About This File
Items sometimes have magical effects on them.
Mod also available via Steam workshop!
All items listed below have a 20% chance to gain a magical effect when they spawn (crafted, found or dropped). Weapons and armorpieces get different effects. The effects on weapons are heavily influenced by the attack power of the weapon, while the armor effects have no particular scaling.
An item that gains a special effect will display a (?) next to its name. This indicates the item is unidentified. Use a Magnifying Glass (available in the Tools crafting tab) on the item to identify what effect is present on the item. Examine the item after it has been identified to get a more detailed explanation. Note that the effect is active whether you identify it or not.
If this mod is activated in mid-game then all existing items in the game will have a 20% chance of recieving an effect. Once an item has an effect it cannot be removed.
* indicates a visual effect will play when the effect triggers
Possible weapon effects:
Flaming - Sometimes ignites flammable targets *
Leeching - Steals health from targets on each hit
Freezing - Sometimes freezes freezable targets *
Minimizing - Sometimes shrinks and slows targets *
Vorpal - Very rarely instantly kills targets *
Blessed - Deals additional damage (20 percent)
Well-crafted - Deals additional damage (10 percent)
Telelocating - Sometimes teleports targets away *
Sturdy - Takes longer to break down
Terrifying - Sometimes causes target to panic *
Poisoning - Sometimes deals double damage over time *
Self-repairing - Slowly repairs itself over time (always active)
Curses:
Slippery - Can slip out of your hand when used *
Disappearing - Sometimes vanishes when used *
Thorny - Deals 1 damage to user when used
What weapons can gain special effects:
Axe
Golden Axe
Ham Bat
Spear
Tentacle Spike
Dark Sword
Thulecite Club
Pickaxe
Golden Pickaxe
Hammer
Shovel
Golden Shovel
Pitchfork
Cane
Bat Bat
Pick/Axe
Fishing Rod
Bug net
Possible armor effects:
Sturdy - Takes longer to break down
Fireproof - Reduces fire-damage by a third
Cozy - Small protection against freezing
Dapper - Small bonus to sanity
Self-repairing - Slowly repairs itself over time (always active)
Healing - Slowly heals wearer over time
Faster's - Reduces hunger drain
Quick - Increases speed
Sentient - Helps wearer understand Science
Entombing - Sometimes freezes attacker if struck *
Wish-away - Sometimes teleports attackers away *
Curses:
Hungry - Increases hunger drain
Heavy - Decreases speed
Tickling - Prevents sleeping
Entombing
What items can gain special armor effects:
Grass Suit
Log Suit
Night Armour
Marble Suit
Snurtle Shell Armor
Thulecite Suit
Football Helmet
Beekeeper Hat
Shelmet
Thulecite Crown
Miner Hat
Beefalo Hat
Feather Hat
Top Hat
Winter Hat
Spiderhat
Rabbit Earmuffs
Tam o' Shanter
Dapper Vest
Breezy Vest
Puffy Vest
Torch
Umbrella
Lantern
What's New in Version v6 See changelog
Released
- v6 (Where there's a Wilson...)
- Updated for patch
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