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This means the page will walk you through a specific task, strategy, or enemy/boss fight.
Terraria has no formal player class or leveling system, however weapons can be grouped into four distinct categories- Melee, Ranged, Magic, and Summoning. (There is also a minor Throwing class and some playful classes in the Desktop version and Console 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 best for them. 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 weapon. Furthermore, each class can use at least one minion, so it is recommended to have one active at all times. Besides that the summoning 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 Summon weapons available at this point- only the Slime Staff, the Hornet Staff and the Imp Staff. For these reasons, players are recommended to make use of whatever they can get their hands on.
Early game, just use what weapons/accessories you find.
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.
Not recommended if you have low max mana.
Hardly viable at this point.
This is the only point in the game where a throwing class is truly viable.
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. In addition, playing with the Thrown weapons is no longer effective, as those weapons are insufficient for Hardmode. On the other hand, the summoner class starts to become more powerful but still not strong enough to defeat bosses.
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.
For an in-depth guide on how to obtain the Terra Blade, see Guide:Crafting a Terra Blade.
Summoner is relatively weak at this point, not having obtained a real upgrade.
The Tavernkeep's armors provide minion and sentry bonuses while also supporting another class.
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.
This build is similar to the Magic build, with the exception of preferring the Spectre Hood over the Spectre Mask, and the accessories you take. The Paladin's Shield will siphon damage off of your allies, while the Charm of Myths will heal you for the extra damage you sustain. This build heals for 10% of the damage you output, so the rest of your accessories should focus on movement for survivability, and/or damage output, as the Spectre Hood will reduce your damage output by 40%.
Pre-Lunar Events[edit | edit source]
Both sets of Beetle are nice to have.
Both sets of Spectre armor are nice to switch around.
You'll end up keeping the Spectre armor indefinitely. Your main focus should be upgrading your weapons and accessories to perform the most damage possible, while maintaining survivability.
Endgame[edit | edit source]
At this point you can probably 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.
The endgame summoner gear might prove useful to defend against enemies while engineering.
The endgame summoner gear might prove useful to defend against enemies while building.
The endgame summoner gear might prove useful to defend against enemies while fishing.
Fun[edit | edit source]
Some equipment are only made for fun or for entertainment purposes only. Buffs are not considered.
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