CellarDoor96
Terrarian
So I've seen a few other suggestions for the throwing class floating around, but I wanted to try my own hand at expanding out this currently lackluster class. Now, first, a disclaimer: I have never actually played a dedicated thrower character, but I'm pretty familiar with how the game works and I have lots of experience with the other classes, so I like to think I'm pretty qualified to make game design decisions about throwers. But if anyone out there has played a thrower and thinks I've made some horrible, horrible mistake, feel free to let me know.
And another disclaimer, I have no experience whatsoever with sprite art, so if any spriters out there feel like donating some of their time to make some sprites for me, I would be really, really grateful. I didn't include descriptions of what any of the items look like so spriters could have more freedom, but if you want I can tell you how I envision them.
Anyway, throwers. Introduced as their own damage type in 1.3, currently they are the only class with absolutely no hardmode content. Even summoner, when it was introduced in 1.2 with just five items total, had both pre-hardmode and hardmode content. Naturally, with so many possibilities opened up by the addition of throwing damage yet so few of them taken, the fanbase has been clamoring for throwing to be made into a full class ever since it was introduced. The main issue, as I see it, is that throwing has a hard time distinguishing itself from the ranged class, since both are ammo-based, long-range, glass-cannon classes, not to mention many late-game melee weapons behave like throwing weapons but without the ammo problem.
In light of this, I want to lay down a few design philosophies that I've already observed to a limited extent in the existing thrower class, but have expanded on with my suggestions. These are as follows:
-The throwing class uses ammo, but does not share ammo types as the ranged class does. Obviously most throwing weapons are ammo, but with the addition of the Bone Glove the possibility opens up for non-consumable throwing weapons that consume separate ammo, like ranged weapons do. With this in mind, I propose that throwing weapons should be differentiated from ranged weapons in that they consume only one type of ammo each, rather than being able to switch between different ammo types. What this would do is reduce the flexibility of each individual throwing weapon, but allow for more variation between throwing weapons since they can have their own gimmicks instead of depending on ammo types. This would make them different from ranged weapons which are, more or less, dependent on their ammo for any variation besides DPS. Of course there are some exceptions to this on both sides, such as the Pumpkin Moon ranged weapons and my Galactic Power Cells listed below, but I want this to be more of a theme to differentiate ranged and throwing than a hard and fast rule. Also, since I'm defining throwing weapons as using ammo, this means that weapons that do not use ammo are not throwing weapons, even if they're visibly thrown. That means that I won't be changing boomerangs, Daybreak, or Vampire Knives to throwing. The reason for this is that I want to add content rather than rocking the boat too much, that and removing some of those weapons from melee would severely cripple it. Also, all the current throwing weapons follow this trend, so why shouldn't I follow it, too?
-Throwing weapons are slower than ranged weapons, but deal more damage. This is not the case in the very early game where, for instance, the Platinum Bow has a power of 13 + arrow damage and a use time of 24 while the Shuriken has a power of 10 and a use time of 14, but toward the end of pre-hardmode and certainly into hardmode ranged weapons become noticeably more pew-pew while thrown weapons become more wham-bam. Because of this I'm attempting to differentiate thrown weapons by giving them a lot more punch but a slower fire rate, so that they aren't just a clone of the ranger class at endgame.
-And finally, throwers are glass cannons. This is already reflected in the existing thrower armors, but basically throwers should be extremely powerful but have very low survivability, even lower than rangers. I want thrower to be a high-risk, high-reward playstyle that requires lots of dodging but can potentially tear through bosses in seconds.
So, now that we've defined what a thrower is and isn't and how they're different from rangers, let's get to the suggestions part.
First of all, I want to propose one major change to the mechanics of the throwing class:
-Throwing weapons are now affected by melee speed. I mean, logically, if you can swing a sword faster, shouldn't you be able to throw a knife faster, too? With this, throwers would have yet another way to differentiate themselves from rangers, whose weapons' speeds can only be modified by reforges on the weapons themselves (which makes sense, since the player is not shooting the bullets, the weapon is, so any buffs to the player shouldn't affect how fast the weapon shoots). It would also give throwers a way to get an edge speed-wise over the other classes, since unlike them most of their weapons cannot be reforged. Since currently there aren't that many ways to increase melee speed in pre-hardmode, I don't think this change would unbalance the existing thrower content too much, but if you think differently then let me know. All of my suggestions below are made with the assumption that this change has been made.
Now, with that out of the way, here are the items!
Crafting Materials:
Origami Paper (Thanks to samufinland for this idea!)
Bought from the Traveling Merchant for 25 copper each
Stacks up to 99
Basilisk Bone
Dropped by Basilisks with a 33% chance, in stacks of 10-15 (12-20 in expert mode) (replaces current Sturdy Fossil drop)
Stacks up to 999
Lihzahrd Machine Part
Dropped by Lihzahrds and Flying Snakes with a 10% chance, in stacks of 1-3 (2-4 in expert mode)
Stacks up to 99
Galaxy Fragment
Dropped by Galactic Pillar, 12-60 Galaxy Fragments per kill (18-90 in expert mode)
Stacks up to 999
"A million stars burn within this fragment"
The Galactic Pillar is a new, white-colored pillar that sometimes spawns during the Lunar Event. Only four pillars still spawn at a time, but which four spawn is chosen at random. Any four of the five types of fragments can now be used to craft Celestial Sigils and Super Healing Potions, and any three of the fragments can now make either of the other two. The Lunar Hook now adds a white-colored hook to its cycle but still only has 4 hooks at once, and it now requires all five fragments to craft. I don't have any enemy designs for the Galactic Pillar yet, but they will come soon.
Accessories:
Baseball Glove
Bought from the Skeleton Merchant during waxing moon phases for 1 gold
+10% throwing velocity
Thrower Emblem
Dropped by Wall of Flesh
+15% throwing damage
Servo Arm
Bought from the Steampunker at night for 20 gold
+10% melee speed
+15% throwing velocity
Heads-Up Display
Bought from the Cyborg for 15 gold
Right click to zoom out while holding a throwing weapon
Displays throwing weapon trajectory (can be disabled by hiding the accessory slot) (thanks to samufinland for this idea!)
Targeting Computer
Crafted from Avenger Emblem and Heads-Up Display at a Tinkerer's Workbench
+15% throwing critical strike chance
Right click to zoom out while holding a throwing weapon
Displays throwing weapon trajectory (can be disabled by hiding the accessory slot)
Robot Hand
Bought from the Cyborg for 1 platinum after Martian Madness has been defeated
Throws duplicates of your currently equipped throwing item, at no cost, when concentrating fire on one enemy for more than 3 seconds (Does not stack with Robotic Arm or Robotic Backpack; projectiles thrown this way are non-retrievable)
Robotic Arm
Crafted from Servo Arm and Robot Hand at a Tinkerer's Workbench
+9% melee speed
+15% throwing velocity
Throws duplicates of your currently equipped throwing item, at no cost, when concentrating fire on one enemy for more than 3 seconds (Does not stack with Robot Hand or Robotic Backpack; projectiles thrown this way are non-retrievable)
Robotic Backpack
Crafted with Targeting Computer and Robotic Arm at a Tinkerer's Workbench
+12% throwing critical strike chance
+8% melee speed
+12% throwing velocity
Right click to zoom out while holding a throwing weapon
Displays throwing weapon trajectory (can be disabled by hiding the accessory slot)
Throws duplicates of your currently equipped throwing item, at no cost, when concentrating fire on one enemy for more than 3 seconds (Does not stack with Robot Hand or Robotic Arm; projectiles thrown this way are non-retrievable)
Galaxy Wings
Crafted with 14 Galaxy Fragments and 10 Luminite Bars
3.33 seconds of flight time, +150% horizontal movement speed, and 165 tiles of ascent
Buff Furniture:
Pitching Machine
Bought from the Skeleton Merchant during a new moon for 15 gold
Right click for Batter Up! buff, which lasts for 10 minutes and grants +10% throwing velocity and 15% chance not to consume thrown items
Armors:
Basilisk Armor
Basilisk Headgear
Crafted with 40 Basilisk Bones
6 defense
+25% throwing velocity
Basilisk Mail
Crafted with 50 Basilisk Bones
7 defense
+30% throwing damage
+5% melee damage
Basilisk Leggings
Crafted with 45 Basilisk Bones
6 defense
+20% throwing critical strike chance
Set bonus: 50% chance not to consume thrown item
Lihzahrd Armor
Lihzahrd Mask
Crafted with 12 Lihzahrd Machine Parts and 12 Chlorophyte Bars
8 defense
+30% throwing velocity
60% chance not to consume thrown item
Lihzahrd Vest
Crafted with 24 Lihzahrd Machine Parts and 24 Chlorophyte Bars
12 defense
+40% throwing damage
+15% melee speed
Lihzahrd Pants
Crafted with 18 Lihzahrd Machine Parts and 18 Chlorophyte Bars
10 defense
+25% throwing critical strike chance
+10% movement speed
Set bonus: Thrown items will turn once to hit an enemy, like Chlorophyte bullets
Galactic Armor
Galactic Helmet
Crafted with 10 Galaxy Fragments and 8 Luminite Bars
10 defense
+35% throwing velocity
75% chance not to consume thrown item
Galactic Breastplate
Crafted with 20 Galaxy Fragments and 16 Luminite Bars
14 defense
+50% throwing damage
+25% melee speed
Galactic Leggings
Crafted with 15 Galaxy Fragments and 12 Luminite Bars
12 defense
+30% throwing critical strike chance
+15% movement speed
Set bonus: Each time a throwing weapon hits an enemy, it will summon a small galaxy from the sky that homes and deals 100 static damage
Weapons:
Unless stated otherwise, all consumable weapons are retrievable with a 50% chance.
Thanks to samufinland for the Sling, Bouncy Ball, and paper airplane ideas!
Sling
Crafted from 5 Wood and 3 Cobweb
8 throwing damage
22 use time
5 velocity
Affected by gravity after 5 blocks
Consumes Acorns
Bouncy Ball
Crafted from 1 Pink Gel (makes 15 Bouncy Balls)
Stacks up to 99
7 throwing damage
20 use time
7 velocity
Affected by gravity after 10 blocks
Bounces and pierces an infinite number of times for 8 seconds
Paper Dart Plane
Crafted from 1 Origami Paper (makes 1 Paper Dart Plane)
Stacks up to 99
10 throwing damage
19 use time
6 velocity
Affected by gravity after 14 blocks
Pierces up to 4 enemies
Gains +2 velocity if flying with the wind and loses 2 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Paper Stealth Plane
Crafted from 1 Origami Paper (makes 1 Paper Stealth Plane)
Stacks up to 99
9 throwing damage
19 use time
5.5 velocity
Affected by gravity after 14 blocks
Base critical strike chance is 24%
Gains +2 velocity if flying with the wind and loses 2 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Paper Ring Plane
Crafted from 1 Origami Paper (makes 1 Paper Ring Plane)
Stacks up to 99
10 throwing damage
19 use time
5.5 velocity
Affected by gravity after 14 blocks
Has insane knockback
Gains +4 velocity if flying with the wind and loses 4 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Paper Helicopter
Crafted from 1 Origami Paper (makes 1 Paper Helicopter)
Stacks up to 99
9 throwing damage
19 use time
6 velocity
Affected by gravity after 14 blocks (if it doesn't home on an enemy)
Homes in on enemies
Gains +2 velocity if flying with the wind and loses 2 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Baseball
Bought from the Skeleton Merchant during waxing moon phases for 1 silver each
Stacks up to 99
13 throwing damage
14 use time
7 velocity
Affected by gravity after 22 blocks (unless deflected)
Can be deflected by Baseball Bat, and when deflected deals double damage and inflicts On Fire! for 5-6 seconds
Retrievable with a 100% chance if not deflected, but if deflected is not retrievable; not affected by ammo conservation bonuses
Baseball Bat
Bought from the Skeleton Merchant during waxing moon phases for 5 gold
14 melee damage
23 use time
Can deflect Baseballs, doubling their damage and setting them on fire
Steam-Powered Glove
Dropped by Wall of Flesh
10 throwing damage
15 use time
1.5 velocity
Affected by gravity after 28 blocks
Consumes Clockwork Knives
Clockwork Knife
Bought from the Merchant and Steampunker during hardmode for 25 copper each
Stacks up to 999
21 throwing damage
16 use time
8.5 velocity
Affected by gravity after 28 blocks
Turns once to hit an enemy, like Chlorophyte Bullets
Can be used as ammo for the Steam-Powered Glove
Mirror Discus
Crafted with 1 Basilisk Bone and 1 Glass Block (makes 25 Mirror Discuses)
Stacks up to 999
33 throwing damage
18 use time
8.5 velocity
Affected by gravity after 20 blocks
Has a 5% chance to inflict Stoned for 1-2 seconds
Greek Fireball
Crafted with 1 Soul of Light and 1 Cursed Flame (makes 25 Greek Fireballs)
Stacks up to 999
35 throwing damage
20 use time
10 velocity
Affected by gravity after 12 blocks
Inflicts Cursed Inferno for 5-6 seconds
Not retrievable
Ichor Bomb
Crafted with 1 Soul of Night and 1 Ichor (makes 25 Ichor Bombs)
Stacks up to 999
40 throwing damage
32 use time
6.5 velocity
Affected by gravity after 5 blocks
Explodes into a shower of ichor and inflicts Ichor for 10 seconds
Not retrievable
Mistletoe Javelin
Crafted with 1 Hallowed Bar and 1 Soul of Fright (makes 50 Mistletoe Javelins)
Stacks up to 999
60 throwing damage
21 use time
11.5 velocity
Affected by gravity after 36 blocks
Inflicts Achilles Heel for 10 seconds (Achilles Heel is a unique debuff that increases the critical strike chance of all attacks to land on the affected enemy by 20%)
Bat Chakram
Crafted with 1 Broken Bat Wing (makes 150 Bat Chakrams)
Stacks up to 999
52 throwing damage
16 use time
13 velocity
Affected by gravity after 65 blocks
Base critical strike chance is 10%
Bounces or pierces up to three times
Flower Discus
Bought from the Dryad after Plantera has been defeated for 1 silver 10 copper each
Stacks up to 999
66 throwing damage
17 use time
10.5 velocity
Affected by gravity after 52 blocks
Inflicts Poisoned for 8-10 seconds
Lihzahrd Spike Ball
Crafted with 1 Lihzahrd Machine Part (makes 100 Lihzahrd Spike Balls)
Stacks up to 999
45 throwing damage
14 use time
7 velocity
Affected by gravity after 14 blocks
Bounces around for 10 seconds, dealing piercing damage to enemies on contact
Can be used as ammo for the Lihzahrd Claw
Lihzahrd Claw
Dropped by Lihzahrds with a 0.5% chance
20 throwing damage
14 use time
2.5 velocity
Affected by gravity after 24 blocks
Consumes Lihzahrd Spike Ball
Throws Lihzahrd Spike Balls with greater velocity
"It could really use a manicure."
Blessed Bone
Dropped by post-Plantera dungeon enemies, except for the Paladin and Dungeon Spirit, with a 10% chance and in stacks of 12-15 (15-20 in expert mode)
Stacks up to 999
56 throwing damage
14 use time
8.5 velocity
Affected by gravity after 56 blocks
Deals 50% more damage against undead enemies such as skeletons and zombies
Can be used as ammo for the Bone Glove
Electrified Bola
Dropped by Martian Madness enemies, except for the Martian Saucer, with a 10% chance and in stacks of 15-20
Stacks up to 999
95 throwing damage
14 use time
11 velocity
Affected by gravity after 61 blocks
Inflicts Electrified for 2-3 seconds
Bubble Bomb
Bought from Party Girl after Duke Fishron has been defeated for 5 silver each
Stacks up to 999
70 throwing damage
29 use time
8 velocity
Affected by gravity after 17 blocks
Explodes into 4-6 damaging, non-piercing bubbles
Not retrievable
Bauble Bomb
Dropped by Present Mimics with a 100% chance, in stacks of 20-40
Stacks up to 99
250 throwing damage
40 use time
6 velocity
Affected by gravity after 6 blocks
Explodes after 3 seconds or upon hitting an enemy
Not retrievable
Galactic Power Cell
Crafted with 1 Galaxy Fragment (makes 111 Galactic Power Cells)
Stacks up to 999
Serves as ammunition for endgame thrown weapons
Not retrievable
"Enough to power a galaxy!"
Galactic Arm
Crafted with 18 Galaxy Fragments
150 throwing damage
12 use time
10.5 velocity
Not affected by gravity
Consumes Galactic Power Cell
Throws a galaxy that homes in on enemies
"My arm is the arm... that creates the heavens!"
Big Banger
Crafted with 18 Galaxy Fragments
250 throwing damage
21 use time
8 velocity
Affected by gravity after 12 blocks
Consumes Galactic Power Cell
Throws a singularity that explodes into piercing galaxies
Death Moon
Dropped by Moon Lord
320 throwing damage
18 use time
8.5 velocity
Affected by gravity after 9 blocks
Consumes Galactic Power Cell
Tosses a miniature, spheroid space station that explodes on impact into a horizontal, 30-block-wide shockwave
"Great shot kid! That was one in a million!"
Monster Containment Capsule
Dropped by Moon Lord
80 throwing damage
12 use time
11.5 velocity
Affected by gravity after 55 blocks
Consumes Galactic Power Cell
Throws a small red-and-white capsule that explodes into a random Terraria boss, which will attack enemies for about 1 second before despawning
"Gotta encapsulate 'em all!"
Each boss summoned by the Monster Containment Capsule has a different chance of occurring and its own base damage. The bosses it can summon are as follows:
King Slime: 12% chance, 80 damage
Eye of Cthulhu: 12% chance, 90 damage
Eater of Worlds: 10% chance, 90 damage
Brain of Cthulhu: 10% chance, 95 damage
Queen Bee: 9% chance, 95 damage
Skeletron: 9% chance, 100 damage
The Destroyer: 7% chance, 110 damage
The Twins: 7% chance, 110 damage
Skeletron Prime: 7% chance, 110 damage
Plantera: 5% chance, 120 damage
Golem: 5% chance, 120 damage
Duke Fishron: 3% chance, 150 damage
Lunatic Cultist: 3% chance, 150 damage
Moon Lord: 1% chance, 200 damage
And another disclaimer, I have no experience whatsoever with sprite art, so if any spriters out there feel like donating some of their time to make some sprites for me, I would be really, really grateful. I didn't include descriptions of what any of the items look like so spriters could have more freedom, but if you want I can tell you how I envision them.
Anyway, throwers. Introduced as their own damage type in 1.3, currently they are the only class with absolutely no hardmode content. Even summoner, when it was introduced in 1.2 with just five items total, had both pre-hardmode and hardmode content. Naturally, with so many possibilities opened up by the addition of throwing damage yet so few of them taken, the fanbase has been clamoring for throwing to be made into a full class ever since it was introduced. The main issue, as I see it, is that throwing has a hard time distinguishing itself from the ranged class, since both are ammo-based, long-range, glass-cannon classes, not to mention many late-game melee weapons behave like throwing weapons but without the ammo problem.
In light of this, I want to lay down a few design philosophies that I've already observed to a limited extent in the existing thrower class, but have expanded on with my suggestions. These are as follows:
-The throwing class uses ammo, but does not share ammo types as the ranged class does. Obviously most throwing weapons are ammo, but with the addition of the Bone Glove the possibility opens up for non-consumable throwing weapons that consume separate ammo, like ranged weapons do. With this in mind, I propose that throwing weapons should be differentiated from ranged weapons in that they consume only one type of ammo each, rather than being able to switch between different ammo types. What this would do is reduce the flexibility of each individual throwing weapon, but allow for more variation between throwing weapons since they can have their own gimmicks instead of depending on ammo types. This would make them different from ranged weapons which are, more or less, dependent on their ammo for any variation besides DPS. Of course there are some exceptions to this on both sides, such as the Pumpkin Moon ranged weapons and my Galactic Power Cells listed below, but I want this to be more of a theme to differentiate ranged and throwing than a hard and fast rule. Also, since I'm defining throwing weapons as using ammo, this means that weapons that do not use ammo are not throwing weapons, even if they're visibly thrown. That means that I won't be changing boomerangs, Daybreak, or Vampire Knives to throwing. The reason for this is that I want to add content rather than rocking the boat too much, that and removing some of those weapons from melee would severely cripple it. Also, all the current throwing weapons follow this trend, so why shouldn't I follow it, too?
-Throwing weapons are slower than ranged weapons, but deal more damage. This is not the case in the very early game where, for instance, the Platinum Bow has a power of 13 + arrow damage and a use time of 24 while the Shuriken has a power of 10 and a use time of 14, but toward the end of pre-hardmode and certainly into hardmode ranged weapons become noticeably more pew-pew while thrown weapons become more wham-bam. Because of this I'm attempting to differentiate thrown weapons by giving them a lot more punch but a slower fire rate, so that they aren't just a clone of the ranger class at endgame.
-And finally, throwers are glass cannons. This is already reflected in the existing thrower armors, but basically throwers should be extremely powerful but have very low survivability, even lower than rangers. I want thrower to be a high-risk, high-reward playstyle that requires lots of dodging but can potentially tear through bosses in seconds.
So, now that we've defined what a thrower is and isn't and how they're different from rangers, let's get to the suggestions part.
First of all, I want to propose one major change to the mechanics of the throwing class:
-Throwing weapons are now affected by melee speed. I mean, logically, if you can swing a sword faster, shouldn't you be able to throw a knife faster, too? With this, throwers would have yet another way to differentiate themselves from rangers, whose weapons' speeds can only be modified by reforges on the weapons themselves (which makes sense, since the player is not shooting the bullets, the weapon is, so any buffs to the player shouldn't affect how fast the weapon shoots). It would also give throwers a way to get an edge speed-wise over the other classes, since unlike them most of their weapons cannot be reforged. Since currently there aren't that many ways to increase melee speed in pre-hardmode, I don't think this change would unbalance the existing thrower content too much, but if you think differently then let me know. All of my suggestions below are made with the assumption that this change has been made.
Now, with that out of the way, here are the items!
Crafting Materials:
Origami Paper (Thanks to samufinland for this idea!)
Bought from the Traveling Merchant for 25 copper each
Stacks up to 99
Basilisk Bone
Dropped by Basilisks with a 33% chance, in stacks of 10-15 (12-20 in expert mode) (replaces current Sturdy Fossil drop)
Stacks up to 999
Lihzahrd Machine Part
Dropped by Lihzahrds and Flying Snakes with a 10% chance, in stacks of 1-3 (2-4 in expert mode)
Stacks up to 99
Galaxy Fragment
Dropped by Galactic Pillar, 12-60 Galaxy Fragments per kill (18-90 in expert mode)
Stacks up to 999
"A million stars burn within this fragment"
The Galactic Pillar is a new, white-colored pillar that sometimes spawns during the Lunar Event. Only four pillars still spawn at a time, but which four spawn is chosen at random. Any four of the five types of fragments can now be used to craft Celestial Sigils and Super Healing Potions, and any three of the fragments can now make either of the other two. The Lunar Hook now adds a white-colored hook to its cycle but still only has 4 hooks at once, and it now requires all five fragments to craft. I don't have any enemy designs for the Galactic Pillar yet, but they will come soon.
Accessories:
Baseball Glove
Bought from the Skeleton Merchant during waxing moon phases for 1 gold
+10% throwing velocity
Thrower Emblem
Dropped by Wall of Flesh
+15% throwing damage
Servo Arm
Bought from the Steampunker at night for 20 gold
+10% melee speed
+15% throwing velocity
Heads-Up Display
Bought from the Cyborg for 15 gold
Right click to zoom out while holding a throwing weapon
Displays throwing weapon trajectory (can be disabled by hiding the accessory slot) (thanks to samufinland for this idea!)
Targeting Computer
Crafted from Avenger Emblem and Heads-Up Display at a Tinkerer's Workbench
+15% throwing critical strike chance
Right click to zoom out while holding a throwing weapon
Displays throwing weapon trajectory (can be disabled by hiding the accessory slot)
Robot Hand
Bought from the Cyborg for 1 platinum after Martian Madness has been defeated
Throws duplicates of your currently equipped throwing item, at no cost, when concentrating fire on one enemy for more than 3 seconds (Does not stack with Robotic Arm or Robotic Backpack; projectiles thrown this way are non-retrievable)
Robotic Arm
Crafted from Servo Arm and Robot Hand at a Tinkerer's Workbench
+9% melee speed
+15% throwing velocity
Throws duplicates of your currently equipped throwing item, at no cost, when concentrating fire on one enemy for more than 3 seconds (Does not stack with Robot Hand or Robotic Backpack; projectiles thrown this way are non-retrievable)
Robotic Backpack
Crafted with Targeting Computer and Robotic Arm at a Tinkerer's Workbench
+12% throwing critical strike chance
+8% melee speed
+12% throwing velocity
Right click to zoom out while holding a throwing weapon
Displays throwing weapon trajectory (can be disabled by hiding the accessory slot)
Throws duplicates of your currently equipped throwing item, at no cost, when concentrating fire on one enemy for more than 3 seconds (Does not stack with Robot Hand or Robotic Arm; projectiles thrown this way are non-retrievable)
Galaxy Wings
Crafted with 14 Galaxy Fragments and 10 Luminite Bars
3.33 seconds of flight time, +150% horizontal movement speed, and 165 tiles of ascent
Buff Furniture:
Pitching Machine
Bought from the Skeleton Merchant during a new moon for 15 gold
Right click for Batter Up! buff, which lasts for 10 minutes and grants +10% throwing velocity and 15% chance not to consume thrown items
Armors:
Basilisk Armor
Basilisk Headgear
Crafted with 40 Basilisk Bones
6 defense
+25% throwing velocity
Basilisk Mail
Crafted with 50 Basilisk Bones
7 defense
+30% throwing damage
+5% melee damage
Basilisk Leggings
Crafted with 45 Basilisk Bones
6 defense
+20% throwing critical strike chance
Set bonus: 50% chance not to consume thrown item
Lihzahrd Armor
Lihzahrd Mask
Crafted with 12 Lihzahrd Machine Parts and 12 Chlorophyte Bars
8 defense
+30% throwing velocity
60% chance not to consume thrown item
Lihzahrd Vest
Crafted with 24 Lihzahrd Machine Parts and 24 Chlorophyte Bars
12 defense
+40% throwing damage
+15% melee speed
Lihzahrd Pants
Crafted with 18 Lihzahrd Machine Parts and 18 Chlorophyte Bars
10 defense
+25% throwing critical strike chance
+10% movement speed
Set bonus: Thrown items will turn once to hit an enemy, like Chlorophyte bullets
Galactic Armor
Galactic Helmet
Crafted with 10 Galaxy Fragments and 8 Luminite Bars
10 defense
+35% throwing velocity
75% chance not to consume thrown item
Galactic Breastplate
Crafted with 20 Galaxy Fragments and 16 Luminite Bars
14 defense
+50% throwing damage
+25% melee speed
Galactic Leggings
Crafted with 15 Galaxy Fragments and 12 Luminite Bars
12 defense
+30% throwing critical strike chance
+15% movement speed
Set bonus: Each time a throwing weapon hits an enemy, it will summon a small galaxy from the sky that homes and deals 100 static damage
Weapons:
Unless stated otherwise, all consumable weapons are retrievable with a 50% chance.
Thanks to samufinland for the Sling, Bouncy Ball, and paper airplane ideas!
Sling
Crafted from 5 Wood and 3 Cobweb
8 throwing damage
22 use time
5 velocity
Affected by gravity after 5 blocks
Consumes Acorns
Bouncy Ball
Crafted from 1 Pink Gel (makes 15 Bouncy Balls)
Stacks up to 99
7 throwing damage
20 use time
7 velocity
Affected by gravity after 10 blocks
Bounces and pierces an infinite number of times for 8 seconds
Paper Dart Plane
Crafted from 1 Origami Paper (makes 1 Paper Dart Plane)
Stacks up to 99
10 throwing damage
19 use time
6 velocity
Affected by gravity after 14 blocks
Pierces up to 4 enemies
Gains +2 velocity if flying with the wind and loses 2 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Paper Stealth Plane
Crafted from 1 Origami Paper (makes 1 Paper Stealth Plane)
Stacks up to 99
9 throwing damage
19 use time
5.5 velocity
Affected by gravity after 14 blocks
Base critical strike chance is 24%
Gains +2 velocity if flying with the wind and loses 2 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Paper Ring Plane
Crafted from 1 Origami Paper (makes 1 Paper Ring Plane)
Stacks up to 99
10 throwing damage
19 use time
5.5 velocity
Affected by gravity after 14 blocks
Has insane knockback
Gains +4 velocity if flying with the wind and loses 4 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Paper Helicopter
Crafted from 1 Origami Paper (makes 1 Paper Helicopter)
Stacks up to 99
9 throwing damage
19 use time
6 velocity
Affected by gravity after 14 blocks (if it doesn't home on an enemy)
Homes in on enemies
Gains +2 velocity if flying with the wind and loses 2 velocity if flying against the wind
Is not itself retrievable, but drops Origami Paper instead 100% of the time; not affected by ammo conservation bonuses
Baseball
Bought from the Skeleton Merchant during waxing moon phases for 1 silver each
Stacks up to 99
13 throwing damage
14 use time
7 velocity
Affected by gravity after 22 blocks (unless deflected)
Can be deflected by Baseball Bat, and when deflected deals double damage and inflicts On Fire! for 5-6 seconds
Retrievable with a 100% chance if not deflected, but if deflected is not retrievable; not affected by ammo conservation bonuses
Baseball Bat
Bought from the Skeleton Merchant during waxing moon phases for 5 gold
14 melee damage
23 use time
Can deflect Baseballs, doubling their damage and setting them on fire
Steam-Powered Glove
Dropped by Wall of Flesh
10 throwing damage
15 use time
1.5 velocity
Affected by gravity after 28 blocks
Consumes Clockwork Knives
Clockwork Knife
Bought from the Merchant and Steampunker during hardmode for 25 copper each
Stacks up to 999
21 throwing damage
16 use time
8.5 velocity
Affected by gravity after 28 blocks
Turns once to hit an enemy, like Chlorophyte Bullets
Can be used as ammo for the Steam-Powered Glove
Mirror Discus
Crafted with 1 Basilisk Bone and 1 Glass Block (makes 25 Mirror Discuses)
Stacks up to 999
33 throwing damage
18 use time
8.5 velocity
Affected by gravity after 20 blocks
Has a 5% chance to inflict Stoned for 1-2 seconds
Greek Fireball
Crafted with 1 Soul of Light and 1 Cursed Flame (makes 25 Greek Fireballs)
Stacks up to 999
35 throwing damage
20 use time
10 velocity
Affected by gravity after 12 blocks
Inflicts Cursed Inferno for 5-6 seconds
Not retrievable
Ichor Bomb
Crafted with 1 Soul of Night and 1 Ichor (makes 25 Ichor Bombs)
Stacks up to 999
40 throwing damage
32 use time
6.5 velocity
Affected by gravity after 5 blocks
Explodes into a shower of ichor and inflicts Ichor for 10 seconds
Not retrievable
Mistletoe Javelin
Crafted with 1 Hallowed Bar and 1 Soul of Fright (makes 50 Mistletoe Javelins)
Stacks up to 999
60 throwing damage
21 use time
11.5 velocity
Affected by gravity after 36 blocks
Inflicts Achilles Heel for 10 seconds (Achilles Heel is a unique debuff that increases the critical strike chance of all attacks to land on the affected enemy by 20%)
Bat Chakram
Crafted with 1 Broken Bat Wing (makes 150 Bat Chakrams)
Stacks up to 999
52 throwing damage
16 use time
13 velocity
Affected by gravity after 65 blocks
Base critical strike chance is 10%
Bounces or pierces up to three times
Flower Discus
Bought from the Dryad after Plantera has been defeated for 1 silver 10 copper each
Stacks up to 999
66 throwing damage
17 use time
10.5 velocity
Affected by gravity after 52 blocks
Inflicts Poisoned for 8-10 seconds
Lihzahrd Spike Ball
Crafted with 1 Lihzahrd Machine Part (makes 100 Lihzahrd Spike Balls)
Stacks up to 999
45 throwing damage
14 use time
7 velocity
Affected by gravity after 14 blocks
Bounces around for 10 seconds, dealing piercing damage to enemies on contact
Can be used as ammo for the Lihzahrd Claw
Lihzahrd Claw
Dropped by Lihzahrds with a 0.5% chance
20 throwing damage
14 use time
2.5 velocity
Affected by gravity after 24 blocks
Consumes Lihzahrd Spike Ball
Throws Lihzahrd Spike Balls with greater velocity
"It could really use a manicure."
Blessed Bone
Dropped by post-Plantera dungeon enemies, except for the Paladin and Dungeon Spirit, with a 10% chance and in stacks of 12-15 (15-20 in expert mode)
Stacks up to 999
56 throwing damage
14 use time
8.5 velocity
Affected by gravity after 56 blocks
Deals 50% more damage against undead enemies such as skeletons and zombies
Can be used as ammo for the Bone Glove
Electrified Bola
Dropped by Martian Madness enemies, except for the Martian Saucer, with a 10% chance and in stacks of 15-20
Stacks up to 999
95 throwing damage
14 use time
11 velocity
Affected by gravity after 61 blocks
Inflicts Electrified for 2-3 seconds
Bubble Bomb
Bought from Party Girl after Duke Fishron has been defeated for 5 silver each
Stacks up to 999
70 throwing damage
29 use time
8 velocity
Affected by gravity after 17 blocks
Explodes into 4-6 damaging, non-piercing bubbles
Not retrievable
Bauble Bomb
Dropped by Present Mimics with a 100% chance, in stacks of 20-40
Stacks up to 99
250 throwing damage
40 use time
6 velocity
Affected by gravity after 6 blocks
Explodes after 3 seconds or upon hitting an enemy
Not retrievable
Galactic Power Cell
Crafted with 1 Galaxy Fragment (makes 111 Galactic Power Cells)
Stacks up to 999
Serves as ammunition for endgame thrown weapons
Not retrievable
"Enough to power a galaxy!"
Galactic Arm
Crafted with 18 Galaxy Fragments
150 throwing damage
12 use time
10.5 velocity
Not affected by gravity
Consumes Galactic Power Cell
Throws a galaxy that homes in on enemies
"My arm is the arm... that creates the heavens!"
Big Banger
Crafted with 18 Galaxy Fragments
250 throwing damage
21 use time
8 velocity
Affected by gravity after 12 blocks
Consumes Galactic Power Cell
Throws a singularity that explodes into piercing galaxies
Death Moon
Dropped by Moon Lord
320 throwing damage
18 use time
8.5 velocity
Affected by gravity after 9 blocks
Consumes Galactic Power Cell
Tosses a miniature, spheroid space station that explodes on impact into a horizontal, 30-block-wide shockwave
"Great shot kid! That was one in a million!"
Monster Containment Capsule
Dropped by Moon Lord
80 throwing damage
12 use time
11.5 velocity
Affected by gravity after 55 blocks
Consumes Galactic Power Cell
Throws a small red-and-white capsule that explodes into a random Terraria boss, which will attack enemies for about 1 second before despawning
"Gotta encapsulate 'em all!"
Each boss summoned by the Monster Containment Capsule has a different chance of occurring and its own base damage. The bosses it can summon are as follows:
King Slime: 12% chance, 80 damage
Eye of Cthulhu: 12% chance, 90 damage
Eater of Worlds: 10% chance, 90 damage
Brain of Cthulhu: 10% chance, 95 damage
Queen Bee: 9% chance, 95 damage
Skeletron: 9% chance, 100 damage
The Destroyer: 7% chance, 110 damage
The Twins: 7% chance, 110 damage
Skeletron Prime: 7% chance, 110 damage
Plantera: 5% chance, 120 damage
Golem: 5% chance, 120 damage
Duke Fishron: 3% chance, 150 damage
Lunatic Cultist: 3% chance, 150 damage
Moon Lord: 1% chance, 200 damage
Last edited: