SzGamer227
Spazmatism
A handful of my ideas to improve the Merchant's wares and make him a more valuable NPC.
He's one of the first NPCs you ever come across, so why not make him cooler for longer?
Equipment
Tin instead of Copper
From the very moment you enter the game, the Copper Axe and Pickaxe he sells is already virtually worthless, and it can be pretty much assumed that you will never buy it. Ever. That's why I propose that the Merchant should sell Tin instead: It's almost as crappy, but at least it's useful on the occasion that the Merchant spawns before you surpass the Tin tier.
Iron at higher levels
Tin would get old pretty quickly, though. What about having him instead sell Iron equipment after smashing a Shadow Orb or a Crimson Heart?
Randomized equipment
Variety is the spice of life! Why not mix up the Merchant's inventory? Each day, the Merchant will sell not just a Pickaxe and an Axe, but instead offer a random selection of a Bow, Broadsword, Pickaxe, Axe, and Hammer, selling any three of those items.
Why not spice it up even more? Each day, the Merchant will have a 50% chance to sell one item that is a slightly higher tier, so one item might be Iron instead of Tin or Lead instead of Iron. But wait, there's more! He would also have a 10% chance each day to sell a full set of armor instead of tools and weapons. Then that "perfectly ventilated armor" quote would make sense!
Steel equipment
What if we gave the Merchant his very own unique set of equipment? That's right! After killing either the Eater of Worlds or the Brain of Cthulhu, the Merchant will sell bright, shiny, ultra-tough Steel equipment! The armor is more resilient than Shadow and Crimson armor, but you don't get any of the cool bonuses. (The Merchant would always sell Steel, since there isn't a true tier upgrade.) Sure, some of it would get outclassed by Demonite and Crimtane, but now you have the option to go with Steel instead of boss-grinding your way to the next tier.
Details:
Steel Longsword
Damage: 19
Use Time: 23 (2.6 uses/second)
Steel Longbow
Damage: 17
Use Time: 30 (2 uses/second)
Steel Battleaxe
Damage: 17
Use Time: 27 (2.2 uses/second)
Axe Power: 70%
Steel Pickaxe
Damage: 8
Use Time: 20 (3 uses/second)
Pickaxe Power: 60% (Hellstone)
Steel Hammer
Damage: 11
Use Time:
Hammer Power: 60%
Here's a list of equipment prices, based on their sell value.
Duralium (or Durasteel) Equipment
This idea was thrown up in the air a few times. Essentially, it's another new Merchant-unique set of equipment that will be sold after the Wall of Flesh has been defeated and Hardmode is active. Compared to other Hardmode armors, it's relatively basic and provides minimal (but class universal) bonuses, and provides a low amount of defense. Duralium tools and weapons are slightly weaker than Cobalt, but with more knockback. The Duralium Jackhammer is slightly better than the Pwnhammer. (Thanks go to Brutallama for lending me the sprites!)
Duralium Helmet
Defense: 9
+5% Critical strike chance.
Duralium Breastplate
Defense: 8
+7% Damage.
Duralium Greaves
Defense: 7
+10% Movement speed.
Set Bonus: Slowly regenerates health. (+1 HP/second)
Duralium Sword
Damage: 32
Use Time: 26 (2.3 uses/second)
Knockback: 4.5
Duralium Spear
Damage: 27
Use Time: 28 (2.1 uses/second)
Knockback: 4.5
Duralium Repeater
Damage: 30
Use Time: 25 (2.4 uses/second)
Knockback: 1.75
Duralium Chainsaw
Power: 70%
Damage: 20
Use Time: 24 (standard power tool speed)
Knockback: 3
Duralium Drill
Power: 110%
Damage: 8
Use Time: 24 (standard power tool speed)
Knockback: 0.25
Duralium Jackhammer
Power: 85%
Damage: 27
Use Time: 24 (standard power tool speed)
Knockback: 5
With that stuff out of the way, let's move on to simpler matters.
Other Merchandise
Better health potions at higher levels
Simply let him sell Healing Potions once Hardmode begins. You'll be moving on to Greater Healing Potions anyways. They would be sold for 10 silver apiece in addition to Lesser Healing Potions.
Consumables
Shurikens are excellent when you're just starting out the game, but then they become kind of lame later on. That's why I propose that he starts selling Throwing Knives all the time (instead of just during Blood Moons) after killing BoC or EoW, and then sell Poisoned Knives during Blood Moons. Then, after killing the WoF, he could start selling Kunai.
Poisoned Knives would sell for 60 copper apiece. Kunai would sell for 1 Silver.
Iron or Lead Anvil
On worlds with Iron, he'll sell an Iron Anvil, and on worlds with Lead, he'll sell Lead ones. Easy as that.
Bottles
Suggested by Baconfry. Why not let him sell Bottles? Save the Deserts! Bottles would sell for 20 copper apiece.
Yellow and Green Flares
Why not? To reduce inventory space, make him sell a random selection of any 2 colors each day.
Novice Bait (Suggested in another thread)
A basic go-to bait with 5% power. Sold for 1 silver apiece.
Candy Corn
Would become edible (click this link for more details) and sold by the Merchant at night during a Full or New Moon. During the Halloween season, they would be sold all day long.
That's it for the suggestion. Feedback is appreciated, so please let me know what you think!
He's one of the first NPCs you ever come across, so why not make him cooler for longer?
Equipment
Tin instead of Copper
From the very moment you enter the game, the Copper Axe and Pickaxe he sells is already virtually worthless, and it can be pretty much assumed that you will never buy it. Ever. That's why I propose that the Merchant should sell Tin instead: It's almost as crappy, but at least it's useful on the occasion that the Merchant spawns before you surpass the Tin tier.
Iron at higher levels
Tin would get old pretty quickly, though. What about having him instead sell Iron equipment after smashing a Shadow Orb or a Crimson Heart?
Randomized equipment
Variety is the spice of life! Why not mix up the Merchant's inventory? Each day, the Merchant will sell not just a Pickaxe and an Axe, but instead offer a random selection of a Bow, Broadsword, Pickaxe, Axe, and Hammer, selling any three of those items.
Why not spice it up even more? Each day, the Merchant will have a 50% chance to sell one item that is a slightly higher tier, so one item might be Iron instead of Tin or Lead instead of Iron. But wait, there's more! He would also have a 10% chance each day to sell a full set of armor instead of tools and weapons. Then that "perfectly ventilated armor" quote would make sense!
Steel equipment
What if we gave the Merchant his very own unique set of equipment? That's right! After killing either the Eater of Worlds or the Brain of Cthulhu, the Merchant will sell bright, shiny, ultra-tough Steel equipment! The armor is more resilient than Shadow and Crimson armor, but you don't get any of the cool bonuses. (The Merchant would always sell Steel, since there isn't a true tier upgrade.) Sure, some of it would get outclassed by Demonite and Crimtane, but now you have the option to go with Steel instead of boss-grinding your way to the next tier.
Details:
- Steel equipment would have a value equivalent to that of Gold's.
- Steel armor would have 6, 7 and 5 defense, with a +4 defense bonus (22 defense total).
- Steel tools and weapons are slower than Platinum, but do more damage overall. (Think Crimtane vs. Demonite.)
- Tools would mine up blocks faster than Platinum but slower than Demonite.
- The Steel Pickaxe would have 60% power, letting it mine materials like Hellstone.
Steel Longsword
Damage: 19
Use Time: 23 (2.6 uses/second)
Steel Longbow
Damage: 17
Use Time: 30 (2 uses/second)
Steel Battleaxe
Damage: 17
Use Time: 27 (2.2 uses/second)
Axe Power: 70%
Steel Pickaxe
Damage: 8
Use Time: 20 (3 uses/second)
Pickaxe Power: 60% (Hellstone)
Steel Hammer
Damage: 11
Use Time:
Hammer Power: 60%
Here's a list of equipment prices, based on their sell value.
Tier 1 (Tin)
Tin Bow - 5 silver, 25 copper.
Tin Hammer/Axe - 6 silver.
Tin Broadsword - 6 silver, 75 copper.
Tin Pickaxe - 7 silver, 50 copper.
Tin Helmet - 18 silver, 75 copper.
Tin Chainmail - 15 silver.
Tin Greaves - 11 silver, 25 copper.
Tier 2 (Iron)
Iron Bow - 14 silver.
Iron Hammer/Axe - 16 silver.
Iron Broadsword - 18 silver.
Iron Pickaxe - 20 silver.
Iron Helmet - 50 silver.
Iron Chainmail - 50 silver.
Iron Greaves - 30 silver.
Tier 3 (Lead)
Lead Bow - 21 silver.
Lead Hammer/Axe - 24 silver.
Lead Broadsword - 27 silver.
Lead Pickaxe - 30 silver.
Lead Helmet - 75 silver.
Lead Chainmail - 60 silver.
Lead Greaves - 45 silver.
Steel Tier
Steel Longbow - 70 silver.
Steel Hammer/Battleaxe - 80 silver.
Steel Longsword - 90 silver.
Steel Pickaxe -1 gold.
Steel Helmet - 2 gold, 50 silver.
Steel Chainmail - 2 gold.
Steel Greaves - 1 gold, 50 silver.
Tier 2 (Iron)
Tier 3 (Lead)
Steel Tier
Steel Helmet - 2 gold, 50 silver.
Steel Chainmail - 2 gold.
Steel Greaves - 1 gold, 50 silver.
Duralium (or Durasteel) Equipment
This idea was thrown up in the air a few times. Essentially, it's another new Merchant-unique set of equipment that will be sold after the Wall of Flesh has been defeated and Hardmode is active. Compared to other Hardmode armors, it's relatively basic and provides minimal (but class universal) bonuses, and provides a low amount of defense. Duralium tools and weapons are slightly weaker than Cobalt, but with more knockback. The Duralium Jackhammer is slightly better than the Pwnhammer. (Thanks go to Brutallama for lending me the sprites!)
Duralium Helmet
Defense: 9
+5% Critical strike chance.
Duralium Breastplate
Defense: 8
+7% Damage.
Duralium Greaves
Defense: 7
+10% Movement speed.
Set Bonus: Slowly regenerates health. (+1 HP/second)
Duralium Sword
Damage: 32
Use Time: 26 (2.3 uses/second)
Knockback: 4.5
Duralium Spear
Damage: 27
Use Time: 28 (2.1 uses/second)
Knockback: 4.5
Duralium Repeater
Damage: 30
Use Time: 25 (2.4 uses/second)
Knockback: 1.75
Duralium Chainsaw
Power: 70%
Damage: 20
Use Time: 24 (standard power tool speed)
Knockback: 3
Duralium Drill
Power: 110%
Damage: 8
Use Time: 24 (standard power tool speed)
Knockback: 0.25
Duralium Jackhammer
Power: 85%
Damage: 27
Use Time: 24 (standard power tool speed)
Knockback: 5
With that stuff out of the way, let's move on to simpler matters.
Other Merchandise
Better health potions at higher levels
Simply let him sell Healing Potions once Hardmode begins. You'll be moving on to Greater Healing Potions anyways. They would be sold for 10 silver apiece in addition to Lesser Healing Potions.
Consumables
Shurikens are excellent when you're just starting out the game, but then they become kind of lame later on. That's why I propose that he starts selling Throwing Knives all the time (instead of just during Blood Moons) after killing BoC or EoW, and then sell Poisoned Knives during Blood Moons. Then, after killing the WoF, he could start selling Kunai.
Kunai
A Hardmode Throwing Knife.
30 Ranged damage
2 Penetration
16 Use Time (3.8 uses/second)
50% Recovery rate
Poisoned Knives would sell for 60 copper apiece. Kunai would sell for 1 Silver.
Iron or Lead Anvil
On worlds with Iron, he'll sell an Iron Anvil, and on worlds with Lead, he'll sell Lead ones. Easy as that.
Bottles
Suggested by Baconfry. Why not let him sell Bottles? Save the Deserts! Bottles would sell for 20 copper apiece.
Yellow and Green Flares
Why not? To reduce inventory space, make him sell a random selection of any 2 colors each day.
Novice Bait (Suggested in another thread)
A basic go-to bait with 5% power. Sold for 1 silver apiece.
Candy Corn
Would become edible (click this link for more details) and sold by the Merchant at night during a Full or New Moon. During the Halloween season, they would be sold all day long.
That's it for the suggestion. Feedback is appreciated, so please let me know what you think!
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