#suggestions-voting
1 messages · Page 27 of 1
I don't know if this is possible, but have the autozen effect of a boss apply in the second or so in between the sentinels of the dog fight.
Suggested solution: have autozen linger for like 10 seconds after a boss is killed
10 seconds because mobs can spawn in the 10 second wait after defeating Signus
Yes, I'm salty about dying to a slime
Make all bosses immune to glacial state to make the ice bullets be less OP
Make the magna striker both ranged and magic similar to the aethers whisper since it is crafted with both a ranged and magic weapon
Changes to Blood Relic and Arid Artifact, and a Crimson/Corruption Miniboss
Posting the whole thing here would be messy and too long, so I put it in a document.
https://docs.google.com/document/d/1TplU4UKG3PLKczIZ6zl_G7Uqk-c4YgFpKME_SZ7DA0I/edit?usp=sharing
NPC: Loremaster
Add in a new NPC that can move in after the player acquires their first piece of lore, that takes the lore(somewhat like the Dye Trader) and in return can explain from then on the detailed lore of each boss/biome/whatever that they get (like the ones we have in the descriptions of Dokuro’s videos and the wiki). And maybe other tidbits as the player acquires certain items, like the Heart of the Elements or Amidias’ Spark. Seeing as it would have this role, it would seem appropriate to name it after one of the IRL lore masters of the mod.
Reason: Lets people who want to actually dive into the deeper, more interesting lore of the mod, and also reduces inventory clutter by trading in the otherwise storage-clogging lore items. Also lets the great minds behind the story of the mod show off their creations more than just on the wiki and Dokuro’s vids.
Make it so that Dynasty Wood can be used to make campfires, as well as all other types of wood that can't be used to do so.
considering dryad now sells nature's gift and jungle rose. shouldn't she sell Jungle Spores too?
Adamantite/Titanium Samurai armor
A couple of sets of armor, each made with either adamantite or titanium bars, and dynasty wood.
These armor sets would be non class specific, giving universal buffs that apply to all classes.
It has the look of a typical japanese samurai
titanium has higher defense but less boosts and adamantite vice versa
Make Spiked Jungle Slimes rarely drop jungle roses. They have a red flower in their sprite, so it makes sense for it to happen.
On top of that, have Nature's Gift craftable: Jungle Rose + Mana Crystal = Nature's Gift. I think it makes more sense than it being sold by the dryad, and you don't have to wait until she arrives to have a reliable way to get both of them.
Make the abyss chest weapons slightly weaker than they are now in prehardmode but then buffed in hardmode to slightly stronger than they are currently. They’re such cool, unique weapons and it’s a shame they’re irrelevant so quickly if not this, maybe some upgrades to them at leviathan tier instead?
Make it when Providence is at half health, when the crystal is summoned a gap is left where the crystal is.
A recipe for the Wisp in the Bottle could be One Empty Bottle,5 Souls of Sight,and Ectoplasm or something along those lines
Unless it already is, make the Storm Surge material for an upgraded version of it
Although this doesn’t seem too likely but storm surge is pretty fun to use and I would like to see more of it (similar to magic missle)
Uniclass Gear
https://docs.google.com/document/d/1rXj9o_va9K16d9yzOMCcUoqJfW2hpyO-r73aENR0iNc/edit?usp=sharing
Give the Devourer of Thots minimap icons because it's hard to tell where they spawn and they can still get some surprise kills even with their 3 seconds of invulnerability.
Notice: these two suggestions pertain to content not yet even determined. These are more propositions than suggestions.
Auric Tesla 2: If there’s a true endgame armor (Post-Yharim), it should be a direct upgrade to Auric Tesla (like Activated Auric Tesla or something).
I feel this would break up the staleness of having a new ore every boss tier, and make Auric Tesla a little more special and tied in to Yharim (If it indeed goes along with the lore and if I can recall things correctly).
Yharim’s Vault: Not an item, but a location underground that spawns on world creation. Could be a little block made of Auric Bricks or gold or something and holds three special chests; if you try to get in before Yharim’s defeat maybe it could summon a bunch of angery birbs or something. On Yharim’s defeat, he could potentially drop just a single key (and nothing else except coins) to ONE of these chests, whereas each chest has the same basic loot but ONE UNIQUE endgame reward (similar to the biome chests). Yharim may or may not drop another key if you fight him once maybe leaving you with a unique yet powerful item under your control but prompting you to explore other options. The chests would contain enough raw endgame materials (whatever they may be) to enable the player to craft endgame gear (such as the Tesla upgrade).
I feel this may make future Yharim’s drops more unique and specialized, as well as giving the player more incentive to fight Yharim again endgame without the motive being crafting materials.
add a tesla coil gun, just that, idk it seems like a good idea
using the nurse when a boss is alive in Revengeance mode lowering your rage back to 0; to make cheesing with nurse in an "extra" hard mode less viable.
Cosmilite Car Key
Cosmic Car Key + 20 Cosmolite Bars + 5 Luminite Bars
A direct upgrade to the Cosmic Car keys. Would probably be a more DoG-ish sprite remake of the regular UFO mount. Turning, stopping, and accelerating would be almost perfectly pinpoint, and the max speed would be increased from 51 to probably 65-70~. Could probably be even faster.
Why?: Who actually uses a mount post-ML?
Add a hook that acts like the rod of discord that can be upgraded
Tablet of Calamity
This artifact was said to bring upon the destruction of the oceans long ago... Use it with caution.
What it does: When used, it buffs all bosses to post-SCal strength. Non consumable. Using it again would revert it.
Why: This would serve as a secondary post-SCal challenge like the boss rush. It would be pretty fun to revisit older bosses but super-buffed to Yharon/SCal difficulty.
Crafting Recipe: 50 Auric Ore, 10 Calamitous Essence, 3 Solar Tablets at Draedon’s Forge
The Equalizer
An endgame item crafted with calamitous essence and auric ore, it functions like the armagheddon, being toggable. when used, it makes all enemies passive, but if a boss is summoned while it is active or it is used while a boss is alive, the boss essentially becomes a dungeon guardian version of themselves, and does not drop loot.
This item would make building and terraforming alot easier in the endgame for those who dont want to have to deal with random enemies popping up and attacking them
The Challenger emblem
accesory
Doubles damage dealt by and to you
(This is calculated separately)
And makes every attack from a boss have a 50% chance to 1 shot you
Insane power, but is it worth it
Drops from any boss in revengence while you have full health
Very risky
INCREASE POST-ML ENEMY HP
A very obvious thing. The post-ml enemies/buffs for them added by the mod (excluding minibosses, and the post-ml boss related buffs, both vanilla and modded for obvious reasons) die way too easily, where you deal over 10,000+ damage per second, not only instantly killing 9/10's of EVERY ENEMY IN THE ENTIRE GAME, but makes the overworld way too calm and serene. It's rather absent at first, with the profaned enemies being at acceptable levels of HP, enough to stay alive for a good amount of time, then derails from there, for example, the phantom spirits. Excluding the happy ones, they do not have any durability whatsoever and most often die as soon as they spawn.
A tweak that allows the Bloodflare Core+ aura to be toggled on and off (in a simmilar way to the toggle of the Asgardian dash)
i lost count at how many times accidnetally summoned cultist just because of this. It's a nuisance especially with the lunar events or having to die on purpose.
IC bullets
Slow moving arrows that shoot homing rockets (don't require a target). Count as ammo for guns. If more than 50 arrows are on screen, homing rockets are shot instead.
Nanite Manipulator
Turn your enemies into POWER
Post-DoG Summoner Weapon
Spirit Generator + Nanites + Phantoplasm + Cosmilite Bars + Endothermic Energy + Nightmare Fuel + ~1000 Wire + 5 Leather
A simple glove, interlaced with dozens of wires and lights. While held, the user has an electric blue glow around them.
When used, the Nanite Manipulator spawns an amorphous flying mass of nanites which glow blue and stick closely to the user. When targeting an enemy, the light these nanites emit changes from a blue to a red. A Nanite Swarm only takes up 0.5 summon slots, attacks quickly, and deal damage on seperate iFrames. Nanites have similar AI to the Dank Creeper minions, but are much faster, improving their ability to cling to targets.
When pressing RMB, the user does not target their nanites; instead, they fire a continuous small red laser, akin to a laser pointer. If an enemy is hit with this laser they are targeted by any active Nanites, are dealt moderate damage, and are afflicted with Ichor.
After A. Dealing X amount of damage to a boss, or B. Killing an enemy, the player recieves a large buff to their stats, though the buff is chosen randomly. Priority is given to buffs the player does not yet have, or buffs the player has but are close to decaying. Each buff lasts three seconds. The buffs are as follows (roughly; subject to dev balance):
Nanite Regen: Grants +8 Life Regen
Nanite Power: Increases minion damage by 20%
Nanite Defense: Defense boosted by 20, DR boosted by 10%
Nanite Agility: Movespeed, acceleration and flight time increased by 10%
Nanite Fearlessness: Increased Immunity Frames on being hit.
a separate mod exclusively for the quality of life changes calamity makes to Terraria (i.e., weapon nerfs, buffs, item recipes, etc.)
Make Wall of Flesh stronger or do more unique things on Crimson worlds due to the connection to flesh and organs.
An upgrade to the drax would be great, it could use yharon soul fragments/auric ore or even calamitas essense to be crafted and it would have more range and mine things like back-walls alot faster then a normal grax, it possibly could give the same buff but for a longer duration
Raider's Mantle
A throwing accessory for early hardmode which is a straight up upgrade to the Raiders Talisman, Moon Shell and the not-even-added-yet Rogue Emblem (Yes, this exists in the future and is prolly a rip on Spirit, at least according to the changelogs) to give the player a viable alternative to Statis' Ninja Belt, but is more expensive to accomplish.
Stats
10% increased throwing damage
When you are hit or get a critical hit, throwing damage and velocity increases
This effect can stack up to 250 times.
The max cap is at about 10% more damage.
Randomly (1/6) turns the holder into a werewolf when hit for about 10 seconds, boosting stats.
Crafting - At a loom
Raider’s Talisman - 1
Rogue Emblem - 1
Moon Charm - 1
Silk - 15
Core of Eleum - 3
Make gravity globe able to change gravity midair, and also make it flip the character instead of the world. As it stands, gravity globe is a terrible accessory that I've never actually seen or heard of anyone using.
So, as it stands, Astral and Ice biomes are bland AF as of now. I came up with some ideas located on this Google doc.
in a nutshell Ice Biome Miniboss, Astral Miniboss, some new Astral items, and some other Changes to affect the Fallout of defeating certain bosses.
https://docs.google.com/document/d/1K46TpHJvm6xCp-09ZfVFiJhYkU6qVOPnUj_Zp1dgExg/edit?usp=drivesdk
Resprite astral brick and astral brick wall
: they does not benefit astral tier
Make the gravity globe be a material in the Auric Tesla armor, and when you press a certain key you can flip gravity mid air
: gravity globe needs to be useful, and it would be fun flipping gravity with the Auric Tesla armor
Massively buff the cultists that spawn at the dungeon entrance post ML, I’ve lost count of how many times I just kill them immediately with astral arcanum due to summons or auras or whatever and have to warp back to my base to despawn cultist.
add an item that instantly gives you the Maraton Medallist achievement if possible
: this achievement can give massively low fps, resets everytime you close the game and it's tedious to use fargo's soul of the universe and a skybridge everytime you open terraria
Get rid of Eidolists. When they spawn in the dungeon they are a pain in the ass, when the cultist spawns them they do nothing but spawn kill you after you respawn, and you don't even notice them in the ML fight. Plus they are ugly/repulsive in every way (no offense to whoever made them)
Alright, so I'm a complete moron when i comes to game design, but I think I have an idea for the mod. I really like the abyss. You slowly become more powerful as you fight your way deeper with each visit. I think the sensation of going back to a place you've been to and easily shredding through monsters that gave you trouble earlier in the game is great. A big problem I had with the calamity mod was that I kind of spoiled a lot of the later content for myself by looking stuff up on the wiki, so the last bosses were kind of given away. I think the reason why I stumbled into this problem was because there is little indication of where and when new bosses can be fought. Yes, I know messages appear in the bottom of the screen saying things like the dungeon has changed or how profaned monsters can now spawn, but those are pretty hard to miss. Here's where the dumb idea comes in. What if there was this location somewhere in the world that's not too easy to miss, like the dungeon, and it contained many tough enemies and after going through this minidungeon, you would find, say, an ancient tablet that would say "Hey, this boss can be fought look here for things to summon it. Here's a tip as well". It would be cool if there was some exclusive loot in there, but it would all be completely optional, if, for example, a veteran player knows what boss comes next.
Also, I know forced backtracking is despised in many games, but in other games like super metroid, you choose to backtrack to locations and it feels awesome when you uncover a new place. Now here's where it'll tie into the abyss. It would be pretty neat if you could make it all the way to the end of this dungeon, but the deeper you are into it, the harder the enemies are. Maybe a reward at the deepest point, but it would be nearly impossible for a newer player to get into without better gear, but not impossible. Now I know, this is probably a pretty chiche and wouldn't translate well into the game, I just wanted to get the idea out there
Have I overthought all of this? Yes.
(ok, i know Vanquisher Bullets were suggested like an insane lot since vanquisher arrows exist, and people mostly tend to suggest it, but i will try to make this suggestion a little bit original from the rest)
Vanquisher Bullet
Follow and pierce your foes' soul...
Homes in the enemy and pierces them three times
Recipe: 250 Chlorophyte Bullets + 250 Verium Bullets + 250 Luminite Bullets + 5 Cosmilite Bar = 725 Vanquisher Bullets
of course, it will pass through blocks and go at a high speed (luminite bullet ability), and it will pierce the enemy
but i suggest it should pierce the enemy, then home in the enemy again, pierce again, and so on for 3 times
(i'll leave a couple of images to not make it confusing. but the fuction should be like the Influx Waver)
https://imgur.com/gallery/M1CFJ8j
the damage output of this bullet shouldn't be past holy fire bullets, as the bullet's ability can be powerful. maybe 15 or 20 should be enough
there's nothing more to say, its just your simple but quite original vanquisher bullet suggestion
Slime Shot
11 damage
Made with:
5 gel, 70 bullets at Solidifier to make 70 Slime Bullets
When shot, the bullet will start arcing downwards, making it hard to aim. Kind of like when you throw a throwing knife, and after a bit it falls, but the bullet falls a bit slower than the knife and starts falling almost immediately. This bullet has better damage than others however, as it's harder to hit your shots.
Pinky Bullet
11 damage
Made with:
1 Pink Slime, 150 Bullets at Solidifier to make 150 Pinky Bullets
Same as the Gel Shot, but when it hits an enemy or tile, it will bounce 3 times before breaking. Basically a better version of the slime shot.
The Abyss
not to be confused with the biome of the same name for obvious reasons
Dropped by Ceaseless Void at a 33.3% chance
Mage weapon because there's no mage wep drop by the sentinels, woops!
Fires a wave of Dark Energy(ies) that slowly fly upwards, leaving mirror shards that home in on enemies. Dark Energies summoned by this weapon ignore enemy immunity frames if coming into contact with another enemy.
petition to rename #429810613922037761 to #fab's-game-ends
Add rewards for fishing in the crags’ lava with hotline hook, said hook is basically useless right now and crag-themed fish/gear obtained from fishing would be pretty epic.
I feel like there should be a recipe for the Pocket Mirror. Not only is Medusa a rare enemy, but the Pocket Mirror is an even rarer drop. Not to mention that with any amount of content mods, including Calamity, Medusa becomes even less common. Of course the recipe could be somewhat challenging, maybe including a number of early hardmode material drops. Pocket Mirror is one of the few accessories I've seen that doesn't really have any recipes in the various mods I've played.
ok, this may be a bit overpowered, but heres an idea
a new class of “weapons” called Mirrors
the name “reflects” what the weapon class is, a mirror that can either deflect, absorb, or nullify shots and projectiles
the item itself would be considered a weapon, due to each mirror having the ability to deflect / absorb shots and projectiles to either shoot back, or take in energy for one devastating blow, the draw is the mirror can break and cause a long “Broken” debuff, that makes the mirror unusable. depending on what the mirror does for its main effect other than reflecting / absorbing damage, the mirror could likely have a chance of letting the attack it didn’t absorb deal double the damage, or make the mirror lose some charge it has for the devastating attack (whatever it may be)
Mirrors can be considered weapons, but they also can provide a passive buff, a area of effect ability, or do something much much different! they’re meant to be a hybrid of both, but mostly a weapon
the reason i think this could be added, is because it adds a lot more onto the game in terms of defense, plus it allows some more interesting gameplay without the player having to move all around the place, and introduces a interesting weapon type in the process!
There should be post-moonlord grappling hooks. The lunar hook is okay, but there could be special hooks, such as ones which teleport you, give you temporary buffs, make you have invincibility frames, or just an upgraded regular hook.
Bring back Astralgeldon Slime by having it spawn when you try to summon King Slime in the Astral Biome
It would behave just like before and only drop KS stuff and a fuckton of Stardust
: I imagine it was removed for being too weak to be considered a boss, so making it into a mini-boss (in the same way the Abyss mini-bosses are considered as such) would make more sense than removing it; and it would be an easy way to farm Stardust should the need arise.
Post DoG fishing rod called ‘Devourer of fish’, crafted with cosmilite and stuff and it would eat all the stuff it caught (you don’t have to click, it will catch for you)
Make Astrum Deus and Aureus only summmonable in Astral biome; however no enrage mechanic if you were to drag them away
Add an item in the game that would make all other bosses in the game scal difficulty after the player has beaten scal (such as King Slime having about 2 Million health)
Make Supreme Calamitas presence (or any post ML boss) automatically disable Blood Moons, Solar Eclipses, and Rain.
The boosted health of non-boss enemies can be quite annoying. This especially applies to DoTs, brimstone hearts, Yharon's birbs, and the supreme brothers.
This can apply to Frost and Pumpkin moon as well, but that's honestly the player's fault.
Another option is to whitelist boss spawns if possible to boosted health from all of these events.
I think it would be cool to add in the old God Slayer and Auric Tesla sets as vanity armors that came from DoG's and Yharon's experts bag respectively, as I do really enjoy the old sprites.
Ice Golems should be able to drop Essence of Eleum
https://docs.google.com/document/d/1_-Er7B6vaxC4SXV-MtPCwTzVuF44ZKJWg1Q9IkmZuEo/edit
The big kanuna. An old collection of suggestions, no less relevant now than before.
Tapeworm a Crimson counterpart to the Devourers from corruption worlds they would drop Worm Tooth so you can gather them in crimson worlds
Bloodstone Bullet
Bullet equivalent of Bloodfire Arrows
A homing bullet that heals the player for 1 health on-hit at a 50 percent chance.
Crafted at an Ancient Manipulator with 250 bullet Casings and 1 Bloodstone Core, making 250 bullets.
Reason: gunslingers have no upgrades bullet-wise once they get the Holy Fire bullets. The reason why it’s homing is because homing bullets are useful for fast-moving bosses, like Polterghast in phase 3, or DoG and Yharon.
Make the non-consumable profaned core craftable with 5 consumable ones like it used to be.
: The whole reason it exists is so you don't have to keep farming the guardians but making it post-provi means by the time you can get it it is practically irrelevant.
Make mummies be able to drop essence of cinder at a semi rare chance, 20-5%
Once scal is vulnerable at the 1% phase, have her move back into the arena if she's outside of it.
Why? When a new player reaches that point to have her outside of the arena and them not having anything to kill her with due to class restriction or choice of weapon, it can leave a very poor impression of the fight, and it's also not very fun imo to get there and have it happen if you forget in the heat of the moment.
Make molecular manipulator useful throughout the game proggessions by making it inflict ichor or a debuff that can reduced enemy defense but the weapon still consume your life as ammo
Remove the infinite defense cap from the adult Eidolon Wyrms.
: Lore-wise, it's silly that you can demolish Yharim's most powerful servants in seconds, but take hours and hours to kill a mindless old beast that no one acknowledges. Power levels and all that.
Gameplay wise, it's already powerful enough to not require all that defense. It kills you instantly on contact, and could even recieve a massive health boost to stand up to endgame equipment.
But most importantly, it'd give some kind of purpose to its drops. Because as it stands, there's no real reason for attempting to fight one right now. You could try fighting a single Adult, and get a couple drops, or slaughter dozens of Juveniles and get way better rewards in a fraction of the time.
Spirit dye
Crafted at dye vat with 1 Life Fruit and any dye (except for reflective)
Consumable
Permanently colors your life hearts the color of whatever dye you crafted it with
Ethereal dye
Crafted at dye vat with 1 Mana Crystal and any dye (except for reflective)
Consumable
Permanently colors your mana stars the color of whatever dye you crafted with it
Dye remover
Crafted at Dye Vat with 1 Bottle of water and 5 gel
Not consumable
Left clicking with this item in-hand brings up a GUI that lets you choose whether to remove life heart dye or mana star dye
Right clicking will remove both
I know this would be a pain to code, but this would be a pretty cool way to bring even more visual character customization to the game, beyond the mana/health upgrades.
Starfall Bullet
Call upon the heavens
8 damage
Made with:
70 Bullets, 1 Star at Anvil
What it does:
When this bullet hits a tile or an enemy, it has a 10-20% chance (whatever the devs would want) to have a star fall from the top of the screen, the same as what the Starfury does when swung. The star that falls has all the same properties as the Starfury projectile.
: I feel like it would be a really cool idea, it would give a good bullet to use early game, and there are jester arrows but no star themed bullets.
Astral Telescope
Consumable
Summons an Astral Comet
Drops from Wall of flesh
What it does:
causes an astral meteor to hit
it's basically for when your astral meteor hits the wrong spot and means you are unable to obtain stardust
Astral Mud
well, for astral mud, you can't obtain astral biomes in jungles.
Star Magnet
Made with:
10 Fallen Stars, 7 Iron/Lead at Anvil
When placed down on the ground, the surrounding 100 tiles will cause fallen stars to have a 5x chance to fall, does not stack with other magnets. Looks like a giant magnet facing the sky.
: Would be great for weapons like the Star Cannon, and makes grinding for fallen stars a lot easier.
Lower the drop rates for Lunar Cultist Hood and Lunar Cultist Robe, from Eidolist (Currently 25%) and Juvenile Eidolon Wyrm (Currently 100%)
The drop rate feels way too high considering the spawn rates of the Eidolist and Eidolon Wyrms.
I would also prefer being able to go around in the Dungeon, and bottom layers of the abyss, without instantly filling my inventory with hoods and robes.
Alternative suggestion to LSDJ's comment (making a mod to add the quality of life changes, and base Calamity not having those changes unless you turn the side mod on (changes like the regen cap)), not changing the code to the actual mod itself, but rather, sort of like AlchemistNPC Lite, you could make a side mod to turn OFF the QoL changes, so that way you don't have to change any (or much) actual code, but rather find a way to turn them off with the additional mod.
My reason doesn't really affect everyone, obviously, but it makes people like me who want no restrictions to have an easier time playing the game, without having the game trivialize every over-the-mark stat or combat boost the player gets. It allows us noobs to play with the freedom of how we want to develop our character
Lower the amount of Vicious / Vile powder needed to spawn EoW and BoC to 10 as opposed to 30
Something that lets you practice boss rush versions of bosses without having to go through the rush to get to them, kinda like hollow knight’s hall of gods.
Astral Monolith Furniture
self explanatory.
: because the entire astral biome seems like it is missing something without special wooden furniture.
Astral Cloud and Astral Rainy Cloud
existing just in case the astral meteor hits a sky lake
Make it so that the mines summoned by the summoner blood flare armor set stay closer to the player, but pressing ‘armor set bonus’ will send them outwards.
Currently, they don’t do much and rarely hit things. This would maybe give the player some more control over them.
a nifty feature that allows you to see if the world is Rev or Death (the same way it shows if it's Normal or Expert in vanilla)
It makes sifting trough your worlds much more convinient (especially if you have several worlds.)
Allow a combination of plague shell canisters with a giant tortoise shell for an upgraded version that inflicts the plague on attackers or smthn
Make Bumblebirb's speed when charging scale with your speed so Alicorn and mechanical minecart don't outrun it
Post-Yharon tank armor that provides a ridiculous amount of defense (upwards of 200) but no boosts
Make the Stormlion always or have a 90% chance to drop a Stormlion Mandible instead of having a 50% chance.
Nuclear Bomb
Craft: 5 Bombs + 5 Plague Cell Canister @ Mythril Anvil
Consumable
Creates a hole 2.5x bigger than Dynamite's explosion. All enemies in hole's radius recieve 60 second Plague.
Book of DNA Replication
~300 Summon Damage
Summons a Lesser Birb to fight for you!
Drops from Bumblebirb
"Lesser Birb that fights for you"
The birb attempts to ram your foes and occasionally emits a slough of electrifying flares
Pocket Piggy
Pet item
Summons a flying piggy, which can store some items.
Craft: Money Trough + 10 Soul of Light @ Mythril Anvil
Greasy Orb
Equips in light pet's slot
Summons... a flying piggy siren?
Craft: Pocket Piggy + Strange Orb + 5 Ashes of Calamity @ Mythril Anvil
Deep Sea Dumbbell
Throwing weapon
Left click to hurl aquatic dumbbell at your enemies, it ricochet's between enemies and bounces off tiles a maximum amount of 3 times and deals less damage with each bounce. This is visually indicated by the plates on the dumbbell falling off after each bounce. These plates deal damage in a small radius when they land. The dumbbell and it's plates reduce enemy defense by 15 per hit and inflict Crushing Depth for 10 seconds The dumbbell itself is not affected by gravity. An unlimited amount of dumbbells can be thrown at any time.
(does not home in on enemies until it collides with an enemy first)
Right click to flex with it, gaining the Strong Arm buff; gives no actual benefits.
Dropped by Reaper Shark 33% drop rate
Defeating the Brain of Cthulhu / Eater of Worlds in either evil allows the Dryad to sell the alternate evil boss spawner, but apparently this does not apply to the Hive Mind / Perforators.
Suggestion: Make the Dryad sell the Teratoma after defeating the Perforators / Bloody Worm Food after defeating the Hive Mind.
Reason: trophy collectors / completionist things, collecting lore, exclusive drops (like shadethrower), spawners require boss drops to craft..?
Astral Assimilator
Sentry Weapon
Summons an alien hive which spawns astral bees to attack nearby enemies. Astral bees function as regular bees and benefit from Hive Pack and other Bee-oriented items. Bees inflict venom and irradiated debuffs for 12 seconds on enemies.
Craft: 12 Aureus Cells + 35 Stardust + Hornet Staff
Make Providence's attacks less random (Like the radial flame shots and where the spears spawn in midair). At the moment the difference between me dying or beating it is 100% luck based. Either something spawns where i'm not good enough to dodge it, or it doesn't. It feels a little cheap, I dont care if it is even made harder but it would be nice if you could learn the patterns more effectively.
Edit: was just about to win but a 300 damage flame spawned in the pixel-perfect spot to hit me
A martian invasion summoning item
Futuristic Tablet
25 martian conduit plating + 3 essence of eleum + 10 wires
EDIT: Add a Solar Tablet Fragment
Plaguebringer Staff
Summons a miniature Plaguebringer to fight for you.
Crafted at Mythril Anvil with 10 Plague Cells and Hornet Staff
The miniature Plaguebringer will alternate between rapidly firing homing rockets and quickly charging through enemies, and is boosted by the Plague Hive.
Reason: the only good summon post-Golem is the xeno staff, which is only useful for the Cultist
Analyzer
When this item is in your inventory, press a special hot key to show stats like damage increases, damage reduction, total life regen and other info.
When holding this item, hover your cursor over an NPC to show their stats.
Crafted at Anvil with Radar and 10 wire
Reason: it would be nice to be able to visually see statistics for your character or other NPCs, especially in Revengeance and up, where you have to be aware of softcaps.
Just in time for winter, I've reworked an old suggestion of mine:
Forbidden Friagem
"The very thought of this frigid tome gives you brain freeze."
On use, unleashes a blast of some ice sickles, lots of snowflakes and some clouds of snow that linger for a few seconds and deal damage to enemies who touch it.
Created at a Bookcase using: Cryonic Bars, Frigid Bars, Essence of Eleum and a Spell Tome.
Ancient Sorrows
Spawns in Brimstone Crag, regular enemy, spawns Post-ML.
Appearance is a hooded figure similar to the Cultist Assassin, but their face is entirely obscured.
Behaves similarly to the Goblin Summoner, fires Hellblasts and occasionally Giga Blasts similarly to Supreme Calamitas', has a chance to teleport away when damaged.
Drops 2-3 Bloodstone (100%, Post-Providence), 1 Core of Chaos (50%), and a unique throwing/mage weapon (depending on the dev's preference), the "Fuels of Flame" (1% / 3% (expert))
The Fuels of Flame weapon can be considered an upgrade to the Seething Discharge and the Lashes of Chaos. It throws a spread of hellblasts that explode into brimstone flames at a very fast rate. It also summons Abyssal Flames that homes onto nearby enemies when it hits a tile or enemy.
Rework brittle star summon AI. This summon gets stuck in walls to frequently and it can't target enemies well even I right-click on a specific entity. These problems make this summon easily outclassed by the slime staff. The worst thing about the star is that I can't ressumon it consistently when I have the limit of summons reached, wich is pretty akward
The seabound staff isnt an unusable summon by any means, but it just not good enought to compete against the baby slime
These problems arent too frequent when I'm in the surface, but the slime staff still better anyway
Cool new attack for providence in expert mode and higher:
When providence is at 5% hp and lower, she flies a little ways away and spawns 2 profaned guardians near you. Upon defeating 1, she becomes vulnerable again and begins firing her giant lasers, but quickly and aimed directly at you, not moving them, like the final attack of the radiance from hollow knight
Edit: it’s dodgable, because the laser doesn’t do damage until fully formed and shows a smaller, dimmer line before it’s fully formed, like a targeting beam or something.
When equipping Heart of Darkness or Draedon's Heart, Heart attack debuff has a 5% chance to say "SHEER HEART ATTACK HAS NO WEAKNESS"
Blessing of the Nightmare
"Who's bright idea was it to manifest nightmares into a ring?"
Accessory
Grants increased offensive stats during an event - think Celestial Stone on steroids. However, slightly decreases defensive stats to compensate.
Made with 100 Nightmare Fuel and 5 Cosmilite Bars at Draedon's Forge
Curse of the Endotherms
"Can you call this a curse?"
Accessory
Grants increased defensive stats during an event - again, think celestial stone on steroids. However, slightly decreases offensive stats to compensate.
Made with five cosmilite bars and one hundred endothermic energy.
Ring of the Double Moon
"You are one with the night, and it is one with you."
Grants the effects of the aformentioned Curse and Blessing, along with a permanent (though invisible) werewolf buff. Also grants water breathing and increased water mobility.
Made with the Curse and Blessing ststed before, and a Celestial Shell with 2 effulgent feathers.
When hit during the night, you have a chance to summon a wave of Frigidflash bolts that scale with the current held weapon's damage and class. Has a cap to prevent AMR cheese, probably caps around 250-300.
Eclipsed Double Ring
"A lunar eclipse on your finger."
Grants the effects of the RotDM as well as both effects of the Dark Sun Ring simultaneously. When hit, you summon a wave of Holy-Plague bolts that slightly home but do not pierce. Affected by held weapon's bonuses, but does flat damage. Cooldown 10 seconds.
Made with a RotDM, a Dark Sun Ring, and 5 Yharon Soul Fragments.
All of these would look like rings similar to the Dark Sun Ring.
Also, quick final comment - no, this is not referencing anything.
Shorten boss invulnerability time in Boss Rush.
Here's what I mean:
Boss Rush has a lot of unnecessary breaks of flow due to the fact that you're fighting bosses that can be invincible for multiple seconds at a time. This goes against the arcadey, nonstop nature of Boss Rush.
Bosses such as Brimstone Elemental and Signus phase in and out regularly, but since the fights last much shorter overall, it makes it feel like you're waiting half the time for the boss to take damage.
The same thing goes for Duke Fishron and Yharon, they could take shorter breaks between phases to trim the fat.
Storm Weaver's phases and Ceaseless Void's energies could also use a cull.
Hopefully this change can help make going through it over and over a bit less tedious.
Give everclear a 1 minute cooldown but make it not count towards alcohol poisoning, it’s a unique drink with tremendous stat boosts that isn’t really on the same level as all the other drinks. This would prevent it from being spammed but not penalize the player for using it to burst stuff while using other drinks.
make it so that you can actually cancel zerg and zen potions
Astral Amalgamator:
Fires a bolt of astral energy that inflicts a debuff onto an enemy. Debuff lasts 10 seconds, but is constantly refreshed if other infected enemies are nearby. Debuff spreads to nearby enemies, and deals DOT based on the amount of infected enemies nearby, ranging from "tickling" at 1-2, to devastating if you get a lot of spawns during an event.
Alternately, deals DOT based on a combination of targets maximum health and defense stats.
Debuffed enemies receive a light violet tinge, and an effect akin to slow, violet flames.
Initial damage is "true"/affected by all modifiers, and falls under the same category as the Lunic Eye, Magnum, etc.
Scorn Eaters should drop more than 4 unholy essence per kill seeing how they have the most health of the hallow enemies post moonlord
Sugar Rush: A short boost of Adrenaline that can only be used during a boss fight. It boosts Adrenaline by 50 or 70 if in Death mode. Has potion sickness of 35 seconds or 55 seconds in Death mode. Crafted out of 5 pixie dust and 1 soul of light.
Essence of the Anti-Tyrant
"Came from a world where Yharim wasn't evil."
When used, eradicates all corruption/crimson/hollow from your world. This includes: walls, crimson hearts/shadow orbs, demon alters/crimson altars, those damaging vine things, pots, pretty much anything evil.
Made from 10 Calamitous (?) Essence, 10 Yharon Soul Fragments, 25 Demonite Bars, 25 Crimtane Bars, 1 Clentaminator, 100 Green Solution. Made at Draedon's Forge
Eidolon Tablet should stop dropping post golem or moon lord
https://forums.terraria.org/index.php?threads/census-town-npc-checklist.74786/ perhaps add some support for this new mod?
[IMG]
Census - Town NPC Checklist
Latest Download:
Mod Browser (in-game) - Direct link - Alt download Link
Open source on GitHub
Under...
Greater Restoration Potion
Restores 135 HP and Mana
Reduced potion sickness (50, 37 with Phil Stone effect.)
Tastes like strawberry with a hint of cherry.
Crafting: 10 Restoration Potions, 5 Crystals, 2 Shards of Life, and 10 Souls of Light. Makes 5. Crafted at Alchemy Table.
Super Restoration Potion
Restores 185 HP and Mana.
Reduced Potion Sickness. (Same as all others)
Has a balanced taste of strawberry and cherry.
Crafting: 5 Greater Restoration Potions, 5 Meld Blobs, And 2 Divine Geodes. Crafted at an Ancient Manipulater. Makes 3.
Supreme Restoration Potion
Restores 220 HP and Mana.
Reduced Potion Cooldown. (Same as others)
Tastes like cherry with a hint of strawberry.
Crafting: 6 Super Restoration Potions, 5 Phantoplasm, 10 Ethnodermic Energy, and 10 Nightmare Fuel. Makes 3. Crafted at an Ancient Manipulater.
Omega Restoration Potion
Restores 280 HP and Mana.
Reduced Cooldown. (Same as others)
Tastes like everything. Steamrollers, Stars, Yharim's left arm, you name it.
Crafting: 5 Supreme Restoration Potions, 5 Effulgent Feathers, and 5 Darksun Fragments. Made at Draedon's forge. Makes 3.
Reason these should be added: Restoration potions are pretty nice to have, so it's sad they never have any version past pre-HM. It would also keep consistency so a whole potion type just won't be expanded on at all later in the game. They could as be a bit over powered, so i made the new triers ahead of the Mana and Healing potion tiers so they wouldn't be too OP. To also make them not too OP, I made them a bit hard to craft. Another reason is that we could use a post Yharon phase 1 potion used for healing, as you get the best healing potions in the game 5/6 bosses before, and at that point better healing potions would be useful.
Wooden Beam wall
Not being able to put items infront of beams is a pain, so why not have an tile that looks exactly the same except as a wall?
Wooden Beam "platform"
Functions the same as a platform for separating rooms but looks more appropriate in place of a door.
More Thrower Support
Mmh, the throwing class is pretty powerful. One of the most powerful classes to play, but it's
just not as unique of a class as Magic or Ranger - especially near the end-game.
This is a big suggestion, but one I feel makes sense to add, and that is, more throwing
weapons to the Mid-HM and Post-ML area of the game. These points lack variety of weapons,
with only one weapon acting as an easy victory insurance. Unlike other classes,
thrower tends to have one really powerful weapon which does good everything, but then
nullifies the point of using other weapons you can obtain around the same point in the game.
Melee has you juggling spears, yoyos and swords - so why can't Thrower have more support
when it comes to variety? Boomerangs, rapid-fire Kunai and long-range javelin-like weapons are all there,
just not enough.
Why? During Hardmode, other classes have a huge amount of balanced weapons you
can use at the same time, but Thrower has only one weapon powerful enough to beat bosses effectively.
Qin-dao Jianru
Throwing weapon
Throws a spread of bamboo, similarly to Vampire Knives
Crafted with 3 Silk, 50 Dynasty Wood, and 5 Acorns at a Loom.
Songsan De Dapao
Ranger weapon
Revs up in speed the longer its out (the max being 13 usetime), taking damage will slow you down and reset the speed. Counterbalance is a significantly weaker base damage.
Crafted with 5 Silk, 65 Dynasty Wood, and 3 Beeswax at a Loom.
Dan Ji
Melee weapon
Behaves like a yoyo, fires dynasty leaves in random direction.
Crafted with a Wooden Yoyo, 45 Dynasty Wood, 3 Silk, and a Mana Crystal at a Loom.
Buff the Stress Pills
My suggestion is to give it a bonus where it increases the adrenaline gained slightly
Why?
Usually, the Laudanum is chosen over the Stress Pills since the Laudanum just gives better stat bonuses than the Stress pills plus Horror Immunity. This makes the stress pills quite underused. The only reason why would players use it after the 1.4.0.003 update is that if the player keeps on getting Stress pills rather than the Laudanum.
These rev+ exclusive items that are dropped by any boss give something special like the aforementioned Laudanum which gives immunity to the Horror Debuff and the Heart of Darkness which makes the player gain rage overtime while the Stress pills is just a bootleg Laudanum w/o the horror immunity
If its possible, make the top eye from Moon Lord stay opened for a longer amount of time
Why? Well, because on rev or lesser difficulties the top eye takes an absurd amount of time to kill since
1: Its the eye with the most hp
2: You can only hit it for a short amount of time
Of course the other alternative would be reducing the health the top eye has, and maybe give more hp to the others to compensate
Calamitas should become a town NPC after you defeat supreme Calamitas because doing this will free her from Yharims control and when monsters come she will attack them just like any other NPC but with far more damage . Her main purpose would be buffing weapons, accessories and armor but what makes her better than the goblin tinker she adds effects like more projectiles or it inflicts the plague and she could change the sprite of weapons, armor and accessory's and if they have an effect like summoning an ally it will have a different sprite too.
Auric Transmutator
"This device is unlike most worldly objects"
Dropped by the Golem at a 100% chance on the first kill with a 5% chance on subsequent kills, or located in the Center Planetoid.
'Breaks down' objects given to it, like a reverse Extractinator. This only works on weapons, armor, and accessories that are not finite or restricted to a higher difficulty. If an item that is not part of Calamity, TModLoader, or Vanilla is transmuted. It is either rejected or trades back an item called "Electrified Ash" with no use but one tooltip: "Oops."
Some examples of transmutating:
Placing a Providence drop (Holy Collider, Elysian Aegis, etc.) will give Divine Geodes and Unholy Essence in return.
Placing any Golem drop (Heat Ray, Picksaw, etc.) will give Solar Tablet Fragments and rarely a Shiny Stone.
Placing a DoG drop (Deathhail Staff, Deathwind, etc.) will give a very small amount of Cosmilite Bars (1-2 per transmute)
Placing a Yharon or Bumblebirb drop (Chicken Cannon, Burning Sky, etc.) will give Effulgent Feathers.
Flemish - Miniboss
A giant brown rabbit that spawns quite rarely in the Forest during Hardmode.
Moves very quickly by hopping around and has a special move where it jumps high up and slams back down. Inherently aggressive (attacks on sight).
On death, spawns a few bunnies and drops one of the following items:
Lucky Paw - Accessory. When equipped, you gain 7 defense, +7% melee damage and +7% critical strike chance.
Bunnyzooka - Weapon. Uses Explosive Bunnies for ammo. Works similar to the Snowman Cannon but with a much slower fire rate; on hit, bunnies explode into gibs.
Rabbit Leg - Accessory. Like the Frog Leg, gives you much greater jump height, enables autojumping, totally negates fall damage and, as a bonus, lets you bounce off of enemies (like the Slime Mount, but not as high per bounce) Deals a bit of damage on bounce.
Jack Frost - Miniboss
A hulking man made of ice who spawns very rarely in the Snow biome after Moon Lord has been defeated. Replaces the Ice Golem after ML.
Moves quickly, running and skidding around, and attacks by throwing large snowflakes, throwing a spear that functions similarly to the North Pole and by exhaling clouds of damaging snow.
On death, drops some Ice, Snow, 1-3 Super Healing Potions, and one of the following items:
Iciclaymore - Weapon. A sword that, upon hitting an enemy, inflicts Frostburn and Frozen. Shoots a few clouds of damaging snow that inflict Frostburn on swing.
Bauble Bomb - Weapon (drops ~10-40). A thrown weapon that, on hit, explodes into many shards that inflict Frostburn. The actual bauble inflicts Frozen as well as Frostburn on hit.
Acornian - Weapon. A gun that rapidly shoots homing, exploding acorns, branches, holly and mistletoe (uses Seeds of any kind for ammo).
Eidolon Scale (Accessory) [Reworked]
Dropped by Eidolon Wyrms (Juvenile and Adult with an 2/5% chance)
You feel like suffocating
+5% Increased magic damage
- 50 Increased Mana
Chance to fire splitting ice (same as the Eidolon Wyrms) when dealing magic damage
Your magic weapons inflict the Crush Depth debuff
Your magic weapons inflict the Suffocation debuff
Immunity to pressure
Gain additional defense (+10) while in the abyss
"Calamity I Got A Rock" feels like a fitting name for the giveaway server. Because most people will lose and get a rock (nothing) instead of candy (the giveaway prize).
Very VERY small and useless suggestion:
Make the main planetoid generate ONLY the world evil’s planter box type.
Currently, on the main planetoid, the chest generates with both crimson deathweed planter boxes and corruption deathweed planter boxes. There is only an aesthetic difference, but it really annoys me that one planter box is red and the other is purple.
Calamitous Blade
A weapon forged in the depths of Hell
65 Melee Damage, Fast Speed
Early Hardmode weapon
Recipe: Night's Edge/Bloody Edge, 10 Ashes of Calamity, 5 Adamantite/Titanium Bars, 3 of each Essence. At HM Anvil
True Melee; fires off 4 homing projectiles (identical to Abyssal Souls) upon killing an enemy.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Calamitous Greatsword
A weapon constructed in the deepest Brimstone flames
168 Melee Damage, Fast Speed
Early Post-ML weapon
Recipe: Calamitous Blade, Hellkite, Phoenix Blade, 15 Chaotic Bars, 5 Cores of Calamity, 5 Unholy Cores, 20 Unholy Essence, 3 Galactica Singularities. At Ancient Manipulator
True Melee; upon killing an enemy, fires off a projectile (Identical to Giga Blast) that explodes into 15 (abyssal souls) after one second
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Calamitas' Lament
Hell trembles at its presence...
929 Melee Damage, Fast Speed
Post-Yharon weapon
Recipe: Calamitous Greatsword, 10 Yharon Soul Fragments, 15 Cosmilite Bars, 10 Effulgent Feathers, 10 Bloodstone Cores, 25 Blood Orbs, 10 Unholy Cores, 50 Nightmare Fuel
True Melee; upon killing an enemy, has a 10% chance to double damage for 4 seconds, stacks up to three times. Each hit has a 5% chance to summon a homing volley of Abyssal Souls from the sky that explode on contact. (15-30)
Damage is only a rough idea, can be changed. This also goes for projectiles
Just a suggestion on top of Louis' suggestion make the stress pills give you immunity to marked for death, same with draedon heart if this isn't already implemented.
(Louis' suggestion was stress pill buff)
Speaking of Dreadon's Heart, maybe it could add a slight damage bonus, like some of the accessories used in it? Obviously less than the accessories combined, but something like 5% would be small but help a bit
Make some bosses have stricter despawn times (such as Brimstone Elemental) so they can't be cheezed by having a bed nearby
as dumb as a suggestion this is (i think) it would be a cool / neat thing to introduce the mobile / console items into the mod as possible to get items, new sprites or the current ones in the consoles, they can easily be introduced and possibly stronger, but it would be pretty neat to get the console items in the main game in some fashion
Toggleable Silva Set Bonus
This suggestion entails making the Silva Armour's set bonus
toggleable. This means that the Immunity to fatal damage defaults to
an inactive phase and getting hit for fatal damage kills you, as normal.
However, at the press of a hotkey the player would be given a buff
which lasts for x minutes - called 'Silva Immunity' (or something)
where the current set bonus applies - that is, you are able to survive
fatal damage, not a guarantee.
Why? As of now, the Silva set bonus can be a massive annoyance to fix
after a close fight - and having less than max HP becomes unfixable in
Hardcore mode. Making this toggleable and a debuff which occurs
after the hotkey is pressed means eventually the lowered max HP will lift,
and you don't lose max hp doing a tough fight if you don't want to.
Alternative means to get meld blobs post moonlord maybe from Astrum aureus also
an alternative way to get luminite, via aureus
when defeating ml, aureus gets buffed, and starts dropping pillar fragments. and it drops almost the double of what the pillars give to you.
so, to compensate that, i think aureus should give you around 60 luminite max
(the max luminite that ml can give you is around 95, that's why aureus should give you around 60. or else it would be really easy to gather luminite, if the drops were the same amount as ml)
this should give you a better time farming luminite, and not being annoying to wait and beat everytime ml
this suggestion was based from skeleton's one
Spring Board
"Step on it!"
Pre-Hardmode Furniture
20 Wood + 5 iron + 4 chains @ Anvil
A one block high by four block long plank of wood with a large amount of mechanics beneath it. Must be placed on solid tiles. The spring board may be walked on without effect, and may be passed through as if it were a platform.
If the player jumps while standing on top of the Spring Board, they are sent hurtling into the air, akin to as if they had used a jump from a sandstorm in a bottle. However this flight is much quicker, rivalling a standard jump in speed and velocity. Player will still take fall damage as normal.
Launch Pad
Hardmode Furniture
Spring Board + 4 Hallowed Bars + 10 Souls of Flight + 50 wire @ Mythril Anvil
An upgrade to the Spring Board with the same properties and parameters for placement.
The Launch Pad sends the user much higher, allows a more controlled upward arc, and is also much faster. This flight may be ended prematurely if the user activates any wings.
The Cross Necklace needs a recipie. Maybe like 10 or 15 gold bars at a Mythril/Orichalcum anvil.
It will be a bit annoying to grind for one to be used for important accessories so it might be best if it had a simple but not PHM recipie.
Post skele, HM, and Post-Ml slime rain
Post skeletron-All slimes have 2x hp and 1.5x damage, when its defeated slime god will spawn
Hardemode-after defeating a mech boss/Calamity equivalents the green blue and purple slimes are replaced with toxic sludge, illuminated slimes, and the world's evil slime. Pinky would spawn like normal/be replaced by rainbow slimes. KS would be buffed and drop a Calamity style royal slime gel, which could be used against calamity slimes
Post Ml- would have all types of slime spawn, pre Hm and Hm slimes would be buffed insanely, at the end of it would spawn Astrum Areus (rip astrageldon slime)
Why? Its very annoying to get a Slime rain any time after the first, and it gives no new rewards, this could be a way to make an old event at least more interesting after skeletron
Communication Tower
Furniture 3x wide and 8x high
Made @ Hardmode Forge w/ 40 Martian Conduit Plating, 80 Wire, 30 Nanites, 40 Silver or Tungsten Bar, 1 Lihzard Altar
Acts like the Lihzard Altar, as it is placed and needs another item to use it, that item being the Martian Super Battery.
It looks like a big radio tower that is hooked up to a Lhizard Altar at the base of it. Once a Martian Super Battery is used on it, the Martian Madness event starts. It also functions just as the Lihzard Altar and can summon Golem too.
Martian Super Battery
Made at Hardmode Forge w/ 1 Lihzard Power Cell, 10 Nanites, 20 Wire, 2 Martian Conduit Plating, 1 Solar Tablet Fragment.
I think that this would add a bit variation to the way events and bosses are summoned, and Golem's way of spawning is quite cool in my opinion.
Direct Comn Device
Summons a Martain Saucer
Made @ Hardmode Forge w/ 15 Martian Conduit Plating, 3 Martian Super Battery, 20 Wire.
Summons a buffed Martian Saucer, to make up for the fact that it is just the boss, as it doesn't include the Martian Madness.
I think that a normal way to spawn the Martain Saucer would make farming a lot easier, but because of that it would be buffed so that its not a complete cake walk.
Buff Sentinels post-DoG and have them drop Cosmolite post-DoG, because currently it’s a PITA to farm and is used for literally everything post-DoG
To add to basspath's suggestion, give the Profaned Guardians a buff post-Providence and let them drop Divine Geodes.
Recently I have died to MANY bosses because I could not dodge, outrun them, or simply I wasn't fast enough.
I use the best possible speed accessories but I still can't outrun bosses, which is why I feel they need a speed nerf.
For convenience I will put how much they need to be nerfed.
Mainly:
Spazmatism (requires between little to moderate)
Skeletron Prime (requires little)
Skeletron (requires little)
The reason I suggest speed nerfs is for more fair fights.
(rev and death should still have slightly faster than player speed [progression-wise])
There should be an accessory called the molecular translator that lets you grow and shrink. When your small you can fit through 1 block gaps and your hit box is reduced so your better at not getting hit but you do less damage and have only 1/2 of your normal health and your block placement range is cut in half. When your big you do more damage and you have twice as much health and your block placement range would be doubled.but your movement speed is cut in half and since your hit box is bigger you get hit easier and you cant fit through spaces that you normally could. you would need 20 souls of might, 10 souls of light, 10 ectoplasm, 5 iron and you would need to craft it at an ancient manipulator. this would go along with the molecular manipulator wich does a similar thing but to enemies.
I just wanted to say I got some ideas for april fools
it would be some weird bosses that just go crazy and could maybe be THE LORDE's minions in a way, idk
anyway, here's the list of ideas I got so far, if you are interested let me know so I can keep searching
Terramare
Spell tome, post-Golem
Uses 22 mana
Average speed
Launches super-fast lime projectile, which on contact with tiles or bosses explodes into a 20-50 crystal shards, which deal 8% of initial damage. Inflicts Ichor to 30 seconds and Cursed Inferno to 10 seconds.
Craft: Shadecrystal Barrage + Everglade Spray + Forbidden Sun + 8 Living Shard @ Mythril Anvil
: Alternative magic weapon for Terra-tier would be cool.
Braelor's Infuse
Post-ML debuff
Inflicts by Uelibloom weapons instead of Cursed Inferno
Tooltip: You feel squeezed...
Deal continuous damage, which increases with victim's HP lost, and add a proportional life regeneration to weapon's owner.
: Cursed Inferno to foes with 1000 health are too useless, and don't much fit with a weapons, which makes from organic barks.
if it is possible, can it be made so the dungeon not collide with the abyss? my dungeon is always getting flodded, and its annoying
Make the astral meteor create an astral biome if it lands in the jungle or make it not land in the jungle. Mine didn’t make a biome.
Make hallow and world evil stop spreading post-providence (or some other post-ML boss). Reason: It’s truly just an inconvenience at this point. I see why it spreads in hardmode but I don’t see why it should continue in the endgame.
Remove the caps on Astral Meteor blocks and infection.
: If you were to fight Astrum Areus enough times for meteors to be a serious problem, you probably would know exactly what you were doing. Plus it would make getting large amounts Astral Ore less tedious as you would no longer have to alternate between fighting Aureus and mining out Ore to make room for more meteors.
Edit: Due to Areus being farmed for Lunar Fragments in the later game, have Deus be the one who spawns meteors on death instead. This makes sense as you get a new meteor to mine at the same time as your ability to mine them, and Areus is only refought for fragment grinding anyway
Add a new pet for our lord Danny Devito that is a trashcan that picks up unwanted items just like AutoTrash and The Luggage into 1 pet. (Developer Item)
Improve the Ai of vanila summons and the also improve the sand sharknadoes Ai by making it shoot it sharknadoes more resonably. And you should have your minions get buffed as you progress so you could use the sliime staff on the devour of gods. as long as you defeated the previouse bosses
Dark Crystal
You can feel the crystals pulsating in the palm of your hand
Non-consumable throwing weapon
Throws a shadowy crystal that splits upon hitting an enemy, inflicting the Spreading Crystals Debuff on the enemy.
Crafted at a mythril Anvil with 50 crystals, 25 souls of might, 5 living shards and 10 solar tablet fragments.
Reason: post-Golem throwing is pretty lacking in weapons. This is my attempt at fixing this.
Spreading Crystals
Debuff caused by the Dark Crystal
Causes high DoT and slows down the enemy
Has a 10% chance (5% for hardmode minibosses and 1% for post-ML enemies) to convert the enemy to a friendly enemy upon death, which will attack enemies until either a minute has passed, or it has taken damage equal to original health.
Paladin Armor and Throwing Paladin's hammer
A Post-plantera throwing set that is dropped by the Paladin in the dungeon, it is meant to be on par with Shroomite, Tiki, Spectre, and turtle/beetle armor.
and the throwing paladin's hammer is self-explanitory lmao.
The paladin would have a 33% chance to drop a peice of the armor if it hasnt be aquired yet, and after it has, a 10% drop chance for that specific peice to reduce the amount of unneccesary duplicates you get while farming for it
Add music boxes for the rest of the songs that don't have them. It's weird that only about half the songs actually have music boxes.
Inspired by Team Fortress 2's Tide Turner, instead of nuking your rage when you get hit, have it decrease by a percentage such as 25% or 33% regardless of damage taken. The Tide Turner works by a ratio but I feel a solid percentage would work better here.
The Knocker
~10 Damage (classless)
6 Firerate
≥20 knockback
Recipe: Any wood (20), Soul of Light (5), Soul of Night (5)
Why: This would be a useful item for players to use to keep enemies at a distance while they fight, especially in fights like Plantera’s second phase
Calamity Bells
Post brimstone elemental and calamitas tier utility magic weapon.
Fires brimstone music notes that always Inflict marked. Critical hits inflict brimstone flames or abyssal flames.
Shots pierce through enemies a few times and are homing. Same projectile speed as magic harp. Also, the sound effect is the same as the bells used in the OST
Description: Emits a foreboding calamitous chime
Crafting: 1 Bell + 3 unholy cores + 8 ashes of calamity
Reason: for one, there is only one thing made with the bell, and that’s the fairy light pet, which is completely outclassed by the baby siren light pet. Two, a weapon that can be used as a viable magic weapon on its own but also can be used by any class as a utility weapon, like the golden gun. Also sort of a joke about the calamity mod OST bells?
A painting of Permafrost and Wizard adopting the angler because well fluff
Rapier of Discord
On right-click, swings like Arkhalis, teleporting the player 20 feet in the direction of the swing. Inflicts Chaos State after 10 consecutive swings for 4 seconds. Cannot be used if under the effects of Chaos State. The counter towards Chaos State resets after 4 seconds of inactivity. Left-Click does not add to the Chaos State counter or teleport the player.
Recipe: «Chaosfish (2), Soul of Light (30), Rod of Discord (1), Arkhalis (1)»
: Arkhalis seems like a cool gimmick, but has no real practical use for not getting hit
Red Pill
Consumable
Grants the ability to see the truth, but at a price
First use:
Grants all Vanilla and Calamity debuffs for 10 seconds
Permanently grants Spelunker, Hunter, Dangersense, and Night Owl
Second and subsequent uses:
Instantly kills the player
Recipe: «Lens (20), Black Lens (1), Ichor/Cursed Flames (20), Phantoplasm (5), Cosmilite Bar (5), Red Dye (1)» at a Draedon’s Forge
: having these potion effects helps with things post-DoG like getting old ores for old weapons to make new weapons like exoblade (yes I know those are post-yharon), while also being a fun reference
Require Living Shards for the Terra Blade, Terra Edge, and Terra Shiv
Rework the Brothers phase of the Supreme Calamitas fight to be much more engaging and unique.
When the brothers are spawned, Supreme Calamitas leaves the arena and floats just outside it, invulnerable. She returns to continue the battle once both brothers are slain. In Revengeance/Death, she returns after only one is slain, and the remaining brother stays in the fight until he too is slain.
Supreme Catastrophe recklessly charges the player and occasionally spits volleys of energetically bouncing brimstone fireballs. Each time a fireball bounces, it emits four Abyssal Souls in a diamond shape, similar to Sepulcher. The direction the fireballs "fall" is determined by which way Supreme Catastrophe is firing them and they can gravitate towards any of the four arena walls.
Supreme Cataclysm is restricted to the edge of the arena and he slides along the walls like rails. He continuously pursues the player by sliding along the walls and spews an endless stream of Brimstone Flames. He can switch direction at any time depending on what would get him closer to the player. Every time he touches a corner of the arena, he fires a high velocity Abyssal Fireblast towards the opposite corner which slightly homes in on the player like usual. Supreme Cataclysm's flamethrower is shorter ranged (but wider) on higher difficulties, as the arena is smaller.
Make Fetid/Bloodlust essences drop from Hardmode mobs or from Hivemind/Perforators. The mobs that drop these items don't/barely spawn in Hardmode and post-Moon Lord, even with Zerg potionbs, making Blood Moon Amulets require farming for these essences in a pre-HM world, which is rather inconvenient when you need blood orbs for potions or bloodflare armor.
This is just a small suggestion, but if possible, can you make a throwing variant of the wooden boomerang, enchanted boomerang, flamarang, (whatever the banana one is), and the light disc.
They would be crafted at a work station and only require their melee counterpart.
= Because Throwers are relativley limited when it comes to weapons like these.
It would be cool that crit cap could go past 100% and crits do more damage past that point, so if you had 120% crit chance you would have 100% of a normal crit and 20% of a improved crit, similar to warframe. maybe thats too complicated from a technical point tho 🤔
Make a new accessory from asgardian aegis (or) make the asgardian aegis require other debuff preventing accessories such as hand warmer, pocket mirror, etc.
= I'm sick of having to deal with more debuff preventing accessories on top of my shields
Warmth potion now gives you 10% damage agaisnt cold enemies
even with the new buff the Warmth potion is kinda useless
Revert Legendary weapons to pre nerf or increase the drop rate.
: Because of the insanely low drop rate, they SHOULD be overpowered. It's sad that the literal LEGENDARY weapons are nerfed and not the halibut cannon when its just as if not more op than pre-nerf legendary weapons.
Lore channel on the Discord server where all official Lore gets posted.
Makes it easy for people to find Lore and is a lot easier to update than a Forum page, so official Lore can get added faster.
Make Astral Ore and Astral Blocks have infectuous properties similar to the Crimson/Corruption/Hallowed blocks and make the impact of the astral meteor more scattered across the biome
two main reason:
Old worlds that are ported over lack an Astral biome, having only the astral ore meteor and sometimes not even that if mined, having astral ore infectuous would make old worlds generate these other blocks
from a visual standpoint, it's really weird to see a massive expanse of astral blocks with a minuscule center in a semi-circular formation of blocks
Suggestion
Astral Claw
Usage: Summons a Mantis mount
How to obatin: rare drop from Mantis
-The Mantis mount it's quite fast and will autonomously attack nearby enemies by shooting it's razor discs every couple of seconds.
Astral Wing
Usage: Summons an Hadarian pet
How to obatin: rare drop from Hadarians
-Hadarian will sit on the ground when the player is still and fly when the player moves, it emits a low amount of light but highlights enemies around itself
Starword Staff
Usage: a summoning weapon, summons three different creatures, one for each click, after the third it cycles
Summons: an Atlas that will stay close to the player, an Astralachnea that will attack enemies constantly and two Aries that will do the same, the main difference is that Atlas will also work as a shield of sort blocking ranged attacks and knocking back enemies who aproach with mixed results depending on the enemy and the Aries apply ''God Slayer Inferno'' while the Astralachnea attacks rapidly
i love this biome to bits and would adore for it to have more content besides furniture
Intercontinental Ballistic Mistletoe
"Fires an explosive triplet of festive fruits."
Post-DoG Ranged Weapon
Drops from Everscream after Devourer of Gods has been killed.
A large mistletoe, with nuclear hazard warnings on each berry. Requires rockets to be fired.
When fired, the ICBM launches a trio of large red berries, consuming three rockets to do so. These berries stick together in a perfect tirangular pattern, and aggressively home in on enemies. The berries do not pierce, and deal very high damage. Upon impacting an enemy, the berries explode into fragments. These fragments fall to the ground, exploding on enemies they touch. After three seconds, any fragments that landed on the ground explode regardless of contacting an enemy or not.
The Shooting Star
The sword powered by the star god, and people who wish for cats
700ish Melee damage (sword) 300ish Melee damage (stars/comets), very fast speed
Post Providence weapon
Recipe: Galactus Blade, Meowmere, 40 Divine Geodes, 25 Galactica Singularities @ Ancient Manipulator
Bombs enemies with auto target (not homing) cat stars/comets (star wath comets + meowmere projectiles) all stars/comets inflict holy inferno
Star Grinder
A holy sword imbued with the power of the star god, the jungle tyrant, and Draedon himself
1,500 Melee damage (sword) 850 Melee damage (stars/comets), very fast speed
Post-Yharon weapon
Recipe: The Shooting Star, The Burning Sky, True Tyrants Ultisword, Stellar Striker, 20 Yharon Soul Fragments, 50 cosmilite bars, 200 Endothermic Energy, 200 Darksun Fragments, 200 Nightmare Fuel @ draedons forge
Rains auto target (not homing) elemental stars down on enemies reducing their defence by 80 and inflicting Elemental Mix, blue stars inflict exo freeze, red stars travel through tiles, yellow stars inflict holy inferno, and green stars inflict plague.
Because I liked the idea of the star fury/wrath and i've always wanted to see a powerful upgrade to them
What I'm going to write now is based on the wiki:
Make yharim's crystal a legendary drop or at least make it affected by defiled rune
Reason:
It would be tedious to farm for it if it were not affected by defiled rune. According to the wiki, yharim's crystal is not a legendary weapon, in the page of legendary drops. The main page of the weapon also has a sentence ("like all legendaries" not "like all other legendaries") that implies that yharim's crystal is not a legendary drop. Furthermore, the wiki page on DoG's legendary drop supports this even futher("dropping from a boss later in progression than any other Legendary weapon").
a Fountain (like what the witch doctor sells) for the pale pink water color found in the Astral Infection and other calamity biomes as well
~Cleansing Matrix and Assault waves~
Basically, when the Astral Meteor fall after 2-3 days of start up enemies called Astral Seeds will spawn, these creatures will act like Nova, but instead of a target they will generally suicide bomb on un infected ground transforming it into Astral [Any stone > Astral Stone, any wood > Astral Monolith, any "dirt like" > Astral dirt and so on]
To block these one has to build Cleansing Matrixes [through Stardust 90, Cleansing Powder 60, all type of underground gem 1] and place them in places you want to preserve, these will act as shields, however over time, an Assault will happen, Assaults work like any Invasion event and it involves all the creatures of the Astral biome attacking a specific Cleansing Matrix, the player has to defend this, if the player fails the Cleansing Matrix will instead begin spreading the infection as a much faster pace while spawning hordes of Astral monsters.
These Assaults have 1 in 2000 chances to happen any day and night, each Cleansing Matrix increases the percentage up to a maximum of 1 in 900 chances each day and night.
Each Cleansing Matrix as the range of 260 tiles
Pocket Nuke - Ranged Weapon (Scorpio Upgrade)
Crafting: Scorpio, Calamitous Essence, Cosmilite Bars, Yharon Soul Fragments @ Draedon's Forge
"All the world's a game of chess, and this is your queen."
This weapon fires rockets with a massive range (square radius of 48 tiles) at about the same rate as the Scorpio's left-click firing. Enemies who are hit by this explosion are inflicted with Cursed Flames, Irradiated, On Fire!, Plague and Burning Blood.
: This weapon serves as an efficient method of crowd control when you get to the SCal-end of the mod thus far. It allows you to deal damage to a boss while clearing out enemies and such beneath you e.g. during a Pumpkin/Frost Moon.
Suggestion
Put a description for Ancient and Ashen so one can distinguish the two better
example:
Ancient - ''Ruins of ages past''
Ashen - ''Restored to it's former glory''
= I and i noticed others get confused so many times it's embarassing [i absolutely did not create a stack of furniture to realize it's the wrong type later]
can you make astrum aureus's projectiles more visible? (like make them glow), i can't see them in the dark and i have no idea where they are going, especially when they are homing on me, also him being a night only boss makes it even worse
i can't even use a hunter potion on the projectiles.
Cosmic Stabber
Melee / Shortsword / Projectile
Crafting: Cosmilite Bars
On every swing, fires 3-5 lasers similar to the ones fired by the Devourer’s orbs that home in on enemies for a period of time and then travel in a straight line until despawning, inflicting God Slayer Inferno upon contact.
: More late-game stabby knives should be added into the game (post-Elemental Shiv).
Sunset Shortshiv
Melee / Shortsword / Projectile
Crafting: Elemental Shiv, Yharon Soul Fragments, Auric Ore, Nightmare Fuel, Endothermic Energy, Darksun Fragments, Phantoplasm
On every swing, fires a fireball that, when an enemy hits it, releases a small barrage of fireballs and stars.
Each projectile has a chance to inflict:
- Elemental Mix (inherited from Elemental Shiv)
- Holy Flames (inherited from Yharon Soul Fragments)
: See my above post about stabby knives.
Suggestion
Change the Astral meteor impact crater to be a diagonal hole with the meteor at the end of the dug hole with occasionally a few pieces of Ore scattered along it
Picture is to better explain, of course not all of is bordered by Astral ore, that is just how i made it in my world
Astral Infection develops mainly underground for what i've seen, having it this way would make one have to explore the underground as well in search for the meteor
Suggestion
R'lyehnian Edict
''Proof of an unholy concord among the stars''
-Summon Weapon
-How to Obtain: Extremely Rare drop from Eidolists [0,2%]
-Usage: Summons a Eidolist to fight alongside you, additional clicks don't spawn more Eidolists instead cycle the EIdolist AI
-Attack: like any minion, will attack nearby enemies with contact damage.
-Spellcast: the EIdolist will attack with a greater delay, but instead of contact damage will use powerful spells
-Support: The Eidolist wont attack but instead periodically heal the player who summoned it, occasionally it will buff nearby players with ''Outer God Vigil'' giving them minor improvements to all stats, immunity to God Slayer Inferno and ability to apply the same with any attack they do [including summon, throwing and so on].
-Sprite wise the summoned Eidolist has the Lunatic Cultist mask as a shoulderpad-esque addon to distinguish it from normal Eidolists [lorewise it's supposed to mean that the Eidolist was a Lunatic/Ancient Cultist which explains the additional powers.]
The item itself looks like a black engraved tablet with an Elder Star-esque cyan symbol on it
-The item itself looks like an blue oval tablet onto which is engraved a face representing both the EIdolist [color scheme] and the Moon Lord [three eyes motif]
Credits for both sprites to go @flint sapphire who was kind enough to do them on his own accord basing on a loose description i gave of the Eidolist Summon. the Tablet design is entirely his own idea
-A summon weapon that allows Summon-only players to have a greater power late-game where Summon becomes rather lackluster, also, Eidolist are adorable and would love to have a summon related to them.
https://cdn.discordapp.com/attachments/465195069406707722/526787214189789204/Eidolist_Summon.png
https://cdn.discordapp.com/attachments/465195069406707722/526800851390693396/Rlyehnian_Edict.png
Tome of the Phantom
"The secrets from beyond the veil are finally within your grasp!"
Summoner/multiclass weapon, dropped by Lunatic Cultist.
Summons a phantom copy of yourself, similarly to how the Cultist spawns a clone of itself if you take too long or hit the wrong clone during the dragon summoning attack.
Phantoms follow you in a pattern similarly to the Cultist phantoms, mimic your attacks, but at reduced damage, and redirect aggro to them, which causes enemies to miss their attacks. If you take a hit, they dissipate and have to be resummoned.
Each phantom deals the same type of damage of whatever weapon you currently have in hand. and is UNAFFECTED by the Rev+ summoner nerfs.
Each phantom requires 2 minion slots to summon.
: Because multiclassing with summoner is generally useless because of the i-frame issues summons cause, as well as the Rev+ summoner nerfs. Plus, our boy Lunatic Cultist really needs more love and content.
Sprite made by @flint sapphire!
https://cdn.discordapp.com/attachments/465195069406707722/526808871390674974/Phantome.png
buff the quagmire's damage to make it on par with the yelets damage or more
the yelets with my setup does about 700 dps, the oblivion with 1300 but the quagmire only does 500
Pinky Staff
"It's like a slime staff, but pink and sweet!"
10% chance from pinky (20% in expert and above)
7 summon damage
Summons a pink baby slime
Each summon takes up 1/3 (or 1/2 if you want to nerf) of a minion slot.
: Because we need more early game summon weapons and pinky staff seems to fit with the early game.
In Deathmode, the jump pattern of King Slime is way too simple. Maybe make it have a different amount of jumps before the huge leap, since this makes the King Slime a total cake walk, and Deathmode shouldn't be as easy as "go under him when he does his fourth jump"
Add another level of difficulty to the Old One's Army post-ML and post-Polterghast
Why: The old ones army is too easy after you defeat these bosses and there should be some kind of reward for doing them post-ML/Polterghast
The terratomere could use a buff because its weaker then the terrablade and terra edge, while using attack beetle armor., the terra edge/blade swing super rapidly for 300 damage averga on normal hits and 580-600 damage on average for critical, the terratomere while it does shoot 3 projectiles instead of one, swings alot slower (compared to the terra edge/blade) and hits for only 70-120 on normal hits and 120-200 on criticals, the terratomere also seem to not be affected by the beetle armor attack beetles witch could be the reason its alot weaker then the terra edge/blade, also instead of healing 1-2 a hit like the edge, it heals for 0-1. while the terratomere has a dps of 1500, the terra edge/blade has a dps of 1400 along with piercing enemies which makes it alot more effective in most situations like bosses and mobs of mobs. it would be cgood if the terrra tomere did a bit more damage, healed for 1-2 instead of 0-1 and pierced enemies. when the terra edge/bade pierces an enemy, it gets up to 4k dps while the terratomere only does the 1.4k dps because it cant pierce
make it so that there's a 1 in 10 chance for a boss theme to be the extra theme if they have one
Sacrificial Class
A class inspired by the Nullification Pistol and heavily influenced by The Binding of Isaac
As Ranged uses ammo and Magic uses mana, Sacrificial uses life. Using a sacrificial weapon stops leeching life at 1 HP. This includes only some weapons and does not include armor sets or accessories. Armor sets and accessories may have abilities like life-leeching or turning a weapon’s life cost into life gain temporarily, an accessory that uses health potions automatically or something that gives a chance for Hearts/Candy Canes/Candy Apples to be generated on enemy hits. Other bonuses may include extra i-frames and healing blood orbs similar to silva and auric orbs. Sacrificial Armor sets, instead of adding normal HP to the maximum, will add “Soul Health”, which cannot be leeched by sacrificial weapon usage.
https://docs.google.com/document/d/1HSU-qLnkoKtWp5nWP1VUIG7xI_idKSzpk7OU28QCI0s/edit?usp=sharing
Astragemini
Pet Item
Tooltip: The remnants of a long-gone boss...
Obtained by: either 1% chance drop from any enemy in the Astral Biome or a 33% chance drop from Astrum Aureus while all three Soul Artifacts are equipped (you can discuss on which one you would prefer)
Naming: Astrageldon + Mini, also Gemini is a constellation, another reference to the stars.
Essentially just a mini Astrageldon Slime, it releases the same amount of light as the same amount of light as a Wisp in a Bottle and I just wanted a reference to the Astrageldon Slime.
Server Suggestion
Have a Merry Christmas! 
I have a similar suggestion as nymph's, but it's a bit different, my suggestion is this:
A. Make it so that when the astral meteor hits and creates the biome, it would (if possible) turn the surrounding ore into astral ore, orrrr...
B. Make it so that when the astral meteor hits, it both makes the biome and spawns astral ore within it.
And if you wanna do this:
C. Make the underground astral biome spawn some kind of item that has the same property of the life fruits, but they increase your max life by 10 and your limit on consuming them would be well, 10 of them, these items could be called "Astral Hearts" or something like that (I'm thinking of it also increasing max mana also).
Reason: it's kinda self explanatory in that it lacks in content, thankfully everyone is suggesting stuff to add on to the astral infection, I hope this does the same.
Reason to add in the "astral hearts": let's be real, this mod is gonna get very hard as it gets developed more, so adding in this item would help out a bit in the long run.
Post-ML Phase sabers?
Phasesaber Buffs
Phasesabers are useless. Let's admit it. By the time you can make them, they're easily outclassed by other swords and have no real benefit other than being lightsabers with the word "phase".
So let's buff 'em!
My suggestion: Make phasesabers deal much greater knockback and damage and give them a new ability: When they hit an enemy, they are inflicted with Brimstone Flames. This would give Phasesabers a leg up against some swords in their same tier and give players a reason to use them.
Amalgam Cyst
"Ewwww"
"Summons something gross to protect you"
Pre-DoG Summoner Weapon
Slime Staff + Imp Staff + Dank Staff + Corroslime Staff + Deadly Sphere Staff + 5 Bloodstone Cores @ Demon Altar
Slime Staff + Imp Staff + Blood Clot Staff + Crimslime Staff + Deadly Sphere Staff +5 Bloodstone Cores @ Crimson Altar
A swollen, slimy pustule. Mechanical red lenses can be seen looking out from within.
When casted, the Amalgam Cyst summons a slime-demon-monster abomination which floats in the air. It looks pained.
Combines various behaviors of multiple summons:
-Chases after enemies , akin to the dank staff/blood clot staff/deadly sphere staff.
-Rapidly fires fireballs at the closest enemy in sight, in addition to dealing contact damage. Fireballs do not pierce.
-The minion's horizontal movement is slightly slower than other flying summons. However, its vertical movement is much faster.
Tl;Dr: A pre-Yharon summoner weapon that would make summoners in post-moonlord slightly more viable.
Astral Biome
Just a small list of things to fill out the biome
Glowing spires - Astral
Damaging blocks that grow from Astral Stone blocks, the Glowing spires act like thorns but require a pickaxe to be cleared, they dont drop anything and apply God Slayer Inferno for 2 seconds on contact
Glowing spires produce light
Astral Bones - Underground Astral
an infected reanimated skeleton
Applies God Slayer Inferno
Will shoot Bone matter that divide into three Jagged Bones mid-flight
it's texture is an armored skeleton whose bones have the texture of Astral Monoliths
Mad Wanderer - Desert Astral
A crazed desert wanderer speaking in the forbidden tongue
Doesn't deal contact damage and will instead teleport away from the player
Summons Juvenile Hadarians en-masse to swarm the player [They have half the stats and size of a normal Hadarian]
Will occasionally summon an Energized Fusion Feeder [a double-size and stat Fusion feeder]
He will spawn both of them from his position
It's texture is akin to a desert nomad but with visibly glowing eyes, grey skin and Astral-palette clothing
Glowing Wasp - Astral Jungle
replaces hornets
fires rays of astral energy with a short delay
doesn't deal contact damage and tries to stay away from the player, firing from safe distance
sprite wise, an Hadarian-esque hornet
Astral Maw - Astral waters
spawns in the waters of any Astral biome
stays immobile on the ground transparent
will latch onto the player and apply God Slayer Inferno, Obstructed and heal off the damage
if hit while camouflaged, it will quickly propel itself towards the player but deal contact damage only
sprite wise it resembles a large rocky looking mandible with large tentacles and various eyes on the fleshy tentacles
as random as a suggestion this is, that obviously would take some time and not at all be FULLY ideal, it would be nice to see a respite of every base game terraria boss, at least the more older ones or those who really need a resprite, just so it can match more with the boss sprites we have to fully up the quality of the game as a whole
Add a “Soul” button to permafrost’s dialogue menu in expert mode or just in general that lets you trade the Soul of Cryogen accessory for some unique item, maybe a light pet that provides the stat boosts of the soul of cryogen but doesn’t take up your wing slot?
Buff the Rainbow Rod.
Seriously, this weapon is utter trash and pretty much no one wants to make one (unless for the achievement) and use it since it is pretty much outshadowed by any other weapon around that tier. Possible buffs could be giving it more damage, or faster speed or piercing.
Nerf providence bullet hell flame attacks(in death mode)
Seriously, from 150 damage to 300 damage and no healing flames, NO healing flames is kinda insane (then again it may just be little stupid me not dodging the projectiles well ): )
Add minimap visuals for Polterghast's clones
having to fully rely on seeing the clone on-screen can make for some "cheap hits" since the player can't keep track of enemies off-screen
Calamity's Lore Statues
Statues of Yharim, SCal as human, Braelor, Statis, Xeroc, Ataxia, Daedalus, Reaver and other lore-related chars.
:
- Great guys have a monuments.
- This are extends lore side of mod, allow to see humans, was create this world.
- Trophies of lore-related bosses seems maybe too vandalic.
Nerf Terra Edge/Shiv
On pre-Plant and post-Mech these weapons are insanely powerful. 150+ base damage, 2-2.5x higher, that other swords on same tier. Unlimited balance! 
Variants:
- Lock these weapon after Plantera, give to their recipes a Living Shards. This makes consistency with other Terra-weapons, which also crafts from LS.
- Reducing damage back to ~90. It's balance these weapon around Plantera-tier.
Post-ML Upgrades to the Endless Musket Pouch and Endless Quiver
Essentially what it says on the tin. 'Vanilla' ammo with higher damage than wooden arrows/musket balls, still not as powerful as consumable ammo, but something you can just go exploring or farming with without having to worry about ammo counts or lower damage. Perhaps crafted with Ueilbloom or Bloodstone Cores, somewhere around that point of the game. And a Shadowspec upgrade beyond that.
Suggestion
TL;DR
Blood Magic inspired armor set and weapon, deal damage to get health, deal damage basing on your missing health, use your own health to attack with the weapon
Cultist Assassin set
''It seems to be permeated equally by chaos and hatred''
-An uncraftable armor set dropped very rarely by the Cultist Assassin, the set itself as measly defence when worn partially
-When the full set is worn:
-You gain flat 66 defense
-70% reduced damage to the following Lava [even in the Brimstone Crags], Brimstone Flames, On Fire
-Whenever one of these debuffs is inflicted on the player:
-10% of the damage done is returned as HP
-20% increased magic damage
-30% increased melee damage
-Pressing CTRL+Right Click will teleport you to where the mouse is aiming at the cost of some HP, this does not apply Chaos State on you
-After teleportation you're undetectable for 2 seconds by enemies and will gain ''reveal creatures'' for 5 seconds
-Water deals as much damage as lava normally would
Ceremonial Dagger
''Pain and suffering echo in it's blade''
-Uncraftable short sword dropped by the Cultist Assassin
-Deals flat damage + a percentage of the player's missing HP
-hitting an enemy lifesteals 100% of the damage done
-can't be enchanted and has no modifier
-applies brimstone flames
-each attack uses an heart worth of HP
-having life crystal in the inventory will instead consume them for an assured critical hit
buff the necklace of vexation because its made from any class emblem which gives you 15% damage at all times, but the necklace give 15% damage when below 50% percent health. There's no point of making the necklace until you want to make yharims insignia.
Make Ancient Shiv can be obtained from Dungeon Chests
Reason: Because it should be obtained from Dungeon Chests like every dungeon items rather dropped from Dark Casters
Note: If someone suggests or implement this changelog, then I don't know really
I think they should make "Threats of the Ocean Floor" play when the adult eidolon wyrm spawns in the abyss.
DOWNLOAD LINK: https://soundcloud.com/dm-dokuro/30-threats-of-the-ocean-floor Funny Story XXVII: This song was created as a means to test out the extreme POW...
Spatial Rift
Summoner unique post-Cultist weapon
Base damage: 17, maybe
Uses 100 mana on right click and 10 on left click
LC: shoots a barrage of 3-6 stardust swords, which ignores anything defense, with fast (18) speed.
RC: places a stardust portal with slow (36) speed, which shoots additional 1-3 swords on LC-ing. Disappear on 45 seconds.
Limit: 4 + max minion slots portals at one screen.
Craft: Sky Fracture + 15 Stardust Fragment @ Ancient Manipulator
** The Inner Eye**
"The amulet on this necklace seems to beat like a heart..."
Mage Accessory
Dropped by the Lunatic Cultist.
Attacks using magic weapons have a percentage chance equal to their use speed (So a weapon with a use speed of 1 would have a 1% chance, while a weapon with a use speed of 40 would have a 40% chance) to additionally fire one of the Lunatic Cultist's 3 main attacks, them being a burst of three homing fireballs that explode on impact, an ice ball that fires ice shards in six directions four times over as it flies in one direction before slowly fading away, and an orb that fires bolts of lightning (at enemies).
: More Lunatic Cultist based content, because he is literally only useful for starting the Lunar Events and for the Ancient Manipulator.
Antimatter Rift
"You can feel reality itself tearing in your hands as you struggle to contain the immense power contained within the core of the Ceaseless Void... Is the power worth the cost?"
Mage weapon. Extremely high damage, toggled effect
Rare (Possibly Legendary?) drop from the Ceaseless Void.
Fires an unstable mass of Dark Energy that stops at your cursor. After a short delay, it explodes into a tear in the fabric of reality, surrounded by seething matter and Dark Energy. This vortex slowly grows over time, sucking in all entities not immune to knockback, excluding the player, and damaging them heavily while firing out homing Dark Energy projectiles in all directions before exploding for massive damage when toggled off. The longer the rift has been open, the more damage the explosion will deal, up to a cap.
While the rift is active, you are afflicted by the Essence Drain debuff.
Essence Drain
"You feel reality fading from your perception..."
A scaling health drain debuff. The longer you have the debuff, the more/faster it drains your hp. This debuff has an accompanying particle effect: A steady stream of red particles flowing from the player to the center of the rift. The stronger the health drain becomes, the more particles are shown. Has unique death text: *(Player Name)'s very existance was wiped away."
: More unique mage weaponry, and the idea of a weapon with immense damage output that can also very easily kill you and your base along with whatever you're trying to wipe from existance if you're not careful intrigues me
Make guns that the mod makes have autofire but didn’t used to, and other similar weapons still have auto fire, but be faster to tap shoot, so that you have options
Post DoG the Mech Bosses should be buffed and drop Cosmilite
The Mechanical Terrors have been infused with cosmic power
Afterwards they would be buffed similar to how Ravager,Calamitas,and Brimstone Elemental would be after Providence*
Maybe some slight changes such as their laser attacks being death lasers similar to the deathwind bow
Spazmatism would inflict Cleansing Flames that would inflict the Godslayer inferno debuff instead of cursed flames
Umm i heard the SDFMG is a bit weaker than Minigun even though SDFMG is expert only. So my suggestion is an upgrade of SDFMG for expert+ only gun
SSCMG : SDFMG + Leviatitan + 20 Dark Sun Fragments @ Draedon’s Forge
50% chance not to consume ammo
Tooltip: power of the ocean creatures infused in this weapon
Shoot out 1-3 bullets while only consume 1 ammo, occasionally shoots out water stream like Leviatitan and water rocket like SDFMG.
SSCMG means Space Sea Creatures Machine Gun
Bubblepocalypse
Tooltip: Insane
Ranged post-DoG gun
25% chance to not consume ammo
Base damage: 19-21
Shoots at very fast speed (17) a barrages of 35-70 slighty homing, ultrafast bubbles, which at few seconds explode to 1-2 bullets, was used by gun. Ignores armor, because dragon is fat.
Craft: Vortexpopper + Boomstick + 20 Cosmilite Bar @ Draedon's Forge
: Lack of viable guns against a Yharon/Scal.
Rework the rot ball and the crimson equivalent to make them more interesting and more viable and more akin to his respective tier, maybe giving them explosive or sharpnel effect.
= they dont even have any animation or sound when they hit the ground and they are not good, making them the only modded thrower weapon for hive mind/perforators/skeletron, leaving players to use beenades
Make the rot balls leave some corruption projectiles, which deal additional damage. Also theses projectiles appear with high velocity on a ball exploding.
Make the crimson ball more bouncy, also on exploding these leave a bloodexplosion, which damages over time.
: @olive bolt stills unconcrectical, i'm improve their idea.
Make usable placeable that benefits thrower class with a buff when clicked, maybe incresing the throwing speed or adding a chance to add additional projectiles
= ranged, melee, mages and summoners have the ammo box, the grinding stone , the bewitching table and the cristall ball respectively, but the throwing class doest have one
Also potions for throwers (boosting damage, speed, other effects) would be nice since i dont think they have any specific potions
So with the lack of good melee weapons in rev+ I thought I might leave this here
Solar Striker: 10 Luminite, 15 Solar Fragments, 5 Bars of Life, 1 Core of Calamity, 3 Galactica Singularities, and Soul of Moonlight
Soul of Moonlight: sell price 50 gold "very shiny, will definitely sell well" used to get some nice cash (if you need any), will drop from moonlord rev+, used to make the Solar Striker
Solar Striker: "Wield a fraction of the Sun God's power" Base damage is 134 to stay in balance will other items, launches 3 mini sun's out that home in on enemy's doing about 120-150 damage and will Pierce through enemy's and continue going, max hit cap is 3.
Profaned Goddess' Wrath: Solar Striker, 5 Divine Geodes and 50 profaned rock
"The wrath of the Profaned Goddess pulses through you"
240 base damage, and the mini sun's turn into Profaned energy balls but keep their homing properties and upon contact of an enemy will do 240-270 damage and will explode doing more damage half of the contact damage (note that rage and adrenaline only affect the swing of the blade and the explosion damage
The Devourers Bane: Profaned Goddess' Wrath and 15 Cosmilite Bars
"Forged to make the Devourers tremble" base damage of 370 and each energy balls is now a SMALL mini homing DoG head that does one time damage of 540-570 and the miniheads stay in place for 2-3 seconds releasing homing Sparks that do 70-100 damage (note that rage and adrenaline only affect the Sparks and the blades swing)
Yharims Essence Eraser: The Devourers Bane, 100 darksun energy, 20 Yharon soul fragments, and 100 auric ore
"Hold the very best of Draedons experiments" (THIS BLADE IS NOT AFFECTED BY RAGE OR ADRENALINE) launches 3 homing swordlookalikes (don't question that spelling) that do 1000-1150 a hit, and split into little mini swords upon hitting an enemy doing 420-490 damage, and if these swords somehow make contact with enemy's they explode into little homing Sparks doing 100-170 a hit
This idea is probably not going to get any attention but eh whatever
make wall of flesh despawn if it kills you so i'm not tempted to go down my hell hole and chase it
Make the player die if it's to far away from the center of the screen because moving sideways on a rope moves the player away from the center of the screen.
make the slime mount not bounce on enemies if you have a shield equipped
Add springboards because who doesn't want a block that can launch them in the air?
Draedon's heart Retains the Speed/Crit chance benefits from it's components
:Draedon's heart is big stinky for not doing the thing
Make the Abyssal Diving Gear take an accessory slot and not the head slot.
It doesn't belong there. The Arctic diving gear took an accessory slot so this should aswell
Now I'm not sure because people can put it in the accessory slot when I can't
I believe someone had suggested this, but just in case: make it so that the accessories that spawns in its own minions, such as the Fungle Clump or Heart of the Elements, can also be put in the pet slot, but mostly serves as a pet rather then being a minion
:Tho it's mostly for fun and all of that, I must say that they have very nice designs and would almost be shame to almost throw them aside, besides, why wouldn't you want a waifu following you around as you slaughter bosses along your adventure?
Harvestal Moon
Just another sword that shoots pumpkins
800ish Melee damage (sword) 200ish Melee damage (small pumpkin) 300ish Melee damage (medium pumpkin) 400ish Melee damage (large pumpkin), very fast speed
post-DOG weapon
Recipe: Baleful Harvester, 100 Nightmare Fuel, 100 Darksun Fragment, 75-100 Auric Ore, 10 Yharon Soul Fragments, 200 Bars Of Life, 5 Phantoplasm @ draedons forge
On swing creates 1-5 homing flaming pumpkins (50% for small 30% for medium 20% for large) that explode on impact and inflict nightwither and on fire debuffs
Elemental Rifter
Magical Post-ML weapon
Looks like... pickaxe in elemental pallete?
On swinging releases with fast speed (30) a spiky piercing rainbow rifts, which persists around 2 seconds. Inflicts by himself and projectiles a Elemental Mix.
Only one rift can exists on screen.
On right click creates a pocket rifts (non-pierce) at insanely fast (5) speed and less damage.
Craft: Molten Pickaxe + Nettle Burst + Hell Burst + 5 Galactica Singularity + 5 Luminite Bar @ Ancient Manipulator
: Thorn magic line ends at Atlantis, which not a good for weapon's diversity, was features Calamity. And also: more unstandart weapons!
Brimstained Bar
Cosmic steel infused with twisted and hellish magic
Material that drops from Sepulcher
Why: Adding a material from Sepulcher would allow more post Yharon 2nd items that arn't just auric/exo to be added.
Also Sepulcher is a pretty forgettable part of the SCal fight, and giving it a purpose other than generic boss minion is good. Yes the sprite is a bad recolor of a cosmilite bar.
Let's Devourers of Thots drop some Cosmilite Bars after DoG's has been defeated.
: Additional drop supply in rev+, what's a more cool?
The Instavator from Fargo's. (It's an instant hellevator)
perhaps remove the heavenly gales green tornados
it tends to eat up I frames as well as your frame rate
then replace the green projectile bonus to something else
Apocalypse
A consumable item, dropped by Moon Lord. *Outside the treasure bag
Increases spawn rates by 2, does not stack with the Demon Trophy
Why? Because farming for something like Bloodflare cores post ML can be a bit of a pain, even with Zerg potions.
Signus’ Mantle
Your ethereal reward…
Dropped by the Sentinel of the Devourer, Signus with a 25% chance.
- +5% movement speed.
- When reaching max speed the user will turn invisible, reducing enemy aggro. Invisibility lifts upon slowing down. (Does not work with the Burden Breaker)
- All damage is boosted by 50% for a one second 'Ether Strike’. The Boost cuts down critical hits by 75% and you cannot use the strike for 30 seconds after. (á la Flesh Totem) You will glow purple when the strike is usable.
: The two weapons that Signus drops are multiclass and benefit whoever uses the useless Statis’ Belt of Curses. While the Astral Arcanum makes up for the lack of a good mage weapon on the Ceaseless Void, Signus doesn't even drop a part to the nanotech or the SBOC, hindering the cross-class performance. Also, I think the accessory compliments Signus’ theme, with the only weapons he drops only hinting at his legendary profession. But now, the invisibility, speed, and Ether Strike should cement the idea of the assassin who has slaughtered many, quickly, efficiently and stealthily.
So the scourge of the corruptor has always been outclassed as a melee weapon by the vampire knives, but maybe it wouldnt be so bad if it wasnt a melee weapon?
I think it would be cool if it was instead a summon weapon
It functions the same as it does now but gets summon damage boosts and doesnt give you the summon damage penalty
A change to the calamitus summoning staff mainly ways it can be obtained i think you should be able to craft with the ashes of calamity and the optic staff instead of having to rely solely on rng which could either go very well or extremely poorly
Null
Activates a hit-cap for boss-fights.
Works like the old Supreme Calamitas hit-cap did - exceeding the limit gets you instakilled
Earlier bosses (pre-hm) would have smaller caps, (min 4) and late-game boss fights would be forgiving and have larger amounts.
Same hit-cap values for Normal and Expert mode, but half the total in Revengeance and one quarter in Death. (e.g. if the Normal cap is 4, Rev will have 2 and Death 1)
Bosses drop 3 treasure bags when this is active - cannot be active when the Armageddon item is activated as well.
Warning: This is a page and a half of gel-related info.
https://docs.google.com/document/d/1s2fO1Qey-5QgIUi_BMaLxyEpFrjs99cebQtH11W1D_k/edit?usp=sharing
Make the band of regen craftable or sold by the Arms Dealer when Nurse is alive (terraria NPCs’ relationships reference)
Recipe: Heart Crystal + 20 pink gels + 10 rubies + 5 chain
: since we need band of regen for sigil of calamitas, this should be easier to obtain because some people are very unlucky and spend hours just to find it.
Frigid bars should be used to craft armor that instead of giving defense, gives percentages of damage reduction.
With Cryogen's shield mechanic, it'd make sense for its drops to be used in a protection-based armor set
: Frigid bars are only used to craft frost armor, which already has 2 recipes in vanilla Terraria, and the concept would probably make it usable for quite a while.
Diving helmets should be a less rare drop or be craftable. It took me ages to find one. Same for jellyfish necklaces, but only a tiny bit more common
Doggo fight's Phase intermission(Ceaseless void, Storm Weaver and Signus) shouldn't have drops
they clog inventory and if you want to have the drops that badly you could kill the respective boss seperatly
you already did it once to summon DoG
Change the crafting recipe of the Aglet
-5 Copper / Tin bars
-Yellow Dye
the actual recipe ( 5 iron bars ) are such a boring and common crafting recipe, plus, the cooper bars needs a use right now
https://docs.google.com/document/d/1qNMpH8lE8wNkwLPD9x5JW6zaWkHku5oEvEJst2v_6yI/edit?usp=sharing
Moon Event Treasure Bags
My suggestion is simply adding treasure bags for the minibosses of the Frost moon and Pumpkin Moon. the reason for this suggestion is to reduce item clutter.
Endothermic Energy and Nightmare Fuel would drop outside the treasure bags for their respective bosses post-DoG.
The included document has some ideas for expert-exclusive items for the different bags.
Part 1: Make the son of yharon stat buff and holy flames effect apply to every player on the same team as the user as it is a support minion
Part 2: (related but not the same suggestion) add 1 or 2 summon weapons that act as support, for example, one that inflicts marked and brimstone flames, and one that inflicts Ichor and cursed flames, and maybe one that inflicts vulnerability hex post Scal. These would be alternates to weapons like the lunic eye, good for teams with one summoner as a support class, or good to apply an occasional debuffs to enemies for players that aren’t using summoner as their main DPS source. These minions would not inflict inv frames so they don’t reduce DPS from other sources.
From someone who used spider armor so they could have reliable DPS support
Unrelated suggestion: the ability to give permafrost the soul of cryogen. In exchange, he starts selling an expensive light pet called something like “Elium sprite” or “Ice rook”. It would provide a decent blue glow like the fairy bell, but it would provide all the stat boosts the soul of cryogen provides. Appearance would be something like a mini cryogen. The downside to using it instead of the baby siren pet is that it would orbit you somewhat erratically so that it doesn’t provide as consistent of light on you, and that it doesn’t increase light level in the abyss much if at all, whereas the baby siren increases it significantly.
Reason: I don’t like giving up muh stat boosts for better wings, I don’t want to be a dick to permafrost, and it makes sense lore wise, and provides a viable alternative to the siren light pet
Make a drink Called Cachassa for the Drunk Princess, it's a very common drink in Brazil and it's very strong too, it consist in distilled sugar cane and honestly i like it a lot, would love the reference in the mod, even tho i don't have any ideas about the buffs and stuff.
Finish adding in the Music Boxes for the rest of Calamity's music.
There are some themes that currently do not have music boxes, including: Brimstone Crag, Brimstone Elemental, ???, The Siren, The Leviathan, Abyss layers 3 and 4, Astrum Deus, Lunatic Cultist, The Devourer of Gods final form, Bumblebirb, Jungle Dragon, Yharon's multiple themes, and Supreme Calamitas' phases.
Source: https://calamitymod.gamepedia.com/Music_Box
The Bane
Cursed
Pre-Hardmode Gun
Acquired randomly from killing Corruption/Crimson enemies.
A submachine gun, with stats comparable to the P90, albeit reduced somewhat so as not to break PHM if acquired early. The weapon boasts an extremely high fire rate, as well as gradually gaining accuracy and crit chance as it fires, up to a cap.
However, the gun comes with significant drawbacks to use, to the point of making it unusable for anything save for memes. First, the user's movespeed is reduced drastically while the gun is held. Second, their use time while holding The Bane and not firing it is drastically reduced. This means that, while the weapon fires quickly, switching to another item in the hotbar will take a very long time.
Thirdly, The Bane does not make a typical firing sound while being used. Instead, it plays one of six soundclips for each bullet fired;
A. A Meowmere Meow
B. The whoopie cushion fart
C. The hit sound effect for hitting a meteor head
D. A Wall of Flesh burp
E. A dynamite blast
F. The "boss summon" roar
A ~ F would be chosen randomly for each individual shot, with A being most common and F being least common.
Frostfirearm
Crafted from the same materials from the frost armor
it is a fusion between a melee and ranged weapon
Its primary attack is a fast melee punch from a gauntlet. It fires rapidly close range like the blade glove, but only straight forward like a spear.
Right clicking instead fires out icicles at a rate of about 3 a second, it does not consume any ammo.
Both forms of the weapon gain a damage bonus against enemies immune to frostburn similar to frostspark bullets but with frostburn instead of glacial state
Both forms gain a much bigger damage bonus with a small crit chance increase against enemies affected by frostburn
Neither form actually inflicts frostburn, so you must really on other weapons or the setbonus of the frost armor for this damage bonus.
Rough and tumble
Crafted from the same materials as the forbidden armor
It is a fusion between a magic and summon weapon
Left click is a magic attack which rapidly fires sand ball projectiles, leaving a mini damaging sand cloud, the cloud can pierce a limited number of times
Right click is a summon attack that slowly shoots angry tumblers. They are affected by gravity and gain speed the longer they travel.
Damaging enemies gives a buff that increases the damage of the type used to damage a large amount, and the other damage type a small amount
This is to synergise with the setbonus, as it benefits from the increase twice
Move Dragon Egg to Ancient Manipulator and switch out the Bars of Life in the recipe for something else.
The intended minimum amount of bosses to get to Yharon phase 2(Who is considered the final boss) is:
WoF
Lunatic Cultist+Pillars
ML
All of post-ML excluding Polterghast
However due to the Dragon Egg's location and recipe, you also have to fight Skeletron Prime for event moon summons and your choice of Cryogen+Plantera or Calamitas+Ravager for Bars of Life and Ectoplasm. So changing those 2 things would fix the minimum progression.
TitaniumSkin potion
+20 defense
1xTitanium/Adamantite ore + 2xIronSkin potions (Makes only one)
Repost from like a month ago: Add the Art Server invite and the Giveaway server invite to #other-discords
Got over 50 stars 
They should keep their place in #rules with the invites being in 2 channels.
Why: #other-discords seems like an obvious place to look for a server invite in the case people missed or forgot it the first time reading the rules, and of course, some people don't read the rules. 
Change tarragon's set bonus for summoner to require over 90% hp, instead of full hp to give the minion slots + damage.
Why? In a fight like scal, getting heart attack randomly in the fight means you're down two minion slots, which can be the difference between a failed fight, or a win. It also affects polterghast (following progression), since missing 2 minion slots loses a significant amount of damage in the fight (since typically using cosmilamps at that point, you lose one of the minions attacking). If a player doesn't realise this is happening, fights can be made much harder all because of a random debuff they have no control over.
Young Dragon
Post-Yharon-Phase-2 miniboss
HP: 15% hp of Yharon's.
Very rare.
Spawns in Jungle and Solar Eclipse.
Have a much simplier pattern, that Yharon, like a "charge, fireballs, charge, fireballs". Drops a Darksun Fragments, Yharon Soul Fragments, Auric Ore, Efflugient Feathers.
Maybe it spawn in rev+ Yharon's phase 2 fight, instead of Bumbles. ~~~or completely replace Birbs
~~~
:
- Yharim not a too stupid to make army with only one dragon (which a powerful, yeah).
- Why Yharon have a kindles, but not a adult sons?
- Mothrons and Birbs are silly.
Sprite by Vikri.
Explosive Expansion!
Safe Bomb
Does the damage of a Bomb, but doesn't destroy tiles. Crafted with 2 Hellstone Bars, 10 Obsidian and 5 Bombs. Makes five Safe Bombs, which can be crafted into a Sticky Safe Bomb or Bouncy Safe Bomb. Still harms the player if in range. Does throwing damage (as normal bombs do true iirc).
Safe Dynamite
Does the damage of Dynamite, but doesn't break tiles. Made with 2 Chaotic bars, 1 Core of Chaos, and 10 Dynamite at a Mythril Anvil. Makes 10 Safe Dynamite. Can be made into Sticky and Bouncy variants. Again, does Throwing Damage.
Cluster Bombs
Throws a Safe Bomb that explodes into fragments and a few grenades. Made with 5 Safe Bombs and 10 Crystal Shards at a Mythril Anvil. Makes 5. Also has Sticky and Bouncy variants, and deals throwing damage.
Cluster Dynamite
Throws a Safe Dynamite that explodes into Grenades and a few Safe Bombs. Made with 10 Dynamite, 2 Luminite Bars, and one Meld Bar at the Ancient Manipulator. Makes 10. Like the others, does Throwing Damage and has Sticky and Bouncy variants.
Tl;dr more bombs, more consumable throwing, post-golem thrown weapon, more use for the Demolitionist.
Infinite ammo for calamity arrows and bullets
Unlike luiafk and Fargo and Alchemist mod, these three mods have unlimited ammo for each vanilla ammo, but not modded.
Make the aquatic scourge have WAY less health, like maybe 80k instead of 110k in expert mode, because with the best or near best pre-plantera ranger gear, you do 1% of it’s hp per 1.5 seconds (crystal bullets, megashark, lots of buffs and Daedalus armor), making aquatic scourge currently stronger (or at least tankier) than calamitas.
Edit: however, give it pierce resist to compensate, as it gets shredded by a prehardmode bow with jester arrows
Make the Brimstone Elemental despawns her's Brimlings after she's killed.
Null Core:
Drops from enemies in The Brimstone Crags, Space, and The Snow Biome after Ravager has been defeated. Each enemy has a 25% chance to drop 6-10 Null Cores (33% to drop 8-15 in expert mode).
1 Ectoplasm + 5 Null Cores = 5 Cores of Chaos, Cinder, or Eleum.
: Cores can be very hard to grind, especially eleum. Considering multiplayer playthroughs and with items requiring up to 10 cores of calamity, an easier way of obtaining cores seems logical.
Progessive Shop Prices
Okay, we've all been there, playing Rev(+) and having more than 2,000 Platinum coins. Money becomes a complete joke by DoG, and reforging can be done boringly quickly and inexpensively.
Make all NPC Vendors increase there shop prices as you progress in the game, and/or increase the price to reforge the Post-DoG equipment because it's cheaper than some Vanilla loot
Why? After a while, money is irrelivant. Reforging stuff shouldn't be completely free nor eat up all your money, but surely the NPCs can recognise their imminent doom after DoG's been defeated and force you to cough up the dough for their sales
Polterghast arena
Create a structure in the dungeon (or maybe do something like supreme calamitas where a box is spawned on boss summon) so that polter is less shit. Currently it's a very spammy boss and kinda feels like a plantera clone. Giving it a set arena will not only remove the annoying process of digging an arena in the dungeon, but it will also allow for more unique and fun attacks for the boss.
Make Tax Collector useful and increase his cash limit + make him collect money faster in the later stages of the game.
New Accessory Reforges
Conservative-increases chance of consumable throwing items not being consumed by 4%
Friendly-increases max minion capacity by 1 (only one of your equipped accessories can have this modifier. If you attempt to equip more accessories with Friendly, they will not be equipped.)
Aerodynamic-increases ranged and throwing weapon velocity by 4%
Why: both Magic and Melee have modifiers that benefit their specific class, so I don’t see why we can’t have some for the other classes.
Spirit of Greed
Accessory
When equipped, bosses will drop additional coins instead of item drops. The amount of extra money is roughly equal to 75% of the money you would get from selling the items the boss would drop, ignoring modifiers. This also applies for opening treasure bags.
The only items bosses would drop would be first-kill loot (like lore items, plantera's grenade launcher, etc), treasure bags(if expert+ or Armageddon) and trophies.
Crafting recipe would be relatively simple, gold/platinum bars, diamonds, and one or more platinum coins on the tinker's workbench
The reason for this item is to make coin farming by killing bosses much easier, as you won't get your inventory constantly filled with single stack items, and not needing to stop every few kills to sell the loot. Plus when playing with other mods is common to get even more different item drops from vanilla bosses
Yharon's death being more dramatic like how the moonlord's death is like. Where he slowly shakes and rises as the screen turns to white while you can hear his final roar and then explode into pieces in terraria fashion.
Add a throwing version of shadowflame knives. Throwing class has limited options in early hardmode and would provide more variety for throwing characters at this stage in the game
Using the clentaminator with green solution should instantly kill crabulon, as green solution would remove the cordyceps like how it converts mushroom to jungle
The atoner npc
This npc spawns post golem exclusively in the marble biome, he is turned to stone and must be rescued, this is done by right clicking him with the pocket mirror in hand
He sells gear based upon the ravager.
For melee he sells the ravagers claw fist, it is a melee weapon that functions just like the golem fist, but it also shoots out fireballs while lacking the golem fists massive knockback
The next weapon is the ranged drill missile launcher, it fires rockets resembling the ravagers, powerful and homing but reaaally slow. They dont destroy tiles regardless of what rockets used
For magic, he sells the flame pillars, these function similar to the clinger staff, albeit two are summoned at once, to the left and right of the cursor.
For summon, he sells a mini version of the ravagers head, it flies slowly towards enemies like the eye of cthulhu, and slowly fires lasers at them too. it takes up 2 summon slots.
For throwing, he sells mini versions of the rock pillars, which are consumable and explode upon impact with tiles but not enemies.
He also replaces the witch doctor as the npc that sells the ancient medallion.
The atoner was one of the humans that contributed to the construction of the ravager. He gifts the player enough money to purchase one of these weapons if a dialogue option is clicked, just like the tavernkeep
He will comment on the destruction of the ravager, and begs the player to let the tortured spirits used to craft it rest. He takes notice when ravager is buffed after providence is defeated
please indicate the cooldowns distinctly on the tooltips of weapons/equipment that give magic healing/life steal to allow people to use them more effectively and definitively know when these effects will be applicable
This would require a lot of coding but i think that an entirely different dimension would be cool, like high risk high reward maybe something like the original aether mod for minecraft
Building off @sturdy grove s idea;
Unstable Rift
Spawns rarely in the sky/space around the world post DoG. If a player makes contact with it, they are warped to a special area that they must escape from. (think those warp doors from Starbound)
May contain puzzles and powerful enemies, and if a player successfully reaches the exit, they get some rare loot and money.
Ofc this is a ridiculous idea and would be very hard to code, but for now it’s just a fun idea.
Make amber significantly easier to farm.
Why?: Amber is hilariously hard to farm in large quantities, which isn't truthfully too much of an issue, except for the fact that it's complete rng on whether or not you get any. This makes it a limited resource that even the game can't set.
For something that is definitely not broken it's harder and more annoying to farm than even Luminite.
Have ashen and ancient sinks work as lava crafting stations. I know technically only two items are crafted through use of lava, but it would still be neat to have a sink that functions as a lava crafting station instead of a water one. Currently they have no use so this would give them one.
New healing item, "Royal tea"
Heals 125 health, more than honeyfin, it also grants the honey buff, and the slime debuff, which doesnt actually do anything. Has the default cooldown of 60 seconds
The recipe is : 1 royal gel, 30 slime, 30 bottles of honey and 15 bee wax. This crafts 30 bottles.
As it requires royal gel, its expert exclusive
Eidolists drop pieces of the "Eidolon Armor" set after the Golem is defeated.
Head: 34 defense, 3% DR, removal of the negative effects of the abyss, except for darkness, and water breathing.
Robes: 16 defense, 6% DR, and 20% increased damage.
Tail: 28 defense, 6% DR, and 125% increased vertical and horizontal movement speed in water (-15% on land).
Set Bonus: Non-miniboss enemies become friendly, and 25% DR against abyss minibosses, cultists.
Getting his will release ice mist, or 3 electrospheres.
Fishing poles gain 4 lures
: Eidolists are extremely underwhelming in the current game. Nothing they drop is really worth getting, and this armor would change that.
https://cdn.discordapp.com/attachments/465195069406707722/528372107483021312/image_6.png Here's some items:
Snake Banner
Omega Banner : Crafting Recipe : - 2 Silk - 2 Deser Feather @ loom
Ankh Banner
Remove boss summon items from vanilla NPCs’ shops if Fargo’s mod is enabled, because that would cause redundancy, and shop overflow if having multiple mods add items in vanilla shop (especially dryad)
Add mob banner for calamity mobs, since most modded mobs from other mod like thorium had banner but not calamity.
New class:soul collector it has a feature its like mana but harder to obtain it doesnt regenerate you have to kill stuff and based on the armor you have a boost or special attack wich is diffrent from armor to armor.to generate "souls" you have to do damage and if you kill a boss you get a overload what makes depending on the boss you special or you boost stronger
throwing and summoning weapons made out of bloodstone that heals the player since they dont have one while other classes do
[Blood leech staff]
summon weapon
summons a blood leech that drains health on true summon hits
each summon occupies a 1/3 slot, so leech army
[Hemorrhage]
thrower weapon
throws 5 discs in all directions in a rotatory pattern that circle the player, healing it on true throwing dmg
Ultimet armor
The armor of distant future
Post-Polter universal armor set
Headgear:
33 defense
30% increased damage
25% increased critical strike chance
+35 max hp and mana
Omni-vision
Water breathing effect
Breastplate:
33 defense
On getting hit your next melee strike deal 10x more damage, this effect have 10 second cooldown
You have a extended area of vision
On decreasing mana you gain speed and defense bonus
Your minions prioritises enemy, which deal damage to you
Give ability to heavy dash, which can block projectiles and enemy's damage
Greaves:
33 defense
30% increased movement speed and max flight speed
8% increased max moving speed
Press L to teleport to cursor, which have a 8 seconds cooldown
Set bonus:
30% increased fishing power and mining speed
9% increased damage reduction
You can move in water as on surface and swim
You take 15% less damage from Abyss enemies, including minibosses
You gain melee speed bonus as health gets lower
Craft:
Head: 12 Silver/Tungsten Bar + 12 Cobalt/Palladium Bar + 10 Reaper Tooth + 30 Ectoplasm + 12 Potion of Omniscence
Body: 16 Silver/Tungsten Bar + 16 Cobalt/Palladium Bar + 40 Ectoplasm + 12 Reaper Tooth + Tabi
Legs: 13 Silver/Tungsten Bar + 13 Cobalt/Palladium Bar + 35 Ectoplasm + 11 Reaper Tooth + Rod of Discord
:
- Alternative set to Bloodflare.
- A good multiclass set in post-ML, like Astral
- Abyss-based armor.
Yeah, i'm god of spriting.
The slime gods projectiles should despawn if either you or it dies
To extend @tawdry condor's suggestion:
All boss's projectiles and minions are instantly despawn, if boss or every player dies.
make the demonshade devil minion dyeable, so the devil can be customized to make the charecters vanity look better and allow for more customization
Abyss themed armor
Yet another summon suggestion, but you know how Melee has Beetle, Ranger has Shroomite, and Mage has Spectre, I am aware of Tiki and Spoopy Spooky Armor but they aren't great, and the abyss doesn't have an armor set, so lets fix that.
Voidseer's Helm - 10 Defense, 8% increased summon damage +2 max minions
Crafted with: Ataxia Helmet + 50 Lumenyl + 50 Depth Cells + 35 Voidstone
Eidolon Scalemail - 15 Defense, +5% of your current HP and MP, +1 max minion
Crafted with: 28 Chaotic Bars, 75 Lumenyl + 75 Depth Cells + 35 Tenebris + 1 Abyssal Diving Suit (Eidolon Scalemail can be crafted into an abyssal diving suit by standing at a work bench and having the scalemail in your inventory. You simply lose the scalemail and get the suit back)
Abyssal Treads - 12 Defense, 15% increased movement speed, allows to dash +1 Max Minions
Crafted with 18 Chaotic Bars + 65 Lumenyl + 65 Depth Cells + Tabi
Set Bonus
Allows you to teleport by pressing the armor set bonus key. Teleports in the same way as the rod of discord but instead of inflicting chaos state, it inflicts broken armor for 5 seconds and if you teleport with the debuff on it stacks time onto the debuff. So 1 teleport = 5 seconds, 2 = 10, 3 = 20, 4 = 40, 5 = 80, etc.
: Summoners are kind of neglected in Hardmode and the two current pre ML armor sets for them are not that great. We also don't have abyss armor.
Make blood pact double the effect of healing potions, I'd use it if it did that and it would actually be a B tier accessory
This is a small suggestion but make the halibut cannon listed as a legendary drop
(Maybe make it affected by the defiled rune but thats up to you)
MAKE PLANTERA DESPAWN FROM MUCH FURTHER AWAY FROM THE PLAYER. Should you fail to defeat plantera on the first or second time sometimes you need to rely on bulbs further away from your arena in order to get the first kill, and while kiting her she has the tendency to despawn. Another solution to this inconvenience would be to make portable bulbs craftable with materials that are obtainable before plantera is defeated. (e.g plant mush + the three souls)
Make blood pact double life regen, as well as doubling healing from most sources.
Because it badly needs a buff, and there's almost no recovering the extra health it gives you as it stands.
New NPC Suggestion
''Starspawn High Priest''
-Lovecraft-inspired, possible names include: Aiaethon, Uurngal, Vhthulla, Oozanu
-Abyss-related NPC
-Comes after reaching the Abyss for the first time [the music has to play]
-Sells unique items for Summoners and Mages
-An handful of items will change depending on what the house he is in is made of.
-Sells unique materials needed to craft new Abyss equipment for mages and summoner
-Has a quest system:
S.H.P Has a series of quests you can complete in exchange for particular items, one of which is the vanity High Priest set
These quests are a creature, item, boss checklist
each completed quest will give a prize
P.S-the stuff he sells will be separate suggestions due to length limits.
New prehardmode craftable ammo: Minirockets.
Craftable with flares and grenades: 25 flares and 1 grenade crafts 25
They have a very small splash radius and dont destroy tiles, this would allow there to be prehardmode grenade launchers, alternatively, they can be used as flares, giving more options for the firestorm cannon
default flares pierce, while these explode but dont give the onfire debuff
Accessory
-PreHardmode-
-Sells it all the time
Cracked Pendant
''It still holds unholy power''
-+3 Max Minions
-Minions apply Crushing Depth debuff for 1.5 seconds, hits only refresh the duration
-5% increased minion damage
-2% decreased max HP
-3% decreased max Mana
-Hardmode-
-Sells it after an Eidolist has been defeated in the Dungeon
-The player needs to have the Cracked Pendant beforehand
Ancient Pendant
''You can hear it whispering''
-Summons an Ancient Vision that floats above the player passively leeching HP from nearby enemies through homing projectiles
-+3 Max Minions
-Minions apply Crushing Depth for 2.5 seconds, hits refresh the duration
-15% increased minion damage
-10% Max HP and Mana
We should have a throwing variant of flying knife. Why? Because Fargo's mod doesn't have the option, so let's beat them to the punch! Also a good HM throwing weapon to start with. Made at work bench like the other mod does.
Reduce the number of pumpkins required to make a Pumpler. (maybe from 30 to 20?)
The Sea star staffs should have a faster attack pattern because right now I would prefer the slime staff over it and this needs to happen especially to the hardmode version of the sea star staff because It attack is so slow because of its ramming technique and it takes a lot of time to ram again and it should go through walls like any other summon in the game. my idea is that you make them shoot projectiles or make them were they would latch on to enemies similar to the dank staff
New layer to the abyss, located in small ravines directly under the 4th layer
It features a new mob, the tube worm, which does 5-25 damage depending on difficulty, but can rapidly attack the player like as if they had the determination breaker the defence reduction of the abyss can make them deadly
It also damages the player constantly similar to the sulphur sea, the damage is reduced by the bezoar, however it also deals constant heat damage, which is reduced with obsidian skin potions or lava charm
Both of these can only be reduced, and will still deal damage even with correct equipment.
The very bottom has hydrothermal vents, which deal massive damage if you get too close, but can be sealed to change the sulphur sea.
Tube worms drop a summon weapon, which creates a single cluster of tube worms around the player, these can whip opponents to infict damage, they take up 4 summon slots, and only one can be used like the sun spirit staff. To add on to this, the adult eidolon worm is normally passive, likely as it eats microscopic creatures like the ghost leviathan, so the final layer could be the feeding ground for the eidolon worm, and an area for it to spawn pre polterghast
Oath to the Blood Gods
"You did this to yourself."
x30 Bloodstone Cores + x5 Cores of Calamity ***OR*** 1% to drop from Rev+ Ravager
Effects:
-75% Max HP
+200 Mana
+5 Minion Slots
+15% Damage
+10% Crit Chance
+10% Melee Speed
+10% Movement Speed
(If you are wearing this while a boss is alive during Armageddon, the game will trigger the Armageddon self-oneshot to prevent cheesing.)
Why?: There's not many truly evil accessories out there, and having one that is essentially a sacrificial blood oath with your own body would probably be a decent way to play with your Bloodstone Cores.
an extension of the range of what counts as the hallow for prov and profaned, since they're very mobile bosses and such
also Iunno if this is a thing or not but make it so that if you summon providence and dog they'll slug it out. possibly the same for their respective precursors
Make the Phantoplasm levitate in the air when dropped by an enemy/dropped by the player (like the souls, for example)
Make an accessory that allow you to count as "submerged in liquid" without being so
To add on to Lorheleis suggestion
Victide bubble
Crafted with 5 victide and a fishbowl
The sprite fully surrounds the player
Bonus points if it contains a fish
It requires waterbreathing or a breathing reed to be used.
Blood Pact rework
Every attack heals you by 1
All health regenerating effects are nullified (health potions heal a zero, nurse doesn't interact, life regen set to 0)
:
"Have a sale: i'm give to you a demonic powers, but i'm take your life magic." ©Devil
Also, in current state this accessory are bad and needs to fix.
Alpha Healing Potion: Crafted With either Nightmare Fuel+Endothermic energy and Omega Healing potion or Yharon Soul fragments and Omega Healing Pots heals you 400 or 500 hp
Energy Battery
Accessory
If your mana hits 0, you a quickly replenish mana (like 100 per second, ignores mana consuming) in 5 seconds.
This effect have 12 second cooldown, during which mana regen and gain are halved.
Craft: 20 Purified Gel + 10 Mana Crystal + 8 Aeralite Bar @ Static Refinery
if possible, make the shredder a little less frame melty?
Make the Adult Eidolon Wyrm hunt you down until you die, to further add to the horror that is the Adult Eidolon Wyrm
Add vanity sets to appear like calamity npc's, either through drops when an npc dies or purchasable (maybe halloween specific for consistency with vanilla)
Why? Vanity, especially npc vanity is important to some people. Killing dog while dressed up as cirrus riding the fabsol mount and drunk off my head? That sounds like a good time to me. Also because if you can obtain vanilla npc vanity, why not calamity as well?
Something really small: make Calamity bars place-able.
Also, allow Sons of Yharon to stack buffs, although not fully (if having one gave 5 extra defense, having two could give 6 or 7 extra defense. Having five could give 10 defense.) However, slightly nerf the damage to compensate.
Add scaling to the Rare Sand Waifu's healing.
Right now, it only heals 15 hp which is very out of the way to grab. Not only this, but visibility can't let you spam heals anymore iirc
Suggested scaling (can be subject to change):
Add 5 hp to the scaling after the defeat of Plant, Cultist, Moon Lord, Prov, Polter, DoG, and Yharon
So when Yharon is defeated, Rare Waifu heals 50 hp (this might be too low actually)
Note that the latest boss defeated allows you to gain maximum boost unlike how The Community works
Fix the tmod bug with Wings and Mounts by adding the Lucky Horseshoe effect to all wings.
When wings are equipped, mounts such as the Slimy Saddle can take fall damage (only in modded iirc).
However, the Lucky horseshoe prevents said fall damage as well as MOAB. This is likely because it inherits the Horseshoe's effects even though it is a pair of wings.
By adding the horseshoe effect to all wings (hopefully including vanilla wings), it would fix this simple issue.
Add to the "How to get UT/DI" in #rules that the nohit rules are in the pins of #help-advice-read-pins
When I started nohitting, I didn't know that nohit rules existed at first because it didn't say in the rules. Therefore, my next 20 nohits all broke the rules 
every time u kill a boss or clear an event, there should be a message from yharim in the chat
So apparently Providence has healing flames that are green instead of orange. I suggest that they be blue or something as you can't tell the difference between the green and orange when you're colourblind, especially in the chaos of the fight.
like when u kill WoF it should say something like, "impressive, for your standards at least. However. this is only the beginning of a long, painful journey."
Change the shape and/or animation of the healing cocoon flames
Adding on to Melon Breadmas’ suggestion, changing the shape or animation of the flames can further help visually impaired people and maybe people in general distinguish between the two.
Well, i've got way too many suggestions to write out here, so I might as well attach a doc with all them in it. Feel free to discuss any of the ideas in here and let me know what you think of them and if they should have changes. (NOTE: The doc is still WIP, so some suggestions aren't complete yet and there are still more coming)
https://drive.google.com/open?id=1zIzZEKl5PhyBPon0HVkQRIv0JdN2gNmOgXEQewrnbdU
Bananarangs are a fun hardmode weapon, massively hampered by only being ontainable as a less than 4% drop from clowns, an uncommon enemy that ONLY spawns during a blood moon. Some possible ways to remedy this are:
Increase the drop chance,
Increase the chance of clowns spawining,
Make them craftable, for example they could be made with blood orbs at a hardmode anvil,
Or make an npc sell them, i think it could be something the party girl would sell.
Allow the Party Girl to sell Party Grenades during the day, with a large discount during a party.
Dimensional Tear:
Frequently spawns randomly after you defeat your first Devourer servant. Would spawn randomly in the world overall. (Maybe 1/5 chance) Usually does nothing.
If player is in proximity:
Has a 1/10 chance of spawning a Armored Digger. (Old D.O.G sprite joke)
Has a 1/20 chance of spawning a Devourer of Thots
Has a 1/10000 chance of spawning the Devourer of Gods.
In the lore its mentioned that the D.O.G will randomly pick off people and consume them just for the lulz either with his servants to bring their power back to him, or do it himself if he really feels like it. I think this would not only make the D.O.G that much more of a jerk, but also add to his character of randomly killing people for the sake of it, and being cocky as hell.
DoG Launcher: D.o.G. Drop
Fires exclusively Mechworm Rockets. Fires 3 rockets at a time with random speed and spread.
Mechworm Rocket: 444 Rocket IIIs + 2 Cosmilite Bars + 1 Nightmare fuel + 1 Endothermic Energy + 2 Phantoplasm = 444 Mechworm Rockets
Homes in on enemies, goes through walls, and explodes on impact. Mechworm Rockets do not destroy tiles.
Customizable Rage/Adrenaline Bars
Okay, as some of you may be aware, the new sprites for the Rage and Adrenaline meters are out (you can check them out in Fab's screenshot or on the Art server)
This suggestion is purely for those who dislike major change or don't like the new sprites - simply making a setting somewhere (or an assortment of items which progressively change the colours of the bars) to the game.
For example, if you used the Electrolyte Gel Pack, Adrenaline would turn neon blue. If you used the Infernal Blood, Rage would turn deep red. Something like that.
Why? As said earlier, there will always be people who don't like new stuff. This kind of thing deserves some extra attention as well
Make the wand of sparking a 100% chance to light enemies on fire.
Why: I feel like the buffed Wand is a good change but it would make it a support weapon to have a 100% chance to light enemies and bosses on fire.
“Supreme Regeneration Potion”
Crafted with regeneration potions, healing potions, and other materials depending on tier. (Typically boss drops)
Upon drinking, inflicts the Regen Hypertrophy debuff for X seconds, duration decreasing with increased tier of potion. Debuff eliminates all life regeneration and blocks the user from drinking any potions. Debuff is removed upon getting hit.
Once the debuff runs out, the player gains the Mega Recovery buff, restoring X% of max life per second for X seconds. Both healing rate and duration increase with potion tier. Unlike Hypertrophy, Mega Recovery is not cancelled upon hit, allowing the player to tank damage using it if needed.
These potions will almost always be more effective than healing potions of similar tier, provided the player can get through the debuff.
(Option: getting hit takes X time off the recovery buff)
Make the adrenaline meter blue for people with red-green colorblindness who cannot differentiate between rage and adrenaline meters making revengeance mode a nightmare to play. Especially during a boss fight, when you have to focus on fighting and dodging the boss and you can't mouse over the rage and adrenaline meters or you get killed.
Make it so that the Rare Sand Waifu automatically heals you rather than having the green orb mechanic.
It is quite out of the way and near useless, but at least it would be semi-helpful if it was automatically used similar to the healer guardian of the profaned soul artifact.
Change the daedalus stormbow to exclusively fire a unique projectile that uses item id 92, the hallow star.
These arrow funcion identical to default arrows, only looking different.
If it fires only a set arrow, like the shadowflame bow, it cant be cheesed with other types of ammos, most notably the holy arrows
Change the damage type of vampire knives + scourge of the corrupter to rogue or add throwing options for them that you can craft by hand.
Reason: Throwing has very limited options beyond plantera and in hardmode in general.
Make the flame pillars spawned by ravager fade in for longer than they already do in every gamemode, this way when dashing you don't instantly take damage if they spawn as you're dodging.
Add Lumenous Amulet and its effects to Omega Blue Chestplate’s recipe and make Omega Blue’s set bonus give waterbreathing and maybe small stat boosts while in water. This would make it feel more like an “abyssal” armor that’s good for exploring the abyss rather than just another armor set that happens to be crafted from abyss materials.
Fartpack
HM wings
’It utilizes an alternate fuel source’
Identical in flight abilities to the Jetpack, but leaves poisonous fart clouds (5 tile diameter) behind when flying. Clouds apply a poison to all affected enemies that grows in magnitude with every fart. The debuff has a dps of n, where n is the amount of farts an enemy has been hit with multiplied by two. Every 0.5 seconds of not being hit by a fart decreases n by 2 for any given enemy. All values relating to the debuff are divided by two when a boss is alive (0.5 times as effective; dps fades more slowly).
Recipe: «Jetpack (1), Fart in a Bottle (1), Soul of Flight (10)» at a Mythril anvil
: It would be fun and unique to have a set of wings that doubles as a light weapon. It would also be fun to have a little humor in the mod since most of it is very serious (the only exception being bumblebirb).
Post Yharon Anti-Gravity Mount Usable in SCal.
A mount that defies gravity that allows you to get past bullet hell phases, as the problem with bullet hell phases in terraria is that theres gravity, so having a mount that would fix that problem somewhat would be a very addition. The mount could be made with some efflugent feathers, darksun fragments, endothermic energy, nightmare fuel, yharon soul fragments, phantoplasm, and cosmilite bars.
I know theres a mod that has a mount similar to this but having this in the calamity mod itself would be nice.
: Putting a bullet hell phase on a boss in a game with gravity is retarded design, so putting a mount that doesn't have gravity applied would definitely fix that issue.
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Adding to @visual gale certain events in the game that happen when you kill a boss. Like the background orange like the Yharim and he proceeds to pity you and you efforts. I would love some foreshadowing to Yharim so the big fight is more built up.
Ok, this one is a bit of building side i have to say it:
Make living loom, wood wand and leaf wand craftable, sold by the Dryad or make them be a drop by fishing in the forest.
If it’s craftable, the recipe is:
20 wood + 10 vines @ crafting table = living loom
10 wood @ living loom = wood wand
5 wood + 15 vines @ living loom = leaf wand
: this thing is awesome when it comes to building you first house. Plus, fishing in the forest doesn’t have much thing outside Angler’s quest or fishing for cookable fish or crates.
Give the Adult Eidolon Wyrm a Boss Theme.
the way it spawns is really cool, it feels like there's no escape even when you cheat.
Nerf the random boss spawning in Deathmode/Change it so it's less annoying.
Here are some ways this can be done:
- Prevent the boss spawning within 1-5 minutes after respawning (meaning it can spawn after one minute, before 5 minutes), because respawing and instantly having the boss spawn on you again is annoying. Sure, you can Cosmolight to prevent nighttime/daytime only bosses, but what about general-time bosses? It's especially annoying when you try to build or do nohits, and although nohits don't apply to everyone, it also just makes exploring annoying in general.
- If the player dies to natural spawning bosses three times in a row, maybe delay the spawn timer to 10 minutes after respawning?
- Add some sort of warning message to the random boss spawning in Deathmode 30 seconds before they actually spawn. At least warn us beforehand.
It's a neat idea, but it's not executed properly in my opinion. The "just build underground lol" reason is basically saying to never go onto the surface/sky to explore the map unless you either are prepped to fight a boss or you want to be demolished. And prepping in your arena is also a pain without teleporters, since the time you waste means the more likely a boss will spawn.
Also, I've had Calamitas and the mechs spawn instantly after each one was dead in consecutive order, not sure if that was intentional. If it was that's even more of a reason to nerf the spawning rate.
Add dyes or hair dyes that change color with how much rage/adrenaline you have left similar to the ones in vanilla that change depending on how much health/mana you have.
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Make doggo say something special on death as a reaction to getting killed, i.e. "Just what the hell are you?!" This would just be for general defeats since the Doggo acts so cocky through the fight
Decrease spawn coins from killing mobs with Revengeance mod,cuz its really disbalance thing.
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Make Calamitas' brothers/minions Catastrophe and Cataclysm have a timer post-spawning, so that they have to wait 1-2 seconds to start firing their flamethrowers. Why? Because of cheap bs shots that happen way too often, at least for me.
Make Astral Blocks used for Building.
I made a House using astral monolith and astral ice walls... i ended up wasting my time on a house that can't be lived on.
Also make Acorns Plant-able on astral grass.
Gravity Disorienter, crafted by 20 Cosmilite bars, 10 Souls of Night, Light, Might, Fright, Sight, and Flight at Draedons Forge.
"Containing the souls of each ancient creature, these souls combined with make enemies beg for mercy"
Does about 340-390 damage a swing by the blade with slow swing speed, launches one of three projectiles (all projectiles are homing), the first projectile is a mini destroyer head and is the most common projectile doing 230-270 a hit and upon hitting an enemy or tile, the mini head splits into mini DoG head that don't do contact damage, but shoot Sparks that do 120-150 a hit and the mini head launch, 3 sets of Sparks a second before fading out
The next projectile is a mini spazmatism head that stops after a second and a half of launch time, and fires a flamethrower at the closest enemy, doing about 300-320 damage a second, this projectiles is the less common than the mini head,
The last projectile is a mini skeletron prime head that lasts 5 seconds and acts like deathmode prime, firing lasers that do 230-290 damage a hit, and the prime head doing 520-560 every second, this is the least common projectile
Not sure if this is possible, but have summons be able to pick up loot and money from the enemies they kill for you. To make this not-so-busted, make this feature only activate when being pure summoner(aka when not holding a non-summoner weapon). And probably would require a high summoner proficiency.
Why?: When playing summoner especially underground summons will kill enemies way past walls and blocks, and you'll have to dig just to get the rewards. Most of the time, the rewards aren't that amazing, so it becomes tedious to pick up 1 gold through 30 blocks because your summon killed something for you.
Status message updates when killing Phantom Spirits in the Dungeon to help track your progress towards Polterghast's spawn, similar to what you get when breaking Shadow Orbs/Crimson Hearts. Ideal milestones would be at 10, 20, and 29 Phantom Spirit kills.
: 30 is a large number and difficult to keep track of, especially since they're not kept track of by the Tally Counter (like all Calamity enemies).
Have DoG's phase 2 (Universial Collapse) theme loop from the drop, kinda ruins the mood of the whole "Calm before the storm" part of it
Phase Drive
Post-Providence Mount. Recipe: 50 Ectoplasm, 10 Astral Bars, Cosmic Car Key, 20 Divine Geode. Functions like CCK, but allows the player to pass through blocks. While riding the mount, damage output is reduced by 90%, but the player gets zen and shroomite stealth effects.
: it’s annoying to have to dig around or wait for chaos state to wear off when exploring.
New accessory, or preferably info item that works in inventory. shows all character stats, such as regen, damage, and crit. It could be a 1/100 chance drop from any treasure bag/boss. essentially an exact copy of the pip boy from alchemist npc ~ I think this should be added as it easily allows you to see what loadouts are most effective, and prevents you from doing big math's. also then I don't have to use alchemist npc
make a set of endgame endgame armor and weapons post SCAL that is not shadowspec cause it's an expert only set of armor and weapons, make a set, slightly stronger than that of shadowspec, and the materials drop from sepulcher, supreme catastrophe, and supreme cataclysm.
Ninja Shuriken
Post-Skeletron Non-Consumable Throwing Weapon. Throws 3 red and white shurikans at once. The outer shurikans are 45° apart, and the center one is in the center. They aren’t affected by gravity. Recipe: Aerialite Bar (15), Cloth (5), Shurikan (21)
The Sentinel intermission should be a bit more than a beefed up version of their normal fights. I would almost suggest a timer-based fight with the sentinels attacking in pairs for “special attacks”
Eg. Void and Weaver, Weaver flies around player in large circles, occasional firing lighting strikes, while the Void fires patterns of dark energy from a distance. Etc.
Just some more variety, and to make it feel like more of a last-effort for them to help their master.
pre-ml, post-cultist upgrade to ballistic poison bomb
bpb is a really fun weapon to use and very good throughout hm post-clone because of it's lingering poison cloud mechanic. Rogue class deserves some alternative to xeroc pitchforks for the ml fight, and though pitchforks are decent they can be annoying because they are consumable and need to be picked up after thrown.
Make it so all the sentinels spawn at once during the Devourer of God's fight intermission in Death Mode only. Currently that phase is untouched by the difficulty, leaving it to the buffs from the respective difficulties of the boss(es) itself.
Note: (This was originally the case for all the difficulties when it was first announced but it was moved to one at a time for balance reasons. I'd say it's fine as is currently for Revengeance and under as they don't need that respective change.)
Boost the throwing dmg boost of the Eldritch Soul Artifact.
Before v1.4.1, this was one of the best throwing accessories because the damage bypassed caps even after the slight nerf. However, this accessory did not get any damage increase when caps were abolished. As such, it lost its niche for the throwing class because it is now outclassed by much earlier accessories such as the Rogue Emblem or the Raider's Talisman.
Config Files
Add configuration files for the player to use to restore some parts of the mod and disable new features they may not like.
Such examples include:
- Revert Rogue damage back to Throwing damage
- Disable Planetoids, and as a result the World Height change
- Disable NPCs selling Boss Summons
- Replace the current Brimstone Crags with the old eye formation Profaned Crags
- Enable old SCal hitcap
Why:
A mod such as Calamity that is ever growing and ever expanding should allow players to customise their experience without having changes they may not like/want forced onto them (i.e. players using multiple mods wanting to revert rogue to thrower for compatibility). It also allows players to restore certain things from previous versions of the mod without having to downgrade their version and as a result play a less refined version of the mod.
hardmode ore helmets for summoner and rogue, since they have none to fight cryogen with 
Buffing movement speed prefix (Brisk, Fleeting, Hasty and Quick) since nobody uses them. If buffed correctly , players could consider reforging in to movement speed
Give crawltipedes a health bar. It's annoying and stupid that they dont have one to begin with
Dark Sun Spirit Staff
Dark Sun tier sentry summon
Recipe: Sun God staff + 20 Dark Sun Fragments + 20 Solar Fragments + 30 Phantoplasm + 10 Cosmolite Bars + 5 Galatica Singularity @ Draedon’s Forge
Summon a Dark Sun sentry that targets up to 2 enemies, shoots Dark Sun ray with a radius of 30 blocks, ignore immunity frame. The sentry will stay above the summoner’s head.
: Post Doggo or later doesn’t have good sentry summon so this might be a good one to have. Plus this sentry will work best with scal because she isn’t very mobile and her arena is square, making the sentry often hits the her.
Note: since we need Sun God staff for this summon, maybe replace the Sun God staff in Cosmic Immaterializer’s recipe to other summons, Entropy’s Vigil or Dreadmine, etc....
Head Crabs: New mushroom biome enemies.
Post-Crabulon: Slowly walks towards the player, and inflicts obstructed, similarly to a nebula floater.
Hardmode: Much higher damage, speed, and jumps at the player when they are near enough. Has a 20% chance (40%) to drop a shroomite bar after Plantera has been defeated.
Post-Golem: Much higher defense, DR, health, and spawns several crabulon spores upon death. Has a 33% chance to drop 1-3 shroomite bars.
Post-Polterghast: Even higher stats, drops ectoblood, and will spawn post-Golem headcrabs upon being hit or killed. Drops 3-5 shroomite bars.
: Besides Crabulon, the mushroom biome is pretty bland, unlike any other biomes that calamity has modified (ie. Hell, Oceans, the Dungeon, etc.)
I don't know if this has already been suggested, or is being done, but can bars be made placeable? The only placeable bar is the astral bar, which looks really nice. All the bars being placeable would be fantastic.
To add on to Just A Loser's suggestion, also make a config file that allow one to change the style of calamity's sprites.
For example: you can configure a certain part of the file, say cloud elemental, to give her either the old blue babe sprite, the gray smexy babe sprite, or the Valkyrie babe sprite, tho of course you may wanna polish them up first.
Why?: as Loser stated, considering the mod is so ever growing, it should at least allow players to be able to configure the mod to their liking AND not be forced to something they may not like, with that said, it'll also, again, as Loser stated, allow players to bring back some old content the mod used to have, such as the ververy very old sprites, tho again, some may need some polishing first.
Suggestion Made by me, refined by doggo, help from LeoDaCartoonKid and SURFRENZY.
Flashlight
Batteries not included. You are the battery.
While held, passively shines light towards your cursor. May inflict Confused if an enemy gets too close.
Clicking with it will cause you to charge a flash which can stun and do minor true damage, costing mana along the way.
Either crafted with 3 glass, 10 torches, 5 of any Iron Bars, amd one switch, or bought from the Merchant post-Skeletron. Shining the light on an abyss monster causes it to instantly aggro.
Why? I don't like the fact the only way to reliably get light is from torches or shine potions. This would be brighter than a Torch but would only shine in one direction
Make Supreme Calamitas' dash attack give you Obstructed debuff for 3 seconds, but only in Death Mode.
Make unique background art for various post-moonlord bosses. For example, DoG fight would feature the original forest background, but tinted purple, and trees, chunks of mountains, and other debris would be levitating. And for SCal the background could be a thick layer of dark maroon clouds, occasionally flashing with red lightning.
Add a Vanilla Crafting Recipe for Rifle Scope. Titanium/Adamantite + Soul of Sight e.g.
Add more flamethrowers https://docs.google.com/document/d/1kMHhZbQwC-ouxZFKzMn6Gtk9dSS0g9wBsYtz6rEaB3c/edit?usp=drivesdk
: prehm you can't really play flamethrower class without beating a few bosses at least
An idea I got from Fab on #calamity-mod-talk that I think may be possible with the mod
All mech bosses use the same theme
Make all Mech bosses use Boss3 as their theme as it is imo, better on Skeletron Prime and The Twins than Boss 1 and 2.
It also make sense considering when you use Dradeon's Remote, the theme always defaults to Boss 3 until you kill The Destroyer.
The Shroomite Visage gives 25% extra flamethrower damage, while the other 3 helmets only give 15%. The Visage also doesn't give the extra 5% crit chance of the other three. I think that the Visage should give a 15% flamethrower damage buff, and a 5% crit chance buff.
New flamethrower: The flarethrower
Crafted with flaregun and illegal gun parts at an anvil. Unlike other flamethrowers, uses flares instead of gel
Fires a low damaging stream of flames with left click rapidly. Pierces 1 enemy.
The right click also shoots a stream of flames, but these dont pierce, so it has better dps against a single target.
Make the party girl sell pink gel if you have some already in your inventory, and make pink gel an alternative fuel source for flamethrowers, maybe make the flames bounce? I think i should clarify a bit, make the flames penetrate through targets like normal gel, but bounce upon hitting blocks, just like the waterbolt
This is probably in the cards but just in case, add lore for all of the post-Moon Lord bosses? As in the description items you get on a first kill
Tweaks to vanilla sentries:
The Lunar Portal staff and Prism could use some adjustments to keep pace with calamity’s mobs.
Prism - Attack detonated faster based on distance to target. This allows it to deal damage more reliably at close ranges while keeping it in line at long distances.
Lunar Portal - Now attacks a single target, with it keeping its beam locked on. Over time, the beam increases in damage and visual size/intensity. Similar mechanic to the Cryo sentry but locked to damaging a single target at a time.
At higher charge, the beam is slower to track its current target, and while not dealing damage to its current target, or if its target dies, it loses charge at 3x the rate it is gained.
We have a lot of lore characters that look extremely cool but no way of looking like them aside from some armor sets. I'd like to see vanity sets built after characters like Yharim, Permafrost, and maybe even the old astral armor design as a vanity set like what Vanilla did with Ancient Cobalt and Shadow armor? The astral set especially because it was super rad looking and while current Astral gear looks badass, there was just something extremely lighthearted and fun about the og Astral armor thats been lost I feel.
Change the name of the stardust dropped from enemies from the astral infection, to prevent confusion with stardust fragments. Eg Astral Ashes
Cosmic Trail Mix
Post-Astrum Deus Buff item (10 min)
Buff: Enlightened — gives a +7% boost to mining speed and DPS as well as the Astral set bonus buffs (hunter etc.). Also increases flight time under wings by 50%.
Recipe: Seed (50), Stardust (10), Astral Ore (5) at a Cooking Pot
lower the cost of vanilla pre hardmode ores armors. the new mining buff is a nice change but they cost way to much to be worth the grind. (gold/plat armor cost 90 bars)
change steampunker's arrival message to blue instead of purple, it looks like you're getting attacked instead of an npc moving in
make drills for calamity pickaxes because vanilla has drill alternatives so calamity should too.
Worldgen stuff:
- Permafrost's ancient ice temple
- The mountainous region referred to in Calamitas's lore, with ruined dwellings carved into it
- Jungle minibiome: the Plague, which spreads very slowly
- Bumblebirb nests
- Providence shrines
- Corruption or Crimson structure: Eternal Shadowflame Bonfire
--- Made of Living Shadowflame Blocks, which require luminite mining power and craft into The First Shadowflame, rather than having it drop off the Goblin Summoner - Necromancer altars
- A dungeon room that's Polterghast-themed (should be arena size too)
- Spires where Astrum Deus was worshipped
- Might add more ideas as they come to me
Buff Armored Digger post-Moonlord so it has increased stats and drops luminite
: there needs to be an alternate Luminite source
post-plantera jungle enemy
spawns uncommonly in the underground jungle. drops life shards.
~20k health
behaves exactly like youd expect a smaller plantera to behave (think wandering eye)
it would exist to spice up gameplay in the underground jungle after plantera is defeated to make exploring the temple slightly more challenging. it also functions as an alternative source of life shards as they can be tricky to farm if you're playing in a higher difficulty and are necessary to craft the miracle fruit/asgard's valor should the player not have enough life fruits to spend.
after providence is defeated it's stats and spawnrate are buffed to serve as a living hazard while the player mines uelibloom ore
sprite is a concept i made several months prior
Have the starter bag incude 3 recall potions
: For those who go out and explore half of the surface on day 1, you can end up without recall potions, same with underground. This can be a pain. Having 3 recall potions to start with would be a small change, and make some people's starts of playthroughs alot less painful.
Server Suggestion
Make some emote sign on your suggestion that it is currently being implemented/going to be, because you never know if it is going to be in the game or not when its gets a check mark and I think that would be nice and helpful so you can tell if it got in.
If possible, make it so you respawn on full max health at all times? It's really annoying to have to go to the nurse every respawn.
How about adding a new fishing pole or bait, and have the summoning item for "The Auatic Scourge" be bait, and work similarly to the truffle worm, but being only usable in the Sulphurous Sea?
A armor set called "ancient auric armor" that is vanity and looks like the old auric tesla armor. yharon always drops one and you get another from his tresure bag
: the old auric tesla armor looked really cool and you can't get it anymore
Fix the rarities for some items, for example floodtide which is post plantera shouldn’t be light purple, and baleful harvester shouldn’t be lime because even it’s downgrade is yellow
Can we get a Polterghast mask? It's one of the few bosses to not have a dedicated mask, and considering how cool Polterghast looks, it would be a nice addition.
On the topic of Polterghast, can we get the weapons dropped from it resprited to have the same soul color as it? Or could Polterghast be resprited to have the same soul as them? Just for consistency's sake and such. It bugs me way more than it should, but it does, and plus the blue looks better IMO.
Adding on to STOPDOINGTHAT's suggestion, I'd like more reasons to go fishing in Calamity. Maybe make more ores unlockable from crates depending on when you open them? Or more accessories can drop etc.?
Add a message like "The Slime Gods have been defeated" when all 5 are killed.
Right now, there is only a message for killing the core, so the message appears even if it is not killed last whereas no message indicates they are defeated should one of the Crimulan or Ebonian Gods be last.
Alternatively, make "The Slime God has been defeated" triggered by the death of all of them but only if no others are alive. For example, the message will only appear if the core is last, and others will give the message should they be last.
Craft to boss drops
Astrum Deus: Astral Bars + Stardust
Plantera: Living Shards + Perennial Bars
Brimstone Elemental: Essences of Chaos + Hellstone Bars + Souls of Fright
Calamitas: Ashes of Calamity + Hellstone Bars + Souls of Fright
Golem: Essences of Cinder + Lizhard Bricks
Moon Lord: Galactica Singularity + Luminite Bars
Bumblebirb: Enflugient Feathers + Phantoplasm
Providence: Divine Shards + Profaned Rocks
Wall of Flesh: Flesh Blocks + Souls of Night + Iron Bars
: Some bosses drops materials, which can be used to craft a their drops. Adding these feature to most bosses can save time to more useful actions, that grinding a boss loot.
Buffing/adjusting the rare waifu so that her healing is half decent. So that her orb does less healing but homes or alter the rate at which she throws the orbs but keep the original healing value.
Alternately to having the Rare Sandy Waifu's healing orb home (which is a common suggestion), perhaps have it explode into an AoE heal effect (although you still only get the full heal if you catch the ball itself)?
Vanila item recipes
Dark Shard: Soul of night + Blood orb + Essence of Chaos
Light Shard: Soul of light + Blood orb + Essence of Cinder
I changed core of chaos or cinder to Essence of chaos and cinder. people think it's better and I also. I suggested this to make simpler the crafting ark of the ancients. it's pre-plantera weapon and It opposes intent.
can you show us our damage reduction? like how the game shows us defense
A lot of ores and bars are just adjectives followed by ore or bar. Like cryonic ore/bar, perennial ore/bar, frigid ore/bar etc. Would be nice to see these changed to names that actually sound like realistic mineral/material names, like cryonite, perennium, ancient ice. Please spare my OCD from further suffering lol
Also could there be an upgrade to the cell phone (or an entirely separate item) that can scan enemies or bosses, displaying the scanned entity's contact damage, defense, dr, kr, whether or not it's currently invincible, what debuffs it inflicts on contact, etc.
I feel like the D.O.G should heal itself a bit if the player gets hit by the head i know in death mode its a insta death and in revengance its nearly insta death but this could become a neat little feature to make the D.O.G fight just that little bit harder
Calamity should make ancient versions of armors that have had major visual overhauls since introduction. Certain outdated armor sprites could also be put back into the game as vanity.
: It'd be really cool to let new players see a little bit of calamity's history with random pieces of old armor. Also, Calamity is, quite literally, lacking in vanity.
Alright, I'll start on why I think this should be a thing.
1: To give the Draedon's Remote a 'reward'
2: To give the Martian Invasion something new, as it is the only event (other than the Goblin Army (early game) and Frost Legion (only useful in giving you Santa)) not to get buffed later in Calamity
If the Draedon's Remote challenge is successfully beaten, a message will pop up:
"The Martians are plotting something big!"
Or, for more cryptic sake
"The red planet emits a stange signal."
Afterwords, all martian enemies will get stat bonuses, and will start dropping more items and possibly a new 'fragment', akin to the Nightmare Fuel and Endothermic Energy in small amounts from the Martian Saucer and large amounts from the new enemy proposal.
- Martian Vanguard Tripod
"A strange, mechanical behemoth, constructed by the Martians after the successful reactivation of the Draedon's Remote. Was Draedon sourcing technology from the Martians? Nobody knows, not even Yharim knows what antics Draedon is doing with the extraterrestrials"
It moves with 3 mechanical legs, hoisting it around the map almost identically to Plantera.
EDIT: It also would probably have a regenerating shield, akin to Cryogen, not much health though
It will most likely have 3 attacks:
Phase 1: It hoists around the map with it's legs, shooting slow moving energy balls at the player.
- This stops when it's side-arms are destroyed
Phase 2: It slows its movement speed, and starts rapidfiring lasers, akin to the Saucer. - This stops when it's laser pods are destroyed
Phase 3: It straight out stops, and sweeps the area with a death ray like the Moon Lord's central eye. - This stops when it's Death Ray is destroyed
Each segment destroyed, it's movement speed gets faster.
When all segments are destroyed, it's body goes vulnerable, and starts actively trying to ram the player at Enraged P2 Plantera-level speeds, often jerking randomly to throw off the player.
^ just a quick sketch to go along with the concept
I've noticed this mod adds A LOT of new enemies, but none of them seem to have banners. Is this because you can't actually add banners for mod enemies, or is it because it's not high on the list of priorities?
For the new level meters, have them tell exactly what the proficiency and prof level is giving you. (Example: For Summoner's prof, have the meter tell you how much more minion damage and minion slots it gives you)
Why?: The meters are equipable(so they can increase prof level faster). Why would I ever care to equip it when I dont even know exactly how much it's giving me?
Buff Brain of Confusion.
We all know why. I suggest it giving some damage buff outside of its ability, e.g. 5% damage increase (to fit with its upgrade, Amalgamated Brain), because it doesn't really is that strong and doesn't compensate with its counterpart even after the Worm Scarf nerf.
I do not know if this has already be suggested but, make it so royal gel makes you immune to wulfrum slimes, it works for other slimes but not them?
Just a simple suggestion from me:
Slightly buff some of the Vanilla summon weapons to make them more usable, as in the likes of giving the Imp the ability to track moving enemies, and make the Cell staff slightly more viable as an alternative than a downgrade to the Stardust Dragon, be it with a firerate buff or a damage buff,
Make Level Meters able to display their info (Level, Proficiency pts count) akin to the DPS Meter/Depth Meter/Information Accessories, below the map when the player has it in their inventory and/or equip slot.
: Simple, they display information and you need to have your inventory open all the time to monitor point progression, or in the case of using it for the point boost, an open inventory with your cursor placed over the inventory slot. Since other Info Accessories do this, I hope these Meters will follow suit.
Suggestion: make worm enemies immune to the "glacial state" debuff. Especially noticeable with the Wyvern, worm enemies just sorta drop straight downward and sometimes even despawn because they can't go upward when they have this debuff
Silvic Staff, Post-Bumblebirb summoning item:
6 Effulgent Feathers + 6 Darksun Fragments + 6 Cosmilite Bars + 10 Nightmare Fuel + 10 Endothermic Energy + 1 Optic Staff = 1 Silvic Staff
Spawns 2 Silvic Planteras. Each individual minion will take up a minion slot.
Healer Planteras will heal the player by 1/20 of the staff's damage every second.
Fighter Planteras will repeatedly charge enemies (ignoring tiles). On hits, several seeds are shot outward from the enemy and will home in on any nearby enemies, similar to the set bonus from spectre armor.
Post Golem consumable Rogue weapon
Lihzahrd Throwing Boulder
A craftable throwing boulder. Does heavy damage and is tossed farther and faster than the boulder staff. Projectile acts similarly to normal boulders once on the ground.
Recipe: 20 lihzahrd bricks makes 50
Also dropped by golem, 1 kill drops 100.
make bloodflare melee armor enhance the healing effects of true melee weapons that already have a healing ability (current bloodflare effect gets overridden and is useless for weapons with healing).
Add a way to disable the zoom affect of the sniper scope (visibility?)
some weapons have alternative fire making it impossible to use alt modes without zooming, this is especially painful with quick bosses, and makes dodging hard, and movement disorientating.
Bloody arrow
damage 16
crit 5%
weak knockback
crafting- 1 vertebrae, 5 arrows
reason- there needs too be a crimson alternative to the unholy arrow
Maw of the Devourer
Post-Provi successor to Lunic Eye
Firerate 6
Bypasses debuff immunities
Inflicts Marked for Death
Shoots three bolts of homing dark energy (all at once in a trio, 22.5° apart from each other)
Recipe: «Sentinel Drops (5 shells, 2 ether, 2 void), Aerialite bars (10)» at a Mythril Anvil
: Lunic Eye is a very fun weapon to use (despite its sad DPS), and it would be fun to be able to use a weapon like it lategame/endgame
Birbnades
Post-Birb Throwing Rogue Weapon/successor to beenades/plaguenades
Instead of following the target at a low speed, the birbs quickly charge at their target. Once they reach the target, they begin to behave like the Spazmatism summon.
Recipe: «Effulgent Feathers (10), Bar of Life (5), grenade (100)» at a Mythril Anvil. Makes 100.
: This will diversify the Rogue class mechanics and weapons a bit more. Also 
The Swarmer should be crafted with Nebula Fragments, not Vortex Fragments. Not only are vortex in high demand, nebula are used for only the Arch Amaryllis and Solstice Claymore. It makes little sense that you combine Bee Gun (magic damage) and Wasp Gun (magic damage) to make The Swarmer (magic damage) with the ranged fragment.
Combine Lores to one item like a book.
If after kills boss A, the book contains Lore about A.
I think this system is easier to read lores and good for our inventory.
Alternatively, make a crafting recipe for each lore that costs nothing and can be crafted at a bookshelf. I don't know if there is a way to lock crafting recipes until a boss has been defeated, but this would mean that the lore takes no inventory space and is permanently accessible.
Alright, here’s a very big suggestion. Not all of you are going to agree, but I am going to put it out there anyway.
Nerf Everything.
By everything, I mean EVERYTHING. This includes accessories, weapons, crit chance, bosses, etc etc. Currently, Calamity just overpowers other mods, such as thorium, split, sacredtools and other mods. If you nerf everything, it could become more balanced and viable to play and enjoy with other mods, since some weapons just completely overpower others at the same point in progression. I feel like a major rebalancing is needed for this mod to be more consistent with vanilla and other mods.
Aye, here's a simple suggestion from me:
Make the Celestial Sigil take 50 of each cosmic fragment, but make it non-consumable
: Honestly, doing the ever painful Celestial Events over and over again to do the Moonlord maybe 2-3 times, not counting the initial weapons you'll most likely craft, is quite... painful. Not to mention how time consuming it is to do the painful Celestial Events. This'll be especially helpful for those who aren't no-hit-on-death-mode pros who may need to do a fair share of attempts
Something I would like to see is a summoner weapon from the Plaguebringer Goliath. I would expect an upgraded version of Queen Bee, a boss made for the summoner class, to benefit the summoner class in some way. An upgraded hornet staff could work.
New bee gear.Bee bullets, crafted with 50 musket balls and 1 honeycomb, each bullet releases a single bee, these are slightly weaker than normal, due to the sheer amount of bees the boomstick or minishark could produce
Flask of bees, melee attacks release bees on hit, crafted at an imbuing station with honeycomb.
Bee arrows, release bees on hit, crafted with 50 arrows and 1 honeycomb.
This gear will be reasonably powerful once you can defeat queen bee, and much more powerful once the plague hive is obtained.
This will give more options to rangers, and make the imbuing station pre hardmode not as useless, as you can only craft a handful of flasks
Suggestion: supportive summoner staffs based on the flasks of jelly dropped by the jellyfish.
- Staff 1: Blue jelly staff, It buffs players with increased mana regen and buffs max mana with 10%.
- Staff 2: Pink jelly staff, It buffs players with increased health regen and buffs max health with 10%
- Staff 3: Green jelly staff, It buffs jump speed, fall speed and flight time.
- Staff 4: Grand gelatin staff, Combines all buffs, takes 2 minion slots and is available around/post Plantera.
- Staff 5: Mirage jelly staff, combines all buffs and also buffs the aspects of all classes, it's available around/post Moonlord.
The first 3 staffs are made with the different vials of jelly dropped by the jellyfish plus wood and a mana star/life crystal/aero stone
The fourth staff is made with the Grand gelatin, t2/3 hard mode bars and perhaps Abyss recourses like depth cells and Lumenyl.
The fifth and final staff is made with a new drop dropped by the mirage jellies, Resonating mirage jelly (which debuffs enemies with reduced
damage and movement speed), luminite and the space fragments(solar, vortex, etc.).
Add a warning when using Calamity with other major content mods that basically just says Calamity is trying to be its own thing, other mods might not play well with it, etc.
Rename astral solution to lilac solution; all other solutions are named after appropriate colour. (perhaps also recolour it)
Some Interaction with other mods
- If any some popular and big mod (over 500 items, over 30 NPC, etc) exists around with Calamity, on world first loading the mod trying to warns people about some issues with balance.
- If thorium is installed, ragnarok-tier stuffs goes to post-DoG.
- If overhaul is installed, all swords fire their projs only with heavy strike, bows and magic stuffs synergies with charging stuffs, and cosmolight is not a overpowered.
- Increasing most of shop's cost by 3x, if rev+ is active.
pls fix reaver orb position to be in line with other hoverables (leaf crystal, daedalus crystal, silva crystal, etc)
Cosmilite Shrine: New space structure.
Generates after the DoG is defeated
Spawns miniboss versions of the sentinels and, in Revengeance mode, DoTs. The Shrine is made of Cosmilite Ore and Cosmilite Bricks.
Cosmilite Ore : 24 Cosmilite Ore + 8 NMF + 8 ETE = 4 Cosmilite Bars.
Drops:
Mini Void: 16-48 Cosmilite Ore
Mini Weaver: 24-48 Ore
Mini Signus: 32-48 Ore
DoTs: 48-64 Ore
Make the fungal clump’s healing orbs spawn in the center of the enemy instead of the top left corner. When fighting skeletron and running away to the right, the orbs don’t make it through the entire sprite.
Change the Profaned Soul Artifact’s tooltip from ‘Profanation’ to ‘Balance’.
Profanation doesn’t really fit in with the other tooltips of soul artifacts (Power, Loyalty, Knowledge), and Providence is a symbol of combination of hallow and hell so I think balance would fit Prov’s theme.
Unique Rogue Weapon Modifier Ideas:
Crappy: -10% damage, -15% knockback, -10% range, -15% speed, -10% velocity
Unworthy: -10% damage, -10% knockback, -10% velocity
Unhandled: -20% knockback, -15% speed
Unsharpened: -10% damage
Weighing: +20% knockback, -15% speed
Speedy: +8% velocity, +8% speed.
Hardened: +18% damage, -10% velocity
Beta: +5% velocity, +5% damage, +5% crit
Salty: -8% damage, +15% knockback, +4% crit
Devastating: +15% Damage, +15% knockback
Hallowing: -15% damage, -10% knockback, +10% crit, +8% speed, +10% velocity
Elegant: +8% crit, +10% velocity, +8% speed
Alpha: +15% damage, +10% speed, +5% crit chance, +10% Velocity, +12% knockback
: Being a completely different class than ranged, rogue deserves modifiers of it's own. There ones don't need to be used, just for examples of what some modifiers could be.
Map Pins/Waypoints
A hotkey or something else could let you place pins or points on the map similar to the large "X" marking your last death location. This would Allowing the player to explore, then pinpoint certain location(s) on the map to go back and revisit.
: The minimap can be a bit monotonous, and if you don't know exactly the direction to take to get somewhere, you may end up forgetting what you were doing and getting sidetracked.
I would suggest adding a fight against the ghosts of Statis and Braelor, to prove your "strenght" or gain some of their powers, like damage and/or defense/DR from Braelor, and movement speed and/or faster use speed for weapons, also, more silva themed weapons.
Making climbing claws craftable, for crafting statis belt of curses in multiplayer
add calamitas as a town npc post game, she should be salty about losing and should point out any of the player's mistakes (i.e. number of deaths, time taken to be final boss, etc.) she doesn't even need to sell anything, just sass the player.
Suggestion: get rid of Tenebris' ability to spread, make it so that it spreads only on Abyss Gravel, and/or if possible, give it a block limit.
Reason: in case anyone doesn't know this, Tenebris can not only be placed, but also can spread to other blocks, the problem with it tho is this: it can literally spread to possibly any blocks, even furniture, besides voidstone blocks (hope i'm right on that), and since it can do that, everytime I roam in the abyss, not only do i get loot from broken pots, but also popped shadow chests too.
Edit: i forgot to also mention that Tenebris could also potentially block the player's path in the abyss if it spreads onto viper vines from planty mush, meaning they'll have to waste a bit of time mining to get to the other layers of the abyss.
Make the spider cave wall craftable with 100 cobwebs @ crafting table = 50 spider cave walls
: First, probably some people will have a hard time finding it, and it’s pretty important for summoner in early HM
Second, we can make artificial dungeon, so why not artificial spider cave?
it would be nice to have providence (i hope i got that name right) and astrum deus maybe celebrate or something post DoG (by technically they are dead but they do respawn) maybe even just a quote of reference (or harder fight)
seeing as the demonshade helm is the closest thing maybe a post scal summoning item (maybe upgraded from the entropy's vigil) that would summon supreme versions instead
Spread out the Martian Madness drops so that the Martian Saucer and Scutlix aren't the only worthwhile targets.
This could be done by letting Martian Walker drop the Anti-grav Hook, letting Gigazapper drop the Xenopopper, and letting Martian Drones drop the Cosmic Car Key. This will make Martian Madness feel more like a proper invasion instead of just a bunch of trash mobs getting in the way of Martian Saucer spawns.
Have the arms dealer sell fallen stars for the star cannon at night
^Only have the Arms Dealer sell Fallen Stars if the player has a weapon that uses Fallen Stars as ammo in Hardmode.
^How about an Infinite Fallen Star Bag instead?
Crafted using X stacks of Fallen Stars (Where X is any given number)
Works the same way as the Infinite Bullet Pouch but for weapons that use Fallen Stars (i.e. Starmada, Star Cannon and etc.).
Show Marked Magnum and Lunic Eye damage values in the tooltip as they increase. Currently you need to test on dummies.
Add more fishing crates and catches that will benefit the player even after Plantera. Currently, crates only give early hardmode bars, and it would be nice if after Moon Lord, we could begin to fish up Uelibloom bars, Exodium Clusters, Cinderplates, as well as more items from the Abyss, like Chaotic ore. Currently, fishing becomes obsolete very early, so it would be nice to be able to fish for ores and bars, as well as other decent drops, later in the game.
Scourge of the Depths
60 rogue damage
10% critical strike chance
Very fast speed
Average knockback
Drops from the Aquatic Scourge in all modes. Functions the same as the Scourge of the Desert but a small explosion of water occurs when you hit an enemy. The rogue class is quite limited for weapons in HM and adding more would give players more variety with the class. Explosion does 10 damage
Worm Trident
75 rogue damage
14% critical strike chance
Fast speed
Average knockback
A rogue weapon for later in HM since there is still a lack of options in weapons. Same function as Scourge of the Depths but the explosion is bigger and the water is changed to stardust. Explosion does 20 damage.
Recipe: Scourge of the Desert, Scourge of the Depths, 3 souls of might, fright and sight, 10 stardust and 3 living shards
buff astral armors setbonus to compensate for the crit nerfs to most items and prefixes. the armor currently feels inferior to the ataxia armor in every way and i feel buffing its unique property would be for the better.
Adding on to Berber and Thalion Raw,
More Fallen Star ammo types
Hallowed Star
Function is similar to the normal Fallen Star; however, it does more damage and inflicts On Fire!
Does not use the current in-game Hallowed Star projectile due to enemy DR against it
Recipe: «Fallen Star (15), Pixie Dust (3)» at a Mythril Anvil. Makes 15.
Astral Star
Passes through solid blocks and platforms and pierces enemies. Inflicts Frostburn.
Recipe: «Fallen Star (30), Stardust (5), Astral Ore» at a Mythril Anvil. Makes 30.
Comet
Same projectile sprite as Star Wrath.
Passes through platforms, homes, and deals AoE damage.
Recipe: «Fallen Star (30), Vortex Fragment (2)» at an Ancient Manipulator. Makes 30.
Lunar Beam
Same projectile as Starfleet.
Recipe: «Fallen Star (50), Luminite Bar (1)» at an Ancient Manipulator. Makes 100.
Unholy Fumes
Starmada’s multicolored projectile. Homes and inflicts Holy Flames.
Recipe: «Fallen Star (100), Unholy Essence» at an Ancient Manipulator. Makes 100.
: Thalion's suggestion of unlimited star pouch would be good. However, the unlimited pouches are balanced because they always use the weakest ammo type. This is simply adding stronger star ammos to balance the unlimited pouch.
Interdimensional Cell Staff
Summon Weapon
Works like the Stardust Cell Staff, but the Cells now inflict God Slayer Inferno and life steals (about 1-2 hp every 3 ticks)
Also has the same damage scaling as the Mechworm
Crafted at Draedon's Forge with Stardust Cell Staff, 20 NMF, 20 ETE, 15 Cosmolite Bars and 17 Phantoplasm
Reason: Minions only have a select few choices for Yharon Phase 2. This is my suggestion for an alternative. Also, the reason for the Stardust Cell specifically, is that the Mechworm is essentially a stronger, post-El Grande Doggo version of the Stardust Dragon, so I don't see why a weapon that I personally think is better and cooler can't also have an upgrade.
Make pbg's body take i-frames into acount. Why does he ignore them in the first place?
Also, make him no longer despawn when he is to far away fro you. Why? Becouse his dashes are so fast that he can literally despawn himself allo on its own. And he despawns so quickly, that i don't even have the time to catch up.
My friend wanted to make this suggestion
Basically he is saying to fix the bugs and focus a little less on more content.
Death mode change: Make retinazer rarely shoot ichor lasers, with the amount increasing the lower its health,
This change adds something to make the twins more difficult, while bringing retinazer more in line with the cursed flames spamming spazmitasm.
Disguise kit
If you can't beat em...be them
Allows you to disguise as a non-boss/miniboss NPC via an NPC list that will show up upon use. Once disguised, no enemies will target you and you will take no contact damage from them.
Upon using a weapon/tool or taking any form of damage, you lose your disguise.
Bosses can see through your disguise.
Crafted with 10 Lead/Iron Bars, 12 Cloaking Glands, 15 wire at an anvil.
This item can be used to make exploration more interesting and it adds a method of getting around places without being shredded to pieces. But still has a hinderance that doesn't make it OP.
This is also a reference to a game.
Scourge of the Acid Ocean
Rogue weapon dropped by Aquatic Scourge
Works as a SOTD upgrade
Works like the Scourge of the Desert, but in travel time, drops sulphuric teardrops that inflict venom debuff, as well as dealing damage to the enemy. It also travels a lot more quicker, and goes further in distance
If the Scourge hits a solid block, it will shoot a circle of 8 sulphuric bubbles that pierces the enemy inflicting venom for 3 seconds
Their travel time is 6 blocks before popping up. The bubbles also deal half of the damage the weapon may have
Suggestion based around @solemn patio 's suggestion
Ethereal Conjurer: Auric Summon Weapon.
Summons 5 ethereal aspects that each have their own mechanics. Every set of minions take up 2 slots.
Celestial Aspect: Rapidly fires high-velocity exploding bolts at nearby enemies.
Cosmic Aspect: Periodically spawns floating mines that deal extra damage to bosses and minibosses.
Ethereal Aspect: Projects damaging beams (similar to the last prism’s beam) at enemies and ignores immunity frames.
Quantum Aspect: Charges at enemies dealing contact damage and ignoring immunity frames.
Void Aspect: Stays near the player, buffing their stats slightly and healing them. These effects stack.
Crafting:
1 Entropy’s Vigil
1 Sand Sharknado Staff
1 Cosmilamp
1 Staff of the mechworm
1 Dreadmine Staff
5 Nightmare Fuel
5 Endothermic Energy
5 Cosmilite Bars
3 Yharon Soul Fragments
5 Phantoplasm
25 Auric Ore
Shadowflame Blade
60 Melee Damage
5% Crit chance
Very Fast Speed
Weak knockback
Dropped by Goblin Summoner
Shoots shadowflame projectiles that in enemy contact, explode into small particles, inflicting shadowflame debuff
Shadowflame debuff is also inflicted in true melee hits
Used in: Way To Dawn
Way to Dawn
The darkness consumes you...
140 Melee Damage
15% Critical chance
Fast Speed
Average knockback
Keybrand upgrade
Crafting recipe: Keybrand + 10 Souls of Fright + 10 Souls of Night + Shadowflame blade + 25 Ectoplasm
Shoots shadowflame projectiles each swing, that divides into 3 shadowflames on impact
In true melee swings, enemies explode in shadowflame orbs, that depending on their size, they will do different stuff
Small orbs will heal you 1-5 hp
Big orbs with stay in place for 10 seconds, and they will home into an enemy, and explode on impact
All of this inflicts the shadowflame debuff
EDIT: Stats were added as a placeholder/reference for how they might work
i didnt add them as a final thing or anything. just a placeholder/reference, nothing else
One Ring to Rule them All
Accessory
1% chance to drop from Wraiths
Gives a X% increase to summon damage and +1 minion slot. If hit by an enemy, there will be a X% to spawn a swarm of friendly wraiths from the player, dealing damage and inflicting Confusion, Slow and Shadowflame on enemies for X seconds. If this ability activates, the player gains the “Wraith’s Gift” buff, making current minions attack X% faster. However, the player also gains the “Wraith’s Curse” debuff, preventing more friendly wraiths spawning for X seconds
Wraiths are reaaallly boring enemies and are pretty obsolete. Also, extra summoner accessory and LOTR reference
Rename Portable Bulb to Portabulb
: Missed oppurtunity for a great pun
Redo Bumblebirb’s dash mechanic so that the speed while dashing is 1.X(s), where s is the player’s current speed and X is a balanced number.
: Bumblebirb is too easily killed using a speed cheese (i.e. Mechanical Minecart or Alicorn). Also
. Help save the birbs.
Pharoh Robe Changes
DISCLAIMER: With this change, the Robes would have to be made less common.
Sandstorm in a Bottle
Pharoh's Headdress + 70 Sand/Hardened Sand/Sandstone + 1 Bottle + 3 Fallen Stars @ Evil Altar
Why this? Perhaps the headdress is made of the feathers Vultures drop.
Flying Carpet
Pharoh's Robe + 5 Silk + 5 Gold/Platinum Bars + 3 Fallen Stars @ Evil Altar
Why this? I mean, it's ancient cloth. Could very well be magical.
Why? In my opinion, nothing's more frustrating when one (or several) pyramids pay out with this earlygame two-piece vanity. Rewarding to those "unlucky" (or cheese-y) enough.
This is redundant. I know there's already a recipe for both. But Vultures are hard to kill earlygame, and you're spending most of your time underground regardless.
Portable Detonator
Not consumable.
Detonates all placed C4. (Only the team’s C4 in multiplayer)
Recipe: «Wire (50), Cog (10), Radar (1), Iron Bar (5)» at a Mythril Anvil
C4
Can be placed
Used with Portable Detonator
Every C4 is linked to the team of the player who placed it in multiplayer. Any member of the team may detonate it.
Blast radius somewhere between Dynamite and Holy Hand Grenades.
Recipe: «Gunpowder (5), Dynamite (5), Wire (15)» at a Mythril Anvil. Makes 5.
Grenade Machine Gun
Just regular grenade launchers are for babies.
Uses grenades and bombs as ammo
50% chance to not consume grenades or bombs.
Shoots grenades and bombs at about the speed of the minigun, which travel a medium distance and after that are affected by gravity.
Grenades, bee/plaugenades and bombs move about 3/4 of the speed of bullets, and are as accurate as the gatlgater.
Grenades, bee/plaugenades and bombs explode on impact, and bombs can destroy tiles, have fun with that.
Bombs have 1000% pickaxe power.
Plaugenades do higher damage and inflict plauge debuff.
Right click reduces fire rate but lets you shoots Bee/plaugenades.
Crafting: Minigun, 15 Darksun Fragments, 40 Gunpowder, and Gatlgater
: its a grenade machine gun why wouldnt you want it Post DoG, calamity lacks unique, interesting, and good powered guns. I feel like this weapon would be able to fix all of those, and it could make mining for aruric ore more interesting as well. It would also let people use a fan faverite grenade again, and have it be effective. It could also work well during SCal's spelucher phases because of the bee/plaugenade fire, which would also lead to a semi useful gun for SCal.
Allow Omega Blue armour to summon the offensive guardian for the Profaned Soul Artifact.
Why? Demonshade supports it specifically because there is no summoner specific headgear for it, omega blue is an all-class glass-cannon alternative to bloodflare. Whilst bloodflare does summon the guardian, omega blue not doing the same limits the options for summoners pre-dog who wish to use this accessory, shoe-horning them into using bloodflare or go without profaned soul.
Bay Demolition Cannon
"Make everything more awesome - Micheal Bay"
Has two modes of fire.
1st mode of fire:
Fires 4 types of special, super explosive grenades that have an extremely large particle effect but smaller hitboxes.
1 Grenade type inflicts Elemental Mix
2nd Grenade type inflicts Plague
3rd Grenade type inflicts Holy Flames
4th Grenade type deals massive damage in an extremely small explosion hitbox. will destroy most blocks
2nd mode of fire:
Instantly make any enemy instantly explode.
Deals 1/2 damage of weapon base as damage.
Crafting:
Scorpio, The Hive, Blissful Bombardier, Mineral Cannon, Cosmillite Bars, Endothermic Energy, Nightmare Fuel, Darksun Fragments, Auric Ore
we lack having a major Exo-Explosive weapons, and I think this would be a fun (if not destructive) addition, as well as being a fun reference.
Make the defiled rune only obtainable in hardmode, after defeating skeletron or just not as early as it is right now. In its' current form (it deactivates wings now but used to make enemies resist 50% dmg and halve your max hp) it's just purely beneficial for as long as you don't have wings. It also shouldn't be possible to just defeat a boss in revengeance mode without the rune active, activate it afterwards and then get double coins from the treasure bags.
Make bosses in expert mode+ drop their money directly, to prevent defiled rune cheese, and to give the midas buffs some more use, since they normally dont affect bosses at all in expert mode
An Ice biome equivalent to the lizard temple which can only be opened post cryogen by something that it drops, or perhaps by a post plantera boss, and it can have ice themed loot inside it, at the level of either Cryogen or whatever boss is chosen to drop the key to enter the ice castle (but it should be a boss related to yharim so it can be like yharim trusted their servant to keep the key safe)
Here's some world spawn ideas.
-Astrum Deus Shrines
-Sunken Ships in either the ocean or the Abyss.
-A Ruined castle (only one) in the underground Desert alluding to the former King of the Sea Amidias.
- old dojos or ruined houses either in the overworld or Underground, allduing to Statis' old home and or training area.
-new minibiome in the form of a mountainous area with ruined houses and maybe some volcanoes. (Calamitas home.)
-
After the defeat of Cryogen, have the world spawn in an Ice Castle / Ice Temple deep in the Underground Ice Biome with the status message "The Spirits of Ice and Snow have been released" indicating not only is Permafrost Available as a Town NPC, but an Ice Castle has spawned Underground.
-
once Providence has been defeated, have the Hallow spawn in a couple of small shrines or temples in Providences name, that spawn unique enemies.
-
small area in Underground Jungle or in the Temple that may have been Yharim's old home.
-
Ruined Sacrificial Altar in Hell. We all know what this was used for.
Add some slight visual changes to the hallow biome after defeating moon lord (to make it fit better with providence and some of the enemies related to her) (maybe the underworld as well, but I feel like it already kind of works the way it is.)
Ice Fortress
Replaces the Ice Pyramid on worldgen.
This mini-biome would be a small structure like the Ruined Houses, but Cryons and Ice Claspers will spawn around it. These only drop their unique loot in Hardmode.
Inside, Frozen, Boreal, and perhaps Cryonic (if it exists) furniture would generate. Two Ice Chests would be inside- one always containing the Ice Skates (eliminating the need for the Frozen Shrine) and the other containing normal Ice Chest loot or the Ice Pyramid's loot.
Additionally, at the bottom, a Locked Frozen Chest would spawn. This would hold an item like the Frost Flare, being an accessory that is decent but not OP nor required. This would be balanced around post-Plantera, as it requires the Frozen Key to open.
Perhaps some traps would be laid around as well, to keep the tension in such a small space.
Why? Ice pyramid is big and takes up a lot of space, making it easy to find, while the Shrine is included in to make it easier to find.
I know that two suggestions above have already asked for something similar. This is my own original suggestion.
Most projectiles don't really have this issue but some of them could use to be at least slightly easier to notice (f.e. the desert scourge, it's projectiles are kind of dark and don't really contrast that well with their surroundings, maybe it's just me though)
An equipable RoD (I don't know what it would be called), that can maybe be activated with a keybind. It would be made post providence.
RoD + 30 luminite + 50 souls of light + 50 souls of dark + 15 divine geodes @ Ancient Manipulator
Could possibly have a shorter time between uses, like maybe 4 or 5 seconds instead of 7
Tyrannicide: Auric Rogue Weapon.
Launches 3 javelins in a small spread. Each spear homes on enemies, sticking to them and causing 3 more javelins to fall from the sky, which explode into shards upon contact with enemies and blocks. Spears that come directly from the player will leave a trail of mines behind them, similar to the North Pole. These mines slowly move towards on-screen enemies and will explode into 6 shards after 3 seconds.
Green shards break into small healing orbs upon contact with enemies or blocks.
Blue shards have a small chance to instantly kill enemies below 500 health.
Silver shards do not home in on enemies, but will spawn 3 homing duplicates upon hitting enemies or blocks. These duplicates home in and have the characteristics or green and blue shards.
Ballistic Poison Bomb
Brimblade
Cosmic Kunai
Scourge of the Cosmos
Tooth Ball
5 Cosmilite Bars
5 Nightmare Fuel
5 Endothermic Energy
5 Darksun Fragments
3 Yharon Soul Fragments
5 Phantoplasm
: The Melee, Ranged, and Magic damage classes of Terraria all have 2 exo-weapons for the player to choose from. It’d only be fair if the player had options to choose from in the Summon and Rogue classes as well. This goes for the auric summon item I suggested a while ago, too.
Give us the ability to 'grow' astral monoliths and add furniture and such for it. It's a neat as hell but criminally underimplemented block.
Suggestion: allow summoners to “charge-cast” to summon their max amount of minions (of one type) at once.
if you happen to die during an event such as the invasions and moons, summoning up to a high cap can be annoying, so allow us to dump all our mana and max out all at once. (Double true for x<1 cap minions, where you need to summon even more.)
Make Core of blood god stack with Reaper tooth necklace
they both fit the damage build and currently if you are reduced to under 100 defense from Reaper necklace, you won't get the 15% damage boost from CoBG, which doesn't really make sense imo.
The new implemented leveling system should not be a mandatory part of the mod, at most, it should be able to be disabled in a config file
Reduce the price of the Wire. 5 silver to 2 silver
the wiring is too expensive, overall if you want to connect teleporters to hell
Abyssal Bar: Replaces Lumenyl, Depth Cells, and Tenebris in recipes.
8 Lumenyl
8 Depth Cells
4 Tenebris
4 Victide Bars
: Having 3 items in a bunch of crafting recipes will eventually get messy.
give leviathan the same treatment that the brothers were given for their spawn. At least 3 seconds of no hitbox and no projectiles so this doesn't happen as often. In addition to this, leviathan's hitbox during her charge is much farther ahead than the tip of her sprite, however I don't have video of this happening as the footage got corrupted, but it shouldn't be hard to replicate with testing.
Ascension
Unique Auric tier true melee weapon
"Yharim's hand to hand combat tool..."
Launches you up into the air and deals successive damage, makes you invulnerable while flying upwards, ignoring enemy immunity frames as well. Inflicts a debuff after use for 10 seconds:
Scorched Gauntlet
"Your hands are burning."
You cannot use Ascension, and all melee speed decreases by 50%. All true melee weapons (or blade strikes) inflict Shred (albeit nerfed).
Crafted with a KO Cannon, a Golem Fist, 30 Auric Ore, 5 Yharon Soul Fragments, and a Mechanical Glove at Draedon's Forge.
The Game
Post-ML Rogue Weapon (redone version of my previously suggested Ace, which I’ve redacted)
Throws a trio of homing playing cards (At the same time with 22.5º spread between each card, not in rapid succession) of varying suits. Spades bypass enemy defense and have an X% higher base damage. Clubs explode, causing 2 ticks of damage (similar to Barinade/Barinautical). Hearts have X% life steal. Diamonds drop cash.
Drops from Moon Lord
: Moon Lord drops every class of weapon except for rogue.
Chaos state debuff, take 5% more damage and lose 5% max hp. Stacks infinitely until bossfight is over
Omega Mana Potion
Restores 500 mana
: Healing potions have Omega version, mana potions shoould too.
Lunar Light Fragment
You will die cold and screaming...
A post ML crafting material that serves as the cumulation of Nightmare Fuel and Endothermic Energy for crafting Post ML weapons.
Crafting: (2) Endothermic Energy + (2) Nightmare Fuel + (1) Exodium Cluster + (10) Luminite ore @ Draedon's forge = (2) Lunar Light Fragment
Core of Misery
Hatred and pain incarnate.
A post ML crafting material that serves as the cumulation of all the moon related items (Excluding the Blood moon).
Crafting: (2) Lunar Light Fragment + (2) Darksun Fragments + (1) Core of Calamity @ Draedon's Forge = (1) Core of Misery
: All soul-like materials from HM can be made into a larger form, Cores, than made into a final form, Core of Calamity. It gives use to the exodium fragments, and the first combined form serves as a counterpart to the Darksun Fragment, so when the two combine, a whole is reached. Also QOL because I despise having to add up all the EE, NF, and DF I have to make an exo weapon or two.
Containment Breach
Summons a pet Bumblebirb that follows the player in pattern similar to Levi pet put on caffeine
Extremely rare drop from Bumblebirb
- Is dropped by Bumblebirb herself, not the treasure bag
- Drop rate is not affected by Defiled Rune
Exodium Slime: Post-Moon Lord space enemy.
Flies towards the player very quickly, periodically shooting lunar flares at the player.
Drops:
10-27 Luminite Ore
10-27 Exodium Clusters
: I've heard a lot of distress over the fact that Exodium Clusters are a finite resource, and I think an NPC that drops Exodium Clusters would fill that niche. Also, grinding the Moon Lord for Luminite gets very tedious, very fast, so an NPC that drops Luminite would be useful in that area of the game as well.
As a counterpoint to Fab's suggested slight nerf to RoD, perhaps keep the damage as a separate debuff triggered by usage of the RoD, instead of tying it to the Chaos State debuff, whether modifying it or causing it to be infinite as long as you had it (ala 'Out of Touch' from Thorium and Mana Sickness).
This would let upgrades from other mods keep relevance (Rod of Warping from Miscellania, Hook of Discord/Chaos from Weaponout, various potions and other mods that inflict the debuff in varied ways [Wormholes, anyone?]), but also nerf the RoD for Calamity-only play.
I dunno, just kinda typing as i go at this point. I'd put this in the Calamity Mod Talk or General but it'd be swept away in either.
Chaotic Matrix: New mobility-related item.
Left-clicking allows the player to teleport to the mouse cursor, but only inflicts 'chaos state' for 3 seconds upon use.
Right-clicking will teleport the player to a random location on the map. This is disabled while bosses are alive.
Crafting:
1 Rod of Discord
13 Teleportation potions
13 Phantoplasm
13 Ruinous Souls
13 Cosmilite Bars
Lihzahrd Brick Crafting
A method to replenish the amount of Lihzahrd bricks because Providence stopped dropping them. I also hate waiting for grass when building a farm, so using this will be a reasonable way to expand upon the jungle, and in case anyone actually wants to use the furniture made by the blocks.
- Have 8-10 drop from Golem like how sand drops from the Scourges.
- Crafting: (1) Mud @ Lihzahrd Furnace = (1) Lihzahrd Brick Block
: There are so many ways to make a limited resource unlimited, add a slime, add it to the fishing pool, etc. But, like the sand block, the Lihzahrd block should drop from Golem, the one thing that is literally made out of it. Or, if you don't like fighting EZ bosses, you can use that useless Lihzahrd crafting station to make the bricks out of mud blocks.
make the Dragon Egg either drop from Bumblebirb or spawn in the surface jungle right after Bumble is dead (only one egg can be present in a world)
: it feels weird to CRAFT an egg that's supposed to be from Yharon
Before you summon SCal for the first time but once you have the summoning item for her, when the item is in your hand, the music should go silent, or it should play the drum beat from the beginning of Stained, brutal Calamity. This will add to the tension, and seeing as SCal is currently the final boss, it’s very fitting.
Replace Shurikens and Throwing knives with Wulfrum knives in starter bags.
Throwing is irrelevant now and you have no immediate options for rogue
Add a new mode (name pending):
Makes Rod of Discord instantly kill you during a bossfight so every fight must be done ROD-less. This is a compromise for some people wanting a ROD nerf so therefore they can do bossfights with that certain difficulty.
Make proficiency toggleable. This would be nice for people who really don't care about leveling mechanics.
Maybe make it so that it's disabled at the start and you need an item to enable it, that way it's not something you leave on 'just because' but you have to go out of your way to get it, and people who don't care for leveling mechanics just don't have to get it.
Make the Ball 'o Fugu an actual flail instead of a flail-skinned KO cannon type weapon (piercing, physics, doesn't return unless the button is released)
Adding to changelog #3, I think the Irradiated Slime spawn rate should now be boosted, or, instead, the Lead Core drop rate should be increased.
: Now that the Radioactive Rain is a Sulphuric Sea-only event, I think now it will be more annoying to farm the Lead Core for the Silva Armor; so, in order to spend less time farming and make it less irritating, this change could be made.
also addig to changelog #3, now that it becomes exclusive to the sulphurous sea biome, i believe it should be moved from post-ML to just hardmode, so post-WoF
the lead core accessory should be also moved, back to after 1 mechanical boss has been defeated, i mean the twins here, but that would be an extra layer which i dont see nessesary
In addition to Change #3 in the #changelogs, have Acid Rain begin when the Aquatic Scourge is summoned (optionally just post-ML)
: I think this will be a nice addition to difficulty considering AS is pretty easy difficulty wise on its own. Since you probably won't be seeing this event outside of the Sulphur Sea (unless an expansion of some sort happens), it could trigger the event on Revengence Mode and or Death Mode.
Give the Polter Clone it's own healthbar and map icon.
It's useful to know how much health it has and where it is, especially on rev+ where it makes a huge difference in the fight.
Add “deprived” headpieces for armor sets (inspired by the class of the same name from Dark Souls) that neither benefit a specific class nor have all class benefits, but rather grant a barebones set bonus and effects that all variants of the armor have, and little to nothing more. Only for if you’re Levi enough
Sulphur Cloud Block
Crafted w/ 1 Sulphurous Sand Block and 1 Cloud Block to make 2
Sulphur Rain Cloud Block
Crafted w/ 1 Sulphurous Sand Block and 1 Rain Cloud Block to make 2
Gives off rain below it like normal Rain Cloud, but standing in this rain inflicts Poison for 3 seconds
: mostly just for decoration, but they could also be used in a possible Sulphurous Sea Floating Island/Planetoid
Can you add a calamitas mount that would turn you into calamitas and you would be able to fly and you could shoot brimstone projectiles. The flying would work like the cosmic car key but faster speed. The item would drop from calamitas (clone) and you could upgrade it with calamitous essences and the upgraded version would be far faster and its projectiles would be far stronger than the original. The item you would need to ride the original mount would be called "The Chaotic Heart" and the upgraded mount summon would be called "The Heart of Calamity"
Disable Armored Digger spawn during the boss fights plz
Here is a Post-Supreme Calamitas Sword I made for when The Calamity Mod starts making more content past S. Cal.
: Afaik the Calamity mod has big post-S. Cal. Plans, and I just felt like making a powerful post S. Cal. Sword.
https://docs.google.com/document/d/1YPQynFImrvIV5u7CsLtPpjdas1uTjTFMalb6ehgIx6o/edit?usp=sharing
Render of Realities
"These claws seem to glow with dimensional energies"
Auric-tier claw/fist-type weapons
Crafted with:
Elemental Shiv
Meteor Fist
Mandible Claws
Mantis Claws
Mycelial Claws
Fetid Baghnakhs
Cosmilite Bars
Nightmare Fuel
Endothermic Energy
Darksun Fragments
Yharon Soul Fragments
Phantoplasm
Auric Ore
On left click, strikes much like the other claw weapons with an incredibly low use time and extremely low range. True melee strikes ignore enemy i-frames and lock enemies in place in front of the player, basically stunlocking them for massive damage. Bosses are immune to this effect. However, true melee strikes against bosses have massive lifesteal and grant i-frames until very shortly after the final hit.
While attacking with the left click, a series of dimensional rifts follow the cursor, dealing damage and firing lasers at nearby enemies.
On right click, dash towards the cursor while immune to damage, leaving behind a trail of damaging slashes that linger for a time. Inflicts a debuff that makes the right click unusuable for a short while.
: I love using claw/fist/shiv type weapons, but there are very few in the game. However, true melee against SCal is a meme, so I decided to add a unique twist to these claws.
Hardmode Starter Bag
Instantly starts hard mode when opened, but gives you the gear to survive it.
Contains the following:
1 set of statigel armor, not including helmet.
250 Torches
1 Goobow
Every Pre HM abyss weapon exept halibut
999 Wood
50 Iron Bars
1 Gelpik
10 Mining Potions
10 Spelunker Potions
1 Hellforge
1 Skyline Wings
1 Frostspark Boots
999 Silver bullets
999 Frostburn Arrows
15 life crystals
9 mana crystals
: some people like me find pre HM tedious to do, as there's not as many interesting armors or weapons, and a way to instantly get right into hard mode would be really convenient for quiet a few people. To be fair, you wouldn't have as much stuff as usual as a price, and you wouldn't get any pre HM boss items, as well as no dungeon entry or abyss gear.
Make silver bullets do triple damage to werewolves
cause most players just getting into hardmode get murdered by them (me included)
Ok, this isn't an item suggestion for once, but rather, a multiclass suggestion. Specifically with summoner. I don't know how feasible it is, it's just an idea, but I think it would help.
When holding a non-summoner weapon, give summon damage separate i-frames from normal damage, but make summon i-frames last longer than normal i-frames. This effect is increased in Rev+ to keep in line with the summoner multiclass nerfs.
As someone who genuinely loves throwing summons in every run, I feel like it would allow such a playstyle to be more feasible for end game without breaking everything.
Edit: Lunic Eye, Golden Gun, and Marked Magnum instead cause summons to have separate, but normal i-frames so that they can still be effective without hurting summon dps.
I realized that pure summoners use these true damage weapons and that my suggestion as is nerfs this stratgey hardcore.
Buff the Rare Waifu in a bottle. Only healing for 15, and having to catch that heal in the form of a miniscule orb, is a sin.
Change craft of Luminite Bar
4 Luminite + 4 Exodium Cluster @ Ancient Manipulator
:
- More post-ML mining.
- Exodium doesn't have a actual use.
- Luminite and Exodium have both cosmic theme.
Molotov Launcher
Post-Mech ranged weapon
‘Stalin Approves’
Uses Molotov Cocktails as ammo. Launches Molotov Cocktails at a high velocity. These modified Cocktails inflict Brimstone Flames and explode into flaming shards that inflict On Fire!.
15 Firerate
Recipe: «Iron Bar (5), Hallowed bars (10), Essence of Chaos (20), Soul of Fright/Sight/Might (5 each)» at a Mythril Anvil
: Molotov is quite irrelevant due to its expensive recipe, so this would give it a use
cursed glove
melee weapon
launches a seeking projectile
crafting: meteor fist + cursed flames 30
dmg 45
use time 5
would give meteor fist a better purpose
inflicts cursed flames 3 sec, 70% chance
autoswing
mebe use mythril anvil
Astral Infected Soul
Astrum Aureus Revengeance Drop
'This soul still contains some of the star-born infection..'
Summons a knight with a similar aesthetic look to Astrum Aureus. Unlike other summons, with contact damage, this summon has an actual attack, where it swings a sword firing off an small burst of stars. The sword itself probably does plenty of damage, whilst the stars do minimal damage.
Scales off of Melee damage, supposed to act as a 'companion' to help with True Melee builds being objectively worse than Magic or Ranged builds.
Gains a buff after Moon Lord that increases it's damage and rate of attack.
; so Astrum Aureus is worth more than just being a filler boss to get to Astrum Deus, and to make it more than just a farming boss for Lunar Fragments after Moon Lord.
2; IS THAT A MOTHER FUCKING JOJO REFERENCE
some ideas for early Hardmode summons:
https://docs.google.com/document/d/1sWuLKfx5jaS7h53qMkMqGI7ACAp9T0Lo_G-SmWca0kA/edit?usp=sharing
Prismatic Fan
Early Hardmode Rogue weapon
Hallowed Mimic drop
Acts like Vampire Knives, launching 2-4 crystal needles in a spread with medium velocity. Needles do not pierce and are slightly affected by gravity.
: Rogue only has Spear of Paleolith as non-piercing pre-mech weapon, and it would be nice to add slight variety while giving mimics more credit.
Steel Fan
Pre-Hardmode Rogue Weapon
20x Iron/Lead + x100 Throwing Knives + x5 Silk
Acts similarly to throwing knives, but throws a japanese-style hand fan made of steel that spins rapidly while thrown. Goes through the air for a good while to be realistic, since it would not have much wind drag, and deals probably okay damage and has okay reload speed.
Why?: To give Rogue more personality to play with, and an early infinite-use weapon that is reliable.
Maybe make proficiency easier by either A: Reduce the cooldown and/or damage threshold of when you can get it , or B: Buff the amount of proficiency you get as you progress, or a high amount throughout the game. (Ex 1: PHM: 4, HM: 8, PML: 16, or EX 2: 7 throughout the game), or C: Buff the amount Bosses give. Hopefully this gets implemented. And the point changes are just examples, not what I think they should be.
Grinding for Proficiency takes too long, and is too much of a pain to do.
An event where Yharim's army swarms you. Maybe the event could drop Yharim's summoning item? Him finally exhausting all of his options and must fight you himself.
Revised to take out the part that was already suggested.
Yharim's always been said to have a great army. This would give a little diversity to the mod by adding in a new event.
Bumbleblade
Spliced from Yharon's genes... and a sword
Creates bumblebirbs on enemy hit
What it does: True Melee weapon, about as large as the Grand Guardian. On enemy hit, creates two friendly Bumblebirbs that chase the closest enemy at a high speed, firing bumbleblasts and tackling them (both attacks ignore i-frames) for a few seconds before despawning, healing you for some of the damage they do.
How it's obtained: Dropped by Bumblebirb once DoG is defeated.
Why it should be added: Two different melee armor sets buff true melee in post-moonlord (Bloodflare and Silva) but true melee weapons themselves are notably absent - after the Holy Collider from Providence, there's literally nothing until Earth/Animus post-SCal. In order to fill in the gap and provide something usable for Yharon and (if you're insane) SCal, introducing the Bumbleblade!
It has a unique on-hit effect compared to 'attack cursor' or 'attack around enemy' effects that most true melee weapons have, making it viable against fast-moving enemies like Yharon, and heals you to make you not die as fast while going on the offense.
also birb's drops suck so something actually pseudo-useful is nice
Phasesaber Buff
Make the sabers ignore I-Frames as to simulate the blade effortlessly cutting through enemies. However, the damage would have to be reduced quite a bit to compensate for the increased damage output.
Phasesabers have been overlooked due to the obvious: the reference has been done to death, they have awful sprites, and their attack is pathetic. They feel more like a plastic baseball bat than an actual [Star Wars Reference]. So fixing at least one of these should make the weapon at least considered for an entering hardmode weapon.
Flesh Golem: Post-Ravager Mini-Boss
Spawns in The Caverns, Crags, and Dungeon once The Ravager has been defeated.
Acts as a lesser version of The Ravager, leaping towards the player and shooting projectiles. Alternates between firing spreads of missiles at the player and firing a spray of lasers at the player. If the player strays too far from the Golem, it will quickly lung at the player through blocks similarly to biome mimics. Missiles can be destroyed if they take enough damage. All attacks inflict 'Weak Petrification' for 20 seconds.
Flesh Golem Drops:
10-15 Cryogenic Bars
10-15 Perennial Bars
10-15 Chaotic Bars
5-10 Null Cores, If it gets implemented, or:
5-10 Cores of Eleum
5-10 Cores of Cinder
5-10 Cores of Chaos
1-3 Cores of Calamity (33% Chance) (Post-Providence)
1-3 Bars of Life (33% Chance) (Post-Providence)
15-30 Bloodstone (50% Chance) (Post-Providence)
: In The Ravager’s lore, it is stated that it is merely one of many flesh golems constructed. The Ravager also increases in difficulty significantly after Providence has been defeated. This mini-boss could allow the player to grind The Ravager’s resources if it is too hard to fight.
Princess Cosplay Armor
A early HM rogue armor
You will get banned for impersonating a dev. What were you thinking?
Suggested Crafting:
(30) pearlwood + (10) Crystal Shards + (1) Golden/Platinum Crown @ Iron Anvil = Fakesol Wig
(50) pearlwood + (30) Pixie dust + (25) Crystal Shards + (1) Fabsol’s Vodka @ Iron Anvil = Fakesol Dress
(20) pearlwood + (30) Pixie Dust + (2) Unicorn Horns @ Iron Anvil = Fakesol Slippers
Suggested Stats:
Wig: 7 defence + 5% increased rogue critical chance
Dress: 11 defence + 5% increased rogue damage + 10% increased rogue velocity
Slippers: 9 defence + 10% increased running speed if under an alcohol buff
Suggested Set Bonus: When using a rogue weapon, the player has a chance to throw a bottle that falls to the ground like a nerfed Brackish Flask with an alcohol aesthetic. +1 regeneration for every alcoholic buff that reduces defense, this does not scale with the amount taken by the buff. Alcohol Poisoning is halved.
As well as supplying a Drunk Princess Vanity, the armor helps kick off the the rogue HM journey, as the spider caves do to the other subclass, Summoner. It is easy to obtain with proper preparation and skill. It also helps ease players into the Alcoholic Potions, with a +1 regen and alcohol poisoning nerf ‘crutch’ that can be used to experiment before heading into the main chunk of hardmode, where the daedalus armor may be preferable. I would also like to see the Drunk Princesses reaction to a cosplay of them.
Plague-Trapper
Acts similarly to a Clinger AI in that it shoots balls of gunk that inflicts Plague. Would provide Plague Canisters.
Plague Digger
Plague based Worm enemy that will occasionally blast streams of Plague blaze at you. Plague blaze behaves like the Blight Spewer.
Plaguebringer Monstrosity
Post-Moonlord Plague Miniboss.
Fires off 4 Plague missiles at you, than a stream of Plagueblaze for 1-2 seconds, before trying to ram the player. After that, it will repeat the process. Once at half health, it will occasionally go 50% opaque after charging at the player and relocate to gain a better vatage off of the player. It's based off of a chameleon.
Would drop Plague Canisters, Plaguenades (acts like a Grenade, but producing clouds of Plague), and a 1/10 chance of dropping an Alchemical Flask.
We need more diverse Plague Enemies, and these would provide more dangers and ideas for the Plague.
After you kill the Queen Bee, either the Demolitionist or the Witch Doctor should sell Beenades.
Oh right, on the note of Plaguestuff...
Plaguenades
Explodes into large clouds of "gas" that hurts all who walk into it, and inflicts them with Plague.
How about an accessory that enables your minions to start attacking cloaked enemies? (mainly from the abyss and the sulphuric sea)
or just make it possible if you right click on/near the cloaked enemy
For ridiculous difficulty, in Death Mode, give bosses immunity frames
Auric Bar
Draedon has claimed it is his second greatest creation. Not even Yharim himself knows what the greatest is.
Material
Replaces it's materials in the crafting of Exo-Tier equipment
Crafted at Draedon's Forge with 25 Auric Ore, 2 Yharon Soul Fragments, 7 Darksun Fragments, 15 Endothermic Energy and Nightmare Fuel, 10 Phantoplasm and 2 Bars of Life. Makes 2 Auric Bars.
Why: to reduce recipe sizes in the endgame. Also, in my opinion it doesn't make sense that the most powerful ore in Terraria isn't made into a bar.
Make the Onyx Chain Blaster less noisy.
Let's be real, it's too loud.
Increase the maximum height the Slime King can jump on Expert/Revengeance Mode.
I had a relatively high platform arena set up for it. ... It couldn't get to me on the lowest rung.
Make omega blue armor lock life regen not from buffs or debuffs at 1 or 0 instead of disabling all positive life regen so that conditions that lower life regen don’t kill you (if this is already the case, the wiki is wrong). Locking it at 1 would buff the armor a little, I’d make it that
Edit: alternatively put a soft cap at 1 life regen, everything above that is reduced by 50% or something.
Can the pygmy staff be a 100% drop from Plantera on the first kill?
this staff unlocks so many stuff from the witch doctor
Armor Unit
Summons a rideable tank mount with offensive capabilities.
The tank inflicts The Plague to all enemies within 20 tiles of the player. It has minor flight capabilities (Harpy Wings) and its cannon fires balls at the nearest enemy to the player. The balls pierce and are affected by gravity.
Drops from PBG rarely.
: I believe an offensive mount that adds to DPS would be a very fun and unique addition to the game, and also a reason to farm PBG.
The Strong Force
Combination of Lunic Eye, Molecular Manipulator, Effulgent Feathers, Nightmare Fuel/Endothermic Energy and Auric Ore.
Combines the functions of Lunic Eye and Molecular Manipulator. Ranged damage.
Oblivion Shield
Revengeance+ drop from Dark Mages in the DD2 event (yes, the one with Betsy and the towers)
Drops rarely (but not at a 1% chance because Dark Casters don't have a treasure bag)
Allows player to dash, passing through any enemies and inflicting the Confused debuff
Oblivion Spikes shear off enemy health when you are hit
(Spikes are cosmetic and appear on the shield but would have the above effect)
Ascendant Defender
Revengeance+ Auric-tier shield (much like the Celestial Tracers)
To craft,
Asgardian Aegis
Cobalt Shield
Ornate Shield
Squire's Shield (yes, once again from the DD2 event)
Oblivion Shield (as mentioned previously)
(50) Auric Ore
(10) Darksun Fragments
(10) Effulgent Feathers
(5) Yharon Soul Fragments
(10) Spikes
Same Effects as the Asgardian Aegis, but probably a bit more powerful (and a longer dash)
If you are hit enemies take x% damage they dealt to you
- this should not be a massive upgrade as it is for Rev+ only and bosses should be possible to beat without
the better accessory (that said, this should not in any way make the fight too much easier)
Appearance: Similar size to the Asgard's Valor, but with the auric colour palette as to fit in with the
Celestial Tracers and the armour set.
Why? The Asgardian Aegis is a cool accessory but does not fit one bit with the colour scheme of the Auric
gear. This also makes a counterpart to the Celestial Tracers, also being a Rev+ only accessory
Melancholy Mace
Dropped from the Slime God
A true flail, the annoying kind that has gravity and swings around you. Incredibly high damage, inflicts Temporal Sadness. Themed after the Ebonian pallette.
Why? Slime God needs a melee drop (I mean really?), and also there should be a slightly more ranged option to inflict sadness. Flail mechanics are annoying enough that it won't be your main weapon. I think the tier is perfect for the weapon, perhaps as a side arm to whatever you're using.
If ever the magnum would be here in Calamity, the ammo system works as a "magazine" system and not the vanilla bullet system. Meaning that if you're going to use the gun, you need a magazine with magnum bullets in it.
Both the magnum and the (full) magazine drop once the boss is dead, along with bullets that come along with it.
Say like the magazine has 15 bullets. And you have 30 bullets in reserve, the magnum CANNOT use the 30 bullets in the reserve, rather the 15 bullets in the magazine. If you run out, you need to reload by right-clicking with the magnum, which consumes the bullets upon use and adds it to the magazine. But that takes some time before interacting again (assuming the magnum is a more complicated weapon than a simple gun).
There are two special effects when the rage bar or the adrenaline bar is full, since it has a different damage formula anyway. These two are my suggestions to this magnum thing.
If the rage bar is full, you are able to use the bullets in the reserve.
But if the adranline bar is full, you can reload the magnum even faster.
Here are 4 bows I've developed over the past few days. I did post 2 of them previously but took them down and put them into this suggestion.
https://docs.google.com/document/d/1TZuHYfOKMQfYLZ1Q2_LGS3hoE5csmgvbO9hvJj5sm0s/edit?usp=sharing
In revengeance mode make the King Slime teleport above you if you haven't touched a block for 10 seconds. Even with you not being able to cling to rope whilst the king slime is alive he's still easily AFKable if you put a weight on your UP key. This will prevent people from being able to AFK on rope and get an easy kill.
Give the radiated rain event different music. It feels too happy with the vanilla music playing as your flesh slowly is melting and enemies around you are literally dying from it.
Arcane armor set
Early Hardmode armor
Shines with prismatic light, maded from etherial magic...
Helmet:
0 defense
14% increased damage
6% increased critical strike chance
+1 max minions
+30 max mana
Non-magic hits replenish mana
Melee swings rarely inflicts Shadowflame
Breastplate:
0 defense
8% increased attack speed
25% increased mining speed
9% increased ranged critical strike chance
+15 max life
+50 max mana
Greaves:
0 defense
12% increased movement speed
15% increased jump height
22% increased rogue velocity
+40 mana
You have a 8% to not consume consumable item
Set bonus:
12% chance to preserve mana and ammo
18% increased damage reduction
Arcane majestic boost (built-in rocket boots, which consumes mana). If wings already exists, then this effect instead add 25% flight time.
On getting hit your enemies get swarmed by holy arrows
Your attacks have chance summon from offscreen a wizardy slash, which homes and on successful hit heals you and give some immunity frames
Obtainining:
Sold by Wizard as 2 platinum 40 gold (80 gold per piece) or 7.5 platinum in rev+ (2.5 platinum per piece).
-or-
Craft: 25 Soul of Light + 10 Soul of Night @ Mythril Anvil per each piece
:
Alternative to biome-based armor and hardmode ore sets.
Some Hallow-based armor.
More purchasable armor.
Why in hardmode only Astral are universal?
Have the Celestial Shell be a material for the Dark Sun Ring. But, the Dark Sun Ring should get a buff to all of it's stats since the Celestial Shell offers more to the minor buffs and along with that, the Dark Sun Ring should be able to turn you into a werewolf, a merfolk in water and reduce breath loss in abyss.
It just makes sense to have both accessories that do similar things be combined.
Grand Auric Telsa Helmet
Combines all 5 of the auric helms
Recipe:
100 endothermic fuel
100 nightmare fuel
75 darksun fragments
75 Auric ore
50 galactic singularities
30 meld bar
30 cosmolite bar
30 luminite bar
10 calamatas essence?
Ranger emblem
Mage emblem
Warrior emblem
Rogue emblem
Summoner emblem
1 auric helm/all the auric helmets
The helment would just have a damage increase, mana usage decrease, melee speed increase, extra minions, throwing velocity, and some ammo usage reduction. (Maybe damage reduction too)
The set bonus would be only be the ones all the helmet types have (for example the summoner wouldnt have the extra minions that spawn, but would have the things like the revive.)
it would help anyone who likes to multi class/change there class without having 5 helmets in their inventory, and people miss the old auric tesla helmet
Profaned Rework
Fighting the profaned guardians every time you want to spawn Providence (before you beat her) is VERY annoying and frustrating. I think either they shouldn't be required to craft the profaned core, instead you could craft it with the same recipe as the profaned shard; either this or move unlimited Providence summon back to pre-providence.
Edit:
Another solution could be to make the guardians she spawns during the fight drop the cores as well, so you have to fight the guardians initially but after that, each Providence fight pays for itself.
Abyss-Hardened Fishing Station - Upgrade from the Supreme Bait Tackle Box Fishing Station. Adds the Alluring Bait and Enchanted Pearl effects, amplifies the Crate Potion effect. Either something like this, or add the Alluring Bait to the Supreme Bait Tackle Box Fishing Station recipe. It's not really a 'supreme fishing accessory' if not every fishing accessory is involved.
Potion of Omniscience should have either the Night Vision effect or Shine effect or both as those buffs also have to do with sight
if it's even possible:
An item that functions either like any stat-tracking accessory or a placeable object that shows the types and percentage of damage done to the last boss faced, purely for bragging rights.
To be more specific, an example would be that two people fight Skeletron Prime. One is a mage-class, and the other is a ranged-class. The object or accessory would show what kinds of damage were dealt against SP, such as magic, ranged, melee, minion, etc. and it would show in percentage of the bosses' health the damage each player dealt with which damage types. So if the mage used nothing but magic, and did 45.7% of the damage to SP's health, then it would show: [Player - Magic-45.7%].
Blades of the Lightbringer
"These blades seem to shudder in anticipation."
Darksun Tier Melee weapon
On left click, swings a short blade that fires out a red energy rapier that moves forward a short distance and hovers in the air for a few seconds or until hitting an enemy. Upon hitting an enemy, projectiles vanish and apply a stack of Impaled. Hitting the enemy directly with the main blade applies several stacks.
Impaled is a debuff that can stack up to 15 times or infinitely, if the devs decide that having a cap makes the weapon too weak. After a few seconds (aka the end of the duration of the debuff), all stacks of Impaled go away and the affected enemy explodes. The damage and size of the explosion scale with the number of Impaled stacks. Applying a stack of Impaled refreshes the duration of the debuff.
Blade projectiles explode after 10 seconds of being active or once there are over 15 active projectiles.
On right click, causes all stacks of Impaled and blade projectiles to explode early.
: Mainly for the reference, but also because it seemed like a very unique concept for a weapon, especially Melee.
Nerf the range, speed and/or contact damage of the spin Yharon makes in subphase 2. It's absolute crap to go through a long series of carefully dodging charges only to have Yharon spin in a sudden, fast, and wide loop that deals full contact damage and in many cases is virtually unavoidable, especially in rev+ where one contact hit can ruin the fight. I would recommend either halving or removing the contact damage altogether from the spin
rod of discord-esque 'weapon' that is basically the Ancient Cultist's dash - on use, it quickly moves you towards targeted location, through walls. Maybe also resets flight time idk
an upgrade to the dirt rod that acts as portable cover - any projectile that hits the dirt rod 2's will be destroyed as if it hit a wall (unless, of course, it can go THROUGH walls)
I've made a more core-related items. This is a doc so there's a lot on info on it. Don't be alarmed.
https://docs.google.com/document/d/1zkzY1YxnXf8c7DRTOlCqXa39qQvbqWJeUXW_iRYTGqQ/edit?usp=sharing
Make a way to get Tenebris and depth cells for those who are using a vanilla world.
Make "gore" parts go off as a post-ML boss gets damaged on a certain chance. Like Yharon/Bumblebirb (Boss) dropping feathers when damaged.
Let us make (normal) glass from astral sand, it's literally useless right now.
also maybe let us use it as ammo with the sand gun
Allow for different tinted colored Glasses when you use different sands with the furnace.
I.E: Crimsand and Ebonsand make Purple or red tinted windows respectively, Hallowed Sand will make Rainbow tinted Glass, and Astral Sand makes Dark Blue tinted Glass.
More variety, adds more building options, makes the other sands actually worth getting.
Eye of the Spider
’It poisons in one bite’
Early HM Rogue weapon
Throws a spinning spider eyeball that spews poison bits everywhere that deal 35% damage. Any enemy hit by the eye or the bits gets Poisoned.
Rare drop from Black Recluses.
: Early Hardmode is severely lacking in rogue weapons.
It might be a little too late for this, but I have an idea for nerfing the RoD. Maybe make it to where the Chaos State debuff makes you unable to RoD and instakills you in Armageddon if you use RoD with Chaos State applied. Also maybe increase the length of Chaos State.
True statigel Armor
A post-Moon Lord armor crafted after the sentinels are defeated, it requiers:
True statigel helm: statigel helm, 15 purified gel, 3 armored shell, 2 dark plasma, 1 twisting nether, 7 uelibloom bars
Statistics: 42 defense, 9% increased meele damage and critical strike, 15% increased meele speed, Set bonus: After 8 consecutive critical strikes, you enter in a frenzy for 10 seconds, increasing meele damage and critical strike by 15%, also increases meele speed by 33%, with a 30 second cooldown, 5% DR while the set bonus is on cooldown
True statigel headgear: statigel headgear, 15 purified gel, 3 armored shell, 2 dark plasma, 1 twisting nether, 7 uelibloom bars
Statistics: 29 defense, 9% increased ranged damage and critical strike, Set bonus: All projectiles inflict the "sticky" debuff, which slows down enemies, while deals more damage to enemies who are inmune to this debuff, 9% increased ranged damage and critical strike
True statigel mask: statigel mask, 15 purified gel, 3 armored shell, 2 dark plasma, 1 twisting nether, 7 uelibloom bars
Statistics: 21 defense, 9% increased rouge damage and critical strike, Set bonus: All rouge weapons split into smaller versions of themselves and home to enemies, dealing 33% of the weapon's damage, 9% increased rouge damage and critical strike, 50% chance to not consume rouge items
True statigel cap: statigel cap, 15 purified gel, 3 armored shell, 2 dark plasma, 1 twisting nether, 7 uelibloom bars
Statistics: 18 defense, 9% increased magic damage and critical strike, Set bonus: Non-homing projectiles deal 15% increased damage, while homing projectiles only 10%, +100 mana, 15% decreased mana cost
ran out of space 😑
True statigel hood: statigel hood, 15 purified gel, 3 armored shell, 2 dark plasma, 1 twisting nether, 7 uelibloom bars
Statistics: 12 defense, 9% increased summon damage, +3 max minions, Set bonus: a more powerful version of the baby slime god is summoned, +9 increased summon damage, minions can deal critical strikes
True statigel armor: statigel armor, 20 purified gel, 4 armored shell, 3 dark plasma, 2 twisting nether, 15 uelibloom bars
Statistics: 36 defense, 9% increased damage and critical strike, +30 life and mana, 3% DR
True statigel greaves: statigel greaves, 17 purified gel, 3 armored shell, 3 dark plasma, 1 twisting nether, 10 uelibloom bars
Statistics: 25 defense, 33% increased movement speed, 10% increased acceleration, 5% increased damage and critical strike, 2% DR
former armor worn by statis
Cleaving Glaive
An early-hardmode rogue weapon that pierces at least 20 times and hits enemies twice on the first 2 pierce hits. This also halves I-Frames for non-segmented bosses conpensating for multi-hit pierce, including Twins.
Crafted using 15 Titanium/Adamantite Bars, 10 souls of night, and a titanium/adamantite spear.
Pre-Plantera HM rogue is almost just consumables, and it would be nice to see a multi-hit weapon similar to the wingman.
A Terra-Tier summon weapon.
https://docs.google.com/document/d/1tUxgNrZ-AgPZni9A1mDrVScS9SiwyfYjelAWJRctN0g/edit?usp=sharing
Slow the spread of the evil biomes in hardmode and possibly stop after Providence/DoG*
*note at this point npcs should sell the 2 biomes solutions (regardless what biome theyre in) so if they are wiped out you can still use the clentaminator
: people who play calamity (especially rev+) will spend alot of time on the world, and the biomes would easily tale over 30-60% of a world in a full playthrough, and it is very tedious to try cleaning the biomes
Add a use for the redtide sword, urchin spear, wind blade, and goldplume spear. They don’t do anything special, they are just standard swords and spears. Maybe add some projectiles. Urchin spear could fire sticking and exploding balls, wind blade could fire tornadoes occasionally
Fusion Cannon
"A powerful Cannon fit for a despot"
Can either blast a small beam normally, or right click to charge the shot and blast a target for more damage, but takes longer to recharge shots.
Uses 15 mana to fire normally.
Uses 25 mana to charge, and +2 mana for continued charging. The longer you charge, the longer the cool down.
Upgrade for the Charged Blaster Cannon.
Requires:
1 Charged Blaster Cannon
Nebula Fragments
Luminite Bars
Exodium Clusters
Dimensional Rift
Crafted From: Ultra Liquidator, 15 Cosmilite Bars, and 20 Phantoplasm
-Rapidly fires shreds of interdimensional energy from around the player (Constant steam of blades; no delay between bursts)
-Pink blasts are slower, but home in on enemies and inflict Godslayer Inferno
-Pink blasts summon second blasts on impact that also home in on enemies
-Blue blasts are much faster, but do not home and inflict Glacial State
-Blue blasts strike 2 more times on impact, similarly to Influx Waver
I think many of us can agree that Ultra Liquidator is pretty wack as a weapon, and it wouldn't harm to have another post-DoG magic weapon, so here's my solution to both
Epic MS Paint Concept:
Glass armor
A brittle knight
Recipe
At normal anvil-
100 glass and 3 diamonds for helmet
150 glass and 4 diamonds for leggings
200 glass 5 diamonds for chest
Defense would be 0 or in the negatives
Set bonus
-Thorns effect
-Decreased life regen (similar to the mana overloader)
+20%damage
its a early nohit armor set which many people would like to use, kinda like some of the HM accessories, also an universal damage boost would be useful to most classes.
Matrices
A set of 12 interchangeable stat boosting items I've been working on for a while now.
it would provide more interesting options and would help to flesh out Calamity. Plus some use for some heavily underused items.
https://docs.google.com/document/d/1iYxHY_rVi2nlpDGY_okDvuTdt4uZoEOk2He-3jQPCgQ/edit?usp=drivesdk
Remove the ability of vanilla granite enemies to go invincible for a short period of time in expert mode
During that period they do literally nothing. It’s a complete waste of time and serves no functional purpose, it just feels like a lazy attempt at making them more interesting in expert mode.
Alternately, please stop the Elementals from damaging you when they retract into their cores.
: It seriously sucks to be fending one off only to have it suddenly accelerate both forwards and downwards, killing you instantly if you're on anything below 70 health (which, pre-EoW/BoC, is likely to be a lot of the time) despite being a harmless ball of rock. They even damage you when they're lying motionless on the floor as lifeless lumps, so the damage isn't even down to their momentum (like a Boulder).
cant rogue accessories and armors please also buff thrower weapons. Just basic stats like damage, velocity and range would be fine.
early game is a complete mess as it is right now, the good vanilla throwing armors and weapons clash with calamitys rogue stuff and you just have to switch between throwing and rogue until hardmode.
Long List.
Bouncy Items
Give Enemies Basketball shoes
Bouncy Weapons are a variety of weapons that utilise Pink Gel and need other weapons to be combined with them. They inflict the Bounce debuff, which lowers movement speed, increases the NPC jump height, and takes incredibly long to land. It's similar to the effect of jumping in the Space Layer.
Pink Gel isn't used enough and i think the bouncy aspect is really fun. also, Effervesce in an synonym for bounce so i used it in names instead of "bouncy staff", "bouncy sword", "bouncy gun", etc.
https://docs.google.com/document/d/1NPc_wQNZ9LH8uHwnfiwQ1ZO_d7JGvXaRvCjQdUxVIRU/edit?usp=sharing
A recipe for the Extractinator
Recipe : 50 Desert fossils, 200 of Silt/Slush, 10 Amber and 5 Iron/Lead Bars
You've added a recipe for the Sky Mill, so why not the Extractinator?
A Russification?
The Foundation
"Plan. Create. Strive.
Greatly increases tile and wall placement speed, reach and item pickup
Automatically paints placed objects
Builder Potion effect
Press and hold Right Click with any placeable block to fill up to 100 blocks in a square area"
Requires Lead/Iron Anvil
Engineering Helmet
Architect Gizmo Pack
Toolbelt
Any Brick (10)
Builder Potion (4)
Any Wood (8)
Would extend reach by 5 horizontal, 4 vertical. Will also extend item pickup range akin to the Gold Ring or Celestial Magnet.
Build speed would ideally be fast enough for speeds like Frostspark or Angel Treads to not outrun block placement pace.
Trying to build large structures like a skybridge has always been a chore, since the best movement options (even as far as pre-HM can provide) outpace building speed, requiring me to stop and let it catch up. So if the likes of the Ultimate Tackle Box can be made, I thought it could be interesting to have a building counterpart. Plus it has some basic out-of-building utilities, where extra mining range and collection can help with Hellstone or other projects.
Make it play during the battle against the Adult Eidolon Wyrm
*Adult, not Juvenile
"Threats of the Ocean Floor
Maybe a rogue weapon for each kind of metal.
Tin: Single non-consumable knife affected by gravity
Copper: Same as Tin, but a bit faster
Lead: Like Copper and tin, but faster and less affected by gravity, and two instead of one
Iron: Faster than lead
Silver: Faster and less affected by gravity, and three instead of two
Tungsten: Faster than Silver and more damage
Gold: Faster and less affected by gravity, with a higher velocity with four knives instead of three
Platinum: Faster than Gold
Meteorite: Causes On Fire! And has five instead of four
Demonite: Has six instead of five, and more damage than Meteorite
Crimtane: Like Demonite, but with slight life steal
Hellstone: Seven in a wide spread, faster than Crimtane/Demonite, and inflicts On Fire!
The Hardmode ones up until Hallowed just add another one, more speed, more damage, and more velocity
Hallowed (Corrupt) Inflicts Cursed Flames with more damage
Hallowed (Crimson) Inflicts Ichor with more Damage
Chlorophyte: More damage, and slight homing effects
Turtle: Upgrade to Chlorophyte, no homing effects
Beetle: Upgrade to Turtle More damage, and adds 25% of the enemy's attack to it's own
Solar: Inflicts Daybroken, and has eleven in a wide spread, explodes on hit, and more damage
I only had ideas for Vanillla recourses.
Maybe we could also have a Pillar for rogues? A redish Pillar called the Astral/Asteroid Pillar?
Shadowflame Sword
A sword that inflicts 57 melee damage and shoots a small beam similar to the enchanted sword, but purple and inflicts the Shadowflame debuff.
Made with: Fiery Greatsword, 3 Tattered Cloth, and a Shadowflame Knife.
The Blade From Hell
A sword that inflicts 40 melee damage and the On Fire! debuff.
Made at a Hellforge with Fiery Greatsword, 35 Hellstone Bars.
The Flames of the Fallen
A hardmode sword that inflicts 59 melee damage, On Fire!, and Shadowflame
Made at an Adamantite Forge with The Blade From Hell + Shadowflame Sword + 10 Adamantite/Titanium Bars + 20 Souls of Night.
The Flaming Deathbringer
A hardmode sword that inflicts 102 melee damage, On Fire! Shadowflame, Abyssal Flames, and Bleeding.
Make Legendary weapons do true damage instead of class damage, and do x% more damage if fighting a specific boss
The suggestion comes from the idea to repurpose the legendary weapons, and make them into optional weapons for rev and up players that might have trouble figting the next boss, so for instance, if you are having problems with plantera in rev mode, you farm the destroyer in order to have it much easier with the shpc. the true damage instead of class damage helps repurposing it for all specs instead of having to craft armors again with other classes , specially with the new proeficiency system, and the x% more damage against said boss (wich in this case would be the shpc doing x% more damage against plantera) would help balancing the weapon since it would not be as op after said boss has been defeated
I think it would be a cool concept to give legendary weapons the purpose of troubleshooting weapons if you are having a bad time against key hardmode bosses
Imbuing flasks apply to all damage types, i find it pointless that only melee gets to enjoy them
In the world selection menu add if the world is in Rev or death if active
Make Angry Dogs able to drop Essences of Eleum after Cryogen is defeated.
You know the drill... Here's some more Core weapons.
This time they're magic
https://docs.google.com/document/d/1rnDGPFFekRwOQQYuR9B-fd73SbXgqJdirn0UzO6FVeQ/edit?usp=sharing
Give Calamitas' brothers their own shared healthbar separate from Calamitas' similar to Supreme Calamitas but they share it to avoid 4 additional health bars on death.
It'll make it easier to tell percentages of Calamitas' health to know when the 2nd and 3rd wave are summoned.
what if calamity was just its own game
my bad if other people have already asked about this
Make elysian aegis have a longer dash than asgardian aegis, this way the elysian aegis can be a legit choice when you want a longer dash but with a downside, like celestial tracers and drew's wings
This can be done by either nerfing asgardian aegis dash lenght or buff elysian aegis dash length, or maybe a bit of both
Add a progress bar to the shields on celestial towers, I'm sick of the inconsistency between invasions and other events having a progress bar and the celestial towers lacking one entirely.
make some important minibosses appear in the minimap
(these ones are only examples, i suck at pixelart)
Ice Golem Great Sand Shark
Sand Elemental Earth Elemental
PMO Cannon: Post-D.o.G. Ranged Weapon
'Yeah, this is pretty much overkill.'
Left-Click: Fires 3-4 PMO Orbs at once. Upon colliding with an enemy, PMO Orbs will explode into numerous Mini Devourer Heads (Scourge of the Cosmos projectile).
Right-Click: Projects a high-damage beam that ignores blocks, Dr, defense, and invincibility frames. Right-clicking with this weapon is only available every 30 seconds.
Crafting:
1 Anti-Material Rifle
15 Exodium Clusters
15 Cosmilite Bars
1 Dark Plasma
1 Twisting Nether
3 Armored Shells
Create a message that appears after Scal is defeated telling the player to head back to the abyss. In the abyss would be a portal that leads to another dimension where all of the strong mini bosses come from. When through the portal, the player finds him/herself in a MASSIVE cavern like the one at the very bottom of the abyss. The most powerful top predator(higher than the adult Eidolon Wyrm) would be the next boss and would be fought in that dimension. It can be summoned with a craftable bait that needs Shadowspec Bars to make.
I know the dimension thing sounds crazy, but if you even consider trying to make it a reality, anything is possible!
Add something like magic storage to Calamity itself, Calamity adds so many items, it's almost impossible for a completionist to keep track of them all. It would be nice to have it be a part of calamity instead of needing a whole other mod
make extractinator have a recipe
like 100 stone and silt or something, some 10 to 15 iron and like 3 glass.
: sometimes you search your entire cavern system and you find out that your world doesnt have the most common thing you can find in abandoned houses
i dont want to have that happen to me anymore
Dimension fragmenter: Post D.o.G Thrower/Rouge Weapon (idk what to classify it as) "WARNING: HIGHLY UNSTABLE ANTI-MATER DEVICE" Left click: A grenade with infinite uses that has slow fire rate (throw speed) but on impact or after 1 second, the grenade explodes into a interdimensional rift where D.o.G lasers fire out from (3 per rift) which makes timing with this weapon reward you with very high DPS
Right click: you throw the same grenade, but this one takes 3 seconds to detonate, but the rift unleashes a hyperdeadly last prism style laser out, it does significantly more damage then the left click, but requires much more timing. The right click grenades don't unleash a rift on impact.
Crafting: 25 dynamite, 18 Cosmolite Bars, 2 Twisting Neathers
Here's a little gif I made to illustrate how it would look while in your inventory
Make it so the geltic blade projectile pierces infinitely. The reason for that is because melee sucks against Death WoF, and I think this will fix it.
Better pickaxes in the mod take fewer hits to break certain blocks. (e.g. a post ML pickaxe still takes more than 2 hits to break abyss gravel and lihzard bricks, should really only be 1 or 2 hits)
Terra Disc
Terra-tier Rogue weapon
Upon hitting an enemy, has a chance to split into 4 or 6 other disks, inflicting Cursed Inferno.
Replaces the Seashell Boomerang in the Elemental Disk crafting recipe.
Crafted at a Hardmode Anvil with Brimblade and 5 Living Shards.
Reason: Rogue has no Post-Plantera weapon crafted with Living Shards (Brackish Flask doesn't really count since it's supposed to be dropped from Leviathan), while for example Melee has 3.
Maybe have some fishing content for the abyss and add in a few new rods that can withstand the waters of the abyss, that’d add some relaxing content for late game
Remove the increased jump height effect on most post-ML accessories (notably The Sponge and Statis' Belt of Curses).
: At this point, your wings are good enough that the increased jump height doesn't matter anymore. What increased jump height does do is make DoG's laser walls unnecessarily frustrating to dodge.
EDIT: Alternatively, allow the increased jump height to be disabled by toggling visibility.
EDIT 2: I know both examples are post-DoG, but you'll have to farm that boss quite a bit to get all of the cosmilite bars you need.
Rivet Gun: Post-Polterghast Ranged Weapon.
Fires 2-3 high-velocity Abyssal Rivets at once. Upon colliding with a block, Abyssal Rivets will shatter into 2-3 "Sterile" rivets. Upon colliding with an enemy, Abyssal Rivets will inflict 'Bleeding' and 'Crush Depth' for 10 seconds. This weapon uses nails as ammo.
Crafting:
1 Nail Gun
15 Lumenyl
15 Depth Cells
5 Tenebris
5 Reaper Teeth
Make the bosses that had an alternate, custom music track before have a chance to play the old ones when you fight them.
Examples I can come up with right now:
-When fighting Clonelamitas, there is a chance that the music will be the Boss 2 remix
-When fighting Plaguebringer Goliath, there is a chance that the music will be the Boss 1 remix
-When fighting DoG, there is a chance that the music will be the Last Battle Ballos Mix
-When fighting Scal, there is a chance that the music will be Now Stop Asking Where
Reason: it would be cool if there could be references to the old soundtracks that were used for bosses, sort of an homage to the older days of this mod.
After the first phase of the DoG in death mode, make it so that instead of spawning the sentinels one after the other, thay ALL spawn at the same time, to increase the diffculty, and if it's possible, play the "servants of the scourge (type D)" because it includes parts of the sentinels themes
If there was to be more late game fishing content for the abyss, I think it would be a nice idea to add in a devourer of gods fishing rod, I just made a little proof of concept ^^
Scarlet Surge: Post-Yharon (Phase 1) Ranged weapon
Fires a solid red beam that ignores invincibility frames. Enemies near or in the beam will be afflicted with 'Abyssal Flames'.
Crafting:
1 Elemental Blaster
15 Cores of Chaos
10 Cosmilite Bars
10 Darksun Fragments
Make hive mind (or perforaters) drop the woopie cushion and/or drop the fart in a jar
Reason: as it is known, it's an absolute pain to farm for those items, making hive mind (maybe perforaters as well) drop them could make it way easy and less tedious to obtain, plus may open up possibilities that would utilize the items mentioned here
So it's called the pollinator, it will be a weapon drop from either plantera or golem, and its weapon class is the rogue category. I wanted to make a rogue weapon for this stage in the game since it lacks many options for rogue class fans. It functions similarly to a throwing dagger, but the unique thing about this weapon is that depending on if it's day or night its sprite and properties will change. During the day the flower head is open, and on hits it releases many angry bees that home in on your opponents. During the night the flower head closes, the weapon does less damage and doesn't release as many bees on hit anymore, but it gets a life steal property similar to the vampire knives. This allows the player to choose if they want to play it risky for more dps or play it safe by going a more safe regenerative style.
The Silverware: Rogue weapon that throws Spoons, Forks, Knives, and occasionally high-damaging Sporks in a spread of 4-5. Post-Plantera, and viable up until Duke Fishron, but not very.
Recipe:
1 1 Spoons
11 Forks
11 Knives
10 Living Shards
Spoon/Fork/Knife recipe::
3 Iron/Lead
Spoons, Forks, and Knives have no purpose other than to craft The Silverware, and are extremely early Rogue weapons.
The Gambler: An accessory for those that like to live on the wild side. It's a pack of playing cards. If you get hit, you have a card at random is chosen for an effect. Each suit has a different field. The higher the value, the better.
Suits:
Hearts: Provides a Life Regen Effect.
Diamonds: Provides a Defense Bonus.
Clubs: Provides a Damaging AoE.
Spades: Provides a Damage Buff.
Values:
Ace: Powerful/long lasting variant.
10-King: Normal Effect.
5-9: No Effect.
2-4: Debuff/Damage.
This could be a great accessory for those that like taking risks.
The Kitchen: A rapid fire Post-DoG Phase 2 upgrade to The Silverware that throws Knives, Butcher Knives, Spoons, Sporks, Forks, Ladles, and Spatulas.
Recipe:
The Silverware
11 Butcher Knives
11 Ladles
11 Spatulas
10 Cosmilite Bars
10 Nightmare fuel
10 Endothermic Energy
Ladle: Beginning of game Rogue weapon.
Recipe:
3 Wood
Butcher Knife: Upgrade to Knives.
Recipe:
1 Knife
1 Wood
Spatula: Early Rogue Weapon
Recipe:
3 Platinum Bars
Sun Spirit Staff and Sun God staff; the two biggest jokes of any summoner playthrough.
My suggestion: Allow the user to give the Sun Spirit and Sun God increased attack speed by giving it minion slots with each use. Each minion slot allows the Sun Spirit / God to shoot faster.
4 leafed clover (accessory)
All hearts you pick up heal by 40 instead of 20, but there’s a 50% chance the heart won’t heal you
Same principle with mana stars, 200 instead of 100 but with that 50% rule.
Your critical strike chance is halved but when you land a critical hit it will do 3x the damage instead of 2x
Balance (mage accessory)
Crafted with: 1 dark shard, 1 light shard, and 7 of each mech boss’s souls.
When killing mobs over 50% of your health, all hearts they would’ve dropped will be converted into mana stars 90% of the time, or a small nebula buff (mana regeneration) 10% of the time.
When under 50%, all mana stars the mobs could’ve dropped get converted into hearts 90% of the time, or a small nebula buff (health regeneration nebula)
Trench Maker: Post-Calamitas Rocket Launcher
Fires 2-3 homing Abyss Rockets that spawn off-screen (below the cursor). Abyss Rockets deal damage three times, inflict 'Crush Depth', and explode into 2-3 pieces of shrapnel.
Crafting:
30 Depth Cells
10 Lumenyl
5 Tenebris
Have more than one variation of the astral brick wall so it doesn't just look like an ugly grid (No offence intended)
New early game gun (Budget revolver)
Tooltip: "This gun is only used by the lowest of the low... We can only go up from here"
Crafting recipe: 3 iron/lead 7 copper/tin 5 wood
Damage: 12, Use time average, critical strike chance 4%, knockback weak
The ammo it uses is copper/tin ores, since this gun came from a more primitive era. These ores do 3 damage for copper (6% crit) and 4 damage for tin (2% crit)
Also can shoot normal bullets, but by then you would have a better gun
It may be a bit pointless but I personally think it would be a fun addition
make bosses try to dodge our projectiles
Depressive Slasher
Post-Calamitas melee weapon
38 melee damage
Speed: 12 (5 swings per second)
Tooltip:
Makes your enemies cry
Right click to wash your enemies in tears
Inflicts Temporal Sadness for 6 seconds.
Right click: with Snail (75) speed shoots a infinitely piercing stream of tears, which inflicts Temporal Sadness for 30 seconds.
Craft: Teardrop Cleaver + Broken Hero Sword + 10 Depth Cells + 10 Lumenyl + 10 Tenebris @ Mythril Anvil
: TC are funny weapon, which relatively weak, but can stun enemies, even bosses. What's about Hardmode upgrade?
Sprite: very bad state, I can't draw normally.
Put the music boxes as part of the music mod (you can play them with the main mod off but of course you can only get them with both on)
For the no music mod, assign the bosses and biomes and whatever vanilla music to make it feel less empty. It’s kinda like the past of calamity if you will, when for example bumblebirb had boss 5 (golem) and storm weaver had boss 3 (destroyer+brain). For bosses that already had a modded theme by most early versions, assign them vanilla themes.
Make it so that for melee/rogue weapons, the melee versions craft melee upgrades and rogue versions craft rogue upgrades.
Make the pearl of enthrallment the actual siren like the rest of the waifu it doesn’t look good with the real ones and then this clone
some sort of chlorophyte bullet for post moonlord?
Add in a buff potion for the rouge since it lacks any right now, while melee gets flasks, archers get archery potions, mage gets mana power and regeneration, and summoners get a extra slot due to their potion. A new potion made for it would help the class a good amount especially in the early game. Maybe a potion called ‘potion of precision’ that increases rouge damage by 10% and projectile speed by 50% for 7 minutes.
Coconut Staff
It fires in spurts!
A PHM mage weapon that works similarly to the staff of earth, launching a very bouncy coconut at enemies. The coconut will explode on enemy contact, the damage increasing depending on how many times it has bounced off of blocks, the cap being at 3 bounces. However, it's damage is lesser to that of the harvest staff.
Crafting: (20) Palm wood + (5) Fallen Stars @ iron anvil = (1) Coconut Staff
: Wood stuff sucks, and Palm, like many PHM plants, deserves more love. Also, there appears to a lack of variety in pre-boss mage weapons, in which you have the staves, bolts, and maybe the plasma rod. It also should stay viable until EOW or BOC, as that is when more viable alternatives can be opened up. And while PHM mage may be saturated to the brim, do mind that variety is the spice of life, and the only other staff of earth-like suggestion is the pumpkin staff.
An "upgrade" to the Counter Scarf for post-Lunatic Cultist or post-ML, which is a grappling hook that allows you to dodge an attack as you're being reeled in. Would have the same if not a longer cooldown time, a range similar to low-tier pre-HM hooks, and would only be able to have a single hook out at any given time. It and the Counter Scarf would use the same debuff for the cooldown ensuring they both can't be used at once to dodge more often.
(This last part is a personal preference, but if it looked like the Counter Scarf, as if you just took it off and used it as is, that'd be cool.)
Make it so purified jam isn’t once per world. I think the potion sickness drawback is enough to make it balanced enough to be farmable. It could also be purified jam being a rare drop, like 25% chance to get it.
Add an ingredient related to Pillars / Moon Lord to Plague Hive item because it could technically be crafted on Mythril / Orichalcum anvil atm. It will be clearer that Ancient Manipulator is needed to craft it
Idea: Maybe you could extend past supreme calamitas, despite the fact she is the main antagonist, maybe give her a third form, in which it becomes a bullet hell like boss fight like supreme, only stronger and much more powerful, i'm thinking maybe up to 800 minimum damage for that fight and maybe supreme could unlock a new mode: maybe call it Calamital Mode.
Beetle Barrage: Post-Golem Rogue Weapon
Fires 2 parallel streams of Beetles. Upon colliding with blocks, beetles will bounce off and begin homing in on enemies. Critical beetles take up both streams and explode into 4 Beetles upon colliding with a block or an enemy. The Beetle Barrage’s damage scales with defense rather than rogue damage bonuses. Beetle Velocity scales with DPS rather than with rogue bonuses.
Crafting:
12 Solar Tablet Fragments
12 Chlorophyte Bars
8 Beetle Husks
: I've heard that the rogue class doesn't have a good immediate post-golem weapon. I thought I'd suggest this to fill that niche.
Nerf the Goobow. As it is now, it's stronger than even the Hallowed repeater. Has greater dmg than most early HM options and it's only drawback is being a tiny bit slower than a hallowed repeater.
Uppon further testing (unreal goobow, unreal hallowed repeater, wooden arrows) The goobow achieved an average of 225 dps with spikes of up to 300 dps, while the Repeater got an average of 217 with spikes of up to 270 dps. This was tested without using any kind of buff or armor, against a single dummy
Change the 'Blood Pact' Accessory's affect to crit you every fourth hit, rather than having a 25% chance. Means you have a bit more control on how much damage you're going to take, and when, rather than being immediately melted because you were critted 5 times in a row, despite it being such a low chance, due to bad RNG.
Make a way to craft Plantera Bulbs pre Plantera cause the only way to get said summon as of now is to craft it with an item you get by beating plantera or buying it from NPC...post Plantera, or you know, WATCHING GRASS GROW. It's really just for the sake of consistency and accessability for summoning bosses. It's cause all bosses other than Plantera have streamlined or significantly easier requirements to spawn them in prior.
Make it to where king slime can teleport a bit above the player or some way so players cant cheat slime king with the rope tactic, as now you just have to hold UP and you will still stay on the rope.
Idk if this was fixed but I’m revengance when siren and leviathan come out at the same time it sadly skips the sirens theme, idk how you could fix that but if you could somehow include it in revengance that’d be great
*deathmode
Defender TownNPC
"I'm sorry, but only 'Important NPCs' get plot armor."
A town npc who sells you absolutely nothing, but when present, makes all other town npc's health ludicrously high. Would probably be rev+-exclusive and post-ML. Would also probably have hilariously high health himself while not having any attacks at all.
Why?: Its really annoying to be extremely far in the game and to still have to worry about your town npc's being slaughtered by rev+ slimes. And heaven forbid a blood moon happens.
My suggestion is to add all of the music box for all the bosses because some music boxes for some bosses are missing
Crescent Rose. An Post Yharon upgrade to the Anti Material Rifle. When fired, it has the effect of the Anti-Materiel Rifle but leaves a trail of rose petals. And inflicts a "Red Like Roses" debuff that causes bleed damage.
The Hunt is on, Girls!
Crafting Recipe:
The Anti-Materiel Rifle
10 Yharon Soul Fragments
20 Auric Ore
5 Cores of Calamity
The Anti-Materiel Rifle and it's route of upgrades are extremely useful and I think it should have a post Yharon upgrade.
Rod of the Depths: A Post-Polter upgrade to the Rod of Discord crafted with 1 Rod of Discord, 5 Reaper Teeth, 3 Ruinous Souls, and either 10 Abyssal Spirit Shards (featured in my suggestions doc) or with 25 Lumenyl, 15 Depth Cells, and 15 Tenebris. When used, it teleports the player to the cursor, but inflicts a new debuff called "Abyssal Insanity" for 7 seconds, which acts like Chaos State but does not summon an Eidolon Wyrm in the Abyss. Additionally, clicking anywhere on the map will teleport you there, although it will consume 100 mana and inflicts Chaos State for 10 seconds. Map teleporting has a 30 second cooldown, and you are unable to map teleport while a boss is alive. (Now with a WIP sprite!)
https://media.discordapp.net/attachments/243484229697011713/534865220481449994/Rod_of_the_Depths.png
Brawler Class. A class dedicated to fist weapons like the Fetid Bahgnacks. Weapons are typically way cheaper to make than others at the cost of their range.
Weapons:
Knuckle Duster. Essentially the generic Broadsword/Gun for the class.
5 Base Game Bars
Cursed Claws. Inflicts the Confused Debuff.
5 Demonite Bars
Spine Breakers. Inflicts the Life Leech Debuff.
5 Crimtane Bars
Space Gloves. High Critical Chance
5 Meteorite Bars
Demon Busters. Inflicts the Burning Debuff.
5 Hellstone Bars
2 Obsidian
Duality Bracers. Perfectly balanced. As all things should be.
5 Souls of Light
5 Souls of Night
Dark Shard
Light Shard
Life Takers
3 Bars of Life
2 Cores of Calamity
Spine Breakers/Cursed Claws
Angler Jaws. Inflicts the Crushing Depths Debuff.
Found in a lower layer of the Abyss.
Blessed Gauntlets.
Drops off of Providence
God Spine Ripper. Inflicts the God Slayer Debuff.
8 Cosmolite Bars
Ember Celica. Fast Speed. Fires a projectile. Inflicts the Brimstone Flames Debuff.
10 Auric Ore
2 Yharon Soul Fragments
3 Cores of Calamity
It would give the game a nice little variety and allow Face Tankers to exchange their reach for sheer DPS and make them more viable.
Mana Orbs
An Astral Infection consumable item. It'd increase mana by 10 for each use, can only be used 10 times and when you have max base mana. Starts spawning in the underground Astral Infection after the player collects the 3 mech souls. Essentially it's a mana counterpart to Life Fruit.
As it stands the Astral Infection has no use outside of 2 upgrades and Stardust. The underground infection has it worse as all it really does is serve as a stop-gap for the other spread biomes. There also aren't as many max mana upgrades as there are health upgrades so this would solve both of those problems.
Fartpack
HM wings
’It utilizes an alternate fuel source’
Identical in flight abilities to the Moab, but leaves poisonous fart clouds (5 tile diameter) behind when flying. Clouds apply a poison to all affected enemies that grows in magnitude with every fart. The debuff has a dps of n, where n is the amount of farts an enemy has been hit with multiplied by X. Every 0.5 seconds of not being hit by a fart decreases n by X for any given enemy. All values relating to the debuff are divided by two when a boss is alive (0.5 times as effective; dps fades more slowly).
Recipe: «Jetpack (1), Fart in a Bottle (1), Soul of Flight (10), Plague Cell Canister (15)» at a Mythril anvil
: It would be fun and unique to have a set of wings that doubles as a light weapon. It would also be fun to have a little humor in the mod since most of it is very serious (the only exception being bumblebirb).
Rework of Hellkite
Summoner-melee combined weapon
If you hold the sword, you gain the buff "Drake Spirit", which summons a fiery Stardust Dragon-like summon.
Initially the summon doesn't attack enemies, but it can target foes, affected with a unique debuff: "Drake Flames".
Debuff inflict only by Hellkite itself and lasts 20 seconds. It deals the same DoT as "On Fire!".
Drake summon deals 30% damage of sword and instantly dissappear, if you switched to other weapon.
Inherits by Terratomere as Terra Dragoon (2 segments, have a separate i-frame counter) and by Exoblade as Exo-beast (3 segments, completely ignores i-frames, but deal only 15% damage of sword)
: Post-Plantera has much more powerful true melee weapons, and Hellkite remains only as material for Terratomere. This rework is to add more viability to weapon.
Make adrenaline increase attack speed (in place of some of the attack damage) to give it more of an emphasis on it's meaning.
Make difficult enemies spawn near auric ore.
At the moment, it seems to be a rather unnecessary obstacle in the game progression and doesn't provide an actual challenge, and adding enemies to the mix would change it from a short mining task to a potentially difficult part of the game.
move energy staff to post-providence or post-guardians so that I have an excuse to use the 2 sentry summons that drop from the moon lord
nerf random boss spawns again 😡
elaboration:
- being forced to turn off death mode/restart the world/suck it up and accept a death isnt a fun or interactive game mechanic, its just a waste of time that you're forced to do lest you waste more time.
2)disabling death comes with its own set of downsides, considering i personally want to have a death mode playthrough, not a revengeance mode playthrough with harder bosses. the differences in monster spawn rates/damage taken/etc is enough to make me not want to disable death. - lastly, if you're gonna force boss spawns on me, at least have proper conditions for their spawn rate. eye of cthulhu spawning twice on my first night when im trying to collect stars isn't a great time.
make an algorithim to change throwing to rogue in other mods.
it is no longer possible to use a lot of stuff from other mods now due to all the calamity throwing items being a different damage value, it removes all thrower/rogue compatibility and that doesn't work when all other aspects of the mod are completely compatible with most everything else.
Eidolic Reaver: Post-Polterghast Pickaxe
300% Pickaxe Power
~6 Use Time
Dropped by:
Polterghast Clones (10% Chance)
Eiolist (25% Chance) (Post-Polterghast)
Juvenile Eidolon Wyrms (33% Chance) (Post-Polterghast)
Adult Eidolon Wyrms (100% Chance) (Post-Polterghast)
: The Calamity Mod effectively includes mining to the very end of the game. When it extends past Supreme Calamitas, I think it could and should continue.
Cosmilite Ore spawning in Sky Islands and Planetoids
When DoG is slain, there will generate larger, worm-shaped veins of Cosmilite Ore in the Sky Islands and Planetoids of the world. Use in a Draedon’s Forge to make Cosmilite Bars, 1 bar per 4 ore.
Why?
I personally dislike farming DoG solely to get enough Cosmilite for all the stuff that I need, and would love another way to get it. I think planetoids and sky islands kinda fit with the theme of DoG; they’re in space. They’re also really underutilized, especially at that late of a point.
As a way to balance this out, you could increase the Cosmilite cost of the Draedon’s Forge, so you’d maybe have to farm DoG another time or two to get it.
why does "16 ore for 4 bars" exist?
just make it 4 ore for 1 bar, sometimes i only want one bar.
Lumenyl Orb
Requirements: Depth Cells (lots), Lumenyl (lots), Cosmilite Bars (not many, but we need a progression gate of sorts. any late game item works)
The Lumenyl Orb is a furniture item, taking up 3x3 tiles. Upon being placed down, it has no effect, besides emitting massive amounts of light and generally looking pretty. However, the Lumenyl Orb's true purpose is to allow making homes in the abyss! It grants a special effect to those in its radius that stops players from losing oxygen within its area, allowing for a comfortable stay! However, it doesn't restore oxygen, as to not make it a simple "abyss air pocket" of sorts. Maybe it could, though- could be more fun.
In addition to just providing air, the Lumenyl Orb also provides a boost to your Light Level, increasing it by 3 while you're within its radius. What's the point of having a nice house if you can't see any of it...? The Orb also makes it so that if you're in an air pocket, you don't horribly die. That way, your home can be dry and such.
Anyway, the orb has a few conditions:
- For the orb to work, it must be in an enclosed space. The orb is for homesteading, not general survival.
- The Orb's effective radius changes based on current elevation. At Layer 1 of the Abyss, the orb has a massive radius- maybe like 30 tiles from the center or something. At Layer 2, this goes down to 20. At Layer 3, this drops even further, to 10. At Layer 4, the orb completely and utterly fails. Some areas are just too hostile to settle...
In Terraria, you can settle basically wherever you please- not even the depths of hell are truly out of your reach! Having this orb as an option to allow for aspiring builders to tame the Abyss would be neat.
Replace the "Something is approaching" for Bumblebirb with "What is that?"
It fits the general theme of Bumblebirb.
General Vanilla Recipe change suggestions:
Feral Claws: from 10 Leather to 3 Stingers, 2 Vines, 10 Jungle Spores.
Current recipe lacks a jungle theme, despite the result's normal origin point. Leather comes from evil biome drops. Doesn't exactly fit. Besides, they're claws, not a gauntlet or glove.
Lava Charm: from 5 Lava Buckets, 25 Obsidian, 5 Iron/Lead Bars to 10 Silver/Tungsten Bars, 5 Hellstone Bars or to 10 Silver/Tungsten Bars, 5 Lava Buckets, 15 Obsidian
Lava Charm trivializes the nature of mining near lava, and it seems fitting that hell would hold the key to that sort of business. Alternatively, making third tier basic mining bars more useful sounds like a better idea than just discarding them.
Aglet: from 5 Lead/Iron Bars to 5 Copper/Tin Bars.
Aglets are early game surface kit, if you somehow haven't come across one, it shouldn't be that hard to get ahold of the early ore for it. It's only a 5% movement speed boost, really.
Some sort of recipe to craft Lihzahrd Bricks from Solar Tablet Fragments (4:1? 2:1?) perhaps would be neat as well.
Make the moss hornets drop stingers as you usually need stingers later game for the ahnk charm and it also just fits the enemy.
Make a seperate npc that sells boss summons as some mods collide and the stores become flooded with a bunch of items along with boss spanws, or in some cases a mod collides and now they are both selling summons
Blood of Icarus (accessory) - spend life instead of mana, gain x or x% amount of hp per magic damage dealt (+10% resource consumption rate)
perennial bar x20, ashes of calamity x15, core of calamity x10, blood orb x30 (or whichever materials seen fit)
buffed version of blood of icarus - maybe gain x AND x% amount of hp per magic damage dealt (+-0% resource consumption rate)
blood of icarus, phantoplasm x50, bloodstone x50 - for people who want life steal as wizards
Geomental Gem
Summons the lesser elementals to fight for you!
Summons the Granite, Ice, Cosmic, Chaos, and Earth Elementals
Ice Elemental orbits the player and shoots projectiles
Granite Elemental acts the same as the blood clots/dank creepers
Cosmic Elemental has a chance to leave a sword in the enemy, dealing DoT. The rarer the sword, the more damage the DoT deals.
Chaos elemental rams enemies before teleporting back to the player
Earth Elemental acts the same as his enemy counterpart but smaller and faster
Each elemental can only attack the same enemy twice per second, they have a separate invuln timer. They can not steal each other's invulnerability frames.
Crafted at HM anvil with:
1 Arid Artifact
5 Frigid Bars
Any Cosmic Elemental drop(Bone Sword, Star Fury, Enchanted Sword, or Arkhalis)
1 Key of Light
50 Smooth Granite
1 Large Diamond
A post-Cryogen summoner accessory that gives you additional DPS and nothing else, a sort of mini-HotE. Summoner in early-HM is pain as you don't get much benefit from killing any of the mechs or mech alternatives. This will help solve that problem.
Recently, we have noticed that many suggestions (almost half, maybe more) were reaching 50 stars and getting delivered to the Dev Server. Raising the required stars from 50 to 65, and therefore meaning less suggestions would get delivered, would allow the devs to focus more on the suggestions that do get delivered.
(Suggestions made prior to the raising will still only require 50.)
Linked is a poll where you can vote on whether or not you feel the star requirement should be raised.
https://www.strawpoll.me/17240104
New mage weapon idea for post plantera:
The Cretaceous Crusher
Tooltip: 'The staff radiates with dubious cosmic power, leading archeologists to now belive that the astral infection was the cause of the great extinction all those years ago...'
Crafting recipe:
10 astral bars
1 amber staff
1 meteorite staff
30 sturdy fossil
Right click attack: Causes a massive Dino egg to fall from the sky, once it impacts something (hits something) small dinosaurs pop out, the T-Rex's act similar to the spiders that pop out of the queen spider summon sentry, and the pterodactyls act similar to bees from things like beenades. Their sprites are extremely minimal due to how the bees and small spider's sprites are minimalistic.
Left click is a spell cast that shoots out a high velocity flaming dinosaur skill incased in amber, it will function like a staff blast (I'm referring to the prehardmode gem staffs) but of course with much much much higher damage, a larger hitbox, and infinite pierce and it sets enemies ablaze, making this a extremely effective crowd control weapon. I think this weapon would be a nice addition because simply, it would be a extremely fun weapon to use, and we barely have any prehistoric themed weapons.
Here's some proof of concept sprites I created:
Also for the sake of not clogging up the suggestions I will not include the other gifs
Revised sprite (Made more boney)
Overclockedwork Assault Rifle
“Their time is up”
Post-DoG Gun
Clockwork Assault Rifle + P90 + Cosmilite Bars @ Draedon's Forge
A clockwork assault rifle that has had its steampunky technology fused with modern and future tech, resulting in a slim and sleek combination rifle which glows blue, and fires cyan bullets regardless of ammo used. This altered coloration is aesthetic only.
When fired, the OAR lets fly rapid bursts of accurate, high velocity bullets. These come at 66% of the P90’s firing speed, but three bullets are fired per burst. If the player hits a target with all three bullets in a burst, the firing speed of the OAR increases by 10%. This effect stacks up to five times, decaying after three seconds of not firing or immediately after switching weapons. Bonuses are immediately lost if the user misses a target.
Fix projectile spawnpoints on spear weapons to avoid having a blind spot between the actual spear and the projectiles on certain weapons like the elemental lance
Remove Bloodstone from Post-Providence Treasure Bags
And let it drop from bosses itself.
: If you store bags from bosses like Clonelamitas and Ravager, then after Providence you can entirely skip calamitous buffed bosses, which nullifies the purpose of that part of progression.
Make Polterghast's clone visible on the minimap.
Increase Phoenix Blade's damage from 35 to, likely, 82.
: It's material, Breaker Blade, have a more that 2 times base damage (78 vs. 35), it is intentional?
Put yoyo bag in elemental gauntlet recipe
: seeing as yoyo bag is a melee accessory(and exo yoyos being added in the near future), it should be in a item that boosts all melee stats
Fix The Leviathan Hitbox, Air can do damage
Would be nice if you could add a recipe for the Paintball Gun or remove it from lategame recipes
Remove auto zen potion effect when fighting Martian Saucer
: Most likely because of this it becomes the only enemy I can fight during Martian Invasion
Planetary Defense System: An item that, when used, cancels any current invasion and prevents natural invasions. (also ideally affects pillars) Using it again stops this effect.
Why? Because it's seriously annoying to have to deal with goblins, pirates or martians. Active invasions also stop npc spawns, which is a huge annoyance.
Cosmolight lets you stop eclipses, blood moons, and both moon events, so why don't we have an item that lets you stop unwanted invasions?
Add a planetoid with a large body of water on it.
Why? Sky lakes don't actually count as space due to the world height being moved up, causing sky fishing to be a lot more annoying to do.
Add 1-5 items that are combinations of vanilla+modded crafting stations
in vanilla there are 44! different stations, and calamity adds 5 more, this takes up an insane amount of space. Also while using magic storage you only get 10 slots for crafting, making it tedious to switch them out.
Gravity Blade
This sword is an expert exclusive, post moonlord weapon that deals 150(ish) damage per hit, has a fast swing speed, as well as extremely heavy knockback, and when hitting an enemy, it causes them to have an uncontrollable form of the Gravity Potion effect, sending them falling upwards.
It would be crafted with 5 Galactica singularities, 10 luminite, a meowmere, and a Gravity globe.
It's visual appearance would be a silver, slightly purple tinted pink blade, the blade would be curved backwards as if it had a strong gravitational pull trying to make it round.
The Star (⭐) count required for suggestions to be delivered to the Dev Server has now been raised to 65.
(Any suggestions made prior to this message will still only require 50 Stars.)
Yharon heating up
I think that in the second phase of the Yharon fight, he should have a different coloured sprite, where he turns from oranges and greens to blues and pinks mimicking how fire turns blue when it gets hotter.
Allow the Drill Containment Unit to scale with post-Moon Lord progression.
The Drill Containment Unit has a pickaxe power of 210%. Because of this, it is unable to mine Uelibloom Ore and Auric Ore. The pickaxe required to mine Uelibloom is obtainable immediately after Moon Lord, but the ore itself won't appear until after Providence. Allowing the Unit to buff to the required 250% after Providence will provide a quality of life improvement. The Unit should also be further buffed after Yharon's fight to mine Auric Ore respectively (275%).
Alternatively, allow the Unit to be upgraded twice by combining the Gallant Pickaxe and Blossom Pickaxe.
Make wings that have higher flight time than the current tracers you have on override the tracers' wings.
: Because I would love to be able to wear celestial tracers for their ridiculous speed and have Drew's wings' high flight stats at the same time.
Gigaton Geode
Early-HM Flail
Affected by gravity
Upon colliding with an enemy, the geode breaks and launches a volley of rocks. The weapon auto-fires if this happens.
Upon colliding with a block while above a certain speed, a volley of rocks will launch into the air.
Rock volleys are affected by gravity
Chance to inflict Armor Crunch
Crafted at HM anvil with:
1 Arid Artifact
5 Souls of Might
50 Granite
50 Marble
A whole lot of flails are just number buffs compared to one another, leaving a lot of untapped potential. The fact that none of them have on-tile collision effects, despite being the weapon type that respects tiles the most, is odd. This would solve those problems and could also help generate interest for a relatively unique weapon type.
Add a description to Astral Chunks. I'm new at Calamity and I didn't know it was a boss summoning item nor to use it at night.
Resentful Eidola: Post-Polterghast Flail
Behaves similarly to The Nebulash. Upon colliding with an enemy, Resentful Eidola will spawn 1-2 Miniature Eidola that home in on enemies. Resentful Eidola ignore immunity frames and inflict 'Crush Depth' for 13 seconds.
Crafting:
1 Nebulash
75 Lumenyl
25 Depth Cells
10 Tenebris
13 Reaper Teeth
Intelligence Drive
“run_hate.exe”
Post-Plantera Accessory
3 Living Shards + 100 Nanites @ Mythril Anvil
A small USB drive, colored black and green. A small depiction of a skull can be seen on the tip.
Increases the damage and knockback of minions, and increases minion slots by 2.
Alters minion AI depending on the type of behaviors they used before:
-Flying Minions have a moderate speed increase, and become much better at clinging to targets a la the Dank Staff.
-Ground Minions become much faster, jump higher, and are slightly larger.
-Ranged Minions have their projectile velocity substantially increased.
Rogue damage alternatives for non-consumable Pre-HM Boomerangs (and possibly, ones for consumables as well).
You know why, unless you've been under a rock for a long while. Rogue suffers from a severe case of lack of variety in comparison to literally any other damage type that early on. Taking a page out of Fargo's book (which adds Throwing damage variants for most boomerangs) would alleviate the issue without demanding additional items be invented.
Combining all of SCal's music boxes gives you Music Box (Supreme Calamitas) which is the full part of Stained, Brutal Calamity.
I don't know why I suggested that, but it sounds really good if you needed the entire thing.
Add an ability to craft Flesh Cloning Vat and Meat Grinder, because those items are only available in the Crimson world and player isn't able to get them in a normal Corruption world.
Have the Dryad sell planter boxes that already have the seed planted in them.
Ideas for rogue weps for early game evil biome
Gloomy Shard
Throws a quick, shard of a Shadow Orb that flies straight before plummeting after enough time, can pierce up to two enemies.
Heart of Gored
Throws the dissected guts of a Crimson Heart that has a short range, but will release a few veins when coming into contact with a block or enemy briefly.
Both are obtained at a 25% chance from breaking a Shadow orb/Crimson heart, are non-consumable weapons, and are limited only to that method of obtainment as well as from their biome specific Fishing Crate.
A tool that could be crafted which allows one to press a hotkey to lock mouse movement on either the vertical or horizontal plane, mainly as a useful tool for builders
4 Ectoplasm + 4 Nightmare Fuel Unholy Essence -> Phantoplasm or
4x Phantoblood (New drop from Dungeon enemies after Moon Lord has been defeated) -> 1x Phantoplasm
: Reducing phantoplasm grinding
Edit: I'm sorry I meant Unholy Essence
Balence the damage/use time/ of most weapons for expert and normal mode when rev/death is not active
i feel this could really help the balancing with other mods such as thorium and spirit. As well as not letting people obliterate certian bosses in calamity with certian weapons
Make Yharon and Supreme Calamatis have a really cool death animation as they are the last 2 Bosses and it would fit the end of the game with them being the 2 biggest challenges .
**Anima Assurgens: **
Crafting: 1 Heart Rapier, 10 Living Shards, 3 Bloodstone Cores, and 3 Twisting Nether at an Ancient Manipulator.
Description: Upon being thrust, it does 200 melee damage and fires a projectile that quickly dissipates. Both the spear and the projectile heal the player upon dealing damage. The more defense an enemy has, the more the spear heals you, adding 3 health for every 5 defense.
The Heart Rapier is a really neat weapon, and I thought it would be nice to have an upgraded version of it later on. (Also, the name means "Waxing Soul" in Latin) Sprite Coming Soon!
Please, give Minigun a different sound effect, namely the one from TF2.
It's needless to say that Minigun's sound effect is, to be blunt, unpleasant. Besides that, it wouldn't be the first unique sound effect for Calamity to add, and references are fun, so yeah.
I made the sprites for the True Statigel Armor
(the statistics: https://docs.google.com/document/d/1Gw-29QYystleLawNnUSKw0-ZD2gClvF0gp0OxdcauUI/edit )
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.
Have a recipie for the Alchemy Table, sometimes world gen screws you over and doesn't give you one. It's required for some things, ex: Zerg Potion.
15 Gel
15 Pink Gel
10 Bones
5 Bottles
The recipie items were Nightmare Fuel's idea
add something that you could use that would change boss themes with the extra themes if they have them
Add a vanity set that drops from the cultist assassin called calamity robes, it would be like the cultist robes, but the blue and yellow colors would be swapped for red and black respectively
Crafting recipe for Magic Quiver please, farming skeleton archers is a pain
have armor setbonus and accessory actives give a debuff to show their cooldown.
it would be a nice indicator to know if your ability or revive is up instead of having to guess
Marrow crafting recipe:
1 Platinum/Gold bow
5 Hallowed Bars
2 Ancient Bone Dust
50 Bones
The Marrow is a necessary component of the Heavenly Gale, but is a very rare drop from a specific enemy. A recipe would help with those times that you just can't find it.
What if there was an upgrade to the Omega Blue armor? It could be end-tier, like the Auric armors. That set bonus it gives is pretty unique, and I wanna play with the set a bit longer than slightly past D.O.G.
The desert scourge should have explosion resistance because as of right now, even in revengance mode, you can still kill him in under 20 seconds with grenades. I wouldn’t doubt that it’s possible to kill him with nothing but some platforms and like 30 grenades.
Tranquility Candle
Reduces spawnrates by 15 times.
Has a radius a bit more than the peace candle.
Crafting: 3 Peace Candles, 3 Souls of Light, 4 Pixie Dust, and 1 Zen Potion. Made at a workbench. Makes 2.
Chaos Candle
Increases spawnrates by 15 times.
Has a radius a bit more than the water candle
Crafting: 3 Water Candles, 3 Souls of Night, 4 Essences of Chaos, and 1 Zerg Potion. Makes 2.
: Both water and peace candles are very useful in vanilla, but in calamity they get overshadows by zen and zerg potions. This would make candles useful again, and it would be easy to code, as it uses stuff already in the game code.
Tranquility Candle:
https://cdn.discordapp.com/attachments/535707025665949698/535835233451245568/Tranquility_Candle.gif
Chaos Candle:
https://cdn.discordapp.com/attachments/535707025665949698/535835284475084800/Chaos_Candle.gif
Candles Off:
https://cdn.discordapp.com/attachments/465195069406707722/535864720792748082/Chaos_and_Tranquility_Candles_Off.png
Amazing Sprites by Javyz
Buff Hive Mind / Perforators weapons ... a lot
When you kill HM/Perforators you can get Aerialite, Aerialite Gear is one of the best in Pre-Hardmode
But what happend with HM/P. Drops ? only alternative versions of Corruption and Crimson weapons, and those are really weak
Extremely minor detail that I realized bothers me too much:
Providence's mask is based on her old sprite, not her new one. I know respriting isn't a priority, but I have to point this out or my brain is gonna bust.
Have cross-mod compatibility with Census mod? (Town NPC checklist mod)
some way to disable/reenable the cultists to spawn at the dungeon. it's basically every in-game day that I end up spawning the lunatic cultist
Maligned Cosmos
Hardmode Painting
Sold by Painter if the Painter is in an Astral Biome
A large painting that emulates The Starry Night by Van Gogh, but using Astral colors - purple, white, blue and orange.
make something spawn due to high rage like an illusion or something please
Change out the bones in the life crystal crafting recipe for blood orbs. Since blood orbs can be obtained on a blood moon, but are all but useless until you get an alchemy table, it would be nice to have something to put them towards pre skeletron and since, you know, hearts use blood to work.
You know what mechanic from vanilla seems to have been left in the dust? FISHING. Post moonlord there isn't any reason to fish! My solution to this? Add some special rewards and fishing quests. One could involve fishing during the acid rain to receive a lead core, another could be a profaned fish, which can be crafted into "profaned fillet" (I'll put that in detail in a separate suggestion), And perhaps using the hotline fishing rod could fish up some fun stuff in the profaned crag.
Profaned Fillet
Post moonlord item crafted from a fish that can be caught in the hallow/underworld. Gives the well fed buff effects for 1 hour, but does not actually take up a buff slot so you can use it for other things.
"Sacrilegious? Maybe, but it tastes so good!"
Just a suggestion for one of the potential future bosses; Yharim mainly. Well, I think he's gonna be a future boss atleast. What I was thinking of is something to do with the way he's fought?
Perhaps when you start the fight with him, it could teleport the both of you to an arena, and for every phase you get through the arena gets just a bit more damage; at first it could just be some shattered blocks and such, but as it progresses further the damage becomes more apparent, until there's just a huge split in the middle of the arena? I feel like it could give the boss fight a... powerful feeling, if anything else. It truly makes the player character feel like they're one of the strongest in the land, fighting the only one they can truly call a rival at that point in a single, massive duel; the two's power clashing enough to shatter and break the arena around them. I feel it would really add to the feeling of the fight. Just a suggestion though.
Calamitise is human so, why not at the start of the SCal fight she turns from human to the eye thing, and when you kill her she turns back to human
An option to remove the mechworm from high tier summoner armour because it's hilariously buggy
Change the adrenaline meter system to automatically activate after 5 seconds/when it starts losing power, regardless of your position and time.
It's just annoying that you have to find a perfect time to use adren, and if you wait too long, the boost wont even last a second (probably a bug tho).
Xeroc Dye, cuz rouge dyes matter. Mainly saying this because we have all other celestial dyes post/pre-moonlord but not xeroc, maybe uses 10 meld + water? I think this dye should give the accessory/armor the Xeroc color scheme, as well as giving the same radiating effect Xeroc Armor gives
Make the Living Loom craftable, since all it's used for is furniture and it's not a guaranteed item that you can get in worlds.
The Butterflyfish
A mount that lets you explore the oceans quickly.
Upon use, spawns a circular vehicle that can sputter very quickly through water and gives off light but has no mobility on land. Can be destroyed if damaged too much. On left-click, shoots a laser that slows enemies -- has a usage cooldown of 2 seconds. Grants the Anechoic Coating buff on use.
Crafted at a Mythril Anvil with: Wire, Platinum, Adamantite/Titanium and Cloaking Glands.
: An early-HM mount that lets you explore the Abyss and Sulphurous Seas would be great, since it would provide protection from creatures and allow for easy getaways if stuff gets meddlesome.
Add a changelog to the wiki
Buff the Dark Sun Ring. Currently it's not worth making, and is outclassed by every other accessory you can make at that point. It was worth equipping before its severe nerf.
Can you please make it so that you can make the Amalgamated Brain and the Bloody Worm Scarf at a Tinkerer's Workshop? You can get the ingredients for both Pre-Hardmode, so it doesn't make sense that something that only requires two Pre-Hardmode items in Hardmode.
Make the Dragon Egg craftable at an ancient manipulator.
When non-linearity update happened, its recipe was changed, but the crafting station wasn't, meaning you still can't fight Yharon without beating DoG first.
If this is even possible
Ok so put the normal vanilla ocean somewhere in the middle of the map, along with some how making the world longer (like you guys did with making the world taller) and the make a Giant dried up ocean where the vanilla ocean was and make it the place that the desert scourge got dried up at, and make it have a bunch of dried up enemies the used to live there and have those be the enemies, Also have hidden chest with loot that can only be unlocked with a desert key from the Desert Scourge, And have Victory shard deposites around there that would be guraded by some sort of guy maybe? (thank you to @proud olive for the end part)
Eidolic Aspiration: Post-Yharon (Phase 2) Summon Weapon
Summons an Eidolon Wyrm that gets longer as more of it is summoned. The Eidolon Wyrm’s damage is multiplied by 105% per segment (~250% base damage at 20 segments). The Eidolon Wyrm will gain attacks based on how many segments it has.
4 Segments: Spawns Homing Fireballs.
8 Segments: Spawns Ice Mist.
12 Segments: Spawns Lightning Orbs.
16 Segments: Spawns 3 Phantoms that circle the Eidolon Wyrm’s head.
20 Segments: Cannot grow anymore.
Crafting:
1 Stardust Dragon Staff
1 Staff of the Mechworm
7 Yharon Soul Fragments
13 Reaper Teeth
Saber of Three Entities
Post-ML broadsword
Fires a projectiles, was depends on swing number.
Swing 1: Crystyl Ray, fly a fast, on hit explodes into 4 crystal bullets.
Swing 2: Beast Fangs, leaves a trail of less damage clones, which dissappear after few seconds; pierces infinitely.
Swing 3: Flame Burst, Flying Dragon's speed, but homes and on hit burns a enemies with Holy Flames.
Swing 4: as Swing 1 and further.
Craft: Cutlass + Trinity + Ferathorn Claymore + Hellfire Flameberge + 10 Unholy Essence + 5 Galactica Singularity + 5 Luminite Bar @ Ancient Manipulator
:
- Upgrade of Calamity Hardmode Ores swords, like lances and bows.
- Some unique melee weapon.
- Upgrade of Cutlass

Replace Planetoids with the Asteroid Field Biome from Peculiarity
(This would obviously require either contacting iWasHere or reworking the concept into something original. I am not suggesting stealing it, just using it as an example.)
Planetoids aren't very interesting and feel really low-quality compared to the other content in Calamity, like something from Baby's First Worldgen Mod. The Asteroid Field biome from Peculiarity is a more unique environment and a more thematic place to find Exodium Clusters, which could be integrated in several ways:
1.) Asteroid Field generates on world creation and is made of asteroid rock; defeating the Moon Lord causes Exodium Clusters to generate in the asteroids
2.) Generates on world creation and is made of Exodium Clusters, which are not mineable until post-Moon Lord
3.) Generates after defeating the Moon Lord for the first time (would be cool, but not sure if possible), made of either asteroid rock + Exodium or just Exodium
4.) An enemy spawns in the Asteroid Field that drops Exodium Clusters in the same vein as Meteor Heads (if appropriate to make it a renewable resource)
Cinderplate would be the "brick" form of Exodium Clusters and could be renamed something more clearly related to it. This idea would not solve any problems related to raising the world height.
Make the Victide Armor Set reduce breath loss when in water.
Why? it doesn't make sense that the Victide Armor reduces breath loss in the Abyss only, while not doing anything outside of the Abyss. If it already reduces breath loss everywhere, at least state so in the armor set bonus.
Idea: rework flower boots so they can grow life fruit and glowing mushrooms in their respective biomes.
: Removing grinding. Calamity nukes the spawn rate of life fruit post-plantera so this should be fine.
Add cosmilite tools and also hammers and axes for other ores.
just to keep things consistent, vanilla has got each type of tool for every ore pretty much.
Make the IOU require Ashes of Calamity as an alternative recipe since the Calamitas doppelganger is considered to be the alternate Plantera fight.
New flamethrower fuels:
Pink gel: Bounces infinitely on blocks, lasts longer than normal gel, has a damage bonus. However the projectile doesnt pierce. An upside against a single target, but much worse against multiple
Normal living fire: Functions the exact same as gel, with higher damage and projectile speed
Cursed living fire: Inflicts cursed inferno with a high damage bonus
Living ichor: Inflicts ichor and has a high projectile speed. The ichor lasts only for about half a second, its not meant to be used to combo with other weapons
Living demon fire: Inflicts shadowflame, the projectiles have low speed but last ages to make up for it
Living frost fire: Inflicts frostburn, the projectiles are extremely fast but dont last long
Living ultrabright fire: Has a small damage bonus to make up for the fact it doesnt inflict a debuff, but the flames penetrate blocks and give off a load of light
Profaned fuel: Dropped rarely by providence, functions as an infinite flamethrower fuel, functions mostly identical to gel, with a high damage bonus and inflicts holy flames on anything unlucky enough to be licked by the flames. This debuff lasts forever
Make shadow scales and tissue samples only be found in treasure bags on revengence mode
As the bosses themselfs drop it, you can just farm them until you get enough to make the set to kill them
Stained Crystal Staff
Late Pre-Hardmode summoner weapon, meant to be the classes Night's Edge. The Crystal's minions would behave much like the Hornet Staff's minions, flying close to the player's back in a nice line. The Crystal minions would shoot a burst shot of three, piercing red-violet shards that travel in a straight line. These shards would be fired quickly, move fairly fast, and go through walls.
** Recipe:** Imp Staff, Hornet Staff, Dank Staff or Blood Clot Stuff, Seabound Staff
Why?: Out of all of the "official" classes, the summoner lacks a Night's Edge type weapon. With this, it could flesh out the early summoner a little bit, and could pave way for a Terra-Minion and above.(edited)
Revert Rogue damage to Throwing (or explain the long-term plan for it as a class)
The addition of Rogue damage breaks compatibility with Throwing content from everything, and as of right now, there's nothing distinguishing Rogue weapons from Throwing weapons, even thematically (like Radiant weapons from Thorium and arguably Summons in general--basically specific subtypes of Magic). Not only is this change not mentioned on the changelog channel, references to Throwing are still made (ex. Xeroc Armor). Right now it's not really clear why Rogue damage was added at all. If it's going to stay, it'd be nice to know what the plans for it are.
Or alternatively, change throwing damage entirely to rogue instead of making a slightly separate class. This will also allow compatibility with quite a lot of other mods, considering that calamity weapons are currently superior to others in terms of rogue class. as it's unlikely throwing will overtake rogue ever again, maybe rogue shall overtake everything throwing.
Death message for the nullification pistol should be “[player] wasted their life for that last shot.”
What if the pillars had special drops, like the vortex one drops a special rocket launcher r something like that
In addition to @valid yoke 's suggestion, maybe you could add an alternate version of rogue weapons that deal thrown damage, like with the Seashell Boomerang having a melee and a rogue variant
If I may: is it possible to have the bonus minions from Auric and such armors not occupy a buff slot, or at least give a way to deactivate them if it's impossible to remove it as a "buff"? Like, deactivating them would stop them from respawning until you reactivate the set bonus by de-equipping and re-equipping an armor piece.
Dust Devil's Daydream
"Ancient Relic lost to the sands of time..."
A post polterghast accessory that acts as a buff to blood pact. As it stands right now it is probably one of, if not the worst accessories in the game. Equipping this accessory while it is visible will summon 3 dust devil skulls which closely orbit the player, double the player's health, and have scaling damage resistance buffs depending on what armor the player is wearing (15% anything tarragon and below, 20% bloodflare, 25% godslayer, and 30% silva, auric tesla, and demonshade). This is known as "Tank Mode" Which also increases enemy aggro. Disabling visibility of the accessory will cause the skulls to rotate the opposite direction (if that's possible, if not then they can just disappear) and instead cut the health and damage resistance of the player in half, and give scaling damage boosts (Same percentages as damage resistance in tank mode, but divided by 2) This is called offense mode. This will bring blood pact to the rightful "ultimate tank accessory" position it was always meant to have, or give more skilled players extra damage if they choose. In addition, being in tank mode will increase rage damage by 5%, and being in offense mode will charge adrenaline 5% quicker. Crafted with Eldritch Soul artifact, Blood Pact, 5 ruinous souls, 5 grand scales, and 30 phantoplasm at an ancient manipulator. (And yes, it's edgy af to keep with blood pact's theming
)
A profaned basin to go with the cosmilite basin. Why? Because... just look at the thing, who wouldn't want that?
New Deathmode Doggo AI change:
-Doggo is invulnerable when any of the DoTs are alive.
Why: Right now, the difference between Rev and Death Doggo is just the background, slightly faster pattern, movement, and laser walls as well as the insta-kill head. It feels very similar to fight between the two modes. This would help make Death Doggo stand out and it would also prevent skipping them. Right now, killing Doggo instantly despawns the DoTs allowing an easy skip with adrenaline and good gear.
Make Aquatic Scourge drop Essences of Cinder
If Brimstone Elemental and Cryogen drop Chaos and Eleum essences respectively, why can't Aquatic Scourge drop it? The aforementioned essences are already super easy to get while Cinder tends to be harder to farm for.
Separate message but here's the difference
Guiding Flame
Post-Plant/Clone Mothron drop
Tool
While active, a flame will pop up on your cursor. All summons will be permanently aggroed towards the flame. Attacks will still hit any enemy that happens to get in between the flame and summons.
Does not trigger rev+ penalty
Summons are super dumb and rev+ summoner forces you to just sit around until the boss dies or lose DPS. By forcing constant targeting, the summons will no longer stop attacking and they'll hit whatever you need them to as long as your target is on screen. There also shouldn't be any situation where the summon will return to the player with this item. Summoner's can now both do something and not have to rely on rarted AI.
As an addon to Mecha-Womandrill's suggestion, it'd be nice if you could put the flame on an enemy to make your summons permanently aggroed on them. On more mobile bosses I can't really see this being useful on them otherwise (read: ... practically every boss post-plant except ravager). The right click targeting feature is meant to do the same thing but it is extremely iffy to say the least.
https://docs.google.com/document/d/1-riXBR0DP2aQw-9m4vaZfXfBiGueApuYe2JknyLAj40
put it into a doc :’)
Industrial Explosives
It's just like dynamite, but, like.. a bigger blast radius. Y'know, for when you reaaaalllly wanna clear an area out. Like, eh, maybe 25-40 blocks radius or something? Recipe might be three dynamite.
Cinder Javelin
Non-consumable, 70 damage, pierces up to 5 enemies
Recipe: 12 Essence of Cinder, 8 Adamantite/Titanium Bars
Chaos Javelin
Non-consumable, 80 damage, inflicts abyssal flames, no pierce
Recipe: 12 Essence of Chaos, 8 Adamantite/Titanium Bars
Eleum Javelin
Non-consumable, 80 damage, inflicts frostburn, 10% chance to freeze normal enemies, no pierce
Recipe: 12 Essence of Eleum, 8 Adamantite/Titanium Bars
Elemental Javelin
Non-consumable, 250 damage, inflicts abyssal flames, frostburn, on fire! and cursed flames, pierces up to 8 times
Recipe: Chaos Javelin, Cinder Javelin, Eleum Javelin, 5 Galactica Singularities, 10 Luminite Bars, 3 Cores of Calamity
: Early-HM is a bad area for rogue weapons, this will hopefully fix that
Phase 2 Yharon Drop:
Yharim's Soul
Similar to the Demon Heart and the Celestial Onion, this gives the player 1 extra accessory slot that can only be used for wings, like the WingSlot mod.
Revengeance Drop
: Opens up possibilities for SCal buffs and future bosses.
Contagion should be crafted with Phangasm and Shadowspec bars instead of Phantasm
Make the moon lords head eye open up more often or nerf it's health. Right now after you kill the hand eyes it's just a waiting game until the moon lord opens up his head eye. This makes the fight very tedious and artificially drawn out. The eye should open more often to give you more oppurtunities to damage it.
translate in french
Maybe add information for some vanilla armors about how much minion slots they add instead of just "Increases your max number of minions" (same for Set Bonuses of some armors), like with the vanilla wings.
Fan of Knives
Hardmode Rogue Weapon
5 Crystal Shards + 100 Pixie Dust + 5 Adamantite/Titanium Bars @ Mythril Anvil
An enchanted dagger that splits upon being tossed, allowing it to hit multiple targets.
Fan of Knives has two functions; The first is the LMB, where the user will charge forward and strike the first thing they hit, akin to dash attacks from various shields. The user is immune to damage while charging, and upon impacting a target is sent backward.
RMB unleashes a spray of knives similar to the Vampire Knives, but in a much more controlled spread of eight daggers, going in a tight conic pattern. Upon hitting a target with the RMB attack, the user is knocked away from the target.
Buff Enchanted and Beam Swords
An easy way to do this would be to increase their damage per hit and/or make the beam appear on every swing instead of on a timer like it is now
: These things are supposed to be a big deal (they have special shrines dedicated to them) yet they're largely overlooked due to other, better weapons existing. You might use the Enchanted Sword up to Skeletron (maybe not even then) and you probably won't use the Beam Sword at all. Giving them a buff might make more people use them.
Make the slime god slimes drop through platforms. they are way too easy to cheese with just a few platforms.
Align Polterghast's Horror hitbox and contact hitbox
I'm not sure if this is a bug or even intentional, but currently Polterghast's Horror hitbox is slightly bigger than his contact damage hitbox. This means that he can inflict Horror without dealing damage. This leads to either you getting caught due to slow down or getting your defense axed even though you weren't hit.
While it does take a long time to complete the game, i'm wondering if some kind of "newgame+" type of deal could be added to add run time, a lot of people play Terraria just to play it and this would facilitate not just going through the game as a different class. It would also likely not take much effort just ramping up damage/Hp numbers, but im not a coder and it would probably take more work than im letting on, i think still a fun idea to play around with.
wooden arrows can be directly crafted into flaming arrows at a hellforge without using torches
if the molten fury can do it why can't the hellforge?
since your buffing the pre-hardmode vanilla armors, maybe a buff to Cobalt, mythril, and adamantite armors too since palladium, mythril, and titanium armors way outclass the other sets?
Cobalt: On hit gain a buff that increases your class's damage by 5%(debatable) for 5 seconds, similar to the regen boost from palladium
Mythril: On hit, 10% chance to spawn a shard of ichor that flies across the screen, giving ichor to enemies for 3 seconds, there can only be one screen at a given moment
edit: Or maybe have it be a cursed fireball on worlds with a corruption, and ichor on a world with the crimson biome, Credit to Doctor Bright for that one
Adamantite: Give a 10% movement speed buff on hit, lasts until you get hit, 30 second cooldown when lost
edit: Many people have suggested a longer invincibility time, or a dash attached to the armor
Edit 2: any thing that says "on hit" happens when you hit an enemy
Edit 3: buff names could be cobalt rage and adamantite veins. I'm not good at naming buffs
Edit Final:
The Cobalt, Mythril, and Adamantite armor sets feel week compared to their counterparts, and having these buffs could make them useful or just fun to use even if not good enough
Hollowed should also maybe have a health bonus, like +25-40 (melee set) health
edit: a friend suggested maybe have the armor give off light when you are wearing a full set
edit 2: i may just redo this set bonus with a better idea. 25+ health and light seems kinda week considering what i thought of earlier
Hallowed feels too glass cannon-y, but without super good damage, and i think utility + more health would help
to make it better for tanking so it may be useful like titanium
edit: i remade the armor set with new buffs, so it would feel more unique
edit 2: wow i seriously didnt think this one would get 65. i feel odd, and wish my other suggestion for the hallowed armor buffset would have been better, but people have spoken
1 more thing:Chlorophyte armor set bonus:
Buff the chloropyhte crystal thing above your head to deal more damage to keep up with titaniums ability to drag out a fight, while chlorophyte would be about ending it fast
edit:
The Chloropyhte Crystal is too inconsistent to be a good set bonus. fixing it would either be making it deal more damage, making it good for burst damage, or upping its fire rate to make it hit more consistently
This may seem like a lot of work and Im sure you already have something planned out for the end of the game, but I was thinking what if there was a new structure that could be a ruin of Yharim's castle? I dont know how large the structure could be since I have no clue how the fight will work if there will be a fight for him at all. However I feel this structure should be absolutely unreachable until you beat Supreme Calamitas (or cheat). Since it would be the final area it could house new bits of lore and a great place to use post-Calamitas gear.
Add a Geltic/Goo Hamaxe sice theres only a pick.
Suggestion:
Make the Halibut Cannon glow if it drops, so it's more clear if someone gets it to actually drop.
Make an alternative to the hallow biome with a similar-ish theme and much different colour (orangy-gold?). It should still fit with providence in some way or another. No idea what to call it though.
we got a corruption alt so why not a hallow alt? plus this would add so much more possibilities for weapons, enemies etc.
Banner Collection
Allows you to combine banners from same bioms or zones into one accessorie that gives you buffs of the banners.
Creature Almanac
Combines the effects of all Banner Collections
I have an alternate suggestion to @timber swan 's suggestion:
Add a profaned biome to the world when the moon lord is defeated. I feel that this would serve mainly as a biome to fight providence and the guardians in as an alternative to the hallow or the underworld
Could each weapon have a sort of special technique the player could use after mastering it? Just to spice things up by using different weapons?
Damage increases in weapons when using them together with certain other weapons.
For example, enemies take more damage from Gold Bullets when inflicted by Ichor from Golden Shower, having a Ice Clasper summon not deal much less damage when using together with other Ice-themed weapons, e.t.c. This is to make people want to "theme" their weapons, add "combos". Thought it'd be a cool idea, may be hard to implement though.
Make Yharim's Crystal drop be affected by the Defiled Rune
It currently has a 1/100 drop rate from Yharon, it'd be good for consistency
Plague Swarm: PBG Drop
Summons 3 Plague Clouds that surround the player. Plague Clouds will release 2-3 Plague Wasps that slowly home in on enemies. Plague Wasps inflict ’The Plague’.
: PBG is currently one of the few bosses without a summon weapon and I thought that trying to change that would make for a good suggestion.
Pirate Maps and something that spawns Martian Madness should be sold by the Pirate and Steampunker/Cyborg respectively. (When the events have been defeated.)
: Pirate should sell because it's themed, and both should be buyable to decrease grinding.
Add info about #other-discords and #general-media to the post in #rules to keep in line with other channels.
(#other-discords might not need it as it seems self explanatory but could be added for consistency.)
Suggestion:
The great sand shark is an enemy in the desert, which is a rather nice source of essence of cinder if you're lucky.
Make him drop it, since he doesn't.
Make Souls of Light/Night unable to drop or reduce the rates dramatically (likely by half or so) while a boss is alive to prevent anticheese and only moderately (by a third or quarter less) while under the zerg effect to prevent easy grinds and cheesing
Just a thought but maybe add a way to live in the void
I mean the place looks and atmospheric-allay feels awesome,
I would love to have a base there.
To add to @tawdry condor's suggestion:
Charm of the Voidwalker
Dropped by Yharon at a semi-low chance, and by the Adult Eidolon Wyrm at a 100% chance.
Provides infinite water breathing and gives +6 light levels for the Abyss.
Pacifies all Abyssal enemies.
Nullifies effect of water (no swimming, acts like on land), togglable via visibility.
Reason: Like WillBill said, an Abyss base would be great, but isn't very doable currently. This would make it much easier, and would only be obtainable after all the challenges of the Abyss are completed.
new idea to my hallowed armor set bonus buff post earlier:
Set Bonus: Gives off light when a full set is worn, gain an activated ability(hotkey of your choice) that gives X% damage resistance for 10 seconds. Each time you get hit X% damage resistance goes up by 1%, capping out at 15%
Each time the ability is used, it has a recharge time of 2 mins
Hallowed armor has always seemed too glass cannon-y for an armor set, and it would be neat to have this kind of ability as tanking would help with tactically reducing damage later
Glitter Bottle:
Crafting: 3 Gypsy Powder, 3 Victory Shards, and 1 Bottle at a Hardmode anvil.
Description: When used, a cloud of glitter will be thrown that deals 25 Rogue damage and inflicts the Glitter Eyes debuff on enemies for 3 seconds. Glitter Eyes Debuff: It's pretty but it hurts! Causes enemies to lose 5 health per second, and enemies will also release small clouds of glitter that can damage nearby enemies for 15 damage. When a player is afflicted, players on their team will take damage from the emitted glitter and the screen will be slightly sparkly.
I feel like some more Rogue variety at the beginning of Hardmode could be nice, and items like Gypsy Powder need more uses.
it would be cool to be able to write !wiki "x" in game and a page pups up
Make the banners from the Dungeon Defenders 2 event work. Since this event is already a pain, having them work could make it less tedious to farm. It would be wise too to increase the number of kills required to obtain those specific banners (something around 500 kills)
More fishing content. Add special crates that you can get with special rods like a cursed crate from the calamity biome or add a room in the dungeon that you can fish in with a hook from a certain boss or make fishing pools into weapons that can be upgraded and they stick onto enemies and slowly do damage it would go great with the mod and would add a new class for new types of players to enjoy. It would also make the desert scourges drops more worth farming for.😁
Make nurse reset Silva revive and max health reduction, at least outside of boss fights
Getting your health gimped for the rest of your current life sucks, especially since you have to die to reset it. This would fix that.
Slag Staff: Brimstone Elemental Drop (Summon Item)
Summons Brimlings. Brimlings fire volleys of brimstone hellblasts and abyssal souls at nearby enemies.
: Similarly to PBG, the Brimstone Elemental is one of the few bosses without a summon weapon. This suggestion is meant to fill that gap.
Upon defeating Yharon (phase 2) for the first time, Calamitas should spawn that night, and taunt the player. It’s not a fight, she just circles the player while her dialogue appears in the chat.
“I see you managed to destroy the old tyrant’s pet. Do you really think that means you can destroy me?”
“Very well.”
“If you desire a painful demise, I await you. You’ve earned it.”
Elemental Ores
All can be mined with Molten Pickaxe or higher, generates after WoF and can spread through respective biome's blocks
Shining Chunk
Generates in Underground Hallow in medium counts
1 Soul of Light = 4 Shining Chunk
Darkening Chunk
Generates in Underground Corruption in medium counts
1 Soul of Night = 4 Shining Chunk
Simular with Essences of Cinder (Desert), Eleum (Snow) and Chaos (Brimstone Crag).
:
- Peaceful and non-grinding way to get early Hardmode resources.
- More viability to mining thing. Vanilla and modded progression really outshines that one of core mechanics.
- More content for Hardmode biomes.
Another pretty big suggestion from me, but this is something that can be done a bit at a time...
- slightly buff weapons in damage
- give better armour set bonuses to some vanilla armours that are generic.
The reason i say slightly is to not remove the challenge. Vanilla armours are good for their def but have no specialities at all and can be very time consuming and pointless to obtain. Some things just need to be slightly more viable and not entirely useless.
To build on the suggestion above, some new armor set bonuses for vanilla armors:
Bee Armor set bonus
When wearing a full set of Bee Armor, you will release bees whenever you are hit by enemies. These bees would bee strengthened by the Hive Pack.
This change would potentially mean requiring the Honey Comb in the recipe for the armor.
Molten Armor set bonus
When wearing the full set, melee weapons inflict On Fire! For about 3 seconds.
This change would potentially mean including the Magma Stone in the recipe for the Molten Armor.
Maybe have the enemies in the abyss have a larger detection range while a blood moon is active?
Make it so moon lord's eyes have a higher damage resistance while closed instead of invulnerability, probably buff their health a bit aswell to balance it out
Vile Boomerang
10 Demonite Bars
5 True Shadow Scales
15 Vile Mushrooms
Same mechanic as Seashell Boomerang in the way that it can be used again before returning.
Flesh Boomerang
10 Crimtane Bars
5 Blood Samples
15 Vicious Mushrooms
Crimson alternative to Vile Boomerang
Used in Elemental Disk crafting recipe
Hardmode has the Mangrove Chakra and the Flame Scythe, and Pre-HM has little rouge gear. This would be a nice upgrade to Seashell Boomerang for Slime God, Skeletron, and even WoF.
Astral star lantern:
Made with:
a star in a bottle
1 astral bar
1 aureus cell
Made at:
a hardmode anvil
What the heck is this and what does it do red?:
Simply put, a hardmode star in a bottle upgrade.
It looks like an astral themed lava lamp with miniature astral stars floating inside
When placed it gives off a soft astral glow as well as granting the following effects:
starry aura:
Increased max mana by 100.
astral power:
Combination of mana regen and magic power potions, effect intensity increased by 3%
Works as a valid lightsource
Life fruit vase:
Made with:
a heart lantern
a life fruit (duh)
1 chlorophyte bar
Made at:
hardmode anvil
What the heck is this and what does it do red?:
Exactly the same as sugestion above, a heart lantern upgrade for hardmode.
It looks like an elegant sealed green vase, partially translucid, holding some ripe, delicious life fruits inside.
Emitts a powerful green light and works as a valid lightsource.
◇grants the following effects:
overgrowth aura:
Max life increased by 50
gaia's power:
Combination of regen, endurance, lifeforce, swiftness, heartreach and ironskin potions.
Fix the description of Charred Idol, it still says Calamity Biome
Please add a disciption to the Eidolon Tablet (let it say that it summons the cultist), because me and my friend just used it a it after we killed planetra and somehow managed to kill the cultist and now the pillars exist and we cant kill a single mob there
Another suggestion pertaining to the Astral Infection, if possible it would be good to have its mob spawns not override those of a Meteor biome, and instead have both spawn at once. While not urgent or even necessary, it would be a nice QOL change for artificial biome farms.
add something new that the Adult Ediolum worm drops since its stupidly strong, like it basically takes post Yharon gear to kill
Make crystal vile shard useful
34 damage, a little higher fire rate and lower mana cost.
Buff nettle burst too.
Make the permanent health/mana increase items reusable even after you’ve used the maximum amount, but only to change the color of your health and mana bars.
Sometimes reloading or updating the mod will change the color of your health and mana bars, and if you took the time to change them to a specific color it can be annoying.
Statis' Master Belt
Crafting:
Statis' Ninja Belt
Rouge Emblem
30 Nightmare Fuel
30 Endothermic Energy
15 Phantoplasm
Asgard's Valor
Statis' power forever locked, this is the last of his artifacts. Grants a toggleble Rouge Dash that can dodge enemy attacks on a 10s cooldown. Rouge attacks now inflict the Elemental Mix debuff; holding a Rouge weapon increases defence by 10.
Immunity to Fire blocks and Knockback. Immune to all debuffs blocked by Asgard's Valor
: Rouge does not have a wide array of accessories at the moment; and Statis' Belt of Curses is more of a summoner item. Maybe have a rouge-oriented version of that? This can path the way for future items built from Asgard's Valor and Elysian Aegis separately instead of Asgardian Aegis being the ONLY way to go.
Remove the 3 minibosses/bosses before the DOG fight (when using cosmic worm)
the 3 bosses before the actual DOG fight are really good practice and all that, but after like 3 times of killing them it just gets extremely annoying. 3 times is more than enough in my opinion.
Boomerang of the Night:
Pre-Hardmode Night's Edge tier boomerang.
Recipe:
1 Flamarang
1 Thorn Chakram
1 Dark Thrower (Demonite Boomerang, recipe below)/ Bloody Thrower (Crimson version)
1 Crescent Moon@ Evil Altar.
Dark Thrower recipe:
5 Demonite Bars @ Anvil.
Bloody Thrower recipe:
5 Crimtane bars @ Anvil.
Crescent Moon is from Dungeon Chests. Thanks That Guy for the suggestion.
As the slayer of gods ravages the world of its resources and life, the now hollow earth below turns cold in agony. The last creatures of their kinds cower in fear, while others band together in one last stand against the ruthless mortal.
Make common enemy spawn rates fluctuate after their biome specific boss is defeated and/or major game events
(I.E. the defeat of WoF causes common underworld enemies to spawn more frequently, and the death of Brimmy causes common underworld enemy spawns to decrease.)
If you don’t get what I’m trying to say, some bosses are the real heart and core of their biome, and the will of their minions and enemies shall die with them.
Why? Besides the bosses, I feel common enemies need more life to them.
once in hardmode, harpies are buffed and drop essence of cinder
Yharim
theres only 1 thing that this fight needs, some sort of emotion, make the beginning of the fight him taking small amounts of damage and him explaining everything, how he built everything to what he wanted just for you to destroy it all, then at the end, the sky goes black, you hear wind, and he mentions Yharon, then the screen flashes, says "It's over" , and you are fighting him
Suggestion:
In Hardmode, Lower the droprate of the Sky Glaze, it's useless after f'ckin EoW/BoC.
Essence of Aqua
Drops from all water-based enemies, such as slimes and fishes, along with fishing.
Essence of Gaia
Drops from underground based-enemies, such as Earth Elemental and Skeletons.
Used in the Core of Aqua/Gaia recipe, which is then used in the Core of Calamity recipe.
: Addition of 2 new cores along with Chaos, Cinder and Eleum could mean a class defined by an essence; melee being cinder, rogue being chaos, eleum being summoner, mage being gaia, and ranger being aqua. This will allow for some massive HM overhauls and class-specific grinding, which imo is good since having all the essence used for a general purpose seems odd... To me at least; maybe I'm just weird
A new classless weapon.
https://docs.google.com/document/d/1q10FYwAHZPjU1LSwV5P5VjjhOcvYuAtk46Pl3SZMWTI/edit?usp=sharing
Since the sky glaze is useless in hardmode why not give it a lower drop rate and a new recipe for a new stronger hard mode weapon
*Tusk
"A powerful yoyo that was forged by draedon, it was specifically made to use the infinite rotation, a insanely powerful force of nature"
A yoyo that spins ridiculously fast, thus being able to do a lot of damage in a short time since it also ignores immunity frames.
It also rapidly shoots purple cyclones at random directions, that act the same way the razorblade typhoon does, but they deal a fuckload of damage and are way faster, but they only last for 2 seconds.
Inflicts Debuff: Infinite Rotation
"You feel as if your cells are getting torn apart"
A debuff that rapidly deals 1200 damage per second.
Sold by the travelling merchant post DOG for 50 platinum. (1% chance)
Reason: Because we need a viable yoyo for post DOG bosses.*
(Don't mind my shitty grammar, im super sleep deprived today.)
add furniture for the astral monoliths from the astral biome
I'd like craftable interlude music boxes
Sulphurous Sea Crates
Need over 50% fishing power to get them
Most fish in Sulphurous Sea
gives you:
in prehm - Abyssal Amulet, Alluring Bait, Planty Mush, Sulphurous Sand, Diving Helmet.
in hm - Anechoic Plating, Depths Charm,Iron Boots, Strange Orb.
REASON
because fishing in Sulphurus Sea is sometimes boring and crates could make it easier
Archmage’s Set
Buyable from Permafrost for 2 platinum each.
Permafrost’s Hood
5% magic damage
6% critical strike chance
Permafrost’s Robes
Increases maximum mana by 100
5% magic damage
Permafrost’s Sandals
8% movement speed
5% magic damage
Set bonus : Increases magic damage by 10% and summons a dark ice crystal to protect the player.
Description : It smells funny, like it hasn’t been washed in a thousand years ?
Reason : An ice mage armor counterpart to the Forbidden Armor, as well as making the Archmage a more appealing NPC to magic players.
An item obtained post-plantera which reveals the entire map to you
two possibilities:
1) it properly reveals the whole map, not taking into account light levels etc...
2) it does take into account light levels, you can only really see areas where no blocks are present (like when you are actually exploring). This would be a lot harder to code.
to help keep track of evil biomes and hallow incase you got some random patch of it somewhere and you don't want that to spread everywhere.
Buff melee
: Melee suffer post-moonlord and although it has many weapons, most of them are not viable. Melee is also 1 of my favorite classes so its not good to see it suffer.
2: We need more tanks. Other classes are just f****** glass cannon...
Make the Moon Lord's lore have an explanation for his connection with the Profaned creatures.
The fact that they appear after his defeat is currently a leap of logic, some kind of story explanation would help a lot.
Riding Razor Blades:
Rogue weapon
◇ Tooltip:
" 🎵in the dark forest plays little red, laughing all happy with all her friends, one day little red met a lizard with a golden helm, now all all her friends are gone, she's all alone, and cute little red is looking for the lizard to paint her hood red🎵"
◇ what is this?
Left mouse button summons and throws two razor sharp spinning saw blades in front of the player that pierce enemies and makes them bleed.
Blades spawn on top of each other and fly forward at high speed till they hit a surface and break.
Hold left mouse button to charge up the weapon, release at max charge to throw a giant giga saw blade that moves slower and cannot pierce but it does way more damage and upon hitting an enemy it explodes into sharp shrapnel which makes enemies bleed
Right mouse button to swing a close range chainsaw in a similar way to the arkhalis, standard hits make enemies bleed.
Critical hit with the chainsaw cripple enemies, reducing damage they deal.
◇made with:
5 meld bars
5 luminite bars
5 galactica singularities
the three mechanical cart pieces
◇ made at:
ancient manipulator
◇ debuffs:
+Hemorrhage:
"Rapidly losing blood"
Enemies take more damage from all sources, slightly enhances all life steal effects and increases poison and venom damage.
+Crippled: (on critical hits with chainsaw attacks)
" you have been brutally mutilated"
enemies deal reduced damage, move slower and take increased damage from piercing attacks
One more repost with better structuring:
Dread Blizzard
'They'll be frozen with fear'
-Left Click: Spins the scythe around the player (like Sky Dragon's Fury), shooting out homing shadow blades in random directions (the closer player gets to enemy, more likely blades will home in)
-Scythe blades will inflict a stacking debuff, slowing them down and increasing the damage they take from the R-Click attack
-Right-Click: Consumes 300 Mana and summons a giant reaper that quickly accelerates in the direction of the cursor (like Demon Scythe), slashing all enemies in the way
-Reaper does several times more than the base damage of the weapon
-Enemies killed with the debuff will explode into soulfire and ice bits, hitting nearby enemies
-Boss monsters will not be affected by the slowing debuff
Crafted From: Soul Harvester, Ice Sickle, Demon Scythe, 30 Endothermic Energy, 30 Nightmare Fuel, and 10 Darksun Fragments
Calamity's done multiple class-weapons before, so this weapon shouldn't be too big of a deal either
Suggestion; Raise the amount of fishing power it takes to catch the Reaver Shark, so that it's at least something you have to go far out of your way for to get.
Make a shield that doesn't make you immune to knockback which you can dash with. In other words, make a hardmode/post-moon lord shield of cthulhu (preferably obtainable in any difficulty). The problem with the shield of cthulhu isn't just its damage, but also its super weak dash, so this upgraded shield should be as fast as other late-game dash abilities.
And in fact, I think multiple shields should be added, all with different bonuses. A cool idea would be a shield which boosts knockback inflicted upon you rather than making you immune to it, allowing you to get blasted back on a harmless shield dash into an enemy to a varying degree depending on how fast the enemy was moving and in what direction.
Astral Observant
It flies slowly on a straight line at least 20 blocks away from the ground, it emits a light towards the ground and when a player gets near, it gets detected, the probe will then aim its light to the player and make enemies spawn more frequently, sometimes it will aim towards another enemy, healing/buffing it, the probe doesn't inflict any damage but has a lot of life
i think terraria needs more "support" enemies, as the profaned guardian that Providence spawns is the only one, and they'd make normal enemies more challenging
if lava is becoming more lethal i require by law that lava slimes in expert are heavily nerfed when it comes to lava generation
Allow craftable "hover" versions of all wing-boots. Many players including myself like the extra maneuverability of hover-style wings, and allowing us to bring that into these high-end accessories would be fantastic. Trade some flight time vertically and allow for extended hover time, or something similar to keep them balanced.
edit: naming could go from [X] Tracers to [X] Aero-skates
Sky Blaze
The power of an ancient sunbird is contained within
What It Does: Magic weapon, post-mech tier. Fires burning feathers from the sky with slight homing. Feathers deal no initial damage, but inflict On Fire and a stacking Daybroken a la Daybreaker (though nerfed as needed). After sticking to the floor or an enemy for a few seconds, explodes in a large area (about the same size as Dynamite explosions).
How It's Made: Sky Glaze + 5 Souls of Sight + 5 Souls of Might + 5 Souls of Fright + 5 Essence of Cinder + 10 Living Fire Block @ Crystal Ball
Why It Should Be Added: Sky Glaze is basically the suckiest weapon to ever suck and that's a shame, because a weapon that doesn't do anything at first hit as a trade-off for some large potential numbers is an interesting conceit. Enter the Sky Blaze, which solves several problems with the weapon - it can do minor DoT output before the explosions to dispatch small enemies, the feathers have mild homing, and most importantly the explosion range is notably larger, allowing for crowd control and for feathers that get stuck on nearby blocks to still have a decent chance of putting out work.
Add the Lunar Armours to the recipe for the Auric Tesla sets.
Considering Auric Tesla is the "endgame" armour for most characters it would sorta make sense to add the Vanilla Endgame armour to the recipe, as well as certain set bonuses that aren't really seen post ML, Solar has the Shield which mitigates damage as well as a built-in dash, Vortex allows you to go invisible for boosted damage and lowered detection, Nebula spawns the buffing orbs, and Stardust gets a little Guardian you can place down to support, and Xeroc Armour gets the Rage-Wrath buff, I feel like it wouldn't be very hard at all to integrate these into an Auric Style, as well as changing the bonuses to coincide with the power of Auric Tesla.
Astral Grain
Just a handful of Astral sand, summons a Hadarian pet. Suggesting Astral sand for the sprite because Hadarians spawn in Infected desert. That's all.
*God Remote
"Summons a powerful mecha made out of the auric alloy."
Recipe: 30 Auric Ore, 25 Souls Of Might, 15 Cosmilite Bars, 3 Yharon Soul Fragments, 30 Endothermic Energy/Nightmare fuel, 10 Profaned Geode.
What it does: It summons a 6 tile tall and 3 tile wide mecha. This mecha would take out it's laser sword and charge at the enemy with it, slicing them rapidly dealing alot of damage, it also occasionally stops and would charge a kamehameha like attack for 3 seconds, firing off a powerful death laser that once hitting the enemy it would rapidly cause high damaging auric explosions and ignores immunity frames, And finally it also sometimes charges at the enemy with it's god finger, that creates a big ass auric explosion while dealing a fckload of damage when it successfully hits something. (It also flies insanely fast at hypersonic speeds, slashing enemies with its sword)
(All of it's attacks ignore immunity frames)
Reason: Uh unique summons since the summons in this game are lazy as hell.*
Organic Mask
"Summons a biomechanical creature."
Recipe: 25 Auric Ore, 10 Cosmolite Bars, 10 Uelibloom Bars, 40 Endothermic Energy & Nightmare Fuel, 15 Profaned Geode
What it does: Summons a random orb mech, choosing one of six possible variants each time. Mech variant color determines associated element: green ones inflict Plague, red inflict Brimstone, blue inflict Crush Depth, white inflict Glacial State, brown inflict Armor Crunch, black inflict some sort of stone-related debuff. All can tunnel through blocks to attack targets and fire projectiles a short distance at flying enemies, but are otherwise melee only. It would be nice if they ignored NPC immunity frames.
Reason: Another unique summon, inspired in a way by Kosaku. The goal is to have a more unique army at end-game, rather than relying on singular be-all end-all summons. Sometimes, having an army is just more satisfying.
Edit: Here's what their appearance should be based on. https://vignette.wikia.nocookie.net/lego/images/e/ec/Sixbohrok.jpg/revision/latest?cb=20120304215735
The Auric set should be included in the Demonshade set's recipe, effectively merging both set's effects into the supreme, last armor set as a fitting reward for beating the mod.
Bazooka Upgrade-
Big Bertha:
Materials needed:
Bazooka
Luminite Bars (15)
Galactica Singularity ( 5)
Forbidden Fragment (2)
At:
Ancient Manipulator
Reason for adding:
I thought that if the magnum has two upgrades, the bazooka should get at-least one, so i made one myself 
I was looking through the wiki and noticed that Draedon's Heart doesn't give any bonuses to damage or movement speed even though 2 of the 3 trinkets needed to make it give that bonus. My suggestion is to make Draedon's heart give a damage and speed buff, it is a Super Accessory after all.
Sulphur Tools and Armor
Each Armor Set description:
Sulphur Helmet - Made from 25 Sulphurous Sand and 5 Planty Mush
What it does - Adds 2 Extra Summon Slots, 10% More Summon Damage, 5% Fishing Power, 3 Defense
Sulphur Armor - Made From 30 Sulphurous Sand and 8 Planty Mush
What it does - 5% More Summon Damage, 10% Fishing Power, 6 Defense
Sulphur Leggings - 20 Sulphurous Sand and 3 Planty Mush
What it does - 8% Movement Speed, 3% Fishing Power, 4 Defense
Description for ALL Armor Parts
Sea's Biggest Nightmare...
Sulphur Tools
Each Tool Description
Sulphur Claw - Made From: 8 Planty Mush and 33 Sulphurous Sand
What It Does -Pickaxe Power 100%, Axe Power 80%
Sulphur Hammer -Made From: 5 Planty Mush And 18 Sulphurous Sand
What It Does - Hammer Power 70%
Description For all Tools
Fishers And Miners Favorite Tool
Why?
Because we needed a Fishing Set and More Summoner Sets in Calamity Pre-Hardmode
Because we want more Pre-Hardmode Tools that are OP
give the Golem another buff or ability, like making the head lasers home or make his fists be able to shoot fireballs like the ones that come out of the head.

even with the fists being unable to be hit and him enraging outside the temple, he is still incredibly easy to beat and imo it feels as though no change was given to him
Hell Crate
Obtained for Fishing In Hell Honey
Need 27% - 80% Fishing Power
what you get
Pre-Hardmode
Hellstone Ore (20 - 40, 90%)
Obsidian (10 - 18, 90%)
Hellforge (69%)
Voodoo Doll (40%)
Hellfire Arrows (20 - 60, 80%)
Dark Lance, Sunfury, Flamelash,Flower of Fire,Hellwing Bow(Only after SKELETRON, 70%)
Demon Scythe (50%)
Cascade (After Skeletron, 60%)
Fireblossom (5 - 10, 80%)
Obsidian Rose (60%)
Bladecrest Oathsword (40%)
Burnt Sienna (10%)
Flare Bolt (19%)
Demonic Bone Ash (55%)
Lava Bucket (3-5, 79%)
*Hardmode Loot
Hel-Fire (70%)
Unholy Trident (1% because chance to get pre-mech)
Fire Feather (5% because chance to get pre-mech)
Essence of Chaos (69%)
Napalm Arrow (40%)
Blood Orange (0.1%)
Unholy Core (After Brimstone Elemental, 30%)
More can be added but am way to lazy to put more, devs can do that
Why?
because i like crates and i want em to be added for each biome possibile 
**and i have no life
Spinning Blades or just Blades
Rogue weapon category
Blades appears as a throwing variant of true melee swords (you can't make Blade's variant of Arkhalis, Terra Blade or Perfect Dark).
When you use a spinning blade, you shoot a spinny projectile, that fly with speed, depends on size (Grand Guardian Blade or Breaker Spinning Blade fly a very slow, but light's blade or comet quasher can fly very fast), until hit ground/target and doesn't affected by gravity. Pre-hm blades can fly around 100 tiles, hm - 500, post-ml - 2000. Use speed - 39 (Slow).
If blade projectile hits enemy, it deal damage a four times and dissappear. Other side of that feature - you can throw only one blade in a range of half-duration of projectile flying (f.e. you can throw second pre-hm blade, only if first pass a 50 tiles). But you can just hold mouse, because all Blades have a autoattack!
If you feel OP with some weapons, I prevent that: only on-hit debuffs inherits from base sword.
Damage - 80% of base sword.
Craft - base sword + 20 Throwing Knifes @ Anvil of game stage

Some additional advantage for rogue players, specially in early-mid-pre-hm and post-Golem.
Buff the obliterator's damage to (170) and add a 4 tile wide galactic hurricane around it that rapidly damages enemies and ignores immunity frames, and also increase it's range by 50%
Reason: The obliterator is not viable against yharon, i mean whats the purpose of the fcking yoyo if you cant even use it against the next boss because its so underpowered?
Add an specially dedicated slot for proficiency meters. (Just like wingslot does for wings)
◇ why tho?:
Aside from telling you your current proficiency level, your proficiency bonuses and doubling your proficiency gain rate, meters are just info accesories that are kinda of a specifical category on its own and dont really have a reason to take a main accesory slot, because of this imo they should have its own dedicated slot in the equippables tab.
Make Terratomere Require Solar Fragments
Why?
The Xeroc Greatsword currently isn't used for even a single second, because as soon as it's available, you unlock its upgrade, Terratomere. It's pretty meh for a weapon to be straight up outclassed immediately when it's unlocked, it serves no single purpose other than to be upgraded to the Terratomere, it would be the same as if Terratomere required meld bars instead.
Although, if you make the Terratomere require Solar Fragments it's technically achievable at the same stage of the game, you just have to fight a pillar first. That would also make the Xeroc Greatsword actually used before its immediately outclassed, it would make it used when fighting the Solar Pillar.
Give the infinite piercing ability to Primordial Ancient. It's extremely confusing why Death Valley Duster has this but not its final upgrade (and possibly the upgrade before it, Primordial earth having DVD's abilities as well.)
Increase the amount of phantom spirits it takes to spawn polterghast by a LOT.
Reason: farming phantoplasm with zergs can result in spawning in polter really quickly, and it can get annoying if you don’t want to fight polter yet
Make perforator hives spawn more so you are not just sitting there waiting for them
It is just annoying
Allow Rage and Adrenaline to increase minion aggression. By this I mean they will track or stay on targets more effectively. Eg. Slime staff, rage/ad can we mostly wasted if it bounces too far though the boss, and for pure summoner that can be a little annoying.
Make yharon’s rare drop a material instead of yharims crystal straight. This material along with other crafting materials and dark spark combine to become yharims crystal. This would make rare drop more unique.(currently all rare drops are access / weapons that are used straight) And since prism dark spark and yharims crystal are the same kind why not just make them linked in crafting
Make more rogue class armour sets
Please nerf the Armored digger health, damage, and spawn rates, it is so obnoxious and gets in my way to many times
Change Wulfrum armor to a flat damage bonus (+1 or 2). The low percentage boosts combined with the low damage of early-game weapons causes a lot of weapons to get no damage from it at all.
To prevent abuse with weapons like the P90, this bonus could be deactivated in hardmode (if such a thing is possible?) since the bonus will be irrelevant for any other purpose by then.
*The Wing Zero Activater
"Summons a powerful mecha made by draedon that was named "Wing Zero" it has the power to obliterate multiple galaxy clusters at once, it was made to fight the devourer of gods just incase."
What it does: The mecha would rapidly shoot high damaging lasers from it's gun while flying at 70mph, these lasers explode instead of piercing the enemy inflicting godslayer inferno. The mecha would rarely fly up in the sky and fire a 5 tile wide death laser at the enemy, that would instead of piercing the enemy rapidly create alot of the explosions when it hits the enemy dealing additional damage while also dealing godslayer inferno. (The mecha would do this for 10 seconds, before going back to rapidly shooting the enemy with a lot of lasers.)(Also the mecha is 5 tiles wide itself and it's wings are 7 tiles wide each, and its 6 tile tall.) Also all of it's attacks ignore immunity frames.
Recipe: 20 Cosmilite bars, 90 souls of flight, 5 galactica singularities, 2 cores of calamity, 50 souls of sight and might, 50 endothermic energy, 50 nightmare fuel.
(Reason: As a better replacement for the DOG summon, since uh that summon is stardust but buffed and resprited, also this mod needs more unique summons)*
Back at it again with the google docs. Here's rogue Frost Moon armor I made to go along with the Beetle, Shroomite, Spectre, and Spooky armors.
https://docs.google.com/document/d/1-gmzQTh2g6EZ_YS62KSaDECpOdq36J8WC-Ok6ChIEvc/edit?usp=sharing
Scal change: Make it so as soon as you get Scal to her final phase where she just spouts dialogue, despawn all projectiles and the Monster Orbs because I've been fighting her for so long and have gotten to that final phase 3 times but a lingering projectile kills me last second. And also once you kill Scal you should be allowed to rest easy knowing you finally killed her
Snowshovel
"Get some work done"
Pre-Hardmode "Halberd"
Ice + Iron Bars + Wood @ Anvil
A large snow shovel, with a bit of frost covering the edges of the blade.
When used, the Snowshovel starts low in front of the user before swinging upward, akin to a reversed sword. Upon reaching the end of its' arc - a full ninety degrees, roughly - a small smattering of snow projectiles are fired into the air, falling behind the user. These projectiles have very short range, and do not do much damage. However, they have considerable knockback.
The Snowshovel has an RMB function as well, causing the weapon to fire behind the user instead of in front of them. If used with RMB, the blade does much less damage, but the snow projectiles that the blade normally fires have a much longer range, velocity, and deal the weapon's full damage.
Yharon is currently the last boss of calamity but there is no in game sign of it, making it seem like just another boss until scal.
i suggest adding some flavor text, item or world change indicating that you finished the mod and next is essentially post game
In order for the lore text to make sense, make it so that Terminus is only available in the abyss and not also dropped by Yharon. If Yharon is meant to be a prerequisite, make it so that terminus is in a chest only openable by a key dropped by Yharon.
I dont know anything about code limitations, so i dont know exactly how ambitious this idea is
The idea is as it follows; expand the world horizontally to expand the ocean, making room for a whole "acuatic" section of the map
The current water portion of the game is very niche even after calamity expanded it w the abyss, expanding the world would make room for a more interesting world, filled with water, isles, and underwater structures
Not only that, but if the mod is going to add new bosses, adding a boss directly next to yharon without having anything else to explore would feel rushed, unlike for example requiring to explore the dungeon after beating plantera, or the deepest layers of the abbys after defeating polterghast. With the addition of the expanded world gen, it would make room for additional exploring, like for example, an underwater temple that needs to be explored after defeating yharon in order to keep progressing or obtaining new weapons
Additional worldgen could also include islands, maybe one of them containing the anglers house w loot. The expanded water section of the game brings out multiple possible structures and terrain to explore
Instant Wizard Tower Incantation
"Far too unstable for actual construction"
Post-Plantera Tome
Drops from Armored Digger
A tome with a depiction of a stone tower on the cover. The tome is somewhat dusty.
Upon using the tome a gigantic medieval-style stone tower is constructed in front of the player, roughly as tall as a World Tree. Enemies touching the tower will suffer immense damage, and additionally will cause the tower to slowly collapse. Upon being reduced in size six times, or persisting for ten seconds, the tower despawns.
Only one Wizard Tower may exist at a time.
World tree for height reference.
I would love to see more post moon lord enemies, since Moon Lord feels like hardmodes variant of the Wall of Flesh.
More irradiated enemies would be cool to see, maybe an irradiated biome with a new set of armor meant to be acquired before fighting Providence.
I'd also love to see the crimson and corruption get some love too, in vanilla as hardmode progresses these biomes become mostly just an irrelevant jungle destroying annoyance.
Generally having a huge difficulty spike is not good for a game in terms of progression or in generally making it fun and fair not feel like a grind. one of two things needs to happen 1: Skeletron needs to be buffed as then the difficulty spike will not so noticeable or 2: we can nerf slime god just a bit as I understand he is MEANT to be hard but I feel like it just becomes unfair compared to the gear you have at the time
So the Hallowed is just a biome on top of a biome right? why doesn't the biome get some sort of remake to make it different
The biome has a emphasize on spikes but arent actually in the biome, also there needs to be more biome specific enemies, so this is what i have.
fancy one
You should add an item that could turn you into a jungle dragon or at least one you could ride. You would need 5 yharon soul fragments and 1 dragon egg and you would need to craft it at the Draedons forge. You could fly while your a dragon and you can dash too and the ability to shoot projectiles. maybe this would be even faster if you have the silva armor on. I think this is a good idea because there isnt a lot of mounts in this mod so I thought this could be one of them. there is only like 3
Make it easier to grind for proficiency in the late game.
Maybe decrease the cooldown from 2 seconds to 1 post Moon Lord, then down to 0.5 after Supreme Calamitas Edit: Post-Yharon would make more sense.
Matyric Memories
After a post-Moon Lord boss is defeated, a mimic based on it spawns. For example, DoG will spawn a purplish metallic mimic that has the AI of a regular Hallowed Mimic, but retains some of DoG's features such as shooting lazer walls. Only when the boss mimic is defeated does the loot fall. SCal is exempt from this.
: Adds more interactivity in boss fights and will be a unique feature of Calamity; along with an added level of difficulty to it
The Timepiece
"High-powered beings can break free of the enchantment."
A clock-like activation device that applies Exo Freeze for 2 seconds to any enemies on-screen. Upon use, it inflicts the 15 second 'Watch Mending' debuff (Which prohibits the use of the item for about 15 seconds) and a 7-second long Chaos State debuff.
Crafting: (15) Enchanted Metal + (5) Hallowed Bars + (30) Souls of Night + (1) Gold/Platinum Watch @ Hardmode Anvil
: Exo Freeze is unused due to it's high spam potential and ability to effect bosses. But it isn't noticeable on the later game weapons' Exo-Mix due to the sheer amount of damage that the weapons deal and the late game immunity that bosses have at that point. Plus, a time counterpart to the ROD would be a neat concept, though they should never be used together, ergo, the Chaos state application. Also, Enchanted metal isn't used much iirc.
late pre-hardmode summon weapons.
https://docs.google.com/document/d/1ToNbKVQ98qQJ7xYdWnpKZmt53ZFWVKlGHZj0nQWFDLo/edit?usp=sharing
(Yay 100 stars!) So, I recently found a mod that allows you to add custom achievements that are compatible with mods (Achievement Libs, can be found on the forums), and I thought it would be neat if Calamity had some sort of achievements throughout the game. I've made a doc with all of my ideas in it, but if you have more you'd like to see or edits you'd like made, feel free to tell me. (It's still sorta WIP, but I really wanted to share it.)
https://docs.google.com/document/d/1gjt92bYSWlSBoPlivlRReTykS81Mu4CIhskKIR4OCqc/edit?usp=sharing
-Weapon: Disorder Ignition-
-Drop from Calamitas
-Description: Player repeatedly hurls a crimson-black projectile that has the shape similar to Celestus' old sprite. While in flight, it fires short ranged brimstone lasers (kinda like the ones from Rainbow Crystal Staff) at enemies. Basically the successor to Brimblade. The projectile itself inflicts Brimstone DoT. The projectile itself is thrown like a dagger, not a boomerang.-
-Why: Calamitas has no rogue drop, would be nice if she had one to go along with the rogue expansion. -
A few ideas I had during my rogue item brainstorming coming up:
Smoke Bombs
Nothin' Personell, Kid
Rogue tool
On use, creates a large cloud of smoke, sets the player's aggro to zero (Doesn't work underwater for obvious reasons), and gives the "Stealthed" buff, which reduces aggro and buffs the next hit done by a rogue weapon. Doesn't work on bosses.
Silly Rogue utility idea:
Cured Decoy Birb - Post birb utility item. Places a cursed Birb doll at the players location. While active, enemies will aggro on the Birb instead of the player. Lasts for X seconds or until it takes X damage.
Assassin's Cloak
Shadows seem to meld into this hooded cape
Rogue Accessory
Crafted with Twisting Nether, Silk, Endothermic Energy and Nightmare Fuel
Passive rogue damage and crit buffs
When a hotkey is pressed, teleport behind the nearest enemy and gain the "Assassin's Focus" buff, which massively increases the next rogue damage hit and makes it a guaranteed crit
Maximum range for a teleport is about 50 blocks
More Dart types
Enraging Blowdart
Draws enemy aggro to the damaged enemy and causes the affected enemy to target and damage other enemies until the debuff wears off or the targeted enemy dies
Knockout Dart
Basically inflicts Exo-Freeze on targeted enemy that breaks on damage taken or after a short time
Neurotoxin Dart
Inflicts hit enemy with a virus that gives The Plague, Burning Blood, Venom, and Poisoned. When targeted enemy dies, the virus spreads to other nearby enemies.
In order to make the lower abyss feel more dead or decaying but also feel just as dangerous or more as before, and to encourage stealth, greatly reduce enemy spawn rates in the 4th layer, but greatly increase enemy stats in the 4th layer. Maybe a similar lesser effect in the third layer. Also maybe increase drop rates there to make up for the lowered spawn rates
Separate but related suggestion: make the adult Eidolon Wyrm spawn upon entering the 4th layer, but not aggro until you hit it or do a significant amount of damage to it or something like that. This will make the layer feel ominous and be still dangerous even post DoG.
An actual background to the abyss instead of the backwalls, since they make the entire biome feel so tiny like some hole.
Weapon Addition:
Riptide Reaper
Post-P1 yharon weapon.
Materials:
Flak Kraken
10 Cosmilite Bars
18 Darksun fragments
50 Depth Cells
20 Lumenyl
20 Tenebris
At Draedon's Forge.
Reason for suggestion: There's not a single ranged weapon made with darksun fragments that's not post phase 2, phase one needs something incase people miss the bag and don't want to cheat it in.
Behavior:
Left click is an upgraded flak kraken projectile
Right click is a railgun charge, ignoring gravity, but not piercing through walls, can pierce enemies infintely, however.
Sprite Provided.
More worms! You should add in a staff that can summon in 10 mini astrum deus worms just like in the boss fight but each worm doesnt do as much damage as another summon of that tier but because there is 10 of them you will do a lot of damage. this would be a drop from astrum deus. This would add more variety of weapons that you can get from him because he only drops like 2 weapons and you should also add more drops from aureus. also add a sepulcher summon that would act like an improved mechworm staff by doing more damage and by being faster. This would drop from supreme calamitas. a sea snake staff that would drop from the aquatic scourge and it will act like another mechworm but it will inflict a poison debuff on enemies.
Add a visible radius to Toxic Heart and Plague Hive.
Wounded Artery
Pre-Providence upgrade to the Dart Pistol
Fires five darts in a fixed spread, as well as a short-range burst of golden blood that inflicts Ichor.
Made with 10 Luminite Bars, 2 Cores of Calamity, 10 Ichor, a Dart Pistol, and 10 Unholy Essence at an Ancient Manipulator
Probably looks like a Perforator drop but with more Ichor
Darkness Composure
Pre-Providence upgrade to the Dart Rifle
Fires a shotgun spread of 4-7 darts at a medium velocity. 1-3 of these darts will always be Cursed Flame Darts with higher damage.
Made with 10 Luminite Bars, 2 Cores of Calamity, 10 Cursed Flames, a Dart Rifle, and 10 Unholy Essence at an Ancient Manipulator
Probably looks like a Hive Mind drop with more cursed fire.
? Because dart weapons are fun. Also, these seem(ed) like good ideas in my head. The weapons stand out and may add just a little more in terms of Provi options.
Yes, i know, it's similar to Calamitas, The Arcane Goddess' suggestion, but i thought i'd make something more specific. Also, summoner legendary weapon 
https://docs.google.com/document/d/17_X-gEOlbHeh_emcDmfGUCytPLsIaz-aINQbkC3h5bQ/edit?usp=sharing
Add a hotkey to change the type of bullet you use
Change chest to magic storage heart and 2-4 normal storage unit when you have enabled this mod
Suggestion:Fishing Net
What it does: Catches multiple fish at once, at the cost of being unable to catch crates, having a low natural fishing power, and almost always consuming bait. Also can't catch 'big fish'; ie, fish that are also tools.
How it's made/obtained: 5 chains, 100 cobwebs.
Why it should be added: Because let's be honest; there needs to be something to speed up fishing without completely breaking it.
Nerf the Supreme Bait Tackle Box Fishing Station (god i hate how it's named). You can get it before any boss in the game with a good amount of luck (though to be fair, it's not meant for combat.) I'd say increase the materials needed dramatically as well as use more fishing related materials (such as Alluring Bait along with any of three Quest Fish or 5 biome-unique fish.) That along with either one or two of these three options:
-An obvious one would be to cut the fishing power increased by a third (or 65% to be rounded). This would balance itself out due to the lesser chances of getting good stuff, which brings it to my second option
-Don't have the crate potion effect, combined with the extra fishing power it's extremely easy to have a good haul and break most of early Hardmode with a significantly bulkier amass of money, bars, and potions.
-Have it require the Enchanted Pearl, the thing is completely fucking useless as it's all the way locked behind Hardmode and has zero advantages (and instead an actual liability) over the current SBTBFS./
Have the key for what each reaction means in this channel
it's kinda confusing not having a legend here but having it in #suggestions-discussion
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I absolutely love the meteor biome, it's so awesome, chill, but for the sake of beauty, implement astral meteor clay for when it drops near it, cause it really aches to see this boredom in such georgeous place. (sorry for grammars)
The astral monoliths need a set of furniture/walls. It's a shame that such a cool looking wood-like block has basically nothing for proper building potential.
What?You should improve the wyverns AI to make it a more formidable fight.
How?You should increase there health, have them shoot fire, and since there rare you should make them always drop at least 20 souls of flight . also re-sprite the wyvern to make it look more formidable so that they would fit with there buff and new AI and add some color to them. why? because when you hear the word wyvern you expect a tough fight but you find out its not that at all and it shouldn't be like that.
Eternal Winter
What it does:
Shoots a barrage of icicles and snowflakes that home in and pierce enemies
Icicles split into 3-5 shards that deal extra damage
Snowflakes explode once it reaches its limit
Inflicts Frostburn
How it’s made:
Icicle Staff, Snowstorm Staff, Icicle Trident, Blizzard Staff, Frost Staff, 10 Cores of Eleum, 10 Cryonic Bars, 5 Galactica Singularities, 30 Nightmare Fuels, 30 Endothermic Energies, 20 Darksun Fragments, 25 Auric Ore
Reason:
There’s not much upgrades to certain Magic weapons, especially in the “Snowy” theme, which doesn’t really carry on to Post-Moon Lord. This adds a Post-Moon Lord, “Ice-Themed” Magic weapon to the mod.
Since the mod has been split from the music part, this suggestion seems meh but hear me out.
Let bosses have a chance to drop music boxes of Dokuro's Remixes (for example Ravager dropping his 16 bit remix)
This way it would also homage those tracks.
(I also know there's plans to add Yharon's Boxes already, so why not adding Threats from the ocean floor's Musical Box instead?)
Reason: Having such a good song scrapped feels a little bad, also think about the totally new experience and spice Dokuro's own remixes add to what we already have.
Add a new npc whose only purpose is to sell the boss summons
Why? Dryad shops gets really cluttered and looking for the npc that sells the summon you need is hard sometimes
Sure, sometimes its obvious other times it isnt, for example: "where can i find the summon of some guardians made out of roots and stones or something?" well its not the dryad
The npc could look like some sort of mage that specialises on summoning magic
Update the astral brick to fit the color scheme of the new astral biome
Increase the the Arms Dealer's Rotted Fork/Vilethorn's buy price to 10 gold and the Wizard's Hardmode Dungeon Staves buy price to 3-5 Platinum. This is to be consistent with other weapons that are sold by NPC's. They are also grossly cheap at the point you can get them so some effort should be made to gathering either.
A continuation to Ferox's suggestion:
If you are to add the music boxes, maybe if you are to kill and adult Eidolon Wyrm it would have a 100% chance to drop the "Threats of the Ocean Floor" Music box. Otherwise every miniboss in the abyss would have a 1-5% chance of dropping the box. This say if you don't think the theme fits with the minibosses well, it can still be in the game therefore not being wasted potential.
Buff the growth rate of potion flowers so long as they're on their planter boxes. Because, really; with the amount of potions you can potentially burn through, and the fact that these are locked behind boss progression in some cases, why shouldn't they have some benefit to them?
Item: Apollyon Drive
Item description: " 'An Ancient Relic for those who seek the ULTIMATE challenge!' "
" 'Engages the Apocalypse, what has never been finished by any mortal
successfully' "
"Activates all effects of Death, Defiled Rune, Armageddon, and activates
hardcore mode"
"Can only be used within the first 60 seconds of a character entering a world for
the first time"
"Only use if your hunger for power and craving for extreme challenge is
immensely uncontrollable.
"ONLY USE IF YOU ARE COMPLETTLY SURE YOU WANT TO GO
THROUGH WITH THIS"
"Effects are irreversible"
You spawn with this item at the beginning of the game, similar to the revengeance item.
Some extra rewards possibly granted from successfully defeating DoG.
Rename Slag Magnum to Slagnum.
Rolls off the tongue better.
Change the Frost Flare tooltip to "All melee attacks and melee projectiles inflict frostburn"
: This is an issue of both ambiguity and consistency. The current tooltip makes it sound like ALL projectiles get the Frostburn buff when only melee projectiles do. This could make people use the item expecting a damage increase when it isn't there. Even then, Soul of Cryogen provides the same buff with the same conditions but specifies melee projectiles instead of just projectiles so it's just an inconsistency.
If any suggestion gets added to the game, mention from the changelogs that this came from the #suggestions-voting and possibly 'mention' the person who suggested it too. Don't actually ping them is what I'm trying to say
make all pets, vanilla and calamity, give you a little bonus effect for the player, may a fox give you a tiny amount of speed or a pet turtle extended water breathing, etc...
it would be a nice incentive to try to collect them
Remake the Seafood item into bait like the truffle worm! https://calamitymod.gamepedia.com/Seafood
When used instead of spawning the Aquatic Scourge and it instantly being hostile like Duke Fishron, just spawn it at the location of where your fishing bobber was in a coil like as if it were to normally spawn, except on screen.
Maybe also add a status message on fishing up the Scourge. This would replace the "Aquatic Scourge has awoken!" upon seafood normally being used.
an early hardmode Rogue armor.
https://docs.google.com/document/d/1AEckzKW9Te65mxvFdyTiZTNqJxoVof4ny49w1Z8-o1M/edit?usp=sharing
Make summon staffs have some way to summon max number of minions instantly, but have some kind of drawback (less damage, cost health?)
Make statis' belt of curses reduce the penalty on summon damage when holding a throwing weapon
:Its both summon and throwing, but almost making one of the 2 classes used almost useless
Hailfire Fusion
Recipe: 10 obsidian bricks, 10 hellstone bars, 10 ice blocks and 1 aqua scepter at any anvil.
Base Stats:
5 Magic Damage
4% Critical Strike chance
No knockback
Uses 5 mana.
(additional data: It ignores npc invul frames, but because of its low base dmg, it should be on par with other weapons that you can get around that time)
Instead of firing a straight laser like the last prism, it fires 1 from each floating fragment, and it converges in the cursor
I'd love something like this to be added because this kind of weapon is only obtainable post moonlord, and it's a shame we don't get anthing like it before him
The sprite is a basic interpretation of what i'd the weapon to look like and of course i don't expect anything of this low quality to be used in game.
Deathmode feature: have an "incoming spawn" message for every single boss instead of "Something's Approaching" so you can know which boss is approaching
Make Seraph Tracers (and all other boots alike) toggleable between being a wing or not (kinda like how Fargo's treat Melee/Throwable weapons), in order to allow you to use the boots with a different wing
could a minion counter be added on to the summoner proficiency meter to indicate how many slots you have left and how many you have summoned?
example: having 4 slots and spawning 1 slime would make it show up as 1/4 (1/8 for double minions like herrings and 1/1 for baby yharon).
it would be a nice qol change to not have to spam the summon weapons just to make sure that you have all your summons.
Make Servants of the Scourge type D have it's own music box. It is a greatt song, and it shouldn't be wasted.
Is demon horns as a vanity item a possibility?
Actually looking at CraftyMooMan's part, adding to the Music mod both Type D and the full remix boxes with a chance to drop from DoG Phase 2 sounds good
Make the rsge and adrenaline bars have several textures, that "improve" with powerups. Like how hearts are red then yellow then orange etc...
New legendary weapon: The aquatic staff It summons in a mini aquatic scourge and it would work like the stardust dragon staff or mech worm and it will have no right click attack because it wont really need it. It Drops from the aquatic scourge at a rate of 1%, it drops with a low rate because these kind of summons are usually pretty good and it will the aquatic scourges legendary item. Why? Because there are no pre-cultist lord summons that work like the stardust dragon staff and there should be more summons like this. there also really good for farming and and farming is something you will be doing for your whole time playing plus the aquatic scourge has no legendary weapons.
Have the Level meter show proficiency like a clock showing the time under the map
: It would be really nice to have this quality of life feature in the game
Sea Harp
Increases a spawn chance of ???
If you use that item, in next 5 seconds chance of ??? spawn increased by 5x.
Craft: 5 Victide Bars + Harp + 15 Victory Shards @ Mythril Anvil
: Farming a Leviathan and Siren Heart a really annoying: if you use zerg, you get killed by bunch of sea beasts, if not, waiting are long, very long.
(Repost - Original was on 28th dec and had 43 stars)
Change tarragon's set bonus for summoner to require over 90% hp, instead of full hp to give the minion slots + damage.
Why? In a fight like scal, getting heart attack randomly in the fight means you're down two minion slots, which can be the difference between a failed fight, or a win. It also affects polterghast (following progression), since missing 2 minion slots loses a significant amount of damage in the fight (since typically using cosmilamps at that point, you lose one of the minions attacking). If you decide to run auric summoner for Boss Rush, this would almost always be an issue, especially with how many hits you are likely to take. If a player doesn't realise this is happening, fights can be made much harder all because of a random debuff they have no control over.
Add a set of customizable hotkeys and/or a GUI to toggle individual minions of summoner set bonuses.
: Some people dislike specific minions, I for example don't like the mechworm and the Tarragon aura.
Demon's wrath
Weapon type: sword
Crafting: the mutilator, plague keeper, soul edge, terror blade, cosmilite bar x15, calamitous essence x3, auric ore x 15
Crafting station: draedon's forge
Strength: 1960
Throws a flaming version of the sword in the direction you swing
Has a 1% chance to do double the damage to any enemy
Upon successful attacks it will summon a pillar of fire on the enemy, inflicting the brimstone flames and nightwither debuff
By left clicking it launches a giant fireball but it has a 5 second cooldown
Appearance: a large sword similar to the breaker blade but a little more thin with the bottom of the handle having a spike (with a red handle and black blade with dark purple highlights) with fire emitting from it
Attack speed: medium
Flavor text: maybe don't touch the blade
Crafting recipe for Chlorophyte Ore
10 Titanium/Adamantite ore, 20 Mud Blocks and either 2 Ashes of Calamity or Living Shards at a Hardmode Forge. Makes 10 Chlorophyte Ore.
Reason: Chlorophyte can be tedious to get, and is included in a bunch of recipes both before and after Calamitas and Plantera. This suggestion is just to reduce grinding.
NPC : Brimstone Witch (Chamunda)
Spawn Conditions : Defeat Brimstone Elemental
Items for sale (Hardmode) :
Brimlance
Seething DIscharge
Rose Stone
Essence of Chaos
Abaddon
(After Clonelamitas has been defeated)
Ashes of Calamity
Chaos Stone
Oblivion
Lashes of Chaos
Entropy’s Vigil
(During Solar Eclipse)
Broken Hero Sword
Dialogue :
I have been trapped in that wretched body for centuries, for that I thank you.
You defeated that witch, Calamitas ? No, it cannot be…
How curious, the sky turning dark and all these creatures roaming about.
Reason :
Zero need to farm treasure bags for certain weapons/accessories, as well as make items more accessible. Since the Archmage spawns after defeating Cryogen, I felt it was only appropriate for Brimstone Elemental to have her own humanoid form as she was once considered a deity.
Universal Stopwatch
Idea: a revival accessory, but instead of reviving, you return to 1 hp after a lethal attack, become inmune to most debuffs for a short period of time and gain high hp regen. It also freezes all enemies and proyectiles in place for 5 seconds (including bosses). This also freezes minions in place, although they still deal dmg. However, during stopped time, you only deal 5% dmg, coldheart icicle doesn't work and you move a lot slower. This effect has a 120 second cooldown. Also you need to wait 20 seconds after equiping it for it to work, and the cooldown will only count down if you have it equiped
Recipe: 20 luminite bars, 5 galactica singularity and a gold/platinum watch at an ancient manipulator
Something i want to clarify: While this effect is active, you have a full second of complete invulneravility. However, if after that second you touch a frozen proyectile you will still take dmg from it. That 1 second invulneraviliy would be there so there aren't any cheap deaths right after the Stopwatch takes effect.
Also, if you die while the stopwatch was in cooldown, the cooldown gets set back to 0 and the stopwatch becomes usable again
Change summoner minions so that melee & other classes can hit at the same time as the minion.
Its just a quality of life thing, i'd love it if i didn't have to despawn my minions to attack a boss.
Tarragon throwing darts rework
Since tarragon darts just dont seem to work to deal good dps, what about we give them another use and make them more interesting while we are at it?
Make tarragon darts give you a small DR boost (like 1% DR per hit) that ignores caps, of course it will be capped at 20-15% extra DR max and this effect wears off after 1-2 minutes from the first hit that gave you this effect
Tarragon seems to be based around endurance so adding this seemed like the best bet to make the darts more useful/ interesting and stay in the theming of tarragon
Make a shadowspec summon staff. Summoner doesnt really get any benefits from defeating SCal other than the armor.
An item that combines shield and tracers.
Many have suggested dedicated slots to wings (as other mods do) or shield, or both, and I think this would be a better option.
The default summon prefixes are just reused from magic weapons.
Ruthless ends up being better than mythical most of the time because the extra boosted stats don't make up for the less damage
I think it is just really dumb that crit chance for summons can be boosted despite summons never being able to crit
If possible i think a better alternative would be reducing the amount of summon slots used per activation, for example the spider staff doesn't use a full summon slot.
So the new modifier could look like this:
Fabled: 15% increased damage, 10% increased speed, -25% summon cost, -10% mana cost, plus 15% knockback
It is dumb that summon modifiers boost crit chance despite summon being incapable of critical hits
Change Lifeforce Potion's tooltip to mention that the extra Max. Health given caps at +100, mostly to prevent confusion since it only considers the Vanilla cap of 500 Health when applying the buff.
Cosmilite bullets - Recipe: x1 cosmilite bar + 150 luminite bullets + 150 holy fire bullets at Draedon's forge = 150 cosmilite bullets
Effect: Luminite bullets piercing, holy fire bullet speed and inflicts god slayer inferno debuff to enemies
Please make bosses spawn other than on top of player.
Appeasement Gift
"Take the treasure and leave, I don't have time for this"
Crafted with 10 gold coins and one of each gem. Ends one invasion event early.
Why? Because sometimes invasions are annoying and life is too short to deal with that shit.
Abyssal Splash
Made with Abyss drops and post Providense materials
Mage weapon
Has a attack pattern that looks lika spray sprinkler https://i.gifer.com/2TmG.gif
What about making sharpening station and ammo box more useful? Crystal ball and sometimes bewitching table are really useful buff furnitures but most of people don't even know sharpening station's existance.
Draedon’s Bait
Potion
“For those who wish to attract the wrong sort of attention...”
Increases the spawn rate of the rare enemies by 30%, but also gives a 5% chance to spawn any boss who has not been defeated yet with no preemptive warning
This can make grinding for those rarer items like guide voodoo doll, amidas’s spark, and pink gel a lot easier, but makes the grind a bit more dangerous.
More Hammers/Hamaxes mid hardmode It would really be useful to help clear up large chunks of land to make arenas and bases
Make music boxes work when in the vanity slots/ are in the inventory
:The music is straight up amazing and i shouldnt have to take off my emblem or some other just for some music when i could use steam overlay
(Which is quite laggy for few)
Another suggestion, this one relating to lore and consistency. When a Queen bee is summoned in the jungle (post golem) when the Larva is broken have it summon a plaguebearer, but still have it drop the Queen bee loot/bag or have it drop stronger variants
The plague that befalls the jungle is said to infect hives and turn Queen bees into plague bearers, and some lore/game consistancy is very nice
Turn Teratoma and Bloody Worm Food into curve summons of Cysts (not summon immediately, but tremedously increase a chance to spawn), and make them a pre-Boss (2 Evil Bar + 10 Evil Drop + 15 Evil Powders @ Demon Altar).
: Same as ???: too long and randomly waiting for cyst spawns. And summons, which accessible only after boss defeating are... weird.
Make legendary weapons weaker(all-round stat nerf), but make them more powerful with progression by buffing them every time you kill a new boss with them.
Killing a boss with a legendary weapon means using the said legendary weapon as one’s main source of DPS, just killing a new boss shouldn’t buff the weapon.
Increase output of Hyperius Bullets from 100 to 250-300.
: Hard to create bunch of it.
Profane Serpent, a five-segment long worm that fires holy spears from its segments, and fires an exploding holy blast out when a segment takes enough damage. Found in the underground hallow and in hell. Drops unholy essence.
Nerf Titanium Armor's damage boost. The damage is just ridiculous compared to adamantite and even chlorophite armor that is supposed to be a tier above titanium. It's good enough to bypass everything until ataxia; trust me, I have done that and thought it was just too much.
Cane of Disgrace: Post-Providence Summon Weapon
Summons one “Mini-Providence” that takes up 5 minion slots. Only one Mini-Providence can be active. Mini-Providence targets enemies closest to the player. After defeating Polterghast, Mini-Providence will shoot out Molten Blasts when enemies are nearby.
After defeating the 3 Sentinels, Mini-Providence will rapidly shoot out Holy Spears at enemies. Holy Spear velocity scales with the player’s health.
After defeating tDoG, Mini-Providence will shoot out Miniature Holy Blasts.
After defeating Yharon, Mini-Providence will shoot out a beam at enemies.
: I’ve found that summoners have to follow a very narrow path Post-Moon Lord. I’ve also noticed Providence’s lack of a summon weapon in contrast to most other Calamity bosses. I believe that adding a Providence-Tier summon weapon would be a neat idea.
Alternative recipe of Solar Eclipse Tablet:
10 Lihzhard Bricks @ Mythril Anvil
: This item builded from lihzhard stone, why this doesn't builds from it? Also farming monsters in Golem Temple are annoying and boring.
After killing one of the Twins, add a twenty-second grace period where the other Twin can't despawn due to distance.
: Due to the green boi being considerably faster and more aggressive than Retinazer, you're likely to have one of them (at least) rather far away from you while you deal with the one right in front of you, and it's rather infuriating to kill one of them only for the other to instantly despawn because of distance.
Remove minion slot bonuses from accessories:
This change would remove the minion slot bonuses that accessories give you and instead move them to a single upgradable item that will increase your minion slots instead.
: It feels restrictive as a summoner to have to use three of our accessory slots to what amounts to the same accessory three times because minion slots are so important. You have to either create another accessory that has just as many slot bonuses or gives free (good) minions to even consider replacing them. So instead we could take those bonuses, and move them to a singular item that you would upgrade throughout your playthrough, and free those accessory slots to allow for more interesting options instead of having to power creep summoner accessories just to get a use out of them.
Bracken Mine
Coral Spout & 30 Urchin stinger & 12 Spider fangs @ Mithril anvil
This would be an upgrade to the coral spout which would be a pre-mech boss weapon. It drops bracken mines (similar to coral spout projectile) that bounces around and inflicts venom for 2 seconds to enemies that are hit (doesn't affect bosses).
The coral spout in pre-EoC only has one real use which is shredding Desert Scourge, but a better version with bouncing projectiles could be useful.
The Earth Elemental could use at least some kind of warning before coming out of a wall
Heart of Terra
Sentry summon weapon
Unlike other summons, this behaves uniquely compared to other sentry weapons.
Summons a "Terra Heart" to blast foes. Its method of attack depends on which side of the heart lights up, which cycles every ten seconds.
Blue: Fires a spread of 3-5 homing blasts that explode into Terra Shards (take the Terra bullet shards but possibly nerf them to not be too powerful.) Cooldown between shots is short, possibly 0.6 seconds between shots.
Green: Releases a sunburst of light that has a range of 20 blocks. Any player in the radius will be healed by 5 hp/s and will gain a new buff called "Energized" as long as they are in the light. Enemies in this light will lose 10 hp/s, exponentially increasing to a maximum of 80 hp/s the longer they linger in it.
Energized buff
Flavor text: You feel as healthy as your heart is pure.
What it does: 10% increased damage, 5% increased damage reduction, 25% increased flight time, Greatly increased (+2) life regen.
Crafted with 7 Living Shards and a Queen Spider Staff at Mythril/Orichalcum Anvil.
can we get rid of boss distance despawn mechanic? its by far one of the most stupid mechanics in the game, and it only brings despair
Make the abyss minibosses play threats of the ocean floor when you get into a fight with them, you can have this work similar with how aquatic scourge doesn’t play its theme until the battle actually activates.
Cosmilite bullets
150 bullets from 1 cosmilite bar at draedon's forge.
Effect: Exact same as the arrows you get from Vanquisher Arrows, but with 10% less damage and faster speed.
Add some lore items for moon lord and post moon lord bosses, if it isn’t too much work. They’re fun to collect.