@Quba
As for the charm idea, I kinda like that, but, it would mean a really crazy amount of charms, and it could hurt inventory management too, I think. although you wouldn't normally carry around all, but if you would like yourself covered even if you travel between biomes, you would need several of the combined ones too.
@Bed_breaker117
Yeah, the pickloc should sell other keys too, but that might be needed to be discussed with other mods?
---------
speaking about those charms though, I think they would be kind of like, biome-related (and invasion-related) once tinkered once or twice, - and it still sounds like a crazy amount of charms on the core, like one for each enemy...?
but this reminded me of an other idea. I talked with a friend about it, but then we didn't really do anything with it. and it probabably would be too complicated, and not necessarily fit into this mod, but as far as brainstoming goes, we can think about it too, maybe we can use it for something at some point.
so, when you think about new classes, it's kinda tough to come up with anything new, besides those that already got added in other mods...
but then, I had an idea, that still sounds somewhat unique, the "
Geomancer Class".
I thought, it would use a weapon type as signature short-range weapon, similar to how Thorium's clerics use double-scythes, which look like melee but are not, in the geomancers' case, they would use batons, that can be swing like a sword, with left click, and thrusted like a lance with right click.
But their main point wouldn't be this, but geomancy, that is, utilising the biomes around them. they would have weapons that use mana or something - so they would be similar to mages - but, so, the weapons work different based on the biome they're in, or, maybe (if that's easier to do), then, most weapons are biome-specific, and only can be used when in their respective biome.
of course, that would be limiting, but so, geomancers would have a line of accessories like "biome in a bottle" - you could buy/craft enchanted bottles, and tinker them into "X biome in a bottle" with material from said biome - e.g. "Jungle in a bottle", "Crimson in a bottle", etc.
These would allow the spells of said biome to be used, even when the player is not in said biome.
They could be tinkered into an ultimate combination, like "World in a bottle" or "Terraria in a bottle" or something with some early/mid-hardmode stuff or something maybe, which, when equipped, allows all geomancy spells to work, regardless where the player is.
though I don't actually have much ideas on what sort of spells these geomancers would have.
like, I guess nature-related stuff, like stone spikes, boulders, etc. in the caverns, thorns and vines and stuff in jungle, and dunno. like, utilising the elements and nature around them.
they could have a somewhat far-eastern touch to their armors and gear too (or at least to some), since it might would be cool.
like, if you think about Terraria and classes,
short range - melee
long range. and use ammo - ranger
long range. and use mana - mage
commanding minions - summoner
then, you go to modded territory, and be like
I wanna be long ranged but kinda different - thrower (resurrected), rogue (I guess?), bard (pretty uniqe, kind of a mage/ranger combo, but still super unique, plus they use a wide selection of instruments.
or
I wanna heal! - then it's healer class. but then it also offers the intriguing corrupted clerics too. pretty awesome.
and such.
but if you think about it, it's mostly based on range, and whether you use nothing, or use ammo, mana or whatever other "resource" (like bard's inspiration.)
but Biomes are so much part of the game. it's one of the cores of Terraria itself, isn't it? yet, no class is really focused on the biomes itself. you take biome specific materials here and there and craft stuff from them, but most of the time, you don't try to utilise the biome itself that much? so, that's why I thought, a class like that could offer something brand new and unique.
What do you think about that? XD