Sprites Accessory Rejuvenation and Expansion

Bry

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 Panic Necklace, the Diving Gears, the Star Cloak... 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 Band of Regeneration, the Shark Tooth Necklace again... I'm only kinda surprised Relogic's just let these rot.

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.

A simple key before we start:

• = Significant effect granted by the item.
◘ = Extra details about an effect. This'll make total sense once you see one.
- = Drawback/loss of an item.
~ = Hidden stat; will not be indicated in the item's tooltip.

[6/4/2020 Edit] With permission from J Bame, I'm going to be building upon his ideas from a suggestion of his own. I'll be linking to his suggestion at the end of the relevant section!
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Base Accessories
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Shiny Red Balloon (Found in Skyware Chests, Sky Crates, and Azure Crates, and occasionally dropped by Windy Balloons)
Yes, I gave some love to the Shiny Red Balloon's sprite. Now it's beautiful.
•A Skyware Chest item is guaranteed from Sky Crates, but due to the sheer number of Balloons you can now make, I'm bumping the Shiny Red Balloon’s drop chance up from 1/3 (33.33%) to 3/5 (60%). The Lucky Horseshoe and Starfury, in return, will each only have a 1/5 (20%) drop chance.
•According to the wiki, this thing apparently instead LOWERS your jump height when you're in water, which, um??? Guys, shouldn't that be backwards??????
•Increases jump height by 75% blocks, even when underwater. Yeah, it took me a really long time to realize it just boosts every jump by 75%, not a static 4.5 blocks. Oops.

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Balloon Pufferfish (Fished up in any biome)
I'm gonna be trying to make new sprites for a LOT of old items, actually.
•Only increases jump height by 60%, unless you're underwater, in which case it's by 120%.
•The Shiny Red Balloon’s jump height bonus overwrites the Balloon Pufferfish's 60%, though the underwater jump height bonus will remain.

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Lucky Horseshoe (Found in Skyware Chests, Sky Crates, and Azure Crates)
•Grants immunity to fall damage.
•Holding DOWN while falling increases your descent speed by 25%. Landing with this increased speed will halve your movement speed momentarily.
~Certain balloons will trigger special effects when landing while holding DOWN.

Obsidian Horseshoe (Lucky Horseshoe + Obsidian Skull)
•Grants immunity to fall damage and a few fire debuffs.
•Holding DOWN while falling increases your descent speed by 40%. Landing with this increased speed will halve your movement speed momentarily.
~Certain balloons will trigger special effects when landing while holding DOWN.

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Cloud in a Bottle (Found in Gold Chests)
•When aboveground, the jump's height increases as rain strength and wind speed increase, up to +33% during a Storm.
Not really a necessary addition, but I wanted to take the chance to flesh out rain and wind a bit more.

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Blizzard in a Bottle (Found in Ice Chests)
•When aboveground, the jump's ascent speed increases the harder it rains, up to +20% ascent speed during a Storm.
~Will grant +20% ascent speed no matter the rain strength when in the Surface Tundra during Rain.

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Sandstorm in a Bottle (Found in Pyramid Chests)
So I recently learned that Relogic's design philosophy is that not all items should be obtainable in one world. I get wanting players to have different items each time, but with this, the Band and Sword, there are just three empty holes that get left when they don’t appear in a world, since none of them have any sort of counterpart that can spawn in their place.
For right now, we, at the very least, need an alternate way of getting these things.
•When aboveground, the jump's ascent speed increases alongside wind speed, up to +20% ascent speed during a Storm.
~Will grant +20% ascent speed no matter the wind speed when in the Surface Desert during a Sandstorm.

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Fart in a Jar (Cloud in a Bottle + Whoopie Cushion)
•Allows for an extra jump that travels MUCH higher than the Cloud in a Bottle, but is completely unaffected by the weather.
•The smell sticks onto nearby enemies.
•Your "hurt" sound is also replaced by a fart when nothing else that grants a special hurt sound is equipped. Because haha, funny comedy joke.
Inflicts Stinky
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(Guaranteed for 30 seconds) on nearby enemies.

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Tsunami in a Bottle (Found in Wooden and Iron Crates)
Horizontal.
•Grants an extra jump that sprays water on either side of you, pushing back and drenching enemies. The spray’s range and knockback increase when underwater.
Damage: None
Knockback: 5 (Average) Spray, 8 (Strong) Underwater Spray
Inflicts Wet
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(Guaranteed for 30 seconds)

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Balloon Jumps
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New Balloon spriiiiiiites!
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NEW (Horseshoe) BALLOON SPRIIIIIITES!

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Sharkron Balloon (Balloon Pufferfish + Tsunami in a Bottle)
I really like this new sprite. It's so vibrant and pretty now! Also it actually fits alongside the other balloons now!
•Increases jump height by 60%, or by 120% when underwater.
•Grants an extra jump that sprays out water on either side of you, pushing enemies back. The water spray’s range and knockback increase when underwater.
Damage: None
Knockback: 5 (Average) Spray, 8 (Very Strong) Underwater Spray
Inflicts Wet
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(Guaranteed for 30 seconds)

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Gator Balloon (Sharkron Balloon + Frog Leg)
I’ve japed you all.
You get both of the Shark Balloon's ingredients by fishing for a Shiny Red Balloon counterpart and Jump Bottle counterpart. Why not use what basically qualifies as the fishing counterpart to the Lucky Horseshoe for the "Horseshoe" Balloon, too?
•Increases jump height by 60% (or 120% when underwater) and doubles vertical velocity, effectively doubling your total height!
•Allows Autojump and increases fall resistance by 15.
•Grants an extra jump that sprays out water on either side of you, pushing enemies back. The spray becomes a lot stronger and reaches farther when underwater.
Damage: None
Knockback: 5.75 (Average) Spray, 9.2 (Extremely Strong) Underwater Spray
Inflicts Wet
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(Guaranteed for 30 seconds)

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Honey Balloon (Shiny Red Balloon + Honey Comb)
The original sprite was so painfully old; now it's got a refined sprite, as well as function!
•Increases jump height by 75% and provides an additional 1 HP/s regeneration.
•Now grants an extra jump, where 4 bees fly you up for 1 second, then fan out to attack nearby enemies.
-----◘The jump only travels 5 blocks upwards but grants you extreme horizontal velocity and control, as well as complete immunity to slowdown from Honey and Honey Blocks.
•When hurt, 4 bees are released to attack enemies. Each bee now deals a LOT more damage and only hits once to prevent invincibility frames from getting in your way.
Damage: 30 (Summon)
Knockback: None
Critical Strike Chance: 15%+10%/s

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Amber Horseshoe Balloon (Honey Balloon + Lucky Horseshoe)
•Increases jump height by 75%, grants immunity to fall damage, and provides an additional 1 HP/s regeneration.
•Allows 4 bees to fly you up as a jump, with them flying out to attack nearby enemies after the ascent. The bees don’t go very high, but the horizontal control they grant is unparalleled, and they completely resist slowdown from Honey Blocks.
•When hurt, 4 bees are released to attack enemies.
•Holding DOWN while falling increases your descent speed by 25%.
~Landing while holding DOWN sends out 6 bees, 3 on either side, to attack enemies. Your movement speed will also be momentarily halved.
Damage: 30 (Summon)
Knockback: 2.5 (Very Weak)
Critical Strike Chance: 15%+10%

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Eruption Balloon (Shiny Red Balloon + Magma Stone)
•Increases jump height by 75%.
•Grants an extra jump that you can aim in ANY direction, which summons a jet of fire under you that pushes you 20 blocks in a straight line in the direction you indicate. The flames linger for a second, damaging enemies that pass through and inflicting them with Blazing.
-----◘Blazing deals 15 DPS over 5 ticks of 3 damage and is able to be inflicted on a LOT more enemies than On Fire. The Magma Stone inflicts this now, instead of On Fire.
•Hold SPACE to keep ascending, or let go to stop the jump early.
Damage: 40 (Melee)
Knockback: 1.5 (Extremely Weak)
Inflicts Blazing
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(Guaranteed for 1.5-3 seconds)

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Carnelian Horseshoe Balloon (Eruption Balloon + Obsidian Horseshoe)
•Increases jump height by 75% and grants immunity to fall damage and fire blocks.
•Grants an extra jump that you can aim in any direction, which summons a damaging jet of fire under you that pushes you 20 blocks in the direction you indicate. Let go of SPACE to cancel the jump early.
•Holding DOWN while falling increases your descent speed by 40%.
~Landing while holding DOWN spawns a massive fire pillar from beneath your feet, which lingers for 4 seconds. The pillar deals 200% of the fire jet's damage while also knocking enemies back a LOT harder than the jet. The only problem is that the landing will leave you vulnerable for a moment.
Damage: 40 (Melee)
Knockback: 1.875 Fire Jet (Extremely Weak), 9 Fire Pillars (Very Strong)
Inflicts Blazing
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(Guaranteed for 1.5-3 seconds)

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Lightning Balloon (Shiny Red Balloon + Thunderhead)
"Thunderhead?"
Yeah, you're curious, huh? Well, read carefully and you'll get a hint as to what it does to satiate you until you get to it.
•Increases jump height by 75%.
•Grants an extra jump that strikes lightning below you, launching you 16.5 blocks clear into the air with incredible speed and giving you a horizontal boost if moving left or right! The strike deals massive damage to anything directly under you and inflicts Electrified for 4-6 seconds.
•This jump makes vertical dodging much easier, but it’s instantaneousness makes short-hops with it impossible. Keep that in mind as you jump!
Damage: 250 (Ranged)
Knockback: None
Inflicts Electrified
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(Guaranteed for 4-6 seconds from Lightning)

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Chalcedony Horseshoe Balloon (Lightning Balloon + Lucky Horseshoe)
•Increases jump height by 75% and grants immunity to fall damage.
•Grants an extra jump that strikes lightning below you, launching you 17 blocks into the air near-instantly and giving you a horizontal boost if moving left or right. You still can't short-hop with it.
•Holding DOWN while falling increases your descent speed by 25%.
~Landing while holding DOWN creates a shockwave that quickly travels along the ground, dealing moderate knockback and damage while electrifying enemies for a lot longer than the lightning from the jump does. This leaves you vulnerable, though, as your speed becomes momentarily halved.
Damage: 250 Lightning (Ranged), 80 Shockwave (Ranged)
Knockback: 2.5 Lightning (Very Weak), 6 Shockwave (Average)
Inflicts Electrified
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(Guaranteed for 4-6 seconds from Lightning; Guaranteed for 9-11 seconds from Shockwave)

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Starstorm Balloon (Shiny Red Balloon + Star Cloak)
Yes, all three of these new balloons are offense-oriented.
•Increases jump height by 75%.
•Grants an extra jump that allows you to ride and maneuver a superfast Shooting Star for 2 seconds. This jump is unique in that it's controlled entirely with the movement keys and can be used to go in any direction, functioning pretty much like the U.F.O. or Broomstick mounts without ANY of the turning lag. It can also be used to barrel through destructible projectiles and ram straight into enemies, the latter causing the star to explode in a large radius and deal damage to everything caught in the blast! You'll gain 1.33 seconds of invincibility if you fly into an enemy, though the Shooting Star jump in its entirety will then need to cool down for 6 whole seconds. If you want to use the jump offensively, you're going to have to dedicate to it.
-----◘The JUMP button must be held in order to keep riding; letting go will cancel the jump.
-----◘Ramming into an enemy with the Shooting Star requires the jump to cool down, disabling it for 5 seconds.
•When hurt, your invincibility time is extended by 0.67 seconds, and 3 stars will rain down and follow your cursor. These deal 25% of the Shooting Star's damage, explode for AoE damage, and deal NO knockback.
Damage: 400 (Magic)
Knockback: 10 (Very Strong)

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Charoite Horseshoe Balloon (Starstorm Balloon + Lucky Horseshoe)
•Increases jump height by 75% and grants immunity to fall damage.
•Grants an extra jump that, for 2 seconds, allows you to ride and maneuver a superfast Shooting Star using the movement keys. You can ride through and destroy destructible projectiles while ramming into an enemy causes your star to explode in a large radius and deal damage to everything caught in the blast! You'll gain 1.33 seconds of invincibility if you fly into an enemy, though the Shooting Star jump in its entirety will then need to cool down for 5 whole seconds.
•When hurt, your invincibility time is extended by 0.67 seconds, and 3 stars will rain down and follow your cursor. These deal 25% of the Shooting Star's damage and explode for AoE damage, but deal no knockback.
•Holding DOWN while falling increases your descent speed by 25%.
~Landing while holding DOWN sends stars flying at random upward angles, one for every 40 points of fall damage you would have taken without the fall immunity. These stars, after reaching max height, will also begin to track your cursor if they haven't already exploded on an enemy. Besides how they spawn in, these stars are the same projectiles as the "when hurt" stars.
Damage: 400 (Magic)
Knockback: 12.5 (Insane)

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Balloon Bundles
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Bundle o' Weather Balloons (Cloud in a Balloon + Blizzard in a Balloon + Sandstorm in a Balloon)
•Increases jump height by 75%.
•Grants three extra jumps ─ Sandstorm, Blizzard, and Cloud, in that order. These balloons may not have any special effects, but they do their job well and do even better in intense weather.
•Name changed and sprite refined, increasing the Sandstorm Balloon's contrast with the Honey Balloon and correctly coloring the Blizzard in a Balloon, which, that green balloon in the original sprite is just Red's super cool hilarious prank on every player ever.

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Bundle o' Weird Balloons (Honey Balloon + Sharkron Balloon + Fart in a Balloon)
•Increases jump height by 75%, or 120% when underwater, and provides an additional 1 HP/s regeneration.
•Grants three extra jumps ─ Fart, Sharkron, and Bee, in that order. While the Sharkron jump can be inconsistent, and the Honey jump is more horizontal than not, the Fart jump performs exceedingly well and is consistent.
•The fart jump stinks nearby enemies, the tsunami jump pushes them back (stronger underwater), and the honey jump sends bees out to attack.
•When hurt, you fart and send out 4 bees to attack. Those bees might just be trying to escape the release of toxic gas, but they're not gonna forget their main mission.
Damage: 30 Bees (Summon)
Knockback: None from Bees, 5 (Average) Spray, 8 (Very Strong) Underwater Spray
Critical Strike Chance: 15%+10%/s, Bees only
Inflicts Wet
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and Stinky
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(oh god no) with their respective jumps for 30 seconds

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Bundle o' Plasma Balloons (Eruption Balloon + Lightning Balloon + Starstorm Balloon)
This was all, indeed, very necessary.
•Increases jump height by 75%.
•Grants three extra jumps ─ Shooting Star, Eruption, and Lightning, in that order. These jumps provide incredible amounts of mobility and possess damaging effects that you can use to your advantage. Be wary, though, as they're also riskier to use.
•The lightning jump is instant and strikes enemies that are directly under you, but it lacks the ability to short-hop; the eruption jump allows you to aim it in any direction while melting anything passing through the jet of flames, but it moves you in a straight line; and the starstorm jump moves extremely fast and can be freely controlled with the arrow keys, dealing massive damage in a large radius in you ram into an enemy while granting you 1.33 seconds of invincibility, though it requires a 5-second cooldown after impact.
•When hurt, your invincibility time is extended by 0.67 seconds, and 3 stars will rain down and follow your cursor. These deal 25% of the Shooting Star's damage and explode for AoE damage, but deal no knockback.
Damage: 40 Fire Jet (Melee), 250 Lightning (Ranged), and 400 Starstorm (Magic)
Knockback: 1.5 from Fire Jet (Extremely Weak), None from Lightning, 10 from Shooting Star (Very Strong)
Inflicts: Blazing
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(Guaranteed for 1.5-3 seconds from Eruption) and Electrified
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(Guaranteed for 4-6 seconds from Lightning)

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Twista' Bloons (Bundle o' Weather Balloons + Bundle o' Weird Balloons + Bundle o' Plasma Balloons)
What a beautiful symphony of helium.
•Increases jump height by 75%, or 120% when underwater, and provides an additional 1 HP/s regeneration.
•Grants a whopping NINE extra jumps ─ Shooting Star, Sandstorm, Eruption, Fart, Lightning, Blizzard, Sharkron, Cloud, and Bee! The Shooting Star still has its on-impact cooldown!
•Each jump retains all of its properties, and, when hurt, the Star Cloak, Honey, and Fart effects activate simultaneously.
•The sheer amount of helium you possess allows you to glide by holding the jump button. You don’t gain outright immunity to fall damage, though.
Cannot be used with wings or any more balloons. Nine jumps is a LOT of mobility.
Damage: 30 Bees (Summon), 40 Fire Jet (Melee), 250 Lightning (Ranged), and 400 Starstorm (Magic)
Knockback: None from Bees, 5 Jump Spray (Weak), 8 Underwater Jump Spray (Very Strong), 1.5 Fire Jet (Extremely Weak), None from Lightning, and 10 Shooting Star (Very Strong)
Critical Strike Chance: 15%+10%/s, Bees only
Inflicts: Blazing
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(Guaranteed for 1.5-3 seconds from Eruption), Electrified
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(Guaranteed for 4-6 seconds from Lightning), and Stinky
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(Guaranteed for 30 seconds from Fart)

Speed Boots
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All Running Boots
•Their maximum horizontal speed should be able to override Wings' horizontal speed if they're faster.

Hermes Boots

Hermes Boots (Found in Gold Chests)
•Allows you to run at up to 200% speed.
•Running on dirt and stone further boosts your maximum speed to 250%!
•Increases flight time by 15%.

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Flurry Boots (Found in Ice Chests)
•Allows you to run at up to 200% speed.
•Running on snow, ice, and slush further boosts your maximum speed to 250%!
•Increases deceleration by 100%.

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Sailfish Boots (Fished up at the Ocean)
•Allows you to run at up to 200% speed.
•Your max speed increases to 250% on sand, as well as while in water and for 6 seconds after leaving it! Reentering water during this time will refresh and pause the buff's timer. The bonuses from running on sand and being in water are one and the same, so they don't stack.
•Reduces water slowdown by 50%.

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Dunerider Boots (Found in Sandstone Chests)

The Dunerider Boots seem to just be situationally-better Hermes Boots. This seemed weird, so I had every pair of running boots follow suit while also giving them each more of a reason to be picked over the others.
•Allows you to run at up to 200% speed.
•Running on sand, hardened sand, sandstone, desert fossils (not Sturdy Fossils), and in a sandstorm further boosts your speed to 250%! Yes, your speed maintains like with the other boots.
•Increases acceleration by 100% and grants immunity to Mighty Wind.

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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.
•Allows you to run at up to 200% movement speed, or up to 250% with certain blocks!
•Grants you a moment of flight!
Hermes Boots
Speeds up on dirt and stone. Increases flight time by 15%, including the flight from these very boots and their tinkers.
Flurry Boots
Speeds up on snow, ice, and slush. Grants 100% improved deceleration.
Sailfish Boots
Speeds up on sand, as well as when in water and for 6 seconds after leaving it. Reduces water slowdown by 50%.
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Speeds up on sand, hardened sand, sandstone, desert fossils, and in sandstorms. Grants 100% improved acceleration, as well as an immunity to Mighty Wind.

These differences carry over to subsequent Tinkers.

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Aglet (Found in Wooden Chests)
Movement speed bonuses aren't noticeable in the slightest if the boost is anything under 10%. As such...
•Movement speed bonus increased to 15% from 5%.

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Anklet of the Wind (Found in the Underground Jungle)
Well, now I have to speed this thing up, too, in order to keep it from being a lame clone. Let's make it a bit more unique, though.
•Increases maximum movement speed by 35%.
•While moving at full speed, you can run through and damage enemies without taking knockback. While you’ll still take damage, enemies you run into will be knocked forwards, sending them further behind you.
-----◘This also lets you run through projectiles, basically turning the item into a Cobalt Shield and then some while running at full speed.
This brand-new function allows you to keep running uninterrupted when taking damage, pushing the source of damage away from you in the meantime. If you're not moving at full speed, though, you may need a Cobalt Shield.
Damage Returned: 400% of the enemy’s damage (Melee)
Knockback: -6 (Averagen't)
No, that's probably not how knockback works, but it gets the idea across.

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Lightning Boots (Spectre Boots + Aglet + Anklet of the Wind)
•Allows you to run at a maximum of 235% speed, or up to 294% with certain blocks!
•Provides a 15-27% movement speed bonus, depending on the world's current Wind Speed.
•Gives you a moment of flight! These boots fly for 30% longer than the Spectre Boots.
•While moving at full speed, you can run through, damage, and electrify enemies without taking knockback. While you’ll still take damage, enemies you run into will be knocked forwards, sending them further behind you.
-----◘Electrified deals 200% damage when inflicted via these boots, increasing its DPS to 32.
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Speeds up on dirt and stone. Increases flight time by 15%.
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Speeds up on snow, ice, and slush. Grants 100% improved deceleration.
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Speeds up on sand, as well as when in water and for 6 seconds after leaving it. Reduces water slowdown by 50%.
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Speeds up on sand, hardened sand, sandstone, desert fossils, and in sandstorms. Grants 100% improved acceleration, as well as an immunity to Mighty Wind.

Damage Returned: 454% of the enemy's damage (Melee)
Knockback: -6.84 (Strongn't)
Inflicts Electrified
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(Guaranteed for 4-8 seconds)

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Ice Skates (Now dropped by Ice Mimics)
Leinfors, I don’t have a problem with a utility accessory until its utility starts getting so specific that it should have just been part of another accessory to begin with. The Water Walking Boots could have had the skates' effect as an unstated bonus.
•Increases acceleration and deceleration by 75%.
•When moving through the air, the skates leave behind stationary snowflakes that linger for a moment. These snowflakes deal damage and cause frost burn to enemies that touch them, disappearing on contact.
-----◘Snowflakes will be left out at a rate of 6 flakes per second. They'll each last 2 seconds.
-----◘The snowflakes will still appear while in the Vanity slot. However, they won't interact with anything.
•Prevents slipping on ice blocks.
Damage: 56 (Magic)
Knockback: None
Inflicts Frostburn
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(Guaranteed for 4-6 seconds)

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Frostspark Boots (Lightning Boots + Ice Skates)
Now brings a more meaningful bonus to the table!
•Allows you to run at a maximum of 260% speed, or up to 325% with certain blocks!
•Provides a 25-45% movement speed bonus, depending on the world's current Wind Speed.
•Gives you a moment of flight! These boots fly for 60% longer than the Spectre Boots.
•While moving at full speed, you can run through enemies without taking knockback, both damaging AND electrifying them in the process. While you’ll still take damage, enemies you run into will be knocked forwards, sending them further behind you.
-----◘These boots cause Electrified to deal 300% damage when inflicted via the run-through, increasing its DPS to 48.
•When moving through the air, the boots leave behind stationary snowflakes that linger for a moment, damaging enemies that touch them while causing frost burn.
•Increases acceleration and deceleration by 75%, and prevents slipping on ice blocks.
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Speeds up on dirt and stone. Increases flight time by 15%.
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Speeds up on snow, ice, and slush. Grants 100% improved deceleration, which stacks additively with the Ice Skates bonus.
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Speeds up on sand, as well as when in water and for 6 seconds after leaving it. Reduces water slowdown by 50%.
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Speeds up on sand, hardened sand, sandstone, desert fossils, and in sandstorms. Grants 100% improved acceleration, which stacks additively with the Ice Skates bonus, as well as an immunity to Mighty Wind.

Damage: 496% of the enemy's damage from Run-through (Melee), 56 from Snowflakes (Magic)
Knockback: -7.2 from Run-through (Very Strongn't), None from Snowflakes
Inflicts Electrified
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(Guaranteed for 4-8 seconds from Run-through) and Frostburn
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(Guaranteed for 4-6 seconds from Snowflakes)

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Liquid-Walking Boots
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Water Walking Boots (Found in Water Chests, Ocean Crates, and Seaside Crates)
These boots will now always spawn in the farthest Water Chest from the shore in one of the two Oceans of the world.
•Now let you walk on water and thin ice without falling through. You can still slip on ice, though, which will be true for every one of these boots' tinkers except for the final one.
~Negates fall damage when landing on water.
•It hurts my soul, but the boots will also let you walk on honey and honey blocks without hindrance.

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Lava Charm (No longer found in Gold Chests)
Now occasionally spawns alongside other Shadow Chest loot, just so fishing stays as an alternative and not THE way to get it.
•Reduces damage from heat sources by 30%, including fiery enemies, attacks, debuffs, and traps, as well as lava.
•Now grants 10 seconds of lava immunity instead of 7. Only 7 is just annoying.

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Obsidian Skull (20 Obsidian + 35 Bones)
•Grants 2 defense.
•Grants immunity to On Fire, Blazing, and Burning.

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Obsidian Charm (Lava Charm + Obsidian Skull)
•Grants a 10-second, recharging lava immunity.
•Grants immunity to On Fire, Blazing, and Burning.
•Reduces damage from heat sources by 30%.

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Obsidian Waders (Water Walking Boots + Obsidian Skull + Lava Charm; any accessory combo that includes the three will work)
Oh, did I say replace? Well, I lied; they got a makeover.
•Lets you walk on water, honey, thin ice, honey blocks, and fire blocks without hindrance, but NOT lava.
~Negates fall damage when landing on liquids.
•Grants immunity to On Fire, Blazing, and Burning, and grants a 10-second, recharging lava immunity.
•Reduces damage from heat sources by 30%.

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Flame Walkers (Found in Obsidian Crates and Hellstone Crates)
Okay, this was actually a REALLY cool idea. I actually used to have a fire trail incorporated into a Frostspark Boots + Lava Waders idea, but I removed it because the entirety of that item was bad.
I found out these boots’ name is actually Flame WAKER Boots and not FlameWALKER Boots, and I SWEAR it said Flamewalker on the wiki on the 18th of May, though any page it was on doesn’t seem to corroborate with that statement. I’d change it back, but I actually like this more and I had already come up with a new idea for it that works with what I thought it was.
•Lets you walk on lava.
•Running leaves a fiery trail in your wake, which deals rapid damage and burns enemies.
-----◘The fire trail will appear if the treads are worn as vanity, but it won't deal any damage.
Damage: 80 (Magic)
Knockback: None
Inflicts Burning
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(Guaranteed for 1 second)

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Hellfire Treads (Obsidian Waders + Flame Walkers)
These replace the Lava Waders, whose sprite was looking a bit too orange.
•Lets you walk on water, honey, lava, thin ice, honey blocks, and fire blocks without hindrance!
~Negates fall damage when landing on liquids.
•Grants immunity to On Fire, Blazing, and Burning, provides a 20-second, recharging lava immunity, and reduces damage from heat sources by 30%.
•Running leaves a fiery trail in your wake that deals rapid damage.
Damage: 80 (Magic)
Knockback: None
Inflicts Burning
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(Guaranteed for 1 second from Flames)

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Terra Treads (Frostspark Boots + Hellfire Treads)
I think simplicity is best. For the name, I mean.
Yeah, this item does about twenty different things now. Relogic could probably find a way to simplify the tooltips; I'm also here if they'd rather not do it themselves.
•Allows you to run at a maximum of 300% speed, or up to 360% with certain blocks!
•Provides a 40-72% movement speed bonus, depending on the world's current Wind Speed; speed bonus becomes a static 60% when underground.
•Increases acceleration and deceleration by 75%.
•Gives you a moment of flight! These boots fly for 60% longer than the Spectre Boots.
•Prevents slipping on ice, and allows walking on water, honey, lava, thin ice, honey blocks, and fire blocks without hindrance!
~Negates fall damage when landing on liquids.
•Grants immunity to On Fire, Blazing, and Burning, provides a 20-second, recharging lava immunity, and reduces damage from heat, cold, wind, and electricity by 30%. Very niche, I know.
•While moving at full speed, you can run through and damage enemies without taking knockback! While you’ll still take damage from impact, enemies will be knocked forwards and electrified.
-----◘Electrified deals 400% DPS when inflicted via these boots, increasing its DPS to 64.
•Moving leaves flames when on the ground and snowflakes when in the air, which both deal damage and inflict their respective debuffs.
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Speeds up on dirt and stone. Increases flight time by 15%.
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Speeds up on snow, ice, and slush. Grants 100% improved deceleration, which stacks additively with the Ice Skates bonus.
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Speeds up on sand, as well as when in water and for 6 seconds after leaving it. Reduces water slowdown by 50%.
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Speeds up on sand, hardened sand, sandstone, desert fossils, and in sandstorms. Grants 100% improved acceleration, which stacks additively with the Ice Skates bonus, as well as an immunity to Mighty Wind.

Damage: 544% of the enemy's damage from Run-through (Melee), 80 from Flames (Magic), 56 from Snowflakes (Magic), and 48+16/s from Terra Bees (Summon)
Knockback: -7.8 from Run-through (Very Strongn't), None from Flames and Snowflakes, and 2+1.25/s from Terra Bees
Critical Strike Chance: 15%+10%/s from Terra Bees, None from Everything Else
Inflicts Electrified
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(Guaranteed for 4-8 seconds from Run-through), Frostburn
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(Guaranteed for 4-6 seconds from Snowflakes), and Burning
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(Guaranteed for 1 second from Flames)

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Off-Brand Boot Tinkers
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Amphibian Boots (Sailfish Boots + Frog Leg)
Nah, I actually like these; I'm just updating its Sailfish-side stats.
•Allows you to run at up to 200% speed, or up to 250% on sand, as well as when in water and for 6 seconds after leaving it! Reentering water will refresh and pause the buff's timer.
•Reduces water slowdown by 35% and fall resistance by 15. The former stacks additively with the Pufferfish Balloon, for a total of 70% water slowdown resistance.
•Doubles jump height and grants Auto-Jump.

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Spr
ing Boots (Crafted with 2 Old Shoes, 12 Silver/Tungsten Bars, and a Frog Leg)
This is totally not a complete overhaul of an old, neglected item; no sirree Bob.
•Doubles jump height, grants Autojump, and lets you fall 25 more blocks before taking fall damage!
•Jump immediately after landing to jump twice as high as before while negating fall damage from the jump, reaching 4x of your base jump height! If you're moving horizontally when you jump, you'll also be flung forward quite a distance, almost like a dash that's triggered by jumping.
•Allows you to hippity-hop on top of enemies, dealing 60 damage with no knockback! You will be flung forward from landing on an enemy, so watch where you land!

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Flower Boots (Found in Ivy Chests)
Oooo, boy, these boots. Well, let's see what I can do.
•Increases your maximum speed by 50% when you walk on grass. Walking on ceiling grass will instead produce vines that grow at a rate of 2 tiles per second.
•Allows you fly for half as long as the Rocket Boots and to glide down slowly using spinning leaf petals. Unlike Wings, these boots don't grant immunity to fall damage, so don't gracefully leap off of a Floating Island without a plan.
•No longer grows flowers; however, the Dryad will be able to sell flower seeds for the Jungle and Hallow when in the corresponding biome. This will also apply to the potted plants she sells.

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Fairy Boots (Flower Boots + Hermes Boots)
I’m trying.
•Allows you to run at up to 200% speed, further boosting your speed to 250% and planting flowers while running on Grass, Dirt, and Stone.
•Allows you to fly for twice as long the Rocket Boots, and to glide down slowly using spinning leaf petals.
~Fairies may spawn more often while wearing these.

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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 will appreciate it. Besides, who doesn't wanna be Knuckles the Enchilada?

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Diving Helmet (Dropped by Sharks)
This thing is too rare and too niche. I'll solve both of those problems, though one's not gonna be as direct.
•Grants 2 defense and cuts drowning speed by 75%.
•Extends breathing time to 90 seconds. This is technically worse than the current 93.33 seconds, but it's also a lot cleaner, so I like it more.
•Drop chance increased from 2% to 8%.

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Diving Gear (Diving Helmet + Flipper)
•Grants 2 defense and cuts drowning speed by 75%.
•Extends breathing time to 90 seconds and allows you to swim.

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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 strengthens the glow.
•Enemies within the glow receive a Hunter Potion's highlight and take 40% more knockback.

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Jellyfish Diving Gear (Diving Gear + Jellyfish Necklace)
•Grants 3 defense and cuts drowning speed by 75%.
•Extends your breath meter to 90 seconds and allows you to swim.
•Produces a pink glow that highlights enemies inside of it and increases the knockback they take by 40%. Being in water greatly strengthens the glow.

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Arctic Diving Gear (Jellyfish Diving Gear + Ice Skates)
Yeah, this isn't useful at all, but that's only due to water being scarce in normal Terraria worlds. Regardless...
•Grants 4 defense and cuts drowning speed by 75%.
•Extends your breath meter to 110 seconds, allows you to swim, and increases movement acceleration and deceleration by 75%.
•Produces a cyan glow that highlights enemies inside of it and doubles the knockback they take. Being in water greatly strengthens the glow.
-----◘The glow radius is increased by 17% from the Jellyfish Diving Fear.
•Grants immunity to Chilled, and prevents slipping on ice and falling through Thin Ice.

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Deepsea Diving Gear (Arctic Diving Gear + Sailfish Boots + Pufferfish Balloon)
•Grants 4 defense and cuts drowning speed by 80%
•Extends your breath meter to 130 seconds, increases movement acceleration and deceleration by 75%, and allows Merman levels of underwater mobility.
•Produces a teal glow that highlights enemies inside of it and increases the knockback they take by 40%. Being in water greatly strengthens the glow.
-----◘The glow radius is increased by 25% from the Jellyfish Diving Gear.
•Increases your maximum movement speed to 200%, or to 250% on sand, as well as when in water and for 6 seconds after leaving it.
•Grants immunity to Chilled, and prevents slipping on ice and falling through Thin Ice.

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Flying Carpet (Now found in Sandstone Chests)
A MUCH-needed resprite has been given to it. Now it's beautiful.

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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.

Warrior Items
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Feral Glove (Found in Ivy Chests)
Well, I'm gonna be moving the Titan Glove's Autoswing to this thing to make it relevant, but there's something else that I (and J Bame) really want to somehow include in the game.
•Increases melee speed by 12%.
•Enables Autoswing for all melee weapons and allows throwing multiple of any boomerang out at a time.

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Magma Stone (Dropped by Hellbats and Lava Bats, though more commonly by Lava Bats)
The Magma Stone needs a buff to its debuff.
I'm just gonna replace it.
•Melee attacks produce reddish-orange light and inflict Blazing instead of the previous On Fire.
-----◘Blazing deals 15 DPS over 5 ticks of 3 damage and is able to be inflicted on a LOT more enemies than On Fire. I said this earlier with the Eruption in a Balloon
Inflicts Blazing
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(Guaranteed for 1-3 seconds from melee attacks)

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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.
•Increases melee damage and speed by 12%, and melee knockback by 80%.
•Enables Autoswing for all melee weapons and allows throwing multiple of any boomerang out at a time.
•Melee attacks inflict non-slowing Burning and produce reddish-orange light.
Inflicts Burning
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(Guaranteed for 1-3 seconds from melee attacks)

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Obsidian Rose (Dropped by Imps)
Now dons a much more helpful ability due to the lava damage reduction being made redundant by, like, nine separate things!
•Reduces damage taken from lava and fire traps by a flat 30.
•Taking damage sets you on fire for 4-8 seconds, depending on the amount of damage taken.
•Increases damage dealt with attacks and fire debuffs by 33%, multiplicative, when on fire.
-----◘Debuffs that activate this effect are: On Fire!, Blazing, Burning, Cursed Inferno, Shadowflame, and Daybroken.
•Drop chance raised to 3% from 2%.

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Blazing Rose (Magma Stone + Obsidian Rose)
Oh, well. This item felt a lot cooler before they made the Molten Skull Rose.
•Melee attacks inflict Blazing and produce reddish-orange light.
•Reduces damage taken from lava and fire traps by a flat 30.
•Taking damage sets you on fire for 4-8 seconds, depending on the amount of damage taken.
•Increases damage dealt with melee attacks and fire debuffs by 33% when on fire.
-----◘Debuffs that activate this effect are: On Fire!, Blazing, Burning, Cursed Inferno, Shadowflame, and Daybroken.
Inflicts Blazing
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(Guaranteed for 1-3 seconds from melee attacks)

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Molten Skull Rose (There's a lot of :red:ing recipes for this thing, but the main gist of it is Obsidian Skull + Magma Stone + Obsidian Rose)
Well, a sacrifice must be made. The Obsidian Skull directly prevents the Obsidian Rose's new effect from working until Cursed Inferno becomes relevant for 2 seconds.
•Grants 3 defense.
•Melee attacks inflict Blazing and produce reddish-orange light.
•Reduces On Fire, Blazing, and lava damage by 37.5%, and grants immunity to Burning. This is a nerf to the Obsidian Skull's effects, but it's done so that the next effect can still function.
•Taking damage sets you on fire for 4-8 seconds, depending on the amount of damage taken, boosting your damage with attacks and fire debuffs by 33%, multiplicative.
Inflicts Blazing
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(Guaranteed for 1-3 seconds from melee attacks)
Yeah, I'm not adding all four skulls here. You have enough to figure out what the Molten Skull and Obisidian Skull Rose do now.

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Ranger Items
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Molten Quiver (Magic Quiver + Magma Stone)
Okay, I didn't like this one at first, but I've warmed up to it.
•Increases arrow damage and knockback by 10%.
•Turns Wooden Arrows into Flaming Arrows that inflict Blazing instead of On Fire.
•Sets arrows’ Extra Updates to 1, doubling the velocity of most arrows.
•Grants a 20% chance to not use up arrows.

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Thunderhead (Dropped by Thundering Nimbi with a 13.33% chance)
Heeey, it's that thing that's part of a balloon! Like the Honey Comb, it's not jump-related in the slightest.
•Every fourth Ranged critical strike chance summons a lightning strike on the target with the lowest maximum health on-screen that deals exactly 200% of the hit’s damage (equating to 400% total damage, since the triggering hit will always be a crit) and inflicting Electrified for 4-6 seconds. Lightning strikes, themselves, cannot deal critical hits.
~Also halves electrical damage taken while in mid-air, including from Electrified.
Damage: 200% of the triggering critical strike’s damage (Ranged)
Knockback: None
Can’t deal Critical Strikes.
Inflicts Electrified
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(4-6 seconds from electricity, 100% chance)
And in case you were wondering:
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A new rare Miniboss that spawns during Storms, more commonly in the Jungle.
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
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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

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Zeus Quiver (Magic Quiver + Thunderhead)
I had this idea LONG before the Molten Quiver came to the public’s eye, so don’t look at me like that.
•Increases arrow damage and knockback by 10%.
•Sets arrows’ Extra Updates to 1, doubling the velocity of most arrows.
•Grants a 20% chance to not use up arrows.
•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, themselves, cannot deal critical hits.
~Halves electrical damage taken while in mid-air, including from Electrified.
Damage: 200% of the triggering critical strike’s damage (Ranged)
Knockback: None
Can’t deal Critical Strikes.
Inflicts Electrified
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(4-6 seconds from electricity, 100% chance)

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Mage Items
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Shackle (Dropped by Zombies)
1 defense is useless.
•Increases defense by 1.
•Taking a hit adds its damage to your next attack.

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

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Vengeful Cuffs (Magic Cuffs + Avenger Emblem)
The Celestial Emblem is a lot more underwhelming than the other classes' Avenger accessories...
•Grants 2 defense.
•Increases Magic damage by 15% and Mana regeneration by 100%.
•Taking a hit restores some Mana and adds 400% of the hit's damage to your next attack.

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Celestial Cuffs (Vengeful Cuffs + Celestial Magnet)
...So I made this to replace it.
•Grants 3 defense.
•Increases Magic damage by 15% and Mana regeneration by 100%.
•Taking a hit immediately restores some Mana and adds 400% of the hit's damage to your next attack.
•Increases pickup range of Mana Stars by 20 tiles.

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Devil's Gamble (Obsidian Rose + Nature's Gift)
Both flowers felt underutilized to me, so I decided to mix them both.
•Reduces mana cost by 6% when over 33% mana.
•When at or under 33% mana, damage received and magic damage dealt is increased by 33%, while mana cost is reduced by 33%.
Sounds cool, right?

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Summoner Items
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Leather Glove (Sold by the Zoologist for 30 Gold at 60% Bestiary completion in Hardmode)
•Increases whip reach by 40%.

Commander Glove (Leather Glove + Power Glove)
•All whips gain Autoswing and 40% increased reach.
•Increases summon knockback by 80% and whip attack speed by 12%.

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Prime Necklace (Pygmy Necklace + Avenger Emblem)
Because Summoners (and the Pygmy Necklace) need love.
•12% increased Summon damage.
•Minion capacity increased by 1.

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Shadowflame Charm (Dropped by Goblin Summoners)
Hm.
Summoner time.
•Minions inflict Shadowflame for 9 seconds.
•Grants immunity to Shadowflame, if anything ever ends up inflicting that in-game.
Inflicts Shadowflame
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(9 seconds from all minions, 100% chance)

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Sinister Hexlace (Prime Necklace + Shadowflame Charm)
•12% increased Summon damage; Minions inflict Shadowflame for 9 seconds.
•Minion capacity increased by 1.
•Grants immunity to Shadowflame.
Inflicts Shadowflame
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(9 seconds from all minions, 100% chance)

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Fossiltooth Necklace (Shark Tooth Necklace + 2 Forbidden Fragments)
•Grants 7 armor penetration.
•Summons a Fossil Shark that traps enemies in its jaws, latching onto it and 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.
•The Fossil Shark deals 17 DPS and grants 21 additional armor penetration to all attacks against trapped enemies. Any enemies that move into the Shark while it's latched onto another foe will take contact damage.
•The trapped enemy must be released or defeated before the Fossil Shark can trap another enemy.
Damage: 43 (Summon)
Knockback: 5 (Average)
Critical Strike Chance: 11%

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Putrid Items
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Paranoid Pendant (Found in Shadow Orbs)
Finally, an item to free the Band of Starpower from the limbo it's been stuck in for literal years.
Instead of acting after you've been hit, like the Panic Necklace, the Paranoid Pendant functions until you're hit.
•Highlights the closest enemy on-screen with a Hunter Potion glow every 5 seconds, increasing your Critical Strike Chance against them by 20% for 7 seconds.
•Getting hit will close the eye, disabling the accessory for 3 seconds.

Stink Eye (Putrid Scent + Paranoid Pendant)
I feel like this is a nice symbiotic relationship for them.
...I swear, these names just come up with themselves!
•Increases damage and critical strike chance by 5% while reducing aggro by 400.
•Highlights the closest enemy on-screen with a Hunter Potion glow every 5 seconds, increasing your Critical Strike Chance against them by 20% for 7 seconds.
•Getting hit will close the eye, disabling the accessory ENTIRELY for 3 seconds.

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Glare Scope (Stink Eye + Rifle Scope)
Now made with the Rifle Scope instead of the Sniper Scope; that tinker is either pointless or overpowered.
Now you get to choose between safety (Sniper Scope) or risk-taking (Recon Scope)!
•Increases Ranged damage and critical strike chance by 5% while reducing aggro by a whopping 800.
•Highlights the closest enemy on-screen with a Hunter Potion glow every 5 seconds, increasing your Critical Strike Chance against them by 20% for 7 seconds.
•Allows zooming out by holding Alt-Fire.
•Getting hit will close the lens, disabling the accessory ENTIRELY for 3 seconds.

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Plaquechime Necklace (Putrid Scent + Shark Tooth Necklace)
•Grants 5 Armor Penetration and 5% increased damage and critical strike chance.
•Reduces your aggro by 600.

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Flesh Items
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Flesh Knuckles (Dropped by Crimson Mimics)
This item, ironically, is not that great compared to its Corruption counterpart. I think a simple defense buff will be enough.
•Grants 10 defense and 400 Aggro.

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Panic Necklace (Obtained by breaking Crimson Hearts)
I love the added speed to death, but I think that's just because I want it at all times.
When the game has so many other ways to reach faster speeds on command, this thing kinda becomes obsolete.
•When hit, grants 50% increased movement speed and 33% increased attack speed for 5 seconds.

Frenzy Knuckles (Flesh Knuckles + Panic Necklace)
Hm, yes, delicious symbiosis.
•Grants 10 defense and 400 Aggro.
•When hurt, grants 50% increased movement speed and 33% increased attack speed for 5 seconds.

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Berserker’s Glove (Frenzy Knuckles + Commander’s Glove)
Okay, initially, a lot of us were like, “Okay, why the :red: is this a Power Glove tinker and not a Mechanical Glove tinker?”
After thinking about it a bit more, though? This thing’s an okay item for Summoners. Problem with that? It's still a Melee accessory.
Not anymore, though.
•Grants 10 defense and a whopping 800 aggro.
•All whips gain Autoswing and 40% increased reach.
•Increases summon knockback by 80% and whip attack speed by 12%.
•When hurt, grants 50% increased movement speed and 33% increased attack speed for 5 seconds.

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Fleshfang Necklace (Flesh Knuckles + Shark Tooth Necklace)
•Grants 10 Defense and Armor Penetration.
•Dumps 600 Aggro on you.

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Cadence Items
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Cadence Badge (Dropped by Hallowed Mimics)
Just saying it now: Mages will have it a little easier with this thing than the other classes will.
•All Heart and Star containers grant 10% more Health and Mana, crystallizing all of them for an added visual effect.

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Threshcrystal Necklace (Cadence Badge + Shark Tooth Necklace)
•All Heart and Star containers grant 10% more Health and Mana, crystallizing all of them for an added visual effect.
•Grants 7 Armor Penetration, which increases as you lose both health and mana, up to +8 Armor Penetration for each bar.

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!

I'm going to be linking to one of J Bame's suggestions, with his permission, for this section. He reworked every base "On Hit" Accessory and made them perfect.
To keep you from having to go to another suggestion to understand this one, though, I'm gonna display Bame's changes here since I'm still coming up with new tinkers based on the revised Accessories. I know I've already shown some "On Hit" accessories earlier, such as the Honey Comb and Panic Necklace; I'll show them again here just in case you forgot their buffs.

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Honey Comb (Dropped by Queen Bee)
•Grants a 1 HP/s regeneration bonus.
•Now releases a guaranteed 4 bees when hurt, which all do a lot more damage and only hit once. They're now also able to crit, and their chance of doing so increases at a rate of +10% per second while they're out and about.
Damage Returned: 30 (Summon)
Knockback: None
Critical Strike Chance: 15%+10%/s

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Panic Necklace (Obtained by breaking Crimson Hearts)
I love the added speed to death, but I think that's just because I want it at all times.
When the game has so many other ways to reach faster speeds on command, this thing kinda becomes obsolete.
•When hit, grants 50% increased movement speed and 33% increased attack speed for 5 seconds.
Grants Panic! (5 seconds, when hit)
Buff Tooltip: Movement speed and attack speed greatly increased.

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Star Cloak (Dropped by Mimics)
•Damage is increased to 100 and is affected by Magic bonuses.
•Spawns 2 stars when hurt, plus an extra star for every 33 damage taken from the blow.
•The Stars will follow your mouse, allowing you to direct them to enemies! They explode on impact, as well as after 10 seconds, allowing for some extra AoE damage.
Damage Returned: 100 (Magic)
Knockback: None

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Cross Necklace (Also dropped by Mimics)
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 of its own and everything; it could probably take the ability for itself if it wanted!
•Grants 0.67 extra seconds of invincibility time when hurt. The invincibility time increases by 0.015 seconds for every point of damage taken from the hit past 100, or by 0.02 seconds if you took at least 250 damage from the hit.

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Star Veil (Star Cloak + Cross Necklace)
•Spawns 2 stars when hurt, plus an extra star for every 33 damage taken from the blow. They are now capable of dealing critical hits.
•Grants 0.67 extra seconds of invincibility time when hurt, plus an extra 0.015 seconds for every point of damage taken past 100. Taking at least 250 damage in one hit instead grants 0.02 seconds for every point of damage past 100.
Damage Returned: 100 (Magic)
Knockback: None
Critical Strike Chance: 20%

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Bee Cloak (Star Cloak + Honey Comb)
•Spawn 2 Starry Hives when hurt, plus 1 for every 33 damage taken. On impact, they each burst into 4 Cosmic Stingies (little magenta bees) that are incredibly fast and each deal 100% of the damage you took.
•Every 4th hive that spawns will also drop a
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Honey Heart. These will heal 15 HP and grant the Honey buff for 5 seconds. You must take a minimum of 66 damage for one to spawn.
Damage Returned: 300% Bee Hive (Summon), 100% Bees (Summon)
-Due to the massive destruction these Stingies are capable of, their base critical strike chance has been lowered to 0%.
Knockback: None
Critical Strike Chance: 0%+10%/s

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Sweetheart Necklace (Panic Necklace + Honey Comb)
•Grants an additional 1 HP/s regeneration.
•Taking a hit increases your movement speed by 50%, and attack speed and life regeneration by 33%, for 5 seconds.
•4 larger bees are also spawned when hit, which are capable of dealing knockback and have a 1.4x increased chance of dealing critical strikes.
Damage Returned: 30 (Summon)
Knockback: 3 (Weak)
Critical Strike Chance: 21%+14%/s

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Pulse Crystal (Dropped by Crystalline Elementals)
•Lose at least 15% HP in one hit and the Pulse Crystal will heal 2/3 of it back after 5 seconds.
-Take a hit during the 5 seconds, however, and the amount healed will be halved each time. The damage from those hits will also NOT be restored.
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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:
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Mana Sickness (5/
10 seconds, 100% chance from Blue Crystals/projectiles, 33/50% chance on Contact)
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Potion Sickness (5/
10 seconds, 100% chance from Pink Crystals/projectiles, 33/50% chance on Contact)
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Bleeding (20/
30 seconds, 70% chance from Crystals; 45 seconds, 85% chance from Shrapnel)
Coins:
1 Gold
Drops:
Crystal Shards, 3-5
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100%
Unique Drops:
Pulse Crystal
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33/
50%

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Pulse Necklace (Sweetheart Necklace + Pulse Crystal)
•Losing at least 15% HP in one hit increases your movement speed by 50%, and your attack speed and health regeneration by 33%, for 5 seconds. Afterward, 2/3 of the health lost from the triggering hit will be restored. Each hit taken during the countdown, however, will not be restored and will instead halve the amount healed at the end.
•Releases 4 Pulse Bees that maintain the Sweetheart Necklace's bee buffs while also dealing 100% more damage. If the bees get a kill, the enemy is guaranteed to drop a single Heart.
•Halves slowdown from liquid honey and grants immunity to Honey Blocks.
Damage: 60 (Summon)
Knockback: 3 (Weak)
Critical Strike Chance: 21%+14%/s; Stingies only
Grants Pulse
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(5 seconds, when hit)
Buff Tooltip: Movement speed, attack speed, and life regeneration greatly increased

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Mantle Carapace (Obsidian Rose + Frozen Turtle Shell)
•Taking damage gives you Frostburn for 4-8 seconds, depending on the amount of damage taken.
•Reduces damage taken by 8%.
•Increases damage dealt with attacks and all fire debuffs by 33%, as well as further reducing damage taken by 25%, while on fire or frozen. Both buffs are multiplicative.
-----◘Debuffs that activate this effect are: On Fire!, Frostburn, Frozen, Blazing, Burning, Cursed Inferno, Shadowflame, and Daybroken.

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Cobalt Shield (Found in Locked Gold Chests in the Dungeon)
I gave it the Cross Necklace's original, non-damage-scaling effect. While not completely necessary, I think it helps the shield do its job better.
•Grants 2 defense, immunity to knockback, and 0.67 extra seconds of invincibility when hurt.

Divine Shield (Cobalt Shield + Cross Necklace)
The ultimate in invincibility. It comes with an extra effect, too!
•Grants 2 defense and immunity to knockback.
•Increases your invincibility time by 1.34 seconds, totaling a whole 2 seconds! The invincibility lasts 0.015 seconds longer for every point of damage taken from the attack past 100, or 0.02 seconds per point of damage if you took at least 250 damage from the attack.
•Adds a 25% chance of reducing the next attack's damage by 25% when hurt. If the effect fails to trigger from the next attack, a further 25% is added to both the activation chance and the damage reduction, increasing to 50% upon a second hit, 75% upon a third hit, and 100% on a fourth hit.
-----◘The effect has no cooldown, as you still take knockback and receive debuffs from attacks, even if damage reduction reaches 100%.
Grants Divine Protection
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(10 seconds after getting hit, 100% chance)

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Obsidian Shield (Cobalt Shield + Obsidian Skull)
•Grants 4 defense, knockback immunity, and 0.67 extra seconds of invincibility when hurt.
•Grants immunity to On Fire, Blazing, and Burning.
•Grants 30% damage reduction against heat sources.

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Paladin's Shield (Dropped by Paladins)
How about we make this thing fit for an actual Paladin?
•Grants a whopping 16 defense alongside immunity to knockback. Trust me, this is not nearly as insane when playing on harder difficulties.
•Allows you to absorb 25% of damage taken by teammates for them when over 25% HP.

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Hero's Shield (Paladin's Shield + Flesh Knuckles)
Red, probably: "6 plus 7 equals 7."
•Grants a startling 26 defense alongside immunity to knockback.
•Grants an extreme 1000 aggro. You are now guaranteed to be the center of attention.
•Allows you to absorb 25% of damage taken by teammates for them when over 25% HP.
•Taking a direct hit (not from protecting teammates) knocks back all nearby enemies and damages them for 120% of the taken damage, plus 240% against the attacker.
•Reduces movement speed by 20%.
Damage: 120% of the attack’s damage (Melee)
Knockback: 10 (Extremely Strong)
Critical Strike Chance: 12%

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Cryoguard Shell (Paladin's Shield + Frozen Turtle Shell)
Wow, I'm surprised Red actually allowed for this. Then again, Terraspark Boots happened, so maybe I shouldn't be.
•Grants 6 defense and immunity to knockback.
•Allows you to absorb 25% of damage taken by teammates for them when over 25% HP.
•Damage taken is reduced by 25% when under 50% HP.
And then the "25" chain was ruined.

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Armor Bracing (Armor Polish + Vitamins)
•Armor Polish
-----◘Grants immunity to Broken Armor.
•Vitamins
-----◘Grants immunity to both Dazed and Weak.
•Armor Bracing
-----◘Grants immunity to Broken Armor, Dazed, Weak and Ichor.

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Medicated Bandage (Adhesive Bandage + Bezoar)
•Adhesive Bandage
-----◘Grants immunity to Bleeding.
•Bezoar
-----◘Grants immunity to Poisoned.
•Medicated Bandage
-----◘Grants immunity to Poisoned, Venom, Bleeding, and Feral Bite.

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The Plan (Trifold Map + Fast Clock)
•Trifold Map
-----◘Grants immunity to Confused.
•Fast Clock
-----◘Grants immunity to Slow.
The Plan
-----◘Grants immunity to Confused, Slow and Stunned.

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Countercurse Mantra (Nazar + Megaphone)
•Nazar
-----◘Grants immunity to Cursed, and converts Cursed Inferno into On Fire.
•Megaphone
-----◘Grants immunity to Silenced.
•Countercurse Mantra
-----◘Grants immunity to Cursed, Silenced and Betsy's Curse, and converts Cursed Inferno to On Fire.

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

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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 (and more useful) find than most immunity accessories since you can find it pre-Hardmode!
•Grants immunity to Chilled and Frozen, and halves the tick rate of Frostburn.

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Pocket Mirror (Dropped by Medusa)
•Reflects projectiles that come within 3 feet of you, sending them back where they came from with 50% increased damage and velocity. This ability has a cooldown of 0.5 seconds, plus the projectile's base damage times 0.01.
•Grants immunity to Stoned, petrifying Medusa in your place.
•Drop rate increased to 2.5% from 1%.

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Cozy Eyemask (Hand Warmer + Blindfold)

Freaky lil' mask.
Takes the Blindfold’s place in the Ankh Charm recipe,
•Grants immunity to Chilled, Frozen, Darkness, Blackout, and Obstructed, and reduces Frostburn's tick rate by 50%; a whopping 6 debuffs affected with just 2 accessories!

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Ank
h Shield (Obsidian Shield + Ankh Charm)
•Grants 4 defense, knockback immunity, and a doubled invincibility time.
•Provides all the debuff immunities and resistances of its components.
•Grants 30% damage reduction against heat sources and attacks that inflict debuffs the shield protects from.
On Fire, Blazing, Burning, Broken Armor, Dazed, Weak, Ichor, Poisoned, Venom, Bleeding, 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 23!

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Mirror Shield (Ankh Shield + Pocket Mirror)
•Grants 4 defense, knockback immunity, and a doubled invincibility time.
•Provides all the debuff immunities and resistances of its components.
•Grants 30% damage reduction against heat sources and attacks that inflict debuffs the shield protects from.
•Reflects projectiles that come within 3 feet of you, sending them back where they came from with 100% increased damage and 33% increased velocity. Takes longer to cool down after reflecting stronger projectiles.
On Fire, Blazing, Burning, Broken Armor, Dazed, Weak, Ichor, Poisoned, Venom, Bleeding, Confused, Slow, Stunned, Cursed Inferno, Silenced, Cursed, Betsy's Curse, Darkness, Blackout, Obstructed, Chilled, Frostburn, Frozen, and, finally, Stoned.

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Band of Starpower (Found in Shadow Orbs in Corruption worlds, and found in Gold Chests in Crimson worlds)
Wait, that's not the Mega Regeneration Band.
•This thing now swaps places with the Band of Regeneration in Crimson worlds, allowing you to still get it in PreHardmode!
•Instead of granting 20 Mana, this band now grants 25 Mana Regeneration Bonus, just like the original Mana Regeneration Band.

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Band of Regeneration (Found in Crimson Hearts in Crimson worlds, and found in Gold Chests in Corruption worlds)
•Are now found in Crimson Hearts instead of Gold Chests in Crimson worlds only.
•Increases total health regeneration by 20%.

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Mana Regeneration Band (Band of Regeneration + Band of Starpower)
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.

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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 during the cooldown, too.
•Also reduces Mana Sickness’s duration.

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Charm of Myths (Mana Regeneration Band + 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.

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Crystal Bottle (Pulse Crystal + Healing Potion)
I wanna try my hand at a Mana Flower for Health.
•Lose at least 15% HP in one blow, and Crystal Bottle will restore 70% of the damage after 5 seconds.
•Hits taken during the countdown will not be restored, instead halving the amount healed at the end each time.
•Healing items provide an additional 30% health. The catch?
-This health is restored using the 5-second countdown. Taking a hit during the wait WILL halve the amount healed.
-Potion Sickness activates once the health is restored, not at the moment you use the healing item.
-Healing items cannot be used while the 5-second grace period is active.

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Rejuvenation Bracelet (Pulse Crystal + Health Regeneration Band)
Here's an alternative Pulse Crystal tinker for you if you're having trouble avoiding back-to-back hits.
•Lose at least 15% HP in one blow, and Rejuvenation Bracelet will restore 50% of the damage over 5 seconds instead of after.
•Damage taken during the countdown will not be restored and will instantly stop the Rejuvenating Bracelet’s health restoration.
•Increases total health regeneration by 20%. This does not affect the Rejuvenation Bracelet's damage restoration.

Symphony Medal (Mana Regeneration Band + Cadence Badge)
•Increases maximum health and mana by 10%, and improves health and mana regeneration.
•Increases restoration values of Hearts and Stars by 25%.

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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.

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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.

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Fishing hell
•Red, why
-----◘Red, why did you this would be fun
----------○Red, I'm one of the people that actually like the fishing mechanic and I think getting these is incredibly tedious.
•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

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Cellphone
•Right-clicking will open up the map, allowing you to teleport to any teammate that has a PDA or a Cellphone of their own. Infinite Wormholes!

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Treasure Magnet
•Now appears alongside other Shadow Chest loot instead of being the main attraction so we can focus on getting some needed firepower.

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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 worsened to 40% of the Shield of Cthulhu's, but the dash cooldown is reduced by 33%.
•Impacting an enemy deals hefty damage and knockback and sends the Spazguard flying forwards, piercing all enemies it hits for 67% damage and knockback. It flies offscreen before coming back to you, leaving you a little, uh, less defended until it comes back in 6 seconds. You'll have to rely on the Retiguard for your dashing needs.
-----◘The Retiguard, by its lonesome, only provides 1 defense, 33% damage and knockback, and doubles the dash cooldown; however, the dash will now travel 133% as far as the Shield of Cthulhu's dash.
-----◘Impacting with the Retiguard fires a laser instead of sending the shield flying, which travels 50% faster than the Spazguard while still piercing infinitely.
----------○The Spazguard very slightly moves up and down to hit enemies while travelling, while the Retiguard's lasers fire completely straight.
Damage: 72 from Twin-pact (Melee), 48 from Spazguard (Melee), 24 from Retiguard (Melee) and its Lasers (Magic)
Knockback: 10 from Twin-pact (Extremely Strong), 6.67 from Spazguard (Average), 3.33 from Retiguard (Weak)
Defense: 4 with both shields, 1 with only Retiguard

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

I'm testing the waters with this one.
•Reduces damage taken by 15%; damage reduction lowers linearly as health decreases.
•A Mini Probe orbits you for every 17.5% of health lost (-3% 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 be gone. Mini Probes can also deal contact damage in the form of a Thorns effect; each Mini Probe you gain reflects 100% of damage taken back to the attacker, adding up to 500% at 5 Mini Probes.
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)


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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.


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Hive Mind (Brain of Confusion + Honey Comb)
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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

A.EYE. Encephalon (Hive Mind + 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


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Hive Pack (Dropped by Queen Bee)

This accessory’s kinda weird. I’ll try to simplify the bee-buffing part real quick and then add on a few extra bonuses.
•Two more bees spawn from items that release them.
-----◘Effectively boosts the damage from the Honey Comb and most of its tinkers by 50%.
-----◘Increases the Honey Balloon’s height gain and horizontal speed by 50%.
-----◘The Hive Mind only grants one additional Creebee, spawning 2 for every three kills and 4 when hurt.
•Hostile bees will no longer attack you.
•Halves slowdown from liquid honey, and boosts the height and velocity of your first jump by 50% when hopping off of Honey Blocks. Grants no actual immunity to Honey Blocks; that’s the Honey Comb’s job.
I sure brought the Honey Balloon from “literally useless” to “:red:ing amazing,” huh?

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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!

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<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.


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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.
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I hope you like the ideas and sprites!
 
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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.
 
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
 
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.
 
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.
 
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.
 
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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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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.
 
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.
 
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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  • 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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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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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.
 
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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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...
 
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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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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