Guardian_Angel56
Terrarian
I've noticed that mages in Terraria have high DPS, but low defense/survivability. Most mage armor does not have high defense, and their accessories do not have many protective qualities. Of course, this differs from setup to setup, but it would be cool to have another form of defense.
Wards!
Wards are castable shields of magic that would block projectiles, and optionally mobs/players(PVP) from moving through them (maybe at a higher level). They could be a spell or an accessory that allows a key to be pressed to throw one (or something else). They would have cooldowns (or maybe increased mana cost, similar to the effects of Chaos State) to prevent spamming. The caster would also be able to fire past their own wards.
These wards could have health, and when depleted, they would shatter and disappear.
Maybe this health could be affected by 'charging' the ward by holding the casting for longer, using more mana for more health.
They could also just last with infinite health for a certain time.
This likely wouldn't be very long. Maybe higher tiers of wards would have longer times, but also higher mana cost.
Maybe the wards could run off of the caster's mana, so when the mana is depleted, the ward breaks. (Mana Flower and potions may be a problem here)
The rate would have to be cheap damage->mana cost for mages to keep using magic, but it could also be expensive to make it less viable to always keep a ward in front of you, and only to use it on heavy attacks.
These could be used to block things as simple as arrows, to something like blocking beams and other heavy attacks.
Wards could also be a castable form of defense, which would be easier to implement, but it wouldn't be as flashy (or as useful) as a flying shield.
Proposed values for wards:
Of course, these can be changed as needed, and if you have an idea of better numbers for these, by all means, comment!
'Cooldown': 5-6 seconds, costs additional ((1/8 * max mana) + (1/4 ward mana cost)) to cast, similar to Chaos State.
E.g. Ward costing 150 mana is cast, and the caster has 400 max mana. The new cost to cast during cooldown is ((50+37.5) + 150) = 237.5.
With a max mana of 300, the cost is ((37.5+37.5) + 150) = 225 (too expensive to cast again without potions.)
This is for wards where they would have health and be able to shatter.
This is for wards that would have indefinite health, but a certain amount of time before they expire.
This is for wards that would drain the caster's mana during their existence.
Wards!
Wards are castable shields of magic that would block projectiles, and optionally mobs/players(PVP) from moving through them (maybe at a higher level). They could be a spell or an accessory that allows a key to be pressed to throw one (or something else). They would have cooldowns (or maybe increased mana cost, similar to the effects of Chaos State) to prevent spamming. The caster would also be able to fire past their own wards.
These wards could have health, and when depleted, they would shatter and disappear.
Maybe this health could be affected by 'charging' the ward by holding the casting for longer, using more mana for more health.
They could also just last with infinite health for a certain time.
This likely wouldn't be very long. Maybe higher tiers of wards would have longer times, but also higher mana cost.
Maybe the wards could run off of the caster's mana, so when the mana is depleted, the ward breaks. (Mana Flower and potions may be a problem here)
The rate would have to be cheap damage->mana cost for mages to keep using magic, but it could also be expensive to make it less viable to always keep a ward in front of you, and only to use it on heavy attacks.
These could be used to block things as simple as arrows, to something like blocking beams and other heavy attacks.
Wards could also be a castable form of defense, which would be easier to implement, but it wouldn't be as flashy (or as useful) as a flying shield.
Proposed values for wards:
Of course, these can be changed as needed, and if you have an idea of better numbers for these, by all means, comment!
'Cooldown': 5-6 seconds, costs additional ((1/8 * max mana) + (1/4 ward mana cost)) to cast, similar to Chaos State.
E.g. Ward costing 150 mana is cast, and the caster has 400 max mana. The new cost to cast during cooldown is ((50+37.5) + 150) = 237.5.
With a max mana of 300, the cost is ((37.5+37.5) + 150) = 225 (too expensive to cast again without potions.)
This is for wards where they would have health and be able to shatter.
Max charge time: 3 seconds
Would add (1/2 * ward max hp) to ward max hp, but would cost double the mana cost to cast.
Tier one:
HP: 100
Mana cost: 50
(Tier two would likely be early Hardmode)
Tier two:
HP: 300
Mana cost: 100
(This would be somewhere around post-plantera.)
Tier three:
HP: 500
Mana cost: 150
Would add (1/2 * ward max hp) to ward max hp, but would cost double the mana cost to cast.
Tier one:
HP: 100
Mana cost: 50
(Tier two would likely be early Hardmode)
Tier two:
HP: 300
Mana cost: 100
(This would be somewhere around post-plantera.)
Tier three:
HP: 500
Mana cost: 150
This is for wards that would have indefinite health, but a certain amount of time before they expire.
(It should be noted that this is nearly enough to block the 'death ray'.)
Tier one:
Duration: 3 seconds
Mana cost: 100
Tier two:
Duration: 5 seconds
Mana cost: 200
Charging these would also cost double mana cost, but would add 2-3 seconds to their duration.
Duration could appear over the ward in number format, or it could be the ward fading or jittering.
Tier one:
Duration: 3 seconds
Mana cost: 100
Tier two:
Duration: 5 seconds
Mana cost: 200
Charging these would also cost double mana cost, but would add 2-3 seconds to their duration.
Duration could appear over the ward in number format, or it could be the ward fading or jittering.
This is for wards that would drain the caster's mana during their existence.
Of course, these wards need to be able to be canceled, so a buff icon would be necessary.
Higher tiers would be more efficient with their costs.
Mana could be either rounded up or down.
Tier one:
Mana cost: ((incoming damage * .4) + (incoming damage / 10))
As such, an attack dealing 100 damage would cost 50 mana to block.
Tier two:
Mana cost: ((incoming damage *.3) + (incoming damage / 20))
An attack dealing 100 damage would cost 35 mana to block.
Tier three:
Mana cost: ((incoming damage /4{or *.25}) + (incoming damage / 30))
An attack dealing 100 damage would cost 28.33 mana to block.
Higher tiers would be more efficient with their costs.
Mana could be either rounded up or down.
Tier one:
Mana cost: ((incoming damage * .4) + (incoming damage / 10))
As such, an attack dealing 100 damage would cost 50 mana to block.
Tier two:
Mana cost: ((incoming damage *.3) + (incoming damage / 20))
An attack dealing 100 damage would cost 35 mana to block.
Tier three:
Mana cost: ((incoming damage /4{or *.25}) + (incoming damage / 30))
An attack dealing 100 damage would cost 28.33 mana to block.
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