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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[]

Base
Tier: 9-B

Name: Armorless

Powers and Abilities: Superhuman Physical Characteristics

Attack Potency: Wall level (Able to break down stone walls with ease)

Speed: Massively FTL, likely Massively FTL+ (Comparable to the Starfury's stars, which comes from space and likely from the asteroid belt)

Striking Strength: Wall Class

Durability: Wall level

Wooden Armors
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

Early Game[]

Copper Armor
Tier: Likely High 7-C

Name: Copper Armor, Tin Armor, Cactus Armor, Pumpkin Armor, Gladiator Armor

Powers and Abilities: Superhuman Physical Characteristics

Attack Potency: Likely Large Town level+ (Somewhat comparable to King Slime)

Speed: Massively FTL, likely Massively FTL+

Striking Strength: Likely Large Town Class+

Durability: Likely Large Town level+

Iron Armor
Tier: High 7-C

Name: Iron Armor, Lead Armor

Powers and Abilities: Superhuman Physical Characteristics

Attack Potency: Large Town level+ (Comparable to King Slime)

Speed: Massively FTL, likely Massively FTL+

Striking Strength: Large Town Class+

Durability: Large Town level+

Silver Armor
Tier: At least High 7-C

Name: Silver Armor, Tungsten Armor

Powers and Abilities: Superhuman Physical Characteristics

Attack Potency: At least Large Town level+ (Capable of fighting the Eye of Cthulhu)

Speed: Massively FTL, likely Massively FTL+

Striking Strength: At least Large Town Class+

Durability: At least Large Town level+

Gold Armor
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

Mid Game[]

Shadow Armor
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

Molten Armor
Tier: At least 6-C

Name: Molten Armor

Powers and Abilities: Superhuman Physical Characteristics, Limited Fire Manipulation (Produces small flames as it walks)

Attack Potency: At least Island level (On par with the Wall of Flesh)

Speed: Massively FTL, likely Massively FTL+

Striking Strength: At least Island Class

Durability: At least Island level

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

Mid-Late Game[]

Mythril Armor
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

Adamantite Armor
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

Hallowed Armor
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

Chlorophyte Armor
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

End of Game[]

Chlorophyte-based Armors
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

Luminite-based Armors
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

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
  • Copper Shortsword
  • Tin Shortsword
Wooden Armors
  • 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

Early Game[]

Copper Armor
  • Copper Broadsword
  • Tin Broadsword
  • Iron Shortsword
  • Lead Shortsword
  • Spear

Ranged Weapons

  • Copper Bow
  • Tin Bow



Magic Weapons

Iron Armor
  • Iron Broadsword
  • Lead Broadsword
  • Silver Shortsword
  • Tungsten Shortsword

Ranged Weapons

  • Iron Bow
  • Lead Bow
  • Snowball Cannon
Silver Armor
  • 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
Gold Armor
  • 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

Mid Game[]

Shadow Armor

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



Summoning Weapons

Molten Armor

Ranged Weapons



Magic Weapons



Summoning Weapons

Cobalt Armor

Ranged Weapons



Magic Weapons

Mid-Late Game[]

Mythril Armor

Ranged Weapons



Magic Weapons



Summoning Weapons

Adamantite Armor
  • 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

Hallowed Armor

Ranged Weapons



Magic Weapons



Summoning Weapons

Chlorophyte Armor

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

End of Game[]

Chlorophyte-based Armors

Ranged Weapons



Magic Weapons



Summoning Weapons

Luminite-based Armors

Ranged Weapons



Magic Weapons



Summoning Weapons

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[]

Base
  • None
Wooden Armors

Early Game[]

Copper Armor
Iron Armor
  • Weather Radio: Shows current weather
  • Sextant: Shows current moon phase
  • Royal Gel: Limited Mind Manipulation (Slimes will never attack the Terrarian)
Silver Armor
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

Mid Game[]

Shadow Armor
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

Mid-Late Game[]

Mythril Armor
  • Wings: Limited Flight
  • Frozen Turtle Shell: Reduces damage by 25% when under 50% of life
Adamantite Armor
Hallowed Armor
Chlorophyte Armor

End of Game[]

Chlorophyte-based Armors
  • 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
Luminite-based Armors

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
  • 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
Wooden Armors

Early Game[]

Copper Armor
Iron Armor
  • Ironskin Potion: Statistics Amplification (Increases defense)
  • Slime Hook
  • Slimy Saddle: Summoning (Summons a slime mount that can damage enemies if it lands on them)
Silver Armor
  • Saphire Hook
  • Emerald Hook
Gold Armor

Mid Game[]

Shadow Armor
Molten Armor
Cobalt Armor

Mid-Late Game[]

Mythril Armor
  • High Velocity Bullet
Adamantite Armor
  • None
Hallowed Armor
  • Illuminant Hook
  • Worm Hook
  • Tendon Hook
Chlorophyte Armor

End of Game[]

Chlorophyte-based Armors
Luminite-based Armors
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