652Graystripe
Plantera
This is a tier list - cautiously based on my own experience and "research" - about the equipable items of Terraria: accessories, mounts, and armor. Unlike past tier list threads, this is not based solely on community input, but if you comment I'll definitely take it into consideration.
I am also strongly considering adding some analysis to each entry to make the tier list more informative (kudos to @Baconfry for his in-depth weapon tier list), but I am also a little bit leery of that since it makes the whole thread considerably more dense. I may add description for some of the more important items and see where we go from there.
Accessories
Accessories being the ones that you stick in the accessory slots, of which you have 5 (6 in Master, and you unlock an additional in Expert/Master Mode). These can make or break your game with a myriad of useful effects.
For the purposes of this thread, I will not be ranking those that don't affect your stats as it pertains to combat. While the Paint Sprayer can be very useful to builders, its utility is also impossible to judge, since it's based solely on the patience of the user. Likewise, the Cell Phone components are less "accessories" and more "things you keep in your inventory." I will also not rank wings individually, since they're relatively balanced as of 1.4 and fulfill mostly the same purpose.
Lastly, it's worth noting that accessories' best prefixes can vary, but the usual two are Warding (+4 Defense) and Menacing (+4% damage). Lucky (+4% critical strike chance) is also worth considering in some very specific situations. Because of this, it may be useful (especially early-game) to use an accessory with a favorable modifier over a slightly more useful one that has no modifier - a Warding Radar versus a normal Flipper, for example.
I rank these based on overall utility and how easy they are to obtain. The former is much more important than the latter, but if an accessory is ridiculously hard to get, I will note that.
Pre-Hardmode
All obtainable before beating the Wall of Flesh. Easy to get? Not always. But they're obtainable.
Aglet
The +5% speed offered by the Aglet is useful until you get some other accessory to replace it. The only specific scenario where it comes in handy is the Expert Eye of Cthulhu, which requires all the speed you can get. And even then, other accessories will probably take precedent.
Tier: C
Amphibian Boots
These somewhat-useful boots will require you to do some fishing, but once you get them, they give you a good amount of mobility - especially when combined with the bottle jump accessories. Be warned, however, that they can’t be used to make Spectre Boots, so you should have another pair of boots on hand for that purpose.
Tier: B+
Anklet of the Wind
10% extra movement speed is a decent amount, but it doesn’t usually outweigh other accessories. This accessory, which is sometimes annoying to get, is mostly just there to craft the Lightning Boots.
Tier: C+
Arctic Diving Gear
You should only upgrade from the Jellyfish Diving Gear if you happen to have spare Ice Skates, since you’ll be wearing Frostspark Boots more often than diving gear. But if you have the skates, go ahead, and you’ll find that the very small amount of underwater work you do will be a lot easier.
Tier: C+
Balloon Pufferfish
Should you get lucky while fishing, you may pull up this endearing little accessory. The extra jump height can be okay, although you should weigh it heavily against other accessories. Also consider making a Sharkron Balloon out of it, which is an easy-to-get mobility item that will prove quite useful.
Tier: B
Blizzard in a Bottle
Better than the Cloud due to the horizontal momentum you can get with the double-jump, plus it’s almost as easy to get. Especially without the Shield of Cthulhu, the Blizzard can be extremely handy to get a running start.
Tier: A-
Bundle of Balloons
These are completely unobtainable without extensive sky island fishing, so they’re usually not worth it to go for. That being said… the mobility offered is actually very significant, and the quadruple jumps will greatly help you in most all fights. Wings are almost always better, though.
Tier: C+
Climbing Claws/Shoe Spikes
The ability to wall-jump gives you great mobility in the very earliest stages of the game, where it can help you avoid having to build your way over obstacles. Rope is easy, but oftentimes wall-jumps are even easier. They do, however, become largely obsolete once you pick up a grappling hook.
Tier: B
Cloud in a Balloon (and other balloons)
Though getting to a floating island can be a little tough in pre-Hardmode, the increased jump height of these balloons will really help you as you head toward Hardmode. Bear in mind that most worlds will have 1-2 Shiny Red Balloons at most, so you may want to plan for that (although the Sharkron Balloon is a renewable option).
Tier: A-
Cloud in a Bottle
It’s easy to find and easy to use, although it’s considerably weaker than the Blizzard and Sandstorm in a Bottle. You’ll likely find one of these on your way through the underground, and it will provide your first valuable mobility boost. Then you can replace it.
Tier: B+
Diving Gear
Is it an acceptable way to explore large bodies of water, which usually don’t have much to explore in them? Absolutely. That’s one thing it does really well.
Tier: B-
Dunerider Boots
I place these separately from the Hermes Boots because 1) they require you to brave the Underground Desert and 2) they make you absurdly fast on sand. If you choose to design your arena for it, this speed can prove invaluable against almost any pre-Hardmode boss. You’ll want some Spectre Boots alongside them, though, for vertical movement and non-sand situations.
Tier: B+
Fairy Boots
The Flower Boots have very limited utility, and the Spectre Boots should be kept intact to make into Lightning, then Frostspark, then Terraspark Boots.
Tier: D
Fart in a Jar
Aside from making me mildly uncomfy, this accessory provides you with a good double-jump option that's noticeably better than any other (except the rare Sandstorm in a Bottle). If you happen to get a Whoopie Cushion, this is a good accessory to have. Unfortunately, you're not likely to get one before something more powerful has taken this thing's place.
Tier: B
Flipper
Water can be a bother in the early stages of the game (i.e. before you have a grappling hook or double-jump accessories), so a Flipper can be a welcome addition to your accessories. Once you don’t need it, you should feel free to ignore it, since water is not particularly dangerous once you have mobility items.
Tier: B-
Flying Carpet
If you get this from a pyramid chest, you’re 1) lucky and 2) fortunate. The horizontal glide that it offers lets you get the drop on a variety of enemies and enhance the ways you can travel around your world; it will only fall out of favor once you’ve got wings in Hardmode.
Tier: A-
Frog Flipper
While swimming is nice, and the Frog Leg is nice, neither of them are usually worth an accessory slot on their own. The same goes for the Frog Flipper, which combines the two of them and doesn’t give the more useful benefits of the Amphibian Boots.
Tier: C-
Frog Gear
Giving surprisingly good mobility (especially in water), you should definitely think of this accessory if you pick up a Frog Leg while fishing. On the flipside, though, the Tiger Climbing Gear falls off rapidly once you get a grappling hook, and it can also be used to craft the Master Ninja Gear later down the line; likewise, the Flipper has other uses. Is it worth it? I’ll give you a definitive maybe.
Tier: B
Frog Leg
The increased jump height and fall resistance of the Frog Leg will give you an edge, especially if you combo it with any double-jump accessory. Keep in mind, though, that it isn’t always worth the accessory slot, especially with any balloon in play.
Tier: B
Frog Webbing
Like the Tiger Climbing Gear, this accessory becomes rapidly less useful once you get a grappling hook, which should be relatively soon. By crafting it, you also miss out on the excellent Master Ninja Gear later on, as well as better Frog Leg tinkers such as the Amphibian Boots.
Tier: B-
Frostspark Boots
Though the ice mobility they provide is relatively negligible unless you do a lot of fighting in the tundra, the Frostspark Boots are a fantastic accessory thanks to the increased movement speed they offer. They even work with wings to grant additional flight time and speed. You should only drop them if you’re relying on a mount.
Tier: A+
Hellfire Treads
Although they do look absolutely sweet, these will prevent you from crafting the much better Terraspark Boots. Skip ‘em.
Tier: D
Hermes Boots
Almost mandatory before you fight your first bosses, the Hermes Boots and equivalents will let you sprint across the ground once you’ve built up speed. Pick them up and use them for exactly as long as it takes to upgrade them to Spectre Boots, which let you take to the skies as well as sprint.
Tier: B+
Honey Balloon
Of all the things to use your Shiny Red Balloon for, why this? It doesn’t grant a double-jump and it can’t be tinkered with the Lucky Horseshoe. It doesn’t even make sense as an accessory. Don’t go for it.
Tier: C-
Horseshoe Balloons
Fall damage can be a nuisance, although there are lots of ways (double jump, boots, grappling hook) to mitigate it. Use these to eliminate those worries. If you have designs on the Bundle of Balloons (hope you like fishing), these can’t be used for that, so be cautious.
Tier: A-
Ice Skates
Navigating the mostly-annoying, sometimes-treacherous terrain of the snow biome? Have some ice skates! Anywhere else? Haha what are you doing! It’s worth noting that these can give you surprising mobility on an ice battlefield, which can combine well with Hermes Boots for early boss fights.
Tier: B
Jellyfish Diving Gear
Although you’ll have to go a little out of your way to get the Diving Helmet in the first place, the Jellyfish Diving Gear can provide some useful mobility - and good light - when underwater. If you go underwater a lot.
Tier: B-
Lava Charm
For those who enjoy playing with fire, the Lava Charm is a fantastic toy. I recommend keeping it on you for whenever you encounter lava, and not wearing it in the interim. Bear in mind that it takes some time to charge up, so you can’t just slap it on and immediately go swimming!
Tier: B+
Lava Waders
Though Water Walking Boots are painfully rare, the ability to walk on water (and lava) can come in handy… sometimes. You mostly want these for the Lava Charm’s ability, so they earn the same ranking.
Tier: B+
Lightning Boots
As the benefits of the Frostspark Boots are not too huge compared to these ones, you should feel perfectly fine about sticking to Lightning Boots. They’re even useful when you have wings, as they boost your flight time and speed.
Tier: A+
Molten Charm
It’s fine, but the Obsidian Skull’s effect is much easier to obtain through the Obsidian Shield. If you don’t have the Shield yet (you probably will), feel free to use this.
Tier: C+
Molten Skull Rose
This accessory is mostly a waste of a Lava Charm, since it can’t be used to craft the Lava Waders. If for some reason you have no hope of getting the Lava Waders and therefore the Terraspark Boots, you can use your Lava Charm on this. Outside of that… don’t.
Tier: D
Obsidian Water Walking Boots
Like with the Water Walking Boots, the need to walk on water is rare, and the Obsidian Skull’s fire protection is already readily accessible (see: Obsidian Shield). These will really only appear if you’re going for the Lava Waders but haven’t picked up the charm yet.
Tier: B-
Panic Necklace
Unlike many accessories that activate when you get hit, the Panic Necklace helps you avoid additional damage, which makes it pretty nice. It’s not exactly the toppest tier of accessories, but it certainly performs well early in the game.
Tier: B
Rocket Boots
The upward mobility these give you will come in very handy against the later fights of Pre-Hardmode, including Skeletron and the Wall of Flesh. However, to get the most out of them, you should immediately combine them with Hermes/Flurry/Sailfish/Dunerider Boots to get the Spectre Boots.
Tier: A-
Sandstorm in a Bottle
Although it’s infuriatingly rare, this is the best of the bottle accessories, providing a powerful upward jump that will help you even into early Hardmode. If you can get it, use it.
Tier: A-
Shiny Red Balloon
By itself, this fetching balloon won’t help you a whole lot. Combined with the readily available double-jump items, it’s most certainly a different story.
Tier: B-
Spectre Boots
Though they aren’t quite as speedy as the Lightning Boots and upgrades, the Spectre Boots will give you the best mobility available pre-Hardmode. Since they’re easy to obtain once you have the Rocket Boots, you should tinker them right away.
Tier: A
Sweetheart Necklace
The main reason my tenth grade sweetheart left me was my complete inability to shoot bees, which this necklace really would’ve helped with. It’s mostly handy for the Panic Necklace’s abilities; the bees are extra. If you’ve got the components, feel free to make it. I can’t stop you.
Tier: B
Terraspark Boots
If you’re lucky enough to get a set of Frostspark Boots (easy) and Lava Waders (more difficult), you can make yourself the Terraspark Boots. They provide the same benefits as the Frostspark (very useful) and the Waders (very useful but only if you’re near liquids). If you can, go for them!
Tier: A+
Tiger Climbing Gear
Weirdly, Shoe Spikes and Climbing Claws can be a little bit difficult to both pick up, but if you do, you can make the Tiger Climbing Gear. Unfortunately, grappling hooks perform most of the same duties with little hassle, and they’re easy to get. Consider this gear if you really need to wall-slide for some reason, but outside of that, you can skip it.
Tier: B
Tsunami in a Bottle
This comes pretty often from Wooden Crates, so if you're prepared to do a little fishing, you should be able to obtain it. It's also marginally better than the Cloud in a Bottle, although it isn't nearly as good as the Blizzard/Sandstorm because of their momentum boost abilities. If you have difficulty getting the others, go ahead and search for this.
Tier: B+
Water Walking Boots
They’re useful when near water… sometimes. If you manage to get them (they’re annoyingly uncommon). I like to keep these in my vanity slots, just to put on if I need to stay standing on water for whatever reason. Bear in mind that they also allow honey-walking, which gives less Christian metaphor but can theoretically, maybe, help with the Queen Bee fight.
Tier: B-
Band of Regeneration
This easy-to-find accessory will give you a base 0.5 HP per second - not much, but its real use is that it works immediately after you've been damaged, as well as when you're poisoned or bleeding. The survivability it provides can be pretty handy, especially in Expert Mode (where regeneration is much slower), but it's nothing too spectacular.
Tier: B+
Cobalt Shield
Knockback immunity is a must-have as you move towards Hardmode, and the Cobalt Shield is the first accessory to provide that. You’ll be able to preserve momentum during fights, making you far better at getting out of danger quickly. You should make this into an Obsidian Shield as soon as possible.
Tier: A
Debuff accessories
The only two of these that can be found prior to Hardmode are the Bezoar and Nazar. Since debuffs are rarely a major problem except in specific instances, you should feel fine about putting them in a chest to wait for the Ankh Shield. The one exception is using the Bezoar against the Queen Bee, where it can protect from the poison you’ll probably get during that fight.
Tier: C
Honey Comb
This accessory triggers when you get hit, which means that taking damage (however slight) is crucial to its function. Additionally, the bees it releases aren’t particularly dangerous, although they can provide a little distraction for weaker enemies.
Tier: C+
Obsidian Shield
Once you get the Cobalt Shield, it’s easy to get its obsidian upgrade, which will serve you well for all of the game. Though it is weaker than other shields (notably the Ankh Shield), it is also much easier to get, and will work just fine until you get something else.
Tier: S
Shackle
The Shackle is trivially easy to get, since it drops off Zombies. One extra defense can be handy in the early stages of the game, and a Warding or Armored Shackle can actually be quite useful for some players. However, if you get something better, don’t hesitate to replace it.
Tier: C+
Counterweights
Counterweights are arguably the least important part of the Yoyo Bag, which any yoyo master will carry with them. They’re mainly useful for a small amount of increased DPS and the (iffy) ability to knock nearby enemies away. Because of their close range, they don’t typically help much in anything but invasions, but they’re at least something.
Tier: B
Feral Claws
+12% melee speed is nothing to sneeze at (unless you’re a yoyo master, in which case it won’t help). If you like your melee weapons, absolutely slap the Feral Claws on to boost that damage output.
Tier: A-
Magma Skull
If, for whatever reason, you don’t have an Obsidian Shield but have visited the Underworld already, you can have a Magma Skull. Key word can; it won’t serve you too well in combat thanks to the relatively small damage bonus of the Magma Stone.
Tier: C+
Magma Stone
Obtained at the very end of pre-Hardmode, the Magma Stone contributes a small amount of damage to your melee weapons. Since fire doesn’t affect everything and doesn’t do a whole lot at this point, you would be better off equipping something like the Feral Claws.
Tier: C+
Shark Tooth Necklace
Giving you five points of armor penetration, the Shark Tooth Necklace can be surprisingly potent as you fight higher-defense enemies; this comes in particularly handy in Expert and Master modes, where it can noticeably boost your DPS.
Tier: B
Stinger Necklace
What else were you going to use that honeycomb with? Maybe the Panic Necklace, but that’s a maybe. If you have a spare Honey Comb lying around, feel free to use it with the Shark Tooth Necklace to make this somewhat-useful accessory.
Tier: B
Band of Starpower
An essential first step for any magic user, the Band of Starpower grants 20 extra mana. That can help you a little bit - for example, you get two extra Vilethorn shots. It’s most useful, however, for its numerous upgrades.
Tier: B
Celestial Cuffs
Celestial Cuffs will allow you to generate free* mana by being damaged, at the cost of, well, being damaged. They’ll also let you reel in mana stars, ensuring that you’ll almost always be topped off during invasions and the like. Because of how squishy magic users tend to be, you’ll have to watch your health with these, although that can be offset with Spectre Armor’s lifesteal ability.
Tier: A
Celestial Magnet
If the Travelling Merchant shows up with this in his satchel, you should pick up a few, because it has a lot of upgrades. It’s a good start for mages and will help you sustain your damage in several fights, although it takes up space in battles where no stars are dropped (see: Skeletron, Skeletron Prime, the Twins, and others). It’s best for its tinkers.
Tier: B+
Magic Cuffs
Though they’re (annoyingly) only obtainable on Corruption worlds, mages should always consider these. The mana you’ll get from being hit is invaluable, although you should watch how much damage you take. Tinker them with the Celestial Magnet to get the best effects.
Tier: B+
Magnet Flower
Whenever the Travelling Merchant shows up bearing Celestial Magnets, you should pick a few up. The Magnet Flower is one of the best accessories you can tinker with the Magnet, especially for use in invasions/Moon events where lots of stars will be dropping. For individual bosses, consider the Celestial Cuffs instead.
Tier: A+
Mana Flower
One of the great annoyances of mages is having to manually consume Mana Potions (J is the default hotkey). This accessory eliminates that trouble, letting you keep your hands free and mind untroubled during high-pressure fights. Consider it especially if you’re using a higher-mana weapon like the Magic Missile line.
Tier: A-
Mana Regeneration Band
As the next step up from the Band of Starpower, the Mana Regeneration Band is mostly just a crafting ingredient for the Magic Cuffs. It functions alright on an early-game caster.
Tier: B
Nature’s Gift
6% decreased mana usage seems relatively small, and it is. Many magic weapons cost so little mana already that 6% will only impact them by 1, which usually doesn’t turn the tides. In the case of a few specific mana-heavy weapons, this can give them a little more firing time, but you should mostly pick it up for the Mana Flower.
Tier: B-
Flower Boots
These are useful only if you plan on getting Strange Plants in Hardmode. Although they are rather fetching, don’t pick them up intending to use them on the daily.
Tier: C
Guide to Plant Fiber Cordage
Rope is especially handy in the early game, so having more of it is good… right? Given how prevalent normal ropes are from pots and chests, you shouldn’t have any difficulty amassing ludicrous amounts of it. This book mostly just eats up your inventory slots.
Tier: C-
Inner Tube
Functioning like a discount version of the Water Walking Boots, the Inner Tube will let you stay afloat - but not move particularly fast - in water. If you need to cross a lake or something, feel free to put it on. It also looks darned funny, I’ll give it that.
Tier: B-
Jellyfish Necklace
Having light underwater can be really useful, although there are other ways to get it (see: glowsticks, lots of weapons). If you need it in a pinch, feel free to pack this along.
Tier: B-
Lavaproof Fishing Hook
Once you pick this up (if you do), fishing in lava will become a much more lucrative endeavor. If equipped with a solid fishing rod, Master Bait, and a Crate Potion, you should be able to rake in more general loot than fishing aboveground. That's if you get it, though.
Tier: B
Lucky Horseshoe
Although fall damage negation is nice, the Lucky Horseshoe truly functions well only when tinkered with a balloon accessory - which you’ll hopefully get at about the same time, since you’ve evidently decided to explore floating islands. By itself, it’s really not much.
Tier: B-
Obsidian Horseshoe
Of all the combos… why this? The Lucky Horseshoe should always be combined with a balloon accessory, which are far more generally useful, and the Obsidian Skull is so much easier to integrate with the Obsidian Shield.
Tier: D
Obsidian Rose
Reduced damage from lava can be nice if you’re clumsy, or in a few cases where you can use lava to exploit invulnerability frames. But the Obsidian Rose finds itself to be a very niche accessory, and there are better options out there if you hate lava.
Tier: C
Obsidian Skull
This is a great accessory if you plan to do Meteorite mining or to traverse the underworld, but that's about it. It should be integrated into the Obsidian Shield as soon as possible.
Tier: B
Obsidian Skull Rose
This is a serviceable accessory, as it provides you general fire protection. However, like the Obsidian Rose, it isn't too often that you'll be coming into contact with lava, especially not during crucial fights. Likewise, the Obsidian Skull can be better incorporated into the Obsidian Shield.
Tier: C
Strings
If you’re a yoyo master, these can be surprisingly useful to boost your yoyo’s range. This is especially evident in fights like Skeletron and the Wall of Flesh, where staying at a distance is the only way to succeed. Outside of those situations, they aren’t overly useful (especially since they only affect yoyos).
Tier: B-
Treasure Magnet
This accessory can function like a budget Heartreach Potion or Celestial Magnet, since it draws in hearts and mana stars in addition to items (it has a 10-block radius). However, beyond that, its combat utility is virtually nil.
Tier: C
Brain of Confusion
After its buff in 1.4, the Brain of Confusion has become a very viable accessory for Expert and Master Mode players. While wearing it, you have a ⅙ chance to dodge any damage, which also confers a brief crit chance buff. In addition, being struck may confuse nearby enemies, which provides welcome relief from hordes of attackers. You need a little bit of luck, so it’s not as reliable as the Worm Scarf, but it will absolutely save your life many times.
Tier: A+
Hive Pack
The Hive Pack, if you’re willing to take up an accessory slot, can make your bee-based weapons and accessories slightly better. The Honey Comb and its tinkers aren’t very powerful, and the bonus damage only makes them very slightly better, but the Queen Bee’s weapon drops - particularly the Bee Gun - can become actually kind of fearsome with the Hive Pack. Since it’s so situational, though, it has very little utility once you drop the bee weapons. And no, unfortunately, it doesn’t work with the Hornet Staff.
Tier: B-
Royal Gel
Slimes can be bothersome at times, but they’re rarely dangerous. That’s why an accessory that makes them neutral isn’t especially good. Put it on if you don’t have anything else or if you want to make an impromptu Slime Staff farm, but that’s pretty much it.
Tier: C
Shield of Cthulhu
This shield is the accessory that allows you to survive Expert Mode. The instant acceleration of the shield dash lets you dodge attacks better than anything else, which is crucial when enemies are dealing ludicrous amounts of damage. It should only be replaced if you rely on mount movement, where it can’t be used to dash.
Tier: S
Worm Scarf
For years, the Corruption was the lesser (greater? better?) evil for Expert Mode players thanks to the fantastic 17% damage reduction that the Worm Scarf offers. It lessens the blows dealt in the game’s deadliest settings, making it an all-important survival accessory all the way through the game.
Tier: S
Hardmode
Which is to say: post-Wall of Flesh.
Master Ninja Gear
Though the wall-climbing abilities are forgettable by this stage of the game, the powerful dash of the Tabi and the (small) auto-dodge chance of the Black Belt will help you in any fight. It can even be used to replace the Shield of Cthulhu in Expert/Master Mode, at the cost of a few defense points.
Tier: A
Neptune’s Shell
If you happen to be near water, why not have a Neptune’s Shell equipped? It’s almost guaranteed to drop in any solar eclipse, and it’s the be-all end-all of water mobility accessories. Which are pretty situational, since Terraria is mostly made of not-water.
Tier: B-
Tabi
What a dash! If you’re not in Expert/Master mode, this dash will give you the mobility you need to survive fast fights like the Empress of Light and Lunatic Cultist. Even if you are in those modes, the dash provided is longer and doesn’t bounce off of enemies - for better or worse in that last case.
Tier: B+
Wings
Once you get into Hardmode, wings are a must-have due to their mobility far outstripping the Spectre Boots you probably had before. Although they’ll start off small, the horizontal movement they provide is a lifesaver in almost every fight from here on out.
Tier: S
Ankh Charm
The Ankh Charm’s debuff immunity is helpful, but it’s even more helpful when crafted with a readily available Obsidian Shield to produce the Ankh Shield. If you don’t have that by now, you should absolutely pick it up.
Tier: B
Ankh Shield
Getting it is painful, that’s true. But the Ankh Shield is an easy contender for the strongest shield in the game, providing appreciable defense while also rendering you completely immune to a variety of very unpleasant debuffs. Not many of these debuffs come from bosses, mind you, so you might be better off with the Paladin’s or Frozen Shields; but for day-to-day adventuring, you will find no better protection.
Tier: A+
Bee Cloak
Unfortunately, the stars and bees summoned by this accessory don’t deal very much damage, so they won’t provide any particularly strong retribution for losing your health. You can safely skip this, since both components have better tinkers anyway.
Tier: C
Black Belt
Reenact your favorite action movies with the Black Belt, which gives you an 11% chance to dodge any damage. Unfortunately, since it triggers randomly, you may not look very cinematic if you rely on it.
Tier: B
Charm of Myths
Providing nice health regeneration and promoting your health potion addiction, the Charm of Myths is a good accessory for everyone. If you have something that works better for your playstyle, though, you can safely drop it.
Tier: B+
Cross Necklace
The power of Christ compels you… to get this stylish, useful necklace! It’ll make invasions much more forgiving, plus allow you to deal better in boss fights that have a tendency for rapid hits (see Skeletron Prime). It can function well as a generalist accessory well into the late game, although it faces stiff competition for the slot.
Tier: A-
Flesh Knuckles
Can you be any tankier? These knuckles give you a whopping +7 defense before modifiers, making you quite a bit more damage-absorbent. In multiplayer, they’ll also allow you to get hit more (oh) instead of your squishier friends (that’s the good part).
Tier: A-
Frozen Turtle Shell
This uncommon accessory makes you a lot tankier when you drop to critical health, which can save you in a pinch. But don't count on it for long-term fights, since taking hits will reset your regeneration. Just use it to stall if you need to.
Tier: B
Frozen Shield
The Frozen Shield is a viable alternative to the Ankh Shield if you’re willing to look for it. Although it doesn’t give debuff immunity, it’s a lot more tanky, making you a lot beefier for endgame fights. Notably, most late-game bosses don’t inflict many debuffs, so the Frozen Shield can be a handy option for those fights.
Tier: A+
Hero Shield
Competing against the Berserker Glove and Frozen Shield, the Hero Shield really doesn’t stack up that well. It provides only one more defense than the latter, which also happens to be 4 less than the Paladin’s Shield with the Flesh Knuckles. In general, it really provides nothing that you won’t get from something else.
Tier: B-
Paladin’s Shield
Although it is strictly inferior to the Frozen Shield, the Frozen Turtle Shell can be a bit of a pain to find, making this the next best option. It provides excellent tanking abilities, which make it superior to the Ankh Shield in many endgame boss fights. Just be a little cautious with how you use it in multiplayer, where it can cause you to take unwanted damage from teammates.
Tier: A+
Philosopher’s Stone
You’ve probably raced against the one-minute cooldown of a healing potion before, and the Philosopher’s Stone can really help with that by bringing it down to 45 seconds. Bear in mind, though, that the Charm of Myths is trivially easy to craft from this, so you should immediately upgrade.
Tier: B
Pocket Mirror
If you happen to get this, it won’t hurt to equip it if you’re fighting a Medusa, but that’s the only time it’s at all useful. Considering that Medusas are not the worst thing you’ll have to deal with anyway, you can probably ignore this one.
Tier: C
Star Cloak
Is this… defense? I don’t know. But the stars deal so little damage that you won’t be using it for offense. Additionally, its reliance on being hit means that it shouldn’t be in use too often. It’s only useful if tinkered with the much better Cross Necklace.
Tier: B-
Star Veil
Although the increased invulnerability window provided by the Cross Necklace will help you in many situations, the stars of the Star Cloak deal pitifully little damage. Added to the fact that you need to take damage to activate them, you’d be fine just sticking with the better half of this accessory.
Tier: A-
Avenger Emblem
For those of you who fear commitment/like flexibility, the Avenger Emblem is here to give you a flat 12% damage boost. Could it be better for specific scenarios? Yeah. Is it a great amount of damage for generalists? Absolutely. But consider crafting it into something more potent (say, a Destroyer Emblem, Mechanical Glove, or Celestial Emblem).
Tier: B+
Berserker’s Glove
You’re the best it is at what you do, and what you do isn’t very nice. Boasting a great defense boost on top of solid melee speed and knockback increases, this clawed glove is an alternative to the Mechanical Glove for the defense-focused player. Or make both, if you have enough Power Gloves. They’re not terribly hard to get.
Tier: A-
Celestial Emblem
As one of many Celestial Magnet tinkers, the Emblem stands out due to its superb +15% magic damage on top of the good mana regeneration offered by stars. Keep in mind that many boss fights (especially the Empress of Light and Moon Lord) will not provide many stars, so you may opt for something else if you need mana. But damage… you’ve got it here.
Tier: A-
Celestial Shell
The Celestial Shell is one of the most potent combination accessories in the game, giving across-the-board buffs, boosting melee characters during the night, and giving formidable mobility in water. Although you can swap it out for something more specific, it’s a fantastic general-use accessory.
Tier: S
Celestial Stone
As a generalist accessory, the Celestial Stone excels. Blanket stat boosts are always useful, and both the Sun and Moon Stones are pretty easy to get along the way through the game. It’s worth noting that, if you’re comfortable swapping every day cycle, the individual stones will provide more buffs, provided it’s the right time.
Tier: S
Class emblems
You can’t get much better than +15% damage in a weapon group of your choice, although it may not confer the same boosts as more specialized accessories. Once you fight the Wall of Flesh enough to get the one(s) you need, you’ll have a valuable asset for the rest of the game.
Tier: A+
Destroyer Emblem
Its damage boost is lower than that of the Avenger Emblem (or more class-specific items), but the crit boost makes up for it. In almost all scenarios, the Destroyer Emblem is a great all-around choice; be prepared, however, to pick up a few extra Avenger Emblems if you want the Mechanical Glove and/or Celestial Emblem.
Tier: A-
Eye of the Golem
The bonus to crit chance can increase your DPS more than you’d think, but that’s still not very much. This should be going into your Destroyer Emblem instead of being used on its own.
Tier: B
Fire Gauntlet
Boasting an uncanny resemblance to the Infinity Gauntlet, the Fire Gauntlet is unfortunately a bit weaker than its precursor, the Mechanical Glove. Fire damage is just not that powerful at this stage in the game, so you’d be better off with the extra 2% swing speed. But that doesn’t mean you can’t stack them if you have the resources…
Tier: B
Hercules Beetle
If you’re prepared to fork over some cash (a recurring trend for summoners at this stage), you can get yourself the powerful Hercules Beetle. Your minions will be doing a lot more damage with it equipped, which is good, because you have the defense of a paper bag. Zing!
Tier: B+
Magic Quiver
If you enjoy your archering, the Magic Quiver is a great accessory for you. The improved damage and velocity will turn the tides if used with any of Terraria’s powerful bows: the upper-tier repeaters, Chlorophyte Shotbow, Tsunami, Eventide, and Phantasm all come to mind. If you’re comfortable with these bows - and lots of people are! - be happy for the Magic Quiver.
Tier: B+
Mechanical Glove
Granting tremendous melee boosts that are almost always better than the Fire Gauntlet, you should absolutely use the Mechanical Glove if you like your melee weapons. The only exception is if you’re using yoyos, which can’t have their speed modified.
Tier: A+
Molten Quiver
In singleplayer, this serves as a straight upgrade to the Magic Quiver, so if you have a spare magma stone lying around, you should go ahead and make it. Like its predecessor, it gives great boosts to your arrow weapons, which will make them very deadly. Fire damage is usually not much to talk about at this stage of the game, but every little bit helps.
Tier: B+
Moon Charm
The benefits of being a werewolf are many, especially if you enjoy melee combat. So put this on - it can give you a nice set of buffs (at night). Or, better yet, use it to make the Celestial Shell.
Tier: B-
Moon Shell
As mentioned with the Moon Charm and Neptune’s Shell, the transformations are usually not worth an accessory slot unless you’re doing something specific. So, why not use this to make the much-better Celestial Shell?
Tier: B-
Moon Stone/Sun Stone
These are notable for the considerable buffs they provide during their half of the day. They are, strictly speaking, better than the Celestial Stone if you can remember to shift them on and off as the wheel of time turns. Better set a timer.
Tier: B+
Necromantic Scroll
Another minion is another chunk of damage, so in this case, more is more. Assuming it isn’t replacing something life-saving, you should invest in the Necromantic Scroll. The Pumpkin Moon can be a pain, but you’ll likely get more than one scroll, so you can also make the Papyrus Scarab.
Tier: B+
Ogre accessories
If you happen to get these during the Old One’s Army event, they can give you a little oomph. Coupled with the handy turrets available (chiefly the Queen Spider), they’ll help enhance your utility if you enjoy quasi-summoner play. I said “if” a lot in this description, which should tell you something.
Tier: B
Papyrus Scarab
If you like your minions, this is the ultimate accessory. Equip it to gain an extra minion slot and some potent stat boosts for your little flock. Bear in mind, however, that it is rather summoner-specific.
Tier: A-
Power Glove
Although it doesn’t provide the bonus damage of the Mechanical Glove, the Power Glove is not as “so bad” as that old movie claimed it was. Its valuable melee speed and knockback bonuses will make any melee character happy they have it.
Tier: A
Putrid Scent
5% extra damage is something, but it doesn’t add up to much against accessories like the class emblems. Keep in mind that this one’s benefits are chiefly multiplayer-based, where it will encourage enemies to attack and maim your friends.
Tier: B-
Pygmy Necklace
Pay up to the Witch Doctor, and you’ll get another minion. This can be very useful, plus it’s easier to get than the Necromantic Scroll, but it of course takes up an accessory slot. Balance your options.
Tier: B+
Recon Scope
For the discerning ranger on a Corruption world in multiplayer, the Recon Scope can be a potent asset. Notice those qualifiers; if you’re not in multiplayer, it’s identical to the Sniper Scope. Both of them are useful options for rangers, though, boosting damage and crit chance by a solid 10%.
Tier: B-
Sniper Scope
It lacks the multiplayer-only benefit of the Recon Scope, but the Sniper Scope provides a potent boost for rangers. And only rangers. While it’s sliiightly better than the Destroyer Emblem used to craft it, it really isn’t much to write home about. The zoom ability is okay, but it can change the spawning radius and cause all kinds of havoc to farms; plus, good luck using it on a touchpad or some kinds of mouse.
Tier: B
Stalker’s Quiver
You should only consider using this Magic Quiver upgrade if you’re on multiplayer, where it will send the enemies chasing after your silly tank friends instead. In that regard, it can be better than the Molten Quiver, whose fire damage is relatively small; but if you’re alone, go Molten.
Tier: B
Titan Glove
The autoswing provided is nice in some cases, and the knockback will help keep you alive as you journey through early Hardmode. But consider immediately tinkering it with the Feral Claws to get a Power Glove.
Tier: B+
Yoyo Bag
Providing absurd bonuses to any yoyo you use it with, the Yoyo Bag is a must if you want to play what we affectionately call the “yoyo lord.” Be sure to check out the Skeleton Merchant whenever he appears if you want to obtain its components!
Tier: A+
Yoyo Glove
The real power of the Yoyo Bag is in the Glove, which doubles your yoyoing. Just hit an enemy, and another yoyo will come out and spin around the original. It gives you crowd control in a weapon that needs it, and damage in a weapon that has a lot already.
Tier: A
Arcane Flower
The Arcane Flower is an upgrade to the Mana Flower only if you’re playing multiplayer, where it will encourage enemies to attack your tankier friends. Because of the existence of better Mana Flower tinkers (i.e. the Magnet Flower), you should skip this one if you’re not with friends.
Tier: B+
Mana Cloak
Consider not using this. With the negligible damage of the falling stars and the much better Mana Flower upgrades out there (see: Magnet Flower), the Mana Cloak is really not a great option.
Tier: B-
Coin Ring
Though picking up coins from afar is kind of nice, the addition of the frustratingly rare Lucky Coin makes this accessory mostly unviable. Fighting the pirates over and over again to get it gives you more money anyway.
Tier: C
Discount Card
What can I say? It’s free money. If you happen to get it, you should always keep the Discount Card on hand for your shopping trips. Just don’t keep it equipped for fights!
Tier: A+
Gold Ring
Increasing coin pickup range isn't a real big deal, especially not in the heat of combat. You can use this for AFK farms, I guess.
Tier: C+
Greedy Ring
The best pirate drop is really the Discount Card, so adding in the other two (particularly the rare Lucky Coin) makes this accessory kind of unwieldy. If you get it, that’s fine, but chances are you don’t need money by that point anyway.
Tier: C+
Lucky Coin
Although it’s fiendishly rare, this can help fill your pockets if you’re particularly fond of long-term farming. You’ll usually accumulate far more money trying to get it, really.
Tier: C+
Rifle Scope
Not only can it break automatic farms due to altering the spawn radius, it’s also hard to aim while zooming. Also, good luck doing that if you don’t have a standard mouse.
Tier: C-
Gravity Globe
The “flight” offered by the Gravity Globe is theoretically infinite, which is cool and all, but you really need something a little more dynamic - wings or a mount - if you want to survive in Expert Mode. Then again, you’ve beaten the Moon Lord, so do what you want.
Tier: C+
Soaring Insignia
Wings suffer next to endless-flight mounts because they force you to land occasionally, but the Soaring Insignia lets you get the best of both worlds by keeping you in the air indefinitely. This allows you to use the superior mobility of wings and the Shield of Cthulhu to dodge many attacks. Only swap it out if you’re in a fight that requires the steadier movement of a mount - such as the Moon Lord fight - or if you really, really want another accessory.
Tier: S
Shiny Stone
Although it may seem extremely potent, this Expert accessory has one caveat: it doesn’t improve regeneration while you’re attacking, which in most fights should be almost always. You can put it on to recover during brief pauses in invasions, I guess?
Tier: C+
Spore Sac
Surprisingly enough, the damage of these spores can be quite formidable, and they travel freely through walls, but they aren’t exactly fast and may even get in the way of your piercing weapons’ damage due to invincibility frames. Moreover, you’ll be hard-pressed to justify this over other accessories in late Expert Mode.
Tier: B-
Volatile Gelatin
A bouncy orb of gel is a slight addition to your DPS, and the Volatile Gelatin really shines at keeping you safe while fishing or mining. But for situations where you actually want to deal damage, you’ll be better off with something else.
Tier: C+
I am also strongly considering adding some analysis to each entry to make the tier list more informative (kudos to @Baconfry for his in-depth weapon tier list), but I am also a little bit leery of that since it makes the whole thread considerably more dense. I may add description for some of the more important items and see where we go from there.
Accessories
Accessories being the ones that you stick in the accessory slots, of which you have 5 (6 in Master, and you unlock an additional in Expert/Master Mode). These can make or break your game with a myriad of useful effects.
For the purposes of this thread, I will not be ranking those that don't affect your stats as it pertains to combat. While the Paint Sprayer can be very useful to builders, its utility is also impossible to judge, since it's based solely on the patience of the user. Likewise, the Cell Phone components are less "accessories" and more "things you keep in your inventory." I will also not rank wings individually, since they're relatively balanced as of 1.4 and fulfill mostly the same purpose.
Lastly, it's worth noting that accessories' best prefixes can vary, but the usual two are Warding (+4 Defense) and Menacing (+4% damage). Lucky (+4% critical strike chance) is also worth considering in some very specific situations. Because of this, it may be useful (especially early-game) to use an accessory with a favorable modifier over a slightly more useful one that has no modifier - a Warding Radar versus a normal Flipper, for example.
I rank these based on overall utility and how easy they are to obtain. The former is much more important than the latter, but if an accessory is ridiculously hard to get, I will note that.
Pre-Hardmode
All obtainable before beating the Wall of Flesh. Easy to get? Not always. But they're obtainable.
Aglet
The +5% speed offered by the Aglet is useful until you get some other accessory to replace it. The only specific scenario where it comes in handy is the Expert Eye of Cthulhu, which requires all the speed you can get. And even then, other accessories will probably take precedent.
Tier: C
Amphibian Boots
These somewhat-useful boots will require you to do some fishing, but once you get them, they give you a good amount of mobility - especially when combined with the bottle jump accessories. Be warned, however, that they can’t be used to make Spectre Boots, so you should have another pair of boots on hand for that purpose.
Tier: B+
Anklet of the Wind
10% extra movement speed is a decent amount, but it doesn’t usually outweigh other accessories. This accessory, which is sometimes annoying to get, is mostly just there to craft the Lightning Boots.
Tier: C+
Arctic Diving Gear
You should only upgrade from the Jellyfish Diving Gear if you happen to have spare Ice Skates, since you’ll be wearing Frostspark Boots more often than diving gear. But if you have the skates, go ahead, and you’ll find that the very small amount of underwater work you do will be a lot easier.
Tier: C+
Balloon Pufferfish
Should you get lucky while fishing, you may pull up this endearing little accessory. The extra jump height can be okay, although you should weigh it heavily against other accessories. Also consider making a Sharkron Balloon out of it, which is an easy-to-get mobility item that will prove quite useful.
Tier: B
Blizzard in a Bottle
Better than the Cloud due to the horizontal momentum you can get with the double-jump, plus it’s almost as easy to get. Especially without the Shield of Cthulhu, the Blizzard can be extremely handy to get a running start.
Tier: A-
Bundle of Balloons
These are completely unobtainable without extensive sky island fishing, so they’re usually not worth it to go for. That being said… the mobility offered is actually very significant, and the quadruple jumps will greatly help you in most all fights. Wings are almost always better, though.
Tier: C+
Climbing Claws/Shoe Spikes
The ability to wall-jump gives you great mobility in the very earliest stages of the game, where it can help you avoid having to build your way over obstacles. Rope is easy, but oftentimes wall-jumps are even easier. They do, however, become largely obsolete once you pick up a grappling hook.
Tier: B
Cloud in a Balloon (and other balloons)
Though getting to a floating island can be a little tough in pre-Hardmode, the increased jump height of these balloons will really help you as you head toward Hardmode. Bear in mind that most worlds will have 1-2 Shiny Red Balloons at most, so you may want to plan for that (although the Sharkron Balloon is a renewable option).
Tier: A-
Cloud in a Bottle
It’s easy to find and easy to use, although it’s considerably weaker than the Blizzard and Sandstorm in a Bottle. You’ll likely find one of these on your way through the underground, and it will provide your first valuable mobility boost. Then you can replace it.
Tier: B+
Diving Gear
Is it an acceptable way to explore large bodies of water, which usually don’t have much to explore in them? Absolutely. That’s one thing it does really well.
Tier: B-
Dunerider Boots
I place these separately from the Hermes Boots because 1) they require you to brave the Underground Desert and 2) they make you absurdly fast on sand. If you choose to design your arena for it, this speed can prove invaluable against almost any pre-Hardmode boss. You’ll want some Spectre Boots alongside them, though, for vertical movement and non-sand situations.
Tier: B+
Fairy Boots
The Flower Boots have very limited utility, and the Spectre Boots should be kept intact to make into Lightning, then Frostspark, then Terraspark Boots.
Tier: D
Fart in a Jar
Aside from making me mildly uncomfy, this accessory provides you with a good double-jump option that's noticeably better than any other (except the rare Sandstorm in a Bottle). If you happen to get a Whoopie Cushion, this is a good accessory to have. Unfortunately, you're not likely to get one before something more powerful has taken this thing's place.
Tier: B
Flipper
Water can be a bother in the early stages of the game (i.e. before you have a grappling hook or double-jump accessories), so a Flipper can be a welcome addition to your accessories. Once you don’t need it, you should feel free to ignore it, since water is not particularly dangerous once you have mobility items.
Tier: B-
Flying Carpet
If you get this from a pyramid chest, you’re 1) lucky and 2) fortunate. The horizontal glide that it offers lets you get the drop on a variety of enemies and enhance the ways you can travel around your world; it will only fall out of favor once you’ve got wings in Hardmode.
Tier: A-
Frog Flipper
While swimming is nice, and the Frog Leg is nice, neither of them are usually worth an accessory slot on their own. The same goes for the Frog Flipper, which combines the two of them and doesn’t give the more useful benefits of the Amphibian Boots.
Tier: C-
Frog Gear
Giving surprisingly good mobility (especially in water), you should definitely think of this accessory if you pick up a Frog Leg while fishing. On the flipside, though, the Tiger Climbing Gear falls off rapidly once you get a grappling hook, and it can also be used to craft the Master Ninja Gear later down the line; likewise, the Flipper has other uses. Is it worth it? I’ll give you a definitive maybe.
Tier: B
Frog Leg
The increased jump height and fall resistance of the Frog Leg will give you an edge, especially if you combo it with any double-jump accessory. Keep in mind, though, that it isn’t always worth the accessory slot, especially with any balloon in play.
Tier: B
Frog Webbing
Like the Tiger Climbing Gear, this accessory becomes rapidly less useful once you get a grappling hook, which should be relatively soon. By crafting it, you also miss out on the excellent Master Ninja Gear later on, as well as better Frog Leg tinkers such as the Amphibian Boots.
Tier: B-
Frostspark Boots
Though the ice mobility they provide is relatively negligible unless you do a lot of fighting in the tundra, the Frostspark Boots are a fantastic accessory thanks to the increased movement speed they offer. They even work with wings to grant additional flight time and speed. You should only drop them if you’re relying on a mount.
Tier: A+
Hellfire Treads
Although they do look absolutely sweet, these will prevent you from crafting the much better Terraspark Boots. Skip ‘em.
Tier: D
Hermes Boots
Almost mandatory before you fight your first bosses, the Hermes Boots and equivalents will let you sprint across the ground once you’ve built up speed. Pick them up and use them for exactly as long as it takes to upgrade them to Spectre Boots, which let you take to the skies as well as sprint.
Tier: B+
Honey Balloon
Of all the things to use your Shiny Red Balloon for, why this? It doesn’t grant a double-jump and it can’t be tinkered with the Lucky Horseshoe. It doesn’t even make sense as an accessory. Don’t go for it.
Tier: C-
Horseshoe Balloons
Fall damage can be a nuisance, although there are lots of ways (double jump, boots, grappling hook) to mitigate it. Use these to eliminate those worries. If you have designs on the Bundle of Balloons (hope you like fishing), these can’t be used for that, so be cautious.
Tier: A-
Ice Skates
Navigating the mostly-annoying, sometimes-treacherous terrain of the snow biome? Have some ice skates! Anywhere else? Haha what are you doing! It’s worth noting that these can give you surprising mobility on an ice battlefield, which can combine well with Hermes Boots for early boss fights.
Tier: B
Jellyfish Diving Gear
Although you’ll have to go a little out of your way to get the Diving Helmet in the first place, the Jellyfish Diving Gear can provide some useful mobility - and good light - when underwater. If you go underwater a lot.
Tier: B-
Lava Charm
For those who enjoy playing with fire, the Lava Charm is a fantastic toy. I recommend keeping it on you for whenever you encounter lava, and not wearing it in the interim. Bear in mind that it takes some time to charge up, so you can’t just slap it on and immediately go swimming!
Tier: B+
Lava Waders
Though Water Walking Boots are painfully rare, the ability to walk on water (and lava) can come in handy… sometimes. You mostly want these for the Lava Charm’s ability, so they earn the same ranking.
Tier: B+
Lightning Boots
As the benefits of the Frostspark Boots are not too huge compared to these ones, you should feel perfectly fine about sticking to Lightning Boots. They’re even useful when you have wings, as they boost your flight time and speed.
Tier: A+
Molten Charm
It’s fine, but the Obsidian Skull’s effect is much easier to obtain through the Obsidian Shield. If you don’t have the Shield yet (you probably will), feel free to use this.
Tier: C+
Molten Skull Rose
This accessory is mostly a waste of a Lava Charm, since it can’t be used to craft the Lava Waders. If for some reason you have no hope of getting the Lava Waders and therefore the Terraspark Boots, you can use your Lava Charm on this. Outside of that… don’t.
Tier: D
Obsidian Water Walking Boots
Like with the Water Walking Boots, the need to walk on water is rare, and the Obsidian Skull’s fire protection is already readily accessible (see: Obsidian Shield). These will really only appear if you’re going for the Lava Waders but haven’t picked up the charm yet.
Tier: B-
Panic Necklace
Unlike many accessories that activate when you get hit, the Panic Necklace helps you avoid additional damage, which makes it pretty nice. It’s not exactly the toppest tier of accessories, but it certainly performs well early in the game.
Tier: B
Rocket Boots
The upward mobility these give you will come in very handy against the later fights of Pre-Hardmode, including Skeletron and the Wall of Flesh. However, to get the most out of them, you should immediately combine them with Hermes/Flurry/Sailfish/Dunerider Boots to get the Spectre Boots.
Tier: A-
Sandstorm in a Bottle
Although it’s infuriatingly rare, this is the best of the bottle accessories, providing a powerful upward jump that will help you even into early Hardmode. If you can get it, use it.
Tier: A-
Shiny Red Balloon
By itself, this fetching balloon won’t help you a whole lot. Combined with the readily available double-jump items, it’s most certainly a different story.
Tier: B-
Spectre Boots
Though they aren’t quite as speedy as the Lightning Boots and upgrades, the Spectre Boots will give you the best mobility available pre-Hardmode. Since they’re easy to obtain once you have the Rocket Boots, you should tinker them right away.
Tier: A
Sweetheart Necklace
The main reason my tenth grade sweetheart left me was my complete inability to shoot bees, which this necklace really would’ve helped with. It’s mostly handy for the Panic Necklace’s abilities; the bees are extra. If you’ve got the components, feel free to make it. I can’t stop you.
Tier: B
Terraspark Boots
If you’re lucky enough to get a set of Frostspark Boots (easy) and Lava Waders (more difficult), you can make yourself the Terraspark Boots. They provide the same benefits as the Frostspark (very useful) and the Waders (very useful but only if you’re near liquids). If you can, go for them!
Tier: A+
Tiger Climbing Gear
Weirdly, Shoe Spikes and Climbing Claws can be a little bit difficult to both pick up, but if you do, you can make the Tiger Climbing Gear. Unfortunately, grappling hooks perform most of the same duties with little hassle, and they’re easy to get. Consider this gear if you really need to wall-slide for some reason, but outside of that, you can skip it.
Tier: B
Tsunami in a Bottle
This comes pretty often from Wooden Crates, so if you're prepared to do a little fishing, you should be able to obtain it. It's also marginally better than the Cloud in a Bottle, although it isn't nearly as good as the Blizzard/Sandstorm because of their momentum boost abilities. If you have difficulty getting the others, go ahead and search for this.
Tier: B+
Water Walking Boots
They’re useful when near water… sometimes. If you manage to get them (they’re annoyingly uncommon). I like to keep these in my vanity slots, just to put on if I need to stay standing on water for whatever reason. Bear in mind that they also allow honey-walking, which gives less Christian metaphor but can theoretically, maybe, help with the Queen Bee fight.
Tier: B-
Band of Regeneration
This easy-to-find accessory will give you a base 0.5 HP per second - not much, but its real use is that it works immediately after you've been damaged, as well as when you're poisoned or bleeding. The survivability it provides can be pretty handy, especially in Expert Mode (where regeneration is much slower), but it's nothing too spectacular.
Tier: B+
Cobalt Shield
Knockback immunity is a must-have as you move towards Hardmode, and the Cobalt Shield is the first accessory to provide that. You’ll be able to preserve momentum during fights, making you far better at getting out of danger quickly. You should make this into an Obsidian Shield as soon as possible.
Tier: A
Debuff accessories
The only two of these that can be found prior to Hardmode are the Bezoar and Nazar. Since debuffs are rarely a major problem except in specific instances, you should feel fine about putting them in a chest to wait for the Ankh Shield. The one exception is using the Bezoar against the Queen Bee, where it can protect from the poison you’ll probably get during that fight.
Tier: C
Honey Comb
This accessory triggers when you get hit, which means that taking damage (however slight) is crucial to its function. Additionally, the bees it releases aren’t particularly dangerous, although they can provide a little distraction for weaker enemies.
Tier: C+
Obsidian Shield
Once you get the Cobalt Shield, it’s easy to get its obsidian upgrade, which will serve you well for all of the game. Though it is weaker than other shields (notably the Ankh Shield), it is also much easier to get, and will work just fine until you get something else.
Tier: S
Shackle
The Shackle is trivially easy to get, since it drops off Zombies. One extra defense can be handy in the early stages of the game, and a Warding or Armored Shackle can actually be quite useful for some players. However, if you get something better, don’t hesitate to replace it.
Tier: C+
Counterweights
Counterweights are arguably the least important part of the Yoyo Bag, which any yoyo master will carry with them. They’re mainly useful for a small amount of increased DPS and the (iffy) ability to knock nearby enemies away. Because of their close range, they don’t typically help much in anything but invasions, but they’re at least something.
Tier: B
Feral Claws
+12% melee speed is nothing to sneeze at (unless you’re a yoyo master, in which case it won’t help). If you like your melee weapons, absolutely slap the Feral Claws on to boost that damage output.
Tier: A-
Magma Skull
If, for whatever reason, you don’t have an Obsidian Shield but have visited the Underworld already, you can have a Magma Skull. Key word can; it won’t serve you too well in combat thanks to the relatively small damage bonus of the Magma Stone.
Tier: C+
Magma Stone
Obtained at the very end of pre-Hardmode, the Magma Stone contributes a small amount of damage to your melee weapons. Since fire doesn’t affect everything and doesn’t do a whole lot at this point, you would be better off equipping something like the Feral Claws.
Tier: C+
Shark Tooth Necklace
Giving you five points of armor penetration, the Shark Tooth Necklace can be surprisingly potent as you fight higher-defense enemies; this comes in particularly handy in Expert and Master modes, where it can noticeably boost your DPS.
Tier: B
Stinger Necklace
What else were you going to use that honeycomb with? Maybe the Panic Necklace, but that’s a maybe. If you have a spare Honey Comb lying around, feel free to use it with the Shark Tooth Necklace to make this somewhat-useful accessory.
Tier: B
Band of Starpower
An essential first step for any magic user, the Band of Starpower grants 20 extra mana. That can help you a little bit - for example, you get two extra Vilethorn shots. It’s most useful, however, for its numerous upgrades.
Tier: B
Celestial Cuffs
Celestial Cuffs will allow you to generate free* mana by being damaged, at the cost of, well, being damaged. They’ll also let you reel in mana stars, ensuring that you’ll almost always be topped off during invasions and the like. Because of how squishy magic users tend to be, you’ll have to watch your health with these, although that can be offset with Spectre Armor’s lifesteal ability.
Tier: A
Celestial Magnet
If the Travelling Merchant shows up with this in his satchel, you should pick up a few, because it has a lot of upgrades. It’s a good start for mages and will help you sustain your damage in several fights, although it takes up space in battles where no stars are dropped (see: Skeletron, Skeletron Prime, the Twins, and others). It’s best for its tinkers.
Tier: B+
Magic Cuffs
Though they’re (annoyingly) only obtainable on Corruption worlds, mages should always consider these. The mana you’ll get from being hit is invaluable, although you should watch how much damage you take. Tinker them with the Celestial Magnet to get the best effects.
Tier: B+
Magnet Flower
Whenever the Travelling Merchant shows up bearing Celestial Magnets, you should pick a few up. The Magnet Flower is one of the best accessories you can tinker with the Magnet, especially for use in invasions/Moon events where lots of stars will be dropping. For individual bosses, consider the Celestial Cuffs instead.
Tier: A+
Mana Flower
One of the great annoyances of mages is having to manually consume Mana Potions (J is the default hotkey). This accessory eliminates that trouble, letting you keep your hands free and mind untroubled during high-pressure fights. Consider it especially if you’re using a higher-mana weapon like the Magic Missile line.
Tier: A-
Mana Regeneration Band
As the next step up from the Band of Starpower, the Mana Regeneration Band is mostly just a crafting ingredient for the Magic Cuffs. It functions alright on an early-game caster.
Tier: B
Nature’s Gift
6% decreased mana usage seems relatively small, and it is. Many magic weapons cost so little mana already that 6% will only impact them by 1, which usually doesn’t turn the tides. In the case of a few specific mana-heavy weapons, this can give them a little more firing time, but you should mostly pick it up for the Mana Flower.
Tier: B-
Flower Boots
These are useful only if you plan on getting Strange Plants in Hardmode. Although they are rather fetching, don’t pick them up intending to use them on the daily.
Tier: C
Guide to Plant Fiber Cordage
Rope is especially handy in the early game, so having more of it is good… right? Given how prevalent normal ropes are from pots and chests, you shouldn’t have any difficulty amassing ludicrous amounts of it. This book mostly just eats up your inventory slots.
Tier: C-
Inner Tube
Functioning like a discount version of the Water Walking Boots, the Inner Tube will let you stay afloat - but not move particularly fast - in water. If you need to cross a lake or something, feel free to put it on. It also looks darned funny, I’ll give it that.
Tier: B-
Jellyfish Necklace
Having light underwater can be really useful, although there are other ways to get it (see: glowsticks, lots of weapons). If you need it in a pinch, feel free to pack this along.
Tier: B-
Lavaproof Fishing Hook
Once you pick this up (if you do), fishing in lava will become a much more lucrative endeavor. If equipped with a solid fishing rod, Master Bait, and a Crate Potion, you should be able to rake in more general loot than fishing aboveground. That's if you get it, though.
Tier: B
Lucky Horseshoe
Although fall damage negation is nice, the Lucky Horseshoe truly functions well only when tinkered with a balloon accessory - which you’ll hopefully get at about the same time, since you’ve evidently decided to explore floating islands. By itself, it’s really not much.
Tier: B-
Obsidian Horseshoe
Of all the combos… why this? The Lucky Horseshoe should always be combined with a balloon accessory, which are far more generally useful, and the Obsidian Skull is so much easier to integrate with the Obsidian Shield.
Tier: D
Obsidian Rose
Reduced damage from lava can be nice if you’re clumsy, or in a few cases where you can use lava to exploit invulnerability frames. But the Obsidian Rose finds itself to be a very niche accessory, and there are better options out there if you hate lava.
Tier: C
Obsidian Skull
This is a great accessory if you plan to do Meteorite mining or to traverse the underworld, but that's about it. It should be integrated into the Obsidian Shield as soon as possible.
Tier: B
Obsidian Skull Rose
This is a serviceable accessory, as it provides you general fire protection. However, like the Obsidian Rose, it isn't too often that you'll be coming into contact with lava, especially not during crucial fights. Likewise, the Obsidian Skull can be better incorporated into the Obsidian Shield.
Tier: C
Strings
If you’re a yoyo master, these can be surprisingly useful to boost your yoyo’s range. This is especially evident in fights like Skeletron and the Wall of Flesh, where staying at a distance is the only way to succeed. Outside of those situations, they aren’t overly useful (especially since they only affect yoyos).
Tier: B-
Treasure Magnet
This accessory can function like a budget Heartreach Potion or Celestial Magnet, since it draws in hearts and mana stars in addition to items (it has a 10-block radius). However, beyond that, its combat utility is virtually nil.
Tier: C
Brain of Confusion
After its buff in 1.4, the Brain of Confusion has become a very viable accessory for Expert and Master Mode players. While wearing it, you have a ⅙ chance to dodge any damage, which also confers a brief crit chance buff. In addition, being struck may confuse nearby enemies, which provides welcome relief from hordes of attackers. You need a little bit of luck, so it’s not as reliable as the Worm Scarf, but it will absolutely save your life many times.
Tier: A+
Hive Pack
The Hive Pack, if you’re willing to take up an accessory slot, can make your bee-based weapons and accessories slightly better. The Honey Comb and its tinkers aren’t very powerful, and the bonus damage only makes them very slightly better, but the Queen Bee’s weapon drops - particularly the Bee Gun - can become actually kind of fearsome with the Hive Pack. Since it’s so situational, though, it has very little utility once you drop the bee weapons. And no, unfortunately, it doesn’t work with the Hornet Staff.
Tier: B-
Royal Gel
Slimes can be bothersome at times, but they’re rarely dangerous. That’s why an accessory that makes them neutral isn’t especially good. Put it on if you don’t have anything else or if you want to make an impromptu Slime Staff farm, but that’s pretty much it.
Tier: C
Shield of Cthulhu
This shield is the accessory that allows you to survive Expert Mode. The instant acceleration of the shield dash lets you dodge attacks better than anything else, which is crucial when enemies are dealing ludicrous amounts of damage. It should only be replaced if you rely on mount movement, where it can’t be used to dash.
Tier: S
Worm Scarf
For years, the Corruption was the lesser (greater? better?) evil for Expert Mode players thanks to the fantastic 17% damage reduction that the Worm Scarf offers. It lessens the blows dealt in the game’s deadliest settings, making it an all-important survival accessory all the way through the game.
Tier: S
Hardmode
Which is to say: post-Wall of Flesh.
Master Ninja Gear
Though the wall-climbing abilities are forgettable by this stage of the game, the powerful dash of the Tabi and the (small) auto-dodge chance of the Black Belt will help you in any fight. It can even be used to replace the Shield of Cthulhu in Expert/Master Mode, at the cost of a few defense points.
Tier: A
Neptune’s Shell
If you happen to be near water, why not have a Neptune’s Shell equipped? It’s almost guaranteed to drop in any solar eclipse, and it’s the be-all end-all of water mobility accessories. Which are pretty situational, since Terraria is mostly made of not-water.
Tier: B-
Tabi
What a dash! If you’re not in Expert/Master mode, this dash will give you the mobility you need to survive fast fights like the Empress of Light and Lunatic Cultist. Even if you are in those modes, the dash provided is longer and doesn’t bounce off of enemies - for better or worse in that last case.
Tier: B+
Wings
Once you get into Hardmode, wings are a must-have due to their mobility far outstripping the Spectre Boots you probably had before. Although they’ll start off small, the horizontal movement they provide is a lifesaver in almost every fight from here on out.
Tier: S
Ankh Charm
The Ankh Charm’s debuff immunity is helpful, but it’s even more helpful when crafted with a readily available Obsidian Shield to produce the Ankh Shield. If you don’t have that by now, you should absolutely pick it up.
Tier: B
Ankh Shield
Getting it is painful, that’s true. But the Ankh Shield is an easy contender for the strongest shield in the game, providing appreciable defense while also rendering you completely immune to a variety of very unpleasant debuffs. Not many of these debuffs come from bosses, mind you, so you might be better off with the Paladin’s or Frozen Shields; but for day-to-day adventuring, you will find no better protection.
Tier: A+
Bee Cloak
Unfortunately, the stars and bees summoned by this accessory don’t deal very much damage, so they won’t provide any particularly strong retribution for losing your health. You can safely skip this, since both components have better tinkers anyway.
Tier: C
Black Belt
Reenact your favorite action movies with the Black Belt, which gives you an 11% chance to dodge any damage. Unfortunately, since it triggers randomly, you may not look very cinematic if you rely on it.
Tier: B
Charm of Myths
Providing nice health regeneration and promoting your health potion addiction, the Charm of Myths is a good accessory for everyone. If you have something that works better for your playstyle, though, you can safely drop it.
Tier: B+
Cross Necklace
The power of Christ compels you… to get this stylish, useful necklace! It’ll make invasions much more forgiving, plus allow you to deal better in boss fights that have a tendency for rapid hits (see Skeletron Prime). It can function well as a generalist accessory well into the late game, although it faces stiff competition for the slot.
Tier: A-
Flesh Knuckles
Can you be any tankier? These knuckles give you a whopping +7 defense before modifiers, making you quite a bit more damage-absorbent. In multiplayer, they’ll also allow you to get hit more (oh) instead of your squishier friends (that’s the good part).
Tier: A-
Frozen Turtle Shell
This uncommon accessory makes you a lot tankier when you drop to critical health, which can save you in a pinch. But don't count on it for long-term fights, since taking hits will reset your regeneration. Just use it to stall if you need to.
Tier: B
Frozen Shield
The Frozen Shield is a viable alternative to the Ankh Shield if you’re willing to look for it. Although it doesn’t give debuff immunity, it’s a lot more tanky, making you a lot beefier for endgame fights. Notably, most late-game bosses don’t inflict many debuffs, so the Frozen Shield can be a handy option for those fights.
Tier: A+
Hero Shield
Competing against the Berserker Glove and Frozen Shield, the Hero Shield really doesn’t stack up that well. It provides only one more defense than the latter, which also happens to be 4 less than the Paladin’s Shield with the Flesh Knuckles. In general, it really provides nothing that you won’t get from something else.
Tier: B-
Paladin’s Shield
Although it is strictly inferior to the Frozen Shield, the Frozen Turtle Shell can be a bit of a pain to find, making this the next best option. It provides excellent tanking abilities, which make it superior to the Ankh Shield in many endgame boss fights. Just be a little cautious with how you use it in multiplayer, where it can cause you to take unwanted damage from teammates.
Tier: A+
Philosopher’s Stone
You’ve probably raced against the one-minute cooldown of a healing potion before, and the Philosopher’s Stone can really help with that by bringing it down to 45 seconds. Bear in mind, though, that the Charm of Myths is trivially easy to craft from this, so you should immediately upgrade.
Tier: B
Pocket Mirror
If you happen to get this, it won’t hurt to equip it if you’re fighting a Medusa, but that’s the only time it’s at all useful. Considering that Medusas are not the worst thing you’ll have to deal with anyway, you can probably ignore this one.
Tier: C
Star Cloak
Is this… defense? I don’t know. But the stars deal so little damage that you won’t be using it for offense. Additionally, its reliance on being hit means that it shouldn’t be in use too often. It’s only useful if tinkered with the much better Cross Necklace.
Tier: B-
Star Veil
Although the increased invulnerability window provided by the Cross Necklace will help you in many situations, the stars of the Star Cloak deal pitifully little damage. Added to the fact that you need to take damage to activate them, you’d be fine just sticking with the better half of this accessory.
Tier: A-
Avenger Emblem
For those of you who fear commitment/like flexibility, the Avenger Emblem is here to give you a flat 12% damage boost. Could it be better for specific scenarios? Yeah. Is it a great amount of damage for generalists? Absolutely. But consider crafting it into something more potent (say, a Destroyer Emblem, Mechanical Glove, or Celestial Emblem).
Tier: B+
Berserker’s Glove
You’re the best it is at what you do, and what you do isn’t very nice. Boasting a great defense boost on top of solid melee speed and knockback increases, this clawed glove is an alternative to the Mechanical Glove for the defense-focused player. Or make both, if you have enough Power Gloves. They’re not terribly hard to get.
Tier: A-
Celestial Emblem
As one of many Celestial Magnet tinkers, the Emblem stands out due to its superb +15% magic damage on top of the good mana regeneration offered by stars. Keep in mind that many boss fights (especially the Empress of Light and Moon Lord) will not provide many stars, so you may opt for something else if you need mana. But damage… you’ve got it here.
Tier: A-
Celestial Shell
The Celestial Shell is one of the most potent combination accessories in the game, giving across-the-board buffs, boosting melee characters during the night, and giving formidable mobility in water. Although you can swap it out for something more specific, it’s a fantastic general-use accessory.
Tier: S
Celestial Stone
As a generalist accessory, the Celestial Stone excels. Blanket stat boosts are always useful, and both the Sun and Moon Stones are pretty easy to get along the way through the game. It’s worth noting that, if you’re comfortable swapping every day cycle, the individual stones will provide more buffs, provided it’s the right time.
Tier: S
Class emblems
You can’t get much better than +15% damage in a weapon group of your choice, although it may not confer the same boosts as more specialized accessories. Once you fight the Wall of Flesh enough to get the one(s) you need, you’ll have a valuable asset for the rest of the game.
Tier: A+
Destroyer Emblem
Its damage boost is lower than that of the Avenger Emblem (or more class-specific items), but the crit boost makes up for it. In almost all scenarios, the Destroyer Emblem is a great all-around choice; be prepared, however, to pick up a few extra Avenger Emblems if you want the Mechanical Glove and/or Celestial Emblem.
Tier: A-
Eye of the Golem
The bonus to crit chance can increase your DPS more than you’d think, but that’s still not very much. This should be going into your Destroyer Emblem instead of being used on its own.
Tier: B
Fire Gauntlet
Boasting an uncanny resemblance to the Infinity Gauntlet, the Fire Gauntlet is unfortunately a bit weaker than its precursor, the Mechanical Glove. Fire damage is just not that powerful at this stage in the game, so you’d be better off with the extra 2% swing speed. But that doesn’t mean you can’t stack them if you have the resources…
Tier: B
Hercules Beetle
If you’re prepared to fork over some cash (a recurring trend for summoners at this stage), you can get yourself the powerful Hercules Beetle. Your minions will be doing a lot more damage with it equipped, which is good, because you have the defense of a paper bag. Zing!
Tier: B+
Magic Quiver
If you enjoy your archering, the Magic Quiver is a great accessory for you. The improved damage and velocity will turn the tides if used with any of Terraria’s powerful bows: the upper-tier repeaters, Chlorophyte Shotbow, Tsunami, Eventide, and Phantasm all come to mind. If you’re comfortable with these bows - and lots of people are! - be happy for the Magic Quiver.
Tier: B+
Mechanical Glove
Granting tremendous melee boosts that are almost always better than the Fire Gauntlet, you should absolutely use the Mechanical Glove if you like your melee weapons. The only exception is if you’re using yoyos, which can’t have their speed modified.
Tier: A+
Molten Quiver
In singleplayer, this serves as a straight upgrade to the Magic Quiver, so if you have a spare magma stone lying around, you should go ahead and make it. Like its predecessor, it gives great boosts to your arrow weapons, which will make them very deadly. Fire damage is usually not much to talk about at this stage of the game, but every little bit helps.
Tier: B+
Moon Charm
The benefits of being a werewolf are many, especially if you enjoy melee combat. So put this on - it can give you a nice set of buffs (at night). Or, better yet, use it to make the Celestial Shell.
Tier: B-
Moon Shell
As mentioned with the Moon Charm and Neptune’s Shell, the transformations are usually not worth an accessory slot unless you’re doing something specific. So, why not use this to make the much-better Celestial Shell?
Tier: B-
Moon Stone/Sun Stone
These are notable for the considerable buffs they provide during their half of the day. They are, strictly speaking, better than the Celestial Stone if you can remember to shift them on and off as the wheel of time turns. Better set a timer.
Tier: B+
Necromantic Scroll
Another minion is another chunk of damage, so in this case, more is more. Assuming it isn’t replacing something life-saving, you should invest in the Necromantic Scroll. The Pumpkin Moon can be a pain, but you’ll likely get more than one scroll, so you can also make the Papyrus Scarab.
Tier: B+
Ogre accessories
If you happen to get these during the Old One’s Army event, they can give you a little oomph. Coupled with the handy turrets available (chiefly the Queen Spider), they’ll help enhance your utility if you enjoy quasi-summoner play. I said “if” a lot in this description, which should tell you something.
Tier: B
Papyrus Scarab
If you like your minions, this is the ultimate accessory. Equip it to gain an extra minion slot and some potent stat boosts for your little flock. Bear in mind, however, that it is rather summoner-specific.
Tier: A-
Power Glove
Although it doesn’t provide the bonus damage of the Mechanical Glove, the Power Glove is not as “so bad” as that old movie claimed it was. Its valuable melee speed and knockback bonuses will make any melee character happy they have it.
Tier: A
Putrid Scent
5% extra damage is something, but it doesn’t add up to much against accessories like the class emblems. Keep in mind that this one’s benefits are chiefly multiplayer-based, where it will encourage enemies to attack and maim your friends.
Tier: B-
Pygmy Necklace
Pay up to the Witch Doctor, and you’ll get another minion. This can be very useful, plus it’s easier to get than the Necromantic Scroll, but it of course takes up an accessory slot. Balance your options.
Tier: B+
Recon Scope
For the discerning ranger on a Corruption world in multiplayer, the Recon Scope can be a potent asset. Notice those qualifiers; if you’re not in multiplayer, it’s identical to the Sniper Scope. Both of them are useful options for rangers, though, boosting damage and crit chance by a solid 10%.
Tier: B-
Sniper Scope
It lacks the multiplayer-only benefit of the Recon Scope, but the Sniper Scope provides a potent boost for rangers. And only rangers. While it’s sliiightly better than the Destroyer Emblem used to craft it, it really isn’t much to write home about. The zoom ability is okay, but it can change the spawning radius and cause all kinds of havoc to farms; plus, good luck using it on a touchpad or some kinds of mouse.
Tier: B
Stalker’s Quiver
You should only consider using this Magic Quiver upgrade if you’re on multiplayer, where it will send the enemies chasing after your silly tank friends instead. In that regard, it can be better than the Molten Quiver, whose fire damage is relatively small; but if you’re alone, go Molten.
Tier: B
Titan Glove
The autoswing provided is nice in some cases, and the knockback will help keep you alive as you journey through early Hardmode. But consider immediately tinkering it with the Feral Claws to get a Power Glove.
Tier: B+
Yoyo Bag
Providing absurd bonuses to any yoyo you use it with, the Yoyo Bag is a must if you want to play what we affectionately call the “yoyo lord.” Be sure to check out the Skeleton Merchant whenever he appears if you want to obtain its components!
Tier: A+
Yoyo Glove
The real power of the Yoyo Bag is in the Glove, which doubles your yoyoing. Just hit an enemy, and another yoyo will come out and spin around the original. It gives you crowd control in a weapon that needs it, and damage in a weapon that has a lot already.
Tier: A
Arcane Flower
The Arcane Flower is an upgrade to the Mana Flower only if you’re playing multiplayer, where it will encourage enemies to attack your tankier friends. Because of the existence of better Mana Flower tinkers (i.e. the Magnet Flower), you should skip this one if you’re not with friends.
Tier: B+
Mana Cloak
Consider not using this. With the negligible damage of the falling stars and the much better Mana Flower upgrades out there (see: Magnet Flower), the Mana Cloak is really not a great option.
Tier: B-
Coin Ring
Though picking up coins from afar is kind of nice, the addition of the frustratingly rare Lucky Coin makes this accessory mostly unviable. Fighting the pirates over and over again to get it gives you more money anyway.
Tier: C
Discount Card
What can I say? It’s free money. If you happen to get it, you should always keep the Discount Card on hand for your shopping trips. Just don’t keep it equipped for fights!
Tier: A+
Gold Ring
Increasing coin pickup range isn't a real big deal, especially not in the heat of combat. You can use this for AFK farms, I guess.
Tier: C+
Greedy Ring
The best pirate drop is really the Discount Card, so adding in the other two (particularly the rare Lucky Coin) makes this accessory kind of unwieldy. If you get it, that’s fine, but chances are you don’t need money by that point anyway.
Tier: C+
Lucky Coin
Although it’s fiendishly rare, this can help fill your pockets if you’re particularly fond of long-term farming. You’ll usually accumulate far more money trying to get it, really.
Tier: C+
Rifle Scope
Not only can it break automatic farms due to altering the spawn radius, it’s also hard to aim while zooming. Also, good luck doing that if you don’t have a standard mouse.
Tier: C-
Gravity Globe
The “flight” offered by the Gravity Globe is theoretically infinite, which is cool and all, but you really need something a little more dynamic - wings or a mount - if you want to survive in Expert Mode. Then again, you’ve beaten the Moon Lord, so do what you want.
Tier: C+
Soaring Insignia
Wings suffer next to endless-flight mounts because they force you to land occasionally, but the Soaring Insignia lets you get the best of both worlds by keeping you in the air indefinitely. This allows you to use the superior mobility of wings and the Shield of Cthulhu to dodge many attacks. Only swap it out if you’re in a fight that requires the steadier movement of a mount - such as the Moon Lord fight - or if you really, really want another accessory.
Tier: S
Shiny Stone
Although it may seem extremely potent, this Expert accessory has one caveat: it doesn’t improve regeneration while you’re attacking, which in most fights should be almost always. You can put it on to recover during brief pauses in invasions, I guess?
Tier: C+
Spore Sac
Surprisingly enough, the damage of these spores can be quite formidable, and they travel freely through walls, but they aren’t exactly fast and may even get in the way of your piercing weapons’ damage due to invincibility frames. Moreover, you’ll be hard-pressed to justify this over other accessories in late Expert Mode.
Tier: B-
Volatile Gelatin
A bouncy orb of gel is a slight addition to your DPS, and the Volatile Gelatin really shines at keeping you safe while fishing or mining. But for situations where you actually want to deal damage, you’ll be better off with something else.
Tier: C+
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