Fists

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For a guide on fists, see Guide:Fists.

Fists are a new type of melee weapon introduced in WeaponOut. Fists are focussed on the player becoming the hitbox and gaining brief periods of invincibility by dashing into enemies. Fists can be acquired mainly from crafting, but a few can also be obtained as semi-rare drops from enemies. There are a total of 46 fists added by the mod.

There are a few dedicated armor sets and accessories that affect the abilities of fists.

Fists are able to receive modifiers that affect weapon size, but instead of modifying size, they will reduce the combo cost for the fists' bonus effect (see below). A Legendary modifier has slightly better crowd control than a Demonic one, but the increased knockback may make enemies slightly harder to keep near enough to combo off. Both modifiers can be regarded as the best.

Mechanics[edit | edit source]

Combo[edit | edit source]

All successful attacks with fists build up combo, which completely resets after not hitting anything for 2 seconds. This reset duration can be increased with certain armor and accessories. Upon reaching the combo power of a fist weapon, its bonus effect occurs until the combo resets or drops below the combo power. This is also indicated by a large blue number above the player.

Moveset[edit | edit source]

Control Move Fist Type Description Demonstration
Use / Attack Punch All Punches throw the player at enemies to deal damage. They can be aimed up and down, and causes the player to bounce away from the enemy. Holding ◀ Left or ▶ Right both makes the player dash forwards. The start of a punch grants the player invincibility for a few frames, and successfully landing a hit halves the rest of the punch's animation. Punch (demo) (WeaponOut).gif
Use / Attack + ▲ Up or
Use / Attack + ▼ Down
(grounded).
Uppercut All Uppercuts cannot be aimed, and instead faces either ◀ Left or ▶ Right. They also cannot bounce off enemies. In Hardmode, fists gain an additional uppercut in the air. Uppercut (demo) (WeaponOut).gif
Use / Attack + ▼ Down Divekick All Divekicks cannot be aimed, and instead faces either ◀ Left or ▶ Right. If the player successfully lands a divekick on an enemy, their extra jumps and wing time will be refreshed. Divekick (demo) (WeaponOut).gif
Secondary Abilities
Open / Activate Dash Fists Fist-type weapons are able dash through enemies. During a dash, punches do not bounce and divekicks do not refresh jumps. Hitting an enemy with normal punches instantly refreshes the dash cooldown. While flying, aiming near enemies provides a slight velocity correction to make it easier to hit them. Dash (demo) (WeaponOut).gif
Open / Activate Parry Gloves

Glove-type weapons allow the player to briefly enter a parry stance. Successfully parrying an attack will lead to a counterstrike, which reflects the hit back. The counterstrike's damage is equal to the sum of the enemy's defense and damage, but cannot exceed 5 times the Glove's damage. Additionally, counterstrikes will produce a bonus effect based on the Glove used, such as additional damage or firing projectiles, as well as the Parrying Moment buff, making the next attack a critical strike.

Parries have a brief cooldown period before they can be used again. Powerful attacks can still hurt the player, but deal reduced damage.

Parry (demo) (WeaponOut).gif
Open / Activate Combo Attack Knuckles After reaching the combo power of a Knuckle-type weapon, the player can consume the combo power in order to unleash a special attack that varies between Knuckles. This can also be used to immediately end a combo rather than waiting for it to reset by itself, if the combo is brought down to exactly 0. Combo Attack (demo) (WeaponOut).gif


Items[edit | edit source]

Fists[edit | edit source]

Gloves[edit | edit source]

Knuckles[edit | edit source]

History[edit | edit source]

  • 1.6.3: Parries now reduce rather than block damage, if the damage taken was at least twice powerful as the weapon's base damage.
  • 1.6.2: Allows fists to get size modifiers as combo cost modifiers
  • 1.6: Divekicks all consistently drop downwards at half current speed when not input with a movement key. All parry times have been reduced to roughly 1 second cooldown after a successful parry.
  • 1.5: Mechanics almost completely reworked. Related accessories and armors, as well as hardmode fist weapons added.
  • 1.4: Removed during port to tModLoader 0.10.
  • 1.3: Parry, dash and Pre-hardmode fist weapons added.
  • 1.0: Introduced.