Weapons & Equip Summoner Expansion

Spazmatism7

Plantera
The summoner class is the smallest of all the classes, it only has 45 weapons. This is an abysmal amount when comparing it to other classes, sure, minions are hard to code. I know they are, I've coded one. However, the summoner class can be played pure more easily with the addition of whips. With some more additions, I'm sure it will make the class much fuller.

Pre-HM
Barb Wire Whip
12 summon damage
3 summon tag damage
Damage reduced by 50% each hit in a single swing

The very first whip you can get
Crafted from: 2 Iron/Lead Bars + 5 Leather


The Dark Whip
22 summon damage
7 summon tag damage
Damage reduced by 20% each hit in a single swing
Does great against crowds

Dropped by Eater of Souls, Crimera, and Face Monsters


Hardmode
The Night Whip
47 summon damage
8 summon tag damage
Hitting enemies minorly boosts stats for 5 secs. The more enemies hit, the higher the increase
Damage reduced by 29% each hit in a single swing
Damaging enemies empowers you

Crafted from: Snapthorn + Spinal Tap + Firecracker + The Dark Whip


True Durendal
69 summon damage
10 summon tag damage
Hitting enemies increases attack speed with the Durendal's Blessing buff
Damage reduced by 19% each hit in a single swing

Crafted from: Durendal + 20 Chlorophyte Bars


The True Night Whip
74 summon damage
10 summon tag damage
Hitting enemies averagely boosts stats for 5 secs. The more enemies hit, the higher the increase
Damage reduced by 20% each hit in a single swing
Damaging enemies empowers you

Crafted from: The Night Whip + 20 Souls of Sight + 20 Souls of Might + 20 Souls of Fright


You can probably see where this is going...
Terra Whip
100 summon damage
Hitting enemies majorly boosts stats for 3 secs. The more enemies hit, the higher the increase
Damage reduced by 20% each hit in a single swing

Crafted from: True Durendal + The True Night Whip


Snapshock
160 summon damage
Striking an enemy causes it to imbue the enemy with electricity. This will deal constant damage to the enemy. If it is hit, it will spray bolts of electricity at nearby enemies, damaging them. This deals 27 damage and ignores defense
Damage reduced by 10% each hit in a single swing

Dropped by either the Martian Saucer or enemies in the Martian Madness event


Stardust Whip
200 summon damage
20 summon tag damage
+10% summon tag critical strike chance
Damage reduced by 5% each hit in a single swing

Crafted from: 20 Stardust Fragments

Pre-HM
Demon Eye Staff
10 summon damage
Average Knockback (5)
Costs 10 mana
Use Time = 36

Dropped by Demon Eyes


Eater Staff
12 summon damage
Weak Knockback (2)
Costs 10 mana
Use Time = 36

Dropped by Eater of Souls


Crimera Staff
12 summon damage
Weak Knockback (2)
Costs 10 mana
Use Time = 36

Dropped by Crimera


Skull Scepter
14 summon damage
Average Knockback (5)
Costs 10 mana
Use Time = 36

Dropped by Skeletron


Hardmode
Pixie Staff
28 summon damage
Average Knockback (5)
Costs 10 mana
Use Time = 36

Dropped by Pixies

Antlion Staff
10 summon damage
Summons an antlion. Stays halfway in the ground and fire Sand Balls at enemies (not the Falling Sand, a new projectile)

Dropped by Antlions

Living Wood Armor
Defense: 3 (1, 1, 1)
Each piece adds +3% minion damage
Set Bonus: +1 Minion capacity

Finch Staff should be a confirmed item in every world (if that's possible)

No, you may not include this suggestion in your mod.
 
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These were definitely not made with Whip stacking in mind because adding those to Terraria would make Summoner blatantly overpowered, especially the Blade Staff.
 
These were definitely not made with Whip stacking in mind because adding those to Terraria would make Summoner blatantly overpowered, especially the Blade Staff.
More whips won't change that. There are already whips in the game and they can be used constantly. You're point?

More whips just make them more available and diverse
 
More whips won't change that. There are already whips in the game and they can be used constantly. You're point?

More whips just make them more available and diverse
Whip stacking. You can use multiple whips and stack their effects such as melee speed and summon tag.

Giving the Blade Staff Night Whip Pre-mech and then giving it True Night Whip & True Durendal Pre-plantera will make it hilariously overpowered with Whip stacking.
 
Whip stacking. You can use multiple whips and stack their effects such as melee speed and summon tag.

Giving the Blade Staff Night Whip Pre-mech and then giving it True Night Whip & True Durendal Pre-plantera will make it hilariously overpowered with Whip stacking.

Yeah, not that its hilariously overpowered already...
 
Whip stacking. You can use multiple whips and stack their effects such as melee speed and summon tag.

Giving the Blade Staff Night Whip Pre-mech and then giving it True Night Whip & True Durendal Pre-plantera will make it hilariously overpowered with Whip stacking.
The whips only grant minute buffs to your damage output, none of the other things would affect your minions
 
Whip stacking. You can use multiple whips and stack their effects such as melee speed and summon tag.

Giving the Blade Staff Night Whip Pre-mech and then giving it True Night Whip & True Durendal Pre-plantera will make it hilariously overpowered with Whip stacking.
but now you have to use obsidian armor, which limits your minion count to 5 or something with buffs.

Summoner deserves to have 60-85 dmg bladestaff hits considering their lack of options in general.

Worst case scenario, implement a hard limit of 1-2 whip debuffs per enemy, and delete every single whip buff-attack speed bonus. Which they will probably do next update anyway.
 
Not really? There is nothing preventing the usage of whips without Obsidian Armor.
If you can reliably whipstack bosses using non-obsidian armor you honestly deserve to have that level of DPS
You do not want to tank 240 damage hits from Queen Slime, or from any other boss for that matter

It's like Sanguine Staff. It's OP because you physically cannot get it in MMFTW with any sort of reliability.
 
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Naturally summoner class expansion is one of the more spotlighted discussions, which is understandable.

As a summoner, I agree with most of this, and that buff stacking with whips and damage stacks is something that would ruin summoner if it was brought to the real game, what's the point if it's that easy. But you guys aren't thinking broad enough, summoner class is small, and it doesn't even really have a subclass. What I would suggest is building more on the different types of summons. Like with spiders for instance, how they latch themselves on and stack their damage, there could be more summons that do that, like a sort of flying snake summon, where it could latch onto enemies, but instead of just stacking damage it could give a buff like "bound" or something, where the more summons are on an enemy, the more it slows, or the slower it's attack speed is. Or just summons that would help in a fight without taking the front, such as a summon that would increase the affects other summons, which would encourage the use of multiple summons, rather than just relying on the singular best. A small freeze affect that doesn't damage the enemies, allowing for ranged summons to land their shots, or a summon that has good knockback, keeping the enemies at bay while the other summons do the work, making something like an event more manageable. Even a summon that sticks to the player, being a player bound turret or an AoE damage that would likewise have drawbacks like slowing the player down. The Stardust Cell Staff is a perfect example of this, as it sends extra projectiles at an enemy the player hits. Though summoner needs to just be increased in general, that shouldn't only include just adding more whips or summons in general, but branching out with pre-existing summons in mind.

Another thing we lack severely is accessories in general, and not to say we have a shortage but just the variety in them, along with their prefixes. We have summon damage, amount of minions, and a few others that don't really bring anything to the table. Prefixes for summoner accessories and staffs should contribute more to the class, such as attack speed, attack speed for a summon item is useless, but it could attribute to the actual summon itself, at a nerfed bonus of course. Life steal and regeneration is also a possibility, though it would have to be thought about carefully. It could take form in an accessory that provides it to summons, or a summon that acts like the Desert Tiger Staff, where it would scale up on a single summon, occasionally healing the player through a projectile or similar means.

Though a broader spectrum of already existing summoner items is needed, the class just needs to be thought about in depth a bit more than that. And yes I realize that the AI for some of these ideas would be a pain, AI, especially the pathfinding when mutliple enemies are involved is difficult. But the class needs a revamp and the developers, though clearly stating multiple times that they were done adding content, are only just getting started on the new wave of content, and could push focus towards summoners just a bit more.
 
Naturally summoner class expansion is one of the more spotlighted discussions, which is understandable.

Another thing we lack severely is accessories in general, and not to say we have a shortage but just the variety in them, along with their prefixes. We have summon damage, amount of minions, and a few others that don't really bring anything to the table. Prefixes for summoner accessories and staffs should contribute more to the class, such as attack speed, attack speed for a summon item is useless, but it could attribute to the actual summon itself, at a nerfed bonus of course. Life steal and regeneration is also a possibility, though it would have to be thought about carefully. It could take form in an accessory that provides it to summons, or a summon that acts like the Desert Tiger Staff, where it would scale up on a single summon, occasionally healing the player through a projectile or similar means.

Specifically for Accessories, we'd need a Power Glove Upgrade that is Summoner Oriented.
Mimic Drop (could be Biome, but you know the idea), Summoner's Crystal. +1 Minion and +5% Whip Speed
Power Glove + Summoner's Crystal = Ensorcelled Glove - retains +1 Minion, Whip speed is now 20%, Auto Swing and +30% Whip Size.
Ensorcelled Glove + Flesh Knuckles = Eternity Gauntlet - Retains everything of previous, +8 Defense, Enemies More likely to Target you.
Ensorcelled Glove + Avenger Emblem + Magma Stone (Straight upgrade, no inbetween): Harbinger's Glove. Retains Ensorcelled Gloves ability, +12% Summon/Minion Damage and Inflict Hellfire.

In all the Harbinger's Glove replaces the Obsidian Armor, so you don't sacrifice armor for the sake of Damage. This isn't a assured recipe, but it's gives Summoner's something to work with.
If wearing both Harbinger and Eternity, eternity's boosts are "halved" if possible, but the +1 Minions is retained, so thats a +2. May seem strong early on, but Summoner's really don't have much going for them being a top tier class.
Or both work together with out stat reducing.
Only reason the effect is half of the Obsidian armor is because whips already get stronger with effect/damage, and this is an Accessory, something to augment what you're already wearing, this just gives Summoner's a boost that is needed. Leaves Obsidian armor for Prehard, although you -could- use it in hardmode, but then you're loosing out on armor protection and Minion Damage which can out pace your whips except maybe on bosses.


As for OP:
The First Whip is a great idea. Don't need to wait for Zoologist; but not leather. Chains.
The Skull Scepter: Unlike other flying Summons, it can go through walls? So that way it's like Sanguine Staff but not super overpowered.
Antlion Sentry: Yes.
Living Wood Armor: Yes.

Finch Staff in a Wood crate?
 
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