Items Boots Ideas

Aceplante

Official Terrarian
I've been doing a lot of thinking about the boots accessories lately and had some thoughts. This post is based on the following beliefs:

>>There should be more boot options and sidegrades. Everyone currently uses the terraspark boots (and apparently the amphibian boots sometimes too?), and I think it would be cool to give the players options.
>>There should be boots for different purposes, such as speed, flight, defense, and more?

So the following are some boots ideas that I think would be cool for the game (may add more as I think of them):

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~MISC~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

Shimmerstep Boots: obtained by shimmering flower boots, which now leave a sparkly trail instead. Also gives players 3 seconds of touching shimmer without phasing, a similar effect to the lava charm, but a pre-hm version of the infinite duration chromatic cloak.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~DEFENSE~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

Heartstop Boots: crafted with fairy boots and a sweetheart necklace, and combines the effects of both of them. Damage now also extends flight time for a moment in addition to movement speed. An upgrade of sorts to the panic necklace, whose crafting tree currently ends there and is quickly outclassed by other accessories. Partial credit for the base idea goes to @Clockwork17 here.

Concrete Shoes: crafted with 80 stone and 2 old shoes? +3 defense but decreases movement speed by 20%, increases fall speed and damage similar to the boulder boots, and causes you to be able to descend in water very quickly. Mostly a joke item, but the slime mount cant sink in liquids, justifying this item.

Boulder Boots: crafted with the concrete shoes and 30 boulders? +4 defense, keeps the 20% movement speed penalty, increases fall speed a bit more, and also deals shockwave damage to nearby enemies when landing (you still take fall damage). Unlike the slime mount, the only way to toggle this is to take them off. I suppose this combo really well with the lucky horseshoe... you know what?:

Groundpound Boots: combination of the boulder boots and the lucky horseshoe. Now you dont have to worry about fall damage, but constantly falling fast could still be annoying...

Steel Toed Boots: +2 defense, immune to all types of spikes?

Steel Toad Boots: steel toed boots + frog leg! Based on feedback given in the original thread

SolarTank Boots: 20% DR, dropped from golem?, can be combined with steel toed boots (not toad). Slight regen when exposed to sunlight?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~MOVEMENT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

Headstomp Boots: allows you to deal damage and bounce off targets similar to the slime mount. Crafted with amphibian boots and pink gel.

Hover Boots: gives you a few seconds of horizontal movement similar to the magic carpet as opposed to vertical.

Warp Boots: gives the player a "dash" that instantly teleports you to your cursor. Similar to the dissonance hook, this would not work through walls. Not sure how it would be obtained. Other than the limitation of not being able to go through walls, this would effectively be the "rod of harmony on a keybind" that people keep asking for.

Airstep Boots: combination of the hover, rocket, and warp boots, also allows slow falling even when out of fuel.

Clockwork booster: accessory sold by steampunker, boosts sprinting speed by 50%?

Clockwork Boots: lighting boots, mag clock, hallowed bars, the clockwork booster crafted at a hardmode anvil. Faster than the lightning boots but loses the flight

Warp Drive: 1.6x ground speed, dropped by martian walkers?

Hyper Boots: clockwork boots + warp drive. Fastest boots in the world!!! (could also be named speedster boots as outlined in the linked post).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Other Changes~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Fire trail of the hellfire treads should deal damage. It is currently completely cosmetic.
-Water walking potion/boots should allow you to stand on lava, but you take 20% damage + onfire.
 
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While I’d personally do it a bit differently (all of my objections I’ve said in the original threads,) I still really like it!
 
We definitely need more boots
 
Added some new movement boots here, which I am hoping could perhaps be a viable alternative to wings! As well as defense boots.
 
I thought I'd throw my old Jumping Boots idea in here, made by combining the right running shoes with the right jump bottle.

 
Shimmerstep Boots - Might be a decent earlygame option for players that get annoyed by Shimmer, but to be honest? Flower boots may be more useful. You can get bait and hay a lot faster from them, as long as you take off the boots to fix critter rates, which I'd argue is better than a few seconds of shimmer immunity, even if neither is very useful. Also, Flame Waker Boots have a similar cosmetic effect, shimmer those into Shimmerstep Boots instead, that is an infinitely better deal.

Heartstop Boots - Thematically fitting, and it adds another alternative to Terraspark Boots, sacrificing a bit of base speed for the on-hit effect. Flower Boots + Honey Comb makes sense, since bees collect pollen from flowers, while Hermes Boots + Panic Necklace makes some sense, since they're both speed accessories, so an accessory combining all four isn't the worst idea. Could also lean into a bee theme from the Honey Comb, keeping the wings from Fairy Boots but changing them to be Bee wings, which explains why they'd provide flight.

Concrete Shoes - Why have three separate tiers for this? If you want full effectiveness, you're gonna have a horseshoe balloon anyway. Combine these into just one accessory, keeping the name from Groundpound Boots, the effects from Boulder, and make the recipe a mix of Boulder and Concrete (10 Boulders + 2 Old Shoes)

SolarTank Boots - Having Another Damage Reduction accessory is a bit unnecessary, since, even if there aren't very many, you can already reach 73% with two accessory slots and Beetle Armor. This suggestion would bring the cap up to 84%. Unless DR is Drop Rate, in which case, you probably should've been clearer on that. The regen boost is also pretty pointless, considering how many bosses are night-exclusive, the Sun Stone also providing regen, and it becoming entirely unusable in Don't Dig Up / GetFixedBoi.

Headstomp Boots - Actually, why isn't this an upgrade to the Groundpound Boots? The names match, it expands upon the existing effect by making it work when landing on enemies, and there aren't any duplicate ingredients. Makes more sense than Amphibian Boots, at the very least.

Hover Boots - We already have the Flying Carpet, I don't think we need an identical alternative. The only real benefit could be obtainability, since for some reason, the Flying Carpet isn't in Oasis Crates, despite the Sandstorm in a Bottle being there. By extension, I don't think Airstep Boots contribute much, beyond completely outclassing the Magic Carpet in every way.

Warp Boots - There's a cooldown, right..? If there isn't, it would easily outclass any other movement option in the entire game, excluding ROD/ROH. Also, what button would you even press for this, you can't just double-tap a directional key since it goes toward the cursor.

Clockwork Boots - Maybe make this a direct Hermes Boots upgrade instead, not Lightning Boots, so you have to choose between the added flight from Rocket Boots and the added ground speed from Clockwork Boots. Otherwise, it'd outclass Terraspark, which has flight as its main benefit over Amphibian Boots. Might be pointless anyway, though, since it's in Hardmode, when aerial mobility is way more important than grounded, and the first hover wings are available right after the first Mech (certain Dev wings). Also, what does "Mag Clock" refer to? If it's Magiluminescence, that's crossover content, it shouldn't be used in non-crossover recipes.
 
Shimmerstep Boots - Might be a decent earlygame option for players that get annoyed by Shimmer, but to be honest? Flower boots may be more useful. You can get bait and hay a lot faster from them, as long as you take off the boots to fix critter rates, which I'd argue is better than a few seconds of shimmer immunity, even if neither is very useful. Also, Flame Waker Boots have a similar cosmetic effect, shimmer those into Shimmerstep Boots instead, that is an infinitely better deal.
Then that is a choice you would have to make, since I do thematically prefer flower boots as a base. That being said, I do understand that it would be nice to be able to do something useful with flame walker boots... Not sure what that would be though
Heartstop Boots - Thematically fitting, and it adds another alternative to Terraspark Boots, sacrificing a bit of base speed for the on-hit effect. Flower Boots + Honey Comb makes sense, since bees collect pollen from flowers, while Hermes Boots + Panic Necklace makes some sense, since they're both speed accessories, so an accessory combining all four isn't the worst idea. Could also lean into a bee theme from the Honey Comb, keeping the wings from Fairy Boots but changing them to be Bee wings, which explains why they'd provide flight.
Where did this come from? Are you suggesting an upgrade? I guess its okay, so sure?
Concrete Shoes - Why have three separate tiers for this? If you want full effectiveness, you're gonna have a horseshoe balloon anyway. Combine these into just one accessory, keeping the name from Groundpound Boots, the effects from Boulder, and make the recipe a mix of Boulder and Concrete (10 Boulders + 2 Old Shoes)
Because, if you look closer, the second additionally adds a shockwave attack, and the third adds the horseshoe. These effects should NOT be part of the same item all for free without upgrading.
SolarTank Boots - Having Another Damage Reduction accessory is a bit unnecessary, since, even if there aren't very many, you can already reach 73% with two accessory slots and Beetle Armor. This suggestion would bring the cap up to 84%. Unless DR is Drop Rate, in which case, you probably should've been clearer on that. The regen boost is also pretty pointless, considering how many bosses are night-exclusive, the Sun Stone also providing regen, and it becoming entirely unusable in Don't Dig Up / GetFixedBoi.
This was my attempt at useful endgame boots for different purposes. If we have one for speed, one for flight/general purpose, why not one for survival and tanking? an extra 11 percent seems useful, but im not sure where you got 11 from. And secret seeds are not my responsivity to balance around, though I suppose i see your point on the bosses part. Perhaps that's the point?
Headstomp Boots - Actually, why isn't this an upgrade to the Groundpound Boots? The names match, it expands upon the existing effect by making it work when landing on enemies, and there aren't any duplicate ingredients. Makes more sense than Amphibian Boots, at the very least.
amphibian for jumping
Hover Boots - We already have the Flying Carpet, I don't think we need an identical alternative. The only real benefit could be obtainability, since for some reason, the Flying Carpet isn't in Oasis Crates, despite the Sandstorm in a Bottle being there. By extension, I don't think Airstep Boots contribute much, beyond completely outclassing the Magic Carpet in every way.
the carpet is not boots, and yea, obtainability plus the ability to be upgraded. Airstep finally gives slow falling boots which the rocket boots do not do once they run out of fuel.
Warp Boots - There's a cooldown, right..? If there isn't, it would easily outclass any other movement option in the entire game, excluding ROD/ROH. Also, what button would you even press for this, you can't just double-tap a directional key since it goes toward the cursor.
Maybe when you double tap to dash, you teleport to the cursor? problem solved!
Clockwork Boots - Maybe make this a direct Hermes Boots upgrade instead, not Lightning Boots, so you have to choose between the added flight from Rocket Boots and the added ground speed from Clockwork Boots. Otherwise, it'd outclass Terraspark, which has flight as its main benefit over Amphibian Boots. Might be pointless anyway, though, since it's in Hardmode, when aerial mobility is way more important than grounded, and the first hover wings are available right after the first Mech (certain Dev wings). Also, what does "Mag Clock" refer to? If it's Magiluminescence, that's crossover content, it shouldn't be used in non-crossover recipes.
First of all, I dont understand why people keep saying that any crossover item can never be touched ever again or even used as an ingredient item in other recipes, like what??

Anyways as for being fast enough to outclass terraspark, that is literally the whole point.
 
Then that is a choice you would have to make, since I do thematically prefer flower boots as a base. That being said, I do understand that it would be nice to be able to do something useful with flame walker boots... Not sure what that would be though
Considering the effects, Flame Waker just makes more sense as the base, since they have the same trail effect, while the flower boots have an unrelated one.
Where did this come from? Are you suggesting an upgrade? I guess its okay, so sure?
I was talking about the suggestion from your post, and how the individual components of Fairy Boots (Flower Boots + Spectre Boots) and the Sweetheart Necklace (Panic Necklace + Honey Comb) make sense to be combined.
Because, if you look closer, the second additionally adds a shockwave attack, and the third adds the horseshoe. These effects should NOT be part of the same item all for free without upgrading.
And as I was saying, the horseshoe doesn't need to be combined with it, and the shockwave should simply be in the base effect. Faster falling + Ground Pound in the base tier, then removing the horseshoe upgrade. In your original post, there's basically no reason to separate the first two tiers, because 60 stone is 10 boulders, they're literally the same stone price; There's no upgrading involved, you basically already craft into tier 2 anyway.
This was my attempt at useful endgame boots for different purposes. If we have one for speed, one for flight/general purpose, why not one for survival and tanking? an extra 11 percent seems useful, but im not sure where you got 11 from. And secret seeds are not my responsivity to balance around, though I suppose i see your point on the bosses part. Perhaps that's the point?
11 comes from how damage reduction is calculated. The 17+25+20+10 from the Worm Scarf, Frozen Turtle Shell, this boots accessory, and Endurance Potion, totaling 72%, then the further 45% from Beetle Armor, added separately. And the point was basically that we don't need more DR, 73% is a good enough maximum.
amphibian for jumping
Not really the same thing. The point was that, thematically, it makes more sense as an upgrade to your Groundpound Boots suggestion, not Amphibian, since those already have a falling-based damaging effect, and Amphibian is fine as-is.
the carpet is not boots, and yea, obtainability plus the ability to be upgraded. Airstep finally gives slow falling boots which the rocket boots do not do once they run out of fuel.
And the point was that we don't really need the boots when the carpet exists. Upgradeability isn't a reason to add it, since Hoverboards exist, the Carpet could have a Hardmode upgrade into hover-wings, and obtainability is easily fixable by adding it to Oasis Crates, which already contain the Sandstorm in a Bottle.
Maybe when you double tap to dash, you teleport to the cursor? problem solved!
"you can't just double-tap a directional key since it goes toward the cursor." Double-tapping to dash doesn't work in this case, you aren't double-tapping in the direction you're dashing. Also, side note, this Completely outclasses the Hook of Dissonance, so it has to be at least post-mechs.
First of all, I dont understand why people keep saying that any crossover item can never be touched ever again or even used as an ingredient item in other recipes, like what??
Because it's not a Terraria item. It's not that they can't be touched again, it's that they shouldn't be used for anything outside of the collaboration. From the tips post's "Things that won't happen" section: "New original effects or tinkers for collab items - only if an equivalent exists in the source material."
Anyways as for being fast enough to outclass terraspark, that is literally the whole point.
And my point was that it shouldn't be objectively better than the ultimate tier of boots. Why make Terraspark Boots if Speedster Boots are an alternate path that's objectively better? There's a reason nobody makes the Obsidian Horseshoe or Fairy Boots, for example - Both are objectively outclassed by another item one (or in the horseshoe's case, both) of its components can be crafted into.
 
And as I was saying, the horseshoe doesn't need to be combined with it, and the shockwave should simply be in the base effect. Faster falling + Ground Pound in the base tier, then removing the horseshoe upgrade. In your original post, there's basically no reason to separate the first two tiers, because 60 stone is 10 boulders, they're literally the same stone price; There's no upgrading involved, you basically already craft into tier 2 anyway.
Shockwave, sure, but with an increased fall speed, you still take insane fall damage, hence the upgrade. You can now try to shockwave enemies without fear of dying from it! I understand the point on the first two, so amounts were edited. You may notice I included question marks after the numbers, and usually do on my other posts, since these sorts of numbers are always up in the air.
11 comes from how damage reduction is calculated. The 17+25+20+10 from the Worm Scarf, Frozen Turtle Shell, this boots accessory, and Endurance Potion, totaling 72%, then the further 45% from Beetle Armor, added separately. And the point was basically that we don't need more DR, 73% is a good enough maximum.
Heck whats 11 more? but it would require a difficult recipe, and the sacrificing of some other accessory.
Not really the same thing. The point was that, thematically, it makes more sense as an upgrade to your Groundpound Boots suggestion, not Amphibian, since those already have a falling-based damaging effect, and Amphibian is fine as-is.
Smashing the ground I viewed as a heavy yet inaccurate feel, where head jumping would require precise footwork, so frog feels like it fits better to me.
And the point was that we don't really need the boots when the carpet exists. Upgradeability isn't a reason to add it, since Hoverboards exist, the Carpet could have a Hardmode upgrade into hover-wings, and obtainability is easily fixable by adding it to Oasis Crates, which already contain the Sandstorm in a Bottle.
It would have a different theme and feel, and it would have boot themed upgrades that wouldnt feel right to use the carpet instead. It could also be obtained earlier, with a shorter flight similar to the rocket boots?
"you can't just double-tap a directional key since it goes toward the cursor." Double-tapping to dash doesn't work in this case, you aren't double-tapping in the direction you're dashing. Also, side note, this Completely outclasses the Hook of Dissonance, so it has to be at least post-mechs.
Dashes already trigger regardless of the direction you're moving, if I remember correctly. Same would go here? The possible concern is how it works when you also have a dash item. How does it work if you have shield and tabi? For the hook point, sure, but it could also have a slower use time/cooldown
Because it's not a Terraria item. It's not that they can't be touched again, it's that they shouldn't be used for anything outside of the collaboration. From the tips post's "Things that won't happen" section: "New original effects or tinkers for collab items - only if an equivalent exists in the source material."
Im not suggesting changing the item. I dont see an issue having it be in a recipe.
And my point was that it shouldn't be objectively better than the ultimate tier of boots. Why make Terraspark Boots if Speedster Boots are an alternate path that's objectively better? There's a reason nobody makes the Obsidian Horseshoe or Fairy Boots, for example - Both are objectively outclassed by another item one (or in the horseshoe's case, both) of its components can be crafted into.
oh, i think the misunderstanding lies in that you assume this line of boots could be used in the terraspark boots recipe. And the answer is no. This is a separate sidegrade that focuses on speed, not flight.
 
Shockwave, sure, but with an increased fall speed, you still take insane fall damage, hence the upgrade. You can now try to shockwave enemies without fear of dying from it! I understand the point on the first two, so amounts were edited. You may notice I included question marks after the numbers, and usually do on my other posts, since these sorts of numbers are always up in the air.
The point was that such an upgrade isn't needed, because if you're using it to its fullest potential, you would already have the horseshoe in another accessory - A Horseshoe Balloon. If you aren't using at least the Blizzard balloon, if not sandstorm/bundle, you won't get much value from this accessory.
Heck whats 11 more? but it would require a difficult recipe, and the sacrificing of some other accessory.
Damage reduction is a powerful stat, considering it works based on percentage. We don't need any more. There's a reason there are only a couple sources of it.
Smashing the ground I viewed as a heavy yet inaccurate feel, where head jumping would require precise footwork, so frog feels like it fits better to me.
The other two sources of head bouncing are the Slimy Saddle and Gelatinous Pillion, which also have the increase fall speed like Groundpound Boots.
It would have a different theme and feel, and it would have boot themed upgrades that wouldnt feel right to use the carpet instead. It could also be obtained earlier, with a shorter flight similar to the rocket boots?
And the point, again, was that - since we already have the carpet - we don't need an identical accessory. You can't make it obtained earlier, the carpet is already pre-boss.
Dashes already trigger regardless of the direction you're moving, if I remember correctly. Same would go here? The possible concern is how it works when you also have a dash item. How does it work if you have shield and tabi? For the hook point, sure, but it could also have a slower use time/cooldown
They require tapping in the direction you're dashing. Which is why I'm saying you can't do this for the warp boots, you can't double-tap a direction because you wouldn't be moving in the direction you're double-tapping in, whereas that's how the other two work.
Im not suggesting changing the item. I dont see an issue having it be in a recipe.
It's a collaboration item, therefore it's only used in items within that crossover. The problem is that you're taking an item not from Terraria, and giving it a use outside of what its source material has. Look at every other crossover item in the game, there's a reason none of them can be crafted into anything outside the crossover. The only ones that are materials are crafted into other items from the same crossover.
oh, i think the misunderstanding lies in that you assume this line of boots could be used in the terraspark boots recipe.
Not even close to what I said. "Why make Terraspark Boots if Speedster Boots are an alternate path that's objectively better?"
This is a separate sidegrade that focuses on speed, not flight.
Including the Spectre boots, let alone Lightning Boots, means you already have identical flight to Terraspark, because Terraspark doesn't improve upon the flight of rocket boots, either.

You currently have the choice of Terraspark for horizontal speed, or Amphibian for vertical speed. With your speedster boots, that entirely outclasses Terraspark in horizontal mobility, while Amphibian is already a rival for vertical mobility. You would turn Terraspark into the top-tier boots, which is what it's supposed to be, and make it a niche option you'd only take if you want the Lava Waders' effect, but can't replace anything else.
 
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