- Wand of Sparking
- Wand of Frosting
- Gray Zapinator
- Aqua Scepter
- Thunder Zapper
- Space Gun
- Ice Rod
- Golden Shower
- Demon Scythe
- Laser Rifle
- Magic Dagger
- Orange Zapinator
- Sky Fracture
- Shadowflame Hex Doll
- Crystal Serpent
- Leaf Blower
- Frost Staff
- Poison Staff
- Razorpine
- Heat Ray
- Venom Staff
- Unholy Trident
- Bubble Gun
- Laser Machinegun
- Charged Blaster Cannon
- Last Prism
- Betsy's Wrath
- Zapinator
Magic Dagger
Type | |
---|---|
Damage | 35 / 40 (Magic) |
Knockback | 3.75 (Weak) |
Mana | 6 |
Critical chance | 4% |
Use time | 8 (Insanely fast) |
Velocity | 12 |
Tooltip | A magical returning dagger |
Rarity | ![]() |
Sell | 5 |
Research | 1 required |
- Magic Dagger
Use | |
---|---|
- Internal Item ID: 517
- Internal Projectile ID: 93

The Magic Dagger is a Hardmode magic weapon that operates exactly as the Throwing Knife, but uses mana instead of consuming stacks of the item. It also causes more than triple the damage. A single Magic Dagger can be thrown limitlessly whenever mana is available, and is never consumed. The Magic Dagger has a 16.67*1/6 (16.67%) / 14.29*1/7 (14.29%) chance of being dropped by Mimics.
Magic Daggers will fly in a direct line in the direction of the cursor for the first 16 tiles of distance, then suddenly start being affected by gravity and losing horizontal momentum. They also produce a small amount of light on impact.
Its best modifier is Mythical for raw damage output, but Celestial makes the weapon use less mana. The speed downside of Celestial causes little to no damage loss due to how piercing damage can only hit enemies at a set rate.
Notes
- Due to not having autofire its fire rate is effectively the speed at which the player is capable of pressing the ⚒ Use / Attack button.
- Liquids significantly slow the projectiles, and cause them to fall off after a much shorter distance.
- In don't dig up and Get fixed boi seeds, the Magic Dagger receives the following changes:
- Switched place with Wand of Sparking. As a result, it is found in Chests, or sold by the Skeleton Merchant during the Third Quarter, instead of dropped by Mimics during Hardmode.
- Damage decreased from 35 to 14.
- Use time increased from 8 to 15.
- Mana cost decreased from 6 to 5.
- Value decreased from 25 to 50.
Tips
- The Magic Dagger can pierce, making it a very viable weapon against worms like The Destroyer and Wyvern.
- Because the projectiles are small and have an unusual trajectory, it may take some time to learn how to aim them effectively.
- Because the Magic Dagger falls after being thrown directly up, it can hit twice. This can mean one dagger can do double damage (70 base damage) to an enemy above the player.
- The Magic Dagger is similar to the Shadowflame Knife, though it is better for crowd control as it can fire faster and pierce enemies. On the other hand, compared to the Shadowflame Knife, the Magic Dagger has lower range, does not inflict a debuff, requires mana, and does not have autoswing.
Trivia
- Despite the tooltip implying that it is a single dagger that would "magically return" before being thrown again, multiple Magic Daggers can be thrown in succession without waiting for them to impact. Also, the daggers do not return to the player like a boomerang, meaning the dagger probably teleports back into the player's inventory as its "magical returning" property.
History
- Desktop 1.4.4:
- Damage decreased from 40 to 35.
- Is now autofire.
- Now uses local immune frames, as the fire rate was so fast that they conflicted with themselves.
- Distance before daggers begin to fall has been increased by 50%.
- Desktop 1.3.1: Sprite updated.
- Desktop 1.2.3: Sell value decreased from 20 to 5.
- Desktop 1.2:
- Damage increased from 28 to 40.
- Use time decreased from 14 to 8.
- Desktop 1.1: Introduced.
- Console-Release: Introduced.
- Mobile-Release: Introduced.
- 3DS-Release: Introduced.