#suggestions-voting
1 messages · Page 28 of 1
buff butcher. Yeah it can turn to extreme speeds but the damage isn't even worth it.
Heavenly Hellbeam
Post-Providence prism-style magic weapon. Fires a narrow spread of Holy Rays that gains inflicts a stacking Holy Flames debuff that gains damage and duration the longer you damage an enemy. Visually looks similar to Providence's core, could glow as fired.
? Personally I feel that a magic drop from the Profaned Goddess should hold a little closer to her power, and be a take on one of her own attacks instead of another "shadowbeam but different". Nothing against the purge guzzler, but it's not my thing.
Make it that having sprites attached to suggestions is no longer allowed. (using images to explain a tough concept would still be ok)
Why? Because anybody who scrolls through #suggestions-voting can see a pretty obvious bias towards suggestions that have sprites attached, this is bad because it means that actually good ideas can get missed or ignored because they don't have a sprite, that using sprites could eventually be seen as the only way to get sent and would therefore misrepresent what the community actually wants in the mod.
In fact if a suggestion has even an "ok" sprite people don't even read the suggestion since one suggestion was literally just a sprite and got 65+ stars before they even made their doc public. (true statigel fyi)
"But I like sprites/pixel art" The art server has loads of amazing artists and artwork, you should check it out sometime.
"It reduces effort for the devs" If you see a flag on your suggestion then feel free to send them the sprite you made since it is your suggestion.
(Who it should be sent to could be clarified in the rules)
"It makes it more likely to get in" How many suggestions get added again? 1 in 500? 1 in 1000 even? Even with sprites that doesn't really change.
I wonder if anybody will actually star this...
Make mini bosses appear on map. (When they encounter the player.)
Molten Destruction: Pre-Hardmode Solar Eruption type weapon.
Recipe:
1 Chain Knife
25 Molten Bars @ Anvil.
Appearance: Similar to Sunfury, where the handle is a dark red, and the flaily part is fiery.
On Hit: Inflicts On Fire!
Hardmode and Post-ML have one, so why not Pre-Hardmode?
Rework the Tarragon summoner set bonus
The current bonus, specifically the part where having full health gives you 2 slots and a summon damage boost, reads more like a Rogue set bonus and doesn't fit the crit-based nature of Tarragon set bonuses. It's also not useful for your average player who probably isn't a dodging god. Having such a boost tied to such an easy to lose condition makes this feel like it was tailored to no-hitters more than anyone else. So here is what I'd change it to
Every 15-20% crit chance adds 1+ slot and 5% summon damage
This new bonus would tie into the crit theme of Tarragon bonuses, lets summoner make use of any crit they have be it from the armor itself or general purpose accessories, and is useful for the average player. While it would be weaker than the current bonus if you ARE a dodging god, unless you respec specifically to use it, the bonus slots will actually come into play more often. Also, it prevents a bit of Mechworm fuckery.
For reference, the Tarragon armor gives 20% crit no matter which set you're wearing while Auric Tesla gives 15% so you will always get atleast 1 slot or be close to getting one.
Suture Staff: Pre-Hardmode Summoner weapon.
Summons: Suture
What Suture Does: If close to an enemy, shoots red projectiles. When far away, it turns red, flails around, and charges into an enemy.
Recipe:
15 Crimtane Bars
5 Tissue Samples.
Appearance: Similar to Suture from the Binding of Isaac Rebirth.
Why: 1: Nice reference, 2: Post-Brain Crimtane tier weapons don't have a summoning item.
I've got a small suggestion for patch note 65 involving boss bars, maybe make it only show boss bars for mobs with over 800hp after HM has started? that way Cnideron still gets his until he's no longer relevant
New Rogue Mechanic:
Sneak Attacks.
While a rogue armor set bonus is active, when no enemy is aggroed to you for a certain amount of time, the next hit with a rogue weapon is a guaranteed crit. This could be because of some sort of invisibility effect, or because you're out of aggro range of the enemy in question.
Because with the Rogue update coming around the corner, this seemed like a great time to introduce this sort of mechanic.
Repost from month ago
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
Some additonal supply of mana, as alternative for using Flowers and Cuffs.
Tally board
This item is similar to the stat sheet, however this one counts player deaths, and how many times they die to each boss.
Have you ever wondered how many attempts it took to defeat death mode leviathan, or some other challenging boss? It’s annoying trying to count it once you get over like 20 attempts, and this could be used as a way to simplify it.
Balancing Suggestion:
Either nerf the Sanguine Flare, or buff the Viscera. The damage gap between them is too large, and even with its healing, the Viscera just does not compare with the Sanguine Flare. As a result, the Viscera just doesn't seem like a viable weapon for this stage in the game, other than precise DoG hits, and even then there are better weapons to use, like the Aether's Whisper.
Glaive Beam
Obtained from: Skeletron Prime's laser arm, guaranteed drop if it's your first kill, 25% chance beyond that. (Rev only)
Rarity: Bright Purple
Sell Value: 5 Gold.
Damage Type: Magic
Use Speed: 20
Knockback: 1
Critical Strike Chance: 4%
Details: Dealing damage with other weapons of yours charges up a meter for the Beam that would display either below/above the player or near the Mana Bar. As the meter charges up, it'll consume Mana (1 Mana per 1%, getting a hit with a weapon charges up 1%), if you do not have enough mana for it to consume it will not charge up and instead lose 1% of it's charge. When it is fully charged and you left click with it selected, it'll fire a solid red beam (Think a slimmer Last Prism beam) for a few seconds, constantly hitting enemies caught in it, ignoring not all but a lot of immunity frames. After about 5 seconds of the beam being fired it will be drained of all charge and need to be recharged. The beam consumes 20% charge a second, allowing you to deselect the beam after a certain period of time and have it still retain some charge.
Damage: (No idea yet, enough at least to make it something players can actually use without it feeling like too much of an inconvenience to switch to a lot)
Tooltip:
Deal damage with other weapons to charge the beam
Once fully charged, left-click to unleash a beam of pure destruction for a short time
'One of the most powerful weapons of war ever created. Known to take out some enemies in a single blast'
Synthesis
Mage Gun
Upgrade to the Alpha Ray, obtainable post-Yharon Phase *2
To craft,
(1) Alpha Ray
(1) T1000
(1) Apocteosis Array
(1) Aether's Whisper
(1) Lazhar
(1) Effervescence
(1) Plasma Rifle
(5) Phatoplasm
(5) Cosmilite Bars
(3) Yharon Soul Fragments
(5) Nightmare Fuel
(5) Endothermic Energy
(5) Darksun Fragments
(25) Auric Ore
*Due to the max amount of items that can be in a recipe, the Galactia Singularities and Cores of Calamity were removed
- Left Click fires a constant beam of orange/blue which goes through blocks (think, Genesis) and inflicts On Fire and Frostburn
- Right Click charges a large salvo of multiple lasers which deal more damage the further they travel - these dissipate after (x) blocks and do not pierce
- Holding Right Click fires shoots a mass of innacurate lasers that bounce off blocks (x) times before disspating.
The longer you hold down click, the more projectiles are fired each second (think, T1000 or the Laser Machinegun from vanilla)
Why? Mage gunslinger is a fun sideclass that doesn't have much support. Most of the crafting trees for the weapons are
minimal and they cease to be useful almost immediately after they're crafted (with the exception, of course, being the Alpha Ray)
This extends the trees a little further and adds an extra side-tier weapon for that area of the game.
Calamitous Crusher
End-game tool, left click for pickaxe/axe, right click for hammer
Recipe:
8 Calamitous Essence
30 Ashes of Calamity
1 Blossom Pickaxe
1 Grax
500% Pickaxe Power
500% Axe Power
500% Hammer Power
: There isn't a single tool in vanilla or in this mod that can be used as every tool. I got an idea for how that could work, so I decided to start with this.
Cosmilite Ore/bar changes:
Ore drops from the Devourer of Gods instead of bars. Current quantities dropped by him will multiplied by 3 and divided by 2 to scale with the new recipe:
Cosmilite bars:
Crafted at Ancient Manipulator
3 Cosmilite Ore
1 Nightmare Fuel
1 Endothermic Energy
Yields 2 bars
Draedon's Forge recipe change:
Removes the nightmare fuel and endothermic energy from the list of ingredients.
Why these changes?
Consistency, for starters. Cosmilite bars just drop from DoG with no sign of their origin and refinement.
Streamlining as well, Auric bars are coming down the pipeline, combining many post-moon lord ingredients to make crafting easier. A change like this would be a proper preparation for the future.
Addendum: The current Cosmilite bar sprite almost appears to have Nightmare Fuel and Endothermic Energy embued into it, so the new Ore sprite could look like steel.
Unholy Flame Trap
Upgraded flame trap, deals more damage/ignores a percentage of enemy defense, fires farther, inflicts Holy Flames
Recipe
12 Unholy Essence
3 Divine Geodes
Flame Trap
Why this should be a thing
As the Mechanic puts it, traps simply don't make the cut after a point. This, along with other upgraded traps, would allow defenses to defend with more than a modicum of success.
astral compass/ detector:
this item would let you know if there is and astral biome in the world, and would point you towards it
Recipe:
10 fallen stars
20 meteorite bars
compass and or metal detector
Reason to add this:
i killed the wall of flesh and either the biome didnt spawn or it landed underground, and this item would let u know if the blocks are in your world or not and if it did bug out and spawn underground, this would allow you to go to it without having to mine for hours looking for it.
I dont think it would be that big of a deal to just know where the biome is and would let you know if it the thing bugged out or not
Book Mimic
A simple enemy for Pre HM dungeon. Has a chance to spawn upon breaking books in the dungeon. Will bounce and at the player like a chest mimic. Rare chance to drop a waterbolt. (Thanks to sal in the art server for some part of the idea)
This would make running to the dungeon and going for a waterbolt in a bunch of worlds right at the start much more dangerous, and therefore, something less likely to be done.
stop nerfing/buffing vanilla terraria items
News Role
A role on the server called something along the lines of "News", for people who want to get pinged when there's news or announcements in the server. Fab/Danny would ping @News when there's an announcement or changelog.
The role could be gotten by simply asking a mod, or by a bot that gives it if you react to a message with an emote; i've seen that used before, it's possible.
Why?
I'd love to get notified whenever something new happens, without having to fiddle with channel mutes and mention permissions. I think many others would as well, especially those who don't know how to get notified from posts in certain channels.
Plague Trap
Upgraded Super Dart Trap, projectiles do more damage and pierce enemies, inflicting Plague
Recipe
20 Plague Cell Canisters
10 Unholy Energy
1 Divine Geode?
Super Dart Trap
Why this should be a thing
Traps are largely ineffective after a point in Hardmode, and become all but useless in Revengeance HM. Having upgrades to the traps would help solve this.
Cosmilite Mine Trap
Upgraded spiky ball trap. Balls do no damage, and instead leave sticky mines on every bounce. Mines do heavy damage and inflict God-Slayer Inferno.
Recipe
8 Cosmilite Bars
10 Endothermic Energy
10 Nightmare Fuel
5 Sticky Dynamite
Spiky Ball Trap
Why this should be a thing
Once again, traps are largely ineffective, etc., etc. Upgrades to traps make them useful again, particularly in post-ML Hardmode, and especially in Revengeance.
NPC spawn item
Works similarly to boss spawners, but just spawns a town NPC.
Each NPC have a different spawn item made from things related to it(e.g the merchant’s one might include coins in its recipe, while the witch doctor’s might use bee hives or wax.
The item can only be used if all standards for the NPC, including empty house, are achieved.
I think this should exist because it can be pretty painful to get the NPC you want to spawn.
Caustic Sludge Trap
While activated, constantly leaks a liquid with honey's viscosity that slows and rapidly damages any entities that enter it. Crafted in pairs, and does not function unless there is another Caustic Sludge Trap directly opposite it with no blocks in-between. The liquid cannot go higher than the block layer it occupies.
Recipe
~250 gel
20 Plague Cell Canisters
5 Bars of Life
1 Bucket of Water
Note - crafts 2 at a time
Why this should be a thing
In addition to traps being pretty useless, there isn't much in the way of options for traps. This would allow you to create death pits for use in defenses.
Extra note
The liquid should look like the nasty green stuff from the original DOOM and emit light. Classic toxic-waste style.
Aer Disruptor
Exo-spear, melee/rogue combined.
LC (deal melee damage): swings exo-pallette spear, which have a insane size (like 20 blocks wide), ignores IF and summons from offscreen three projs: one heals player per their damage, second explodes in massive range and inflict in that a "Exo Freeze", thrith a just homes.
RC (deal rogue damage): throw giant exo-pallete spear, which create trail of Executioner's Blades, pierces inflinitely and creates a LC-attack projectiles on hit.
Craft:
Heart Rapier
Glided Prophosis
Elemental Lance
Brimblade
100 Xeroc Pitchfork
100 Bone Javelin
100 Auric Ore
5 Endothermic Energy
5 Nightmare Fuel
5 Darksun Fragment
5 Cosmilite Bar
5 Phantoplasm
5 Yharon Soul Fragment
5 Bar of Life
@ Draedon's Forge
: More exo-tier weapons (for diversity), and alternative to Exoblade and Celectus.
If you're using a mage/summon weapon you should actually be able to see how much mana you have left in figures. OR - if you don't have full mana you are able to see how much mana you have left.
More than one general chat to prevent the “spamfest” mods said would happen if slowmode was disabled
Make the rogue class also count as throwing so it is compatible with throwing armor sets and accessories from other mods.
New post providence Summoner weapon:
Profaned Cluster
Summons Three Mini Profaned Guardians
takes up 3 Summon slots per summon
Dropped exclusively from providence
Acts similar to the optic staff
Appearance: Similar to the profaned Shard, But in more of the fashion of a large crystal- and unlike the Divine geode, it has no ‘rocky’ formation on it.
Summons one defender, one healer, one attacker
The defender will deal contact damage and rush into enemies to deal damage, Will also destroy projectiles, with few exceptions (Scal’s doom spheres, Yharon’s tornadoes, Other large important projectiles)
The attacker will attack with ranged profaned projectiles, and will cause the profaned flames DoT on enemies
the healer will stick close to the player and heal them for 1 HP per 3 Ticks in game, Ignoring the player’s effects (Being harmed by DoT, Potion sickness) And can stack
All 3 Guardians act as a light source each, As a side effect. They may pass through walls.
Tooltip: ‘a small fire burns within...’
Why? Because summoner needs a serious summon weapon post province for both boss fights and as a utility to find Resources.
❗ Maybe make some accessories for melee YOYO route... make the yoyobag be upgradable like emblem or so.
Slime earrings - new summon accessory
Crafted with a high amount of slime, lets say 200 and 2 silver/tungsten bars
Gives the player a new summon slot which is dedicated to a slime, just like the godly soul artifact
There are rather few summon options prehardmode, this gives an extra slot without just being a direct upgrade to the pygmy necklace
Heart of the Cosmos
"The arcane powers within this gem seem to swirl with eldritch brilliance in colors and shades that mortal eyes can't percieve."
ML Summoner weapon drop
Summons a Crystallized Eye minion.
These minions look and act very similarly to the True Eyes of Cthulhu that the Moon Lord spawns.
Crystallized Eyes cycle through 3 attacks:
- A beam attack, similar to the ML eye laser and Prov's Unholy Beam.
- A basic charge attack, similar to most other flying minions
- A homing projectile attack.
Each Crystallized Eye takes up 2 minion slots.
: There are no post ML summoner weapons aside from Elemental Axe until Cosmilamp, which is post Prov. The only other one is Energy Staff, which is a sentry. Plus, ML has 2 summoner drops, but they're both sentries. Hopefully a ML summoner weapon drop will fill this niche and make summoner a more viable option for Guardians through Signus/Polter.
Give Draedon's Heart a buff of +10% all damage outside of rage and +10% movement speed.
Part of the reason why Laudanum and the Stress Pills are so good is that they provide other buffs in addition to things like, say, the Horror immunity. Draedon's Heart, despite being a pre-ML accessory, doesn't even have those bonuses, leading people to consider it to not be great. Sure, it gives a large-ish defense buff if you're standing still, and rapid regen, but still; you're not going to be standing still in most boss fights.
Frozenfire Poker Trap
Upgraded spear trap, deals increased damage/ignores most of the enemy's defense, inflicts Frostburn, deals inverted knockback - while poking forward, enemies are pulled closer to the trap. While pulling back, pushes enemies forward, maximizing damage.
Recipe
24 Endothermic Energy
10 Cryonic Bars
5 Crystal Shards
Spear Trap
Why it should be a thing
In my string of upgraded traps, this is the last one. Traps don't deal nearly enough damage in HM to be viable defenses for homes, particularly during blood moons or solar eclipses - events where NPCs are rather vulnerable to wraiths and reapers. These upgrades make them viable again.
Initial idea by Ace Detective
A very minor suggestion: according to the new lore, Clonelamitas is an unique individual. Therefore, it should be referred to in the death message as "THE calamitas doppelganger" rather than "A calamitas doppelganger".
Lunar Eye
10 Luminite Bars
20 of all Fragments
40 Chlorophyte bars
Mage: it is a Weapon of the Moonlord his self, with 200-275 damage, shoots a Plasma Death Ray, takes 40 mana per second.
please make it so the seraph tracers or whatever only give you a speed boost and let you use better wings
or is it already a feature and im dooling around
Eye Of Illusions
Accessory:Drops from the Moonlord, increased damage by 15% and every time you have been hit, releases a Moonlord Eye that
- Shoots a beam at them
- Shoot a 3- round burst that locks on to the enemy.
True Arkhails
1×Arkhails
1×Broken Hero Sword
A True Heros Weapon
Melee: It is a normal arkhails with buffed damage and longer range, does 90-105 damage and improves damage by 10% every boss you kill.
Keybrand D
Upgrade to keybrand, Improve the damage, give it slight life steal on hit and a faster attack speed.
"The signature weapon of the mouse king"
The weapon is a reference to King Mickey's Kingdom Key D from the Kingdom Hearts series. The life stealing is a reference to how hey would save you after you die in Kingdom Hearts 2.
It would be a nice weapon to celebrate the release of kh3.
Sigils
Combination banners that provide increased buffs with reduced space usage.
Link to document with all sigils
https://docs.google.com/document/d/14GKzrtdwEvhKcWW_HdT0jbH9p9Yk__YCs6_i0VvKKrc/edit?usp=sharing
Why it should be a thing
This would save on a LOT of space for banners while also improving the buffs they provide, all while looking pretty snazzy!
Extra note
All sigils should be simple, with a thematic symbol and fitting color scheme, except for a few noted sigils in the document. Grand sigils should have animated sprites, but very subtle - think Prismarine Blocks from Minecraft.
participation medal
a rusty old auric medal that's given to the played for "passing" the fight
meant to be a joke item to those that did the fight in normal mode
dropped my Supreme Calamitus in normal mode
lore: "congrats, you beat me in normal mode. you must feel so powerful huh?"
Change summoner minions like the ones from herring and deepsea to not throw themselves through enemies.
It'd be a semi-major buff i know, but it could be locked behind having to make the minions target the enemy with the right-click feature.
Personally i find it annoying when the herrings YEET themselves through the enemy. Way worse when in a closed area since it takes them much longer to attack again.
The Biome blade is in desperate need of a buff. If the Biome blade were to be buffed, that would be great.
: It's stats are paramount to that of Pre-HM swords despite its HM status. The Biome Blade can only be upgraded after Plantera is killed, which is ludicrous considering it's extremely low stats.
Draedon’s Dual Heart system
Draedon’s Heart/HOTE upgrade
”You know what they say, two hearts are better than one!”
Combines the abilities of the two items, and restores the horror immunity
While waifus are active, the regen buff is cut in half, and the rage boost is lowered
Both of these items are decent at best, and are almost never used. This upgrade would make it so that having the items would actually be an option, and not just novelty items.
Melee Tweaks:
Currently, some melee weapons are just rebranded ranged, without any sort of mana cost or ammo needed.
I feel that as a whole, melee specials should be;
- Restricted to on-hit effects
- Usable with a cooldown on right-click (if possible to code??)
- Have some sort of resource consumption (or debuff that limits output?)
Classes in Calamity all have some sort of gameplay feature that they boil down to; Magic needs mana, rangers need ammo, summoners summon, and rogues throw stuff.
Melee in my opinion should be a class identified by its ability to endure damage, and limited combat ability outside of close or even mid range.
i have two suggestions about crawlers ( sapphire, diamond, crystal etc ).
I would like to make them more dangerous. Its will be grate if the could to shoot in player with part of gems, like spiked snow slime.
And the second one. Its will be cool if crystal crawler could drop special item, which summon pet, which can glow and maybe show ores nearly player. Also i have an idea for its sprite. Its look like crystal beetle from Soul Knight game.
Here's a list of things I believe should be added to the shiv area of The Calamity Mod. Shivs are a great type of melee weapon, but aren't too useful. Here's some suggestions to make shivs great again!
https://docs.google.com/document/d/11JlXWSYoTtGlUtSYYis6MRJ-1Zd1RyFTm0yRfT3nPOc/edit?usp=sharing
❗ To my previous suggestion about yoyos. I feel like this class lacks on small numbers of variety. We have a lot of swords, mage type and ranger weapons. But yoyos and summoners paths?
❗ Yoyos bag -> upgradable route to maybe spawn 3-5 yoyos (vanilla accessory spawns 2).
- Maybe ads more counterparts to it too.
- Maybe make the item apply debbufs on hit, similar to elemental glove. Why? Because as a yoyo master you have to spare the one accessory slot for the yoyo bag.
- Maybe it could have the Dodge ability, same as ninja set.
- Maybe make on use accessory ability you to be able to have 10 copies of yoyos at a time that you're holding and ahve it only for a short period of time, maybe 5 seconds. This could be something like third bar similar to Rage bar or Adrenaline... Or it could even use some of these to make the item work, but that would not work very well.
-- To the ability, you could have changed that for anything: invincibility, boost HP for a while, have counterparts on all the time-but reduce movement speed?, etc.
currently, tanks, which is a viable though admittedly below average build in vanilla, simply does not exist for calamity.
the reason behind this is the practically hard-capped damage reduction, and the relatively low defense of end -game armors.
for this reason, i suggest to raise the calamity dr bar to 55%.
of cause, this comes with a large price, and i suggest the price to be 30% decreased total movement speed and banned mounts.
if you didn't understand what i meant, its a accessory that raises dr past the cap but heavily reduce mobility.
Precise Targeter
Click on enemy for configuring homing and minion's targeting
LC increases priority of enemy
RC decreases priority of enemy
Craft: Radar + 10 Iron Bar @ Anvil
How to Priority works:
This a some overhaul of homing attacks and minions.
On choosing target, object firstly targets to enemies with most high priority, if list of possible targets are more that one, then activates a standart target mechanism. If all enemies with choosed priority are gone, object iterate a enemies with lower priority. This can be continued until all targets are behind a targeting conditions.
Minions sometimes sucks, because these can targets something wrong, like boss summon or tough random monster in boss fights. This also applies to homing projectiles and weapons. My suggestion can increase comfortabilty of summoner and decrease bad things in mob farms.
i may have a suggestion, though i doubt it'll get implemented:
have an accessory that makes a player immune to their own built traps for the first 6 seconds upon enemy contact. world traps can still harm them like normal.
I would like to suggest accesorys for summoner that removed the minions damage penalty when you are using a sword/pick/bow/gun but you get a 50% (maybe 25% magic staffs) damage penalty for these weapons, for example the first accesory with this feature can be the summoner emblem.
Explosive Flare
Ammo
Used by Flare Gun, Spectralstorm Cannon, and Firestorm Cannon.
Penetrates an infinite number of enemies, and creates a small explosion whenever it hits an enemy.
Sold by the Arms Dealer after defeating the Perforaters/Hive Mind for 1 Silver each.
buff cnidrion to have 805 hp, in order for him to have a bosshp bar but also keeping others town NPCs especially from having it
Repost of a suggestion from a week ago:
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.
Allow the Dark Sun Ring to soften the stat caps like a slightly weaker version of its pre-nerf version. Instead of reducing all boosts of a stat past the cap down to 0, allow 1/3 of the boost to go through. Why? Because as of right now, the Dark Sun Ring just isn't that good for such a late-game item. I'd also increase the stats it provides, or give a truly unique effect such as increase damage the lower your remaining wingtime is, or reduce the chaos state debuff's length by a short amount.
Decrese the bars needed to craft Pre-HM ore armor. not only they are irrelevant enough even after the mining set bonus, but meanwhile a set usually costs 30~ bars to craft, platinum or gold armor for example cost a whopping 90 bars to craft the whole set
I would like providence just to maybe reduce the time on her invincible modes and reduce the damage taken from the bullet hell flames, as they can quickly whip someone who isnt with ultra instinct activated the moment she starts the orange flame fest that does 150 dmg
Give the Stress Pills their own stats to better distinguish it from the Laudanum
: Stress Pills are next to useless when compared to the Laudanum, dispite the fact that they are obtained the same way and at the same time. Giving the Stress Pills different stats would allow for some choice in Rev+ accessories and bring the Pills out of the Laudanum's shadow. One of my ideas is to have the Stress Pills give the player immunity to the Marked for Death debuff.
galaxy background during the DoG fight edit: the background behind the mountains, it will be cooler if you see mountains with a galaxy behind them, also make the main background ( the mountains ) kinda purple, so they fit in
weapon:
Hornet launcher:
costs 100 mana per use, shoots out a mortar that does 50 damage, then explodes into 200-210 bees, with a use time of 45
crafted with the bee gun, wasp gun, rocket launcher, vortex fragments
looks like a yellowish rocket launcher with small black stripes, a stinger at the end of it, with a hive sticking out the end of it.
the projectile is a semi-large beehive
I feel the bee weapons, while expanded upon, need something a little more. this is meant to be a counterpart to the swarmer.
Jukebox
A 4x4 furniture that you can right-click to open a UI, select a song, and play with an increased sound radius.
Recipe
Not sure, but preferably not every single music box in the game because it takes forever to record them with the RNG.
Why it should be a thing
I did some browsing here and online, and there isn't quite a mod that includes this. The one other is the Exxon Avalon mod or whatever, and it only covers vanilla songs without saying which one is which - just numbers. It would be nice to open up a UI and play a soundtrack with a larger radius, and be able to pick what whenever.
Weed Killer
Mage: Drops from Plantera, shoots out a spray (Somthing like Dr.Man Flys Flask) that does 80 damage per second.
Legendary weapon: ArcticStaff (something like that anyway)
Desc: the staff of a now mindless wizard
Summons a small cryogen that fires ice projectiles and gives the player a ice shield that blocks 2% of damage (stacks up to 12%)
Everything else can be decided later... I just want a summoner legendary... And more for the cryogen
Cryogen for the win
Combat Rating: Everytime you beat a boss, a MGR:R style combat log pops up, showing your time, damage taken, max DMG,etc... and gives a rating for your combat.
I present to you all, the Black Lotus, a Post-Moon Lord weapon that shoots three bursts, of rapidly color changing bolts of Red, White, Blue, Green, and Purple/Black. This weapon is a direct upgrade to the Arch Amaryllis and is crafted out of the Arch Amaryllis, 9 Uelibloom Bars, 3 Cores of Calamity, and 3 Twisting Nether. The weapon will feature faster fire rate, more damage, faster velocity, and less time to home in on an enemy. This is not an official sprite, and I am not a professional spriter, this is merely concept art. Feel free to make suggestions/improvements, or just your thoughts in #suggestions-discussion , I will try to read most of them. 😃
New mini-boss: The Alpha Wyvern where and what: It will spawn in the space biome and it will be a stronger, smarter and bigger version of the normal wyvern Looks: It will look different than the normal wyvern by having large horns, claws similar to of a hawk, will have different colors than a normal wyvern and a large frill on its head. its AI will be different than a normal wyverns by moving faster and it will move differently, it will also have the ability to shoot fire. When: It will spawn after the plague bringer goliath has been defeated Why The mod doesn't add anything major to the space biome besides the cloud elemental, It will also drop weapons that have to do with the sky biome and the mod does really add a lot of weapons from the sky at least through out the later phases of the game
Ceased Void
Idea 1: storage pet that can store items....
Idea 2: legendary mining tool...
An item that "summons" each of SCal's Bullet Hell phases with their length increased to 1 minute (versus 15 seconds) with, say, 10 seconds of break time in between them. Using this item would allow you to practice SCal's attacks better so that you don't have to fight the entire boss just to practice 1 part.
This is a suggestion for the lore
Can we get an official timeline so we know when some events happen in relation to others?
: mainly to cover up possible plot-holes (Daedalus and Permafrost lore might contradict each other depending on what happened when)
Ol-Great Sword
10 Silver Bars
10 Molten Bars
25 Iron Bars
10 Souls Of Light
12 Souls Of Night
20 Bones
20 Wood (Any)
Melee:Hardmode, This Old sword can do you some good in the beginning if hardmode and during fighting bosses, does 110-450 damage, but it swing 1 time per 1.5 seconds, VERY little knockback.
induce a way to make all vanilla things, whether it's player dr, base damage of items or even life drain weapons behave like they used to.
the buff caps, due to being a mechanic invented by calamity, will still stay, but things that overrides vanilla, like life drain pauses, will not.
this allows for more varied builds while maintaining most of the fun calamity offers, of cause, one does not have to use this, and it could be force-disabled for deathmode or even revengance(though i don't thing it's nessesary for revengence)
Add a reaction to signify that the change was not accepted by devs. Helps people not resuggest things.
Suggestion: Replace 'Go fast' in the burden breaker's lore with 'Makes you move speedy quick'.
Reason:Reference to drh's boss guide, specifically Cryogen's section. It's funny and makes me giggle.
the phoenix blaster should be buffed, not nerfed, in terms of dps
i know how it now have autofire, but in my opinion it's still severely underpowered.
why? because the archerfish, which have the stat of an uzi, exists exactly where it does.
i think it should at least have 30 base damage. there is no need to compromize for approximately 22% slower speed since there still should be a slight gap between weapons to seperate what's considered good and not so good.
p90 should have some more ammo reservation.
i mean, i understand how it's supposed to use up bullets quickly, but the current rate is just ridiculous.
Blighted Altar
2x2 Placable
Crafted with 20 Auric Ore, 2 Yharon Soul Fragments, 5 Cosmilite Bars, 5 Phantoplasm, 5 Nightmare Fuel/Endothermic Energy, 10 Darksun Fragments and 1 Ashen Altar.
Click the altar with the Eye of Extinction to summon Supreme Calamitas, instead of summoning it normally with the Eye of Extinction. The altar marks the center of her arena.
Why?
It's annoying to position yourself on the exact correct block in your SCal arena each time you want to fight her, especially on higher difficulties or when nohitting, when it can take an absurd amount of attempts. A placed structure you have to click instead would make you just have to be near it, and also be a good way to mark the center of your arena.
Will maybe attempt to sprite later.
to make tanking a viable option against bosses, alternative helmets/armors that have a lot of defense and let you switch between tank and "escape" mode, facetank mode lowers movement speed but increases defense and damage, sometimes reflects attacks, while escape mode lowers damage and defense but gives you an extremelly fast dash, increases movement speed and life regen, give you immunity frames.
Buff Biome Blade and True Biome Blade
Biome Blade is obtainable at the start of HM, and is the start of the crafting treeline for Omega Biome Blade, Bananarang becomes your only viable option in early HM (pre-boss), which is obtained from a Rare Mob in a Rare Event (Clowns @ Blood Moon). (100-200 DPS, Bananarang is 600-800 DPS)
True Biome Blade is a Post-Plant Weapon which is an upgrade to the Biome Blade, and is STILL weaker compared to the weapons obtainable at that point. Terra Blade (3-3.5k DPS), True Forbidden Oathblade (1.6k-2k DPS), And True Biome Blade is only sitting at 550-700 DPS
Repost from a week ago:
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.
Threats from the ocean floor's Musical Box could be a 1-5% drop from the juvenile eidolon wyrm or a 1-5% drop chance from every miniboss in the abyss, so even if someone thinks it doesn't fit, it's not wasted potential.
Also adding servants of the devourer type D and the full remix to the Music mod sounds good letting both have a chance to drop from DoG Phase 2
Reason: Having such good songs scrapped or unused feels a little bad, also think about the totally new experience and spice Dokuro's own remixes can add to what we already have.
Buff deific amulet and rampart of deities iframes. right now, cross necklace gives twice the amount of iframes than the last two, a buff would be apreciated since they both use necklace in their recipes and they are pretty expensive to make, but since they dont even provide the same effect than necklace, it makes the necklace , an early hm accesory, a better accesory than rampart and amulet
right now, both accesories feel like a direct downgrade, sacrificing half the inmunity time for a potion effect and fallen stars, which are useless. the only redeeming quality is the 25 arpen, which roughly translates to 10 flat dmg, which in hardmode, the point where you can "upgrade" to it, is really not good.
We love the vague suggestions
Make defeating moon lord actually be called something (like defeating WoF is hardmode) and make some more significant things happen - e.g. buffing stats of all enemies by a considerable amount in expert+ modes
EDIT
evil biome and hallow spread becomes completely halted, as opposed to slowed down
Can we get the super training dummy earlier? i dont see any reason why i shouldnt be able to properly measure my dps until i completed 90% of the game
Twilight Memorial
Post-SCal rocket launcher, uses grenade shells for ammunition. Deals very high damage, has decently strong homing, spawns a cluster of homing mini-missiles on detonation. Slow use rate.
'Destined for your hands and yours alone.'
Recipe
5 Armored Shell
20 Cosmilite Bars
10 Darksun Fragments
10 Yharon Soul Fragments
75 Auric Ore
10 Calamitous Essence
Why it should be a thing
Rockets are underused in Calamity, and criminally so in base game. This weapon would provide an incredibly powerful end-game rocket launcher to use, balanced by high costs due to grenade shells and low fire rate, as well as when you can actually acquire it. It would also be a nice homage to a glorious weapon.
Edit: changed the 5 Bars of Life to 75 Auric Ore
This isnt a suggestion for any item or specific improvements to an item but instead a category
Yoyos seriously need some king of improvement, more damage, longer range, faster speed, more projectile shooting ones, more accessories, anything really that would make the more powerful is needed greatly if they will be useful in things like deathmode or late revengeance. They are powerful against weak trash enemies but are lacking versus bosses.
Rainbow Maximizer
Recipe: 77 Rainbow Bricks, 7 Bars of Life, 7 Luminite Bars, Chain Guillotines ?
This flail is basically an upgraded version of Chain Guillotines with a medium range. Upon hitting it shoots 1 of 4 colored orbs. A red orb inflicts brimstone flames, a white orb inflicts Armor Crunch for a split second, a green orb provides temporary HP regen, a blue orb freezes enemies for a split second. The blades pierce and hit a couple of times allowing for big dps on large mobs.)
If you were to compare this to a ranged weapon, this would excel even better in close combat
Why: Flails are kinda cool tbh, also would like them to be a little bit more common in the late-game.
max out rage every time a boss is summoned, this does not work if any other boss is currently alive.
this is a very minor change, but it reduces grinding, which is always good.
Make the defeat of the moonlord change the sprite of the moon, just like how the suns sprite is changed while wearing the sunglasses. One idea is to make it look irradiated without the moonlord to protect it or whatever it is he actually does
I was playing terraria today, and the nurse said “I keep asking for wine, but all (the tavernkeep) gives me are cups of ale.” The nurse should have a quote relating to Cirrus, since she sells all sorts of alcohols. In fact, maybe they should both have lines relating to each other.
Divine Yoyo Bag
Become a god amongst yoyo masters!
All yoyos inflict God Slayer Inferno and create healing orbs on hit
Yoyos build rage
Appearance: Resembles the Yoyo Bag, but with Cosmilite coloring and a counterweight made of a Nebulous Core on a string attached to it. Fittingly enough, counterweights cast while yoyo-wielding with this equipped also gain a Nebulous Core-esque appearance.
What it does: Similar to the Yoyo Bag in effect, but with a few notable changes. For one, it now casts a third yoyo rather than only two. In addition, it adds God Slayer Inferno (more for aesthetics than anything) and create orbs that home in on you and heal a little amount as you attack enemies. Most uniquely it also makes Yoyos gain you rage as you attack with them, just like True Melee weapons, albeit at a reduced rate compared to them.
How it's made: Yoyo Bag + Nebulous Core + 5 Nightmare Fuel + 5 Endothermic Energy @ Draedon's Forge.
Why it should be added: Yoyos get shafted in Calamity. Hard. It's at the point where several Calamity yoyos are overshadowed by vanilla, projectile-less ones, which is disgraceful, and they have to waste an accessory slot on Yoyo Bag to be any good. Introducing a way to help brave would-be yoyo masters out, the Divine Yoyo Bag!
Adding a third yoyo gives damage output to make up for missing out on, say, the Elemental Gauntlet, adding healing gives something no other yoyos give normally (seriously!), and the rage addition just gives yoyos a small, unique thing, because why not?
Yeah, I'm doing a mage-only playthrough, and one thing I can suggest - buff magic weapons to be able to kill skeletron prime, cause its kinda uncool that with stormbow/megashark he isn't that hard at all. His upgrades are good tho.
For now for this post to make sense, I think crystalstorm barrage, while is awesome, needs a buff to damage to be able to compete with daedalus stormbow and megashark. (can't say about other classes tho, megashark is very accurate and good dps, so barrage probably would have even more dps upclose, but less when too far away, needs to hit that sweetspot, cause shark can hit without ever missing easily)
Nerf nurse, cause Its terrible that you need to run to her every few seconds. I mean it's absolutely op. (maybe make heal gradual when boss is alive? Better off making it optional or as a part of revengeance for balance, maybe)
rays of calamity.
basically, a mage gun that rapidly shoots out calamitas lasers.
(that's the lasers that split into 3 and becomes homing home after a while.)
dropped from soul slurpers after calamitas was defeated.
Reason: these lasers calamitas fires are really unique, unfortunately supreme calamitas does not use them, nor are there a weapon that fires them.
this could be a long-range alternative to undine's retribution.
the sprite can be a recolored and slightly revamped lunic eye.
Remaded Prismatic Gun from three months ago
Spuring Gun
Post-ML magic weapon
Sprite: Long revolier with Elemental pallete
Tooltip: Approved by critters, drolls and tortured wizards
Can auto-fire
Uses 4 mana (LC) and 160 mana (RC)
LC: Insanely fast (4) shoots a small lasers, like Laser Rilfe.
RC: With Snail (60) shoots giant wide laser, as long as screen, which moves very slow and infinitely pierce. That laser can oneshot absolutely most Hardmode enemies and leave a post-ML enemies very damaged.
Craft: Lazinator + Last Prism + Space Gun + 5 Galactica Singularity + 5 Luminite Bar @ Ancient Manipulator

- #3 Elemental weapon for mage, like ranger and melee.
- Valuable two-using weapon.
- Reference to Spur.
stop Astral Biome enemies spawning in the dungeon as dungeon enemies can't spawn and it can become annoying
a spawn item for the sandstorm elemental.
Why:aside from dropping two components for the HOTE, the sandstorm elemental drops the forbidden fragment, a incredibly handy crafting material that is involved in many weapons, including an exo-weapon, as well as the arid artifact.
comparing her to the great sand shark, the sand shark's drop, the grand scale, is only used on less than a dozen weapons, and he, for some reason gets a spawn item?
at the very least, spawn her when 30 desert spirits are killed in a sandstorm.
Repost of a suggestion of mine from over a week ago.
Organic Mask
"Summons a biomechanical creature."
Buff description - "The Bohrok will fight for you."
Recipe
25 Auric Ore, 10 Cosmolite Bars, 10 Uelibloom Bars, 40 Endothermic Energy & Nightmare Fuel, 15 Profaned Geode
What it does
Summons an orb mech with each use, cycling through the six variants until you have one of each out at 6 minion slots. 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.
Why it should be a thing
Weapons tend to boil down to singular pieces of gear towards the late end-game, and summons are no exception. This would add another unique summon to the game, as well as another option to choose in the final stretch.
Extra note
Here's what their appearance should be based on. https://vignette.wikia.nocookie.net/lego/images/e/ec/Sixbohrok.jpg/revision/latest?cb=20120304215735
Emblem conversion recipes
At HM Anvil:
Any Emblem
5 Enchanted Metal
Makes any 1 emblem of your choice
Getting specific emblems is currently painful due to the fact that WoF just refuses to be farmed because of its summon condition. Melee especially gets hurt by WoF's stubbornness as they need a minimum of 3 emblems, 1 of which has to be melee, in order to make Elemental Gauntlet. This recipe would alleviate that problem, compensate for any bad luck if you get the wrong emblem, and doesn't have the free reforge problem.
Also gives Enchanted Metal another use, which is kinda nice.
Make Armored Digger not spawn during a boss fight, Ive had one spawn 3 times in a row for 3 planters fights and every fight had one spawn in.
Straight up fucking remove the armored digger and make the remote a craftable item.
Visual update for the Excalibur Shortsword
With the release of the first version of the texture pack (looks awesome, great job there!) the Hallowed items have all had a rework.
This means that the Excalibur Shortsword (from Calamity) no longer fits the Hallowed theme. What I'm suggesting is the
Texture pack has an extra texture for the Shortsword so that, if applied, all the hallowed weapons
are textured alike.
melee and ranged counterparts of the swarmer.
Why?:as of the present, the plague hive's full extent could only be achieved with the swarmer and to some extents the rogue class due to beenades.
the reason the melee and ranged class can't use them is because their basic queen bee drops, the beekeeper and the bee's knees respectively, does not spawn more than two dozen of bees per second. this is especially bad for melee users, who can barely spawn a dozen per second and have to use a true melee weapon.
so i present to you all:the beelzebow(ranger) and the stingburster (melee)
the beezelbow, like it predecessor, shoots strings of bees, but is much faster (use time of 7) and its bee projectiles becomes homing 1 second after the blast, so you don't have to make it collide into something.
the stingburster will shoot 8 bees per swing consistantly.
Nerf Death Mode WoF, it’s nearly impossible on small worlds.
Make the Abyss generate in different sizes depending on world size; narrower on small worlds and wider on large ones.
: On larger worlds it means more loot, and on smaller ones it's a relatively easy fix for the Dungeon-vore.
hey can we have like, a mage weapon we can survive with and not have to lean onto other classes for defense (EDIT: Like a vamp knives kind of weapon or a good accessory for mages that also gives a bit of defense)
Give the nailhead more obvious projectiles - maybe they emit light or something. That may make it more fair?
So death mode is supposed to be the pinnacle of a challenge right? If so maybe you should remove the invincibility given with the slime mount trick like how it is with the moon lord
Adjust the wall of fleshes health or speed based on world size. It should be much lower on small than it is on large.
Repost of a suggestion I accidentally deleted a week ago (it was at 60-ish stars)
Spear Concept:
The Ripper
https://cdn.discordapp.com/attachments/510217111629725697/541641991923040256/Ripper_sprite_2x2.png
(that is the 2x2 sprite)
(the sprite may look a bit weird as i saved it as a jpg at first b/c i did not know what i was doing)
A true melee spear, meant to complement Omega Blue armor
Pierces 30% of the enemy's defense, inflicts Crush Depth for 10 sec
It is meant to be a counterpart to the banshee hook, instead of an upgrade
Recipe:
4 Reaper Teeth
2 Lumenyl
2 Tenebris
1 Ruinous Soul
At an Ancient Manipulator
Reaper teeth are incredibly under used, and i feel like omega blue armor could use some weapons meant to complement its unique set bonus
edit: Forgot to re-add the armor penetration and the status infliction
edit 2:I realized that a percent armor penetration may be difficult to make, so if not possible to do that, 30 armor penetration would work as well
a pre-Hardmode crimson minion/sentry.
https://docs.google.com/document/d/1dtofI2mtU0cxZek1sFjS4sMnEVy_cl_NFDdMNHvxfVU/edit?usp=sharing
Supreme Entropy’s Vigil
2000 base damage
-1 Entropy’s Vigil
-5 Calamitous Essence
Crafted at Draedon's Forge (Also dropped by SC)
-Summons miniature versions of Supreme Calamitas and her brothers. Supreme Calamitamini shoots hellfire blasts, Supreme Catyclymini shoots hellfire blasts and lashes of chaos, and Supreme Catastromini aggressively charges at enemies. The speed of Supreme Catastromini’s charges depends on the summon damage, The speed of firing of both SCmini and Catyclymini also will depend on summon damage. Minions can travel through blocks and will do twice as more damage if Void of Calamity (or its upgrades) are equipped.
Okay so I had a dream this morning about Terraria. It went like this. An interviewer was speaking with the hero of terraria on the discussion of a new slime behavior/type. The footage rolls and shows this happening as he speaks it. "I was walkng up to a bird to catch it with my bug net when suddenly it became a slime and leapt at me. I was suprised that they could change their appearance and ambush me when I was least expecting it." I think the new enemy would work best with a rare spawn rate or with a random number of animals you catch one will pretend to be an animal. It will change form and leap at you when you get within a range of 1-7 blocks. Maybe if you want to give it an extra punch have it give an acid damage debuff. Up to 25% fast burning damage if you want to be really mean with it.
Add a desummon all and desummon (could even be same key) for summoner. It's currently a huge pain to even hit some bosses, never mind kill as pure summoner.
Make Lunic Eye's homing shots prioritze enemies that aren't marked by it. It's annoying to shoot into a swarm of enemies from above so they're all spread out but then have them all home into the same enemy.
Make the floating islands back up higher, they don't register as sky anymore for paintings to be sold, harpies spawning, etc. Also don't need to use cheat sheet/t edit to move them in range agian.
Give Eviscerator at least 3 pierce
: It's really weak right now because it doesn't even pierce.
Make a mod for the Calamity Texture pack, or add it into the mod as something you can turn on or off.
: Because I don't want to fiddle around with files and accidentally destroy my game, or erase something ||again||, or have that happen to anyone else.
Ivory Lance
Continuous beam magic weapon that consumes a lot of mana. Fires a large, white beam that deals decent damage, homes on enemies along its path, and pierces enemies and terrain. Beam extends up to 50 blocks as firing continues, starts at about 10-20 initially. Potentially a Legendary weapon for Moon Lord, in which case ignore the recipe.
Recipe
25 Luminite Bars
25 Cosmilite Bars
15 Yharon Soul Fragments
10 Profaned Geodes
Why it should be a thing
Another option to use against SCal or for general usage against bosses. In addition, the Moon Lord doesn't have a Legendary item, and there aren't many beam-style magic items in general.
Appearance
A detached laser-style ship turret.
Extra Note
Thank you Beep Beep Lettuce for the feedback and idea changes.
Repost of an old suggestion of mine.
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
Lower the space biome altitude, because floating island are not in space anymore.
Potentially a special item or crafting station that lets you take older weapons and make them equal the power of endgame weapons. (for example, I love the visuals of older weapons like the Vortex Beater and Death Sickle and want to use them in the endgame for their visuals... But they are stupidly outclassed) Ik other players would probably love this option, even if it is stupid hard to get the needed resources to do so. Maybe even make the item something that you can only obtain in the endgame too.
Cold Snap Grenade
Sold by the archmage. On detonation, spawns temporary ice rod blocks in a decent radius where there is open air, cobwebs, or vines. Inflicts glacial state and frostburn, while the blocks cause suffocation damage.
Why it should be a thing
Essentially an upgrade to grenades/beenades, and it provides a way to point and laugh at your helpless victims as they suffocate in a cage of ice.
I'd suggest including some new enemies for post-Yharon solar eclipse based on yet more horror movies, like the Alien franchise-- it shouldn't just be mothrons.
Chicken shotgun
1k damage for the eggs, 5k damage for the giant solar hens. amazing knockback. 60% critical strike chance.
crafting recipe: 5 shotguns, chicken cannon, onyx chain blaster, 35 yharon soul fragments, 1 blinkroot, megashark, 10 cores of calamity, 15 bars of life, and 18 cosmilite bars.
shoots rapid, exploding, inaccurate eggs which also cause to shoot 3 giant homing solar hens every 1.5 second of shooting. It also give an enemy ichor, broken armor, and daybroken debuff.
endgame weapon
Stardust Cell Overhaul - Frenzied Cells
What it changes: Upon summoning Stardust Cells, they initially act the same as normal, but after avoiding damage for five seconds you gain the buff "Frenzied Cells" depicted by having several tiny Cells orbiting around you akin to the Beetle armor's effect.
When Frenzied Cells is activated, the damage inflicted by their mini-cell projectiles increase, as well as the cells themselves teleport-charging more often at enemies.
Frenzied Cells activates after 5 seconds and becomes stronger after a further 10 and then 20 seconds, increasing damage output and attack speed of the cells to a maximum of 3 stacks (probably around 5% damage increase per stack to avoid making it overpowered with the attack speed boost as well, but that could be buffed and nerfed as balance requires). If you take any damage, Frenzied Cells resets.
Why it should be added: Right now Stardust Cells are far more mediocre than the Dragon, for several reason. Their DPS is thoroughly awful compared to the Dragon, they rely on bad DPS for any damage whatsoever, and one of their core conceits - that the Cells attack more when you attack an enemy - runs counter-intuitive to the summoner damage penalty in Calamity. They need something new.
Enter Frenzied Cells. The cells themselves feed off your adrenaline to become stronger (in terms of flavor, they don't actually affect your adrenaline gain), letting them become particularly powerful as long as you don't get hit.
This offers a unique option on par with the Dragon, but with its own strengths and weaknesses, which would also go a long way towards making both Stardust weapons viable and thus injecting variety into the painfully linear Summoner class.
Make the Vampire Knives a Rogue weapon. .. Because, c'mon; they're throwing knives.
If Revengeance mode is on in a world, the 'tree' thing on the world select should be on fire. If Death mode's on, it should be a dead tree. Why? Because, well.. there should be an indicator.
Apoptosis;
Summoner weapon, post DoG/Sentinels perhaps.
Summons a Phantoplasmic Stardust Cell that does not take a minion slot, while LMB is held. Cell will remain stationary, or if charging (holding left click) will follow the cursor with some momentum. The cell deals contact damage to enemies it comes into contact with, although not it's main function.
As the cell charges, it increases in size and will become slower to control.
When max charge is reached (10 seconds?) or the player stops channeling, the cell with slow to a stop.
After a ~2 second delay the cell will rupture, dealing aoe damage, releasing a mix of homing projectiles that inflict stacking DoT, and non-homing beams that deal high damage and pierce.
Metastasis;
The "successor" of Apoptosis, this is also an active summoning weapon.
Charging this weapon will summon a "God-Eating" Stardust Cell just in front of the player. The cell will rotate around the player in the direction of the cursor.
Upon reaching maximum charge or releasing, the cell will fire, with weak but existing homing abilities. Low charge moves faster and deals better impact damage, while more charged cells move slower and deal better damage over time.
Damage is done both through initial impact, and a stacking damage-over-time debuff.
On impact with an enemy, the cell will stop on the enemy, deal impact damage + debuff + small aoe, before splitting into smaller cells and targeting other enemies. The amount of smaller cells produced varies on charge;
Ex. Low charge - cell splits into 2, then 2 again for each new cell: 7 max targets damaged.
Max charge - cell splits into 5, then 5 again: 31 max targets.
. One thing some other mods make use of are active summoning weapons. They still arguably act like summoning, but are more involved than typical pop-and-drop minions or sentries.
Profaned Campfire and Cosmilite Campfire
: we need more campfires
**```asciidoc
= Ash Pulse (Rogue Weapon) =
"The vision of turmoil is vivid"
Post-Cultist, Pre-ML, crafted with 5 Solar Fragments, 5 Vortex Fragments, 10 Lumenyl, 7 Chaotic Bars, Ballistic Poison Bomb
= Caster throws a very fast dark projectile glowing blue and purple in a linear path. Upon reaching a fixed distance, the projectile splits into nine similar projectiles that are affected by gravity. All of these projectiles, when all hit, deal extremely high damage at once. If the first projectile hits, mediocre damage will be inflicted but multiple layers of DoT will be inflicted, including Shadowflame, On Fire!, Frostburn, God Slayer Inferno, and Brimstone Flames. =
This means that in order to reach maximum damage output, the player must be a certain distance away. Harder to aim all the shots but provides astronomically high reward.
= Why: A number of reasons. Rogue isn't anywhere near the meta for ML nor is it the most optimal, as the weapon available is only consumable pitchforks that deal minimal damage to such small targets. Rogue weapons are abysmal in number compared to other classes, so this would fit well in the upcoming overhaul. In addition, other classes get multiple calamity-exclusive weaponry while rogue gets only one, which isn't quite astonishing as it's literally a pitchfork being thrown. The abilities for this weapon makes it versatile while being able to clear crowds, which is needed in preparation for Rev+ ML. =
A Corruption variant of the Organ Manipulator sentry/minion i posted earlier.
https://docs.google.com/document/d/10qBqXapEbddV1HdipfVfcJQbu0qALhOu0UI6odSnshg/edit?usp=sharing
Weapon : Jungle Pledge
“The culmination of all nature, cursed by the Jungle mob who were ousted from their home by the Tyrant.”
Mechanics :
Rapidly fires swarms of quick pine needles affected by gravity and a swarm of leaves which travel faster than Mistlestorm’s, as well as bees that are affected by Plague Hive.
Use time : 2
Crafting Recipe :
Mistlestorm
15 Darksun Fragments
5 Yharon Soul Fragment
Plague Cell Canisters
The Swarmer
20 Endothermic Energy
20 Nightmare Fuel
Reason :
As far as I am concerned with exo-tier mage weapons, the notable (or only) ones we have are Yharim’s Crystal, Subsuming Vortex and Vivid Clarity. The intention behind this weapon is to create an exo-tier version of the Razorpine / Mistlestorm, as well as giving The Swarmer relevance, which was once regarded as the best mage weapon against Moon Lord and fell into obscurity in Post-ML.
(Who doesn’t love bees that now rival the Tyrant in power)
Give the Bundle of Balloons built in fall damage immunity or add a Horseshoe Bundle of Balloons.
Remove the Horseshoe from MOAB recipe since Jetpack already gives fall damage immunity.
Stop astral meteors going anywhere too near dungeons. Do your best devs!
this change is quite self-explanatory
Remove the Lead Core from Silva Armor's crafting recipe. There is virtually zero reason why it is so currently as it doesn't tie into any lore of said armor whatsoever, and the Irradiated debuff itself right now is so inconsequential it's better off as a one off accessory instead of a mandatory material.
Make astral meteor spawn outside jungle and corruption, it made farming in corruption so difficult
Desecrated ooze. He splashes out lava globs (like the molten orbs Providence leaves on the ground) whenever he jumps or is hit. Post moon lord hallow or hell, drops unholy essence. Simple and fun.
Switch vanilla throwing weapons and armor sets to rogue damage so the class has more early game items as well as making vanilla stuff less useless and out of place
Enchanted Shield
Post-Mech-tier summoner weapon.
Summons an enchanted shield that hovers near the player, and only one may exist at a time.
When enemies get within it's limited range, it faces them and charges forward, stopping on impact. It's attack deals only moderate damage, but very strong knockback, and knockback is applied in a small area of effect, visualized by a magic burst coming out of the shield.
Crafted using a Cobalt Shield, Hallowed bars, 5 souls of might/sight/and fright, and 3 souls of light/night.
Looks like a hallow-gilded cobalt shield beefed up just a little, as an item. Minion shines faintly, and when it turns to attack reveals a "blob" of magic behind it, holding it up.
? More summons that vary from the norm, and provides utility to the player against melee-range mobs.
Acid Rounds ought to be nerfed.
50 base bullet-damage, with plague infliction and damage-scaling dependent on how high the enemy's defense is? It just seems to completely invalidate all other kinds of bullets you can obtain at that point in the game.
It's so ridiculous that it really feels like 50 was a typo and it was supposed to be something like 15...
Space Layers
Planetoids and space as they are right now remain the same, but once you defeat WoF the world gets expanded by a few blocks, where you'll get access to Space rocks (shapeless and smaller than planetoids) that contain Hardmode Ore, after this layer you will need some kind of accesory like a space suit, then, when you defeat Moon Lord the world gets expanded again giving access to Exodium Clusters, there could also be new enemies/items related to space in any of the three layers
layers generate on world creation, but the world "unlocks" or "reveals" them when you defeat said bosses, if that makes sense
I saw a mod some time ago that expanded the world by a few blocks on the ocean and it could be enabled/disabled post world gen, but didn't add anything and it was just 5-10 blocks so i don't know if this is possible
: this could expand space and make it more interesting, as it is probably the most boring biome.
Parasol of Providence
Refitted for fighting, not floating
Blocks most projectiles that hit the parasol
Summons a rain squall on enemy hits or blocked projectiles
What It Does: True Melee weapon. Acts like a shortsword but with the size of a broadsword, similar to the Lucrecia, but appears as an ornate parasol, the sprite showing it opening and spinning around when stabbed forwards. Most projectiles that hit the front of the parasol while it's out vanish harmlessly (though not all, i.e. Provi's negative healing flames and SCal's attacks most likely aren't).
When hitting enemies OR when a projectile is blocked, the parasol summons both rain shots from above to the cursor's location akin to the Stellar Striker/Meteor Staff/Shadowdrop Staff/etc, as well as rain clouds similar to the Nimbus Rod also at the cursor's location that persist for a few seconds and rain down additional projectiles.
How It's Made: Umbrella + 10 Solar Fragments + 5 Luminite Bars + 5 Divine Geode @ Ancient Manipulator
Why It Should Be Added: True melee is seriously lacking in fighting options in post-moonlord, and that's a shame, because it's a neat class. Most true melee weapons at that point all mostly share the fact that their abilities are primarily 'makes projectiles on hit', and while this parasol has the same such method, the fact that it's a shortsword (sort of) and capable of blocking projectiles would make it stand out as an interesting choice for true melee users. (Plus, who wouldn't enjoy trying to murder bosses with a parasol?)
after you beat birb for the first time, you can then buy birb pheramones from the witch doctor. it costs 20 plat to buy birb pheramones. it's honestly not worth it. it's easily more worth it to go through the trouble to craft them instead. i suggest you lower the monetary cost of some of the boss summoning items, because someone who is already at that point in the game can easily fight the moon lord and the lunar pillars to make birb pheramones. hell, you can buy the celestial sigil from the wizard to summon the moon lord for 3 plat. that should give you enough of the luminite to make at least 5 birb pheramones, giving you a 97% cost reduction Edit: i used the birb pheramones as one of the main examples of t he rediculous cost versus convenience thing, and my original message got a bit off topic with that, but i think the same is true for almost every consumable boss summoning item
turn down the priority of wings on the seraph tracers so that you can equip wings over the tracers , so you don't get stuck with worse flight time then you had before
Most idiotic suggestion ever
Triple amount of dropping Luminite from Moonlord.
Annoying to farming, especially in rev+
And why 3x? 75 bars in expert is enough for craft all needed first post-ML items.
Add more helmets to make it so Xeroc isnt the only armor in game that's 1 class only. (that or add more armors for 1 specific class)
Basically all the other armors have alts.
if you want to argue that the lunar armor is available, that's true but all of the calamity armor is generally better than normal ones (at that level)
Some Boss Rush Nerf
Nerf providence HP and healing flames fire rate
Eater of worlds' cursed fireball ability to one-shot you dealing 6k+ damage to you
Ravager's and plantera's massive damage
: Because of that stuff i die a lot in boss rush and cant complete it, also this will improve boss rush's balance.
Flamebeak Hampick Rework
Add L/R click compatibility to the abomination similar to the aegis blade, only now, separating the hammer and the pickaxe functions entirely.
The Ataxia hammer-pickaxe is next to useless due to the fact that it's easily outclassed by the picksaw/shroomite digging claws, and the only upside being an ease of use for builders, but uh oh, looks like you damage blocks when you hammer them, something that sucks when you try to hammer the earlier blocks (dirt, etc.) Also, when clearing walls, one has that chance to mess up blocks even further if the cursor strays further, which is even more excruciating. I get that it's supposed to be 'chaotic' or some utter shluck, but making an otherwise unique tool practically unusable seems like a waste of code.
terra blaster
65 damage, fast speed.
converts musket bullets, and only musket bullets for balancing reasons, into special projectile that homes like cholorophyte bullets, and burst into homing projectiles like terra bullets.
basically a gun version of the terra weapons which combines 2 of the best bullets every existed.
recipe : venus magnum+fungicide+ proporse pistol + 10 living shards.
Some tools similar to the one I suggested last week, but this time obtainable earlier in the game
Dungeon Digger
Pre-HM tool, found in locked chests in the dungeon
80% Pickaxe Power
80% Axe Power
65% Hammer Power
Terra Digger
Recipe:
5 Living Shards
1 Pwnhammer
1 Pickaxe Axe or Drax
200% Pickaxe Power
130% Axe Power
100% Hammer Power
Temple Terraformer
Recipe:
8 Solar Tablet Pieces
40 Lihzahrd Bricks
1 Picksaw
1 Terra Digger
210% Pickaxe Power
180% Axe Power
180% Hammer Power
: I feel as if tools that can be used as a pickaxe, axe or hammer would be a good, unique addition to the game. As mentioned in the previous post, left click would act as a pickaxe/axe and right click would act as a hammer.
change the recipe for the aeries.
as far as i know, nobody uses shoomite armor due to reaver armor, and since getting the truffle is as annoying as hell, nobody is going to waste their time getting shoomite bars, and consequently this weapon.
this is problematic since this would've been quite a unique and excellent weapon actually.
change the shoomite in the recipe to astral bars, or better, living shards and perennial bars.
Buff Earthen Pike, in both damage and range if possible
:Needless to say, it's p wack in every way. It's got less DPS than Slag Magnum, and also less range, and the Armor Crunch debuff that it inflicts doesn't do too much for it.
I feel like there must be an upgrade to the True Tyrant’s Ultisword, because the Tyrant’s Ultisword is based on Yharim’s weapon and I feel like it should be around as powerful as Yharim’s Crystal.
Omega Tyrant’s Ultisword :
2250 Melee Damage
14% Crit Strike Chance
Very Fast Speed (Use time of 8)
Strong Knockback
Contains the essence of a powerful Tyrant King from a forgotten age.
75% chance to give the player the tyrant's fury buff on enemy hits
This buff increases melee damage, speed, and crit chance by 30%
Grants Buff : Tyrant’s Fury (5 Seconds)
Grants Debuff : Exo-Freeze (15 Seconds, Melee ,the debuffs granted by the projectiles will be explained below)
Rarity : Pink
The projectiles that the Ultisword shoots is pretty much the same as it’s previous one, the difference being the debuffs that the projectiles grant, the design ,the color of the projectiles and it’s effects after hitting an opponent. To add up, the sword shoots 5 projectiles at once, which is useful for crowd controlling tough enemies.
Greenish-Blue: Exo-Freeze for 7 seconds, acts like Razorblade Typhoon but disappears 2 seconds after the projectile is released (homing)
Orange-Red : Explodes on enemy’s contact, granting the Vulnerability Hex debuff (non-homing)
Purple : Has a chance to insta-kill normal enemies, granting demon flames for 5 seconds. (homing)
Crafting: (Draedon’s Forge Required)
1 True Tyrant’s Ultisword
200 Auric ores
1 Yharim’s Insignia
1 Yharim’s Gift
30 Bars of Life
25 Cores of Calamity
50 Calamitous Essences.(this item needs to have other purposes other than just making Shadowspec bars)
P.S. if it’s not good enough, feel free to @ me
Dark green solution: spreads the jungle, converts earth blocks to mud blocks.
The steampunker sold this when her house is on the jungle
Can remove the crimson/corruption but not astral blocks
The reason: sometimes the jungle gets corruption/crimson on his surface and it's very annoying when you going to fight the jungle bosses, like Plantera gets enraged, goliath despawns etc
I feel a "true endgame" armor set only obtainable after all bosses are defeated is in order, and for this I propose an armor set with the following set bonus:
"Your weapons grow stronger with every blow"
Every 8th non-crit attack which deals over ×××× damage will increase the damage output of ALL weapons by 2%
This effect stacks up to 300% and is applied on top of other damage bonuses
Upon taking damage, effect bonus is reset to 0% and ALL damage bonuses are disabled for 10 seconds
remove fishing drops from desert scourge or limit them to be rare drops
the reason for this; acuatic scourge is the least rewarding boss in the whole mod, and his purpose is sole completion apart for a weapon set it drops which aint materials and are barely used. By giving acuatic scourge the benefit of being the only boss that drops fishing rewards, his value as a boss would increase
not only that, but early game fishing would stop being such a meme, right now, one can craft the ultimate fishing accesory in a couple desert scourge kills, giving easy access to crates, reaver/toothsaw shark,etc much faster than intended
Make bombs beable to be auto-reused. It's annoying to need to constantly click and I see no reason why they shouldn't already be auto-reusable.
Make it so that the Astral Biome spreads, as going off the lore it is an infection that spreads from being to being eventually engulfing the planet and even through beings large enough to consume the planet. If this is implemented then it would also be wise to include it on the Dryade's status.
Make Calamity merchandise. There is a lot of cool art in this mod or inspired by this mod and having it on a shirt or a hoodie would be cool. Maybe even other things like stickers, plushies, etc. Besides, it would be another way to support the amazing dev team.
It occurs to me that Calamity, for all the bosses and such that it adds, doesn't add a custom "invasion" like the Goblin Army and Martian Madness or any "wave" attacks like the Old One's Army or Frost/Pumpkin Moons. Perhaps adding one is in order.
Perhaps a Post-Moon Lord invasion, since all the other invasionary forces are rendered obsolete after that point? Not sure what it might be, though...
Change the tool tip of Void of Calamity to say exactly that it decreases DR by 30% rather than just "cursed?".
: VoC is the only item in the game (afaik) that doesn't tell you exactly what it does in game, and this requiring the wiki.
enhanced shield of cthulhu and enhanced counter scarf.
post-plantera accessories.
the enhanced version have a longer dash, it also have an extra boost around dodging.
scarf: dodging now gives 8 second of stats boost rather than 5.
shield:2 more frames of player immunity when collided, less knockback to the player and more knockback to the enemy.
recipe: tabi+accessory in need of enhancing.
calamity have too much grinding for the most basic needs, a mobility accessory, which is what calamity players need most ,that does not require so much grinding but is still decent is likely going to be appreciated.
Add bonemeal to the game.
Recipe: 3 bones at an alchemy stand makes one bone meal.
One bonemeal instantly matures a plant and is consumed.
: shiverthorn sucks
This will most likely not get implemented but can you make it so if you get the dead inside role before the untouchable role (again unlikely for someone to do this) make it so that they will get both Dead Inside and Untouchable. I suggest this because Death Mode is supposed to be superior to Revengeance.
Make the weapons that have both rogue and melee variants 1 item, but add a duality of damage types where it takes advantages from melee OR rogue, but not both
Ex. The scourge of the devourer will have both melee and rogue, and when wearing a melee helmet it will do melee damage and have melee effects (fire gautlet, imbunes, ect.) Or wearing a rogue helm will make do rogue damage and take effects from armor, the nanotech, ect
: its highly redundant to switch classes especially late game between melee and rogue, and it sucks to have to get the other form of the weapon (the scourge requires a new world, which means you have to kill the WoF to get the bulbs to spawn in the jungle and so on.
Devourer of Beasts
400 melee damage
Post-DoG true melee shortsword
Inflicts God Slayer Inferno
Feed your dog
Stabby at player DoG's final phase head (6 blocks range) , that executes a biting animation. Ignores immunity frames.
If enemy have less 5000 hp, it's actually devoured and player take random buff to damage, defense, crit chance and life regeneration. That don't work, if enemy recieve only 1 damage from that weapon.
Craft: 20 Cosmilite Bars + 5 Armored Shell + 5 Twisting Nether + 5 Dark Plasma @ Draedon's Forge
Spore Rod
Post-Plantera wand
Inflicts Poisoned
Recipe:Hyphae Rod + Spore Sac.
Basically, the Hyphae Rod, but summons nerfed versions of the Spore Sac's spore mine things. The Hyphae Rod is a unique weapon, but one that's quickly abandoned; it could use an upgrade.
Server suggedtion: more specific channels for people to discuss certain aspects of the mod; i.e. meta discussion, lore discussion, and a bootleg version of #game-builds from the art server
: With a mod this diverse and a fanbase this large, having discussion of the mod we all came for be limited to one (three if you count #help-advice-read-pins and #other-mod-talk) channel seems kinda limiting.
Make the Brain of Cthulhu only able to teleport to a certain distance away from you in phase 2
currently, BoC is a pain. Especially for no-hitters. This is because even though it can't damage you immediately after teleporting, it can still teleport close enough to you that he still damages you when he touches you. My suggestion is simply making the Brain of Cthulhu only able to teleport to a set distance away from you in it's second phase,, so that you still have time to react even if you're not god-tier at dodging.
I don't know if it's been said but...
Can Supreme Calamitas and the sentinels of the devourer get an Expert Bag?
It's kind of annoying to farm them otherwise, with their floating items easily missable like the mech's souls in normal mode.
https://docs.google.com/document/d/1MlkoWuavfd-UsEQ5ZHsMUHtpF6HMzVjpC-GUp4SLnVQ/edit?usp=sharing
I do hope these gain popularity, and love...
Make the endothermic energy, nightmare fuel, and darksun fragments show up on the map, so no one has to search everywhere for some floaty thing that may or may not exist.
Nerf reforge price for lucky
Lucky gives half the stat boost as other top tier modifiers but still costs as much, it's a minor change but over time would help save money as after the nerf it's rarely used, but still expensive
Make Catastrophe use fast charges during the Calamitas fight like low health Eye of Cthulhu, because I feel like Catastrophe is just like Cataclysm but doesn't breathe fire and charges a bit earlier.
Only in Death mode
Profane Spark
Placeable light source that functions like ichor and cursed flame torches, but has greatly increased brightness and light radius. Sprite is a small profaned flame.
Recipe
3 Unholy Essence
33 Torches
Crafts 33 at a time
Why it should be a thing
It would be nice to have super bright light sources that function underwater, and a small Providence flame would make sense - bright, eternal flame and all that.
Extra Note
If possible, it should be able to be placed in air without a block directly beneath or to the side of it.
Dimensional Soul Artifact change: Add chance to instant kill normal enemies to it, but remove it from class accessories, Reason: at current moment DSA is literally same thing in terms of stats as Reaper Toooth Necklace, for sacrifice of same thing(survivability), change is meant to make it more powerfull and unique compared to RTN considering its 1 tier above it
Grazing
A Graze system that adds adrenaline for projectiles you narrowly dodge buring boss fights.
Since I have no knowledge of Terraria coding, I don't know exactly how this could be implemented, here's one way that I think it could be done:
The system adds a secondary "Hitbox" to specific projectiles (or the boss itself, depending on the boss of course. Ex. Eye of Cthulu) that is slightly bigger than the standard hitbox that damages you, adding a set amount of adrenaline when you "touch" it.
There could be a cooldown so adrenaline wouldn't be gained too fast through projectile spam. All adrenaline is lost if you get hit, of course.
: This could add a bit more of a skill factor to boss fights and spice up nohit runs, a high risk, high reward that's of fitting use of adrenaline.
farming the moon lord is annoying because of how long it takes to spawn him. even when bypassing the lunar event and using the celestial sigil, it's still sort of annoying. perhaps that can be changed so that he instantly spawns just like any other boss?
Rogue weapon concept, no clue as to stage or crafting or anything.
Spinning dual scythe(or circular saw blade) which arcs down similar to the Bloody Machete and deals bonus damage on the way back.
Starmaggedon
Forged from two supernova colliding millennia ago, this launcher has the power to obliterate anything that calls the cosmos it’s home
Post-Yharon Phase 1 Launcher
Use: Yharon Phase 2 and Supreme Calamitas
Appearance: Like the Starmada, but with a space/fire themed aesthetic (and more advanced/bigger) I would put a sprite but the concept I had was eye torture. (I guess "eyes" technically call the cosmos home, so....)
Special Abilities: Fires an absolute metric ton of stars like Starmada, but homing and more damage, with a more fiery appearance. Also can fire a large laser beam of pure cosmic energy if not hit for 30 seconds, dealing massive damage.
Crafting: 1 Starmada, 20 Darksun Fragments, 5 Phantoplasm, 5 Endothermic Energy
Have a series of 3 gauntlet-type weapons known as the Shatterers.
They are post-Provi melee weapons. They seem to be a pair of gauntlets designed to split biomes in half, it is made out of their own material. Has two attacks:
LMB goes with a simple, yet standard combination punch. With an attack very similiar to the Murasama, when the player finishes attacking, they'll lunge (shortsword attack + dash) to the current direction of where the cursor is pointing. They'll automatically end the attack and lunge depending on the upgrade.
RMB activates its special ability, depending on the upgrade.
While the Nervewrecker cannot be crafted (it is rewarded instead), its upgrades can be crafted instead. The upgrades are crafted using their downgrade and their respective upgrade's material tier.
The Shatterers are designed (and inspired) after ||the Senator's|| range of fist attacks in MGR, especially with the Titan. They are more or less an alternative to true melee weapons in a way.
(Upgrades are down below due to post limit. This is one suggestion)
Unless if there is a possible canon reason for Calamity friendly NPCs to die and respawn, change the status message saying "[NPC] has slain" or similiar to "[NPC] has fled" instead if they "die", disappearing into a poof of clouds akin to an Angler.
So, I realized the other day that Calamity doesn't have any critters, and I think that critters really add another level of life to the game, so here's a list of critter ideas I came up with! Feel free to suggest more if you come up with anything.
https://docs.google.com/document/d/1vcXuob3CGK_GlSbZ6816_y8byrYN-rT25XwP4FIld5Q/edit?usp=sharing
(I originally planned to suggest this last week, but writing it out and making sprites too a while, but here it is now!)
TL;DR, it's a system for getting other class forms of Soul Edge, all with unique effects I spent a while on
https://docs.google.com/document/d/1OQrqmklyNawU5KYu4805uN2o3G63JREcRup9_FzMCx0/edit?usp=sharing
a scaling through progression on rare sandy waifu's healing like the other elements have on their damage
Give golem a special drop if killed in an untouched, trap filled temple chamber- don't force it on others but give players a bonus if they decide to not meme on him.
For implementation, stick a shield generator into golems room giving players creative shock while inside, which is permanently destroyed by a convienient switch next to it, making it clear to the player theres an extra prize if you dont meme on golem like ppl always do by turning said generator off. (maybe yharim wants a show?)
Visually it would give all blocks in the chamber an orange sheen or something
Revert change #79 or give some alternative
Because of that change the Golem become a insanely easy in phase 2. Seriously, Golem fists give to that fight most hardcore and interess, without that Boss will become a competely bullet sponge.
make defiled rune usable in expert.
it used to be a slightly difficult method for skillfully grinding the legendary weapons, but now it’s not limited to the legendary weapons, nor is it difficult to kill stuff while wearing it.
It’s so extremely good that it makes Calamity arguably better than vanilla in the grinding side.(the Coin gun Is now 400 times easier to grind for)
It makes sense, therefore, to gave this to expert players since grinding in expert is no different to grinding in revengence.
Also, enemy dr is harder to apply in expert, I think, but by changing it to wing-removal it’s not much harder than copy and paste.
All signs points to expert.
Make Luminite spawn in the planetoids post-ML.
... The ML doesn't drop it enough.
Make WoF defeat spawn in a new set of hardmode-themed (with early hardmode ores, life fruits, shrines with biome mimic weapons, etc) planetoids to fill some of space that's currently void of them.
Because as it stands, planetoids are only helpful in any way phm, making the vertical height expansion mostly go to waste.
Make the defeat of Astrum Deus infect some planetoids with the Astral Infection, as well as with deposits of Astral Ore.
Because Astral Meteors often meet the same fate as normal ones, dying to a skybridge, or ending up in some really unhealthy places.
Add in Post-ML planetoids, entirely separate from existing ones, with some possible types being Profaned (with deposits of divine geodes minable w/ blossom pick), luminite-rich, molten (cinderplate source) or exodium asteroids (replacing the current exodium spawns).
Because the planetoids layer is too empty, and all of these resources are rather annoying to gather in large numbers.
This might have been suggested before, but I'd like to see a placeable painting that depicts the Astrageldon Slime. Can be sold by the Painter if his house is within an Astral biome.
Just to give the ol' slimeball some memories.
Warp Laser Cannon: An upgrade to the Titanium Railgun that deals far more damage, has a much faster use time, and shoots 6 projectiles at the same time instead of one, with very little spread that also gives enemies the God Slayer Inferno for 5 seconds. By holding down right click, you can charge the Railgun to fire a giant laser that deals devastating damage. But needs 50 bullets to be fully charged.
Appearance: Looks similar to the Titanium Railgun, but it's barrel looks like the mouth of the Devourer of Gods.
Recipe: 1 Titanium Railgun, 10 Cosmilite Bars, 15 Nightmare Fuel, and 15 Endothermic Energy.
Flask of Disease
Crafted w/ 1 Water Bottle and 5 Plague Cell Canisters at Imbuing Station
Consumable
All melee attacks inflict the Plague
Profaned Flask
Crafted w/ 1 Water Bottle and 5 Divine Geodes at Imbuing Station
Consumable
All melee attacks inflict Holy Flames
Flask of the Devourer
Crafted w/ 1 Water Bottle and 1 Cosmolite Bar at Imbuing Station
Consumable
All melee attacks inflict Godslayer Inferno
Flask of the Abyss
Crafted w/ 1 Water Bottle and 5 Voidstone at Imbuing Station
Consumable
All melee attacks inflict Abyssal Flames
: This mod doesn't add any flasks at least not ones that work like vanilla and I think that should be fixed. Also new ways to buff your weapons.
Edit: Since apparently Calamitas's Brew behaves exactly like the Flask of the Abyss would, maybe make the brew inflict Brimstone Flames that's a thing, right instead?
Unrelated, but if a suggestion makes it to the dev server but isn't selected for the mod, maybe DM the original poster to explain why their idea didn't make it?
: It'd help people get a better idea of what constitutes a "good suggestion", plus it gives them confirmation that they failed rather than keeping them in the dark
Make the shoe spikes prevent slipping on ice, since they are currently identical to the climbing claws.
Make an option for accessories that are disableable when visibility is toggled to work in reverse, like asgardian's aegis' dash works when toggled off, waifu's work when toggled off, etc. Like a menu option, if it is possible, i don't know. Would be really cool if can be used as grand design's interface.
And improve asgard's valor i-frames, right now it's dash is as well as useless, you get hit more often than get benefits, you literary cannot dash through slime, cause knockback puts it in your way, so you take damage. Make frames just enough to pass through enemy size of an ogre or smth.
Because of sigil of calamitas doesn't appear on char, make it so you can toggle spelunker effect on it, if it is turned on or off.
Make cultist drop a celestial sigil (100% chance) so you have the option to skip pillars or just quickly kill cultist for another go at ml so you don’t have to do pillars again.
Parodist's Wig
Sold by Clothier post-Bumblebirb
'Eat it, eat it, eat it, eat it'
Vanity. Looks like a Weird Al wig.
When fighting Supreme Calamitas with it on, a polka version of Stained, Brutal Calamity will play, Weird Al-style.
Final Shine
Found in the under ground caverns after killing the EOC, does 10 damage and fires a beam that uses no mana
Can you please change the sprites of different pieces of lore that drop from bosses. It would be better if there were more sprites of those, since there are about 30 pieces and only 5 sprites for them. In my opinion, these pieces of lore could look like an ancient pages from a book, or they can look like the souls of the bosses just to represent those mighty monsters you've defeated.
Make the Titan Arm do 5 damage to Snow Flinxes That way we can slap them around our world as much as we want without killing them in one hit or so.
Added to the above: make the Titan Arm do 5 damage to Pinky. Because infinite juggling.
Add an item that summons a punching bag enemy that takes snow flinx-like knockback so we can do the above at will.
Suggestion: Level Locker
Locks weapon proficiency at a specific level.
To make life more convienent for people who wanna do nohits without running the risk of accidentally ruining a character by going over level.
Cumulonimbus staff.
An upgraded nimbus rod.
120 damage.
Summons up to 2 large clouds (12 blocks across) that each rains down 3 lines of water, the rain pierces blocks and enemies, but the cloud can’t be summoned through blocks.
The piercing works identically to luminite bullets’ one.
Crafting recipe:lead core+ 10 lumenyl +15 depth cells+8 luminite bars + nimbus rod.
it had occurred to me that no mod have a post-moon lord upgrade of the nimbus rod, not even calamity, which adds the abyss, the sulphureous seas and the irradiated rain.
And a upgraded nimbus rod would do plenty of good for players, since the original is good at both bossing and grinding, which is the two things that defines the calamity mod.
Addition to Plague debuffs mechanic
If debuff's target die, then explode into 3 blocks wide cloud, which inflict in their range a Plague.
: Actual plague replication, like real infection.
Add a sulphuric fountain and abyssal fountain
: I’m sure a lot of people like those water colors
Ancient Astral Armor
Same stats as Astral armor.
Have a pre-1.4 sprites.
Each piece drops from a Astral Enemies with chance of 0.65%.
Can be combined with Astral set to get set bonus.
Ancient God Slayer armor
Vanity set.
Have a pre-1.2.3 sprites.
Each piece drops from the DoG with 6.75%.
Memority and nostalgie; also followes vanilla with their Ancient sets.
Add descriptions for most magic weapons. At least so that you understand what they are without having to craft them.
The Ecliptic, a post-Yharon-phase-one yoyo made with a yin-yo and Darksun Fragments. It leaves behind golden orbs of light as it travels, and when an enemy touches them they explode and summon a golden beam from the sky. Why? Because yoyos need some love for that tier-- who here can say fighting phase two Yharon with the obliterator is a good time?
maybe this is dumb but can we make it so that the cosmic energy doesnt' randomly attack passive enemies? every time i walk past the dungeon i end up having to deal with the lunar event because he keeps murdering the cultists.
The Second Album I Ever Bought
Tooltip: Throw it.
Late Hardmode non consumable throwing disk weapon that looks like a record.
Recipe:
Light's Disk
5 Bars of Life
Upon hitting an enemy, it breaks into 7 pieces that can hurt enemies.
: There aren't many disk weapons, or any throwing weapons with extra projectiles after the hit, so why not?
Suggestion:
Phoenix Flame Gauntlet
A weapon similar to Weaponout's fist weapons.
Left-Click: The player makes punches in the cursor's direction. If the cursor is above the player, the player performs an uppercut instead of a normal punch.
Right-Click: Same functionality, except deals reduced damage and higher knockback. Also launches the player approximately 5-10 tiles in the cursor's direction.
Has high damage, ~20 firerate, and ~2 tile range
: It would be fun to have a weapon like this, and I can't code it.
Change "grenade shells" to rockets or missiles.
it's not a grenade launcher
Add an upgrade to the Bazooka, being an RPG
Magnum has several upgrades, but it's mechanical counterpart does not.
Cosmic Landline
So this is what it’s like to have God on speed-dial
Post-DoG upgrade to the Cellphone, Level Meters and Cosmolight.
Left-Clicking while holding this item teleports you back to your spawn point, similarly to the Magic Mirror.
Right-Clicking while holding this item toggles between day and night, similarly to the Cosmolight.
While this item is in your inventory, your levels for the different classes are displayed at your right side, below your max speed, DPS, weather etc. These levels can be toggled to not be visible, like the other stats shown by the Cellphone.
Hovering your cursor over this item in your inventory will show your current proficiency, damage bonuses and other things also shown by the Level Meters.
Crafted at an Ancient Manipulator with a Cellphone, Cosmolight, all five of the level meters, 7 Cosmilite Bars and 12 Nightmare Fuel and Endothermic Energy.
Reason for this suggestion: for one, it’d be useful to be able to easily see your levels (especially for no-hitters who always have to show their levels after a battle). Also, a bunch of QoL items that are combined into one, taking up less inventory space.
this is a repost of a previous suggestion that i changed slightly
weapon:
Hornet launcher:
costs 40 mana per use, shoots out a mortar that does 60 damage on contact, then explodes into 50-60 bees, with a use time of 35(slow)
crafted with the bee gun, wasp gun, rocket launcher, vortex fragments, and solar fragments
looks like a yellowish rocket launcher with small black stripes, a stinger at the end of it, with a hive sticking out the end of it.
the projectile is a semi-large beehive
I feel the bee weapons, while expanded upon, need something a little more. this is meant to be a counterpart to the swarmer,
which means that you can use this or the swarmer, i am aware it exists
Tarantula Hawk Nest
Accessory that further buffs your bees and hornets by allowing them to hit enemies twice before being destroyed, and causes them to inflict the Vile Nest debuff. Plague Hive effects, except the darkness effect above 95% HP is completely removed and vision is normal.
Recipe
Plague Hive
10 Cosmilite Bars
20 Nightmare Fuel
1 Abeemination
Vile Nest
Debuff that slows enemy movement speed and doubles the damage of all other debuffs affecting the enemy. On enemy death, spawns a small swarm of hornets and bees.
Why it should be a thing
As useful as the Plague Hive is for buffing bees, the vision loss kinda sucks. In addition, bees are still kinda 'meh', albeit entertaining. This accessory and debuff would potentially double the damage output of your bees and the like while not quite breaking the game.
Yoyo idea time
https://docs.google.com/document/d/1iubFsNhtne2lEN-f163-42b2ah-CErAtJ_c0rM2ESQo/edit?usp=sharing
Yoyo's are honestly the most insane weapons in terraria, and i feel like they are underutilized in calamity mod, so here's my attempt at adding some unique ones, instead of just generic hitters
document edit 1:added autofire to the desert scourge yoyo
- The Edge Infinity -
Recipe: The Obliterator, Lacerator, Verdant, Solar Flare, 5 Nightmare Fuels/Endothermic Energies/Cosmilite Bars/Phantoplasms/Yharon Soul Fragments/Darksun Fragments, 25 Auric Ore, 50 Exodium Clusters
"Draedon's toy, with rims made of literally all the ores in the universe! It also won him 1st place in Worlds 2077."
The player throws a yoyo designed with yellow rims and a rainbow splash in the middle. The yoyo acts similarly to a Lacerator when nearing an enemy, along with shooting rainbow-colored projectiles at a tempo similarly to Wrath of the Ancients. The yoyo itself also ignores immunity frames. In addition, each 58 critical hits unleashes a large spread of The Obliterator's lasers, an explosion, and a leaf storm along the string. The speed of the yoyo is relatively fast, and has extremely high range.
The weapon rewards players greatly if they can control the yoyo. In other words, the player must learn how to control this yoyo to score as many hits as possible, despite the yoyo being relatively fast. Against Supreme Calamitas, the reward is really high if the player aims well. This is different from other exo-tier weapons as they generally are easier to aim. The weapon needs to be hard to use, but also be extremely rewarding as a result. !Note: find a way to balance because yoyo bag exists.
Why: Exo-tier yoyos would be cool, a new type of pre-Scal melee weapon would be unique to have. There's hardly any exo-tier weapon (in my opinion) that can translate aim to damage, so this addition would spice up the end-game and put aim to the extreme. In addition, many have desired for an expansion on yoyos.
Add a debuff for each armor set bonus active ability which reflects how long until you can use it again, similar to the mermaid ice shield.
For example, with the Horned Helm set bonus of Bloodflare armor, it would be "Horned Helm Cooldown: the lost souls of polterghast are accumulating"
could the healing cooldown onli be active while fighting post moonlord bosses or all exept vanilla?
Darksun Cell Staff
what it does?
It is a post-yharon phase 1 summon weapon that behaves similar to the stardust cell staff. The summon occupy 1 minion slot. The minion have 2 types of attack pattern :
- if the minion is targeting idle enemy like brimstone heart, it will shoot its clone to stick to them and deal contact damage and stack until 5 clones sticking and if more clones sticking in, the oldest clones will despawn and if the enemy they stick onto is dead, the clones will explode and deal damage to other enemies in the radius
- if the minion is targeting mobile enemies, they will shoot darksun cells and darksun flare at them, the cells home in on enemies and stick to them for 4 second until despawn. If more cells stick to them the oldest cells will despawn, max cells is 5 before despawn. The darksun flare they shoot will have no speed and instantly hit the enemy similar to the ufo staff’s laser
how it’s made?
1 stardust cell staff, 8 darksun fragment, 5 cosmilite bar
why it should be added?
It adds a variety for summoners that usually use individual summon. Mechworm staff and son of yharon is cool but mechworm only one summon and son of yharon occupies 4 minion slot
I honestly think the Rogue class needs a little more love. It has some pretty cool weapons and stuff, but it does not have very many choices at all unlike Melee, Ranged, and magic users. When I got to hard mode, I was fucked in terms of armor sets. I had to defeat cryogen to get a new set of armor. I would recommend adding headpieces for cobat, mythril, etc. to help Rogue players. Another issue was lack of items. I don't feel this means adding a bunch of new rogue weapons, but I think changing some vanilla weapons to rogue weapons would help a lot. I suggesting adding weapons like Shadowflame Knife, Vampire Knives(Or even a variant of it), and other consumables like grenades and molotovs from throwing to rogue. (Not sure if it actually is different. If it is, then the ninja armor should increase rogue damage instead of throwing damage if it's going to be a sort of overhaul. These are just the few issues I ran into when going through the game as rogue.
Special Dialogue:
When you fight Yharim(which is probably still far off) he has special dialogue based on what weapons your using.
Examples of weapons that could cause this:
Astreal Defeat given it was Yharim's Deceased Mother's bow
The Exoblade given that it's Draedon's personal Sword
Yharon's Kindle Staff, given that you are literally summoning Yharon's kids or perfect clones based on how you view the weapon.
Maybe there should be items that increase your max minions permanently. Just like you can with health and mana.
Edit: it would also be great to add a bar or notifier that tells you how many slots you have. Instead of adding one minion at a time and trying to count them
Make the Decapodita Sprout also use Victory Shards and/or 6 Platinum/Gold Bars and change it's crafting station (along with the rest of the Pre-Hardmode summon items) to a Demon/Crimson Altar. Currently, the recipe is very underwhleming, costing only a meager 25 Glowing Mushroom, which you can easily get on your first Glowing Mushroom biome, and besides it's function; spawning the Mushroom Crab, the obtaining of the item is inconsistent since it (along with every other Pre-HM summon item) can be crafted at an anvil, unlike vanilla's bosses whose summoning items are made via Demon Altar.
Give us something to bring up a screen that shows relevant info like current bonus damage, minion slots, defence % bonus, life regen, etc etc.
It’s a pain to manually check every single item and then calculate everything
I feel like summoners don't have too many options to make then stand out from the other classes in the end game. If you choose to use demon shade armor, that gives EVERY class a +10 boost to minions. I would suggest adding some late and end game accessories that really help to make the summoner class stand out.
Something specific I would like to suggest: make an end game upgrade to the hear of the elements that let's you have a second active cosmic energy, or have it add a decent amount of minion slots.
A change to a suggestion of mine from a few weeks ago as well as something new that fits with it
Terra Javelin
~150 damage, throws a bright green and orange javelin
Recipe: One of each of the three essence javelins from my previous suggestion (Eleum, Chaos and Cinder javelins), 6 Living Shards
Change the recipe of the Elemental Javelin (from my previous suggestion) to 1 Terra Javelin, 10 Luminite Bars, 100 Xeroc Pitchforks and 5 Galactica Singularities
Full Moon Shortstabber
A shortsword that is crafted using Cosmilite, Nightmare Fuel, Darksun Fragments, Elemental Shiv
Fires a homing pumpkin head similar to the Horseman’s blade, but straight from the blade. Upon hitting an enemy it releases sparks which home in on the player, giving them Well Fed for 5 seconds and healing them for a small amount.
: 1. There’s no use for Nightmare Fuel other than being used with Endothermic Energy, and 2. There are no stabby knives post Elemental.
Gingerbread Shiv
A shortsword that is crafted using Cosmilite, Endothermic Energy, Darksun Fragments, Elemental Shiv
Fires a red or green homing blade that, upon hitting an enemy, fires a Christmas tree decoration ball thingy (what’s it called?) from the side of the screen, which shatters upon hitting an enemy, releasing frags which each inflict Glacial State.
: See my above post.
gave the RoD an alternative crafting recipe.
not changing the craftng recipe, just introdce an alternative one.
make the alternative recipe viable much later in the game as well. maybe post-golem(bars of life) or post-deus(astrel meteor)
replace the chaos fish with the ingredient.
because fishing, dispite not difficult at all, can be RNG-heavy.
And there are some people who got absurdly bad luck in fishing...
(notice how I only have 3 chaos fish dispite the other stuff, also notice the souls,which came from hallowed crates.)
Rename the devourer of thots.
Over time, calamity has become a more lore-drive expansion that takes itself seriously. The degree of self awareness the developers have for the project is reflected by ensuring that everything that goes into the mod is very high quality, which is why I believe it is reasonable that the name of enemies integral to a late-game boss fight go the way of the lorde and be refit with something more appropriate.
I tried to come up with a replacement that was more menacing: Vassal of the Imbiber or Cosmic Helot, for example.
Edit: The change could also keep true to the original, while still removing the meme from its identity. Devourer of Fools or Spawn of the Devourer for instance.
With this change, the abbreviation for the enemy, DoT, would no longer be the same as another in-game mechanic, DoT for damage over time.
Accessory material/property swap;
Sigil of Calamitas - Loses Charm of Myths, gains Celestial Cuffs
Deific Amulet - Loses Celestial Cuffs, gains Charm of Myths.
? The Deific Amulet imo is more of a multi-class/general use accessory, while the Sigil of Calamitas is a mage accessory. Swapping these would move the mage-oriented Celestial Cuffs into the mage accessory, and later on the Etheral Talisman, "the" mage accessory. Moving the Charm of Myths into the Deific Amulet also cements its general use properties.
Additionally, remove the Chaos Amulet from the Sigil of Calamitas/Etheral Talisman and add some sort of dedicated mining accessory for the hardmode-anvil/ancient-manipulator tiers.. While those class-based accessories often have some sort of misc. bonus, most have some use in combat, and "faster healing potions" doesn't strike me as a bonus tailored to mages. Replace that bonus with something more mage-exclusive, eg; damage boost as mana drops or something, or maybe increasing mana regen as more enemies are nearby.
Actually, to go with the above;
Chlorophyte Bio-detector
Crafted with Chlorophyte bars, black lens, etc.
Provides creature detection ala Hunter, and creature count/rare creature detection.
Deep-Sea Stealth Matrix
Crafted with Lumenyl, Tenebris, anechoic cloak, etc.
Decreases monster aggression, abyss detection, and enemy spawn rates.
The Overseer’s Visor
“A new best in intel...”
Crafted with the chaos amulet, Chlorophyte bio-detector, and deep sea stealth matrix.
Provides Ore and Creature detection, mob count, rare mob detection, decreased aggro/detection/spawns.
Additionally, points players towards the nearest “rare-treasure”, being life fruits, chests, heart crystals.
? A dedicated mining or exploration accessory that doesn’t get tossed into a mixed bag (archaic powder into ambrosial ampoule, chaos into sigil of calamitas). Provides better utility compared to just using potions along, and has a unique ability being its rare detection.
God Slayer Bullets
Each 100 bullets takes 100 Cholophyte bullets, 1 Cosmilite Bar, 1 Core of Calamity, 1 living shard, and 5 unholy essence. More can be added to make the recipe more expensive
Pros: Higher damage homing bullets, Post DoG bullets, potentially better target tracking. Potential DoT with God slayer on the bullets (if the damage with that added isn't broken of course)
Cons: Very late game where guns become less amazing, high cost recipe, lower base damage then hyperius bullets
Reason: as far as I can see there aren't any new bullet ammos past Providence and by the time you hit Doggo the cholophyte bullet nerf makes them almost nonviable unless your great at dodging. This fills a late game bullet vacancy and gives a reasonable dps homing option to gunslingers
make specter armor directly craftable by chloro armor piece+the number of ectoplasm you need for each piece on its own
:Being a mage and needing spectre for post cal boss fights and seeing you need to farm another 324 chloro ore is just boring
Make cryogen phases 2, 3 and 4 have more "bullet hell" it is literally free and just wastes time including all difficulties even death mode and with defiled. nobody ever dies there except if they're on armageddon and get unlucky
If possible, make the Moon Lord unable to fire phantasmal eyes or attack whatsoever from its hands after the Core 'dies'. It's a clear obvious why this should be in place (because "Aww you killed the final boss of hardmode at low HP? Fuck you do it again lunar events and all.") and just yet another fuckup brought to you by vanilla Terraria.
One thing I would like to see are more borderlands guns. Here are some suggestions
bane-prehardmode high damage but very low accuracy, extreme speed reduction and of course the sounds it makes
hive-hardmode shoots projectile that when it hits something hovers and releases a lot of bees
fremingtons edge-post plantera generic sniper but with double zoom
unkempt harold-post plantera pistol (acts like shotgun) high damage
pitchfork-post moonlord very high damage can zoom shoots multiple high accuracy projectiles
Also having elements like borderlands would be cool with the weapons applying debuffs based on the element
Add the “Draconis” line of firearms
The Draconis line is a series of 4 assault rifles that can be obtained anywhere between just beating the Wall of Flesh and Supreme Calamitas. The “newer” more powerful models use the older models in their crafting recipes. The gimmick of the guns is simple, they can fire both normal bullets and use mana to fire. If you have bullets and want to use "mana rounds", right click to fire the mana without using your normal bullets. If you have no ammo, they will automatically use "mana rounds". These guns add a unique gimmick to the class that allow the fight to continue even when your ammo is gone.
Recipes are set for debate/change ...
Draconis MK I
https://cdn.discordapp.com/attachments/315992689696833537/544225226146316308/Draconis_MKI_2.gif
Materials: (5) Titanium Bars and Crimtane/Demonite Bars, Illegal gun parts.
It is the first gun of the Draconis line. A basic firearm that has a high rate of fire
Draconis MK II
https://cdn.discordapp.com/attachments/315992689696833537/544225244127166475/Draconis_MKII.gif
Materials: Draconis MKI, (10) Astral Bars, Illegal gun parts
Second gun in the Draconis line, a direct upgrade to the MKI and has a slightly higher rate of fire as well as a noticeable increase in damage.
Draconis LMG-Vulcan
https://cdn.discordapp.com/attachments/315992689696833537/544225266231410701/Draconis_LMG-Vulcan.gif
Materials: Draconis MKII, (4) Galactica Singularities, (4) Illegal gun parts
Has a higher rate of fire than the MKII, significantly higher damage, although it is inaccurate when you first pull the trigger. Calms down after a couple seconds of continuous fire.
Draconis Plasma Railgun
https://cdn.discordapp.com/attachments/315992689696833537/544225281100087313/Draconis_Plasma_Railgun.gif
Materials: Draconis LMG-Vulcan, (12) Cosmilite Bars, (6) Illegal gun parts
Unnoticeably lower rate of fire than the Vulcan but a very noticeable increase in damage from the Vulcan.
This is a late-endgame gun
Already been suggested by someone else in a way, but it'd just be good to bring it up again. Make an item which combines auric ore, Galactica singularities, nightmare and endothermic fuels, living shards, bars of life and cores of calamity.
there are loads of recipes which use most or all of these items at once, it'd make your inventory a lot less filled up when trying to craft exo tier things and shadowspec bars.
Change the damage type on the Clinger Staff, Crimson Rod, Shaderain Staff, and Nimbus Rod to summoning.
They're out of place and rarely used, and by making them summoner, they would have a decent amount more utility.
Add a Sentry alt for the Stardust Armor set.
? Sentries as a sub-class are still lacking a bit despite the 4 added sentries from the calamity mod. Allowing a dps based sentry setup post-moonlord would be a step in extending their viability.
Heavenly_Gale rework, I personaly think this weapons is underrated compared to the other exo weapons and here is what i would do to make it cooler.
https://docs.google.com/document/d/18z7uZsD9fe7gBButBctBqSxKvbtVO2bitksK4yPZ5vQ/edit?usp=sharing
Add the debuff inflicted by the lionfish to a tooltip please.
a suggestion from three weeks ago
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
Sandy Chunk
Generates in Underground Desert in medium counts
1 Essence of Cinder = 4 Sandy Chunk
Frigid Chunk
Generates in Underground Snow in medium counts
1 Essence of Eleum = 4 Frigid Chunk
Ashen Chunk
Generates in Brimstone Crag in medium counts
1 Essence of Chaos = 4 Ashen Chunk
:
- Peaceful and less-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.
In rev+, make King Slime fire a projectile so the rope strategy is invalid without having to make him jump really high or make him teleport on top of you like others have suggested, it doesn't even have to be a major projectile, just a slow projectile that would force players off rope
An item that can be created that combines all the Revengeance drops into one item(stuff like Counter Scarf, Heart of the Siren, The Community)
: could be handy for a early post-moonlord. If it's too OP maybe a soft nerf on some of the stats? Just something that can make switching out some of Revengeance drops a little less tedious.
Providence's origin should be a moth, that's all
Make the Summoner bonus you get after Silvia immunity ends trigger even if you cancel the buff
It's annoying having to wait the full 9 seconds to get the minion slots and increased damage in nohits, making them trigger even if you cancel the buff would save a lot of time. I know the mod isn't supposed to be balanced around nohitting, but this wouldn't hurt non-nohitters in any way.
Give Yharon a death animation
Right now yharon is either the second or most challenging battle in the game, and having him just poof out of existence after the most epic bossfight anyone would have ever seen is just too ''meh''
Cosmic Echo
- After beating SCal for the first time I think the ending segment of SBCal (Acceptance) should play out fully as if defeating a being of such great power made a temporary echo that can be heard before it dissapates.
stone Furniture matching with the Calamity Texture Pack resprite
: i just thought it would be nice to have stone furniture, that's it
add a way to prevent click and drag on the rage and adrenaline bars
on the rush of the fight it screws me over sometimes
maybe something like the hotbar lock present in vanilla
Li'l nipper
Prehardmode version of the pirahna gun, shooting a little goldfish that nips on enemies.
The piranha gun is an interesting weapon, but even in calamity the instant it is obtained the barracuda gun is also available, a rather massive upgrade.
Crafted with a minishark, vine and goldfish.
So, I've seen a couple ideas about death effects for some bosses, so I've decided to compile some of my own since I like the idea a lot. I don't know how hard some of these ideas would be, but I thought they'd be fun to put out there. (Feel free to suggest changes or more death effects, now has a doc!)
https://docs.google.com/document/d/10dP-iNfKKWOrQp9Gxj7KAK96zZAN5rm9Urec0TZSI38/edit?usp=sharing
Staff of Despair
-Lobs a bouncing despair stone that creates a brimstone explosion on each bounce
-Explodes into spikes after 5 bounces
-Behaves more like Flower of Flame than Earthen Staff
-Inflicts Brimstone Flames
Crafted From: Staff of Earth, 5 Bloodstone Cores, and 5 Ashes of Calamity
: Staff of Earth was a cool concept, but ultimately failed as a weapon, and Ashes of Calamity could use more use, so, this is a solution to both.
When Draedon becomes a boss and you beat him, he becomes a Town NPC that sells you post Moon Lord Calamity materials
? Because farming can be very tedious for some things, and I'm pretty sure some other materials you can only get from boss's
Petrifrost
Since Phantoplasm, Nightmare Fuel and Endothermic Energy are always used together, combine them into one item to save inventory space.
Crafted with 1 Phantoplasm, 1 NF and 1 EE, gives 3 Petrifrost.
This would replace NF and EE in crafting recipes.
1 Petrifrost could be crafted back into 1 Phantoplasm, NF or EE.
Exo Core
Crafted with 5 NF + 5 EE + 5 Cosmilite + 5 Phantoplasm + 3 Yharon Soul Fragment + 5 Darksun Fragment + 25 Auric Ore
Used to craft exo weapons along with their respective weapon components, and possibly for Draedon's summon item when he becomes a boss.
Why: In order to remove inventory clutter when crafting the exo weapons and it makes more sense than just mashing a bunch of items together
Make Cosmilite drop from the Sentinels after DoG is defeated
They are also buffed.
This is to reduce grinding for Cosmilite, as it’s very annoying to have to fight it around 5 additional times total to get the nessecary gear for Yharon and Scal.
Maybe for Brimstone Elemental she can have a mount that buffs up your defense or health regen at the cost of attacking and movement?
: Lore based items are cool plus it can be handy if you're playing a tank and you wanna draw aggro while a mage go nuts on some boss. Or make it like a shield that needs to be recharged if that might be too strong. Something sick like that.
A buff station for Rogues, which would be the equivalent of Summoner’s bewitching table or Mage’s crystal ball.
Could increase the range of thrown weapons, the speed they travel at, the rate they’re consumed at or damage (probably only one or two of those things to keep it at the same level as the other buffs).
Rogue is the weakest class at the moment. This would help them at all stages of the game, and even a minor boost is useful
Little sub suggestion for every other that asks to make an item that combines Auric ore and the whole mess of exo ingredients: make it an Auric bar. Good ol' bars made from ore, and in this case a whole lot of other stuff.
Biome : Jutopia
Description :
After the Jungle Tyrant took over the Jungle, he started to look for food sources in the Jungle to feed his growing army. Unknowingly to Yharim, the volcanic activity from the Underworld had made some parts of the jungle soil extremely fertile. The soil would eventually spread to become Jutopia, with massive amounts of life fruits and jungle spores available (along with a certain pink bulb), along with ores that would generate under the right conditions. The Tyrant would soon discover this small land of limitless resources…
Stuff to be found in abundance :
Life Fruits (Hardmode)
Plantera Bulbs (Hardmode)
All unlockable ores except pre-hardmode ores
Jungle Spores
Increased mobs spawn rates
Reason :
I have always found farming to be a hassle, especially when hunting life fruits in early hardmode, the elusive Plantera Bulb, as well as the 3 tiers of ore when breaking a crimson/demon altar. Jutopia would have extremely high life fruits/bulb spawn rates, as well as act as a spawning ground for unlockable ores such as Palladium/Mythril/Titanium/Chaotic/Auric. In addition, I was curious to how the lore had Yharim installed as the ruler of the Jungle, but still doesn’t have a base installed yet…
This could be a stupid idea since it’s just reworking a Jungle with less farming, but I was very inspired by the agriculture kingdoms that had popped up in the past...
Defeating all three mech bosses at once is a good challenge when you have the appropriate gear. How about an item which summons all three sentients of the devourer but buffed? There should definitely be an exclusive reward for this.
What about an item Made with the Sponge and the asgardian aegis, It could be made with some material dropped by Draedon once it is included as a boss. It could be named something like "Yharim's courage" or so.
make so that multiple earth elementals cnat spawn in revengance mode before any mech boss has been defeated
Change the color of the lava when in crag biome.
the lava there does damage regardless of if you have obsidian skin, and there is no visual indicator of this other than the biome being there, i think it'd be a really neat addition since it may confuse people.
Deathmode bosses that naturally spawn need a unique message other than "something is approaching" for all of them
when this message comes up, it doesn't hint what boss will spawn, and it will also be a nice change to the warning
rogue variants of vanilla throwing weapons/ninja armor/fossil armor, or a rogue weapon from the starter bag.
? because why not?
make ice stars not follow enemies through blocks ending in their destruction as a waste of frigid bars
allow more npc's to move in a single room, the bigger the room, the more npcs it can fit
as for why , its always a mechanic that bothered me so much in this game, the fact that i cant make a nice, big, single house and have all my npcs live there and im forced to do either A) jails since i need to make like 16 of them and it will be ugly or B) make it pretty at the expense of 10 hours of building, since i need to make a massive 16-room house
All NPC's that sell boss summons
Like the alchemist NPC, make the ability to switch the page to buy boss summons, I play with alot of other tiny mods that make the dryad sell things and the boss summons get clogged up with those items, sometimes making me not able to purchase certain items.
Speaking of spawning: New ways to spawn bosses!
As has been brought up a few times, Vanilla has a significantly more diverse set of boss summoning mechanics than Calamity, with every Calamity boss being summoned through one of two methods (kill something or hold up some miscellaneous object). This document suggests several new mechanics to summon certain Calamity bosses, replacing the mandatory usage of summon items.
https://docs.google.com/document/d/1eg8EZyoBT4YdWbI1AKlCxg2uK0X7Zwn2-VhCpjDcklo/edit?usp=sharing
Edit: You can comment in the document to add your own variations on the suggestions
An item that converts an entire world into something new and challenging. Something obtainable after (insert boss). For example a world that contains the aftermath of the ocean evaporated by Calamitas at the left side of the world leaving the structures of the kingdom where King Amidias once ruled over.
New Death-mode Mechanic: Blood Rush
This either has a small chance of occurring when you activate Adrenaline or can be triggered manually (probably the latter)
The effects of Adrenaline are tripled, but you are rendered almost completely blind for the duration of the buff (like Blackout)
: for people are who have either memorized a boss's pattern or are looking for an extra challenge, this could help finish a fight faster and reduce time spent grinding
Guys, i have both a suggestion and a report at the same time about this mod. In single player it's pretty fine, but at multiplayer it's being more and more impossible to play with friends, i love this mod, it's my favorite, but the lag is getting high because of some stuff, and fps is getting dead VERY often (and my PC isn't bad, an i7 with 8 gb ram). Specially some things like the new rain effect from the hive mind, the old one was so smooth and nice to deal with, but this new version... Everytime it calls the rain, kills my FPS, goes from 60 to 2-3 frames per second...
And there is more, some weapons too, specially endgame weaps, they have an insane firerate, and as i mentioned before: single player = fine, multiplayer = FPS killer & Lag maker.
I would suggest reduce the fire rate to the half (or even 0,25) but boost the damage to the double/x4 of some weapons like Elemental Disk, Halibut Cannon, Starfleet, etc... I know it's a big work to do, but please, consider this because i'm sure a lot of people that also play calamity with friends are going to be very grateful.
Voidrainer.
Classless Weapon.
6 tick use time.
Shoots low-velocity bullets rapidly, bullets does not deal damage.
Inflects god slayer inferno and marked for death for 1 seconds on hit, the Debuff period for both Debuffs becomes 1 second longer with each hit.
Crafting recipe: dark plasma(5) + marked magnum+ stellar cannon.
Why?
I’ve noticed that the lunic eye lacked a post-moonlord upgrade, and while I understand that this is the point, it’s also a tad annoying to switch all the time.
So I thought up this, which is a superior alternative, though not truly an upgrade, of the lunic eye, it also doesn’t deal any damage like the water gun, so this problem is fixed without the point being removed.
Calamity Ore/Brick themed campfires and torches.
The new calamity cosmetic bricks look great but I noticed when doing my builds that there are no torches or campfires (both of which I use alot in builds). Especially for temple builds, I can see a multitude of calamity campfires looking amazing, especially a cosmilite or profaned campfire for temples/futuristic builds.
Additionally I can see attaching new effects to these campfires being interesting.
Profaned Campfires might regen mana instead of HP and cause enemies in its radius to drop unholy essence
Cosmilite Basins provide more life regen then standard fires but inflict God Slayer Inferno unless your immune to it.
Void torches and Abyss+Void campfires can be placed in water (giving abyss houses a bit more flavor) and increase spawn rate like a water candle (an idea to cancel out what little benefit a zen potion in the abyss)
Uelibloom+Perennial campfires can cause all enemies in range to become poisoned while in their area of effect, Uelibloom campfires upgrading their damage after Polterghast/DoG is defeated. Not enough to sway boss fights but enough to influence invasion slightly
Ashen Basins can inflict brimstone flames in much the same way as Uelibloom, upgrading their damage after Providence has been defeated
Aerialite Campfires can increase movement speed and flight time in a very wide radius but with less light emitted
The catch with these campfire effects: Only one can be active at a time. You can't fill an area with all these and get all the bonuses. You have to choose (that includes vanilla campfires to)
Yharon and Supreme Calamitas would immediately cancel out all these buffs until they are defeated at least once, maybe by deactivating or destroying the fires, making a Cosmilite campfire only really viable for grinding. Yharon would consider them dishonorable while SCal would consider them cheating
Birbullets: Bullets crafted with chlorophyte bullets and effulgent feathers, these bullets home weakly towards enemies until they hit them, at which point they begin to repeatedly fly through the enemy over and over, homing in strongly and piercing over and over until it reaches its pierce limit (say, 4 or 5) as if the bullets were, well, bumblebirbs swarming the enemy! Bullet progression basically stops after holy fire bullets, so why not add something at around vanquisher arrow tier?
The Infection
Each cast summons a pair of bees. Each pair costs 4 minion slots.
One bee has a similar AI to a Cosmilamp; it should ignore i frames but do substantially less base damage than axes
The second bee of the pair will have a similar AI to UFOs or Calamari; it will hover over enemies and rapidly fire stingers. Occasionally, it will fire a powerful plague rocket similar to projectiles from The Hive.
Recipe:
@ Ancient Manipulator
Hornet Staff
The Hive
Stardust Cell Staff
20 Plague Cell Canisters
5 Luminite Bars
Why: For Providence, summoner is very limited in options with Elemental Axes being your only option as for normal minions. In addition to this, many slots are wasted on axes as i frames limit the amount that can hit at once. Adding another summon that doesn't interfere with i frames would make summoner vs Prov a bit easier.
Add an unsafe version of abyss blocks
it gives the players an opportunity to make their own abyss farm especially for those who lost their abyss due to that bug
Make vanilla and calamity enemies have another buff after defeating moonlord, it will make the game even more challenging and also it can be a only reveangance setting.
Super-duper ball Bullets
Early Hardmode
"Comes with twice the amount of rubber!"
Rapidly bounces and pierces many enemies.
Possibly made with: Unicorn Horns/Pixie Dust, Essence of Cinder, Superball Bullets
: Having a bullet that makes guns viable for bosses similar to the Destroyer and other bosses fought in usually small arenas would try to shift the meta of Holy Arrows being the main killer for hardmode bosses. Crowd control would be easier with guns as well.
Shrapnel bullets
These bullets cant pierce.
If the bullets are shot against a wall, it spawns multiple child bullets that are angled just like the meteor shot.
The child bullets dont pierce, bounce or split themselves.
For max damage the the original bullet must ricochet of a wall, so the child bullets can hit an enemy.
The child bullets come out in a shotgun like pattern.
These bullets would be a unique ammo type giving rangers more options.
Recipe would require meteor shot and stardust.
EOW Armor-geddon
Add an pre-splitting 'Armored Phase' to the EOW boss, making the individual segments invincible until the main worms 'armor' would be destroyed all at once, leaving the vanilla boss left (Albeit weakened for balancing purposes). This could be achieved by adding a separate entity with destroyer AI layered on top of the EOW that, while alive, keeps the actual boss invulnerable, similar to the dark energies from the CV fight. However, this may hit the entity limit bc worm code, so perhaps giving the EOW body a sheen of some sort and tweaking the AI to add all of the incoming damage into a separate health bar.
: The EOW has always been a joke, never actually posing a threat to those who have anything piercing, which causes the boss to get shorter and stop like a wyvern on glacial state. It's counterpart, the BOC, is a worthy foe, only because the boss has invulnerability in the first phase, and has more to it than worm. Also, isn't the EOW supposed to drop shadow scales, a form of protection from, say, attacks that can shred it?
Is it possible for the player to actually chat with the NPCs? Dialogue options and all?
Make the Desert Scourge Harder
Desert Scourge feels like it should be before king slime, if anything the collecting of the materials to make its summon is 10x harder then fighting it.
Things I think could be done to make the boss harder
move the revengence buff to expert and create a new buff to the boss for revengence
or
make the boss take little damage to grenades like EoW
or
make it a boss fight tbh, all you have to do is sit on a platform above him and he literally cant do anything
Increase the threshold for catching planty mush
Planty mush is useful for crafting life fruits, used in some calamity items in decent amounts. Due to the below 80 Fishing Power requirement, players with any decent fishing gear will be annoyed at having to downgrade their gear to catch it.
One solution is to allow it to be caught at any fishing power, meaning that people could get a decent amount with a good rod and bait.
Alternately, add a special fishing rod with a higher chance to catch mush or trash, some sort of fishing net perhaps? Bulk fishing of low-tier items could be useful in certain cases.
Mirror of the Omniscient
Gaze into the abyss, and the abyss gazes into you. But gaze into the universe itself, and the universe smiles back with a proud wave.
Exo-tier Sentry
Summons a stationary Cosmic Mirror that will alternate between rapidly firing homing Holy Spears (like the ones fired by the Divine Retribution), creating Cosmic Mines that explode into portals that release Hivelings for about 2 seconds (the Hivelings would be fired at the same speed as the ones from the Hive Pod) and firing projectiles that home in on enemies, winding up in the process until it just spams projectiles all around it (like the Cryogenic Staff). It will alternate between these about every 10 seconds.
All attacks inflict Elemental Mix for about three seconds.
The MotO isn’t affected by minion damage bonuses; rather, it’s damage is increased by around 200 for each total minion slot, and 400-500 for each total sentry slot.
Crafted at Draedon’s Forge with a Cryogenic Staff, Dreadmine Staff, Hive Pod, Energy Staff, 5 Nightmare Fuel and Endothermic Energy, 5 Cosmilite Bars, 5 Phantoplasm, 3 Yharon Soul Fragments, 5 Darksun Fragments and 25 Auric Ore.
Reason for this suggestion: Currently, there are only 4 sentries in the mod, and Summoners only have one Exo-Tier Weapon, while the only other class where this is the same, is Rogue.
give duke fishron a rogue weapon
Name: "Poseidon's axe/throw"
Damage and fire rate up to you, "Sprites" are in #suggestions-discussion, Looks like the razorblade typhoon's projectile and the weapon combined when thrown. Homes in on enemies and disappears after 5 hits and with the enemies's death. high velocity and gets affected by gravity after 2-3 seconds (if it does not hit an enemy). maybe an upgrade to it from yharon since it's AI is similar to fishron.
1: duke gives a weapon for all classes except for throwing (rogue)
2: you gotta give us a reward for beating fishron with the flame scythe (or malachite if youre a masochist and farmed pbg, or xeroc pitchforks which are post-cultist)
3: rogue lacks weapons post-golem, there are only 4 (flame scythe, malachite (legendary weapon), true paladin hammer and xeroc forks (post-cultist))
4: rogue suffers lots post-golem
Bubblerang
Post-Golem Rogue weapon
Throws a boomerang that leaves bubbles after it as it travels, firing a bubble about every six ticks. The Bubblerang can be thrown again before it has returned to the player, leading to many bubbles possibly being created. Therefore, the bubbles deal a set percentage of the boomerang’s base damage. Bubbles do not home in on enemies. Also, while the bubbles do not pierce, the boomerang itself does.
Dropped by Duke Fishron.
Reason for this suggestion: Rogue suffers post-Golem. They only have 4 options for this stage of the game, one of which is post-Cultist and another is a legendary weapon. also, Duke Fishron drops a weapon for every single class...except Rogue.
Sprite: https://cdn.discordapp.com/attachments/542409970520555524/545646142260641805/Bubblerang.png
Shadowstorm Barrier
Magic weapon
Creates a barrier in the air that acts like a solid wall for non-boss enemy projectiles only (projectiles that go through walls will not be stopped). Enemies that go through the barrier will be dealt damage and weakened for a short time. If an enemy dies because of the barrier damage, it will release a shock field damaging nearby enemies. --- Placing a second barrier will cause the first one to disappear. Barriers will also disappear after 15 seconds.
Crafting: Nimbus Rod, Shadowbeam Staff, 20 Ectoplasm, 2 Adamantite/Titanium bars --- Adamantite/Titanium Forge.
make the dryad sell jungle grass seeds when in the jungle
This one is simple, at least in concept: have the Profaned Guardians that spawn during Providence appear on the map like they normally do during their boss fight.
As a proud member of the Small Screen Gang™, it's hell to keep track of Providence, her bullet patterns and the attacking Guardians without the minimap to tell where at least the enemies are.
make the climbing claws and shoe spikes craftable
Cultist's fan
Post cult rogue weapon
Looks and behaves similar to the vampire throwing knives, but dont do life steal
Made with
18 Meld bars
100 throwing knives
: all the pillars have 2 weapons in vanilla, and meld bars are the equivalent rogue fragments to say, and the lack of post golem rogue weapons is quite low
Transmogrifier
You get out what you put in, they said...
Post-Cultist Rogue weapon
Crafted with 15 Meld Bars, 5 Cores of Chaos
Works similarly to Influx Waver. Launches a pitchfork for the initial attack, followed up by 2-3 additional projectiles appearing from random points in very quick succession, supposed to be the weapon continuously teleporting and damaging the enemy. However, it can 'shift' between types of weapons, each having its own properties. A pitchfork, spear, knife, or ninja star may launch in the attacks after making contact with an enemy.
Additionally, due to the general instability of the materials, each weapon will explode when it is finished dealing damage
Pitchfork: Light-medium damage, no piercing, sticks to the enemy like Daybreak and inflicts Daybroken or another similar debuff
Spear: Medium damage, pierces 4-5 enemies
Knife: Heavy damage, no piercing
Ninja Star: Light-medium damage, lingers for a moment similar to the ice crystals from Eidolon Staff (does not replicate)
https://docs.google.com/document/d/1_w-h7FEiicYnUxcfuzdYnStiDf5Epzha3rPahim_igQ/edit?usp=sharing
In a similar vein to what @flint sapphire did with the Calamity Boss Death Effects, I wanted to see if we could do the same with the vanilla bosses, as they deserve some love too!
(Sorry Tim for @-ing you twice, had to re-edit the message because the link was originally on edit and not view lol)
I don’t know if this is allowed but
Rod Of Pure Chaos
”Oh no”
Uses 1 sentry slot, 0.5 sentry slots when DoG is defeated
A sentry crafted with all four of the top-tier DD2 Rods (Ballista, Explosive Trap, etc.), Bars of Life, Galactica Singularity, Luminite Bars
The rod would summon a stationary sentry that combines all the DD2 rods together. It would:
- Summon a lightning aura
- Throw Explosive Traps around itself if there are less than 5 Explosive Traps nearby (Inflicts Oiled)
- Fire a Ballista Arrow when its target is far away
- Fire a Flamethrower when its target is closer (inflicts On Fire!)
Oilliphéist
Serpintine looking rocket rocket launcher that fires a barrage of blue particle rockets with variable accuracy and velocity like the gatligator.
Their average velocity is rather slow.
The rockets ignores enemy invicibility frames, with damage changed as a result. Explosion radius is not too big due to the sheer number of projectiles.
Doesn't deal any self damage, due to the possibility of rockets shooting the ground in front of you due to inaccuracy.
Has an alt fire, which shoots a combination of 2 different note projectiles, one functioning like the sirens song, the other the vanilla magic harp.
It is crafted with Blissful Bombardier, magic harp, sirens song, levititan and endothermic energy only.
Make adrenaline start building up after DoG phase 2 has respawned, not when signus is killed
:you can easily obliterate DoG phase 2 in 15 seconds with a good weapon, rage, and adrenaline, skipping the laserphase entirely (in deathmode too). You also get 5 seconds of no DoG giving very easy access to adrenaline, with him just spawning you will probably have adrenaline before he even attacks
All of the previous Cloud Elemental designs put back in as random chance alt skins for the Cloud Elemental.
: There is a significant amount of people in the community who liked one of the old designs better.
Tone down the drop rate of havoc's breath/brimstone flameblaster/crushsaw crasher on revengance, and tone it down even further on death.
Because after one or two fights, you probably already have everything you need, and they become annoying clutter when trying to farm for something like the Chaos Stone.
Add SOME way to turn the Ataxia Inferno effect off.
Having a giant fiery ring of death around the center of your screen makes it a lot harder to focus on dodging bullet hell bosses
(see:ravager).
**```xl
'Warp Shrapnel'
(Use the teeth of the helpless shark you killed as a weapon)
Drop from Fusion Feeder
'The player throws the teeth of the Fusion Feeder in an extremely fast succession. The teeth move in a sine wave for a medium distance until a certain point. From here, the teeth will alternate with upward or downward gravity. Each tooth will be colored blue or purple. The blue ones inflict Shadowflame and Frostburn while the purple ones inflict God Slayer Inferno. Altogether, the weapon does exceedingly well on single-targets.'
Why: Rogue gets nothing post Astrum-Deus. LITERALLY nothing. No drops from the mobs after Deus dies, no crafted items dedicated to it either. This weapon will make sure rogue gets something out of this boss.
"Apocolypse Potion"
Made out of 10 Zerg potions and 3 death weed at an alchemy station.
Boost spawnrates 10x that of a zerg potion
Zerg potion is good but some monsters are just stubborn with spawning, like mothron.
Rare Zerg Potion
Increases all rare npc spawns by 30x but keeps normal enemy’s normal spawn rates the same.
Rare Zen Potion
Decreases all normal npc spawns by 30x but keeps rare enemies' normal spawn rates the same.
Passive Zerg Potion
Increases all passive npc (ex. truffle worm, bugs, bound mechanic/wizard) by 30x but keeps all aggressive npc spawn rates the same.
the reaction 🇽 should be added to suggestions that are "bad", i.e. ones that need more elaboration, don't seem well enough thought out, need better reasoning or are just meme suggestions etc. because sometimes we get suggestions that are pretty bad or vague, and marking it with a special reaction instead of just removing them would let people learn by other's mistakes.
Raiden's Hair
Vanity item sold by the Clotheir in revengence mode
This would not only be a nice vanity item but could also change the boss music to MGR music.
Why: I feel like a change of music would be nice if someone is having trouble with a boss or even no hitting it. (even though the DM Dokuro music is amazing)
Flamethrowers need better ammo types, we are stuck with the exact same crappy GEL that we gathered from early game. I propose 3 new types of ammunition for flamethrowers.
Naptha Canister; does 19 or so damage, available post-mechs, sold by Steampunker for 70copper. Perhaps slightly increase velocity of flame for enhanced range
OxyAcetyl Fuel; Does 36 damage and is sold by Cyborg probably post-golem. 3 silver 2 copper. Slightly increased range from the Naptha Canister
Exothermic Micro-reactor; does 78 damage and costs 66 silver, sold post-provi by whomstever
Repost of a suggestion from two weeks ago:
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.
Shield of discord
Instead of a dash the shield teleportes the player 30 or so blocks when a direction is double tapped (this includes up and down). Chaos state would be a cooldown on the teleport instead of a damage penalty
Made with a RoD and a shield of chthulu at a tinkerer's workshop
Why: The RoD is almost a must later in the game when fighting Scal and yharon, the dash is very useful but can't really be used to go through enemies without taking a good amount of damage. The Shield would be a nice compromise between the two.
Suggestion
Make trophies drop 100% of the time, and also act as signs that tell you the extended lore of the boss.
So that the lore items could be supplemented with something that could provide more detailed lore, and so you don't have to break yourself out of the immersion by going onto a forum thread or a wiki to see the stories behind each boss.
Sentinels type D
- I think during the DoG fight when the sentinels spawn between phases, instead of continuing SotU, it should move on to playing Sentinels type D.
New summon:[insert name] mini calamitas shoots lasers if any enemy is attacking you Second Attack Charge/Throw flames out of shes mouth when and enemy is 20 blocks away otherwise charges
The Bloodthorn Chakram. Made with bloodstone cores at an Ancient Manipulator, a nonconsumable throwing weapon that moves at around the speed of a molten amputator and trails short-lasting homing blood bubbles that lifesteal. Rogues need to be able to get some benefit from bloodstone other than the armor set.
Make Astral Sand usable as Sandgun ammo. I mean, come on, it's in the name.
Put a kind of warning for when the ravager's flame pillars are teleporting beside you, Like particle effects
because they teleport without warning and screw you up if you do not know when it's teleporting to you
Lower the drop rate of Life and Mana Jelly to 5% or less
: Because the drop rate is way too high and it's really annoying when zerging the ocean. Vital Jelly can stay normal because I think you shouldn't have to farm for it in HM.
Buff the soul piercer (made from cosmilite bars)
Change the attack to something like the elemental ray and make it a bit more useful for the Yharon fight. Change the recipe to elemental ray+10 cosmilite
Buff Post- D.O.G./Post- Darksun melee weapons.
The current best classes against Yharon are Ranger and Rogue. Magic is decent against the big dragon, and summoner is situational to say the least. However, excluding the melee variants of the post darksun rogue weapons, like the scourge of the cosmos, weapons like the enforcer and Galaxia are not very good against Yharon, clocking in at... 20-30K DPS at most with medium damage accessories? The enforcer doesn't even pierce! I think buffing the melee weapons (and possibly summoner weapons too) can balance out the classes, so anyone using any viable weapon of any damage type can have a decent chance against Yharon without changing classes, because one class is better than the other against the boss. To balance this out, I think the melee variants of rogue weapons should be nerfed or even removed, as they fit better as rogue weapons, and they only exist to serve as an excuse to make melee sorta kinda hold up against rogue pre-Yharon. Why not just make the real, unique melee weapons better?
Make no bosses in the bossrush despawn because of distance.
Certain bosses, notably Skeletron, despawn if you're three inches away from the boss. Skeletron would spawn in, then immediately despawn, then do that again and again until it's close enough to me. Also, bosses despawning in the bossrush can be frustrating; I was once close to killing the Siren (after I killed her Leviathan), but started to fall through the floor, despawning herself. This led to BOTH entities repawning with all of their health.
Nerf the Herring Staff. While it's not high end content, it is absurdly powerful for when you can get it, as you can basically get it right after getting a shadow key. The main problem is that the most comparable item from vanilla, the Raven Staff (was the melee staff that had the closest damage) each of those minions take up one whole slot, the herrings only take up half a slot each, and thus, just due to the sheer fact of "You have twice as many of them" makes a lot of other summoning weapons seem paltry in comparison, with the only one that comes close (again, from vanilla) in terms of power (not counting ones that are post-plantera) being the optic staff due to it summoning two guys as one minion.
Borb Swarm Staff
FLY, MY PRETTIES!
Post-Bumblebirb Summon weapon
Summons a Mini Bumblebirb. Mini Bumblebirbs have relatively low base damage, but each one only takes up half of a summon slot. They scale in damage for every 10 Mini Bumblebirbs summoned.
Mini Bumblebirbs alternate between ramming enemies and firing bursts of three homing feathers. Melee attacks ignore most immunity frames.
Dropped by Bimblebirb.
Reason for this suggestion: Another summoner option for Yharon. The reason for the Mini Bumblebirbs only taking up half of a minion slot is because it's thematically appropriate, seeing as Bumblebirb is described in the lore to be able to reproduce at an extremely high rate.
The Mangler, a Ravager weapon drop designed around the Aztec macuahuitl. On true melee strikes, shoots out stone shards that stick into enemies for damage over time. It always seemed strange that the only weapon the Ravager drops is a mage weapon.
Make the Abyss unrestricted (currently locked behind walls like Post Plantera and Polterghast) and instead make it so that it is completely explorable but immensely hard to do so a soft-restriction in a sense. You could also restrict items to hardmode and post moonlord if necessary
Make post-ML Astrum Aureus drop Luminite, more than the Moon Lord.
He already drops literally ALL of the other fragments. Why not do this and make him a catch-all solution to lunar grinding?
Change the meteor fist to a rogue weapon, and add a meteorite summon weapon, as there are no items of those classes obtainable from meteorite, everything else gets at least something.
After the defeat of the ML there should be another difficulty upgrade to the enemies (Possible new AI's for the "upgraded" enemies) that relate to a sort of Lunar Infection that mixes into their sprite.
A demon trophy but for ML? like "increases Monsterspawnrates by x1.5" or something (useable only once per world)
Add a crafting recipe for the Paintball Gun.
You.. kinda need the paintball gun for post-ML guns like the Elemental Blaster, and there's not a lot of good ways to get it.
Recipe:Illegal Gun Parts, Paint (Any Color), Flintlock Pistol
Bumblecomb. Recipe: effulgent feathers + cosmolite bars + hive pack + honeycomb + yharon fragments + darksun fragments. When the player is damaged, mini bumblebirbs are spawned, dealing 1000 damage each bumblebirb, these are homing beasts of destruction that will annihilate everything in it's path
A brimstone elemental equivalent for the siren heart.
Simply put, an accessory that turns you into brimmy.
: There is a large portion of the community that want something like this.
Scourge of the Bumblebee
Obtained by: 25% chance drop from Bumblebirb (and change the other weapon drops to 25% as well to make it equal)
Scourge of the Bumblebee is scythe-like Rogue/Melee weapon that drops from Bumblebirb. Depending on what class armour you have, it will drop the respective weapon, however, if you do not have either Rogue or Melee armour equipped, both variants have an equal chance of dropping. Both variants differ greatly in their attacks and play style.
Rogue:
The weapon is thrown like a javelin and does not autoswing. Using the weapon will cause you to dash in the direction of your cursor and launch a projectile in the other direction. If the javelin hits enemies, it will either split into more javelins if there are other enemies nearby, or will spawn 3 mini Bumblebirbs that will home in on enemies and dissipate after a short while. The javelin can only split a maximum of 3 times and bounces off walls.
Melee:
The weapon is not thrown, but rather used like a spear. It autoswings but getting hit causes the weapon to stop firing. When swung, it continuously launches 3 feather projectiles that pierce and cannot go through walls.
Hardmode-ore Rogue Weapon Revamp
Spicing up the ore weapons as they are boring, weak and a waste of space.
Cobalt — Creates chain lightning on hit, pierces 2 times.
Palladium — Healing orbs (8 hp) on crit, 6 second cooldown, pierces 6 times.
Mithril — 33% chance to not be consumed, winds up to megashark speed, pierces 3 times.
Orichalcum — Don't pierce, creates massively damaging flowers on hit that last for 2/3 of a second.
Adamantite — Hits 3 times a second, pierces 2 times.
Titanium — Influx waver effect, always crits while shadow dodge is active, "pierces" 3 times.
Stats are of course left to developer discretion however I feel that the effects are balanced as-is.
Make abombinations(pbg spawn item) craftable with 5 enchanted metal+ 5 plague canisters.
Why?
abombinations have extraordinarily long crafting recipes, arguably the longest of any calamity consumable summoners, also it’s a remote, so it makes sense for enchanted metal to replace most things.
The Amalgam: Ability to disable the fungal clump by turning off visibility, this way it won't fuck with iframes
Buff the crim/corro slime staffs.
They’re literally useless when compared with the herring staff (slimes don’t fly)and in some ways even the imp staff(at least those don’t mess with immunity frames), and nerfing the herrings to hell won’t do the job as this creates too big a gap from slime to spider(these deals very consistent, very high and very rapid damage).
Buffing them to 40 base damage seems to be about right.
if its possible to code, make it so that SCal's arena expands its size by x1.5, depending on how many players are in a world (in rev+)
this could make so that players dont have to be cluttered in a 150/100 arena, and expand themselves on a longer arena, it could also manage the particles of weapons. in a 150/100 arena it can make things laggy with the particles, and pretty much make it unable to see SCal's projectiles. Expanding the arena by x1.5 with a new player can make it easier to see and less laggy
to explain it better: you & another player: x1.5
you & 2 more players: x2
you & 3 more players: x2.5
and so on, it maybe can stop expanding at 5+ players
i know it sounds dumb, but its an idea i had rn
Make the slime staff spawn different colored slimes at random, with green blue purple yellow red and black slimes available for spawning. Either that, or make the slime staff spawn slimes the same color as the dye on your helmet piece, kinda like the counter scarf particles.
Also, since coroslime staff and crimslime staff do the same things, why not make it have a chance to spawn either one with the same staff? Makes more sense due to the theme of the slime god being both slimes. Either that, or give both coroslimes and crimslimes have different special abilities (for instance, coroslime jumps higher and moves faster while crimslime does more damage?)
ALSO, make the slimes actually attack enemies regardless of whether or not you are above or below a platform. The slime staff is terrible with platforms, because the slimes don’t attack anything under the surface you are standing on unless you go down, get hit, and go back up.
Make it so that you can summon Yharon, Supreme Calamitas, and the DoG at the exact same time
Or make it so there is an item, kind of like Terminus, that spawns them all at the exact same time
Make seabound staff sea stars attempt to avoid each other and ignore more immunity frames. Currently, they suck so much to the point where the slime staff is better. For a boss drop, that’s sad that it is worse than a starting bag item.
Make the slime staff summon different colored slimes or make the staff upgradable. I know it's already been said above and that it's a starting weapon but it's just a thought I had been brewing on.
The staff doesn't have to be upgraded by much but it would be nice for pre-slime god bosses who are a bit more in the air.
The staff would be upgraded by 10 gold/platinum and some sort of new drop from the black slimes. Or even the hell slimes.
Make it so that in Revengeance+, Moon Lord's eye sockets can't keep firing projectiles during his death animation. This would help prevent cheap deaths after Moon Lord is killed and just make it so that you don't have to run as far as you can while he's dying.
Make astral monolith walls and furniture. You harvest the stuff in the same manner as trees, but you can't use it like wood, and tbh, that feels kinda lame.
So, um, not sure if it's possible but, after you've collected certain sets of Lore, you can combine them into a lore book, eventually combining all those books into "Yharim's Tome", which you can open to read up info on all the bosses...and perhaps use to summon him when he's added.
Elemental Knives
Upgrade to the Vampire Knives
Throws several knifes that lifesteal and home in on enemies. Knives also inflict Elemental Mix.
Crafted at an Ancient Manipulator with 5 Luminite Bars, 5 Bars of Life, 5 Galactica Singularities and Vampire Knives. Replaces Vampire Knives in the recipe for the Empyrean Knives.
Reason for this suggestion: Rogue only has one Elemental option for Providence. Therefore, i'm suggesting another option that they can use for that part of the game.
(Corruption Variant coming soon™)
Make a new type of shield item
basically a second health bar that varies in size based on the item (obviously better ones would be harder to get)
has 3 values: capacity, recharge speed, and recharge delay
capacity-the maximum size of the shield, varies based on rarity so prehardmode would be low, hardmode would be higher, post moon lord would be even higher,etc.
recharge speed-how fast the shield regenerates, again better shields would have a higher value
recharge delay- how long the player must wait (without taking damage) before the shield begins to recharge
These three values would be higher if the player is in revengence/death mode
This would mean they would have higher potential health/regen but they would have to avoid being damaged for a longer time
Lower size of SCal Arena at normal/expert mode: At Current moment size of arena causes Sepulchre Phases to not happen if you are on the bottom of arena because Hearts simply despawn
Make the slime gun slow down enemies (works on Pre hardmode bosses excluding the WOF and worm bosses), and lower enemy defense.
Also, make the water gun put out fire debuffs when shot at players or enemies and makes enemies or players immune to the fire debuff for 5 minutes when hit. Either that, or make the water gun kinda like the infinite water bucket and allow it to make a water block after 15 seconds of nonstop shooting.
Reason: slime gun and water gun need to be useful
Place Armageddon in starting bag
Well, there's not a whole lot of reason for it not being in there. Death and Defiled are. Its tedious to start a run and need to go searching for altars (Its worse if you're corruption instead of crimson) before killing KS, DS, and EoC.
make the lunic eye have a right click attack that doesn't home and inflects temperal sadness.
temperal sadness is a debuff that reduces enermy contact damage and movement speed, in csase you don't know.
why?
currently few people are aware of this debuff's existance, which is pretty strange for such a nice debuff to wield.
the reason for this is because only 2 weapons inflects this debuff :the biome blade when in mushroom biome(useless) and the teardrop cleaver, which only inflects this debuff for 1 sec, and only when hitting the enemy with the blade.
Lunatic Shimmer
Upgrade to the Lunic Eye and/or Golden Gun
Left click fires homing bolts that inflict Marked for 10 seconds
Right click fires a quick spread of beams (prism style) that deal no damage themselves but inflict ichor and cursed holy flames for 20 seconds. (Note; not channeled like prisms, but a single shot fires small rotating beams that quickly spread slightly before fading)
? Fusing the two utility weps makes sense, right? Save a hot-slot for summoner purists, and longer duration later in the game benefits everyone. The inclusion of the cursed flames debuff also brings and extra damage over time element in. Could be replaced with holy flames and the item placed as a post-prov pre-sentinels item however. Actually, that's that, edited in.
Crafted from the Lunic Eye, Golden Gun, divine geodes, uelibloom bars, and a few exodium clusters. or something along the lines of.
Change the ability to enable/disable the dash with the Asgard's valor & Asgardian aegis & the elysian aegis from having to show/hide the accessory to having a hotkey for it.
I like to be able to see my character, and any armors that i have on it, and these 3 accessories (along with cobalt shield/obsidian/ankh) take up so much room. They block half (or more in case of the Asgard's aegis) of my character and it's really ugly (imo, chill) to only be able to see half my character or less.
Example:
An Eclipse God staff, made with a Sun God Staff and Darksun fragments, replaces the Sun God staff in the Cosmic Immaterializer recipe. It hovers over your head and rapid-fires exploding sun beams at enemies, as well as leaving a trail of dark orbs behind itself when the player moves that deal high damage. Why should such a weapon exist? You try hitting Yharon phase two with the summon weapons you're given.
Make sniper scope's zoom effect toggleable visibility. Effect is annoying 90% of the time
add a background for the brimstone biome
it'd be a nice addition and it'd be helpful for recognizing when you are in the biome or not.
All bosses should drop a unique consumable food. Combining them appropriately(pre-hard, pre-moon, post-moon or thematically like all worms) creates a consumable that slightly boosts your stats in a thematically appropriate fashion.
E.g.: killing all mechanical bosses and eating their combined consumable gives you access to their metallic skin boosting your armor.
It would give players a reason to go after all optional bosses.
Ways to craft Souls of Night and Souls of Light from each other
Vertebrae and Soul of Light= Soul of Night
Pixie Dust and Soul of Night= Soul of Light
World generation's a bitch, and you might find yourself with a Hallow incapable of spreading through the underground and a tiiiiiiiny patch of Underground Hallow that you might never find because it's lost in the sea of other underground stuff.
adamantite alternative of the titanium railgun
no, not a recoloration like night's and carnage ray, but different, perfectly good guns that both does similar things.
maybe an adamantite bombadier that shoots masses of explosive bullets?
After beating Supreme Calamitas, make all of the projectiles go away so that you can enjoy your victory and the ending words. Reason: It is really hectic to try to read her final words while also trying to dodge left over projectiles, especially while on low health.
Make the Earth Elemental drop an accessory which spawns a Husbando (similar to the Waifus). It could give spelunking related buffs to encourage staying underground more.
Why?
As it is the current drops from the Earth elemental feel underwhelming compared to the other Elementals, the latter dropping accessories that can be used til the very end of the game whereas the 3 weapons the EA drops can be easily outclassed. This can help spice it up for all classes by giving a new incentive to look forward for.
remove the damage nerf of the solar flare on DoG
why?
it's the only yo-yo that was ever used properly, but after the nerf was implemented the existance of yo-yos seemed to be forgotten.
true, some weapons are supposed to be better than others, but a whole class of weapons that is the meta for vanilla???
another reason is due to buffs on both the weapons used against him and the DoG itself yo-yo won't be as broken as it was even if you lift the nerf.
Perennial Tooth Necklace
The torn-off teeth of the guardian of the Jungle
Post-Plantera Glass Cannon accessory
Grants 50 Armor Penetration, but reduces Defense and DR by 30%
Crafted at a Hardmode Anvil with a Shark Tooth Necklace, 10 Perennial Bars and 7 Living Shards. Eventually upgraded into the Reaper Tooth Necklace. Also, this accessory does not stack with the RTN.
Reason for this suggestion: More accessories for people who know the bosses well.
may be a silly suggestion, but have a crafting recipe for the available legendary weapons.
example: 15x living shard, 10x life fruit, 5x Spore sac and 30x planty mush makes a Blossom Flux.
why? with the exception of the defiled rune boost, legendary weapons are a pain to get, more often than not grinding the same boss just for a 1% drop.
add gore to bosses, bosses dissapearing on death does not give the player the satisfaction they deserve when they beat a boss.
Add a message after beating Deus that tells you that astral enemies now drop new weapons, something among the lines of "the astral creatures will now lend you their power"
Why? Well because the fact that they drop weapons after beating Deus is something lots of people dont know so they end up missing the array of weapons they offer and, in my opinion, those are worth getting
I think the Astral Biome should have a sky changer/music box, which basically would change the sky to the Astral Biome, as well as the music. It would be made with Astral Monolith, Stardust, and Astral Bars
Make abyss sink, ancient sink, ashen sink, cosmilite sink, profaned sink, statigel sink, and void sink (basically all the sinks calamity mod adds) counts as water sources.
:All the sinks in vanilla counts as water sources, and these calamity sinks also requires a water bucket to craft.
Edit: maybe also say that sinks “counts as a water source” in the sinks’ item tooltip?
Make some of the weapons’ projectiles that goes through walls disappear after a while/a long distance.
:honestly though, queen bee memes gets boring after a while.
Green Death
Post-Golem Rogue Weapon
An upgrade to the Spear of Paleolith.. Throws a spear that isn't affected by gravity and fires Plague Shards perpendicularly from the weapon itself. The Green Death fires less projectiles than the Spear of Paleolith, but they're fired from both sides of the GD (rather than just falling down), and they home in on enemies. Both the GD and the Plague Shards inflict Plague.
Crafted at a Hardmode Anvil with a Spear of Paleolith, 10 Plague Cell Canisters and 3 Bars of Life.
Reason for this suggestion: More Post-Golem Rogue Weapons. Also, i find it weird that Rogue literally gets nothing out of the Plague, except for the Malachite, which is a Legendary Item.
After an 'incident' that happened to me recently, I've come up with a few new punishment rules.
Suggestions Mute: Functions exactly as a mute but only for #suggestions-voting
: Because sometimes you get muted for a reason specific to one channel. If someone is generally being annoying of course they get a server mute, but if it is just meme suggestions or suggestions that can be considered memes, they shouldn't be muted across the entire server UNLESS they start generally being annoying afterwards.
Suggestions Ban: Bans you from using #suggestions-voting AND #suggestions-discussion
: Same reason as before, but in a ban form.
I was really upset to know that not only was I muted from suggestions but every other channel. I frequent this discord for personal advice, not advice from the wiki. It honestly made me a little bit angry. Do you agree this makes sense, or no? I've suggested these because it just feels wrong to mute someone across the entire server for something related to only 1 (or 2 if you count #suggestions-discussion) channel(s) I'm not trying to play the victim card, I'm not trying to evade punishment, but I do feel that if a mute is only warranted in one specific area of the server, it should stay in that part of the server. On the other hand, people who are just generally annoying should ALWAYS get a server mute. Please, don't take this the wrong way.
Make yharon's flare tornadoes have a minimap icon.
Why: It's hard for me to remember where they're spawned and I think a minimap icon would make the fight a lot more fair
A perma-mute role which only allows access to #mod-announcements, #mod-downloads and #changelogs, given in place of most bans
Because a lot of banned people end up regretting it, and wish they could at least see these channels
Repost from August that has 71 stars
Spirit of Sight
Spawns at night post-Twins/Aquatic Scourge
Behaves in the same way as a Soul Slurper
Lasers sometimes inflict Cursed Flames
Drops:
Souls of Sight (1-5)
Spirit of Might
Spawns at night post-Destroyer/Cryogen
Behaves the same way as a Granite Golem
Drops:
Souls of Might (1-5)
Spirit of Fright
Spawns at night post-Skeletron Prime/Brimstone Elemental
Behaves the same way as a Giant Cursed Skull
Projectiles may inflict Horror or Confused
Drops:
Souls of Fright (1-5)
Maybe have them spawn more frequently if both of the required bosses are down?
: These enemies would help to make farming for their souls less tedious, and add variety to the post-mech boss area outside of the Solar Eclipse.
Activate slow-mode in this channel with, say, a 1-minute cooldown
: This will help reduce spam and give people's ideas a better chance to be seen before they get buried by others; an admitted drawback is the effect it would have on multi-part suggestions
A night's edge Yoyo version combining the amazon, malaise/artery, valor and cascade.
( jungle + world evil + dungeon + hell Yoyos combined)
Reasoning behind this suggestion is that Yoyos are not too bad of a pre hardmode weapon for melee users, and give variety to the slightly lackluster long-distance melee tools at your disposal during that time of the game, making it less of a chore for players who enjoy class specific playthroughs and go as melee and just adding a bit more room for breathing at that stage of the game.
Make music boxes work, while equipped in social slot. Only one music box can be equipped.
: When you want listen a track but all your accessory slots filled with useful accessories, you cant do it because changing a useful accessory to a music box doesnt seems a good idea.
Make the players to be able to stand on all the calamity(abyss, ancient, ashen, cosmolite, statigel, profaned, void)bookcases, like standing on a platform.
: Vanilla bookcases already allows you to do that, why not calamity bookcases? These bookcases are beautiful and works in lots of buildings, so I just hope they get all of the vanilla features too.
If there a going to be a cross content thing with thorium and Calamity, i like to give you my ideas. 1: Change all the throwing weapons and armor from the Thorium mod. 2: Buff all Bosses and mobs from the mod when you in post moon lord or in all the modes. 3: Mix together with Calamity and Thorium items into something really different items like upgrades and new stuff. 4. Add lore to the bosses that will fit in Calamity lore. 5. New Bard and healing item or possibly buff the class or add something new to it. 5. Buff all items from the mod. 6. Combine the aquatic depths with the abyss or just code them to not to conflict with each other. 6. Possibly add new mobs or bosses. 7. Make the last boss "Ragarnok not the final boss". 8. Death mode or rev mode items from thorium bosses.
Yoyo suggestions
Hallowed throw
Chik+10 hallowed bars
Yoyo of the Night
The evil yoyo, amazon, Valor, Cascade
Inflicts Night's curse, which would be a glorified poison
(Make cascade craftable at a hm anvil incase you dont get it in prehm)
Puffer-yo
preHm yoyo that can be fished at sea
Inflicts poison
Fire-ball
Post Plantera yoyo
Amarok, Hel-fire, 10 Flasks of ichor/cursed flames, and 10 living shard
Inflicts On fire, frost fire, cursed flames and ichor
Terraryo
Hallowed throw, Yoyo of the night, 10 bars of life, and 5 solar fragments
Throws out 2 yoyos (4 with bag)
Eilodons curse
Puffer-yo + Kraken+ 10 tenebris and 10 depth scales
Inflicts Crush depth and venom
True eye of Cthulhu
Terraryo+Eye of Cthulu(yoyo), 10 Galactica singularities, 5 Bars of life
Inflicts Elemental mix
Auric throw
True eye of Cthulhu+ Eidolons curse+Fire-ball+Terrarian
Inflicts Elemental mix, venom, all the fire debuffs, god slayer inferno
Yoyo Trick kit
Yoyo bag, 10 nightmare fuel, 10 endothermic energy, 10 cosmolite bar
Summons 4 yoyos and 6 counterweight+ 20% yoyo damge (similar to how the magic quiver only affects arrows) Also the same may kill normal enemies instantly thing
: Yoyos are a very cool style of melee weapons, but quickly become unviable as soon as you reach post Moonlord or for certain bosses. Melee gets kinda boring with mainly swords too.
Speed up Summons so they can keep up with certain bosses like WoF
Summoner can be really annoying when the enemies the summons are attacking are faster than them, specifically on WoF it is almost impossible without some weird strats since he gets faster the more damage is piled on.
Make aureus less slow and change a bit the exploding homing projectiles
Change the increased Movement Speed of the Ranger Proficiency bonuses to increasing the chance that ammo will not be consumed
Base movement speed becomes extremely obsolete from an early stage, due to accessories such as the Counter Scarf and Hermes Boots. Also, rangers aren’t specifically benefited by the added movement speed, as all classes can (somewhat) benefit from it.
Suggestion: |Darksun Talisman|
What it does: |Increases All Damage and Critical Chance by 8%| |Increases Damage by Additional 12% During Day| |Increases Critical Chance by Additional 12% During Night| |Reduces use time of weapons above 5 by 1| |Being At Full Health Causes Player to Ignore 20% of Enemy's DR| |Causes Player to Take 50% Increased Damage|
How it's made/obtained: |50 Darksun Fragments+10 Cosmilite Bars|
Why it should be added: |Lack of real good post Phase1/Post Yharon Glass Cannon Accessories which are oriented around all Classes|
make the hives unnable to deal contact damage until they reach 97% health, this will prevent them from dealing unfair damage if the player uses a boss summoning item to spawn them in
Change yoyo weapons' damage type to Rogue
Yoyos never felt like melee weapons to me. I think it would make sense to add them to the Rogue pool of weapons. That would also fix the issue caused by too much melee speed.
Rather than change yoyo weapons into rogue, make them function as both melee and rouge, kind of like the seashell boomerang, it has a melee and a rouge version. This would seem to make both classes happy.
Make Bosses drop a non-consumable variant of their summon when they are first defeated. This would be nice for farming, since it can get expensive to buy them from the dryad, wizard, etc. and they can be a pain to get resources for if you are a newer player.
Blade of Depression
Strike your enemies with the force of... sadness?
Crafted with: Teardrop Cleaver, Souls of Night, Any Tier 1 Hardmode Bar, Water/Slime Gun
Would fire a beam of water similar to the Aqua Scepter but less affected by gravity, upon swinging.
Both the blade and the beam would inflict Temporal Sadness.
Why: Teardrop Cleaver is quite fun, Water/Slime Gun is pretty useless. A Hardmode upgrade would be fantastic.
If this is added:
Desperate Desolation
Crafted with: Blade of Depression, Spectre Staff, Unholy Essence, Luminite Bars, Souls of Sight
A blade that, upon swinging, would fire a homing ball of water at an enemy, inflicting Wet (cause why not?) and Temporal Sadness. The blade would Inflict Temporal Sadness but not Wet.
Why: See above.
Statis Belt of Curses
Change to summoner only bonuses.
? Every other class accessory of this tier provides bonuses exclusively to their dedicated class, as should the Summoner accessory. Rogue already has their own accessory at this tier, Nanotech, so they should get off my lawn.
Remove the Rogue bonuses, and maybe give it a boost to +4 minions. On a similar note, maybe split the crafting tree between summoner and rogue at Statis' Ninja Belt. Add a summoner alt that includes the spirit glyph, and add the raider's talisman to the rogue version. Summoner version could be named "Statis Runic Belt" to differentiate, and would provide +5% summon damage instead of rogue.
Spirit Glyph effects could carry up to these higher accessories now, as could the effects of the Raider's Talisman on the rogue set. Instead of straight buffing the Glyph's effects, allow them to stack and increase duration, in a fashion similar to the Nebula Armor boosters.
Make the bonuses that the other Slime Gods get if you kill one first more noticeable. Outside of killing the Core first letting the other two break the sound barrier to hurl themselves at you when offscreen, there is little to no visible consequence for killing either the Ebonian/Crimulan ones first. Instead of just raising their stats/aggressiveness, maybe give the lesser Slime Gods the ability to use entirely new attacks when the other is slain first.
Due to new sprites in this update, I felt like Supreme Calamitas's 1% health phase should have used her old phase 2 sprite (only the body, not the flames). Why? It actually doesn't make sense if you see that she's like 'powered up' (her new phase 2 sprite) when she couldn't fight anymore. I would suggest that her 1% health phase should have used the sprite where her body is damaged to indicate that she couldn't fight anymore.
Give a massive buff to Crabulon once Plantera has been defeated on a world. The buffed Crabulon now drops Shroomite bars (5-15 per kill).
Suggested stats just in case: 90,000-150,000 HP, 200-300 damage (you have to punish players who don't take care of the destructible falling projectiles)
: to give a reason to fight this mushroom crab once again and make Shroomite easier to get instead of having to farm for glowing mushrooms.
Change the Decapodita Sprout crafting recipe to incorporate other items into it, e.g. Gold/Platinum Bars, maybe even Fallen Stars.
: Fallen Stars are already a very sought after and needed crafting material, so I think that adding them to this recipe would make it slightly more difficult to craft and would nicely complement my previous suggestion if it was accepted.
Scourge of the Elements
Post-ML Rogue upgrade to the Scourge of the Corruptor
Throws a projectile that splits into mini Elemental Shards that home in on enemies and inflict Elemental Mix.
Crafted at an Ancient Manipulator with 5 Luminite Bars, 5 Bars of Life, 5 Galactica Singularities and the Scourge of the Corruptor. Replaces the SotC in the recipe for the Scourge of the Cosmos.
Reason for this suggestion: Rogue only has one Elemental option for Providence. Therefore, i'm suggesting another option that they can use for that part of the game.
(Corruption Variant of my Elemental Knives suggestion from earlier)
Sprite: https://cdn.discordapp.com/attachments/542409970520555524/548201043410812954/Scourge_of_the_Elements.png
Honeycomb crafting recipe
20 Bee Wax
15 Honey Block
10 Hive
: So that it's easier to get in case you didn't get it the first few times.
Auric Blaster
Upgrade to the Elemental Blaster post-Yharon
Recipe: Elemental Blaster+Golden Eagle+ All the exo-weapon materials
How it would work: It would rapid-fire a stream of small projectiles similar to the Elemental Blaster. However, the projectiles would do much more damage, have a stronger homing effect, and split into 2 after 3 seconds or so. The main projectiles would inflict Exo Freeze and Elemental Mix, but the split smaller projectiles would only inflict Elemental Mix. Also, they would have a 1% chance to explode when hitting an enemy, dealing much more damage as well as hurting other nearby enemies.
Why: Ranged has very few non-bow options for Supreme Calamitas and I feel like this weapon would help that issue.
Make the Impending Doom Tablet Spawn Instantly
Once you start having to fight moon lord its annoying to wait to spawn him, so please just make the tablet spawn him instantly
Argument
"just use fargo, or other mods that do this"
Some people dont like the other content it adds.
Sad cannon
Post Duke magic weapon
Fires a high velocity tear, which upon hitting an enemy creates more tears that fall from the sky.
All projectiles inflict temporal sadness, deal more damage in the rain, and other wet environments, the ocean, abyss or mushroom biome.
Crafted with a bubble gun, teardrop cleaver and grenade launcher.
Why? There is no way for magic users to inflict temporal sadness, a rather unique debuff.
Inleadumentary potion
Crafted with 1 daybloom, 1 lead ore and 1 bottled water at a workbench+bottle or alchemy station.
Provides +10 defense. Cannot be used while ironskin is active and vice versa.
Additionally, ironskin can no longer be crafted with lead ore as not to cause confusion.
Intended to reward the player for using the extractinator or getting a little bit lucky.
(And, on a lesser note, lead will no longer be an ingredient in the ironskin potion.)
To make the slime gun not useless:
Make Slimed debuff reduce defense slightly (like very slightly), as a sort of pre-Hardmode Golden Shower.
Cause that would be nice.
Make Mushroom Enemies Drop a small amount of Glowing Mushroom
Why: I personally hate having to farm Glowing Mushrooms for Shroomite Bars.
"pet item summoning all calamity pets EXCEPT Chibi"
Quadruploon - an early postml upgrade to the triploon
&
Quintuploon - Post-DoG upgrade to quadploon, ideally viable for pre darksun yharon
&
Sextuploon - Post-Yharon upgrade to quintuploon
Because ranged needs more viable options postml, and the triploon is a fun weapon that deserves more love.
Rename dualpoon to doubloon.
Because it's a lot more fitting, and flows much more nicely.
how about doubloon do little damage but killing enemies with it will drop more coins?
Right click to change melee to rogue weapons
They will keep the same prefix
I’ll do the code for you thanks
make(buffed) aquatic scourge drop abyss diving gear post-polterghast.
diving gear, not diving suit, or else it would be overpowered.
grinding for that thing is pretty darn painful dispite being nearly worthless.
also, aquatic scourge is one of, if not the most fair and interesting fight in calamity, it will be nice to re-fight it later on.
Change the plaguebringer (NOT the goliath) AI so it doesn't come 2 blocks by your side at the speed of sound then dashes into you instantly
Having it come like 10-15 blocks by your side instead should fix it ezpz
It's a pain during the fight with goliath especially with armageddon. (phase 1 is skipped on death mode so not a problem there)
Some elemental waifu vanity suits.
: Many, many members of the community would like it, and it would give people one more reason to go and defeat the elementals.
Scourge of the Oceans
Early Hardmode Rogue Weapon
Throws a javelin that increases in velocity as it travels
Upon hitting an enemy, the Scourge of the Oceans will pierce up to three enemies, disappearing upon damaging the fourth. Upon hitting an enemy, it also has a chance to create 6 slow, homing projectiles that inflict Venom.
Dropped by the Aquatic Scourge in Revegeance Mode and up.
Reason for this suggestion: The Aquatic Scourge has no Rogue weapon drop. Also, i find it weird that the Aquatic Scourge drops an upgrade to all of the Desert Scourge's weapon drops, except the Scourge of the Desert.
Abyss torch should have additional tooltip line: "Can be placed in water", like Ichor and Cursed Torches do
make the phantasm be able to shoot phantom arrows when firing calamity arrows
Mauve Stinger - Hardmode Magic Weapon
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = "A jellyfish that sends out piercing electrical waves that damage enemies and inflict Brimstone Flames. The duration of the BFlames debuff is equal to your total defense divided by 15 rounded (example: 47 / 15 ≈ 3s BFlames -- 81 / 15 ≈ 5s BFlames)."
🛠 = Can be fished up from the ocean.
= A weapon like this would be useful not only for aiding in crowd control (especially powerful with a spell like Golden Shower) but would also be a useful magic weapon which becomes progressively more useful over time until it is overtaken by higher-tier magic weapons with more particle effects.
Crown-of-Thorns - Hardmode Summoning Weapon
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = "A direct upgrade of the Deepsea Staff and the Seabound Staff. Summons a Crown-of-Thorns Starfish (2 summoning slots). These can move very quickly, and can damage enemies not only through contact but also by rapidly shooting thorns that inflict Venom (buffed Lionfish edition). Note: the Crown-of-Thorns would be about twice the size of a regular sea star."
🛠 = Created at a Mythril Anvil w/ Deepsea Staff, Seabound Staff, Lumenyl, Beetle Juice, Stingers
= An upgrade to the two worm-based starfish summons would be nice, and a directly more powerful starfish seems the best way to do it.
Abyssal Swordfish - Post-ML Spear
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = "A massive swordfish straight from the depths. Upon hitting an enemy, inflicts Armor Crunch, Crush Depth, Abyssal Flames and Slow for a few seconds. Ignores immunity frames."
🛠 = Created at an Ancient Manipulator w/ Obsidian Swordfish, Swordfish, Reaper Teeth, Tenebris
= Swordfish have been entirely neglected in vanilla and Calamity Terraria, and they deserve some love in the form of a powerful Abyss upgrade.
Add Elemental balance to the game:
This is, if the player is using an ice based weapon, all fire themed or based enemies will recieve more dmg , if the player is using a electric based weapon, flying/air based enemies will take more dmg, fire weapons deal more dmg to earth based enemies and so on
Why?:
Imagine that you want to kill calamiclone early, well she is fire......brimfire, well kill cryogen and get some ice stuff, basically this would make the player do an effort to match the elemental weakness of the current foe which imo is a good thing to have in a mod or a game
Ocean Arrows
Made from 1 arrow, 2 lumenyl and 1 vortex fragment and that creates 1 ocean arrow
when it hits something it creates a tornado that is very similar to the monsoons tornado. Does the same amount of damage
: It's pretty powerful however it has a pretty high cost since it only makes 1 arrow
Raised the dr cap a bit, also change how dr is increased in calamity.
As of the current, if you equip a frigid bulwak and drink an endurance potion, you hit the cap.
if you wear bloody worm scarf+permafrost's concotion, you hit cap.
if you wear solar armor and equip absorber, you hit cap.
if you wear sponge/worm scarf/bloody worm scarf+community/worm scarf/bloody worm scarf+core of blood god/affliction/HOTE/Tequila Sunrise/titan scale potion/cryo stone/moonshine/bloody worm tooth+endurance pot(fairly normal combo), you hit cap.
capping at 33% is quite low, and no reasonable amounts of dr can be increased after that, unless you wear Silva armor, which is pretty late in terms of progression.
this heavily cripples accessories like the bloody worm scarf or the dr-boosting reforges like warding.
I suggest boosting the cap to 43% which is more reasonable.
Another thing is in order to compensate for the higher cap, make the dr increasing cross-multiply rather than add.
For example, if you have 10% dr already, and you equip something that boosts dr by 10%, with this system it will only boost 90%(remaining dr) of 10%=9% dr.
This way we can equip 2 dr-boosting accessories and a endurance potion without them all clashing against each other.
Make the Mana Jelly the most commonly dropped jelly by Mirage jellies in the abyss (ex. expert mode drop chances would be Life jelly = 15% Vital =15% Mana = 30%)
: Since Blue jellyfish dont spawn in hardmode anymore, also not a lot of people get the mana jelly in pre hm, but then people end up needing it later for making Grand Gelatin and Absorber and such
Give the Crystyl Crusher axe power and hammer powers
: Because it makes logical sense for the strongest tool in the game to have more of a multi-use function, and it kinda sucks every time I have pull out an axe because the crusher is somehow thwarted by a tree 
We've noticed lately that a lot of people are curious about how their suggestions are followed up in the dev server. A few have talked about making for a system which would let people know why their suggestions did not make it in, or were ignored. I'd like to make note that we receive a lot of suggestions on a regular basis. Following through on each and replying to that person would be far too much work, so we'd appreciate it if this was kept in mind when people wonder what has happened to their idea. We already do appreciate how much you guys care with each suggestion you put a lot of effort into, so thank you.
Add a new biome chest to the dungeon for one of the custom calamity biomes.
While this is not really needed, it would make for a nice addition
Make falling stars ignore planetoids, early game it's a struggle to collect a good amount of stars. Realised the planetoids were the problem when I introduced a new player to vanilla, and I was getting 10 fallen stars directly into my house under the center of the map.
Greatly reduce the natural boss spawn chance in death mode. When I first start a new playthrough there is always an average of one eoc autospawn per night, sometimes when unlucky eoc has spawned 3 times naturally in one night (happened to me) and its quite annoying
Various new critters for the ocean
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = New critters, but for the ocean, as the name suggests. In the way of aquatic critters that don't harm you, there's currently a large selection: goldfish. Ducks don't count.
These don't even have to be real fish (real fish would be nice), just some simplistic yet colorful fish to fill the waters; tangs, clownfish (non-quest), butterflyfish, rays and more.
= Adding new critters would make the ocean not only more colorful but also more enjoyable to be in; rather than everything flying at you being an enemy, there would be a lot of colorful little creatures you could enjoy in the shallow waters of the ocean while most enemies reside nearer the bottom.
Narwhal
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = A common Hardmode mob in the ocean. Peaceful until attacked. Behaves essentially the same as a shark albeit faster. Drops Unicorn Horns and Shark Fins when killed.
= Adds a new mob for the ocean (could be considered a substitute for Orcas from console/mobile) which drops useful resources in Hardmode, also adding a small extra threat for hardmode once disturbed due to their speed.
Sparkling Fishing Rod
60% fishing power
Have additional 25% chance to not use bait
Craft: 3 Core of Calamity + 100 Cobweb @ Mythril Anvil
: Further progression in fishing. Also it is some rod, that preserve bait.
Make it so all enemies have a chance to drop a Pumpkin Moon Medallion during Halloween and a Naughty Present during Christmas post-Plantera (or any post-Plantera boss)
: thematically fitting, anti-grind, and actually making use of Terraria's holiday events. If you don't want to wait there are ways to trigger the events manually.
Warlock's Glove
❔ = On use, replenish some health by using a chunk of mana. Applies the Potion Sickness debuff when used (1-2 seconds?).
🛠 = Sold by the Wizard for 2 Platinum
= A new, unique way to heal without using potions.
Original idea: @queen linden
The royal gel seriously needs a buff/new feature
Hello, it's me, the guy who already made a suggestion for the royal gel. But this time I've come with another idea.
As of right now, it only makes you immune against vanilla slimes (which is a problem in on itself), so it will (probably) never be able to reach the accessory slots. The idea having in mind is that having for every 100 gel you have in your inventory you'd gain 10 HP (this caps out at 50 HP, numbers can be changed, idk how to balance stuff)
Add a separate channel that details the rules on suggestions, with a post people have to react to to get a role that allows them to type in #suggestions-voting
: if you do it will become literally impossible for people to not read the rules before they go and suggest something stupid. Will make things easier on the mods.
G-Virus Sample
Warning: side effects may include: vomiting, headaches, diarrhea and a rapid, twisted mutation that turns you into nothing more than a hideous monster.
Accessory
Transforms the user into a Mutant. While in their Mutant form, the player has increased to all stats, more so to damage reduction and damage than the other stats, and their attacks (including minions and sentries) inflict Ichor.
Rare drop from the Perforators in Hardmode.
Reason for this suggestion: I think transformation accessories are cool, and the only one from Calamity is the Siren's Heart. Also, a way for all of the classes (including Summoner) to inflict Ichor in early Hardmode.
(Corruption variant coming soon™. also, yes this is a Resident Evil 2 reference)
https://cdn.discordapp.com/attachments/542409970520555524/548981975344611331/Mutant_Armor_GIFFullArmorPlayer.gif
A few crates to cut down on some annoying grinds and to give fishing a purpose later in the game.
https://docs.google.com/document/d/15AoPTWRZuT_OA3pzjzdyNVfdHYjANi9g1f1teJt1gWw/edit?usp=sharing
Fishing Expansion Part 1 - Crates to alleviate annoying grindsPart 2 coming soon™ Calamitous Crate: Fished in lava near the Brimstone Crags, and contains essence of chaos/cores if post plant, and it upgrades to also drop bloodstone, divine geodes post Providence and twis...
Two minor abyss suggestions
Make planty mush harvestable at the same time as abyss gravel
*** A N D ***
Lumenyl Light: A free-floating (can be placed w/o adjascent blocks not broken by water, and doesn't need blocks supporting it) light source, made in batches of 33 with 1 smooth voidstone and 1 lumenyl.
Death Star Book
❔ : teleports you in two seconds to last death point as cost of 100 mana
🛠 : 65 Blood Orb + Magic Mirror + 15 Fallen Stars
: Sometimes is pretty annoying on every death time run into arena/money/items.
raise stat caps as the game progresses rather than staying fixed.
Add Tissue Samples/ Shadow Scales to the Caustic Edge crafting recipe or nerf Caustic edge
: Caustic Edge is overpowered as it can be obtained pre boss, really isnt too hard to make (Blade of Grass, a bucket of lava, and 5 deathweed at a demon alter), and does over 40 damage, which can easily be bumped up to over 55 with proper gear and reforges. Thats powerful enough to 1 to 3 hit a majority of Pre HM enemies.
Buff the Perforators/Hive Mind once you enter Hardmode.
Reason for this suggestion: with nearly any Hardmode setup, you can bully the Secondary Evil Bosses into oblivion. Since they drop Ichor/Cursed Flames, they can be a reliable and quick way to get tons of Hardmode Evil Drops, without actually having to fight Hardmode-Level threats. They wouldn't need to be buffed to Hardmode Boss level, but something more like the Earth Elemental, where it's still sorta hard, but not as much a boss at that point than a miniboss. Lore-wise, this would also seem fitting, seeing as the defeat of the Wall of Flesh sort of powers up the World Evil, with the WoF releasing the spirits of Light and Dark.
Dio's Best Friend - Post-ML Accessory
"No man left behind."
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = A fluffy white teddy bear. When held, grants the user a passive speed boost in exchange for a small portion of defense. Its main ability is that when the player is hit with something that would otherwise kill them, once per life, they are revived to 75% health and 50% mana, gain the Invincible and Cadance buffs, and all enemies within a large radius are inflicted with the Dazed debuff for a small window of time.
The downside: when this effect is activated, all of its previous effects are removed, and while equipped you will also gain the Blindness and Armor Crunch debuffs for 1 minute, turning it into the Dio's Victim item. To re-gain the positive effects of this item, you must make a new one from scratch. Effect does not stack with Silva Armor set bonus.
🛠 = Created at an Ancient Manipulator w/ Bars of Life, Bloodstone, Silk and White Dye
(would be highly expensive to create due to its power)
= An item that can undo the effects of death and grant temporary invincibility would be very useful to have in certain fights and would definitely be an interesting item to use.
please don't be called a meme please don't be called a meme
Mirror Mode
A new mode where whenever you summon a boss, two of it appear simultaneously
This means twice the loot, and it stacks with Armageddon
: a challenge mode that doesn't just make you weaker and instead can completely change how a fight might work 2 SCals is gonna be fUn
Forest Glyph - Hardmode Teleportation Item
"I can see forever!"
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❔ = Allows you to teleport anywhere on your map where you have been before simply by clicking on it. Using it will detract a decent chunk of your health and mana, but you will also gain a speed/defense boost for a few short minutes.
🛠 = Created at a Mythril Anvil w/ Rod of Discord, Gypsy Powder & Stardust
= An item that allows you to teleport around the map would be immensely useful in singleplayer where there are no team members to wormhole to and where making world-spanning teleporters is hugely expensive.
And option to turn off adding vanilla items to item shops. I know you might not recomend to play Calamity with other mods, but people do that anyway. The main problem is dryad. Calamity adds too much to her and with few other mods, dryads inventory is full in no time, therfore i'm blocked from buying some stuff. Maybe just and option to disable merchants having boss summing items (since anyone can use Fargos mod for that)
Give signus a sound for when he spawns Cosmic Lanterns
Most people can't tell when the cosmic lanterns have (re)spawned so having a sound effect helps
Change the Profaned Soul Artifact buffs to a single buff that changes that shows how many you have summoned, like the Beetle Armor sets of vanilla Terraria.
I don't see the need of having more buffs, each telling you which one is summoned, especially since the Guardians can only spawn in a specific order.
Elemental Throw
Chaotrix, Quagmire, Shimmerspark, 5 Galactica Singularities, 5 Cores of Calamity, and 10 Luminite Bars @ Ancient Manipulator
A Post-Moonlord Yoyo that fires off projectiles similar to Crystal Bullets, homing onto enemies and shattering upon impact. Both the yoyo and the projectiles inflict Elemental Mix on enemies
Yoyos currently have no “Elemental Weapon” (i.e Ark of the Elements,Elemental Disc) and their only current options directly after ML are the Terrarian or the Verdant.
Let us craft stress pills, laudnaum and heart of darkness with 2 of any of the three. So 2 hearts of darkness could be turned into 1 stress pills, 2 stress pills into 1 laudnaum etc. Could also take maybe souls or 3+ of them to craft.
It's annoying to get draedons heart when you get the same one every single time, accumulating a lot of the same one.
Platinum Fists - Post-DoG Magic Weapon
"Gimme a break..."
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = An upgrade to the Nebula Blaze. On left click (use time 6), rapidly fires homing fists that pierce through enemies and cause small explosions that inflict God Slayer Inferno briefly on hit/pierce; pierces up to 4 times.
- On right click (use time 20), fires a single, huge fist that causes a massive explosion, inflicting everything caught in its radius with God Slayer Inferno for slightly longer.
🛠 = Created at Draedon's Forge w/ Nebula Blaze, Cosmilite Bars, Meld Blobs, Stardust, Armored Shells
= The Nebula Blaze is an underrated vanilla weapon with a cool concept that could be interesting if it was expanded upon and made better.
Magician's Six - Pre-HM Rogue Weapon
"It's a royal flush!"
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
❔ = A deck of cards. On use, sprays cards that, depending on which card type is fired, has a 15% chance to inflict a different debuff -- Hearts inflict On Fire, Diamonds inflict Burning Blood, Spades inflict Frostburn, Clubs inflict Shadowflame.
🛠 = Can be purchased from the Travelling Merchant for 20 gold.
= I think a new, unique weapon based around cards with each suit doing different debuffs would be interesting to see in-game; additionally, there could be upgrades for this weapon with each suit doing more unique things.
Biome Extender
Recipe: 30 of any seed or block that counts towards a certain biome
Makes the area around the item count as that biome (sort of like the celestial altars except it actually does something)
There are many bosses that require the player to be inside their home biome or else they A. Run away or B. Enrage (usually killing the player), People making arenas also have to put in more work to make sure it stays in the biome or have to erect ugly towers that extend it upwards.
Suggestion: Baby Skeletron Prime! (Item name is; Robotic Bone)
"New, Improved, and Terrifying!"
How it's made/obtained: Crafted at a Mythril anvil with the following items: 666 Bones, 20 Hollowed Bars, 20 Souls of Fright, Grenade Launcher, Laser Rifle, Drax, and a Craw Carapace (Looks like a pincher.)
Why it should be added: There's already a Baby Skeletron pet, so why not make a skeletron prime one, except it's actually a functional weapon? It comes with all four arms, which each do small amounts of damage each, without the usual spin attack.You can't tell me that isn't badass.
Fix the prefix grammar
What do I mean by this?
Well, for example, All weapons/tools that start with "the" should have the prefix be after "the" instead of being in front of it.
Example: Demonic the God's Gambit -> The Demonic God's Gambit
: While this is a minor problem, I'm sure it makes some people (including me) furious.
Make fallen stars craftable using few stardust pieces, cause you can have all the dust in the world, but still can't craft Aureus's summon without farming. Plus looks logical imo.
So. We all use those Infinite Ammo Pouches, but some weapons don't transform ammo, so you'd just be shooting basic shots. Kinda gimped then. So, what if you were to take the Bullet Pouch...and modify it?
At an Ancient Manipulator, or wherever this wouldn't be broken for progression, you combine the Infinite Ammo, a good amount of an item that represents the ammo type, and some cores of calamity. Boom, Chlorophyte Bullet Pouch, Jester Quiver. Whatever you'd need for your current situation.
Draedon's Plaything
Made by Draedon to pass the time between Yharim's requests for inventions
Post-Mechs summon weapon
On first use, summons a mini Skeletron Prime head. The head will alternate between shooting skulls at enemies and spinning, attempting to hover on top of enemies, dealing damage. During the day, the mini Prime Head will deal more damage while spinning, while during the night, the mini Prime Head will shoot a circular spread of 6 lasers while spinning. Only one mini Skeletron Head can be summoned at a time.
Upon further uses of Draedon's Plaything, it will summon Skeletron Prime's limbs in a cycle. Basically, second use summons a Laser Arm, third use summons a Vice, fourth use summons a Saw that hovers on top of enemies and ignores I-Frames, and fifth use summons a Grenade Launcher (the grenades fired deal AoE damage). Once you have one of each limb+the head summoned, the cycle starts again. Each limb, including the head, takes up one minion slot.
Crafted at a Hardmode Anvil with 20 Hallowed Bars, 5 of each Mech Soul, 50 Bones and a Broken Hero Sword (recipe can be changed to replace the Broken Hero Sword with some other Post-Mechs material)
Reason for this suggestion: More Summon Weapon alternatives for Calamitas/Plantera. Also, a more unique Post-Mechs summon weapon that benefits a bit more from more summon slots than other Minions, in my opinion.
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?:
a heart lantern upgrade for hardmode.
It looks like an elegant sealed green vase, partially translucid, holding some life fruits inside.
Emitts a powerful green light and works as a valid lightsource.
◇grants the following effects:
overgrowth aura:
Max life increased by 25
gaia's power:
A unique buff with the effects of regen, swiftness, heartreach and ironskin potions. (Since is its own buff, it does not stack with the potions that compose it)
(REPOST)
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, increases effect power of all potions by 3% (that is aside from giving you a combined mana regen and magic power effect, it also adds a 3% to all active potion buffs, this does not affect itself and since its a unique buff on its own it does not stack with any active potions with the same effect. >example: if ironskin gives plus 8 armor the astral power add plus 3% armor to that.)
Works as a valid lightsource
(REPOST)
Sulphurous Mine staff
A weaker version of the Dreadmine staff.
Gained from killing trashers in hardmode.
Works exactly like the Dreadmine staff, but with less frequent and less damaging bombs.
Appearance is somewhat like the Dreadmines, but more tarnished and with the sulphurous sea color palette.
Give Dried Seekers the ability to fly, or at least jump a lot higher
: While the idea was spawned from an argument, DS does need some kind of anti-cheese to prevent players just standing on a platform and throwing Grenades down. A boss can be easy without being easily cheesed. This seems like it would accomplish this goal without upping the difficulty too much.
https://docs.google.com/document/d/1riqEWm_5H4iYclQfiyrCM-PbKM60VcmCGQWR-lQTs6Q/edit#
A document suggesting new additions to the Purity (Forest) biome.
Contains 3 mobs, 3 critters, 2 food items, 1 crafting material and a new weapon.
Made with aide from @tawdry condor, @cosmic zenith
A repost from September remade from the ground up I should probably have put this in a doc
Hunted Mode
When its item (which appears in the Starter Bag) is used, a menu appears listing every boss (and/or mini-boss?) in the game. When a player selects a boss, they appear somewhere on the map.
This boss never despawns and wanders the map at all times, searching for the player. Their hunting pattern is random, but they are attracted to noise (like Abyss enemies). When they find the player, their fight starts as normal, and they behave exactly as they would normally on that mode. If the player dies, the boss continues wandering and they can take another shot later. The boss's HP regenerates over time when it has no target. Should the player kill the boss, they will drop things as if all other difficulty modifiers were active, even on Normal Mode. If the boss has any associated enemies, they will spawn uncommonly anywhere on the map, and more frequently if the boss is close.
: this is a very different kind of challenge, forcing the player to never settle in one spot for long (the boss does not avoid Town NPCs) and plan their movements more carefully. Plus, it has a sweet (one-time) reward if they manage to pull a victory.
Thoughts?
Edit to answer some questions:
With bosses that have preset arenas like Yharon and SCal, the arenas appear when a boss spots you, and disappear when the player either dies or gets out of detection range. WoF just can't be selected as there's no way to fit it into the challenge without being either impossible or piss-easy.
For bosses that enrage when certain conditions aren't met, unless it's part of the fight like with Levi and Twins, this simply won't happen.
Yes, other bosses can be summoned normally during this challenge. You really expect to get SCal off your back without killing a few other things first?
Peace Treaty Amulet
Recipe: 1 Royal Gel, 1 Ocean Crest, 1 Aquatic Emblem, 3 Cores of Eleum, 3 Cores of Chaos, 3 Cores of Cinder
Makes slimes and ocean critter friendly. Provides underwater breathing and gives 10 defense and 5% damage reduction when in water.
Reasoning: Royal Gel and Ocean Crest get replaced almost as soon as you get 5 other accessories. The only uses for them are trying to avoid Lava slimes and abyss exploration prehardmode. Aquatic Emblem is even worse with it being outclassed by items such as Siren's Heart and Abyssal Diving Gear.
Optional: If the coding isn't too much of a pain, extend the harmless enemy effect to some Calamity enemies and animal-based enemies such as bats and anglerfish.
Make some enemies also damage other creatures, let's say, slimes don't attack each other, but they could target other type of enemies, antlions could target vultures/sand slimes, etc, enemies could start targeting the player once the npc they are actually attacking is dead to not make a group of enemies fight to death ignoring the player completely.
Enemy drop rates should be lowered/removed to prevent statue spawned enemies being used to kill bosses easily, or they could also not take damage from other npc at all
: this could make the game make more sense, because every enemy in the game only targets the player
If you decide to change classes mid/late game for whatever reason, the Proficiency gain cooldown should be lowered to a certain point. Maybe from 2 seconds to 1 second if you're in hardmode and below level 5 in that class, and the same if you're below level 10 in Post Moon Lord.
NEW INVASION - The Legion's March - Yharim's troops attack, with 5 basic enemies that each correspond to a class (WARRIOR - standard rush-and-overwhelm enemy; RANGER - fires arrows in Hardmode, bullets in post-ML; MAGE - fires 3 bolts through terrain, then teleports; SUMMONER - stands in place, summoning low-health "shadows" that phase through tiles; ROGUE - lightly armed, but can break doors). The event first becomes playable in Hardmode, when Legion scouts begin to appear in the center third of the world. The event becomes more difficult post-ML. Miniboss - The Centurion (shields its allies from ranged attacks). After Moon Lord is defeated, the event boss can spawn: an opposing Terrarian, sent by the Tyrant. The Terrarian swaps between all 4 loadouts from the Celestial towers on a timer, with different attack patters for the player to look out for.
Instead of just 300 hp for all deathmode spawns, make it 200 hp for king slime and desert scourge, 300 hp for all other prehardmode bosses except slime god and WOF, which would be 400 hp, then 450 hp for bosses between WOF and calamitas, and 500 hp for everything else. Maybe 600 for post moon lord and 700 for Scal and beyond. These numbers are just rough suggestions and aren’t that way for a specific reason.
That said, I do have a reason for the suggestion, that being deathmode + hardcore or iron heart presumably will now be 90% rng bullshit
Make a blood moon garenteed or have the moon be red during boss rush
: Well, for those who don't catch up on the lore much, Xeroc is the one commentating during the boss rush, which means he is most likly looking at what is going on, and when Xeroc stares at the world, he causes a blood moon. But during the boss rush, the moon stays normal which dosnt make too much sence. It probally wouldnt be too terribly hard to put in and it would make it more lore freindly. It should also be made sure that it dosnt double the stats of the bosses if made an acual blood moon.
Cursed Gauntlet
An upgrade to the meteor fist made with hallowed bars, cursed flames, and a meteor fist.
Would inflict the cursed flames debuff
Suggestion:
Make a channel were all the calamity lore is stored just like enigma mod does in its server
◇ why:
Some people (counting myself) find cala-lore quite interesting, putting all of it in one place would make it easier to read.
Make Vile Spit not be able to be destroyed on hit, but in compensation make it less likely to be shot to avoid spam.
: To make the Eater of Worlds a less of a “oh, that boss exists” type of boss. (Seriously it’s the boss equivalent to a pinky toe)
Staff of Shadows
Gain brief immortality for the low-low price of a part of your soul!
Post-ML tool
Upon using the Staff of Shadows, you are granted the Shadow Dodge buff for 10 seconds. Upon using the Staff of Shadows, you are also inflicted the debuffs Shadow Takeover, which stops you from using the Staff of Shadows again for about 5 minutes, Potion Sickness for about 20 seconds, and Slow for about Five seconds (Preferably ignoring immunity to Slow).
Dropped from Polterghast at about 10% chance.
Reason for this suggestion: a sort of high-risk, high-reward item that can let you dodge some attacks, with a drawback. (Unlike the actual Titanium Armor.)
The dog should be hostile against profaned guardians
Nerf titanium armour if it hasn't already been nerfed, make shadow dodge have a longer cooldown and tone down the defense a little and the stat bonuses. Then for the OG hardmode ore armours, increase their stats more (e.g. more damage, speed etc.)
Luna Lionfish - Rare Pre-HM Ocean Enemy
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❔ = A rare mob that can spawn in the ocean. Briefly inflicts venom when touched but does not pursue the player. On death, drops 0-5 stingers and, rarely vials of venom (1/75 chance?) and, very rarely (1/150 chance?), the Lionfish weapon.
= As a new mob, it would be useful for farming as its rare spawn chance coupled with its extra-rare drops that are usually hard to get work as an alternative source of stingers (jungle dangerous) and the Lionfish (if, say, multiple people on a world want the Lionfish, or it just doesn't spawn at all due to a bug).
Photosynthetic Slimes
A post-mech underground Jungle enemy
Description:
- Spawns after all 3 mechanical bosses, Clonemitas or Plantera are defeated
- Drops 15-25 Chlorophyte ore upon death.
Reason:
Chlorophyte bars are pretty expensive to craft and it usually tends to make some players stray away from crafting Chlorophyte and Chlorophyte related gear.
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
(REEE-POST)
Soul Gripper
Polterghast Drop, Hook
Can hook to walls. Hold the hook button for the hook to pass through walls and release it for it to hook to them. (If you never release it it continues to a block as usual) Faster hook speed and longer range than Bat Hook but slower pull speed.
Why? It's boring how the Bat Hook and Lunar Hook are the best hooks in the entire game, and how there are no post-Moonlord hooks, let alone a single hook in Calamity. How a hook that's obtainable pre-boss is the best hook to use up until the very last boss kind of makes every other hook in the game useless.
Maybe not the best sprite, but it could be improved and I can also make the projectile sprites if nessecary.
Dragon Claws
Yharon Drop (any phase), Hook
Fires two hooks (although very close to eachother) simultaneously. They act like normal, if both manage to grab a block you will go inbetween them. Simple.
Faster hook speed and longer range than Soul Gripper (which is faster than Bat Hook), but slower pull speed than Bat Hook. (Don't know if it should be faster or slower than Soul Gripper)
Why? Pretty much the same reason as Soul Gripper. It's boring how the Bat Hook and Lunar Hook are the best hooks in the entire game, and how there are no post-Moonlord hooks, let alone a single hook in Calamity. How a hook that's obtainable pre-boss is the best hook to use up until the very last boss kind of makes every other hook in the game useless.
Maybe not the best sprite, even worse than soul gripper
, but it could be improved and I can also make the projectile sprites if nessecary. Deleted and reposted it because I improved the sprite
To go along with these, or even without, nerf the Bat Hook. It's way too strong as it can be obtained pre-Boss and is the best hook until the endgame. It renders all other hooks useless. Giving some other hooks some love would be great, and rebalancing some other hooks to fit their tier would be awesome.
But nerfing Bat Hook is the most important thing.
Suggestion: Add another recipe for voodoo doll or change the existing one to be accessible pre-wof
How it works: basic recipe, maybe loom+cloth
Why it should be added: speedrunning consistency https://www.youtube.com/watch?v=W5GVDYENEmY
I feel like this should be accessible anyway since WoF is a unique boss in that it locks out progression to hard mode. The rng of getting a blood moon (pre-mechs) or voodoo demon spawn blocks this boss spawning item in a way that most other boss spawning items aren't. They can usually be crafted with materials available before the boss itself is killed.
Some things just aren't meant to be. Check out the runs live on stream, and join the discussion in the community Discord or Twitter! http://www.twitch.tv/hec...
Suggestion: Only thing Id love to see added is some kind of NPC that gives out daily quests similar to the fisherman. Love doing his quests. wish there was one for this mod pack. Not sure how that would quite work or what you would be sent after but quests are always fun and can be a rewarding way to aquire gear or mats without always having to grind for them.
Make vanilla summoning weapons (non Sentry) auto-swing.
All Calamity summons auto-swing (besides most sentries) and this would help make it more uniform and function as a nice quality of life function. Giving weapons like Stardust Dragon Staff or Pygmy Staff auto-swing has little effect on the weapon and would make it a better overall experience.
(Possibly exclude Imp Staff and Tempest Staff for resummoning cast memes)
Change Yharim's Crystal to be effected by Defiled Rune
Now that Defiled changes the fight completely by removing flight, rather than just making the fight longer, there isn't much reason to ban the item from Defiled. If you can manage to beat Yharon with a MOAB at best then you deserve to get a much better shot at that rare item.
buff the mirror blade.
it's quite pathetic compared to most other weapons melee weapons of this tier as it costs mana, shoots a projectile that doesn't pierce or deal double damage, have an effect that requires hitting something with high contact damage with the blade itself, and isn't even that good compared to a grax or a stellar striker.
also, it's the only melee weapon for people who likes fighting the sentinels pre-providence compared to, say, mage, which get about 4 weapons from them.
Add some dialogue for Providence.
Honestly, she is my favorite boss in this mod, from a game and lore standpoint.
I feel she deserves at least some combat dialogue during her fight.
It doesn't even need to be much, just a line when summoned (commenting on the Player's possession of the Profaned Core), when she summons her Guardians, and when she's on her last legs of HP. A defeat line would also be a nice addition.
? She is a pretty prominent character in the lore of the Calamity mod, and as such should be fleshed out a little more in terms of character.
Add a plague tier summoning weapon
Summoner has like no weapons, and I feel like the plague set could use a bit of variety. I was thinking that the summon could be a small mini plaguebringer that has 2 AI sets you can toggle on and off. If you summon it with a left click, it will stay at a distance and shoot stingers at targets. If you summon it with a right click, it will charge at opponents rapidly. Both AI types will inflict the plage. I even made a sprite for the weapon itself!
Why? Because summoner has like no weapons and it needs more summons to be a fully fleshed out and fun class.
Coral Rush - Hardmode Magic Weapon
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❔ = An upgrade to the Coral Spout. On use, fires a long coral, similar to the Vilethorn, which erupts into a few Coral Spout projectiles on hit.
🛠 = Created at a Mythril Anvil w/ Coral Spout, Coral, Seashells & Shark Fins
= The Coral Spout is pretty useless as it is, being a dead-end item, and could have some potential as its own weapon lineage.
Frostfirearm
Hardmode version of the meteor fists.
Left click fires 2 high velocity fists, just like the meteor fist. They explode into ice, dealing melee damage.
Right click instead shoots 2 icicles, dealing ranged damage.
Neither projectile inflicts a debuff, instead dealing increased damage to enemies affliced with frostburn.
Crafted with 2 frost cores and adamantium/titanium.
This would synergise well with the frost armor, whose setbonus is normally a rather weak +8 damage a second.
Its best prefix would be godly.
The frost armors setbonus could really do with buffing, considering basically every ice weapon already inflicts frostburn.
New Recipe for Phantoplasm
Recipe: 20 Ectoplasm and one Ruinous Soul at an Ancient Manipulator. Makes 20 Phantoplasm.
** Reason for this suggestion:** Phantoplasm is, in my opinion, more boring to farm than other Post-ML materials. With the Moon Event Materials, all enemies are buffed and are a challenge to a player at that point of the game. With Darksun Fragments, all enemies are buffed and are a challenge to a player at that point of the game. Unless you Zerg the Dungeon, farming for Phantoplasm is just a mindless slaughter, only broken apart by an occasional Phantom Spirit or Polterghast, since the enemies there don’t pose a challenge anymore.
Stargazer Pirahna
A throwing weapon that, like the Lionfish, throws piranhas that stick to the enemy.
The sprite itself would look like an oversized Astral-infected piranha.
It would be found by fishing in the Astral Infection.
: I feel like the Astral Infection feels like two things: A stardust farm, and that place that you find the meteor then leave.
Adding a fishing item to the biome would most likely make the biome feel less that a resource farm.
And, there’s a melee Bladetongue, a ranged Toxicarp, a magic Crystal Serpent, why not a thrower weapon from the other infection biome?
also I want nonconsumable early HM thrower weap
Make Skeletron drop a few dozen bones on death, since he's a giant skeleton it fits, and also gives some ammo for Bone Glove in expert so you don't go into the dungeon without being able to use it until you've done a little grinding.
Mycelium Staff
20 summon damage
Summons a baby Crabulon to fight for you
Left click summons a Crabulon that behaves similarly to the slimes from the Slime Staff, whereas right click summons a Crabulon that shoots mushroom spores at enemies.
: Crabulon drops a weapon for every class except summoner.
Make it possible to spare supreme calamitas and revert her back into human form since, well, it would fit into the mod. She may sell some endgame materials (such as cosmolite), or you could pay her (something like 12 gold coins) to help and fight allong with you for the day.
Defeating Xeroc or Yharim (whichever the devs prefer) should give you an accessory that makes you immune to Chaos State.
The Doll
"You're definitely going to hell now..."
Accessory, 5% drop chance from any boss in Hardmode
When equipped, allows you to harm any town NPC
Also makes town NPCs 50% more likely to drop items that they would usually drop
: Because who doesn't want to yeet the goblin tinkerer across the room with a titan arm whenever he gives you a bad reforge? Also to make it easier to get things like the paintball gun, which is an important material
Moth Egg
❔ : Summons Mothron on Solar Eclipse.
🛠 : 5 Soul of Might + 5 Soul of Sight + 5 Soul of Fright + 5 Solar Tablet Fragment @ Mythril Anvil
: Mothron's spawn seems to purely random. Even on active Zerg you need to wait undefined (30 seconds or 2 minutes, nobody knows) time, when these bastard comes to you. That is annoying and... really slows speedrunning.
phantasmal staff(post moon-lord summon weapon)
dropped by moon lord(seperate drop, 20% drop rate)
summons 3 true eyes of cthulhu, with identical designs but different attacks.
none of the attacks pierce.
one will always shoot homing phantasmal eyes, these home very accurately but can't last for more than 4 seconds.
the second will shoot phantasmal bolts, these don't home, but are very fast and deals more damage than phantasmal eyes.
the third drops fast-moving phantasmal spheres from the sky, these pierce blocks and deal heavy damage, but have a small time-gap between spawning and falling.
the two sentries from moon lord are useless due to energy staff, this would be an alternative to the elemental ax, which doesn't make a whole lot of sense to exist anyways( i mean, it's litterally crafted from a tool)
A Guide on Throwing Books
Hardmode Rogue weapon
❔ : A non-consumable weapon that throws a book which flies straight then falls at around 30 blocks. If it hits an enemy, the book explodes into a mass of paper and inflicts Papercut (which would be a debuff that causes an enemy to lose 3 health per second) to all enemies that get hit by the paper. The book itself does decent damage.
🛠 : 50 books + 5 Souls of Light + 5 Souls of Night + 5 Souls of Might @ Bookshelf
: Felt like there needed to be a non-consumable rogue weapon after Cryogen and before Brimblade.
Fleet beacon
”Carrier has arrived”
What is it?
Post-scal summoner weapon.
How is it made?
5 calamitous essence, 20 cosmilite bars, 15 auric ore, 1 Alpha ray, 1 starmada, 1 xeno staff.
What does it do?
On use, it summons a large mothership that takes up 5 minion slots and always hovers near the player. It continues to alternate between different attacks every 5-10 seconds. The player may summon several motherships, and they work independently from eachother even if they often target the same things. All attacks inflict elemental mix.
•The basic attack is a fast red laser barrage that it targets the 5 enemies closest to the player with, that ignores I-frames but don’t pierce. It will always perform this attack, except for when Attack 2 is charging.
•Attack 2 is a large ball of purple plasma (the size of the summon itself) that it charges up for 3 seconds before launching at the enemy with highest HP on the screen. The ball will pierce tiles and other enemies until it hits its target. On hit, it explodes and deals massive damage with a large AOE.
•Attack 3 is a sub-minion that the mothership summons. It’s a small squadron of 3 cosmilite-colored triangle shaped ships that attempt to ram into enemies and deal contact damage (ignoring I-frames), but always disappear after 10 seconds.
•Attack 4 is another sub-minion that the mothership summons. Two wingman ships (from the alpha ray/wingman ranged weapons) circle around the player and constantly fire two light-blue parallel beams towards the enemy with the highest HP, that deal high damage and pierce enemies (again ignoring I-frames) but not tiles. After 10 seconds they disappear again.
Summoner gets zero endgame play-things while the other classes get several.
Make King Slime drop 75-150 gel, seeing as he is a giant slime and it would be useful. While the Slime Rain event itself is good for farming slime, you can't summon it, and the slimes he drops only drop a total of 40-60 slime on average; it'd make killing King Slime a useful source of quick gel. Also, many other bosses (e.g. Brain of Cthulhu) drop materials relative to their fights, such as Tissue Samples, so why should King Slime not?
-Add ech emote please
Slimedrop - Slime Rain Summoner
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❔ = An item that summons the Slime Rain event.
🛠 = Can be purchased from the Dryad after going through the Slime Rain event once, or created at a Soldifier with Rain Clouds and Gel.
= The Slime Rain event can be a useful source of gel when it comes around, but it's currently entirely up to RNG on whether it ever even happens.
Vampire Squid - Post-Plantera Summon (Dark Tentacle - Post-Plantera Abyss Crafting Material)
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❔ = A summon that hops directly from enemy to enemy, stealing the life of whatever has the nearest HP within 25 blocks and returning it to its user. Uses 3 slots per squid.
🛠 = Dropped by Giant Squids at a 2% rate, or created at a Mythril Anvil using Black Ink, Lumenyl, 1 Dark Tentacle.
= A life-stealing summon that hops directly from enemy to enemy would be a useful healing summon to have, as well as an interesting concept to try out. Also, the Giant Squid has next to no use currently, and giving it its own summon and drop would be a boost for it and also the creative freedom of the Abyss.
Special Note: Dark Tentacles would be dropped by Giant Squids with a 15% chance. They would provide a new Abyss material to replace the overused combo of Depth Cells and Lumenyl, seen in most recipes, in some recipes e.g. Sunken Stew.
Lethality - Post Lunatic Cultist RougeWeapon
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What is it? = A chakram made from meld bars. When thrown, it will initially hover backwards a slight bit, and then fly forward at ludicrous speed. Once it gets going, it will split into 3 chakrams, each inflicting the vortex cutter debuff, which reduces the enemies damage and defense by 10%.
How do you make it? = Simple, you just need 15 meld bars.
Y tho? = Two reasons. One, the rouge needs more weapons, especially ones that are non consumable. Two, the Xeroc set is supposed to act as a throwing alternative to the lunar armors, and the lunar sets each have 2 different weapons of the class they represent. Xeroc only has one, and it's a lame consumable weapon.
Sprite:
Potion of Discovery - Potion
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❔ = Used by clicking anywhere on the map. On use, teleports you there and reveals everything (within a medium radius of the tile where you clicked) on your map. Does not teleport you or get used if the area you clicked on is a filled block other than air.
🛠 = Created at an Alchemy Table with a Teleportation Potion, a Spelunker Potion, Murky Paste, Maneater Bulbs, Demonic Bone Ash, Ancient Bone Dust
= Would be useful in exploring unexplored caves or regions of the world.
I'd like to suggest a hot key that temporarily allow summons to target passive enemies on screen (such as cultists, or impious immolators)
The reaver set lacks a hammer to go with it. Fix that. "Ravenous Skullcrusher" might be a bit edgy, but for a name, it'll do.
Rework mechanical tools
Picks, axes and hammers are straight up better than drills, saws and the rare jackhammer. Currently normal versions of each tool benefit from speed increasing modifiers, and can swing a different direction to the one the tool is in.
In my opinion, the mechanical versions of each tool should be faster, have less range, get a small amount of knockback and they should also receive a damage boost, considering you must stop mining or change to a weapon to attack enemies. The speed increase they get should be better than the alternate with the best speed modifier. Knockback should be added as a general quality of life change to every tool except the drax.
Belt of the Survivor
Dropped by plantera(?) in revengance mode (100% chance)
Accessory: Makes any attack that would do more than 20% of your max hp do zero damage (like black belt) and the next attack does the square root of the damage it would have done (rounded up). These effects can trigger once per minute (refresh timer starts on the first hit and if the timer finishes before the second hit, the effect just resets and you take no damage again)
Reason: tank style is almost completely non-viable in calamity, unlike vanilla, which has specific armors that prioritize defense. I like playing as tank (and I’m bad at dodging) so I’d rather use another accessory slot for defense than have yet another damage increasing accessory
Appearance: a brilliant emerald belt
True Melee accessory
Increases Melee damage from weapons with projectiles at the cost of removing said projectiles. Accessory would be available from the start and damage increase would scale with base damage, hopefully making it consistently viable from early to end game.
I'd want it to also affect weapons with projectile-on-hit and projectile-on-right-click, but the most likely implementation is probably just for projectile-when-swung.
Calamitas’ Wand
Post-ML Summoning Weapon
Summons a Sepulcher to fight for you. Each use of the summon weapon summons another segment of the Sepulcher, however, it does not try to melee-type attack enemies like the Stardust Dragon or Mechworm; rather, it fires a spread of six homing Abyssal Blasts from each segment in a pulse motion (fires from the head first, then the first body segment, then the next body segment etc.) Abyssal Blasts fired from the Sepulcher Minion explode with a small AoE and inflict Abyssal Flames.
Either dropped by the Sepulcher at a rate of around 10% once SCal has been defeated, or crafted at Draedon’s Forge with a Staff of the Mechworm, 5 Calamitous Essence, 25 Auric Ore, 10 Phantoplasm and 50 Ashes of Calamity.
Reason for this suggestion: Summoner has no Post-SCal weapon. While the other classes have dev weapons to complete the Boss Rush, Summoners have to use the same gear as they did with SCal, possibly replacing Auric Armor with Demonshade Armor.
Beetle scarf.
post-golem melee accessory.
increases melee damage and crit chance by 20% if 12 seconds of consecusive melee attack is achieved.
while this on you get the scarf attack beetle buff, to show that you've got it.
you lose this when you stop dealing damage for 3 seconds.
when you dodge attacks for 12 seconds stright while not switching to a non-melee weapon you get scarf defense beetle buff, which increases dr by 25% and defense by 20.
getting hit removes this buff.
❗ dr boosted does not affect the caps.
🛠 5 beetle scales, bloody worm scarf, eye of the golem.
the current most powerful melee-exclusive accessory that doesn't sacrifice damage for swing is...warrior emblem.
since melee speed doesn't do much on projectile swords wich calamity have so many of, this heavily injures the melee class.
it make class-building difficult, and the freedom of class building plays a pretty big role in terraria.
Autofire for Rope Coils. Rope coils are very useful when building a hellevator, but they take a while to use up since you have to click for each one. Autofire would make it easier to fill a hellevator with ropes.
NPC Weapons Upgrades
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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.
The Bird Box - Post-ML Magic Weapon
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❔ = A magic weapon. On use, creates several birds at the cursor that home in on enemies and explode, dealing large damage and inflicting random debuffs for random periods of time. Rarely produces a Bumblebirb that briefly inflicts Abyssal Flames.
🛠 = Created at an Ancient Manipulator using a Bird, a Blue Jay, a Cardinal, Meld Blobs, Galactica Singularities
= It'd be fun to have a magic weapon based around birds, which currently have little to no use.
Make Wulfrum Slimes drop Gel.
They're slimes.
Make lifesteal cooldown visible as a debuff so that you can actually tell when you can heal. I think that this would be good because not knowing when you can switch to something like vamp knives is kinda just annoying.
a slight rework of the caps.
with this rework, anything past a hard cap will be turned into another stat(for example, melee speed into melee crit chance), and anything past a soft cap will have a large portion of it turning into another stat(for example, 2/3 of dr into defense).
the caps are well-intended, but can be limiting at times, this allows more freedom of builds such as bloody worm scarf+frigid bulwak.
The Aegis blade seems underpowered.
In my latest playthrough I've gotten every legendary weapon so far and after testing them, Vesuvius Blossom Flux and Malachite seem to outperform Aegis in pretty much every way since you need to be inside the enemy's hitbox for the weapon to be effective at all. it could just be me, but I thought I'd put it here to see if anyone shares my opinion.
sorry for a second suggestion in a row, but perhaps add an option to switch between the old and new legendary weapon systems. I realize the problem with legendary weapons was people used them too much, but the old system was such a good feature. Having the option to switch back to that style would be wonderful
Make cosmolight usable during the night when a boss is alive, to make it despawn, but don't allow the player to use it to shift to night. Multiplayer is cancer when the boss wont despawn because there's 3+ people that keep respawning
By using astral ingots at an ancient manipulator, along with 50 stars, you can make an obelisk, similar to the pillar fragment themed ones, that makes the background into astral colored, without all the annoying mobs. Orange and blue is pretty.
What about a super storage chest that can contain double, or even three times the amount of items than the current chests? Perhaps the recipe could be 3 Chests (Any kind) and one gold key? And with the option of making one portable by combining it with the Money Trough at the Tinkerer's work shop? A nice touch that would be cool to change is make an easy chest sprite with wings.
Miniboss Suggestion: Colossus, A massive mutated desert tortoise that had found it's way to the sulphurous seas. It's roughly twice the size of mauler and is supposed to act as a counterpart to it. When colossus is in water it will passively swim back and forth, and when it is on land it will remain stationary. When attacked in water, it will slowly move toward the player, launching slow waves of high damage toxic bubbles in a semi-circular pattern, and when attacked on land it will fire bubbles directly at the player with a much higher velocity. Colossus has massive health and defense, and when attacked it has a chance to spawn gnashers, aquatic urchins, aquatic seekers, and aquatic parasites. Point in progression of where you're supposed to hunt for it is right after polterghast is killed, similar to mauler. Colossus drops 2-5 turtle shells at any time, and after polterghast is killed, has a chance to drop the Lion Turtle's Wisdom, a mage weapon which when used will fire out volleys of toxic bubbles which linger in the air to act as mines. The mines will explode after roughly 5 seconds or until an enemy walks into them, and they will deal big aoe damage, as well as inflict poison and venom. As for why this should be in the game, no real reason other than it's an idea I had and I thought it would be neat. Concept art is attached and lore for Colossus is in the art server, as this was my submission for the contest.
Unrestricted Mode - Tooltip: 'For people who find overpoweredness fun.'
❔ = An 'easier' mode that can't be used if Death or Iron Heart is on. Can only be used once Revengeance ML has been defeated. Removes all caps.
= I've once asked, in this discord, why we shouldn't be overpowered in calamity. The best answer to that question was. "So that people don't have to manually nerf themselves to enjoy bosses", but I know that some enjoy being overpowered.
This suggestion is owned entirely by @normal barn.
Personally I think yoyos or flails (preferably yoyos) should be rogue weapons, they are both similar weapons (yoyos are even considered "flail-like" by both the terraria and calamity wiki) considering how many melee options there are already.
Melee has a ton of choices for weapons, and frankly to me rogue seems lacking in the variety department. There are (according to the wiki) 48 rogue weapons, excluding previous weapons modified into rogue weapons like throwing and boomerangs. Melee on the other hand, has over 170 new weapons, albeit some of them are things like "true excaliber shortsword" but regardless, it certainly isnt lacking. You sorta "throw" yoyos and flails, so it would still fit with the definition of the rogue class. Despite some vanilla items being converted to rogue, using new stuff is always a lot of fun and its a shame that the rogue class seems to feel more like a rework/alternative class instead of a fresh one.
But its probably like this for a reason (balance and whatnot), but I digress.
tl:dr - Add more rogue stuff please
Move the Counter Scarf to Expert Mode
Reason for this suggestion: A while ago, i could see why the Counter Scarf was Rev+ exclusive. It could dodge attacks, and had a dash length equal to the Asgard's Valor. But now, after the nerf (which i think was good, since it was OP), it can be discussed whether it's better than the Shield of Cthulhu, seeing as it now has a dash length that's shorter than the SoC. To make sure it is still not overpowered for it's tier, perhaps make it an Expert Exclusive drop later in progression, for example from Queen Bee.
Since (late) Calamity items has so much text in the tooltips, I suggest shorten it by inserting icons for basic bonuses, like these:
The Marbles - A New Weapon Chain for Mages (designs are subject to change at any time)
Glass Marble - EoC Drop - Magic Weapon
A weapon that shoots a small, narrow beam of light that pierces 2 times. Inflicts a new debuff, Cataracts, which makes enemies move slightly slower and has a decent chance to confuse them.
🛠 = A guaranteed Revengeance-only drop from the Eye of Cthulhu.
Spherinder - Glass Marble Upgrade - Magic Weapon
A weapon that shoots a slightly larger beam of light that pierces 4 times. Inflicts Cataracts and Frostburn, with a guaranteed chance to confuse enemies.
🛠 = Created at a Mythril Anvil using Glass Marble, Souls of Sight, Hallowed Bars
Spherical Ascension - Spherinder Upgrade - Magic Weapon
A weapon that shoots a large beam of light, same in size to the Last Prism but much weaker, that pierces infinitely. Inflicts Cataracts, Brimstone Flames and Confusion on hit.
🛠 = Created at a Mythril Anvil using Spherinder, Chaotic Bars, Ashes of Calamity, Blighted Lenses, Black Lenses, Lenses
Purity - Spherical Ascension Upgrade - Magic Weapon
The final upgrade of the Glass Marble lineup. A weapon that shoots out many beams of light going outwards from the player which rotate quickly, inflicting Nightwither, Vulnerability Hex, Ichor, Holy Flames and Confusion on enemies, which pierce infinitely. The downside is its great mana consumption rate.
🛠 = Created at Draedon's Forge using Spherical Ascension, Calamitous Essence, Yharon Soul Fragments, Nightmare Fuel, Endothermic Energy, Effulgent Feathers, Cosmilite Bars
Currently, the Profaned Guardians are basically worthless in terms of content-- they're cool, yeah, but... do they do much? They're easy to kill, and don't drop anything other than the summon for another boss. That's boring! These items will fix that issue by giving them the Birb treatment-- they get a handgun, a spear, and a tome, one of these dropping with the profaned core upon defeating all the guardians, meaning that they aren't a content void anymore. (Items listed are from the top left to the bottom right.)
The Inquisitor: A handgun that fires out a burst of three Holy Fire bullets. Every sixth shot it will fire out a Holy Blast that bursts into floating flames, similar to Providence’s Holy Blast attack, ensuring that six shots is more than enough to kill anything that moves.
Spear of Desecration: Fires out a spear projectile that trails homing fireballs that linger in the air like a Guardian’s charge-- think the North Pole but if it was easier to get the snowflakes to land. Because, you know, they home into the enemy instead of the ground.
Unholy Inferno: Fires radial holy spear patterns from the cursor position (like the defense guardian) at a moderate rate. They don't home, but really, if you're Wyatt Earp, you'll have that cursor hovering on top of the enemy at all times, right?
Make the Crystalline crafted with Wulfrum Knives.
Why: A rogue weapons should be crafted with a rogue weapon rather than a throwing weapon.
Add some sort of config file or menu for certain aspects of the mod that people commonly ask about or suggest or would like to have the option to bring back. Examples could be:
-Legendary weapon scaling toggle
-Cloud Elemental sprite version
-Toggles for each world evil spreading (you could make Astral Infection spread or make no spreading biome ever spread outside of hardmode V and astral meteors)
-a toggle to revert all balance changes made to vanilla weapons
-sliders for all stat caps
-(if music mod is installed) toggle being able to hear old music again (like Last Battle, Eye of Cthulhu and Now Stop Asking Where)
(Credit to A Relevant Meme for ideas)
: Because there are a lot of changes that haven't really been recieved well by some, and accepted/praised by others. Giving people the option to choose between the old versions or the new versions of these changes would help appease everyone.
Make a meteor spawn automatically upon defeating EoW or BoC if a meteor hasn’t spawned yet; or at least add an item that does so.
Some people have a lot of bad luck and the meteor doesn’t spawn for a few in-game days.
Make the Providence take 2x more damage from post-ML Abyss's weapons (1.5x for HM Abyss's weapons).
To the glory of The Radiance, of course! Also seems to be cool to have some weakness for mighty bosses.
Over Heaven - Cosmic Rainbow Upgrade
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❔ = An upgrade to the Cosmic Rainbow. On use, fires a single, huge rainbow that follows enemies, leaving a damaging trail behind. The rainbow and its trail inflict a new debuff, Dispersion, which causes enemies to do much less damage, lose defense and lose health at a rate of 225 health per second. The rainbow and its trail remain for up to 45 seconds at a time.
🛠 = Cosmic Rainbow, Cosmilite Bars, Stardust, Fallen Stars @ an Ancient Manipulator
= The Rainbow Gun is a pretty useful premise, with staying in place and dealing damage as a sort of barrier, but its line ends at the Cosmic Rainbow which does the same but with more rainbows. An upgraded version that stays in place for far longer and does more damage while inflicting a deadly debuff would be useful when fighting events or bosses.
For the Sigil of Calamitas and the Etherthal Tailsman, the spelunker effect should be able to be turned off or on with a key or a buff. It bothers some people (including me)
^ Players should be able to turn the spelunker effect on or off like the asgard valor dash, where you can turn on or off by toggling its visibility
Astrum Virgam
Why have one giant worm when you can have several?
Legendary weapon
Summons a miniature god of the stars to fight for you.
Dropped by Astrum Deus at a low chance.
Upon each use of the Astrum Virgum, it summons one Astrum Deus minion. Each minion consists of 1 head segment, 2 of each body segment and 1 tail segment. Each minion takes up 1 minion slot, and you can only have 6 summoned at once. They can also optionally inflict God Slayer Inferno.
Reason for this suggestion: some more summoner alternatives for this part of the game, a Summoner Legendary Weapon (currently, they have none) and an Astrum Deus drop that is more themed around the boss.
Repost from a few months ago, achieved a grand total of 67 stars and no checkmark. Also improved the sprites.
Minion: https://cdn.discordapp.com/attachments/542409970520555524/551679453089234946/Astrum_Deus_Minion_2.png
For the Drill Containment Unit, add upgrades that allow it to break the Post-Moon Lord ores and such, involving 40 Tarragon bars + 4 Divine Geodes for the first-tier upgrade (allowing it to break Uelibloom Ore), and 40/400 (for numerical consistency) Auric Ore + 4 Yharon Soul Fragments for the second-tier upgrade (allowing it to break Auric Ore).
As it is now, proficiency levelling is inconsistent. As a summoner, you can sit completely still with a pre-boss weapon and passively reach fifteenth level by AFKing and letting your summons do the work. Here's a solution:
Have summoner proficiency level increase passively by only two levels per weapon, so in order to reach fifteenth-level summoner proficiency one must use (minimum) seven different summon weapons in that character's playtime (and use each one long enough to increase their level by two). This way it encourages actual summoner progression and more fleshed-out playthroughs rather than passive grinding.
1 herb = 2 of the herb's seeds (like 1 fireblossom for 2 fireblossom seeds)
Quality of life, also because death mode makes me consume so many potions, and harvesting plants > blood moon zerging
Resurgence
Post-Golem Rogue Weapon
Throws a javelin that is affected by gravity. Upon hitting an enemy, one or two small rock pillars will fall from the sky, hitting the enemy. Rock Pillars inflict Armor Crunch.
Dropped by the Ravager.
Reason for this suggestion: More Post-Golem Rogue Weapons. Also, Ravager only drops one weapon that both isn't very themed around the Ravager itself, and isn't very useful for many bosses as far as i know.
Poisoned Shurikens - Shurikens that do more damage and poison enemies, like Poisoned Knives. Created with 1 Vile/Vicious Powder and 75 Shurikens anywhere.
Havoc's Roar
Post-ML flamethrower, 30% drop chance by Supreme Cataclysm after Supreme Calamitas has been defeated
Acts similarly to revengeance mode spasmatism's flame breath, spewing small balls of flame along with the actual flamethrower, but of course using brimstone flames instead of cursed flames
Brimstone Flamer
Post-ML gun, 30% drop chance from Supreme Cataclysm after Supreme Calamitas has been defeated
Fires balls of flame similar to the Brimstone Flameburster, however they move much faster, deal more damage and aren't affected by gravity
Crushsaw Smasher
Post-ML Rogue weapon, 30% drop chance from Supreme Catastrophe after Supreme Calamitas has been defeated
Throws a giant throwing axe, similar to the Crushsaw Crasher, however it moves much more quickly and deals more damage
: To give Supreme Cataclysm and Supreme Catastrophe more of a purpose. Also, I feel like Havoc's breath, Crushsaw Crasher and Brimstone Flameburster need some upgrades.
Make yharon and supreme calamitas drop omega healing potions.
: they will be a good source to farm omega healing potions, and currently nobody drops omega healing potions.
Unleashed Frigidflash Bolt
An upgraded version of the Frigidflash Bolt that fires a buffed version of the Frigidflash Bolt with added bonuses. It consumes 10 mana instead of 13 and instead of frostburn and on fire, would inflict frozen for 0.33 seconds and shadowflame for 6.66 seconds. You can craft it by using 5 Living Shards, 3 Cores of Calamity, and a Frigidflash Bolt at a Mythril/Orichalcum Anvil.
: The Frigidflash Bolt is, in my opinion, a really cool weapon that deserves to be more than just a crafting material for Tears of Heaven.
New corruption enemy. It is basically a small hive with a special debuff effect called: Controll of the hive. All it does, while the effect is active, the player can't controll his/her character for a few seconds. While this effect is active, the character gets closer and closer to the hive, but it has a really short range, so it can be avoided by killing it using ranged weapons.
there are not much corruption enemies in both vanilla and Calamity Terraria. This could bring some variety into the corruption Biome. This is a good way, for making vanilla biomes better.
Name: Pink Mirror
Item Tooltip: 'Use to summon the Good Cube (Gube)
Inflicts buff: Gube
Buff Tooltip: 'A small pink creature from outer space'
Pet: The pet uses unique a Unique that look like Kirby, but in Calamity's Sprite Style and is square instead of round. Can be crafted with a unique crafting Item, the Broken Mirror Shards.
Broken Mirror Shards: You need 4 of them to get the Gorb Pet. The mirror shards drop very rarely from any enemy in Expert Mode or above. You can also use them as a Weapon similar to the Light Disc or Bananarangs
The Item (Looks) : The item looks similar to a Magic Mirror, but is Pink and Red (Kirby's colors)
Reference: It is actually a reference to Kirby and the Amazing Mirror in terms of Summoning a Kirby, but the Item Sprite is a simple Recolor of the Magic Mirror with Kirby's colors
Craft a water bolt with a book and 999 bottles of water
Auric bullets They would be made out of Auric ore and made at Draedons Forge. They would do 100 damage and inflict exo freeze. Why? because Post-DoG guns could be a little a better and this would help.
D. O. G. (Destroyer of Gods)
Possibly a DOG drop which is a gun, that shoots long worms that travel for a bit. Amd then explode
Calamitious staff: Crafted using 10 calamitous essence, staff of the mechworm, yharon kindle staff, calamari's lament, ethereal subjugator, cosmilamp, elemental axe, sand sharknado staff, entropy's vigil, sun god staff, deepsea staff, and ancient ice chunk. It would be a post Scal summon weapon that would summon 4 minions with each summon, but only taking up one minion slot each group of 4 summoned. The staff would summon a miniature supreme calamitas, supreme catastrophe, supreme cataclysm, and a sepulcher. With every additional summon there would be additional scal and brothers, while the singular sepulcher would get longer. The mini scal would use bullet hell attacks, dash attacks, and it would occasionally fire rings of soul seeker projectiles. The mini supreme brothers would follow SCAL and fire brimstone hellblasts at nearby enemies, dealing tons of piercing flamethrower-like damage. The sepulcher would fly nearby scal and brothers, attacking like a mini DOG minion. Reason for this suggestion: There are not any post scal summon weapons, and this weapon would be made using every hardmode and post ML non-sentry summon weapon except cosmic immaterializer, so it would be a very powerful post scal summon weapon that would be the only post scal summon weapon.
Toxic hermit! He's a little hermit crab from the sulfur sea that has taken up residence in a toxic waste barrel! He's passive at first, coming out of his barrel when you get near, until attacked, at which point he will start going into his toxic waste drum and spinning up like sonic, spewing sand particles behind him, to charge into the player, somewhat like a Giant Tortoise. If you leave him unharmed for long enough after spawning, he becomes happy and waves at you, allowing you to use a net on him like a critter to obtain him as a pet. Various animations shown here.
Make every abyss loot appear at least once in abyss shadow chests.
Alright.
Profaned Guardian phase on Provi is pretty awkward and can be easily defeated with a well-placed adrenaline, so I suggest an
---

Suggestion:
The Healer/Main Guardian would orbit around Provi, with the orbit tending to the player's direction as the number of guardians decreases.
The Attack Guardian would aggressively charge at the player albeit to Spazmatism.
The Defense Guardian would switch between floating between Provi and the player, and orbiting Provi. After the Attack Guardian is killed, the Defense Guardian would switch to a more aggressive AI and start ramming the player, though not as sharply.
The Defense Guardian would take a lot less damage from homing weapons and cause the homing projectiles to be more likely to home in on the Guardian instead, almost forcing the player to not use homing weapons.
This change would be a great change to the Guardian phase, and would suit the names of the Guardians better.
Shark Staff
Post-ML Summoning Weapon
Summons a small Reaper Shark that melee attacks enemies by ramming through them. Reaper Shark Minions ignore half of enemy DR and Defense (unless the enemy’s DR and defense is above a certain amount, to make it not OP against things like the Dungeon Guardian, DoG’s body segments etc.), but as long as they’re summoned the wielder has reduced DR and defense. They also only take up half a minion slot and ignore most (not all) i-frames.
Crafted at an Ancient Manipulator with a Herring Staff, Elemental Axe, 15 Reaper Tooth, 20 Depth Cells and 10 Luminite Bars. Replaces the Elemental Axe in the recipe for the Cosmic Immaterializer.
Reason for this suggestion: More Summoner alternatives for DoG.
Add a upgrade to the two blow pipe weapons for post ML, they are pretty useless but they have an intresting idea. They could have multiple alternative upgrades like a beam pipe or a minigun pipe. They could also have a hardmode and post ML ammo that drops when grass are destroyed while a pipe weapon is in the inventory.
_Staff of Golem
Spawns a small golem that attacks enemies by punching them when they are in range. Each minoin takes up 1.5 minion slots. The fists return to golem after hitting 1 enemy or a segment. Wearing a summoner armour set makes it possible to spawn a Golem head witch takes up 0.5 minoin slots, there can be only 2 Golem heads at once
An alternative to the Pygmy staff that could provide better summons for full summoners against flying/fast enemies. I also like big things be small
Aerialite Honey Fist
Pre-Hardmode Melee Weapon
Throws a Honey Fist projectile that explodes into 2-3 small bees that are strengthened by the Hive Pack.
Crafted at an Altar with a Meteor Fist, 10 Bee Wax, 15 Aerialite Bars and 7 Blood Samples/True Shadow Scales
Reason for this suggestion: Some more Melee alternatives for Skeletron.
Make the Dragon Egg craftable with an Ancient Manipulator, instead of Draedon's Forge.
: So that Yharon is available pre pml boss instead of post DoG.
Nerf the bloody worm scarf but make it be able to be made in the tinkerers workshop, me and a lot of people i know that play this game on death mode agree that WoF or skeletron can be kind of difficult (i said kind of) so i'd like for the item to be actually made pre-skeletron just so those bosses can be a tad easier
I feel like the calamity music box (the one which play "the tale of a cruel world") should be in the starter bag instead of being craftable only in hardmode.
so we can listen to it right at the beginning as it is intended.
I think that DM Dokuro creating silence before the storm, storms before the catastrophe and catastrophes before the calamity for them to only be listenable on youtube and in the album would feel like a bit of a waste, so perhaps add them as craftable music boxes:
Silence before the storms would be:
A victory Shard, A Glowing Mushroom, A True Shadow Scale/The crimson equivalent, A Purified Gel, A Frigid Bar, A Brimstone Slag, A Sulphurous Sand and A Music Box
For Storms before the catastrophes:
An Ash of Calamity, An Enchanted Pearl, A Stardust, An Astral Ore, A Plague cell canister, A Core of Calamity and A Music Box
And finally for Catastrophes before the Calamity
A Divine Geode, An Armored Shell, A Dark Plasma, A Twisting Nether, A Ruinous Soul, A Cosmilite Bar, An Effulgent Feather, A Yharon Soul Fragment And A Music Box
If you feel this is too tedious perhaps just make them drops from Clonelamitas, Providence and Yharon Phase 2 on their first kill and also available from the wizard after each of their respective bosses are dead
Exodium elemental, a post-ml enemy that drops exodium clusters, in case you used up all of the ones that generated. When it spots the player, several balls of energy form in the air in random places on the screen, moving semi-slowly towards the position of the player when they fully form (not tracking, but rather towards where the player was when they started moving). About one ball will reach maturity and start moving every second until the player kills the elemental. Animation by cooper.
Also add a counterpart of above mentioned for cinderplate
Make a COMET STORM EVENT
Stars fall from the sky at a much higher rate, and have a reddish tint instead of the yellow.
The background turns into a galaxy night sky background, and cosmic elementals will spawn in the caverns at a much higher rate.
The event has a 1/6th chance of happening per night. (ONLY ON HARDMODE)
During the event, star cannons (and their upgrades) require no ammo.
Add the emote :UltimateSmug: to the server
can we please be able to smug back to ein when he smugs to us? oh and also , the emote fits well with the other smugs in the server, so why not?
for people who dont know, this is the best emote on existence. https://cdn.discordapp.com/emojis/546734013784784896.png?v=1
Make Amber spawn as an ore block, like other gemstones. It's used in a lot of recipes but the only ways of getting it are Amber Crawlers, which are uncommon, and Silt/Slush at an Extractinator, which is tedious and down to RNG. Having it as an spawned block in the underground desert would make it much easier to get, not too easy but still not down to RNG on whether Crawlers spawn or Silt gives you it.
Tracking Chip - Accessory
❔ = An alternative upgrade to the Radar. On use, opens a GUI of enemies that you have killed at least once; selecting an enemy will then set it to alert you when that enemy is nearby, similar to a Treasure Detector, and will show it on your screen with the same effect as a Hunter Potion. For example, if you want to find Demons to farm for the Demon Scythe, you would select Demons from the GUI and it would show you Demons in your vicinity.
🛠 = Created at a Tinkerer's Workshop using a Radar, Hellstone Bars, Wire, Hunter Potion
= Enemies that you need to farm but are not recognized by the Lifeform Analyzer can be hard to find if you don't have Hunter Potions, so an item to aide in finding them would be useful. This would be particularly useful when searching for Crawlers, elusive Dungeon enemies, etc.
Make Boss themes have "Playing Priority" over the Lunar Pillar theme.
Reason: Forgetting to destroy the leftover Lunar Pillars before fighting a boss means the Pillar theme will start playing if you get too close to one, which really kills the mood of a boss fight because of the flips between music tracks. This is especially apparent when fighting against phase 2 DoG.
Add a lore for king slime. Why? because almost every pre-hardmode boss has a lore
Sword shooter.
Ranged weapon that uses projectile melee weapons as ammo(non-consumable)
Damage=3/4 times projectile damage.
Remove the Cosmic discharge from the crafting recipe for the apotheosis.
It makes getting the apotheosis ridiculously hard to do, making it obsolete. If you just removed it, you could possibly nerf the damage a bit? Like 50 or so sounds about right.
Reasoning behind this: I dont like farming the DoG 100 times just to get a mage weapon, when I can just use the subsuming vortex instead.
Plantation Staff
Post-Plantera Summon Weapon
Summons a Mini Plantera that attacks enemies by rapidly shooting seeds at enemies and firing piercing thorn balls that bounce three times before disappearing. Upon the user reaching 50% health, the Plantera Minion enrages, getting increased damage and begins melee attacking enemies instead of rapid-firing seeds at them. The Plantera Minion still shoots thorn balls when enraged. Upon the user reaching above 50% health again, the Plantera Minion will exit it’s enraged state. The Plantera Minion takes up two minion slots, and only one can be summoned at a time.
Crafted at a Hardmode Anvil with 10 Living Shards, an Optic Staff, an Entropy’s Vigil and a Deepsea Staff.
Reason for this suggestion: Summoner has no Terra Weapon. Also, another good choice for a Post-Plantera summoner, since the Entropy’s Vigil is essentially the best minion up until you can get the UFO Minion.
Supreme Calamity Staff or Sepulchral Despot or something creative
Post-Scal Summon weapon
Summons a medium sized Calamitas and (roughly the size of the profaned guardians trio from the godly soul artifact accessory) the sepulcher (size as the other worm summons). Requires 7 minion slots for first summon, 1 extra per extra summon, each extra summon only increases the sepulcher's size in segments and does not summon an additional Calamitas.
the sepulcher summon deals no contact damage directly but instead fires homing projectiles from its segments that ignore invincibility frames, the sepulcher acts in the same way as other worm summons in its terms of movement.
Calamitas acts more so as a sentry firing fast moving projectiles at enemies outside of a medium distance (about half a screens width) while staying over the players head. if an enemy gets within medium range Calamitas will charge the target dealing damage and ignoring invincibility frames.
while active the player gains increased jump speed, acceleration, and fall speed %
while active the player receives damage mitigation and increased damage %
Flavor text "Calamitas and her servant will aid you"
Acquired from: S.Cal % drop chance or crafted with the Entropy's vigil and Calamitas essence crafted at Draedon's forge
reason for this suggestion :i think that the sepulcher would be a cool unique summon that changed its pattern to reward closer ranged summoners with a high damage summon while also benefitting them from long range with homing projectiles (since a lot of the time projectile summons miss fast moving bosses). Correct me if I'm wrong but i don't believe there are any summon staffs available after you defeated S.Cal.
i just realized this was also similer to jackattack's idea, i can remove if you want me to.
For suggestions that are rejected add a 🚫 if they were a valid suggestion but didnt make the cut
Make it so you can do smart cursor music boxes
the vanilla ones can do it and it'll just make things more convenient
Am i the only one that likes to look at the character sometimes to admire the armor/vanity sets? I think it would be nice to have the Asgardian Aegis not block the character and still be able to dash without it being on the character via toggling the visibility I think it would be nice to have it toggled by a key on the keyboard that way we could turn off the visibility of the shield and still be able to dash.
There should be an Abyss Pet that looks like a baby Reaper Shark that actually drops from the Reaper Shark
The tooltip for the Item should be 'The cute offspring of a terrifying creature and the Buff Tooltip should be 'Be thankful it's not trying to maul you'
(Originally posted this in a suggestion doc a while ago but thought it needed its own recognition. Old sprite on top, new sprite on bottom.)
Brimcrux Scepter:
Seal away a fragment of your soul in a Brimstone Heart. Dropped by Sepulcher at a 20% chance. Left clicking uses 250 mana to summon a Brimstone Heart that stores 10% of the player’s maximum health. Brimstone Hearts have the same defense as the player does and will only be targeted by enemies if they are within 10 tiles of it. If the player loses all their health, enemies can detect Brimstone Hearts from 50 tiles away, but the player will not die until all the Brimstone Hearts have been destroyed. Up to 5 Brimstone Hearts can be summoned at a time, and Brimstone Hearts will despawn if the player is more than 500 tiles away from it. Right clicking with the staff will make all the Brimstone Hearts disappear and resets the player’s health back to normal and restore any health the Brimstone Hearts had left. (The name of the item is a portmanteau of Brimstone and Horcrux, as the Brimstone Hearts store some of the player’s health like Horcruxes store a fraction of someone’s soul in Harry Potter.)
:why: The Sepulcher is a really interesting part of the SCal fight, but it feels really insignificant only being at the start and end with no real reward, and this tool could give the player a very unique way to keep themselves alive. Feel free to suggest changes or additions!
https://forums.terraria.org/index.php?attachments/brimcrux-scepter-png.218870/
The Staff of The Spelucher.
It would be an upgraded and legendary version of the staff of the mechworm that would inflict abyssal flames and also have the ability to shoot abyssal projectiles for the right click attack.
It would do 50 contact damage on the body, 100 damage if the enemy gets hit by the head, 20 damage if it gets hit by the tail and 1000 for the projectiles.
It will also have a left click summon that would summon brimstone hearts that would heal your player by sucking the health out of enemies.
The minion's sprite would be the same as Spelucher's just smaller. (its another worm)
It would be made with 5 Calamitous essences, 20 Darksun fragments, 5 souls of Yharon, 100 Auric ore, Entropy's Vigil and The Staff of The Mechworm.
Why? because there is no Post-SCal summoning weapons which will be a problem when the final bosses are eventually added and this would help solve the problem, it would be the first craftable legendary item and Supreme Calamitas doesn't have one either.
(I know that the Spelucher doesn't do contact damage)
Crafting recipe for the Metal Detector: 10 Iron/Lead Bars, 5 Wire, 5 Gold/Platinum Ore
taking into consideration the MD is only dropped the nymph whose spawn rate is abysmal.
Eye Of Calamity (YOYO)
We already got one eye yoyo, so why not another?
This wouldnt be crafted, rather a drop from a post-moonlord mothron, from the solar eclipse event. Its a YOYO, obviously, but it looks like calamitias, hence the name.
It would inflict abyssal and brimstone flames on hit, and would have an extended reach, and infinite spin time.
Catastrophe and Cataclysm Counterweights (The Brothers Counterweight
Both of the brothers of Calamitias, as Counterweights, fittingly. Can be crafted together as one item at the tinkerers workshop. Both are sold by the skeleton merchant post moonlord for 5 platinum each, and cannot be used with any other yoyo.
Catastrophe Counterweight
On the first hit of the Eye of Calamity yoyo, a small Catastrophe Counterweight will emerge, orbiting around the YOYO, and not responding to enemy contact, therefore not doing any contact damage. Will spit out a bouncing brimstone fireball at nearby enemies when the YOYO hits an enemy.
Cataclysm Counterweight
On the first hit (Second if you have the Catastrophe Counterweight equipped), a Cataclysm Counterweight will emerge, also orbiting the YOYO, and dealing no contact damage as well as not responding to enemy contact. Whenever the YOYO hits an enemy, the mini cataclysm Counterweight will shoot a brimstone flamethrower at any nearby enemies. Cannot be used with any other YOYO.
the Phoenix Boomshark
Phoenix Blaster + boom stick + minishark and souls of light and night
if you hold down Left click it fires rapid normal bullets like the minishark but with more dmg per shot
if you press Right click(not auto-fire) it fires a spread of explosive bullets that also damages the player
reason: there's not enough shotguns in the game and also would be a great ranged choice for early hardmode aside the standard daedalus
also for people who only like guns it would be a great option
Any chance we could get a mod that just applies the old visual effects of maximum stress? Zerg Potion + Stress Illusions in the Underworld made things more interesting
accessory: The Bio-mechanical suit
Tooltip: Transforms you into a bio-Mechanical super soldier
what you need: You need all the expert mode materials from the mechanical bosses and all 3 souls from the mechanical bosses too
Upgrades as you progress, Starts by giving you 10 defense, Night vision, a slight buff to all offensive stats, slightly more flight, and a shield that can take up to 150 damage before breaking.
After the aquatic scourge fight you get enough light to be able to see good all the way to to third layer of the abyss, water breathing and it reduces pressure.
After Golem you regenerate quicker and will shoot a laser from your eyes that does 100 damage every 10 seconds at an enemy.
After The Moon Lord you get a significant buff to all the buffs and abilities you started out with.
After Providence your immune to lava and any fire base debuff (not abyssal flames) you will also get a significant speed buff.
After Polterghast you have enough light to see in layer 4 of the abyss and an increase of 20 defense and if you dash you can go through walls up to 9 tiles thick.
After Yharon you get a health boost and your flight time is increased.
When Supreme Calamitas is defeated and you take a lot of damage you get a buff that is some what stronger than yharim's stimulants.
Why? there should be more accessory's that upgrade as you progress and the mechanical mine cart is kind of underwhelming for expert mode.
StarGalaga (AKA. The Galagun)
Crafting: Requires a Starmada, a Lazinator, 50 Auric Ore and a Tactical Shotgun
Weapon: This weapon is the final Upgrade to the Star Cannon and fires a volley of Laser Stars and then 1 larger Star that explodes into more stars when it hits the enemy.
References: The name is a reference to Galaga on Arcade Machines, the sequel to Galaxian (also on Arcade Machines). And the Projectile is a reference to Asriel Dreemur's Star Blazing attack in Undertale
Why it should be added: While the Starmada may be cool and all. I kind of want MORE from the Star Cannon Upgrades (And also a Namco and another Undertale reference in it).
Stellar Ebullition: Indulge yourself in nuclear bubble bath. Crafted with 1 Effervescence, 1 Vortexpopper, 10 Cosmilite Bars, 3 Twisting Nether, and 50 Bubbles. Deals 245 damage. Left clicking will consume bullets and fire a mix of pink and blue bubbles, with pink bubbles firing 5 bullets that fire towards the cursor, and blue bullets explode into an even circle of 6 bullets (ranged damage). Right clicking consumes 10 mana every second to fire a barrage of giant bubbles that pass through tiles and explode upon contact with enemies or after 5 seconds, dealing damage in a large radius around them and inflicting Godslayer Inferno for 3 seconds (magic damage).
The bubble weapons are all really fun, and it would be neat to see a final upgrade to them later in the game that could also be another unique fusion of two classes. (Sprite hopefully coming soon.)
A simple suggestion, yet one that is very beneficial;
Make it so that EoC can drop crimson loot too, despite that your world is corruption, and vice versa
Reason: considering that you'd need both evils in your world, it makes sense to have EoC drop both kinds of loot then get simply corruption loot because your world is corruption, also cause my world generated improperly to where the evil island was gone and the only thing left of it was the chest, so yeah
Change the Heart Attack's sprite so that it looks more like a buff.
It's kind of confusing to see the icon.
Change Fabsol's Vodka's debuff sprite to have the purple background that other alcohols have instead of the current blue background, to fit together with those. It's also not a buff, since it's not cancelable, so it doesn't make sense for it to have a blue buff background.
Make summoners much more viable, favourite class to play but it feels lacking in terms of Survivability and variety of weapon choices, I would also say that the Worm Summoner weapons need better AI, especially in boss fights, the ammount of times its not bothered to attack anything on screen is funny
Make it so that for every player (except for the host) in multiplayer, the respawn timer is increased by 5 seconds while a boss is alive, getting reduced to 1 second for every player after the timer hits 60 seconds for respawn.
this would give some balance to multiplayer. and also because me and my friends defeated the perforators for our first boss due to respawning before everyone dies
Despawn the perforators/hive mind when far away
Add backstory for the Armored diver whose gear we find scattered in the abyss.
Edit 1: Can possibly be in one of the abyss chests or have a rare chance to drop from enemies there.
Edit 2: or in the wiki.
Edit 3:
This would add more lore to the abyss itself aside from the little hints we get here and there AND it adds a new character into the mix.
If you somehow attract DS into wet world or however its called he should despawn and AS should spawn
it would fit lore wise and it would also be a nice detail
Allow most crimson drops to be made with crimtane bars , and most corruption drops made with demonite bars
Second, allow 2 crimtane bars to be crafted into 1 demonite bar/2 demonite bars into 1 crimtane bar
So regardless of world type or any mishaps in world generation, youll be able to make either biomes items.
Ya know how when the calamity biome was first added ( a long time ago) cloneamitas dropped an item that spawned the calamity biome in to the world? Well can we get one for the new Sunken Seas biome? It would drop from the Desert Scourge as that is the boss you are intended to access the biome after.
: some people have put a lot of work into their old worlds and do not want to make a new world like myself and my friends in my multiplayer world
the player should also be able to fish up crates of ores, so that mining may not be such a tedious task. these ore crates should scale similarly to how ore slimes spawn. X slime and X crate spawns after a certain boss (this should apply to calamity based ores)
The Dark Sun Ring, as it stands, has stats that are inferior to almost every other general stat upgrade in almost every respect, being outclassed by the celestial shell of all things. I propose that the ring become something else entirely-- another way to fly close to the sun, to dance on the knife's edge!
The Dark Sun ring would continue to apply the same buffs it does now, if slightly weaker, but with a catch. While the player is under 30% hp, the boost the ring applies slowly boosts (with 10% or less boosting the stats even faster). It would cap out at around twice the boosts given now, which would take about 20 seconds of sustained dangling-off-a-cliff-by-the-pinky-toe badassery. With the full buff, an additional effect occurs-- you constantly cause homing, explosive dark energy beams to rain down on you from the sky to damage your foes. When you start going above 30% hp, the applied buff slowly goes away, and on top of that, if you ever hit 75%, the bonus goes down to its base level immediately. For the real daredevils, the ones whose nohits are hindered by having to drag their absolutely enormous balls around, you can press a hotkey to activate its secondary effect-- namely, it rapidly burns your HP away until it's at just under 30% of its maximum and continues to cap it at that level through DoT until the hotkey is pressed again to deactivate it. This helps you stay at the level necessary to keep that buff going. Just be careful not to get hit.
Shine on, you crazy alabaster armaments, be the glass cannon your momma always wanted you to be.
Note that all values given are subject to tweaking, and it doesn't have to be a binary "it's either boosting or draining"-- you could very well make a range where the boost neither goes up nor down.
Idea for a post moon lord ranger weapon called the snowstorm cannon. Ammo would be snow balls and the crafting recipe would be 2 snowball cannons , 1 snowman cannon, 5 luminite bars 5 cores of eleum 15 frigid bars and 1 core of calamity it would be fun to make its fire rate really high.
Nerf Marnite Obliterator's damage
It's a really efficient melee weapon early on for very low resource cost, just 12 gold ore and finding a granite and marble biome. probably just decrease the damage by 1 or 2 points.
Make Silva Armour require a small amount of Tenebris or Planty Mush to craft
Tarragon, Bloodflare, and God Slayer armour all require something thematically fitting to the source of the armour to craft (Divine Geodes for Tarragon, Ruinous Souls for Bloodflare, and Cosmilite for God Slayer) but Silva armour doesn't have anything related to Silva herself at all, and making armour related to her out of a bunch of unrelated boss drops and some lead doesn't really make sense.
While this would be a minor change I think it would make the recipe make a bit more sense in the context of the lore (Silva being dropped into the Abyss is what caused Planty Mush and Tenebris to grow) while not making Silva any harder to actually craft.
There should be a reference to the Voxel MMORPG known as Trove as a Vanity
Maybe a nod to the Vanguardian (One of the HARDEST Classes to craft in the game and is the most recent Class in Trove)
Its design should probably be the Paragon of the Past (A costume for the Vanguardian in Trove) with some tweaks to the palette to look more shaded.
The Tooltip should be 'Perhaps you have invested on this for the sake of your time' (As a reference to how the Vanguardian can be bought in the ingame Trove Store and that you have to spend almost 2 months making the Class)
The VFX should be a Windtunnel effect when you use your Wings or walk/run if you have both the Boots and the Suit equipped (as a reference to the Windtunnel Item in Trove)
The set should drop from Goodie Bags in Halloween
A reason I want a Halloween Vanity that's a reference to an underrated MMO is that there's a lack of Halloween content in Calamity and that there should be at least some Halloween costumes that are references to certain media (like a Game or Book)
Change the music mod/addon to be "Client" (side) or "NoSync" for side in build.txt so that you can choose whether to run the music mod or not as a player and not have to have everyone on the server run it.
Give us Crawler Pets. These son's of bitches are way too fuckin' cute and pure to not be pets, we need them. Lookit this adorable lil bastard.
http://prntscr.com/muikt6
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Make an actual changelog for every update, preferably in a document, which is posted in #changelogs when the update is released. The changelog could be developed along the normal #changelogs to list more specifically what the change does.
Wouldn't have to list every little single bugfix or nerf, just the changes that are large enough to notice. The ones a normal player would bother to take a look at in game.
For example instead of reading "Added 8 patreon items" the log could read "Added 8 patreon items, namely The Pack, Normality Reactor.." e.t.c.
This would make it a lot easier to document all the changes on the wiki, and would make it a lot easier for people that want to experience all the new content to find everything that is new. It'd be more organized, basically.
An item that shows all of your modifiers after all the calculations. Since calamity had soft caps on a lot of things, it'd be very beneficial to have an item that lists all of your final modifiers (from armor, accessories and buffs) to each damage type damage, crit, armor, damage reduction, armor penetration etc.
It could be like the items that show your proficiency and bonuses, simply have a list of all your final modifiers in its description. Alternatively, it could send them to chat perhaps?
A unique rogue weapon suggestion, inspired by a meme suggestion. How fun. 
https://docs.google.com/document/d/1btAP5veDCFE6neReB5IDbEuVe7cH9N9VrTy_WWJkBAE/edit?usp=drivesdk
All-star Mode
Dropped by the final boss in the Boss Rush
This mode is a slightly different event where all bosses spawn naturally in the same way as normal enemies, and they all have their boss rush stats
Multiple of the same boss can appear at once (with the exception of SCal, Yharon and maybe DoG), and as many as 3 of each can appear at once
The bosses drop loot normally and are affected by Armageddon and Defiled
The event lasts until the player dies and carrys over between sessions (leaving the world does not cancel it)
: This is an easy way to grind for loot from across the game once you've done everything else (there may not be a need for any of it but maybe you're just a collector), plus it'd be a fun challenge to see how long you last
Zero-Gravity Potion
Allows you to control gravity, lowers your falling speed and negates fall damage. Does not allow for manually-controlled lower falling speed like Featherfall does (however, this is counteracted by no fall damage).
🛠 Crafting = Gravitation Potion, Featherfall Potion, Obsidian, Moonglow, Deathweed, Fireblossom @ Alchemy Table
Make the ninja and fossil armor compatible with the rogue class
The ninja and fossil armor are better for damage than the calamity rogue armors of the same tier so it's very annoying to not be able to use the armor even though rogue and throwing are basically the same class
I feel like an auric knight miniboss would be cool. It would spawn in the jungle post-yharon, and it would not only try to ram you or slash at you with its sword, but it would also have certain mechanical attacks, due to draedon enhancing its armor. I think it would be a decent addition not only because there aren’t many enemies to fight post yharon, but because it would prove that yharim still has supporters, despite almost everyone hating him
Change back blue siren heart look with the longer horns and different hair style
Mini boss
Name: The Goliath Crasher
Spawn location: Jungle
When: After the MoonLord is defeated
Attacks: It will jump into the air and spin around, shooting poisonous spikes from its shell. It will also try to ram into the player and summon smaller versions of itself.
Contact damage: 300
Poisonous spike damage: 90 + a buffed poison debuff.
Minion contact damage: 100
Description: Its a giant Snapping turtle with a mix of a little bit of crocodile. It will look brown and muddy and have black spikes on its shell.
Lore:These gigantic creatures didn't always live here, they used to live in the now called Sulphurous Sea. When that ocean started to be polluted and flooded with bodies from the tyrants conquest, these creatures instead of adapting or going extinct, They left the changing sea in search of a new home. They settled in the lush and wet jungles and didn't just survived there but thrived and easily rose to become one of the jungles top predators.
Drops: Turtle egg (pet), Omega Shells, The Teraurtle Blade , The Shell Tome, The Shell Splinter shooter The Shellreder and The Crashers Clash Staff.
The Goliath Armor set bonus: While in water your movement is greatly enhanced and you will have a boost to all offensive stats which will last a short time out of water. While out of water your defense is increased by 20, you will do damage to enemies that hit you which will also get a buffed poison debuff. You will have the ability to launch your self in the air that does 2000 damage to an enemy if you it one by doing the same thing you would need to do to dash.
Helmet recipe: 2 Omega Shells, The Turtle helmet, 10 solar fragments, 2 bars of life, 20 luminite and 10 chlorophyte bars.
Chestplate recipe: 4 Omega Shells, 20 solar fragments, the Turtle Chestplate, 4 Bars of Life, 20 Luminite, 15 chlorophyte bars and a Giant Tortoise Shell.
Leggings recipe: 3 Omega Shells, 15 solar fragments, 20 luminite, The Turtle Leggings, 3 bars of life and 12 chlorophyte bars.
Suggestion:
Add a potion that, on use, would:
- Slowly give you rage every second until its full (slower than fully-upgraded adrenaline, faster than adrenaline upgraded 2/3 of the way).
- Entirely remove the amount of Rage the player already has beforehand to balance with the above.
It should cancel this effect once Rage is :
- Maxed out.
- Upon taking a hit. (If the player is hit during the effect, Rage should stay where its progress was instead of resetting to 0.)
(This debuff should end once the effect is canceled, not upon use of Rage if its fully charged)
This is to prevent it from being extremely overpowered and is a tradeoff when comparing it to Draedon's heart. If it's still too much, there could be a negative effect along with it that decreases damage the player can deal, contribute to the alcohol poisoning counter, or reducing life regen during the effect .
Craftability and Place in Game
Should be post-Yharon tier and require yharon soul fragments, making it expensive enough to require fighting Yharon once or twice to craft. This should not be too expensive where it's too annoying to farm for, however. Additionally, requiring it to use Auric Ore may be finnicky since that means you will be limited in supply, I would rather not have it included. Otherwise, its crafting is decidable upon the dev team if they choose to.
Reasoning:
- Adds to the mix of Calamity potions.
- There are only two items in the game related to Rage-gain
- If a player does not want to give up an accessory for Draedon's Heart towards end-game, it gives them a sort of side option with its own ups and downs.
- Aligned near the intended tier of Boss Rush, giving players and nohitters alike a QoL addition.
- Would help players not need to download extra mods to have Rage more quickly before bossfights and events, minimizing chances of OutOfMemory instances (and helps remove the worry of certain nohitters of third-party sources of Rage-gaining).
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Change the star to a upvote
Weapon: Confusing Magenta Gem
Damage Type: Magic
Damage Number: 70
Design: Looks like a shiny magenta hexagon with small black ripples in it
Left Click Attack: A Photonegative Aura surrounds you and the Aura grows, then the aura distorts like TV Static and then damages the enemies around you with a unique Debuff called "Delusional" that makes the enemy stand stationary, giving you the chance to attack
Right Click Attack: Smaller versions of the weapon are fired with an after-effect. If the projectile hits the enemy, the enemy gets knocked back and then gets one debuff that isn't in their immunities then is dealed a decent amount of Damage
Tooltip: 'An unsettling sound emanates from it'
Drop: It rarely drops from Astrum Deus in Expert Mode
Reference: It is a reference to the 2017 platformer Sonic Mania by Sega, which the Magenta Gem is called the Phantom Ruby in the game
https://media.discordapp.net/attachments/376912060166176768/554077448543666212/GD_Phantom_Ruby.png?width=20&height=20
Missing Item
Call one of the devs
Missing Item is a 1% chance drop from The Eye Of Cthulu while in Hell, during reveangance mode, after the ravager has been defeated for the first time.
Missing item is a Pink and Black missing texture grid. When used as an accessory, the entire player will become a similsr pink/black grid. They can move through solid two block walls, but have no control of it, and automatically fall through platforms.
Weapon Idea
Lunatic Cultist special drops.
We already have the eidolon staff, which is for mages, so I was wondering if we could have more weapons dropped from it that represent either the main classes or the moon pillars? I think it would be fun, and it would add more reasons to fight the cultist
Chi Altar: hardmode utility block crafted from 5 of each mech boss souls, 1 soul of light and night, 10 ashes of calamitous, and 8 hallowed bars. Allows the transmutation of weapon proficiency. Example: you sacrifice 3000 ranged weapon proficiency you have to gain 1000 melee proficiency, and vice versa provided that you have enough. Ratio of exchange is 1 point gained for every 3 points spent
Sea Prism Stone
building block styled after sea prism and gemspark blocks
: sea prism seems like a gem and a block would be nice
please make eutrophic sand walls count for housing
the new biome stuff looks so good but i cant make a proper house out of it due to it not functioning like other walls
The Oasis, a HM Last Prism weapon. It's much, much shorter range, lower damage, and the beam doesn't do the converging thing, but the beams are just the most gorgeous shade of turquoise so it totally makes up for it. Made with Sea Prism, Navystone, Souls of Light and Souls of Sight. The Sunken Sea is too good to lose relevance, and the idea of a pre-ml prism weapon is one that has potential.
With the new biome you might want to update the desert scourges lore to explain why he doesn’t go there for water
Unless you did and I’m stupid
Make a way as the summoner to attack passive enemies
Add the remaining lore for King Slime and Post Moon-Lord bosses, it pains me to not get dropped knowledge on my head.
remake and rename the mirror blade.
reason
:this is the only post-sentinel melee weapon, and the only post-moonlord melee weapon which could be effective when used on polterghast.
the others can work, but are either extraordinarily slow or require facetank combined with adrenaline, not a very sensible strategy.
maybe make it not use mana, and the 'projectile' completely stationary, like an 'air mine' that waits for things to collide into it.
as for the name change...
this is a weapon from the time when the void was a mirror, since then it has been changed to actually resemble a void.
rename it the voidblade, or something better.
make all the music boxes play when its in your inventory, and right click like opening a treasure bag to toggle on/off.
All the calamity musics are really enjoyable, and music boxes definitely deserves more attention. Making this feature a thing will make you able to listen to the musics anywhere without using up a slot or getting the slot using cheat sheet, it is also more convenient since even cheat sheet can only store 6 music boxes at once, with this feature, you will be able to listen to whatever you want without(almost) any cost.
Make the rage potion give you rage when holding a summon weapon please read all of this
make the potion give 20 rage a second, meaning 8 minutes 20 seconds to fill rage up completely while the potion itself lasts only 4 minutes
with a couple nerfs so it's not OP:
- It's reduced to 10 rage a second when heart of darkness is equipped (total of 45/sec, 3 minutes 40 seconds to fill up rage) and 5 when draedon's heart is equipped (total of 65/sec, 2 minutes 30 seconds).
- this doesn't apply when supreme calamitas is alive in the world
- this only applies when holding a summon weapon
reasons: - Summons dont do crits, making the potion completely useless to summoners without this suggestion
- Rage potion, it's in the name
- another way to gain rage
- other classes can do this too when holding a summon weapon, though not viable
some arguments i've seen about this:
-well why not just get potion of darkness from alchemistnpc? well, simply because a lot of people think the mod is really overpowered, including myself, and the potion is really overpowered itself.
-"but this is op" I've tried to nerf it as much as i can so it's not a carry, or a viable strategy against some bosses, but a small help anywhere
-Why not just make it give more damage to summon? this is not my intention, as in it's not what i want
-can't you spam rage on bosses with this? at most, this will help you fill up rage once in a fight and it's only when holding a summon weapon, when usually it's a rod of discord that is held
also draedon's heart and heart of darkness don't stack.
(True) Rage Staff
Use your rage as a catalyst!
Reveangance post moonlord mage weapon, crafted with every chaotic element.
Shoots a beam of pure rage, incinerating anything in its path. Inflicts every flame debuff. (On fire! Frostburn, Cursed Flames, Brimstone Flames. [Upgraded version also inflicts God Slayer inferno, Abyssal Flames, and plague.])
Instead of mana, the Rage Staff uses your rage meter as a form of energy, and when that runs out, uses life. Damage dealt by the beam to yourself does not cause rage gain.
Upgrade is post D.O.G.
Enemy Suggestion
Ancient Lobster
Location: Sunken Sea
Attacks: Claws and Raming
Behavior: Is passive at first but will become hostile when approached and will use its claws to attack, but if you get to far away it will swim towards you and ram you. It can also go on land like a crab
Drops: 60 silver, Lobster carcass(30%)
Note: Lobster Carcass can be used to cook up a nice meal with a bucket of water and a cooking pot.
Once done you get Maine Lobster which grants you a greater chance not to be targeted by sea creatures
The Brothers in the Calamitas fight are a real threat-- they're unique enemies to face, and they add to the fight. During the Supreme Calamitas fight, however, they're... well, lackluster is an understatement. They use the exact same attacks as SCal except at a far lower frequency, and both of them die like a bitch as you shoot them in the corners of your screen they stay in. Why not add a little somethin somethin to that part of the fight? In the new brothers phase, Scal goes stationary and does not fire, instead opting for the brothers to do their work. See the attached document-- it's something to behold.
https://docs.google.com/document/d/1bqJWAJccD55WfFZV25wNLnHFODo8ZUWdeNK0U6_odk8/edit?usp=sharing
Supreme Cataclysm would remain in his corners, switching between them every 5 seconds. He would cause fairly wide vertical areas of the arena centered on the targeted player to glow/emit particles for a fair period of time before a storm of abyssal souls shot up and down in ...
Voidcrusher.
320 damage(melee)
Slow speed(35)
❔A hammer-shaped melee weapon that, on swing, creates a large projectile that homes and pierces similar to the razorblade typhoon, rapidly dealing damage once locking onto an enemy, though the projectile is much slower while traveling and sticks rather than bounces around the target.
Before sticking onto an enemy, the projectile will rapidly shoot short-distanced , low-damaging projectiles that home into enemies.
🛠 dark plasma, galactic singularity x5, ancient crusher.
projectile melee users, especially those who don’t follow one of the main upgrade lines or use the terratomere line, lack of anything usable to use post-sentinels; the mirror blade is too weak to be used against polterghast, and no other projectile melee weapon exist in that tier.
Cross-compatibility with Chad's Furniture mod -- it'd be cool to have some Collectible Inaction Figures of Calamity bosses as well as trophies.
in Revengeance/Death Damage over time De-buffs should give you rage. For example when you have posion you should get 5 rage every tick of posion damage. since rage got nerfed recently i think this could be at least slightly useful.
D.O.G Worm scarf?
Lunatic cultist is WAY too easy! Unless it’s made this way so speed running it is easier, it seems very out of place being far easier than all post Calamitas bosses. After I beat plantera I was stuck on leviathan so beat lunatic cultist with a lion fish (for bragging rights) and then just used the fragments to beat hardmode
Let the sharpening station be purchasable from the merchant once hardmode starts.
Its just really dumb how this is the only non purchasable buff thing and would be a nice quality of life change
Buff Sharpened to bypass 5% of enemy DR
Ranger gets ammo consumption reduction, useful for high firerate weapons and generally saves on resources.
Mage gets mana usage reduction, giving them just a few more attacks to use at full power before having to wait/deal with mana sickness.
Summoner gets another minion slot.
Melee's buff station? Gives them a whopping 4 armor pen which translates to a whole 2 more DPS. This would make the Sharpening Station worth one's time by providing an actual benefit.
Like Buckle said, Lunatic Cultist should receive a buff and reclaim his place from vanilla as an actual boss. Here's how I think that should be done.
Make the ice attack (the main part, not the shards) weakly home
Allow a Phantasm Dragon to appear even if one is already active, and give the Cultist a new attack where he summons a swarm of Ancient Visions
Make him gradually get BoC illusions over time, starting at 50% HP
: LC is so easy nobody even calls it a boss anymore, and I believe that should be fixed
Cataclynger-- a Cataclysm-themed crag enemy that works like a clinger (hence the segments on the left side of the sprite for when he s t r e t c h to get to you). Every so often, it will shoot one brimstone blast and two brimstone bolts (like the Brimstone Elemental) in a very narrow spread, with the bolts moving at around half the speed of the blast. Why? Well, I think it's a shame clinger enemies get no love in this mod, and the cataclysm aesthetic is severely underused, plus the crags could use a representation of just how twisted that part of hell has become, with even the ground itself spawning maws to snap up anything around them.
Make Eidolon Staff projectiles have less particles or despawn after a few seconds.
The amount of lag this weapon causes is insane, try to use it in the nebula pillar with zerg potion and your pc will suffer.
Weapon: Astrobuoy
Drops from: Astrum Deus
Damage: 100
Damage Type: Melee
Attack 1 (M1): You fire a flail-like Space Buoy at the enemy, if it hits the enemy, a small explosion occurs that looks like a Supernova
Attack 2 (M2): You have a bunch of Space Buoys surrounding you, defending you from weaker enemies that aren't Bosses. If you release M2, all of them launch from the direction you're facing.
References: The name is a reference to the Manga/Cartoon/Movie "Astroboy", but the M2 is a reference to Wood Man's Leaf Shield from Mega Man 2
Reduce all three of the guardian minion buffs into 1, possibly also making burned out part of that (seeing as canceling the buff does nothing without unequipping)
having them all as three separate buffs causes the buff limit to be reached much more often if you’re using a lot of potions, sometimes causing certain potions to be more or less thrown away because of them being pushed out by other debuffs or buffs
Fishing Poles: I feel like calamity is lacking in this area, and with its various aquatic areas, this could potentially be a really interesting feature, so here's a few ideas I've compiled. Let me know if you have any more.
https://docs.google.com/document/d/1TsnjVyYY6J1bU0SvuPyTzE5EeB8A8OEIJuneJX0ycu4/edit?usp=sharing
The above suggestion was right in one thing, saying that Calamity is lacking in fishing poles... but it lacks even more in actual fishing itself.
The attached document contains ideas for food, weapons, items, fish, quest fish and crates, designed to make fishing more worthwhile and enjoyable with the wide potential Calamity gives it.
https://docs.google.com/document/d/16NBI5S98g3E9_GH1Eeq4tjqaCyT_8uDEOkEWWX6u7qE/edit?usp=sharing
Rod Of Anarchy:
Crafted from A rod Of Discord, 5 Calamitous Essence, and 3 Yharon's Soul Fragments
Functions the same as the classic RoD but does not inflict chaos state (Would still sumon adult Eidolon though). For obvious reasons this would be unusable during bosses, or would apply Chaos State if used when a boss is alive.
: Teleporting is fun as all hell. Plus, at this point in the game, especially, the player can maneuver the world in a very short amount of time as it is, so this would make that easier and, to an extent, more fun. Obviously it wouldn't work this way while a boss is still alive so you can't just cheese-grind for everything in the game, or cheese any future bosses added to the mod.
when hive mind spawns npcs, it spawns them right where it is but the player is already targeting hive mind so they just kinda die instantly so they are useless. it would be better if the eater of souls and devourers that hive mind spawns just kinda spawn somewhere random offscreen
To suggestion above, they could also get a short time of immunity frames ( 1-2 seconds) after spawning from the hive mind instead of spawning offscreen.
Prism Torch
Crafted with: 3 Torches + 1 Prism Shard
Since naturally grown or placed Prism Shards do not count towards a light source for housing, you have to use a different torch or light source. A torch using Prism Shards could help fit the aesthetic of the Sunken Sea for people building around the theme of the biome.
Make an early game Summoner sentry weapon out of materials from the sunken sea. Make the sentry look like a clam that shoots bubbles upwards.
The Teleportation Potion shouldn't be able to teleport you into the abyss since it's basically certain death when unprepared, especially at levels 3 and 4 where the breath loss and pressure can kill you in 2 seconds
I think it would be cool if we were able to change the order of the boss rush or be able to set the order to random.
( my sprite's bad ) Sludge Potion, Recipe: Murky Sludge x2 + Swiftness Potion in Alchemy Table, reduces movement speed by 15%, although the effects are mostly negative to the player this is a buff meaning the player can get rid of it any time. Can be used for supreme calamitas or other things that you can't just use celestrial tracer speed for. 4m duration
Make it actually useful to go deep into the sunken seas biome
Because you can get just about everything you need by just going less then 20% into the biome. This wastes a ton of the biomes potential. I understand the biome just came out so im assuming there are plans for it in the future but here are a couple of my suggestion of how to make going deeper into the biome of use
- Move all of the Sea Prism "cores" down to the much deeper parts of the place to make you have to explore more of it to find them.
- add loot chests scattered throughout like the shadow chests in the abyss. (could be locked or not, maybe a mixture of locked and unlocked so you can explore now and later)
- Make the large clam only spawn deeper in the biome.
- add a new ore like item that one spawns in each of the sea prism "cores". You would need 1 for each weapon or armor piece you want to make from sunken sea loot. (to prevent there only being a limited amount of this ore in the world. Large clams would have a 50% chance to drop 1-3 of it, 100% to drop 2-5 in hardmode)
- Add some enemies that drop materials/weapons in the deeper portions.
Minion Attention Catcher
Makes your minions more focused
Pre-Hardmode Tool
While holding this item, minion stats like how fast they move, damage, knockback etc. are slightly boosted. Stat boosts while holding this item will increase upon defeating WoF, and once again upon defeating Moon Lord.
While Left-Clicking with this item in your hand, your minions and sentries will aggressively attack the cursor, flying/moving over to it and trying to attack it, as if it was an enemy.
Dropped from the Desert Scourge at a chance of about 10%.
Reason for this suggestion: One of a Summoner's biggest weaknesses throughout the game is that occasionally, especially with minions that fly through blocks, the player's minion will decide to attack something off-screen. Also, Summoners have no way to decide where your minions attack, except for maybe right-clicking with a Summon weapon in hand, and admittedly, this method isn't very good and more times than not just doesn't work from my experience.
Make modded beds count as valid ‘chairs’
Cause vanilla beds do, why not modded beds?
Make SCal say something different in boss rush then in her normal fight
Make Prism Shards not grow on the wrong side of hammered Sea Prism blocks, or just don’t make them grow on hammered blocks.
Weapon Name: Gauntlet of the Phantom Lord
Crafting Recipe: Empty Gauntlet (Drops rarely from DoG or Bumblebirb in Revengeance Mode) and the Confusing Magenta Gem (Drops rarely from Astrum Deus in any mode)
First Attack (M1): Do the first attack from the Confusing Magenta Gem. But it becomes stronger and deals more damage and inflicts more debuffs to the enemy and has a NEW debuff instead of Delusional... Phantom Fear, which makes the enemies attempt to run away from you, but they end up getting pulled towards you, letting you deal the final blow
Second Attack (M2): Instead of Projectiles, it's a volley Black and Violet Lightning striking at any part of the Cursor (the Lightning comes from the Sky) and behaves similar to the Mjonir from Thorium but much stronger. the Lightning inflicts the Phantom Fear Debuff and deals FATAL damage
Reason: I simply want to see what happens if the Confusing Magenta Gem got a MASSIVE upgrade with a badass M2. I'll make both the Debuffs of the Magenta Gem AND the Gauntlet of the Phantom Lord
Reference: the Gauntlet is similar to the Mjonir from Thorium, but with a more calamity-like twist
Slime God rematch- add two more slimes- one to represent the profaned biomes (hallow and underworld) and another to represent the planetoids and astral infection, to the slime god fight post moonlord to go with the corruption and crimson enemies.
Slime God is an oddity. He’s often skipped until post WoF, and then he’s left in the dust by other bosses. Many other bosses in the mod also get buffs, such as ravager and brimstone elemental. Slime God could use a new time to shine, and this could be just that for it.
make Crabulon spawns on top of you instead of anywhere near you when it “approaches” in death mode
: look at the images.
make bosses not deal contact damage for 5 ( or 3 ) seconds after spawn, beacause they can deal unfair damage when they spawn right above you or even waste one spawner if the player decides to use armageddon mode.
Ailing Arrow
Post-Golem Arrow
Homing arrows that explode with a small AoE, inflicting Plague. Upon hitting an enemy, it will jump to the next closest enemy, similarly to Crystal Darts. Only the first hit has the Plague AoE.
Crafted at a Hardmode Anvil with 200 Hellfire Arrows and 1 Plague Cell Canister.
Reason for this suggestion: More ammo options for bows that are useful for Post-Golem bosses.
Bloodlust Bolt - Polterghast-Tier Rogue Weapon
❔ = An arrow that bounces between enemies rapidly, inflicting Burning Blood and Abyssal Flames on hit. You must keep it equipped and hold down left-click for it to work.
🛠 = Bloodflare Arrows, Bloodstone, Ruinous Souls @ a Mythril Anvil
Heat-Seeking Quiver - HM Accessory
❔ = A quiver accessory that makes all your arrows bounce between enemies and fixes their pierce cap at 3. Each bounce, it does less damage. On the final bounce, its usual effects are buffed, e.g. larger explosions/longer debuffs. Does not affect Heavenly Gale or Drataliornus.
🛠 = Dropped after using and defeating Draedon's Remote.
Bartender's Glove: Sold by the Drunk Princess after Plantera is defeated. When used, it will throw any potion in the players inventory, with each one having a different effect. The glove itself deals 40 damage and the potions deal 30 damage.
https://docs.google.com/document/d/1arag-zIM25d75-xfvb7-yETlo4-T3cY679Y06nLYW4E/edit?usp=sharing
Some Flail Suggestions, for quality of life.
Crafting Recipes - Because RNG always has the potential to screw you over.
Blue Moon - Victide Bars, Waterbolt, Chains, Bones @ an Anvil
Sunfury - Blue Moon, Hellstone, Bucket of Lava @ an Anvil
Flail Changes - Because these flails aren't very powerful (Ball o' Fugu much?).
Blue Moon - Occasionally shoots waterbolt projectiles on use.
Sunfury - Occasionally shoots homing fireballs on use.
Duality - "Day and night, bright and quiet." - HM Flail
An upgrade of the Sunfury, Blue Moon and Dao of Pow . On use, the Sunfury comes out and will hit enemies multiple times, inflicting On Fire!, and occasionally shooting homing fireballs. When it reaches the end of its swing, the Blue Moon comes out, and will inflict Temporal Sadness, as well as occasionally shooting waterbolt bolts. After this, the Dao of Pow comes out, confusing enemies on hit. This loops, as it autoswings.
Created: Sunfury, Blue Moon, Dao of Pow, Souls of Light, Souls of Night @ a Mythril Anvil
Credit: @bold coral for crafting/changes ideas and refining the Duality suggestion
Increase power of Serpentine, the spell tome that drops from Sea Serpents in Hardmode Sunken Sea. It has a lower DPS than some pre-hardmode weapons like the Black Anurian or Abyssal Tome and uses more Mana too
Make Calamitas’ in-game dialogue dark red instead of orange.
In multiplayer make proficiency level ups say which players theyre for, maybe like "Steve's ranged weapon proficiency has leveled up"
:Multiplayer is a thing in terraria and people get confused on who leveled up or not
Toxic Goggles
What it is: A mount similar to the Bee Mount, but WAAY better, and looks like a Plaguebringer Goliath. Occasionally shoots Plague Missiles when pressing a Hotkey.
Limited Flight (Time is up to the devs)
How do you get it: Drops off of Plaguebringer Goliath.
: Calamity doesn't have enough mounts.
buff the cursed capper's damage from 24 to 28, it does way too little damage even for pre-cryogen and is easily skippable. even though the cursed flames is nice it does not compensate for the horrible damage this has, which hits up to 500 dps with proper pre-cryogen gear and potions, while other pre-cryogen ranged weapons can reach 800 or more
I guess this can't even be called quality of life, but: is it possible to have the Devourer's theme properly loop? Maybe splitting the first few seconds from the rest of the theme and have that play only once in the beginning of the fight while the rest is looped as it was meant to do?
Anti-Gravity Quiver - hardmode archery accessory
❔ = Makes arrows go in a straight line instead of arcing, kinda like jester arrows. the arrows are destroyed after 15 seconds incase there's any bow that doesn't do that and lags the game.
🛠 = 3 gravitation potions, 2 archery potions, magic quiver and 200 jester arrows @ mythril/orichalcum anvil
Moon Quiver - post-moonlord archery accessory, an upgrade to the above
❔ = Effects of the Anti-Gravity Quiver, however this time it increases arrow damage and speed.
🛠 Anti-Gravity Quiver and Gravity Globe @ ancient manipulator
thought the gravity globe needed an actual use other than whatever its used for (nothing)
Make Crabulon drop mushrooms (the orange ones).
Mushrooms are an ass to farm and required for a lot of potions that you need to chuck tons. Having a reliable source for them would be nice.
Add a visual indicator to show if Death, Armageddon or Defiled is active upon joining a multiplayer world. Alternatively, a small icon to indicate it next to the Rage / Adrenaline bars could be useful.
It can get really annoying not knowing if bosses are much harder, and having to find a demon altar just to make your wings work is sometimes a nuisance
Maybe make the Wulfrum tools (the pickaxe and axe) be less broken. It literally has slow pickaxe/axe power yet mines faster than Crimstone Pickaxe and Crimstone Axe.
Rage/Adrenaline Meter Visuals
Alrighty, I'm sure enough people have complained about the update for them by now. Time to fix that!
Make the visuals on the bar container for Rage/Adrenaline changeable. Maybe something like just clicking on each respective one toggles from the new style to the old, and this opens up the possibility for more textures.
Why? I think a lot of people don't particularly like the newer sprites for Rev+ stat bars, but want to play the later versions of the game. This allows for players who like and players who dislike the visuals
to change the Rage and Adrenaline. Also it's just a nifty reference for nostalgic players.
The aquashard shotgun needs a buff pretty badly. The boomstick, one of it's components, will deal 110-120 DPS to a target at point-blank, with musket balls. Obviously, you won't always be hitting point-blank, but it shoots four bullets so assuming at least one hits with every shot, you've got around 30 DPS. The aquashard shotgun will only be getting around 75 DPS against a single target at point blank. Even worse, it shoots fewer projectiles, at a lower velocity, with each projectile dealing less damage. While the aquashard's projectile splitting mechanic can be interesting, the shards usually miss, and even when they hit they deal negligible damage and knockback. This gun is nearly a straight downgrade to the boomstick. I propose it be guaranteed to fire three shards with every shot, compared to 2-3 shards now, and have it's base damage buffed from it's current value of 12 to 18 or 20
Make crystal that shoots holy ray in Providence fight glow or something. A Giant yellow laser coming out of a grey crystal doesn’t look as good as if it glowed.
Two non weapon combat items: Rage Rod and Taunting Cloth.
The Rage Rod allows you to build rage without taking damage, but you cannot move while using it. Obviously only acquirable in Revengeance, and would be quite hard to get. The rage build rate would be fairly slow, and using it inflicts a debuff that prevents you from gaining heart attack or using the rage boost temporarily.
The taunt cloth is a similar item, but builds adrenaline. Post DoG.
Provided these were decently balanced, they could add some variety to how rage and Adrenaline are utilized in combat, and help with repeat boss attempts.
oh well i posted this on #suggestions-discussion days ago but didn't post here until now
Astral Wings.
-118 Flight time
-average horizontal and vertical speed
-Made with 100 Stardust and 20 souls of flight
: Calamity doesn't add any pre-Cryogen wings (yeah you can just use the vanilla wings but that's boring) and there aren't any astral themed wings
Providence should once again become invulnerable while her guardians are alive.
: Hitting her healer guardian is impossible without a piercing weapon, which restricts your item choice and potentially allows it to heal a lot more than it should. Also, the guardian with the full ring does pretty much nothing, so you can just leave it alive so her attacks keep their guardian phase slowness.
Polterghast tier yoyo to fill the gap between providence and dog
Posted this awhile ago but it bothers me that the pearl of enthrallment is the only minion accessory from HoE that doesn’t spawn a real minion like the rest once again you get an army of real looking minion and this fake water clone in the middle, can you at least give people options for it to look real
Just please remove the whole first phase of Hive Mind or at least change it to be less boring/take less time, I dunno if it's because I'm playing summoner but this shit takes forever to get to the actual fight part. He just sits there and soaks damage while I wait around and hold LMB on him, there's not even a challenge on Death Mode in this phase.
Drowning - Debuff
Your lungs are filled with water
While afflicted with Drowning, enemies lose health quickly and turn pale blue. Does not affect aquatic enemies/bosses.
= This debuff would replace Silva Stun on Sunken Sea weapons, as having an ocean-themed debuff for ocean-themed weapons makes more sense than giving Silva Stun to the current weapons simply because "they're heavy-hitting" or similar reasons.
Rusty Mace - Post-Plantera Flail
Dropped by Rusty Armored Bones. On use, throws a mace in a long, high arc, returning when it hits the ground and hitting enemies along the way. Pierces infinitely. When it hits an enemy, inflicts Silva Stun for 0.25s. When it hits a player, inflicts Silva Stun for 0.25s and Bleeding for 2s.
= Rusty Armored Bones and Dungeon enemies in general could use an extra weapon, seeing as the Keybrand is practically always obsolete when obtained and other Dungeon weapons are fodder for future upgrades.
Rather short, but maybe someway to fight lunatic without summoning the pillars
the pillars kinda get in the way, and if i destroy them I need to then beat Steve and at that point it's just a hassle... yeah i get this is just qol but yeah.
Make a pet version of the hermit crab
Thats literally it
Why not add Placeable bars. You know how you can place bars in vanilla terraria, i think it would be cool if you guys did the same for the calamity bars
Add Wulfrum Bricks that can be crafted with 5 Wulfrum Shards in a Furnace, since Wulfrum needs a different use other than being a noob tier set for any Class.
Change the weights for Provi's shield vs wings drop
You need both in order to craft both the Elysian Tracers and the Rampart of Deities.
Right now, if you fight Providence in the underworld, you will get the shield
If you fight her in the hallow, you will get the wings
If you fight her in an underworld hallow, you will get the shield.
I'd like to switch it around -- If you fight her in an underworld hallow, you get the wings.
This would negate the need for two separate arenas for Providence, while still keeping the need to fight her twice (as, I assume, was what was intended with the most recent drops change). You'd build an underworld arena, fight Provi for the aegis, then clentaminate to Hallow and fight her again for the wings. Providence requires a very large arena in Rev+, and building two is not something I look foreword to.
Add a slash command (if it doesn't exist already) to enable/disable the minion damage changes when holding or not holding a summoning weapon.
add a projectile disable keys 4 true melee
Weapon Name: Superlaser
Damage Type: Ranged
Tier: Post Moonlord
Crafting Recipe: 5 Titanium Railguns, 10 Astral Bars and 10 Luminite Bars
Ammo: any Rocket
Attack: Charges up like the Charged Laser Cannon, and when fully charged, releases a giant Laser Bolt that can deal FATAL damage to any enemy once it hits, explodes on contact with any surface or enemy
Why: We need a Ranged Laser Weapon in Calamity, since all of the current Laser Weapons are Mage. And Rangers need that laser love, too
Suggestion: Miniboss, named "The Doppleganger"
Before we get started, the Miniboss would have the default Terraria skin.
He would appear randomly after the player explores about 2%-4% of their world. He would drop a few good items to help the player, such as potions, weapons, accessories, etc. He would scale with the players progression, starting at only 200hp, and doing 10-20 damage a hit. He would gain more hp and damage the more bosses you kill. In prehardmode, he'd only gain 25hp and 5 damage (based on a player with 0 defense) a boss, these stats double to 50hp and 10 damage in hardmode, and 100hp and 25 damage, in post moonlord. His AI depends on the biome he's in.
: Me and a few others came up with this because to have a miniboss that, if killed, can help the player greatly. By either giving helpful potions that the player doesn't have access to yet or good weaponry or accessories. Plus it gives the newer players and older player more options in early game, as of right now there isn't many good options. It doesn't seem like a bad idea, and it's pretty well fleshed out.
Make more difficult S.C
: My first attempts was rlly painful, but now she is easy to kill for me
(Maybe im the only one idk)
Following my Suggestion on post Yharon Guns
Item: SJDMG (super Jungle dragon machine gun)
It's a direct upgrade to SDFMG
❔ : Rapidly Shoots Normal Bullets and some rocket projectiles like SDFMG
has a 20 % chance to shoot a flame rocket that bounces on tiles and explodes on enemy contact
🛠 : Minigun, Souls of Yharon, SDFMG and Auric tesla ore
: All the other Ranger classes have viable weapons for SCal exept for Gunners
give us Gunners some exo love
The Crystalline should get a nerf. Right now it is available before killing any bosses and is viable for all bosses up to Skeletron. If the nerf happens, it would require the rogue class to use other weapons instead of the Crystalline for the entire pre-hardmode.
Make the Armored Digger spawnrate unaffected by Battle or Zerg buff. The Armored Digger spawning can get in the way of trying to farm other mobs with the Zerg potion
More post Scal things like new materials, new enemys (Abyss & Astral infection included), new minibosses and buffs for previous bosses!
this is in addition to ^ after scal the true potential of the xeroc armour has been unleashed
Has a Plagued Jungle biome been suggested yet?
The Plague befalls in the jungle, but no visual consequences are there, only plagued enemies.
Bottlecap
Small in your hand, yet it pulses with power.
Included in the Calamity Started Bag, and can be crafted with nothing at a demon altar.
Toggleable.
Sets and caps all proficiency levels to 5 in pre-hardmode, 10 in hardmode, and 15 post-moonlord.
This is intended for people who are interested in no-hitting, because currently, no-hitters face a major problem: proficiency levels can’t be lowered. Since there are pre-hardmode and pre-moonlord proficiency limits, once they are crossed, they need to create a new character to reset their level.
Armageddon Changes
Despawns all nearby mobs and projectiles when a boss is summoned.
When you die, all enemies and bosses on-screen will instantly despawn whilst a boss is alive.
Because any mob that exists while a boss is summoned instantly becomes an unnecessary hazard, and occasionally bosses like the DOG stay alive after you die and respawn.
Make the tale of a cruel world, silence before the storms, storms before the catastrophes and catastrophes before the calamity play during each tier in the boss rush on a loop until the player moves up a tier.
: I think it’s a pretty good addition to make and those tracks sound really good so I thought it would be nice to have them play during the tiers of the boss rush.
Ghostcrawler
Post-Moonlord Enemy
Appears at any point after Moon Lord has died
A miniature polterghast, head roughly sized 3x3 blocks, and with four claws roughly the size of 1x1 block each.
Crawls slowly towards the player, firing moderately fast projectiles. These projectiles phase through walls, allowing the Ghostcrawler to shoot the player through the dungeon's winding corridors.
Drops a substantial amount of phantoplasm. Counts as ten deaths for the sake of naturally summoning Polterghast.
Weapon Name: Holy Vortexian Lightning Rod
Damage Type: Magic
Tier: Post-Moonlord
Crafting Recipe: 10 Nebula Fragments, 10 Vortex Fragments, and 10 Luminite Bars, 15 Divine Geodes
M1: Summons Holy Vortexian Lightning from the sky to your Cursor's location that inflict the Holy Flames Debuff and Electrified Debuff
M2: Charges up Holy Vortexian Lightning for 3 Seconds, then releases a giant bolt of Holy Vortexian Lightning at the Cursor's location, inflicting both of the Debuffs the M1 has
Reason: There really needs to be another Post Moonlord weapon that behaves like an upgraded Lunar Flare (besides the Dance of Light, which is a Post Yharon/SCal Item that isn't obtainable until after you defeat Providence and some other bosses, along with the Post DoG Deathail Staff)
I know this isnt a boss or a biome, but i feel like the Calamity devs should resprite the Brimstone Monster orbs in the Supreme Calamias fight. The fight itself is amazing, but im constantly being distracted by those lifeless motionless balls of ooga booga. personal opinion but i feel like more of an animated, or even a darker resprite would be great.
"add the lumenous amulet to the abysal diving suit crafting recipe". why? because its a sulphuric accsesorie. instead of just using it onece to test it out and then leave it on a chest why not adding it to the recipe and it whould be nice to have a life booster + more light while being in the depest layers of the abyss
Shimmering Downfall: Crafted with 10 Prism Shards, 5 Sea Prisms, 10 Lumenyl, and 1 Shadecrystal Barrage. Upon right clicking, it fires a stream of prism shards that pierce up to 2 enemies, along with occasionally dropping prism shards from the sky around the cursor. Does 65 damage and consumes 4 mana.
Sacred Fusillade: Crafted with 7 Divine Geodes, 10 Unholy Essence, 3 Twisting Nethers, and 1 Shimmering Downfall. Upon right clicking, a large barrage of profaned crystals will quickly fly out of the spell tome, with numerous more falling from the sky in the general area. Upon left clicking, crystals will be emitted in a radiant pattern from the position on the cursor, traveling slowly for few seconds before disappearing. Does 250 damage and consumes 7 mana. Replaces Shadecrystal Barrage in Light God's Brilliance.
More upgrades to this kind of weapon would be lovely to see, and prism shards need some more uses.
Hey calamity devs. I was just curious as to whether or not the title screen will get a revamp. It would look awesome to have the Brimstone Crag in the background with the Calamity logo on top of the Terraria logo.
add more selection to the rogue class
Increase the spawn rate of Blighted Eyes
so, the reasoning behind this suggestion is that i had only 3 blighted eyes spawn with 7 minutes of the zerg buff.
add a base average dps to the wiki for wepons? i.e. the dps you can get with no buffs, armour buffs, accessories or anything for a weapon.
i understand it would need a lot of work, but i feel like it could be really useful for working out which of two weapons would be better is certain scenarios.
possibly a single target dps and a multi target dps (5-10 dummies lined up and attacked from the side where applicable)?
Replace the raw Ichor in the recipe for the Everglade Spray with a Golden Shower.
Reason for this suggestion: to me, it's strange that the Everglade Spray, which is an upgrade to the Golden Shower, doesn't actually use the Golden Shower in it's recipe. Also, it's sorta annoying to get the same amount of Ichor twice to make essentially the same weapon, just buffed.
Gauntlet of Berserk
Accessory
If holder's Rage is full, all attacks will inflicts In Fire!
On activated Rage, any burning enemy will give you a additional life regen
🛠 : 5 Leather + 5 Fireblossom + 5 Fallen Star + 1 Victide Bar @ Anvil
Gauntlet of Challenge
If your Adrenaline full, you will recieve the 35% bonus speed of movement and attack.
Effect will fade out as Adrenaline are burnouts.
If Adrenaline is activated, you will rapidly unleash a homing cursed fireballs.
🛠 : 5 Leather + 5 Seeds of Grass + 12 Potion of Swiftness + 5 Fallen Star @ Anvil
: Rage & Adrenaline mechanics can be hold something higher, that just bonus damage. Seems to be cool have some effects, when that bars are charged or unleashed.
Doombox
"Keep the beat"
Post-Moonlord Magic Weapon
Magic Harp + Armored Shells + Effulgent Feather
Crafted @ Draedon's Forge
A large boombox, colored similarly to the Bumblebirb. When being used, the player holds the Doombox on their shoulder.
While firing, the Doombox fires five notes in a line similarly to the Magic Harp; these have all the same properties of the Magic Harp's notes, but each use of the Doombox only costs 4 Mana.
The weapon additionally has a red metronome that hovers above the player while the Doombox is their active item, set to 4:4 time. If the player manages to fire exactly on one of these timings, the damage from that shot has both its mana cost and damage doubled.
If the player manages to hit all three timings within the metronome without hitting any other errant notes, the third shot deals 500% damage. After this, the metronome's color shifts from red to orange and increases the mana cost and damage by 50%. Getting the timing correct at this time applies the same 200/200/200/500% bonus, however these bonuses are applied after the metronome damage boost. Upon completing a second bar the color shifts from orange to yellow, the mana cost and damage are again increased by 50%, and the cycle repeats.
This cycle ends upon the metronome turning violet, at which point it ceases increasing damage or mana cost after every successful bar. However it will retain its color until the player makes a mistake or switches weapons.
Staff of the High Priest
The old staff of the High Priest of the Crags
Summon Weapon
Summons a Brimling that fires gravity-affected Brimstone projectiles that explode upon contact with a solid tile or an enemy, and a shotgun blast of two accelerating Hellblasts.
Crafted with 7 Unholy Cores at a Hardmode Anvil.
Reason for this suggestion: Summoners have no gear crafted from Unholy Cores. Also, Early Hardmode is the point of the game where Summoners suffer the most (I think, I haven't tried Summoner in the new update, so they might suffer a bit less now than i remember).
Hooks. 2 of them
Astral Hook
Source: Astrum Aureus (33% Drop rate)
Reach: 32 Tiles
Velocity: 15
Hooks: 2 Latching: Simultaneous
Gives players the First Calamity Hook, and more incentive to fight Astrum Aureus.
Second Hook
Claw of the Phantoms
Source: Crafted with 5 Ruinous Souls, 15 Phantoplasm, and a Grappling Hook @ Ancient Manipulator
Reach: 45 tiles
Velocity: 17.5
Hooks: 5
Latching: Simultaneous
Its a good post-Moon Lord Upgrade from the Lunar Hook. And Plantera has the Thorn Hook so Its fitting that Polterghast should have It's own hook.
Lower the volume of Astrum Aureus' hitsound. It's unpleasantly loud compared to other ingame noises
When you use the Cosmic worm instead of only spawn the Devourer of Gods, spawn first like a tunnel or portal and then appear the Devourer of Gods. Or when it comes invisible in the phase 2 summon a portal and enter. Or in a part of the fight enter in a portal and do like the mechanic of Yharon 30% First Phase and Duke Fishron 3º Phase, appear 2 portals and then DoG dash on you and enter in the other portal, and he do that like 6 or 4 times after that, he rest of that attack every 45 seconds
: I think is a cool touch with the lore
The bumblebirb should be able to go through platforms at all times rather than just when charging at you.
Add a solution that spreads the sunken sea in the desert and is sold by the steampunker when it rains
Will be useful for people with older worlds who want to get out without transporting blocks from a new world
Make Asgard's Valor use a Core of Calamity in its recipe instead of the three Cores directly.
It's strange to have them be separate when there's already an item which consolidates them.
Add/Move more items to the "chlorophyte" tier of progression. There are currently a whopping 2 items in Calamity that include chlorophyte in recipes and one of them is Post-Moonlord anyway, so it feels a little barren relative to the plentiful hallowed/mech soul recipes.
Raiders Talismen Rework:
- +5% Damage Bonus
- Rogue projectiles have a slight homing effect
Raider's Emblem: - Craftable at Mythril/Orichalcum Anvil
- Raider's Talismen + Rogue Emblem + 5 of each mech boss soul.
- 12% rogue damage bonus
- Rogue projectiles have a slight homing effect
and have a slight piercing effectand have a projectile speed bonus
The Raider's Talismen is very annoying to get the boost and provides nothing other than a flat damage boost. Props for a unique way of getting the boost but other than that kinda boring.
The Raider Emblem is because Rogue doesn't have many accessories and must resort to flat damage bonuses from other accesories.
-New Accesory: Bandit's Bulwark (Name TBD)
-General idea: Dash-shield that awards Stealth on impact.
- Made with 5 silk and 15 blood sample/true shadow scale at an anvil.
- Double tapping a movement button causes a dash forward with a
similarlonger length than the Counter Scarf. - Hitting an enemy would grant immunity similar to the counter scarf. Immunity would only be to direct contact and NOT projectiles.
- Hitting an enemy would also deal 40 contact damage to the enemy and grant 15 stealth to the wielder.
- Would be a purple/grey color if crafted with true shadow scales and a pink/red color if made with blood samples.
This new shield would be an alternative to the Counter Scarf and change the Rogue playstyle of running away from enemies spamming projectiles (which too many classes do) to being in close proximity to bosses.
Could possibly be combined with the Raider's Emblem.
Let's Golem to drop Solar Tablet Fragments. Like in 20-30 count.
: Very boring and dangerous to farm, partially because Flying Shake and BOHLDOUR memes.
Lime Green Solution
Sold by the Steampunker when in the jungle
Ammo for the Cleantaminator.
Converts any grass and dirt blocks into jungle grass and mud blocks, respectively.
: If you’re like me and your crimson biome generated right on top of the jungle so come hardmode it’s very easy for it to be ravaged by the worlds evil, it makes it a lot easier to covert back into jungle, rather than using the normal green solution and it becomes Purity. Also makes making artificial jungles a bit easier.
The Hands of Time
Some people believe Time isn't an object. They are wrong.
Rogue Exo Weapon
Throws a homing projectile that flies for a while before splitting into 3. These three homing shards will then fly for a while until splitting into 5 more shards. These shards will fly for a tiny while before stopping in the air, lingering for about 5 seconds. If any enemy enters the "detection range" of these lingering shards, the shards will home in on the enemies. If no enemy enters the "detection range", the lingering shards will disappear after 5 seconds of being still. Both the main projectile and the shards inflict Elemental Mix and Exo Freeze.
Crafted at Draedon's Forge with a Shattered Sun, Infernal Spear, Valediction, 200 Tarragon Darts, 5 Cosmilite Bars, 5 Nightmare Fuel and Endothermic Energy, 5 Darksun Fragments, 5 Phantoplasm, 4 Yharon Soul Fragments and 25 Auric Ore. This would mean removing the Shattered Sun from the Celestus recipe.
Reason for this suggestion: Rogue only has one Exo option for SCal, while the other classes (excluding Summoner) has two.
Note: This suggestion was inspired by an old suggestion for a Crystalline upgrade by Lilac, named the "Chronolline".
Future Suggestion: Make the Lethal Lava change a config, not everyone wants to deal with it.
Please add to options an option to disable NPCs selling any additional vanilla items and boss summoning items. By additional vanilla items I mean anything vanilla that by default NPCs do not sell, like rewards from fishing quests etc.
Slime Army Staff
Quantity over quality, as they say.
Crafted at Draedon's Forge with:
1 Slime Staff
1 Corroslime Staff
1 Crimslime Staff
1 Royal Gel
999 Slime
100 Blighted Gel
50 Pink Slime
50 Purified Gel
20 Aureus Cell
The whole Exo stuff mess
Spawns 5 different minions within a single slot:
-The Slime Godling: a flying minion in the shape of the Slime God Core. Acts like Spazmamini, though it doesn’t need to turn to charge from where it came from.
-Crimslime Demigod: when at rest, it orbits the Slime Godling. When targeting an enemy, it will stick to them.
-Ebonslime Demigod: when at rest, it orbits the Slime Godling. When targeting an enemy, it will bounce in the air around them and shoot vile spit projectiles
-Cosmic Slime: When at rest, it bounces on the ground near the player. It alternates between two attacks: when first targeting an enemy, it will charge them like a regular slime summon, except more adept at flying. After hitting an enemy once, it will stop for a second and shoot an Aureus-like fan of blasts that inflicts Godslayer Inferno before charging again.
-Auric Slime: a golden slime that never moves far from the player. It never charges towards an enemy, choosing instead to shoot a laser in the general direction of an enemy that strongly homes in on the first available target, be it the enemy it originally targeted or not (works like a chlorophyte bullet in terms of homing). This laser inflicts exo freeze and elemental mix. This is the most powerful minion in the army, but its short range and unwillingness to leave the player's side also make it the riskiest to directly attack with.
Like the Immaterializer, not having a summoner set bonus severely weakens these minions, with the Auric Slime straight up not spawning with another class set.
Strong as it may be, the Cosmic Immaterializer can only spawn one minion, and with a high price for it. IMHO, this isn't in the spirit of what summoner should be. So I thought: why not have the other exo summoning weapon be the opposite, lots of minions for a single slot. And what better enemy to represent a swarm than slimes. It gives me a reason to suggest a Slime Staff upgrade, too! It could be limited to one activation, preventing one from summoning more than one army of slimes, though I imagine that the way this thing might be implemented would inherently make summoning only one slime army the optimal choice.
might have something
Cloak of the rogue
post-ml
silk 50
raider talisman
endothermic and nightmare fuel 10 each
cosmilite 10
phantoplasm 10
Ectoblood 30 (since these are usually never used. and it might be nice to give them a recipe)
you will gain slight stealth charge overtime. its not enough charge to keep firing and never lose it. but it gives the stealth part of the rogue a little use. making it possible to gain stealth a little quicker
too. and when firing. it will keep the stealth a little longer for that small extra damage output
it also gives a small like...5/10% rogue damage
it will however lower your defense by 5/8 points
it will increase movement speed by 5%
projectile velocity by 5%
jump height by a small margin
it will just like the raiders talisman have a charge of instead 250. 300 charge for a maximum of another 10% damage up (or more))
maybe a small buff trigger. that when trigger it will grain true invisibility for like 3/10 seconds. this grants stealth with no decrease for the duration. this will have a long cool down however to balance it out. like....2 minutes or so. maybe a little shorter or longer (this last one can be in place for the small stealth gain if needed)
this gives rogue's a bit more use to have their stealth used at full power for a while. seems like a nice thing to add
perhaps add in weaker versions in pre-hm and Hm to give rogue's a bit of a damage boost as well.
for any extra's I guess it can be used as a neat looking Vanity too
Rogue Buff Potion :
Increases rogue damage by 10% for 3 minutes.
Recipe : (Alchemy Table)
- Pink Gel
- Prism Shard (x3)
- Fallen Star
- Archery Potion
OR
- Blood Orb (x10)
- Bottled Water
Reason : Simply because there are no buff potions for this 5th class, while the rest all have their own respective combinations. Hopefully, a Rogue combination will come soon.
Healing Potion Name: Horn of Plentiful Chaos
Crafting Recipe: A full stack of Omega Healing Potions with 200 Blood Orbs
Effect: Heals 220 Health but gives you the same Potion Sickness time as one Omega Healing Potion
Reference: It is a reference to Terraria Mobile's Turkor the Ungrateful drop called "Horn O Plenty" which was an extremely useful Potion in Mobile (and also 3DS but no one gives unlimited shits about that port
)
Reason: Since there isn't a way to have an Unlimited Healing Potion in Calamity (like AT ALL), how about make one with Blood Orbs, like, 200 of them, and a stack of 30 Omega Healing Potions?
Iradiated Staff
Nimbus Rod, 20 sulphuric sand, 5 profaned essence, 20 spider fangs @ ancient manipulator
- The irradiated staff would be a post ML upgrade to the nimbus rod, that can set four irradiated clouds (like the nimbus rod) which rain acid. Enemies hit by the acid rain will get the irradiated debuff for 5 seconds, and the venom debuff for 10 seconds.
The nimbus rod is a good weapon in pre-mech hardmode, but after that I don't find much use for it, and I think an upgrade could address this.
a mini-biome that separates The Abyss from The Underworld as a transition between both, would have visual characteristics from both biomes and Devil Fishes would spawn more frequently along with new enemies, like:
Void Wanderer: Looks like a voidstone themed Demon, dashes at the player leaving behind valediction-like proyectiles that act like the usual demon scythes but accelerate faster and have a slight homing ability
Hellspawn: looks like a bloated angler fish, it starts giving off a bit of light, getting slowly closer at the player, once it gets close enough, it'll start giving off more light and approaching faster until it dashes at the player, making an explosion and losing 20% of it's total hp, it has high defense and will do it until it dies.
Depth Bat: like a hardmode lava bat but with abyss characteristics, goes throught liquids and blocks unlike other bats
The Biome would be extremely useless if you had to go throught the abyss to access it as you'd probably be post-polter by now, so you can go throught the Underworld
The biome also scales throught proggresion, so it's not as easy as the 1st Abyss Layer and not as hard as the 4th Layer
The enemies here would drop different weapon sets that change once certain bosses are killed, getting stronger, i may do another suggestion regarding these so tell me if you'd like that
Nerf Seafoam Bomb:
It has a large area of effect, high knockback, fantastic crowd control, it doesn’t cost anything to use, and has much higher single-target dps than all other weapons of its tier (particularly other sunken sea weapons), and many weapons above its tier. It is way too versatile and does way too much damage. It is available as soon as DS is beaten, and can demolish Crabulon, Goblin Invasion, Eater of Worlds, Brain of Cthulhu, and is still a solid option for Hive Mind and Perforators.
My suggestions are to
- Massively nerf use time (make it take at least twice as long for each throw) and make the bubble last longer (while keeping or only slightly reducing its high base damage and knockback). This will make it less viable for use on its own, and put more focus on the bubble as a niche. This way it should still perform well on its own against Crabulon and Goblin Invasion and be a decent pick for Brain and EoW, especially when combined with other weapons, while hopefully not being blisteringly powerful for all of the above.
Even if my own suggestions are disregarded, I think the Seafoam Bomb is in need of a major nerf.
New Rogue Weapon Idea
Name: Phantoethereas
Crafted with:
Seafoam Bomb
Infernal Spear
Valediction
Ghoulish Gouger
Phantoplasm x30
Ruinous Soul x20
Auric Ore x5
Cosmilite Bar x5
Nightmare Fuel x5
Endothermic Energy x5
Yharon Soul Fragment x3
@ Draedon's Forge
- Fires homing kunai that split into small homing phantoms on hit. While flying, the kunai fire non-homing hooks and homing spirit orbs.
The Auric Rogue needs more variety to fight Supreme Calamitas with. The only Auric Rogue Weapon is the Celestus, which does not home. This weapon gives the Rogue class another option. It is also homing, allowing you to the player to focus on dodging.
Raise the sulphur sea's background up more, often when the sulphur sea is generated high up, say 534' high from the surface level (using the depth meter for this), when you travel to it, all you see is sky, and the main background of the biome is pretty much under the sea, which is very close to the underground starts
Nerf profaned energies.
I have a few ideas for this nerf:
- Stripping their ‘big projectile’ the ability to shoot smaller projectiles upwards.
2.make these shoot a couple of green healing orbs every big projectile. - Stopping their split projectile’s homing.
4.make their split projectile destroyable - Stripping the smaller projectiles of ability to move through blocks
these things currently tend to spawn and create heavy, extremely unfair bullet rains, this is especially so when destroying houses in the underworld.
Buff Revengeance Plantera
Seriously, Plantera in Rev is underwhelming. It fall easily to circle tactics. Even I, the one who have only played Rev once defeated it with 1 attempt. Note that i dont have experience with Vanilla.
Suggestion: increase speed, make shots harder, homing
Tickerang
60 rogue damage
10% critical strike chance
Fast speed
No knockback
Tooltip: Throws a clock boomerang wich freezes enemies in place for 2 seconds in a 15% chance, doesn't affect bosses.
Actually sounds familiar to the steampunker...
How to get: Buy it from the steampunker for 10 gold coins at night.
: I was thinking that the mod could have more steampunk-related weapons like this one, the freeze effect might be too powerful tough.
Add a toggle or variable for summon damage nerf while using other weapons per mode in the config. Reason: I really want to use summons for viable DPS support and calamity ruins that strategy
To build upon the suggestion above, make a config that switches the Summoner damage nerf to reduce normal weapon damage when a Minion has been summoned.
Reason for this suggestion: Some people, including me, tend to use other class weapons to boost DPS with a summoner build, instead of using Minions to boost other class DPS. To compensate, the optional damage nerf applied to other weapons could potentially be quite heavy, so as to not make it too overpowered.
Suggestion: At certain points in the game (Like when Moon Lord dies, or a Superboss dies) give early Bosses like King Slime or Queen Bee buffs like Providence does to the Brimstone Elemental and Ravager
New permanent power-ups. it would be an object a bit like the ones that makes the delay of the adrenaline shorter or heighten the bonus damage of rage but that makes the damages bonuses go for longer. right now its 5 seconds of damage bonus, why not make it to 10seconds? or like first upgrade 7 then 9 and finally 10. Why? well i think something other than just shorten the delay or augment the damage bonuses would be nice for adrenaline and rage.
Suggestion - Make mini bosses appear on boss checklist ( and be shown as mini bosses)
Buff some of the Vanilla enemies so that they behave like Vanilla Bosses after you kill Moon Lord in Expert Mode and above (Like the Wandering Eyes behaving like Expert EoC)
If King Slime can't reach you for long enough, make him do a flying homing jump to your location, like the Biome Mimics or Slime God.
:You can get good items in the start just with the cheese rope.
Not sure if possible in the code.. Change Staff of Regrowth to be able to collect blooming plants in planter boxes by smart cursor
Suggestion: The amalgamated blood god , What is it: well its as simple as being a combination of the amalgam and core of the blood god. How its made the amalgam and core of the blood god (duh) along with some cosmilite and a couple of Scals essence. Why? because it would be useful for end game player along with freeing a a gear slot for something else
Adrenaline's damage loss timer shouldn't tick during times where hitting a boss is either ineffective or impossible, such as:
-Brimstone Elemental's cocoon phase
-Providence's cocoon phase
-Devourer of Gods's laser walls
-Yharon's healing at the start of phase 2
-SCal's bullet hells
Gun Name: Hexa Barreled Shotgun
Damage Type: Ranged (obviously)
Design: Looks like a Shotgun with a lot of barrels in the shape of a Hexagon
Attack: Shoots a huge amount of High Velocity Bullets at the Target, the effect of the High Velocity Bullet depends on the Ammo you use
Crafting: Shotgun (x6), Ectoplasm (50), and 10 Lead Bars at a Hardmode Anvil
Reason: There really needs to be a weaker alternative to the Hydra, since using an Ammo that doesn't have any sort of Endless Pouch version of it is taxing in terms of making the ammo itself
Et Tu
"Not a Brute's weapon"
Hardmode Rogue Weapon
Cores of Chaos + Unholy Cores + Iron Bars
Crafted @ Demon Altar
A small, plain looking dagger. When used, the weapon fires similarly to throwing knives, however only one may exist at a time, and another may not be thrown until the knife has hit either an enemy or a tile. Bonuses to attackspeed also increase the weapon's velocity. Does low damage for its tier.
When Et Tu hits an enemy, a bleeding dagger will appear on the enemy, large and plain - scaling to the enemy's size.
If the player lands another dagger throw on the already embedded dagger, that attack is automatically a critical hit, and their damage is multiplied by two as long as Et Tu is their chosen weapon. This effect may stack up to three times, granting the dagger x8 its original damage. Only one "sweet spot" may exist at any given time. Landing a hit anywhere else will remove the player's bonus damage and move the dagger to wherever they have hit.
NPC Name: Cephalus the Seafood Seller
Design: The design is supposed to be a Cuttlefish inside a fish bowl connected to a robotic body
Personality: Cephalus is a kind NPC who will never give up on his job (selling seafood to others).
Sells: Fish related Items like Seafood in Pre Hardmode and Gatligator in Hardmode
Friendships: Dryad (Cephalus' Owner), Travelling Merchant (Partnership), Truffle (Best buddies)
Rivalries: Angler (Hates being fished)
Dialogue when the Drunk Princess is around: "One time, [name of Drunk Princess] tried to replace my water with her disgusting alchohol, until I slapped her with a fish I was preparing for Amidias, telling her that I didn't put that type of beverage in my cuisines..."
Reason: There should be a Merchant that can be saved in the Sunken Sea like Amidias. And a one that sells Seafood without having to wait for the Travelling Merchant to arrive.
Add more innuendos to the Drunken Princess NPC involving the Waifus, and/or the Heart of the Elements.
The Drunk Princess has openly said that she is attracted to female characters, so maybe a comment or something about the various waifu collectables and even a harem line could maybe be a cheeky fun nod, who knows. She is also very open about sexual things [innuendos] (even read the lines on the wiki), and I think it'd be worth it 😉
This is somewhat of a joke suggestion, but in reality, it does suit the character, and the line could even just be a subtle hint, such as
"Wow, and I thought I knew a way into a girl's heart. Look at you, you've got 5 of them all to yourself, lucky you!"
(Disabled heart line) "All that work to assemble those elemental beauties, and you keep em locked up. I missed looking at their... figures"
"Say, if you could lend me that heart some time... What for? That's for you to find out, hehe."
(Brimstone) "What do you mean I'm blushing, no I'm not! The brimstone elemental is just making things too hot in here-wait no!!"
(Cloud) "God that cloud elemental's shape, I wish I had that figure-wha? Please don't tell me you heard me say that!"
(Siren) "That Siren got me all wet, and I'm not talking about her water powers.." (This MAY be a bit much. If anyone has a better line, please send it my way, and I'll consider it.)
(Sandy waifus) "So we have a madame, and a lady? How classy! I'll be sure to teach them both some 'manners'. Yes, 'manners'. "
obsidian crawler: spawns in the caverns layer where there is lava, is the strongest of all crawlers.
nobody likes mining obsidian
Weapon Idea
Gae Bolg
-A post-Providence magic spear weapon based on the weapon used by the Irish Legend Cu-Chulainn
-holding right click will charge the spear with mana and unleashes a powerful homing Projectile that will not miss its target and will try to hit the area that deals the most damage, if the player has enough mana to do so the player will be able to overcharge it to further increase its damage potential.
-when overcharging the damage will begin to multiply its damage faster to further the output of damage to unleash a more powerful blow to the enemy
-if the player has a mana-flower or an item with a similar function, the secondary attack will not continue to charge and instead shoots the spear out and charges a new one this is to make sure the player doesn't intentionally charge it for too long to obliterate bosses.
-when overcharging small red lighting sparks will begin to appear around the player and will burst to release the overcharged Gae Bolg, which will damage enemies in the area if there is any
-as a debuff if the player overcharges it the player may receive the 'Charged Mana' debuff which will cause the player to take damage over time when ever using magic weapons, it may take a few seconds before the debuff disappear
-The devs may decide on the crafting material and the amount needed
I don't know what to think of this but it's been a while since I've made a suggestion so here's one for today
An accessory that boosts damage by 35-40% at the cost of half the player's max HP.
It'll add a risk-reward system- you'll deal a lot more damage, but the bosses can also easily take you out, sometimes in a single hit.
Armor : Adamantite/Titanium Hood (Summoner) & Adamantite/Titanium Veil (Rogue)
Crafting Recipe :
- 13 Adamantite/Titanium Bars
Rogue
- 10% increased rogue damage and 7% critical strike chance (Titanium) (Shadow Dodge)
- 12% increased rogue damage and 8% critical strike chance (Adamantite) (Set Bonus will grant more movement speed, rogue damage and critical strike chance)
Summoner
- Increases your max minions by 2, minion damage by 15% (Titanium) (Shadow Dodge)
- Increases your max minions by 3, minion damage by 20% (Adamantite) (Set Bonus will grant more minion damage)
Reason : There are no adamantite/titanium armor sets for rogue and summoner, even with alternatives such as Spider Armor, it simply calls for a more difficult fight with early hardmode bosses due to the lack of Shadow Dodge.
Make every boss summon non-consumable, even Vanilla ones.
: Why not? And besides, some of them are grindy to get (mech bosses.)
Rework:Raider's Talisman
Just change the 'crit hits increase rogue damage by some tiny percentage each to a max of 15%' to a flat 15% rogue damage bonus, or maybe have it increase throwing projectile velocity?
What... what is even the point of having it work the way it does, if not to waste time? It takes a fair bit of time to actually make it effective, only for it to be what's basically a rogue emblem before you hit the WoF.
Coolant
A potion that serves as the opposite of the warmth potion, reducing the time of flame debuffs including On Fire!, Cursed Inferno, Shadowflame, Burning Blood, Brimstone Flames, and Holy Flames. Note that Holy Inferno, Abyssal Flames, and God-Slayer Inferno are not present as they are either too late-game for a dampener or exist as a stage hazard. Frostburn isn't dampened for obvious reasons.
Suggested Crafting:
Bottled Water(1) + Fireblossom(1) + Meteorite(10)
Or, other than that, you could just use blood orbs.
Why: Many enemies/bosses inflict flame debuffs, and there isn't much of a way to stop them. Ice related debuffs, however get their own potion which entirely mitigates the effects. So having this potion would balance out the inequality and help with bosses such as the Twins, Brimstone Elemental, or Providence; but not replace items that make one immune to the debuffs (Abaddon+, Elysian Aegis, etc.)
Terion, the hero’s sword.
❔ ‘the weapon of the legendary explorer and hero, braelor.’
‘Legends had it that only real heroes can use this to its full potential’
240 damage(melee)
16% crit chance
Fast speed(21)
On swing, it shoots out 6 homing projectile in rapid succession, on hit, each projectile create a homing healing orb that heals for 1-2 hp.
however, these orbs have a very short lifespan(40 frames) and a moderate velocity(2) , making their healing ineffective at long ranges.
The healing orbs counts as melee projectiles, and therefore have their velocity increased with melee speed boosts.
In addition to the healing, the projectile also have several other effects:
It have a slight chance (1%) of inflicting Betsy’s wrath for 8 seconds
It have a tiny chance(1/2%) of inflicting exofreeze for 1/2 of a second.
It deals MORE damage the
Less hp you have.
🛠terratomere, grand guardian, storm ruler, 5 bars of life, 1 core of calamity, 10 ulibloom bars.
Reason:the exoblade line really sucked in post-moonlord, especially pre-polterghast, where it literally have nothing at all to properly use in its entire crafting recipe (stellar striker can take on providence, at least).
This will turn the tables.
Also, it canonically makes sense(braelor had this, got wrecked by one of draedon’s mech as told by amidias, draedon can’t get this to work, and changed it to the exoblade)
Make the Dryad display what percentage of the world is infected by the Astral Infection. Even though it doesn't spread like the crim/corruption and hallowed it'd still be nice to know if I missed a spot.
Dryad's Gift
- This would be an accessory that when worn gives the player an aura that gives all nearby enemies the Dryad's Bane debuff and gives any nearby players/NPCs the Dryad's Blessing buff. This would be obtained by asking the world evil percentages when there is no Hallow or Corruption/Crimson.
- I think this would be a good idea because currently making the world pure gives the player nothing (at least I couldn't find any reward) which makes it kinda pointless to do.
I has been a while so I thought I would go over and suggest it again:
Add a recipe for Magic Missile
The recipe should be similar to that of the Muramasa, being around 15 Cobalt or Paladium bars. Perhaps with the addition of some Souls of Light/Night to represent the magical properties.
Why is this needed? Well, in the Calamity mod there are 3 weapon crafting trees that involve the Magic missile. Being the: Sky Fracture (Which becomes Ultra Liquidator), Shifting Sands as well as both the Night and Carnage Rays. Not only that but considering the Magic Missile is a Dungeon chest exclusive item, there may be the possiblity that world gen will not provide you with enough magic missiles to make every weapon.
Wall Creepers Dropping Cob Webs
Cobwebs are REALLY annoying to get, especially when you need a loooot of it. So i'd suggest Wall Creepers dropping around 25-35 Cobweb in pre-Hardmode, and 50-75 in Hardmode. It's also very thematic because spiders create web.
Amounts to be balanced.
Summon weapon - Stationary
Based on YouTube vids I used to do where I made Thaumcraft nodes to crazy sizes as challanges to hold records, Even surpassing another Youtuber that tried to beat it.
A aura node that scales in:
Sucking power
Range
Damage dealt
Special effects (Depending on minion slots)
Size (1 click will spawn a tiny hungry node and will charge to the size of your minion slots depending on how many you have)
Sucking power: The larger it goes the more power it has to pull in large targets (Bosses totally immune)
Range: Larger it gets the further away it will begin to drag a target and the closer they get, The stronger it becomes
Damage dealt: Again connected to it's size but when grown in somelike like 10 slots, It'll begin insta-killing things like slimes or early game mobs that aren't really a threat
Special effects: Since in Thaumcraft a node can spawn in Wisps that attack the player, The larger it becomes, Make it spawn Wisps that home in on enemys so it'll be useful against bosses, Unstable nodes spit out lightning as well so hows about the larger it gets, The more unstable it gets and the more effects it'll get like Lighting and homing wisps while also increasing it's own power.
All in all it'll be a staff that summons a stationary node/Blackhole which will suck in enemys and deal damage overtime, The larger it gets the more damage, range, Pull power it'll have, As it grows with your minion slots it'll get unstable and start firing off lightning and homing wisps that cause various debuffs like Fire, Ichor, cursed flame and others depending on it's instability.
Overcharged Bandage
Accessory
If Adrenaline meter is full, you can press Ctrl to use weapon with power of all of adrenaline
Damage calculates as (weapon damage * (damage bonuses + 2.5 (7 in death)) * (300 ticks / weapon speed) * 0.85%).
🛠 : Drops from any boss with chance 33%, if on final shot player's adrenaline meter was full.
Why: Sometimes boss are too smart for suffering from 5 seconds of adrenaline. These accessory allows instantly using a adrenaline before boss fades out or turn into invulnerable state.
Also Bandage are good for battle ender, if you are exhaused or suffers from boss.
Note: this accessory not for 24/7 using. It's supposed to be equipped, used and unequiped.
Make the Hornet Staff get increased damage while the Hive Pack, alternatively making it occasionally shoot out small bees as well as stingers when it is equipped.
Reason for this suggestion: The hornet staff isn't very good, and Summoner gets no benefit from the Hive Pack.
Rework of the Sandnado Staff
Staff of the Sand Hydra
Sentry
Summons a Sand Hydra that basically acts as an improved Frost Hydra. The Sand Hydra fires sandy bolts that home in on enemies, phase through blocks and drops smaller sand projectiles downwards that damage enemies and inflict Suffocating. The main sand bolt inflicts Holy Fire, and the smaller projectiles do not phase through blocks. The Sand Hydra also shoots these sand bolts faster than the Frost Hydra shoots the frost bolts.
Crafted at a Hardmode Anvil with a Staff of the Frost Hydra, Sandstorm in a Bottle, Grand Scale and 3 Forbidden Fragments. Would replace the Sandnado Staff as the Summon Weapon crafted with Grand Scales.
Reason for this suggestion: I find it pretty odd that while all the other Grand Scale weapons are obtainable very quickly after defeating Plantera, the Sandnado Staff is only available after defeating what i believe is the hardest pre-Cultist boss. Also, the Staff of the Frost Hydra is, in my opinion, a sentry that needs some love, being the best Vanilla sentry pre-ML that isn't from the Old One's Army. Also, Calamity only adds four Sentries, and i feel that Sentries are an interesting aspect of the Summoner class.
Make it so meteorites can’t land on planetoids (which yes, has happened). It’s incredibly annoying when an extremely useful object is in an obscure location, especially because there is a limit to the amount of meteorite in a world.
Just saying, Sky Glaze needs some extra seasoning or spices added to this poor weapon
make permafrost sell the Cryo Key instead of the wizard. it fits a little more thematically.
Add Raider's Talisman and Rogue Emblem to the Nanotech recipe.
Why: The Nanotech recipe is so barren as of now compared to the other four "elemental" class accessories of its tier. It doesn't contain any other accessories in its recipe. Adding these would make such a powerful accessory a tad harder to obtain. As Raider's and Rogue emblem are rogue accessories, this would make sense to add these ones in particular.
Have the Archmage give a buff to the player in exchange for a frost core? Maybe something defense oriented like +I-frames and +5% dr
compared to forbidden fragments, frost core only has standard vanilla armor. I thought extra weapons might be a good option for variety but that bracket of progression is pretty well filled out? So, instead, maybe they could become a sort of consumable theming with the archmage.
Astral Key
opens the astral chest
1/2500 chance to drop from enemies in the astral biome. 1/5 chance to drop from Astrum Deus. Hallowed key no longer drops from Astrum Deus now has a 1/5 chance to drop from Astrum Aureus
Why: Because it doesn't make much sense for all the biome chests to have keys except for the Astral chest, also it doesn't make much sense for a locked chest not to require a key
ngl i think i am not a big fan of the beginning of hardmode now after the wing nerfs. I think the difficulty spikes a bit too high. It may be just me being rusty in the game after a while of not playing it but it kinda relies on the RoD and weird arena builds too much
I think maybe making the bosses move a bit slower in death mode (idk if it's a thing on rev too) would make it more fair. Instead they could maybe get a buff in damage or something to compensate for the speed
some personal suggestions:
- slightly bigger delay between dashes for spazmatism
- less spammy lasers in skeletron's spinning phase
- less green lasers for death mode destroyer. Paired with probes it's pretty overwhelming unless you use weapons with a lot of AoE damage
please make a status message that at least hints that astrum aureus now drops the celestial fragments post-ML— if any other players are dumb like me, you’ll never realize it if you’re playing through the game blind/not relying too heavily on the wiki since there’s nothing that implies that something’s changed, v unlike how beating provi tells you that some bosses have been buffed and drop bloodstone
Astral Clay or Make the Astral Infection change Clay to Astral Dirt
Clay looks horrible in the Astral Biome.
Add instructions on how to get Defiled Soul to #rules
: I noticed someone had a new role, and the rules don't say how to get it though from the name I imagine you need to no-hit all bosses with Defiled mode on, and I think that should be fixed so more people can try to get it for themselves.
make it so the astral infection cant spawn on the hollow
it makes it practically impossible to get the elysian wings
Give Hot Spring water ( water with lava underneath it ) a bit of a steam and/or bubbling effect.
Since there is (currently) no buff icon for the added regeneration given by "Hot Springs", this would be a pretty nice way of showing players that Hot Springs are different from normal pools of water as well as being a nice cosmetic addition to the Cavern Layer.
Make the Calamity bars placeable
: Polishing, since in vanilla all bars are placeable.
maybe have the clothier NPC sell silk cloth
because silk can be annoying to farm up for future accessories
Make it so that we could buy hardened sandstone walls and spider nest walls to an NPC to create artificial desert underground and spider nest ?
Enchanted Cobalt Bar
Material
Two ways to obtain it:
- Disassemble the items from Locken Golden Chests on Tinkerer's Workshop.
- As drop from Dark Casters with 1/7 chance.
Crafts of Dungeon Items:
All Crafts executes on Anvil and Water Candle.
Blue Moon = 12 ECB + 2 Chains
Handgun = 4 ECB + Flintlock Pistol
Water Bolt = 5 ECB + 2 Books
Aqua Scepter = 8 ECB + 1 Bucket of Water + 2 Fallen Star
Magic Missile = 7 ECB + 1 Mana Crystal + 10 Glass
Nazar = 8 ECB + 10 Evil Powder
Muramasa = 12 ECB + 4 Gold/Platinum Bar
Cobalt Shield = 10 ECB + 5 Iron Bars
Shadow Key = 6 ECB + 20 Obsidian Bricks
Valor = 4 ECB + Wooden Yoyo + 20 Bones
Tally Counter = 6 ECB + 20 Bones
Disassembling that items yields only Enchanted Cobalt Bars, so use that for recycle unneeded items.
Why?
- Dungeon loot is renewable, but fishing in that biome is... weird. In multiplayer world that can become a problem.
- Sometimes you needs a exact weapon, but finded Golden Chests contains some useless for you items.
- Drop chance for Tally Counter and Nazar is little annoying.
- Water Bolt is unrenewable.
- Yeah, recipes for some items are exists, but my recipes is for pre-hardmode stage.
Change the current siren waifu from HotE to her actual sprite rather than a water clone. It makes no sense that of the three calamity npcs that drop waifu summons, the siren alone does not look a thing like the original whereas the other two (Brimstone/Cloud) are identical copies.
Suggestion: Make the Sunken Stew activate when you press the heal hotkey.
How it works: See above.
Why it should be added: It really seems like there's no reason why it doesn't do this since it heals health, gives you potion sickness and is actively better than regular healing potions. You ever try using a potion manually during a boss fight? It's not the easiest thing.
Suggestion: Reduce boss summon item cool downs.
Reason: It's weird when fighting a boss to have to wait 3 seconds just too hit them, Ex: the ravenger, it spawns instantly and above you so holding his summon item for 3 seconds is just embarrassing.
Suggestion: Items such as the Living Loom and the Living Leaf/Wood wand should be craftable. These are items that completely rely on world RnG and you often have to make more worlds to get these items. Hermes boots are in the same case, and they are craftable, yet the Living set isn't.
Suggestion: Recently on with a Yo-Yo run and got up to Yharon where the only Yo-yo available is The Obliterator, which does next to no damage against it, it would be nice to add some more stronger Yo-Yos for Post-DoG (e.g. 1 before fighting Yharon Phase 1 (That's not The Crummy Obliterator), another for Phase 2, then another to fight Supreme Calamitas)
Buff Blood Clot Staff
Dank Staff and Blood Clot staff clearly have different properties in order to add variety to the world evils. However, the Blood Clot staff is a bit... lackluster. It just acts like a buffed Seabound staff. I propose we buff the blood clot staff to hover around enemies and shoot homing projectiles. Dank Staff can keep the clinging properties while Blood Clot staff have their own way of being useful.
Add a way to disable the paladin's shield effect granted by the Frigid Bulwark/Rampart of Deities, so that the accessory doesn't become significantly less useful in multiplayer. It feels very unfortunate that such an important and strong accessory has such a downside exclusively for multiplayer.
Post-Desert Scourge Summoner Weapon
Ghost Bell Staff
Summon
Summons a baby ghost bell to protect you, has Tempest staff-like Al but fires more accurate aqua beams instead. If you have more than 2 baby ghost bells present, next summon from this staff will become the adult ghost bell. The adult ghost bell hovers above you, giving you an increase to all stats BUT crit chance/damage, and minion slots. The adult will occasionally fire a fast prism shard projectile that explodes on contact, slowing down all enemies nearby the shard. Might be a weapon in the recipe of cosmic immateriallizer.
Can be crafted or be a drop from the ghost bells.
Reason for this suggestion: To me personally, the sunken sea is a really good addition to the mod andgives the player a lot more exploration & gives a purpose to the expert scourge drop. However, there’s no pre-hardmode crafted/dropped summoner weapons available from this biome, and the hermit crabs seems too situational since most bosses aren’t on ground all the time. Additionally, the ghost bells have no purpose other than being a “land mine” or an almost atmospheric decoration. This weapon will be a nice addition to the biome and to summoners.
Weapon sprite by me.
Rename True Shadow Scales into something different to seperate themselves from the actual Shadow Scales.
3 Rename ideas:
"Virulent Shards"
"Bacillis Clump"
"Microbial Chunk"
The Shadow of Sol
Post-ML Yo-Yo
A Yo-Yo with infinite spin time and a pretty long reach. When thrown, small Sun Bombs will spawn around the Yo-Yo. The Sun Bombs will linger in the air and home in on enemies, exploding in a small AoE and inflicting Holy Flames. Every five seconds, a flame will lash out at enemies, ignoring i-frames.
Crafted at Draedon's Forge with 100 Darksun Fragments.
The Yo-Yo also gets buffed Post-Yharon Phase Two so it can be viable for SCal.
Reason for this suggestion: In a Yo-Yo run, your playthrough is essentially over once you defeat DoG. From that point, you can either choose to just give up, as you barely have any viable Yo-Yos for the upcoming bosses, or you can be an absolute masochist and defeat Yharon and SCal with the Obliterator.
!suggestion I like the yoyo above for my idea above, would be nice to see the obliterate buffed a bit, even if it's just the lasers, then a weapon Post-Yharon to take down S.Cal, maybe an Exo-Tier Yoyo using some of the key yoyos through the game, Maybe even an Elemental Yoyo for Post-moon Lord?
Luminous Soul Artifact
Control
Post-ML Accessory
When equipped, summons a True Eye of Cthulhu that attacks enemies by semi-rapidly firing homing Phantasmal Eyes at enemies. When wearing a Summoner Armor Set, another True EoC will be summoned, which fires three high-damage Phantasmal Bolts that phase through blocks. When you have more than 6 total summon slots, another True EoC will be summoned, which fires a sweeping Phantasmal Deathray that ignores i-frames. When all three TEoCs are summoned, the user will gain a general stat boost. Upon defeating DoG, a mini ML will be summoned, which leeches upon enemies, drastically increasing life regeneration while it does so. However, the mini ML has a relatively short reach, so the user must stay close to enemies to take advantage of this ability.
These boosts (and the minions summoned's damage) will be buffed after defeating Polterghast and Yharon.
Crafted at an Ancient Manipulator with a Lunar Portal Staff, 15 Luminite Bars, 5 Cinderplate and 15 Exodium Clusters.
Reason for this suggestion: The True Eyes of Cthulhus are, in my opinion, an interesting part of the Moon Lord fight. Also, the two sentries dropped by the Moon Lord aren't very good. Also, Summoners only have one viable weapon option for Providence, not counting the Energy Staff.
Make the player hold the dark prism like the last prism cuz i think it looks kinda dumb right now
Maybe make certain parts of the sunken sea have a ruin like appearance, as to give homage to the kingdom that once resided there. Alternatively make a larger castle like structure in the middle, which will have a guaranteed spawn of the giant clam miniboss (the clam residing where it's master once sat during his rule, now remaining in the same spot as an eternal bodyguard for his lord).
Crusher Containment Unit
An upgrade to the Drill Containment Unit with the pick power of the Crystyl Crusher
Right-click while riding it to create a massive explosion that mines all blocks in its radius
🛠 : Drill Containment Unit, Blossom Pickaxe, Gallant Pickaxe, Pickaxe Axe/Drax, Picksaw and the whole list of Exo materials
❔ : The Drill Containment Unit is really helpful for clearing out large areas, but it isn't powerful enough to mine end-game ores, and is just overall kinda slow compared to the Crusher. Adding an upgrade could fix this problem and save people an inventory spot.
Crystyl Crusher isn't a dev weapon, right
Edit: turns out yes it is. Edited recipe to fit in line with that.
Edit 2: modified recipe again to make it as complex as the other Exo weapons.
The Eclipse
Post-ML yo-yo
"all fall into darkness in the shadow of The Eclipse"
Crafted at the Draedon forge using Solar Flare and 40 Darksun Fragments
once spun out it zaps nearby enemies with Dark lasers similar to the purge guzzler and drops molten globules on enemy contact
been looking to do a Yo-Yo run but there just isnt a good enough option to choose from after DoG 
Exo-yo
The power of terrible names resonates through this yo-yo
An exo-tier yo-yo crafted with Lacerator, Solar Flare, Obliterator, Auric Ore and Friends™
The yo-yo would have a block-ignoring aura around it, about 2 blocks wide. When an enemy enters the aura, it would take damage and be inflicted with Elemental Mix and a chance to be inflicted with Exofreeze. This damage ignores i-frames.
The yo-yo itself, when close to an enemy, would fire 2-3 homing Comet Bolts akin to the Exoblade.
When the yo-yo contacts an enemy directly, 2-3 rainbow meteors akin to the Galactus Blade would rain down and explode upon contact, inflicting Holy Flames and/or Elemental Mix, with a chance of inflicting Exofreeze.
The yo-yo ignores i-frames, inflicts Elemental Mix and has a chance of inflicting Exofreeze.
Why: See Argonaut’s reason above. Also, exo yo-yo.
Idk if this is a thing yet but are astral pots in the game so when the biome spawns you can get pots with it
Add flavor text (literally this is the worst pun i've ever conceived) for the permanent health upgrade fruits, for a little bit of added flair. Some potential examples:
Blood Orange
"It has a distinctly sweet flavor and a strong aroma."
Miracle Fruit
"Refreshing and cool, perhaps even a bit minty."
Elderberry
"A tangy, tart flavor with a somewhat earthen touch."
Dragonfruit
"Though somewhat bland, what taste can be described is unlike any other experienced."
Feel free to think of better taglines. 
Sentinels rebalance ideas
Ceaseless Void: The boss gets easier the better you arena is, which is fine imo since the dungeon is quite a demanding biome to modify so that can stay as it is
Storm Weaver: Hes kinda boring on rev or lower difficulties since it has crawltipede AI (or something really similar to it) on phase 1 and phase 2, i would like the ai from deathmode phase 2 to be given to all difficulties (or maybe just rev and maybe expert) so it isnt just "the same thing but now you can hit all the body" Death mode still stays unique since the worm is shorter
Signus: Making the arena is a bit demanding and the boss is also demanding, i think hes meant to be the hardest of the three but can still feel unfair. I would blame the projectiles that start spawning from above you after 65% hp, i suggest making these shot from behind you, this would prevent a lot of cheap hits due to how fast you get to go up sometimes against walking sideways, gives a bit more reaction time and fits the assasin-like theme of signus
Eutrophic sand is sand, right? Well then I suggest for Eutrophic Sand to be usable as ammo for the Sandgun. Crimsand, Ebonsand and Pearlsand can, so I suggest:
Eutrophic Sand would be a bit stronger than Sand but quite weaker than Crim/Ebonsand. The knockback from Eutrophic Sand would be significantly stronger, though, due to it being wet. Because of this, enemies/players submerged in Eutrophic Sand would have Suffocation inflicted on them, akin to other Sand types.
Eutrophic Sand is only used to craft the Safe Wall, so this will add a small use to the block.
On the same page, why not making Sunken Sea's decorations drop 1-2 prism shards when broken?
Increase the mutilator’s speed (to about 15 seems right), but massively reduce its bloodsplosion effect, to about one heart per 3 hits, also reduce the bloodsplosion sprite size.
Why? The mutilator have the potential to be an excellence upgrade to the stellar striker, but currently it’s not much more than a broken niche that is kinda balanced by being only usable on near-dead opponents or opponents who spawn minions.
Ore Crawlers
Crawlers with vanilla ores should spawn, so that there is an infinite amount of vanilla ores as well as an infinite amount of modded ores. They would also be a reliable source of ore that isn't in your world, like titanium if you got adamantite. The chlorophyte crawler would spawn in the underground jungle after all three mech bosses are killed. After the Moon Lord is killed, the luminite crawler will spawn on the surface at night uncommonly, and in space at any time commonly. Unlike the other crawlers, it can jump multiple times in mid air, up to 10 jumps can be performed in mid air.
Sprites by me
Make it so that sunken sea natural background walls actually show up on the minimap
Make it so that the moon looks like the Calamity Logo with the flames to give the "Bloody Inferno watching you" more sense
galactic golem fist
Craft with K.O canon,Golem fist,luminite ingot and galactica singularity
on ancient manipulator
This weapon has no craft improvement and little person uses. More speed, more damage, more fun.
Eternity Seal
Consumable
Contains all the power of the moon cult
Allows you to banish seekers of Cthulhu from the world
Does a simple thing: vanish all cultists and doesn't allow them spawn again, even if Eidolon Tablet is used.
Craft: 50 Luminite + 20 Dungeon Bricks + Any ML drop @ Ancient Manipulator
Why? Farming fragments for ML summon is possible thanks to Aureus, so in post-ML Cultist's existence no longer needs, and that item will remove him.
Also is pretty annoying, when on regular Dungeon raid you acciendally kill these damn guys, and you have to kill the literally mini-boss, summon annoying towers...
Cataclysmic eye and catastrophic eye
Spawns at night after Calamitas has been defeated. Catastrophic eyes charge at the player, while cataclysmic eyes stay away from the player lobbing brimstone flames(I know Catastrophe did that but they're only enemies so 1 attack only). Cataclysmic eyes inflict brimstone flames for 5 seconds on blast, 3.33 seconds on contact. Catastrophic eyes inflict weak for 30 seconds on contact.
Why? Because the more murder the merrier!
They also drop a new item(more on it on a later suggestion) called calamitous chunks, which would also be dropped by Calamitas. They exist to craft chlorophyte-tier armour, except it's modded instead of vanilla
Icarus wings
Hardmode wings that grant infinite flight time, but 'break' when going into the outer space region, disabling slow fall and flight.
Crafted with 40 pink Gel, 40 feathers, and 20 souls of flight.
Sounds dumb, right? Well, the wings are incredibly fast, and have infinite flight time, until you go into space.
Edit: Op, pls nerf; You cant use other flying items with it. Also, flight time not infinite, but long as heck.
Galactic Javelin
Throws a javelin that homes in and acts similar to Infernal Spear. The javelin leaves behind galactic bombs in a manner like the rockets of the Blissful Bombardier.
Crafting:
@ Ancient Manipulator
10 Galactic Singularities
1 Spear of Paleolith
Replaces Spear of Paleolith in Celestus recipe
Why should this be added:
Rogue has only one post-Cultist weapon, Xeroc Pitchforks, which do not home and received a nerf a few updates back (one they needed though).
As of now, the highest dps weapon for Rogue on Moon Lord is the Malachite, a Rev exclusive Legendary, yet it still leaves much to be desired in comparison to options like Vortexpopper or the Swarmer.
Rogue's latest homing options (pre-ML) are Stellar Knife and Radiant Star, but these two weapons severely underperform against Moon Lord in regards to DPS.
Adding the Galactic Javelin will make the fight much easier for Rogue, giving it a chance to hit the core and offscreen true eyes without requiring the player to be in such a dangerous situation. It also provides an option for Rogue that has both good dps and range.
When every player is dead or out of range, the boss instantly despawns.
Why: I often see bosses (even in deathmode) become extremely easy in multiplayer because each player can just keep coming back, even after the entire team dies at the same time.
Calamitous chunk and brimstone steel bar
Calamitous chunks are dropped from Calamitas, cataclysmic eyes and catastrophic eyes. Brimstone steel bars are used to create brimstone steel armour, a chlorophyte tier armour.
Also calamitous bricks, a material and block used to craft various Calamitas-themed furniture items, and calamitous chunk in block form: https://cdn.discordapp.com/attachments/263382359397761025/558166891869241347/Calamitous_Chunks_Calamitous_Bricks.png
Brimstone steel armour
A modded chlorophyte tier armour, obtainable after Calamitas has been defeated. Magic bonus: when shooting a projectile, a bouncing brimstone flame blast has a 33% chance of appearing that inflicts brimstone flames for 3.33 seconds and deals 150% the damage of the projectile. Rogue set bonus: rogue attacks inflict brimstone flames for 6.66 seconds on hit. Melee set bonus: infinite Calamitas' brew effect. Ranger bonus: ricochetting brimstone rounds will be shot 25% of the time as well as a regular shot, which go in a straight line and inflict brimstone flames for 5 seconds on hit. Summoner set bonus: summon attacks inflict brimstone flames for 5 seconds on hit. Also reskin(arm runes and other stuff inspired by Pri's remake(basically the same)) https://cdn.discordapp.com/attachments/553600127659409408/558233118113529856/Brimstone_Steel_Armour_EX.png
If it is possible, Reduce the amount of bars to be used in vanilla armor sets (and maybe toolsets).
Reason: Who even uses Platinum/Gold Armor instead of Victide? Mining 300 Chlorophyte just to get some turtle armor is 
Make the duststorm in a bottle and the brackish flask do more damage than the ballistic poison bomb, even the tooltip shows it does less let alone the actual dps.
These items are far later than when the ballistic poison bomb is acquired, why must these be inferior in terms of damage.
Add Nonconsumable versions of the Hardmode Bosses in Calamity, like Cloneamitas, Astrum Deus/Astrum Aureus, and some other bosses as a craftable. Since having to craft multiples of the same Boss Summon can get pretty bad if you die too much (even in Rev/Death Mode)
Reduce the hp and defense of polterghast, but increase the damage.
Also, gave it another bullet to play with, one that is fast and pierces through walls but not homing.
Why? Low damage+massive health pool+ easily circle able=boring boss.
And high damage +massive health pool+easily circle able= over-lengthened clutch boss.
Razor wind
Razor wind would be a reusable aerialite rogue weapon, that lightly homes in on enemies. It is a boomerang type weapon.
Reason: to add a rogue weapon that can be used against Queen Bee and Skeletron effectively that isn't consumable and isn't accessible really early in the game, after using exclusively the seafoam bomb ever since DS it gets a little stale
(Revisited) would be an early stage reusable rogue weapon (the image format is still godawful i know)
Perhaps you could add a post Supreme Calamitas upgrade to entropy's vigil (that summons SCal and her brothers)? I'm pretty sure there's no post-SCal summon weapon, and a minion like that would be awesome.
Amalgamated knives
Amalgamated knives are a melee/rogue weapon that shoots out homing, spinning knives that inflict cursed inferno for 3.33 seconds and heal you on each hit. It is crafted with vampire knives, meld bars, luminite bars and cursed flames. It is used to craft the empyrean knives instead of vampire knives.
Reason: to make a sort of middle-ground between the empyrean knives and the vampire knives, and to add another post ML rogue weapon that isn't boomerang puke
Make Hornet Staff actually useful
Right now, Hornet Staff is just boneless Imp Staff. I would suggest making it do more damage but nerfing it’s firerate, to make it more like an actual hornet.
Just very simple suggestion, Make Astral sand to sandgun, or its upgrade's ammo.
Ice Cream - A food item sold by Permafrost that gives you higher Adrenaline gain but completely negates Rage gain.
Hot Sauce - Crafted with Fireblossom and a bottle of honey at an alchemy table, this consumable makes enemies hit while Rage is active gain a severe DoT debuff.
Sweet and Sour Sauce - Crafted with Daybloom, Blinkroot and a bottle of honey at an alchemy table, this consumable makes hitting while Rage is active leech life points.
Why? - Because I believe rage and adrenaline need some related consumables and cool effects apart from the permanent ones.
An astral armor rework
I think the armor is very underwhelming for the significance of it. Maybe make it into a summoner armor? You have to enter hardmode and defeat two specific bosses in order to get it.
Edit:
I understand it's an explorer set, but I feel like it shouldn't be since you have to beat two specific bosses in order to have access to it. I'd say maybe taking the astral stats and making them into a new armor altogether, maybe from enemy drops underground?
I personally would like to see astral armor turn into a summoner armor since there aren't many options for summoners at the time.
-2 Max minions
-20-30% increased summoner damage
- Your minions inflict god slayer inferno debuff, this effect can only happen every 30 seconds(or higher) Something similar to how shadow dodge works
-35 defense
To build upon the suggestion above;
Astral Armor Rework
When the full set is equipped, a small Astrum Aureus Minion will be summoned, the user gains 3 extra max minion slots, and a group of around five Astral Stars will fall when a Summon weapon deals more than a certain amount of damage (this would happen on a timer, for example one attack above the damage limit every five seconds makes a group of stars fall from the sky). The mini Astrum Aureus will attack enemies by shooting a shotgun blast of Astral blasts and occasionally firing a circular spread of Astral blasts, mini Aureus Spawns and trying to crush enemies by teleporting and falling on top of them.
Reason for this suggestion: Astral Armor is...subpar. It's Omniscience Potion effect doesn't help very much, the crit star effect doesn't even help summoners in any way, and in most other ways, Reaver is better. Also, as Snowy stated above, you have to defeat two bosses to get the armor set, and it ends up just being a bit disappointing, in my opinion.
Tug'o'War
Pre-Hardmode Rogue Weapon
Special (Otherwise, crafted w/ Spear + Rope anywhere)
A spear tied to a rope, for simple use as a throwing weapon. The user throws the spear, and then quickly reels it back in for another throw. Trajectory is similar to javelin weapons.
Optionally, this weapon could be included in the starter bag, either as an additional option among the shurikens and knives or as an outright replacement. Either way, more early game rogue options would be a plus.
Suggestion: Primordial Flame
What it does: Basically Draedon's Remote but it's for the Sentinels of the Devourer instead.
How it's made: 5 Divine Geodes, 5 Unholy Essence, Rune of Kos, 1 Twisted Nether, 1 Armored Shell, and 1 Dark Plasma.
Why it should be added: I don't know why Draedon's Remote was added (probably in reference to achievement), but maybe there could be a similar object that would summon the sentinels. The reason why is because the sentinels are similar to the mechanical bosses as you are required to beat the three bosses to summon a more powerful boss (Plantera/DoG). It would be a fun challenge as well to defeat buffed sentinels. The item itself would be essentially a more powerful rune of kos, powerful enough to get the attention of all the sentinels in the world.
Scornful Saddle: Summons a Scorn Eater mount. 5% drop chance from Scorn Eaters. When equipped, it will summon a Scorn Eater mount that can run up to 80 mph and jumps up to 15 blocks, with jump height affected by accessories as well. Running into enemies at full speed deals 100 damage to the hit enemy. Additionally, double pressing 'Down' while 15 blocks in the air or higher will slam the player and the mount into the ground, negating fall damage and causing a small shockwave, dealing 150 damage to enemies caught in it.
Why: Calamity is in desperate need of more mounts and the Scorn Eater is a very unique enemy in my opinion, and I think it deserves more attention.
65 - Toggling the visibility of the Asgard's Valor, Asgardian Aegis, or Elysian Aegis enables/disables the dash mechanic.
This is mostly just an aesthetic thing, but I think this is a bad implementaion for toggling dash. The shield(s) cover half the character, so toggling them invisible is more often then not the preffered action. Being stripped of a core mechanic simply because you want your character to look nice is unintuitive.
I suggest the toggle be reworked to not be tied with visibilty. Just an idea, but you could make it so that when the player right clicked the item (while its selected in the hotbar or whatever) the toggle be triggered.
Have Luminite Ore spawn in planetoids after Moon Lord is killed, alongside Exodium Clusters.
Reason: You always have to kill Moon Lord more than once if you want to get lunar gear due to Moon Lord only dropping between 70-100 ore. Moon Lord is a tedious fight on his own, and his whole summoning mechanic is very anti-farm. I think adding Luminite Ore in planetoids could help the player get that little bit more they need while still being able to get a larger amount from Moon Lord.
Give the Life Fruit spawning a message to signal its appearance in the world, to serve as an early incentive to explore the jungle before all three mechs are downed.
Example: "The underground jungle flora starts to glow with a healthy yellow light."
Luminite Slime
Starts to spawn in the overworld once moonlord has been defeated. About as powerful as a irridated slime.
Drops about 20 luminite ore on death
: Luminite is difficult to get on rev+
Make it so Fungal Clump doesnt heal on contact damage with normal target dummies.
By filling an arena with Target dummies, you can easily provide yourself with Post-ML healing by staying close you the Fungal Clump, this is very exploitable.
make all rogue weapons non-consumable
consumable weapons are annoying to use due to limited uses and covering your world in dropped weapons, and no one ever uses the consumables so more weapons would see use and the rogue class would be better to play overall
Lunar Sigil
summons the Moonlord without delay
crafted @ ancient manipulator with 1 celestial sigil and 5 of every celestial fragment
Every time you need to farm the Moonlord you have to wait a minute which is probably longer than it takes to fight the Moonlord
Replace some of Lunatic Cultists attacks that are extremely easy to dodge with a more powerful version that homes in on any player which can be reflected back at the Cultist with an attack. Since he's literally the easiest Post Golem boss that is for progression, due to how easily evadable some of his attacks are.
Add a crafting recipe for Cosmilite bars, said recipe being 5 Astral Bar + 20 Nightmare Fuel + 20 Endothermic Energy = 5 Cosmilite Bars
Because farming DoG 10+ times gets really stale and diminishes the value of the music and fight greatly.
king slime gets a dumb buff post slime god and he drops a ton of slime as well as spawns wulfrum slimes so it’s not unobtainable after hardmode 
NPC/ Boss Change
Nahlyn
Requirements: Have available housing space and defeat Siren and Leviathan
Use: To sell items and allow rematches with her and leviathan
Story: Somehow surviving the battle with you she becomes infatuated with you, so decides to revive and shrink leviathan to come and be with you
Sells: First it will only be Greater Healing potions, then as you defeat each boss she will gain some weapons that will assist you in the moment, she will also sell you the food of her people, and will even give the drunken princess some booze to sell (and consume)
Example Quotes:
Homeless; "I've been looking for you...what... You thought I was dead sigh typical."
Day; "Man you have no idea how good it feels to see what the main land has to offer"
When you have Heart of the Elements equipped; "You must be extremely lonely friend, extremely lonely indeed"
Blood Moon; "This power, I have never felt power like this before"
When accepting a rematch; "Alright, meet me at the beach, I'll be waiting."
Her final warning; "You sure you want to do this, this is your last chance to back out"
When you say no: "Ha chicken, I knew you wouldn't want to face me again."
Adding a role called Death Hippie. Doing a no-hit run while under the effects of Trippy. Using Cheat Sheet/Hero's mod is okay to obtain the mushrooms, but that's it.
bosses that are buffed post provi should start dropping super healing potions so you dont have a bunch of low tier useless healing pots to trash/sell after killing them 
Cursed crawler
An ore crawler that spawns commonly in hell, and rarely in caverns. As it moves, a trail of brimstone flames linger. It drops calamitous chunks and ashes of calamity, as the bits on its back are meant to be pieces of calamity, cataclysmic and catastrophic eyes. Extension on the ore crawlers idea with the calamitous chunks in mind(calamitous chunks were designed as a luminite like ore, not naturally generating but still being an ore)
Acorn Gun: A pre-hardmode Misc. Ranged weapon that uses Acorns as Ammnition
How it's made: 1-3 Iron bars, and 20 Wood at a anvil
How it acts: like the blowpipe with a acorn shooting out instead of a seed
Why it should be added: Adds a good alternative to the blowpipe and is cheap and easy to obtain for newer players.
Maybe make the daedalus gravity control ability work using the armor ability key rather then tapping UP?
Lumenous squid
I was serious this time, so I spritesheeted it.
Lumenous squids are a swarm enemy, which is an enemy that when spawned creates several clones of itself that can't spawn clones when they spawn, but are otherwise identical. They spawn in layer 3 of the abyss, emitting a faint light. They move through all the blue sprites(1 to 8 over and over, not 1 to 8 to 1), but when the player attacks or enters the line of sight, it turns red and makes the same sound the luminous corvina makes. They close their tentacles in on their bodies, spin rapidly and fling themself at the player before reverting back to their passive blue state. In their blue state, they slowly roam randomly, mostly horizontally, but they also can move up and down. They drop high amounts of lumenyl, because they are meant to be fully made of lumenyl.
Why? Layer 3 of the abyss doesn't have many unique enemies, the only two being a miniboss and what is effectively just a floating hazard. This changes that.
Make the Onyxia and Onyx Chain Blaster quieter. They're really loud.
Make the Rock placeable. Because of the item frame bug, make it so we can display it somehow. Even though its seemingly a joke reward, having it be displayable would be very neat.
We need an elydon wyrm pet
Why ? they are very cute.
Case in point: https://youtu.be/vyVeF9xtmjI
Adult Eidolon Wyrms are cute and lovable, change my mind. First time making a video like this so hopefully it's alright lol Check out the runs live on stream...
If it's possible, make the shadowflame knife a rogue weapon.
Reason: When it's a melee weapon similar to a rogue weapon, you basically throw the knife, not use it as a shortsword or broadsword, and so, it's similar to daybreak, but it doesn't stick to enemies and do massive stick-it-to-em damage like the lionfish.
Golden Star
Summon Weapon
Summons a Mini Astrum Aureus that takes up two minion slots each and attacks enemies by shooting a shotgun blast of Astral blasts and occasionally firing a circular spread of Astral blasts, mini Aureus Spawns and trying to crush enemies by teleporting and falling on top of them. (This minion is the same as the one from my Astral Armor rework suggestion from earlier.) When the Astral Armor is equipped, the Mini Astrum Aureuses will get increased speed and damage, and will gain the ability to inflict God Slayer Inferno for one second.
Dropped by Astrum Aureus at a 10% chance.
Reason for this suggestion: The only thing a Summoner gets from beating the Astral Bosses is the Hive Pod, and Astrum Aureus' drops pre-ML are only used for creating the Celestial Jewel and the Starcore, or for Mages.
https://cdn.discordapp.com/attachments/542409970520555524/558744028934307841/Mini_Astrum_Aureus.png
Make Eye of Desolation non-consumable
grinding for the components for the eye of desolation sucks especially because you don't have to grind stuff to fight plantera instead of calamitas
make sea prism shards not break when you hook onto them
Pink Champagne
Consumable
Tooltip: French-made, quality sparkling wine
Grants the tipsy debuff, boosts to melee and rogue damage, however lowers defense and movement speed
Sold by the drunk princess
Change wings so that they have innate horseshoe-esque fall damage negation, or change one of the boots' recipes to include a lucky horseshoe
Why: once you graduate to wings from a horseshoe balloon,
you will start to take fall damage while riding mounts,
causing deaths, namely when using the slime mount to go down a hellevator
Ego Emblem
Accessory
A use for rogue emblem and raider talisman to go along with the other specific craftables of the emblems
recipe: 1 rogue emblem, 1 raider talisman, 1 determination breaker, 3 frost cores, 5 core of eleum and 50 glass
effect:
+10% increased rogue damage and +5% rogue crit chance
on a rogue crit stack up to 200 times, to a total of +10% rogue damage and +5% rogue crit chance
halves immunity frames, and being hit removes all stacks
Change Demonshade to Calamitas' robe actual design
True demon eye
True demon eyes are a post-ML enemy that spawns at night, replacing demon eyes. They are a swarmer type enemy, that fly around like demon eyes, but are immune to knockback and shoot lasers at you.
Why? Generic forest isn't very dangerous at all post-ML, with there being virtually no threats. All enemies have been outclassed ages ago. This would pose a threat to people farming blood moons for blood orbs, and also people just minding their own business at night.
Make a game mode in which you have to descend down a pre generated cave. if you reach a certain point, health /mana buffs (you start at the top as a new character with buffed enemies depending when you try the event) . also, chests are located when you reach a 'health point' (Max health, plus this is where stats are buffed). the chests always give -a mobile accessory first, then a weapon, then armour, then just more accessories. if you reach the bottom, a miniboss awaits. defeat it to end the minigame. is activated by entering a small ' hectic teleporter' in the top of space in the side of your map.
New item: Cosmic Collapse
”no holding back this time”
Crafted: Cosmic Worm, 5 endothermic energy, 5 nightmare fuel, 5 cosmilite bars @ draedon’s forge.
Use: Non-consumable boss summoning item that spawns DoG’s final phase. He has access to the laser wall attack from the very beginning, instead of getting it at 60% hp.
Why?: DoG is a bit anti-farm in this current state, largely due to the sentinel phase. This would make getting cosmilite a lot faster after you have the initial cosmilite gear, while keeping it a bit challenging for those who have only won once in that world
Can you make Silva armor not immune to feral bite I’ve always been using this debuff as a buff for summoner with the extra damage but I can’t use it because your immune
Portals that allow you to travel to a different world, similar to necro modpack's nightmare crystal. Would be perfect for space generated with meteors filled with exodium clusters and astral infected planets to exist
make Asgard's Valor and Asgardian Aegis still have their holy dash even when visibility toggled off
make a version of them craftable at a workbench without the holy dash and make it be reverse crafted too
why: because I can't make my character have a specific vanity theme when I have the shield's visibilty toggled on, you shouldn't be ruining a vanilla mechanic just for the sake of a small addition
Redo the Heart of the Elementals.
Don't make the Rare Sand Elemental her throw healing orbs, make it so that she also does an attack, like more sand tornados (so change it back to normal). Maybe the cloud elemental could also do tornadoes
Change Rare sand elemental;
Also, you should buff them. Either make the green healing balls heal for more, make them a sentry healing thing that shoots out a sandstorm that heals, or make her throw them at a higher frequency.
More accessories should be visible on the player, it kinda bothers me that all of them except for hermes boots upgrades and wings are invisible, these are meant to be the 3 jellies
This is an out there idea that i don't even know if its possible to code, but what if the final boss throws you into a time vortex of sorts and you get pushed back to a certain part of the game and everything is now buffed to be a challenge and all the gear you can get from that point and on is buffed as well. kind of like Dark Souls "new game+" mode
Light Pet Name: Ghostly Siren
Summon Item: Tentacle of the Ghostly Siren
Crafting Recipe: Suspicious Looking Tentacle, Strange Orb, Ruinous Soul (10), and Wisp in a Bottle
Effect: Mixes the effects of the Suspicious Looking Eye, the flame effect of the Wisp, and the shape of the Baby Siren, and also fusing their light levels to be the brightest (and best) Light Pet in Terraria
Reason: Since there isn't a 4th Light Pet that is the BEST one in Terraria. How about make the 4th one a fusion of the 3 best ones in Calamity (Baby Moonlord Eye, Young Siren, and Wisp) and the pet have the light 3 times brighter?
Weapon Name: Duke Controllon
Weapon Type: Flail
Damage Type: Melee
Crafted: Flairon (1), Luminite Bar (10), and Gel (90) at a Hardmode Anvil or Draedon's Forge
Attack: Fires a XBOX Duke Controller-like Projectile with green sparks coming out of the flail, which those sparks are the projectiles that home in on enemies like what the Flairon does... But faster and makes a cosmetic explosion effect when hitting the enemy
Reference: The Flail is a reference to the XBOX Duke Controller from the Original XBOX, the Sparks are a reference to the Original XBOX Startup Screen which has a reactor core emitting Sparks from the inside
Reason: Maybe an Upgrade from Duke Fishron's drop with a pun from its name being a reference to the XBOX Duke Controller would be pretty neat for a Post Duke Upgrade (well, in my eyes, at least)
probably been brought up before but devourer of gods, after defeating the sentinels, really should spawn on the fourth strong beat and not the first one imo
currently there's a quiet interlude followed by a very strong reintroduction of dog's theme
at the beginning of the strong section, he currently spawns on the very first beat
but the fourth beat is the strongest and would be waaaay more fitting to spawn at, at least from my perspective
Changing it back so the Siren Light Pet produces light out of water. The change made it kind of useless compared to any other light pet. I understand the need to nerf a lot of the things in the abyss due to them being attainable pre-hardmode, but I personally feel like this was unnecessary.
Edit: The previous amount of light isn't necessary, I just think that it should produce ANY light out of water, so it retains any amount of usability.
There are a lot of items that are pretty far into the game that need resources that are attainable pre or early hardmode. This is really annoying if you don't have that resource. For instance the Ethereal core needs meteorite bars, meaning when my post moonlord character was trying to craft it and realised that there were none left, (and no meteorites in my world), i had to search across multiple worlds to find a single meteorite.
This has happened multiple times with resources like meteorite bars, fallen stars and souls of light and night, all in recipes for late hardmode to early post moonlord items.
A fix for this problem would have to be case by case, but in general i think replacing early game resources with reliably farmable endgame resources would help to make the mod have a smoother progression.
Another solution would be to have an post moonlord NCP sell the materials.
Have the healing from the Profaned Soul Artifact's guardian increase after you kill DoG and Yharon. Not by much, just a tad bit to make it more relevant.
Suggestion: A map background for the latest biome addition.
Not sure if even possible but change the eye of cthulhu theme to be the remixed version by DM
Since the summons of the Heart of the Elements changed from "Waifus" to "Elementals", can Earth Elemental be summoned along with them? A new item could be added to the recipe that's an accessory that summons the Earth Elemental.
Post DoG Upgrade to Daybreak
Suggestion: Crafting recipes for the living leaf/wood wands and the living loom.
Recipe for the loom could use wood, stars and web at an anvil.
While the wands could be crafted using mere wood and stars at the living loom.
Why do we need this? World gen is sometimes super mean and gives us small living trees with no chamber. I personally like to use the living set and I prefer not to go to a different world and look/grab one there.
Suggestion:Give the EoC an attack that lets it shoot tears, so that you can't dodge all of its attacks just by running in one direction. The tears could inflict a weaker version of Temporal Sadness.
Reasoning:Shouldn't be that easy on rev/death.
Chlorophyte should be added into jungle crates post Plantera as an alternative way of acquiring Chlorophyte ore either that or Chlorophyte slimes or another option could be regrowth speed is increased
Greater Restoration potions they would be made by combining restoration potions with crystal shards and fairy dust and would heal 100 mana and 100 hp just 20 more than a Restoration Potion and would have the same cooldown of a normal restoration pot
Ancient Potion
A powerful, post-moonlord potion with some special effects. It would heal you fully, and increase max health by ~50-100 for about a minute or so, but inflict Potion Sickness for 60s and a secondary debuff, Ancient Sickness or something similar, which would work the same way but prevent you from using Ancient Potions and last much longer, around 3 minutes.
Crafting Recipe: Expensive, providence related materials
Reason: Health potions are rather bland, and I feel like we could use some variety
Buff the wulfrum pick axe, I understand that it used to be stupidly fast and overpowered but now that it's been nerfed I don't notice any difference between it and a copper pickaxe. I think it should be buffed so it's closer to a nightmare or molten pickaxe in how fast it mines
Make adventure maps which show you the storyline of certain characters
Also maybe write a small helpful guide for the mod to help new characters that the guide gives.
Gun Name: Unmaker
Tooltip: 'Can somehow shoot even though it is made of flesh'
Damage Type: Ranged
Design: A fleshy gun that has bone as the muzzle
Attack: Fires 3 Laser Beams that deal a ton of damage, the damage is doubled if you use it against any Demon-like enemy or Boss.
Crafting Recipe: Lazinator, Flesh Block (100), Laser Rifle at a Hardmode Anvil or any other Hardmode Crafting Bench
Reference: The gun itself is a reference to Doom 64's Unmaker, which is a demonic gun with the ability to use 3 Demon Keys in order to make it more powerful (but the Demon Keys are already in the Unmaker for this suggestion)
Reason: There's a lack of Laser Guns for the Ranger class and that's like, extremely dumb, so why give Mages laser love but not Rangers?
To expand on @languid sonnet suggestion on a post DoG upgrade to Daybreak.
Cosmic Destruction
Crafting recipe: One Daybreak, 20 solar fragments, 10 Cosmilite bars, 20 Endothermic energy, 20 Nightmare fuel, at a Draedons forge.
The Cosmic Destruction would throw three Destructions that would home in on targets doing around 300-380 melee damage, each inflicting the God Slayer Inferno debuff.
Why?: Because we need an upgrade to the daybreak, currently it stands unused by everyone because it's just not viable, plus gets outclassed by alot of the post moolord calamity weapons. Adding this weapon would give it an actual use in the Mod, plus it would give melee users more options of weapons to use.
Deathspore Dispersal
Post-ML summon weapon, resembles a large black, purple and yellow mushroom Staff.
Because no one realizes that coding normal summon weapons is a big pain in the ass, I want to propose a summon weapon that works uniquely from other summon weapons.
Instead of summoning a sentry or minion, holding the weapon and not letting go charges a Summoning Orb above your head, as well as a larger outline around it. The longer you hold, the more the Summoning Orb grows. If you hold for long enough for the Orb to reach the outline, a giant mushroom spirit appears, and it activates a special attack where spore explosions appear all over the screen hurting every visible enemy for massive damage, but for a few seconds. The Summoning Orb disappears.
Crafting recipe: 6 Stardust Fragments, 2 Phantoplasm, 10 Glowing Mushrooms, 4 Plague Canisters.
Make Seaserpent not aggressive
it being the only thing burrowing straight towards your face interrupts the feel of the sunken sea. i'd suggest making it closer to the eutrophic ray where it goes far faster, but sits idle until provoked.
suggestion: How nice would it be to have a sprite of the sun with the pale shade of providence on it on random days? Since you know, she is supposed to reside in the sun and all!
expansion on Winter-Tire's idea: make providence appear in the sun post moonlord every so often but very faintly, and after you kill providence, make it never appear again
Accessory Name: Bass Cannon
Tooltip: 'Kickin' it with them wub wubs'
Tier: Post Providence
Crafted with: Wire (50), Charged Laser Cannon (1), Divine Geode (10)
Effect: Summons a giant cannon that fires a giant beam that inflicts any random Fire Debuff if you press the "Hyper Blaster" Hotkey (This is a made up hotkey for the Accessory), cools down for 2 minutes and 30 Seconds
Damage Type: Magic (Since it IS a magic Laser Beam)
Reason: There is a mild minority of Accessories that can deal damage to an enemy, so making another one would be pretty good for the Mages out there
Weapon: Supreme Entropy's Vigil
Crafted with: Entropy's Vigil (1), Calamitous Essence (45), Essence of Chaos (55) at Draedon's Forge
Damage Type: Summoning
Summons: Supreme Minis
Tier: Post SCal
Reason: Since Supreme Calamitas is the real deal, adding an upgrade for the Vigil would make sense being that the Vigil itself is Clonamitas and the SUPREME version would be the real Calamitas
Suggestion: I am very interested with the plague lore and everything (I am planning on building something that uses this theme and the furniture looks awesome!) but I think the effects of his propagation are restricted to bees and plaguebringuer. What I propose is:
- The apparition of new infected blocks, that would also glow (without giving the debuff)
- Heck, even a new biome could appear, acting like corruption but in the jungle! The player couldnt get in it unless he got the right equipment (like a gaz mask or something) and it would stop spreading after the plaguebringuer goliath is defeated (or at least it would slow down)
- Maybe make the honey or water turn green and apply the plague debuff in that area? who knows!
Be free to add on some more idea to this! I would really enjoy seeing dynamic changes in my jungle that kind of forces me to act quickly in order to avoid a complete mess!
A mini sky city, like the islsnds, but about 90+ blocks up and there are nps that you can only find In sky citys that sell wings, feathers blocks, and more! The reason I wa t thid is because the sky seems to be a dead zone in all mods and vanilla and I have only heard of s couple bosses in the sky, you only go up there for feathers and wyverns basicly, and this is to give a reason to have to go in the sky more
Someone told me to expand so: You could add extra enemies exclusive to the sky city and look you can scavenge for, also the buildings would be made out of Martian conduct blocks and pearl wood background.
Suggestion: since the rogue class is focused arround ''stealth'' and quick big damages, maybe adding the shivs to this class could be an idea
"candy nail rifle", a ranged weapon of candy cone rifle and nail gun's post-ml upgrade. it need some Luminite bars and both rifle and gun, shoot fast-explosive nail which make bouncing candy cone projectile. it's ammo is both candy cone and nail.
cuz candy cone rifle and nailgun totally "useless" in calamity mod, so i wanna make that bit "useful".
What about making sulphurous sea backgroud a little bit higher in order to players be available to see it without flying high in the sky?
Also, shouldn't it be a yellowish colored?
What is with the random nerf to obsidian skin potions? all it does is make mining hellstone a horrible fucking pain. Whenever your in lava, your never in it for a long period of time except for mining hellstone which makes me believe making the immunity timed is useless. im trying to say that its a pain to always have to go up and "get air" or replenish your lava immunity every literal seven seconds. The lava damage is perfectly fine im all for more lethal lava but the having to replenish it constantly is what is annoying while mining hellstone.
first suggestion so its probably bad.
"bloodflare destruction", a magic weapon which is basically an upgrade to the shadecrystal barrage made with 10 bloodstone cores,the shadecrystal barrage and 10 galactica singularities (can be changed). it fires out red sparks like the shadecrystal barrage (but red) and it has a 5% chance to inflict the whispering death debuff (can be changed). mana usage should be chosen by devs.
reason: i feel like there are no real DPS mage weapons pre-sentinels/polter and this seemed like a kinda good weapon for that spot for mage (yes i am suggesting this because im gonna do a mage playtrough)
Necklace of the Seven Seas
An accessory which would be an upgrade to the siren's heart, neptune's shell, ocean crest, and aquatic emblem
it would give all of the buffs which the accessories give, but not all of the abyss breathing
Reason: the abyss diving gear is a pain to get, and i constantly find myself hoping there was an upgrade accessory to them
Bane of Providence
Summoner weapon that is rarely dropped by the Devourer of Gods that spawns 3 sentinels (like entropy's vigil), and only one set of sentinels can be summoned at one time. The storm weaver attaches to enemies, the ceaseless void fires laser-like dark plasms to enemies, and Signus lunges at enemies (similar to Spazmatism in the Twin Staff)
Discussing your donor item is pretty hard as a non-cool dude because there ain’t really a channel one can post them in without leaking too much, you’re pretty much exclusively restricted to DMs. So i would suggest future donors to temporarily get access to a channel where they can discuss, post and submit their donor items functionality, design and eventually sprite, but message history is turned off so they can’t see the other donors’ items that were posted before they were invited.
I think a xeroc themed pillar is in order. Enemies would be themed around the big xeroc armor set, with fleshy and toothy monsters as well as flying infected assassins to suit the rogue that the pillar represents
Due to the recent changes to make the xeroc armor a rogue celestial armor, the meld bars should also be changed to a fragment counterpart. Right now, xeroc is the only celestial armor that doesnt have its own respective pillar, which confuses me
Pheonix gear
for magic only post ML
which gives a fire affect to magic weapons
reason: there are next to no class exclusive armour post ML which makes it less fun for character specific playthroughs
Or pheonix revive as an ability
More building oriented but here goes:
Add different types of living wood (blocks and backgrounds. wood, bark and leaves) to represent the different materials and biomes that exist in the gameworld. Like a ebonwood, pearlwood, shadewood, boreal wood, or maybe even a astralwood (monolith) alternative.
Reason: Most of the building materials in game and in most mods are usually separate blocktypes or just a variation of stone or brick. For wood you either build wooden houses (with the respective woodtype), or you build a livingwood house that uses either the "purity" or jungle woodtype (mahogny). Yet you find many different types of wood in game, that could make for some interesting livingwood housings.
Could then imagine the ebonwood and shadewood types having bleeding or thorn covered bark and leaves, pearlwood having a crystalline appearance that sparkles, boreal wood resembling pinetrees (would look nice with baubles hanging off it in a snow biome), and monolith having a alien appearance with symbols and strange lights (unsure how leaves would look myself).
Recipe: 1 Livingwood wand / 1 Leaf wand + x of desired woodtype = <Woodtype> wood wand/ leaf wand
Ninja NPC he would sell you rogue related items after defeating King Slime and would drop from King slime after defeating it for the first time
reduce the price of birb pheromones please, 20 platinum is an absurd price for the materials needed for it imo, especially now that it's pre-providence
Make your favourite weapon viable:
Add something craftable near hardmode that allows a weapon to scale with the game when combined with said item (increasing its' damage, crit, etc.) Defeating bosses or progressing through the game without your favorite weapon sucks and I think having your favourite weapon throughout the entire game would make bossfights much more enjoyable 😃
Marble n' Granite Expansion
Right now Marble/Granite lack a lot of content, even Space got more content than them, so i'll suggest some things that will take these biomes from "Oh look, granite biome" from "Oh yes! i've been searching for this!"
First, Granite weapons specialized on High knockback/damage but low speed, because y'know, enemies there are based on blocking/high defense.
We are talking Cannons with big AoE, Hammers that make the ground literally shake, Magic Staffs that generate pillars from the ground sending your enemies to the planetoids, etc.
Marble weapons would be specialized on low/medium damage but high speed, maybe even debuffs like Medusa.
Like Light-Speed Swords to slash those hoplites into bone dust (haha references), Guns to make them look like cheese from all those holes or Staves that shoot stalactites from the sky!
guess what, you can't suggest marble and granite without Marnite stuff too!
Marnite weapons would have 2 weapons for each class, one would be mostly granite while the other one is mostly marble.
let's say, mostly Marble weapons would be daggers, pistols, wands, rifles, spears, etc.
and mostly Granite Weapons would be Mortars, Cannons, Staves, Hammers, Flails, Grenades, etc.
there's a lot of possible weapons!
This would give a lot of variety of weapons to use, and would help granite and marble get some content.
Meld Blobs should drop from the pillars/Lunar Event Enemies once they die with the excuse of it being their "Blood" or something like that , this may not fit with Xeroc's lore but it may be more fitting than dropping from nebula enemies imo
A few summon options for tiers with few of them, and Pokémon reference (but this isn’t vital and can be replaced, it’s just an inspiration)
https://docs.google.com/document/d/1-R_6M6TVZUBnZvG_Ce0ZcV9gEHWRhVdPmnqV9N4vNdw
To summarize, it’s 3 minions of ground and fire, then water and ice, then sky and lightning, the first is pigmy-like, second is sharknado like, third is worm-like. They’re all near each other in tier but not quite the same, all get an upgrade in mid hardmode, and all are combined into a single 3 for 1 minion slots weapon late hardmode.
Since the abyss sometimes inhales chests, I have two suggestions:
Make the Dungeon avoid the Abyss (if possible)
or
Crafting Recipes for Biome Items
Examples:
Rainbow Gun - Hallowed Key, Ecto__blood__ (preferably a high amount), Pixie Dust, Hallowed Bars, Tier 3 Hardmode Bars
Vampire Knives - Crimson Key, Ecto, Tier 3 Bars, Crimtane, Bloodletting Essence
Scourge of the Corruptor - Corruption Key, Ecto, Tier 3 Bars, Demonite, Fetid Essence
Staff of the Frost Hydra - Frozen Key, Ecto, Tier 3 Bars, Core of Eleum, Cryonic
Piranha Gun - Jungle Key, Ecto, Tier 3 Bars, Perennial, Chlorophyte, Shark Fins
Heavenfallen Stardisk - Astral Bars, Stardust, Fallen Stars
Ectoblood is used instead of 'plasm to make sure they are strictly post-plant.
The guide should give calamity related tips. Clear, but not too clear, To give nudges in the right direction and tells the user what accessories and weapons they should go for.
Please make the guide the first npc to arrive if there is an open housing while holding a guide voodoo doll
I would like this because sometimes when you havent decided to build houses for all the npcs you could have but dont need (clothier, painter, party girl, ect.) they like to spawn instead of the guide which makes trial and error against wof rather annoying.
Upgrades to MOAB?
The mother of all balloons is a great accesory for dodging bosses and is great for many bosses, but it's strange for such a useful item to have no upgrades at all - how about 'sidegrades'?
The BFB - a post golem accessory which makes each jump even higher than before, flies for longer and allows you to fall faster, but your movement speed on the ground is reduced by a small amount and there's no improvement to horizontal velocity. Requires the MOAB and some chaotic bars to craft and some other post-golem items (idk I'm not great with recipes, give ideas in #suggestions-discussion ).
ZOMG - Post ML upgrade.
This one makes you very tanky( higher DR and maybe HP) but very slow too. You're immune to knockback and acceleration is limited, but to compensate, all vertical durations are extended 2x compared to the BFB. Crafting requires the usual Galactica singularities and luminite etc..
Also a post ml upgrade - DDT
The opposite to the ZOMG but with other perks - you move much faster on the ground and in air. Enemies are less likely to detect you, you take 10% less damage from explosions, cold things and contact damage but your defense is reduced (quite a lot). Crafting requires the MOAB and cores of calamity and a vortex booster (again, feel free to change things)
EDIT: in order for these to be viable to use alongside tracers, the upgrades don't count as wings and the jetpack effect is removed so instead they will have something similar to flying carpet
This might be too many Bloons references to handle but nvm
More Pre-HM Class-specific accessories
It’s not really fair that Summoner and Mage get Pre-HM class-specific accs, Melee pretty much gets Yoyo/True accs, and Ranger gets... nothing.
Suggestions:
Energy Hilt - Upgrades Melee projectile damage, crafted with Gold/Plat and Fallen Stars
Heavy-Duty Chain - Upgrades Flails’ reach and ‘springiness’, Crafted with Iron/Lead and Chain
Reinforced Bowstring - Ups Arrow velocity but also ups use time, crafted with White String and Silk
Lead Coating - Ups Bullet damage but reduces velocity, crafted with Iron/Lead and Demonite/Crimtane
Ring of Calamity:
“An ancient curse resides inside...” Crafted with 5 Calamitous Essence, 20 Ashes of Calamity, 3 Blighted Lenses, 1 Dark Sun Ring. When equipped in the mount slot, it gives the player 10 defense, increased melee knockback and melee speed, +1 life regen, 5% increased pick speed, and +1 max minions. When mounted, the player transforms into a Calamitous Eyeball, giving an extra 15 defense and increasing max health by 100. While transformed, the player can move through the air freely and always points towards the cursor, but cannot use any items besides with hot keys (healing, mana, etc.) However, left-clicking fires Brimstone Hellblasts (300 damage) at intervals that fly in a straight line and right-clicking launches a barrage of Giga Blasts (400 damage) with the occasional Abyssal Fireblast (700 damage) interspersed. Additionally, pressing the Grapple key will launch a ring of Brimstone Bolts (250 damage) in a circle around the player and double tapping a movement key will cause the player to dash to the cursor, dealing 1000 damage to enemies in their way.
Why: An effective transformation item would be really neat to see in Calamity, and a unique way to fight post-SCal would be neat to have. And the Ring of Calamity seems like a neat idea that could use a better way back.
https://forums.terraria.org/index.php?attachments/ring-of-calamity-png.218857/
Sorry if I’m asking for a bit too much, but is there any plans to maybe add building items/ furniture and walls and other building things for the astral monolith stuff or other parts of the astral infection? Cause the biome has such a cool color scheme and look it seems like it’d be really cool to build with, but like I completely understand not doing so as that is a lot of sprites to create
Suggestion: Tiger Enemy
What it does: acts just like a Pitbull, attacking the player at high speed.
Where it's found: Surface, preferably during a solar eclipse/blood moon.
What it drops: the vanilla Tiger Skin normally sold by the Travelling Merchant.
Why it should be added: A Tiger Skin is needed to craft the Handheld Tank, and the chances of getting it from the Travelling Mechant is already shamefully low. The Merchant has a 22% chance of spawning, and a 1% chance of having the item in his shop, this isn't even considering the changes to his shop pool that calamity does.
Clear all projectiles upon Moon Lord's dying animation's occurence.
Reason: To prevent cheap hits in normal gameplay and especially in Boss Rush.
Fix Amidias's Hitbox size or whatever. As of now, Amidias is larger than most Town NPCs, and thus cannot fit within a normal house, and can't go through doors. This is an annoyance especially when trying to build a house for him.
Tldr, add an item that can be crafted into one of many different Starter Bags based around different ideas.
https://docs.google.com/document/d/1VaHWellcCJCNGlV0Xk6Z2kslfiUWwDNO3ZI8NLy2xWU/edit?usp=drivesdk
❔ : to better provide for each class without cluttering the inventory too much, as well as make certain non-class playstyles easier to set up.
Replace the Stone Slabs in the central planetoid building with decorative blocks added by Calamity
small bit of details, but I think it would be nice if you could interact with your pets, or have your pets interact with you. Saying things or having minor texts appear saying "(pet) is blah blah blah". Like something like the Chibi Devourer making random remarks when you're fighting or the Black Cat (spawned by the unlucky yarn) saying something when you use potions/magic would be a nice touch to the game. probably a stupid idea
Add the ability to change whether scal walls despawn as they did before or as they do now in config.
Reason: Some people prefer the way it despawned before, and since configs are a thing, this is possible while not removing the change.
add more weapon SFX for modded weapons. sidenote - don't do all weapons as devs would not want to go through so much trouble anwyways
The Reason: it's rather simple. I'm sure sometimes people get at least a little tired of hearing the same old vanilla sounds for weapons, it makes stuff feel just a little bland and boring... and sometimes they don't really sound right. It's a rather small change with not a lot of significance, but it's any of these small changes that improve the quality of games in general.
Increase building speed for walls and blocks because the only thing worse than having to build a massive hell bridge is how long it takes to place things especially if you don't have building pots + travelling merchant building stuff
Spiked Grips
Rogue weapon meant to be obtained in the dungeon
Behaves similarly to the Throwing Knife (going a decent distance before falling downwards), when it comes into contact with an enemy or tile, it will release damaging spikes, increasing the DPS of this weapon if every spike manages to hit an opponent.
Found in golden chests of the Dungeon (if its too hard to code make it craftable by 20 Bones, 10 Cobwebs, 10 Gold/Platinum Bars, and 3 Ancient Bone Dust at an Anvil)
Reason: More rogue variety would help especially in stages of progression after Skeletron has been defeated. Lionfish exists yes but this is to serve as an alternate option if the Abyss is too hard or you have not found a Shadow Key.
Brimstone Worm Staff
Drops from Supreme Calamitas
Summons a Brimstone Worm to fight for you (Sepulcher)
Every use summons a new segment
Segments will not do contact damage but instead will fire Brimstone Bolts
Electrostatic Bumbling Sphere
Drops from Bumblebirb
Summons a Bumbling Bird to fight for you (Bumblebirb)
Uses 3 Minion Slots
Something greater lies ahead...
Soul Seeking Ornament
Drops from Supreme Calamitas
Summons a Seeking Soul to fight for you (Soul Seeker)
Uses 2 Minion Slots
Soul Seekers will circle you and fire Brimstone Bolts
Each Soul Seeker will slightly increase Damage Reduction
Bridled Mushroom
"Crab rave; Crabulon is gone!!"
A hardmode mount, which is a smaller CRABULON.
Sinks in water, but moves about as fast as shrimpy truffle in it.
Occassionally releases deadly mushroom spores into the air.
Crafted with 3 S.O.L and S.O.N, 300 Glowing mushrooms, and a crab.
Reason: There arent too many mounts in calamity mod, and crabulon is just a cool looking boss in general.
Flarenado arena boarders should have map icons. i always fly over them. (Edit: Even if im wrong about that, i still have know idea where they are)
Add a recipe for Overloaded Blaster, Eldritch Tome, and Abyssal Tome.
Why: In case you get unlucky with Slime God drops. There's recipes for Corro/Crimslime Staff and Gel Darts so there's little reason for these to not get drops as well.
Example Recipes: (obviously subject to change)
Overloaded Blaster at Iron/Lead Anvil
- 15 Purified Gel
- 5 Hellstone Bars
- 30 Gel
Eldritch Tome/Abyssal Tome at Bookcase (or anvil I guess, doesn't really matter) - 1 Book
- 10 Purified Gel
- 20 Blighted Gel
Make a legendary weapon for every class, maybe even add late game upgrades to them like the dratalornius.
Why: There 3 melee, 2 mage, 1 range and 1 rogue. I especially want a legendary summon weapon. It seems a little odd if there are so many legendary weapons and only 2 that upgrade.
make the trashers in the sulphuric ocean not go through walls, since it makes building there pretty hard when the same bunch of crocodile just ghost their way in your home and interrupt everything you do! 😉
oh, and also, a panic necklace recipe would be really neat, I got some bad luck in the past and wasnt able to get one by smashing about 15 crimson heart (I know, how incredible my luck is). Still, you can go fish for crimson crates, but it would be really convenient to get this recipe!
Make it so that any mechanical boss can spawn naturally with death mode’s “Something is approaching” message at surface night at the start of Hardmode rather than always Destroyer, then Twins, then Skeletron Prime in that order. Means we get to try our current loadouts against the other mechs besides Destroyer when they randomly spawn. I also think it makes sense this way since they’re all (roughly) on par with each other and are meant to be tackled at the same stage of the game.
Weapon Name: T1000 EX
Tooltip: 'We [Martians] are not responsible for frame drops'
Attack: Charges up for 10 seconds, then shoots an extremely fast volley of lasers, Electrospheres, Influx Waver blasts, and Missiles, which can drop your frames depending on what type of PC you have
Crafting Recipe: T1000, Electrosphere Launcher, Influx Waver, Charged Laser Cannon, Yharon Soul Fragments (Amount is up to the Devs)
Reference: It's mostly a reference to how some powerful weapons get over the top effects, such as frame dropping amounts of projectiles or particles
Reason: The T1000 isn't that great, since it's just an upgraded Laser machinegun with a few stuffs in the mix, so how about fuse the other Martian Saucer Weapons (which isn't the Xeno Staff because I'm not sure how that will be possible to make a Projectile for the Xeno Minions) and make each projectile be a bit more powerful to up the DPS a bit
Enemy Suggestion
More enemies for biomes
Looking through the biome changes I noticed that there aren't many enemies for some of the vanilla biomes here is what I have in mind.
Ancient Guards (jungle): even in death they protect their lord, Yharim with spears and swords
Grizzly (Snow): One the most powerful land creatures to roam the snowy forest their passive at first but don't get too close
Truffle Warrior (Underground Mushroom): These fungal denisons will kill those who enter the mushroom biome then infect their corpse with parasitic spores
Angels (Hallow): They can only tolerate this violence for so long and have deemed it necessary to cleanse the Hallow of any who pose a threat.
Androids (Planetoids): These androids are an alien experiment to try and infiltrate human society, kill enough of them and maybe one will see the error of their ways.
Hemomancer (Crimson): Practitioners of one of the most deplorable forms of magic, they will use blood spikes and swords to kill you.
Elemental Observer Staff
Summon Weapon
Summons an Elemental Observer that takes up one minion slot, floats above the user's head and attacks with an i-frame ignoring, Elemental Mix-inflicting sweeping laser. The laser does not phase through blocks, and the Observer will not target enemies through blocks. Only one Observer can be summoned at a time.
Crafted at an Ancient Manipulator with a Sun God Staff, Lunar Portal Staff, 5 Galactica Singularities, 5 Luminite Bars and 5 Bars of Life.
Reason for this suggestion: Summoner only has one viable option for Providence, not counting the Energy Staff.
Tokens: earlier, my combo idea was killed for being too hard to implement. this would change it so that the crafting would require A. armour 1. B armour 2. and C armour 3. All items would get a token depending on where they are in the game (i.e pre hardmode, pre plantera, pre ML, pre scal and endgame. these are just examples). the resulting armour would have the abilities of armour 1 and 2 and the defense of armour 3 so ie. final armour has ability a, ability b, and the defence of armour 3 wih percentage removals to balance it up a bit. each boss would drop a token which allows you to craft armour 3 ( you need a token depending on where armour 3 is in the game). you would also need 2 other tokens, 1 for the 2 other armours. the 2 armours must be in a lower tier then armour 3.
Maybe some changes but thats the general idea.
another very simple suggestions, make colossal squid drops less inks
cuz ink is almost useless.
I'd like to see a pyramid biome forced, anywhere, For a really cool idea. (A new invasion)
Once you loot break an orb down there (lets say it's a golden eye of ra or something)
You anger a pharoah by smashing the orb, and from that point you can get random army of the undead invasions.
it could potentially open up some opportunities for new bosses, items, and enemies. If interested I could help with the design aspect for mobs etc.
But in effect, it could either be a new invasion, or even a new moon event. We have tons of moon worshippers and moon themed stuff in the game.
let's get a sun worshipping undead army chasing you for messing with it's deity 😦
Have major bosses spawn in Death mode, but instead of the "Something is approaching" message, it gives a special message instead. Like DoG's message could be: "A rift is opening in the sky..." and Yharon's message could be: "The jungle air grows hotter." Just stuff like that. However, you'd have a much longer time to prepare.
Also, maybe have an option to turn on the "Something is approaching" message in revengance and lower? I mean theres no way I can do death mode but I still want random bosses to spawn, honestly.
Have EoC summon it's minions in the 2nd phase in Death.
Suspicious Cologne
Unique item
Crafts from nothing on Demon Altar
So beautiful smell, even bosses can be attracted by it
Increases life regen by 2, and also provides discount for all NPC, but applies Death mode conditions for random bosses spawning. And instead of original, defeated bosses can still appear, but with 3x lower chance.
Can be turned on and off.
Why: some guys like that feature. And also, it can help to doesn't consume summons for bosses.
An item similar to armagheddon except taking any damage insta kills you.
And enemies can drop like mode only items that have a rare drop chance from them like legendary items from each biome like hallowed enemies have a 1 in 1000 chance to drop a rare item or somthing
Why:Because 1hp challenges require you to know how to open the console and more accessories exclusive to a gamemode would be fun and exciting new challenge that existing players can embark on.
so as far as i can tell there is no potion to increase rogue damage so maybe add that it feels weird not having that
Rogue potion
crafter with 1 coral 1 glowing mushroom and 1 water bottle at a placed bottle or Alchemy Table
12% increased rogue damaged
4 minute duration
I'd like to see half an armageddon.
If any player dies while a boss is active, the boss despawns etc,
Or potentially an item, that makes it so bosses despawn if one person dies / disables nurse use :V
Something to change about the adrenaline when fighting WoF. You just run away, then back to the boss and press 2 buttons to deal ~30% of hp. Three times and boss is dead. Maybe you can't gain adrenaline if you are too far? maybe some debuff that deals a small amount of dmg if you are too far ?
Also, maybe disable the ability to use minecart tracks while fighting
any boss in death mode?
Shade Potion
Increases rogue bonuses while in stealth (like increases the multiplier or smth)
Made with black ink, deathweed and victory shards and a water bottle @ bottle / blood orbs
Reason : the stealth mechanic is the main thing of the rogue class , i guess a potion for i would be nice, as all other classes has some kind of potion for it
Ok. (repost upon request) Buff the rare sandy waifu's healing properties. Due to how hard it can sometimes be to even touch it, I suggest you make it home in on the player. OR buff how much it heals you. 15 HP seems very underwhelming. 30 seems more like it. Either the homing orb idea, or the healing increase would make the Rare sandy Waifu better in my opinion. Do you agree or disagree? Let me know in discussion.
A upgrade to the staff of regrowth and a upgrade to flower boots to grow glowing mushrooms and the mushroom grass