Weapons & Equip Concepts for Terra weapons for all classes

ThatMossCreep

Terrarian
The goal of these is to make certain late-game subclasses less railroady in how you progress through a particular subcategory.
Terra Bow
Similar strength to the Tsunami overall. Lower base fire rate and damage, but converts wooden arrows to terra arrows which inflict a variety of debuffs.
Missing in crafting tree:
  • Jungle Bow
  • Dungeon Bow
  • Night's edge Bow equivalent
  • True Night's Edge equivalent
  • Maybe bow alternate to Hallowed repeater?
  • True version of Hallowed repeater/bow equivalent
  • Terra Bow
Terra Tome
It's fun to say, ok
Similar strength to the magnet sphere and razorblade typhoon. Fires slow-moving energy balls which slightly home in on targets with primary fire, secondary fire shoots fast-moving energy balls which don't home in.
Missing in crafting tree:
  • Pre-hardmode Crimson/Corruption tomes (Maybe now required to make the hardmode ones)
  • Jungle book
  • Night's edge book
  • True night's edge book
  • Hallowed book
  • True Hallowed book
  • Terra Tome
Terra Whip
Similar strength to the Kaleidoscope overall. Less summon tag and damage, but causes minions to inflict debuffs on hit.
Missing in crafting tree:
  • Crimson/Corruption whip
  • Hell whip
  • Night's edge whip
  • True night's edge whip
  • True Durendal
  • Terra whip
I'm probably not the first person to do something like this, but the bow, book, and whip subclasses don't have very many options going into a moon lord/cultist fight and it's irritated me a little, as these are three of my favorite four subclasses (spears are basically dead) and there's not much flexibility in your weaponry if using exclusively these options. You have the most flexibility with your whip option, but Hardmode bow progression goes Ore repeater > Hallowed Repeater > Chlorophyte Shotbow > Tsunami > Phantasm, with a huge power gap between the Shotbow and the Tsunami and I'd like to change that. If anyone truly important shows this to Redigit, I will be eternally grateful.
 
The goal of these is to make certain late-game subclasses less railroady in how you progress through a particular subcategory.
Terra Bow
Similar strength to the Tsunami overall. Lower base fire rate and damage, but converts wooden arrows to terra arrows which inflict a variety of debuffs.
Missing in crafting tree:
  • Jungle Bow
  • Dungeon Bow
  • Night's edge Bow equivalent
  • True Night's Edge equivalent
  • Maybe bow alternate to Hallowed repeater?
  • True version of Hallowed repeater/bow equivalent
  • Terra Bow
Terra Tome
It's fun to say, ok
Similar strength to the magnet sphere and razorblade typhoon. Fires slow-moving energy balls which slightly home in on targets with primary fire, secondary fire shoots fast-moving energy balls which don't home in.
Missing in crafting tree:
  • Pre-hardmode Crimson/Corruption tomes (Maybe now required to make the hardmode ones)
  • Jungle book
  • Night's edge book
  • True night's edge book
  • Hallowed book
  • True Hallowed book
  • Terra Tome
Terra Whip
Similar strength to the Kaleidoscope overall. Less summon tag and damage, but causes minions to inflict debuffs on hit.
Missing in crafting tree:
  • Crimson/Corruption whip
  • Hell whip
  • Night's edge whip
  • True night's edge whip
  • True Durendal
  • Terra whip
I'm probably not the first person to do something like this, but the bow, book, and whip subclasses don't have very many options going into a moon lord/cultist fight and it's irritated me a little, as these are three of my favorite four subclasses (spears are basically dead) and there's not much flexibility in your weaponry if using exclusively these options. You have the most flexibility with your whip option, but Hardmode bow progression goes Ore repeater > Hallowed Repeater > Chlorophyte Shotbow > Tsunami > Phantasm, with a huge power gap between the Shotbow and the Tsunami and I'd like to change that. If anyone truly important shows this to Redigit, I will be eternally grateful.
The problem with either terra and zenith weapon analogues in other classes is the bloat it would create.

It would subsequently make the Terra Blade lose its charm, and also just make the weapons entirely deritative.
 
The problem with either terra and zenith weapon analogues in other classes is the bloat it would create.

It would subsequently make the Terra Blade lose its charm, and also just make the weapons entirely deritative.
Assuming you were trying to say derivative, I disagree. Having a terra option for every class would make each one stand out more, in my opinion, as they now have easy to compare cousins to point out the differences between while still giving every class a powerful option you have to work towards over the course of the whole game. I get what you're saying about them sorta being class-swapped copies of the terra blade, but I tried to make each one more unique with the arrow conversion, multiple fire modes, and the unique summon tag effect respectively. I'm not sure about what you mean by bloat with other class zeniths, though, as your only option for the strongest weapon in the game forces you to play melee and not everyone likes melee. (I prefer ranger and summoner)
 
I like the idea of having weapons that are made with a combination of several other weapons, but I don't think they should all follow the exact same format as the terra blade (evil biome + jungle + dungeon + hell -> night's edge equivalent, then combine that with a hallowed equivalent). If they all followed the same format I agree that it would make the terra blade lose some of its charm.

Basically what I'm saying is that they should have different crafting trees to make them unique.
 
I like the idea of having weapons that are made with a combination of several other weapons, but I don't think they should all follow the exact same format as the terra blade (evil biome + jungle + dungeon + hell -> night's edge equivalent, then combine that with a hallowed equivalent). If they all followed the same format I agree that it would make the terra blade lose some of its charm.

Basically what I'm saying is that they should have different crafting trees to make them unique.
I see your point, actually. I just went with the same tree to simplify the recipe, but I will consider alternate crafting trees and when I some up with them, I'll add them to the thread.
 
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