#suggestions-voting
1 messages · Page 26 of 1
crystal thorn- an early hardmode weapon made from vilethorn and crystal thorn(whatever its called) its damage scales up throughout the game
Enemies during a blood moon are 3 times stronger after defeating BoC/ EoW but drops three times the amount of coins.
Reason: to make Blood Moons less trivial in mid-PHM
Give the Sulphurous Sea a UNIQUE background to express it's environment a LOT more, as now the Sulphurous Sea just feels like a small trash puddle on the beach with clean pure saltwater in the distance.
The Desolator
10% fire, 30% shenanigans, 40% sexual tension, 60% daddy issues, and 100% pure rage. But that doesn’t add up to 10- i made a fucking eye into a yoyo
A post providence yo-yo from Calamitas. The string even deals damage, having brimstone fire light the string. The yo-yo itself has a 50 second spin time, and decent damage for that point in the game. The hitbox is uneven, so using it requires moving your mouse so that odd hitbox will work in your favor
The tree of life
Wait a minute this isnt a tre-
A crystal projectile that moves straight, that on hit begins to spike out to the left and right of where it was pointed, then if those hit it spikes out again, and again, eventually just becoming a huge mess of crystals. Reguardless it dissapears after 10 seconds of being out
Crafting
Vilethorn
50 Crystals
20 souls of light
Living wood wand
Replace the Evil Islands with something like Evil lakes, (mainly for evil-water specific fishing, like the toxicarp for example) with a smaller island containing the house with the chest in it. Pretty much no one uses the ore anyway so it's useless.
The way it would work is something like this:
The World
As if throwing road rollers weren't enough
Stops time for 5 seconds
Every hostile and friendly npc will stop moving except you
Use that time wisely to your needs
Has a 6 minute cooldown
Crafting Recipe: (Any type) Watch + Stopwatch + Cosmolight + 100 Phantoplasm + 30 Yharon Soul Fragment + 300 Auric Ore + 75 Cosmilite Bars
Make it so the second phase of DOG can not hurt you for the first few seconds when it has spawned in
Buff the Lashes of Chaos to explode on enemy hit as well as on tiles. Right now, the Seething Discharge outclasses it despite being obtained at an earlier tier as the Lashes of Chaos only hit an enemy such as Plantera once per fire.
Make Maulers drop 1-2 Grand Scales in hardmode, to allow experienced players to sequence break and add another source of Grand Scales.
Bobbit Hook
The jaws and spine of a Bobbit Worm, fashioned into a hook
Leaves behind a trail of abyssal seawater as it moves
Has a 20% chance to drop from Bobbit Worms post-Polterghast.
It acts like a regular hook, but its speed and move speed are ridiculously high. Has insanely far reach and causes you to leave behind a trail of damaging water as you move with it.
Serves as a calamity hook as well as a fast way to get around, and gives a pretty neat enemy a worthwhile drop.
The Photosynthesizer
A laser gun that does magic damage
Fires large, glowing lasers that pierce infinitely and can inflict On Fire and Poison
Alt-fire: releases a large sun that behaves identical to a Magnet Sphere but can also inflict On Fire
Does damage comparable to post-Golem weapons
Dropped by Enraged Plantera
This is to give a reason for people to go out of their way to fight Enraged Plantera, which is normally only done for the challenge
allow the ability to disable DOG and yharon background because some peoples pcs can’t handle it
more minecraft references
Looting in Terraria.
Could be and accessory/armor and would reduce grinding by a bit by increasing all rare drop chances, but just no that much so it isn’t a free defiled
maybe also make it a 1/10000 drop from the pirates
Either move Throwing Daedalus set bonus damage to actual throwing instead of melee (that will cuck flasks), or increase the damage on shards because as of now your DPS gets tossed into the closest trashcan (think 1.5k -> 400-500).
Omega Warden
- Post-DoG Grand Guardian upgrade
- Replaces Grand Guardian in Earth recipe
- Grand Guardian, 5 Cosmilite Bars, 5 Phantoplasm, 10 Nightmare Fuel, 10 Endothermic Energy @ Draedon's Forge
Features:
- slightly bigger size;
- lower speed (to match the humongous nature of a weapon);
- increased heal/debuff defense reduction;
- can summon static cosmic theme portal on hit that deals immense damage on touch and occasionally fires lasers. This ability may use a cap to prevent melee speed madness.
True melee has nothing past post-Providence swords (excluding dev items), and this weapon will be nice first step in expanding the class
Interdimensional Reflection
Mirror Blade - Lunar Portal Staff - Dark Plasma - Cosmilite Bars - Galactica Singularities
A sword consisting of a large mirror shard and a smaller mirror on the handle. Swinging the sword shoots out mirror shards in an arc that cause Bleed.
Right-clicking uses mana to summon a portal similar to Ceaseless Void that spawn numerous homing dark plasma balls on every swing which cause Shadowflame on the enemy upon hitting. Every swing during the time the portal is up uses a bit of mana. The portal stays forever until moved or until the weapon is switched.
No real reason, just thought the concept would be fun to play around with.
Add some kind of role that would grant access to view #spriting_and_art.
I know that myself and a lot of others would like this to be a thing to look at various references, other peoples's old work or just for memories.
The role itself could be given to those who have a respected spriter/artist role over on the art server and cool dudes.
If possible, make the dash on Statis' Belt and Statis' Belt of Curses togglable with visibility since having the belt and an aegis makes the dash shorter than with just the aegis.
However, not having the aegis makes the dash even shorter.
Cosmilite Traps
Each of these is made from 1 (corresponding jungle temple trap) + 5 cosmilite bars at a Draedon’s forge
They all inflict god slayer inferno for 5 seconds
Cosmic Dart Trap
Fires a swarm of 3-5 godslayer darts that move insanely fast and have very slight homing properties.
Cosmic Flame Trap
Fires a 3-block-tall blast of godkiller fire that pierces and lingers for 2-3 seconds.
Cosmic Spear Trap
Fires an incredibly fast godslayer spear that goes through blocks and does not return.
Cosmic Orb Trap
Fires a cluster of 4-6 godslayer orbs that go a small distance before stopping, linger for 2-3 seconds and occasionally fire low-damage lasers at nearby enemies.
These serve as a more effective way to farm events and defend bases as well as giving traps another use.
Moving the topic to here cause why not.
Refilling the Desert Ocean
I’m just suggesting a idea for a new biome of sorts. Knowing that the deserts were once oceans where beasts like Crabulon and the Desert Scourge once lived, I’d be really interested in finding a way to restore those oceans to their former glory somehow. Perhaps by killing some sort of boss or maybe something trivial like using the endless water bucket. It’d be a really interesting and possibly beautiful sight to see the desert oceans returned with massive and docile beasts roaming the waters again.
Heart of Terraria
"Hear it cry
It's sad beautiful song"
Classless weapon
Passively gives heart attack, immunity to horror and reduces all means of restoring life to 10% while held in the inventory.
Releases an AoE attack that takes ten seconds to recharge after use that inflicts Marked for Death and Shred, but has a very high chance of missing and instead healing the enemy.
Damage dealt will restore life in a 1:20 ratio, and increase defense by 50 for each enemy hit (up to a maximum of 150) for three seconds.
The healing chance, recharge duration, and dealt damage increase as health gets low (i.e the recharge duration goes down to 6 seconds at the lowest health possible)
Crafted with Draedon's Heart, 8 Yharon Soul Fragments, 15 Effulgent Feathers, and 50 Auric Ore at Draedon's Forge.
Screech Of The Plasmas
Screeches of the Dungeon's Creatures
Magic Damage (Its sprite is a book)
Fast Speed
Average Knockback
Leashes out mini Ectoplasms and Phantoplasms that slightly home in on enemies. Mini Phantoplasms have a 1/3 chance to drop a heart after enemy kill. Mini Ectoplasms have a 1/3 chance to drop a mana crystal after enemy kill.
Crafted with: 1 Spell Tome, 3 Cores of Calamity, 10 Phantoplasm, and 10 Ectoplasm
Crafted at an Ancient Manipulator or Draedon's Forge (whatever the devs say IF this gets accepted which i doubt it will lol)
(Crafted with EctoPLASM and PhantoPLASM: screech of the PLASMAS, yeah thats what i was going for)
Make the Arkhalis Lightwings, Leinfor's Prehensile Cloak, and the Hoverboard craftable in the Seraph Tracers recipe.
Arkhalis' and Leinfor's wings are the only dev wings not in the recipe because they were introduced later and have yet to be added.
The Hoverboard most likely was not in the recipe because it wasn't really wing-like in aesthetics, but with wings such as Yoraiz0r's Spell, Vortex Booster, and Aureate Booster Yes, I know these used to have a wing sprite, it doesn't make much sense to exclude the hoverboard.
While clearly not necessary, this is a small QoL change that helps make the recipe more uniform.
Make it so the slime god related items (god’s gambit, gunk shor, statigel armor, etc) are crafted at a static refiner instead of an anvil, to give the refiner more use and make a bit more thematic sense.
For death mode's Devourer of Gods, give the sentinels of the devourer their original stats to further increase the challenge.
learn how to balance multiplayer mech bosses in revengeance mode as well as fix the time desync on both clients (especially so the prime head doesnt do 800 damage as if it were daytime)
Higher fishing power cap for sulphurous sea items. It's incredibly annoying to have to unequip my Supreme Bait Tackle Box Fishing Station every time I want to fish out a depth charm.
Make it so that the damage of weapons that aren’t your class is reduced in rev+, the same way summon damage is.
The way this could be controlled would be through set bonuses: for example, if you wear Jungle Armor, you would deal less damage with non -magic weapons. Meanwhile, if you wear something like Daedalus armor with the Melee helmet, non-melee weapons get nerfed. On the other hand, with class-indifferent armor, like the early game ore armor or the Astral armor, damage would instead be boosted, slightly, which would encourage more people to use for example Astral Armor.
Rainbow Staff
Shoots a magic bolt infused with the power of gems
(27-42 Damage)
Fast Speed
Weak Knockback
Casts a colorful bolt which inflicts (insert p-hm debuff (possibly inflicts one out of a few debuffs per hit)) for 3 seconds upon impact with an enemy. Can have some cool ice projectile going around it or behind it or in it idc just ** i c e **
Crafted with: Amethyst-Diamond Gem Staves (Including Amber Staff), Wulfrum Staff, Plasma Rod, Icicle Staff.
Crafted at Pre-hm Anvil
Kind of just to make it so the gem staves are worth making, also can be added to any bigger recipe for a magic stave
Idk mix and match, just think about a staff made of gem staves and some other pre-hm staves and make it a big boi staff for WoFfle
Make the merchant sell bottled water for 20 silver after EoC has been defeated, to make potion farming a bit easier.
Shockstorm Armor!
The echoes of sand and frost howl from within...
(All made @ Hardmode Anvil)
Shockstorm Helm: 8 defense, 15% increased throwing weapon velocity
Crafted with: 12 Martian Conduit Plating, 6 Essence of Eleum, 3 Essence of Cinder
Shockstorm Chestplate: 17 defense, 20% increased thrown damage, lowers thrown weapon ammo consume chance by 1/3.
Crafted with: 20 Martian Conduit Plating, 1 Frost Core, 1 Forbidden Fragment
Shockstorm Greaves: 10 defense, 15% increased movement speed, 20% increased thrown weapon velocity
Crafted with: 15 Martian Conduit Plating, 6 Essence of Cinder, 3 Essence of Eleum
SET BONUS:
Thrown damage and critical hit chance increased by 10% while at full health
Immunity to Frostburn, Electrified
While over 50% health, hitting enemies with a thrown critical hit (once per second) will cause lightning bolts to radiate out from the point of impact, homing in on nearby enemies
Why it should be added: Thrown has a hard time in early hardmode, and more notably doesn't have a single unique armor set for the class, which shows worst: You're likely to go right from Fossil to Daedalus or even wait until Reaver. Adding an early hardmode Thrown armor helps with this. The theming is because Frost and Forbidden armor already cover all four other classes, so using bits of their composite materials plus Martian Conduit Plating (which is used for Nanotech, hence Thrown... and can be obtained early hardmode from the Shockstorm Shuttle, hence the theming) makes sense... sort of!
(Please note that these stats are only theoretical and devs can adjust them however they like)
Prismatic Staff (Direct upgrade to Rainbow Staff)
Fires a prismatic bolt infused with the power of the stars
(55-85 Damage)
Fast Speed
Average Knockback
Casts a prismatic bolt surrounded by astral stars which kinda orbit around the rainbow bolt. The "rainbow/prismatic bolt" can just be a ball of fluctuating color. Inflicts a random (hm) debuff for 4 seconds upon impact. Homing projectile (not stars)
Crafted with: Rainbow Staff, Ice Staff, Astral Staff, Rainbow Rod, Venom Staff, Bittercold Staff
Crafted at: Mythril/Orichalcum Anvil
Makes it so all those staves that don't do much (in early-mid hm) have a use. probably will have a post-ml variant.
The Toxic Tyrant's staff
Summons the plague
On use summons a cloud, about the size of king slime, where the mouse cursor is pointed. While in the cloud enemies are inflicted with the plague de-buff, on top of taking steady dps from the cloud. This would be a stationary summon, and from within the clouds little shits plague chargers will come out and harass the enemy for 5 seconds, before disheartening. It summons 2 per second.
Drops from Plaguebringer Goliath
Downdraft
29 melee damage
A flail. Works like the Ball O' Fugu, but it summons feather projectiles that slowly drift downwards instead of homing projectiles.
Crafted with Aerialite, Sunplate and feathers.
Made because the two non-yoyo melee options are the Seashell Boomerang and the Ball O' Fugu it seems, and one is incredibly OP until Hardmode. So let's have some middle ground.
The Shape
Kill your enemies with the power of the beats!
(40-67 dmg)
Fast
Weak Knockback
18 hits
Throws a Yoyo with the face of the image from the boss of the game ''Just Shapes & Beats''
Everytime it hits something it makes a beep, if it keeps hitting the same target it will recreate a song (if its possible)
Drop rate from any enemy past WoF is 1/10.000 / 1/7.000 Expert
repost, will get other things other time, im a bit busy rn
Okay, I'm sorry for my suggestions, as they have a tendency to tax the awesome developers in the 'spriting department' but...
Animated Essence/Cores
I know this was once a thing beforehand, but those animations weren't really relative to the 'type' of item they are. Maybe add a essence-type related animation to each one (e.g. a squall in the background of the essence/core of eleum)
Why? Because right now, the essence/core items are one of the only static items which don't have an animation that distinguishes them from the background of a biome. Animations would really liven up the items, and make them easier to see
Astral arrow
An arrow that upon firing will fly (it is not affected by gravity), and will leave small star projectiles that stay in the air for a short period of time. Arrow pierces through enemies, but not through solid surfaces.
Made with: 100 Wooden Arrow + 1 Astral Bar = 100 Astral arrows.
Astral Round
A bullet that will release additionaly several stars upon firing. Bullet will not pass through enemies, but stars will (doesn't apply to blocks).
Made with: 50 Musket Balls + 1 Astral Bar = 50 Astral Rounds
(Both of the items are made via Mythril Anvil).
Reason: I really, really feel like Astral Set needs ammunition. I mean, sure, Terra and Plague ammo exist, but for real though: Astral Set really needs to fill that empty space in itself.
Rather than saying "no stats will be gained" in the social tab, can we have the stats shown but in red please?
Change blood pact crit multiplier to x1.5 instead of x3
Reason: the blood is a bad accesory ngl
The reason is that you can receive three times as much damage and that is painful to regen in time ( and could potentially get you instakilled)
If we change the crit to x1.5 regenerating from that hit would be easier (and could reduce the chances of getting nearly instakilled by some stuff)
Note: i wanted it to be x2 but since regen is capped in rev+, regenerating that health would still be kinda hard
A mode or seperate mod that gives all bosses their death mode abilities (EoC constant 2nd phase and EoW cursed flames) but keeps stats on expert mode level with revengeance drops. I dont know how this would do with balancing but it would be a lot more fun
An idea to make Astral Armor less useless:
Make it so that the Astral Armor has the Gravity Switch effect of the Daedalus Armor, since the Astral Armor has that sort of space/flying theme. To compensate, make the Daedalus armor work like the Gravity Globe, meaning it can still switch gravity, but only when the player is standing on the ground.
Brimstone/Charred Armor
Helmet-10 Defense, 10 charred bars
Breastplate-20 Defense, 15 charred bars
Leggings-15 Defense, 15 charred bars
Full set bonus: Physical attacks inflict Brimstone flames to the enemy that attacked you
This is just an idea to go with the brimrose mount
Void Flail - sends out homing bubbles and waves. looks like the flairon but has the sprite of Eidolon wyrm. materials flairon, lumnyl, void stone, ecoplasm
Make it so 1 Exodium Cluster can be crafted into 2 Luminite ore and vice verse at an ancient manipulator, so you have more Luminite after defeating ML once so you don’t have to kill him again immediately after killing him the first time to get gear, and it makes Exodium Clusters renewable in case they get a purpose besides soul artifacts in a future update.
Reaper Pepper
It seems spicy
Made from 1 fireblossom + 1 deathweed + 1 essence of chaos at a cooking pot
(Food) Eating it grants the following buff for 5 minutes:
Spice
You feel invigorated by the heat
Increased damage and crit chance
Grants 5% increased damage and crit chance, this bypasses the rev+ cap.
However, eating it also inflicts On Fire! onto you for Spice’s duration and inflicts Horror for 30 seconds.
Serves as a high-risk, high-reward item and adds another food to calamity.
Devoumere
Fires homing eaters to devour foes
Made from 1 meowmere + 5 cosmilite bars + 5 phantoplasm at a Draedon’s forge
It’s basically meowmere but it fires scourge of the cosmos-style mini-devourers that bounce twice before disappearing, but are affected by gravity less than SotC’s.
Gives meowmere a dog-themed upgrade and makes post DoG melee a bit more viable.
HotE Buff
Collapse the 5 waifus into one "infinity waifu" that floats above your head (same position as the Siren clone), but will move to attack enemies that get close. The "infinity waifu" could then do anything the 5 waifus can.
Why it should be adddded: Although I do like the aesthetic of 5 elementals around you, in my use of the HotE, it can be annoying to have 5 pretty large entities floating around your field of vision while building (yes you can just disable them, but then you don't have them helping you while building). Additionally, if it was just one right over your head, it would be overall more powerful since there wouldn't be the disconnect that comes from having a minion distant from your actual player, and one minion would have several abilities, which would be easier to follow and overall stronger.
All that in mind, I get it if this gets a veto since A: the 5 waifus is part of the item's main aesthetic, and B: although I think that having it centralized into one is just a buff, I could understand if someone thought it was too strong. Perhaps the Heart could be upgraded post-ML or DoG to make it so that buff is more warranted. It could use Endothermic Energy, Nightmare Fuel, and Phantoplasm to make it more in-line with other "Elemental" items?
Make Ceaseless Void drop 5-7/9-11 (Normal/Expert+) Essences of Eleum, Signus drop 5-7/9-11 Essences of Chaos and Storm Weaver drop 5-7/9-11 Essences of Cinder to make late-game Essence farming easier. Ravager drops plenty of Cores, but there’s no easily farmable source of Essence. This makes sense because Ceaseless Void is fought in the cold dungeon, Signus is fought in the chaotic underworld and Storm Weaver is fought in the sky.
Cobalt/Mythril/Adamantite Throwing/Summoner Class Helms
Also including equivalents for Palladium/Orichalcum/Titanium. While these don't need necessarily to be competitive with other options at the tier (like spider armor for summoners), it would at least be a decent QoL change. Still requiring the same amount of bars per helm as others.
Wulfrum Brick
So at least there's some use for it after getting past the Eye of Cthulu.
Moonlight Greatsword
Or perhaps something to that effect, like "Moonlord Greatsword". While I see it as being a legendary weapon drop from Moonlord, it could also be crafted with the Ruinous Souls that Polterghast drops to make it more relevant going into post-ML content. The sword would be functionally similar to the Terra Blade and other direct projectile swords, save for it firing a much larger, wave shaped, piercing projectile.
Aetheric Vortex
Half flail, half yoyo, all awesome
Right click to throw a powerful flail
What it does: Left click throws out a yoyo resembling a Cosmic Lantern that summons homing fireballs around it that chase down nearby enemies. Right clicking instead makes it throw out a large flail resembling Ceaseless Void that moves slowly but reaches far further than the yoyo and explodes on impact, dealing heavy damage. The flail ignores invincibility frames, but not the yoyo.
How it's made: Blue Moon + Sunfury + Valor + Hel-Fire + 1 Twisting Nether + 1 Dark Plasma @ Ancient Manipulator
Why it should be added: Both yoyos and flails are underappreciated weapon types that are in desperate need of good weapons. And they're both orb-like weapons on tethers, so why not combine them? Both left- and right-click serve different purposes: Left click for dealing with nimble opponents and right-click for range or to dish out big damage but at the cost of being less controllable. The weapon theming is because it's similar to the Aether's Whisper in the concept of being multiple weapon types, and because both Underworld and Dungeon have both a biome-specific flail and yoyo weapon.
Add the Yoyo Bag to either Yharim’s Insignia’s or Elemental Gauntlet’s recipe so yoyo users don’t have to equip another accessory on top of Insignia/Gauntlet. Insignia/Gauntlet would inherit its effects with a bit more added range and massively buffed counterweights.
Extra-Extra-Extra Long String
"Massively increases yoyo range"
Crafted with every "string" accessory in the game (every single color), allows the yoyo to reach any point of the screen, akin to making a yoyo function like any "magic missile" weapon.
Also I would maybe pair this with a yoyobag crafted with it to form the "Overstuffed Yoyo Bag", perhaps crafting the EEELstring with a standard yoyobag to combine the two effects. Perhaps an overstuffed yoyo bag would need to be crafted with an Ancient Manipulator? It's hard to say.
Also if the EEELstring was combined with the effect of the yoyobag, I'd suggest having the counterweights go crazy while they're in use.
Craftable/Placeable Demon/Crimson Altars
Made from 3 fetid/bloodletting essence + 5 rotten chunks/vertebrae + 10 true shadow scales/blood samples + 7 demonite/crimtane bars at an anvil
Eliminates the need to find an altar every time you want to make something that uses them. Cannot be broken with a hammer for ore, a pickaxe will still break and drop it like any other furniture-type item.
Replace the bowl and honeyfin in sunken stew with grub soup or bowl of soup because honeyfin is pretty annoying to get and it’s currently much easier to just break pots in the abyss houses for it than to actually craft it.
Make xeroc armor more oriented to the throwing class, just like quasar armor from sacredtools
Why? Throwing is the only class with no lunar armor and xeroc is not really being helpful as an classless armor, since theres barely a point in having a classless armor when youre missing one class
The other option would be making an entire new armor set for throwing, if you wanna keep xeroc as it is
This could be a nice first step on giving throwing some love regarding late hm content
Wulfrite Technomancer Armor set
Hardmode armor meant to be obtained before even mining your first hm ore
Wulfrite Horned Visor
7 defense
10% increased damage, +2 max minions
+2% damage reduction
Crafted with 6 Wulfrum Shards and 5 Souls of Light and Night at an anvil
Wulfrite Energy Supply
9 defense
Getting damaged will engulf enemies into flames, +4% damage reduction
Crafted with 8 Wulfrum Shards, 6 Souls of Light and Night, and 5 Stardust at an Anvil.
Wulfrite Speeders
5 defense
Can allow you to run really fast, running into enemies damages them.
Crafted with 5 Wulfrum Shards, and 4 Souls of Light and Night at an Anvil.
Set bonus: +12 defense when in a pinch (12.5% hp) Summons a hole of data that messes with nearby enemy stats. (Significantly weaker tarragon summoner and nullification pistol hybrid)
Make wulfrum shards craftable with tungsten/silver bars near lava.
Happy Lucky Ore Lottery Gachapon!!!
(Note: The exclamation points are a necessary part of the item's title)
A craftable piece of furniture for early hardmode. When activated, 1 gold is taken from the user's inventory, and the furniture drops a "Happy Lucky Ore Lottery Gachapod!!!" for them to pick up, which is openabe by right clicking. These pods are stackable.
When used, the Gachapod drops one of the following:
15 ~ 30 copper/iron ore
15 ~ 30 iron/lead ore
12 ~ 24 silver/tungsten ore
12 ~ 24 gold/platinum ore
9 ~ 18 meteorite
9 ~ 18 demonite/crimtane
6 ~ 12 hellstone
6 ~ 12 cobalt/palladium ore
3 ~ 6 mythril/orichalcum ore
3 ~ 6 adamantite/titanium ore
The number of ore per pod, as well as the rarity of each, should be up for adjusting as needed, the hardmode ores obviously should be much rarer.
And to give a more tempting reason to play: A few items should also have an extremely small chance to drop. The only thing that comes to mind right now would be a few of the "waifu accessories" (Waifu in a Bottle, Rare Waifu in a Bottle, Pearl of Enthrallment, Eye of the Storm, Rose Stone), though preferably something more useless like pets should be up for offer. Perhaps waifu pets, rather than accessories?
Additionally, a post-moonlord variant should be craftable with Uelibloom Bars and Divine Geode, upgrading the gacha to drop much better pods, at the cost of also increasing the price to play to... say, 1 plat.
Rasengan
No hand-signs necessary
Very Strong Knockback
Post Plantera Magic Weapon
Crafting: 10 Souls of Light + 10 Souls of Night + 10 Souls of Might + 5 Cores of Eleum + 5 Cores of Cinder + 20 Ectoplasm @ Hardmode Anvil / Crystal Ball
How it Works: Hold left click to charge a ball that forms next to your character in whatever direction the player’s cursor is. The longer the player holds left click, the stronger the Rasengan gets. Once the player lets go of left click, the Rasengan shoots into the opponent at a low velocity, driving them back, and piercing up to 5 times.
Why it should be added: This would be a reference to popular anime, Naruto, and would be an item that a lot of people would recognise (I hope). It would also allow for an easy to craft weapon at this time in hardmode, and one that players would most likely have the materials for as soon as they defeat Plantera and head to the dungeon.
EDIT: Would do more damage if you rammed into an enemy or boss whilst holding left click and never releasing it, but would not remove contact damage if you touched the enemy.
Astrogeldon Slime should drop luminite post Moon Lord
Play Dokuro's "silence before the storm" once after defeating the wall of flesh. I don't know if that's even possible to do, but that song is really good and for some reason is not being used, so i think after the wall of flesh would be a good part for it because of the changes that occur to the world and all that (unless there's already a part that it plays)
Irradiated Slime Change - Carry Luminite
In keeping with the occurence of "ore bearing slimes" after certain bosses - Cryo Slimes after Cryogen, Perennial Slimes after Plantera, etc - Perhaps Irradiated Slimes should drop Luminite ore? Ten to twenty seven, same as the other ore bearing slimes.
Dark Moon
Post-Moonlord Magic Weapon
Crafted using Last Prism + Cosmic Rainbow + Post Moonlord Materials (either uelibloom and divine geode or three dark plasma, with power scaled accordingly to what's needed to craft it.)
A black prism, with a swirling vortex visible inside while firing. While the Last Prism fires from a point on the triangle, the Dark Moon Prism would fire from a side.
Functionally, the Dark Moon is the inverse of the Last Prism, at least initially. The beam starts as the "fully charged" massive white laser, then splits off into seven differently colored beams. After it finishes its cycle, a new massive beam forms in the center. This would add 50% to the mana cost. To elaborate, this would make the mana per second cost of the Last Prism go from 72 per second to 108 per second. In exchange for this increase of cost, the new white beam fires while the multicolored laser barrage persists.
This process repeats, splitting the beams and creating a new one in the center, mounting a higher and higher mana cost to maintain the beams being created. Seven, then fourteen, then twenty one. As long as the user can maintain the manacost, more heavy beams will be created, which will split to join the flurry of smaller beams.
Give counter scarf a hidden cooldown instead of a visible debuff like shield of cthulhu
Ping Pong Paddle
Early game (can only be crafted after Slime King) ranged weapon
9 damage, average speed (27)
Crafted with 10 wood and 3 slime blocks at a workbench
(because a paddle is made with wood and rubber, slime block is like rubber)
Requires ping pong balls to shoot
Ping Pong Ball
"These can sting"
5 damage
Ammo used for Ping Pong Paddle
Make 10 ping pong balls with a block of clay at a workbench, because ping pong balls can be made of clay
Explosive Ball
"This isn't a good idea"
10 damage, very small area of affect, makes a grenade sized explosion
Ammo used for the ping pong paddle
Take 50 ping pong balls and a grenade at a workbench to make 50 of them
With the ping pong paddle, you can whack ping pong balls at enemies. The balls will bounce around up to 5 times before disappearing, and only hit one enemy. The explosive ball will bounce 5 times until blowing up, or will blow up on contact with an enemy. The explosive ball can also bounce back and hit the player dealing 10 damage, so it can be dangerous to use.
This is the first suggestion I've ever made, so I hope you like it!
Loremaster NPC
Town NPC
The Loremaster could be a young-looking girl with short blue hair and red eyes (referencing Rei Ayanami from Neon Genesis Evangelion, and her mysterious nature)
She could be found in the Dungeon or another slightly hard to get to area, probably somewhere surrounded by books.
She would sell items that tie into the mods lore (with varying usefulness...some just vanity items, or things for flavor text, but she could sell some good lore-heavy weapons and gear, as well), along with books for rather cheap (around 50 copper per book, or something like that.)
She could possiby have another dialogue option that, instead of normal dialogue, they'll give some exposition on the lore. The lore they say could vary depending on items in your inventory, bosses defeated, etc...
Her personality would be stoic, emotionless, and cold, but show a more emotional side sometimes, possibly around an NPC she likes (like how the Arms Dealer likes the Nurse, and the Mechanic and Goblin Tinkerer like eachother.) or has connections to (see the line 'bout her and the Clothier below)
continued
Personality-wise, she'd also show extreme excitement (and extreme dorkiness) if you have the glowy lore flavor text items in your inventory, and you could possibly exchange them for rare items...?
The Loremaster would possibly be implied to be a lot older than she looks, or simply much more mature mentally.. Somethin' that'd explain them knowing so much about the world of Terraria... That, or she's just a shut-in that reads WAY too many books on history and things like that, so she know enough to share her knowledge with you.
She could possibly even be spawned after a boss/miniboss is defeated, like the Clothier with Skeletron, but I don't know if that would be a good idea.
Especially if the Loremaster is found in the dungeon, dialogue with the Clothier around could imply family connections of some sort, like the Loremaster being the Clothier's daughter/granddaughter. (This part ain't major, i just think it'd be neat, and add more lore to the npcs themselves.)
TLDR: Guide on steroids, but with lore dialogue, and buyable items that intertwine with the lore. And the NPC is a cute girl with anime references.
OKAY YET ANOTHER EDIT INSPIRED BY SOMETHING @noble cloud SAID. MAKE IT A CUTE CALAMITAS LADY. THAT IS ALL. MAYBE. IDK. But according to some people a calamitas npc is already confirmed, so this possible suggestion may be null
note from me: I kind of treated this like making an RP character or something, rather than a game NPC, so I may have went overboard. I apologize if that is the case-
Give your character a visual indicator of if the Counterscarf is on cooldown or not
Yes it has the debuff icon in the top left corner of the screen, but that's not what you're looking at when fighting intense bosses, you're looking at your character, your HP, or the boss.
Give the player some sort of red aura around them when the Counterscarf is on cooldown, so you know if you can dash through an attack or not
Also this is my first suggestion iirc
Flying blue slime
King slime, despite the buffs it gets on revengance+, is still easily cheesed. Having a flying blue slime will prevent being able to just climb a rope. And using armaggeddon grants money too easy to get
The flying blue slime has 0 defense, 14 attack and 60 hp, it flies towards the players trying to tackle them similar to a bat, it also shoots out blue slime at the player in a slow pace
This adds more difficulty to king slime as it just makes it overall harder to cheese and face when fighting it normally
Tho I would also suggest making the teleporting slower, just to balance it out a bit
Slow down the acceleration of the daybreak projectiles from Profaned Guardian's in the Providence fight. Especially in smaller resolutions, getting the guardians only a screen or two away will allow the projectiles to reach extreme speeds making it sheer luck on whether you get hit.
Not to mention you don't know where they are either with no minimap icons
to make summoner a more reliable class, increase the damage dealt with summon weapons when using rage or adrenaline, or improve the summons' AI so they will always be targetting a boss.
Direct damage summoner weapons:
The concept is pretty simple, imagine a weapon similar to the mini shark, obtainable in the same point of progression, but it deals summon damage, but with a twist: it has somewhat low stats by itself BUT when used to attack enemies that are being targeted by minions (either by the minions themselves or right click with summoner weapon) it gains a considerable stat boost AND it can both buff minions with increased dmg or the ability to inflict a debuf AND the player with defensive, offensive, movement, etc. buffs
It may be a good solution to how summoner class gets a tad underpowered in late-game
Nerf ranged tarragon armor / buff bloodflare and god slayer armor variants for ranger because more damage is dealt with tarragon armor compared to the bloodflare and god slayer armor because of their set bonuses. I beat yharon with only tarragon armor because the damage dealt with the alluvion is signifcantly higher than with god slayer armor.
Add the boss HP bars to the lunar pillars, really all they need to do is show how many enemies left are required to destroy the pillar shield, but it could also show the pillar HP itself
Infected Armor
The plague courses through your veins
(note: all equipment crafted at either a Hardmode Anvil or an Ancient Manipulator, idk)
(stats welcome for devs to change)
Infected Gas Mask: 10 defense, 50% chance to not consume ammo, all thrown weapons inflict the Plague
Crafted with: 5 Plague Cell Canisters, 10 Chlorophyte Bars, 1 Core of Calamity
Infected Hazmat Suit: 20 defense, -50 max life, slightly decreased life regen, 30% increased throwing damage
Crafted with: 10 Plague Cell Canisters, 20 Chlorophyte Bars, 2 Cores of Calamity
Infected Boots: 13 defense, increased jump height and jump speed, 15% increase thrown critical hit rate
Crafted with: 7 Plague Cell Canisters, 16 Chlorophyte Bars, 2 Cores of Calamity
SET BONUS:
10% additional throwing damage
Immunity to the Plague
Landing critical hits on enemies creates Plague Boils on them that act like the Lionfish projectiles and deal damage over time
After some time, Plague Boils explode and deal damage and Plague to any nearby enemies
After every twentieth throwing critical hit, the player gets the Plague Surge buff for a few seconds, which rapidly heals them and gives a damage aura akin to the Plague Hive but with a much larger effect radius
This effect can only trigger once every 20 seconds
Why it should be added: Thrown suffers both early hardmode and near the end of hardmode, with few useful tools to help them through it and no lunar set for them, so a late hardmode armor set fits well. In addition, each other class has a "life"-themed late hardmode equipment set: Turtle/Beetle, Shroomite, Specter, and Tiki/Spooky for the four respective classes, and save the Summon ones all of these are made with Chlorophyte. As such, a chlorophyte/jungle-themed thrown armor set themed around Chlorophyte fits well. The set itself is high risk, high reward, with lower health and regen but the potential for large damage.
Astral Infection
"You don't feel so good"
Accessory to be dropped by enemies within the Astral biome, or crafted from materials dropped from them.
On equip, the wearer's body takes on a semi transluscent, silvery tone, similar to other astral related enemies like Atreum Deus. Also, the wearer's hitsound is replaced with the "metallic" hitsound. These cosmetic changes would apply in both the accessory slots and the vanity slots.
Reduces max HP in exchange for increasing max MP and reducing mana costs. Additionally gives a meager amount of defense.
In Revengeance and up, when one Twin member dies, it'll stay attached to the chain it was on and be swung around at the player like a wrecking ball.
The Holy Light
Buffed Rainbow Gun, made from Rainbow Gun, 15 Divine Geodes and 20 Souls of Light at an Ancient Manipulator
Does more damage, inflicts Holy Flames and could ignore i-frames
Most of the other biome chest weapons have upgrades but not this one, and post-Providence seems like a thematically fitting place to put this.
Edit: turns there is a rainbow gun upgrade, but one for post-Providence still doesn't sound like a bad idea, especially considering how useful a weapon like this could be against DoG
Now that the hit counter for SCal is gone for 1.4.0.001, provide a defense soft cap of 250 for revengeance mode and higher. Any defense exceeding it will be 75% less effective.
Evil Shred
"Groovy."
Post-Moonlord Weapon
Butcher's Chainsaw + Boomstick + (Post-Providence crafting materials. Perhaps bloodstone cores?)
Effectively combining a shotgun with a melee weapon, the Evil Shred is an alternate spin to the "projectile sword" archetype. When in use, the chainsaw appears in front of the player's sprite, and a shotgun appears behind the player's sprite. Both follow the player's cursor when firing.
The chainsaw deals extreme damage to targets. Independent of the chainsaw, the shotgun intermittently fires two spreads of eight bullets in a tight pattern, "reloading" second before firing again. No bullets are spent from the shotgun blasts. All damage dealt by the Evil Shred is Melee.
Give Clonelamitas and SCal different hit sound effects, because for a "fleshy" being, especially Clonelamitas' case, it doesn't make sense for her to have the same metallic "ding" the Mechanical Bosses use in vanilla, I understand bosses like PBG and DoG to have more metallic hit sounds, but I can't see SCal having it, even as a superboss, and especially not Clonelamitas since she's one of the blood enemies to become "inundated with bloodstone", which wouldn't make since considering she then gives out bloodstone after death
Profaned Halo
Purify your foes
Consumes a summon slot
Press [bound key, default F or something] to fire powerful deathrays at the cursor
This attack has a 10 second cooldown
While on cooldown you gain increased life regen and 25% increased flight time
Appearance: When equipped, a circular halo with the Profaned color scheme and a flame within it appears behind your character (akin to the set effect appearance of the Forbidden armor). It pulses with energy when the deathray attack is ready, and turns pure white with a black outline when the deathrays are used, slowly recovering their color as the cooldown goes on.
What It Does: When equipped, fires large profaned flames akin to the ones Providence shoots, that stay near the user and fire smaller homing flames at any enemies.
Using the bound key creates four Phantasmal Deathrays in the shape of a cross centered on the cursor (and moves with it) which deal heavy damage, ignore i-frames, and linger for a few seconds.
While the deathrays are active, the user takes 5% more damage from any source, but while the deathrays are on cooldown, the wearer gains increased life regen and 25% more flight time, as well as the accessory rapid firing profaned crystals at enemies.
How It's Made: 1 Forbidden Fragment + 15 Unholy Essence + 5 Divine Geodes @ Ancient Manipulator
Why it should be added: The Summoner class is lacking in ways to fight directly, being limited to using the Golden Gun/Lunic Eye while dodging and letting their minions do the work. In addition, almost all of their few post-moonlord weapons drop from bosses, making them easy to miss. Adding an accessory that's craftable and acts as a summon gives more options to the class, and giving it an additional hotbind 'attack' that does heavy damage and encourages smart positioning to max its damage output gives Summoner more ways they can participate in combat.
Considering a realistic effect of adrenaline in real life, give it a speed boost, because it’s kind of a fight or flight response. Not everything must be realistic, but I would like adrenaline to differ from rage to some extent instead of just a damage boost. It would still have a damage boost, but I think it shall be a bit balanced for both a speed boost and a damage boost. With that being said, rage upgrades could be more useful in terms of boosts so both meters are meaningfully balanced. Just don’t boost it in death since that will fuck everyone up.
Changes to The First Shadowflame : Make it such that the buff affects all melee and projectile damage, not just minions. It will act as a more viable accessory to those who want to run hybrid summoner or just pure melee/ranger/mage/throwing/summons and not only as an accessory that simply needs to be farmed to get Statis's Curse. I believe that this adds more value to the accessory by making it all-class.
Hairspray
"Warning: Flammable Propellant"
Pre-Hardmode Consumable Flamethrower
Purchasable from the Stylist at any time for one silver. Cans are stackable. Fifty percent chance not to consume "ammo".
A ranged weapon that's also its own ammo, the Hairspray fires a small gout of flame that deals extreme damage for pre-hardmode. After one ammo is consumed, the player drops the previous can they were using to continue firing. This would quickly create a large amount of discarded cans.
Irradiated gel
“Flammable and radioactive, what a strange mix”
Dropped by the irradiated slime during radioactive rain between 10 and 20
Is used to craft radioactive explosives who gives “Irradiated” to enemies (and you if you are in the explosion range) or used to craft radioactive weapon (no idea for now)
Can be used as ammo for the flamethrower, it will give "Irradiated" and make more damage to the ennemies
I think this should be added to the game because the irradiated slime have only one drop and I think that a slime who don’t give gel is strange, also that would make a reason to really farm them
Hard Rave
Exo-tier upgrade of Celebration MK.2
"Bass dropped hard enough to make Party Girl proud"
Celebration MK2 + 12 of each moon material + 12 Darksun Fragments + 40 cosmilite bars + 20 phantoplasm @ Draedon's Forge
Shoots a pair of piercing laser beams that continiously cause damage, after 3 seconds gun fires full-auto barrage of wubs that inflict debuffs, while you're using it an aura surrounds you dealing damage to whatever comes close.
Average knockback, use speed - insanely fast.
Ranger version uses ammo (sold by Party Girl/crafted with 1 Luminite Bullet + 1 Rocket III + 1 Endothermic Energy), mage version uses mana.
Thank you village idiot
Make minions summoned by accessories like the Godly Soul Artifact not obey revengence mode summon mechanics so they do normal damage even if you are using non-summon weapons. That way, they work well as support. (Assuming they don’t already. Wiki doesn’t say)
Inprove the living hell out of the guide so they are more up to date with progression.
Devourer of Gods Buff In Rev+ Everytime you die from the DoG's Head He becomes more powerful [rev: 8000 hp in p1, 10000hp in p2 and 2 defense capping at 400.000hp P1 500.000hp P2 and 100 defense] [death: 13600 P1, 29920 P2, defense the same way as in Rev, hp values capping at 680.000 P1 and 1.496.000 P2] Values Reset once you beat boss entirely, Reasoning of Buff?: Making deaths from the Dog's Head more Punishing so players will avoid it the most, and to also to make it just like in lore that DoG becomes more powerfull as he devoures his enemies
Hardmode Miniboss: Princess Pinky!
To add a more consistent way to get pink slime, I'd like to suggest a King Slime esque miniboss. A pink slime with an ornate platinum tiara. Princess Pinky may at any point during hardmode, however, she only spawns in raining Hallow.
Princess Pinky would roughly be the size of the Squishy Bean, and would have a similar jumping ability, moving exclusively in high and narrow arcs. While in the air, Princess Pinky would lob weak slimes at the player, as well as shooting globs of gel at the closest target. Being Pinky, these projectiles would bounce on the ground. Ideally, Princess Pinky should be statted for early hardmode.
Upon being killed, Princess Pinky would drop an excessive amount of Pink Gel, regular gel, and one of five exclusive items.
(cont. below)
Gooey Pink Shield
A silver shield, soaked in pink slime. Has a crown emblazoned on the front.
Gives defense, and has a charging mechanic similar to the Shield of Cthulu. However, instead of damaging enemies, the dash causes the user to bounce off of anything they collide with, and they take no contact damage while dashing.
Pinky's Tiara
"You look like a girl"
A tiara, modeled after the tiara that Princess Pinky wears.
Headgear, not part of any set. Transforms the wearer into a slimy version of themself, massively boosting defense (for early hardmode) but lowering movement speed.
Slime Soled Shoes
Sneakers with a King Slime motif. Blue and Yellow.
Leggings, not part of any set. Offers substantial defense, triple jump, vastly increased jump height and nullifies fall damage.
Pink Gel Gauntlet
"Let slip the slimes of war!"
Accessory. A golden gauntlet with pink on the palm and fingertips.
Causes all throwing weapons to bounce off of solid tiles. Projectiles may bounce three times, and each time it bounces, the projectile loses half of its current damage. For example, a weapon that deals 100 damage would deal 50 on the first bounce, 25 on the second and 12 on the third.
Additionally, throw velocity is increased substantially.
Note that this bouncing effect only applies to tiles; it does not apply to enemies.
Royal Insignia Ring
Similar to the optic staff, the Royal Insignia Ring is a summoning weapon that spawns two minions. However, one is a miniature Princess Pinky (complete with a tiara) while the other is a winged blue slime. While active, the Princess will stay close to the player, firing globs of gel at enemies. The winged slime would simply charge enemies, similar to other flying summons. When the player reaches 50% HP, the attacks from the ranged slime will start to heal the player for 1 HP whenever they hit.
(Courtesy edit: This is two posts. It hit the character limit, so it had to be split.)
Infinity Gauntlet
Description: Perfectly balanced
Mid-Hard mode magic weapon
??? mana
??? damage
Created with:
Iron Gauntlet, Large Amber, Large Amethyst, Large Topaz, Large Sapphire, Large Ruby, Large Emerald, 10 Souls of Might, 5 Essence of Chaos
You can only use the Infinity Gauntlet when you have full mana. When you use it, all your mana will be taken, and you will gain the debuff "Overwhelming Power" (description: You can't handle it) for 3 minutes, making the Infinity Gauntlet unusable for the duration. When you use the Infinity Gauntlet, you will snap your fingers and all non-boss enemies around you will take half damage (of the health they have remaining).
My second suggestion, and I think that this is a good idea because Thanos and it seems like a cool idea. The large gems you need for it represent the 6 infinity stones in the gauntlet, and they're the same color as each one. This might be too overpowered, so you can also set where like "if the enemy has more than 4000 hp it won't affect it" or something. Anyways, I hope you like it!
New ore thingy:Dragon glass
The dragon glass is a hardmode ore founded from cavern layers down to underworld.
It would be generated when you defeat a certain boss not yet decided
The Dragon glass would make some new armour called 'Draco Armour'
Dragon glass would commonly spawn arround the world
Draco armour stats
Draco helmet (Any class) *45 Dragon Glass shards needed*
Defense:25
Increases the class damage by 20%
**if mage**
Reduces mana consuption by 17%
*if ranger*
5% chance to not consume ammo
Draco bodyguard *50 Dragon Glass shards needed*
Defense:35
3% chance to not get hit
15% increased flight time
Draco boots *40 Dragon Glass shards needed*
Defense:20
17% Increased movement speed
7% Increased jump height
**Set Bonus**
Draco Buff: Gives you a shield that boosts damage by 17%
melee swing speed by 18%
And boosts some minor stats
Gestalt Core
Ingredients: Amalgam, Core of the Blood God, either Yharon Soul Fragments, Darksun Fragments, or Auric Ore
Appearance: A bloody, biomechanical skull-like thing with blue fire in the eyes.
Effect: All the effects of the Core of the Blood God and Amalgam (possibly reskinned, i.e. the brimstone effect is like blue ravager fire, the poisonous sewater is blood, etc)
Why it should be added: The Amalgam and Core of the Blood God are high-end endgame accessories, and are counterparts to one another. I think it's only fair that they get fused later on, and I just feel as though it makes sense for items in the endgame to be a fusion of counterparts before. As it stands, the Amalgam isn't as viable as the Core either, so putting them together would give the Amalgam more of a use.
How about a Throwing Emblem from WoF?
Give the Bee Gun, Wasp Gun, Bat Scepter, etc, versions that deal summon damage in order to make the rev+ summon nerf more manageable. Many people have submitted ideas to fix the same issue, and given that these are weapons that summon living things to target an enemy and repeatedly attack until the enemy dies or they despawn (and moving on in the case of the former), they're basically boneless summons as is.
Assuming this isn't already planned, make it so Meteorite Ore is corruptable by the Astral biome, turning it into more Astral Ore
A planned or to-do-list channel so we know what is planned to be done in the future.
It would basically be a channel that houses all features and suggestions that are given green light in the dev server but that haven't been done yet.
This is because changelogs is for features that are already done, tested or not, so if a thing gets in the dev server and devs give it green light, it would be posted in this channel until it's finished, once finished it would be moved to changelogs.
(Yes, I got the idea from fargo's server)
Dainty Scarf
Description: "Fluffiness Up!"
Early Pre-Hardmode accessory
Made with 12 silk at a loom
+20 mana, whenever you use a healing item you heal for a bonus 10 hp
Adds a little scarf around the players neck
Why should it be added?
Deltarune
Since the previous suggestion happened...
J-Shaped tail
Early hardmode throwing weapon
Chaos, chaos, chaos
Recipe: 7 of every early hardmode bar, 10 Souls of light and 5 ichor/cursed flames @ mythril/orichalchum anvil
Throws a projectile similar to the Demon Scythe. Pierce’s 1 enemy before disappearing on the second. Whenever it hits an enemy, it splits into 8 secondary projectiles, also inflicting either Ichor or Cursed Flame (50% chance for both).
The secondary projectiles are shaped either like hearts, spades, diamonds or clubs.
Weapon also has a 10% chance of throwing a Joker Card, inflicting both ichor and cursed flames.
Reason: to give Throwers a good, non-consumable throwing weapon early in hardmode. Also, Deltarune reference.
Alpha Prism
Pre-hardmode magic weapon
5 magic damage
4 mana
Average Speed (27)
Made with:
15 glass, 1 diamond, 1 ruby, 1 emerald, 1 sapphire, 1 topaz, 1 amethyst at Furnace
Looks a bit like the last prism but smaller and weaker. When used it will shoot out a beam of light that is a color of the rainbow. It will start out shooting at an average speed and with really bad accuracy, but as you keep shooting it it continues to get faster to the max limit of 9 frames, which is very fast, and it continues to grow more accurate until it's shooting a beam straight forward. (this isn't like the last prism where it all connects, there's only one beam at a time so it's kinda like shooting railgun beams) Once you stop shooting it, it resets.
My 4th suggestion, and I think it would be cool because it would be pretty unique in how it works.
Please change the wiki background back to black because white is too bland and doesn't fit the calamity aspect of the mod. Idk if the white background is a bug, but clarification is always accepted.
Timestruck Illness
"The manipulation of time itself has took a toll on your body."
Lasts 15 seconds (30 on Revengeance+)
You cannot use moonlight, daylight, or cosmolight during this period, life regeneration is cut in half, weapon use time is increased by x1.25 and damage reduction is reduced by 6% (13% in Revengeance+).
Inflicted upon using the Cosmolight, Moonlight, or Daylight.
The Astral Arcanum or Draedon's Heart will provide full immunity to the debuff.
Buff melee aruic tesla set or rework the set bonus. The dps on weapons like Ark of the Cosmos and Exoblade are below average (70k - 80k dps w/ flask of ichor + buffs) Plus, this is the damage at full health, so if you get hit by SCal's attacks, then you are dealing significantly less dps. The healing from the exoblade is a bit inconsistent, making it hard to compensate for the loss of health that you not only need to survive, but also to maximize your damage output. Now that SCal's damage is being massively increased, the melee auric tesla armor is going to need a set bonus rework.
Starter Bag Rework
Right now, the Starter Bag seems to only exist to allow you to skip the stage of the game where you can't realistically settle on a single class. I think that it needs to be changed to increase its usefulness and save people some time throwing out what they don't need.
Replace all the copper weapons with, say, 30 copper bars, and add an anvil to save people some time. This way, the player has full control of what items they want to get early, and it also indirectly adds compatibility with some mods, as you can use those resources to craft modded items. Keep the slime staff, as that can't be crafted.
Remove the throwing knives and increase the shurikens you get. No need to have a weapon and its direct upgrade at the same tier.
Add a few buckets, a campfire and some rope for utility.
For magic users, add some amethysts to allow them to craft the associated staff. Non-mages can simply sell this when they get the chance for some extra cash.
Beer
Consumable 5 minutes
Lets drink to the occasion
What is it: Like ale, how ever it provides 10% attack buff to melee but drops defense points by 3 points and inflicts the confusion debuff at random.
Where to get it: Bartender but at night or could be a direct upgrade to ale (idk)
Accessories can prevent the user to get confusion
Slippery Fingers
Debuff
Applied for the duration of the King Slime fight on all difficulties as well as during Slime Rains
Prevents players from using Ropes and similar blocks
I came up with this mainly to shut down KS cheese once and for all, but it could also allow for a bigger challenge in the Slime Rain, as it forced you to fight like a man
The dragon gloves
I think its a dragon ball reference
What is it: A mage weapon that shoots out a blue beam out of the users gloves that can pierce up to 2 enemies. Needs 5 seconds to charge up. Deals 54 damage
How to make: 10 silk, one sapphire 10 pixie dust 5 souls of light and night , 1victory shard
Why: I love dbz so a small reference would be cool
Heart of the Void
"Gaze into the abyss, and eventually, it will gaze back into you."
Summoner weapon.
How to craft: Dark Plasma, Cosmilite Bars, Nightmare Fuel, Endothermic Energy (maybe Auric Ore or Darksun Fragments for balance, if needed)
Summons a miniature Ceaseless Void sentry at target location. This sentry deals massive contact damage that ignores i-frames and (either inflicts Bleeding, Marked for Death, and Depth Crush, or has a chance to instantly kill any non-boss enemy that touches it.)
The main ability of the sentry is that it absorbs most projectiles that contact it, notable exceptions being Flarenados, SCal bullet hell, etc, and converts them into friendly Dark Energy projectiles that home in, pierce a limited amount of times, and then explode. These projectiles do not cause i-frames. (So summoner weapons don't get screwed over by the projectiles.)
Doesn't reflect projectiles if you're not holding a summoner weapon. (To make sure it doesn't bleed into other classes. Even with the Rev+ summoner nerf, every class would want this in order to cheese certain bosses while farming by absorbing their attacks.)
: Because sentries don't get any love, and a Ceaseless Void sentry would be pretty sick. Plus, it just feels unique and overall very useful.
Edit: Name, because I'm an idiot and forgot Arcanium was already a thing.
Edit 2: Balance hotfix.
Devil Fruit
Description: "Tastes like gum..."
Consumable
Make 3 with:
1 Life Fruit, 1 Essence of Chaos at Cooking Pot
What it does:
Heals 100 hp, grants 5% more life capacity for 1 minute, activates potion sickness and can stack with lifeforce potion, will also activate a cooldown for 5 minutes that will stop you from eating another one in that time
This would be cool because it's a healing item that gives a cool effect that will not only let you regain HP, but allow you to hold more. You can change the amount of essences or how many it makes at once, but it just seems like a cool idea. Also... Anime
5th suggestion, hope you enjoy!
since suggestions are hot rn, imma repost this idea one more time, also, I feel like spears and rod weapons are fun weapons and have plenty of potential, so here's my suggestion:
Poseidon's Dominion
Acts as a spear rather than a melee-gun
Left-Click Rapidly thrusts the spear of Poseidon
Every 4 thrusts, you send out a phantom harpoon to impale your enemies
Right-Click to spin the spear around you, summoning phantom harpoons from random angles (like Typhon's Greed)
-Phantom harpoons drag an ethereal chain behind them to deal extra damage (The spearhead projectile leaves behind chainlinks, which disappear after half a second)
-Each individual chain link has it's own I-frames, but does a very small fraction of the spear's base damage
-Phantom harpoons from Left-Click have slight homing, just enough to turn them into the right direction, but not enough to make them hit more than once
-Left-Click harpoons disappear after 3 seconds, Right-Click after 8
-Spearheads and chainlinks inflict "Glacial State" for 2 seconds
Crafted From: Triploon, Typhon's Greed, 3 Reaper Shark Teeth, and 10 Ruinous Souls
Infinity Potion
"Perfectly balanced as all things should be"
Consumable, heals 1 hp
Looks like a potion but it has 6 colored stones on it
Can use infinitely, but only every half second
Crafted with:
1 Bottle, 1 of each large gem except for diamond, 10 Souls of Might at a Brewing Station
So, this doesn't have to... you know... be the infinity potion. But I just want a potion that's not OP but you can use infinitely and constantly. It would be good if you need a little boost of health when you can't heal, but you can't attack while using it so it has a cost. (Look, this is the best thing I could come up with that's an infinity potion it's not just meant to be a meme I'm sorry)
6th suggestion yay!
Peace Treaty Amulet
Recipe: 1 Royal Gel, 1 Ocean Crest, 1 Aquatic Emblem, 3 Cores of Eleum, 3 Cores of Chaos, 3 Cores of Cinder
Makes slimes and ocean critter friendly. Provides underwater breathing and gives 10 defense and 5% damage reduction when in water.
Reasoning: Royal Gel and Ocean Crest get replaced almost as soon as you get 5 other accessories. The only uses for them are trying to avoid Lava slimes and abyss exploration prehardmode. Aquatic Emblem is even worse with it being outclassed by items such as Siren's Heart and Abyssal Diving Gear.
Optional: If the coding isn't too much of a pain, extend the harmless enemy effect to some Calamity enemies and animal-based enemies such as bats and anglerfish.
Rpost cuz uhh, original post got 49 stars.
https://docs.google.com/document/d/11OvRLP-Ag0R8qP2josBCN5XEfCfc1tPdyNYZMXfAI4o/edit?usp=drivesdk
Repost from a couple months ago
Tldr these are buffs to some regular enemies to make them stronger on Rev/Death
Changes like that occur on Expert, so why not these ones, too?
Edit: there are a few changes, forgot to mention that before
Either add a crafting recipe for the Paint Gun (theoretical concept: Flintlock Pistol + 1 each of Red, Orange, Yellow, Green, Blue, Dark Blue, and Violet Paint @ Anvil) or make it a guaranteed drop from the Painter.
It was forgivable in vanilla where it wasn't part of any recipes, but right now the only way to get the Speed Blaster / Elemental Blaster, both of which are really cool weapons, is by killing the painter again, and again, and again until it drops, waiting the respawn time every time, which is obtrusive and annoying.
So I have an idea for an enemy. Nobody thinks it would be cool, nobody thinks it would be nice, but I think it has potential, so I'm gonna try.
Suspicious Looking Dirt (name can be changed, couldn't think of a good name)
Found in the underground, not too common but not rare
Has 70 hp (at start), does 5 damage (at start)
It's an enemy that looks mostly like a block of dirt. It slowly rolls around to move, and but moves faster on dirt. Instead of a constant pace, it will tip over, land on one side. A second later, tip over, land on it's side, and continues from there. Sometimes it will grab a piece of dirt nearby, making itself bigger, do more damage, and gain 20 hp back, gain a 10 max hp boost, and can deal 2 more damage points. It can hold up to 15 dirt, and at this point it will be about 5 times bigger with a total of 220 hp and can deal 35 damage. When the player is near, it can shoot a clump of dirt at the player, taking away one dirt block it was holding and taking it's hp back down by 10 and take it's attack down by 2. It can only collect a dirt block if it is near, and can only collect one every 5 seconds. When it shoots a dirt clump, the dirt clump will hit the ground and place the block (like a sand gun).
What it drops:
Drops all the dirt it had collected, along with 5 extra dirt, and can drop any early-game ore, and has a small chance of dropping crimtane/demonite. Once in hardmode, it will drop early-hardmode ore, with a small chance of dropping 1 or 2 Hallowed Bars
I think it would be really cool to have an enemy that can grow over time and become stronger if you don't defeat it quick enough. Also, it can help early game players get ores and early hardmode players get ores they need to progress.
So, I hope you enjoyed my suggestion. This is my 7th suggestion, and the one I've spent the most time on by far. Thanks!
Remake of my last suggestion, as I know a DOG buff isn’t wanted:
-Buff revengeance sentinel phase please. That phase is just sad.
Make astral arcanum and astral bulwark nerf the effect of god slayer inferno instead of nullify it, otherwise make astral arcanum require cosmilite so it can’t be used to cheese DOG.
Small add on- once you defeat all 3 sentinels for the first time, a message that says “The scourge has taken notice...” should appear. This lines up quite nicely with the lore even if that might change yet again and just feels like a minor touch up the mod could use.
A throwing trident on some sort of string that it returns from.
Acts like a faster and more damaging harpoon gun, and homes somewhat on enemies.
It would be medium-pre hardmode, a small amount of time after you should first get the harpoon gun.
It should also have some other effect to differ itself more, such as maybe some water effects that would push back enemies and deal extra damage. A splash on the ground or some orbs/bubbles would be nice.
You can make this by combining the harpoon gun with the trident.
Landfill Feeder
A large mound of dirt and garbage with legs. It spawns in pre-hardmode, rarely on the surface and more frequently underground, and are especially common near Underground Cabins. It wanders around like a critter and rapidly shoots dirt balls that do moderate damage at nearby players. It can also shoot balls of garbage that split into 3 on impact with a block.
The main purpose of this enemy is the loot it carries; it has quite possibly the widest variety of drops in the entire game.
Drops:
Dirt (30-60)
Enchanted Boomerang (5%)
Trident (5%)
Flippers (5%)
Tiger Climbing Gear (5%)
Living Wood Wand (5%)
Living Leaf Wand (5%)
Thorn Chakram (5%)
Boomstick (5%)
Revolver (5%)
Obsidian Skull (5%)
Water Walking Boots (5%)
Lava Charm (5%)
Staff of Regrowth (5%)
Mining Helmet (5%)
Hive Wand (5%)
Muramasa (5%)
Aqua Scepter (5%)
Feral Claws (5%)
Bee Wax (5%)
Wizard Hat (5%)
Shadow Key (1%)
Lucky Coin (0.1%)
I've noticed the pin limit of a channel becoming annoying in this server as well as other servers, so a solution I had in mind was to create some kind of pin record. Whenever something is pinned in a channel, a mod or admin can screenshot the pinned post and put it in a new hypothetical channel (Let's just call it #pin_vault for now), and when the pins fill up in a channel, it won't matter if it is unpinned or if the pins are deleted from the channel. This might only apply to a few channels in this server, but it could be nice to have.
Power Charm
Description: Toggle visibility to change what it does!
+20 mana when visibility is on
+10 hp when visibility is off
Early-Game Accessory
Material
Made with:
1 Life Crystal, 1 Mana Crystal at anvil
Reinforced Power Charm
Description: Toggle visibility to change what it does!
+40 mana when visibility is on
+20 hp when visibility is off
Mid-Pre-Hardmode Accessory
Material
Made with:
1 Power Charm, 1 Life Crystal, 1 Mana Crystal, 5 shadow scales at anvil
Super Power Charm
Description: Toggle visibility to change what it does!
+60 mana when visibility is on and slightly increased mana regen
+50 hp when visibility is off and slightly increased life regen
Somewhat Early Hard-Mode Accessory
Material
Made with:
1 Reinforced Power Charm, 3 Life Fruits, 3 Mana Crystals, 6 Souls of Might at mythril/orichalcum anvil
Extreme Power Charm
Description: Toggle visibility to change what it does!
+80 mana when visibility is on and greatly increased mana regen
+75 hp when visibility is off and greatly increased life regen
Late-ish-Hardmode Accessory
Material
Made with:
1 Super Power Charm, 3 Cores of Chaos, 10 Hallowed Bars, 15 Ectoplasm at mythril/orichalcum anvil
Calamity Charm
Description: Toggle visibility to change what it does!
+140 mana when visibility is on, greatly increased mana regen, and 20% more magic damage
+150 hp when visibility is off, greatly increased life regen, and 20% more melee damage
End Game Accessory
Made with:
1 Extreme Power Charm, 5 Yharon Soul Fragment, 5 Nightmare Fuel, 1 Dark Plasma, 20 bloodstone at Ancient Manipulator
Vote for this one for all of it
Starter bag change:
Instead of copper, either make the bag give the player lead/iron tools and basic weapons OR bars.
why? :
In all honesty, it logical that your starter tools will suck but copper tools are a plain abuse in the matter of being bad.
The ore would change depending of which one generated in your world
and it would be way more helpful for a starter boost than just giving you copper tools
QoL plantera change:
Make plantera drop clorophyte ore in amounts of like 100 ore per kill.
This would give clorophyte a better and faster farming method
Signus Charm
Summons Signus ally.
Wat?
It unique minion. Without equip Signus can only teleport and charge, without damaging.
Then you need help your ally by equip.
Click with RMB on minion and open Signus inventory: armor, three accesories, some consumables slots.
Attack pattern determined by player's class.
Attention: Signus can die, because it have HP, same as you.
Rename Sunskater to Sunskeet, because not only does it roll off the tongue better, it sounds much cuter. (yes i'm serious it's not a meme suggestion as some may think)
As a separate suggestion to the above suggestion, and since it was suggested many times before the implementation of the new suggestion system - add a Sunskater pet.
Support & Compatability for other mods like Overhaul so people stop mindlessly blaming another mod because they don't understand how modding works
Clentagun (name can be changed)
3 True damage
Very fast speed (around 12??)
No knockback
No autoswing
"A great solution to everything!"
Uses colored solution as ammo, but doesn't spread the biome.
This weapon's purpose is to inflict different debuffs depending on what solution you use.
Green - Dryad's Bane
Blue - Slow
Purple - Cursed Flames
Red - Ichor
Dark Blue - Venom??
Crafted with 1 Clentaminator + 1 Flintlock pistol + 3 cores of calamity at any anvil
(if i sent this 3 times then sorry my internet is being shit)
The Swarm Crystal
Spawns in a player's inventory upon character creation
This thing indefinitely doubles the spawn rate and removes the cap on how many enemies can be active at a time. Here's the catch, though: it can never be turned off. Similar to the Iron Heart, it saves to the world rather than the character.
I believe this should be added as both a challenge and a way to make grinding take less time, plus the enemy cap removal could allow for more enemy variety while not making existing ones overly rare.
Enemy: Nuclear drone
Spawn during radioactive rain (Post-MoonLord Rain)
A little drone (not bigger than an angry nimbus) with a nuclear symbol on it who drop bomb when it hovers the player, the bomb makes decent damage
If destroyed, it will drop titanium, bombs and (somethings with radioactive or plague maybe)
Why? Because Post-MoonLord Rain can have potential but there’s only a slime added, I think that can be a good event if we try to make it better.
Enemy: Magnet Turret
Pretty simple. A turret that shoots magnet spheres.
These are smaller than normal and don't do as much damage.
On top of that, the enemy is stationary. Pretty obvious since it's a turret.
Spawns underground and possibly in the dungeon after Clone
Has a 1% chance to drop magnet sphere after plantera
Phosphorescence
[ Post-Yharon ]
Tooltip:
”It’s radiating with the force of an unfathomable amount of suns...”
Appearance:
A Daybreak, but longer, sharper edges, in the profaned colour palette, and a blazing sun symbol in the tip.
Information:
An upgrade to the Daybreak. (and arguably the Elemental Lance, too.)
{ There should be a Melee, and a Thrower Version, for the Thrower, just put a Throwing Daybreak in the recipe, instead }
Left Click:
-Uses it depending on mode. (see below)
-But inflicts Holy Inferno and Daybroken regardless of mode.
Right Click:
-Alters between one of four modes.
Mode 1:
~The Second-Highest Damaging Mode~
The normal Daybreak throw, except it is no longer affected by gravity, travels much faster, and leaves a venusian trident-flame explosion for about 1 second.
Mode 2:
~The Lowest Damaging Mode~
Calls down 3 more of itself from the sky at similar speeds to Mode 1, no explosion, but if one (or more) of the sky-projectiles hit an enemy, it summons another two from the sky again, but with only a fifth of the actual weapons damage.
All sky projectiles phase through blocks.
Mode 3:
~The ‘Medium’ Damaging Mode~
Thrust the spear forward, firing a very-short-lived high-damage fireball. The fireball giving On Fire! for a minute.
The spear itself is roughly about the size of the Terra Lance, but thrusts slightly slower.
Mode 4:
~The Highest Damaging Mode~
You slash/dash forward a quarter-of-the-screen distance, ignoring piercing immunity and dealing high damage to worms, for DoG this would only ignore 25% of his body’s defence, otherwise it’s likely shred him way too fast.
7 second cool-down to prevent spam.
( If to overpowered still, make it so that when dashing, you get only a fifth of your defence in that 0.5 second dash. )
( Cool-down Debuff: Inner Combust
“Phosphorescence Slash is on cool-down.” )
Recipe:
-1 Daybreak
-1 Solar Eruption
-1 Morningstar
-1 Infernal Spear
-1 Elemental Lance
-150 Darksun Fragments (yes, I said 150)
-15 Yharon Soul Fragments
-30 Phantoplasm
-35 Galactica Singularities
-20 Solar Fragments (for the fiery touch.)
-10 Cosmilite Bars
-25 Uelibloom Bars
-30-50 Divine Geodes
-50 Unholy Essence
-7 Cores of Calamity
-100-175 Auric Ore
-15 Nightmare Fuel
-15 Endothermic Energy
Why?:
The Solar Eruption has an upgrade, and unless you are a Thrower, the Daybreak is generally frowned upon.
The Elemental Lance can now return to it’s former glory, but in a new form/state. It can also act as a counterpart to the Celestus, if you will.
This was inspired by Terry’s Sunlight Spear in Apotheosis and Friends.
{ I took my time on this.
}
Clone spell
Trade 1/2 of ur health for a clone to fight with you
3 min duration
What is it: It is a potion that allows the user to have a summon type clone fight for them, right click on target for clone to attack while using potion (if not it will attack the closest thing to it). (Will have same defense and weapon but if dies it will die off and u will get your health back)
Where: Wizard after Plantera is killed
Why: It's a pretty cool idea for having a duplicate helping you out..so why not implement it
Draedon's Soul
Passively grants the heart attack debuff
You rapidly gain rage and rage's power is increased by 20% (80% in Death Mode)
Boosts damage and critical hit chance by 10%, max movement speed and acceleration by 5%, and grants immunity to the horror debuff
Hold down the bound key to use nano surge
While nano surge is active you cannot dash and move slowly but life regenerates quickly and your defense is boosted by 50
The power of science is amazing!
What It Does: As the tooltip says, it does a variety of things, but its main ability requires a bit more explanation - Nano Surge limits your maximum horizontal movement speed to 15 MPH (the same as if you were incapable of running), disables dashing and infinite flight, and cuts all flight time by 75% (and disables infinite flight) but grants you the same effect as the standing still effect of Draedon's Heart, possibly slightly nerfed to make up for the increased maneuverability and capability to attack. It remains active so long as you hold the key down.
How It's Made: Draedon's Heart + 15 Cosmilite Bars + 20 Phantoplasm + 20 Nightmare Fuel + 20 Endothermic Energy @ Draedon's Forge
Why it should be added: Draedon's Heart is in my opinion both lore- and design-wise a really cool accessory, but unfortunately it's almost useless (except for doing silly multiplayer strats, anyways). It's a shame for such a lore-important figure's signature accessory to be so disappointing, so why not give it an upgrade at his very own forge?
The stat boosts are based vaguely off the Laudanum/Stress Pill accessories since it was weird that their functionality just vanished upon upgrading them, and its new Nano Surge effect is essentially a FAR better version of the main function of the Heart - you can now move, albeit slowly (which could be useful for precision dodging in things like SCal) and even attack while the healing is active. You have to keep holding down the key, however, making it require skill.
Makes the bars a placeable block, mainly for consistency
Knife Hook
Mid-Pre-Hardmode Hook
(whatever the devs want) melee/true damage
Amount of tiles it can stretch: 20
Made with:
1 Chain Knife, 1 hook, 5 gold/platinum bars at anvil
It's a hook with a knife (like the chain knife knife) on the tip, and it works like a hook, goes in hook bar. When used, shoots out like a hook, and if comes into contact with ground, pulls you forward like a hook. But, if it hits an enemy before hitting the wall, it bounces off the enemy (like the chain knife) and comes back, for you to use again.
Based off the idea before mine
Hook Hook (im bad at names)
Early pre-hardmode grappling hook
25 tile range
goes into the hook slot. When it hits a non-boss enemy it drags it towards you and gives you invincibility equal to that of taking damage so that you dont just kill yourself. maybe it could also deal the enemy's contact damage to itself. hitting the terrain causes function like an ordinary grappling hook.
why: Pre-hardmode melee is very difficult as there are very few projectile swords. This will help close the gap against enemies particularly ones that fly
Make the post-dog sentinel weapons (phantasmal fury, shadowbolt staff, venusian trident) require Cosmilite Bars or the Moon event materials, it's a very strange case that they are required for use in Draedon's Forge, but yet have no post dog materials.
Elemental Hook
You don't get pulled towards the Earth, the Earth comes to you
Around 45-50 tile reach
Around 17-18 velocity
4 Hooks that inflict Elemental Mix and can be fired in rapid succession, but not inflict debuffs until the debuffs from before have diminished
Made from Lunar Hook, Spooky Hook, Christmas Hook, Thorn Hook, Skeletron Hand, 10 Luminite, and 5 Galactica Singularities at an Ancient Manipulator
I know Elemental items may require Terra tier items in their recipes, but this is what I just came up with now (Feel free anyone to suggest a Terra tier hook if interested)
I thought Calamity could need some good hooks later in the game and so I came up with an Elemental tier hook to compliment that. It also adds a mechanic that inflicts debuffs.
Illusion Staff (Name can be changed)
Creates a stationary clone of yourself, but with the health of your max life, at the cost of half of your life. The clone will absorb damage, but will die if it runs out of health. It will also be the target of enmies’ attacks, kinda like stardust guardian. Does not remove adrenaline. It also could use the players weapon and have their stats but that might be a bit hard to code.
Kinda like the move Substitute from Pokemon if you know what I mean
I was thinking if there was a way to reverse engineer the code for the stardust guardian into this but idk
Reason: Even if it’s just 3 or 4 seconds of relative safety, all classes could benefit from this item in a difficult situation.
Prismatic Gun
Last Prism upgrade
Uses 20 mana per second
Hold left click to charge gun, and release to unleash deadly laser, was pierces, if you charge long.
What damage? If you just spam with left click, these deal around 100 damage with 15 speed.
On first 5 secs Gun recieve 75 damage and one target piercing per second, than, if you charge weapon 5 secs, this shoot laser with 475 damage and five target piercing.
Very weak?
On 5 to 12 seconds, Prismatic Gun recieve 200 damage and 5 target piercing per second. Then, if you charge weapon 12 secs, then deal 1675 damage and pierce 36 times, was look nicely.
On final stage of charging, up to 20 seconds (on 21 sec weapon stops charging and stays on max), Gun recieve 600 damage per second and 10 piercing. And then you release left click, your laser deal 6475 damage, pierce around 116 monsters and bosses.
Craft: Last Prism + 20 Bars of Life + 10 Core of Calamity @ Ancient Manipulator
Considering the hella low drop rate pf Yharim’s Crystal, classify it as a Legendary Drop. Why? It is very powerful for it’s own tier in progression like other legendary weapons from past progression and should be locked to Revengeance. and there ain’t no way in hell you get it first try, kiddo.
(Before I go on with this I just wanna say that I'm seeing the "no boss suggestions" rule as a "dont suggest new bosses" rule. Sorry if i misinterpreted that.)
Suggestion: Removing Yharon's enrage activation when entering Space
How it works: By removing his Enrage state activating in Space, he'll never enrage at any point inside the Arena, though he should definitely still enrage at any point outside the arena.
Why it should be added: Because getting executed despite always remaining inside the arena is unfair. Trying to avoid the massive Infernadoes that Yharon spawns in (by flying up and over them) requires you to fly close to the edge of Space, where the player could accidentally enrage Yharon despite never leaving the arena. A boss should never enrage inside it's designated fighting area (that's just my opinion tho).
Suggestion, new types of furniture, like a retro big back end TV, maybe some different coloured/shaped vases, washing machines ect. Just to make homes feel more homey. Since we already have a sofa and nano tech from the Cyborg, a TV wouldnt be so farfetch'd :)
gonna repost the suggestions rules with a few clarifications
Suggestion Rules
- Please always include a reason in your suggestion as to why you think it should be added or considered.
- Suggestions to add entire bosses will never be accepted.
- Suggestions to add new specific items will never be accepted
- No joke suggestions, this includes asking for roles and suggestions like "No rules".
- Read #changelogs before posting a suggestion so as you do not suggest something that has already been, or will be, implemented.
- Be precise if you want item or enemy stat to be buffed or nerfed. Explain your reason behind the change, and why the stat should be changed to your suggested value.
- Only post one or two suggestions at a time. We do enjoy all the ideas, but with the amount of people in the server, it can become overwhelming. If you want to suggest a complete overhaul to a certain mechanic or item group, put it in a document and post that instead.
- Do try to discuss your suggestions with others before posting it, rather than editing it as feedback comes. It would help refine the process as a whole and make a things a lot easier.
- If it has been at least a week and a suggestion has not been not reached the star requirements to be delivered, then you may repost it.
- Keep your suggestions simple, and don't add unnecessary text to your suggestions. This makes them easier to read and actually more appealing.
Please look at the "Do not suggest" document for more information.
Bring back the legendary weapon-scaling system like in the past and make it scaled based on the progression like the community accessory.
Why it should be added? 1% drop chance. And by the point you get it, you maybe have stronger weapon to outclass it. Or just use them in crafting recepies to upgade them like the cosmic discharge and it's upgrade, the apotheosis
FOOL
Accessory
tooltip: double damage
(unlisted effects)
Everything deals double damage to you. You deal double damage outside of bossfights.
Featherweight Tether
Pre-Hardmode Accessory
20 Chains + 2 Aerialite Bars + 30 Gel @ Anvil
50% chance to not consume throwing weapons.
Bloodthirsty Tether
Hardmode Accessory
Featherweight Tether + 30 Essence of Chaos + 15 Essence of Cinder + 3 Demonic Bone Ash
75% chance to not consume throwing weapons.
Throwing weapons seek enemies.
The idea of these two accessories is to immediately return the weapon after it hits a target, rather than having it drop on the ground immediately afterward.
(The original FOOL as it seems to have procced it)
Paradigm
Something around WoF-tier accessory. Probably a drop from WoF.
"You can't escape your fate."
During boss fights your damage is increased by 30% and crit chance by 15%. Bypasses Rev/Death caps.
The catch? Life regen is off, your defense is lowered by 100, "Fate's End" debuff is applied to you upon summoning.
Fate's End
Debuff time varies per boss.
If you don't kill it before the timer runs out - you're instantly killed.
Obviously, time is lower than nohitting DPS limits would allow you due to massive damage increase.
Repost from a few months ago as it got 70 stars but no check ._.
Signus’ Cloak
Revengeance drop from Signus, envoy of the Devourer.
An accessory that will act like a dash, but instead of going through the motion itself, you phase to the location. It by default goes in a straight line depending on which way you dash, but if your mouse cursor is up or down, it will have a slight affect on your final location.
It isn’t instant like the RoD, but takes about .4 seconds (.2 fading out and .2 fading in). It would probably have a range of about 20 blocks, and would not go through blocks.
Lastly, if you phase directly on an enemy, you would instead spawn next to them (credit to Alexis for that) and gain the Assassination buff for 10s, which causes your next attack to deal 10x the damage.
After getting the Assassination buff, you cannot get it again for 30s.
Of course, all values are changeable as the devs see fit.
Soul emptier
Are you willing to risk your humanity to win your battles?
Using the item toggles Soulless mode on/off
Doubles all your damage, but resets your defense and DR to 0, no matter what armor/accessories you have
Crafted with 5 of each essence + 10 Souls of night and light +7 titanium/adamantite bars at a demon/crimson altar
Reason: I think challenge items are neat, also it’s a high risk/reward item mostly for people who know they are well acquainted with the bosses
Gatling Potion
Inflicts the Gatling buff for 4 minutes
10% increased gun damage and 15% gun fire rate
1 musket ball + 1 deathweed + 1 rotten chunk/vertebrae + 1 water bottle at a bottle with platform/alchemy station
Repost from 2 months ago cause it got 45 stars
Leadstorm elixir:
4 ammo reservation potion, 4 cores of cinder, 30 acceleration rounds @ alchemy station
Grants "leadstorm forecast" which grants the following:
all guns have 50% to consume no ammo
50 % increased ranged use speed (fire rate) and projectile speed
this effect decreases slightly the higher a guns use speed is in order to avoid breaking them
lasts 5 minutes
Frenetic Savant's Mask
"Steeped in insanity, these reknitted tatters still hold some insight..."
Recipe: Lunar Cultist Hood + 5 Galacta Singularities + 8 Luminite Bar
0 Defense
10% decreased damage
Frenetic Savant's Mantle
"Steeped in insanity, these reknitted tatters still hold some insight..."
Recipe: 40 Silk + 5 Galacta Singularities + 16 Luminite Bar
0 Defense
10% decreased damage
Frenetic Savant's Robes
"Steeped in insanity, these reknitted tatters still hold some insight..."
Recipe: Lunar Cultist Robe + 5 Galactica Singularities + 12 Luminite Bar
0 Defense
10% decreased damage
Set Bonus: All weapons have no class.
All weapons recieve benefits from all accessories, and affect all accessories.
All weapon damage is multiplied by all of your damage bonuses.
The idea of this set is to encourage experimentation with all accessories and weapons across all classes, to allow a "specialist" class in Terraria. By "all weapons have no class", this means that all weapons are treated similarly to the Lunic Eye. For example, were a player using minions also fire a gun with them out, the Frenetic Savant set would not pose a Revengeance damage penalty on their summons for doing so. Additionally, if a player using the Frenetic Savant set used Mana Overloader and got themselves down to 5% mana, they would be able to use the "magic healing" benefit with all weapons. In exchange for this dramatic benefit, the armor reduces the effectiveness of all weapons, and sets the player to absolutely no defense.
Note that a modifier from an accessory may only apply ONCE. For example, the Avenger Emblem would not apply its twelve percent increase to damage multiple times. Rather, it would increase damage once. To put it another way, "+15% melee damage" would function identically to "+15% damage" for all weapons, and vice versa.
Edit: Obviously the stats above are not concrete, and the devs could change them however they saw fit to keep them balanced.
This suggestion is more on the technical side of things, but have calamity projectiles (that don't already) either use actual sprites or if not, simply make the currently used dust produce no light.
the reasoning for this is due to the obscene impact the lighting engine can have on FPS, so when using something like vanquisher arrows (which use an actual sprite, yet use dust for the light for whatever reason) it can get quite laggy extremely quickly and leave some players at a disadvantage due to being unable to use those weapons without a harsh penalty (being FPS) solely due to not having the money to get a better PC.
it'll also make it harder to break the slowdown rule when no-hitting, but that is and isn't relevent to the point at the same time.
Repost from around 2~ months ago, got to 73 stars but wasn't checkedmarked so i'm unsure if it was seen or not.
Add Spirit Generator (and its effects) to Statis’ Curse’s recipe to give it a use late game and further differentiate between Blessing and Curse as currently the only difference is Curse has the shadowflame effect and Blessing doesn’t. The Spirit buffs from Curse would also have buffed effects (Regen +2 life regen > +3 life regen, Defense +5 def/+5% DR > +8 def/+8% DR, Power +10% minion damage > +15% minion damage).
Some sort of status message in the chat after defeating a post ML boss, like when you defeat Providence, it says “The Sentinels have set their eyes on your world...” or when you defeat the Bumblebirb it says “The Jungle Dragon senses the end...”
Just some small chat messages to guide new players to the next boss.
If you've defeated ONE of these 2 bosses (Devourer of Gods or Providence) and attempt to go to Yharon's second phase, It shouldn't tell you about the boss that has been already defeated (For example, Yharon shouldn't tell you to snuff out the profaned flame when you have already killed providence.)
Another Yharon-based message would be that if you kill buffed Mothron (After Providence and Devourer of Gods), the message "The Jungle Dragon awaits their final battle." appears.
To make more sense with the current world, make the dragon egg craftable at an ancient manipulator instead so it does tell you to kill DoG if you haven't killed both yet in the same world. It just makes no sense to kill bumblebirb, then DoG, then get to yharon and make them tell you to kill providence AND Devourer when you've already killed the latter. Though you can travel to different worlds that have none of these bosses killed, I think that it should be the case.
TL;DR- Can't we just avoid the paradox in a single world we are dedicated to?
Ceaseless Hook
The power of the void compels you!
Launches you in the direction of the hook shortly after throwing (this does not reset your flight time)
After using this you will not be able to use it again for a few seconds
What It Does: Throws a short-ranged hook with a mini-Ceaseless Void on the end. After the hook reaches its maximum reach (takes roughly half a second to do so) or grapples a block/platform/etc. the mini-void at the end explodes into a mini void portal for a second (solely visual effect) and launches the player in the direction of the hook. After using this, the player will gain the Ceaseless Hook Cooldown debuff for three seconds, which prevents you from throwing any hooks during that time.
How It's Made: 1 Grappling Hook + 3 Dark Plasma + 8 Cosmilite Bars @ Draedon's Forge
Why it should be added: Calamity currently adds no hooks, which becomes especially clear in its signature post-moonlord section of the game. This concept, however, doesn't quite act like other hooks - it essentially gives an omnidirectional dash (albeit one that requires skill and timing to use), which helps mitigate the main problems hooks have in post-moonlord: being overshadowed by the maneuverability of your wings and dash.
Having an omni-dash in the form of the Ceaseless Hook would let players dodge things like Yharon's charges that horizontal-only dashes might fail to achieve, amongst others, saving one from having to use something like the Bundle of Balloons, while not entirely overshadowing clandestine hooks such as the Lunar Hook as it's much more difficult to refresh flight time with it.
An overall buff for hooks. Basically making it so if they hit enemies they can hook onto it with a Sheild of cthulu type attack to damage it. Due to it being dangerous though it should be able to be toggled off
Tear of Providence
Cloud-type weapon like Nimbus Rod craftable after defeating Providence that would inflict Holy Flames Debuff. There could be limit of 3 clouds.
The damage of the rain would be (some number the dev would input) increased by (amount of minions that can be summoned*D where D is some another number dev would input to make this balanced).
This would require Nimbus Rod, 5-10 Divine Geode, Shadowrain Staff/Crimson Rod, 15 Solar Fragments and 15 Uelibloom Bars
The game lacks cloud weapons in the late stage of the game and that's why I'd like to see it.
Significantly raise the amount of luminite dropped by the Moon Lord, or make another enemy/boss drop it. As it stands, calamity adds several items that require luminite, but you still only get enouhg for one luminite set of armor (maybe) upon beating him in Revengeance. Having him drop ~120 luminite (30 bars) would make it much more bearable.
In Cryogen's lore, it states that the ancient ice temple was 'enveloped in darkness' by yharim and his runes. Cryogen was left behind as a result, essentially a condensed version of the ice temple.
So, what if when you defeat Cryogen for the first time, an ice castle will spawn, in the snow biome/underground ice biome.
(I think it'd be cool if it spawned either right beneath the surface, or with the top of it poking out into the surface)
This temple would be most likely made of a new tile, that would not be breakable unless hit with a shardlight pickaxe (190% pickaxe power) or higher, depending on the devs decisions.
Whether or not this spawns its own unique sets of enemies like the lihzarhd temple, if it has its own chests and loot and stuff, is also up to the devs, however I think it would be interesting if Cryogen were to drop different, or better loot, if you were to fight him and beat him within the temple.
Ion Catalyser
Accessory
Drops from sky enemies on rain (2% chance).
On dealing damage projectile have chance to spawn extendable lighting arc, was deal 40% original damage and each inflict separate immunity timer (i mean, was each arc can damage enemy, and don't triggers base immunity frames).
: These acc give most advantage to rangers, was mostly pre-DoG don't have AoE. Lightingb arcs give additional damage and devastate minions or other monsters.
Multi-Shroom Blaster
Post-Plantera Ranged Weapon
"Firing on all cylinders!"
Fungicide + Flamethrower + Grenade Launcher + P90 + Chlorophyte Shotbow + 18 Shroomite Bars
Fires multiple projectiles at once:
A quick stream of low damaging bullets.
Three arrows, fired in a high arc.
Two mushroom covered grenades, fired in a low arc. These do not destroy tiles.
A constant blast of fungal spores, which cause a damage-over-time effect.
Uses Glowing Mushrooms as ammo.
75% Chance not to consume Mushrooms.
Mycepike
Hardmode Non-Consumable Throwing Weapon
Mycoroot + Mushroom Spear + 6 Shroomite Bars
Fires a fast (but not insanely fast) stream of mushroom spears that pierce all enemies. Additionally, spinning mushrooms are briefly left in the arc of travel. These mushrooms deal damage similarly to the Mushroom Spear.
Unlike other "Javelin" throwing weapons, the Mycepike travels slowly in a straight line for about two seconds before slowly beginning to fall off, rather than the sudden fall off that other javelins exhibit.
Make the aegis accessory dash not toggled by visibility
The aegis accessory (asgardian and elysian) covers lots of my character when having its visibility on. Maybe you can make it show the vanity accessory if you have one, or change the toggle?
Cosmic Bolter rework
My idea is, the cosmic bolter could be reworked to fire 2 seperate blasts of arrows, and fire 2 arrows each blast, and upon hit, each arrow would summon a projectile similar to the influx waver projectile, stacking up 8 potential hits per shot, and giving it a unique ability as well as making it viable for a ranger to use.
Add a "abillity button" slightly below the visibility button in the accesory slots that is only visible when an accesory with a toggleable abillity (asgards valor and so) is equipped, this button disables the abillity (the shields dash)
Planetary Annihilation rework
Dependent on where you click on the screen, a large elemental arrow will fire from offscreen on the opposite side of where you clicked, and travel quickly towards the clicking point. Enemies hit with this big arrow will summon smaller arrows which pierce through them, similar to the Influx Waver.
Why: For such an awesome looking weapon, it has a rather boring effect of just dropping homing orbs from above the screen. This rework will make it feel as cool as it looks, more befitting of a Post-Moon Lord weapon.
Add lots of tiny corruption/crimson Planetoids with a single shadow orb/crimson heart in them, and both would generate no matter what the world's evil biome is
This would allow for both loot tables to be accessed somewhat easily and help expand pre-HM's weapon options, plus it would make it slightly easier to spread the world evil you don't have, if that's something you want to do
Repost from a few months ago that got 48 stars 
Terra Sphere Staff
This weapon would be a terra grade summoner item, each time it is used, it would summon a terra orb that would orbit the player and shoot lasers at enemies, they would stack for as many minion slots you have.
I imagine it working like the mini UFOS would work if they were set in an orbit around the player when you have lots of them, instantly annihilating smaller enemies with their huge amounts of lasers, but of course to a lesser degree because it's a pre-golem weapon.
Javelins of the Hallow
Left-click fires 4 explosive HFRBs (Holy Fire Rocket Bolts) rapid succession
Right-click fires 6-7 HFRBs in a shotgun spread at lower speed
HFRBs explode into 3-5 homing crystal shards that stick to enemies and explode again
Bolts, frags, and explosions all inflict Holy Fire
Crafted From: Spyker, Impaler, 15 Cosmilite Bars, 15 Nightmare Fuel, and 20 Unholy Essenses,
me liek spyker
Improve yharon death animation, since as of now he only goes out of existence and throws a ring of fire
This can be done by adding some flames to the mix or something
Kinda underwhelming imo
Necrohook
A post-Polterghast grappling hook:
- Works like casual hook, but it will catch nearby tile (it HAS a tile limit) as soon as it is launched and will quickly pull player towards the tile. Can launch 1 hook at max.
Crafted at Ancient Manipulator with:
1 Hook
3 Ruinous Souls
10 Phantoplasm
2 Bloodflare Cores
Or dropped by Polterghast.
Reason: As being said, Calamity has no grappling hooks at all, and I think that the best place to add them would be in Post-Moon Lord, because vanilla adds hooks only to Pre-Hardmode and Hardmode, but not Post-Moon Lord.
Doomsday: An upgraded Scorpio that has a faster fire rate, bigger explosions and a new lock-on feature. Instead of the big explosion rocket the Scorpio has, the Doomsday has a chargeable secondary mode that loads up all the way to 7 Devourer Rockets, and release them by letting go right-click. Devourer Rockets can hit enemies all the way to 3 times before exploding, and they also home in on them. (Basically, piercing rockets) Crafting Recipe: 1 Scorpio, 1 The Hive, 1 Blissful Bombardier, 3 Yharon Soul Fragments, 5 Nightmare Fuel, 5 Endothermic Energy, 5 Cosmilite Bars, 5 phantoplasm, 5 Darksun Fragments, 25 Auric Ore Tooltip: Rocket Launcher capable of destroying galaxies
Suggestion: Buff The Hive Mind
I have just fought the hive mind for the first time ever with a melee class, using shadow armor and an enchanted blade, and even though i had quite the struggle with the eater of worlds the hive mind was quite dissapointing since i could easily one try it the first time. He did almost no damage to me and i could easily tank everything without healing, maybe it is because all my acessories are warding but still this fight was ridiculously easy, the second time i fought him i decided to do it without moving or aiming but just holding down left click, and i beat him without using any heals, so i suggest increasing his overall damage (playing on expert mode with reveangence on)
Adult Eidolon Wyrm "Rework"
-
When to Fight it: After Yharon (or SCal) is defeated, the Adult Eidolon Wyrm's usual Superboss-like stats get downgraded to be around but slightly lower than SCal's. (or more than SCal if after her defeat).
-
Location: It would spawn in the abyss as usual, (optional that only the boss version will spawn in the new, deeper layers while the current version spawns in the upper layers).
-
Summoning: It could still spawn using the RoD or perhaps a new summoning item. (crafted using abyss and dungeon materials).
-
Additional Changes (optional): Juvenile Eidolon Worms (or other abyss minibosses) could spawn at certain points of the fight. This boss could potentially use "Threats of the Ocean Floor" by DM Dokuro to add tension (and to further flex on Cnidrion).
-
Drops: Late game/abyss materials along with its current weapon drops.
In addition to the new layers of the Abyss, I thought the worm could potentially be a good fit before or after SCal, and something to finally give the Abyss an actual boss.
Vorpal Blade
Throwing weapon
Damage: oneshots most of hm enemies.
Speed: it's feature of these weapon, don't change these 1 (Insanely fast)
Auto-attack: no
Throws non-gravity-affected simply blade, was dissappear on short time (travels 5-8 blocks). For cheesers, which practics auto-clickers: only one Blade can exists per player.
Which feature? If you can handle left click enough fast, these weapon devastate almost enemies and bosses.
Because of extremely high damage, it's also useful in post-ML.
: Throwers on most parts of game are weak. Blade give them effectiveness in regular combat for newbies and hardcode deathmode fights for masters.
Craft: 20 Soul of Fright + 10 Hellstone Bar + 1 Blighted Lens + 10 Adamantite/Titanium Bars + 1 Throwing Knife @ Mythril Anvil
Change the name of the Bloody Worm Food to something like Amputated Cyst
Why? It would make more sense in-game, since the Perforators isn’t just any other worm. Also, it would help distinguish between the summoning item for EoW and the one for the Perforators.
Suspicious Looking Feather
Rarely drops from Yharon and Bumblebirb
"Become the new leader of the swarm!"
Summons a bumblebirb mount.
Infinite flight, veritical speed of an UFO mount, with insane horizonal speed.
You can dash and deal damage anything in your way.
Expert-exclusive
repost from 3 months ago, got 37 stars
When "consuming" Yharim's Stimulants, use a different sound effect to fit with the item since the stimulants are contained within a syringe and not a potion.
Make Fallen Stars craftable for those who do not wish to farm Astrageldon Slime with 8 Stardust + 1 Soul of Light + 1 Soul of Night at an Iron/Lead Anvil or a Sky Mill.
Idea:
Have the next update be the Slime Update!
Some Changes:
More things to make out of gel, pink gel, and make the slime king harder, and not cheese-able
So, for the slime king, I saw a suggestion a tiny bit ago, and it said that he should spawn flying blue slimes every now and then, and I think this would make him a lot harder to cheese. Also, in revengeance mode, make so that the slime king, once below 40% hp, will spawn a blue portal near the player every 5 seconds or so, there can only be one portal at a time, and the portal shoots 3 of the spiked slime projectiles. Also, make so that he drops 3-4 Slime Cores to craft gel weapons.
Gel armor:
Blue Slime Armor (not a good name, you can change it)
Helmet made with:
50 Gel, 1 Slime Core at solidifier
Chestplate made with:
70 Gel, 1 Slime Core at solidifier
Leggings made with:
40 Gel, 1 Slime Core at solidifier
The defense and stats can be decided by developers.
Set Bonus:
The armor can absorb damage
It gives you an effect that makes so when you get hit you don't take any damage. However, when it absorbs the damage, there are 6 seconds where it can't absorb damage.
Pink Gel Armor (again, bad name)
Helmet:
30 Pink Slime, 1 Slime Core at solidifier
Chestplate:
40 Pink Slime, 1 Slime Core at solidifier
Leggings:
20 Pink Slime, 1 Slime Core at solidifier
Set bonus: No fall damage, you bounce.
Make it so that when you consume Yharim’s stimulants, you take 1 damage, since after all, you’re using a syringe to insert the stuff into your veins.
Gluttonous debuff
You can’t feed this beast
A debuff that could be gotten from various enemies, that while active makes it so you cannot have the well fed debuff. Considering how powerful the buff is, it’d make avoiding these enemies more impactful. (No idea what enemies, that’s up to y’all)
Is it possible to make the player block or deflect attacks with their weapon or shield to reduce damage?
Suggestion: Make the Leviatitan's (The weapon you get from Siren & Leviathan) blue water projectiles easier to see, as well as give the weapon just a little bit more accuracy. (EDIT: The projectiles could look similar to the Water Bolt projectiles)
How it works: Allows you to aim the weapon better.
Why: I personally have been having a bit of a hard time using this thing properly because the blue projectiles are a little hard to see and aim with. Increasing it's accuracy would also help with using it just a little bit.
Catastrophic Staff
Pre-Sentinels Summoning Weapon
"Summons a brother of Calamitas to fight for you"
Entropy's Vigil + Bloodstone Cores + Cores of Chaos
Summons Catastrophe, at the cost of several summon slots. Catastrophe is a gigantic minion that functions exactly how he did during the Clonelamitas bossfight, spewing fireballs and pausing only to charge at enemies. Power is increased the lower the player's life is. In addition, Catastrophe grants "Catastrophic Longevity" to his summoner, granting DR and life regeneration.
Cataclysmic Staff
Pre-Sentinels Summoning Weapon
"Summons a brother of Calamitas to fight for you"
Entropy's Vigil + Bloodstone Cores + Cores of Chaos
Summons Cataclysm, at the cost of several summon slots. Cataclysm is a massive summon that behaves accordingly to his Clonelamitas counterpart, spraying a jet of brimstone flames at enemies and pausing only to charge at them. Damage is increased as the player's life wanes. Just like his brother, Cataclysm grants a buff to his summoner, "Cataclysmic Power", increasing the damage and movement speed of his summoner.
The idea of these minions is that they would consume multiple summon slots to basically summon the boss companions that you had fought before. Additionally it encourages summoning both of them, to grant both of their buffs to the user, rather than just picking one staff and sticking with it. The minion slots used for each should probably be around four to six.
2 small detail changes:
When the new astral biome can infect and spread mechanic gets released along with the rest of 1.4, make it so the Dray will also tell how much your world is astral.
Make a ‘music-restrained’ version of the mod that’s under 50 MB so it can fit in the mod browser. Good for people who want to play the last east version but are too lazy like me
A small QoL suggestion:
Craftable emblems. By combining a class emblem and, for example, essences of eleum, cinder and chaos (3 each) at a hardmode anvil, the player could make any other class emblem.
Farming WoF is a very RNG-dependent and tedious task, especially in early hardmode (and it's even worse in normal worlds where the chance of getting the desired emblem is basically 1/8). Also, 3 out of 4 emblems are used in specific recipes. So, being able to "reforge" the emblems for the desired type of damage will save a lot of time.
Implement a Plantera-related enemy that
-Drops living shards, but not Plantera weapons.
-Starts spawning after Plantera has been defeated in the current world.
Essentially the Plantera/living-shard equivalent of the Calamity Eye: a simplistic enemy, based upon the boss, which offers an alternative way to farm the boss's unique material.
Reason: Plantera's living shards, presently, are both harder to amass and more widespread in use than ashes of calamity. This enemy would ease shard farming, and Plantera's dropped weapons would still give you an incentive to fight the boss itself.
Optional: Plantera-like randomly spawning miniboss, like paladin or elementals, instead of a regular enemy. You still need to put up a fight to obtain living shards, and there is a possibility of unique loot.
Suggestion: (This was an idea I had a while back. Jeez it’s been a long time) The deep-sea beasts of the Abyss would have a small chance of dropping this weapon listed below
Hadopelagic Havoc: (Hardmode weapon): A Cone Snail’s seashell that’s capable of launching homing spike projectiles that inflict Cursed Inferno, Venom, and Holy flames. It has a somewhat slow fire rate, but the mass amounts of spikes it shoots makes up for more than what it lacks in the fire rate department, they hover in the air for a moment before they lock onto their target and unleash the wrath of the Cone Snail.
Optional: Flavor text idea: “The Cone Snail moves slow... But strikes faster than anyone would expect.”
Make Truffle sell glowing mushrooms so you can buy any amount of them at any time. You won't need to make farm of glowing mushrooms. And make more use of them.
Suggestion: A broken claw of crabulon can be found after killing him and used as a material for a hardmode weapon.
Weapon idea: Crabulon’s Catastrophe, the broken claw of Crabulon can be mixed with the Hadopelagic Havoc to make this weapon, it’s capable of launching Shroomite Rockets which deal explosive damage upon the 1st impact, then releases homing spores which hunt down the enemy relentlessly without dropping to the ground. The same debuffs apply, but with a more widespread ruin effect, even capable of turning the jungle to a Glowing Mushroom Biome if you’re not careful!
Optional flavor text: “The perfect god defiled, but his soul still burns with a vengeance to turn everything in sight into his envisioned perfect world.”
Buff Cosmic Bolter, the upgrade to the Lunarian Bow. It is literally completely useless in comparison to other weapons at that stage in the game, and you can't get it until that stage. The weapon itself feels like a post WOF weapon instead of a post Plantera.
-Maybe raise damage, as currently it does near to nothing.
-Make the projectiles home in, or raise the velocity of the projectiles + speed of the bow itself.
The homing would make sense as it requires souls of sight to craft.
This weapon just feels like a dissappointment, and a waste of living shards. The only time it is useful is when it is turned into the Planetary Annihilation (post Moonlord).
Side note: I got the Lunarian bow and was blown away by how awesome it was, and it lasted me past WOF into hardmode. The upgrade I had big expectations for, but when all it did was a resprite of the bow and a slight damage upgrade, I was pretty let down.
Light Show
"Light, Camera and Killing!"
This is a Disco ball who shoot multicolor beam in every direction and aim enemy if there's one in close range, this cost mana for letting it activated
Craft
1 Disco Ball + 50 pixie dust + 25 Astral Bar @ HM Anvil
Why?
Because I think that a Disco Ball weapon would be great for fight and ambience
DISCO BALLDOHR
Bedazzle all that stands in your way!
What It Does: Thrown weapon. Flings slow moving, gravity-ignoring technicolor BOHLDOHRs that shoot lasers in a radial spread as they move and despawn after some time. Slow use time to avoid lag from having excessive amounts of lasers on the screen, but large damage.
How It's Obtained: Dropped by BOHLDOHRs after Golem is killed with a 5% (7% on Expert+) chance.
Why it should be added: Right now, the BOHLDOHR enemy (despite being loved by the community) has no unique drops save the Syntax Error, which seems like a waste of an enemy. At the same time, post-Golem pre-Moonie is easily one of the most painful times in the game for the Thrown class, if not the most painful. Adding a new unique drop that's just as silly and out-of-nowhere as the BOHLDOHR deserves would help mitigate this problem. Also, who doesn't want a disco ball BOHLDOHR?
Suspicious Looking clump
An early, pre-boss summoner weapon, made with a 5 bars of each kind of beginning ores.
it would have 8 attacks, but would have a random combination of 4 of those attacks, each attack is attached to a corrosponding ore, the attacks would be:
gold projectiles would make enemies drop more coins, plat projectiles would deal more damage, lead would poison enemies breifly, iron would slow enemies down breifly, copper and tin would have no special effect, tungsten would deal more damage than copper/tin, silver would stick to enemies and deal damage every few ticks
Galactica
[ Post-Bumblebirb ]
Tooltip(s):
“An archaic artifact of the cosmos, imbued with Gaia’s breath…”
“It is said to be a Gift of Creation.”
Appearance:
A cosmilite handle, an axe-hammer like part on one side, and a pickled part on the other side. The parts being Nebula-Themed in colour.
Information:
A supposed ‘Ultimate Tool’.
Combination of several different tools, shown in recipe.
25+ Range, so it isn’t a cancel out of Crystyl Cryshers 50+.
Also facing 2500% Pickaxe power to also have less. It being slower should be at least its only downside to the aforementioned.
(Right Click: Select Mode – Pickaxe, Hammer, Axe, Grand Design, Endless Water/Lava/Honey, Actuation, Paint, Super Absorbent Sponge, Fishing (default power is 125%), and Clentamination.)
(Left Click: Use Selected Mode.)
UI’s:
-Grand Design’s Normal UI.
-Endless Water, Lava, Honey, or Super Absorbent Sponge Selection.
-Paint Selection.
-Solution Selection for Clentamination.
Recipe:
-All 4 Lunar Pickaxes
-All 4 Lunar Hamaxes
-1 Grand Design
-1 Endless Water Bucket
-100 Lava Buckets
-100 Honey Buckets
-Actuation Rod
-All 3 Spectre Paint Tools
-All Block-Placement Rods (Ice Rod, Bone Wand, Hive Wand, etc.)
-Super Absorbent Sponge
-All Vanilla Fishing Rods
-150 of Vile, Vicious, and Purification Powders
-20 of Corrupt, Blood, and Holy Water(s)
-Clentaminator (with 50 of each Solution.)
-30 Galactica Singularities
-20 Cosmilite Bars
-40 Luminite Bars
-50 Souls of Might
-15 Cores of Calamity
-25 Phantoplasm
-20-50 Bars of Life
-25 Nightmare Fuel
-25 Endothermic Energy
-10 Effulgent Feathers
-15 Divine Geodes
Why?:
I always hate having to constantly fill up my inventory with countless tools for building, landscaping, you name it.
It’d be nice to free up space as well as having all the tools always readily-accessible.
Hell, might even upgrade some.
css BEING REVAMPED!
I personally think it would be nice to see a few new armor sets in the mod , like:
-plague set that is useful up until moonlord, and is slightly more powerful than beetle armor, and can be crafted with plague cell canisters and other late hardmode crafting materials
-Abyss set, which can be crafted with a new void themed ore that spawns in the lower abyss, and can be crafted with voidstone, the abyss ore, and other materials. also, the abyss armor should give the players bonuses in the abyss, like inflicting crush depth, reduced defense reduction, ect.
-Celestial set, which can be crafted with all 4 lunar fragments, and luminite bars. (and profaned essence maybe?) this armor is useful in early post-moonlord, and is meant to go along with the lunar element weapons crafted in early post moonlord.
-not really an armor set, but id like to see more masks for bosses that don't have any, such as signus, bumblebirb, brimstone elemental, ravager, ect.
Also sorry if this is a bit much
Thruster
Description: Stay away!
Pre-Hardmode Hook
Range: 4 tiles
Made with:
8 Aerialite Bars, 10 Pink Gel, 5 Chain at anvil
Reason: Aerialite is a movement thing, pink gel bounces, and chain for the... chain.
Has very short range, but when it hits a block, instead of pulling you, it pushes you. This can give you lots of momentum in the opposite direction as the area you shot, and can be great for boss fights. When you hit an enemy, you also bounce off of it, and can fling the enemy a bit the other direction, unless it's a boss, in which case it will only fling you. Can be very useful for many occasions, you need to be careful so you don't take fall damage, and it would also be lots of fun to use. I could see this being used for WoF, as you can shoot it to launch yourself away from the wall, and if you want to be risky, get close to the WoF, do some damage, and launch off of it. If you were to use this straight on the ground, you would be launched up about 15-18 tiles into the air (at 25 tiles you take fall damage) at a fast speed. This would also be nice on a platform arena.
change the draedons forge tooltip because ‘uber-tier’ items sounds weird
Make Statis' belt accessories have a togglable dash w/ visibility similar to the aegis accs. This can help prevent accidental dashes during building or if the player just does not want a dash.
So I decided to come up with a new Magic weapon that can be crafted in prehardmode and upgraded three times throughout progression, stopping at Providence (though I may make another tier higher than that if y'all want me to)
*PHASEWAND-
Requires 20 Meteorite Bars, 5 Fallen Stars and 10 of any Gem (minus Amber) at an Anvil to make, and fires a bolt whose color corresponds to the gem the wand is made of. They also have different colors depending on what gems were used, like the Phaseblade. They'd also be called "Red Phasewand, Blue Phasewand, etc".
FALLEN HALLOW-
Requires a Phasewand, 50 Crystal Shards, 10 Souls of Light and a Crystal Serpent at a Mythril Anvil to make. Fires purple-ish pink projectiles that behave like the Crystal Serpent's.
STAR SPINNER-
Requires 10-20 of each Pillar Fragment, 7 Luminite and 5 Galactica Singularities at an Ancient Manipulator to make. Fires orange, blue, green or purple projectiles that can inflict On Fire, Frostburn, Poison or Confusion, depending on the color of the projectile (Solar, Stardust, Vortex and Nebula respectively). Retains all attributes of previous weapons, but with homing added in.
WAND OF THE PROFANED-
The final tier; Requires 8 Divine Geodes at an Ancient Manipulator to make and fires a weakly homing orange and white bolt that splits into smaller bolts that have a higher homing capability. Debuffs inflicted by the previous tier are replaced with Holy Flames.*
EDIT: Changed the descriptions a bit to clear up some confusion on how to make them, and how they should behave.
Ripping Knives
Legit flesh-ripping’ly powerful little blades!
Crafted from 50 feather knives, Mycoroot, Crystalline and 100 tooth balls at a world evil altar. Infinite and throws 2 riccochet knives forward. Can be auto-used
Violet Disc
Imbued with a green, burning power a bit earlier than usual
Crafted from Victide Boomerang, Thorn Chakram, Enchanted boomerang, and 100 rot balls at a world evil altar. Throw a large, piercing, returning disc that has a 5% chance to inflict Cursed Inferno. Can be auto-used.
Terra Glaive
A little message to those who doubt the potential of these arts in combat.
Crafted from a Violet Disc OR a Ripping Knives and 7 living shards at a Hardmode Anvil.
Shoots a rapid, piercing glaive that recursion into 4 mini-glaives.
Why: A weapon improvement/quest for the throwing class would be amazing and helpful at this stage of the game, which some guides doubt the class’ viability. iirc there was a guide about class viability and I think I remember seeing that throwing suffered mid-HM.
Blade Storm
Shoot's barrage of deadly knifes
What it does: uses throwing knifes and shoots 8-16 high velocity knifes, was fly longer.
Can be infused by Flasks, was compensate lack of knife types.
Craft: 10 Mythril/Orichalcum Bars + 100 Throwing Knifes + 10 Soul of Night + 4 Essence of Cinder @ Mythril Anvil
: freakin's knifes fly and devastates enemies and bosses, was more cool? And also i'm want non-throwable throwing weapon, for plentyful.
Putrid Infestation
Plague themed thrower weapon that lets the player vomit out high velocity plague projectiles that leave trails of damaging liquid.
Recipe should involve plague canisters.
Thrower needs more weapons, and I think this would give thrower something useful against faster targets.
Remove chaos slimes from the underworld since chaotic ore is now in the abyss
Addition to above.
Make a sort of "Ore Fish" to carry the Chaotic Ore.
Because a slime that far underwater is ridiculous.
Also slimes are overrated. 
Guzzler of Sanity
A Post-Moon Lord Corruption enemy.
Acts as an agile corruptor that rapidly shoots cursed flames, and dashes occasionally.
Spawns after defeating a Profaned Guardian.
Sanguine Abomination
A Post-Moon Lord Crimson enemy.
A pile of blood and bones that inflicts the horror debuff on physical contact REGARDLESS of difficulty. It does have a slow speed, but it can spit out bones and blood pretty often.
On the top is a biological cannon of ichor which does not inflict horror (but ofc ichor as a debuff) that fires constantly when you are above it.
Spawns after defeating a Profaned Guardian.
Glowing Fury
A Post-Providence Hallow enemy.
Appears as a fast-moving human-like ghost that's about twice your own size.
Can punch and fire blasts of light that can put you in jeopardy.
Why these should be added- There are little post-ML non-boss enemies and it would be neat to give a challenge for each evil/spread again.
Minor Ark of the Cosmos buff;
Make it fire and give buffs in other biomes;
- Abyss: Fires a water projectile (the same one that Neptune's Bounty fires) and grants the Anechoic Coating buff.
- Brimstone Crag: Fires red inferno (the same one that Lashes of Chaos fires) and grants the Abyssal Weapon buff (Calamitas brew buff).
This is just me being a weeb, but could you change the sprites on the siren's lure summon on both the heart of the elements and the pearl of enthrallment to look a little more like the actual siren?
Meteor tracker
left click can track meteors by ligthing them up in your map. If you have multiple meteors in your world, it would light all of them up.
used to craft the astral meteor tracker
Crafting: 20 lead/iron bars, 10 crimtane bars and 10 plat/gold bars at an anvil
Astral tracker
same as above except for astral meteors
Crafting: Meteor tracker, 15 cobalt/ palladium bars, 10 Mythril/Orichalcum bars, 5 Titanium/ Adamantite bars
Why i think this should be added: sometimes you can't find the meteor because something like this will happen
Change the tooltip on the Rare Waifu in a Bottle.
It no longer attacks enemies with its current AI unlike the normal sand elemental.
An example of a more suitable tooltip:
Summons a sand elemental to heal your wounds.
;D
First Prism
Your first prism! Awww!
Fires a lifeform deterrence laser
Appearance: Similar to the Last Prism, but notably lower quality, with several chips and missing parts, as well as splotches of color/paint on it.
What It Does: As the name would suggest, it's similar to the Last Prism, but reaches only about just under a half-screen length. Instead of firing several beams, it instead fires one beam (that oscillates between red/blue/green colors at first) that first kind of swings around wildly akin to the converging beams of the Last Prism before steadily becoming more accurate until it fires straight at the cursor, becoming a pure white beam.
How It's Made: Space Gun + 10 Souls of Light + 5 Diamonds + 1 Ruby + 1 Sapphire + 1 Emerald @ Hardmode Anvil
Why it should be added: The Last Prism is a cool fucking weapon and there deserves to be more weapons with similar mechanics, so why not a damaged/Baby's First Prism equivalent for early hardmode? After all, since there's a Last Prism, why not a First Prism before it?
RCU
Reconstructor Containment Unit
Appearance: Same as the DCU, but with differnet colors
What it does: Rapidly places whatever block you are holding, in the same manner and pattern as the DCU, just building instead of digging.
How it's Made: The DCU, by hand. Basically just a "mode switch". Alternatively, 40 perennial, 40 croynic, and 40 chaotic bars, to mirror the DCU.
Why it should be added: Sometimes you need to fill in a hole or build a wall in bulk, mostly I find myself needing to fill in huge gaps when doing a major build, but I'm sure there are other applications for bulk-building just like they are for bulk mining.
The Triad
Combines the effects of Draedon's heat, Siren's heart ( both variants ), and Frost Flare.
TOOLTIP: Combines the noteworthy stats of Draedon's and Sirens Heart, as well as the Frost Flare, but slightly lessened.
Post-Dog accessory
Quintessence
An angry essence of dark energy that never wants to let go
Around 45-50 tile reach
Around 17-18 velocity
1 Hook that, when fired, pulls the player with them, leaving a red, ghostly flame as it moves. After 0.5s-1s, the hook can be fired again, regardless of latching, but uses up some of your Rage. The player receives the "Rage Fatigue", captioned as; "This surging anger leaves you exhausted" after rage is below 65%, similar to RoD, which diminishes after Rage is above 75%. This hook occasionally fires spectral bolt projectiles when fired, and has a more red or angry color palette since this hook is furious.
Made from Lunar Hook, Spooky Hook, Skeletron Hand, 20 Phantoplasm, and 3 Ruinous Souls at an Ancient Manipulator
Reason: I thought Calamity could need some good hooks later in the game and so I came up with a post-Polterghast hook to compliment that. It also adds a mechanic that shoots out spectral projectiles. Uses some lore of the angry souls that were left to rot by Yharim, hence all the angry and rage stuff. Props to Lilith Saintclaire for the omnidirectional hook basis that pulls the player.
Instead of not nerfing homing bullets, add Vanquisher bullets, crafted from cosmilite bars. They would be homing, DoG tier bullets. Slightly stronger and faster than pre-nerf chlorophyte bullets but with slightly weaker homing, between chlorophyte and cryonic.
Golem Enrage
Issue:
As is, Golem is a fairly powerful boss. Stop laughing.
Golem is a powerful boss, when you fight him in the Lihzahrd Temple, where he's intended to be fought (in Revengance at least).
But, when you fight him outside of the temple, in a proper arena, he turns into a complete joke, as his fists have a range limit, meaning if you keep away from him the amount of projectiles you have to worry about is significantly reduced.
Solution:
Whenever the Golem is fought outside the Lihzahrd Temple, he would be enraged, similar to Plantera, and Duke Fishron.
Ideally, his fist range and velocity would be increased, he would jump more often, and he would fire lasers sooner, but, this is all down to what the devs and testers decide.
Make the earlier legendary weapons upgradeable. With how hard they are to get, they’re sadly unusable shortly after progression wise (except for community, but that’s part of the problem). The community is viable up until SCal, so why not give some of the other legendary items a second chance at life post Moonlord/Providence?
Revengance mode idea: during chaos state debuff, the player is unable to use the rod of discord or any other rod of discord type items until the chaos state debuff is gone, this would nerf many "rod'n'heal" exploits that other mods allow.
Adding onto xbxb's suggestion, maybe have a slight buff to guns post DoG? They seem obsolete and are surpassed by many other weapons to the point where bows and arrows perform better than them. Having a slight buff or making stronger bullets would be two ways to fix them
Fabulous Guy Statue
Oblivous, places statue of Fab, because it's awesome on most places.
Drop: from any Calamity's enemy with 0.075% chance.
Make the ranged weapons from hardmode dungeon purchasable from NPC's after Astrum Deus has been defeated. The arms dealer could sell the tactical shotgun and the sniper rifle, while the cyborg could sell the rocket launcher.
If the player can buy shadowbeam staff, spectre staff and inferno fork from the wizard and skip a lot of pointless grinding in the dungeon, why can't the same thing be done with ranged weapons?
RoD upgrade and a RoD downgrade
Rod of Chaos
-Has a slightly inaccurate teleport, teleporting the player within 3 blocks of the clicked location.
-20 second chaos state buff instead of 5
-1.5x chaos state damage
-Cannot be used during bosses
1 diamond, 20 fallen stars, and 45 meteorite bars to craft.
Rod of Teleportation
-Chaos state damage lowered to 0.25x
-Chaos state lasts 2 seconds
-Does not summon adult Eidolon
-Increased movement speed while inflicted with chaos state (slightly, like panic necklace level)
-increased damage while inflicted with chaos state (like 5% more)
-lowered defense while inflicted with chaos state (-10 defense)
-Can be used during bosses, but with normal chaos state damage and a cool down of 7.5 seconds instead of the normal 2
10 bars of life, 1 Rod of Discord, 5 cores of calamity, and 20 phantoplasm to craft.
Sadness Award
"You're sad"
Material added to the player's inventory after their third consecutive death to the same boss. The "award" is a copper coin with a simplistic "frowny face" drawn onto it.
By using the appropriate crafting station, the Sadness Award can be combined with three times the cost of a particular summoning item to create a nonconsumable version. Invariably this version will be "Sad". For example, eighteen lenses at a demon altar - when combined with the Sadness Award - would yield the Sad Looking Eye.
The Sadness Award is not consumed in the crafting of the boss item, allowing it to be used in the recipes of other non-consumable summoning items.
The Sadness Award is an item that only drops once per world, once per chararacter, and is added only to the inventory of the player who fulfills its requirements first.
Make the cosmic kunai a little more rewarding by making it so that the closer a kunai hits an enemy the higher the crit chance becomes.
Repost that got around 30 stars or so
we are in desperate need so help us
Make revengeance craftable from nothing at a demon altar so you don’t have to create another fucking character to get it, makes obtaining it tedious. NEW PART- to fit with mods that allow you to disable revengeance, make the item stackable
tl;dr don’t make it tedious to activate rev. on 2 worlds or so if you want crimson + corruption or you want rev. on a shitton of worlds
repost from 2 months ago
Counter mirror
Pressing the left mouse button creates a protective mirror in the direction of your cursor that absorbs all projectiles
Absorbing the projectiles makes the mirror take damage, taking max damage breaks the mirror
It can absorb 400 damage
After it breaks, it shoots out a beam that does the exact amount of damage it absorbed, but 30% less, and gives you a 1 min cooldown
It also breaks after releasing the mouse button, and after 5 seconds.
Crafted with 1 magic mirror, 10 crystal shards, 5 hallowed bars, 6 souls of light and sight at any HM anvil.
Make the Calamitas Brew only craftable in HM (post Calamitas for being specific)
Right now, you can make the Brew with 20 blood orbs pre-hm, and it can give melee players a big advantage until Calamitas, for giving you a HM buff in Pre-HM
This should give a little more balancing into the mod
COSMILITE BAR RECIPE:
1 endothermic energy
1 nightmare fuel
1 phantoplasm
1 uelibloom bar
1 meld bar
made at draedon´s forge
since DoG only drops a few bars, i tried to come up with a recipe for cosmilite bars so DoG is only refought to get any other of his drops.
Yeet
This seems a little more like a joke than a weapon...
An early hardmode yoyo made with five crystal shards and some string. When its use time runs out, rather than return to the player, the yoyo flings itself at the nearest enemy for slightly increased damage. The yoyo is consumed after five throws. Its appearance is that of a round Crystal Block.
Yah Yeet
Better, but still kinda dumb...
An upgrade to the Yeet, made with said yoyo of course, five Souls of Light, Unicorn Horns, and Pixie Dust, and ten Souls of Fright. When it flings at an enemy, it fires lasers at other nearby enemies for around half damage, and is no longer consumed. It resembles a skull made of crystal, when flung the eyes glow purple.
Change the Exoblade recipe. As it stands, out of the 7 swords required to make it, 4 of them are True Melee, which just doesnt make sense.
Make it so Providence's Spears (the ones that move sideways) disappear after like 5 seconds when she is finished with her spear phase.
At the moment, they linger for a very long time and stay on screen for a while if you are constantly dashing in the same direction, and they get in the way.
Lizhard bomb, dynamite
can blow up lihzard bricks and any ore or brick below it
dropped by BOHLDOR
why: the lihzard temple can sometimes give you very unfair landscape for where you're supposed to fight golem. With this you can space things how you want it
Server Suggestion: Add stat numbers to the changelogs.
For example; Instead of 'Throwing weapons deal more damage' it would be 'Throwing weapons deal 15% more damage'
I believe this should be added for people like me who would LOVE to get a more in-depth look at the changes to the mod without having to test it out for ourselves. I recommend this because tons of games, even AAA games, only provide these general numbers which make the changes possibly seem better or worse than they really are. Of course this would make more work for our beloved logger, Cirrus, so I am sorry for that lol.
Crimson Scissorblade
“Keep your clothes on”
Post-Plantera Melee Weapon
Crafted using Stylish Scissors, Living Shards, and Chaotic Bars.
The Crimson Scissorblade is a direct upgrade to the Stylish Scissors, capable of autoswinging and improving the weapon’s range to roughly Excalibur.
Additionally while the weapon is being held, it reduces defense 100%, then buffs DR, movespeed, and melee damage by substantial amounts. These buffs are only in play while the Crimson Scissorblade is the actively used item, and are lost as soon as the user switches weapons.
Give Sharkrons an immunity to Temporal Sadness.
If you're a masochist playing summoner in rev+ like me, you'll find that random Sharkrons will be floating in midair during the Fishron fight because of the Statis' Blessing
. This makes the fight much more difficult as they are less predictable in their patterns with random sharks floating around the battlefield.
Make it so minions can no longer actively target Sharkrons.
In rev+, with the tankier Sharkrons, minions will just stand there attacking Sharkrons rather than the actual boss, and it is often a chore to re-target Fishron. Not only this, the sharks don't move anywhere allowing minions to keep wasting there time because of their lack of an immunity to Temporal Sadness
The old one: an NPC that gives you challenges like defeating a certain boss with a certain weapon for a special currency which then you could trade in for some annoying to get items. I feel like it would be much more entertaining to defeat a Calamity based boss with a trash weapon than to farm a boss for a material (looking at you DoG and Providence)
Hat Trick
"How many rabbits you got in there?"
Pre-Hardmode Throwing Weapon (pre-Hive/Perf)
20 Rabbits + Magic Hat + 5 Demonite/Crimtane Bars
A magic hat full of rabbits. When used, the player throws a rabbit at a foe, which splatters on impact and deals moderate damage. If it does not hit an enemy, it will instead spawn a rabbit. Only five rabbits may be spawned at a time using the Hat Trick.
The Hat fires at Fast Speed and consumes no ammo. Additionally, rabbits lightly home in on enemies, and deal splash damage to enemies nearby the main target (from the gibs).
Great Bark
Charged magic weapon similar to Medusa's head.
Uncharged, the soundwaves it fires are small and weak, but fast
The damage and size increase while the speed decreases as its charged, until it reaches max charge after 6.5 seconds of charging, where damage is comparable to post skeletron, but the range and speed of the sound waves are very low, making it into a close quarters action.
Dropped by Pitbull with a 1% chance.
Statis' Fury
The weapon of a fabled ninja clan's last descendant
Does not cause summon damage penalties while held
Right-click to call a miniature slime god core to fight for you (this costs two minion slots and is boosted by summon damage buffs)
What It Does: Thrown/Summon weapon - left click is Thrown, right click is Summon. Left clicking throws out a statigel chunk that explodes upon contact with enemies into smaller slime bullets - does not pierce but can hit multiple enemies with the slimesplosion and radial shots. Right-clicking summons a Mini Slime God Core that attacks by charging towards enemies and rarely firing slime mines that linger in the air for a second or two. Holding and using the weapon (even the left-click attack) does not incurr the summon damage penalty.
How It's Made: Corroslime Staff + Crimslime Staff + 20 Sticky Grenades + 10 Purified Gel + 5 Titanium/Adamantite Bars @ Hardmode Anvil
Why It Should Be Added: Since Statis' Belt of Curses implies a summon/thrown hybrid build, it only makes sense that some equivalent equipment that can work with that without causing summoner penalties. At the same time, early hardmode is a time quite lacking for thrown, and it would be a reasonable place to add it given the Slime God was defeated not all that much earlier, as well as giving a unique summon option early hardmode. Finally, Statis is an interesting lore figure and it'd be nice to have more equipment relating to him!
Have Auric Ore and Bars of Life be crafted into Auric Bars
Why? Auric being ore-only just feels weird and doesn't make much sense. Crafting it with Life Bars would reduce the amount of items needed to be hoarded, and an upgrade to Life Bars would be a neat way to finish up the game, since Bars of Life are such a big deal in pre-Yharon
Make it so the Sun Spirit, that dinky little 6 damage summon item, causes On Fire!
Reason: So it's on par with slime staff
Make the chlorophyte nerf in changelogs a rev+ change please
its will be grate to see some hardmode, post moonlord and post DoG armor which will be useful for multiplayer. like armor of the nebula, it can give buffs for your teammates
So a while back vaikya asked me about why i think the abyss' stealth mechanic could be basically overhauled, I said i would like to see something like this:
all enemies in the abyss (with the exception of a few) have a large sonar ping kinda thing around them, kinda like this: https://cdn.discordapp.com/attachments/478825662065410049/514298556899786762/PositiveThirdIvorygull-small.gif
This is just a simple image i grabbed off of google. pretend the green dot is the player, and the center is the enemy.
when you get in range of the sonar ping then you have around a 50% chance to be "pinged", and a loud sonar ping sound effect is played, which basically means the enemy and any spawned abyss enemy instantly aggroes to you.
When you get pinged the sonar would flash red and then fade out. I also thought of a way so that you cant just strafe through and blindside the enemy.
This would basically be a circle that makes up around 25% of the entire sonar area and when you touch it you have a 95% chance of getting detected, the other 5% is getting pinged.
(this is not what i said to vaikya lol the suggestion i made to vaikya was totally unfleshed out, but i have put quite a bit more thought into this one)
Along with all of this i think that the anechoic plating and other anechoic things should be fit into this as well.
when you have anechoic plating on you would reduce the size of the sonar by 15%, and if you ate the consumable anechoic things then it would get rid of the small "instant detection radius" that the enemy has, but it would not shrink the sonar.
If you want me to think about it any farther than i already have just tell me, also criticize it.
criticize it a lot lol.
Criticisms: too cluttered, too complex, it would be kinda hard to make it work
There should really be a rant/vent channel to cut up casual and more dreary tones
The Super Dummy shouldn't take Draedon's Forge to make, it's just a convenience to have. As a summoner, I'd benefit greatly from one long before El Doggo.
Lower damage of piercing projectiles, but make them ignore immunity frames like non piercing projectiles do. That way all of your bullets hit like they normally would instead of just flying through the enemy because it took damage from another source. This would be incredibly useful for armor sets blood flare, reaver, and tarragon, as they all shoot a projectile when using a ranged weapon that usually hogs up immunity frames and prevents your actual weapon from dealing damage, actually lowering the dps instead of raising it.
Ex: superball bullets hit every time they pass through an enemy instead of once or twice each bullet due to immunity frames, but have a damage of 7 instead of 9.
Party Mode
Singleplayer or multiplayer
A sort of boss rush mode where bosses must be killed before their music track ends (loops), or the player is killed. The goal is to go as far as possible. Gear would be given before every boss to give a challenge but not make it impossible and gear could be set to a chosen class.
Living Dew/Honey Dew Recipe Change
No big specific change, but, it's very strange how the Living Dew is craftable using only hardmode materials, yet the Honey Dew is crafted using Pre-Hardmode materials (not counting the living dew). And the Living Dew doesn't confer a great enough benefit to be locked to hardmode only.
My suggestion is to make the Living Dew craftable pre-hardmode, I'm not sure what would be used (perhaps vine and moonglow?), but I feel it would be a nice small change.
Ataxia Medal
8% increase to all damage
Hitting an enemy with a projectile or the weapon itself will cause a small, red explosion to detonate right into the enemy's face.
These explosions inflict Brimstone Flames debuff on contact
Crafted in Mythril Anvil with:
1x Avenger Emblem
5x Souls of Fright
10x Chaotic Bars
5x Cores of Chaos
Reason: I know that Ataxia set has already its accessory, but it doesn't have a combat accessory which could be crafted right away with Chaotic-related items. + Post-Golem upgrade to the Avenger Emblem and an alternative to the Destroyer Emblem.
Make the Desert Scourge summoning item easier to make, like as it is now, 15 sand, 10 cactus, 3 antlion mandibles, and 1 stormlion mandible. I feel like stormlion mandibles should be more common from stormlions, and that the amount of sand should be taken down to 5 sand.
I struggled hard on Desert Scourge in revengance... sad, but true. I attempted about 7 times before winning (I won because I made a sandstorm in a bottle), but it was annoying to walk all the way to my desert, which was quite a distance from my spawn, to get sand and wait for a stormlion to drop a mandible.
To add to the suggestion above, maybe make the Dryad spawnable after killing DS, so that grinding stuff like Angler Gear/Fishing Accessories/certain items could be made easier, if at all possible.
Lore Book
Instead of dropping lore items, which take up space in your chests, the lore is added to a book that can be accessed with a hotkey or item.
Make the Dungeon furniture craftable for QOL reasons. Vanilla made a really inconsistent discrepancy with the dungeon furniture, only being able to craft the Dungeon Sink and Dungeon Chest out of the entire list of materials for it (dungeon walls are obviously an exception since they can be bought from the Clothier)
Goblin Battle Standard is sold by the Dryad. Moon summonners are also sold by one NPC. Why not make the Wizard (for example) sell Pirate Maps (and Snow Globes on Christmas)?
This could reduce the time used for farming these summoners as well.
Buff the Elemental Axe by reducing its damage but let it ignore immunity frames.
At the time you get it, it is the only summon really viable as the dragon's AI holds it back a lot, and the dragon is not very good with crowd control. Compared to the other 4 classes, the axes' dps is severely lacking against Providence and Polterghast because it realistically can only attack 6 times a second. By letting it attack more often, it will hopefully have a much higher dps making summoner more viable post Moon Lord.
Edit: The Cosmilamp should also get reduced damage & ignore i frames because it suffers a very similar fate as the axe.
God Slime's Glaive
"Nearly Unstoppable"
Pre-Hardmode Melee Weapon
Crafted using Purified Gel + Pink Gel + Blighted Gel + Gel @ Solidifier
A hybrid of sword and flail, the GSG is a melee weapon designed to be tricky to use and rewarding if used properly. When fired, the GSG produces a large spear - roughly three player heights in length - that swings forward and down, the exact way all swords do. However, once reaching the floor, the GSG does not stop its momentum. Instead, it bounces, rotating around the player's back to bounce one more time to the front, before returning. During this prolonged animation, the player may retract the GSG simply by letting go of LMB, in the same way that all flails function.
To be noted is that the second and third "swings" of the animation are affected by physics - the swing does not reverse until the tip of the GSG hits a solid block. Additionally, each successive swing is slower than the last, but can also hit multiple times per stroke. It is up to the player to determine how long they want to swing the GSG for, and how much they're willing to risk to get more damage in.
Roped arrow
Shoot at a block and be able to climb with the rope attached
Crafting recipe: 50 arrows+ one rope coil at a work bench
How it works: User shoots the arrow at any surface and a rope coil will fall below it, making the user be able to climb it.
Why: usually when u start in early game its hard to get into caves that are hard to reach, you could use rope or u can use the roped arrow for a safer approach just in case there are monsters up there
Rampart of the Cosmos
Recipe: The Astral Arcanum and Rampart of Deities, maybe some Auric or Soul/Darksun Frags
How it works: It's just the Astral Arcanum and Rampart of Deities glued together.
Why it should be added: The Arcanum and Rampart are both high-tier tank accessories, and both are built around effects that occur upon you taking damage. However, in my opinion, neither are really worth equipping on their own due to their effects not sizing up to other accessories of the same tier. Gluing them together like this significantly increases the usability of both. In my perfect world, it would be fused with the Asgardian Aegis for the Asgardian Rampart, but that might be taking it too far.
Each update usually has various resprites, so I would like to request for a .zip file or something similar to be included, either in the announcements or with the changelogs after the update is released that includes each of the resprites that were added, just for curiosity's sake, and so you don't have to go digging through the wiki if you want to know what changed.
Well I have one suggestion: Add skip button(or item to skip it) to Old One's Army event since annoying is all this waiting between waves and I think that everyone in some point would like to skip that waiting just to get this what they want.(Like legendary from Betsy)
Reduce the amount of particles on Terra Bullets and Hyperius Bullets.
When used in combination with any fast firing gun, it tends to cause a lot of lag. Terra Bullets specifically.
Add a Cinderplate Recipe
5 Cores of Cinder + 50 Brimstone Slag = 50 Cinderplates
Add a hitcap mode. This mode would be even harder than death mode, by keeping all the death mode changes, but adding a hitcap to every boss.
Make umbrella slimes drop umbrellas. This is a very serious issue. If sharks now drop shark tooth necklaces (thank you for that), umbrella slimes need to be fixed, too
Remove or reduce Providence's Damage Reduction when she does her Death Laser attack.
It doesn't feel like it makes sense for this to be treated as a cocoon phase with the high DR when she doesn't appear to hide in her shell. Her increased DR is seems like it is just a way to add difficulty to the fight since she isn't moving.
Make ravager, calamitas and brimstone elemental drop bloodstone directly instead of from the treasure bag to prevent exploiting farming them early on to recieve a theoretically infinite amount as soon as providence is defeated
Nerf Scorn Eaters
As it stands, Scorn Eaters are just not fun to fight. They hit you with ridiculous speed and hurt like a bitch, tank an absurd amount of damage, and spawn in two of the more annoying areas already. I'm currenlty working on killing providence and I'm hating the buildup because every time I see a scorn eater i jsut think "ugh, this shit" and summon my axes while I hide in a hole. They're just not fun to interact with.
Add a sound that plays when rage and adrenaline are filled (like how a sound plays when mana is filled) so that they don't go unnoticed for a couple of minutes whilst you focus on the boss and miss heaps of potential damage.
Aerospec Armour Rework
Okay, currently the Aerospec armour's set bonus makes your character fall faster. But that doesn't really help anything, and it in fact can decrease overall flight time. My proposal is to make the Aerospec's armour set act similarly to a Featherfall potion - however, it would be controlled as such:
-Holding down will increase your falling speed
-Holding up will decrease falling speed, much like the Feather fall does without holding any key
-Holding no key keeps the falling speed at the standard speed.
Why? Currently, this armour's set bonus is more of a hindrance than a bonus. With this update to the set, the armour becomes more viable for dodging attacks or dangerous terrain
The Astral Furniture Set. Seriously, we have a astral biome, astral enemies, astral trees, so it would make perfect sense to include an Astral furniture set. My ideas are: An Astral wood set which looks just like the trees, and a Astral brick furniture set. Since a normal Meteorite has a brick furniture set, why not the astral one? In terms of looks, I would imagine either a combination of the martian and meteorite sets, or a alien spaceship looking set with lots of hi-tech stuff in it.
Add music boxes to doggo's phase 2, Yharon's phase 1, 2 and Roar of the Jungle Dragon, SCaL's placeholder theme, and Stained, Brutal Calamity when it's finally implemented into scal
because why not?
Just a suggestion for the server more then anything. How about a patron role for patreon supporters?
Have the Ice Shrine contain Celestial Cuffs instead of Magic Cuffs, because the Magic Cuffs are easy to craft while the Celestial Cuffs are RNG-reliant until hardmode, this will make finding the ice shrine more rewarding instead of finding something the player probably already has at that point.
Item: Community's Maximizer How To Get it: 1 Yharon's Soul Fragment What Does it Do?, It causes instantly on the world that its used at, the community's buffs are at its max. Reason?: For people who are testing things around maximum power of the item it is incredibly annoying if they dont have world for that to just defeat army of pushovers to make an accessory to be at full power
for next update with the bug fixes, could you guys add astral furniture to go with the wood?
Umm, will it be hard to make separate sprites for the Sentinels that spawn in midway through DoG fight? But all broken up? Like, Ceaseless Void without the shell, just a flying black hole, Signus as just a ball of tentacles, and Storm Weaver spawning already in 2nd phase?
No, I have no idea how hard it is to draw those.
So, I noticed that Auric Ore and Exodium Clusters don't have slime counterparts, so I was thinking that maybe there could be slimes for each one, with Exodium Slimes spawning post Moon Lord and Auric Slimes spawning after Yharon's second phase. (Or Yharon's second phase could drop some ore as well...) I also made some sprites to go along with these too
another revengeance-crafting thing
Idea- make it far less expensive, it costs one shadowspec bar at draedon's forge right now and that seems way too unnecessary for those who want to do perforators/hive mind and Eater/brain on a second rev. world without making a new character
Just make it craftable from nothing at a demon altar and make it stackable 
Small concept that I'm gonna throw out, some sort of weapon or accessory as a tribute to DM DOKURO for making Calamity's soundtrack. You could get it really early on and it's power would increase for each Calamity boss you defeat, and a little extra when a song made by him plays.
Change Permafrost’s Concoction’s name as currently it sounds like a potion instead of an accessory.
Also, maybe make Permafrost sell the Frost Barrier to make getting Auric armor a tad easier.
Make the Magic Mirror craftable, with:
6 lead/iron, 15 glass, 5 recall potions at anvil
Why? Because I need my magic mirror but sometimes it takes a while to find one.
Mushroom seeds: Small chance of obtaining after harvesting glowing mushroom. Can be placed in a planter box/clay pot, and will grow over time like a flower does. Will bloom at night, and when harvested will give you 3-5 glowing mushrooms, and 1-2 mushroom seeds.
Why? Because there are a lot of things that need glowing mushrooms, but it can take a lot of time for them to grow in the biome. Like the Crabulon summon item, it takes 25 glowing shrooms, and if you die several times it can be tedious to get the spawner again.
Maybe try changing the tooltip on the Godly Soul Artifact, as at the moment it says that it increaes max minion sots by 8, when those slots really just house the Sons of Yharon it summons. Maybe it could be something along the lines of "Summons 2 Sons of Yharon to fight for you" or something like that, just so it's not as confusing.
Make player's DR appear next to the defence.
I don't want to calculate it when I'm trying different accessory setups. Also there are armor sets that gives you dr counted separately so this could calculate the DR with those armors.
Warn the player in the chat when SCal is going to appear in the boss rush so they can position themselves better. At the time I was near the ground so the arena was about a third of the size and gave me about that much room to move. Potentially do the same for Yharon but it isn't as vital.
Increase power of lifesteal from all weapons by at least 1 hp to make the lifesteal nerf less devastating to some weapons and to fix the terratomerre healing for zero damage, thus possibly activating the new lifesteal cooldown.
Disable mounts during Boss Rush because currently you can cheese quite a few bosses by just running away from them with the Alicorn mount.
Increase town NPC hp and damage reduction in harder modes and post moon lord the same amount that enemy hp scales so they don’t die instantly to enemies and bosses should the player accidentally bring a boss too close to town
Bring back the recipes for Defiled and Death for people who don't think/accidently delete items.
(self-star because yes)
Parasol of Providence
Refitted for fighting, not floating
Blocks most projectiles that hit the parasol
Summons a rain squall on enemy hits or blocked projectiles
What It Does: True Melee weapon. Acts like a shortsword but with the size of a broadsword, similar to the Lucrecia, but appears as an ornate parasol, the sprite showing it spinning around when stabbed forwards. Most projectiles that hit the front of the parasol while it's out vanish harmlessly (though not all, i.e. Provi's negative healing flames and SCal's attacks most likely aren't).
When hitting enemies OR when a projectile is blocked, the parasol summons both rain shots from above to the cursor's location akin to the Stellar Striker/Meteor Staff/Shadowrain Staff/etc, as well as rain clouds similar to the Nimbus Rod also at the cursor's location that persist for a few seconds and rain down additional projectiles.
How It's Made: Umbrella + 10 Solar Fragments + 5 Luminite Bars + 5 Divine Geode @ Ancient Manipulator
Why It Should Be Added: True melee is seriously lacking in fighting options in post-moonlord, and that's a shame, because it's a neat class. Most true melee weapons at that point all mostly share the fact that their abilities are primarily 'makes projectiles on hit', and while this parasol has the same such method, the fact that it's a shortsword (sort of) and capable of blocking projectiles would make it stand out as an interesting choice for true melee users. (Plus, who wouldn't enjoy trying to murder bosses with a parasol?)
Cosmic Rampage
barrage of bullets sent by heaven to anhinialate your enemies
What it does?
It's an exo-tier ranged weapon using bullets and shoots three bullets at once with high speed and shoots different projectiles with different effect on hit and a chance to fire a pulsar nova with high speed and deal double damage. Black projectiles rain down enemies with dark matter on hit, green projectiles chases enemies, orange projectiles explodes on hit and ignore i-frames, blue projectiles summons cosmic sharks to shoot across the screen on hit, and yellow bullets pierces through enemies.
Why it should be added?
For crowd control and it's great on all situations, and to compete with other exo-weapons
How to craft it?
Vortex beater, minigun, storm dragoon, sdmg, dragon's breath,titanium railgun, onyx chain blaster, cosmilite bar, yharon soul fragment, auric ore, endothermic energy, nightmare fuel, and phantoplasm
make clonelamitas untargetable in death/revengeance mode, she gets in the way of homing weapons which are best at dealing with the brothers
Make the Old One's Army loop in some way
The OOA can involve a lot of grinding, and by lategame, if you need ogre drops, you need to consantly do the event over and over and over again. If it could go to the end, then loop with just the Ogre, Dark Mage, and Betsy spawning until the crystal is destroyed, it would make it much easier to grind, and if you got what you needed, you could just stop fighting abck and the enemies would destroy the crystal, ending the event (but counting as a success since you cleared wave 7)
Give Drunk Princess a 1% chance to drop Lul on death after scal has been defeated, and maybe also give her a vanity outfit that resembles her that sometimes drops from her at any point in progression. This provides another way to get Lul and adds a unique vanity set to the mod.
Make an exo or combo drink for Drunk Princess’s drinks, as currently they take up a ton of buff slots if you want to use them all.
Have the Dungeon Defender invasion event scale with game progress
Building off of @normal harness suggestion, the OOA should have their stats and weapon abilities scale with how far of the game you are in, while also having chances to drop resources from each stage of the game you have progressed into (except for dev items if not in Armageddon Mode). If in Rev/Deathmode, increase spawn rate and damage to the Crystal respectively; but in Armageddon, the invasion would be sudden death- 1 hit to the crystal and it's game over, while also causing a fatal explosion via negative healing.
Not only would it would make a usually glossed-over event fun again, it would also assist with resource gathering in multiplayer groups, as grinding is still a prevalent issue in different parts of Calamity as a whole.
Just a suggestion, though! 😛
Make Metal Detector craftable.
I always have a hard time finding a Metal Detector, even with OP spawn rate pots like the Zerg. I would really like for it to be craftable. The recipe can be whatever, perhaps like 10 of every bar? This would make sense as you are showing the detector what to detect, and it's reasonably expensive.
Add periods to all custom death messages
Astral Rain!
It's slime rain... but it's not!
Mid-Hardmode Event, can spawn after the Leviathan is killed
How it works:
Astral slimes start falling from the sky (it's just like slime rain), and it goes until a certain amount of time, or you kill enough astral slimes. While fighting in the Astral Rain, as a miniboss, a weaker version of the Astralgeldon Slime will appear. I know this was removed, but it would be a cool miniboss. The Astralgeldon Slime will drop a bit of astral jelly, and has a chance to drop astral slime related items (whatever you want to make). After killing enough astral slimes, the Astrum Aureus will spawn, and you will fight it. Then the astral rain will end, whether live or die.
Why?
I've always felt like the Slime Rain needed an upgrade, as it was a cool idea but it never really went anywhere. Also, a lot of astral stuff got added in the recent update. One last thing...
The word "Astral" was said 10 times in this post (11 counting just now)
Make Astrum Aureus drop luminite post Moon Lord.
It already drops fragments, and luminite is just as much, if not more of a pain to farm. Plus, now that it's not a slime, there's some amount of sense to it dropping luminite.
Make lihzahrd bricks unacuatable until post golem
As it stands now, golem is a joke of a boss that can be done with relative ease at any point in hardmode. Forcing the initial fight to be in the temple would go a decent way towards making Golem an actually challenging boss.
Naming yourself "Tester" or something similar will disable the Target/Super Dummy restriction, being near Town NPCs.
This title says it all, we can't test something without NPCs on our way for our GIFs! Us wiki users must edit without NPCs near us tho!
Small Visual Updates to the Menu
Okay, currently, the list of characters (and worlds) does not have Calamity exclusive parts of valuable information in them
For example, a world with the "Expert" tag which has had the "Revengeance" item used, does not display the difficulty as "Revegeance" (or "Death", in that case)
Another example includes that with the Max Life display and heart colour (in the menu, not in the game itself). Right now, the health maxes out at "500" but still has the red heart icon - the modded hearts look really nice but are missing from here.
Why? Because these quality of life additions are what really ties these kind of mods together. Sure, it can be great without it, but the tiny details make it all the greater. I know this would be stupidly hard to code, but this would be a great addition to the mod
Something similar might have been suggested before, but I couldn't find anything similar. Since Astrageldon Slime has been removed; add an item to pay homage to it; perhaps a pet or summon item or something akin to that.
Make the music more... looped?
The title says it all as well. Currently, after a loop, the music will briefly stop playing before the loop starts again. It kinda annoys me sometimes, but it's just a little music editing. Or probably it's because of Terraria hardcoded looping mechanics, idk.
Make it so astral ore cant be destroyed by regular meteors falling on the astral meteor
make more bosses vulnerable to betsy's curse, as we did for ichor and cursed flames
there's no goddamn point in going out of our way to implement betsy's curse reducing DR if basically everything important is immune to betsy's curse anyway. if it turns out DR-stripping-stacking-memes are too strong, make betsy's curse DR reduction mutually exclusive with ichor and cursed flames too. thanks for coming to my ted talk
This may sound controversial but I feel like removing the Alchemy Table from the main planetoid and replacing it with a few mostly trivial gardening tools and herb bags that you wouldn't really go out of your way to get wasn't a great idea. It sort of appears that much of the reward that comes from finding a way to reach the main planetoid is nullified when you can so easily access everything there by running across the world for a bit and making basic crafting stations with basic materials. I think the Alchemy Table should be added again, or to continue with the "non-linear" approach, a Hellforge should be added to the planetoid. At the moment it doesn't really feel like a goal to strive towards getting to space and reaching it. Even most of the aspects you think are overpowered wouldn't actually matter that much numerically early game. As the potions you can craft exclusive to the Alchemy Table still require more grinding or effort than most basic potions.
A little message i thought the final boss of the calamity mod could say (i dont know a lot of the lore, and this might get overlooked, but i still wanted to post it here.) : Congratulations....you have done it. You have broken this worlds balance. Why do you think this world had powerful beings? To terrorize this world? Well not all of us did. Some of us were guardians of the elements, the guardians this world, the protectors of our home. We werent all innocent, we made mistakes, created parasites, even I, Ive made some pretty big mistakes, but you....are you deliberately destroying this world? Or is it something deeper perhaps? Anyways, youve come to fight me, but i can promise you one thing... I W I L L E N J O Y B A S H I N G Y O U R H E A D I N.
Change the crafting recipe for Blood Relics from 2 Fetid/Bloodletting Essence and 5 Unholy Cores to 2 Fetid/Bloodletting Essences, 5 Souls of Night, and 3 Essence of Chaos because by the time you can craft it, your already near halfway through progression and probably drowned in blood orbs. Changing it would move it from post-mechs/alts to post-wof, making it have significantly more use. Or at the very least; substitute most of the Unholy Cores for Blood Orbs for repeat crafts.
For any vanilla boss in the Newly implemented boss rush (besides Ml and Lc) should have DM DOKURO's EoC remix
Repost of mine from about 2 months ago that got sent to the devs
After a boss dies, make adrenaline ‘fizz out’ by gradually releasing it (maybe 5-10 seconds).
Reasons:
- It will make it look more realistic, since you slowly lose adrenaline like you do in real life.
- For bosses like storm weaver, DoG and hive mind, when they die/transition to second form, your adrenaline will be lost instantly. Hopefully this will fix that.
- Boss Rush. This is so you can save your adrenaline for the harder bosses instead of it being instantly deleted whenever you kill a boss.
Whew i feel like i just wrote a persuasive essay
Add more chests to the abyss or add a craftable way to make the items that you get from the chests. It's almost imposible to get 2 sets of Abyssal Diving Suit when playing multiplayer with a friend, an completely imposible with more than one friend.
Rework the boss rush, since rn some bosses take like 3 minutes to kill while others die in 5 seconds.
remove ancient doomsayer yharonREBIRTH and scourge of the cosmos from the files, i see it all the time when loading the mod and it’ll help with getting rid of some code and less lag
If possible add some way to spawn specific bosses in the rush, mainly the last few, both for practicing and for testing. It takes forever to get near the end even with a glass cannon build, and some of the later bosses (dog especially) need a lot of practice to get consistent at
Make it so either you can right click away the new alcohol (de)buffs (and maybe Fab's vodka) or make it so the Nurse can remove them. As of now, it's kind of annoying for testing the different drinks especially when 90% of them reduce life regen and start to kill you with no way to get rid of them besides death.
New background for brimstone crag / calamity biome, and different textured ash like brimstone ash or something to make the crag stand out more. Also expand the biome to make it larger, as currently it is quite small for such an important place lore wise. I would also change terrain generation to make it spikier (I'm just guessing but im pretty sure this was in early calamity but was removed)
Ever since downloading the mod, brimstone crag has always been a sort of let down for me, as it lacked a lot of the content I expected it to have. All it had was rocks and some music (good music), as well as some enemies. Not to mention the whole biome looks cluttered and very visually unappealing. I hope for a rework of the biome eventually, including stuff like screen color effects, a new background, custom lava effects, size expansion, and terrain generation overhauls.
Legion
Post-Providence Yoyo
Solar Flare + Air Spinner + Oblivion + Divine Geode + Profaned Rock (the blocks she spawns to protect the bag she drops on death)
A trio of yoyos, put together to emulate the Profaned Guardians. When used, three yoyos are spawned in order, in quick succession. First the Crystal yoyo, then the Rock yoyo, then finally the Main yoyo. Each yoyo has unique properties to emulate a Profaned Guardian, with weakened individual stats to compensate for firing three yoyos at once.
Crystal: Passively summons fire orbs from the sky while in use. These lightly home in on enemies, but do not last long.
Rock: Has an aura of holy spears that widens as the player does damage with the Rock yoyo. These spears can inflict the Holy Fire debuff.
Main: Larger than the other two yoyos. Does higher damage, and after the player deals damage with Legion it begins to emulate the effects of the other two Yoyos. The effects it emits are much brighter than the Crystal or Rock's.
If the player uses the Yoyo Glove, or the Yoyo Bag, Legion is treated as a single yoyo. The crystal/rock/main would spawn in the same order, orbiting in a looser triangle to encompass the inner trio.
Yoyo Revamps, part 1!
Let's be honest: the yoyos in Calamity suck major ass, with very few exceptions. You're forced to choose between the interesting but useless Calamity yoyos or the boring but practical vanilla yoyos, and that's just sad! So, here, presented for your amusement: what if Calamity yoyos were good?
Air Spinner!
BEFORE: Tracks mouse quickly, horribly low damage and hit timer.
AFTER: Creates an aura of slicing wind around the yoyo which does consistent, albeit low, damage to enemies within a small radius.
WHY?: It worked with Lacerator, so why not here? Makes sense with the flavor of the yoyo and gives it a unique purpose unlike every other pre-hardmode yoyo, which is "hit things until it dies". Plus, yoyos need more ways to deal with crowd control and the like. Have you ever tried using the Aorta on the Perforators? I have. It's not fun.
The God's Gambit!
BEFORE: Drops slime blobs that deal absolutely no damage whatsoever and give the slime "debuff."
AFTER: Slime blobs now have slight homing and still deal no damage, but cause the Temporal Sadness debuff on enemies. Increased hit timer (6 -> 9), slightly increased range.
WHY?: The God's Gambit is the ace of the pre-hardmode yoyos - at least, it should be, but low hit timer and the fact that its 'gimmick' does LITERALLY FUCKING NOTHING. Giving it an increased amount of 'out' time helps it deal more damage, increased range lets all the brave yoyo-only players out there use it against the WoF, and having its gimmick slow enemies down helps with regular fights.
Quasar spinner
a yoyo that's powered by quasar to wreck anything
**What it does? **
It's an exo-tier yoyo with unlimited time in air that's have an aura to damage enemies similiar to the lacerator and shoots stars when enemies are near with a chance to shoot powerful vortex jets that deal triple the damage and ignore immunity frames, the yoyo have a chance to shoot dark energy which summons a vortex that stays in place like tornadoes
**How to craft it? **
Lacerator, verdant, the obliterator, solar flare, oblivion, quagmire, shimmerspark, pandemic, 5 cosmilite bar, 8 endothermic energy, 8 nightmare fuel, 10 phantoplasm, 3 yharon soul fragment, 25 auric ore, and 8 darksun fragment.
**Why it should be added? **
To give players more choice for weapons in endgame
Male it so If you use a non-consumable boss summon while the boss it summons is alive, it despawns it and instantly kills you (helps with faster retrying for scal if you get hit really early)
Re-texture the Astral brick and Astral brick wall, since they still have the pink and yellow color scheme and don't fit in with the rest of the items
Disable SCal's enrage when outside of the arena? Or just atleast make her go to the arena at near-death?
Because this crap happens.
For your information: When SCal is outside of the arena when she is at near-death, she just can't move or be attacked because of the arena blocks blocking attacks with exceptions of attacks that can pierce through blocks. So we have nothing to do except to intentionally enrage SCal by being outside of the arena and attacking her this way, and because of the enrage, she'll negate most of the damage.
Astral Infection Mimics and Dungeon Chest
What is it and where is it found
An astal biome mimic, and an astral dungeon (biome) chest. The Astral Biome Mimic will spawn in the astral infection's underground/caverns, meanwhile the chest will spawn on world gen in the dungeon, unlocked with a key that can drop from any enemy in the astral biome with the same drop chance as the vanilla biome keys.
Why this should be added?
I think this should be added because the Astral Infection hasn't offered us much so far, other than looking cool and having a way of farming stardust without getting swarmed by several heads and probes while zerging the meteor. I think a mimic and biome chest for the astral infection would spice things up a little, and provide a good reason to visit the astral biome for a non-stardust/ore reason.
Astrum Deus dropping the hallowed biome key
Currently Astrum Deus has a 20% chance of dropping the Hallowed biome key, so this would need to be changed so Deus has a chance to drop the Astral key instead. The hallowed key would possibly be moved to another boss, perhaps at a much lower chance from one of the mech bosses.
Astral Monolith
Acts as a lunar monolith, except it's Astral.
Sulphurous Monolith
Same, but for Sulphur Sea.
Why: BGs are good and I want them in my home.
Adding to Bluemars's suggestion, maybe make Astrum Aureus drop the Astral key at a 20% chance, so people can still go for Astrum Deus if they want the Hallowed key
let astral spread to mud because if someone wants to full spread the astral biome in their world then they can without making a row of dirt/ evil block to make it turn into a astral biome
More planetiods like astral planetoids and make the opposite evil island a planetoid by making it like the vein planetoids but make the core the chest. also since theres the main planetoid why not put draedons little smithy in the main planetoid? (don't put draedons forge but if you could make a "plastic replica" (the replica would do nothing but be there for decoration )that would make it more like draedons smithy and would fit the main planetoid more because the main planetoid was yharims (i think) and yeah it would fit the lore too
I have an idea of adding the 7 deadly sins as mode items
Greed- enemy’s drop more money and have a higher chance to drop rare items but they deal and increased amount of damage and if you die ALL your money drops that you have on you and you are not able to collect it back and you can’t store money in piggy banks or chests. Same thing with bosses but i guess there rare drop increase rate is a little less than normal enemy’s. You can craft it at a demon altar. Why it should be added... I guess for more challenge if you really want it?
Gluttony- you have more HP and take less damage but enemy’s have the same effect. For bosses their health is greatly increased but they take more damage ( I guess higher than revengance HP increase).why it should be added... I guess for more challenge?
Wrath- you deal more damage but take more damage and I guess enemy’s can drop more loot (not much of a loot increase as greed though). Bosses don’t take more damage but still deal more damage. Why it should be added again for more challenge if you really wanted it.
Lust- increased enemy aggression. Bosses come after you like your a magnet. Bosses also almost never despawn if you die during it. The boss teleports near your location if you get to far away from it. And hearts drop more often.
Sloth- Health regenerates faster but you move slower (it is basically couch potato mode) bosses move slower but regenerate HP (the more powerful the boss is the more regeneration)
I’ll extend it once I think about the other sins
Pride
Before the fall...
5% increased damage and critical hit chance during bosses
All attacks cause ichor during bosses
...Just don't get hit
What It Does: Toggleable consumable a la Defiled Rune. Grants 5% increased damage output and critical hit chance, as well as making attacks ichor enemies, but taking a hit disables this for the rest of the fight as well as causing Backfire (the debuff from the Drataliornus) for 6 seconds. This cannot happen more than once per boss fight.
How It's Made: Crafted from 5 Ichor or Cursed Flames at a Demon/Crimson Altar while you have Armageddon in your inventory (the Armageddon is not consumed in the recipe)
Why it should be added: For those who want to try not getting hit on bosses as much as possible, but don't have the fortitude to make it through on Armageddon. Plus, having more ways to cause ichor outside of mage (that isn't the iffy Golden Gun) is nice.
(NOT ABOUT THE SINS)
Make it so that certain enemy’s attack other enemies EXAMPLE: normal jungle creatures will attack plague creature do to them having the plague. Or brimstone crag enemies attacking every other enemy except other brimstone crag enemies. It would be pretty cool to see that (well now that I think about it. It would be REALLY hard to put this in)
Item called "Spronk Danberry" it heals you by 350 and gives you godslayer immunity and other debuff immunity like an ankh shield. It will give you 15 extra defense,night owl, hunter, wrath,rage,yharim solution, for 30 minutes. It would be obtained by Yharon (you would get 1 spronks guranteed. you can also get more by its treasure bags) also it can be crafted with 10 cosamolite bar, 15 of each lunar fragment, and 15 phantoplasm. When the effect wears off you get a debuff called "sugar crash" you cant move for 45 seconds.
(ABOUT THE SINS)
Envy- certain enemy’s get other enemy’s traits like a slime getting a fire imps fireball. (Only enemy’s from a certain point of the game can use traits from enemies that are also from that certain point. A green slime can’t just randomly use a vortex scout shotgun blast) bosses can use any trait from a boss from that certain point from the game. ( prehardmode bosses can use traits from other prehardmode bosses)
Change the name of astral solution to lilac solution for consistency
"Lilac mummies", aa rare astral desert spawn and definitely not a pun
Vanquisher bullets: 78 dmg, their speed is almost instant to the landing point, it gives a mini godslayer that is slow but does 5 dmg overtime. 1 cosmolite and 100 holy fire bullets to make 100 vanquisher bullets.
Give DoG extra dialogue for boss rush
Don’t know a name, but something that spawns planetoids when you create a character so people with older worlds can have planetoids
Maybe some post supreme calamitas, like when u kill moon lord everything gets harder and more things are unlocked
Chaos
Since the hitcap was removed from Supreme calamitas, I had the idea of maybe adding an item named Chaos dropped the first time you beat supreme Calamitas like the lore items. Chaos is a toggleable item which activates The hitcap for supreme calamitas.
This would Be a nice additions for those who want a harder challenge or want to use the old mechanic
Empowered Hypersigil
Hardmode Furniture
Crafted using Astral Monolith + Astral Stone + Stardust
A large floating piece of "Furniture", in the shape of a prism. The surfaces of this prism flash orange, blue and purple, and it ceaselessly spins in place similar to the last prism's animation. Requires an open 3x3 area.
All biome-associated blocks within a 300 block radius are unchangeable by the effects of spread. To clarify; Grass will not change into Corrupted/Crimson/Hallowed grass, stone will remain stone, and the biome will be treated as being uncorruptible.
Blocks within are still affected by clentamination.
Different Demonshade Sets
Instead of a 3 piece set that boosts all classes there could also be
Demonshade Mask which would boost melee
Demonshade Hood which would boost rangers
Demonshade Headgear which would boost mage
Demonshade Hat which would boost summoners
** Demonshade Helmet** which would boost throwers
Now that I think about it the 3 piece set is better but eh I just want to post this anyways for a fantasy xD
Questionable Liquid
Description: This doesn't seem safe...
Sold by Drunk Princess for 10 silver
Consumable
Debuff it gives:
When drunk, gives you the debuff "Sick," description for it is "You drank the liquid, but now you don't feel so good..." This lasts for 60 seconds, making so you can't drink another one for that time.
How it works:
When you drink the liquid, something random will happen. Some effects will be less or more common than others. Here are the different effects that can be selected:
+20 hp (common); +30 hp (common); +40 hp (uncommon); +50 hp (rare); +75 hp (extremely rare)
Damaging:
-10 hp (common); -20 hp (uncommon); -30 hp (rare)
Debuffs:
Horror debuff for 10 seconds (common); Extreme Gravity debuff for 15 seconds (uncommon);
Zerg Potion buff for 3 minutes (can't turn off) (uncommon); Plague debuff for 3 seconds (very rare);
Vulnerability Hex debuff for 5 seconds (extremely rare)
Buffs:
Fab buff for 30 seconds (common); Zen Potion buff for 3 minutes (uncommon); Titan Scale buff for 10 seconds (uncommon);
Rage mode for 4 seconds (rare); Any waifu appears for 30 seconds (very rare);
Yharim's Power buff for 10 seconds (very rare); Adrendaline mode for 4 seconds (very rare);
Invincible buff for 5 seconds (insanely rare)```
I think it would be cool to have a "hope for the best" potion in the game. Sorry if this is kinda long.
Suggestion: Give Permafrost's concoction i-frames while stuck in the ice.
Reason: You can straight up be killed while stuck in the ice and get juggled by whatever it was that killed you the first time the ability procced. Also, most other abilities in games and RPGs that encase you in ice give you some tanking ability if you willingly use it, so it'd be thematic.
Make silva revive effect remove all debuffs so that getting hit by scal doesn't instantly lower your health to its minimum.
tomahawk
throwing damage
pearlwood (20) + hallowed bars (5) = 100
we need a worth use for the pearlwood, such a forgotted material
I don't know if this got fixed or will get fixed but let the aeralite ore spawn on the surface, it has more something to dl with the sky which the surface is nearby it rather than the caverns
[Prob will get banned for this but] maybe bring back Yharim's auric tesla helm as vanity? ;-; loved so much
As an alternative to Nebu's suggestion, have it spawn also on floating islands and planetoids. Maybe keep it underground as well, so it isn't too hard to get.
Decrease breath loss rate in layers 1 and 2 of the abyss slightly so it isn’t as annoying without air pockets to help
Heres an idea,
give Scal a some sort of pacifist fight where you dont deal damage to her
then as a reward get like some amazing defence accesory
Hows at?
...
My sugesstion
DEVOUERER OF GODS NONSTOP MIX NOW AS A MUSIC BOX
Instead of Dokuro's work going to waste why not make it a music box?
All you have to do is get all of the sentinels boxes and the DoG boxes then go to a tinkerer's workshop and make the box
Make both Astrums only spawnable in the Astral Biome.
This could make more sense, since they are both Astral bosses.
Important note: you can fight them anywhere still.
Give Mushroom Grass Seeds a recipe being 1 Glowing Mushroom=1 Mushroom Grass Seed by hand.
This would be a QoL change and makes making a surface mushroom biome a lot faster.
Make the animals (bunnies, squirrles, birds, etc) more resistant because them dying makes me
, and make them immune to all minion hits (for example star that loots from desert scourge kills them)
Make the Golden Gun or Everglade Spray craftable with cursed flames (not just ichor). This will help balance the choice of choosing a crimson or corruption world for revengeance or death mode. Players in corruption worlds wouldn't be at a disadvantage compared to crimson worlds because less DR is lost from cursed inferno than ichor. Plus, ichor also cuts off 20 defense off of its target. Besides, the Everglade Spray gives the target both ichor and cursed flames, so why make it only craftable with ichor?
Edit the tooltips of all wings, not just Calamity wings, to include their flight stats.
It's extremely helpful that Calamity provides tooltips so you know which wings are good and which ones are bad. That information would be a lot more helpful with stats on the vanilla wings to provide comparisons.
Fix Slime God's spawn location by making the two slimeys spawn at fixed X and/or Y positions from the player (i.e. about 150-200 blocks left and right, lock to player y-axis unless tile occupies spot) because their spawns are annoying as all hell. At the very least, make it so that it's not basically praying to RNG Jesus, since half the time the gods spawn atop one another near the player and the other half of the time they spawn at opposite ends of the player and far enough where they instantly ram into the player.
According to my fails trying to nohit Slime God, about 70-80% of around 60 attempts was because their spawns fucked me over, to give you a picture of how bad it is.
Yoyo Revamps, Part 2!
As I posted earlier, yoyos in calamity suck bad. REAL bad, and that's a shame when they're such a cool weapon type but are outshadowed by their vanilla counterparts! With that in mind, here's revamps of two different hardmode Calamity yoyos to give them the power they need!
Shimmerspark!
BEFORE: Randomly fires slow-moving stars at enemies close to the yoyo.
AFTER: Same damage output by itself, but stars now are fired more often, move far quicker, and explode on impact with an enemy, doing repeated damage in a small area akin to the Inferno Fork and similar weapons.
WHY?: Shimmerspark's damage is pitiful compared to other hardmode weapons, and the stars it fires are even weaker, as well as moving so slow they'll never hit anything, let alone bosses. Powering up the stars lets it focus on the main thing it has against vanilla yoyos, and making them explode makes its projectiles unique compared to, say, the Oblivion or the like.
(Seriously, the Shimmerspark is such a cool weapon idea and I was super disappointed when I realised how much it sucked.)
Pandemic!
BEFORE: Fires plague seekers at enemies near the yoyo.
AFTER: Increased damage of both yoyos and seekers, and increased range for the plague seeker spawning effect.
WHY?: The Pandemic is one of the two options you have for a moon lord yoyo fight, and while it's a neat weapon, its damage is kind of mediocre. Buffing its damage and range gives it the capabilities it needs to triumph in the fight and net you a Terrarian!
OPTIONAL: Buff the Terrarian slightly, its damage is okay but suffers in comparison to other moonlord-tier calamity melee weapons (hello, Galactus Blade!)
Add more to the Photoviscerator recipe
As it stands, the Photoviscerator isn't nearly as hard to get as the other exo-weapons. It's not a cool quest like the others, you just do Skeletron P, Plantera, the Lunar Events, and the DoG and you're good to go (standard Exo materials notwithstanding); seems like a lot on the sruface, but compare that to Heavenly Gale, Exoblade, or Vivid Clarity, for instance. Sure, flamethrowers aren't as much of a "meta" as standard melee or mage or ranger, but it just seems like a shame to have an Exo weapon that can be obtained with such low effort by the time you're Auric-teir.
Auric Bar
’A godly aura surrounds the bar’
Made from 3 phantoplasm, 3 endothermic energy, 3 nightmare fuel, 3 cosmilite bars, 3 darksun fragments, 3 galactica singularities, 3 bars of life, 1 core of calamity, 12 auric ore and 1 yharon soul fragment @ Draedon’s forge. Makes 3.
This could ease up space and accesilibity and generally make crafting endgame stuff easier. No more ‘What am I missing?!’. Also I think auric ore needs a bar, instead of it being used in the raw recipe.
Give Desert Scourge a 100% chance to drop 1-2/2-3 (Normal/Expert+) Forbidden Fragments in Hardmode, because they’re needed in quite a few component items and they’re really annoying to farm right now because both sandstorm summons need Fragments.
Make Drunk Princess sell Bottles or Bottled Water to make them easier to get for potions, maybe 1 gold each (since she overcharges for her drinks).
Keep nerfs to vanilla or other modded stuff in revengance+ i.e chlorophyte and lifesteal cooldown
Rainbow Staff
Description: Beautiful...
Pre-hardmode Magic Weapon
Made with:
One of every gem staff, 10 glass at anvil
How it works:
When used, it shoots an orb (like a staff) that changes colors as it flies. While it flies, it will shoot out different colored beams of light from the orb at enemies (like the sun spirit staff does). Pretty simple, but does a good amount of damage for
pre-hardmode.
(accidentally deleted it first time... here it is again)
Gonna repost from like 3 months ago cuz why not:
Rework Blood pact; seriously, this accessory is ass and literally nobody ever uses it. My proposition?
Instead of double health, make it give only 1.5 times health, But, completely remove the critical strike chance, and instead, replace it with a permanent 30% loss to ALL forms of damage while equipped.
Blood pact honestly has no idea what kind of accessory it even wants to be. The double health makes it seem like a super tanky accessory, but the critical hit is way more like a glass-cannon one. Toning down both extremes and making it a slightly more balanced tank accessory would be a massive improvement, and may cause those who struggle with dodging to actually use it instead of just trashing it or fusing it into cotbg.
Aerospec Spinner
Placeable tile
Simply: blow enemies away with wind in their direction. Spinner can be rotated for setup wind's direction. Can be stopped through activating with wires.
Craft: 10 Aerospec Bar @ Tinkerer's Workshop
why : I'm want more tools for building arenas, these item helps moving enemies in right path.
Legendary items Rework
Legendary items now have scalling agien but it more weaker than pre 1.0.
Legendary items special crafting list and can't drop.
Legendary items have special effects
Legendary items have alt attack
Aegis Blade:Having in hand gain Invisibility buff permanentny,damage form invisiblilty is doubled,Alt attack:cause teleport in range and next attack is true,60 second cooldown of true damage
Briny Baron:effects ingore effect procetion,attack throw 30 block spear like projection(like Vilethorn),Alt attack:Fire homing razorwind aqua blade,35 second cooldown of homing razorwind
Cosmic Discharge:deal low damage but TRUE,Hits cause AoE blast with 70% damage,Alt attack summon baby DoG that deal of your 35% damage and stands in 30 seconds,120 second cooldown
Blossom Flux(no longer need to craft Drataliornus replace something) all arrows are repalced with homing leave but still kept arrow effects,kill cause AoE gas hunting enemy,Alt attack:holding arrow and fire powered arrow that ingore any block,Power arrow 15 cooldown
SHPC:Heat bar causing when full player gets hunt and gain On Fire debuff and more heat is more damage,Projectiles ingore blocks,Alt attack:Fire lethal beam that hunts enemy damage based on heat but fills the heat bar,35 second cooldown+when heat bar is gone
Vesuvius:Projectiles deal magic AoE damage,Every hit gain damage stacks to alt attack,Alt attack:Cause launch the dealthy wave of fire that deal massive damage(CAN DEAL SELF DAMAGE) and uses stacks:120 second cooldown of Wave of fire
Malachite:Projectilies can fly infinite within enemy but losing damage per every hit,Every hit disable enemy debuff on hit(not mini bosses and bosses),Alt attack:thorw dagger then next attack cause player teleport to dagger:30 cooldown of Dagger throw.
Could we get banners for all the monster added in this mod ? I don't know if I'm the only one using mobs banners but...
Current: Alcoholics (Ale, Vodka etc.) gives only beneficial buffs.
Suggested: Alcoholics give erratic effects but increased damage, lower Defense (expert -), DR (rev +) and faster rage generation.
Reason: You're drunk, so you can rage much more intensely and sometimes cannot control yourself.
^ to make alcohol less powerful reduce adrenaline gain?
Decrease Starmada's max fire rate/make the elemental quiver not duplicate the projectiles and move it post-phase 1 yharon to make it more balanced with all other class' weapons
make silva disable DOT debuffs (read: if liferegencount < 0, liferegencount = 0) while its godmode is active.
getting hit by any attack that inflicts DOT that actually decreases your life regen (read: fucking everything in sc fight) will continuously drain you below zero during silva godmode, basically guaranteeing you're sliced down to bare minimum life when it wears off. the player would generally know when they take damage during godmode because i-frames and "oof" on hit, so they know when their max life is penalized, but DOT debuffs melt you to minimal max life completely silently and you have no idea unless you've been through it before because you're probably, you know, focusing on the actual fight
Add brandy to Drunk Princess' shop
Effects:It increases health and life regen,but it reduces your speed and makes you take more damage from debuffs(or just decrease defense)
Give the Brain of Cthulhu after teleporting and Fishron's Cthulunados a second or two where they can't hurt you similar to the Hive Mind and Yharon's tornados.
At the moment, the Brain plays with rng for cheap hits whereas Fishron's tornados can instantly hit you for loads of damage if in the wrong spot. By giving players more time to react, it will bring important Quality of Life to these bosses.
Then people can stop complaining about Brain's rng teleports
Staff of the All-seeing
Legendary summoner weapon that drops from Moon Lord
-- Summons the eyes of the Moon Lord to protect you. at the cost of 2 ( 3? ) minion slots. Reduced stats if you lack a summoner armor bonus.
------ ToolTip: "Impending Doom Approaches... for your enemies!"
What do the eyes do?: When used, summons a replica of the True Eye of Cthulu which cycles through the very same attacks that were used against you, such as: The sweeping laser, a burst of three phantasmal eyes that home, phantasmal bolts, and the phantasmal spheres ( 3 instead of 6 )
Effectiveness?: Maybe last up til DOG?
--- Reason?: Mostly due to the fact that summoner lacks a single legendary weapon, and to add more variety to early post ML. Also to make farming ML a little more bearable, rather than just busywork for luminite.
Xeroc Pendant
You can feel it beating on your chest like a heart...
Reduces potion sickness by 20 seconds. This does not stack with sigil of calamitas, but instead overtakes it
Gives you increased life regeneration, more life regeneration when standing still, and even more when standing still with no item in hand
Increases invincibility frames and gives 20% DR penetration andreduces defence by 10%.
20% more max life when in the abyss, attacks inflict crushing depths, and gives water breathing
Gives an extremely large amount of light (About 3 times as much as the siren pet)
Gives a damage and crit boost of 5%, and 20% while standing still. These ignore the rev softcap.
Give boosted Defensive stats during the day and boosted offensive stats during the night.
Crafting: Charm of Myths, Shiny Stone, Reaper tooth necklace, Lumenous Amulet, Chaos amulet, Phychotic amulet, Celestial stone, Dark sun ring, 100 aruric ore, 10 Meld blobs, 5 calamitious essence, and 10 Cores of calamity.
Reason to be added: We have post SCal armor and weapons, but there's not post SCal accessories, which would be useful during boss rush.
make the mechworm staff craftable with something like uelibloom bars, 2 of each sentinel drops and cosmolite bars
why? to get the mechworm you have to chew through a pretty tough boss, and it might take a lot of tries for it to drop. this would just be a QoL change for summoners. the recipe could probably be changed to make it a little more difficult to obtain.
"Patch Notes" or something for things on the wiki such as weapons, accessories, etc. (on their respective pages), to see what has changed on a certain thing without having to scroll through all the other changelogs
Add wooden Yoyo to the Starter bag
why: because im doing a yoyo only run and i just realized how hard of a first day i had because i couldnt find cobwebs to make a yoyo
America
You can feel the freedom radiating off this beast
basically a minigun with an underslung M202 (or dual wielded)
Fires a large homing rocket every couple of bullets
would only shoot high velo bullets, because where we're going we don't need homing
I honestly dont know how much damage, and what the crafting tree would be, it would be awesome though.
Why it should be added? FUCKIN MURICA!!!
An armor made out of unholy cores maybe?
Feature Request: Sepulcher health bar for Boss Health Bar
This has probably been thrown around a few times, but...
Make a late-Hardmode "Armor of Life" that combines the Daedalus, Reaver, and Ataxia sets.
Maybe even as a replacement to Xeroc armor?
Make astral armour have different helmets, like mage, melee, range, and summoner and ect,
Maybe make a throwing variant of the Icebreaker?
Add new backround to bosses to make them more intense. For ravager, maybe add backround with a red sky and a blue moon. Replace Cal\Scal with A Calamity lunar pillar backround , it would basicly look like a lunar event backround but with a dark red coloring. Those are only 2 examples, maybe for the astral bosses could have a sort of dark rainbow color and a large purple moon.
Tattered Robe
Tattered robe (sorry about first message trying to indent) Description: A piece of the Jungle Tyrant's Robe What it does: It would replace the Dragon Egg in summoning Yharon and would have the same crafting recipe plus cloth. Why it should be added: to have the item that summons Yharon to have a more lore based reason to summon Yharon.
Consider buffing the ark of the ancients.
By itself, it just seems like a slightly stronger starfury and enchanted sword fusion with excalibur’s damage. To me, it really isn’t too viable without giving it violent accessories and whatnot, So I recommend boosting attack speed and damage to make it uniquely powerful from excalibur- since it’s crafting recipe contains starfury and enchanted sword? And I’ve heard it’s not viable to some bosses compared to other weapons.
Throwing variant of Scourge of the Corruptor and Daybreak?
probably put dead trees on the sulphurous sand as shown on the new sulphurous seas background
Maybe reduce charred relic's drop chance so it doesn't overflow your inventory?
I think Skeletron Prime's speed in Revengence is a bit too fast for when you fight him. Could that be toned back a bit?
Eviscerator needs to be... good. It's such a bad gun. The damage is ok, the firerate is absolutely horrendous
And it doesn't auto-fire
Add throwing variant of Vampire knives since Orpheus suggested to add a throwing variant of the Scourge of the Corruptor and Daybreak
More visual improvements to the menu
Once again, I'm hitting you with more visual improvements, because these things are sticking out like a sore thumb (to me, anyway)
My suggestion is to simply add a visual to the world icon in the menu if the Astral infection is present in the world
Much like the Corruption/Hallow, the astral infection would be viewable on the icon and change the
icon's leaf texture to an astral-ish colour, like the world Evil and Hallow
Why? Because often small details like these are overlooked, and people like me notice them 😉
This feels like a problem with almost every mod that adds Calamitous levels of content, but I noticed how y'all don't have any invasion events. I'd love to see what a Calamity-based invasion event would be like, and with you guys adding NPCs, spreading biomes and facets of the game that Calamity has historically left untouched, I feel like an invasion event is a good thing to kinda play around with. My main suggestion is to add one post-Moon Lord, and even tie it to lore somehow. Think about this: Terraria 1.3.0.1 added two bosses to the endgame only, but they also added one invasion event. That shows how important these events can be considered by the devs of the vanilla game.
Sorry if this feels like a non-suggestion, but I'm not gonna go into details about anything because I want Calamity devs to be in charge of making their content in terms of boss events.
I would suggest nerfing the brimblade a bit
Idea: A pair of wings dropped by the Siren named "Siren's Trident" You know, just like she uses hers to fly during the fight
Phantom blizzard
Its a post polter mage weapon that acts similar to the blizzard staff but all projectiles go to the cursor position
Possible recipe: blizzard staff, ruinous souls and some phantoplasm at a manipulator
Reason: Blizzard staff is a nice weapon and it would be cool to see it in action again
And ruinous souls arent used in a lot of things
Add some new wepons for the post-DOG pumpking moon and frost moon(probably make them rare) because it would give you a reason to farm it even if you have enough endothermic energy/nighmare fuel and it would spice things up
what about Post-Providence Old One's Army stuff ?
that event has been left behind
Revert the Alluvion to how it was before v1.4
As of now, the only way to get Typhoon arrows, sharks, and tornados is to use wooden arrows, but unlike most other bows that received this change, the Alluvion does not convert all of its arrows. Similar to the Monsoon, which kept firing its arrows along with sharks and tornado arrows, the Alluvion should be able to do that as well.
When comparing the Alluvion and Phangasm with Vanquisher arrows, Phangasm consistently had a higher dps. v1.4 nerfed the Alluvion in a way it did not really deserve it. While wooden arrows allow you to have special effects, the Alluvion lost a lot of its charm and often still seemed to have a lower dps.
and new enemies in solar eclipse when yharon phase 1 defeated?
A way to call the Martian Invasion
Nyannihilation
"Meow Meow Meow" - Post DoG upgrade to Meowmere
330 base damage. Fires three Meowmere projectiles in a spread outwards, though they're still affected by gravity like the base Meowmere
Recipe: Meowmere, 10 Cosmolite Bars, 25 Rainbow Bricks, 15 Endothermic Energy, 15 Nightmare Fuel
Make the drunk princess give you the "weak" debuff when she kicks you in the balls
Because kicking people in the balls doesnt make them very strong afterwards
Super Torch
Has four times the light of a normal torch
Crafting: 40 wood, 2 souls of light, and 3 Purified Gel. Makes 80 Super torches. Crafted at any anvil.
Reason to be added: Not only is slime farming boring in HM, by that point you're mining so fast that placing torches is extremely tedious. This would solve those problems.
Community Nerf The reason to that is that all the other Legendaries are not scaling anymore, but for some reason community still does and overall its nowhere near close to the balance state being, decent at moment when you obtain it and being best Offensive/Defensive/Utility[flight time+DoT reduction] in the game, In my opinion its stats should be lowered to state of current Community after killing Plantera which still makes it great accessory but not completly gamebreaking
Make the Nebulash, the Mourningstar and the Cosmic Discharge be able to break cobwebs, I'm very confused anyway why they can't, a Copper Shortsword can do that
im confused with the Subsuming Vortex nerf the homing effect isn't as good as it was
Remove the degrade in damage for Adrenaline entirely, and replace it with an after debuff as listed below.
Exhausted (is there one named this already? i forget)
You ran out of adrenaline
-5% damage, -2% speed, -3% crit (or something low enough where it will have a noticable effect on the player, but not too hurtful that would make adrenaline useless)
Lasts the exact same amount of time as Adrenaline itself, starts right after Adrenaline hits 0 from being used (whether from degrading or being hit while used). Being hit while adrenaline does not decrease the debuff duration.
Why? I feel as if, in later stages of the game especially, adrenaline becomes a “hit or miss” type of mechanic: you just need to either not get hit at all and time when you use adrenaline to maximize its use, or when you do occasionally get hit you literally need to get lucky to be able to use it at an ideal time (aka NOT when DoG is invicible, Provi is in her shell, SCal bullet hell, etc.) without the damage degrading after 5 seconds. Changing this removes the luck factor of using adrenaline, but still keeps some of the nerfs to it so that it isn’t stupidly overpowered.
As a side note, making this change also means that you can make accessories that reduce the “Exhausted” debuff effects 
Edit: While the debuff is active, Adrenaline cannot be gained.
Second Edit: Getting hit while using adrenaline should give "Exhausted", getting hit while you GAIN adrenaline should NOT.
Instead of Dummies and Super Dummies not being able to be hit if you’re not near 3 town npcs (to avoid super dummy boss cheese), make it so when a bos is spawned, it despawns any existing super dummies. Furthermore, when a super dummy is spawned, it will check if a boss is alive. If a boss is alive, then the super dummy is deleted.
Reasons: Testers for the wiki need to test out their weapons, and npcs may not always be around and boss cheese is still possible, you just need to be standing near npcs. This will make it so boss cheesing is ruled out, and hopefully it doesn’t lag your game into oblivion
Revert the 1.4.002 nerfs back to 1.4.001
Reason: every single weapon that's not dratornelius or apotheosis or celestus above 90% health cannot even break 100k. voltaic climax and vivid clarity cannot break 80k, ark of the cosmos or exoblade cannot break 70k, celestus without 90% health bonus cannot top 80k, and heavenly gale couldn't even do that in 1.3. The only class that appears to work decently is summoner and keep in mind these are all with full glass cannon no hitting builds. I realize some stuff was a little op, but I think these nerfs are a little too much and should be reverted back to 1.4.001 (except the throwing healing set bonus because that was obviously op)
https://www.youtube.com/watch?v=2DHBvB-huFQ&feature=youtu.be
These are some ideas for added challenge to the game, particularly on Rev+, that do not involve bosses
Give normal enemies different AIs on higher difficulties, just like bosses; this doc has some of my ideas for how to do that it's not the focus of the suggestion so I think that means I can repost it early 
https://docs.google.com/document/d/11OvRLP-Ag0R8qP2josBCN5XEfCfc1tPdyNYZMXfAI4o/edit?usp=drivesdk
Increase the chances of random events occurring on higher difficulties (i.e. make every night a Blood Moon on Death; may seem annoying at first until you realize infinite Blood Orbs)
Mental Breakdown
A debuff that has a chance to occur if both the Adrenaline and Rage meters are full for too long, higher chance on Death
Cripples movement and item use speed
Remove the recipes or NPC sales for items that already have renewable ways of getting them; stuff like Pyramid loot is fine but if you need to buy a weapon that's supposed to be a rare drop, you're either lazy or impatient, maybe both
astral monolith walls and furniture
When DoG Phase 2 is at is at 25% life, change its head hit and tail hit quotes to make it sound more desperate to kill the player (Like the Devourer of Universes while it was still around).
Also, add a cooldown for the head hit and tail hit quotes too, maybe for about 1 second? Feels annoying when I'm suddenly bombarded with quotes of DoG when I get hit at the tail or head.
Infuriated
Buff granted by losing a full Rage Meter
Lasts for 10 seconds (20 in Deathmode) that doubles Rage gain and increases damage by 5%(PHM)/10%(HM)/15%(PML)(1.5x in DM). This bypasses the stat caps (why i think it's balanced is below), but as a consequence your defense is reduced by 10/15/20(Double or triple in DM) and DR is reduced by 5%/7.5%/10%(Double in DM) for the duration.
As with all things suggested, stats are subject to changes by the devs, but these are my prelims.
To clarify, this would only activate if you lose Rage Mode by getting hit within the first second of use.
In addition, you cannot use Rage while you have this buff.
And for the record, I did discuss this one in suggestions discussion before anyone screams at me 
Buff hallowed armor because it’s worse than the other options you have that point
suggestions i have for the astral biome:
1: underground astral theme
2: astral monolith walls and furniture
3: return of astrageldon
3.25: make astrageldon more important and actually fun, like better drops, ect.
3.5: tweak astrum atreus' AI to be similar to that of a spider, since atreus is a spider.
first, try basing atreus' AI from crabulon
4: astral snow
Suggestion: an item that can show you a breakdown of your total stat increases and display debug info like softcaps kicking in.
Reason: It'd be a quality of life item that helps you track down where boosts are coming from and going past softcaps.
Since we already have Brimstone, Clouds, Earth and Water (i’m Just assuming that siren is a water elemental) we should have a fire elemental. It could be a burning humanoid that spawns in hell, floats around, throws fireballs and can use a sort of AoE attack, sort of like a napalm bomb. I don’t know what it would drop, probably some sort of early-Hardmode flamethrower. It would seem better, since the lore of Brimmy says that she had four other “sisters”, thus giving us the 5 Calamity elements: fire, water, earth, clouds and brimstone.
Repost from like a month ago that got 75 stars and no check :(
Server Suggestion: Add stat numbers to the changelogs.
For example; Instead of 'Throwing weapons deal more damage' it would be 'Throwing weapons deal 15% more damage'
I believe this should be added for people like me who would LOVE to get a more in-depth look at the changes to the mod without having to test it out for ourselves. I recommend this because tons of games, even AAA games, only provide these general numbers which make the changes possibly seem better or worse than they really are. Of course this would make more work for our beloved logger, Cirrus, so I am sorry for that lol.
Very cool idea: A new kind of minecart, it's special power is doing sick flips in the air
Oh yes, also. I think Aerospec armor could be a bit more specialized. The set effect, specifically for ranger/mage doesn't really feel like it synergizes well with being a ranger, overall the armor sets feel a bit lackluster until you hit statigel. Something more like, launching exploding feathers when you crit would be far better I think.
Spur
"A relic of the First Cave."
A small blue pistol with a white star on the barrel.
Post-Moonlord Ranged Weapon (Does not consume ammo.)
Dropped by the Reaper Shark after defeating Polterghast.
A charging weapon in the vein of the Charged Blaster Cannon, but with different mechanics.
Tapping the fire button fires a large white square that does minor damage. It would be roughly the size of two by two blocks, and moves at the speed of other bullets.
Holding the fire button for 0.4 seconds fires a small, white, slow beam that does minor damage, but ignores I-frames.
Holding the fire button for 1.0 seconds fires two of these beams, doubling the damage of the previous tier.
Holding the fire button for 3.0 seconds fires a beam the size of the "uncharged" projectile, dealing massive damage and still ignoring I-frames.
This weapon would do two things for the player to identify it as charging, and to show its current charge state; A series of constant tones while charging, and a visual effect; I suggest that the barrel of the gun emits greater amounts of light as it charges. As for the sound, the attached video shows what the charging might sound like, as well as quite clearly showing the mechanics of this gun.
(Note: The firing sound is inaccurate for some reason, but the charging sound is completely accurate. I'm not sure why. Bad capture? This is not my video.)
https://youtu.be/DEpZFJHFD5o?t=144
=============================================== El vídeo te gusto? dale manita arriba y compártelo, me ayudaría mucho a seguir con estos proyectos. Te gustan...
Hardmode upgrade for crystalline before crafting celestus with it - now that spear of paleo is ded please let throwers not be
between WoF and ML
Prismatic Gun
Fires a lifeform disintegration ray... eventually
What It Does: Magic weapon, consumes 20 mana per second. Begins as a tiny laser with low reach and damage, not even as strong as the Last Prism, but damage steadily increases as the mouse is held down, represented by the beam becoming larger and more brilliant in coloration. At the max charge point (10+ seconds), the beam has infinite piercing, the same partial i-frame bypassing effect that the Last Prism had, and damage high enough to one-shot most regular enemies and some bosses.
How It's Made: Last Prism + 5 Bars of Life + 5 Divine Geode + 4 Phantoplasm @ Ancient Manipulator
Note: This is a counterpart for Last Prism rather than a direct upgrade.
Thanks to @noble cloud for improving text.
Prismatic Crawlord
Pre-hardmode Rare Mob
A massive gem crawler, roughly the size of a golem head, with a rainbow assortment of gemstones on its back. If stuck, or the player is behind blocks, it charges through blocks. Spits crystals which splinter on impact for splash damage.
Drops high amounts of every "gem" on death. (4~8)
Dirt sabotage
“The dirt doesn’t seem to like this...”
To get it you mix a last prism with 999 dirt and 5 divine geodes.
It fires a stream of dirt when you left click that has a use time of 2.
When you right click it fires a spread of dirt and a giant dirt every 5 seconds.
It should be a post providence weapon and should prob be a weapon that consumes about 9 mana per second.
Drataliornus should be buffed. Please Remove the Canceling Charging when damaged
It would be cool to add some visual effects before providence shoots her laser, like dust or something going towards the crystal
This way its easier to tell when she will fire, since now she doesnt stand still
Note: im uncertain if theres an audio cue for this, but the music combined with the not-so-subtle sounds of provi getting hit make it hard to hear
I would recommend making these particles rather big so they dont go unnoticed
Neo Rifle
Summon weapon, post-golem.
30 summon damage
Speed - 12.
Shoots a cyber beam, like the Laser Rifle. But it not a end.
Successful strike with 1% chance (+1.5% at each minion slot) summon the Spirit of Neo, was spin around owner, shoot additional beam on using Rifle and live only 5 seconds. Cap - 8 spirits around player.
Craft: 20 Spectre Bars + 3 Bar of Life + Core of Calamity @ Mythril Anvil
: Summon weapon, was doest summon minions? Nice idea. Also a dps after Golem and pre-ML kinda sucks.
Gelatin Armor Set
An armor set made of gel!
Gelatin Crown
Makes slimes friendly!
Made with:
40 gel, 1 Royal Gel at solidifier
Gelatin Helmet
Made with:
40 gel at solidifier
Gelatin Chestplate
Made with:
60 gel at solidifier
Gelatin Leggings
Made with:
50 gel at solidifier
-8% movement speed
Decent defense, takes 150 gel in total.
Set bonus: Absorbs 7% of the damage you take, and 50% of the fall damage you take.
The crown is for expert players, as Royal Gel is only obtainable in expert. The crown has 2 more defense than the helmet, but same set bonus, and gives the Royal Gel effect so you don't have to have Royal Gel in an accessory slot.
: I feel like we need more gel-ish things, as gel is overlooked and basically used for torches only. (devs can decide the defense the set)
Decrease the size of the bloodflare mage flames as to not flood the screen with projectiles and lower frame rate
If astrageldon won’t be returning, then add a reference to it in the form of a combination of astral and statigel armors, with all the effects of each kept. Would be crafted with aureus cells and the two armor sets. Helmets for each class balance the effects so that there isn’t more than 1 special effect at once, which would be OP. This would be intended an alternative to astral armor that is balanced over combat and exploring instead of just exploring. Also an alternative to ataxia or class specific golem tier armor.
A way to get debuffs on dummies. As it stands, it's hard to compare the DPS of two things if one of them inflicts a debuff; for example, Aether's Whisper might have much higher DPS than it seems since it inflicts Ichor, or Cursed Flames might have higher DPS since it has a DoT effect. Maybe make this dummy separate from a normal Super Dummy that way you can compare Debuffless DPS, since not everyone can be debuffed
Adrenaline possible reworks
As of now, adrenaline is not a very consistently rewarding mechanic anymore, unfortunately you have little control over when bosses go into their "invincible" phases, and your adrenaline's effectiveness is greatly reduced cause of it, here are some ideas that can make adrenaline more generally useful and truer to its original intent and purpose, imo.
1.Adrenaline gives a flat damage boost when fully charged
simple as that, when your adrenaline is full, you get a small % of extra damage, until you get hit and it gets reset, something small like 15-30% should suffice, the damage wouldn't be a burst anymore and phase skipping would hence not be a problem.
2.Make it a more defensive oriented tool
In touhou, you can activate a bomb that deletes all projectiles on the screen, saving your attempt, something similar would be nice, so that if you were consistent enough to not get hit for a while then you are given a chance to delete all enemy attacks on the screen, or give you a small invincibility like purified jam, or even a dodge similar to counterscarf's if you get hit when adrenaline is full (It obviously resets after that).
3. Nerf the damage, but make it constant
Removing the luck factor is key, if the issue was phase skipping, then the damage needs to not be excessive, it is kinda pityful after 5 seconds now, however; bringing it back up would be a nice touch, while simultaneously making the rage boost more in line with it, the seconds for it to charge can also be prolonged as 15 seconds is a bit too much in post-ml.
Heart and Star statue recipes
Right now we can't craft Heart or Star statues, which are extremely beneficial during boss fights so I came up with crafting recipes for them.
Heart Statue requires 2 life crystals and 50 stone and is made at a heavy work bench
Star Statue requires 3 mana crystals and 50 stone and is also made at a heavy work bench
The reason more mana crystals are required in a star statue is because they are replenishable so therefore they are easier to get.
If you want to make it so you can't make them early in the game then feel free to change heavyv work bench into a Crystal Ball
Increase the range of the Fungal Clumps healing thingys, or reduce its aggro range to match the current healing range. Its currently extremely hard for any class except melee to benefit from its healing, due to the short range.
add #general-media to #rules
Change it so that weapons that are both melee and throwing weapons just count as both classes, instead of having them be separate items.
But maybe if it’s too much to a make a single item in two classes, like with displaying the tool tips or whatnot, then keep them as separate items, but just allow you to craft the one of the other class using just the original weapon, if that makes sense.
Remove the orb things and other SCal projectiles when she hits 1% HP, it doesn’t make sense for her to be doing her dying speech while her attacks are still trying to kill you
So, it's unlikely that Thorium and Calamity will ever have any crossover content, but this is just a fun idea I had.
If you had Calamity and Thorium installed at the same time, Providence would have a new drop at a 10% chance: the Reverend's Stave. The Reverend's Stave would be a new healer tool for Thorium's healer class scaled to Providence levels. When used, it uses 150 mana to summon a floating crystal above each fellow player's head, similar to the one in Providence's attack. The crystal would linger in place and fire out green healing flames similar to the ones during Providence's cocoon phase, but they would instead heal 30 health plus any bonus healing the caster has. The crystals summoned would last for about 5 seconds.
Bosses enrage if a player joins
As it stands, you can significantly nerf multiplayer bosses by having the host summon them then the others join. This gives them their solo HP but against multiplayer DPS. I think having all bosses despawn/enrage if another player joins would be a simple but effective anticheese.
Buff some bows
Buffs to the Lunarian Bow, The Cosmic Bolter and the Planetary Annihilation, as thye are severely underwhelming and compared to the other elemental weapon lines, bad. A buff to damage, weapon speed and projectiles would be nice. Maybe the Lunarian projectile can split into multiple parts or explode or something, Cosmic Bolter homes in or inflicts a special debuff to enemies and the Planetary Annihilation could shoot arrows based on the debuff that it's going to inflict, and have those home in and have a faster firing velocity. These buffs would be nice to see as these bows are nothing compared to the other elemental weapon line
Add all updates (or just until 1.2 i guess) to #mod-downloads , so players can test and play on legacy versions for the nostalgia or whatever.
Nerf the Star Cannon. With AlchemistNPC installed, it can be accessed and infinitely fired post-EoW/BoC (since the Alchemist sells fallen stars), and is easily viable up to Post-Mechs, in DEATH Mode. People also collect fallen stars over time to use the Star Cannon without AlchemistNPC installed. Over all, it's an insanely OP weapon that is easily obtainable early on.
add a divine forge, an upgrade to the adamantine/titanium forge
adamantine/titanium forge + 5 divine geodes
just a suggestion to a cool way to upgrade a crafting station, using the ancient manipulator all the way up to pre Doggo seems kind of weird
Whirligig
Pre-Hardmode, Post HiMi/Perf "Wings"
Crafted w/ Aerialite Bars, Iron/Lead Bars, Rope, Leather, Wood
Pyrojig
"Nothing could go wrong!"
Pre-Hardmode, Post-SG "Wings"
Crafted w/ Whirligig, Rocket Boots, Purified Gel
Another pre-hardmode wing option, not necessarily meant to be stronger than the Skyline Wings, but meant to be much more skill intensive. The Whirligig is a backpack with a propeller sticking out of it, and offers an extremely high mobility - post golem-wings speed. However to fully utilize this speed, the player has to manage the unwieldy flight mechanics of the Whirligig. These being its horizontal/vertical movement restrictions, and its flight time.
Once the player presses space they begin a rapid diagonal ascension based on the direction they faced when initiating flight, only to quickly fall after flying a considerable vertical distance. This uncontrolled fall is faster than normal, but does no fall damage.
If the player presses space a second time during flight at any point before the enforced falltime, they stop ascending and are allowed control over a strict vertical hover. This hover is very fast, but cannot move up or down. If the player presses space during this time, they will stop hovering and fall, but if they press space again (while having any remaining flight time), they will resume hovering
Vertical movement spends flight time twice as quickly as horizontal movement with the Whirligig. While it has a large amount of flight time to compensate for this, the onus is on the player to cancel the vertical flight before it expends all of their remaining flight time.
The Pyrojig is an upgraded version of this, with the player simply strapping flamethrowers to their feet to assist with flight. This adds a slight control over horizontal movement in ascent mode, and slight verticality control in hover mode. Additionally, the player's feet spew fire opposite the direction they are moving during flight, which deals moderate damage.
Below is a diagram to explain the Whirligig/Pyrojig flight more clearly. (Note. This suggestion is two posts.)
https://cdn.discordapp.com/attachments/465195069406707722/516958886826082305/unknown.png
Make Yharon spawn a finite amount of Birbs in Phase 2
That way, you can calm things down before you finally go to work on him.
Dystopian Sais
Melee/throwing weapon, post-Cultist upgrade to the Flying Knife
"It will come like a flood of pain, pouring down on me!"
Appearance: A set of 2 sai daggers powered by Lorentz force, the blades glow a faint purple energy. A red band is attached to the other end of the handle on both sais. Monsoon wields these in Metal Gear Rising: Revengeance.
Function: Throws 2 sais which follow the cursor when left-click is held down, similarly to the Flying Knife. One of the sais orbits closer to the mouse, while the other one orbits further away. The sais inflict Shadowflames on hit. This makes it an effective weapon for DPS and crowd control.
Crafting recipe: The Flying Knife, the Shadowflame Knife and 10 Nebula Fragments at the Ancient Manipulator.
Why it should be added: The Flying Knife is a very fun weapon to use, but it often gets ignored/discarded quickly because there's a ton of better weapon choices. This upgrade offers a very effective weapon for both warriors and throwers to fight both the Celestial Pillars and the Moon Lord. It's also a MGR:R reference, I know you guys love those.
Have Astrum Aureus drop normal healing potions instead of lesser ones
Burger Blaster
Tool Tip: This isn't healthy
Ranged Weapon
Made with:
1 Clockwork Assault Rifle, 5 Bacon at furnace
Not too much stronger than the Clockwork, as it's pretty easy to make. It works a lot like the clockwork, uses 1 bullet to fire a round. When it shoots, it has a chance to shoot different burgers. Here are all the combinations:
(bun, meat, bun) (bun, cheese, meat, bun) (bun, bacon, cheese, meat, bun) (bun, lettuce, bacon, cheese, meat, bun)
It does a bit more damage than the Clockwork, and can shoot more shots than the Clockwork at once. Also, all the different components of the burger act the same and do the same damage.
: I feel like there should be an upgraded version of the Clockwork, not just straight to the Shredder.
A post moonlord upgrade to the Entropy's Vigil. It's probably one of my favourite weapons, and it dissapoints me there isn't a way to upgrade it. Not sure on the recipe, but it would need items that can be acquired around the time you beat the Moonlord. Pallette swaps them to blue, grey and purple.
Calamitas fires a constant, blue hitscan laser with long range.
Catastrophe can blink to enemies before dashing creates multiple short-ranged waves that travel in the direction of the dash.
Catacylsm I'm not entirely sure on, but I have a few ideas. Similar to Calamitas with a short ranged, but thicker hitscan laser beam. A short ranged plasma blast that travels over a short distance every now and then. Maybe changing it's attack up a bit, shoots high damage balls that travel slowly, and leave a damaging field where they explode.
Reduce the Astrum Aureus's defense to 40 before moon lord has been killed.
Here's a pretty big suggestion. It would change quite a lot of the game, but it's something I think would overall benefit gameplay, although it might require some bosses to have attack patterns changed if the impact of the items made the bosses too easy.
An entirely new subset of mobility items, that mostly fill the purpose of wings. But rather than providing you quick but relatively imprecise movement that wings do, they push you further into the bullet-hell direction. These items at their core provide you perfect movement in all directions, while you move at a much slower pace compared to wings, but quick enough to dodge attacks if you're good enough (Like a bullet hell.)
The ability to move precisely would make it feel much more rewarding for the player when they dodge boss attacks. For the most part, the only thing affecting how well you dodge would be your own personal skill. With the current wings and mounts in the game, there's a lot of drag when you try to change directions, or when moving vertically there's large impulse you can't counteract. Large swarms of projectiles are much harder, or nearly impossible to dodge unless you fluke, because you lack the precision to react and make fine adjustments.
Furthermore, it would also open up more designs for boss attacks, or harder difficulties that previously wouldn't have been possible due to them feeling too strong. Imagine a boss having a Touhou spellcard, or just... anything from DoDonPachi. It would be utterly absurd. There's a huge new variety of attacks that could be designed just due to the player having access to a much finer form of movement.
The only downside I can reasonably see from such an item is it making some of the current boss fights too easy. But that's more than outweighed by the new creative freedom given by it, the better "feeling" on the part of the player, and making Armageddon mode a far more enjoyable experience.
Suggestion: Maybe make the Fabstaff lag a bit less
Make the legendary items a 5% chance instead of a 1% chance normally, and a 10% with defiled rune active. The only legendary item anyone seems to go for is the Community, and the other ones are left forgotten and abandoned (seriously, I can't name any of the other ones besides the one that drops from Golem). Give them a better lease at life! Make it so more players have a chance to use them before they become obsolete at their current stage!
Considering the higher base attack of the Bloody Edge to the Night’s Edge, make Night’s Edge like a more offensive weapon by buffing it’s base damage and decrease the base damage of the Bloody Edge (which also has a higher use time and healing) to balance the 2 weapons. Kind of like with the terra blade and the terra edge, except they are at lower tiers and they don’t fire projectiles.
Overall, giving Bloody Edge the extra praise makes Night’s Edge a horrible weapon, and makes Bloody Edge absolutely overpowered since it has universal benefit over Night’s Edge.
(fabsol i see the buff to both nights being implemented, so half of this suggestion is already done.)
Make the Small Bumblebirbs drop some small number of Effulgent Feathers per kill to reduce repetition a bit during that section of the game, probably 0-2 per kill depending on difficulty level.
Repetition isn't difficulty, it isn't harder to kill Bumblebirb 20 times as it is to kill it 3 times. Having the baby birbs drop feathers can even lead to more interesting gameplay: a Revengeance player doing their best to repeatedly farm up the 9 babies while keeping the 'mother' alive sounds way more interesting than simply killing the mother 15-ish times to craft Drataliornus.
Buff Dragon Rage, Deathhail Staff, Obliterator and Fate’s Reveal. Currently, they’re all severely outclassed by their respective bosses’ other drops and almost all weapons of the same tier and type. https://www.youtube.com/watch?v=VzBf6iyEZ8w&feature=youtu.be
shows the weapon that needs a buff, a weapon from the same boss and a weapon from the same or earlier tier tested on a new world and new character, mod list ...
Instead of making non-auto fire weapons auto fire but weaker, make them all auto fire but fire faster if you click individual times than if you hold the fire button. That way, itchy trigger finger is rewarded. Alternatively, make this function an accessory which is eventually combined into the elemental quiver line
Make the Desert medallion craftable at Demon Altar instead of Anvil to make it more consistent with the way vanilla boss summons are crafted.
Allow drops from Hive Mind/Perforators to be crafted using an anvil, instead of a Demon Altar.
It's a nice aesthetic, but it's a pain in the arse to go and locate a demon altar just to craft mediocre drops.
This is a pretty useless change, but let the Adult Eidolon Wyrm drop Lumenyl at any time.
As of now, it only drops it post clone/plant, whereas its other drops can be received regardless of progression.
This useless change would provide more linearity to the wyrm's drop pool and it gives more rewards anybody mad enough to even think about it pre plant.
now Calamity is buffing vanilla items
sooo
what about buffing one of the most forgotten vanilla items in calamity ?
Now the Molten Armor gives lava inmunity and extra defense
the statigel set is waaay better than Molten right now, goddamn, nobody wastes their Hellstone bars for Molten Armor.
Increase the piercing resistance of the Desert Scourge - Jesters arrows killed the expert desert scourge in mere seconds.
give adult abyss wyrm a map icon
so you can know where it spawned from and where it is if it spawned, and so you can use it as a challenge to kill in HM since you would be able to know where it is before it charges ur ass
Buff Helstorm. Last time I used that gun in a run, it barely scratched any of the bosses/mobs.
My idea for a togglable item is the Essence Feeder
Its a item that drops from the Starter bag
and It give the player an extra accessory slot, at the cost of -3% total damage and -10 total life
this reduction would become progressively worse the more the player progresses
and this effect would go as follows
Eye of Cthulhu, -5%, and -15
Skeletron, -7% and -20
WoF, -10% and -25, but would give you +1 life regen
Plantera, -12% and -30
Golem, -15% and -35
Big man himself Moon Lord, -15% and -50 but gives you 5% crit chance and +2 life regen
Polterghast, -20% and -70
Feel free to DM me if you have a suggestion to make this item better
Density Flail
Tool Tip: Finally, a use.
Flail Weapon
Made with:
350 Tin or Copper, 3 Chain
A pre-hardmode flail that is essentially a hyper condensed ball of low-tier metal. It probably would be the size of the player, considering the amount of metal needed to make this. It would more than likely be pretty badly affected by gravity and slow, but would have a ton of knockback, lots(or infinite) pierce, and a handful of damage. Would probably feel like a Corruption-tier weapon. Maybe even higher.
Why?: There is absolutely no reason to even look at copper or tin. Wulfrum is easier to get right from the start than tin or copper, and makes much more better stuff. Tin and copper's only possible purpose at this point is if you decide to throw them into a copper stopwatch, which still is bad anyway. Or sell them for an extremely small amount of money, so small that it barely matters when compared to the money loot from enemies in rev+ modes.
Make the gulper eel drop Tenebris because it’s the only abyss material not dropped by any mob or fishing, and it’s fins look like Tenebris. Also this would make it renewable (well technically it is but it’s hell to farm?)
FTL Hook
You can feel the handle vibrate in your hands.
How to craft: Lunar Hook, Cosmilite, Dark Plasma
Fires a single hook with an incredibly far range that shoots out at a faster velocity than the Lunar Hook, and instantly pulls you to the hooked tile.
Hooking to a tile with this hook equipped applies the Destabilized debuff for a short time, with the tooltip "Your body feels slightly phased out of reality", which causes the FTL Hook to function as a normal hook until the debuff wears off.
: Calamity adds no hooks afaik, and I thought it was a cool concept for a post DoG hook. Plus, it makes for another method of dodging, if you plan around using it.
Plaguenades.
Basically a PBG version of the beenades, it would obviously be dropped by pbg, it would explode like a grenade, get you somes bees (which could inflict the plague) and just to spice things up it could leave a plague cloud when it explodes
This could help throwers have more options on post golem
Flareon
It’s super effective!
A burning version of the Flailron, when thrown Angery Flames will spawn at a rate of about 1 every 2 ticks. Angery flames have a 10 percent chance of spawning a small Flarenado, which lingers for about 3 seconds.
Crafting: 7 Yharon Soul Fragments, 10 dark sun fragments, 20 nightmare fuel and 20 endothermic energy at Draedon’s Forge.
: i think that the Flailron is one of the coolest pre- cultist weapons in the game, and would love to see an upgrade. Also, some love for flail type weapons.
Craft of Cosmilite Bar
Luminite Bar + Uelibloom Bar + 3 Exodium Cluster + 2 Phantoplasm + 1 Lumenyl + 8 Nightmare Fuel + 8 Endothermic Energy @ Draedon's Forge
: Exodium doesn't seem to have valuable uses, also i'm think, was a luminious, tough and cosmic materials in total can produce the useful ultimate alloy.
A buff to the Lunic Eye, and whatever the other non-specific weapon is. Each negative point of armor you get, increase the damage of the weapon by a small amount, around the range of 1-2%. The Lunic Eye feels a bit lack luster, it's incredibly low base damage and eh firing speed doesn't really make up for it's unique passive, at the very least I couldn't find many items to boost it's damage up to amounts that compete with other weapons, I'll be happy to give this the big delete if it can reasonably be made a good weapon.
A way to craft Fallen Stars? I get you can grab them up through boss fights, but it'd be nice to have a way to stockpile them before those specific bosses show up.
Titanic
"So that's why it sank"
Post-Polterghast Throwing Weapon
Dropped rarely by Juvenile Eidolon Wyrm after defeating the Polterghast.
The long-sunken ship of dreams, brought to Terraria!... as a throwing weapon at least. The Titanic is thrown at very, very slow speed,. To make up for this, Titanic is a massive projectile that goes through both enemies and blocks, flying lazily wherever the user throws it, unaffected by gravity. While moving in this sluggish arc, the projectile is hit enemies multiple times, so long as they're within Titanic's gigantic sprite. Roughly two seconds after being thrown, the ship suddenly drops, falling to the ground and lying on the ground for a few moments before despawning.
Why should this item be added: Besides being an entertaining weapon and idea, simply put, the eidolon wyrm only drops one sea-related weapon currently, the Eidolic Wail. Giving it another sea-related drop would fit the Abyss well.
"Paper Airplane"
Paper Beats Rock
A consumable throwing weapon sold by merchant starting from early HM. Flies in an arc and varies in speed and damage depending on the design. The "streamlined" design will pierce 5 times, deals less damage and moves faster while the "generic" design doesnt pierce but deals 3x of the base damage. Does extra damage to "rocky" enemies like golem and crawlers.
Why? Paper airplanes are always fun and early HM throwing needs more weapons.
Stylish Snippers
Scissors cuts paper (and flesh)
You don't wanna know what this thing's coated in, trust me (credits to Lilith)
The Stylish Snippers is a Hardmode weapon crafted through 16 Spider Fangs dropped by the Black Recluses in the Spider Cave.
These nasty pair of scissors is a true melee weapon that swings insanely fast, and can proc the Venom debuff (can be stacked twice) and has a chance of dealing the Webbed debuff to an enemy
Why should this be implemented?: True melee choices come hardmode are very scarce, especially around Pre - Mech bosses. I feel like this would be a good implemention into the game to lessen the pain for all the true melee players out there. It also adds an incentive to people to farm the Spider Caves for something other than the summon items.
...credits to Sequence for the name idea.
Make godslayer revive reset healing potion cooldowns because the effect often occurs when the player has potion sickness. This does not occur in Revengeance+
Alternatively, have the post ML revives remove all buffs and debuffs, as if you have died and respawned in your exact location.
Add summoner and throwing variants to hard mode ores and bars, to give them a better time at the start of hard mode.
Make dried seekers spawn naturally either anytime in phm or after desert scourge
Clarify the rules in this channel specifically, it's strange that some of the things related to this channel specifically are in #suggestions-discussion. For consistency, it would be better if it were moved here, or at least mirrored in both channels.
Profaned Blaze Rocket
Idea: A post moon lord rocket crafted with 5 rocket 3's and Unholy Essence to create 5 at a hardmode forge.
Shot by any launcher and when it explodes leaves behind an AOE explosion that lasts 1-3 seconds
Why should it be implemented: Unholy Essence gets left behind shortly after providence and even then only for the arrows and bullets you make from them
Also there is no upgraded rockets( the bullets and arrows both are upgraded versions of other things)
This way there is an upgraded version of rockets too
Rising Bloodlust:
Late Hardmode Accesory
Every 2000 dmg deal you get a 1% dmg boost up to 15%
If you haven't dealt any damage in 1 second, the boost starts to quickly decay
You can stop the decay by dealing damage again
If it reaches 0%, your movement speed is severely reduced for 5 seconds
If it reaches 0%, you cannot get damage boost from this item for a short period of time
The amount of speed lost and time before you can get your damage boosted depends on what % you had
Death challenger
Mid Hardmode Accesory
Crafted at a Mythril/Orichalcum anvil
Materials: Bone key, 10 Chlorophyte bars, 5 living shards
If you take fatal damage you instead return to 20 hp
You gain inmunity to all damage and debuffs and high hp regen for 3 seconds after this effect has take place
2 minute cooldown
Buff Shadowflame Hex Doll
- Reduce Mana used
Because Shadowflame Hex Doll have medicore damage on progression but too mana used
Idea: buff/ slight rework of ravager 2nd fight, and REMOVING first fight with him
This makes him firmly a post prov boss, same tier as polterghast, and the SOLE SOURCE of bloodstone.
Killing it would let bloodstone ore spawn in the calamity biome, instead of a direct drop as it is now. This gives some added "exploring" gameplay in post ML content, which it really needs imo, while also technically adding more boss content post ml (although not really as you would fight him again anyway)
Get ready for a long one.
Remove the Papyrus Scarab from the Mushroom Shrine and instead make the Necromantic Scroll craftable in early pre-hardmode.
Why? Summoners have a hard time in the beginning of the game. Except for the Wulfrum summoner headpiece, there is no way to increase your max minions before you get the Sumoning potion/bewitching table or defeat Queen bee if you happen to not have a mushroom shrine in your world. Also, it’s a pain in the ass to find.
Remame astral armour to starmour
Make dash accessories override solar armor's dash, or buff it so that solar armor isn't crippled by a slow as hell dash, especially now that ataxia is less viable in later stages of the game.
Fix bloodflare mage since currently it cucks your damage from a bug. generally I want to save our mage playthroughs and I’m doing one right now and so is a fuckton of others so you should fix that to make it more viable than tarragon sometimes
though the bug was fixed it still does it slightly less (or either buff it)
Craftable Forbidden Fragments, made from victory shards, essence of cinder and maybe some amber. They’re used in quite a few component weapons and items and are really annoying to farm because both sandstorm summons need Fragments.
All-class armors should remove or lessen the summon damage nerf in Rev+. This is so multi-classers will have more choices and well, multiclass.
After defeating the Moon Lord, the spreading of all biomes, Hallow, Corruption and Crimson, is permanently halted.
Nerf cheesebow more by making it only able to use wood arrows. since some mods have tracking arrows.
Throwing Quiver
All consumable throwing weapons will not be consumed
Craft
Any consumable throwing weapon (3996) @ Crystal Ball
: Most powerful throwing weapons are consumable and its not comfortable.
New pre-Hardmode melee weapon: Downdraft
Launched Flail. Shoots out a flail head that fires feathers directly outward from the head; these will stop in midair and linger for a few seconds, spinning, before rapidly dropping to the ground.
Crafted with Aerialite Bars, Sunplate and Feathers.
Pre-Hardmode needs more melee weapons, especially because you're reliant on the Seashell Boomerang for a while unless you like yoyos. Let's fix that.
Profaned Helm
'Visions of the Profaned Flame are seared into your mind."
Profaned Breastplate
"The heat of the Profaned Flame fills your chest."
Profaned Leggings
"The Profaned Flame sets your footsteps ablaze."
Crafted with Unholy Essence and Divine Geodes.
Provides a damage and crit bonus to all classes and a movement speed bonus.
Set Bonus: "The Guardians of the Profaned Flame come to your aid."
Summons miniature versions of each of the Profaned Guardians.
The defense Guardian orbits around you, dealing moderate contact damage to enemies that get too close and dealing decent knockback.
The attack Guardian dashes at enemies and fires Profaned Flame projectiles.
The healing Guardian grants you increased life regen.
: Because post ML, there really aren't any all-class armor sets aside from Xeroc, which gets shelved in favor of Tarragon almost immediately, in my experience. Having another all class set allows for more flexibility and for people to change their loadouts on the fly more easily.
Give Ravager some sort of red background modifier, since all the other badass bosses have them, and i feel like it would enhance the overall fight. Hell even plaguebringer and levi have them and they're both before him
The World Shatterer
Crafted w/ Stream Gouge,Shark Tooth Necklace, 50 Auric Ore, 50 Yharon Soul Fragments, 30 Nightmare Fuel and 30 Endothermic Energy
Accessory
All weapons, regardless of class, do 10% more damage and ignore i-frames
Weapons that already ignore i-frames do 25% more damage on top of the existing buff
: I wanted to make a good all-class combat accessory for the end-game, and I figured ignoring i-frames would be invaluable on some weapons.
Thoughts are greatly appreciated
Reduce Destroyer’s Defence, DR or HP in rev and higher because of the new buff and also because of how much he is a tank. On top of that, you can’t really reduce its DR and it’s immune to all debuffs so it just takes a really long time to kill it
If it hasn't already been planned, perhaps adding i frames(or whatever its called) to fishrons sharknadoes similar to yharons firenadoes or DoT when they first spawn. The reason it should be added is essentially just like the reason it was added to yharon, they can get some some cheap hits if you aren't careful. Yes, the nadoes are smaller than yharons nadoes, so, to compensate, perhaps lowering the i frames to a more respectable level to make the nadoes completely useless
The Anti-Material-Rifle feels very underwhelming even with accessories to buff guns in general, so I believe a buff to the weapon (other than the crit rate) would be helpful for it. Because aside from trash enemies, the AMR is more or less a joke when used on any post DOG boss other than bumblebirb. Which everything kills bumblebirb, so it isn't even special there. So either a slight fire rate increase, a different special critical hit effect, or maybe even a completely different ammo type it converts bullets into could be both cool and useful.
Blob Wand
"It may be stuck to your hand"
21 Summon Damage
Dropped by Mother Slimes, summons a slightly smaller mother slime that can summon up to for baby slimes that don't take up your minion space, only the mother slime. The mother slime does no damage and over time the baby slimes dissipate, and the mother slime would make more
Why? Because pre-hardmode summon weapons.
Make clay able to turn into astral dirt.
As it stands, clay sticks out like a sore thumb more than usual in the astral biome.
Sticky Hand
Basicly Slap Hand, but a flail instead, does little to no damage and has a big range
A possible drop from King Slime's loot bag
Beacause I feel like a weaker long range version of the Slap Hand should be added because that'd be a helpful weapon during overwhelming situations
Sky Dungeon
*A sky island in the higher parts of the map, that contains useful traps, in large quantities.
Traps:
(All of them look like colored shells)
Breath Dial: A trap that forcefully shoots air that blows the player away or enemies away at fast speeds.
Impact Dial: A trap that occasionally releases a powerful shockwave that knocks the player or enemy back and deals alot of damage.
Flame Dial: Basically a flamethrower except you can get it at a early stage.
Axe Dial: A trap that constantly shoots out air slashes that pierce only once.
Jet Dial: A way powerful version of the breath dial, that can launch a enemy across the map.
Recipe: 3 breath dials, 1 soul of might, 10 aerialite bars.
(The breath dial and jet dial don't affect bosses immune to knockback.)
Reason: Even more useful traps for farming, and for convenient travel since the breath and jet dial can be used for travel when fighting fast bosses or get to places faster than a minecart.
The location of the sky temple: Make the airspace higher, above the central sky island.*
Add particles around bosses and boss servants that are invulnerable/have increased stats when they spawn (destroyer, devourer of thots)
This is so it's easier to tell when they become a threat or vulnerable.
Something to see your hidden stats, i.e health regen and damage reduction. Especially in cases where an item doesn't show what it's actual bonus is, it would be very useful to see your overall stats.
Nunchucks
I love how melee is organized into multiple weapon types. However, with Calamity:
- Swords and spears are fun for the true melee gimmick, but it's quite difficult to use true melee well. Projectile swords are fun too, but I feel like that shouldn't be the only obvious weapon melee has.
- Yoyos require control that you often don't have in a fight.
- Flails are few and far-between, and have so many different styles of attack, too many even.
- Boomerangs are shared with throwing class, making any advantage melee has with them also used with throwing class.
This combined means
To fix the suffering Calamity melee players endure, my suggestion is to make a new weapon type in melee, the Nunchucks. Long story short, these are like launched flails where they shoots out and back in, but instead of one of them coming out, two flail heads come out in an inaccurate spread, with about the range and speed of a Paladin's Hammer. Potential tiers Nunchucks could come at: Wulfrum, Aerialite, Statigel, Hardmode Ores (could get fun with naming these), Perennial, Chaotic, Cryonic, Hallowed, Terra, dropped from Plaguebringer Goliath, Solar, dropped from Providence, Eidolon post-Polterghast, Elemental. Stats for these will be posted later.
Meteor Mash
HM Meteor Fist like weapon
- Left Click : Acts like Meteor Fist, very slight piercing.
- Right click : The user dashes over a short distance, dealing higher damage than the left click attack. Releases star on enemy hit and grants a temporary damage boost. Unsure about if it should work like Asgard's Valor ram or like Shield of Cthulhu.
Why should this be added : Melee kind of suffers in early hm and doesn't have that many options for Cryogen. It would also give more reasons to explore the Astral biome early on.
(unsure about which color for the claws should be used, hence why the 2 pictures)
have Cryon enemies drop a few frigid bars, (either post cryogen only or even when not defeated).
It would still be more efficient to fight cryogen to get the bars of course
Reason: these enemies are highly un-noteworthy at the moment, giving them a drop that is normally boss only would make them more noteworthy.
Make Archmage sell Cryo Keys instead of Wizard, so it makes sense.
Awoken or Empowered boss summons crafted from 1 (boss summon) + 1 calamitous essence by hand. Summons the boss rush version of that boss with all AI changes, buffs, etc. Gives people a way to practice certain BR bosses without having to go through a ton of other bosses first. The summons are not consumable and don’t have biome restrictions. Killing these bosses drops nothing except maybe money. In the case of Wall of Flesh, it still has to be dropped in lava in the underworld. For Siren & Levi, make it crafted with various ocean materials or one of their drops or something since they don’t have a dedicated summoning item.
Big Stick
Pre-Hardmode True Melee Weapon
Wood (50+) @ Saw Mill
A gigantic club (roughly as long as a tree’s height) with abysmally slow swing speed. When swung, the Big Stick starts incredibly slow before accelerating as it reaches the end of its swing arc. Enemies may be hit multiple times per swing of the Big Stick. The player may not change direction, or switch weapons, while the Big Stick is swinging.
Evil Mace/Meatstick
Pre-Hardmode True Melee Weapon
Big Stick + Ebonwood/Shadewood(same amount as the Big Stick) + Shadow Scales/Tissue Samples @ Demon Altar
A corruption and crimson pairing of weapons based off the Big Stick, the Evil Mace being purple and spiky while the Meatstick looks like a giant slim jim, basically.
Both deal similar damage and have similar properties, though the Meatstick is slightly stronger.
Yggdrasil
Post-Mechanical Bosses True Melee Weapon
Evil Mace/Meatstick + Pearlwood (twice the amount of the Big Stick) + Hallowed Bars + Light Shards + Dark Shards @ Mythril Anvil
A "dao" esque weapon made with pearlwood and hallowed bars, meant to be the """final""" version of the weapon. Is now a twisting spiral of pearlwood and ebon/shadewood around a normal wood core. Significantly increased range over the other "stick" weapons, attacks faster, and has a chance to confuse enemies.
A craftable/obtainable armor/weapon in-game guide to give better clarity on armor/weapon progression (i.e. you make the PwnageHammer what is the next stronger melee weapon you make/get)
Boss summon is sold by their respective NPC (e.g. Truffle sells truffle worm)
Pitch Black Looking Glass
"Focusing the raw energies from a tear in the fabric of reality through profaned crystals humming with unholy power and converging them on a single point? What could possibly go wrong!?"
Made with the Last Prism, Dark Plasma, Divine Geodes, Profaned Crystal, and Cosmilite Bars.
Mage weapon.
Fires several beams of both profaned and dark energy in a fashion similar to the Last Prism, only with a longer windup before the beams solidify into one. As these beams converge, they start to react with each other, creating an AoE at the end of the beam instead of having the beam being infinitely piercing. This AoE pulls enemies not immune to knockback to the center of it and rapidly damages them.
: More uses for Profaned Crystal/more Prov based content, and it seemed like a fun concept for a weapon.
Small suggestion:
Remove the counter scarf red feet projectiles when its dodge is on cooldown, to give you a visual indicator that you won't dodge an attack.
Quality of life suggestion, but I think this would look quite nice in some cases
Bunk bed
Crafted @ sawmill w/ 10 cloth, 32 wood, 5 rope, alternatively you could use a workbench and use 2 beds, 5 rope and 2 wood
I think it would add more variety to the existing set of furniture
Maybe make it so that in boss rush, it gives you a bit of time before the big bosses (DoG and SCal, or just SCal, spawn) so that you can maybe heal at the nurse, or go to an arena that you have. The smaller bosses (EoC, EoW, Desert Scourge, WoF, bumblebirb, Providence, etc.) will still spawn immediately after the next. Maybe give like, a minute for the big bosses? Or at least 30 seconds.
If this is possible, add something like a cutscene at the start of the game, entailing the lore and history, while playing Tale of a Cruel World. I think it would be pretty neat to have something like that.
It could also be either togglable, or only play on the first world that is created, for pole who dont wan to watch it over and over.
Also, maybe someone in the higher ranks could make something like a calamity mod update trailer, showcasing the new things for calamity in the big updates, kinda like terraria’s 1.3 trailer. I think it would b pretty cool since I remember how hyped I was when I first watched the 1.3 trailer.
Special dialogue for the Drunk Princess NPC if the player has Siren's Heart equipped and has visibility turned on.
The Infiknife
where are you getting all these knives from
Basically an endless quiver for throwing knives. I also say it should be possible to craft infiknives up until cursed knives. Since the regular throwing knives are outclassed incredibly fast by other things.
The crafting is what you’d expect. 4 stacks of whatever knife. (Cursed knives needing 4 stacks of 99)
Make a longer cool down for the ravagers flame pillar attack before it deals damage since when you're running around dodging attacks it's nearly impossible to dodge. I might just be a noob though
Buff enchanted sword, starfury or meteor fist, melee's options are severely limited in pre-hm (seashell boomerang for most bosses, oathblade; both of which require click spamming)
Open up an art contest for community-created in-game paintings / add new cool custom Calamity paintings for decoration that are either craftable or naturally generated
Dual Pistol
We going to the wild west
10 Damage
Fast speed
No Knockback
Crit chance 4%
_Where to get: Gun Slinger after the eye of chtulu has been defeated for 30 gold
Hallowed Dual pistol
The legendary pistol once held by the best gunslinger
49 damage
fast speed
little knockback
crit chance 5%
How to make Dual pistol+10 hallow bars+3 of each mechanical soul
True Dualpistol
You are know the best gunslinger in terraria..or atleast
130 damage
fast speed
some knockback
crit chance 6%
How to make Hallowed Dual Pistols+ 10 ectoplasm+10 of each mechanical soul+3 bars of life
(PS. Stats are just my opinons, fabsol and calamity creators have all rights to change)
This has been suggested before, but imma suggest it again
Calamity slimes are currently unaffected by royal gel. Surely it should not be that hard to code, right?
Add something in-game for nohitters. Luckily for you, I have the perfect idea 
Add a Calamity item that is similar to a Minecraft book (hear me out before you start jeering).
This book will contain all of the successful nohitters, ranked in order of completion and organized by their mode.
It should also have a small message from such nohitters that they want next to their name, preferably 100 characters or less.
Example:
- John Page (Revengeance) - "calamity ez lol xd"
- Bob Trustie (Revengeance) - "gg!"
- Providence (Revengeance) - "why am i here"
(you get the picture.)
If it isn't too hard to code, make it similar to a HUD pop-up that a Minecraft book has when you open it. This way, if there are a lot of successful nohitters, there wouldn't be a problem of room. (I would assume that it's similar to a more simplified version of recipe browser). Otherwise, it could be a placeable item that can be read like a sign.
Tooltip: "In memory of those who had gone through hell and back. Place in a memorable location".
Why? well, I feel like nohitters should be given some sort of reward besides a role for the discord, especially since there isn't the option of nohitter weapons anymore. No, I'm not suggestion to let nohitters get their own weapons again since in my opinion that will be unfair to patrons that paid for their own weapons. Besides, it would be nice to get some sort of in-game recognition, right?
Flight time increase potion, possibly by a very minimal amount like 10% max or somewhat? Running out of flight time when dealing with a majority of post-Moon Lord bosses can lead to deaths at points, if you don't know how to manage it properly, so it would be useful to have a potion that extends the amount of flight you get with your pair of wings by a specific amount. To compensate for the usefulness and effectiveness of the potion on gameplay, it could be rather expensive, requiring perhaps more than 10 blood orbs to craft when using the orbs at an alchemist's table, or using a large amount of materials one would likely have to go out of their way to get more than usual, such as more than just a few feathers, or using more rare ingredients.
Litchy trigger finger
Accessory
“Severed finger of a legendary undead gunslinger. It still twitches”
Effect: removes auto-fire on all guns but makes rate of fire 2.5x faster (use time divided by 2.5)
In other words, the faster you click, the faster you shoot.
How to obtain: Small chance to be dropped by any dungeon skeleton.
Why it should be added: some people like playing without auto-fire weapons as it adds an element of skill to attacking other than aiming. This would allow that, and reward it.
Notes: added as an ingredient and effect of the Daedalus emblem (effect kept in elemental quiver of course, but toggled with visibility) (I reposted this after changing it, and then changed it again to nerf it, and then again because it was buried under walls of text)
Corrup/Crim/Hallowed Cnidrions
Their water spray is replaced by a cursed fire, ichor, or crystal spray, and they became harder ofc
on kill, they drop various resources from their biome; corrup drops cursed flames, worm teeth, rotten chunks, and possibly demonite and its accessories, crimboi drops their versions of those, hallowed drops crystal shards, unicorn horns, and pixie dust
they also drop their related souls and shards
https://docs.google.com/document/d/1PNB0s9RASIZ9IEe2t3V7YHRKGrioYl7A-hkn_q6NGU4/edit?usp=drivesdk
There didn't turn out to be any nerfs in this list, but the title sounds cooler as is 
Another warframe weapon, preferably the Dread.
800 ranged damage.
All arrows it fires can peirce through enemies.
Retains the effect of the arrow it fires, on top of adding the peircing effect.
(Im not super creative, so others can use this as a base if you want.)

Add an alternate fire to the ultra liquidator, and make it fire a stream like storm spray/aqua sceptre does.
why? with the name of ultra liquidator it makes sense to have the 'liquid element' and i think it'll be more enjoyable to use in certain circumstances.
Slime (Debuff)
Fire Debuffs do 25% more damage and the inflicted NPC is 10% slower.
Wet (Debuff)
Now puts out fire debuffs, and gives chilled debuff when in the Snow Biome
Why? I think that even if it still does no damage the slime gun could get more benefit and use, helpful for invasions, the wet upgrade could also make the Water Gun be used to stop town NPCs from burning or help a teammate in Mp, or inflict wet on something to slow it down in the Snow biome
Slime Gun Mk 2
Crafted @ static refiner w/ Slime Gun, 30 Purified Gel, 9 Hellstone Bar, 70 Gel
Inflicts Glued, basicly a buffed up version of slime
Why: The Slime Gun Mk 2 is basicly just a way of upgrading the debuff, making it more powerful, and alow enemies down more ao you can handle the bosses, or making your fire weapons stronger like Ichor
Shinobi glove:
Early throw accesory.
5 leather, 5 iron bars and a royal gel @ anvil.
Equipable.
When worn all throwables have increased 5% increased dmg, crit chance, use and projectile speed and a 10% chance not to be consumed.
Statis's gauntlet:
Upgarde to shinobi glove.
10 bones, 10 purified gel, 10 hellstone bars and the shinobi glove @ statis refiner ( or an anvil if the refiner its not allowed).
Equipable.
When worn all throwables will have 7% increase to all the stats increases by the shinobi glove and a 30% chance to not be consumed, non piercing thrown weapons explode if they dont do already.
Blackhole gauntlet:
Lunar upgrade to statis's gauntlet.
3 galactica singularities, 5 meld bars, 5 luminite and statis's gauntlet @ ancient manipulator.
Equipable.
When worn grants throwables a 10% increase to dmg, crit chance, projectile and use speed and a 50% chance not to consume thrown item.
Non pierce thrown weps explode if they dont do already
Thrown weapons inflict nebula flare (-35 hp/sec, that or nightwither).
Banaenaerang
Post-Plantera upgrade to Bananarang
Has a throwing and melee variant
Recipe: 10 Bananarangs, 1 Mangrove Chakram, 5 Living Shards, 1 Gypsy Powder, and 3 Trapper Bulbs.
Use: Throws a high homing, extremely high velocity Banaenaerang. Deals a good amount of damage, but has a considerably slow speed. Incredible knockback. Inflicts Stunned and Cursed Inferno.
Replaces Mangrove Chakram in Elemental Disk recipe.
Not a meme suggestion okay maybe the name a little but seriously a bananarang upgrade would be nice
Note: As pointed out, Bananarangs drop somewhat infrequently from Clowns, so upping the drop rate to something like 75% could be good.
Have it so the Astral Infection has 2 variants, the red & blue biome, and a purple & yellow biome from the older design. The colour of the biome could vary from world to world, much like crimson and corruption. Bosses and Enemies would also have colours to match.
Mercenary's Blade
"...And so he left, never to become human again."
Post Moonlord True Melee Weapon
Every color of Phasesaber (Blue, Red, Green, Purple, White, Yellow) + Divine Geodes
A cyan-white beam sword, thicker than most phaseblades. Has a large range, high damage, autoswings quickly and has much higher knockback than other phaseblades.
The blade comes with an additional function; if the user presses RMB with the Blade as their active item, they initiate an instantaneous dash, turning briefly invulnerable and harming enemies between them and the dashes' endpoint. This hit's knockback is directed towards the initial dashing point, rather than the endpoint.
This effect has a ten second cooldown. However, if the user hits an enemy during the dash, they may dash again for up to two seconds afterward. This free dash may grant the user one more dash, with the same two second timer for using it. However, whether or not the user hits or misses with these free dashes, the cooldown will start only after the two second grace period for a free dash has ended.
Why should this be added: Phaseblades are criminally underused in Calamity, due to the sheer amount of better options than them. Giving a better reason for crafting them, as well as granting their final product a stronger utility, I think would greatly improve Calamity's overall nonlinearity.
Metal Detector recipe:
Mythril Anvil/Orichalcum Anvil
Wire (10)
Hallowed Bar (5)
Emerald (3)
A modified Megaphone recipe. I think it'd be important to add this in because quite often, Nymphs either don't appear or refuse to drop it.
Edit: possibly add ~5 Spelunker Glowsticks to the recipe, maybe instead of emeralds; for the sake of functionality
Allow both throwing and melee versions of weapons such as the Elemental Disc be used for both variants of larger recipes like the Celestus
That way you won't need to start from square one if you mess up the ingredient types
Please just make a Roar of the Jungle Dragon music box
Allow the permanent hp and mana powerups (blood orange, comet shard, etc) to be used again after the first use with no effect other than changing heart/mana colors. This allows people to customize their heart/mana colors without having to use the powerups in a certain order.
Make the Wizard sell Magic Mirror and Permafrost sell Ice Mirror in hardmode.
Edit the crafting recipe of the illustrious knives so that the throwing variant of the empyrean knives is used to make the throwing variant of them. Having to use the melee version of the empyrean knives to craft either version of the illustrious knives doesn't make that much sense.
Make it lightly rain when the SCal battle starts, because a little rain can make a battle more epic, and it makes sense with the line "as all the blood melts into the rain" from Stained, Brutal Calamity.
Swap the colors of the mana stars from ethereal core and phantom heart (or just the second and third mana upgrades you use), if you follow progression order it makes more sense to have the purple core give purple stars and the pink heart give pink stars.
https://docs.google.com/document/d/1GW3lUOtkvDNKoP3ukqR0tpT4NSqet61vsAr8xsJ-p-U/edit
okay so this time it should be accesable without any restriction, as for the content, i didnt wanted to make a wall of text so i made a doc with the reason of my idea and how to craft the armor and its effects. simply put, a thrower focused alternative to xeroc cuz xeroc its multiclass.
Create a new document and edit with others at the same time -- from your computer, phone or tablet. Get stuff done with or without an internet connection. Use Docs to edit Word files. Free from Google.
I saw someone type this in #suggestions-discussion and i thought it would be a good idea so
Make Rage and Adrenaline upgrades change the color of the bar, just like mana and life upgrades. That way, it will be easier for people to tell if they are missing something or not, if they accidentally skipped a boss. It could also help people who just make a new character to test a boss figure out what they need. Overall, I feel like it would be a nice indicator.
If you die with Armageddon enabled, make the death message “[player name] got hit”, “[player name] was hugged”, “[player name] made a mistake”, “[player name] didn’t dodge”, “[player name] was game ended by [boss]”, “[player name] ceased to exist” or “[player name] didn’t prepare”
Dying Roar
"You cannot win"
Expert Mode Post-Yharon Accessory
Yharon Soul Fragment + Living Fire + Yharim's Gift
A burning corona, glowing red even in the player's inventory. While equipped, the player gains a bonus to damage, which scales as their health lowers, capping at 10% HP. This bonus bypasses Revengeance softcaps, however, there is no bonus whatsoever at max health. Additionally, a flaming aura is visible as the player's HP drops, though this effect is purely cosmetic.
Once per life, the accessory will prevent death. For three seconds, the player's HP is set to one, the damage bonus of Dying Roar is doubled, and the player is immune to damage. After these three seconds have passed, the player's HP and Max HP are set to 30% until death, and the damage bonus of Dying Roar returns to normal. Dying Roar still functions as normal, treating the player as if they were at 30% of their regular life for the sake of its damage bonus. Additionally, the cosmetic "burning" effect grows twice in size for the duration of the player's life.
Attempting to equip or unequip Dying Roar during a bossfight will kill the player, despawn the boss, and give the death message "[Player] was burnt to cinder."
Basicly this is a summoner weapon, but a accessory, there is the crafted one, then the "True" version gotten from King Slime's treasure bag in Rev, or possibly Death mode
https://docs.google.com/document/d/1bM33KZcZAduTzvxAy9DQz92hUSiFP4bovNDYHs8-b6E/edit?usp=drivesdk
Drinking Game
"Every time you die..."
Non-Consumable Beverage
Fabsol's Vodka + Caribbean Rum @ Draedon's Forge
A purple-ish bottle with two shotglasses beside it. Normally undrinkable.
Upon dying to a boss, the item becomes usable. The item applies a permanent alcohol buff randomly. This buff persists even on death. The item is then unusable until the player dies to a boss again, at which point they may drink a second time, applying another random alcohol buff. However, with each alcohol buff, the player's max HP is reduced by a small amount. (-10?)
These buffs may only be cleared by A. Killing a boss or B. Drinking Fabsol's Vodka.
Add projectiles for the Brimstone Crags, Sulfurous Sea, Abyss, and Astral Infection to the Biome Blades
Add a martian madness spawner using Martian Conduit Plating, Lihzahrd Power Cell, and Core of Eleum
I saw a suggestion a little while ago, that looked like a really good idea, but needed some explanation PACIFIST SUPREME CALAMITAS. Im not sure if this is possible, but I have a little Idea on how it could be possible. First, there will be 2 Scal summoners, a pacifist summoner, and a regular summoner. If the pacifist summoner is used, Scals dialog will be changed quite a lot, and she would have a poison effect the whole fight that deals the amount of damage as a exo-teir item, but any other projectilies will be reduced to 0 damage, the health bar will be removed, so that it doesnt look like she is being poisoned. Really the only changes to the fight are the dialog, and I know this is a really crappy way to make a pacifist fight, but, is it possible any other way? Edit: She will drop every drop she would drop in the normal fight, and maybe change Supreme Calamitas has been defeated! to Supreme Calamitas has been reasoned with!
Very cool suggestion. A role that you can request from mods/admins to be able to post images in general chat, with a penalty of a 🅱ig 🅱an if you mis-use the role. So that people who don't want to go through obnoxious image uploaders can post images. It would be a very nice thing to have.
Please notice the disclaimer regarding the image
https://docs.google.com/document/d/14RsFpwj-H_gXubEeH46bxPUQUemViZdQ_xOTIok_Cdk/edit?usp=sharing
Make Shadowbolt staff craftable from Ancient Manipulator as all of it's crafting materials do not require draedon's forge.
Make the Starmada, Alpha Ray, and Magnetic Meltdown crafted at a Draedon's Forge for consistency as they are the only two weapons needing Cosmilite that can be crafted at an Ancient Manipulator.
Make the Throwing Variant of the Empyrean Knives go towards the Throwing Illustrious Knives, as currently the Melee crafts both of them and it doesn't really make sense to have a gap in the crafting tree for the throwing class
Start naming updates in the way Minecraft does?
Personally, I'd like to call this upcoming one "The REEEEEEEEEEbalancing update"
hopefully this doesn't count as meme
On a related note, can we get an idea of what specifically qualifies as a meme suggestion?
I mean, sometimes it's obvious, but there have been times where I posted a completely serious suggestion and people thought it was a meme that's actually how I got warned 
Ichor, probably one the best debuffs in the game due to it's availability in hardmode and the fact that it isn't the Cursed Flames. Using the Golden Gun, Golden Shower, Bladetongue and Ichor Spear are very viable options for their role, applying the Ichor debuff. But they all eventually die off late-game, except for the Golden Gun/Golden Shower.
While the Ichor Spear and Golden Gun also are available for the throwing class, both do not pierce or have a good enough rate of fire to harm large groups of enemies (Blood Moon + other events). My suggestion is a non-consumable Duststorm inna bottle-esque Jar of Ichor that spreads clouds that inflict Ichor for a while. This would have to at least be after the Mech bosses in order to validate the other items whilst being in it's own reusable tier for throwing classes. I'd say that the debuff would have to be about 7-12 seconds in order to promote the other items qualities, such as the damage docking elimination of the golden gun in Expert+, and the magic damage of the Golden Shower.
An idea for the crafting could be a Flask of Ichor(15) + Tsunami in a Bottle + Hallowed Bars/Living Shards/Any tier item.
Definitely not Jarate
Call me crazy, stupid or whatever you like, but I genuinely am suggesting a mercyful option for the game. Like SCal said, the world was somewhat fine in its own twisted way before the player came along. You would still have to fight the boss, but instead of killing it you would just damage it until a certain point and then try to convince it into sparing you. For an example for the desert scourge, you would have to get it to follow you to the ocean to bring it back to it's home perhaps. Special scenarios like that would make you able to win a fight without acctualy having to murder these creatures. But perhaps you couldn't be merciful with every boss. Some creatures just can't be saved.
Make Aquatic Scourge drop Essence of Cinder, so he doesn't become the only Mech Alternative that doesn't drop an Essence.
Poner el mod en español 
Berserker Rune
Boss AI is changed so that it's much easier to use true melee
Bosses take 1 damage from non-melee attacks and have increased defense against non-true melee attacks
Found in Starter Bag. Can be reversed. Makes melee a more fun class to play.
Give a own theme for Boss Rush ?
Dagon
"God of the Sea"
Hardmode Classless Weapon
Bladetongue + Toxikarp + Frost Daggerfish + Crystal Serpent @ Mythril Anvil
A grotesque amalgamation of four different kinds of fish, Dagon is intended to be one more tool in a summoner's arsenal, akin to the Golden Gun and Lunic Eye.
In keeping with its theme of "fish combined", Dagon combines the attacks of all four of its components into one singular weapon.
A. The weapon autoswings like a melee weapon, damaging enemies and spitting a stream of ichor when an enemy is struck this way. This stream of ichor does lower damage but inflicts ichor debuff.
B. If a target is hit by the melee attack, a stream of bubbles rises up from beneath the ground, lightly homing in on enemies and dealing moderate damage on contact, inflicting poison as well.
C. If no target is hit by the melee component of Dagon, five frost daggerfish will rain from the sky to home in on enemies.
D. If no target is hit by the melee component of Dagon, a pink stream of energy is fired from the weapon, functioning identically to the Crystal Serpent's projectile. This projectile will, however, apply Marked For Death on hit.
Why this should be added: More options for summoners to use, I feel, would greatly improve the experience of playing one. Additionally, this weapon has two seperate "modes" to it. The user could opt to stay in melee range to benefit from A and B, gaining a significant increase to their damage output but putting themselves at risk. Or they could play it safe with C and D, hanging back and staying safe.
Dagon ignores I-frames, simply because there are too many low damage projectiles to justify them triggering immunity.
Astral Knurl
Drop from Atlas in Astral Biome
A clump of stardust, dirt, sand and snow, with their colors slowly changing to the astral's trademark dark purple.
Increases health regen, grants a light amount of damage resistance (5%), grants 30health, and causes the user to emit light. Their left side will emit orange light, while their right side will emit blue light.
Iron Rings
Throwing Speed: Fast
Stolen straight from the Highest of Native Gods
The Iron Rings is a Hardmode Post-Golem Throwing Weapon crafted from:
~25 Iron Bars + 8 Beetle Husks + 3 Living Shards + 3 Cores of Cinder
This weapon throws at an arc and bounces 3 times before exploding into 2 smaller versions of the rings. When hit by this weapon, the target will be inflicted by Ichor for 8 Seconds (4 seconds if hit by smaller rings).
Why should this be added?: Throwing is in a serious disadvantage come Hardmode, especially around this stage. This weapon would give the poor class a better time against all the Duke Fishrons and the Lunar Pillars in the world.
Give Ravager's Flame Pillars a better tell
Soul Chain
You seem rather... attached.
Teleports you to your last location of death. Can only be used to do this once per death.
You’d get this as a rare drop from skeletons post plantera. Non consumable.
Spiced wine sold by princess during christmastime
Star Chitin
Hardmode Material
Dropped by enemies within the Astral Biome
A chunk of purple shell, fractured and broken.
Soul of Plight
Hardmode Material
Dropped by enemies within the Astral Underground
A soul-style drop. The soul is a deep purple color, and it is circuited by two orbs which are blue and orange.
Why should this be added: The Astral Biome needs more content! It's a fantastic biome that needs to be extended and expanded, and granting it materials needed to craft astral-themed items (akin to vanilla hardmode biomes as well as the abyss) would do it well. I would suggest items that these two things could craft as well, but I feel it's more important that the materials themselves be included for other items.
Make the center eye on the moon lord open up more often after the other eyes are killed. No one likes playing a waiting game.
Make Infernal Catharsis Rebirth play from the start in Yharon's bossfight, instead of the part that was played when Yharon reached his 2nd phase.
EDIT: to explain it better
Infernal Catharsis R plays when Yharon is summoned
But it starts at the remade part from the og song
I Think it should start at the beggining of the song
Voidblood
Permanently increases maximum mana by 50
Made from 10 ruinous souls + 15 bloodstone cores + 5 reaper teeth + 50 voidstone + 30 lumenyl at an ancient manipulator
Turns your mana stars black. Serves as a fourth permanent mana upgrade since there are four permanent hp upgrades. Looks like a cracked container of black liquid.
Yharon should get a resolute. Although his sprite is good it's the exact same as when I first saw it over a year ago and his sprite isn't nearly as good as the resprited bosses
Beetle-Armored Multi-Chakram
Melee / Throwing damage boomerang which is a direct upgrade to the Mangrove
Chakram. Autoswing + Piercing. When used, three chakrams are fired. Can be used
multiple times
Recipe: 5 Beetle Husks + 10 Perennial Bars + 1 Mangrove Chakram
Reason: Throwing class is undersupported near Cultists + Pillars
The eyepatch should only cover one side of the charecter when worn
having both eyes patched isn't a brilliant battle plan.
Make it so that when the Slime God Core is defeated, it doesn’t say ‘Slime God has been defeated!’ and move it to only say until all the slimes have been defeated.
Revert the Alluvion to how it was before v1.4
As of now, the only way to get Typhoon arrows, sharks, and tornados is to use wooden arrows, but unlike most other bows that received this change, the Alluvion does not convert all of its arrows. Similar to the Monsoon, which kept firing its arrows along with sharks and tornado arrows, the Alluvion should be able to do that as well.
When comparing the Alluvion and Phangasm with Vanquisher arrows, Phangasm consistently had a higher dps. v1.4 nerfed the Alluvion in a way it did not really deserve it. While wooden arrows allow you to have special effects, the Alluvion lost a lot of its charm and often still seemed to have a lower dps.
Repost that got 32 stars
Reposting this because the original suggestion got 47 stars. Now I'm back with a fugly sprite.
Dystopian Sais
Melee/throwing weapon, post-Cultist upgrade to the Flying Knife
"It will come like a flood of pain, pouring down on me!"
Appearance: A set of 2 sai daggers powered by Lorentz force, the blades glow a faint purple energy. A red band is attached to the other end of the handle on both sais. Monsoon wields these in Metal Gear Rising: Revengeance.
Function: Throws 2 sais which follow the cursor when left-click is held down, similarly to the Flying Knife. One of the sais orbits closer to the mouse, while the other one orbits further away. The sais inflict Shadowflames on hit. This makes it an effective weapon for DPS and crowd control.
Crafting recipe: The Flying Knife, the Shadowflame Knife and 10 Nebula Fragments at the Ancient Manipulator.
Why it should be added: The Flying Knife is a very fun weapon to use, but it often gets ignored/discarded quickly because there's a ton of better weapon choices. This upgrade offers a very effective weapon for both warriors and throwers to fight both the Celestial Pillars and the Moon Lord. It's also a MGR:R reference, I know you guys love those.
DISCO BALLDOHR
Rock breaks scissors...?
Throw a lifeform bedazzlement stone
What It Does: Thrown weapon. Flings slow moving technicolor BOHLDOHRs that fly straight for a few seconds before steadily falling, and fire rainbow lasers with slight homing in a radial spread as they move. Low use time to prevent lag from projectiles, but the central projectile itself does heavy damage.
How It's Obtained: Dropped by BOHLDOHRs after Golem is killed with a 10% (15% on Expert+) chance.
Why it should be added: Right now, the BOHLDOHR enemy (despite being loved by the community) has no unique drops save the Syntax Error, which seems like a waste of an enemy. At the same time, Thrown sucks ass post-Golem/pre-Moonie, so adding a new tool for them would help mitigate this.
(Plus, it's a disco ball BOHLDOHR.)
Chronolline
The pulse of time itself resonates within the hilt
Appearance: Crystalline, but with a more elaborate design - the hilt now has a notable Forbidden/Ancient-esque design, and the blade is partially mechanical, with wires visible running through it.
What It Does: Throws out a blade similar to the original Crystalline that emits four copies of itself after a certain amount of flight time (if it hits an enemy, these blades are emitted on the spot). The blades fly out, unaffected by gravity and passing through blocks, up to a certain distance, then turn and 'rewind', retracing their path back to the split point, contacting each other and exploding. The central blade does not pierce enemies, but the split blades do.
How It's Made: Crystalline + 1 Forbidden Fragment + 10 Martian Conduit Plating @ Hardmode Anvil (note: this replaces Crystalline in the recipe for Celestus. note 2: conduit plating is available early hardmode from the Shockstorm Shuttle enemy)
Why It Should Be Added: Throwing has a hard time early hardmode and deserves more viable options. Also the Crystalline is a cool weapon and I don't think I know a single person here that doesn't want an upgrade to it.
Buff typhon's greed as it's pretty much the only abyss weapon of its tier that is useless: it summons few projectiles, which do poor damage, the homing isn't great either. The other weapons all are fairly interesting and viable while this one is left behind, it'd be cool to have an usable weapon with this swinging style.
Astral culex, or Sightseer pet dropped from astrum deus or astrum aureus, or maybe a rare drop from the enemies there...?

Suspicious Looking Apple
Mount item that summons a horse (can just be the unicorn sprite but brown and without a horn). Functions like the unicorn, just with a slower speeed (maybe 45-50mph) and probably not contact damage, though it could have a double jump for mobility's sake.
Obtainment method: Could be sold by the Merchant post-skeletron, or have a chance to drop from any boss. Alternatively, it could have a low chance to drop from any enemy in a non-corrupted/snow/crimson surface biome (just a normal, green, forest biome).
Why: There are very few pre-hardmode mounts, and this one would be pretty easy to make as it would only require minor editing to preexisting sprites. This would also allow a good method of high-speed land travel in pre-hardmode.
Draedon's Heart Overhauling
5 defense
8% increased damage
4% increased critical strike chance
Gives immunity to Horror debuff
Rage gives over time, depends on wearer's life regen
On hit all adrenaline might be released into damage bonus, up to 100%
On lowering wearer's health endurance slowly increases
Attacks inflict Burning
With a decrease in hp to 0, the wearer is heals random number of hp, but is deprived of 20% of max hp
If at the next imaginary death, max hp is less than 40% of the usual, the wearer finally dies
On final dying max hp return to normal
"Nanomachines, son"
New abilities inspired by abilities of Senator Armstrong from MRG:R.
gotted 67 stars, but doesn't send to devs, strangely
Add lake planetoids . They look somewhat like a crescent moon made out of dirt and stone with water settling on the semicircular depression. I proposed this because the sky lakes were yielding no sky-specific quest fish (and sky crates). Repost, my suggestion only got 45 stars.
Calamitas' Challenge
Are you sure you want to go through hell?
An item that brings back the SCal hitcap. Can be activated and deactivated.
Depending on what mode it is used, it adds the hitcap back of that respective mode.
Recipe: Nothing at a Dreadon's Forge(?)
Reason: SCal is challenging with her damage buff, but with the hitcap option it makes it even more challenging to people who want to fight her with the hitcap plus damage buff.
Alternative Rage/Adrenaline
This alternative version of Rage and Adrenaline would focus on the more defensive side of combat, instead of the ability to multiply your damage to points where it is capable of skipping phases.
Rage (Alter)
As your Rage charges, your HP regen will increase with it, when it's full, it will trigger a full HP heal.
Adrenaline (Alter)
When toggled, it will render you invulnerable to all damage and will infilct a small-AoE bullet cancel to the player once it wears off.
Why should this be implemented?: As of currently, Rage and Adrenaline are two very powerful mechanics capable of skipping entire boss phases. While this may be useful to a good amount of people in the community, some people like playing safe and they want to take as little risks as possible when fighting bosses. This new Rage/Adrenaline can give exactly that to those players.
Add map visuals for the Profaned Guardians during the Providence fight
They already got visuals for their individual boss fight, why not during the Providence fight too?
Rename True Shadow Scales (The Hive Mind's drop) to Flawless Shadow Scales.
Reason: "True Shadow Scale" sounds kind of awkward in my opinion.
Give the Perforator worms their own separate healthbar.
It makes it easier to tell when they spawn based on the hive's percentages, and it also lets you know how close you are to killing the worms.
make able to fight the perforator worms while you are in a Crimson floating island
Reduce the King Slime's damage to 25 on normal mode. His high damage makes the boss quite punishing combined with teleportation.
Gorgon's Spite
Hardmode Accessory
Drops rarely from Medusas
A bundle of arrows, split at the shaft, their tips serrated to look like snake's teeth.
Increases ranged damage, ranged velocity, and grants a small-ish chance to not consume ammo.
Gorgon's Spite has a toggleable feature. When activated, the user's ranged damage is dramatically reduced. In exchange, their ranged weapons fire two additional projectiles per shot, in a tight formation with the original projectile/s. This is more effective on weapons that have lower projectile count; for example, a minishark would fire three shots at once, whereas a halibut cannon would only fire an additional two shots in its mix of around thirty bullets.
Suggestion for DOG, after defeating phase 1 and all his minions there is a 20-30 second period of nothing to fool the player that the boss was bugged for not dropping a treasure bag or to make them think they won to surprise and ambush the players.
Starmageddon
Vaporizing everything from Polaris to the dark side of the moon
What is it: An upgrade to the Starmada. It would shoot a beam similar to the Last Prism as well as a ton of stars (similar to starmada but higher damage and more of them). It would look similar to Starmada but it would be bigger and Darksun themed.
Why should it be in the mod: Starmageddon would provide rangers a gun to use for Yharon phase 2. Currently, after Yharon phase 1 guns become mostly irrelevant to bows. I believe Starmageddon would help alleviate this.
Crafting Recipe: Starmada, Minigun, SDFMG, 10 Darksun Fragments, 15 Phantoplasm
A gun counterpart to the Heavenly Gale/Photoviserator
All the bows seemingly combine into each other, ending in the badass Heavenly Gale and Drataliornus , but the guns don't have anything like this. I think it would be awesome for a bunch of the hardmode guns to combine into one epic post DoG gun, similar to the Heavenly Gale or Photoviserator.
Make perforator worms spawn higher up compared to the hive. This would allow easier farming of ichor on corruption worlds.
Currently, the Perforator worms spawn too low and instead chill below the Crimson island, making it impossible to kill the Perforators without extending the island.
Buff the Rouge Slash and make it more unique. Right now it's just a generic "pierces walls" spellbook, and it's severely underpowered. It's hardly even connected to the boss it drops from, it just has bumblefuck's colors slapped on it. Something this late into the game shouldn't be THIS useless.
Grand Finale
“Show me a good time!”
Crafted from Slag Magnum, Shredder, Onyx Chain Blaster, Aeries, Celebration, Starmada, Elemental Blaster, SDFMG, 5 Nightmare Fuel, 5 Endothermic Energy, 5 Cosmolite Bars, 5 Darksun Fragments, 5 Phantoplasm, 3 Yharon Soul Fragments, and 25 Auric Ore.
A large multi-barrel cannon that shoots out many types of projectiles.
Orange stars pierce through enemies and ground and explode on contact
Green Cursed Fireballs home in and inflict many debuffs
Blue lasers bounce off of tiles and pierce enemies
Teal rockets leave lingering explosions
Based on Eldiloft’s suggestion.
Sprite here by @flint sapphire : https://cdn.discordapp.com/attachments/465195069406707722/518909746670075924/Grand_Finale.png
Front Gate
"In the shadow of death valley, you shall fear the apostle of darkness!"
Crafted from Shadecrystal Barrage, 10 Souls of Night, 3 Pumpkin Pies, and 5 Demonic Bone Ash
Shoots out large, black crystal projectiles with white particles that pierce twice
Inflicts the 'sugar' debuff, which reduces enemy attack while they move, up to 10% based on velocity
the shadecrystal barrage is cool and I think it needs an upgrade, also a reference to a good game no one knows about so that's cool
Barnacle on a string
40 damage or more, works as a yoyo and has a range of 10 tiles or less
will deel the crushed depths debuff on hit
found in abyss chest
why: I'm doing a yoyo playthrough and i realized when i get to slime god, how do i beat it?
Supreme Mana Potion
Restores 400 Mana
Crafting: 10 Super Mana Potion + 1 Meld Blob @ Ancient Manipulator = 10 Supreme Mana Potion
Nerf White Wine to only heal 150 (Can be adjustable but less than 200) Mana rather than 400 mana.
At the moment, it completely renders Greater and Super Mana Pots useless by giving a superior mana amount and giving a 10% buff to magic damage. It would also make Crabbar's suggestion for Supreme Mana Pots actually useful.
Make Boss Rush bosses unable to deal contact damage for 1 second after spawning, some of them have spawned on top of me without warning and instakilled me.
So, this is just a tiny little suggestion. Please take like 4 seconds out of your life to read it. https://docs.google.com/document/d/14aCgfALHfpNjRvFOl1jzWkv6L-BtI_FTKpIStsc2Rvw/edit?usp=sharing
Improve omega biome blade homing abilities
As of now omega biome blade can be a bit weird to use, main reason being the fact that if you miss your target slightly the projectile wont be able to hit stuff like the profaned guardians before your adrens runs out because of bad homing
Even if this means reducing the damage or whatever it would be cool to at least be able to hit stuff when the thing is supposed to be homing
add a cinderplate crafting recipe
Raise Supreme Calamitas hitbox upwards so its actually centered. I realize all terraria hitboxes must be squares or rectangles, but atm her hitbox is much too low and can lead to some cheap hits because of where it is relative to scals sprite. Here is a video i made testing and finding the borders of said hitbox: https://youtu.be/tZCl-hsA72Q
Suggestion: change the Pillars into tough monsters that need to be fought to bring about the Munlorde instead of running that god-awful gauntlet. The existing monsters work similarly to Providence's profaned guardians, they must be killed off to enable the player to damage the monster that represents the pillar. On death the pillar monster still drops the appropriate celestial fragments (compatability with Thorium and Shadows of Abbadon (Sacred Tools) may be an issue)
make it so that final form doggo disables mounts again
Royal dice:
"ALL BETS ARE OFF!!!"
A small white and purple dice, designed with elegance and worthy of a king.
Sold by the party girl at nighttime,
Use to roll the die, upon rolling the die there is a chance of either 1 of 4 effects will happen:
Lucky throw: player is restored to full health and mana and rage and adrenaline meters are full charged instantly.
Bad throw: all currently alive bosses have their stats boosted.
Cheater: spawns a random amount of enemies also picked up randomly (cannot spawn bosses).
Safe throw: nothing happens.
Why it should be added?: i really like the "try your luck if you want to live" idea, also little reference to cuphead.
(CAN ONLY BE USED IF A BOSS IS ALIVE)
Astral Punch
Throw the stars at them!
Shoots 2 punches that leave a stardust trail that constantly damages an enemy
When a punch lands on an enemy or on the ground, it has the chance to explode, leaving a damaging aura around it for 2 seconds
Right click to shoot a barrage of punches into an enemy
Item Recipe: Golem Fist + Meteor Fist + 50 Ectoplasm + 100 Stardust
Why should it be added: flail-like weapons like harpoon, sunfury (?), chain knife, etc. are kinda sucky post golem, and those weapons can be quite handy in a boss fight, or just for crowd control in events. and also just for making an upgrade to that weapon that, like, no one uses or crafts
Please stop the Granite and Cosmic Elementals from damaging you when they retract into their cores. It seriously sucks to be fending one off then to have it suddenly accelerate both forwards and downwards, killing you instantly if you're on anything below 70 health (which, pre-EoW/BoC and especially on Defiled, is likely to be a lot of the time) despite being a ball of rock. They even damage you when they're lying motionless on the floor as useless lumps, so the damage isn't just down to their momentum (like a Boulder).
Skeleton Key
"The spooky aura of the dungeon can be felt in this key"
Crafted with: 10 golden keys at a Bone Welder
NOT Consumable
Opens all golden chests and fished up dungeon boxes
Creators notes: Recreation by @tawdry condor
Make Gizmo Pack items ie. Brick Layer, Paint Sprayer, i.e. craftable
: Cause no one likes to wait for a Traveling Merchant to arrive only to find out he sells team blocks and a Crimson Cloak.
Buff blood pact in one of 2 ways-
Either decrease the crit chance or lower the crit damage. Currently, it’s risky as hell to use considering the amount of damage you can take, and is more risky as the critical strike chance can unexpectedly hit you around 4 times in a row if your karma is shit.
Starter bag change:
Instead of copper, either make the bag give the player lead/iron tools and basic weapons OR make it give you iron/lead bars, lots of them.
why? :
In all honesty, its logical that your starter tools will suck but copper tools are a plain abuse in the matter of being bad.
The ore or the bars you get would change depending if lead or iron generated in your world and it would be way more helpful for a starter boost than just giving you copper tools.
EDIT: reeeee-post
Eidolic Crescendo
"Such a pleasant voice. It almost makes you forget you're in a video game."
Made with Eidolic Wail, Cosmilite Bars, Phantoplasm, Depth Cells, Lumenyl, Tenebris
It would just be an upgrade of the Eidolic Wail. Maybe more projectiles (2-3 as opposed to 1) and they grow to max damage faster. Also faster projectile speed.
Why: The Eidolic Wail is a unique weapon and an upgrade would be nice to make it more viable against individual targets by being able to do max damage quicker.
Revengeance/Death Cap changes/additions
In general as your stats increase (Damage, DR, Crit chance & Regen) The effectiveness of the stats are DECREASED
For defense, The effectiveness is INCREASED as you progress through the game.
For the full idea (With calculations and everything)
https://docs.google.com/document/d/1tGSaEECTfWeJ5MTvlR20cqwf58es3NvHtIjnPhoddKk/edit?usp=sharing
Fake Orchestra
"Well, where's the real orchestra?"
Recipe: Magical Harp, Siren's Song, Chlorophyte Bars, Lumenyl, Depth Cells
Fires a mix of gold and dark teal discordant notes
Gold notes do 10% less damage but heal you for a fraction of the damage dealt, but otherwise act identical to notes from the Magical Harp
Teal notes home slightly while moving but otherwise act identically to the notes from the Siren's Song just with higher damage
Magical Harp doesn't have an upgrade at the moment and yet another OFF reference
Considering the primary crafting ingredients of draedon’s heart and only 1/3 of them being integrated, combine the effects of laudanum and stress pills together into the accessory to not scam you of your rare drops.
Perforators should spawn right inside their Hive, onscreen. This would make more sense since they live inside it, AND fix the bug that causes them to spawn on the surface when you fight the Perforator Hive on an evil island.
New Plantera drop:
Venus Fly Trap
Melee damage
Works like a Piranha Plant in Mario Kart 8, when held, it shows you holding a pot with a venus fly trap in it. When you click, it flies towards your mouse pointer up to 8 tiles, and can pierce enemies and blocks.
: Seems like a cool weapon that would be great for lots of enemies
Add a little break between every different boss phase music. It's kind of disruptive when you hear one melody and it changes to another without a good transition or at least a 1-3 sec break.
Turn the Demon Trophy to a difficulty related item or massively increase what you get from using it while adding new ones. Having only a permanent x1.25 spawn rate (ignoring all other spawners especially Mr. Gamebreaker Zerg Potion, which you probably have an large bulk of by the time WoF dies to alleviate early HM hell) changes absolutely nothing to the gameplay whatsoever and is basically a trash consumable.
the drunk princess should sell cuba libres (rum and coke), it feels odd that the princess doesn't sell such a common and popular mixed drink, where she sells other somewhat lesser known mixed drinks. the effects could involve gaining a temporary defense, and movement speed boost upon picking up coins on the ground (giving it use in the moon events where coins drop aplenty) but reduced crit chance for projectile weapons, by approximately 5~10%
Scottish rum:
+25% damage with explosive and true melee weapons
+10% movement speed and jump height
-8 defense
-10% damage reduction
Sold by the drunk princess always and the demolitionist during hardmode blood moons
(Stats are just a suggestion, it’s up to the devs of course)
“Boom Boom baby!”
To help rocket launchers and a few other weapon types and for a TF2 reference
Make Pink Jellyfish have a 50/50 chance to drop 1-3 pink gel, because there are things you can use pink gel for, but it can be hard to find a Pinky. Like my playthrough for example, I haven't found a single Pinky and I'm in hardmode. I just want pink gel to be easier to obtain.
"Mini" Boss 30% drop in Revengance mode: Spawns a mini boss pet of what you had just battled (i know its a load of work but its a wish lol)
Lorentz Cannon
Coin Gun, Titanium Railgun, Electrosphere launcher, Cosmilite, and one of each of the sentinel’s crafting material drops.
Fires an high damage, instant velocity beam which explodes on impact, spraying the area in sparks, giving an AoE effect similar to the Electrosphere Launcher. Uses bullets and coins as ammo, but gold coins+ deal higher damage.
Heads or tails?
Meant to give those lucky players something to do with their coin gun, other than stash it away to look at it later or put it up on a rack. With the upped damage for gold+ coins, those playing rev will be rewarded with higher damage, due to the increased amount of cash you get. But, those in lower difficulty modes still get to use it, but without the boosted damage, making this weapon a little easier to balance given that bosses in rev+ are much harder than normal and expert.
Nerf Sand Sharknado Staff. Obtainable just after Duke Fishron and honestly destroys the Plaguebringer Goliath, Ravager, and Lunatic Cultist. Does twice as much damage as the Stardust Dragon, and 4 times as much as the Stardust Cell (against a single super dummy) (all with the same gear of course, and 11 summoned minions). Way too overpowered in my opinion.
Buff Vanilla wings so they can fly quicker
why: to make them non useless in boss fights
Buff the Flying Dragon and Influx Waver so they are on par with other swords of their tier such as the Hellfire Flamberge.
A simple damage increase could suffice like how the Terra Blade was buffed
Charred Armor
A throwing-based armor for mid-HM that gives protection relatable to adamantite and various throwing buffs.
- Currently, using mixes of PHM armor is non-viable against Calamitas and virtually the only thing you can do at that very time. It would be nice to see throwing get a bit more of attention here to make it more viable. Plus, there isn't even an armor set for Charred yet, rendering the ore itself useless for another faction of protection.
(Addition to @halcyon elbow 's suggestion)
Omega Mana Potion
Restores ALL mana
Crafting: 1 Supreme Mana Potion + 10 Blood Orb @ Draedon's Forge
Why it should be added: There's already an Omega Healing Potion, thus, it needs an equivalent.
Also, this is a much smaller suggestion, but: remove Lul, please. Even though it's a joke item, nobody uses it and it only serves to irritate players whenever it's picked up.
A bestiary. Or at least a proper way to read the lore. Pwease.
Make it so killing Calamitas also triggers Post-Plantera Dungeon
Reason?: Both these bosses are sorta on the same pedestal, so why not have both of them advance the progression?
Starry Night
Throwing weapon dropped by Astrum Deus
Throws out a boomerang projectile that travels pretty fast and can go through blocks. The boomerang projectile leaves behind a trail of mini-Astral Mines that hover in place and explode after a couple of seconds.
- Astrum Deus doesn't drop any throwing weapons, and none can be crafted from Astral Ore, thus making the fight somewhat useless for throwers, and throwing class also kinda sucks at the mid-HM stage, and another weapon for PBG and the others would be good.
An upgrade to xeroc armor once the boss xeroc is added (I’ll suggest a specific idea for it another time if people like this)
The D-20
A yoyo that can be crafted after the Sentinels, resembles a D20 dice.
Launches a controllable yoyo which stays out indefinitely as long as the user holds down the attack button/key, and deals damage dependant on Random Number Generators, ranging from 1-20. The RNG will choose a new random number each time the yoyo hits a target. Numbers 1-6 will make the yoyo deal standard damage with no extra effects. Numbers 7-12 will cause the yoyo to deal slightly increased damage, and launch a few extra projectiles upon impact, that home in on enemies, but do not explode or pierce, to save i-frames. Numbers 13-17 will make the yoyo launch many more projectiles on impact that home in to the target and apply Godslayer Inferno debuff, as well as Ichor for short amounts of time. Finally, numbers 18-20 generated in the weapon's code will cause the weapon to spit out short distance travelling lasers in random directions and make the yoyo itself completely ignore i-frames for a short time (approx. 3-6 seconds, possibly dependant on which exact number is chosen between 18-20) AND never "bounce" [take recoil] when hitting an enemy, in order to make the most out of the i-frame ignoring benefit it gained.
Crafting
- 5 Phantoplasm, Solar Flare (yoyo), 2 Twisting Nether, 2 Dark Plasma and 3 Armored Shells, at an Ancient Manipulator.
I thought of this as a post-sentinel tier yoyo that players could use on DoG in a playthrough, despite the recent lacerator buff mentioned in changelogs. I also wanted to add a yoyo around this part of the game, even if it didn't "fit" with the more serious design of other weapons. I also liked this idea as it adds a fun factor of RNG to the yoyo which is rare to see within the mod. Any of these stats, whether it be the sections of random numbers, crafting ingredients, damage output, or their effects can be freely changed by the Devs. (no preliminary damage values were added)
Astral Brick update to match new ore and gearset pallet and sprites.
Reality Riftlance
Exo tier spear
Thrusts out at fast speed. Once thrust, it has an equal chance to fire a laser beam straight forward, fire a spread of spear-shaped beams that can either home in on enemies, explode on contact, or cause heavy DR reduction to enemies, or swing in a curve and create a giant slash that ignores immune frames.
If you hit an enemy directly with the spear, you will be healed for 10 life and cause an explosion.
Crafting
1 Marnite Spear
1 Heart Rapier
1 Earthen Pike
1 Gilded Proboscis
1 Banshee Hook
1 Elemental Lance
5 Nightmare Fuel
5 Endothermic Energy
5 Cosmilite Bars
5 Darksun Fragments
5 Phantoplasm
3 Yharon Soul Fragments
25 Auric Ore
Brimstone Crates: Fishing in the brimstone crags may get you one of these crates that can contain some charred ore or chaotic ore depending on the world difficulty, it may also drop some items that are brimstone themed
Celestial Warriors
Post-ML Enemies
Upgraded versions of Posseded Armor with unique abilities.
Solar Warriors dashes to player and strikes this by the Meowmeres.
Nebula Warriors teleports on hit with the Nebular Arcanums shooting.
Vortex Warriors creates a portals, was shoots a barrages of luminite bullets and arrows, also it jumps higher, that other Warriors.
Stardust Warriors summons a Star Cells on taking gamage.
Drops: respective 2-3 celestial fragments, 4-7 Luminite, Psyhotic Amulet with increased chance, random early-hm accesssory.
Make the Determination Breaker a toggleable item instead of an accessory.
Currently, it not only removes i-frames and insta-kills you in lava, but it also takes up an entire accessory slot. This puts you at a even bigger disadvantage than if it just removed i-frames.
Lihzahrd Expansion
The Jungle echoes with the sounds of hissing and hammers...
A massive expansion to the content of the jungle, either post-Yharon or post-PBG. The general idea of this addition is to give more meat to the jungle beyond being forever plagued, as well as to expand on the Temple - which is an interesting structure that is explored once and then never touched again unless the player wants to kill Golem. Compared to the Dungeon, which has content for all three stages of the game, the Jungle only has two. The primary body of the expansion is the Lower Temple, a huge new explorable area located below the Jungle Temple proper and accessed through a vault door below the central chamber of the previously explorable Temple. This Lower Temple, shaped like an upside-down pyramid, extends downward to include many long, danger-filled corridors, in contrast to the twisting rooms of the temple above it. Neater, more orderly.
Contained within this google doc is a fair amount of elaboration into the nature of the Lihzahrd expansion. But to sum it up quickly; the theme of the expansion is if the Mayans had magic and metal gears. And they hated you.
https://docs.google.com/document/d/1fJO-sU5l8ka3VvVKOpC2vcbdMhhSgH-Snl_evxJa9KA/edit?usp=sharing
Special thanks to @noble cloud for helping me write all of this out!
Fathom Swarmer Set
40 defense
21% increased summon damage
+2 max minions
Helmet provides glow and water breathing
Chestplate provides thorns and +20 max life
Boots provide 10% movement speed above water and 18% movement speed underwater, as well as the ability to swim.
Crafted from spider armor, depth cells, and lumenyl.
Set Bonus
+1 minions, and acts like tiger climbing gear. It also grants a similar buff to the fishron mount. When in water, your summons are granted a 10% damage buff. When you leave the water, the buff lasts for thirty seconds.
Small thing... during Christmas, give King Slime a Santa Hat
Here are some suggestions about building blocks and furniture:
- Redesign astral bricks, which are still purple and yellow
- make all the ores bar placeable (only astral is already placeable )
- Change the designs of the uelibloom bricks, tho the ore looks great as it is
- cryonic/plaguebringuer/astral furniture
- maybe furniture made from the polution of the sulfuric ocean?
other than that, have a great day
Cosmic void armor:
Concept art, similar to xeroc armor, inspired by Kirby Star Allies’ final boss
About 100 defense (xeroc scaled to bloodflare tier)
All stats up (damage, crit chance, movement speed, hp and mana, max minions)
All attacks have a chance to inflict godslayer inferno, and you gain xeroc rage and wrath upon taking damage, plus all or most xeroc armor special attack effects
Immunity to lava some debuffs, now including godslayer inferno (like xeroc armor)
Crafting: xeroc armor + ruinous souls + 1 sentinel material type per piece.
Reason: there is no non-class specific armor at the uelibloom-bloodflare tier, this would fill that niche with an armor less focused on special effects and more focused on stats. Also, it might be good to add another upgrade to this armor when the xeroc superboss is added to replace the role of the current demonshade armor.
Rework Lead Core so in addition to giving immunity to Irradiated, it also gives +5% damage/crit chance, +5% minion knockback and +10% movement speed during rain to make up for the fact that you can’t get Irradiated with it (Irradiated gives the same boosts with downsides). Make Silva armor inherit the effect.
This gives lead core a use besides “oh gotta go get this for Silva” and never using it for any other reason.
I think Plantera should have a simple charge attack in her first phase so people can't just go loops around her in phase 1, which with a decent arena, trivializes half of the fight, plus it can be a small way she can follow into people's arenas a little more easily if they can't spawn her yet.
Make harpies able to spawn in the middle third of the map pre-hardmode, albeit at a decreased rate.
Make it so after surviving for a set amount of time, maybe 2 minutes, in the brimstone elemental fight without dealing more than 5% damage to her, she says something in chat and stops attacking before hiding in her shell. Attacks her in this form causes her to continue the fight as usual, but throwing a love potion at her pacifies her, allowing her to move in as a npc and sell her drops and maybe some other stuff.
Starting bag should contain a pickaxe or an axe. This will help with mods that overide all the original slots with their random beginners junk and leave you with nothing to mine with.
Make the nurse not serve you whilst you have the Moon Bite debuff.
Morphs, similar to the ones from Thorium. For example, a slime morph, transforms you into a slime about the size of a player, maybe smaller. You have the ability to jump on enemies and damage them. You can't use any items while in this morph. Has a, idk, 5% chance of dropping from the king slime?
A brimstone morph. Turns you into a brimstone elemental. Gives infinite flight ability. You are able to use items while using this morph. 1% chance to drop from the brimstone elemental.
Give me some more ideas of possible morphs.
Throwing axes
Axes that can be thrown, similarly to the possessed axe (dropped from golem in vanilla).
Crafted with any axe (makes a throwing/throwable of that material) and 5 chains @ anvil (making a molten throwing hammaxe requires a hellforge).
Does 9 damage for copper, 14 for iron, 15 for tin, 17 for platinum/gold, 30 for molten throwing hammaxe.
Damage could probably be changed.
Make it so that polterghast's clone has an icon on the minimap
make a role that people can opt into to get @'d everytime a new update comes out, and have another role that makes people get @'d everytime something new is added to the changelog
sattelite stars
summon weapon that serves as an orbital, created from materials dropped from Cryogen, Calamitas and the Astrum Deus. It comes in two states, depending on whether the attack button is held or not.
PASSIVE: it circles you, serving as a physical shield against projectile damage (to some degree) and hurting enemies that get too close. it's like this as long as you don't attack.
ACTIVE: it flies in whatever direction you aim at, like a throwing weapon (except it flies of course) and follows where you aim, doing rapid damage as if you were shooting with a projectile weapon. Of course, you’ll be unprotected from damage while it’s attacking.
This is a viable concept because it’s an unique sort of weapon that could potentially add some strategy to the mod (not to mention Astrum Deus does not have Summoner drops)
(Also, possibly a post-moonlord counterpart made of materials from Polterghast and Supreme Calamitas? call 'em Brimsouls.)
We're gonna need this thing (Repost, last time it got 82 stars. but hecc i'm posting to be sure, it got some new features).
The Loyalist
"Until the end, she was a true patriot to her own kind."
An exo-tier gun. Looks like a modern assault rifle but with the stock cut out and barrel grip shortened to be more of a machine pistol, the rifle sounds like a song of death, or a rattled snake. Has two versions*, depending on the ammo you took.*
When firing any bullets but the flintlock bullets, it has a 50% chance not to consume ammo, no other specialties.
When firing with flintlock bullets, it instead fires 'exo bullets' that moves at a high velocity, pireces infinitely, and has a chance to deal 'Way to Fall' debuff (with its description saying "Don't be Afraid"), which causes to slow down and deal damage overtime to enemies. The bullets may slightly home into enemies too.
Both versions has a secondary attack mode every few shots, like the vortex beater. It fires a random specialized exo round that sounds differently when shot. Here are some different exo rounds:
Red "Bravery" Rounds: forms a little, but heavily damaging small flamenado upon hitting the target
Yellow "Courage" Rounds: explodes like a + sign upon hitting the target
Purple "Valor" Rounds: summons additional exo bullets from above towards to the target that has hit
Teal "Noble" Rounds: slow moving, but ignores immunity frames
Both versions are crafted using Auric ore, Yharon Soul Fragment, Phantoplasm, Darksun Fragments, Cosmolite Bars, Nightmare Fuel, Endothermic Energy, (one Yharim's Gift) and several endgame guns @ Draedon's Forge.
It is designed to be a gun counterpart of the Heavenly Gale, since some of its arrow effects are a counterpart of it. It is also based on the Patriot, the Boss's gun from MGS3. To fit its MGS style. And its debuff name (and description) is named after the song of the same name, during the ending.
(Italics are used for new features)
o7
Ballos's Staff
Summons memory about great priest to fight for you
Legendary summon weapon, drops from Providence with 1% chance.
If SCal has been defeated, it's have 25x higher damage.
Takes all possible minion slots.
Apperiance: see picture.
Patterns:
- Shoot a bone barrages, which ignores immunity frames and gravity.
- Casts a lighting bolts, which have a chance to instantly kill normal enemies and critically hit bosses.
- Hides in a cloak, summon eyes, which shoots a laser barrages to enemies.
- Drops to surface with tremendous damage from a hitwave.
- Dashes to bosses, simular to Yharon son's.
: Calamity doesn't have summon weapon in legendary equipment's tier. Also mod are lack's of complex minions.
Why Ballos? Ballos seems a good character, when it's hypothecally arrives to Calamity world: poweful apocalyptic wizard, which burns homeland to ash. It servants (Misery and Balrog) also symbolic and cool, but not enough for legendary weapon.
Any non-class specific armor post moon lord. Without xeroc, there is none. I don’t like having to choose a specific class even outside rev mode and I’m sure some other people agree with me
Make it so one of the crag houses always has an ashen/ancient altar, and make the ashen and ancient sets separate with the same recipes (for example to make an ashen candle you need the same stuff as an ancient candle) and keep the ancient furniture + 1 essence of chaos = corresponding ashen furniture at a hardmode anvil system but remove all the other ways to convert them to reduce the clusterfuck that it the ashen/ancient crafting system right now
Reduce the raw damage of the Everglades Spray, but make it either not count for the rev plus summoner penalty, or just make minion damage not as affected by the penalty when the player is holding the Spray.
Currently, as far as i know, people only use it to quickly debuff enemies and then switch to another weapon. Since minions have no way to inflict either Ichor or Cursed flames or really any other defense/DR-reducing debuff, they heavily rely on this weapon, especially post-ML. This change is just a tiny QoL-change that makes boss battles for summoners a bit easier.
Suggestion: Make it so that all enemies on-screen despawn/are killed when summoning a boss while Armageddon Mode or Iron Heart is active.
Why it should be added: During PHM you're unable to get rid off hordes of basic enemies easily, and because of this they can be a pain in the ass if you summon a boss since more enemies spawns while you're killing the previous ones, which forces you to start a fight that can 1-hit kill you with extra enemies around and potentially no easy way to eliminate them quick enough. In Hardmode and onwards it's not as much of a problem, but PHM this is a problem.
Make any Calamity pet-items be usable by hand, like the vanilla pet-items
Void Diving Suit
The ultimate underwater exploration tool
Lumenous Amulet description
Abyss Diving Suit description
Made from 1 abyssal diving suit + 1 lumenous amulet + 50 voidstone + 5 ruinous souls at an ancient manipulator
Serves as an ultimate abyss exploration suit for the post polter abyss. Inherits effects and adds an additional +1 light level on its own.
Astral void armor:
Crafting: Astral armor + Luminite Bars
Appearance: similar to astral armor but the orange and light green is replaced with Luminite color pallet’s dark teal
All astral armor effects but stronger, possible stat example:
100 defense
+30% movement speed and jump height
+25% all damage
+50 max hp and mana
+3 max minions
Critical hits cause astral, hallowed, and fallen stars to fall with a cool down of 1 second (instead of 2). These stars deal 100 base damage (instead of 75)
Lessens the effect of rev mode summon mechanic changes (to make summoner as DPS and stat inflicting support is viable
This could be upgraded to a similar “Cosmic void armor” later around DoG tier or a little earlier with sentinel materials.
Reason: there is absolutely no non-class specific armor post moon lord, and I like multi-class playstyles
Also this would replace the purpose of my earlier xeroc armor suggestion since that’s a throwing armor now
Make the Titan Scale Potion give knockback immunity to provide an alternative for people who don’t want to use a shield
Make coral spawn in the abyss. i just decorated it myself with coral because why not, and it makes the abyss look so much better
Make the astral infection spread like the hallow, corruption, or crimsion, but much more slowly, and make it not convert the jungle, hallow, or corruption/crimson
Now I dont know if this could be considered a boss suggestion, but some kind of pillar for the throwing class, since a xeroc throwing class will be added, maybe it could be called meld pillar or xeroc pillar
Bombinomicon
Hardmode Magic Item
Made with:
1 Spell Tome, 10 Dynamite, 20 Bombs, 30 Grenades, 8 Souls of Might at Bookcase
How it works:
When used, it throws out 1 of 3 projectiles. The three things it can shoot are:
- Grenades, the most common and will do decent damage with a very small area of effect
- Bombs, a bit more rare than grenades, and do good damage with a decent area of effect
- Dynamite, the rarest out of all of them, dealing lots of damage with a big area of effect.
None of these destroy blocks, and none of the can hurt you. The bombs it fires do more damage than the regular version of the bomb. The grenade will fly quickly through the air and bounce a tiny bit on the ground, up to 4 times before exploding. The bomb will move a bit slowly, and will bounce 3 times before exploding. The Dynamite gets shot extremely far, but will blow up on any contact with a block. All bombs will blow up on the first enemy it hits.
TF2 reference
if implemented the throwing pillar should be called the void pillar and drops blackhole fragments when defeated
the enemies should mainly be based on throwing weapons and the pillar should every now and then open a blackhole and then it sucks all enemies onscreen into it. It would spawn in a mini boss that can use any buffed throwing weapon and has all the enemies hp combined. It fills the pillar meter (amount of enemies killed) up for half the amount of enemies it sucked in when you kill it. The pillar would be located in the sky, on the main planetoid when spawned and the mini boss would be able to fly to compensate for the height of the pillar location
With the new Xeroc changes, cause Meld Blobs to be dropped by all Lunar Events-related enemies, instead of just the Lunatic Cultist and the Nebula Pillar, because it'll be weird that a throwing-based armor material is inexplicably tied to magic-related enemies. Since they will be dropping from all Lunar-related enemies instead of just Nebula, decrease their drop rate as well.
With the above suggestion's logic in mind, add Meld Blobs to post-ML Aureus' drop pool.
Slightly reduce reaper shark spawn rare. When I was trying to get the soul edge I had roughly 3 reaper sharks spawn before one eidolon worm would.
Mewmere: A shortsword version of the Meowmere, dropped from the Moony Lord himself (ofc). Devs can decide what the stats may be
Calamitous Boss Upgrades
After Supreme Calamitas is defeated, "upgraded" summons for all bosses can be crafted to summon End Game versions of said boss.
Stats of all bosses will be the same as Boss Rush.
They can be crafted at Dradeon's Forge using [X Boss Summon + 1 Calamitous Essence].
Like in Boss Rush, these summons can be used anywhere with no biome restriction.
Since Wall of Flesh is the exception, using that upgraded summon could teleport you to the Underworld.
: This could be a nice addition to the late game to either practice specific bosses for Boss Rush, Test damage for end game weapons and armors, or just to fight tougher versions of your favorite boss.
Allow small bumblebirbs to spawn in the jungle after the Bumblebirb boss' death.
They are specifically unaffected by zerg potion (as well as anything that multiplies their spawnrates by 3 times onward) and instant kill abilities of post dog accessories, and drop atleast 1-2 Effulgent Feathers on kill.
A post moonlord Astral boss could be an interesting addition to Calamity. Possibly one that manipulates the gravity of players through different attacks by moving them around the screen (this would have limitations to allow players to stay in control over the fight), which could fit the outer-space theme of the Astral meteor and may also provide a unique and challenging boss fight if done the right way. (This suggestion is mainly for a mechanic a post moonlord astral meteor boss could have if it was implemented rather than a specific suggestion for a boss)
Is there any chance we could get crafting recipes for some of the diving accessories? The main recipes I'd like to see are Flippers, Diving Helmets, and Jellyfish Necklace. Much in the same way something like the balloon may be made using gel, cloud, and string at a solidifier, something like the Flippers could be made using gel and ocean-based materials at a solidifier, or something of that nature. As it stands, the grind for the crucial diving gear needed for Abyss delving is atrocious.
That, or make them possible fishing drops?
Give an audio cue when the Silva Invulnerability activates like the God Slayer revive, as well as a buff to show how long it has left. Maybe also add a debuff to show that it has already activated. It can be really annoying to tell if Silva Invulnerability has activated or not and to not be able to tell when it has ended.
Reduce Wulfrum Pickaxe's damage or size. Its massive attack speed and range makes it an excellent weapon for those who aren't purely melee, and can even be compared to the sword.
Increase the effectiveness of the warding modifier. This could be something like it gives you damage reduction, or maybe more defense, especially in revengeance+ modes. It could be a progressive thing, like it scales when you kill bosses or reach certain points in the game or something like that.
Maybe even raise the defense calculation to a 1:1 ratio so it’s 1 damage = 1 defense so it’s not so useless anymore
Asenath's Staff
An upgrade to the Sun God Staff
Asenath's Staff acts very much like the Sun God Staff, summoning a single solar body above the player. When attacking, it releases 8 orbs from all around it that travel straight for a short moment, later quickly homing in onto targets and inflicting Holy Flames. It would cost two minion slots.
Made with Sun God Staff, Uelibloom Bar, Divine Geode, Phantoplasm
Replaces Sun God Staff in Cosmic Immaterializer recipe
New item:
Deathmark essence
Drops from EoW/BoC in rev+
It's sole use is to craft the Marked Magnum and Lunic eye.
: It's very annoying if one sees the MM or LE in his crafting list and decides to craft it because it sounds great, only to find out that the debuff doesn't work.
Credit to @halcyon elbow for suggesting where it should come from.
I would suggest that near the end of the SCal battle (when she’s at 1% health) the brimstone monsters fade away to show that she couldn’t use her magic for real. Plus this will make the end of the fight even more climatic in my opinion.
*The Spirit Staff
"A ancient weapon, that can summon the spirit of the legendary samurai shisui to fight for you."
Legendary For Polterghast
The samurai's attack patterns:
He occasionly shoots air slashes towards the enemy, these air slashes pierce 6 times.
He sometimes, teleport behind the enemy, leaving multiple lingering damaging slices that ignore immunity frames behind, which in turn deals insanely high damage.
He rarely turns into a long chinese dragon, that dash towards enemies at insane speeds, ignoring immunity frames, and has infinite pierce, lasting 4 seconds.
Reason: Legendary weapons for summoners, also to give the mod unique summons.
(You cannot summon more than one, the summon only gets a boost in damage for every summoning slot)*
Make the boss rush versions of Plantera and Polterghast not have their movement dependent on solid blocks, as, for most players using platforms for most other fights, you either have to teleport into a large enough box for just those 2 fights or they simply end up being stuck trying to reach you from the ground below.
Make the calamity slimes be affected by the royal jelly (so the royal jelly has some tiny use)
Event Horizon
Cosmilite, starfall, darksun fragments
Post phase 1 yharon weapon with darksun fragments
Rapidly fires spiraling waves of homing black stars from around the player. Inflicts daybreak and night wither.
Make spears that don't fire projectiles classify as True Melee.
Elysian Blade
Post-Providence True Melee sword, but it doesnt have any true melee bonuses simply since it’s so large. Replacement for Phoenix Blade in Exoblade recipe. It’s about 250% the size of Phoenix Blade, and an upgrade of it. Crafted with Phoenix Blade, Uelibloom Unholy Essence and Divine Geodes, at Ancient Manipulator. Makes an unholy explosion when it hits.
Phoenix Lance
Phoenix Lance: Hardmode spear, upgrade to Dark Lance. Crafted with a Dark Lance Hellstone and Souls of Night. Really damn long, and makes explosions like Phoenix Blade when it hits.
Elysian Lance
Elysian Lance: Post-Providence spear, upgrade to Phoenix Lance. 250% the size of Phoenix Lance, which itself is the longest spear in the game (but this one). Crafted with Phoenix Lance, Uelibloom, Unholy Essence and Divine Geodes, at Ancient Manipulator. Emits an unholy explosion when it hits, just like Elysian Blade.
Resubmit, to seperate them, so you can vote on them seperately.
Dried Scalebloat and Dried Merfolk
Pre-hardmode enemy/Pre-hardmode town NPC
A dehydrated, sickly, senseless aberration that slowly drags itself across the desert sands. It survives off of insects and lizards, living a pitiful existence as a bottomfeeder. Perhaps some water would make it feel better?...
Within the attached google doc is a concise elaboration as to what the Dried Merfolk NPC is, a town NPC that fishes for the player and grows better at fishing with each boss the player kills. This is intended to be in the same vein as the Miser NPC, but with unique requirements for "redeeming" it, as well as for housing.
https://docs.google.com/document/d/1s1s7pyPGu8m1a6xVLhoL2vX0U_2KPICudREGwOtS70A/edit?usp=sharing
A special display for the Terminus instead of a generic locked shadow chest.
The Terminus is “A ritualistic artifact, thought to have brought upon The End many millennia ago.” Yet you find it in a chest with some glowsticks and recall potions and such. Not very impressive for something with such intimidating lore.
So, a method of display, basically a fancy weapon rack or item frame, that would hold the Terminus. Something like the Eternia Crystal on its stand during the Old One’s Army event, except glowing red and ominous and evil, and when you right click it gives you the item. A simple, mostly cosmetic thing, intended to give the artifact a proper appearance.
You could also make the pedestal itself acquirable, either by using a pickaxe on it in the Abyss or by making it craftable, perhaps with Exodium Clusters to give them even more use.
Lore for each of the lunar pillars, being the last vanilla "bosses" without lore items in-game. I'd suggest a lore item that drops from the first pillar killed, talking about the pillars as an overall subject, possibly along with who summoned them and why. lore items for each individual pillar would also be interesting, each with details on why that pillar is significant to the bringing about of the Moon Lord, and possibly some details on the element they represent.
Server suggestion:
Make it so that #general-media has image perms unless you have the warned role. This way, we don't have to make a separate role for image perms in there, and most of the community can still enjoy image perms, but if you post a meme, you get warned and have no perms for a month+
Adrenaline and Rage Reborn!
I spent alot of time making this as convincing as possible, please show feedback
Extending Arm
Sold by the Steampunker after she moves in
This is a mechanical arm that extends, doing melee damage, behaving like Nebulash or Solar Eruption, but with far less range (think 3x the range of a spear with no extra projectiles)
Had to suggest a reference.
An ease of access sort of notification thing saying what suggestions have been sent to Devs.(maybe even just a google doc with all of them listed there in pinned comments somewhere)
This would be for those types of people who like to know when something has been sent
Also it would keep people from resending or copying items that have already been sent in.
It would also help so people dont need to go back to see how many stars something has.
Reduce the amount or remove the light given off by Silva's Ancient Leaf Prism.
Right now, it gives off a ton of light making the player's skin a weird, ugly green color when standing still. The added light is quite unnecessary at that stage of the game. Should the player need light to mine auric ore or something, a shine potion or a light pet could easily suffice instead.
Old One's Army expansion.
At the moment, the Old One's Army doesn't really have much of a purpose in Calamity except the sentry summons for summoners, and the Vesuvirus. It would be nice to see some of the weapons from OOA be used for crafting ingredients of Calamity weapons in places where they're needed, or to perhaps find a way to implement more functions/drops into the event. That way, it has more of a purpose for all classes, since me and my friends always seem to forget that the event even exists.
I hope this doesn't sound super unoriginal, since I know that this was done for a few bosses and the different moon events, but it would be awesome if the event had an actual expansion to the tiers. So something past post-Golem, so maybe one for post-ML, and another for post-DoG.
Because there is no vanquisher bullet, I shall suggest it:
I think it should have similar effects the vanquisher arrow has, like the homing and being able to go through blocks
Vanquisher bullet
Bullet equivalent of vanquisher arrow
When this homing bullet is fired from a gun, it will travel for a bit, before splitting into three more homing bullets. After these have traveled for a bit, they will once again split into two more homing bullets. After this they will not split any more.
They inflict the Godslayer inferno debuff on hit.
Crafted at Draedon’s forge with 350 bullet casings and one Cosmilite Bar, making 350 bullets.
Reason: we dont have any types of bullets after Holy fire, and this would fill that gap, i believe.
FUCKING NERF CORAL SPOUT. I just fought Desert Scourge with it, on Revengeance Mode, with no mods that would affect the combat part of this fight. 1,500 damage per second was dealt, with a weapon that only requires the player to kill Cnidrion a few times, to obtain.
nerf ravager a little. With all these pillars flying around, it's kinda hard to predict, the flames that appear on both sides of the player however, they are more predictable, just a little too damaging. Im not saying remove anything, im saying maybe tone down the damage a little. I can't even defeat him with post-ML equipment.
I just noticed that the Rare Waifu In A Bottle is no longer what it was a year ago. Now all it does is throw healing orbs in the air, which aren't even homing and they give 15 hp. Please buff the item as i believe that every item should have a use.
Jungle dragon yharon re-sprite*
If it's not being worked on it's something to consider since bosses like crabulon had gotten a new sprite recently and he has gotten a lot cooler, and as far as I can tell yharon is now the oldest boss sprite currently in the game, also his sprite because of it's oldest compared to the newer boss sprite doesn't fit the game/calamity mod that much (not yharon himself hes a cool boss, but his sprite it just doesn't quite Match the rest of the game anymore)
Exo-yoyo
Made from wooden yo-yo, hel-fire/amarok, oblivion, quagmire, terrarian, lacerator and the obliterator, nightmare fuel, endothermic energy, yharon fragments, yo-yo bag and auric ore
When it hits an enemy, it releases another yo-yo. Has infinite use time and infinite length(as far as a mouse can reach on a screen) it releases terrarian orbs and the yo-yo shoots out lasers at any nearby enemy. Can inflict a defense reduction rebuff like ichor and can inflict both on fire and frostburn
3,000 damage
Toggling the visibility of the Elemental Quiver and Daedalus Emblem should toggle the Rifle Scope effect.
Arena Maker:
Creates a big platform across Space where you choose to put it.
I personally Would love this as a Qol item, Making a New DoG arena For every single playtrough on large worlds is the most annoying Chore on this planet and It's gone to the point where i pay My brother 2 Bucks to do it While i watch TV so i don't die out of Boredom.
You could also make DoG spawn with one Instantly, That way you just have a Block where you want it And just summon him on the block like with Scal, or yharon if you have walls to block the tornados and the arena is there for you like with Scal, And no need to build for Hours.
One reccomendation I have is to make the wood blocks from the astral infection into materials for something like monolith wood armor, monolith wood tools, monolith wood weapons, monolith wood furniture. It has such a nice texture and I'd like to see it expanded upon. I also think the astral blocks should actually match the new astral color scheme instead of the old.
Starry beacon:
Decorative pillar monolith-like item.
3 astral bars, 10 astral monolith pieces, 3 fallen stars, 1 galactica singularity @ ancient manipulator.
Just a simple decorative item that creates a purely decorative night effect in the zone its placed just like the lunar pillar monoliths.
Why?:
Yes i know furniture is not really important but astral monolith is a cool looking block with no uses so this would be a cool use for it
Smash Ball
Consumable
Appears rarely flying around post-Providence and can be caught like a butterfly
Your next single attack does 5 times its normal damage and all inflicted status effects last 3 times as long
: Gives more of a reason to use slower, harder-hitting weapons over the rapid-fire options; also reference to something of relevance
Pointy Stick
“Not as dangerous as a banana”
Pre-Hardmode Spear
Wood @ Sawmill
A long spear, roughly the same length as Gungnir. Otherwise, it is merely an early game spear.
Does double damage to any slime enemy.
Lower the spawn-rate of ??? (Siren Lure), at the very least after defeating Siren/Leviathan once. Whenever I'm farming ocean mobs with spawn rate increasing potions I notice that the ??? spawns a lot more than I'd like it to. This results in constant music changes and me having to watch out where all of my attacks are landing (and practically barring me from using homing weapons) otherwise I'll spawn the Leviathan every other minute. This makes farming an absolute chore and since it's the only way to summon the boss as far as I'm aware, it makes it difficult to rectify without adding a summoning weapon. I know this hinders people who want it to spawn but just downing a Zerg Potion for 10 seconds will probably spawn the ???, so I think even a miniscule spawn rate decrease would go a long way with Ocean farming.
Reduce the rate at which Brain of Cthulhu summons Creepers. I just fought BoC for like 20 minutes because right as I'm about to make it enter phase 2, it summons a Creeper and unnecessarily extends the fight on and on.
Resprite the brimstone elemental and he brimmy waifu. Compared to the other waifus she looks pretty bad.
*Anubis
"A ancient sword once wielded by the god of death."
Recipe: 1 Cutlass, 3 Forbidden Fragments, 15 souls of might, 1 Grand Scale, 3 Stormlion Mandibles
Everytime you swing the saber, 6 forbidden air slashes would come out, these air slashes explode dealing alot of damage, a dozen sand projectiles would also raindown from the sky piercing 2 times, dealing minimal damage.
Reason: Even more uses for forbidden fragments, and the use of the worthless cutlass.*
Buff Drataliornus
I spent ages farming Yharon for this weapon as an upgrade for the Heavenly Gale. After that, I found it so weak that I'm now getting the recipes for the Heavenly Gale again. Please buff it so that it speeds up faster, or change one of the modes so that is can be a slightly rapid weapon that pierces
I tried the Drataliornus for SCal and it performed way worse than the Heavenly Gale.
Throwing Flasks
One of the many major game changes in Calamity is it’s expansion of the throwing class. While fine tuned, there appears to be a lack of variety when it comes to some weapons, much like the summoning class in vanilla. Another lackluster feature is the lack of lasting debuffs inflicted by early-Hardmode throwing weapons. And while weapons like the Golden Gun, Lunic Eye, and the Marked Magnum inflict true damage + Debuffs, they mostly benefit the summoning class, as they lack variety.
To solve this, my suggestion is to add an early-hardmode consumable throwing weapon that is based around the flasks made by the Witch Doctor’s station. In addition to adding debuffs, a splash effect should be added in order to make the flasks more unique and to a degree, realistic. With the amount of flasks being able to be converted to weapons and the wide variety of the debuffs guarantees the use of such well into hardmode. Even if the Golden Gun and others are more effective at applying debuffs, the flask’s splash should make for use against hordes of enemies. However, not all debuffs are born equal, so lengthening the time of the debuff is crucial for debuffs such as On Fire! or Poisoned while keeping Brimstone flames, Venom, and Cursed Flames take less time.
More Details can be found in the Google Doc.
https://docs.google.com/document/d/1Vtho3dwLdhigqL0ykJ0Nn6HeThJVLYw_2InndXB6cxY/edit?usp=sharing
Create a new document and edit with others at the same time -- from your computer, phone or tablet. Get stuff done with or without an internet connection. Use Docs to edit Word files. Free from Google.
Master Hand
''This is how it feels to play god! You're perfect! TOO PERFECT''
Works as The Grand Design but with blocks, platforms and walls
Allows ultimate control over blocks!
Left click to place a line of blocks/platforms/walls
Hold LMB to extend that line up to a certain point (vertically, horizontally, and maybe diagonally too)
Right Click to edit the hammering of a block/platform, and the colour of the block/platform/wall
Crafting Recipe: 20 Hallowed Bars, 50 Ancient Cloth, 15 Souls of Light, 15 Souls of Night, 5 Souls of Might, Fear, and sight
Reason: we all know building a line of blocks is pretty tiring and boring, so this item can spice it up a bit, and make it fun.
This item is mostly directed to builders who can have more freedom with placing blocks and walls, but it can also work for players that dont want to spend hours just to make an arena for a certain boss (ML, Provi, Yharon, etc.)
Shortened: a faster way of building
Logging Potion
- Increasing logging (cutting down trees) speed by 25%
- Like a Mining Potion, the Logging Potion can be found in the same loot tables as the Mining Potion
- Crafted with 1 Water Bottle, 1 Antlion Mandible, 1 Blinkroot, 1 Acorn OR 1 Water Bottle and 10 Blood Orbs. 8 minute duration
- Instead of an pickaxe bottle shape, it is an axe shape with some sort of brown color (A bit darker than Builder potion)
Reason: - Cutting down trees takes some time in the beginning parts of a playthrough. Maybe include a couple in the starter bag?
Baby Sunskater
A critter that spawns randomly in space, that may or may not spawn alongside a normal Sunskater. As a critter, it can be caught with a Bug Net, placed in Terrariums, etc.
It's nice to have some more entities in Calamity, and this mod could really use its own critters.
Add stronger spiky balls in later stages of the game. I mean, who doesn't like spiky balls?
an addon to @maiden meteor suggestion, maybe make warding turn to dr post ml?
cuz defense is useless and that would make room for more modifiers beside menacing
Add yoyo glove to the elemental gauntlet recipe so it can allow you to use 2 yoyos without having to use another accessory slot
Add a recipe to yoyo glove
a summoning item for the siren, because otherwise it's really a pain to farm the community
Have the Nurse sell items, like Healing Potions, Life Crystals, ect, ect.
I think that the Nurse needs more of a use because of now its easier to heal and she can get killed if you are using her to heal yourself while fighting bosses.
There are a number of things this community seems divided on, and no single thing will satisfy everyone. So here's what I think should be done about it:
Configuration Options
A menu accessed via an item, on-screen tab or something in the pause menu (whichever works) where you can change some aspects of the world you are using. This could include toggling between the current high damage on SCal and the old hit cap, adjusting the spawn of ????, maybe even turning the non-linearity on and off. It could also be the place where toggleable modes like Death and Armageddon are toggled, saving space in your inventory.
If need be, I could add on to this in the future with new features. Comments and criticism are always appreciated!
We don't really have any good minibosses after Post-Polterghast. So I think, after post DOG, not only buff some of the older minibosses, but also add in some new minibosses.
I don't have any miniboss ideas at the moment, but I'll come up with something.
change the lul item to not insta-spam-kill you
pretty much deletes your character, unless you're quick and can take it off during the 0.5 seconds ur alive for when you respawn
Drataliornus Buff
Add a hit counter to the Drata for it's Backfire, that way, players can unequip it before it backfires. Perhaps degenerating the counter when the bow is not equipped in order to take it back to a pre-Backfire state and have Backfire decrease in strength once it has been achieved. Unequipping before the counter reaches the Backfire state but while having some hit counts will activate the counter degeneration effect and not give the debuff. However, having a high hit count while not reaching Backfire decreases its damage, so that players will fall if they play too risky, but with proper item switching will prevent this from happening.
The changes here are to set Drataliornus up for a damage buff, so it would have a restriction and not be used to annhilate bosses all by itself.
Real original, huh?
Buff Pearlwood
It's maybe the first hardmode material that you see when starting, Pearlwood is something exclusive to Hardmode, yet it's also completely garbage. Why? There's no reason for it to be as pathetic as it is. Maybe make it slightly worse than/on par with cobalt?
For the armor, it could be a classless set that still gives wood-tier defense but also gives improved stats - damage, movement speed, defense piercing on weapons, just a couple examples.
For the weapons, they could be buffed to being beneath cobalt (cobalt repeater is 32 damage, pearlwood bow could be like... 20?) but also inflict Holy Flames? It would keep with the "Hallow is Profaned" theme of Calamity without being too strong (Holy Flames is -20 HP/s. For reference, Frostburn inflicts -6 HP/s on players and -8 HP/s on enemies; Perhaps holy flames could deal more damage as well when used on enemies?).
THE WULFRUM MENACE: Your First Miniboss
The Wulfrum Menace is a miniboss that spawns naturally in the outer thirds of your world, or after killing 15 Wulfrum Drones in a manner similar to Polterghast. This changes to every 40 post-EoC to make it easier for people who have to kill them because they're annoying (and you've probably upgraded from Wulfrum by then anyway). It looks like a limousine made of wulfrum. Its attack patterns consist of:
- It charging at you, slowly accelerating from snail speed to incredibly fast;
- It doing a trick jump above you after charging you, turning around in the process.
- It stops, opens its hood, and throws out a spread of Wulfrum monkey wrenches; these fly in a short arc before plummeting her head to the ground.
It repeats 1 and 2 multiple times, switching to 3 occasionally. Keep in mind you'll be fighting these in an open area, unlike Cnidrions which you have to fight underground most of the time, so a more complex attack pattern is needed. You can cheese these guys like King Slime, by the way, and there are no precautions against it, as it is a miniboss and relatively early game.
Drops:
Wulfrum Shards 5-7 (100%)
Refined Wulfrum Bar 1-2 (100%)
Menace Tire (25%)
1 Refined Wulfrum Bar will be required for each armor piece. This means you'll have to fight it twice to get your first Calamity armor, but ore and wood armors are still available before then. Wulfrum would be buffed, and Cnidrions would only drop Victory Shards post-Desert Scourge.
Why? Because I feel like Wulfrum was just "plopped down" in the first tier without much of a thought of how it fit into Calamity and should have some sort of expansion.
Menace Tire
A sidegrade to the Seashell Boomerang. Trades damage and range for bouncing ability and the fact it inflicts Venom. Dropped by Wulfrum Menace, 25%
Why? Because we need more melee weapons, and the Menace needs some sort of drop.
Monolith like items for Providence, DoG, Yharon, and other bosses with background filters (or whatever you call it)
I think it would be a really cool addition for builders, maybe a new generated structure could use them too?
Criticism welcomed
Once the Plague befalls the Jungle, change its appearance to hammer it home.
For example, tweak the color saturation, or change the sprites for things such as jungle grass, vines, mahogany, etc.
Minor Suggestion:
Rename Abyss Gravel to Vanadite
Vanadite sounds cooler, and from what i know, was what it was meant to be called.
Make it so when spawned in certain areas KS looks different, say in the underworld a Lava Slime look, Hallow: Illuminated Slime, ect ect, maybe even a platinum crown on worlds with that instead, no real practical use, but I think it would make things look better instead of the normal Blue king slime
An Abyss related upgrade to victide armor, probably around duke fishron tier, as an alternative to astral or ataxia or vanilla 1.2 class armors like beetle or specter or shroomite, and potentially another near poulterghast tier as an alternative to bloodflare.
Remove the seashell projectile set bonus from the summoner victide set and replace it with something like minions inflict temporal sadness or another debuff.
-= Herb Campfires=-
Herb campfires are hardmode campfires that provide exclusive effects. They are different from campfires in a number of ways:
-Sprite changes to match the color of the herb
-Range of these special campfires would be doubled.
-All the herb fires would provide a different buff to the player depending on the herb, but you can only have one active at once. All fires also have better life regen than regular campfires.
-= Variants =-
Every fire would work differently and provide a different buff to the player:
-Blinkroot: +10% Movement speed, +10% melee speed
-Daybloom: Added dodge chance to attacks, would stack with any dodging accessories
-Deathweed: Lifesteal on all attacks (minimal lifesteal, this could easily be OP)
-Moonglow: Enhanced shine potion effect, on par with wisp in a bottle
-Fireblossom: Attacks inflict fire damage.
-Waterleaf: Getting hit spawns bubbles around you, does about half the damage of Flairon bubbles and look similar
-Shiverthorn: -5% movement speed but +10 defense and frostburn on attacks.
-= Recipes =-
All of these are crafted with a campfire, 3 souls of night, and 3 souls of light, with some added ingredients. Exception is deathweed (Campfire, 6 souls of night, added stuff).
-Blinkroot: Campfire, 50 stone, 10 iron ore, 30 blinkroot, 3 souls of night, 3 souls of light
-Daybloom: Campfire, 50 dirt, 10 acorns, 30 daybloom, 3 souls of night, 3 souls of light
-Deathweed: Campfire, 50 crim/ebonstone, 10 crimtane/demonite ore, 30 Deathweed, 6 souls of night
-Moonglow: Campfire, 50 mud, 3 vines, 3 stingers, 5 jungle spores, 30 Moonglow, 3 souls of light, 3 souls of night
-Fireblossom: Campfire, 50 ash blocks, 20 living fire blocks, 30 Fireblossom, 3 souls of light, 3 souls of night
-Waterleaf: Campfire, 50 sand, 10 seashells, 10 coral, 30 Waterleaf, 3 souls of light, 3 souls of night
-Shiverthorn: Campfire, 50 ice, 10 essence of Eleum, 30 Shiverthorn, 3 souls of light, 3 souls of night
Yea that’s bout it
I am not sure if this is even possible but alchemy table should at least have the added effects of being able to fill up water bottles acting as a sink too
Cursed Ick
"Rotting Burning"
3 Cursed Flame + 3 Ichor + 1 Plague Cell Canisters @ Ancient Manipulator = 6 Cursed Ick
A hybrid material meant for use in other items, such as arrows, bullets, or perhaps weapons. The intent is to create a combination "evil" material.
Additionally, Cursed Ick weapons would inflict a debuff on hit - "Rotting Inferno" - significantly reducing DR (in revengeance/death), defense, and inflicting high damage-per-second. I would suggest 33% DR, 33 Defense and 33 Damage per Second, to make this stronger than plague, as well as to combine/improve Ichor and Cursed Flame's inherent debuffs. These numbers are just used as examples, but the overall intent would be the same.
I would also suggest if this item were suggested that Ultra Liquidator be changed to cause this debuff instead of Cursed Inferno and Ichor, being at the same "moonlord/pre-providence" tier. It would certainly make UL more usable.
Any boss that isn't immune to ichor and cursed flame should probably not be immune to Rotting Inferno, but that's just my opinion.
Yharim's Pocket Knife
Crafting Recipe: 1 Elemental Shiv, 1 Lucrecia, 1 Coldheart Icicle, 5 Nightmare Fuel, 5 Endothermic Energy, 5 Cosmilite Bars, 5 Darksun Fragments, 5 Phantoplasm, 3 Yharon Soul Fragments, 25 Auric Ore.
Meant to be an Exo-tier shortsword, due to the fact that there are currently no shortswords of that tier, this is meant to fill in the gap so that shortswords are used slightly more.
It combines the effects of all of its ingredients: It fires a homing shiv that can pass through blocks but cannot pierce enemies. Once this initial shiv hits an enemy, five fireballs are summoned from the left of the screen that home in on the target hit. If the enemy dies, it homes into the nearest enemy relative to its current location. It inflicts the Exo Freeze debuff on enemies with a 100% chance, however, only the shiv projectile will inflict this debuff.
This shiv projectile only deals 1 damage, however, the fireballs themselves will deal more (the values can be changed if wished). Enemies getting hit by the actual shiv (not the projectile but the actual weapon) will get 2% of their health decreased. No projectiles are summoned if the enemy is hit by the actual weapon.
If an enemy is hit by the shiv, the player has a 33% chance to become immune to damage for a short time.
Add Crabulon minions that dance enemies to death.
Make base early game armor not take 75 bars for a set 🤔
Rebalance the early game armors to not require like 75 bars and shit. I mean, why would you spend 15 mins of your life, just to get like 8 defense and some faster mining speed? I think most people would go with calamity armors because of it's easier to obtain and generally better.
Edit: frick someone did it before me well just think of my suggestion as adding on to the above one
Rename the Cryo Key to Refrigerant
Crafting recipe for the Band of Regeneration: Life Crystal, Iron/Lead, Regeneration Potion
Kind of seems fitting that this would be craftable, considering the fact that other items you can find in underground chests, such as Hermes Boots, can be made.
Calamity-relevant suggestion
When the chest piece of your armor or vanity armor is dyed, it changes the color of the leaf crystal above your head when wearing chlorophyte armor.
Calamity is pretty good at enhancing vanilla and not just adding content, so I thought this would be a good place for a suggestion about the chlorophyte leaf crystal.
Buff sdfmg damage.
Reason: it doesn't make sense for an expert exclusive weapon to be worse than another weapon (minigun) that is on the same tier, at least make them have the same dps on an unarmoured enemy
A smoother transition between Boss Rush bosses' music, perhaps
Maybe something with percentages, meaning that if you're halfway through an ost when you defeat the boss, the next ost starts halfway through too
Any kind of thrower range buff, or new weapon pre-WoF fight, it is almost impossible to deal damage to WoF due to the short range of the weapons, most of which dont even pierce, especially in death mode when the hungries deal 200 damage and it's impossible to go near WoF. The gel knives could be good, but their range is pretty bad in a WoF fight. The lionfish is impossible to deal damage, due to the low speed, no piercing and low range. The only thing i can think of is using beenades which are, frankly, some of the worst, cheesiest and most boring things to spawn out of the queen bee.
Change all melee throwing weapons(boomerangs, etc.) to throwing damage.
: These weapons are not melee.
against the improved dummy from luiafk, using an unreal nettlevine greatbow with no accessories and tarragon armor, terra arrows do an average of ~25k dps and elysian arrows do an average of ~18-19k dps (due to the meteors missing sometimes making it vary)suggestion: because elysian arrows are much farther into the progression than terra arrows, either nerf the damage of terra arrows by ~35% or buff the damage of elysian arrows by over 35%, depending on whether or not their damage fits into the progression tiers of other classes
Exarkalis: A fairly long blade that swings very fast; gives off exo flames when it makes physical contact with an enemy.
~1900 - 2100 damage
"Wait, they still have swords like this?"
Ingredients: Arkhalis, Murasama, Omniblade, Stellar Striker, 30 NF & EE, 30 Darksun, 50 phantoplasm, Yharim's Gift, 5 Yharon Soul Fragments, and 50 Auric Ore
The time has come for toggling dashes to not be linked to visibility; no more shall we suffer from the tyranny of needing to look at ugly shields
Universal Rift Ingredients: Elemental Blaster, O. Chain Gun, Mini Gun, M. Striker, Shredder, 5 Endo. Energy, 5 Night. Fuel, 5 Cos. Bars, 5 Phantoplasm, 3 Yharon's Soul Fragments, 25 Auric Ore Stats: Damage: 29 (Ranged), Use Time: 2 (Insanely Fast), Crit. Chance: 10%, Knockback: 1.5 (Weak), Tooltip: "90% Chance to not consume ammo, 'A gun slinger's dream'", Best modifier is "Ruthless", Inflicts E. Mix and Exo Freeze, Attacks: Launches three "Exo Rockets" every 10 bullets (similar to the Clockwork Assault Rifle), launches an "Exo Blast" every 2 seconds (60 bullets)
Shields that dash, which toggle dashing on/off by toggling visibility on/off should be changed to recraftable versions of themselves, e.g. shield1 has 2 versions of itself shielda and shieldb which dash or not dash. Free reforging can be solved by making this cost some materials, depending which shield it is, e.g. an early hardmode shield then it costs a few of the 3 hardmode bars etc.
Make the shields dashes be toggled by a hotkey rather than the visibility so people can toggle visibility with no penalty
Get rid of the Sniper Scope in Daedalus' Emblem's recipe since Daedalus Emblem is supposed to represent a more all-class based accessory, with nearly all bonuses inherited from Sniper Scope being deducted. Moving it to Elemental Quiver would fit more and not have most of its bonuses go into waste.
Maybe instead of adding more throwing accessories, there should be a good, unified one, like the elemental quiver and similar. Raider's talisman gets no upgrades during all of the game which is the weirdest thing, considering its crafted in early game. Ninja statis' belt is useless considering it gives off a 5% damage boost, and nanotech is just post DoG which is a bit far away from the early game raider's talisman. Adding a couple of effects on the raider's talisman through progression as it becomes an "ultimate" thrower accessory would be pretty fun.
On the topic of: Make Daedalus Emblem crafted with the Celestial Shell instead of the Celestial Stone, due to the Moon Shell being strangely left out for no particular reason, leaving the Werewolf/Merfolk buffs untapped and forgotten, and turn the bonuses from ranged to all class (with increased melee speed included). These would make it more multiclass instead of being teetered over one particular class.
This will likely be a very unpopular opinion, since it's about nerfing something I'm sure nobody would like, but I'll put it here anyway
Because of how powerful ranged is as a class, perhaps the sniper scope shouldn't go in ANY existing ranged accessory, and instead, there could be separate accessories for bows and guns. But I know that would be hard since I know there's also other ammo types like rockets and fallen stars, so not sure how that would be pulled off..
I was just thinking about it because like, Elemental Quiver. So maybe if they can somehow change the accessory to buff arrow type and star type weapons for that, and then have a different end-game accessory for weapons using bullets and rockets, that way you'd be forced to take up 2 slots for a class as powerful as ranged, since I know it's basically the most powerful class. In that sense, you have to be confident to get rid of an ability boosting accessory for the purpose of making an all-round weapon type class, since it would be miserably overpowered combining the effects all into one accessory.
On the subject of weapon types, to compensate for the split, perhaps you could add more star or rocket type weapons so that the split does seem a little more fair, and more variety of those types.
add a true melee mode which make all weapons that are not true melee do 0 dps
As useless and unnecessary as it may be, rename the Ancient Shiv to 'Sacrificial Skewer' as it fits the cultist theme with the dungeon.
A throwing class armor for post plantera to align with spectre armor and shroomite armor pls?
Very minor suggestion: Meld blobs are not mage materials so they should drop from all pillar enemies instead of just nebula. Maybe decreased drop are to compensate for wider variety of enemies.
Void armor
an armor set crafted from an exclusive abyssal ore that spawns in the 3rd and 4th layers of the abyss, and can only be mined with a uelibloom pickaxe. the set will be crafted from the abyss ore bars, tenebris, and planty mush. the armor will give good defense and will reduce the defense reduction, breath drain, and pressure of the abyss
Make Elysian Aegis give immunity to Holy Flames.
It seems ironic that Asgard's Valor gives immunity to the debuff, but Elysian Aegis, which drops from the goddess of holy flame, does not (and it also is considered an upgrade or at least a sidegrade to valor).
Make it so Astral biome doesn't override literally every other biome, it overrides the pillars and my world is kinda mucked up because of it
cosmic nova
the power of supernova is in your grip
**what it does? ** It’s an exo-tier launcher that have 2 mode and shoots 2 different rocket that gives different effect on hit and each mode have their own unique type of rockets.
right click attack will shoots 2 different projectile and it’s much slower than the left click attack
Orange rockets explodes into a large area and ignore immunity frames similar to the chicken cannon, yellow rockets homing and explode into a medium area similar to the blissful bombardier, brown rockets explode and summons exo-projectiles from offscreen that pierces enemies
left click attack will shoots 2 different projectiles that is unique from the right click attack and it shoots at an average speed
Green rockets explode and summons bees on impact, pink rockets pass through tiles and explode when it hits enemy or it reached certain range, red rockets homing similar to the scorpio’s left click attack
**how it’s made? ** 1 chicken cannon, 1 blissful bombardier, 1 mineral mortar, 1 the hive, 1 scorpio, 5 nightmare fuel, 5 endothermic energy, 5 cosmilite bar, 5 darksun fragment, 5 phantoplasm, 3 yharon soul fragment, and 25 auric ore
**why it should be added? ** Ranger have a hard time on scal. I tried it on scal and it was a nightmare, having to aim and trying to predict her attack and dodge it, it’s hard. And having a weapon with area of effect is great against the annoying soul seekers and her brothers
The Guide.
The most useless NPC in the game.
Make the Guide give more information on progression, maybe even make him sort of a boss checklist. You can choose help, bosses, or close. Under bosses, there is a checklist along with recommendations (life and armor, for example) for that boss.
Example:
Eye of Cthulhu
-Gold / Platinum Armor or better
-300+ life
Give the guide a use other than the WOF, to just kill yourself on the first night, or to just hog up a housing slot.
Also I'm aware of boss checklist existing, I use it. I just think assigning it to an NPC that currently doesn't have much use and yet is so commonly seen, AND seems to know everything would make more sense.
Six-shooter
Russian roulette anyone?
An upgrade to the revolver that traveling merchant sells and uses RNG to decide which bullet it fires when using ammo that has no special effects like regular musket ball/silver bullets. Cannot deal crits when using ammo that has no special effect and has no auto fire. Shoots 3 times in 2 second.
Crafted with a Revolver, 2 Rubies, 3 Diamonds, and 10 shadow scales/tissue sample at an anvil.
1/3 chance to fire a 'crit' bullet which pierces 3x and have 3x damage (red color).
1/2 chance to fire a normal bullet (white color).
1/6 chance to be a dud (puffs a stream of smoke out that floats up slowly, deals damage).
the dud then has 1/20 chance to explode and deal flat 50 HP of damage ignoring DR and defense.
Why?
To give the revolver an interesting and fun upgrade.
Buff To The Stardust Guardian [Stardust Armor Set Bonus]
Why?: This “Guardian” isn’t doing anything. It’s so bad compared to the other things you have access to at the point of the game that you get the stardust armor. It deserves some love. Also guardian is complete trash, but hey that’s why I’m suggesting it
Buffing the “Guardian”: There’s a few cool things you can do to buff the guardian. Increase rate of attack, damage, etc. Cool concept would be making it a sentry that has actual DPS, or just making it have it’s own AI so it can act like a normal minion..
Make the guardian actually worth using. It isn’t doing it’s role as a “Guardian” and is literally just there for thematics. Make it actually “Protect” its summoner. Make AT LEAST viable
Another idea of mine that I doubt will get much attention, but I shall, nonetheless, state it here anyway:
Possibly a new class called the Plague. It's basically a class that relies on the power of buffs and debuffs to deal damage and to protect the user, depending on the weapons at hand. I figure to go along with this, you could add debuffs and buffs that you can only get specifically from using these weapons, or the armor/accessories to go with it, as it would make the class a lot more unique to use, and give it desirability for a throughout-the-game experience. And the weapons can take on a form similar to that of the stereotypical melee, ranged, magic, summoning, or throwing, in that the weapons may perform different functions, rely on mana, rely on consumables/ammo, fire-and-forget, or simply swing as a forever-usage weapon. Basically the class doesn't rely on base damage to kill enemies, but rather relies on the resulting effect from the hit/AoE that it performs upon using the weapon.
Why it should be added? No reason, really. Just thought it would be neat as a large update idea, in case spriters and developers have the patience and dedication to pull off something like that. Plus it would add to the experience of playing Calamity in different ways. Also the "Plague" name was just an idea. But since the class would have offensive AND defensive weapons, it would probably be named something else.
Maybe the volume of the astral biome monsters' hit sounds should be lowered? If astral monsters get beaten up with a typical late prehardmode/hardmode weapon, the noise level is like three EoCs charging at the same time.
Add different on-hit sound effects for post-ml armor.
I think that post-ml armors could have cooler sound effects than the default one. Especially Auric Tesla. It's not really fitting for a godslaying hero to make the same "eughf" sound as a random armorless guy. Plus, after Moon Lord you don't really get hit often, so the sound wouldn't be spammed.
Frost and Necro armor from vanilla change the sound effect, so it is possible.
*True Muramasa
"Such a peculiar sword, it's blade is colored black for some reason, and why do i feel like i want to slice something into a million pieces?"
The way that this weapon works is different, instead of swinging the blade, the player will be teleported behind the enemy, leaving a long damaging lingering slash that ignores enemy frames and does insanely high amount of damage.
Recipe: Muramasa, 30 souls of night, 25 souls of might, 5 nightmare fuel, 5 endothermic energy, 3 twisting nether, 10 cosmilite bars.
Reason: To make the muramasa have more uses, since its namesake is insanely cool, also to give calamity unique melee weapons that function differently than most of the swords in the mod.
(The length of the slash depends on where the player is facing, for example if the player is facing only 1 NPC, the slash will be short, if the player is facing 10 dummies, the slash will be long.)*
(Disclamer: this is referring to the actual muramasa swords irl)
Can you make the mod lighter by making the music into a separated file?
Trails for Post-ML Armor
Trails, yes. Some Calamity armors could have trails, especially the Post-ML ones, like, rainbow trails, and other colors.
Modules for Calamity Armor
So, every armor has it's bonus set, BUT, why not add modules? Calamity Armors with modules... Like: Ataxia Armor + Health Module + Laser Module ( shoots lasers like the Mechanical Minecaart )
There would be 3 slot for modules, some items would increase it to 5, ( perma, like Life Crystal ), the slots would stay in an U.I that the player could equip everytime and dequip.
sorry for my bad english, I'm brazilian
Remove dr from defensive prefixes, make defense 0.75x in rev+ again and if needed adjust damage values accordingly.
elementum armor
the essence of terraria and the power of a galaxy infused into this armor
It’s an elemental tier armor that have effects from Daedalus, reaver, astral, and ataxia combined and have their own helmets for each class. Each class have their own unique setbonus:
Melee set bonus: 33% chance to reflect projectiles, heal the player for 1/5 of that projectile's damage and melee attacks and projectiles cause chaos flames to erupt on enemy hits
Ranged set bonus: getting hit causes you to emit a blast of crystal shards, when using a ranged weapon you have a 15% chance to fire a powerful rocket and 50% chance to fire a homing chaos flare
Magic set bonus: 10% chance absorb physical attacks and projectiles when hit and healed for 1/2 of that attack's damage, your magic projectiles emit a burst of spore gas and summon damaging and healing flare orbs on enemy hits
Summoner set bonus: summons an elementum spirit that floats above player’s head and firing tentacle attacks similar to the augur of the elements and inflict elemental mix
Throwing set bonus: throwing projectiles split into crystal shards on enemy hits, you emit a cloud of spores when you are hit, throwing weapons have a 10% chance to unleash a volley of chaos flames around the player that chase enemies when used
how it’s made: Daedalus, reaver, astral, and ataxia armor, core of calamity, galactica singularity, bar of life, and luminite bar
**why it should be added? ** since xeroc armor will be changed into throwing armor to compliment to other lunar sets and the lunar armors are sucks, and so that we need a proper armor to fight provi, and the elemental set got their own armor as well
Make Void play in layer 3 and R’LYEH play in layer 4, Void has motifs from the upper abyss theme, so it makes more sense to transition into that from the upper abyss. It’s also a bit more peaceful, which doesn’t really fit the most horrifying section of the abyss. R’LYEH is more haunting and atmospheric and just overall fits layer 4 better.
Make Threats of the ocean floor play when an Adult Eidolon wyrm is aggressive.
TotOF is imo the best abyss-centered track from DM Dokuro, but its not used in-game.
Why the Adult wyrm specifically? Well, the Adult Wyrm is probably the most threatening enemy in the mod, being basically an Abyss variant of a dungeon guardian. Like the DG, its basically there to say “No. dont ever try that bullshit here again.” when you RoD in the Abyss. This track would, i believe, compliment that nicely.
Pre-Hardmode Melee Buff/Expansion
Doing a Deathmode Melee playthrough, am at Slime God. This reminds me about how lackluster and just generally bad Melee is in pre-Hardmode. The only good weapon up to Skeletron is really Seashell Boomerang, other than Bladecrest Oathsword being half-decent and True Melee weapons; all the way until you reach Ball of Fugu, which is pretty underwhelming. It really should be expanded upon, and here are some suggestions for it:
1: Buff Ball o'Fugu
Ball o'Fugu is probably the best Melee weapon in pre-Hardmode, but it's the most lackluster in dps and effect of the Abyss weapons. It just doesn't really deal enough damage, and the projectiles home in on the Core way too much. My suggestions to buffing it would be making the flail itself faster, traveling out and back in more rapidly, and making the sprung projectiles go more forward than to the sides. Additionally may need a damage buff, but probably not.
2: Adding a melee Hellstone weapon
Since there is so few good weapons between Seashell Boomerang and Ball o'Fugu, and Hellstone being used a bit in Calamity, there should be a Melee weapon made out of Hellstone. Maybe a thrown spear? Maybe a fist, similar to the underwhelming Meteor Fist? Maybe a blade that pours out magma when used, staying at the floor dealing high damage over time to enemies that pass over it (similar to Torbjorn's ultimate in Overwatch)? Who knows.
(Part 1 of 2)
Adding a projectile to an existing weapon
There's a lot of underwhelming melee weapons in pre-Hardmode, like swords and spears. Two of those are the Aerialite weapons, Wind Blade and Goldplume Spear. What if those two weapons had projectiles?
Wind Blade could make shoot out a small, piercing wind gust or a tornado, while Goldplume Spear maybe shot out a small spread of feathers.
The Depth Blade is a really cool aqua-based weapon that's dropped from Sharks. It's quite a bit underwhelming though, having such small range and mediocre damage as a price for applying a decent debuff, though not the strongest. Since it's based around the ocean, why not make it fire a projectile when underwater? It can maybe create a small water current, pushing enemies away and to the side dealing the same damage as the sword, but not applying the debuff. This would maybe make the weapon useful for farming in the Ocean and exploring the Abyss.
These features would add quite a lot to the melee class, and maybe make it decent towards Skeletron and Slime God. (Part 2 of 2) Made this two messages, since it exceeded the message size limit of 2000.
Make calamity bosses buffed depending on the amount of players instead of buffed hp but also keep the buffed HP, like adding buffed functions or newer functions to counteract multiplayer cheese.
Add a crafting recipe for books. Something like 1 leather + 2 wood = 2 books at a workbench
Reason: I spawned with a dungeon with only 3 books above underground layer and I would really like a bookshelf before I beat skeletron.
Add a series of equipment/armor sets that care about the subtype of weapon that you use, particularly for melee and mage, and some more for ranged. For example, Wand/staff, tome, and magic gun weapons. Similar to how Shroomite has specialization for guns, bows, and launchers. Allow for more variable playstyles instead of just "mage uses X at this tier"
Infinite Ammo Bags/Arrow Quivers for all vanilla and Calamity bullet/arrow types
It’s irritating having to craft bullets/arrows in late-game, and it wouldn’t be that unbalanced, considering you have to get a shit ton of them anyway to craft one of the things. Maybe include other crafting ingredients for the rarer/harder to craft ones. In my experience, the Chlorophyte Pouch from Fargo isn’t very unbalanced and is useful for the late-game, and I feel like a Calamity version would be useful for rangers.
Star Stone
"Light of the Galaxy"
Hardmode Accessory
5 of every pre-hardmode gem (Amethyst, Topaz, Sapphire, Emerald, Ruby, Diamond, Amber) + 25 Stardust + 15 Souls of Light
A black gem with a white star on its face, and dozens of motes of colors within it. The attached image is what an actual star stone looks like, though the image of the item would need to be aesthetically magicked up of course. The stone itself should be similar to the attached image, but a faint galaxy aura should be present around it.
While equipped, the user's throwing weapons have a smaller duplicate orbiting them. A Scourge of the Desert would have a smaller Scourge of the Desert orbiting it, a Shuriken would have a Shuriken, etc. For all intents and purposes this second projectile is a true copy of the original, though it simply orbits it rather than flying on its own arc. This smaller projectile would only deal 20% of the original projectile's damage.
https://cdn.discordapp.com/attachments/465195069406707722/521841753498845190/Black_Star_Sapphire.png
What if there was a mechanic in Calamity that was similar to the Borderlands 2 Healthgate mechanic? Except less cheesy. It goes as follows: If you were to take lethal damage from 50-100% of your health pool (will not trigger if below 50%), you would instead be brought to 1% of your health pool and 1 second of invincibility. This effect will have highest priority compared to effects such as the God Slayer Infernal Cooldown or Silva Armor invincibility or other mechanics. This Healthgate, however, will not bypass unique circumstances. Such as: the Devour of Gods head on Death Mode, using Reveangence or Death Mode or when Armageddon is active or any other item that triggers a death upon consumption during a boss fight or otherwise unavoidable death mechanics.
This effect has a 3 minute cooldown. (Can be increased if the need to do so is required)
This is mostly meant for those builds that go entirely glass cannon that often will get 100 - 0 by a single hit due to their extreme frailness. The effect is meant for you to survive for a brief moment on the brink of death if you were to get hit from a lethal attack and gives you some time to either think about the situation or accept the death.
It can't really be abused as often due to the high timer. Tanks can't abuse this either cause they are going extreme defense/DR in most cases. Perhaps if they were to lower their hp low enough, technically they could? But it's 3 minutes or more of waiting for that single life saver.
Thoughts? I know that it's basically a "Hey, I know this attack should've outright killed you, but whada know, potato patato amiright?" and makes you delay the evitable of your mistakes, but at the same time, it's nice that a glass cannon build can work if you're not being 1 shot by most attacks
Add a counter for Supreme Calamitas' Brothers & Soul Seekers and Sepulcher's Brimstone Hearts under Supreme Calamitas' health bar, referring to all of them as "Minions".
**```diff
-{Somber Brisk}-
! Dropped from Brimstone Elemental.
This weapon is a ranger weapon. The player autofires a torrent of tornadoes like Storm Surge but overall buffed. Also deals Brimstone Flames. This would be an interesting addition because there's no ranger drop for her and I'd also like to bring the Storm Surge concept back (high dps but close range).
**```md
#{Flesh Reaver}#
< Recipe: Hematemesis + 5 Bars of Life, 5 Cores of Chaos, 15 Solar Fragments >
The player autoswings a sword crafted from the flesh and flames of Ravager. The sword shoots a mix of blood projectiles and blue flames. The blue flames stick to enemies and deal constant Damage over Time while the blood projectiles serve as raw damage. We may need a new choice for melee vs ML since its choices are getting worse and worse. What'll be unique about this weapon is that it will be exceptional for clearing the eye swarms due to the DoT.
Astral Mimic
Stats would be similar to Hallowed Mimics
Spawns either in underground Astral or by putting a Twilight Key in a chest
Twilight Keys are crafted with 30 Stardust
Drops:
Astral Hook@25%
Celestial Claymore@25% rate while also removing it from the other mimics. Could replace the clouds with stars
A ranged gun that spawns a 2nd, weaker orbiting bullet around the original one
A magic weapon that would spawn a star that hovers in the air for a bit before launching in the enemy's direction
The other 3 spread biomes have a mimic, so I don't see why Astral shouldn't have one. It'd also give underground Astral some more purpose.
Baned Soul Artifact
“Wrath”
Post-Moonlord Accessory
15 Exodium Clusters + 3 Calamitous Essence + Draedon’s Heart @ Demon Altar
A beating heart, blackened and sickly, oozing orange blood.
Retains all Draedon’s Heart effects.
While equipped, the rage bar is modified to an aesthetic similar to the heart, as well as gaining 50% more to its maximum.
Heart Attack debuff changes to Spiteful Silence, tripling the effects of Heart Attack.
Rage is changed as a mechanic while the Baned Heart Artifact is equipped. While it still drains at the same rate as before, it deals less damage. However, it additionally causes damage the user deals to fill the rage meter while rage mode is active. This new rage is spent to keep the rage meter burning. Additionally, if the user is hit while raging, their rage meter depletes 66% of its current amount rather than simply ending rage mode. To compensate for this boon, a hit while raging also decreases maximum health by 100 until death, akin to the Silva armor set bonus.
Chronolocked Hot Chocolate
"It constantly refills, reverting back to the point in time it was made"
Hardmode Consumable
1 Melee Damage
Bought from Wizard at any time
A simple white ceramic mug of hot chocolate, steaming. When used as an item, the Chronolocked Hot Chocolate is swung like a weapon, but does nothing unless it hits a target. Using the Heal hotkey will drink Chronolocked Hot Chocolate if no healing potion of "Greater" or above is in the user's inventory. When drunk, the CHC restores 125 HP and grants the Warmth buff for two minutes. Note that the user has to heal using the hotkey for this effect, rather than being able to use it directly. This is because, when the item is swung as a weapon and it hits an enemy, it transforms, and applies the "Broken Mug" debuff to the user.
Due to this item function as a melee weapon, it is able to be reforged at the Goblin Tinker. The modifier that the CHC has is persistent, and carries into its transformation.
Broken Mug
"Let it fix itself!"
Debuff associated with the Chronolocked Hot Chocolate, merely meant to keep track of how long the user may use the Timewarped Caocao Anomaly for. Lasts 60 seconds.
Timewarped Caocao Anomaly
Hardmode True Melee Weapon
Temporary result of breaking the Chronolocked Hot Chocolate
A weird splash of searing hot chocolate, porcelain, steam, magic and marshmallows, roughly shaped like a sword. The mug handle serves as the grip. While the user has the "Broken" debuff, any Chronolocked Hot Chocolate in the user's inventory will instead be Timewarped Caocao Anomalies. Obviously this means that the user is unable to drink their hot chocolate while using the TCA. Hitting an enemy with the sword refreshes Broken Mug.
The resulting weapon is a very high damage (for early hardmode) sword that inflicts On Fire and spawns small globs of chocolate whenever it hits an enemy, which fly in a high arc into the air. These globs stick to the ground akin to Providence's Molten Globs, and damage enemies that touch them. If a player touches them, the glob is absorbed and the player is healed for 8 HP.
If the user allows Broken Mug to resolve, the TCA turns back into the CHC, reverting the item to its horn o' plenty-esque function. In addition, the user is healed for 80 HP, with no potion sickness.
(note: this suggestion is two posts.)
Add a legendary weapon for gun slinger since there is legendary weapons for all the other sets of classes
Change the non-consumable Profaned Core recipe to not require Divine Geodes. This way, you can attempt Providence without needing to kill the Guardians every time, and you won't have continued pressure on your Luminite supply.
To compensate, it could cost a wider variety of resources than before.
I also think the non-consumable version should have a different sprite, even as little as a glowing animation.
Possible recipe:
3 consumable Profaned Cores
50 Unholy Essences
15 Luminite
20 Phantoplasm
Draconic Pocket Portal
Crafted at HM Anvil with:
Eternia Crystals
Hellstone Bars
Solar Tablet Fragments
Souls of Night
5 Defender Medals
Non-consumable
Summons Betsy
At the moment no one bothers with Betsy. Betsy isn't in the boss rush. Betsy isn't even required for no-hits. This can all be attributed to the god-awful summoning condition of completing teir-3 Old One's Army. Giving players a way to get around this condition both makes Betsy a viable target and makes farming its drops a whole lot better.
Drastically lower the volume of all non-enemy sound effects and music in layers 3 and 4 of the abyss to give it more atmosphere and increase the player’s feeling of isolation
Make providence easier by making it only spawn 2 times profaned guardians instead of 3 times
Make providence only spawn Profaned Guardians 2 times instead of 23897841, since in the current state, the constant spawning of the Guardians is really damn annoying. Compensate for this by changing the AI and health pool of it a bit; pour some more Health into the boss, make the Death Ray appear earlier, and make coccoon phases appear more frequently.
Hello, I'm new to this discord, I don't have much suggestion, besides maybe one of them, and that is... drum roll
Make the profaned furniture set resistant to lava. Yeah, surprised huh? Why did I suggest thes? Probably because of maybe three or two reasons, mmmaybe two.
- To maybe give a bit of a background about me, I'm a builder, I have built some pretty good arenas, and one of the arenas I have made was the Profaned Crags (you can guess where I got the name from), it is what I refer to it as my Magnum Opus (I hope I'm using that term right), however tho, it has one big flaw, and that's that lava slimes can destroy it :D, so yeah that's one reason why I suggest this change.
- It may seem like a nitpick, but since anything profaned is kinda related to fire, it shouldn't be able to get destroyed by lava, right?
And that is my surprisingly lengthy reasons on making the profaned furniture resistant to lava.
This is my Profaned Grags btw
The ore armors got me thinking have the hardmode ores Cobalt,mythril,and Adamantite have special attributes to make them more viable alts to Palladium,Orichalcum,and Titanium
also make astral infection able to convert jungle at least that makes it more fair rng wise
Wulfrum furniture!
A slight variation on Skeleman's suggestion, maybe don't give Cobalt, etc. new abilities, but buff their stats. Make them the higher DPS option to the special abilities of Palladium, etc.
Music Box Reworks
Okay.. this is kind of a bunch of suggestions turned into 1.
- Allow playing music through vanity slots.
- Make enemies that are related to a certain location have a small chance to drop music boxes no matter if you're in hardmode or not. (as in small I mean like 5-20% chance)
- Make bosses drop their music box on death (10% in normal, 15% in expert/rev/death and if possible make it so the drops go down once you have one from that boss)
- Add missing tracks [already going to happen] or extras like DoG nonstop.
- Add old tracks such as the normal astral theme (before it was slowed) [unlikely going to be implemented]
- Make it so someone like the wizard can sell boss music boxes if the corresponding boss has been defeated. (Something along the lines of 1 gold or 2 gold)
- Terminus Theme?
Sorry its such a huge rant but im a music geek xD
When activating armageddon All summons become non consumable.
Anyone who plays in this mode Is using Cheats to get himself summons, And only an Insane person wouldn't do that.
I say it should be Built in automatically.
Remove the Coral, Seashell, Starfish, and Victory Shard drops from the Cnidrion and Desert Scourge, or lower their chances drastically:
The victide stuff is extremely cheap to make and can last you through most of pre-hardmode, so only a few kills can net you a full set of armor and a weapon of choice as well. Cnidrions are way too easy to farm, with their only problem is being in a position to damage them as well as staying relatively safe. Desert Scourge is a step up for obvious reasons, but is even easier to farm since unlike Cnidrion, you'll most likely fight him on the surface. (Unrelated, but it's just weird for dried up creatures to drop lush sealife and victory shards.
Popcorn
Who enchanted a bag of popcorn?
What It Does: Flings tiny shots of popcorn that fly very fast in a slight arc and deal little damage. Upon hitting an enemy, the popcorn pellets stick to enemies similar to the lionfish for a few seconds before despawning. Hitting enemies with further pellet shots while one is stuck to them cause the original to grow larger. Once about eight or so pellets are stuck to an enemy, they explode, dealing high damage, healing the user a small amount, and inflicting Ichor as well as the Molten Butter debuff to enemies in the explosion, dealing damage over time and slowing non-boss enemies.
How It's Obtained: Sold by the Party Girl once Hardmode starts.
Why It Should Be Added: Thrown needs more fun early hardmode weapons, right now all they have is the hardmode ore consumables, Ichor Spear and its corruption equivalent, and the Spear of Paleolith. At the same time, the Party Girl sells few useful items, so giving her something new would be nice.
Chlorophyte Slime
post-plantera replacement for the spiked jungle slime:
It will use a buffed, homing version of the spiked jungle slime attack, and drop 10-30 chlorophyte to make farming much less painful
3 Words
HUMANOID BOSS VANITY
xD
Such as...
Brimstone elemental vanity like Brimstone Dress and Brimstone Dress Pants or something like that
Suggestion:
Since we now have the astral infection, may as well add in a monolith furniture set, I mean, seems appropriate right?
Make so that all friendly NPCs have unique dialog when under the effect of the Love Potion, because Love Potions have no use right now, and it's cool to see unique dialog.
Rifle Scope crafting recipe
Make it craftable so that i dont have to fucking farm in the dungeon for hours
Legendary drop from The Twins:
'Presbyopic Incinerator'
"Spray and pray"
Ranged, uses gel
Left-click: Fires a red, enemy-piercing disintegration lazer (like the Heat Ray).
Right-click: Fires cursed flames in a roughly 30 degree cone.
No rules I can see against legendary suggestions and I'd like to see more than just the Blossom Flux in terms of ranged ones.
Orion's Quiver
"And so the hunter rained vengeance from the heavens."
Hardmode Accessory
40 Pixie Dust + 1 Galeforce + 1 Starfall
Summons a small humanoid pixie, who floats behind and above the player's head. If the player remains idle for several seconds, the pixie will relax, putting its feet on the player's head.
When in combat, the pixie will equip a bow and fire arrows skyward. While these arrows deal no damage, when the arrow leaves the screen it spawns a cluster of falling stars. These stars home in on enemies, and deal significant damage. The Pixie summon benefits from any and all Summon modifiers, as well as Ranged modifiers.
Credit to Vorbis for Editing
i need some alternative way to getting voidstone without having to go to the abyss because im completely afraid of the ocean and trying to get good furniture when your heart is beating like a maniac isnt fun
Idk i this counts as a boss suggestion but in revengence and death mode make it so golem cant take damage out if the temple so people cant just take out the altar with actuators and cheese the fight
Candy
Candy will be sold by the party girl. All candies will provide an effect in addition to the sugar rush buff. Sugar rush will increase movement speed by 33% and weapon speed by 20%, but after sugar rush expires, you will have the sugar crash debuff for as long as sugar rush was active. Sugar crash is the exact opposite of sugar rush: -33% movement speed and -20% weapon speed. There will be different types of candy, all with different effects. These are the kinds that I can think of.
-Chocolate: Sold for 25 silver, restores 150 health and gives sugar rush for 5 minutes. Also gives potion sickness.
-Hard candy: “Why do these exist? Only old people like these...” Sold for 20 silver, gives magic power buff for 5 minutes ad sugar rush for 5 minutes.
-Gummi worms: Sold for 20 silver, gives mining buff for 5 minutes, gives sugar rush for 5 minutes
-Gummi bears: Sold for 20 silver, gives titan buff for 5 minutes, gives sugar rush for 5 minutes
-Taffy: Sold for 20 silver, gives ammo reservation for 5 minutes, gives sugar rush for 5 minutes
-Pure sugar: Sold for 3 gold, gives well fed for 10 minutes, gives life regen for 10 minutes, gives heartreach for 10 minutes, gives thorns for 10 minutes, gives archery for 10 minutes, gives endurance for 10 minutes, gives lifeforce for 10 minutes, gives sugar rush for 10 minutes. After effect is over, gives sugar crash for 10 minutes and gives confusion for 10 minutes.
A change to s3batrOnic's suggestion Rather than make it impossible to hurt golem outside the temple is make traps need a picksaw and actuators unusable on Lizhard brick til post golem
Blastforge Gaze
"Seethes with hatred"
Hardmode Armor
Molten Helmet + 3 Unholy Cores + 20 Brimstone Slag
11 Defense
10% increased melee damage
Melee attacks inflict Brimstone Flames
Blastforge Cuirass
"Seethes with hatred"
Hardmode Armor
Molten Breastplate + 5 Unholy Cores + 40 Brimstone Slag
16 Defense
10% DR
10% increased melee speed
Blastforge Greaves
"Seethes with hatred"
Hardmode Armor
Molten Greaves + 4 Unholy Cores + 30 Brimstone Slag
13 Defense
10% increased melee damage
15% increased movement speed
Set Bonus: Increases melee and movement speed by 10%
Once per life: Prevent death by transmuting your body to rock, dramatically slowing the player's move speed and use time, as well as halving their maximum life until death. In exchange, the player's life is restored by 100, and their DR is set DR to 99%. This DR bonus lasts three seconds and then is removed, along with the speed and use time debuffs.
Obviously all these numbers are subject for balancing, they're merely a framework for possible stats.
Big shoutouts to @paper bramble for creating this awesome sprite to show what the armor might look like!
https://cdn.discordapp.com/attachments/522247649299267624/522263022178402304/BlastforgeArmor2.png
CRAB ARMOUR
A collab suggestion with @rotund comet: post-Leviathan crab-based melee armour sets! Please read! You can comment in the document or in #suggestions-discussion, so we can tweak it and make it better. 🦀
Many thanks to @somber mirage for making the Smasher concept art!
https://docs.google.com/document/d/14AoUki_RM-9s2dMqPNajyxA-jCC4TQb-qAjs23B7OHE/edit?usp=sharing
(Repost — original got 30 stars)
Add a merman/merwoman npc that would sell water? and fish, y'know, just selling your own kind, and probably could sell the music boxes that people want, since I guess music is a theme that mermen/woman seem to fill. Would obviously come after beating Sirviathan.
Reason is that the lore and the Siren's existance both suggest an entire civilization you outright never interact with. And no, that snow biome merman enemy from vanilla does not count.
Make it to where the illustrious knives heal every 4 second like the Empyrean Knives and Exoblade instead of every 25 seconds, it would make them alot more reliable like the empyrean knives and exoblade. because of the way the exoblade and empyrean knives heal, i can get to the final phase of Scal regularly but with the irregular healing of the post-Scal illustrious knives, i can barley get past the first phase despite the weapon needing scal to be defeated to get. just checked the vampire knives and they heal even better then the empyrean and illustrious knives.
Make the boss health bar turn gray or have some sort of indicator when the boss is immune. This change would make it much easier to know what to shoot at and to cut back on bullet use and such. For example, during the rev Twins fight, when one of the eyes goes immune you would know without having to stay close and harm your strat, and you would know which eye to focus on.
Have the Melee bonues that royal helm auric tesla gives (like the silva and bloodflare effects) affect all melee because right now, most melee specific buffs of auric tesla are geared greatly towards true melee and with 95% of all hardmode and post hardmode melee weapons main thing being beams, the melee based effects rarely ever take effect unlike the effects of auric tesla for every other class which will work with every weapon in said class.
Cosmillusion
Accessory dropped by Signus on expert mode - 33.33%
Instead of Chaos State being applied when the Rod of Discord is used, another buff named "Unstable Darkness" is applied that lasts for the same amount of time.
You cannot use the RoD, offensive stats are buffed greatly(melee speed, all damage, crit chance, and minion knockback, maybe by about 25%-35%?), and you have -15 defense while Unstable Darkness is applied.
you should be able to craft a specific amount of the mini jellyfish you get from fishing into the the grand gelatin crafting items to simplify grinding it
Astral Scythe: 1 Demon scythe, 10 souls of sight, 25 stardust, and 15 fallen stars at a bookcase.
It’s basically the demon scythe, but it is the trademark colors of the new astral biome (reddish and blueish). It also spawns where you click instead of inside of the player, and it stays in place if it doesn’t find an enemy to home in on. If there is an enemy nearby the placed scythe, it will home in on the enemy until it hits it. Upon hitting an enemy it will lose homing abilities and fly in a straight line using the direction it hit the enemy at as well as the speed.
Add a crafting recipe for the Money Trough, as there's a chance players either don't get a Blood Moon for a while, or they simply don't rng out the Money Trough it self from the Blood Moon enemies. Maybe have the recipe include a Piggy Bank to not make it essentially a free Piggy Bank you could get right after acquiring the materials
Cryo's stunlock is kinda op maybe lower it somewhat
To add onto Vic's suggestion, perhaps the crafting recipe for the Money Trough could be 15 feathers, a piggy bank, and 5 bacon.
Add in a dungeon chest with a one of the keys from one of the custom biomes like the abyss the brimstone crags or even the astral infection (or whatever it's called)
To prevent all the cheesy ways (really, there's a lot) to get into the temple before it's intended,before you get the Key, . why not add a Temple Guardian? Just like the Dungeon Guardian, except this is an invincible Golem Head like the one in the second phase of his fight, that flies towards you quickly firing homing eye lasers?
Make it either dissapear in Hardmode, or being linked to the door being locked or not.
Optionally, make it actually beatable, dropping some kind of loot. Even if it's as simple as a pet.
If you save and quit while the Wall of Flesh is alive, add some sort of jumpscare animation to discourage cheesing.
The entry of the Devourer of Gods is pretty lame, it just appears out of nowhere. Additionally, it has a small bit of RNG of where it spawns; it can spawn anywhere close to you. Also, this a main part of his lore and design.
Make the Devourer of Gods have a small entry animation, where he appears from out of a portal at the top of the screen.
Why?
As clarified, it fits perfectly with the lore, makes his spawn not RNG, and would just be really damn cool.
Another thing:
In the Devourer of Gods fight, in the pause between Signus and Devourer of Gods phase 2, make the screen slowly fade to white (or any color really, just if it fits) until it's completely white, then when he spawns, the screen flashes a bit and the music kicks in, just like it does now.
Why?
This, too, would just be a very cool addition, this I feel like not being very hard to code (unlike the other suggestion
).
This is a dumb suggestion : Add Block of Life and Life furniture... All Made out of Life bars
Make more weapons that have an even spread like the vampire knives that can be dropped from boss like plantera, the mourning wood, everscream whatever. Maybe add some more planetoids that have their own biome. 3. Make the abyss less dark 
And this one is less dumb : soul lamps put of essences
Cinder Lamp : all NPC leave thunder trails near it
Elium Lamp : Frost barrier to all near NPC
Chaos Lamp : it increase damage to player and increase damage of enemies
Sight Lamp : augment critic chance when near it.
Streng Lamp : augment defense of player and enemies.
Horror Lamp : it gives horror debuff to everyone... Even enemies.
Flight Lamp : augment %15 flight time when near it.
Sun Lamp : give damage melee buff
Vortex Lamp : give damage ranged buff
Nebula Lamp : give damage Magic buff
Stardust Lamp : give damage summon buff
Plasma Lamp : augment mana star spawn rate from enemies.
Lumenyl Lamp : detect enemies and reduce %2 their damage reduction onli in abyss
Phamthom plasma Lamp : player and enemies have 10 armor penetration and minus 10 Def .
Astral Lamp : augment rare ítems spawn %5
Scattergun
Hardmode Shotgun
Made with:
7 Iron Bars, 5 Souls of Might at Mythril Anvil
Shoots an inaccurate array of a bunch of bullets. Can do great damage to big monsters/bosses, as it has a higher chance of hitting. Shoots at a slow pace. When shot, it blasts the player the opposite way of shooting at a great speed (Example: when shot straight down, can carry you 7 blocks into the air). This can be used to blast yourself the other way to dodge attacks, and help you move around faster. This could be useful for the mechanical bosses, the siren, and more. It would also be a great weapon with homing shots, as you can shoot one way to move that direction and the bullets can hit the enemy.
: I feel like a movement weapon would be cool, and also it's a TF2 reference.
There should be an item that generates the planetoids to older worlds
And other three if the sulphuric sea,the abyss or the crags won't spawn
Abyss Planetoid
A planetoid made out of abyss gravel, always containing a Shadow Chest inside it. The chest always contains one of the Abyss's Chest item. The chest is also fully submerged in water inside the planetoid.
Reason: Planetoid variety could be even more crazy if you would add some other biome planetoids, making the game more fun in my opinion. Also players may not find everything in abyssal chests, so this could give some way to obtain other items without making entirely new world.
(Sorry for suggest again) Add some especial items and fishes for the sulphuric sea,and make it upgradeable like the acces to the abyss.
Shredshrimp (shrimp): Used on a new potion (Shredder hands) it give 10 armor penetration to melee attacks,made whit cactus and spider thoots on a bottle of water.
Green biter (bass) : Used on a new potion (Acid skin) it gives sulphuric acid debuff to enemies on touch for 10 seconds,made whit beetle juice murky sludge on a bottle of water.
Armored explorer (Armored fish from the abyss in the surface) : used on a potion (Natural Pressure) it gives you inmunity to the deep crush debuff for 6 minutes,use turtle shell parts and adamantion/titanium ore on a bottle of water. (when mechanical bosses are defeated)
Dissolver of eternal War (Accesorie/ingredient) it give inmunity to the sulphuric acid.
Gull Eel Scarf (Accesorie/ingredient) it give reduce received damage by enemies in the abyss
Mauler Eggs (ingredient) for a new potion (Mirror soul) it reduce the chance to receive a critical hit (when Pholterghast is defeated) Criogenic ore and a bar of life in a bottle of water.
Recipe : Gull Eel Scarf + Dissolver of eternal War = Pelican of War Scarf (Accesorie/ingredient) Effect of Gull Eel Scarf and Dissolver of eternal war.
Pelican of War Scarf + Siren heart + Celestial Shell+ Abyssal Diving suit = Abyssal Siren Heart (it gives the effects of all presented accesories in the recipe,exept the merman and wherewolf,instead it gives you a double buff from the celestial stone.
For harder bosses such as calamitas, make the npcs sell the spawn item if you have one in your inventory, to reduce grind when taking a large amount of attempts (could be added for all bosses, but a few such as calamitas i really think need it)
Fireman's Boots
"Raze the earth!"
Hardmode Accessory
Leather + Gel + Living Fire + Essences of Cinder + Lava Charm @ Mythril Anvil
A pair of red boots, constantly burning. While equipped, the boots seem to be setting the player's legs ablaze, though this is only a cosmetic effect.
Improves the immunity of the Lava Charm, rendering it total immunity rather than temporary. Additionally grants the player 8% increased movespeed and damage.
Every second, the player spawns a circle of flame wherever their current position is. This circle does not harm the player, but does damage to any enemy that steps inside it, as well as inflicting On Fire. These fireballs despawn after five seconds. The fireballs themselves deal low damage, however damage these fireballs deal is increased by all sources, akin to the marked magnum or lunic eye.
To avoid accidentally trashing the player's DPS, the Fireman's Boots operates on an alternate iFrame tracker, similar to the Waifus.
Attached is not direct art for the item, rather it's a reference image for how the item might appear.
https://cdn.discordapp.com/attachments/465195069406707722/522539055750184961/Firemans_Boots.png
(now i thoug it better)
Corrupt
Green Lava : Cursed Inferno on touch (it hurts more than cursed inferno)
Black purple Honey : cut the duration and effect of cursed flames
Crimson
Yellow Lava : Burning Ichor on touch (it cut more than regular ichor)
Light emanating Honey : cut the duration and effect of Ichor
Jungle,after Plague bringuer goliath
Dark green Lava : The Plague on touch
Teal Honey : it onli cut its duration.
Hallow
Pink Lava : Cristal Fragments on touch (it giv 20% to receive critical attacks from enemies)
White honey : Cut in half the effect and duration of Cristal Fragments.
If these biomes reach the hell,the lava may change.
there should be fishing quests for places like the abyss or the sulfurous sea for the angler
the only one i could really think of at the moment would be a reaper shark hatchling in the abyss
( thanks to @tulip bear for the idea of the sour koi, the eidolon clam, and the mauler eggs)
crate creatures that you have a chance of fishing up when you have a high fishing power that drop 1-3 crates that depend on the biome, the more common the crate, the more of a chance its dropped
Remove the height limit for Yharon, so that going up into space no longer enrages him.
It makes some sense that you aren't meant to go underground, but enforcing a strict altitude only punishes players and is just confusing and arbitrary, and doesn't serve any practical means to prevent cheesing.
We need a set of armor in the endgame that is made for convenience. Here’s my idea:
TOOLSMITH ARMOR
Toolsmith armor will boost various stats of the player that don’t have to do with combat. There are three helmets (mining, building, fishing), a chestplate, and some boots. Here’s my idea:
Mining Master’s Headgear
-26 defense
-Permanent mining buff as long as the headgear is on
-20% pickaxe power boost
Recipe: auric ore (50), nightmare fuel (5), endothermic energy (5), cosmilite bar (15), picksaw
Builder’s Greathelm
-26 defense
-Permanent builder buff as long as the greathelm is on
-Increased building radius by 5 blocks
Recipe: auric ore (50), nightmare fuel (5), endothermic energy (5), cosmilite bar (15), stone (999), wood (999), dirt (999)
Fisher’s Facemask
-26 defense
-Permanent fishing buff
-Eliminates chance for junk items
Recipe: auric ore (50), nightmare fuel (5), endothermic energy (5), cosmilite bar (15), angler hat, master bait (10)
Crafter’s Chainmail
-38 defense
-Allows you to craft items that would be normally crafted at Draedon’s Forge and workbench wherever you are
Recipe: auric ore (85), nightmare fuel (10), endothermic energy (10), cosmilite bar (25), draedon’s forge, workbench
Speedster’s Greaves
-34 defense
-50% increased movement speed
-30% increased wing flight time
-Allows movement in liquids
Recipe: auric ore (60), nightmare fuel (8), endothermic energy (8), cosmilite bar (12), Hermes boots, flipper
Set Bonuses
Mining:
-Permanent Spelunker buff and Shine buff
-Immunity to lava
-New minecart that overrides the one in your slot: Goes faster than the mechanical cart, provides light, and you get +20 defense while in the minecart.
Building:
-Increases building range to the entire screen
-Chopping down a tree grants 2x the wood
-Inventory space increased by 10 slots
Fishing:
-Fishing pole casts two bobbers, they catch fish at the same time
-Chance to fish up coins in addition to your catch: 33% copper, 33% silver, 30% gold, 4% platinum
-Bait consumption drastically reduced
All:
-Movement speed increased by an additional 25%
-Can craft items from Tinkerer’s workshop, sawmill, loom, and alchemy table without needing them (alchemy table ingredient saving does apply)
Why should this be added?
This would make getting around the game and doing non-combat things a lot more fun. Especially toward the end of the game, things start to get boring and there’s not much you can do besides fighting bosses. This armor set could make building, mining, and fishing a bit more fun. (Sorry for 2 messages, didn’t fit character limit)
the dungeon crates should give a small bit of ecto and phanto plasm depending on how far you are in the game
give a unique sound to the stimulants because at the moment it sounds as if you just gulp a syringe
I was bored one day and started to think about modded Terraria, like Thorium and Calamity, then I thought of something after a long period of brainstorming, something that may seem too ambitious, but is probably possible, plus it could be a great addition to this mod. What am I talking about you may ask? Well, I was thinking, “what if we kinda combine both Calamity and Thorium together”. How can we do this? Well at the moment, I don't have much of any Ideas for this, BUT, I did think of something that may take a nice step into that Idea, and that's that Calamity adds in their own kinds of bard weapons, while also under the functionality of Thorium's bard class mechanics. This would be very nice, since it'll create a possibility of bard classed players fighting bosses like DoG, Poodle Dragon(Yahron), or even SCal.
Here's one of my Calamity bard weapon concepts:
Roar of the Jungle Dragon
(More likely named after DM's song)
Rarity:
Dark purple I think? I'm a bit rusty on this kind of rarity tiering
(It could possibly be a legendary weapon, if it were the case, it's name would be turning from red, to orange, yellow, maybe even light green)
Symphonic Damage:
Maybe a bit over 2000 ig
Crit chance:
Either 80% or 95%
(I dunno if they do crits so sorry if I get it wrong)
Tooltip:
“Who knew Yahrim was into playing rock”
Shoots out dragondust waves while also unleashing fire charges that'll home in enemies, may also create miniature infernados
Inspiration cost:
Maybe 15 or 20
Its design:
I never thought much of the design, but I do have some and idea, it could be a two or three neck guitar, decorated to be in theme with Yahron
As you use it, it'll either play it the whole song, or the solo of it, of course it'll sound like your just making a strumming sound that could be high or low, depending on where your mouse it at
Like I said, it'll be very cool to see this happen, oh I can almost see people fighting SCal as bards
Scaletide Set
A throwing set to go with the numerous post-Plantera/Calamitas sets that isn't the Perennial Set, in order to add more variety. Made with a lot of Victide Bars and Grand Scales so both items have a greater significance in hardmode.
Worn by aquatic warlords long ago…
Scaletide Veil
- 6 Defense
- 50% chance to throw a Grand Scale that sticks to enemies when using a non consumable throwing weapon.
- 15% increased throwing damage and 5% increased throwing velocity.
Scaletide Mail
- 17 Defense
- Increases invincibility after taking damage.
- Defense increased whilst underwater
Scaletide Greaves
- 14 Defense
- Speed greatly increased whilst underwater
Set Bonus
When hit, homing sand projectiles fly out in a hexagonal pattern using throwing damage.
Sirius
Hardmode Enemy
Spawns only in Forest Astral Biome
An extremely large rabbit - roughly the size of a unicorn - with extremely large hind legs. The rabbit is covered in Astral Infection, manifesting as the typical stone protrusions, orange and blue lights, etc. Attempts to jump into the player, in a series of hops that are comparable to the jumping of the Slime Gods. Two jumps that are short and low arc, then a third much larger, faster one. After the third jump the Astralbbit sticks to the ground for a few moments, moving slowly, before restarting the jumping. If it is too far from the player to reach them in three jumps, it will activate a pair of thrusters in its ears to chase the player.
Ataxu Thrusters
Energized
Hardmode Accessory
Drops rarely from the Astralbbit
A pair of rabbit's ears, colorized purple. Inside one ear is a blue glow, while the other is orange. While equipped to the player, they stick out from the player's shoulders, pointing downward at the ground.
Grants triplejump, as well as extremely fast horizontal flight after all jumps are expended. Comparable to post-golem tier wings. Additionally, grants DR, increased maximum mana, and one minion slot.
Slime Blaster
Legendary Ranged Weapon
Uses gel as ammo
70% chance to not consume gel
1% chance from King Slime
Left click: Shoots extremely fast in bursts of 3 (as to not consume too much gel), and fires small globs of gel. These will splat on contact with anything, and do a very small AoE when they splat.
Right click: Shoots slowly, firing big globs of slime. The slime will stick on to enemies, and deal damage to the over time. The glob of slime arcs slowly forward and down, and will stick to surfaces, dealing damage to things that touch it. The slime globs can stick for 2 seconds before splatting. Would be good up until Skeletron.
: Legendary items are cool, but I feel like we need more early game. Also, King Slime doesn't drop anything very good.
Very small suggestion: Make the ranged bloodflare armor set bonus have a debuff so its easier to tell when you can unleash the souls again
Suggestion: Make the Celestial Sigil spawn Moon Lord maybe 30 seconds (or less?) after killing Moon Lord, cause this’ll make farming Luminite faster.
Add a crafting material called paper, 1 wood near water crafts 10 paper. Paper then can be used to craft books, where 50 paper and 2 leather can be used to craft books.
Why? Because in early game trying to find bookshelves isnt that easy and provides an alternative to journeying towards the dungeon only to craft a bookshelves.
Sulphurous Sand Walls to fill the wall space at the beginning of the "ocean hole" and for building purposes
Here's a quick "quality of life" Suggestion that would be very nice to have, make post-ml pickaxes, such as the Crystal Crusher, be able to cut down trees, since these picks are really good, why not make them be able to just moaw down trees? I mean heck, the laser drill can basically do that
Change the bullet colors to contrast more with the black background- as it is, when you're fighting SupCal you can barely see the bullets due to how the colors work - In actual bullethell games, bullet colors often contrast a lot with the background
Make Fish Bowl give immunity to the crush depth debuff and massively reduce the damage being out of breath in the abyss does, but not the rate at which you lose breath. This allows for faster players to grab things and get out quickly before they drown at the cost of their set bonus and helmet effects. It also gives a useless item a use.
Just a bit of story and gameplay integration:
If you nohit Yharon's first phase, advance the fight to the second phase regardless of progression.
: It makes sense with the lore, because if you did a flawless run, then the dragon would consider you a worthy opponent.
It also would be interesting for gameplay because it could allow for some clever sequence breaking.
Also, just in case the player can't defeat phase 2, make sure to add a status message along the lines of "The Dark Sun is igniting the air around you!" instead of "The air is getting warmer around you" between the 2 phases to hint that Mothron is powered up.
Maybe add the Brimstone key, and have the shadow chests in the Brimstone crag become Locked Brimstone Chests, and the key is 3% drop chance from Brimstone enemies in hardmode.
In the chests will be Ashen based accesories and weapons
Shroomite Ammo
Shroomite bullet: travels faster than normal bullets, deals 20 damage(Plus the gun's damage ofc), and leaves a trail of shrooms that deal damage to enemies.
Shroomite arrow: Upon landing, each arrow creates 3 homing spores that deal damage to enemies, and gives them poison debuff.
Shroomite rocket: Will not destroy tiles, same explosion radius as rocket 3, explodes into damaging mushroom gas that deals AOE damage
Why: with ataxia armor, there isnt much use for shroomite, i dont see people making use of it at all anymore, i thought that a new type of ammo might help to fix that.
Infinite rocket pouch and Infinite Flare Pouch
Since calamity adds more launchers, as well as relevant flare weapons, it would be nice to have infinite pouches for these kinds of ammo like we do with bullets and arrows
Flaming Bullet
How aren't you burning?
Crafted @ Nothing w/ 50 Musket Balls, 50 Slime, 1 Torch
Gives enemies On Fire! debuff for 5 seconds and does 9 damage
Why: How hasn't it been added yet? Its a bullet that sets enemies on fire!
Auric Exo-bullet
A late-game post-yharon bullet type, wich deals 40 damage by default, and shoots a random bullet from a selection of 4 different types:
Green/plague bullets will inflict plague for 5 seconds
Orange/Holy bullets inflict holy flame and creates a small explosion
Blue/frost arrows inflict frostburn for 5 seconds and heal you for 1-5 damage (One second cooldown)
Red/brimstone inflicts brimstone flames
How its crafted: 50 holy bullets, 50 plague bullets, 50 frostspark bullets, 50 Mortar Round + 10 auric ore + 1 darksun fragment = 200 Auric Exo-bullets
Frostburn Bullet
Now this is just ridiculous
Crafted @ Nothing w/ 50 Musket Balls, 50 Slime, 1 Ice Torch
Gives enemies Frostburn debuff for 4-8 seconds and does 11 damage
Why: Because its also very simple and somehow hasn't been added! Plus who doesn't want to shoot Frostburn Bullets at everything
passive aggressive suggestion
if youre going to have your mod be broken on mac/linux for multiple major mod versions make a note of it in the thread or mod browser info 
Unify HOTE ingredient drops to either all be from boss treasure bags or all directly from the boss.
Have the throwing variant of the illustrious knives be crafted with the throwing variant of the empyrean knives (They both use the melee variant)
Please make BOC do no damage while it's "phasing in" in it's first phase.
Reason?: Because I'm sure everyone in here, Fabsol included, has had enough of the bad brain.
make the useless wet debuff make you do 10% more damage to fire based creatures
The Judgement
Yes it's an undertale reference, now shut.
Ignores all immunity frames and sticks to enemies.
Uses bones as ammo
Crafting: Bones Throwing Glove, Determination Breaker, 100 bones,
Arrow Chuckin' Glove
"That's not how it's supposed to work!"
"Uses arrows for ammo"
Pre-Hardmode Throwing Glove
Leather + Silk + Rubies @ Loom
A leather glove with an arrow in its grip.
When used, an arrow in the user's inventory is consumed, and a larger version is thrown - roughly 50% thicker and 200% longer. This projectile flies forward quickly, much faster than a bow of its low tier.
The damage of the arrow is converted to Throwing and added to the Arrow Chuckin' Glove's innate throwing damage. However the type of the arrow is remembered as it's thrown, and all arrows retain their properties.
Aerialite Arrow Glove
"Uses Arrows for Ammo"
Pre-Hardmode Throwing Glove
Arrow Chuckin' Glove + Aerialite Bars + Sunplate Blocks + Feathers @ Anvil
A pre-hardmode upgrade of the Arrow Chuckin' Glove. Increases the innate damage of the glove somewhat, but doubles the damage of any arrows it throws.
Lihzahrd's Arrow Glove
"Uses Arrows for Ammo"
Hardmode Throwing Glove
Aerialite Arrow Glove + Living Shards + Solar Tablet Fragments @ Mythril Anvil
A post-plantera upgrade of the Aerialite Arrow Glove. In addition to the previous upgrades, the glove's innate power increases greatly, and it begins to throw three arrows at a time instead of one. Additionally, usetime is reduced.
Flight of the Bumblebirb
"Reproduction Limiter Removed"
"Wooden arrows turn into bumblebirbs"
Post-Moonlord Throwing Glove
Lihzahrd's Throwing Glove + Effulgent Feathers+ Nightmare Fuel + Endothermic Energy + Phantoplasm + Cosmilite Bar @ Draedon's Forge
The highest tier "arrow throwing glove". Removes the previous effects of the glove. Whenever used, the user throws a small Bumblebirb which homes in on enemies, albeit inaccurately. These Bumblebirbs deal high damage.
If the Bumblebirb remains in flight for more than two seconds, a second Bumblebirb is created mid-flight, which will begin to chase after an enemy to hit. This spawned Bumblebirb is capable of cloning itself, just like the original.
(note: this suggestion is two posts. credit to @tulip bear for the original idea!)
Tally counter support and banners.
Similar to a previous suggestion, also increase the contrast of Providence’s bullets with backgrounds, especially in hell. My monitor isn’t great so I can barely see the smaller bullets, if at all
different tall gate variants for the mods multiple building materials
Stools, Banquet Tables, Bars, and Benches for furniture types as well, the plain wood versions look odd when put with a set, like say Profaned furniture.
The seafood used to spawn the Aquatic Scourge should be used like the Truffle Worm. DF and AQ are both aquatic bosses. I think that Duke's summoning way is very cool. If the Seafood was also used to "fish" AQ out of the sea, it would also join Duke's cool party.
make the players while standing on the astral meteor * get the * god slayer inferno deabuff , since standing in the normal one burns you, the only way to get inmmunity while standing on the meteor is with the astral bulwark just like the normal meteor with the obsidian skull. it whould add more detail to the biome and make it deadlier c:
Brimstone Crag Planetoid
I got this idea from Aloe, where it's made out of Brimstone Crag blocks, with some Charred Ores inside with a Locked Shadow chest where it contains normal Crag items.
: the same reason as Aloe
While a few are talking about planetoids, guess I might as well do the same, except the other way around.
The suggestion that I'm presenting is in faver of the cinderplates, which can be found in the huge planitoid in the center of a world.
My suggestion is this: either make them spawn around the brimstone crags and/or have them mostly spawn in the very bottom of hell, where they're almost literally touching the boundaries of the world.
My reason is this: while a very few, despite being decorative or not, uses them, it would make more sense to have some more of those spawning around in a place like hell then be really limited to the ones in that one planitoid, and while many can just create new worlds to get them, it seems more time consuming then just searching for them, and besides, I sorta feel like we'll need them later on in the feature of calamity
*Gryphon
"A legendary cutlass wielded by a insanely powerful pirate"
Drops from Flying Dutchman. (0.1% chance POST ML)
Everytime you throw the cutlass, it leaves a afterimage, also it pierces 15 times and moves at insanely fast speeds, it also creates green explosions that deal additional damage, it's use time is rapid.
Reason: In order to give the pirate event some content, and to add another throwing weapon*
Summon and Throwing headpieces for all the ore armors in hardmode
Bloody Worm Scarf/Tooth should both have the ability to affect Melee and throwing as they are both physical means of attacking
Phantom Glove
Sold by Skeleton Merchant 100% of the time post-Queen Bee
If you have this as an accessory, you can right click with a yoyo in hand to summon a Phantom Glove. When throwing a yoyo, the yoyo will be strung between you and the glove, allowing it to move around in a much farther range. Kinda like using two hands with a yoyo.
Loki's Grips
Tinker with Yoyo Glove, Power Glove (Feral Claws + Titan Glove) and Phantom Glove. You can summon a second Phantom Glove of a different color, which will carry your second yoyo. This yoyo will try to stay a few feet away from the cursor and mimic the movements of the other one. Also increases yoyo range and knockback.
Just an idea. Hard to explain, but basically it's like two hand yoyoing. Specifically so it will change the mechanics of yoyos to be more viable.
Make the ??? or Siren Spawner in the ocean not spawn when your volume in-game is off (music, not ambient and general) so you can farm without these everywhere. ( or just an earplugs accessory with the same function, but the music one is cooler)
It makes sense in the Greek stories, as you are not affected by sirens if you cannot hear the song.
Craftable Torrential Tear
Made from 2 water buckets + 20 rain clouds + 2 essences of cinder at a crystal ball with water or a sink nearby.
Since torrential tear is an important item for getting rain-exclusive loot more easily and reduced lag on some PCs, it’s odd that the only way to obtain it currently it by getting lucky and finding it in a shadow chest. This would fix that, but lock it behind HM to prevent “early” torrential tear. The recipe has essences of cinder because they’re the essences of sky and storm.
Crystyl Disk
Early Hardmode throwing weapon that drops from Chaos Elementals at the same chance as Cursed Dagger drops from Clingers (?) and Ichor Spear from Ichor Stickers.
Weapon, when thrown out will split into several smaller sharp crystal shards when hitting a solid block or enemy that damage enemies. Disk emits weak pinkish light, and is not affected by gravity, as the projectiles.
Reason: Thrower doesn't have many options in early Hardmode without killing a boss, the only throwing weapons are consumables, and the said Cursed Daggers and Ichor Spears. Adding more of these weapons could or definetly will help throwing class playing around with this mod.
Adamantite Rifle
An adamantite equivilant to the titanium railgun, when used, it will shoot 2 bullets similar to how the clockwork assault rifle does, these bullets are completely acurrate, and each one would deal 40 damage.
It seems weird that titanium worlds get a gun but adamantite worlds dont, thought this might be a good idea for an equivilant
I'd like to see you alter the loot tables of pyramids so you can't find pharaoh robes. I'm tired of getting excited from finding a pyramid and just getting a useless vanity set
It would be cool if the waifu items could be put in vanity slots and act as pets.
I like the design of them but sometimes just would like them as pets.
Maybe it could be a craftable pet item that is crafted from the corresponding waifu item (excluding HOTE)
If it were a craftable pet item then it would also be able to be turned back into the summon item.
Instead of @mossy violet ‘s suggestion, edit the loot table of pyramids to always contain every loot you can find in a pyramid. Currently pyramids are so rare that you’ll be lucky to get even one, so why not make them contain guaranteed useful loot, and not just the useless pharaoh set, but at the same time, you’d still be able to get the pharaoh set
Scouter
Draedon, what's their power level!?
Let's you see all enemies DR, Defense, KB resistance, and Damage below their HP when you hover your cursor over them.
Has all effects and abilities as a cell phone.
Works in inventory
Both effects are toggleable.
Crafting: Cell Phone, 5 Hallowed Bars, 50 nanites, and 15 souls of sight at an mythril/orchalium anvil.
Reason I think it should be added: It would be nice as a QoL item for people who don't feel like memorizing enemy stats or just people who think it's a nice thing to know. Along with that, the cell phone, being one of, if not the best, QoL item in the game definitely deserves an upgrade. I made it not an accessory as it's mainly just meant for QoL, and QoL items aren't really meant to be accessories in my personal opinion
Remove the BoC teleporting or make it slower and deal less contact damage.
Unless the teleporting is hardcoded.
Can Pirate Maps be made stackable? Every other event item is stackable and this would aid pirate farming.
The Birb Trials
Add a new npc that sells an item called supercharged birb pheromones, these summon the birb swarm. It starts with one birb that rapidly reproduces and all of the new birbs are equivalent to the boss birb. The goal is to survive as long as possible against a an exponentially growing and infinite birb swarm. Each birb drops a birb medallion which can be exchanged for powerful endgame gear with the npc I mentioned earlier.
Buff the Valor or make the cascade craftable and a little bit buffed so it's possible to beat slime god with them
Star's Remote
Post-ML magic weapon
Damage: extremely high
Mana: 30 per projectile 
Create white dwarf, was circles around owner's cursor. Can to hit 10 different enemies, on 11's a explode to massive amount of lunar flares. Inflicts rarely GSI.
Craft: 12 Luminite Bar @ Ancient Manipulator
: Magic missile-like weapons is a powerful. (
) And Calamity doens't have magic weapon from luminite only.
Calamity Jane
Town NPC
This NPC would sell cosmetic items and dyes that are based around Calamity enemies/bosses, including but not limited to boss vanity.
she would have the usual dark gray/black and dark red color scheme that calamity is generally known for.
She would spawn after Calamitas is defeated
Void of Extinction should make you immune to fire blocks too if it makes you immune to lava
Impossible Artifice
"A fusion thruster, constructed only of dirt and stone."
Astral crafting material
Drops from any/all Astral enemies that fly.
The Astral needs more items connected to it, and a good jumping off point I feel would be in-theme crafting materials.
Small change: Make Spell Tomes added by Calamity (such as Forbidden Sun, Burning Sea, Everglade Spray etc etc) actually require a tome to craft
They’re literally spell tomes, and lots of Calamity spell tomes such as Death Valley duster, lashes of chaos (i think) and all the vanilla tomes use it in their recipe as well, so it wouldn’t make sense if they didn’t have tomes as part of their recipe.
Tweak Boomerang KB
Alrighty-o, I've had a huge problem with boomerangs now I've noticed it - they're KB is a bit one-sided.
What do I mean? I mean when you throw a boomerang and it loops around it will still hit enemies away from you, regardless the direction it is actually moving in.
Why? should this be implemented? Because Calamity adds quite a few cool additions to Vanilla stuff, even if it's a tiny adjustment to damage, crafting, ect. This means boomerangs can be a bit more "sensical" when it comes to KB physcis and a bit more dangerous (or useful) to use.
This is my "Space Expansion" idea, similar to Vorbis' expansion suggestions, this took me forever (not really), so feedback is appreciated
https://docs.google.com/document/d/1WwTkmYipQWPoCWI1BWtoT0z5XS8jJVOiBUzfz53c67c/edit?usp=drivesdk
Create a new document and edit with others at the same time -- from your computer, phone or tablet. Get stuff done with or without an internet connection. Use Docs to edit Word files. Free from Google.
Devourer of Gods Final Phase Quotes
Remember the Devourer of Universes and its unique quotes? Those unique quotes (except for "I WILL CONSUME YOUR UNIVERSE") should be used in the final phase of the Devourer of Gods fight (assuming they still exist somewhere in the mod's code).
Why? Because the Devourer of Gods' final form is heavily armored and he looks bigger than general, so it would make sense if he shouts instead of just say "Are you seriously that bad at dodging?" or "You think...you can butcher...ME!?". Plus it will give strength to the fight as he is even more aggro in this phase than the first one. "A GOD DOES NOT FEAR DEATH!" would remain the same, it is just the other quotes that would've changed (and maybe some new ones like "HOW DIDN'T YOU MISS THAT?"?)
Blast in a Bottle
"This is an awful idea"
Pre-Hardmode Accessory
3 Dynamite + 12 Grenades + 8 Feathers + Bottle @ Heavy Crafting Bench
Creates a large explosion at the player's feet, propelling them much higher and faster than other bottle accessories. Does not destroy blocks. Deals true damage to enemies in the blast. Deals 20 unmitigatible damage to the player. This damage does not trigger immunity frames.
Blast in a Balloon
Pre-Hardmode Accessory
Blast in a Bottle + Red Balloon @ Tinker's Workshop
Combines the effects of the Red Balloon and Blast in a Bottle. Blast jump damage is reduced to 15, and is increased in both speed and height.
Exploding Horseshoe Balloon
Pre-Hardmode Accessory
Blast in a Balloon + Lucky Horseshoe @ Tinker's Workshop
Combines the effects of the Blast in a Balloon with the Lucky Horseshoe. Blast jump no longer deals damage to the player.
The Hindenburg
"Disastrously Fast"
Post-Slime God Wings
Blast in a Balloon + 15 Aerialite Bars + 5 Copper/Tin Bars + 100 Clouds + 50 Rain Clouds + 5 Purified Gel @ Heavy Crafting Bench
A zeppelin strapped to the player's back, akin to the MOAB.
Grants flight, the longest in the game at ten seconds. However, this fight is painfully slow, clocking in at only 15~20 MPH, with sluggish acceleration and turning ability.
Pressing Q causes the player to get an INCREDIBLE boost of speed, clocking in at roughly 75-100 mph. This makes the acceleration and control the player has over their flight increase significantly. However, after a half second of this flight the Hindenburg bursts into flame. This deals ten damage to the player and ends their flight prematurely, causing them to fall to the ground. They still do not take damage on landing.
BFB
"Unstoppable, unpoppable"
Post-Cultist Accessory
The Hindenburg + MOAB + 10 Meld Bars + 3 Cores of Calamity @ Ancient Manipulator.
Combines the effects of the MOAB and The Hindenburg, granting near limitless, slow flight. Jumping will still cause the player to jump as per MOAB's usual function.
The blast effect of the Hindenburg no longer does damage, is now usable three more times in flight, and no longer sets the player's wings aflame after use.
(note: this suggestion is two posts. Special thanks to @tawdry condor for helping me greatly in writing all this out!)
Add a new quote for Permafrost/Archmage,only works if in a snow biome and at night:
“Now THIS is the weather I like!”
Not really a Calamity Suggestion, more of a discord channel one.
Can we please have a lore and lore discussion channel? I’ve noticed a lot of key facts in the lore have been buried under piles of Calamity Discussion, never to be seen again. It would be a nice idea to have a channel where said facts could be pinned, and fans of the lore could discuss about the story. Also, Merry Christmas!
Make s-cal for at 100% greif and background stays red but at 67% it should be lament and blue background 34% epiphany orange background and 1% acceptance and background black and white
Make Ice Clasper summon aggro range slightly lower. They constantly attack enemies that are off-screen, and this can cause issues by them ignoring enemies close to you. As a side note, they keep killing guide doll demons in the underworld off-screen and summoning Wall of Flesh when I don't want them to.
Allow the Torrential Tear to be fished from the Sulphurous Sea/Abyss with between 80 and 140 fishing power in hardmode. The other non-weapon abyss shadow chest loot (iron boots, depths charm, anechoic plating and strange orb) can all be fished the same way, and torrential tear should be obtainable that way as well and is an important item.