Weapons & Equip Throwing Class Expansions

Scarecrow

Lunatic Cultist
So this is not just a simple suggestion thread, this will be a compelation of any ideas I come up with for the throwing class. Entire suggestions will be added to this single thread rather than creating a new thread for every little thing I come up with for this particular subject. I will notify in the comments if there are any updates to the OP. I want to add knives, special non consumable weapons armor, changes to current weapons, etc.

At first glance I was a bit skeptical about the new throwing class, it seems like a needless addition, but now I see a good opportunity for some neat playstyles to be be made. I see a middleground between melee and rangers with this new addition essentially. Obviously it's gonna need more stuff to be made a full on class, and that's what this suggestion is for.

NEW PLAN, ALL OF THIS IS MELEE DAMAGE NOW, BECAUSE CENX.
except the grenades which will be ranged.


___Javelins___
consistencies between all javelins, and other minor changes
-all inflict penetrated, with a few exceptions
-all stack to 99
-regular javelins will be sold by the merchant after the defeat of any boss
-all are crafted at a workbench
-all create a stack equal to the amount of javelins used to craft it
-all additional debuffs will last so long the enemy has a javelin sticking out of it
-throwing weapons will be affected by flasks.

Consumables
Phoenix Javelin
1javelin1.png

-damage: 32
-knockback: 5
-crit: 4%
-use time: 24
-velocity: 10
-inflicts on fire!
-explodes instead of falling off, causing a small amount of AOE
-crafted with 30 javelins and 1 hellstone bar


Midas Javelin
1javelin2.png

-damage: 28
-knockback: 4
-crit: 4%
-use time: 26
-velocity: 7
-inflicts wallet penetration instead of regular penetration. This is the same except enemies drop coins in a similar manner to the lucky coin accessory
-inflicts midas
crafted with 30 javelins and 3 gold dust


Cursed javelin
1javelin3.png

-damage: 38
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 11
-inflicts cursed inferno
-bounces off walls up to 3 times
-crafted with 15 javelins and 1 cursed flame


Ichor Javelin
1javelin4.png

-damage: 33
-knockback: 2
-critL 4%
-use time: 21
-velocity: 8
-inflicts ichor
-has a 10% chance to slow enemies for 3 seconds
-crafted with 15 javelins and 1 ichor

Crystal Javelin
1javelin5.png

-damage: 36
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-penetrates 2 enemies, leaving a chunk of the javelin on whatever enemy it pierced through inflicting penetrated
-crafted with 15 javelins and 3 crystal shards

Explosive Javelin
1javelin6.png

-damage: 41
-knockback: 5
-crt: 4%
-use time: 24
-velocity: 8
-creates a large high AOE explosion instead of falling out of the enemy, sticks to blocks as well. The explosion can damage the player
-crafted with 15 javelins and 3 explosive powder


Nano Javelin
1javelin7.png

-damage: 46
-knockback: 5
-crit: 4%
-use time: 19
-velocity: 11
-homes in on enemies and inflicts confusion
-crafted with 15 javelins and 3 nanites



Non Consumables
-as the title suggests, these ones are unlimited like the Daybreak.

Javelot
1javelin8.png

-damage: 39
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-rapid fire
-crafted with 12 hallowed bars


Mantle Skewer
1javelin10.png

-damage: 42
-knockback: 2
-use time: 24
-velocity: 9
-inflictes hellfire debuff. it inflicts 15 DPS and can stack up to 3 times per javelin stuck in the enemy
-dropped by red devils 3% of the time


Arthrow
1javelin9.png

-damage: 51
-knockback: 5
-use time: 21
-velocity: 11
-rapid fire
-splits into 1-3 beetles upon making contact with an enemy or a block. these beetles act like water bolts and can bounce twice before disappearing. These deal 75% of the main spear's damage
-crafted with 4 beetle husks, and 10 chlorophyte bars


electroprobe
1javelin11.png

-damage: 59
-knockback: 4
-use time: 17
-velocity: 14
-rapid fire
-inflicts 'piercing shock' debuff instead of penetrated, this causes the enemy to be stunlocked in place barely able to move (only affects enemies susceptible to knockback)
-sends out an electic shock to the nearest enemy and vanishing in blue particles instead of falling out. these bolts deal 150% the javelin's base damage
-dropped by martian saucer



___Throwing Knives/Shurikens___

consistencies between all knives
-all stack to 99
-all are crafted at a workbench with a few excetions
-all create a stack equal to the amount of knives or whatever used to craft it

Consumables
Shadow Dagger
1dagger1.png

-damage: 32
-knockback: 1.5
-use time: 18
-velocity: 14
-cannot be retrieved
-has a similar effect to the influx waver, upon landing on an enemy or block, the area it landed has a 66% chance of having a flurry of other daggers assaulting the area.
-the amount can vary between 1-3 'ghost' daggers the extras deal 70% of the main dagger's damage.
-crafted with 1 soul of night, and 10 throwing knives

Light Dagger

1dagger2.png

-damage: 32
-knockback: 1.5
-use time: 12
-velocity: 14
-rapid fire
-cannot be retrieved
-has a similar effect to the shadowbeam staff. when you throw it, it initially comes out as a pink beam that penetrates infinitely, and deals 50% of the main damage.
-when the beam reaches your cursor, it becomes the knife and functions as a standard throwing knife.
-the beam will not reach through walls and will cancel the knife if it is stopped before reaching the cursor.
-crafted with 1 soul of light and 10 throwing knives

Spider Fang
Spider_Fang.png

-damage: 44
-knockback: 3
-use time: 10
-velocity: 8
-inflicts venom 50% of the time
-still obtained from Black Recluses

Pirate hook
1dagger5.png

-damage: 54
knockback: 7
use time: 17
velocity: 6
-penetrates 2 times
-dropped in units of 1 from pirates. the flying dutchman can drop between 33-99

Spectre Glaive
1dagger7.png

-damage: 56
-knockback: 0
use time: 8
velocity: 16
-infinite penetration, and clips through blocks.
-does not obey gravity
-crafted with 1 spectre bar. (makes 33)

Non Consumables

Enchanted Shuriken
1dagger4.png

-damage: 13
-knockback: 0
-use time: 14
-velocity: 7
-mana: 4
-predecessor to the magic dagger
-sold by the traveling merchant for 3 gold
(I know this is technically a magic weapon, and only helps mages, but whatever. it's a bonus. IT'S A FEATURE.)

Phoenix Talon
1dagger3.png

-damage: 30
-knockback: 2
-use time: 14
-velocity: 10
-rapid fire
-inflicts "on fire"
-found in shadow chests

Chlorophyte Dagger
1dagger6.png

-damage: 47
-knockback: 4
-use time: 14
-velocity: 10
-homes in on enemies in a similar manner to chlorophyte bullets
-crafted with 12 chlorophyte bars @tmythril/oricalcum anvil

Shadowflame Knife, and Vampire Knives will now be throwing class weapons as well. nothing else about them will change.

___Grenades/traps___
consistencies between all grenades/traps
-all stack to 99
-all are crafted at a workbench with a few excetions
-all create a stack equal to the amount of knives or whatever used to craft it
-all grenades affect the player as well

note: I will be putting these in the same consumable/non consumable category.
I will state whether they are a grenade or trap. (if it isn't in the name)
Consumables
Poison Grenade
1grenade2.png

-damage: 44
-knockback: 6
-velocity: 5.5
-use time: 44
-releases a toxic cloud that deals constant damage and inflicts poison.
-cloud damage: 5
-the cloud dissipates after 6 seconds
-sold by the demolitonist during blood moons for 1 silver a piece.

Sea Urchin
1greande8.png

-trap
-damage: 17
-knockback: 1
-velocity: 5
-use time: 14
-inflicts poison
-obtained in stacks between 5 and 30 from fishing in the ocean biome

Hellfire Grenade
1grenade3.png

-damage: 72
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into an inferno, like the inferno fork.
-inflicts: 'on fire!'
-crafted with 10 grenades, 1 hellstone bar, and 1 gun powder

Spider Egg
1grenade4.png

-trap
-damage: 75
-knockback: 3
-velocity: 5
-use time: 14
-inflicts venom 75% of the time
-when thrown it will burst and release 3-6 baby spiders to attack enemies and inflict them with venom
-if it misses an enemy, it will have a 75% chance of laying on the ground for 5 seconds
before bursting and a 25% chance to immediately burst upon hitting the ground
-spiders will die after 15 seconds
-spiders have a base damage of 37
-sold by the witch doctor for 12 silver a piece during hardmode

Hell-gas grenade
1greande5.png

-damage: 79
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into a medium 'hell-gas' cloud that constantly deals damage
-this cloud has a base damage of 48, and inflicts frostburn, venom, slowness, and confused
-the cloud dissipates after 10 seconds
-"so hot it's cold, so cold it's hot"
-sold by the demolitionist during solar eclipses

Pumpkin Grenade
1grenade6.png

-damage: 88
-knockback: 8
-velocity: 5.5
-use time: 44
-explodes into a medium 'fear gas' cloud
-all enemies within the cloud will be inflicted with a debuff that causes them to attack each other
-enemies can still target and hurt the player
-when the player enters the cloud their screen will get a strange ominous orange filter and the corners of the screen become blackened
all moving objects leave an after trail that lingers for longer than usual
-the cloud dissipates after 15 seconds.
-dropped by scarecrows in stacks of 1-10

Non Consumables
Pulse Glove
1greande1.png
1grenade1a.png
1grenade1b.png

-trap
-damage: 85
-knockback: 8
-velocity: 5.5
use time: 30
-allows you to throw up to 3 pulse mines at a time
-pulse mines will release a field of energy that traps and rapidly damages enemies, then explodes.
-the pulse field has a base damage of 40
-pulse mines stick to the surface they touch instead of rolling
-throwing a fourth mine will cause the oldest one to explode without a pulse field.
-they will also explode without a pulse field after 30 seconds.
-sold by the cyborg for 40 gold

Naughty Sack
1grenade7.png

-grenade
-damage: 87
-knockback: 8
-velocity: 5.5
use time: 19
-rapid fire
-allows you to throw exploding christmas presents
-there are several kinds of grenades that you can throw
-rapid fire
-christmas ornaments act like normal grenades
-toy cars will move in the direction you threw them bouncing off of blocks they come in contact with
-angels fly and home in on enemies

-somewhat inaccurate like the chain gun
-rather than the player holding a sack in front of him when he attacks, having the weapon selected will put it on your back
-dropped by Santa-NK1

http://forums.terraria.org/index.php?threads/more-types-of-molotov-cocktails.18847/ check out this thread for Molotovs.



welp that's all for now. Remember, this thread will grow with every new throwing class addition I can think of. I'm also welcome to some new ideas as well. So tell me whucha guys think :>
 
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These sprite are glorious. Totally would love the idea of new, fantastic kinds of javelins. There's something very, very satisfying about spearing a mob right in the face, and the more ways I can do that, the better. I'd love throwing class to be something bigger than it is, as well. Big support.
 
Ooh! I really like the sprites!
Sush as the whole Idea too. Javelins should really be a thing in hardmode.

May i also suggest hardmode bar javelins? I find that also a really fitting use for the bars
 
Ah, thrower class... I just came here to say that I don't support this idea, because of reasons.
Nothing personal, though. I don't support any idea which including thrower class expansion. Don't worry, it's not that I don't like this idea, I just don't support it.
 

Ah, thrower class... I just came here to say that I don't support this idea, because of reasons.
Nothing personal, though. I don't support any idea which including thrower class expansion. Don't worry, it's not that I don't like this idea, I just don't support it.
so basically what your saying is that you came here to contribute nothing by leaving a comment saying you don't care because 'reasons'... which results in bumping the thread to the top. Great job.

Here's my advice, unless you need to leave a solid statement in the comments as to why this shouldn't be added, don't comment at all. It works against your opinion on the idea, and contributes nothing to my end.
 
(forgot to comment, whoops)

Support! Nice sprites, well organized, what's not to love?

I always wanted more throwable stuff, especially since they look hilariously cool stuck in the side of a boss.
 
so basically what your saying is that you came here to contribute nothing by leaving a comment saying you don't care because 'reasons'... which results in bumping the thread to the top. Great job.

Here's my advice, unless you need to leave a solid statement in the comments as to why this shouldn't be added, don't comment at all. It works against your opinion on the idea, and contributes nothing to my end.
I know what I do. Just as I said, it's not that I don't like this idea and want it to be buried. By "no support" I mean that there are ones which I'd like to see in the game more than this one (which I "support").
Why shouldn't I bump it, so more people could see it? You posted in special time, when I didn't find anything better than this. Also, usually when I'm really intereted in something being added to the game, I'm much more active in it's thread, about 5-10 posts on average.
I still don't understand, though, why You gave me such advice. For people that don't know they are bumping threads, You'd just make them realize thread is gaining popularity, thanks to them. Wouldn't it be better to feed on people's stupidity? :D
 
Are You sure You wrote Mantle Skewer stats properly? 15 points of damage per tick would result in 900 DPS, stackable three times to 2700 DPS of the debuff itself.
 
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So this is not just a simple suggestion thread, this will be a compelation of any ideas I come up with for the throwing class. Entire suggestions will be added to this single thread rather than creating a new thread for every little thing I come up with for this particular subject. I will notify in the comments if there are any updates to the OP. I want to add knives, special non consumable weapons armor, changes to current weapons, etc.

At first glance I was a bit skeptical about the new throwing class, it seems like a needless addition, but now I see a good opportunity for some neat playstyles to be be made. I see a middleground between melee and rangers with this new addition essentially. Obviously it's gonna need more stuff to be made a full on class, and that's what this suggestion is for.

___Javelins___

Consumables
consistencies between all javelins, and other minor changes
-all inflict penetrated, with a few exceptions
-all stack to 99
-regular javelins will be sold by the merchant after the defeat of any boss
-all are crafted at a workbench
-all create a stack equal to the amount of javelins used to craft it
-all additional debuffs will last so long the enemy has a javelin sticking out of it


Phoenix Javelin
View attachment 74237
-damage: 32
-knockback: 5
-crit: 4%
-use time: 24
-velocity: 10
-inflicts on fire!
-explodes instead of falling off, causing a small amount of AOE
-crafted with 30 javelins and 1 hellstone bar


Midas Javelin
View attachment 74238
-damage: 28
-knockback: 4
-crit: 4%
-use time: 26
-velocity: 7
-inflicts wallet penetration instead of regular penetration. This is the same except enemies drop coins in a similar manner to the lucky coin accessory
-inflicts midas
crafted with 30 javelins and 3 gold dust


Cursed javelin
View attachment 74239
-damage: 38
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 11
-inflicts cursed inferno
-crafted with 15 javelins and 1 cursed flame


Ichor Javelin
View attachment 74317
-damage: 33
-knockback: 2
-critL 4%
-use time: 21
-velocity: 8
-inflicts ichor
-crafted with 15 javelins and 1 ichor

Crystal Javelin
View attachment 74311
-damage: 36
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-bursts into 2-3 shards upon hitting an enemy. These shards will replace the javelin itself sticking out of the enemies, and will inflict the penetrated debuff
-crafted with 15 javelins and 3 crystal shards

Explosive Javelin
View attachment 74313
-damage: 41
-knockback: 5
-crt: 4%
-use time: 24
-velocity: 8
-creates a large high AOE explosion instead of falling out of the enemy, sticks to blocks as well. The explosion can damage the player
-crafted with 15 javelins and 3 explosive powder


Nano Javelin
View attachment 74318
-damage: 43
-knockback: 5
-crit: 4%
-use time: 19
-velocity: 11
-slightly homes in on enemies and inflicts confusion
-crafted with 15 javelins and 3 nanites



Non Consumables
-as the title suggests, these ones are unlimited like the Daybreak.

Javelot
View attachment 74486
-damage: 39
-knockback: 4
-crit: 4%
-use time: 21
-velocity: 10
-rapid fire
-crafted with 12 hallowed bars


Mantle Skewer
View attachment 74488
-damage: 42
-knockback: 2
-use time: 24
-velocity: 9
-inflictes hellfire debuff. it inflicts 15 DPS and can stack up to 3 times per javelin stuck in the enemy
-dropped by red devils 3% of the time


Arthrow
View attachment 74496
-damage: 51
-knockback: 5
-use time: 21
-velocity: 11
-rapid fire
-splits into 1-3 beetles upon making contact with an enemy or a block. these beetles act like water bolts and can bounce twice before disappearing. These deal 75% of the main spear's damage
-crafted with 4 beetle husks, and 10 chlorophyte bars


electroprobe
View attachment 74505
-damage: 59
-knockback: 4
-use time: 17
-velocity: 14
-rapid fire
-inflicts 'piercing shock' debuff instead of penetrated, this causes the enemy to be stunlocked in place barely able to move (only affects enemies susceptible to knockback)
-sends out an electic shock to the nearest enemy and vanishing in blue particles instead of falling out. these bolts deal 150% the javelin's base damage
-dropped by martian saucer

welp that's all for now. Remember, this thread will grow with every new throwing class addition I can think of. I'm also welcome to some new ideas as well. So tell me whucha guys think :>
Awesome. Thrower needs more attention. Also consider adding some armors.
 
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