Weapons & Equip Terragrim and Arkhalis rebalance

MrD108

Official Terrarian
Terragrim damage should be increased to 20 and its knockback increased to 4 (original Arkhalis stats) to better suit its role as a rare weapon in pre-hardmode.
And with that, Arkhalis damage should be increased to 30 and his knockback should be increased to 5, to make it more noticeable between him and Terragrim, and to make him more suitable for the hardmode phase.
 
Terragrim damage should be increased to 20 and its knockback increased to 4 (original Arkhalis stats) to better suit its role as a rare weapon in pre-hardmode.
And with that, Arkhalis damage should be increased to 30 and his knockback should be increased to 5, to make it more noticeable between him and Terragrim, and to make him more suitable for the hardmode phase.
I agree
 
True, I think the Arkalis in particular definitely needs a buff as you get it after killing mech bosses using treasure bags but yet it can bearly take down the destroyer.
It is not a weapon meant to be used regularly. Its just a dev item for novelty/vanity, it does not need a buff. This isnt like Calamity mod where dev weapons are endgame and meant to be the strongest weapons.
 
It is not a weapon meant to be used regularly. Its just a dev item for novelty/vanity, it does not need a buff. This isnt like Calamity mod where dev weapons are endgame and meant to be the strongest weapons.
However, Terragrim needs to be improved a bit, so Arkhalis should also be slightly, but not very significantly, strengthened.
 
However, Terragrim needs to be improved a bit, so Arkhalis should also be slightly, but not very significantly, strengthened.
A slight buff can be understandable, what I am saying is that it is a dev item for novelty and it does not need a buff that makes is viable for regular progression. If vanilla dev weapons were like the Calamity dev weapons then I would want Arkhalis to be buffed significantly.
 
The main goal of this thread is to strengthen Terragrim to the state Arkhalis was in before 1.4.0.
Arkhalis itself gets an additional boost just to make it more different from Terragrim.
 
Additional suggestion for Terragrim:
- Terragrim can be used in the Zenith recipe instead of Enchanted Sword. Both swords appear in Zenith's animation, so they should be able to be used to craft it.
- Terragrim can be crafted by throwing an Enchanted Sword into a Shimmer. It also works the other way around.
 
True, I think the Arkalis in particular definitely needs a buff as you get it after killing mech bosses using treasure bags but yet it can bearly take down the destroyer. They should make the weapon look more like the crissaegram that it is based on from Castlevania
For that I would create just other weapon of a higher tier (maybe a Wrath drop, Arkhalis is a Dev weapon)

"Valmanmay

36 Melee damage
1% Crit Chance
2 Knockback (Very weak)
20 Use time (Very Fast)

Tooltip: «Die, monster!»"

Sold by 4 gold 4 silver coins

Drop by Wrath with a 1% chance

The Terragrim is already a Castlevania reference (Crissaegrimm)

Arkhalis reference a Terraria member, its tooltip is a reference to Castlevania: Symphony of the Night (Schmoo is an enemy what can drop Crissaegrim with a very VERY small chance)

And Crissaegrim is reference to a Mountain Range of The Lord of the Rings lore

Valmanmay is a misspelling of a word inside of the LOTR lore, and can be translate as Crissaegrim
 
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