Tovlyn
Skeletron Prime
Introduction
Something that struck me as fairly odd even early on with this new glorious update of 1.2 was that the "Enhanced" evil weapon, The Night's edge, remained unaltered when crafted with The BloodButcherer rather than the Light's bane, even though neither aesthetic approach and design nor crafting recipe could justify keeping it the same crafting-result.
Summary For lazy People
-Each evil has one "combination sword" each
-Adjusted stats to be similar to the low-tier sword
-Motivation to use whichever suits you best instead of raw stats progression
Bloodbath / Wrath of The Gods
The first issue on my agenda is to introduce my own take on what should really emerge from the crimson-altar when forging grass, fire, water and blood to one.
I bring you Bloodbath:
And this is the true version:
As of now this is merely a sprite-suggestion, the sword itself will be referred to as Wrath of The Gods.
-And this is its sprites:
Thanks to @SzGamer227 for the mashup of my sprite and Zoomo's. It's looking better than ever now!
Unique Combinationsword Abilities
By doing this reveal we are also introduced to the second point of today's suggestion; "what for? -Why do we need another sword? Wouldn't it just be dead-weight?" And that is where you would be mistaken.
I suggest that each "Enhanced" weapon, or "biome-reflecting-weapon" is granted their own traits, traits carried over to their true form:
Something that struck me as fairly odd even early on with this new glorious update of 1.2 was that the "Enhanced" evil weapon, The Night's edge, remained unaltered when crafted with The BloodButcherer rather than the Light's bane, even though neither aesthetic approach and design nor crafting recipe could justify keeping it the same crafting-result.
Summary For lazy People
-Each evil has one "combination sword" each
-Adjusted stats to be similar to the low-tier sword
-Motivation to use whichever suits you best instead of raw stats progression
Bloodbath / Wrath of The Gods
The first issue on my agenda is to introduce my own take on what should really emerge from the crimson-altar when forging grass, fire, water and blood to one.
I bring you Bloodbath:
And this is the true version:
As of now this is merely a sprite-suggestion, the sword itself will be referred to as Wrath of The Gods.
-And this is its sprites:
Thanks to @SzGamer227 for the mashup of my sprite and Zoomo's. It's looking better than ever now!
Unique Combinationsword Abilities
By doing this reveal we are also introduced to the second point of today's suggestion; "what for? -Why do we need another sword? Wouldn't it just be dead-weight?" And that is where you would be mistaken.
I suggest that each "Enhanced" weapon, or "biome-reflecting-weapon" is granted their own traits, traits carried over to their true form:
True: Its spinning green beam will inflict Cursed Flames upon contact.
-True: it shoots out a slow yellow beam that only travels a about half the screen away from the sword, inflicting the Ichor debuff upon contact. This weapon would be very close-range focused even in True-form, but as a trade off would be even more powerful within its own reach. Alternatively it could be more lenient to Zoomo's take on stats, whichever devs and community feels most suitable. But I can not stress enough that the beam should be yellow and inflict Ichor for continuity's sake.
True: It would fire an erratic purple beam that goes in the direction you pointed it at, but zig-zaging off from the center randomly, not enough to make it useless, but enough to allow lucky hits outside of the area you aimed at. Successful hits with its beam inflicts Miasma debuff.
True: On a successful hit with the sword's pink beam the enemy struck will shoot out Crystalstorm-shards in random directions.
-True: Shoots an accelerating blue beam that leaves a trail of weak cyphers.
-True: Shoots a very fast orange beam on each strike, meaning higher gap between, and easy to miss unless timed correctly. With each swing the blade itself will shoot out lots of small amber-shards forward in random directions, helping to shield the player from the moments of vulnerability between swings.
Note that I base these traits on how the swords' lower tiered counterparts act. the Light's bane is faster than the BloodButcherer, but weaker for example.
Their true counterpart's beams, effects and colors are based on the special material of each biome, giving the dark biome swords debuffs and light ones more offensive abilities. This also corresponds to the color with which sections of the blades are "imbued" with when they become true.
Thanks For Reading!
-And that is all. Please provide me with feedback should there have been something you liked/disliked, since it can not be improved or altered (Or noticed and potentially implemented) without your input. I left stats more precise than the conceptual level out deliberately, since I believe that is up to the devs to decide what would be appropriate and balanced for the game.
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