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 and some playful classes in the ). Each class has its strengths, weaknesses (but magic classes are always the strongest in the end), and roles, and every class has a wide variety of weapons and tactics to choose from (except swords because sword classes are boring). As you progress through the game, every class gains more intricate and complex abilities (except swords because swords are boring), 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, and not swords), 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
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. 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
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.

Notes on Melee armor:
 * It is hard to obtain Turtle Shells for Turtle armor, but it is still highly recommended to do so before defeating Golem, as it is an ingredient in Beetle armor.
 * Vampire Knives and the Scourge of the Corruptor are great weapons to have, but are also very hard to obtain. The Vampire Knives heal the player, so those with a more defensive approach may prefer these. The Scourge of the Corruptor is also a good weapon. It has the mechanics of a ranged weapon, but does not require ammo nor mana.
 * If you prefer the Vampire Knives but are in a Corruption world, or if you prefer the Scourge of the Corruptor but are in a Crimson world, simply create new worlds until you get one with the right biome.
 * The Paladin's Hammer is by far the best weapon to have pre-Golem, as it has autoswing, and can achieve a higher DPS than even that of the Terra Blade. Unless fighting in close-range combat (in which case a Terra Blade's beam would double DPS), always use a Paladin's Hammer.

Pre-Duke Fishron
Not much changes after defeating the Golem. For melee users, the and Beetle armor becomes available. For ranged users, the Sniper Scope and are now available. Mages can now obtain 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
Equipment from Duke Fishron and Martian Invasion 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.

Fun
Some equipment are only made for fun or for entertainment purposes only. Not including Buffs.