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Sprites Old-Console Content: Buffed and Repurposed!

Discussion in 'NPCs & Enemies' started by Bry-ccentric, Feb 16, 2018.

  1. Bry-ccentric

    Bry-ccentric Steampunker

    Console Content - Part One
    Console Enemies!

    I always liked the alternate versions of enemies that were in the Console version of Terraria before they were given the boot.
    They were like rarer, stronger versions of normal enemies, but all they really had going for them was their slightly different stats and sprites. No loot, special traits, nothing.
    I propose that we bring them back as Expert-only enemies, with some new loot and some special traits, just to add some extra challenge and variety. I'll re-purpose pre-existing enemies and maybe add in some of my own alternate enemy versions, because I've been itching to do something new for a while now.

    Let's check 'em out.
    Just a head's up, though, this thread isn't finished, nor will it be for a while. If you're really curious to see what new stuff I'll add in later, Watch the thread or something, I dunno.
    [​IMG]

    Re-Purposed Enemies
    The enemies will, for the most part, have new loot. Some will be really good, and some will be kinda "eh". These guys aren't in any particular order, just in case you're wondering why this looks horribly organized.
    Real quick, when you see "x (y)" in the stats, that means "Pre-Hardmode stat (Hardmode stat)". I'm using the Official Terraria Wiki's format, in case you hadn't noticed. If I only show one number, that means that the stat never changes during gameplay. And if I show a number in [Square Brackets], that's a stat change that happens during a different part of the game (that happens after Hardmode) that I'll explain in the enemy's spoiler.
    Also when I say "All fire debuffs", I include Frostburn, but not Daybroken.
    Now that that's out of the way, let's move on to the first enemy on this list...
    The Albino Antlion
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuffs Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 50 (84) Contact - 42 (76) Sandstone ball - 34 (68) Fossil Bone 115 (253) 13 100% Dazed, 100%, for 5 (9) seconds from Fossil Bone Confused, Dazed 1 [​IMG] 1-2 [​IMG] 50% 3-5 [​IMG] 14.27% [​IMG]
    Sporting a fresh new sprite by Yours Truly.
    After defeating the Eater of Worlds/Brain of Cthulhu for the first time, this guy has a 10% chance of replacing a normal Antlion spawn. 20%, if you're near the bottom of the Underground Desert. When you enter Hardmode, they replace normal Antlions altogether underground. This is intended to work the same way enemies get a further stat boost when Hardmode ensues, only instead of just a stat boost, the enemy gains an entirely new look, as well as new attacks. I figured integrating the enemies with a pre-existing mechanic for Expert mode would work smoothly.
    Anyways, Albino Antlion.
    The Albino Antlion spits Sandstone balls and Fossil Bones, the former dealing more damage than the latter, and latter inflicting Dazed for a few seconds.
    The Albino Antlion sinks underground after spitting at you, appearing in an entirely different position near the player when they rise back up. You won't be able to get close to these very easily, especially underground. They do take a few seconds re-orienting themselves when they rise back up, though, so they won't attack right after resurfacing.
    Takes double damage from fire debuffs.
    [​IMG]
    These can also be Extractinated from a Desert Fossil with a 3% chance, in quantities of 3-5.
    Moves slower than a normal Bone, but arcs 50% less and ricochets off of one enemy, dazing them for a few seconds.
    These work with the Bone Glove. The bones won't bounce off of blocks, but they WILL infinitely ricochet off of enemies, inflicting Dazed on each and every one of them.
    Type: Weapon
    Damage: 24 (Throwing)
    Knockback: 1 (Extremely Weak)
    Critical Strike Chance: 4%
    Use Time: 9 (Very Fast)
    Velocity: 6
    Can't be retrieved
    Inflicts Debuff: Dazed [​IMG] (100% chance, first hit only, 5 seconds)
    Rarity: Blue
    Sell: 0
    [​IMG]
    The Pale Demon
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 52 (98) Contact - 112 Labrys 264 (290) -12 20% (36%) Darkness, 33%, for 12 seconds - Silenced, 33%, for 12 seconds On Fire!, Cursed Inferno, Ichor, Confused 4 [​IMG] 50 [​IMG] (1-3 [​IMG], 33%) [​IMG] 4.29% [​IMG]
    Sporting new wings, since the old ones had a little too much red, in my opinion.
    The Arch Demon replaces 15% of Demons during PreHardmode. In Hardmode, it replaces Demons entirely.
    This thing does not use the Demon Scythe. If you looked at the Unique Drops, you'll notice that it instead uses a new spellbook called the Arch Labrys, which fires a purple labrys [​IMG] that spirals around its spawn point until it hits a block, kinda like one of the Devil's second-phase attacks in Cuphead.
    The Arch Demon moves a lot faster as well as being a lot stronger than regular Demons (at least in terms of the magic attack), but they can easily be taken out due to their negative defense. They're a glass cannon, if you will.
    [​IMG] [​IMG]
    Dropped by Arch Demons.
    Fires a purple labrys at the player's position.
    This labrys slowly begins to spin, speeding up in the same way as the Demon Scythe's velocity, though at a much slower rate.
    As it spins, it begins to spiral around the point where it started, moving farther out the faster the labrys spins.
    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: 56 (Magic)
    Knockback: 7.5 (Very Strong)
    Mana: 16
    Critical Strike Chance: 4%
    Use Time: 23 (Fast)
    Velocity: 0.3
    Tooltip: Casts a demon labrys
    Rarity: Light Red
    Sell: 25 [​IMG]
    [​IMG]
    The Ancient Wyvern
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuffs Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 232 Head - 115 Legs, Body and Fire Breath - 90 Tail 6,320 32 Head - 20 Legs - 28 Body - 16 Tail 100% On Fire!, 100%, for 14-21 seconds from Fire Breath Dazed, Confused, Frostburn, Poisoned, Venom, Ichor, Beetle's Bite 1 [​IMG] 50 [​IMG] 5-10 [​IMG] 100%, 1-3 [​IMG]/[​IMG]/[​IMG] 100% 3-5 [​IMG] 100% [​IMG]
    Holy crap this thing looks intimidating.
    6.25% chance of replacing a Wyvern. After defeating Golem, however, this chance bumps up to 62.5%, and they can begin to drop Souls of Might, Sight and Fright.
    Moves 20% faster than a Wyvern, and has the ability to breath fire at you in the same way the Flamethrower shoots fire. The head can turn downwards to breath fire, but it cannot look up. The flames also cannot go through blocks.
    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.
    [​IMG]
    Used in a familiar set of armor. And also a potion.
    Type: Crafting Material
    Rarity: Lime
    Sell: 5 [​IMG]
    [​IMG]
    I feel very intimidated right about now.
    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 [​IMG]
    [​IMG]
    The Chaos Spectar
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] 1-2 [​IMG] 100% [​IMG] 20% [​IMG]
    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]
    [​IMG]
    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 [​IMG]
    [​IMG]
    The Dragon Eater/Snatcher
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] 70 [​IMG] Nada [​IMG] 25% - [1-3 [​IMG] 12.50%] [​IMG]
    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.
    [​IMG]
    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 [​IMG]
    [​IMG]
    Used as a crafting material for a weapon, a grappling hook, and some familiar armor.
    Type: Crafting Material
    Rarity: Orange
    Sell: 5 [​IMG]
    [​IMG]
    The Dragon Hornet
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] [​IMG] 0.5% [​IMG] 100% - [[​IMG] 8.93% - 1-3 [​IMG] 12.50%] [​IMG]
    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.
    [​IMG]
    Material for weapons, a potion and some familiar armor.
    Type: Crafting Material
    Rarity: Orange
    Sell: 1 [​IMG]
    [​IMG]
    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 [​IMG]
    [​IMG]
    The Shadow and Ultrabright Mummies
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] [​IMG] 100% - [​IMG] 0.5% [​IMG] 0.5% - 3-7 [​IMG] 33% [​IMG]
    2 [​IMG] 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 [​IMG] [​IMG] 100% - [​IMG] 0.5% [​IMG] 0.5% - 3-7 [​IMG] 33% [​IMG]
    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.
    [​IMG] [​IMG]
    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.
    [​IMG] [​IMG]
    If you use the Clentanimator, the clentaminated blocks won't spawn any gems.
    Type: Gem - Crafting Material
    Placeable
    Rarity: Light Red
    Sell: 41 [​IMG] 25 [​IMG]
    [​IMG]
    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 [​IMG]
    [​IMG]
    The Spectropod
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] 6-12 [​IMG] 100%, 1-2 [​IMG] 14.27% [​IMG] 5% [​IMG]
    28.54% chance of replacing Gastropods after Plantera's defeated. 57.08%, if near the Dungeon. [After Golem, all Gastropods are replaced]
    Instead of firing one fast laser at you, Spectropods sweep the area with 5 slower and shorter lasers, the first laser being aimed at you and the next four being fired higher or lower, depending on how you dodge the first laser. 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.
    Like the Chaos Spectar, Damage over Time debuffs will still hurt it while it's transparent.
    [Receives a stat boost after Golem is defeated]
    [​IMG]
    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 [​IMG]
    [​IMG]
    The Shadow Hammer
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] Nada [​IMG] 35% [​IMG]
    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]
    [​IMG] [​IMG]
    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 [​IMG]
    [​IMG]
    The Grimer and Grimeling
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] 2-4 [​IMG] 100%, [​IMG] 1% [​IMG] 1% [​IMG]
    2 [​IMG] 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 [​IMG] 2-3 [​IMG] 100%, [​IMG] 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]
    [​IMG]
    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 [​IMG]
    [​IMG]
    The Vampire Miner
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] 75 [​IMG] 2 [​IMG] 91.2% [​IMG] 2.5% [​IMG]
    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.
    [​IMG]
    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 [​IMG]
    [​IMG]
    The Dragon Skulls
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] [​IMG] 88.56%, [​IMG] 2%, [​IMG] 50% [​IMG] 21.24% [​IMG]
    2 [​IMG] 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 [​IMG] [​IMG] 88.56%, [​IMG] 2%, [​IMG] 50% [​IMG] 21.24% [​IMG]
    3 [​IMG] 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 [​IMG] [​IMG] 88.56%, [​IMG] 2%, [​IMG] 50% [​IMG] 21.24% [​IMG]
    4 [​IMG] 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 [​IMG] [​IMG] 88.56%, [​IMG] 2%, [​IMG] 50% [​IMG] 21.24% [​IMG]
    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%.
    [​IMG]
    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! [​IMG] (100% chance, without Bone Glove, 7-15 seconds)/Shadowflame [​IMG] (65% chance, with Bone Glove, 6-18 seconds)
    Rarity: Blue
    Sell: 10 [​IMG]
    [​IMG]
    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
    1 [​IMG] 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 [​IMG] [​IMG] 1% [​IMG] 0.67% [​IMG]
    2 [​IMG] 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.
    [​IMG]
    Type: Accessory - Crafting Material
    Tooltip: Increases maximum health and mana by 5%
    Increases health and mana regeneration by 20%

    Rarity: Lime
    Sell: 4 [​IMG]
    [​IMG]
    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
    1 [​IMG] 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)
    2 [​IMG] 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 [​IMG] 50 [​IMG]
    Super Healing Potions 5-15 [​IMG]
    Super Mana Potions 5-15 [​IMG]
    Soul of Blight 20-40/25-40 [​IMG] 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 [​IMG]
    [​IMG]
    Blightvine 20%
    Spiked Servant Staff 20%
    The Yoyo of Ocram [​IMG] 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 [​IMG] (100% Projectile spikes, 3-7 seconds)
    Rarity: Yellow
    Sell: 15 [​IMG]
    Drops Ocram Treasure Bag [​IMG] on death.
    Treasure Bag drops:
    Ocram Wings 6.67%
    [​IMG]
    Horned God costume [​IMG] 16.67% per piece
    [​IMG]
    Ocram Mask [​IMG] 14.29%

    Servant of Ocram
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] 16.67% [​IMG] 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.
    [​IMG]
    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
     
    Last edited: Dec 20, 2018
  2. Bry-ccentric

    Bry-ccentric Steampunker

    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
    1 [​IMG] 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 [​IMG] 4-7 [​IMG] 100% [​IMG] 6.67% [​IMG]
    2 [​IMG] 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 [​IMG] 3-6 [​IMG] 100% [​IMG] 3.33% [​IMG]
    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
    [​IMG]
    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 [​IMG] (10%/33% chance, 5-8 seconds)
    Debuff Tooltip: You are completely drenched; movement is hindered
    Rarity: Light Purple
    Sell: 3 [​IMG] 75 [​IMG]
    Dust Urn
    [​IMG]
    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 [​IMG] (25%, 4 seconds)
    Rarity: Pink
    Sell: 4 [​IMG]
    [​IMG]
    The Bloody Labrys
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] Nada [​IMG] 35% [​IMG]
    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.
    [​IMG] [​IMG]
    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 [​IMG]
    [​IMG]
    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
    1 [​IMG] 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 [​IMG] [​IMG] 3%, [​IMG] 2.01%, [​IMG] 25% Tizona [​IMG] 0.67% [​IMG]
    2 [​IMG] 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 [​IMG] [​IMG] 3.75%, [​IMG] 1.50% [​IMG] 25% Vulcan Repeater [​IMG] 0.50% [​IMG]
    3 [​IMG] 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 [​IMG] [​IMG] 100% ??? [​IMG]
    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 [​IMG] 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.
    [​IMG]
    The Titan Beetle
    Sprite Damage Max HP Defense Knockback Resistance Inflicts Debuff(s) Debuff Immunities Coins Normal Drops Unique Drops Banner
    1 [​IMG] 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 [​IMG] - [​IMG] 100% [​IMG]
    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.
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG] (100%, ∞)
    Rarity: Light Red
    Sell: 65 [​IMG]
    [​IMG]
    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
    1 [​IMG] 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 [​IMG] [​IMG] 1.33% [​IMG] 6.66% [​IMG]
    2 [​IMG] 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.
    [​IMG]

    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: [​IMG] Dazed (100% chance, Slam attack, 8 seconds)
    Rarity: Pink
    Sell: 3 [​IMG]
     
    Last edited: Jan 4, 2019
  3. Bry-ccentric

    Bry-ccentric Steampunker

    [​IMG]
    New Items and stuff

    Weapons and Ammo
    Shadow Bone
    [​IMG]
    Crafted with a Bone and an Onyx at a Mythril/Orichalcum Anvil.
    Moves much slower than a normal Bone, but doesn't arc right away; instead travelling 15 blocks straight 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 [​IMG] (100% chance, 8-12 seconds)
    Rarity: Light Purple
    Sell: 85 [​IMG]

    Corrupted Hammers
    Dark Masher
    [​IMG]
    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 [​IMG] 78 [​IMG]

    Black Bludgeoner
    [​IMG]
    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 [​IMG] (66%, 10 seconds)
    Rarity: Yellow
    Sell: 7 [​IMG] 78 [​IMG]

    Onyx Blaster (Slightly Modified)
    [​IMG]
    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)
    [​IMG]
    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 [​IMG] (70%, 5-8 seconds)
    Rarity: Light Purple
    Sell: 6 [​IMG] 80 [​IMG]

    True Tizona
    [​IMG]
    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 [​IMG] ([Blade] 85%, 7-12 seconds; [Explosion] 100%, 5-8 seconds)
    Rarity: Cyan
    Sell: 9 [​IMG]

    Tonbogiri (Modified)
    [​IMG]
    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 [​IMG] (100%, 3-9 seconds)
    Rarity: Light Purple
    Sell: 6 [​IMG] 80 [​IMG]

    Vulcan Machinebow (duzzat sound good???)
    [​IMG]
    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 [​IMG] 70 [​IMG]

    Vulcan Bolt
    [​IMG]
    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 [​IMG] (45%, 0.5-1.5 seconds), On Fire! [​IMG] (100%, 16-22 seconds)
    Rarity: Cyan
    Sell: 60 [​IMG]

    Spectral Arrow
    [​IMG]
    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 [​IMG] (100%, 5-6 seconds), Spectar State [​IMG] (Players only, 15-18 seconds)
    Rarity: Lime
    Sell: 35 [​IMG]

    Ultruine Projectiles
    Ultrabright Arrow
    [​IMG]
    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 [​IMG] (6-8 seconds)
    Rarity: Light Red
    Sell: 15 [​IMG]

    Ultrabright Bullet
    [​IMG]
    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 [​IMG] (4-7 seconds)
    Rarity: Light Red
    Sell: 7 [​IMG]

    Ultrabright Dart
    [​IMG]
    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 [​IMG] (6-11 seconds)
    Rarity: Light Red
    Sell: 0

    Equipables
    Onyx Hook
    [​IMG]
    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 [​IMG]

    Ultruine Hook
    [​IMG]
    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 [​IMG]

    Dragon Ivy Whip
    [​IMG]
    [​IMG]
    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 [​IMG] (Shadowflame attacks, 6-11 seconds)
    Rarity: Light Purple
    Sell: 1 [​IMG] 35 [​IMG]

    Dragonfly Wings
    [​IMG]
    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 [​IMG]

    Contact Lens
    [​IMG]
    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 [​IMG]

    Life-Support Bracelets
    [​IMG]
    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 [​IMG]

    Obsidian Dragon Pendant
    [​IMG]
    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 [​IMG]

    Beetle Accessories
    Cochineal Gauntlet
    [​IMG]
    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! [​IMG] and Beetle's Bite [​IMG]
    Rarity: Yellow
    Sell: 6 [​IMG] 65 [​IMG]

    Buzzy Shield
    [​IMG]
    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 [​IMG] (When not at 100% HP)
    Buff Tooltip: Damage resistance and damage dealt are increased by [1%-50%]
    Rarity: Lime
    Sell: 5 [​IMG] 15 [​IMG]

    Heartache Necklace
    [​IMG]
    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 [​IMG] (When hit or when entering water, 5 seconds)
    Buff Tooltip: Movement speed is increased and liquid slowdown is decreased
    Inflicts Debuffs: Poisoned [​IMG] (Bees, 6-10 seconds) and Venom [​IMG] (Upon taking damage with a(n) 25-100% chance, 1.25-20 seconds)
    Rarity: Pink
    Sell: 2 [​IMG] 65 [​IMG]

    Armor
    Onyx Rune Armor
    [​IMG]
    Rarity: Pink
    [​IMG]
    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 [​IMG]
    [​IMG]
    Crafted with a Rune Robe and 12 Onyx at a Loom.
    20 Defense
    +100 Maximum Mana
    +19% Mana cost and regen rate
    Sell: 5 [​IMG]
    -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
    [​IMG]
    Rarity: Pink
    [​IMG]
    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 [​IMG]
    [​IMG]
    Crafted with a Rune Robe and 12 Ultruine at a Loom.
    16 Defense
    +120 Maximum Mana
    -19% Mana cost and regen rate
    Sell: 5 [​IMG]
    +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
    [​IMG]
    Rarity: Yellow
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG]
    Sword beams have no cooldown; Fires deal triple damage
    Titan Armor
    [​IMG]
    Rarity: Yellow
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG]
    +60% Ranged knockback and projectile size
    Piercing projectiles gain an extra 20% knockback for every enemy they pierce
    Stellar Armor
    [​IMG]
    Rarity: Yellow
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG]
    [​IMG]
    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 [​IMG]
    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
    [​IMG]
    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 [​IMG] (7 seconds), Spectar State [​IMG] (21 seconds)
    Rarity: Yellow
    Sell: 20 [​IMG]

    Potions
    Flask of Ultrablaze
    [​IMG]
    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 [​IMG] (20 minutes)
    Buff Tooltip: Melee attacks inflict Ultrablaze on enemies
    Rarity: Light Red
    Sell: 5 [​IMG]

    Dragon Skin Potion
    [​IMG]
    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 [​IMG] (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 [​IMG]

    Ultrabright Potion
    [​IMG]
    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 [​IMG] (5 minutes)
    Buff Tooltip: Emitting defense-lowering ultrabright light
    Rarity: Light Red
    Sell: 10 [​IMG]

    Miscellaneous
    Large Onyx and Ultruine Gems
    [​IMG][​IMG]
    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
    [​IMG][​IMG]
    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 [​IMG]

    Black and Ultrabright Torches
    [​IMG] [​IMG]
    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
    [​IMG][​IMG]
    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)
    [​IMG]
    "'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 [​IMG]

    Debuffs (Modified)
    Dazed
    [​IMG]
    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)
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    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
    [​IMG]
    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!
     
    Last edited: Jan 4, 2019
  4. Explinorater

    Explinorater Plantera

    Good! +1 support.
     
    Bry-ccentric likes this.
  5. Huzbubber Tim

    Huzbubber Tim Ice Queen

    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!
     
  6. TMB50

    TMB50 Terrarian

    Ultrabright Stones should be renamed to Aventurine, as it is a variant of Chalcedony, just like onyx.
     
    Bry-ccentric and Huzbubber Tim like this.
  7. mrmcmo

    mrmcmo Golem

    this would be a great way to give the console exclusive enemies a reason to live, i support
     
    Bry-ccentric likes this.
  8. Bry-ccentric

    Bry-ccentric Steampunker

    ...aaaaand done with the pre-existing Console enemies! [​IMG]
    Now for some new enemies, as well as adding new items!
    ...Probably not in that order.
     
    c0tonchannel and Huzbubber Tim like this.
  9. Bry-ccentric

    Bry-ccentric Steampunker

    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 ✖️
     
    Last edited: Mar 28, 2018
  10. This is a good suggestion (but these enemies are from old console versions)
     
  11. Explinorater

    Explinorater Plantera

    I believe that's the point.
     
    Bry-ccentric likes this.
  12. Bry-ccentric

    Bry-ccentric Steampunker

    Uh yeah.
    The title's not there for decoration.
     
    Last edited: Apr 2, 2018
  13. Bry-ccentric

    Bry-ccentric Steampunker

    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!

    [​IMG]
    Oh yeah also some sweet old items, with some new fresh coats of paint.
    [​IMG] [​IMG] [​IMG]
    If you're interested in what I'm doing, maybe watch the thread. Stare it down creepily and eventually new things will show up.
     
  14. PixelPete

    PixelPete Skeletron

    cool idea, but i dont think every single one of them needs a drop
     
    Bry-ccentric likes this.
  15. Bry-ccentric

    Bry-ccentric Steampunker

    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.
     
    TMB50 likes this.
  16. Melty

    Melty Skeletron Prime

    indeed
     
  17. Bry-ccentric

    Bry-ccentric Steampunker

    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.
     
  18. TheWorfer27

    TheWorfer27 Retinazer

    Does the arch wyvern mean I don't have to fight the last 2 mechs with chlorophyte?:0
     
  19. Bry-ccentric

    Bry-ccentric Steampunker

    ...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.
     
    TMB50 likes this.
  20. TheWorfer27

    TheWorfer27 Retinazer

    Which are an arch wyvern drop in this proposal (Althugh you just changed it)
    --- Double Post Merged, Apr 6, 2018, Original Post Date: Apr 6, 2018 ---
    I meant without