
Weapon List Note: So far, all starting (1st) weapons are physical weapons. The Mountaintop (MT) weapons are not counted into the order as they are only available to Snipers and Gunners to avoid confusion that the other classes have missing weapons. All "19th Weapons" are Resort weapons, and can only be found at the Junk Shop. Hence, "1st Weapons" refer to the starting weapons, while "34th Weapons" refer to the weapons found deepest in the game (so far). This is particularly useful when dealing with the Shop - the deeper in the game a weapon is found, the later it will be unlocked for sale in the Shop and the more expensive it will be. Weapons can also be classified according to the depth at which they are found in the game. Thus, weapons can be classified according to the characters that can equip them. For example, a Sniper may only use bows, while a Boxer may only use gloves. Each individual character class has its unique set of weapons that are unequippable by other classes. Once out of gold, the Gunner still walks into shooting range of the enemies (if auto-move is enabled) and will attempt to shoot, but no bullets appear.Įach character is automatically equipped with a starting weapon upon creation of a new game. The amount of gold which has to be paid can be reduced by spending SP into MAG, down to a minimum of $1 per shot. Gold is deducted from the player every time the gunner fires a shot. It is therefore advised to keep the starting gun at all times, as those bought in the shop only allow one compo item instead of two.

All guns (except for the starting gun) use bullets which cost gold. The only weapons which have usage costs are guns. Magicians, Priests, and Gunners do not have any magical weapons, as they do not use MP at all. Magical weapons are usually of an elemental type. Such weapons are known as magical weapons, and while they can be used without MP, the weapon will not be as effective. It notably adds three entirely new weapon subclasses, as well: Warhammers, slow and large broadsword-style melee weapons with high knockback that reduce hit enemies' defense and sometimes have a right-click function emulating another type of weapon Atlatls, dart-firing ranged weapons.
#Stick ranger weapons bows mod#
Often, MP is required to activate these bonus attacks. The Polarities Mod adds many new weapons, with something for every class at nearly every stage in the game. Some weapons have bonus attacks or effects, displayed below the "range" value in the weapon menu. If the weapon has a compo item attached, it will be displayed in their respective boxes with the name of the compo item, otherwise the box will be blank and the word "none" is displayed. When a player hovers the mouse cursor on a weapon, regardless if placed in the inventory or equipped, the weapon menu will display its stats, as well as two black boxes at the bottom, representing the two compo item slots of a weapon. The second slot is filled with a grey-coloured X (which displays " NG" upon rollover), and no compo items may fit into that slot. Weapons dropped from enemies can hold 2 compo items, while weapons bought from the shop can hold only 1 compo item (excluding some versions of weapons found in the Resort). All weapons have slots that allow compo items to be attached to the weapon. The real pain is getting the materials to make all the better stuff from the basics.Weapons can be acquired via the Shop or from enemies. One pirate invasion can easily yield around 1 plat, and that much money can keep you in bullets/arrows for a very long time. Money is laughably easy to get when you get to hardmode, though. No decision on that is in anyway persuaded into until rather late game. Originally posted by Darth Cannabis:Really as other point out, there is no issue using both. Likewise, all your ammunition for guns, is bought or found and what is crafted is still crafted from basic round or a shell casing, which likely you bought from gunsmith. While you can craft better guns out of some, the base of it was still bought or found. In addition, basic arrows, to craft better arrows are easily crafted with stone and wood. You can craft a good half of them, and including repeaters craft your way all the way to almost end game (pure craft up to hallow and chloro repeaters). In the final case, it applies to launchers (grenade launcher, rocket, etc, If it uses rockets instead of bullets or arrows).Īs far as bow vs gun overall, both have advantages and disadvantages.īows are more affordable. In case one, your set bonus is applied to bows/repeaters. In the case of Shroomite armor, there are 3 variations. Use of certain accessories, may convince you to prefer one over the other as far as gun/bow. Post Plantera, when the hard mode dungeon opens, and when you can craft shroomite gear is when your choice towards gun or bow becomes more finalized.Ĭertain accessories found in post plantera dungeon (rifle scope) only apply to gun or certain repeaters (you can stick scope on stake launcher). Really as other point out, there is no issue using both.
