#suggestions-voting

1 messages · Page 29 of 1

rustic panther
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Change the terminus to (this idea is probably going to die) to nerf movement accessories during certain bosses. this is because some early ones, which might be hard during the time you originally fought them, are insanely easy by the time you fight them. i mean, even with the buffed damage, does anyone really die during the very easy bosses during terminus? (i.e king slime and eye of cthulu.)

subtle bramble
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Giving more love to the martian invaders event would be cool, Post moonlord buffs/rewards and what not (A craftable summon would be cool too)

half cypress
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Maybe make Adrenaline build up only when the player is moving. This makes it slightly more realistic and also means cheesing King Slime with rope is more effort (not that it's a massively technical and difficult boss fight).
Why? This promotes moving during boss fights and discourages the use of immunity frame or rope cheeses during boss fights.

timid veldt
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Star cloaks should be craftable at a mythril/orichalcum anvil using 20 silk, 10 souls of light and 30 stars.
Why? Farming mimics for star cloaks is sometimes(but not always) hell, and can take hours of farming. Due to the star cloak being a major ingredient in the deific amulet, it's important that it can be reliably obtained, as it is quite hard to get star cloaks from mimics. Other items either drop from common enemies or have other methods to obtain them

chilly aspen
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Profaned Tome

A tome that let's you shoot a medium sized version of Providence's big profaned fireball

Craft: 7 Divine Geode, 6 Ueliace Bars, Flare Bolt

Tooltip:"The profaned flames basks in your soul."

Why: Because mages could use a big fireball with the Divine Retribution and kick some action if cosplaying as Provi in a PvP

queen linden
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Make warning about power of Astrum Aureus
Like writing in chat in pre-plant: "That boss is really tough even for skilled players, prepare for suffering"
Why: to prevent a bit of disappointment for players. Aureus is insanely tough for Pre-mechs, even Plantera or Golem is easier to defeat.

dry plank
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A relatively simple suggestion that won't impact gameplay. Adding a tooltip to the Meld Blob saying "Essence of the mind"

vapid tundra
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A minor suggestion, but one that might take some sprite changing.
You can have several "sentries/turrets" (like the cholrophyte crystal) above your head depending on what items and gear you use. Ex. if you use the sun spirit staff and the full victicide set for summoner, both the sea urchin and solar spirit show up, one covering up over the other. Maybe make it so that if you use both, a combination sprite for them will show up with the same effects. Like if you use the combination I mentioned earlier, the urchin would take on the same colour as the spirit, and have the sun design in the background around it's shell. The offensive capabilities would be the same.

This can work for several sets, like the forbidden set, chlorophyte set, and daedalus set. Just add a change in colour and design that makes it look like the two "entities" merged when both are used. Right now they just "overlap".

silver briar
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add ichor/marked for death/etc effects to new or existing summoner items

currently it seems like summoner is intended to be played with other weapons like golden gun and lunic eye in mind to aid in the ability to contribute meaningful dps, but i feel as though this detracts from what the class is about. instead, including supportive summons that don't deal much damage on their own but would instead aid other summons allows for diversity in weapon usage and stays truer to the idea of the summoner class from my perspective. having an ichor summon and then some hard hitters to capitalize on that would be a fun way to mix up what is otherwise a spamming of the best available summon item as well.

sand pollen
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Make manapotions also have "ammo" tag, so we can store mana pots in that slot, and pref make them stack much higher.

wraith horizon
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Nerf Mollusk armor. It can be obtained at the start of hardmode and can be considered better in both defense and damage than any other hardmode armor. The slowed movement speed isn’t enough.

night palm
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New enemy and weapon: Triggerfish

Enemy in the ocean and sulfuric sea, prehardmode. Inflicts venom on contact.
Drops: Triggerfish (gun) (20% chance).

Triggerfish (gun) (triggergun?)
Medium damage, low fire rate. Inflicts venom on hit. Tier: king slime to eye of Cthulhu.

Upgrade: Dragonfish (placeholder name) (expert)
High damage, average fire rate. Inflicts special venom (like sulfuric acid canon) on hit. Tier: aquatic scourge to plantera. Useful after this for venom effect
Crafting: Triggerfish (gun) + aquatic emblem

Reason: no early game guns, and no pistols besides porpoise pistol for mid hardmode

half cypress
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Lower the distance you have to be from some summons when they get stuck or focus an enemy off screen.
Why? There's nothing worse than having your only two minutes occupied with business offscreen while you're dying to a mob the summons are ignoring. Summoners in particular are rendered helpless to this bug, where the AI goes on a tangent instead of defending the palyer

rustic panther
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Lower the spread rate of corruption/ crimson. the current rate assumes the world will live at about the same time it will in vanilla and corrupt it at that rate. however, since calamity is much longer, it you have to spend a fustratingly large amount of time stopping it if it spawned too near to something you dont want corrupted

chilly aspen
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New mount: Cosmic Guardian
Drops from DoG, 10%
Tooltip:This little worm liked you so much that it decided to rebel against the DoG.
It can fly and charge enemies, doing some good damage (I leave the numbers to Fab and the devs)
Why: because it's a rideable cosmic worm, that would be awesome and we need some Calamity damaging mounts.

pure ether
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Suggestion:
Make an upgrade for the Amidias’ Trident. Great weapon but isn’t good for hard mode so maybe a early hard mode and a late hardmode upgrade would be a good idea.

halcyon elbow
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Pearlbearer Armor, Rogue Hardmode set (before any HM boss)

Crafted with Pearlwood Armor, Mollusk Shells, Sea Prisms (Headpiece), Giant Pearl (Breastplace) and Sea Shells (Leggings)

Full set stats:
28 defense
Giant Pearl effect (Breastplace)
20% increased rogue damage
12% increased rogue crit
20% increased rogue velocity
Set bonus: Pearl slowly becomes brighter when you kill enemies, providing further boost in rogue stats. Resets on death/world exit.
105 max rogue stealth

That is neat, somewhat special armor set for generic Rogue progression, that also makes more use of new Sunken Sea biome. Supposed to soften the gap between Statigel and Daedalus armor sets, since preparation for mech-tier bosses takes quite long time and serious power level.
Oh yeah, as much as it's a meme, but Pearlwood Armor finally gets a use!

ocean tartan
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Suggestion:
Add a armor-like mount that, when activated, has a rocket boot effect, but it slows you down.

barren berry
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Nirvana Neckcharm
Approaching apotheosis...step by step.
Post-ML Mount
Has two variations, a Passive one and an Aggressive one. Either one can be crafted from the other one by hand.
Passive Variant:
Summons a mount that lets the player float in midair. Being in the mount drastically reduces enemy spawn rates (not completely stop enemies from spawning, but at least make sure they're not completely swarming the user), drastically increasing mining and tile placement speed and range and increasing Defense and DR but reducing damage. This variant is mainly focused on building.
Aggressive Variant:
Summons a mount that lets the player float in midair. Being in the mount grants the user slightly increased spawn rates, increased damage, reduced Defense and DR and fast, sharp and precise movement. This variant is mainly focused on fighting.
Crafted at Draedon's Forge with a Drill Containment Unit, Brimrose, Cosmic Car Key, Architect Gizmo Pack, 5 Nightmare Fuel and Endothermic Energy, 5 Cosmilite Bars, 5 Darksun Fragments, 5 Phantoplasm, 3 Yharon Soul Fragments and 25 Auric Ore.
Reason for this suggestion: Calamity currently only adds three mounts, and i think that mounts are an interesting part of the game. Also, this suggestion is an item meant to help people particularly either with building, or in SCal's bullet hell phases, where controlled movement is a must.

solemn otter
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Bloodcore bombs
Post-Moon Lord Rogue weapon
Throws out bloodflare bombs that explodes and heals on direct hit, hitting an enemy with the bomb will cause several homing blood fires to appear and chase the enemies. The bloodfires will heal if you are below % health.
Crafted from bloodstone cores and ballistic poison bomb
Reason for this suggestion:Post moon lord rogue has too little choices, and there’s literally only one rogue weapon you can use for polterghast. This weapon will make polter-tier rogue more interesting and will give rogue players more choices weapons wise. Also I just found it weird that there’s no weapons made of bloodstone for rogue.

tawdry condor
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Mount: Plague Ridden Goggles
Summon a ride-able miniature Plaguebringer Goliath.
It drops from The Plaguebringer Goliath on Revengance mode+ with a chance of 3% making this a rare item.
It works similarly to the bee mount but with far more flight maybe even being able to hover and more speed, when your riding on your mount your attacks will inflict the plague debuff to enemies and will give the plague just by being near the enemies.
Why? because the mod doesn't have any mounts for this stage and since the queen bee has a mount and the Plaguebringer Goliath is basically weaponized queen bee so why not a weaponized queen be mount.

maiden leaf
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Suggestion:
Make the gravitation effect of Daedalus Armor a toggleable set bonus, similar to vortex armor.
Reason: It's gets a little irritating when you want to make precise movements or building instead of flipping gravity.

subtle bramble
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The wing nerf the mod has is a bit much, it should be toggleable via config files or an item.

prime cedar
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Vorpal Blade
Crafted with 1 Twisted Nether, 1 Dark Plasma, 2 Ruinous Souls and a Meowmere @ Ancient Manipulator
Stats decided by the developers
Upon swing, the sword fires a shard of cosmic energy. Upon contact with an enemy or block, the projectile explodes, dealing AoE damage. Also, upon collision, a singularity will appear, sucking in the nearest hostile creature. The creature is not able to move, and takes damage over time while it is in contact with the singularity. Enemies immune to knockback are unaffected. The singularity dissipates after 3 seconds. Only one enemy can be affected by each singularity.

ebon osprey
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Cosmic Bell

The sound of this bell can be heard across the galaxy.

Post-DoG Magic weapon crafted with 15 cosmilite, 20 Endothermic Energy and Nightmare Fuel, 10 Phantoplasm, a Bell from the wizard, and Medusa's head

It functions near identically to Medusa's head, except it takes slightly longer to charge, and can hit enemies behind walls.

Critical hits will cause an "echo" that hits enemies again shortly after the first hit, dealing about half the weapon's base damage.

While magic doesn't particularly need more weapons, I've been sitting on this idea for a while and wanted to get it out.

crisp hawk
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Why don't you improve the summoner class throughout the game with new accessories and maybe a few weapons here and there. Perhaps certain monsters drop new weapons. Or armor pieces to increase minion damages or numbers of minions then the regular armor sets

last bone
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[REMASTERED SUGGESTIONS]
Weapon Name: Confusing Magenta Gem
Tolltip: 'Came from a different universe, how peculiar...'
Damage Type: Magic
Drops From: Astrum Deus as an uncommon Drop Chance in any mode
Attack: Makes you have a Photonegative aura around you that grows into a Circle that grows more and more and once it reaches the size of a Planetoid, the Aura distorts and inflicts a unique Debuff. And that Debuff is called "Confuser Freeze", which makes the enemies inside the aura stand still and have chain-like growths on their feet. After the Aura distorts, a massive spread of electric orbs emit from you, also inflicting Confuser Freeze.
Can be used in: Gauntlet of the Unknown Warrior

Upgrade Name: Gauntlet of the Unknown Warrior
Tooltip: 'Hailing from an interdimensional warrior whose name will never be known'
Damage Type: Magic
Crafted with: Confusing Magenta Gem, Luminite Bars (amount up to the devs), and the Nebula Blaze
Attack: Fires a shotgun blast of Electric balls that make the Aura from the Confusing Magenta Gem's attack on impact of an enemy or surface, which inflict an upgraded Debuff of Confuser Freeze known as "Confuser Nightmare" which freezes the enemies, makes an electric effect on the enemies that are immune to being stunned or frozen and damages them if they move

Reference: The Confusing Magenta Gem is a reference to the Phantom Ruby from Sonic Mania and Sonic Forces, which is used to toy with the brain, and make virtual realities that seem real to the brain, but actually aren't

Reference: Since there's a lack of a Sonic Reference and also a lack of a Nebula Blaze Upgrade. How about make 2 weapons that can be useful during Hardmode or Post Moonlord?

queen linden
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Sharp Shadow
Movement accessory
Melee weapons that don't fire projectiles are granted 10% more damage
Grants the ability to Shadow Dash
That dash charges a bit slower that regular and can be performed in any direction: you can double tap a button with needed direction
Dashing into an attack will cause you to dodge it
After a dodge you will be granted a buff to all damage, rogue speed and velocity, and all crit chance for a short time
After a successful dodge you must wait 12 seconds before you can dodge again
If you have a 60 Stealth, you will dash much further, will damage a mobs and go through thick walls (wall clipping are toggable by visibility)
That dash will consume all stealth
Dash damage affected by both melee and rogue bonuses and debuff flasks
Yeah, that's all are tooltip.

🛠 : Counter Scarf + Twisting Nether + 10 Phantoplasm + 20 Spikes @ Ancient Manipulator

Why: Counter Scarf are really good, but will get outclassed by Calamity's shield. And rogue stealth mechanic should have a more uses.

Notes: I really bad at photoshoping, so doesn't blame me for that bad showcase.

Yeah, that kinda reference to HK.

barren berry
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Altar of Cloaking
Sort of Rogue variant of Bewitching table-style items
Right clicking on the item grants the buff Cloaked
Cloaked grants the user slightly increased stats while in Rogue Stealth Mode, increased Stealth Gain and grants the user the ability to, albeit very slowly, gain Stealth while moving and not attacking.
Found in the Underground Desert or crafted at an Anvil with 20 Sandstone Blocks, 10 Antlion Mandibles and 5 Desert Fossils.
Reason for this suggestion: All the other classes have placeable items that grant a class-specific buff, while Rogue doesn't. Also, Rogue lacks a class-specific buff in general.
https://cdn.discordapp.com/attachments/542409970520555524/561813501480534018/Altar_or_Cloaking.png

half cypress
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Simple suggestion, just to fix the animation of the Aerospec Armour set's Valkyrie: it bobs up and down in the animation frame because the centre is lost when the animation switches from frame 1 to 2.
Why? Small visual fixed make the mod feel more polished, complete and are less annoying to look at

sand pollen
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I would like another option available in the config.

if you use the nurse during boss combat, it kills you.
If you use mirror during boss combat, it kills you.

Seeing as similar things have previously been implemented, it shouldnt be too much. But it'd add so much for us.

olive jasper
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World Clock
"Made in Japan"

Crafted with:
Fast Clock
Stop Watch
1 of each tier of watches
50 Stardust
30 platinum/gold Ingots

Crafted at a Titanium Forge

Equipment/ability
When Adrenaline or Rage meter is full, an echo of a ticking clock is heard, to signify the ability is ready.
When Adrenaline or Rage is used, a 10 (Adrenaline)/ 15 (Rage) block diameter circle of photo-negative energy surrounds the player, (Statically in the world, or doesnt move with the player.) Freezing all projectiles, npcs and enemies caught in the field, for the duration of the meter. (Includes player's projectiles.)
When "World Clock" is equipped and a meter is activated, the ticking noise will play, except reversed.
Projectiles entering the field will be stopped at the outside edge, and will be frozen for the duration.
The player is still capable of movement inside the AoE.
For larger bosses, such as DOG and Destroyer, the whole boss will freeze, but segments not inside the AOE will still fire projectiles.
There cannot be more than 1 Negative AOE active at once, and will be replaced when a second meter is used.

Rogue damage now has a 75% chance to crit when above 25 stealth.
10% decrease to Melee, summon, and magic damage.

Why?
Rogue doesnt have nearly enough items to make it a viable class for the most part. (Going off the github boss progression guide, is poopy) and this would provide a different playstyle that focuses entirely on rogue. Also, its functional for more than one area of the game.

Edit: If i get above 60 stars I'll make a sprite for it
Edit-Edit: Gonna be redone, but better. Expect World Clock part 2, electric boogaloo

urban yoke
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I don't know if you forgot to add this into the game, but can you add the aquatic scourge trophy. I killed like forty of them expecting one until I found out that it didn't exist.

warm sapphire
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Rename The Ballista to The Bow-llista

olive jasper
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DoomBringers Shotgun
The daemons of hell tremble.

Crafted with:
10 Hellstone
20 Obsidian
Boomstick
Harpoon
Grappling Hook
Crafted at a Mythril anvil

Deals Ranged Type Damage
Causes On Fire! Debuff on hit.

Fires as Fast as the handgun, but after 2 shots, "reloads" with a pause.
Shoots in a shotgun blast, with a large cosmetic flame coming from the front of the gun.
Alt-firing shoots a screen length grappling hook that pulls the player towards an enemy, while the enemy is locked in place. Upon reaching the enemy, the gun fires, dealing high knockback.
Deals 10% more damage in the Underworld.
Upgraded version is the; Abyssal Crusher Shotgun

Abyssal Crusher Boomstick
"Purge the Abyss of its Cesspool!"

Crafted with:
Doom-Bringer's Shotgun
10 Lumenyl
10 Depth cells
10 Tenebris
Crafted at a Mythril Forge

The same abilities, but visually has 3 barrels, and shoots 3 blasts before reloading.
Emits light when in the abyss.
Causes On Fire!, and Crush Depth Debuffs.
Deals 10% more damage in the abyss.

Why? Not enough shotguns. I like shotguns.

steep oracle
brazen girder
#

Geta Shoes
Tootip: Ninjas seem to like them, so they must be good, right?
Lets Rogues build their stealth even if they're moving
Halves the Stealth cap
Why:There aren't a ton of really interesting, neat Rogue accessories. I think this could help create a few new strategies that more heavily utilize Stealth without being OP.
Recipe: Wood + Silk + 5 of any of the 'evil' metals (to infuse it with 'shadows', right?)

half cypress
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Iron/Lead Shovel
'Forbidden by the spirit of Terraria'
An early pre-HM obtainable tool which allows for the quick mining of dirt, sand and silt as well as the ability to pick up saplings from the ground, giving an acorn.
Why? A simple tool which allows for the removal of trees if they're accidentally placed in the wrong position; can no longer grow or are simply annoying the player. This would be very useful early on in the game where timber is a necessity but acorns are not purchasable.

chilly aspen
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The possibility to uncraft stuff?
(I made two armor chests as a mistake by clicking twice once, then I had to get all the materials again to do a complete set, and yes the materials were EXACTLY in the number I needed them.)

neat gull
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The following suggestion I'm posting on Barometz's behalf, he's a dude who's very involved in thorium and it's for a hypothetical thorcal fusion. I know it is not likely at all but you guys might as well appreciate his effort

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It's the April Fools Thorium × Calamity :Life_Is_Fleeting: Rush
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Music Sheet - Choir: a craftable Post-Moon Lord Bard Music Sheet.

On use, it summons an Apostate Choir, a set of statues made of Profaned Rock in a singing pose.

Standing near the Apostate Choir will activate it, forming a miniature sun above them. As long as the Apostate Choir is activated, the greater the sun will grow. Once unactivated, the sun will erupt into a stream of holy fire upwards, carpeting the area around it and inflicting the Holy Flames debuff to enemies. The amount of holy fire produced is based on the size of the miniature sun.

Additionally, standing near the Apostate Choir will empower the player with the Life Regeneration II empowerment.

Crafting: Cloth (10) + Divine Geode (6) @ Ancient Manipulator

Based on Judgement from Pokémon and the Goddess Statues in The Legend of Zelda series https://zelda.gamepedia.com/Statue_of_the_Goddess; the Apostate Choir statues would resemble such.
+++

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Nightmare Engine: a Post-Moon Lord Bard instrument that has a chance to be dropped by Polterghast.

On use, it surrounds the player with a wave of apprehension. Whenever enemies get within range of the wave, it will automatically fire instantaneous beams at them. 5 beams are fired; it fires at least 1 for each enemy in range, then spends any extra lasers at the nearest enemy. This means that against a single target, all 5 lasers will hit it for 5 times the damage.

Dealing damage empowers nearby players with the Mana Regeneration III, Defense III, and Maximum Life III empowerments.

Resembles a theremin, a electronic instrument commonly associated with eerie situations https://en.wikipedia.org/wiki/Theremin. Serves as a spiritual upgrade to the Granite Boom Box.

#

+++
Charmer of Thots: a Post-Moon Lord Bard Wind instrument that has a chance to be dropped by The Devourer of Gods.

On use, it fires a homing cosmic charger at enemies that does not deal damage, but will inflict the Chow Time! debuff. This does not cost any inspiration.

Right-clicking summons a Cosmic Guardian that behave like a Stardust Dragon, but will only attack enemies with the Chow Time! debuff. Up to 2 Cosmic Guardians can be active at one time, and summoning more will replace the older one.

Dealing damage empowers nearby players with the Damage IV, Critical Strike Chance III, and Adrenaline Charge II empowerments.

Resembles a pungi, an instrument commonly played by snake charmers https://en.wikipedia.org/wiki/Pungi. Serves as a spiritual upgrade to the Honey Recorder. Named after the original name of the Cosmic Guardian.

#

+++
Roarhorn: a post-Moon Lord Bard Brass instrument that has a chance to be dropped by Jungle Dragon, Yharon.

On use, it fires several small, flaming Bumblebirb-shaped projectiles with a high angle variance. These Bumblebirbs deal no damage, but goes through all enemies and blocks and constantly causes increasingly larger explosions of flame, damaging anything in its path, inflicting On Fire! and Daybroken for a period of time.

In other words, a cross between a shotgun and Nuclear Throne's Blood Cannon.

Dealing damage empowers nearby players with the Critical Strike Chance V, Attack Speed III, and Adrenaline Charge III empowerments.

Name is a combination of 'roar' (i.e. Roar of the Jungle Dragon) and 'warhorn'. Resembles a more draconic La Black Luna, the large-scale hunting horn from Fate/Apocrypha.

https://cdn.discordapp.com/attachments/465195069406707722/562231862374957083/La_Black_Luna.png

small escarp
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How about some cross mod content? For example New gem crawlers (Thorium Opal and Onyx)

zenith relic
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seafoam bomb should be nerfed, progression-wise— right now, the fact that you can get it post-DS, one of the easiest bosses in the game, and yet have it be viable and downright one of the best pre-HM weapons seems unbalanced and discourages diversity in an already limited class. it should be perhaps a post-2ndary world evil boss, also requiring aerialite to craft.

subtle bramble
#

Buff the swordfish, the swordfish is a vanilla spear you get from fishing in the ocean, its kinda rare (and kinda crap) so maybe a buff could be added to it like more damage and auto-fire

ocean sierra
#

A mini pet storm weaver as a rare drop

hexed umbra
#

Upgrades to the Beenades to make them fun and relevent post prehardmode

tawdry condor
#

Astral monolith furniture

fresh pilot
#

Hellstone brick/bar furniture set. Should give off a steel foundry vibe

slim ocean
#

A post from the thorium wiki , yes I know the crossover won't happen but it's all just for fun and also April Fools

Auric Headpiece for the bard, it colud either be a mask or a circlet with spiky cat ears.
The special set ability is Dokuro's rhapsody - it has a 10 minute cooldown
When the player presses the special ability key all players in a very large radius are shielded from all damage for 5 seconds, additionaly for 30 seconds auric guardians appear behind them , shooting projectiles at enemies
, if the other players also wear an auric set the guardians will change according to their helmets :
• auric warrior will shoot slash projectiles simmilar to the buried champion and shield the player granting them resistance
• auric ranger will shoot sniper bullets at enemies which pierce and give the marked for death debuff
• auric mage will shoot a barrage of homing projectiles while granting the player increased mana regeneration
• auric summoner simply summons another cosmic energy from the cosmic immaterializer that is only partially as powerfull as the real deal
•auric thrower (or I guess rouge) throws chakrams that slow down until halt and shoot smaller spike projectiles around itself (like the tidal wave) while lowering the duration of the chaos state between teleports
•auric healer projects a large aura around the user, all allies whithin it will be healed over time and all enemies will loose hp, hp stolen from the enemies will be granted to allies, additionally the healer will be protected by a soul binding shield that reflects damage at the attacker while reducing the damage taken by 25%
•auric bard will appear above you and every other bard, granting all lvl IV empowerments to you and allies within your regular empowerment radius.
If a different bard has his rhapsody ready and you use it first, that bards rhapsody will also be set on cooldown, if the other bard is allready on cooldown the cooldown will reset

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Not sure if this possible with the code but the ring of unity does something simmilar with accessory detection so maby?

fresh pilot
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posting this second idea today, april fool's day, in case i need an out if it sucks: a Rogue pillar, a 5th celestial tower that spawns near a random pillar and buffs the hell out of it, spicing up that particular pillar battle. The rogue pillar has no shield of it's own, but is instead based off of the parent pillar's shield, which means that once you kill enough of the buffed/tweaked enemy variants, the shield on both goes down and the Rogue Pillar is vulnerable to damage. Killing them gets you extra fragments from the main pillar, as well as additional rewards from it (maybe an item suggested here, idk), and the rogue pillar drops rogue fragments, used to craft gear for the moonlord fight. The color could be dark red or green, this is up to whoever would sprite it, to be fair. Color isn't my strong suit. Keeping in line with the theme of the fragments, the fragments and tower would be referred to in-game as Kuiper Fragments and the Kuiper Pillar respectively, referencing the smaller nature of the pillar compared to others (think Pluto). The first time you do the event, it's far less strong and buffs the stardust tower, to make it like feasible to do for the first time while buffing the pretty weak stardust pillar, but subsequent times it becomes random and is at full buffing potential.

Edit #1: If i could code at all i would literally just make this to save the devteam the effort, but i'm illiterate with code and God has cursed me for my hubris by making me inable to do it right. /shrug

loud notch
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A summoner for the Hive Mind/Perforators that you can make before killing them (like worm food/bloody spine)

oak scaffold
olive jasper
#

As an addition to the above, ridable eidolon worm?

raven solar
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Plasma PIllar
Summary: New Celestial Pillar dedicated to the Rogue Class, in order to glorify it even more. It's April Fools so bear with the intentionally bad work: https://docs.google.com/document/d/1wCd2m541rjRekLaPfuuT4Me_zZAT9YODqTENFjh6Bls/edit?usp=sharing

zenith relic
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add another pre-HM rogue weapon to help add more options for this class, this one being available after Queen Bee: Bee Bombs, crafted with beenades, stingers, and bouncy bombs. this weapon would basically be a big bee you throw that bounces a few times before exploding. the giant bee would deal contact damage and splash damage; if it hits an enemy it explodes. it could explode to deal fixed damage, with the visual just looking like bees, or it could explode into a swarm of bees.

runic oracle
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Stealth Camo
Summary: While stealthed, this accessory will provide special effects, as well as increased rogue damage. Camo variants can be crafted for each boime, and they each provide unique special effects when stealthed in that biome (Such as rogue weapons inflicting frost burn in the Tundra, or on fire! in the underworld). Wearing the correct camo variant for the current biome also slightly increases the stealth cap.
How it's made: silk or leather (or both), paint (different paint colors make different camos). Feel free to modify the recipe to fit it's placement, this should be pre-hm at least.
Why this should be added: It would serve as a nice little stealth accessory for early game rogue players, could potentially lead to an upgrade in HM, and serves as a reference to Metal Gear Solid 3, Snake Eater.

(Reworked due to the way rogue stealth works in Calamity)

hushed stream
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This isnt a meme or anything. As a tribute to Hectique's befriending and eidolon wyrm video, add a unique death message when the player dies to adult wyrm. Something like "Jared tried to give [playername] a hug". I think itll be a neat reference.

sonic plume
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give boss summons an use animation to make it look cooler, for example, the Suspicious Eye would fly away and then the EoC appears, simulating a transformation, or the Worm Food would be thrown on the ground and then dissapear

half cypress
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Blood and Bone
Simple material, used to speed up the growth of trees and herbs alike; can be useful for potions, crafting recipes and timer.
To craft;
1 Bone
1 Blood Orb
Makes ~15
Why? Another simple QoL item that can speed up grinding, and make building with trees a bit easier

scenic pasture
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Bounty Hunter Potion
Crafted with 1 Battle Potion, Plague Cell Canisters, Deathweed and Bone Dust, or with 1 Battle Potion and 20 Blood Orbs.
Would increase the spawn rate of mobs, but the chance of them spawning depends on their rarity stat (used by the Lifeform Analyser), mobs like Piranhas would stay the same whilst ???s and Hive Cysts would have their spawn rates boosted by quite a bit.
Note: The spawn rates would be significantly less than that of a Zerg Pot, to not make it too good.

Reason: I’d like to have to wait for a Mimic to spawn to get my Star Cloak without being swarmed by Moss Hornets.

tawdry condor
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during the Devourer of Gods fight, make the background change from stardust pillar background and nebula pillar background ( replacing the blue purple background fill to represent the 2 subphases ) and make the transition a fade, not in an instant. in black phase just keep it black. wai: beacause background color fill is extremely lazy and feels unnatural.

rustic hamlet
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Weapon name: Stormlords trusted
post-ML melee weapon
Recipe: 20x each pillar fragment, 15x Lunar bars, 50x meld Bars. Alternative find would be amongst Stronger Hrapies called Stormdancers at a 3% chance
flavor text: "When the old master of storms fell, his soul inhabited his blade, searching a new master, to avenge his death. apparently, he's depending on you with this, but it's not all bad. nothing is like a fistful of lighting to smite your enemies after all."
capabilities: Low damage for a broadsword, but add rapid-auto-swing capabilities, and an arcing tesla attack upon each OTHER successful hit the DPS adds up very quickly.
whytho ??? because of Four reasons 1) most of the melee weapons i have found/crafted so far seem..... not satisfactory would be the best way to describe it??? 2) in the name of memes and toasting everything with lightning is awesome. 3) i have noticed there isn't much done with the harpies and their culture, along with other possible races amongst the clouds. it's about time we started taking to the skies, add some flair to it. and 4) who on earth here WOULDN'T want to fry DoG with lighting, who is supposedly immune to it?? (will modify as seen fit.)

barren jolt
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Buff the Optic staff.

Reason: It is pretty subpar to the Ice claspers and obviously the entropy's vigil making it a less viable option and the fact that you have to beat a boss that drops souls of sight while claspers can be obtained at the start of hardmode

Buffs: The retiminis either;
Have their lasers travel on a higher velocity or make them homing but not perfectly. They are also given a boost in fire rate and they induce less iframes.

The spazminis inflicts cursed flames and does more damage in response to the higher fire rate of the retiminis

The weapon overall should have its dps higher than claspers but lower than the entropy's virgil.
Definitely love how the optic staff was portrayed on a specific terraria animation

lime pollen
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Add new crafting recipes for Wall of Flesh emblems. One emblem and 5 souls of night & light at mythril anvil which allows you to convert it to another emblem of your choice. Wall of flesh is a pain to fight with having to wait for the guide and going down to hell each time and even then which emblem you get is up to chance, something like this could reduce some of the annoyance.

vestal glacier
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Suggestion: Add in two new magic weapons. These are crafted purely out of Crimtane or Demonite bars.

"But why should we do that, Metarex?" Well I noticed during my recent gameplay that after killing the Eye of Cthulhu and thus obtaining the evil ore, I was unable to make any magic weapons. The only things you can make with these are yoyo's, swords and bows. Found it a tad odd.

(Whilst typing I found out that there are no throwing/rogue and summon weapons too. (even though the latter is annoying to code))

karmic atlas
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Add a crafting recipe for the ”unsafe” version of the eutrophic sand wall (AKA the version that spawns naturally at world generation) that will contribute to the creation of an artifical sunken sea biome, just like there is a recipe for the safe and ”unsafe” navystone walls.
Why? Sunken sea is definetly one of the most beautiful and relaxing biomes in Terraria. Yet if you want to combine the sand and stone walls while recreating it elsewhere, the music, lighting and water will constantly jump between default and sunken sea when you make your way through the build.

maiden leaf
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Specialist's Workstation
A workstation aimed at combining all the niche ones into one, for QOL sake, so you don't have to build a room dedicated to them or switch them out if you have magic storage installed.
Recipe: Sawmill, Loom, Table and Chair, Dye Vat, Keg, Ice Machine, Sky Mill, Imbuing Station, Bookcase, and Cooking Pot, all at a anvil ( Maybe mythril?)

sand pollen
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WHen you kill the EoW / BoC, the dryad sells the other bosses summoning item. It would be nice if the same thing happened for Hivemind / perforators

plain haven
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Sorry, don't have any ideas, but just thought i'd say Calamity could use more critters. 2 have been added, but I feel like more should be. It could help liven up the Sulfurous Sea, or the Astral Infection, or even the Brimstone Crags. And if the problem is "other priorities take precedent over critters," I don't think anyone in the community would be against chipping and helping to sprite some critters, after all, who doesn't love some cute little creatures.

zenith relic
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another rogue weapon, since rogue needs so much more love and this has been bothering me:
Scourge of the Sea, a Revengance exclusive rogue weapon that drops from the Aquatic Scourge. Similar to the Scourge of the Desert, this is an unlimited rogue item that flies in a straight line, exactly like the SotD. It’s basically an improved SoTD, like the other Aquatic Scourge drops. Unlike SoTD, however, this item could spit out projectiles like AS does, which would be: tooth spikes, a short range water beam, or explodes on impact to deal splash damage in the form of a sulfur gas cloud. could possibly be randomized between each projectile, too.
Edit: added revengance only, to match with SoTD.

last bone
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Seafoam Bomb Upgrade: Phantom's Requiem
Crafted With: Seafoam Bomb (1), Ruinous Soul (20), Bone (100)
Behavior: Throws a bomb that explodes into mini Polterghasts which home in on enemies. And during the time the Bomb is in the air after being thrown, It summons Blue Sentry Skulls which summon homing beams of light at the enemy.
Reason: Since Seafoam Bomb is UBER GOOD and [honestly] should get a more powerful upgrade, How about make an Upgrade which adds Polterghast themed things to the mix?

hazy lily
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small icon Indicators near your health bar when you open your inventory to show if you have Revengance, Death, Defiled Rune or Armaggedon active

Why: It's good to be able to easily see what modes are active without having to scroll through your chat or toggling it on and off again

half cypress
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Music Pack Icon Rework
This is a tiny one, but I really think the Calamity Mod's Music mod should have a different icon to that of the Calamity mod.
Why? Right now it's really easy to confuse the two; and a newer sprite (or even just an M or the word 'Music' over the top of the current one) would make it look cooler as well as easier to distinguish.

lavish heron
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Calamity Exclusive Boss Spawn and Death animations
Introduce special spawning animations and death animations for most bosses for better immersion.
Possible Spawning:
Crabulon: Digs up to reveal itself.
Cryogen: Reveals itself as part of the background and reanimates.
Brimstone Elemental: The rock starts blended into the background and then a brimstone flame proceeds to possess it to use as a vessel for its unstable form.
Leviathan: Lingers in the background for the first part and then reveals itself when nessesary.
Astrum Aureus: Seen in the background deactivated, and once activated it will leap up from the background and land in the foreground to attack.
Providence: Initially inactive in the background, activates and flies in.
Possible Death animations:
Crabulon: All mushroom spores burst out before the crab itself dies.
Cryogen: Explodes into ice shards multiple times while spinning before the final ice explosion.
Brimstone Elemental: The stone vessel crumbles and the brimstone flame destabilizes and gets snuffed out.
Astrum Aureus: Convulses and malfunctions before exploding.
Providence: The crystal cracks, emitting unstable light as the fire is snuffed out and the rocky vessel cracks before exploding.
Ceaseless void: Explodes to reveal an exposed dark rift that collapses onto itself and disappears.
Signus: Its body disintegrates leaving nothing but the purple cloak.
Devourer of gods: Its armour will explode out to reveal its ghostly form which will reassemble itself in its second phase.
Supreme Calamitas: Spinning uncontrollably while exploding, and then explode into stone fragments Possibly also spawning a specific town npc in the blast.
Why would you want to add this you may be asking? WHY?
It would add much more fun and immersion especially if used in conjunction with overhaul, giving bosses some more personality.

inland swift
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Upgrades for Sky Glaze
Orbit Glaze
HM-magic weapon
Recipe:
Sky Glaze
50-100 Soul of Flight
1 Giant Harpy Feather
100 Harpy Feathers
Crafted at:
Hardmode anvil
Description:
Type:Weapon
Damage:25 (Magic)
Knockback:4.0 (Weak)
Mana: 10
Critical chance:4%
Use time:23 (Fast)
Tooltip: Fires feathers from the sky that sticks to enemies and tiles and explode. If feather kill enemy, new feather is launched.
Early HM magic weapon, which works like Sky Glaze, but if feather kill enemy, new feather is launched straight up from dead enemy and after 0.75 second it start falling down.
Universe Glaze
Post-ML magic weapon
Recipe:
Orbit Glaze
30 Meld Bar
10 Luminite Bar
10 Galactica Singularity
Crafted at:
Hardmode anvil
Description:
Type:Weapon
Damage:50 (Magic)
Knockback:4.0 (Weak)
Mana: 15
Critical chance:4%
Use time:21 (Fast)
Tooltip: Fires feathers from the sky that sticks to enemies and tiles and explode. If feather kill enemy, 3 new feathers is launched.
Post-ML magic weapon whick works like Orbit and Sky Glaze, but if feather kill enemy, 3 new feathers is launched from dead enemy. First straight up, second slightly left from first and third slightly right from first. After 0.5 second, all 3 feathers start falling down.
Why?
Sky Glaze is very strong (and funny) early pre-hardmode weapon, but after defeating Wall of Flesh, it is almost useless. Creating upgrades of this weapon may revive this funny way of killing hordes.

rare sail
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Make Ninja and Fossil armor give bonuses to both throwing and rogue class.
This way player can have additional ways to obtain bonuses for rogue class, while not making these armors useless when playing with other mods.
I know Calamity has enough armors for Rogue in pre-Hardmode, but these just stand there and pretty much don't have any use in Calamity.

wanton radish
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Either a pinned message or a google doc listing off specific frequently suggested ideas that will never be added, and why that's the case
Ex: Re-implimenting Astralgeldon rip and the LORDE or making the Astral Infection spread
❔ : to give suggestors a better idea of what not to suggest

sand pollen
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A weapon / held item dye slot could be super cool.

sonic plume
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Sniper-Like weapons/accesories for Rogue class
just because stealthy stuff is neat.

Accesories:
Dummy, (yeah, that's it, most original name evah)
"yep, that was gonna happen to you"
Recipe: 50 Hay - 20 Silk - 15 Wood - Probably something else

Effect: Makes you untargetable by enemies for some time, deploys a dummy and makes you dash on the direction you are heading.
+10% Damage when you are 10 blocks apart from the enemy (while untargetable)
Dummy has 200 hp and 3 defense

Could have Upgrades but the suggestion would be too big (may do it later tho)

Weapons:
Sniper-like weapons! because Rogue should at least have a Sniper Rifle because stealthy stuff and because they are awesome

Basic Sniper:

"because ranger is overrated"

Has the same aiming effect as the Sniper Rifle.
Does more damage the farther you are from the enemy, with a cap.
Crafted during pre-hardmode, Would work well with Dummy based accesories
Can have upgrades like the dummy

Basically i'm suggesting a Sniper Sub Class for Rogue based on deploying dummies, distracting enemies and shooting em from far away.

sand pollen
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Make brain of Cthulhu creepers not drop hearts on deathmode. (the sustain is way too much)

night palm
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Add a confif option to lower boss stat gains in rev+ if adrenaline is also disabled, so that we can have the option to do things like old calamity without adrenaline, so it’s still harder than expert but without the added challenge of managing adrenaline. Without this suggestion, playing without adrenaline makes the game unbalanced

Or, buff the player while reducing the effect of boss/enemy DR so the buff actually does stuff

brisk dagger
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I love the new sprites for the sand elementals (since I last played), though the rare one seems quite useless, though really cute. I feel if the heal fell for a little longer, or curved to center you or something, it would make a player actually want to pursue grabbing the heal. I love the animation though, so cute!

subtle vault
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When a boss enrages, the boss health bar turns red, and/or (Enraged) appears next to the boss's name.
Reason why: Sometimes it can be hard to tell when a boss enrages, and it's a really common thing to happen, especially when fighting the desert scourge. It also might really help out new players in knowing what not to do, when fighting a boss.
Edit: Also as Seal pointed out, Deus enrages when you're "upside down", which might not be common knowledge to a lot of people.

paper bramble
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It's that time again. Many suggestions (a little under half of all posted) have been reaching the current delivery requirement of 65 stars. In order to give the devs more of a focus and to further separate the cream from the crop, we are proposing that the star requirement be raised to 90.
Linked is a poll where you can vote on whether you think the star requirement should be kept at 65 stars, or if it should be raised to 90 stars.
(Note: All suggestions made prior to the official raising will still only require 65 stars)
(Note 2: This suggestion is higher than the previous +15 raisings (35 to 50, 50 to 65) due to the apparent exponential growth of server members, and to increase the timeframe in between raisings.)
https://www.strawpoll.me/17731531

Straw Poll

Vote Now! [Raise the star requirement to 90.] [Keep the star requirement at 65.]

olive jasper
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Healing Blossom
"Like a catheter, but the opposite."

Crafted With:
Jungle Rose
Mana Flower
10 Ectoblood
Charm Of Myths (?)

Crafted at a Mythril Anvil

Functions the same as a Mana Flower, feeding the player the highest quality health potion in their inventory whenever they dropped below 100 Health, and is able to prevent death if the potion would be able to heal the player enough to negate the damage.
(IE a dungeon guardian would still one shot the player, no way around that.)

Edit: Potion sickness is still a thing, 4heads. 45 seconds cause of Charm Of Myths.

Why?
I mean, we have two flowers we can get from the dryad, one red, one blue. Only makes sense, since we have a mana flower. And its also convenient for people who get easily distracted.

scenic pasture
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Calamity water fountains, sold by the Witch Doctor. Would act like a regular biome fountain.
🇾: Astral water does have is looks very yes, and I have want to use the specific color without have to is make an Astral Biome.

keen beacon
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Trinket of Many
It radiates with potential at the presence of many souls

Accessory crafted using: Wisp in a bottle, Spirit Glyph, 25 Ectoplasm, Apprentice’s Scarf/Squire’s Shield/Huntress’s Buckler/Monk’s Belt(Any of these four can be used)

This accessory does nothing unless a certain number of minions are being used, at which point it will summon a wisp in a bottle-looking creature that doesn’t attack, but instead empowers your minions as well as you. The wisp will also change in color and slightly grow in size depending on which of the three minion thresholds the user is at:

At 5 minions: Provides Spirit Glyph buff, +1 max minions, +1 max sentries

At 10 minions: Empowered Spirit Glyph buff (which would randomly increase defense by 10 and give +8% damage reduction, a greater regeneration buff, or increase summon damage by 12% upon minions hitting an enemy), +1 max minions, +1 max sentries, +10% movement speed

At 15 minions: Greater Empowered Spirit Glyph buff (increasing defense by 15, +10% damage reduction, even greater regeneration buff, or increase summon damage by 15% upon minions hitting an enemy), +2 max minions, +2 max sentries, +15 movement speed, +15 armor penetration

Why?
The Spirit Glyph accessory has a very interesting buff that it provides to the user, however it isn’t optimal to use it after very long. Giving it an upgrade as well as including one of the four Ogre drops will give more reason to do the Old One’s Army and provide more accessory options to summoners. It also rewards using more summons, as later summons that are generally stronger use up more slots.

queen linden
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Stationary Summoning Potion
Potion
Increases max amount of sentries by 1
🛠 : Deathweed + Variegated Lardfish + Bottle Water @ Placed Bottle or Alchemy Table
Why: Some sentries are great, but summoning more, that once, are blocked by Old One's Army Hardmode equipment. Also Calamity's summoner armor doesn't have a bonus max sentries.

queen linden
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Raise chances to drop a Essences of Eleum and increase amount of it.
Why: even minibosses of Ice don't drop them with 100%, even sunlight essences are less annoying to get.

tawdry condor
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little bit of a nitpick, but when you kill Calamitas, maybe change "A Calamitas Doppelganger has been defeated!" to "The clone of Calamitas has been defeated" and maybe add a text that says "The abyssal flame still lingers..." below it. I t would fit her character more, as the lore states that she is a crippled
incomplete "Clone" of the True Calamitas. Or at least add the abyss flame text for convenience

scenic pasture
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Give Necroplasm's clone a map icon.

Because getting surprise rammed is no fun, especially for the 1280x656 gang.

fresh pilot
#

Victide bullets made from 150 Meteor Shot and one Victide Bar at an Anvil. They sacrifice the Meteor Shot’s ability to bounce in exchange for traveling in an eccentric squiggle, not unlike a wave, making it easier to hit your target if you/your gun has trash aim. To balance this easier aim it should only do as much damage as a vanilla musket ball. It’s intended to be a pre-chlorophyte method of aim assistance better suited to spray-and-pray crowd control as opposed to single target aim assistance.

tawdry condor
#

Maybe the starter bag should have a cruddy gun in it for those who wanna do gunslinger ranger

ebon elbow
#

Enemy Suggestion List
New Corruption Enemies
Corrupted Soldiers: Wearing the ancient corrupted armor they are a formidable bunch to far removed to be conversed with
Infectors: They may be small and pus filled but the terror they bring is not laughing matter if they kill anything, they will infect their corpse and gain a body to use in combat
*Avian-If they infect certain flying enemies they will be similar to corruptors
*Slime-If they infect any slime they become similar to a slime
*Humanoid-If they kill any zombies, goblins, pirates, or town NPC's they will infect them and
have the fighter AI
*Aquatic-If they manage to infect an aquatic enemy they will gain the fish AI and attack
Plague Doctors: These practitioners of death are quite deadly similar to doctor man fly they will throw potions but will throw potions that deal various effects.
Pus spider: An equivalent to the Blood crawlers of the Crimson
(Note infectors are post moonlord)

dry plank
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Probably been suggested before, but either add Yharim's Crystal to Treasure Bags or make Defiled Rune increase its drop chance.

plain haven
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I'm not sure if this is a limitation with coding, but Many weapons (Astralachnea Staff, Apoctosis Array, Alpha Ray just to name a few) shoot their projectiles from the wrong location (ex: the handle or the barrel instead of the tip or muzzle.) If this can be changed, it would please alot of people. If this is unfixable, please @ me in #suggestions-discussion and let me know.
EDIT: Ozzatron confirmed it is possible to fix this with (seemingly) little difficulties.

turbid pollen
#

a legendary summoner weapon drop from crabulon, summon a crab that can both charge and shoot mushroom at enemy

#

can be upgrade with mollusk husk

hollow rock
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Craftable!! Metal Detector
This is quite self explanatory really.
Why? This would very helpful as nymphs are just so hard to come by for some reason. Also, it'd help more people get a Cell phone.
So, the recipe I propose:
20 Iron Bars /
20 Copper ore /
20 Iron Ore /
20 Silver Ore /
20 Gold Ore /
20 Demonite ore /
20 Wire
(Each / is the alternate version, IE, gold and platinum)

scenic pasture
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Makeshift Shuriken
Crafted with 1 Copper/Tin bar, yields 50.
Would also replace Shurikens and Throwing Knives from the Starter Bag.
Y: Rogue starter weapon, all other “starting” ones require anvils to craft
i would say to make shurikens rogue damage but I don’t want a blue tick

fresh pilot
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Vultures should drop Speckled Eggs, a rogue weapon that lets out a little babby vulture when it hits an enemy, which works like a single bee with a limited lifetime and slightly higher damage to compensate. Imagine the little boys flying around, pecking whatever you threw the eggs at! A maximum of 20 vulture babs may be alive at any time, but the eggs still do damage on impact, just less. This is unaffected by summoning gear
EDIT: I’ll leave the numbers to the dev team if this goes anywhere, 20 is just an example. And as a tangent, maybe there’s an upgraded version with little bumblefucksbirbs instead?
EDIT 2: I don’t even want this to be good, just something as a decent stepping stone until you can get a seafoam bomb or something along those lines. I feel like vultures are underutilized, as dumb as they are, and early game I spend a lot of time on the desert so I figured a random item to assist in that might be good

sand pollen
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I would like to see a crafted life-form analyzer.
20 Gold or Platinum bars
20 Wire
20 Bones

Traveling merchant is super unreliable.

sonic sandal
#

Weapon Name: Riflemanfish
What it does: A standard late prehardmode repeater that acts as an arrow using counterpart to the Archerfish.
How to obtain: As a main Abyss chest loot item in layers where you can get the Archerfish.
Why: We have a weapon that has Archer in it’s name but uses and shoots bullets, so why not a weapon that has Rifleman in it’s name that uses and shoots arrows?
Also because there’s no early Abyss chest bow

vestal glacier
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Suggestion: Allow the pitbull to drop the Adhesive Bandage in Hardmode.
Why would that be needed? Because the only sources are werewolves and angler fish with the former only spawning in at full moons and them being a potential nuisance to slay.

But what about the crafting recipe? It is still locked behind the HM Anvils and you need greater healing potions for it.

opaque blade
#

This is a problem with vanilla as well, but certain autofiring weapons (such as the tactical shotgun) will have their firing sounds desynced from the actual shot itself after autofiring for long enough. If possible, this should be fixed

timid hollow
#

also wulfrum bullets damage increases the farther they go

muted kestrel
#

Rot Balls and Tooth Balls are rather boring. They're simple projectile attacks that pierce a few times and do nothing else, and there's nothing to differentiate the two of them. Effective, yes, but uninteresting.
I'm thinking Rot Balls should break apart into a small explosion that inflicts poison, and Tooth Balls should break apart into teeth that stick to the ground and deal damage to enemies that touch them. Maybe the weapons would lose their piercing to compensate since both of these effects would be reasonably good crowd control already.
Additionally, as a more minor point, Tooth Balls could be made a little bit slower and stronger in line with the Blood Butcherer and Tendon Bow.

placid arrow
#

Make super dummies craftable pre-hardmode so summoners can test their dps early-game

jade raven
#

Suggestion: Icons for abyss mini bosses, Why? because It sucks when grinding for halibut cannon and eidolon wyrm decides it wants to camp near the walls until you need to take a brake from swimming.

paper bramble
#

The Star (⭐) count required for suggestions to be delivered to the Dev Server has now been raised to 90.
(Any suggestions made prior to this message will still only require 65 Stars.)

regal verge
#

Reduce the brightness of the Prism Shards from Amidias's Pendant. While I love having an easy guide while caving, having the terrain so completely mapped out for you pre-boss is a bit ridiculous.

vapid tundra
#

Suggestion: Make calamity metal bars placeable, and maybe have effects to them as to signify their properties (cold smoke from permafrost bars, spores from uelibloom bars etc.)
Reason? Metal bars for both vanilla terraria and thorium can be placed, which makes it possible to make builds that resembles vaults or treasuries. The bars from calamity does not have this funcionality. This change would be a minor one, but could do wonders for building purposes.

odd verge
#

Maybe a Providence light pet that drops from Providence, gives you +4 light in the abyss and displays nearby enemy locations. Why? Because there is only one light pet in the calamity mod so far and I think it would be neat to have a pet this useful Post Providence.

errant lagoon
#

Change the Dragon Egg recipe
The current recipe requires 15 Effulgent Feathers and 15 Bars of Life. Not an issue normally, however it does make more bosses required than need be.
The intended minimum progression for Calamity is supposed to be:
WoF, LC, ML, Post-ML excluding Polterghast and Scal

However due to the Bars of Life in Dragon Egg, you also need to kill Ravager. Yes Ravager, not Cryogen+Plantera because that is 2 bosses compared to 1. So to fix this issue, I suggest switching out the 15 Bars of Life for 15 Chlorophyte Bars. Keeps the recipe post-Birb but not post-Provi, makes sense thematically, still lets you fight Yharon 1 before Providence if you're enough of a mad lad to do that, and most importantly is possible in low% which would fix minimum progression.

frail anchor
#

Make the rock do something cool

barren berry
#

Make the Rock item placeable
Reason for this suggestion: Currently, the Rock is meant to be a “trophy” for completing the Boss Rush. However (although I do understand that this might be the point), it’s currently useless, as you can’t really display it in any way, due to modded Item Frame shenanigans. Making it placeable would at least give people a way to show that they’ve completed the last challenge in the mod.

sick oak
#

Add new creatures and occurrences during the current in game events
Why?: The current events we have (Frost Moon, Pumpkin Moon, Solar Eclipse in particular) are available so early on yet are incredibly useless until you kill the Devourer of Gods and Yharon's first phase. Another thing that irks me more is that the only difference after these bosses are killed is the increased health and damage of the current enemies, and the addition of Dark Sun fragments, Endothermic Energy, and Nightmare Fuel drops from the main bosses of these events.
There are no new enemies or hazards to be wary of during these events before AND after DoG and Yharon are defeated. This makes these events feel very out of place in the game for how early you can craft their summons. Up until the two bosses mentioned above are defeated, there is no point in doing them, the current weapons they do drop are inferior to other available equipment at the time. When DoG and Yharon ARE defeated they do not add anything new except one crafting material for each event.
A few things you can add may be creatures related to the event, for example, why not add a new reindeer enemy to the frost moon, or why not add giant spider enemies to the pumpkin moon, or why not add IT inspired clowns to the solar eclipse? Having new enemies along with the old enemies helps keep the current events fresh yet familiar.

rugged dawn
#

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?

frail anchor
#

I feel like there should be an item that is given to you in the beginning of the game, like revengeance, but instead of raising difficulty, it instead brings the numbers down, like boss health, armor defense stats, boss and weapon damage, etc. This is because Calamity doesn’t really work with other mods, because the stats of weapons and mobs are too high. As the game progresses, weapons from different mods like Thorium and Tremor become virtually useless, and the bosses from those mods become way too easy because of the high damage from Calamity weapons. Basically make an option to tone down calamity so it has better synergy with other mods.

wraith horizon
#

Change either squire+valhalla knight or monk+shinobi infiltrator armor to be rogue/summoner rather than melee/summoner. Considering how both of them are melee/summoner classed in vanilla due to the lack of throwing weapons, I think it would make sense to change one of them to rogue/summoner because of the expansions calamity gives. Sure, it wouldn’t make sense in the reference, but I think it should still be done.

sterile void
#

Introduce multiple more, dungeon like structures that house special items once found, spawning like sword shrines with a random chance at a coveted drop, but still housing goodies to be collected once found.

dry plank
#

Make the Determination Breaker a toggleable item rather than an accessory.

sand pollen
#

Wulfrum Yoyo would be really nice as an intermediary bet ween wood and the next yoyo

gloomy maple
#

Boss minions like plaguebringers and sharknados should instantly disappear when you kill the boss. It can be a bit annoying when you kill a boss and then have to kill its minions for a little while before you get the loot.

quiet laurel
#

Eutrophic sand bricks and Sulfurous sand bricks. Idk if this was already asked

vestal glacier
#

Not sure how hard it is to pull the following off but:
Add more content for Amidias' Store by adding potion related fish (Armored cavefish, evil biome fish, etc.) that cycles each day/ moon phase with more unlocked fish unlocked the further you progress.

Why would this be a decent idea? Well. from what I have seen, not a lot of people like to go fishing so I thought it would be a neat idea to have amidias sell special kinds of fish. This would also make the start of a new day more exciting since you never know what you will get when visiting him.

gentle wedge
#

Add a bed to the Starter Bag
Simple, just a bed for setting your spawn. It's pretty annoying having to walk to your base at the beginning of the game until you get the materials for a bed.

weak cedar
#

Add some critters to the abyss and have these critters function as bait.
They act as normal bait, but when fishing with this bait in the Sulphurous Sea post-Skeletron, it allows you to catch the phm abyss weapons.
As of now, it's possible to get unlucky with Shadow Chests and not get a specific weapon. This is meant to solve that issue without cluttering the hardmode loot pool as it did in the past.

frail anchor
#

also add a magic or ice mirror to the starter bag?

final gate
#

Add a toggle for gravity control with the Daedalus set or remove it entirely.
You get the set around the time you're fighting the mechs, which incidentally enrage when gravity is flipped, so you have to fight them without pressing up. This is especially bad for rogues, since their next best armor is pre-hardmode.

vital breach
#

Give a massive buff to Astrum Deus once Moon Lord has been defeated in Revengeance Mode or Death Mode.
Buffed Deus not only has increased HP and damage, but also much deadlier
minefields and the main worm being much more faster than the small worms and would begin to spawn two small worms at 75% and four small worms at 20% once the initial small worms are defeated.
Defeating it would drop more Lunar Fragments than how many Aureus would drop regardless of difficulty and would buff Post-Deus weapons dropped from Astral enemies.
Why? Astrum Aureus already has a massive buff once Moon Lord is defeated, so why not a buff for Astrum Deus aswell considering they are related to the Astral biome? Also, the unique items dropped from Astral enemies Post-Deus fall behind in most playthroughs, so why not a buff for them in order to have more freedom to fight Post-Moon Lord bosses?

blazing lynx
#

If possible, make it so that if you're fighting supreme calamitas in multiplayer, if one person dies, they can't respawn until everyone dies. The fight ended up being super easy because as one person died, the other person held out until the person that died used a rod of discord to get back into the arena. Maybe even add this as a reveangence only thing to make it more difficult in that way.

gaunt plaza
#

Adding to Saburouta's suggestion, the wulfrum yoyo should fire a wulfrum shard that deals a third of the yoyo's damage every three consecutive hits.

twin ridge
#

It would be nice if there was more incentive to enter the sunken sea biome during late game. I know that hardmode unlocks some new enemies and item drops in there but i still feel like more could be done. Can't come up with anything solid but perhaps adding a boss to the area would make it feel more complete.

weary oriole
#

An upgrade to the slime rain event that allows some ore slimes to spawn after certain bosses are defeated (also a upgrade? to torrential tear to a slimy version of torrential tear. torrential tear + 100 gel and 5 blighted gel)
p.s (after slime god and wof is defeated slime god may have a chance to spawn at the end of event buffing the event too???? maybe this part might be a bad idea)

brisk topaz
#

I’d love to see either ores or bars that you get from progressing through the game be found in crates from fishing after defeating the respective boss.

queen linden
#

Cosmilite Gate
Summons Devourer of Gods in final form
🛠 : 3 Cosmilite Bars + 3 Phantoplasm + 3 Nightmare Fuel + 3 Endothermic Energy
Reason: farming Cosmilite for stuffs is literally black hole for time.

opal gazelle
#

Anyone knows if there is a fix coming for most of calamitys summons pathing or make them phase through blocks at a shorter distance would be cool since currently for example the shell horn thing u buy from the fish guy in pre hard mode just doesnt fly to you unless you teleport somewhere, there has been multiple times where he hasnt even been visible on the screen and still dont fly over to my player a possible fix to this would be lowering the distance before those summons phase though blocks or just make them always phased

olive jasper
#

Rotted Infection
"Plantera's spores took hold..."
Equippable

Crafted with:
Spore Pod
Seedler
15 Jungle spores

Whenever you take damage, a Plantera "hungry" will erupt from the player with a spore cloud, and target the nearest enemy, and, on hit, will cling on, dealing constant damage until the enemy dies, in which the Hungry will detach, and explode into a spore cloud, dealing more damage.

Why?
The plant man cometh. And I just like thr plantera aesthetic, and itd be a cool addition to on damage effects.

tardy trout
#

i thought of an idea for death mode what if when you are in death mode you can get pets of any boss you beat for example slime king - slimey crown (a mini slime king is following you) it would be purely for vanity but i think it'd be a nice addition so that deathmode has some unique items

flint sapphire
#

Beelzebooster: Dropped by PBG at a 15% chance or crafted with a Jetpack and 20 Plague Cell Canisters (can't really decide.) Has 1.5x the flight time of the Jetpack and a 130% speed boost. Leaves behind a trail of Plague Clouds that infects any enemies caught in it with Plague for 3 seconds.

Why: The Jetpack is neat in my opinion, and it would be neat if there was some sort of wings relating to PBG with a unique effect.

steady flower
#

You should add the minimap location to the cosmic guardian in the DoG fight because we never know where they spawn and it can be a free hit/death from them. I find them really annoying, and knowing where they spawn would prevent things.

blissful trellis
#

Nerf healing recieved on the Aeries gun as it gives WAYY too much (50 hp/sec)

neat gull
#

Actually implement god slayer dynamite (from a demolitionist quote) - it would not destroy blocks but it would have a massive aoe and instakill you if you get caught in the blast radius - because having a double edged sword would be nice

solemn otter
#

make the “giant clam” a mini boss between DS and EoC in the “boss checklist”mod
I know this is not a calamity thing, but it can happen. The reason for this suggestion is that giant clam doesn’t always spawn the first time you discover sunken sea, and you might just completely miss it until you see people talking about it. Adding this will make more people to know about the giant clam instead of just unintentionally missing it.

narrow dirge
#

Add a Sulphurous Sand Wall so people can use the walls if they're building with Sulphurous Sand instead of just regular walls.

raw chasm
#

A post-scal Crystalline type weapon (Broken Eclipse is it's name.)
❔ : I feel like the Crystalline could have an endgame version of itself. Shattered Sun + Calamitous Essence + Darksun Fragments.
🔧 : Throws a knife similar to Shattered Sun (causes explosions upon tile/enemy hit) but splits into 7 copies of itself that home in on enemies and passes through walls and inflicts Demon Flames for half a second.
When the main knife hits a tile or enemy, it has a chance to spawn a god slayer dart.

eager crag
#

Make pickaxe range also increase block placement range. The effect does not stack with other pickaxes, and comes from the highest-tier pickaxe in your inventory.

Why? The range of later-game pickaxes is next to useless when building, as your placement range never increases with it. In short, this change would make building much easier.

subtle vine
#

Suggestion: Buff Phaseblades/sabers, and give them upgrades.

If you’ve ever tried to use phaseblades and phasesabers, you may have noticed something: they completely suck.

Let’s start with the phaseblades. As far as meteorite weapons go, 21 damage with no range is pitiful. Just compare it to the Burned Siena that does 40% more damage, goes faster, autoswings, has more knockback AND drops healing orbs. And costs less meteorite to craft. Or how about the redtide sword?

The same can be said about the phasesabers. The night’s Edge beats them all, and how about True Caustic Edge, that can literally be crafted without even fetching for resources if you have a spare treasure bag, and has projectiles?

Clearly, both need to be buffed. I suggest giving phaseblades an autoswing, and possibly make them fast to go with their source and counterbalance their low KB.

It’s with phasesabers that things would start to get fun. Let’s separate them in 2 groups: “light side” (white, blue, green, purple) and “dark side” (red, yellow, orange-new color, from amber-). What could make a pseudo-lightsaber fun? Using the Force of couse!

-“Light” sabers now inflict the debuff “Mind trick” on weak-minded creatures (read: non-boss and non-miniboss), stunning them for a second.
-”Dark” sabers now inflict the debuff “Mind break” on enemies, significantly debuffing defense and DR at the cost of buffing their damage.

Finally, let’s upgrade them!

Phaseclaymore: 1 phasesaber, 5 divine geodes, 5 cosmilite @Draedon’s forge. They keep their properties as sabers, and add a new power to their arsenal:

-When a Light claymore is swung, various objects (boulders, furnitures, chunks of dirt…) are flung from out of the screen towards the cursor, dealing massive damage (but do not damage the environement).
-Dark claymores periodically shoot massive bolts of electricity like the Lunatic Cultist’s tesla ball, piercing several enemies and dealing Electrified.

sonic plume
#

Rogue Armors Hot Key Abilities

i feel like Some Rogue Armors should get more unique abilities, as i heard they just have the stealth effect similar to the shroomite armor, you have to stay still and it stops after you hit something, and imagine not being able to use the class main ability during a boss fight because you have to stand still

(The effects only affect certain armors)
1_ Assasin/Ninja-like Temporal Effect: You become faster and generate stealth while running, get the climbing gear effect and can dash through enemies dealing 75% of your weapon's damage

2- Creating Clones to trick enemies: they could rarely deal 20% of your weapon damage and have 25% of your max hp and defense

3- Assasin Back Stab: Being in stealth mode will sometimes deal 5x to normal enemies and deal 2x/3x damage to Bosses: The 2x/3x Effect will only happen if you enter stealth mode while fighting the boss and only happen X amount of times during the fight so you don't get free damage

scenic pasture
#

Aquastorm
A Rogue weapon dropped by Duke Fishron. Would fire a Brimblade-shaped projectile that leaves a trail of slow homing bubbles that inflict Wet (maybe). The Weapon would have very high velocity but quite low use time.
Why: There is no reason for Rogue classes to revisit the Mushroom Biome in Hardmode. Also, more ML alts.

sonic plume
#

Give The Lunatic cultist a Nebula related attack, as most of his attacks resemble a characteristic pillar, i suggest a Portal that shoots tentacles in all directions and slowly moves towards the player

narrow dirge
#

Pumpling
The Pumpling is a Hardmode ranged weapon that is crafted using a Pumpler, 50 Spooky Wood, and a Gatligator. The weapon would do 18 damage per hit and have an insanely fast firing speed, comparable to the Minigun. The bullet line would be straight like the Megalodon. You can craft it at a Lihzahrd Altar.
Why: The Pumpler is, in my opinion, a really cool Pre-hardmode gun and since it serves as a better version of the Minishark, I think that this would be able to work as a better version of the Megalodon.

olive jasper
#

Blue Casing
"Firing a blank"

Uses 100 Mana

Crafted with:
15 mana crystals
Empty Casing (bought from Gun Dealer)

Use time (slow as fucking shit, like, old ass turtle slow)
On use pushes enemies and projectiles away from the player.
Why? Cause. It could be good, situationally.

hollow shale
#

I think the Cosmolight should keep it's left click to activate, cause it always starts it at the beginning of day/night, but have a right click option to start the day/night in the afternoon/midnight

rare radish
#

In order to include everything so the class can be complete, all of the remaining vanilla throwing weapons, items and gear should be switched to rogue.

ebon elbow
#

Mechanic suggestion
Tapping trees
How it works: When tapping a tree you will need a spigot (3 wood and a bucket at a heavy workbench) and all you do is place the spigot on a tree then use bottles on the spigot to receive 0-3 portions of sap
Crafting: When you get the sap, all you need is 5 bottles of pure sap and a bottle to create 1 bottle of syrup
5 bottles of crimson sap and a bottle for a bottle of blood
5 bottles of corrupted sap and a bottle for a bottle of pitch
All of these are mad a cooking pot
5 bottles of mahogany sap for rubber (furnace)
5 bottles of palm sap and a bottle for palm wine (Bottle or alchemy station)
Uses: The syrup and blood can be used food recipes, the pitch can be used to make some flammable material, the rubber can be used in various utilitarian roles, and the palm wine can just be consumed.

opal gazelle
#

Suggestion: team dps/multiplayer dps bar of some sort, like just something for multiplayer
WHY: so that friends can see if everyone is equal or if someone else is pulling all the weight so you know who needs upgrading and just for funs

sonic sandal
#

A /proficiency command that can be used to check your proficiency in any of the 5 damage types, displaying a proficiency level for the damage type and all related bonuses, as well as the amount of points needed for the next level.
Why: Quality of life and sometimes the goblin tinkerer isn't available.

wicked sequoia
#

edit the buff cap for characters, right now if you have over 2 rows of buffs and get another buff (including pets light pets some vanity accessories etc) one of the buffs you already have disappears. I find this really annoying as it can give incentive to not have vanity buffs as you can't have as many combat enhancing buffs. Make it so all buffs that don't give the player some sort of advantage are in a separate area with no cap, ex below your potion, station, candle etc buffs there's a list of green buffs for pets, light pets, minecarts etc. This fixes the main problem while still allowing for buff cancels and not allowing a character to have a stupid number of buffs (if that's a problem).

short blaze
#

Change the Frozen Wing recipe to require 5 Souls of Fright.

Their counterpart, the Flame Wings, is post Mech Boss due to Red Devils not yet spawning. However, Frozen Wings can be crafted immediately at the start of Hardmode and are better than Angel, Demon, Harpy, and Starlight wings (thus rendering all those options obsolete).

short blaze
#

Permafrost should sell the Cryo Key, not the Wizard.

short blaze
#

The Pirate NPC should sell the Pirate Map. Sense made.

Since I'm pretty sure that suggestion has already been made:
The Pirate Map should stack to 20, like the Goblin Battle Standard and all boss summon items.

tawdry condor
#

Increase magnum round stack size to 30-60 as it gets tedius to have magnum rounds take up 4 slots in a chest, also because of the use cap increasing stacksize can make it easier to manage so its not like you could DAKKA DAKKA DAKKA a boss like nothing

wicked sequoia
#

I agree with the suggestion that has already been sent to the dev server, make profaned guardians have drops, but i disagree with what those drops should be. i think they should drop a summon weapon and a rogue weapon perhaps in addition to 1-2 of the previously suggested weapons. my reason for this is i don't want there drops to seem to similar and rogue and summoner need more weapons.
rogue weapon: Holy Fire Bomb: throws a bomb that explodes into fire like from the holy collider the fires home and dissipate shortly after they're fired. Damage whatever ends up being balanced, use time around 20.
summoner weapon: Profaned Chain Staff: summons an orb of profaned energy atop the players head (like the sun spirit or god staffs) the orb has several chains attached to it with lanterns attached to them these lanterns fire projectiles similar to the enemy they are based on but they split less and fire slower. the orb of profaned energy has 3 chains attached to it.

tawdry condor
#

Minor suggestion but maybe change the Calamity Logo on the wiki to the new one that appears on the forum

tawdry condor
#

Add ability of removing damage caps and all other caps that calamity has to config, or completely remove damage caps from bosses because these caps are completely useless, you can still damage the boss with weapon that for example will take 8% of boss' life.

silver briar
#

give yharon's fire tornado's a visual cue to indicate their transition from being harmless to harmful, perhaps with a transparent fade starting at 10% up to 100% opacity, signalling that they deal damage.

yharon is a very tight fight at points and sometimes dodging within a fire tornado as it spawns is the best option, but the point at which it deals damage feels arbitrary and is hard to consider when making the necessary dodges. a transparent fade would build upon this as an option for those very tight segments of the fight.

quartz nexus
#

Add leaves to the astral trees.
My reasoning behind this is that the 1.3.6 update for Terraria is going to have leaves in the wind. If you add the leaves to the trees, the astral biome will look a bit more wastelandish, kind of like how fallout 4 handles it

tawdry condor
#

Add a form of multitool to late pre-hardmode / mid hardmode that can eventually be upgraded into something around the level of Crystyl Crusher for people who don't want to do the supreme calamitas boss fight. This would make it much more fun for some people and if it was upgradable throughout the game it would slightly reduce inventory clutter (being forced to have a hammer , axe, etc.). I feel this would make the late game more fun as you could have the majority of you hotbar filled with weapons you like.

small escarp
#

Add compatibility for hp hearts texture change with antiaris ones, so if using calamitys hp upgrades do change the hearts color beyond life fruits (i hope it's understandable)

wanton radish
#

If the DR cap can't be removed, can it at least be raised to something like 60-75%?
❔ : Not everyone likes being a glass cannon. It should be possible to play through the entire game on Death with a tank build.
Edit: I've been told you're not supposed to be able to tank Death mode, so maybe have this raised cap only apply on lower difficulties?

queen linden
#

Glass Mixture
Difficulty mode
"Become a lord of overkill"
You will can not have a any defense
All defense and DR bonus tunnels into additional damage
Max life decreased by 12%
If your damage bonus exceed a 200%, all killed bosses didn't drop any loot
Reason: Calamity currently runs into glass cannon-only mod, so why not have a entire glass cannon difficulty?HDfailure

tribal bolt
#

Eh.. Is the fight with Calamitas supposed to be easier than fighting the destroyer and elemental? death+defiled. cause I just killed it without any potions but with teleports so...
(summoner)
one button at a right timing(lever) and wait. That's why -

Make teleports inflict chaos state(at least with bosses) or make the calamitas be able to charge at the player or fire lasers that can go through blocks>?

wanton radish
#

Full Lore Entries for Vanilla Bosses
❔ : The vanilla boss roster has lore items that touch on what they're meant to be, but they often give next to no info (WoF and Plantera, as an example). Also, some of them are actually somewhat important to the story (Golem and Cultist) so it'd be nice if you went into more detail on what they are and what they've done.

ocean sierra
#

A ranged wepon that uses music boxes as ammo but does not consume the box and plays the song as it fires.

tranquil herald
#

Drencher- A yoyo from the tedious depths of the abyss. Will be made from 6 Reaper Teeth, 10 Endothermic Energy, 20 Tenebris, 25 Depth Cells, 30 Lumenyl, Riptide, Ball O' Fugu, 5 Cosmilite bars, and 10 Darksun Fragments. This yoyo will be very fast and hit rapidly. DEVS - you decide on infinite or not. As for effects, it will release little waves and needles (waves - like riptide. needles - like Ball O' Fugu). Why - YES, I know there are already THREE Melee Darksun weapons. However, fighting Yharon with a yoyo would be awesome.

prime tinsel
#

Perhaps you can craft the lore item of a boss at demon altars once you've beaten them at least once

tawdry condor
#

Slime people: npc's/enemies that add more variety to what you can stumble across for humanoid enemies/non players, and itd be cool to see different types of slime based entities

chilly aspen
#

Add a Calamitous Cosmilite drop for Ceaseless Void, since as someone said, CV is made of Calamitas-enchanted Cosmilite.
This Cosmilite would be purified in a Cosmilite Bar post-DoG with some endothermic energy and some nightmare fuels, I leave the amount to the devs.
Reason: DoG killed Deus and him dying it's a good thing to spew out the power he stole from it.
CV is literally made with Cosmilite cursed by Calamitas, so having the two other stolen energies DoG releases in death purify that Cosmilite it's a good thing.
Plus, it would give Cosmilite some lore-relevance.

queen linden
solemn patio
#

Scythe of the Seas

A rogue weapon dropped by Duke Fishron. It travels in a straight line and pierces infinitely occasionally spawning bubbles that explode on contact in its path. It also has a 20% every time it hits an enemy to spawn 4 smaller scythes that surround the enemy and quickly charge into them.

Why?
Duke Fishron doesn't drop any weapons for rogue meaning they can skip over an interesting boss fight because they don't need any loot from since Xeroc wings are better than Fishron and the Shrimpy Truffle isn't too useful.

narrow dirge
#

Axis Shifter
A rogue weapon that is the Night's Edge to the rogue class. It deals 67 damage, and with rogue stealth deals 136. The weapon must be crafted by using a 500 Rot Balls/Tooth Balls, 500 Gel Darts, a Seafoam Bomb, and Lionfish. The weapon would fire a Gel Dart that splits into 4 other Gel Darts after a short period of time. These Gel Darts would afflict the Shadowflame effect on enemies for 2.50 seconds.
Why: Currently, only Mage, Ranger, and Melee have a Night's Edge of their class, so it would be great to have other classes. I'd imagine a Summoner one wouldn't be needed due to the Corroslime Staff and it would be tougher to make than a Rogue one, so I decided to suggest Rogue.

halcyon elbow
#

Moonlight Pendant
Post-Moon Lord true melee accessory
"Full moon wrath is rare but impending"

  • Turns wearer in werewolf at any time
  • After 28 uses (not hits!) of [true melee] weapon, you gain Striking Moment buff for 1 second
    Striking Moment - 500% (5x) damage on a single Melee type attack.

Crafting recipe: Moon Charm, 5 Souls of Fright, 10 Luminite Bars @ Ancient Manipulator

Purpose: Lets True Melee expand in post-ML realities without making utterly broken blades. Allows for deeper gameplay strategies like swinging sword to build up the strong attack while dodging and then hitting the boss when it opens up.
Also counts as sub-par Melee accessory due to Werewolf stat buffs at day.

All numbers are free to change by dev team if needed.

keen steeple
#

One Death
Due to how the single player bosses are battled, multiplayer should have the option to disable respawning while a boss is alive. Letting players respawn during boss fights can allow them to beat bosses when they should not be able to, just by throwing a never ending supply of players at said boss. Disabling respawning while a boss is alive, or at the least giving the option to, would allow for players to have more of a challenge while playing multiplayer, and in my opinion, let multiplayer players enjoy the game as intended.

Bonus points if a way to spectate players is added as well, but I do not know how feasible that would be in Terreria.

late timber
#

Recipe for the metal detector (5 iron/lead 3 rubies 1 diamond 5 wire?)

Some people just dont go caving enough to find one...

sonic sandal
#

A small suggestion, make normal yellow Star Cannon projectiles go through top platforms. It's annoying when you try to use the star cannon but the projectiles always despawn if they touch unhammered platforms, and it takes a long time to make all the platforms in a roughly thousand block long arena with several platforms stair hammered.

I know the star cannons are kinda niche and have really expensive ammo but since me and my friend play with a mod that makes stars buyable at a semi-cheap price, it would be nice to make yellow star projectiles able to go through unhammered platforms. It's the most annoying with the vanilla star cannon (not the Star Cannon EX or any further upgrades) as the vanilla SC only shoots yellow stars.

There's been bigger vanilla changes made so I don't think making a single projectile go through top platforms would ruin the mod.

winged sun
#

Make a Giant Super Dummy. When you use it, it summons a super dummy like the normal one, but it's huge. That way, it's easier to test DPS with inaccurate weapons due to the sheer size of the dummy.

quaint sigil
#

change the "Daylight" tooltip from "summons the sun" to "praise the sun" for anyone who plays darksouls

keen steeple
#

Clentaminator 9000
In the late game, it can become less of a goal and more of a chore to cleanse the world of the spreading Corruption, Crimson, and Hallow. While trying to build the perfect large world, a lot of time can be sunk into cleaning everything up. A build path for the Clentaminator could fix this, adding a more powerful version. This could increase it's range, spread (from a line into a cone for example), and even give it an innate chance to not consume ammo.

The item would probably require Luminite bars and various post Moon Lord resources.

queen linden
#

Pillars Rogue enemies
Since a entire Rogue pillar didn't happen in next 120 years, and dropping Meld Blobs from Nebula enemies seems too dumb, I will suggest a Rogue-themed enemies for Lunar Pillars event.

All enemies spawns uncommonly nearby any Lunar Pillars and counts as 2 enemies for shield.

Meld Creeper: a humanoid in light armor, colored with Xeroc-pallete. Initially invisible and nearly-invulnerable, but transparency and DR lowers with lowering distance to players. If distance are below 5 blocks, enemy become damageable and will wait 7 seconds and after try to swung a purple slash (in that state the enemy didn't have a resistance to knockback) , that have a really heavy damage (like 300-350 in expert). If player didn't killed, Creeper after 3 seconds will turn invisible and invulnerable back. Drops 1-4 Meld Blobs.
Galactus Shooter: a Corruptor-like enemy, shoots barrages of Xeroc Pitchforks. Initially invisible and have a 500 defense, but can be revealed by small bursts of Xeroc particles. On getting hit become enraged: lose all defense, but increase speed of pitchforks's shooting. Drops 1-4 Meld Blobs.
Insanity Bomber: fast burrowing enemy, when see a players, shoots to them a explosives, that have a huge AoE damage. Bombs before landing on surface are transparent. Drops 2-3 Meld Blobs.

queen linden
#

Resprite a Galactica Singularities to use a Elemental pallette.
Why: 95% of items maded from GS have a colors of Luminite and all Fragments, but Singularity resembles more to Xeroc armor and items from Meld Bars.

neat gull
#

An alternate way to reforge weapons that requires a duplicate to be consumed, giving a chance for reforges stronger than unreal/legendary/mythical

old plover
#

Add A Crafting Recipe for the Painball Gun or let an NPC Sell it. Farming for this thing is a real pain when it comes to crafting the Elemental Blaster.

carmine lark
rare radish
#

Add an accesory slot dedicated especifically to proficiency meters, i already posted this long ago, very long ago, so consider this a repost if you want to.
As always, why?:
Proficiency meters dont really have something that makes it worth to spend a standard slot for one.

opal gazelle
#

Turn the determination breaker into a toggle mode like defiled rune, it would make more sence that way and would make for a neat challange for those mad people who think death+defiled rune is too easy

tawdry condor
#

You feel a chaotic presence watching you...
after Skeletron Prime/Brimstone Elemental has been defeated, Calamitas has a 1/5 chance of spawning at night. if Calamitas has already been defeated, or If these conditions aren't met, Calamitas will not spawn automatically.

wanton radish
#

Add a doc explaining what qualifies as a meme suggestion.
❔ : "Meme" is a very broad and subjective word. What might be a meme to one person might not be to another. I can't tell you how many times I've posted a suggestion I genuinely put effort into and thought was a good idea, only to have it be shot down at the gates because it was apparently a meme.

#

That being said

RNGsus's Rage

A new difficulty mode
As long as this is active, the player will randomly be inflicted with Slow, Confused, or have their gravity flipped for a few seconds
❔ : It'd be a more interesting challenge than all the others, as players would be forced to fight under harsh, unpredictable and ever-changing circumstances.

opal gazelle
#

add some variant of an angel themed creature as we have several items hinting at angels such as angel treads or the angel cat pet but no actual creature that spawns naturally or one that is fightable

tulip talon
#

I was wondering about the viability of very slightly buffing a few under-used weapons just for diversity. Maybe you guys are already on that, but like planetary annihilation is such a cool weapon, and also a lost of post-moonlord stuff, but I still find that Monsoon with wood arrows (endless quiver) just do much more damage than Astreal Defeat, or Onyx Chain Blaster, or Clockwork bow.

Against an enemy that is quicker or doesn't just sit there with an exposed hitbox like Moonlord or Fishron, it Monsoon isn't as great, but with most post-ML bosses (which basically all don't move), you can fire it from further range than Astreal Defeat and Clockwork/other things and still do much more damage. Also just comparing some other weapons. Ranger is already a very powerful class, so that is not my point.

I'm just talking about within each specific class, you see a lot of beautifully/cleverly designed weapons that just don't get enough love. Of course, you could use them for a challenge if anything is too 'easy', but ... you could always remove your accessories and armor for that. Making more weapons viable just couldn't hurt.

EDIT

Someone just pointed out something, that I was not clear on. MONSOON, CLOCKWORK, ASTREAL, AND ONYX are all incredibly powerful meta weapons. I don't want them buffed, I'm just giving examples of powerful weapons and even how they differ so much in damage even between them.

My concerns are weapons like Planetary annihilation, or Photoviscerator (compared to heavenly gale/drataliornus), Spyker, Neetlevine Greatbow, Arterial Assault, Daemon Flame, there are just so many weapons within ranger alone, (which is already a terrifyingly powerful class), that are just... amazing mechanics and design but just aren't practical to use due to their underwhelming stats

gilded agate
#

If a character dies in Hardcore on rev+ make the rage and adrenaline bars go away upon death, like the rest of the inventory

quartz steppe
#

A pet for each boss that would be a mini-resemblance of their respective boss
(i.e. mini destroyer for the Destroyer, mini Prov. for Providence, mini Slimes for the Slime God)
Maybe a way to combine pets together into groups
🔥 Revengance mode drop from any boss

opal gazelle
#

Some variant of a summoner legendary weapon as it is the only class that doesnt have one, (dont care what it is or if its just a slime staff that looks purple instead) just anything so we dont leave that wonderfull class out of the spotlight (sorry im not creative enough to come up with a summon) (i guess meaby a summon u can get from the EoW possibly? Like a pre hard mode worm type summon would be cool)

timber steppe
#

Make an item called "Worm Salad" summoning every worm boss there is in Calamity. This means this item would summon: Desert + Aquatic Scourge, Eater of Worlds, Perforators, Destroyer, Astrum Deus, Storm weaver, DoG, Armored Digger (miniboss) and both Eidolon Wyrms in their passive form because why not. Adult Eidolon Wyrm should be nerfed when using this item so it doesn't have its huge DR though.

EDIT: Rather make it so that it starts something like the Boss Rush but only for worms. I just heard about the NPC cap being a thing and worms tend to be a lot of NPC's all at once. And add Deus as well I forgot him so I added him

night grove
#

I think that we should should be able to have a yharim set as in stand alone not auric tesla+ plumed helm

#

with a material from all bossess

fresh pilot
#

Tiered, craftable flails, from wood to hallowed bars. I feel like this would be a welcome change in variety for what I feel is an interesting but challenging weapon type, and something as simple as a flail should be able to be made out of wood, or iron, et cetera.

tawdry condor
#

Rename the item Stardust to Astral Stardust to prevent confusion with Stardust Fragments.

languid sonnet
#

Slimed Zombie Variant replacing the blue slime with wulfrum slime allowing for collection of shards at night

quartz steppe
#

Since the desert is pretty empty atm, would be cool to have some changes to it such as more monsters, underground areas, temple-like structures, etc. Maybe have a Profaned themed biome called the Holy Crags take up parts of the desert and hallow after the Moon Lord is defeated. It could have like Holy Flames and shit like that to add challenge to traversing the desert. Also idk if this would work out, but maybe have a dried-up-sea under the desert, to add to the Desert Scourge's lore. Would similar to the Sunken Sea, but more like africa how theres like an absence of water. idk, not much of a game changer, but would be cool to have sometihng done to the desert

zenith field
#

Calamity Merchant
A merchant that sells any items that calamity would later add to vanilla shops. Item sale conditions would be the same (e.g., dryad selling expert evil drops when BoC/EoW is killed).
Calamity, as well as many other mods, tend to add items to vanilla shops, most commonly the merchant and the dryad. This often crowds the shops to the point where some items, sometimes vanilla items, get kicked out of the shop.

I know calamity is balanced around itself alone, but this would be a nice QoL addition in general.

lime pollen
#

DoG Quality of Life/Rebalance Changes

After having fought DoG a lot in both rev and death, the fight itself is almost perfect, it's fast, it's mostly fun, and phase 2 is extremely intense. I however have a few problems with the fight, one being how sometimes, life and death is in the hands of rng entirely (especially in death mode). The biggest offender here is laser walls. Theoretically, you should be able to get past this part of the fight even without rod of discord, but luck sometimes dictates that you'll get 3 or 4 patterns in a row that are nigh impossible to avoid, especially with the dash length nerf to elysian aegis. So my suggestion is to change laser walls to alternate: One laser wall with the set space between each laser like the old DoG, then the next laser wall to be the randomized pattern from DoU, then alternate again. I feel like this will help stabilize that part of the fight so you're not forced to get easy laser walls or impossible laser walls. The next change i had in mind was regarding the transition into laser wall phase. Before this would start in the past, DoG would go entirely invisible and it would be extremely obvious that he was getting ready to start laser walls. Now, while he does go slightly darker, i found it more difficult to see when he was about to start, and would take stupid damage because of it, so my next suggestion is so that as DoG is changing into his laser walls, remove the minimap icons of the body segments, that way, when playing with the overlay, you would only see his head and tail on the minimap, making it clear that laser walls were about to start.

azure hill
#

how about a post Scal summoner weapon that is is an upgrade to the entropy's vigil since we don't have an endgame summoner weapon.

tawdry condor
#

add tooltip to bloodletting essence that says "looks painful" as it really does

tough schooner
#

allow the chaos amulet to be made pre-hardmode. (possibly crafted with bone dust, gems, just stuff found in caves) By the time you can obtain the chaos amulet its nearly useless. It would be huge early game, especially for those playing without alchemist NPC, who cant buy spelunker potions.

rose shore
#

stardust from spectral ennemy is way too good to sell. i got plenty of ez gold with that 😮 maybe nerf the value a little bit?

narrow dirge
#

Evaporator
An upgrade to the Eviscerator that is crafted by using 3 Cosmilite Bars, 20 Phantoplasm, an Eviscerator, and 20 Endothermic Energy. The weapon itself would deal a whopping 4000 damage, but also be incredibly slow firing and have no homing abilities. All bullets used with it are converted into Bloodletting Bullets, which drain 5 HP every second from the enemy.
Why: The Eviscerator is, in my opinion, a pretty cool ranged weapon and I would love to see it expanded upon.

tawdry condor
#

Maybe add Astral Furniture? I'd love to see what what would look like.

heavy glen
#

2 new mini-bosses

The Blood Core; appears randomly in the underground crimson after plantera has been defeated. When beaten the crimson disappears from the world completely and wont come back (if you implement this make it hard because it removes all crimson). Drops; 50 crimson seeds, 200 crimtane ore, and a crimson key. If you want to add or remove drops, go ahead.

The Corrupted Amalgam; Same as with The Blood Core but a corruption version of it. Drops; 50 corruption seeds, 200 demonite ore, and a corruption key. If you want to add or remove drops, go ahead.

The reason for this request is that some people don't like the corruption/crimson after they've gotten everything from there. And destroying it is really annoying and time consuming with the clentaminator. This would be a quick but a hard way to get rid of the corruption/crimson for the people that don't like it.

narrow dirge
#

Defeated Darkness
"Not for vampire hunting."
Deals 137 damage
Flairon-type flail
Gives enemies the Horror and Brimstone Flames debuff for 3.33 seconds
Shoots 1 Brimstone Dart every second it is out. This Brimstone Dart does less damage than the one in Supreme Calamitas's fight
Very slow speed
Is crafted using the Blue Moon, Dao of Pow, Sunfury, 15 Beetle Husks, and 20 Unholy Cores
The weapon itself looks like an enlarged version of Simon Belmont's whip from the Castlevania franchise
Why: I believe that a new flail in between Golem and Duke Fishron would be great, as currently there aren't that many viable flails for that point in the game.

flint sapphire
#

Virtue's Vengeance
"It's the finale"
Crafted with 1 Ultra Liquidator, 1 Astral Staff, 1 Fate's Reveal, 1 Deathhail Staff, 1 of each soul (maybe), and 10 Darksun Fragments. Upon left clicking, a barrage of slower moving swords and quick lasers is launched from the sides of the screen, and stars occasionally fall from above the player. Right clicking launches swords and stars from the weapon itself, along with spawning small souls that hover around the player and deal damage. Uses 20 mana and does 700 magic damage, along with inflicting hit enemies with Elemental Mix for 3 seconds.
Why: More weapons to fight Yharon with would be amazing to have, and the Ultra Liquidator is a really neat weapon that deserves a final upgrade in my opinion. (And yes, this is a reference to Asriel from the StorySwap AU. Sprite coming soon! Also, the stats are just examples that don't have to be followed.)

split hound
#

Cosmic Shiv

A post-DoG upgrade to the Elemental Shiv. It has all the properties that Elemental Shiv has, but faster, the extra shivs come from both sides, and all those shivs home in as well. Every time the main shiv projectile hits something, a barrage of stars (that look like Galaxia's stars, but weaker and doesn't home in) rains down on that area. Stabbing enemies with the cosmic shiv does tons of damage, as well as sending in a barrage of stars that do home in. The recipe can be something as simple as Elemental Shiv with cosmilite bars, endothermic energy, nightmare fuel, phantoplasm, and maybe darksun fragments if chosen to put it in that tier.

Reason for this suggestion? Even though Empyreal Knives and Scourge of the Cosmos exist, I feel like melee could use a good weapon for Yharon tier. And an elemental shiv upgrade would be cool to see. Don't underestimate the power of shivs

simple pilot
#

Wulfrum Wand
Crafted with: 12 Wulfrum Shards
Summons a Little Wulfrum Drone to fight for you

the reason why i want this to be added even though slime staff exists is for consistency.

tawdry condor
#

Wulfrum Yoyo
Crafted with: 10 Wulfrum Shards and 15 cobwebs
11 damage
4% Crit. strike chance
Weak knockback
Reach (tiles) 11
Duration (sec.): 6
Fast speed

narrow dirge
#

Winter Harvest
"Because there weren't enough upgrades."
A rogue weapon that is an update to the Shattered Sun. It requires a Shattered Sun, 50 Endothermic Energy, 50 Nightmare Fuel, 20 Phantoplasm, and 15 Cosmilite Bars. The weapon itself would launch the Winter Harvest which splits up into 3 of itself, which each split up into 5 of itself. When hitting a target with any of the Winter Harvests, it will afflict the God Slayer Inferno debuff for 5 seconds. This would also change the Shattered Sun in the Celestus crafting recipe into a Winter Harvest.
Why: The Crystalline is such an iconic weapon, and leaving it at post-Providence seems a bit too early in my opinion.

odd verge
#

Ghastly Pendant and Cursed Gem.
Cursed Gem.
the Cursed gem is a 100% drop from skeletron that boosts max minions by 2 and minion damage by 10% but it lowers damage resistance by 15%. the old mans curse lives on .

The first accessory is a post-Plantera upgrade for the spirit glyph and the cursed gem.
it is made with

5 Essences of Eleum
Spirit Glyph
and the Cursed Gem
at a mythril anvil.

the ghastly pendant boosts minions by 3 and Spirit Glyph effect except the buffs last for 5 seconds (does not have the curse of the Cursed gem).

why? well i feel post skeletron to the wall of flesh doesnt really have much summoner accessories and i think it would be neat to carry the spirit glyph effect on to later hardmode.

Edit:
(i do have artwork i just forgot to add it lol whoops [if this does get to 90 or over stars then i can give the sprites then])

olive jasper
#

Paradox Energy
"Its just... Lukewarm?"

Crafted with:
2 Exothermic Energy
2 Endothermic Energy
2 Twisting Nether
2 Nightmare Fuel
2 Phantoplasm

Used as a material in the next item, so look alive, privates.

Swirling Devastation
"The cosmic tides heed your call"

Crafted with:

5 vortex Fragment
5 Solar Fragment
5 Nebula Fragment
5 stardust fragment
1 water bottle
3 exothermix energy
3 endothermic energy
3 paradox energy
At draedons forge

Shoots a concentrated wave of cosmic paradoxical energy, which homes in on the nearest enemy, inflicting Confused, elemental mix, and On Fire!

Can only be used after defeating providence in both the hollow and underworld. If you attempt to use it before then, it will immediately kill you in a large explosion, regardless of your health or defense.

"The provincial sun deems you worthy..."

After this message, you can use the weapon.
It costs 700 mana to use, with a 5 minute cool down on use.

Damage should be around 2000.

delicate sundial
#

The Banana Peel

#

Enemies slip on the banana peel.
Actually this could work like if enemies walk over it they shoot in whatever direction they were walking and if they smack into a wall they take damage.
Found possibly while cutting down mahogany trees or palm trees.

warm sapphire
#

Give the Great Sand Shark buff arms similar to the Reaper Shark instead of the front fins. It'll give the huge shark minibosses some thematic consistency and make the sprite significantly more interesting.

raven tiger
#

Necromancer class
Reviving recently killed enemies or bosses for a short period of time (instead of having a time limit you could summon recently killed enemies at the cost of some of your health) Revived enemies or bosses aren't exactly the same (like for example if you revive the eye of cuthulu it wont be as powerful as the normal one) The revived enemies or bosses could have an undead look to them or they can look like shadows. armor and items could give you bonuses like how many enemies you can bring back or lowering the amount of health you lose to summon them. (can also work with increasing health of revived enemies or bosses) an example of armor could be a cloak. an example of a weapon could be an old staff or some sorta scythe (the Necronomicon could be a weapon that you can get after beating moon lord) . an example of an equipable item could be "jar of spirits" which increases the amount of enemies you can revive by one.

#

Alchemist class. why? because Tremors alchemist class is broken and i actually enjoyed it

barren berry
#

Plague Rod
Summon Weapon
Summons a Plagued Soul that floats above the player. The Plagued Soul attacks enemies by firing lasers, firing fast-moving, homing rockets and summoning lingering Plague Mines that slowly homes in on enemies. All attacks inflict Plague for around 5 seconds.
Crafted with a Sun God Staff, Dreadmine Staff and 20 Plague Cell Canisters at a Hardmode Anvil. Replaces the Sun God Staff in the recipe for the Cosmic Immaterializer.
Reason for this suggestion: Excluding Sentries, Summoner has a grand total of two viable summon weapons for Post-Golem, Pre-Cultist bosses, and fighting Duke Fishron as a Summoner is supreme pain since both the Entropy's Vigil and the Xeno Staff have problems actually hitting the boss, especially in the third phase.

tawdry condor
#

Antigravity Shuriken: has a 11.11% chance to drop from martian saucer, does take place in the "one of these items will always drop list", rogue item, it travels a distance completely straight and then goes straight up, not consumable. Why: most vannila minibosses dont drop anything rogue, also it can't be consumable like other shurikens beacause you will have to keep fighting the martian saucer

tame garden
#

Make something we can use astral monolith.

Reason: I have no idea about what can i do with astral monolith. Totally useless.

near scroll
#

make the Rock placeable

plain haven
#

Sorry for a second post about a Martian drop, great minds think alike?
Neutron Bomb
"A miniature singularity contained in a grenade. What could go wrong?"
Rogue Weapon, could be seen as a similar weapon to the Ballistic Poison Bomb. I won’t bother including stats as I am bad at judging balance so I’ll leave that to devs.
Dropped from Martian Officers with a low chance, or Martian Saucers. (Your pick I can’t decide.)
When thrown, it would create a small, short lasting, martian themed, singularity when it hits things, or after a few seconds. This singularity can draw enemies towards it, with smallish range, and fling them around, making it good for crowd control. The singularity’s pull won’t affect bosses to prevent cheeseing bosses. The singularity deals contact damage and could maybe even spew a few random projectiles. It could also possibly draw in items, or small projectiles, only small to again prevent cheese.
Why?: Martian Madness has no purpose to a Rogue user, and having more weapon options for post Golem bosses could be nice. The singularity was inspired by the wackiness of the Martian Madness and it could be a good fitting edition.
Edit: I can't spell please ignore the errors :c

regal umbra
#

Weapon Particle Effects
So I kinda like the idea how The Accessory "Magma Stone" Does this cool looking fire Effect with a buff around most of the players weapons when used.

I personally would think this would be a cool idea because it will allow more further customization to weapons, because currently there are none.

And maybe the Effects would have buffs like the magma stone which inflicts fire on enemies when hit. If you dont know what I mean, I mean this
Where a weapon makes this cool fire trial after you have equipped the Magma Stone And Gives the enemies Fire Debuff

Some Ideas:
Water Vaporizer (Effect)
A cool looking water drop trial
deBuff Confusion to enemies

Plasma Stone**(Effect)**
A purple Spore Effect
deBuff Poison? to enemies

dense latch
#

Evil heart
A block of pure evil, radiating out corruption/crimson. Consumes everything and converts them to its own. Once placed it will spread its evil 3 times faster than normal in an area. If block is destroyed, converted blocks will slowly be pure again.

This would be a good idea for farms and fishing purposes

sharp fulcrum
#

Elemental Grenade, an enemy-seeking Rogue class weapon that has 4 different randomly chosen explosions, each having different properties such as differently-behaving projectiles or debuffs. (Elemental tier)

weak cedar
#

Give Hive Mind, Golem, and Ravager a brief period of time where they can't hurt you upon spawning, similar to Astrum Aureus.

vestal glacier
#

Bit of an addition to the above, If possible do that for Skeletron too.

Since losing over half of your health due to you having to walk out of the “dungeon entrance” is ridiculous to the core.

proud oriole
#

This is a server suggestion?

Please make this an emoji. It would be :wut: Why? Because it's a really funny face, and it would be a good emoji to throw at someone who just said some dumb shit.

tawdry condor
#

Add a better reward for killing adult eidolon wyrm, all you get for killing it are some blocks and weapons that can be gotten much more easily from juvenile. If we could get a special trophy, or an OP weapon, this would much better satisfy people who have spent a long time trying to kill it and finally managed to kill it. It would make much more sense for such a powerful mob/boss to drop a nice reward that is unique to that enemy.

queen linden
#

Ultimet armor
The armor of distant future
Post-DoG universal armor set

Headgear:
30 defense
37% increased damage
30% increased critical strike chance
+40 max hp and mana
Omni-vision

or

Headguard:
75 defense
12% increased damage
8% increased critical strike chance
12% increased damage reduction
+155 max hp and mana
Omni-vision

Breastplate:
45 defense
Every attack have a chance to create a laser barrage
You can hover on any wings with using mana
Laser and beam weapons gains a 15% more damage and can heal you
Summons a 4 buffed UFO minions

Greaves:
40 defense
50% increased movement speed and max flight speed
5% increased max moving speed
Your boots leaves a damaging laser sparks
Nearby to you enemies will be obliterated
Press Z to teleport to cursor, which have a 8 seconds cooldown

Set bonus:
30% increased mining speed
9% increased damage reduction
You take 15% less damage from hostile lasers
With Headpiece:
Every 10th critical hit creates a Nebula Booster
On getting hit you have a chance to unleash a rain of Sky Fracture swords
Attacks inflicts Electrified, God Slayer Inferno and Elemental Mix
With Headguard:
On getting hit you have a chance to get additional defense in amount of 50% received damage
That bonus lasts a 4 seconds
Your DR increases, as life getting lower,up to 50%
On dying, your corpse unleash a storm of beams

Craft:
Head: 12 Silver/Tungsten Bar + 12 Cobalt/Palladium Bar + 10 Cosmilite Bars + 30 Ectoplasm + 10 Darksun Fragments + 12 Potion of Omniscence
Body: 16 Silver/Tungsten Bar + 16 Cobalt/Palladium Bar + 40 Ectoplasm + 12 Cosmilite Bars + 12 Darksun Fragments + Xeno Staff
Legs: 13 Silver/Tungsten Bar + 13 Cobalt/Palladium Bar + 35 Ectoplasm + 11 Cosmilite Bars + 11 Darksun Fragments + Rod of Discord
All recipes requires a Draedon's Forge

:why: :

  1. Alternative set to Silva's.
  2. A good multiclass set in post-ML, like Astral.
  3. Some techno-themed armor.

Yeah, i'm god of spriting.

weak cedar
#

Rework of Silva Revive

Once Silva Invulnerability ends, you get a debuff that puts the revive on cooldown, like God Slayer Cooldown. It lasts X amount of time (like 2 or 3 minutes). When the debuff ends, max hp returns to normal and the revive can be renewed again.

Optional: The cooldown is infinite while a boss is alive (and set to infinite if a boss is summoned) and when all bosses are killed, the cooldown is set to 2 minutes and begins to countdown. This would keep it one use per boss fight but still allow renewal outside boss fights.

sharp fulcrum
#

More content in late/mid-game Corruption/Crimson, possibly new minibosses, enemies, drops and materials, etc. There isn't really much to do in those biomes after a bit into hardmode, and I think there is a lot of potential for new content in this area of the game.

narrow dirge
#

Light Cross
"You don't belong in this world!"
The Light Cross deals 229 rogue damage and is able to be crafted after Golem is defeated. You need 15 Spectre Bars, 20 Ectoplasm, 15 of any wood, 25 Hallowed Bars, and a Shiny Stone at a Lihzahrd Altar. The Light Cross is a boomerang-type weapon that hits an enemy once and then pierces infinitely on the way back, but can only have four of itself out at a time. The weapon and tooltip are references to Castlevania's Richter Belmont.
Why: There aren't any boomerangs that have something similar to what the Light Cross could offer. Plus, it would be great to have a couple of Castlevania references in the mod.

mighty cave
#

Sing!
You grant this buff when a musix box is active.
Your damage is increased by 3%, speed by 20% and melee speed is increased

weary oriole
#

certain music boxes could (toggleable) give emotion based buffs like the happy one or rage or calm. (which may give a reason to collect music boxes cuz banners used to be useless)

queen linden
#

Shuriken Shotgun
Rogue hardmode weapon
Speed: very slow
Uses shurikens as ammo
Shoots a spread from 5-8 Shurikens with increased velocity, consuming only one. Each projectile uses separate immunity frames, so all shurikens can hit one target and still pierce.
With every 5th use shoots a barrage of Holy Stars, that ignore gravity and have a increased damage and infinity piercing.
With increasing stealth projectiles gains a homing abilities

🛠 : 10 Hallowed Bars + 100 Shurikens @ Mythril Anvil
Why: Shotguns is awesome. Shotguns, which shoots a ninja things, is awesome x2. Also want more rogue weapons, that isn't bootleg throwing.

zenith relic
#

if possible, have profaned guardians and cosmic guardians be visible on the minimap in the Providence fight and DoG fight, respectively— perforator hive shows you the hive and worms on the minimap, so why doesn’t Provi and DoG?

tawdry condor
#

Baggins Ring
Pet
Summons a Hobbit from the shire to follow you
Walks next to the player.
Rides a baby smaug when airbourne.

1/100 Rev. chance drop from: Cavern layer enemies

tame pewter
#

Colored Prisms
Pre-hardmode mage weapons
Rough idea for a crafting recipe: 10 fallen stars, 15 of any gem (this gives the prism its color), and 50 glass. Probably something else that makes it not craftable from the start of the game.
What it would do: After a 2 second charging phase, it would fire a beam similar to the Last Prism, but only of one specific color and thinner than the Last Prism. The color could either give the prism some kind of effect or it could be just aesthetic like the Phaseblades.
Why: I think it would be an interesting addition to pre-hardmode mage, which feels a bit lacking to me at times.

placid arrow
#

Hive blobs and dank creepers should drop a very small amount of demonite, true shadow scales, and rotten chunks, like how the perforator worms drop some blood samples, crimtane, and vertebrae. This would help players who die repeatedly to the hive mind by eventually giving them a few more options for weapons after enough minions are killed, similarly to the perforators. This will create better consistency between the progression of the two evil biomes. This also allows the crafting of the boss spawner of the hive mind before it has been defeated, for quicker new attempts if players wanted.

silver briar
#

disable or in some way modify "something is approaching..." for hardcore characters.

i think it's self explanatory but the challenge of hardcore is needlessly exacerbated by the something is approaching mechanic. i personally have interest in deathmode hardcore but would never approach it since i'd need to book it underground regularly or force myself to hover under 300hp all the way up through cryogen, and even then may wind up missing the message and getting instagibbed some night.

if it were to remain in, perhaps put a "day cycle cap" wherein a certain number of days must have passed before the next "something" can start "approaching..." so it can at least be a more interactive experience.

tawdry condor
#

Suggestion

Post Yharon stuff:

After you defeat Yharon there will be some more new bosses items and other stuff even a new biome

Biome: Infected Jungle

The Grass in the infected jungle will turn green and there will be new horrific beasts that live in their once you enter you’ll get the monstrosity effect witch makes you take damage slowly the only way to prevent this is to use a Yharon mask which only does 2 protection and nothing else the new ores In this biome are

Hydrolite: this ore can be used to make armor and weapons

Astralite: this ore can be used to make a special staff and special weapons

Fireite: this ore is so dangerous that if you stand on it with anything you die the only way to get this ore is to use a Yharonite Pickaxe (go down for Yharonite) and by using a potion to make you immune to it also this ore dna be used for very overpowered weapons and armor

The infected jungle will have many overpowered

#

I mean to delete that message btw

stone sparrow
#

Banner Banisher
The Banisher of Banners is an item that, when used, toggles on and off the dropping of enemy banners.
This item may be crafted at a demon alter for free, and functions just like the mode toggle items.

Banners are items that most people simply ignore and/or dislike due to the fact that all they do is provide a buff against a single enemy if you're in the area nearby, take up inventory space, and even spawn directly in your inventory if it isn't full.

While banners can make nice trophies for some enemies, they become nothing more than an annoyance while zerging or just otherwise farming in any area/event.

Yes, a mod exists that lets you auto trash items, but said mod requires that you pick up and manually place each new type of banner in the auto trash slot anyway.

coarse ibex
#

Staff of the Frost Hydra upgrade
Functions akin to vanilla but the projectiles act like ones created by the Inferno Fork, exploding on contact with a tile or enemy.

tawdry condor
#

Charger Staff

Upgrade for the Hornet staff
Crafted with 10 Plague Cell Canisters, 15 souls of light, 20 jungle spores, and Hornet Staff

Summons a Plague Charger to fight for you
Buff tooltip: The Plague Charger will fight for you
Inflicts debuff: Plague

There is no Summoner Plague weapon. And I feel like a Hornet Staff upgrade would be a viable option. Anything works though. Maybe a drop chance from the Big Guy, PBG

rare radish
#

Change the way green solution work so it spreads the jungle if used on mud blocks

dry plank
#

Make the Eutrophic Sink reversible. It REALLY bugs me that they only face one way.

keen beacon
#

Not sure if it has been suggested or not before, but let users of the asgard's valor/asgardian aegis use the dash of the accessory while it is hidden. Although toggling visibility currently also toggles whether or not you are able to use the dash, it's a bit annoying having to have the giant shield cover your character in order to use the dash, and most people who are using the accessory likely want to use the dash regardless. Making it work like the way the shield of cthulhu works would help solve this.

robust crown
#

Disable Queen 🅱 spawns from larva pods while another boss is active to prevent her spawning due to pods breaking whenever they feel like it

robust crown
#

Buff Shattered Sun by giving it unique behaviour

Why:

The Shattered Sun is the supposed upgrade to the Radiant Star, yet it feels like it's on the same level of strength. This is because there is no unique or outstanding change in it's behaviour compared to the previous upgrades - it simply splits more than RS, which is exactly what happened between the Crystalline and the Prismaline. I therefore suggest a rework of the weapon which increases it's strength for a higher price, maybe requiring ruinous souls as well.

Ideas for the buff:

Tile piercing for the copies
Comets rain down on enemy hit (main only)
Shortly sticking to enemies to deal damage
Balance any change to the behaviour by reducing base damage to keep DPS at the same level

dense basalt
#

make the ark of the ancients with the arkhalis used in its recipe also attack like an arkhalis, with all the projectiles

❔ : it would make getting an arkhalis a bit more worthwhile

tawdry condor
#

Buff The Rare Elemental In A Bottle

1: If its in a block when it throws it's ball it will instantly explode (and the noise of this is annoying af if you're not trying to get them)
2: If its not in a block its somewhere kind of far to the left or right of you making it really difficult to touch and already small and fast moving ball
3: Even if you do manage to catch it, it doesn't even heal a entire heart.

My suggestion is that maybe she throw's the ball at you and have it home a bit and heal for at least 20 health (but I think it should be more seeing as its pretty hard to get and I want to use it late game, maybe some sort of upgrade?)

#

Another suggestion is to make very small swords like daggers do rouge damage
(Something too small for a swordsman to ever use, like a short sword)

#

Music box slot because everyone wants to hear the music but nobody wants to sacrifice the slot for it

sharp fulcrum
#

Ranger, Mage, Summon, and Rogue variants of Arkhalis that can be found similarly to how Arkhalis is found, from shrines. They could also drop from Cosmic Elementals so they would be obtainable in all worlds.

Each one would have fairly unique characteristics, like Arkhalis and how unique of a melee weapon it is: (I'm not going to try coming up with names for these)

Ranger - Rapidly fires bullets in a precise path, but about every second it shoots a burst of 5 bullets. (not sure about this one)

Mage - Shoots a slow-moving orb that can pierce enemies, but every time it hits an enemy it's damage increases. Once it despawns (after about 3 seconds), it will explode, and the size of the explosion depends on it's charge.

Summon - Conjures a flying sword that swings and lunges at enemies. (think of the Enchanted Sword creature)

Rogue - Throws an enemy-seeking knife that teleports and hits enemies multiple times like the Influx Waver's projectile.

tawdry condor
#

Buff pre-cryogen range weapons slightly so you dont just have to use goo bow. Butcher, flarewing gunk Shot, meowthrower, overloaded Blaster, Cursed Capper, Mineral Mortar, Needler, Clamor Rifle, Slag Magnum, Titanium Railgun all need a buff.

gloomy maple
#

There should be a legendary summoner drop from moonlord. There are no legendary summon weapons, even though there are 3 melees. It should be a staff that summons a true eye of cthulhu to fight for you. It could have most of the attacks of the ones from the fight. You should be able to summon as many as you want, but they should take up 2-3 slots each. Right now, the only viable summoner option for Providence is the elemental axe, and I think there should be another.

tawdry condor
#

Add a blacklist to the enemies that summons will target, so if an enemy is blacklisted your minions will not attack that type of enemy.
WHY?: It's annoying at the start of pre-hardmode to be trying to get to the side of the world and your minions attack every slime that jumps past you and they all start following you.

mighty cave
#

Cosmilite bullet:
30 damage
Chases your enemies
Grands to enemies God Slayer Inferno debuff
The bullet of hell and haven

tawdry condor
#

Add summoner and rogue helmets for vanilla armors because everyone knows they want that titanium set bonus

#

Also when you add yharim he should be very dynamic and cool like the moon lord is, Scal is such a boring looking fight and making yharim unique makes him feel more like a final boss and make the mod more satisfying to beat

plain haven
#

Make using any item that would instakill you in a boss fight (Death, Arma etc) bypass armor immunities.
Why?: Why isn't it a thing in the first place lol

stable sail
#

Make more armor sets with active abilities, and more ranged weapons that look good but don't lag out servers

tawdry condor
#

Poison/venom bombs + some calamity debuff bombs reason being i think there should be some debuff consumable items that aren't just darts

timber notch
#

Make a potion directed to the rogue class that gives the projectile a 25% chance to rain some rocks from the sky. These rocks increase in damage depending on the rogue weapon's damage.
Why? There are potions directed to all all classes, melee (flasks), mage (regenerations/power), ranger(archery/ammo reserve) and summoner(summoning potion) but there is no exclusive potion for the rogue class added to the mod

weak cedar
#

Add Sea Prisms (or Prism Shards?) to the Victide armor recipe.

This'll allow more use out of Wulfrum armor as it can be rendered obsolete with several trips to the Underground Desert before defeating any bosses.
As Cnidrion is no longer even a miniboss anymore, Victide armor should not be craftable quite so early. Additionally, the Desert Scourge's abundant loot of Victide Bar materials and the opening of the Sunken Sea would encourage the crafting of this armor.
This would be similar to Bloodflare gear in keeping the weapons obtainable at the same time as the previous tier yet locking the armor set back in progression.

sonic sandal
#

A separate mod that has no items but the Armageddon item, as it's handy for proving no-hits, but vanilla has no item that makes you instantly die if you take any damage in a bossfight. I have plans to no-hit other mod's bosses in the future, and Armageddon would be great for making people seeing said nohits know I'm not taking damage, without needing all the content from Calamity when I'm making a video involving solely Vanilla and another mod's content.

TL;DR A separate mod that contains Armageddon and nothing else.

gilded agate
#

Add a crafting recipe for the biome weapons (key/10 atral bars+5 ectoplasm)

:why;: the dungeon tends to get "snapped" by the abyss along with biome chests/multiple people want certain items such as the scourge of the cosmos

mighty cave
#

Seadragon + 5 comsilite bars + 5 phantoplasm:
Cosmicdragon
250 ranged damage
Fires two bullets a time
Has a chance to explode on hit
The master's war weapon

#

50% not consume ammo
28% critical strike chance

austere crescent
#

Staff of the Snow worm
3 worm tooth + 100 snow blocks
Segment creating summoner weapon like mechworm staff
4 summoner damage

❔: early pre hardmode is very stale for summoners with the only option being slime staff adding to that there is no segment based summoner weapon for pre hardmode.

wraith dock
#

Lore Cannon

10 bars of every pre-hm ores
Use lore items as ammo (non consumable)
The weapon debuff is linked to the lore item used
30 ranged dmg
5% critical strike chance
Weak knockback

❔ : to give an usage to lore items instead of being almost instantly trashed

barren berry
#

New messages for random Death Mode Boss Spawns
This Google Doc contains some suggestions for messages that can display instead of the current "Something is approaching..." that displays now. Bosses that haven't been given new messages already have their own in vanilla and can just use those.
Reason for this suggestion: Some more variety to the random boss spawns. Also, having unique spawn messages can be useful to at least know what boss you're about to fight before they spawn.
https://docs.google.com/document/d/1wEqglRcrN2jImqMOOe_nt-1Ny8yQD1BP75M-iwFPtos/edit?usp=sharing

tawdry condor
#

Make The Slime God drop pink gel.
Why?: Obtaining pink slime is quite unreliable; pink slimes have a low spawnrate and slime rains are unpredictable. There is currently no reliable way to collect pink gel and I think this could be a good way to address that.

sharp fulcrum
#

Suggestions Suggestion: Ban vague suggestions. This could mean suggestions structured as "Add more x", while non-vague suggestions would be those structured more like 'Add more x such as y to z" or "Add more x to y because y lacks enough x" or suggesting something specific like an item or a buff/nerf

wanton radish
#

Add statues for Calamity enemies, as in ones that spawn the enemy when powered
❔ : So anyone who might want to make a Calamity-themed adventure map can have scripts encounters with the new enemies.
Not convinced? Then these could also be used for grinding or training to grind a particular enemy, or testing out a weapon against said enemy without having to go out and find one in the wild.

worldly bobcat
#

Make Eidolists despawn after Moon Lord is killed
Why: I just killed the Moon Lord but the Eidolist killed me as ML's death animation was going on and it didn't count as a ML kill - no treasure bag drop, no world updates

fresh pilot
#

When fighting a Celestial Tower, the Lifeform Analyzer should switch to showing the health of the tower's shield instead of the normal function of pointing out rare mobs. This is a minor quality of life improvement i feel is warranted due to the fact the tower has no reliable indicator of how much longer you have to kill monsters, or be killed by monsters if you're fighting Solar.

tulip talon
#

Controversial topic: besides bosses, content after ML is kind of stale. Buffs to events just aren't enough to make them scary, and mobility gets so insane you can always just avoid fights so normal gameplay is not a challenge anymore

Also normal enemies are quite weak, not enough to pose a threat and I would love threat to keep the game interesting; especially after DoG

Also I know this is a big thing so I'm not expecting it to happen overnight; just kind of throwing in my 2cents

Edit: Sorry to not be clear; I guess what I am saying is I would like more normal enemies that start to spawn post-ML and post-DoG that are very tough and challenging to fight? And maybe they can debuff the player and nerf flight speed by a little so you can't just run away.

dry plank
#

Exoshiv. It is kinda disappointing to see the Elemental Shiv just stop in progression, soI was thinking of making a shiv/shortsword variant of every sword that makes up the Exoblade. It is extremely unlikely that it will be viable for SCal, but it would be neat for some form of consistency. You could even leave the Elemental Shiv in. I dunno. I just think a Shiv variant for most of Calamity's swords would be neat.

queen linden
#

Caustic Membrane
Post-DoG shotgun
Shoots a spread from 8-12 caustic bullets, that on impact with tiles or enemies explode into 6-10 caustic shards, that disappear in short time and can home in short range. Both bullets inflicts Plague for minute.
🛠 : Shotgun + 25 Plague Cell Canister + 10 Cosmilite Bars + 5 Phantoplasm@ Draedon's Forge
Why: you don't have a decent shotgun for Yharon, so that challenge stops here, like yo-yo. Also, reference to EtG and other upgrade of Shotgun.

merry flame
#

Config Addition:
Add a config option in the calamity mod configs to enable or disable boss summons
Examples: If set to false, bosses such as Providence can't spawn the profaned guardians.
The DoGs can't spawn the sentinals and will immediately go to final form.
Both Calamitas can't spawn Catacylsm & Catastrophe, and Supreme can't spawn Sepulcher.
Just a simple little addition to make things easier on some players.

queen linden
#

Increase drop of Calamitous Essence to 70 in all modes.
Why: fighting and farming SCal is really painful and give a lot less satisfaction on defeating, that other bosses. Many peoples didn't want to back to Supreme Calamitas because of this. All Shadowspec items requires a 68 essence, so 70 is more that enough to craft everything without second fight.

tranquil herald
#

Chasm/Hydrothermyx (< Pick either name or make another)
Post 1-4 Phase Yharon Yoyo
What it does: High Velocity, rapid hits, long range, releases needles and "water spurts", and releases lasers and explosions on hits (similar to Obliterator, Riptide, and Ball O' Fugu)
🛠 : 15 Darksun Fragments, 20 Endothermic Energy, 15 Nightmare Fuel, 10 Cosmilite Bars, 10 Tenebris, 10 Depth Cells, 20 Lumenyl, Riptide, Obliterator, and Ball O' Fugu
Reason: With yoyo, obliterator is the last yoyo you get and it's only post DoG, as you just simply get it from him. To truly make yoyo more consistent, the most powerful yoyo will be a darksun yoyo, which you make with several materials instead of simply getting it from a boss.

warm sapphire
#

The Cosmic Sphere Staff
Recipe- Deadly Sphere Staff, 50 stardust, 10 cosmilite bars (Maybe some fallen stars)
What it does- Function is pretty much like that of deadly sphere staff, homing in on enemies and slashing them back and forth rapidly. It does significantly more damage and has a larger aggro range (deadly sphere staff always seems to hate targeting things for me).
Why- Even though every class gets a weapon from DOG, they all get something new to craft with cosmilite bars. Summoners are stuck with their DOG drop. The Mechworm staff is both remarkably unreliable and visually glitchy. It'd be nice to have a non-worm option and increase the variety/consistency of summoner after DOG. Beyond this, there are reasons to go back to most of the other Calamity biomes post-ML for new item drops. Despite this, the Astral biome has no reason to exist after you get the weapons post Astrum Deus. This would at least be a step in the right direction there.

weak cedar
#

Make the bubbles from the Sulphuric Acid Cannon unable to attach to Doggo's body

Sulphuric Acid Cannon could probably be reasonably useful for Doggo, but as it stands, it's nigh unusable with perfect aim (on a high IQ weapon).
Over time, Doggo's body amasses many bubbles which leads to a ton of unneccessary lag that end up dealing little damage in the long run due to Doggo's DR.

narrow dirge
#

Add a sort of Temple Guardian that uses the same AI as the Dungeon Guardian, but with a Golem Head covered in vines. Automatically despawns when a Temple Key is used. It only spawns inside Temple Walls to prevent cheap kills. If you are able to kill it, you can get the Suspicious Temple Key, which can be used to summon a Golem Head pet. When an enemy is nearby, the Golem Head will charge towards the enemy and do no damage.
Why: It is much easier to get into the temple early and get loot early, such as the traps and Solar Tablets. This would help the progression be more balanced if you're playing with the intended boss order.

median karma
#

Make the calamity helmets changeable because if you accidently made helmet for rogue but you are summoner its pretty annoying

barren berry
#

The World's Hate
All the World's bottled-up resentment between the pages of a book.
Magic Weapon
When this weapon is used, it fires a blast of Brimstone along with three smaller projectiles, similarly to the Seething Discharge. It also summons a ring of small projectiles around the cursor, which travels outwards. These projectiles home in on enemies.
Crafted at Draedon's Forge with a Seething Discharge, Relic of Ruin, 5 Nightmare Fuel and Endothermic Energy and 7 Cosmilite bars. Replaces the Relic of Ruin in the recipe for the Subsuming Vortex.
Reason for this suggestion: Mage is currently not very viable for Yharon, as all the options for him either have subpar damage or range, as far as I've seen.

opal gazelle
#

Add a loot magnet should work the same as heartreach potion or gold ring but only have it pick up drops from enemies and not random blocks or banners, would preferably like it to be availible pre-hm

cloud tundra
#

Make Amidias sell a Duke Fishron Pet once Duke Fishron has been killed, and/or some lines from Amidias referencing him

In the lore it's heavily implied that Amidias tamed Duke Fishron somehow and when the big ol' ocean away event happened, Fishron fled to the outer oceans. It would be cool and kind of cute to have some sort of nod to this bit of trivia in-game, and I think something like a pet of his companion would serve this nicely.

dense basalt
#

after entering hardmode, make crabulon drop the truffle npc after dying

:why: it's annoying to spawn truffle in

tawdry condor
#

Unholy Evanesce

Made with:

  • Hell Burst
  • Clinger Staff
  • 20 Unholy Essence
  • 3 Core of Calamity
  • 15 Luminite Bar
  • 15 Chaotic Bar
    at an Ancient Manipulator

The Unholy Evanesce is a pre-Providence mage weapon and acts like the Hell Burst, however the beam is longer (1.5x) and enemies hit by the beam get the Holy Flames debuff for 3 seconds.
Why?: I feel that weapons like the Hell Burst or Vilethorn are quite underrated and a late-game upgrade could get them some more recognition.

weak cedar
#

Make it so yoyos disappear if they are too far away from the player.

Why: the game doesn't let you switch off the yoyo until it fully has come back.
This can be pretty catastrophic with large teleports. For example, using azathoth to kill Bumblebirb in the Boss Rush before being teleported to WoF. The yoyo is stuck on the surface leading to a huge time waste and unnecessary added danger.

chilly aspen
#

Adding more to Codename's suggestion:
The Golem Head should be only spawned in the walls with a new Mode item called Progression, which will make the game more centered on the progression and will stop cheaty players from breaking it.
Golem Head covered in Vines being a good example.

Adding stuff like the Hives killing the player instantly if spawned before defeating the worm/brain

Blight Slimes being extremely tanky and powerful pre-Aerialite

Calamitas incinerating players if somehow evoked before Mechs or Calamitous Bosses are dead

Golem Head killing cheaters

Ravager insta killing players if spawned pre-PBG

Fishron nigh-invincible if spawned before Golem dies

Lunatic Cultist nigh-invincible if spawned pre-Ravager

Yharon right up ramming players if summoned before Provi+DoG deaths, emphasizing on the Profaned Flame God Devourer killing job

wanton radish
#

Make it so the Abyss generates before the Dungeon when creating a world
❔ : This should (in theory, anyway) fix the vore problem; the Dungeon would be layered on top of the Abyss, preventing the loss of anything valuable like Biome Chest weapons (at the cost of potentially making the Abyss a little harder to navigate)

dark canopy
#

Suggestion- While I cannot think of an additional weapon, except possibly a flail with a lightning trail, the Sentinels of the Devourer can only drop/drop parts for one melee weapon. Unless I'm crazy.

Either way, I believe that there is a vacuum there.

weak cedar
#

Give all weapons that "charge up" like Butcher an indicator for when they are at max speed.

Starmada and Drataliornus already do this, but it'd be nice to see on other weapons like Phangasm, Butcher, Contagion, and Flak Kraken. (Possibly also vanilla stuff like Phantasm and Phantom Phoenix)

noble cloud
#

Spore Detonator
Creates spore clouds
Right-click to knock yourself back horizontally away from your cursor

What It Does: The Spore Detonator is a melee sword that, on swing, creates short-lasting damaging spores slightly out from the sword in an arc, similar to the Hammush - making it only really useful in short range, but giving it more range than simply true melee. Right-clicking swings the weapon slower, but it also propels your character horizontally to the left if your cursor is on the right of the screen, or vice-versa (in addition to the spores).

How It's Made: 10 Jungle Spores + 10 Bombs + 5 Crimtane/Demonite Bar + 5 Tissue Samples/Shadow Scales @ Anvil.

Why It Should Be Added:
_Melee's options in pre-hardmode are rather limited compared to the other classes, and mostly rules you into using the same weapons for all of pre-hm. These are typically the Bladecrest Oathsword and Seashell Boomerang, which are both available pre-boss.
They're also all projectile weapons, which I feel takes away from the close-range playstyle of Melee that is also hampered by limited early-game movement.

The Spore Detonator is designed to help with some of these problems. It's locked behind at least BoC/EoW to encourage boss progression, and its two different attack options force you to get in close-range while allowing you at least a bit of range, while its right-click allows you to quickly get a little bit of distance for safety.
Ideally, this would result in a usable weapon that encourages staying close and dealing damage without being true melee meme._

half cypress
#

Happy Little Tree
Early game sentry. Shoots slow-moving leaves that float to the ground after travelling a small distance away from the sentry itself. Leaves inflict poison (?)
To craft, 15 Acorns @ Living Loom
Why? Sentries are kind of overlooked in the early section of Pre-HM and Summoner is lacking modded items at the start of the game

leaden coyote
#

please make it so that auto attacking accessorys cant hurt critters, because you could be trying to capture them, and then the auto attack could just kill them

tawdry condor
#

Ive noticed that sometimes Calamity bosses will continue fighting me after a respawn. Maybe have the boss despawn sooner? Like I will tp home and a boss like Cloneamitas will pursue me until I die. It would be better if I tp home, or I die that they just despawn like normal bosses.

near scroll
#

So because astral monolith is basically a type of wood, there should be astral monolith armor and weapons

near kite
#

If possible, make truffle worms immune to inferno potions

coarse ibex
#

An accessory that allows you to place blocks faster than you can move. Helps with arena building, upgrade from architect gizmo?

sacred tendon
#

Sulphur Wood
Obtained from sulphur palm trees in sulphurous sea
Can be use to make Sulphur Wood Armor and Sulphur Wooden Equipment
Sulphur Sword: Very small chance of poisoning enemies briefly.
Grow sulphur palm trees by planting acorns on sulphur sand.

❔ The Sulphurous Sea looks rather empty without any trees, so it would be nice to have some trees around

modest harbor
#

Balance Yharon only on one player, in multiplayer with 2 players yharon is extremely fast, or set certain speed to single and multiplayer

crimson gale
#

Make Xeroc pitchfork non consumable and replace empyrean with rogue weapon...

inland current
#

New weapon: Pistol Shrimp (gun)
Obtained either from Abyss chests or possibly from a rare drop in the Sunken Sea
Acts similarly to the Archerfish, being less damaging but faster than its longer counterpart
Purpose: It's a cool pun, and it's a neat sidegrade to an already good weapon

somber pollen
#

An upgrade to the frost hydra staff. All the other biome weapons have upgrades, which makes farming for ice key basically worthless, as by the time you defeat plantera there are way better turrets anyway

flint sapphire
#

Bells of Calamity:
Crafting: 1 Bell, 5 Ashes of Calamity, 5 Cores of Chaos, 5 Unholy Cores. When used, it releases a burst of brimstone music notes that home in on enemies, as well as a larger brimstone projectile that flies straight forwards. Does 110 magic damage and inflicts Brimstone Flames for 3 seconds, as well as making the Calamity Bell sound. (Damage up to change)

Why: I feel like more musical weapons could be interesting to add, and more mage weapons are always cool.

wanton radish
#

Have Polterghast spawn in place of the Dungeon Guardian when you enter the Dungeon pre-Skeletron (and add the Dungeon Key to its drop pool at that time)
❔ : makes sense lore-wise, it's a lot more interesting of a fight than the ball of instant death that is the DG, and it'd make for some great speedrunning if you could somehow kill it at that point

buoyant harness
#

Make modded slimes passive when wearing the Royal Gel, because they can still hurt you.
❔: Ain't it obvious?

warm sapphire
#

What- Consumable versions of the Day/Moonlight called Day-Lite and Moon-Lite

Recipes- Meteor bars/fallen stars for Day-Lite and crimtane or demonite bars/fallen stars for Moon-Lite

Why? It can be very annoying in prehardmode to have no control over time when you just want to skip a blood moon or get to night to fight a boss. This doesn't give you the same flexibility as with the improved hardmode counterparts but it at least presents the option.

eager crag
#

Make astral cacti drop astral monolith.
Why? It's odd to see astral cacti drop normal green cactus blocks when broken.

weary oriole
#

shadowflame items from hardmode goblin invasion for summoner and rogue classes (the rogue weapon has to inflict shadowflame debuff obviously) a shadowflame shuriken or throwing knife maybe

old plover
#

Let other jellyfish drop the Mana Jelly, The Mana Jelly is needed for Hardmode accessories and even A Post-Moon Accesory, We will need it as its not able to be dropped anymore in Harmode and Higher Which is very annoying.

neat gull
#

Spawn an expository item into a new players' inventory telling them about vanilla changes or directing them to the Wiki - if you are used to playing non calamity you can be caught unawares, as one of my friends found out.

tawdry condor
#

Maybe add on to the Blizzard in the Snow Biome. Like have unique enemies spawn, and have special loot. Why? because I feel like the Blizzard is a little dull compared to the Sandstorm. It would be nice to have like Cryogen/Ice Golem themed enemies spawn in pre-hardmode and hardmode.

limpid kayak
#

Post Moonlord to EndGame Keybrand Upgrades.
It's such a shame that Keybrand ended up being a shabby Melee Weapon with no Upgrade paths, and as a Fan of the Kingdom Hearts Series. It would be so cool to seeing something similar to Ultima Weapon from KH as a Post Moonlord Keybrand Upgrade with effects and stuff.

sharp fulcrum
#

Magic Seed

The Magic Seed will be a normal mode item, when used it throws out a seed. When the seed hits the ground, it shoots out a magic projectile that quickly travels upwards at about 16 speed (about 1 tile per frame), trailing Vine Rope behind. It should last long enough to reach the top of the world from the surface on a Large world.

Recipe: Acorns, Vines, Purification Powder at a bottle on a table

Why: To make the ascent to a skybridge easier to make.

charred reef
#

Some kind of asphalt platfform maybe? it'd be cool to go fast in your entire arena

west zodiac
#

Maybe a melee variant of valediction or some other throwing/rogue weapons that don't have one yet

tawdry condor
#

Make the hermes boots recipe more expensive, maybe add 3 fallen stars, an aglet, a sunflower, and 3 leather to the recipe
❔ Because it feels to cheesy to be able to make hermes boots so easily i was able to make them in the first 15 minutes of my playthrough once

warm sapphire
#

What- Warrior/Ranger/etc. Badges

Recipes- Wulfrum shards, victory shards

What they do- Each provide a minor buff to the stats of their class. 5% melee speed and damage, 5% ranged damage and projectile speed, 5% magic damage and reduced mana usage, etc.

Why? In early game, class specific accessories are virtually non-existent. This becomes especially clear in multiplayer when you and your friends are all using almost the exact same setups. This at least allows you to differentiate somewhat and use some specific combat accessories in prehardmode, even if they aren't game-changing.

tawdry condor
#

Nerf health of polterghast clone!

queen linden
#

Rebalance a third phase of Polterghast:
Give a 1.5x more hp to clone, but boss spawn them only once per fight.
Reason: clone have a 50% hp of main boss, which doesn't not much a issue, but boss spawn them every 10 seconds! That's really slows a fight and can be annoying for some peoples.

barren berry
#

Clamulet
The beginning of true Clamity
Consumable
Summons the Giant Clam in its aggressive state above you. Can only be used in the Sunken Sea.
Crafted at a Hardmode Anvil with 10 Mollusk Husks, 15 Sea Prisms and 10 Navystone. Also semi-rarely dropped by the Giant Clam in Hardmode.
Reason for this Suggestion: Waiting for the Giant Clam to spawn can be annoying, and actually finding it once it spawns can also be annoying since it occasionally spawns off-screen and despawns while you're still looking for it.

queen linden
#

Futurum
Unique classless weapon
Can use two types of ammo: Plasma Round and Ghastly Round
Benefits from all damage bonuses and ranged critical strike bonuses
On left-click:
Shoots a round, that deal a shameful damage, bounce and pierce infinitely and inflict Frostburn/Brimstone Flames.
On right-click:
All rounds will explode into plasma storms.
Plasma storms as itself are invisible and deal no damage, but spawn a bunch of slashes every second, that survives a few frames and didn't pierce.
Plasma storm damage depends on round's travel time, max damage bonus is 550% on 55 seconds.
Plasma rounds - 50 slashes per second, 5 second duration, 20 base damage.
Ghastly rounds - 120 slashes per second, 3 second duration, 80 base damage.

🛠 : 100 Smooth Granite Block + 5 Core of Eleum + Magnum @ Mythril Anvil
Plasma Round: 30 Ectoplasm + 20 Titanium Bars @ Mythril Anvil or 1.5 platinum from Arms Dealer with Futurum in inventory
Ghastly Round: 30 Phantoplasm + 20 Luminite Bars @ Ancient Manipulator or 4.125 platinum from Arms Dealer with Futurum in inventory in post-ML

Why:

  1. I want more high IQ weapon, like a Resident Evil's guns, that requires a mind to effective use.
  2. Some Granite-energetic themed weapon in HM.
tame garden
#

Make mantis shirimp looks like more "Visible"

Why: Early hardmode char is weak but i wanna get "chance" for dodge it

weary oriole
#

a bow item that the moonlord drops (ie a upgraded daedelus stormbow) because melee has the three types (yoyo ranged projectile(star wrath) shooting projectile(meowmere).

restive ore
#

Lava Gun
Does not shoot meteors
Post-Moonlord Ranged Weapon
Slime Gun + Cores of Chaos + Armored Shells + Nightmare Fuel @ Draedon's Forge (or other mats that put it in/near early PML)

A weapon that looks very similar to the Slime Gun. However, the tank appears to be filled with lava.

The Lava Gun is akin to a flamethrower, firing a thick stream of projectiles while the user holds down LMB. However, it has several major distinctions from other flamethrower weapons:

  1. Rather than firing in a gout of flame, the lava gun spews a stream of lava, in the same way that the Slime Gun does. This stream is constant, shifting as the user adjusts their aim or moves about. The distance that the arc will travel is much greater than the slime gun however, having considerably more reach so as to make it usable as a weapon.
  2. The Lava Gun consumes no ammunition.
  3. If the arc of the Lava Gun is ended prematurely by hitting a wall, the lava will "drip down" the wall, ending at the first solid floor block it touches.
naive shadow
#

A upgrade for the elf melter?
What it does: It fires a stream of fire and it inflicts many debuffs, it has very long range to make it viable, and it third of all it would fire ice rockets that cause frostburn and God slayer inferno

Why- The elf melter was a pretty forgettable weapon, I think it would be interesting if there was a upgrade available for it. It would also be a great addition to the flamethrower ranged weapons catagory.

Recipe- Elf melter, 5 cosmolite bars, and 30 endothermic energy.

tired kelp
#

make the guardian buffs from the profaned soul atrifact into only one buff

why: 3 spaces is too many, and with that there's also the burnt out debuff, then the debuffs you get outside of that will eat your buff potion buffs because of the cap

opal gazelle
#

add a way to see how much of a bonus you are currently getting from the raiders talisman
WHY: since its hard to know without doing loads of math

old plover
#

Be able to change Chlorophyte Armor into Spectre, Shroomite and Turtle Armor. Farming for Chlorophyte is a huge pain when it comes to armor on its own. Try someyhing like using some Spectre bars, Shroomite Bars and Turtle shells to save more Chlorophyte for other stuff.

stone sparrow
#

Config options for removing/customizing the stat soft and hard caps introduced by calamity mod.

Making the values customizable would help players further customize the difficulty of the game by setting handicaps for themselves or allowing them to stack up on certain stat buffs to make the experience less difficult if need be.

Additionally, some players (such as myself) enjoy building their character to push certain stats, such as attack speed or DR, to their limits just to see how far it can go.

wanton radish
#

Historian's Shelf
Crafted w/ 1 bookshelf (any kind), one watch (also any kind), 10 of each lunar fragment, and maybe 15 divine geodes
Used to craft lore items from armor, weapons, and other items
100% chance to not consume ingredients
❔ : I heard there were some items (namely armor) that were getting lore items, and this seems like a good way to go about obtaining them without just randomly giving them to people; plus it could be used for re-crafting existing lore items (perhaps from dropped materials) should someone lose the first ones.

oak cradle
#

An additional "Help" option for all Town NPC's
When this option is clicked, the NPC in question will say an unique quote and the player will get an unique buff, named
[X NPC]'s Blessing.
These "Blessings" have totally unique effects that may greatly aid the player in specific situations.
Some Blessings may scale trough progression, like in the unique case of the Dryad, her "Help" Blessing could be a weaker version of her already existing Blessing, and both could scale upon entering HM/Post-ML/killing a certain boss, giving more defense.
❔ : There are some NPC's that are quite forgettable and borderline useless for a normal playtrough, I.E the painter only sells paint and paintings useful for decorating, and the tax collector is relatively hard to get and he is HM only, and there are many and better ways to get money in HM than a daily 10 gold.
Amidias's blessing is a really good example of how these buffs could be, as everytime the player goes to the abyss visiting Amidias is a have-to in most situations (Like not having the Abyssal Diving Suit), but this buff is unique to that, so whenever you need a specific effect for an specific situation, you could go to X NPC for help, greatly boosting your interactions with them.

inland current
#

Add-on to the previous suggestion: You should only be able to have one 'Blessing' effect at once, but they should last until you die or get a new one, sorta like Flasks (the melee weapon buff things), mostly because this would stop people from stacking blessings and it doesn't really make sense to give them a time limit if you can only have one at once anyway

languid sonnet
#

Hmmm make music boxes toggleable with the visibility button in the accessory slot

languid sonnet
#

Possibility of removing NPC aversion to corruption as it can be quite a pain when building bases away from spawn and harmode Corruption nuking your town

dire scarab
#

make icebreaker autoswing
why? because it's more for convenience sake, for a weapon that can be used this fast it should be able to autoswing.

full hound
#

Remove Sea Shell from The Absorber as a requirement, or boost sea snail spawn rates in hardmode. As it stands, sitting in the ocean biome for an hour with x10 spawn rates and seeing 0 sea snails, I get the distinct impression they don't spawn anymore in hardmode or something is very wrong. For an item that can only be made after you defeat the Cultist (The Absorber requiring the Ancient Manipulator), it seems odd one of its prerequisites might be pre-hardmode locked.

At the very least, if the snail does just have that astronomically low of a spawn rate, make it drop the Sea Shell accessory at a 100% rate to compensate.

tawdry condor
#

Change the amount of bags Armageddon gives you depending on the mode you're playing:
Normal: 2 bags (1 Pre-Wof)
Expert: 4 bags (2 Pre-Wof)
Rev: 6 bags (3 Pre-Wof)
Death: 8 bags (4 Pre-Wof)
All bags would be halved pre-WoF so you can't just grind king slime efficiently with only getting 4 bags max.
❔: I feel this would actually make Armageddon worth using since you would get higher rewards for doing harder challenges. 10 was excessive back then as you could do KS or Desert Scourge a couple times and you'd get all the money you'd ever need, and even now, 6 is quite a lot still; this would help balance out Armageddon to not only be more fair, but reward players for their hard work and efforts.

unborn beacon
#

option to disable rogue stealth visibility

i look stupid with weaponout mod lol

tulip talon
#

Honestly, thanks Levi for pointing this out. I really enjoy this mod so much, and, as I've said in previous comments, some weapons just are so beautifully and brilliantly designed yet don't see much use. Especially for people who just rush bosses. I know scaling weaponry would be insanely difficult to implement, but yeah.

I love this mod a lot. Like the insane effort put out there, the beauty of all the sprites, comboed with the music, multiplied with the crazy yet fitting designs of weapons and bosses and mechanics, it's... such a beautiful expansion, only mod I could ever play on my own.

This suggestion though, is about your biomes

I want to have incentive to stay, to appreciate the awesomeness of it all. To interact with the biome more than just killing a few enemies and leaving. Yes, you can argue that I can just decide to make it my home, but for lots of other people out there, they aren't able to appreciate the beauty of these new biomes.

Staying in these biomes to just kill enemies or bosses and then leaving... it feels wrong. It feels... like I'm not really interacting with the biome.

In vanilla, you might go to the jungle multiple times, (for obvious reasons). The desert for the underground desert, maybe pyramids, the loot in the underground deserts that aren't just contained in enemies, the loot that changes upon certain boss kills. And also sandstorms.

Ice biome for the special ice chests, and the loot they drop, even the ice machine. Etc.

I would suggest having to build a house in some of the new biomes in order to get special NPCs to move in :)
That is the easiest thought I have.

That would make me very happy.
Thanks for this mod.

ebon elbow
#

Enemy Suggestion
Cryptids and Urban Legends
Gather round young ones and listen for I will tell you various stories from around this world about cryptids and urban legends
Wendigo: The wendigo is a monstrous creature that craves flesh it will ram you, throw rocks, lunge at claw you, and will take a bite out of you flesh healing itself (drops antlers, wendigo hide, and flesh)
Sheepsquatch: A large, bipedal sheep, this monster HATES humans and is not afraid of attacking them, he'll ram you, throw large rock, and will slash at you with his claws. (drops sheepsquatch horns and wool)
Kraken: Found deep in the ocean this mini-boss will be a tough nut to crack indeed, with it's large tentacles, crushing beak, and fire cannons from a piece of a ship, it will also disappear in a cloud of ink then reappear elsewhere in the water it will be a, tough fight though not as tough as the wyrm (drops calamari, tentacle hook, cannon balls, the kraken beak, cannon)
Spring-Heeled Jack: Appearing at night they will appear in your house and will be attacking NPCs (he won't kill the NPC) but when approaching him he'll run away fast and will even jump 24' high to avoid you, but he can also breath blue fire at you to avoid capture. (Drops Spring-Heeled boots, outfit, or claws)
Kuchisake-onna: Also known as the slit mouth woman, if you see her make sure she doesn't see you otherwise she'll approach wearing a surgical mask and will ask you, "Am I pretty?" if you say no she kills, if yes she'll remove the mask and ask again if you say no this time she'll kill you and if you say yes she'll walk away, only to be found in your house ready to murder you. (drops sharpened scissors)
Chupacabra: This beast will attack goats but will defend itself if it feels threatened using its claws. (drops chupacabra claws)
Bonus
Goats: found in deserts they'll just, be there (drops goat horns)

clear igloo
#

Nerf health scalling (multiplayer) for post moon lord bosses (Yharon, Dog, SCal). Yharon that has 3x health and phase 2 recovering to 80% is Just boring fight. We spend great 30 mins killing this one boss. Yharon was bassically often invisible for some reason. And it was Just boring, they are great bosses, but in multiplayer 3+ they are losing their all awesomness. You will May Say that they will be too weak, but you could Just give them more defence, some damage reduction or something like that.

west zodiac
#

Back to the idea of a Drakomire mount. During the lunar events it could be possible to get a drop from any of the enemies near the solar pillar . (like drakomire reigns or something) The Drakomire mount would be basically an upgraded version of the basilisk mount. Can move as fast as maybe up to 55 mph (on a flat surface at max speed) Riding the mount could come with more advantages than the basilisk or other mounts because it can't fly, such as a damage boost or being able to inflict the daybroken debuff while riding it. Obviously its jump power and acceleration would be limited but makes up for it in damage/speed. Anyways this is just a rough idea.

vestal jackal
#

suggest: sentry summon you can get from plaguebringer (not goliath) that summons a "plague depositor" that releases plague and armor piercing debuff in an area around it

vestal jackal
#

Goblin invasion changes post moonlord:

  • normal enemies buffed heavily, use new weapons and such. Spiky balls buffed too.
  • new drops for normal enemies
  • new enemies:
    goblin mutant - a large goblin with lots of health that throws spiky boulders aka big spiky balls that do many damage
    goblin wizard: summons purple spirits that explode on player/terrain impact
    engineer goblin - throws spiky-mecha-balls that home in on players but can be destroyed after taking 4000 damage
    goblin hero - a miniboss that spawns after the invasion is 60% complete. 350,000 health. Uses true hero swords to attack and once at 35% health he brings out the "True Goblin Sword" a long greenish/brown sword that fires magical balls that look like spiky balls. He also gains the ability to teleport. Upon death he drops True Goblin Sword

All of the goblins drop a material called "Goblinite" that can be used to upgrade vanilla weapons at tinkerer's workshop

The Shadowflame Hex Doll + Broken Hero Sword + 5 Luminite Bars = True Shadowblade, launches tentacle-like shadowflame beams that latch onto enemies for a few seconds

True Shadowblade + True Goblin Sword = Herraterrian, sword that launches magical rainbow spiky balls that upon hitting an enemy, create a shadowflame explosion

Why: Goblin invasion is entirely pointless after tinkerer, and MAYBE for the hex doll. This would add more content and stuff to use.

hoary marlin
#

Make Moon Lord drop his loot as soon as he enters the dying animation.

Reason: If you get Moon Lord to the dying phase, you've beaten him, and you deserve the loot. Moon Lord is an already tough and long fight; you shouldn't have to make people do it again just because of dying to something after the boss was defeated.

spring swift
#

make a waterbolt crafting recipe, just make it Post Skeletron
-20 books
-10 waterbuckets
-5 coral

  • maybe even Victide bars
    -bones
    reason: sometimes Waterbolt might be really rare and it helps to have a recipe for it 😉
brave matrix
#

make change the mob invasion when in a npc housing complex update a config change
Sure people may want this, but i dont see a choice here
(ofc if this is even possible idk codelol)

rare radish
#

A little change to astrum deus:
If the worm with the crown of mines dies, the crown doesnt respawn. (And of course astrum would no longer be able to use its mines during that fight)

rare sail
#

Make Astrum Deus drop Astral Bricks, like the Devourer does with Cosmilite ones.

vestal jackal
#

Buff sirens song.

  • Deal more damage
  • Make the notes last for 2 seconds after hitting something, then disappear
  • Decrease firerate/Increase mana cost

Why: Sirens song feels very weak for when you get it, and there isn’t any magic items like it. I feel like it is a very unique item however I never get any use out of it due to the fact that I could probably deal more dps with a simple wasp gun.

old plover
#

Let Polterghast Drop Phantoplasm (Around 30 to 50) Why? Simply Becouse Phantoplasm is needed a lot later on in the game, And besides, Phantoplasm is the theme of Polterghast.

opal gazelle
#

make pirate captain or dryad sell the pirate map to spawn the pirate invasion because we have every other spawner that arent seasonal so why not

sterile flume
#

Rebalance Supreme Calamitas to be more interesting in multiplayer. For example, making 2 sets of brothers that individually focus on each player when spawned, or having SCal focus on the most hurt player first. Even things like a punishment for teleporting back to your friend after dying, or longer bullet hell phases when more than one person is alive. Perhaps a shared hit cap would increase the stakes as well. Then again, all of this may be kinda difficult to code.

simple kelp
#

should make a fish in calamity mod because i avent heard a mod to add a fish and this dont add a fish so it would be cool

burnt linden
#

make iron heart actually give you something more than an aesthetic change in hearts

weak coral
#

there's this kind of boss idea that got through my head. It's more on the mechanic than the boss itself, I was thinking of a boss (like most) with phases, except its last phase is not a fight but rather a decision to take. The boss becomes invulnerable but does not fight or hurt, the boss gives the player two options, to either kill it and get stuff like a regular boss, or spare the boss and have something else in return. How about that?

raw chasm
#

Broken Eclipse
🛠 : Throws a projectile that splits into 4-5 copies of itself. The main projectile homes, while the split projectiles don't.
The main projectile splits (like all the other crystalline-type weapons, distance of splitting can be set), and inflict a powerful debuff (something like Demon Flames or Holy Flames)
The split projectiles spawn brimstone darts (like the ones you see in Brimstone's fight or Scal's fight), while also have the chance to spawn dark purple or reddish bolts. The brimstone darts can pass through walls, and can home in very quickly, inflicting Brimstone Flames.
The darkish purple bolts pass through walls, The reddish bolts do not pass through walls, and cause an explosion when hitting a tile or enemy.

🔧 (Possible Crafting Recipe): Shattered Sun, 15 Darksun Fragments, Calamitous Essence, 10 Phantoplasm, Nightmare Fuel/Endothermic Energy

❔ : Because I feel like there could be an option between wanting a boomerang and a splitting type weapon, and there could be another weapon post-scal.

errant lagoon
#

Power of the People
Permanent consumable, can only use it once
Provides a small increase to Max HP and Max Mana
Provides stat boosts equivalent to each level 5 proficiency(and also another minion slot because summoner's first new slot is at 6 rather than 5)
No sell price

Gotten by talking to the Guide after every vanilla and Calamity move in, excluding Santa Claus. To indicate that the item exists, the message "[guide name] the Guide has something for you" will pop up with the last "NPC has arrived!" message. The Guide should also get a unique quote when he hands the item to you. If the player has already used to item, the Guide will not spawn another one.

Currently going for every NPC is a waste of time due to the fact that a lot of them don't sell anything useful. The gap in usefulness between Tinkerer and Cyborg is massive. This item would give incentive to go out of your way to hunt down every NPC. As a bonus it also has a neat lore tie in.

brisk topaz
#

Add the ability to decide how much nightmare fuel, endothermic energy, and dark sun fragments it takes to craft the Eye of Extinction in the config. It would automatically be set to true for the original amount needed (30 endothermic energy/nightmare fuel and 25 darksun fragments) and if changed to false, then the amount would be like it was in a previous version where the eye needed about 2000 endothermic energy/nightmare fuel and 600 dark sun fragments.

Why?: I feel that the weapons obtained after Yharon and before Scal like the Subsuming Vortex are short-used, especially in a class play through. People who like a challenge can raise the amount needed so they can farm more and get more use out of the powerful weapons.

jovial coral
#

Make the Sea King more useful:

Examples:

  1. Have him sell Duke Fishron drops after defeating Duke Fishron.
  2. Have him sell new sea themed items after a certain point. (Maybe after all three mech bosses are defeated?)
  3. Have him sell abyss materials.
  4. Let him sell the desert medallion and seafood instead of the Dryad.

Reason: The Sea King isn't quite usefull after WoF or even a bit before, allowing him to sell you more useful items even post-WoF would give it more of a reason to actually keep the NPC other than just having them all. (And personally the blessing is very powerful but doesn't change that once you do leave the abyss it doesn't help you too much.)

tawdry condor
#

Use a different or new sound effect for PBG's stinger attack.
Reason: The attack should feel threatening considering she's launching plague stingers and rockets, it should sound more consistent with a projectile being launched. At the moment it's using the same as the victide summoner's urchin, which in my opinion, feels out of place.

gloomy maple
#

Make the Aquatic Scourge despawn when when a player moves too far away or too far out of biome. Also make it not spawn pre-hardmode.
Why: It can be easily cheesed by just running away from it, and even more cheesed in multiplayer by having one person sit at spawn and the other fighting it on one side of the world with a spawnpoint nearby.

patent gust
#

Servants of the Scourge (Type D) should play during the fight against the weakened servants in the DoG fight

weak coral
#

Cannons bought from the pirate are rather useless IMO, they might need a better utility

native slate
#

add support with recipe browser to be able to filter rogue weapons like thorium has with bard and healer

wanton radish
#

Game Master's Furniture Set working name

A special furniture set exclusive to Armageddon/Defiled mode
Each boss drops one piece of the set, so it would act as proof that you killed that boss under the harshest conditions in the game. As for what they'd look like, I would say either theme them around the bosses they drop from or give them an exo color pallet or design them to look like a hardcore gamer's bedroom
❔ : A) more furniture, B) trophies for people who can pull off AD mode

west zodiac
#

Post moon lord bee gun
Why? Because bee guns are epic and the swarmer can have a post moonlord upgrade!
Crafting could use The Swarmer, 15 Cores of calamity, 5 Cosmilite bars, 5 Divine Geodes, and 10 Bottled honey.

Fires homing exo bees that inflict plague, venom, and on fire.
Consumes 5 mana
50 base damage (magic)
shoots out 5 bees at a time
Use time of 9

tawdry condor
#

Sunflower lei
Provides the Happy! buff when worn in the headgear armor slot.
Crafted with sunflowers and hay.
Why: It would be a sweet early game item that would help reduce the amount of dangerous enemies and patch up the poor movement speed. Could be used as a vanity headwear, too.

tawdry condor
#

can make Scal brothers another attacks like dash and homing proyectiles?

#

because only shooting a single brimstone flame looks weakers than Calamitas's Brothers

#

another thing, in DoG fight can spawns the three Sentinels at the same time in deathmode because fighting individualy isn't fun, its better fight them all in one

weak coral
#

What if defeating DoG could drop a teleportation device? It's not an accessory, it's a tool in the "others" category that is not consumable. When used, it "teleports" the player to a newly generated world with post-DoG content (it can be biomes, ennemies, structures, loot, etc...), the player can go back to his/her world of origin by using the teleportation device once again. This new world could be more lore-focused and would allow the vanilla world to stop being more and more dangerous after each boss killed, making the newly created world have the aftermaths instead (such as stronger ennemies).

worn nymph
#

High level wings that have a horizontal flight mechanic similar to Hoverboard / Vortex Boosters because the Hoverboard / Vortex boosters lag behind a lot late game because of low vertical flight speed and height but the horizontal flight is really useful and works well with certain playstyles.

vestal jackal
#

More accessory upgrades before Providence/DoG. They don’t have to be too significant but even the smallest things would feel like progression. A sense of progression is (at least for me) a sort of missing thing in calamity, and this would help a bit.

Why:

  • Currently accessories feel very weird (you get a lot early and then you maybe upgrade them once or twice then never until the veryvery end) this is a normal terraria problem but it feels like calamity should have more upgrades.
patent gust
#

some sort of holy flame spewing flamethrower available after defeating providence, crafted using divine geodes and unholy essence as well as some other materials

tawdry condor
#

Make it that when you have a certain armor for a certain class you would always get the weapon or weapons of that class of your armor when you kill a boss. Such as if you killed yharon with ranged armor you would always get the chicken cannon or dragons breath on your first kill.

vestal jackal
#

Eidolist cape accessory: medium drop rate from eidolists at any time

  • decreases knockback taken
  • decreases movement and jump speed by number%
  • increases flight speed by number%
  • ranged/rogue attacks slow briefly, the more the damage the stronger the slow
zealous spade
#

Having all modded ores being in the extractinator drop pool after unlocking them would be pretty awesome. A bit of quality of life when you don't want to go digging up your whole world and end up having spare slush/silt/fossil.

median karma
#

Suggestion: Make the brimlings unkillable or just undamageble because homing weapons is nearly unusable in this fight and even if you kill brimling it will respawn so why do we need damage unkillable thing(please sorry if there any errors)

median grotto
#

Suggestion: Make a arena generator that makes a 100x100 arena when pressed and reverts when pressed again.

late timber
#

With the upcoming addition of boss lore drops giving bonuses when in your inventory, we need some way to get multiple of them for multiplayer (if one player would have multiple of one lore drop, the effects would not stack to prevent exploiting though)
Here are some of the ways I have thought of how to obtain multiple of the lore drops:
-the lore drops from the first boss treasure bag opened on each character, otherwise on normal mode it just drops one from the boss
-the lore can be bought from npcs after their respective boss have been defeated
other ways may be taken to get them, but I thought these would be two most convenient ways to program.

(Edit: This is already being added, no need to star)

dry plank
#

Death Mode: Fight all 3 Sentinels at once before DoG Phase 2.

fathom musk
#

Make components of Heart of Elements less boring to get. For example make crafting recipes for these components or increase drop chances. [Reason I wrote this is that I have killed needed bosses and enemies WAY too many times. ( Pls. 30 Calamitas or 16 Plaugebringer Goliath's): ]

alpine pawn
#

Make components of Sponge less boring to get as well. Maybe add some crafting recipes for the prehm components?

tawdry condor
#

tl;dr indicator would be nice, but ISN'T needed.
Make some sort of indication death mode is on. It's not necessary, once again, but it would be nice, as every few minutes, I use the item to make sure death is on, and it's really annoying now.

vestal jackal
#

Make the biome/area themed lore...thingies be crafted into themed accessories

Example: Brimstone Crag + 50 Hellstone + 20 Obsidian + Lava Bucket = Requiem of the Brimstone Elemental

Make it give buffs relevant to the biome but also some universal buffs

Example (still using Requiem of Brimstone Elemental): Lava immunity, attacks inflict Brimstone flames, movement speed buff, immunity to Brimstone flames, +number% damage and defense while in the Brimstone Crag

Why: I know that the lore things are being put to use already but as I’ve stated earlier I feel that calamity is missing accessories and this feels like a nice way to get some more.

wanton radish
#

Cosmilite Meteor

A new mini-biome that looks identical to the other meteors, only this one is made of Cosmilite Ore
One is guaranteed to appear at midnight the night after DoG is killed for the first time, and any others have roughly a 1/20 chance to drop at every night afterwards

New enemies for this are optional, but if there are some, I would want a buffed Meteor Head (contact could inflict Godslayer Inferno), maybe a special Slime, and a very rare chance of a Cosmic Guardian
All of these would have a chance to drop additional ore, and the CGs would be guaranteed to drop a decent amount of it

Of course, the Cosmolite Ore could be smelted into Bars at a Draedon's Forge, 5 ore for 1 bar

❔ : Farming DoG for Cosmolite is one of the most annoying parts of the game or so I hear, and this would be an interesting way to reduce the time spent doing that plus it would provide lore for Cosmolite; where it came from and what it is

patent gust
#

Item: The Cursed Hand
Effects: Summoner weapon, deals summon damage to enemies near the cursor and inflicts a debuff which reduces enemy defense and makes them take more damage from your minions.
Why: This item could make the summoner class more interesting and add a little bit of strategic value to it.

weak cedar
#

Make the Shaderain Staff inflict Cursed Inferno

Why: because the clouds in the Hive Mind fight inflict Cursed Inferno now, so I think it would fit thematically

opal gazelle
#

add the hoplite and viking enemy to the list of enemies that can drop ancient bone dust
WHY: since it is also a skeleton and the ancient bone dust is such an annoyance to get

cinder dagger
#

Make the Energy Staff drop post providence
Why: There are two sentry staffs that drop from moonlord which are rendered obsolete by the energy staff and there are no more sentry's passed energy so this would increase the progression and usability of sentries

weak coral
#

I have an idea for a magic gun since long, a gun called the "Tesla Gun", it is crafted at Draedon's Forge with the Molecular Manipulator, the Apoctosis Array, the SHPC and post-Yharon materials. Its primary fire shoots a single, damage scaling (multiplied by 3 after 4.5 seconds without interruption) electricity beam which locks in a conic pattern to the closest ennemy. Its secondary fire loses the damage scaling effect to be replaced by a short-ranged beam that connects to multiple ennemies. The downsides would be that it consumes a lot of Mana on the primary fire and that it instantly lose its damage bonus if the player takes damages or misses his/her target. It would be supposed to be a direct upgrade of the Apoctosis Array due to the weapon's damage scalling bonus compared to Apoctosis' reduced damages with low Mana. The weapon would look like this but changes to a white chromed color on primary fire and grey iron on secondary fire https://cdnb.artstation.com/p/assets/images/images/005/934/853/large/tj-frame-tjframe-art-evolve-lightninggun.jpg?1494837701

weak coral
#

Okay, for real this time. With Yharon's fight, I learnt that there are limits on each side of Yharon's spawn point, that means there is two tornadoes that instantly kills the player on touch. I can understand that these tornadoes were made to prevent the player from exploiting the fight by running too far, but the fact that they kill the player instantly seems too much. It might lead to some frustrated moments for the player, they can have over 700 hp and mistakingly die in a single hit to these tornadoes. I suggest that rather than killing the player instantly, it pulls the player back into the arena, but it will still deal damages in return. And if the player manages to get out of the arena anyway, instead of giving Yharon a triple damage buff, make Yharon invincible like most of the Calamity bosses can be invincible when the player leaves the biome the boss is supposed to be fought in.

west zodiac
#

A Drakomire mount that would basically be an upgraded version of the basilisk mount.
The mount could be obtained from any enemy near the solar pillar during the lunar events. (Like Drakomire reigns or something) While this mount doesn't have the advantage of flight It could boost you in other ways. Similar to the basilisk mount charging into enemies. The drakomire will fire solar flares when enemies are near (possibly give a melee boost only while riding it) and comes equipped with a thorns effect or extra defense, making up for its low mobility also not being able to jump very high. The mount could match speeds of angel treads (if it reaches max acceleration on a flat surface.) The buffs i feel make up for the lack of infinite flight that a lot of mounts give you. It also provides a good ground option instead of wings for a change if lets say you're using something like the defiled rune which limits wing power.

placid arrow
#

The Giftbringer

A sword which shoots out frozen christmas ornaments in a high arc that explode into icicle shards upon hitting a surface or an enemy, inflicting Frostburn and Glacial State. Five percent of the time, a present is launched that spawns 5-7 healing orbs where it impacts, like those from the Burnt Sienna. After a present projectile is spawned, another cannot be spawned for 10 seconds.

Recipe: Christmas Tree Sword, Holiday Halberd, 5 Cosmilite Bars, 15 Frigid Bars, 3 Cores of Calamity, 1 Naughty Present, 3 Frost Cores

Reasoning: The Christmas Tree Sword is one of the most overlooked weapons in the game so I think having an upgrade of it would make it more of interest, and the concept of firing Christmas-themed projectiles could lend itself to a unique and fun weapon. There is also is a noticeable lack of ice-themed weapons after Moon Lord, and post-DoG could use more choices for all classes.

gentle agate
#

https://anotepad.com/notes/3famdj ok soo basically i had a idea of a giant looking sea dragon based on the lagiacrus of MonsterHunterWorldForthe Abyss and Sunken Sea and this link is the data of this particular mob

karmic atlas
#

Give players a stronger incentive to explore all of the abyss.
As it is right now, level 4 exists only as the home of abyss minibosses and the guaranteed abyss shrine (due to the lack of tenebris, terrain lumenyl and chaotic ore). Having Terminus be the final reward for descending all the way is an interesting idea and helps the item really feel like a doomsday artifact. However this is then undermined by making Terminus a guaranteed drop from Yharon, meaning that you can completely skip abyss level(s) 4 (and 3) yet still make it all the way to the bossrush (which is generally post-calamitas, so true endgame) and only miss a very small amount of non-progression essential things.
The solution to this? I have 3 different proposals.
1: Make Yharon no longer drop Terminus.
2: Add another item to the abyss shrine. This could be a true damage weapon, a very strong accessory or perhaps a lore item (or 2) to give more insight into the abyss (and the void) while providing a sizable buff thanks to the new system.
3: Make the Terminus dropped by Yharon consumable while the one in the shrine remains unconsumable.

magic flax
#

Plaguebringer Goliath resprite
Why? He honestly seems out of place next to the rest of the calamity bosses and doesn’t have nearly enough of a difference from Queen Bee’s sprite, he could look much more artificial and robotic

novel sapphire
#

hive mind buff
so it won't feel like beating a boss at the difficulty of the desert scourge without a platform

tame garden
#

Add Sentinels mask, Because they must be very cool. (Signus mask hell yeah!)

tawdry condor
#

Make Poltergeist more aggressive in the sense of its movement speed in its first phases similar to Plantera. And also have it become enraged when on surface level. Why? Because I feel like the fight is a bit slow. especially in its first phase. Its almost too easy for me to get to Phantoplasm. And i think it would spice things up to have it enrage, instead of despawning.

tawdry condor
#

also in Cloneamitas DM fight, instead of the 2 brothers spawning in the first brother phase, 4 in the second, and 4 in the third, have two spawn for each phase, but with higher damage, health, and def. for each phase. Why? Its honestly just annoying to have to deal with 4 pairs of brothers that die in 3 hits. if they are buffed for each phase, that could make things interesting, instead of fighting the same brothers now multiplying

novel sapphire
#

a new weapon fungal infection dropped by crabulon
this weapon has 27 rogue damage and 1% rogue crit chance
this weapon throws a floating glowing mushroom that doesn't do damage but throws mud or seeds down to earth(a new mud/seed drops every second)
if a seed hit an enemy it does the damage and give 1 HP back
if mud hit the enemy the enemy will get slowed blinded and take half of the damage of the weapon
if the weapon come out critical the mushroom that float is a crit and all the projectiles that this specific mushroom drops will be too

novel sapphire
#

new rogue weapons the stone brothers
stone 15 damage 10% crit chance
crits inflict broken armor
crafted by 1 stone block to make 10 of them at a work bench

marble Pebbles
20 damage 5% crit chance
broken armor on hit after a bounce
if hit the ground it bounce retaining some velocity (up to 3 times)
made by 1 marble in a heavy work bench will give 3

obsidian shards
40 damage 15% crit chance
50% chance to cause broken armor
made by 1 obsidian in a heavy work bench for 2

dire bramble
#

So you people know how Yharim has this cool armor that looks like an auric set?

Auric visor an auric piece for the head slot that uses all the classes

after Draedon finished the exoblade and it's counterparts, and the auric armors, Yharim asked if Draedon would make him a modified helmet that is all the helmets combined into one so he could use all the weapons that his loyal weapons and armor master made him, he wanted it to be one of a kind so that he would be the most powerful entity in the known universe, but Draedon feared that he would become to powerful so he made a second helmet, broke it into the original helmets it was created from and has been waiting for an adventurer to retrieve the helmets and recreate the ancient helmet

55-64 defence

set bonuses
30% increased damage with all weapons
15% increased critical strike chance
Max life and mana increased by 100
Not moving increases all damage types and critical strike chance
Movement speed increased by 80%
Max run speed and acceleration boosted by 15%
Reduces all damage taken by 10%, calculated separately from other sources of damage reduction (e.g. the Worm Scarf)
Enemy attacks have a 2% chance to deal no damage to you
Nearby enemies are inflicted with Glacial State for 3-4 seconds when you take damage (inherited from the Frost Barrier)
You have a magic carpet (inherited from the Flying Carpet)
All projectiles spawn healing auric orbs when striking enemies
Most effects from the Tarragon, Bloodflare, God Slayer, and Silva armor sets, and the effects of all the auric headpieces

vestal jackal
#

Allow certain calamity bosses to be naturally spawned some nights (possibly death mode only)

Slime God (Post skeletron, slime king must also have been killed, need 300+ HP) - "Slime is seeping from the ground" (Day)
Calamitas (Post Mechs) - "The sky is blazing with brimstone and hellfire"
Astrum Aureus (Post Plant) - "The forces of space are coming"
Astrum Deus (Post Aureus) - "The forces of space want revenge"

Why: the natural spawning of vanilla bosses is a good fear factor, and I feel like calamity could benefit from a fun touch of that vanilla fear factor

weary oriole
#

addon to the above post: slime god should spawn in an upgraded slime rain

tawdry condor
#

In DM instead of having multiple desert scourges, have the Dried seekers spawn less, but are invincible and move faster until the Crispy Pill Bug is dead. Why? Spicen the fight. Makes you move more instead of having to just fight 3 scourges.

tame garden
#

make ore slime rain in slime rain!
Reason:In HM, cavern has a lot of new enemies, including ore slimes, but We die a lot of time in cavern so with lil event we can farm ores!

novel sapphire
inland current
#

Make a cosmetically different variant of the Siren's Heart for every water biome other than Ocean:
Sunken Siren's Heart: Navy blue/green with light blue highlights, crafted with Siren's Heart, Navystone, and Prism Shards
Sulphurous Siren's Heart: slightly brighter green/yellow with red highlights, crafted with Siren's Heart and Sulphurous Sand
Abyssal Siren's Heart: Black with light blue/light green highlights, crafted with Siren's Heart and Abyss Gravel
They should all craft back into the Siren's Heart for free and be mechanically identical, I just really like looking pretty.

tame garden
#

Also make slime rain happens more often!
Why: there is too low chance for see slime rain

mint swift
#

To add on to the post by ThreeDots about natural boss spawning, maybe Aureus could only spawn if you are in the astral infection, as that is where it resides lorewise. Alongside that, these bosses could randomly spawn as well:

Plaguebringer Goliath (Post Golem Jungle) - "Faint mechanical buzzing can be heard in the jungle overgrowth..."
Desert Scourge (A Cnidrion has to be killed first) - "The desert sand stirs..." [yea I know, just like the item, I couldn't think of anything else]

patent gust
#

Suggestion: Make a non-mage oriented accessory/accessory series that utilizes the effects of the Philosopher's Stone or Charm of Myths, perhaps one that uses more health-oriented accessories in its recipe.
Why: The reduced healing potion cooldown provided by the Philosopher's Stone/Charm of Myths is very helpful during boss fights, no matter what your class is. Using the Sigil of Calamitas or Ethereal Talisman to gain the reduced potion cooldown when you are not playing as mage can basically waste an accessory slot.

weak coral
#

We could have more types of rockets for the launchers, currently there's only the vanilla rockets available (respectively I, II, III and IV). Of course, there's ammo for the guns and arrows for the bows in Calamity, but I haven't seen any rockets for the launchers. So I suggets more rocket types since the mod also adds a few hardome and post-ML launchers. The other reason being that the only rockets you can get are either crafted with the gunpowder+Bullet Cases bought from the Demolitionist and Arms Dealer (in that case you only get the Rockets I) or by buying them directly from the Cyborg, so the potentials with the rockets are limited and there is no progression towards the ammunition type besides the launchers themselves. You can make powerful ammos for the guns and bows, giving these weapons additional effects depending of the bullet/arrow that is being shot. The rockets, they're just rockets, you can make the AoE larger or make the explosion destroy tiles, but that's about it. It all depends on the launcher itself rather than the launcher AND the rocket.

tawdry condor
#

Suggestion: A special equipment piece for expert mode that periodically destroys enemy projectiles that get too close, but takes time to aquire a target so it isn't OP.

novel sapphire
#

a new suggestions

  1. the sand dome (summoner) {from stationary antlions 5%}
    summons a stationary antlion to throw sand at enemies
    if the summon have a 5% chance that the sand will be corrupted and suffocate the enemy for 5 seconds
lime hemlock
#

More armour thats unique to classes, instead of loads of armour that changes with the helmet

#

each piece gives individual bonuses

#

like the moonlord armour sets in vanilla

wanton radish
#

Slime Rain Progression Buffs

These are a few buffs to the Slime Rain that take effect later in the game to keep the event interesting.

Red, Yellow, Black, and Mother Slimes spawn when both King Slime and the EoW/BoC are defeated, and King Slime himself now spawns uncommonly throughout the event, regardless of the amount of Slimes killed. Aside from the added challenge, this makes grinding King Slime a little more cost-effective.

Ebonian and Crimulean Blight Slimes spawn post-Skeletron, and killing 25 or more of each (so 50 total) summons Slime God. Once again, the main purpose of this is the added challenge, but it can make grinding a little easier.

In Hardmode, Crimslimes, Illuminant Slimes, Corrupt Slimes, and Slimers spawn during this event, and Slime God spawns naturally in the same way as King Slime. Also, during this event only, the spreading biome Slimes have a chance to drop seeds from the biome they belong to. This makes it easier to spread all required biomes without the Clentaminator.

alpine pawn
#

An upgrade for the amidias's trident. This could combine with the influx weaver for a really fun weapon. It would be cool to have a powerful, light emitting, homing, and partial piercing weapon. Poseidon's Trident: luminite, Amidias trident, and influx weaver

zenith relic
#

I really do like the Harvest Staff, and I feel that it should have a hardmode upgrade— why? because it seems strange that a pumpkin-themed item has nothing to upgrade into once you unlock the pumpkin and frost moons! So, I propose the Frostbitten Harvest Staff.

This weapon is a magic weapon that would be crafted with the Harvest Staff, Blizzard Staff, and the Jack ‘O Lantern Launcher along with Chlorophyte Bars at any tier two anvil.
Upon use, it’d fire blue flaming pumpkins from the sky, similar to the icicles sent down by the Blizzard Staff— which is to say, falls where the mouse cursor is. Said pumpkins explode upon hitting a solid tile or enemy, dealing small amounts of splash damage with the pumpkin chunks dealing reduced damage. The projectiles fired will apply On Fire! and Frostburn when contacting an enemy.

torn wolf
#

Make the Summoner minion AI better... some of them get stuck miles away from you trying t reach something you don't know instead of fighting with you

wanton radish
#

Like @torn wolf, I believe minions should be worked on to improve their AI. Unlike him, however, I have an idea of how to do it, and in a way that adds a layer of strategy to Summoner.

Some people have asked about manually selecting a target for minions, but I would rather have a number of presets that determine what they prioritize. These would include targeting the enemy with the highest max HP (good for focusing on bosses), most common enemy (determined by the number of that enemy active compared to the total number, useful against boss minions or events), least common enemy (hunting rare non-boss enemies). If possible, I would love it if you could set the priorities for each kind of minion via their weapon, so you could, say, have a mech-worm focus down SCal while baby Yharons deal with her seekers.

vague flame
#

Adding to the suggestion above, I think that the Sharkrons spawned by Duke Fishron should be made immune to the Temporal Sadness debuff caused by Statis' Blessing+. For some reason, the sharks get suspended in mid-air due to the debuff, combine that with the minions' AI not working too properly, you get sharks suspended in mid-air that await for their deaths while minions continue attacking the sharks, leading to Fishron barely taking any minion damage in the fight. Now you might say you can fix this by re-summoning minions and yes, that's a viable solution, but I think this is too much of a chore having to do this repeatedly throughout the fight, dragging on the fight even more.

simple pilot
#

make it so that brimstone slag wall can be crafted back into brimstone slag

austere crescent
#

Imma make it blunt early summoner progression is really not that much fun especially caving with slimes.
Summoner is an amazing class and really fun to play in my opinion. That's why I hope that we could get a lot more suggestions for summoner weapons to get more and more weapons for this amazing class.
So this is a suggestion to make suggestions, we need a summon for early summoning that goes through walls to make caving a lot more fun. Best would be a suggestion pre boss/post slime King.

novel sapphire
#

i made 2
is this what you are seartching for @Imulion Im
also IT'S FINALLY FUCKING FINISHED sweating sweating sweating sweating sweating
https://docs.google.com/document/d/1AX713bTNsCjlgJ-u6BslEZDY_fuw3wFFSdt2X8C06lk/edit?usp=drivesdk

tawdry condor
#

Add an npc that sells Lore Drops from bosses. In case you get rid of one on accident.

nocturne juniper
#

Hello, I heard calamity is adding an option to buff bosses with more health - what about an item that allows us to buff the health of common enemies, too? Everything is dying so fast 😄

neon forge
#

Hero's Edge - True Night's Edge/True Bloody Edge, 10 Souls of Might, 3 Cores of Calamity & Mythril/Orichalcum Anvil

116 melee damage
36% crit
Very fast speed
Strong knockback

EFFECT: Fires three yellow sword beams similar to those of the Beam Sword. The beams are spread evenly in a 10* angle. Hitting an enemy with it will cause several spectral blades to hit the target (similarly to the Influx Waver). The spectral blades deal 20% of the weapon's damage. Additionally, killing an enemy with more than 1000 health will heal you by 6-15 health.

WHY: I wanted to experiment with connecting different weapons into one. This is a mixture of the Vampire Knives, the Beam Sword and the Influx Waver.

gilded agate
#

In bosses such as the Calamitas Doppelganger when all the brothers are dead show hp instead of (brothers: 0)

tawdry condor
#

Instead of shortening the worms in the DM Perforator fight, make them invincible to damage and have the Hives health drastically increased. Why? I like a spicy fight and that would make this fight reeeeeal spicy

opal gazelle
#

Add an accessory for rogue users that makes it so you can build up the rogue damage (the one that usually requires you to stand still) to allow it to be generated while moving aslongg as we arent attacking, but make the time required be longer than how long it would have taken if we were on the ground standing still, meaby even double the time required. I think this should be a hardmode accesory meaby post planterra or even post AD or moon lord I think this would be a great addition to the game partially because that later in the game standing still is essentially impossible which would mean that we almost never get to use this bonus rogue damage

torn wolf
#

Make it so the Sulphur sea is not empty most of the time so I don't have to fill it up? thonk

proper rain
#

Since there is going to be an option to increase the health of a boss, there should also be an option to increase their damage, such as either a multiplier or flat damage increase across all attacks.

tawdry condor
#

New Item: Fans of Stolen Hearts, combine the vampire knives with the flying knife and x10 souls of flight at a Mythril anvil.
DESCRIPTION: The weapon releases two projectiles that hover around the cursor in the same way the flying knife does, but instead of crossing directly over the cursor, they orbit the cursor in a clockwise rotational movement, both opposing one another. These fans will increase the gap between one another the further the cursor is from the player, and will also slow down in their orbital speed, The fans will decrease the gap the closer the cursor is to the player, and will increase in the speed at which they orbit. Upon contact with enemies, has a 30% chance to restore 10% health to you based on damage done. DAMAGE: 122 melee dmg
25% crit
Very Slow to Very High
Weak Knockback

tawdry condor
#

New Corruption Enemies

Discharger
An eye-like enemy that spawns on/sticks to walls and occasionally fires arcing vile-spit projectiles in random directions. In hardmode, it gains the ability to shoot bouncing cursed fireballs. It can be seen the corruption equivalent to the wall crawler.

Hatcher
A olive-green chrysalis that appears to have once been human. Upon damage, the shell bursts and reveals a random vanilla corruption enemy or boss minion, such as a pair of dank creepers, a set of hive blobs or a dark heart. In hardmode, the hatcher gains more health and will spawn a burst of cursed fireballs upon death, along with being able to summon the hardmode corruption enemies.

Why: The corruption is a relatively tame place for being the supposed evil scourge of the purity, with only two enemies in PHM, one of which doesn't even spawn frequently. The crimson has variety that fits the theme of a parasitic bloody wasteland, such as the blood crawlers and face monsters. The corruption only seems to have the two boring, vanilla enemies, which are boring and don't contribute much rather than float and w o r m.

rare cradle
#

Rogue Weapon: Sharp Knife

Early-game weapon that deals rogue damage. The player strikes out with a knife, dashing through enemies and damaging them.

Why: Rogue class seems similar to throwing (in many respects) and it sorta needs some knife-type close melee weapons to use as well.

patent gust
#

Suggestion: Draedon Battery
An accessory that drops after the mechanical bosses spawned by the Draedon's Remote.
The accessory will cause 4-8 lasers to shoot out when you are hit, increase your attack speed (for ALL weapons) when at low health, and will cause your weapons to have a chance to electrify enemies.
Why: Currently, there is no real reason to face the Mech Bosses spawned by the Draedon's Remote, other than giving you a challenge. This item would give players an incentive to use the Draedon's Remote.

wanton radish
#

Another Plague Hive Suggestion

Now hear me out before you delete this; I have an idea to make this work as more than a lore-based distraction.
Both in normal hives and the new plagued variant, Queen Bee pods could begin to grow on patches areas of Hive Blocks big enough to support them. This already means infinite, free QB summons for the patient, but it goes one step further.
These pods could be infected alongside the Hive Blocks, and breaking them in this state would summon the PBG. That's two bosses with a controlled, yet renewable method of spawning.

Also, a special Solution could be added to manually convert the plague, either sold by the Steampunker in the Jungle or crafted with Plague Cell Canisters at an Alchemy Table (or both). The hives could be cured at any time with Green Solution.

❔ : Lore, like everyone else says, but this is also an easy way for people to build with QB pods, or to farm her (or PBG) in a more cost-efficient manner, assuming they have the patience for it.

nocturne juniper
#

Are Abyss chest items only available once per world? If so, how about adding a way to get more of them later? (Through Crafting, Fishing, or as a rare Revengeance Drop) Sorry if this already has been suggested, or if there already is a way to get more of them. Oh, and thank you for making such a great mod. Can't ever play without it again. 😃

merry flame
#

I'm kinda making a double suggestion so bear with me on this, because they will correspond with each other, but it'll make sense.

Suggestion 1:
A Better than Golden Fishing rod (Calling it "The Stellar Rod")
Crafted with :
Hotline Fishing Rod
Golden Fishing Rod
15 Galactica Singularities
10 Cosmilite Bars
Stats: 75% Fishing Power, and has a Sonar potion effect likeness to it, and can fish in lava.

Suggestion 2:
A Post Yharim type of Fishing Rod (Calling it "Auric Tesla Rod")
Crafted with:
The Stellar Rod
35 Auric Ore
5 Yharim Soul Fragments
15 Phantoplasm
Stats: 100% Fishing Power, Sonar Potion Effect, and can tell you what your about to fish up, and can fish in lava.
(Sorry for the long message, but this was 2 item ideas, also I have made some sprite-work for these, so if anyone is interested in seeing them, please tell me.)
(edit: added Hotline fishing rod to 1st recipe for lava fishing)

novel sapphire
civic merlin
#

a new post-yharon spear

#

Exo spear It will do like a normal spear 500 base damage It shoots homing dragon blast that past through blocks when swung It is crafted with: Stream Gouge, Banshee Hook, 5 Yharon soul fragment, 40 auric ore, 25 phantasm, 1 core of calamity, 50 Endothermic Energy, 50 nightmare fuel, 10 darksun fragment

steady hawk
#

During rain, the Slime God core should have an umbrella
Only happens after first defeat and only sometimes
It'd have no effect on gameplay but it'd be cute, and funny like the human duck sound

burnt linden
#

make icons appear on screen when you have runes on (Revengence, death, armageddon, defiled) because you sometimes forget you have a rune on and don't remember until a boss murders you xd.

tawdry condor
#

For Revengace mode: Make 2 Summoner Weapons, one is sentry that is a Tiny brain like Hive mind that shoots proyectiles that deal 15 dmg each hit and a tiny versions of the perforators, every minion evolves the worm to level three(like the last perforator), each worm deals; level 1, 9 damage , level 2, 20 damage and level 3 40 damage. Why, because dank staff and blood clot staff doesn't are good summon weapons

regal verge
#

Hey could we please have no more optional Rage/Adren config so that the bosses can be balanced around the main mechanic of the Revengeance mode rather than the balancing assuming that the main mechanic will not be used by default?
Essentially, make them non-toggleable.
Why? Because it sucks that the bosses and weapons in Rev are balanced around each other and act like the several-hundred-percent-damage-increase function isn't present. It's set to enabled by default and is in the Revengeance item tooltip. To assume that the average player will completely fail to use them is seriously counter-intuitive and leads to Revengeance DoG taking a fraction of the time to kill that he does in Normal.
The choice shouldn't be to use Rage/Adren if you're struggling. It should be to not use them if you're breezing. They shouldn't be toggleable; just avoidable.
It should be assumed that your base level of skill isn't on the lower half of the bell curve if you're trying Revengeance — which is literally beyond the tier for experts. Rather than cushioning the incompetent by making the fights manageable even if they can't use the tools given to them, these mechanics should be addressed in the way that the main attraction of the mod should.

For example:
Expert mode DoG has 60% more health than Normal. There is literally no bonus to the player in that mode.
When the player is given the option to do half a dozen times the damage multiple times in a fight, the DoG's health is only increased by another 20%. With no boosts to his damage (though his attacks are mildly buffed — mildly).
Expert DoG is harder than Revengeance DoG, because Revengeance DoG treats Rage and Adren like they don't exist.

TL;DR make Rage/Adren non-toggleable and balance the bosses around their presence — as it is Revengeance Mode doesn't even scale linearly from Expert despite player damage increasing exponentially. It's EASIER.
tawdry condor
#

How about a serious drop from Profaned Guardians? I have 2 ideas.

Unholy Cleaver
188 melee damage (True Melee)
4% Crit
Strong knockback
Fast speed
On hit, the sword will release 2-3 exploding dust (Like those used by PG when below 25% health)
This has a 1.5 second cooldown. Dust deals about 120 damage and inflitcs Holy Inferno for 1.33 second.

Profaned Shield (Expert or Rev drop)
4 defense
Grands you 5% damage increase.
Increases damage reduction by 6% and all attacks inflict Holy Flames (for about 2-3 second)
Allows you to dash into enemy, dealing damage and spawning holy explosion behind you. (Deals 120 and 220 damage respectively, also inflicts Holy Flames for 1 second.)
Optional: Makes you immune to Holy Flames.
Can be combined with Counter Scarf.

Unholy Scarf (Said Combination)
Increases damage reduction by 5%, all damage decreased by 5%.
Increases movement speed by 5%. Allows you to dash into enemy, dealing damage and spawning h.e. (150 and 250 damage respectively).
If you dash into a projectile, you will dodge it, gaining 15% increase to all damage for 10-15 seconds.
Cooldown for that - about 20 second.

Crafted: Counter Scarft + Profaned Shield + 5 Cores of Sunlight + 15 Phantoplasm + 5 Divine Geodes + 15 Luminite Bars @Ancient Manipulator.

Why: Elysian Aegis is pretty good, but I would like to have an alternative.
Also, there should be some penalties for power, even post Moonlord.
Profaned Guardians not only feel weak, but they also only are fought to summon their goddes. And then, you just kill them once, and that's it. (Profaned core + 50 unholy essences make it unconsumable)

novel sapphire
#

a new summon suggestion

sickness staff (yes another plague thing)
description: it's amusing how this thing can adapt
what is does: summon a plagued version of the hornet summon
what the summon does: the hornet shoots plagued stingers that stick to enemies and explode after 10 seconds.
when the stinger exploded 5 bacterias pop out from the stinger infecting(inflicting) every one they touch with the plague.
every bacteria that hit an enemy have a 5% chance to stick to the enemy it touched doing the same thing as the stinger that summoned it did.
how do you get it: (your choice) you either get it as a drop from PBG or craft it with the hornet staff 10 plague cell and a plague staff

reason: WHO WANT A GOOD SUMMON WEAPON FOR DICKFISHROM

tawdry condor
#

Suggestion: Add a new quest system similar to the fisherman's quests where you need to kill a certain amount of enemies or get some type of material by the end of the day for a reward.

devout cargo
#

Iron boots alternative
Sticky Boots
Allows you to fall super fast while holding "down" button.
Only obtainable after Slime God has been defeated.
Crafts at Solidifier using: 75 gel, 15 purified gel, 7 lead ingots.
Reason: Slime mount giving not enough speed to get into underworld fast/new boss tactic pls
Possible uses besides falling into the underworld: Avoiding fast bosses and projectiles.
Updated: After you hit the ground you are slowed and cant jump for 1.2 seconds.

vestal jackal
#

Item: Starknives
Crafted: 5 fallen stars, 4 Iron/Lead, Creates 25, must be at workbench

What is it: strong and fast rogue throwing knives for earlygame (Basically up to skeletron), does half damage during the day

Later in the game: Stardust Knives
Crafted: 25 Starknives, 3 Astral Bars, 5 Stardust, Makes 25, at mythril anvil

Very fast, high damage, hitting an enemy inflicts on fire, frost burn, and cursed flames.

Why: I don’t feel there are enough fast prehardmode rogue weapons, and rogue could use some help around post deus.

rare sail
#

(This should be either an accessory or Expert-Mode exclusive drop from Profaned Guardians).
Guardian Core
Creates explosive holy fireballs as you move when going on a high speed, slimiar to the ones the Main Guardian creates when dashing.
The holy fireball lingers in the air and explodes on contact with an enemy or after it has been in the air for too long.

languid sonnet
#

I know there is already a spell tome version of fire and ice weapon in the FridgidFlash Bolt but there should be a flower version that spews fireballs similar to the fire flower in combination with the ice flower same concept just different attack patterns

#

Magma Lotus:
Pre hardmode upgrade to the mana rose that fires 3 magma bolts and is crafted from A Mana Rose,Hellstone Bars and A Lava Bucket would replace the Mana Rose in Gleaming Magnolias recipie

cinder mica
#

Add Tabi to Asgard's Valor recipe to explain the dash ability.

dusky helm
#

Rogue weapon: Calamity in a bottle
Sprite: just a bottle with calamitas inside
Drops from either scal or cal (why not make it legendary?)
Left click: Shoots at a quite slow rate a projectile (calamitas) with soul seekers or slurpers or whatever they're called around it the soul things are homing and explode on contact w anythin calamitas goes straight but shoots lasers at nearby enemies
Right click: alternates at a higher fire rate and velocity betwwen shooting catastrophe and cataclysm (one goes straight but does a flamethrower attack the other goes in zigzag)

Reasons: rogue class needs more stuff especually armor and calamitas or scal need a legendary weapon
Cons:the way i visualise these attacks makes them too large so the player must stay in mid air like the flame scythe before u fix the hitbox issue

Thank you

inland current
#

Pixy Stik
Melee (possibly rogue) weapon
Early Hardmode Arkhalis upgrade
Recipe:
Arkhalis
Pixie Dust
Light Shards
Crystal Shards
Souls of Light
Essence of Sunlight
Other?
Why: Unlike the other spreading biomes, which have full sets of weapons and armor, the Hallow only has five weapons in total, and no summoner or rogue weapon. This would give it some serious variety, as well as adding utility to a very early-game weapon that drops off significantly after Hardmode starts. It could theoretically be made a rogue weapon by making it shoot its slash projectile a short distance instead of staying by the player, and in that case it could supplement the very limited Rogue selection in early Hardmode.

near pier
#

Armor Crunch, Marked, Whispering Death, and other "invisible" debuffs should be visible on enemies.
Armor Crunch could show "crumbs" falling, Marked could show a purple skull above the enemy or make them glow a slight purple color, and Whispering Death could have little red ghosts emitting from the enemy. As of writing this I don't recall any other debuffs that lack visuals, but this can be said for those not mentioned.
Why?
There's never a clear indication if the effect was applied or not for these debuffs, especially when the debuff only has a chance to apply or if the player doesn't remember/know the debuff's duration. Some enemies are immune to these debuffs, and the player might not have an indication or the knowledge in the heat of the moment.

Edit: Marked already makes things purple lel

cinder mica
#

Archaic Ice Sheet:
Legendary Summon from Cryogen
Summons a small Cryogen on cursor with left click. Right click causes all Cryogens to converge on the cursor. While in place , Cryogens fire ice bolts that deal 1/2 of contact damage of converging Cryogens.

tawdry condor
#

In Rev/DM, have Golem's head be immune to damage until both hands are defeated. Why? Makes this already easy af boss that much harder.

austere carbon
#
  1. Make summons able to attack all enemies from the abyss/sulpuhous sea. Most of them don't attack some of the enemies which makes exploring the abyss as a summoner unnecessarily difficult compared to other classes. If it might make it too easy, they could eventually just attack the selected target or when it's summoned above an enemy

(edit: I heard that they apparently attack only if enemies are provoked, however I've a feeling it doesn't work on certain enemies like Trashers, at least that's what was happening to me when I was using spiders/claspers in Hardmode)

  1. Buff endgame rogue slightly: not gonna lie, weapons like Celestus are pretty underwhelming against SCal compared to other classes. For a spammy weapon like this, it doesn't deal enough DPS to make it as viable as the rest of exo weapons. Rogue is a really fun class after adding the new weapons, and fixing endgame a bit would make it even better
tired bison
#

Weapon : The Avatar (Post-Yharon P1 Yoyo)

Mechanics : Fire more homing projectiles rapidly. Reach of 25 tiles. Inflicts God Slayer debuff. All orbs, lasers and yoyos ignore immunity frames.

Crafting Recipe :

  • The Terrarian
  • 5 Cosmilite Bars
  • 5 Darksun Fragments
  • 10 Nightmare Fuel
  • 10 Endothermic Energy

Changes to Azathoth Crafting Recipe :

  • 5 Shadowspec Bars
  • 3 Core of Calamity
  • The Avatar

Reason : There is a huge gap in terms of strength regarding The Terrarian and Azathoth, which is a Post-SCal weapon. There are very little yoyos in between the Sentinels and SCal (Obliterator), which I thought was suitable to have a Terrarian upgrade, since it wasn’t that viable to begin with in Post ML, and that jumping straight to Azathoth was relatively weird.

fickle willow
#

world teleporter that is like a new biome but kinda like new world too ofc if its possible

tawdry condor
#

Nerf Adrenaline. Why? It makes certain boss fights in Rev easier than expert due to the greatly increased DPS. At least decrease the percentage increase to all damage

weak coral
#

Update to my 27/04/2019 post: Since you can use your character on multiple worlds, whatever the difficulty, how about the DoG drops a "device" that is a "others" tool. When used, the player unlocks a world generation option in the world creation menu called "Yharim's Lands". In order to enter this world, the user has to go to the main menu, select "create new world" and choose "Yharim's Lands". Post-DoG bosses such as Yharon and SCal would need to be spawned in "Yharim's lands" in order to be fought. Post-DoG events and bosses would be moved to "Yharim's Lands" rather than having to happen in the player's original world. Why: it would prevent the player's home world from being overwhelmed by events after killing respective bosses (such as the buffed eclipse, Frost or Pumpkin Moon events) and it would allow for more freedom on the devs to work on lore-based content.

barren creek
#

Make it so you get multiple statigel blocks per purified gel.

old plover
#

Mave every item that uses Auric Ore require more Auric Ore. Why? Right now you don't need a lot of Auric ore to make every Item, especially since Auric ore spawns EVERYWHERE in the underground and also comes with big chunks of it. Due to balance, I think the amount of Auric ore needed for each item should be raised OR the amount of ore spawning underground should by lowered becouse of this.

novel sapphire
#

https://docs.google.com/document/d/1W7l2AeM0fRrsKLndKgCcUVbqShn8xzZy3lro2PhjH8g/edit?usp=sharing
alright i changed the stealth mechanic to be named mad mode (i would of said rage but rage is already a thing) and the way of activating mad mode
also SignusSweating

next juniper
#

Essence Stone should be introduced, in where random clusters of essence (sunlight, chaos, eleum) should spawn in their respected biome. When smelted, Essence Stone should give off it's own essence. This can be a great change, because if any player has a lot of biomes in a small world, it can be pretty difficult for players to obtain essence. Also, Ice Elementals should drop Essence of Eleum.

mighty helm
#

Mini-boss Rogue Nymph

She spawns rarely in the dungeon, only after Moon Lord has been defeated.

KB resist: 100% mood
Inflicts debuff : Horror, Eletrifyed
Immune to: All Debuffs except ; Abyssal Flames,Armor Crunch, Demon Flames, Plague, Nightwither,Shred, Whispering Death, Silva Stun, Daybroken, Holy Flames, God Slayer Inferno, Marked , Shellfish Claps, Enraged.

She will be a NPC with a crying sprite of a girl with crimson hair, her have 200 health and she cant take damage until u get close to she awoken, when u gets close she will charge a dash, that will inflict horror, and after do the dash, her will start to do some small dashs, (like influx waver but herself is the attack), and dissapear like BoC/Hive Mind, when her reach 50% health, her dashes will be faster and her will throw knifes that splits into 8 small blades, when she dies, she will throw 10 knifes (that split) which are affected by gravity, and pass through blocks and split when reach the player current layer.

She pass through blocks LUL

Drops:
some gold, potions and some phantomplasm (1-2).

Timebreak Bracelet (10% chance)- Enable 4 dashes with in all 4 directions ( left right up and down), while dashing will give momentary immunity frames, every dash toward an direction will make it enter in a 5 second cooldown, only the direction that u dashed will enter in cooldown (if you use right direction dash, only the right direction dash will enter in cooldown, so you can use another dash in other direction while the other is in cooldown without delay)

WHY: i think it cound be a good idea for some content to make the mod thiccker and put a good item in the game, with a raging mini-boss :D

look this: she will have the size of a waifu when she awokes GWmiyanoHey

tawdry condor
#

New pre-hardmode guns, please. There's a real lack of them.

novel sapphire
#

RPG
made by: 15 Iron/lead bars and 1 grenade
uses rockets
make a small explosion that does a low damage (for a rocket launcher)
rocket are crafted by 1 grenade and 1 Iron bar

stray salmon
#

If it's not yet implemented, Discord donor ranks

west zodiac
#

An upgrade to beenades. (Plaguenades i guess) Basically they do more damage and inflict the plague debuff. You can craft them using beenades and 5 plague cell canisters.

vestal jackal
#

Make astrum aureus/deus not locked to night

why: theres no reason they should be, its just a pointless timegate

placid arrow
#

Make frost flare grant immunity to glacial state. Why? Because there currently is no item that grants immunity to it and a way to work around the annoying debuff would be nice

stray salmon
#

Add new dyes.

devout cargo
#

Call of the Void (ranged weapon)
Obtainable after The Devourer of Gods is defeated
What it does: it shoots a dark energy beam that is shaped like a sunlight that went through magnifying glass, basically a long triangle form, hitting multiple enemies and creating a small black hole while shooting it and standing still for 4 seconds. This black hole consumes enemies under 2000 hp. Consumed enemies drop nothing. If you get close to it, you take damage. Also it sucks you in too, but just a little bit.
Every time you kill an enemy while shooting this gun you get 1 more damage to it. You can get up to 100 more damage. When you stop firing the multiplier will be gone.
The gun itself has a little bit worse damage than other guns at this point of the game but as you kill monsters it can become pretty powerful. That makes it more practical to use against hoardes of enemies.
Consumes small amounts of mana. Bullet debuffs (like poison or fire bullets) doesnt affect this weapon. This weapon cant go through blocks.

Its made out of: Aether's Whisper, 30 Cosmilite Bars, Last Prism, Chaos Stone.

Why? For penetration purposes and cleaning hoardes of enemies

novel sapphire
#

holy spear (rogue weapon)
place: post moon lord.
crafted by: 5 solar fragments, 5 vortex fragments, 10 souls of light, 10 unholy essences and 2 luminate bars.
what is does: throws an exploding spear (the spear explodes on contact with an enemy) when the spear travels it make holy fire balls (profaned chicken nugget's holy dash fire attack) that will also explode on contact with enemy.
debuff: enemies that got hit by the explosions of the spear or fire balls will be inflicted with holy flames.
reason: the elemental disks are good for the profaned chicken nuggets but they are really bad for providence because they can't brake the fragment of reality that grate in the fight this make them weak and terrible against them even if they are unreal (yes i just played prov with an unreal elemental disks)

tawdry condor
#

A “moondial” that is the opposite of the sundial and makes it change to the start of the night once a week like the sundial

west zodiac
#

Make it so that metorite armor reduces mana cost of magna cannon as well

novel sapphire
#

sludge bomb (rogue weapon)
crafted by: 1 seafoam bomb, 5 luminate bars, ballistic poison bomb, 10 murky sludge, a lead core, 5 solar fragment and 5 vortex fragment.
what it does: throws a big bomb with a big explosion radius on contact with an enemy or the ground, but when touched by an enemy it releases a cloud of toxic radiated gas at a medium size.
gas cloud: the gas cloud inflict every enemy that is there until it's gone (gas cloud last 10 seconds) with irradiated poison and venom.
reason: i thought making this weapon for a while now and with xeroc pitchforks becoming trash for prov soon(with what ever nerf they get) and disks are bad against prov altogether might as well make it a post moon lord weapon.

weak coral
#

Remove the LUL accessory from SCal's drop pool and/or change its function until Yharim gets added to the mod.

Why: If in the future updates the players own this accessory, they will be able to cheese the post-SCal bosses. Plus, this item is already made to cheese the current bosses (as long as there isn't more than one town-NPC in the world, or if the player has a specific name), so it's pretty much clear that it needs to be verified for the future.

opal gazelle
#

Add TotalHalibut to the list of names that can use the LUL accessory without punnishment WHY: i mean the sprite is TotalHalibut so it would be almost rude not to add his name

novel sapphire
#

sliver/tungsten grenade launcher (part of PHR explosive ranger suggestions)
ammo type: grenades, beenades (beenades launch bees on explosion) or grenades shells
how does it work: fires 4 grenades at rapid speed at a while to fire again
crafted by: 10 silver/tungsten bars, 4 grenades, 5 victide bars and 10 Iron/lead bars

ALSO: this weapon give grenade that are used by it a 50% damage penalty

raven tiger
#

Copy Machine
Can be handheld or placed (idk yet)
How it works is you can copy paste anything that you have built prevuously but you would still need the correct amount of materials to paste the object you copied (to avoid cheating the system)
I feel like this would help house building and i know people like to build a lot of cool things in terraria so it would make life kind of easier

patent gust
#

Weapon: The Airstrike
Functions like the daedlaus stormbow but shoots rockets instead. Crafted using a rocket launcher, cores of chaos, and luminite.

barren berry
#

Xeroc Tomahawk
Post-Cultist Rogue Weapon
Throws a projectile similar to the Valediction, piercing and homing in on enemies. Also inflicts Brimstone Flames (or a different debuff that might fit better with the Meld theme) for 5 seconds.
Crafted at an Ancient Manipulator with 15 Meld Bars.
Reason for this suggestion: Rogue has a bit of a hard time at Moon Lord, since Xeroc Pitchforks don't work so well against him, meaning that the most viable options for ML are for example the Radiant Star, Heavenfallen Stardisk and Malachite. Also, even though Meld Bars can be considered Rogue's Lunar Fragment, they only have one weapon crafted from it pre-ML, while there are more Meld weapons for other classes.

tawdry condor
#

Buff the SDFMG and nerf the minigun- minigun is non expert mode and does more dps than the SDFMG that is expert mode only. Minigun is also much cheaper to make

opal gazelle
#

create a wiki page to define "Organic Creatures" and list them

dense herald
#

Craftable paintball gun. Grinding by killing the painter can be annoying sometimes
I suggest it being craftable with Arms dealer's shotgun + 50 red, green and blue paint from the painter

vale trail
#

additional pre HM recipe for paintball gun potentially, 5 exotic dyes and a boomstick from the jungle.

tawdry condor
#

Boomstick Crafting Recipe

Because jungle shrine spawns and fishing are rather unreliable, here's a crafting recipe for the boomstick. This is also a thing because you need two of the damned things for a sidegrade and upgrade.

Recipe (15) Stingers + (50) Mahogany Wood + (5) Lead/Iron Bars + (1) Illegal Gun parts @ Anvil = (1) Boomstick

vestal jackal
#

Lunic eye upgrade post deus

Lunic observer - lunic eye + 10 astral bars + 50 stardust

Functions the same however has slightly more base damage and fires faster

Why: astral weapons are seemingly ignorable, and the lunic eye is a very unique item that could definitely use an upgrade once you’re a little ways into hardmode.

#

Make every enemy vulnerable to ichor vulnerable to cursed flames

Why: it’s really unfair that some are vulnerable to one and not the other

tall lantern
#

Yet another suggestion for an alternate way to get the paintball gun: have the painter sell it post-EoC for, let's say, 8 gold. It's really annoying to have to find a way to murder the painter to get this vital material.

faint stratus
#

remove the asgard's valor "has to be toggled on" thing; it's a little unsightly and ruins outfits a lot

vestal sun
#

Boost Skeletron Prime's laser hp on death mode, it usually gets destroyed in few seconds and then the fight evolves into boring dodging for 5 minutes, much less fun and challenging than twins and destroyer

tawdry condor
#

Music Box (Random):

Plays a random Calamity Mod track.

Reason: It would be nice having this while building or being in the base, etc. Listening to the same track all the time, makes it not enjoyable too fast (its like a song you cant stop listening and at some point you hate it). It would make building really enjoyable. I love the Calamity Music and it would be awesome listening to all of them.

novel sapphire
#

https://docs.google.com/document/d/1Ac7p8dfuFv6NTu9emN8tNMYw6ah3fKLilOlI3MOXaDI/edit?usp=drivesdk
here i fixed it (as i said my reason for it is the overshadowing of the subclass by other types of weapons as the bow or gun and it being in a HM only bugs me also, and don't talk about grenades and rockets doing big damage if this is the problem read the yellow part)

civic merlin
#

Eidolon Wyrm Staff It drops from Eidolon Wyrm Drop rate: 25% on normal mode, 33% on expert mode (Juvenile), 100% (Adult) It will summon a mini Eidolon Wyrm and it has the damage scale like the stardust dragon staff Why: Because there are not too many strong summon weapons before defeating the D.O.G

patent gust
#

Suggestion: Darksun Shell
Accessory, has the effects of the Celestial Shell and Darksun Ring
Crafted using both accessories, and the usual post-yharon crafting materials
Why: The effects of the Celestial Shell and Darksun Ring go together. Also, the Celestial Shell currently has no upgrade.

vestal jackal
#

Add titanium/adamantite “reinforcement” to cobalt/palladium/mythril/orcalcum armors.

Made with: armor piece + 9 titanium/adamantite at mythril anvil

Keeps the original set passive however has equivalent stats to titanium/adamantite

Why: the earlier armors have interesting passives that could be useful on bosses, however are pointless to craft because you’ll just replace them extremely soon after. This would allow you to use the armors even after you get enough titanium/adamantite.

warm helm
#

Add Supreme and Omega mana potions, made with the same materials as the Supreme and Omega health potions.

tawdry condor
#

For Universal Collapse in the Music Mod, have the intro part before DoG spawns be separate from the actual boss. This will help when the song loops that it will be a smooth transition. This will be good for if you are listening to the Music Box.

queen linden
#

Astrum Jones armor
Post-Mechs rogue armor
since rogue get from mechs only holy hammer

"There's not a jungle, but this area are still full of treasures and adventures"

Hat:
13 defense
10% increased rogue damage
6% increased rogue critical strike chance
20% increased rogue speed
Gives a 115 max rogue stealth
Rogue damage have chance to inflict Frostburn and Shadowflame

Jacket:
20 defense
10% increased rogue damage
5% increased rogue critical strike chance
On getting hit you release a bunch of homing astral seekers that deal 45 true damage

Greaves:
9 defense
12% increased movement speed
25% increased vertical velocity
On running on max speed you can build stealth on reduced rate

Set bonus:
30% reduced damage from astral creatures
25% increased defense in Astral Infection
Pressing Special Ability will empower your rogue weapons with astral infection
When this effect is active, rogue damage have a chance to turn enemy into weakened Astral Probe
This effect lasts 1 min and recharges 5 min

🛠:
Hat: 20 Stardust + 13 Astral Monolith+ 3 Soul of Might + 3 Soul of Sight + 3 Soul of Fright @ Mythril Anvil
Jacket: 30 Stardust + 15 Astral Monolith + 5 Soul of Might + 5 Soul of Sight + 5 Soul of Fright @ Mythril Anvil
Greaves: 25 Stardust + 14 Astral Monolith + 4 Soul of Might + 4 Soul of Sight + 4 Soul of Fright @ Mythril Anvil

Reason:

Another Astral-based armor
Rogue armor for Plantera and Calamitas

rare radish
#

THE PROJECTILE DISPERSION EFFECT IS RANGED ONLY
(All of this are accesories and by extension equipables)
◇Wanderer gloves:
10 leather, 5 iron/lead bars, 5 dungeon spikes @ Loom
"Protective fashion for the post-apocaliptic adventurer"
+3 defense
+5% Ranged damage
+3% to crit chance
Reduces projectile dispersion slightly and grants 3% chance not to consume ammo, ranged hits inflict on fire.
◇Marauder gauntlets:
"New and improved "
Wanderer gloves, 3 titanium/adamantite bars, 1 soul of light, 1 soul of night @ hardmode anvil.
+4 defense.
+10% Ranged damage.
+5% crit chance.
Reduces projectile dispersion moderately and grants 5% chance to not consume ammo, ranged hits inflict frostburn
◇Ravager Arm Protectors:
"The latest in post-apocaliptic protective engineering"
Marauder Gauntlets, 5 luminite bars, 1 galactica singularity, 3 ectoplasm @ ancient manipulator.
+5 defense.
+15% Ranged damage.
+7% crit chance
Greatly reduces projectile dispersion and grants, 10% chance to not to consume ammo, ranged hits inflict daybroken.
◇Sci-Fi Hero Hand Armor:
"Become the ultimate savior of Humankind"
Ravager Arm Protectors, 5 phantoplasm, 5 cosmilite bars, 3 nightmare fuel, 3 endothermic energy @ draedon's forge.
+6 defense.
+20% Ranged damage.
+10% crit chance.
Massively reduces projectile dispersion, 15% chance of not consuming ammo, ranged attacks inflict Godslayer inferno.

tawdry condor
#

Thank you @stray salmon for idea.
Add new weapon drops for Lunatic Cultist. Preferably one for each class, since he spawns the Celestial Events.
Summon concept
Brilliance of unheard God
133 damage
Average knockback
Uses 2 minion slots.
Spawns a sentry above player's head (Like Sun spirit/god staff)
The sentry performs one of following:
Shoots short ranged lighting bolts (When enemy is close). They deal 150% of listed weapon damage and might cause Solar Ray debuff.
On long range it spews a group of projectiles into sky, which then explode into shards and fall onto ground/ enemies. Explosion deals full damage, shards 33% of listed damage.

#

Melee concept
Sun Burn Rapier (A spear/rapier)
70 damage
Weak knockback
Reaches up to 7 tiles
Average speed
Left click uses the weapon like a regular spear. It can damage enemies up to 6 times a second. Causes Solar Ray for 2 seconds.

#

Optional:
Right click causes player to perform a little "dash" in direction they are facing. When performing this attack, knockback is increased by 10 points (To insane and beyond), damage is slightly decreased, but each attack might heal the player by 1 or 2 points.

#

Rogue concept
Lunic shard
77 damage
4% Crit
Weak knockback
Fast speed
Max throw without bonusses ~25 tiles.
Throws a shuriken-like weapon. When it hits a tile, it flows few tiles up (ignoring tiles) and splits into 3, which fall onto ground (also ignoring tiles) When this happens, each shard deals 60% of listed damage, but do not pierce.
When it hits an enemy without splitting, it deals full damage and pierces through up to 3 enemies.

#

Ranged concept
Void Call
50 damage
10% Crit
Depending on type of bullets (Musket the most, Ichor, Cursed and homing the less)
Slow speed
Shoots out 2 bullets at once, only consuming one.
Bullets will cause a vortex portal to spawn somewhere near enemy. The portal stays in place for 3 seconds, then dissapears (Up to 5 can be active at once). Portal shoots out a vortex lighting in a yellowish colours (Can extend up to 50 tiles). These deal 25 damage each, ignore immunity frames and all defences, and will deal true damage.
Optional: Right click will cause weapon to shoot a swarm of bullets (20 damage + bullet damage each) at low velocity. These bullets ignore tiles and inflict Vortex Glamour on enemies for 5 seconds.
Vortex Glamour deals damage similar to Stardust Cell, albeit it will not stack. (Deals 30-40 damage per second)

stray salmon
#

Cultist drop 5 different “Cores” according to classes, which can then be crafted with luminite and lunar fragments into the following:

Melee: Eclipsis (Yoyo)

The best yoyo under the Terrarian.
Same stats as the EoC Yoyo but emits light and drops particles that are affected by grav and does damage.

Ranged: Helix-tex (Gun)

Shoots out two spinning balls in a spiral (kinda like cultist’s attack) which does damage and “pulls” nearby enemies into the stream.

Magic: Eternion ray (wand)

Shoots out a ray that, upon collision, creates a web of rays and lasts for 2 seconds. The rays disappear by exploding and dealing damage once more.

Summon: Beautiful Lies

Summons out two decoys that stay on your sides (kind of like Titanium set’s effect). When the decoy gets hit, it will explode into stardust, dealing significant damage and temporarily paralyzing enemies around.

Rogue: Shattered Realms (Throwing knives)

Very fast, non-consumable. Shoots out a knife affected by gravity that shatters upon contact and splits into a bunch of shards. Every hit has a chance to give the target a debuff called Surrealised, which “makes the target confused from the massive sight of the whole omniverse” (basically making them confused and slowed).

Why? the Cultist significantly lacks drops. Right now ppl only fight it to start the lunar event and get the ancient manipulator

#

Moon Lord Gravity globe change:
Now instead of just a permanent grav potion, it now is an accessory that has a chance to make enemies levitate upwards for a short while

Why? Cuz Moon Lord isn't that easy and the expert mode drop succs

barren berry
#

Cup Gun
A brawl is surely brewing!
Pre-Hardmode Gun
Left Click quickly fires energy blasts that deal mediocre damage and pierce one enemy, disappearing upon hitting the second. Right Click fires a rapid spread of four above average projectiles. However, the Right Click fire does not pierce enemies and has a very short range (maybe between 20-15 blocks). Firing this gun converts all types of bullets into these special projectiles.
Crafted at an Anvil with 10 Aerialite Bars, 5 Marble Blocks and 7 Blood Samples/True Shadow Scales.
Reason for this suggestion: Ranged pre-Hardmode feels a bit bland to me. In my opinion, up until you defeat Skeletron the most unique guns you get is the Fungicide, and all the other viable guns at that point are simple Megashark alternatives. This item is meant to give the player a choice between the relatively low-dame, safer Left Click Fire and the high-damage, riskier Right-Click fire, while also feeling unique and special compared to other guns. Also, this is a Cuphead reference.

inland current
#

Mount: Vortex Drifter
Crafting
Luminite, Vortex Fragments
80 mph ground speed
Cannot fly
Automatically steps up one block steps
Can drive up slopes
Destroys the wall and stops dead if running into a 2 block or higher wall at max speed
Why?: People seem to want non-organic mounts, and a cool space sports car would be a nice reward for beating Moon Lord, while the speed is faster than any vanilla mount (except Cute Fishron while submerged), but still slower than Fabsol, which comes much later than it.

quiet laurel
#

Make bloodletting/fetid essence in more crafting recipes. Rn you only need 7 of them in the whole game. Ex: cursed clapper, crimsaber, evil crusher blades)

placid arrow
#

Frigid bar weapons (except for ice stars) could use 1 frost core in each recipe, since frost cores at the moment are far less useful than forbidden fragments and its not like they are difficult to farm anyway

near pier
#

Fleshy Obelisk
Consumable
Summons the Wall of Flesh

Crafting (Demon Altar):
2x Soul of Light, 2x Soul of Night, 3x Hellstone Bar, 2x Fetid/Bloodletting Essence

Sold by Witch Doctor for 6 gold after it has been beaten twice

Why:
Sometimes the Wall of Flesh does not drop needed loot on the first kill, and the guide has to be alive for the voodoo doll to work. If the player killed the wall at night, normally they have to wait out the night and for the guide to respawn to have another shot at getting the gear they needed.
Crafting can be different but should require very early hardmode items at most.

quick forge
#

Suggestion:
Make PBG slower when it's positioning to charge, or is about to, so it's easier to tell, and it can't just suddenly charge into you when you're right next to it.

it makes it way harder then it already should be.

brazen lintel
#

chaos/tranquility candles should be able to be turned off and on using wire.

tawdry condor
#

Put the charm of myths into the recipe of Asgard's Valor and add in the effects of it
Some people are really bad at dodging and rely on healing potions a lot, i think the charm of myths or philosopher's stone should be added in a recipe for all classes, not just mages

glass wraith
#

Supreme calamitas would say something in chat if the player escaped the arena,
"I'm surprised. How did you escape my border?"
Like that i made.
Why? Because it warns the player that they had escaped her arena and the player can quickly go back inside.

native oasis
#

(Re do) add a weapon called prismatic chaos a Revengeance drop from DoG which fires 2 las prism type beams inflicts godslayer inferno low damage

native oasis
#

Pistol whip
half pistol half whip
L click whip
R click handgun
Drop from Skeletron

quick forge
#

Suggestion:
Change the amount of Statigel Blocks that are crafted from the recipe, from 1 to 5, no-one wants to fight slime god 7 times to make a couple hundred blocks.

weak coral
#

Classless weapon: Davy Crockett

Damage: 3500
Knockback: 10
Use time: 50
Velocity: 16

Works similarly to the Bazooka except its damage output is higher and have double the AoE on impact. It inflicts the "irradiated" debuff on impact which reduces target's defense by 10%.
It is crafted with the Bazooka, 1 Illegal Gun Parts, 20 Uelibloom Bars and 1 Lead Core.

Why: The Bazooka doesn't have much use against post-ML bosses due to its lack of damage. Having an upgrade of it (like the Magnum does with the Lightning Hawk and Elephant Killer) for Post-ML bosses would make it much more reliable.

PS: In addition to this, Grenade Shells should be renamed to something like "Heavy Rockets" since a Bazooka does not shoot grenades but rather "rocket-propelled-grenades".

To give a better idea what it is, here is a video https://www.youtube.com/watch?v=eiM-RzPHyGs

One of the smallest nuclear weapons ever built, the Davy Crockett was developed in the late 1950s for use against Soviet troops had war broken out in Europe....

▶ Play video
dark delta
#

Quality of life item: the Ghastly Mirror

Leaves a spirt behind when you die (lasts 45 seconds) when respawning using the mirror will teleport you to that spirt after you have to fight 5 small baby spirts
Baby Spirts have 780 HP with 35 True damage with 20 armor (may be buffed or nerfed)

Crafted with: 15 Ectoplasm, 20 Spectral Bars, and a Magic mirror
Can be used to craft the Necro Mirror
The Necro mirror is crafted with a Ghastly Mirror, 35 Phantoplasm, and 5 Ruinous Souls
The Necro Mirror leaves behind a Phantom that lingers when you die using the mirror will teleport you to your Phantom after you fight your phantom
your Phantom has your max HP with 50 true damage and -50 your amour (may be buffed or nerfed)
{If teleporting to the spirt/phantom you will not be able to pick up your coins}

A lot of other mods have some thing like this so i think it will be a nice item to have if you are just doing calamity (The best mod) and it now has a negative to using it.

next juniper
#

2 things I think should be fixed/added: 1: Supreme Calamitas should not drop dev-exclusive gear, and instead should be crafted with Calamitous Essence with a specific Expert-exclusive forge. 2: There should be Luminite Slimes, as well as Chaos Jellyfish(To replace the devilfish and chaotic puffer)

vestal jackal
#

Seeds of Plantera (Rogue Weapon)

  • Medium damage
  • Very fast autofire
  • On impact, explodes into spores that deal a little less damage than normal spores

Crafted with spore sac + seedler + 3 living shards

Why: post plantera can be a rough time for rogue and plantera currently doesn’t provide any rogue loot.

next juniper
#

one more suggestion: consider adding the rogue's scarf, which can make throwing damage count as rogue damage. this does not have to be in your accessory slot to work. in fact, it's a permanent "not consumable" item. Usng it again will turn off the effect

vestal jackal
#

Rogue’s Broken Heart (Accesory)

Life crystal + 50 wulfrum knives at tinkerers workshop

Allows rogue crits to drop “Rogue Hearts”, identical to normal hearts but only these activate the passive (Very low chance) and upon picking up a heart, grants 50% chance to not use ammo, and 40% bonus rogue damage for two seconds.

Upgrades as the game goes on

Rogues Heart = Rogues Broken Heart + 9 Hellstone bars + Life Crystal at tinkers workshop

  • minor increase to chance of dropping hearts

True Rogues Heart = Rogues Heart + 9 Crystal Shards + 5 Souls of Light and Night at mythril anvil

  • minor increase to heart drop chance
  • minorly increases crit chance

Rogues Spirit = True Rogues Heart + 15 Ectoplasm + 10 Hallowed Bars at mythril anvil

  • increases heart drop chance
  • increases crit chance

True Rogues Spirit = Rogues Spirit + 15 Phantoplasm + 5 lunar fragment of any kind at ancient manipulator

  • greatly increases heart drop chance
  • greatly increases crit chance
  • increases effects of rogue stealth and adds 10 total rogue stealth to max rogue stealth
quick forge
#

Weapon edit:
Make the main stars of the Star Cannon EX NOT collide with platforms, it's annoying, and i'd like if i could hit moon lord with them.

lavish tulip
#

Rogue Class Change:
-All rogue armor's passively generate stealth, 3 seconds from 0 stacks to full while moving and 1 second from 0 stacks while still, this is to incentivize a "power shot" strategy that rewards careful shots and makes the passive actually useful in a boss fight. If you spam an attack from full and completely empty the stacks you enter a "cooldown" state where you deal slightly less damage (~5% less) so that rapid fire weapons are not completely destroyed by this mechanic.

-Speed for rouge should be increased in the set bonus, at least 5% added to most so that the class is faster.

-Please add more varied Rogue armor set abilities, Cryonic does absolutely nothing in its set bonus, is it supposed to create projectiles?

tired bison
#

Yoyo Accessory : Yoyo Exosuit

Mechanics : It allows the player to use 3 yoyos at the same time, along with 3 counterweights and increases the yoyo’s range by 10 tiles. Inflicts almost all debuffs.

“The combined effects of the debuffs cause the target foe to lose 505 health per second, have their defense cut in half, with an additional -38 defense, -25% damage reduction, and become unable to move for the 2 second duration of the debuffs.”

  • Description of Elemental Gauntlet’s debuffs from the wiki

Crafting Recipe :

  • Yoyo Bag
  • 5 Silk
  • 5 Cosmilite Bars
  • 3 Effulgent Feathers

Reason : There is a distinct lack of yoyo accessories in Post ML. While the Elemental Gauntlet is a relatively good choice, it does not fully utilise the yoyo’s potential to further multiply its DPS by having multiple yoyos out at the same time with counterweights. As the Yoyo Bag is outclassed by many other accessories Post ML, I only felt it was appropriate to have a Yoyo Bag upgrade Post ML, when so many others have upgrades as well (Gauntlet, Quiver, Talisman).

crimson gale
#

Can shattered sun be buffed? Because its basically useless for the time that u get it unlike its predecessors

#

Post ML Yoyo: The True Eye

Recipe:
The Eye of Cthulhu
10 Luminite Bars
5 Bars of Life
3 Galactica Singularities

Mechanics:
Periodically shoots lasers (similar to the lasers shot by TEoCs during ML fight and has a small chance of shooting several mini Phantasmal Eyes at the target.

Reasons: To have an elemental-tier yoyo.

paper ether
#

Speed up some of the boss animations, they look really stepped and slow when they've been set to like 3 FPS

sour hornet
#

Could we possibly get new torch types to go with all the new furniture sets? It seems odd that despite having so many furniture items available for each tier (Profaned, Cosmilite, Ashen/Ancient, etc.), none of them possess special torch types. Adding some might help with lighting up builds while still keeping to a...theme, if you will.

weak cedar
#

Make the Rare Elemental in a Bottle drop in normal mode (possibly w/ reduced drop rate)

In my experience, it's not a very powerful accessory and keep it Expert only unnecessarily locks the Heart of the Elements behind Expert Mode.

tawdry condor
#

add a special vanity/boss mask that drops from the adult eidolon wyrm, because in my opinion, i think that players who go through the trouble to kill it deserve some kind of reward, even if its just a wearable mask

tawdry condor
#

It would be good to implement masks and trohpys for all the calamity bosses, as well as a trophy for lunatic cultist in the next update.

lavish tulip
#

Summoner armor bonus items, like the dadelus crystal, should not attack the homing summons that Astrum Aureus creates. The fight becomes a literal battle against your own summons to not have them hit those damn things.

burnt linden
#

aerialite upgrade to sky glaze, as sky glaze has the same shots as the armor's special effect so it just makes sense
also it's a cool item

warped sedge
#

have the rouge weapons that have melee versions get the melee versions removed because the melee ones deal the same dps but melee classes have a lot more dps buffing accessories i feel that it honestly makes end game rouge just worse eng game melee

old plover
#

In Revengeance Mode, Let DoG spawn Cosmic Guardians in Phase 2 Aswell. Why? I think that in Revengeance, The Cosmic guardians are a bit underused, You only see them 2 times and only in Phase 1, Maybe let A Cosmic Guardian spawn at 25%, Two Cosmic Guardians at 50% And 3 Cosmic Guardians at 20%. It would make the fight a bit more challenging. This would count for Death Mode aswell.

austere carbon
#

Suggestion to the Heavenly Gale:
I think that the bow spawns too many tornadoes, making it very laggy for an average PC. I'd suggest toning down the chance of getting the exo arrow that spawns the green tornadoes. To compensate, the tornado damage could be buffed a bit. I think it'd make the weapon more worth crafting, because it's pretty decent, but many people don't use it because of lag

crimson gale
#

I haven't thought of a name for it but:

#

Recipe:

#

Bee's Knees, Malevolence, 5 Luminite Bars, 10 Vortex Fragments.
Effects: Shoots out 3 plague arrows which spawns a ton of bees. The bees inflict Venom, Plague and Poison. Reason: Tohave a ranged counterpart of Plague Keeper.

patent gust
#

Weapon: Coronal Annihilator
Converts ammo into Darksun Bullets which fragment upon impact and inflict Holy Fire, Daybroken, and On Fire!. Crafted using Aeries (or some other pre-darksun gun), Cosmolite Bars, Darksun Fragments, Nightmare Fuel, and Endothermic Energy.
Why: Currently, there is only one Darksun-tier gun, Onyxia. The player should have more options.

lavish tulip
#

Weapon: Multiflame Daggers
Combines 10 Frigid Bars, 10 Hellstone Bars, Shadowflame Knife, and the Cursed Dagger.
This weapon would combine on fire, frostfire, shadowflame, and cursed fire on hit and would bounce when it hit an enemy. On hitting an enemy in a group it will bounce 3 more times to other enemies acting similarly to crystal darts. This would be stronger than its components in terms of damage and its time till gravity takes effect would be 40 tiles, this resets on a bounce so that the dagger can hit groups of enemies better.
I think that rouge needs some more weapon variety and with the large collection of daggers sitting around i'm surprised that there is no incentive to combine all of them. I know that this would be corruption only but ill come up with an idea for the ichor spear in a bit.

woven bridge
#

A little Suggestion

Make WoF faster in death mode

placid arrow
#

Astrum Deus worms should not be able to shoot lasers or mines within ~15 blocks of the player. Why? Because it simply leads to alot of instances of unavoidable damage when they shoot their projectiles right after you dodge past the worms themselves. The fight is already hectic enough and I feel like the added level of RNG here is unnecessary.

sick cave
#

Photoviscerator must inflict Shadowflame

zenith relic
#

weapon idea:
Shadowflamethrower
Crafted with The First Shadowflame and the Shadethrower, as well as 10-20 cursed flames, making this a weapon for around early hardmode. On use, it sends out both green and purple flames, inflicting the cursed inferno and shadowflame debuffs. Like the Shadethrower, 33% chance not to consume ammo. Weapon range should be around the same as the vanilla flamethrower’s.
Why?
Flamethrowers are neat. And there’s no flamethrower that inflicts shadowflame, afaik. And that’s kind of weird, since it’s a fire-related effect.

sick cave
#

Edit:
Photoviscerator is supposed to serve as an uber-tier flamethrower, it already inflicts many vanilla fire debuffs and also some of calamity ones. There are many scarce weapons that inflict shadowflame, there are the ones dropped by the goblin sorcerer and the statis belt of curses.
So why do I want it?
Because that would be relevant to be added to this weapon, not only because it matches with the theme, but also because is the first time a late-game weapon would receive that property.

split hound
#

Give an indicator that Armageddon mode is on

Even though it is our responsibility to make sure Armageddon is on, we still tend to forget about it and end up one-shot by a boss. Perhaps a faint purple tint on the hearts while it’s on? Or if possible, a purple border around each heart.

Why? Everyone forgets from time to time. Let it be easier on us and not get unexpectedly killed instantly by the first attack of the boss.

balmy cargo
#

Post-Moon Lord Upgrade Line for Magna Striker

Nova Striker
A post-Moon Lord gun and an upgrade to the Magna Striker. It fires a continous string of Nova strikes with each color representing the Lunar Pillars. The shots inflict the Elemental Mix debuff and generate damaging rainbow-colored Lunar Fragments upon hitting a an enemy. The fragments deal the debuff , float to nearby enemies and deal a percent of the original projectile damage.

Crafted at the Ancient Manipulator with the Magna Striker, 10 units of each vanilla Lunar fragment (Solar, Vortex, Nebula, and Stardust), 10 Exodium Clusters, 1 Core Of Calamity, and 20 Luminite Bars.

Exo Striker

A post-Yharon and final upgrade of the Magna Striker. It fires a continous string of yellow exo strikes with a chance to intersperse one of the two different variants of exo strikes in between. The yellow Exo Strikes inflicts the Holy Flames debuff and pierces through enemies, the Green Exo Strike inflicts Elemental Mix debuff and splits into rainbow elemental fragments like the Nova Striker and the Purple Exo Strike inflicts the God Slayer Inferno and generates god slayer darts to home in on nearby enemies.

Crafted at Draedon’s Forge with 25 units of Auric Ore, 3 units of Yharon Soul Fragments, 5 units of Phantoplasm, Darksun Fragment, Cosmilite, Nightmare Fuel, Endothermic Energy, 50 units of Divine Geodes, Exodium Clusters, and 1 Nova Striker.

Why do I want this upgrade line? Magna Striker is one of the my favorite ranged weapons in the mod but it’s damage feels underwhelming at the point of the game when I can craft it (post-Plantera Dungeon) and loses it’s value after clearing the Moon Lord. I think adding new mechanics when upgraded would do this weapon justice.

barren berry
#

Distant End
Post-Golem Summon Weapon
When this weapon is held, a Chaotic Elemental is summoned and floats above your head. While holding Left-Click, the Chaotic Elemental will fire a hitscan fire bolt about every one and a half seconds towards the cursor. The fire bolt inflicts Betsy's Curse for one second. While holding Right-Click, the Chaotic Elemental will disappear and instead, a Chaotic Shield will appear. The Chaotic Shield doesn't deal damage, but while it is summoned, the user's Defense and DR is slightly increased. The Chaotic Shield rotates to point towards your cursor, and if a projectile hits it, the Chaotic Shield has a low chance to block projectiles.
Crafted at a Hardmode Anvil with 20 Chaotic Bar and 5 Essence of Chaos.
Reason for this suggestion: One of a Summoner's main problem is not having many ways to defend themselves if their summons are off somewhere else bullying a random slime, for example. Also, Summoners have no way to inflict defense-reducing debuffs (excluding the classless debuff weapons).

tired bison
#

a) Proficiency Potion

Mechanics : Anytime 5 damage is dealt to a boss / non-statue spawned enemy, proficiency increases by 4 points. There is still a 2 second cooldown between increases of proficiency. The soft-cap will still be in place.

Duration : 2 minutes

  • Bought from Permafrost in Hardmode for 30 gold.

b) Supreme Proficiency Potion

Mechanics : Anytime 5 damage is dealt to a boss / non-statue spawned enemy, proficiency increases by 7 points. There is still a 2 second cooldown between increases of proficiency.

Duration : 3 minutes

Recipe : (@ Ancient Manipulator)

  • Proficiency Potion
  • 3 Meld Blobs
  • 1 Unholy Essence

Reason : More often than not, proficiency levels are incredibly hard to max out at all its respective stage of the game without any intentional grinding. For my ranger in Post ML, I accumulated around 1500 points in proficiency, despite having felt that I had done much more damage and devoted more time to farming mobs/bosses. This potion’s purpose would be to allow an easier grinding time to level up our proficiency levels, as well as a “catalyst” for those who wish to max out their proficiency levels. (aka 15, which I have never done.)

mighty cave
#

New debuff:Mushy stuck
You are stuck
The player can not move
This debuff is granted by Crubulon if fought in mushroom biome.In death mode.
It looks like the webbed debuff in which the player can not move of course.It is the same debuff but in (blowing mushroom) blue colour

tawdry condor
#

I don't know if this is possible or not but if the calamity mod team and the thorium team could kind of combine the mod. Like by adding Post-moon lord Bard weapons that can be used on Scal and Rogue weapons and armor based off of thorium materials. Maybe some Lore with there bosses too. Such as the grand thunder bird once being a great sea bird before Calamitas evaporated the oceans. Maybe they could help each other too by helping them with spriting and custom music and stuff like that.
I think if you do this you might have mods that actually have more content added in than what vanilla Terraria has by itself.
Why? Calamity and Thorium are arguably the best mods that the terraria modding community has ever seen and this would make both mods even better and everyone benefits from this.

errant canopy
#

Make the Soul Harvester able to be crafted with Ichor

Reason: Most (or all, I'm not sure) weapons which require Ichor or Cursed flames can be made with either of them making them easy to obtain in both Crimson and Corruption worlds; the Soul Harvester is the only exception I've encountered and I had to make a new world and kill the wall of flesh to just check out the weapon.

arctic flicker
#

Suggestion: A Wulfrum Mini-Boss
What it does: A modified wulfrum drone with king slime mechanics (maybe 1k health at normal)
Where it's found: crafted with 25 Wulfrum Shards and a life crystal on a demon altar
What it drops (optional): King Slime Spawner and a weapon for every class (really weak though)
Why it should be added: First Boss before King Slime! I feel like early game should have a bit challenge too

uses normal copper weapons/wulfrum weapons

tawdry condor
#

Astral furniture

west zodiac
#

Make it so that the magna cannon benefits from metorite armors set bonus too.
why because the the set bonus only reduces mana cost for the space gun. And the magna cannon is an upgrade of the space gun. Metorite armor is a prehm magic armor and it doesn't really make sense to me that its set bonus only affects one weapon.

quiet ferry
#

Make it so upon first kill of prehm bosses, they drop a life crystal
depending on their difficulty they could drop more than one, or there could be a completerly new health increasing item they drop, but it would be nice if they dropped some kind of permanent buff

the reason I think this should happen is because most prehardmode bosses right now just feel like filler, because only 2 of them are particularly forced on the player, so giving them some kind of permanent buff that will really help them later in the game would be interesting

split hound
#

Add a cooldown to the "Something is approaching" spawns

Even though deathmode is supposed to be hard and annoying, it shouldn't be this annoying. It's possible to have another random spawn happen 30 seconds after the first random spawn. This isn't hard, just excessively annoying. There should be a cooldown after a random spawn, just to prevent stupid deaths from bad RNG. Also for bosses that only spawn during the day/night, the random spawn should only occur on the first half of the day/night.

Why: It's just plain annoying to deal with a boss twice in one night (destroyer...) and having it spawn at 3:30am, not giving you enough time to deal with the boss.

tawdry condor
#

Add a bot that will notify a user of their warn, mute, or ban

Why: There was a conversation that went on in #general-talk that talked about how people don't realize when they've received said mute or ban, so making this change could simplify things

weak coral
#

New town-NPC: Calamitas

Conditions to move in:
-Supreme Calamitas has been defeated.
-There is an unoccupied house.

After the tragic events of her family in her youth, she has become the Calamitas we all know, a person filled with hatred and a strong will of revenge.
She was once one of the jungle tyrant's recruits, led to destroy whatever went into lord Yharim's path with her great powers. However, it was until she began distrusting and betraying the lord that Yharim himself casted a curse on her, turnig her into a puppet.
After she encountered and had been defeated by the Terrarian (the player), her curse is forever lifted and Calamitas is now devoted to the anihilation of Yharim and his allies.

Calamitas is a town-NPC that grants the player powerful buffs when talked to, only one buff can be used at a time, these includes:
-Calamitas' Touch, a balanced buff between offensive and defensive stats. +6.25% damage bonus and +2.5% DR.
-Catastrophe's rampart, a defensive buff. +7.5% DR, but dealt damages are reduced by 30%.
-Cataclysm's havoc, an offensive buff. +20% damage bonus, but DR is reduced by 10%.
These buffs can be changed anytime by clicking on the buff icon to remove them and then by talking to Calamitas once again. If the player already has a buff equiped and talks to Calamitas, the old buff is replaced by a new buff.

She has a defense of 150 and can defend herself by casting a large brimstone ray that phases through walls and inflicts the Abyssal Flames debuff to ennemies. The ray deals 2 500 dps.

If the player summons Supreme Calamitas with the Eye of Extinction, Calamitas (the town-NPC) dies.

Why: It can strengthen the relation to the player with the mod's lore, and it would be another reward for the player once Supreme Calamitas is defeated. She would also be useful for the future bosses like Draedon and Yharim once they get implemented.

tawdry condor
#

New Class: Infamous (based off the game series)

The mechanic class uses eletric damage the first weapon they can get is the wooden conducter and there is a new stat called karma and static static efeects how long u can use a eletric damaging weapons while karma affects color and the debuffs the lightning inflicts u gain karma by helping random town npcs around the town u chose the red one for bad karma and blue one for good karma u gain static by making eletric shards which are made by fallen stars and iron for tier one and and platinum for top tier eletric shards but u have to use tier one and tier 2 (silver) before using tier 3.

That is my suggestion

#

And pls add sets that are specific to infamous class.(my other suggestion)

#

Why bc more classes eqaul more fun

inland shadow
#

Idk if this has been suggested, but wouldn't an Infinity Gauntlet be a cool new weapon?

In order to make it, you would need to find 6 infinity stones which (with a very small chance) drop randomly and can be made into the Infinity Gauntlet together with a Mechanical Glove at a Draedon's Forge.

Would be an awesome addition that could have multiple attacks based on the different infinity stones, and could be Warrior class

I hope you take it into consideration, and thank you for all the awesome work you've done

tawdry condor
#

Every Christmas, the Desert Scourge will turn into the Dessert Scourge. Just a fun little idea.

vestal jackal
#

Sunken Chest

Chests that spawn in the sunken sea randomly around the terrain

Can only be opened with a sunken key, a one time use item that drops from enemies in the sunken sea randomly (100% from giant clam) after the wall of flesh is defeated

Contains one of three special items -

  • Suspicious Tentacle
    Melee flail. Fast and medium damage
  • Barnacle Blaster
    Ranged weapon, no ammo, medium fire rate and high damage
  • Eel Whistle
    Summoner weapon, summons an eel
    Eels are fast, high damage, phase through blocks, and take up two minion slots.

They also contain health potions, money, glow sticks, etc.

Along with sunken chests you can have sunken mimics

Sunken mimic
Standard mimic stats
Can attack you with barnacles and tentacles

Drops -

  • any of the 3 sunken chest weapons (100%)
  • any of the base mimic drops (50%)
  • gold
  • health potions

Why: the sunken sea feels empty and adding some chests and more weapons sounds like a nice way to spice it up a little

chilly aspen
#

I want to add two possible suggestions to some previous suggestions up here, recently said:

-To the Calamitas NPC, she could bless you just like Amidias with a powerful spell, as a 4th available spell that would break a seal on a special chamber in the temple to make Yharim available and a special option should appear when going to Yharim, like Require Help.

This would make her available to help you fight Yharim, dunno how Fab has it planned out but it would do a neat addition for a possibly unfair fight.

-The Infinity Gauntlet, make the stones drop with like 1~2% chance from specific entities:

DoG P2 the space stone
SCal the reality stone
Yharon the soul stone
Either Draedon or Moon Lord the time stone
Wall of Flesh buffed post-Provi the power stone
And finally, the mind stone, Brain of Cthulhu/Perforator/Hive Mind obviously, but a buffed version of the boss brought to post-ML stats would be fought.

balmy cargo
#

Storm Ruler upgrade: Sovereign Storm
Post-Moonlord sword

This weapon shoots out a projectile that spawns three tornadoes instead of one, both the tornadoes and the swing inflict the Electrified debuff on enemies

It is crafted at the Ancient Manipulator with

9 Phantoplasm
1 Core Of Calamity
1 Bar Of Life
10 Exodium Clusters
1 Storm Ruler```

Why: It's one of my favorite swords and very good for fighting off Hardmode invasions, it could use a Post-Moon Lord upgrade for the Post-DoG Frost Moons and Pumpkin Moons.
dark delta
#

Galaxy blocks

Crafted with 50 exodium clusters and 100 stone crafts 100 at a time. The blocks look like a deep black stone block but shine like the stars when you walk on them.

WHY? Because exodium clusters are only used a little bit and even when you have to use it it only uses like 25 when there is a ton on the planetoids.

sacred tendon
#

Death messages suggestions
E.g
Killed by DoG's head in Death mode:
Player was devoured.
Killed in Abyss due to drowning: Player was crushed by the pressure
Killed by a boss in Armageddon mode: Player can't survive the Armageddon.
Killed by SCal in Revengeance due to taking less than 100 damage: Player tried to face tank the attack.
Killed by any game mode changing items like Revengeance during a boss fight: Player tried to change the rules.
Killed due to Mana Overloader negative regeneration: Player is overloaded.
Killed due to alcohol poisoning: Player drank too much.
Killed by God Slayer Inferno: Player succumbed to the god slaying flame.
Killed by Holy Inferno: Player's judgement drew nigh.

Why: It is weird to see messages like the player could not contain the watts and have his or her hand appear where the head should be when dying to DoG or killed by a boss during Armageddon.

dark delta
#

Add Exodium slimes
They spawn in the space biome with medium heath and they drop 12-17 Exodium clusters and are common enemies

Why: because if exodium clusters ever become more important or get a block there should be a way to get an unlimited amount Other than using a ton of fragments and luminite ore which is annoying to farm

opal gazelle
#

On each of the calamity added creatures wiki page, add a line saying ”x is organic” or ”x is non-organic” just to make the magnum and its uppgrades easier to understand and when not to use them

patent gust
#

Suggestion: Significantly increase the health of the Storm Weaver, maybe double or more.
Why: The Storm Weaver just simply dies too quickly, even with the restriction of only its tail taking damage. Plus, hominv weapons are a thing, they can easily target the tail.

barren berry
#

Crystal Armor
Hardmode Rogue Armor
Gives a permanent Thorns Potion-like effect, with between 20-30% of the attacker’s damage reflected back at them.
**Set Bonus:**When you use a Rogue Weapon, you have a chance to launch a crystal projectile that shatters upon impact, similarly to Crystal Bullets. This projectile deals Rogue damage.
When pressing Armor Set Bonus, you will shatter in a way, firing crystal shards around you. These crystals also deal Rogue Damage, and the effect has a roughly 2 minute cooldown. Under this cooldown, your defense is reduced and the Thorns Potion effect is halved, but your damage is increased.
The full set is crafted with 45 Crystal Shards, 22 Souls of Light and 22 Titanium/Adamantite Bars at a Hardmode Anvil.
Reason for this suggestion: Rogue has no armor that they can get pre-Hardmode Boss, meaning that they have to use Statigel Armor until the defeat of Cryogen.
Repost of an old suggestion. Got 47 stars.

patent gust
#

Give Auric Ore the violet rarity, no reason why Darksun Fragments, a material gained before Auric Ore should be a higher rarity that it. (Separated from previous suggestion)

chilly aspen
#

Suggestion: Add to Draedon's Heart's tooltip the phrase "Draedomachines, son!"
Why: If Draedon is not tied to a Senator Armstrong reference anymore then this can be ignored, but if he still is planned to be as him, at least let him take this liberty.

dim sandal
#

I would Love to see some crossover with thorium bard. Just cuz it would be cool

sick sphinx
#

Suggestion: Maybe a Brimstone Crag miniboss? It can be spawned rarely after Wall of Flesh is defeated in said biome and has a solid amount of health. It can surround itself in a brimstone barrier, all the while shooting a heavy damage laser at you. The lasers and barrier can inflict brimstone flames and confusion onto you. The barrier can damage you but can be taken out, however it will bring back up its barrier seconds after it has been taken out. When defeated, it will grant you essences of chaos (more than any brimstone crag enemy) and rarely drops a Charred Idol. (a 10% chance) The name of the miniboss will be entirely up to you.

burnt linden
#

Buff Bladecrest Oathsword
Why? It's a lot worse than seashine sword, which is craftable right after you kill desert scourge, the first boss in the game, and hell is usually supposed to be explored post-dungeon...
Edit: bladecrest does 10% less damage compared to seashine and doesn't even autoswing

west zodiac
#

The flesh reaper a crimson variant of the soul harvester. Crafted using 10 ashes of calamity and 20 ichor. Inflicts the ichor debuff and on fire! pretty much the same attack style and damage as soul harvester. Essentially a crimson counterpart to it.

junior isle
#

Debauch Werewolf

What it does - Insane movement speed with high damage output.

  • During a Full Moon/Bloodmoon, regarding the image, its “spikes” will glow purple. It will also gain a small damage and speed increase OR maybe instead of a speed increase, it gains an ability to teleport around the player (similar to a Chaos Elemental), leaving a purple-black smoke after teleportation

Where it’s found - Spawns in the Corruption at dusk, post-Supreme Calamitas.

What it drops - Chance to drop a number of Calamitous Essence

Why it should be added - I heard the devs want some love for the world evils, so this one is based off an intimidating calamitous, corrupted creature. I also took into consideration of SCal becoming a progression boss, so I thought there would have to be some other enemies to share dropping Calamitous Essence.

While this is not my art, this may help give a general idea as to what it might look like:
Credit to lBlacKiE-MaiDeNl on DeviantArt
https://bit.ly/2HhkiSm

queen linden
#

Supreme Calamitas Treasure Bag
Drops from SCal in Expert mode, contains all items from her.
Why:

  1. Treasure bag dropping will make SCal affected by Armageddon.
  2. This bag would be sellable by Operator from AlchemistNPC.
  3. Saves a space in storage, when you grind boss.
tawdry condor
#

Hey it's been about a week since i posted it, I didn't really want to post it again, but i like my suggestion alot and it's actually pretty close to the stars. If you like the idea i had would be nice if you considered scrolling up (alot lol).

Suggestions sadly get lost pretty quickly and i hate to do this right now.
Thanks. birblove

compact token
#

Post scal beenades, it shoots out little mini scals on explosion, make it just super OP or somethin

inland shadow
#

An upgraded version of The Swarmer, that shoots out hornets insteads of bees (or downsized queen bees but that seems a bit unrealistic)

atomic hemlock
#

Give the Adult Eidolon Worm the Threats of the Ocean Floor theme. It would give a reason to fight it for people who want the music box and also would be a fitting theme for the terror of the depths. Also I really really want that theme in the game and it would mean that anyone who wants to go through with the fight is able to enjoy it more because the music is dope. Or, failing that, a music box for Threats of the Ocean Floor.

vestal jackal
#

Change "the destroyer" to "a destroyer" due to the fact that draedon made more than one

west zodiac
#

Make it so that royal gel affects all modded slimes as well.
Why?
Because why would modded slimes not be affected. royal gel is literally supposed to make all slimes friendly..

queen linden
#

Allow Armored Digger to drop something useful:

Armored Crate
On right click drops some items:
33%: 16-40 Gold Coin (160-400 Gold Coin in Post-Prov)
25%: 10-30 Greater Potions (5-15 Supreme Potions in Post-Prov)
22.22% (Post-Plantera): one of items (15-30):

  • Hallowed Bars
  • Frigid Bars
  • Iron Bars
  • Chlorophyte Bars
    22.22% (Post-Prov): one of items (16-32):
  • Luminite Bars
  • Phantoplasm
  • Uelibloom Bars
  • Titanium/Adamantite Bars
    33.33%: one of potions (3-7):
  • Yharim Stimulants
  • Cadence Potion
  • Potion of Omniscence
  • Titan Scale
    11.11%: one or Calamity's bricks (50-120)
    25% (Post-Prov): Lead Core
    22.22%: (Post-DoG) 5-8 Cosmilite Bars

Also:

  1. You can't get Cosmilite Bars from crates, dropped in Post-Plantera, applies to other additional loot.
    How to that work: crates for different stages are different items and have a respective boss name in tooltip (Armored Crate: Post-Providence)
  2. After Provi and DoG Armored Digger gain +100% HP and +25% damage (so, 160k HP and 281 damage in Post-DoG Expert)

Why: currently, Armored Digger have a very few reasons to existence: Draedon's Remote in Post-Plantera and supply for Zerg. For enemy with 50% hp and damage of The Destroyer this seems too negligently.

fiery wedge
#

Add new end-game summoner accessories. In the more recent updates summoner has been changed to work okay with other classes but the only accessory with any sort of hybrid class effect is Statis' ninja belt. it would be cool to have other end-game accessories that compliment summon play with other classes besides rogue.

old plover
#

Add a Crit/Damage in % Meter for the Raiders Talisman, Why? People will be able to see how much bonus damage the player is doing with the accessory without having to worry about thinking that the player only just has 10 crits (1% Damage) For example.

barren berry
#

Aquatic Maul
Summon Weapon
Upon using the Aquatic Maul it summons a miniature Siren and Leviathan. They both take up a minion slot each, and there is no way to only summon one of them. More than one pair of Miniature Sirens and Leviathans can be summoned at once.
The Miniature Siren will attack enemies by quickly firing water spears and ice mist at enemies. the Miniature Leviathan attacks enemies by charging at them if they're close and firing slow meteors at them if they're far away.
Dropped by Siren and Leviathan in Revengeance Mode and up.
Reason for this suggestion: Siren and Leviathan is a very challenging boss, and i feel like most of it's drops (except the Community) aren't very good. Also, having this item in the mod would give Summoner a bit more of a choice post-Plantera instead of using the Entropy's Vigil on every boss between Calamitas and Lunatic Cultist.

weak coral
#

The mod has a lore about the world of Terraria, about the characters of the mod, about its story. I have to admit myself, whenever I read about the lore, I want to know more.
You can get lore items when beating bosses that gives them a quick description, you can further learn from the lore by talking to Permafrost or Amidias...but I feel like it's not enough to make the player really feel involved in the lore of the mod.
The player doesn't know anything about the lore when he start a new game, he doesn't even know who are the characters of the lore.

Me for example, I've downloaded the mod a few weeks ago, but I had no idea what the lore looked like. I didn't knew who was Amidias, Permafrost, Calamitas, Statis, Silva, Braelor, Daedalus, Xeroc, etc...I had no clue of the mod's stories.
Most of the lore I learnt from was on the Wikia, and the lore you find in-game is very lacking in informations. Take the Tarragon Armor, nothing speaks of a man called Braelor in the mod, yet I've found his name on the Wikia.

Amidias doesn't even feel like he's trying to explain you the lore in details when you click "help" when you talk to him, he just say "prepare to kill this boss" and that's it. Permafrost say "I've been trapped in Cryogen for ages!", he can mention Yharim but he never speak of his betrayal.

I know the next update will give lore items for post-ML bosses, but will that even help to give ALL of the details required to explain the lore? Will they be like those shortly explained, info lacking lore items?!
In the many games centered on the lore that we find these days, there are books and notes that the user can read to satisfy his hunger for knowledge, or dialogues between the player and characters to explain what makes them involved in the lore.

So I suggest to rework the way the player learns about the lore, lore items are very lacking in informations and they might be more confusing than truly giving enough informations.

woeful flower
#

What if the Earth sword didn't have to hit any enemy to make the meteors rain down? maybe remove the healing effect from the green meteors (you could make them inflict cursed inferno or something) so that it would still be balanced. My favorite kind of melee weapon are the ones that make it rain stuff like that (Star Wrath, Galactus Blade, burning sky, etc.) and I just think it would make the weapon a lot more entertaining if you didn't have to strike an enemy just to get the meteors.

eager patrol
#

It would be nice for minibosses such as Earth Elemental and Armored Digger to have lower spawn rates, since when you're using zerg potions underground one of these will spawn within the first few seconds of using the potion and make farming a pain. While the Earth Elemental gives you the arid artifact, plus a couple of weapons, the Armored Digger really doesn't have much to it's name other then some demon ash and a summon that really isn't too top priority unless you're doing a challenge or something. I'd suggest giving it more of a use.

lucid drum
#

Give urchin stingers, which are incredibly painful to farm early game and quickly outclassed, more of a use.
We could buff them but also, give them an armor set. An urchin armor set ~~ @oblique orbit ~~.
This would make farming and saving urchin stingers much more worth it and give rogue another early game option since gladiator is likely to be even more of a pain to consistently farm. Obsidian less so, but options are always good. A general theme of the armor would be short periods of envenomation on rogue hits.

barren berry
#

Make the Abombination unusable in the Surface Jungle and/or make it state in the tooltip that it should be used in the Underground Jungle
Reason for this suggestion: Many people don't know that PBG enrages in the Surface Jungle, so this change would at least let people know that she actually enrages on the surface.

patent gust
#

Weapon: Alveare
A Post-Providence Bee Gun. Shoots out Tarragon Bees which have a chance to heal you on enemy hits (only 1 health at a time) Tarragon Bees are susceptible to the effects of the Hive Pack and Plague Hive. Crafted using The Swarmer, Uelibloom Bars, and Divine Geodes.
Trivia (for wiki purposes if added): Alveare means "Hive" in latin.

stoic beacon
#

suggestion: Give/add several creatures in the sunken sea the "critter" tag. (spawned uneffected by town NPCs)

Reasoning: The sunken sea is an absolutly beautiful location, and, from what I've seen, a prime base location. However, once you get town NPCs down there, many of the creatures stop spawning, which results in a slight loss of atmosphere. Apparently Sea minnows and baby ghost bells are already critters (though I haven't seen any yet), Though I think it would be safe and beneficial to add sea floaties and potentially prism backs

sick cave
#

Suggestion: Bars should be placeable

Why: Placed bars look fancy and help save chest space. And it bothers me that only one bar can be placed (astral)

weak coral
#

New post-ML mount: Mi-Ni Hind

It is crafted by combining 15 Divine Geode, 25 Unholy Essence, the Cosmic Car Keys and 25 Uelibloom Bars. It goes up to 58 mph, has a quick acceleration and can shoot ranged-type bullets that deal 150 damage with a use time of 3, damages dealt by the Mi-Ni Hind are affected by the player's armor set and buffs. The player can still use weapons while using the mount.

Why: The mod lacks seriously of mounts, and combat mounts are much less common in the game itself. The Suspicious Jelly Bean is a combat mount, but it is only aquired in Revengance like most mounts given by the mod.

eager patrol
#

Nerf revengence/death mode destroyer by removing the blue laser that freezes you. I'm doing a rogue class playthrough and it's already hard enough to kill without the freezing lasers.

tawdry condor
#

Please nerf Anarchy Blade. Seriously.
When below 50% HP, it can and WILL instant-kill:
Eidolon Wyrms
Abyss minibosses (Intended?)
Sepulcher and Brimstone Hearts
Multiple minibosses, such as Mouring Wood (Even buffed one, I mean come on!)
This weapon eases Supreme Calamitas at beginning and end, where Sepulcher is supposed to be nearby immune to damage.
Suggestion: Make it instant-kill enemies when player is below 25% health and only affect normal enemies/enemies below certain HP (50k?)

tawdry condor
#

since revengeance mode is expert mode only, make revengeance mode drops have rainbow color, since they are expert exclusive as well.

rigid zephyr
#

Add cinderplate furniture. Reason, I think that after you finish crafting all the soul artifacts and normality relocator it should have another use.

chilly aspen
old plover
#

Change the bonus of Daedalus Helmet. Why? The Gravity bonus just isnt worth having since bosses now enrage when using Gravity.

arctic flicker
#

Cosmic Blade

What it is:
A large melee sword that shoots small nebula arcana. A swing of a sword shoots these projectiles in an angle.

Optional effects
Has chance to lower enemy defense by ? and a chance to inflict Godslayer Inferno If enemy defense is 0 or below your attacks inflict Godslayer Inferno

It's basically a weapon for closed-space arenas. The Nebula Arcana bounce on walls and it'll be a great idea to deal a large amount of DPS if the boss/enemy stays still. They also home which is a good sword for farming enemies.

How to obtain:

Nebula Arcanum - 1
Nebula Fragment - 35
Galactica Singularity - 50
Luminite Bar - 35
Phantoplasm - 20
Core of Calamity - 5
Cosmilite Bar - 25
Endothermic Energy - 25
Nightmare Fuel - 25```
west zodiac
#

Another weapon suggestion
Jetstream
A post hive/perf swung flail. (Same attack style as solar eruption)
Crafted using 15 Aerialite bars 10 meteorite bars and 10 fallen stars at a sky mill
Reason why? Because there are a low amount of swung flails in the game and there are also none in PRE-HM. This could be a viable weapon for skeletron. Swung flails typically deal a high amount of DPS. To compensate this weapon may have low base damage, no explosions or debuffs.

dire bramble
#

Summon weapon idea
soul of the abyss ruler
A summon weapon dropped 50% from an adult eidon wyrm that summons a miniature version of an adult eidolon wyrm, inspired by the staff of the mechworm
Damage - each segment will deal 50 damage that scales the more minion slots you have, will deal up to 500 damage each at 10 minion slots
Knockback - 2 (very weak)
Mana - 20
Use time - 36 (very slow)
Velocity - 10
Properties - *while the wyrm is summoned it will summon the lighning orbs that a regular eidolon wyrm would summon that deals 200 damage (both the orb and the lightning)
Reason this should to be added there is a lack of summon weapons in the game, and there also isn't one post-SCAL so I think this would be a cool idea to make a viable post-SCAL weapon

vestal jackal
#

Bumblebirb summoner accessory
I know that bumblebirb summon is off limits, however I think it’s only fair that summoners get SOMETHING out of the fight.

Name: Nest of the Bumbleing Birb
Effect: 1 more summon slot, 10% summon damage increase and knock back. Every 25 seconds, if you stand still on the ground for 3 seconds, receive a buff “blessing of the bumblebirb”

Blessing of bumblebirb - slight minion damage increase and grants 2 minion slots for 20 seconds

zenith relic
#

Non-Summoner Weapon Proficiency should be buffed— right now, the bonuses that proficiency gives you are unsubstantial unless you are a summoner, since you gain an extra minion slot. Normally, you’d need to equip special armor or accessories for this, as adding an extra summon is incredibly powerful and serves as an enormous buff to DPS. Grinding for proficiency should at least be more rewarding than not, and the rewards for building proficiency in other classes ends up being lackluster, at least in comparison to building Summoner proficiency.

For example, Ranged proficiency can be buffed by adding a 5% or 10% chance not to consume ammo at level 6 (similar to how Summoning proficiency grants an extra minion slot at level 6) instead of boosting movement speed; Rogue proficiency, Melee proficiency, and Mage proficiency can be buffed by increasing the % bonus to projectile velocity, melee speed, and mana cost reduction, respectively.

quartz steppe
#

Astrum Deus Suggestion:
Slightly slow down the non-main worms (worms that arent the main Astrum Deus), because they seem a bit too fast

wind sage
#

listen, i know calamity is not a quality of life mod, but if there is an item that can make npcs respawn instantly or atleast faster so i dont panic each time DoG gets too close to the base, it will be much appreciated.

plush fiber
#

Make astral monolith furniture. I love the way this mod's furniture looks, and astral monoliths are really just useless wood, so can we make astral monolith furniture?

uneven summit
#

Quality of life change: can you make it so you respawn faster while armageddon is active, so nohit runs are less painfull?

neat gull
#

Rework blood pact to only let enemies crit you if your hp is below your "normal" max hp. I achieved a similar effect by swapping it out with autopause and it still was a meh tier accessory

stoic beacon
#

add a visual indicator for when Armageddon is active. Because let's be real, Who hasn't forgotten to turn that off after grinding a boss for money, only to get 1 shot the moment they start a proper boss fight?

honest flare
#

i would highly appreciate some sort of indicator that a hive/perforator cyst has spawned and/or a higher spawn rate because i find it hard to find the cysts so i can start the fight

tawdry condor
#

For Armaggedon Mode, during boss battles, the game shows the player has 1 hp for the whole fight.
Why: Every player that doesn't know the mode, they can be confused.

tawdry condor
#

Scourge Pheromones
Consumable
Summons the scourges of the Desert and the Sulphuric Sea
"It's time for a family reunion!"

Crafted with: 1 Desert Medallion, 1 Seafood, 5 souls of Fright, Sight, and Might

Changes to both of the bosses:

  • Revengeance mode AI in Rev and below, Death mode AI in death mode
  • Health is increased to 100,000 (135,000 in Death)
  • Being hit by the heads of both bosses inflicts Marked for Death and The Horror, as well as a 10% chance to inflict Armor Crunch (15% in Death)
    ---Note (For Desert Scourge): Both of the smaller worms must be defeated in order to reduce the 99% DR of the main worm

Why: It would be fun to be able to fight both AS and DS at the same time, as well as giving the player another challenge during their time in hardmode. I know that some people enjoy fighting the bosses so why not let players fight both of them at the same time? Also, it fits the lore as the Desert Scourge originated from a sea worm and the Aquatic scourge being it's long lost relative, hence the tooltip "It's time for a family reunion!"

split hound
#

Make it so you can't take fall damage with the jellybean mount.

Why? It's a post-ML upgrade to the slimy saddle, so it taking fall damage should be unheard of.

rain bloom
#

Suggestion: calamity mod merch

vestal jackal
#

Make the servants of the devourer slightly more "full" fights

Ceaseless Void -
During the fight, have CV actually swing around and try to attack the player.
When the plasma (plasma? whatever the purple things are) orbs get destroyed, have them release a tiny explosion for a small amount of damage
Add a third phase

Storm Weaver -
Upon killing the first storm weaver, have the second spawn in its exact place to display the shedding of skin
Make both phases more damage resistant
When fighting, make it rain to really push the "storm" part.

Signus -
honestly signus is fine just add more health or smth lmfoa

Why: the fights seem like they have potential but at the moment you can first try everyone except signus, who MAY need two tries. its a little disappointing considering how fun their fights could be.

torn wolf
#

Make classes for the demonic shade armor (the endgame one) because currently any auric armor is more op than the demonic shade one

hushed nebula
#

Allow you to hide the visuals for the dash accessories, like Asgard's Valor, without disabling the dash. Much of the visual differentiation of the different armors is lost under these accessories that basically everyone always equips. There are enough alternative accessories that can provide their non-dash bonuses for when you really don't want to dash, and you can always just swap it when you're building.

spring breach
#

Make the Bumblebirb drop something useful. Pre-Providence is the perfect spot for the Bumblebirb boss fight, but apart from the weapons (And Canister in Rev Mode) there is not much reason to fight Bumblebirb unless you're one of them who likes doing things in logical order. Maybe a material that helps create Tarragon Armor or post-providence weapons, I'll come back with more detail later. Still, love Bumblebirb positioning, keep up the good work.

patent gust
#

Weapon: Shadezap Plasmablaster
A post-providence upgrade to the brimstone flameblaster. Functions identical to said weapon, shooting balls of dark plasma. Crafted using the Brimstone Flameburster, Dark Plasma, Ruinous Souls, and Phantoplasm.
Why: Would be nice to see a post-providence flamethrower, as well as an upgrade to the brimstone flameblaster.

turbid trail
#

This is more of a cosmetic suggestion, but make the Asgard's Valor and Aegis have a keycap to activate the dash, instead of making it invisible/visible to deactivate it or activate it

There are times where you want your character to shine with your ""wonderful"" cosplay. But oopsie, the shield blocks your sight, and you want the dash so you cant make it invisible. Or you just want to see your character only idk i cant put good examples im sorry

So idk you add a keycap on the P key to activate the dash, and you can dash while having the Shield invisible

Im sorry if this sounds as a joke suggestion, tried to make it as serious as possible-

warm plume
#

Add a roar sound effect to DoG final phase when he goes to his aggressive(purple) state.

It should be cool that he roars when he is aggressive, that gives a even better cool effect during the fight.

It could be something like this (its from Factorio btw).

full schooner
#

Possibly add something left of statis or braelor that drops from DoG? I was thinking a summoner or rouge accersory for stasis and a melee weapon/accersory for braelor. It could have some description like "the remaining trace of the fallen heros" or something along those lines.

arctic flicker
#

Aquatic Scourge Trophy

Why: Because there isn't one...

gloomy maple
#

In Duke Fishron's final phase (teleporting and dashing), increase the amount of time between when he teleports and when he can deal contact damage. Alternatively, make him teleport a little bit farther away from the player.
Why: If a player is flying up or dashing or anything besides standing still, they can be hit very quickly. Most players don't have the reaction time to move within a tenth of a second.

tawdry condor
#

in DoG's final phase, have the godslayer flame that come from his mouth be more wide-spread, instead of shooting straight foward, and maybe have small chunks of damaging godslayer fire linger after he spits out the main flame. why? it adds to the whole idea of him spitting the Godslayer inferno out of his mouth, and its only effective if he is charging after you.

errant beacon
#

(Config Toggle) add Event bosses to bossrush.
Well, maybe some people wanted longer bossrush

burnt scroll
#

Make Cryogen a bit harder(?) (unless it's not supposed to be very challenging) I beat it pretty easily on Revengeance mode with Molten Armor and an Amidas Trident.
When Cryogen 'derps out' maybe it should fire out icicles constantly, sort of like that old phase when "Cryogen was splitting apart"

viral burrow
#

Add a special interaction when using a son of Yharon to fight Yharon, like the Dragon looks betrayed.
Why: you’re literally using his kids to fight him, of course he will feel betrayal.

stoic beacon
#

something that could be fun would be custom achievements. These would likely be on a per-world bases, and may be good to have trophies for them due to being unable to use steam achivements

Some examples include

-Baptized in fire 40:1 : Defeat Providence, the Profaned goddess and her Profaned guardians while under the effect of a Zerg potion

-Panzerfaust: make a handheld tank

-The God of Gods: Conquer the boss rush.

-Bound by iron and blood: Reach the bottom of the Abyss

-Double trouble: Beat Calamitias and Supreme Calamitias at the same time

-How the #@<$?!: Defeat siren and leviathan in pre-hardmode gear

barren berry
#

Calamitous Core
Contains the resurrected remains of Calamitas' Brothers...
Accessory
When equipped, the user is granted increased Summon Damage and allows all Minions to inflict Abyssal Flames. When equipped and visibility is turned on, two Supreme Brothers are summoned. They stay floating in the upper right and upper left of the player, like the Brothers currently do in the fight. Turning visibility off will unsummon the Brothers and grant a slight increase to the Summon Damage Boost. Supreme Cataclymini attacks enemies by slowly firing Brimstone Gigablasts that home in on enemies and explode into a large ring of Brimstone Darts upon contact with solid blocks or an enemy. Supreme Catastromini attacks enemies by quickly firing Brimstone Hellblasts that accelerate towards enemies.
Dropped by Supreme Calamitas in Expert Mode and up.
Reason for this suggestion: I find it weird that SCal has no Expert-Exclusive drop, despite being the very last boss of the game. Also, Summoners get nothing post-SCal, meaning that they'll have to use the same gear that they used on SCal on the Boss Rush, possibly replacing Auric Tesla Armor with Demonshade Armor.

cerulean wigeon
#

An item that increases the Music Boxes' range by a lot, this item can be toggled on and off.
This is can be obtained upon defeating one of the first bosses: King Sime/Eye of Cthulhu/Desert Scourge.
It has a 10% chance to be dropped.

tawdry condor
#

Add a "Former Moderator" role as a way of giving praise to those who have previously moderated the server

languid sonnet
#

World feeders should have some sort of cursed flames attack as currently they are one of the less threatening enemies in the corruption possibly a fireball attack similar to rev eater of worlds or just inflicting cursed flames on hit. Suggesting because they drop cursed flames but in no way utilize it currently in vanilla terraria

dark helm
#

Some kind of homing arrow, like the effects chlorophyte bullets have.

Why: If gunslingers have homing weapons then why not archers?

Edit: Preferably on the same tier as chlorophyte bullets, so around plantera and mech bosses

cloud tundra
#

Make the Halibut Cannon a regular progression weapon that drops from Eidolon Wyrms once Polterghast is killed. Obviously this would take out the scaling damage aspect of the weapon

Right now the Halibut Cannon is in an odd state where it's pretty much an impossible to get meme weapon that serves no other purpose but to be a meme, which I think is a disservice to the weapon itself.

Giving it a place in progression would make it much easier to balance, give Ranger a better option than the sulphuric acid cannon to get from the abyss for DoG, and also allow the weapon some actual use in a regular playthrough. This would also involve making it available on all difficulties.

autumn tangle
#

Spear Reworks (Some need much more love, and we have more than enough swords already)

Astral Pike
On hit, the weapon unleashes a lightning effect that hits up to 4 enemies nearby with laser beams from the pike.

Exsanguination Lance
Every 5 true melee hits or 8 hits in general lets the spear shoot a Blood Bomb with a decent explosion radius.

Fulguration Halberd
Should properly work like a spear and throw a small wave of red crystals every 6th thrust.

patent gust
#

Mechanical Plating
Accessory dropped by The Destroyer in Revengeance mode. It grants 5% damage reduction, 5% increased damage, and summons probes (similar to those spawned by The Destroyer) to protect you. More probes are summoned at increments of 25% life. (1 probe when above 75%, 2 probes when below 75% but above 50%, 3 probes when below 50% but above 25%, etc.)
Reason why is because Destroyer doesnt have a revengeance drop.
(Yes i am aware Destroyer technically has a revengeance drop, the SHPC, but that only has a 1% drop rate, unlike a lot of revengeance exclusive drops.)

full schooner
#

(Fix for previous suggestion I made) add a new bullet, AP (armor piercing) bullets, made with armored plates and ichor bullets. pierces infinitely and inflicts the whispering death debuff deals 29 damage.

narrow dirge
#

Grand Cross
"You don't belong in this world!"
The Grand Cross is a post-Lunatic Cultist rogue weapon that is crafted by using 15 Stardust Fragments, 15 Nebula Fragments and a Brimblade. The weapon would function similar to other boomerangs in Calamity, being able to be thrown infinitely. What would be unique about the weapon was that it would have a 10% chance to inflict the Whispering Death debuff for 1 second. This weapon is also a reference to Castlevania: Symphony of the Night.
Why: A post-Lunatic Cultist boomerang would be a really cool weapon in my opinion, considering the only post-Lunatic Cultist rogue weapon there is is the Xeroc Pitchfork, and a Castlevania reference in the mod would be nice too.

placid arrow
#

The Painter should sell the Paintball Gun for 5 Gold after killing EoC.
Why: The Paintball Gun is needed to make two other weapons, including an Elemental-tier weapon, so having it only obtainable by repeatedly killing an NPC with a 10% drop chance feels odd considering it's importance as a material. Having it purchasable would just save time for players looking to obtain the Elemental Blaster.

rigid scarab
#

Full Moon Circlet
"Ew, it's still watching you..."
Accessory dropped by Revengeance Moon Lord. (If it shouldn't be rev locked then it should instead be any modes at a 12.5% / 25% chance.)
Summons two True Eye of Cthulhumini to fight for you, they behave similarly to eachother, firing Phantasmal Eyes from their pupil in a burst shot. The eyes do not trigger enemy immunity frames.
I think this should be a thing because Summoner does not have many options Post-ML besides Cells, Derg, and Axes, as well as the ML's summoner related drops only being related to sentries and not minions themselves.

gloomy maple
#

Make the celestial sigil non-consumable and summon Moon Lord instantly.
Why: It is a fairly tough crafting recipe, and Moon Lord is quite difficult so it will likely take most players a few tries to beat it. Not many people enjoy doing the pillars every few attempts, and many people hate them. Also, its kind of boring waiting around for a minute for Moon Lord to spawn, so it should be instant too.

dire scarab
#

Trophies for the Aquatic Scourge, Supreme Calamitas, and the Profaned Guardians
They're bosses, so shouldn't they have trophies?

burnt scroll
#

Remove the Sentinels encounter that occurs during the DoG fight or make them attack you during the first phase while the boss is still alive. When you're fighting them by themselves it's nothing new and really easy because they're weaker versions and the whole thing just seems really out of place.

patent gust
#

Suggestion: Make the Spore Sac part of the The Amalgam
Why: It seems fitting with The Amalgam's gimmick.

wheat sigil
cyan basin
#

Add a Rogue drop for Aquatic Scourge
Reason: Most of Aquatic Scourge's exclusive drops are hardmode versions/upgrades of Desert Scourge's drops (ie: Downpour is the hardmode version of Storm Spray). However, Scourge of The Desert (Desert Scourge's Rogue weapon), does not have an Aquatic Scourge version.

night veldt
#

Add a lore writer role so people know who to ask lore questions to

cyan basin
#

Make Determination Breaker a togglable item instead of an Accessory
Unlike other difficulty modifiers (ie: Death, Defiled Rune, Armageaddon), Determination Breaker is an accessory rather than a togglable item. Because of this, players are at an even bigger disavantage than if it were a togglable item due to a slot being sacrificed in order to activate the difficulty modifier

cedar badge
#

Add a titanium rogue helmet because in early rogue hardmode there arent many options

tawdry condor
#

use this insead of normal FeelsGood. It is the same emote but with Permafrost instead of the former. That and it fits the community more.

versed sinew
#

Make the Aegis Accessories not toggled by vanity

Yes, I've seen this suggested before, and it has been more than 10 times. I also suggested this last year, but it got marked by 'this has been sent'. Nothing has come up for months, and although this is a slight problem, this still irritates me. You can maybe make the dash togglable by a keybind, or even keep the dash always on, as barely anyone would equip that accessory if it didn't have the dash

mellow plinth
#

increase Sand Dollar's stacking size from 2 to 4

The item feels rather fun to use, but the seashell boomerang outclasses it still - whereas i feel like the sand dollar should be an upgrade.

crimson gale
#

Darkness Armor:
Total:
54 Adamantite Bars
21 Souls of Night
6 Essences of Chaos

It would be a rogue class armor, i'll let u decide the stats but,
Set Bonus: Can activate rogue invisibility, similar to vortex armor, when rogue stealth is full (rogue stealth cap should be somewhere between daedalus and statigel) which decreases movespeed by 10% but increase rogue damage and crit by 15% and rogue weapons leave behind darkness powder as they travel, doing 1/5 of the weapons damage.

Reasons: So that as a rogue you don't have to fight Cryogen with Pre HM armor

rigid scarab
#

Remove autofire capabilities from most pre-hm and hardmode bows with the exceptions of the Lunarian Bow, Blossom Flux, Flarewing Bow, Cosmic Bolter, and Monsoon.

"Why? This sounds like a bad idea!" I hear you cry, but hear me out: This is generally for consistency reasons, as most vanilla bows do not have autofire, and the ones that do are generally repeaters (and as such, those weapons can keep their autofire). This of course does require some deliberation since the removal of autofire can hamper the current status of the weapon entirely. The exceptions I mentioned are unique and can keep their autofire properties for one reason or another (and some upgrade from other autofire bows such as Hellwing Bow to Flarewing Bow so removing the autofire between each upgrade would be confusing as all hell.)

vestal jackal
#

Book of Sin and Shadow

"Holding this feels...wrong"

Eldritch Tome + Abyssal Tome + 10 Souls of night at mythril anvil

Fires Abyss balls that attack enemies with tendrils

(replaces eldritch tome in augur of the elements)

Why: Early HM mages have very...vanilla time. Before mech bosses vanilla items are usually your best option, and I feel like combining the two most (in my opinion) interesting pre-ml tomes at the start of hardmode would be a very neat move.

tawdry condor
#

Make a trivia channel

Why: It gives players a fun time learning about the mod.

How it would work: Someone asks a question, and everyone participating gets 1 attempt to answer said question. Whoever gets the answer right gets a 🎉 on their message

chilly epoch
#

Make an Off-topic voice chat

Why: Casual and Serious Calamity chat users don't have to be disturbed via off-topic discussion

wicked sequoia
#

instead of making both Burnt Sienna and Terra-cotta drop from desert monsters, make burnt sienna drop from desert monsters and then keep the terra-cotta recipe. i suggest this because i think it's better to keep the two weapons connected via one being an upgrade of the other.

tawdry condor
#

Make an upgrade to the meteor fist called the “cursed gauntlet”
Crafted with:
1 meteor fist(duh)
10 hallowed bars
15 cursed flames
Description
It would basically be a meteor fist with higher damage, higher velocity, and would inflict the cursed inferno debuff.
Why
The meteor fist is a very fun weapon to use and I would like to see it be valid further into the game than just pre-hm

shadow tree
#

I came up of an idea of a Vampire knives that is in early Post MoonLord
Crafting

Vampire Knives
10 Lumite
5 Galactica Singularity
10 Bar Of Life
1 Core of calamity


Why, I think Vampire Knives need to be a tad more popular and a early post moonlord version of the Empyrean Knives would be cool.
Hope u like my idea

vestal jackal
#

Remove excessively low effort suggestions that are missing large parts of a suggestion (Effect, Purpose) or otherwise low detail suggestions

You can still leave a chance to improve things - maybe 1/2 hours after a mod sees the mistake and alerts the person, then you could remove it if the problem isnt corrected

Why: 9/10 times I check the channel its just un-unique suggestions that are missing something

tawdry condor
#

Elaboration on the influx waver upgrade:
Recipe
1 influx waver
6 cosmilite bars
5 nightmare fuel
5 endothermic energy
Description
Rapidly fires out influx beams that home in on enemies and create another weaker non-homing beam on hit
Why
Excelsus is no longer like the influx waver
Name
Plasmatic Vortex Blade

weak coral
#

New Pre-hardmode rare ennemy: Statis' Ghost
Is invisible, follows the player slowly and becomes visible when close enough to the player, followed by a dash attack that deals the Darkness debuff.

Drops: One random Slime God item (50% in Normal mode, 100% in Expert mode) and 5 gold.

Conditions to spawn: Must have beaten Slime God at least once.

Why: Statis is a character from the lore that has been killed by the Devourer of Gods. Having a ghost of him would give a little bit more interest for the mod's lore rather than only being named on his armor.

blazing lynx
#

Astral Biome Change: Astral Laboratory
The astral infection begins as one structure randomly placed on the opposite side of the world as the jungle temple, but not as the biome itself.

Instead, it's a research station/lab in the cavern layer used by Draedon that has since been abandoned. The player can find it, but not enter it as they cannot mine their way in yet nor enter the main door.

Once the world enters Hardmode, the virus held within the lab breaks out, spreading to the nearby area all the way up to the surface. Instead of the astral ore being a single meteorite, it's the result of random blocks within the biome being turned into the ore.
With the break out of the virus, the front door of the lab is destroyed. The lab itself is a circle, with a pathway that spirals its way to the center.

As the player makes their way to the center, they are stopped by traps. However, these traps cannot be deactivated by removing pressure plates, as they are controlled by the main terminal of the lab, in its center.

Upon reaching the center, the player uses an Astral Chunk on the main terminal to activate it, revealing the terminal to be Astrum Aureus.
Much like with Golem and the Lihzahrd Power Cells, Astral Chunks can be used to summon Astrum Aureus multiple times.

Upon defeating Astrum Aureus once, the traps within the lab shut down, and can be excavated by the player for their own use.

For the sake of in-game chronology, the traps within the Astral Laboratory deal more damage than Dungeon spikes, but less damage than the Jungle Temple's traps/spikes.

After defeating Astrum Aureus, everything that follows in the current Astral Infection is the same as usual.

(thanks to @sterile oracle for the hella formatting sorry about the @ lol)

mighty cave
#

During Armageddon bosses have Loki's dye on them.
Reason:When Armageddon is active you can not recognise if it is On or Off. So that confuses the player.

tired kelp
#

Add more content to the astral underground

(minibosses, loot that's actually worth to grind for etc.)
Reason: usually in a playthrough you usually spend 1-3 minutes in the astral biome and seconds in the underground when you dig through it since there's nothing to do there (unless you're a summoner getting hive pod)

rigid scarab
#

Tearjerker
Pre-HM Spell Tome (mage wep)
Casts a ring that quickly shoots outwards. Deals little damage and has little range (it's an aoe attack) but inflicts Temporal Sadness and Frostburn guaranteed.
Why? To serve as an alternative choice for mages against Slime God and the Wall of Flesh, as well as shaking up weapon functionality so they are not all just direct attacks and can serve different purposes.
Crafting: (1 Book + 20 Victory Shards + 10 Bones at a Bone Welder)

zenith relic
#

It would be wonderful to add additional tooltip descriptions for weapons— right now, a lot of calamity weapons lack tooltips, and to a player playing blind/not referencing the wiki every single moment, it’s impossible to know what every weapon does unless you’ve either used it before, or crafted it to use. Even a basic tooltip like “Fires arrows that [blah blah blah]” for something like the Lunarian bow and its upgrades would be much appreciated.

This is honestly just a small QoL change, but I do feel like it’s important to add since otherwise, there’s no way for a player to know without checking the wiki or using the weapon what it does.

[Edit: grammar]

kindred dew
#

Buff Ceaseless Void. Ceaseless Void is not difficult to beat, even with pre-ML gear in expert or revengeance mode (and I'm not that good at fighting bosses). In revengeance it's actually slightly easier because you can easily build up adrenaline between phases, and the new attack Ceaseless Void gets isn't hard to avoid.

tawdry condor
#

Make a post ml axe called the vined treecutter
Recipe
7 uelibloom bars
Description
250 % axe power
Why
There is not a uelibloom axe yet, but the axe would make it easy to gather wood for platforms, houses, etc

sour hornet
#

Spark Spreader
Weapon type: Flamethrower.
Point in progression: Pre-boss. Crafting recipe...[x 1] Flare Gun [x #] Ruby [x###] Gel
What it does: Shoots fire at a rather fast pace --- this fire can pierce [xyz] enemies, but deal very little in the way of damage. Against larger enemies, the flames can hit multiple times.

Why am I suggesting this, you ask? Simple: to make a flamethrower-only run viable/possible, as the earliest flamethrower you can currently obtain is the post-Hive Mind Shadethrower.

crimson dust
#

Make old shrine weapons being able to be converted to the new shrine items like cross necklace to the new gladiator thing

slow coyote
#

An actual channel / forum page with all patch notes/changes in one place

potent garden
#

make it posible to plant astral monolith with acorns on astral grass

verbal zodiac
#

Nerf the Onyx Drill
It's too powerful and can easily be acquired as early as Pre-King Slime and it can already destroy Demon Altars

at least make it scale up with the pickaxe strength if your pickaxe or make it Post-Moon Lord

ivory garnet
#

make astrageldon slime another astral boss again, weaker than astrum aureus (i just want cosmic disgust back in the mod)

tall lantern
#

As an alternative to the above suggestion, add a craftable Cosmic Disgust music box. Cosmic Disgust is a good theme in many peoples opinions, and adding an in-game way to listen to it when Astrum Aureus gets a new theme would be useful for those who still wish to listen to it.

pearl gale
#

I suggest that a strong hallow miniboss is added. For one, it'd be a good enemy to drop the hallowed key, since Astrum Deus drops it currently, which makes no sense because Astrum D. comes from a different biome entirely. As well as that, the hallow has very little content to begin with, so more stuff to do there would be appreciated. Alternatively, a boss could be added for the hallow, but I didn't focus on that due to the rules of this channel.

pearl gale
#

A summoner weapon dropped by skeletron called "Cursed Humerus".

What it does: it summons up to two miniature skeletron arms, which are "attached" to the player, that reach out to and attack anything close enough.

Why: It would be a unique summon that is different to most of the other summons, and some variation is always nice.

frozen delta
#

How about a post Supreme Calamitas ammo? bullet and arrow.

How to craft?: 1 supreme calamitas essence at dradons forge should give you 250 of either the bullet or the arrow in the same quantities.

Damage and debuffs: for the arrow it should probably do somewhere around 50 dmg, the bullet should also have a damage somewhere around that area.

they should also inflict the "abyssal flames" debuff, but that is also changeable of course.

Why?: its hard to fine the "BEST" ammo in the calamity mod, so I figure why not a post scal ammo? so there is a definitive answer.

prime cedar
#

Make the SCal lore item clearly state what it does
Reasons: Look at #bugs-read-pins - people are dying bc they don't know what it does. Doing this will clear up most things about instadeaths without arma.

pearl gale
#

Suggestion: Add a melee weapon that references Mistral's weapon from MGR:R.

What it does: It can be either a "whip" (something like solar eruption) or a spear. It can be switched between the two with right-click.

Why it should be added: This idea is a chance to add a unique and interesting melee weapon, and the fact that it references MGR isn't a big stretch at all since several items already reference it.

civic kayak
#

A rare "cutscene" at the end of the Supreme Calamitas fight where you see an image of an armored (you) character hugging a human-ish representation of Scal because of all the torment she has been through (read the hecking lore)

wise epoch
#

Suggestion: a sword made from the influx waver and terra blade/terra edge called something like Extraterrestrial

could be pre or post moonlord, generally high damage and very fast speed and mechanics that resemble the influx waver but amplify them, but for the most part relies on good stats over good abilities.

tawdry solar
#

Suggestion: Add a "lamp" item that when you put down will increase Mothron spawning rates.

Reason: Its annoying to wait for Mothrons to even spawn in the eclipse and they seem to be uncommon. Having something to boost mothron rates would make Darksun farming a little less tedious.

opal gazelle
#

To all rare variants of items add the (rare item) in the tooltip to each item simmilar to how legendary drops state that they are legendary items Edit: (if none of the wiki editors wants to add this then i could probably soare the time to add it myself if i had the permissions to do so)

#

Change the ”dune hopper” rare rogue weapon from dessert scourge to be dropped from aquatic scourge instead since even the sprite looks like that would be the case, and in order to make this viable also buff that weapon

lucid drum
#

Spirit Assimilator
Crafted with demonite and victory shards.
Item which despawns your summons for easy summon repositioning. Also provides a small buff for a short bit upon resummoning.

lime pollen
#

Pearlwood Armor Rework

As it stands, pearlwood is useless for armor, so why not make it a bit more interesting. Give pearlwood proper stats and have it boost rogue damage, therefore it can act as an early hardmode rogue set, similar to how spider armor works for summoners. For its set bonus, it could perhaps be similar to astral armor’s where doing crits causes fallen stars to drop, or perhaps rogue attacks can inflict some DoT debuff to enemies, just so pearlwood armor isn’t just a massive meme, plus more rogue sets would be nice for early hardmode.

gilded agate
#

Buff the light's bane and blood butcherer

They are terrible, with a buff with autoswing/damage/DoT the swords could actually be useful for a true melee character instead of being just a crafting component of the night's edge/bloody edge

hazy cedar
#

I don't know if im doing it wrong, or if i'm just an idiot, but I feel like rogue overall could use some work. for example, getting rid of "Throwing" damage entirely and reworking some of the stats. also, 3 seconds is a lot of time to stand still, especially to do fairly mediocre damage for a pretty short period of time during a revengeance or death mode boss fight. on top of which, the early selection is very limiting, which isn't great. again, i might be an idiot. i feel like it could be a bit more fleshed out, which i know is like saying "why isn't it more good lol" but over all its something i really want to play as but is completely overshadowed by basically all other classes.

split hound
#

Make it so the sentinels don’t spawn during Devourer of Gods fight after the first time he’s killed

To clarify: Have the sentinels show up during DoG fight as usual, but after DoG is successfully killed, then all future encounters will only include first and final phase.

Why? It gets a little repetitive after the first time, and the sentinels showing up during DoG fight is supposed to be a last stand, so having them show up every fight doesn’t feel like a last stand.

vapid tundra
#

Make the wulfrum slime part of the "passive" list for the Royal Gel accessory.

Why? It's a minor but common enemy that is pretty annoying to deal with during ex. fishing, and since it's a slime, it really should be pacified when using the royal jelly. Not saying that Ebonian/Crimulan blight slimes (or any post eye of cthulhu/desert scourge slimes for that matter) should be affected similarly since they are supposed to be more dangerous and aggressive, but the wulfrum slime becomes an annoyance early on and just becomes a filler mob.

tawdry condor
#

Make it possible to enable/disable the life-steal limitations (cooldown)

Why?
I've seen a lot of people complaining about this. It would be really cool if a player/server owner could choose if they want it.
Right now, e.g. vampire knives are really weak.
It's really simple to implement so it wouldn't take much time.

zenith relic
#

Similar to how Astrum Aureus drops the celestial fragments after Moon Lord is killed, I propose that a buffed Astrum Deus should drop luminite ore / galactic singularities after Moon Lord is killed.

Why? Because for one, progression-wise, it feels strange to go rematch Astrum Aureus and not Deus post-ML, as Aureus is designed to be the required boss to fight before Deus; these drops can also serve as an alternative grinding method for luminite, especially considering how fighting ML requires a 60 second delay between summoning and fighting; Deus dropping similarly-themed items post-ML fits with what precedent is established by Astrum Aureus.

tawdry condor
#

Make Stardust convertible into Fallen Stars

Crafting: (5) Stardust @ HM anvil = (1) Fallen Star

Why: Since stardust is after the prime time for the starting-game mana-upgrades and star cannon viability, but before Astrum Aureus, they've bypassed their "rarity" and simply become tedious to farm for recipes. The conversion would help with the crafting recipes for early HM items such as the Comet Shard, Celestial Magnet and whatnot. Plus, there already is an item similar in function, the ectoblood for the ectoplasm item.

sharp fulcrum
#

Circuit Board: Crafted from copper and gold bars, used to craft decent early normal mode weapons.
Microprocessor: Crafted from a circuit board and obsidian, used to craft weapons viable in late normal mode and pre-mech Hardmode
Draedon's Chip: Crafted from a microprocessor, stardust and hallowed bars. Used to craft good weapons for post-mech Hardmode.
Why: The weapons would be themed around electronics and computers, which I think would be a good theme for a group of weapons. The last tier, the Draedon's Chip, would reference how Draedon created the mech bosses and the weapons would probably be more related to the mech bosses than anything.

gloomy maple
#

Make Yharon drop his treasure bag (or just normal loot for normal mode) after defeating phase one and not phase 2, even after the player has beaten a buffed mothron.
Why: Yharon's drops can be very difficult to get after a player has beaten mothron, and currently, to farm a weapon such as Drataliornus, you have to fully kill yharon 8 times.

limber meteor
#

Sounds kind of dumb, but: Craftable Band of Regeneration (The early game health regen accessory).

Lategame being forced to search for golden chests is a bit of a dumb "time-gate" to make a Charm of Myths into Sigil of Calamitas, especially since most people stop looking through gold chests after Hard Mode begins. If it's too easily accessable early game, just make it an expensive craft.
Pretty petty thing, but yeah.

regal verge
#

Please widen the hitboxes of the Scourge of the Desert & the Dune Hopper. As it is now they're disproportionately difficult to aim. (Pictured above: both weapons being ~1-1.2 tiles into enemies and not hitting them at all)

bright plover
#

Nature's miracle
Crafted from 10 wood, 1 vine, 15 victory shards, and 2 stingers at a Living Loom

The blade itself isn't very large, about the size of the enchanted sword, maybe a little smaller. It'd fires a green leaf projectile at the rate of 1.5 faster than the seashine sword, each projectile doing 17 damage and having a piercing factor of 1, aka going through 1 enemy and being stopped by another. The blade would do 20 damage and being hit by the blade itself would inflict the On fire! debuff, only with green flames instead of orange.

Cultists Revenge
1 Nature's miracle, 10 bones, and 1 Book of Skulls at a Bone Welder

The blade is now properly long, as long as the Muramasa. It fires fast moving homing skulls that don't have collision and shoots them as fast as Amidias Trident. The blade doing 31 damage and the skulls doing 25 damage. However, the blade nor the skulls inflict a debuff anymore. Plus the blade loses its piercing effect.

Why?: Because early game melee doesn't have many options for projectile shooting weapons, and each projectile shooting weapons either doesn't go far enough to be viable, or shoots too slowly to be accurate. I feel like adding this weapon would benefit melee users who aren't afraid of the jungle in the early game. Plus it would give melee users more options to use against challenging bosses.

tawdry condor
#

Rage mode rework: every time you get hit you gain 2.5% rage ( which means you have to get hit 40 times to get rage ), regardless of how much damage you've taken. Heart of darkness effect just increases this to 5% ( 20 hits needed ) instead of you getting rage over timeWhy: in early game rage is useless, and it's unnecessarily hard to get it, and in late game it's way too easy. Make rage a part of the core gameplay, not just for bossfights only, for example you could charge up rage and use it in a difficult scenario in the underground for example.

atomic sequoia
#

Lower the damage of the Spear of Destiny.

You can obtain the weapon Hardmode, and if the correct Buffs are applied and combined, the weapon can be viable against numerous Hardmode bosses across different tiers like The Twins, Brimstone Elemental, Calamitas, Plantera, and Somewhat Golem. Other alternatives may be to lower the frequency of the damage it does or decrease the use time.

tawdry condor
#

Change the homing lasers from The Destroyer so they disappear on hit.

Reason: It's already a lasershow and sometimes 6 homing lasers follow you and sometimes one hits you and all of the sudden comes back and can hit you again, making it a unavoidable hit most times. If they would disappear you can atleast eat the hit and dont worry about it anymore.

near kite
#

nerf the eater of worlds lore item
its too stronk

It spawns 2-5 spores every 3 seconds if you're moving or not, each one deals 20 damage and gives cursed inferno for 3 seconds (-6 life/sec) and that's not it, they home in too. You also only need to have it in your inventory, its not equipable, AND you get it only after beating the eater of worlds, which is really early

near kite
#

sea prism walls

crude oasis
#

astral brick and monolith furniture
Why: just adds more variety to builds for a set that looks good but no funiture to go with it

silver gulch
#

Suggestion: Make the Drill containment unit upgradeable to be able to mine the late game ores

sour hornet
#

Suggestion: grant Sunken Sea enemies the ability to drop Navystone and/or Eutrophic Sand after the Desert Scourge is defeated or a similar requirement is met.

Why? To give a method of obtaining these items in large-ish quantities without having to tear up the Sunken Sea with no regard for the local sea life. Granted, most people will probably still do that anyway because the recently-added Onyx Excavator Key's drill mount makes doing so a cakewalk, but it'd be a neat change to make collecting these items a good deal less costly for the world itself.

tame garden
#

Defend planetoid to corruption or crimson or hallow generate after WoF

why: Why there are eater of soul instead harpy verry above???

barren berry
#

Nerf the speed and/or damage of the Siren and Leviathan in Death Mode
Reason for this suggestion: Siren and Leviathan is a very challenging fight. You have to fight two bosses that are both pretty fast, fire projectiles and are overall very punishing, at the same time. This makes them feel unnecessarily hard for a Post-Plantera boss, even sometimes being hard for some classes with post-Golem gear.

dark delta
#

Quality of life item: the Ghastly Mirror

Leaves a spirt behind when you die (lasts 45 seconds) when using the mirror you will teleport to that spirt then you will have to fight 5 small baby spirts
Baby Spirts have 780 HP with 35 True damage with 20 armor (may be buffed or nerfed)

Crafted with: 15 Ectoplasm, 20 Spectral Bars, and a Magic mirror
Can be used to craft the Necro Mirror
The Necro mirror is crafted with a Ghastly Mirror, 35 Phantoplasm, and 5 Ruinous Souls
The Necro Mirror leaves behind a Phantom that lingers when you die using the mirror will teleport you to your Phantom after you fight your phantom
your Phantom has your max HP with 50 true damage and -50 your amour (may be buffed or nerfed)
{If teleporting to the spirt/phantom you will NOT be able to pick up your coins}

A lot of other mods have some thing like this so i think it will be a nice item to have if you are just doing calamity (The best mod) and it has a negative to using it. [REPOSTED Because it got lost in the shadow realm]

ivory garnet
#

make Calamitas brothers individual bosses and add Calamitas as if she was the substitute

vestal jackal
#

Elemental Change Ideas (not brimmy)

  • Spawn changes
    One of the problems with elementals is how they spawn, earth is just randomly anytime underground which is sometimes too common, and cloud is only in space when it’s raining, which feels too UNcommon. A nice change would be a small summon item with a low cost

Rock Shard - 20 dirt 20 stone and 1 soul of night at a workbench, summons an Earth elemental if used underground

Cloud Shard - 5 cloud, 5 raincloud, and 1 soul of light at a workbench, summons a Cloud elemental when used in space

Sandy Stone - 20 sand, 20 stone, and 1 soul of night and light at a tinkerers workshop, summons a Sand elemental when used in the underground desert.

  • Item changes
    Currently the items are very underwhelming. I propose small buffs across the board to the weapons (not including brimmy) and a special potion for each elemental (this time including brimmy)

Ultra-Underground potion - combines the effects of spelunker, mining, and night vision potions, and enhances them. 8 minutes. Drops from earth elemental, 50%.

Potion of the sky - drastically increases wing speed, slightly increases wing time, increases defense in space. 5 minutes. Drops from cloud elemental, 25%

Potion of the Sandstorm - Immune to the mighty wind debuff, increases defense and movement speed while inside desert. 8 minutes. Drops from sand elementals during sandstorms

Potion of Brimstone Hellfire - Halves the time you are inflicted with brimstone flames, attacks inflict brimstone flames. 6 minutes, dropped by Brimstone Elemental in revengance mode

gloomy maple
#

Moderately buff rage and adrenaline in revengeance mode. I suggest making them exactly half as powerful as they are in deathmode.
Why: Some bosses are easier in death mode than revengeance, simply because you can quickly take out their final phases very quickly. A few examples are Supreme Calamitous sepulcher phase, and the final part of the wall of flesh.

vestal jackal
#

CHAOTIC ANDROID TUNER - pet summoner

10% chance to drop from DoG

Summons a strange, four legged, tailed figure with two triangular ears. The creature has rocket legs and it’s origin is unknown.

Why: where there are DoGs, there are CATs.

weak cedar
#

Swap the damage values of the small Desert Scourge and the Dried Seeker.

The small Desert Scourges are bigger, have more health, and are rev-locked, yet they deal less damage than the Dried Seekers. This shouldn't be the case.

Switching the damage values would buff the small Desert Scourges and nerf the Dried Seekers.

cold flax
#

More whip weapons (solar flare like weapons)

Reason: these kinda weapons are very unique in their own way, and we don’t have too many of them before you reach post plantera. Adding a few more of these earlier in the game could spice up the melee class a lot i think.

Some ideas:

  • crimson, corruption and jungle themed thorn whips for early game. Maybe these could be obtained from breaking thorns in their respective biome.
  • a super early whip made out of leather.
  • a scorpion tail dropped from a scorpion.
  • a better version of the earlier thorn whips that is dropped from plantera (as it fits the theme)
limber meteor
#

Ceaseless Voids orbs on the minimap.

A lot of the fight itself is based around kiting Orbs and maintaining distance between the lightning bolts, except the Orbs usually rubberband off-screen a lot of the time, making you question where the heck the orbs (The only thing to damage or even pay attention to) are, and sitting around waiting for something to happen waiting for them to rubberband back.
It's very disruptive to the flow of the fight, especially when you could be taking time repositioning.
A good example of this idea done right is the Astrum Deus fight, where the Orbs are replaced with Worms flying offscreen and rubberbanding back to you. Youre given a lot of clarity where everything is and more importantly where it's coming from.

crude oasis
#

Nerf the spear of destiny.

the spear of destiny carried me through the pre plant phase almost without effort. a nerf could come in the form of making the outer spears not having homing properties.

lament hinge
#

i wonder would it be possible to have calamity support for boss highlights mod?

frozen delta
#

Post providence wing booster

What is it?: a accessory that drops from providence, with a low to medium drop chance 1%-10%

What does it do?: it would boost your wing time by 200%-400%

Why?: because it would be nice to have the extra wing time to help players with the DoG fight, and would just be a really nice quality of life accessory.

slender ether
#

We need more unlimited rogue grenade-type weapons. They're extremely fun and I'm sure we all agree that explosives are the best thing to fight bosses with

halcyon elbow
#

Let the Onyx Drill mount mine blocks a bit below usual position by holding Down button

Onyx Drill mount can mine horizontally and slightly up (by jumping), but cannot go ever so slightly down without a pit which can be rather limiting when clearing some hills or simply mining.

rare sail
#

Nerf Eater of Worlds lore item to the point where the microbes spawn only while player is in the Corruption. This would make it still a somewhat useable item, while preventing it from being used too much as it can be now (it acts like a Pre-Hardmode spore sac without the need of an accessory slot, while also inflicting Cursed Inferno to enemies).

cinder mica
#

Buff the Obliterator so that it is viable for Yharon. With the new Oracle yoyo, the only boss that is nearly impossible with yoyos is Yharon because there is no viable yoyo.

slender ether
#

Give the Plague Goliath boss an actual nuke in the boss fight, and here's how it will work:
At the start of the fight, you will be able to see a timer somewhere on the screen that tells you how long it will be until the Goliath nukes the place. You have that much time to kill the boss, and if you manage to dodge the nuke via counter scarf or something similar, then you will be hit with a debuff called 'Nuclear fallout', which acts as a deadly venom-based debuff. The harder the game is(Normal, Expert, Rev, Death), the shorter the nuke charge up.

Thanks to Probability for the idea!

placid arrow
tired kelp
#

Buff some of the vanilla post-ml weapons
Why: most of the weapons are useless against any of the bosses since for melee: ark of the elements exists and star wrath gets upgraded to galactus blade, for mages last prism does semi good against profaned guardians then is replaced by any other weapon, for summoner, there's literally 2 sentries which are inferior to the energy staff, for ranged, sdmg is pretty good, but still worse than the elemental blaster

fervent hemlock
#

more class exclusive/unique armor sets like shroomite and spectre. the single sets with different helmets are kind of boring imo, but i'm not saying they should be removed.

bronze quail
#

Since Astrum Deus is going to be post-Lunatic Cultist, is it possible to prevent the lunatic cultist from spawning the celestial pillars and instead drop an item that summons the celestial pillars?

This way when you want to fight Astrum Deus before the pillars they won't be able to invade your arena, and from my experience, Astrum Deus requires a huge arena since there are tons of mines.

lament kettle
#

Since Ultraconyx mod bosses is not going to be buffed, Revengance and Death Mode is going to buff Ultraconyx Mod Bosses in next update. Is this good suggestion?

placid arrow
#

Since Astrum Deus is being moved in progression, it should drop Lunar Fragments, and Aureus should also once Astrum Deus is defeated once. Why? Lunar fragments are a pain to farm due to how many it takes to craft all of the weapons that use them (especially Vortex fragments), meaning you often miss out on getting to try different weapons in the Pre-ML tier due to a simple shortage of them.

vestal bramble
#

Add an option to favorite items in chests and piggy banks so when "loot all" is clicked, they stay in there

weak coral
#

Buff the Regenerator rare item.

Why: While the health regeneration buff given to it is rather strong, it's not worth wearing this accessory due to the halved health being a HUGE debuff. A player with 500 HP would have his health reduced to 250 HP, so he would not survive strong and combined attacks.
https://calamitymod.gamepedia.com/Regenator

barren berry
#

Elemental Armor
Post-ML All-Class Armor
The full set grants boosts to all the classes.
Set bonus: When the full set is worn, all weapons inflict Elemental Mix for three seconds. All weapons gain a small amount of life steal (not enough to be OP, but not little enough that it's useless), when you deal above a certain amount of damage with a non-Summoner weapon, elemental fragments appear from the sides of the screen, flying towards your cursor and dealing damage (this would have a cooldown, so for example one attack above the damage limit every three seconds would summon the fragments) , and an Elemental Soul flies above your head, attacking enemies by firing piercing, hitscan, i-frame ignoring lasers with a relatively short range. This Elemental Soul deals Summon damage, and the elemental fragments deal classless damage that scales with all your damage bonuses.
The full set is crafted at an Ancient Manipulator with 36 Luminite Bars and 11 Galactica Singularities.
Reason for this suggestion: Going multiclass in Calamity feels weird because the only real all-class armor sets are Astral and Omega Blue, and having another armor option for Providence would be nice, instead of having to choose your class-specific armor set every time.

mighty cave
#

Is it possible to add achievements to the mod?...

tawdry condor
#

Star Fish
Used in the crafting recipe of the God Slayer Inferno Potion, and used in the crafting recipes of other items which will be included in a document
Caught during the night with a 1/10th chance or in the Astral Infection biome with 1/5th chance

God Slayer Inferno Potion
Crafted with: 1 Inferno potion, 1 star fish, 50 stardust and 10 astral ore
Function: Basically the inferno potion effect but it inflicts god slayer inferno
Length of buff: 4 minutes

Why? Many of us know that the god slayer inferno is a powerful debuff that can drain the life out of enemies pretty quickly, and all of us should know that the inferno effect is a circle of flames, so it would make sense to combine the effects of the god slayer inferno debuff and the effect of the inferno potion. Also, it would be useful for grinding/farming for rare items in places such as the dungeon.

Document of Star Fish uses: https://drive.google.com/open?id=1Eftyz1dNBquFaVXpz73YTCw3CnKYFlit

ivory garnet
#

add more pre-hardmode rogue weapons
reason: lionfish is like the best and only useful against wof but its too hard to obtain

dreamy blaze
#

move the astral infection to post moon lord as a kind of late game hallow. the meteor could fall after you fight the moon lord

versed sinew
#

buff the heck out of SCal in multiplayer

ok so. Me and my friend spent ages trying to kill DoG, probably about a week. Killing Yharon wasnt as long, but was still very challenging. Then we were up to SCal. As a joke i spawned SCal in when he was afk, and... we killed her. First try. My friend came back at 80%, still alive from the Auric Tesla life bonuses, and we did it easily first try. So, please buff SCal in multiplayer. We did tons of damage, so adding about 40% DR in multiplayer would scale it properly. And the auric tesla bonuses are overpowered in this too. In the time it took me to respawn, my friend lasted enrages SCal until i cam back. Maybe cancel some of the life bonuses in auric tesla too. All this, only for multiplayer and SCal.

hard plaza
#

Possibly unpopular opinion time? Remove boss spawners from NPC shops. It totally takes the value out of money when you can simply pick up 10 desert scourge spawns and get back 10x what you paid for them. I think it totally takes away the effort it should require to get good reforges and expensive items.

hard plaza
#

Kind of a twist on what I previously said, could you please make it a config option to disable vendors selling boss summons?

weak jetty
#

Make the Cursed Dagger glow.

crimson quartz
#

add a pet similar to Chibii Devourer for deathmode that is not only in hardcore

limber meteor
#

Sort of adding on the my "Ceaseless Void Orbs should appear on the minimap".
Polterghasts Necroplasm (His clone) should also appear on the minimap.

A bit of copy and paste from before A lot of the fight itself is based around kiting and keeping track of the rubberbanding between the two ghosts. While one of them is essentially irrelevant to the fight and is just mainly a distraction to kite (the clone), it's a vital part to the boss fight to keep track of where he is, and how to dodge between the two.
As said before, it's very disruptive to the fight as clarity in a boss fight is everything. The more clear it is, the more enjoyable it is to play (outside of intentional nuances like DoG's backgrounds not showing his attack pattern).
Many other bosses show vital minimap information, such as both Calamitas' siblings, DoG's Head 'AND Tail', and even Pre-Hard Mode boss fights like Slime God.
Ceaseless Void and Polterghast on the other hand feels more like the forgetfullness (or laziness) factor taking a toll. Both aren't flagship bosses of the mod, but still need to be treated as boss fights.

opal gazelle
#

Make it so that lore items from bosses are either craftable or a chance based drop rate (except for first kill) due to the buffs for having the items being a thing and so that in case of accidentally deleting an item there should be a way of gaining the lore items once more, or for example on a multiplayer server if all players arent present on the worlds first kill there still is a way for them to get the lore items and the buffs from them

viral gulch
#

Add a boss summon for the Leviathan.

lament kettle
#

Add Boss Summon for the Giant Calm.

#

When you are trying to butchering SCal, SCal will say, "Don't try to butcher me.".

weak coral
#

New post-ML mount: Mi-Ni Hind

It is crafted by combining 15 Divine Geode, 25 Unholy Essence, the Cosmic Car Keys and 25 Uelibloom Bars. It goes up to 58 mph, has a quick acceleration and can shoot ranged-type bullets that deal 150 damage with a use time of 3, damages dealt by the Mi-Ni Hind are affected by the player's armor set and buffs. The player can still use weapons while using the mount.

Why: The mod lacks seriously of combat mounts, without forgetting that combat mounts are much rarer in the game itself. The Suspicious Jelly Bean for example is a combat mount, but it is only aquired in Revengance like most mounts given by the mod. Craftable mounts also barely exist in any mod or the game itself (the only craftable mount I know is the Drill Containment Unit mount).

steep oracle
#

Make the Piggy drop Bacon.
Why?: This is going to be the cruelest change I've proposed, but I feel having the Piggy drop Bacon would theme well. It would also serve as an additional source of the Well Fed buff in all stages of the game.

lament kettle
#

New Post-LC Summoner: Profaned of Ghost
It is found by when using Providence's Treasure Bag. It is summoned when the player uses it has summon profaned fireballs that 230 damage by damage dealt by the Mouroanrozan (Profaned and Ghost From).

maiden leaf
#

Scouter
Pre-Hardmode Upgrade to the Night Vision Helmet
Recipe: Night Vision Helmet, Mining Helmet, Shine Potion, and 3 Night Owl Potions, Wire
When placed in your inventory, you will receive a massively amplified Night Owl potion effect. You will also emit light equivalent to a shine potion.
Why?: Sometimes it's nice not having to worry about placing torches every few blocks, as well as bringing a shine potion everywhere you go. It would also help anyone recording their gameplay, so the audience can see what is going on.

quartz steppe
#

Ability to convert wood into other types of wood

tropic elk
#

Make different campfires that gives more health regen or different buffs, same with hearth candles maybe

steel wasp
#

When someone levels up in a multiplayer game, the chat message should say "[Player] has leveled up their [Damage Type] proficiency!" instead of the vague message we currently have that doesn't specify a player at all. It gets confusing when there are many people on the server and it doesn't say who actually leveled up or not.

near kite
#

Count only skeletron prime's head in the boss health bar not all the arms with the head why would I want to know his total health

clever orbit
#

Something for the astral biome. Make some sort of weather that falls from the sky like snow but with a twist, crystal shards falling Just something to spice up the place a bit more GWeebAwaaaaaaaaa.

fluid crane
#

Allow Sea Minnows and Baby Ghost Bells to be caught with a bug net and be used for terrariums. Same for the Piggy.

Reason: Would be some nice quality of life and give people some interesting additions for building. Would also give Sea Minnows and Ghost Bell babies a purpose other than “Here’s an animal minding it’s own busine— Oh, you killed it.”

I just wanna put Sea Minnows in a tank ok :cri:

kindred dew
#

Buff the Blood Pact. Make it give you 2.5x, or even 3x health instead of 2x. Make it so that the item is no longer a joke.

#

Reducing the crit chance is an alternative.

quartz nexus
#

Nerf the amount of money the Piggies drop. 15 gold is kind of ridiculous.

Reasoning: I was able to break my game as soon as I got a zero potion. I now have infinite money

sand crow
#

Add new enemies in the post ML dungeon and have them drop unique items like the post plantera dungeon.

Reasoning: farming phantoplasm is very easy after providence, and you don’t really use it till post DoG, It can also be a bit boring to farm phantoplasm, adding more challenge to the dungeon and unique items would make dungeon looting a much more fun and rewarding experience. If the enemies are done right, they’ll stay strong even till endgame, like vanilla post plantera dungeon.

surreal chasm
#

change the way the rare elemental in a bottle heals, the orbs go into the air which make it hard to grab and the orbs are tiny that you have to aim in the air to touch them. so maybe have the orbs home or make them bigger please

tawdry condor
#

Add Cursed Inferno to True Night's Edge, to keep it more in line with True Bloody Edge

neat gull
#

Add an anti-star to see how controversial suggestions are in this channel

tawdry condor
#

Add a Blessed Coat accessory that makes you immune to Cursed Inferno.Also make it a part of the improved Ankh charm recipe(2nd suggestion from KirbyMaster0519/RainTracer#8452 )

#

Reasoning- Cursed Inferno can be quite annoying after defeating Mech Bosses

tawdry condor
#

Also Pls add a free for all calamity mod server that all of us can coop up and progress in the game/mod

neat gull
#

The above gif shows the unused potential Ravager pillar toss has for impactful effect. Having it sink into the ground seems meh in comparison - the pillar should behave like the one in the gif to really hit home the fact he's flinging STONE PILLARS at you

weak jetty
#

Make the Cross Necklace craftable. Why: Looking for mimics is pain (Zerg Potion usually kills you) and Deific Amulet, yeah...

foggy sinew
#

Idea: Underworld Abyss

A gigantic (ideally a post-supreme-calamitas) biome that is created if you drain the Abyss into the Underworld.
The exact trigger can be changed to whatever is the easiest to implement; e.g. killing a new boss that spawns in Abyss L4 after Supreme Calamitas is defeated.

This changes the Abyss into an elongated-L-shaped biome which replaces the entire Underworld, where:
• A hole is created beneath the Abyss leading to the Underworld, serving as the sole point of entrance.
• The ceiling blocks of Underworld are filled and replaced with new indestructible blocks (e.g. 300% block) to make Abyss L4 the sole entry point.
• Higher abyss depth levels are introduced with significant penalties to prevent illegal entries via teleporters or rod of discord.
e.g. The one-third side of Underworld where the Abyss resides becomes Abyss L5, the 1/3 center part becomes L6, and the rest becomes L7.

This creates a massive space and opportunity for new contents, e.g.:
• When entering Abyss L6 (the middle part of Underworld Abyss), spawn a modified version of Wall of Flesh, serving as exploration time pressure.
• The Wall moves slowly towards the end of the Underworld Abyss, is invulnerable, and deals 9999 contact damage.
• Once the player reaches Abyss L7, the wall becomes vulnerable and can be defeated.
• One minute after the wall is defeated, a second wall spawns from the end of the Underworld Abyss, serving as a time limit for the players to explore and loot Abyss L7.
• The ores in Abyss L7 which serves as rewards will require a significantly higher amount of pickaxe hits to mine (8-10x?). This forces the player to revisit Abyss L7 several times completely loot it.
• New structures generated in L7 which contains chests as rewards will have maze-like appearance to further deter easy looting and make the looting experience as challenging as possible.

More: https://docs.google.com/document/d/1Ywp1YJjxhuwKzD_ZZBan0sm7FsDBKyPqdaAm6CsPPV0/edit

barren berry
#

Make all Boss Summon Items non-consumable in Armageddon Mode
Reason for this suggestion: To simplify nohits and/or farming bosses in Armageddon Mode for money.

opal gazelle
#

Make the new calamity added shrines be guaranteed to exist in all worlds provided that the biome exists (to have more consistensy for summoner for example) (but does apply to all classes)

weak coral
#

New Hardmode mount: ADVanced HR Stryder Mech

-Is obtained during the fight against the three mechanical bosses upon use of Draedon's Remote.
-Does not drop from the first and second defeated mechanical bosses, only from the last defeated one.

-Uppon use, the player summon a rideable, 4x6 blocks sized mech. The mech works similarly to the Basilisk mount, allowing the player to charge at ennemies at its maximum speed of 61 mph, dealing melee damages to ennemies it touches.
-However, the mech has an extremely quick acceleration, has 5% Damage Reduction, increased jump height, 25% faster fall speed and deals AoE damages uppon landing. It also is 75% more resistant to fall damage.

Why: Draedon's Remote's only use it do obtain the "Mecha Mayhem" achievement but at a higher difficulty than if all three bosses were spawned separately with their respective summon items. If the player already have the achievement, Draedon's Remote becomes entirely obsolete.
Giving the player a reward for killing all three bosses using the remote would give it much more interest.
The mod also lacks Hardmode mouts, there currently has been recent additions of pre-Hardmode and Post-ML mounts, but none had been added for Hardmode.

You can imagine it looking like this: https://vignette.wikia.nocookie.net/titanfall/images/e/ec/Stryder_IMC.png/revision/latest?cb=20140302052432

silk tulip
#

Upgrade(s) for the Elemental Lance and the
Elemental Shiv.

ebon osprey
#

Either make Duke Fishron in death mode only approach after golem, or only let him approach at the normal ocean.

Why: I'm at the sulphur sea to fight AS, not Fishron, and when it happens pre mech you don't stand a very big chance. A boss that is post golem in progression spawning this early is annoying.

kindred dew
#

Either change the Adamantite Pickaxe’s power to 190% or the Titanium Pickaxe’s power to 180%, because the Titanium Pickaxe can mine Voidstone while the Adamantite Pickaxe can’t.

#

Note: changing the Voidstone req to 180% is probably a better solution

neon forge
#

Chain Lightning

Magnet Sphere+25 Phantoplasm+10 Cosmilite Bars+10 Ruinous Souls

278 magic damage
Uses 23 mana
Average speed
Very weak knockback
20% critical strike chance

When used, shoots out a lightning bolt that jumps from enemy to enemy up to 10 times, adding damage equal to +1% of the target's max HP (up to 300 per stack) with each bounce. Can hit enemies multiple times.

#

Crystal Eye Staff

25 Crystal Shards+20 Souls of Light+6 Souls of Sight

51 summon damage
Uses 6 mana
Slow speed
Average knockback

Summons a stationary crystal eye which shoots four crystal bolts in four directions. The bolts will home in on enemies and pass through walls, if they hit an enemy they will explode into three small crystals, each dealing 13 true damage.

split hound
#

When all players die, the Devourer of Gods should despawn by going up into space instead of the ground, to signify that it's off again to space to devour other gods. Perhaps include Astrum Deus and Storm Weaver since they both fit the bill.

Why? The fact that it goes underground when all players are dead doesn't seem to fit him well.

Pretty minor but would be interesting.

quartz steppe
#

Wulfrum miniboss bc the wulfrum stuff seems kinda random. Maybe something related to the Wulfrom Drones

burnt linden
#

make starlight wings better than frozen wings/nerf frozen wings
why? frozen wings are available at the start of hm, while starlight requires cryogen to be fought first. It just doesn't make sense that starlight wings are worse but further progression-wise.

tawdry condor
#

Make a little grotto at the end of the ocean for the Siren to have a resting place.

Reason: It always feels weird that The Siren spawns everywhere, it would make way more sense if you would "disturb" her in her little "cave".

Also when farming ocean enemies The Siren always is in the way and accidentally triggering the fight can be annoying.

hoary violet
#

celestial excelsius: combination of celestial claymore and excelsius, shoots celestial claymore projectiles but the projectiles fire lasers

cold flax
#

Fungal clump change:
Make the clump’s healing projectiles reach you from further away when you are holding a summoner weapon.

Reason: this thing feels like a super early summoner support accesory. By making it more benificial for the summoner class could improve the summoner in the early parts of the game. I know it deals more damage when holding a summoner weapon, but the damage isn’t the main reason you use this accesory, atleast it shouldn’t be. This change would also make the amalgalm more usefull for summoners.

frozen delta
#

A rare variant of any summoner weapon.

There are currently no rare variants of any summoner weapons, its time too give summoner some love.

hazy void
#

Have the Level Meters show debug-type stats for their specific classes for those that are interested.

Examples:
Melee's LM would show melee speed.
Summoner's LM would show how many summon slots you currently have.
Magic's LM would show much mana regen you currently have, how much your mana
usage is being reduced, etc.
Rogue's LM would show how much velocity their weapons are being increased by.
Ranged's LM would show the chance to not consume ammo, velocity increase, etc.

There aren't any debug items that show any of these, and for some people(like me) it'd be interesting to know when figuring out how well different builds work. It would also help with figuring out when the rev+ caps are being hit for some of the stuff.

modest gorge
#

add boss health bars to the celestial pillars

it'd be helpful to know how many enemies left you have to kill and the pillars kind of seem like minibosses anyway

fading sand
#

since you guys collabbed with the thorium mod devs, can you fix intricacies with your mod compatability on overhual and others? would make calamity a whole hell of a lot more fun to play

clear igloo
#

This is going to sound like a dumb question, but on that new calamity youtube channel, if possible, could you guys at the calamity upload a video of every major version of the DoG? From what I've seen from old videos, it looks like the boss went through plenty of revisions, so it would be cool to see how the boss progressed to what it is today

tawdry condor
#

add some kind of armor that only uses cores of calamities and bar of lives.Make sure to make the name flashy 😋 also dont take this too seriously. Im just reccomending something small

old glade
#

Give smooth voidstone walls and voidstone walls bits of lumenyl again like the slabs. (im not saying revert the sprite, i mean just add some)

Reason: The walls look pretty generic right now, and could use some touch ups to make them more unique

tawdry condor
#

Due to Radiant Star being placed to post-Cultist (It requires Astral Bars) either:

  • change recipe to NOT require Astral Bars, just Stardust
  • Buff Radiant Star damage to about 50-55 + add a new rogue weapon - Sky Uppercut
    35 damage
    Weak knockback
    Fast speed
    4% Cricital strike chance
    Crafted with:
    Prismalline + Essence of sunlight + Tier 2/3 Hardmode Bars + Souls of Flight( You know, SKY Uppercut)
    Why yes I named it after a Pokemon attack.
    Why this? Rogue can be a bit problematic, and Prismalline is one of my favourite weapons before Radiant Star. Its abbilities are viable for multiple bosses, and it's a fun weapon to use overall.
worthy basalt
#

Would it be possible to get a config option that I dunno, makes bosses harder in multiplayer or something? My "motley crew" of "the boys" were struggling a bit at the beginning. but just as I feared they discovered the ability to cheese every boss in the game with the Nurse and a nice comfy bed. I'm just worried they aren't suffering as advertised on the packaging, you know? I was planning on upping boss scaling in the config file, but I also believe I read on the wiki that Calamity mod multiplies by a percentage to lower boss health in multiplayer below the vanilla scalars? Something like that? Just thought it might be a nice quality of life addition, not sure how hard it'd be though. But so help me God if they ever become smart enough to discover the function of heart statues I think it'd be over before it had even begun.

gloomy maple
#

DDT
God of all balloons.
Crafted with 20 souls of flight, MOAB, 5 luminite, 5 galactic singulatities, and an aureate booster. Gives incredible acceleration in all directions, but takes a while to change directions, similarly to the alicorn mount but much more drastic.
Why: The MOAB and all jetpacks are really cool and unique accessories, but there is a lack of them after moon lord.

near kite
#

Increase the hp of the destructible mushroom projectiles from crabulon in multiplayer, they tend to get destroyed very easily with more people

gloomy maple
#

Resprite to my suggestion above

burnt linden
#

an" IOU an item" for prehm aquatic scourge kill, like siren and leviathan
possible craft it with hm souls of light/night

near kite
#

make king slime drop gel.....

fervent hemlock
#

To sum up my previous suggestion which i deleted because it was messy: First of all, add upgrades to fragment weapons like the vortex beater because currently only 2 have upgrades. secondly, add more weapons made from fragments that aren't literally just swords. there are a few, but the swords outweigh the not swords by a lot.

sacred bear
#

new biome suggestion: underground profaned biome
the biome spawns after moonlord has been defeated and instead of unholy essence dropping in hell and hallow they should drop in the profaned biome.
providence could also be killed there to get a new unique drop
this would be an underground only biome

coral nimbus
#

A new desert themed tome that, instead of being a book, is a scroll.
Pic related.
Functionally, I was thinking something like opening a portal that persists for a time, shooting... stuff in a wide cone in the direction the cursor was pointing when cast.
Crafting-wise, it'll definitely be using Forbidden Fragments, but beyond that I'm not 100% sure what stage in the game it should be. Probably early hardmode, as the usage mechanic would be pretty situational, and would be wasted on endgame stuff.

ivory garnet
#

make another mod (like the calamity mod music) for the old sprites of the bosses, theres people that dont like the new sprites so im suggesting this for lots of people's satisfaction

iron zephyr
#

Okay, so, small idea, but I think it could be a fun addition. A sort of craftable Lore book, when you make it, it's empty, but you can add the 'pages' from the bosses you kill, biomes, armor and weapons, etc. It could make for an interesting way to store all the lore pieces you've found, and see the gaps for the ones you haven't yet discovered, possibly granting the in-inventory lore buffs as well, which would save space, and also making them togglable similar to how The Grand Design works. Idk, I'm sure it could be done better, than that, but it's a base idea at least.

vestal jackal
#

Mothrons Spirit - Accessory
‘Long live the king’

Drops from Darksun Mothron

Upon taking 150 or more damage in one attack, creates a fiery barrier that deals damage to nearby enemies and blocks a high amount of damage. Medium cooldown.

Why: A unique lategame defensive item would be nice to have, and I feel like right now the darksun is a very empty upgrade to the solar eclipse, not adding anything very new other than darksun fragments.

candid urchin
#

Improving on a previous suggestion: Make a progression bar for the the celestial pillars that counts the enemies you’ve killed towards bringing down the shield. Maybe it could be based on the vanilla invasion progress bars.

Why: A health bar for the pillar itself is a bit useless. You usually kill the pillar in a couple of seconds. A progress bar for the longer part of the fight would be helpful because you wouldn’t have to constantly check the pillar’s shield.

graceful trout
#

i have only one suggestion: make yharim the final boss (meaning: no bosses or new things after him)

why: Yharin has been built up on in the lore AND in the game so much already that it would honestly be etremely dissapointing if there still was new content after him (except for his loot of course)

(whole comment assuming yharim will be a boss in the game)

tawdry condor
#

Armor idea. The Calamity armor made from Core of Calamities

jovial coral
#

Don't allow the usage fof the Onyx drill until post plantera or golem.

Though obviously it cannot break through all the blocks but its still absurd when mining in pre-hardmode. Need a few stacks of iron? Just pop a spelunker potion and then mine horizontally and dig up all the iron ore on the way. It is just such a hard item to find to be able to have practically gain the ability to mine almost anything instantly.
My solution is to lock it behind a boss like the Murasama but I think a lot earlier.

chilly aspen
#

If Draedon is still gonna be like Armstrong I suggest putting a little upgrade to the muraSAMa in terms of damage, y'know, Steven Armstrong style

mighty cave
#

Make Steampunker sell the Clockwork Assault Rifle
Reason:It can be hard to get the C.A.R. by farming the Wof

tawdry condor
#

A better starting yoyo, between wooden and cnidarian at 11 damage, made with wulfrum.

hazy void
#

Due to the Meteor Armor's bonus set nerf, make Space Gun show how much mana it uses per shot, because it still doesn't show when you have the whole set on despite it still using mana.

muted oar
#

I'd like to suggest a crafting tree that diverges and runs parallel to the current Boots/Treads/Tracers tree that improves underwater movement for water arenas. It would diverge with Iron Boots and would upgrade at the same stages as the original tree.

Example Tree:
Fish Boots -> Lightning Boots + Iron Boots + Water Walking Boots
Allows flight, super fast running, and water walking
Allows you to fall faster in liquids
7% increased movement speed

Aqua Treads -> Fish Boots + Aero Stone + Sea Shell + 5x Essence of Elium + 1x Souls of Might/Sight/Fright
Extreme Speed!
Allows you to fall faster in liquids and water walking.
150% Increased Jump Speed while submerged in liquids.

Siren's Tracers -> Aqua Treads + Siren's Heart + 3x Core of Calamity + 5x Bar of Life + 5x Luminite Bar
Same as above with max speed 47mph and 175% increased jump speed
Can freely move through liquids
Gives underwater breathing and water walking
You will stay suspended in liquids when not moving.
Hold [JUMP] to rapidly ascend in liquids
Use [UP]/[DOWN] to control fall speed in liquids

Leviathan's Tracers -> Siren's Tracers + Elysian Wings + 5x Cosmolite Bar + 5x Phantoplasm
Same as above with max speed 53mph and 225% increased jump speed
Counts as wings (Similar stats as skyline wings)

Poseidon's Tracers -> Leviathan's Tracers + Drew's Wings + 5x Darksun Fragment + 25x Auric Ore
Same as above with 61mph max speed and 300% increased jump speed
Counts as wings (Similar stats as starlight wings)
Being hit for over 200 damage will make you immune for an extended period of time
Pressing [KEYBIND] will toggle Poseidon's Gift,
creating water around you whenever you are not submerged in liquid *Edit - Only in Single Player

It would also be helpful to have an item/potion to dramatically increase light radius and turn water mostly transparent while submerged, but gemspark walls work well enough for visibility in an arena.

gloomy maple
#

Make astrum deus drop a moderate amount of astral ore.
Why: on larger multiplayer servers, the astral meteor doesn't provide enough stuff for everybody, and this would provide a reliable way to get more

tawdry condor
#

A post-SCal weapon
Metronome
5000 classless damage (cannot be boosted)
25% critical strike chance (cannot be buffed)
Varying knockback (Explained below)
Medium-slow use speed
Tooltip "To think that it uses Selfdestruct sometimes..."

What does it do?
Basically, it can shoot ANY projectile that is in game, be it enemy projectile, or weapon one.
Projectiles are chosen completly randomly.
It will behave just like projectile it took shape after, but it will always pierce through block and a few enemies.
Speed of projectile varies, can have ANY special effects, like Empyrean Knifes healing etc.
The projectile shot will inflict the following:
Abyssal Flames for 2 seconds (50% chance)
Exo Freeze/Glacial State for 1 second (10% chance)
Abyssal OR Demon Flames for 5/1 seconds respectively (100% chance)

Why: We have no classless weapon post Moon-Lord, and this might be a fun weapon to use.

#

Also to the suggestion: Weapon can only shoot maximum of 3 projectiles per second.

#

Yeah, I know it's like Pandora's Tome from Fargo, but this one would be by far more powerful.

sharp fulcrum
#

Suggestion too long for discord
https://docs.google.com/document/d/122nFeUw0NK-1d47RnJKuINNYkOknzAsXP4TBiUeeMrQ/edit?usp=sharing
Summary of suggestion:

Change ranged weapons that always fire the same projectile so that they inherit more properties from the ammo type being used, because making combinations of the weapon and the ammo type is one of the main features of the ranger class.

tranquil herald
#

Buff the Obliterator. I've ran multiple tests with it compared to Lacerator and the Lacerator is an entirely more viable weapon. The Obliterator shouldn't just be a supplement to the Oracle. Let it still be a useful weapon, please.

dark helm
#

I don't know if this belongs here, but a mouse pad with just the calamity logo would be nice.

stable wigeon
#

I would like to see more Classless weapons like the Lunic Eye that still feel somewhat viable especially in Post-Moonlord. They're the only secondary weapons that can be used with Summoner in Revengeance & Death mode so we don't suffer the penalty. While the current two scale with additional damage modifiers, it doesn't seem to scale very well. I'm not saying that they should deal insane damage but I think they could be buffed a bit.

If not damage boosts, I'd like to see more of a variety or upgrade paths that adds different debuffs that are useful. n __n

gloomy maple
#

Total eclipse
Rare variant of the sun god staff.
2.5% drop chance from mothrons after plantera has been defeated. Summons a mini solar eclipse sun over the players head that rapidly fires 5 dark red beams towards the nearest 5 enemies. Only one can be summoned at a time.
Why: there are no rare summon weapon variants. Also, the sun spirit and sun god staffs are cool and unique weapons, and it would be fun to have more like them.

novel sapphire
#

mana stick. made by: 100 wood 10 mana stars classless weapon
what it does?: can summon any pre hard mode projectile (enemy or friendly)
these projectiles will have the same effects as when you find them in the world (example: the slime god projectiles will still give cursed/mana sickness or any other debuff they give if shot by this stick)

can be upgraded to a hard mode and post moon lord version shooting only hard mode and post moon lord projectiles respectively

this suggestion first came to mind by umbrella making a suggestion of a classless post SCal weapon that can shoot any projectile

chilly aspen
#

We have Mana Stick and Metronome suggestions.
Let's just get the post-WoF and Moon-Lord ones in too!

Wall's Lament
Mana Stick, 30 Mana Stars, 2 Any Class Emblem, 200 Pearlstone Blocks
Classless weapon
Can summon any hard-mode projectile (enemy/friendly) only, 200 damage, adds more projectiles the further Hardmode progresses, can be upgraded in Moon's Madness.

Moon's Madness
Wall's Lament, 50 Mana Stars, 30 Luminite Bars, 400 Astral Wood, 4 Galactic Singularities
Classless weapon
Summons any Post-ML projectile only, more projectiles unlocks the closer the player gets to SCal in progression, 700 Damage, can be updgraded in Metronome.

near scroll
#

Make a rule that says:
"If you wanna make a suggestion, actually read the pins in #suggestions-voting "
Reason: obvious

barren berry
#

Rename this channel to #suggestions-voting_read_pins
Reason for this suggestion: It would possibly reduce the amount of people that don't read the Suggestion Rules by at least a tiny bit.

sturdy saddle
#

Add more importance to the Sunken Sea biome as right now it is only really important in the pre-hardmode and early hardmode times. Personally, some more stuff after Duke Fishron as lore-wise he came from the place.

old plover
#

New Weapon Idea:
Solar's Throw (Post-Darksun Yoyo)

Leaves small Black Holes behind that shoots slow but strong Darksun Light, The Longer the Black Holes stay in the air, The more damage the light does.

Crafting Recipe: 30 Darksun Fragments, 15 Enothermic Energy, 15 Nightmare Fuel, 10 Cosmilite Bars, 15 Effulgent Feathers, Terrarian, Eye Of Cthulhu (Yoyo)

Crafting Station: Draedon's Forge (Duh)

Why? Becouse most likely the mod needs more Yoyos for Pre-Yharon Phase 2 and overall more ideas for Yoyos.

fathom marten
#

A new type of rogue weapon - specifically a special type of javelin/spear:
Due to it not fitting, ive posted it on a document found here:https://docs.google.com/document/d/1AaYegXIEQXBlHhOVVWkD7CkngsUxUmYjMd3SWhtXzE8/edit?usp=sharing
For a rough breakdown of the suggestion its a spear that has a few upgrades through progression (new weapon, not scaling) with a special Right Click attack alongside a thrown one for left click, the spear's first form is made post Desert Scourge and its final form Post Duke, i decided not to go into the later tiers as i felt the weapon did better off with Pre ML tiers, as its nature may not work with some of the post ML bosses and enemies like ones experienced Pre ML. Anyway, i would really appreciate feedback on this in #suggestions-discussion too, so i can see what more people think of this idea.

gloomy maple
#

Give inventory space upgrades.
These could drop from wall of flesh and moon lord. They could double the size of the players inventory.
Why: With so many potions and lore items, the players inventory gets full very fast. This is esspecially annoying when trying to farm for specific materiels, and not having the space for everyrhing.

fathom marten
#

Boss death Animations
Currently when bosses die they simply explode into a pile of gore and items, which can be pretty boring, earlier bosses dont matter too much but for bosses at the Post-ML Tier with very key lore, it would make sense to see a death animation like ML as they have incredible power and should have an incredible death to go with that.
How this would work
The first kill of Post-ML bosses will result in a death animation, any kills after that do not have an animation. Bosses will only play the animation on their last appearence, for example:
Profaned guardians only animate in the Providence guardian phase.
Sentinels only animate in the last stand inbetween dog phases (sidenote: this would fit with the one time last stand suggestion, as if the sentinels actually die)
Death Ideas
I havent thought of many but for a few bosses i have ideas here -
ceaseless void: Ceaseless voids armor breaks off, and the void inside him expands, lets of a giant white burst of light, then shrinks into nothingness.
Signus: Signus begins to shake and roar in pain, dark particles begin to appear around him, and then he explodes into dark fragments and tentacles, and his cape falls to the floor
Profaned Guardians: The yellow circle on the guardians crack, and they emit yellow light in streaks from their body, then begin to absorb white particles and burst into a giant ball of white light which fades.
This idea could potentially be controversial, but ive tried to make it less intrusive to farming and progression, and just to add emphasis to the deaths and feel more story-like.

tawdry condor
#

new weapon type : Strength weapon type
It adds fist like weapon

hoary violet
#

The travelling beacon: Consumable summons the travelling merchant made from 3 frigid, 5 souls of light at a hardmode anvil

oblique topaz
#

The Post-Yharon Solar eclipse is fine balance-wise, I feel, but it seems to be lacking in unique enemies. Plus, the only creature you’re really looking out for during the event is Mothron, who drops the darksun fragments. Thus, I suggest a new darksun-themed enemy should be added to make this event a bit more interesting.

Corona Scarab
AI type: Alien Hornet (or something similar)
Stats: High health, immune to insta-kill from post-DoG damage accessories, High contact damage, immune to knockback.
Spawns semi-frequently, about same spawn rate as vampires
If left unattended, it will evolve into…

Corona Scarab Hatcher
AI Type: Baby Mothron (or something similar)
Stats: Very high health, immune to insta-kill from post-DoG damage accessories, High contact damage, immune to knockback, summons baby scarabs to orbit itself. These baby scarabs don’t do anything until three are spawned, at which point they will begin to fire darksun laser beams at the player.
Only evolves from Corona Scarab

Drops: Darksun fragment (1-3), Corona Septer

Corona Septer
Summon weapon that spawns a baby Corona scarab to assist you. They have a similar AI to the Retinamini and Spazmamini combined, switching between charging through enemies and standing back and firing lasers every few seconds.

This new enemy will gives players more to look out for during the Solar Eclipse, as well as grant summoners more options for Yharon’s second phase (as good as Yharon’s sons are, having more summons to play around with is always a good thing.)

sturdy saddle
#

Adding a way to stop/cleanse an area of corruption/crimson would allow players to not get as stressed out when that biome spreads to an important area

narrow dirge
#

Evergrowing Darkness
"These vines are said to be able to pierce even the Jungle Dragon."
Evergrowing Darkness is a post-Yharon phase 1 magic weapon that can be crafted with the Nettle Burst, 25 Darksun Fragments, 10 Cosmilite Bars, and 50 Phantoplasm. The weapon would function similar to the Shadowflame Hex Doll, but with every attack, multiple homing dark vines emerge from the weapon. These have a 10% change to afflict a new debuff called Pierced Heart, which causes the enemy to lose 20 HP a second and lower their armor by 40 points. The weapon would be a tome with vines wrapped around it. It would also be a subtle reference to(spoilers for Smash Ultimate ahead) ||Dharkon from Super Smash Bros. Ultimate, due to him using vines in his attacks.||
Why: Besides the Alpha Ray and Voltaic Climax, there aren't many viable magic weapons that are only available after Yharon phase 1. Plus, the Nettle Burst is currently used in no crafting recipes in Calamity and is an underrated weapon in vanilla terraria.

flint sapphire
#

Add a Rare Copper Shortsword
Why: It would be epic to see a more powerful variant of the very first weapon in the game, and it would add some variety to rare weapons with more rare vanilla items.

oh god what did I just start

wanton radish
#

Rare Vanilla Items

Albino Swordfish
Rare variant of the Swordfish, obtained in the same way
Dramatically reduced base damage and no knockback, but it ignores i-frames

Star Shotgun
Rare variant of the Star Cannon, rarely dropped by Meteor Heads
Fires several stars instead of just one; each one does less damage than the normal Star Cannon, but together they do a lot more

Water Ball
Rare variant of the Water Bolt, obtained in the same way
Projectiles travel faster and bounce more times before disappearing, but they do a little less damage and are affected by gravity

❔ : There aren't anywhere near enough rare variants of vanilla items. These help to fix that.

narrow dirge
#

Expanding on Bad Opinions Squid's idea...
Rare Vanilla Accessories

Shoelace
Rare variant of the Aglet, found in the same way
15% increased movement speed, but has a chance to trip and leave you unable to move for 1/2 second if hit

Palladium Shield
Rare variant of the Cobalt Shield, dropped by Angry Bones
Gives only 1 defense, but gives increased life regen, the same as the band of regen

Frozen Stone
Rare variant of the Magma Stone, dropped by Undead Vikings
Inflicts Frostburn instead of On Fire

Why: Read Bad Opinions Squid's reason why this should be added.

median karma
#

Suggestion: Some hotkey for summoner weapons. Pressing this hotkey will autospawn max available summons for your gear
Why: Its pretty crazy to realize when you summoned max summons Post-ML

novel sapphire
#

pollinator (a pre boss flamethrower)
can't auto fire (can't hold it to continue firing have to click like most PHM weapons)
made by: 20 rich mongoly (jungle wood) 10 jungle spores and 1 vine.
this weapon is relatively slow, short range and does medium damage, but if you pass 150 DPS it will have a 100% chance to give you dryad blessing for 3 seconds.

why should it be in game?: same reason i suggested a bunch of PHM rocket launchers.
expand the subclasses of Ranger.
(and this time gel is available in PHM and there are calamity PHM flamethrowers post slime god)

sour hornet
#

https://docs.google.com/document/d/1aZn1SPpiYC8lTdI9USS4H4A4o7a7aMqlXuk8Hada7-0/edit?usp=sharing
Suggestion for a Darksun-tier yo-yo, taken straight from my ideas document. Obviously, the balancing is subject to whatever the devs may believe is more fair, but this is what I came up with for what is effectively The Eye of Cthulhu but better.

Reasoning: There is a complete lack of a Darksun-tier yo-yo, and the Obliterator is not particularly effective against Yharon despite being a DoG drop.

narrow dirge
#

Bullet Blade
"Comes from a faraway galaxy."
The Bullet Blade is a post-Skeletron weapon that can be crafted by using 50 Bones, an Arkhalis, and a Handgun. It functions similar to the Arkhalis, but does not have auto-swing. It also shoots bullets when swung. If you have no bullets in your inventory, it will shoot normal bullets. If you do have bullets in your inventory, it will shoot those bullets. The weapon itself is a reference to the Bullet from Enter the Gungeon, with the sword looking similar to its starting weapon, Blasphemy, but with a pistol attached to it. This weapon can switch between ranged and melee damage.

Shotgun Sword
"Comes from a far away galaxy."
The Shotgun Sword is a post-Plantera sword that can be crafted with the Bullet Blade, 10 Livnig Shards, Shotgun, and Broken Hero Sword. The sword has auto-swing and fires 7 bullets in a random pattern. These use the bullets in your inventory. If you don't have any in your inventory, they fire regular bullets. The weapon itself looks like a katana with the end of it looking like a shotgun. This weapon can switch between ranged and melee damage.

Why: A weapon that switches between melee and ranged would be incredibly interesting as only weapon has currently two damage types besides maybe throwing damage weapons.

near scroll
#

Flamethrower ammo suggestion
75Gel + Living fire block = 75enhanced gel
Deals more damage
75Gel + Cursed flame = 75Cursed gel
Deal more damage and inflict cursed inferno
75Gel + Ichor = 75 God gel(?)
Deal less damage than cursed gel but inflict ichor
150Gel + Living shard = 150 Terra gel
Deal even more damage and inflict the debuff that terra flame burster inflict
Why: flame throwers need more variety, as most flamethrower only converts get into other types of flames but there are no alternative ammo types

novel sapphire
#

to continue on that suggestion above

100 gel + living frost flame at an ice machine = 100 frost gel
more damage and frost burn and chill

500 gel + lumenite bar + galactical singularity = 250 elemental gel
much more damage and inflict elemental mix

endothermic energy + 200 frost gel = 5 glaciate gel
reduce defense speed and inflict glacial state

barren berry
#

Core of the Hive
Literally throw a small Hive Mind at your foes. What could go wrong?
Post-Hive Mind flail
Works sorta like a normal flail, except instead of you throwing it out and it just sitting on the floor or you launching it out like the Chain Knife or Flailron, you swing it in a circle around you. As long as you keep holding down Left-Click, it'll keep on orbiting you. If it hits an enemy it bounces off of them and swings the other way, releasing a few Mini Eater projectiles that attack enemies. If it hits solid blocks it'll smash into the ground, creating a shockwave that pierces through enemies and moves about ten blocks before disappearing. If it hits solid blocks it also disappears and you have to throw it out again.
Crafted at an Altar with 5 Rotten Chunks, 5 Demonite Bars and 15 True Shadow Scales. Can also be dropped by the Hive Mind.
Reason for this suggestion: Melee feels a bit subpar in Pre-Hardmode up to the defeat of Skeletron. Also, while the Hive Mind only drops 7 weapons, the Perforators drop 8. Also, some more love for flails.

hallow solstice
#

A dank yoyo

#

It rains shade below at your enemies

#

Its a post Hive Mind yoyo

#

The shade raining from the yoyo weakly homes in to enemies Why : Theres really no yoyos that shoot projectiles in pre hardmode

sage cipher
#

Bloody Eye
"Draw!"
A Hardmode Accesory for ranger
Every bullet that hits an enemy gives you 0.50% more Ranged Damage and 0.25% Range Critical Chance .
This stacks to 15% bonus dmg and 10% more crit.
If you miss 1 bullet, you loose 1 stack of boost.
Recipe: 15 Blood Orbs
Golem's Eye
5 Bloodletting Essences
Cowboy Hat

sage cipher
sage cipher
#

Lunatic Eye
"The eye of the Moon Lord. Fear the Moon Rabbits!"
A Post-Moon Lord Ranged Accesory
Every bullet that hits an enemy gives you 0.9% Ranged Damage and
0.50 Ranged Crit Chance. The cap is 20% dmg and 15% crit chance.
Every missed shot will reduce bonus by one stack.
Increased damage reduction by 10% and movement speed by 15%.
Non-homing projectiles have a 25% chance to home in.
Recipe:
Bloody Eye
Galactica Singularity x5
Luminite Bar x10
Suspicious Looking Tentacle
Celestial Onion
Bunny

weak coral
#

New post-DoG ranged weapon: Sabregun

-Is crafted with 12 Cosmilite Bars, 5 Phantoplasm, Mirror Blade and Storm Dragoon.
-Consumes mana instead of ammo, but deals ranged damages nonetheless.

The Sabregun is a ranged weapon with a fire-rate of 10 and has the particularity to reflect projectiles with the right-click button.
When left-clicking, the Sabregun fires green bullets at the cost of 4 mana per shot. If the gun fire long enough (up to 4 seconds), a "click" sound will trigger, notifying the user that he can deflect projectiles.
When right-clicking, the gun stops firing for 1 second and deflects any projectiles the player touches from the front (for a duration of 0.4 seconds), tripling the deflected projectile's speed and multiplying its damages by 5.

Why: This would make it the first ranged weapon to use mana (?), and since it can deflect projectiles, it would be one of the most defensive weapons so far as long as the user times the right-click properly, making it rewarding as well.

sage cipher
#

Suspicious Looking Shotgun Shell
"Great artifact of the shotgun cult, those who praise The Shotgun That Can Kill The Future"
Post DoG ranger accesory
Decreases Ranged Damage by 30%, but adds +4 extra bullets each shot. Shots inflict God Slayer Inferno debuff and 50% chance for Mark of The Cult debuff.
Mark of The Cult - Makes target receive +15% extra Ranged Damage and 235 Dmg per second.
Recipe:
Conference Call
10 Black powder
25 Cosmilite bars
35 Nightmare Fuel
Illegal Gun Parts

split hound
#

Remove the philosopher’s stone from Sigil of Calamitas and put it in Deific Amulet or Frigid Bulwark recipe

Why? This gives all classes the opportunity to have philosopher’s stone effect instead of it just being exclusively for mage classes, as well as giving Rampart of Deities more reason to be used.

wanton radish
#

New emote: :supremecalawheeze:
Why: More emotes are always good, especially with all the extra room we now have for them
yes, you could absolutely call this a meme, but aren't most existing emotes memes as well?

spare tiger
#

Tolerance potion
when drunk it provides temporary immunity to most common debuffs
lasts 2 min
crafted in late-prehm

regal verge
hazy cedar
#

More ranger accessories, just generally. It feels like all of the other classes have a good amount of unique accessories, but ranger gets maybe two dedicated accessories at moonlord, sniper scope and Daedalus emblem. The endless items are extraordinarily situational, and I feel like it would be nice to have a few more choices.

proper perch
#

Symbiosis
Accessory
“Two evils in their raw forms attempting to work together.”
Spawns two orbiting spheres, one of ichor and one of cursed flames. They travel at a moderate speed and inflict ichor and cursed flames respectively for four seconds after contact.

Is crafted through 25 crimtane, 25 demonite, and 25 purified gel.
The reasoning for this crafting recipe is to encourage the discovery of the world evil island. Purified gel makes it so that the accessory cannot be obtained too early in pre-hardmode, but it will be available for the duration of early hardmode when items like the flasks are not resource efficient.

The idea for the item revolves around rewarding players for their positioning during a boss fight separate from simply not getting hit. This also makes an alternative to switching to a weapon such as the golden gun or golden shower. However, it has the downgrade of taking up a potential separate accessory slot, and positioning is important for its success.

tame garden
#

Buff Sandstorm(Weap)

Why: Sandstorm is worst weapon. Make it useful.

tawdry condor
#

Make a gun made from wulfrum

Name: Wulfrum Blaster

Stats: 5 damage has 2% chance to inflict poison debuff

Recipe: 15 Wulfrum Shards

Why: To have a gun that is acquired early on in the game instead of having to break orbs/hearts to get a gun

#

a new ammo made from wulfrum

Name: Wulfrum Bullet

Stats: 1 Damage has 2% chance to inflict poison

Recipe: 1 Wulfrum shard

Why: to go with a early game gun like my previous suggestion

fading bobcat
#

I just recently started a rouge playthrough for the first time and i noticing a few issues. All of pre hardmode is pretty much fine, but right after wall of flesh the class struggles. Most of the weapons seem to have very low dps in comparison to other classes. I believe this is due to low damage numbers and other effects pre-mech weapons have.

Spear of Spear of Paleolith: Damage on this weapon is fine however i believe it could use and explosive effect to help with dps as it has lower dps than some pre-hardmode weapons, this would also give the rouge class some crowd control as it has no way to deal with many enemies in tight spaces.

Prismalline: This weapon can actually have good dps but it requires perfect spacing which is very hard to have in most boss fights. I would suggest a small damage buff from 22 to 26 and slightly stronger homing to make it more consistent.

Ichor Spear: This weapon has very low dps even with the ichor. Increase the damage form 40 to 48 and increase the duration of ichor from 2 seconds to 4 seconds.

Spear of destiny: I don't have many issues this weapon, but change the damage from 25 to 30 and increase the ichor duration from 2 seconds to 4 seconds to be in line with the ichor spear buffs.

Ice breaker: this weapon has pitiful dps. Increase the use time from 14 to 10 and give it auto fire.

I also have to suggestions for armor changes.

Aerospec Headgear: increase the damage buff from 8% to 12% as the armor is actualy outclassed by the obsidian armor which is obtainable from the start of the game.

Hardmode ore armors: add rouge variants of the helmets . Rouge has no armor options pre cryogen. It still isn't fair for rouge to be the only class without an armor set.

Edit: tested cursed dagger: I believe that increasing the use time from 16 to 10 and increasing velocity as well would make the weapon viable.

Edit: stats changes can totally be different, i just feel these weapons need some buffs.

tawdry condor
#

We need some spears for melee lovers out there! Here are some suggestions from me: 1. Eidolon Hunter Halberd (A biome weapon for the Abyss.) - 98 melee damage, very strong knockback, %4 base crit chance, and %25 chance to inflict Crush Depth. 2. Dragonslayer (A post-Yharon Phase 2 Spear.) - 550 melee damage, very strong knockback, %15 base crit chance, summons a flarenado on enemy kills. Drops from Yharon with %25 chance, %33,33 in expert mode. (After defeating Phase 1)

fading bobcat
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More suggestions for rouge! these ones are new instead of changes tho.

Amulet of Momentum:
Rare variant of Psychotic Amulet
0.2% drop rate from Possessed Armor
Decreases wing flight time by 15%
Rouge damage and Crit chance increase over time to a cap of 20% while moving at maximum speed (if not possible make it above 40mph or something like that)
Getting hit will also remove this buff.
This accessory will reward the player for maintaining speed while also avoiding attacks.

Mecha-nades (sight, fright, and might):
crafting recipe: 50 grenades, 1 hallowed bar, and 1 soul of sight, might or fright. A post mech upgrade to grenades, grenades are a fun weapon but dont have any upgrades.

Mecha-nades of might:
Damage: 200
Knockback: 12
Use time: 60
Crit chance: 4%
Velocity: 5.5
Creates a small explosion. Explosion does 1/5 of the weapons damage

Mecha-nades of sight:
Damage: 60
Knockback: 4
Use time: 40
Crit chance: 10%
Velocity: 5.2
Explodes into a ring of 6 homing lasers that do 1/6 of the weapons damage and inflict on fire.

Mecha-nades of fright:
Damage: 30
Knockback: 3
Use time: 45
Crit chance: 4%
Velocity: 5.5
Creates a large lingering explosion that does damage equal to the grenade.

I believe these weapons will add some fun and variety to the rouge class post mech. All stats can be changes if they are to strong or weak.

kindred dew
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Allow players named “Yharim” to use Yharim’s Crystal before Yharon is defeated.

tawdry condor
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Wulfrum Pistol

Damage: 7
Use time: 28
Crit chance: 10%

Recipe : 8 Wulfrum Shards

Why : Early Game gun

Wulfrum Bullet

Damage: 5
Crit chance: 0%

Recipe : 3 Wulfrum Shards (gives 33 Bullets)

Info : Hitting a enemy will explode into 2 shards

Why : Bullets to match the gun

mighty cave
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Make bricks that are the same as Tetris ones. Just for fun and building.
They are made out of (4 or 5 or 6) glass blocks and for the colour depends on which ore are you using
For example: Emeralds: green bricks
Rubies:red bricks etc.

gloomy maple
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Buff iron and tungsten gear, specifically the pickaxe. Wulfrum pickaxe is easier to get and much better, and the iron and tungsten ones should have more reward for being harder to get.

wanton dawn
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Change the SCal background and projectile colors to correspond to the music video by DM Dokuro and the music boxes ingame.

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100% to 50% HP will remain the same colors as the current version (v1.4.2.1).

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50% to 30% HP will match the blue color in the Lament theme.

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30% to 1% HP will match the orange color in the Epiphany theme.

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<1% HP will match the gray color in the Acceptance theme.

sharp lodge
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Make it so that meteorites cannot fall on astral stars

kindred dew
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Rename SYNTAX ERROR back to NO, and make it crash the game on use again.

It’s funnier that way.

dark helm
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A rare pre hardmode enemy that can shoot out any kind of projectile like it wields @novel sapphire 's mana stick.
Upgrades to hardmode projectiles and post moon lord projectiles later in the game.

Why: I like the idea of an enemy that requires you to be prepared for anything

winter hound
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An upgraded post moonlord electromagnetic sphere that can attack with a beam up to 10 blocks away and does 400-450 damage

Why: I like the electromagnetic sphere, but it’s just not good enough to make it that far

sage cipher
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Give Brimstone Crag more content. Really, even after deafeating Peovidence i go there for the Brimrose mount. And if I want Bloodstones, I just farm them from Calamitas. Also, is it just me or the Crag is so small?
Edit: To be more specific, if I say new content, I mean new weapons, structures, hell maybe even a new boss. Also making it a bit bigger would be nice, because now, it's just chunk of some weird rock in the hell.

finite token
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Have the Leviathan and Siren lore item cause the Young Siren pet to not be in its state of flopping about while the player is above water (can function the same as if it was in the flopping state, just floating around instead).

Why: I like the little siren pet, but seeing it flop around is kinda sad looking, imo. I'd like to be able to always use this pet, out of water or not, without it looking like a dying fish.

uneven summit
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Suggestion about lore items
Make an item which can store lore items. You can have 3 in pre hm 4 in hm and 5 slots post ml.

Aditionally make it so lore items don't work while in the inventory.

full ore
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I agree with the idea to make an item that stores lore items. but if you ask me, the storing item should have some ability that makes it useful to the player to keep on themselves. My idea is that it should be a book of sorts and the lore items fill the pages. this book could either be equip able and make the player stronger with every piece of lore added or it could be a magic weapon. Either way, I think it should be some kind of item that gives the player more power so that you have a reason to keep all of the lore items.

hazy void
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Nerf the Fetid Baghnakhs.

For True Melee, they tend to have to rely on melee weapons that have good effects on hit and that have a great range. Armors prove to be severely important as well, as they give great defense and buffs to your melee capabilities.

All of this becomes minor the instant you go into Hardmode because of the Baghnakhs. They can be gotten the instant you go into Hardmode with relatively low difficulty, and they can destroy every boss in Deathmode in mere seconds all the way up to Golem without even using rage. Literally the only bosses that give off some difficulty are Retinazer and Doppelganger(And maybe Prime).

sudden hearth
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Make Ceaseless Hunger Potion not classify as a buff potion (so it doesn't activate when you click B)
It's quite annoying when you buff up to fight a post-Moonlord boss with the potion in your inventory and it activates, both wasting a buff slot and a potion, but also starting to suck in everything, which can distract your fight.
This would be an easy fix with barely any downsides.

novel sapphire
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biome lore suggestion:

sulfurous sea: give irradiated for all enemies with in a cirten radius from you and immunity to irradiated

astral biome: stars homing stars everywhere (activating needed)
in post moon lord: dropping a mini astral meteor on the closest enemy to you

hell: summon a leach and a hungry (from WoF's fight) to fight for you until you get out of hell
post moon lord: summon the souls of light and darkness to fight for you until you get out of hell

brimstone crag: full immunity to the lava and it's debuff at the biome for 10 seconds

abyss: light up the area for 3 seconds

lower abyss: reset you breath meter but have 1/10 of your HP defense and DR gone (30 seconds for both)

corruption: make a cursed flamethrower and a shadow flamethrower

crimson: up life regen for 10 seconds and immunity to Ichor for 3 seconds(and 10 seconds cool down)

tawdry condor
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More uses for cinderplate in pre-hardmode
no current ideas for what it's used for, maybe a weapon or two can be crafted with it.

rustic flame
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Suggestion: Prevent astral mobs from spawning in the astral biome during a lunar event

ivory garnet
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make the mod less collidable with thorium

sharp birch
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make the king slime mount not take fall damage when you have wings

weak coral
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New post-ML combat mount: Mech

Property of Hammund Robotics.
-When mounted, grants the player a damaging dodge, double jump, glide, smash on landing, 50% faster fall speed, knockback immunity and a passive shield.
-Goes up to 50 mph.
-The shield activates on the first hit, reducing the received damages by 50%. Recharges after 7 seconds without being touched.

-All bullets from ranged projectiles now explode on impact.
-True melee attacks recharge the shield by 10% per successful hit (only every 0.8 seconds).
-Mana regeneration is reduced by 35% while moving, instead of 50%.
-Minions deal cursed flames debuff on hit.
-Rogue critical hits gives a buff that triples the dodge's damages for 2 seconds after 5 critical hits.

Why: The mod (and the game) lacks mounts that are only made for combat. Most mounts are made for movement only. Having a mount made for pure combat would give a new kind of gameplay experience.
https://imgur.com/7PKWNnK

spare tiger
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if the astral infection is able to spread to anything, why not fUCKING CLAY

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to clarity, I want the astral solution to be able to convert clay

dark helm
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Put the royal gel into the crafting recipe for an accessory like the absorber or something.

Why: Royal gel is low-key useful, and slime just become a nuisance later on, especially when lava slimes end your platform bridge across the underworld. Oof.

merry zodiac
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An invasion style event, post ML since there are 3 vanilla ones for Pre-HM, Early HM, and post-Golem, possibly themed with providence or the balls or a unique new theme, with lots of flying and powerful enemies that come at you from every side

vital laurel
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I suggest add another rule that states if you find a loophole to any other rule, you will be punished. Because there's always those people who seek those loopholes.

brisk topaz
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Possibly add a post-moonlord elemental yo-yo. To craft the yo-yo, you would need Shimmerspark, Quagmire, Chaotrix, 5 Luminite bars, and 5 Galactic Singularity. The yo-yo would inflict Elemental Mix on enemy hits, and it could also fire a projectile as well. This would also replace the three yo-yo’s in the The Oracle recipe.

Why?: Having another choice besides the Terrarian for fighting Providence in a yo-yo play through would be quite relieving.

twilit escarp
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This is from a farm I did in a run of calamity, in between spawns of doggo p2 and the final sentinel, I used to turn on the arrmageddon and cheese bags, I'm wondering if it's possible to remove that possibility since the sentinels have (will be) removed from doggo (after you beat him once) still count as a boss being alive so this cheese can't happen

tawdry condor
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when adrenaline is activated, mana goes back to full automatically. why: beacause you have 3 seconds to use it and if you are out of mana then, it's really annoying.

tawdry condor
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Make config option: ShouldEnemiesBeBuffed, default to false.
If true:
All common enemies will have their HP and damage increased by cetrain percentage (let's say 100 in pre-Hm, 200 in Hardmode, 350 Post Plantera etc.) Also with this config option, make some enemies more resistant to knockback (Most likely Desert ones)
Alternative: Make config option that works in same manner as buffing boss health, but for common enemies.
Why: Endurance challenges for bosses is fun, but with bosses having 11 times their original HP, regular enemies seem to be... just extremly weak.
To clarify: common are all enemies that are neither bosses nor minibosses.

novel sapphire
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connives kunai (a rogue weapon)
take a life crystal 10 of any normal vanilla bar (copper Iron silver and gold) for 20 kunefes??
on hit: heal 1 HP and heal faster
somewhat slow speed

near kite
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How about quest fish from the sulphurous sea to get rewards from the angler?

wide night
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Emerald Splash
nO oNe CaN jUsT dEfLeCt ThE eMeRaLd SpLaSh

Post-Polterghast Spell Tome

Crafting: Spell Tome, 30 Emeralds, 10 Phantoplasm, 2 Ruinous Souls, 5 Uelibloom Bars @ Ancient Manipulator

Effect: Fires rapid barrages of emerald-like projectiles that home in on nearest enemy. The emeralds spread apart moderately slowly the more they move, and when they come in contact they explode into smaller emerald shards

tawdry condor
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Lyrical Devourer of Gods theme
Very much so just a random idea, but I feel it'd make sense considering he feels like he's on the same level as Yharon and Scal in terms of important bosses

novel sapphire
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serpent space (mage) crystal serpent upgrade
to make: 15 astral sand, crystal serpent, 25 stardust, 10 ashes of calamity
what it does?: shoot 3 mage projectiles in a row (like the clockwork assault rifle) when they hit an enemy they split into 2 superset projectiles and you may get buffed or the enemy will get debuffed
buff: astral injection
debuff: god slayer inferno (no astral infection debuff :()

muted girder
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The Wulfrum slime is not affected by royal gel (and probably other modded slimes too). Only posting this because I’m a bit salty I died to one

tranquil herald
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Biofusillade Upgrade

Upgrade: Allow it to inflict Cursed Inferno and Ichor (A new ingredient will be added).

Recipe (new): Spell Tome, 10 Uelibloom Bars, Everglade Spray

Reason: This weapon seems kinda bland, so a utility-like upgrade to it would make it more viable. Idk, it would just be nice touch to the weapon and perhaps give it more attention along with the other infamous magic weapons from this time in the game.

old plover
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Weapon Idea:
Blighted Staff (Summoner Pre-Calamitas)

Crafting Recipe: Optic Staff, 6 Blighted Lenses, 20 Souls of Sight

Spawns a Blighted Eye that attacks much like Spazmatism with shooting a stream of Cursed Fire.

Why? There are simply not a lot of summoner weapons to fight Calamitas.

sharp lodge
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make smooth brimstone slag, when hammered, look like the intended shape

ie; in this example the smoothe brismstone slag is a diagonal half block, but still has pixels in all parts of the square

sharp lodge
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please make astral cactuses drop something other than cactus

barren ledge
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Give the abyss shrine a new special item since terminus is already dropped by yharon

dusty owl
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Make trashers not be able to travel through blocks because it's really annoying when you are checking some recipes in your base next to that other sea and trasher climbs on your house, falls through ceiling and kills you

autumn tangle
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A substantial change to lore items: Stacking lore items also leads to applying tiers of Tyrant's Challenge, where the more lore items in your inventory you have, the greater the effects of the Tyrant's Challenge. A little message from Yharim appears in the chat when this is activated. (Whether the debuff appears or not this will apply to you)
Tyrant's Challenge I (3+ lore items): When hit by anything in a boss fight, you are inflicted with a few seconds of Scorched, a debuff that does damage over time based on your max HP. Player emits golden flame particles a little to show this.
Tyrant's Challenge II (5+ lore items): Disable one accessory slot. If you float over a disabled accessory slot, the tooltip reads "Yharim's Challenge has voided this slot"
Tyrant's Challenge III (7+ lore items): A Tyrannical Blade of Yharim floats and slowly follows your path, which will instantly kill you on contact. On death, the death message reads: "The player name has fallen to Yharim's Challenge." The blade reappears 20 seconds after respawn.
Tyrant's Challenge IV (10+ lore items): Disable an additional accessory slot, Scorched lasts longer, the Tyrannical Blade of Yharim chasing you moves faster and even teleports once in a while.

celest wyvern
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Nerf the sell price of Ectoblood.

Reason why: How come it sells for a gold but Ectoplasm is 50 silver?

modern marlin
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Add a new pet called the ultimate dog It gives +10% damage, 10 defense, and 10 critical chance. The recipe for this pet would be a bunch of calamity pets at a workbench. I think this should be added because pets in terraria are just forms of vanity. Most of them do nothing. And if they do something its not something significant

queen linden
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Electric Fence
Unique sentry weapon
Left click: consumes 25 mana, places a spiky metallic object with Tesla antennas. This object are affected by gravity and consumes only 0.5 sentry slots. Despawn only from 400 blocks from player, so it will work even against DoG.
Right click: consumes 5 mana, click on one fence object to save it's position, then click on another fence to connect it with first.

How this sentry work:
Connected fences, if between it no walls are presented, will emit electric beam, that connect these fences. This beam deals damage a 18 times in second with no knockback. With small chance beam will inflict Electrocute.

Craft: 7 Bar of Life + 100 Martian Conduit Plating @ Mythril Anvil

After Provi you can craft upgraded version, Heaven's Tesla Gate, that features 10x more base damage and can shoot scorched sparkles to nearby enemies either from spikes and from beam, and also ignores immunity frames:
Electric Fence + 12 Divine Geodes @ Ancient Manipulator

Reasons:
High IQ weapon for summoner.
In general, useful for farming.
More sentries, also this doesn't just spam projs.

pseudo marten
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Make a spear that shoots stars that can hit endlessly and home and lasts for 5 seconds and the stars are like the knives from illustrious knives but they are stars and the stars do 1000 damage and the spear fires 1 star per strike and the spear has a 11 use time

pseudo marten
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And it's 80 auric ore, 10 yharon soul frags, 50 dark sun frags, 30 nightmare fuel and endothermic energy, 60 bars of life, gilded proboscis, ark of the ancients

supple apex
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Ok this may sound stupid but, Ok when you fire Crystalline it splits into 4 separate daggers at a certain range, when you shoot to the left there is a projectile that shoots in the direction behind you and this projectile goes over your head, however when you shoot to the right the projectile just hits the ground since it goes below you. My suggestion would be to make it so when shooting right with crstalline the projectile that goes behind you still goes above you.

novel sapphire
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the mortal mortar
made by: the mineral mortar, blissful bombardier, the pack, the hive, handheld tank, chicken cannon, 5 yharon soul fragments,20 endothermic energy, 20 nightmare fuel, 10 dark sun fragments, 100 auric ore and 30 bars of life.
what it does: this mortar can shoot 4 types of rockets, each have 25% chance to be fired (blue red green and yellow)
Blue: this rocket type is coming as an idea from the mineral mortar: shoot a fast rocket when the rocket explodes the rocket will explode 3 time (hallow crystal effects) the explosions will also inflict Ichor and cursed inferno.
red: huge explosion radius, huge knockback, inflicts broken armor, huge damage (50% more then the normal rocket) [come from the chicken cannon and handheld tank]
green: when the rocket explode it explodes and also summons huge amount of huge, powerful, fast, homing, plagued bees. these bees spread the plague (this comes from the hive)
yellow: from the blissful bombardier and the pack: the rocket is slower, a bit more powerful (10% more), and lays some mines every 2 seconds that explode after a second.
the rockets will inflict holy flames and god slayer inferno so do the mines.

why?: i like the heavenly gale like i really like it and there is not an exo rocket launcher so i thought how about having an heavenly gale rocker launcher

chilly aspen
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Temporary
Add to the next update The Heaven-Sent Abomination, Treasures Within The Abomination and Interstellar Stomper
Will self-destruct it's purpose once the songs get added

bold niche
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Doom Bells
Post polter magic weapon
Crafted with 2 Bells, ruinous souls, voidstone, uelibloom bars
Works similar to the magical harp, but it makes a lower pitched bell sound. Every few proyectiles It fires a bigger musical note that ignores immunity frames

bronze fog
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Flooded Dungeon Chambers (This depends on how difficult it is to alter the vanilla generation of the dungeon)

Allow the generation of large, water-filled rooms in the lower levels of the dungeon (possibly only 1-2 per dungeon). After Plantera has been defeated, Eidolists spawn predominantly near those chambers. The flooded chambers would also serve as potentially the largest singular rooms in the dungeon, around the size of a Polterghast arena once they are fully drained.

Motives: The rooms would serve as "natural fishing pools" for the dungeon, in the same way as certain floating islands have sky lakes as natural fishing pools. Since the rooms are located at the lowest levels of the dungeon, they wouldn't interfere with the primary exploration of the dungeon, and once the player is ready to approach Polterghast the chambers could be drained(quite easily, by digging a hole in the bottom) and an arena could be set up without any hassle of excavating and replacing walls.

Lore: With the Dungeon being located at the side of the Abyss, some of the water from there would slowly leak through cracks and rifts in the rock and ancient dungeon walls. Consequentially, it would flow and collect at the very bottom, where ancient ritual chambers were located, eventually flooding them almost completely.

tawdry condor
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New buff potion: Heat potion.

10 minute duration.
Increases damage done against cold-type enemies by 20%.

Other new potion: Overheat Potion. (It's a debuff potion)
30 seconds duration
Increases damage against cold-type enemies by 50% and sets you on fire for duration.
Also lowers your defence by 10 points.

Availability: Either pre Cryogen or post Plantera.
Reason for this: Farming Frost Moon can be a real pain in the ass, even with decent gear. This potion would make it a little bit easier.

modern marlin
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Make the guide voodoo doll available to buy from the dryad. All other bosses have their summon items spelled in shops and it feels weird that you can’t buy a guide voodoo doll

mighty cave
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When you defeat Cryogen all the items and the permafrost should be into a small box like wof's one but with ice blocks
If you defeat him on under corruption then the ice will turn to purple ice
If in crimson the ice will turn red
If under hollow the ice will turn pink
So the ice of the box will change its colour depend on which biome are you

chilly aspen
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Adding to the suggestion above...
Uhmmm... Astral Ice too, I guess.
The ice box would turn cyan-yellow-ish/purple

crimson gale
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I don't really want to put more pressure onto Dokuro, but shouldnt there be a theme for first phase of doppleganger too?

urban flicker
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Unkempt Harold From Borderlands 2 : it shoots 6 bullets in V shaped Position its orientation depend on where you aim and those bullets are Explosive, it also deals a lot of damage .(Since this mod has Butcher in it )

weak coral
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Make the moon seem closer to the world when fighting Moon Lord, same for the sun with Providence.

Why: Technically, the Moon Lord is supposed to represent the moon, same for Providence with the sun. A moon or sun that covers half of the background's top would make the fight more intense looking (it'd be a decorative detail only, but it would make the player feel like their world is going to collapse).

cinder mica
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Fix Aquatic Aberration and Siren so that they can't cling to the player during their charges.

quasi trench
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Rare item variants for summoner weapons
Also a legendary weapon for summoner would be nice

burnt scroll
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Get rid of Skeletron Primes revengeance mode laser circles. Seriously, his laser arm already fires like a machine gun and his missile arm shoots rockets AND he shoots homing skulls! I was so close to finally beating him and you HAD to do that to me?! Anyway, if that's revengeance then what's his Death Mode change?!