NPCs & Enemies The Galaxians - Lunar Endgame NPCs!

Bry

Steampunker
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I'm well aware of the amount of Post-Moon Lord content that's been suggested. I'm also well aware that Terraria's ending is really abrupt and NEEDS a better form of closure. Or, well, a form of closure.
"Oh crap, I DID it! Moon Lord's dead!
"...Wait, is that it?"
Unless the player's next goal is supposed to be "do your best NPC impression" and walk around aimlessly, yeah, pretty much. So I'm gonna be that guy (you know, the one who ignores people that say something shouldn't be done) and suggest Post-Moon Lord things.


Bosses!
Nice job; you guessed what I was gonna suggest. I bet you think you're a prophetic genius. Enjoying a celebratory cookie, perhaps?
Throw it out, and throw your expectations out; I'm not your everyday suggestor, buddy.

Every Pillar, when defeated, will no longer drop their respective fragments. Instead, a huge mass resembling the fragments will pour out of the Pillar and will take its place, floating down to the ground and hovering a few blocks above it. This mass can be interacted with, triggering a dialogue box that reads "..?" and displays two options: "Interact" and "Cancel". We all know what Cancel does, but what happens if we Interact?

The short and sweet answer? Nothing good, if you're trying to look out for your health.
The mass ascends, and moves to the center of your screen. It begins to draw in power, and after a moment, the screen locks in place. Fragment Blocks corresponding to the mass border the edges of the screen where no surfaces are present, preventing you from escaping; mass-colored particles also appear over tiles without Fragment Blocks. Your Magic Mirrors, Wormhole, Teleportation and Recall Potions seem to be your only option, but the signal is bounced right as you begin to teleport. You seem to be phasing into another plane; the Fragment Blocks and mass-colored particles are tangible surfaces to you, but every other earthly block is gone from your senses, and you fall through if they lack the particles. Your friends can wormhole to you (or otherwise teleport, somehow), falling prey to the same afflictions that you have.
As you shred through the list of unavailable options, you reach one possibility at the very bottom. As you read it, you realize what the immediate future has in store for you.
This is gonna be a good, ol'-fashioned Cage Fight.

The Solar Construct (SolCon)
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This thing is an extremely hot ball of orange gas that shines bright as it rises from the Solar Pillar's demise.
Being fully aware of the complete bull:red: this Pillar is, I gave it a lot of defense, moderate health, and some pitiful speed. It has a moderately-sized hitbox that only grows when it uses some of its attacks, making it arguably the easiest enemy to hit out of the four Pillar bosses.

Passive Ability
The SolCon has a three-charge Solar Shield, mimicking the set bonus of the Solar Flare Armor. Upon appearing, the Shield chooses a player and targets them for 30 seconds, swiveling sloppily around the SolCon to protect it from the player's attacks. The Shield instantly vaporizes all projectiles that touch it; attempting to fire a solid beam through it ain't gonna work, pal. Melee attacks typically end in you taking 50% Thorns damage, though weapons that you could make a Throwing argument for (Yoyos, Boomerangs, whatever the Flying Knife counts as, Flails, the Shadowflame Knife) will instead be vaporized, forcing you to toss out a new one.
The SolCon will use Shield charges for some of its attacks; it will regenerate a charge every 3 seconds while using attacks that don't require them. The Shield may also be outright dispelled for some attacks, allowing you to whale on the SolCon; the Shield's regeneration rate gets cut to a third during this, so don't be surprised if the Shield returns with some extra firepower once an attack is done, but also don't expect it to go from empty to full in one attack, because it won't.

For every extra level of difficulty (Expert, Master), the Shield's maximum charge cap increases by 1─the catch is that the extra charges form ANOTHER shield that targets the same player and whose movement mirrors the first Shield's.
Attacks
The SolCon's primary attack is dashing at the player by using up a Shield charge. It spins in place for a moment, subsequently performing a MUCH-improved version of the Corite’s own dash. Getting slammed by this will deal INSANE damage, to the point where you get knocked back an extra five blocks, even WITH the Cobalt Shield and above.
This move can and will be performed as many times consecutively as the SolCon has Shield charges, though it will have to spin up every time. The Shield WILL be deployed, but it won’t be able to regenerate during this move: don’t worry about a bull:red: fourth charge happening because WUH-OH, the SHIELD GOT A CHARGE BACK, because that won’t be possible.


It stops in its tracks and starts spinning (again), launching Daybreak spears in 8 directions every half second. Every second, the SolCloud will switch between firing in the (inter)cardinal directions and the inbetweens; stay hot on your feet, since the Daybreaks will make sure the rest of you is hot, otherwise. The shield will start swinging away from its target, letting them get pelted with Daybreaks. Bad, right? Well, it, uh, swings really hard, meaning it might just loop back around and block some spears for you. If you luck out with its movement, you'll have an easy time avoiding damage; however, the shield WILL find a new target after the attack. If you're playin' in Expert Mode, expect 10 Daybreak spears instead of 8.

It expands to double its size, and then chases you at a slowish speed for fifteen seconds. During this attack, the shield is dispelled, and the SolCloud won't deal direct contact damage, instead inflicting Daybroken for as long as you're touching it. This can get ugly, as the SolCloud will accelerate up to 150% speed during the last five seconds, and grow even bigger, up to 250% of its normal size. Expert Mode just makes things worse: the SolCloud's speed through the attack is boosted by 30%, AND it expands up to triple its normal size. However, the attack only lasts ten seconds here, and the acceleration only starts during the last four seconds.

The SolCloud stops in place for a few moments. When this happens, its shield will start tracking its target MUCH more closely. After about six seconds, the SolCloud will let out a solar flare that travels outwards, frying everything on the screen EXCEPT for the area blocked by the shield. The shield's a little more loose in Expert Mode, and you only have five seconds until the flare, there.

Shield Stats
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Invincible
Damage: 100 Contact and Explosion
Drops nothing.


Stats
Health: 69,000 (89,700 EX)
Damage: 85 Contact, 150 Daybreaks, 0 Expansion (100, 150, 0, 0 Solar Flare EX)
Defense: 52
KBR: 100%
Inflicts Daybroken
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(While in contact with the SolCloud during its expansion attack)
(Solar Flare, 100% chance, lasts 4 seconds)

(Daybreaks, 100% chance, lasts 0.75 seconds)
Drops
25
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100%
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The Vortex Cloud (VorCloud)
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This swirling green mass manifests itself out from the Vortex Pillar's remains.
The Vortex Cloud is fairly strong and nimble, but has the highest health out of the clouds. This cloud does not get along with your desired movement.

Passive Abilities
• Gravitates any and all entities towards it from 8 blocks away; the pull isn't all that strong, being at a strength of 8 MPH towards its center, but it can potentially throw you off a bit while dodging (the Cobalt Shield and its successors immunize you to the pull). If you get caught, you'll take rapid damage with no invincibility frames. In Expert, the pull's distance is upped to 12; a 50% increase. Additionally, all players in the fight will be constantly pulled, regardless of distance, at 5 MPH, which stacks with the close-range 8 MPH pull.
Attacks
• Its main attack is following you at 11 blocks a second, in an attempt to suck you in and crush you. Moves 40% faster in Expert.• Occasionally, the VorCloud will stop in the center of the screen and begin to draw all players in with much greater force for 10 seconds No matter where you are on the screen, you'll receive at least 6 MPH of pull; the closer you get to the VorCloud, the stronger the pull, up to 20 MPH when 8 blocks away. The pull's strength increases over time, up to 250% during the last second. If you get sucked in during THIS attack, you won't be escaping until the VorCloud tires, after which will completely lose its pull for 3 seconds. Adding on to the hell of this attack, Dirt projectiles identical in appearance to those of the Dirt Rod fly towards the VorCloud in Expert Mode; if these hit you, you'll become Dazed for a second or two, which can be enough to get you to fall into the Vortex. If you do fall in, EVERY Dirt Ball will hit you, too.
• The VorCloud will zoom to 1-3 random locations that are at least 16 blocks apart, spawning a Swirlhole in each one; the lower its health, the more it can spawn. A Swirlhole is a miniature vortex; they each have their own gravitational pull of 5 MPH and deal invincibility-less damage, just like the VorCloud. They each last 20 seconds, unless you're playing Expert Mode; there, the Swirlholes are permanent, despawning only when the VorCloud spawns new ones. Speaking of which, the VorCloud will spawn at least THREE to FIVE swirls, which now only need to be 10 blocks apart.
• When the VorCloud reaches 40% health, it spawns two Wormholes in a near identical manner to the Swirl Holes; however, the Wormholes and the Swirlholes only need to be 8 blocks apart, the Wormholes themselves need to be at least 20 blocks apart, and an extra Wormhole will be spawned in when the VorCloud reaches 15% health. Wormholes will teleport players to other random Wormholes, inflicting Distorted for up to a few seconds─they can teleport you out of immediate harm, but will then leave you vulnerable. Like the Expert Mode Swirlholes, these Wormholes are permanent; unlike the Swirlholes, though, new ones will not be spawned during the fight. More wormholes in Expert, as well as earlier; three at 60% health, a fourth one at 30%, and a fifth at 15%.
Stats
HP: 82,000 (106,600 EX)
DMG: 30 Contact, 15 Suction (42, 16, 50 Dirt Ball EX).
All damage pierces defense, except for the Dirt Ball.
DEF: 41
KBR: 100%
Inflicts Distorted
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(Wormholes, 100% chance, 1-3 seconds (3 EX))

Dazed
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(Dirt Balls, 100% chance, 1-2 seconds)

Drops:
25
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100%
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Swirl Hole Stats
<todo>
HP: Invincible
DMG: 60 (82 EX)
DEF: Invincible
KBR: 100%
No drops.

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The Nebula Cloud (NebuCloud)
[Credit to
Sir. Fluff for the sprite!]
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This flaming ball of pink gas flares up from the destruction of the Nebula Pillar.
The Nebula Cloud has some insane damage; the highest of all the clouds. However, it ALSO has the lowest defense, along with only a moderate amount of health and mobility. Its defense is off-put by one very important ability, however: it's invincible.

Passive Abilities
• Invincibility sounds a little scary, huh? Well, as immensely powerful as the NebuCloud is, it has one deadly Achilles Heel: burnout.
As it barrages you, the NebuCloud will begin to lose its juice, graying out and shrinking into a much more pitiful flame. Once it's fully drained itself, the word "invincible" loses all relation to the NebuCloud, allowing you to throw your own barrage at it. I'd say you have about ten seconds before the NebuCloud fully regenerates and reinvincifies itself.

Attacks
• Its main attack is shooting 3 Nebula Blaze blasts at you, following suit after the third blast.
• It consumes 1 blast, healing 750 HP.
• It'll fire an Arcanum blast, which homes in on you and explodes after it hits you once, dealing massive damage in total.
• (Passive) When it uses up all 3 blasts, it takes 10 seconds to regenerate the first one. The second one takes 7 seconds and the last one requires 4.

Stats
HP: 52,400 (68,120 EX)
DMG: 75 Blast, 175 Arcanum (90 Blast, 225 Arcanum EX)
DEF: 15
KBR: 80% (100% When Lunging, 99% in Expert)
Drops:
25
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100%

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The Stardust Cloud (StarCloud)

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This star shoots from the Stardust Pillar when it falls to the ground. If you're gonna make a wish, make it that you survive through fighting it.
The Stardust Cloud's noooot very strong, and it's noooot very tough, but it iiiiis very FAAAAST, so if you can actually hit this guy, I'll be very surprised. At the fact that it actually takes knockback.

Passive Abilities
• Summons three Shooting Stars at the start of the battle, which orbit it through the entire fight. They all constantly fire Nano Stars at players, each taking a different player if possible.
In Expert Mode, an extra Shooting Star is spawned at the start of the fight.
• On death, the Star Cloud explodes, sending all its Shooting Stars flying outwards. The Shooting Stars will frantically fly around, attempting to evade your attacks. If they succeed in doing so for 20 seconds, they'll converge at where the boss died and respawn it, restoring a third of its health for every Shooting Star alive at the time. All Shooting Stars present at this time will cease to be, but the newly-revived Star Cloud can spawn NEW Stars if there were at least two alive at the time of the revive: one if there were two stars, and all three if all stars were alive at the time. Since the Star Cloud has four Shooting Stars in Expert Mode, each Star will heal the boss for a fourth of its health on the revive, instead of a third. As for the Shooting Stars' own revival: one if there were two stars, two if there were three, and all four if there were four.
Attacks
• Flies around, having its Shooting Stars fire on you for 6-8 seconds. This is more of the Star Cloud's "idle" attack, for lack of a better term; it goes back to this after it performs another attack.
The Shooting Stars fire faster as the Star Cloud's health
• Frantically teleports around for a bit, with its Stars following suit and firing on you after every teleport.

• The Shooting Stars group together and charge for 3 seconds, then fire an immensely powerful Super Star
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that trucks along slowly, dealing massive damage to anything it hits and inflicting Spaced Out. The Super Star splits into two smaller Cosma Stars after three seconds (great names, I know) that fly out sideways in opposite directions for a bit before they, after two seconds, split into four Nano Stars that fly out in a + formation. After the Nano Stars travel for two seconds, they explode in a Twinkle-like fashion, the explosion being oriented in the direction the star was travelling.
In Expert Mode, every star projectile in this attack moves significantly faster.
• The Star Cloud stays back, while the Shooting Stars move in to ram you. Occasionally, the Star Cloud will chime in with a couple of Cosma Stars fired in quick succession before going back to evasive maneuvers.
Summons a Super Cell, which fires smaller Super Cells at you, similarly to the Cell Staff minions. However, the smaller cells can be killed, which I'd recommend, since they'll grow into full-size Super Cells after 3 seconds, otherwise.
The normal-sized Super Cells themselves will attempt to avoid contact with you, moving away if you get too close. On death, they leave behind a Stardust Clot, which acts similarly to the Moon Lord's Moon Leech Clots: if they reach the Star Cloud, the Star Cloud will be healed. As for the exact amount: 1,250 HP per Stardust Clot. Expert Mode simply boosts the Cells' stats; the Stardust Clot will not heal the Star Cloud for more.
The Star Cloud flies upwards, off the screen. After a few seconds, stars of all sizes (Nano, Cosma and Super) will begin to rain down all over the screen. Each star flies directly downwards at a speed of 5 to 10 MPH, inflicting Spaced Out for a couple of seconds if they hit you. After maybe ten seconds, the star rain ends, and the Star Cloud comes back down.
This attack is a bit rare, but becomes more common once the Star Cloud reaches low health.

Expert Mode boosts the Stars themselves; their speeds increase by 20%, and 25% of Nano and Cosma Stars have their size boosted up a level. They also fly in from a semi-random angle, making dodging a bit more awkward.
Stats
HP: 29,040 (37,752 EX)
DMG: 60 Contact, 45 Nano Star, 75 Cosma Star, 120 Super Star (90, 60, 100, 160 EX)
DEF: 26
KBR: 90% (83% EX)
Inflicts: Spaced Out
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(100% chance, 5 seconds)
Drops:
25
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100%

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Shooting Star Stats
<todo>
HP: 1,936 (2,517 EX)
DMG: 70 Contact, 45 Nano Star, 120 Super Star (115, , EX)
DEF: 7
KBR: 30% (22% EX)
Inflicts: Spaced Out
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(100% chance, 5 seconds)No drops.

Super Cell Stats
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HP: 2,250 (4,500 EX)
DMG: 200 (320 EX)
DEF: 60
KBR: 72% (80% EX)
No drops.

Small Super Cell Stats
<todo>
HP: 750 (1,500 EX)
DMG: 0
DEF: 0
KBR: 100%
Inflicts: Celled
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(Stacks once for every Small Super Cell on you; each stack lasts until the Cell grows or is killed)
No drops.
Stardust Clot Stats

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HP: 625
DMG: 0
DEF: 0
KBR: 100%
No drops.

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The Luminite Moon (LumiCloud)
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One of the first sprites I ever made for the thread that I never got to adding.
When the Moon Lord is defeated a second time, the time will quickly cycle to midnight, and the moon's sprite will turn into the first sprite shown. It'll then zoom up, and 20 seconds later, it'll arrive from above, freeze the camera, and begin attacking.

Attacks and Stats
Phase 1
• (Passive) The LumiCloud will periodically summon Luminite Werewolves to attack you, which are just Luminite recreations of Werewolves.
• Zooms back to the moon's original midnight position and starts rapidly cycling between a red and green glow for 15 seconds. During this, Moon Wolves spawn up the wazoo. Doesn't do this attack all that often.
• Disappears for 10 seconds. During this, Luminite Eyes, Luminite Wanderers and Luminite Wraiths will spawn instead of Luminite Werewolves. Also doesn't do this attack very often.
• (Passive) Alternates between glowing red and green throughout the fight. Red glow nullifies any Health regen and healing, and Green glow prevents Mana regen and healing.
• Goes to the top-right/left corner and fires a thin downwards laser (like the Martian Saucer's) and goes to the other side of the screen. Can't hit you if you hug the sides.
• Upon reaching 40% HP, the moon shatters, revealing the Waxing Cresent on the inside.
HP: 100,000/100,000 (150,000/150,000 EX)
Damage: 85 Contact, 175 Lasers (150, 275 EX)
DEF: 25 (40 EX)
KBR: 100%
Inflicts Debuff: Moonlight (Level 1)
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(For duration of battle; alternates between red and green)
Debuff Tooltip: Unaffected by healing
Immune to literally everything.

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A recreation of a Werewolf by the LumiCloud.
This recreation is a lot more ravenous than the original Werewolves of your world; they move incredibly quickly and take no knockback while on the ground.
The original Werewolves lunge at you when only about 2 or 3 blocks away; while the Luminous variety also does this (but from 4 blocks), they have an additional lunge attack that goes straight for you when within 11 blocks, dealing massive damage and causing heavy bleeding. They travel extremely far and can lunge in any direction but will be airborne for several seconds; they might just completely sail off and allow you to deal with other enemies for a bit.
The Luminous Wolf becomes slightly able to change directions while lunging in Expert Mode, allowing it to return to the fray quicker. It also regenerates 2.5% HP every second.
Teleports to the other side of you before jumping and/or lunging in Master Mode.
Health: 1,580 (2,844) [4,108]
Damage: 130 (182) [234]
Defense: 72
KBR: 100% in all difficulties, 72% (79%) [90%] when airborne.
Inflicts Bleeding
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{25% [40%] chance on Contact, lasts 20 (30) seconds}
No drops.
Immune to most debuffs.

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A recreation of a Demon Eye.
This thing flies even faster than an enraged Wandering Eye and can turn really well. If looking straight at you, the Lunatic Eye will fire two Optical Pulses that induce Blackout. They travel in a straight line through blocks with a velocity of 9.
Players suffering from Blackout will see four Lunatic Eyes coming from all different directions, similar to the Brain of Cthulhu's Expert Mode ability. Unlike with the Brain, every eye looks exactly the same, making it a lot harder to figure out which one's real by using their appearance. THIS time, the tell is which eye has a green pupil and fires more Pulses: fakes will only fire one Optical Pulse and have red pupils.

In Expert Mode, the Lunatic Eye moves a little slower (still faster than the Wandering Eye), but its Optical Pulses are much wider and sliiightly faster to compensate
Permanently produces one fake opposite of itself in Master Mode; Blackout only causes the remaining two to spawn. Attacking fakes at any time will permanently increase the Lunatic Eye's movement speed AND firing speed by 12.5% for every hit they take.
Damage: 90 (126) [162]
Defense: 47
KBR: 93% [100%]
Inflicts Blackout
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{100% chance from Optical Pulse, lasts 6 (7.5) [9] seconds)
The only visibility you lose is that of the terrain; the Luminite Replicas' red and green bits, as well as attacks, glow in the dark and are completely visible.
No drops.
Immune to most debuffs.

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A recreation of a Wraith. Or, well, maybe unless you require transparency in your Wraiths; this one has none.
The Luna Wraith is slower than the regular brand, but it has a very dangerous attack.
Occasionally, it raises its arms and summons a ball of red and green light above itself. After a moment, the ball will extend a straight beam of light out in your direction, which reaches 15 blocks. Given another moment, the beam will begin to sweep towards you from the ball of light, turning 120 degrees before it, and the ball, fade away. Touching any of the light will hurt you and inflict Moonlight for a bit, which is an incredibly dangerous debuff that will cripple your health and mana.

The beam sweeps an additional 80 degrees for each additional Difficulty level, though its speed never increases.
The size of the ball of light and length of its beam also scale up by 25% per Difficulty level.

Health: 900 (1,620) [2,340]
Damage: 100 (140) [180] Contact, 90 Moon Light
Defense: 32
KBR: 45% (59% EX)
Inflicts Moonlight (100% from Moon Light, lasts 8 (10) [14] seconds)
Drops nothing.
Immune to everything.
Phase 2
• No longer summons minions or moves to the background.
• Does a 360° spin, firing a much larger laser from the tips of the moon.
• The Martian Saucer attack now reaches the sides. When the LumiCloud reaches the edge, it stops firing, moves to the edge, and then blasts an even larger beam downwards, dealing a whopping 400 damage. If you've seen the Shake King's fight in Wario Land: Shake It, you'll know what this'd look like.
• (Passive) The red and green glows now make healing effects hurt you instead.

• Spins in place for a second, then launches itself at you like a boomerang, returning to its previous spot. Does this in volleys of 3-6.
HP: 40,000/100,000 (60,000/150,000 EX)
Damage: 110 Contact, 235 Lasers, 400 Blast (200, 350, Instant Death EX)

DEF: 75 (100 EX)
KBR: 100%
Inflicts Moonlight (Level 2)
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Debuff Tooltip: I would NOT recommend healing right now
42
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100%
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NPCs
I bet seeing character sprites in the bosses' DROPS was weird. Well, when each boss is defeated, they change into a vaguely humanoid form.
These are the Galaxians.
Each Galaxian has their own pillar-themed shop, selling you weapons and other trinkets of a certain damage class. Each of them also has a
Refight option; if you click this, the Galaxian will morph back into their cloud state, allowing you to fight them as many times as you desire. I make this option because re-defeating each of the Celestial Pillars won't respawn their respective Clouds if they've been previously defeated.
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This here is the Solarian, an ancient human warrior imbued with celestial power, as all the NPCs here are. He remembers little English, and as such, will be very hard to understand, but he sells you a few things that can help out!

To attack, the Solarian jumps at enemies with his Selenian Blades, bouncing all projectiles back to their senders at twice the velocity while doing some nasty melee damage on impact. If he's close enough, he'll instead spin his Selenian Blades to eviscerate nearby foes, firing off Seleniarcs once his target gets too far away or he targets a new enemy that's farther away. All of his attacks inflict Daybroken on his targets for 1 second, which can be stacked if he's given the chance.

The Solarian runs and jumps twice as well as regular NPCs, and is immune to lava.
HP: 500
Weapon of Choice:
Selenian Blades
Damage: 200 (Melee)
Defense: 89
KBR: 90%
Immune to all debuffs.

The Solarian doesn't remember English very well; what he does say is usually very badly pronounced. If he can't figure out how to communicate his thoughts after a few words, he just gives up and switches to a language he does know.

[No dialogue yet.]

Solar Badge
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Sold for
60 Gold when near a Solar Monolith.Melee attacks inflict Daybroken for 1 second, and the stacking maximum of Daybroken is increased to 20.
Type: Accessory | Crafting Material
Tooltip: Melee attacks inflict Daybreak and pierce infinitely.
Inflicts Daybroken
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(1 second, 100% chance)
Debuff Tooltip: Being incinerated by solar rays
Rarity:
Cyan
Sell: 12

Solar Shine
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Sold for
1 Platinum.
Functions exactly like a Sunflower, granting a buff when near it. But it can be placed on any Grass, Stone or Planters, and the buff it grants is now "Solar Powered", which doubles the damage of Friendly NPCs' Melee attacks and makes enemies they kill explode in a Solar Blast, inflicting Daybroken on other enemies.
Also yes I said "Friendly NPCs". These flowers are meant to help your NPCs help you.

Type: Decoration
Placeable, Dimensions: 2 x 5
Use Time: 14 (Very Fast)
Grants Solar Powered
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Buff Tooltip: Physical abilities are massively improved.
Rarity:
Cyan
Sell: 20

Heat Flare
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Sold for
75 Gold when in possession of the Solar Eruption.
"Hey, um, you do know the Solar Eruption is a Flail, right?"
Yes, I do. Which kind of Flail is it, though?

This baby reaches a whopping 16 blocks. Hits summon a Heat Wave that expands from the Flail head, reaching the size of the Inferno Potion's fire ring before fading away, all in a second's time. The wave goes through blocks and sears every enemy it touches, dealing 50% damage and inflicting Daybroken for 5 seconds.
As for the Flail itself, it NEVER loses momentum; it will swing back and forth forever if you let it,even if it hits a block.

Type: Flail
Damage: 163 (Melee)
Knockback: 4 (Weak)
CRIT Chance: 3%
Use Time: 30 (Average)
Velocity: 20
Tooltip: Explodes into a heat wave upon impact with an enemy
Rarity:
Cyan
Sell: 15

Selenian Blades
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Sold for
75 Gold when in possession of both the Daybreak and Solar Eruption, and you're near a Selenian Banner.
Attacks work like the Sky Dragon's Fury, but is 40% smaller.
Now you can spin all you like, with the projectile deflection and everything!

Hold the attack button on the ground and you'll stand still, spinning the blades faster and faster, and when you reach max speed (after 3 seconds) you go flying forward (reaching twice the distance the Tabi does), shredding through any and all enemies in your path. Hold Attack when in the air and you'll start charging in midair, but you can still move around in the air. However, you cannot dash until you land. Simply press Attack and you'll spin it around for a second. If your dash is interrupted (hit a block), the blades are launched and still fly the full distance, even through blocks.
Type: Miscellaneous Melee
Damage: 100 (Melee)
Knockback: 8 (Very Strong)
Critical Strike Chance: 8%
Use Time: 20 (Fast)
Rarity:
Red
Sell: 15

Selenial Coating
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I'M CHANGING THIS IDEA ENTIRELY SOON

Sold for 2 Platinum and 50 Gold.
Melee weapon size is increased by 30%
All Melee weapons now deflect projectiles

Type: Accessory / Crafting Material
Tooltip: Increases melee weapon size by 30% and allows them to deflect projectiles
Rarity:
Red
Sell: 50

Trail Blazer
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Sold for
3 Platinum when the Luminarian is present.
Running at full speed or dashing leaves behind after-images that deal 200 damage and inflict TWO stacks of Daybroken per hit, up to 20 stacks. The after-images do not trigger invincibility frames and ignore them, and they each last 1 second.
This accesory does NOT grant the ability to dash. The after-images are affected by dyes, though.

Type: Accessory | Crafting Material
Damage: 200
Knockback: None
Tooltip: Leave damaging after-images while running at full speed or dashing
Inflicts Daybroken
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(75% chance, 5 seconds)
Rarity:
Red
Sell: 60

Flask of Daybreak
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Sold for
20 Gold.
Drinking this lets you inflict Daybreak and stack it up to 12 times with any Melee weapon.
This is gonna break more than just the day.
Tooltip: Melee attacks burn enemies with solar energy
Grants
Weapon Imbue: Daybreak
AiTkN3q.png
(20 minutes)
Buff Tooltip: Melee attacks burn enemies with solar energy
Rarity:
Red
Sell: 4 Gold

Flask of Distortion
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Sold for
20 Gold when the Vortexian is present.
Drinking this lets you inflict Distortion with any Melee weapon.
Not sure how helpful this'll be, but here it is anyways.
Tooltip: Melee attacks distort gravity around enemies
Grants
Weapon Imbue: Distortion
awqIJus.png
(20 minutes)
Buff Tooltip: Melee attacks distort gravity around enemies
Rarity:
Rainbow
Sell: 4 Gold

Flask of Suckling
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Sold for
20 Gold when the Nebulan is present.
Drinking this lets you suckle the life out of enemies. It inflicts a new debuff called "Suckled", which returns 10% of damage taken from the attacker to them as health and mana.
Also, yes, "Suckling".
Tooltip: Melee attacks suckle the life from enemies
Grants
Weapon Imbue: Suckling
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(20 minutes)
Buff Tooltip: Melee attacks suckle the life from enemies
Rarity:
Rainbow
Sell: 4 Gold

Flask of Starcells
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Sold for
20 Gold when the Starian is present.
Drinking this lets you inflict Celled with any Melee weapon, though you can only inflict one stack of it at a time per enemy.
Tooltip: Melee attacks leave flesh-eating cells on your foes
Grants
Weapon Imbue: Unstable
zB8RtSo.png
(20 minutes)
Buff Tooltip: Melee attacks leave flesh-eating cells on your foes
Rarity:
Rainbow
Sell: 4 Gold

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This is the Vortexian. She sells ranged-themed gear, as you'd expect from a Vortex-themed NPC.


She attacks using the lethal Vortex Rifle, tearing enemies apart with Luminite and Swirling Bullets.

The Vortexian runs 33.33% faster than regular NPCs, but jumps twice as high and has a permanent Featherfall effect.
HP: 500
Weapon of Choice: Vortex Rifle with Luminite Bullets
Damage: 1,800 (Ranged)
Defense: 71
KBR: 70%
Immune to all debuffs.


The Vortexian is pretty good at English, but can't quite get pronunciation right, so she might be a little confusing to talk to.
[No dialogue yet.]

Vortex Badge
RNfoQWZ.png


Sold for
60 Gold when near a Vortex Monolith.
Grants you a permanent Featherfall effect
Every second, essentially, a projectile will deal 500% additional damage to its target and anything immediately nearby, at the sacrifice of pierce. This thing synergizes very well with a certain gun that you may or may not have already been spoiled on.

Type: Accessory | Crafting Material
Tooltip: Ranged projectiles periodically create a tiny vortex that pulls in and shreds nearby enemies
Debuff Tooltip: Gravity around you is distorted.
Rarity:
Cyan
Sell: 12

Whirlypetal
624X4Zp.png


Sold for
1 Platinum.
It spiiiiiiiiins! And whoa, look at all those sprites, it's like they're on the walls and ceiling, too!

Another NPC-boosting plant. This one grants "Phased Out", the effects of which are:
• +100% Ranged damage and velocity
• 30% chance of dodging direct attacks; 80% chance of dodging projectiles

Type: Decoration
Placeable, Dimensions: 2x4/4x2 (Depends on orientation)
Use Time: 14 (Very Fast)
Grants Phased Out
0v37PYw.png

Buff Tooltip: Ranged and throwing damage and velocity are doubled; attacks may phase through you.
Rarity:
Cyan
Sell: 20 Gold

Alien Hornet Gun
e9nrG99.png

j3mNC0p.png
j14EiTi.png

Sold for
80 Gold when in possession of both the Vortex Beater and Phantasm, and you're near an Alien Hornet Banner and an Alien Queen Banner.
First the Bee Gun, then the Wasp Gun, and now the Alien Hornet Gun.
I feel like we've skipped a step.

Shoots tiny, fast-flying Alien Hornets that chase enemies and shower them in alien stingers! It sounds like an absolute nightmare when you think about that, getting stingers rapidly lodged into your whatever, but who CAAAARES it's a video game! Anyways, the alien hornets don't actually go for contact damage (or, at least, not intentionally), but instead rapid-fire stingers at enemies, which can each pierce infinitely. They won't activate enemies' invincibility frames, which means whoever's being targeted is going to get eviscerated. Each hornet can survive up to ten seconds, unless they bump into enemies three times.
The alien stingers inflict Distorted for 5-7 seconds, which SOUNDS like it'd be useless, but it ISN'T; limiting enemies' vertical movement can really come in handy when it comes to dodging.

Type: Gun
Damage: 78 (Ranged [yeeeaaap, I ruined the thing; it had to be done])
Knockback: 5.6 (Average)
Critical Strike Chance: 4%
Use Time: 16 (Very Fast)
Velocity: 12
Inflicts: Distorted
OsJHuRM.png
(Stingers only, 5-7 seconds, 100% chance)
Rarity:
Rainbow
Sell: 16

Swirl Blaster
wk3wPoX.png


Sold for
1 Platinum and 30 Gold when in possession of the Vortex Beater, Phantasm and Alien Hornet Gun.
Uses Rockets as ammunition.

Fires a blast that, upon hitting an enemy, explodes into a massive, swirling vortex that sucks in enemies with much greater force than the Vortex Badge. Each vortex lasts sixty seconds, dealing rapid, defense-ignoring damage throughout their lifespans. The pull effect is slightly weakened on bosses, but it WILL still affect them. Only three vortexes can be out at a time; attempts at firing a third will do away with the oldest one. Vortexes also cannot overlap, much like the Electrosphere Launcher's electrospheres.
This weapon is more one of utility; the vortexes pin enemies in place, allowing you to fire at them with other weapons with much more ease.

Type: Rocket Launcher | Crafting Material
Damage: 60 (Ranged), ignores defense
Knockback: None
Critical Strike Chance: 14%
Use Time: 9 (Very Fast)
Velocity: 16
Rarity:
Red
Sell: 26

Gravity Distorter
DCjRW0y.png


Sold for
3 Platinum when the Lunimarian is present.
Grants immunity to Distorted.
Jump height is increased by 60%, +20% for every enemy within 20 blocks of you; those enemies are Distorted until they move far enough away, after which the debuff lasts for an additional 7 seconds.

Type: Accessory | Crafting Material
Tooltip: Increases ascent speed by 60% and grants immunity to Distorted
Nearby enemies have their gravity distorted, granting an additional 15% ascent speed per enemy

Rarity: Red
Sell: 60 Gold

trJhpas.png


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And now for the Nebulan. She's easily the best with English, and makes almost no mistakes when speaking. As you probably figured, she sells Magic gear. She floats half a block above the ground and liquids, meaning she can float over pressure plates and lava.
She defends herself with Arcanum Blasts when at close range, and uses Floaty Beams for farther enemies. She does not use the actual weapon for either attack, instead casting them like the Clothier does with his Shadowflame Skull.
When under 30% Health (75/250 HP) she will summon a shield around herself that cuts damage down by 40% and absorbs magic projectiles, healing her. The shield lasts for 20 seconds and takes 60 seconds to recharge afterwards.

She's 100% perfect with English. Or so you'd think when talking to her; she actually warps your mind so you can understand HER language. You'll see it as perfect English when seeing her text box, though you'll occasionally see indecipherable characters - these are words specific to her world, meaning you're not gonna know what the :red: she's talking about.

[No dialogue yet.]

Nebula Badge
DTLuB9I.png


Sold for
50 Gold when near a Nebula Monolith.
Equipping this will make magic projectiles leech 1 - 5% of your Max Mana from enemies and allow magic projectiles to pass through blocks.
Type: Accessory / Crafting Material
Tooltip: Magic attacks go through blocks and leech Mana from enemies.
Rarity:
Cyan
Sell: 10

Nebbusia
58wyhxy.png


Sold for
1 Platinum.
This plant grants "Psychic", which doubles NPCs' Magic damage and makes their attacks ignore Defense and Armor.
Type: Miscellaneous / Furniture
Placeable, Dimensions: 5 x 3
Use Time: 14 (Very Fast)
Grants Buff:
Psychic
y4gHdJh.png

Buff Tooltip: Magic attacks are strengthened and grants the ability to pierce defense.
Rarity:
Cyan
Sell: 20

Floaty Beam
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Sold for
75 Gold when in possession of both the Nebula Blaze and Nebula Arcanum, and you're near a Nebula Floater Banner.
On use, fires a long Nebula Beam that passes through blocks and pierces infinitely.
Not recommended for bosses, but highly recommended for crowds.

Type: Weapon
Damage: 70 (Magic, always does 70)
Knockback: 1 (Extremely Weak)
Mana: 24
Critical Strike Chance: 4%
Use Time: 20 (Very Fast)
Velocity: 10
Rarity:
Red
Sell: 15 Gold

Space Rifter
CMhjdmK.png


Sold for
3 Platinum when the Luminarian is present.
Any projectiles fired by you, whether they be Melee, Ranged, Magic, Summon or Throwing, will teleport to enemies after it travels 7 blocks. Exact teleportation location depends on the general angle it's travelling. If the projectile is heading directly left, it'll teleport 5 blocks to the right of the enemy. If it's falling downwards, it'll appear 5 blocks above the enemy.
You must select an enemy to target by using Alt-fire, which will summon a ring on them to signify the enemy is targeted.

Type: Accessory
Tooltip: Summons space rifts that send projectiles to enemies
Use Alt-fire to target an enemy

Rarity:
Rainbow
Sell: 60

trJhpas.png


SNJL8W9.png


It's the Starian! He's got English pronunciation down pat, but has no clue what to do with the words. He just tries what other NPCs say.
He has no special traits of his own, but he has his own mini Stardust Cell armada (four of them, to be precise) that follows him around and attacks enemies. If enemies get close to him, he'll randomly summon one of the minions he sells for 20 seconds, depending on which of the other Galaxians are present.

This poor guy has no idea what to say, so he tries to get advice from other NPCs. Most of them are :red:s, though, and just try to make him look stupid.
At least his pronunciation is spot-on.

[No dialogue yet.]

Stardust Badge
pVRx1Mk.png


Sold for
60 Gold when near a Stardust Monolith.
Equipping this will double Minion movement speed, Minion and Sentry projectile velocity, and increase Sentry capacity by 2.
Type: Accessory / Crafting Material
Tooltip: 30% increased Summon damage

Increases Sentry capacity by 2.
Rarity: Cyan
Sell: 12

Star-leaved Clovers
Vu8GUtu.png


Sold for
1 Platinum.
The luck level on these is over 9000. That one extra leaf really does a lot, huh?

NPCs' weapons now have a 90% critical strike chance, and NPCs with Summon weapons have their damage and defense quadrupled.
Type: Miscellaneous / Furniture
Placeable, Dimensions: 2 x 2
Use Time: 14 (Very Fast)
Grants Buff: Luck of the Stars
70Rz1de.png

Buff Tooltip: Much higher critical
Rarity:
Cyan
Sell: 20

Mortem Infinity
0Myyygk.png


Sold for
3 Platinum when the Luminarian is present.
Enemies are inflicted with a never-expiring damaging debuff that deals damage equal to twice that of the highest-damage attack the target has taken.
Additionally, all other debuffs have doubled duration.

Type: Accessory
Tooltip: Damaged enemies take extra damage every second equal to double the strongest attack they've taken
Doubles duration of all damaging debuffs

Rarity:
Red
Sell: 60 Gold

If you have both the Stardust Cell Staff and the Stardust Dragon Staff...
Sedranian Staff
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Sold for 75 Gold when the
Solarian is present and you're near a Selenian Banner.
"Sedranian?", I hear you ask. I might just be losing my sanity; I've been working on this suggestion for too long.
Sedranian is a cross between Selenian and Drakanian. Yeah, I was that strapped for names for this thing. Anyways, this staff summons both Selenians AND Drakanians (go figure); the Selenians spin-jump at foes while reflecting projectiles, and the Drakanians melee with their spears, throwing them at out-of-reach targets.
• The Drakanian spears function like the Daybreak when thrown, stacking Daybroken on enemies; however, their spears can stack it up to sixteen times, and the lifespan for each spear is longer. Their melee attacks, however, can't inflict Daybroken; they instead deal 150% of the Staff's base damage, as well as being able to hit a little more rapidly than the Drakanian can throw.
• The Selenians' spin jump deals rapid 130%-damage hits, dealing normal damage when just running around. They have some insane air mobility, turning even faster than when grounded. Their reflected projectiles gain significant velocity, tripled damage, and an orange hue, and produce solar explosions that inflict Daybroken.

Type: Summoner Staff
Damage: 137 (Summon)
Knockback: 7.8 (Very Strong)
Mana: 10
Use Time: 36 (Very Slow)
Velocity: 10
Tooltip: Summons Selenians and Drakanians to defend you
Grants Buffs: Selenian and Drakanian
ikCyijj.png

Buff Tooltip: The Selenian and Drakanian will protect you
Rarity:
Purple
Sell: 15

Alien Hornet Staff
XMmPchr.png
VM15H2W.png


Sold for 75 Gold when the
Vortexian is present and you're near an Alien Hornet Banner.
If you couldn't tell, the minion sprite is VERY similar to the Hornet Staff's minion.

I did it with the Wasp Gun, now we're doin' it with the Hornet Staff.
Acts the same as the Hornet Staff, but attack speed and projectile velocity is 50% faster, and the stingers inflict Distorted for a bit. And the stingers pierce 4 enemies.

Type: Summoner Staff
Damage: 83 (Summon)
Knockback: 3 (Very Weak)
Mana: 25
Use Time: 36 (Very Slow)
Velocity: 10
Tooltip: Summons an Alien Hornet to defend you
Grants Buff: Alien Hornet
Fl5JY3B.png

Buff Tooltip: The Alien Hornet will fight for you
Inflicts Debuff: Distorted (7 seconds, 100% chance)
Rarity: Red
Sell: 15

Suckler Staff
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vYvJKP6.png


Sold for 75 Gold when the
Nebulan is present and you're near a Brain Suckler Banner.
These minions are VERY helpful. They latch onto the heads of enemies and deal rapid damage, hitting 10 times every second. 10% of the damage they deal will be returned to you as health, which can be extremely helpful during Events, though they can't latch on to (Mini) Bosses, since they're usually too big. They also can't leech health from non-living enemies (So, mechanical enemies), and only one Suckler can be latched on to a single enemy at any time.
Refuses to attack Nailheads. I think we can all figure out why.

Type: Summoner Staff
Damage: 67 (Summon)
Knockback: None
Mana: 10
Use Time: 35 (Slow)
Velocity: 11
Tooltip: Summons a Brain Suckler to defend you
Grants Buff: Suckler
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Buff Tooltip: The Brain Suckler will fight for you
Rarity:
Red
Sell: 15

Popper Staff
tjC7NzE.png
VxqSDtZ.png
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Sold for 75 Gold when you're near a
Twinkle Popper Banner.
Ever wanted an army of suicide bombers?
What's that? "That's incredibly inhumane"?
Ssshshshssshshsh, these aren't human. It's fine.

The Popper is a Sentry that will vomit out a Twinkle every second, which will follow enemies with the goal of exploding on contact, dealing large damage and inflicting Spaced Out. Uniquely, the Popper itself can move, albeit VERY slowly; it'll target the highest-health enemy, chasing them with a speed comparable to that of the Worm critter.
Type: Summoner Staff
Damage: 240 (Summon)
No knockback
Mana: 10
Use Time: 29 (Average)
Velocity: 8
Tooltip: Summons a Twinkle Popper that spits out exploding Twinkles
Inflicts: Spaced Out
6wYc3qS.png
(100% chance, 5 seconds)
Rarity:
Red
Sell: 15

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Last but certainly not least, the Luminarian!
She's probably more fluent in your language than you are.
To defend herself, she fires a sweeping red and green laser which is similar to that of the True Eye of Cthulhu's, but it only reaches 20 blocks. She has 50 Defense and 80% Knockback Resistance, and is immune to every debuff except for confused, which is mostly due to her dress being made of Luminite.

Little Miss Queen here can ACTUALLY communicate with us! She has no speech quirks, unless you count her being disorientingly informal and chill.[/COLOR]
[No dialogue yet.]

Moon Lord Ring
F4cJ3BB.png


Sold for
5 Platinum.
Dashing spawns in 3 small Phantasmal Eyes that rapidly circle around you. If you ram into an enemy mid-dash, they'll fly into it in a straight line and they'll keep going until they go off-screen. If you hit nothing with your dash, they'll keep circling around and fly forward until they go off-screen, much like the Leaf Shield from Mega Man. The eyes pierce infinitely.
Does NOT grant the ability to dash.

Type: Accessory / Crafting Material
Damage: 120
Knockback: 5 (Average)
Tooltip: Summons Phantasmal Eyes when you dash that fly into enemies you ram into
Rarity:
Red
Sell: 1

Dissonance Warp
NE7Ipri.png


Sold for
10 Platinum when all Galaxians are present.
Double-tapping in a direction will teleport you 10 blocks in said direction. If you end up teleporting in a block, the game will try to move you up to 6 blocks in any direction. If it DOESN'T find anywhere to move you, you die instantly. Momentum is not lost on a teleport, and teleport distance is boosted up to 175% the faster you move (175% distance would be your max speed on a Unicorn mount). Can teleport horizontally, vertically, and even diagonally.
Teleporting into an enemy will deal 1,000 damage to it, and teleporting into a breakable projectile will destroy it. A second of invincibility is granted on a teleport. Players can kill each other via tele-fragging.
When equipped along with any dash-granting shield, you will perform a dash immediately after the teleport.

Type: Accessory | Crafting Material
Damage: 1,000, damage is static
No Knockback
Tooltip:
Double-tap any direction to warp a set distance.
Warping into blocks will lead to death.

Inflicts: Dissonance
qdiwedk.png
(After warping, 3 seconds)
Rarity: Red
Sell: 2
New death messages: "<Player> is now a fossil."
"<Player> couldn't materialize."
"<Player>'s atoms were replaced by <Player>."

First Prism
Shl2arB.png


Sold for
1 Platinum, 25 Gold.
This thing's function is simple: all projectiles that are fired or thrown are split into two. Both projectiles will fly at a right angle to each other, meaning they'll fly 45° over and under your pointer, disabling your ability to fire straight normally.
Ammo fired with this equipped cannot be recovered.

Type: Accessory | Crafting Material
Tooltip: Projectiles are split into two when fired.
-30% projectile damage.

Rarity:
Yellow
Sell: 25

Craftable Items
Sol Staff
MSqUNwI.png
ciOutgA.png


Crafted with the Heat Flare, 12 Solar Fragments, 25 Hellstone Bars and a Large Amber.
Anybody here play Bloons Tower Defense before? If so, you probably already know where I'm going with this.
Upon use, this staff summons an immobile Large Solar Amber that rapidly fires Inferno Rings three times every second. The Inferno Rings are like that of the Inferno Potion's, but these rings start off at the size of the Solar Amber and expands to about 125% the size of the Inferno Potion's ring before disappearing. The rings will always inflict On Fire!, but they have a chance of inflicting Daybroken instead. Ring has infinite pierce and can go through blocks.
This thing can actually deal Critical hits, as well.
Type: Weapon
Damage: 90 (Summon)
Knockback: 2 (Very Weak)
CRIT Chance: 3%
Use Time: 35 (Slow)
Velocity: 10
Tooltip: Keep balloons away from hot gem.
Inflicts On Fire! (100% chance, 6 seconds) and Daybroken
XzvNbn9.png
(20% chance, 6 seconds)
Rarity:
Red
Sell: 15
Whirly Blade
7uPl4AN.png


Crafted with a Light Disc, 8 Vortex Fragments and a Whirly Leaf at the Ancient Manipulator.
Maximum stack is 3, pierces infinitely. Reaches 16 blocks, 24 if it hits a block.
This boomerang can travel along the ground when it touches a block, moving 25% faster and gaining 50% max distance. It can also move through liquids unhindered.
Using Alt-Fire will switch between a straight throw, an arced throw and a homing throw. Each throw alters the weapon's stats.
Arced throws ignore blocks traveled until it hits a block.
Cannot be reforged.
Type: Weapon
Damage: 85 S, 95 A, 75 T (Melee/Throwing)
Knockback: 3 (Very Weak)
CRIT Chance: 4%
Use Time: 24 (Fast)
Velocity: 15
Rarity:
Cyan
Sell: 12

Vortex Rifle
ZJPr9sy.png


Crafted with a Sniper Rifle, 24 Vortex Fragments and 16 Luminite Bars at an Ancient Manipulator.
Man, you're SET now. Mixing the highest-base-damage gun with the endgame Ranger accessory? If you don't erase the Eye of Cthulhu in one shot, I'm going to be insanely surprised. And disappointed.
This rifle's bullets are even faster than the Sniper Rifles, as you would expect. There's also TWO bullets now; one flies straight, and one flies at a 45-degree angle either up or down.
Type: Weapon
Damage: 1,780 (Ranged)
Knockback: 7.2 (Very Strong)
Critical Strike Chance: 23% (Lowers a bit, for obvious reasons.)
Use Time: 29 (Average)
Velocity: 20
Tooltip: Shoots a high power, higher velocity bullet
Right click to zoom out

Inflicts Debuff: Distorted (4 seconds, 55% chance)
Rarity:
Purple
Sell: 20 Gold

Luminite Mincer
YmXipm4.png


Crafted with a Whirly Blade, 16 Luminite Bars, 25 Souls of Fright and a Mechanical Battery Piece at the Ancient Manipulator.
This thing is a chainsaw that can fire the inner blade like the Whirly Blade. In case you didn't realize it, this thing is locked to Expert Mode. And with good reason, too.
Using this thing will chop down trees (and enemies) VERY quickly, but holding Alt-Fire for 3 seconds will LAUNCH the blade inside, which acts like the Whirly Blade. However, any trees the blade zooms past while travelling on blocks will be instantly demolished. With its infinite pierce and long range of 20 blocks (30 when it hits a block), it can be used to clear out a large expanse of trees and/or enemies quickly. Any enemies (and players) hit by the charged blade will be inflicted with Broken Armor and Bleed for 45 seconds. If you have any extra Whirly Blades in your inventory (up to 3 extras), this thing can fire up to 4 Blades in quick succession, decimating crowds of enemies in the blink of an eye. However, any extra blades will be normal Whirly Blades, and not Luminite Feller blades.
Type: Tool
Damage: 100 (Hits 50% faster than other chainsaws)
Axe Power: 175
Knockback: 9 (Very Strong)
Use Time: 24 (Fast)
Mining Speed: 3
Attributes: Has a wider hitbox to hit enemies with, but it can't mine trees directly next to you or inside you.
Velocity: 48 Chainsaw, 30 Blade Projectile
Inflicts Broken Armor and Bleeding (Charged Blade, 100%, 45 seconds)
Rarity:
Rainbow
Sell: 15 Gold
Chromatic Clone Staff
ZDP7yh2.png


Tinkered with the First Prism, 33 Souls of Light, 33 Souls of Night, 33 Stardust Fragments and the last Prism.
A different version of the Su-me-nor Staff from my Power Equipment suggestion.
Upon use, a clone of you is summoned in front of you, in similar position as the clones that appear with the full Titanium Armor set. This clone will replicate every action you do to a T, down to the angle you shoot your gun at. When you summon the clone, it will have the same gear and buffs/debuffs you had when you cloned it, and changing your buffs/gear after summoning it will not affect the clone.
Summoning a clone will halve your health and mana, giving it to your clone. If one of you dies, you will take control of the other clone, who only has 50% HP and Mana.
Now, the thing here is, you can summon up to seven clones, each being color-coded in a rainbow pattern (First one's Red, next one's Orange, then Yellow, Green, Blue, Indigo and Violet). They all stand side-by-side, eventually making a formation of 8 You's. Your HP and Mana keep being split (Both your Max and your current amount), making it harder to keep all your clones alive. Your DAMAGE, however... isn't as massive as you'd think. Each clone lowers your damage by 6%, making the your damage at 7 clones drop to 58%, which COULD lead to a bunch of 1s if you're using the Megashark or the Space Dolphin Machine Gun. Your max HP and Mana (without Lifeforce or Mana-boosting accessories) can be, at 500 HP and 200 Mana, 63 HP and 25 Mana per clone. Besides these downsides, there's nothing really stopping you from going to 8 You's right after respawning, or re-summoning a clone right after it dies. It's just a matter of how many clones you can handle, and how much Health you have to spare.
Clones can't go through blocks; if you group your clones together, they'll slowly move back into position.
There's a lot of things ya gotta take care of when it comes to clones. If I missed anything important, tell me.
Type: Tool
Use Time: 30 (Average)
Tooltip: Creates doppelgangers out of light
Grants Buff: Chromatic Clone
Buff Tooltip: Chromatic clones follow your every movement
Rarity: Purple
Sell:
50
Nada
Selenian Gauntlet
XpSCbfy.png


Crafted with a Fire Gauntlet and a Solar Badge at the Tinkerer's Workshop.
If you weren't expecting this I'm going to be very surprised. If you were expecting the name, I'll also be very surprised.
The Knockback bonus is now +90%, and the Melee Damage and Speed bonuses are now +12%.
The On Fire! infliction is replaced with the Daybreak infliction. And along with infinite melee pierce, Melee weapons now deflect projectiles.
Type: Accessory
Tooltip: Increases melee knockback, 12% increased melee damage and speed
Melee attacks inflict Daybroken, pierce infinitely and deflect projectiles

Inflicts Daybroken
XzvNbn9.png
(3 seconds, 100% chance)
Rarity:
Red
Sell: 12

Corite Shield
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Tinkered with the Trail Blazer and the True Shield of Cthulhu.
Double-tap a direction to dash with 50% more force than the Shield of Cthulhu, summoning 6 miniature Corites that circle around you as you dash. For every enemy you pierce into during your dash (by the way, your dash pierces enemies now), one of your Corites will fly into an enemy, piercing infinitely and traveling to the edge of the screen before despawning. If you miss, the Corites will all launch away from you, finding an enemy to hit like The Horseman's Blade's projectiles, exploding on contact. Your dash also leaves after-images behind that deal damage and inflict Daybroken.
Accessory
Damage: 165 Dash and Corites, 50 After-images
Knockback: 11 Dash and Corites (Extremely Strong), None After-images
Tooltip: Summons Phantasmal Eyes when you dash that fly into enemies you ram into
Double-tap left or right to dash

Inflicts Daybroken
XzvNbn9.png
(After-images, 75% chance, 5 seconds)
Rarity:
Rainbow
Sell: 6

Drakomire Tooth Necklace
nfv7oLG.png


Tinkered with the Selenial Coating and a Shark Tooth Necklace.
Melee weapons are 15% bigger and reflect projectiles instead of destroying them, and they lower enemy Armor/Defense by 17.
Type: Accessory
Tooltip: Melee weapons are now larger and deflect projectiles
Increases armor penetration by 17.

Rarity:
Rainbow
Sell: 51

Diver Scope
AUeIoPb.png


Crafted with a Sniper Scope and a Vortex Badge at the Tinkerer's Workshop.
You could be a Storm Diver with this thing.
Allows you to zoom out 25% farther than the Sniper Scope lets you, shots can inflict Distorted now.
Homing strength is 45% that of the Chlorophyte Bullets.
Accessory / Crafting Material
Tooltip: Increases view range for guns, 10% increased ranged damage and critical strike chance
Ranged attacks inflict Distorted and slightly home in on enemies

Inflicts Distorted (5 seconds, 45% chance)
Debuff Tooltip: Gravity around you is distorted.
Rarity:
Red
Sell: 12 Gold

Brain of Distortion

Tinkered with the Gravity Distorter and the Brain of Confusion.
Enemies that get within 15 blocks of you have a 33% chance of being inflicted with Distorted or Confused (50|50 chance) for 20 seconds. If you get hit, nearby enemies each have a 45% chance, +0.4% per point of damage, of being inflicted with Distorted AND Confused for 9 seconds. Also grants immunity to Distorted and Confused.
Type: Accessory
Tooltip: Distorts gravity for and confuses nearby enemies
Immunity to Distorted and Confused

Rarity:
Rainbow
Sell: 41 Gold
Suckler Cuffs
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Tinkered with Celestial Cuffs and a Nebula Badge.
Increases mana cost by 20%. 1.67% of damage dealt is returned to you as mana.
Restores a lot of mana after taking damage, and deals 500% of that mana as damage to the attacker.

Tooltip: Restores mana when dealing and receiving damage
Magic attacks go through blocks
Extended Pick-up range for hearts and stars

Rarity:
Red
Sell: 5 Gold, 20 Silver

Prime Necklace [Visiting Item]
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Crafted with a Pygmy Necklace and an Avenger Emblem at the Tinkerer's Workshop.
Hey, there's no Avenger accessory for summoners. Why hasn't this been remedied yet?
Basically the Papyrus Scarab, but the damage bonus is only 10%. And no knockback bonus.
That'll ALSO be remedied. Very shortly.
Type: Accessory / Crafting Material
Tooltip: Increases your max number of minions and increases minion damage
Rarity:
Yellow
Sell: 10

Papyrus Twinkle
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Crafted with a Papyrus Scarab and a Stardust Badge at the Tinkerer's Workshop.
You can see exactly where this is going, can't you?
Stat bonuses have not changed.
Accessory / Crafting Material
Tooltip: Minion speed and projectile velocity are doubled, and allows a second Sentry minion.
Increases your max number of minions, and increases minion damage and knockback

Rarity:
Cyan
Sell: 12

Twinkle Necklace
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Crafted with a Prime Necklace and a Papyrus Twinkle at the Tinkerer's Workshop.
I've done it, folks. Feel remedied.
Minion Capacity Bonus is now +2, Sentry Capacity Bonus is +1, and Minion Damage Bonus is now +25%.
Holy :red:

Accessory
Tooltip: Minion speed and projectile velocity are doubled, and allows for a second Sentry minion.
Increases your max number of minions and increases minion damage and knockback

Rarity: Purple
Sell:
16 Gold
True Shield of Cthulhu
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Tinkered with the Moon Lord Ring and the Shield of Cthulhu.
Double-tap a direction to dash with 20% more force than the Shield of Cthulhu, summoning 3 Phantasmal Eyes that rapidly circle around you as you dash. They fly in a straight line at foes you ram into with your dash, and fly forward while still rapidly circling if you miss. The Eyes despawn when they go off-screen. They pierce infinitely.
Accessory / Crafting Material
Damage: 150
Knockback: 10 (Extremely Strong)
Tooltip: Summons Phantasmal Eyes when you dash that fly into enemies you ram into
Double-tap left or right to dash

Rarity:
Rainbow
Sell: 1 Platinum, 30 Silver

Debuffs
Spaced Out
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Inflicted by the Stardust Cloud's projectiles, as well as the Twinkle enemy and minion.
It's like you're in the Matrix, except nobody else is, because ALL your speed—movement, attack, whatever—is chopped to a third, making you look like you're in slow motion.
Immune Enemies:
Moon Lord
Plantera
All Stardust Pillar enemies
Type: Debuff
Effects: -33% Movement speed, attack speed and velocity, slows descent
Tooltip: You're in slow-motion!

Suckled (Replacing Obstructed)
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Inflicted by Sucklers when being suckled, and by players while using the Flask of Suckling.
When players inflict it, they leech 10% of damage dealt to enemies as health.
When Sucklers inflict it, they leech 100% of damage dealt as health.
Also blackens out the screen except for a tiny area around the player.
Immune Enemies:
All (Mini) Bosses and minions
Mechanical enemies
Blazing Wheel and Spike Ball
Worm enemies
Nailhead, Vampire
Flocko
Type: Debuff
Effects: 10%/100% of damage taken is returned to attacker as health
Tooltip: Your life force is being leeched

Unstable
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Inflicted by Star Cells (100% chance, 5 seconds) and by players while using the Flask of Cells.
When inflicted, the inflictee loses 1% HP every second. Multiple inflictions result in stacking the damage up to -3% HP every second (For a player at 500 HP, -15 HP a second). Very useful for enemies like the Ice Golem (-120/
240 HP per second at max damage) or the Mourning Wood (-360/468 HP per second at max damage).
Star Cells inflicted by this are killed instantly.
Immune enemies:
All Bosses
Most Stardust Pillar enemies
Blazing Wheel and Spike Ball
Type: Debuff
Effects: -1% to -3% HP per second (does not affect health regen)
Tooltip: Your cells are destroying themselves

Moonlight
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Inflicted by the Luna Wraith and Luminite Moon.
The red aura appears when the LumiCloud glows red, and green appears when it glows green.
Has two levels; in level one, Red reduces ALL HP healing by 50% (potions, Nurse, regeneration, even health Leech), and Green does the same for Mana.
In level two, Red outright nullifies HP healing, and Green negates Mana recovery.
In Expert Mode, level one instead SUBTRACTS 50% of Red causes Health-granting effects to instead remove HP, including Regeneration and the Nurse. Actually, the Nurse would instantly kill you.
Green does the same for Mana. The lower your Mana is, the faster it drains.
Only applicable to Players
Type: Debuff
Effects: Prevents you from recovering Health and Mana
Causes healing effects to instead harm you
Tooltip: Unaffected by healing
I would NOT recommend healing right now

Custom Dialogue:
Death by Moonlight regen/leech: <Player>'s body gave out.
Death by Potion: <Player> drank a moonlit potion.
Nurse dialogue when inflicted with red Moonlight (Level 2): "I don't think you want my services right now..."
Death by Nurse: <Player> didn't listen.

Dissonance
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Inflicted after Dissonance warping.
Removes invincibility frames after warping, prevents the relocation of an otherwise deadly warp, and lowers teleport distance by 1 block for every second the debuff is inflicted for.
Has no effect on non-player entities.
Type: Debuff
Effects: Removes invincibility frames after warping
Prevents warp relocation
Shortens warp distance by 1 block per second of infliction

Tooltip: The Dissonance Warp is unstable

[7/18/2017] Just got back into this after like a year and a half, so gimme a moment.

  • Finally added the Solarian's inventory, as well as adding the Vortexian.​
  • Minor stat changes on the mini bosses.​
[7/21/2017] Motivation is attempting to leave already. Forcing it to stay for now.
Planning on adding craftable weapons after I add the Starian and his inventory.


  • Added the inventories of the Vortexian and Nebulan.​
  • Added Lunar Flasks to the Solarian's inventory.​
  • New Buff/Debuff section has been added to explain new debuffs in more detail.​
[7/23/2017] Alrighty, the 4 main inventories are done and dusted. Soon comes the Craftables section.
Boy, do I have a lot of items for the Craftables section.



  • Added the Starian's Inventory, including four sweet summoner staffs for each pillar.​
  • Remembered that I gave a new debuff to the StarCloud, and added it to the Debuffs list, also granting the infliction ability to Twinkles.​
[11/22/2017] 4 Months later, oh boy. Still goin' strong, but I forgot *again* to reserve a post, and this first post is gettin' a little full.
I still gotta add the Luminrian's inventory. And that other thing.
Anyways,



  • Added the Luminite Moon (Still working on the attacks)
  • Rebalanced a few stats, and made the Alien Hornet Gun a Magic weapon.
  • Added a few more craftable weapons. Going to be adding a lot more, including some Expert Mode-only ones.
[11/23/2017] I honestly don't know how far I'm going to go with this suggestion.
Probably until there's a bunch of crap available to mess around with post-game.
Which will be a lot of stuff. Bear with me, here.



  • A ton of items have been restricted to Expert Mode.
  • Added the Luminarian's inventory.
  • Added the Galaxy Jewels to the Galaxians' inventories.
[5/19/2019] I've been working on this suggestion for over three years, now.
I need a LIIIIIIIIIIIIFE.
*ahem* Aaaaanyways, I've come back to this, again, and am updating sprites as I rework stuff. The Galaxians have reached their final design, and MAN, am I proud of the sprites.


  • The Solar Cloud, Vortex Cloud and Stardust Cloud bosses have all been renovated, getting new attacks and MUCH beefier health; I've also separated the passive abilities from the attacks, for extra organization. The Nebula Cloud and Luminite Moon renovations are coming soon!
  • The Galaxians themselves have been resprited. They look nice, right? I've also provided them with new badges; they aren't just the Fragment sprites squished down anymore! I mean, what
[V 0.8]​
 
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Kind of interesting, but I have no real idea what this is about other than it's supposed to be post moon lord. (You using caps so often hurts my head)
As I Said, It's WIP. If You Wait Some Time I'll Definitely Add More.
EDIT (8/7/2016) *If you wait some years.
 
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The Nebula cloud looks like a small sperm.

Just gonna.. put that out there...

This is actually really cool! And I love having new NPCs.

I love the new items and the flasks, as well as the sprites and the debuffs! Looking forward to the finished version
 
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It's
I'm working on that today.

:red:, first Planterica, now this. Why do you do this to me, tactic
I literally just made it look like the Fragment.

It's because it has the little tail at the back moving :p

Maybe I have a dirty train of thought
[doublepost=1500750057,1500750034][/doublepost]
 
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ehm... Why a :red: is the end-game wasp gun a ranged weapon? Wich bullets does it fire?
 
Sold for 75 Gold when the Nebularian is present, you have the Stardust Dragon and Cell staffs, and you're near a Brain Suckler Banner.
These minions are VERY helpful. They latch onto the heads of enemies and deal rapid damage, hitting 10 times every second. 10% of the damage they deal will be returned to you as health, which can be extremely helpful during Events, though they can't latch on to (Mini) Bosses, since they're usually too big. They also can't leech health from non-living enemies (So, mechanical enemies), and only one Suckler can be latched on to a single enemy at any time.

Type: Weapon
I just now noticed this thing. STATUES. OP.
 
Not bad idea, but the selling criteria is a bit hard...
Which is the point. As @RR has noticed, this stuff's pretty powerful.
ehm... Why a :red: is the end-game wasp gun a ranged weapon? Wich bullets does it fire?
Forgot to respond to this when it was initially said.
It doesn't use ammo, like the Paintball Gun and the Harpoon.
That said, it might be a little too powerful. I've been considering lowering the damage dealt and making it ignore armor and defense.
As to why I went with Ranged...
I dunno. The Alien Queen's a Vortex Pillar enemy, so I made the gun Ranged. I might swap it out for a different weapon entirely, since I just so happen to have a weapon that I can't fit anywhere else.
 
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H-hey, would you like buy stu- ああ、何を知っている?ただ私のものを買う。(argh, you know what? just buy my stuff.)
Here's an idea for the Solarian. Change the weeb text to some weird custom text.
Regardless, I think this is an interesting idea.
 
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and just to see if something happens when i make first post this thread has seen in 5 months

@drasuzumebachi

It is acceptable to necro post (Where a member posts on an inactive Thread) But there needs to be relevant content that contributes to the Thread topic through that post.

In the future, please ensure if you necro that your post contains content that contributes to the Thread Topic.
 
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Great idea, but...

All these weapons / accessories are overpowered. Double minion capacity? 100% chance to inflict a deadly debuff? Double NPC damage? 3 true eyes of Cthulhu? An NPC with FOUR stardust dragon segments? Imagine combining all these at once.

Even though this is post-moonlord, this is too OP for terraria.
 
Great idea, but...

All these weapons / accessories are overpowered. Double minion capacity? 100% chance to inflict a deadly debuff? Double NPC damage? 3 true eyes of Cthulhu? An NPC with FOUR stardust dragon segments? Imagine combining all these at once.

Even though this is post-moonlord, this is too OP for terraria.
Um, first off, the only Minion things doubled were projectile velocity and movement speed. And the Daybroken debuff is inflicted for a second, which likely won't let you get to the 200 damage-cap.
Double damage wouldn't even be that helpful except for the Galaxians, who likely won't be winning any Pumpkin or Frost Moons for you, anyways (though admittedly that Stardust Dragon is a little much).
And the True Shield of Cthulhu's Phantasmal Eyes are about the size of the Light Pet (something I should have specified; whoops).
Most of the stuff on this thread is intended to give you extra stuff to play with at the end of the game. That, and improve quality of life. The NPCs still may not do much damage, but they should be able to fend enemies off to the point where they won't be dying as much.
 
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