Dragrath
Duke Fishron
Last Updated 9/21/2020 would leave a message stating that but I was the last person to reply
Terraria has a great climatic endgame however certain enjoyable weapon types are entirely lacking from the endgame scene, moreover the Lunar cultist only has one unique drop which is a crafting station for the event that it triggers making it the most obvious place to add further additions.
There is also some difficulty for players newly entering the lunar event as the sheer intensity and challenge of the events can lead to their quick deaths.
Lunatic Cultist Drops would be geared with two unique options for each class scaled for the lunar events each item would have an equal chance of dropping or a one in eight chance over all.
Melee Weapons
Arcane Spear- A spear class weapon when swung simultaneously fires three beams with the following Properties at once. The damage of the beam is modified by whether the three beams join in the enemies hit box or not thus dealing extreme damage at the weapons sweet spot(It does count as piercing however so missing the sweet spot hurts the effectiveness.
Short explanation: one beam strait 2 other mirro opisite sinisoidal waves centered around the central beam. Coded to do bonus damage if the enemy is hit by the point where all beams meet. Beams made of glowing runes(like rune wall)
Preliminary Stats :
Melee_Damage=120(weapon), 100(beam),300 at "sweet spot” ;
Use_time=26;
Velocity=5.7;
Knockback=5
Runic Chakrams
Preliminary Stats:
Melee Damage= 70 (per disk)
A set of 3 chakrams automatically stacked. each of these, excluding their unique elements listed below can be considered an upgrade to the thorn chakram and Light Disks in general behavior.
In particular the set of chakrams is used similar light disks except the properties of the three vary featuring a glowing elemental core at the center of each, representing Fire, Ice and Lightning respectively. The order they are thrown in is random, however there is only one of each and each can only be thrown again after that chakram has returned to the player.
Basically a thrown Chakram that explodes when it hits stuff.
Acts similar to the paladins hammer rather than a normal chakram fires a ring of icicles when it hits an enemy
What you might get if the Thorn Chakram, Magnet Sphere and Possessed Hatchet produced a hybrid.
Ranged weapons
A.D.R. (short for Arcane Dart Revolver)
Tooltip: “Arcane Dart Revolver, if only bullets had elements”
Ranged Damage=80+ (damage of dart)
This magical dart revolver’s shots randomly activate a colored magic circle becoming one of 6 special types of darts each the respective color as the circle it was fired from.
Each shot has a 1 in 6 chance of being each respective special dart type(it will always be one of the 6)
Hellfire arrow equivalent for darts
Dart equivalent of chloropyte shot bow
North pole like effect with full projectile over ride
Full override darts shoot slow and go strait
Adds homing properties to the fired darts(no other changes)
No effect override but cursed flames don't produce extra stars
Spellburn
Ranged Damage:50
Knockback:0.5
Velocity 10
Tooltip:"Can't pick one? Take everything"
An upgrade to the flamethrower it shoots 5 magical streams of flame always at the cost of 5 gel per shot(though ammo conservation effects can be used) The streams have the following properties:
-Normal flame stream: inflicts on fire, 100% chance (7 second debuff duration)
-Frost fire stream: inflicts frost burn, 33% chance (5 second debuff duration)
-Shadow flame stream: inflicts shadow flame, 20% chance (5 second debuff duration)
-Cursed flame stream: inflicts cursed flames, 33% chance (7 second debuff duration)
-Ichor flame stream: inflicts ichor, 10% chance (3 second debuff duration)
Magic weapons
Arclight
Magic Damage: 34
Mana Cost: 20
Knockback:1
Velocity:40
Use time 24
Tooltip:"Behold the light"
Effect:Fires five rays of light in a fan pattern that extends for 20 tiles even through walls and lingers for about 2 seconds. Features a small defense reduction effect akin to the sharktooth necklace to offset the high defense of lunar foes
Basically a vilethorn upgrade with multiple beams spread out wide with weak defense piercing to help compensate for the very high defense of endgame foes.
Void sphere
Magic Damage: 60
Mana Cost: 50
Knockback: -1.5
Use time: 35
Tool tip:"No escape"
Effect:The void sphere acts as another placeable spell that deals lingering damage to enemies that walk through it. It can be placed where ever the player clicks. Acts like nimbus cloud except it produces a purple sphere around the created void that hurts enemies walking through it this sphere extends in all direction for about five tiles and lasts for about the same time frame as the nimbus cloud though only one of these can be places(you can use the crimson rod and nimbus rod at the same time however). The negative knockback acts to send enemies to the center of the lingering weapon for the duration in exchange it can't get knock back affecting modifiers so Demonic or Mystic are the best possible modifiers
Summon Weapons
(Note: Both of these are test examples to try and expand the roles of various summons please comment in regards to these)
Staff of Chaos
Summon Damage: 130/140/150(head and mouth segments) 80/90/100(body) 60/75/90(projectile) Note Expert & Master Values apply to the player only.
20 mana
Tooltip: “sometimes we just take chances”
An unusual summon weapon. It summons a powerful boss like Chaos Worm hostile to everything the player included.(However Doesn't attack NPC's or other players to avoid griefing) Note works like sentry type minions prior to the OOA event(i.e. doesn't take up a standard minion slot)
Staff of the visage
Summon Damage: 30
Mana cost: 10
Appearing like a smaller variant of the cultists second minion summon (Ancient Vision), it Utilizes a similar mechanic to the stardust dragon with a few tweaks.
This minion gets stronger the more times it is stacked, however unlike other minions it has a limited life and draws enemy aggro away from the player.
1.4 Change: Sentry Slots add to the amount of additional "life" it has per minion slot thus benefiting from both
Every time it is hit by an enemy, player invincibility frames are triggered the enemy is dealt 30 summon damage and its color hue changes greenish tint at “healthy” (3+ charges) yellow tint “half health” red tint “near defeat” after it is “defeated" it reverts to one minion count lower forcing the player to summon again if they wish to recover the strength that was lost. Summon slots used by other summon weapons will be skipped. Sentry slots apply in general due to their time dependent nature. Additionally summoning doesn’t affect the current stage unless slots are full. The minion thus should be thought of as a temporary distracting shield at the cost of minion slots.
Please comment on what you think of this as well as any improvements or changes to work on to make this better. I also have not included an expert mode item as I have seen enough good suggestions for that
Terraria has a great climatic endgame however certain enjoyable weapon types are entirely lacking from the endgame scene, moreover the Lunar cultist only has one unique drop which is a crafting station for the event that it triggers making it the most obvious place to add further additions.
There is also some difficulty for players newly entering the lunar event as the sheer intensity and challenge of the events can lead to their quick deaths.
Lunatic Cultist Drops would be geared with two unique options for each class scaled for the lunar events each item would have an equal chance of dropping or a one in eight chance over all.
Melee Weapons
Arcane Spear- A spear class weapon when swung simultaneously fires three beams with the following Properties at once. The damage of the beam is modified by whether the three beams join in the enemies hit box or not thus dealing extreme damage at the weapons sweet spot(It does count as piercing however so missing the sweet spot hurts the effectiveness.
Short explanation: one beam strait 2 other mirro opisite sinisoidal waves centered around the central beam. Coded to do bonus damage if the enemy is hit by the point where all beams meet. Beams made of glowing runes(like rune wall)
Note for the following equations:
x=distance in the direction the spear was pointed
n=constant able to be adjusted for balancing the beam width
m=constant determining the base speed of the standard projectile if possible
Sweet spot for bonus damage occurs where (B1(x)=B2(x)=B3(x)=0)
x=distance in the direction the spear was pointed
n=constant able to be adjusted for balancing the beam width
m=constant determining the base speed of the standard projectile if possible
Appearance: Strait beam of (Green+Yellow) light sustained long enough for the beam to pass off screen.
Trajectory: B1=x;
Knockback=1
Velocity=m
Trajectory: B1=x;
Knockback=1
Velocity=m
Appearance: Oscillating (Blue+Cyan) runes, based on the runes displayed on placed rune walls);
Trajectory: B2=n*sin(x);
Knockback=0.5*Cos(x)+1;
Velocity=m
Trajectory: B2=n*sin(x);
Knockback=0.5*Cos(x)+1;
Velocity=m
Appearance: Oscillating (Red+Magenta) ) runes, based on the runes displayed on placed rune walls);
Trajectory B3=-n*Sin(x)
Knockback=0.5*Cos(x);
Velocity=m
The n value can be adjusted to affect the balance and effectiveness of the weapon
Trajectory B3=-n*Sin(x)
Knockback=0.5*Cos(x);
Velocity=m
The n value can be adjusted to affect the balance and effectiveness of the weapon
Sweet spot for bonus damage occurs where (B1(x)=B2(x)=B3(x)=0)
Preliminary Stats :
Melee_Damage=120(weapon), 100(beam),300 at "sweet spot” ;
Use_time=26;
Velocity=5.7;
Knockback=5
Runic Chakrams
Preliminary Stats:
Melee Damage= 70 (per disk)
A set of 3 chakrams automatically stacked. each of these, excluding their unique elements listed below can be considered an upgrade to the thorn chakram and Light Disks in general behavior.
In particular the set of chakrams is used similar light disks except the properties of the three vary featuring a glowing elemental core at the center of each, representing Fire, Ice and Lightning respectively. The order they are thrown in is random, however there is only one of each and each can only be thrown again after that chakram has returned to the player.
Effect: thrown strait, upon hitting an enemy explodes in a burst fire damaging all enemies in the explosion when thrown before bouncing off to another enemy or returning. Upon bouncing three times or hitting two enemies it returns to the thrower.
Knockback:8
Velocity:13
Knockback:8
Velocity:13
Effect: thrown strait, upon hitting an enemy for the first time the chakram emits a ring of icicles (similar to the cultist’s ice attack but smaller) and begins to slow down passing through any enemies and obstacles in its way until it stops. When it slows to a stop it immediately returns to the thrower at rapid speed hitting any enemies in its path. If it hits an obstacle before it hits an enemy it also immediately returns to the thrower. Unlike the other two it deals piercing damage.
Knockback:10
Velocity: launches at 14 decreases to zero and returns at 15
Knockback:10
Velocity: launches at 14 decreases to zero and returns at 15
Effect: unlike the other two that are thrown like normal chakrams, soon after launch it starts homing in on enemies in a way similar to the possessed Hatchet, as it gets close enough arcs of lightning bolts similar to the magnets sphere though it needs to be at least three times closer than the magnet sphere does to fire beams. After a certain amount of time or if no enemies are present it automatically returns.
Knockback:2
Velocity:17
Knockback:2
Velocity:17
Ranged weapons
A.D.R. (short for Arcane Dart Revolver)
Tooltip: “Arcane Dart Revolver, if only bullets had elements”
Ranged Damage=80+ (damage of dart)
This magical dart revolver’s shots randomly activate a colored magic circle becoming one of 6 special types of darts each the respective color as the circle it was fired from.
Each shot has a 1 in 6 chance of being each respective special dart type(it will always be one of the 6)
launched darts explode on contact with an enemy for 3 times the normal damage (negates any effects native to the dart similarly to the pulse bow and arrows)
The dart splits into a group of 3 darts in parallel. Does apply the darts original effects
The dart rapidly speeds up leaving a lingering trail that then falls. The trail behaves similar to the snowflakes produced similar to the North Pole spear head(the damage is capped similarly). Deals piercing damage and negates any special property of the dart.
the dart travels at half its normal speed while dealing twice the normal damage. It keeps going off-screen in a similar manner to Jester arrows passing through any enemies and walls in the way before disappearing. Deals piercing damage and negates any special property of the dart.
The dart gains homing properties similar to chlorophyte bullets. The dart otherwise retains any original properties
Upon hitting the target triggers a falling star effect both the dart and the spawned stars pierce the target. The original dart retains its effects however the spawned stars do not. Dart deals half base damage while the stars deal double damage.
Spellburn
Ranged Damage:50
Knockback:0.5
Velocity 10
Tooltip:"Can't pick one? Take everything"
An upgrade to the flamethrower it shoots 5 magical streams of flame always at the cost of 5 gel per shot(though ammo conservation effects can be used) The streams have the following properties:
-Normal flame stream: inflicts on fire, 100% chance (7 second debuff duration)
-Frost fire stream: inflicts frost burn, 33% chance (5 second debuff duration)
-Shadow flame stream: inflicts shadow flame, 20% chance (5 second debuff duration)
-Cursed flame stream: inflicts cursed flames, 33% chance (7 second debuff duration)
-Ichor flame stream: inflicts ichor, 10% chance (3 second debuff duration)
Magic weapons
Arclight
Magic Damage: 34
Mana Cost: 20
Knockback:1
Velocity:40
Use time 24
Tooltip:"Behold the light"
Effect:Fires five rays of light in a fan pattern that extends for 20 tiles even through walls and lingers for about 2 seconds. Features a small defense reduction effect akin to the sharktooth necklace to offset the high defense of lunar foes
Basically a vilethorn upgrade with multiple beams spread out wide with weak defense piercing to help compensate for the very high defense of endgame foes.
Void sphere
Magic Damage: 60
Mana Cost: 50
Knockback: -1.5
Use time: 35
Tool tip:"No escape"
Effect:The void sphere acts as another placeable spell that deals lingering damage to enemies that walk through it. It can be placed where ever the player clicks. Acts like nimbus cloud except it produces a purple sphere around the created void that hurts enemies walking through it this sphere extends in all direction for about five tiles and lasts for about the same time frame as the nimbus cloud though only one of these can be places(you can use the crimson rod and nimbus rod at the same time however). The negative knockback acts to send enemies to the center of the lingering weapon for the duration in exchange it can't get knock back affecting modifiers so Demonic or Mystic are the best possible modifiers
Summon Weapons
(Note: Both of these are test examples to try and expand the roles of various summons please comment in regards to these)
Staff of Chaos
Summon Damage: 130/140/150(head and mouth segments) 80/90/100(body) 60/75/90(projectile) Note Expert & Master Values apply to the player only.
20 mana
Tooltip: “sometimes we just take chances”
An unusual summon weapon. It summons a powerful boss like Chaos Worm hostile to everything the player included.(However Doesn't attack NPC's or other players to avoid griefing) Note works like sentry type minions prior to the OOA event(i.e. doesn't take up a standard minion slot)
The summon looks like a worm with squid like tentacles about the length of a wyvern with a segment featuring additional mouths every 3 segments after the head . Furthermore its aesthetics are similar to the four pillars.
While it uses worm AI Behavior wise it uses 3 general behaviors.
Normally it moves across the screen slowly focusing down the nearest target occasionally speeding up a bit as it turns(i.e. a slower variant of normal worm behavior).
However if it sees enemies that are out of reach(including the player), it fires out purple blasts that explode on contact with enemies or the player out from the head and “ extra mouths” along its body. These projectiles should be dodged as they will hurt the player.
Lastly if no enemies (including the player) are in range or hiding far enough away off screen, it can curl up its body and teleport across the screen.
Once summoned the worm prioritizes the nearest target so the player must avoid it for the summons 2 minute duration(should this be extended or reduced?). The worm cannot be attacked or be unsummoned, though it does despawn if no players are around. Reusing the staff while it is already active increases the duration by 2 minutes not resetting it or unsummoning it.
Normally it moves across the screen slowly focusing down the nearest target occasionally speeding up a bit as it turns(i.e. a slower variant of normal worm behavior).
However if it sees enemies that are out of reach(including the player), it fires out purple blasts that explode on contact with enemies or the player out from the head and “ extra mouths” along its body. These projectiles should be dodged as they will hurt the player.
Lastly if no enemies (including the player) are in range or hiding far enough away off screen, it can curl up its body and teleport across the screen.
Once summoned the worm prioritizes the nearest target so the player must avoid it for the summons 2 minute duration(should this be extended or reduced?). The worm cannot be attacked or be unsummoned, though it does despawn if no players are around. Reusing the staff while it is already active increases the duration by 2 minutes not resetting it or unsummoning it.
Staff of the visage
Summon Damage: 30
Mana cost: 10
Appearing like a smaller variant of the cultists second minion summon (Ancient Vision), it Utilizes a similar mechanic to the stardust dragon with a few tweaks.
This minion gets stronger the more times it is stacked, however unlike other minions it has a limited life and draws enemy aggro away from the player.
1.4 Change: Sentry Slots add to the amount of additional "life" it has per minion slot thus benefiting from both
Every time it is hit by an enemy, player invincibility frames are triggered the enemy is dealt 30 summon damage and its color hue changes greenish tint at “healthy” (3+ charges) yellow tint “half health” red tint “near defeat” after it is “defeated" it reverts to one minion count lower forcing the player to summon again if they wish to recover the strength that was lost. Summon slots used by other summon weapons will be skipped. Sentry slots apply in general due to their time dependent nature. Additionally summoning doesn’t affect the current stage unless slots are full. The minion thus should be thought of as a temporary distracting shield at the cost of minion slots.
Please comment on what you think of this as well as any improvements or changes to work on to make this better. I also have not included an expert mode item as I have seen enough good suggestions for that
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