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Heroic Weapons
 This topic has been pinned, so it's probably important
BlockCrusader  [developer] 8 Jun @ 8:28am
Meet the Hero Weapons
Welcome! This thread provides short descriptions of each Hero Weapon in the mod so you can get a feel for what each of them are like and inform your decision when you choose what weapon you want to play with. Without farther ado, let's get into it!

Sticky Blaster
(Ranged)

The weapon that started it all, being the first implemented. If you've ever played It Takes Two you may find this weapon's design familiar ;)
This is a weapon has a very unconventional, but fun playstyle; cover enemies and terrain in sticky gel globs, then fire a torch at the gel to detonate it for a devastating chain reaction!
Its poor range and gravity-affected projectiles can make it awkward to use at times - especially in the endgame - but it boasts powerful burst damage and crowd control with its exploding gel.
One final note; despite shooting gel it does NOT consume gel as ammo by default. No need to worry about having to grind gel at the start of the game!

Jade Edge
(Melee)

This is the weapon for you if you want to channel your inner anime swordsman, I guess.
Anyways, this is another short-ranged weapon. As one can imagine from that fact, the Jade Edge has a very aggressive playstyle, dealing big damage in a short time within its small reach.
Its primary attack is a series of rapid, arcing slashes, comparable to the Terragrim/Arkhalis (albeit with a noticeably larger attack size).
The Jade Edge also has a dash attack as its secondary, which is where things get interesting; you won't take contact damage while dashing. This can be exploited to dash through enemies that have cornered you... or go jousting with Duke Fishron!

Staff of Sacrifice
(Magic)

Want lifesteal from the beginning of the game? Here you go! Oh, but you'll need to spend that hard-stolen HP on your stronger attack, by the way.
As just stated, this weapon's attacks give and take life, respectively. Play defensive with weaker attacks with both homing and lifesteal, or go on the offensive with powerful, piercing attacks that consume your life as fuel!
The key to this weapon is mastering HP management. When you have HP to spare, you'll want to spend it on your stronger attack to get the most out of the Staff of Sacrifice. When you need your HP back, swap to your lifesteal attack.
Just remember your HP is more important for keeping you alive than it is as ammo for your attacks; try not to go overboard and run out of HP!

Striker Beads
(Summon)

You know how whips' short range is inconvenient for Summoners? Well that's not a problem with this weapon!
This is a unique whip with a modified attack style and - as with all Hero Weapons - a secondary attack.
The standard swing attack is now a 'flick' that consists of the first half of a swing. This has less coverage, but the Striker Beads - unlike other whips - can hit repeatedly with a single swing.
When the short-ranged whip swing doesn't cut it, break out your secondary attack; Bullet Beads! This attack combines the tag-applying properties of whips with the high range and velocity of a gun, allowing you to tag single targets from afar.
The whip flick tends to be better for dealing with groups, whereas as bullet beads are great for single targets. Swap between the two attacks to suit the situation!

Polynail
(Thrower)
Yup, another It Takes Two reference. As you can imagine, I made this and the Sticky Blaster shortly after playing the aforementioned game for the first time.
Anyhow, this is a Throwing-class weapon, specially made just for mods that re-add the Thrower Class! You can throw up to 3 large nails that embed themselves in terrain and enemies. Nails are persistent, but can be retrieved by right-clicking; that will recall the nail closest to your cursor.
This opens up various ways to attack; repeatedly throw nails as targets for direct damage, leave nails impaled in foes for powerful DoT, or embed nails into the ground as a trap for approaching grounded enemies. You can even damage enemies with returning nails!
The two core elements of playing Polynail is managing your nail supply (Remember, you only get 3 nails to work with by default!) and taking advantage of your various methods of inflicting damage.

Hardlock
(Ranged)

Like aimbot? Too lazy to aim? Then Hardlock is just the weapon for you!
This is a rocket launcher that emphasizes a 'fire-and-forget' playstyle. Normally, its missiles are rather sluggish and mundane. However, if you right-click near an enemy, a reticle will be placed on them, very similar to how summon targeting works.
Now, all fired missiles will home in on that enemy. No matter what. Regardless of distance or obstacles, your missiles will hunt down your target (Though, missiles will still impact and explode on terrain, mind you).
Be mindful of what you're locked on to, and you'll never have to aim again!
One final note; despite being a rocket launcher it does NOT consume ammo by default; no need to wait until post-Plantera to use this weapon!

Future Weapons
Curious about what other weapons may be added to the roster? Listed below are some ideas I have that I may implement someday. Note that there is no guarantee a given weapon will be added. Also do not expect these 'soon' or anything; depending on what else I'm working on these ideas could go unused for a very long time! This is a mod I intend to work on sporadically between other things, essentially a long-term project for when I have nothing else to do.

Threefold Glint (Concept)
(Magic)
This weapon will utilize its right-click ability to cycle between 3 unique attacks, as opposed to the typical 2. Cast the firey Raze spell to use a flamethrower-style attack, cast the electric Galvanize spell to unleash chaining electricity, or cast the icy Blizzard spell to shoot impaling icicles!

Aura Palm (Concept)
(Melee)
Another short-ranged melee weapon with a defensive secondary ability; this time a 'parry' that can be used to greatly reduce taken damage. The Aura Palm's main attack - an aura-charged punch - becomes significantly stronger based on how low your HP is, and if you've recently parried an attack. Parry attacks to minimize taken damage, then counter with a powered-up punch!
Requested (x1)

Divine Instrument (Concept)
(Summon)
A very unique sentry weapon. Summon an Angelic Guardian sentry that can be empowered by further uses of the weapon (As opposed to summoning multiple). The Guardian fires homing projectiles and will teleport near you if left off-screen. Right-clicking doesn't target enemies like usual; instead it marks the area under your cursor, causing your Guardian to fire a secondary attack that blasts the marked location, air-strike style!

Death Toll (Concept)
(Melee)
A powerful hammer whose swing attack can be dynamically aimed, and charged up for bonus damage. Paired with the hammer are... magic bells. Right click to throw a bell out, then hit it with the hammer! This will cause the bell to ring, and release a powerful shockwave attack that can hit more enemies in a much wider range than the hammer alone.

Lead-Loader (Concept)
(Ranged)
Ever wanted reloading mechanics on your ranged weapons? That's what this weapon is all about, for better or worse. Its attacks are very powerful, but you'll have to spend time reloading every dozen-or-so shots. Keep an eye on your magazine and try and reload at opportune moments so you can shoot when it counts!

Matter Accumulator (Concept)
(Magic)
Basically, it's Kirby (minus the Copy Ability stuff :\ ). Your primary is a vacuum-like attack that deals rapid damage and can even suck up non-boss enemies at low health! Deal damage with that to accumulate 'Matter', which is spent on using the weapon's powerful secondary attack.
Requested (x1)

Block Whistle (Concept)
(Summon)
Another Nintendo reference. This time you get play Pikmin as a Summoner. Summon a horde of lil' sentient dirt/stone blocks to latch on to your enemies and beat them up! Like Divine Instrument, this weapon's right-click is also unique; use it near a minion and you can throw the minion at enemies for high damage! If there isn't a minion nearby to throw, you instead get an enhanced version of the standard targeting feature that can tell your minions to go to a specified point, attack an enemy, or return to you.
Requested (x1)

Chronocutter (Concept)
(Melee)
On the surface, this is a simple boomerang-style weapon. What makes it interesting is its right-click ability. Using it toggles the movement of all thrown chakrams; moving chakrams stop in place, and stopped chakrams begin moving again. By stopping chakrams, you can pull off various tricks, like setting up area denial or adjusting the angle at which chakrams will return to you.
Requested (x1)

Stormbolt (Concept)
(Ranged)
A crossbow with powerful, high-velocity charged attacks designed to handle groups of enemies in multiple ways. Its primary fires a singular, high-pierce bolt that's great for lined-up or clumped-up enemies. Or, for spread-out foes, use the secondary to target multiple enemies and automatically fire a barrage at them!

Mirrorage (Concept)
(Magic)
An interesting magic weapon with a defensive playstyle that your enemies will find highly dangerous to approach. Its primary summons Mirror Crystals that spiral outward around you (Shredding enemies that get too close) before launching towards the cursor. Its right click creates a reflective barrier in front of you, pointed towards the cursor. Most hostile projectiles (Basically anything that's not a deathray or something similar) that collide with the barrier are converted into friendly Reflected Energy projectiles that fly back from whence they came with a vengeance.
Requested (x2)

Mystic Marker (Concept)
(Summon)
Channel your inner Doodlebob (or Painter Kirby, whatever you like more) and command a legion of (poorly drawn) sentient art with this weapon. You can summon minions or sentries in front of you with left/right click. These summons uniquely use 0 minion/sentry slots, but in return have limited lifespans and can be damaged (and destroyed) by enemy attacks.
Requested (x1)

Roadmap
Below is a list of the order in which weapon concepts are planned to be implemented. Again, keep in mind that - like the weapon concepts themselves - this order is NOT final and will always be subject to change. Also note that this shouldn't be used as a gauge of when a weapon will be added, just the order.

  • Mirrorage (Magic, x2 Requests)
  • Block Whistle (Summon, x1 Request)
  • Aura Palm (Melee, x1 Request)
  • Stormbolt (Ranged)
  • Matter Accumulator (Magic, x1 Request)
  • Mystic Marker (Summon, x1 Request)
  • Chronocutter (Melee, x1 Request)
  • Lead-Loader (Ranged)
  • Threefold Glint (Magic)
  • Divine Instrument (Magic)
  • Death Toll (Melee)
  • To be continued?

Feedback & Suggestions
What unimplemented weapon(s) do you want to see added first?

Have a weapon idea? Feel free to share it! That said, I won't make any guarantees your idea will be used.

On a related note, after consideration, I probably won't be adding weapons from other mods' classes, at least for the time being.
This would generally require strong references to the modded class's mod, which would in turn mean that mod would be required for this one to run, which is highly undesirable.
Separate add-ons could be made for that purpose, but another add-on would be needed for every mod crossover. Doing this would quickly become tedious, disorganized, and bloat my mod count (Tbh it's already bloated considering I have nearly 30+ mods).

UPDATE: After doing some research, it looks like it may be possible to add Thorium Bard/Healer items with only weak references (meaning this mod could load without Thorium active).
Thus, I am going to consider adding a Hero Weapon for Bard and Healer, though those will be low priority since it's cross-content and would also entail the extra complexity of weak-referencing.

General feedback is also welcome here. Think a certain weapon is too strong/weak? Let me know!
Last edited by BlockCrusader; 4 Aug @ 3:02pm
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Showing 1-15 of 30 comments
hoping to god Hardlock makes it in I LOVE those types of weapons so much
(i'd actually come here to suggest that very same idea myself even, lmao)
would it be able to do multi-target?
Leafdoll 17 Jun @ 10:09pm 
Know what'd we now need?

A "TSA" weapon for Astral (Tsukiyomi's Rifle) and Umbral (Tsukiyomi's Sigil) sides as a modifiable Starfarer Weapon (both with the Hero Weapons and Spatial Disk to be any damage type you need either weapon to be)
BlockCrusader  [developer] 18 Jun @ 6:09am 
Originally posted by Lux Hikari:
hoping to god Hardlock makes it in I LOVE those types of weapons so much
(i'd actually come here to suggest that very same idea myself even, lmao)
would it be able to do multi-target?
That's the plan, one of its Skill Perks will let you select up to 3 (5 at tier 2) targets at once.
I didn't have my mind set on what I'd make next, so I can do Hardlock since you requested :steamthumbsup:
The Cursed Moon
Magic weapon Type

A Weapon that summons a Moon from up the sky or in front of the Player that Shoots diffrent curses like:
The Curse Of Time: Enemy takes damage overtime but also feels like time it self has stopped.
The Curse Of Gravity: Shoots the enemy or the Player High up upon Falling Spiky Traps will be at the Bottom waiting for your demise.
The Curse Of Midas: Turns the enemy golden slowing it down and also making it drop more Money but dont get hit or you getting turned into gold too
BlockCrusader  [developer] 20 Jun @ 1:32pm 
Originally posted by Lux Hikari:
hoping to god Hardlock makes it in I LOVE those types of weapons so much
(i'd actually come here to suggest that very same idea myself even, lmao)
would it be able to do multi-target?
Following up on my last response; I've just finished Hardlock and it has now been added to the mod! I hope you enjoy it!
DemoDark 21 Jun @ 6:59pm 
Seeing Matter Accumulator, Mystic Marker, and Mirrorage (in order of which ones i want first) would be heavenly
DemoDark 21 Jun @ 7:11pm 
IDEA: The Ocarina of Time (MAGIC. Or maybe Symphonic if Thorium is installed. Idk im not your boss)

A strange ocarina. Legends say it can mess with time.

LMB: Fires a homing note with different effects based on the song chosen.

RMB (Tap): Uses a song with different effects.

RMB (Hold): Allows you to select a song using a UI similar to The Grand Design.

Song ideas:

[SONG OF TIME]
(LMB): Notes now turn projectiles that touch them into strength, empowering them and granting them faster speed.
(RMB): Returns you to your spawnpoint. No more magic mirror!

[SONG OF STORMS]
(LMB): Inflicts enemies with a status that prevents them from moving during its duration, but notes fired now adhere to gravity after a small amount of time.
(RMB): Creates heavy rains around you, and shocks all enemies in a certain radius. Maybe an upgrade makes distance play a part?

[SONG OF DOUBLE TIME]
(LMB): Projectiles fired are doubly fast. This DOES make it harder to make home in.
(RMB): If tapped, you move, jump, and fly faster for a few seconds. If held, acts as an Enchanted Sundial at night or Enchanted Moondial during the day.

[SONG OF SOARING]
(LMB): Pierces walls, loses homing.
(RMB): Unleashes a burst around you to blow foes away with knockback. Foes take damage based on their fall if they are flung into the air and land.
DemoDark 21 Jun @ 7:13pm 
(mage works well for this one)
Originally posted by BlockCrusader:
Following up on my last response; I've just finished Hardlock and it has now been added to the mod! I hope you enjoy it!

i'm currently just past empress of light and i love it, it's my new favorite modded weapon!
got a few bugs to report though;
one of its tips doesn't load (specifically, one mentioning duke fishron)
rarely missiles behave weird when hitting terrain, freezing in place or sliding against slopes despite having No Escape
VERY rarely a lock will transfer from a dead enemy to a critter if it appears at the same time (i.e. grubby)
BlockCrusader  [developer] 23 Jun @ 6:05am 
Originally posted by Lux Hikari:
Originally posted by BlockCrusader:
Following up on my last response; I've just finished Hardlock and it has now been added to the mod! I hope you enjoy it!

i'm currently just past empress of light and i love it, it's my new favorite modded weapon!
got a few bugs to report though;
one of its tips doesn't load (specifically, one mentioning duke fishron)
rarely missiles behave weird when hitting terrain, freezing in place or sliding against slopes despite having No Escape
VERY rarely a lock will transfer from a dead enemy to a critter if it appears at the same time (i.e. grubby)

Glad to hear you like it!

As for the bugs (Thanks for reporting them btw);
- There actually isn't a Duke-specific tip; I just accidentally left some code there so the mod's was trying to load a tooltip that didn't exist, which is why is spits out a localization key instead
- Sounds like what happens here is the rocket fails to run the burrowing code for No Escape. As you know, No Escape's effects don't apply when the missile isn't locked on to a target. I suspect this glitchy behavior may be the result of an edge case where the rocket collides with a tile and loses its target at the same time? I'm not sure what I should change to fix this, though, as the code looks perfectly fine, at least in theory.
- The critter lockon glitch is another edge case. The rockets remember their target by the index they have in the game's NPC array. What happens here is you kill an enemy, and on the same frame a critter spawns and takes the index of the now-dead enemy. Under normal conditions this 'solves' itself as critters don't count as chasable and thus the reticle should despawn. However, using No Escape II bypasses that check, so the reticle stays. I should be able to adjust the 'valid target' logic to make so the reticle despawns as soon as it ends up on a critter, regardless of No Escape.
Lux Hikari 24 Jun @ 11:53pm 
got two weapon ideas now, though i hope you don't mind if one's another lock-on homing weapon *w*'
other one first;

Pallid Veil
Magic
This weapon conjures a shroud of ashes around you to drain nearby enemies' health. Hold left-click to deal low but rapid damage to enemies within the aura, gathering up more ashes as you do. When enough of it accumulates, use the secondary ability to launch an ashen javelin towards the cursor.
"Ashes to ashes, dust to dust."

i'll wait for you to decide if we should really have two lock-on weapons before sending my other idea, but i'll at least say it's more of a spread-out (besides bosses) burst fire compared to Hardlock's sustained and (sometimes) focused fire and a.o.e
BlockCrusader  [developer] 25 Jun @ 4:39am 
Originally posted by Lux Hikari:
got two weapon ideas now, though i hope you don't mind if one's another lock-on homing weapon *w*'
other one first;

i'll wait for you to decide if we should really have two lock-on weapons before sending my other idea, but i'll at least say it's more of a spread-out (besides bosses) burst fire compared to Hardlock's sustained and (sometimes) focused fire and a.o.e

You're free to share it if you want :steamthumbsup:
That said, you are right, I would be hesitant to add a second weapon with lock-on as its gimmick, as I'd prefer each weapons' playstyles to be unqiue from one another.
BlockCrusader  [developer] 25 Jun @ 4:42am 
Originally posted by Lux Hikari:
got two weapon ideas now, though i hope you don't mind if one's another lock-on homing weapon *w*'
other one first;

Pallid Veil
Magic
This weapon conjures a shroud of ashes around you to drain nearby enemies' health. Hold left-click to deal low but rapid damage to enemies within the aura, gathering up more ashes as you do. When enough of it accumulates, use the secondary ability to launch an ashen javelin towards the cursor.
"Ashes to ashes, dust to dust."
This is actually pretty similar to the Matter Accumulator. It essentially has the same gimmick of using a powerful piercing projectile as its secondary, but relies on a resource gathered by the primary to function. The only major change is the primary attack's AoE.
Last edited by BlockCrusader; 25 Jun @ 5:13am
Lux Hikari 25 Jun @ 10:52am 
Originally posted by BlockCrusader:
This is actually pretty similar to the Matter Accumulator. It essentially has the same gimmick of using a powerful piercing projectile as its secondary, but relies on a resource gathered by the primary to function. The only major change is the primary attack's AoE.

oh, yeah. oops :p
well, here's the first one;

Arrow of Light
Magic (or ranged?)
A gun of ancient origin, wielded by riders of artificial dragons. Hold left-click and hover the cursor over enemies to target them, then release to fire homing lasers at each target. Right-click to fire energy bullets towards the cursor.

it's a Panzer Dragoon reference! :D
there were others before it, but that game is what really got me to like this style of weapon (helps that it's used by a dragon)
Leafdoll 25 Jun @ 3:51pm 
(Did you happen to see my ideas for The Stars Above weapons?)
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