TerraAidan516
Official Terrarian
This post is a large list of ideas I came up with over time for changes and small additions I think would be nice additions to the game. Majority of these ideas are from my personal experiences, though a couple were inspired by community posts I've seen. I tried my best to make my ideas be as close to the normal style of Terraria as I could, though I'm sure some could be changed to better fit the game.
Armor Changes
Item Changes
Additions
Miscellaneous Changes
Armor Changes
- Every Wood Armor set should have a unique set bonus like how Ashwood and Cactus Armor currently have. Adding set bonuses to the rest would make them more useful and possibly encourage some players to seek them out early on. For my ideas I tried to stick to the set bonus providing protection against hazards in the biome the wood is from, like Ashwood does, but I had trouble deciding what regular Wood Armor would do, so I ended up deciding it could help with building and dealing with enemies at night. The Hallow and evil armor sets instead have unique defensive abilities because I couldn't think of specific hazards in those biomes early on, other than thorny bushes that don't do much damage and are easy to clear.
- Wood Armor: Increases placement speed by 10% and increases knockback dealt.
- Rich Mahogany Armor: Reduced damage taken from stingers and reduced duration of the Poisoned debuff.
- Boreal Wood Armor: Thin Ice is more difficult to break, broken from falling ~8 blocks instead of ~4, and reduced damage taken from Ice Spikes from Spiked Ice Slimes.
- Palm Wood Armor: Increased mobility in water, around how much the Trident gives, and lets you float in water if the up key is held.
- Ebonwood Armor: Corrupt thorns fly out when the player takes damage, piercing and dealing weak knockback to nearby enemies.
- Shadewood Armor: Bloody sap will spray out towards nearby enemies when the player takes damage, dealing average knockback and slowing the enemies for a few seconds.
- Pearlwood Armor: Pearl dust bursts out in a large radius when the player takes damage, inflicting any enemies within the radius with Confused for around 8 seconds.
- Wood Armor: Increases placement speed by 10% and increases knockback dealt.
- Snow Armor should be crafted using Flinx Fur, giving the material another use. Pieces of the set should still drop from Frozen Zombies so you may get some before you go underground. This would make the set easier to obtain early and could help players survive in the underground ice biome.
- Gem Robes should have unique set bonuses that add extra effects to magic attacks and also have progression materials added to their recipes to make them based on progression. Currently you can just skip to the Diamond Robe and have no real reason to use any of the other robes. The stats would probably need to be adjusted to account for the new set bonuses as well as the progression materials.
- Amethyst Robe: Magic attacks pop like purple fireworks when hitting an enemy, dealing extra damage and average knockback. Normal crafting recipe.
- Topaz Robe: Magic attacks burst into yellow flames when hitting an enemy, inflicting On Fire! and dealing average knockback. Normal crafting recipe.
- Sapphire Robe: Magic attacks create small clouds of blue sparkles when hitting an enemy that will linger for a few seconds, damaging and slowing enemies that walk through it. Jungle Spores added to normal crafting recipe.
- Emerald Robe: Magic attacks create clusters of floating green shards when hitting an enemy that will stay for a few seconds, damaging and inflicting Poisoned to enemies that walk through it. Jungle Spores added to normal crafting recipe.
- Ruby Robe: Magic attacks create a small red explosion when hitting an enemy, dealing some AOE damage to all enemies within the explosion radius. Shadow Scales/Tissue Samples added to normal crafting recipe.
- Amber Robe: Magic attacks burst into amber chunks when hitting an enemy, flying out and damaging other nearby enemies. Shadow Scales/Tissue Samples added to normal crafting recipe.
- Diamond Robe: Magic attacks fire out white light beams when hitting an enemy, dealing extra damage to the hit enemy and targeting up to 4 others. Bones added to normal crafting recipe.
- Amethyst Robe: Magic attacks pop like purple fireworks when hitting an enemy, dealing extra damage and average knockback. Normal crafting recipe.
- Cobalt, Mithril, and Adamantite Armor should have unique set bonuses like their alternate ore sets have. Palladium, Orichalcum, and Titanium have always had unique set bonuses, even Hallowed Armor was given Titanium's original set bonus, but the classic early hardmode ore sets still don't have anything special. I came up with some ideas for unique set bonuses, mostly acting as an alternate bonus of the corresponding alternate ore set.
- Cobalt Armor: Gain a significant speed boost that lasts a few seconds when hitting an enemy, running into an enemy during the speed boost will deal damage to them and knock them back, the player will have a blue after-image while the speed boost is active. Or instead, gain extra defense that lasts a few seconds when hitting an enemy and must be kept active by hitting an enemy again before the duration ends, a blue shield icon is displayed above the player while this buff is active. Both are alternate stat boosts instead of Palladium's regeneration boost.
- Mithril Armor: Hitting enemies will generate small green orbs that orbit around the player, stacking up to 3 at a time, if an enemy gets too close an orb will home in on them and create a small explosion that deals some AOE damage. This contrasts Orichalcum's bonus attacking from the edge of the screen and piercing enemies, instead being close to the player and dealing AOE.
- Adamantite Armor: Hitting enemies will build up a red shield around the player that looks like a red Celestial Pillar's shield, the shield becomes more opaque and larger the stronger it is, starting out small and very transparent, and reaches it's max at 8 enemies hit. When the player takes damage, the shield will pulse outwards and deal rapid damage to all enemies within a medium radius then deal strong knockback and completely deplete the shield. This is similar to building up titanium shards but instead stacking into one ability and damaging enemies within a radius.
- Cobalt Armor: Gain a significant speed boost that lasts a few seconds when hitting an enemy, running into an enemy during the speed boost will deal damage to them and knock them back, the player will have a blue after-image while the speed boost is active. Or instead, gain extra defense that lasts a few seconds when hitting an enemy and must be kept active by hitting an enemy again before the duration ends, a blue shield icon is displayed above the player while this buff is active. Both are alternate stat boosts instead of Palladium's regeneration boost.
- Chlorophyte Armor should be able to be crafted directly into Turtle Armor, Spectre Armor, or Shroomite Armor. Each of those armor sets use the same amount of Chlorophyte Bars as Chlorophyte Armor does, so it would make sense to be able to upgrade them using Turtle Shells, Ectoplasm, or Glowing Mushrooms. This would give more of a reason to craft Chlorophyte Armor pre-Plantera and save you from having to decraft it with shimmer.
Item Changes
- Drinking a potion should give the bottle back, allowing you to reuse bottles from potions. This shouldn't cause that much of an inventory cluttering problem, especially with the 9999 item stack limit and use of a Void Bag.
- Some furniture lights should produce light that better fits the theme of the set, currently some are just the same light color as a regular candle. These changes could be optional by crafting the furniture with the respective torches or just regular torches.
- Sandstone furniture lights should be similar to light from Desert Torches.
- Rich Mahogany furniture lights should use light from Jungle Torches.
- Shadewood furniture lights should be similar to light from Crimson Torches.
- Lesion furniture lights should use light from Cursed Torches, right now they use a blueish light despite having green flames.
- Some Flesh furniture lights should use light from Ichor Torches, the candelabra and chandelier should stay how they currently are.
- Meteor furniture lights should use light from Orange Torches but brighter.
- Bone furniture lights should use light from Bone Torches.
- Lihzahrd furniture lights should be similar to light from regular campfires.
- Sandstone furniture lights should be similar to light from Desert Torches.
- Flurry Boots should allow the player to run even faster on snow blocks, making them more useful in the biome they are obtained from and more unique than just being different looking Hermes Boots.
- Sailfish Boots should allow the player to run even faster on water, needing to be used with a Water Walking Potion to utilize it. This would make it more unique than just being renewable Hermes Boots, and would make it synergize with Water Walking Boots while still having a different ability than it does.
- Crafting recipes for Heart Statue, Star Statue, and Bomb Statue. Could be crafted with stone and a Life Crystal, Mana Crystal, and Bomb respectively. Would allow players to craft them for decoration or arena purposes. This shouldn't be too unbalanced since the drops are already limited depending on how many are nearby, and players can hunt down every statue in their world if they desperately want to use them anyway.
- The Shadow Orb light pet should be able to be transmuted in shimmer into the Orb of Light. It would be a nice call back to early Terraria and would provide a brighter light color than Shadow Orb's dark purple.
- Shadow Candle should prevent critters, fairies and the Skeleton Merchant from spawning. This would help a lot with mob farms since the Skeleton Merchant takes up 7 NPC slots, fairies reduce enemy spawn rates, and critters take up NPC slots as well.
- Terragrim should have scaling damage that increases based on how many pre-hardmode bosses are defeated, maxing out after the Wall of Flesh is defeated. This would make the rare weapon useful through out all of pre-hardmode and possibly even some of early hardmode, making it much more worth trying to obtain.
- Bloody Machete, Bladed Glove, Candy Cane Sword, Red Ryder, and Fruitcake Chakram should have buffed variants post-Plantera or some alternate use. They are very weak weapons by the time you obtain them normally, being post-Plantera after completing Pumpkin or Frost Moon. They are only useful if you obtain them early game around Halloween or Christmas, making them not worth obtaining for majority of the year.
- Snow Globe should be obtainable during early hardmode so you can fight the Frost Legion while they are still a challenge. If it isn't around Christmas, you can only get the Snow Globe post-Plantera from beating the Frost Moon and activating Christmas, by that point in the game the Frost Legion is very easy to beat and more of just a task to get Santa Claus to arrive.
- The Clentamintor should destroy naturally placed crystals in the Underground Hallow when using any solution other than Blue Solution. Nothing should drop when the crystals are destroyed, they should just be removed. This would save the player from having to manually break all of the crystals if they want to completely remove the Hallow from the area.
- The Spectre Paint Scraper should have a higher chance of collecting moss, it would make sense as it is an upgraded version of the normal Paint Scraper and would help collect moss in bulk if the player happens to need a lot of it.
Additions
- Stomach rumbling sound effect that plays when Well Fed, Plenty Satisfied, or Exquisitely Stuffed buff duration ends. This could remind players to eat again during expert mode+ so they can consistently keep the increased regeneration.
- Crickets that spawn around forest towns during night. They would add some nice ambient sounds during night and could also be used as fishing bait.
- Cactus Seeds sold by the Dryad while in a Desert that can be planted on Sand Blocks. Would add a way for players to plant cacti where they want to.
- Slime Tear, a consumable item that drops rarely from Slimes and summons the Slime Rain event. Has a higher chance to drop if Slime Rain hasn't been completed yet. This would give players the opportunity to fight King Slime earlier without needing the resources for a Slime Crown or needing to wait for a natural Slime Rain to occur. It could also be useful for farming gel, the Slime Staff, Slime banners, and Slime bestiary entries.
- Makeshift Flamethrower weapon crafted with the Slime Gun. It would be a pre-hardmode Flamethrower, another weapon that uses gel, and give the Slime Gun a combative purpose.
- Thorny Bush Wand that grows thorny bushes off Jungle, Corruption or Crimson grass. Purchased from the Dryad while in the Jungle biome. Could be used for building if there was a way to make the thorns not easily destroyed. Could also be used for creating traps.
- Accessories that give visual effects normally from armor sets. Some armor sets have special visual effects or particles when wearing the full set, but there is no way to have those effects on other armor sets or any vanity. There could be accessories that are equipped in social slots that display the effects, allowing players to use them as part of their vanity no matter what armor set they have.
- Placeable unsafe natural walls that are obtained by transmuting natural walls in shimmer. All natural walls should have unsafe variants that can be used to allow enemies to spawn in an area without having the background exposed. Players could use specific walls that fit with the style of their build and allow enemies to spawn, being useful for decorative enemy farms or map making.
- Upgraded Medusa Head that can turn certain enemies into statues. This could add a way to make enemy statues renewable, allowing players to gather them for decoration or farming purposes. This shouldn't be too unbalanced since drop rates from statue spawned enemies are already nerfed and can only drop if killed by the player.
- Special chum related item that is thrown into water during a Blood Moon to make fishing enemies continuously spawn from the water for a bit. This could provide a challenge as well as make it easier to farm for special drops and banners from the fishing enemies instead of the player having to reel up a single enemy at a time.
- Builder's Wand item that combines Living Wood Wand, Leaf Wand, Living Mahogany Wand, Rich Mahogany Leaf Wand, Hive Wand, and Bone Wand into a single item. The blocks it places depend on which corresponding resource is first in the player's inventory, like how paint works.
- Lucky Clover informational item that displays your current luck. Purchased from Wizard if your luck is 0.8 or higher. It would be extremely useful to see how much luck you currently have instead of having to check at the Wizard to get a rough idea.
- Hallowed Ore that is obtained by transmuting Hallowed Bars in shimmer. Can be used to craft Hallowed Bricks and maybe even other new blocks to build with.
- Mysterious Tablet that can be crafted and used to summon the Lunatic Cultist. Players should be able to summon the Lunatic Cultist without waiting for the Mysterious Tablet to respawn at the dungeon and be able to fight him without summoning the Celestial Events, it would make it much easier to farm for his trophy and mask.
- Celestial Chunk dropped by Celestial Pillars in expert mode+ that would act like a treasure bag that gives fragments. Alternatively, the fragments dropped by the Celestial Pillars could work like treasure bags do and drop specifically for each player. This is so players could each get some fragments in multiplayer, not having to fight over them.
- Dark Brown Solution that spreads the Jungle biome. There are already solutions for the Forest, Desert, and Snow biome, there should be one for the Jungle as well. Would allow Mushroom Biomes to be easily created anywhere by using Dark Blue Solution after.
- Post-Moon Lord furniture items that let the player change time and weather more easily, similar to how you can in Journey Mode. The furniture items would have a menu similar to the Journey Mode buttons and sliders. Both should also function with wire, a certain time or weather could be set in the furniture and then toggled using wire. This would be extremely useful for map creators, allowing them to set different time and weather in different areas.
Miscellaneous Changes
- Bestiary entries for variants of enemies should share total kill counts. An example of this: Zombie, Bald Zombie, Pincushion Zombie, etc, would all share the same kill count. This would make it much easier to fill out the bestiary since most enemies require 50 kills to display all of their information, having variants of the same enemy makes it take longer just to see all the information for a single variant.
- Torch luck should work on the surface. Torch luck is very useful but only works underground, having it work on the surface would help with obtaining rare drops from surface enemies. A new torch could be added that gives luck in the Forest biome as well, a Living Wood Torch.
- Seaweeds that grow in ocean caves should grow on the surface as well. Having seaweed grow on the surface would make the ocean less empty, making it a bit more lively.
- Lava should change color depending on the biome it's present in. I saw this a long time ago in a forum post [Biomes & Nature - [Sprites] Biome-colored lava] and thought it was a really cool idea, I came up with two ideas for other biomes and an alternate idea for one mentioned in the post.
- Mushroom Biome: Lava would be glowing blue but stand out from the rest of the blocks in a mushroom biome.
- Desert: Lava would be more orange than it's regular red-orange color.
- Jungle: Lava would be a dark tar like color but should still somewhat stand out.
- Hallow: Lava would fade between blue, pink, and purple colors like the crystals of the underground Hallow. The fading would look like how Rainbow Bricks quickly fade between colors.
- Mushroom Biome: Lava would be glowing blue but stand out from the rest of the blocks in a mushroom biome.
- Worlds with both Corruption and Crimson, even if one was artificially added, should cause critters to become both corrupt and vicious during a Blood Moon, there being a 50/50 chance if a critter becomes corrupt or vicious. The Eye of Cthulhu should also drop both Demonite and Crimtane ore, and both Corrupt and Crimson seeds. It would make sense since both evils are present, it could also help with getting corrupt and vicious bestiary entries and banners. Using vile or vicious powder to convert groups of critters normally results in some getting accidentally killed by the converted ones, Blood Moons instantly convert all of them, preventing the issue. The Eye of Cthulhu could be used to get both Corruption and Crimson resources quickly.
- Fallen Logs should be crafted using regular Wood and Souls of Light at a Living Loom with Ectomist. Fallen Logs are permanently gone when broken, more should be able to be crafted for decoration or for obtaining fairies easier. Spawning fairies could be balanced by making only one Fallen Log able spawn fairies if there are too many other logs nearby.
- Plantera Bulbs should be able to be uprooted using a tool, allowing the player to carry them and later place on jungle grass to break it there and summon Plantera. This way players would still need to find bulbs. This shouldn't make things easier since currently players can just slowly lead Plantera back to their arena and fight her there anyway, so the ability to replant the bulb and break it somewhere else to summon the boss would just be more convenient for players.
- Reaching higher scores during Pumpkin Moon or Frost Moon should make the effects of Halloween or Christmas last longer. Reaching wave 20 should give another day, and reaching 5,000 and 10,000 total score should both add an additional day, maxing at 4 days of seasonal effects. Halloween or Christmas should also be able to overwrite each other so players can switch the current seasonal event when they want to, not having to wait for the current one to end. Having more days of seasonal events would make it easier to obtain seasonal related items because players won't have to complete Pumpkin Moon or Frost Moon every night to keep the season active.
- Golem's chamber in the Lihzahrd Temple should have a larger minimum room size. I've gotten a couple temples with very small room to fight Golem in, which would've been extremely difficult to deal with on Master Mode. The only thing you can really do about the size of the chamber is actuate blocks since you have to at least have a Picksaw to break any of them, though I don't think you should have to actuate them, the chamber should always generate with enough room to properly fight Golem. One of the seeds where this happened to me is: 3.4.1.97178086 as of version 1.4.4.9.
- Martian Probes should be able to be caught with a Lavaproof Bug Net or Golden Bug Net and later released to summon the Martian Invasion. The probe would immediately try to summon the event on release. I chose the Lavaproof Bug Net and Golden Bug Net because both are larger than the regular Bug Net, making more sense for them to be able to catch a Martian Probe. This would allow players to keep spawning the event if they are trying to obtain a specific item from it, instead of having to go to Space and wait for a Martian Probe to spawn after every event. This idea was inspired by the Terraria animation "Party Crasher!" by Kelpilox on YouTube, I thought about how the player would have gotten the Martian Probe, then thought of them catching it with a Bug Net.