Scironex
The Destroyer
Me, while making this thread: Prefixes? What are those? Maybe I should put one on this. No, no, definitely not.
Me, while making this thread as it relates to the suggestion: What's really frustrating is that Summoners have to rely on second-hand damage to get anything done. It's silly, really. Actually, I'd quite like it if there was a way to deal direct Summon damage. It's a good thing I have TCF open!
So the idea is to introduce a set of properly tiered weapons that pair with the passive summons already in-game. But not just to introduce any weapons - to introduce thematic, well designed weapons.The idea is that you're summoning a weapon, or projectile, or whatnot in the same manner that you summon minions. On an unrelated I've alluded very briefly that I've been playing Castlevania: Order of Ecclesia quite a bit recently, so these weapons draw inspiration from the Glyph system therein.
So let's get going, shall we?
First off, these "Active" Summoner weapons have a special quality - once you use one, it's bound to you for ~ 2 minutes. This consumes one of your Summon slots, and during this time, the only other things you can use are things accessed via hotkey. That is to say, Healing Potions, Mana Potions, and Buffs. "Well that's e," I hear you saying. Here's the thing - Bound Weapons not only have slightly superior stats to equal-tiered weaponry, but some, esp. late-game ones, would behave like Magic weapons, but require no mana after the initial binding. In that sense, they behave not unlike the Terra Blade beams, or the Death Sickle projectiles. All bound weapons require 10 mana to bind, like the other Summoner weapons.
The reason most Bound Weapons require Silk is because paper doesn't seem to exist outside of books and specialized items. Anyway,
Ore tier:
Magic Rapier
Behaves like: Shortsword. No, not those ones, these ones!
Damage 10
Use time 10
(10)
or
(7)
Thaumic Axe
Behaves like: Flower of Fire, really. Except it only pierces once, and doesn't bounce.
Damage 10
Use time 18
(10)
or
(8)
Spellbound Sword
Behaves like: Broadsword. First time I didn't have to include a postscript, eh? Yeah, I did this by choice.
Damage 14
Use time 18
(10)
or
(8)
Conjured Pick
Behaves like: A pick. Look at the damage before judging, silly. Also, picks autoswing, so yeah.
Damage 15
Use time 14
Pickaxe power 59%
(10)
or
(12)
Dark Biome:
Demon Fang
Behaves like: Throwing knife.
Damage 16
Use time 13
(15)
(10)
Bloody Arrows
Behaves like: Arrow. However, the arrows fire on a very slight delay.
Damage 24
Use time 19
(15)
(10)
Dungeon:
Geyser
Behaves like: Flower of Fire... sort of. It does send out an arcing projectile, but it drops like a stone anvil. Then it creates a jet of water that shoots up and lingers for a while.
Damage 24
Use time 30
Found in Gold Chests, oddly enough.
Hell:
Underworld Guardian
Behaves like: Extremely wide shortsword. Lingers long enough to hit more than once on the same enemy.
Damage 38
Use time 32
Early Hardmode:
Cursed Lantern
Behaves like: Tri-directional bolt-style weapon. Does not pierce. Inflicts Cursed Inferno occasionally.
Damage 36
Use time 15
(20)
(25)
Blighted Fan
Behaves like: Geyser, except the jet inflicts Ichor and moves across the ground. Pierces once.
Damage 22
Use time 15
(20)
(25)
Enchanted Amulet
Behaves like: Also Geyser, but the projectile is a a crystal seed which turns into a burst of Crystal shards which lingers long enough to inflict damage several times.
Damage 49
Use time 27
Post Mech:
Gear Blade
Behaves like: Boomerang, but curves a bit on the return, and breaks instead of bouncing and goes through the player. Pierces infinitely.
Damage 40
Use time 14
(25)
(16)
(10)
Post Plantera:
Stone Fist
Behaves like: Once again, a wide shortsword. Has high knockback.
Damage 60
Use time 25
Golem Drop... OR...
(5)
(20)
(12)
Moon events:
Frostshine
Behaves like: A wide, albeit relatively short-range laser. About the same range as the Death Sickle. Lasts long enough to hit several times.
Damage 60
Use time 16
Frost Queen drop.
Me, while making this thread as it relates to the suggestion: What's really frustrating is that Summoners have to rely on second-hand damage to get anything done. It's silly, really. Actually, I'd quite like it if there was a way to deal direct Summon damage. It's a good thing I have TCF open!
So the idea is to introduce a set of properly tiered weapons that pair with the passive summons already in-game. But not just to introduce any weapons - to introduce thematic, well designed weapons.The idea is that you're summoning a weapon, or projectile, or whatnot in the same manner that you summon minions. On an unrelated I've alluded very briefly that I've been playing Castlevania: Order of Ecclesia quite a bit recently, so these weapons draw inspiration from the Glyph system therein.
So let's get going, shall we?
First off, these "Active" Summoner weapons have a special quality - once you use one, it's bound to you for ~ 2 minutes. This consumes one of your Summon slots, and during this time, the only other things you can use are things accessed via hotkey. That is to say, Healing Potions, Mana Potions, and Buffs. "Well that's e," I hear you saying. Here's the thing - Bound Weapons not only have slightly superior stats to equal-tiered weaponry, but some, esp. late-game ones, would behave like Magic weapons, but require no mana after the initial binding. In that sense, they behave not unlike the Terra Blade beams, or the Death Sickle projectiles. All bound weapons require 10 mana to bind, like the other Summoner weapons.
The reason most Bound Weapons require Silk is because paper doesn't seem to exist outside of books and specialized items. Anyway,
Ore tier:
Magic Rapier
Behaves like: Shortsword. No, not those ones, these ones!
Damage 10
Use time 10
Thaumic Axe
Behaves like: Flower of Fire, really. Except it only pierces once, and doesn't bounce.
Damage 10
Use time 18
Spellbound Sword
Behaves like: Broadsword. First time I didn't have to include a postscript, eh? Yeah, I did this by choice.
Damage 14
Use time 18
Conjured Pick
Behaves like: A pick. Look at the damage before judging, silly. Also, picks autoswing, so yeah.
Damage 15
Use time 14
Pickaxe power 59%
Dark Biome:
Demon Fang
Behaves like: Throwing knife.
Damage 16
Use time 13
Bloody Arrows
Behaves like: Arrow. However, the arrows fire on a very slight delay.
Damage 24
Use time 19
Dungeon:
Geyser
Behaves like: Flower of Fire... sort of. It does send out an arcing projectile, but it drops like a stone anvil. Then it creates a jet of water that shoots up and lingers for a while.
Damage 24
Use time 30
Found in Gold Chests, oddly enough.
Hell:
Underworld Guardian
Behaves like: Extremely wide shortsword. Lingers long enough to hit more than once on the same enemy.
Damage 38
Use time 32
Early Hardmode:
Cursed Lantern
Behaves like: Tri-directional bolt-style weapon. Does not pierce. Inflicts Cursed Inferno occasionally.
Damage 36
Use time 15
Blighted Fan
Behaves like: Geyser, except the jet inflicts Ichor and moves across the ground. Pierces once.
Damage 22
Use time 15
Enchanted Amulet
Behaves like: Also Geyser, but the projectile is a a crystal seed which turns into a burst of Crystal shards which lingers long enough to inflict damage several times.
Damage 49
Use time 27
Post Mech:
Gear Blade
Behaves like: Boomerang, but curves a bit on the return, and breaks instead of bouncing and goes through the player. Pierces infinitely.
Damage 40
Use time 14
Post Plantera:
Stone Fist
Behaves like: Once again, a wide shortsword. Has high knockback.
Damage 60
Use time 25
Golem Drop... OR...
Moon events:
Frostshine
Behaves like: A wide, albeit relatively short-range laser. About the same range as the Death Sickle. Lasts long enough to hit several times.
Damage 60
Use time 16
Frost Queen drop.