RainbowPotato 🌳🪓
Official Terrarian
So basically, it’s another melee weapon. However, if you swing it in lava, the next few (probably something like 100) swings will deal burning debuff for a set amount (like 10 seconds) of time and bonus damage (lets say 10). If you swing it in honey, the next few (probably something like 50) swings will slow the enemy down by 30% (for 10 seconds) but the weapon deals less damage (lets say by 10 as well). If you swing it in shimmer, it has 1000% increased knockback and it affects bosses for the next 10 swings, but the weapon deals no damage. If you swing it in water, it has 300% increased swing speed for the next 5 swings.
It’s sprite, size, weapon AI, and speed are identical to the Muramasa except the color is gray. When swinging, the color of the liquid last touched will be the color of the blade. The base damage is 30. Only one mode can be used at a time, and the slowness effect works 1/3 the amount described on bosses. This weapon might be an invaluable debuff weapon, and will also make players have liquid pools. It might combo extremely well with the new liquid bubbles introduced. Against worm bosses, WOF, ML, and twins, the knockback doesn’t work for balancing purposes. The reason why so many swings are allowed is because it would require pit stops without moving most of the time.
This idea can pretty much be repeated for a bow/gun and whip, with a few changes to make it work (instead of swing speed for bows/gun, increased shoot speed by 30%, with the 30% replacing the 300% increased swing speed for the whip as well to prevent making everything too OP). I intend this for pre hardmode, but balancing might shove it into hardmode if needed. I think it might be a good shadow chest drop, but it could definitely be put into a boss that not much players fight to incentivize players to fight that boss.
I may have made everything too OP, so stats can be changed. I don’t have a name, but I’m all ears for any suggested names/features or just feedback in general. It could potentially but tied to that zombie boss suggestion I made earlier too if you wanted to combo it.
Part 2: (any likes before this point I do not count as liking this portion [5:00 PM Eastern])
Biomes that change the color of the water also affect it (biome fountains also do too!). It changes the appearance too. The one listed above is purity, but more ideas include: Corruption affects it by creating corrupt versions of spores from the spore sack that deal much less damage (like 10 damage) but infinitely pierces. Crimson creates a phantom sword that deals 20 damage but spawns 1 second afterword, following the same trajectory in the same area as the swing, but only happens once every 2 swings. Hallowed gives 10 points of armor penetration to all weapons for 10 seconds to the enemy hit most recently. Jungle creates friendly jungle vines that heal you by 1 HP instead of damaging you, they despawn after 10 seconds. Desert makes the weapon swing around like a weaker zenith with only 1 sword, but this massively increases range and can damage through walls. Snow freezes enemies in place for 2 seconds, but this doesn’t affect enemies that are bosses or have more than 2500 HP. Ocean creates a spray at the tip of the weapon similar to the aqua scepter except it has 20 less damage than the base damage. Oasis creates a cacti projectile that deals 10 damage. Blood makes the weapon deal 20 more damage but 2/3 the swing speed. Cavern uses bullets buts shoots off the tip of the weapon after reacching the end of the swing speed, dealing the full weapon damage value. Any other one makes the weapon heal the player by 5 hp every 11 swings.
It’s sprite, size, weapon AI, and speed are identical to the Muramasa except the color is gray. When swinging, the color of the liquid last touched will be the color of the blade. The base damage is 30. Only one mode can be used at a time, and the slowness effect works 1/3 the amount described on bosses. This weapon might be an invaluable debuff weapon, and will also make players have liquid pools. It might combo extremely well with the new liquid bubbles introduced. Against worm bosses, WOF, ML, and twins, the knockback doesn’t work for balancing purposes. The reason why so many swings are allowed is because it would require pit stops without moving most of the time.
This idea can pretty much be repeated for a bow/gun and whip, with a few changes to make it work (instead of swing speed for bows/gun, increased shoot speed by 30%, with the 30% replacing the 300% increased swing speed for the whip as well to prevent making everything too OP). I intend this for pre hardmode, but balancing might shove it into hardmode if needed. I think it might be a good shadow chest drop, but it could definitely be put into a boss that not much players fight to incentivize players to fight that boss.
I may have made everything too OP, so stats can be changed. I don’t have a name, but I’m all ears for any suggested names/features or just feedback in general. It could potentially but tied to that zombie boss suggestion I made earlier too if you wanted to combo it.
Part 2: (any likes before this point I do not count as liking this portion [5:00 PM Eastern])
Biomes that change the color of the water also affect it (biome fountains also do too!). It changes the appearance too. The one listed above is purity, but more ideas include: Corruption affects it by creating corrupt versions of spores from the spore sack that deal much less damage (like 10 damage) but infinitely pierces. Crimson creates a phantom sword that deals 20 damage but spawns 1 second afterword, following the same trajectory in the same area as the swing, but only happens once every 2 swings. Hallowed gives 10 points of armor penetration to all weapons for 10 seconds to the enemy hit most recently. Jungle creates friendly jungle vines that heal you by 1 HP instead of damaging you, they despawn after 10 seconds. Desert makes the weapon swing around like a weaker zenith with only 1 sword, but this massively increases range and can damage through walls. Snow freezes enemies in place for 2 seconds, but this doesn’t affect enemies that are bosses or have more than 2500 HP. Ocean creates a spray at the tip of the weapon similar to the aqua scepter except it has 20 less damage than the base damage. Oasis creates a cacti projectile that deals 10 damage. Blood makes the weapon deal 20 more damage but 2/3 the swing speed. Cavern uses bullets buts shoots off the tip of the weapon after reacching the end of the swing speed, dealing the full weapon damage value. Any other one makes the weapon heal the player by 5 hp every 11 swings.
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