Biomes & Nature [Sprites] Desert Expanded: Hissing Wastes

darkrown

Duke Fishron
Hello everyone, this is Vlad :D (or darkrown, whatever you prefer, lol). Here's my second suggestion for improving the other less loved brother of the Ocean, the ever ignored Desert Biome. Right now, it stands at a grand total of 3 unique mobs (not including the Mummy variations) and almost zero use post Hardmode. Here's my attempt to change this status and make it more of a counterpart to the Jungle, also expanding on the role of the obsolete Pyramid. :D


DESERT EXPANDED
H I S S I N G W A S T E S



LAYOUT

The Desert undergoes minor changes in width and a major expansion in depth. Dry Sand now spawns in Deserts; a reddish, more desaturated version of regular sand that isn't affected by gravity and allows the formation of an Underground Desert Biome. The Pyramid is also a guaranteed spawn now; it becomes much larger and labyrinthine, spawning at greater depths. It cannot be accessed without the Pyramid key that drops from one of the new bosses.

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An example of the new pyramid's possible layout. The player is stalked by Golden Scarabs while attempting to evade the attack of a Possessed Idol.

MOBS

PRE HARDMODE


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GIANT SCORPION
MAX HP: 80
DAMAGE: 15-20
DEFENSE: 5
SPAWN: Surface, underground.

Apart from the Vultures, the Desert has no other roaming mobs. Giant Scorpions would fill that niche effectively. Inflicts Poisoned on hit.

DROPS:

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STINGER
DROP RATE: 50%

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DUNE SCUTTLER
MAX HP: 40
DAMAGE: 30
DEFENSE: 10
SPAWN: Surface, rarely underground. Sand only.

Dune Scuttlers are initially submerged in sand, with only a small portion of their upper body visible. Once the player gets in range, they will pop out and start pursuing them. Die easily, but can surprise and quickly overwhelm unprepared players
DROPS:

-

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DJINN
MAX HP: 150
DAMAGE: 60
DEFENSE: 10
SPAWN: Underground.
Djinn pop out of their lamps once the player is moderately close and will shoot blue energy projectiles that travel through walls and are destructible. Aside from dealing damage, the projectile will also inflict a random buff or debuff on the player. Drops between 5
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(very low chance) and 50
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on death.

DROPS:

-


BOSS


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ANTLION DUNEMOTHER

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Antlion Egg Sac; spawns rarely in large caverns. Break to spawn
MAX HP: 3800
DAMAGE: 25
DEFENSE: 4
SPAWN: Below Cavern layer (Sand Caves). Break Antlion Eggsac to spawn. Alt crafting method: Pheromone Emitter to spawn

My Desert biome is structured as a sort of equivalent to the Jungle, so the Antlion Dunemother would be the Desert Queen Bee.

Attack patterns would be largely the same as the Queen's, with minor differences. The Dunemother burrows herself in the walls of the cave then lunges at the player, not unlike the worm AI. Every now and then, she will surface to shoot a volley of sand at the player, during which she is most vulnerable.


DROPS:

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FANG
DAMAGE: 19
KNOCKBACK: 1 (Extremely Weak)
USE TIME: 15 (Very Fast)
DROP RATE: 25%

Low damage and knocback, but very high fire rate.

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PIERCEMARROW
DAMAGE: 22 / 12(Antlion)
KNOCKBACK: 2 (Very Weak)
USE TIME: 25 (Fast)
DROP RATE: 25%

With each stab, the Piercemarrow will shoot a homing mini Antlion projectile (similar to the Scourge of the Corruptor).

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ANTLION MOTHER STAFF
DAMAGE: 14
KNOCKBACK: 5 (Strong)
USE TIME: 30 (Average)
DROP RATE: 25%
MANA: 10

The pre-Hardmode equivalent of the Queen Spider Staff. The Antlion Mother will fire eggs at enemies; when they hit, the eggs will burst and an Antlion baby will latch onto enemies for 3 seconds dealing continous damage each second.

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SPIKE WAND
DAMAGE: 24
KNOCKBACK: 0.5 (Extremely Weak)
USE TIME: 20 (Fast)
MANA: 10
DROP RATE: 25%

On use, the Spike Wand makes, well, spike shoot up from the ground in a straight line over a small distance. SC Lurker ftw~

POST HARDMODE

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SCAVENGER

MAX HP: 210
DAMAGE: 53
DEFENSE: 26
SPAWN: Hardmode, Desert surface.

Hardmode version of Vultures. Detects the player from a much greater distance and will circle them before lunging quickly every few seconds. Spawns in small flocks of 2 or 3.
DROPS:

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SHARP FEATHER

DROP RATE: 1%
Used in crafting the Ruffled wings.

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RUFFLED WINGS
Recipe:
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, 20
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Wings, not much else to say. Frozen tier.

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SHADE STINGER
MAX HP: 250
DAMAGE: 50
DEFENSE: 27
SPAWN: Hardmode, any depth.

Hardmode version of Giant Scorpion. Inflicts Venom on hit.
DROPS:
-

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ANTLION DRONE
MAX HP: 80
DAMAGE: 15-20
DEFENSE: 5
SPAWN: Hardmode, underground.
Antlion Drones can move along the ground and will also shoot faster than common Antlions. Inflicts Venom debuff.

DROPS:

-

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EFREET

MAX HP: 210
DAMAGE: 90-110
DEFENSE: 25
SPAWN: Hardmode, Underground.

Efreet pop out of their lamps once the player is moderately close and will shoot fire projectiles that travel through walls and are not destructible. Aside from dealing damage, the projectile will also inflict a random debuff on the player. Drops between 1
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(very low chance) and 50
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on death.


DROPS:


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STAFF OF MISFORTUNE
DAMAGE: ?
KNOCKBACK: ?
USE TIME: 30 (Average)
DROP RATE: 0.5%
The Staff of Misfortune has a 50% chance to fire one of all the projectiles in game selected at random. Includes magic projectiles only. The other 50% is a projectile that will polymorph the target into a random mob, including minibosses but excluding bosses. The polymorph projectile does not affect bosses, instead dealing a flat 40 damage.

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ANCIENT MUMMY
MAX HP: 300
DAMAGE: 70
DEFENSE: 18
SPAWN: Hardmode, Pyramid only.

Similar to the regular hardmode Mummies, but faster and stronger. Has a chance to drop both Light and Dark Mummies' drops.
DROPS:

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POSSESSED IDOL
MAX HP: 250
DAMAGE: 120
DEFENSE: 27
SPAWN: Hardmode, Pyramid only.

The Possessed Idols guard the halls of the Pyramid and are easily mistaken for decoration. Once the player walks into their activation range, they will fire 2 quick travelling projectiles in each direction that deal a colossal amount of damage and inflict the Venom debuff. If the player leaves their range but reenters it later, they will fire again. Hard to work around.
DROPS:


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GLYPH STAFF
DAMAGE: 55
KNOCKBACK: 0 (None)
USE TIME: 20 (Fast)
MANA: 14
DROP RATE: 1%
The Glyph staff lays down a glyph over a moderate area upon use. Enemies that stand in the glyph area will take damage every second, while players who stand in it will deal 15% increased damage.

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GOLDEN SCARAB
MAX HP: 260
DAMAGE: 55
DEFENSE: 30
SPAWN: Hardmode, Pyramid only.
Just like the Possessed Idols, the Scarabs initially lay dormant on the walls of the Pyramid and can be confused with a wall sculpture that looks exactly the same apart from the ruby at the center of the Scarab's body. Once the player passes below them, they will drop down and start pursuing them. They can also shoot fast travelling laser projectiles from their ruby and their attacks slow the player by 25%.

DROPS:


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SCARAB'S TOUCH
DROP RATE: 2%
When equipped, the Scarab's Touch halves the damage the player receives from traps. Does not affect debuffs.

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SAND GUARDIAN
MAX HP: 2500
DAMAGE: 75
DEFENSE: 40
SPAWN: Hardmode, Pyramid only.
Pyramid miniboss~ Sand Guardians spawn very rarely inside the pyramid and fire slow moving projectiles that increase in velocity as they travel. They also possess an aura that buffs the damage of surrounding enemies by 25%. Pretty resilient, can pose a challenge even for prepared players, especially when accompanied by other annoying mobs.

DROPS:
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SOUL HARVESTER

DAMAGE: 67
KNOCKBACK: 2 (Very weak)
USE TIME: 20 (Fast)

DROP RATE: 1%
The Soul Harvester leaves behind an energy trail after swinging (think Hammush). Enemies killed by the Soul Harvester always drop a Tortured Soul, which heals the player for 35.

BOSSES

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FACES OF ISIS

MAX HP: 29000
DAMAGE: 45
DEFENSE: 15
SPAWN: Hardmode, below Cavern layer (Sand Cave). Break Isis' Vestige to summon (sprites coming soon)
If the Antlion Dunemother is the Queen Bee equivalent, the Faces of Isis replace Plantera. The boss doesn't have phases, but acts like a mix between the BoC and the Pumpking. During the fight, she will continuously summon Lesser Vestiges (the floaty things around her); she will also switch faces continuously. The different faces affect the Vestiges' behaviour:

Blue: The Vestiges shoot slow projectiles that travel through walls and inflict the chilled debuff for 8 seconds.
Green: The Vestiges shoot small, fast travelling projectiles that bounce and split in two once on contact with a solid surface. Projectiles also inflict Venom for 8 seconds.
Red: The Vestiges seek out the player; on certain proximity, they explode, dealing double damage and spreading shrapnel in 2 random directions that inflicts regular damage. The initial blast also inflicts the On Fire! debuff for 3 seconds.

As the fight moves on, she becomes quicker and nimbler.


DROPS:


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PYRAMID KEY
DROP RATE: 100%
Self explanatory. Unlocks the new, improved pyramid; can also function as a replacement for the Temple Key in crafting.


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EYE OF ISIS
DAMAGE: 50
KNOCKBACK: 1 (Extremely Weak)
USE TIME: 20 (Very Fast)
DROP RATE: 16.6%

The Eye of Isis acts as a regular Boomerang; its special trait is that it can pierce an unlimited number of enemies, both on strike and on return.


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DESERT EAGLE
DAMAGE: 32
KNOCKBACK: 4 (Average)
USE TIME: 7 (Very Fast)
DROP RATE: 16.6%

High Damage and fast speed, but does not auto fire.

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BAZOOKA
DAMAGE: 60
KNOCKBACK: 4 (Average)
USE TIME: 31 (Slow)

DROP RATE: 16.6%

The Bazooka fires rockets. Not much else to say. 100% drop rate if killing the boss for the first time.

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GOLDEN MIRROR
DAMAGE: 32
KNOCKBACK: 4 (Extremely Weak)
USE TIME: 5 (Insanely Fast)
MANA: 4
DROP RATE: 16.6%

The Golden Mirror functions as an upgraded version of the Crystal Storm; unlike its predecessor, however, its bolts home in at a single enemy at a time. Strong against single targets.

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VESTIGE WAND
DAMAGE: 40
KNOCKBACK: 3 (Extremely Weak)
USE TIME: 25 (Average)
MANA: 10
DROP RATE: 16.6%

The Vestige Wand summons three Lesser Vestiges that will follow you around and attack enemies for you. The Sapphire and Emerald Vestiges attack via their respective projectiles, while the Ruby Vestige is melee only but deals 25% increased damage.


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FACELESS STRIFE
DAMAGE: 75
KNOCKBACK: 2 (Weak)
USE TIME: 21 (Fast)

DROP RATE: 16.6%
The Faceless Strife produces 2 masks per swing that will seek out enemies.

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THE SAX

DAMAGE: 70
KNOCKBACK: 8 (Extremely Weak)
USE TIME: 26 (Average)
150% Axe Power, 150% Hammer power

DROP RATE: 2%
If Plantera gets The Axe, here we have The Sax. Self explanatory.

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IDOL'S HAND

DAMAGE: 0
KNOCKBACK: 0
USE TIME: 25 (Average)
MANA: 15
DROP RATE: 10%

The Idol's hand allows the player to pick up and move enemies and gravity affected blocks, such as Sand or Silt. The effect lasts until the player runs out of mana and doesn't work on bosses and minibosses.

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ROCK PET

DROP RATE: 5%
Pretty much does what all pets do; follows you around and looks pretty~

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FACES OF ISIS TROPHY
DROP RATE: 10%
Trophy, not much else to say

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DUOSPHINX

MAX HP: 36000
DAMAGE: 85
DEFENSE: 25
SPAWN: Hardmode, Pyramid main room only. Use Sungem on Ancient Altar to spawn
The Duosphinx spawns with both halves separated at player level, after which it will immediately begin attacking them. The boss can only move vertically, up and down. It has two main attack patterns: the two halves will smash into eachother every few seconds, dealing damage to the player if caught between. Every 15 seconds, a laser beam will form between the gems on the halves' headpieces. The boss will then quickly move up and down in an attempt to hit the player with the beam. Every now and then, the two halves will also shoot volleys of slow moving projectiles at the player

The Halves don't share HP; each has 18000 max HP. When one of the halves dies, the other becomes enraged and gains freedom of movement. It will also start pursuing the player more aggresively and doing a new version of the laser beam attack that rotates at a 180 angle


DROPS:

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GAZE OF HATHOR
DAMAGE: 57
KNOCKBACK: 2 (Very Weak)
USE TIME: 20 (Very Fast)
DROP RATE: 16.6%

When an arrow fired from the Gaze of Hathor hits an enemy, it arcs to up to two enemies. This effect can further arc up to two times and only consumes one arrow.


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LUNA & SOL
DAMAGE: 50
KNOCKBACK: 2 (Very Weak)
USE TIME: 9 (Very Fast)
DROP RATE: 16.6%

Pair of guns that autofires. 25% chance not to consume ammo.

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SMITE STAFF
DAMAGE: 52
KNOCKBACK: 4 (Average)
USE TIME: 8 (Insanely Fast)
DROP RATE: 16.6%
MANA: 10

A slightly weaker version of the Blizzard Staff, the Smite Staff calls down a diagonal column of light (space lazor lol) that continuously deals damage to enemies.

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DUST STAFF
DAMAGE: 45
KNOCKBACK: 1.7 (Extremely Weak)
USE TIME: 26 (Average)
MANA: 10
DROP RATE: 16.6%

The Dust Staff summons Dust Devils that focus on enemies and suffocate them , dealing continuous damage


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COPPER LAMP
USE TIME: 26 (Average)
MANA: 10
DROP RATE: 5%

Summons a mini Djinn follower that buffs you with the Lucky buff. While Lucky, your crit chance is increased by 15% and you have a 15% percent to dodge attacks.

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MOONBLADE
DAMAGE: 72
KNOCKBACK: 5 (Extremely Weak)
USE TIME: 26 (Average)
MANA: 10
DROP RATE: 16.6%

On swing, the Moonblade produces two Spectral Blades that seek enemies and deal 45% damage.


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SOLAR FLARE WAND
DAMAGE: 32
KNOCKBACK: 4 (Average)
USE TIME: 15 (Very Fast)
MANA: 12
DROP RATE: 16.6%

The wand shoots energy bolts that upon reaching max range explode and also release 8 sunrays radially.

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ANCIENT WINGS

DROP RATE: 5%
Wings, not much else to say. Steampunk tier.

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EYES OF THE SPHINX
DROP RATE: 5%
When you equip the Eyes of the Sphinx, your critical strikes deal 250% damage instead of 200% damage.

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GOLDEN IDOL

DROP RATE: 2%
Having the Golden Idol equipped will revive you with 50% Health after death. There is a 10 min cooldown.

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You can also combine the Golden Idol with the Ankh Shield, yielding the Gilded Shield

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ANCIENT KITTY
DROP RATE: 5%
Pretty much does what all pets do; follows you around and looks pretty~

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ENGRAVED TABLET
DROP RATE: 100% (10-18)
Used in crafting the Seer Armor.

BIOME ARMOR

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SEER SET

DEFENSE: 40 (Hood) / 30 (Mask)
SET EFFECT: Hood: Standing still causes the orbs above the player to fill one at a time over 2 seconds.. When all three are powered, grants greatly increased mana regeneration and causes 50% of damage taken to affect mana instead of health as long as the player stands still.
Mask: Attacking with magic weapons causes the orbs above the player to fill one at a time. When all three are powered, the next hit caused by a magic weapon depletes the gems and deals 2.5x damage. An orb is powered each time the player lands a hit with a magic weapon.

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SEER HOOD
Defense 16
Bonus
Increases maximum mana by 120
5% increased magic damage and critical strike chance
Spawns energy orbs above the wearer that amplify mana regeneration and shield the player with their own mana
Recipe: 10
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, 10
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SEER MASK
Defense 6
Bonus Increases maximum mana by 50 and reduces mana usage by 13%
7% increased magic damage and critical strike chance

Spawns energy orbs above the wearer that amplify damage
Recipe: 10
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, 10
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SEER ROBE
Defense 14
Bonus
7% increased magic damage and critical strike chance
Recipe: 16
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, 16
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SEER PANTS
Defense 10
Bonus
8% increased magic damage
8% increased movement speed

Recipe: 12
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, 12
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The Seer Set Diverges into two paths, similar to the Spectre Set: one is the pure damage dealer via the Mask, especially effective with rapid firing weapons such as the Razorpine or the Blizzard Staff. The other one is the tanky caster, the Battlemage, if you will. Wizards have a lot of mana, why not use it? The set effect amplifies mana regen by 2.5x . Of course, at the cost of mobility, something that might just kill an unprepared mage.

BIOME CHEST

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DESERT CHEST
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The Desert chest needs a Desert Key to be unlocked, which is crafted exactly like the other biome chest keys. Desert Key Molds drop from monsters killed in the desert biome only.

CONTENTS:

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WRATH OF RA
DAMAGE: 12
KNOCKBACK: 4 (Average)
USE TIME: 7 (Insanely Fast)
The Wrath of Ra automatically splits all bullets into 3 and converts them into a special type that negates their attributes. The bullets home in on enemies.



 
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Another great amount of content for a biome that doesn't have enough space unless expended manually.;(

Lovely sprites. I like these better than your ocean ones. For some reason those didn't sit well with me.

I'll leave the mobs/items for later perusal.
 
Another great amount of content for a biome that doesn't have enough space unless expended manually.;(

Lovely sprites. I like these better than your ocean ones. For some reason those didn't sit well with me.

I'll leave the mobs/items for later perusal.

Sadly, the overlooked biomes are also quite small so there wouldn't really be any room for anything :( I'm glad you like the sprites, though!

This is an amazing suggestion, I love every bit of it.

Aww shucks, thanks :')

Why does the dungeon weapon do 12 damage?

That's 12 damage per bullet. Since it fires three at a time, the actual total is 36.
 
If the Antlion boss is supposed to be post Plantera, the weapons shouldn't be that weak. They deserve a buff. That's a blemish on an otherwise fantastic suggestion. Or are they supposed to be pre-Hardmode and you just confused it with post-Plantera?
 
I like this suggestion but the status could use some balancing, in particular the ant lion boss with more HP than PLantera and ~100 damage a hit which is pre Hardmode. I love your sprites and suggestions though, they turn the desert into a biome as good as the jungle. Just some stat balancing and will be great! Also with the dungeon weapon I would slow it a little but buff the da,age to around 20 or 30 as 12 is weak
 
Ocean Key Molds drop from monsters killed in the desert biome only.
I think you meany
Desert Key Molds drop from monsters killed in the desert biome only.

Also, why would the god of magic (Isis) drop the god of death's (Osiris) eye. Also, you know in Egyptian Mythology means that god possesses that person. I would suggest replacing it with the Eye of Isis and making it do:
+12% Magic Damage
+60 Mana
Increased mana regeneration
Effect that you occasionally get the On Fire! debuff every 120 minutes [2 hours (5 Terrarian Days)] for 20 seconds

That last effect is because, according to mythology, the eyes of gods cannot last very long and they burn up. Hope I helped!
 
Antlion Egg Sac; spawns rarely in large caverns. Break to spawn
MAX HP: 38000
DAMAGE: 85-120
DEFENSE: 25
SPAWN: Hardmode, post Plantera, below Cavern layer (Sand Caves). Need Pheromone Emitter to spawn
So... wait, is this supposed to be a pre-hardmode boss or a post-hardmode one? It's in the pre-hardmode section and its drops are pre-hardmode balanced, and the Egg Sac implies that's the spawn method, but then there's that second spawn explanation that says post-Plantera and its stats are indicative of that. So, which is it?

Otherwise, a great suggestion, very well thought out and very nice sprites!
 
Gah, sorry for the wrong numbers. Copying things around for the sake of keeping the format screwed some of it up @_@ hopefully it's a bit less extreme now
 
Ocean Key Molds drop from monsters killed in the desert biome only.
That'll Be fun, grinding in the ocean, for desert key molds

Nice Suggestion, I feel like the Desert is only good for pyramids, But if this is implemented that would change my opinion
 
This is great! High-quality sprites, everything is elaborated on, and it's quite creative. I'd suggest you also look at this desert expansion suggestion, and possibly collaborate. I'm also working on a pyramid expansion, and I can invite you to the PM if you'd like.
 
If the Antlion boss is supposed to be post Plantera, the weapons shouldn't be that weak. They deserve a buff. That's a blemish on an otherwise fantastic suggestion. Or are they supposed to be pre-Hardmode and you just confused it with post-Plantera?
It's pre-hardmode Queen Bee-tier.
 
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