
Chlorophyte Visor
Increases your max number of minions by 1 Increases summon damage by 16%
How to craft it
Set bonus
The bonus applies while a full set is worn. Which one you get depends on the headpiece.
one body, four heads
The plate mail and the Greaves carry the whole set, and four different helmets sit on top of them, one aimed at each damage class. Everything underneath is identical, so once the body is made, adding another head is cheap compared with building a new set from scratch. The Chlorophyte Mask is the only one that adds damage reduction on top of the shared bonus, the Helmet handles ranged and ammo, the Headgear covers magic and mana, and the Visor buys extra minion slots.
the crit bonus is a trap for pure summoners
This set carries the biggest classless critical strike bonus in the game, which is the main reason it shows up in mixed loadouts at all. Minions cannot crit. A player using nothing but summons throws away a large slice of what the set is offering, which is awkward given that the visor exists specifically for that build. Hybrid setups, where you keep swinging or shooting something between minion refreshes, are where this armor genuinely earns its slot. The mask is also worth considering outside melee, because that damage reduction gives ranged and magic players survivability nothing else at this tier offers.
the leaf crystal
The set bonus is a free turret hovering above your head that does not care which class you play. It fires straight bolts that land instantly rather than travelling, picks whatever is nearest with a clear path, and needs line of sight to start a volley, though the shot itself will carry on through terrain if the target moves or you duck behind cover.
The second trigger is what makes it unusual. Any time something near you takes damage from any source, the crystal fires again at that target, and this volley goes straight through walls. Your own hits count, but so does lava, a trap, a minion or another player. It reaches a long way for that one, which is why the set is the default choice for an unattended farm: sit behind cover while lava or a trap does the killing and the crystal quietly stacks damage on things it cannot see. That is real value when you are grinding for a rare drop or a biome key.
the crystal does not scale
Its damage is fixed and it cannot crit. Accessories, potions, buffs and armor bonuses do nothing for it, so its share of your output only shrinks as the rest of your gear improves. It is at its strongest the day you craft the set and at its weakest the day you replace it. Judge the armor on what it does for your own weapons and treat the turret as a bonus that fades. It also ignores critters unless one wanders into a shot.
whether to upgrade at all
Coming off Hallowed armor there is a real argument for staying put. Holy Protection cancels an incoming hit outright, which no turret will ever do, and the hallowed set moves faster. A summoner in particular gains very little from the change once you remove the crit bonus they cannot use.
If you skipped hallowed the comparison shifts by class. A mage may prefer to keep Adamantite for its mana cost reduction. Ranged and melee players in Frost armor get more out of Frostbite, which spreads between targets and never worries about line of sight, and the frost set also boosts melee speed. A melee player with the material to spare can skip this tier entirely and go straight to Turtle for the defensive route.
nothing here is a dead end
Shimmer breaks the set back down into bars, and those bars are exactly what the Spectre, Shroomite and Turtle sets want, so building chlorophyte gear and changing your mind later costs time rather than resources. One cosmetic note: a complete set pulses with a dark aura, and it only shows when nothing is covering it, so a vanity outfit over the top hides it entirely.




Mythril Anvil