| A | B | C | D | E | F | G | H | J | K | |
|---|---|---|---|---|---|---|---|---|---|---|
1 | Name | Rarity | Type | Limit | Scaling | Possible? | Effect | Price | Added | Notes |
2 | Abyssal Pact | Epic | Unique | β | Removes the Lifesteal HP / Second Cap. +20% Lifesteal, -30% Attack Speed, -10 Max HP | 90 | Modded, Different Effect | There's only an effect to cap Max HP atm | ||
3 | Agressive Critters | Uncommon | Num Crits | β | When you crit, +1% Critical Damage multiplier this wave. | 50 | Ignored | No efect for this, and "crit damage muliplier" isn't a tracked stat unfortunately | ||
4 | Alien Arm | Common | Weapon | Max HP | β | Alternates between swings (30% Max HP 40% Melee Damage) and projectiles (30% Max HP 40% Ranged Damage) | 13 | Planned as weapon | Planned to add with shooting worms, like Lightning Shiv's effect | |
5 | Alien Artifact 1 | Uncommon | β | Each wave, +20% temporary Attack Speed until you get hit. | 45 | βοΈ v1.3.0 | Could be done as +20% stat, but -x% every time you get hit (like Triangle of Power) | |||
6 | Alien Artifact 2 | Uncommon | β | Each wave, +20% temporary Speed until you get hit. | 45 | βοΈ v1.3.0 (modified) | Adding but changing to Dodge as its a bit more useful | |||
7 | Alien Biofluid | Uncommon | Unique | β | Consumables give a permanent +1% Attack Speed. -100 HP restored from consumables. | 70 | Modded, Different Effect | |||
8 | Alien Hat | Common | Unique | β | When you lose HP, +2 temporary knockback. | 25 | Modded, Different Effect | I thought this was possible, turns out it isn't (you can only affect the core stats eg MaxHP, plus explosive size/dmg) | ||
9 | Angel Doll | Rare | Unique | β | When you die, destroy this item to revive at half HP, and gain [X] seconds of invulnerability. | 65 | Planned (different) | |||
10 | Ankh | Rare | Unique | π | +100 HP restored from consumables. | 55 | Modded, Different Effect | +100 healing seems OP? | ||
11 | Armor Injection | Common | βοΈ | +1 Armor | 25 | Ignored | Ignoring injections atm because they're visually similar to existing items | |||
12 | Assassin Doll | Uncommon | Dodge | β | Bosses and Elites take [1 80% Dodge]% more damage. | 65 | Planned (different) | |||
13 | Asteroid | Rare | Limited | 3 | βοΈ | +10 Elemental Damage, -10% Speed | 85 | Modded, Different Effect | These suggestions are all really good, I added a lot of the items before I saw them though | |
14 | Baby Clothes | Rare | Outfit Unique | β | +100% Speed, destroy this item when you take damage. | 70 | Modded, Different Effect | |||
15 | Backpack | Common | Wave End | π | +1 Luck at the end of each wave. | 15 | βοΈ v1.2.0 | |||
16 | Bag of Flies | Common | Max HP | β | When you get hit, [0 100% Max HP]% chance to spawn a temporary Fly orbital that deals [0 100% Max HP] damage to enemies. | 30 | Modded, Different Effect | Added as "Stitched Bag" with a different basic effect | ||
17 | Ball and Chain | Rare | Unique | β | +40% Damage, +15 Engineering, -40% Speed and it can no longer be increased. | 60 | Modded, Different Effect | Can only change the cap on HP or Dodge (Edit:) Actualyl might be possible to add a "-100% Speed Modifications" effect like some characters have | ||
18 | Banana Leaf | Uncommon | Wave End | π | +1% Speed at the end of each wave. | 35 | βοΈ v1.4.0 | Might change the current effect to this instead | ||
19 | Basic Armor | Common | Outfit | Wave End | π | +2 Armor, -6% Speed | 20 | βοΈ v1.2.0 (modified) | Added via White Armor | |
20 | Basic Shoulder Armor | Common | Outfit | Wave End | π | +1 Armor / +3% Attack Speed | 25 | Ignored | Not planning to add too many armors, so that the ones added feel more special | |
21 | Batteries | Uncommon | β | +5% Temporary Attack Speed when you pick up a crate. | 50 | Modded, Different Effect | ||||
22 | Beard | Rare | Unique | βοΈ | -7% Item Price, +10 Knockback | 55 | Modded, Different Effect | |||
23 | Bell | Common | Limited | 99 | βοΈ | -1% Enemy HP (not bosses or elites) | 10 | βοΈ v0.11.0 | ||
24 | Belt | Uncommon | Unique | Clothing Items | β | +2% Speed for each piece of clothing [2]. (Items like headwear, shirts, and handcuffs are clothing!) | 40 | Modded, Different Effect | Can only use stacking effects with weapons atm | |
25 | Berserker Mask | Uncommon | Unique | Neg Wave End | π | +20 Melee Damage, -1 Melee Damage and 2% Speed at the end of each wave. | 65 | Modded, Different Effect | ||
26 | Biceps | Common | Limited | 2 | βοΈ | +2 Melee Damage, +1 Max HP | 18 | Ignored | Ignored becuase the icon is too visually simialr too Big Arms | |
27 | Big Eye | Uncommon | Unique | Neg Ranged Weapons | β | +50 Ranged Damage, -15 Ranged Damage for each Ranged weapon you have. | 65 | Modded, Different Effect | Possible but only for all weapons, not just ranged | |
28 | Big Hand | Common | Weapon | Knockback | β | Damage scales with 100/150/200/250% Knockback | 12 | Modded, Different Effect | ||
29 | Big Nose | Epic | β | +85% Item Price. Positive stat modifications are doubled. | 120 | βοΈ v1.2.0 | Implemented as "increase ALL damage modifications by 100%". Item price change seems drastic tho, I need to test it | |||
30 | Billy | Uncommon | Pet | Little friend who gives food [1+5% HP Regeneration] times per wave. | 70 | |||||
31 | Blobfish | Uncommon | βοΈ | +2 Max HP, +2 Armor, +2% Item Price. | 32 | Modded, Different Effect | ||||
32 | Blood Drop | Rare | Unique | Wave End | π | +1% Life Steal at the end of each wave. | 85 | Modded, Different Effect | ||
33 | Blood Fuel | Epic | Unique | β | +100% Damage. Double your Engineering. (!) Effects that restore HP decrease it instead (including Consumables, Life Steal, and HP Regen!). | 100 | Modded, Different Effect | Originally ignored this because the sprite is similar to Padding, but I guess it's different enough to include | ||
34 | Blood Shield | Common | Limited | 5 | Successful Dodge | π | +2 HP when you Dodge an attack. | 10 | Modded, Different Effect | Ignoring shields atm |
35 | Blueprint | Common | βοΈ | +3 Engineering, -2 Ranged Damage, -2 Melee Damage, | 30 | Modded, Different Effect | ||||
36 | Bolt Gun | Common | Weapon | Engineering | β | Shoots a infinite piercing beam that lingers before disappearing. | 20 | Ignored | Sprite is too visually similar to SMG and Laser Gun | |
37 | Bomb | Common | Elemental Damage | β | Explosions have a [0 + Explosion Size]% chance to explode +1 additional time. | 30 | Maybe planned? | This effect was added via Trapped Outfit, which has been renamed to Exploding Vest. Might still use the icon/Bomb item to create custom structures if possible | ||
38 | Bomb (alternate) | Common | Weapon | Elemental Damage | Throws a bomb that explodes for (20 + 100% Elemental Damage) damage. | 12 | ||||
39 | Bow | Common | Unique | β | Range modfications are increased by 100% | 25 | Ignored | Extatonion already adds 2 bows. Might add a custom resprite called Energy Bow though | ||
40 | Brain | Uncommon | Duplicates | β | +[1] Engineering, Doubles for each extra brain you have. | 30 | Modded, Different Effect | Can only stack effects for weapons | ||
41 | Brick | Common | π | +3 Armor, less trees spawn | 25 | Modded, Different Effect | This can be done as it's just an inverse of the Trees effect, and the code for this effect does suport negative values | |||
42 | Broken Vase | Epic | Unique | Times Enemy Damaged | β | Enemies take 1% more damage every time they take damage. | 150 | Modded, Different Effect | Wish this was possible! | |
43 | Bronnie's Armor | Epic | Outfit Unique | β | When you take damage, gain 100% decaying temporary Speed and Dodge for 2 seconds. | 80 | Planned (different) | Don't want to add too many armor pieces, so they still feel special | ||
44 | Broom | Common | Unique | β | When you take damage, attract all materials and destroy all projectiles on screen. 10 second cooldown. | 20 | Ignored | Would love to have this implemented, with it clearing enemy projectiles every few seconds | ||
45 | Bully's Helmet | Rare | Unique | β | Explosions and Structures deal 25% extra damage. | 60 | Modded, Different Effect | Explosions yes, structures no | ||
46 | Cactus | Common | Limited | 5 | Lose HP | β | +5% chance to gain 1% Damage when you lose HP. | 30 | Modded, Different Effect | |
47 | Captured Energy | Uncommon | Wave End | β | +1% Double Material Chance at the end of each wave. | 35 | Modded, Different Effect | Might be possible, need to check. Would defo be cool to add some of these secondary stats at wave end | ||
48 | Carving Knife | Uncommon | Limited | 5 | Crit Kills | β | +1% chance to gain 1 Harvesting when killing an enemy with a crit. | 60 | Planned as weapon | Vanilla only supports gaining materials on crit. Planned as a new weapon |
49 | Charisma | Common | Limited | 10 | Materials Held | π | +1% of your materials at the start of a wave. | 20 | Modded, Different Effect | Added as Charasmatic Statue. The suggestion could be implemented as an enhanced piggy bank effect |
50 | Chipset Overcharge | Common | β | When you take damage, [3] random normal enemies take 1000 damage. | 25 | Modded, Different Effect | ||||
51 | Coin Shield | Common | Limited | 5 | Successful Dodge | π | +5 Materials when you Dodge an attack. | 20 | Modded, Different Effect | BFX: Can be implemented as temp +Harvesting |
52 | Coral | Uncommon | Unique | β | Halve your stats. Ignore future stat decreases. | 75 | Maybe planned? | Will add if I can find something cool to do with it that matches SG's effect | ||
53 | Crank | Uncommon | Pet | Little friend who explodes on your enemies for [10+50% Elemental Damage+100% Engineering Damage]. 10 second cooldown. | 70 | |||||
54 | Cross | Uncommon | Unique | Wave End | π | +1 Max HP at the end of each wave. | 70 | Modded, Different Effect | ||
55 | Crutch | Uncommon | Wave End | π | +3 Harvesting at the end of each wave. | 40 | Modded, Different Effect | |||
56 | Cursed Octopus | Uncommon | Unique | β | Your second weapon deals +8 damage. | 55 | Maybe planned? | |||
57 | Cyclops | Uncommon | Pet | Little friend who fires energy balls (random between red, blue, yellow, green). | 70 | |||||
58 | Decaying Bodies | Rare | Unique | Materials Held | π | +1% Crit Chance for every 40 materials you have [0]. | 90 | βοΈ v1.2.0 | This one is actually possible! Because the game has an effect for "gain stat for every stat", and materials is actually a tracked stat | |
59 | Demon Stick | Rare | Wave End | β | Trigger your Ethereal weapons at the end of each wave. | 60 | Planned (different) | |||
60 | Demonic Statue | Epic | Take Damage | β | -50 Max HP, When you take damage, trigger your Ethereal weapon effects. | 75 | Planned (different) | |||
61 | Devil Armor | Rare | Outfit Unique | Neg Armor | β | +[0 -200% Armor] Max HP. | 60 | βοΈ v1.2.0 (modified) | Do these ones means eg "gain +x Max HP per -y Armor"? That's definitely possible | |
62 | Devil Dagger | Rare | Unique | Neg Armor | β | +[0 -100% Armor] Melee Damage. | 60 | Planned as weapon | ||
63 | Devil Shoulder Armor | Rare | Outfit Unique | Neg Armor | β | +[0 -100% Armor] Attack Speed. | 60 | βοΈ v1.2.0 (Devil Armor) | Only adding Armor so that it stays visually unique | |
64 | Disgusting | Rare | Neg Item Price | β | +1 Melee Damage, Ranged Damage, Elemental Damage, and Engineering per Item Price above 100% | 60 | Modded, Different Effect | Might be possible as "item cost" is a tracked stat. I've already added Disgusting to scale with -Harvesting though, as -Harvesting is easier to get than +ItemsCost. But I would liek to implement this idea | ||
65 | Drone | Epic | Unique | β | Your structures orbit around you instead of spawning randomly. | 100 | Maybe planned? | Will add as a structure if possible | ||
66 | Drugged Critters | Uncommon | Unique | β | 20% Chance to gain 1 temporary Luck when you kill an enemy with a crit. | 58 | Ignored | Most ctritter-releated items are ignored | ||
67 | Dumbbell | Common | βοΈ | +2 Melee Damage, +2% Damage, -20 Range. | 25 | Modded, Different Effect | ||||
68 | Energy Armor | Rare | Outfit | π | +[15% Attack Speed] Armor. | 60 | βοΈ v1.4.0 (modified) | |||
69 | Energy Ball Blue | Common | Weapon | Ranged Damage | βοΈ | Pierces four times (-15% damage) | 15 | Planned as weapon | ||
70 | Energy Ball Green | Common | Weapon | Ranged Damage | βοΈ | +3/4/5/6 % Life Steal. | 15 | Planned as weapon | ||
71 | Energy Ball Red | Common | Weapon | Ranged Damage | βοΈ | Deals high damage | 15 | Planned as weapon | ||
72 | Energy Ball Yellow | Common | Weapon | Ranged Damage | βοΈ | Explodes. | 15 | Planned as weapon | ||
73 | Energy Belt | Uncommon | Unique | Clothing Items | β | +2% Double Material Chance for each piece of clothing [2]%. (Items like headwear, shirts, and handcuffs are clothing!) | 40 | Modded, Different Effect | ||
74 | Energy Doll | Uncommon | β | At the end of each wave, multiply the materials in your bag by [1.5]. | 50 | Planned (different) | Could be done at the start of wave instead via piggy bank effect | |||
75 | Energy Fist | Rare | Limited | 5 | Engineering | β | Weapons gain +10% Engineering scaling. | 60 | Planned as weapon | |
76 | Energy Pickaxe | Epic | Trees Destroyed | β | +1 Harvesting when you destroy a Tree. | 100 | Planned as weapon | |||
77 | Enhanced Fruit | Uncommon | Limited | 3 | π | Consumables give [3/6/9] bonus materials on pickup. | 60 | βοΈ v0.11.0 | ||
78 | Explosive Critters | Rare | Unique | Attack Speed | β | Critical hits explode (cooldown 10 seconds, decreases with Attack Speed) | 70 | Ignored | Ignoring all critter-related items, until/unless vanilla supports creating them | |
79 | Eyes | Common | βοΈ | +3% Attack Speed | 15 | Modded, Different Effect | ||||
80 | Fat Doll | Uncommon | βοΈ | +3 HP Restored by Consumables. | 40 | Planned (different) | Planned, will add this effect but needs something extra, I'd like all dolls to be at least Rare | |||
81 | Fat Spike Doll | Common | β | Consumables spawn a ring of 6 spike projectiles that deal [0 100% Armor] damage each. | 25 | Planned (different) | ||||
82 | Fish | Common | βοΈ | +2 Ranged Damage, -25 Range. | 30 | Modded, Different Effect | ||||
83 | Fishy Bar | Common | Unique | π | +3 Elemental Damage, +2 Melee Damage, -3 HP Restored from Consumables. | 30 | Modded, Different Effect | |||
84 | Fly Head | Rare | βοΈ | +10 Melee Damage, +10 Elemental Damage, +10 Engineering, -10 Armor, -10 Max HP. | 75 | Modded, Different Effect | ||||
85 | Fox | Epic | Unique | Enemy Deaths | β | 1% Chance to gain +1 to a random stat when an enemy dies. | 140 | Ignored | ||
86 | Fruit Bag | Uncommon | Unique | β | Store up to 2 consumables by picking them up while at full HP. You eat them automatically at low HP. | 50 | Planned (different) | |||
87 | Full Moon | Common | π | +5% Damage | 25 | Modded, Different Effect | ||||
88 | Ghost Costume | Common | Outfit Unique | β | The first time you take damage each wave, you get 5 extra seconds of invincibility. | 25 | Ignored | |||
89 | Gold Armor | Uncommon | Outfit Unique | π | +1 Harvesting for each Armor you have. -6% Speed. | 40 | βοΈ v1.2.0 (modified) | |||
90 | Gold Shoulder Armor | Uncommon | Outfit Unique | π | +1 Harvesting for each 3% Attack Speed you have. -3 Max HP. | 60 | Ignored | |||
91 | Golden Sword | Uncommon | β | +8 Melee Damage, -1 Material every Second. | 12 | Planned as weapon | Might be possible since v0.6.1.6, but as a % of materials (like Streamer) | |||
92 | Golden Veins | Common | Limited | 5 | β | +5 Materials when you take damage. | 30 | Modded, Different Effect | I added a lot of "on take damage" effects to Invasion, but as someone noted, this is broken on Sick, Blood Donation, Bull and Masochist. So I'm moving away from them wherever possible | |
93 | Guardian Doll | Epic | Unique | Armor | β | Doubles your Armor. | 120 | Planned? | Might be possible, need to check | |
94 | Gun Extension | Uncommon | βοΈ | +5 Engineering, -5 Ranged Damage | 45 | Modded, Different Effect | ||||
95 | Hairy Foot | Rare | βοΈ | +10% Life Steal, +5% Speed, +10% Item Price. | 55 | Modded, Different Effect | ||||
96 | Heart | Uncommon | β | Once per wave, spawns a Heart enemy that runs around. When you kill it, heal to full HP. | 35 | Modded, Different Effect | ||||
97 | Heaven Dagger | Rare | Unique | β | Enemies below you on screen take 25% extra damage. | 70 | Planned as weapon | |||
98 | Horn | Common | βοΈ | +2 Melee Damage, -3 Ranged Damage | 20 | Modded, Different Effect | ||||
99 | Horse Shoe | Uncommon | Wave End | π | +1% Speed at the end of each wave. | 60 | Modded, Different Effect | Added via Drugged Critter | ||
100 | HP Injection | Common | βοΈ | +2 Max HP | 8 | Ignored | I'm not adding injection items because they're too visually similar to the 2 vanilla injections. But I might add Pepilon's pink syringe as a weapon |