Weapons & Equip General Buff to all Axes and Hammers (to make them more interesting in Pre HM)

LisanPaez05

Terrarian
The actual situation of Axes and Hammers as Weapons is that all of them are worse than all the Swords made of the same material

Thing that has total sense, but as tools there aren't too much reasons to craft better Axes nor Hammers for their Tool function

You can stop making new Axes and Hammer (Hammaxes) in Meteorite, Molten, and Hallow (just to being able to mine Chlorophyte Ore)​

So

Buff All Axes' Critical Chance to 12% Crit Chance
And
Buff All Hammers' Knockback by 3 points

If and item falls in both categories (as The Axe), apply both buff, and if it falls in one of them (Axe or Hammer), and have other function (Picksaw, Pickaxe and Axe) apply the corresponding buff

Pickaxes are out of this because there are real reason to keep crafting better ones, at least until get Picksaw

This would bring new life to Axes and Hammers to playthroughs as alternatives against Swords (faster and with more damage, but with less crit chance and less knockback), at least until Mechs (when the real strong swords starts to appear, Excalibur, True Excalibur, True Night Edge, Seedler, etc), or until Night Edge in late Pre Hardmode​
 
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Other day I will add some Pre HM Axe and Hammer ideas
 
"Waxe
26 Melee Damage
12% Crit Chance
Average Knockback
18 Use Time
75% Axe Power

Summons killer bees after striking a critical hit

Wax on, wax off"

When does a Crit Hit spawns a swarm of between 3 and 5 Bee Projectile

12x Bee Wax
@ Anvil
1x Waxe
 
"Meatless Bone
26 Melee Damage
4% Crit Chance
8 Knockback
26 Use Time
70% Hammer Power"

28x Bones
20x Cobweb
@ Loom
1x Meatless Bone
 
"Crystali-axe-d
38 Melee Damage
12% Crit Chance
Average Knockback
18 Use time
90% Axe Power

Shots Crystal Shard when strikes

Fragile, please handle with care"

Upon hit, shots 3 Crystal Shard Projectile what do a 50% of Crystali-axe-d's damage

18x Crystal Shard
@ Anvil
1x Crystali-axe-d
 
Corruption has 2 Fish-like weapons, while Crimson has only one, so

"Blood-geon Fish
38 Melee Damage
4% Crit Chance
9 Knockback
40 Use Time"

Fishable in Pre HM Crimson, is rare as the Purple Clubber fish, that is its Corruption counterpart, having more damage and knockback, but being 5 points slower than Corruption one

Also, as its counterpart, it isn't a Hammer even if it could be one with no problem (similar to the Rock Fish, what is a Hammer actually)

It's name is mix between Blood (for the Crimson) and Bludgeon

Is a long fish, but is upper and lower fins looks like a pair of Lungs
 
"Maxe Lead
85 Melee Damage
12% Crit Chance
Average Knockback
24 Use Time
85% Axe Power

Can Confuse enemy when strikes

Elements' worse nightmare"

Sold by Cyborg NPC for 10 Gold Coins
While using it you are inmune to On Fire!, Frostburn, Hell Fire, Frostbite, Poisoned, Acid Venom, Cursed Flames, and Ichor




 
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Hammers and Axes have both historical and fantasy precedent for use as weapons, so I'd honestly support damage buffs on top of these suggested changes to bring them into line with swords as viable melee weapon choices.

Good work!
 
Honestly, this seems a bit unnecessary. You could always add better axe/hammer progression to the game if you want them to be less "underused".
 
add better axe/hammer
Add new battle axes or battle hammers is too much effort (a lot of items) when you can just buff the Axes and Hammers that are already in game
 
Add new battle axes or battle hammers is too much effort
"Waxe
26 Melee Damage
12% Crit Chance
Average Knockback
18 Use Time
75% Axe Power

Summons killer bees after striking a critical hit

Wax on, wax off"

When does a Crit Hit spawns a swarm of between 3 and 5 Bee Projectile

12x Bee Wax
@ Anvil
1x Waxe
"Meatless Bone
26 Melee Damage
4% Crit Chance
8 Knockback
26 Use Time
70% Hammer Power"

28x Bones
20x Cobweb
@ Loom
1x Meatless Bone
"Crystali-axe-d
38 Melee Damage
12% Crit Chance
Average Knockback
18 Use time
90% Axe Power

Shots Crystal Shard when strikes

Fragile, please handle with care"

Upon hit, shots 3 Crystal Shard Projectile what do a 50% of Crystali-axe-d's damage

18x Crystal Shard
@ Anvil
1x Crystali-axe-d
Corruption has 2 Fish-like weapons, while Crimson has only one, so

"Blood-geon Fish
38 Melee Damage
4% Crit Chance
9 Knockback
40 Use Time"

Fishable in Pre HM Crimson, is rare as the Purple Clubber fish, that is its Corruption counterpart, having more damage and knockback, but being 5 points slower than Corruption one

Also, as its counterpart, it isn't a Hammer even if it could be one with no problem (similar to the Rock Fish, what is a Hammer actually)

It's name is mix between Blood (for the Crimson) and Bludgeon

Is a long fish, but is upper and lower fins looks like a pair of Lungs
"Maxe Lead
85 Melee Damage
12% Crit Chance
Average Knockback
24 Use Time
85% Axe Power

Can Confuse enemy when strikes

Elements' worse nightmare"

Sold by Cyborg NPC for 10 Gold Coins
While using it you are inmune to On Fire!, Frostburn, Hell Fire, Frostbite, Poisoned, Acid Venom, Cursed Flames, and Ichor




wdym. You're saying it's too much work but you added like 30 new axes/hammers.
 
One thing is add one new item for each ore in game
And other thing is add particular ones
 
I don't think this makes axes and hammers very compelling though. They're just swords, but slower, and we already have plenty of swords to choose from. The reason spears are a loved thing is because they behave very differently from swords. You might as well just reskin some of Terraria's existing swords to be hammers and axes.
 
I don't think this makes axes and hammers very compelling though. They're just swords
I know, the idea is make them a reasonable alternative
 
Honestly, this seems a bit unnecessary. You could always add better axe/hammer progression to the game if you want them to be less "underused".
The big problem I see with straight attempting to improve axe & hammer progression is that they're simply not important to progression, save for one spot each.

Axes are important at the very beginning of the game when wood is important, and then simply stop being valuable unless you're building or crafting at lot with wood.

Hammers are important at the start of hardmode, when smashing altars is required to obtain hardmode metals, and then they simply go back to being a building tool. Additional, (as far as I'm aware) Hammer Power greater than 67% is simply useless, because walls are already destroyed in one hit at that point.




That said, if I was to adjust axe and hammer progression, I'd start with slightly changing how axe and hammer power work.

Currently:
Axe power is multiplied by either 24 or 72, depending on if you are chopping trees or cacti.
Hammer power is multiplied by 150 when breaking walls.
Walls, trees, and cacti all have 100 hit points.

I'd instead simplify this, having Walls and Trees multiply by 100, and Cacti multiply by 300.

This means that Hammer and Axe power now represent the amount of damage dealt to their respective tiles.

At that point, I'd probably have Axe power steadily increase until capping out at Adamantite/Titanium tier, and have Hammer power cap out with the Pwnhammer. Beyond those limits, tools of the respective type gain general stat bonuses and break their respective tiles faster.

Though in the end it's functionally the same anyway, with axes coming out moderately more powerful as tools.
 
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