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Guide:Class setups

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  • For detailed armor set recommendations at every stage of the game, see Guide:Armor progression.
    For cosplay setups, see Guide:Ideas § Cosplay.

    Terraria has no formal player class or leveling system. However, weapons can be grouped into four distinct categories based on their damage typemelee, ranged, magic, and summoning. Each class has its strengths and weaknesses and has a wide variety of weapons to choose from.

    • Melee – sports the highest defense on average and decent crowd control, but many melee weapons have short attack range, and those that do attack from a distance tend to have below-average DPS.
    • Ranged – powerful class with very high single-target damage output from a usually long range. Ranged users must gather materials to craft ammunition or buy it from the Arms Dealer.
    • Magic – fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. It is held back by reliance on mana, which regenerates very slowly unless the Mana Regeneration buff is in effect. Magic users must craft or purchase mana potions if they wish to use high-mana cost weapons for extended periods of time.
    • Summoning – good at farming enemies, but most summoning armors have low defense, and summons are often inaccurate against enemies that move very quickly. WhipsDesktop version are primary weapons to further complement their arsenal.

    Each class gains more complex abilities as the game progresses, enabling more strategic variety in combat. It is advised for players to try out every weapon they find to help determine what works best for them. It is also recommended to use buff potions and healing potions to increase efficiency and survivability in combat (especially during events and boss fights).

    In general, it is recommended to focus on one class. Many armors, accessories, and buffs only benefit a specific class, especially later into the game. Nonetheless, even when not specifically using a hybrid set, backup weapons from another class can be helpful should the situation require a different weapon. Furthermore, each class has at least one minion slot, so it is recommended to have it utilized at all times.

    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. For these reasons, players are recommended to make use of whatever they can get their hands on. (Note that Shadewood and Ebonwood are the best variants of the wooden equipment, and even being better than Cactus equipment.)

    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. Dedicated summoners are still rather weak at this point, although their summoning items can be used by any class.



    Pre-mechanical bosses[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 notably affect your damage output. However, summoner hybridization remains not only viable, but extremely potent due to the availability of the powerful Sanguine Staff.

    At this point, you may want to start working on getting good 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. Desktop version Hallowed armor may be preferred for extra survivability.

    Pre-Plantera
    Melee
    1. For an in-depth guide on how to obtain the Terra Blade, see Guide:Crafting a Terra Blade.
    2. 2.0 2.1 Due to their high stats, they can be mixed with other armors.
    3. Due to its lower stats, it should only be used to stack the bonuses of the glove above.
    Pre-Plantera
    Summoning

    Summoner gains a significant boost to survivability thanks to Hallowed armor.

    Accessory

    The Tavernkeep's armors provide minion and sentry bonuses while also providing significant melee, ranged, and magic bonuses. Hybridization is required to bring out their full potential.

    Pre-Golem[edit | edit source]

    With the Hardmode Dungeon and the Pumpkin Moon now available, players have access to a variety of new equipment. Furthermore, any Biome Keys you have obtained are now usable. Terraprisma, while very challenging to get with Pre-Golem gear, is extremely powerful through the rest of the game.

    Pre-Lunar Events[edit | edit source]

    Equipment from Golem, Martian Invasion and the final tier of the Old One's Army is now available. Challenging Duke Fishron, Empress of Light and the Frost Moon is also now feasible.

    Pre-Lunar Events
    Magic

    Both the Spectre Mask and Spectre Hood are useful for offense and defense, respectively. The listed hybrid set is strong both offensively and defensively, but is harder to obtain.

    Pre-Lunar Events
    Summoning

    The head and leg slots of Valhalla Knight armor can be swapped for pieces that provide minion capacity, while still retaining the breastplate's high health regeneration.

    Endgame[edit | edit source]

    At this point you can start using mixed class setups again, since you can kill everything easily. (except when fighting the Moon Lord).

    Multiplayer[edit | edit source]

    These setups sacrifice part of their own damage to make boss fights smoother for the entire team. A tank keeping bosses in one place should, depending on your group size, result in the overall party's DPS being higher, due to less deaths, ease of aiming, and no situations where one player runs away with the boss while everyone else chases them. The healer helps increase survivability for their team, but sacrifices large amount of their own damage and defense.

    Endgame
    Tank
    1. 1.0 1.1 In 1.4, Brain of Confusion provides a 17% dodge chance, and should be used over Master Ninja Gear if the dash effect isn't desired.
    2. 2.0 2.1 2.2 During boss fights, the Paladin's Shield (or its upgrades) should be given to another player to further increase your survivability. Keep in mind that wearing the shield yourself will prevent you from receiving its effect from others.
    Endgame
    Healer
    1. In 1.4, Putrid Scent, and its upgrades, is the corruption equivalent of the flesh knuckles and is used to reduce aggro.

    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.

    Wiring

    The Mechanic NPC unlocks wiring, selling the basic tools.

    Summoner gear might prove useful to defend against enemies while engineering.

    Fishing

    Summoner gear might prove useful to defend against enemies while fishing. A Shield of Cthulhu can be used without interrupting fishing. If you found Lavaproof Fishing Hook, you dont need to use Hotline Fishing Hook anymore.