Orithan
Eye of Cthulhu
Reposting from a different thread:
And thus this is the basis of my suggestion: More craftable items for lategame, and make the RNG items that make no sense being part of the RNG become drops instead.
Disclaimer: This does not provide balancing changes which may have to be made as well as that the new items need balancing.
Part 1: Fixing up Chlorophyte Tier (
)
Out of all the post-mech tiers, Chlorophyte is the best off in regards to craftable items as there are suitable craftables for most classes. However, there is a disturbing lack of mage craftables and summoners don't get any. In order to remedy this situation (as well as fix up some nonesense), this is what I will propose:
Venus Magnum.
Crafting recipe (@ Hardmode Anvil):
Comments: Why you can't craft the Pheonix Blaster into this is beyond my belief, even though it appears to be the next step in the FB's evolution. Also, why does Plantera even drop this aside for the sake of having RNG attached to it?
Wasp Gun.
Crafting recipe (@ Hardmode Anvil):
Comments: Same as with Venus Magnum.
Pigmy Staff.
Buy/Sell price upped to 25/5 Gold respectively.
Is no longer dropped by Plantera. Instead, it is brought from the Witch Doctor for 25 Gold after defeating Plantera. On addition, the Witch Doctor will begin selling Tiki Armor after Plantera is defeated regardless of wherever the player has a Pigmy Staff in their inventory or not.
Comments: Another instance of a drop being regulated to the RNG when it shouldn't be. Away with the RNG part.
Grenade Launcher.
Buy/Sell price upped to 30/6 Gold respectively
Is no longer dropped by Plantera after it's first defeat. Instead, it is brought from the Cyborg for 30 Gold if you need additional Grenade Launchers.
Comments: I don't get why this is in Plantera's dropset after the first defeat.
With this, the issues with Chlorophyte tier RNG should be solved and players should be mostly happy with what they can craft in preparation to fight Plantera with.
Notes: Summoner still doesn't get anything at this tier. This is okay here, as the Optic Staff is a powerful summoning weapon and the class in general needs to be fleshed out more (as in stuff outside my thread). The Axe will remain a Plantera drop at it's current rate because it is supposed to be an easter egg sort of thing with the reference and all.
Part 2: The deal with the Lizhard and Golem (
)
This point is where craftables drop off altogether and requires more than just deregulating some of the RNG from bosses to fix. From the Lizhard onwards, the only craftables you get are for armor and wings and this is a bad thing for the game. This here should fix the issue:
Lizhard Furnace.
Guaranteed drop from Golem on each kill. No longer found in Lizhard Chests.
Also used to craft several Golem weapons with Lizhard Brick.
Comment: First, we need something to smelt the Lizhard brick into weapons with.
Lizhard Brick.
Guaranteed 120-150 drops from Golem on each kill
Also will be used for crafting several weapons.
Comment: I really don't know how to balance this in relation to crafting, especially because it is very easily exploitable to just craft tons of weapons and sell them all for big money. Maybe a big reduction to the sell prices of the weapons crafted with it or adding in additional materials into the crafting recipes?
Picksaw.
Crafting recipe (@ Lizhard Furnace):
Comment: Now it can be crafted directly after Golem is killed instead of waiting for the RNG to favor you. And what is the Golem doing with a Picksaw anyway?
Staff of Earth.
Crafting recipe (@ Lizhard Furnace):
Comment: Since when does Golem drop Boulders?
Stynger.
Crafting recipe (@ Lizhard Furnace):
Comment: How is Golem supposed to drop a sting shooter when it can't fire stingers? Stingers are now also dropped by Moss Hornets.
Stynger Bolt
Crafting recipe (@ Hardmode Anvil, makes 50):
Comment: As suggested by @Emral
Possessed Hatchet.
Crafting recipe (@ Lizhard Furnace):
Comment: Golem doesn't use it, so why should it be regulated to the RNG? Thanks to its ability, it makes a good candidate for the use of Souls of Fright to craft.
But what about Beetle Husks, which don't fit as a Golem drop? There will be a new Jungle mob that appears after Golem is defeated for the first time which will drop them; Goliath Beetle:
(No sprites available, roughly the size of a Moss Hornet)
Goliath Beetle.
Type: Enemy
Enviroment: Hardmode Underground Jungle
AI Type: Fighter
Damage: 60 (while on the ground), 90 (while flying)
Max Life: 350
Defense: 60 (while on the ground), 30 (while flying)
Knockback Resist: 100% (while on the ground), 60% (while flying)
Spawnrate: Slightly lower than Giant Tortoises
Notes: Like a souped up Mushi Ladybug, with stat adjustments between it's two states, the Goliath Beetle moves slowly while on the ground though twice as fast at as a Giant Tortoise. It flies whenever the player is far away from them or when they are out of the beetle's reach on the ground, flying at the speed of a Mushi Ladybug during flight. On land, they have a similar appearance to a large Lac Beetle, but their shell bears resemblance to a Beetle Husk (
) and their flying sprite is similar to a large Mushi Ladybug but with a shell that looks similar to a Beetle Husk.
Drop table:
Notes: Several Golem drops are still regulated to the RNG. The Golem uses the Heat Ray to fire it's lasers, Golem fires its fists, the Eye of the Golem is a part of the Golem and the Sun Stone is probably the thing that powers it. Combined with @SzGamer227 's Beetle Tools and Weapons suggestion, this should be enough to fix the RNG scenario for the Golem.
Part 3: What's up with the Dungeon and Shroomite? (
)
Just like with the Lizhard, the post Plantera Dungeon and Shroomite has very little craftables. Unlike with the Lizhard, there are few things that are regulated to the RNG when they shouldn't be. But first, let's get those out of the way:
Pulse Bow
Crafting recipe (@ Hardmode Anvil):
Comment: The Pulse Bow appears to be directly related to Shroomite, but why does the Travelling Merchant have it when it looks like something that should be crafted from Shroomite. Not to mention that the Travelling Merchant rarely has it.
Magnet Sphere
Crafting Recipe (@ Bookcase):
Comment: I have no idea why this is a drop and not a craftable, especially given its appearance and abilities.
However, this is not enough to keep players satisfied at their tiers without the RNG. Hence I propose a couple more things to make things more interesting:
(Original sprite made by someone outside these forums)
Bolt Rifle
Type: Ranged Weapon
Damage: 21
Knockback: 4
Max Stack: 1
Velocity: 13
Rarity:
Use Time: 15
Special effects: Fires bursts of 4 bullets flying at high velocity to hit their targets, autofires.
Buy/Sell Price: 45 Gold/ 9 Gold
Crafting Recipe (@ Hardmode Anvil):
(Base sprite by someone outside these forums, edited by me)
Spore Shot
Type: Bullet
Damage: 7
Knockback: 2
Max Stack: 999
Velocity: 5
Rarity:
Special Effect: Leaves a trail of tiny damaging Mushroom particles (ala Mushroom Spear) that deal half Weapon+Bullet damage. The mushroom particles also spray out a little upon hit. The particles ignore gravity and linger for 1.5 seconds.
Buy/Sell Price: 75 Copper/ 15 Copper
Crafting Recipe (@ Hardmode Anvil, makes 70):
(Base sprite made by someone outside these forums, recolored to reflect the materials the variants use).
Spirit Scepter
Type: Magic Weapon
Damage: 65
Knockback: 1
Max Stack: 1
Mana: 20
Velocity: 8
Rarity:
Attack Method: Summons a large orb of ectoplasm that follows your cursor ala. Rainbow Rod for as long as the Left Mouse Button remains pressed. This burst of ectoplasm penetrates enemies indefinitely for up to 30 seconds before it disappears. It emits a much greater level of light than what the Rainbow Rod does. When the LMB is released, the spirit flies off in the direction it last went in just like the Rainbow Rod.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Hardmode Anvil):
And with that concludes Part 3 of the suggestion. Two basic craftable weapons for Shroomite and Ectoplasm, supporting their respective classes, for Ranged and Magic players that can last them through the Moon events if played right. Summoning will come later, because the class needs to be more fleshed out in general.
Part 4: Holiday events and Duke Fishron: we need more craftables! (
)
At this point, there is literally no craftable weapons and only one set of craftable armor; Spooky Armor. The armor part is fine, as the current endgame armor is fine as it is for the rest of the game. As of 1.2, this is fine; it is the end of the game. Come 1.3, and we have a major bottleneck in game progression at this point on a similar caliber of the Lizhard/Shroomite/HM Dungeon tier. With Pumpkin Moon, we can have a sufficient number of drops that should be craftables in order to create good weapons for each class (as well as adding in a few drops for the bosses, so they don't feel left out on the deal). With Frost Moon, we don't have that luxury while Fishron bears a couple that should be craftable. But first things first; Deal with the Pumpkin Moon.
(Sprite made by someone outside these forums)
Spooky Campfire
Type: Furniture
Placeable: Yes
Dimensions: 3 blocks wide x 2 blocks tall
Max stack: 99
Rarity:
Use time: 14
Tool to mine with: Pickaxe
Tooltip: "Used for special crafting and increases Mana regneration of those who stand near"
Sell: 3 Silver
Used to craft Pumpkin Moon weapons and imparts the Soul Fire Buff on players who stand within 48 blocks of the center of the campfire.
Crafting recipe (by hand):
(Sprite made by someone outside these forums)
Spooky Campfire (buff).
Tooltip: "Mana regeneration is increased"
Effect: Mana regeneration speed is slightly increased, at the same rate as how life regen is increased by a regular campfire.
Duration: Infinite for as long as you stand in the campfire's radius. Disappears as soon as you leave that radius.
Stake Launcher
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Comments: Does it seem odd that the Mourning Wood does not fire stakes but drop a Stake Launcher? Should it use Souls of Fright instead of Sight?
Stake
Crafting Recipe (@ Spooky Campfire & Spooky Workbench, makes 10):
Comments: Should the stakes use Souls of Light or Night, or some other crafting material? I can't decide.
(Sprite by someone outside these forums)
Spooky Wood Broadsword
Type: Melee Weapon
Damage: 86
Knockback: 13
Max Stack: 1
Rarity:
Use Time: 18-21
Special effects: Fires 5-8 Greek Flames per swing, covering an area up to a maximum of 10 blocks in front of the player. Each flame does piercing damage, equal to 50% of the sword's Damage, without knockback and linger for 3 seconds before disappearing. The sword autoswings and the direction the player is facing in is fixed in place while swinging.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
(Original sprite made by someone outside these forums)
Unhallowed Spirit
Type: Crafting Material
Max Stack: 999
Rarity:
Tootip: "The remains of powerful pumpkin spirits"
Sell price: 10 Silver
Dropped by Pumpking 100% (1-10, increasing linearly as the event progresses).
Comments: The Pumpking's unique crafting material, allowing for the crafting of Pumpking equipment.
Bat Scepter
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Comments: So, why does Pumpking drop a bat staff despite not summoning bats?
Raven Staff
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Comments: Same as with Bat Scepter.
Candy Corn Rifle
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Comments: Courtesy of @Baconfry's Corn Syrup suggestion, this is a good way deregulate the weapon from the RNG without dumb shenanigans like having the Arms Dealer sell the rifle only after you hit Wave 15 (which is tough enough as it is) or something.
Jack 'O Lantern Launcher
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Comments: While it appears to fit the Pumpking because it is made with pumpkin, Pumpking doesn't fire explosive pumpkins at you.
Explosive Jack 'O Lantern
Crafting Recipe (@ Spooky Campfire & Spooky Workbench, makes 50):
Comments: Pumpkins go boom. I wonder how you can craft Jack 'O Lanterns this big with such little resources, but then again we are talking about a game.
The Horseman's Blade
Dropped by Headless Horseman (4.17%-50% for 1, droprate increases linearly from Wave 9 to Wave 14 as per when it spawns)
No longer dropped by Pumpking.
Comments: If this is the Horseman's Blade, then why does Pumpking drop it instead of its namesake?
But wait, now Pumpking has only two drops compared to Mourning Wood's 4? Well, I should fix that right now...
(Original sprite made by someone outside these forums, edited slightly)
Flaming Scythe
Type: Magic Weapon
Damage: 76
Knockback: 5
Max Stack: 1
Mana: 25
Rarity:
Use Time: 23
Special effects: Fires a large flaming scythe which flies in the direction you clicked in that starts off slow, but gradually picks up in speed on each swing ala Demon Scythe. This scythe penetrates enemies infinitely, ignores walls and despawns after 30 seconds. The scythe itself is swung like a sword and deals damage, an anomaly for a Magic Weapon.
Buy/Sell Price: 50 Gold/ 10 Gold
Dropped by Pumpking (2.08%-25% for 1, droprate increases linearly from Wave 8 to Wave 15)
Comments: Now you get to fire the flaming scythes of destruction! It has a high Magic cost alongside its relatively slow speed (leading to a low DPS), but this thing wrecks crowds like no other if you have a good magic supply and does not care about walls at all.
(Original sprite made by someone outside these foruns, edited slightly)
Haunted Amulet
Type: Accessory
Max Stack: 1
Rarity:
Bonus: Whenever the player is hit by an attack while having it equipped, 5 Greek Flames explode from the player. These Greek flames deal 50 damage, penetrate enemies infinitely and linger for 5 seconds until disappearing. Note: Will get tinkers.
Tooltip: "Combusts into fires when hit"
Buy/Sell price: 20 Gold/ 4 Gold
Dropped by Pumpking (2.08%-25% for 1, droprate increases linearly from Wave 8 to Wave 15)
Proposed droprates (only one of these can drop at a time):
(Sprite made by someone outside these forums)
Evergreen Branch
Type: Crafting Material
Max Stack: 99
Rarity:
Sell price: 2 Gold, 50 Silver
Dropped by Everscream 1.04%-12.5%, droprate increasing linearly as the event progresses.
Comments: Instead of dropping the Festive Wings directly, Everscream should drop the material required to craft it.
Festive Wings
Crafting Recipe (@ Christmas Workshop):
Comments: So now we have the Festive Wings again. Just not obscenely rare like before.
On addition to these drops, Everscream also drops Pine Tree blocks (100%, 30-60) which will be used to craft the Christmas Workshop and Everscream's craftable weapons.
(Original sprite made by someone outside these forums, edited slightly)
Needle Chakram
Type: Melee Weapon, Boomerang.
Damage: 51
Knockback: 7
Max Stack: 5
Velocity: 8
Rarity:
Use Time: 18
Special effects: Whenever a chakram hits a target, it spawns 2 20 damage pine needles that each deliver 5 knockback; lending it to obscene knockback capabilities and therefore making it hold most enemies at bay
Buy/Sell Price: 12 Gold/ 2 Gold, 40 Silver
Crafting Recipe (@ Christmas Workshop):
(Sprites made by someone outside the forums)
Lights Stream
Type: Magic Weapon.
Damage: 60
Knockback: 6
Max Stack: 1
Mana: 6
Velocity: 13
Rarity:
Use Time: 17
Attack: Fires a stream of pine tree-themed particles laced with christmas light-themed particles that arcs like Aqua Scepter. This stream is wider than what Aqua Scepter and Golden Shower produces and can hit a target up to three times in each spray. Additionally, when the stream hits an object, it bounces off once.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
Proposed droprates (only one of these can drop at a time):
On addition to these items, Santank also drops large quantities of ore that is impractical to mine in the large quantities required to make its craftables (Only one of these are dropped at a time):
(No sprites available)
Mechanical Sack
Type: Summoning Weapon, Turret.
Damage: 47
Knockback: 0.5
Max Stack: 1
Mana: 20
Rarity:
Use Time: 25
Summon: Places an empty mechanical sack turret (4x3 blocks in size) down onto the ground below where you clicked, which fires Magnet Sphere projectiles at any enemies that come within 3 blocks of the sack, except from below. The turret fires bolts up to 6 times a second and persists for 1 minute. If you attempt to summon another sack before the first one despawns, the first sack despawns and the second one is placed.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
(No sprites available)
Light Mines
Type: Magic Weapon.
Damage: 53
Knockback: 8
Max Stack: 1
Mana: 10
Velocity: 5
Rarity:
Use Time: 15
Attack: Shoots out small light bulbs that can be red, blue or green that explode into three no knockback fragments, each dealing 50% weapon damage, when they hit an enemy. The light bulbs obey gravity and stick to any block and linger there for 2 minutes before they automatically explode.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
This just leaves the Blizzard Staff in it's primary drop pool, which makes it barren. In order to fix this, I will propose the following things:
Proposed droprates (only one of these can drop at a time):
(No sprites available)
Flocko Bell
Type: Summoning Weapon
Damage: 64
Knockback: 10
Max Stack: 1
Mana: 12
Rarity:
Use Time: 15
Summon: Summons a Flocko Minion to protect you. Can be autoreused.
Buy/Sell Price: 50 Gold/ 10 Gold
Comments: Since Flocko only spawns during waves of the Frost Moon that the Ice Queen spawns on and often when she spawns, I think this is a fitting summon-based drop for her.
(Minion sprite not available)
(Buff icon sprite not available)
Flocko
Tooltip: "A Flocko will protect you from attack"
AI: Flocko acts like a flying minion in the sense that it flies around the player. Unlike other minions; it does not deal penetrative damage, causes heavy knockback on hit and despawns upon hitting an enemy like how minions do in PVP. They charge in on and break any destructible projectiles and hit enemies whenever they close in on the player.
Comments: A unique summon that acts as a powerful defensive mechanism for normal combat
, and is one where having a Mythical reforge really matters.
(no sprites available, think the gem set in the Ice Queen's forehead)
Frozen Gem
Type: Accessory
Max Stack: 1
Rarity:
Bonus: While equipped, the player's melee attacks inflict the Chilled debuff on mobs and players in PVP. Note: Needs balancing.
Tooltip: "Melee attacks chill enemies for 3 seconds"
Buy/Sell price: 25 Gold/ 5 Gold
Comments: The Ice Queen's accessory. This thing is freaking powerful, too powerful to be worthy of any tinkers that carry its effect. Thankfully, its duration is short lived as it has the potential to easily incapacitate large numbers of enemies outside of boss encounters otherwise.
Chilled Debuff (enemy)
Cuts the enemy's movement speed in half and gives affected enemies a light blue tint (this tint also applies to the player version of the debuff).
Immune NPCS (may need expanding in the future):
On addition, to these changes, I will be adding in a new crafting item that is dropped specifically by the Ice Queen:
Frozen Aura
Type: Crafting Material
Max Stack: 999
Rarity:
Tootip: "The remains of powerful frozen spirits"
Sell price: 10 Silver
Dropped by Ice Queen 100% (5-15, increasing linearly as the event progresses from Wave 11 to 20).
Comments: The Ice Queen's unique crafting material, which will also be used to make the Christmas Workshop as well as her weapons.
Now, for her craftables:
North Pole
Crafting Recipe (@ Christmas Workshop):
Comments: While it is true that the Ice Queen may carpet bomb the player with her icicles, but they don't really match the North Pole's Snow flakes.
(Original sprite made by someone outside these forums)
Sub-Zero Crossbow
Type: Ranged Weapon, Bow
Damage: 71
Knockback: 4
Max Stack: 1
Velocity: 8
Rarity:
Use Time: 15
Special effects: Arrows fired by this bow inflict Chilled on enemies and players (in PVP) for 20 seconds on top of their normal effects. This effect does not work with Fire, Hellfire and Cursed Arrows. This bow autofires.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
With all the craftable weapons out of the way, there is one important thing I've placed into all of their recipes: They all require a Christmas Workshop to craft them at. This special crafting station is used to craft all of the Frost Moon weapons and can only be crafted with the drops from the bosses (well, you don't need to kill Everscream if you already gathered enough Pine Tree Wood during the Christmas season prior and you may not need to defeat Santanks depending on which ores spawn in your world).
(No sprites available, think of a big christmas-themed bench with a backwall adorned with all sorts of christmas-themed decorations with an ominous aura eminating. This aura provides light)
Christmas Workshop
Type: Furniture
Placeable: Yes
Dimensions: 4 blocks wide x 3 blocks tall
Max stack: 99
Rarity:
Use time: 14
Tool to mine with: Pickaxe
Tooltip: "Used for special crafting"
Sell: 1 Gold
Used to craft Frost Moon weapons.
Crafting recipe (@ HM Anvil):
The Duke does not fire arrows and I am debating on wherever Razorblade Typhoon fits as a drop or not. Anyways, Duke will drop a new crafting material upon death:
(Original sprite made by someone outside these forums)
Fishron Bacon
Type: Crafting Material
Max Stack: 999
Rarity:
Tootip: "Mmm... looks tasty"
Buy/Sell price: 60 Silver/ 12 Silver
Dropped by Duke Fishron 100% (8-16).
Comments: Duke Fishron is essentially a pig at his core so why not have him drop some bacon while we at it? This serves as his unique crafting material, which will be used to craft his stuff as well as a special type of food.
Tsunami
Crafting Recipe (@ HM Anvil):
Comments: I don't get how the Duke can drop something like that when it can't fire arrows.
Razorblade Typhoon
Crafting Recipe (@ Bookcase):
Comments: I'm a bit iffy on wherever this should be classed as a drop or a craftable, but I am going for the latter since this is the Duke's second Magic weapon and he doesn't exactly fire wheels of water...
There is also going to be a Melee craftable themed after the sea using Fishron Bacon, but I am running out of ideas for what I can turn it into. Any suggestions for what it could be?
(Original sprite made by someone outside these forums)
Cooked Fishron Bacon
Type: Potion
Max stack: 30
Rarity:
Use time: 16
Tooltip: "Minor improvements to all stats.
10 minute duration
Increases maximum life
5 minute duration"
Buffs:
Well Fed
- Duration: 10 Minutes
Lifeforce
- Duration: 5 Minutes
Buy/Sell: 25 Silver/ 5 Silver
Crafting recipe (@ Cooking pot):
And with that concludes the main portion of the suggestion. Now there should be an adequate number of craftables throughout the entire game for people who have bad luck with RNG and hate having entire portions of progression tied to the RNG. You still have to grind to get the Razorpine or Heat Ray, but you can still progress through each tier of the game without those weapons.
Remaining parts:
Bonus: HM underground Ice (courtesy of @Baconfry 's Glacial Ice suggestion)
Feedback would be appreciated.
Edit: I hate having to fix borked indentations.
The problem with RNG is not the RNG items themselves, with the exception of some of the drops Plantera, Golem and Mourning Wood has due to not making proper sense and should be crafted instead, but rather the lack of non-RNG items lategame. This is why I think so many people are making a fuss about the RNG.
Mages and Summoners get almost no craftables post Mechanical tier while Ranged and Melee gradually lose their craftables as the game progresses past mech tier. You would think just making the boss and mob drops craftable be my solution, but it is not. Stuff like the Inferno Fork, Tactical Shotgun, Razorpine and Flower Pow should remain tied to the RNG because they make sense as drops; Diabolists use the Inferno Fork, Tactical Skeletons use the Tactical Shotgun, Everscreams shoot pine needles at you and Plantera shoots petals at you (which is what Flower Pow uses). On the other hand; things like the Venus Magnum, Wasp Gun, Heat Ray and Stake Launcher have no business being drops and should be crafted instead; Plantera doesn't shoot bullets at you nor releases bees, Golem doesn't shoot lasers and Mourning Wood doesn't fire stakes at you.
And thus this is the basis of my suggestion: More craftable items for lategame, and make the RNG items that make no sense being part of the RNG become drops instead.
Disclaimer: This does not provide balancing changes which may have to be made as well as that the new items need balancing.




Venus Magnum.
Crafting recipe (@ Hardmode Anvil):
Comments: Why you can't craft the Pheonix Blaster into this is beyond my belief, even though it appears to be the next step in the FB's evolution. Also, why does Plantera even drop this aside for the sake of having RNG attached to it?

Wasp Gun.
Crafting recipe (@ Hardmode Anvil):
Comments: Same as with Venus Magnum.

Pigmy Staff.
Buy/Sell price upped to 25/5 Gold respectively.
Is no longer dropped by Plantera. Instead, it is brought from the Witch Doctor for 25 Gold after defeating Plantera. On addition, the Witch Doctor will begin selling Tiki Armor after Plantera is defeated regardless of wherever the player has a Pigmy Staff in their inventory or not.
Comments: Another instance of a drop being regulated to the RNG when it shouldn't be. Away with the RNG part.

Grenade Launcher.
Buy/Sell price upped to 30/6 Gold respectively
Is no longer dropped by Plantera after it's first defeat. Instead, it is brought from the Cyborg for 30 Gold if you need additional Grenade Launchers.
Comments: I don't get why this is in Plantera's dropset after the first defeat.
With this, the issues with Chlorophyte tier RNG should be solved and players should be mostly happy with what they can craft in preparation to fight Plantera with.
Notes: Summoner still doesn't get anything at this tier. This is okay here, as the Optic Staff is a powerful summoning weapon and the class in general needs to be fleshed out more (as in stuff outside my thread). The Axe will remain a Plantera drop at it's current rate because it is supposed to be an easter egg sort of thing with the reference and all.




Lizhard Furnace.
Guaranteed drop from Golem on each kill. No longer found in Lizhard Chests.
Also used to craft several Golem weapons with Lizhard Brick.
Comment: First, we need something to smelt the Lizhard brick into weapons with.

Lizhard Brick.
Guaranteed 120-150 drops from Golem on each kill
Also will be used for crafting several weapons.
Comment: I really don't know how to balance this in relation to crafting, especially because it is very easily exploitable to just craft tons of weapons and sell them all for big money. Maybe a big reduction to the sell prices of the weapons crafted with it or adding in additional materials into the crafting recipes?

Picksaw.
Crafting recipe (@ Lizhard Furnace):
Comment: Now it can be crafted directly after Golem is killed instead of waiting for the RNG to favor you. And what is the Golem doing with a Picksaw anyway?

Staff of Earth.
Crafting recipe (@ Lizhard Furnace):
Comment: Since when does Golem drop Boulders?

Stynger.
Crafting recipe (@ Lizhard Furnace):
Comment: How is Golem supposed to drop a sting shooter when it can't fire stingers? Stingers are now also dropped by Moss Hornets.

Stynger Bolt
Crafting recipe (@ Hardmode Anvil, makes 50):
Comment: As suggested by @Emral

Possessed Hatchet.
Crafting recipe (@ Lizhard Furnace):
Comment: Golem doesn't use it, so why should it be regulated to the RNG? Thanks to its ability, it makes a good candidate for the use of Souls of Fright to craft.
But what about Beetle Husks, which don't fit as a Golem drop? There will be a new Jungle mob that appears after Golem is defeated for the first time which will drop them; Goliath Beetle:
(No sprites available, roughly the size of a Moss Hornet)
Goliath Beetle.
Type: Enemy
Enviroment: Hardmode Underground Jungle
AI Type: Fighter
Damage: 60 (while on the ground), 90 (while flying)
Max Life: 350
Defense: 60 (while on the ground), 30 (while flying)
Knockback Resist: 100% (while on the ground), 60% (while flying)
Spawnrate: Slightly lower than Giant Tortoises
Notes: Like a souped up Mushi Ladybug, with stat adjustments between it's two states, the Goliath Beetle moves slowly while on the ground though twice as fast at as a Giant Tortoise. It flies whenever the player is far away from them or when they are out of the beetle's reach on the ground, flying at the speed of a Mushi Ladybug during flight. On land, they have a similar appearance to a large Lac Beetle, but their shell bears resemblance to a Beetle Husk (

Drop table:
- 15 Silver Coins (100%)
- (No sprites, but think of something like a purple Mushi Ladybug banner) 1 Goliath Beetle Banner (0.5%)
Notes: Several Golem drops are still regulated to the RNG. The Golem uses the Heat Ray to fire it's lasers, Golem fires its fists, the Eye of the Golem is a part of the Golem and the Sun Stone is probably the thing that powers it. Combined with @SzGamer227 's Beetle Tools and Weapons suggestion, this should be enough to fix the RNG scenario for the Golem.





Just like with the Lizhard, the post Plantera Dungeon and Shroomite has very little craftables. Unlike with the Lizhard, there are few things that are regulated to the RNG when they shouldn't be. But first, let's get those out of the way:

Pulse Bow
Crafting recipe (@ Hardmode Anvil):
Comment: The Pulse Bow appears to be directly related to Shroomite, but why does the Travelling Merchant have it when it looks like something that should be crafted from Shroomite. Not to mention that the Travelling Merchant rarely has it.

Magnet Sphere
Crafting Recipe (@ Bookcase):
Comment: I have no idea why this is a drop and not a craftable, especially given its appearance and abilities.
However, this is not enough to keep players satisfied at their tiers without the RNG. Hence I propose a couple more things to make things more interesting:

Bolt Rifle
Type: Ranged Weapon
Damage: 21
Knockback: 4
Max Stack: 1
Velocity: 13
Rarity:

Use Time: 15
Special effects: Fires bursts of 4 bullets flying at high velocity to hit their targets, autofires.
Buy/Sell Price: 45 Gold/ 9 Gold
Crafting Recipe (@ Hardmode Anvil):

Spore Shot
Type: Bullet
Damage: 7
Knockback: 2
Max Stack: 999
Velocity: 5
Rarity:

Special Effect: Leaves a trail of tiny damaging Mushroom particles (ala Mushroom Spear) that deal half Weapon+Bullet damage. The mushroom particles also spray out a little upon hit. The particles ignore gravity and linger for 1.5 seconds.
Buy/Sell Price: 75 Copper/ 15 Copper
Crafting Recipe (@ Hardmode Anvil, makes 70):




Spirit Scepter
Type: Magic Weapon
Damage: 65
Knockback: 1
Max Stack: 1
Mana: 20
Velocity: 8
Rarity:

Attack Method: Summons a large orb of ectoplasm that follows your cursor ala. Rainbow Rod for as long as the Left Mouse Button remains pressed. This burst of ectoplasm penetrates enemies indefinitely for up to 30 seconds before it disappears. It emits a much greater level of light than what the Rainbow Rod does. When the LMB is released, the spirit flies off in the direction it last went in just like the Rainbow Rod.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Hardmode Anvil):
And with that concludes Part 3 of the suggestion. Two basic craftable weapons for Shroomite and Ectoplasm, supporting their respective classes, for Ranged and Magic players that can last them through the Moon events if played right. Summoning will come later, because the class needs to be more fleshed out in general.







At this point, there is literally no craftable weapons and only one set of craftable armor; Spooky Armor. The armor part is fine, as the current endgame armor is fine as it is for the rest of the game. As of 1.2, this is fine; it is the end of the game. Come 1.3, and we have a major bottleneck in game progression at this point on a similar caliber of the Lizhard/Shroomite/HM Dungeon tier. With Pumpkin Moon, we can have a sufficient number of drops that should be craftables in order to create good weapons for each class (as well as adding in a few drops for the bosses, so they don't feel left out on the deal). With Frost Moon, we don't have that luxury while Fishron bears a couple that should be craftable. But first things first; Deal with the Pumpkin Moon.
First case:
Mourning Wood
Mourning Wood drops the only crafting material that, as of now, could possibly be used for weapons in the entire event: Spooky Wood. This is what I will be using in most of the crafting recipes for the event. First, I will create a new work station specifically for use for the event items:
Mourning Wood

Spooky Campfire
Type: Furniture
Placeable: Yes
Dimensions: 3 blocks wide x 2 blocks tall
Max stack: 99
Rarity:

Use time: 14
Tool to mine with: Pickaxe
Tooltip: "Used for special crafting and increases Mana regneration of those who stand near"
Sell: 3 Silver
Used to craft Pumpkin Moon weapons and imparts the Soul Fire Buff on players who stand within 48 blocks of the center of the campfire.
Crafting recipe (by hand):

Spooky Campfire (buff).
Tooltip: "Mana regeneration is increased"
Effect: Mana regeneration speed is slightly increased, at the same rate as how life regen is increased by a regular campfire.
Duration: Infinite for as long as you stand in the campfire's radius. Disappears as soon as you leave that radius.

Stake Launcher
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Comments: Does it seem odd that the Mourning Wood does not fire stakes but drop a Stake Launcher? Should it use Souls of Fright instead of Sight?

Stake
Crafting Recipe (@ Spooky Campfire & Spooky Workbench, makes 10):
Comments: Should the stakes use Souls of Light or Night, or some other crafting material? I can't decide.

Spooky Wood Broadsword
Type: Melee Weapon
Damage: 86
Knockback: 13
Max Stack: 1
Rarity:

Use Time: 18-21
Special effects: Fires 5-8 Greek Flames per swing, covering an area up to a maximum of 10 blocks in front of the player. Each flame does piercing damage, equal to 50% of the sword's Damage, without knockback and linger for 3 seconds before disappearing. The sword autoswings and the direction the player is facing in is fixed in place while swinging.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Second Case:
Pumpking
Unlike Mourning Wood, Pumpking's drop pool contains a lot of things that don't make sense as drops outside the Halloween theme. This includes its entire Weapon drop pool, leaving just the Black Fairy Dust and Spider Egg as fitting drops. To remedy this, I propose the following:
Pumpking

Unhallowed Spirit
Type: Crafting Material
Max Stack: 999
Rarity:

Tootip: "The remains of powerful pumpkin spirits"
Sell price: 10 Silver
Dropped by Pumpking 100% (1-10, increasing linearly as the event progresses).
Comments: The Pumpking's unique crafting material, allowing for the crafting of Pumpking equipment.

Bat Scepter
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
- 20 x Unhallowed Spirit
Comments: So, why does Pumpking drop a bat staff despite not summoning bats?

Raven Staff
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
- 20 x Unhallowed Spirit
Comments: Same as with Bat Scepter.

Candy Corn Rifle
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
Comments: Courtesy of @Baconfry's Corn Syrup suggestion, this is a good way deregulate the weapon from the RNG without dumb shenanigans like having the Arms Dealer sell the rifle only after you hit Wave 15 (which is tough enough as it is) or something.

Jack 'O Lantern Launcher
Crafting Recipe (@ Spooky Campfire & Spooky Workbench):
- 20 x Unhallowed Spirit
Comments: While it appears to fit the Pumpking because it is made with pumpkin, Pumpking doesn't fire explosive pumpkins at you.

Explosive Jack 'O Lantern
Crafting Recipe (@ Spooky Campfire & Spooky Workbench, makes 50):
Comments: Pumpkins go boom. I wonder how you can craft Jack 'O Lanterns this big with such little resources, but then again we are talking about a game.

The Horseman's Blade
Dropped by Headless Horseman (4.17%-50% for 1, droprate increases linearly from Wave 9 to Wave 14 as per when it spawns)
No longer dropped by Pumpking.
Comments: If this is the Horseman's Blade, then why does Pumpking drop it instead of its namesake?
But wait, now Pumpking has only two drops compared to Mourning Wood's 4? Well, I should fix that right now...

Flaming Scythe
Type: Magic Weapon
Damage: 76
Knockback: 5
Max Stack: 1
Mana: 25
Rarity:

Use Time: 23
Special effects: Fires a large flaming scythe which flies in the direction you clicked in that starts off slow, but gradually picks up in speed on each swing ala Demon Scythe. This scythe penetrates enemies infinitely, ignores walls and despawns after 30 seconds. The scythe itself is swung like a sword and deals damage, an anomaly for a Magic Weapon.
Buy/Sell Price: 50 Gold/ 10 Gold
Dropped by Pumpking (2.08%-25% for 1, droprate increases linearly from Wave 8 to Wave 15)
Comments: Now you get to fire the flaming scythes of destruction! It has a high Magic cost alongside its relatively slow speed (leading to a low DPS), but this thing wrecks crowds like no other if you have a good magic supply and does not care about walls at all.

Haunted Amulet
Type: Accessory
Max Stack: 1
Rarity:

Bonus: Whenever the player is hit by an attack while having it equipped, 5 Greek Flames explode from the player. These Greek flames deal 50 damage, penetrate enemies infinitely and linger for 5 seconds until disappearing. Note: Will get tinkers.
Tooltip: "Combusts into fires when hit"
Buy/Sell price: 20 Gold/ 4 Gold
Dropped by Pumpking (2.08%-25% for 1, droprate increases linearly from Wave 8 to Wave 15)
Third Case:
Everscream
Coming onto the Frost Moon and we have Everscream. Like Mourning Wood, Everscream's drops mostly make sense (with the exception of the Festive Wings). The only problem is that they drop far too rarely, so here's my simple solution:
Everscream
Proposed droprates (only one of these can drop at a time):
- (Can't access sprites) Christmas Hook - 1.04%-12.5% (droprate increases linearly from Wave 4 to Wave 20)

Evergreen Branch
Type: Crafting Material
Max Stack: 99
Rarity:

Sell price: 2 Gold, 50 Silver
Dropped by Everscream 1.04%-12.5%, droprate increasing linearly as the event progresses.
Comments: Instead of dropping the Festive Wings directly, Everscream should drop the material required to craft it.

Festive Wings
Crafting Recipe (@ Christmas Workshop):
Comments: So now we have the Festive Wings again. Just not obscenely rare like before.
On addition to these drops, Everscream also drops Pine Tree blocks (100%, 30-60) which will be used to craft the Christmas Workshop and Everscream's craftable weapons.

Needle Chakram
Type: Melee Weapon, Boomerang.
Damage: 51
Knockback: 7
Max Stack: 5
Velocity: 8
Rarity:

Use Time: 18
Special effects: Whenever a chakram hits a target, it spawns 2 20 damage pine needles that each deliver 5 knockback; lending it to obscene knockback capabilities and therefore making it hold most enemies at bay
Buy/Sell Price: 12 Gold/ 2 Gold, 40 Silver
Crafting Recipe (@ Christmas Workshop):

Lights Stream
Type: Magic Weapon.
Damage: 60
Knockback: 6
Max Stack: 1
Mana: 6
Velocity: 13
Rarity:

Use Time: 17
Attack: Fires a stream of pine tree-themed particles laced with christmas light-themed particles that arcs like Aqua Scepter. This stream is wider than what Aqua Scepter and Golden Shower produces and can hit a target up to three times in each spray. Additionally, when the stream hits an object, it bounces off once.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
Fourth Case:
Santa-NK1 (Santank)
Like Everscream, Santank's drops make sense for it - It has a Chain Gun and the Elf Melter is probably part of the reason it moves. Like with Everscream, Santank drops it's weapons far too rarely. Also, what about that Rocket Launcher it has on the back?
Santa-NK1 (Santank)
Proposed droprates (only one of these can drop at a time):
On addition to these items, Santank also drops large quantities of ore that is impractical to mine in the large quantities required to make its craftables (Only one of these are dropped at a time):
(No sprites available)
Mechanical Sack
Type: Summoning Weapon, Turret.
Damage: 47
Knockback: 0.5
Max Stack: 1
Mana: 20
Rarity:

Use Time: 25
Summon: Places an empty mechanical sack turret (4x3 blocks in size) down onto the ground below where you clicked, which fires Magnet Sphere projectiles at any enemies that come within 3 blocks of the sack, except from below. The turret fires bolts up to 6 times a second and persists for 1 minute. If you attempt to summon another sack before the first one despawns, the first sack despawns and the second one is placed.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
(No sprites available)
Light Mines
Type: Magic Weapon.
Damage: 53
Knockback: 8
Max Stack: 1
Mana: 10
Velocity: 5
Rarity:

Use Time: 15
Attack: Shoots out small light bulbs that can be red, blue or green that explode into three no knockback fragments, each dealing 50% weapon damage, when they hit an enemy. The light bulbs obey gravity and stick to any block and linger there for 2 minutes before they automatically explode.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
Fifth Case:
Ice Queen
The final boss of the event, the Ice Queen is among the hardest boss in the game for her ability to make astonishingly fast maneuvers and high overall stats. The weapons she drops are among the highest tier in the game, only being beaten by Duke Fishron. Like the other two bosses, her drops are exceedingly rare and annoying to get. However, the only drop that she has that makes perfect sense is Blizzard staff whereas I will let the two summon items (Baby Grinch's Mischief Whistle and Reindeer Bells) slide. The other two items, North Pole and Snowman Cannon, will be removed from the drop pool (Snowman Cannon is now in Santank's).
Ice Queen
This just leaves the Blizzard Staff in it's primary drop pool, which makes it barren. In order to fix this, I will propose the following things:
Proposed droprates (only one of these can drop at a time):
- Flocko Bell - 1.04%-12.5% (droprate increases linearly from Wave 11 to Wave 20)
- Frozen Gem - 1.04%-12.5% (droprate increases linearly from Wave 11 to Wave 20)
(No sprites available)
Flocko Bell
Type: Summoning Weapon
Damage: 64
Knockback: 10
Max Stack: 1
Mana: 12
Rarity:

Use Time: 15
Summon: Summons a Flocko Minion to protect you. Can be autoreused.
Buy/Sell Price: 50 Gold/ 10 Gold
Comments: Since Flocko only spawns during waves of the Frost Moon that the Ice Queen spawns on and often when she spawns, I think this is a fitting summon-based drop for her.
(Minion sprite not available)
(Buff icon sprite not available)
Flocko
Tooltip: "A Flocko will protect you from attack"
AI: Flocko acts like a flying minion in the sense that it flies around the player. Unlike other minions; it does not deal penetrative damage, causes heavy knockback on hit and despawns upon hitting an enemy like how minions do in PVP. They charge in on and break any destructible projectiles and hit enemies whenever they close in on the player.
Comments: A unique summon that acts as a powerful defensive mechanism for normal combat
(no sprites available, think the gem set in the Ice Queen's forehead)
Frozen Gem
Type: Accessory
Max Stack: 1
Rarity:

Bonus: While equipped, the player's melee attacks inflict the Chilled debuff on mobs and players in PVP. Note: Needs balancing.
Tooltip: "Melee attacks chill enemies for 3 seconds"
Buy/Sell price: 25 Gold/ 5 Gold
Comments: The Ice Queen's accessory. This thing is freaking powerful, too powerful to be worthy of any tinkers that carry its effect. Thankfully, its duration is short lived as it has the potential to easily incapacitate large numbers of enemies outside of boss encounters otherwise.
Chilled Debuff (enemy)
Cuts the enemy's movement speed in half and gives affected enemies a light blue tint (this tint also applies to the player version of the debuff).
Immune NPCS (may need expanding in the future):
- Everything that is immune to Frostburn
- All boss enemies (including event bosses)
- All Worm enemies
- Enemies with the Caster AI
- All enemies in the Snow and Underground Snow Biomes
- All enemies in the Underworld
- Hell Armored Bones
- Yeti
- Krampus
- Flocko
- Sharkron
On addition, to these changes, I will be adding in a new crafting item that is dropped specifically by the Ice Queen:
Frozen Aura
Type: Crafting Material
Max Stack: 999
Rarity:

Tootip: "The remains of powerful frozen spirits"
Sell price: 10 Silver
Dropped by Ice Queen 100% (5-15, increasing linearly as the event progresses from Wave 11 to 20).
Comments: The Ice Queen's unique crafting material, which will also be used to make the Christmas Workshop as well as her weapons.
Now, for her craftables:

North Pole
Crafting Recipe (@ Christmas Workshop):
- 20 x Frozen Aura
Comments: While it is true that the Ice Queen may carpet bomb the player with her icicles, but they don't really match the North Pole's Snow flakes.

Sub-Zero Crossbow
Type: Ranged Weapon, Bow
Damage: 71
Knockback: 4
Max Stack: 1
Velocity: 8
Rarity:

Use Time: 15
Special effects: Arrows fired by this bow inflict Chilled on enemies and players (in PVP) for 20 seconds on top of their normal effects. This effect does not work with Fire, Hellfire and Cursed Arrows. This bow autofires.
Buy/Sell Price: 50 Gold/ 10 Gold
Crafting Recipe (@ Christmas Workshop):
- 20 x Frozen Aura
With all the craftable weapons out of the way, there is one important thing I've placed into all of their recipes: They all require a Christmas Workshop to craft them at. This special crafting station is used to craft all of the Frost Moon weapons and can only be crafted with the drops from the bosses (well, you don't need to kill Everscream if you already gathered enough Pine Tree Wood during the Christmas season prior and you may not need to defeat Santanks depending on which ores spawn in your world).
(No sprites available, think of a big christmas-themed bench with a backwall adorned with all sorts of christmas-themed decorations with an ominous aura eminating. This aura provides light)
Christmas Workshop
Type: Furniture
Placeable: Yes
Dimensions: 4 blocks wide x 3 blocks tall
Max stack: 99
Rarity:

Use time: 14
Tool to mine with: Pickaxe
Tooltip: "Used for special crafting"
Sell: 1 Gold
Used to craft Frost Moon weapons.
Crafting recipe (@ HM Anvil):
- 5 x Frozen Aura
Sixth Case:
Duke Fishron
Duke Fishron, the last and final entity addressed in this suggestion (not counting the bonus part), is known for pulling off fast and brutal assaults in the air and drops the highest tier loot upon death. Most of his drops make sense; he shoots bubbles and summons Sharknados. But what about these weapons?
Duke Fishron


The Duke does not fire arrows and I am debating on wherever Razorblade Typhoon fits as a drop or not. Anyways, Duke will drop a new crafting material upon death:

Fishron Bacon
Type: Crafting Material
Max Stack: 999
Rarity:

Tootip: "Mmm... looks tasty"
Buy/Sell price: 60 Silver/ 12 Silver
Dropped by Duke Fishron 100% (8-16).
Comments: Duke Fishron is essentially a pig at his core so why not have him drop some bacon while we at it? This serves as his unique crafting material, which will be used to craft his stuff as well as a special type of food.

Tsunami
Crafting Recipe (@ HM Anvil):
Comments: I don't get how the Duke can drop something like that when it can't fire arrows.

Razorblade Typhoon
Crafting Recipe (@ Bookcase):
Comments: I'm a bit iffy on wherever this should be classed as a drop or a craftable, but I am going for the latter since this is the Duke's second Magic weapon and he doesn't exactly fire wheels of water...
There is also going to be a Melee craftable themed after the sea using Fishron Bacon, but I am running out of ideas for what I can turn it into. Any suggestions for what it could be?

Cooked Fishron Bacon
Type: Potion
Max stack: 30
Rarity:

Use time: 16
Tooltip: "Minor improvements to all stats.
10 minute duration
Increases maximum life
5 minute duration"
Buffs:
Well Fed
- Duration: 10 Minutes
Lifeforce
- Duration: 5 Minutes
Buy/Sell: 25 Silver/ 5 Silver
Crafting recipe (@ Cooking pot):
- 2 x Fishron Bacon
And with that concludes the main portion of the suggestion. Now there should be an adequate number of craftables throughout the entire game for people who have bad luck with RNG and hate having entire portions of progression tied to the RNG. You still have to grind to get the Razorpine or Heat Ray, but you can still progress through each tier of the game without those weapons.
Remaining parts:
Bonus: HM underground Ice (courtesy of @Baconfry 's Glacial Ice suggestion)
Feedback would be appreciated.
Edit: I hate having to fix borked indentations.
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