Orange Zapinator

Type | |
---|---|
Damage | 100 (Magic) |
Knockback | 6 (Average) |
Mana | 16 |
Critical chance | 4% |
Use time | 36 (Very slow) |
Velocity | 60 (effective) |
Tooltip | 'It might be broken' |
Rarity | ![]() |
Buy | 50 GC |
Sell | 10 GC |
Research | 1 required |
- Zapinator
Use | |
---|---|
- Internal Item ID: 4348 (Desktop, Console and Mobile versions)
- Internal Projectile ID: 876
The Orange Zapinator is a Hardmode magic weapon that can be purchased from the Traveling Merchant for 50 GC. Unlike the Zapinator, the Orange Zapinator does not autofire. Meteor armor's set bonus will reduce the mana cost of the Orange Zapinator (and Gray Zapinator) to 0, although the stated mana cost will not change.
This content is transcluded from Gray Zapinator.The weapon fires a blue laser beam that behaves very erratically. Upon striking an enemy, the projectile slows down by 40%, decreases its current damage and knockback by 10%, and can choose from an assortment of special effects as described below. The laser beam will disappear after hitting eight enemies or after 60 seconds.
Its best modifier is Mythical.
Special effects
Upon hitting an enemy, the beam can do any (and perhaps more than one) of the following things:[1]
Effect | Chance |
---|---|
Disable tile collision (i.e., gain the ability to move through blocks) Teleport up to 16 tiles left or right |
1/20 (5%) |
Disable tile collision Teleport up to 16 tiles up or down |
1/20 (5%) |
Disable tile collision | 1/2 (50%) |
Move the projectile backwards along the current trajectory up to 39 ticks[2][3] (i.e., teleport to the location that would normally only be reached after reversing direction and waiting up to 39 ticks, or 0.65 seconds) (applied before the general 40% velocity decrease per hit) |
2/3 (66.67%) |
Shift direction slightly to the right of the screen | 1/7 (14.29%) |
Shift direction slightly to the bottom of the screen | 1/7 (14.29%) |
Multiply current knockback by 10 (applied after the general 10% knockback decrease per hit) |
1/20 (5%) |
Multiply current damage by 10 (applied after the general 10% damage decrease per hit) |
1/50 (2%) |
Teleport up to 4 tiles left or right[3] | 1/7 (14.29%) |
Teleport up to 4 tiles up or down[3] | 1/7 (14.29%) |
Mirror trajectory vertically | 1/14 (7.14%) |
Mirror trajectory horizontally | 1/14 (7.14%) |
Slow down to between 0.05% and 10% of the current velocity (applied after the general 40% velocity decrease per hit) |
1/10 (10%) |
These effects are applied in the given order. While it is possible for a projectile to trigger all of them at once upon hitting an enemy, it is also possible that none of them are triggered.
Notes
- The damage increase effect can also apply to critical hits.
- Because the Orange Zapinator gains effects on hit, following hits can give the same beam new effects, which can lead to stacked damage and knockback modifiers, causing some beams to deal thousands of damage and/or extreme knockback.
- Only the front of the beam deals damage. Enemies can walk through beams without taking damage if they do not touch the front.
- Once Hardmode is initiated, the Orange Zapinator replaces the Gray Zapinator in the Traveling Merchant's inventory, making the latter unobtainable.
Tips
- The player should use caution when using the Orange Zapinator near the post-Golem Dungeon. The erratic nature of the shots may hit a Cultist, unintentionally summoning the Lunatic Cultist.
- Despite its low rarity, it can be a very effective weapon throughout early Hardmode (especially when paired with armor that boosts magic power), given the luck required to benefit from the projectiles' behavior.
- The slower beams that often appear can be useful in boss fights with larger, slower moving targets such as Plantera.
Trivia
- There is a 5.87% chance that none of the special effects occur upon hit. The general 40% velocity and 10% damage and knockback decrease is still applied in this case.
- The odds of triggering all possible effects at once are 1 in 5,647,152,000,000.
- The Orange Zapinator's name and sprite resemble the NES Zapper, an electronic light gun accessory for the Famicom (known as the Family Computer in Japan, and the Nintendo Entertainment System or NES in North America and internationally). The Orange Zapinator in particular resembles the re-released NES Zapper released in North America and internationally in 1989, with its bright orange coloration and black trigger.
- The reason why the NES Zapper's color was distributed as orange is because European and American laws prohibit painting toy firearms in the color of real firearms to prevent their use in crime. Thus, the re-released NES Zapper took on its orange coloration upon release in these regions.
- The erratic behavior of the projectiles along with the tooltip, 'It might be broken', are most likely references to the fact that NES Zappers were inconsistent when used in their respective light gun games on the NES.
- The Zapinator was first introduced in the original desktop release by the developers to instantly kill enemies for testing purposes, and it was removed with the 1.0.1 version. Later on, the item was added to the Nintendo
version. The Zapinator was eventually re-introduced to the
Desktop version,
Console version, and
Mobile version as the Gray Zapinator and Orange Zapinator in 1.4.0.1.
History
- Desktop 1.4.4: Use time reduced from 37 to 36.
- Desktop 1.4.0.1: Introduced.
- Console 1.4.0.5.4.1: Introduced.
- Switch 1.4.0.5.5: Introduced.
- Mobile 1.4.0.5.0: Introduced.
References
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method
Damage()
inTerraria.Projectile.cs
. - ↑ A tick is a time unit countable by the software. Most of Terraria's updating logic happens every tick. A tick has the length of 1/60th of a second, hence there are 60 ticks in a second and 3600 ticks in a minute.
- ↑ 3.0 3.1 3.2 The teleportations will not take effect if the new location is within blocks and the projectile is incapable of moving through blocks.