User:MithranArkanere

Mithrán S. Arkanere is a Steam Terraria player.

Feedback sandbox
The following is a list to sort and organize suggestions, ideas and feedback before sending it back.

Controls: Crouch and crawl
While standing still, press down: While couching: While crawling
 * Over a platform: Jump down.
 * Over a solid surface: Crouch. The character is now 2 tiles tall, 2 tiles long.
 * Press up to stand up.
 * Press jump to stand up and jump.
 * Press Left or right to walk while crouching, the character moves 33% slower.
 * Press down again to crawl (or jump down if over a platform). The character becomes 1 tile tall, 3 tiles long.
 * Press up to crouch.
 * Press jump to stand up.
 * Press left or right to crawl around. The character moves 66% slower.

New mechanic: degeneration effects
They damage health over time, weakening the target, instead dealing direct damage.
 * Types:There are two kinds of degeneration:
 * Toxin. Dealt mostly by bugs in the jungle, but also by black jellies and goblin thieves. It doesn't deal damage, instead, it reduces the maximum health. The character's skin takes a greenish tint and have green flare sparks coming from them (like the molten armor, just green), and the hearts slowly turn orange, then yellow and then green one by one. Each green heart is 20 maximum HP 'lost' to toxin, 1 health is trapped like that each second. Green hearts are 'hijacked' by the toxin and can't be healed until the toxin is removed. When there's no more hearts to turn green, you die. When the effect is over, the green hearts become empty, and they must be healed.
 * Contagion. Dealth mostly by purple slimes, zombies, and enemies from the corruption biome. Much slower, but harder to remove. Spreads to other players and NPCs when the sprites touch. NPCs and characters with contagion have a purple tint in their skin, and have a purple corruption spark effect coming from them (like the oen from the shadow armor, but brighter). Deals damage equal to 1% of maximum health each second in players, and up to 5 damage for other monsters. No hit damage numbers being show, instead, health goes down like when drowning, and all red hearts turn purple.
 * It is possible to have both contagion and toxin at the same time, in which case hearts turn from purple to green instead from red to green.
 * The effects don't stack, and can't be applied again until they are removed. You can't deal another 200 seconds of toxin to someone that is already poisoned.
 * Removal.
 * Both effects go away on their own after 200 seconds, or if the character dies.
 * There are currently two flowers randomly spawning in grass and clay pots. They would become available to gather. Blue ones would be named 'lilies' and purple ones 'violets'. Lilies are used to craft 2 antidote(2 bottle + 2 gel + lily, removes toxin) and violets to craft 2 antiviral (2 bottle + 2 gel + violet, removes contagion). Flowers in grass have a 100% chance to drop a flower when cut, but flowers in pots have only a 33.333...% chance.
 * Exploitation
 * Players can apply toxin and disease to their projectiles and weapons.
 * Projectiles:
 * 5 Poison arrows: 1 Hornet stinger + 15 arrows.
 * 1 Disease arrow: 1 Vile mushroom + 4 arrows.
 * 10 Toxic bullets: 1 Hornet stinger + 30 bullets.
 * 5 Corrupted arrow: 1 Vile mushroom + 20 bullets.
 * Weapons:
 * 10 Toxin vials: 1 hornet stinger + 2 bottle + 2 gel.
 * 5 Contagion vials: 1 hornet stinger + 2 bottle + 2 gel.
 * Use the vials, and your melee attacks (with both weapons and tools) will deal toxin or contagion the next 20 times they hit. Only one of each works at the same time. IT would be denoted by a green or purple drop icon on the screen and a number next to it.

New mechanic: Weather
Weather affects areas, not the entire map, the sky changes when entering an area with a different weather. Only surface areas are affected.
 * Sunny area - The sun gets brighter, and there are no clouds - Grass and trees grow faster if the previous weather was rain. Water slowly disappears.
 * Rainy area - Water slowly increases. Corruption spread is slowered.
 * Cloudy area - Default. Nothing special happen, just like now.
 * Snowy area - Freezes dirt and mud in the area. Corruption spread is hastened.
 * Stormy area - Random lightning strikes hit the area. They kill monsters like the fallen stars. They also destroy all dynamite can destroy, but in a thin line. Players can make lightning rods from iron and place them in their houses to prevent this.

New mechanic: Endurance
Endurance limits how much time one can continuously use tools.
 * Endurance partially replaces the time it takes to use lesser tools. Lower-end tools won't be as slow as they are now but consume more endurance, better would be as fast as they are now, and consume less endurance.
 * Players start with 500 endurance. But that number can be increased later.
 * Endurance appears in screen as a series of glasses filled with water, the size of a heart or a mana star, and each glass would be 500 endurance. Unlike stars and hearts that 'fade', the small rectangles get 'emptied' over time, as if they were glasses filled with green stuff.
 * Consumption and recovery of endurance.
 * Using tools would reduce endurance. Only uses that do something count: digging, mining, chopping trees or breaking walls. Cutting grass, hitting the air, emoving furniture, building bricks or hitting enemies with tools won't consume endurance. Better tools consume less endurance. For example:
 * Copper: Slow speed - 7 endurance
 * Iron: Slow speed - 6 endurance.
 * Silver: Medium speed - 6 endurance.
 * Gold: Medium speed 5 endurance
 * Demonic: Fast speed 5 endurance.
 * Meteor: Fast - 4 Endurance.
 * Molten: Fast 3 endurance.
 * Players can stop using tools, and endurance will slowly recover on its own, for example, stop digging to fight enemies for a while. Endurance recovers faster the less endurance you have. The first rectangle
 * Some magical items would add endurance regeneration, and some reduced endurance consumption.
 * Silk could be used to make 'work clothing' that offers little protection, but reduces endurance consumption by 50%.
 * Food would be added to instantly and quickly recover endurance.
 * A kitchen recipe would be added, to 'craft' food. It would require wood, iron and steel.
 * A cook NPC would be added, to sell food. Appears when a room gets a kitchen, and they usually stay only in rooms with kitchens.
 * Edible animals would be added:
 * Game mammals: rabbits, deers, wild boars. Must use non-magical melee or ranged weapons, and normal ammo.
 * Birds: pheasant, partridge, seagull. Must use bows or guns.
 * Fish: Trout, salmon, eel. Must use a fishing rod while on the surface. The merchant sells a basic reed fishing rod, players can make better ones with wood, copper, iron, etc.
 * To get meat from them, a proper tool must be used, otherwise they won't drop meat when killed (you can't use magic weapons, explosives or spells, that would just kill the animal, dropping no meat)
 * Corruption could affect animals that enter there, turning them into corrupted creatures, for example, birds would turn into eaters of souls would they enter a corrupted area.
 * Edible plants would be added too, about 10 different ones, including sunflowers (used to make oil).
 * Some ingredients can be used to make other ingredients, for example, birds may drop also eggs, not just meat, and eggs and oil could be used to make mayonnaise. Then you can use mayonnaise to make sandvich.
 * Mushrooms (excepting vile ones) could be used to cook too. They would also count as food and give 250(mushroom) and 500(glowing mushroom) endurance when eaten.
 * There would be at least about 27 different recipes.
 * Increasing max endurance.
 * Players would start with 200 maximum endurance. To increase maximum endurance, players must eat varied. The first time a dish is eaten, endurance increases by 100, up to a maximum of 2000. So, to get 'stronger' one must eat varied stuff, not just one thing.

Online gameplay

 * Claiming land
 * To claim land, one most make stakes out of wood. No workbench is necessary. Stakes are small 1x2 sticks that are put on the ground. Once in palace, only the host and the owner can remove them.
 * Land is claimed by placing 4 stakes in a rectangular area. After placignthe first stake, anytime you select stakes to place, 4 red lines appear from all of your other stakes. You can now place more stakes in the path of those red lines. When all 4 stakes are in place, your area is claimed and the red lines become green lines. You can see the claim lines when holding a stake in your hand, or by having the inventory open, your own lines are green, other player's are blue. The lines have a limit of two screens (about 50 tiles/100feet), so the max amount of terrain one can claim is 50x50. Each player can claim only one mass of land, and it must contain at least 10 tiles over surface level.
 * Only the owner and the host can remove items from claimed land.
 * Server-side character saving
 * Servers can set the option to keep the characters in the server. Each user gets an unique id (for example, steam user ID). This prevents people from entering worlds with all gear when the host wants only people starting from scratch.

UI improvements

 * Pause menu (Default key ESC) with access to settings.
 * Use item in inventory: Click an item with the middle mouse button to use it while the inventory is open.
 * Lock item in inventory: Click while holding the lock key (Default: T) to lock an item. The item gets a lock icon in the corner of the inventory slot, and it can't be dropped or moved into containers, only moved to other inventory and equipment slots. To unlock the item, click on it again while holding the lock key.
 * Screen resolution
 * Show the ammo that will be used and the total amount left of it (adding all stacks in the inventory) over the respective weapons, when they appear in any of the the 10 quick slots. Numbers don't appear when the inventory is open, only when closed.
 * Get everything: Under the name of the container appears the 'Get everything' text label. Click on the label to get all items in the container f possible, until your inventory is full.
 * Quick item move: Hold key (Default:Ctrl) to sell or move items when clicking on them while a showing an open container or shop.
 * Quick toolbar change: Hold Ctrl, Shift or Alt while the inventory is closed to show the 2nd, 3rd and 4th rows of the inventory instead the 1st.
 * Rotate slot: Hold a number and mouse wheel up/down to rotate the items in that column in the inventory.

Items

 * List of allows for future reference.

Sand Golem

 * Looks like a zombie, but it's completely sand-colored and can't jump as high as one.
 * Attacks in melee range.
 * May drop golem cores.

Clay Golem

 * Stronger version of the Sand Golem.
 * May drop golem cores.

Werewolf

 * Appears amongst the zombies when Blood Moons happen at the same time as Full Moons. That is, during Full Blood Moons.
 * Attacks in melee range, and can deal toxin.
 * The number of werewolves spawned would be the same as the number of NPCs in the world, excepting the Old Man.
 * They would come only at night, and the remaining alive when dawn comes would run away
 * They would open doors much faster than zombies.
 * If they hit one NPC (excepting the Old Man) the NPC becomes infected.
 * Infected NPCs will turn into a werewolf the next full moon, even if it's not a blood moon too. Those new werewolves can infect other NPCs too.
 * NPCs turned into werewolves are considered to be dead and will respawn normally, and the werewolves created this way would either be killed by you or leave when the day comes, like during a full blood moon.

Banker

 * Health: 250
 * Service: Sells chests, safes, mailboxes and storage improvements.
 * Safe: Stores items, onlt the one that placed it can open it.
 * Mailboxes: Work like piggybanks, but for all players in the computer, instead for the current player.
 * Storage improvements:
 * Pig storage II 10 gold - Add the second 'tab' to the Piggybank, that has another 20 item slots. The icons to change tabs appear under the 'Piggybank' label when the piggybank is opened.
 * Pig storage III 25 gold - Add the third'tab' to the Piggybank, that has another 20 item slots.
 * Pig storage IV 50 gold - Add the fourth 'tab' to the Piggybank, that has another 20 item slots.
 * Pig storage V 1 platinum - Add the fifth 'tab' to the Piggybank, that has another 20 item slots.
 * Mailbox storage II 10 gold - Add the second 'tab' to the Mailbox, that has another 20 item slots. The icons to change tabs appear under the 'Piggybank' label when the piggybank is opened.
 * Mailbox storage III 25 gold - Add the third'tab' to the Mailbox, that has another 20 item slots.
 * Mailbox storage IV 50 gold - Add the fourth 'tab' to the Mailbox, that has another 20 item slots.
 * Mailbox storage V 1 platinum - Add the fifth 'tab' to the Mailbox, that has another 20 item slots.
 * Requirements: A vacant house with a piggybank.

Scholar

 * Health: 100
 * Service: Sells caster-related items, such as mana potions and spellbooks.
 * Requirements: Have at least 20 Mana.
 * Special: The scholar sells 'empty tomes', 'plain wands'. Empty tomes and plain wands can be used along a table that is nearby a chair and a bookshelf (a platform with books), to craft new spells and wands, by mixing the empty tome or plain wand with 2 magic items.

Cook

 * Health: 300
 * Service:Sells food and ingredients such as eggs, milk and bread.
 * Requirements: A vacant house with a kitchen.
 * Special: During blue moons, the cook will attack zombies that hit him with a frying pan, dealing 15 damage.

Architect

 * Health 250
 * Service: Allows the player to 'save' a small rectangle of world into a 'blueprint' (which is actually a miniature world). Then it allows to load those blueprints into other worlds (provided one has the require materials). Only bricks, rock, wood, glass, rock walls, wood walls and brick walls are saved into a blueprint. Furniture, material blocks, grass, water, lava, trees, plants furniture and any other items won't be saved. When placing a blueprint on the map, the area must be clear of anything but dirt, rock, wood, bricks, trees, grass, mushrooms and walls.
 * Requirements: At least 4 working houses, and at least one of them empty.

Golem

 * Health: Initial 100HP, may be increased.
 * Service: Guards the building around his spawn point, may follow and protect the player.
 * Requirements: Golem control stone.
 * Creating a golem:
 * A player needs a golem core. A gole core is a rare item dropped by golems in the desert and the ruins.
 * Then players must craft a "golem dock" which is actually two items: a 1x4 pad (the core is used to craft this), and a 3x4 box that is placed over the pad. The pad can be opened like a chest.
 * Then players can put inside the pad several stacks of items that will determine the properties of the golem. For example, copper bars makes it attack faster, silver makes walk faster, iron increases its defense and gold makes it deal more damage faster. Gems would determine its IA, and mana crystals and hearts its maximum mana and health. The maximum number of stacks items that can go inside the pad is 20, like with chests. The properties of equipable item added would be applied to the golem too, and completed armor sets will add also their bonus.
 * The first piece of armor in the pad determines the appearance of the golem, and gives no stats.
 * The first weapon in the pad will be the weapon the golem will use. Any other weapons are ignored, and lost when the items are consumed.

Tiles

 * Coal - As rare as gold. Used to make steel. May contain diamonds.
 * Diamond - Changes from appearing in rocks to appearing only in coal.
 * Lead - As rare as gold. Used to make pipes and bullets.
 * Snow - Found in frozen land and snowy biomes.
 * When there's no room left or right, it goes 'down' when dug under, and deals damage if it fall over a player like sand, but the damage is bigger the more blocks are piled up.
 * Like lava and water, it goes sideways if there's nothing to keep them from doing that, which may trigger an avalanche.
 * Ice - Found in frozen land.
 * Slippery surface: accelerating and decelerating movement takes much longer.
 * Cold: All attack and tool usage is 25 slower unless wearing warm boots.
 * Can't be stacked.
 * Touching dirt and mud tiles: turns dirt tiles into 'frozen dirt' and mud into 'frozen mud'. Nothing grows in frozen soil, and it takes longer to dig.
 * Touching water: if touching another 3 ice blocks, always freezes water. If touching 2 ice blocks, randomly thaws or freezes water.
 * Touching meteorite, lava or hellstone: always thaws into water.
 * Touching other tiles: remains frozen as long as it's touching at least 2 other ice tiles, otherwise it melts into water over time.
 * Frozen soil: Dirt tiles touching ice blocks. Spreads up to 5 blocks from the ice tile.
 * Frozen mud: Mud tiles touching ice blocks. Spreads up to 5 blocks from the ice tile.
 * Limestone - Found in ruins.
 * Water turns limestone blocks into sand blocks.
 * Lava turns limestone blocks into stone blocks.

Grand Desert

 * A single big mass of sand. It spawns either between the center and the dungeon, or over the jungle. The dungeon and the runs can have its entrance inside of it.
 * Slimes get killed if they get too deep inside.
 * Water is 'absorbed' by sand inside the desert and disappears.
 * Monsters:
 * Clay Golem: Move like zombies, may drop clay when dead.
 * Flying fly: May apply poison.
 * Sand worms: water bolts heal them. Extremely attracted to water candles.

Ocean

 * A huge mass of water in one of the sides of the map. Frozen land may be over it.
 * It has several swimming monsters inside.
 * The lower parts contain several ship wreckages and chests (ship wreckages are made out of wood, roughly shaped as ships)
 * Monsters:
 * Jellyfish: Flutter around, slowly following the player.
 * Sword Shark: Move fast in the water, like flying monsters in the air.
 * Crab: They dwell in the ground, but can jump high if needed.
 * Seahag: Appear at night like zombies. They can also open doors during blood boons.
 * Items:
 * From monsters, items to craft an oxygen tank using copper, when equipped, it allows to stay underwater for 1 minute longer. Can be upgraded to iron(2 minutes longer) and steel oxygen tank (a total of 5 minutes).
 * DPV (Diver propulsion vehicle) Allows the player to move much freely underwater.

Ruins

 * It may have more than one entrance. One entrance may be connected to the jungle or the frozen caves, another may be in the middle of the Grand Desert.
 * Its blocks are made out of limestone. Water turns limestone blocks into sand blocks. Lava turns limestone blocks into stone blocks.
 * Ruins are shaped like the dungeon, but with smaller rooms, thinner walls and much more separate dwellings. It may contain 'ancient' versions of all furniture such as 'ancient chair', 'ancient table', ancient furnace', 'ancient anvil', 'ancient books' and 'ancient doors'.
 * Monsters:
 * Limestone Golem. Much like the clay golem, but stronger.
 * Crawling automaton. An spider-like machine.
 * Dried corpse: Mummy casters that throw poison bolts.
 * Items:
 * Magic bucket: When used on water, it always takes water, when used on empty space, it always drops water.
 * Charm wand: Makes a weak monster temporarily friendly, and attack other monsters.
 * Portal tome: Used along the magic mirror to craft a Town Portal tome. When used, the town portal towm created a portal that appears somewhere in an empty spot near your spawn point. Use the town portal again to go back to whence you came.

Snowy

 * Appears in at the top of huge mountains and in massive floating islands. It's never near the ruins or the grand desert, but it may appear behind the dungeon or over the jungle.
 * It contains mostly snow, frozen soil, frozen mud, other tiles under them, and it may contain ice blocks. It may also contain icy and snowy caves.

Artic

 * Appears at the opposite side of the desert and dungeon, over the jungle or behind the dungeon, over a huge mass of water, or at the corner of the screen.
 * Cointains lots of Ice blocks.
 * Has a series of ice caverns, lower levels may connect to the jungle or the ruins.
 * Monsters:
 * Ice imp: Like the fire imps, but casting ice bolts. Ice bolts bounce off all surfaces but water and lava 5 times, but freezes water when in contact. When it comes to lava, they just go 'poof' and do nothing.
 * Frost worm: Like giant worms, but with more health. High armor vs anything but fire.
 * Deep blue slimes. They will freeze wanter when they touch it.
 * Items:
 * Ice wand. Casts ice bolts. From chests and ice imps.
 * Warm boots. Prevent sliding and slowdown on ice.
 * Frozen armor set and weapons.