
How to craft it
throwing without waiting
Most boomerangs make you wait for the projectile to come home before you can throw again. This one does not. You can keep half a dozen in the air at once, and they do not turn around the instant they touch something either, they bounce off it and carry on. Between those two behaviors a fight with it looks less like throwing a boomerang and more like filling a room with ricochets.
the second half of the flight is the real weapon
A disc flies straight for a short moment, then starts to slow, and that transition changes what it is. Once it is decelerating it pierces without limit and terrain stops blocking it, so it sinks slightly into tiles instead of stopping at them. The outbound throw is the weak part. The drift at the far end of its range is where the damage actually accumulates, especially against something stationary or packed in with others. Aiming so the turnaround happens on top of your target, rather than past it, is most of the skill in using this.
small rooms, not open fields
Thrown into open sky a disc travels out, curves, and connects a couple of times on the way back. Thrown into a corridor or a walled arena the same disc rattles between surfaces for its entire flight and hits everything in the room over and over. That makes it a dungeon and arena weapon. It is worth boxing in a fight specifically to use it, and worth putting away when you are chasing something across the surface.
range is not fixed
Melee speed bonuses throw it faster, and a faster throw travels further before the deceleration starts, so the same disc reaches noticeably further in a full melee speed setup than it does bare. Water works the other way, dragging it down and cutting the range short, which is one more reason not to fight in flooded rooms with it. A disc that has been out too long, or that ends up a long way from you, gives up and vanishes, so it will not trail you across the world.
when you get it
It arrives with the first wave of hallowed gear, once The Destroyer has given up its souls, and it outclasses everything earlier in the boomerang line on the multi throw alone. Godly and Demonic come out equal on this one, so take whichever you roll first instead of burning money chasing a specific name.
it lights what it passes
A thrown disc glows regardless of the light in the room, and it leaves a lit trail behind it that also ignores darkness, plus a scatter of green sparks wherever it connects. Six of them looping around an unlit dungeon room is a workable substitute for torches while the fight lasts, and it makes tracking where each one is far easier than it would otherwise be. The return trip is quick, so a disc that has turned around is back with you sooner than the outbound leg suggests.
tron
The discs are identity discs from Tron, down to the tooltip, which is a line of dialogue lifted from the film. On old console builds and pre-1.3 mobile, a small spinning disc is what the game showed you while the map loaded.






Mythril Anvil