Jump to content

New bright shade/void tool/gear ideas.


Recommended Posts

Some or most of these probably don’t need to be as lunar or shadow tools but I had some ideas and wanted to share them.

Shadow Turfer:

It would cost 2 dark tatters, 3 pure horror, and 2 dreadstone.
This shadow tool would have 1000 uses which would be affected per tile dug using this tool (idk what the amount of uses should be so I rounded it to 1000 from the snazzy pitchfork. It could also be 25 uses for digging up a large area) It would dig up turf as fast as picking a flower and has the ability to mark an area of turf to be removed all in one scoop and you can do the same thing for placing turf if you put turf in the tool like the turf raiser helm.

Brightshade Navigator:

It would cost 6 brightshade husks, 4 pure brilliance, and one enlightened shard. It would act as a lazy explorer with 30 speed bonus instead and also shows you the location of north like a compass with the ability to find other players with a compass or Brightshade navigator active on the map and compass. It uses durability when teleporting or active. You can also signal a brightshade navigator in the inventory of another player or chest to tell them to equip and activate the navigator to find them.

Updated version of the Dreadrap which is now the Void Catcher:

It would cost 1 possesed shadow atrium, 4 pure horror, and 3 dark tatters. It would catch bug, birds, rabbits, or anything that can be trapped like spider. You can catch from far away and doing so will have no creature no it was you who catched it. You can also catch crawling horrors that once caught, stays inside the net item taking away durability. Your only two options are to throw them at creatures or somewhere which will deal damage to both the crawling horror and target if it hits, and you can also convert it into a follower called the Hunting Horror by using the void repair kit on the void catcher twice. The Hunting Horror follows the net it was summoned by and attacks anything you target. You can target stuff from afar using your void catcher and it will teleport to it. The Hunting Horror looks like a smaller crawling horror but it’s a rift creature instead and has a bit of red cloth on it like the ink blights. You can have up to 2 Hunting Horrors, you can only have 1 void catcher with followers. Each Hunting Horror has 450 Health, can heal 1 Health every 5 seconds or be healed by being fed nightmare fuel or pure horror, and is gone when killed or the Void catcher breaks.

Brightshade Rod: 

It’s crafted using 3 brightshade husks and 3 pure brilliance. It acts as a fishing rod and sea fishing rod and also as a pocket scale when fished or anytime.

Brilliant Candle:

It’s crafted using 3 bees wax, 1 brightshade husk, and 4 pure brilliance. It acts like a lantern, has a bigger light radius then a normal lantern but less then a full campfire, and would produce blue light. It’s refuled using honey or bees wax but still has durability that is repaired using the brightshade repair kit. It can’t be used to set things on fire as it produces no heat.

Brightshade trap:

Costs 2 brightshade husks, 1 pure brilliance, and 2 moon shards. It deals 48 damage and 20 planar damage, has 10 uses that can be repaired with a brightshade repair kit, and can either be reset manually or self resets after 10 seconds if it detects a shadow aligned creature nearby.

Nightmarish Tent:

Costs 4 Dreadstone, 8 dark tatters, 5 pure horror, and 6 bunny puffs. Despite its name and the materials it’s actually quite comfortable as it will provide 3 sanity and 2.5 health per second at the cost of 1 hunger per second. It will very quickly remove wetness and can increase or reduce temperature depending on the current world temperature and if you’re freezing or overheating. Wickerbottom can sleep in it due to the shadow magic being able to let her sleep and the comfortable inside. It also has 20 uses, you can use 1 void repair kit to get 2 uses back, and enters a broken state once out of uses.

Thermal Dreadstone:

Costs 6 Dreadstone, 2 pure horror, 1 Icker jar, and 1 Pick/axe. It does what a thermal stone does but absorbs heat faster, it decreases by 1 degree every 10 seconds instead of 1 degree every 5 seconds, has 10 uses, once broken it instead enters a broken state, and can be fully repaired using a void repair kit.

Brilliant Sparker:

Costs 6 Brightshade husks, 4 Pure Brilliance, 1 filled Spark Ark, and 2 volt goat horns. It deals 52 damage and 20 planar damage, is an electric weapon, can be boosted by the Brightshade Helm, and can shoot lightning from afar.

4 hours ago, DeeterDeet said:

hmmmmm,

 

I really like the ideas for the Brightshade navigator, Dreadrap, and Brightshade Rod. (especially the dreadrap).

 

Very creative.

Thanks, I saw they were basically making endgame versions of tools and weapons so I decided to come up with a few more.

6 minutes ago, Beetrice said:

I don't like having items just meant to outclass our already existing ones. Why should we have such varying options in weapons and equipment when there's an option that is objectively better than all of them?

resources. different classes of items have different resource cost and so are appropriate at different parts of the game. most people will never get the "best" items so if that is the only version of it in the game then most people will get nothing at all. i can't get the resources for the brightshade shovel but i can get the resources for the gold one so i use the gold one.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...