J Bame
Terrarian
Are you tired of spending tons of money on Tinkerer for the same Modifiers all the time? Do you think Weapons can get boring after a while? Do you wish for more unique weapon effects? Well, this suggestion will look to solve all these problems you probably never had with the addition of a new concept, Enchantments.
What is an Enchantment, you may ask? Enchantments are a sidegrade to Modifiers that can only be applied to Weapons. While Modifiers aim to improve a weapon's stats, Enchantments will add new special effects to it. The two are mutually exclusive, Enchanting a reforged weapon will remove its Modifier, and viceversa. Enchantments are meant to add more variability to weapons and choice to the player; for example, you can forgo the massive stats boosts from Unreal on your Megashark to make some of its bullets explode into Fireballs, release hordes of Biters on enemy kills, or fire like a Shotgun.
The only way to enchant weapons is via a new NPC, the Enchantress. How do you get this NPC? Well, you do... something in early Hardmode. Maybe defeat some new Hallow boss, or get something Underground in early Hardmode. I don't know you can see where I ran out of ideas here what could be important enough to get her to spawn without adding new content, and that new content would be another topic. I intend her to be an Early Hardmode NPC though, so let's just assume the condition is killing Wall of Flesh for now. Enchanting something is exactly like reforging with the Tinkerer, except that the Menu option will obviously be called "Enchant" instead.
The Rules of Enchantments:
List of Enchantments:
Tooltip: Chance to shock nearby enemies on hit.
When triggered, a Lightning arc will shock all enemies in a 25x25 area with the hit enemy as its center. Deals 80% of the hit's damage but with 30% of the original knockback. The lightning arc hits the main target again, but it doesn't appear if there is nothing nearby to zap.
The classic "Chain Lightning" attack that I'm surprised doesn't exist in Terraria yet. This enchantment focuses entirely on crowd control, making it much more efficient on weapons that are very lacking in that area. The knockback of this will be so meaningless most of the time that you might as well think of it as a little stun effect.
Tooltip: Increases defense while in combat.
Every hit will increase your defense by
Math is hard, but it's to ensure the defense gain is overall the same on most weapons, and to make sure it scales well into the late game. For example, a Megashark (Use time of 7, Rarity 5) will increase defense by 0,29 with every hit, capping at 25, while a Daybreak (Use time of 16, Rarity 10) increases it by 1,33 on every hit, capping at 50. Regardless of its stats and rarity, every weapon will reach its peak after 10 seconds if no attacks miss.
Tooltip: Chance to release attacks with extreme force.
Projectiles "with extreme force" will get their ExtraUpdates increased by 1 (In short, double velocity) and release a little shockwave on hit, dealing [Rarity * 25] extra damage with 12 base Knockback. That's Golem Fist's base, for comparison.
I have no idea how big that shockwave could be. This indirectly improves a weapon's Accuracy, while also increasing its damage, disruption and crowd control a bit but not too much. Basically a Jack of all trades, master of none.
Enchantment of CombustionTooltip: Attacks have a chance to explode into flames on hit.
Similar to Inferno Fork's explosion, but deals 50% of the original hit's damage with 30% knockback, inflicting On Fire!. The small explosions are 3 times smaller than the Inferno Fork's, and last for 2 seconds only.
Inferno Fork is strong, but it's super weak to enemies that move really fast due to its awful velocity. Most weapons don't have that weakness, which is why the explosions are much weaker in comparison. The Knockback is pathetic but it's just enough to stunlock things. Using this with Inferno Fork can create two explosions at once.
Tooltip: Critical Strikes give small stat buffs for a very short time.
Every crit grants one of three stat increasing buffs for
The buffs are:
Enchantment of ConservationTooltip: Stores excess damage on enemy kills.
A projectile that deals 100 damage, killing an enemy with 10 health left, will deal 90 more damage on its next attack. The extra damage is signified by the "Stored Damage" Buff. There is no cap to it, and it does count its own extra damage as "excess force" that it stores. Crits will "return" half of their damage.
There is a cap of 1000 thousand damage to this buff, just in case some combo appears that lets you get to deal up to millions of damage in one hit.
You could go into some mad killing sprees with this. Note that since it's a buff, it affects other, non enchanted weapons, as situational as that is. (not minions tho) This was absolutely not meant for the Sniper Rifle and Nebula Blaze.
Enchantment of NecromancyRare enchantment
Tooltip: Summon a temporary Undead army powered by enemy souls.
Grants the "Undead Army" buff for 10 seconds after killing an enemy. Undead Army has up to 3 levels, and summons 3 Skeleton Soldier minions per tier. Every 5 kills resets the timer and increases the Buff's tier up to 3. Skeleton Soldiers are cute, small Armored Skeletons using small versions of the Beam Sword (no beam tho) and Marrow, attacking like Pirates at close range and shooting those insanely quick Bone Arrows like Pygmies when their target is out of range. They have
Gives you up to 9 different minions on enemy kills. 9 is a very large number in this context, but keep in mind that you'd have to be in combat for a while to get to that point and you have to stay fighting to maintain it.
Enchantment of DetonationTooltip: Attacks have a chance to explode multiple times.
The explosion would be created where the projectile landed, regardless of whether it hit something or not. On top of the chance for the projectile to explode, there is a 50% chance for it to explode once, 30% for twice and 20% for thrice. Multiple explosions would be spawned slightly off the tile where the Projectile landed. Explosions deal 60% of the original damage.
Rocket Launchers could look hilarious.
All attacks and projectiles zap like Magnet Sphere, but with 50% of the weapon's damage and knockback. Gives -20% velocity, and adds electric particles to all attacks.
Magnet Sphere Lite. This one is hard to balance but hopefully isn't too strong. Probably better suited for late game melee weapons like Flairon and North Pole.
Enchantment of Infestation
Exclusive to Corruption Worlds
Tooltip: Release Biters on enemy kills.
Biters are Scourge of the Corruptor's Second projectile. Each kills will have 4-8 of them come out in the same "burst" way the Scourge spawns its own. The little Biters deal
World exclusive enchantments, wooo. Cultivate your own horde of devourers that only gets larger over time. This is what Scourge of the Corruptor should do, honestly.
Enchantment of Secretion
Exclusive to Crimson Worlds
Tooltip: Enemies explode into Ichor streams when killed.
Enemies release 4 Ichor Splashes (Bladetongue's bouncy projectile) in an X spread when killed. This Ichor Splash deals
This would turn all fluids in the victim's body into Ichor... that then explode in every direction and... that's disgusting. The chain reactions this and the one above can make could be fun to watch.
Tooltip: Fires different types of ammo.
The Ammo type changes with every use; only chooses ammo for the same weapon type (Guns fire Bullets, Bows fire Arrows, Rockets Launchers fire Rockets). Damage changes depending on the Ammo fired. Doesn't include Luminite Bullets/Arrows and Rockets II and IV, but does include some weapon specifics such as Nails and Candy Corn.
The fact that this is close to being a negative effect speaks volumes of the current Ammo balance. I don't really mind the synergy this'd have with the Endless ammo stuff.
Enchantment of FrenzySword exclusive
Tooltip: Contact hits progressively increase Damage for a short time.
Every hit with a Sword (Not projectiles, only contact hits) will increase damage by its base Use Time, shown by a new buff it grants for 2 seconds on hit, "Enchanted Frenzy". Timer resets with every hit and has no cap, so you can go as high as you can.
Enchanted Frenzy buff: Melee Damage increased by [n].
Rewards you greatly for going in up close with your sword. Balanced out by the fact you have to go in up close with your sword. You can go into a pretty large killing spree if you do this right, and just getting a couple slashes for some extra juice with your projectile swords is not a bad idea.
Enchantment of Starpower:Magic exclusive
Tooltip: Summons falling stars on impact.
Like Holy Arrows, but for Magic weapons. Stars still deal 50% of the weapon's damage, but 3 spawn per hit.
Limited to Magic weapons for flavor and mostly balance reasons. The amount of stars is increased because remember, Enchantments have cooldowns and most magic weapons are multishot/multihit.
Enchantment of HalloweenRare Enchantment, Melee Exclusive
Tooltip: Chance to summon Pumpkin Heads. Higher chance on contact.
Summon a Flaming Jack (Horseman's Blade's Pumpkins) on hit, which spawn at the edges of the screen like The Horseman's Blade. Chance triples with hits of a Sword. Note how Flaming Jacks deal 1.5x the damage of The Horseman's Blade, this property is lost here. Weapon also gains the fire-ish particles the Flaming Jacks have, just for visuals.
The Horseman's Blade is one of the worst weapons in the game, but with one of the coolest effects as well, let's give that effect some more use. This of course gives Horseman's blade a chance to spawn two Pumpkins, and nothing stops its own Pumpkins from spawning more Enchantment-Pumpkins.
Enchantment of BloomingRare enchantment, Magic Exclusive
Tooltip: Chance to bloom magic flowers which restore mana or health.
Magic flowers will grow on the nearest tile (including platforms) when proc'd. Chance to proc is twice as high as usual. Magic flowers are around the same size as a Strange Plant and will only last 10 seconds before disappearing. There are 3 different flowers, each with a different effect when touched:
Grow your own, beautiful garden in the middle of a battle. And then step on your own flowers for massive benefits. You can make more any time you want anyways. Black Roses mostly ensure this isn't too passive.
Enchantment of BurstRare Enchantment, Ranged Exclusive
Tooltip: Fires in bursts at a slower rate.
Fires 3-4 more projectiles in one use. These extra shots are fired with a 15° Spread. Increases Use Time by
Hey, it's the "Shotgun Megashark" I was talking about in the intro. Formula ensures Shotguns and other slow multishot weapons don't get too slow. This one can open up some pretty powerful combos, and probably some busted ones too.
Enchantment of UnstabilityTooltip: Its magic is unstable and random.
Every time the weapon is used, it will be treated as having a random Enchantment it can get. Things like Shocking still have their individual chances to proc on top of the chance of being selected. Rare Enchantments are part of this pool.
You knew something like this was coming right?
List of Curses:
Summoner Staves:
Extras
Arcane Rune Wall:
Can be Placed
Sold for 2 Silver, 50 Copper coins.
This is literally Travelling Merchant's but moved here. It's more fitting and you can't deny it.
I picture her wearing a Tiara, so you'd basically copy her looks with hits.
Pixie Fragrance
Consumable
Attracts passive Pixies to your position [Grants Blessed Perfume buff]
5 minute duration.
Sold for 5 Silver coins
Blessed Perfume buff: Loved by certain Pixie species, perhaps a bit too much
Every 5 seconds, 5 Whimsy Pixies spawn in a random location of your screen. Whimsy Pixies are completely passive entities that look like Pixies, but smaller and pink, with only 20 HP. They will try to remain slightly above the character's head. There can't be more than 5 Whimsy Pixies at once, and the game will respawn as many as needed every 5 seconds.
And now we get to the interesting items. You see how many Enchantments are completely limited to enemy encounters, being mostly effective when exploring and thus barely useful during a boss fight? Well, this wonderful perfume will spawn as many hitboxes as you need to trigger all your enchantments during Boss fights, as long as you don't mind constantly massacring annoying yet innocent Pixies. This is entirely meant to prevent certain Enchantments such as Infestation from being practically useless on bosses, while not making them too strong vs them since you are relying on hitting 5 dumb AIs to trigger them.
50% chance for a Reforge on a dropped weapon to be replaced with an Enchantment or Curse while this is equipped. Rares included.
Could be fairly helpful with Money Farms, Rare Enchant hunting or just as a plain combat item.
Fires Elemental Orbs, which change colors and properties depending on Fire, Ice, Earth or Lightning.
Every time you attack, this accessory will spawn a clone of it in the same direction with a 0.5 second delay. This cloned attack has a teal tint and has the exact same stats as the original one, but only deals 1 damage (or 2 in a crit). Enchantments triggered by cloned attacks are still based on the original weapon's stats.
Besides the potential uses for enemy stunlocking, that last sentence is what we care about. I intend the cloned attacks to have a separate "Use time cooldown" from the originals, so this pretty much allows you to trigger most enchantments twice as often, so enjoy it.
When talking to the Enchantress with this in the inventory, it will be consumed and a special dialogue option will pop up and a new option will be unlocked in her chat box, "Transfer"
"Transfer" allows you to transfer Enchantments or Curses from one weapon to another, with a cost of the Weapon's Enchanting cost +
Enchantments are outrageously expensive, and they will suck you dry with certain expensive weapons. Sometimes you will like a certain one a bit too much. Other times you will roll a specially unique Rare Enchantment/Curse on a Weapon you don't like and you'll curse your own luck. This 1000th iteration of a Cultist drop allows you to solve these problems for the most part, perhaps a bit too late in the game, but solving them nonetheless. 99% of the use of this is to allow you to have fun with Rare Enchantments with more than 1/100 of your weapons.
Writing this one took me a while, I'll admit.
So, what are your thoughts?
What is an Enchantment, you may ask? Enchantments are a sidegrade to Modifiers that can only be applied to Weapons. While Modifiers aim to improve a weapon's stats, Enchantments will add new special effects to it. The two are mutually exclusive, Enchanting a reforged weapon will remove its Modifier, and viceversa. Enchantments are meant to add more variability to weapons and choice to the player; for example, you can forgo the massive stats boosts from Unreal on your Megashark to make some of its bullets explode into Fireballs, release hordes of Biters on enemy kills, or fire like a Shotgun.
The only way to enchant weapons is via a new NPC, the Enchantress. How do you get this NPC? Well, you do... something in early Hardmode. Maybe defeat some new Hallow boss, or get something Underground in early Hardmode. I don't know you can see where I ran out of ideas here what could be important enough to get her to spawn without adding new content, and that new content would be another topic. I intend her to be an Early Hardmode NPC though, so let's just assume the condition is killing Wall of Flesh for now. Enchanting something is exactly like reforging with the Tinkerer, except that the Menu option will obviously be called "Enchant" instead.
The Rules of Enchantments:
- While Modifiers are identified by their prefix, Enchantments will be identified by the suffix "of [Enchantment Name]". e.g. "Terra Blade of Shock"
- Much like Negative Modifiers, there are Perjudicial Enchantments, which I'll call Curses.
- The Effect is described underneath the weapon's Tooltip, in Green or Red text depending on whether it's an Enchantment or a Curse.
- Weapons cannot normally drop Enchanted.
- There is no objective "best" Enchantment, like Mythical or Unreal are for Modifiers. Due to all the different effects, some of them will benefit some weapons more than others while some can end up making a weapon worse. There may even be a situation where a Curse is the most optimal for you, there is no way to truly know.
- To compensate for this, Enchanting a weapon is much more costly than Reforging one. The Enchantress will charge 80% instead of 33% of the Item's buy value.
- There are, however, Rare Enchantments and Rare Curses. These are very rare (5% chance to replace a normal one), and their effects are significantly more ostentatious than the rest. Rare Enchantments are still not aiming to be any better than the average pull, while Rare Curses turn neutral instead of being purely negative.
- Enchantments increase the value of a weapon by 111% and give it two extra tiers of rarity. This is the same as a Godly modifier.
- Curses will decrease the cost of a weapon by 15%, with the rarity going down one tier.
- In the case of a Rare Enchantment or Rare Curse, the value will increase by 225%, and its rarity will move up a whopping three tiers.
- All Enchantments or Curses that happen on hit have an inner cooldown equal to the weapon's current Use Time. This is made to prevent them from getting too out of hand with multishot, multihit or piercing weapons that can proc it a lot of times in one use.
- When the Enchantment or Curse gives a Chance to do something, that chance will be equal to the weapon's Base Use Time unless specified. This is to ensure they aren't too powerful with rapid fire weapons and too weak with slower ones.
- Note, "Base" Use Time. Due to Melee Speed, Swords will get many more procs than average.
- Enchantment attacks don't give enemies Iframes, unless specified.
- Special effects don't trigger on destructible enemy projectiles, Critters and Statue enemies.
List of Enchantments:
Enchantment of Shock:
Tooltip: Chance to shock nearby enemies on hit.
When triggered, a Lightning arc will shock all enemies in a 25x25 area with the hit enemy as its center. Deals 80% of the hit's damage but with 30% of the original knockback. The lightning arc hits the main target again, but it doesn't appear if there is nothing nearby to zap.
The classic "Chain Lightning" attack that I'm surprised doesn't exist in Terraria yet. This enchantment focuses entirely on crowd control, making it much more efficient on weapons that are very lacking in that area. The knockback of this will be so meaningless most of the time that you might as well think of it as a little stun effect.
Enchantment of Protection:
Tooltip: Increases defense while in combat.
Every hit will increase your defense by
[Weapon's Use time] / 60 * [Weapon's Base Rarity] / 2
; decimal defense values have no effect. Extra defense is capped at [Weapon's Base Rarity] * 5
The Defense increase is shown via the buff "Enchanted Protection" it grants, which disappears alongside the extra defense after taking a hit.- Enchanted Protection Buff: Defense temporarily increased by [n]
Math is hard, but it's to ensure the defense gain is overall the same on most weapons, and to make sure it scales well into the late game. For example, a Megashark (Use time of 7, Rarity 5) will increase defense by 0,29 with every hit, capping at 25, while a Daybreak (Use time of 16, Rarity 10) increases it by 1,33 on every hit, capping at 50. Regardless of its stats and rarity, every weapon will reach its peak after 10 seconds if no attacks miss.
Enchantment of Force:
Ranged and Magic ExclusiveTooltip: Chance to release attacks with extreme force.
Projectiles "with extreme force" will get their ExtraUpdates increased by 1 (In short, double velocity) and release a little shockwave on hit, dealing [Rarity * 25] extra damage with 12 base Knockback. That's Golem Fist's base, for comparison.
I have no idea how big that shockwave could be. This indirectly improves a weapon's Accuracy, while also increasing its damage, disruption and crowd control a bit but not too much. Basically a Jack of all trades, master of none.
Enchantment of Combustion
Similar to Inferno Fork's explosion, but deals 50% of the original hit's damage with 30% knockback, inflicting On Fire!. The small explosions are 3 times smaller than the Inferno Fork's, and last for 2 seconds only.
Inferno Fork is strong, but it's super weak to enemies that move really fast due to its awful velocity. Most weapons don't have that weakness, which is why the explosions are much weaker in comparison. The Knockback is pathetic but it's just enough to stunlock things. Using this with Inferno Fork can create two explosions at once.
Enchantment of Fortune
Rare enchantmentTooltip: Critical Strikes give small stat buffs for a very short time.
Every crit grants one of three stat increasing buffs for
[Use Time] / 20 * [Base Rarity]
seconds. Each buff has three tiers, which scales the stat buffs up to triple the original amount. Unlike other scaling buffs like Nebula Boosters, all tiers are lost at once. The character will also glow a yellow light when getting a buff and make the "Full Mana" sound, this is of course for flavor only.The buffs are:
- Enchanted Offense Buff: Offensive stats mildly (Tier 1)/slightly (Tier 2)/moderately (Tier 3) increased [+5% damage, +15% knockback, +5% melee speed and -2% mana cost at tier 1].
- Enchanted Defense Buff: Defensive stats mildly/slightly/moderately increased [+4 defense, +2% damage reduction, and +0.5 HP/s at tier 1].
- Enchanted Mobility Buff: Mobility mildly/slightly/moderately increased [+7% Movement Speed, Jump Height and Horizontal Wing Speed at Tier 1].
Enchantment of Conservation
A projectile that deals 100 damage, killing an enemy with 10 health left, will deal 90 more damage on its next attack. The extra damage is signified by the "Stored Damage" Buff. There is no cap to it, and it does count its own extra damage as "excess force" that it stores. Crits will "return" half of their damage.
- Stored Damage Buff: Next hit will deal [n] more damage.
There is a cap of 1000 thousand damage to this buff, just in case some combo appears that lets you get to deal up to millions of damage in one hit.
You could go into some mad killing sprees with this. Note that since it's a buff, it affects other, non enchanted weapons, as situational as that is. (not minions tho) This was absolutely not meant for the Sniper Rifle and Nebula Blaze.
Enchantment of Necromancy
Tooltip: Summon a temporary Undead army powered by enemy souls.
Grants the "Undead Army" buff for 10 seconds after killing an enemy. Undead Army has up to 3 levels, and summons 3 Skeleton Soldier minions per tier. Every 5 kills resets the timer and increases the Buff's tier up to 3. Skeleton Soldiers are cute, small Armored Skeletons using small versions of the Beam Sword (no beam tho) and Marrow, attacking like Pirates at close range and shooting those insanely quick Bone Arrows like Pygmies when their target is out of range. They have
7 * Base Rarity
damage.- Undead Army Buff: [Tier * 3] Revived Skeletons fight with you.
Gives you up to 9 different minions on enemy kills. 9 is a very large number in this context, but keep in mind that you'd have to be in combat for a while to get to that point and you have to stay fighting to maintain it.
Enchantment of Detonation
The explosion would be created where the projectile landed, regardless of whether it hit something or not. On top of the chance for the projectile to explode, there is a 50% chance for it to explode once, 30% for twice and 20% for thrice. Multiple explosions would be spawned slightly off the tile where the Projectile landed. Explosions deal 60% of the original damage.
Rocket Launchers could look hilarious.
Enchantment of Magnetism
Tooltip: Zap nearby enemies with slower velocity. All attacks and projectiles zap like Magnet Sphere, but with 50% of the weapon's damage and knockback. Gives -20% velocity, and adds electric particles to all attacks.
Magnet Sphere Lite. This one is hard to balance but hopefully isn't too strong. Probably better suited for late game melee weapons like Flairon and North Pole.
Enchantment of Infestation
Exclusive to Corruption Worlds
Tooltip: Release Biters on enemy kills.
Biters are Scourge of the Corruptor's Second projectile. Each kills will have 4-8 of them come out in the same "burst" way the Scourge spawns its own. The little Biters deal
15 * [Weapon's Base Rarity]
damage. Biters' kills can spawn more Biters.World exclusive enchantments, wooo. Cultivate your own horde of devourers that only gets larger over time. This is what Scourge of the Corruptor should do, honestly.
Enchantment of Secretion
Exclusive to Crimson Worlds
Tooltip: Enemies explode into Ichor streams when killed.
Enemies release 4 Ichor Splashes (Bladetongue's bouncy projectile) in an X spread when killed. This Ichor Splash deals
8 * [Weapon's Base Rarity]
damage.This would turn all fluids in the victim's body into Ichor... that then explode in every direction and... that's disgusting. The chain reactions this and the one above can make could be fun to watch.
Enchantment of Diversity
Ranged ExclusiveTooltip: Fires different types of ammo.
The Ammo type changes with every use; only chooses ammo for the same weapon type (Guns fire Bullets, Bows fire Arrows, Rockets Launchers fire Rockets). Damage changes depending on the Ammo fired. Doesn't include Luminite Bullets/Arrows and Rockets II and IV, but does include some weapon specifics such as Nails and Candy Corn.
The fact that this is close to being a negative effect speaks volumes of the current Ammo balance. I don't really mind the synergy this'd have with the Endless ammo stuff.
Enchantment of Frenzy
Tooltip: Contact hits progressively increase Damage for a short time.
Every hit with a Sword (Not projectiles, only contact hits) will increase damage by its base Use Time, shown by a new buff it grants for 2 seconds on hit, "Enchanted Frenzy". Timer resets with every hit and has no cap, so you can go as high as you can.
Enchanted Frenzy buff: Melee Damage increased by [n].
Rewards you greatly for going in up close with your sword. Balanced out by the fact you have to go in up close with your sword. You can go into a pretty large killing spree if you do this right, and just getting a couple slashes for some extra juice with your projectile swords is not a bad idea.
Enchantment of Starpower:
Tooltip: Summons falling stars on impact.
Like Holy Arrows, but for Magic weapons. Stars still deal 50% of the weapon's damage, but 3 spawn per hit.
Limited to Magic weapons for flavor and mostly balance reasons. The amount of stars is increased because remember, Enchantments have cooldowns and most magic weapons are multishot/multihit.
Enchantment of Halloween
Tooltip: Chance to summon Pumpkin Heads. Higher chance on contact.
Summon a Flaming Jack (Horseman's Blade's Pumpkins) on hit, which spawn at the edges of the screen like The Horseman's Blade. Chance triples with hits of a Sword. Note how Flaming Jacks deal 1.5x the damage of The Horseman's Blade, this property is lost here. Weapon also gains the fire-ish particles the Flaming Jacks have, just for visuals.
The Horseman's Blade is one of the worst weapons in the game, but with one of the coolest effects as well, let's give that effect some more use. This of course gives Horseman's blade a chance to spawn two Pumpkins, and nothing stops its own Pumpkins from spawning more Enchantment-Pumpkins.
Enchantment of Blooming
Tooltip: Chance to bloom magic flowers which restore mana or health.
Magic flowers will grow on the nearest tile (including platforms) when proc'd. Chance to proc is twice as high as usual. Magic flowers are around the same size as a Strange Plant and will only last 10 seconds before disappearing. There are 3 different flowers, each with a different effect when touched:
- Magic Roses, which restore
[2 * Base Rarity]
Health. - Magic Tulips, which restore
[10 * Base Rarity]
Mana. - Black Roses, which increase damage by 20% for 15 seconds*. Has a 20% chance to replace one of the above.
Grow your own, beautiful garden in the middle of a battle. And then step on your own flowers for massive benefits. You can make more any time you want anyways. Black Roses mostly ensure this isn't too passive.
Enchantment of Burst
Tooltip: Fires in bursts at a slower rate.
Fires 3-4 more projectiles in one use. These extra shots are fired with a 15° Spread. Increases Use Time by
[Original amount of projectiles fired] / [Original Use Time] * 3
.Hey, it's the "Shotgun Megashark" I was talking about in the intro. Formula ensures Shotguns and other slow multishot weapons don't get too slow. This one can open up some pretty powerful combos, and probably some busted ones too.
Enchantment of Unstability
Every time the weapon is used, it will be treated as having a random Enchantment it can get. Things like Shocking still have their individual chances to proc on top of the chance of being selected. Rare Enchantments are part of this pool.
You knew something like this was coming right?
List of Curses:
Mostly negative effects you absolutely never want. Rare Curses are more neutral, leaning towards some Risk-Reward buffs.
Curse of WitheringTooltip: Chance to wither down on every use.
Chance to get the Withered Weapon debuff for 1 seconds.
Withered Weapon halves all your damage, so this is probably the most devastating one on the list.
Curse of OverloadMagic Exclusive
Tooltip: Chance to instantly drain mana.
Chance to use up half your max Mana at once. Makes a "burn" sound effect when triggered, like Inferno Fork's.
Simple, yet incredibly annoying. Like all things should be.
Tooltip: Increased Critical Strike chance, but regular hits won't be effective.
Crit chance is increased by 20%, but regular attacks deal 1 damage with no knockback.
This could be exploited, but it will almost always be devastating to your DPS.
Tooltip: Pushes the user back on use.
Every other use of the weapon will push you back one tile in the opposite direction you are facing.
It's Chain Gun time.
Curse of FrostbiteRare Curse
Tooltip: The cold sweeps through everything in its wake.
Every hit makes four homing icicles fall from the top of the screen. They deal half of the weapon's damage on contact with enemies, but if they hit you they will inflict the Chilled Debuff for
Like Holy Arrows, with a much wider spawn area, more projectiles, homing but no piercing effects. Quite a lot of extra DPS, but also gives you something else to dodge otherwise you will get murdered while Chilled or even worse, Frozen.
Chance to get Chilled for 3 seconds on hit. If procced while already Chilled, the debuff will be removed and replaced by the Frozen debuff for 2 seconds.
As if Chilled wasn't annoying enough, getting Frozen subsequently will get you killed almost every time. Have fun.
Curse of OvergrowthRare Curse
Tooltip: A cursed plant consumes your nutrients to defend itself.
As long as the weapon is selected, Vines will come out of your character every 30 frames to hit nearby enemies; Picture Chain Guillotines that look like Plantera's Hooks. Each Hook that comes out will drain 2 health like a DoT debuff, and deal
The idea of a plant living inside your body and consuming you slowly to survive terrifies me. This plant will keep enemies away from you and add in to your DPS, but it will slowly drain your HP stat in return. Nowhere near enough to die from it alone, but still enough for you to play a bit more carefully.
Chance to spawn a Wraith when hitting an enemy. This Wraith will come from the edges of the screen, like when you smash Altars. Wraiths don't drop anything.
Nothing better than the swarm of Wraiths that shows up after smashing Altars. Let's replicate those moments.
Curse of GelatinTooltip: Killing an enemy can leave behind a Slime.
20% chance to leave a Green, Blue, Purple, Red or Yellow slime in the enemy's place. This Slime cannot drop anything.
Not that a single Slime could be troublesome at this point. There may even be a situation where this can be exploited.
Curse of DuplicationRare curse
Tooltip: Has a chance to duplicate the targeted enemy.
Helps a ton when grinding, can make absolute disasters when not.
Every single use of the weapon has a chance to teleport you 1-3 tiles away in any direction. You won't teleport inside blocks.
This may make you dizzy, I wouldn't recommend using it.
Tooltip: The flames consume you, yet give you power.
On use, you get the Cursed Fire debuff for 6 seconds. Cursed Fire starts out as strong as On Fire! (4 DoT), while increasing Melee damage and Melee Speed by 20%. This debuff scales exactly like Beetle Might, doubling and tripling its DoT and stat buffs on its second and third stage respectively. Weapon also fires a Fireball (Flower of Fire's) in a random direction every second when under the debuff.
Curse of ProjectionRanged exclusive, Rare Curse
Tooltip: Shots come from random directions.
Like Orichalcum armor's Set bonus, every projectile will be fired from the edge of your screen to your cursor. Projectiles gain the ability to go through walls, and the weapon gains a massive 20% attack speed bonus.
Get a pretty big bonus to attack speed... and a new way to fire projectiles that can either massively help or massively screw you over. I'm not actually sure if I like this one though.
Curse of DarknessMagic exclusive, Rare Curse
Tooltip: Empowered by dangerous dark magic.
There is a chance for each attack to create 3 Dark Tentacles on the three nearest tiles below it, including Platforms. Dark Tentacles look and act exactly like Shadowflame Hex Doll's projectile, but black, and dealing
Dark Spirit:
AI type: Hovering AI (same as Wraith/Reaper)
Health: 80/160
Damage: 10/20
Defense: 5
KB resist: 10%
All values multiplied by Weapon's base Rarity.
Special: Invincible for 1 second after spawning
Dying to these enemies gives the Death Message "[Player Name] meddled with magic they didn't understand"
Dark Magic is incredibly dangerousand edgy. Reckless use can potentially cause devastating side effects. Not that your Terrarian cares, it's all about the DPS.
Curse of CursesTooltip: Its magic is unstable and random.
Same mechanics as Enchantment of Unstability, but with Curses.
For the sake of consistency and RNG madness.
Curse of Withering
Chance to get the Withered Weapon debuff for 1 seconds.
Withered Weapon halves all your damage, so this is probably the most devastating one on the list.
Curse of Overload
Tooltip: Chance to instantly drain mana.
Chance to use up half your max Mana at once. Makes a "burn" sound effect when triggered, like Inferno Fork's.
Simple, yet incredibly annoying. Like all things should be.
Curse of Gamble
Tooltip: Increased Critical Strike chance, but regular hits won't be effective.
Crit chance is increased by 20%, but regular attacks deal 1 damage with no knockback.
This could be exploited, but it will almost always be devastating to your DPS.
Curse of Repulsion
Ranged exclusiveTooltip: Pushes the user back on use.
Every other use of the weapon will push you back one tile in the opposite direction you are facing.
It's Chain Gun time.
Curse of Frostbite
Tooltip: The cold sweeps through everything in its wake.
Every hit makes four homing icicles fall from the top of the screen. They deal half of the weapon's damage on contact with enemies, but if they hit you they will inflict the Chilled Debuff for
5 / (60 / [Base Use Time])
seconds instead. If Chilled reaches 10 seconds it will be removed and replaced by the Frozen debuff for 3 seconds. Also adds Ice Particles to attacks, just as a cosmetic.Like Holy Arrows, with a much wider spawn area, more projectiles, homing but no piercing effects. Quite a lot of extra DPS, but also gives you something else to dodge otherwise you will get murdered while Chilled or even worse, Frozen.
Curse of Frostbite
Tooltip: The cold consumes you slowly.Chance to get Chilled for 3 seconds on hit. If procced while already Chilled, the debuff will be removed and replaced by the Frozen debuff for 2 seconds.
As if Chilled wasn't annoying enough, getting Frozen subsequently will get you killed almost every time. Have fun.
Curse of Overgrowth
Tooltip: A cursed plant consumes your nutrients to defend itself.
As long as the weapon is selected, Vines will come out of your character every 30 frames to hit nearby enemies; Picture Chain Guillotines that look like Plantera's Hooks. Each Hook that comes out will drain 2 health like a DoT debuff, and deal
[Rarity * 27]
damage and 7 (Strong) Knockback with a max range of 30 tiles. Dying to these plants gives the death message "[Player Name] got sucked dry"The idea of a plant living inside your body and consuming you slowly to survive terrifies me. This plant will keep enemies away from you and add in to your DPS, but it will slowly drain your HP stat in return. Nowhere near enough to die from it alone, but still enough for you to play a bit more carefully.
Curse of the Haunting
Tooltip: Fallen Souls will haunt you.Chance to spawn a Wraith when hitting an enemy. This Wraith will come from the edges of the screen, like when you smash Altars. Wraiths don't drop anything.
Nothing better than the swarm of Wraiths that shows up after smashing Altars. Let's replicate those moments.
Curse of Gelatin
20% chance to leave a Green, Blue, Purple, Red or Yellow slime in the enemy's place. This Slime cannot drop anything.
Not that a single Slime could be troublesome at this point. There may even be a situation where this can be exploited.
Curse of Duplication
Tooltip: Has a chance to duplicate the targeted enemy.
Weapon Rarity / 2
% chance to clone the targeted enemy. Cloned enemies have 25% of the enemy's remaining health. For example, a Paladin at 1000/10000 HP will spawn a clone at 250/10000 HP. Cloned enemies still drop their loot. You can't clone a boss obviously.Helps a ton when grinding, can make absolute disasters when not.
Curse of Displacement
Tooltip: Randomly teleports user on use.Every single use of the weapon has a chance to teleport you 1-3 tiles away in any direction. You won't teleport inside blocks.
This may make you dizzy, I wouldn't recommend using it.
Curse of Blaze
Melee exclusive, Rare CurseTooltip: The flames consume you, yet give you power.
On use, you get the Cursed Fire debuff for 6 seconds. Cursed Fire starts out as strong as On Fire! (4 DoT), while increasing Melee damage and Melee Speed by 20%. This debuff scales exactly like Beetle Might, doubling and tripling its DoT and stat buffs on its second and third stage respectively. Weapon also fires a Fireball (Flower of Fire's) in a random direction every second when under the debuff.
- Cursed Fire: Small/Moderate/Intense flames increase your melee damage and speed by 20%/40%/60%
Curse of Projection
Tooltip: Shots come from random directions.
Like Orichalcum armor's Set bonus, every projectile will be fired from the edge of your screen to your cursor. Projectiles gain the ability to go through walls, and the weapon gains a massive 20% attack speed bonus.
Get a pretty big bonus to attack speed... and a new way to fire projectiles that can either massively help or massively screw you over. I'm not actually sure if I like this one though.
Curse of Darkness
Tooltip: Empowered by dangerous dark magic.
There is a chance for each attack to create 3 Dark Tentacles on the three nearest tiles below it, including Platforms. Dark Tentacles look and act exactly like Shadowflame Hex Doll's projectile, but black, and dealing
[Weapon's Rarity] * 30
piercing damage. On the same tiles where the tentacles appeared, 2-5 Dark Spirits will spawn.Dark Spirit:
AI type: Hovering AI (same as Wraith/Reaper)
Health: 80/160
Damage: 10/20
Defense: 5
KB resist: 10%
All values multiplied by Weapon's base Rarity.
Special: Invincible for 1 second after spawning
Dying to these enemies gives the Death Message "[Player Name] meddled with magic they didn't understand"
Dark Magic is incredibly dangerous
Curse of Curses
Same mechanics as Enchantment of Unstability, but with Curses.
For the sake of consistency and RNG madness.
Summoner Staves:
Due to the nature of minions, you can't just give them the same enchantments as normal weapons; most of them wouldn't look right and some straight up don't work. Therefore, they get some unique stuff instead, although some things can be applied to them without issue, this being:
Enchantment of Shock (just comes out of the minion)
Enchantment of Protection (works normally, with the same formula)
Enchantment of Necromancy (Skeleton Soldiers are not affected by summon damage bonuses, despite being minions)
Enchantment of Magnetism (however, it works completely differently)
Enchantment of Secretion/Infestation (no change)
Curse of the Haunting (chance is on kill, not on hit, due to how fast minions are compared to the Staff's use time)
Curse of Gelatin (no change)
Curse of Displacement (however, the minions will teleport, and to a random part of your screen instead)
Curse of Duplication (no change)
Now, as for the unique stuff:
Tooltip: Grows larger and stronger with each consecutive summon.
Much like Stardust Dragon, extra summon slots will increase the damage and size (+15% with each summon) of the minion/sentry instead of letting you summon more. Formula for damage is the same as Stardust Dragon's, this being
Who needs a horde of minions when you can have one big guy doing all the work for you? The massive Dragon you could summon with this sounds hilarious.
Enchantment of Magnetism [Summoner Version]
Tooltip: Magnetic waves surge from your minions.
While in combat, a Magnet wave similar to Magnet Sphere's attack will travel from the minion furthest away from you to your position, chaining through each of your minions in the process and hitting every enemy in its path for
Enchantment of Teleportation
Tooltip: Teleport minions near a selected target.
When an enemy is targeted manually, all minions will teleport near it, this being 5 blocks to the top left, or the closest block if that exact position is obstructed. Teleports won't happen if the specific minion is within a 20x20 area around the target, or if there just isn't a target selected.
One of the most common issues with minions is watching them not attack the target you tell them to, due to either nor reaching them or just them being stupid. This right here completely solves that problem for you, allowing your minions to instantly start attacking the target you locked them to.
Enchantment of AmplificationRare enchantment
Tooltip: Greatly but temporarily improve last minion summoned.
Using the staff at max minion capacity turns the last minion you summoned into a Golden Minion for 5 seconds. Golden minions get a golden filter applied to them and get double Damage, Attack Speed, Movement speed, and Velocity in case of having projectiles. Golden Sentries last 10 seconds instead. The Stardust Dragon's whole body goes golden, however the buffs to it are divided by its current amount of segments. Golden minions and their timer are shown by the "Golden Augmentation" buff.
All minions disappear after 1 minute, shown by a timer on their buff. Sentries last 20 seconds instead. Using the summoning staff again will reset the timer, even at max minion capacity.
This is annoying and I hate it already. Have fun.
Watching your horde lock on to you and try futilely to kill you sounds adorable. Although you may prefer them attacking the horde of enemies instead.
Tooltip: Summon twice as many minions, with half their power.
Each use of the weapon summons two minions instead of one (Not like Optic Staff, they take two separate slots). These minions however are half as big as they were before, and attack 40% slower. The amount of minion slots taken by minions is halved. "Swarm Sentries" are summoned right next to each other. This curse allows you to summon two Stardust Dragons, both with the same max length.
Gives you all the advantages of having a huge swarm of minions, as well as all the disadvantages of relying on many dumb and slowly-attacking AIs to defend yourself. Enjoy your two Dragons in the Endgame while they last, and I say it like that because that will probably be broken.
Enchantment of Shock (just comes out of the minion)
Enchantment of Protection (works normally, with the same formula)
Enchantment of Necromancy (Skeleton Soldiers are not affected by summon damage bonuses, despite being minions)
Enchantment of Magnetism (however, it works completely differently)
Enchantment of Secretion/Infestation (no change)
Curse of the Haunting (chance is on kill, not on hit, due to how fast minions are compared to the Staff's use time)
Curse of Gelatin (no change)
Curse of Displacement (however, the minions will teleport, and to a random part of your screen instead)
Curse of Duplication (no change)
Now, as for the unique stuff:
Enchantment of Unification
Tooltip: Grows larger and stronger with each consecutive summon.
Much like Stardust Dragon, extra summon slots will increase the damage and size (+15% with each summon) of the minion/sentry instead of letting you summon more. Formula for damage is the same as Stardust Dragon's, this being
[I]summon dmg * (1.69 + .46 * (summon length- 1))[/I]
. The Stardust Dragon itself only grows bigger.Who needs a horde of minions when you can have one big guy doing all the work for you? The massive Dragon you could summon with this sounds hilarious.
Enchantment of Magnetism [Summoner Version]
While in combat, a Magnet wave similar to Magnet Sphere's attack will travel from the minion furthest away from you to your position, chaining through each of your minions in the process and hitting every enemy in its path for
[Minions summoned * 30]
damage with 3 Knockback.
Improves the crowd control and the reliability of your minions, albeit indirectly. This may cause lag.Enchantment of Teleportation
Tooltip: Teleport minions near a selected target.
When an enemy is targeted manually, all minions will teleport near it, this being 5 blocks to the top left, or the closest block if that exact position is obstructed. Teleports won't happen if the specific minion is within a 20x20 area around the target, or if there just isn't a target selected.
One of the most common issues with minions is watching them not attack the target you tell them to, due to either nor reaching them or just them being stupid. This right here completely solves that problem for you, allowing your minions to instantly start attacking the target you locked them to.
Enchantment of Amplification
Tooltip: Greatly but temporarily improve last minion summoned.
Using the staff at max minion capacity turns the last minion you summoned into a Golden Minion for 5 seconds. Golden minions get a golden filter applied to them and get double Damage, Attack Speed, Movement speed, and Velocity in case of having projectiles. Golden Sentries last 10 seconds instead. The Stardust Dragon's whole body goes golden, however the buffs to it are divided by its current amount of segments. Golden minions and their timer are shown by the "Golden Augmentation" buff.
- Golden Augmentation buff: Temporarily doubled attributes for this Golden [Minion Name].
Curse of Vanish
Tooltip: Minions disappear after one minute.All minions disappear after 1 minute, shown by a timer on their buff. Sentries last 20 seconds instead. Using the summoning staff again will reset the timer, even at max minion capacity.
This is annoying and I hate it already. Have fun.
Curse of Rebellion
Tooltip: Minions will attempt to damage you.
You are now included in the list of enemies your minions can target. You will still not take damage from them.Watching your horde lock on to you and try futilely to kill you sounds adorable. Although you may prefer them attacking the horde of enemies instead.
Curse of Swarming
Rare curseTooltip: Summon twice as many minions, with half their power.
Each use of the weapon summons two minions instead of one (Not like Optic Staff, they take two separate slots). These minions however are half as big as they were before, and attack 40% slower. The amount of minion slots taken by minions is halved. "Swarm Sentries" are summoned right next to each other. This curse allows you to summon two Stardust Dragons, both with the same max length.
Gives you all the advantages of having a huge swarm of minions, as well as all the disadvantages of relying on many dumb and slowly-attacking AIs to defend yourself. Enjoy your two Dragons in the Endgame while they last, and I say it like that because that will probably be broken.
Extras

Can be Placed
Sold for 2 Silver, 50 Copper coins.
This is literally Travelling Merchant's but moved here. It's more fitting and you can't deny it.
Magic Tiara:
Vanity item
Sold for 3 Gold coins
Vanity item
Sold for 3 Gold coins
I picture her wearing a Tiara, so you'd basically copy her looks with hits.
Pixie Fragrance
Consumable
Attracts passive Pixies to your position [Grants Blessed Perfume buff]
5 minute duration.
Sold for 5 Silver coins
Blessed Perfume buff: Loved by certain Pixie species, perhaps a bit too much
And now we get to the interesting items. You see how many Enchantments are completely limited to enemy encounters, being mostly effective when exploring and thus barely useful during a boss fight? Well, this wonderful perfume will spawn as many hitboxes as you need to trigger all your enchantments during Boss fights, as long as you don't mind constantly massacring annoying yet innocent Pixies. This is entirely meant to prevent certain Enchantments such as Infestation from being practically useless on bosses, while not making them too strong vs them since you are relying on hitting 5 dumb AIs to trigger them.
Iris Charm
Equipable (Accessory)
11% increased Critical Strike Chance
Weapons can drop with Enchantments
Sold for 20 Gold coins
Equipable (Accessory)
11% increased Critical Strike Chance
Weapons can drop with Enchantments
Sold for 20 Gold coins
50% chance for a Reforge on a dropped weapon to be replaced with an Enchantment or Curse while this is equipped. Rares included.
Could be fairly helpful with Money Farms, Rare Enchant hunting or just as a plain combat item.
Staff of Elements:
51 Magic damage
6 (Average) Knockback
4% Crit Chance
22 Use Time (Fast)
Mana Cost: 8
13 Velocity
Properties and color change with different Elements.
Sold for 75 Gold coins (don't
ing Enchant this)
51 Magic damage
6 (Average) Knockback
4% Crit Chance
22 Use Time (Fast)
Mana Cost: 8
13 Velocity
Properties and color change with different Elements.
Sold for 75 Gold coins (don't

Fires Elemental Orbs, which change colors and properties depending on Fire, Ice, Earth or Lightning.
- Fire moves 20% faster, and inflicts On Fire!
- Ice moves 10% slower and leaves a trail of Snowflakes, like a North Pole.
- Earth hits with 20% more damage and 50% more Knockback.
- Lightning moves 10% faster and zaps nearby enemies, like a Magnet Sphere.
Phantom Limbs:
Equipable [Accessory]
Make copies of your attacks with drastically lower damage.
Sold for 40 Gold after Plantera has been defeated.
Equipable [Accessory]
Make copies of your attacks with drastically lower damage.
Sold for 40 Gold after Plantera has been defeated.
Every time you attack, this accessory will spawn a clone of it in the same direction with a 0.5 second delay. This cloned attack has a teal tint and has the exact same stats as the original one, but only deals 1 damage (or 2 in a crit). Enchantments triggered by cloned attacks are still based on the original weapon's stats.
Besides the potential uses for enemy stunlocking, that last sentence is what we care about. I intend the cloned attacks to have a separate "Use time cooldown" from the originals, so this pretty much allows you to trigger most enchantments twice as often, so enjoy it.
Ancient Runestone
The Enchantress may be interested on this
Expert
Dropped by Lunatic Cultist's Expert Mode Treasure bag
The Enchantress may be interested on this
Expert
Dropped by Lunatic Cultist's Expert Mode Treasure bag
When talking to the Enchantress with this in the inventory, it will be consumed and a special dialogue option will pop up and a new option will be unlocked in her chat box, "Transfer"
"Transfer" allows you to transfer Enchantments or Curses from one weapon to another, with a cost of the Weapon's Enchanting cost +
Base Rarity / 4
Platinum coins. You can only transfer Enchantments for weapons with up to 1 more Rarity than the one transferring, so no cheating by Enchanting Copper Shortswords and passing those to Meowmeres.Enchantments are outrageously expensive, and they will suck you dry with certain expensive weapons. Sometimes you will like a certain one a bit too much. Other times you will roll a specially unique Rare Enchantment/Curse on a Weapon you don't like and you'll curse your own luck. This 1000th iteration of a Cultist drop allows you to solve these problems for the most part, perhaps a bit too late in the game, but solving them nonetheless. 99% of the use of this is to allow you to have fun with Rare Enchantments with more than 1/100 of your weapons.
Writing this one took me a while, I'll admit.
So, what are your thoughts?
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