stone and better lit. Only spawns in underground layer, with a set amount per world (shouldn't be too many, no more than like 2 for a small world). The furniture is also not broken, and you are free to collect it. Always spawns a sharpening station and a crock pot. Bandits spawn more often in bandit hideouts. There will be one chest in it that always contains a suspicious looking document and normal underground chest loot.
Crock pot: Like a cooking pot but with a chance not to use ingredients, similar to the difference between an alchemy table and a placed bottle.
Suspicious looking parchment would be crafted with silk and black ink at a dye vat to make a suspicious looking document. A suspicious looking document can be used at any time of day to summon the Bandit Leader, a miniboss
Bandit Leader:
Miniboss (think king slime). Tall humanoid opponent that swings a broadsword in an arc and occasionally throws knives and grenades. On expert mode, he gains a smoke bomb that allows him to teleport like the king slime (ie needs to be able to fit into the space, can only teleport on solid blocks). He wouldn't be exceptionally tanky and should die quite a bit faster than the king slime. Besides the teleport he wouldn't have any ways to phase through walls or anything, so he would be manageable by cheese. He takes full damage from traps and the like.
Drops:
Coins
Always:
Endless rope coil: left click to place rope as if you had the rope item. Right click to throw rope as if you had the rope coil item. These ropes don't drop if destroyed to prevent farming exploits. Can be crafted with 20 silk, vines, or cobwebs to make endless versions of those types of rope.
crock pot
various pre demonite/crimtane ores
Potions
Chance of:
Bandit mask
Pila: Throwing item similar to javelin. Does not stack or consume itself upon use.
15-25 Smoke grenade: Deals 1 damage with high knockback. If you hit yourself with it, gain invisibility.
Thieves' scarf: lowers enemy aggro (pre hardmode putrid scent with no innate stat bonus)
Drops (expert)
Bandit's secret: an ale item with unlimited uses and a reduced defense penalty (-2 as opposed to -4). Placed into the ammo slot it functions as endless ammo for the ale tosser and causes it to do 3 more damage than it would with regular ale.
There will be two types of bandits that can normally spawn in the world, anywhere in the underground layer. They would be uncommon spawns.
Bandit Scout:
Simple skeleton/zombie like enemy that runs into you to inflict contact damage. Would be statistically middle of the road between skeletons and zombies, but walk faster than either. On expert mode they would throw knives occasionally.
Drops:
Coins
Will always drop 4-8 basic ores (anything before demonite/crimtane), with higher chances to drop lower tier ones
Will drop 1 type of the following (Lesser healing and mana potions, ropes, throwing items, torches)
Rare drop: suspicious looking parchment
Bandit Archer:
A pre hardmode version of the skeleton archer, who fires lower velocity arrows that don't inflict "on fire". Would have comparable durability stats to zombies.
Drops:
Coins
Will drop 1 random pre hardmode surface chest available potion with the exception of healing and mana
Will always drop Basic ammo (arrows at first, musket balls after breaking a shadow orb)
Chance of a random type of gem
Rare drop: suspicious looking parchment
Bandit hideout:
Similar to an underground cabin, but made out of stone and better lit. Only spawns in underground layer, with a set amount per world (shouldn't be too many, no more than like 2 for a small world). The furniture is also not broken, and you are free to collect it. Always spawns a sharpening station and a crock pot. Bandits spawn more often in bandit hideouts. There will be one chest in it that always contains a suspicious looking document and normal underground chest loot.
Crock pot: Like a cooking pot but with a chance not to use ingredients, similar to the difference between an alchemy table and a placed bottle.
Suspicious looking parchment would be crafted with silk and black ink at a dye vat to make a suspicious looking document. A suspicious looking document can be used at any time of day to summon the Bandit Leader, a miniboss
Bandit Leader:
Miniboss (think king slime). Tall humanoid opponent that swings a broadsword in an arc and occasionally throws knives and grenades. On expert mode, he gains a smoke bomb that allows him to teleport like the king slime (ie needs to be able to fit into the space, can only teleport on solid blocks). He wouldn't be exceptionally tanky and should die quite a bit faster than the king slime. Besides the teleport he wouldn't have any ways to phase through walls or anything, so he would be manageable by cheese. He takes full damage from traps and the like.
Drops:
Coins
Always:
Endless rope coil: left click to place rope as if you had the rope item. Right click to throw rope as if you had the rope coil item. These ropes don't drop if destroyed to prevent farming exploits. Can be crafted with 20 silk, vines, or cobwebs to make endless versions of those types of rope.
crock pot
various pre demonite/crimtane ores
Potions
Chance of:
Bandit mask
Pila: Throwing item similar to javelin. Does not stack or consume itself upon use.
15-25 Smoke grenade: Deals 1 damage with high knockback. If you hit yourself with it, gain invisibility.
Thieves' scarf: lowers enemy aggro (pre hardmode putrid scent with no innate stat bonus)
Drops (expert)
Bandit's secret: an ale item with unlimited uses and a reduced defense penalty (-2 as opposed to -4). Placed into the ammo slot it functions as endless ammo for the ale tosser and causes it to do 3 more damage than it would with regular ale.
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