Portfolio/Multi-Topic New additions for all parts of Terraria!

Doubleozero7

Terrarian
Hello everyone! I've been making a list of things I've wanted in Terraria for a long time, and other things that randomly come to me. I'll edit things as I think of more improvements. I hope you like them!

Biomes

1. The Deep Forest: Much taller trees, densely placed, height somewhere around 41-45 blocks. Sky gets much darker when inside the biome. There’s still some light in the day, but the night is as dark as during a solar eclipse. Trees planted by the player grow taller to match the others, unlike in the Purity where there is a height limit. Grass is slightly darker green to mark the edge of the biome. The biome tends to generate flat or with gentle slopes/small hills. Also has a much higher chance to contain living trees, often having groups of 2-4 right next to each other. If it's possible, make it so that in this biome, the player moves in front of and behind trees, to make it seem denser. The layer placement of the tree in front of or behind the player would be randomly assigned to it when the world generates and when a new tree is planted. Oak trees grow here too, although not 40 blocks tall. Their branches can spread behind other trees so that at the base the trees can still grow close together. On Blood Moons, Vampires spawn here.

2. Swamp: Swamp is created both on world generation and when the jungle becomes corrupted. Water turns murky green, sky is gray, trees have moss hanging on them. Mist/fog sometimes floats by in the foreground, obscuring the player. On Blood Moons, Swamp Thing spawns here. Plants include brambles (damage player and slow movement), cattails, toadstools, dead trees for aesthetics, and normal swamp trees. No living trees here. Like the jungle, this biome has a lot of water, but not the long stretches of it that the jungle has (unless it is a corrupted jungle of course). More small, shallow pools separated by marshy terrain covered in long grass. Once in a while you’ll come across a tar pit, which if stepped in will slow movement nearly entirely. Brambles don’t disappear when you run into them like Corruption thorns do. You have to cut them down with a weapon.

3. Expanded ocean, with islands in the middle. Islands may contain bejeweled chests buried in sand or on the surface, which will among other things always contain…TWO GOLD DOUBLOONS!! Not gold coins, they are specifically doubloons. Also make the ocean deeper. Could have drop-offs into the dark, coral reefs, and more room for bigger sea creatures. Provides interesting options for building underwater homes too. Consider this a new biome “deep sea.”

4. Giant crystal cave mini biome. Rare underground mini biome with huge white crystals that can be mined. Pieces show in inventory as “white shards” and can be placed together to reform a giant crystal. Crystals are like trees; they are in the background but can be mined with a pickaxe/drill. Some smaller solid crystals as well in foreground.

5. Enchanted glade mini biome. On the surface, a small area in the forest will be a magical fairytale spot bordered by some large trees (but not living trees) with faeries, an ancient rune or two, random sparkles, and other fun stuff like that. May be used for quests somehow.

6. Rainforest mini biome. Somewhere deep in the jungle, a section will become a dense rainforest. A thick, dark, and dangerous variation on the common jungle biome. More Amazon-like, with tall trees like the Deep Forest. Colorful background foliage. No living trees here though. The sky gets quite dark when inside the biome. The player moves behind some trees to create a 3-D feeling. Trees maybe a tall version of rich mahogany mixed with palm trees that have a bit different sprite to distinguish from ocean palm trees. Add bamboo?

7. Add glowing toadstools to the Glowing Mushroom biome. They are very big, with a wide base about 4-6 blocks wide, and a curvy stem up to a large flat mushroom cap that spreads out many blocks. They are like the large glowing mushrooms already present, in that they’re in the background but can be cut down with an axe. Not many spawn naturally in each Glowing Mushroom biome. Sometimes none do. They grow above ground too in an artificially created biome made for the Truffle NPC.

Items and other small additions

1. Bigger worlds to fit more in them. Consider circular worlds for the biggest worlds.

2. Trees: Add pine trees, planted with pine cones. Oak trees, similar to background trees now. Willow trees by water. Dead trees of various types, for aesthetics. If you want to artificially create a spooky area, you can make dead trees by chopping the trees with a special ax sold by the Woodsman. It won’t cut them down, just make them dead. Oak trees are several blocks wide, and can be cut into before falling down like a living tree. To avoid confusion between "living trees" and "live trees" let me clarify: Living trees are the giant trees which are in the game now. Any normal in-game tree that isn't dead will be referred to as a live tree. Dead trees come from live trees, and always drop normal wood. They are mostly an aesthetic choice, just being a dead-looking sprite of live trees.

3. Quicksand in the desert, because the desert is too easy now. Stickier version in the swamp in the form of tar pits.

4. Food that can be eaten or placed. Sausage links, cheese, bread, improved beer sprite, unicorn steak, wine, garlic cloves to hang, and other things just to make homes feel fuller.

5. Horse mounts you can put in a stable or tie up at the hitching post.

6. Storms with lightning and thunder. Leaves blowing through the air on windy days. No tornadoes. I don’t need my house destroyed.

7. Include Thanksgiving and St. Patrick’s Day updates. For St. Patrick’s Day, add rainbows that look like the color/texture of the rainbow piece item. They spawn in random places during the day and you can walk up them, press S to drop down just like platforms. Chance to find gold, leprechauns at the end. Trees change colors in real life Fall season.

8. Add an Easter update. Easter eggs will randomly spawn so you can go on an Easter egg hunt! Bunny spawn rate/cap increases, some bunnies carry baskets. Easter Bunny NPC comes to town, sells stuff and gives rewards for bringing him eggs he asks for.

9. The ARKENSTONE. One single block somewhere in the world will be a shimmering white stone. If you find the Arkenstone and sacrifice it at the Lizhard Altar, it will completely cleanse the Corruption and Hallowed from the world. It could be anywhere; on a floating island, replacing a brick in the dungeon, but most likely it’s underground where you’ll never ever find it. It can be equipped, granting “King Under the Mountain” Buff which greatly increases all stats.

12. Bonfires. For when a campfire just won’t do. About 4 blocks high and maybe 3 blocks wide.

13. Farming. Crops you can plant: Wheat, carrots, potatoes, corn. You can make different foods with them.

14. Crafting: Fireplace+ pot= hearth (sprite has fireplace with a pot hanging inside). Used for more advanced cooking. Perhaps more advanced foods provide longer Well Fed buff, maybe add some effects too. Different foods could also maybe provide different variations of Well Fed buff, with stats changed with some raised and some lowered for different recipes.

15. Cows, chickens to collect milk and eggs. So you can make foods like cheese or cake.

16. Make it so that multiple NPCs can inhabit a single room if that room has the right number of flat surfaces and chairs for each of them and the room is proportionately bigger. (2 NPCs can live in a room twice as big as the minimum size for one NPC, and with two tables and chairs).

17. Dust devils in the desert. Height up to around 20ish blocks. Can damage the player a little and throw them or slow movement.

18. Rare creature detector tells you if you’re hot or cold with colored text.

19. Gnomes and gnome buildings. Friendly gnomes roam around, pop in and out of gnome homes/taverns and such built into wider trees in forest, deep forest, swamp biomes. Gnome homes move around every once in a while. They appear as small lighted windows on tree trunks, with a door at the bottom. Little woodstove chimneys may protrude from the side of the tree, slowly smoking. Leader is a gnome NPC who you can trade with. Gnomes are earth elementals, needed later on for quests.

20. Craftable snowmen. You can put the Groom’s tophat on them.

21. Add quests for some NPCs. Longer quests than the Angler gives. Real, multipart quests with adventure and mystery and great rewards!

22. Wind vane. Craftable from iron bars. Place on a surface to see the wind direction. Mostly a cosmetic item.

23. Lantern hook. Simple iron hook that can be placed on the ground so you can hang lanterns, star in a bottle, and other light sources around outside without hanging it from a solid block. About 3 blocks high, lets you walk in front of it.

24. Make a version of living trees that is more like oak trees. Branches spread out more horizontally. These wouldn’t be quite as tall as the living trees now. Perhaps have a couple sizes of them.

25. Woodstove. Variation of fireplace. Functionally the same, just a different sprite. Also make a counterpart to the hearth, in the form of a woodstove cooking range.

26. Add woodstove chimneys, one big like the current chimney, and a smaller one about 1x1 block. Little black chimney with a cone top. Same style used for gnome homes. Emits lazy, drifty smoke.

27. Dark brown solution. Ammo for the Clentaminator. Changes dirt blocks to mud.

28. Light brown solution. Changes mud blocks to dirt.

29. Option to create worlds with certain biomes. So if you want an all snow world, you can choose an option to generate one. Or if you just want swamp and deep forest, you can make a world with just those biomes.

30. Craftable bunkbeds.

31. Mounted unicorn heads and wyvern skulls to decorate your walls all pretty.

32. Extend biome backgrounds further up into the air, so when you build tall stuff the background is still correct.

33. Right click pianos to play music.

Monsters

1. Snakes. Usually squiggle on the ground; sometimes hang from trees. Different kinds depending on biome, different stats. Jungle, swamp, forest biomes.

2. Bunnies will be named Booplesnoots around April Fool’s Day.

3. Red-tailed hawks, non-aggressive, daytime. Just fly around and perch on stuff. Ca-caw.

4. Pheasants for hunting and cooking.

5. Chomp-chomps. Little creatures that are basically teeth with feet like the wind-up toy. But scary. They always travel in groups from 3 to 15. Can be very deadly pack hunters. Quick short hopping AI. All biomes above ground, rare spawn.

6. Sludge Bludgeon. Swamp biome. Brown and green, muddy drippy monster rises from pools of water in the swamp. Beats you with a dead log.

7. Blood Bludgeon. Spawns on Blood Moons. Rises up from the bloody water, dripping with blood. Beats you with a severed arm.

8. Dungeon Bludgeon. Spawns in Dungeon. Armored, with a full helm on its head. Beats you with a big spiky mace.

9. Prowler. Forest Biome/night. Canine creature with pouncing AI. Dark with green eyes.

10. Fen floater. Spawns hidden in the mists of the swamp, then emerges and floats toward you. Similar sprite to Drippler, but it has one bulbous eye and one small half open eye, and is mossy green with long tendrils dragging on the ground. They reach out and wrap around you, squeezing the life out of you. To kill them, you have to repeatedly hit both spacebar and "E" till they release you, then quickly smite them.

11. Lichenthrope. That’s right. A pun unlike any other. A monster unlike any other. It’s a freaking werefungus. Spawns in the Swamp Biome on a full moon.

12. The Silent Lamb. Ooh you’ll like this. The Silent Lamb is a black sheep with yellow eyes that appears on occasion in the Deep Forest. It will wander onto your screen, then stand there at the edge, still as a statue, just watching you. After a little while, it will walk away. If you attempt to approach it, it moves offscreen and despawns. The Silent Lamb is an omen that foretells the coming of great evil. For example, it may appear before a hardmode boss spawns (early on before you have beaten them). Or it might show up the night before a solar eclipse. Or before something else I haven’t thought of yet that better fits the definition of “great evil.” I’m working on that. Maybe before all events?

13. Howling Prowler. Deep Forest Biome/night. Its approach is forewarned by an eerie howl off screen, then it attacks the player. Similar to regular Prowler, but with red eyes instead of green. Different stats (more difficult). Can sometimes be heard in the distance without coming to attack.

14. Lurker. Deep Forest Biome. They wait behind solid objects (living trees, player-built structures, etc) and pop out to attack. Not sure how that would be programmed, but it would be interesting.

15. Stalker. Deep Forest Biome. Tall, skinny monster with a large mouth usually hanging open. Maybe similar shape to Ice Golem. High offense, low defense. Relentlessly follows the player but does not attack unless attacked/bumped into. Will leave the Deep Forest in pursuit of the player. It follows very close, so it’s easy to accidentally run into it.

16. Sirens. Ocean biome. Debuff “Siren Song” on you, making you only able to move toward them. Water elemental.

17. Monkeys in the jungle and on ocean islands. Swing from trees and such. Non-aggressive.

18. Venus Fly Trap. Dense Jungle. Large bright orange man-eating flower inspired by Mario piranha plants. About the height of the player, with skinny stem and large head with teeth. Lies in wait to strike at you. May not always attack, so attacks are surprising.

19. Anaconda. Dense Jungle. Huge snake may attack from on the ground or hang from a tree. Wraps around the player and squeezes the life out of them. Escape the same as with Fen Floaters.

20. Sylph. Enchanted Glade. Air elemental. Helpful faeries appearing as white lights with beautiful wings. Float around the glade. Together with gnomes, sirens, and salamanders (already in game, but probably not a reference to faeries), this completes the group of elemental faeries. Make a faerie quest with the Dryad? Perhaps could result in slowing of Corruption spread.

21. Make salamanders immune to “On Fire!” debuff, fitting with their lore as fire elementals.

22. R.O.U.S. Deep Forest Biome. Daytime. Large rats, of course, referencing the Princess Bride.

23. Yeti. Snow biome miniboss more rare than Ice Golem. But can spawn anytime, day or night, blizzard or not. Moves very fast, doesn’t slip on ice. Swipes at the player. Extremely dangerous.

24. Crystal elemental. Giant crystal cave mini biome monster, counterpart to granite elemental. Will sometimes orbit damaging crystals around its body, then shoot them in all directions.

25. Banshee. Deep Forest Biome. Horrifying shrieks can be heard in the distance. When they attack, the shriek debuffs “Weak” on player for 10 seconds.

26. Swamp ghast. Swamp biome. Ghostly monster made of swamp gas. Weak to fire (they’ll explode if you light them).

27. Mud morpher. Swamp biome. Drippy blob of mud that only occasionally takes a vaguely human form, then becomes shapeless again. Can move quickly across the screen, changing size and even splitting into multiple blobs. May sink into the swamp and reform on the other side of the player, do other unpredictable moves like that.

28. Hag. Rare spawn, Deep Forest, hardmode. A creepy old witch that can cast transfiguration spells, temporarily debuffing the player with “newt.” She turns you into a newt, making you unable to attack and lowering your defense. The spell itself is a sparkly green shot from her wand, which travels very very fast but doesn’t go through blocks. She also casts a similar damaging red spell, which causes splash damage if it misses you. Oh by the way, she can fly on her broomstick while doing all this. She’s super hard to beat. In fact, she’s a miniboss. Have fun. Drops: broomstick-flying mount, 5% chance; magic wand-casts her spells, 0.5% chance,

29. Owls at night. Non-aggressive. Perch on tree branches. Great Horned Owls spawn in the Deep Forest at any time of day. Occasionally swoop at you. Snowy Owls in the Snow Biome.

30. Tiger Swallowtail butterflies. Rarest butterfly. Provides 60% bait power and maybe an ingredient or something for a potion.

31. Twilight Slime. The Deep Forest’s very own slime monster. A very dangerous slime about the size of a purple slime. Has faint sparkles that twinkle like stars in its body, which is purple on the bottom and fades to black on top. Has chance to debuff “Twilight Sight” on the player. Slowly decreases vision to complete blackness for a few seconds, then immediately fully restores vision.

32. Swamp Slime. This is the Swamp Biome slime. It’s the same green color as much of the biome, so it can be hard to see. Nothing much special about it other than that.

33. Toucan. Rainforest. Flies at you.

34. Trap Door Spider. Rainforest. Pops out from the ground when you walk close by.

35. Fiddlehead. Jungle/Rainforest biomes. Fairly common in Rainforest, fairly rare in Jungle. Fern fiddleheads growing on ground will quickly unfurl near a player into mature fronds, then retract and grab the player and hold them in place while damaging them over time. They have a pretty good range they can grab from so not all swords kill them before they get you.

36. Sunrise Slime. Floating Island/Sky biome slime that sometimes spawns on floating islands. Same size as Twilight Slime, but colored yellow at the bottom, fading to orange, and then blue at the top.

37. Octopus. Ocean. Pretty big, purple octopus crawls along the sea floor. Can grab you and start draining your breath meter quicker. In Expert worlds, if you have Neptune’s Shell equipped, it takes you out of merman mode. Yeah, it’s pretty hard.

38. Giant Squid. Ocean. Rare spawn. Very long squid (but not as long as Wyvern) that moves very fast, sometimes circling you. Can ink a large area, causing you to disappear behind a black cloud. Swim out before you get killed. It attacks by running into you.

39. Beastly Feaster. Crimson biome. Super scary creature of unimaginable horror. Reddish purple, centipede-like monster with a huge round mouth of spinning teeth. Crawls very fast along the ground, and rears up to devour the player from above. You don’t actually go in its mouth, but its strike does damage and can debuff “Bleeding” like Werewolves do.

40. Raincoat Zombies no longer spawn in the snow biome during a blizzard. Replace them with Sled Dog Zombies, which are zombies towed on sleds by zombie huskies.

41. Lazy Daisy. Rainforest Biome. Flower with yellow center and pink rounded petals that shoots a puff of yellow smoke at you. This debuffs “Lazy Daisy Daze” on you, which essentially makes you move in slow motion. Movement speed, attack speed, and even jumping/falling speed are greatly reduced.

Bosses

1. Harperion. Pre-hardmode Sky boss. Huge harpy with golden feathers, enormous talons, and a bad attitude. Guards the harpy’s nest, which spawns on its own floating island. Summoned by breaking an egg in the nest. The fight, since it’s pre-hardmode, takes place on the floating island (no wings available). Harperion can catch the player in its talons and carry them away, damaging them and keeping them from attacking. Then he returns to the island. He’ll do this if the player falls off the island too. Building a skybridge is recommended. His main golden feather attack launches one large feather with high damage that explodes into many small feathers on impact with the ground. Harperion’s sonic screech causes an all-directional confused debuff, which is random each time. So up could become left, right could be down, and so on.

2. Pit Splicer. Huge worm similar to Dune Splicer spawned by player, rises from the Underground Desert entrance. It is fixed to the bottom of the pit, and strikes at the player on the surface. You can’t enter the pit when it’s alive because it fills the whole space, so you must fight it on the surface. It won’t spawn when you’re underground. If you dig down too far, it will grab you and bring you back up. Spawns Dune Splicers around it during the fight. Has a ranged sand blast attack, shooting sand in a cone at the player. This attack can deflect all ranged attacks from magic, guns, bows and beams from swords. Sand doesn’t accumulate on the ground.

3. Catalia the Swamp Spirit. Hardmode swamp biome boss (cat-tail-ia, lol). Can be fought after defeating the Golem, when the message “The mists of the swamp begin to thicken” displays. Catalia is a swampy green phantom, smaller than Skeletron but bigger than the player, who is spawned after bringing the proper ingredients to the gnome NPC. 10 cattails from the swamp, lichen from a Lichenthrope, a bottle of swamp water, a swamp splendor, a piece of raincloud from a floating island, a glowing mushroom, and a Variegated Lardfish. The gnome NPC will go into his gnome home and mix a potion, then bring it out to the player. When the player drinks the potion in the swamp biome, Catalia will be summoned. She will drop a summoning item when she’s defeated so you don’t have to do the whole potion thing after you beat her once, unless you want to. Attacks: She flies through the air leaving a trail of deadly poison behind, and spawns large clouds that have damaging rain, like the nimbus rod but over a very wide area. She dives down into the ground, and causes the mists to thicken greatly, hiding behind them. Minions will then attack the player from both sides, preventing them from knowing which side Catalia is hiding on. Once a player lands an attack on Catalia in the mists, she’ll come back out. In phase 2, she gains attack and defense. Density of rain increases, brambles spawn and cover the ground, tangling up the player. Movement is the difficult part of this battle. Passive damage can quickly kill the player. Poison clouds damage on hit in addition to poison damage over time, which can be negated with a bezoar.

4. The Coven. Hardmode. Once in a great while, even rarer than the Hag, a whole coven of Hags (between 3 and 5 of them) will spawn in the Deep Forest. This will only happen after a different boss is beaten, following the progression through Hardmode. The number of Hags depends on the number of Hardmode bosses beaten. So after beating certain ones, it will allow another Hag to spawn. They’ll be gathered around a bubbling cauldron, summoning unholy terrors. Collectively, the Coven is considered a boss, so beating it results in boss drops. First, a monster called “Black Demon” emerges from the cauldron. It is about 6-8 blocks high, with batlike wings and flames for eyes. While it attacks you, so do the Hags. It doesn’t fly, but the Hags may fly around and attack.


Building Stuff

1. More paint colors, darker/richer. Especially add a darker brown.

2. Dusty glass, to make windows less sparkly for more rustic looking buildings.

3. Craftable window types, to add a couple styles you can install, with different sizes (2x2, 3x3, etc). Windows have pane designs such as divided into four squares, diamond lattice pattern, curtains. Curtain color can be chosen by crafting the window with dye.

4. Flags. Different sizes and styles that can be hung like banners or placed. If placed on a flag pole they will wave in the wind. You can also hang them from horizontal rope.

5. Brass. It’s a mix of mostly copper and some zinc, so some different crafting method will be needed to make it. Maybe you could get zinc from the extractinator to mix with copper. But you can use brass to make bricks and brass plate walls and other things that help round out the Steampunk stuff. Not used to make a whole new furniture set with clocks and couches and stuff. Just lamps and lights and things. Has a nice dull gold finish.

NPCs

1. “Gumpus,” “Stumpkin,” “Bogrum,” “Swampert”: moves into a house in the swamp biome. He’s kind of that cliché old man who’s always warning the young folk not too underestimate the dangers out there, constantly warning you about the swamp with silly exaggerations. Sells Rusty Lantern (keeps away those annoying mists on screen, but Fen Floaters will still spawn off screen. Can be placed.), Quicksand Waders (helps you escape quicksand and tar pits), torches, rope, dark green solution in hardmode (spreads swamp biome)....

2. The Tavern Keeper. Moves in after you construct or obtain a keg. Jovial, fat, bearded guy with looks inspired by Gragas from League of Legends. Defends himself with Molotov cocktails. Sells flagon (can be filled with stat boosting beverages, allows multiple drinks from it), grog (drink that affects your stats), fermenter (for making wine), sausage links, baguette… You can talk to him and there is an option to design NPCs! It takes you to an interface similar to the character creation screen. You can customize their entire look, with different options than character creator. You can name them and even give them a certain number of phrases to say in addition to some generic ones. There will be a limit to how many NPCs you can make, but this allows you to fill more homes with characters that you see fit. You can even give them vanity items and they will put them on.

4. The Woodsman. Typical lumberjack looking guy who can be paid to go collect basic materials for the player. Carries an axe over his shoulder. He can cut down trees (and will plant saplings in their place if given acorns), kill slimes for gel, or hunt for food. You can specify the amount you need so he knows when to return. If you try to talk to him while he’s doing a task he’ll say he’s busy. He has to finish before you get your stuff. He can also be hired to come with the player as a follower to help fight enemies. But, he can still be killed, which prevents him from becoming like an overpowered minion early game. Price also helps keep from abusing this feature. It will scale as you earn more and progress further. Moves in upon obtaining a Tier 2 axe. Sells the Splitting Maul (creates dead trees), flannel shirt, lumberjack boots (boots and blue jeans), fur hat, coonskin cap on Halloween, machete (does extra damage against Jungle, Rainforest, and Mushroom plant monsters), Lumberjaxe (axe that plants a sapling automatically upon cutting down a tree if you have acorns). Gives the Big Blue Ox pet/mount as a quest reward. Double tap A or D to charge through enemies and hurt them. Can ride as a mount or have it follow you as a minion.

5. Gnome NPC. “Gnip Gnop,” “Shrumpy,” “Shmebulock” Found randomly near a gnome home doing gnome stuff. Helps you summon Catalia among other things. The tree he lives in is festooned with random colorful doodads that represent his magical prowess and whatnot. Sells Smurf Outfit, Papa Smurf Outfit on Halloween, Gives the Gnome Totem (equipable, placeable: causes all gnomes within its radius to become allies and fight enemies. When placed this shows up as a buff. It’s sorta like the Royal Gel but for gnomes) after completing a Gnome Quest.

6. Arms Dealer only sells Illegal Gun Parts on a new moon like he used to. He acts a bit more mysteriously (add some phrases?), and sometimes can be found wandering in the Deep Forest or speaking to the Ranger.

7. The Ranger. “Strider,” A more secretive NPC than the Arms Dealer. Wears a hooded cloak with only his eyes visible. His eyes aren’t creepy like a demon or anything, just white with black pupils. His eyes often have a determined look, other times they are more wide open. His home is the Deep Forest, where he wanders hunting monsters. You get him by walking through the Deep Forest with a moon charm equipped, which will cause him to try to shoot you. He then apologizes for having mistaken you for a werewolf. He looks over his shoulders a lot like he’s paranoid of being caught. Like the Travelling Merchant, he'll tell you to meet him behind an NPC's house at a certain time, because he has something to show you. However, the Ranger actually will be there to show you something to buy. On full moons he’s always in the Deep Forest, otherwise he can be found in the house the player assigns him to. Can be found with the Arms Dealer, whispering to each other. Can be hired as a follower in Hardmode. Defends himself with a crossbow. Sells stakes for the stake launcher (make the Witch Doctor no longer sell them, so just the Arms Dealer and Ranger sell them), crucifix (provides extra protection from Deep Forest monsters, werewolves, on Blood Moons, and during Solar Eclipses. Can be tinkered together with cross necklace into “rosary.”), lantern handle (can be crafted with any lantern allowing you to hold it like a torch), silver arrow (does extra damage on full moons, Blood Moons, Solar Eclipses or to Deep Forest creatures), black solution (spreads the Deep Forest Biome, which allows trees planted by the player to grow up to Deep Forest height, and the appropriate monsters will start to spawn), mysterious cloak (your very own version of the Ranger’s cloak that shrouds you in darkness leaving only your eyes visible)...

8. The Minstrels! Three different minstrels can be found around the world. One plays a lute, another a flute, and the third plays a drum. You can interact with them and have them play music. The more you have together, the more complex songs they play. You can assign them all to “live” in one building and they’ll group up together and play music. The Minstrels are unique in that they don’t count as an NPC living in a house, so you can have all three in one building (like a bar) to play music, but you don’t have to make the building huge to accommodate all of them. They play Ren Faire type music, sea shanties, and stuff like that. Overrides the game music when they play. They’ll stick by where you place their flag while they play.

Alchemy/Potions

1. Nightshade. Grows in deep forest. Appears in clumps of 2 or 3.

2. Swamp Splendor. Flower with yellow center, half yellow petals with purple ends. Gives off yellow glow. Grows in the swamp (duh).

3. Toadstool. Swamp biome. Bigger than a regular mushroom, and replaces them in this biome. Looks more like the teal mushroom.

More to come in this area, I need to check which potions already exist.

Armor/Vanity Items

1. Pirate hook and peg leg vanity items

2. Gandalf the Gray and Gandalf the White robes and hat vanity items

3. Swamp Armor. Set bonus: ghillie suit. When standing still, enemies are less likely to target you.

Weapons

1. Swamp dungeon chest special item: Tendril staff. Swampy vines slither from the staff, snaring and entangling up to 5 nearby enemies. Costs mana per second. Does damage per second to enemies grabbed by the vines, and greatly slows their movement speed, while preventing them from attacking. If you are hit by another enemy’s attack while casting the tendril staff, it lets go and you must recast.

2. Deep forest dungeon chest special item: The Hellsling (play on Van Helsing’s name). Black crossbow that turns any arrow used in it into a Hellfire arrow. Thus, one could make use of the endless quiver to have endless Hellfire arrows. The crossbow’s base damage will be set with this in mind to prevent total overpowered damage. But still a little overpowered. ‘Cause it’s fun. Did I mention it’s an autofiring repeater? It is.

3. Gray wizard staff: Gandalf the Gray’s staff in Terraria form. Provides light in the dark and shoots fireworks that do damage. Magic weapon (duh), costs mana. Player holds it in their hand when it’s wielded.

4. White wizard staff: Hardmode upgrade to the Gray wizard staff. Gandalf the White’s staff. Emits huge white bursts of light that emanate in shockwave form and do area of effect damage. Awesome for invasion events. Costs mana. Player holds it in their hand when it’s wielded.

5. CATAPULTS! Yes, catapults. Big craftable catapults that can be set out and loaded up with different projectiles to rain death upon your enemies. Catapults are made of wood and iron, taller than the player, and have wheels but don’t move. Can be placed and picked up just like any other item, but they require a fair amount of space to deploy. Maybe make a couple tiers of them and include trebuchets. Projectiles are a mix of craftable and purchase only. Used like cannons, put ammo in your inventory and it will fire as fast as it is designed (Once every 3 seconds). You can wire up multiple catapults to fire several at once. Projectiles are highly damaging, and have different stats and effects: Boulder, fire boulder (flaming boulder that causes “On Fire!” debuff to monsters it hits), barrel bomb (giant Molotov cocktail sold by the Tavern Keeper. Barrel of alcohol that explodes and burns afterward like the Molotov cocktail), grapeshot (cannonball explodes in the air, releasing rain of shrapnel, sold by Pirate), Bug Bomb (releases poison cloud and colorful, damaging crawling/flying beetles upon exploding, sold by Witch Doctor)

7. Shroomerang. Boomerang made of shroomite bars. Releases mushroom spores on impact with monsters or terrain.

8. The Gloomerang! A swamp-based boomerang dropped by Catalia in expert mode that leaves a temporary trail of brambles on the ground behind where it flies.

9. The Doomerang! A Deep Forest based boomerang that pauses for a few extra rotations when it hits a monster to do more damage.

10. The Boom-Boomerang! Super fun boomerang that bounces around like the Thorn Chakram. It’s actually a disc-type boomerang. They can stack up to 3. When they bounce around and collide with terrain or enemies, they cause a small explosion. Doesn’t damage tiles.

11. Willy willy wand. Pre-hardmode magic weapon summons a dust devil where you point your mouse. Dust devil is about 10 blocks high, does moderate damage, slows enemies. Lasts a few seconds and travels away from you.

12. Cyclone staff. Hardmode upgrade to the willy willy wand. Summons a tornado where you point your mouse. Tornado is about 20 blocks high, does much more damage, lasts longer, throws enemies, and moves where you move your cursor.

Events

1. The Derpling Stampede! Now and then, a massive herd of Derplings will come charging through the area the player is in, no matter what biome. Dozens and dozens of Derplings hopping quickly by, with only some pausing to target the player. The real danger the stampede is the sheer number of Derplings, which can overwhelm an unprepared player and cut off their escape routes. Get to higher ground quickly or risk being Mufasa-d.

2. Steampunk invasion!! An event that can occur after the Steampunker moves in. Lots of cool machines invade your land. Airships will fly in, and air pirates will descend from them. Airships have separate health bars on the blimp part and the actual ship. Blimp part has less health. You only need to kill one part. They are hard though, armed with cannons and gunners on the deck. Some soldiers will also pour boiling oil down from the airships onto you. Don’t walk into the stream. Some airships have armor plates on the ends of the blimp, so you’ll do the most damage to it if you can hit it from top or below. If there’s enough water nearby, steamboats will spawn. They have big paddle wheels on the back and a smokestack shooting out soot. They have a couple crew on board that shoot at you. The boat itself fires bombs from a cannon. Gatling gunners set up at the edge of the screen and shoot at you. Drilling machines tunnel up from underground, then come at you on the surface trying to drill you in half. They’ll aim to drill right up under you though. They don’t destroy blocks, just move through the ground. The Explosives Expert will roll powder kegs at you, which settle in a spot with a trail of black powder behind. They then light the powder and the flame travels to the barrel and explodes. Copperbot is one of several steampunk robots. It is about the size of the player; humanoid copper robot that moves on one wheel, and has two phases. In phase one, it just tries to swipe at the player to cause damage. Once you hit its health down, it enters phase two. It then begins to malfunction, causing it to shake and jump around violently and its movement speed increases. Steam shoots out of its body in puffs that damage the player in a manner similar to toxic flask, in addition to its faster swipes. The Iron Maiden is another robot, which is a female robot with a torso made of the legendary torture device. It will come at you and close you inside, doing damage and preventing you from attacking until you’re released. Nuts and Bolts are two more robots, always appearing together and working in tandem to kill you. They are about the size of a goblin peon, and rush at you in a jumpy way. Drops from this event include: gatling gun (automatic gun with slow fire rate but high knockback, must be "set down" while firing), teapot and teacup (decorative, placeable), pieces of the air pirate outfit (pants, shirt, hat), looking glass (does basically what the rifle scope does, but without needing a gun equipped. Player actually raises it to their eye in game for a cosmetic effect).....

3. Other non-invasion events. More moons/astronomical phenomena?

Coming soon.....Quests!
 
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Sweet Ideas. Like the Arkenstone the best, but I think that if someone takes the thirty nine thousand hours to find the Arkenstone twice, they should be able to equip it in a world that they already sacrificed one in.
 
Sweet Ideas. Like the Arkenstone the best, but I think that if someone takes the thirty nine thousand hours to find the Arkenstone twice, they should be able to equip it in a world that they already sacrificed one in.
Yeah I don't know haha, most of my thought just went into ideas, not necessarily how they will be implemented. Glad you like it though!
 
Wait... So you're suggesting a rainforest MINI-biome... And there are chainsaws in the game... You now what happens to rainforests in the real world right?


No but in all honesty, I really like these ideas! I'm not going to go into specifics, but they're generally really good. :)
 
I just kinda wanted another biome in the jungle because in Large worlds the jungle is huge, but without much variation. I'm glad you like the ideas! Many are tiny things I'm sure nobody really needs haha I just like to increase the feeling of immersion in an RPG like this.
 
Yeah, I just want those holiday updates on PC. I'm glad you don't think the dusty glass is a stupid idea haha, it's kind of a picky little addition for crazy obsessive builders like myself.
 
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