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WIP The Galaxians - Lunar Endgame NPCs!

Bry-ccentric

Steampunker


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 just straight-up really abrupt and NEEDS a better form of closure. Or, you know, closure.
"YAAAAAAAY, I killed the final boss!
...Now what?"
Unless the player's next goal is supposed to be "do your best NPC impression", that "what" is "nothing". So I'm gonna go ahead and be that guy (you know, the one who just ignores other people's thoughts on post-Moon Lord things) and suggest Post-Moon Lord things anyways.
Starting off...
Mini-Bosses!
"Expected/10".
Nice job; you guessed what I was gonna suggest. I bet you're enjoying a celebratory cookie.
Throw it out.
Now, these mini-bosses function a little differently than other bosses. I want to make things a little more interesting, so hear me out.
Every Pillar, when defeated post-Moon Lord, teleports you to the Pillar's center and locks the screen in place; the Boss will then spawn out of the destroyed Pillar and begin attacking. The locked camera limits your movement to what you can immediately see; the edges of the screen are treated as solid blocks, much like the bottom of Hell or the top of the Sky. The screen will be unlocked when you die, exit the world, or kill the boss.
It'd kinda be like a boss fight from a 2-D platformer, like Super Mario Bros. or Mega Man. You're going to have a lot less space to dodge, but that doesn't mean extra mobility still wouldn't help (I'd still think about trying something else, though ['cept for maybe the SolCloud]). The bosses are going to be designed around this mechanic, so you don't need to worry about attacks being complete bull:red:.
Do worry about the fact that these mini-bosses won't be any pushovers, though.
The Solar Cloud (SolCloud)


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 Abilities
• Mimicking the Solar Flare armor's set bonus, the Solar Cloud (or SolCloud, for short) has a 3-charge shield that protects it. When the shield appears, it targets the player nearest the SolCloud until it's dispelled, swiveling around it to block the player's attacks; any and all projectiles that hit the shield are destroyed. If a player touches the shield, the shield sacrifices a charge in a medium explosion that deals inequally large damage.
The SolCloud will use shield charges for some attacks, and will downright dispel the shield with others. The shield regenerates a charge every 5 seconds.
In Expert Mode, the shield recharges 20% faster, allowing the shield to fully recharge after 12 seconds. Actually, that's a lie, since now the SolCloud can have up to five charges; the two extra go towards a smaller BACK shield, which makes attacking it a bit more difficult in Multiplayer. Projectiles also bounce off the shield instead of being destroyed, creating an extra hazard for the player.
Attacks
(Special attacks will be marked with a . These are, uh, really powerful, but rarer than the others. They gain a higher chance of being used as the bosses lose health, but still aren't guaranteed to be used.)
• Its main method of attack is a dash that reaches much farther than a Corite's. The SolCloud will grow spikes, after which it will spin rapidly and lunge directly at the player. Each dash uses up a shield charge, and the SolCloud can dash as long as it still has charges, so it can potentially use all of them in one go. (The chance that it'll dash a second time is 75%; every following dash has its chance lowered by 15%). The SolCloud itself can reflect projectiles during the dash, so try not to fire at it until AFTER it's done.
• It stops in its tracks and starts spinning faster (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.
Stats
HP: 69,000 (89,700 EX)
DMG: 85 Contact, 150 Daybreaks, 0 Expansion (100, 150, 0, 0 Solar Flare EX)
DEF: 52
KBR: 100%
Inflicts: Daybroken
(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:
20
100%


Shield Stats
<todo>
HP: Invincible
DMG: 190 Explosion and Contact
DEF: Invincible
KBR: 100%
No drops.

The Vortex Cloud (VorCloud)


This swirling green gas 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
(Wormholes, 100% chance, 1-3 seconds (3 EX))

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

Drops:
20
100%


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

The Nebula Cloud (NebuCloud)


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:
20
100%



The Stardust Cloud (StarCloud)



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
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
(100% chance, 5 seconds)

Drops:
20
100%


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
(100% chance, 5 seconds)

No drops.
Super Cell Stats

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
(Stacks once for every Small Super Cell on you; each stack lasts until the Cell grows or is killed)

No drops.
Stardust Clot Stats

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

The Luminite Moon (LumiCloud)


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)
(For duration of battle; alternates between red and green)

Debuff Tooltip: Unaffected by healing
Immune to literally everything


A recreation of a Werewolf by the LumiCloud.
Returns damage dealt to the LumiCloud as HP. Also leeches Mana equal to 25% of damage received by it.
AI: Fighter
HP: 700 (1,400 EX)
Damage: 140 (280 EX)
DEF: 76
KBR: 90% (98% EX)
Inflicts Debuffs: Bleeding and Broken Armor
Drops absolutely nothing, and is also immune to everything but Shadowflame.


A recreation of a Demon Eye.
AI: Demon Eye
HP: 300 (600 EX)
Damage: 90 (120 EX)
DEF: 45
KBR: 50% (62% EX)
Inflicts Debuffs: Darkness (85% chance, 20 seconds) and Slow (55% chance, 15 seconds)
Drops nothing, immune to everything but Daybroken and Shadowflame.


A recreation of a Wandering Eye.
Changes form at 70% HP, Defense drops to 45, Damage rises to 175 (230 EX) and KBR rises to 87% (99% EX).
AI: Demon Eye
HP: 600 (1,200 EX)
Damage: 135 (190 EX)
DEF: 67
KBR: 80% (92% EX)
Inflicts Debuffs: Blackout (70% chance, first form only, 13 seconds) and Moon Bite (90% chance, second form only, 20 seconds)
Drops nothing, immune to everything but Shadowflame in its first form, immune to everything but Daybroken, Shadowflame, Cursed Inferno and Ichor in its second form.


A recreation of a Wraith.
Isn't transparent, unlike other ghostly enemies. Doesn't require blocks to chase after you.
AI: Hovering
HP: 480 (960 EX)
Damage: 100 (150 EX)
DEF: 32
KBR: 45% (59% EX)
Inflicts Debuffs: Potion Sickness (50/50 chance, 10 seconds, extra inflictions add on 10 seconds), Mana Sickness (50/50 chance, 5 seconds, extra inflictions add on 5 seconds)
Drops nothing, immune to everything except Confused and Ichor.
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 Debuff: Moonlight (Level 2)

Debuff Tooltip: I would NOT recommend healing right now
33
100%


NPCs
Hey, I bet you saw those sprites of people in the DROPS of the Bosses.
I bet you're wondering what the :red: I'm plannin'.


This here is the Solarian, who's an alien creature who's transformed to look human, as all the NPCs here are. He knows little English, and as such, is very bad at it and will be hard to understand. But he sells a few things to you that can help you out, as well as actually help the survival of your other NPCs. He also walks twice as fast as other NPCs.
He defends himself by firing Selenial Blades at enemies and using the blades to deflect projectiles.

No dialogue yet. I suck with dialogue, so I might never get to this.

Solar Badge


Sold for 60 Gold when near a Solar Monolith.
Melee attacks inflict Daybroken for 5 seconds, and increases the stacking maximum on Daybroken up to 750 damage per tick from 200.
Type: Accessory | Crafting Material
Tooltip: Melee attacks inflict Daybreak and pierce infinitely.
Inflicts Debuff: Daybroken
(1 second, 100% chance)

Debuff Tooltip: Being incinerated by solar rays
Rarity: Cyan
Sell: 12

Solar Shine


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 Buff: Solar Powered

Buff Tooltip: Physical abilities are massively improved.
Rarity: Cyan
Sell: 20

Heat Flare


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. Can you swing it back and forth, though?
Yeah, I thought you couldn't.
This baby reaches a whopping 16 blocks, and hits with it summon an Inferno Ring, similar to the Inferno Potion's. This one starts at the flail's size, though, and expands to the size of the potion's ring, then disappears. This ring, unlike the potion's, deals direct damage. Also unlike the potion's ring, it doesn't inflict anything. It's just there for AoE damage.
The ring and flail pierce infinitely, and the ring goes through blocks. The flail does NOT lose momentum, and can swing back and forth forever. If it hits a block, it will still swing back and forth.
Cannot spawn another Inferno Ring until the first one despawns.
Type: Flail
Damage: 115 (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


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


Admittedly a lazy sprite.
Sold for 2 Platinum and 50 Gold.
All Melee weapons now deflect projectiles. Weapon size is also increased by 15%.
Type: Accessory / Crafting Material
Tooltip: Melee weapons are now larger and deflect projectiles
Rarity: Red
Sell: 50

Trail Blazer


Sold for 3 Platinum when the Lunarian is present.
When you perform a dash, orange after-images are created, which linger for 3 seconds, dealing damage and inflicting Daybroken. The after-images deal damage like the Vilethorn. They are affected by dyes.
Your dashes also pierce through enemies now.
Does NOT grant the ability to dash.
Type: Accessory | Crafting Material
Damage: 50
No Knockback
Tooltip: Dashing now pierces enemies and creates after-images that further damage enemies
Inflicts Debuff: Daybroken
(75% chance, 5 seconds)

Rarity: Red
Sell: 60

Flask of Daybreak


Sold for 20 Gold.
Drinking this lets you inflict Daybreak with any Melee weapon.
This is gonna break more than just day.

Type: Potion
Use Time: 16 (Very Fast)
Tooltip: Melee attacks burn enemies with solar energy
Grants Buff: Weapon Imbue: Daybreak
(20 minutes)

Buff Tooltip: Melee attacks burn enemies with solar energy
Rarity: Red
Sell: 4


Flask of Distortion


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.
Type: Potion
Use Time: 16 (Very Fast)
Tooltip: Melee attacks distort gravity around enemies
Grants Buff: Weapon Imbue: Distortion
(20 minutes)

Buff Tooltip: Melee attacks distort gravity around enemies
Rarity: Rainbow
Sell: 4


Flask of Suckling


Sold for 20 Gold when the Nebularian 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".

Type: Potion
Use Time: 16 (Very Fast)
Tooltip: Melee attacks suckle the life from enemies
Grants Buff: Weapon Imbue: Suckling
(20 minutes)

Buff Tooltip: Melee attacks suckle the life from enemies
Rarity: Rainbow
Sell: 4


Flask of Cells


Sold for 20 Gold when the Starian is present.
Drinking this lets you inflict Unstable with any Melee weapon, which is a new debuff that makes the enemy lose 1% HP every second, which can stack up to 3% per second.

Type: Potion
Use Time: 16 (Very Fast)
Tooltip: Melee attacks make enemies unstable
Grants Buff: Weapon Imbue: Unstable
(20 minutes)

Buff Tooltip: Melee attacks make enemies unstable
Rarity: Rainbow
Sell: 4





This is the Vortexian. She sells ranged-themed gear, as you'd expect from Vortex.
She knows English very well, but has trouble with pronunciation. Not like that matters in a game whose dialogue consists solely of text, but still a fact.
She has Featherfall physics, so she'll fall MUCH slowly and jump MUCH higher. In Normal mode, she'll attack using one of the Swirl Blasters she sells; in Expert, she'll use the craftable Diver Rifle to obliterate enemies.

No dialogue yet.

Vortex Badge


Sold for 60 Gold when near a Vortex Monolith.
Every other Critical Hit from a Ranged projectile creates a momentary vortex; these vortexes pull enemies in with moderate force and deal up to four rapid hits, each dealing 50% of the projectile's base damage while ignoring defense and invincibility frames. Additionally, all Ranged projectiles home in on enemies slightly.
Type: Accessory | Crafting Material
Tooltip: Ranged projectiles slightly home in on enemies
Ranged critical hits via ranged projectiles create small, forceful vortexes that pull enemies in
Debuff Tooltip: Gravity around you is distorted.
Rarity: Cyan
Sell: 12

Whirly Leaf


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 Buff: Phased Out

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

Alien Hornet Gun


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
(Stingers only, 5-7 seconds, 100% chance)

Rarity: Rainbow
Sell: 16

Swirl Blaster


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


Sold for 3 Platinum when the Lunarian is present.
Jump height is increased by 60%, +15% for every enemy within 20 blocks of you; those enemies are Distorted until they move far enough away.
Additionally, getting hit spawns a vortex at the point of impact for 5 seconds, which has half the pull the Swirl Blaster does.
Also grants immunity to Distorted.
Type: Accessory | Crafting Material
Tooltip: Grants immunity to Distorted, increases jump height and distorts gravity for enemies around you, further increasing your jump height.
Creates a swirling vortex when hit, which sucks in anything nearby.
Rarity: Red
Sell: 60





And now for the Nebularian. 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.

No dialogue yet.

Nebula Badge


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


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

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

Floaty Beam


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

Space Rifter


Sold for 3 Platinum when the Lunarian 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





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.

No dialogue yet.

Stardust Badge


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


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

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

The Purpose Breaker


Sold for 3 Platinum when the Lunarian is present.
DoT (Damage over Time) debuffs inflicted on enemies now last forever. Can now also inflict enemies with debuffs they were previously immune to.
Type: Accessory
Tooltip: Damaging debuffs inflicted by you now last forever
Enemy debuff immunities are nullified
Rarity: Red
Sell: 60

If you have both the Stardust Cell Staff and the Stardust Dragon Staff...
Sedranian Staff


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

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

Alien Hornet Staff


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

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

Suckler Staff


Sold for 75 Gold when the Nebularian 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

Buff Tooltip: The Brain Suckler will fight for you
Rarity: Red
Sell: 15

Popper Staff


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
(100% chance, 5 seconds)

Rarity: Red
Sell: 15





Last but certainly not least, the Lunarian!
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.


No dialogue yet.

Moon Lord Ring


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


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
(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


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


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 Debuffs: On Fire! (100% chance, 6 seconds) and Daybroken
(20% chance, 6 seconds)

Rarity: Red
Sell: 15
Whirly Blade


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

Diver Rifle


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: 265 (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

Luminite Mincer


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 Debuffs: Broken Armor and Bleeding (Charged Blade, 100%, 45 seconds)
Rarity: Rainbow
Sell: 15
Chromatic Clone Staff


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


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 Debuff: Daybroken
(3 seconds, 100% chance)

Debuff Tooltip: Being incinerated by solar rays
Rarity: Red
Sell: 12

Corite Shield



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.
Type: 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 Debuff: Daybroken
(After-images, 75% chance, 5 seconds)

Rarity: Rainbow
Sell: 6

Drakomire Tooth Necklace


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


Crafted with a Sniper Scope and a Vortex Badge at the Tinkerer's Workshop.
You could be a Storm Diver with this thing.
By the way, the zoom is 20% stronger, and shots can inflict Distorted now.
Homing strength is 45% that of the Chlorophyte Bullets.
Type: 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 Debuff: Distorted (5 seconds, 45% chance)
Debuff Tooltip: Gravity around you is distorted.
Rarity: Red
Sell: 12

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
Suckler Cuffs


Crafted with Celestial Cuffs and a Nebula Badge at the Tinkerer's Workshop.
Not sure if you wanna wear these. Looks like they'll suckle your wrists dry.
Restores mana when enemies hurt you AND when you hurt enemies. Why would you want anything else? Don't forget you have an extended pick-up range for Mana Stars AND Hearts now.
(20% of damage dealt returns to you as Mana)
Type: Accessory
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 20
Prime Necklace [Visiting Item]


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


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.
Type: 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


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:
Type: 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
True Shield of Cthulhu


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.
Type: 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 30

Debuffs
Spaced Out


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)


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


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


Inflicted by the 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


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 Nebularian.​
  • 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 Lunarian'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 Lunarian'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 0.99999999999999]​
 
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Bry-ccentric

Steampunker
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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tacticturtle123

Steampunker
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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RR

Eye of Cthulhu
ehm... Why a :red: is the end-game wasp gun a ranged weapon? Wich bullets does it fire?
 

RR

Eye of Cthulhu
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.
 

Bry-ccentric

Steampunker
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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Redstonetam15

Eater of Worlds
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.
 

Aurora3500

Moderator
Staff member
Moderator
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.
 

LeeTwentyThree™

Official Terrarian
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.
 

Bry-ccentric

Steampunker
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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