NPCs & Enemies The Scourge / The Parasite - End-game Boss

Does this sound interesting?


  • Total voters
    20

dave_combine

Terrarian
Remember when you first went to the Corruption? How you tried to navigate down the chasm, to fall to your death a couple of times. Or when you didn't realise that once you've destroyed your third shadow orb, a huge worm trapped you in the endless pit you fell inside of. Although it wasn't a particularly hard boss, he was pretty startling the first time around.

But... now you're a veteran. You know that he's easily defeated with a vilethorn, or even a harpoon gun. He's just a big wobbily worm, arguably the easiest early-game boss there is. Doesn't that feel a little... Weird? The pure evil that corrupts every corner, very easily becomes more annoying than it is frightening. There isn't much mention of it. Just another biome that gives you your supply of Deathweed, and makes you spend tonnes of platinum coins to buy that Green Solution.

I believe that it's time for a change in focus. We have giant robots, giant plants, giant fish, giant moon lords. Where's our giant corruption boss? The 'something' that makes it seem like you've conquered the corrruption, not just brushed it aside with 5-tile wide walls of wood or brick and a Clentaminator?

With that rant over, I would like to show you guys my new idea; The Scourge / The Parasite
*Sorry for the lack of sprites and pretty pictures; I'm not much of an artsy guy. It would be greatly appreciated if someone who liked the idea enough could submit some for me!


THE SCOURGE {Corruption}

PHASE ZERO:
After the player has defeated the Moon Lord, a new plant will begin to spawn (about as rarely as a Planteras Bulb) around the Surface Corruption; the Vilerose. It's distinguished by it's long stem that bears a glowing-purple pod on the end. One destroyed, it will explode dealing a minor amount of damage. However, spores from the corpse of the plant will fly into the air and dissapear, aswell as a message appearing in the Chat window;

" You have doomed us all . . . "
" Nowhere is safe . . . "
" It corrupts deep within . . . "


PHASE ONE:
Once the player has destroyed a Vilerose, a random spot inside of the Underground Jungle will turn sour. In a 500-block radius, all Jungle grass will turn into Corrupted Jungle Grass. This new type of earth cannot be purified, and cannot be destroyed, except with explosives ( Bombs or dynamite ). However, once the Pure Shadow Orb is destroyed, all Corrupted Jungle Grass will be converted into normal jungle grass, aswell as spawn their biome enemies. Corrupted Jungle Grass also gives off a faint purple light. The background of the new biome is also very, very dark, making torches somewhat less effective. It will also be accompanied with a new set of hazards and enemies:

HAZARDS
-Grimweed: Grimweed grows occasionally around the Corrupted Jungle. Similar to the thorny bushes that spawn around the normal jungle biome, Grimweed grows on grass in relatively big bushes. However, Grimweed acts like a block towards the player, and cannot simply be destroyed with a swing of a sword or shot of an arrow - instead, they must be mined. Grimweed also does more damage than the regular thorns. Enemies can navigate through Grimweed without it being destroyed.

-Splushrooms: Splushrooms are as to the Corrupted Jungle as glowing mushrooms are to the Glowing Mushroom biome, however the spawn slightly less than glowing mushrooms do. They take the appearance of purple mushrooms the size of breakable pots. They are also quite fragile, and will explode on the impact of any weapon. Each explosion damages players and has a 33% chance to inflict the Venom debuff. Multiple spore releases does not stack the debuff, but instead renews the cooldown.

-Ink Pools: Any water located in the Corrupted Jungle biome now converts to Ink. Ink is like lava, but damages slightly more per second. Players do not turn into Merfolk when equipped with a Neptune's Shell (or any higher accessory), and they cannot swim in it when equipped with Flippers (or any other similar accessory).

ENEMIES

*All enemies bear the corrupt color scheme*
-Corrupt Jungle Slime: Corrupt Jungle Slimes look similar to the normal jungle slimes, however they have worm teeth protruding from their gelatin instead of thorns. Every 5 seconds, the slime shoots out five worm teeth over itself in a three-round burst.
HEALTH: 115
DAMAGE: 43 (ranged)
60 (melee)​
DEFENSE: 15
IMMUNITY: Cursed Inferno, Poison

-Inkling: Inklings are little balls of ink that pack quite a punch. If the player is near an Inkpool, an Inkling has a chance to jump out of it and attack the player. Inklings move incredibly fast and have high jump heights. Each time an Inkling hits you, it has a chance to inflict the Blackout and Slow debuffs.
HEALTH: 100
DAMAGE: 60
DEFENSE: 8
IMMUNITY: None

-Warped Wasp: Warped Wasps resemble the Mossy Hornet, but instead are tangled in thorny vines. Warped Wasps also move faster than normal hornets.They shoot a tight-arc of three stingers towards the player when theyre in their sight. Each stinger has a 20% chance of inflicting the Venom debuff.
HEALTH: 285
DAMAGE: 110
DEFENSE: 30
IMMUNITY: Cursed Inferno, Poison

-Vile Snatcher: Vile snatchers resemble the Angry Snatchers, however they have different AI. Vile Snatchers are distinguished by their cursed flame inside of their jaws, giving off light to reveal their location. Instead of always attempting to stretch to the player, the Vile Snatcher remains idle until it decides to strike. Eventually, it lunges out towards the player at a fast speed. If the attack succeeds, massive damage is done, and the player has a 100% chance to be inflicted with Cursed Inferno. If the attack fails, the Vile Snatcher stays in place for 3 seconds while desperately biting around the location it lunged at originally, before returning to their anchored tile.
HEALTH: 300
DAMAGE: 180 (successful hit)

145 (melee)
DEFENSE: 28
IMMUNITY: Cursed Inferno, Poison

-Black Widow: The Black Widow is a spider with a dark skintone, making it difficult to see against the background of the Corrupted Jungle biome. The purple pattern on it's back begins to light up more vibrantly based on how close it is to the player (the brightest being right next to the player). Every bite has a 100% chance to inflict the Feral Bite debuff.
HEALTH: 250
DAMAGE: 175
DEFENSE: 28
IMMUNTIY: Cursed Inferno, Poison, Hunter Buff

-Panther [Rare] : The Panther is a rare enemy that uses stealth to its advantage. When the Panther isn't attacking, he is completely invisible except for his glowing green eyes, and moves slowly towards the players location. When the player enters his sight, he stops movement, and after three seconds, lunges at the player at a fast speed while also breaking his invisibility. If the lunge is successful, the panther rapidly attacks, and applies the Slow and Bleeding debuff. After 5 successful attacks have landed, the Panther retreats and despawns. If the Panther is attacked before it can lunge at the player, he has significantly reduced attack speed, damage, and movement speed, aswell as not being able to retreat.
HEALTH: 750
DAMAGE: 200 (successful lunge)

140 (unsuccessful lunge)
DEFENSE: 40
IMMUNITY: None



PHASE TWO:
At the center of each area that has been corrupted, there lies a Pure Shadow Orb. All blocks are removed in a 100-block radius (200-block diameter) to make room for boss fights. Because of this, whenever you decide to destroy another Vilerose pod, the Pure Shadow Orb will always spawn in the same spot as before. While near Pure Shadow Orbs, Corrupted Souls will constantly spawn, and enemy spawn rate is doubled. The Pure Shadow Orb is also protected by a shield, making it invincible until the area boss is defeated. It deals 60 damage on contact.

-Corrupted Soul: Corrupted Souls are simply balls of shadow that rapidly try to attack the player. A Corrupted Soul can only attack once before it dies. Corrupted Souls can traverse through any blocks.
HEALTH: 1
DAMAGE: 150
DEFENSE: 1
IMMUNITY: None.

After 100 Corrupted Souls are defeated, and the Pure Shadow Orb is destroyed, the perimeter of the area is surrounded with indestructable thorns. The magic mirror/arctic mirror/cellphone are shattered (for the time being). One out of the four bosses spawns and must be defeated in order to leave. Once a boss is defeated, it cannot spawn once another Pure Shadow Orb is destroyed until the other three have also been defeated.

BROODQUEEN
The Broodqueen is a giant, corrupted spider that attempts to disable the player from getting away from her when she goes in for the kill. She resembles a giant tarantula, and hangs out on top of the arena.

HEALTH: 40,000
DEFENSE: 66

Behavior: The Broodqueen starts off by appearing at the top of the arena; four of her limbs are dangling from the ceiling, and her face is sticking out of the top-center of the arena. Her weakpoints are her four eyes and her mouth. The Broodqueen will constantly swing her limbs at the players location in this order: 1, 3, 4, 2 ( 'One' being the farthest left. ), about one limbswing per 5 seconds.

While the Broodqueen is swinging her limbs at you, she will begin to shoot four webslings out of her mouth; three will be pointed at random directions, while one will always be directed towards the player. If a websling hits the player, she will stop swinging her limbs at you, and begin dragging you into her mandibles. The websling breaks if the player can manage to do 1,000 damage to it before they are bitten. If they fail, 200 damage -that cannot be affected by armor/buffs- is dealt to the player.

After four webslings are shot, five times (for a total of 20, or the player escapes/fails to escape a websling, the Broodqueen will begin her second attack pattern (The limbswinging stop for now, too. ). During this attack phase, you cannot damage the Broodqueen herself. She roars; spawning random patches of web around the arena that slow attack speed and movement speed, while also giving the player the Blackout debuff. Then, Broodlings will constantly spawn from the edges of the arena and pursue the player. Broodlings are little spiders that have very fast speed, can only attack once, and only need to be hit once to be slain. Broodlings deal a mere 1 damage, however their attacks go through any kind of immunity. Every time a Broodling is killed, 10 damage is dealt to the Broodqueen. This attack pattern stops if either 10 seconds pass, or 1,000 damage is dealt to the broodqueen (100 Broodlings are slain).

Once the Broodqueen reaches 10,000 health, her attack patterns change slightly: her first attack pattern shoots four bouncing balls of web that entangle the player if hit; once hit, the Broodqueen still drags you into her mandibles, but needs 1,500 damage to be dealt to her before you are released. The Broodqueens limbs attack faster, and finally, her broodlings have their speed slightly increased for her second attack pattern.

DROPS:
  • [100%] 10-11 Corrupted Matter - "Pulses with pure evil."
  • [100%] 5 Gold 50 Silver <-> 6 Gold
  • [100%] 10-15 Spider Eyes - "It hurts to look at the thing look at you."


VESPULA
Vespula is a giant bee that has similar AI to the Queen Bee, but has more verocity. She will attempt to overwhelm the player with the clastrophobic nature of her attacks.
HEALTH: 40,000
DEFENSE: 66

Bee-havior: Vespula starts off by horizontally flying at the player at fast speeds. During each charge, she lays down a Hive that has 1,000 health, and spawns Helper Hornets. Helper Hornets have 50 attack, and have 100 health with 15 defense. They will continually attempt to attack the player.

After Vespula has charged four times, she will appear vertically above the player, stationed at the top of the arena. Two seconds will pass, and she will begin shooting indestructable stingers that move through walls, and have an orbiting pattern around Vespula. They slowly move foward and rotate clockwise, creating a spiral pattern around her. Players are able to move between waves if they are careful enough to dodge the stingers. Each stinger has a 100% chance to inflict Venom. The attack pattern ceases after 10 seconds.


When Vespula has 15,000 health, she charges at the player five times instead of four; hives have 1,250 health; and Vespula rapidly shoots stingers straight towards the player during her Stinger Orbit attack.

DROPS:
  • [100%] 10-11 Corrupted Matter - "Pulses with pure evil."
  • [100%] 5 Gold 50 Silver <-> 6 Gold
  • [100%] 10-15 Venomsacs - "Looks like death. Smells like death. Tastes like..."

THORNAERA

Thornaera is a corrupted version of Plantera. Thornaera is slower, however packs a bigger punch. To compensate for its slow speed, Thornaera tries to trap unsuspecting players with giant thorn vines, forcing you to be on your toes.

HEALTH: 50,000
DEFENSE: 66

Behavior: The battle starts off with Thornaeras bulb at the bottom of the arena. It shoots out a wide thornvine towards the top-left or the top-right of the arena, and latches on. This vine is impassible, and damages players on contact (Make sure you're not stuck on the wrong side!). While the vine is latched, Thornaera rapidly shoots out balls of thorn. These explode on impact, shooting out three thorns in random directions.

After 10 seconds, Thornaera will close its mouth, and become invincible, starting its second attack pattern. Three Vilethorns will follow the player around the arena. These cannot be removed, and have a 100% chance to inflict Venom. This lasts for 10 seconds.


After reaching 25,000 health, Thornaera will upgrade its attacks. Thornaera's first attack pattern now has two thornvines -one for each side- instead of one, and it also summons four bouncing thornballs during its second form.

After reaching 10,000 health, Thornaera's third and final form initiates. Now, its first attack pattern shoots out a steady stream of thorns in 5 round bursts, and occasionally bouncing balls of Cursed Flame (They have 100% chance to inflict Cursed Inferno). Its second attack pattern now summons three balls of Cursed Flame, that are bigger than the previous thornballs, aswell as summoning four vilethorns, instead of three.

DROPS:



    • [100%] 10-11 Corrupted Matter - "Pulses with pure evil."
    • [100%] 5 Gold 50 Silver <-> 6 Gold
    • [100%] 10-15 Plucked Thorns - "Almost as painful as... Nevermind."
SHADOW DEMON
Shadow demon has the appearance of a giant charred skull engulfed with purple flame. His main tactic is to keep players guessing on which attack pattern he will do next.
HEALTH: 50,000
DEFENSE: 66

Behavior: Shadow demon appears where the Pure Shadow Orb once was, and lets out a dastardly laugh. His AI is a little more puzzling than the other bosses; instead of following an attack pattern, his attack pattern is composed of randomly chosen attacks that are wound together. Once an attack type is chosen, it cannot be unleashed again until all other have been used. He starts a new attack pattern every 10 seconds at full health, 8 seconds at 25,000 health, and 5 seconds at 10,000 health. The speed of his attacks/projectiles speed up based on how low his health is.

Shadow Demon's first type of attack lets him spit homing balls of Shadowflame at the player; once per second. These can be destroyed with one hit from any source. If the player is hit with the ball, they are inflicted with Shadowflame for four seconds.

Shadow Demon's second type of attack sends in four balls of Shadowflame directly at Shadow Demon, alternating between horizontally and vertically (Like a + ), and diagonally
(Like a x ) every second. These cannot be destroyed, and also inflict Shadowflame for four seconds if touched.

Shadow Demon's third type of attack sends out four walls of flame in a plus formation, and rotates them counter-clockwise. These, too, inflict Shadowflame for four seconds.

Once his health is decreased to half, Shadow Demon shoots out a giant ball of Shadowflame. This casts an explosion inferno, similar to the Diabolist enemy. The duration of the inferno lasts until Shadow Demon is defeated, and is roughly 20 blocks in diameter. Once Shadowdemon reaches 10,000 health, he casts another one, with the same properties.

DROPS:
  • [100%] 10-11 Corrupted Matter - "Pulses with pure evil."
  • [100%] 5 Gold 50 Silver <-> 6 Gold
  • [100%] 10-15 Contained Shadowflame - "It doesn't give off heat, yet burns hotter than any torch."

Player can craft...

THORNS:

  • Weedkiller ( x10 Plucked Thorns ; x1 Chlorophyte Claymore ) - { 170 Damage ; Extremely Long Range ; 6.5 Knockback ; No continuous swing ; Fast Speed } Has a 33% chance to inflict Venom on target. Fires an arc of three thorns that pierce an infinite number of enemies, each with a 10% to inflict Venom.
  • Grimthorn Glaive ( x10 Plucked Thorns ; x1 Chlorophyte Partisan ) - { 90 Damage ; Long Range ; 4.5 Knockback ; No continuous swing ; Very Fast Speed } Has a 33% chance to inflict Venom on target. Leaves a trail of Grimthorn that pierces infinitely, lasts for 3 seconds, and has a 10% chance to inflict Venom.

SPIDER EYES:

  • Deathweaver ( x10 Spider eyes ; x1 Chlorophyte Shotbow ) - { 59 Damage ; 22 Velocity ; 6% Crit Chance ; 13 Use Time ; 66% Chance not to consume ammo } Shoots four arrows at a time. Damage is increased by 1% every hit, up to 15% damage bonus.
  • Spiderbite ( x10 Spider eyes ; x2 Uzi ) - { 50 Damage ; 28 Velocity ; 5% Crit Chance ; 10 Use Time ; 66% Chance not to consume ammo } Player holds two Spiderbites. Bullets richocet off of walls twice.

SHADOW FLAME:

  • Shadow Lantern ( x10 Contained Shadowflame ; x1 Toxic Flask ; x1 Skull Lantern ) - { 70 Damage p/s ; 25 Mana ; 11 Velocity ; 5% Crit Chance ; 22 Use Time } Summons an inferno cloud of Shadowflame at cursor location, that lasts 3-4 seconds. Has 50% chance to inflict Shadowflame on hit.
  • Staff of Flame ( x10 Contained Shadowflame ; x1 Shadowbeam Staff ) - { 80 Damage p/s ; 32 Mana ; 4% Crit Chance ; 15 Use Time } Shoots a line of shadowflame that has a 50% chance to inflict Shadowflame upon hit.

VENOM SACS:

  • Serpent Staff ( x10 Venomsacs ; x1 Pygmy Staff ) - { 65 Damage ; 12 Mana ; 12 Velocity ; 10 Use Time } Summons a serpent that is in constant flight and flies through blocks, attacking enemies by flying through them continuously. Multiple summons spawn more serpents. Each serpent has a chance to inflict Venom.
  • Wasp Staff ( x10 Venomsacs ; x1 Hornet Staff ) - { 65 Damage ; 12 Mana ; 12 Velocity ; 10 Use Time } Summons a wasp that will shoot an arc of three stingers every two seconds. Each stinger has a chance to inflict Venom.

PHASE THREE (FINAL PHASE) :

.. Tomorrow! Maybe. I know I promised this part to be done, but personal crap came up and I had less time to work on this than what I had yesterday. I'll have ltitle time tomorrow, but the Crimson will be a near mirror of the Corruption version, so that should take me less time to finish. I'll try my best to finish this up, and thanks for feedback!
 
Last edited:
I find some problems with your idea so far.
First of all, this couldn't actually work in multiplayer.
Second, the fights seem a bit unfair specially with everything being 100% chance to inflict an OP debuff.
Finally, the broodqueen idea is dumb. I mean, not dumb in itself but dumb in how its executed. Terraria is a fast paced game filled with high-octane action, having to wait for a pattern to end and then being able to hit the enemy isn't terraria-like.
Your ideas are good and interesting, but there are some holes in how they're executed.
 
I find some problems with your idea so far.
First of all, this couldn't actually work in multiplayer.
Second, the fights seem a bit unfair specially with everything being 100% chance to inflict an OP debuff.
Finally, the broodqueen idea is dumb. I mean, not dumb in itself but dumb in how its executed. Terraria is a fast paced game filled with high-octane action, having to wait for a pattern to end and then being able to hit the enemy isn't terraria-like.
Your ideas are good and interesting, but there are some holes in how they're executed.

Thanks for your feedback!

1. I don't understand how this couldn't function in multiplayer? I was trying to make a system that works similar to the solar pillars, in the sense that the game picks one spot in the jungle, and always reuses that spot for the pure shadow orb ( Which also removes your entire jungle eventually being eaten up for room for tons of
arenas <.< )

2. It is meant to be after Moonlord. While typing this, I was rather more afraid that the enemies wouldn't be strong enough for some of the lunar event drops. Meowmere has 200 base damage after all, and Lunar Flare is preeetty insane. I would also expect the Luminite armor to keep them alive, it's just encouraging you to dodge most of their attacks instead of tank it.

3. ... Well, I'll kinda give you that one. I tried to give all of the bosses a jungle enemy theme to 'em. Spiders naturally wait for their prey to get stuck in their web, then creep out. Hard to make that "high-octane", but the post isn't nearly finished yet, so I will probably redo the mechanics.

Jungle also corrupts fast.

Let me rephrase that -- I've never seen myself have to hurry up and try to decorrupt the edge of my jungle before the entire thing is consumed in less than an hour. In my map, corruption was naturally spawned next to it, and after about a week of activating hardmode, I've never had trouble on that border.
 
I really like this idea, so far it sounds awesome and I LOVE the idea of a 'bonus' endgame boss for the Corruption and Crimson. When you do continue this, my only suggestion is that you make the boss drop an item/material that helps purify the world much more easily then the Clentaminator.
 
Not too bad. A crimson version would be nice though. (Unless you make the crimson one spawn in the corruption worlds and the corruption one spawn in crimson worlds balancing the no corruption/crimson in my world issue)
 
Not too bad. A crimson version would be nice though. (Unless you make the crimson one spawn in the corruption worlds and the corruption one spawn in crimson worlds balancing the no corruption/crimson in my world issue)

I am working on the crimson version as I type this. Don't worry, I didn't forget them ;o
 
I have more questions.
Comparing the items you get for let's say, Duke Fishron, is it post-x or did I miss it?
Are you good at art? Would like to see the concept between the bosses and the items.
Would you think 1.1 armors need to be revamped?
 
Jungle also corrupts fast.
Pretty sure the jungle can't be corrupted

Related to the thread I think the idea is good. Some things need to be changed and maybe it will work. I don't like the "forever corruption" thing, I'm having a hard enough time keeping the Hallow at bay.
 
The effort in this thread makes my head pop...0.o
These bosses look extremely difficult but fun. In Expert Mode...*sobs and realises Moon Lord was only the beginning*
I like the ideas. The permanent Corruption seems OP, but makes the bosses seem like something that is extremely difficult.
Anyway, great thread and great work! Terraria still needs a "Terraria 2" update!
 
I see a lot of people being... Confused(?) about the new type of corruption.

It's not completely indestructable - you can destroy it with explosives (Kinda like when you were early game and had to use them to get through chasms ; you couldn't mine them yet. )

Also, any type of Jungle Grass Corruption is completely removed once you defeat the boss initiated by the Pure Shadow Orb, and then converted back into normal jungle grass. None of that type of corruption spreads anyway, so there's no pressure there.

**** Also. I have a week-long percussion camp (Yea, I'm that band geek). I will not be able to finish this post until the weekend! However, I will still attempt to receive any comments/concerns at around 9 PM (eastern time). Thank you for your patience!

I have more questions.
Comparing the items you get for let's say, Duke Fishron, is it post-x or did I miss it?
Are you good at art? Would like to see the concept between the bosses and the items.
Would you think 1.1 armors need to be revamped?

1. I'm attempting to make the boss items dropped from the Pure Shadow Orb bosses be on-level with the lunar fragment weapons, and the end-boss be on-level / over-level to the Moon Lord weapons/armors.

2. I can sprite a pixel smiley face if I look a template up on Google. However, if given some time, I believe I can create perceivable pictures.

3. I don't really know, and don't really have a say :#

It makes a supposedly impenetrable arena, which seems kinda weird. Maybe with wormhole potions but that would be weird too.


Again, that type of corruption can be destroyed with explosives. If I made it completely impenetrable, you would easily get stuck because not all caverns are linked together ;o
 
Ok, thanks for clarifying. The temporary Corruption is a much better idea, and I like the whole idea a ton better. Full support for sure
 
Back
Top Bottom