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Overview

Bosses

There should be 8-10 bosses per map, that are thematically relevant to the storyline. They should have different damage and healing profile requirements to incentivize players to change classes boss by boss, but changing should not be mandatory in normal mode (i.e., normal mode should be doable by any group composition). The final boss should be hardmode-only, as an additional incentive to do hardmodes.

  • Afterlife/Void creature in the tarn before reaching the house
  • Mansion Gates with trash event, but only if the trash event is done well, maybe sentient plants
  • Stables
  • Physician (Probably with afterlife/death theme)
  • Kitchen
  • Huntsman
  • Ancestry (as it is afterlife themed)
  • Sister
  • Lord
  • Hardmode-only Conglomeration of Lord and Sister

Alternate idea to develop theme of realm of death invading life:life, the purity and corruption of souls, etc.:

  • Afterlife creature in tarn, attempting to connect the realm of the dead with the realm of the living
  • Trash event at gate, thematically related to unnatural life (deteriorating statues, showing that death can only properly invade life, not inanimate objects)
  • Stables with deformed creatures, starting the deformation of life theme
  • Physician, developing the deformation of life further
  • Kitchen, where gluttonous, renanimated food devours itself
  • Huntsman, corrupting life to become a vessel for death
  • Ancestry, attempting to aid the players to sever death and life
  • Sister, delirious, unaware, and lashing out
  • Lord, corrupted, devolving further into an abomination throughout the fight
  • Hardmode Only: Conglomeration of Flesh, the Lord and Sister fused together, a deformed mass of organic hatred and agony