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Pre-hard mode|
Prerequisites Herbalist Scroll 2 + EoW/BoC:
Edit: https://steamhost.cn/steamcommunity_com/id/kitami9/images/?appid=767
Viola: Def | 13
Head piece: Def 4 {Increase mana pool by 20.
Body piece: Def 5 {8% decreased herbalist spell mana cost.
Leg piece: Def 4 {8% decreased herbalist spell mana cost.
Set bonus: Increases speed by 6%.
Crafting recipe:
Head:
Shadow Scale (5)
Sohetro (1)
Body:
Shadow Scale (15)
Sohetro (6)
Legs:
Shadow Scale (10)
Sohetro (3)
Overall:
tissue sample (30)
Sohetro (10)
Rosa: Def | 15 (20 with set bonus)
Head piece: Def 4 {Slightly increases Health regen.
Body piece: Def 7 {Increase Herbalist damage by 4%.
Leg piece: Def 4 {Increase Herbalist damage by 4%.
Set bonus: Increases Def by 5 temporarily (1s) after consuming an herb.
Crafting recipe:
Head:
Tissue sample (5)
Sohetro (1)
Body:
Tissue sample (15)
Sohetro (6)
Legs:
Tissue sample (10)
Sohetro (3)
Overall:
tissue sample (30)
Sohetro (10)
Yeah, I couldn't help but go off that age old poem.
Edit: I looked at exactly what was dropping Sohetro and adjusted the needed materials. Oversight on my part, oof.
Edit: Changed mana cost value so lower level spells could actually benefit from the reduction.
Similarly, an option to toggle extra ores would be nice, too, because they're very plentiful, but see very little practical use compared to vanilla in my experience. Also, they spawn wherever as of now, so maybe add some kind of pattern to it? Like low-tier spawning in the upper layers of grass and snow biomes, high-tier only found in hell under corruption/crimson, and ruby rose sticking close to living trees. Something like that.
I would suggest to bound them in the same way as Vine Ropes are:
- Obtain craftable "Herbalists Notes" (this could be craftable early on or found in Living Wood Chests within big Trees)
- While it is in Inventory\Equipped you can gather new herbs from creatures and vegetation
Currently there are quite a lot of different herbs that can be found during scouting biomes, filling up inventory too fast
Also, extra suggestion is to do something with this amount of different ores. maybe make them craftable ones, like Shroomite?
Originally I had made a key binding to just “shut off” all of the plants but I like that idea more. Also for the ores that’s what I plan to do for one of my last updates before 1.0.0.0 is aside from all bugs to make the ores stand out more. Because right now they are lacking some. Thanks for the feedback!
On the positive side: I like what you've done with the runes. It's encouraging me to make use of effects like imbues that I'd never really bothered with before. In general, I'm discovering new effects that I wouldn't have normally thought to make part of my equipment build.
Also, grimoires might be my new favorite thing in all of Terraria. I want to collect them all and smite everything with the elements. Nice work!
Thanks for the feedback :). At the very least I’ll update the texts so that the scrolls mention the keybinding. Also I gotta ask then what’s your favorite grimoire?
I've always had a lot of hangups with mods that add new classes because they don't mesh with any other mods. In my case specifically, I don't think either class scales with any of the RPG stuff I've installed, and both classes have a weak selection of stuff in comparison to the other mods I'm running that adds new summoner, melee, ranged and magic content.
Still, I've ignored the herbalist and sniper stuff for a while, but the main reason I'm deciding to delete the mod now is because it's constantly dumping so many herbs into my inventory that I'm constantly out of space after swinging my sword for two seconds, heh. Kinda wondering if maybe there's an herb satchel item or something I'm missing that auto-collects and stores herbs somewhere for convenience, but I don't see one.
Props to putting this much effort into a mod, though.
There is a keybinding that disable herbalist plants from appearing. Ik it should probably be in mod config instead but point is you can disable the plants if (an when) they get really annoying.
As for the classes. Yeah I realize the herbalist needs more items. The snipers tho still follow all range class changes. I more have it say sniper damage so people know which weapons can do the special effect.
Thanks for the feedback overall.
Good to know about the sniper thing, thanks.
I’ll make it so it keeps whatever keybinding you set it to whenever you rejoin the game. In the meantime you can just set the lesser spawn rate to 10 in the mod confit and if you ever forget the herbs will spawn very minimally