Weapons & Equip Reworks to boring armor set bonuses

MoultonLava

Torch God
So, we know that a lot of the armors currently do give kinda boring bonuses to defense, damage, etc. This is my attempt to make these bonuses more unique. Some of these might make it into my mod, if I can code them.

Fossil armor:
Current: 20% chance to save ammo
Rework: Double tap down for Bone Rage. Bone Rage increases ranged damage and speed by 15%, and makes you constantly emit gravity affected bones. This affect lasts for 10 seconds, and has a 30 second cooldown, indicated by a prehistoric roar.

Bee armor:
Current: Increases summon damage by 10%
Rework: Striking foes with your summons has a 50% chance to summon a friendly bee that homes in on foes that deals 20 summon damage. Grants permanent Dangersense and Hunter buffs. Friendly Hornets can fire faster, and occasionally fire a Queen's Stinger, which pierces twice and deals 25% more damage.

Necro armor:
Current: 10% increased crit strike chance for ranged weapons.
Rework: Thrown bones get a 20% damage buff and split into shards on hit, attacks throw out crossbones. With Bone Glove, these crossbones are thrown twice as often.

Spider armor:
Current: Increases summon damage by 12%
Rework: Increases summon damage by 10%, and attacks spawn mini spiders that infest foes, dealing DoT for 10 seconds. After the timer runs out, the spiders explode.

Cobalt armor:
Current: 14% less mana used/ 15 percent increased melee speed/ 20% chance to save ammo.
Rework: Grants an explosive double jump that sends you 23 blocks very fast, deals 225 damage, and inflicts Hellfire.

Mythril armor:
Current: 17% reduced mana cost/ 10% increased melee crit strike/ 20% chance to save ammo.
Rework: 20% increased acceleration and 100% increased speed, your attacks explode into moonlight occasionally that does 125% damage of the attack in a small area.

Adamantine armor:
Current: 19% reduced mana cost/ 20% increased melee and movement speed/ 25% chance to save ammo.
Rework: The essence of the sky lingers around you, making attacks call down lightning on hit that does 100% of your weapon's damage with a 1 second cooldown.

Turtle armor:
Current: 200% thorns and 15% reduced damage taken
Rework: 15% DR, 200% thorns, and you can do a Turtle Dash, which has a very long cool down in exchange for an extrodinarily long ram dash (30 blocks) that does 400 base damage.

Spooky armor:
Current: increases summon damage by 25%
Rework: Double tap down to enter a spectral state. This increases summon damage by 30%, reduces aggro by 750, and increases acceleration by 30% and movement speed by 120%. However, this mode also reduces defense and DR by 80%, making you incredibly fragile.

Tiki armor:
Current: +1 minion slot, and 20% increased whip range
Rework: +1 minion slot, 25% increased whip range, and each hit with a whip Grants the Tiki Power buff, slightly increasing whip speed by 2.5%. This stacks up to 10 times.

Shroomite armor:
Current: Grants 15% multiplicative damage to the corresponding subclass of ranged weapons, allows you to go into stealth mode when standing still, greatly buffing ranged stats, but you get kicked out of it if you move.
Rework: Grants 15% multiplicative damage to the corresponding subclass of ranged weapons, depending on helmet. Ranged attacks carry the spores of the Mushrooms, infecting foes hit. This gives them a stacking DoT debuff that can stack to 90 DPS. When an enemy either dies with this debuff or the debuff runs out, it explodes into a cloud of spores that rapidly deal 60 ranged damage.

These are subject to change, as they may be too under/overpowered for the class. Give me your feedback, it is welcome!
 
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All of these look fine, except for one thing.
I don't think cobalt should inflict oiled. It doesn't really make sense.
 
All of these look fine, except for one thing.
I don't think cobalt should inflict oiled. It doesn't really make sense.
I agree
Changed it to Hellfire
 
-Added specifications on jump distance and damage
 
I like these, but I do see a few issues. If I don't mention it, that means I'm completely on board!

Bee armor:
Current: Increases summon damage by 10%
Rework: When hit, release a bunch of bees that deal 15 true damage and gives Honey buff for 10 seconds. Summons a Hornet minion for free.
I'm going to assume in good faith that these bees don't cause shared iframe issues like every other bee does. Honey on hit is not great, this is only 10 health returned, assuming you didn't already have the buff to begin with. I would hope the Bees also ignore some or all enemy defense, since that's not very much damage and there's no way you as the player can increase it.

Necro armor:
Current: 10% incresed crit strike chance for ranged weapons.
Rework: Bones thrown and the Bone Glove gain greatly increased velocity, pierce, and shatter into homing shards when all pierce has run out.
Thrown Bones are terrible weapons (I'd actually like them to be the same Crossbone projectile Bone Glove Shoots, but that's not very relevant here), and Bone Glove is not only an optional accessory, but one also exclusive to Expert Mode. Personally I think this should affect all ranged weapons (perhaps with a chance or a cooldown), as right now this is just a nerf, and quite a large one at that.

Cobalt armor:
Current: 14% less mana used/ 15 percent increased melee speed/ 20% chance to save ammo.
Rework: Grants an explosive double jump that sends you 23 blocks very fast, and inflicts Hellfire.
Awesome! I think the jump should deal some damage too, since Hellfire on its own is very weak in hardmode. I'd make it quite a lot of damage too, just for fun, since actually hitting enemies with the double jump cloud can be difficult.

Mythril armor:
Current: 17% reduced mana cost/ 10% increased melee crit strike/ 20% chance to save ammo.
Rework: 20% increased speed and acceleration, your attacks explode into moonlight occasionally that does 125% damage of the attack in a small area.
20% increased acceleration is pathetic; Magiluminescence and Shadow Armor both give 75%; make this 100%, I think. 20% increased speed is great, no need to change that part.

I love the Moonlight Explosion too.

Adamantine armor:
Current: 19% reduced mana cost/ 20% increased melee and movement speed/ 25% chance to save ammo.
Rework: The essence of the sky lingers around you, making attacks call down lightning on hit that does 100% of your weapon's damage.
Is this a chance or a cooldown? This is ludicrous if not. I do really like it though!

Turtle armor:
Current: 200% thorns and 15% reduced damage taken
Rework: 15% DR, and you can do a Turtle Dash, which has a very long cool down in exchange for an extrodinarily long ram dash (30 blocks) that does 400 base damage.
Very strange change, though I do appreciate the reference. Not sure how I feel about this one. "Turtling" in video games tends to refer to holding position and using defensive tactics to stay alive, I think being able to suddenly do an enormous dash breaks the theme a bit.

Tiki armor:
Current: +1 minion slot, and 20% increased whip range
Rework: +1 minion slot, and each hit with a whip Grants the Tiki Power buff, slightly increasing whip range and speed by 2.5%. This stacks up to 10 times.
Needing to build up whip  range defeats the point of Tiki armour, since you will need to at first put yourself at risk only to  then be able to play safely, when the whole point of using this over Spooky in the first place is the safety. I do like the Whip Speed buildup though.

These are subject to change, as they may be too under/overpowered for the class. Give me your feedback, it is welcome!
I think a lot of number changes are in order, but I do really like the concepts!
 
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Personally all but the last two need not to be changed. Save the flashy boosts for the endgame armors.

Spooky and Tiki are rather desperate for something though, but tbh I still like my way of doing it. You can find my thread in my signature, but I will not plug it in further discussion of this as to not sound like I only care about my own things.
 
Very strange change, though I do appreciate the reference. Not sure how I feel about this one. "Turtling" in video games tends to refer to staying in and using defensive tactics to stay alive, I think being able to suddenly do an enormous dash breaks the theme a bit.
I can see that, but I based the enormous dash off of Terraria’s tortoises.

Is this a chance or a cooldown? This is ludicrous if not. I do really like it though!
Has a 1 second cooldown.

Awesome! I think the jump should deal some damage too, since Hellfire on its own is very weak in hardmode. I'd make it quite a lot of damage too, just for fun, since actually hitting enemies with the double jump cloud can be difficult.
Sure, can do!

I'm going to assume in good faith that these bees don't cause shared iframe issues like every other bee does. Honey on hit is not great, this is only 10 health returned, assuming you didn't already have the buff to begin with. I would hope the Bees also ignore some or all enemy defense, since that's not very much damage and there's no way you as the player can increase it.
Yep.
I’ll ad it when I get home.
 
20% increased acceleration is pathetic; Magiluminescence and Shadow Armor both give 75%. Make this 100%, I think. 20% increased speed is great, no need to change that part.
Will do.
 
Personally all but the last two need not to be changed. Save the flashy boosts for the endgame armors.
I disagree.
Flashy boosts are cool throughout all stages of gameplay.
From my perspective, people only feel that late-game armors should be the only ones to have them on the basis of "that's how it's always been" or "there's not early game armors with flashy boosts."
Suggestions like these are here to change that and also solve two other underlying issues with the current state of Terraria.
Those being not enough armor diversity, and the uselessness of full sets when you can mix and match for better stats.
 
I disagree.
Flashy boosts are cool throughout all stages of gameplay.
From my perspective, people only feel that late-game armors should be the only ones to have them on the basis of "that's how it's always been" or "there's not early game armors with flashy boosts."
Suggestions like these are here to change that and also solve two other underlying issues with the current state of Terraria.
Those being not enough armor diversity, and the uselessness of full sets when you can mix and match for better stats.
Okay; I'll try a more objective analysis

So, we know that a lot of the armors currently do give kinda boring bonuses to defense, damage, etc. This is my attempt to make these bonuses more unique. Some of these might make it into my mod, if I can code them.

Fossil armor:
Current: 20% chance to save ammo
Rework: Fossilizes arrows and bullets, making them much stronger and shatter into shards that deal 25% damage on hit, but they are affected by gravity more.
  1. What if a player doesn't want this? Would it override, say, Molten Fury's boost? I just don't see this working.
Bee armor:
Current: Increases summon damage by 10%
Rework: When hit, release a bunch of bees that deal 15 true damage and have local I frames, and gives Honey buff for 30 seconds. Summons a Hornet minion for free.
Like Coley said, that is pathetic. Also, Honey is a defensive buff for the least defensive set in the game.
Necro armor:
Current: 10% incresed crit strike chance for ranged weapons.
Rework: Bones thrown and the Bone Glove gain greatly increased velocity, pierce, and shatter into homing shards when all pierce has run out.
Make the bones deal 15% or so damage of your ranged weapon and fire when it fires. Bone Glove is weird.
Cobalt armor:
Current: 14% less mana used/ 15 percent increased melee speed/ 20% chance to save ammo.
Rework: Grants an explosive double jump that sends you 23 blocks very fast, deals 225 damage, and inflicts Hellfire.
Why hellfire? What does Cobalt have to do with hell?
Mythril armor:
Current: 17% reduced mana cost/ 10% increased melee crit strike/ 20% chance to save ammo.
Rework: 20% increased acceleration and 100% increased speed, your attacks explode into moonlight occasionally that does 125% damage of the attack in a small area.
Seems... good enough. Questionably thematically appropriate, but it works.
Adamantine armor:
Current: 19% reduced mana cost/ 20% increased melee and movement speed/ 25% chance to save ammo.
Rework: The essence of the sky lingers around you, making attacks call down lightning on hit that does 100% of your weapon's damage with a 1 second cooldown.
What does Adamantite have to with sky?
Turtle armor:
Current: 200% thorns and 15% reduced damage taken
Rework: 15% DR, and you can do a Turtle Dash, which has a very long cool down in exchange for an extrodinarily long ram dash (30 blocks) that does 400 base damage.
Would this override SoC? I'd just make the thorns effect cooler; maybe you're surrounded by spikes as a inferno-potion kinda thing.
Spooky armor:
Current: increases summon damage by 25%
Rework: increases summon damage by 15%, and makes you summons attacks occasionally spawn homing pumpkins, which deal 50 summon damage.
Again, use percentages rather than numbers. It balances itself more.

Also, I feel this overlaps with Spectre too much. Spooky isn't too "pumpkin-y" either, only connected by the event it's obtained from.
Tiki armor:
Current: +1 minion slot, and 20% increased whip range
Rework: +1 minion slot, and each hit with a whip Grants the Tiki Power buff, slightly increasing whip range and speed by 2.5%. This stacks up to 10 times.
What Coley said
These are subject to change, as they may be too under/overpowered for the class. Give me your feedback, it is welcome!
 
What does Adamantite have to with sky?
Legend.
Kronos slew Ouranos, the Primordial of the sky, with an adamantite scythe.
Again, use percentages rather than numbers. It balances itself more.

Also, I feel this overlaps with Spectre too much. Spooky isn't too "pumpkin-y" either, only connected by the event it's obtained from.
Fair enough
What is your idea?
 
Legend.
Kronos slew Ouranos, the Primordial of the sky, with an adamantite scythe.
Okay
Fair enough
What is your idea?
Pressing DOWN twice gives you the Shade Aura buff: +30% Summon damage & -400 aggro, but taking damage kicks you out and removes 1/3 of your remaining health after the hit. You can deactivate it by pressing the button twice again.
Idk how balanced it is (I made it a while ago) but I still like the general idea
 
Okay


Idk how balanced it is (I made it a while ago) but I still like the general idea
Got it
Copy pasting that is boring, but I'll think of something similar.
Edit: What do you think of it?
 
Legend.
Kronos slew Ouranos, the Primordial of the sky, with an adamantite scythe.
... a weapon weapon given to him by Gaia, Mother of the Earth, for the express purpose of defeating Uranus. Adamantine is of the earth, not of the sky; it's the opposite of the sky, if anything, since its intended purpose is to kill it.

The word "adamant" has origins in ancient Greek, meaning "invincible" or "untameable," later being used to refer to diamonds, since they cannot be scratched by any other rock.

Screenshot_20250523_143406.jpg

  1. What if a player doesn't want this? Would it override, say, Molten Fury's boost? I just don't see this working.
There's certainly ways to make it work, but the logistics definitely need to be specified; what happens to Jester Arrows, which ignore gravity entirely?

I also agree that players may not want this effect; what if the player wants to increase their ranged damage without affecting the way their weapon works?

Make the bones deal 15% or so damage of your ranged weapon and fire when it fires. Bone Glove is weird.
That's a lot of bones. I love it!

What does Adamantite have to with sky?
I agree, but I think having Red Lightning with no explanation would be awesome. Orichalcum can have Flower Petals with no explanation, I think Adamantine can have badass lighting too.

Again, use percentages rather than numbers. It balances itself more.
It can also make it quite a bit more boring. I think a healthy amount of both flat damage and percentage boosts are preferable.
 
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There's certainly ways to make it work, but the logistics definitely need to be specified; what happens to Jester Arrows, which ignore gravity entirely?

I also agree that players may not want this effect; what if the player wants to increase their ranged damage without affecting the way their weapon works?
Fair enough
I'll think of a logical bonus besides what i have currently
 
Also, uh, while you're at it...
Can you give Shroomite something new? Currently it kinda sucks.
 
Also, uh, while you're at it...
Can you give Shroomite something new? Currently it kinda sucks.
Oh yeah right
I love Shroomite actually
But its set bonus sucks
The whole helmet idea is cool
I actually had an idea for a rework I'll edit in in a sec
Stealth mode is now activated the same way as vortex, with lower movement penalties
Projectiles fired which match the type the helmet buffs create spore clouds that do 25-50% of the weapon's damage on hit
While in stealth mode, helmet-matching projectiles do 250% crit damage instead of the usual 200%
 
Oh yeah right
I love Shroomite actually
But its set bonus sucks
The whole helmet idea is cool
I actually had an idea for a rework I'll edit in in a sec
Tad off topic, but I really don't like the helmets. Ranger isn't really good at making variations of itself, so those feel forced.
 
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