So I was thinking that we have all these great swords and items but they don't do anything. All we can do with our swords is swing them, magic items only cast one thing, and so on. So what i propose is to give all the higher tier weapons a secondary ability. One that is not OP'ed but is still useful. The sword's secondary abilities could have different levels of "charge" (3 levels) each level costs something in return for it's power. That is to say higher tiers have greater drawbacks. Each power level will be assgined a different value, you may use no more than charges totaling 5 at any one time. Afterwards there will be a greater cooldown. (Credit to Delra12 and Kusanagi) The charges will have an easily telegraphed signal to show what level you are at. (Megaman style) These secondary abilities could be activated by a configurable key combination. Like This One Now on to examples Swords******************************************* Fiery Greatsword: The FG's ability could be that your character stabs it into the ground and it emit's a shockwave of fire, in both directions, that lasts several blocks that pushes enemies back and does moderate to low damage. It can only be used on the ground. Charge 1: Lowest power, 3 blocks in both directions, 9 dmg. Cooldown of 15 seconds. Charge 2: Medium power, 5 blocks in both directions, 12 dmg. Cooldown of 35 seconds. Charge 3: Highest power, 7 blocks in both directions, 15dmg. Cool down of 55 seconds. Blade of Grass: Its secondary ability could be that you stab it into the ground and it causes thorns and vines to grow out of the ground with a radius of 8 blocks that damages over time, for 5 dmg per second, and slows (cobweb style) enemies. Can only be used on the ground. Charge 1: Lowest power, 4 blocks in both directions, 3 dps. Lasts 10 seconds. Cooldown of 20 seconds. Charge 2: Medium power, 6 blocks in both directions, 5 dps. dmg. Lasts 15 seconds. Cool down of 40 seconds. Charge 3: Highest power, 8 blocks in both directions, 8 dps. Lats 20 seconds. Cool down of 1 minute. Light's bane: The LB could have a rushing stab attack, that covers 7 blocks, that damages enemies and passes through them without causing damage to you. Does 30 dmg (without armor) Can be used in the air. Charge 1: Covers 6 blocks, does 25 dmg. 35 second cool down. Charge 2: Covers 7 blocks, does 30 dmg. 40 second cool down. Charge 3: Covers 8 blocks, does 35 dmg. 45 second cool down. Muramasa: The Muramasa could have a multi-hit attack followed by a final rushing slash. The initial hits do damage equal to your total attack and hits 5 times, followed by the rushing slash that does 30 dmg and covers 5 blocks. (assuming no defense). Costs 20 mana. Charge 1: Hits 5 times, no final slash. Cool down of 30 seconds. Charge 2: Hits 6 times, no final slash. Cool down of 40 seconds. Charge 3: Hits 7 times, final slash. Cool down of 50 seconds. Night's Edge: The NE's secondary ability is a flying shockwave that you can launch over 15 blocks that does 50 dmg. but it is only 2 blocks wide. Costs 25 mana. Charge 1: 1 block wide, 40 dmg. Cool down of 15 seconds. Charge 2: 2 blocks wide, 50 dmg. Cool down of 30 seconds. Charge 3: 3 blocks wide, 60 dmg. Cool down of 1 minute. NOTE: Using the maximum number of charges (totaling 5 points, each point corresponding to level of charge.) will cause a greater cool down of 3 minutes. During this time you will be unable to use any charges. And will gain the Tiredness debuff. The tiredness debuff will cause you to move slower, attack slower and your mana will regenerate slowly. Lasts 2 minutes. Credit to Delra12. Magic******************************************************* Water Bolt: Shoots a wide (3 blocks) wave of "water" that bounces 3 times and does 20 damage. Costs 25 mana. Aqua Scepter: Creates water in exchange for mana. Costs 5 mana per "block" of water. Flower of Fire: Creates lava in exchange for mana. Costs 15 mana per "block" of lava. Vilethorn: Sends a wave of thorns along the ground for 50 blocks that does 20 dmg on contact. The wave only hits one enemy then stops. Does not pierce enemies. Leaves a trail of thorns that does 5 dmg on contact and only hits once. Costs 20 mana per "wave". Magic Missile: Shoots 2 bolts instead of one. The Bolts have slightly different trajectories (they arc away from each other then converge on your mouse) when they collide there is 20 AoE dmg. The bolts pierce before they collide (they pierce each enemy only once) for 15 dmg. Costs 20 mana per volley. Does not follow your cursor after shooting. Flamelash: Shoots 3 bolts instead of 1. The Bolts have slightly different trajectories (2 arc away from each other and 1 stays center) when they collide there is 30 AoE dmg. The bolts pierce before they collide (they pierce each enemy only once) for 20 dmg. Costs 30 mana per volley. Does not follow your cursor after shooting. Demon Scythe: Fires a larger Demon Scythe that passes through 3 enemies before disappearing. Does 40 dmg and costs 25 mana. Starfury: Shoots 3 stars at your cursor. From the sword.These stars do not pass through walls and hit only once per star. Does 20 dmg per star and costs 20 mana per volley. ************Bows/Guns************* Demon Bow: Fires three arrows that pierce (Like unholy arrows) the piercing does not effect hellfire arrows. Costs 3 arrows. Molten Bow: Fires 5 arrows that explode on contact (Less AoE damage for non-hellfire arrows) The explosion doesn't effect unholy arrows. Costs 5 arrows. Space Gun: Charges a blast, longer charges do more damage and pierce more blocks (up to 3) Higher levels of charge cost more mana. Costs mana even with the meteor armor (costs less though) Phoenix blaster: Fires a thin laser that reflects twice before stopping. The laser is continuous but costs mana. Does damage on contact with the laser. Can inflict the "On Fire" debuff. Minishark: Fires a Shotgun style burst. Shoots 5 bullets in a spray. Costs 5 bullets. Deals 10+bullets damage per bullet. Starcannon: Fires a moderately homing star that deals AoE (doesn't destroy blocks) damage. Costs 5 stars and 20 mana per shot. Deals 70 damage on contact and 20 AoE damage. Still has a low rate of fire. Flamarang/Enchanted Boomerang: Causes the Flam/Ench to circle you for a time based on the length of time charging before the throw. While circling you they will deflect projectiles and damage players/mobs on contact. Costs mana and does damage based on the charge time. You can still move/jump. Thorn Chakram: Throwing the chakram causes it to fly toward your cursor then stop. Once it stops it will hover for about 1 second them release a burst of 20 hornet needles in all directions. The needles and the chakram will poison mobs/players. The chakram does damge while hovering.You can't throw another while the same one is already out. More items will be added in the future. Constructive feedback is appreciated.