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Dual Classes
Frost Falcon  [developer] 7 Oct, 2024 @ 8:04am
All Balance Changes
Throwables
Class changed to Melee/Ranged
  • Wooden Boomerang
  • Enchanted Boomerang
  • Fruitcake Chakram
  • Bloody Machete
  • Shroomerang
  • Ice Boomerang
  • Trimarang
  • Thorn Chakram
  • Combat Wrench
  • Flamarang
  • Flying Knife
  • Bouncing Shield
  • Light Disc
  • Bananarang
  • Possessed Hatchet
  • Paladin's Hammer
  • Chain Knife
  • Anchor
  • Daybreak
  • Scourge of the Corruptor

Beam Swords
(Swords that shoot a projectile)
Class changed to Melee/Magic and requires mana to fire the projectile. Without mana, you can still swing the sword, but no projectile will spawn.
  • Ice Blade - 5 mana
  • Starfury - 20 mana
  • Enchanted Sword - 8 mana
  • Ice Sickle - 8 mana
  • Frostbrand - 8 mana
  • Beam Sword - 8 mana
  • Chlorophyte Saber - 6 mana
  • Death Sickle - 10 mana
  • Chlorophyte Claymore - 8 mana
  • Christmas Tree Sword - 12 mana
  • True Night's Edge - 12 mana
  • Seedler - 10 mana
  • Flying Dragon - 8 mana
  • Terra Blade - 12 mana
  • Influx Waver - 15 mana
  • Star Wrath - 20 mana
  • Meowmere - 10 mana

Other Melee/Magic Weapons
Class changed to Melee/Magic and requires mana to use.
  • Storm Spear - 6 mana
  • Ghastly Glaive - 8 mana
  • Chlorophyte Partisan - 8 mana
  • Mushroom Spear - 10 mana
  • North Pole - 15 mana
  • Zenith - 40 mana
  • Vampire Knives - 10 mana
  • Sky Dragon's Fury - 20 mana

Whips
Class changed to Melee/Summon
  • Cool Whip
  • Dark Harvest
  • Durendal
  • Firecracker
  • Kaleidoscope
  • Leather Whip
  • Morning Star
  • Snapthorn
  • Spinal Tap

Magical Ranged Weapons
(Ranged weapons with unconventional magic-like projectiles)
Class changed to Ranged/Magic and requires mana to use.
  • Blood Rain Bow - 8 mana
  • Hellwing Bow - 5 mana
  • Daedalus Storm Bow - 8 mana
  • Pulse Bow - 12 mana
  • Eventide - 8 mana
  • Star Cannon - 10 mana
  • Super Star Cannon - 20 mana

Magic Ammo
Class changed to Ranged/Magic and requires mana to use. If no mana is available, a different ammo type will be chosen from the player's inventory (additional mana will not be consumed for magic ammo if the weapon already consumes mana)
  • Holy Arrows - 12 mana
  • Endless Quiver - 10 mana, now fires Jester's Arrows
  • Endless Musket Pouch - 6 mana, now fires High Velocity Bullets

Mana Guns
(Magic weapons that visually and functionally resemble guns)
Class changed to Ranged/Magic
  • Gray Zapinator
  • Orange Zapinator
  • Space Gun
  • Laser Rifle
  • Leaf Blower
  • Heat Ray
  • Laser Machinegun
  • Charged Blaster Cannon
  • Razorpine
  • Bubble Gun

Magic Summons
Class changed to Magic/Summon
  • Crimson Rod
  • Nimbus Rod
  • Clinger Staff
  • Spirit Flame
  • Nightglow - Base damage increased to 60, now spawns one projectile plus an additional projectile for every minion slot the player has that is not in use

Minions
  • Finch Staff - Grants +5% movement speed for each summoned

  • Flinx Staff - Class changed to Melee/Summon, Reduces damage from cold sources if at least one is summoned

  • Slime Staff - Grants +10% summon damage for each summoned

  • Abigail's Flower - Grants increased life regen if at least one is summoned

  • Hornet Staff - Class changed to Ranged/Summon, arrows poison enemies if at least one is summoned

  • Imp Staff - Class changed to Magic/Summon, magic attacks burn enemies if at least one is summoned

  • Blade Staff - Class changed to Melee/Summon, grants +5% melee damage for each summoned

  • Optic Staff - Class changed to Ranged/Summon, increases view range for guns if at least one is summoned (like the sniper scope accessory)

  • Pirate Staff - Class changed to Melee/Summon

  • Deadly Sphere Staff - Class changed to Melee/Summon, grants +2 defense for each summoned

  • Stardust Cell Staff - Grants increased life regen for each summoned

Misc. Weapons
  • Piranha Gun - Class changed to Ranged/Summon
Last edited by Frost Falcon; 19 Dec, 2024 @ 2:23pm
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Showing 1-2 of 2 comments
Very nice and detailed guide; now this is my list of weapon that probably belong to some categories:

Piranha Gun: range/summoner very unique(as of writing rn) weird weapon shoot funny fish bite enemy doesn't cost ammo so would be perfect for non bullet-based ranger that like summon for bonus dps.

Charged Blaster Cannon: range/magic well it shoot an orb or charging to fire large solid beam obviously range since it very misunderstood as another gun for ranger.

Bubble Gun: range/magic yet another weapon that cost no ammo but for this case because it already a magic weapon and it shoot pew pew bubble could be ranger arsenal also.

Blade Staff: the 5% melee damage for each summon make it already low dmg look balance if it were melee/summoner.
Frost Falcon  [developer] 7 Oct, 2024 @ 10:59am 
Actually I forgot the blade staff wasn't melee/summon until I reviewed the code for this. Not entirely sure why I didn't do that, maybe because there were so many other melee/summon minions around that point in the game.

The charged blaster cannon and bubble gun are also fair additions. I'm not quite sure on the piranha gun since while you do summon a creature to attack on its own, you still have to hold to button for it to keep attacking. Maybe I would change it simply because there's currently no range/summon weapon that isn't a minion.
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Showing 1-2 of 2 comments
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