FroststormFrenzy
Terrarian
Everyone knows the Forbidden Armor is... not ideal for single class use, and requires multiclassing to be effective, unlike Frost Armor which can work on its own.
But I'm focusing on a different aspect for this post: While both the Frost Core and Forbidden Fragment share the same uses, having an armor set, a weapon, and a convenience recipe for a pre-hardmode bottle accessory, the Ice Golem's drops have an additional recipe that makes it more worthwhile to farm, even ignoring the disparity in armor. The Ice Feather, for Frozen Wings. It's the additional accessory that I intend to fix, along with adding a viable competitor for a certain Mana Flower slot.
Starting with the material drop,
Ancient Charm
33% drop from Sand Elementals.
Resembles a smaller, rusty, silver version of the Forbidden Armor's Forbidden Sign minion.
Not really much to say.
Forbidden Charm
Recipe:
To go more in-depth on the effect: The full damage bonus will always be 20%, but the distribution changes as you spend mana. At full mana, the full 20% is allocated into Magic Damage, with no bonuses to summon damage. With an empty mana bar, however, the full 20% is instead allocated into Summon Damage, with no bonuses to magic damage.
The exact numbers could be calculated with:
Magic Bonus = (20 * (mana / maxmana))
Summon Bonus = (20 - (Magic Bonus))
The Forbidden Armor's sandstorm, due to scaling with both, will always have the full bonus.
Now, instead of just providing the concept, I'm also going to provide some examples of how this could be useful, both for singleclass and multiclass.
The primary use case as a multiclass option. Emptying your mana bar with your chosen magic weapon, then, instead of using a mana potion to keep attacking, you'd switch to your whips for whip stacking as your mana regenerates on its own, using the full damage bonus for both classes. This is how I initially envisioned it being used, as it gives a dedicated window for whip stacking as well as encouraging proper mana management.
Instead of allowing the mana bar to deplete fully, you'd aim to keep it around halfway, using a constant 10% boost for both classes. This approach allows it to function as a pre-mech Avenger Emblem, while once again encouraging mana management over blindly firing and letting the Mana Flower do the rest. A lot more tedious, as it makes the player switch classes more frequently, but more consistent in DPS, still using the regen time to perform whip stacking.
While being designed to support both classes at once, that doesn't necessarily mean it can't work as a single class accessory. So, how could mages use it?
A simple mechanic of mana regeneration: The more mana you have remaining, the faster your mana regeneration is. Cutting off your attacks when your bar reaches halfway, letting your mana regenerate, then attacking again, which seems to be how mage was intended to be played from the start. The damage bonus of the Forbidden Charm reduces the damage penalty suffered from not attacking for a little while, making this approach more viable.
Summoner also has a fairly simple use for this accessory, even without using the Golden Shower for support. Sentries.
Sentries provide a way for summoners to waste mana, which is especially useful in large arenas where you'll often fly out of range. The mana cost of relocating sentries back in range allows summoners to reliably trigger its damage boost without needing to rely on the Golden Shower or fake-summoner weapons like the Nimbus Rod.
Additional synergy with the Forbidden Armor, where the Sandstorm can be utilized as a proper weapon without interfering with whip stacking. Because for some reason, it uses mana.
So, there you go. Just an idea I had that I thought I'd share.
I did also consider making the bonus 25%, allowing it to function as an actual early avenger emblem if used right, but 25% seems a bit too powerful even with the gimmick.
As a final note: Tinkers weren't acknowledged previously because it's meant to be an offensive counterpart to Frozen Wings, which don't have tinkers either. However, I did have some ideas:
...Huh? I missed something?
What do you-
But I'm focusing on a different aspect for this post: While both the Frost Core and Forbidden Fragment share the same uses, having an armor set, a weapon, and a convenience recipe for a pre-hardmode bottle accessory, the Ice Golem's drops have an additional recipe that makes it more worthwhile to farm, even ignoring the disparity in armor. The Ice Feather, for Frozen Wings. It's the additional accessory that I intend to fix, along with adding a viable competitor for a certain Mana Flower slot.
Starting with the material drop,
Ancient Charm
33% drop from Sand Elementals.
Resembles a smaller, rusty, silver version of the Forbidden Armor's Forbidden Sign minion.
Not really much to say.
Forbidden Charm
Recipe:
- 1x Ancient Charm
- 10x Soul of Night
- 1x Dark Shard
To go more in-depth on the effect: The full damage bonus will always be 20%, but the distribution changes as you spend mana. At full mana, the full 20% is allocated into Magic Damage, with no bonuses to summon damage. With an empty mana bar, however, the full 20% is instead allocated into Summon Damage, with no bonuses to magic damage.
The exact numbers could be calculated with:
Magic Bonus = (20 * (mana / maxmana))
Summon Bonus = (20 - (Magic Bonus))
The Forbidden Armor's sandstorm, due to scaling with both, will always have the full bonus.
Now, instead of just providing the concept, I'm also going to provide some examples of how this could be useful, both for singleclass and multiclass.
EXHIBIT A
The primary use case as a multiclass option. Emptying your mana bar with your chosen magic weapon, then, instead of using a mana potion to keep attacking, you'd switch to your whips for whip stacking as your mana regenerates on its own, using the full damage bonus for both classes. This is how I initially envisioned it being used, as it gives a dedicated window for whip stacking as well as encouraging proper mana management.
EXHIBIT B
Instead of allowing the mana bar to deplete fully, you'd aim to keep it around halfway, using a constant 10% boost for both classes. This approach allows it to function as a pre-mech Avenger Emblem, while once again encouraging mana management over blindly firing and letting the Mana Flower do the rest. A lot more tedious, as it makes the player switch classes more frequently, but more consistent in DPS, still using the regen time to perform whip stacking.
EXHIBIT C: Burst Mage
While being designed to support both classes at once, that doesn't necessarily mean it can't work as a single class accessory. So, how could mages use it?
A simple mechanic of mana regeneration: The more mana you have remaining, the faster your mana regeneration is. Cutting off your attacks when your bar reaches halfway, letting your mana regenerate, then attacking again, which seems to be how mage was intended to be played from the start. The damage bonus of the Forbidden Charm reduces the damage penalty suffered from not attacking for a little while, making this approach more viable.
EXHIBIT D: Pure Summoner
Summoner also has a fairly simple use for this accessory, even without using the Golden Shower for support. Sentries.
Sentries provide a way for summoners to waste mana, which is especially useful in large arenas where you'll often fly out of range. The mana cost of relocating sentries back in range allows summoners to reliably trigger its damage boost without needing to rely on the Golden Shower or fake-summoner weapons like the Nimbus Rod.
Additional synergy with the Forbidden Armor, where the Sandstorm can be utilized as a proper weapon without interfering with whip stacking. Because for some reason, it uses mana.
So, there you go. Just an idea I had that I thought I'd share.
I did also consider making the bonus 25%, allowing it to function as an actual early avenger emblem if used right, but 25% seems a bit too powerful even with the gimmick.
As a final note: Tinkers weren't acknowledged previously because it's meant to be an offensive counterpart to Frozen Wings, which don't have tinkers either. However, I did have some ideas:
- Mana Regeneration Charm: Forbidden Charm + Mana Regeneration Band. Retains the increased mana regeneration, which is lost when upgrading to Magic Cuffs, better supporting the burst mage playstyle.
- Forbidden Cuffs: Forbidden Charm + Celestial Cuffs. Probably too powerful, though.
- Note: Due to the cuffs lacking the regen effect of the band, both tinkers could reasonably coexist.
- Sun Charm: Forbidden Charm + Sun Stone. References the interaction between the Forbidden Sign and Safeman's Sunny Day.
- Could alternatively be Celestial Charm with the Celestial Stone.
- Forbidden Cloak: Forbidden Charm + Star Cloak. Serves as an alternative to the Mana Cloak.
- Possible bonus effect: Stars explode into dust clouds upon hitting a tile, dealing damage over time to nearby enemies.
- Sandstorm Charm: Forbidden Charm + Sandstorm in a Bottle. Dust clouds left behind by the double jump deal damage over time to nearby enemies. (Overrides Sandstorm Jump from other accessories)
...Huh? I missed something?
What do you-
EXHIBIT E