Sprites Jungle Mimic Drops

Scarecrow

Lunatic Cultist
so there's graphics and AI set for a jungle themed mini-boss mimic. but its spawn is disabled because no items exist for it yet. so here's a loot pool. Obviously they will spawn in the Underground Jungle.
Jungle mimics will be notably more powerful than Hallowed and Corrupt/Crimson Mimics. they will act the same however. this is to make these weapons much harder to obtain, but still possible at the beginning of hardmode.
They will also have a much lower spawn rate until you defeat at least one mechanical boss. After which, they will become semi-rare like its brothers.

Jungle Mimic stats
Health: 5000
Defense: 36
damage: 110
KB resist: 100%

The Thorn Hook will be removed from Plantera's loot pool and put in this mimic's loot pool instead.

Acid Gun
Acid Gun.png

-damage: 25
-knockback: 4
-use time: 22
-velocity: 10
-inflicts corrosive inferno for 5-10 seconds. (A debuff that deals 6 damage a second, but is able to stack and reset 3 times before wearing off. Each increasing the base dot by 100%, maxing out at 18 damage a second)
-same projectile physics as the golden shower
-uses Acid Bottles as ammo
Acid bottle.png
these are sold by the witch doctor for 1 silver a piece and have a base damage of 5

Basilisk Gladius
Equator.png

-damage: 88
-knockback: 8
-use time: 32
-critical chance: 8%
-has a 20% chance of turning enemies to stone for 1-3 seconds

Magnitude Ten
Magnitude 10.png

-damage: 42
-knockback: 10 (after a second each rock's knockback reduces to 0)
-mana consumption: 10
-use time: 22
-velocity: 32
-summons a earth quake (sprouts large rocks in a straight line in front of you along blocks. these rocks will travel for 30 blocks and take up about 3 blocks each. these rocks can spawn on vertical blocks too. the rocks will stay in place for 7 seconds and continuously deal damage but will vanish immediately upon recasting the spell)

Exotic Scale
Dragon Scale.png

-accessory
-grants a specific buff that changes based on the biome you are in
buffs
-increases movement speed by 20% while in the purity and space
-grants gills and fishing buff while in the ocean biome
-grants a limited range spelunker buff and a 15% speed mining buff that stacks with the mining potion while in the purity underground
-all attacks are imbued with frostburn and have a 2% chance to freeze enemies for 1 second while in the snow and underground snow biome
-increases movement speed by 10% in the desert and gives immunity to the sandstorm's winds
-imbues all attacks with gold while in the underground desert
-grants 7% damage reduction while in the corruption and underground corruption
-+3 health regeneration per second while in the crimson and underground crimson
-grants the calm buff while in the hallow and underground hallow
-grants obsidian skin while in the underworld
-grants the hunter buff while in the jungle and underground jungle
-grants the dangersense buff while in the lizard temple
-grants 2 defense penetration to all attacks while in the dungeon. stacks with the sharpened buff
-imbues all attacks with confusion while in the mushroom biome

wow that accessory was a mouthful. hope I didn't miss a biome.
that about does it, tell me what you guys think.
 
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This is great, and deserves more love, especially that accessory:

Celestial scale
Celestial_Scale.png

Exotic scale + ? of all the celestial fragments

When in range of one of the pillars, it adds the respective effect:

-Solar: +10% melee speed
-Vortex: Moderately increased projectile speed, +5% chance to not consume ammo
-Stardust: Increases your max number of minions by 2
-Nebula: Increases mana regeneration rate

Moon Lord fight: All of the above at the same time? Maybe?
 
god damn. thats great. The items could use a bit of balancing, but other than that, these seem awesome. well done!

Some balancing ideas:
-Sword: a bit of a damage decrease. remember that (while it would be very hard) these are obtainable instantly upon activating hardmode. Yes, i know that the crimson one has (i think) around 90 dmg, and is insanely fast, but its also REALLY small. i think even decreasing it to 80ish could fix it. it looks really big, its still a good amount of damage, and can turn things to stone. (i can't comment on the speed of it, cause I'm not quite sure of how slow 32 is..)

-Gun: I can see that you tried to balance it by having low damage, and a really powerful effect (and a really cool effect too), but i think lowering the damage of the effect, and boosting the damage of the gun a bit would help, cause remember, some things (ex: Destroyer) are immune to debuffs. (I might be wrong about this change though, cause i can only think of the destroyer for debuff-imune enemies)

-Magic: Honestly, probably my favourite weapon here (and, in my opinion, the most balanced). I can't really think of anything wrong with this, you did a good job of balancing this.

-Accessory: wow. again this is another thing that seems pretty well balanced. there might be thing I missed in it, but, right now i can't see any. (P.S. some biomes you could add could be Granite, Marble, Spider? though they are mini biomes..)

Anyways, again, great job! I can see these as a very viable choice for the mimic. (Also, if those are your sprites, wow, good job)
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This is great, and deserves more love, especially that accessory:

Celestial scale
View attachment 149140
Exotic scale + ? of all the celestial fragments

When in range of one of the pillars, it adds the respective effect:

-Solar: +10% melee speed
-Vortex: Moderately increased projectile speed, +5% chance to not consume ammo
-Stardust: Increases your max number of minions by 2
-Nebula: Increases mana regeneration rate

Moon Lord fight: All of the above at the same time? Maybe?
This would be a neat idea for a separate accessory, but combined, i think its a bit much...
 
god damn. thats great. The items could use a bit of balancing, but other than that, these seem awesome. well done!

Some balancing ideas:
-Sword: a bit of a damage decrease. remember that (while it would be very hard) these are obtainable instantly upon activating hardmode. Yes, i know that the crimson one has (i think) around 90 dmg, and is insanely fast, but its also REALLY small. i think even decreasing it to 80ish could fix it. it looks really big, its still a good amount of damage, and can turn things to stone. (i can't comment on the speed of it, cause I'm not quite sure of how slow 32 is..)

-Gun: I can see that you tried to balance it by having low damage, and a really powerful effect (and a really cool effect too), but i think lowering the damage of the effect, and boosting the damage of the gun a bit would help, cause remember, some things (ex: Destroyer) are immune to debuffs. (I might be wrong about this change though, cause i can only think of the destroyer for debuff-imune enemies)

-Magic: Honestly, probably my favourite weapon here (and, in my opinion, the most balanced). I can't really think of anything wrong with this, you did a good job of balancing this.

-Accessory: wow. again this is another thing that seems pretty well balanced. there might be thing I missed in it, but, right now i can't see any. (P.S. some biomes you could add could be Granite, Marble, Spider? though they are mini biomes..)

Anyways, again, great job! I can see these as a very viable choice for the mimic. (Also, if those are your sprites, wow, good job)
[doublepost=1480800911,1480800687][/doublepost]
This would be a neat idea for a separate accessory, but combined, i think its a bit much...
heh, it's been so long since I played through Terraria that I forgot that hardmode jungle enemies aren't gated. However, it's possibly the hardest thing you could do early in hardmode. I will nerf the weapons slightly, but add unique stats to the jungle mimic, making it an extremely challenging enemy without at least adamantite/titanium gear.
 
heh, it's been so long since I played through Terraria that I forgot that hardmode jungle enemies aren't gated. However, it's possibly the hardest thing you could do early in hardmode. I will nerf the weapons slightly, but add unique stats to the jungle mimic, making it an extremely challenging enemy without at least adamantite/titanium gear.
fair enough
 
Maybe make it so that, along with the Witch Doctor selling them, make the Jungle Mimic drop some Acid Bottles when it drops the Acid Gun?
 
Love it I thought that the Jungle Mimic should have:

-Health: 750
DPs: 15~35
Insane knockback

-Attack Moves:
Seed Spitter:
35 DPs
Debuff: Poison
Shots homing poisonous seed that cause poison for 3 seconds
Ram:
45 DPs
Rams into the player causing massive damage and poison
Malicious Jungle Vines:
60~70 DPs
Opens it's mouth to spawn angry trappers to catch the player and bring it close to the mimic
Spiky Balls:
75 DPs
Debuff: Poison
Opens it's mouth to shot spiky balls randomly in the air causing poison

That's all I got!
 
Love it I thought that the Jungle Mimic should have:

-Health: 750
DPs: 15~35
Insane knockback

-Attack Moves:
Seed Spitter:
35 DPs
Debuff: Poison
Shots homing poisonous seed that cause poison for 3 seconds
Ram:
45 DPs
Rams into the player causing massive damage and poison
Malicious Jungle Vines:
60~70 DPs
Opens it's mouth to spawn angry trappers to catch the player and bring it close to the mimic
Spiky Balls:
75 DPs
Debuff: Poison
Opens it's mouth to shot spiky balls randomly in the air causing poison

That's all I got!
Too weak, considering the other mimics have like 7000-ish hitpoints.
 
Seedler is a sword balanced for that point in the game, and is thematically appropriate to be dropped by Plantera.
Personally, I feel like Seedler is way too late into the game(and has small chance to be obtained from a hard boss by the time you fight it). Thats the reason I proposed the change.
But anyway, it was my opinion :p
 
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