Ammunition items

Ammunition items are consumable items fired by ranged weapons. To fire a weapon that requires ammunition, a compatible ammunition type must be present in the player's inventory. The ammunition will be taken from the first stack of suitable ammunition, checked in the following order: The four dedicated ammo slots of the inventory from top to bottom, then the main inventory from the top row (hotbar) to the bottom row, going from left to right within each row.

Each type of ammunition adds its damage, velocity, and knockback to the base value of the weapon that fires it. Damage bonuses also apply to the damage of bullets and arrows. Some weapons, armor, accessories, and buffs offer a chance for each shot to "conserve" ammo, firing a shot as usual without consuming the ammunition. If multiple such items and/or buffs are active, their respective chances to conserve ammo are combined.

Bullets
Bullets are fired from guns.

Arrows
Arrows are fired from bows and repeaters.

Rockets
Rockets are fired from launchers.

Darts
Darts are fired from the Blowpipe, Blowgun,, and. The Blowpipe and Blowgun can additionally fire Seeds.

Solutions
Fired from the Clentaminator. Spreads or removes biomes.

Bait
Used by a Fishing Pole to catch Fish.

Wire
Wire is used to connect mechanisms to triggers and can be placed and removed using various tools. Placed wire will assume the color of the Wrench used, but will always appear as when dropped or placed in inventory or ammo slots. See Wire for more information, and a complete list of available tools.

Ammo conservation
By default, every item of ammo fired will be consumed, i.e. removed from the player's inventory. There are certain items, however, that add a chance to prevent consuming the item, effectively conserving ammo occasionally. The following items have a chance not to consume ammo:

Ammo conservation effects are combined neither purely additively nor multiplicatively, but with the following formula:

$$p_\text{total} = p_1 + p_2 - p_1 * p_2$$

For example, using a Minishark ($p_1 = \frac{1}{3}$ ) with an Ammo Box ($p_2 = \frac{1}{5}$ ) results in a total chance of $p_\text{total} = \frac{7}{15}$ ( not to consume ammo):

$$p_\text{total} = \frac{1}{3} + \frac{1}{5} - \frac{1}{3} * \frac{1}{5} = \frac{7}{15}$$

The highest conservation possible is attainable by using a Phantasm with a Magic Quiver, an Ammo Box, an Ammo Reservation Potion, a Vortex Breastplate and a Chlorophyte Helmet. It amounts to, which means that, on average, only out of 1000 arrows will be consumed.

Tips

 * Using armor that conserves ammo will also conserve the solutions (ammo) for the Clentaminator when worn.
 * The following ammo items do not automatically get placed into the ammo slots. If the player is running low on inventory space and still has ammo slots open, these items can be placed there to conserve space.