Biome Blade

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Biome Blade
  • Biome Blade.png
Auto-use
Stack digit 1.png
Statistics
TypeWeaponCrafting material
Damage80 Melee
Knockback7.50 (Very Strong)
Critical chance4%
Use time20 Average
Velocity12
TooltipDoes nothing..yet
Repairing the blade seems to have improved its attuning capacities

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [None]
Secondary Attunement : [None]
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Research1 required

The Biome Blade is a craftable Hardmode broadsword that autoswings and is an upgraded version of the Broken Biome Blade. By default, it does not fire any projectile nor does it have any special effects. However, if the player stands still on flat ground while holding right-click for 2 seconds, they will strike the sword into the ground, attuning it to the surrounding biome, which will let them perform unique attacks. Amongst its attunements are upgraded versions of the Broken Biome Blade's own ones, and three new ones for the Hardmode biomes.

The sword has the ability to store an extra attunement in a secondary slot, which it automatically fills with the sword's previous primary attunement when it gets replaced by another one. Using the right-click function without standing still or without holding the button down will swap between the primary and secondary attunements.

Its best modifier is Legendary.

The Biome Blade can obtain 8 different attunements, listed below:

Attunements

Biome BladePure Clarity
  • Biome Blade.png
Auto-use
Stack digit 1.png
Statistics
Damage60 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipFires a weak projectile that crushes enemy defenses
Landing true melee hits places a sigil of purity over the enemy. Your projectiles home onto the marked foes

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Pure Clarity]
Secondary Attunement : [None]
Inflicts DebuffArmor CrunchArmor Crunch
100% chance

Debuff duration1.5 seconds (Purity Projection)
Debuff tooltipYour armor is shredded
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Projectiles created
Purity Projection
Purity Projection
Purity Sigil
Purity Sigil

Pure Clarity is the Biome Blade's default attunement which can be obtained if channeled in a biome that doesn't have any corresponding attunement, such as The Purity or in the Underground. When swung, it fires a medium-range Purity Projection projectile which cannot pierce through tiles nor targets. Enemies struck by the projectile are inflicted with the Armor Crunch debuff, greatly reducing their defense temporarily.

Hitting a target with the sword itself will place a sigil over them, which will expire after 20 seconds unless the enemy is hit again, or if another enemy is hit in which case the sigil will reposition onto the new target. The sword's projectiles will home onto any enemy marked with the sigil.

Biome BladeBiting Embrace
  • Biome Blade (Biting Embrace).png
Auto-use
Stack digit 1.png
Statistics
Damage150 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipPerform a 3 strike combo with a glacial blade. The final strike freezes foes for a split second
Lingering glacial mist is released on each swing, dealing damage to enemies wandering into it

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Biting Embrace]
Secondary Attunement : [None]
Inflicts DebuffGlacial StateGlacial State
100% chance

Debuff duration0.67 seconds (Third Swing)
Debuff tooltipCannot move
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Projectile created
Glacial Mist
Glacial Mist

Biting Embrace is an attunement obtained by channeling the sword in the Snow biome. It replaces the default swing animation of the sword with a custom swing combo that can be aimed, starting with a downwards swing, followed by a bigger upwards swing, and ending with a forward thrust. The second swing deals 115% of the weapon's base damage, and the final thrust deals 130% of the weapon's base damage, while also applying the Glacial State debuff for two thirds of a second on enemy hits, freezing them in place.

Every swing releases a field of lingering glacial mist that deals 9% of the swing's base damage. With the swing damage multipliers applied, this means that the mist released from the second swing will deal 10.35% of the weapon's base damage, and the final thrust will deal 11.5% of the weapon's base damage.

Biome BladeArid Grandeur
  • Biome Blade (Arid Grandeur).png
Auto-use
Stack digit 1.png
Statistics
Damage122 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipHold Left Click to conjure searing blades in front of you that get larger and stronger the more you hit enemies
The blades can also be used to bounce off tiles when in the air
Releasing after the blades are fully charged sends them hurtling forwards to shred your foes

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Arid Grandeur]
Secondary Attunement : [None]
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Projectile created
Arid Shredder
Arid Shredder

Arid Grandeur is an attunement that can obtained by channeling the sword in the Desert or in The Underworld. When this attunement is selected, the sword will be held out in front of the player, with 4 extra spinning blades floating around the sword itself. Hitting enemies with the blades charges them up, which increases their size, damage and hit frequency, going from 122 damage per hit to 160 damage per hit. The blade's charge decays over time when not hitting enemies.

Releasing the attack button while the blades have more than half their charges remaining will send the four ghostly blades out flying in the cursor's direction, dealing 450% of the weapon's base damage, no matter the charge amount.

Alongside its damage-dealing function, this attunement doubles as a movement tool that can be used by the player to gain control over their distance to their target. When in the air, the blades will function as a pogo stick that bounce the player away from any tile they hit. Additionally, hitting an enemy while in the air will bounce the player up, and make them partly "stick" to their target, with some of the enemy's velocity being transferred over to the player.

Biome BladeDecay's Retort
  • Biome Blade (Decays Retort).png
Auto-use
Stack digit 1.png
Statistics
Damage155 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipLunge forward using a ghostly rapier projection that leeches life off any struck foes. You also get bounced away from hit targets
Landing three strikes without touching the ground changes your next attack into an empowered dash thrust

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Decay's Retort]
Secondary Attunement : [None]
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png

Decay's Retort is an attunement that can obtained by channeling the sword in The Corruption or The Crimson. When used, the player will perform a quick lunge in the direction of their cursor, with the biome blade getting thrust forwards. Hitting enemies with the blade heals the player for 2 health and will bounce them back. It is of note that while the player can only do two forward lunges before having to touch the ground again, they can pogo off of enemies as many times as they want before landing.

If the player lands three strikes before touching the ground, their next attack will turn into an empowered dash which deals 300% of the weapon's base damage while giving the player one second of invincibility frames. The empowered dash's availability is indicated by a sound effect.

Biome BladeGrovetender's Touch
  • Biome Blade (Grovetenders Touch).png
Auto-use
Stack digit 1.png
Statistics
Damage120 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipThrow out the blade using a vine whip.
Striking enemies with the tip of the whip as it cracks guarantees a critical hit
The whip will also propel you towards struck tiles
Spreading vines sprout from critical strikes. These vines can hit up to three targets

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Grovetender's Touch]
Secondary Attunement : [None]
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Projectile created
Entangling Growth
Entangling Growth

Grovetender's Touch is an attunement that can obtained by channeling the sword in the Jungle, the Ocean or the Sulphurous Sea. When selected, the player will use the Biome Blade like a whip, with the sword itself being connected to the player's hand with a long vine, alternating between an overhead swing and a sideways one. Hitting enemies with the vine itself will only deal 60% of the weapon's base damage, but if an enemy is hit by the blade right as the whip cracks, the resulting hit will be guaranteed to be a critical strike, and its damage will be boosted by 120%. Hitting a critical strike with the whip will additionally target up to 3 other nearby enemies with vines sprouting from the original target, with each vine dealing 30% of the weapon's base damage.

Hitting a tile with the whip will propel the player towards it which can be used to get closer or further from a target, in order to land easier sweet spot hits.

Biome BladeHeaven's Might
  • Biome Blade (Heavens Might).png
Auto-use
Stack digit 1.png
Statistics
Damage60 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipHold Left Click to swing the sword around you, accelerating over time
Releasing hurls the sword towards your cursor. The sword then quickly returns to your hand

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Heaven's Might]
Secondary Attunement : [None]
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Projectile created
Heavens Might Chain
Heaven's Might Chain

Heaven's Might is an attunement that can obtained by channeling the sword in The Hallow. When selected, the player will spin the Biome Blade around themselves, with the sword increasing in speed, size and damage as its spun up. The sword's damage will range from 40% of the weapon's base damage at the start of the attack and ramp up to 240% of the weapon's base damage once its fully wound up.

Releasing the attack button if the sword is more than halfway spun-up will throw it in the direction of the cursor, before getting quickly pulled back to the player's hand by ghostly chains. The thrown blade deals between 240% and 380% of the weapon's base damage, depending on the charge completion of the sword before the throw. After the throw, the player has to spin the sword back up. The availability of the sword throw is indicated with a sound effect playing after reaching 50% charge up on the sword.

Biome BladeExtant Abhorrence
  • Biome Blade (Extant Abhorrence).png
Auto-use
Stack digit 1.png
Statistics
Damage225 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipHold Left Click to charge a star-piercing lunge, release to unleash the devastating blow
Striking the earth with the lunge will cause a massive impact which raises otherworldly monoliths

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Extant Abhorrence]
Secondary Attunement : [None]
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Projectile created
Abhorrent Monoliths
Abhorrent Monoliths

Extant Abhorrence is an attunement that can obtained by channeling the sword in the Astral Infection. When the biome blade is used with this attunement, the player will hold the blade out in front of them, charging it up slowly. Releasing the attack button after having the charge up more than 25% of the way will let the player do a quick lunge in the direction of their cursor, with the speed and damage of the lunge varying based on the charge of the sword, with a fully charged up lunge dealing 350% of the weapon's base damage. The lunge also grants the player a third of a second worth of invincibility frames if they hit an enemy during the lunge.

Hitting the ground with a lunge that was more than halfway charged will spawn one monolith at the impact location. If the lunge was charged more than 75% of the way through, two additional monoliths will sprout up on each side of the central monolith provided there is ground for them to appear out of, and if the blade was fully charged, a final two monoliths will appear at the side of the outermost monoliths, once again provided there is ground for them to spawn on. Each of these thresholds are indicated with a sound effect playing, and with the blade visually blinking. Each monolith will deal 125% of the weapon's base damage on their first hit, with every following hit only dealing 25% of the initial amount.

Biome BladeGesture for the Drowned
  • Biome Blade.png
Auto-use
Stack digit 1.png
Statistics
Damage300 Melee
Knockback7.50 (Very Strong)
Use time20 Average
Velocity12
TooltipShoot out two water balls at your sides. On ground contact the water balls will turn into small waves that ride along the ground
Waves fired while underwater or that touch water will become much larger and faster

Hold down Right Click while standing still on flat ground to attune the weapon to the powers of the surrounding biome
Pressing Right Click otherwise switches between the current attunement and an extra stored one
Main Attunement : [Gesture for the Drowned]
Secondary Attunement : [None]
RarityRarity Level: 6
Sell 7 Gold Coin.png 20 Silver Coin.png
Projectiles created
Gesture for the Drowned Water Ball
Water Ball
Gesture for the Drowned (Wave)
Gesture for the Drowned
Gesture for the Drowned (Liquid Wave)
Gesture for the Drowned (Liquid Wave)

Gesture for the Drowned is an attunement that can obtained by channeling the sword in the Sunken Sea or the Abyss. When selected, the player will sweep the biome blade from left to right, shooting out gravity affected water orbs. On ground contact, the orbs will turn into small waves that will ride along the ground. The waves may turn back into bouncing water balls if they come across gaps in the terrain.

If the biome blade is used underwater, or if a wave touches water, the projectiles will turn into bigger and faster water waves and will deal 50% more damage to any target, making it especially useful in aquatic biomes.

Crafting

Recipe

Used in

Notes

  • Due to the way the attunement process prioritizes biomes, if a Snow or Desert biome is converted, then the Biome Blade will count it as the biome that converted it. For example, an Corruption Desert biome will be counted as the Corruption, and an Astral Snow biome will be counted as the Astral Infection, with the resulting attunements being Decay's Retort and Extant Abhorrence respectively.
    • The order in which the biomes are checked goes as follows: The Desert or The Underworld, The Snow biome, The Jungle, Ocean, or Sulphurous Sea, The Corruption or The Crimson, The Hallow, The Astral Infection, The Abyss or the Sunken Sea. If the player is in none of these biomes, they will get the Pure Clarity attunement. If the player is in multiple of these biomes, they will get the attunement corresponding to the one the furthest in this list.
  • The Biting Embrace attunement's combo state will reset itself if it remains unused for longer than five sixth of a second. This makes it impossible to store the final thrust for optimal hits.
  • The Arid Grandeur's damage dynamically scales based off its hit frequency. This means that it will deal roughly the same DPS no matter how little time there is in-between hits, although this never happens in-game since there is an extra layer of damage scaling, resulting in the overall DPS increasing. This simply means that as the sword gets charged up and the hit frequency increases the damage of the blades may appear to be going down, but the overall damage output will actually be on the rise.
  • Due to the way the Decay's Retort bounce-off mechanic works, having more velocity on impact will bounce the player further away. This should be kept in mind as the lunge effect greatly boosts the player's velocity, leading to a very strong bounce.
  • While the player needs to land three hits without touching the ground to charge up the powered-up dash with the Decay's Retort attunement, the dash won't reset itself if the player touches the ground after charging it up.
  • The Grovetender's Touch whip reach can be influenced by the player's cursor position, which can help to land sweet spot hits more easily.
    • While hitting enemies with the tip of the whip as it cracks guarantees a critical hit, the whip's body can still crit, and by extension spawn extra vines.
  • It takes 5 seconds to fully charge up the Heaven's Might sword, and half of that time to reach the point at which the blade can be thrown out.
  • It takes 4.16 seconds to fully charge the Extant Abhorrence's lunge, and barely any more than one second to charge it up just enough to perform the weakest possible lunge
    • Despite the player appearing to hold the sword out during the charge up animation, it deals no contact damage.
    • The lunge damage scales quadratically from 100% to 350% of the weapon's base damage but given there is a minimum of 25% charge required for the lunge to be performed, the lowest possible damage that can be reached with a lunge is 115.625% base damage.
  • The monoliths from the Extant Abhorrence lunge can spawn out of any surface, even if its not the ground. Hitting walls and ceilings, or diagonal surfaces works perfectly fine, and the player can take advantage of this fact with creative arena building.
    • The smallest monoliths will not spawn if the medium monolith in-between their spawn location and the central monolith couldn't spawn, making uneven terrain unoptimal for this attunement.
    • Due to the way the ground check for the side monoliths work, the more perpendicular to the ground the lunge was, the more likely all the monoliths will spawn.
    • Abhorrent Monoliths will not spawn out of a lunge if the player is on the ground as the sword strikes the earth.
  • The swung sword on the Gesture for the Drowned is in a similar case to the Extant Abhorrence's held sword, dealing no actual damage.
    • Despite having no way to aim the water orbs that are shot out by the sword, they are affected by the player's initial velocity, letting them have some amount of control over where the orbs will go.
  • The tooltip lines describing the attunements all use unique colors.
    • By default, the lines are colored in a light gray color (#A3A3A3●).
    • Pure Clarity's tooltips use an olive-green color (#ABB448 ●).
    • Biting Embrace's tooltips use a pale blue color (#A5EBEB ●).
    • Arid Grandeur's tooltips use a fiery orange color (#EE9C49 ●).
    • Decay's Retort's tooltips use a fuchsia color (#D34093 ●).
      • Its color can be seen as a halfway point between the purple tones of The Corruption and the red hues of The Crimson.
    • Grovetender's Touch's tooltips use a lime green color (#A2C855 ●).
    • Heaven's Might's tooltips use a pale magenta color (#DC8FFF ●).
    • Extant Abhorrence's tooltips use a deep indigo color (#5B49C4 ●).
    • Gesture for the Drowned's tooltips use a dark blue color (#3D67D1 ●).
    • The secondary attunement's tooltip's color is the halfway point between gray (#808080 ●) and the attunement's base color.

Tips

  • Since the Decay's Retort lunges need ground contact to reset themselves, it may be ideal for the player to "pogo" on the enemy while in the air to keep themselves close to their target, as hitting an enemy with a lunge will bounce the player way further away. This also lets the player charge up the empowered dash which can be used to dish out a lot of extra damage.
  • The slow charge-up time of the Heaven's Might attunement makes the sword throw a risky move, due to the potential damage loss from having to charge the sword back up after the throw. If the player isn't confident in their ability to land the sword throw, it may be preferable for them to simply stick to the regular spin. While they may lose on some extra damage, it also spares them from the risk of missing the shot.

Trivia

  • This sword has the most attunements out of any sword in the Broken Biome Blade upgrade line. The Broken Biome Blade lacks the Hardmode biome attunements, while the True Biome Blade and Galaxia's attunements are fusions of multiple attunements, halving their total attunement count.
  • Some of the attunement names are references to the popular roguelike Risk of Rain 2.
    • The snow biome attunement directly shares its name with "Her Biting Embrace", an item dropped by glacial elites.
    • The evil biome attunement's name also partly references "N'kuhana's Retort", another item dropped by elite monsters associated with corruption and sickness. N'kuhana is a goddess of decay and death, making the connection even more apparent.
    • The marine attunement's name is a slight distortion of the Gesture of the Drowned's name.
    • To a lesser extent, the Jungle attunement's name references the Grovetender boss, who is normally fought in the Scorched Acres, a large garden-like stage.
  • The way the Decay's Retort attunement functions, letting the player pogo on enemies, works similarly to the nail-bouncing technique from Hollow Knight.
  • The spinning motion of the Heaven's Might attunement followed by the forward throw is meant as a parallel to the Underground Hallow Enchanted Sword enemy's behavior.
  • Before the 1.5.1.001 update, the Biome Blade was known as True Biome Blade. This name has since been taken by its successor, the True Biome Blade, which was itself previously named the Omega Biome Blade.

History

These history sections are still a work-in-progress, and may not yet contain changes relevant to the current version of the Calamity Mod.
  • 2.0.4.001:
    • Buffed unattuned damage from 80 to 115.
    • Buffed Pure Clarity attunement damage from 80 to 105, and beams now last 1.5 seconds instead of 1. Sigils now last 15 seconds instead of 20.
    • Buffed Biting Embrace attunement damage from 150 to 175. Second swing no longer deals 115% base damage, but third swing now deals 175% base damage instead of 130%. Mist now grants 10 ID-static immunity frames.
    • Buffed Grovetender's Touch attunement damage from 120 to 150, and sweet spot damage modifier from 120% to 150%.
    • Decay's Retort attunement's lifesteal now bypasses lifesteal immunity.
    • Buffed Extant Abhorrence attunement damage from 225 to 250, and full charge damage modifier from 350% to 400%.
    • Fixed its right click functionality breaking with the Overhaul mod enabled.
  • 1.5.1.005: Fixed a tooltip error that caused the game to crash when using a translation mod.
  • 1.5.1.003:
    • "Gesture for the Drowned" attunement now has its own tooltip color of #3D67D1 ●.
    • Fixed Attunement being written as "Attumenent" in the tooltip.
    • Fixed an issue that caused attunement functions to desync while in multiplayer.
  • 1.5.1.001:
    • Renamed from "True Biome Blade" to "Biome Blade".
    • Now uses a Soul of Fright, Soul of Might, Soul of Sight, 2 Pixie Dust, and 10 Stardust in its recipe instead of 5 Living Shards, 5 Ectoplasms, 10 Depth Cells, 10 Lumenyl, and 5 Tenebris.
    • Reworked:
      • Nerfed damage from 160 to 80.
      • No longer fires projectiles in its base form.
      • The player can right click to attune to the surrounding biome, allowing the weapon to perform special attacks exclusive to the biome.
      • The player can use attunements outside of the native biomes, instead of dynamically inflicting debuffs based on the player's current biome.
    • Now uses the Rarity Level: 6 rarity instead of Rarity Level: 8.
    • No longer considered a nature weapon.
    • Resprited.
  • 1.5.0.001: Now inflicts Temporal Sadness for 0.5 seconds instead of 1 and Glacial State for 0.5 seconds instead of 2.
  • 1.4.3.002: Now inflicts the Astral Infection debuff and beams turn orange in the Astral Infection.
  • 1.3.1.001: Now uses 10 Depth Cells, 10 Lumenyl, and 5 Tenebris in its recipe.