Guide:Class setups

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 in the, but it has been removed as of 1.3.6.) Each class has its strengths, weaknesses, and roles, and every class has a wide variety of weapons 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 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 (especially further into the game), as many armors, accessories and buffs only benefit a specific class. However, while their damage output may not be as high, backup weapons 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 a melee, ranged, or magic weapon after summoning the max number of minions.

Pre-Bosses
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.

Pre-Hardmode
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
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. Playing with Thrown weapons is no longer effective, as there is no Hardmode-exclusive content that benefits throwing damage. On the other hand, the summoner class starts to become more powerful but still not strong enough to defeat bosses without support.

At this point, you may want to start working on getting good modifiers for your equipment as well.

Pre-Plantera
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
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-Lunar Events
Equipment from Golem, Duke Fishron, Martian Invasion, and the final tier of the Old One's Army is now available.

Endgame
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
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.