652Graystripe
Plantera
1.2.4 was a landmark update in that it, for the first time, made ores and bars renewable through fishing. A small step, yeah, but also a great leap forward in terms of Terraria's unique world-and-character methods.
Unfortunately it's still a pain to get ores, especially the rarer Hardmode ones. This suggestion is intended to make ore-gathering less of a crapshoot.
Oh, and a foreword: these slimes aren't your average slimes. I felt like giving them a few stylistic tweaks just to make them slightly more interesting than your garden-variety gel blobs. Sometimes it worked, sometimes it... didn't.
Pre-Hard Mode
First things first: Early-mode armors are functionally useless because of the terrible grind required to get them. Right now the helmet, chestplate and greaves cost 20/30/25 respectively; I propose that it's changed to 6/18/12. A full set of copper/tin/iron/lead armor costs 108 ore under this change; full silver/tungsten/gold/platinum costs 144. Not easy, but definitely less agonizing, and almost worth it.
All of these slimes, by the way, get more common as you go down. I've only listed the rarity for their highest spawning ground; e.g. the underground for most of them, though for some it's only in the caverns.
looks like a nugget of copper, not sure how it bounces
Copper Slime
-45 HP/12 damage/5 defense
-Uncommon spawn underground in copper worlds
-Drops 3-4 Copper Ore
it's got a nice little topknot
Tin Slime
-50 HP/13 damage/5 defense
-Uncommon spawn underground in tin worlds
-Drops 3-4 Tin Ore
really wondering about the physics here
Iron Slime
-55 HP/14 damage/7 defense
-Uncommon spawn underground in iron worlds
-Drops 4-6 Iron Ore
Lead Slime it's just trying to get into a higher weight class
-60 HP/15 damage/7 defense
-Uncommon spawn underground in lead worlds
-Drops 4-6 Lead Ore
-Takes very little knockback
om nom nom
Silver Slime
-70 HP/17 damage/9 defense
-Rare spawn underground in silver worlds
-Drops 7-9 Silver Ore
-Attacks with a move that can only be described as "hugging"
went through so many iterations before this one
Tungsten Slime
-75 HP/18 damage/9 defense
-Rare spawn underground in tungsten worlds
-Drops 7-9 Tungsten Ore
it's like panning for gold, only you might be digested eternally
Gold Slime
-100 HP/20 damage/11 defense
-Uncommon spawn in the caverns of gold worlds
-Drops 8-10 Gold Ore
does not require a platinum terraria subscription to view
Platinum Slime
-100 HP/20 damage/11 defense
-Uncommon spawn in the caverns of platinum worlds
-Drops 8-10 Platinum Ore
Hard Mode
One thing that bothers me a lot is that players are punished harshly for breaking altars. If it weren't so important, I myself wouldn't do it at all. Changing that to something less punishing now.
Altars after 75% of the world's supply have been smashed (thanks @Sigma90 ) have a 66% chance to spawn one tile of crimson/corruption or hallow in a random stone block underground.
Also, wraiths no longer spawn from destroyed altars; instead, two or three of the appropriate slime are created.
(+) More obvious
(-) Less ominous
Finally - if a contaminant is spawned, a red (Crimson), purple (Corruption) or light blue (Hallow) sparkle will appear above the altar in question and then disappear in the general direction of the intended tile. Particle effects will also be released depending on the ore generated, but they won't go anywhere.
tweaked cobalt's texture so it didn't look like a jewel
Cobalt Slime
-300 HP/50 damage/30 defense
-Uncommon spawn underground in worlds with the cobalt flag
-Drops 10-12 Cobalt Ore
you've got something on your face
Palladium Slime
-350 HP/55 damage/30 defense
-Uncommon spawn underground in worlds with the palladium flag
-Drops 10-12 Palladium Ore
absolutely lovecraftian
Mythril Slime
-500 HP/60 damage/35 defense
-Rare spawn underground in worlds with the mythril flag
-Drops 10-12 Mythril Ore
-Flails its tentacles if you get too close
my spriting ability makes orichalcum a pain to sprite
-500 HP/60 damage/35 defense
-Very deadly
-Rare spawn underground in worlds with the orichalcum flag
-Drops 10-12 Orichalcum Ore
adamantite is sprited like it's a crystal, which bothers me
Adamantite Slime
-800 HP/75 damage/40 defense
-Uncommon spawn in the caverns of worlds with the adamantite flag
-Drops 10-12 Adamantite Ore
-Move slowly, but deals lots of damage on contact; immune to knockback
whoever sprited titanium is a genius
Titanium Slime
-900 HP/75 damage/40 defense
-Uncommon spawn in the caverns of worlds with the titanium flag
-Drops 10-12 Titanium Ore
And because I couldn't let this whole thing pass without a DragonQuest reference...
Metal Slime Mask
-Dropped by all metal slimes
And after a great suggestion by @Lihz4hrd I decided to add another summoner weapon, plus a minor tweak to make the Slime Staff what it deserves to be.
Slime Staff
-Now dropped by King Slime as one of his drops
-Also used to craft...
Adamantite/Titanium Slime Staff
-Crafted with
, 15
/
@ Hardmode anvil
-Summons an adamantite/titanium slime that shoots spikes to attack
-Stats are roughly on par with the Spider Staff
Unfortunately it's still a pain to get ores, especially the rarer Hardmode ones. This suggestion is intended to make ore-gathering less of a crapshoot.
Oh, and a foreword: these slimes aren't your average slimes. I felt like giving them a few stylistic tweaks just to make them slightly more interesting than your garden-variety gel blobs. Sometimes it worked, sometimes it... didn't.
Pre-Hard Mode
First things first: Early-mode armors are functionally useless because of the terrible grind required to get them. Right now the helmet, chestplate and greaves cost 20/30/25 respectively; I propose that it's changed to 6/18/12. A full set of copper/tin/iron/lead armor costs 108 ore under this change; full silver/tungsten/gold/platinum costs 144. Not easy, but definitely less agonizing, and almost worth it.
All of these slimes, by the way, get more common as you go down. I've only listed the rarity for their highest spawning ground; e.g. the underground for most of them, though for some it's only in the caverns.
looks like a nugget of copper, not sure how it bounces
Copper Slime
-45 HP/12 damage/5 defense
-Uncommon spawn underground in copper worlds
-Drops 3-4 Copper Ore
it's got a nice little topknot
Tin Slime
-50 HP/13 damage/5 defense
-Uncommon spawn underground in tin worlds
-Drops 3-4 Tin Ore
really wondering about the physics here
Iron Slime
-55 HP/14 damage/7 defense
-Uncommon spawn underground in iron worlds
-Drops 4-6 Iron Ore
Lead Slime it's just trying to get into a higher weight class
-60 HP/15 damage/7 defense
-Uncommon spawn underground in lead worlds
-Drops 4-6 Lead Ore
-Takes very little knockback
om nom nom
Silver Slime
-70 HP/17 damage/9 defense
-Rare spawn underground in silver worlds
-Drops 7-9 Silver Ore
-Attacks with a move that can only be described as "hugging"
went through so many iterations before this one
Tungsten Slime
-75 HP/18 damage/9 defense
-Rare spawn underground in tungsten worlds
-Drops 7-9 Tungsten Ore
it's like panning for gold, only you might be digested eternally
Gold Slime
-100 HP/20 damage/11 defense
-Uncommon spawn in the caverns of gold worlds
-Drops 8-10 Gold Ore
does not require a platinum terraria subscription to view
Platinum Slime
-100 HP/20 damage/11 defense
-Uncommon spawn in the caverns of platinum worlds
-Drops 8-10 Platinum Ore
Hard Mode
One thing that bothers me a lot is that players are punished harshly for breaking altars. If it weren't so important, I myself wouldn't do it at all. Changing that to something less punishing now.
Altars after 75% of the world's supply have been smashed (thanks @Sigma90 ) have a 66% chance to spawn one tile of crimson/corruption or hallow in a random stone block underground.
Also, wraiths no longer spawn from destroyed altars; instead, two or three of the appropriate slime are created.
(+) More obvious
(-) Less ominous
Finally - if a contaminant is spawned, a red (Crimson), purple (Corruption) or light blue (Hallow) sparkle will appear above the altar in question and then disappear in the general direction of the intended tile. Particle effects will also be released depending on the ore generated, but they won't go anywhere.
tweaked cobalt's texture so it didn't look like a jewel
Cobalt Slime
-300 HP/50 damage/30 defense
-Uncommon spawn underground in worlds with the cobalt flag
-Drops 10-12 Cobalt Ore
you've got something on your face
Palladium Slime
-350 HP/55 damage/30 defense
-Uncommon spawn underground in worlds with the palladium flag
-Drops 10-12 Palladium Ore
absolutely lovecraftian
Mythril Slime
-500 HP/60 damage/35 defense
-Rare spawn underground in worlds with the mythril flag
-Drops 10-12 Mythril Ore
-Flails its tentacles if you get too close
my spriting ability makes orichalcum a pain to sprite
-500 HP/60 damage/35 defense
-Very deadly
-Rare spawn underground in worlds with the orichalcum flag
-Drops 10-12 Orichalcum Ore
adamantite is sprited like it's a crystal, which bothers me
Adamantite Slime
-800 HP/75 damage/40 defense
-Uncommon spawn in the caverns of worlds with the adamantite flag
-Drops 10-12 Adamantite Ore
-Move slowly, but deals lots of damage on contact; immune to knockback
whoever sprited titanium is a genius
Titanium Slime
-900 HP/75 damage/40 defense
-Uncommon spawn in the caverns of worlds with the titanium flag
-Drops 10-12 Titanium Ore
And because I couldn't let this whole thing pass without a DragonQuest reference...
Metal Slime Mask
-Dropped by all metal slimes
And after a great suggestion by @Lihz4hrd I decided to add another summoner weapon, plus a minor tweak to make the Slime Staff what it deserves to be.
Slime Staff
-Now dropped by King Slime as one of his drops
-Also used to craft...
Adamantite/Titanium Slime Staff
-Crafted with
-Summons an adamantite/titanium slime that shoots spikes to attack
-Stats are roughly on par with the Spider Staff
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