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.

UI improvements

 * Pause menu (Default key ESC) with access to settings.
 * Extra use key (Default Middle mouse button)
 * With the inventory open
 * Click an item with the middle mouse button to use it directly from the inventory.
 * While having a stack 'hold' by the cursor: Click a stack of the same item with the middle mouse button to place items back to the stack in the inventory (in a similar way like the right mouse button takes items from the stack to the cursor).
 * While holding a just crafted item: Undo last craft.
 * With the inventory closed: "Special"/"Secondary attack".
 * 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.
 * 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.
 * Stats screen: Accessed from the Pause menu, shows stats of everything that character has done.
 * Map screen: Accessed with the map key (Default: TAB). Shows the explored map with a black fog of war covering the unexplored parts of the map.
 * Quicksave: Either press the button bound to the 'quicksave' option (Default F6) or pause the game an choose 'Save' in the Pause menu. The current World will be saved in your computer without having to leave the game. Works also for multiplayer worlds, but in this case it makes a copy and you must Disconnect to visit your local copy of the world.
 * Ruler: Add numeric values in the borders of the screen every X blocks. You choose X in the options screen.

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: Player-placed bit

 * To do.

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 + 5 arrows.
 * 4 Disease arrow: 1 Vile mushroom + 4 arrows.
 * 10 Toxic bullets: 1 Hornet stinger + 10 bullets.
 * 5 Corrupted arrow: 1 Vile mushroom + 5 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 icon on the screen(shaped like a drop) and a number next to it, that shows the number of remaining attacks.

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 tools would be as fast as they are now, and consume less endurance.
 * Players start with 200 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 200 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.
 * Endurance is consumed when a tool is successfully used. Only uses that do something count: when a block is mined, when wood is chopped, when walls are broken... Just hitting a tree will not remove endurance until the tree 'breaks' and the wood appears. Cutting grass, hitting the air, removing 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 after a few seconds, 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 50(mushroom) and 100(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.

Fast-forward
Accessed by using a 'Grandpa clock' furniture piece, it lets you fast-forwards into the future without having to wait with the game unpaused while doing nothing while you wait for trees to grow back or grass to spread. Time will pass as if you were standing there for minutes, but in seconds.

The clock, like the bed, works only inside proper 'safe' house.

Claiming land

 * To claim land, one must make stakes out of wood. No workbench is necessary. Stakes are small 1x2 sticks that can be placed anywhere, even in mid-air. Once in palace, only the host and the owner can remove them.
 * Land is claimed by placing 4 stakes in a rectangular area. After placign the 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.

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.
 * Zombie AI. (can open doors)
 * Attacks in melee range.
 * May drop golem cores.

Clay Golem

 * Stronger version of the Sand Golem.
 * AI - zombie AI.
 * 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.
 * AI - improved version of Zombie AI. Opens doors with ease.
 * 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, and will try to open any door they see to let zombies in.
 * 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.

Burrowers
New AI type.
 * They dig as if they had a silver pickaxe, and 'store' what they dig inside their bellies. What they ate is stored inside of them like with chests. Killing one will make them release everything stored inside of them like a pinata.
 * There would be a limited number of them in the map. You can easily hear their unique digging sound when they are digging nearby.
 * They are all immune to all sources of damage excepting those that come from players. Falling great heights, lava or sand falling over them won't damage them. They can also walk in walls, and will try to get out of lava whenever they can (so their items are not lost if you kill them inside the lava).
 * When all 20 item slots they can carry are used, but not all stacks are filled, they will only dig materials that would fill those stacks, and nothing else, so no block is 'lost' because of them digging something that will not be saved within them. If they don't see any of those materials, they walk around the tunnels they made.
 * When all of their stacks are maxed, they stop digging, and they walk around the caves they dug.
 * They have preference for heart crystals and gems, when they are withing 25 squares of one, they'll try to go directly there to eat them, digging anything on their path, although they won't be able to dig if their bellies are full.


 * Underground: Dirt eater scarab.
 * Caverns: Rock eater scarab.
 * Desert: Sand eater scarab.

Crawlers
New AI type. They can walk on walls and ceilings, and jump directly to the player when they have a direct path. They sometimes stay immobile in the dark until you get closer, and then jump at your face.
 * Forest: Spiders. they can climb trees. They can hide inside the foliage and jump at those that are going to chop their tree, appearing out of nowhere.
 * Desert: Scorpion. They hide under the sand.
 * Ocean: Crab. They hide under the sand at the bottom.
 * Underground: Cave spider.
 * Caverns:
 * Giant cave spider: from 2000 to the underworld.
 * Spider matriarch (spawns small spiders, found as a boss in the spider den: an enormous cave undergroud, with 1..3 chests) and many spiders spawning. The first time you enter the spider den, may small spiders start spawning, when you kill 50, the spider matriarch appears. To summon it again, you must use an eggsack inside the den, crafted in an Altar with 50 webs, that would summon again the 50 small spiders to kill and summon the matriarch again.
 * Baby spider: Spawned by the matriarch, with the matriarch boss summon item, and the first time one enter the spider's den.
 * Corruption: Crawler. A creepy single-eyed creature, similar to the eater of souls, but smaller and with legs.
 * Jungle: Mantis. Looks like leafy scenery, immobile, until you get closer.
 * Dungeon: Creep. Looks like a skeleton skull with bony legs. They sometimes hide behind chests and pots.
 * Underworld: Flame spider. Can survive inside lava. It usually waits inside the lava at the border of the water, waiting for you to get closer to throw you into the lava with the knockback damage.

All spiders may drop cobwebs. Some may also drop steelweb, a stronger version used for improved caster clothing.

Tunnel jelly
Tunnel jellies are lime-colored huge 3x3 block jellies, and spawn in straight, leveled tunnels between 3 and 6 blocks in height. They slowly move through the tunnels without stopping, engulfing any creatures they come in contact with, and removing furniture they touch, like torches or doors.

Small and short decreases in height of the tunnel won't stop them. For example., a couple of doors with a block on top, reducing the height of the tunnel to 2 block in that spot. They'll just slip through it.

When they 'swallow' a creature they deal damage to it inside of them, that's their digestive process working. Players swallowed by a tunnel jelly can only use melee weapons to attack it, and must dit quickly, because they deal 20 armor-ignoring damage per second to the creatures they are digesting.

Some of them spawn with an item floating inside of them. Those items can be pretty much anything: Arrows and other ammo, bombs, weapons, tools, materials... One can be lucky and find a tunnel jelly with something like some gold ore or a diamond inside, but most of the time is something cheap that a poorly unequipped adventurer would have when they crossed paths with the tunnel jelly and got killed by it.

Tunnel Jellies are loners and avoid each other. Never more than one Tunnel Jelly spawns at the same time, and not even the blue candle will change that. Even if two spawn in multiplayer for two characters, they'd rater stop moving or turn around than walk into each other.

Egg
New AI type. This things look like an urn, but if one take a close look, they are pulsating. IF the player stays for too long near them, they hatch, releasing a monster:
 * Underground, Caverns: Baby spider
 * Corruption: Crawler hatchling.

Slimezilla
First summoning: Behavior: Drops:
 * Health: 2000HP.
 * Appearance: A massive multi-colored slime that constantly changes colors like the surface of a bubble with a a translucent green orb as its 'core'.
 * Biome: Forest-underground. Daylight only.
 * Make a pit that is at least 15 tiles long asn 15 tiles deep, and no more that 20 tiles wide and 20 tiles deep, the walls must be made of glass. This is a 'giant slime bottle'.
 * Wait for slime to appear, and kill them so they die within the pit.
 * Slimes that die inside this giant glass bottle will turn into 'slime goo'. Any more slimes that die inside the the goo become slime goo too.
 * Slime goo is a very dense acid that slows you down like Cobwebs, requires Breath like water, and damages like Lava (although it deals much less damage than lava).
 * When there are 100 tiles worth of slime goo in the pit (each slime adds as much goo as its health/10), the goo starts to wriggle, and in the middle of it a 'core' forms, and explodes like dynamite, breaking the 'glass bottle' and surrounding materials.
 * Behind the smoke and dust from the explosion Slimezilla appears.
 * After slimezilla is defeated once in the world, Gel can be used to make "Slime lure" in Altars. Slime lure is an item that attraks lots of slimes when used inside a giant glass bottle, to fill the slime goo quicker and summon slimezilla faster.
 * Slimezilla attacks mainly jumping on players.
 * It levels the terrain by breaking dirt and stone blocks and trees when it jumps around, breaking only those that 'stick out' and those above and at the side of it, and can pass through any other tiles when jumping up and sideways, so it's not possible to trap Slimezilla by making a 'jail' around the bottle. It will not go through tiles downwards, though. As if all tiles where like platforms to it, and it couldn't use the 'down' key.
 * It heals itself by killing and stealing all the health from any other slimes it touches.
 * When its health is under 50%, it will start attacking by shooting slimes. These slimes are separate entities, and once around, they will attack you, and Slimezilla will be able to heal itself by eating them too.
 * Whenever you hit Slimezilla, slimes pop out out of it.
 * As it health goes down it size decreases, and it also increases in size when it recover health by eating other slimes.
 * When it becomes as small as Pinky, one last hit will be enough to kill it.
 * Flamethrower - Uses canisters of gel as ammo.
 * 'Leech' (spellbook) - Steals life from enemies.
 * Pinky feed - Used to tame a Pinky. That pinky will become a resident of your own house, 'reserving it' for you, so no other NPCs use it.

Equiping NPCs
You can give items to NPCs by right clicking them while holding an item with the cursor when the inventory is open. They will take the item for themselves and never give it back. Giving them a different weapon will not make them drop the other one, they will keep the most expensive they have ever received.
 * Guide: Starts with no weapons. Accepts copper, iron and gold swords.
 * Merchant: Starts with no weapons. Acepts the Flail and the Ball O' Hurt.
 * Demolitionist: Uses his own grenades by default. If you can craft other kinds of grenades or a grenade launcher, you can give it to them and he will use them until he runs out of ammo, and then continue using his own grenades.
 * Arms Dealer: Starts with a flintlock. You can give him the musket or the Handgun.
 * Nurse: Won't attack, but she will heal other nearby NPCs by 50 HP, consuming 5 mana in the process. She has 100 mana. If any healing spells get added, she will start with the weakest, and you could give her stronger ones.
 * Dryad: Has no weapons by default, but you can give her: Staff of Regrowth, Water Bolt, Vilethorn, Aqua Scepter or Flower of Fire. She would get 100 mana to use them.

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 characters in the computer, instead for the current character.
 * 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.
 * Favorite item: 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.
 * Favorite item: books.

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.
 * Favorite item: Kitchen.

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.
 * Favorite item: Framed Blueprints.

Mentor

 * Health 500
 * Service: Teaches 15 special skils:
 * Each some skills are part of a series, and each one must be learned before the next.
 * To learn a skill, you must first prove your worth. The Mentor will require an item or stack of items that he will take from you forever.
 * Some of the skills require using a new key binding called 'Special' (Default: F).
 * Crouch - Copper Pickaxe - . The height of the character changes to 2 tiles, and get extra +2 armor. They also and a little bit more mana regeneration while not moving.
 * Crawl - . The character moves 50% slower, but keeps the +2 extra armor while crawling.
 * Slide - . Works only in level surfaces. The height changes this time to 1, so one can slide through 1-tile cracks in walls right at the bottom of a wall.
 * Strong pick -  Digs slower, but the hits affect a 3x3 tile area instead single tiles.
 * Strong axe -  Takes down a tree with a single blow, but has a 2 second cooldown during which you cannot use the axe.
 * Strong hammer  Hammers much slower, but the hits affect a 3x3 tile area, and 5x5 wall tile area instead single block and wall tiles.
 * Roll - Non-existing accessory that allows rolling - . Characters avoid all attacks while rolling, but can't attack for a second after rolling.
 * Dash - Hermes Boots -  Characters running move 100% faster (200% with Hermes boots equipped)
 * Somersault - Shiny Red Balloon - , or ): Jumps 10 tiles instead of 6 (16 tiles with the Shiny Red Baloon equipped). Can be used in mid-air while equipped with the Cloud in a Bottle to increase air-jump height, this time from 4 tiles to 6 tiles.
 * Fast slash - Muramasa - Melee weapons (Swords and other weapons with limited fixed range) - Hold attack to attack continuously like with the muramasa.
 * Wide slash - Melee weapons -  Performs a slash that deals 50% more damage and hits left, up and right but can't attack for a second after doing it.
 * Dash slash - Melee weapons -  Deals 25% more damage.
 * Barrage - Bows - . Fires 5 arrows at the same time in a spread pattern, but consumes double ammo. With ranged weapons that have no ammo, it consumes 20 mana for each target hit.
 * Sniping - Guns -  Allows 'peeping' off the screen without moving yourself. The distance is limited, though, one can move the screen so the character is no longer in the center, but not far enough so the character can be outside of the screen.
 * Homing throw - For throwing weapons only - The weapon will try to follow the mouse pointer after being thrown, as if the mouse pointer attracted it with weak gravity, the effect is weaker with flails.
 * Blast - Spell items. Hold skill key while standing still for 3 seconds. Lose all energy, deals 150 damage around you.
 * Shield - Cobalt Shield - . Character raises a magical translucent shield shaped like a 'spherical cap'. The shield lasts for 5 minutes, and will be in the opposite direction the character is aiming, covering his back, it also gives +2 armor and immunity to knock-backs while it lasts.
 * Meditation - Spell items - Crouch, then hold the special key while crouching. Makes the character 'sit' on the ground. Armor is reduced to 0 while doing this, but mana recharges 200% faster.
 * Requirement: Either have one weapon, or know one skill.
 * Special: Kills any monsters than enter his room, excepting bosses, dealing 9999 damage.
 * Favorite item: Cushion.

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.
 * Special: 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" a 2x4 pad that can be opened like a chest, and place the core (which is 2x2) over it.
 * Then players can put inside the dock 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 maximum mana and life and maximum reserve mana and reserve life. The maximum number of stacks items that can go inside the dock 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 materials of first item in the dock inventory determines the appearance of the golem, and gives no stats.
 * The first weapon in the dock will be the weapon the golem will use. Any other weapons are ignored, and lost when the items are consumed.
 * Then players use the core with a right mouse click, and the items in the pad are consumed to form a golem.
 * Special: Powering a golem:
 * Golems do not regenerate health and mana, and can't be healed with things that heal players, instead, you bust provide them with Life and Mana Crystals. Each Life Crystal gives them 400 'reserve' HP, and each Mana crystal 400 'reserve' mana. When they use mana or lose life, they regenerate them from their reserve. When the reserve is empty, they no longer regenerate.
 * Favorite item: Golem dock.

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.
 * Walking on it it's 50% slower, jumping from it reduces height by 50% (jump 3 tiles instead 6).
 * 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.
 * Very Cold: All attack and tool usage is 25% slower unless wearing warm boots.
 * Frostbite: If you stand still on a block of ice without moving for 10 seconds, you'll start taking 20 damage per second. The damage stops when you move. Looking at the opposite side without actually moving from the spot doesn't count as 'moving'.
 * Can't be dug. Instead, they are broken with a hammer. They make the same sound as glass when they break.
 * Drops 4 ice spikes when broken.
 * 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.
 * Boss:
 * The Core Guardian.
 * Deep within the ruins, there's a chamber with bricks not even Dynamite can break. Inside that chamber there's a huge crystal protected by a massive golem boss that generates a magic field in the chamber and around the core, making impossible to dynamite the bricks or dig the core. Once the boss is defeated, the field if lifted, and it's possible to dig the walls and the core.
 * The core would be either made out of a a new unique material, or spawn random valuable materials when dug, like gems.
 * The base of the core can't be dug, and if left alone, it will regrow back to its total size.

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.