While Terraria has no formal player class or leveling system, weapons can be grouped into four distinct categories- Melee, Ranged, Magic, and Summoning. (There is also a minor Throwing class in the PC version.) Each class has its strengths, weaknesses, and roles, and every class has a wide variety of weapons and tactics to choose from. As you progress through the game, every class gains more intricate and complex abilities, allowing more variety in strategy and combat as time goes on. It is advised for the player to try out every weapon they find to help determine what works for them best. It is also suggested that players learn how to effectively use buffs and potions to increase their efficiency and survivability in combat (Especially during Events and Boss fights).
In general, it is recommended to focus on one class (especially further into the game), as many armors, accessories and buffs only benefit a specific class and using a mix of weapons can reduce your damage output. However having a backup weapon from another class can be helpful should the situation require a different weapons. Furthermore, each class can use at least one minion, so it is recommended to have one active at all times. Besides that the summon class can use another weapon once finished summoning the max number of minions.
Pre-Bosses[edit | edit source]
Prior to encountering a boss, set bonuses from wooden and ore armor will almost exclusively provide additional defense, and accessories will not discriminate by weapon type when giving bonuses. When combined with the general scarcity of weapons and the need to survive, there is little point to sticking to a "class" this early on. Notably, there are nearly no summoning items available at this point- only the Slime Staff, one of the rarest items in the game. For these reasons, players are recommended to make use of whatever they can get their hands on.
|Mixed (early)|| * Wooden Bow
* Wooden Sword/Cactus Sword
* Wooden Boomerang
* Wand of Sparking
|Wooden armor|| * Shackle
* Cloud in a Bottle
|Early game, just use what weapons/accessories you find.|
|Mixed (late)|| * Gold Broadsword/Platinum Broadsword
* Enchanted Boomerang
* Poisoned Knife
* Gold Bow/Platinum Bow
* Gem staff
| *Gold armor/Platinum armor
* Pumpkin armor
| * Shackle
* Cloud in a Bottle
* Band of Regeneration
* Band of Starpower
* Hermes Boots
| * Archery Potion
* Ironskin Potion
* Swiftness Potion
* Regeneration Potion
| Early game, just use what weapons/accessories you find. |
In Halloween, Pumpkin armor is available pre-bosses, and while it gives much less defence than Gold or Platinum it has a +10% damage buff, very powerful if you can reliably dodge.
Pre-Hardmode[edit | edit source]
Once you start defeating the first bosses new options become available. In addition you should have enough mana to use magic weapons. However the armors still only give small bonuses, so you can still safely mix class styles without a significant loss of damage. This is also the only time thrown weapons are really useful. Summoners on the other hand are still rather weak at this point.
Pre-Mechanical Boss(es)[edit | edit source]
At this point in time it starts to become important to pick a specific class. Many accessories will only benefit a certain class and armor sets start to have a notable effect on your damage output. In addition your chance to play with the Thrown weapons is over now, as those weapons are insufficient for Hardmode. On the other hand the summoner class starts to become significantly more powerful, but properly still not strong enough to defeat bosses. If you still want to play a mixed class consider equipping a second helmet in the vanity slot so you can switch quickly between two armor sets. At this point you may want to start working on getting good (not necessarily the best) modifiers for your equipment as well.
Pre-Plantera[edit | edit source]
This is the point where a mixed class becomes rather weak compared to a single class, mainly due to there being separate armor sets for each class. You can of course still play a mixed class, though it is recommended to have a backup armor set (e.g. in the vanity slots) so you can switch quickly for some additional damage or defense.
Pre-Golem[edit | edit source]
With the hardmode dungeon now available, as well as the Pumpkin Moon and Frost Moon (it will be hard to reach last wave with current equipment, but you can still obtain the drops on earlier waves), there is a variety of new equipment available. Furthermore, any Biome Keys you have obtained are now usable.
Pre-Duke Fishron[edit | edit source]
Not much changes after defeating the Golem. For melee users the Influx Waver and Beetle Armor becomes available. For ranged users the Sniper Scope and Electrosphere Launcher are now available. Mages can use the Laser Machinegun and Charged Blaster Cannon. For summoners the Xeno Staff and for all classes the Destroyer Emblem and Celestial Stone are available. Most other weapons only have situational uses.
Pre-Celestial Events[edit | edit source]
Endgame[edit | edit source]
At this point you can properly start using a mixed class again (except when fighting the Moon Lord), because all equipment easily kills everything anyway.
Other[edit | edit source]
Some equipment sets are not meant for fighting, but for other activities, such as fishing, building and exploring. All equipment is optional and makes it easier to perform the task, but otherwise simply use what is at hand.
Mechanic[edit | edit source]
If you are interested in wiring then having stardust armor is probably best. If you're not in endgame then consider using bee armor or spider. Use the most powerful summoner weapon you have. This will defend you while you do wiring.
It is best to have all the colours of the wrench. You will also need a wire cutter because it will help you if/when you make mistakes. A mechanic npc is necessary because she sells the core items for wiring. To unlock her you need to find her in the dungeon.
You could collect statues for farming mobs. One last thing, you'll need a lot of wire!