Blasphemy
Hostile Cristella

Blasphemy

65 8 4.75 1.25 10 24
Environmental Reactions
Burn Can catch fire and take periodic fire damage. Water puts it out.
1 dmg / 0.9s Duration: 4-8s
Melt Can be damaged by acid rain or by direct sun and wrath exposure.
1 dmg / 3.5s Acid rain
Bleed Shows blood particles when hit. Visual only.
Visual only

Images

3

Description

Blasphemies are a hostile cristella vermin built for pursuit. Once a blasphemy notices the player, it will chase the player over long distances to attack. It is a normal biome spawn, especially at night, and it can also appear through the world's rare encounter pool.

Because a blasphemy counts as cristella, cristella's bane hits the right weakness. On death a blasphemy has a guaranteed drop of one kila, and a player kill also satisfies the requirement for the Blasphemy achievement.

Appearance

Blasphemies have an iridescent, semi-transparent texture used on their entire body. Their centre is a floating cube that rotates continuously. Connected together just below the centre cube are seven legs, each having four joints.

Behavior

Blasphemies always move directly toward the player at a speed of 4.75 blocks/s, and always know the player's location. A blasphemy can also attack any vermin that ends up in its 4-block attack range (including other blasphemies). They remain in pursuit of the player even if they are being attacked by other vermin.

Attack

Blasphemies attack via an indiscriminate area-of-effect attack from their core body. The moment any vermin gets within 4 blocks, the blasphemy immediately strikes and then repeats on a 1.1 second timer for as long as something stays in range. Each attack hits every entity within the 4-block range simultaneously, dealing 8 damage with 50 knockback per hit.

When close to their target, a blasphemy may lunge randomly in a horizontal direction, making their movement erratic and hard to predict during combat. Getting hit also has a 10% chance of triggering this same lunge.

Unstuck

Blasphemies can unstuck themselves via a timer that checks every 4 seconds whether the blasphemy is pressed against a wall, and if so, it applies a random impulse of 96 force, which in turn causes lunge-like motion.

Legs

The IK leg system works on raycasts that search for ground beneath each leg's rest position. When a leg's foot drifts more than 0.25 blocks from its target, it starts a step animation to reposition. Adjacent legs never step at the same time. The legs have physical collision and can be attacked. The body height is maintained by spring physics, hovering above the average ground level.

Sound

Blasphemies constantly "chant," which despite the name is a combination of low-pitched humming and rumbling, increasing in volume with proximity. When hurt, they will play both a pain sound and a thud sound. The pain sound is a high-pitched screech, while the thud is similar to a metal pipe being struck.

Tips

A Blasphemy's presence can easily be discerned by its "chanting." When ambushed by or confronting a blasphemy, avoid getting too close and entering its attack range. Instead, focus your attacks on the legs closest to you, continuously moving backwards as you strike. You can also dig a small hole where the blasphemy will be unable to attack you, so you can more easily deal damage.

Trivia

  • A blasphemy in real life is the act of speaking with contempt, disrespect, or lack of reverence for a deity or god.
  • The arachnophobia toggle in the game settings makes the legs of blasphemies invisible, as well as making spheres appear to mark the end of their legs.

Scripted Behavior

Attack trigger range 4

Sounds

Only sounds defined in this vermin's own scene setup are listed here.

Pain

Pain 1 pain_1.wav
Pain 2 pain_2.wav

Chant

Blasphemy Chant blasphemy_chant.ogg

Spike

Spike 1 spike_1.wav
Spike 2 spike_2.wav
Spike 3 spike_3.wav

Thud Pain

Thud 1 thud_1.wav
Thud 2 thud_2.wav
Thud 3 thud_3.wav

Spawned By

blasphemy capsule

Death Drops

Found in Biomes