Portfolio/Multi-Topic Portfolio with suggestions for Journey's End

The Star Breaker

Steampunker
Welcome to my suggestions portfolio!

I wanted to add some finishing touches to the game.
I'm striving to make "vanilla style" changes to the game, changes that feel right in place. But I also included some modded-style items that I find fun.
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

Movement

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.

Phoenix Feather​
  • Makes movement more responsive and precise
    • Grants faster initial lift when jumping.
    • Letting go of the jump key instantly decelerates you
    • Horizontal movement accelerates gradually
  • Increases jump speed by 25%

Phoenix Cape​
  • Crafting: Phoenix Feather + Gliding Cape
  • Combines the effects of its materials.

Roller Blades​
  • Increases movement speed by 20% and flight time by 1 second
  • Crafting: Anklet of the Wind + Phoenix Feather

Anchor Boots​
  • Slightly increases fall speed. Greatly increases fall speed in liquids.
  • Grants immunity to Mighty Winds and low gravity.
  • Found in Water Chests, Ocean Crates and rarely extracted from Shell Piles
  • Rework Terraspark Boots to (Lava Waders + Anchor Boots) + Lightning Boots
Bombs in a Bottle​
  • Triple jump that makes an explosion that propels you and changes your direction very quickly
  • Obtainable from Obsidian Crates


Damage & Health


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
  • Post-Skeletron

Odd 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
  • Post-Skeletron



Negative Loop​
  • + 5 flat damage
  • Overkilling enemies will spawn a damaging sphere that has double the overkilled damage, it homes in on the closest enemy.
    • Sphere floats around you until it detects an enemy. Damage is capped at 150/300/450. (Classic/Expert/Master)
  • Crafting: Shark Tooth Necklace + Souls of Might.

Positive Loop​
  • + 2 HP/s
  • When you reach full hp, a pocket hp bubble fills up, with a max of 40 hp
    • After you've lost more than the hp in this bubble, the health in the bubble transfers to your HP after 2 seconds.
  • Crafting: Band of Regeneration + Souls of Sight.

Damage Lock​
  • All damage you take is changed to 33% of your max HP
    • Doesn't work against one shots or any damage that is more than your max health. Calculates if the damage is one shot by factoring in the defence and damage reduction and then comparing the resulting damage with your current hp.
    • Defence and damage reduction still work, but are less effective

Destruction Ring​
  • At full hp you gain 25% damage.
  • Dropped by new rare early game Cavern Layer mob, Ringed Troll - 10%
Defense Ring​
  • At full hp you gain 25% damage reduction.
  • Dropped by new rare early game Cavern Layer mob, Ringed Troll - 10%

Potion Ring​
  • Healing potions restore 20% more health.
  • Sold by Skeleton Merchant
Granite Core​
  • 10% dodge chance

Jaws Emblem​
  • Increases damage and armor penetration by 8(%)
  • Crafting: Avenger Emblem + Shark Tooth Necklace
  • Design: Shark Jaws are biting the Emblem
Champion Chain​
  • 50% knockback penetration and knockback resistance
  • Grants 5% damage reduction and 5 defense above 75% HP
  • Grants 20% damage and critical strike chance below 25% HP
  • Crafting: Shackle + Broken Hero Sword

Hero Cape​
  • Tripled thorns effect
  • After taking damage, gain a damage buff (1%-20%) for a few seconds - the percentage depends on how much the damage was reduced
Hallowed Necklace​
  • Crafting:
    • Star Veil + Granite Core + Souls of Fright
  • Combines the effects of its materials
  • Additional effects:
    • The more damage you take, the stronger the buffs get (more stars fall, up to 0.66 additional immunity frames, dodge chance can increase up to 20% for the next dodge)

Ringed Flask​
  • Crafting:
    • Charm of Myths + Honey Comb + Souls of Fright
  • Combines the effects of its materials.
    • -25% potion cooldown
    • +20% potion heal, after healing with a potion you gain the Honey Buff for 5 seconds
    • +1 hp/s

Alchemist's Cross​
  • Crafting: Cross Necklace + Philosopher's Stone
  • Combines the effects of it's materials


Summoner


Cerberus Leash​
  • For each minion summoned gain:
    • 1 armor penetration to all summon weapons
    • 1 defence
    • 2% damage reduction for each minion summoned.
    • Whip gain 2% summon tag critical strike
  • Crafting: Silk + Tissue Samples/Shadow Scales

Demon Contract​
  • Crafting: Cerberus Leash + Pygmy Necklace
  • Combines the effects of its materials.

Archfiend Tail​
  • 15% increased whip speed and range.
  • Increased whip knockback
  • Found in Locked Shadow Chests/Obsidian Lockboxes

Skull Glove​
  • 22% increased summon weapon speed and whip length.
  • Increases summon weapon knockback.
  • Enables auto swing for all summon weapons.
  • Crafting: Power Glove + Archfiend Tail

Sunstorm Scarab​
  • For every unique minion gain + 1 hp/s + 1% dodge chance
Key Beetle​
  • The more unique minions you have the more the weaker minions get stronger
Goldenbug​
  • Combines the effects of its materials. For every 4 unique minions, gain 1 minion slot.
  • Crafting: Sunstorm Scarab + Key Beetle


Magic

Mana Battery​
  • + 40 Mana
  • -1 flat mana cost

Flower Battery​
  • + 40 Mana
  • 8% mana reduction
  • Crafting: Nature's Gift + Mana Battery
  • Change Arcane Flower to Flower Battery + Putrid Scent

Soul Juggler​
  • Mana Sickness is changed to "Using mana uses health instead at half the original mana cost"
  • Mana potions restore 20% more mana

Cursed Lantern​
  • Sets your max mana at 20
  • ALL magic weapons cost 1 mana and cannot be adjusted.

Shaman Staff​
  • Locks 80 mana to create a Storm Elemental that homes into enemies and explodes. You cannot use the locked mana until the elemental dies.

Soulcerer Staff​
  • Magic hits restore 10% of their mana cost
  • Hitting enemies with non-magic weapons sometimes spawns mana stars (10% on every hit)


Range


Cannon Unit​
  • Increases the use time and damage of rockets and unique ammo-type weapons (flamethrowers, nail gun, Jack O'Lanterns, etc) by 15%
Ammo Cartridge​
  • Adds a reloading mechanic and limited ammo to each gun and launcher weapon. You can alternate between 2 different types of ammo, e.g. Ichor Bullets and Crystal Bullets
  • Slightly increases the speed of arrows and bullets. Increases more as the less aggro you have.


Melee/Tank


Mammoth Shield​
  • 8 defense. Immunity to knockback.
  • +400 Aggro
  • 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%).
  • Crafting: Mammoth Skull + Flesh Knuckles

Magma Claws​
  • Crafting: Magma Stone + Feral Claws
  • Combines the effects of its materials
  • Material for the Power Glove

Coat of Arms​
  • Gives true melee weapons an aura 1-2 blocks wide around them. This aura deals the same damage as the weapon itself, has no knockback, does not pierce.
  • Melee weapons can damage even more times per swing.


Other
Justice Scales​
  • After attacking an enemy, gain a buff that increases enemy spawnrates and aggro for a few seconds.
    • Consecutive attacks increase the spawnrate furthermore.
  • While not attacking, you gain a buff that decreases enemy spawnrates and aggro.
  • Crafting: Souls Of Might + Souls Of Sight + Scales (Sold by Wizard)

Antique Gadget​
  • Crafting: Ancient Chisel + Brick Layer
  • Combines the effects of its materials.

Spectacles​
  • You see things in the line of sight of your character (anything that isn't obstructed by blocks) clearler/more lit up and farther away (similar to night vision). Stacks with night vision.
  • This means it also increases pet light and makes overworld night slightly brighter.

Magnet Belt​
  • Crafting: Trasure Magnet + Toolbelt
  • Increases pickup range for items and range for tools and range for interaction.

Thingamajig​
  • Crafting: Antique Gadget + Spectacles + Magnet Belt
  • Combines the effects of its materials.

Warlocks Voodoo Doll​
  • You can damage and kill ANY friendly NPC

Weather Gear​
  • Grants different bonuses depending on:
Day:Incresed life regenerationDry:Dangersense buff. Hihglights nearby enemiesAbove caverns:Increased flight time and speed
Night:Night Vision buffWet (touching liquids or rain)Increased speed. Immunity to all movement penaltiesCaverns and below:Mining blocks takes 1 less swing
Bicycle Mount​
  • After building up enough speed you do a damaging willy and are invincible for 1 attack
  • Crafted with Iron Bars, Chains, Pink Gel/Rubber at a Heavy Workbench

Challenge accessories dropped by the Cultist, can be upgraded into their extreme versions. While having any one of these accessories equipped, any others that are in your inventory authomatically work too, similar to how information accessories work.

Glassoul Ring​
  • Cuts your invincibility frames in half
  • Extreme version: Removes all invincibility frames
Death Ring​
  • Lowers your defense and damage reduction in half
  • Extreme: Sets your defense and damage reduction to 0
Blood Ring​
  • Lowers your max health and mana in half (cannot lower below 100 HP)
  • Extreme: Sets your max hp to 1
Pray Ring​
  • Greatly increases spawnrates, max number of enemies and aggro
  • Extreme: All of the above are maxxed out
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. Combines effects of both sets.
  • Increases tile placement and pickaxe/hammer/axe speed by 50% and placement and mining range by 3 blocks.
  • Increases movement speed by 10%
  • 10 Total Defense.

Cursed Nail Mask
  • 4 defense
  • Greatly increases Luck (+0.4)
  • -5 hp/s, doesn't interrupt health regeneration
  • Dropped by Demons - 2%.

Helm of Hades
  • 4 defense
  • Double tap DOWN for invisibility - even if you are hit, you stay invisible.
  • You make no sound.
Psychic Amplificaion Headgear
  • 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 hat

Star Crown
  • 10 defense
  • + 100 Mana
  • 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)
  • Space Gun weapons cost 0 mana (Space Gun, Laser Rifle, Both Zapinators, Magic Finger Guns) - intended to be used for mana regeneration builds that avoid mana sickness. After you've ran out of mana, you swap out to the 0 mana guns while waiting for your mana to regenerate.
  • Crafting: Psychic Amplificaion Headgear + Meteor Helmet + Souls of Fright

Assassin Cloak
  • 18 defense
  • 10% increased damage and critical strike chance
  • 15% increased melee and movement speed
  • Crafting: Gi + Crystal Assassin Shirt

Jester set
  • Set bonus: Increased ranged/magic critical strike chance by 20%. Range and magic critical strikes deal more damage (deals by x2.5 times the damage instead of x2).
  • Total bonuses:
    • 40 Defense.
    • + 100 maximum mana.
    • + 15% ranged/mage damage.
    • + 30% ranged/magic critical strike chance.
    • +15% increased movement speed.
    • Range and magic critical strikes deal x2.5 times the damage
  • Crafting: Silk + Fallen Stars + Souls of Fright + a new material.


Lionstone 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: Souls of Fright + new materials.


Nano Hornet Set
  • Post-Golem Whip set from Nanites, Martian Conduct Plating 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
    • Consecutive attacks increase damage and health regeneration. Uninterrupted/no missed attacks grant you +25% damage and +5hp/s
  • Total Bonuses:
    • 54 defense
    • +18% damage
    • -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: Chlorophyte Bars + new material Skeleton Metal

  • 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
Switch Glove

Change your equipment set up with 1 click!

You can assign what armor or equipment to be swapped. You can switch anywhere between an entire armor set, all 5-6 accessories and mount to just a few accessories.
Examples:
  • Swap out to the Ankh Shield to negate debuffs.
  • Heal with the Philosophers Stone then swap it out.
  • Switch between builds, different Titanium helmets and accessories, Spectre Helmets, entire armor sets. Instantly shifting to a different class.
  • Equipping a Slime Mount for quick dodging and hellevator transportation or the Hexxed Branch for horizontal mobility.
Harvest Scythe​
  • Crafting: Sickle + Staff of Regrowth + Bug Net
  • Combines the effects of its materials
  • Automatically places seeds after harvesting plants
  • Automatically cuts dye plants
  • Has chance to harvest multiple plants or catch multiple critters

Money Pouch​
  • 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 Pouch​
  • Right click to open - drops 5-15 souls (amount is doubled in expert mode!)
  • 25% drop rate from Pigrons and other uncommon mobs in a 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 in a V shape and only lights up your line of sight.
  • Sold by Demolistionsit - 5 gold
  • Hardmode upgrade lights up the cursor too, if it is in line of sight

Celestial Calendar​
  • Fast forward to morning or dusk. Cooldown until dusk/morning respectively.
  • >1% drop from Lihzahrds
Self-Destruct Button​
  • Use to instantly die.
  • While in the inventory or you're holding it with the mouse:
    • Shortens respawn times (except during boss battles)
    • Whenever you die, either by this either or on your own, you make a huge explosion that deals damage

Rocket Umbrella​
  • Lets you glide
  • Hold right click to charge a "dash" in any direction
Heavy Storm​
  • Triggers a Snowstorm, Sandstorm, Heavy Raining and Heavy Wind
  • Design: Compact Disk

Counterfeit Coin​
  • Consumable
  • Next purchase from NPCs has a 50% chance to cost half or to cost double. Only affects items that cost 2+ gold.
  • Or increases luck for 2 minutes

Message in a Bottle​
  • Additional reward from the Angler
  • Can be substituted for any 1 acceessory for a material for the Fish Finder or the Angler Tackle Bag

Obsidain Bucket​
  • Absorbs/pours up to 3x3 chunks of liquids. Crafted from Empty Buckets + Obsidian.
  • +3 range

Potions:

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/length by 20%.
  • Crafting: Bottled Water + Fireblossom + new Dungeon Fish

Flask of Frostburn​
  • Grants Frostburn to Melee and Whip attacks
  • Crafting: Bottled Water + 2 Flinx Fur
(Frostburn IS better than On Fire!, I think the Flask of Fire should be changed, i included a suggestion for it in the Changes tab)


Placeable:
Totem Pole​
  • There are 3 different parts of the pole.
    • Bear. +0.1 luck
    • Fox piece, must be placed on top of the Bear totem. Post-WoF. +0.3 total
    • Eagle piece, must be placed on top of the Fox. Post-Plantera. +0.4 total
  • Each piece is sold by the Witch Doctor.
Ritual Pot​
  • Feed it food to increases the spawnrate and specifically uncommon/rare creature spawnrates
  • The effect is stronger the higher "quality" the food is (Quality = Well Fed, Plenty Satisfied, Exquisitely Stuffed)
  • 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.

Renewal Coffin​
  • Right click to get a buff. You respawn where you died.
  • Instead of dropping a Tombstone on death, a coffin appears in the air, you respawn there after which the coffin disappears and you lose the buff.
  • Sold by Skeleton Merchant in HM

Fishing Chair​
  • Grants a buff, increased fishing power, has a chance to duplicate fished up loot, fishing drastically decreases enemy spawnrates.
  • Obtainable from Ocean Crates or Chests.

Asphalt Platforms​
Arrow Blocks - Sideways passing blocks​
Melee:

Flying Fish Trident
Crafting: Breathing Reed + Trident + Feathers​
Combines the effects of its materials​
While raining or under the wet debuff, you gain the speed buff.​

Scrap Scythe
Obtainable only when you are both in a Graveyard AND a Junkyard (artificial biome) at once.​
Ignores 50 defense.​
Can destroy most enemy projectiles.​


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.​
Crafting: Elf Melter +10 Luminite Bars + 10 Ichor + 10 Cursed Flame.​

Bazooka
Shoots a charged up giant explosive, a small explosion happens behind you, if your back happend to be close to a wall, you'll take damage.​

Soul Shooter
Upgraded Venus Magnum.​
Whenever it hits an enemy, all enemies of the same type take the 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.​

New subtype of Bows: Greatbows
They're use time is low, similar to that of a sniper, but they deal very very high damage than other bows at the same point of progression. They shoot special arrows: Greatarrows, they deal very high damage, have huge speed and knockback. They stick to enemies dealing a DoT, similar in fashion to the Bone Javelins.​



Magic:

Magic Cards
Similar to the Magic Daggers. Autoswing. Sticks to enemies inflicting a DoT effect.​

Psychic Wave
Deals damage to all enemies near you, 8 block range. Strong knockback​
Hold click to charge/channel it, this increases its knockback and damage.​
Chain Domino
HIgh mana cost​
Releases a black spiral, if it kills an enemy, another spiral is released for free - for no mana - on the same or nearby enemy.​

Magical Finger Guns
Rapidly shoot lasers from the tips of your fingers! Upgrade to the Laser Rifle.​
Sky Bind
Create a circular forcefield, bigger than the Electrosphere Launchers projectiles, on your cursor for 45 seconds.​
Enemies get trapped/ repeatedly zapped inside simillar to the Lightning Aura Staff.​
Cursed Skulls
Consumes health instead of mana. Slightly homes, and deals very high damage for its tier.​

Big Hat's Tome
Endgame. It's magic damage is always equal to your maximum mana​
Time Daggers
Shoots Magic Daggers, daggers have an afterimage which stays for 1-2 seconds dealing damage.​


Summoner:
Bouncy Sphere Staff
Upgraded Deadly Sphere Staff + Plantera's bouncy spike balls.​
The spheres bounce off the floor and off each other. The more they bounce the more damage they accumulate.​
Scorpion Tail Staff
Summons Scorpion tails attached to your body. Each tail does very high damge, does not pierce, and attacks in a Chain Guilotine style but more rapidly and farther.​
Scorpion stings inflict an upgraded version of Acid Venom that deals double the damage.​
Venn Dia Gram Staff
Places a circle sentry. It does not attack enemies but enemies inside the circle are targeted and summons in it gain tag damage.​
When you summon multiple circles which overlap - tag damage gained inside the overlapped sections is increased.​
Specific Changes:
  • Golem Fist
    • Make it work similar to the Chain Guillotines but also pierce enemies
  • 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.
    • Decrease the base damage and make it so there are 2 Cool Whips with slightly overlapping attacks, summoning up to 2 Snowflakes at once.
  • Frost Hydra Sentry
    • After damaging an enemy, it summons the Cool Whip's Snowflake for a few seconds.
  • Shroomite Helmet (The helmet that buffs rockets)
    • Make it also buff Flamethrowers
  • Flamethrowers
    • They're rather weak and underused now. So make them deal increased damage after each penetration instead of reduced!
  • Love Potions make NPCs 100% happy for 30 seconds (cheapest prices)
  • Stink Potions make NPCs 100% unhappy for 30 seconds (most expensive prices)
  • Hunter Potion
    • Also highlights enemy projectiles
  • Dangersense Potion
    • Also points to the direction where damage came from. Highlights nearby enemies.
  • Strange Brew Rework
    • Heals 150 over 30 seconds (heals 5hp per second).
    • Still grants Potion Sickness.
    • No longer restores mana.
  • Honey Bottle
    • After healing with it gain a honey buff for 5 seconds
  • Mana Regeneration Band
    • Change it to have a weaker Mana Regeneration Potion effect
  • Celestial Emblem
    • Change the recipe to Avenger Emblem + Magnet Flower. Give it 10% mana reduction and autoswing, but does not retain the auto mana potion consumption.
    • As it is, it's just a Sorceror Emblem with a Celestial Magnet on it.
  • Honey Balloon
    • Add a recipe for the Bundle of Balloons that replaces the Sandstorm in a Balloon with the Honey Balloon
    • Gives a quick initial lift to jumping, increases jump speed, gives the highest jump height
  • Djinn's Curse
    • Turn it into an accessory
  • Panic Necklace, 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. Similar to how Magic Cuffs restore more mana the more the damage is.
  • Flesh Knuckles, Putried Scent
    • Craft each one into the other via Ecto Mist
  • 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
    • Or Craft this from the Wand of Sparking vie Ecto Mist and vice versa
  • Wand of Sparking
    • Conversely, make this also obtainable in living wood chests. This way Living Wood Trees/Chests will be desireable for both Summoners and Mages in the early game.
  • Staff of Regrowth
    • Hold click on grass blocks to grow vines beneath them.
    • Automatically replaces seeds of the harvested plant from your inventory.
    • Whenever you place dirt grass automatically is palced on it, this must be in your inventory (makes placing sunflowers in large arenas easier)
    • Crafted into Flower Boots via Ecto Mist
  • Flower Boots
    • Walking on dirt grows grass. Walking on stone grows moss.
    • Changed to a Vanity Accessory
    • Crafted into Staff of Regrowth via Ecto Mist
  • Fairy Boots
    • Provides faint light, lights up the tiles you step on with particles for 5 seconds.
    • Material for Lightning Boots
  • Obsidian Horseshoe
    • Hazards don't trigger (rolling cactus, antlion eggs, beehives, breakable ice, thorn hazards, cobwebs)
  • Obsidian Rose
    • While wet - gain a Obsidian Heart buff. This decreases the damage of damaging debuffs, the duration of non-damaging debuffs and increases defence by 5. Also triggers while in rain or when you get the Honey buff from any Honey Comb accessory, since you are "touching" a liquid.
  • Lightning Boots and tinkers
    • Increases flight time by 1 second
    • Increases movement speed by 10%
    • Rocket boot flight transitions smoothly without tapping jump again.
  • Terraspark Boots
    • Inherits Lightning Boots upgrade
    • Inherits Lava Waders effects + more QoL buffs with it (Increased fall speed in liquids, Ice Skates immunity moved to Lava Waders, immunity to low gravity)
  • Ice Skates rework
    • Does not trigger ice biome hazards. Or does not trigger any hazards period.
    • Leaves a cosmetic icy trail, counterpart to Flame Waker Boots.
  • Jellyfish diving Gear
    • Flipper potion-like movement in liquids
    • Slows down damage from running out of breath
  • Arctic Diving Gear
    • While in water you leave icy bubbles after you that provide light and deal damage.
  • Frostspark Boots rework
    • Make it is it's own unique accessory, separate from the Terraspark Boot Recipe.
    • Crafting: Spectre Boots + Ice Skates. Combines the effects of its materials.
    • Moving makes the ground icy, emitting damaging frost spark particles.
  • Flame Waker Boots and tinkers
    • Make them a functioning accessory instead of being just for vanity. Just make its trails deal damage.
    • It's one of the only vanity accessories that are a material, these are the coolest looking boots but the resulting accessory isn't useful at all.
  • Nerf Obsidian Armor just a bit more - +35% speed and +50% range on whips is still very strong.
  • Give Whip buffs to all summoner armors, EXCEPT Summoner Hallow Armor. Maybe nerf Summoner sets a little.
    • Bee Armor
      • Extra Set Bonus: Whips summon bees on hits
      • These bees inherit weapon imbue buffs
    • Spider Armor
      • Extra Set Bonus: Whips inflict Acid Venom and have a chance to spawn baby spiders after killing an enemy. These spiders inherit weapon imbue buffs
    • Tiki Armor
      • Extra Set Bonus: Increases whip range and speed by 15%. Whips gain 15% tag critical strike chance.
    • Spooky Armor
      • Hallowed Armor is currently really good compared to this armor - give it some kind of additional buff rivaling Holy Protection, but make it offensive instead of defensive - maybe a buff for crowd control, similar to/synergizing with Dark Harvest. Just brainstorming here, maybe attacking with whips increases dodge chance/ damage reduction/ life regeneration/ grants a unique debuff effect / grants 2% dodge chance for every minion summoned? Perhaps killing/damaging enemies makes them drop (a part of) their soul or some kind of spooky orbs that regenerate 50 HP over time and grant a damage buff
      • Extra Set Bonus: + 25% whip length and speed. Summon weapons autoswing
    • Stardust Armor
      • Extra Set Bonus: 30% increased whip speed and range and makes all summon weapons autoswing.
      • 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?
  • Bramble Crate (thats the HM Jungle Crate)
    • Make it have a chance to drop chlorophyte ore post all mech bosses
  • Tiger Climbing Gear and tinkers
    • While grabbed onto a wall and moving in the direction of the wall, automatically climb up the wall.
    • Makes you "run up walls", while perserving your moment, and continue running/flying fast.
      • This also works when you run and bump into a 2 block high wall, you continue "running on the wall" and you keep the Hermes Boots sprint!
  • Rifle Scope and tinkers
    • Improves weapon accuracy/reduces spread by 50%.
    • Or bullet critical strikes deal 2.2 times the damage.
  • Charm of Myths
    • Healing potions restore 20% more HP
  • Titan Glove rework (tinkers are NOT changed, they stay the same as they are now. Titan glove by itself isn't used at all, why not make it interesting?)
    • Increases knockback by a flat amount for all classes, instead of just melee.
  • Fairy Bell
    • Each color of fairies does different things - Pink faces towarsd/highlights nearby treasure, Green highlights nearby rare enemies, Blue shines brighter (100% brightness)
    • Crafted using caught Fairies that spawn during night on logs instead of Souls of Sight. / Renamed to Pixie Bell?
  • Hive Pack
    • Also buffs HM equivalent of bees - wasps. (Wasp Gun, make the Honey Cloak spawn wasps)
    • Doubles your health regeneration, increases the duration of the Honey buff by 5 seconds
    • Armor penetration can reduce enemy defence to a negative number, effectively increasing your damage by a flat amount
  • Shiny Stone
    • Converts any damaging debuffs into a minor healing over time effect (doesn't stop upon taking damage, accelerates hp regen too) - 1hp/s, for the same duration as the debuff
  • Ankh and Ankh Shield
    • As it is now it's not that useful late game, there aren't that many late game enemies that inflict many of the debuffs that Ankh protects you from.
    • Immunity to On Fire!
    • OR shorten debuff lengths or convert certain debuffs into buffs
  • Ankh Materials
    • Blindfold - also dropped by Demons in Expert Mode+, weakens Blackout and Obstructed. Craft the Blindfold with the Hand Warmers and add that to the Ankh recipe
    • Bazoar - also lowers damage/shortened length to Acid Venom
    • Armor Polish - also grants immunity/shortened length to Ichor
    • Nazar - also grants immunity/shortened length to Cursed Inferno
  • Weather Radio
    • Also displays Meteor Showers, Slime Rain, Sandstorms, other potential events
  • Butchers Chainsaw
    • Hitting an enemy causes damaging blood / sparks to spawn from the enemy in random directions
    • Increased size or make it hit more often with more melee speed, somewhat similar to the Fetid Baghnakhs?
  • Shiny Red Balloon
    • Slightly stacks with other balloons.
    • Entirely remove the jump height reduction in liquids or decrease it with ballon stacks.
  • Umbrellas, Breathing Reed
    • Attack like shortswords or spears.
    • When the Umbrella attacks it's folded.
  • Purification Powder
    • Dropped by EoC
  • Hellforge
    • Change its rarirty so it doesn't burn in lava.
  • Wet debuff
    • Just indicates/highlights the enemy or player
    • While in liquids, touching liquids and 30 seconds after touching liquids, while in the rain
    • Make the Aqua Scepter, Waterbolt and some other weapons inflict it
  • Bug Net
    • Make it a weapon, similar to how the Staff of Regrowth, Umbrealla and Trident are weapons
    • This lets it break grass and instantly grab any dropped critters.
  • Grand Design
    • Replace the Ruler in its recipe with the Mechanical Ruler and inherit its abilities.
  • Chests
    • Chests containing Fledgling Wings are locked
    • Gold Chests above the Underworld no longer rarely contain Meteorite Bars
    • Lihzahrd Chests, Dungeon Biome Chests - Replace throwing knives, lesser healing potions, glowsticks etc. in the chests 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
    • A Water Chest always spawn in Water Floating Islands
  • Make background walls (in living trees) swappable
  • Place Piggy Banks, Water Candles etc. on blocks, not just on platforms.
  • Metal detector detects Gelatin Crystal
  • Bone Glove damage scales in HM.
  • Right clicking Cape Vanity Accessories doesn't place them in an accessory vanity slot but in an actual accessory slot. Change all vanity accessories to NOT be able to be placed in actual accessory slots.
  • Make these better at what they do:
    • Clentaminator, Toolbelt, Daybreak, Blowgun, Aeriel Bane, Chlorophyte Armor's Crystal Leaf, Rainbow Crystal Staff, Lunar Portal Staff, Forbidden Armor, Binoculars, Tempest Staff, Storm Spear and Thunder Zapper (these are intended for very early game, desert is difficult then), Toxic Flask
    • Hero Shield - Additionally grants 5% DR and 5 defense above 75% HP.
    • Blood Thorn - Thorns appear on platforms
    • Reindeer Bells - Infinite flight time
    • Molten Quiver - Gives all arrows On Fire!
    • Magma Skull and tinkers - All attacks inflict On Fire!
    • Angler Armor - Set bonus: You can do an additional Fishing quests per day and you have a chance to fish up 2 fish and crates instead of 1
    • Flask of Fire
      • Change it to inflict a special Oiled debuff only for melee weapons
      • Or it stacks the On Fire! debuff up to 10 stacks
    • Advanced Combat Techniques
      • Improved buffs in Expert Mode and in Master Mode
      • E.g. +12 defense in Expert and +24 in Master
    • Adamantite and Titanium Pickaxes and Drills
      • Make them much faster, faster than the Pickaxe Axe/Drax but slower than the Shroomite Digging Claws. Longer reach.
      • Digging tiles smooths out surrounding tiles just like the Drill Containment Unit.
  • All Early HM Ore Swords
    • You gain immunity to knockback while swinging any of these swords. With each swing the knockback increases
  • Phaseblades and Phasesabers
    • Increased attack speed
    • Phaseblades gain 5 armor penetration
    • Phasesabers gain 15 armor penetration
    • Phasesabers obtanable post 1 mech boss
  • Ancient Shadow Armor
    • Instead of being dropped by Eaters Of Souls, make it craftable at a Demon Altar, just like Ancient Hallowed Armor
  • Gemspark Walls
    • Balance their sell price
  • Universal Pylon
    • Sold at 50% filled Beastiary
  • Gravedigger's Shovel
    • Also digs cloud
  • Lucky Coin
    • Also gives +0.2 luck
  • Bacon
    • Can also be dropped from Solar Eclipse Butchers

  • Double droprates:
    • Bananarang, Diving Helmet, all drops from Ogres/Dark Mages, Pearls, Angler Item Rewards, Portal Gun (always drops from Moon Lord even if you have another one in your inventory), Souls of Light and Night
    • Mining Helmet - Make wearing a Mining Helmet without a full mining set increase the spawnrate of Undead Miners
  • Make these into rare, secondary items:
    • Shark Bait, Seaweed (pet item), Fish (pet item), Pharaohs Clothes
  • Change the way of obtaining:
    • Grappling Hook
      • Instead of being sold by the Goblin Tinkerer, let the Merchant or the Demolitionist sell it. By the time you get the Goblin, you've already most probably got a gem hook.
    • Wet Bombs
      • Also obtainable earlier - e.g. from Water Chests/Ocean Crates
    • Obsidian Water Walking Boots
      • Replace Obsidain Skull in the recipe with the Obsidian Horseshoe.
    • Titan Potion
      • Replace Bones in the recipe with Sturdy Fossils
    • Thorns Potion
      • Replace Worm Tooth in the recipe with a new Corruption Wormfish or add a Crimson alternative to the Worm Tooth. Remove Stinger altogether.
    • Gravity Globe
      • Move it to be dropped by Lunatic Cultist in Expert Mode
    • Disco Ball
      • Sold by the Party Girl instead of the Merchant. Give it better visual effects, something like the 1.4 EoL effects
    • Staff of Earth, Heat Ray
      • Dropped post-Golem by Lihzahrds (or a new enemy, Lihzahrd Mimics, these mimics always drop power cells just like how Dungeon Slimes always drop keys) - Golem has a very big pool of items.
    • Watches
      • Change the crafting station requirement to either a table or a workbench
  • Stackable to 999
    • Common materials - Mushrooms, Stingers, Jungle Spores, Vertabrae, Rotten Chunk, Pixie Dust, Ichor/Cursed Flames, All Feathers, Shark Fin, All Lens', Feather, Vial of Venom, Antlion Mandible, Unicorn Horn, Spider Fang, Ectoplasm, Confetti, Vine, Beetle Husk, All Bombs (including Wet Bombs, Scarab Bombs, Grenades and Dynamite), All Powders, Crates, Oysters, Clay Pot, Acorns, Pumpkin Seeds, All Buckets, Goodie Bags, Presents, Solar Tablet Fragments.
    • Ale is a potion, shouldn't its stack be 30, not 99?
  • Works while in your inventory, like info accessories:
    • Guide to Plant Fiber Cordage
    • Sickle
    • Lavaproof and Angler Tackle Bag
    • Voodoo Dolls?



Miscellaneous changes:
  • Make it so you can't equip accessories that don't stack with each other and which are the same. Example:
    • Celestial Shell with any of its tinkers (Moon Charm, Neptunes Shell, Sun Stone, Moon Stone and all tinkers inbetween)
    • Monk's Belt, Squire's Shield, Huntress's Buckler, Apprentice's Scarf
  • Accessory Combos
    • Just like how the Climbing Claw + Shoe Spikes grant a unique buff when used together, or how the Treasure Magnet stacks with other pick up range accessories, make more combos/stacking effects with accessories.
    • Soaring Insignia + Any Rocket Boots = faster flight speed, more responsive
    • Honey Comb (and tinkers) + Any regeneration accessory (Band Of Regeneration, Sun Stone, Moon Stone etc) = Health regeneration becomes honey health regen
    • Flails + Autoswing accessories = Alternate Attack
      • Hold right click to constantly throw and attack with the flail
  • Attempting to place banners on platforms automatically "hammers" the platform such that you can place it.
  • Make it possible to open a chest, piggy bank-like storage, talk to an NPC, AND having the crafting menu open. Make the crafting menu better, don't have many suggestions as of now.
    • Search menu or middle click on a material to narrow down the crafting menu to items that only include that material. It's sometimes difficult to find the thing you want to craft after you haven't played in a while, or with a texture pack or just a new player in general
  • Mining
    • Dye Plants - Auto select doesn't really work with dye plants, since they're just 1 block. Make it easier for auto select to detect dye plants/other 1 block things.
    • Auto selecting blocks you don't have enough pickaxe power for. Change auto select such that it ignores blocks you have insufficient mining power for. This makes mining Spikes in the Pre-HM Dungeon and in the Jungle Temple much easier.
  • Wet bombs, unique ammunition - Flares, Nails, Styngers, Candy Corn, Jack O'Lantern Explosives etc., any consumable item that can be added to an NPCs shop, "mass produced" by an NPC, just by having the item in your ivnentory.
    • 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 (while carrying this).".
    • Maybe mass produce certain building blocks as well?
  • Friendly NPCs
    • Make Fairies reveal rare mobs too
      • This makes them useful in early HM, for locating Mimics and such
    • 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
    • Guide
      • Keep items favorited after you've asked the Guide about using it for crafting.
    • Merchant
      • Make some often used materials and items be 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.
    • Tax Collector
      • Make him give you more money the more the game progresses, similar to how the Nurse charges more
    • Angler
      • Every quest reward now gurantees an item drop in addition to bait/potions/gold
      • New rewards
      • Hardmode he can give up to 2 quests per day
  • Enemy NPCs
    • Possessed Armor spawns Wraith/Ghost on death in Expert Mode
    • Endgame boss progression seems a little off - after beating Plantera, both 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 Golem or the Cultist.
      • This way you can get the opportunity to play around with more weapons. Sometimes i find like 5-6 weapons i want to play around with but i end using only like 3 of them at most. Some weapons can be more spread out through progression this way, so there's more opportunities to use them.
    • Golem
      • Make him jump more often, and when he lands he makes shockwaves similar to Queen Slimes.
      • In Expert Mode+ let him be more like For The Worthy seed Golem.
    • Lunatic Cultist
      • Make him more difficult
      • Phase 2 he can periodically use 2 attacks at once.
    • Archer Cultists won't chase you
      • After hitting archer cultists accidentally you don't know where they'll end up after running after you.
    • Slimes
      • 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 you think you should. Maybe its because of the sloped blocks.
    • Wyverns, Harpies
      • They won't spawn during boss battles.
      • They spawn at higher altitudes.Remove the change in altitudes for the Sky Biome in hardmode, why is it even like this?
    • Truffle Worm
      • Make it an enemy just like the Prismatic Lacewing so it won't die from mobs.
    • Improve multiplayer boss battles
      • As it is now multiplayer boss battles are quite hectic. When one player is targeted by the boss, the other players cannot predict the what the boss will do, the pattern they're used to is "randomized" because the boss is after another player. Projectiles fly everywhere, it's chaotic. It's pretty cheesy how respawning changes the battle so much, it's like a safety net and makes the battle easier. I have no suggestions to fix this yet.
      • What if bosses gained back health after killing a player?
    • EoC
      • Drops Purification Powder
    • Sand Elementals
      • Also spawn during Windy Days, opposite of the Ice Golem
    • Worm enemies
      • When they die, their loot drops as close to the player as possible, same as how the Destroyer drops his loot (in an old patch he used to drop his loot where his head was when he died)
  • Thorn Bush Hazards/Damaging tiles
    • 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, x3 in Master (base damage for Evil Biome thorns is 10, and jungle thorns is 25).
  • Weapons
    • 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. For example the Tempset Staff is TERRIBLE against fast targets, even though its great versus events and slower targets, but as it is now if you attempt to fight Duke Fishron with this staff to get those wings or just farm, this minion won't attack him at all while you're running moderately quickly.
      • Rework how minions work? make them move to your mouse cursor?
      • Add an option for minions to have specific attack patterns, similar to the additional option in the Amulet of Many Minions Mod.
      • Make all minions knock enemies AWAY from you.
    • Sentries
      • Give them hitboxes
    • Spears
      • Make them hit an enemy multiple times similar to a yoyo, but they also pierce (low iframes) and have long range.
      • Give them an alt-fire - throw them, or spin them like the Sleepy Octopod
      • General buff - increased size and longer range, pass through blocks?
    • Boomerangs, Chakrams
      • Chakrams are stackable and bouncy, similar to the Light Disk.
      • Boomerangs pierce enemies. Increased knockback
      • Once you shoot a boomerang you can change to another weapon and use 2 weapons simultaneously. Or once you shoot with 1 boomerang, all boomerangs in your inventory shoot consecutively?
  • Overhauls
    • Marble Biome - Underground Marble Coliseum. Large biome, comparable to Granite. A few more enemies.
    • Granite Biome - Hanging lights. Lights from cracks in the background. A few more enemies.
    • Floating Islands - 1 more mob and add 1 unique flotaing castle structure.
    • Lihzahrd Temple - More enemies, and a few more challenges in the temple 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. Let him sell random Enemy Statues. Also has a chance to sell the Stopwatch, Lifeform Analyzer and DPS Meter.
      • Angler - Give accessory rewards for fishing more consistantly + he's rarely utilized in HM
      • Party Girl - the day she moves in, or the day after that, she throws a party
    • Fishing in post-HM doesn't have many new items
      • Fishing line wont break when you fish enemies up (Blood Moon Fishing mobs, Duke Fishron)
    • Extractinator in HM
  • 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, quick stack the picked up item to the stack in the void bag
  • 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.
  • 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.
  • 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.
  • Make the names of the items you're holding, that appear above your hotbar, have the same color as their rarity.
  • 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.
    • Many leggings/boots in the game look like triangles, but Leinforses leggings/fancypants look like actual boots. This is a pretty trivial change that isn't really worth it, but i'd like more boots in the game to look like Leinforses.
  • Change miles per hour to blocks per hour. Change how distance is measured from feet to blocks.
  • Sandstorm and Snowstorm
    • Snowstorms and Sandstorm happen simultaneously. When they begin and when they end appears in the chat.
    • Deactivate during a boss battle or invasion
    • Common during blood moons
  • Add a placeable functionality to some accessories, similar to the Rock Golem Head
    • Horseshoes
    • All Boot accessories
    • All Quivers
    • All Gloves
  • 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
    • Make it so only one person can edit a sign at a time.
  • There are some slight inconsistancies with listing the exact location of fishing quest locations. Here are only a few examples
    • Tundra Trout is listed as Surface Tundra, Pengfish is listed as Tundra, yet you only catch it in the Surface Tundra
    • Both the Unicorn Fish and the Pixiefish are listed as Hallow, but the former can be caught at any height, while the latter can be caught only on the surface Hallow
  • Make smart cursor auto target crystal shards, dye plants, strange plants and other similar items

World seed ideas
  • Falling stars also damage players
  • Hardmode enemies sometimes spawn their pre-hardmode counterparts on death
  • Faster drowning and breath loss while underwater
  • Days and nights are shorter/longer
  • Doubled droprates, max spawnrate
  • The entire map is flipped upside down, you spawn in a forest cave at the bottom of the world.

Minor inconsistancies
  • Change all instances of "minion damage" to "summon damage", since both whips and sentries also benefit from so called "minion damage" from accessories and armors
  • You can only move your map up with "space", even if you've changed your "Up" button.
  • 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.
  • You can sometimes 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.
  • 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.
  • Craft the Skull Lantern at a Bone Wielder instead of a Workbench
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
  • Make the health bar much longer/larger
Improve the players gamesense in general​
When you're not paying attention and for new players especially 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. This IS part of the game, learning how to act, being careful, watching out for enemies and projectiles, keeping things lit up, but things like keeping track of your health bar during an intense boss or event is sometimes pretty difficult, and sometimes you have no idea how hard you got hit, how much HP you have left, etc so i think there should be an answer to this issue at least. I'd like there to be some more ways to improve the general gamesense of the player.​


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.
  • Automatically buffs you when the bosses spawns to avoid you forgetting to 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.
  • 2 options for auto-buff during bosses and during events in settings.

Create a few, new unique prefixes for minions and sentries, for example
  • Perfect: +20% damage, +5 armor penetration, decent knockback
  • Primal: +5% damage and a lot of knockback

Smarter Void Bags
  • Quick Stack and Deposit All to chests automatically works with items inside your Void Bag.
  • Picking up a stackable item thats already in your Void Bag gets put in that stack automatically
  • Be able to open the void bag while already having an NPC shop open or a chest open
Alert function - you enter a message and set a specific time or an interval of time for the message to pop up in the chat. You can use this to remind yourself to go collect stars from your farm, remind yourself to drink potions that are about to run out, check back on NPCs (travelling merchant, Party Girl during a party), troll friends, etc.
Add a way to take a stack of an item from a chest but leave 1 of that item in the chest, so you can quick stack it back to the chest later.
Charging up/channelling magic weapons.
Macros
Overbuffing signaling or increase the cap to 30 buffs
One giant storage chest - crafted and expanded with Books from the dungeon.
Detailed stats list - total gained buffs, damage reduction, luck, aggro, etc
Hints for events, items, bosses for new players.
Hotkey that selects the next ammo in your inventory for your gun/bow
Hotkey for recall/magic mirror

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

Any feedback is welcome no matter how small.

Thank you for your time.
 
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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?
 
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.
 
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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:
 
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!
 
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.
 
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.
 
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.
 
@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.
 
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 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.
 
@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.
 
@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.
 
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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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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