FairyPrincessSerenity
Empress of Light
A while ago, I'd made a suggestion to buff the Paladin to make it more versatile an enemy when encountered. Such a suggestion was met with a considerable amount of disapproval, so I wisely dropped it. So instead, a revision is made for a stronger variant and at the same time, a boss themed for the hardmode dungeon.
For starters, the spawning method. The boss would be spawned by creating an item combining the remains of fallen Paladins combined with rare metals and just a touch of souls. Additionally, the Paladin's Armor Shard item shall be dropped by Paladins to aid in the crafting recipe.
+3 Paladin's Armor Shard
+25 Hallowed Bars
+5 Ectoplasm
= 1 Haunted Armor
The Paladin Lord is intended to be spawned at night, and doesn't disappear if morning hits. However, if dawn hits, its attacks gain the ability to cause the Broken Armor debuff.
Stats:
Max life: 24,000
Damage - 100 with the hammer, 175 with the sword
Defense - 50
The Paladin Lord is a boss enemy roughly twice the size of a standard Paladin. It carries the standard hammer attack, which does the same amount of damage as the regular Paladin's attack, as well as a secondary close range sword attack that does a quite bit more damage. It will constantly attempt to move in closer to you in order to strike with its sword, capable of phasing through solid blocks if they get in its way. Attempting to stay out of its range will be met with the hammer barrage. As it can see through walls, this makes it considerably more efficient. At half health, it will attempt to teleport next to the player in addition to its regular attacks.
Drops:
Paladin's Sword - Roughly the size of the Breaker Blade but with more knockback. 72 base damage. No additional effects. ~ 2.5% drop chance.
The Judgment (Flail) - 60 base damage. Has a chance to inflict the Broken Armor debuff. ~ 2.5% drop chance.
Paladin's Hammer - 90 base damage. No additional effects. ~ 25% drop chance.
Paladin's Shield - 4 defense. Absorbs 25% of damage done to players on your team when above 25% life. ~ 25% drop chance.
Paladin's Helmet - 20 defense. 6% increased melee damage. ~ 5% drop chance.
Paladin's Chainmail - 25 defense. 6% increased melee damage and critical strike chance. ~ 5% drop chance.
Paladin's Greaves - 15 defense. 2% increased critical strike chance. 8% increased movement speed. ~ 5% drop chance.
(Armor set effect - Triple defense for the Paladin's Shield if equipped)
Paladin Lord Trophy ~ 10% drop chance.
Armor Polish - Immunity to Broken Armor ~ 1% drop chance.
15 gold coins ~ 100% drop chance.
5-15 Greater Healing Potions ~ 100% drop chance.
1 Holy Core ~ 100% drop chance.
Drops from standard Paladins:
1 Paladin's Armor Shard ~ 100% drop chance.
In addition to the possible armor piece drops, the Holy Core can be combined with Paladin's Armor Shards to make the armor pieces manually. Weapons will not be craftable and the Paladin must be defeated to obtain them.
Nothing more to add besides a sprite or a few, and I'm not necessarily the best person to be trying to make one.
For starters, the spawning method. The boss would be spawned by creating an item combining the remains of fallen Paladins combined with rare metals and just a touch of souls. Additionally, the Paladin's Armor Shard item shall be dropped by Paladins to aid in the crafting recipe.
+3 Paladin's Armor Shard
+25 Hallowed Bars
+5 Ectoplasm
= 1 Haunted Armor
The Paladin Lord is intended to be spawned at night, and doesn't disappear if morning hits. However, if dawn hits, its attacks gain the ability to cause the Broken Armor debuff.
Stats:
Max life: 24,000
Damage - 100 with the hammer, 175 with the sword
Defense - 50
The Paladin Lord is a boss enemy roughly twice the size of a standard Paladin. It carries the standard hammer attack, which does the same amount of damage as the regular Paladin's attack, as well as a secondary close range sword attack that does a quite bit more damage. It will constantly attempt to move in closer to you in order to strike with its sword, capable of phasing through solid blocks if they get in its way. Attempting to stay out of its range will be met with the hammer barrage. As it can see through walls, this makes it considerably more efficient. At half health, it will attempt to teleport next to the player in addition to its regular attacks.
Drops:
Paladin's Sword - Roughly the size of the Breaker Blade but with more knockback. 72 base damage. No additional effects. ~ 2.5% drop chance.
The Judgment (Flail) - 60 base damage. Has a chance to inflict the Broken Armor debuff. ~ 2.5% drop chance.
Paladin's Hammer - 90 base damage. No additional effects. ~ 25% drop chance.
Paladin's Shield - 4 defense. Absorbs 25% of damage done to players on your team when above 25% life. ~ 25% drop chance.
Paladin's Helmet - 20 defense. 6% increased melee damage. ~ 5% drop chance.
Paladin's Chainmail - 25 defense. 6% increased melee damage and critical strike chance. ~ 5% drop chance.
Paladin's Greaves - 15 defense. 2% increased critical strike chance. 8% increased movement speed. ~ 5% drop chance.
(Armor set effect - Triple defense for the Paladin's Shield if equipped)
Paladin Lord Trophy ~ 10% drop chance.
Armor Polish - Immunity to Broken Armor ~ 1% drop chance.
15 gold coins ~ 100% drop chance.
5-15 Greater Healing Potions ~ 100% drop chance.
1 Holy Core ~ 100% drop chance.
Drops from standard Paladins:
1 Paladin's Armor Shard ~ 100% drop chance.
In addition to the possible armor piece drops, the Holy Core can be combined with Paladin's Armor Shards to make the armor pieces manually. Weapons will not be craftable and the Paladin must be defeated to obtain them.
Nothing more to add besides a sprite or a few, and I'm not necessarily the best person to be trying to make one.
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