Portfolio/Multi-Topic Weapon/Accessory Ideas

Sprite Anon

Terrarian
Miscellaneous item ideas grouped into one suggestion thread. Revamped the post recently by changing the formatting to make things easier to add. Also added some more items, removed some I didn't like, and changed others to look better.

Materials.png

Molten Core: Used for crafting Molten Bullets and the Magma Nucleus. Also usable for alchemy.
Dropped by Lava Slimes.
Demon Horn: Used for crafting Demon Arrows. Also usable for alchemy.
0-2 dropped by Demons.
Shadowflame: Used for crafting Shadowflame Arrows, Flasks of Shadowflame, and the Book of Skulls - Volume II.
1-5 dropped by Goblin Summoners. Sold by the Witch Doctor for 15 silver after a Goblin Invasion has been defeated in hardmode.
Mechanical Gear: Used for crafting advanced mechanical tools.
25-45 dropped from mechanical bosses.
Mechanical Cog: Used in conjunction with Mechanical Gears to craft advanced mechanical trio-themed weapons.
Mechanical Gear (x5) + Cog (x15) at a hardmode anvil crafts 1.
Martian Power Cell: Used for crafting Martian Transmitters, Electric Arrows, Electric Bullets, Electrosphere Grenades, and Flasks of Electricity.
1 dropped from Martian Walkers, and 3-5 dropped from Martian Saucers. Sold by the Cyborg for 2.5 gold after Martian Madness has been defeated.

Accessories.png

Magnifying Glass: +5% critical strike chance.
2% chance to drop from Demon Eyes.
Angler Voodoo Doll: Allows you to damage the Angler. Killing the Angler with this equipped will cause him to drop 2-10 bait of any kind in addition to a Sextant, Weather Radio, or Fisherman's Pocket Guide on death.
10% chance to drop from Corruption or Crimson Crates.
Magnet: Increases your pickup range for items by 20 tiles.
Sold by the Goblin Tinkerer for 25 gold after Skeletron is defeated.
Golden Magnet: Increases your pickup range for items, mana stars, and money by 25 tiles. Does not stack with the Magnet, Celestial Magnet, Celestial Emblem, Gold Ring, or Coin Ring.
Magnet + Celestial Magnet + Gold Ring at a Tinkerer's Workshop.
Cursed Eye: Grants immunity to the Cursed Inferno debuff. Inflicts Cursed Inferno to any enemy that damages you in melee combat.
2.5% chance to drop from Clingers and World Feeders.
Stink Eye: Combines the effects of Cursed Eye and Putrid Scent into one.
Cursed Eye + Putrid Scent at a Tinkerer's Workshop.
Ichor Sack: Grants immunity to the Ichor debuff. Inflicts Ichor to any enemy that damages you in melee combat.
2.5% chance to drop from Ichor Stickers.
Gilded Fists: Combines the effects of Ichor Sack and Flesh Knuckles.
Ichor Sack + Flesh Knuckles at a Tinkerer's Workshop.
Magma Nucleus: Upon taking damage, creates a small pool of lava at your feet. +5% damage.
25 Molten Cores at a Hellforge.
Core Charm: Creates a small pool of lava at your feet upon taking damage and grants 14 seconds of lava immunity. +5% damage.
Magma Nucleus and Lava Charm at a Tinkerer's Workshop.
Chaos Crystal: Upon taking damage, teleports you to a random location within 25 tiles, at least 5 tiles away from where you previously were.
2.5% chance to drop from Chaos Elementals.
Core Crystal: Combines the effects of Magma Nucleus and Chaos Crystal.
Magma Nucleus + Chaos Crystal at a Tinkerer's Workshop.
Leaf Crystal: Grants the Leaf Crystal buff.
Sold by the Witch Doctor for 50 gold after Plantera is defeated.
Lament Cube: Upon taking damage, fires damaging nail projectiles in all directions.
5% chance to drop from Nailheads.
Spectre Cuffs: Restores twice as much mana as the Magic Cuffs upon taking damage. +60 maximum mana.
Magic Cuffs + Ectoplasm (x15) at a Tinkerer's Workshop.
Spectre Seal: Restores mana upon dealing damage, similar to the Vampire Knives' effect. +10% magic damage and critical strike chance.
Sorcerer's Emblem + Ectoplasm (x15) at a Tinkerer's Workshop.
Golem Glass: +15% critical strike chance.
Magnifying Glass + Eye of the Golem at a Tinkerer's Workshop.
Lihzhard Ring: 25% chance to negate any debuff inflicted on you. +2% movement speed, +2% HP regeneration, +2% damage, and +2% critical strike chance.
33% chance to be found in a Lihzhard Chest.
Lihzahrd Shield: Knockback immunity and 25% damage reduction when standing still. +3 defense.
33% chance to be found in a Lihzhard Chest.
Temple Token: Increases player-inflicted knockback by 50% and removes the knockback cap. +5% damage.
33% chance to be found in a Lihzhard Chest.

Misc..png

Antlion Digging Claws: Effectively a pre-hardmode variant of the Shroomite Digging Claws combined with Fetid. Deals slightly more damage than the Bladed Fists. Very fast digging speed, but cannot mine stronger ores.
2.5% chance to drop from Antlions and Antlion Chargers.
Chaos Ball: Casts a Chaos Ball that can pass through solid tiles.
50% chance to drop from Tim, 2.5% chance to drop from Goblin Sorcerers.
Burning Sphere: Casts a Burning Sphere that can pass through solid tiles. Inflicts the On Fire! debuff.
2.5% chance to drop from Fire Imps.
Blazing Wheel: Casts the Blazing Wheel that rides walls and inflicts the On Fire! debuff.
Found hidden among the books in the dungeon.
Gator Pistol: Pre-hardmode version of the Gatligator. Fires slightly slower, deals much less damage, and has no ammo conservation chance.
Sometimes sold by the Travelling Merchant after Eye of Cthulhu, Eater of Worlds, or Brain of Cthulhu have been defeated for 25 gold.
Charge Cannon: A powerful gun rate of fire that gets faster the longer its trigger is held. At maximum power, this gun pushes its wielder back.
Sold by the Arms Dealer in hardmode for 2.5 platinum.
Thorn Ball Launcher: Uses Thorn Balls for ammo. Thorn Balls fired from this weapon have more velocity and damage than normal, and deal ranged damage instead of throwing damage.
Silver/Tungsten Bar (x25) + Chlorophyte Bar (x15) + Thorn Ball (250) at a hardmode anvil.
Napalm Strike: Uses rockets for ammo. Calls down two rockets at a time from the sky which explode, inflict the On Fire! debuff, and leave damaging fire particles on the ground. Will never destroy tiles, no matter what kind of rocket is used for ammo.
Sold by the Cyborg after Martian Madness for 5 platinum.

Zombie Set.png

Frozen Zombie Arm: A slightly stronger Zombie Arm variant.
0.4% chance to drop from Zombie Eskimos.
Truffled Zombie Arm: A much stronger Zombie Arm variant that creates small mushroom spores when swung.
5% chance to drop from Spore Zombies and Mushroom Zombies.
Bloody Zombie Arm: A much stronger Zombie Arm variant that makes the Blood Zombie hit sound when swung.
1% chance to drop from Blood Zombies.
Zombow: An early-game bow roughly equivalent to a tungsten bow.
0.4% chance to drop from Zombies.
Frozen Zombow: A slightly stronger Zombow variant.
0.4% chance to drop from Zombie Eskimos.
Truffled Zombow: A much stronger Zombow variant that fires small mushroom spores in addition to arrows.
5% chance to drop from Spore Zombies or Mushroom Zombies.
Bloody Zombow: A much stronger Zombie Arm variant that makes the Blood Zombie hit sound when fired.
1% chance to drop from Blood Zombies.

Chakrams.png

Chakram: Powerful early-game chakram weapon, but still weaker than the Thorn Chakram.
Found rarely in underground chests.
Chlorophyte Chakram: Powerful hardmode chakram. Leaves behind chlorophyte spore clouds when thrown and inflicts the Poison debuff.
Chlorophyte Bar (x15) at a hardmode anvil.

Overgrown Set.png

Overgrowth Sword: Has +5 armor penetration.
Found in Rich Mahogany Chests in the underground jungle.
Overgrowth Bow: Arrows fired by this bow have +5 armor penetration.
Found in Rich Mahogany Chests in the underground jungle.
Boulder Staff: Casts powerful boulders. Effectively a pre-hardmode version of the Staff of Earth.
Found in Rich Mahogany Chests in the underground jungle.

Possessed Set.png

Possessed Sword: Early-Hardmode sword weapon.
1% chance to drop from Possessed Armor.
Possessed Partisan: Early-Hardmode spear weapon.
1% chance to drop from Possessed Armor.
Possessed Warhammer: Early-Hardmode hammer.
1% chance to drop from Possessed Armor.
Possessed Waraxe: Early-Hardmode axe.
1% chance to drop from Possessed Armor.

Meteorite Set.png

Meteor Sword: Effectively an early-hardmode starfury. Fires a Meteor Staff meteor at the cursor location.
Meteorite Bar (x20) + Pixie Dust (x10) + Soul of Light (x10)
Meteor Cannon: Uses condensed meteorite balls for ammo. Fires them rapidly, with a chance to inflict the On Fire! debuff.
Meteorite Bar (x20) + Pixie Dust (x10) + Soul of Light (x10)
Meteor Staff: Unchanged, just here to finish the set.
Meteorite Bar (x20) + Pixie Dust (x10) + Soul of Light (x10)

Meteor Ammo.png

Meteor Cannon Projectile: N/A

Minions and Shadowflame.png

Shadow Orb Staff: Summons a Shadow Orb minion that orbits you and deals damage to any enemies it touches.
Chance to drop from Shadow Orbs or Corrupt Crates.
Creeper Staff: Summons a Creeper Minion that orbits you and deals damage to any enemies it touches. Slightly stronger than the Shadow Orb Staff.
Chance to drop from Crimson Hearts or Crimson Crates.
Book of Skulls - Volume II: An upgraded version of the Book of Skulls. Skulls fired by this spell are faster, deal more damage, and inflict the Shadowflame debuff.
Book of Skulls + Shadowflame (30) at a Bookcase.
Shadowflame Apparition Staff: Summons Shadowflame Apparition minions that chase after enemies and inflict the Shadowflame debuff.
Chance to drop from Goblin Summoners.

Minion Orb.png

Shadow Orb Summon: N/A
Minion Eye.png

Creeper Summon: N/A
Shadowflame Apparition.png

Shadowflame Apparition Summon: N/A

Pirate Crossbows.png

Wooden Crossbow: Basic but powerful hardmode ranged weapon. Can be customized with other wood types to chance its appearance.
5% chance to drop from Pirate Crossbowers.
Rich Mahogany Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Rich Mahogany Wood (x15) at a workbench.
Ebonwood Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Ebonwood (x15) at a workbench.
Shadewood Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Shadewood (x15) at a workbench.
Pearlwood Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Pearlwood (x15) at a workbench.
Boreal Wood Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Boreal Wood (x15) at a workbench.
Palm Wood Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Palm Wood (x15) at a workbench.
Dynasty Wood Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Dynasty Wood (x15) at a workbench.
Spooky Wood Crossbow: Re-skinned crossbow variation.
Wooden Crossbow + Spooky Wood (x15) at a workbench.

Throwing Items.png

Snowflake Shuriken: Slightly stronger than the normal Shuriken, but can only pierce once.
Shuriken + Snowball (x15).
Tomahawk: Powerful early-game throwing weapon, but lacks piercing.
Found rarely in pots and chests. Sold by the Merchant after Queen Bee or Skeletron has been defeated for 75 copper.
Poisoned Knife: Changed to have slightly higher range and damage than normal.
Throwing Knife (x100) + Stinger crafts 100.
Vile Knife: Acts like the old Poisoned Knives, but without the debuff effect.
Throwing Knife (x50) + Vile Powder crafts 50.
Vicious Knife: Acts like the old Poisoned Knives, but without the debuff. Deals slightly more damage than Vile Knives.
Throwing Knife (x50) + Vicious Powder crafts 50.
Throwing Saw: Early-hardmode throwing weapon with high damage, range, and velocity.
Found in pots and chests in hardmode. Sold by the Merchant in hardmode for 1 silver.
Cursed Shuriken: Much more powerful hardmode variant of the normal shuriken. Inflicts the Cursed Inferno debuff.
Shuriken (x150) + Cursed Flame at a hardmode anvil crafts 150.
Ichor Shuriken: Much more powerful hardmode variant of the normal shuriken. Inflicts the Ichor debuff.
Shuriken (x150) + Ichor at a hardmode anvil crafts 150.
Thorn Ball: Powerful bouncing and piercing throwing weapon. Can be used as ammo for the Thorn Ball Launcher.
100-150 dropped by Plantera on death. Sold by the Witch Doctor after plantera has been defeated for 2.5 silver.
Chaff Grenade: Grenade weapon that deals very little damage, but explodes into a flash of light, confusing all enemies within its large blast radius.
Rarely found in chests underground. Sold by the Demolitionist for 1 silver after Queen Bee or Plantera has been defeated.
Electrosphere Grenade: Late-game grenade weapon that explodes into a powerful electrosphere. Inflicts the Electrified debuff.
Grenade (x25) + Martian Power Cell at a hardmode anvil crafts 25.

Arrows.png

Slimed Arrow: Deals slightly lower damage than a normal arrow, but inflicts the Slime debuff.
Wooden Arrow (x10) + Gel (x5) at a workbench crafts 10.
Eldritch Arrow: Deals very high damage, and has minor homing.
Wooden Arrow (x100) + Black Lens at an anvil crafts 100.
Poisoned Arrow: Strong early-game arrow. Inflicts the Poisoned debuff.
Wooden Arrow (x100) + Stinger crafts 100.
Cupids' Arrow: Deals slightly more damage than a normal arrow. Inflicts the Lovestruck buff.
Wooden Arrow (x250) + Life Crystal at an anvil crafts 250.
Meaty Arrow: Crimson equivalent to Unholy Arrows. Deals slightly more damage, but can only pierce one enemy.
Wooden Arrow (x50) + Vertibrae at an anvil crafts 50. Also obtainable in all the ways Unholy Arrows are obtainable in Corrupt worlds.
Demon Arrow: Starts out extremely slow but gains velocity the longer it's in the air, in a similar fashion to the Demon Scythe spell. Can pierce up to four times.
Wooden Arrow (x50) + Demon Horn at an anvil make 50. Dropped from obsidian pots, and found in shadow chests.
Crystal Arrow: Strong hardmode arrow. Shatters into damaging crystal shards upon hitting an enemy.
Wooden Arrow (x100) + Crystal Shard at a hardmode anvil crafts 100.
Shadowflame Arrow: Strong hardmode arrow. Inflicts the Shadowflame debuff.
Wooden Arrow (x100) + Shadowflame at a hardmode anvil crafts 100.
Hallowed Arrow: Powerful hardmode arrow that emits a lot of light.
Wooden Arrow (x100) + Hallowed Bar at a hardmode anvil crafts 100.
Shroomite Arrow: Very powerful late-game arrow that leaves behind a trail of damaging mushroom spores that float to the ground. Can pierce a single time.
Wooden Arrow (x200) + Shroomite Bar crafts 200.
Spectre Arrow: Strong late-game arrow that can be fired through walls, but deals 25% less damage in doing so. Has infinite piercing.
Wooden Arrow (x200) + Spectre Bar crafts 200.
Electric Arrow: Strong late-game arrow that inflicts the Electrified debuff.
Wooden Arrow (x200) + Martian Power Cell crafts 200.

Bullets.png

Slimed Bullet: Slightly lower damage than a normal musket ball, but inflicts the Slime debuff.
Musket Ball (x50) + Gel (x25) at an anvil crafts 50.
Bouncing Bullet: Deals slightly more damage than a normal musket ball. Can bounce up to five times.
Musket Ball (x70) + Pink Gel at an anvil crafts 100.
Tungsten Bullet: Tungsten variant of the Silver Bullet. Deals slightly more damage.
Musket Ball (x70) + Tungsten Bar at an anvil crafts 70. Also obtainable in all the ways Silver Bullets are obtainable in silver worlds.
Molten Bullet: Strong pre-hardmode bullet than inflicts the On Fire! debuff.
Musket Ball (x70) + Molten Core at an anvil crafts 70.
Hallowed Bullet: Powerful hardmode bullet that emits a lot of light.
Musket Ball (x100) + Hallowed Bar at a hardmode anvil crafts 100.
Shroomite Bullet: Very powerful late-game bullet that bursts into a cloud of damaging mushroom spores upon hitting an enemy.
Musket Ball (x150) + Shroomite Bar at a hardmode anvil crafts 150.
Electric Bullet: Strong late-game bullet that inflicts the Electrified debuff.
Musket Ball (x150) + Spectre Bar at a hardmode anvil crafts 150.
Condensed Meteor Ball: Specialized ammo used exclusively by the Meteor Cannon.
Meteorite (x4) at a hardmode anvil crafts 200.

Painting Set.png

Paint Grenade: Comes in all paint color varieties. All tiles within its blast radius are painted, and all enemies within its blast radius get tinted its paint color.
Grenade (x5) + Any Paint (x5) at an anvil crafts 5.
Paintball Shot: Comes in all paint color varieties. Deals as much damage as a normal musket ball, but enemies it hits get tinted its paint color.
Musket Ball (x70) + Paint (x10) at an anvil crafts 70.

Nurse Set.png

Red Syringe: Thrown weapon. Deals about as much damage as a throwing knife, but inflicts the Poison debuff.
Sold by the Nurse for 25 copper.
Green Syringe: Thrown weapon. Heals whatever it hits instead of damaging them. Can be used on friendly NPCs and other players.
Sold by the Nurse for 25 copper.
Medkit: Heals 125 HP and removes all debuffs, but inflicts potion sickness for double the normal time.
Sold by the Nurse for 15 silver once Eye of Cthulhu, Eater of Worlds, or Brain of Cthulhu has been defeated.
Antidote: Removes the Poison debuff and grants thirty seconds of poison immunity.
Sold by the Nurse for 5 silver once Eye of Cthulhu, Eater of World, or Brain of Cthulhu has been defeated.
Antivenom: Removes the Venom debuff and grants thirty seconds of venom immunity.
Sold by the Nurse for 10 silver in hardmode.
Antihemorrhagic: Removes the Bleeding debuff and grants thirty seconds of bleeding immunity.
Sold by the Nurse for 10 silver in hardmode.
Syringe Gun: Fires red or green syringes. Syringes fired by this gun have higher velocity, and heal/deal twice as much damage as they would normally. Red syringes fired by this gun deal ranged damage instead of throwing damage.
Sold by the Nurse after Eater of Worlds, Brain of Cthulhu, or Queen Bee has been defeated.
Medigun: Uses a very small amount of mana. Fires a homing beam of healing energy that heals whatever entity it touches. Can be used on friendly NPCs and other players.


Pumpkin Moon.png
Pumpkin Moon Mount.png

Broomstick: Very weak early-game melee weapon with strong knockback.
Wood (x15) + Hay (x5) at a workbench.
Enchanted Broomstick: Summons a broomstick mount, which grants slow but unlimited flight. While mounted, you gain +5% magic damage, +5% magic critical strike chance, +10 mana star pickup radius, and greatly increased mana regeneration. Dismounts in liquids.
Broomstick + Black Fairy Dust + Spooky Wood (x50) + Soul of Night (x20) + Soul of Flight (x5)
Flaming Wood: Fires a volley of flaming wood projectiles, which pass through tiles, pierce, and inflict the On Fire! debuff.
Chance to drop from Mourning Wood.
Greek Fire: Fires a stream of greek fire, which are affected by gravity and stay on the ground, dealing damage to any enemies that step on them. Inflicts the On Fire! debuff.
Chance to drop from Mourning Wood.

Bone Minions.png

Bone Token: +10% summon damage, +5% summon damage to skeleton minions, and +1 summon slot to skeleton minions.
Sold by the Skeleton Merchant for 25 gold after Skeletron has been defeated.
Skeleton Staff: Summons a weak skeleton minion to melee enemies.
2% chance to drop from Skeletons.
Angry Bones Staff: Summons a slightly stronger skeleton to melee enemies.
2% chance to drop from Angry Bones.
Tim Staff: Summons a teleporting skeleton minion that casts chaos balls at enemies.
50% chance to drop from Tim.
Armored Bones Staff: Summons a strong skeleton minion to melee enemies.
2% chance to drop from Armored Skeletons.
Bone Archer Staff: Summons a strong skeleton minion that fires flaming arrows at enemies.
2% chance to drop from Skeleton Archers.
Runic Bones Staff: Summons a teleporting skeleton minion that casts runic bolts at enemies.
50% chance to drop from Rune Wizards.
Blue Bones Staff: Summons a very strong skeleton minion to melee enemies.
2% chance to drop from Blue Armored Bones.
Hell Bones Staff: Summons a very strong skeleton minion to melee enemies. Inflicts the On Fire! debuff.
2% chance to drop from Hell Armored Bones.
Rusty Bones Staff: Summons a very strong skeleton minion to melee enemies.
2% chance to drop from Rusty Armored Bones.

Bone Minions Summoned.png

Skeleton Summons: N/A

Eclipse Items.png

Vampire Knife: Melee weapon. Fires a singular vampire knife.
2.5% chance to drop from Vampires.
Monster Masks: Vanity items to make you look like a horror movie villain.
2.5% chance to drop from their corresponding monster.
Bane Mask: Vanity item to make you look like Bane from 'The Dark Knight Rises'.
Sold by the Clothier during a Solar Eclipse for 25 gold.
Mothron Symbol: Summons a pet baby mothron that follows you around.
10% chance to drop from Mothron.

Survival 1.png

High-Security Lock Box: Requires a High-Security Key to open. Unique contents can be Survival Shurikens, Survival Knives, Survival Spikes, Gas Bombs, the Survival Spear, and the Alarm Gun + Darts. Non-unique contents can be greater healing/mana potions, Antidotes, Antivenom, Antihemorrhagics, regeneration/ironskin/swiftness/shine/night vision/heartreach potions, 1-99 copper coins, 1-50 silver coins, and 1-5 gold coins.
Found rarely in chests underground. Rarely obtained from iron or gold crates.
High-Security Key: Required to open High-Security Lock Boxes.
Sold by the Goblin Tinkerer for 20 gold in Hardmode. Rarely obtained from gold crates in hardmode.
Survival Shuriken: A very powerful hardmode variant of the shuriken. Pierces infinitely, and has +15 armor penetration.
16.6% chance to be found in High-Security Lock Boxes. (200-500 received)
Survival Knife: A very powerful hardmode variant of the throwing knife. Deals slightly more damage than Survival Shurikens. Can pierce up to three times, and has +15 armor penetration.
16.6% chance to be found in High-Security Lock Boxes. (200-350 received)
Survival Spike: A very hardmode variant of the spiky ball. Remains on the ground for three times as long as spiky balls. +15 armor penetration.
16.6% chance to be found in High-Security Lock Boxes. (200-500 received)
Gas Bomb: Explodes into a large cloud of gas, which inflicts the Stinky and Poisoned debuff on any enemy caught inside it.
16.6% chance to be found in High-Security Lock Boxes. (25-30 received)
Alarm Dart: Specialized ammo for exclusive use with the Alarm Gun.
Obtained alongside the Alarm Gun from High-Security Lock Boxes. (25-100 received) Can be bought from the Arms Dealer for 15 copper each if you have an Alarm Gun in your inventory.

Survival 2.png

Survival Spear: Very powerful hardmode spear. +15 armor penetration.
16.6% chance to be found in High-Security Lock Boxes.
Alarm Gun: Uses alarm darts for ammo. Deals very little damage on its own, but marks enemies it hits. Marked enemies glow as if you were under the effects of a hunter potion, and take 50% more damage than normal. The marked effect wears off in three minutes.
16.6% chance to be found in High-Security Lock Boxes.

Potions.png

Bottomless Healing Potion: Greater Healing Potion that never runs out.
Greater Healing Potion (x15) + Ectoplasm (x5) at a Crystal Ball.
Bottomless Mana Potion: Greater Mana Potion that never runs out.
Greater Mana Potion (x15) + Ectoplasm (x5) at a Crystal Ball.
Jumping Potion: Greatly increases jump height, and increases the amount of tiles you can fall without taking damage.
Bottled Water + Daybloom + Pink Gel + Feather at any alchemy station.
Weight Potion: Greatly increases falling speed, and decreases the knockback you take from damage by 50%.
Bottled Water + Moonglow + Iron/Lead Ore + Feather at any alchemy station.
Protection Potion: Immunity to knockback. 20% chance to negate any debuff applied to you.
Bottled Water + Daybloom + Moonglow + Waterleaf + Shiverthorn + Silver/Tungsten Ore + Demon Horn at any alchemy station.
Throwing Potion: Increases throwing damage and velocity by 15%.
Bottled Water + Blinkroot + Amber at any alchemy station.
Swordship Potion: Increases melee speed by 15%.
Bottled Water + Daybloom + Moonglow + Bone + Demon Horn at any alchemy station.
Accuracy Potion: Increases ranged critical strike chance by 15%, and increases accuracy in inaccurate weapons (Gatligator, Chain Gun, etc.)
Bottled Water + Fireblossom + Molten Core at any alchemy station.
Mana Reservation Potion: 20% chance not to consume mana when using magical attacks.
Bottled Water + Moonglow + Waterleaf + Fallen Star + Demon Horn at any alchemy station.
Flask of Slime: Melee attacks inflict the Slime debuff.
Bottled Water + Gel (x15) at an Imbuing Station.
Flask of Frostburn: Melee attacks inflict the Frostburn debuff.
Bottled Water + Frost Core at an Imbuing Station.
Flask of Shadowflame: Melee attacks inflict the Shadowflame debuff.
Bottled Water + Shadowflame (x3) at an Imbuing Station.
Flask of Electricity: Melee attacks inflict the Electrified debuff.
Bottled Water + Martian Power Cell at an Imbuing Station.

Mechanical Weapons.png

Bow of Cthulhu: Powerful early-game bow. Deals low damage, but turns wooden arrows fired into Eldritch Arrows.
25% chance to drop from Eye of Cthulhu.
Retinazer Bow: Turns fired arrows into lasers.
Mechanical Cog (x4) + Mechanical Gear (x8) + Soul of Sight (x5) at a hardmode anvil.
Spaz Lung: Flamethrower weapon that spews cursed flames instead of regular fire. Uses twice as much gel as the regular flamethrower.
Mechanical Cog (x4) + Mechanical Gear (x8) + Soul of Sight (x5) at a hardmode anvil.
Probe Staff: Summons a probe minion that fires lasers at enemies.
Mechanical Cog (x4) + Mechanical Gear (x8) + Soul of Might (x5) at a hardmode anvil.
Prime Saw: Slightly slower than the adamantite and titanium chainsaws, but deals very high melee damage.
Mechanical Cog (x4) + Mechanical Gear (x8) + Soul of Fright (x5) at a hardmode anvil.
Prime Vice: Fires a vice projectile connected to the weapon by a chain, similar to the KO Cannon or Golem Fist.
Mechanical Cog (x4) + Mechanical Gear (x8) + Soul of Fright (x5) at a hardmode anvil.
Prime Cannon: Uses grenades as ammo. Converts grenade damage into ranged damage, and greatly increases their velocity. 50% chance not to consume ammo.
Mechanical Cog (x4) + Mechanical Gear (x8) + Soul of Fright (x5) at a hardmode anvil.
Prime Laser: Standard but powerful magic laser weapon. Can pierce up to three enemies.
Mechanical Cog (x4) + Mechanical Gear (x8) + Soul of Fright (x5) at a hardmode anvil.

Mechanical Weapons Summon.png

Probe Summon:
N/A

Mechanical Tools.png

High-Powered Drill: Slightly faster than the Drax, but can't mine chlorophyte. Emits red light when used, and creates damaging red sparks when hitting a block or enemy.
Mechanical Gear (x12) at a hardmode anvil.
High-Powered Chainsaw: Faster than the Drax and Prime Saw at cutting wood. Emits red light when used, and creates damaging red sparks when hitting wood or an enemy.
Mechanical Gear (x12) at a hardmode anvil.
High-Powered Jackhammer: Faster than the Pwnhammer and Hammush. Emits red light when used, and creates damaging red sparks when hitting wood or an enemy.
Mechanical Gear (x12) at a hardmode anvil.
High-Powered Pickaxe: Manual variant of the High-Powered Drill.
Mechanical Gear (x12) at a hardmode anvil.
High-Powered Battleaxe: Manual variant of the High-Powered Chainsaw.
Mechanical Gear (x12) at a hardmode anvil.
High-Powered Warhammer: Manual variant of the High-Powered Jackhammer.
Mechanical Gear (x12) at a hardmode anvil.

Cultist Drops.png

Sacrificial Dagger:
Thrown knife melee weapon. Has very high damage and velocity, and can pierce up to three times. Gain a portion of damage dealt with it back as mana.
11.1% chance to drop from the Lunatic Cultist.
Twirlblade: Fires a spread of five Ancient Light projectiles on every swing. Fairly slow swing speed, but the sword itself does high damage.
11.1% chance to drop from the Lunatic Cultist.
Behemoth Bow: Fires a 3x3 spread of arrows. Very slow fire rate.
11.1% chance to drop from the Lunatic Cultist.
Phantomshot Rifle: Turns normal bullets into high-velocity piercing shots with +100% critical strike chance.
11.1% chance to drop from the Lunatic Cultist.
Forbidden Inferno: Fires a burst of three large, homing fireballs that explode on impact and inflict the On Fire! debuff for 25 seconds. Very slow rate of fire and a high mana cost.
11.1% chance to drop from the Lunatic Cultist.
Forbidden Frost: Fires large ice shards that an pierce a single enemy. Very slow rate of fire and a high mana cost.
11.1% chance to drop from the Lunatic Cultist.
Forbidden Lightning: Casts a slow lightning sphere that fires 3-4 bolts of lightning at enemies before disappearing. Can be thought of an an upgrade to the Magnet Sphere.
11.1% chance to drop from the Lunatic Cultist.
Ancient Vision Staff: Summons powerful Ancient Vision minions that emit light and chase down enemies.
11.1% chance to drop from the Lunatic Cultist.
Phantasm Dragon Staff: Summons a Phantasm Dragon minion in a similar way to the Stardust Dragon Staff.
11.1% chance to drop from the Lunatic Cultist.
Angel Heart: Single-use consumable, similar to the Demon Heart. On use, all accessory prefixes are twice as effective.
Expert Mode drop from the Lunatic Cultist.
Terra Core: Material used for upgrading the Terra Blade.
Guaranteed drop from the Lunatic Cultist.

Ancient Vision.png

Ancient Vision Summon:
N/A
Phantasm Dragon.png

Phantasm Dragon Summon: N/A

Terra.png

Terra Blade: Remains unchanged, just here to complete the set.
Can only be crafted during daytime.
Terra Blade: Alternate skin to the Terra Blade, otherwise completely identical.
Can only be crafted during night.
True Terra Blade: An upgraded version of the Terra Blade with drastically improved damage and slightly higher swing speed. Fires two terra beams instead of one.
Terra Blade (green) + Terra Core at an Ancient Manipulator.
True Terra Blade: Alternate skin to the True Terra Blade, otherwise completely identical.
Terra Blade (red) + Terra Core at an Ancient Manipulator.
Terra Buster: Final upgrade to the Terra Blade. Obscenely high damage and knockback, but very low swing speed. Fires five terra beams on every swing. Emits a lot of light.
Terra Blade (green) + Terra Blade (red) + Soul of Light (x10) + Soul of Night (x10) + Soul of Flight (x10) + Soul of Sight (x10) + Soul of Might (x10) + Soul of Fright (x10) at an Ancient Manipulator.

Starmere.png

Starburst Sword:
Very strong end-game sword. Fires bouncing star projectiles on every swing, while also raining down fallen stars at the cursor's location.
Solar Fragment (x10) + Vortex Fragment (x10) + Nebula Fragment (x10) + Stardust Fragment (x10) + Fallen Star (x50)

Luminite Weapons.png

Luminite Anvil:
Anvil upgrade. Has a 33% chance not to consume materials during crafting.
Luminite Bar (x4) + Mythril or Orichalcum Anvil at an Ancient Manipulator.
Luminite Forge: Forge upgrade. Has a 33% chance not to consume materials during crafting.
Luminite Bar (x4) + Adamantite or Titanium Forge at an Ancient Manipulator.
Luminite Blade: Very powerful end-game sword weapon. So sharp it ignores defense completely.
Luminite Bar (x8) at an Ancient Manipulator.
Luminite Lance: Very powerful end-game spear weapon. So sharp it ignores defense completely.
Luminite Bar (x8) at an Ancient Manipulator.
Luminite Bow: Converts wooden arrows into luminite arrows. Fires in a similar way to the Phantasm. Arrows ignore defense.
Luminite Bar (x8) at an Ancient Manipulator.
Luminite Arbalest: Converts wooden arrows into luminite arrows. Fires arrows extremely fast, similar to the Megashark/SDMG fire bullets. Arrows ignore defense.
Luminite Bar (x8) at an Ancient Manipulator.
Luminite Staff: Casts infinitely piercing Phantasmal Bolts. Ignores defense.
Luminite Bar (x8) + Diamond at an Ancient Manipulator.
Phantasmal Eyes: Casts explosive Phantasmal Eyes. Ignores defense.
Luminite Bar (x8) + Tome at an Ancient Manipulator.
Ocular Staff: Summons a lunar eye minion that orbits you and deals damage to any enemy it touches.
Luminite Bar (8) + Lens (12) at an Ancient Manipulator.

Phantasmal Eye.png
Luminite Minion Eye.png

Phantasmal Eye Projectile: N/A
Ocular Summon: N/A

Luminite Tools.png

Luminite Drill: Extremely fast drill that creates green light when used. +3 range, ignores defense.
Luminite Bar (x6) at an Ancient Manipulator.
Luminite Chainsaw: Extremely fast chainsaw that creates green light when used. +3 range, ignores defense.
Luminite Bar (x6) at an Ancient Manipulator.
Luminite Jackhammer: Extremely fast jackhammer that creates green light when used. +3 range, ignores defense.
Luminite Bar (x6) at an Ancient Manipulator.
Luminite Pickaxe: Manual variant of the Luminite Drill.
Luminite Bar (x6) at an Ancient Manipulator.
Luminite Waraxe: Manual variant of the Luminite Chainsaw.
Luminite Bar (x6) at an Ancient Manipulator.
Luminite Warhammer: Manual variant of the Luminite Jackhammer.
Luminite Bar (x6) at an Ancient Manipulator.

Celestial Emblems.png

Solar Emblem:
+20% melee damage.
Warrior Emblem + Solar Fragment (x5) at an Ancient Manipulator.
Vortex Emblem: +20% ranged damage.
Ranger Emblem + Vortex Fragment (x5) at an Ancient Manipulator.
Nebula Emblem: +20% magic damage.
Sorcerer Emblem + Nebula Fragment (x5) at an Ancient Manipulator.
Stardust Emblem: +20% summon damage.
Summoner Emblem + Stardust Fragment (x5) at an Ancient Manipulator.
Luminite Emblem: +15% damage.
Avenger Emblem + Solar Fragment (x5) + Vortex Fragment (x5) + Nebula Fragment (x5) + Stardust Emblem (x5) at an Ancient Manipulator.

Celestial Molds Empty.png

Celestial Molds (Empty):
Crafting material.
Stone (x100) + Soul of Sight (x3) + Soul of Might (x3) + Soul of Fright (x3) at an Ancient Manipulator. 1-4 dropped by Mothron.

Celestial Molds Filled.png

Celestial Molds (Filled):
Used for crafting advanced end-game items.
Celestial Mold (Empty) + Solar/Vortex/Nebula/Stardust Fragment (x2) at an Ancient Manipulator.

Ancient Weapons.png

Ancient Hero Sword:
Basic melee weapon with very high damage.
Ancient Hero Sword (x3) at a hardmode anvil.
Oracle Bow: Powerful ranged weapon that converts all fired arrows into high-damage ancient stone arrows. Slow rate of fire.
Empty Solar Mold + Empty Vortex Mold + Empty Nebula Mold + Empty Stardust Mold at a hardmode anvil.
All-Seer Staff: Powerful magic weapon that slowly fires homing stone eyes at enemies.
Empty Solar Mold + Empty Vortex Mold + Empty Nebula Mold + Empty Stardust Mold at a hardmode anvil.

Ancient Arrow Ranged.png
Ancient Eye Magic.png

Oracle Bow Projectile: N/A
All-Seer Staff Projectile: N/A

Ancient Swords Filled.png

Filled Hero Sword: Rains down orange energy swords at the cursor location. Melee bonuses are 15% more effective on this weapon.
Ancient Hero Sword +Solar Mold (x4) at an Ancient Manipulator.
Filled Hero Sword: Rains down green energy swords at the cursor location. Is affected by ranged damage modifiers instead of melee damage modifiers.
Ancient Hero Sword +Vortex Mold (x4) at an Ancient Manipulator.
Filled Hero Sword: Rains down pink energy swords at the cursor location. Is affected by magic damage modifiers instead of melee damage modifiers.
Ancient Hero Sword +Nebula Mold (x4) at an Ancient Manipulator.
Filled Hero Sword: Rains down blue energy swords at the cursor location. Is affected by summoning damage modifiers instead of melee damage modifiers.
Ancient Hero Sword +Stardust Mold (x4) at an Ancient Manipulator.

Ancient Sword Beams Filled.png

Filled Hero Sword Projectiles:
N/A

Ancient Bows Filled.png

Filled Oracle Bow:
Converts fired arrows into ancient energy arrows. Fast rate of fire. Is affected by melee damage modifiers instead of ranged damage modifiers.
Oracle Bow + Filled Solar Mold (x4) at an Ancient Manipulator.
Filled Oracle Bow: Converts fired arrows into ancient energy arrows. Fast rate of fire. Ranged damage modifiers are 15% more effective on this weapon.
Oracle Bow + Filled Vortex Mold (x4) at an Ancient Manipulator.
Filled Oracle Bow: Converts fired arrows into ancient energy arrows. Fast rate of fire. Is affected by magic damage modifiers instead of ranged damage modifiers.
Oracle Bow + Filled Nebula Mold (x4) at an Ancient Manipulator.
Filled Oracle Bow: Converts fired arrows into ancient energy arrows. Fast rate of fire. Is affected by summoning damage modifiers instead of ranged damage modifiers.
Oracle Bow + Filled Stardust Mold (x4) at an Ancient Manipulator.

Ancient Arrow Ranged Filled.png

Filled Oracle Bow Projectiles:
N/A

Ancient Magic Filled.png

Filled All-Seer Staff: Rapidly fires homing explosive eyes at enemies. Is affected by melee damage modifiers instead of magic damage modifiers.
All-Seer Staff + Filled Solar Mold (x4) at an Ancient Manipulator.
Filled All-Seer Staff: Rapidly fires homing explosive eyes at enemies. Is affected by ranged damage modifiers instead of magic damage modifiers.
All-Seer Staff + Filled Vortex Mold (x4) at an Ancient Manipulator.
Filled All-Seer Staff: Rapidly fires homing explosive eyes at enemies. Magic damage modifiers are 15% more effective on this weapon.
All-Seer Staff + Filled Nebula Mold (x4) at an Ancient Manipulator.
Filled All-Seer Staff: Rapidly fires homing explosive eyes at enemies. Is affected by summoning damage modifiers instead of magic damage modifiers.
All-Seer Staff + Filled Stardust Mold (x4) at an Ancient Manipulator.

Ancient Eye Magic FIlled.png

Filled All-Seer Staff Projectiles:
N/A

Finale.png

Ancient Jester Rod: Unlimited teleportation to the cursor location with no cooldown.
Filled Solar Mold (x15) + Filled Vortex Mold (x15) + Filled Nebula Mold (x15) + Filled Stardust Mold (x15) at an Ancient Manipulator.
Awoken Hero Sword: Very powerful end-game sword with high damage, knockback, and swing speed. Rains down orange, green, pink, and blue energy swords at the cursor location. Is affected by all class-specific damage modifiers.
Filled Hero Sword + Filled Solar Mold (x2) + Filled Vortex Mold (x2) + Filled Nebula Mold (x2) + Filled Stardust Mold (x2) at an Ancient Manipulator.
Supercharged Hero Sword: Extremely powerful end-game sword with very high damage and knockback, but low swing speed. Rains down multi-colored energy swords at the cursor location. The sword itself inflicts the On Fire!, Frostburn, Cursed Inferno, and Shadowflame debuffs. Is affected by all class-specific damage modifiers.
Awoken Hero Sword + Filled Solar Mold (x5) + Filled Vortex Mold (x5) + Filled Nebula Mold (x5) + Filled Stardust Mold (x5) + Soul of Light (x10) + Soul of Night (x10) + Soul of Flight (x10) + Soul of Sight (x10) + Soul of Might (x10) + Soul of Fright (x10) at an Ancient Manipulator.

Ancient Sword Beams Uber.png

Supercharged Hero Sword Projectiles:
N/A

Celestial Weapons.png

Solar Eruption: Can be changed to deal ranged, magic, or summon damage based on how it's edited.
Solar Eruption + Filled Vortex/Nebula/Stardust Molds at an Ancient Manipulator.
Daybreak: Can be changed to deal ranged, magic, or summon damage based on how it's edited.
Daybreak + Filled Vortex/Nebula/Stardust Molds at an Ancient Manipulator.
Vortex Beater: Can be changed to deal melee, magic, or summon damage based on how it's edited.
Vortex Beater + Filled Solar/Nebula/Stardust Mold at an Ancient Manipulator.
Phantasm: Can be changed to deal melee, magic, or summon damage based on how it's edited.
Phantasm + Filled Solar/Nebula/Stardust Mold at an Ancient Manipulator.
Nebula Arcanum: Can be changed to deal melee, ranged, or summon damage based on how it's edited.
Nebula Arcanum + Filled Solar/Vortex/Stardust Mold at an Ancient Manipulator.
Nebula Blaze: Can be changed to deal melee, ranged, or summon damage based on how it's edited.
Nebula Blaze + Filled Solar/Vortex/Stardust Mold at an Ancient Manipulator.
Stardust Cell Staff: Can be changed to deal melee, ranged, or magic damage based on how it's edited.
Stardust Cell Staff + Filled Solar/Vortex/Nebula Mold at an Ancient Manipulator.
Stardust Dragon Staff: Can be changed to deal melee, ranged, or magic damage based on how it's edited.
Stardust Dragon Staff + Filled Solar/Vortex/Nebula Mold at an Ancient Manipulator.

Special.png

Martian Transmitter: Summons the Martian Madness event.
Martian Power Cell (x5) at a hardmode anvil.
Arkhalis Shrine: Drops the Arkhalis.
10% chance to replace an Enchanted Sword Shrine on world generation. Enchanted Sword Shrines no longer have a change to drop this sword.
Blue Battle Standard: Can be placed. Greatly increases monster spawn rates and the monster spawn cap in an AoE-buff. Does not stack with the water candle or battle potion. Can be toggled on/off either by right clicking or wiring. Generates blue light when active.
Wood (x15) + Iron (x5) + Silk (x25) + Water Candle (x5) + Battle Potion at a loom.
Bear Trap: Can be placed. Traps enemies that step on it, dealing damage and preventing them from moving for some time.
Iron (x2) at an anvil. Sold by the Goblin Tinkerer for 1 silver.
Poisoned Bear Trap: Deals slightly more damage than the Bear Trap, and inflicts the Poisoned debuff while the enemy is trapped in it.
Bear Trap (x5) + Stinger.
Venomous Bear Trap: Deals much more damage than the Poisoned Bear Trap, and inflicts the Venom debuff while the enemy is trapped in it.
Bear Trap (x5) + Vial of Venom.

Slime_(debuff).png

Slime: Now causes the On Fire!, Frostburn, Cursed Inferno, and Shadowflame debuffs to deal four times as much DPS. Is now inflicted by all slimes.
Wet.png

Wet: Now causes the Electrified debuff to deal twice as much damage. Is now inflicted to anything that enters water, or anything under the rain. Can be negated in the rain by holding an umbrella.
Cursed_Inferno.png

Cursed Inferno: Now buffed to deal significantly more DPS, making it on-par with the Ichor debuff.
Shadowflame.png

Shadowflame: Now buffed to do slightly more DPS, but still less than the Cursed Inferno debuff. Now inflicted by Tim, Goblin Sorcerers, Goblin Summoners, and Shadowflame Apparitions.
Electrified.png

Electrified: Enemies cannot mitigate this debuff by standing still, only the player can.
Materials.png

Accessories.png

Misc..png

Zombie Set.png

Chakrams.png

Overgrown Set.png

Possessed Set.png

Meteorite Set.png

Minions and Shadowflame.png

Pirate Crossbows.png

Throwing Items.png

Arrows.png

Bullets.png

Painting Set.png

Nurse Set.png

Pumpkin Moon.png
Pumpkin Moon Mount.png

Bone Minions.png

Bone Minions Summoned.png

Eclipse Items.png

Survival 1.png

Survival 2.png

Potions.png

Mechanical Weapons.png

Mechanical Tools.png

Cultist Drops.png

Terra.png

Starmere.png

Luminite Weapons.png

Luminite Tools.png

Celestial Emblems.png

Celestial Molds Empty.png

Celestial Molds Filled.png

Ancient Weapons.png

Ancient Swords Filled.png

Ancient Bows Filled.png

Ancient Magic Filled.png

Finale.png

Celestial Weapons.png
 
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I have a suggestion for an item. It's a construction tool that basically swaps one type of block for another. This could be useful if you quickly wanted to change the block your house is made of or want to change the blocks that make up your liquid storage without having the liquid going everywhere. I don't know how I could explain it better, but the wand of equal trade from the thaumcraft mod from minecraft show's what I mean.

I don't know what a name for it would be or how it would look, so I'll leave that up to you.
 
I have a suggestion for an item. It's a construction tool that basically swaps one type of block for another. This could be useful if you quickly wanted to change the block your house is made of or want to change the blocks that make up your liquid storage without having the liquid going everywhere. I don't know how I could explain it better, but the wand of equal trade from the thaumcraft mod from minecraft show's what I mean.

I don't know what a name for it would be or how it would look, so I'll leave that up to you.

I think I got the concept right, tell me if it's not what you had in mind, though.
Swapper Staff.png

(ADDED TO OP)
 
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Pretty damn nice ideas here. however id like to see stats and not just abilities, but its not super neccesary. Since re-logic will most likely put stats on them if they are added.
 
Pretty damn nice ideas here. however id like to see stats and not just abilities, but its not super neccesary. Since re-logic will most likely put stats on them if they are added.
I probably won't do that, since it seems like it'd take a lot of time and isn't all that necessary. Thanks for the suggestion, though.
 
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Not being mean, but none of these are really creative, they are basically remakes of items already in the game. They are all just well uncreative, your basically just using very similar sprites to items already in the game. And most your items you just added a prefix to a item already in the game

BUT, you make really good sprites :)
 
Re-Logic needs to seriously consider some of these ideas!
My favorite, by far, had to be the Awoken Hero Sword. I am a Sword addict, and seeing that gave me that burst of inner nerdy excitement of finding something truely badass.
Very, very, well done. :)
 
These ideas are epic! However, I do think that a "true terra blade" is a little tacky and OP, especially since the terra blade is made out of a true night's edge and a true excalibur. I'm a little tired of the 'true' stuff.

+1 support!
 
I like most of it. The necromancy stuff is my favorite. It would be cool to bring back the dead, and there are so many skeleton variants that would be fun. Summoning a mini Tim would be amazing.
 
In general, I like a lot of the concepts. They help fill a few empty itemization spots. I can't tell you how much I want those blue battle standards though. So good looking and such a good function.
 
Support to all of these. Especially the Arkhalis shrine.

EDIT: Also Cursed Eye gives me Isaac-based PTSD flashbacks, even though I've never actually played the game before.
 
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I really like most of the ideas here and the sprites are great too!

If this won't happen in an update, then i'll really like to seethis in a mod :)
 
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