List of equipment used by the Terrarian and in which key they are available. The pieces of equipment are separated both in a broad key (Base, Early Game, Mid Game, etc.), which will be used in the profile and in a more specific tier indicated by the armors set associated with this tier.
The criteria for the placement of equipment is not solely based on its stats or availability in the game, but on both factors. Thus, armors like the Pearlwood Armor won't be treated as Island level due to being found in Hardmode, as the armor has only been shown to be on par with other wood-based armors. While armors like the Bee Armor won't be treated as solely Town level due to having defenses inferior to the Gold Armor's, as the armor was clearly meant to be used against far stronger threats and only possesses low defense due to its Glass Cannon status.
Despite all of those items, the Terrarian has a limited amount of items that can be carried at a time. For storage purpose, they have many "slots" to store items in available. A slot can contain only one type of item and a limited amount of said item by slot. Weapons, tools, armors, and accessories are usually limited by 1 per slot (The only exceptions are the Light Discs and the Bananarangs), healing potions are limited by 20 per slot, dynamite and buff potions by 30, mana potions and most explosive by 50, greater mana potions by 75, regular bombs and most consumables by 99 and blocks and ammunition by 999.
The Terrarian's inventory space is as such:
-10 slots for the "Hotbar" (Items able to be easily and quickly accessed mid-combat. Usually reserved for weapons or frequently used tools)
-40 slots for the main inventory (Items able to be accessed mid-combat, but usually requires more time and/or effort to be grabbed than the 10 main items)
-4 slots for money (Self-explanatory. Only money can be deposited here)
-4 slots for ammo (Again, self-explanatory. Only ammo can be deposited here)
-1 slot for "trash" items (A slot used for items to be discarded. An item may be temporarily deposited in it if needed, but it will be discarded if another item is deposited into this slot if the item is still there)
-3 slots for armor (One slot for each of the three pieces of armor available (Headgear, Breastplate, and Pant). Only the armor in these slots will have any effect)
-3 slots for "vanity" armor (Similar to the normal armor slot, except that armor worn in these slots will only be visual and won't have any effects on the Terrarian's statistics. Can be used as a backup slot for currently unused pieces of armor that may be used later or to "hide" the true armor worn behind another vanity armor)
-3 slots for armor dye (Self-explanatory. Dyes can be used to change the color of the armor worn for each respective slot)
-5 to 6 slots for accessories (Slots used to equip accessories. Only the accessories in this slot will have any practical effects (This doesn't include the informational accessories such as the PDA, who can be used when they are in the inventory). While this number is initially of 5, it is eventually increased to 6 after the defeat of the Wall of Flesh, meaning Cobalt Armor and onward)
-5 to 6 slots for "vanity" accessories (Same as vanity armor set. These accessories will only affect the Terrarian's visual appearance, although it can be used to either hide an accessory or put some as "back up" accessories that can be quickly equipped)
-5 to 6 slots for accessory dye (Self-explanatory. Dyes can be used to change the color of the accessory worn for each respective slot)
-5 slots for miscellaneous pieces of equipment (This includes one for a pet summoning item, one for a light-giving pet summoning item, one for minecarts, one for a mount summoning item and one for a hook. Pets and light pets are automatically summoned, minecarts and mounts can be called instantly and hooks can be used quickly)
-5 slots for equipment dye (Self-explanatory. Dyes can be used to change the color of the equipment worn for each respective slot)
-120 combined slots for portable storages (The Piggy Back, Safe, and Defender's Forge each contains 40 slots of storage which can be accessed from any individual instances of the furniture in question, no matter the distance. As the access of those slots requires the placement of a furniture, they are hardly accessible in combat. The exception to this is the Piggy Bank, which can be accessed with the use of a Money Through, which summons an intangible floating version of the Piggy Bank, with gives access to 40 of the 120 slots)
This results in 213 to 216 slots available for the storage of a variety of items at all times. More items can be accessed through non-portable storages such as chests, but those aren't accessible during a regular VS Match.
Armors[]
Individual statistics of most armor sets, alongside the abilities specifically provided by said armors. Armors of similar levels or who are considered counterparts to each other will be listed together, for simplicity. The Attack Potency listed for each armor corresponds to the strength of the weapons usually available at the same time as said armor, which also correspond to the Tier of the armor's offensive capacities, if it has any.
While it is possible for the Terrarian to equip a lower tier set of armor with a higher tier weapon, the durability of said armor will remain the same as the original. Ergo, a 6-C set of armor won't become High 6-A if used alongside a High 6-A weapon. And obviously, only one set of armor can be worn at a time (Although the Terrarian can quickly switch even mid-combat).
Base[]
Wooden Armors
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Tier: At least 9-B
Name: Wooden Armor, Rich Mahogany Armor, Boreal Wood Armor, Palm Wood Armor, Ebonwood Armor, Shadewood Armor, Pearlwood Armor, Mining Armor, Rain Armor, Eskimo Armor, Pink Eskimo Armor, Angler Armor
Powers and Abilities: Superhuman Physical Characteristics | Boosted fishing capacities | Increased mining speed, Light Manipulation (The mining armor passively produces light)
Attack Potency: At least Wall level (Superior to the Terrarian's base form)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: At least Wall Class
Durability: At least Wall level
Key: All Armors | Angler Armor | Mining Armor
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Early Game[]
Gold Armor
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Tier: Low 7-B
Name: Gold Armor, Platinum Armor, Ninja Armor, Fossil Armor, Obsidian Armor
Powers and Abilities: Superhuman Physical Characteristics | Increased throwing speed, Increased throwing damage, Increased critical chances, Duplication (Can occasionally duplicate a projectile thrown), Afterimage Creation (Creates afterimages as it walks) | Increased throwing speed, Increased throwing damage, Increased critical hits, Duplication (Can occasionally duplicate a projectile thrown)
Attack Potency: Small City level (Capable of fighting the Eater of Worlds)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: Small City Class
Durability: Small City level
Key: All Armors | Ninja Armor | Fossil Armor
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Mid Game[]
Shadow Armor
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Tier: At least Low 7-B, possibly High 7-A
Name: Shadow Armor, Crimson Armor, Necro Armor, Meteor Armor, Jungle Armor, Ancient Cobalt Armor, Bee Armor
Powers and Abilities: Superhuman Physical Characteristics | Increased speed, Afterimage Creation (Creates afterimages as it walks) | Increased Regeneration | Duplication (Can occasionally duplicate ammunition when firing), Afterimage Creation (Creates afterimages as it walks) | Limited Fire Manipulation, Consumes no mana when using the Space Gun | Limited Plant Manipulation (Causes plants to be produced as it walks), Mana consumption reduced | Afterimage Creation (Creates afterimages as it walks), Reduced mana consumption | Increased Summoning capacities (Can summon more minions; 2 more)
Attack Potency: At least Small City level, possibly Small Island level (Comparable to Queen Bee and Skeletron)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: At least Small City Class, possibly Small Island Class
Durability: At least Small City level, possibly Small Island level
Key: All Armors | Shadow Armor | Crimson Armor | Necro Armor | Meteor Armor | Jungle Armor | Ancient Cobalt Armor | Bee Armor
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Cobalt Armor
|
Tier: At least 6-C, possibly High 6-A
Name: Cobalt Armor, Palladium Armor
Powers and Abilities: Superhuman Physical Characteristics, Increased speed | Reduced mana consumption, Duplication (Can occasionally duplicate ammunition when firing), Afterimage Creation (Creates afterimages as it walks) | Increased critical hits, Increased Regeneration
Attack Potency: At least Island level, possibly Multi-Continent level (Far stronger than the Wall of Flesh. Not too far behind the Mythril Armor)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: At least Island Class, possibly Multi-Continent Class
Durability: At least Island level, possibly Multi-Continent level
Notable Attacks/Techniques:
- Rapid Healing: If the wearer of the Palladium Armor hits an enemy, they will be granted a buff that increases their regenerative powers for five seconds.
Key: All Armors | Cobalt Armor | Palladium Armor
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Mid-Late Game[]
Mythril Armor
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Tier: Likely High 6-A
Name: Mythril Armor, Orichalcum Armor
Powers and Abilities: Superhuman Physical Characteristics, Increased speed, Increased critical hits | Reduced mana consumption, Duplication (Can occasionally duplicate ammunition when firing) | Plant Manipulation (Can summon a petal that will strike the enemy each time the user hits them)
Attack Potency: Likely Multi-Continent level (Below the Three Mechanical Bosses, although can still fight them to some degree)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: Likely Multi-Continent Class
Durability: Likely Multi-Continent level
Notable Attacks/Techniques:
- Orichalcum's Petals: If the wearer of the Orichalcum Armor hits an enemy, an intangible petal will be summoned, which will then attack the enemy. This ability has a cooldown of about a second.
Key: All Armors | Mythril Armor | Orichalcum Armor
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Adamantite Armor
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Tier: High 6-A
Name: Adamantite Armor, Titanium Armor, Spider Armor
Powers and Abilities: Superhuman Physical Characteristics | Increased speed, Reduced mana consumption, Increased critical hits, Duplication (Can occasionally duplicate ammunition when firing) | Increased speed, Increased critical hits, Afterimage Creation (Can create a shadow copy of the user to take damage for them), Intangibility (Grants this with the Shadow Dodge) | Increased Summoning capacities (Can summon more minions; 3 more)
Attack Potency: Multi-Continent level (Can fight and beat the Three Mechanical Bosses)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: Multi-Continent Class
Durability: Multi-Continent level
Notable Attacks/Techniques:
- Shadow Dodge: If the wearer of the Titanium Armor hits an enemy, two afterimages of the wearer will appear next to them. For the next 30 seconds, the next hit landing on the wearer will miss, granting them 2 seconds of intangibility. This ability has a cooldown of 30 seconds.
Key: All Armors | Adamantite Armor | Titanium Armor | Spider Armor
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Hallowed Armor
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Tier: 5-C, possibly far higher
Name: Hallowed Armor, Frost Armor, Forbidden Armor
Powers and Abilities: Superhuman Physical Characteristics | Increased speed, Increased critical hits, Reduced mana consumption, Duplication (Can occasionally duplicate projectiles when firing), Afterimage Creation (Creates afterimages as it walks) | Increased speed, Ice Manipulation (Renders all of the user's melee and ranged attack ice-based, causing a Frostburn effect on them), Status Effect Inducement (Inflicts Frostburn with all of its melee and ranged attacks) | Increased Summoning capacities (Can summon more minions; 2 more), Air Manipulation (Can create a sand tornado), Afterimage Creation (Creates afterimages as it walks)
Attack Potency: Moon level, possibly far higher (Capable of defeating Plantera)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: Moon Class, possibly far higher
Durability: Moon level, possibly far higher
Notable Attacks/Techniques:
- Frostburn: If the wearer of the Frost Armor hits an enemy with a melee or ranged attack, they will be inflicted the "Frostburn" debuff, which causes them to lose health and see their regeneration disabled until it ends.
- Forbidden Sign: A floating sign that appears behind the wearer of the Forbidden Armor. With this, the wearer can summon at will a small tornado of sand where they wish, which causes heavy damage.
Key: All Armors | Hallowed Armor | Frost Armor | Forbidden Armor
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Chlorophyte Armor
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Tier: At least 5-C, possibly far higher
Name: Chlorophyte Armor, Turtle Armor, Tiki Armor
Powers and Abilities: Superhuman Physical Characteristics | Increased speed, Increased critical hits, Reduced mana consumption, Duplication (Can occasionally duplicate ammunition when firing), Plant Manipulation (Can attack using leaves at opponents) | Increased critical hits, Attack Reflection (Reflects damage taken back the opponent, without taking into account the armor's damage reduction) | Increased Summoning capacities (Can summon more minions; 4 more)
Attack Potency: At least Moon level, possibly far higher (Superior to the Hallowed Armor)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: At least Moon Class, possibly far higher
Durability: Moon level, possibly far higher
Notable Attacks/Techniques:
- Leaf Crystal: A green crystal that appears above the head of the wearer of the Chlorophyte Armor. It will automatically target with a leaf attack, but it will also fire an intangible projectile at any enemy that takes damage from any source.
- Thorn: This passive effect will reflect damage received by the wearer of the Turtle Armor to the opponent who inflicted said damage. This reflects effect will actually deal back the amount of damage that the wearer would have received without the armor.
Key: All Armors | Chlorophyte Armor | Turtle Armor | Tiki Armor
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End of Game[]
Chlorophyte-based Armors
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Tier: High 5-A, likely 3-C
Name: Beetle Armor, Shroomite Armor, Spectre Armor, Spooky Armor
Powers and Abilities: Superhuman Physical Characteristics | Increased speed, Increased critical hits, Statistics Amplification (When not taking damage, the armor's defenses will gradually increase up to 45%) | Increased critical hits, Duplication (Can occasionally duplicate ammunition when firing), Invisibility (Standing still long enough will make the wearer and the armor transparent, almost invisible) | Healing (A certain portion of the damage dealt by the wearer will be converted into healing energy for them), Homing Attack | Increased Summoning capacities (Can summon more minions; 3 more)
Attack Potency: Dwarf Star level, likely Galaxy level (Can somewhat fight off the Celestial Towers)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: Dwarf Star Class, likely Galactic
Durability: Dwarf Star level, likely Galaxy level
Notable Attacks/Techniques:
- Beetle Might: A buff that increases the speed and physical damage of the wearer of a Chainmail Beetle Armor the more the wearer attacks successfully. This buff will reset if no successful attacks are made for a while.
- Beetle Endurance: A buff that increases the durability of the wearer of a Shell Beetle Armor the longer the wearer avoids getting attacked. This buff will lower effectivess with each hit received.
- Stealth: If the wearer of a Shroomite Armor doesn't move for a while, they will become transparent to the point of becoming invisible. In this state, their attack power is significantly increased. This effect goes away if the wearer moves.
- Homing Orbs: The wearer of a Spectre Mask Armor will produce bonus, homing orbs for each hit successfully landed on an enemy.
- Healing Orbs: The wearer of a Spectre Hood Armor will produce bonus, healing orbs for each hit successfully landed on the enemy.
Key: All Armors | Beetle Armor | Shroomite Armor | Spectre Armor | Spooky Armor
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Luminite-based Armors
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Tier: At least High 5-A, likely 3-C
Name: Solar Flare Armor, Vortex Armor, Nebula Armor, Stardust Armor
Powers and Abilities: Superhuman Physical Characteristics, Increased speed, Afterimage Creation (Creates afterimages as it walks), Forcefield Creation (The armor will passively produce a shield of fire, which will explode back at the enemy when broken), Fire Manipulation (The shield it produces can attack the enemy with flames), Flight | Increased speed, Increased critical hits, Duplication (Can occasionally duplicate ammunition when firing), Light Manipulation (Passively produces light), Invisibility (Can become invisible at will, drastically reducing the wearer's speed in the process), Flight | Increased speed, Reduced mana consumption, Statistics Amplification (Hitting enemies will produce bonuses that either increase damage, regeneration, and regeneration of mana), Flight | Increased Summoning capacities (Can summon more minions), Summoning (The armor itself can summon a Stardust Guardian), Minor Mind Manipulation (The Stardust Guardian will force opponents hit by it to target it instead), Flight
Attack Potency: At least Dwarf Star level, likely Galaxy level (Easily above the Celestial Towers. Can defeat the Moon Lord)
Speed: Massively FTL, likely Massively FTL+
Striking Strength: At least Dwarf Star Class, likely Galactic
Durability: At least Dwarf Star level, likely Galaxy level
Notable Attacks/Techniques:
- Solar Blaze: A shield of fire summoned by the Solar Flare Armor. This shield initially reduces damage by 30%. Anything that hits it will cause it to explode in a fiery blast, damaging the enemy and reducing the shield's effectiveness to 20%. Hitting it again will reduce it to 10%, and then 0%. The shield naturally regenerates over time when the wearer isn't it.
- Stealth: The wearer of the Vortex Armor can activate at will a stealth mode, which will make them invisible and greatly increase their offenses, at the cost of slowed down movements.
- Boosters: The wearer of the Nebula Armor will produce boosters with each hit on the enemy that only them or their teammates can pick up. These will boosts either damage, health regeneration or mana regeneration. A single one will last 8 seconds, but more can be picked. Two of the same types will reset the duration to 8 seconds and increases the potency of the boost. These can stack for up to three times.
- Stardust Guardian: An entity that appears behind the wearer of a Stardust Armor wearer. This entity can teleport anywhere the wearer want, where it will start attacking enemies. It will produce a shockwave centered around itself that will damage any enemies caught within it. Enemies affected by it will be forced to target the Guardian and not the wearer.
Key: All Armors | Solar Flare Armor | Vortex Armor | Nebula Armor | Stardust Armor
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Weapons[]
List of weapons and which ones fit with which set of armor. While weapons of lower tier may be used at a higher tier, they won't necessarily be useful as they will keep their original stats (Ergo, a 6-C weapon won't become High 6-A if used by High 6-A Terrarian).
Base[]
Base
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- Copper Shortsword
- Tin Shortsword
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Wooden Armors
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- Wooden Sword
- Boreal Wood Sword
- Palm Wood Sword
- Rich Mahogany Sword
- Ebonwood Sword
- Shadewood Sword
- Pearlwood Sword
- Wooden Yoyo
- Wooden Boomerang
Ranged Weapons
- Wooden Bow
- Boreal Wood Bow
- Palm Wood Bow
- Rich Mahogany Bow
- Ebonwood Bow
- Shadewood Bow
- Pearlwood Bow
- Blowpipe
Magic Weapons
Summoning Weapons
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Early Game[]
Copper Armor
|
- Copper Broadsword
- Tin Broadsword
- Iron Shortsword
- Lead Shortsword
- Spear
Ranged Weapons
Magic Weapons
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Iron Armor
|
- Iron Broadsword
- Lead Broadsword
- Silver Shortsword
- Tungsten Shortsword
Ranged Weapons
- Iron Bow
- Lead Bow
- Snowball Cannon
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Silver Armor
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- Silver Broadsword
- Tungsten Broadsword
- Gold Shortsword
- Platinum Shortsword
- Bladed Glove
- Zombie Arm
- Trident
- Enchanted Boomerang
- Fruitcake Chakram
- Chain Knife
Ranged Weapons
- Silver Bow
- Tungsten Bow
- Paintball Gun
Magic Weapons
- Saphire Staff: Magic
- Emerald Staff: Magic, Can pierce enemies
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Gold Armor
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- Gold Broadsword
- Platinum Broadsword
- Mandible Blade
- Stylish Scissors
- Bone Sword
- Candy Cane Sword
- Katana
- Ice Blade: Ice Manipulation
- Classy Cane
- Rally
- Bloody Machete
- Ice Boomerang
Ranged Weapons
- Gold Bow
- Platinum Bow
- Red Ryder
Magic Weapons
- Ruby Staff: Magic, Can pierce enemies
- Diamond Staff: Magic, Can pierce enemies
- Amber Staff: Magic, Can pierce enemies
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Mid Game[]
Shadow Armor
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Ranged Weapons
- Demon Bow
- Tendon Bow
- The Bee's Knees: Animal Manipulation (Can summon bees and attack with them), Danmaku
- Minishark
- Flintlock Pistol
- Musket
- The Undertaker
- Revolver
- Boomstick
- Handgun
- Blowgun
- Sandgun: Sand Manipulation
- Star Cannon
- Harpoon
Magic Weapons
- Vilethorn: Magic, Plant Manipulation, Intangible projectiles
- Crimson Rod: Magic, Weather Manipulation, Blood Manipulation
- Magic Missle: Magic, Homing Attack
- Aqua Scepter: Magic, Water Manipulation
- Space Gun: Magic, Energy Projection
- Bee Gun: Magic, Animal Manipulation, Danmaku
- Water Bolt: Magic, Water Manipulation, Danmaku
- Book of Skulls: Magic, Fire Manipulation, Can pierce enemies
Summoning Weapons
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Molten Armor
|
Ranged Weapons
Magic Weapons
Summoning Weapons
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Cobalt Armor
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Ranged Weapons
Magic Weapons
- Ice Rod: Magic, Ice Manipulation
- Laser Rifle: Magic, Energy Manipulation
- Cursed Flames: Magic, Hellfire Manipulation, Status Effect Inducement, Regeneration Negation
- Golden Shower: Magic, Status Effect Inducement (Reduces defenses)
- Crystal Storm: Magic
- Magic Dagger: Magic, Return once thrown
- Shadowflame Hex Doll: Magic, Fire Manipulation, Status Effect Inducement, Regeneration Negation
- Crystal Serpent: Magic, Danmaku
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Mid-Late Game[]
Mythril Armor
|
Ranged Weapons
Magic Weapons
Summoning Weapons
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Adamantite Armor
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- Adamantite Sword
- Titanium Sword
- Beam Sword: Energy Projection
- Bladetongue: Status Effect Inducement (Reduces defense)
- Death Sickle: Intangible projectiles
- Code 2
- Adamantite Glaive
- Titanium Trident
- Light Disc
- Bananarang
Ranged Weapons
- Adamantite Repeater
- Titanium Repeater
Magic Weapons
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Hallowed Armor
|
Ranged Weapons
Magic Weapons
- Crystal Vile Shard: Magic, Intangible projectiles
- Life Drain: Magic, Absorption, Life Manipulation (Can absorb lifeforce)
- Clinger Staff: Magic, Fire Manipulation, Status Effect Inducement, Regeneration Negation
- Tome of Infinite Wisdom: Magic, Pierce enemies, Air Manipulation
- Rainbow Rod: Magic, Light Manipulation, Homing Attack
- Betsy's Wrath: Magic, Fire Manipulation, Status Effect Inducement (Reduces defense)
Summoning Weapons
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Chlorophyte Armor
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Ranged Weapons
- Pulse Bow: Energy Projection, Danmaku
- Chlorophyte Shotbow
- Gatligator
- Uzi
- Venus Magnum
- Tactical Shotgun: Danmaku
- Grenade Launcher
- Proximity Mine Launcher
- Rocket Launcher
Magic Weapons
Summoning Weapons
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End of Game[]
Chlorophyte-based Armors
|
Ranged Weapons
Magic Weapons
- Staff of Earth: Magic, Earth Manipulation
- Shadowbeam Staff: Magic, Light Manipulation, Pierce enemies
- Bat Scepter: Magic, Homing Attack, Animal Manipulation
- Blizzard Staff: Magic, Ice Manipulation, Danmaku
- Inferno Fork: Magic, Fire Manipulation, Status Effect Inducement, Regeneration Negation
- Spectre Staff: Magic, Homing Attack
- Razor Pine: Magic, Plant Manipulation, Danmaku
- Heat Ray: Magic, Heat Manipulation, Pierce enemies
- Bubble Gun: Magic, Water Manipulation, Danmaku
- Rainbow Gun: Magic, Light Manipulation, Pierce enemies
- Wasp Gun: Magic, Animal Manipulation
- Laser Machinegun: Magic, Danmaku
- Charged Blaster Cannon: Magic
- Magnet Sphere: Magic, Homing Attack, Pierce enemies
- Razorblade Typhoon: Magic, Water Manipulation, Homing Attack, Danmaku, Pierce enemies
- Toxic Flask: Magic, Poison Manipulation
Summoning Weapons
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Luminite-based Armors
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- Star Wrath: Danmaku, Can summon falling stars, Pierce enemies
- Meowmere: Danmaku, Pierce enemies
- Terrarian: Energy Projection, Homing Attack, Piercing attacks
- Solar Eruption: Fire Manipulation, Status Effect Inducement, Regeneration Negation, Intangible blade
- Daybreak: Fire Manipulation, Status Effect Inducement, Regeneration Negation
Ranged Weapons
Magic Weapons
Summoning Weapons
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Accessories[]
List of accessories and which ones fit with which set of armor. This only includes accessories that are remotely relevant to combat. Accessories of a lower tier may generally be able to be used even in a higher tier.
While only 5 (Later 6) accessories can be worn at a time, the Terrarian can quickly switch them even mid-combat.
Base[]
Early Game[]
Iron Armor
|
- Weather Radio: Shows current weather
- Sextant: Shows current moon phase
- Royal Gel: Limited Mind Manipulation (Slimes will never attack the Terrarian)
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Gold Armor
|
- Gold Watch: Keep track of time
- Platinum Watch: Keep track of time
- Metal Detector: Enhanced Senses (Detect ores)
- Stopwatch: Keep track of speed
- DPS Meter: Keep track of damage output
- Lifeform Analyzer: Enhanced Senses (Detect rare enemies)
- Jellyfish Necklace: Light Manipulation (Produces light underwater)
- Counterweight: Creates counterweighs when using yoyos
- Shark Tooth Necklace: Limited Durability Negation (Ignores some of the enemy's defenses)
- Shield of Cthulhu: Allows the use of a damaging dash
- Band of Regeneration: Increased Regeneration
- Band of Starpower: Increased Mana Regeneration
- Celestial Magnet: Increases mana stars pickup range
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Mid Game[]
Shadow Armor
|
- Anklet of the Wind: Statistics Amplification (Increases speed)
- Frostspark Boots: Statistics Amplification (Increases speed), limited Flight, nullify slipping on Ice
- Lightning Boots: Statistics Amplification (Increases speed), limited Flight
- Spectre Boots: Statistics Amplification (Increases speed), limited Flight
- Panic Necklace: Statistics Amplification (Increases speed when harmed)
- Sweetheart Necklace: Statistics Amplification (Increases speed when harmed), Animal Manipulation (Releases hostile bees when harmed)
- Honey Balloon: Animal Manipulation (Releases hostile bees when harmed)
- Diving Gear: Allows swimming and Water Breathing
- Jellyfish Diving Gear: Allows swimming and Water Breathing, Light Manipulation (Produces light underwater)
- Arctic Diving Gear: Allows swimming and Water Breathing, Light Manipulation (Produces light underwater), nullify slipping on ice
- Shiny Red Balloon: Increases jump height
- X in a Balloon: Increases jump height, Air Manipulation, Water Manipulation, Ice Manipulation, Sand Manipulation (Allow double jump)
- Lucky Horseshoe: Nullify fall damage
- Shoe Spike: Allows climbing on walls
- Tiger Climbing Gear: Allows climbing on walls
- GPS: Keep track of position and time
- Fish Finder: Keep track of weather, moon phases and fishing information
- Goblin Tech: Keep track of speed, damage output, and ores
- Tally Counter: Keep track of enemy kills
- R.E.K. 3000: Keep track of enemy kills, rare enemies and amount of enemies
- PDA: Keep track of enemy kills, rare enemies, amount of enemies, weather, moon phases, fishing information, speed, damage output, ores, position and time
- Cellphone: Keep track of enemy kills, rare enemies, amount of enemies, weather, moon phases, fishing information, speed, damage output, ores, position and time, Teleportation (Can teleport back to the spawn)
- Ruler: Enhanced Senses
- Mechanical Ruler: Enhanced Senses
- Mechanical Lens: Enhanced Senses
- Flower Boots: Plant Manipulation (Create plants at the wearer's foot)
- Feral Claws: Statistics Amplification (Increases combat speed)
- Hive Pack: Increases strength of summoned bees
- Honey Comb: Animal Manipulation (Releases hostile bees when harmed)
- Brain of Confusion: Limited Mind Manipulation (Has 60% chances of causing confusion when harmed), Status Effect Inducement
- Cobalt Shield: Resistance to Knockback (Cannot be made to flinch)
- Lava Charm: Resistance to Lava (Immune to lava for 7 seconds upon entering it)
- Worm Scarf: Reduces 17% of taken damage
- Celestial Cuffs: Increases mana stars pickup range, restores mana when harmed
- Magic Cuffs: Restores mana when harmed
- Mana Flower: Reduces mana usage, automatically uses mana potions when low in mana
- Mana Regeneration Band: Increased health and mana Regeneration
- Nature's Gift: Reduces mana usage
- Fisherman's Pocket Guide: Displays fishing information
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Molten Armor
|
- Obsidian Horseshoe: Nullify fall damage, Resistance to Heat
- Obsidian Rose: Resistance to Heat and Lava
- Obsidian Water Walking Boots: Resistance to Heat, allows walking on water
- Lava Waders: Resistance to Heat and Lava (Immune to lava for 7 seconds upon entering it), allows walking on lava and water
- Magma Stone: Fire Manipulation, Status Effect Inducement, Regeneration Negation (Inflicts fire with melee attacks)
- Obsidian Skull: Resistance to Heat
- Obsidian Shield: Resistance to Heat, Resistance to Knockback (Cannot be made to flinch)
|
Cobalt Armor
|
- Power Glove: Statistics Amplification (Increases melee speed and knockback)
- Titan Glove: Increases knockback
- Warrior Emblem: Increases melee strength
- Ranger Emblem: Increases ranged strength
- Sorcerer Emblem: Increases magical strength
- Summoner Emblem: Increases summons strength
- Magic Quiver: Duplication (Chances to not consume ammo)
- Celestial Emblem: Increases mana stars pickup range and Increases magical strength
- Apprentice's Scarf: Increases minions numbers
- Huntress's Buckler: Increases minions numbers
- Monk's Belt: Increases minions numbers
- Squire's Shield: Increases minions numbers
- Yoyo Bag: Extends yoyo range, adds a counterweight and allows the use of two yoyos at once
- Yoyo Glove: Allows the use of two yoyos at once
- Bee Cloak: Animal Manipulation (Releases hostile bees when harmed), summons stars when harmed
- Moon Charm: Transformation (Transforms into a werewolf at night)
- Star Cloak: Summons stars when harmed
- Adhesive Bandage: Resistance to Bleeding and Regeneration Negation
- Ankh Charm: Resistance to Bleeding, Regeneration Negation, Armor Breaking, Poison Manipulation, Blindness, Slowness Effects, Curse Manipulation, Power Nullification, Mind Manipulation and Defenses Reduction
- Ankh Shield: Resistance to Bleeding, Regeneration Negation, Armor Breaking, Poison Manipulation, Blindness, Slowness Effects, Curse Manipulation, Power Nullification, Mind Manipulation, Defenses Reduction, Heat and Knockback (Cannot be made to flinch)
- Armor Bracing: Resistance to Armor Breaking and Defenses Reduction
- Armor Polish: Resistance to Armor Breaking
- Bezoar: Resistance to Poison Manipulation
- Blindfold: Resistance to Blindness
- Countercurse Mantra: Resistance to Curse Manipulation and Power Nullification
- Fast Clock: Resistance to Slowness Effects
- Medicated Bandage: Resistance to Poison Manipulation, Bleeding and Regeneration Negation
- Megaphone: Resistance to Power Nullification
- Nazar: Resistance to Curse Manipulation and Power Nullification
- The Plan: Resistance to Mind Manipulation and Slowness Effects
- Trifold Map: Resistance to Mind Manipulation
- Vitamins: Resistance to Defenses Reduction
- Cross Necklace: Invulnerability (Becomes invulnerable for a bit over a second after being hurt)
- Star Veil: Invulnerability (Becomes invulnerable for a bit over a second after being hurt), summons stars when harmed
- Charm of Myths: Increases Regeneration and reduces cooldown of healing potions
- Philosopher's Stone: Reduces cooldown of healing potions
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Mid-Late Game[]
Mythril Armor
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- Wings: Limited Flight
- Frozen Turtle Shell: Reduces damage by 25% when under 50% of life
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End of Game[]
Chlorophyte-based Armors
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- Hoverboard: Limited Flight
- Master Ninja Gear: Statistics Amplification (Increases speed), Allows climbing on walls, Gives 10% chance to dodge any attack
- Rifle Scope: Increases ranged weapon's field of view
- Sniper Scope: Increases ranged weapon's field of view and damage output
- Hercules Beetle: Increases summons strength
- Necromantic Scroll: Increases number of minions
- Papyrus Scarab: Increases summons strength, Increases number of minions
- Pygmy Necklace: Increases number of minions
- Celestial Shell: Transformation (Transforms into a Merfolk when underwater and into a werewolf at night), Statistics Amplification (Increases stats)
- Celestial Stone: Statistics Amplification (Increases stats)
- Destroyer Emblem: Statistics Amplification (Increases general strength and critical hits chances)
- Eye of the Golem: Increases critical hits chances
- Moon Shell: Transformation (Transforms into a Merfolk when underwater and into a werewolf at night)
- Sun Stone: Statistics Amplification (Increases stats at daytime)
- Black Belt: Gives 10% chance to dodge any attack
- Paladin's Shield: Absorbs 25% of damage done to teammates when over 25% of health
- Shiny Stone: Increases Regeneration when not moving
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Others[]
Various items somewhat usable for combat. This includes buffs, consumable weapons or non-combat summoning weapons. Offensive items in this category may be used by higher tier than the ones listed, but their AP will remain the same as their original one (similarly to weapons). This does not apply to non-offensive items.
Base[]
Base
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- Lesser Healing Potion: Healing (Has a cooldown of 60 seconds)
- Lesser Mana Potion: Mana Regeneration
- Lesser Restoration Potion: Healing and Mana Regeneration (Has a cooldown of 60 seconds)
- Recall Potion: Teleportation (Teleports the drinker to the spawn point)
- Food: Statistics Amplification (Boosts all of one's statistics)
- Snowball
- Rotten Egg
- Star Anise
- Bat Hook
- Candy Cane Hook
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Early Game[]
Silver Armor
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- Saphire Hook
- Emerald Hook
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Gold Armor
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- Healing Potion: Healing (Has a cooldown of 60 seconds)
- Mana Potion: Mana Regeneration
- Restoration Potion: Healing and Mana Regeneration (Has a cooldown of 60 seconds)
- Strange Brew: Healing (Has a cooldown of 60 seconds)
- Wormhole Potion: Teleportation (Teleports the drinker to a chosen target)
- Endurance Potion: Statistics Amplification (Increases defense)
- Warmth Potion: Resistance to Cold
- Feather Potion: Slower falls and negates fall damage
- Flipper Potion: Increases swimming capacities
- Water Walking Potion: Allows walking on water
- Dangersense Potion: Enhanced Senses (Allows the detection of traps)
- Hunter Potion: Enhanced Senses (Allows the detection of enemies, even invisible ones)
- Shine Potion: Light Manipulation (Allows the production of light from one's body)
- Spelunker Potion: Enhanced Senses (Allows the detection of treasures)
- Spiky Balls
- Frost Daggerfish
- Javelin
- Molotov Cocktail: Fire Manipulation, Status Effect Inducement, Regeneration negation
- Grenade: Explosion Manipulation
- Bomb: Explosion Manipulation
- Dynamite: Explosion Manipulation
- Unholy Arrow: Penetrate enemies
- Jester's Arrow: Penetrate enemies
- Purification Powder: Transmutation, Soul Manipulation (Can purify terrain and beings, down to their very soul)
- Vile Powder: Transmutation, Soul Manipulation (Can corrupt terrain and beings, down to their very soul)
- Vicious Powder: Transmutation, Soul Manipulation (Can corrupt terrain and beings, down to their very soul)
- Smoke Bomb: Smoke Manipulation
- Ruby Hook
- Diamond Hook
- Web Slinger
- Fish Hook
- Hardy Saddle: Summoning (Can summon a turtle mount)
- Fuzzy Carrot: Summoning (Can summon a rabbit mount)
- Magic Mirror: Teleportation (Teleports the user to the spawn point)
- Dirt Rod: Earth Manipulation, Telekinesis
- Slime Crown: Summoning (Summons King Slime)
- Suspicious Looking Eye: Summoning (Summons the Eye of Cthulhu)
- Money Through: Summoning (Can summon a flying Piggy Bank, which gives access to 40 items)
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Mid Game[]
Shadow Armor
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- Ammo Reservation Potion: Duplication (Can causes ammo to not be spent while firing)
- Battle Potion: Increases enemy spawn rate
- Magic Power Potion: Statistics Amplification (Increase magical power)
- Rage Potion: Statistics Amplification (Increases critical hits chance), Rage Power
- Summoning Potion: Increases number of minion
- Titan Potion: Statistics Amplification (Increases knockback)
- Wrath Potion: Statistics Amplification (Increases physical might), Rage Power
- Calming Potion: Decreases enemy spawn rate
- Heartreach Potion: Increases hearts pickup range
- Invisibility Potion: Invisibility (Dissipates if harmed)
- Lifeforce Potion: Statistics Amplification (Increases HP)
- Mana Regeneration Potion: Increases mana regeneration rate
- Thorns Potion: Attack Reflection (Reflects some damage if harmed)
- Flask of Poison: Poison Manipulation, Status Effect Inducement, Regeneration Negation (Makes all of the user's melee weapons inflict poison)
- Flask of Party: Makes all of the user's melee weapons inflict confetti
- Unholy Water: Transmutation, Soul Manipulation (Can corrupt terrain and beings, down to their very soul)
- Blood Water: Transmutation, Soul Manipulation (Can corrupt terrain and beings, down to their very soul)
- Bone
- Beenade: Animal Manipulation, Danmaku (Creates many hostile bees)
- Explosives: Explosion Manipulation
- Musket Ball
- Silver Bullet
- Meteor Shot: Pierce enemies
- Grappling Hook
- Skeletron Hand
- Ivy Whip
- Honeyed Googles: Summoning (Can summon a flying bee mount), limited Flight
- Bone Wand: Bone Manipulation
- Hive Wand
- Staff of Regrowth: Plant Manipulation (Can make plants regrow)
- Worm Food: Summoning (Summons the Eater of Worlds if in the Corruption)
- Bloody Spine: Summoning (Summons the Brain of Cthulhu if in the Crimson)
- Abeemination: Summoning (Summons Queen Bee if in the Jungle)
- Goblin Battle Standard: Summoning (Summons the Goblin Army)
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Cobalt Armor
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- Greater Healing Potion: Healing (Has a cooldown of 60 seconds)
- Geater Mana Potion: Mana Regeneration
- Love Potion: Empathic Manipulation (Can force people to fall in love)
- Flask of Gold: Makes all of the user's melee weapons make enemies drop more money
- Flask of Ichor: Statistics Reduction, Status Effect Inducement (Makes all of the user's melee weapons inflict ichor)
- Flask of Cursed Flames: Fire Manipulation, Status Effect Inducement, Regeneration Negation (Makes all of the user's melee weapons inflict cursed fire)
- Holy Water: Transmutation, Soul Manipulation (Can purify terrain and beings, down to their very soul)
- Holy Arrow: Summons falling stars
- Cursed Arrow: Fire Manipulation, Status Effect Inducement, Regeneration negation
- Ichor Arrow: Statistics Reduction, Status Effect Inducement
- Venom Arrow: Poison Manipulation, Status Effect Inducement, Regeneration Negation
- Crystal Bullet: Bullets breaks into tiny crystals at impact
- Party Bullet: Produces confetti on contact
- Golden Bullet: Makes enemies produce gold on impact
- Exploding Bullet: Explosion Manipulation
- Venom Bullet: Poison Manipulation, Status Effect Inducement, Regeneration Negation
- Cursed Bullet: Fire Manipulation, Status Effect Inducement, Regeneration negation
- Ichor Bullet: Statistics Reduction, Status Effect Inducement
- Dual Hook
- Ancient Horn: Summoning (Can summon a basilisk mount)
- Scaly Truffle: Summoning (Can summon a pigron mount)
- Blessed Apple: Summoning (Can summon a unicorn mount)
- Rod of Discord: Teleportation (Can teleport at will, with a cooldown of 6 seconds)
- Static Hook
- Clentaminator: Transmutation, Soul Manipulation (Can purify/corrupt terrain and beings, down to their very soul), Fungus Manipulation (Can spread mushrooms)
- Mechanical Eye: Summoning (Summons the Twins)
- Mechanical Worm: Summoning (Summons the Destroyer)
- Mechanical Skull: Summoning (Summons Skeletron Prime)
- Snow Globe: Summoning (Summons the Frost Legion)
- Pirate Map: Summoning (Summons the Pirates)
- Enchanted Sundial: Limited Time Manipulation (Fast forwards an entire day once every 7 days)
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Mid-Late Game[]
Hallowed Armor
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- Illuminant Hook
- Worm Hook
- Tendon Hook
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End of Game[]