Sprites A Large Hardmode Underworld Expansion (With Concept Art)

Aurora3500

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I've been thinking about what it would be like to have the Underworld get a deeper expansion for hardmode for awhile, and similar ideas have been suggested before. With 1.3 out and the game officially having a final boss and an endgame I feel it is a good time to introduce my take on the Expanded Underworld.

(Sprites in this suggestion are made by me unless specified otherwise by other users who are in the Credits)

Credits (To everyone who helped me to make this Suggestion much better)
@Baconfry for drawing the Ancient Salamander Concept Art, as well as general advice about balancing and making features/items better
@Mr.Willywonka for making Sprites for this suggestion.

Now for why I think the Underworld needs an expansion. In Pre-hardmode reaching the Underworld for the 1st time is a great milestone to the player in the playthrough and especially for new players as it is the hardest biome in the game before hardmode because of the powerful enemies, lava being everywhere, and the very ore you need to mine releasing lava upon mining it. It is great as an end biome for pre-hardmode. After mining enough Hellstone the player proceeds to get Molten equipment and battle the big boss of the Underworld being the Wall of Flesh. After the Wall of Flesh is defeated the player takes their goodies and rarely ever goes to the Underworld again in hardmode. The only reason they would go back is to fight the wall of flesh again, quickly travel underground to get hardmode ores, or later in hardmode to fight the Red Devil for its drops.

Basically they have very little reason to return to the Underworld after Hardmode starts. The Red Devil's drops are completely optional and have equivalent items that can be acquired easier from other hardmode biomes. To give players a reason to return to the Underworld later in Hardmode, I am proposing a new area with new enemies and items to be added below the Underworld during World Generation. The Mantle and Core Layers

I still believe the Lunar Event should remain the final event in the game as the developers intended, but this area should still be locked to late hardmode before taking on the Lunar Event. The Items that can be gotten from this area would be in a new tier between the Golem and Lunar Tier. And to bring a similar feeling of the Jungle, Dungeon, and Underworld being the last biomes a player explores and gets items from in Pre-Hardmode.

To bring about this change the Mantle and Core biomes will be accessible after defeating Golem and to force players to visit the Mantle and Core biomes, there will be a new boss to be defeated in the Core Biome and the Cultists will not spawn until the Core biome boss is defeated instead of the Golem. Other Golem linked events and items like Martian Madness, and Steampunk Wings will still be linked to Golem. Another big reason for this change is that after hardmode begins (with the exception of the Jungle Temple) The Player will have explored most areas of interest in their world after defeating the Wall of Flesh with most items being linked to enemies rather than finding new loot in the world. The Mantle and Core would bring the feeling of exploring new and unknown areas the player had in Pre-Hardmode and would pair well with being explored after exploring the Hardmode Jungle and Dungeon.

Whenever I use the Blue Text it represents Expert Mode Stats and Unique Expert Mode enemies/items/abilities. Basically anything that only takes effect in Expert Mode.

Most Items of the new Mantle/Core Tier will have Yellow/Cyan/Red as a base rarity.

Now comes the part you've been waiting for, the new items, enemies, and other mechanics that this expansion would bring.

New Biomes: The Mantle and Core

Here is some rough concept art on how these new Regions would look (Yes my art may not be the best in the world, but that is a different topic)

Underworld Expansion Concept Art Picture Main.png


The Mantle and Core areas would be classified as Layers and displayed on the depth meter as "Mantle" and "Core" The Mantle would extend about 800-1800 feet (Depending on World Size) below the Underworld being a little bigger compared to the Underground Layer but not as big as the Cavern Layer. It is true that a planet's mantle in the real world would be far larger than this, but to make it so it doesn't overburden Terraria's engine (if it isn't already overburdening it) It is just going to be a little bigger than the Underground Layer.

The Mantle is represented by the red area below the normal Underworld in the concept art. The Blocks that make it up would be Brimstone Blocks and Pahoe Blocks (The Pahoe comes from the word Pahoehoe meaning smooth lava which looks like black lava in real life, it seems it would be appropriate for naming the "soft block" of the Mantle and Core). The Brimstone blocks would have a reddish, brownish color as seen from the concept art, while Pahoe blocks would be a black color with some red in it. Brimstone Blocks can only be mined by the Picksaw or higher tier pickaxe tool to prevent access to the Mantle until Golem is defeated. Pahoe can be mined by any pickaxe. Both blocks also have walls and bricks that can be crafted at any workbench for decoration items.

Obsidian/Hellstone Houses will spawn in some caverns of the Mantle just like the Underworld. There are more Shadow Chests to be found in this layer compared to the Underworld because the mantle is larger.

The Orange represents the new ore called Blazestone. More details about Blazestone mechanics are discussed under the New Ore: Blazestone heading.

The Yellow represents the new Magma Liquid. More details about how Magma works are discussed under the New Liquid: Magma heading.

The Whiteish/pinkish background below the red Mantle Region represents the Core Layer. It would have a background similar to the current Underworld background to make it feel like an open area. The orange oval shape is predictably the core of your world.

Here is more detailed Concept Art of the Core. Because the Actual Core of your Terraria world would only spawn in the center of the map. Most of the Core Biome would look like this

Core Tentacle Concept 3.png


The Core Layer would be just as big as the normal Underworld Layer. It would be made up of the blocks Hardened Brimstone, and Pahoe blocks. Hardened Brimstone would act as the "Stone block" of the Core Biome, while Pahoe would be the "Dirt Block" of the Core Biome. Hardened Brimstone can still be mined the same way as Brimstone and has a darker red/brown color.

The Red in the Core Concept Art represents the normal Brimstone of the Mantle Layer. This is the point where the Mantle Layer ends and the Core Layer Begins.

The White large area in the background of the concept art represents the Core Biome background. This is where a Background similar to the Underworld background would appear for the Core Biome.

The floating orange neuron like "things" are the ground that would make up most of the Core Biome. I was thinking of Floating Neurons acting as a surface to walk on when imagining what the overall structure of the Core Biome would be like. It can fit here because the brain could be said to be the "Core" of your body, and Neurons make up most of your Brain, the Black part of the neurons represents the Pahoe blocks while the orange part of the neurons is the Hardened Brimstone. The Central area of the Neuron-like structures is the Blazestone that is found throughout the Core Biome. Blazestone only grows on regular Brimstone and would not grow on Hardened Brimstone. There would be small magma pools on the Neuron structures as well, but the majority of the magma in the core biome would be in the Yellow Area which represents Magma similar to the overall concept art. The Dark Red below the Magma represents more Hardened Brimstone. It would naturally be difficult to get to, but fortunately there is nothing of interest below the magma pool aside from the Hardened Brimstone block. The Area where the Core is would be protected by a small layer of Hardened Brimstone to prevent Magma from flooding into the Core itself at World Generation.

The Pink/Light Red Tentacles in the background are an enemy called a Blazed Core Vine. More details are discussed about it under its entry in the New Monsters Category, but to cover a few important things now, the long pink part of the vine is just part of the background and won't damage the player if they touch it. Only the Dark Brown Tip of the Vine can damage the player, and the player can damage the vine from this tip as a process of summoning the New Boss of the Core Biome.

The Core itself would be made up of a material called Corestone which can only be mined by Lunar Tools. As Corestone would be a post-game material which is the only exception for this biome which is mainly a tier between Golem and Lunar, only a few items will be able to be crafted with Corestone which will be discussed in a different part of this thread

The size of the Core itself depends on the size of the world. A small world may have around 1000 Corestone blocks that make it up, a Medium 1500, and a Large 2000.

New Liquid: Magma

Magma is a more pure form of lava found deep beneath the surface and as a result it deals much more damage to the player on contact (Which will 150 base damage, Lava causes 80 damage to players for comparison) as well as enemies (100 for enemies, 50 for Lava). Only underworld, Mantle, and Core enemies can survive touching magma. A regular bucket also cannot pickup Magma and it does not turn into obsidian when it makes contact with water.

Water and Honey evaporate if they touch Magma and Lava is converted into magma if it makes contact with Magma. To make up for this, a Chlorophyte Bucket will be a new type of bucket that can be crafted from only 3 Chlorophyte Bars. It can carry 5 of any one liquid including magma instead of just one like the regular bucket. Lava Accessories like the Obsidian Rose and Lava Charm can be used like they can in lava when dealing with magma.

Obsidian Skin Potions and other lava resistance accessories/items will work in Magma like they do in Lava. Because Magma causes more damage to the player compared to Lava, accessories that reduce lava damage will be less effective. But they will still be good for reducing overall damage

The Hotline Fishing Hook will also still work in Magma and Fish caught in Lava can also be caught in Magma. Because Magma is more dangerous than lava, it also destroys items with a rarity of Light Red or lower which consists of most pre-hardmode items (except for items that have automatic lava immunity like obsidian related items)

For how I envision Magma to look, it would be a brighter yellow/white appearance in color, and the shape may be something similar to what lava in the game Metroid Zero Mission looks

To avoid Magma being considered a 4th liquid by the game, Lava will just be recolored to its Magma Counterpart when the player is in the Mantle or Core biomes. And the Cindering Debuff would be used to cause 150 damage per second to the player similar to how Lava does 80 damage per second. It is proven from the Expert Ice Biome that Water can apply debuffs depending on the biome the player is in. Even if the Chlorophyte bucket concept couldn't be used to have the Chlorophyte bucket pick up magma and not have regular bucket be able to pick it up, the Chlorophyte bucket would still make a good type of upgraded bucket. This might allow Magma to be worked around in the game's engine, but I don't have a full understanding of Terraria's liquid mechanics, so I could be wrong on this being able to be used to trick the game into thinking lava and magma are the same liquid.

New Ore: Blazestone

Blazestone will function like Hellstone except that it drops half a block of magma instead of lava from mining it in the Mantle Layer or below only. It will drop lava instead if placed in the Underworld then mined out there.

Blazestone can only be mined by a Picksaw or higher tier pickaxe.

Blazestone is created on World Generation in the Mantle and Core Biomes, it is the only ore found in those layers similar to how Hellstone is the only Ore found in the Underworld.

As Blazestone is almost a direct upgrade from Chlorophyte Ore, Blazestone can also grow on Brimstone blocks in a similar way that Chlorophyte can grow on mud.

Just like Hellstone, Blazestone will inflict the burning debuff on players unless they are wearing an Obsidian Skull or related item.

The Items that can be crafted from Blazestone are discussed later in this thread.

Return of the Shadow Chests

With a new biome will come new loot. Shadow Chests appear naturally in the Mantle like they do in the Underworld, but they contain different key items compared to the Underworld ones. The houses they are in would be made out of Brimstone Brick/Hellstone brick/Obsidian Brick/Blaze Brick.

General Items found in any Mantle Shadow Chests:
Obsidian Skin Potions
Greater Healing Potions
Greater Mana Potions
Lifeforce Potions
Chlorophyte Bars
Spectre Bars
Shroomite Bars
Blazefire Arrows
Blazefire Bullets
Rocket Ammo
Pre-hardmode Underworld Items
Obsidian (The stone itself in stacks of around 100-300)
Water Walking Potions
Spleunker Potions
Ironskin Potions
Other general Potions

Key Items in Mantle Shadow Chests:
Lava Charm (appears much more frequently compared to cavern layer)
Flame Scarf
Pyrokinetic Rod
Blaze Spark
Devil's Contract

New Monsters

In the Mantle Layer, Red Devils and Lavabats spawn regularly and completely replace Hellbats and Demons, they are the only monsters from the Underworld to also appear in the Mantle. The following monsters are also introduced to the Mantle and Core Layers

Magma Slime
Magma Slime.png

Description: A Slime with the color of black, dark yellow, and red mixed in
Size: Similar to Mother Slime and Corrupt Slime
HP: 400 (800)
Damage: 70 (140)
Defense: 40
KB Resist: 0% (10%)
No Drops for this monster
Abilities:
Uses Slime AI
Splits into 3 smaller slimes upon death
Drops Magma upon Death

Magma Slimeling
Description: A Baby Slime spawned from a Magma Slime with a similar Black, dark yellow, red color scheme
Size: Similar to Baby Slime and Slimeling
HP: 190 (380)
Damage: 60 (120)
Defense: 20
KB Resist: -10% (5%)
No Drops for this monster
Abilities:
Spawns after Magma Slime is killed
Uses Slime AI
Drops Magma upon Death

Phoenix

Description: A large bird that has magma colored feathers
Size: Slightly larger than Harpy
HP: 750 (1500)
Damage:
Body: 120 (240)
Projectile: 90 (180)
Defense: 35
KB Resist: 50% (57%)
Drops:
15 Silver Coins (22 Silver Coins)
5-10 Ash Blocks (100%)
Phoenix Ash Egg (1%, 2%)
Abilities:
Uses Harpy Patterns
Shoots fireballs at the player with a 5%, 10% chance of causing the On Fire! debuff for 10, 15 Seconds

Magma Tortoise
Magma Tortise.png

Description: A Turtle that burns with Magma from its veins and shell
Size: Same as Tortoise and Giant Tortoise
HP: 600 (1200)
Damage: 100 (200)
Defense: 40
KB Resist: 75% (80%)
Drops:
20 Silver Coins (30 Silver Coins)
Turtle Shell 1-2 (8%, 12%)
Blazing Turtle Shell (2%, 4%)
Abilities:
Uses Turtle AI
A Plume of flames can erupt from the Magma Tortoise's shell similar to the Expert Mode Spiked Slime Attack

Blazed Sentry
Description: An old Golem made of Brimstone and Blazestone that has been activated due to some irregular planetary activity. Has no legs and is supported by Blazestone energy keeping it floating in the air. It has a red diamond shape on its chest.
Size: Slightly larger than Granite Golem
HP: 540 (1080)
Damage: 60 (120)
Defense: 30
KB Resist: 68% (72%)
Drops:
5 Silver Coins (12 Silver Coins)
Blaze Bricks 5-10 (100%)
Abilities:
Uses Granite Golem AI
Will block to shield itself occasionally in a few second intervals Prevents all damage
Can jump very high. Will occasionally use its high jump in an attack

Fire Wyrm
Description: A baby Dragon that has cells made up of fire and magma
Size: Similar to Dune Splicer
HP: 1100 (2200)
Damage: 80 (160)
Defense: 50
KB Resist: 100%
Drops:
30 Silver Coins (50 Silver Coins)
Abilities:
Moves in a similar way to the Dune Splicer
Contact with Fire Wyrm has a 5% 10% chance to cause the On Fire! Debuff
Are also summoned by the Ancient Salamander during the boss fight. This is the only time they are spawned outside of the Mantle.

The following Monsters only spawn in the Core Layer:

Inferno Dragon (Miniboss like the Wyvern)
Description: A Very old and large dragon that lives only in the deepest layer of the planet. Its cells radiate magma and it has an aura of fire.
Size: Larger than Phantasm Dragon
HP: 6000 (12000)
Damage:
Head: 130 (260)
Body: 60 (120)
Tail: 55 (110)
Fire Breath: 70 (140)
Defense:
Head: 40
Body: 50
Tail: 45
KB Resist: 100%
Drops:
3 Gold Coins (6 Gold Coins)
Inferno Wings (1%, 2%)
Abilities:
Moves in a similar way to the Phantasm Dragon, but slightly faster
Unlike the Wyvern it roars throughout encountering it and roars before it appears
Occasionally breathes a stream of fire as it charges at the player in a similar way to Spazmatism's 2nd phase attack, this also has a 5% 10% chance to cause the On Fire! Debuff

Fire Spirit
Would look similar to the Soul Reaper depicted in this ingame painting:
Dark_Soul_Reaper_(Placed).png

Description: A tormented Spirit sentenced to a hell deeper than hell. Looks similar to the Reaper, but has a fire/magma theme, carries a Magma themed Dark Lance as a weapon
Size: Slightly larger than Reaper
HP: 550 (1100)
Damage:
Body: 100 (200)
Melee: 150 (300)
Projectile: 120 (240)
Defense: 36
KB Resist: 50% (60%)
Drops:
20 Silver Coins (30 Silver Coins)
Magma Stone (2%, 4%)
Blaze Lance (5%, 10%)
Abilities:
Has Reaper/Wraith ability to move through blocks, but is slightly faster
Can use its Dark Lance to attack the player in a melee attack if close enough
Also can use its Dark Lance to shoot a projectile attack which looks like a flaming 3 pointed Star the size of a Light Disc. Has Medium Speed (A little slower than Red Devil Projectile)

Blazed Core Vine
Description: Long vines that extend from out of the bottom of the core biome to the top of the core biome. Its color is a very light pink/yellow hue to represent the hottest magma. The end of the vine has thick spikes
Size: A long tentacle that stretches all the way from the bottom of the core to almost the top of the core biome. Thickness is about 6 blocks at the bottom and it gets thiner as it reaches to the roof of the core biome
HP: 1700 (3400)
Damage:
Tip: 120 (240)
Defense: 0
KB Resist: 100%
Drops:
Blaze Core (2-4, 3-6) (100%)
Abilities:
Ungulates in its place but doesn't attempt to move or attack player, the vine itself is part of the background except for the tip which can be damaged by the player
Depending on world size, there are several spread throughout the core biome
Killing 3 Blazed Core Vines will summon the Ancient Salamander, the Core Biome Boss
This enemy will eventually respawn in the space it was killed (about after 1 ingame day)
A message appears after killing the 1st Blazed Core Vine "The Core's activity is becoming abnormal"
After the 2nd one is killed "You feel the world shaking"
The 3rd one that is killed will Summon the Ancient Salamander with the cycle reseting itself
Other Blazed Core Vines that are present throughout the Core will retract into the ground (Below the Game World) off screen during the Ancient Salamander Boss fight, and they will only return after the Ancient Salamander is killed or the player is killed causing the Salamander to despawn.

The New Boss: Ancient Salamander

Ancient Salamander
Reason for being Core Boss: Because the Core of the planet represents the hottest fire, having something representing fire itself seemed to be the way to go, but because it isn't the final boss it can't be something too epic like a Hades or Lucifer and because if I used one of those, it wouldn't be completely original as they have been suggested in similar Underworld Expansion suggestions. I want to present as original a concept as possible and thus the Ancient Salamander was born. It also still has to be something cool with a primordial feeling to it. Since Salamander represents the elemental of fire from the 4 basic elements. Having the Core boss contain powerful fire that has been around ever since the Terraria World was created seemed like a logical way to come up with this boss, being the Ancient Salamander. As said in the beginning of this post, defeating this boss instead of Golem is required to get the Cultists and the Lunar Event by extension to appear.

Description: A large flying lizard/serpent-like creature with a larger upper body and a tail end with Giant Wings and Arms being on the front upper body. No legs. Its color is a very pale white pink/yellow

And here we have concept art of the Ancient Salamander, provided by none other than Baconfry! If you want a laugh, here's the original one he based it off of:
Terraria Salamander Boss Suggestion Picture.png

That's some of the best of my artistic ability for drawing monsters from pure imagination

The Perfected Ancient Salamander Concept Art that Baconfry drew is this:
Ancient Salamander Evolved.jpg


1st Phase
HP: 67500 (101250)
Damage:
Head: 160 (320)
Body and Slash: 140 (280)
Projectile: 100 (200)
Defense: 70

Abilities:
The Ancient Salamander is constantly floating as it has wings. It emerges from the bottom of the core biome after 3 Blazed Core Vines are destroyed and heads towards the player keeping a distance from the player (15 blocks away either left or right) at around the same speed the player runs. The Ancient Salamander can also move at a perfect vertical distance from the player, if the player trys to go up or down, the Ancient Salamander will always be at the same height from the player. If the player tries to run into the Salamander it will not move horizontally in the same direction and slash at the player causing the player to be pushed back (Knockback resistance is irrelevant when it comes to this attack) to the player keeping the player from moving to the other side of the Salamander.
It will fire fireballs at the player that start around the size of a flail's end and get larger as the fight progresses. It can also charge next to the player and try to claw the player with its hands.
After unleashing around 5 series/waves of charge and slash attacks, the Ancient Salamander will teleport to the other side of the player (either left or right depending which side they are to the player) forcing the player to change directions moving
Just like the Wall of Flesh, the Ancient Salamander will inflict the Horrified Debuff to prevent players from escaping to the surface. The Ancient Salamander will also enter an enraged mode if you attempt to leave the Core Biome during the Boss Fight where it continuously charges at you.
The Ancient Salamander can also summon 1-3 2-6 Fire Wyrms
Fireballs, Slash attack, and Body of the Salamander have a 15% 30% chance to inflict the Cursed Inferno Debuff for 10 20 seconds

2nd Phase
HP: 50% of Max HP (33750/67500)(50625/101250)
Damage:
Head: 220 (320)
Body and Slash: 180 (300)
Projectile: 135 (240)
Spore: 250 (400)
Defense: 55

Abilities:
In addition to its 1st Phase abilities, its previous attacks gain more speed and intensity. It teleports to the other side of the player after unleashing only 3 series of special attacks It also releases small, slow moving magma spores from its body that home in on the player that explode if they make contact with the player causing a lot of damage. The spores can't be destroyed by the Player's Attacks. The spores disappear after about a minute if they don't hit the player, but the Ancient Salamander can release anywhere from 5-20 10-30 of these magma spores at a time on the same screen.

3rd Phase
HP: 10% of Max HP(10125/101250)
Damage:
Head: 320
Body: 180
Laser/ Spike Projectile: 240
Fireball: 210
Spore: 400
Defense: 55

Abilities:
The Ancient Salamander stops all previous attacks, but still spawns 5-10 spores before it disappears. At the beginning of its 3rd phase below 10% of its Max HP, the Ancient Salamander will disappear from the screen. One, two, three, then four long cylinder shaped with pointed end Magma Spikes will appear one by one about 5 blocks from the player in the player's diagonal position with the spikes pointing at the player in a 45 degree angle. They keep a constant position around the player in those positions so the player cannot outrun the spikes pointing at it as they follow the player at the same speed. After a few seconds, one of the pillars will flash with a red outline and make a loud piercing sound right before it attacks the player. It can no longer follow the player after it is in this state, but the spike will pierce in where the player's position was in around 0.8th of a second after this noise and flash happens. It is extremely fast and will pierce offscreen in less than a second only giving the player a split second to dodge this attack. The Spike that this happens to is random, meaning the player won't know which Spear is going to strike until the last second. After the 1st one Pierces and the player (hopefully) dodges it, one of the other 3 will eventually do the same thing. The interval for the spike to pierce is random as well, it can take anywhere from 3 seconds to 30 seconds for a spike to strike. After all 4 Spikes have attempted to strike the player, the Ancient Salamander will appear again either to the left or right of the player for about 3-5 seconds and shoot a volley of fireballs. This is the only chance the player has to damage the Salamander in Phase 3. The Salamander will soon disappear again and the 4 Spikes around player cycle will continue until the Boss or Player are defeated.

10-20 Greater Healing Potions (100%)
Salamander Skin (9%)
Ancient Salamander Trophy (10%)
Treasure Bag (100%)
Will always drop one of the following:
Salamander Staff (25%)
Drake Tooth (25%)
Fission Core (25%)
Magma Plume (25%)
From Treasure Bag:
Magma Crystal (100%)
Salamander Skin (18%)
Will always have one of the following:
Salamander Staff (25%)
Drake Tooth (25%)
Fission Core (25%)
Magma Plume (25%)

Greater Healing Potions and the Salamander trophy drop separately from the Treasure Bag

Upon the Ancient Salamander's defeat, it will spawn a box of bricks with its blocks just like the Wall of Flesh to prevent its drops from falling into magma. It will be Demonite/Crimtane bricks depending on whether the world is Corruption or Crimson.

The Message "Mysterious figures are appearing in the Dungeon" Will appear after defeating the Ancient Salamander for the 1st time, hinting that the Lunar Event is the next thing the player is supposed to do.


New Items:

Phoenix Ash Egg (Pet)-
Phoneix Egg.png

Summons a Baby Phoenix as a pet

Blazing Turtle Shell (Accessory)-
Blazing Turtle Shell.png

The On Fire! and Burning Debuffs will heal the player instead of damaging them and increase all player stats by 50% while the player is On Fire! and/or burning also removes any other negative effects from the debuffs (In practice, the healing rate is 2 hp per second)
During any Potential lava immunity time, the On Fire! Debuff still takes effect giving the 50% stat boost. If player is vulnerable to Lava, the On Fire! Debuff won't activate on the player

Inferno Wings (Accessory)-
Inferno Wings.png

Wings with the same stats as the Fishron Wings minus faster movement in water, also provides 10 seconds of Lava and Magma immunity, faster movement in Lava and Magma and can stack with other lava immunity accessories

Salamander Skin (Accessory)- Reduces damage taken by 7%, provides 5 seconds of Lava and Magma Immunity

Flame Scarf (Accessory)-
Flame Scarf.png

10% increased movement speed. Enemy Projectile attacks have a 5% chance to not cause any damage to the player.

Devil's Contract (Accessory)-
Devil's Contract.png

+ 1 Minion Capacity, Minions have 60% increased damage, Non-Summon weapons have 80% decreased damage, reduces Player Defense by 40%

Chlorophyte Bucket (Item)-
Chlorophyte Bucket.png

Crafted from 3 Chlorophyte Bars at a Mythril/Orichalcum Anvil. Can carry 5 of any one liquid instead of 1. Can also carry Magma.

Chlorophyte Inlet and Outlet Pump (Item)-
Chlorophyte Inlet Pump.png
Chlorophyte Outlet Pump.png

Crafted from 10 Chlorophyte Bars and 2 Wire. Works like a normal pump except that it carries much more of the liquid at once. Also works for Magma.

Vibration Stone (Item)- Crafted from 15 Blaze Cores at a Blaze Anvil (Summons the Ancient Salamander, can only be used in the Core Biome when the Ancient Salamander isn't spawned already, can't be used until the Golem is defeated)

Magma Crystal (Accessory)- Gradually increases player attack and defense up to 10% as long as they take no damage (Every 5 seconds they gain 1% additional attack and defense until reaching the max 10%). Taking damage will reduce the Crystal's power by 3% per hit. Has the appearance of a necklace with the crystal being the Magma gem.


New Weapons:

Pyrokinetic Rod
Weapon type: Magic Rod
Damage: 82 Magic
Critical Chance: 10%
Mana Cost: 20
Abilities:
Casts a Controllable Flame of pure Magma

Blaze Spark
Weapon type: Magic Thorn
Damage: 38 Magic
Critical Chance: 8%
Mana Cost: 14
Abilities:
Casts a bolt of blue fire that goes through walls, stretches across whole screen. Sparks emit from the bolt damaging close enemies

Blaze Lance
Fire Spirit Dark Lance.png

Weapon type: Spear
Damage: 104 Melee
Critical Chance: 6%
Strong Knockback
Use time: Slow
Appearance: The Blaze Lance would look much larger than the Dark Lance which it is based on.
Abilities:
Shoots a thin Magma Laser that extends 20 blocks across the screen that stays in place for 1 second damaging any enemy coming into contact with it. The Blaze Lance can be autofired firing a new laser with every thrust.

Ancient Salamander Weapons:

Salamander Staff
Weapon type: Summoning Staff
Damage: 55 Summon
Mana Cost: 10
Tooltip:
Summons a Magma Salamander to fight for you
Gives Buff: Magma Salamander
Buff Tooltip: The Magma Salamander will fight for you
Appearance:
Would look just like a smaller version of the Ancient Salamander Boss
Abilities:
Can Shoot small fireballs at your enemies, can slash at your enemies and demolish them.

Drake Tooth
Drake Tooth.png

(Sprite Made by Mr. Willywonka)
Weapon type: Sword
Damage: 102 Melee
Critical Chance: 6%
Very Strong Knockback
Use Time: Average to Fast
Appearance:
Intended to look like a Dragon's fang. Would be large in size but not as large as breaker blade. Its colors would be white with some hints of red and black thrown in. The Bone Serpent creatures that come from the sword are actually only the size of Diggers.
Abilities:
Shoots out 3 Bone Serpent similar creatures that home in on nearby enemies going toward them and slowly turning to home in on them. The Bone Serpent Projectiles disappear after 3 seconds. The Speed of the Projectiles are average to fast. Only 20 Bone Serpent projectiles can be present onscreen at a time. Sword can autoswing, but is slightly slower than the Terra Blade. The Bone Serpent that's summoned can't go through walls.

Fission Core
Weapon type: Magic Orb (Similar to Nebula Arcanum)
Damage: 55 Magic
Mana Cost: 8
Appearance:
An Orb which appears to have the essence of pure fire. Looks highly unstable. Has a Red/Black Color Scheme
Abilities:
Shoots a large orb of Pure fire that travels at a medium fast speed, then explodes when it either hits an enemy or a block damaging nearby enemies caught in it and releases 6 smaller orbs that each travel in a hexagonal position away from the explosion. The Smaller Orbs will attempt to home in on nearby enemies. Smaller orbs can go through blocks. Will disappear in 5 seconds if they don't damage an enemy.

Magma Plume
Weapon type: Bow
Damage: 80 Range
33% Chance to not consume ammo
Average use time
Has Auto-fire
Apperance:
A Bow designed for a Giant. You must have incredible strength to be able to wield this bow. Larger than most bows in the game. Has Black/Red Colors.
Shoots one Arrow that is 3 times larger than normal arrows. After the Arrow hits a block or hits an enemy it explodes, damaging nearby enemies caught in the explosion. If the arrow type has a debuff, that debuff is applied to the arrow and explosion as well. The Arrows travel at an average speed and the Bow fires arrows at an average speed.


New Armor:

Magma Armor-
Reasoning behind this Armor: From hardmode on, the Armor is divided into specialized classes (Melee, Range and others) And there isn't one armor that can be used as an All Rounder. I understand this is intentional. However as a reward for almost completing the game. Having just one Armor that can make the most use of every class seems like a good change from the usual class system before upgrading to one of the Lunar Armor sets and has the advantage of encouraging people to not completely stick to just one class. It would just serve as an alternative to the specialized armor, and the traditional specialized armors for this Hardmode Underworld tier will be made from the new Blazestone.

Magma Mask
Defense: 15
2% increased damage
2% increased critical strike chance
+20 Mana Capacity
+1 Minion Capacity
+3% Chance to not consume ammo

Crafted with: 12 Blaze Bars and 1 Blaze Core at Blaze Anvil

Magma Breastplate
Defense: 24
2% increased damage
2% increased critical strike chance
+20 Mana Capacity
+1 Minion Capacity
+3% Chance to not consume ammo

Crafted with: 24 Blaze Bars and 1 Blaze Core at Blaze Anvil

Magma Leggings
Defense: 10
2% increased damage
2% increased critical strike chance
+2% Chance to not consume ammo

Crafted with: 18 Blaze Bars and 1 Blaze Core at Blaze Anvil

With these 3 components combined to make up this Unique Armor Here's what the overall stats come to:

Magma Armor
Set Bonus: Provides complete immunity to lava, greatly reduces damage taken from magma
(If wearing the Blazing Turtle Shell or its Tinkers, you cannot Heal from Lava since this Armor prevents On Fire! from taking effect at all. This is intentional as it would serve as an exploit if the player could use the Magma Armor + Blazing Turtle Shell to Heal from Lava while being immune to it.)
Provides Immunity to the On Fire! Debuff
Defense: 49
6% increased damage
6% increased critical strike chance
+40 Mana Capacity
+2 Minion Capacity
+8% Chance to not consume ammo

Let me know if you think these stats are "balanced" for a Post-Golem, Pre-Lunar All Rounder armor set. I tried to make them as balanced as possible to be an all rounder giving it an average amount of defense. Seeing just One All Rounder Armor would be a fun Armor to use for some players who like to use a little of everything without specializing too much.

Changes to Items/Mechanics:

While Brimstone can be mined with the Picksaw and higher, the Corestone which makes up Terraria's core will be restricted to the Lunar Tier to be mined. The Laser drill having a higher pickaxe power than the Lunar Tools causes a conflict with this so a change that would have to be made is to increase the Pickaxe Power of all Lunar Tools to 235% or 240% above the Laser Drill's 230%. Or to reduce the Laser Drill's pickaxe power to 220%.

To help with game progression because the Picksaw (or Laser Drill) would be a required item, the 1st time the player defeats the Golem, they are guaranteed to have a Picksaw drop along with other items it normally has. After future attempts against the Golem it would return to its normal drop rate. (For Expert Mode, the Picksaw drops separately from the Treasure Bag, because Treasure Bag Mechanics won't guarantee a Picksaw appearing from the bag.)

In addition to this, defeating the Golem for the 1st time will display the message "The Underworld is getting dangerously hot" Hinting to the player that they are supposed to return to the Underworld to mine the Brimstone brick and Blazestone they were unable to mine until now.

On World Generation, the Mantle will generate with a little more than enough Brimstone bricks below the Underworld to prevent a player from using the Rod of Discord to get to the Mantle layer earlier than they should. Even with this, the Rod of Discord will still not be able to teleport to the Mantle biome until Golem is defeated. Teleport Potions will also be unable to teleport the player to the Mantle or Core until the Golem is defeated.

To remain consistent with the currently established game progression. The Blazed Core Vines which are the enemy that's killed to summon the Ancient Salamander won't appear until Golem is defeated. Similar to how the Golem can't be spawned until Plantera is defeated. This is to prevent a character who has endgame equipment from the Lunar Events from starting a new fresh world, taking that character and going through the Mantle and Core Biomes to kill the Ancient Salamander and make the Cultists appear super quickly. The Mantle and Core Biomes will still have all the mobs that would spawn in Pre-Hardmode, and the player with Lunar/Moon Lord Equipment can still play with these enemies in the fresh new world.

Potential Music:

The easiest thing that could be implemented in this expansion is the music. The Underworld Theme would play throughout the Mantle and Core Biomes, to give the feeling that you are exploring the Underworld deeper (And also to listen to the Underworld theme more because it is awesome). The Ancient Salamander boss music could use Plantera's theme or Golem's theme. Plantera could fit because it is like you are fighting a monstrosity of nature similar to how the Plantera fight is. And Golem's theme could fit as they are both dealing with old, ancient great powers that weren't meant to be messed with.

The Music Inspiration behind this Suggestion overall is the Lower Norfair/Magmoor Caverns Theme from the Metroid Series. This Suggestion could potentially give a very similar feeling that Lower Norfair in Super Metroid gives which is sort of what I was going for with this Suggestion


New Tinkerer Combinations:

Obsidian Rose + Blazing Turtle Shell = Obsidian Shell (Contains effects of both items which also provides Magma Protection)
Obsidian Shell + Magma Stone = Magma Shell
Magma Shell + Lava Waders = Magma Waders (Contains effects of all ingredients)

Frozen Turtle Shell + Blazing Turtle Shell = Kamehameha Shell (25% Damage Reduction while below 50% Health, On Fire! and Burning Debuffs heal the player and lose negative effects. increases player stats by 50% while On Fire or Burning Debuffs affect player)
Kamehameha Shell + Paladin's Shield = Kamehameha Skin (Contains effects of all ingredients)

Shark Tooth Necklace + Star Veil = Shark Veil
Lava Charm + Shark Veil = Primordial Veil (Contains effects of all ingredients, 7 seconds of lava immunity, Attacks ignore some of enemy defense, Stars fall when injured, increases length of invincibility)

Master Ninja Gear + Frog Leg = Lizard Ninja Gear (Contains effects of both ingredients)

Blazestone items:

Generally Blazestone is crafted into Inferno Weapons/ Armor which all have an orange/red/black color theme

Blaze Ore

Blazestone Ore.png

(Can only be mined with a pickaxe related tool of 210% or higher)

Blaze Brick x2 (Crafted from 1 Blaze Ore and 2 Stone Block at Blaze Furnace, Decorative Item for Blaze Ore)

Blaze Brick Wall x4 (Crafted from 1 Blaze Brick at any workbench, Decorative Wall for Blaze Ore)

Blaze Bar
Blazestone Bar.png

(Crafted from 5 Blaze Ore at a Blaze Forge)

Blaze Anvil
Blaze Anvil.png

(Crafted from 10 Blaze Ore and Mythril/Orichalcum Anvil at a Blaze Forge, contains all benefits of Mythril/Orichalcum Anvils, and can craft Blaze Weapons and Tools)

Blaze Forge
Blazestone Forge.png

(Found in Mantle Biome Obsidian/Hellstone/Brimstone Brick Houses, can be broken and picked up with any Pickaxe of Pickaxe Axe tier or higher, contains all benefits of Admantite/Titanium Forges)

Blazefire Arrows
Blazefire Arrow.png

Damage: 18 Range
Weak Knockback
Remain pierced in enemy upon impact causing continuous small damage, slightly reduces enemy defense and speed while at least one remains pierced. A max of 5 Blazefire Arrows can remain pierced in an enemy, one will disappear if another one pierces the enemy.

Blazefire Bullets
Blazefire Bullet.png

Damage: 20 Range
Average Knockback
Remain pierced in enemy upon impact causing continuous small damage, slightly reduces enemy defense and speed while at least one remains pierced. A max of 5 Blazefire Bullets can remain pierced in an enemy, one will disappear if another one pierces the enemy.

Inferno Pickaxe
Inferno Pickaxe.png

Damage: 40 Melee
+3 Range
220% Pickaxe Power

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Drill
Damage: 40 Melee
+3 Range
220% Pickaxe Power

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Hamaxe
Damage: 60 Melee
+3 Range
150% Axe Power
100% Hammer Power

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Chainsaw
Damage: 40 Melee
+3 Range
150% Axe Power

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Jackhammer
Damage: 40 Melee
+3 Range
100% Hammer Power

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Saber
Damage: 69 Melee
Weak Knockback
Is able to autoswing
Abilities:
Shoots a Fireball that spawns other small fireballs from it that drop to the ground and remain for 10 seconds and causes the On Fire! Debuff. The Main Fireball explodes after hitting an enemy or block

Crafted from: 15 Blaze Bars at Blaze Anvil

Inferno Zweihander
Inferno Zweihander.png

Damage: 87 Melee
Average Knockback
Can't autoswing
Abilities:
Shoots a large Fireball that leaves a trail of flames behind for 5 seconds that can damage enemies. Both have a chance to cause the On Fire! Debuff to enemies. The Large fireball makes a medium sized explosion after hitting an enemy or block

Crafted from: 15 Blaze Bars at Blaze Anvil

Inferno Naginata
Damage: 62 Melee
Strong Knockback
Use time: Average
Abilities:
Shoots a small slow moving ball of Magma that explodes with a 3 Block wide Radius damaging any enemy caught in the explosion. Ball homes in on monsters. Only 5 balls can be present at a time. Ball dissipates after 5 seconds if it does not make contact with any surface or enemy.

Crafted from: 15 Blaze Bars at Blaze Anvil

Inferno Crossbow
Damage: 54 Range
Weak Knockback
Can autofire
Fires 3 arrows in succession, only the 1st Arrow consumes ammo (similar to the Clockwork Assalt Rifle)

Crafted from: 15 Blaze Bars

Inferno Armor Components:

Inferno Helmet
Defense: 36
18% increased Melee Damage

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Mask
Defense: 8
20% increased Magic Damage
Reduces Mana usage by 20%
Increases Maximum Mana by 60
7% increased movement speed

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Headgear
Defense: 22
20% increased Ranged Damage
22% Chance to not consume Ammo

Crafted from: 12 Blaze Bars at Blaze Anvil

Inferno Breastplate
Defense: 20
15% increased critical strike chance

Crafted from: 24 Blaze Bars at Blaze Anvil

Inferno Leggings
Defense: 14
11% Increased movement speed

Crafted from: 18 Blaze Bars at Blaze Anvil

The following Set bonuses for the Inferno Armor components are listed below here:

Inferno Armor w/ Helmet (Melee)
Set Bonus: Leave a trail of fire behind as you move, glow with an aura that lightly damages nearby enemies (About 2 damage per second if enemy is within 8 blocks of player)
+20 Defense when below 25% Health
Defense: 70
18% increased melee damage
15% increased critical strike chance
11% increased movement speed

Inferno Armor w/ Mask (Magic)
Set Bonus: Leave a trail of fire behind as you move, glow with an aura that lightly damages nearby enemies (About 2 damage per second if enemy is within 8 blocks of player)
Magic attacks gain +33% damage when below 33% health
Defense: 42
20% increased magic damage
Reduces mana usage by 20%
Increases Maximum Mana by 60
15% increased critical strike chance
18% increased movement speed

Inferno Armor w/ Headgear (Range)
Set Bonus: Leave a trail of fire behind as you move, glow with an aura that lightly damages nearby enemies (About 2 damage per second if enemy is within 8 blocks of player)
While Health is below 50% of Max, Rate of fire greatly increases for all ranged weapons and a 20% chance to cancel all damage from any one enemy attack
Defense: 56
20% increased range damage
22% chance to not consume ammo
15% increased critical strike chance
11% increased movement speed


Corestone items:

Because Corestone can only be mined by Lunar Tools, and are thus postgame, the items that can be crafted from it are mainly meant to be fun items to play with in your world, and will not have anything major like new weapons/armor, or anything that breaks the game.

Corestone
( Can only be mined with a Pickaxe tool of 240% or higher, Tooltip: "A Piece of your planet's core")

Nature Transformer (Crafted from 50 Corestone at Ancient Manipulator, converts all blocks in a 600 block radius from where it was placed to a different biome depending on the seed put in. Blocks are turned to what they were before if Nature Transformer is removed, right click with a biome seed held to convert the area with this item, if the blocks are made into a corruption related block, Corruption/Crimson/Hallow will not convert blocks outside of the Nature Transformer Radius like they normally do.)

Fusion Displacer (Crafted from 50 Corestone at Ancient Manipulator, creates Fusion Torches that can be infinitely placed)

Fusion Torches (Placed from using Fusion Displacer, Fusion Torches are much brighter than other torches and their light reaches a little past the whole screen from where they were placed. Their light reaches through 10 layers of blocks potentially exposing more treasure. The color would be black/red)

Corestone Brick (Crafted from 4 Stone Block and 1 Corestone at any workbench, creates 4 Corestone Brick)

Corestone Wall (Crafted from 1 Corestone Brick at any workbench, creates 4 Corestone Wall)

Mini Core (Placeable, Crafted from 30 Corestone at Ancient Manipulator, decoration Item, provides Light when placed)

Thank you for checking out this suggestion! It is my largest one yet. I had a fun time thinking this up. I'm interested to see what you think of it. The Developers may already have a plan for what they will do with the Underworld in future updates, but it never hurts to throw out new ideas. I'm aware that a Core Biome is going to be in Terraria Otherworld, but as of this post it is unknown what they'll do with it, and this Core Biome is just meant for Normal Terraria.
 

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EDIT 1 (August 23rd 2015):
Implemented some Suggestions from @felis and @Mr.Willywonka
Added Chlorophyte Pump to go along with Chlorophyte Bucket
On Expert Mode, the Picksaw drops separately from Treasure Bag
Blaze Anvil is crafted with Mythril/Orichalcum Anvil. It was a normal anvil at 1st which was a mistake.
Blaze Forge is broken with a Pickaxe. I made it a hammer by mistake the 1st time because I was confused with the time in 1.1 when hammers broke furnaces.
Magma Helmet increased to 15 defense and Magma chestpiece decreased to 24 defense to be more consistent. (Armor Set Bonus still adds up to 49 like before)
Added Drake Tooth Sprite made by Mr. Willywonka

EDIT 2 (November 5th 2015):
Made and added sprites for the following Items:
Chlorophyte Bucket
Chlorophyte Inlet and Outlet Pump
Blazing Turtle Shell
Devil's Contract
Phoenix Egg
Flame Scarf

EDIT 3 (December 3rd 2015):
Added Sprites for the Inferno Wings and Magma Slime

EDIT 4 (December 10th 2015):
Added new weapon: Blaze Staff and Sprite for it. This serves as a Hardmode upgrade to the Dark Lance which the Fire Spirit will now drop instead of the Dark Lance.

The current Dark Soul Reaper Painting in the game gives a very close representation of what the Fire Spirit of this Suggestion would look like, so the picture is used to represent it in this suggestion.

Changed Mechanics of the Inferno Naginata to make it function differently than the new Blaze Staff because they are both Spear Weapons.

EDIT 5 (December 19th 2015):
Added more Sprites. Mainly Blazestone Items, and Magma Tortoise
 
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I've given my early-access feedback already; now it's your turn, community.

I know there's a lot of content, but if you take the time to look carefully, I think you'll like it. A lot.
 
Blazing Turtle Shell (Accessory)- The On Fire! and Burning Debuffs will heal the player instead of damaging them and increase all player stats by 50% while the player is On Fire! and/or burning also removes any other negative effects from the debuffs (In practice, the healing rate is 2 hp per second)
During any Potential lava immunity time, the On Fire! Debuff still takes effect giving the 50% stat boost. If player is vulnerable to Lava, the On Fire! Debuff won't activate on the player
Krieg would be proud of this.

Anyway I have to say that this is an absolutely amazing expansion. I don't need to say anything else because nothing else needs to be said.
 
To make up for this, a Chlorophyte Bucket will be a new type of bucket that can be crafted from only 3 Chlorophyte Bars.

Maybe a Chlorophyte pump could also be added for transfer Magma, plus it can also trasnfer more liquid.

The On Fire! and Burning Debuffs will heal the player instead of damaging them and increase all player stats by 50% while the player is On Fire! and/or burning also removes any other negative effects from the debuffs (In practice, the healing rate is 2 hp per second)

Very interestion and amazing special effect, I think.

Magma Armor-
Reasoning behind this Armor: From hardmode on, the Armor is divided into specialized classes (Melee, Range and others) And there isn't one armor that can be used as an All Rounder. I understand this is intentional. However as a reward for almost completing the game. Having just one Armor that can make the most use of every class seems like a good change from the usual class system before upgrading to one of the Lunar Armor sets and has the advantage of encouraging people to not completely stick to just one class. It would just serve as an alternative to the specialized armor, and the traditional specialized armors for this Hardmode Underworld tier will be made from the new Blazestone.

I always want set of armor for all classes.

Turtle Shell 1-2 (8%, 12%)

Just feel a little strange for dropping the Turtle Shell from Magma Tortoise.

To help with game progression because the Picksaw (or Laser Drill) would be a required item, the 1st time the player defeats the Golem, they are guaranteed to have a Picksaw drop along with other items it normally has. After future attempts against the Golem it would return to its normal drop rate.

A little problem, when in expert mode, the treasure bag may not guaranteed to drop the Picksaw for the first time, just like that the Plantera doesn't guaranteed to drop Grenade Launcher in expert mode when open the treasure bag for the first time.

Maybe could change it like the Pwnhammer that drop separately.

Blaze Anvil (Crafted from 10 Blaze Ore and Anvil at a Blaze Forge, contains all benefits of Mythril/Orichalcum Anvils, and can craft Blaze Weapons and Tools)

I think maybe it could be made from Mythril/Orichalcum Anvils rather than normal Anvil.

Blaze Forge (Found in Mantle Biome Obsidian/Hellstone/Brimstone Brick Houses, can only be broken and picked up with a Pwnhammer tier hammer or higher, contains all benefits of Admantite/Titanium Forges)

Maybe it should be broken by a pickaxe rather than a hammer, just like the Hellforge.
 
It looks cool, but why do pre-hardmode weapons appear in there? The player will be post-Golem, so these weapons would be useless.
 
This is a Great suggestion, but i see a few problems, like item balancing and lag. A balancing example is this
Magma Mask
Defense: 9

Magma Breastplate
Defense: 30
A helmet that does 9 defense THAT late in hardmode? And then the jump to 30 defense for the chestpiece? I suggest that the helmet does 15 defence, and the chestpiece does 24 defense. That way it doesn't effect the defense, but makes a little more sense.

Also, Kamehameha Shell? I don't know very much about anime(i believe Kamehameha is from the Dragon Ball series, and if I'm wrong, that just proves it.) but that seems like a strange word choice, and i suggest perhaps Hardened Steam Shell(Kinda lame, but accurate)

Another BIG issue is that you're adding 1800 ADDITIONAL blocks minimum, which would lag really bad on old computers.

I'm really scrounging for inconsistencies, and this is a great suggestion. If you don't mind, I would kind of like to do some spriting for this, too.
 
Maybe a Chlorophyte pump could also be added for transfer Magma, plus it can also trasnfer more liquid.

Will add a Chlorophyte pump as well.

A little problem, when in expert mode, the treasure bag may not guaranteed to drop the Picksaw for the first time, just like that the Plantera doesn't guaranteed to drop Grenade Launcher in expert mode when open the treasure bag for the first time.

Maybe could change it like the Pwnhammer that drop separately.

I wasn't aware of that. If that is the case I'll change the Picksaw to drop separately from the Treasure Bag.

I think maybe it could be made from Mythril/Orichalcum Anvils rather than normal Anvil.

Thanks for pointing this out. It was supposed to be Mythril/Orichalcum Anvil.

Maybe it should be broken by a pickaxe rather than a hammer, just like the Hellforge.

That was a mistake on my part. I was probably thinking of 1.1 when hammers broke furnaces. Thank you for pointing that out.


It looks cool, but why do pre-hardmode weapons appear in there? The player will be post-Golem, so these weapons would be useless.

It is true that they would be useless at this point during the game, but I mainly added them for players who are trying to collect every item in the game who don't want to make multiple worlds to collect everything. This would give a chance at getting some Underworld Shadow Chest Items that they couldn't find the 1st time to complete a collection.


A helmet that does 9 defense THAT late in hardmode? And then the jump to 30 defense for the chestpiece? I suggest that the helmet does 15 defence, and the chestpiece does 24 defense. That way it doesn't effect the defense, but makes a little more sense.

Will implement this change.

Also, Kamehameha Shell? I don't know very much about anime(i believe Kamehameha is from the Dragon Ball series, and if I'm wrong, that just proves it.) but that seems like a strange word choice, and i suggest perhaps Hardened Steam Shell(Kinda lame, but accurate)

Kamehameha is a reference from the Dragonball series, and the reason I choose it as the name is because the meaning Kamehameha in Japanese translates to "Turtle Destruction Wave" Or "Giant Turtle Wave". Since it represents a fusion of the Turtle Shells it seemed like the most appropriate name for it.

I'm really scrounging for inconsistencies, and this is a great suggestion. If you don't mind, I would kind of like to do some spriting for this, too.

You may make sprites for any of the enemies and items if you want to.
 
Drake Tooth.png
I made a spite for the Drake Tooth.(It is in 2x2 pixles, and is just a bit bigger(4 pixles bigger)then the Chlorophyte Claymore)
 
Update, a copy of the Changelog will be here:

EDIT 2 (November 5th 2015):
Made and added sprites for the following Items:
Chlorophyte Bucket
Chlorophyte Inlet and Outlet Pump
Blazing Turtle Shell
Devil's Contract
Phoenix Egg
Flame Scarf

Added a few Sprites for some of the items that I personally made. It is the best I can do for now. I plan on making sprites for more of the items, but I will always still welcome sprites made by other users as well I've done before.
 
Wow, this is amazing. I have a (terrible) suggestion for it. As you mine the core, your entire world's gravity very slowly, very slightly decreases. So slowly that you'll barely notice until you've mined half the core.
 
Well, it seems unreasonable that there are only 4 liquids possible.
Also, Yoraiz0r said that having 5 liquids would only increase the memory used by about 32MB, so, yeah, no "four liquid maximum"
 
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