MegaMage314 🌳
Living Tree
For my second suggestion, I decided to share an idea I had for a unique sword
Spectre Sword
Rarity:
Damage: 80>50
Critical chance: 4%<24%
Use time: 25<15
Knockback: 5>3
Autoswings
Crafting:
Station-
Mythril anvil
Ectoplasm (12)
Chlorophyte Bar (12)
You might be wondering why I listed two different sets of stats. The reason is that this sword’s stats will be based the health of the player wielding it. At full health, its stats are the ones listed in red and the sword will be surrounded by a ghostly aura. This aura acts as an extension of the sword that doubles its length, meaning at full health this sword will have longer reach than the breaker blade. As the player’s health goes down, the stats will gradually shift towards the ones listed in blue and the aura will shrink. Once the player’s health goes down to 10%, the aura will go away completely, and its stats will stop on the blue ones above. If the player recovers their health, the stats will shift towards the red ones again. With the current stats I’ve created, (which might change) you would have a sword that deals a lot of damage and has longer reach than the breaker blade while at full health, and when you are nearly dead the sword will swing quickly and make a lot of critical hits.
And there it is, my second suggestion with my first (sort of) original sprite. Let me know what you think about it, and tell me if you have any ideas to improve it. I feel that a weapon like this would open up a lot of possibilities for future weapons with stats that change in different situations.
Spectre Sword
Spectre Blade
Spectre Saber
Spirit Sword
Spirit Blade
Spirit Saber
Soul Sword
Soul Blade
Soul Saber
Life Saber
Spectre Saber
Spirit Sword
Spirit Blade
Spirit Saber
Soul Sword
Soul Blade
Soul Saber
Life Saber
Rarity:
Damage: 80>50
Critical chance: 4%<24%
Use time: 25<15
Knockback: 5>3
Autoswings
Crafting:
Station-
You might be wondering why I listed two different sets of stats. The reason is that this sword’s stats will be based the health of the player wielding it. At full health, its stats are the ones listed in red and the sword will be surrounded by a ghostly aura. This aura acts as an extension of the sword that doubles its length, meaning at full health this sword will have longer reach than the breaker blade. As the player’s health goes down, the stats will gradually shift towards the ones listed in blue and the aura will shrink. Once the player’s health goes down to 10%, the aura will go away completely, and its stats will stop on the blue ones above. If the player recovers their health, the stats will shift towards the red ones again. With the current stats I’ve created, (which might change) you would have a sword that deals a lot of damage and has longer reach than the breaker blade while at full health, and when you are nearly dead the sword will swing quickly and make a lot of critical hits.
And there it is, my second suggestion with my first (sort of) original sprite. Let me know what you think about it, and tell me if you have any ideas to improve it. I feel that a weapon like this would open up a lot of possibilities for future weapons with stats that change in different situations.
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