Weapons & Equip Throwin' the Better Gear into Terraria!

Bry

Steampunker
I always liked Throwing as a class, but from what I've heard, my opinion is the unpopular one; the general consensus seems to be "remove Throwing from the game". But unlike them, I think making Throwing a fully-fledged damage type while keeping it distinct enough from Ranged is possible, to the point where I'm going to make an entire freakin' Suggestion dedicated to it. I've tried making things look as nice and readable as possible with the mess of Spoilers that I have, buuuuuut I'm not the best at doing that, so tell me where formatting improvement is needed if you end up commenting, if any.
Oh yeah, uh, feedback would also be sweet. Preferred, really.

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Alright, first thing's first.
Throwing Weapons
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Pre-Hardmode
Throwing Axes
Throwing Axes are special, since they can't break like other Throwables, but they still drop where they land, requiring you to constantly pick 'em back up. They can also burn in lava, so be careful throwing these.
Each Throwing Axe's travel distance increases by 10% per Tier, excluding Tier 5.

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Crafted with 4 Copper/Tin Bars and 1 Wood. Stacks up to 3.
The arc these follow is 15% shorter than that of the Grenade, and the velocity is slightly slower.
Damage: 11/13 (Throwing)
Knockback: 4 (Weak)
Critical Chance: 5%
Use Time: 24/23 (Fast)
Velocity: 5/5.25
Retrieval Chance: 100%
Rarity: White
Sell: 45/68

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Crafted with 4 Iron/Lead Bars and 1 Wood. Stacks up to 3.
Each Tier can hit one more enemy than the last. This is the first Throwing Axe with actual pierce.
Damage: 15/17 (Throwing)
Knockback: 4.75 (Average)
Critical Chance: 5%
Use Time: 22 (Fast)
Velocity: 5.5
Pierce: 1
Retrieval Chance: 100%
Rarity: White
Sell: 1 80/2 70

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Crafted with 4 Silver/Tungsten Bars and 1 Wood. Stacks up to 4.
This Tier, as well as Tier 5 (this is 3), will gain extra stack size, meaning you can have more questions to axe at a time.
Damage: 17/19 (Throwing)
Knockback: 5.5 (Average)
Critical Chance: 5%
Use Time: 21/20 (Fast)
Velocity: 5.75/6
Pierce: 2
Retrieval Chance: 100%
Rarity: White
Sell: 4 50/6 75

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Crafted with 4 Gold/Platinum Bars and 1 Wood. Stacks up to 4.
Second-strongest Pre-Hardmode Throwing Axes.
This babies move noticeably faster than the other Tiers.
Damage: 20/23 (Throwing)
Knockback: 6.25/6.5 (Strong)
Critical Chance: 5%
Use Time: 20/19 (Fast)
Velocity: 8.75/9.25
Pierce: 3
Retrieval Chance: 100%
Rarity: White
Sell: 9/13 50

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Crafted with 4 Demonite/Crimtane Bar. Stacks up to 5.
The strongest of the Pre-Hardmode Throwing Axes.
The Demonite Labrys moves fast and travels far, though I can't say the same for the Crimtane Labrys.
Damage: 37/44 (Throwing)
Knockback: 7 (Strong)/7.5 (Very Strong)
Critical Chance: 5%
Use Time: 20 (Very Fast)/25 (Fast)
Velocity: 8/6
Pierce: 4
Retrieval Chance: 100%
Rarity: Blue
Sell: 13 50

Feather
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These now double as Throwing weapons. I'm surprised this idea didn't hit me three years earlier.
Flies straight, piercing through any and all enemies it comes into contact with. After 17 blocks, though, the feather will start slowly floating down in a similar manner to Super Mario Bros. 3's Super Leaf. In this state, the feather will still deal full damage if it hits another enemy, but will immediately break.
The thing is that the feathers are affected by Wind for the entirety of their lifespan, making precise throwing rather difficult at higher wind speeds.
Damage: 27 (Throwing)
Knockback: 2.7 (Very Weak)
Critical Chance: 4%
Use Time: 17 (Very Fast)
Velocity: 8
Pierce: Infinite, 0 after initial velocity is lost
Retrieval Chance: 30%
Rarity: White
Sell: 10

Meteor Bomb
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Crafted with a Meteorite and a block of Clay.
Explodes on contact with any thing and any time, including with enemies and while in your pockets. Along with the destruction being brought upon you via Meteor Heads, you'll take some pretty hefty damage, along with some third-degree burns. The blast can still hit enemies, and will very likely char whatever just decided to bap you.
Very risky to have these, regardless.
Won't destroy any blocks except Sapphire Ore. If you're wondering, this is an obscure reference. Omit at your discretion, Relogic.
Damage: 76 (Thrown)
Knockback: 6 (Average)
Critical Chance: 11% (22% against yourself)
Use Time: 25 (Fast)
Velocity: 8
Blast Radius: 3 Feet (Yeah, uh, make sure you can still aim)
Retrieval Chance: 0% (Don't wanna blow the whole meteorite on whiffed bombs)
Inflicts: On Fire!
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([65%] chance, 6-24 seconds)

Burning ([35%] chance, 1-3 seconds)
Rarity: Blue
Worthless

Fossil Bone
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Gotten 4% of the time while extractinating Desert Fossils, in quantities of 9-16. Can also be crafted with a Desert Fossil and 30 Bones, making 30 of them.
Sorry to whoever's bone this is, but it's likely getting smashed to dust.
Travels 25% slower than a normal Bone, but arcs 50% less and ricochets off of one enemy.
Damage: 24 (Throwing)
Knockback: 4 (Weak)
Critical Chance: 4%
Use Time: 10 (Very Fast)
Velocity: 6
Ricochets: 1
Retrieval Chance: 10%
Inflicts: Confused (65% chance on the ricochet, 3-5 seconds)
Rarity: White
Worthless

Obsidian Shard
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Crafted with 1 Obsidian at an Anvil. Makes 30.
A makeshift Throwing Knife made from Obsidian. It actually works pretty well.
Heavier, compared to Throwing Knives. Also lava-proof, compared to Throwing Knifes.
Damage: 18 (Throwing)
Knockback: 3.2 (Weak)
Critical Chance: 4%
Use Time: 21 (Fast)
Velocity: 8
Pierce: 3
Retrieval Chance: 12.5%
Rarity: Blue
Worthless

Starfiken
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Crafted with a Coralstone Block; makes 40.
Behaves like a Shuriken, though it has a 20% chance of snagging on an enemy upon hitting them, dealing more damage until its pierce limit is hit.
Damage: 9 (Thrown)
Knockback: 1.66 (Very Weak)
Critical Chance: 2%
Use Time: 19 (Fast)
Velocity: 7
Pierce: 4
Retrieval Chance: 60% (-50% upon getting caught)
Inflicts: Bleeding (Upon getting caught, 3-6 seconds)
Rarity: Green
Worthless

Shark Tooth
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Dropped by Sharks with a 100% chance, 3-6 at a time.
Can be used to craft the Shark Tooth Necklace with 3 Shark Teeth and 4 Chains.
Sinks into the enemy on impact, inflicting Bleeding for 5 seconds.
Multiple teeth can be sunk into an enemy, each granting the debuff 5 more seconds of life. Each tooth will despawn after 4 seconds.
Damage: 23 (Thrown)
Knockback: 3 (Very Weak)
Critical Chance: 4%
Use Time: 20 (Very Fast)
Velocity: 8
Retrieval Chance: 55% (-30% on a hit)
Inflicts: Bleeding
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(100% chance, 5 seconds)

Rarity: Orange
Sell: 20

Flash Seed
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Drops from Jungle flora with a 20% chance, in groups of 1-3.
Explodes in a flash, as one would guess, momentarily dazing enemies and occasionally stunning them completely.
Damage: 30 (Thrown)
Knockback: 0 (None)
Critical Chance: 0%
Use Time: 28 (Average)
Velocity: 6.5
Blast Radius: 5 feet
Retrieval Chance: 0%
Inflicts: Dazed
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([85%] chance, 3-6 seconds)

Stunned ([15%] chance, 1 seconds)
Rarity: Blue
Worthless

Buzz Saw
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Crafted with 12 Iron/Lead Bars and 8 Spikes. Stacks up to 2.
A rather fun weapon to use, this one. Spinning rapidly, this thing cuts right through enemies, causing a lot of gore. It can fly pretty far, too, despite being affected by gravity the millisecond it leaves your hand. If it hits a solid block (no platforms, here), it'll get stuck in it and stop spinning. While still dealing some nasty damage to anybody dumb enough to touch it, you won't be able to pick up until it drops as an item, which is achieved by either waiting 30 seconds or hitting the pierce cap on this thing. Whatever comes first, really.
Damage: 34 (Throwing)
Knockback: 4.5 (Average)
Critical Chance: 7%
Use Time: 23 (Fast)
Velocity: 7.5
Pierce: 10
Retrieval Chance: 100%
Rarity: Green
Sell: 1

Hardmode
Kunai
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Sold by the Merchant upon finding one for the first time. Also, you can find them. In pots. In quantities of 50-100. During Hardmode.
It's a better Throwing Knife!
Haha, just kidding! These things can't pierce for :red: and are kinda heavy. However, they can be thrown incredibly fast, allowing for some pretty good damage against a single target. They also travel pretty quickly.
Damage: 28 (Throwing)
Knockback: 1.4 (Extremely Weak)
Critical Chance: 3%
Use Time: 9 (Very Fast)
Velocity: 13
Retrieval Chance: 50%
Pierce: You wish.
Rarity: Light Red
Buy/Sell: 1 10/22

Sand Shark Teeth
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Dropped by Sand Sharks with a 19.6% chance, dropping 2-5.
The Hardmode Shark Tooth; it flies faster and farther, and arcs a tiny bit less. Sadly, being fossilized, this tooth breaks more easily. At least it causes Bleeding for 25% longer.
All of the Sand Shark Teeth have a bit of Armor Penetration, meaning that they ignore a certain amount of enemy defense (the number I give tells you how much defense is ignored).
Can be used to craft other Sand Sharks' teeth.
Damage: 41 (Throwing)
Knockback: 2.25 (Very Weak)
Critical Chance: 4%
Use Time: 20 (Very Fast)
Velocity: 9
Retrieval Chance: 40%
Armor Penetration: 5
Inflicts: Bleeding
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(100% chance, 6 seconds)

Rarity: Light Red
Sell: 25
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Dropped by Bone Biters with a 19.6% chance, dropping 2-5. Can also be crafted with a Sand Shark Tooth and a Rotten Chunk.
These things are weaker and even more fragile than the Sand Shark's teeth, but they inflict Bleeding for a bit longer.
Damage: 37 (Throwing)
Knockback: 1.5 (Extremely Weak)
Critical Chance: 4%
Use Time: 19 (Very Fast)
Velocity: 10
Retrieval Chance: 28%
Armor Penetration: 4
Inflicts: Bleeding
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(100% chance, 5-8 seconds)

Rarity: Light Red
Sell: 25
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Dropped by Flesh Reavers with a 19.6% chance, dropping 2-5. Can also be crafted with a Sand Shark Tooth and a Vertebrae.
Heavier, and heavier-duty than the Sand Shark Tooth. Does a disproportionately low amount of damage compared to the other teeth, but (kinda) makes up for it by having a 50-50 chance at dealing a second hit immediately after the first one.
Damage: 28 (Throwing)
Armor Penetration: 7
Knockback: 4.25 (Average)
Critical Chance: 4%
Use Time: 23 (Fast)
Velocity: 6.5
Retrieval Chance: 48%
Inflicts: Bleeding
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(100% chance, 7 seconds)

Rarity: Light Red
Sell: 25
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Dropped by Crystal Threshers with a 19.6% chance, dropping 2-5. Can also be crafted with a Sand Shark Tooth and a Crystal Shard.
Kind of the Mario of the teeth, if you know what I'm saying. If you don't, I mean that it's the most well-rounded of the bunch.
Instead of lodging itself into an enemy, it ricochets off of each enemy it hits and sticks a shard
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into them, which inflicts Bleeding for a moment.

Upon hitting a fourth enemy (which will be a feat indeed, seeing how ricocheting weapons like to fly literally everywhere save for the general vicinity of enemies), the crystal will shatter into 6-8 shards which fly off in random directions, which just results in even more blood spilled. Especially if the same enemy takes all the shards, somehow.
Damage: 34 (Throwing)
Armor Penetration: 5
Knockback: 2.75 (Very Weak)
Critical Chance: 4%
Use Time: 20 (Very Fast)
Velocity: 8.25
Retrieval Chance: 33% (-11% for every ricochet)
Ricochets: 3
Inflicts: Bleeding
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(100% chance, 3-5 seconds)

Rarity: Light Red
Sell: 25

Scorpiontail Kunai
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Crafted with a Scorpion Stinger and 100 Kunais. Makes 100, I'd hope.
A very... interesting-looking Kunai. On contact, the stinger bit ruptures, splashing venom in a small radius. This only deals 40% splash damage, because venom≠poison.
Damage: 38 (Throwing)
Knockback: 3.6 (Weak)
Critical Chance: 4%
Use Time: 9 (Very Fast)
Velocity: 11
Retrieval Chance: 0%
Pierce: What, the splash damage isn't enough for you?
Inflicts: Venom
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(100% on a direct hit, 4-6 seconds)

Rarity: Light Red
Sell: 25

Frigid Kunai
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Crafted with a Frost Core and 200 Kunais. Makes 200.
These Kunais can be thrown faster and will travel faster than the normal variety.
Introduces a new debuff that functions similarly to Penetrated, called Frostbite, which slows the target's movement speed by 2% for every Kunai lodged into them. The debuff itself has no timer, but each Frigid Kunai despawns after three seconds, meaning you can only stack so many at a time.
Damage: 30 (Throwing)
Knockback: 2 (Very Weak)
Critical Chance: 3%
Use Time: 8 (Very Fast)
Velocity: 14
Retrieval Chance: 30%
Pierce: Ku-no.
Inflicts: Frostbite (When lodged into enemy)
Rarity: Light Red
Buy/Sell: 72

Ancient Glaive
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Crafted with 12 Adamantium/Titanium Bars, 8 Hellstone Bars, and an Ancient Jade.
Pierces a whopping 12 enemies. After travelling 18 feet, it will fall 8 feet before returning to the player.
Damage: 50 (Melee/Throwing)
Knockback: 7 (Strong)
Critical Strike Chance: 4%
Use Time: 40 (Very Slow)
Velocity: 23
Rarity: Pink
Sell: 5
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Crafted with a Glaive and a Magma Stone.
Still hits 13 enemies, and still travels the (slightly larger) circular path. However, this thing now also gives you a slight advantage when fighting cold-themed/debuffed and mechanical enemies, piercing their defense entirely to deal full damage.
Damage: 50 (Melee/Throwing)
Knockback: 7 (Strong)
Critical Strike Chance: 4%
Use Time: 40 (Very Slow)
Velocity: 23
Rarity: Pink
Sell: 9

Exsmallibur
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Crafted with a Hallowed Bar, making 60 of 'em.
GASP! Look at that tiny Excalibur! It's almost adorable!
The Throwing Knife of Hardmode. Can pierce more enemies, as well as pierce the defense of Corruption and Crimson enemies.
Damage: 34 (Throwing)
Knockback: 2.75 (Very Weak)
Critical Chance: 4%
Use Time: 13 (Very Fast)
Velocity: 12
Pierce: 7
Retrieval Chance: 60% (-7% for every Corruption/Crimson enemy hit)
Rarity: Pink
Sell: 4

Bone Glove Prime
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Crafted with the Bone Glove, 20 Hallowed Bars, 12 Souls of Might and a Mechanical Battery.
The Bone Glove IN ITS PRIME! ON STEROIDS!
This thing lets you toss huge metal "XBones"
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instead of normal ol' bones that can ricochet off of blocks and enemies 7 times before breaking into two separate metal bones that can individually ricochet off of enemies twice before breaking. The smaller bones deal 60% damage.

You can also throw BOMBS with this thing, which turns them into high-powered Prime Bombs that act identically to Skeletron Prime's, exploding on impact with anything and dealing massive damage. They won't destroy blocks.
The Glove itself throws really freakin' fast, and it has a slightly boosted critical strike chance. It retains the chance of not consuming used ammo from before, but only for bones.
Damage: 42 (Throwing)
Knockback: 3.5 (Weak Knockback)
Critical Chance: 7%
Use Time: 10
Velocity: 5
Ricochets (for XBone): 7
Tooltip: Throws reinforced metal bones and high-powered bombs
33% chance to not consume bone
Rarity: Rainbow
Sell: 7

Harpy Feather Fan
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Crafted with a Giant Harpy Feather, 2 Feathers, 4 Gold Bars, an Emerald and 12 Souls of Sight.
The Feather Fan throws three feathers at a time; a big, powerful feather flying straight, and two smaller, weaker feathers flying 35 degrees to either side of the biggun. The small feathers deal 40% less damage and fly 40% slower than the big feather, and behave identically to the Feather item when thrown. The big feather flies straight, as stated earlier, and flies much farther than the normal feathers.
Getting a Critical Hit with this fan will grant the feathers an emerald-green appearance and doubled velocity. On a hit, the feathers cause all enemies in a 3-foot radius to take extreme knockback, though no damage will be dealt to anybody but the main target. A very nice crowd controller, as well as being good for single targets.
Damage: 62 (Throwing)
Knockback: 4.3, 10.75 on a crit (Average)
Critical Chance: 4%
Use Time: 13 (Very Fast)
Velocity: 13
Pierce: Infinite, 0 after initial velocity is lost
Rarity: Pink
Sell: 2

Chloroflash Seed
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Crafted with a Flash Seed and a Chlorophyte Ore.
The explosion radius has been upgraded, and it disorients enemies for longer.
Damage: 74 (Throwing)
Knockback: 0 (None)
Critical Chance: 0%
Use Time: 24 (Fast)
Velocity: 7.75
Blast Radius: 8 feet
Retrieval Chance: 0%
Inflicts: Dazed
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([85%] chance, 5-10 seconds)

Stunned ([15%] chance, 2-3 seconds)
Rarity: Lime
Worthless

Chlorospores
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Crafted with 1 batch of Jungle Spores and a Chlorophyte Ore. Makes 33.
Tosses a Chlorophyte spore cloud out that slowly floats fourteen blocks, piercing every enemy it hits along the way before dissipating.
Damage: 46 (Throwing)
Knockback: 0 (None)
Critical Chance: 6%
Use Time: 21 (Fast)
Velocity: 4
Pierce: Infinite
Retrieval Chance: 0%
Tooltip: Releases a cloud of chlorophyte spores
Rarity: Lime
Worthless

Styngi Ball
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Found in Lihzahrd Chests and Pots instead of other Throwing weapons. The Goblin Tinkerer will also sell them for 4 once you obtain some for the first time, and will begin using them instead of Spiky Balls.
Lasts for 2 minutes, or until it hits 14 times.
Damage: 80 (Throwing)
Knockback: 2 (Very Weak)
Critical Chance: 4%
Use Time: 21 (Fast)
Velocity: 10
Pierce: 13
Rarity: Yellow
Sell: 80

Ninja Star
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Dropped by Bone Lee with a 33.32% chance, dropping 75-150.
This is a straight upgrade to the Shuriken. Pierces through a lot of enemies and flies incredibly far and fast. It also has an increased Critical Strike Chance and the ability to autofire.
Still no Knockback, though.
Damage: 75 (Throwing)
Knockback: 0 (None)
Critical Chance: 9%
Use Time: 10 (Very Fast)
Velocity: 15
Pierce: 17
Retrieval Chance: 50%
Rarity: Yellow
Sell: 3

Lumi Knives
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Crafted with 111 Throwing Knives and 1 Luminite Bar. Makes 111. Both colors show up in the crafting menu when the required materials are in the Player's inventory.
Special post-Celestial Pillar weapons. Both knives have different stats, which will be color-coded. Green homes in on enemies, is unaffected by gravity and inflicts Distorted. Red flies identical to the Magic Dagger, but inflicts Life Steal. The knives bounce off of enemies, but will be destroyed upon hitting a block.
Type: Weapon
Damage: 75 (Throwing)
Knockback: 5 (Average)
Critical Strike Chance: 2%
Use Time: 8 (Insanely Fast)
Velocity: 19
Retrieval Chance: 30%
Grants Buff: Life Drain (Granted when an enemy is inflicted)
Inflicts Debuff: Distorted (35% chance, 4 seconds)/ Life Drain (100% chance, 1 second)
Rarity: Red
Worthless

Lumirang
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Crafted with 4 Luminite Bars. Stacks up to 24.
There's a crap ton of them, but they move rather slowly. They reach 20 blocks, hitting up to 6 enemies before returning, dealing massive damage to crowds.
Can inflicted both Distorted and Life Drain at the same time.
Type: Weapon
Damage: 75 (Melee/Throwing)
Knockback: 5 (Average)
Critical Strike Chance: 2%
Use Time: 10 (Very Fast)
Velocity: 4.5
Grants Buff: Life Drain (Granted when an enemy is inflicted)
Inflicts Debuffs: Distorted (12.5% chance, 4 seconds),
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Life Drain (12.5% chance, 1 second)

Rarity: Red
Sell: 1

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Changed/Dual-Damage Weapon Types
...Yyyyyeah, this is going to cause some contention. My main intention here is to give throwers a few infinite alternates, at the sacrifice of some damage (consumables will usually do a bit more). This idea usually MASSIVELY upsets Boomerang users, but uh, if you want my honest opinion, there are still a decent amount of Melee weapons with reach. Especially since I'm also leaving Yoyos untouched, despite another name for them literally being "Throws" (it's still connected to you).
Full list of Changed/Dual-Damage Weapons
Changed:
All Boomerangs
Shadowflame Knife and Vampire Knives
Darts (Converted to Ranged when used with Dart weapons)
Explosives (They don't even HAVE a type, save for the (Happy) Grenade)
Holy/Unholy/Blood Water
Dual-Damage:
Chain Knife and Chain Guillotines
Daybreak, Magic Dagger and Toxic Flask (All three are fully thrown, but are also infinite)

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Reforging
"For Throwing weapons?"
Why not? The cost would be equal to each individual weapon's sell price times the number of said weapon in the stack. You can reforge a full stack of weapons at a time, giving them all the same modifier. For a stack of Shurikens, let's say, the full cost would be about 30 Silver, which isn't too terribly pricey, especially if weapons were to retain their modifiers after being thrown and picked back up. The only problem with this is that two stacks of the same weapon would not be mergeable if they had different modifiers, which might be murder on your inventory and storage.
Weapon size also affects explosives' radius of effect.
Prefix|Damage|Speed|Critical Chance|Knockback|Velocity|Size|Retrieval Chance|Tier
All Universal Prefixes||||||||
Big|+5%|-|-|-|-|+10%|-|+1
Looming|+8%|-|-|-|-|+22%|-|+2
Little|-6%|-|-|-|-|-14%|-|-1
Miniature|-8%|-|-|-|-|-22%|-|-2
Floaty|-|+12%|-|-5%|-5%|-|-|±0
Weighty|-|-10%|-|+6%|+6%|-|-|±0
Discreet|+10%|-|+4%|+5%|-|-15%|-8%|+2
Impatient|-10%|+15%|-3%|-|+10%|-|-|+1
Relentless*|-|+10%|-|-10%|-|-|+12%|+1
Tough*|-|-|-|+10%|-|-|+8%|+1
Reinforced*|+10%|-|+2%|-|-|+5|+20%|+2
Flimsy|-12%|-|-|-15%|-10%|-|-12%|-2
Volatile|+20%|-|-|+15%|-|-|-10%|+2
Dull|-|-15%|-3%|-|-|-|-|-1
Defective|-15%|-|-5%|-10%|-|-5%|-20%|-2
Fantastic|+15%|+10%|+5%|+10%|+10%|+15%|-|+2
*Cannot be applied to Explosives.

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Throwing Armor
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Aw yeah, more Throwing armor! Half of the sets are new and the other half are pre-existing armors with some sweet new Set Bonuses.
The only downside is that most of the armors are specialized in a specific area, like damage, speed, defense or mobility.
Pre-Hardmode
Ninja Armor (Reworked)
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Well, we all know Ninjas' thing is mobility, so let's work off of that.
Rarity: Blue
Ninja Hood
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2 Defense
15% increased throwing velocity and distance
Sell: 12

Ninja Shirt
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4 Defense
15% increased throwing damage
Sell: 15

Ninja Pants
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3 Defense
8% increased throwing critical strike chance
Sell: 13

Set Bonus: 20% chance to not consume thrown weapon
20% increased movement speed and jump height, and a cool after-image effect when you move

Gladiator Armor (Buffed)
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I have literally no idea why anybody would ever try and get this set besides vanity purposes! Those Javelins do a LOT of freakin' damage when the pointy end's facing you!
Now a very offense-oriented set of Throwing armor.
Rarity: Green
Gladiator Helmet
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3 Defense
7% increased throwing critical strike chance
Sell: 28

Gladiator Breastplate
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5 Defense
17% increased throwing damage and knockback
Sell: 40

Gladiator Leggings
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4 Defense
7% increased movement speed
13% increased throwing critical strike chance
Sell: 32

Set Bonus: Thrown weapons gain 6 armor penetration

Obsidian Armor (Buffed)
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I... well.
Okay this armor doesn't seem that bad. Then again, I'm usually able to completely skip pre-Hardmode Ore armors, and this is just dark purple Gold Armor that you have to really go out of your way for, so, uh...
...iiiiiiiit's Throwing armor now! It's got the look for it, ya know?
Specializes in general mobility.
Rarity: Green
Obsidian Outlaw Hat
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4 Defense
22% increased throwing distance
Sell: 7

Obsidian Longcoat
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5 Defense
18% increased throwing velocity
Sell: 11

Obsidian Pants
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4 Defense
18% increased throwing speed
12% increased movement speed
Sell: 9

Set Bonus: Immunity to fire, 15% lava damage resistance

Fossil Armor (Buffed, thanks to @felis's suggestion)
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Man, all of the Throwing armor kinda sucks.
This armor now lowers your movement speed, but in return pampers you with some pretty nice defensive boosts.
Rarity: Orange
Fossil Helmet
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Now crafted with 20 Sturdy Fossils and 1 Amber.
3 Defense
21% increased throwing velocity
4% decreased movement speed
Sell: 35

Fossil Plate
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Now crafted with 30 Sturdy Fossils and 3 Amber.
6 Defense
21% increased throwing damage
6% decreased movement speed
Sell: 45

Fossil Greaves
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Crafted with 25 Sturdy Fossils and 2 Amber.
4 Defense
14% increased throwing critical strike chance
10% decreased movement speed
Sell: 40

Set Bonus: Armor hardens after taking damage, temporarily increasing defense

Hardmode
Jungle Guardian Armor
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...Okay, I'm a Bloons Tower Defense fan. So sue me.
...Wait :red: no don't, please.
Rarity: Pink
Jungle Guardian Hood
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Crafted with 10 Adamantium/Titanium Bars and 5 Ancient Jades.
7 Defense
16% increased throwing damage
60% increased boomerang distance
Sell: 5

Jungle Guardian Cloak
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Crafted with 20 Adamantium/Titanium Bars and 10 Ancient Jades.
17 Defense
11% increased throwing damage
40% increased boomerang velocity
Sell: 4
Player's shirt can be seen under the cloak. If the Jungle Guardian Hood is not equipped, the Cloak will show the hood hanging down.

Jungle Guardian Boots
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Crafted with 16 Adamantium/Titanium Bars and 8 Ancient Jades.
9 Defense
16% increased movement and throwing speed
Sell: 3

Set Bonus: Boomerangs can pierce 12 enemies and will bounce to other nearby enemies

You know, this armor's name sure becomes ironic once you learn how you get the Ancient Jades required to make this armor.
...
...Oh, you want to learn how you get the Ancient Jades required to make this armor?
Monkeys.
I went with... monkeys. And brown text.
Now for something completely different
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The Monkey is a fun Hardmode enemy which spawns about as often as Giant Tortoises, both overground and underground in the Jungle. It hops from tree to tree, pelting anything that threatens it with Bananarangs and banana peels. The peels in particular suck, since slipping on them leaves you vulnerable for a good second. The good thing is that they can be destroyed in a single hit, and will otherwise despawn in 30 seconds. There can also only be four out at a time per Monkey, so don't worry about there being a carpet of banana under a single Monkey.
When at low health, the Monkey will start jumping towards you, attempting to latch onto your face and turn it into a torn-up, unsightly mess. If it succeeds, you'll be Dazed until after you get it off, which you can do simply by hitting it.
One little trick you can use on these guys is to throw your own Bananarang at them; they'll try and hop to get it, but will instead get decked.
In Expert Mode, Monkeys will spawn with peels already strewn around. The peels themselves will also be indestructible now. Made of solid Titanium/Adamantite.
Damage: 70 contact, 90 Bananarang, 0 banana peels (140, 180, 0 EX)
Health: 325 (650 EX)
Defense: 0
KBR: 13%, 80% when on a tree (20%, 87% EX)
Inflicts: Dazed (When latched onto your face, 5/10 seconds afterwards)
Drops:
1
1-3 0.33%
Monkey Banner
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Every fifty kills


...OH, right, I forgot the actual Jade-dropping Monkey.
The Guardian Monkey.
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I've also forgotten what copyright is, evidently.
A rarer (and cooler) version of the Monkey that has a loooot of tricks hidden in its cloak, which only spawns in the Underground Jungle after the defeat of at least one Mechanical Boss, and spawns anywhere in the Jungle once the Lihzahrd Temple is unlocked.
Smarter than the average Monkey, these fellows can detect players from a much farther distance, and will preemptively throw a few peels around before you get close enough for them to reach you with Bananarangs. They throw three Bananarangs at a time instead of one, in a random 70-degree spread that usually forces you to back off. Don't bother trying to throw your own Bananarangs back, though; they won't bite. They'll throw out any peels whenever they have the chance, though they have the same limitations as the regular ol' Monkey.
When they're low on health, Guardian Monkeys will throw Flash Seeds at you, which pretty much combines the banana peel and face-maul effects into one little bundle of Daze-Stun. They'll also immediately follow up with Bananarangs, which will likely really hurt.
If there are multiple enemies around, Guardian Monkeys will hold up an Ancient Jade, which, while leaving it vulnerable, presents to you just how helpful your Dryad really is. What do I mean by that? Well, this guy can use Nature's Blessing. Which is what I've renamed the Dryad's Blessing to. This time, the roles are reversed; all enemies are buffed, while players (like you) take damage and lose health regeneration.
Same Expert Mode changes as the normal Monkey, along with a few other things.
At any time, if the Guardian Monkey has at least two banana peels lying around, it will throw Flash Seeds at you. When at low health, it will instead throw Chloroflash Seeds (the Hardmode upgrade), which stun for even longer. Nature's Blessing also hurts more, as it does in Expert, and it has a longer radius.
Damage: 78 Contact, 90 Bananarang, 30 Flash Seed (156, 180, 60, 74 Chloroflash Seed EX)
Health: 3,250 (6,500 EX)
Defense: 24
KBR: 37%, 92% when on a tree (44%, 99% EX)
Inflicts: Dazed
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(Flash Seed, [85%] chance, 3
-6 seconds)
(Chloroflash Seed, [85%] chance, 5-10 seconds)
Stunned (Flash Seed, [15%] chance, 1 second)
(Chloroflash Seed, [15%] chance, 2-3 seconds)
Nature's Bane
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(When inside aura)

Drops:
1 65
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1-3 6.67%
3-8
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100%

Monkey Guardian Banner
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Every fifty kills


And then we have the Ancient Jade itself.
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If you need me to spell out the irony here, you have to kill jungle creatures to become a guardian of the jungle. Of course, just wearing it wouldn't make you a guardian, therefore ruining my irony, but then I'd have no irony. And I want my irony.
Used for the Guardian Monkey gear and the Glowy Stone, but can also be used for things a normal Gem would be used for.
Type: Crafting Material
Rarity: Pink
Sell: 52 50
And now that you know how to get the Ancient Jade, let's move on to the next armor set!

Paladin's Armor
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The second of the two Post-Plantera-tier Armors.
I think someone suggested Paladin armor for an All-Class armor once. Forget who did it.
Whoever they were, though, they didn't include Throwing in the set at all, so I sprited up my own Paladin Armor (sprote?) and specifically made it Throwing armor. HAH!
...Anyways, this armor improves most stats, but is much more defense-oriented, granting extra health and damage reduction with the full set, forcing you into a Team Player role in Multiplayer. It ALSO lowers speed, more so than the Fossil Armor.
...This is just Hardmode Fossil Armor.
Rarity: Yellow
Paladin's Helm
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6.66%/10% chance of being dropped by a Paladin.
10 Defense
19% increased throwing damage
27% increased throwing velocity
7% decreased movement speed
Sell: 6

Paladin's Chestpiece
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6.66%/10% chance of being dropped by a Paladin.
24 Defense
11% increased throwing damage
40% increased throwing knockback
13% decreased movement speed
Sell: 10

Paladin's Leggings
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6.66%/10% chance of being dropped by a Paladin.
16 Defense
20% increased throwing speed and critical strike chance
20% decreased movement speed
Sell: 8

Set Bonus: 10% increased maximum health and damage reduction
Allies are granted your protection
Enemies are much more likely to attack you

And because I'm feeling extra-generous right now...
True Paladin Bonus (Replaces Set Bonus, requires you to have the Armor along with the Paladin's Gauntlet and Shield): 10% increased maximum health and damage reduction
Double-tap down to enter a defensive stance with your shield, increasing damage reduction by 50% and knocking back any adjacent enemies. (Knockback: 10 (Extremely Strong). You still knock enemies back after entering the stance, but only with a Knockback of 6 (Average))
Your resolve protects your allies
10% decreased movement speed
Enemies will always attack you

Lumination Armor
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We can have endgame Throwing armor without adding an entirely new Celestial Tower! It's the BEST OF BOTH WOOOOOOORLDS!~
This armor costs a whopping seventy-two Luminite Bars, but hot damn, is it worth it.
Also, whoooaaa, it has left AND right-facing sprites! Look at all that deeeetaaaaaaail!
Rarity: Red
Lumination Helmet
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Crafted with 12 Luminite Bars.
19 Defense
22% increased throwing damage
35% increased throwing distance and velocity
Sell: 20

Lumination Breastplate
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Crafted with 24 Luminite Bars.
24 Defense
33% increased throwing knockback
17% increased throwing damage and critical strike chance
Sell: 30

Lumination Leggings
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Crafted with 18 Luminite Bars.
14 Defense
22% increased movement and throwing speed
15% increased critical strike chance
20% increased durability of thrown weapons
Sell: 25

Set Bonus: Killing enemies charges up Phantasmal Meter; double-tap DOWN/UP to toggle Phantasmagoria
During Phantasmagoria, all enemies and players not in Phantasmagoria are slowed down (by 70%), and Throwing speed, velocity and distance are tripled
The entire screen turns a nice shade of Phantasmal Green during Phantasmagoria

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Accessories
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We've got a bunch of Throwing accessories now! Half of them are craftable, half of them are bought from NPCs.
One of them isn't even a Throwing accessory; it's just something I randomly came up with mid-spriting.
Baseball Glove
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Crafted with 10 Leather, Brown String, and a Honey Bottle at a Loom. The Bottle is returned to you empty.
Increases Throwing velocity by 4, and allows you to catch any and all Throwing weapons you throw that fly back at you, putting them back in your inventory.
Type: Accessory - Crafting Material
Tooltip: Increases throwing velocity and allows the wearer to catch their throwing weapons
Rarity: Green
Sell: 5

Robotic Arm Brace
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Tinkered with 10 Cogs, 25 Wire and 12 Titanium Bars.
Increases throwing attack speed by 33%.
Type: Accessory - Crafting Material
Tooltip: Increases throwing attack speed by 33%
Rarity: Light Red
Sell: 80

Paladin's Gauntlet
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Dropped by the Paladin with a 6.66%/10% chance.
Allows you to throw 50% farther, and also allows thrown weapons to go through blocks until they fall ten blocks under your Depth level.
Decreases movement speed and attack speed by 5%, though.
Type: Accessory
Tooltip: Increases throwing distance, Grants throwing weapons the ability to go through blocks
Decreases movement and attack speed by 5%
Rarity: Yellow
Sell: 8

Bionic Arm

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Crafted with a Baseball Glove, a Robotic Arm Brace, 12 Chlorophyte Bars and an Ancient Jade.
Increases Throwing attack speed by 50% and velocity by 6. Catch any thrown weapons that fly back your way, boosting your next throw's critical strike chance by 10%
Definitely not a reference. Nope. Nuh-uh.
Type: Accessory - Crafting Material
Tooltip: Increases throwing speed, distance and velocity
Allows the wearer to catch thrown weapons; catching weapons boosts the next throw's critical strike chance by 10%
Rarity: Lime
Sell: 5

Turbo Boom Arm
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Crafted with a Bionic Arm, 16 Ectoplasm and 55 Nanites.
Increases Throwing attack speed by 50%, and velocity by 6.
Right-click while holding a Throwing weapon to activate a 10-second Turbo Charge, doubling the accessory's bonuses. Cooldown of 60 seconds.
Allows the catching of projectiles, increasing your next throw's damage AND critical strike chance by 10%. However, you can't catch while Turbo Charged.
Type: Accessory
Tooltip: Increases throwing attack speed by 50% and throwing velocity by 6
Right-click while holding a thrown weapon to Turbo Charge your throwing abilities for 10 seconds
Grants Buff: Turbo Charge
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(10 seconds when activated)

Rarity: Yellow
Sell: 8

Rogue Emblem
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20% chance of being dropped by the Wall of Flesh, the other 80% going to the other 4 Emblems.
Increases Throwing damage by 15%.
Type: Accessory - Crafting Material
Tooltip: 15% increased throwing damage
Rarity: Light Red
Sell: 2

First Prism
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Sold by the Wizard for 25 Gold.
The Last Prism's humble beginnings.
Every thrown projectile is now split into two. The catch is that your throwing damage is lowered by 25%, and both projectiles are thrown 30 degrees higher and lower than where your mouse is.
Theoretically should increase your damage output by 50%, but I wouldn't count on that against a heavily-armored foe.
Type: Accessory - Crafting Material
Tooltip: Lowers throwing damage by 25%
Thrown weapons are split into two
Rarity: Light Red
Sell: 5

Enchanted Boomerang Scabbard
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5% chance of replacing an Enchanted Boomerang in an underground Gold Chest, and is sold by the Skeleton Merchant on a Waxing Gibbous moon in Hardmode. Can be found in a chest pre-Hardmode, making it one of very few Light Red-rarity pre-Hardmode items.
Allows Boomerangs to return to you immediately if they hit an enemy, and grants +8% critical strike chance for Boomerangs.
Type: Accessory - Crafting Material
Tooltip: Boomerangs are instantly returned upon hitting an enemy
Increases critical strike chance for Boomerangs by 8%
Rarity: Light Red
Buy/Sell: 20/4

Ichor Dip
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Dropped by Ichor Stickers with a 1% chance.
"Oh god, what is that?"
Glad I'm not the only one who reacted that way.
This thing allows you to inflict Ichor on enemies with Melee, Ranged AND Throwing weapons. The catch is, every time you attack with this thing equipped, you lose 5% from your chance of inflicting Ichor with that attack, and you can drain that chance all the way to 0%. The chance of infliction will regenerate at a rate of 4% every second, even while attacking.
If you're hit with an Ichor attack, your infliction chance will reset to 100%, and if you're inflicted with Ichor, you'll lose 3% from your infliction chance instead of 5% for the duration of the debuff. Using the Flask of Ichor, however, will simply spread the effect onto Ranged and Throwing weapons.
Type: Accessory - Crafting Material
Tooltip: Inflicts Ichor on enemies with melee, ranged and throwing attacks, Attacking constantly will lower the chance of infliction
Inflicts Debuff: Ichor (Chance varies, 9-12 seconds)
Rarity: Pink
Sell: 2 25

Avenger's Scabbard

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Tinkered with an Enchanted Boomerang Scabbard and an Avenger Emblem.
Allows Boomerangs to return to you immediately if they hit an enemy, increases Boomerang damage by 12%, and grants +8% critical strike chance to, you guessed it, Boomerangs.
Type: Accessory - Crafting Material
Tooltip: Boomerangs are instantly returned upon hitting an enemy
Increases damage and critical strike chance for Boomerangs
Rarity: Pink
Sell: 5

Dipper Scabbard
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Tinkered with an Avenger's Scabbard and the Ichor Dipper.
And now it's transparent. You can see the ichor inside and everything.
Returns boomerangs to you immediately after hitting an enemy. Also allows Boomerangs to inflict Ichor with an initial infliction chance of 100%, which drops by 5% every time you hit an enemy. The chance does regenerate at a rate of 6% per second, regardless of whether you're attacking or not.
Also boosts Boomerang damage and critical strike chance inversely to the Ichor infliction chance. The lower the infliction chance, the higher your damage and critical strike chance, up to +12% damage and +8% critical strike chance. At 100% Ichor chance, your stats are unaffected.
Still has the same effects with Ichor attacks and status ailments.
Type: Accessory - Crafting Material
Tooltip: Boomerangs are instantly returned upon hitting an enemy
Inflicts Ichor on enemies with melee, ranged and throwing attacks
Attacking constantly will lower the chance of inflicting ichor, but raise damage and critical strike chance

Inflicts Debuff: Ichor (Chance varies, 12-15 seconds)
Rarity: Light Purple
Sell: 7 25

Mythical Scabbard
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Tinkered with the Dipper Scabbard and the Hero's Scabbard.
Boomerangs return to you immediately upon impact with anything, and consumable Throwables are returned if they don't hit anything.
Every time you hit an enemy with a Throwing weapon, you'll gain +3% Throwing damage and +2% Throwing Critical Strike chance, maxing out at +24% Throwing damage and +16% Critical Strike chance. Miss, however, and your bonus will become a burden, dropping to -12% Throwing damage and -8% Critical Strike chance.
Also has a chance of inflicting Hero's Curse for 15 seconds, lowering Damage and Defense of enemies by 25. The chance starts at 80%, lowering by 5% every time Hero's Power (the damage and critical strike bonus) goes up, and going up to 100% when you miss.
Type: Accessory
Tooltip: Boomerangs are instantly returned upon hitting anything, and consumable throwing weapons are returned if they miss
Consecutive hits with throwing weapons increase your throwing damage and critical strike chance, but missing will lower them
Attacks inflict Hero's Curse, lowering their damage and defense

Grants Buff: Hero's Power
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(On a hit when the debuff version isn't inflicted, 7 seconds)

Inflicts Debuff: Hero's Curse
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(Chance varies, 15 seconds), Hero's Power
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(Upon missing a projectile when the buff is inflicted, 2 minutes)

Rarity: Lime
Sell: 10

Hero's Scabbard
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(New projectile sprites)

Dropped by Enchanted Swords with a 1% chance.
Grants the Exsmallibur the ability to fly straight as well as 100% Armor Penetration.
The Excalibur gains the ability to fire sword beams, which basically lets you use the True Excalibur early, but the beam is 25% smaller than the normal beam, it does 25% less damage, moves 33% slower and takes thrice as long to charge.
The True Excalibur is granted the ability to Auto-swing, and its sword beams charge up and travel 20% faster, as well as being 25% bigger.
Also returns throwing weapons back to you if they don't hit any enemies and prevents you from bleeding.
Type: Accessory
Tooltip: Powers up the Excalibur and Exsmallibur
Returns missed throwing weapons back to the user and grants immunity to Bleeding
Rarity: Pink
Sell: 5

Glowy Stone
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Crafted with a Shiny Stone, 16 Ancient Jades and 6 Luminite Bars at a Mythril/Orichalcum Anvil.
Grants the accelerating health regeneration of the Shiny Stone when you're standing still, although now it only takes ten seconds to reach the max regen of 40 HP/s instead of (according to the wiki) 34.3 seconds. After standing still for 5 seconds, you'll also begin emitting a Nature's Blessing aura identical to that of the Dryad's, granting the effects to anything nearby.
Tooltip: Very greatly increases life regen when not moving
Standing still for a moment summons the Dryad's blessing
Grants: Nature's Blessing (To players and friendly NPCs while in the aura)
Inflicts: Nature's Bane
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(To enemies while in the aura)

Rarity: Rainbow
Sell: 15

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Miscellaneous
For all your other needs, like buffs and debuffs!
Bleeding (Buffed)
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Different effect when inflicted on enemies, since health regeneration is a foreign concept to them.
Starts off dealing 2 damage per second, but gains +2 DPS every time the target is hit. DPS can be raised to 20, but it'll also lower by 2 every second.
Deals damage in 2s.
Type: Debuff
Effects: 2 DPS, +2 DPS for every hit the target takes, -2 DPS per second. Maximum DPS is 20.
Tooltip: Bleeding out

Penetrated (Buffed)
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Like the new icon?
Along with its stacking Damage over Time effect, every penetrating weapon lowers the target's defense by 1.
Type: Debuff
Effects: -3 HP/s and -1 Defense for every penetrating weapon.
New Tooltip: Your armor has been pierced

Stunned (Ported from Mobile)
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Functions exactly the same as it does on Mobile, though duration is decreased by 80% on (mini-)bosses.
Type: Debuff
Effects: Completely freezes the target in place, even in they're airborne.
Tooltip: Unable to move
Immune enemies:
Anything that's immune to Confused

Harden
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The Fossil Armor's new set bonus. Maybe you've played The Denpa Men 2 and/or 3, and recognize the effect.
Each piece of the Fossil Armor gains +1 Defense every time you get hit (unless what hit you happens to be a Trap), maxing out at +5 per piece and +15 in total.
The buff lasts 5 seconds. The duration is refreshed every time you get hit, but if the buff expires, the entire bonus is lost.
Magic attacks will not trigger Harden.
Type: Buff
Effects: Each piece of the Fossil Armor gains +1 Defense, up to +5 per piece.
Tooltip: Defense is increased by 3/6/9/12/15

Paladin's Protection
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Granted to teammates of a player wearing full Paladin Armor.
Effects: Grants all debuff immunites of the teammate with Paladin Armor and reduces damage taken by 15%, except to those also wearing full Paladin Armor.
Tooltip: Granted debuff immunities of your paladin, and damage taken is reduced by 15%

Paladin's Resolve
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Granted to teammates of a player wearing the full Paladin Set.
Effects: Grants all debuff immunites of your Paladin and redirects other debuffs to them, and reduces damage by 20%. Also grants 25% increased health and mana regeneration. Other players with the full Paladin Set will not be granted the buff, though players that only have the Armor set will still get it.
Tooltip: Debuffs are redirected to your Paladin, damage taken is reduced by 20%, and health and mana regeneration is increased by 25%

Turbo Charge

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Active for 10 seconds when you use alt-fire while holding a Throwing weapon when you have the Turbo Boom Arm. Has to then cool down for a minute.
Type: Buff
Effects: Increases Throwing Attack speed by an extra 50% and Throwing Velocity by an extra 6.
Tooltip: Throw weapons crazy fast

Hero's Power
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The buff is active for 7 seconds when you hit an enemy with a Throwing weapon while having the Mythical Scabbard equipped.
The debuff lasts 2 minutes, or until you nullify it by hitting 4 enemies after being inflicted. Caused by missing a Throwable while Hero's Power is active.
The Hero's Power buff is removed entirely when you unequip the Mythical Scabbard, though the debuff version will linger.
Type: Buff/Debuff
Effects: Boosts Throwing damage by 3% for every consecutive hit (up to 24%), and Throwing Critical Strike chance by 2% (up to 16%)/Lowers Throwing damage by 12% and Throwing Critical Strike chance by 8% until you hit 4 enemies (without missing).
Tooltip: Throwing damage and critical strike chance are boosted by (3-24%) and (2-16%) respectively/Throwing damage and critical strike chance are lowered by (3-12%) and (2-8%) respectively

Hero's Curse

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...yeah, I don't know what to do with the name.
Type: Debuff
Effects: Lowers damage and defense by 25.
Tooltip: Damage and defense reduced by 25

Immune Enemies:
All Dungeon enemies
Enchanted Sword
Darts (I'd love to make these throwing weapons, but their base damage is so small that they'd never be useful, even if just to inflict debuffs)
Fire Throw/Fire Fling (Overdone reference)
Shadowflame (Item)
Glaive (Blatant reference)
Red-Hot Glaive (Tacked-on reference)
Cherry Bomb (Tacked-on reference)
Converting Flails to Throwing (Didn't really think about how flails were used)
Converting Yoyos to Throwing (I think the Boomerangs are enough)
Lihzahrd Guardian Armor (Really freakin' lazy)
Ancient Lumination Armor (Tacked-on)
Shark Teeth Necklaces (Reworked into their own suggestion)

WIP
 
Last edited:
Oh wow! this is neat! a use for the obsidian armor! Also I love the fire glove. The fire imp gets more Mario love. Support!
 
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Oh wow! this is neat! a use for the obsidian armor! Also I love the fire glove. The fire imp gets more Mario love. Support!
Thanks! I Already Have A Lot More Planned, Even Going To The Celestial Towers! `:p
Here, Take This As A Spoiler For Updates To Come!
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Honestly I don't think "Throwing" is ever going to become a class- its really nothing more than a weaker version of ranged.

In fact, literally everything about throwing is already a mechanic in ranged. Fast firing? Guns. Arced throw? Bows. Area damage? Rockets. A combination of those? So many niche ranged weapons I'm not even gonna start.

Although you can achieve infinite ammo with outlaw armor it's balanced out by lack of defense
Its also possible to achieve infinite ammo through a specific ranged setup.
Or just using the endless quiver/pouch.

Really nothing here that isn't already existent in ranged (or in the case of the glove thingy, magic). No support.
 
Honestly I don't think "Throwing" is ever going to become a class- its really nothing more than a weaker version of ranged.

In fact, literally everything about throwing is already a mechanic in ranged. Fast firing? Guns. Arced throw? Bows. Area damage? Rockets. A combination of those? So many niche ranged weapons I'm not even gonna start.


Its also possible to achieve infinite ammo through a specific ranged setup.
Or just using the endless quiver/pouch.

Really nothing here that isn't already existent in ranged (or in the case of the glove thingy, magic). No support.
Well Then.
I Haven't Exactly Finished Though,


BryTheGamer said:
WIP, Need To Take A Break.
 
I like it. :)

Only one thing: Can the Magic Scabbard be crafted with 1 Excalibur and 1 Water Bucket? Because, somebody might accidentally drop their Excalibur into the ocean.

You don't have to take my word for it though, have it the way you want it.
 
I like it. :)

Only one thing: Can the Magic Scabbard be crafted with 1 Excalibur and 1 Water Bucket? Because, somebody might accidentally drop their Excalibur into the ocean.

You don't have to take my word for it though, have it the way you want it.
Wait, What's The Problem With Dropping It Into The Ocean? You'd Likely Have Some Way Of Retrieving It Easy By The Time You Reach Hardmode. `:confused:
 
Wait, What's The Problem With Dropping It Into The Ocean? You'd Likely Have Some Way Of Retrieving It Easy By The Time You Reach Hardmode. `:confused:
I meant someone might accidentally drop their Excalibur into the ocean and it would turn into a Magic Scabbard. That person would be upset.

Sorry for the confusion.
 
I meant someone might accidentally drop their Excalibur into the ocean and it would turn into a Magic Scabbard. That person would be upset.

Sorry for the confusion.
Oh, No, I Meant That It'd Appear In Your Inventory, Not that The Sword Would Be Turned INTO The Scabbard.
 
Obsidian Armor (Buffed)
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This Armor Is Practically Useless, Not Even A Set Bonus.
So... It's Now Throwing Armor! And Here Are The Stats!

It seems much more powerful than current fossile armor, and can be obtained easier.
So, maybe the fossile armor needs a buff too?

Power Glove [VISITING ITEM]

We already have a Power Glove, so it may need to be changed to other name. And triple the damage is overpowered, the grenade has a 60 damage, a tripled one means 180, and consider its 50 damage, when have a 1150 base DPS just after one mech boss (the megashark with musket ball is only 274 DPS, and 750 even for Vortex Beater)

Crafted With A Bro Glove, 10 Souls Of Might, And An Avenger Emblem.

What is the Bro Glove?

Crafted With 1 Chlorophyte Bar. Makes 3.

Crafted With 2 Boom Seeds And 1 Chlorophyte Ore. Makes 1.

Maybe too less as a consumable items, consider the arrow and bullet.

Lumination Knives

Moonerang

They are underpowered, consider their tier, they should deal more DPS than the previous weapons.

A Daybreak deals 600 without the consideration of its Dot damage, they deal 375/214.

Also, they crit chance is even less than the 4% base chance, which is a little strange.

Also, the Obstructed may not be suitable for applying to enemies.
 
It seems much more powerful than current fossile armor, and can be obtained easier.
So, maybe the fossile armor needs a buff too?
Well, I Meant To Add An Extra Item In The Recipe For Each Piece, So Wait While I Remember What That Item Was.
Wait, Actually, I Remember. Hellstone Bars.

We already have a Power Glove, so it may need to be changed to other name. And triple the damage is overpowered, the grenade has a 60 damage, a tripled one means 180, and consider its 50 damage, when have a 1150 base DPS just after one mech boss (the megashark with musket ball is only 274 DPS, and 750 even for Vortex Beater)
Okay, So "Metal Glove" Would Work. (I Was Gonna Say "Mecha Glove", But... You Know. ) And I Should Probably Up The Use Time By A Lot.
What is the Bro Glove?
Er, A Part Of My Suggestion.
Maybe too less as a consumable items, consider the arrow and bullet.
Explosives Are Stronger And Have A Wide Area Explosion. Sorta For Both. I Can Do 1 Boom Seed And 1 Chlorophyte Ore. As For The Powder, It Isn't Affected By Gravity, But I Will Up The Number To 5.
They are underpowered, consider their tier, they should deal more DPS than the previous weapons.

A Daybreak deals 600 without the consideration of its Dot damage, they deal 375/214.

Also, they crit chance is even less than the 4% base chance, which is a little strange.

Also, the Obstructed may not be suitable for applying to enemies.
They Have Low DMG, But Throw Nearly As Fast As A Minishark, If Not As Fast. Enemies Don't Have Invincibility Frames. I Think.
And I Have A Solution For "Obstructed".

God, The Pain Of Responding To A Lot Of Things. Not Mad, It Just Takes Forever. `:p
 
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