эмблема дедала каламити мод

Guide:Class setups

The Calamity Mod adds a plethora of new weapons and equipment for all classes, including its new rogue class, to use throughout the game. Calamity also adds many difficult boss encounters and other situations in which class builds should be optimized in order to efficiently succeed. This is a guide that will show potential weapon and equipment builds for each of the five classes at various points in the game’s progression.

Melee — The melee class 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.

Ranger — The ranged class is a powerful bossing class with very high single-target damage output, and can attack from a long range. Ranged users must gather materials to craft ammunition, but this is not a significant drawback.

Mage — The magic class is fragile but highly varied in attack style, often utilizing special mechanics such as homing 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. Mages must craft or purchase mana potions if they wish to use high-mana cost weapons for extended periods of time.

Summoner — The summoning class is good at dealing with multiple threats, but most summoner armors have low defense, and minions are often inaccurate against enemies that move very quickly. Summon weapons can be used in conjunction with other classes, however the player must take note of summoning weapons’ frequent conflicts with Immunity frames and Calamity’s minion damage nerf when holding other weapons.

Rogue — The rogue class is a brand new class created by the Calamity mod that generally consists of thrown weapons. It utilizes a unique stealth mechanic that adds new attacks to many rogue weapons, decreases enemy Aggro and increases overall damage done by rogue weapons.

All — This «class» describes gear and items that are usable for all classes. Any equipment such as accessories and armor that are not specific to a class will be listed here.

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. 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.

Some items, armors, and accessories have extra abilities that are activated only by using them together. For example, most wings with a corresponding armor set provide additional stat boosts when used with said armor set, in addition to the flight they give.

This guide will not mention Lore items. It will also not mention Classless weapons that use ammo, such as the Magnum and Bazooka, which deal massive damage but should only be used sparingly due to their limited ammo supply. If a section for a class is blank, please refer to the «All Classes» section of each table.

Foreword

This guide is not meant to be used as a way to see the best weapons available at a specific point. Instead, it shows some potential weapons that players may find useful and that can be obtained at that point in progression. This is because there are many different ways to approach fights and what works well for one person may not work at all for another. Furthermore, there are frequent balance changes to the mod so an item’s relative power level can fluctuate wildly between updates and because of this, the guide is often not completely up-to-date. Players are highly encouraged to treat the guide as a starting point and to experiment with different weapons, accessories and armor sets to see what works best for them.

For a list of weapons for each specific class sorted by progression (albeit extremely roughly), see the respective class’s weapons page and click the small arrow on the sell price column to sort the table by sell price. An example page for melee weapons can be found here.

Similar pages are also available for sub-classes of weapons. An example page for yoyos can be found here.

Symbols

R — Rare item variant (Keep in mind that these items can be very difficult to obtain)

— Use only if you are familiar with the boss(es)

+ — Support items that debuff the enemy or benefit the player in some way

Ω — Only use together (two items will be highlighted with this symbol and they will have a bonus interaction when paired together)

Items restricted to Expert or Revengeance Mode will be italicized.

Boss Progression

Pre-Hardmode

This table will show a variety of suggested gear for Pre-Hardmode.

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Hardmode

This table will show a variety of suggested gear for Hardmode progression.

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Post-Moon Lord

This table will show a variety of suggested gear for Post-Moon Lord progression.

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Deific Amulet

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TypeAccessory – Crafting material
TooltipTaking damage makes you move very fast for a short time
Causes stars to fall and gives increased immune time when damaged
Increases armor penetration by 10 and reduces the cooldown of healing potions
Provides light underwater and provides a small amount of light in the abyss
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Buff duration5 seconds (when hit)
Buff tooltipMovement speed is increased
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The Deific Amulet is a craftable Hardmode accessory that acts as a combination of its ingredients. Given the typical usefulness of its constituent accessories, it is recommended to craft it as soon as possible. It is later used to craft the Rampart of Deities.

Despite being crafted with the Star Veil, the Deific Amulet’s increase to immunity frames functions separately from it (and by extension the Cross Necklace). The Deific Amulet grants 20 extra immunity frames when struck for more than one damage and 10 when struck for one damage. This effect will stack with the doubled immune time granted by the Star Veil or Cross Necklace.

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