PC - accessories tier list (2024)

Pre-Skeletron

Found in Surface Chests:

> 5% increased movement speed

One of the better surface chest accessories mostly used to craft Lighting Boots

> Allows the ability to slide down walls. Better with Tiger Climbing Gear

Maybe its just me but I hate this item. I would say only use it if it has a good Modifier as its effect can be negative to mobility.

> Allows you to float for about four seconds

Very useful for all of Pre-Hardmode. If you where lucky and got this you better use it.

Found In Underground Chests:

> 10% increased movement speed

10% movement speed from an item of the same tier as Speed Boots makes this kinda useless.

> 12% melee speed

Melee Speed is not direct damage and many Pre-Harmode weapons affected by Melee Speed aren't worth using.

> Allows the ability to slide down walls

Maybe its just me but I hate this item. I would say only use it if it has a good Modifier as its effect can be negative to mobility.

> Gives 0.5 life regen

The regen is almost 0 it should only be used if you have nothing better.

> Enables you to run up to 30 mph
> Enables you to run up to 53 mph on sand(Dunerider Boots)

The mobility Speed Boot give is very useful early game. Later replaced by upgraded versions.

*Obsidian Water Walking Boots made from a Water Walking Boots and a Obsidian Skull
> Provides the ability to walk on water, honey & lava
> Grants immunity to fire blocks(Obsidian Water Walking Boots)

Doesn't have any very useful properties.

Other Early Pre-Hardmode:

> 20-tile increased pickup range for Mana Stars

Quite rare to get not really that useful compare with other accessories. Mostly used for crafting.

> Extra mobility on ice

Useful where you find them (Underground Snow) after that mostly just used for crafting

*Obsidian Horseshoe made from a Lucky Horseshoe and a Obsidian Skull
> Negates fall damage
> Grants immunity to fire blocks(Obsidian Horseshoe)

Once you know how to not take fall damage this becomes a luxury item.

> Throws a counterweight after hitting an enemy with a yoyo

Not very useful.

> Allows flight for ~1.6 seconds

Decent but very quickly outclassed by Spectre Boots.

Increases yoyo range by ~5 blocks

Good when using the Amazon. Can also be crafted in mass early game to try to get the warding modifier.

> 1 Defense

1 defense is kinda useless even at the first night. Still with good mods this can be quite useful.

*Stinger Necklace made from a Shark Tooth Necklace and a Honey Comb
> Increases armor penetration by 5 (A flat 2-3 damage increase per hit for enemies over 5 defense)
> Releases bees when damaged (Stinger Necklace) (Minor)

Some of the only Pre-Hardmode damage accessories great with high firing rate weapons like the Mini-Shark and Bee Gun.

*Honey Balloon made from a Shiny Red Balloon and a Honey Comb
> Increases jump height by 4 1/2 blocks
> Releases bees when damaged (Honey Balloon) (Minor)

Lower tier mobility then double jumps. Still mobility is hard to find Pre-Hardmode so this is a moderately good accessory.

*Sweetheart Necklace made from a Panic Necklace and a Honey Comb
> When damaged movement speed is increased by 50% for 5 seconds
> Releases bees when damaged (Sweetheart Necklace) (Minor)

Not bad early on but quickly replaced by Speed Boots.

*Sweetheart Necklace made from a Panic Necklace and a Honey Comb

> 6% reduced mana usage

Mana usage does not mater that much Pre-Hardmode.

> Increases Mana by 20

20 Mana is like nothing making this a worthless accessory.

From fishing:

> Doubles jump height
> Enables auto-jump
> Increases allowed Falling distance by 15 blocks
> Increases ascent speed by 48%.
> Ability to swim(Frog Flipper/Frog Gear only) (minor)
> Ability to climb walls(Frog Webbing/Frog Gear only) (minor)

Very strong right up to Moonlord. 48% ascent speed is like dashing vertically.

Early Pre-Hardmode bosses:

> Allows the player to dash into the enemy

Give the ability to dash very early. Useful till Master Ninja Gear, and after that still useful for certain things.
One of the best mobility accessories.

> 1/6 (~17%) dodge chance on a successful dodge if successful you will receive an increase of 20% critical strike chance for 4 seconds
> Chance to confuse nearby enemies after being struck (Minor)

One of the best defensive accessories in the game 1/6 dodge chance is insane add the 20% critical strike chance buff to it and you have got yourself an epic item.

17% Damage Reduction

Obtainable early on. Damage Reduction is generally better then defense on harder difficulties making it one of the better pure defense accessories. How ever getting hit is a bad idea so its not A+ material.

> Slimes no longer attack you

Very situational, useful to avoid Lava Slimes when making a WOF arena in Expert Mode.

Pre-Wall of Flesh

Late Pre-Hardmode bosses:

> Increases the strength of friendly bees

Situational, but can massively buff many of the best Pre-Hardmode weapons

> Releases bees when damaged

Totally useless the bees damage is unnoticeable.

Late Pre-Hardmode Tinkerers:

> Increases mana regeneration rate
> Increases maximum mana by 20 (Minor)

The regen is slow. Also not very useful because Mana economy is not needed that much Pre-Hardmode.

> Grants double jump
> Increases jump height by 4 1/2 blocks

Very useful for Pre-Hardmode mobility.

> Doubles jump height
> Enables auto-jump
> Increases allowed Falling distance by 15 blocks
> enables you to run up to 30 mph

Forget about Terraspark Boots sure you might go 4 mph faster and get a bunch of minor effects, but with Amphibian Boots you get 48% accent speed. That means instead of having Boots and Frog Leg which takes up 2 accessory slot you can just use this and get a free accessory slot.
Useful for the whole game.

> Enables you to run up to 30 mph (34 with Lightning Boots/Frostspark Boots)
> Allows flight for ~1.6 seconds
> Extra mobility on ice(Frostspark Boots) (minor)

Basically a necessity Pre-Hardmode. There use drops off some after Hardmode starts.

> Grants double jump
> Increases jump height
> Negates fall damage

Some of the best Pre-Hardmode movement accessories.

> Increases jump height
> Negates fall damage
> Releases bees when damaged (Amber Horseshoe Balloon) (Minor)

Wildly outclassed by other Horseshoe Balloons.

> Allows the ability to climb walls

Maybe its just me but I hate this item. I would say only use it if it has a good Modifier as its effect can be negative to mobility.

*Obsidian Shield made from a Cobalt Shield and a Obsidian Skull
> 1 defense(2 with Obsidian Shield)
> Grants immunity to Knockback
> Grants immunity to Burning(Obsidian Shield)

Only Pre-Hardmode shields very useful for Melee in particular.

*Celestial Cuffs made from a Magic Cuffs and a Celestial Magnet
> Restores mana when damaged
> Increases maximum mana by 20(Magic Cuffs)
> 20-tile increased pickup range for Mana Stars(Celestial Cuffs)

If used correctly they can be very strong how ever taking damage can prove to be fatal.
Note that the 20+ mana from the Magic Cuffs may be preferred if you are using the Celestial Magnet or one of its upgrades already.

*Magma Skull made from a Magma Stone and a Obsidian Skull
*Molten Skull Rose made from a Magma Skull and a Obsidian Rose

> Melee attacks inflict the On Fire! Debuff
> Grants immunity to fire blocks(Magma Skull/Molten Skull Rose)
> Reduces lava's base damage from 80 to 50(Molten Skull Rose)

Really not that useful and it can be a pain to get. Why are these even items?

*Obsidian Skull Rose made from a Obsidian Rose and a Obsidian Skull
> Grants immunity to fire blocks(Obsidian Skull/Obsidian Skull Rose)
> Reduces lava's base damage from 80 to 50(Obsidian Rose/Obsidian Skull Rose)

Really not that useful and it can be a pain to get. Why are these even items?

Grind Items
Obtainable earlier but take some time to get

> Enables you to run up to 34 mph
> Allows flight for ~1.6 seconds
> Extra mobility on ice (minor)
> Provides the ability to walk on water, honey & lava
> Grants immunity to fire blocks
> 7 seconds of immunity to lava

The ultimate luxury item super hard to craft for a few minor effects over Frostspark Boots. Not worth crafting unless your a fanatic.

> Grants quadruple jump
> Increases jump height by 4 1/2 blocks

Very hard and rare to get, but the best mobility item Pre-Hardmode.

Pre-Mech

Early Hardmode enemy dorps:

Grants Immunity to certain Debuffs:
> Bleeding with Adhesive Bandage
> Broken Armor with Armor Polish
> Confused with Blindfold
> Cursed with Nazar
> Darkness with Trifold Map
> Poisoned with Bezoar
> Silenced with Megaphone
> Slow with Fast Clock
> Weak with Vitamins
Ankh Charm grants Immunity to all of these.

All of these are only useful in certain situational.

> 5% damage
> 5% critical strike chance
> -400 aggro

Decent damage increase for all classes and a nice multiplayer ability. Its kinda like a Pre-Mech Avenger Emblem.

> 15% increased damage of respective type(Melee, Range, Magic, Summon)

Obtainable very early Hardmode and 15% damage is useful till much later in the game.

> 25% damage reduction when below 50% health

Its best to swap this in when below 50% health.

*Charm of Myths made from a Philosopher's Stone and a Band of Regeneration
> Reduces the cooldown of healing potions by 25%
> Provides 0.5 life regeneration (Charm of Myths only)

Can be swapped quickly from a vanity slot to gain the reduced cooldown before being swapped back.
Note that the life regen is very low.

*Molten Quiver made from a Magic Quiver and a Magma Stone.
*Stalker's Quiver made from a Magic Quiver and a Putrid Scent.

> 10% arrow damage
> 1+ Arrow ExtraUpdates (Makes arrows move much faster)
> 20% chance to not consume arrows
>
Lights enemies on fire (Molten Quiver)
> Reduces Aggro by 400 (Stalker's Quiver)

Very useful when using low velocity arrows like holy.
Also note that they stack as of 1.4.0.4

> Doubles players invincibility time after taking damage
> Stars fall when after taking damage (Star Veil only)(Minor)

Only useful when taking repeated hits. Still it can save you if you get caught in a bad position.

At Night:
> +10% melee speed
> +10% damage (all types)
> +2% critical strike chance
> +1 HP/s life regeneration
> +4 defense
> +15% mining speed
> +0.5 minion knockback

Pretty good if you remember to swap them. Quickly outclassed by the Celestial Stone
This item may be hard to grind for Pre-Golem due to that lack of Solar Tablets.

> Lets you throw 2 Yoyos at once

Decent but very quickly outclassed by the Yoyo bag.

> 7 Defense
> +400 Aggro

7 Defense is not great in early Hardmode. Still the Aggro can useful in Multiplayer.

*Bee Cloak made from a Star Cloak and a Honey Comb
> Makes 3 stars fall when you take damage
> Releases bees when damaged (Minor)

One of the crappiest defense accessories in the game as the damage is very low, and you have to be hit for this to activate.

Early Hardmode Tinkerers:

> Makes you throw two yoyos instead of one
> Makes you throw two Counterweights
> Increases yoyo range

I don't use Yoyos much so not really sure how good this is.

> 7 defense
> 100% melee knockback
> 12% melee speed
> Enables Autoswing for Melee weapons and whips
> + 400 Aggo
Very good choice for summoners using whips.

> Grants immunity to Knockback, Bleeding, Broken Armor, Burning, Confused, Cursed, Darkness, Poisoned, Silenced, Slow, Weak, Chilled
> 4 Defense

A massive pain to get for an item that gets outclass right after Plantera. Only make if you what every little advantage you can get.

*Arcane Flower made from a Mana Flower and a Putrid Scent
*Magnet Flower made from a Mana Flower and a Celestial Magnet

> 8% reduced mana usage
> Automatically use mana potions when needed
> Reduces Aggro by 400 (Arcane Flower)
> 20-tile increased pickup range for Mana Stars(Magnet Flower)

Useful when using high mana consumption weapons otherwise not that great.


Pre-Plantera

Post-Mech Accessories:

> 10% Summon damage
> Increase your max number of sentries by 1
> -400 aggro

Moderate Summoner boosts. However Summoner is a very weak class at this point.

> 12% increased damage

Mostly used for crafting not too great to look at, but its a nice filler to have around.

> 15% increased magic damage
> 20-tile increased pickup range for Mana Stars

The damage boost and the ability to pick up mana stars over large areas makes this useful till end game for Mages. The Celestial Emblem is likely the best way to use the Celestial Magnet.

> 100% melee knockback
> 12% melee damage(10% with the Fire Gauntlet)
> 12% melee speed
> Enables Autoswing for Melee weapons and whips
> Melee attacks light enemies on fire(Fire Gauntlet)(minor)

Very strong Melee stat increase. Summoners will prefer the Berserker's Glove.
Note that the Mechanical Glove is generally better then the Fire Gauntlet do to the fact that 2% damage is better then the on fire debuff.

Pre-moonlord

PC - accessories tier list (2024)
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