The Star Breaker
Steampunker
Hello and welcome to my portfolio!
I made this portfolio to keep track of some tweaks to the game as it is and ideas I've came up with which I think will be a fun addition to the game.
I wanted to add some finishing touches to the game in the form of changes to items, features, unfinished or lacking areas of the game, etc. But I also often find myself thinking about brand new items, enemies, features and so on. So I ended up listed both changes and ideas for new content here.
Even though Journey's End is the final content update for the game, I enjoy coming up with ideas and will continue updating this portfolio from time to time.
Crafted using a post Plantera Tinkerers Workbench:
Mushroom Glowfish
Bicycle
Switch Glove
Change your equipment set up with 1 click!
You can assign equipment to the glove - a window similar to the Mannequins new interface opens, you place the equipment you want to swap out in those slots. By clicking the Switch Gloves you swap out your current equipment with the assigned equipment. You can switch anywhere between an entire armor set, all 5-6 accessories and mount to just a few accessories.
Examples for the Switch Glove:
Potions:
Items:
Placeable turrets / Hazards / Traps:
Any creative criticism is welcome!
Thank you for your time.
I made this portfolio to keep track of some tweaks to the game as it is and ideas I've came up with which I think will be a fun addition to the game.
I wanted to add some finishing touches to the game in the form of changes to items, features, unfinished or lacking areas of the game, etc. But I also often find myself thinking about brand new items, enemies, features and so on. So I ended up listed both changes and ideas for new content here.
Even though Journey's End is the final content update for the game, I enjoy coming up with ideas and will continue updating this portfolio from time to time.
Accessories
Glide Cape
- Hold UP while falling to increase your falling distance, you keep your speed and momentum.
- Hold DOWN while falling to fall faster.
- Obtainable from Sky Chests and Crates.
Frog Cape
- Combines the effects of its materials.
- Crafting: Frog Leg + Glide Cape.
Explosives in a Bottle
- Triple jump that makes an explosion that propels you and changes your direction very quickly
- You just faster and farther horizontally at a 45 degree angle
- You don't jump as high (vertically)
- Obtainable from Obsidian Crates
Explosive Horseshoe
- Crafting: Explosives in a Bottle + Obsidian Horseshoe
- Combines effects of its materials
Phoenix Feather
- Increases jump height, also increases the jump height of any Balloon/double jump Accessories
- Increases flight time by 33%
- Grants faster initial lift when jumping. You decelerate faster when you let go of the jump key. This gives you better control/more responsiveness.
- When paired with any Rocket Boots and lack Wings: Greatly increased flight time and speed
Skull Beads
- Works only when you have accessories in EVEN numbered accessory slots ( accessories only in slots numbered 2, 4 and 6 ):
- + 50% Damage
- + 20 Armor Penetration
- Dropped by a new rare mob in pre-HM dungeon.
Helix Shell
- Works only when you have accessories in ODD numbered accessory slots ( accessories only in slots numbered 1, 3, 5 and 7 ):
- + 20 Defense
- + 20% Damage Reduction
- Grants immunity to knockback
- Dropped by a new rare mob in pre-HM dungeon.
Negative Loop
- + 10 armor penetration. Penetration occurs even past 0 defence, making the defence negative, granting you additional damage.
- Stacks with other armor penetration bonuses.
- Crafting: Hallowed Bars + Shark Tooth Necklace + Souls of Night.
- Material for the Magnetic Ring.
Positive Loop
- + 1 hp/s
- When you reach full hp, a pocket hp bubble fills up, with a max of 40 hp - a few seconds after you've lost more than the hp in this bubble, you automatically get the hp from that bubble in an instant.
- Crafting: Hallowed Bars + Band of Regeneration + Souls of Light.
- Material for the Magnetic Ring.
Magnetic Loop
- + 15 armor penetration
- Life regeneration rate is doubled.
- Crafting: Positive Loop + Negative Loop.
Damage Lock
- All damage you take is changed to 25% of your max HP
- Doesn't work against one shots/any damage that is more than your max health: Dungeon Guardian, daytime Empress, high damaging attacks from Master Mode / For the Worthy worlds, etc.
- Your defence still decreases the damage received.
Destruction Ring
- At full hp you gain 25% increased damage.
- Dropped by new rare early game Cavern Layer mob - 10%
Defense Ring
- At full hp you gain 25% damage reduction.
- Dropped by new rare early game Cavern Layer mob - 10%
Potion Ring
- Healing potions restore 20% more health.
- Dropped by Mimics.
Jaws Emblem
- Increases damage and armor penetration by 8(%)
- Crafting: Avenger Emblem + Shark Tooth Necklace
- Design: Shark Jaws are biting the Emblem
Crafted using a post Plantera Tinkerers Workbench:
Honey Band
- Grants honey buff - honey regeneration and increased natural regeneration rate
- Does not show the buff icon though.
- Furthermore decreases the effects of damaging debuffs.
- Crafting: Honey Comb + Band of Regeneration
Champion Chain
- +12 ( % )
- Armor Penetration
- Dodge Chance
- Movement Speed
- Jump height, Flight time
- Mining Speed
- Decreases enemy knockback resistance by 40%
- Crafting: Shackle + Broken Hero Sword
Hallowed Necklace
- Crafting:
- Star Veil + Honey Comb
- Cross Necklace + Bee Cloak
- Combines the effects of its materials, except it does not spawn bees/stars after taking damage, instead it has a thorns effect that deals 100/200/300 damage to the attacker and all enemies around you in a 10 block radius.
- Additional effects:
- The more damage you take, the longer the buffs lasts (up to 7 seconds more for the honey buff, and up to 0.66 more immunity frames)
- When you dodge an attack with Holy Protection/BoC/Black Belt you still gain the Thorns effect and the Honey buff
Ringed Flask
- Crafting: Charm of Myths + Potion RIng
- Combines the effects of its materials.
- -25% potion cooldown
- +20% potion heal
- +1 hp/s
Summoner
Cerberus Leash
- For each minion summoned gain:
- 1 armor penetration to all summon weapons
- 1 defence
- 2% damage reduction for each minion summoned.
- Every whip grants 2% summon tag critical strike
- Crafting: Silk + Tissue Samples/Shadow Scales
Demon Contract
- For each minion summoned gain:
- 1 armor penetration to all summon weapons
- 1 defence
- 2% damage reduction for each minion summoned.
- Every whip grants 2% summon tag critical strike
- Increases your max number of minions by 1.
- Crafting: Cerberus Leash + Pygmy Necklace (Doesn't stack with tinkers)
Archfiends Tail
- 15% increased whip speed and range.
- Increased whip knockback
- Found in Locked Shadow Chests/Obsidian Lockboxes
- Tooltip: "*Whip-crack*"
Skull Glove
- 8 defence + 400 Aggro
- 20% increased summon weapon speed and whip length.
- Increases summon weapon knockback.
- Enables auto swing for all summon weapons.
- Crafting: Berserker's Glove + Archfiends Tail
Magic
Witchs Eye
- Decreases mana usage by 1. (Cannot decrease mana usage to 0)
- Mana potions restore 10% more mana
Soul Eater
- When mana is low (20 mana or less) and you're above 50% hp: You consume health instead of mana, at half the mana cost.
- Dropped by enemies fished during the Hardmode Blood Moon.
Mana Battery
- Magic attacks have a 5% chance to create a mana restoration star upon hitting an enemy.
- Chance is increased the lower your hp is (Up to 33% under 20% HP)
- Sold by Wizard.
Star Juggler
- Magic attacks have a chance to create a mana star upon hitting an enemy. Chance is increased the lower hp you have.
- When mana is low (20 mana or less) and you're above 50% hp, you consume health, instead of mana, at half the cost.
- Crafting: Soul Eater + Mana Battery
Magic & Range
Troupes Emblem
- All magic and ranged weapons gain armor penetration equal to their critical strike chance.
- 10% chance not to consume ammo.
- 8% mana reduction.
- Obtainable from a post-3 mech bosses invasion
Range
Marksman's Wristband
- Enables autofire for all range weapons
Cannon Hand
- Increases damage and use time of unique ammo-type weapons (flamethrowers, nail gun, Jack O'Lanterns, etc) and rockets by 15%
Melee/Tank
Mammoth Skull
- Immunity to knockback.
- For every 50 Aggro gain 0,5% Damage Reduction. (Turtle set grants 2,5% DR, Beetle 6,5%, Solar Flare 9%, Flesh Knuckles and tinkers each grant 4%).
- Dropped by new Mammoth mobs in the HM ice biome
Mammoth Shield
- 8 defense.
- Immunity to knockback.
- For every 50 Aggro gain 0,5% Damage Reduction. (Turtle set grants 2,5% DR, Beetle 6,5%, Solar Flare 9%, Flesh Knuckles and tinkers each grant 4%).
- +400 Aggro
- Crafting: Mammoth Skull + Flesh Knuckles.
Magma Claws
- Crafting: Magma Stone + Feral Claws
- Combines the effects of its materials
- Material for the Power Glove
Other
Helm of Hades
- Double tap DOWN to turn on permanent invisibility
- Even if you are hit, you stay invisible.
- You make no sound while invisible.
- Dropped by a new Marble mob in a post-HM - 4%.
Justice Scales
- After attacking an enemy, gain a buff that increases enemy spawnrates and aggro for a few seconds.
- The longer you attack the more you increase the spawnrate.
- While not attacking, you gain a buff that decreases enemy spawnrates and aggro. (Using tools such as pixkaxes/axes/shovel do not count as attacks)
- Crafting: Souls Of Might + Souls Of Sight + Scales (Sold by Wizard)
Insect Repellent
- Attacks spray a small cloud near the player.
- The cloud deals more damage the lower the max hp of the enemy is, and deals extra damage to airborne enemies.
Goblin Tool
- Crafting: Ancient Chisel + Brick Layer.
- Combines the effects of its materials.
Equipment
Mushroom Glowfish
- Light Pet. Better lighting than the Shadow Orb and Crimson Heart.
- Acquired by fishing in a Mushroom Biome.
- Light Pet. Better lighting than the Shadow Orb and Crimson Heart.
- Found in Locked Shadow Chests/Obsidian Lootboxes
- Light Pet. 90% light.
- Crafted using the fairies that spawn during the night on logs.
- It points to nearby treasure by pushing itself against the walls of the bottle in the direction of the treasure.
- Light Pet. 100% light.
- Obtainable at the ocean.
- Shines even brighter while in liquids.
Bicycle
- Sold by the merchant post-BoC/EoW
- After building enough speed you do a willy and go even faster!
- Willies deal damage!
- Tooltip: "I want to ride my bicycle, I want to ride my bike~"
- Crafted with Adamantite/Titanium Bars and Cogs
- After building enough speed fire appears from the exhaust fumes and you drive even faster.
- Deals damage at turbo speed.
Engineering Armor Set
Block Master Set
Cursed Nail Mask (Helmet)
Jester set
Dinosaur Marrow set
Nano Hornet Set
Space Vanguard set
Alternative armor sets for each class, crafted at the end of pre-HM and scale/upgrade each time you defeat a boss OR upgraded at an NPC after defeating bosses - this way you can still challenge yourself without upgrades.
Slayer Set - Melee
Hunter Set- Range
Psychic Set - Mage
Symbiod Set - Summoner
- Instead of just having the Engineering helmet as a vanity hat, lets make it an armor.
- Increases tile, wall, furniture and wiring placement speed by 25% and range by 2 blocks.
- 5 Total Defense.
- Sold by the Mechanic.
Block Master Set
- Crafted with an entire Mining and Engineering Set.
- Increases tile placement and pickaxe/hammer/axe speed by 50% and placement and mining range by 3 blocks.
- Improves vision and provides light.
- 10 Total Defense.
Cursed Nail Mask (Helmet)
- 2 defense.
- Greatly increases Luck (+0.4).
- Dropped by Red Demons and Nailheads - 5%.
Psychic Amplificaion Headgear (Helmet)- For every 100 maximum mana your magic damage is increased by 5%. (e.g. 200 max mana => + 10% magic damage; 300 max mana => + 15% damage)
- 4 defense
- Crafting: Tim's Hat + a new Helmet
Jester set
- Set bonus: Increased ranged/magic critical strike chance by 20%. Range and magic critical strike damage deals by x2.5 times the damage instead of 2.
- Total bonuses:
- 40 Defense.
- + 100 maximum mana.
- + 15% ranged/mage damage.
- + 30% ranged/magic critical strike chance.
- +15% increased movement speed.
- Set Bonus
- Crafting: Silk + Fallen Stars + Souls of Fright + a new material.
- Jester Mask:
- 10 Defense.
- 15% increased ranged and magic damage
- Jester Coat:
- 18 Defense.
- Increased maximum mana by 50.
- 10% increased ranged and magic damage.
- Jester Breaches:
- 12 Defense.
- Increased maximum mana by 50.
- 15% increased movement speed.
Dinosaur Marrow set
- Set bonus: For each unique summoned minion gain +4% melee and summon weapon speed, melee weapon size and whip length.
- Total bonuses:
- 40 Defense.
- + 25% melee/summon damage.
- + 2 summons.
- Increased sized(length) and knockback of melee weapons and whips.
- Set Bonus
- Crafting: Hallowed Bars + Souls of Fright + a new fossil material.
- Dinosaur Marrow Skull:
- 15 Defense.
- 15% increased melee and summon damage.
- Dinosaur Marrow Rib Cage:
- 15 Defense.
- Increased max number of minions by 1.
- Increased sized(length) and knockback of melee weapons and whips.
- Dinosaur Marrow Pant:
- 10 Defense.
- Increased max number of minions by 1.
- 10% increased melee and summon damage.
Nano Hornet Set
- Post-Golem Whip set from Nanites and Tiki Armor
- Whip attacks spawn Nano Hornets that home in on enemies and can inflict Confusion
- 38 defense
- +2 Minion Slots
- +30 Minion Damage
- +30% Whip Length and Speed
Space Vanguard set
- Post-Plantera generalist set
- Set Bonus:
- Double tap down to teleport at the cursors location - 30 second Chaos State cooldown
- After attacking an enemy, homing rockets will shoot out of your suit
- Total Bonuses:
- 54 defense
- +18% damage
- 22 defense
- -15% mana usage and ammo consumption.
- +15% melee speed
- Increases your max number of sentries by 1
- +10% increases movement speed and critical strike chance
- Set Bonus
- Crafted with Chlorophyte and Space Scrap (new material)
- Space Vanguard Helmet
- 14 defense
- +18% damage
- Space Vanguard Breastplate
- 22 defense
- -15% mana usage and ammo consumption.
- +15% melee speed
- Space Vanguard Leggings
- 18 defense
- Increases your max number of sentries by 1
- +10% increases movement speed and critical strike chance
Alternative armor sets for each class, crafted at the end of pre-HM and scale/upgrade each time you defeat a boss OR upgraded at an NPC after defeating bosses - this way you can still challenge yourself without upgrades.
Slayer Set - Melee
Improves your dash - makes you invulnerabe while dashing through enemies (invulnerability gains a cooldown) and deals damage to enemies which are dash through
Grants an enrage toggle
Aggro increase and melee stat buffs
Hunter Set- Range
Grants Stealth
Higher stealth = dodge chance and crit chance
When you become completely stealthed, bear traps will be placed around the ground near you automatically, which stun lock/slow down enemies.
Debuffs caused by ranged weapons have double duration and increased damage (if they deal an damage)
When fully stealthed, all range projectiles pass through blocks.
Psychic Set - Mage
At a certain point of progression you gain the ability to use 2 scrolls at once and doubles their duration.
You respawn with full health.
Symbiod Set - Summoner
- Has different Stardust Guardian like summons that you acquire at different stages of the game and which you can cycle through. They are:
- Demon - First unlock
- Sphere
- Shadow/clone
- Kraken Dragon
- Bomb - design inspired by Jigen Bakudan - automatically flies up to enemies, attaches itself to them, and after a few seconds explodes dealing a lot of summon damage
- None - base stats of the armor are slightly increased
Switch Glove
Change your equipment set up with 1 click!
You can assign equipment to the glove - a window similar to the Mannequins new interface opens, you place the equipment you want to swap out in those slots. By clicking the Switch Gloves you swap out your current equipment with the assigned equipment. You can switch anywhere between an entire armor set, all 5-6 accessories and mount to just a few accessories.
Examples for the Switch Glove:
- You assign the Ankh Shield to your first accessory slot, every time you use the Switch Gloves the Ankh Shield is always swapped into the first accessory slot. This way you quickly negate debuffs.
- Specter Helmets, during a boss fight or invasion you can quickly switch between your Damage and Healing builds.
- You can Switch between Titanium helmets and accessories, quickly shifting to a different class.
- Equipping a Slime Mount for quick dodging and hellevator transportation or the Fishron mount for building and boss battles.
- Equipping the Philosophers Stone, healing, then swapping it out for another accessory.
- Swap out to your exploration set up or building set up with the Block Master armor, building accessories, UFO mount.
Placeable:Asphalt Platforms
Totem Pole
- The totem pole provides you luck when you're around it.
- There are 3 different parts of the pole, obtainable at different stages. Each part provides luck equivalent to a Luck Potion (From Lesser to Greater respectively)
- Base totem is a Bear, sold at all times.
- Post-WoF you unlock the Fox totem, must be placed on top of the Bear totem.
- Post-Planthera you unlock the Eagle totem, must be placed on top of the Fox.
- Each piece is sold by the Witch Doctor for 15 gold.
Pot of Gluttony
- Feed it food to increases the spawnrate, rare creature spawnrates and max number of mobs depending on th "quality" of the food (Quality = Well Fed, Plenty Satisfied, Exquisitely Stuffed, the better the quality is the higher the spawn rate.)
- Buff lasts for half the length of the food you fed to it. While the buff is active the pot's eyes are lit and an aura appears on the outlines of the pot.
Oroboros Curse
- Right click to get a buff. You respawn where you died.
- Sold by Skeleton Merchant in HM
Sideways passing blocks - Arrow Blocks
Toy Brick
Random/Magic Block - always places a random building block (which you CAN mine at your current point of progression)
Potions:
Poise Breaker Potion
- Decreases the knockback resistance of enemies by 50%, after you hit them.
- Tooltip: "Poise."
- Crafting: Bottled Water + Fireblossom + Deathweed + New Fish.
Sage Potion
- Increase your maximum mana by 40
- Crafting: Bottled Water + Fallen Stars + Princess Fish + New Hallow Plant.
Barrage Potion
- Increases melee and whip speed and size by 20%.
- Crafting: Bottled Water + Fireblossom + Shiverthorn + New Hallow Plant.
Flask of Frostburn
- Grants Frostburn to Melee and Whip attacks
- Crafting: Bottled Water + 5 Ice Blocks or from a new post-Skeletron material
Flask of Weathering
- Grants Weathered to Melee and Whip Attacks. Weathered decreases the attack damage and knockback resistance of an enemy mob.
- Crafting: Bottled Water + 2 Sturdy Fossils
Items:
Floating Safe and Defenders Forge Fragment
- Safe and Defender's Forge counterparts of the Money Through. Crafted with Cloud, Feathers + Safe/Defenders Forge.
Money Bag
- Right click to open - drops 5-15 gold (amount is doubled in expert mode!)
- 10% drop rate from rare creatures (enemy mobs caught on the Lifeform Analyzer)
Soul Bag
- Right click to open - drops 5-15 souls (amount is doubled in expert mode!)
- 25% drop rate from Pigrons in Hallow/Evil biome - the type of Pigron you killed (Evil/Hallow) drops the corresponding souls.
Angel Heart
- Consume to respawn with full health
- Dropped by a new optional HM boss
Flashlight
- Hold to light up.
- Lights up futher away but isn't very wide and only lights up in your line of sight.
- Sold by Demolistionsit - 5 gold
Celestial Hourglass
- Fast forward to the next day.
- 1 day cooldown.
- Dropped by the Lunatic Cultist in Expert Mode - 25%
Beginning of the End Tablet
- Initiates Boss rush.
- As a reward you get the World Trophy and 5 platinum coins * the difficulty of the world.
Portal Staff
Summons a portal. Left click to place the portal for 3 minutes. Right click while holding the staff to teleport and remove the portal.
Focus Visor
- Hold to use.
- You see everything as if it's day and entirely lit up, but you only see things in your line of sight (you only see things that aren't obstructed by blocks).
- Light passes through more blocks, similar to the Night Vision buff.
Placeable turrets / Hazards / Traps:
Mechanical Catapult
Double Turret
- Similar to the Cannon and Snowball Launcher, you place it, hold it and shoots bullets. Deals 20 ranged damage.
- You can adjust its angle while shooting!
- Sold by the Arms Dealer post-EoW/BoC for 20 gold.
Siege Engine
- Throws boulders.
- Useful against invasions at the beginning of Hardmode.
Falling Icicles
- Fall when they're hit by a projectile, NPC or player. When they break/hit an NPC or a player, small ice particles appear dealing splash damage, similar to crystal bullets.
- Crafted with Ice Blocks at the Ice Machine.
- Naturally spawning hazard in the Ice Biome.
Guillotine Trap
- When activated, a blade falls from the above, similar to a boulder but it falls much quicker.
- Deals 150 damage and inflicts the Bleed debuff for 2 minutes in expert mode.
- Found in the Dungeon.
Ghost Painting Trap
- Triggers when the player is behind a dungeon painting with a ghost in it. Ghost hands grab the player, inflicting the Spooked Debuff, decreasing your defense by 20 and increasing your movement speed by 30% for 20 seconds.
- Random paintings throughout the dungeons have ghosts inside them.
- If you're careful you can notice a tiny bit of ectoplasm emitting from the paintings.
- Revealed with the Dangersense Potion.
- Works with a unique player sensor. It is placed onto the painting itself, these sensors are placed the same way actuators are placed, over blocks, in this case, over paintings.
Trapped Ghost in a Chest
- Dungeon chests have a chance to transforms into a Vengeful Ghost upon unlocking.
- Ghost drops the loot from the chest on death. If the player dies, the ghost becomes a normal chest again.
- You can tell if a chest is possessed if ectoplasm is emitting from it.
Iron Maiden Trap
- Closes when actiavated, dealing a lot of damage to the player and inflicting Bleeding and Slow.
- Found in the dungeon.
Bear Trap
- Deals continuos damage and stuns an enemy (or just deals enough knockback so it stays in one place)
- Crafted with 3 Iron Bars and 1 Wire.
Melee:
Flying Fish Trident
Scrap-Iron Scythe
Rapiers
Chain Tendrils
Fishbone Pickaxe
Range:
Hellthrower
Bazooka
Dual Guns
Soul Shooter
Spiky Ball/Deadly Sphere Shooter
Gataling Harpoon
Compund Penetrator
New subtype of Bows: Greatbows
Magic:
Wizard's Fog Pipe
Magic Cards
Possessed Cards
Soul Drain
Lesser Force Wave
Force Wave
Magical Finger Guns
Moon Sword
Big Hat's Tome
You can only use 1 scroll at a time.
Counterpart to melee weapon imbues
Revival Scroll
Healing Scroll
Fairy Scroll
Scroll of Pain
Summoner:
Antlion Staff
Jurassic Staff
Cannon Sentry
New sentries that create a circle, enemies in that circle are focused by summons and gain bonus tag damage and crit. Example:
Venn Dia Gram Staff
Black Hole Devourer Staff
Flying Fish Trident
Crafting: Breathing Reed + Trident + Feathers
Upgrade to the normal Trident and retains both abilities.
While underwater. Right click (or hold right click to charge) to dash towards the the direction of your mouse cursor.
While raining and holding this item, grants additional movement speed.
While not attacking you hold the trident straight up, next to you, and still breath if it's above water
Iron Tome of WisdomTooltip: "You can't read the hieroglyphs inside, but it'll make good use for swatting flies"
Extreme knockback against airborne enemies
Found in the dungeon on a book shelf
Scrap-Iron Scythe
Obtainable only when you are both ina Graveyard AND a Junkyard (artificial biome) at once.
Inflicts the Scrapped debuff - the next attack ignores up 25 defence and KB resistance is decreased by 40%
Can destroy most enemy projectiles.
Rapiers
Can attack from all angles, just like shortswords, but have a much longer range and much higher critical strike chance. They also pierce.
Chain Tendrils
Pre-hardmode equivalent to the Chain Guillotines with fewer chains.
Crafted with a Chain Knife, 10 Chains and 10 Bones.
Fishbone Pickaxe
Fastest pickaxe Pre-HM.
Crafting: Bone Pickaxe + Reaver Shark
Range:
Hellthrower
The ultimate flamethrower! Longer range than the Elf Melter and lacks damage penalty. Passes through blocks.
Instead of On Fire! it incflicts both Cursed Inferno and Ichor. Consumes Gel, Ichor or Cursed Flame.
Crafted with Elf Melter, 10 Luminite Bars and 10 Ichor OR 10 Cursed Flame.
Bazooka
Shoots a charged up giant explosive, a small explosion happens behind you, if your behind happen to be close to blocks, you'll take damage.
Tooltip:"GUM-GUM BAZOOKA!"
Dual Guns
You alteranate fire between 2 handguns. Autofire for 12 rounds (6 for each ahndgun), after which the attacks pause, you hear a reloading sound and continue firing.
Tooltip: So anyway, I started blasting.
Crafted with the the Handgun/Phoenix Blaster and Revolver.
Soul Shooter
Upgrade to the Venus Magnum.
Whenever it hits an enemy, all enemies of the same type around you take the same damage as well.
Example: you shoot a Moss Hornet and all Moss Hornets on screen take the damage too. You shoot a Scarecrow during the Pumpkin Moon and all scarecrows on screen take the damage. Shoot the Pumpking and all Pumpkings on screen take the damage.
Tooltip: "I GOT A GUN."
Spiky Ball/Deadly Sphere Shooter
Early HM Launcher that shoots spiky ball-like projectiles.
Crafted with Souls of Might, Iron Bars and Spiky Balls.
Gataling Harpoon
Shoots up to 3 consecutive harpoons.
Crafted with Harpoon, Illegal Gun Parts and Hellstone Bars.
Fan of KnivesCrafted with an entire stack of poison knives
You throw 3-7 poison knives in an arc
Compund Penetrator
Low damage for its tier, Pierces up to 9 enemies, increases its damage after each pierce, hence the "compound" part
New subtype of Bows: Greatbows
They're use time is low, but they deal very high damage than other bows at the same point of progression. They shoot special arrows: Greatarrows, they deal very high damage, and are shot very quickly. They stick to enemies dealing a DoT, similar in fashion to the Bone Javelins.
Magic:
Wizard's Fog Pipe
You blow a white fog from your pipe, enemies that touch it and step into it take damage.
Dropped by enemies in the Hallowed - 2%.
Magic Cards
A magical set of playing cards! Works like the Magic Dagger but it's pre-hardmode.
Does not pierce. Sticks to enemies inflicting a DoT effect dealing 3 damage for each card (Just like Bone Javelins)
Sold by the Travelling Mercahnt for 8 gold.
Possessed Cards
Works like the Magic Dagger and Magic Cards. Cards home in on enemies.
Does not pierce. Sticks to enemies inflicting a DoT effect dealing 12 damage for each card (Like Bone Javelins and Magic Cards). After sticking for 5 seconds the card explodes, dealing AoE damage and attaching a DoT dealing card to near enemies.
Crafted with the Magic Cards, Magic Dagger and 10 Ectoplasm.
Soul Drain
Works similarly to the Life Drain but works only at close range (up to 20 blocks away). When it kills an enemy they drop a life recovery heart and a mana star.
Crafted with Life Drain, 5 Souls of Fright and 5 Ectoplasm.
Looks like a glove with a red palm.
Lesser Force Wave
Used to push enemies away from you in a straight line, 5 block range
Can be charged by holding the click, increases knockback.
Tooltip: "Hatsu"
Dropped by Dark Mage from the Old One's Army, or sold by the Witch Doctor for 10 gold after defeating a Dark Mage.
Force Wave
Deals damage to all enemies near you, 8 block range.
Can be charged by holding the click, increases knockback and damage.
Tooltip: Insert Dark Souls reference. I suggest "Try finger, but whole!"
Sold by Wizard after Queen Slime is defeated for 30 gold.
Psychic WaveBest knockback dealing magic weapon in the game.
Defiling DominoHIgh mana cost
Releases a black spiral, if it kills an enemy, another spiral/another part of the spiral is released for free - for no mana.
Dropped by Demons in HM - 2%
Magical Finger Guns
Rapidly shoot lasers from the tips of your fingers! Upgrade to the Laser Rifle.
Tooltip: "Bang"
Moon Sword
Hold the sword to charge the attack.
Consumes mana upon unleashing the attack.
Psychic Energy BallsShoot purple energy balls, they home in on enemies.
Psychic ForcefieldsYou create circular forcefields where your cursor is, they're bigger than the Electrosphere Launchers projectiles and last longer.
Enemies get trapped/slowed down inside simillar to the Lightning Aura Staff.
Post-Martian Madness
Spellbinding CirclesSimilar to the Psychic Forcefields.
Acquired at the start of HM.
Fighting MusicSwith between instruments with right click
Each instrument/melody has a different attack (slash, explosion, shot)
Tooltip: "Check it out!"
Spear StaffCrafted with Diamond Staff and Magic Missile.
Created a big magical spear projectile that deals high damage and pierces 2 enemies.
Tormented Cry / Spirit ScreamsConsumes both health and mana. Because of this, it deals more damage than its usual tier of magic weapons.
Cursed SkullsConsumes health isntead of mana. Slightly homes, and deals very high damage.
Big Hat's Tome
It's magic damage is always equal to your maximum mana
Time DaggersLike Magic Daggers, daggers have an afterimage which stays for 1-2 seconds dealing damage.
Scrolls - new mage items: Grants a powerful/useful buff for a limited time (5 minutes) but uses large amounts of mana (~300) and decreases its duration while you're using a non-Magic weapon (but accessories that deal damage, like the Spore Sac, will not decreas the buffs length). Has a cooldown of 10 minutes (Scroll Sickness).You can only use 1 scroll at a time.
Counterpart to melee weapon imbues
Revival Scroll
Uses 350 Mana
If you would die, your max hp becomes 1 instead. Synergizes with items that work when you're at full hp, since when you're at 1 max hp, you're always at full health, until you die that is.
Healing Scroll
Uses 300 Mana
Grants health regeneration - 2 hp/s
Fairy Scroll
Uses 250 mana
Call forth a special fairy to reveal treasure and rare creatures.
Soothing ScrollUses all your mana, heal the lowest health player on your team by that much health
Scroll of Pain
Gain a buff for a few seconds, all daamge you receive is reflected towards your mouse cursor and doubled. You must hold this scroll to reflect the damage.
Short Cooldown.
Summoner:
Antlion Staff
Summons a baby antlion sentry, it attacks by spitting sand projetiles and has a hitbox
Obtainable from Desert Chests
Jurassic Staff
Summons a random baby dinosaur. (Includes T-rex, Pterodactyle, Triceratops, Quetzalcoatlus, Velociraptor and Mosasaurus)
Dropped by Desert Mimics - 30%
Chess StaffSummons chess pieces!
First summons up to 8 pawns, each of which consume only half of a summon slot. Each of the other pieces consumes 1 slot. Summons up to 16 pieces (12 summon slots), each piece being stronger and stronger.
Bouncy Sphere StaffUpgraded Deadly Sphere Staff + a bit of Pinky and Planthera.
The spheres bounce off the floor and off each other.
Cannon Sentry
Shoots cannonballs, just like the actual Cannons
New sentries that create a circle, enemies in that circle are focused by summons and gain bonus tag damage and crit. Example:
Venn Dia Gram Staff
Places a circle sentry. It does not attack enemies but any summon damage dealt inside this circle has increased tag damage and enemies inside the circle are targeted.
When you summon multiple circles which overlap - damage dealt inside the overlapped sections is increased even more.
Black Hole Devourer Staff
Summons a black hole sentry.
Sucks enemies into it. / Hands come out of the portal and drag mobs one at a time into the portal.
While a mob is inside the portal, the portal begins "eating" them, dealing damage at a high rate.
Desert Shepards CaneMinions follow your mouse cursor as you hold this item
There are so many weapons to use in a playthrough that i'd wish i could use more of them while not cluttering my inventory with 5+ weapons to use at one time, i'll only use 3 of them at most. I suggest adding more tiers of progression - more content around mech bosses to golem, so players can have more opportunities to use different weapons.
They don't need to provide many drops in term of weapons, but just some useful equipment, potions or delving more into some unexplored parts of the game like Cannons, Musical Items, Upgrades to NPC weapons/expanded shops/ more options to click when talking to some NPCs etc.
Here's suggestions for more fights/content:
Lava Sharks in the Underworld
New Post-all mech bosses invasion, The Troupe. It will always appear at the beginning of the next day after you've defeated your third mechanical bosses.
It unlocks a new Joker/ Jester/ Clown NPC.
Skill Trader NPC - takes in gems as currency for a trade.
Desert Mimic (opposite of the snow mimic).
Artificial mini biome - Junkyard
Overhauls
They don't need to provide many drops in term of weapons, but just some useful equipment, potions or delving more into some unexplored parts of the game like Cannons, Musical Items, Upgrades to NPC weapons/expanded shops/ more options to click when talking to some NPCs etc.
Here's suggestions for more fights/content:
Lava Sharks in the Underworld
New Post-all mech bosses invasion, The Troupe. It will always appear at the beginning of the next day after you've defeated your third mechanical bosses.
It unlocks a new Joker/ Jester/ Clown NPC.
- He sells buff stations, musical instruments, music boxes, toys, some magic and range gear.
- Has an Entertain option. He performs a magic trick - granting you a buff for 10 minutes.
Skill Trader NPC - takes in gems as currency for a trade.
Desert Mimic (opposite of the snow mimic).
Artificial mini biome - Junkyard
Overhauls
- Marble Biome - Underground Marble Coliseum. Large biome, comparable to Granite. A few more enemies.
- Granite Biome - Hanging lights. Lights from cores, and from cracks in the background. A few more enemies.
- Floating Islands - 1 more mob and 1 unique flotaing castle structure, in sky, horizontally positioned between the Snow Biome and the Dungeon.
- Lihzarhd Temple - More enemies, and a few more challenges in the templer aside from traps. As it is now it reminds me of hoe the Eclipse in 1.2 had only a few enemies but then got overhauled to something completely different.
- Ocean
- Post-HM Underworld
- Post-HM Desert
- Post-HM Snow Biome
- Some NPCs
- Skeleton Merchant - His only point in HM is to get the Yoyo Glove + Counterweight and maybe the Slap Hand for fun.
- Angler - Give accessory rewards for fishing more consistantly + he's rarely utilized in HM
- Merchant - not all that useful in HM
- Fishing in post-HM isn't as prominent as in Pre-HM
- Extractinator
- Windy day + Heavy raining = Storm Event
Changes to specific items:
Miscellaneous changes:
Small inconsistancies
- Hero Shield
- Also grants 0.5 DR for every 50 Aggro points.
- Golem Fist
- Make it work similar to the Chain Guillotines.
- Smoke Bombs
- You throw them and they explode upon tile collision. They won't break tiles, and they'll just spawn a lot of smoke in one place.
- Use Shell Piles at an Extractinator.
- Extracts Coralstone, Seashells, Starfish, Coral.
- Make all Jellyfish Jars also Light Pets
- Same lighting as the Crimson Heart/Shadow Orb.
- Binoculars
- While standing still, right click to look further away with them.
- Love Potions make NPCs 100% happy (you get the max discount for 30 seconds)
- Stink Potions make NPCs 100% unhappy (prices are maxed out for 30 seconds)
- Magic Dagger
- Replace it from the mimics drop pool with another item and make this item sold by the Wizard.
- Throw 3 consecutive daggers instead of one, but increase the mana cost a little.
- Auto swing.
- Hunter Potion
- Also highlights enemy projectiles
- Strange Brew
- Rework it to heal you with 120 but has a shorter cooldown ( 52 seconds for example, 39 with the Philosophers Stone)
- HM only
- Celestial Emblem
- Change the recipe to Avenger Emblem + Magnet Flower (instead of Celestial Magnet) and grant 8% mana reduction, but does not retain the auto mana potion consumption.
- Arctic Diving Gear
- Flipper potion-like movement in water
- Diving Helmet
- Increase drop chance to 3-5%
- Obsidian Water Walking Boots, Molten Charm and tinkers
- Replace the Obsidain Skull in its recipe with the Obsidian Horseshoe and give all tinkers additional fall damage negation.
- Daybreak
- Increase trajectory length and speed
- Blood Thorn
- Make thorns appear on platforms
- Fairy Boots
- Material for Lightning Boots
- Blowgun
- Make it more viable - darts shoot in a straighter path and shoots more frequently.
- Gravity Globe
- Move it to be dropped by Lunatic Cultist in Expert Mode
- Honey Balloon
- Add a recipe for the Bundle of Balloons that replaces the Sandstorm in a Balloon with the Honey Balloon (finally makes this accessory useful + no need to have a sandstorm in a bottle in your world)
- Djinn's Curse
- Make it an accessory
- Or make it a vanity item, but also be a material for an accessory that has the same functionality as the original Djinn's Curse.
- Frost Hydra Sentry
- After damaging an enemy, it summons the Cool Whip's Snowflake for a few seconds.
- Frost Hydra itself also has a hitbox
- Inflicts Frostburn.
- Moon Lords Legs
- Make it obtainable in any world but make it very very rare. Make it obtainable in Master Mode
- Aerial Bane
- Increased projectile size, speed and damage
- Staff of Earth, Stynger
- Dropped post-Golem by Lihzahrds - Golem has a very big pool of items.
- Pygmy Minions
- Make them deal contact damage.
- Grappling Hook
- Instead of being sold by the Goblin Tinkerer, let the Merchant sell it. By the time you get the Goblin Invasion, you've already most probably got a gem hook.
- Stardust Leggings
- +15% movement speed - all other luminite leggings have speed modifiers and so does Spooky Wood, why doesn't the Stardust set have it?
- Ice Skates
- Increases movement speed by 5%
- Obsidian Rose
- Immunity to On Fire! - tinkers do not gain this bonus
- Rainbow Crystal Staff / Lunar Portal Staff
- Make the first sentry you summon stay on top of your head, just like the Chlorophyte Armor's Crystal Leaf
- Wet Bombs
- Obtainable earlier - e.g. from Water Chests/Ocean Crates
- Panic Necklace and Honey Comb buffs
- Buff - if you take a lot damage at once, the duration of the buff is increased depending on the damage you took.
- Angler Armor
- Set bonus: You can do up to 2 Fishing quests per day
- Peace Candles
- Peace Candles require 2 Gold/Platinum bars to craft, while normal candles require only 1 bar. Make them cost the same Gold/Plat bars
- Shroomite Helmet
- Make it also buff Flamethrowers
- Shark Bait
- Make it a secondary item in Water Chests and Ocean Crates, and make it rarer
- Obsidian Torches
- Make them brighter, they're very dim
- Portal Gun
- I see no point in Moon Lord not dropping another Portal Gun while you already have one in your iventory.
- Staff of Regrowth
- Make it grow random flowers/bushes/vines while holding click on grass blocks
- Bananarang
- Increased drop rate to 5-10% and drops in stacks of 2-4
- Phaseblades and Phasesabers
- Increased attack speed
- Phaseblades gain 5 armor penetration
- Phasesabers gain 15 armor penetration
- Phasesabers obtanable post 1 mech boss
- Bee Armor
- Extra Set Bonus: Whips summon bees on hits
- These bees inherit weapon imbue buffs
- Adamantite and Titanium Pickaxes and Drills
- Pickaxes one tier lower can mine all the ores these pickaxes can mine, there's no point incrafting these really.
- Make them much faster, faster than the Pickaxe Axe/Drax but slower than the Shroomite Digging Claws
- Cool Whip
- Make the Snowflake projectile be affected by damage modifiers.
- Increase the Snowflakes damage in Expert Mode to 20, and in Master Mode to 40. Summon up to 2 Snowflakes at once.
- Decrease the base damage of the whip and make it so there are 2 Cool Whips with overlapping attacks.
- Spider Armor
- Extra Set Bonus: Whips inflict Acid Venom and have a chance to spawn baby spiders when attacking an enemy.
- Pirate Minions
- Deal contact damage
- Blood Moon Fishing mobs + Duke Fishron
- Fishing line wont break when you fish enemies up.
- Advanced Combat Techniques
- Improved buffs in Expert Mode and in Master Mode
- E.g. +12 defense in Expert and +24 in Master
- Nerf Obsidian Armor just a bit more - +35% speed and +50% range on whips is still very strong. When you compare this armor with other armors of the same tier its much stronger.
- Toolbelt
- Change to: Increase block placement and mining range by 2
- Bramble Crates (thats the name for HM Jungle Crates)
- Have a chance to drop chlorophyte ore post all mech bosses
- Hexxed Branch
- Give it a double jump
- Disco Ball
- Sold by the Party Girl isntead of the Merchant
- Give it better visual effects, something like the 1.4 EoL effects
- Dirt Bomb
- Make them instantly explode on impact with a block - this way they can be used to instantly block off tunnels or stop enemies.
- Spooky Armor
- Set Bonus: + 25% whip length
- Hallowed armors holy protection outweighs the damage, i think the whip length might help.
- Flask of Fire
- Also grants an Ignite/Wildfire Debuff - Stacks On Fire! (deals 6 more damage per second) for each damaging debuff this enemy currently has, other tahn On Fire!
- Geyser
- Wired Geysers deal damage to enemy mobs
- Finch Staff
- Make it obtainable in any wooden chest, this way it feels like a counterpart to the Wand of Sparking. But still keep it in the Living Chest Pool
- Wand of Sparking
- Conversely, make this also obtainable in living wood chests. This way Living Wood Trees/Chests are useful for both Summoners and Mages in the early game.
- Flamarang
- Stackable to 2
- Magma Stone
- Grants On Fire! to Whips.
Miscellaneous changes:
- Make Fairies reveal rare mobs too
- This makes them useful in early HM, for locating Mimics and such
- Make Flesh Knuckles and Putried Scent obtainable in worlds with the opposite evil biome, or be able to summon Crimson and Corruption Mimics in any world but under some conditions
- Give them the Panic Knecklace and Band of Starpower treatment
- Cannons
- Fire without holding the cannonballs, just have them in your inventory.
- Buffed by the Shroomite Launcher Helmet.
- Pierce through multiple enemies.
- Have small AoE effect.
- You can wire multiple cannons, when you shoot with one of them, the other wired cannons shoot automatically as well.
- Oiled debuff
- Make it easier for bosses to get this debuff.
- I suggest an alt fire to all Explosive Trap Sentries, you through the trap/mine with your hand and if it hits an enemy, a boss for example, they get the Oiled debuff.
- Make the Tax Collector give you more money
- The more the game progresses, similar to how the nurse charges more
- Make it so you can't equip accessories that don't stack with each other and which are the same or ones an upgrade to the other
- E.g. : Celestial Shell with any of its tinkers
- E.g.: Monk's Belt, Squire's Shield, Huntress's Buckler, Apprentice's Scarf
- Make the Rocket Boots and tinkers + Soaring Insignia combo synergize better, so you can play around with rocket boots flight only - without wings.
- Also if you're using the Terraspark Boots, have a special interaction that grants you the Dunerider Boots' super sprint (on any surface) - in expert mode we have infinite flight post empress, will super sprint boots be too broken?
- Sprite updates
- All torches, unicorn horn, shurikens, daggers, Pharoahs Set, feral claws, rubble and decorative skulls in cavern layer caves, minishark
- All torches and unicorn horns look like sticks - it's not really aesthetically pleasing - they can look better if they look like cones.
- Many feet in the game look like triangles, but Leinforses leggings/fancypants look like actual feet. This is a pretty big change that isn't really worth it, but i'd like more leggings in the game to look like Leinforses.
- Add a placeable functionality to some accessories, similar to the Rock Golem Head
- Lucky Horseshoe
- All Boot accessories
- All Quivers
- All Gloves
- Change all instances of "minion damage" to "summon damage", since whips and sentries also benefit from so called "minion damage"
- Make wearing a Mining Helmet without a full mining set increase the spawnrate of Undead Miners
- Minions
- When you're running away from a boss, some minions will quit attacking the boss and attempt to return to you instead, even though the boss is right next to them.
- I think this is by design and this might actually be a bad change but i'd like more high-tier minions to be able to attack the bosses even while they're coming back to you.
- Merchant
- Make some often used materials and items sold by the Merchant post-HM
- Maybe sells specific materials based on the biome he is in, or the can sell copies of materials you have in your inventory, similar to how the Arms Dealer sells unique ammunition when you hold the the corresponding weapon, or how the Demolitionist sells you more Wet Bombs.
- Thorn Bush Hazards
- Most other hazards deal very high damage, but thorns don't. How about increasing their damage so they become more of a threat?
- Maybe double their damage in each difficulty, x2 in Expert, x4 in Master, x8 in for the Worthy (base damage for Evil Biome thorns is 10, and jungle thorns is 25).
- Place Piggy Banks, Water Candles and such on blocks, not just on platforms.
- Increase the drop rate of all Pearls from Oysters - it's almost impossible to get Pink Pearls.
- Make Water Chests more common.
- I don't know how to explain this but the slime hitboxes from specific angles are very weird, you don't hit them with whips and other weapons when yo uthink yo ushould. Maybe its because of the sloped blocks.
- Wet bombs, unique ammunition/unique weapons, other consumable items which you have and can be mass produced by NPCs.
- Add a tooltip to all these items or the weapons themselves that you can go to X NPC to mass-produce this item/the ammunition for this weapon.
- For example, for the Wet Bombs it can write "Can be mass produced by the Demolitionist when you bring this to him".
- Make it so when you pick up a duplicate of a weapon that's already in your inventory, if possible, make it not go to your hotbar.
- Common materials (Mushrooms, Stingers, Jungle Spores, Vertabrae, Rotten Chunk, Pixie Dust etc.)
- Stackable to 999
- Spears
- They're rather underused past the early game
- Give them an alt-fire - throw them, or spin them like the Sleepy Octopod
- Or give them more crit chance and or armor penetration and longer range.
- Or give some the ability to pass through walls
- Remove starter items (throwing knives, lesser healing potions, glowsticks) in endgame chests (Lihzahrd and Biome chests) and instead replace them with high tier potions (Lifeforce, Rage, Wrath so you can get them in Crimson/Corruption worlds, Greater Luck Potions, Potion of Return, Golden Delight, and more Gold Coins)
- Change auto select while mining blocks such that it ignores blocks you cannot mine/blocks which you don't have sufficient mining power for
- This makes mining Spikes in the Pre-HM Dungeon and in the Jungle Temple much easier
- Remove random Demonite/Crimnite ore throughout the world. It's rare and a few chunks of demonite aren't enough for anything.
- Possessed Armor spawns Wraith/Ghost on death
- Signs
- Currently you cannot move with arrow keys through typed text in the sign
- I'd like there to be a way to save changes to signs faster. For example - sign saves the changes when you click Esc
- Dye Plants
- Auto select doesn't really work with dye plants, since they're just 1 block. Make it so its easier for auto select to detect dye plants/other 1 block things.
- Quickstack/Deposit/Restock from Money Through/Void Vault/Safe/Defenders Forge
- When you pick up an item which you alread have in your void vault and it is stackable, qucik stack the picked up item to the stack in the void bag
- Wyverns won't spawn during boss battles.
- Add a message in the middle of the day to remind that the travelling merchant is waiting for the player. Sometimes i forget he arrived.
- Endgame boss progression seems a little off - after beating Plantera, Golem and Cultist pose no real threat, so in a way after defeating plantera you can just go straight to Moon Lord. Id either make them more difficult or add another manditory step/boss before Cultist.
- Be able to place furniture and blocks even if town NPCs are in the way.
- If 2 town NPCs are in the same spot, either make a way to move one of them or to talk to whichever one you want.
- I suggest two speech bubbles pop up - one for each npc - you click the speech bubble of the npc you want to talk to
- Or you can emote and one of them will be forced to move towards you. The other one won't move
- Items that have fallen outside of the edges of the world are moved into your inventory, just like how banners are put into your inventory.
- Keep items favorited after you've asked the Guide about using it for crafting.
- Make the names of the items you're holding, that appear above your hotbar, have the same color as their rarity.
- Give archer cultist icons on the minimap.
- After hitting archer cultists accidentally you know where they run off to.
- Make it so only one person can edit a sign at a time.
- Move through the text in chat and in signs with the arrow keys.
Small inconsistancies
- You can only move your map up with "space", even if you've changed your "Up" button.
- You can fall through liquids while water walking.
- There are times when I fall through liquids even with water walking on. I think it's because of slanted blocks.
- When I have a full inventory and I'm fishing, when I catch a Bomb Fish or Frostdagger fish, only 1 is dropped, not multiples.
- Sometimes Life Fruits disappear after hitting them.
- Yoyos sometimes glitch through walls if they are too close to you - the yoyo goes through the wall and comes back to you.
- If you unlock your hotbar in multiplayer and save and exit, this change won't be saved the next time you enter multiplayer.
- It stays locked in single player.
New Features
Accessory Swap
Low health signaling
Auto-buff
Create a few, new unique prefixes for minionss and sentries, for example
Smarter Void Bags
Spawn enemies from the Bestiary in Journey Mode
Overbuffing
One giant storage chest - crafted and expanded with Books from the dungeon.
Hints for events, items, bosses for new players.
Accessory Swap
I'm fine with the recent change to the vanity accessory slots, but I think it would be best if there's a new feature to replace it, just like how Torch God was added so you can automatically place the correct biome torches.
Add a new feature that lets you swap out accessories better than before, here are my solutions:
- Swapping out accessories/armors by having them in your hotbar and clicking on them.
- What if you want to replace an accessory in a specific slot? I suggest the order in which you swap out accessories is backwards of your hotbar, hotbar's slot 0 = 1st accessory, slot 9 = 2nd accessory, slot 8 = 3rd accessory and so on.
- Previously mentioned Switch Gloves (New Content -> Items). Swap out however many armor pieces and accessories that you desire with just 1 click! Or instead of an item, make it a feature in the game.
Low health signaling
An easily noticeable but not distracting way of signaling low health. The player closing their eyes slightly isn't the most noticeable thing.
Here are some suggestions I came up with:
- Players health bar or a exclamation point appears above their head at low health
- The player starts flashing in red on low health or during invincibility frames
- Colors change near the edges of your screen/ make it red or maybe even customizable
Improve the gamesense in general
When you're not paying attention and for new players expecially it's difficult to register when you're getting hit and how hard you got hit, from where did the hit come from, seeing projectiles, assesing the danger of situation, keeping track of your health constantly.
Auto-buff
- When your buff potions wear off and you're still in an event or boss battle- the buffs are automatically consumed without you needing to press buff.
- Avoids lose of max health from the Lifeforce potion and despawning of a minion from the Summoner potion.
- No more forgetting to drink potions with short durations like Magic Power and Ale.
- Enable/disable option for auto-buff during bosses and another option for events in settings.
Create a few, new unique prefixes for minionss and sentries, for example
- Perfected: +20% damage and decent knockback
- Primal: +5% damage and a lot of knockback
Smarter Void Bags
- Quick Stack and Deposit All to chests automatically works with items inside your Void Bag.
- Picking up a stackable item thats already in your Void Bag gets put in that stack automatically
Spawn enemies from the Bestiary in Journey Mode
- You must have revealed all information about the mob before you can summon it AND you must have defeated Moon Lord
- You can also summon NPCs and bosses this way
Overbuffing
One giant storage chest - crafted and expanded with Books from the dungeon.
Hints for events, items, bosses for new players.
Any creative criticism is welcome!
Thank you for your time.
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