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Sprites Accessory Rejuvenation and Expansion

Bry-ccentric

Steampunker
My GOD, I've been putting this off for way too long.
Yeah, with all the suggestions I've made, it's kinda hard NOT to notice how garbagio some accessories are; you can't even force using a few of these. To name a few, there's the Shark Tooth Necklace, the Diving Gears, the Star Cloak... the Literally Anything That Involves The Honey Comb; seriously, why would you USE any of those?!
There's also the accessories that kinda just don't get used because they can't be Tinkered with anything, like the Obsidian Rose, the Biome Mimic accessories (maybe a little less so), the Shark Tooth Necklace again... I'm kinda surprised they've stayed as they have for as long as they... have.

In typical Bry-ccentric fashion, I'm going to suggest some reworks and add a myriad of other crap to try to inject new life into about half of the functional Accessories. As is also typical Bry-ccentric fashion, there's no real order to this, though I tried to clump relevant accessories together.
One very un-Bry-ccentric-like thing you'll have noticed, though (that was a lot of dashes), is that I seem to have dropped the Centering shtick.
...With how I wanted to format things this time, I thought this would look nicer. You guys can be the judge of that, though.
'Aight, I'll get outta your hair, now. Go on, and tell me just how little of these are actually necessary; my confidence in my judgment started swiftly waning once I got to the Anklet of the Wind.




Blizzard in a Bottle (Found in Ice Chests)
•Grants a little bonus height when in a Blizzard.


Sandstorm in a Bottle (Now dropped by Sand Elementals)
Alright, first off, having a bottled sandstorm be dropped by an enemy that can create sandstorms on its whim kinda makes a lot more sense than sticking it in a pyramid, no?
Second off, giving an item that's part of a huge Tinker like the Bundle of Balloons an equally huge chance to just NOT appear in a world is immensely uncool. That stuff should take effort, not luck.
I'm also not gonna fill in the hole in the Pyramid loot with a new item; in fact, I'll ALSO be moving the Flying Carpet, leaving the Pharaoh Costume the one, guaranteed find in Pyramids.
•Grants a little bonus height when in a Sandstorm.


Fart in a Jar (Cloud in a Bottle + Whoopie Cushion)
•Allows for an extra jump.
•Fart jump inflicts Stinky on enemies in a 3-block radius for 30 seconds. This effect carries over to all of its Tinkers.
Inflicts Stinky
(30 seconds, 100% chance)
Sure started this off with a whopper.


Tsunami in a Bottle (Fished)
•Grants an extra jump that sends you a lot higher if you're underwater while ignoring 70% of water slowdown.
•Water spray from jump knocks back and drenches foes; range and knockback increase when underwater.
Damage: 0
Knockback: 4 (Weak) Jump Water, 8 (Strong) Underwater Jump Water
Inflicts Wet
(30 seconds, 100% chance)


Balloon Pufferfish (Fished)
•Increases jump height, same as the Shiny Red Balloon.
•Reduces water slowdown by 25%.


Sharkron Balloon (Balloon Pufferfish + Tsunami in a Bottle)
"Now it's all pink, huh?"
Yeah, I didn't really like how it goes from blue and pink to just pink when it gets a horseshoe, so now we have c o n s i s t e n c y!
•Increases jump height and reduces water slowdown by 25%.
•Grants an extra jump that sends you a lot higher if you're underwater while completely ignoring vertical water slowdown.
•Water spray from jump knocks back and drenches foes; range and knockback increase when underwater.
Damage: 0
Knockback: 4 (Weak) Jump Spray, 8 (Very Strong) Underwater Jump Spray
Inflicts Wet
(30 seconds, 100% chance)


Horseshoe Balloon (Respective balloon + Lucky Horseshoe)
Look at all those new sprites! No longer are the Horseshoe Balloons bland in comparison to their untinkered counterparts!
•BONUS: holding DOWN while falling increases your descent speed by 25%.
-----◘Landing at this velocity causes some balloons to trigger special effects but will leave you vulnerable for a moment.
•Knockback from balloon effects is also increased by 25%.


Pink Horseshoe Balloon (Sharkron Balloon + Lucky Horseshoe)
•Increases jump height, grants immunity to fall damage, and reduces water slowdown by 40%.
•Grants an extra jump that sends you a lot higher if you're underwater while completely ignoring vertical water slowdown.
•Water spray from jump knocks back and drenches foes; range and knockback increase when underwater.
•Allows you to fall slightly quicker by holding DOWN. Landing this way sends out waves on either side, which deal much stronger knockback. These waves will be larger and move farther out if you've landed underwater.
Damage: 0
Knockback: 7.5 (Average) Jump Spray, 10 (Extremely Strong) Underwater Jump Spray/Slam Waves, 15 (Insane) Underwater Slam Waves
Inflicts Wet
(30 seconds, 100% chance)


Honey Comb (Dropped by Queen Bee)
•Now always releases 4 tough bees when hurt, which all do a lot more damage. This bee buff carries over to all of its Tinkers.
•Halves slowdown from liquid honey and grants immunity to Honey Blocks.
Damage: 20 (Summon)
Knockback: None


Honey Balloon (Shiny Red Balloon + Honey Comb)
The original sprite is so painfully, obviously dated, so now it's got a refined sprite, as well as function:
•Increases jump height, halves slowdown from liquid honey, and grants immunity to Honey Blocks.
•4 bees fly you up a short distance and then fan out to attack nearby enemies.
-----◘Bee jump moves through Honey unhindered and reaches higher than the Cloud in a Balloon, though it trades off a bit of vertical speed for extra horizontal control.
•4 bees are also released to attack enemies when hurt.
Damage: 20 (Summon)
Knockback: None


Amber Horseshoe Balloon (Honey Balloon + Lucky Horseshoe)
•Increases jump height, grants immunity to fall damage, reduces slowdown from liquid honey by two-thirds, and grants immunity to Honey Blocks.
•4 bees fly you up a short distance and then fan out to attack nearby enemies.
•Grants immunity to fall damage, and allows you to fall slightly quicker by holding DOWN. Landing this way sends 2 more bees out to attack enemies.
•4 bees are released to attack enemies when hurt.
Damage: 20 (Summon)
Knockback: 0.5 (Extremely Weak)


Lightning in a Balloon (Shiny Red Balloon + Thunderhead)
"Ooooh, what's a Thunderhead?"
I'll touch on that later; keep reading for now.
•Increases jump height; grants an extra jump that strikes lightning below you, launching you 17 blocks into the air incredibly quickly. The strike deals massive damage and inflicts Electrified for 4-6 seconds.
•You can't short-hop with this jump; better bring a Horseshoe!
Damage: 300 (Magic)
Knockback: None
Inflicts Electrified
(4-6 seconds from Lightning, 100% chance)
"New icon??????????"
No, I made that. I made a suggestion overhauling debuffs, and I redid all their icons.
I like those better.


Chalcedony Horseshoe Balloon (Lightning in a Balloon + Lucky Horseshoe)
•Increases jump height and grants immunity to fall damage.
•Grants an extra jump that strikes lightning below you, launching you 17 blocks into the air near-instantly. You still can't short-hop with it, buuuut...
•...The horseshoe grants immunity to fall damage and allows you to fall slightly quicker by holding DOWN. Landing this way creates a shockwave that slightly damages and knocks back foes, but electrifies them for a lot longer than the jump does. This leaves you vulnerable for a moment, though.
Damage (Magic): 300 Lightning, 75 Shockwave
Knockback: None from Lightning, 2.25 Shockwave (Very Weak)
Inflicts Electrified
(4-6 seconds from Lightning, 100% chance; 10 seconds from Shockwave, 100% chance)


Eruption in a Balloon (Shiny Red Balloon + Magma Stone)
•Increases jump height; grants an extra jump that you can angle at the start, which summons a jet of fire under you that pushes you 20 blocks upwards in a straight line. The flames linger for a moment, damaging enemies that pass through.
•Hold SPACE to keep ascending, or let go to stop the jump early.
Damage: 34 (Magic)
Knockback: 0.55 (Extremely Weak)
Inflicts Burning
(0.75-1.5 second from Eruption, 100% chance)


Carnelian Horseshoe Balloon (Eruption in a Balloon + Obsidian Horseshoe)
•Increases jump height and grants immunity to fall damage and fire blocks.
•Grants an extra jump that you can angle at the start, which summons a jet of fire under you that pushes you 20 blocks upwards in a straight line. The flames linger for a moment, damaging enemies that pass through.
•Allows you to fall slightly quicker by holding DOWN. Landing this way creates vertical streams of fire on either side of you, which linger for 2 seconds, reach half the height of the Fire Geyser's fire, and send several sparks flying outward upon creation. The streams deal a little more knockback, induce longer burns, and continue to release sparks into the air, dealing quite a bit of damage to anything nearby. The only problem is that the landing will leave you vulnerable for a sec.
Damage: 34 (Magic)
Knockback: 0.69 Fire Jet (Extremely Weak), 8.44-10.31 Fire Geysers (Very Strong-Extremely Strong)
Inflicts Burning
(0.75-1.5 second from Eruption, 100% chance; 2-4 seconds from Geyser, 100% chance)


Starstorm Balloon (Shiny Red Balloon + Star Cloak)
•Increases jump height; grants an extra jump that allows you to ride and maneuver a large shooting star 28 blocks into the air at high velocity.
•Smashing into an enemy causes the shooting star to explode into five smaller stars that fly outwards in a star formation, dealing large damage to the enemy while granting you 1.33 seconds of invincibility time. The jump immediately ends, and a 5-second cooldown on the jump is started to prevent spamming.
•You can jump off mid-ride by pressing SPACE, ascending a block or two more before falling down. Holding RIGHT or LEFT when you jump flings you in that direction with incredible speed, kinda like a Tabi dash. Jumping off sacrifices 75% of the star's damage and prevents it from releasing more stars, but does not trigger the jump's cooldown.
•3 stars also rain down when hurt. Smaller stars from the main star and damage retaliation slightly home in on enemies, dealing 25% damage and 40% knockback of the main star.
Damage: 400 (Magic)
Knockback: 11 (Extremely Strong)


Purple Horseshoe Balloon (Starstorm Balloon + Lucky Horseshoe)
•Increases jump height and grants immunity to fall damage; grants an extra jump that allows you to ride a large shooting star 28 blocks into the air at high velocity, which you can't cancel out of.
•Smashing into an enemy causes the shooting star to explode into five smaller stars that fly outwards in a star formation, dealing large damage to the enemy while granting you 1.33 seconds of invincibility time. The jump immediately ends, and a 5-second cooldown on the jump is started to prevent spamming.
•You can jump off mid-ride by pressing SPACE, ascending a block or two more before falling down. Holding RIGHT or LEFT when you jump flings you in that direction with incredible speed, kinda like a Tabi dash. Jumping off sacrifices 75% of the star's damage and prevents it from releasing more stars, but does not trigger the jump's cooldown.
•Allows you to fall slightly quicker by holding DOWN. Landing this way sends 5 smaller stars flying at random upwards angles─a good example of this is a boss from Deltrarune's Chapter 1; specifically, one of King Round's attacks.
•3 stars rain down when hurt. Smaller stars from the main star and damage retaliation slightly home in on enemies, dealing 25% damage and 50% knockback of the main star.
Damage: 400 (Magic)
Knockback: 13.75 (Extremely Strong)


Bundle of Weather Balloons (Cloud in a Balloon + Blizzard in a Balloon + Sandstorm in a Balloon)
•Jump height bonus increased from 4.5 blocks to 6 blocks.
•Name changed and sprite refined, increasing the Sandstorm Balloon's contrast with the Honey Balloon and correctly coloring the Blizzard in a Balloon.
Many people have made Farts in a Balloon in hopes of making this thing because the damn white balloon was green, for some reason.


Bundle of Weird Balloons (Honey Balloon + Sharkron Balloon + Fart in a Balloon)
•Increases jump height by 6 blocks instead of 4.5 and grants three extra jumps ─ Fart, Sharkron, then Honey. Their collective height is a lot lower than the Weather Balloons, though the Sharkron jump performs a lot better underwater.
•Reduces water slowdown by 25%, halves slowdown from liquid honey, and grants immunity to Honey Blocks.
•Fart jump stinks nearby enemies, tsunami jump pushes them back, and bee jump sends bees out to attack.
-----◘When hurt, all three effects activate simultaneously.
Damage: 20 Bees (Summon)
Knockback: None from Bees, 4 (Weak) Jump Spray, 8 (Very Strong) Underwater Jump Spray
Inflicts Wet
and Stinky
(oh god, that's a bad combo) with their respective jumps for 30 seconds


Bundle of Plasma Balloons (Eruption in a Balloon + Lightning in a Balloon + Starstorm in a Balloon)
This was all, indeed, very necessary.
•Increases jump height by 6 blocks instead of 4.5 and grants three extra jumps ─ Lightning, Eruption, then Star. Their collective height is a lot HIGHER than the Weather Balloons (65 whole blocks!), AND they have offensive properties.
•Lightning strikes down to damage and electrocute enemies, Eruption melts anything passing through, and Starstorm deals massive damage and sends out smaller stars for more damage upon collision while granting you 1.33 seconds of invincibility time.
-----◘The Lightning jump can't be short-hopped with. Hitting an enemy with the Starstorm jump triggers a 5-second cooldown on that jump only.
•3 stars rain down when hurt. Smaller stars from the main star and damage retaliation slightly home in on enemies, dealing 25% damage and 40% knockback of the main star.
Damage: 300 Lightning, 34 Fire Jet, and 400 Starstorm Magic)
Knockback: None from Lightning, 0.55 from Fire Jet (Extremely Weak), 11 from Shooting Star (Extremely Strong)
Inflicts: Electrified
(4-6 seconds from Lightning, 100% chance) and Burning
(0.75-1.5 second from Eruption, 100% chance)


Bloon Twister (Bundle of Weather Balloons + Bundle of Weird Balloons + Bundle of Plasma Balloons)
What a beautiful symphony of helium.
•Increases jump height by 10 blocks instead of 6, reduces water slowdown by 25%, halves slowdown from liquid honey, and grants immunity to Honey Blocks.
•Grants a whopping NINE extra jumps ─ Lightning, Eruption, Sandstorm, Fart, Blizzard, Sharkron, Cloud, Starstorm, and Bee!
•Each jump retains all of its properties; when hurt, the Star Cloak, Honey Comb, Tsunami, and Fart effects activate simultaneously.
-----◘You gotta go through 7 or 8 other jumps to get to the Starstorm jump now, so its cooldown is gone. It still grants 1.33 seconds of invincibility frames.
•Hold JUMP to descend slower once all your jumps are exhausted. Unlike with Wings and Featherfall Potions, this slowdown is gradual, meaning you have to start slowing down in advance.
Cannot be used with wings or any more balloons.
Does not grant immunity to fall damage.
Damage: 0 Water Spray, 20 Bees (Summon), 100 Lightning (Magic), 30 Fire Jet (Magic), and 300 Starstorm (Magic)
Knockback: None from Bees and Lightning, 4 Jump Spray (Weak), 8 Underwater Jump Spray (Very Strong), 0.55 Fire Jet (Extremely Weak), 11 Shooting Star (Extremely Strong)
Inflicts: Electrified
(4-6 seconds from Lightning, 100% chance), Burning
(0.75-1.5 second from Eruption, 100% chance), and Stinky
(30 seconds from fart, 100% chance)


Shiny Red Balloon (Found on Floating Islands and in Skyware Crates)
Yes, I even gave some love to the Shiny Red Balloon's sprite. Now it's beautiful.
•Journey's End is guaranteeing that one of the Chest items will always spawn in a crate, but due to the sheer number of Balloons you can make now, I'm bumping up the chance from 1/3 to 3/5 (60%); the Lucky Horseshoe only has a 1/4 (25%) chance now, and the Starfury a measly 3/20 (15%) chance.


Aglet (Found in Wooden Chests)
•Movement speed bonus increased to 10%; maybe that'll make a noticeable difference.


Anklet of the Wind (Found in the Underground Jungle)
Well now I have to speed this thing up too. Let's give it a bit more than that, though.
•Increases movement speed by anywhere from 10-20%, depending on the world's current Wind Speed; instead grants a static 14% increase if you're under 0 Depth, though.
•Allows you to run through enemies while moving at your maximum possible speed, regardless of whether you're on the ground or in the air.
-----◘This pretty much functions like it does with Minecarts and some Mounts, except that you'll knock enemies forwards instead of backward, increasing the gap between you and the enemy. If the enemy can't take knockback, though, the effects won't trigger and you'll get hurt. You can't run through projectiles, even if they're destructible.
Damage: 30 (Melee)
Knockback: -6 (Averagen't)
No, that's probably not how stats work, but it gets the message across fine.


Ice Skates (Now dropped by Ice Mimics)
Ever wanted an automatic Ice Rod as an Accessory?
•8% increased movement speed.
•Grants a dash that reaches only a third of the distance the Tabi's dashes do but creates up to 4 Magic Ice Blocks behind you, which you can land on to recharge the first half of your Balloon Jumps as well as 50% of your flight time with Wings, Boots, or Mounts. The blocks last for only 3 seconds, though, and you have to U-turn around to land on 'em, so it can be a little bit of a risky (not to mention awkward) maneuver.
-----◘If you have an uneven number of Balloon Jumps (say, five), it rounds down. If you only have 1 Balloon Jump, though, you will get to use it again.
-----◘While the dash can be activated endlessly (with a cooldown), the Magic Ice Blocks cannot, so you need to land on non-Magic Ice Blocks to refresh them (Ice Rod blocks won't count).
-----◘The Magic Ice Blocks from the skates and the Magic Ice Blocks from the Ice Rod cannot overwrite each other; they must be broken in order to place the other in their place.


All Running Boots (wait what the :red: is that last- oooooooh you :red:ing bean, you, you totally did what I think you did)
•If the horizontal speed they grant outshines that of your equipped Wings, that speed will override. Why is this wasn't the case before was probably due to coding reasons, which is something that needs to be fixed. This will make the boots actually still useful when you have Wings equipped.

Hermes Boots

Hermes Boots (Found in Gold Chests)
•Allows you to run at up to 225% speed. Probably not 100% necessary, that boost, but nnneeeeeeh. We'll see.


Flurry Boots (Found in Ice Chests)
•Allows you to run at up to 200% speed and grants you the acceleration and deceleration bonus of the original Ice Skates at all times.
•Running on snow, ice, and slush blocks further boosts your speed to 250%! Your additional max speed is maintained when you jump or fall off of those blocks.


Sailfish Boots (Found in Wooden Crates)
•Allows you to run at up to 200% speed and reduces water slowdown by 25%. This stacks additively with the Pufferfish Balloon for a total of 50% reduced water slowdown.
•Your max speed increases to 250% while in water and for 6 seconds after leaving it! Reentering water during this time will refresh and pause the buff's timer.


Dunerider Boots (Found in Sandstone Chests)

No, that is NOT the actual sprite used in-game; it's my recreation of it. It resembles the real deal, which is enough for me to include it as a visual.
The Dunerider Boots seem to literally just be Hermes Boots with the Ice Skates' ice mobility bonus but for sand instead of ice, making it only situationally better than the other boots without these changes.
•Allows you to run at up to 200% speed and grants immunity to Mighty Wind.
•Running on sand, hardened sand, sandstone, desert fossils (not Sturdy Fossils), or in a Sandstorm further boosts your speed to 250%! When not in a Sandstorm, your additional max speed is maintained until you land on a non-sand block.


Spectre Boots (Running boots + Rocket Boots)
Depending on the boots used, the movement speed part of the Spectre Boots will behave a little differently; the flight is identical with all four options, though.
Hermes Boots
Max speed: 225%. No additional bonuses.
Flurry Boots
Max speed: 200%, or 250% on cold blocks. Grants much-improved acceleration and deceleration.
Sailfish Boots
Max speed: 200%, or 250% in water and for 6 seconds after leaving it. Water slowdown is reduced by 25%.
Max speed: 200%, or 250% on sandy blocks or in Sandstorms.

These differences carry over to subsequent Tinkers.


Lightning Boots (Spectre Boots + Aglet + Anklet of the Wind)
•Provides a 20-30% movement speed bonus, depending on the world's current Wind Speed; speed bonus becomes a static 24% when underground.
•Allows you to run at a maximum of 257/228-285% speed.
•Grants the ability to run through and electrify enemies while moving at your maximum possible speed, regardless of whether you're on the ground or in the air.
•Gives you a moment of flight, which lasts 20-30% longer (depending on Wind Speed) than with the Spectre Boots.
Max speed: 257%. No additional bonuses.
Max speed: 228%, or 285% on cold blocks. Grants much-improved acceleration and deceleration, 20% more so than with the Spectre Boots.
Max speed: 228%, or 285% in water and for 7.2 seconds after leaving it. Water slowdown is reduced by 25%.
Max speed: 228%, 285% on sandy blocks, and 295% in Sandstorms. Grants immunity to Mighty Wind.

Damage: 42 (Melee)
Knockback: -6.6 (Strongn't)
Inflicts Electrified
(Guaranteed for 6-12 seconds from run-through)


Frostspark Boots (Lightning Boots + Ice Skates)
•Provides a 25-38% movement speed bonus, depending on the world's current Wind Speed; speed bonus becomes a static 30% when underground.
•Allows you to run at a maximum of 270/240-300% speed, depending on the boots used for the Spectre Boots.
•Grants the ability to run through and electrify enemies while moving at your maximum possible speed, regardless of whether you're on the ground or in the air.
•Lets you perform a short dash that creates 4 Magic Ice Blocks behind you, which you can stand on to recharge the first half of your Balloon Jumps as well as half of your flight time. While the dash can be used freely, Magic Ice Blocks can only be created once while in the air; land on more permanent ground to recharge the ability.
•Gives you a moment of flight, which lasts 28-38% longer (depending on Wind Speed) than with the Spectre Boots.
Max speed: 270%. No additional bonuses.
Max speed: 240%, or 300% on cold blocks. Grants much-improved acceleration and deceleration, 30% more so than with the Spectre Boots.
Max speed: 240%, or 300% in water and for 7.8 seconds after leaving it. Water slowdown is reduced by 25%.
Max speed: 240%, 300% on sandy blocks, and 315% in Sandstorms. Grants immunity to Mighty Wind.

Damage: 50 (Melee)
Knockback: -7 (Strongn't)
Inflicts Electrified
(Guaranteed for 6-12 seconds from run-through)


Water Walking Boots and Lava Charm (Rarely found in Water Chests)
Wait, did I say rarely?
•Yeah, nooot anymore; they're now always guaranteed to spawn in at least one Water Chest in the Ocean.
-----◘1 Water Chest is now also guaranteed to spawn at each ocean, and Water Chests are a little more common throughout the world.
•Lets you walk on Water and Thin Ice without falling through, and prevents slipping on any ice. Honey is no longer supported because that made no sense.
•Halves water slowdown, providing use even IN water. This stacks additively with the Sailfish Boots and Pufferfish Balloon, allowing for free movement while underwater.
•Increases movement speed and maximum running speed by 1.2x when walking on water or ice.


Lava Charm (Now occasionally spawns alongside other Shadow Chest loot)
•Grants lava and fire block immunity, and reduces damage from other heat sources by 37.5%.
•Halves lava slowdown.


Lava Waders (Now crafted with the Water Walking Boots, Honey Comb, and Lava Charm)
There is no reason for the Obsidian Water Walking Boots to exist. Tell me I'm wrong, Relogic, and prove it to me.
•Lets you walk on all liquids, halves slowdown from walking through them, grants immunity to lava damage and lowers damage from all other heat sources by 37.5%.
•Allows stepping on Thin Ice, Burning Blocks, and Honey Blocks without hindrance.
•Increases movement speed and maximum running speed by 1.2x when walking on any of the aforementioned liquids and blocks.


Omniboots (Frostspark Boots + Lava Waders)
Hey, it's that thing you people are so tired of seeing over and over again, and that Red seems to think is overpowered for some reason???????
Yeah, I don't care, and no, it's not, Red.
•Provides a 30-45% movement speed bonus (36% when underground), depending on the world's current Wind Speed; allows you to run at a maximum of 300/267-333% speed.
•Allows walking on Water, Lava, Honey, and their corresponding blocks without hindrance; doing so multiplies your movement speed and max speed by 1.2.
•Halves slowdown from all liquids, grants immunity to lava damage, and lowers damage from all other hot and cold sources by 37.5%.
•Grants the ability to run through and burn enemies while moving at your maximum possible speed, regardless of whether you're on the ground or in the air.
•Lets you perform a short dash that now creates 5 Magic Ice Blocks behind you, which you can stand on to recharge the first half of your Balloon Jumps as well as half of your flight time. Has the same limitations as before, but the Magic Ice Blocks now last for 25% longer, giving you a bit more leeway.
•Gives you a moment of flight, which lasts 30-45% longer (depending on Wind Speed) than with the Spectre Boots. Flying through liquids multiplies your flight speed by 1.2.
Max speed: 300%. No additional bonuses.
Max speed: 267%, or 333% on cold blocks. Grants much-improved acceleration and deceleration, 50% more so than with the Spectre Boots.
Max speed: 267%, or 333% in water and for 9 seconds after leaving it. Water slowdown is reduced by 25%.
Max speed: 267%, 333% on sandy blocks, and 355% in Sandstorms. Grants immunity to Mighty Wind.

Damage: 62 (Melee)
Knockback: -7.5 (Very Strongn't)
Inflicts Burning
(Guaranteed for 3-6 seconds from run-through)


Tiger Climbing Gear (Climbing Claws + Shoe Spikes)
I REFUSE TO BELIEVE THAT I AM THE ONLY ONE WHO SEES THESE CLAWS AS ATTACHED!
Anyways, these gain a new ability:
•Hold UP to climb up blocks. Climbing speed is 75% that of sliding-down speed.
-----◘I don't think this would be useful during actual play, but map-makers might appreciate it. Besides, who doesn't wanna be Mr. Tougher-Than-Leather?


Jellyfish Necklace (Dropped by Blue, Pink and Green Jellyfish)

A glow's nice and all (unless you're using the necklace by itself; it sucks), but that's what Shine Potions are for.
•Glow is now active at all times; entering water significantly increases the glow's size and strength. Honey also no longer triggers the effect.
•Enemies within the glow take 40% more knockback from the player wearing the necklace.


Jellyfish Diving Gear (Diving Gear + Jellyfish Necklace)
•Extends your breath meter to 90 seconds, cuts drowning speed by 75%, and allows you to swim.
•Produces a pink glow that lets the wearer deal 40% increased knockback to enemies inside of it; being in water greatly increases the glow's size and strength.
-----◘The radius is moderately increased from the Jellyfish Necklace.


Arctic Diving Gear (Jellyfish Diving Gear + Ice Skates)
Yeah, this isn't useful at all. Meet its new replacement!

Deepsea Diving Gear (Jellyfish Diving Gear + Sailfish Boots + Pufferfish Balloon)
•Reduces water slowdown by 50%, extends your breath meter to 130 seconds, allows you to swim, and greatly improves ascent speed in water.
-----◘The Deepsea Diving Gear and Lava Waders bonuses stack additively to grant you 100% immunity to slowdown from water only. If Omniboots made using the Sailfish Boots are equipped in place of the Lava Waders, only the bonus from the Lava Waders will stack.
•Produces an aqua-green glow that lets the wearer deal 45% increased knockback to enemies inside of it; being in water greatly increases the glow's size and strength.
-----◘The radius is ever-so-slightly increased from the Jellyfish Diving Gear.
•Increases your maximum movement speed to 170%, or to 200% when in water and for 6 seconds after leaving it.
...

...Actually?


Arctic Diving Gear (Deepsea Diving Gear + Frozen Turtle Shell)
I thought it fit pretty well.
•Reduces water slowdown by 50%, extends your breath meter to 150 seconds, allows you to swim, and greatly improves ascent speed in water.
•Produces a light-blue glow that lets the wearer deal 45% increased knockback to enemies inside of it; being in water greatly increases the glow's size and strength.
•Increases your maximum movement speed to 180%, or to 210% when in water and for 6 seconds after leaving it.
•When under half health, damage taken, breath loss, and drowning speed are reduced by 25%, while glow radius and knockback against enemies inside of it are increased by 25%.
Hopefully Journey's End expands the ocean enough for this to actually be useful.


Flying Carpet (Now found in Sandstone Chests in the bottom third of the Underground Desert; ideally, one Sandstone Chest would be guaranteed to have this thing.)
That sprite may be a bit TOO luxurious for this game.
I was originally gonna give this item to the Desert Spirit as a drop, but, neeeeh, I think Wings are gonna replace it by that point.


Hoverboard (Crafted with 18 Shroomite Bars and 20 Souls of Flight)
•When equipped in the Minecart slot, you can use it to grind rails.
•You move slightly faster than the crafted Minecart's maximum speed at all times, even right when you get on.
•You can't ride through enemies to deal damage this way, but you gain a momentary boost of speed when landing from a jump.
•Hold the jump button to charge up a jump. Release to jump up to 12 blocks into the air from the rail at a 45° angle, +/-30° depending on the angle of the rail.
-----◘You'll slow down more and more as you hold the button; the jump will be fully charged at 50% speed, which is also when you stop slowing down.
•Can be quite useful for short trips on rails, but the Mechanical Minecart will quickly outspeed it. These functionalities are an obvious reference, however, and are more intended for playing around with.


Magma Stone (Dropped by Hellbats and Lava Bats, though more commonly by Lava Bats)
•Melee attacks inflict On Fire on the main target and send out 2 Greek Fire-like sparks in random directions for additional damage.
•Critical strikes instead inflict Burning for a moment, with both the main attack and the sparks that fly out from it.
•Attacks and sparks produce reddish-orange light; sparks deal 30% damage and inflict either On Fire or Burning, depending on whether the attack was critical or not. More light is produced with critical attacks.
Inflicts On Fire
(2-6 seconds, 100% chance) and Burning
(1-2 seconds from critical melee attacks, 100% chance); sparks inflict the debuffs for 60% longer.


Magma Gauntlet (Mechanical Gauntlet + Magma Stone)
"Fire Gauntlet" just didn't have as much of a punch as "Magma" does (heheh), especially now that I've wildly buffed the actual fire part.
•12% increased melee damage and speed.
•80% increased melee knockback.
•Melee attacks inflict On Fire on the main target and send out 2 Greek Fire-like sparks for additional damage. Main attack and sparks produce reddish-orange light.
•Critical strikes produce much stronger light and instead inflict Burning for a moment.
Inflicts On Fire
(Functions as normal) and Burning
(1-2 seconds from critical melee attacks, 100% chance); sparks inflict the debuffs for 60% longer.


Obsidian Rose (Dropped by Imps)
Now dons a much prettier sprite! And alongside it, a new ability:
•Reduces lava damage by 30 and tick damage from fire debuffs (except Frostburn) by 1, completely shutting down On Fire and halving damage from Cursed Inferno.
•Increases damage dealt by 33% when on fire.
-----◘Debuffs that activate this effect are: On Fire!, Burning, Cursed Inferno, Shadowflame, and Daybroken.
Prevents becoming immune to lava.
•Also, leeeet's double that drop chance from 2% to 4%; those Imps don't spawn that often, 'specially in Hardmode.


Burning Rose (Magma Stone + Obsidian Rose)
•Melee attacks inflict On Fire on the main target and send out 2 Greek Fire-like sparks for additional damage. Critical strikes produce much stronger light and instead inflict Burning for a moment.
•Player-inflicted fire debuffs deal triple damage; attacks and sparks produce reddish-orange light.
•Reduces tick damage from fire debuffs (except Frostburn) by 3, shutting down On Fire and Cursed Inferno while heavily crippling Burning and Shadowflame.
•Increases Melee damage by 33% and On Fire, Cursed Inferno and Shadowflame damage by 500% (totaling to 1500%) when on fire.
-----◘Debuffs that activate this effect are: On Fire!, Burning, Cursed Inferno, Shadowflame, and Daybroken.
Prevents becoming immune to lava.


Thunderhead (Dropped by Thundering Nimbi with a 13.33% chance)

Oh hey, it's that thing for the Lightning in a Balloon. Yeah, it, uh, definitely has a similar effect.
•Every fourth Ranged critical strike chance summons a lightning strike on the target with the lowest maximum health on-screen that deals exactly 400% of the weapon's damage (damage will not be randomized) and inflicting Electrified for 4-6 seconds. Lightning strikes cannot deal critical hits, themselves.
•Also halves Electrified's damage while you're in mid-air.
Inflicts Electrified
(4-6 seconds from electricity, 100% chance)

A new Rain MiniBoss for the Jungle, though it can rarely spawn just about anywhere on the surface except the Mushroom Biome.
I'm sure you folks have never, ever seen THIS guy before.

The Thundering Nimbus, as the name would imply, is a stronger Angry Nimbus that strikes both fear and lightning into the hearts of adventurers, usually killing them.
Compared to the Angry Nimbus, the Thundering Nimbus tracks you rather sloppily, often flying back and forth over you when you're standing still. Every so often when it passes over you, though, it'll slow down to a third of its speed and begin striking lightning down below, pulling a bit of a Martian Saucer/Kracko as it sweeps an area over a few seconds in hopes of catching you. The lightning reaches up to 50 blocks downwards before abruptly cutting off, dealing low contact damage but inflicting Electrified for a while, which presents you with a sudden need to stand still on the ground.

Despite looking like a century-old lemon, the Thundering Nimbus has some real nice hustle to it as well as some gnarly knockback resistance, making it as stubborn as the last few blocks of Crimson in your world. Its vertical speed is pretty bad, though its much faster horizontal speed prevents you from getting a height advantage on this guy without taking damage. He doesn't hurt much to touch, though.


In Expert Mode, the Thundering Nimbus will only slow down to half speed when it strikes lightning. The lightning creates a small, constant explosion while it's hitting blocks, which deals even MORE damage and electrifies you for LONGER. The Thundering Nimbus also electrifies you on contact, and its lightning inflicts Electrified for longer instead of gaining a direct damage bonus.

In Master Mode, the lightning explosion leaves all blocks in its wake electrified for 4 seconds. These blocks deal small damage and hit through invincibility while not triggering it, meaning running along that ground will fry you near-instantly.
Health: 2,710/5,420/7,453
Damage: 32 on contact, 40 from Lightning and Electrified Blocks, 76 from Explosion
Defense: 32
KBR: 76/
83/96%
Inflicts
Electrified (100% chance from Lightning, 6-8/
7-11/8-14 seconds)
(
100% chance on contact, 3/4.5 seconds)
(100% chance from Explosion, 12/
15 seconds)
Coins: 4 Silver


Avenger Cuffs (Celestial Cuffs + Avenger Emblem; replaces the Celestial Emblem)
Honestly, the Celestial Emblem seems a lot more underwhelming than the other classes' Avenger accessories.
Sure, the damage bonus increases from the Avenger Emblem, but all you have to pair that with is increased mana star pickup range!
•Grants 3 defense.
•Doubles Mana regeneration, restores Mana upon taking a hit and greatly increases Star pickup range.
•Increases Magic damage by 15%.


Devil's Gamble (Obsidian Rose + Nature's Gift)
Both flowers felt underutilized to me, so I decided to mix them both. The effects are now all mana-related, with some risk-reward thrown in.
•Reduces mana cost by 7%, and then further reduces it by a static 1.
•When under 33% mana, damage dealt and received is increased by 33% and mana cost is reduced by 33%.


Prime Necklace (Pygmy Necklace + Avenger Emblem)
Because Summoners need love. And the Pygmy Necklace needed a job.
•12% increased Summon damage.
•Max minion capacity increased by 1.


Shadowflame Charm (Dropped by Goblin Summoners)
•Minions inflict Shadowflame for 9 seconds.
•A Shadowflame Apparition will follow you around, acting like a 1-segment Stardust Dragon that can't quite stay on enemies as well as the dragon can.
•Grants immunity to Shadowflame if anything ever ends up inflicting that in-game.
Damage: 50 (Summon)
Knockback: 5 (Average)
Critical Strike Chance: 8%
Grants Shadowflame Apparition
(Until death, disabled or overwritten)
Inflicts Shadowflame
(9 seconds from all minions, 100% chance)


Sinister Charm (Prime Necklace + Shadowflame Charm)
•12% increased Summon damage, and minions inflict Shadowflame for 9 seconds.
•Max minion capacity increased by 1; a Shadowflame Apparition will follow you around, ramming anything that approaches.
•Grants immunity to Shadowflame.
Damage: 50 (Summon)
Knockback: 5 (Average)
Critical Strike Chance: 8%
Grants Shadowflame Apparition
(Until death, disabled or overwritten)
Inflicts Shadowflame
(9 seconds from all minions, 100% chance)


Sharktooth Necklace (Dropped by Bloody Goblin Shark, if I had to guess)
I hope the drop chance gets upped a bit, if I'm right.
•Grants 13 armor penetration, as it now seems more challenging to obtain.


Fossiltooth Necklace (Shark Tooth Necklace + 2 Forbidden Fragments)
•Grants 13 armor penetration.
•Minion attacks have a small chance of trapping an enemy in jaws of sand, drastically slowing or outright immobilizing enemies depending on how much health they have.
-----◘70-100% slowdown for regular enemies, depending on Max HP.
-----◘5-20% slowdown for bosses, depending on remaining HP.
•Enemies take 17 DPS and lose 25 defense while trapped.
•The trapped enemy must be released or defeated before another enemy can be trapped.


Plaquechime Necklace (Shark Tooth Necklace + Putrid Scent)
•Grants Armor Penetration equal to 75% of your current weapon's critical strike chance.
•Increases critical strike chance by 7%, and lowers your aggro by -400.


Fleshfang Necklace (Shark Tooth Necklace + Flesh Knuckles)
•Kills add 10% of the enemy's defense onto your defense and Armor Penetration; minimum of 1 Defense and Armor Penetration per kill.
-----◘The entire bonus is lost upon taking damage.
-----◘Each individual increase obtained from kills expires after 30 seconds.
•Leaves you with +600 Aggro (50% more aggro than the Flesh Knuckles gives you, practically ensuring you always get targeted first).


Cadence Badge (Dropped by Hallowed Mimics)
•Increases maximum health and mana by 5%.
•Leaves you with a whopping +800 aggro, which lowers as you lose health and mana; Mages will have it a little easier with this thing than the other classes.
  • At 100% HP and 100% Mana, you have 800 Aggro.
  • At 100% HP and 50% Mana, you have 650 Aggro.
  • At 100% HP and 0% Mana, you have 500 Aggro.
  • At 55% HP and 100% Mana, you have 150 Aggro
  • At 55% HP and 50% Mana, you have 0 Aggro.
  • At 55% HP and 0% Mana, you have -150 Aggro.
  • At 10% HP and 100% Mana, you'd have -500 Aggro
  • At 10% HP and 50% Mana, you'd have -650 Aggro
  • At 10% HP and 0% Mana, you'd have -800 Aggro
  • At 0% HP and 100% Mana, you'll be :red:ing dead. Let's pretend you'd have -644 Aggro, though, just so you know the minimum.


Threshcrystal Necklace (Shark Tooth Necklace + Cadence Badge)
•Increases Armor Penetration by 10, and kills restore health and mana equal to half the enemy's defense; up to 10 HP per kill.
-----◘Instead of a green 10 and blue 10, you'll just see one teal 10. Thought that'd be a neat touch.
•Increases maximum health and mana by 5%; you gain aggro as your health depletes. This mechanic functions identically to the Cadence Badge.

If you're interested, I have a dedicated Suggestion for the Shark Tooth Necklaces, which includes a few more ideas as well as alternatives for the Plaquechime, Fleshfang and Threshcrystal Necklaces! Check it out!


Star Cloak (Dropped by Mimics)
•Damage is increased, and the stars slightly home in on enemies.
•Doubles invincibility time. Now the Star Veil is just the Star Cloak!
-----◘This effect vanishes with the Starstorm Balloon, kinda.
Damage: 100 (Magic)
Critical Strike Chance: 10%
Knockback: 0 (None)


Cross Necklace (Also dropped by Mimics)
•Instead of doubling invincibility time, this adds a 50% chance of reducing the next attack's damage by 50%. If the effect fails to trigger, a further 25% is added to both the chance and the damage reduction, increasing to 75% on a second hit and to 100% upon a third.
-----◘The effect has no cooldown; you still take knockback and receive debuffs from attacks, even if damage reduction reaches 100%.
•The original effect only protects against consecutive hits, which I'm pretty sure is the Cobalt Shield's purpose. Hell, the shield even has a cross and everything!
•Hmmm, actually, wait, that gives me an idea.
Grants Divine Protection
(1 minute after getting hit, 100% chance)


Star Veil (Star Cloak + Cross Necklace)
•Grants a 50% chance of reducing the next attack's damage by 50%; subsequent hits add 25% to the chance and damage reduction if the effect fails to activate.
•3 stars rain down and STRONGLY home in on enemies when hurt, dealing damage based on how much you took. If they hit, they each add an additional 5% to the damage reduction chance, but not the actual damage reduction effect.
•Doubles invincibility time.
Damage: <damage taken>^1.3; minimum of 100 (Magic) (whOa mAtH)
Critical Strike Chance: 10%
Knockback: 1.5 (Extremely Weak)
Grants Divine Protection
(1 minute after getting hit, 100% chance)


Magic Cuffs (Shackle + Mana Regeneration Band)
There's a twist here, with that recipe.
•Grants 2 defense.
•Doubles Mana regeneration. Quite the jump up from the Band's abilities, huh?
•Restores Mana upon taking a hit.


Nova Cuffs (Celestial Cuffs + Star Cloak)
•Grants 3 defense and a doubled invincibility time.
•Triples Mana regeneration, restores Mana upon taking a hit and greatly increases Star pickup range.
-----◘Due to the next effect, the Mana restoration part is weakened from the Avenger/Magic Cuffs.
•When hurt, 2-5 block-ignoring stars, depending on damage taken, rain down and circle around you for up to 10 seconds, shredding anything that gets close.
•When the stars are orbiting you, running out of mana consumes one of them, restoring 20 Mana without giving you Mana Sickness.
•Alt-fire can be used to instead send stars flying where you aim at a firing rate of 16; each star flies extremely fast, slightly homes in, and pierces 5 enemies.
Damage: 140 (Magic)
Critical Strike Chance: 6%
Knockback: 6 (Average)
Use Time: 16 (Very Fast)


Bee Cloak (Star Cloak + Honey Comb)
•Doubles invincibility time and causes 3 bee hives to rain down when hurt; these explode into 6 Bees each, which each hit once.
-----◘The hives themselves lose the homing ability of the stars, leaving it all up to the Bees.
•Enemies killed by Bees are guaranteed to drop a
Honey Heart; these heal 15 HP and grant the Honey buff for 10 seconds. The enemy won't be able to drop a normal Heart alongside it, though.
•Halves slowdown from liquid honey and grants immunity to Honey Blocks.
Damage: 180 Bee Hive (Summon), 20 Bees (Summon)


Sweetheart Necklace (Panic Necklace + Honey Comb)
•Reduces slowdown from liquid honey by 75% and grants immunity to Honey Blocks.
•Taking a hit increases your movement speed by 50% for 5 seconds.
•Releases 4 larger bees that move 50% faster and have increased knockback and critical strike chance.
Damage: 20 (Summon)
Knockback: 2 (Very Weak)
Critical Strike Chance: +20%


Pulse Crystal (Dropped by Crystalline Elementals)
•Upon losing at least 10% HP in one hit, the Pulse Crystal will heal it back 5 seconds later.
-----◘Any hits taken during the 5 seconds will be ignored.
•Natural health regeneration cannot be outright halted; effects that only slow it will still work, though.
I plan to give it a unique-r sprite soon, don't worry.
Another elemental, and the second one in the Hallow! Yeah, uh, this one's a mini-boss.
You won't find this enemy just flying around; it'll instead spawn as a 2-by-1 crystal on underground Pearlstone blocks, in any orientation. Smack that crystal with a pickaxe, and the Elemental hops out to attack.

First off, this enemy is unique in that it has its own natural health regeneration of 5 HP/second. With its high defense, this will pretty much make stuff like the Megashark less than ideal to fight this thing.
Second off, this thing behaves a little like the Expert Mode Granite Elemental, except that it stays within a certain distance from you if it can help it. It moves a little slowly, but it can go through blocks if you're too far away─or too close. Additionally, it can go into a defensive state if it takes too much damage in one hit, closing off its core to protect it from damage and reflecting any projectiles with its crystalline exterior. Anything that's reflected should be watched out for (obviously), since those projectiles turn pink, and will inflict you with Potion Sickness for 5 seconds. Magic projectiles have a chance of going indigo, instead, inflicting you with Mana Sickness for the same duration.

The Crystalline Elemental also has offensive capabilities. Three crystals, each either pink or indigo, orbit around the Elemental as soon as it surfaces, blocking some attacks from hitting it; their main purpose, however, is to be fired at you. They fly fast and decently far, and they'll shatter on impact; this can cause Bleeding, alongside whatever Sickness the crystal brings you. Each crystal thrown will be replaced in a matter of seconds; if the Crystalline Elemental pulls up its defenses, though, it'll drop all of its crystals and momentarily pause their production.


In Expert Mode, this Elemental produces a pink, crystal-y, Dryad's Blessing-like aura that completely halts your natural health regeneration while granting every nearby enemy one of 3 HP/second and allowing them to recover 100% of the damage they deal as health. Its reflected projectiles also deal 50% more damage, and crystals it fires will break into shrapnel, which does less damage and can't induce Sickness but can sure cause some heavy Bleeding.
Damage: 90/114 Contact, 45/64 Crystals
Max Life: 2,400/
3,480
Defense: 34
KB Resistance: 65/
72%
Inflicts:
Mana Sickness (5/
10 seconds, 100% chance from Blue Crystals/projectiles, 33/50% chance on Contact)
Potion Sickness (5/
10 seconds, 100% chance from Pink Crystals/projectiles, 33/50% chance on Contact)
Bleeding (20/
30 seconds, 70% chance from Crystals; 45 seconds, 85% chance from Shrapnel)
Coins:
1 Gold
Drops:
Crystal Shards, 3-5
100%
Unique Drops:
Pulse Crystal
33/
50%


Pulse Necklace (Sweetheart Necklace + Pulse Crystal)
•Losing at least 10% HP in one hit speeds you and your total health regeneration up by 50% for 5 seconds; afterwards, the health lost from the triggering hit will be restored.
-----◘Any hits taken during the 5 seconds will be ignored.
•Releases 4 Pulse Bees, which, alongside the Sweetheart Necklace's bee buffs, fly back to you immediately after hitting an enemy. Once they return, they'll then fly around you, reducing the damage you'd take from a follow-up attack by 10 per bee; if all 4 bees hit, they'll reduce damage by an additional 10, adding up to -50 damage. Each bee lasts 5 seconds, with the timer starting the moment they spawn and not when they begin to shield you.
•Natural health regeneration cannot be halted, only slowed.
•Grants immunity to all Honey slowdown.
Damage: 20 (Summon)
Knockback: 2 (Very Weak)
Critical Strike Chance: +20%
Inflicts Pulse
(5 seconds, when hit)
Buff Tooltip: Movement speed and life regeneration greatly increased


Molten Carapace (Obsidian Rose + Frozen Turtle Shell)
•Reduces damage taken from all fire debuffs by 2 per tick, shutting down On Fire, Frostburn, and Cursed Inferno.
•Increases damage dealt and reduces damage taken by 25% when on fire, frozen, or when under 50% health.
-----◘Debuffs that activate this effect are: On Fire!, Frostburn, Frozen, Burning, Cursed Inferno, Shadowflame, and Daybroken.


Cobalt Shield (Found in Locked Gold Chests in the Dungeon)
•Alongside preventing knockback, this shield also doubles invincibility time! Makes sense, seeing the blatant cross on this thing.
•This effect'll be carried over to all of its tinkers.


Obsidian Skull
•Grants 1 defense.
•Grants immunity to On Fire and Burning, and halves the tick rate of fire debuffs.


Obsidian Shield (Cobalt Shield + Obsidian Skull)
•Grants 2 defense, knockback immunity, and a doubled invincibility time.
•Grants immunity to On Fire and Burning, and halves the tick rate of fire debuffs.


Armor Bracing (Armor Polish + Vitamins)
-----◘The Armor Polish grants immunity to Broken Armor.
-----◘The Vitamins grant immunity to Dazed and Weak.
-----◘Tinkering grants an additional immunity to Ichor.
•Grants immunity to Broken Armor, Dazed, Weak and Ichor, and increases your damage by 3%.
•Attacks that can inflict safeguarded debuffs instead increase your defense by 20% for the next 10 seconds.


Medicated Bandage (Adhesive Bandage + Bezoar)
-----◘The Adhesive Bandage grants immunity to Bleeding.
-----◘The Bezoar grants immunity to Poisoned.
-----◘Tinkering grants additional immunities to Venom and Feral Bite, and reduces Moon Bite's effects by 20%
•Grants immunity to Poisoned, Venom, Bleeding and Feral Bite, reduces Moon Bite's effects by 20%, and grants a tiny health regeneration bonus.
•Attacks that can inflict safeguarded debuffs instead grant 20% increased health regeneration for the next 10 seconds.


The Plan (Trifold Map + Fast Clock)
-----◘The Trifold Map grants immunity to Confused.
-----◘The Fast Clock grants immunity to Slow.
-----◘Tinkering grants an additional immunity to Stunned.
•Grants immunity to Confused, Slow and Stunned, and increases movement speed by 7%.
•Reduces projectile spread by 15%, increases melee speed by 8%, and increases minion speed by 20%.


Countercurse Mantra (Nazar + Megaphone)
-----◘The Nazar grants immunity to Cursed and converts Cursed Inferno into On Fire.
-----◘The Megaphone grants immunity to Silenced.
-----◘Tinkering grants an additional immunity to Betsy's Curse.
•Grants immunity to Cursed, Silenced and Betsy's Curse, converts Cursed Inferno to On Fire, and increases critical strike chance by 3%.
•Increases knockback by 20% and magic casting speed by 11%.


Blindfold (Dropped by enemies that inflict Darkness and Blackout)
•Grants immunity to Darkness and Blackout.


Hand Warmer (Now found in the Underground Snow in place of the Ice Skates)
Making it an Ice Chest item definitely fits and will make it an earlier find than most immunity accessories since you can find it in PreHardmode!
•Grants immunity to Chilled and Frozen, and halves Frostburn's tick rate.
This thing will be really useful in the Snow biome, especially against the Ice Golem.


Pocket Mirror (Dropped by Medusa)
Along with being an accessory, you can swing it like a tool now!
•Hitting a projectile with this will deflect it wherever you aim, doubling the projectile's damage, increasing its velocity, and granting it the ability to deal knockback and critical hits.
-----◘Swing it in Medusa's direction when she glares, and she'll get petrified, instead. You'll also just deal damage to any enemies in the radius since I don't think Relogic wants to make 70 billion Petrified sprites for different enemies and also there's the Medusa Head weapon.
-----◘Big ol' mama projectiles can't be deflected, though. No cheaping out on the Martian and Phantasmal Deathray.
-----◘You can't attack enemies directly with this thing, and honestly, I don't know why you'd want to smack a Possessed Armor with a hand mirror.
•Grants immunity to Stoned and a 10% chance of deflecting projectiles when equipped.
•Yeah, let's also double this thing's drop rate. Medusas aren't the most fun to fight, as everyone who is now rubble on the floor can back me up on.
Damage: 200% of the deflected attack's damage (Ranged/Magic, depending on the projectile)
Critical Strike Chance: 15%
Knockback: 4 (Weak)


Cozy Eyemask (Hand Warmer + Blindfold)

Freaky lil' mask.
•Immunity to Chilled, Frozen, Darkness, Blackout, and Obstructed (a bonus immunity), and halves Frostburn's tickrate; a whopping 6 debuffs affected with just 2 accessories!
•Slightly improves vision, ironically.
•Attacks that inflict safeguarded debuffs have a 20% chance of doing no damage.
Takes the Blindfold's place in the Ankh Shield.


Ank
h Shield (Obsidian Shield + Ankh Charm)
•Grants 4 defense, knockback immunity, a tripled invincibility time (2 seconds), and a tiny health regeneration bonus.
•Provides all the debuff immunities and resistances of its components and halves the tick rate of all remaining DoT effects, save for Suffocation and drowning but including The Tongue.
•Attacks that can inflict safeguarded debuffs instead increase your defense and health regeneration by 20% for the next 10 seconds and have a 20% chance of dealing no damage.
•Provides the following stat bonuses: +3% damage, +3% critical strike chance, +8% melee speed, +20% knockback, +7% movement speed, +20% minion speed, -15% projectile spread, +11% casting speed
On Fire, Burning, Broken Armor, Dazed, Weak, Ichor, Poisoned, Venom, Bleeding, Feral Bite, Confused, Slow, Stunned, Cursed Inferno, Silenced, Cursed, Betsy's Curse, Darkness, Blackout, Obstructed, Chilled, Frostburn, and, finally, Frozen.

This thing used to just protect against 10 debuffs; now it protects from a whopping 25!


Mirror Shield (Pocket Mirror + Ankh Shield)
•Grants 5 defense, knockback immunity, a tripled invincibility time, and a tiny health regeneration bonus.
•Any projectiles that hit the front bottom-half of your character (where the shield would be) will be deflected, protecting you from damage while sending them back to damage enemies.
•Grants you immunity to almost all debuffs and completely shuts down all DoT effects, save for Suffocation and drowning but including The Tongue.
•Attacks that can inflict any debuffs instead increase your defense and health regeneration by 20% for the next 10 seconds and have a 20% chance of dealing no damage. The defense and health regen buffs can now stack up to four times with repeated hits, though the timer will not be refreshed.
•Provides the following stat bonuses: +3% damage, +3% critical strike chance, +8% melee speed, +20% knockback, +7% movement speed, +20% minion speed, -15% projectile spread, +11% casting speed
On Fire, Burning, Broken Armor, Withered Armor, Withered Weapon, Dazed, Weak, Ichor, Poisoned, Venom, Bleeding, Feral Bite, Confused, Slow, Stunned, Cursed Inferno, Silenced, Cursed, Betsy's Curse, Darkness, Blackout, Obstructed, Chilled, Frostburn, Frozen, Stoned, Shadowflame, Oozed, Distorted, Webbed, Electrified, Mighty Wind, Horrified (hey, you can escape the Wall of Flesh now!), Midas, Oiled, Penetrated, Daybroken, Celled, and finally, Dryad's Bane.

That's 40 debuffs you're now immune to! Quite a lot, no?


Cryo Guard (Paladin's Shield + Frozen Turtle Shell)
Another very good item combo that seriously needs to be a thing already.
•Grants 6 defense and immunity to knockback, and reduces direct contact damage by 25%.
•Absorb 25% of damage taken by teammates when over 25% HP.
•Damage taken is reduced by 25% when under 50% HP.
Agh, we were doing so well with the 25s.


Mana Regeneration Band (Now replaces 50% of Health Regeneration Bands in the world)
Wait, that's not the Mega Regeneration Band.
•This thing is no longer restricted to Corrupted worlds. Whoever thought that was a good design choice is silly.
•Instead of granting 20 Mana, this band now grants 25 Mana regeneration Bonus, just like the original Mana Regeneration Band.


Health Regeneration Band (Found in Gold Chests)
More renames! This band's unchanged, otherwise.
•Grants an additional 0.5 HP/s regeneration.


Band of Rejuvenation (Health Regeneration Band + Mana Regeneration Band)
I renamed ALL three bands; that mana one was really bothering.
•Improves Health and Mana regeneration; the regen rates for each are identical to their components' rates.
•Reduces the effectiveness of regeneration debuffs by a third.


Philosopher's Stone (Dropped by Mimics)
•Will not work for 5 seconds after equipping it. Carries over to all of its tinkers, preventing all other effects of theirs from working, too.


Charm of Myths (Band of Rejuvenation + Philosopher's Stone)

I'm aware that this accessory is good, but I also never really wanna use it other anything else???
•Reduces the duration of Potion Sickness and Mana Sickness by 25% and the effectiveness of regeneration-hindering debuffs by 33.33%.
•Improves Health and Mana regeneration.
I'd definitely wanna use it now.


Crystal Bottle (Pulse Crystal + Healing Potion)
I wanna try my hand at a Mana Flower for Health.
•Restores damage taken from hits that took at least 10% health after 5 seconds; hits taken during this time will not be restored.
•Healing potions provide an additional 30% health; the drawback is that this uses the same mechanic that the damage restoration does, preventing hits from being healed for 5 seconds.
-----◘Potion Sickness activates the moment you use the healing item, not when you actually receive the health.
•Natural health regeneration cannot be outright halted, only slowed.

Life-Support Bracelet (Pulse Crystal + Health Regeneration Band)
•Restores 60% of damage taken from hits that took at least 10% health over 5 seconds instead of after, acting as regeneration instead of a delayed heal. This accessory is perfect if you're not confident you can avoid back-to-back hits, though the reduced amount of healing encourages you (That's the intention, anyways) to improve at dodging so you can use the Crystal Bottle or Pulse Necklace, instead.
-----◘Hits taken during the 5 seconds will still not be restored, though.
•Grants an additional 0.5 HP/s regeneration; natural health regeneration cannot be outright halted, only slowed.

Symphony Medal (Band of Rejuvenation + Cadence Badge)
•Increases maximum health and mana by 10% and improves health and mana regeneration.
•Improves health and mana regeneration buffs by 20%, prevents regeneration from being slowed down, and reduces the effectiveness of regeneration-stopping debuffs by 33.33%.
-----◘Use this with the Pulse Necklace and your regen will be untouchable!


Watches
•Can be placed on walls, ceilings, tables and platforms. They'll show anyone in its radius their time, but only the Gold and Platinum Watches will show an exact time when right-clicked.


Every other Informational Accessory
•Yeah, you know what, let's let them ALL be placed. Along with showing their respective info, they'd make some really nice decoration.


Fishing hell
•Red, why
-----◘Red, who in your team thought this was fun
----------○Red, I'm one of the people that actually like the fishing mechanic and I think getting these is incredibly unfun.
•Instead of having a random chance of being awarded by the Angler, the little prick now has his own little shop containing the various special items he can give away, including the Fish Finder components. If you want specific info on that, hop on over here once you're done reading this suggestion (you're almost there): Quest Fish and Angler Rework


Cellphone
•Right-clicking will teleport you to the nearest teammate in possession of either a PDA or Cellphone; you can also open up the map and click on a specific teammate yourself to teleport to them.


Royal Gel (Dropped by King Slime)
•Nearby slimes are now passive towards you; they will instead attack other monsters.
•If the slimes don't die first, I will be very surprised.

Twin Guard (Shield of Cthulhu + Mechanical Wheel Piece + 12 Souls of Sight)
The offensively-capable Shield you never asked for!
•Grants 5 Defense.
•Is actually two shields - the Spazguard and the Retiguard - tied together via a thing.
•Grants the ability to dash; the dash's distance is improved from the Shield of Cthulhu to 166.67%, and you can dash 20% more often.
•Impacting an enemy deals hefty damage and knockback and sends the Spazguard flying forwards, piercing all enemies it hits for 60% damage and knockback. It flies offscreen before coming back to you, leaving you a little, uh, less defended until it comes back. You'll have to rely on the Retiguard for your dashing needs.
•The Retiguard, by its lonesome, only provides 40% of the damage, knockback, defense, dash rate, and dash distance. Impacting with the Retiguard fires a laser instead of sending the shield flying, which travels faster than the Spazguard flies while still piercing infinitely (even though it's weaker in stats). The Spazguard will fly out and be back within 3 seconds' time.
•The Spazguard and the Retiguard's lasers both fire completely horizontally.
Damage: 120 from Twin-pact (Melee), 72 from Spazguard (Melee), 48 from Retiguard (Melee) and its Lasers (Magic)
Knockback: 10 from Twin-pact (Extremely Strong), 6 from Spazguard (Average), 4 from Retiguard (Weak)
Defense: 5 with both shields, 2 with only Retiguard

A.EYE. Wrap-Around (Worm Scarf + Mechanical Cart Piece + 12 Souls of Might)

I'm testing the waters with this one. The Mechanical Cart Piece also seems like it makes no sense, but I like to think it represents Protection, while the Wheels represent Mobility and the Battery represents Power. The Souls fit, too, if you think about it.
•Reduces damage taken by 25%; damage reduction lowers linearly as health decreases.
•A Mini Probe orbits you for every 17.5% of health lost (-4.375% damage reduction), which fires lasers at enemies every second, regardless of where they are on the screen. Each laser deals large damage and can pierce infinitely. You can have up to 5 Mini Probes; at that point, your damage reduction will, at most, be 3.125%. Mini Probes can also deal contact damage in the form of a Thorns effect that you gain; each Mini Probe you gain reflects 80% of damage taken back to the attacker.
Damage: 100 from Lasers (Magic), 80% of damage taken per Mini Probe from Damage Retaliation (Melee)
Knockback: 4.5 from Lasers (Average), 9 from Damage Retaliation (Very Strong)



Brain of Confusion (Dropped by Brain of Cthulhu)
•Spawn 3 Mini Creepers when hurt that converge around you. They fly out to nearby enemies and orbit over them, Confusing them permanently. They will prioritize enemies that can ACTUALLY be Confused, as will its Tinkers (oh, wait, did I spoil that? Ooooops).
-----◘If the Mini Creeper's target dies before it gets to it, it'll return to you. If its target dies while it's orbiting them, the Mini Creeper will vanish.
•You also gain a Mini Creeper for every 3 kills.
•You can have up to 8 Mini Creepers orbiting you at once, and up to 1 on any single enemy. Each one lasts for 30 seconds if not on an enemy, but will persist until the enemy dies if on one.



Hive Mind (Brain of Confusion + Honey Comb)
Spawn 3 Creebees when hurt that converge around you. Creebees are a little faster than Mini Creepers, and deal constant damage alongside inflicting Confused when assaulting an enemy.
-----◘If the Creebee's target dies before it gets to it, it'll seek out other enemies before returning to you. If its target dies while it's attacking, the Creebee will vanish.
•You also gain a Creebee for every 3 kills. Creebee kills do not count.
•You can have up to 8 Creebees orbiting you at once, and up to 1 on any single enemy. Each one lasts for 30 seconds if not on an enemy, but will persist until the enemy dies if on one.
•Halves slowdown from liquid honey and grants immunity to Honey Blocks.
Damage: 38 (Summon)
Knockback: None

Brain of Probing (Brain of Confusion + Mechanical Cart Piece + 12 Souls of Might)
•Spawn 3 Mini Probes when hurt that converge around you. On top of moving a little faster and being able to damage its main target, Mini Probes also accelerate as they move and will fire lasers at the enemy with the largest maximum health on-screen every other hit.
-----◘Mini Probes will jump to one other enemy once their initial target dies. If the Mini Probe's target dies before it gets to it, it'll seek out other enemies before returning to you. If it can't find a second target after killing its first one, it'll come back to you.
•You also gain a Mini Probe for every 3 kills; Mini Probe/Creebee kills do not count.
•Up to 8 Mini Probes will orbit you at any one time, and up to 2 Mini Probes can be on a single enemy. Each one lasts for 30 seconds if not on an enemy, but will infinitely persist while on an enemy. Its lifespan is refreshed upon the first enemy's death.
•No more honey resistances; they have gone extinct.
Damage: 53 (Summon)
Knockback: None, not even from the lasers



Bone Glove (Dropped by Skeletron)
Not an Accessory, but I might as well.
The damage on this thing is surprisingly bad, otherwise I’d actually use it. How about I give the bones a new property?
Damage: 11/31 when Bone damage is added (Ranged)
Knockback: 1.8 (Very Weak)
Critical Strike Chance: 6%
Use Time: 17 (Very Fast)
Velocity: A fast
•33.33% chance to not consume Bones.
•Bone Crosses deal 33.33% more damage and have a 12% increased critical strike chance against enemies who are under 33.33% health.
Take THAT :red: and, um, put it on your hand!

<I will be updating this sprite at some point, don't worry>
Prim
e Glove (Bone Glove + Mechanical Battery + 12 Souls of Fright)
Okay, now to overcomplicate the :red: out of the Bone Glove. For what it's worth, this thing works completely different from how it does in Power Equipment.
•Using Bones as ammo throws 2 metal Bone Crosses that pierce/bounce 3 times each. For the sake of pretending good piercing design exists, the Bone Crosses do not trigger invincibility frames.
-----◘Both Metal Bone Crosses are both thrown a little inaccurately, though the first one is usually a bit more on-track. The first one can deviate 0-15 degrees in either direction, while the second one is guaranteed to deviate, going from 10-20 degrees in either direction.
•Bombs can also be used as ammo to throw a Prime Bomb that explode on impact with enemies or blocks. They won’t destroy blocks, but they DO deal pretty hefty damage and knockback, and they gain a 12% critical strike chance. You can only throw them half as fast as the Metal Bone Crosses, though.
-----◘If you use different types of Bombs, the projectile will have a different effect:
----------○Sticky Bombs cause the Prime Bomb to stick to blocks instead of exploding immediately, though they will still explode on contact with enemies.
----------○Bouncy Bombs cause it to bounce off of blocks once, and will explode if they hit blocks again. They still explode on contact with enemies, regardless.
----------○Bomb Fish will make the projectile stick to both blocks AND enemies, dealing constant 20%-damage hits to enemies before the projectile’s fuse expires; when it explodes, the Bombfish Prime Bomb will send out several spikes that each hit one enemy and deal 33.33% damage. The bomb will stick to enemies that walk by it when it is on a block.
-----◘Prime Bombs deviate 0-10 degrees in either direction. They have a fuse time of 5 seconds.
Damage: 27/47 when Bone damage is added on/127 when Bomb damage is added on (Ranged)
Knockback: 3.2 (Weak)
Critical Strike Chance: 6% with Bones
Use Time: 16 with Bones (Very Fast), 32 with Bombs (Slow)
Velocity: A faster, even with Bombs
•33.33% chance to not consume Bones or Bombs.
•Bone Crosses and Prime Bombs deal 33.33% more damage and have a 12% increased critical strike chance against enemies who are under 33.33% health.



Gravity Globe (Dropped by Moon Lord)
•Like the Gravitation Potion, but backwards.
•Press UP to reverse the gravity of all enemies onscreen.
-----◘Yes, this includes all bosses, and yes, this can result in enemies with desynced gravity. Bosses will either fly or despawn, anyways, and the enemy thing could definitely be used as a fun tool for maps. And, you know, building.


Writing this took much, much longer than it should have; the balloons and boots ate up a lot of time, even though those will probably be the least liked. I still need to make some sprites for the Informational Accessory furniture, but other than that...
I hope you like the ideas and sprites!
Even better if it's one of the concepts that I came up with.
 
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Derpling Ω

Plantera
Uhhhh... 400 Magic damage? At the start of hardmode? Please make the shooting star balloon do a little less. That's twice as strong as even the meowmere. And adding a horseshoe makes that even stronger...

Aside from that, I'm loving all of these ideas! Even the extreme jank the Gravity Globe would cause lmao.

Only other thing I would suggest is doing something nice for my close friend the Frog Leg, but there's not really many option left.
 

Bry-ccentric

Steampunker
Uhhhh... 400 Magic damage? At the start of hardmode? Please make the shooting star balloon do a little less. That's twice as strong as even the meowmere. And adding a horseshoe makes that even stronger...

Aside from that, I'm loving all of these ideas! Even the extreme jank the Gravity Globe would cause lmao.
Yeah, my justification for that was that you have to land before using it again, and it's the second-to-last jump in the Bloontwister/Chromabloon. I managed to immediately forget my realization that the lone balloon is pretty damn powerful, though (somehow), and its height gain could probably be used in place of the Bundle of Weather Balloons entirely.
I'll lower the damage, but maybe a cooldown would be more apt? This would only really affect you if it's the only Balloon you're using.
Only other thing I would suggest is doing something nice for my close friend the Frog Leg, but there's not really many option left.
I completely forgot about the Frog Leg
how the :red: did I completely forget about the Frog Leg
I may actually just be the dumbest
 

Derpling Ω

Plantera
Yeah, my justification for that was that you have to land before using it again, and it's the second-to-last jump in the Bloontwister/Chromabloon. I managed to immediately forget my realization that the lone balloon is pretty damn powerful, though (somehow), and its height gain could probably be used in place of the Bundle of Weather Balloons entirely.
I'll lower the damage, but maybe a cooldown would be more apt? This would only really affect you if it's the only Balloon you're using.
The thing about having to touch the ground before using it is that you can just do a short hop and immediately jump again. You could also just grapple the floor and then instantly recover all of your double jumps to just shred anything instantly (grapple, starjump, repeat). I either recommend making a cooldown of at least 5 seconds or lowering the damage by at least 75%, and that's if you're being especially generous.
 

Bry-ccentric

Steampunker
The thing about having to touch the ground before using it is that you can just do a short hop and immediately jump again. You could also just grapple the floor and then instantly recover all of your double jumps to just shred anything instantly (grapple, starjump, repeat). I either recommend making a cooldown of at least 5 seconds or lowering the damage by at least 75%, and that's if you're being especially generous.
Well, the thing about the Starstorm is that you CAN'T do a short hop with it─you either ride it out the full 50 blocks and fall (a little faster with the Horseshoe) or you barrel into an enemy.
The original idea I had was to just make the star infinitely pierce through enemies, but that comes with its own set of Destroyer-related problems, not to mention the fact that getting a 50-block jump that can stack with other jumps that early is kind of really powerful.
 

Derpling Ω

Plantera
Well, the thing about the Starstorm is that you CAN'T do a short hop with it─you either ride it out the full 50 blocks and fall (a little faster with the Horseshoe) or you barrel into an enemy.
The original idea I had was to just make the star infinitely pierce through enemies, but that comes with its own set of Destroyer-related problems, not to mention the fact that getting a 50-block jump that can stack with other jumps that early is kind of really powerful.
Oh. That makes sense. Doesn't fix the fact you can just spam your grappling hook to do a S U P E R U L T I M A T E O N S L A U G H T though.
 

Bry-ccentric

Steampunker
Oh. That makes sense. Doesn't fix the fact you can just spam your grappling hook to do a S U P E R U L T I M A T E O N S L A U G H T though.
Well then I have an easy solution: grapples immediately retract when using the Starstorm Balloon or Purple Horseshoe Balloon. Nah, actually, I'll just go with the cooldown.
Also I just realized I said Starstorm instead of Shooting Star. Maybe I should have gone with that name, 'cuz I keep wanting to say that instead.
EDIT: Shooting Star's changed now, including a revert to "Starstorm Balloon".
 
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Lord Garak

Retinazer
I found out a while ago the shark-tooth necklace is for basically one item: the mini-shark. The benefit of a couple extra damage per shot is only mathematically useful on an item that has very little damage per shot, but a lot of shots. So if you're using the mini-shark, put on the necklace.
 

Bry-ccentric

Steampunker
I found out a while ago the shark-tooth necklace is for basically one item: the mini-shark. The benefit of a couple extra damage per shot is only mathematically useful on an item that has very little damage per shot, but a lot of shots. So if you're using the mini-shark, put on the necklace.
So much for number play.
 

J Bame

Terrarian
TLDR: There are some very cool concepts here, but they need a lot of tweaking and balancing.

I will go over the ones I like first:
  • The "Weird Balloons" buffs, even if some are unnecessary (being less affected by liquid will pretty much never be relevant) the "jump attacks" are just what they needed to stand out over the Blizzard in a Balloon. I love the idea of the Bee Jump, it's the perfect way of making the Bee Balloon more than a waste of an Item ID.
  • Making the Hand Warmer actually obtainable in 90% of all runs.
  • Brain of Confusion rework, kindof. Most enemies are still immune to Confusion, but against those that aren't this will be much, much more useful.
  • Gravity Globe change, sounds super fun although it will most likely break everything and won't be easy to implement.
  • The Putrid Scent + Shark Tooth Necklace, that's a clever way to introduce a variant of Ichor for Corruption. The Summoner Necklaces are cute and sound good too.
  • The Putrid Scent/Flesh Knuckles variant for Hallowed Mimics. The lack of it always bothered me, and your idea fits the "filler accessory" theme pretty well.
  • All the Panic Necklace upgrades, even if the final tier is probably busted.
  • The Star Cloak buffs, it won't solve the problems it has (doing literally nothing until you get hit, non disruptive passive attacks being unreliable) but it will make the Star Veil an actual upgrade.
  • The Bundle inconsistency fix. I legit think they aren't fixing it just to mess with me.

And now, for the stuff I don't like:
  • The "Plasma Balloons". All of them; they are all busted. The Blizzard in a Balloon is already an efficient item in Hardmode: the pseudo vertical dash + the flight speed bonus are all amazing to have, especially with a Frog Leg equipped. Not to mention that if you somehow manage to get the Vanilla Bundle, you are basically a stunt plane. These balloons have 1.5x the jump of the Blizzard, a passive attack that will benefit from all your damage buffs, plus the excuse of "You are never getting a Bundle" wouldn't exist anymore if you make the Balloons that much easier to get in mass. We don't really need any more Balloons tbh, unless you don't want them to work with Wings.
  • The Balloon Twister. I mean, you made that for fun, right? I hope I don't have to explain why something like that doesn't belong in Vanilla Terraria.
  • The Anklet of the Wind rework. Trying to use that will get you killed, it won't work.
  • The Boots Buffs, if you fix the new ability, then this will be an unneeded buff to the most important item in PHM that won't solve the problem of the Boots becoming mostly worthless once you get Wings.
  • The Ice Skates rework, I like the idea of turning that into an Ice Mimic drop, but i'm not sure if I understand what this actually does. Do you make the blocks after you finish jumping and flying, so you reset? Is the 0.25 duration as ridiculously short as I think it is? Need more detail.
  • The massive buff to the Shark Tooth Necklace. I'm not sure what testing you did, but STN doesn't need this. It's already a 2-3 flat damage increase, and by PHM standards that's 10-15% extra damage. It's the PHM equivalent of Emblems, and it's the only viable Combat item you get at this point too. I'm not sure why people only look at the Minishark when looking at what this can do, especially when the Minishark doesn't actually get a big buff from this, it just becomes usable on stuff with high defense.
  • Fleshfang Necklace. This is in the same world as Ichor, combine the Flesh Knuckles with something else.
  • Thresher Crystal Necklace. Sure, let me use up a slot to get +10 damage at most in Hardmode.
  • Obsidian Rose rework, I like where you are going but sacrificing all my regen and taking 4 DoT just for average stat ups isn't very good.
 
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Bry-ccentric

Steampunker
  • The "Weird Balloons" buffs, even if some are unnecessary (being less affected by liquid will pretty much never be relevant) the "jump attacks" are just what they needed to stand out over the Blizzard in a Balloon. I love the idea of the Bee Jump, it's the perfect way of making the Bee Balloon more than a waste of an Item ID.
  • The Star Cloak buffs, it won't solve the problems it has (doing literally nothing until you get hit, non disruptive passive attacks being unreliable) but it will make the Star Veil an actual upgrade.
  • The "Plasma Balloons". All of them; they are all busted. The Blizzard in a Balloon is already an efficient item in Hardmode: the pseudo vertical dash + the flight speed bonus are all amazing to have, especially with a Frog Leg equipped. Not to mention that if you somehow manage to get the Vanilla Bundle, you are basically a stunt plane. These balloons have 1.5x the jump of the Blizzard, a passive attack that will benefit from all your damage buffs, plus the excuse of "You are never getting a Bundle" wouldn't exist anymore if you make the Balloons that much easier to get in mass. We don't really need any more Balloons tbh, unless you don't want them to work with Wings.
  • The Balloon Twister. I mean, you made that for fun, right? I hope I don't have to explain why something like that doesn't belong in Vanilla Terraria.
  • The Anklet of the Wind rework. Trying to use that will get you killed, it won't work.
  • The Boots Buffs, if you fix the new ability, then this will be an unneeded buff to the most important item in PHM that won't solve the problem of the Boots becoming mostly worthless once you get Wings.
  • The Ice Skates rework, I like the idea of turning that into an Ice Mimic drop, but i'm not sure if I understand what this actually does. Do you make the blocks after you finish jumping and flying, so you reset? Is the 0.25 duration as ridiculously short as I think it is? Need more detail.
  • The massive buff to the Shark Tooth Necklace. I'm not sure what testing you did, but STN doesn't need this. It's already a 2-3 flat damage increase, and by PHM standards that's 10-15% extra damage. It's the PHM equivalent of Emblems, and it's the only viable Combat item you get at this point too. I'm not sure why people only look at the Minishark when looking at what this can do, especially when the Minishark doesn't actually get a big buff from this, it just becomes usable on stuff with high defense.
  • Fleshfang Necklace. This is in the same world as Ichor, combine the Flesh Knuckles with something else.
  • Thresher Crystal Necklace. Sure, let me use up a slot to get +10 damage at most in Hardmode.
  • Obsidian Rose rework, I like where you are going but sacrificing all my regen and taking 4 DoT just for average stat ups isn't very good.
Oh yeah, about that: I originally wanted to make the Fart in a Jar inflict Confused, Dazed or even Stunned for a moment (still not sure which), but ultimately decided on accenting the peak comedy that is f a r t. Would having movement-impairing functionality AND the amazing humor of smelly farts in one item be too much, you think?
I didn't think people used the Star Cloak on its own, anyways, so I didn't bother going too far with it.
My idea with the extra balloons was to provide a complete alternative to Wings; the extra jumps were meant to rival the height gain of some of the lower to middle-tier wings, while providing a LOT of airbone movement flexibility─something I can't really say Wings are great with (even IF you have the Shield of Cthulhu). Each 3-bloon Bundle, the way I see it, is kind of like its own alternate pair of wings; the Bloon Twister is kind of like the Steampunk Wings of Jump Balloons.
Upon doing a bit of testing, though? I WAY over-estimated how many blocks Wings actually bring you up─the Steampunk Wings seem to only reach 80. As such, I'll be doing some nerfing on the Plasma Balloons' height, for sure.

Hmmm, maybe I went a bit too far with this nerf. The original ability I had was that you could just run through any amount of enemies, but that was DEFINITELY too powerful an ability for when you can get this thing. Perhaps I should make it something like the Beetle Armor's Beetle Might and Endurance buffs; the longer you run for uninterrupted, the more enemies you can run past using "Speedy Breeze" or something?
I- there are a lot of new abilities relating to Boots in this suggestion; to which ones do you refeeeer to???? If you mean the Flurry/Sailfish Boots, I thought they were pretty well-balanced.
Oh, yeah, trying to figure that new function out was its own scary process. The Ice Skates ability are triggered like a jump, granting you a fraction of a second to boost off, utilizing your newly-refreshed Balloon Jumps and Rocket Flight. I'm realizing just how short 1/4 of a second is, though; I just didn't want you standing up in the air for a good 3 seconds while pondering your next move. Maybe 0.75 seconds??? I feel like a whole second is pushing it, but I don't even knooooow for sure.
Yeah, I can't argue that. My dumbass was still in the mindset of not being able to use this thing in Hardmode, even though I literally just suggested 3 separate Tinkers that grant it a much larger Hardmode prescence. My bad.
Speaking of "my bad"s, the Fleshfang Necklace.
Yeah, uh, *ahem* this is what we call "I'm stupid". Though, maybe this is salvageable. Keep the the Armor Penetration thing (and buff it a bit), but the necklace now lowers your defense by 10 or even MORE instead, allowing you to still gain that even crazier damage bonus, but giving enemies their own crazy damage bonus against YOU.

This... seems like I could easily solve this by increasing the percentage used for its effect.
Damnit, I went too low. I thought 25% was too much.
[EDIT: Made all necessary changes; I went about the Ice Skates a little differently, though.]
 
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J Bame

Terrarian
My idea with the extra balloons was to provide a complete alternative to Wings;
Yeah, that's what I thought. An alternative to Wings would be cool, but if they can synergize with the Wings themselves then they are just busted. The Blizzard in a Balloon is already one of the best PHM items and very solid in Hardmode, it's hard to balance an upgrade to it.

Yeah, uh, *ahem* this is what we call "I'm stupid". Though, maybe this is salvageable. Keep the the Armor Penetration thing (and buff it a bit), but the necklace now lowers your defense by 10 or even MORE instead, allowing you to still gain that even crazier damage bonus, but giving enemies their own crazy damage bonus against YOU.
The biggest problem is, that I could just be using Ichor instead (It's not like a lot of stuff at this point has more than 20 defense) and save a slot. You don't really need to make 3 alternative STNs tbh.

Hmmm, maybe I went a bit too far with this nerf. The original ability I had was that you could just run through any amount of enemies, but that was DEFINITELY too powerful an ability for when you can get this thing. Perhaps I should make it something like the Beetle Armor's Beetle Might and Endurance buffs; the longer you run for uninterrupted, the more enemies you can run past using "Speedy Breeze" or something?
It's pretty hard to balance this. Assuming "running" also means flying and changing direction with the dash then this is pretty busted for bosses, but if it's just running in a straight line then it's probably bad because you'd have to be moving in a very specific way, and if it doesn't affect bosses at all then it's kinda useless because running straight into enemies is not how you should be playing Terraria.

I- there are a lot of new abilities relating to Boots in this suggestion; to which ones do you refeeeer to???? If you mean the Flurry/Sailfish Boots, I thought they were pretty well-balanced.
The Anklet of the Wind, I meant. If you want to buff the Lightning Boots + upgrades to be useful in Hardmode you have to make them affect wings in some way, if the new "run through" effect doesn't take flying into account then it's just making them even better in PHM while barely making them any more useful in HM. I also noticed that the new Ice Skates actually make Wings almost useless if the blocks are made before flight cuz you know, you have to use every extra jump before you can fly, but this always resets jumps...
 
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Bry-ccentric

Steampunker
Yeah, that's what I thought. An alternative to Wings would be cool, but if they can synergize with the Wings themselves then they are just busted. The Blizzard in a Balloon is already one of the best PHM items and very solid in Hardmode, it's hard to balance an upgrade to it.
The biggest problem is, that I could just be using Ichor instead (It's not like a lot of stuff at this point has more than 20 defense) and save a slot. You don't really need to make 3 alternative STNs tbh.
It's pretty hard to balance this. Assuming "running" also means flying and changing direction with the dash then this is pretty busted for bosses, but if it's just running in a straight line then it's probably bad because you'd have to be moving in a very specific way, and if it doesn't affect bosses at all then it's kinda useless because running straight into enemies is not how you should be playing Terraria.
The Anklet of the Wind, I meant. If you want to buff the Lightning Boots + upgrades to be useful in Hardmode you have to make them affect wings in some way, if the new "run through" effect doesn't take flying into account then it's just making them even better in PHM while barely making them any more useful in HM. I also noticed that the new Ice Skates actually make Wings almost useless if the blocks are made before flight cuz you know, you have to use every extra jump before you can fly, but this always resets jumps...
Yeah, no synergy will be present.
Yeah, that's why the effect on the Fleshfang Necklace is so powerful. Having 60 defense lets you ignore 45 of the enemy's (when I type this), which definitely stomps out Ichor's effect.
I did note that three of them weren't strictly necessary when creating them, but I thought it would be nice to have a necklace for each Sand Shark variant. Admittedly, though, their effects are a lot less unique than the Fossil Tooth's, so it might be kind of a waste. I'll figure something out, but I'll keep them on the list for now.

So it would be. You'll only be able to build up Speedy Breeze while actually running on the ground, performing your initial jump and walking off a block, but any extra jumps and flight would only maintain the buff if you're still moving at full speed. This still makes it useful in fights, but the original point of this buff was just to make getting around more convenient; you wouldn't need to stop to either avoid an enemy or get hit by an enemy.
Ah yes, the Not-Boot.
I don't like that notion of absolutely needing to buff Wings to be useful; I find the Frostspark Boots useful on their own. And, uh, the Ice Skates reset your jumps, but you can only actually get 3 jumps in (including the initial jump) before they activate, so it just acts as a bit of extra height. If you wanna think about it this way, it's like the Frostspark Boots' bonus on Wings, but for Balloon/Bottle jumps instead.
 

J Bame

Terrarian
Yeah, that's why the effect on the Fleshfang Necklace is so powerful. Having 60 defense lets you ignore 45 of the enemy's (when I type this), which definitely stomps out Ichor's effect.
Except that it's barely better than Ichor, because barely anything in Pre Mech has more than 20 defense, and by the time you are fighting stuff that has that much (aka Post Plantera), you probably have better items to be using in place of it (Aka Destroyer Emblem, Celestial Stones, etc). Negative defense isn't a thing, by the way.

So it would be. You'll only be able to build up Speedy Breeze while actually running on the ground, performing your initial jump and walking off a block, but any extra jumps and flight would only maintain the buff if you're still moving at full speed.
I don't like that notion of absolutely needing to buff Wings to be useful; I find the Frostspark Boots useful on their own.
This is the problem I'm talking about, you are buffing Boots in Pre Hardmode without making them any better in Hardmode.

The Speedy Breeze doesn't solve the main Problem with boots: They are completely useless once you have Wings. Even some of the slowest pairs are still faster than your peak run speed, and even if they weren't you still spend 90% of your time in mid air so you never get a chance to run (and no, Boots don't speed up Wings in any way). The only thing Boots do to Wings is add a very small flight time increase (and I suppose the ability to not be so slow in that 5% of time you spend on the ground, but that barely matters).

This is why I prefer the idea of simply adding Frog Leg to Boots, that way you are giving an important HM item (The Frog Leg is surprisingly underrated) some small buffs that it can't really reject, while also keeping Boots relevant till the end game.
 
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Bry-ccentric

Steampunker
Except that it's barely better than Ichor, because barely anything in Pre Mech has more than 20 defense, and by the time you are fighting stuff that has that much (aka Post Plantera), you probably have better items to be using in place of it (Aka Destroyer Emblem, Celestial Stones, etc). Negative defense isn't a thing, by the way.

This is the problem I'm talking about, you are buffing Boots in Pre Hardmode without making them any better in Hardmode.


The Speedy Breeze doesn't solve the main Problem with boots: They are completely useless once you have Wings. Even some of the slowest pairs are still faster than your peak run speed, and even if they weren't you still spend 90% of your time in mid air so you never get a chance to run (and no, Boots don't speed up Wings in any way). The only thing Boots do to Wings is add a very small flight time increase (and I suppose the ability to not be so slow in that 5% of time you spend on the ground, but that barely matters).

This is why I prefer the idea of simply adding Frog Leg to Boots, that way you are giving an important HM item (The Frog Leg is surprisingly underrated) some small buffs that it can't really reject, while also keeping Boots relevant till the end game.
Well, I gotta figure something out for the Fleshfang Necklace, I guess; if nothing comes, I'll have to scrap the idea. Again.

Bold of you to assume how much air time I get (I actually tend to stay near the ground a lot; never say I'm not a weirdo).
I think the change to be done here is with the Ice Skates; since the Bloon Twister can't co-exist with Wings, the issue with having too much height in one go should only exist if you equip multiple smaller bundles AND Wings at once, where you'd be sacrificing a lot of other potential bonuses.
That's actually probably something I'd do, being fully honest.
Maybe a larger speed boost is in order, too. 250% isn't too much more...
 

J Bame

Terrarian
I mean, I've never seen you play but once you are in Hardmode with Wings I just stop caring about grounded speed like, completely. In the few times I inevitably end up running, with dashes i just don't care (although tbh I haven't played without SoC in so long that Boots are probably still somewhat good till Tabi). Just making them faster won't fix anything unless you go fully overboard with the speed buff.

This truly shows the problem with the classic "Fire and Ice Boots" idea, there is nothing the Lava Waders actually do to make the Frostspark better, it just adds another pointless QOL effect you will probably never use because who cares about Lava in Hardmode.
 
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Bry-ccentric

Steampunker
I mean, I've never seen you play but once you are in Hardmode with Wings I just stop caring about grounded speed like, completely. In the few times I inevitably end up running, with dashes i just don't care (although tbh I haven't played without SoC in so long that Boots are probably still somewhat good till Tabi). Just making them faster won't fix anything unless you go fully overboard with the speed buff.

This truly shows the problem with the classic "Fire and Ice Boots" idea, there is nothing the Lava Waders actually do to make the Frostspark better, it just adds another pointless QOL effect you will probably never use because who cares about Lava in Hardmode.
The Lava Waders may not provide the most immediately-useful ability, but I still see it as a welcome bonus when I'm mining or trying to find a particular enemy. Guess it just depends on how you play.
I also colossally prefer having semi-consistently doubled speed over short bursts of WEEEEEE; I'm pretty sure the former makes it farther in the long run, too? Or they could BOTH be equipped, which could very much be worth the space (especially with the new Tinker I just added).

If I'm being honest about the Lava Waders, I'm kind of leaning on the hope that Journey's End actually brings us Hardmode content for the Underworld (preferably at Plantera or Dungeon level). Not only would that give the Lava Waders a chance to shine, it would also fill in a huge gap in the game, which is the kind of thing this update seems to be going for.
 
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