Talk:Wings

Superiority of Spectre Boots
Is it just me, or are the Spectre Boots better than wings? I never let myself fall to death anyway, the glide and extra flight height are nice, but nowhere near as good as the speed boost from boots.
 * The Spectre Boots can be combined with the wings, and any other combination of items like Cloud in a Ballon. You'll even get the cloud jump.
 * Separately, though, I haven't tested. I'll have to see. -anonymous

Separate pages?
Do the new wing types really differ from the first two wings that they need separate pages? They seem to just be re-skins, in which case I don't think that we could have them as separate pages without copy/pasting 90% of the text between articles. I'd say merge them all in. -Frostnine (talk) 10:05, 4 October 2013 (UTC)

PC/Console only Wings?
Are any of the Wings PC Only or Console Only? If so, it could be worth noting which are PC/Console only or have separate pages for PC and Console Wings. 24.131.174.8 13:13, 19 November 2013 (UTC)

Ghost Wings are missing
Where are ghost wings on this page? I remember them being here, but they went away. Could someone put them back? 50.37.43.175 00:35, 3 September 2015 (UTC)

Boot, Cloud balloon, and Wings combo debuffed?
Is it just me or does the Spec. Boots, Cloud balloon, and wing combo get nerfed since the 1.2 update? I feel as though there's less wing flaps and lower height in comparison to the previous version. Can someone confirm?

Developer's wings?
The technical section alludes to "Developer's Wings." What are they and why don't they have a page? --Theothersteve7 (talk) 02:53, 8 October 2013 (UTC)
 * Developer wings are D-Town's Wings, Will's Wings, Crowno's Wings and Cenx's Wings. (And Red's Wings too.) Just like Red's Wings those are unobtainable. --0icke0 (talk) 10:49, 8 October 2013 (UTC)

Relation between flight time and flight height for Dev Wings
I just did some research as to what exactly each flight time percentage corresponds to in actual flight height using a depth meter at 0 (Level). I edited the results into the page. But unfortunately was not fast enough as the dev's decided to make all dev gear debuff and kill the wearer. If anyone has more info that'd be awesome. Thanks!

Wing duration - incorrect information
only red's wings provide unlimited flight time, all other dev wings have a limited duration like normal wings. i don't have super technical skills so i can't give the percentages like with other wings, so someone else will need to figure that out. if you don't know how to equip the dev gear without dying, google is your friend.

Sparkly Wings?
I have seen several instances on this wiki (Wings page, Sparkly Wings page) which mention this type of Wings. Youtube, ever the resourceful bounty of information, has ZERO videos demonstrating this pair of Wings. Even stranger, the Dryad page makes no mention of selling a console-exclusive Sparkly Wings, nor does the Souls of Blight page mention Sparkly Wings being a craftable recipe. I smell trolls at work, but would like OFFICIAL confirmation one way or the other.

PS: Obvious misspellings such as "souls of bright" only make your claim more suspect, so don't even bother replying. 173.228.18.99 21:48, 7 November 2013 (UTC)
 * Listen, I have the ps3 version and I can see the sparkly wings in the crafting grid next to angel and demon ones. They are crafted with 30 souls of Blight, 25 souls of flight, and 10 feathers. They are NOT brought from the dryad. The reason there are no vids is because no one had probably noticed or are too lazy to upload. 82.3.2.15 21:41, 8 November 2013 (UTC)
 * I play the Xbox 360 version, and have seen the dryad sell them. However, it was unfortunately only for a limited amount of time, and when I got the 40 gold, it was gone. :(
 * Blood moon onlyEjdeibert (talk) 16:40, 16 October 2016 (UTC) Ejdeibert (talk) 16:40, 16 October 2016 (UTC)

New Section for Dev Wings/Unobtainable
I moved the dev wings and the steampunk wings out of the upper context of the article so that the focus stays on the flight items acquirable through normal gameplay. Dev wings and Steampunk wings now have their own devoted section at the bottom, with the original data preserved so that it can still be referenced by players with "enhanced" game experiences. Aelesia (talk) 05:16, 25 November 2013 (UTC)

Festive wings
I did some testing with wings to determine how fast the air speed of the festive wings is compared to other wings by just running off a high place (same starting position) and marking where lightning boot particles begin. After testing for a while, it seems like they are just as fast as the pumpkin moon/flame tier wings (123,750% on the page). Other wing speeds also ranked the right way, so I feel that this is enough proof for their speed.

85.156.83.161 21:46, 28 March 2014 (UTC)
 * Are you saying the page is correct? Or that something needs to be changed...? Note their speed is already shown as being the same as flame/tattered/spooky wings, but they're ranked differently because of the significantly different range and duration.  Equazcion ( talk ) 22:18, 28 Mar 2014 (UTC)
 * Nevermind -- I see you put the speed in whereas before it was missing. Thanks -  Equazcion ( talk ) 02:32, 29 Mar 2014 (UTC)

New wings
where do the new wings fit in for this table?

Fishron Wings
From this test I did (http://i.imgur.com/9ke9rhl.jpg), it seems that Fishron Wings have a longer flight time than Spooky Wings. Can someone confirm this please? Sodapone (talk) 03:29, 10 May 2014 (UTC)
 * The flight time itself is approximately the same: tested a few times with a stopwatch. However, the distance traveled is far longer than the other wings in Tier 7 due to the Fishron Wings being much faster; the table is misleading as it is now, in my opinion the Fishron Wings deserved their own tier because they are undeniably superior. I understand the tiers are ordered due to flight time, so I'm gonna go ahead and split the third column for the tier 7 so the real vertical distance traveled is immediately evident to the common player visiting this page. --186.136.111.144 18:17, 15 May 2014 (UTC)
 * The table is set up right now according to the range in the game code, and Fishron Wings show a 180 range in the code, like the Spooky and Tattered do. Splitting the "height" off is a good solution, in fact the height column should probably be called "actual range" and the "duration" called "base range". The other wings can have that field split as well, to show actual calculated distance the same way.  Equazcion ( talk ) 18:40, 15 May 2014 (UTC)
 * Ah, I understand now. I'm not as tech savvy to be looking at the game's code though, so all my data comes from in-game testing. Speaking of which, I've since tried a few other wings and it appears the Fishron ones are a unique exception: all other wings I've tested reached the height listed for their tier. --186.136.111.144 19:05, 15 May 2014 (UTC)
 * Have you tested Leaf Wings vs. Ice/Flame/Ghost? Assuming the current speed values are accurate, there should be a significant difference in effective range between those. They have the same duration and if the Leaf Wings are significantly slower as the table says, it wouldn't make much sense if they had the same actual range, and something must be off here.  Equazcion ( talk ) 19:09, 15 May 2014 (UTC)
 * Those are actually the first ones I tested, since I use the Leaf one mainly for aesthetic reasons. They all have the same range. Something interesting though: I was just testing the Festive Wings and Hoverboard: both take me from 298 feet to 470. However, when I tried to start moving horizontally as soon as I reached 470 feet with them, the Festive Wings took me noticeably farther. The same thing happened when comparing Leaf to Beetle wings. I would assume the listed "speed" is actually the horizontal speed boost, not vertical. Just in case, all this last testing was done in the new 1.2.4.1 hotfix, and all with a character wearing nothing but the wings and a Depth Meter. --186.136.111.144 00:07, 16 May 2014 (UTC)

Cloud jumping before flying, a bug?
Having to cloud jump before being able to fly when wearing multi-jump accessories has just been added as a bug. I personally always thought this was intended behaviour... though I personally don't use those accessories when wearing Wings because it can get kinda bothersome. I thought some discussion would be in order. --186.136.111.144 17:47, 16 May 2014 (UTC)
 * I agree the behavior is annoying and I don't use double-jump accessories with Wings partially for that reason. But, I still don't see any reason to assume it's unintended behavior. It's been that way since Wings were first introduced, and I think if it were a bug it would've been corrected by now.  Equazcion ( talk ) 17:59, 16 May 2014 (UTC)

Question Posted
In theory, all you have to do is defeat the wall Of flesh, and buy the leaf wings from the witch doctor, when he is in the jungle at night. Is it really that easy, or have I misread something here? --203.122.226.79 07:14, 27 May 2014 (UTC)
 * You also need to build a house in the Jungle and get the Witch Doctor to go there. And they cost 1 platinum coin. Personally I think it's easier and far less expensive to kill Wyverns and Ice Golems for Soul of Flight and the Ice Feather to craft the Frozen Wings.  Equazcion ( talk ) 13:26, 27 May 2014 (UTC)

Total Max distance
Just did a bit of testing on the total max distance of a Bunch of Balloons, Frog Leg, Fishron Wings, Frostspark Boots, Flying Carpet, and Featherfall Potion. Holding the Up key while flying with all of these gives a grand total of ~1400 blocks of flight distance.  Okakeri ( talk ) 1:59, 03 July 2014 (ETC)
 * An interesting bit of info. Adding it to the article, thank you for testing! NoseOfCthulhu (talk) 16:16, 5 July 2014 (UTC)

Fishron wings don't quite tell the truth
Fishron wings say they give unhindered movement in liquids, but that isn't quite true. This is most observable in honey, but you can tell with water if you have a keen eye. -Thermophile
 * Quite right. I changed the note slightly. Equazcion  ( talk ) 20:19, 25 Apr 2015 (UTC)
 * Wrong, you travel at normal flying speed inside of honey Th3 4n0nym0u5 (talk) 15:55, 13 May 2018 (UTC)TH3 4N0NYM0U5- May 13, 2018

Sort order
I was surprised the Lunar Event wings are not all together at the end of the list. Any reason not to put them there? Are the wings sorted by a particular attribute besides roughly by rarity/awesomeness?
 * The table is automatically sorted, and can be resorted based on other values by clicking the arrows at the top of the columns. The default sort value is total flight time. Gearzein (talk) 11:15, 4 July 2015 (UTC)

New max height graphic is too big!
Maybe that could have it's on page as a "guide" or something, but taking up more than a screen worth of space with that isn't reasonable.--— BlueMana (talk) 03:39, 10 July 2015 (UTC)
 * Since it is right of the table where there is normally no picture at all, I don't think that it takes any space that could've been used otherwise. Personally I don't have a problem with it and it displays the jump heights quite well. -TheFrostSpark (talk) 06:48, 10 July 2015 (UTC)
 * I guess it depends on your screen size. I'm looking at it on a different screen now, and I does fit as you say. But just barely. Any smaller than a maximized 1280 window and it'll go above the table. So not as bad as I first thought, but I'm still skeptical.--— BlueMana (talk) 19:51, 10 July 2015 (UTC)
 * Just checked it on my iPad and there the picture was completely above the table. I understand your point now and I'm agreeing that it's not optimized for low resolutions but I wouldn't want to miss it in the article since it demonstrates, as I stated above, the jump heights so well. -TheFrostSpark (talk) 19:59, 10 July 2015 (UTC)
 * The table here really requires exclusive real-estate here. It's too big for an image floating right, except on larger displays. I moved it to Guide:Wing comparison. You needed to click the thumbnail then click again to display full resolution in order for it to be readable anyway, and this way actually saves people a click. Equazcion  ( talk ) 20:10, 10 Jul 2015 (UTC)

Tiers?
Before 1.3, there used to be a column to the left representing the "Tiers" for similar-height wings. Would it be worth it to add it in again? Considering it was probably not an official "tier"ing of course, but I digress, it was helpful to compare and it made things a little easier to comprehend instead of just one big long list that has no cohesive separations between different wings. --Racf92 (talk) 01:36, 11 July 2015 (UTC)
 * The tiers were removed partially because they complicated the table code significantly in a large table like this, making it difficult for editors to alter. They also didn't really add much information: The tiers were simply groupings based on flight time, so if you sort the table by the "time" column, you'll see the same basic arrangement. Equazcion  ( talk ) 17:47, 12 Jul 2015 (UTC)

Mothron Wings speed
Just picked up the mothron wings and expected them to be faster than my faerie wings, being that they are 150% speed over my 108%, according to this page. However that speed seems to be incorrect as they're notably slower. With the Faerie wings equipped with no other speed boosts, I rise horizontally at 51mph, and fall at 38mph. With Mothron wings it is 43mph rising and 25mph falling, horizontally. Syteless (talk) 17:38, 12 July 2015 (UTC)
 * I'm not sure I understand your meaning. Ascent and descent would be vertical speed. The flight speed bonus column is meant to indicate gliding to the left and right, not ascent or descent. Gearzein (talk) 18:20, 12 July 2015 (UTC)
 * See words: "horizontally". I chose to measure the speed while rising and falling while moving horizontally left or right, because I find it would be difficult to gauge speed if I were constantly flying up/down to find the speed. So yes, the speeds I gave include the ascent/descent speeds. but it also includes the horizontal speed, and the difference shows. Syteless (talk) 19:53, 12 July 2015 (UTC)
 * I see. I checked it out and it seems that the actual bonus for Mothron Wings is 0%. Someone just edited the value based on the wings around it, I suppose. I've corrected it. Gearzein (talk) 20:42, 12 July 2015 (UTC)
 * Ok, sorry if I seemed uppity, I was frustrated at something else at the time. In the future, how would one suggest I better determine the speeds? Since I have no idea how we arrive at these percentage increases. Syteless (talk) 22:08, 12 July 2015 (UTC)
 * My bad. I didn't interpret your statement as uppity, I just didn't understand what you meant at first. Once I tested it myself I saw what was going on. Just for future reference, testing with the Stopwatch is unreliable, because the player's ascent and descent speeds contribute to the visible reading, when the cap for the stat in question should be a constant for a single pair of wings. Changing multiple variables during a test alters the outcome too unpredictably and produces faulty results, but I believed this to be the problem when it ultimately wasn't.
 * In any case, normally we'd pull data like this directly from the source code, where all these values are laid out. In this case I didn't have access to a current version of the extracted game source, so I had to do a combination of checking the page history and good ol' empirical testing. With mothron wings, a player glides at the same speed they're capable of walking normally. One of the other sysops extracted the data for most 1.3 items on day one, so I checked the current value against an older revision of the page. My finding was that the value of 150% is recent relative to the item's addition, and was an isolated change that was obviously incorrect. The older version claimed the bonus to be 0%, which the test seems to demonstrate. It's not perfectly scientific, but for our purposes it's more factually correct than the previous information. Gearzein (talk) 02:07, 13 July 2015 (UTC)

Bonus Speed Consistency
Could we please keep the bonus horizontal speeds consistent? For most of the table, you have 125% 130% etc, but on some wings you have 0%. When reading that, I think, "oh, so you can't move horizontally with these?"

I understand that you mean to say they grant no bonus, but if you are using 0% to indicate no bonus, then the rest of the bonuses should be 25% 30% etc. Or you should change the 0% to 100% indicating that you are multiplying your base speed by 100% or multiplying it by 125%. -CycloneSP --68.221.25.213 21:16, 21 July 2015 (UTC)--68.221.25.213 21:19, 21 July 2015 (UTC)
 * As far as I know, they are all consistent. Bonuses are added on to the existing base, rather than multiplying it. Those with a bonus higher than 100% cause the player to glide at more than twice unassisted walking speed, which happens to be most wing types.
 * I'm not going to pretend that I instinctively understand the formula or anything, but I did a quick test with the two wing sets I had available, Leaf and Spectre, which have 125% and 150% bonuses respectively. With an unassisted walking speed of 17 mph, gliding with Leaf wings measured 38 mph, while Spectre came up 42 mph. These results are consistent with what the values indicate. Gearzein (talk) 21:33, 21 July 2015 (UTC)
 * I tried Angel Wings: 36 glide speed, vs. 15 walking speed, would equal a 140% speed boost (currently reads 108%). PS. I'm not sure how the table should work, nor if or why glide speed was chosen as the determining factor, nor exactly what calculation goes into the boost in the game -- but the pure-horizontal speeds appear to differ from gliding. If you fly diagonally but are constrained to flying level by a row of blocks above you, with Angel Wings, your speed is 32, meaning a 113% boost. I'm again not sure if the values should be replaced by those... Equazcion  ( talk ) 04:09, 30 Jul 2015 (UTC)
 * The stopwatch is no doubt rounding in some manner, I'm under the impression that it rounds both ways (down for <=0.5, up for >0.5 - this is the standard for XNA float->int), so minor inconsistencies to the values here are very likely to occur (even more so because several of the %s here are slightly rounded already). It's using horizontal speed only, not glide speed (glide speed is a diagonal speed including the ~17mph (by stop watch) slow fall speed - you can use pythagoras to convert glide into horizontal speed, though that adds more potential rounding errors so simply forcing horizontal flight is better). Speed modifiers do not impact flight horizontal top speed, not even frostspark boots make a difference when using wings (though frostsparks themselves provide the same top speed boost than leaf wings, etc do when wings aren't in use.
 * Long story short though, these values appear to be gathered/calculated from the game code and are purely horizontal movement %s related to base (i.e. no items, etc) top movement speed, but rounded to whole values. They're all exact fractions in practice - +108% is 25/12 of base (or +13/12), +117% is 13/6 (or +7/6), +125% is actually dead on (that is, +5/4), +133% is +4/3, +150% is +3/2, etc. Hoverboards 'hover' max speed is actually 10/3, or +7/3, which is +233+1/3% as well. Similarly frostspark boots provide +125%, though in-game appear to be 1mph slower than equivalent wings according to the stopwatch - likely related to friction from blocks or gravity. Random related fact: the slime mount adds exactly 1/3 of the base top speed (total 4/3 of base top speed), but of course overrides frostspark/lightning/etc (and wings, of course) as all mounts do. 81.141.145.230 08:52, 30 July 2015 (UTC)
 * If you wanted to go completely nuts and post an even shorter version of that story, I would say go for it. Equazcion  ( talk ) 10:07, 30 Jul 2015 (UTC)
 * Well, strictly speaking just the 1st sentence of that paragraph was the short version, then I went and added extra details unnecessarily, just one of my many not-so-great habits when it comes to explaining things. But yeah - horizontal movement only, top speed specific, gathered from code but rounded a little basically.
 * Without making a mess on the page or otherwise making it less readable they're as accurate as it gets without displaying them as fractions instead, which may confuse some people - not that them being in terms of bonus speed helps that, especially as most are >100% boosts. 81.141.145.230 19:52, 30 July 2015 (UTC)

The details are fine and appreciated, however I'm not understanding where in the code these values came from, nor what exactly they represent in a practical sense. I get that there might be little 1mph discrepancies, but given that, they still don't match up, as I pointed out (again, practically speaking). You say they do, and quoted some numbers "in practice", but you don't mention what you were doing in order to test them and which values you took from that -- unless "better to force horizontal flight" meant you've been flying up against a line of blocks and took the max speed achievable from that. Also, if that's the case, others above stated that the glide speeds worked out to the bonus percentages on this page, at least for a couple of wings they tested; is that coincidence?

I'm seeking to clarify this so that I can add a summary to the page that describes where the speed bonus numbers came from and what they actually mean. Equazcion ( talk ) 23:24, 30 Jul 2015 (UTC)
 * Somewhat of a coincidence - they've used a walking speed of 17mph to start with, which means they were using +% movement speed modifiers, albeit not many, which boost walking top speed when not using a mount or lightning/frostspark/hermes/etc but don't impact max flight speed. Using glide speeds just happened to roughly offset that increase when they considered rounding errors.
 * There's a bunch of stuff for speeds but the big 2 for top speeds in the live game are maxRunSpeed and accRunSpeed floats in the player data array - and honestly it's easier to just monitor the values in game using .net to view the player data structure in real time because the speed stuff has a bunch of variables and it's much easier to tell which are important and how they interact with each other in a live environment (not to mention it saves me having to use XNA to get a decompiled version to check a bunch of small code snippets) - it also allows simultaneous testing with the stopwatch as a sanity check, which hasn't thrown up any outliers for horizontal movement with wings (or mounts or lightning/frostspark boots or even walking normally with no special accessories both with and without % ms buffs). That said, if you really want to go through each wing's individual code (or to check those you don't have in game) and the rest of the related code then you're looking for variables with values like 6.25f (+108%), 6.5f (+117%) 6.75f (+125%), 7.5f (+150%), 10f (hoverboard hover, +233%) as a float of 3 is the base speed and if I recall correctly they're just set outright via = instead of added via += in the code. The variable name won't necessarily be clear unfortunately.
 * maxRunSpeed is most important for standard non-sprint/flight accessory movement, including swimming (turtle mount boosted swim speed for instance), including any mounts that don't sprint, fly, etc). accRunSpeed determines max speed when using special accessory effects such as flight, hover-flight, and sprinting (incl. sprinting mounts like the bunny and unicorn) and generally ignores + %ms beyond such things. Mounts override both values with their own, negating everything else. Whichever one is highest at any given moment determines your top speed and they can vary depending on whether or not you're touching the ground and if you're in air or a liquid, depending on which accessories/mount you're using. The float values are equivalent to a little over 5mph on the stopwatch per 1 in the float (base is exactly 3 with no accessories and no mount, etc) it seems, but of course as floats they have decimal values - though accessory effect top speeds are simple clean fractions at least, unlike the maxRunSpeed value that determines max speed without sprinting/flight accessories but with +% ms modifiers. It's worth pointing out that these are essentially speed caps, making them technically theoretical max horizontal speeds, but the difference is negligible given enough space to reach max speed, especially when flying with wings, which seems to negate the roughly 0.2 run slowdown.
 * So for clarities sake then: I'm reading the values off from the live data (Terraria.Player.accRunSpeed primarily for wings, details above) when using the various wings and then doing a horizontal-only flight with the stopwatch to ensure the values are in line (unavoidable rounding from the stopwatch aside). Note that as mentioned above, 1 in the float is a little over 5mph from the stopwatch. At a glance at the extreme data points (10f=52mph (rounded up), 3f=15mph (rounded down)) it's 5.15 to 5+1/6mph, which means the base speed (3f) is actually around 15.45 to 15.5mph, not 15mph. Treating it as 15 exact can easily result in calculations being off by 2 (rather than just 1) with the highest boosts, even more if insufficient care is taken to eliminate vertical motion from the stopwatch value.
 * Oh, as for what they mean - well, they're literally a direct modifier on max horizontal speed in the air in the same fashion as spectre/lightning/frostspark boots sprint is when on the ground, simple as that really. 81.141.145.230 03:33, 31 July 2015 (UTC)
 * Searching for those float values was a good suggestion. I found the relevant snippets: wingSlot, apparently a wing class determination I thought was some kind of unimplemented thing before, found in each wing's item stats (Item.cs), is set as "wingsLogic" in Player.cs, which is then used to set accRunSpeed (also Player.cs, line 18479). Thanks for the comprehensive explanation. I'll probably get a more accurate explanation into the article soon. Equazcion  ( talk ) 03:52, 31 Jul 2015 (UTC)
 * "wingsLogic" combined with "wingsTimeMax" determine the stats of the wings in use in-game basically, they're pulled from wings in non-vanity slots. There's an absolute ton of variables used to determine what stats and abilities a character has at any point in time - accRunSpeed and maxRunSpeed are affected by several of them and basically show the end results. There's also a "wings" value which sets what wings are visible (priority to vanity slot wings), but that is purely a visual thing.
 * Anyway, posting here mainly because there's 1 thing I forgot to point out - where it says 0% in the table it doesn't apply a modifier at all, which means lower priority ones apply instead. Most notably, lightning/frostspark boots +125% applies when using those wings, as do +% ms buffs if not using the boots, so they will always match your maximum ground speed (likely +1ms via the stopwatch due to ground friction of sorts). Everything that isn't 0% overrides spectre/lightning/frostspark etc boots when in the air (even if it's lower, i.e. +108% wings while using frostspark boots will result in slower horizontal movement in the air) and also any +% ms modifiers have no impact on top speed when using any boots or wings that set a max speed. The table is a bit misleading in that sense, as most people use said boots and will effectively have +125% from the boots applying in the air for wings that say 0% as a result - it might actually be better to use n/a or something instead and/or have a note about that, though I'll probably let others figure out how to word it on the actual page.81.141.145.230 03:11, 1 August 2015 (UTC)

Easiest Wings Obtainable
In my opinion, harpy wings are the easiest, because they only need souls of flight and a giant feather, which you should have if you spend time on islands. Another choice is the leaf wings, as you buy them from the witch doctor in the jungle for one platinum. TrueEyeOfCthulhu (talk) 10:50, 7 October 2015 (UTC)

Vortex Booster/Stardust Wings' "hovering"
Did no one notice yet that simply doing Down+Jump doesn't immediately switch you into hovering when wearing these, but rather slow ascend (unlike Hoverboard, which has same note about hovering as the above)? The true hovering with these starts only when you release and push back again the Down button. The table is somewhat misleading. Redo121 (talk) 17:45, 25 November 2015 (UTC)

Stardust and Nebula are new best wings in 1.3.1
I did some testing on the wings and it turns out they buffed the Stardust Wings and Nebula Mantle in 1.3.1. Here are some numbers I gathered:

Stardust Wings 77 mph upwards (same as solar) 205 tiles (38 tiles more than solar) 46 mph sideways (same as solar) ~3.7 sec flight (calculated from assuming solar has 3 sec flight)

Nebula Mantle 51 mph upwards (same as vortex) 119 tiles (13 tiles more than vortex) 33 mph non hover (same as vortex) 62 mph hover (same as vortex) Didn't bother with flight times because they're decimal, but you can see height is higher.

So yeah now the tables have turned, it's interesting that they turned Nebula Mantle into a hover and Stardust into not hover. Somebody should go into the source and see the exact numbers, I'm not able to do that so this is what I got for now.

Flying Carpet?
How much does the Flying Carpet affect flying distance or time? -- Ferretwings (talk) 22:27, 6 July 2016 (UTC)
 * I am very iffy about Flying carpet in late stages of the game, I tried using it with combination of cloud in a bottle, spectre boots and a pair of wings (I don't really remember which pair) since I am not at this moment testing this, I can tell you what I remember. With this combination, the player jumps, double jumps (cloud in bottle), you then need to "jump" again to initiate flight, and when you run out of flight power, flying carpet activates; sometimes needing you to "jump" once more to keep afloat.  Magic carpet does just that, breaks your fall and continues flight on the same level... that is useful in many ways, but I found that breaking my fall by the time I got wings wasn't too necessary.  So in that sense, magic carpet is great for gaps in the corruption.  It doesn't negate fall damage though, but if you have NO other means of flight it's a "godsend".  Like I said, I was testing to see if there was a benefit to using several flight items (I just went to Jupiter server and basically was testing a whole lot of things) perhaps that's the only way you will come across a large number of flight items at once, without having to go crazy looking in your chests for whatever you dumped there.  --Molokaicreeper (talk) 19:27, 12 July 2016 (UTC)
 * I just tested this once again... it looks like some things have changed a tiny bit... with this combination: mothron wings, frostspark boots, cloud in a bottle and flying carpet... if you jump once nothing happens, you'd need to "double jump" but the good thing is that it goes right into flight at this point. So two jumps for flight, when flight runs out, carpet activates and keeps you at max altitude... at this point you can deplete carpet time which I counted a good 4 to 5 seconds or so.  And just like rocket boots, if you don't use that allowance all at once, you can stop pressing spacebar and press it again when you need the carpet to pick up again.  With that combination total flight time is about 7-8 seconds all together.  I tried it without the cloud in a bottle and you DON'T need to double jump to initiate flight in this case, nothing else seems to change. --Molokaicreeper (talk) 21:41, 12 July 2016 (UTC)

Wings Availability Update
This is to clarify a few things about the availability of flight objects in the game overall... in the tips section:


 * "This is the only early-hardmode wing that does not require fighting Wyverns."

That line must be old. Lately fighting wyverns is only necessary for a selective number of wings (taking into consideration queen bee, plantera and eclipse) plus expert wings etc. For example, in mobile version I was desperately looking for anything to help me out (there are no servers for mobile versions, we can't "cheat" in any way) and I so was lucky to find the Dryad selling Sparkly Wings on a blood moon night (she ONLY sells these on blood moon nights) it is unknown to me if they are even craft-able in mobile.

Although nearly impossible, yet still doable, is to beat a mechanical boss post-hardmode and get Steampunker to move into your world and sell you a Jetpack, plus Witch doctor will sell wings to you as well on hardmode. Not to mention if a player decided to beat plantera with boots on (having beaten the 3 mech bosses), is also doable via mothron. Plus the Angler also has a chance to give you wings. At this point I say, why even bother with wyverns? Perhaps the line should say something along the lines of "craft-able" or then again, the line should just get removed as it is no longer accurate. --Molokaicreeper (talk) 19:03, 12 July 2016 (UTC)

Player Hacking
Recently, people have been saying they have unobtainable wings and saying that they have proof. Is there a policy on the Terraria Wiki that states something like this? LordofEditing (talk) 07:47, 24 July 2016 (UTC)
 * Since Console and Mobile don't allow any changes to the game files, including mods, editors, or hacking, we cannot allow editors to make claims that an item is available, unless they can obtain it legitimately. In some instances we have allowed editors to say that an item cannot be obtained without the use of hacks (implying that they can hack in the item), but we may be walking a fine line there.  – Ferretwings  (talk ) 08:02, 24 July 2016 (UTC)

Mothron Wings Speed Bonus Incorrect
I don't feel like making an account, but the Mothron Wings are listed at 125%, but in-game testing showed them to be much, much slower horizontally than the Butterfly wings. PC, Steam, whatever the latest patch is as of 8/23/17
 * I checked the code and tested in-game. Mothron wings don't give any horizontal flight speed bonus. Tracked down to edit that changed it. Same edit also changed bat wings to 125%. Tested that too, no bonus. Reverted that edit. Should be fine now. Thank you for bringing it up. 86.115.19.146 17:39, 24 August 2017 (UTC)

Wings page is wrong
On the wing late it states that the nebula mantle has the hover ability and that the status wings don't, but in reality it's the other way round Dragonunicornbeast (talk) 22:09, 26 June 2019 (UTC)


 * What platform are you playing on? The information is correct for 1.3.5.3 (assuming you were referring to the Stardust Wings). --Rye Greenwood (talk) 16:20, 28 June 2019 (UTC)

Nebula Mantle Hover
Has anyone noticed that when you attempt to hover with the Nebula Mantle, you still ascend slowly instead of maintaining the same altitude? I've tried out a lot of other wings that have the hover ability, but they all do what they're supposed to and maintain height. Qsandas (talk) 23:08, 5 October 2019 (UTC)


 * After further testing, it seems that it will hover correctly when activated while falling, coming to a complete halt, but not while ascending, where you still continue to gain a small amount of altitude. Edit: This seems to happen with the vortex booster as well. Qsandas (talk) 23:24, 5 October 2019 (UTC)

removed wings- mobile
I was looking though chest on a mobile world that just got the moon lord update and found cenx's wings in a chest. There is no mention of wings that got converted on this page. 02:21, 30 October 2019 (UTC) IDk
 * "Any existing Sparkly Wings were replaced by Cenx's Wings." From the chart, at Sparkly Wings' stats. You probably had a Pair of those in a chest that then got converted. Bame66 (talk) 18:40, 30 October 2019 (UTC)

How to edit list?
How can I edit this wing list? --Superwill771 (talk) 22:02, 10 May 2020 (UTC)
 * Goto This Page Wings/List. Dihydrogen monoxide2 (talk) 09:31, 18 May 2020 (UTC)

1.4 Changes
1.4 Changelog states that wings were rebalanced, but table appears the same as previously. I dont have access to all the wings to test them, but if there is someone who can please fix the table. 197.249.59.114 08:37, 20 May 2020 (UTC) I can't figure out how to get the Wings/List template to display eicons in the speed bonus field, so I can't start updating the wings. That being said, preliminary testing indicates that "rebalance" here means "nerf most into oblivion."
 * Jetpack, Harpy Wings, Frost wings, Nebula Mantle are now giving a speed boost of around 112%.
 * Steampunk Wings, Mothron Wings, Bat Wings, Butterfly Wings are giving 123%.
 * Fishron wings are giving 129%.
 * Solar Wings are giving 144%.


 * It definitely seems like they've been rebalanced with an eye for progression, and every aspect needs to be tested fresh. If someone can help me out with how to use the template I might do it myself when TEdit updates to let me spawn the wings in.

--RipTribesAscend (talk) 08:06, 22 May 2020 (UTC)

Some, if not most, wings have been rebalanced in 1.4. I clearly remember (and tModLoader's outdated version confirms this) the Leaf Wings being better than the Fairy Wings, but this is no longer the case. Leaf Wings are now on the same tier as Angel Wings and Demon Wings, while Fairy Wings are on the same tier as Frozen, Harpy and Fin Wings. Testing more... Dig494 (talk) 17:33, 22 May 2020 (UTC)
 * Here's a chart from the devs: https://forums.terraria.org/index.php?threads/journeys-end-1-4-official-balance-feedback-and-discussion-thread.88978/post-1965234 Mathbrush1 (talk) 18:35, 22 May 2020 (UTC)
 * Thank you for the post link, quite useful! Slight mishap on my side though, Wings/List was updated 6 hours before posting this and I didn't notice the changes. I'm thinking we should probably re-add pre-1.4 values and mark the new ones (along with the new wings) with Dig494 (talk) 19:54, 22 May 2020 (UTC)

For reference, here's the values from the game's binary as of 1.4.3:

The developer wings are all copies of RedsWings.

--RipTribesAscend (talk) 01:11, 23 May 2020 (UTC)


 * Is there a value for vertical speed too? Starting at Spectre Wings, the max vertical speed increases then increases once more at Spooky Wings and probably later again still, yet they all have the same accRunSpeedOverride and horizontal max speed. Dig494 (talk) 06:39, 23 May 2020 (UTC)

There is and there isn't. What I posted is defined neatly together in the "WingStats" data structure. I just did some more poking and found the problem. In the Player's movement logic there is something like 200 lines of code that goes, "If I'm wearing THESE wings, tweak it this way. If I'm wearing THESE wings, tweak it this way" for every group of wings it seems. The issue is that it uses several local variables whose names are not preserved in decompilation, so I get such gems as: if (wingsLogic == 45) {    num2 = 0.95f; num5 = 0.15f; num4 = 1f; num3 = 4.5f; ...

I will look at it after I have some coffee tomorrow, haha.

--RipTribesAscend (talk) 07:26, 23 May 2020 (UTC)


 * I got curious and took a peek at the code too. Here's what I found:
 * num1 is the vertical acceleration step; aka "upwards" acceleration against gravity. Default value is 0.1f.
 * num2 is the vertical deceleration step when velocity is inversed; aka how fast it takes to start moving upwards again after falling. Default value is 0.5f.
 * num3 is the vertical velocity cap. It is multiplied with Player.jumpSpeed to set the max vertical velocity. Default value is 1.5f
 * num4 is what looks like a vertical speed bonus threshold. It is also multiplied with Player.jumpSpeed and tested against vertical velocity. Default value is 0.5f.
 * num5 is the vertical acceleration step bonus when velocity is below Player.jumpSpeed * num4, so a sudden upward acceleration giving a little "oomph" before fading out past the threshold. Default value is 0.1f.
 * Velocities are always multiplied by 5.125 (I think) to give the final mph. For observation, maxFallSpeed is set to 10f, which gives us 51mph when falling. Max Vertical Speed matches my results when doing  where jumpSpeed is 5 without gear and 7.4 with frog legs. Here's the table collected, with non-default values in bold.
 * {| class="wikitable sortable"

! id || "name" || "num1" || "num2" || "num3" || "num4" || "num5"
 * 1 || DemonWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 2 || AngelWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 3 || RedsWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 4 || Jetpack || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 5 || ButterflyWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 6 || FairyWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 7 || HarpyWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 8 || BoneWings || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 9 || FlameWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 10 || FrozenWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 11 || SpectreWings || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 12 || SteampunkWings || 0.1 || 0.5 || 1.805 || 0.5 || 0.1
 * 13 || LeafWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 14 || BatWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 15 || BeeWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 20 || TatteredFairyWings || 0.1 || 0.5 || 1.805 || 0.5 || 0.1
 * 21 || SpookyWings || 0.1 || 0.5 || 1.805 || 0.5 || 0.1
 * 22 || Hoverboard || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 23 || FestiveWings || 0.1 || 0.5 || 1.805 || 0.5 || 0.1
 * 24 || BeetleWings || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 25 || FinWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 26 || FishronWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 27 || MothronWings || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 29 || SolarWings || 0.135 || 0.85 || 3 || 1 || 0.15
 * 30 || VortexBooster || 0.15 || 0.5 || 2.45 || 1 || 0.1
 * 31 || NebulaMantle || 0.15 || 0.5 || 2.45 || 1 || 0.1
 * 32 || StardustWings || 0.135 || 0.85 || 3 || 1 || 0.15
 * 37 || BetsyWings || 0.125 || 0.75 || 2.5 || 1 || 0.15
 * 44 || RainbowWings || 0.125 || 0.85 || 2.75 || 1 || 0.15
 * 45 || LongTrailRainbowWings || 0.1 || 0.95 || 4.5 || 1 || 0.15
 * 46 || CreativeWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * }
 * All hover values ignores, obviously. With the amount of ticks per flight using flyTime and these acceleration steps, I think it would be possible to calculate the jump height. However, I still don't quite get how to get the horizontal max speed if we can't just do accRunSpeedOverride * 5.125 Dig494 (talk) 12:14, 23 May 2020 (UTC)
 * 21 || SpookyWings || 0.1 || 0.5 || 1.805 || 0.5 || 0.1
 * 22 || Hoverboard || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 23 || FestiveWings || 0.1 || 0.5 || 1.805 || 0.5 || 0.1
 * 24 || BeetleWings || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 25 || FinWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 26 || FishronWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * 27 || MothronWings || 0.1 || 0.5 || 1.66 || 0.5 || 0.1
 * 29 || SolarWings || 0.135 || 0.85 || 3 || 1 || 0.15
 * 30 || VortexBooster || 0.15 || 0.5 || 2.45 || 1 || 0.1
 * 31 || NebulaMantle || 0.15 || 0.5 || 2.45 || 1 || 0.1
 * 32 || StardustWings || 0.135 || 0.85 || 3 || 1 || 0.15
 * 37 || BetsyWings || 0.125 || 0.75 || 2.5 || 1 || 0.15
 * 44 || RainbowWings || 0.125 || 0.85 || 2.75 || 1 || 0.15
 * 45 || LongTrailRainbowWings || 0.1 || 0.95 || 4.5 || 1 || 0.15
 * 46 || CreativeWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * }
 * All hover values ignores, obviously. With the amount of ticks per flight using flyTime and these acceleration steps, I think it would be possible to calculate the jump height. However, I still don't quite get how to get the horizontal max speed if we can't just do accRunSpeedOverride * 5.125 Dig494 (talk) 12:14, 23 May 2020 (UTC)
 * 31 || NebulaMantle || 0.15 || 0.5 || 2.45 || 1 || 0.1
 * 32 || StardustWings || 0.135 || 0.85 || 3 || 1 || 0.15
 * 37 || BetsyWings || 0.125 || 0.75 || 2.5 || 1 || 0.15
 * 44 || RainbowWings || 0.125 || 0.85 || 2.75 || 1 || 0.15
 * 45 || LongTrailRainbowWings || 0.1 || 0.95 || 4.5 || 1 || 0.15
 * 46 || CreativeWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * }
 * All hover values ignores, obviously. With the amount of ticks per flight using flyTime and these acceleration steps, I think it would be possible to calculate the jump height. However, I still don't quite get how to get the horizontal max speed if we can't just do accRunSpeedOverride * 5.125 Dig494 (talk) 12:14, 23 May 2020 (UTC)
 * 45 || LongTrailRainbowWings || 0.1 || 0.95 || 4.5 || 1 || 0.15
 * 46 || CreativeWings || 0.1 || 0.5 || 1.5 || 0.5 || 0.1
 * }
 * All hover values ignores, obviously. With the amount of ticks per flight using flyTime and these acceleration steps, I think it would be possible to calculate the jump height. However, I still don't quite get how to get the horizontal max speed if we can't just do accRunSpeedOverride * 5.125 Dig494 (talk) 12:14, 23 May 2020 (UTC)
 * }
 * All hover values ignores, obviously. With the amount of ticks per flight using flyTime and these acceleration steps, I think it would be possible to calculate the jump height. However, I still don't quite get how to get the horizontal max speed if we can't just do accRunSpeedOverride * 5.125 Dig494 (talk) 12:14, 23 May 2020 (UTC)