Funny how the wands, the main gimmick of Lucky Islands, are all useless with an exception to perhaps the Shield wand or TNT Wand. Even so, due to their immense cool-downs and lack of use in most situations, having them isn't going to change up the gameplay much at all. I propose both adding new wands, and changing existing wands, to better diversify gameplay.
Slime wand --> Roulette wand
I propose renaming the 'Slime wand' to the 'Roulette wand'. This wand will still shoot out a projectile, however it will not necessarily be a slime. Here are six projectiles that I recommend it fire:
-Slime mob
-Snowball
-Egg
-Arrow
-Diamond
-Chicken
See how the wand is a thousand times more practical now? When not in combat, the player can use it in hopes of getting either a diamond for gear, or a chicken for food, two necessities that are often times scarce in Lucky Islands. When in combat, the player can hope for either an arrow or a slime, to either deal cheap, one-time damage from afar, or to distract their opponent. If you notice that a player is bridging, you can hope for either a slime, snowball, egg, or arrow. This essentially makes the wand a bow with infinite ammunition, but with a hefty cool-down.
Dragonfire wand
This is another wand that is rarely used. I simply propose changing it so that it instead emits a large fireball, rather than a sporadic shower of fire. How often are you actually going to even hit somebody with the Dragonfire wand as it currently stands? Next to never, because you cannot control where the fires land. How often, assuming you hit your target, is it going to change the outcome of a fight? Next to never, because who in their right mind would even use this thing at close range? The fireball that it shoots will be on par with a ghast fireball, meaning that it will do some explosive damage, and assuming it makes direct contact, will also inflict fire on your opponent. This makes it a force to be reckoned with, both up close and from afar. Its cool-down will remain the same.
Lightning wand
Easily the worst wand in the game, period. It's so difficult to hit, even if against an idle target, unless you're very close to your opponent. It deals an unreliable amount of damage, and simply doesn't need to exist. Here me out, because what I suggest be done might sound a little pointless at first glance. You know how people use the Shield wand to save themselves when they get hit off the map? Or use it when they have no blocks to bridge across gaps? Well, have the lightning shield not only
instantly destroy the shield, but also
deal five hearts of damage, guaranteed, to everybody inside. This will therefore serve as a
very useful counter-measure to what's probably the best wand in the game thus far. I suggested this quite a while back, and absolutely
love the idea. It's so small, yet probably one of my favourite suggestions to date.
Gravitation wand
This is a new wand that intends to add extra usage to wands. I mentioned it briefly in my Cubecraft 3.0 thread, as well as the other two new wands that I am going to suggest in this thread, which you can find
here. Basically, the wand will send the user ten blocks into the air, and will also totally negate all fall damage for six seconds. This wand can be used to traverse short gaps (such as between the canvases and the centre stage in 'Art'), or used to escape by elevating oneself to a higher platform instantly (such as the pig in the middle of 'Dinner', or the pots of paint in 'Art', houses in 'Steampunk', etc.). It will have a thirty second cool-down.
Aegis wand
The Aegis wand is very simple in what it does, yet will be used in combat, unlike any other wand as of current. Sure, it could be argued that the Regeneration wand can be used in combat, but be honest, is it really going to change the outcome of a fight, with how long the effect lasts? Anyways, the Aegis wand will reduce damage received by 20% for the next six seconds (Resistance I). If timed right before an encounter, this could be the difference between life and death. It could also be used in some clutch escapes, to reduce fall damage, or to deal with mobs. It will also have a thirty second cool-down.
Resurrection wand
Timing is everything for this wand. If you die within three seconds of its activation, you will be brought back to life with five hearts, in a similar fashion to the Totem of Undying. It will have a 60 minute cool-down, meaning that each wand is only good for one resurrection. I suppose the lore behind this could be that it drains all of its energy in resurrecting you or something.
Gorgon wand
The Gorgon wand will also shoot a projectile, much like how the Roulette wand will shoot eggs, arrows, and snowballs. However, this projectile will deal no knockback nor damage. Instead, it will freeze the opponent in place for five seconds. Its cool-down will be 120 seconds, meaning that if you miss or you waste it, you're probably not going to be using it again any time soon. This wand could be used strategically to stun a close enemy, so that you can shoot them from afar with a bow. Alternatively, it could be used in escapes.
Regeneration wand
The Regeneration wand, alongside its already mediocre ability, will instantly free the user from the effects of the Gorgon wand when activated. It's a small buff, but turns what would otherwise be an overpowered wand into just a very good wand. Its cool-down time will remain the same.