• Journey's End on PC - Find info here and here. Please report bugs and issues for PC 1.4 and 1.4.1 to Re-Logic here.
  • Journey's End on Mobile - Find info here. Report bugs for Mobile 1.4 to DR Studios at this link and give as much detail as possible.
  • 1.4 will bring many changes to the PC version. We strongly advise making plans to back up your worlds and players prior to updating your game. More details here.
  • Console and Switch - The latest news can be found here. To report a bug, please use this link.

PC Portfolio with suggestions for Journey's End

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.


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.
Lava Sprite
  • Light Pet. Better lighting than the Shadow Orb and Crimson Heart.
  • Found in Locked Shadow Chests/Obsidian Lootboxes
Fairy in a Bottle
  • 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.
Flying Anglerfish
  • 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~"
Motorcycle
  • 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
  • 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
(Frostburn IS better than On Fire!, I think the Flask of Fire should be changed, i included a suggestion for its change later on)

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
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 Wisdom
Tooltip: "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 Knives
Crafted 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 Wave
Best knockback dealing magic weapon in the game.​
Defiling Domino
HIgh 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 Balls
Shoot purple energy balls, they home in on enemies.​
Psychic Forcefields
You 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 Circles
Similar to the Psychic Forcefields.​
Acquired at the start of HM.​
Fighting Music
Swith between instruments with right click​
Each instrument/melody has a different attack (slash, explosion, shot)​
Tooltip: "Check it out!"​
Spear Staff
Crafted with Diamond Staff and Magic Missile.​
Created a big magical spear projectile that deals high damage and pierces 2 enemies.​
Tormented Cry / Spirit Screams
Consumes both health and mana. Because of this, it deals more damage than its usual tier of magic weapons.​
Cursed Skulls
Consumes 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 Daggers
Like 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 Scroll
Uses 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 Staff
Summons 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 Staff
Upgraded 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 Cane
Minions 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.
  • 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:
  • 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
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
Middle click on a material to narrow down the crafting menu to items that only include that material.


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.
 
Last edited:

Scratch Lunin

Eater of Worlds
There is so much I like about this, but I can't even list them all. This is really cool, especially the items. I'm not sure if these will be in the game, but I don't want them to go to waste. Perhaps you could join my mod team and help us with a mod we're planning to start, so we could add these to the game?
 

J Bame

Terrarian
Gliding Cape - Accessory
  • Hold UP while falling to glide and fall slower.
  • Hold DOWN while falling to fall faster.
  • Obtainable from Sky Chests and Crates
Explorers Spacesuit
  • Nullifies the effects of low gravity in space, makes you fall faster while closer to the ground and combines the abilities of its materials.
  • Crafted with: Gliding Cape, Night Vision Helmet, Pharaoh's Robe, Arctic Diving Gear, Obsidian Horseshoe and 20 Meteorite Bars.

Fun idea, but why does it have a downgrade accessory (falling faster over time is a downside with an effect like this) that is made with that many items that are almost completely unrelated to each other?

Head of Hades - Accessory
  • Double tap DOWN to turn on permanent stealth, enemies are much less likely to target you. Even if you are hit you are still invisible.
  • Defense is cut in half.
  • Dropped by Medusa in Crimson/Corruption
  • Does not work in PVP.

Weird item here. With the way enemy targeting works in this game it has 0 impact in Singleplayer, and also comes with a rather big downside that'd make you never use it. It's also got a weird way to be obtained (why Medusa, and why evil biome?) and for some reason it's locked in the only mode where it'd be kind of interesting.

Frog Carpet
  • Crafted with Frog Leg and Flying Carpet
  • Combines both effects of the Frog Leg and Flying Carpet
  • While you are riding the carpet you can jump into the air and continue riding the carpet
  • I just love the frog leg and want to be able to use it later on as the game progresses, but using it as a separate accessory seems like a waste sometimes.

I don't think the Frog Leg is made for this item, really. You always use it with Balloons and Wings, and the Carpet doesn't exactly work too well with those. I'd just add the new effect to the base Carpet, since that's really how it should work already.

Sandstorm Scarab
  • Grants the player 2% Summon damage, 2 defense, 1% damage reduction times your maximum number of minions. For example you have 5 maximum minions, the accessory will provide you with 10% Summon damage, 10 defense and 5% damage reduction
  • Obtainable from Pyramid Chests
  • Material for Demon Contract

Interesting idea and it's exactly what summoner needs, although increasing minion damage like that wouldn't work the way you think it does (A Minion's damage is set the moment it's summoned, it does not update unless you summon again), unless they fix that of course.

Cerberus Leash
  • Increases your max number of minions by 1.
  • Obtainable from Shadow Chests in the Underworld
  • Material for Demon Contract

I love this one, it's simple and it's yet another thing summoner needs for PHM; a good general combat accessory.
Demon Contract
  • Grants the player 2% Summon damage, 2 defense, 1% damage reduction times your maximum number of minions.
  • Increases your max number of minions by 1.
  • Regenerates life while a sentry is summoned.
  • Crafted with the Sandstorm Scarab, Cerberus Leash, 1 Forbidden Fragment, 5 Chlorophyte Ore.
  • Material for Purified Scarab

I think you can get away with making this Early HM and dropping the random Chloro Ores in the recipes. There may also be a different material you could use instead of the Desert-Themed Forbidden Fragments (Living Fire maybe?)

I also don't think it needs the Extra regen with a sentry thing, it's already doing enough as it stands.

Purified Scarab
  • Grants the player 2% Summon damage, 2 defense, 1% damage reduction times your maximum number of minions.
  • Increases your max number of minions by 2.
  • Regenerates life while a sentry is summoned.
  • Crafted with the Demon Contract, Pygmy Necklace and 6 Beetle Husks.
  • My idea for this accessory is the Witch Doctor exorcised the Demon Contract using his own jungle voodoo via the Pygmy Necklace.

Busted and unnecessary. 2 minions is huge and it'd be used for that alone, plus the previous accessory was fine already.

Mushroom Glowfish
  • Light Pet, Better lighting than the Shadow Orb and Crimson Heart
  • Acquired by fishing in a underground mushroom biome

Yes, we need more places to fish, even if it's just for cosmetics like this.

Even Claws
  • While you have accessories ONLY in EVEN numbered accessory slots, you gain 22% damage
  • Obtainable from Locked Gold Chests in the dungeon.
  • Material for the Balance Bracelets

I kinda see what you are trying to do here, but Demon Heart being a thing makes this broken as hell since it'd just be a much better Emblem unless you really don't want that 6th slot for a most-likely-not-objective reason.

Odd Helix Shell
  • While you have accessories ONLY in ODD numbered accessory slots, your defense is doubled.
  • Obtainable by converting Desert Fossils through the Extractinator. 1 in 300 drop chance
  • Material for the Balance Bracelets

Let's not double player stats please, especially in an item that'd have 0 drawbacks in the stage of the game where defense matters.

Balance Bracelets
  • 8% damage to all damage and 8 defense
  • Crafted with Even Claws, Odd Ancient Shield, 1 Light Shard, 1 Dark Shard.
  • One bracelet is black with a white gem on it, the other bracelet is white with a black gem on it.

That's really cool, but the stats could be a little better (and its downgrades need to be better designed)

Cursed Nail Mask
  • Cannot be willingly removed after being equipped. Accessory slot will be colored in dark purple.
  • Breaks after 10th death, curse will persist even in mediumcore.
  • Increases all damage by 15%, 5% critical strike chance and provides life regeneration 3hp/s
  • Increases spawn rate
  • 10% to be dropped by Red Demons and Nailheads
  • Tooltip: "Voodoo nails are drilled deep into your skull. The curse fills you with thirst for blood."

Yeah, this is not the kind of game where stuff like this would fit.

Funnily enough though, this literally doesn't have a downside as no one would ever unequip this insanely overtuned accessory, so why did you even bother making it.

Royal Scorpion Saddle
  • Summons the Giant Scorpion Mount. It's similar to the Bunny Mount in speed
  • Mines blocks horizontally. Useful for making your own underground rail line!
  • Found in Desert Chests

Desert Chests? You mean those in the Underground Desert or a new Biome chest? In the first case it's a bit too early to get a strong mining tool, in the latter it's way too late in the game to be useful.

Engineering Armor Set
  • Instead of just having the Engineering helmet as a vanity hat, lets make it an armor.
  • Increases block, wall, furniture and wiring placement speeds by 25% and range by 5 blocks.
  • Sold by the Mechanic.

  • Crafted with an entire Mining and Engineering Set
  • Increases placement and pickaxe/hammer/axe speed by 75% and placement and mining range by 8 blocks.
  • Provides light.
  • Increases movement speed by 10%.

Really cool ideas, but 75% on that upgrade is way too much. The 50% from Builder Potion + Gizmo pack is already very noticeable.

Solar Whistle
  • Spawn rate is decreased during the day, increased during the night and greatly increased during events. (Events include Forst, Pumkin, Blood Moon, Solar Eclipse, all invasions, all weather events)
  • Works by having it in your inventory, just like informational accessories
  • 25% to be dropped by Mothron.

I like it, but maybe better as an accessory? This is way too helpful for grinding to allow you to use it for free. At least it'd cost you a slot.

Iron Bone Potion
  • Negates knockback.
  • Crafted with: Bottled Water, Iron Ore, Bone and Daybloom.

RIP the only reason to equip a Cobalt Shield + upgrades.

Stardust Armor
  • The additional minion slots become shared with sentry slots. Or straight up give it 5 extra minions and 5 extra sentry slots.
  • Make the Stardust Guardian lure mobs near it in a 30 block radius and inflicts the Slow Debuff.
  • While the Stardust Guardian is dispatched you will also gain a buff similar to the Putrid Scent, making enemies less likely to target you. While the Stardust Guardian is not dispatched it provides you with 3% damage reduction times your max number of minions.
  • You can double tap DOWN to teleport to your last summoned sentry. Your last summoend sentry's edges will be highlighted.
How to make the ML sentries good: Multiply them by 5. I never though it'd be that simple to buff Stardust armor.

As for the second change... well that's what the Guardian is supposed to do already, it's just glitchy as hell because messing with enemy AIs is a bad idea. The DR is actually pushing it a lot now that it also gives that many more sentries, it's endgame so no one cares, but keep that in mind.

The new ability is unnecessary and also conflicts with the Guardian's activation, so i'd just drop it.

Solar Flare Armor
  • Make it so you always have a dash and it doesn't depend on having a shield.
  • Increase Damage and Defense so it's the best end game melee set.

Why isn't it like this already?

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.

Yes. Especially if you can turn it off so you don't accidentally waste potions while farming.
 
Last edited:

ShivTex3

Terrarian
Some of your ideas are really cool, And I would love to see them on game, But I would like to see images, Idk I cant imagine these items xD, You should consider adding some sprites For your ideas, It would be really nice to see some nice animated stuff here :dryadwink:
 

The Star Breaker

Steampunker
Fun idea, but why does it have a downgrade accessory (falling faster over time is a downside with an effect like this) that is made with that many items that are almost completely unrelated to each other?

I thought it would be a fun idea to play around falling faster depending on something, but just straight up accelerating the more you fall might be good enough.
The idea for this accessory is an accessory that combines multiple others that help while you are exploring the world. The Gliding Cape helps with mobility, Pharaohs Robe stops the Might Wind debuff while you're in a sandstorm, Diving gear helps with underwater exploration, and Obsidian Horseshoe helps with exploration in the underworld and finally makes this particular accessory viable. I can change around some of the accesories so it's better suited for all kinds of exploration.

Weird item here. With the way enemy targeting works in this game it has 0 impact in Singleplayer, and also comes with a rather big downside that'd make you never use it. It's also got a weird way to be obtained (why Medusa, and why evil biome?) and for some reason it's locked in the only mode where it'd be kind of interesting.

After the invisibility part i wrote that enemies will be less likely to target you, similar to how putrid scent lowers enemy aggro. I wanted to play around with the idea of permanent stealth, you stay stealthed even after taking damage.
You obtain it that way because of it's name "Head of Hades", the underworld god in Greek mythology. God of the underworld/evil => evil biome, greek mythology => Medusa. Then again, a marble biome must be near an evil biome for this to work, since marble can't be converted to an evil biome.

Interesting idea and it's exactly what summoner needs, although increasing minion damage like that wouldn't work the way you think it does (A Minion's damage is set the moment it's summoned, it does not update unless you summon again), unless they fix that of course.

I know about the damage, thats why i worded it in a specific way, perhaps I didn't word it correctly. My intention with this line "Grants the player .... times your maximum number of minions." is that it already knows your maximum number of minions you can summon, not the amount you have summoned. So for example, you can summon up to 5 minions, that means that it'll give you 10% minion damage right away to all summons, not this: giving 2% damage, then 4%, then 6% and so on.
But now that you brought that up again you reminded me about something, i totally overlooked the potion and bewitching table buffs, the moment you use those buffs you have to summon your minions all over again, which is a pain but it isn't something major.

I think you can get away with making this Early HM and dropping the random Chloro Ores in the recipes. There may also be a different material you could use instead of the Desert-Themed Forbidden Fragments (Living Fire maybe?)

I also don't think it needs the Extra regen with a sentry thing, it's already doing enough as it stands.
Comparing it to the Necromantic Scroll i think it's better to be a post mech boss accessory, hence the Chloro ore. But i do like living fire as a material for this.
I just realized that all other classes have class specific accessories early hardmode except for summoner (yoyo bag, magic quiver, celestial magnet/mana flower), so that's an argument for making it early hardmode. But i think that if you have both materials it will be enough for early hardmode.
The regen is because i want to make sentries more viable, rewarding the player for having sentries out.

Busted and unnecessary. 2 minions is huge and it'd be used for that alone, plus the previous accessory was fine already.
After think about it 2 extra minion slots on a single accesory really is a lot. Might change it to providing an addition minion and sentry instead.

I kinda see what you are trying to do here, but Demon Heart being a thing makes this broken as hell since it'd just be a much better Emblem unless you really don't want that 6th slot for a most-likely-not-objective reason.

I didn't understand the last part. Could you please explain it?


Let's not double player stats please, especially in an item that'd have 0 drawbacks in the stage of the game where defense matters.
Drawback is you cannot use 2 accessory slots, 1 slot is used by this shell, this leaves you with only 2 other accessories you can use.
Either way, the idea of this accessory was ODD accessory slots only, i agree the effect it has to be rebalanced to something else.


Yeah, this is not the kind of game where stuff like this would fit.

Funnily enough though, this literally doesn't have a downside as no one would ever unequip this insanely overtuned accessory, so why did you even bother making it.

The drawback is increased spawnrate.
I made it because i liked the concept of a cursed accessory and that's the entire ide behind it. The buffs/debuffs can be modified so it becomes balanced. No need to throw the idea in the trash just because i overstated it now, I can always change it.


Desert Chests? You mean those in the Underground Desert or a new Biome chest? In the first case it's a bit too early to get a strong mining tool, in the latter it's way too late in the game to be useful.
Yeah underground desert, specifically the new desert chests that are in the Journey's End trailer.


How to make the ML sentries good: Multiply them by 5. I never though it'd be that simple to buff Stardust armor.

As for the second change... well that's what the Guardian is supposed to do already, it's just glitchy as hell because messing with enemy AIs is a bad idea. The DR is actually pushing it a lot now that it also gives that many more sentries, it's endgame so no one cares, but keep that in mind.

The new ability is unnecessary and also conflicts with the Guardian's activation, so i'd just drop it.
Yeaaah i was thinking about Balistas when i was writing that. My bad. It can still give extra sentries but just less, like 2 more.

What is DR?

I actually really like this teleportation ability, i think it makes sentries more viable even if it's just a tool to teleport and dodge a Moon Lord Laser. Theres a little bit of synergy too, the sentry will kill minions around it, so its safe to teleport. Well, it won't always be safe, but there's still synergy there.



Thank you for all your suggestions!! I really appreciate it!
 

J Bame

Terrarian
I didn't understand the last part. Could you please explain it?

Turns out I misunderstood how these items worked, i thought it only worked when you had an even number of accessories equipped (So it would always be active with the 6 you have in Hardmode Expert mode), not when they were on even slots. That's actually really, really bad. 22% extra damage is never worth dropping 3 entire slots.

What is DR?

I actually really like this teleportation ability, i think it makes sentries more viable even if it's just a tool to teleport and dodge a Moon Lord Laser. Theres a little bit of synergy too, the sentry will kill minions around it, so its safe to teleport. Well, it won't always be safe, but there's still synergy there.

Damage Reduction.

I called it unnecessary, because you are never keeping track of where you placed your last sentry to know where this exactly where this will take you. This is just a cheap "get me out of here" card in practice.

This also doesn't have a range limit, so you could use it to potentially teleport an incredibly long distance any time on any situation, or just use it as a RoD with no downside by just resummoning the sentry where you want to go.

It's hard to balance a concept like this, and the armor is already doing more than enough after your buffs, so it's really not needed.

I know about the damage, thats why i worded it in a specific way, perhaps I didn't word it correctly. My intention with this line "Grants the player .... times your maximum number of minions." is that it already knows your maximum number of minions you can summon, not the amount you have summoned. So for example, you can summon up to 5 minions, that means that it'll give you 10% minion damage right away to all summons, not this: giving 2% damage, then 4%, then 6% and so on.

Misread again, no problem here.

Comparing it to the Necromantic Scroll i think it's better to be a post mech boss accessory, hence the Chloro ore. But i do like living fire as a material for this.
I just realized that all other classes have class specific accessories early hardmode except for summoner (yoyo bag, magic quiver, celestial magnet/mana flower), so that's an argument for making it early hardmode. But i think that if you have both materials it will be enough for early hardmode.
The regen is because i want to make sentries more viable, rewarding the player for having sentries out.

Actually yes, this really is better than Papyrus Scarab, so keep it Post Plantera if you are not changing it. However, Summoner already has a lot of Post Plantera Accessories, while it has exactly 0 in Pre-Mech outside of the Emblem, so I think tuning it down for that tier will be better for the game.

Also, sentries are viable enough. Queen Spiders are much stronger than people think, and if the Hydra was more accurate and more powerful it would also be very good for its tier, and with OOA stuff these things destroy.

The drawback is increased spawnrate.
I made it because i liked the concept of a cursed accessory and that's the entire ide behind it. The buffs/debuffs can be modified so it becomes balanced. No need to throw the idea in the trash just because i overstated it now, I can always change it.

The idea of a Cursed accessory is fine if you don't make it too polarizing. The part that needs to go is the "you can't ever take it off lol". That's the kind of thing you see in a roguelike, not a sandbox/adventure/action game like this. Imagine misclicking and putting it on by accident, and then have to die 10 times just to take it off.

Also, is increased spawns really a downside? I'll take easier grinding any day, especially if it comes with an above average accessory on top of it.
 

The Star Breaker

Steampunker
Turns out I misunderstood how these items worked, i thought it only worked when you had an even number of accessories equipped (So it would always be active with the 6 you have in Hardmode Expert mode), not when they were on even slots. That's actually really, really bad. 22% extra damage is never worth dropping 3 entire slots.
I was mainly thinking about using it pre hardmode/early hardmode since there aren't that many damage accessories pre-hm. Might give it another spin since i like the idea of having accessories only in even/odd numbered slots.

It's hard to balance a concept like this, and the armor is already doing more than enough after your buffs, so it's really not needed.
Thanks for the summoning armor advice! I'll try to see if i can think about something entirely different than just 2 extra sentries and better Stardust Guardian distractions.

Also, sentries are viable enough. Queen Spiders are much stronger than people think, and if the Hydra was more accurate and more powerful it would also be very good for its tier, and with OOA stuff these things destroy.
Yeah i really love the Queen Spider Staff, i want more sentries like it. But most other don't don't do as much. Balistas and the Frost hydra just shoot, but i'll admit I haven't focused on using the Aura staffs from dungeon defenders.

The idea of a Cursed accessory is fine if you don't make it too polarizing. The part that needs to go is the "you can't ever take it off lol". That's the kind of thing you see in a roguelike, not a sandbox/adventure/action game like this. Imagine misclicking and putting it on by accident, and then have to die 10 times just to take it off.

Also, is increased spawns really a downside? I'll take easier grinding any day, especially if it comes with an above average accessory on top of it.
I wonder what else can make a accessory cursed.

About the spawnrates, if you're farming yes it's an absolute benefit, but what if it's at a point of progression where you can't effectively farm hoardes of enemies and it's overwhelming? Or it has another limitation that makes it so you cannot farm multiple enemies effectively?


Take this, it lowers your invincibillity frames and grants other benefits.
 

Scratch Lunin

Eater of Worlds
Yeah, I have to agree with Bame on the cursed accessory one. If it's like the Curse of Binding from Minecraft, then that doesn't really fit the game. I'm not sure what would make it cursed, but physically binding it to you may be too much.
 

The Star Breaker

Steampunker
@Jota Bame I updated some stuff, take a look

Balance Bracelets
  • 6% damage to all damage and 6 defense, 6 armor penetration and 6% damage reduction.
  • Crafted with Even Claws, Odd Ancient Shield, 1 Light Shard, 1 Dark Shard.
  • One bracelet is black with a white gem on it, the other bracelet is white with a black gem on it.

The thing about this accessory is, when i compare it to other stuff it seems a little too good early heardmode. For instance the Ankh Shield, it provides only 4 defense, while these Bracelets give you 8 or 6. Or compare it with the Avenger Emblem, 12% vs 8 / 6% damage. That's why I think 8% damage and 8 defense is more than enough.

I also thought about another possibility, making this accessory into 2 accessories. For example, Bracelet of Light = +8 % damage and +8% DR, Bracelet of Dark = +8 defense and + 8 armor penetration. And later on, post Planthera, I can combine both into the Balance Bracelets.


Cursed Nail Mask
  • Increases all damage by 10%, 5% critical strike chance. Melee and ranged attacks have a chance to inflict Shadowflame or Oiled + On Fire!. 5% reduced mana usage.
  • Cuts invincibillity frames in half and enemies are more likely to target you.
  • Weakens a little bit upon each death, until it eventually becomes too weak and breaks entirely. Each death reduces the following stats -2% damage, -1% critical strike chance, -1% mana usage and the debuff changes from Shadowflame / Oiled + On Fire! > Frostburn > Venom > On Fire! > Poisoned. Breaks after you die while you have it equipped with +0% on everything.
  • After acquiring this Mask in your inventory another Mask cannot be dropped until the first one breaks or is trashed.
  • 10% to be dropped by Red Demons and Nailheads.
  • Tooltip: "Voodoo nails are drilled deep into your skull. The curse fills you with thirst for blood."

I'm not too sure about the debuffs and mana reduction. Other possibilities I've thought about are healing you with 5 / 10 hp every other enemy you kill, and another downside, the Mech bosses spawn as early as possible.
 

J Bame

Terrarian
The thing about this accessory is, when i compare it to other stuff it seems a little too good early heardmode. For instance the Ankh Shield, it provides only 4 defense, while these Bracelets give you 8 or 6. Or compare it with the Avenger Emblem, 12% vs 8 / 6% damage. That's why I think 8% damage and 8 defense is more than enough.

I also thought about another possibility, making this accessory into 2 accessories. For example, Bracelet of Light = +8 % damage and +8% DR, Bracelet of Dark = +8 defense and + 8 armor penetration. And later on, post Planthera, I can combine both into the Balance Bracelets.

The 4 defense on the Ankh Shield never changes anything and it could straight up be removed from the item and people would still use it for the same reasons. Celestial Stone is another item that gives 4 defense, and that is such a small bonus that almost everyone considers it on par with the 2% crit boost (this is mostly because Defense sucks in endgame, but still), and we have Flesh Knuckles that give as much as 7 defense, and no one uses that because that's the only thing it does and it's super small.

The Avenger Emblem is already a rarely used item that you only ever equip when you want to max out on DPS and don't have access to anything else, it's not necessarily a problem if something gives the same or a bit more value than it.

So, with the celestial Shell ratio of 1 defense = 0.5% crit/damage, the new version is pretty much 12% worth of stats (same as avenger emblem) + a bit from the armor penetration, which is ok but could be better.

I like that second idea more, but it's bit similar in concept to the Putrid Scent/Flesh Knuckles (as stat booster weaker in value than an emblem) and Celestial Stone (this Defense/Offense mix). Also, wouldn't it be better thematically if the Light one only had the defensive stuff, and you kept the offensive ones on the Dark version?

I'm not too sure about the debuffs and mana reduction. Other possibilities I've thought about are healing you with 5 / 10 hp every other enemy you kill, and another downside, the Mech bosses spawn as early as possible.

Yeah, you are gonna have to simplify this one. There are a lot of small pluses everywhere (the tiny stat ups and the random debuffing) instead of a clear major one that makes you want to take this item's risk. Also that risk...

The downside of "gets weaker every time you die" is so unlike everything else in the game that it just doesn't fit, and technically speaking it's not even a downside since you are not guaranteed to die. Just forget about having something every time you die, it won't work.

Same for the second "Mechs spawn as early as possible" idea. The general rule for effects is "if it doesn't have a direct impact when it's equipped, forget it".
 

The Star Breaker

Steampunker
The 4 defense on the Ankh Shield never changes anything and it could straight up be removed from the item and people would still use it for the same reasons. Celestial Stone is another item that gives 4 defense, and that is such a small bonus that almost everyone considers it on par with the 2% crit boost (this is mostly because Defense sucks in endgame, but still), and we have Flesh Knuckles that give as much as 7 defense, and no one uses that because that's the only thing it does and it's super small.

The Avenger Emblem is already a rarely used item that you only ever equip when you want to max out on DPS and don't have access to anything else, it's not necessarily a problem if something gives the same or a bit more value than it.

Thanks for the insights on the Ankh Shield and Avenger Emblem. Looking at the accessories this way, 8% damage and 8 defense really isn't that impressing, at least in the endgame. But wouldn't it used too often in early hardmode if the stats were better, like +12% damage / 12 def?

I like that second idea more, but it's bit similar in concept to the Putrid Scent/Flesh Knuckles (as stat booster weaker in value than an emblem) and Celestial Stone (this Defense/Offense mix).
It really is close to the Putrid Scent, and that reminds me that i never use it. Yeah I'm buffing them.

Also, wouldn't it be better thematically if the Light one only had the defensive stuff, and you kept the offensive ones on the Dark version?
I was thinking about yin and yang / balance. Just like how each of them have a little bit of the other inside of themselves, i decided to make the accessories in a similar fashion, give the defense accessory armor penetration and the damage accessory damage reduction. But i don't know if they will be effective this way.

"if it doesn't have a direct impact when it's equipped, forget it".
Great advice.
 

The Star Breaker

Steampunker
@Jota Bame Made some adjustments some time ago. Let me know whatcha think.

Bracelet of Dark
  • Increases all Damage by 12% and Damage Reduction by 6%
  • Crafted with Even Claws and 1 Dark Shard.
  • Material for the Balance Bracelets.
  • Black bracelet with a white gem on it.

Bracelet of Light
  • Increases Defense by 12 and Armor Penetration by 6.
  • Crafted with Odd Helix Shell and 1 Light Shard.
  • Material for the Balance Bracelets.
  • White bracelet with a black gem on it.

Balance Bracelets
  • Increases all Damage by 13%, Defense by 13, 10 armor penetration and 10% damage reduction.
  • Crafted with Bracelet of Light, Bracelet of Light and 10 Beetle Husks.


Cursed Nail Mask
  • Increases armor penetration by 20. Slain enemies drop life recovery hearts more frequently. (Drop rate is increased from 1/12 (8.3%) to 1/6 (16.6) )
  • Decreases invincibillity frames by one third. (0.22 seconds, 0.44 with Cross Necklace)
  • 10% to be dropped by Red Demons and Nailheads.
  • Tooltip: "Voodoo nails are drilled deep into your skull. The curse fills you with thirst for blood."

New accessories:

Sitting Duckoy
  • Sentries distract enemies near them.
  • Sentry attack rate and speed is increased by 20%.
  • Sold by the Witch Doctor for 5 gold.

Chimera Heart
  • Grants an additional Sentry summmon for every 2 unique Minions summoned. (If you have summoned 4 unique minions => you get 2 additional sentries to summon).
  • Dropped by enemies in the Crimson/Corruption during Hardmode.

New items:

Gargyole Potion
  • Increases max number of sentries by 1.
  • Crafted with: Bottled Water, Ichor/Cursed Flames, Fireblossom, Deathweed.
Scarecrow
  • Placeable. Similar to a Sunflower.
  • Grants the Scarecrow buff. Reduces enemy spawnrate. Reduces spawnrate slightly more during the night.
  • Crafted with 20 Hay, 10 Silk and 10 Wood.
Double Turret
  • Similar to the Cannon and Snowball Launcher, you place it, hold it and shoots bullets. Deals 25 ranged damage.
  • You can adjust its angle while shooting!
  • Sold by the Arms Dealer after EoW/BoC for 20 gold.
(Vampire) Coffin
New bed crafted from Spooky Wood, Iron Bars and Silk.

About the Gargoyle potion, I was thinking about another crafting recipe including a new Gargoyle Fish you catch in the cavern biome.
 

The Star Breaker

Steampunker
@Jota Bame and bump in general.
I updated many parts of my suggestions, I've mostly added many new items, accessories, weapons, etc. I wanted to hear your opinion on anything that catches your eye and any creative criticism you have would be welcome.
I've also been thinking about making all of these suggestions into a mod.
 

J Bame

Terrarian
Frog Cape
  • Combines the effects of its materials.
  • Crafted with Frog Leg and Glide Cape.

Cool concept here, ngl.

Frog Boots
  • Combines the effects of its materials.
  • Flight time is increased and flight is faster.
  • Crafted with the Frog Leg and Rocket Boots.

Will clash visually with Amphibian Boots and isn't really needed; the Frog Cape is already good enough.

Exploration Spacesuit / Exoskeleton
  • Decreases the effects of low gravity in space. You fall faster. Provides light.
  • Combines the effects of its materials.
  • Crafted with: Rocket Boots, Frog Cape, Arctic Diving Gear, Obsidian Skull and 20 Meteorite Bars. Alternate recipe is with Glide Cape and Frog Boots.

This is Terraspark boots design; take a good item and then slap some hard-to-get QoL items to it.

Head of Hades
  • Double tap DOWN to turn on permanent stealth - Even if you are hit you still stay invisible. Enemies are much less likely to target you and spawn rates are reduced.
  • Defense is reduced by half while active.
  • Dropped by Medusa in Crimson/Corruption - 5%.

You know how invisibility potions are really easy to get, don't have a downside nor take up a slot, and no one ever uses those?

Psychic Amplifing Headgear
  • At full HP your mana regeneration is greatly increased and you're immune to Mana Sickness.
  • Rare item sold by the Travelling Merchant for 40 gold.

Mana Sickness immunity means infinite mana at full health. Honestly a really bad design since it's way too overpowered when you don't take a hit and literally useless otherwise.

Bloody Rose
  • When mana is low (20 mana or less) you consume health, instead of mana, at half the cost.
  • Dropped by enemies fished during the Hardmode Blood Moon.
  • Material for the Bloody Puzzle.

So, you kill yourself if you keep attacking when low on mana, got it. Not too sure why I'd use an effect like that, though. A "Bloody Rose" is also kind of what Blood Thorn is, visually. They are even obtained in practically the same way.

Wizard Puzzle
  • Mana consumption is increased by 30%.
  • Mana regeneration is increased, even more the lower your health is.
  • Sold by the Wizard after killing a Rune Wizard for 30 gold.
  • Material for the Bloody Puzzle.

This really shouldn't increase mana costs, it's already probably worse than Magic Cuffs as a "recover mana as you take damage" item.

Bloody Puzzle
  • Mana consumption is increased by 15%.
  • Mana regeneration is increased, even more the lower your health is.
  • When mana is low (20 mana or less) you consume health, instead of mana, at half the cost.

I can kindof see what you are going for here (lower your health with the Bloody Rose so you can increase your mana regen) and it would probably work if you change Bloody Rose to not be a suicide item, but it also feels too polarized. idk about this one

Decoy Trap
  • Sentries gain a small circle that acts as a hitbox with half its damage.
  • Sold by the Witch Doctor for 25 gold after defeating an Ogre.

We already have too much Sentry Gear from OOA, and too much Summoner content from Witch Doctor. Half contact damage also seems really meh.

Chimera Heart
  • Grants an additional sentry summmon for every 2 unique minions summoned.
  • Example: You have summoned 4 unique minions -> you can summon 2 additional sentries.
  • Sold by the Wizard while in a Graveyard for 25 gold.

Probably raise that to every 3 minions, Sentries are really strong to be able to stack up so many with an item like this.

Mammoth Skull Shield
  • Grants 3 defense.
  • Grants 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 variants each grant 4%).
  • Dropped by enemies in the Desert post-all mech bosses - 2%.
  • For the design of this accessory I was inspired by this YuGiOh card and by One Piece's Beasts Pirates Jolly Roger.
  • Material for the Cross Shield.

Actually a really, really cool concept that gives Aggro some relevance in single player. This is what Hero Shield should do, honestly.

Granite Block
  • Increases immunity frames. (By 0.11 seconds)
  • Enemies are more likely to target you. (+200 Aggro)
  • Dropped by Granite Golems - 2%
  • Material for the Cross of Myths

Okay so, Cross Necklace doubles invincibility time and that isn't used very often. What do you think 1/10th of a second is going to do?

Granite Cross
  • Increases immunity (frames) the more enemies are targeting you (For every 300 aggro grants an additional 0.11 immunity frame time)
  • Enemies are more likely to target you. (+ 300 Aggro)
  • Crafted with Cross Necklace and Granite Block.
  • Material for the Cross Shield.

Even if you go all in on the aggro this is still worse than Cross Necklace, I think.

Cross Shield
  • Grants 4 defense.
  • Grants immunity to knockback.
  • Enemies are more likely to target you (+300 Aggro).
  • For every 50 Aggro gain 0,5% DR.
  • For every 300 Aggro gain 0.11s of immunity frames.
  • Crafted with Mammoth Skull Shield and Granite Cross.

And you are pushing the "aggro builds" a bit too far with this.

Springs
  • All dashes deal (melee) damage.
  • Double tap any direction to dash. If you have another dash equipped that dash will be improved instead.
  • Sold by the Jester NPC for 15 gold.
  • Material for the Tackle Rush.
Pigron Snout
  • You gain invincivility (frames) while dashing.
  • Sold by the Merchant after defeating a Pigron - 10 Gold.
  • Material for theTackle Rush.

Tackle Rush
  • Double tap any direction to dash. If you have another dash equipped that dash will be improved instead.
  • You gain invincivility (frames) while dashing and you deal (melee) damage to enemies while dashing.

Way too similar to Shield of Cthulhu. Also broken since Shield of Cthulhu is already an incredible item and this looks even better.

Moon Walk Shoes
  • All controls are reversed.
  • Double tap to dash in ANY direction (backwards ofc).
  • Dropped by Nymphs - 2%

Lemme just rebind my controls to get a broken omnidirectional dash for free. Also, let's not give incredibly rare enemies a 2% drop.

Jester set
  • Set bonus: Increased critical strike chance for ranged and mage piercing and sticking attacks by 25%.
  • Total bonuses: 30 Defence. + 100 maximum mana. + 15% ranged and mage damage. + 25% critical strike chance to range and mage piercing and sticking attacks. 20% chance not to consume ammo. Piercing and striking attacks have a 5% chance to drop mana stars. 8% increased movement speed.
  • Crafted with Hallowed Bars, Silk, Fallen Stars and Souls of Fright.
Specific parts of the set:
  • Jester Mask:
    • 6 Defence. 15% increased ranged and magic damage
  • Jester Coat:
    • 18 Defence. Increased maximum mana by 50, piercing and sticking attacks (Nail Gun, Tarot Cards - click Weapons) have a 5% chance to drop mana stars.
  • Jester Breaches:
    • 6 Defence. Increased maximum mana by 50, 20% chance not to consume ammo. 8% increased movement speed.

Horrible stats and a set bonus that wouldn't even be that good if it affected all projectile types.

Megalodon/Dinosaur Marrow set
  • Set bonus:+ 8% melee and summon damage and 8% melee speed for each unique summoned minion.
  • Total bonuses: 40 Defence. + 15% melee/summon damage and melee speed and an additional 8% for each unique summoned minion. 10% increased movement speed.
  • Crafted with Hallowed Bars, Souls of Fright, Sturdy Fossils or a new fossil from the ocean biome (a fossil from the bones of a megalodon/dinosaur) used at an improved Hardmode Extractinator.
Specific parts of the set:
  • Dinosaur Marrow Skull:
    • 15 Defence. 15% increade melee and summon damage.
  • Dinosaur Marrow Rib Cage:
    • 15 Defence. Increased max number of minions by 1. 15% increased melee speed.
  • Dinosaur Marrow Pant:
    • 10 Defence. Increased max number of minions by 1. 10% increased movement speed.

I actually really like this one. Set Bonus probably snowballs too hard, though.

Madman's Straitjacket
  • Vanity Armor
  • "Just another piece of Vanity... or is it?"
  • Wearing this + Cursed Nail Mask + Djinn's Curse/Moon Lord's Legs unlocks a unique set bonus/secret armor set: A post-Planthera Generalist set, with low armor, but great mobility.
  • Set Bonus: You gain Cursed Wings and autojump, increased: jump and flight speed, movement speed, fall speed, increased immunity frames, increased damage, armor penetration, critical strike chance, damage reduction, health regeneration.

"low armor" but half the set bonus is defensive stats?

Mana Magnet Potion
  • Increases your mana star pickup range. (by 13 tiles, a total of 15)
  • Crafted with: Bottled Water, Fallen Star, Obsidian, Moonglow, Waterleaf.

Poise Potion
  • Increases knockback resistance. Has a 10% chance to poise through an attack(have knockback immunity).
  • Tooltip: "Poise."
  • Crafted with: Bottled Water, Silver/Tungstun Ore, Demonite/Crimnite Ore and Daybloom.

I'd rather not design potions that have a chance to invalidate/replace certain accessory effects.

Gargyole Potion
  • Increases max number of sentries by 1.
  • Crafted with: Bottled Water, Fireblossom, Deathweed and a new Gargoyle Fish.

Commander Potion
  • Increases sentry firing rate and whip attack speed by 20%.
  • Crafted with: Bottled Water, Shiverthorn and a new Coffee Fish.

Summoner has enough powerful buffs that can be abused by all classes, we don't need two more.

Unique armor pieces (Moon Lords Legs, Djinn's Curse etc.) still give you the set bonus of the rest of your armor.

That's not what a set bonus is, though.

Make the Golem Fist work like the Chain Guillotines.

Neat buff, assuming the visual is changed so that the fist's chain doesnt suddenly deattach from the cannon.

Move some of the golem drops to drops from the Lihzahrds (e.g. Staff of Earth, Stynger)

They already drop Power Cells, if anything just raise that drop rate.

Rework Star Cloak
  • Grants a 5% dodge chance.
  • Every time you dodge, even dodging with other accessories, debuffs cool down faster. (But Potion Sickness will not cool down faster)
  • Synergizes with the Cross necklace - when you dodge you have even more invincibility frames.
  • Synergizes with other dodging equipment.

Cool buff and helps Star Veil a lot, but at 5% the dodge will just never happen.
 
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The Star Breaker

Steampunker
Mana Sickness immunity means infinite mana at full health. Honestly a really bad design since it's way too overpowered when you don't take a hit and literally useless otherwise.
Mana Sickness means your magic damage is decreased, not that you cannot mana drink potions. It just removes the damage penalty. You already have infinite mana if anything, provided you have the potions.

About the full health gimmick, i was inspired by DS3's Lloyd's Sword/Shield Rings, at full HP they increase your damage or defence respectively, i wanted to play around with the same concept. I think it rewards players for dodging and you can make a some meme glass cannon build with it.
But it might be better for an accessory with such a gimmick to be generic rather than just for mages.

So, you kill yourself if you keep attacking when low on mana, got it. Not too sure why I'd use an effect like that, though. A "Bloody Rose" is also kind of what Blood Thorn is, visually. They are even obtained in practically the same way.
By the time you kill a couple of mobs you'll likely get mana stars and you won't be killing yourself anymore. I just thought that the gimmick of using your health as mana is cool. It's like a "desperate measure" of sorts so you avoid mana sickness.
I was thinking about providing either a lifesteal mechanic or a cap to the "use your health as mana" thing when you reach 50% of your health or something like that.

Actually a really, really cool concept that gives Aggro some relevance in single player. This is what Hero Shield should do, honestly.
I actually agree about the Hero Shield, this would make it finally viable. But I still don't like tha part where it's locked to crimson worlds only. Maybe if the Flesh Knuckles didn't drop from mimics but were somehow obtainable in both worlds - Maybe from Hell, since it ties to the theme of the Wall of Flesh?

Okay so, Cross Necklace doubles invincibility time and that isn't used very often. What do you think 1/10th of a second is going to do?
I entirely forgot that the cross necklace increases the time from 0,66 to 1,33. Then I'd guess around 0,55 would be good enough for this accessory. But the idea of the accessory is a "cross necklace-like" item for pre-HM but it's also a material for a bigger melee oriented invincibility accessory. That bigger melee accessory can be something else than the Cross Shield, perhaps i mix it with the dash supporting accessories, such that i get an accessory that grants you invincibility while dashing (while you dash with another accessory) and it deals melee damage.

But i think I'll scrap the invincibility part altogether since stacking both the Cross Necklace and this would be too strong i think.

And you are pushing the "aggro builds" a bit too far with this.
Do you think 2 bonuses for aggro is too much? I was thinking about replacing the invincibility frames with HP regen, like 1HP/s x 300 Aggro.


Lemme just rebind my controls to get a broken omnidirectional dash for free. Also, let's not give incredibly rare enemies a 2% drop.
It's a meme accessory. If you're willing to change your controls to use it, sure! It's just an omnidirectional dash, i think Master Ninja Gear and Shield of Cthulhu are better.
Actually now that i think about it, idk if it would be a good idea to let it be able to dash upwards. Dashing downwards is cool but upwards is like a double jump, which isn't the point of dashing.

Horrible stats and a set bonus that wouldn't even be that good if it affected all projectile types.
Talking about the jester set, what if the set bonus also makes all non piercing arrows and magic stick to enemies, dealing a high DoT? I wanted thios set to focus on "piercing" and "sticking" magic and range weapons, I'll think about this set.

I actually really like this one. Set Bonus probably snowballs too hard, though.
Glad to hear you like it! Since it's just stats, if it's too broken i just need to adjust them, no big deal. It's not like thinking about a new set bonus for the Jester set.

"low armor" but half the set bonus is defensive stats?
half is a huge exaggeration - " You gain Cursed Wings and autojump, increased: jump and flight speed, movement speed, fall speed, increased immunity frames, increased damage, armor penetration, critical strike chance, damage reduction, health regeneration." - the defensive benefits are DR, immunity frames (which wouldn't be that useful to a glass cannon set like this one and i might even remove this) and health regen. Those are 3 out of 12 bonuses.

My idea with this set was to make a very mobile, jumpy and fun to use set, while trading your defense for all that. I was also thinking about making it a generalist set but i think it's better to have a separate generalist set post-plantera.

That's not what a set bonus is, though.
I know, but isn't it cool to be able to use some of these items gimmicky items and not have to lose your set bonus?
Also I personally like the gimmick of keeping the set bonus when you equip a unique armor piece.
And this only works for these unique items. it's not like you can wear the chlorophyte mask and 2 pieces of beetle armor and still ahve the set bonus, no. Just have this be a feature to these unique items.

They already drop Power Cells, if anything just raise that drop rate.
The thing is that the Golem drops the Sun Stone and Eye of the Golem, with so many drops from the Golem it's very tedious to farm these items, even more so in multiplayer when each player would like both of these.
You can argue "multiplayer expert mode everyone gets a bag" yeah but that doesn't change the fact that it's 1 in 7 chance to get just ONE of the accessories, and we wanna get both of the accessories for each player. I just want to farm him less.

Cool buff and helps Star Veil a lot, but at 5% the dodge will just never happen.
Yeah 5% is very low, but i think it's fair since when you combine it with Master Ninja Gear's dodge and Brain of Confusions dodge, you get 3 chances to dodge, which is a lot. The video "Terraria - 1.4 Maximum dodge" by Svings made me reconsider giving it a higher dodge chance, since i don't want to make it easy to chain-dodges one after another. 5% is a 1/20 chance, which is pretty rare, but when using more dodging equipment, it is good enough i think. If it really is too low i can increase it to 8%, which is 1/12,5 chance which is way more often.
 
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