Guide:Class setups

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

The melee class is powerful, sporting high defense and damage as well as decent crowd control. It utilizes weapons such as swords, spears, sickles, boomerangs, flails, and yoyos. Many melee weapons have a short attack range, and those that are viable at a distance tend to do lower damage than their close-range counterparts. Melee users are good at taking lots of hits without losing lots of health, which helps with tougher enemies and Bosses. Melee is generally the most straight-forward class, as using the weapons and dealing decent damage with them doesn't require any help. Rangers are able to attack from a distance, doing high single-target, piercing, or splash damage. They utilize weapons like bows and guns, as well as thrown objects. Ranged users must constantly acquire ammunition, unless using the Endless Quiver or Endless Musket Pouch. This can be done through crafting or purchasing from the Arms Dealer. Rangers have decent defense, and are good at killing enemies while keeping a safe distance. For many weapons that doesn't use regular ammo (such as the Nail Gun or the Candy Corn Rifle), players can buy the ammo from the Arms Dealer while having the weapon in their inventory. There are different Arrows, Bullets, Darts and Rockets that each have their own use and effect. Using the right one in a situation can make a huge difference. Magicians are fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. They are held back by reliance on mana, which regenerates very slowly unless the Mana Regeneration buff is in effect. Mana becomes less of a problem as the player progresses, as they obtain helpful Armors and Accessories such as the Mana Flower. Enemies also have a high chance to drop mana when killed by a player with less than full Mana, which proves useful in situations with lots of enemies where they'll end up using lots of mana. Magic-users must craft or purchase mana potions if they wish to recover mana instantly. Summoners utilize Minions to deal damage for them. This makes summoners great for farming enemies or if they have to go do something. are the primary weapons that will focus summons and increase their damage, as well as allowing the player to deal damage themself. Different minions are useful for different situations, as some have high accuracy while some have less, and some are grounded while others fly. Summoners have very low defense, with even Stardust armor having only 38 defense, so the overall goal of a summoner is to avoid all attacks while letting their minions and their whips deal the damage. Many people stack the effects of whips, utilizing combos such as the Durendal to gain attack speed and the Dark Harvest to deal lots of damage. Summoner armors are essential to maximizing damage output, and for people who don't wear summoner armors, summons have very little power, however some people decide to do it for the defense.
 * Melee
 * Ranged
 * Mage
 * Summoning

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
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. Players can acquire a gun or magic weapon early on by smashing one of the corruption or crimson orbs.

While certain weapons, such as the Blade of Grass, are technically available to the player before fighting a boss, they are difficult to acquire without other post-boss equipment.

With a bit of luck, Fossil Armor can be obtained early on and without much difficulty.

Mages must increase their mana capacity through the use of s before magic weapons become viable. The Magic Hat and Wizard Hat will provide a set bonus when used in conjunction with any robe. Jungle armor and Ancient Cobalt armor can be used interchangeably, with each piece providing the same benefits, and the set bonus being given even when a mix of the 2 armors is used. Depending on the player's skill level, the Demon Scythe can technically be obtained at any point in the game, as Demons will always naturally spawn in the Underworld.

While it's technically possible to obtain Water Bolt before defeating Skeletron, it is extremely dangerous. A hoik is required to enter the Dungeon before gaining access the normal way. A Recall Potion can then be used to retreat before dying.

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.

On the, with the addition of and , Summoners become much more powerful at this point than in previous versions of the game.

Bee armor is preferable if you are planning to use your minions more often and would like to play a more passive role focusing on dodging more than attacking yourself, but Obsidian armor (on ) trades 1 of your minions for +20% additional summon damage, and +50% whip range and +35% speed, which can allow for you to play a more aggressive playstyle compared to the traditional summoner.

3ds players do not get dedicated summoner armor until post Plantera, pumpkin armor recommended for damage.

Pre-mechanical bosses
At this point in time, it becomes almost mandatory to pick a specific class. Many accessories will only benefit a certain class, and armor sets start to benefit only certain types of damage. However, summoner hybridization remains not only viable, but extremely potent due to the availability of the powerful Sanguine Staff.

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

Summoners on the 3ds version cannot obtain another summoner weapon unless they kill Duke Fishron with the slime staff.

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. Hallowed armor may be preferred for extra survivability. At this point buffs are extremely useful for bosses and almost necessary in master mode.

Summoner gains a significant boost to survivability thanks to Hallowed armor. However, it has low offensive bonuses, causing it to favor the Blade Staff (which benefits very little from percentage-based bonuses anyways). /

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. When using the Blade Staff, be sure to use Durendal, Snapthorn, Spinal Tap and Flask of Ichor for best efficiency.

Pre-Golem
With the Hardmode Dungeon and the Pumpkin Moon and Frost Moon now available, players have access to a variety of new equipment. Furthermore, any Biome Keys you have obtained are now usable. You could attempt to skip this stage by killing the Empress of Light, but most players won't be able to defeat her until they've progressed a bit further.

Despite the Clinger Staff damage being low it still provides great help at knocking back enemies in the Dungeon, Jungle Temple and Events.

Pre-Lunar Events
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.

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


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Multiplayer
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 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.

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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.