Dreadnautilus5000🌳
Plantera
So recently I made a tier list of all the accessories in this game. As I ranked every accessory, I noticed some that were either very bad, or inferior to their counterparts. So I'm going to suggest some changes to make them better and/or useful for something important. Also, every performance change or extra effect would carry over to the accessories' tinkers.
Obsidian Rose
This accessory is the worst Underworld-related accessory, because if you fall into lava in the Underworld you're probably going to sink down quite a bit, and be in lava for long enough to die. Also it is very rare, because Fire Imps aren't very common and this has an extremely low drop chance. So the drop chance should be increased from 2% to 1/7 (which is approximately 14%), and it should reduce lava damage by 75%, from 80 damage to 20 damage without any defense or damage reduction. It could also reduce damage from fire-related enemies and projectiles, like the Warmth Potion except for fire instead of ice.
Movement Speed Accessories
The Aglet and the Anklet of the Wings are pretty bad, because the extra movement speed does not apply to running boots or Wings. I think that it should, because for the majority of the game you'll be using those accessories. The Panic Necklace is alright, because of how big the movement speed boost is, but its only tinker sucks, because it's a combination of this and the Honey Comb, which is currently horrible. I think it needs a useful tinker so that it can actually be used in Hardmode.
Celestial Magnet
Don't get me wrong, this accessory is great and it's a component for the best mage accessories in the game. However, it is extraordinarily rare, because the Traveling Merchant rarely comes, and he has a huge array of possible merchandise, especially after 1.4. This is fine for most of the things he sells, because he mostly sells unimportant things like decorations and pets. But for this accessory, which is an almost essential accessory for mages, is very annoying and time-consuming to get. @whoneedsnamestbh suggested that it could be crafted with a Treasure Magnet and some Mana Crystals, and @Baconfry suggested that it could replace the Shiny Red Balloon in Sky Chests, which would be instead dropped by Windy Balloons (which spawn during Windy Days).
Jellyfish Necklace
This accessory is horrible. It has a very low drop chance, and it drops from an enemy you don't encounter often. The glow isn't very bright, even in water. You could just use glowsticks, because they have a brighter glow, stay bright out of water, and are much easier to obtain. You don't have to worry about being attacked, because you could just switch to your weapon. So I'd give this accessory equal brightness to a glowstick out of water, and make it a bit brighter than a glowstick in water. If that is still underpowered, it could provide the ability to become "electrified" like Jellyfish do in Expert Mode, which would make enemies take damage when they attack you, but slows down your movement speed.
Ice Skates
This accessory provides a very small movement speed bonus, on a block you won't spend much time on, that has no effect on any form of Hermes Boots, and also stops you from breaking a block you will almost never encounter. On the contrary, the Dunerider Boots, which do almost the same thing, aren't bad, because they increase your speed by much more and affect your running speed. The Ice Skates should increase all speed (including movement speed with Hermes Boots or an equivalent) by 50% on Ice (instead of 35%) and Ice Platforms. This would make the Frostspark Boots a reasonable upgrade to Lightning Boots, because you gain a good amount of extra speed if you use Ice and Ice Platforms for things like arenas.
Hand Warmer
The problem with this accessory is that it is too rare to be useful. It can only be rarely obtained from Presents, which are only obtainable during a small fraction of the year. I think that it should instead drop from Frozen Zombies with a 5% chance, because it fits there thematically and wouldn't be very difficult to obtain, allowing for not-too-hard-to-get immunity to a somewhat common debuff when exploring the Snow biome.
Frog Webbing
This accessory is bad simply because it is made from the Tiger Climbing Gear, which is almost entirely outclassed by grappling hooks, and the Amphibian Boots is a much better use of the Frog Leg, which can take a while to fish up. This could be made a bit better by making wall-jumps (an effect of the Tiger Climbing Gear) be affected by the auto-jumping ability of the Frog Leg and its upgrades. This would make it easier and faster to wall-jump, and make it more useful in Hardmode (because Wings get their flight time reset when you cling to a wall). Credit to @MagicasquirrelTMT for this idea.
Frog Flipper
For some reason, the Frog Leg's auto-jump doesn't effect swimming, so you have to constantly press the jump button to swim. This accessory should allow you to swim by holding the jump button, because it is combination of the Frog Leg, which provides auto-jump, and the Flipper, which gives you the ability to swim.
Toolbox
Sometimes, items that are rare are decent, like the Rod of Discord or the Coin Gun. This is only available during the Christmas season, and it drops with a very low chance from Presents, but it only increases placement and tool range by 1 tile, and is outclassed by Builder Potions, which are much easier to get. I think it should increase placement and tool range by 2 tiles instead of 1, so it can compete with Builder Potions and the Extendo Grip, and should be sold by the Mechanic instead of dropping from Presents. It could also be combined with the Architect Gizmo Pack to create the Architect Gizmo Box (I know, it's a horrible name, if you have any better ideas please tell me).
Diving Helmet
This should be made an accessory, because there's no reason for it to be an armour piece, especially if it is used to craft an accessory. It should also be moved to Water Chests, because it is too rare at the moment. On the topic of Water Chests, the Shark Bait and Beach Ball should be secondary items, because they provide purely visual effects and they waste Water Chests, which are very limited. Credit to @Mr. Spruce Tree for this idea.
Fairy Boots
This was a pointless accessory combination that could have had potential. It should be crafted out of Lightning Boots instead of Spectre Boots, and should make Fairies spawn more often. Credit to @Mr. Spruce Tree for this idea.
Mana Cloak
The star effect is entirely outclassed by the Magic Cuffs. The stars spawned by these take some time to hit, and when they do they can be annoying to pick up, especially if you're moving horizontally, and the amount of mana restored is usually much less than with the Magic Cuffs. The stars should instantly restore mana when they hit an obstacle instead of having to be picked up, and the amount of mana restored should be increased from 50 to 100. Furthermore, the amount of mana restored should be doubled to 200 if the stars successfully deal damage to an enemy. Credit to @Mr. Spruce Tree for suggesting this accessory.
Jungle Rose
This could be made into an accessory that increases your life regeneration by an amount that increases the lower your health gets. It should also have a higher chance to drop from the red flowers it drops from. The regeneration effect shouldn't be too powerful, so that it can be a useful but balanced accessory that can be obtained early on, if you're willing to go to the Jungle. Credit to @Mr. Spruce Tree for this idea.
Honey Comb
Okay, even after being buffed in 1.4, it is still very weak. The bees interrupt your weapons and deal very little damage (13-26 at base, before defense, and usually there's only one or two of them at a time), and the Honey effect is good but lasts only 5 seconds, which at this stage is only enough time to regenerate a few health points. So what should happen is the damage of the bees, the amount of bees spawned, and the duration of the Honey buff should scale with how much damage you take, because that prevents you from abusing this accessory's effects, but still allows you to deal good amounts of damage to enemies that attack you, if you survive a hit. Also, the bees should get static immunity no matter what, because right now they can actually reduce your DPS because of their global immunity.
Honey Balloon
Another one of those pointless accessory combinations. There's no reason to use your Shiny Red Balloon to make this, because the Honey Comb effect contributes basically nothing and you can save accessory slots by combining your Balloon with a double jump bottle and a Lucky Horseshoe. In order to make it worth using over the other Shiny Red Balloon tinkers, it needs a double jump, which I think should have a height of 22 blocks (in between the Fart in a Balloon's jump and the Sandstorm in a Balloon's jump), and release 3 to 6 bees with static immunity every time you double jump.
Lava Charm
The accessory itself is alright, even if it is outclassed by Obsidian Skin Potions in many cases, but it is way too rare. So it should be available from Gold Chests at any layer, because currently there the lava layer isn't very big and there isn't much reason to spend time there. Credit to @whoneedsnamestbh for this idea.
Lava Waders
If the changes I suggested for the Obsidian Rose and the Lava Charms are made, these shouldn't be too hard to craft. But there's a problem with the recipe itself. 1.4 added an alternate recipe with the Molten Charm and the Water Walking Boots (which is the same ingredients just put together in a different way), but that was before 1.4.1 added the Obsidian Rose to the Lava Waders. So currently, if you craft the Obsidian Skull Rose, you will have to get another Obsidian Skull and another Obsidian Rose if you want to craft the Lava Waders, which is very annoying. So I propose another alternate recipe: the Obsidian Skull Rose, the Lava Charm, and the Water Walking Boots.
Hellfire Treads
Remove this accessory from the game forever, or make an alternate recipe for the Terraspark Boots that uses this instead of Lava Waders. It just locks you out of Terraspark Boots for no reason, instead giving you get a vanity effect.
Treasure Magnet
This is a useful accessory, even if it's mostly for convenience, but it is twice as common as and isn't as important as the other Shadow Chest items, most of which are among the most powerful weapons in Pre-Hardmode, and there aren't very many Shadow Chests in each world. In my opinion, it should be moved to underground Gold Chests, because it fits there more thematically, and because that would make getting the other Shadow Chest items a bit easier, instead of forcing you to fish for Obsidian Crates, which are rare.
The Grand Design
Since the Ruler is now a weapon instead of an accessory, the Mechanical Ruler should replace it in the recipe. To compensate, the amount of wires used could be lowered. Credit to @Mr. Spruce Tree for this idea.
Flesh Knuckles
Let's face it. Most players play singleplayer, for many reasons, like no one else they know can play with them, or they don't want to go through setting up servers, or people have bad internet connection, etc. The Putrid Scent is better than this accessory, because extra damage output is much better than a bit of extra defense, and the aggro-reducing effect actually does something in singleplayer. I think that it should give 10% damage reduction on top of the 8 extra defense, because damage reduction is much better than defense in most situations. The damage reduction should carry over to its tinkers, but the damage reduction of it and its tinkers shouldn't stack.
Pocket Mirror
I'm not even sure why this exists. This provides immunity to a debuff inflicted by a rare enemy, in a small biome you won't be in for more than 5 seconds, that can be avoided easily. I think that it could give a chance block certain light projectiles, which would come in handy in some situations. Credit to @Baconfry for suggesting an effect against light/laser projectiles.
Titan Glove
Extra knockback doesn't help very much in Hardmode, mainly because you've already got good mobility to avoid enemies with, and 10% increased melee weapon size is a joke. An extra effect wouldn't be a good idea because it might make the Berserker's Glove, Mechanical Glove and Fire Gauntlet too powerful, so this should be moved to underground Gold Chests. This would make it available very early on in the game, when knockback is actually important for keeping enemies away from you. This accessory should also apply to whips, because summon weapon tend to have pretty weak knockback. Credit to @qwerty3.14 for this idea, and @MagicasquirrelTMT for suggesting that its effects should apply to whips.
Arcane Flower
This accessory doesn't really have a purpose, because it only inherit Putrid Scent's aggro reduction and the Mana Flower isn't very useful because Quick Mana exists and even if it didn't Mana Potions are outclassed by the Mana Regeneration Potion and Celestial Magnet. This should inherit Putrid Scent offensive bonuses, that way it would be a combat accessory that comes with a couple of quality of life effects.
Volatile Gelatin
This accessory is very underwhelming for an Expert-exclusive drop. It's bad because it barely contributes anything to your DPS, because of the cooldown, the short enemy detection range, and the fact that the gel projectiles are heavily affected by gravity. Unlike the Spore Sac, it doesn't go through walls, so it isn't as good underground. However, it is great at knocking away enemies because of the high knockback, but it tends to miss a lot, which makes it almost ineffective. I suggest that the the projectile velocity and damage should be increased significantly, and that the projectiles should be much less affected by gravity and have smart bounce. This would make it excel at keeping enemies away from you when you’re busy doing something like fishing or traversing the world.
Rifle Scope
I know that the point of this accessory is to be crafted into the Sniper Scope, but that is technically a tier above. The zoom feature isn't very helpful, because it has almost no effect in combat, is pretty disorienting in aerial boss fights, and while it can be used to find more ores with a Spelunker Potion, you can just use Binoculars which can be obtained way earlier in the game. If it was sold by the Arms Dealer after Skeletron is defeated, it might come in handy during the Wall of Flesh battle. Credit to @qwerty3.14 for this idea.
Gravity Globe
It is outclassed in every way by other mobility-related Expert-exclusive accessories that are available earlier, and the effect it has is pretty boring, if you ask me. So it should allow you to infinitely increase fall speed by holding down the Down key or pulling the joystick downwards, as well as being able to reverse gravity. This would allow you to reach extremely high vertical speeds, which would result in insane Jousting Lance damage, which wouldn't be too broken because it's only available after you beat the final boss. Credit to @Derpling Ω and @Baconfry for this idea.
This accessory is the worst Underworld-related accessory, because if you fall into lava in the Underworld you're probably going to sink down quite a bit, and be in lava for long enough to die. Also it is very rare, because Fire Imps aren't very common and this has an extremely low drop chance. So the drop chance should be increased from 2% to 1/7 (which is approximately 14%), and it should reduce lava damage by 75%, from 80 damage to 20 damage without any defense or damage reduction. It could also reduce damage from fire-related enemies and projectiles, like the Warmth Potion except for fire instead of ice.
The Aglet and the Anklet of the Wings are pretty bad, because the extra movement speed does not apply to running boots or Wings. I think that it should, because for the majority of the game you'll be using those accessories. The Panic Necklace is alright, because of how big the movement speed boost is, but its only tinker sucks, because it's a combination of this and the Honey Comb, which is currently horrible. I think it needs a useful tinker so that it can actually be used in Hardmode.
Don't get me wrong, this accessory is great and it's a component for the best mage accessories in the game. However, it is extraordinarily rare, because the Traveling Merchant rarely comes, and he has a huge array of possible merchandise, especially after 1.4. This is fine for most of the things he sells, because he mostly sells unimportant things like decorations and pets. But for this accessory, which is an almost essential accessory for mages, is very annoying and time-consuming to get. @whoneedsnamestbh suggested that it could be crafted with a Treasure Magnet and some Mana Crystals, and @Baconfry suggested that it could replace the Shiny Red Balloon in Sky Chests, which would be instead dropped by Windy Balloons (which spawn during Windy Days).
This accessory is horrible. It has a very low drop chance, and it drops from an enemy you don't encounter often. The glow isn't very bright, even in water. You could just use glowsticks, because they have a brighter glow, stay bright out of water, and are much easier to obtain. You don't have to worry about being attacked, because you could just switch to your weapon. So I'd give this accessory equal brightness to a glowstick out of water, and make it a bit brighter than a glowstick in water. If that is still underpowered, it could provide the ability to become "electrified" like Jellyfish do in Expert Mode, which would make enemies take damage when they attack you, but slows down your movement speed.
This accessory provides a very small movement speed bonus, on a block you won't spend much time on, that has no effect on any form of Hermes Boots, and also stops you from breaking a block you will almost never encounter. On the contrary, the Dunerider Boots, which do almost the same thing, aren't bad, because they increase your speed by much more and affect your running speed. The Ice Skates should increase all speed (including movement speed with Hermes Boots or an equivalent) by 50% on Ice (instead of 35%) and Ice Platforms. This would make the Frostspark Boots a reasonable upgrade to Lightning Boots, because you gain a good amount of extra speed if you use Ice and Ice Platforms for things like arenas.
The problem with this accessory is that it is too rare to be useful. It can only be rarely obtained from Presents, which are only obtainable during a small fraction of the year. I think that it should instead drop from Frozen Zombies with a 5% chance, because it fits there thematically and wouldn't be very difficult to obtain, allowing for not-too-hard-to-get immunity to a somewhat common debuff when exploring the Snow biome.
This accessory is bad simply because it is made from the Tiger Climbing Gear, which is almost entirely outclassed by grappling hooks, and the Amphibian Boots is a much better use of the Frog Leg, which can take a while to fish up. This could be made a bit better by making wall-jumps (an effect of the Tiger Climbing Gear) be affected by the auto-jumping ability of the Frog Leg and its upgrades. This would make it easier and faster to wall-jump, and make it more useful in Hardmode (because Wings get their flight time reset when you cling to a wall). Credit to @MagicasquirrelTMT for this idea.
For some reason, the Frog Leg's auto-jump doesn't effect swimming, so you have to constantly press the jump button to swim. This accessory should allow you to swim by holding the jump button, because it is combination of the Frog Leg, which provides auto-jump, and the Flipper, which gives you the ability to swim.
Sometimes, items that are rare are decent, like the Rod of Discord or the Coin Gun. This is only available during the Christmas season, and it drops with a very low chance from Presents, but it only increases placement and tool range by 1 tile, and is outclassed by Builder Potions, which are much easier to get. I think it should increase placement and tool range by 2 tiles instead of 1, so it can compete with Builder Potions and the Extendo Grip, and should be sold by the Mechanic instead of dropping from Presents. It could also be combined with the Architect Gizmo Pack to create the Architect Gizmo Box (I know, it's a horrible name, if you have any better ideas please tell me).
This should be made an accessory, because there's no reason for it to be an armour piece, especially if it is used to craft an accessory. It should also be moved to Water Chests, because it is too rare at the moment. On the topic of Water Chests, the Shark Bait and Beach Ball should be secondary items, because they provide purely visual effects and they waste Water Chests, which are very limited. Credit to @Mr. Spruce Tree for this idea.
This was a pointless accessory combination that could have had potential. It should be crafted out of Lightning Boots instead of Spectre Boots, and should make Fairies spawn more often. Credit to @Mr. Spruce Tree for this idea.
The star effect is entirely outclassed by the Magic Cuffs. The stars spawned by these take some time to hit, and when they do they can be annoying to pick up, especially if you're moving horizontally, and the amount of mana restored is usually much less than with the Magic Cuffs. The stars should instantly restore mana when they hit an obstacle instead of having to be picked up, and the amount of mana restored should be increased from 50 to 100. Furthermore, the amount of mana restored should be doubled to 200 if the stars successfully deal damage to an enemy. Credit to @Mr. Spruce Tree for suggesting this accessory.
This could be made into an accessory that increases your life regeneration by an amount that increases the lower your health gets. It should also have a higher chance to drop from the red flowers it drops from. The regeneration effect shouldn't be too powerful, so that it can be a useful but balanced accessory that can be obtained early on, if you're willing to go to the Jungle. Credit to @Mr. Spruce Tree for this idea.
Okay, even after being buffed in 1.4, it is still very weak. The bees interrupt your weapons and deal very little damage (13-26 at base, before defense, and usually there's only one or two of them at a time), and the Honey effect is good but lasts only 5 seconds, which at this stage is only enough time to regenerate a few health points. So what should happen is the damage of the bees, the amount of bees spawned, and the duration of the Honey buff should scale with how much damage you take, because that prevents you from abusing this accessory's effects, but still allows you to deal good amounts of damage to enemies that attack you, if you survive a hit. Also, the bees should get static immunity no matter what, because right now they can actually reduce your DPS because of their global immunity.
Another one of those pointless accessory combinations. There's no reason to use your Shiny Red Balloon to make this, because the Honey Comb effect contributes basically nothing and you can save accessory slots by combining your Balloon with a double jump bottle and a Lucky Horseshoe. In order to make it worth using over the other Shiny Red Balloon tinkers, it needs a double jump, which I think should have a height of 22 blocks (in between the Fart in a Balloon's jump and the Sandstorm in a Balloon's jump), and release 3 to 6 bees with static immunity every time you double jump.
The accessory itself is alright, even if it is outclassed by Obsidian Skin Potions in many cases, but it is way too rare. So it should be available from Gold Chests at any layer, because currently there the lava layer isn't very big and there isn't much reason to spend time there. Credit to @whoneedsnamestbh for this idea.
If the changes I suggested for the Obsidian Rose and the Lava Charms are made, these shouldn't be too hard to craft. But there's a problem with the recipe itself. 1.4 added an alternate recipe with the Molten Charm and the Water Walking Boots (which is the same ingredients just put together in a different way), but that was before 1.4.1 added the Obsidian Rose to the Lava Waders. So currently, if you craft the Obsidian Skull Rose, you will have to get another Obsidian Skull and another Obsidian Rose if you want to craft the Lava Waders, which is very annoying. So I propose another alternate recipe: the Obsidian Skull Rose, the Lava Charm, and the Water Walking Boots.
Remove this accessory from the game forever, or make an alternate recipe for the Terraspark Boots that uses this instead of Lava Waders. It just locks you out of Terraspark Boots for no reason, instead giving you get a vanity effect.
This is a useful accessory, even if it's mostly for convenience, but it is twice as common as and isn't as important as the other Shadow Chest items, most of which are among the most powerful weapons in Pre-Hardmode, and there aren't very many Shadow Chests in each world. In my opinion, it should be moved to underground Gold Chests, because it fits there more thematically, and because that would make getting the other Shadow Chest items a bit easier, instead of forcing you to fish for Obsidian Crates, which are rare.
Since the Ruler is now a weapon instead of an accessory, the Mechanical Ruler should replace it in the recipe. To compensate, the amount of wires used could be lowered. Credit to @Mr. Spruce Tree for this idea.
Let's face it. Most players play singleplayer, for many reasons, like no one else they know can play with them, or they don't want to go through setting up servers, or people have bad internet connection, etc. The Putrid Scent is better than this accessory, because extra damage output is much better than a bit of extra defense, and the aggro-reducing effect actually does something in singleplayer. I think that it should give 10% damage reduction on top of the 8 extra defense, because damage reduction is much better than defense in most situations. The damage reduction should carry over to its tinkers, but the damage reduction of it and its tinkers shouldn't stack.
I'm not even sure why this exists. This provides immunity to a debuff inflicted by a rare enemy, in a small biome you won't be in for more than 5 seconds, that can be avoided easily. I think that it could give a chance block certain light projectiles, which would come in handy in some situations. Credit to @Baconfry for suggesting an effect against light/laser projectiles.
Pink Laser (fired by Gastropods and Probes)
Frost Beam (fired by Ice Golems)
Shadow Beam (fired by Necromancers)
Laser Ray (fired by Ray Gunners)
Nebula Laser (fired by Nebula Floaters)
Vortex Laser (fired by Storm Divers)
Laser Ray (fired by Martian Walkers)
Frost Beam (fired by Ice Golems)
Shadow Beam (fired by Necromancers)
Laser Ray (fired by Ray Gunners)
Nebula Laser (fired by Nebula Floaters)
Vortex Laser (fired by Storm Divers)
Laser Ray (fired by Martian Walkers)
Extra knockback doesn't help very much in Hardmode, mainly because you've already got good mobility to avoid enemies with, and 10% increased melee weapon size is a joke. An extra effect wouldn't be a good idea because it might make the Berserker's Glove, Mechanical Glove and Fire Gauntlet too powerful, so this should be moved to underground Gold Chests. This would make it available very early on in the game, when knockback is actually important for keeping enemies away from you. This accessory should also apply to whips, because summon weapon tend to have pretty weak knockback. Credit to @qwerty3.14 for this idea, and @MagicasquirrelTMT for suggesting that its effects should apply to whips.
This accessory doesn't really have a purpose, because it only inherit Putrid Scent's aggro reduction and the Mana Flower isn't very useful because Quick Mana exists and even if it didn't Mana Potions are outclassed by the Mana Regeneration Potion and Celestial Magnet. This should inherit Putrid Scent offensive bonuses, that way it would be a combat accessory that comes with a couple of quality of life effects.
This accessory is very underwhelming for an Expert-exclusive drop. It's bad because it barely contributes anything to your DPS, because of the cooldown, the short enemy detection range, and the fact that the gel projectiles are heavily affected by gravity. Unlike the Spore Sac, it doesn't go through walls, so it isn't as good underground. However, it is great at knocking away enemies because of the high knockback, but it tends to miss a lot, which makes it almost ineffective. I suggest that the the projectile velocity and damage should be increased significantly, and that the projectiles should be much less affected by gravity and have smart bounce. This would make it excel at keeping enemies away from you when you’re busy doing something like fishing or traversing the world.
I know that the point of this accessory is to be crafted into the Sniper Scope, but that is technically a tier above. The zoom feature isn't very helpful, because it has almost no effect in combat, is pretty disorienting in aerial boss fights, and while it can be used to find more ores with a Spelunker Potion, you can just use Binoculars which can be obtained way earlier in the game. If it was sold by the Arms Dealer after Skeletron is defeated, it might come in handy during the Wall of Flesh battle. Credit to @qwerty3.14 for this idea.
It is outclassed in every way by other mobility-related Expert-exclusive accessories that are available earlier, and the effect it has is pretty boring, if you ask me. So it should allow you to infinitely increase fall speed by holding down the Down key or pulling the joystick downwards, as well as being able to reverse gravity. This would allow you to reach extremely high vertical speeds, which would result in insane Jousting Lance damage, which wouldn't be too broken because it's only available after you beat the final boss. Credit to @Derpling Ω and @Baconfry for this idea.
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