Other Literature The Swamp (Jungle Alt)

TerraSpiderFan

Terrarian
When I was young, I was mainly into Terraria and Don't Starve Together, which features a dangerous swamp biome somewhat akin to the jungle in Terraria. This first inspired the idea of making a swamp as a Jungle Alternative in Terraria, similarly to how the Corruption and metals also have their own alts. Later, I heard about the Terraria devs original idea of having a swamp as a Jungle alt, strengthening the idea further, and eventually I came across Snickerbobble's incredible posts on the Confection and the Depths, two incredible takes on biome alternatives, leading to this idea becoming a concrete thing I wanted to flesh out and write out.

Story time over, this is the complete document of everything I have been working on for the past few years of The Swamp. Unlike other biome alt designers, I cannot draw very well (and I really don't enjoy drawing), so this will mostly be long descriptions, hence the literature tag of this post, but rudimentary concept art does exist for one boss, and I may make more later.

Note: All numbers are not final. For the time being, due to my lack of experience in game balance, time and sanity constraints, and mainly just writing this for fun, some items will have the abbreviation SNE next to them, meaning Stats Not Finalized.

Unlike the Jungle, which is filled with liveliness, The Swamp is a fetid biome of stench and decay, and everything in it is built off of the idea of death rather than life. I also hope you really like damage over time debuffs, and debuffs that buff debuffs, and just debuffs in general. I may have gone overboard with the debuffs.

The terrain on the surface tends not to form many tall hills or mountains, but will form long shallow pits of water and few deep but thin pitfalls, with a rare chance for a large one. Underground, instead of forming complex interconnected webwork like the jungle, the underground swamp will generate several mostly horizontal long oval chambers. The inside of theses chambers will feature similar generation to the surface, with the pitfalls functioning like the connection points between the chambers. Pitfalls down here will generate a little more diagonally than on the surface to help spread out the chambers. This underground generation is designed to invoke the feeling that the swamp existed for a long time and the surface has constantly become buried under a layer of mud only for a new surface to rise above it.

Trees in the swamp will be Bald Cypress, and unlike normal trees, saplings in The Swamp can be planted in water and will still grow into full trees. If a tree grows or spawns in water, the main trunk of the tree will generate mostly above water, whereas below the water a three tile wide root texture will extend down to the ground.

The alternative for bamboo will be mycelic wood, which is a full wood type instead of just a furniture set. However, the mycelic trees will not generate naturally and instead have a special way of being grown that uses an item. This will be explained in the item section.

Jungle spores will be replaced by special little motes of flaming light you can see hovering just above swamp grass or swamp water (or above swamp grass in swamp water). Harvesting these will give you wisps. They can only be harvested by touching them, not by tools.

Fullerite is the Chlorophyte equivelent, though it has a more unique method of being produced:
After the Wall of Flesh is defeated, sapropelic nodes will start appearing throughout the swamp. All mud blocks around an 5 or so block radius of a node will get visual black hyphae growing through them. If a monster is killed near a sapropelic node, it will create a projectile similar to celestial pillar enemies dying near their shield, and this projectile will fly into the node, causing several affected mud blocks to turn into fullerite ore. If there is no sapropelic node or affected mud nearby, swamp grass underground has a chance to create one, similarly to chlorophyte in the jungle.

Life fruit will still grow as normal, but instead of growing up from the ground, it will generate down from the ceiling as a vine. This vine can be several blocks long too.

A violet chrysalis can be seen growing from the ceiling, which can be harvested and used for violet dye.

You can find a lice covered twig on the ground and wear it as a vanity accessory. It gives you visible head lice.

For now I have not made a replacement for the Nature's Gift.

As for the set pieces:
  • The bee hives will be replaced with large cocoons made out of thick spider webs called cocoon blocks. These cocoon blocks will not create monsters when mined, but the walls of the cocoon will have several air pockets in them. These air pockets contain spider eggs, which take up as much space a crimson heart or shadow orb and are attached to the backwall. They break upon player contact. Although it may seem wise to avoid these eggs as they have a high chance of bursting into several spiderling enemies, there is a chance that they may instead burst into a lot of honey, presumably from a bunch of captured bees. This and a certain boss drop are the only ways to get honey in a swamp world, as honey will not generate naturally. There is a also a low chance of getting a bezoar from spider eggs. Spider eggs could also drop other items like currency and ores, but I am not fond of that idea.
    • The inside of these cocoons will have several more spider eggs close to the walls, as well as a few platforms made of cocoon blocks floating in the middle, and some web rope hanging from the ceiling. There will also be a patch or two of thick cobwebs inside. These cobwebs will not break on contact and will slow you down considerably to the point that getting fully immersed in them will leave you immobile. Doing this will cause you to hear skittering sounds that come closer, as the Reclusive Widow crawls into view, spearing you with one of its legs. Fortunately this only breaks the webs entrapping you and leaves you with no damage. More info in the boss's respective section.

  • The underground living trees will be replaced with fallen logs. These logs are made out of decaying wood (not a special wood type, functions like living wood with a staff to go along with it). There is chance they may generate with a few spider eggs inside, and they are guaranteed to generate with an old coffin inside. Despite the name, an old coffin is a chest, for the jungle chest counter loot.

  • Jungle shrines will similarly be replaced with sepulchers. These use two shadow candles as decoration, have an old coffin for a chest, and are fully enclosed in their brick material and are almost always partly or fully underground (though still close enough to a chamber to be visible). Otherwise, they are almost identical to jungle shrines.

  • The temple is replaced with the catacombs. The catacombs are made up of a dark grey, dusty, bricklike material, and the inside is covered in a thick shroud of special darkness that no light can unveil, leaving the layout of the structure completely unknowable from the outside. Being inside will produce a radius of visibility around you, and special warding lamps will occasionally spawn. Warding lamps do not generate as blocks because they instead spawn like NPCs such as spiked balls do in the dungeon, albeit warding lamps are a boon and produce a radius of visible light. However, when they first spawn in they are covered in strange black smoke that must be attacked to free the lamp and allow it to function as normal. The structure appears mostly like a standard rectangle from the outside, but inside it is a complicated twist of mazes and dead ends. The catacombs are entered from a locked trapdoor on the bottom, with a sacrificial altar, the boss summoning location, located at the very center. The catacombs has its own few enemies that are detailed in their respective section.
    • Several coffins can be seen in the background and dead candles hang on the backwalls. The chests also look like coffins, and a bit of smoke comes out every time you open one. A bit of a lizahrd corpse is visible inside each one when opened.
    • Strangely all of the traps in the catacombs do not seem to be focused on killing you, rather they seem focused on merely slowing you down. These traps include the tar pit, which looks and functions similarly to a geyser, activating on contact or wiring and releasing a geyser burst of tar above it that also creates several tar splash projectiles that fall on the sides. Anything hit by either the eruption or the particles takes damage and gets the tar coated debuff, which slows the creature or player down. Getting any form of fire debuff will also cause the tar coated debuff to deal damage over time as well. Another trap is the zap post. Zap posts are placed on any side of a block and are three tiles high and one tile long. When activated on its own, it becomes electrified for a few seconds, doing a little bit of contact damage and knockback while inflicting the vanilla electrified debuff. However, these zap posts are typically found in pairs, one on the ceiling and one on the floor (or one on the right wall and one on the left wall), and if activated in tandem the posts will form an electric line between each other for as long as the posts are active. Coming in contact with this line will be the same as contacting an active post (more technical details: when a rod is active, the tip will produce an electric line to the tip of any nearby active rod, no matter which direction the rod is facing as long as the tips are close enough). A simpler trap is the gust trap, which is a solid block that can face any direction and when activated will produce a gust that blows the player and enemies back. Its counterpart is the maligned lodestone, which pulls players and enemies to it, albeit in a radius around itself instead of shooting its effect in a certain direction, and its effect goes through blocks. This is bad as the maligned lodestone is often placed at dead ends of the maze along with spikes, which do less damage than wooden spikes but will inflict the tar coated debuff.
    • The reason for the stalling nature behind all the traps is simple. You do not want to linger in the catacombs for long. Any player in the catacombs will receive the haunted debuff. This debuff does nothing at first, but the longer you are in the catacombs the more the seconds meter below the debuff will increase. This is not a measure of how long the debuff will last, as it will fade almost instantly when outside the catacombs and quite quickly in the radius of a warding lamp. The seconds counter instead measures how bad the debuff is. As it increases, you slowly start to see the translucent image of a spectral entity, the Amalgam. This part ghost, part machine being will hover just at the corner of your vision when the debuff is low, but will start getting closer the higher the debuff is. As the debuff gets worse, it will start occasionally spawning spirits at the edges of your screen that move across in a sine-wave pattern (think No Eyes from Hollow Knight). At worse numbers, the entity will start shooting off sparks that inflict the hellfire debuff (and trigger tar's secondary effect). This entity is actually the boss of the catacombs, and once your debuff gets bad enough, it will start actually using its first phase attacks on you. In this state, you cannot damage the Amalgam at all, and its damage will only get worse as the debuff increases, eventually reaching insta kill levels. The only way to harm the boss is to properly summon it, navigating the maze of the catacombs to the center and using a mummified lihzahrd heart on the sacrificial altar. The debuff on all players will be locked at 4444s, but this is merely decorative as the debuff does nothing while the boss fight is in progress.
    • Code-wise, the unsafe backwall is what is used for the special darkness, being in front of the backwall is considered being in the catacombs and will bring all of the special effects of being inside. Killing the boss will remove the veil (and the haunted debuff), making everything perfectly visible, unless you use a cursed candle, crafted with a shadow candle, any gravestone, and a soulcatcher (a drop from the boss), which functions like a monolith, causing all unsafe walls in its radius to act as if the boss was not killed, bringing the haunted debuff as well. Safe walls will also be affected, but will only provide the darkness effect.
Note: Piranhas, Doctor Bones, and Anglerfish spawn in the Swamp just like in the Jungle.

Pre-Hardmode:
Both surface and underground:
  • Mosquitos: They are the same size as a bee. They can spawn above ground, but will spawn in much greater numbers below ground. They also can spawn from mosquito eggs, which work similarly to antlion eggs but are on the surface of the water and spawn several mosquitos when broken. If the water level ever changes, all eggs on it will break. Mosquito eggs grow rather quickly on the surface of water both above and below ground in the swamp. The witch doctor sells a repellant tiki torch that will prevent mosquito egg growth in an area. This will also work on beehives in a jungle world and antlion eggs so it has more uses other than for just the swamp. They have a chance to poison.
    • Behavior: same AI as bees, but note that they can travel through water just fine. Just like bees as well, they have the ability to harm and be harmed by other creatures, which may poison those creatures.
    • Drops: nothing

  • Crocogator: looks like a crocodile or alligator, though its impossible to tell which one. They can be quite hard to notice when they are motionless, and they can swim. They can spawn on land or in water, though when spawning in a pool of water they have a high chance to spawn on the surface of the pool.
    • Behavior: they act sorta like vultures when they spawn, as in they remain stationary unless a player gets close or they take damage. Once they start moving, they will rapidly run at the player if on land, doing bite attacks while moving. If in water, they will instead swim towards the player, utilizing a spin attack (their sprite animation spins on the y-z axis, they do not rotate around). This spin attack is faster and does more damage than the bite attack, but the Crocogator cannot move while doing it.
    • Drops: gator leather, dino nugget (rare), crocogator kite (very rare, only on windy days)
Surface only:
  • [Spawns only at night] Muck Zombie: a varient of the zombie with a slime on its head with more health and damage, but slightly slower speed. As a catch, it will enter a fast crawling state like a lihzahrd when damaged sufficiently, and it can inflict the mucked debuff, which slows you down and causes you to take more damage from poison and acid venom. It floats in water normal state but sinks in crawling state.
    • Behavior: same AI as a lihzahrd.
    • Drops: all standard zombie and standard slime drops. May even have an item in it like a slime

  • Griffinfly: appears as a large dragonfly. Between the height of a standard hornet and a bat, but longer than both, kind of like a smaller antlion swarmer (or just a big dragonfly). Their health is in between a bat and hornet as well.
    • Behavior: unlike most flying monsters, griffinflies are very deliberate with their flight pattern. First, if they are too far from the player (about 12 blocks radius), they will fly directly to a random location on their side of the player that is around 8 to 12 blocks away. If they are within that radius, they will then do 2-4 quick 1-3 tile dashes in random directions, before dashing directly at where the player was when they started the dash chain. While in this player dash state, they will be able to lightly angle themselves towards the player's actual location.
    • Drops: depth meter (very rare)
Underground only:
  • Volatile Muck Zombie: Nearly identical to the muck zombie, but the slimy tar on its head is clearly bubbling and releasing nauseous gas around itself.
    • Behavior: same as surface variant, but the bubbling tar will allow it to create a burst of poisonous gas that can damage the player and inflict the poison debuff
    • Drops: same as surface variant, but no chance for having an item in it. Will however have a chance at dropping a methanous globule

  • Spiderling: Only spawn from spider eggs as mentioned in the generation section. About the size of a bee, but cannot fly. May inflict the poison debuff
    • Behavior: despite being bee sized, has the same AI as a spider.
    • Drops: nothing

  • Shambling Mass: A central nucleus of swamp goop, tar, teeth, bone, and whatever other junk fell in the swamp and ended up stuck to this thing. In expert mode it has knockback like Skeletron's head, stunning the player inside of it instead of pushing the player out. Despite being able to slowly ooze through blocks, it is not treated like something that travels through blocks for the sake of items such as swords that cannot attack enemies through blocks unless that enemy can move through blocks. If you have played Rain World, it bears resemblance to the rot from that game. If not, to get a rough picture imagine a small Plantera with short appendages only the flower bulb center is a bunch of junk and ooze, while the appendages are vine goop things.
    • Behavior: Each Shambling Mass has 2-3 vine goop appendages. This is because the Mass moves kinda like Plantera, but it is much more restricted by what it is grappled onto and its limbs have limited reach. The limbs can reach through blocks, but the nucleus itself will move much slower when oozing through blocks, and it will only go through blocks if that is the only practical way to reach the player. The limbs deal little damage but inflict the mucked debuff, while the nucleus does major damage and inflicts poison. The nucleus may also visually show a bubble grow and burst on it, releasing a burst of mosquitos. It will not do this while oozing through blocks.
    • Drops: methanous globule, peat (some), bezoar (very rare)

  • Maggot Mother: A large bulbous fly. The underground variant of the Griffinfly. Only has one set of wings but has visible halteres.
    • Behavior: identical to the Griffinfly.
    • Drops: a burst of several living maggots (the critter) upon death. Methanous globule (uncommon), depth meter (very rare), twitching halteres (very rare)

  • [Rare] Gummy Slug: a sky blue slug. This is actually a Don't Starve reference to a small degree.
    • Behavior: slowly travels to the player. Can move along all sides of a block, and can drop down from ceilings.
    • Drops: sky blue gummy jelly [used for sky blue dye, will not be elaborated upon in the items section]
Hardmode:
Both surface and underground:
  • Giant Toad: This overgrown amphibian functions as the major hardmode threat for the swamp. It looks like an oversized toad with visible warts growing on it. It can launch its massive tongue for a grappling attack.
    • Behavior: the Giant Toad can not walk like a normal enemy and will instead hop around like a slime. It is capable of preforming massive hops in order to clear large obstacles if such is required. It will also do a massive hop before grappling the ground below the player with its tongue, pulling it to that location at a fast speed, creating a shockwave upon landing. If there is a ceiling above the player, it may instead grapple the ceiling and preform a swinging attack.
    • Drops: warty skin (rare).
    • Special Variant: swamp worlds will not have ice tortoises spawn in the ice biome. Instead the Arctic Toad will spawn, which functions identically to the Giant Toad except for altered stats and altered drops. Its special rare drop is Brittle Warts

  • Primal Dinogator: The hardmode varient of the Crocogator. Normal Crocogators may still spawn, but Primal Dinogators are far more likely. They are a bit larger than a standard Crocogator, have sharper teeth and claws, and are covered in vibrant feathers, reducing their stealth factor, though with their strength they likely don't need it.
    • Behavior: identical to standard Crocogator.
    • Drops: feathers (a few), dino nugget (rare), primitive gatligator (very rare), crocogator kite (very rare, only on windy days)

  • Toxic Mosquito: Great, they are even worse now. Along with normal mosquitos still receiving health and damage buffs in hardmode, all mosquito spawns from any source have a chance to instead spawn a toxic mosquito. Toxic mosquitoes have slightly higher stats and a chance to inflict acid venom instead of poison. Killing them also has a chance for them to bloat up and explode, giving about a second to react and get out of the way. This does negligible damage, but will inflict the mucked debuff.
    • Behavior: identical to standard Mosquitoes.
    • Drops: still nothing
Surface only:
  • Draconic larvae: the larval form of Griffinflies and their hardmode counterpart. They look like gross toothy maggot fish things.
    • Behavior: same AI as an Arapaima, but will intentionally try to break mosquito eggs if it starts targetting the player.
    • Drops: Larval tooth (very rare)

  • [Spawns only in the day] Chimerafly: the hardmode varient of the Griffinfly. A fair bit larger than a Griffinfly and it has two additional heads growing off of the main head like cysts.
    • Behavior: identical to pre-hardmode counterpart.
    • Drops: mixed eggs (rare), mutilated wings (rare)

  • [Spawns only at night] Corpse Condensate: about 2-3 times larger than the player (size randomly determined, bigger = more health). Made up of numerous zombies, skeletons, and swamp gunk. Inflicts the acid venom debuff.
    • Behavior: behaves like an armed zombie, slashing its corpse amalgam limbs for more damage. Is very slow, but gets faster and smaller as it take damage. Also spawns zombies when damaged, or can through them as an attack at range (all varieties such as muck zombies, blood zombies, maggot zombies, and even a rare chance for holiday zombies outside of holidays), which all get a special effect that allows them to inflict the mucked debuff.
    • Drops: mixed eggs (rare), Glommer's flower (very rare, except in the Constant seed where it is only rare)
Underground only:
  • Lihzahrd Druid: looks like the lihzahrds here like to get out of their structure more (makes sense considering how cursed it is). Unlike standard lihzahrds, the Druids will shift between crawling form and walking form depending on what fits the situation best. Crawling form also appear much more like a lizard beast rather than a crawling humanoid, almost as if the Druid is wildshapingshapeshifting into a lizard beast form rather than simply crawling.
    • Behavior: while far from the player and always at full health, the Druids will behave as a magician, very slowly walking to the player and stopping to cast a spell, causing a few mushrooms to sprout up around the player, bloat up as swampy goo leaks from them, and then burst, producing a damaging blast of goo that inflicts the mucked debuff. If the player gets close enough or always if they drop to low enough health, they will shift into their beastial lizard monster crawling form, capable of crawling up walls and background walls. They inflict the acid venom debuff in this form.
    • Drops: lizard totem (very rare)

  • Hulking Mass: Just like the shambling mass, but now with 3-5 limbs, and it is much grosser.
    • Behavior: almost identical to the shambling mass, but with a higher chance for its negative debuffs and a higher chance to summon toxic mosquitoes with its mosquito summoning attack.
    • Drops: it splits into 2-3 shambling masses on defeat instead of dropping items

  • [Very rare] Butterfly: a large butterfly. It is surprisingly vibrant for the swamp, with radiant blues and violets. It also has those fake eye marks commonly seen on butterflies.
    • Behavior: if it is more than about 8 blocks from the player, it will fly towards the player. Once within that range, it will have several after images appear around it in all directions and it will fade out, teleporting to a random location around 8 blocks from the player and fading back in to charge at them, likely moving more than 8 blocks away in the charge.
    • Drops: radiant dust.
Catacombs only:
  • Hexed Lizahrd: a Lizahrd mummy, awakened by the cursed magic in the catacombs. Dark smoke drips out of little gaps between their bandages. They will not enter a crawling state the normal way.
    • Behavior: they walk slowly towards the player before pausing for a few seconds to cast a spell that causes a an shadows to condense on the ground and float up into an orb of dripping shadow which will then form a skull and ignite in shadow flames. This skull will travel through blocks towards the player, oftentimes trying to circle around them and will inflict the shadowflame debuff. If the skull hits a warding lamp the lamp will be covered by the same dark smoke it spawned with again. The skull will intentionally try to target warding lamps in its path towards the player because of this. It will disappear over time but attacking it enough or killing the lizahrd will instantly dissipate it. They will try to teleport in a burst of smoke and shadowed flames if the player gets too far. Upon death, their lower body breaks off and the upper body crawls towards you at a surprisingly fast speed, also capable of climbing up walls and background walls.
    • Drops: mummified lizahrd heart (very rare), dark sun fragment (uncommon), lizard egg (extremely rare).

  • Forgotten Spirit: appears as nothing more than a wisp of smoke with a vaguely lizahrd or snake form. It has very little HP, but killing it through normal methods will simply cause it to immediately reform in a different spot. The only way to properly kill one is to bring it into the light of a warding lamp, or get hit by one.
    • Behavior: the spirit will slowly fly towards the player, and it is capable of traveling through blocks to do so. If the spirit contacts the player, it will do no damage and disappear. The player will then get the possessed debuff, which will inflict a debuff every few seconds like the feral bite debuff but more frequent. The list of debuffs is: confused, blackout, cursed, silenced, withered weapon, withered armor, dazed (an unused vanilla debuff), and distorted. Your mana may also randomly drain while under the debuff. The ankh charm and shield will decrease the frequency at which debuffs are applied (and it still grants immunity to a few of them).
    • Drops: mummified lizahrd heart (very rare), dark sun fragment (uncommon), lizard egg (extremely rare). These will only be dropped if killed by being brought into the light of a warding lamp.

  • Corpse Bloom: a red Rafflesia flower with yellow spots and green vines sticking into and all around one of the coffin chests of the Catacombs. The Corpse Bloom only spawns on chests and makes them unopenable while it is on them. Designed to make even chest opening slower in the one place where time is of the essence.
    • Behavior: is completely stationary, but will produce noxious gas around itself. This gas inflicts the obstructed debuff (which goes away as soon as leaving the gas aura), and the player takes damage as long as they are in the gas.
    • Drops: nothing, but the chest can be opened again after they are killed.
Queen Bee Alt:
The Reclusive Widow: After getting caught in one of the thick cobweb patches in the cocoon and being rendered completely immobile, you will hear skittering sounds slowly getting closer and closer. Suddenly, the Reclusive Widow springs into view, trying to spear you on one of its dagger like legs, but narrowly missing and merely destroying the cobweb patch, freeing you and allowing you to start the fight. She appears as a large spider with brown and black stripes, spiked legs ending in vicious dagger-like points, and an hourglass on her back clearly painted in blood (with the iconic slight drip marks of something painted like that) and possessing a malevolent red glow.
  • Summoning Item: besides getting caught the hard way, you can also craft fiendish incense for {bottled honey (1), methanous globule (3), cocoon block (2), peat (2)}.
  • Behavior: The widow technically cannot fly, only crawling really fast on backwalls and through blocks, which essentially has the same effect as flight. She also will cover empty backwall space with visual spider web backwalls (these are only visual and go away when the fight ends but still allow her to crawl across them so you can't just remove the backwalls to prevent her mobility) so essentially she is just a flying boss. She will not enrage when outside the swamp, but will enrage when near the surface or underworld (she hates light, either from the sun or from lava). Being a reclusive widow, she will kill other spiders with no remorse or loyalty. If the player gets caught in another patch of thick cobwebs while she is an active boss in the area, she will take the opportunity to spear you, only this time she won't miss, dealing a lot of damage (and still destroying the patch).
  • Attacks:
    • The widow jumps off of the wall she is on and tries to slam down onto the player with her jagged legs, landing on the ground where the player was. She can chain this attack several times in a row. As a variant of this attack, the widow may instead anchor down her position with a silk line, quickly reeling back in to the same spot before each slam.
    • The widow places a web line on a block and swings in an arc with a slash attack from her dagger legs.
    • The widow gives a blood curdling, glass shattering screech, inflicting the slowed and weakened debuffs, and spraying several drops of venom in random directions, which do no damage but inflict the acid venom debuff. The hourglass marking on her back glows even more malevolently and seems to spin while she does this.
    • The widow creates a few web strings in the arena. These strings span between two blocks (or just two spaces in general). Coming in contact with them will slow the player down, and attacks will be blocked by them as they are considered NPCs with HP (this means that they can also be destroyed).
  • Drops:
    • Always: Encased Treasures (several), Corrupted Chitin (several), Silken Cement Mixer
    • One of These: Widow Maker, Blood Curdler, Net Gun
    • Normal Drops: Reclusive Widow Mask, Venom Sack, Cobwebbed Keyboard, Bug on a Stick, Venom Potion (some)
    • Expert: Widow's Gland
    • Master: Reclusive Widow Relic, Widow's Veil
    • There may also be a vanity set

Plantera Alt:
The Sludge ("The" is actually part of its name): In the swamp, nothing ever truly goes away. Every block you break, every enemy you kill, all of that gunk soaks down into the swamp, slowly building up more and more. Everything comes back to the swamp, all the enemies and bosses you have killed outside have had their remains float across the world until sinking down along with the rest of the gunk, building up higher and higher. Eventually the destruction of the mechanical bosses and the fallout that results ends up pushing this buildup that has been forming for countless millennia after Cthulhu's defeat to its breaking point, with the lingering essence of Cthulhu fusing with Aberrant energies of the Mechs and every single thing that has collected in the swamp into one massive abomination known as the Sludge. This boss actually has concept art:
thesludgeconcept.webp
  • Spawning: I don't really like Plantera's summoning mechanic, and I want my idea to still stand out as something unique, so there will not be something that grows in the swamp you need to break to summon it. Instead, you merely have to sacrifice any three boss summoning items to a blasphemous altar in the Swamp, causing the eldritch energy to soak into the swamp and awaken The Sludge. You do not need to sacrifice these all at once and they don't need to all be the same, the world remembers how many you have sacrificed just like it remembers how many shadow orbs or crimson hearts you have broken. Blasphemous altars are presumably created by mad cultists of Cthulhu and will start "growing" in the lower regions of the swamp after defeating all three mechs, with a really high chance to grow near sepulcher brick, making them easy to locate. They can be relocated by mining them and can be used indefinitely.
  • Behavior: The sludge is kind of like a vertical wall of flesh, although if you are doing the fight correctly it should only gain a little bit of vertical height. Like the wall of flesh but vertical, the Sludge will be completely spread across the lower part of the world and will move upwards, but at a rather slow rate. It also has harmable segments, either eyes or mouths, only here the eyes and mouths can randomly switch between each other. The biggest threat of the sludge is that it will keep regularly spawning appendages (either a bony arm and hand as seen in the concept art, a tentacle, or a slimy pseudopod, with the texture being randomly determined for each one). These appendages will reach upwards and try to grab onto open blocks near the player (so that they player has the chance to attack them). Every appendage grabbed on a block will pull the sludge upwards at a much faster rate, meaning destroying these is the priority. The good news is that each appendage destroyed also damages the sludge and knocks it down several tiles, which is why if you do the fight correctly the sludge should gain little more vertical height than it loses, so its net vertical position should be roughly the same or just a little bit of gain. If you have later game equipment or a more powerful build, you are even likely to end up with a sludge fight where the sludge ends up at a net loss of vertical height. If the sludge gets too low down in the world, it will enter a brief "enraged" state will it will quickly charge up several tiles. It spawns more appendages at lower health.
  • Attacks:
    • All eyes release a stream of acid of venom tears that fan out into random directions and eventually fall due to gravity, doing damage and inflicting acid venom, they are not destroyed by blocks and will end up raining down on the player. All mouths instead belch, creating a small toxic cloud around each of them that does damage and inflicts acid venom, as well as releasing several toxic mosquitoes.
    • Coming in contact with the sludge's body will inflict the mucked and acid venom debuffs and do regular damage over time with knockback that doesn't push you out, causing you to sink deeper and deeper, basically a death sentence if you don't have a grappling hook or some other good vertical mobility source with knockback resistance
    • The sludge may dedicate some of its available appendages to instead try swinging around to try and hit the player. These only inflict the mucked debuff and do a fair bit of damage. Their swinging may also release droplet bursts that do lesser damage and have a much lower chance of inflicting mucked.
    • Once below half health, the sludge may pull all of its appendages in and charge upwards several tiles before slowing back down and releasing its appendages again.
  • Drops:
    • Always: Forgotten Key
    • One of These: Toxic Mosquitonade Launcher + Rockets (several), The Melder, Acid Rain Rod, Stench Cannon, Abandoned Short Swords, 39 and a Half Foot Pole, Severed "Appendage"
    • Normal Drops: The Sludge Mask, Mosquito Queen Larva, Breath Mint, The Pick, Gruesome Hook
    • Expert: Essence of Sludge
    • Master: The Sludge Relic, Rotting Trash Bag

Golem Alt:
The Amalgam: Long ago, a group of aristocratic Lizhards became corrupt with their wealth and power, abusing the natural world and all creatures below them, including other Lizhards. It is said that their pollution killed a budding Jungle and formed the base for what would later become the Swamp. As punishment, the Dryads cursed their spirits to never pass on to the afterlife, forever living on in their corrupt malice in the massive catacombs constructed for them. After nearly all Dryads died fighting Cthulhu, an ancient tablet holding the seal on the moon was given to the spirits as their final task to defend for all eternity and atone for their misdeeds. However, their greed was always greater, and they used their cursed powers to manipulate other Lizhards into building a powerful machine utilizing the potent magic of their curse to harness spirit energy to rip a hole to the afterlife while the machine could be used as a guardian for the ancient tablet. The result was a failure, although the machine successfully powered up and killed countless living beings all around it, cursing them forever as spirits for power, the malevolent hearts of these Lizhards along with the hate of the many creatures forced into a suffering they did not deserve poisoned the experiment. The portal failed to open, instead causing many cursed souls to all fuse to that forbidden machine, creating the Amalgam.
  • Spawning: As mentioned in the World section, an invincible translucent form of the Amalgam will haunt you as you race through the catacombs. The only way to truly defeat it is to properly summon it, using a mummified Lizhard heart on the sacrificial altar in the center of the catacombs. A mummified Lizhard heart is a rare drop from a few catacombs enemies and is a fairly common loot item in the many chests of the catacombs.
  • Behavior: When not attacking, the Amalgam will hover a few blocks away from the player. The amalgam also features a notable drill arm in its design, likely what was originally intended to drill a hole into the afterlife, now a potent weapon for many of its attacks. The amalgam also starts with a fair bit of damage reduction due to its ethereal nature. All warding lamps are removed at the start of the fight, but at the start of the fight 4 special candle NPCs spawn that function similarly to warding lamps, only these ones are mobile, often moving around the general fighting area at somewhat random, occasionally orbiting the boss or a player. They are all covered by that same black smoke as the warding lamps but with more health, though they still produce a tiny area of light even while blocked out. Destroying the black smoke causes them to produce a much brighter light and reduces the boss's damage reduction, down to zero if all are released. Although you no longer need the light of warding lamps for resisting the haunted debuff, the darkness effect of the catacombs is always present during this fight, even if not in the catacombs. The altar will always produce a region of light on its own, though this has no impact on the fight besides a bit of extra light. The hellfire of the amalgam also produces light.
  • Phase 1 Attacks:
    • The Amalgam points its drill at a player and dashes towards them. The Amalgam stops if it hits any blocks in this charge, as the drill is heard grinding against the blocks, releasing several sparks that inflict the hellfire debuff before eventually the drill opens a portal that the Amalgam goes through, right as another portal opens up and the Amalgam dashes out through that before quickly stopping. If for some reason the Amalgam travels past the player while dashing at them and doesn't hit any blocks afterwards (such as if summoning it outside of the catacombs), then a portal will open up in front of the Amalgam before it gets too far away. Several spark projectiles will then also be produced by both portals to make up for the lack of sparks from hitting a block. At lower health the Amalgam might dash back and disappear before reappearing in a new location and then quickly telegraphing and performing this attack.
    • The Amalgam summons several of those specter projectiles it creates while haunting you that move horizontally while shifting up and down in a sine-wave pattern. These specter projectiles will continue spawning for a bit after this, usually trailing into its next attack but no further (unless on higher difficulties).
    • The Amalgam launches several gears off of itself, which move quickly forward in a straight line, stopping briefly if they hit a block and then moving forward again in a new direction.
    • Several jets of steam are released from the Amalgam as a telegraph (these steam jets do no damage but produce a bit of light), before those jets are replaced by jets of hellfire. These jets may rotate slightly around the boss and the boss can move slightly during this attack.
    • Expert and Master exclusive: The Amalgam holds its non-drill arm up, causing shadowy projectiles to condense all throughout the area that travel towards a growing sphere of shadow (dealing damage if they hit you along the way) above the boss. All candles are spread throughout the arena and are stationary for this attack. Once all of the shadow projectiles have been collected into the sphere, the boss throws it at one of the candles, covering the candle back in smog (with a lesser HP value) if it wasn't already covered (and regening smog HP if it was) and shrinking the sphere, releasing a burst of shadow projectiles before rushing to the next candle and so on. At max sphere size, it will successfully cover all the candles, though the shadow projectiles that are collecting into the sphere can be destroyed before they get to it, reducing the size it grows to and thus reducing the amount of candles it can hit before it is destroyed. At a small enough size, it will not even be able to successfully cover the first candle.
  • Phase 2 Attacks (In phase two all of the special candles are destroyed as well, though now the boss is fully opaque and has a massive gash in its chest with visible damage on the rest of its body and is leaking ectoplasm and smoke. The boss now produces a decent bit of light around itself and constantly produces hellfire sparks, which provide extra light but will still damage you and inflict the hellfire debuff):
    • The Amalgam points its sparking drill arm at the player, firing a continuous laser beam at them, with the added strain causing many more sparks to fly out from the Amalgam. If the laser hits a block or goes to far without hitting a block, a set of two portals will open, one at the laser's end and one facing a player, causing the beam to continue on. At the start this portal effect will only happen once, though at lower health the boss can summon more portals in a row.
    • The Amalgam screeches, releasing large shadowy globs from its body in all directions. These globs will stick to any surface they land on for a random period of time before condensing into a shadowy projectile that moves towards the player. The boss can do other attacks while this is occurring.
    • The Amalgam quickly dashes at the player (not using a drill arm dash so it does less damage, but the Amalgam can slightly turn mid dash and is a bit faster and its hitbox is a bit larger and it can phase through blocks just fine) before quickly warping through a portal and warping out again with another dash from another direction. It can do this at least 2 times in a row, with more dashes and faster movement at lower health. Each portal warp produces a large burst of hellfire sparks.
    • 5-8 whiteish orbs are released from the Amalgam's chest gash in random directions around it, which soon come to a stop and before materializing as ghostly spirit projectiles that all dash towards the player's location and then disappear. The Amalgam will do this 2-4 times.
  • Drops:
    • Always: Soulcatchers (a few)
    • One of These: Twilight Stone, Ectoplasmic Hydraulics, Soul Lamp, Book of Shadows, Railgun, Weedwhacker, Ki-infused Wraps
    • Normal Drops: Amalgam Mask, Drainsaw
    • Expert: Mana Engine
    • Master: Amalgam Relic, Cursed Coin
See World Section for a few environmental blocks and items

Jungle Chest Loot:
  • [Tool] Wand of Decay - The Wand of Decay destroys all types of grass from dirt and mud blocks (with the exception of glowing mushroom grass) when used in an area similar to thrown powder. However, its main purpose is to be used when harvesting herbs. Each use harvests all fully grown herbs in its area, but will not discriminate between blooming and non blooming herbs, nor will it provide an extra yield of seeds like the Staff of Regrowth. However, its large area of harvesting may prove more beneficial, and even non blooming herbs harvested by this wand have a chance at dropping seeds. Additionally, there is a rare chance to get a rainbow mushroom from every herb harvested, which can be used as a substitute for any herb in a potion recipe.
  • [Accessory] Earth Salters - destroy all grass and plants that are walked over.
  • [Accessory] Vicious Talons - attacking increases your movement speed.
  • [Accessory] Bracelet of Thunder - all melee and whip attacks produce a shockwave at the middle of their swing that deals a percent of its normal damage to enemies in a radius around it with a fair bit of knockback
  • [Tool] Fallen Wood Wand - Places the special rotting wood blocks used to make the fallen logs
  • [Tool] Carbon Fiber Fishing Rod - 25% fishing power. Built in high-test line effect.
  • [Weapon] Smoke Cracker - Looks like a broken gun. Functions like a flame thrower but uses bullets as ammo and fires a stream of smoke instead of flames, except for at the tip of the gun where there are flames. Both the smoke and the flame do the same damage, but smoke inflicts the tar coated debuff while the flame inflicts the On Fire! debuff.
  • [Pet] Feathery Book - Summons a friendly owl companion to help you with book keeping or something like that.
  • [Crafting Station] Sewing Station - Can craft a set of cobweb themed furniture as well as cocoon blocks out of cobwebs and stone.

Enemy Drops:
  • Crafting Materials: Methanous Globules, Gator Leather, Warty Skin, Mutilated Wings, Dark Sun Fragment.
  • Food: Dino Nugget, Mixed Eggs.
  • [Pet] Larval Tooth - Summons a friendly dragonfly
  • [Block] Peat - a simple dirt-like building block. It can be placed in the extractinator for its own loot pool of relatively simple items compared to standard extractables: {gel, any type of moss, coins, amber mosquito, bait}.
  • [Accessory] Twitching Halteres - increased acceleration while in the air. Also grants immunity to the distorted debuff from the vortex pillar enemies and forgotten spirits in the catacombs.
  • [Accessory] Brittle Warts - Increased mobility and damage while above 75% health.
  • [Weapon, Ranged] Primitive Gatligator - A machine gun crossbow hybrid. Fires arrows at a rapid pace and decent degree of accuracy, but will gradually slow down in fire rate over time, restoring fire rate when not in use, and restoring fire rate at a faster rate when in water.
  • [Mount] Lizhard Totem - Shapeshifts you into a lizard beast form just like the Lizhard Druid.

Boss Drops:
Masks and master mode drops will not be elaborated on​
  • Reclusive Widow:
    • [Crafting] Corrupted Chitin.
    • [Misc.] Encased Treasures - Can be thrown like a geode, bursting into honey, bait, bees, spiders, gems, food, bait, and other goodies.
    • [Tool] Silken Cement Mixer - Allows you to place cobwebs as backwalls, similarly to the cobweb backwalls made by the reclusive widow in the fight, only these backwalls are actually real.
    • [Weapon, Melee] Widow Maker - A severed leg from the recluse herself. Stabs forward like a spear, though the animation shows it extending out then curling back in. It can be moved mid swing unlike a spear.
    • [Weapon, Magic] Bloodcurdler - A whistle that releases a similar screeching noise to the widow, knocking back and debuffing enemy move speed while creating spiderling projectiles.
    • [Weapon, Ranged] Net Gun - Uses any form of rope as ammo, fires a net at enemies, covering a fair area with each shot and pushes back and immobilizes any enemies it hits, making them easy pickings for another gun or bow.
    • [Accessory] Venom Sack - Releases a burst of venom that inflicts all enemies around you with acid venom when damaged.
    • [Pet] Cobwebbed Keyboard - Summons a pixelated spider to follow you around. This is a self reference to my typical username.
    • [Mount] Bug on a Stick - Summons a rideable spider, which can climb up walls.
    • [Accessory, Expert] Widow's Gland - Changes up the effect of all healing potions. Rather than instantly healing you, drinking a healing potion instead applies a healing over time effect that ends up healing a bit more health than would have been healed instantly, as well as providing increased acceleration, defense, and attack speed while under the buff. However, instead of potion sickness, you get the tolerance debuff for a longer period of time, which functions more akin to mana sickness. You can still drink more and more healing potions, but the tolerance debuff will continue to rise, slowing the rate of healing (but not the total health restored) as well as providing negative damage multiplier, increasing damage taken, and decreasing move speed. Since the buffs scale linearly while the debuffs scale more parabolically or exponentially, at the start this debuff will have little negative effect, but constant use will make the negatives outpace the positives.

  • The Sludge:
    • [Misc.] Forgotten Key - Opens up the locked Catacombs trapdoor.
    • [Weapon, Ranged] Toxic Mosquitonade Launcher - Missing the lack of beenades from the Widow? This weapon will certainly make up for it, firing grenades that do less damage than the standard grenade launcher but all burst into swarms of toxic mosquito projectiles. The base explosion inflicts the mucked debuff, while the toxic mosquito projectiles inflict acid venom.
    • [Weapon, Ranged] The Melder - A bunch of guns all partially melted together. A type of shotgun, it only takes one bullet to fire its spread like most other shotguns, but if you have more unique bullet types in your inventory those will also be consumed. Essentially, it uses up several different bullets from your inventory to fire an inaccurate spread of bullets that gain the properties of every bullet used in its firing. Example: firing with exploding bullets, chlorophyte bullets, and nanite bullets will create bullets that home in on enemies, bounce of walls, and explode on contact.
    • [Weapon, Magic] Acid Rain Rod - An upgraded Nimbus Rod that can summon up to three clouds at once that rain down at a faster rate and inflict acid venom.
    • [Weapon, Magic] Stench Cannon - Shoots a large cloud of toxic gas that slows down upon hitting an enemy or traveling for a few blocks, doing constant DPS as the projectile slowly fades away. Does not inflict the acid venom debuff surprisingly, but will inflict the stinky debuff.
    • [Weapon, Melee] Abandoned Short Swords - Looks like all the short swords people have thrown away over the years have condensed into this glob of short swords. Is used like a rather large short sword, but each swing also releases several bouncing short sword projectiles.
    • [Weapon, Melee] 39 and a Half Foot Pole - Can you believe people are playing Christmas music already! More importantly, this weapon is just a comically large stick, as you hold down the swing button the stick slowly extends from your character, eventually reaching across the screen before hitting its max length. You can use the mouse to swing it around, damaging enemies on contact. Think of it like the wood beam from Enter the Gungeon if you have played that game.
    • [Weapon, Summoner] Severed "Appendage" - One of the appendages from the sludge, now under your control. A standard whip, but hitting an enemy causes another fast whip swing to immediately follow, often allowing you to double hit an enemy. It also inflicts the mucked debuff.
    • [Weapon, Summoner] Mosquito Queen Larva - Summons a mosquito queen to fight for you, because apparently the mutagenic energies of The Sludge made the mosquitoes eusocial. The mosquito queen attacks by shooting out swarms of homing mosquito projectiles. Repeated uses of the summon buff the existing summoned queen rather than summoning more. Inflicts acid venom.
    • [Pet] Breath Mint
    • [Tool] The Pick - A guitar pick that was quite clearly being used as a toothpick by The Sludge. Can be used as a pickaxe and an axe.
    • [Equipment] Gruesome Hook - A glob of The Sludge's appendages, can be used as a grappling hook.
    • [Accessory, Expert] Essence of Sludge - A perfume bottle that no one would want to use. Gives you a similar effect to the inferno potion, only its a gas cloud instead of fiery ring and it inflicts, you guessed it acid venom. I did not realize how obsessed with the acid venom debuff I got.

  • Amalgam:
    • [Crafting] Soulcatcher - Looks sorta like a dreamcatcher. Most things crafted with it have notable dreamcatcher like threads all throughout their design.
    • [Accessory] Twilight Stone - Double the effects of the standard celestial stones, but only from 3:30-5:30 AM and 6:30 to 8:30 PM. Does not stack with the other celestial stone effects.
    • [Accessory] Ectoplasmic Hydraulics - A set of hydraulic pistons using ectoplasm as their hydraulic fluid. Increases attack speed and accuracy.
    • [Weapon, Magic] Soul Lamp - Hold down the attack button to charge up swarms of souls around yourself, which can damage enemies that contact them. Release attack to release the swarm towards your mouse, doing more damage the longer you charged it up. Charging it up uses mana.
    • [Weapon, Magic] Book of Shadows - Functions like the life drain (with no regen) at first, dealing damage to an enemy you point at. However, after dealing enough damage it will also summon a shadowy specter from that enemy which is a projectile that will attack nearby enemies for a bit before dissipating. Stronger enemies create stronger specters, allowing you to prioritize a strong enemy in an event to take care of weaker enemies as well.
    • [Weapon, Ranged] Railgun - Uses bullets, but fires a piercing laser like the heat ray. Very fun when combined with bouncing bullet types. Chlorophyte bullets will show the laser bend towards its target.
    • [Weapon, Melee] Weedwhacker - A pole with a spinning gear on its end that can shred enemies. The gear also has two chains on it that will spin quickly with it and hit enemies.
    • [Weapon, Melee] Ki-infused Wraps - Some mummy bandages infused with life energy you can wrap around your hands to focus your own fighting spirit. Attacking with this weapon has a punching animation, with each punch releasing a flaming fist projectile forward. Hitting an enemy with the direct punch instead creates a large flaming explosion with a lot of knockback.
    • [Tool] Drainsaw - The drill used by this boss, now in your hands. Can be used to mine the catacombs, essentially just the picksaw but drill. Combination of chainsaw and drill, also conveniently making the word drain as in life force draining from evil spirits. I am proud of this pun.
    • [Accessory, Expert] Mana Engine - Drain mana to fuel your life. Upon reaching half health, your mana will rapidly drain, restoring 1 health for every 1 mana lost. Afterwards, you will be given the Mana Burnout debuff for 30 seconds, preventing all natural mana restoration. Also during a burnout, all magic weapons now consume health instead of mana at 1/5 the usual cost, and mana potions no longer restore mana, instead healing 1/30 of their mana restored as HP. However, also during a burnout the mana sickness debuff decreases all damage and increases damage taken.

Crafting:
  • Recipe Substitutions
    • Poison Darts and Flasks of Poison can use methanous globules instead of stingers.
    • Void Bag and Void Vault can use Wisps instead of Jungle Spores.
    • Spectre Bars, True Excalibur, and Venom Staff can use Fullerite instead of Chlorophyte.
    • The Night's Edge can use the Methane Bane instead of the Blade of Grass.

Pre-Hardmode:
  • [Tool] {Wand of Decay (1), Copper or Tin Axe (1), Wisp (12), Gator Leather (3)} Rot Chopper - Keeps all the effects of the Wand of Decay (but will not destroy grass when chopping a tree) and can be used as an axe. When chopping down a tree, it leaves behind a rotten, white mushroom covered log. This will grow into a large white mushroom tree, which can be chopped down for mycelic wood, a standard wood type briefly mentioned in the world section. This mushroom tree is affected by the Rot Chopper and can grow a new mushroom tree from its stump.
  • [Accessory Tree Change] Vicious Talons replaces the anklet of the wind in the Lightning Boots recipe, now forming the storm cutters which maintain the effect of the Talons but give slightly less initial base speed than the normal lightning boots. These can be upgraded into Blizzard Cutters instead of frost cutters.
  • [Accessory Tree Change] Bracelet of Thunder replaces the feral claws in the power glove recipe, forming the thunderclap gauntlet that does more damage and has a bigger AOE. All future upgrades in this tree maintain this effect and have the word gauntlet instead of glove, with the exception of the fire gauntlet which now becomes the firecracker gauntlet, and its shockwave also inflicts the hellfire debuff.
  • [Weapon, Summoner] {Methanous Globule (15), Gator Leather (3), Wisp (12)} Will O' the Whips (I am also really proud of this pun) - A standard whip, but summons that hit the enemy you tagged cause the enemy to release a blue fire explosion, similar to the firecracker.
  • [Weapon, Melee] {Cypress Wood (8), Methanous Globule (12), Gator Leather (1), Wisp (9)} Black Lagoon - A typical yoyo.
  • [Weapon, Melee] {Methanous Globule (12), Gator Leather (3), Wisp (15)} Methane Bane - A typical longsword, releases a short range burst of poisonous gas on each swing. Getting hit by the sword or the gas cloud can inflict poison.
  • [Equipment] {Gator Leather (3), Wisp (12)} Wisp Lash - Just a typical grappling hook.
  • [Weapon, Melee] {Methanous Globule (9), Wisp (6)} Chained Lantern - A flail type weapon with the head of the flail being a lantern with a wisp inside. Functions like a standard spinning flail but also creates a blue fire AOE damage explosion upon hitting enemies or blocks after being thrown.
  • [Armor, Magic] Ethereal Armor - Full set effects: +15 Defense, +5% Magic Damage, +13% Critical Strike Chance, +60 Maximum Mana, Set Bonus: hitting an enemy restores 30% of the mana used for that attack.
    • [Head] {Wisp (8)}
    • [Chest] {Methanous Globule (10), Wisp (16)}
    • [Legs] {Gator Leather (2), Wisp (8)}
  • [Armor, Summoner] Widower Armor - Full Set Effects: +12 Defense, +18% Summon Damage, +2 Minion Slots, Set Bonus: Summons have a frightening aura that slows and weakens nearby enemies.
    • [Head] {Corrupted Chitin (8)}
    • [Chest] {Corrupted Chitin (12)}
    • [Legs] {Corrupted Chitin (10)}
  • [Weapon, Summoner] {Corrupted Chitin (14)} Insect Mass Staff - Standard Summon Weapon. Summons a ball of several different bugs all stuck together. This ball will fly around often looking like it is fighting its own movement, shooting projectiles at enemies. Occasional it will charge at an enemy, sticking to the enemy and showing a bunch of bugs crawling over that enemy, doing constant rapid damage like the stardust cell staff. It can inflict poison.
  • [Weapon, Melee] {Corrupted Chitin (14)} Crushing Kylie - A large boomerang. Flies slowly but can does a lot of damage and can briefly immobilize enemies.
  • [Consumable, Potion] {Bottled Honey (1), Corrupted Chitin (3)} Venom Potion - Gives a debuff that grants several stat bonuses but does damage over time.
  • [Consumable, Potion] {Bought from Witch Doctor} Cleansing Oil - Cures and grants immunity to the mucked, stinky, feral bite, and slime debuffs for a short period of time, as well as reducing the time the poison debuff lasts and its damage per second.

Hardmode:
  • [Equipment, Wings] {Mutilated Wings (1), Soul of Flight (20)} Draconic Fly Wings - Just a set of wings.
  • [Equipment, Wings] {Radiant Dust (1), Soul of Flight (20)} Radiant Wings - Just a set of wings.
  • [Crafting] {Fullerite Ore (5)} Fullerite Bar.
  • [Ammo, Arrow] 150 x {Fullerite Bar (1)} Fullerite Arrow - Pierces through blocks and a fair bit of enemy defense.
  • [Ammo, Bullet] 60 x {Fullerite Bar (1), Musket Ball (60)} Fullerite Bullet - Each bullet is surrounded by a large electric aura. If the aura touches an enemy, that enemy takes damage, the aura disappears, and then the bullet changes direction to face that enemy.
  • [Station] {Fullerite Bar (18), Extractinator (1)} Fullerite Extractinator - Functions identically to the chlorophyte extractinator.
  • [Tools and Weapons] I don't really feel like commenting on the fullerite variants of all the basic Chlorophyte tools and weapons for now.
  • [Armor] Fullerite Armor - Set Bonus: Attacking enemies builds a up a fullerite shield around you. This shield has its own HP that will take damage for you, though only maxes out at about 15% of your max HP or so (visualized by a group of particles orbiting you with lightning zapping between them, more particles at higher shield HP values).
    • [Head, Melee] {Fullerite Bar (12)} +20 Defense, SNE
    • [Head, Mage] {Fullerite Bar (12)} +13 Defense, SNE
    • [Head, Ranged] {Fullerite Bar (12)} +7 Defense, SNE
    • [Head, Summoner] SNE (Vanilla doesn't even have this yet, but it was advertised in a 1.4.5 trailer)
    • [Chest] {Fullerite Bar (24)} +18 Defense, SNE
    • [Legs] {Fullerite Bar (18)} +13 Defense, SNE
  • [Armor] Flycatcher Armor - Full Set Effects: SNE, Set Bonus: Your grappling hook is visually replaced by a frog tongue. You can now grapple onto enemies, giving brief I-frames and doing a bit of damage if you grapple through them.
    • [Head] SNE
    • [Chest] SNE
    • [Legs] SNE
  • [Armor] Soulcatcher Armor
    • [Head] SNE
    • [Chest, Option 1] SNE, Set Bonus: Use the vanilla activate set bonus keybind to disappear in a burst of blue flames, and reappear near the closest enemy in another burst of blue flames, both doing AOE damage. You also gain a brief attack speed increase after teleporting. This is a teleport and will inflict the chaos state debuff as well as be affected by it.
    • [Chest, Option 2] SNE, Set Bonus: Use the vanilla activate set bonus keybind to create an ethereal copy of yourself at the mouse's position, which will attack with you and moves with your inverted movement. It can phase through blocks and will disappear after a bit.
    • [Legs] SNE
  • [Equipment, Wings] {Soulcatcher (8), Soul of Flight (20)} Soul-knit Wings - Just a set of wings.
  • [Consumable, Event] {Darksun Fragment (8)} Darksun Tablet - Swamp variant of the solar tablet.
  • [Consumable, Potion] {Cleansing Oil (10), Crystal Shard (25), Soul of Sight (1)} Oil of Purity - Keeps the effects of cleansing oil, lasts longer, and can now affect the tar coated, oozed, and webbed debuffs, as well as converting cursed flames and shadow flames into the on fire debuff, reducing the defense loss from ichor, reducing the debuff apply rate from possessed, converting acid venom into the poison debuff, and partly reducing the time nearly all debuffs last (with exceptions such as potion sickness).

Optional Item:
As noted, fullerite bars are still crafted into spectre bars as usual, considering how spectre bars are more connected to the dungeon than the Jungle, and it would make sense for fullerite to contain spirit energy just like it can contain noble gasses in real life. Similarly, shroomite is more connected to the glowing mushroom biome than the Jungle, but I did not mark fullerite as a replacement for chlorophyte in that crafting recipe. That is because there is another glowing underground biome with something that would make sense to be fused with fullerite, glowing moss. Nearly all types of glowing moss are even based off of noble gasses, which a main feature of fullerite in real life is its ability to contain noble gasses. I am still not entirely sure on this idea, hence it being marked as an optional item. As such, no variant recipes for this alternate item exist, and it may even end up just being a variant recipe for shroomite if it does ever get created.
In a dual biome world, there is not enough room for both The Swamp and the Jungle. Fortunately, The Swamp's multi-layered design should make sharing one space easier. The Jungle will take the upper surface, but below the jungle will be a very long swamp chamber or long set of chambers to mostly cover the same area as the surface, and since swamp chamber generation is designed to mimic surface swamp generation, it will be as if the surface swamp is buried right below surface jungle. There will still be backwalls here, but it is above the underground layer and still considered surface. The cave system consists of the Jungle's long tunnels connecting slightly more distant (to allow for longer jungle tunnels) Swamp chambers. Only very large cocoons will generate, because these cocoons will have a beehive or a few inside, with room still for all the usual cocoon things. Both fallen logs and living mahogany trees will generate, as well as shrines and sepulchers co-existing. The bottom of the Temple and the top of the Catacombs will also be connected through an unlocked trapdoor. Killing one boss is sufficient for world progression, though note that only Plantera drops the temple key and only The Sludge drops the forgotten key, though you can still access both through the interconnection mentioned previously. Additionally, Mosquito eggs will be allowed to spawn in Jungle biomes.

"Not the bees" will instead utilize swamp variants of all its standard replacements, and for blocks without specific variants: cocoon blocks instead of hive blocks, peat instead of crispy honey blocks, and the dungeon will be painted white (to match cocoon block coloration). When mined, cocoon blocks have only a 33% chance to drop, and if that chance fails they will instead break and function like spider eggs, only the spiderling production is slightly reduced to make mining a little more bearable. The honey production is not reduced, so several tiles worth of honey can be created. Mosquito eggs spawn at an increased rate and can now spawn on honey. Instead of queen bee larva, lots of thick cobweb patches that summon the Reclusive Widow will be generated.

"For the worthy" will have maggot mothers produce maggot zombies upon death.

"Remix" (and Get fixed boi) will flip the sludge, so it starts at the top of the map and comes down.

"Get fixed boi" will have The Sludge no longer spawn appendages but move at a faster base speed, making it impossible to knock down.
 
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Update: Converted the rotten rod into the wand of decay, granting a more vanilla feel effect with an actual reason to be used while still only being a side option to the staff of regrowth. Also added a new potion and its upgrade, cleansing oil and the oil of purity, which are designed to mitigate the excessive amounts of debuffs applied by the swamp.
 
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