Intoner
Terrarian
Okay. First suggestion on the Terraria Forums. It's probably the biggest one I'll ever do, but just a head's up. Let me know if you like it or not, and I'll be sure to keep updating this
So you all know the Celestial event, that leads up to the Moon Lord right? It all starts out with this guy here:
Well, later on, the Clothier will sell his vanity set during the night. However, during the day, he will offer this instead:
They even have a White Cultist sprite within the game code!
Though it is never actually used, and can't be spawned in.
So what does this mean? It means that they are planning, or at least were planning at some point on making a Solar equivalent to the Moon Lord. Anywho, now that explanations are over, let's get onto my idea as to what he could do.
So you all know the Celestial event, that leads up to the Moon Lord right? It all starts out with this guy here:
Well, later on, the Clothier will sell his vanity set during the night. However, during the day, he will offer this instead:
They even have a White Cultist sprite within the game code!
So what does this mean? It means that they are planning, or at least were planning at some point on making a Solar equivalent to the Moon Lord. Anywho, now that explanations are over, let's get onto my idea as to what he could do.
Star Lord
So the moon lord kinda looks like this gigantic, evil creature that is imposing and menacing towards the player. I can respect that. Though we need more "smaller" bosses. This guy is just a humanoid figure of energy that reeks overwhelming power, and feels like an omnipotent foe. Even if it's not big, it radiates a dominating presence over the player
So the moon lord kinda looks like this gigantic, evil creature that is imposing and menacing towards the player. I can respect that. Though we need more "smaller" bosses. This guy is just a humanoid figure of energy that reeks overwhelming power, and feels like an omnipotent foe. Even if it's not big, it radiates a dominating presence over the player
Health: 120,000/180,000(expert)
Damage: 0 (melee)
Defense: 60
KB Resist: 100%
AI
Drops
Alright folks, that's all I have time for today. Do note that I'll be doing the rest of the drops for Summoner and the other Ranged later, as well as how to spawn this puppy of a boss in. Thanks for reading, and I'll enjoy any feedback possible. Thanks!
Damage: 0 (melee)
Defense: 60
KB Resist: 100%
AI
The Star Lord has an AI like never seen before. He will be constantly teleporting around the screen every couple of seconds, making it difficult to keep constant fire on him. He will also have a multitude of attacks available at his disposal. There are three different categories of attacks:
Cosmic Attack
Celestial Attack
Ultimate Attack
Death
Cosmic Attack
These are the most commonly occurring attacks, and will be selected at random.
Comet
Travels to the left or right of the player and transforms into a large comet, and dashes at high speed in a horizontal direction towards the player. Cannot change direction.
Damage: 100
Gamma Ray
Travels to the left or right of the player, always keeping a certain distance away, following their movement. After three seconds, he will fire a powerful beam three blocks wide.
Damage: 175
Galactic Disc
Starts to charge up a spinning galaxy in hand, and throws it downward to the player. It will go in a downward arc, before traveling back to the Star Lord. It can hit multiple times.
Damage: 50
Explosive Clones
He will summon 2-4 clones, depending on his current health. They will be teleporting around, but they cannot overlap. When the clones appear, the Star Lord's health bar will disappear. The clones each have 10,000 HP, and are impossible to distinguish from the real deal until you actually attack the real Star Lord again. This phase will last for 30 seconds, or until all the clones are dead. When the clones die, they will make a moderate explosion. keep in mind, after 30 seconds, the original Star Lord will continue in its pool of attacks.
Damage: 200 (from explosion)
Comet
Travels to the left or right of the player and transforms into a large comet, and dashes at high speed in a horizontal direction towards the player. Cannot change direction.
Damage: 100
Gamma Ray
Travels to the left or right of the player, always keeping a certain distance away, following their movement. After three seconds, he will fire a powerful beam three blocks wide.
Damage: 175
Galactic Disc
Starts to charge up a spinning galaxy in hand, and throws it downward to the player. It will go in a downward arc, before traveling back to the Star Lord. It can hit multiple times.
Damage: 50
Explosive Clones
He will summon 2-4 clones, depending on his current health. They will be teleporting around, but they cannot overlap. When the clones appear, the Star Lord's health bar will disappear. The clones each have 10,000 HP, and are impossible to distinguish from the real deal until you actually attack the real Star Lord again. This phase will last for 30 seconds, or until all the clones are dead. When the clones die, they will make a moderate explosion. keep in mind, after 30 seconds, the original Star Lord will continue in its pool of attacks.
Damage: 200 (from explosion)
Celestial Attack
Celestial attacks are less common. After 2-3 Cosmic attacks, the Star Lord will move onto a Celestial attack. The attacks can't repeat until all Celestial attacks have been used.
Solar Wind
After a short charge, blades of fiery wind will be flung in arcs toward the player. Once he starts charging them, he cannot change direction, but they have a 120 degree area, so be quick. He will shoot out three blades. They inflict the Solar Radiation debuff, which will speed you up, lower attack, and make you take 15 damage/second. Lasts 5 seconds.
Damage: 150
Nebula Cloud
A nebula cloud will start to spread out from the Star Lord's core, and will expand until it's general radius is 10 blocks. Getting stuck in it will slow you down, deal 20 damage a second, and regenerate the Star Lord by 500 health a second while you are inside. Lasts for 10 seconds.
Damage: 200 (potential, armor pierce)
Vortex Lock
Four vortexes the size of the Lunar Portal Staff will quickly materialize out from the center of the moon lord, and travel 20 blocks out in the four cardinal directions. Players nearby any of the vortexes by 5 blocks will be sucked in, and trapped. Then, the Star Lord will proceed to shoot lightning bolts into the vortexes, one at a time. Note that even if you're not trapped, he will still shoot the lightning.
Damage: 150
Stardust Shower
He will go above you, and pelt players below with a rapid hail of stardust for 4 seconds. Think of the blizzard staff, but going out in a cone, rather than coming down as one. The attack will completely ignore the effects of Cross Necklaces, Cobalt Shields and anything related. So you will basically be "trapped" in there while being constantly battered. For every hit of stardust, it will siphon energy, and contribute it to a forming Neutron Star above the Star Lord. This star, with more energy, will get darker(See below).
Damage: 10 per shot
Solar Wind
After a short charge, blades of fiery wind will be flung in arcs toward the player. Once he starts charging them, he cannot change direction, but they have a 120 degree area, so be quick. He will shoot out three blades. They inflict the Solar Radiation debuff, which will speed you up, lower attack, and make you take 15 damage/second. Lasts 5 seconds.
Damage: 150
Nebula Cloud
A nebula cloud will start to spread out from the Star Lord's core, and will expand until it's general radius is 10 blocks. Getting stuck in it will slow you down, deal 20 damage a second, and regenerate the Star Lord by 500 health a second while you are inside. Lasts for 10 seconds.
Damage: 200 (potential, armor pierce)
Vortex Lock
Four vortexes the size of the Lunar Portal Staff will quickly materialize out from the center of the moon lord, and travel 20 blocks out in the four cardinal directions. Players nearby any of the vortexes by 5 blocks will be sucked in, and trapped. Then, the Star Lord will proceed to shoot lightning bolts into the vortexes, one at a time. Note that even if you're not trapped, he will still shoot the lightning.
Damage: 150
Stardust Shower
He will go above you, and pelt players below with a rapid hail of stardust for 4 seconds. Think of the blizzard staff, but going out in a cone, rather than coming down as one. The attack will completely ignore the effects of Cross Necklaces, Cobalt Shields and anything related. So you will basically be "trapped" in there while being constantly battered. For every hit of stardust, it will siphon energy, and contribute it to a forming Neutron Star above the Star Lord. This star, with more energy, will get darker(See below).
Damage: 10 per shot
Neutron Star
This puppy will have a base health of 5,000 when newly formed, but for every stardust that hits the player will be another +250.
It acts like a turret, that is stationary. However, it will launch erratic and random bursts of energy. They will not disappear until the player kills it. Every time it's attacks land, it will heal the Star Lord 500 health
Damage: 150
Drops: 5-? Hearts depending on how much total health it has, rounding to the thousandths place
This puppy will have a base health of 5,000 when newly formed, but for every stardust that hits the player will be another +250.
It acts like a turret, that is stationary. However, it will launch erratic and random bursts of energy. They will not disappear until the player kills it. Every time it's attacks land, it will heal the Star Lord 500 health
Damage: 150
Drops: 5-? Hearts depending on how much total health it has, rounding to the thousandths place
Ultimate Attack
Ultimate attacks will trigger after all Celestial attacks have been used. Once the attack is over, it will reset the cycle
Red Shift
The Star Lord will grow to a massive size, and appear on the left or right of the screen. His head will grow to be a little larger than the Moon Lord's, and the majority of his body will be underground behind the wall layer. He will fire two thin, but powerful laser beams out from his eyes, which will independently scan the area up and down three times. While in this phase, he will exert the debuff, Gravitational Pull to anyone who attacked him. This debuff keeps player in front of him, and in the "sight" of the beams, so they can't just go behind him to avoid the lasers. Should they attempt to escape, the debuff will grant them slowness.
Damage: 200
Supernova
The Star Lord will disappear briefly, and appear in the background, about 2/3 his normal size. While charging up this attack, he will be invincible; unable to take damage. He will curl up into the fetal position, before spreading out his body. This releases a powerful, fiery shockwave that will quickly travel in a 360 degree arc. The only way to avoid it is by
a. Being far enough away (75 block radius)
b. Teleporting through it (It travels pretty fast)
c. Hide behind at least a two-block wide wall (The blocks don't have to be touching)
Note that, anytime during the bossfight, should you teleport 75 blocks away from the boss using a magic mirror or portal gun, the Star Lord will instantly teleport to your location, and fire a weakened version of the Supernova
Damage: 200
Red Shift
The Star Lord will grow to a massive size, and appear on the left or right of the screen. His head will grow to be a little larger than the Moon Lord's, and the majority of his body will be underground behind the wall layer. He will fire two thin, but powerful laser beams out from his eyes, which will independently scan the area up and down three times. While in this phase, he will exert the debuff, Gravitational Pull to anyone who attacked him. This debuff keeps player in front of him, and in the "sight" of the beams, so they can't just go behind him to avoid the lasers. Should they attempt to escape, the debuff will grant them slowness.
Damage: 200
Supernova
The Star Lord will disappear briefly, and appear in the background, about 2/3 his normal size. While charging up this attack, he will be invincible; unable to take damage. He will curl up into the fetal position, before spreading out his body. This releases a powerful, fiery shockwave that will quickly travel in a 360 degree arc. The only way to avoid it is by
a. Being far enough away (75 block radius)
b. Teleporting through it (It travels pretty fast)
c. Hide behind at least a two-block wide wall (The blocks don't have to be touching)
Note that, anytime during the bossfight, should you teleport 75 blocks away from the boss using a magic mirror or portal gun, the Star Lord will instantly teleport to your location, and fire a weakened version of the Supernova
Damage: 200
Death
When killed, the Star Lord will begin to dissolve. All that will be left is the core from its heart. This core is passive, and will not attack. It has a base health of 10,000, and +5,000 on multiplayer for every player that attacked it. However, failure to destroy the core within 10 seconds will cause it to collapse on itself, creating a black hole. Any player who gets sucked in will die immediately. To avoid this, simple fly out of range while the core is collapsing, or use blocks as a way to stop you from proceeding. Should every player that attacked the core die, no drops will spawn. Surviving the final onslaught or killing the core in time will still yield drops. When the core is destroyed, it will crack, and all it's energy will release and disperse harmlessly.
Drops
Star Wrath
Just cause it makes more sense than it dropping from the Moon Lord, and will balance the amount of melee weapons he drops
Dogerstick
Damage: 200
Knockback: 6
Velocity: 5
Crit Chance: 4%
Use Time: 18
We got one for Nyan Cat, now time for Doge to get some love. It's a fast spear that shoots a projectile that flies straight and pierces infinitely. When it touches an enemy, an iconic Doge phrase will appear, using Terraria related words. These words will stay for 5 seconds, and deal 1/3 damage upon contact
Solar Flare
Damage: 175
Knockback: 5
Mana: 15
Velocity: 6
Crit Chance: 4%
Use Time: 20
A single burst of solar energy erupts from the ground, and quickly travels up to your cursor. Think of the projectile the Solar Pillar uses. When traveling to your cursor, the flare can go through blocks, but when it starts to arc back down, then hitting blocks or enemies will stop it. When it comes in contact with a block or enemy, it will explode for AoE damage.
Dubstep Cannon
Damage: 100
Knockback: 2
Mana: 10
Velocity: 25
Crit Chance: 4%
Use Time: 5
The Dubstep Cannon is a peculiar weapon. While it uses mana, it also needs ammo. Don't worry, the ammo is quite simple. It has a 100% chance not to consume ammo, and uses music boxes. From there, the cannon will play a dubstep version of whatever song you're using, and produce sound waves. The cannon will only accept biome-related songs. Each biome will have different waves/projectiles and different effects. Note that all soundwaves will indeed bounce within their range. Range is distance away from player, not shape of the cone
O.M.G (Orca Machine Gun) <-- Idea and sprite goes to Burnscar
Damage: 88
Knockback: 3
Velocity: 12
Crit Chance: 12%
Use Time: 4
40% Chance to consume more ammo
Inflicts Slowness onto the user
OK. So if you take the time to look at Burnscar's thread, you'll see this beast's a minigun. Sorta like the Nebula Arcanum and Nebula Blaze, this weapon will show when you're holding it. When you actually use it though, that's when you'll get slowness. Like the Laser Machine Gun, it takes a bit to warm up. The spread of the bullets will be the same as the Megashark. It will produce a muzzle flare, that will extend another gun-length, that inflicts Burning to whatever's inside the flare, and does contact damage as well. So it will kinda be a mini flamethrower I suppose. Basically, it's an "upgrade" to the SDMG that has TONS more damage potential, but has a couple drawbacks as well
Sagittarius Bow
Damage: 100
Knockback: 5
Velocity: 5
Crit Chance: 4%
Use Time: 25
This bow requires a short charge time, and will only fire a single shot. The shot travels at a rate faster than the Pulse Bow, and will also keep the property of flying straight and bouncing. Shots bounce 5 times, and pierce infinitely. The "arrow" itself is reminiscent of a comet, and has a larger hitbox. It leaves an ion trail behind it as well, dealing half the damage of the bow to anything inside. This trail fade after 3 seconds.
Pillar Staff
Damage: 120
Knockback: 8
Mana: 20
Crit Chance: 4%
I'd consider this to be a cross between a turret, and the Nimbus Rod. It will summon mini versions of the Celestial Pillars (About the size of the player) to attack enemies. The order goes in: Solar, Vortex, Nebula, Stardust.
Cluster Staff
Damage: 75
Knockback: 5
Mana: 2-
Crit Chance: 4%
This staff will summon a miniature galaxy to fight for you. They will take on various shapes and colors, but this is merely aesthetic. Unlike all other summons, these galaxies won't just hover around the player. They will float in a circle around the user, and even go through blocks (producing moderate light). Another thing to note is that the galaxies will follow each other, starting from the first one summoned. When there is a target, the first galaxy summoned will proceed to charge to the target with all the others following single file. When they reach the target, they will stop there. Then, as the summons touch each other, they will merge together one by one. Like the Stardust Dragon, the larger the cluster becomes, the more damage it does. However, while the galaxies are fast individually, the more they merge, the slower they become. They start at the speed of the Razorblade Typhoon, and slows down to the Nebula Arcanum. When all enemies present are killed, the cluster will 'explode' into the individual parts again. If you wish to split the cluster mid-battle, you can always resummon one, and the cluster will lose a galaxy. The new one will also probably pick a different target. It should hopefully encourage more tactical play from summoners.
Just cause it makes more sense than it dropping from the Moon Lord, and will balance the amount of melee weapons he drops
Dogerstick
Damage: 200
Knockback: 6
Velocity: 5
Crit Chance: 4%
Use Time: 18
We got one for Nyan Cat, now time for Doge to get some love. It's a fast spear that shoots a projectile that flies straight and pierces infinitely. When it touches an enemy, an iconic Doge phrase will appear, using Terraria related words. These words will stay for 5 seconds, and deal 1/3 damage upon contact
Solar Flare
Damage: 175
Knockback: 5
Mana: 15
Velocity: 6
Crit Chance: 4%
Use Time: 20
A single burst of solar energy erupts from the ground, and quickly travels up to your cursor. Think of the projectile the Solar Pillar uses. When traveling to your cursor, the flare can go through blocks, but when it starts to arc back down, then hitting blocks or enemies will stop it. When it comes in contact with a block or enemy, it will explode for AoE damage.
Dubstep Cannon
Damage: 100
Knockback: 2
Mana: 10
Velocity: 25
Crit Chance: 4%
Use Time: 5
The Dubstep Cannon is a peculiar weapon. While it uses mana, it also needs ammo. Don't worry, the ammo is quite simple. It has a 100% chance not to consume ammo, and uses music boxes. From there, the cannon will play a dubstep version of whatever song you're using, and produce sound waves. The cannon will only accept biome-related songs. Each biome will have different waves/projectiles and different effects. Note that all soundwaves will indeed bounce within their range. Range is distance away from player, not shape of the cone
Forest
A standard cone producing green soundwaves that will slow enemies down.
Damage: +50
Range: 20
Cavern
A standard cone producing gray soundwaves that confuse enemies
Damage: +60
Range: 18
Underworld
An orange cone with a wider berth, and will inflict burning to any enemy within the cone, but only those inside
Damage: +40
Range: 14
Desert
A yellow beam that will stun enemies in place
Damage: +55
Range: 26
Snow
A series of white waves that will inflict frostburn. Each wave expands as they go, but loses damage. The waves fire at to the tempo of the music
Damage: +75 to +35
Range: 22
Jungle
A lime cone thinner than the Forest and Cavern, but will inflict venom
Damage: +45
Range: 22
Corruption
A standard cone producing purple soundwaves that inflicts cursed inferno
Damage: +50
Range: 18
Crimson
A standard cone producing red soundwaves that inflicts ichor
Damage: +50
Range: 18
Mushroom
A standard cone producing blue soundwaves that will ignore blocks
Damage: +40
Range: 20
Hallow
A pink beam that produces light, and slows enemies
Damage: +50
Range: 28
Ocean
A cyan soundwave that moves in a wavy/curvy fashion. It pushes away enemies much more efficiently
Damage: +60
Range: 22
Space
Produces transparent soundwaves that travel in all directions and distorts the area. No added bonus
Damage: 75
Range: 6
A standard cone producing green soundwaves that will slow enemies down.
Damage: +50
Range: 20
Cavern
A standard cone producing gray soundwaves that confuse enemies
Damage: +60
Range: 18
Underworld
An orange cone with a wider berth, and will inflict burning to any enemy within the cone, but only those inside
Damage: +40
Range: 14
Desert
A yellow beam that will stun enemies in place
Damage: +55
Range: 26
Snow
A series of white waves that will inflict frostburn. Each wave expands as they go, but loses damage. The waves fire at to the tempo of the music
Damage: +75 to +35
Range: 22
Jungle
A lime cone thinner than the Forest and Cavern, but will inflict venom
Damage: +45
Range: 22
Corruption
A standard cone producing purple soundwaves that inflicts cursed inferno
Damage: +50
Range: 18
Crimson
A standard cone producing red soundwaves that inflicts ichor
Damage: +50
Range: 18
Mushroom
A standard cone producing blue soundwaves that will ignore blocks
Damage: +40
Range: 20
Hallow
A pink beam that produces light, and slows enemies
Damage: +50
Range: 28
Ocean
A cyan soundwave that moves in a wavy/curvy fashion. It pushes away enemies much more efficiently
Damage: +60
Range: 22
Space
Produces transparent soundwaves that travel in all directions and distorts the area. No added bonus
Damage: 75
Range: 6
O.M.G (Orca Machine Gun) <-- Idea and sprite goes to Burnscar
Damage: 88
Knockback: 3
Velocity: 12
Crit Chance: 12%
Use Time: 4
40% Chance to consume more ammo
Inflicts Slowness onto the user
OK. So if you take the time to look at Burnscar's thread, you'll see this beast's a minigun. Sorta like the Nebula Arcanum and Nebula Blaze, this weapon will show when you're holding it. When you actually use it though, that's when you'll get slowness. Like the Laser Machine Gun, it takes a bit to warm up. The spread of the bullets will be the same as the Megashark. It will produce a muzzle flare, that will extend another gun-length, that inflicts Burning to whatever's inside the flare, and does contact damage as well. So it will kinda be a mini flamethrower I suppose. Basically, it's an "upgrade" to the SDMG that has TONS more damage potential, but has a couple drawbacks as well
Sagittarius Bow
Damage: 100
Knockback: 5
Velocity: 5
Crit Chance: 4%
Use Time: 25
This bow requires a short charge time, and will only fire a single shot. The shot travels at a rate faster than the Pulse Bow, and will also keep the property of flying straight and bouncing. Shots bounce 5 times, and pierce infinitely. The "arrow" itself is reminiscent of a comet, and has a larger hitbox. It leaves an ion trail behind it as well, dealing half the damage of the bow to anything inside. This trail fade after 3 seconds.
Pillar Staff
Damage: 120
Knockback: 8
Mana: 20
Crit Chance: 4%
I'd consider this to be a cross between a turret, and the Nimbus Rod. It will summon mini versions of the Celestial Pillars (About the size of the player) to attack enemies. The order goes in: Solar, Vortex, Nebula, Stardust.
Solar:
Launches fireballs that arc to enemies within range twice a second. These will explode upon contact on land or foe and do AOE damage
Vortex:
Fires a lightning strike to smite an enemy every second. This will pierce infinitely and keep traveling for 50 blocks, or terrain
Nebula:
If there is an enemy within range, it will release a gas cloud that will linger until all enemies exit range. The cloud has a radius of 15 blocks, hits once a second, and slows targets
Stardust:
This pillar summons either a miniature Milkyway Weaver or the small stage of the Stardust Cell. These minions will fly around nearby to the pillar, and chase down enemies. The spawned minions will distract basic enemies (Not bosses) and will last for 10 seconds. After that, there is a 5 second cooldown before another can be spawned
Launches fireballs that arc to enemies within range twice a second. These will explode upon contact on land or foe and do AOE damage
Vortex:
Fires a lightning strike to smite an enemy every second. This will pierce infinitely and keep traveling for 50 blocks, or terrain
Nebula:
If there is an enemy within range, it will release a gas cloud that will linger until all enemies exit range. The cloud has a radius of 15 blocks, hits once a second, and slows targets
Stardust:
This pillar summons either a miniature Milkyway Weaver or the small stage of the Stardust Cell. These minions will fly around nearby to the pillar, and chase down enemies. The spawned minions will distract basic enemies (Not bosses) and will last for 10 seconds. After that, there is a 5 second cooldown before another can be spawned
Cluster Staff
Damage: 75
Knockback: 5
Mana: 2-
Crit Chance: 4%
This staff will summon a miniature galaxy to fight for you. They will take on various shapes and colors, but this is merely aesthetic. Unlike all other summons, these galaxies won't just hover around the player. They will float in a circle around the user, and even go through blocks (producing moderate light). Another thing to note is that the galaxies will follow each other, starting from the first one summoned. When there is a target, the first galaxy summoned will proceed to charge to the target with all the others following single file. When they reach the target, they will stop there. Then, as the summons touch each other, they will merge together one by one. Like the Stardust Dragon, the larger the cluster becomes, the more damage it does. However, while the galaxies are fast individually, the more they merge, the slower they become. They start at the speed of the Razorblade Typhoon, and slows down to the Nebula Arcanum. When all enemies present are killed, the cluster will 'explode' into the individual parts again. If you wish to split the cluster mid-battle, you can always resummon one, and the cluster will lose a galaxy. The new one will also probably pick a different target. It should hopefully encourage more tactical play from summoners.
Alright folks, that's all I have time for today. Do note that I'll be doing the rest of the drops for Summoner and the other Ranged later, as well as how to spawn this puppy of a boss in. Thanks for reading, and I'll enjoy any feedback possible. Thanks!
- Posted
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