Vanilla changes

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The Calamity Mod changes several aspects and details regarding vanilla Terraria content, ranging from the order in which bosses can be fought in to which items are sold by NPCs.

The Calamity Mod also changes multiple vanilla item recipes. To see those, click here.

The changes listed here occur as long as the Calamity Mod is installed, and are not restricted to any modded difficulty modes. See the Revengeance Mode or Death Mode pages for changes that occur exclusively within those modes.

Starting

In every new player's inventory, there will be a Starter Bag. The Starter Bag contains numerous useful items and can be opened to help speed up the beginning of the game.

Progression

The Calamity Mod makes heavy adjustments to the progression of Hardmode, removing many restrictions on the order in which bosses must be fought, and also (if the Early Hardmode Progression Rework configuration option is enabled) changing the obtainment method of early-Hardmode ores and Hallowed Bars.

Non-linearity

In vanilla Terraria, many Hardmode bosses require other bosses to be defeated before they can be fought, creating a linear sequence of progression. Calamity introduces several means through which bosses can be fought "out of order", which greatly increases the player's choices and freedom during Hardmode.

Ores and the Mechanical Bosses

If the Early Hardmode Progression Rework config option is enabled, the unlocking methods of early-Hardmode ores, as well as the Mechanical Bosses' stats, will be dramatically altered:

  • Defeating the Wall of Flesh will now cause Cobalt Ore and Palladium Ore to be spawned in the world and will allow any of the Mechanical Bosses to randomly spawn at night. These effects no longer occur when Demon/Crimson Altars are destroyed.
  • Crimson and Demon Altars will now drop 4 Souls of Night when broken.
  • The Pwnhammer and Hammush will now state that Crimson and Demon altars will not spawn ores when broken and that mechanical bosses spawn ores instead.
  • The Twins, The Destroyer, and Skeletron Prime now have dynamic stats and change depending on which Mechanical bosses the player defeats first.
    • If no Mechanical Bosses have been defeated:
      • The Mechanical Boss' base HP and damage are decreased by 20%
    • If one Mechanical Boss has been defeated:
      • The Mechanical Boss' base HP and damage are decreased by 10%
    • If two Mechanical Bosses have been defeated:
      • The Mechanical Boss has no stat adjustments.
  • The first mechanical boss defeated will now cause Mythril Ore and Orichalcum Ore to be spawned in the world.
  • The second mechanical boss defeated will now cause Adamantite Ore and Titanium Ore to be spawned in the world.
  • The third mechanical boss defeated will now cause Hallowed Ore to be spawned in the Underground Hallow biome.
  • All mechanical bosses will drop Hallowed Bars once they have all been defeated.

Drops

  • All Vanilla Treasure Bags are changed to follow the 'Calamity style' of dropping their main weapons or items. This refers to each item having an independent and equal chance to drop but, if none of them drop, then one is chosen at random and forced to drop. This ensures at least one main item per Treasure Bag.
  • Many Calamity enemies can drop Vanilla items:
 
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World Generation

  • The Jungle Temple's generation has been changed to guarantee a large arena to fight the Golem in.

Treasure

The mod generates many structures containing certain items normally exclusive to different points of progression, including hardmode.

Mechanics

Damage

  • Crystal Bullet shards will deal 40% less damage. The damage penalty takes the gun's base damage into account.
  • Hallowed Stars from Holy Arrows will deal 30% less damage. The damage penalty takes the bow's base damage into account.

Point-Blank Damage

  • Most Ranged weapons, excluding Flamethrowers, can perform Point-Blank shots that multiply all damage dealt by the weapon's inital projectiles by x1.5 so long as the projectile hits the target within 12 frames of being fired. Ranged damage projectiles spawned by on-hit effects, such as from an accessory, cannot recieve the damage multipier even if they hit the target within the 12 frame window.
    • Ranged weapons that can perform Point-Blank Damage will mention so in their tooltips.

Defense

Various changes have been made to vanilla's defense boosts:

Defensive accessory modifiers now scale with progression:

Modifier Hard Guarding Armored Warding
Vanilla +1 +2 +3 +4
Hardmode +2 +3 +5 +6
Post-Golem +4 +7
Post-Moon Lord +6 +8
Post-Providence +5 +7 +9
Post-Polterghast +3 +8 +10
Post-Devourer of Gods +6 +9 +11
Post-Yharon +4 +7 +10 +12

Some vanilla items have gained the ability to increase defense:

Additionally, Sharpening Station's armor penetration value has been nerfed from 12 to 5.

Damage Reduction

A graph displaying the relationship between the player's DR stat and the percent of damage that gets reduced in actuality.

The Calamity Mod adjusts the effective percentage of this stat for the player with a diminishing scale, with all DR reducing effects (such as Cursed Inferno) being calculated after it has been scaled. NPC DR is not affected by this diminishing scaling.

The scaling formula is: 1 - 1(1 + dr)

For example, if the player has 25% DR, it will be scaled to 1 - 1(1 + 0.25) = 0.2, or 20% DR.

Various changes have been made to vanilla's damage reduction boosts:

Defensive accessory modifiers now increase damage reduction:

  • Hard increases DR by 0.25%.
  • Guarding increases DR by 0.5%.
  • Armored increases DR by 0.75%.
  • Warding increases DR by 1%.

Some vanilla items have gained the ability to increase damage reduction:

Movement Speed

Movement Speed has been reworked and will now grant proper bonuses to both player movement and flight speed.

  • The static movement cap of any boots that grant the ability to run has been removed.
  • Additionally, the maximum horizontal player speed cap has been increased from 160% to 300%.
  • All Balloon accessories now grant the player +15% jump speed instead of +30%.
  • Equipping any type of Wings will now grant the player +24% jump speed. This is added on to any other jump speed boosts the wings might have.
    • The player is granted 10% jump speed if neither wings nor balloons are equipped.
    • Flight time boosts are also now additive instead of multiplicative on top of receiving bonuses from movement speed.
  • The player's base movement speed has also been increased from 15 mph (11 tiles/second) to 23 mph (~18.667 tiles/second).

Minions

  • Minions are changed to automatically adjust their damage whenever the player's equipment is changed, no longer needing to be re-summoned in order to take effect.
  • All attacks labeled as summon will deal 50% less damage if the player is holding a weapon belonging to a different class.

Environment

  • In the Snow and Ice biomes in Expert Mode, the player is inflicted with Frozen Lungs when submerged in water, draining their breath much faster; however, the water no longer inflicts Chilled on the player. This feature can also be reverted through editing the configuration options.
  • Boulder traps deal less damage (140 / 182 Expert Mode / 227 Revengeance Mode / 261 Death Mode), but inflict Broken Armor for 10 seconds on hit.
  • Explosive traps deal much less damage (350 / 450 Expert Mode / 517 Death Mode), but inflict On Fire! for 10 seconds.
  • Sandstorms cannot occur until the Desert Scourge is defeated.
  • Graveyards require 20 Tombstones to form, instead of 7.
    • The incremental pre-Graveyard screen shader begins at 17 Tombstones, instead of 4.

Velocity-Based Contact Damage

All bosses scale their contact damage based on how fast they are moving relative to their maximum velocity. The process for calculating this is explained below.

  • Each boss is assigned one of two values to be a velocity scalar; either 0.5 or 0.8.
  • The boss's velocity relative to half its maximum velocity is represented as a percentage. If it is greater than half of the maximum velocity, it is set to 100%.
    • For example, if the boss is travelling at 30% of its maximum velocity, the percentage would be 60%. However, if the boss is travelling at 70% of its maximum velocity, the percentage would be 100%, not 140%.
  • The percentage is used to find a number between the previously-assigned velocity scalar and 1.1.
    • For example, a percentage of 75%, with a velocity scalar of 0.5 would return a value exactly 75% of the way between 0.5 and 1.1, which is 0.95.
  • Contact damage is then multiplied by the number found in the previous step.

Buffs and Debuffs

Buffs

Icon Name From Effect Tooltip
Archery Archery Archery Potion Increases arrow speed by 20% and arrow damage by 5% 20% increased arrow speed and 5% increased arrow damage
Battle Battle Battle Potion Increases all spawn rates by 150% and maximum spawn count by 140% Increased enemy spawn rate
Beetle Endurance Beetle Endurance Beetle armor Stacks 3 times, each beetle provides a 10% damage reduction boost for a maximum of 30%. Down from a 15% boost from each beetle. Damage taken reduced by 15%/30%/45%
Calm Calm Calming Potion Decreases enemy spawn rates by 35.90% and maximum spawn count by 44% Reduces enemy aggression
Damage Nebula Damage Nebula Nebula armor Stacks 3 times, each booster provides a 7.5% damage boost for a maximum of 22.5%. Down from a 15% boost from each booster. 7.5%/15%/22.5% damage boost
Endurance Endurance Endurance Potion Increases the player's damage reduction by 5%. 5% reduced damage
Exquisitely Stuffed Exquisitely Stuffed Various food items +4 defense
+4% critical hit chance
+10% melee speed
+10% damage
+1 minion knockback
+10% movement speed
+15% mining speed
Major improvements to all stats
Major improvements to all stats and increased life regeneration Expert Mode[sic]
Ice Barrier Ice Barrier Frozen Shield, Frozen Turtle Shell, and Rampart of Deities Provides 15% damage reduction. Damage taken is reduced by 15%
Invisibility Invisibility Invisibility Potion Holding a rogue boomerang boosts rogue damage by 10%.
Holding a javelin boosts armor penetration by 5.
Holding a rogue bomb increases rogue velocity by 10%.
Holding a spiky ball increases rogue critical strike chance by 10%.
Holding a dagger increases rogue stealth regeneration by 8% even while moving.
The player is entirely concealed and has reduced aggro while not using any items.
Grants Invisibility. Grants rogue bonuses while holding certain rogue weapons
Life Nebula Life Nebula Nebula armor Stacks 3 times, each booster +5 life regeneration. Down from +10 life regeneration from each booster. Increased life regeneration
Magic Power Magic Power Magic Power Potion Increases the player's magic damage by 10%. 10% increased magic damage
Panic! Panic! Panic Necklace Increases the player's movement speed by 20%. Movement speed is increased
Peace Candle (buff) Peace Candle Peace Candle Decreases enemy spawn rates by 30.07% and maximum spawn count by 37% Decreased monster spawn rate
Plenty Satisfied Plenty Satisfied Various food items +3 defense
+3% critical hit chance
+7.5% melee speed
+7.5% damage
+0.75 minion knockback
+7.5% movement speed
+10% mining speed
Medium improvements to all stats
Medium improvements to all stats and increased life regeneration Expert Mode[sic]
Sugar Rush Sugar Rush Slice of Cake Increases movement speed by 10% and mining speed by 20% 10% increased movement speed and 20% increased mining speed
Swiftness Swiftness Swiftness Potion Increases movement speed by 15% 15% increased movement speed
Warmth Warmth Warmth Potion Grants the player immunity to the Chilled, Frozen and Glacial State debuffs. Reduced damage from cold sources. Immunity to the Chilled, Frozen, and Glacial State debuffs
Well Fed Well Fed Various food items +2 defense
+2% critical hit chance
+5% melee speed
+5% damage
+0.5 minion knockback
+5% movement speed
+5% mining speed
Minor improvements to all stats
Minor improvements to all stats and increased life regeneration Expert Mode[sic]


Debuffs

Icon Name From Effect Tooltip
Acid Venom Acid Venom Lionfish and various weapons and enemies. Target loses 25 damage per second per attached lionfish and 15 damage per second per attached sulphuric bubble up to 6 attached lionfish and 4 sulphuric bubbles.
If inflicted on a player: Target's movement speed reduced by 15%.
Losing life
Betsy's Curse Betsy's Curse Betsy's Wrath and Drataliornus in Revengeance Mode Target's damage reduction is reduced by 34%. Defense is lowered
Chaos State Chaos State Rod of Discord, Normality Relocator, and Spectral Veil Rod of Discord, Normality Relocator and Spectral Veil teleports can't be used Rod of Discord teleports are disabled
Cursed Inferno Cursed Inferno Various enemies and weapons If inflicted on an enemy: Target's damage reduction is reduced by 20%. Reduced effectiveness on certain post-Moon Lord bosses.
If inflicted on a player: Target receives 20% more damage from all sources.
Losing life
All damage taken increased by 20%
Ichor (debuff) Ichor Various enemies and weapons Defense reduced by 15 Reduced defense
Oiled Oiled Totality Breakers Increases the effectiveness of flame debuffs within the Calamity Mod by increasing their damage per second by 25%. Taking more damage from being on fire
Poisoned Poisoned Various enemies and weapons If inflicted on a player: Target's movement speed reduced by 10%. Slowly losing life
Shadowflame Shadowflame Various enemies and weapons in Revengeance Mode If inflicted on a player: Target loses 15 health per second and natural health regeneration. Losing life
Water Candle (debuff) Water Candle Water Candle Increases all spawn rates by 48.15% and maximum spawn count by 65% Increased monster spawn rate


  • The Chaos State debuff now lasts 15 seconds instead of 6 seconds, and now prevents the usage of teleporting items like the Rod of Discord instead of damaging players upon using them.
  • The Sandstorm's Mighty Wind debuff will be disabled if a boss is active.

NPCs

Town NPCs

Items Sold

Some vanilla NPCs have new items sold under certain conditions.

 
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Nurse Price Scaling

In Revengeance Mode, the price of the Nurse's healing scales with progression in the game. The price for healing will also be multiplied by 5 if any bosses are alive. In Death Mode, the Nurse will completely refuse to heal the player if a boss is currently alive.

 
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Reforge System Rework

The Goblin Tinkerer's reforge system has been reworked:

  • All modifiers are grouped into categories that consist of 7 tiers (0-6), categories are determined by weapon damage type and ability to receive certain modifiers over others.
  • Each time the player reforges an item, the tier gets higher until tier 6 is reached. Any reforges past tier 6 will reset the tier to 0.
    • Rolling an item to tier 0 will grant a random modifier that weapon can receive.
  • Modifiers get progressively more powerful the higher the tier. Rolling an item to tier 6 will always grant the best modifier possible for its category (For example, if the Crystalline is currently at tier 5, its next reforge would grant it the Flawless modifier).
  • Weapons can no longer receive negative modifiers when reforging.
  • If an accessory has the highest tier modifier it can obtain, only the highest tier modifier can be rolled if that item is reforged (For example, if the Coin of Deceit currently has the Silent modifier, its next reforge has the potential to roll the Lucky modifier, but can not roll the Spiked modifier).
  • All weapons can now receive their class type's best modifier except for Flails, Spears, and Yoyos. Weapons that have no knockback cannot gain knockback increasing modifier bonuses. Ranged weapons that have a use time lower than 6 will not receive any speed-adjusting modifier bonuses. Mage weapons that have a mana cost lower than 5 will not receive any mana cost decreasing modifier bonuses.
  • All reforge value costs have been decreased by 50%. This includes all modifiers introduced by the Calamity Mod.
  • A full list of the categories and items associated with them can be found below:
    • Accessories
      • Tier 1: Hard, Jagged, Brisk, Wild, Quiet
      • Tier 2: Guarding, Spiked, Fleeting, Rash, Cloaked
      • Tier 3: Precise, Arcane
      • Tier 4: Armored, Angry, Hasty, Intrepid, Camouflaged
      • Tiers 5 and 6: Warding, Menacing, Quick, Violent, Lucky, Silent
    • Melee weapons (except Swords)
      • Tier 1: Keen, Ruthless
      • Tier 2: Hurtful, Zealous
      • Tier 3: Forceful, Strong
      • Tier 4: Demonic
      • Tier 5: Superior
      • Tier 6: Godly
    • Melee weapons (Swords)
      • Tier 1: Keen, Ruthless, Nimble, Nasty, Heavy, Light
      • Tier 2: Hurtful, Zealous, Quick, Pointy, Bulky
      • Tier 3: Forceful, Strong, Agile, Large, Dangerous, Sharp
      • Tier 4: Murderous, Massive, Unpleasant, Deadly
      • Tier 5: Superior, Demonic, Savage
      • Tier 6: Legendary (for tools, Light as well in both tiers 1 and 6)
    • Ranged weapons
      • Tier 1: Keen, Ruthless, Nimble, Nasty, Powerful
      • Tier 2: Hurtful, Zealous, Quick
      • Tier 3: Forceful, Strong, Agile, Sighted, Murderous
      • Tier 4: Superior, Demonic, Deadly, Intimidating, Unpleasant
      • Tier 5: Godly, Rapid, Hasty, Deadly (the ranged specific one), Staunch
      • Tier 6: Unreal
    • Magic weapons
      • Tier 1: Keen, Ruthless, Nimble, Nasty, Furious
      • Tier 2: Hurtful, Zealous, Quick, Taboo, Manic
      • Tier 3: Forceful, Strong, Agile, Murderous, Adept, Celestial
      • Tier 4: Superior, Demonic, Deadly, Mystic
      • Tier 5: Godly, Masterful
      • Tier 6: Mythical
    • Summon weapons
      • Tier 1: Nimble, Furious
      • Tier 2: Hurtful, Quick, Taboo, Manic
      • Tier 3: Forceful, Strong, Adept, Celestial
      • Tier 4: Deadly, Mystic, Superior, Demonic
      • Tier 5: Masterful, Mythical, Godly
      • Tier 6: Ruthless
    • Rogue weapons
      • Tier 1: Radical, Pointy
      • Tier 2: Sharp, Glorious
      • Tier 3: Feathered, Sleek, Hefty
      • Tier 4: Mighty, Serrated
      • Tier 5: Vicious, Lethal
      • Tier 6: Flawless
  • Stat Changes

    • All Town NPCs from both Calamity and Vanilla, as well as the Eternia Crystal are made immune to every debuff.
    • All Town NPCs take 2 times as much damage from all projectiles in Normal mode and 4 times as much in Expert mode. This is to make them more consistent with the damage the player takes.
    • All Town NPCs gain additional boosts to damage and defense after defeating certain bosses:
    Boss Defense Damage
    Moon Lord +20 +60%
    Providence, the Profaned Goddess +12 +20%
    Polterghast +12 +20%
    The Devourer of Gods +12 +20%
    Jungle Dragon, Yharon +12 +20%
    Supreme Calamitas +20 +60%

    Other Changes

    • All Town NPCs will have an Town NPC Shop Alert Icon.png exclamation mark icon above them when a new item is sold, which can only be removed by interacting with them. They can also be removed completely via configuration options.
    • When killed, the Angler has a 8.3% chance to drop a Golden Fishing Rod in Hardmode.
      • If fed to a Trasher, this chance rises to 100%.
    • Clentaminator solutions cost 5 Silver Coin, as opposed to the original price of 25 Silver Coin.
    • The Tax Collector's taxes now scale throughout progression:
      • Pre-Plantera: 1 Silver Coin.png 50 Copper Coin.png per NPC up to a maximum of 50 Gold Coin.
      • Post-Plantera: 6 Silver Coin.png per NPC up to a maximum of 2 Platinum Coin.
      • Post-Moon Lord: 1 Gold Coin.png 50 Silver Coin.png per NPC up to a maximum of 5 Platinum Coin.
      • Post-Devourer of Gods: 3 Gold Coin.png per NPC up to a maximum of 10 Platinum Coin.
      • Post-Yharon: 6 Gold Coin.png per NPC up to a maximum of 20 Platinum Coin.

    Enemies & Bosses

    • Debuff times in Expert Mode are no longer doubled. This can be reverted through editing the configuration options.
    • In Expert Mode, enemies will not spawn in towns. This can be reverted via configuration options.
    • When a boss is alive, the Boss Effects debuff's effects are applied upon the player. This can be reverted via configuration options.
    • While in Pre-Hardmode, the spawnrate of Voodoo Demons is increased.
    • At the beginning of Hardmode, before the player has summoned or fought any boss, all enemies are weaker. In Normal mode, all enemies have 20% less HP and attack damage. In Expert mode, they have 40% less HP and attack damage to compensate for their higher original stats.
    • Tomb Crawler health is nerfed by 40% while in Pre-Hardmode.
    • Dungeon Guardian health is nerfed by 90% and damage reduction is reduced from 99.9999% to 90%.
    • The Eater of Worlds and The Destroyer take only 1% damage for a few seconds after spawning.
    • The Destroyer's segments take reduced damage from piercing projectiles. Piercing projectile damage is halved.
    • The nail projectiles from the Nailhead enemy have their damage nerfed by 25%.
    • Golem enrages if it is fought outside the Jungle Temple.
    • The Martian Saucer no longer counts as a boss for the purposes of Adrenaline, or Boss Zen effects.
    • Duke Fishron's Sharknadoes and Cthulhunadoes take a second before dealing damage.
    • Lunatic Cultist's health in Normal Mode and Expert Mode is increased (32,000 to 38,400 / 40,000 to 48,000 Expert Mode).
    • Multiplayer scaling of bosses' health is decreased. Calamity takes the boss's health on multiplayer and multiplies it by a scalar to reduce it.
      • For two players, 82% of health is contributed per player, totaling 164% of base (singleplayer) health.
      • For three players, 72% of health is contributed per player, totaling 216% of base health.
      • For four players, 64% of health is contributed per player, totaling 256% of base health.
      • For five players, 57% of health is contributed per player, totaling 285% of base health.
      • For six players, 52% of health is contributed per player, totaling 312% of base health.
      • For seven or more players, health is multiplied by 47% of health is contributed per player, totaling 329% of base health with seven players.
    • The Dungeon Cultists are set to respawn faster.
    • The Celestial Pillars require 100 Expert Mode enemies to be defeated in Expert Mode instead of 150. This can be removed through editing the configuration options.
    • Bosses drop more money.
    • Caster AI enemies deal no contact damage.
    • Mimics will no longer drop Compasses.
    • Green Jellyfish can now spawn during Pre-Hardmode. However, their base damage is reduced to 40 and their defense is reduced to 4.
    • Several vanilla enemies and bosses are now immune to Webbed:
     
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    Vanilla Boss Additions

    The Calamity Mod changes Vanilla Boss AI in both Revengeance Mode and Death Mode. The changes are summarised below.

     
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    Items

    Armor

    The Calamity Mod rebalances many armor sets in the vanilla game, including a complete overhaul of all Pre-Hardmode ore armor sets, providing them with new set bonuses as well as individual bonuses.

    Pre-Hardmode Ore Armors

    Appearance Set Bonuses / Effects / Notes
    Copper armor.png Copper armor
    • Copper Helmet grants 5% increased damage
    • Copper Chainmail grants 3% increased critical strike chance
    • Copper Greaves grant 5% increased movement speed
    • Set Bonus: +2 defense, 10% increased movement speed, +2 to all damage, and 25% increased mining speed,
    Tin armor.png Tin armor
    • Tin Helmet grants 4% increased critical strike chance
    • Tin Chainmail grants 1 life regen
    • Tin Greaves grant 10% increased movement speed
    • Set Bonus: +2 defense, +5 armor penetration, +1 life regen, and 25% increased mining speed
    Iron armor.png Iron armor
    • Iron Helmet, Chainmail, and Greaves each reduce damage taken by 3%.
    • Set Bonus: +2 defense, reduces damage taken by 6%, +2 life regen, and 25% increased mining speed
    Lead armor.png Lead armor
    • Lead Helmet, Chainmail, and Greaves each reduce damage taken by 3%.
    • Set Bonus: +3 defense, reduces damage taken by 3%, +1 life regen, grants knockback immunity, and 25% increased mining speed
    Silver armor.png Silver armor
    • Silver Helmet grants 6% increased critical strike chance
    • Silver Chainmail grants 2 life regen
    • Silver Greaves grant 10% increased movement speed
    • Set Bonus: +3 defense, +1 life regen, and 25% increased mining speed. Two seconds after being hit for 20 or more damage, heal for 10 health; getting hit again during this time will reset the timer
    Tungsten armor.png Tungsten armor
    • Tungsten Helmet grants 7% increased damage
    • Tungsten Chainmail grants 1 life regen
    • Tungsten Greaves grant 10% increased movement speed
    • Set Bonus: +3 defense and 25% increased mining speed. Increases all knockback by 33%. Increases critical strike chance by 100% of the knockback of your currently held weapon, capped at +10% critical strike chance with Insane knockback
    Gold armor.png Gold armor
    • Gold Helmet grants 6% increased damage
    • Gold Chainmail reduces damage taken by 5%
    • Gold Greaves grant 12% increased movement speed
    • Set Bonus: +3 defense and 25% increased mining speed. All enemies have a 4% chance to drop 1 more gold coin, while all bosses killed always drop 3 more. Gain 1% increased critical strike chance for every 5 gold in your inventory, capped at 10%
    Platinum armor.png Platinum armor
    • Platinum Helmet grants 8% increased damage
    • Platinum Chainmail grants 6% increased critical strike chance
    • Platinum Greaves grant 12% increased movement speed
    • Set Bonus: +4 defense and 25% increased mining speed. Every 10 defense grants +1 life regen, and every point of defense grants 0.1% increased critical strike chance, capping at 50 defense
    Shadow armor.png Ancient Shadow armor.png Shadow armor and Ancient Shadow armor
    • Shadow Helmet, Scalemail, and Greaves each grant 5% increased damage and 7% increased jump speed
    • Set Bonus: 15% increased max movement speed and acceleration.
    Crimson armor.png Crimson armor
    • Crimson Helmet, Scalemail, and Greaves each grant 5% increased damage and +1 life regen
    • Set Bonus: Greatly increased life regen

    Rogue Armors

    Appearance Set Bonuses / Effects / Notes
    Gladiator armor.png Gladiator armor
    • Gladiator Helmet grants 3% increased rogue damage
    • Gladiator Breastplate grants 3% increased rogue critical strike chance
    • Gladiator Leggings grant 3% increased rogue velocity
    • Set Bonus: +3 defense and 5% increased rogue damage and 10% increased velocity.
      Maximum rogue stealth of 70.

    Balancing

    Appearance Set Vanilla Bonuses/Effects Calamity Bonuses/Effects
    Snow armor.png
    Pink Snow armor.png
    Snow armor and
    Pink Snow armor

    n/a

    • Set Bonus: All cold-based damage over time debuffs receive a 50% damage bonus
      Cold enemies will deal reduced contact damage to the player
      Provides immunity to the Frostburn and Glacial State debuffs
    Meteor armor.png Meteor armor
    • Set Bonus: Makes the mana cost of the Space Gun zero
    • Set Bonus: Reduces the mana cost of the Space Gun by 50%
    Obsidian armor.png Obsidian armor
    • Set Bonus: Increases whip range by 50% and speed by 35%
      Increases minion damage by 15%
    • Set Bonus: Increases whip range by 50% and speed by 35%
      Increases minion damage by 15%
      Grants immunity to fire blocks and temporary immunity to lava
    Molten armor.png Molten armor
    • Set Bonus: 17% extra melee damage.
    • Set Bonus: 17% extra melee damage and 20% extra true melee damage. Additionally grants immunity to fire blocks, and temporary immunity to lava.
    Cobalt armor.png Cobalt armor
    • Cobalt Hat grants 2 defense and increases maximum mana by 40.
    • Cobalt Helmet grants 12 defense.
    • Cobalt Mask grants 4 defense.
    • Cobalt Breastplate grants 8 defense.
    • Cobalt Leggings grant 8 defense.
    • Total defense granted is 18/28/20.
    • Cobalt Hat grants 4 defense and increases maximum mana by 60.
    • Cobalt Helmet grants 16 defense.
    • Cobalt Mask grants 7 defense.
    • Cobalt Breastplate grants 11 defense.
    • Cobalt Leggings grant 10 defense.
    • Total defense granted is 25/37/28.
    • Set Bonus: 10% increased max speed and acceleration. Gain damage and and critical strike chance boost based on your current movement speed, up to 10% each.
    Palladium armor.png Palladium armor
    • Palladium Headgear grants 3 defense.
    • Palladium Mask grants 14 defense.
    • Palladium Helmet grants 5 defense.
    • Palladium Breastplate grants 10 defense and 3% increased damage.
    • Palladium Leggings grant 8 defense and 2% increased damage.
    • Total defense granted is 21/32/23.
    • Palladium Headgear grants 5 defense.
    • Palladium Mask grants 15 defense
    • Palladium Helmet grants 8 defense
    • Palladium Breastplate grants 13 defense and 7% increased damage.
    • Palladium Leggings grant 11 defense and 7% increased damage.
    • Total defense granted is 29/39/32.
    Mythril armor.png Mythril armor
    • Mythril Hood increases maximum mana by 60.
    • Mythril Chainmail grants 7% increased damage.
    • Mythril Greaves grant 10% increased critical strike chance.
    • Mythril Hood increases maximum mana by 80.
    • Mythril Chainmail grants 12% increased damage.
    • Mythril Greaves grant 14% increased critical strike chance.
    • Set Bonus: Enemy hits release Mythril flares, which home in on enemies after a short delay. Mythril flares deal 40% of the damage of the attack that spawned them, softcapped at 105 damage, and have a 9 frame delay before another can be spawned.
    Orichalcum armor.png Orichalcum armor
    • Orichalcum Headgear grants 4 defense.
    • Orichalcum Mask grants 19 defense.
    • Orichalcum Helmet grants 7 defense.
    • Orichalcum Breastplate grants 13 defense and 6% increased critical strike chance.
    • Orichalcum Leggings grant 10 defense.
    • Total defense granted is 27/42/30.
    • Orichalcum Headgear grants 6 defense.
    • Orichalcum Mask grants 22 defense.
    • Orichalcum Helmet grants 10 defense.
    • Orichalcum Breastplate grants 16 defense and 10% increased critical strike chance.
    • Orichalcum Leggings grant 14 defense.
    • Total defense granted is 36/52/40.
    Adamantite armor.png Adamantite armor
    • Adamantite Headgear increases maximum mana by 80.
    • Adamantite Headgear grants increases maximum mana by 100.
    • Set Bonus: Half your damage reduction is added to your critical strike chance. Continuously doing damage grants an increasing amount of defense, up to 30. This defense decays while not dealing damage and can be affected by defense damage.
    Hallowed armor.png Hallowed armor
    • Hallowed Plate Mail grants 15 defense
    • Hallowed Greaves grant 11 defense
    • Total defense granted is 31/50/35
    • Hallowed Plate Mail grants 18 defense
    • Hallowed Greaves grant 13 defense
    • Total defense granted is 36/55/40
    Chlorophyte armor.png Chlorophyte armor
    • Set Bonus's Crystal:
      • Fires a damaging leaf at enemies.
    • Set Bonus's Crystal:
      • Every 5 seconds, releases a green, expanding ring that damages enemies for 300 damage and heals players for 10 health. Both the damage and healing amount increase with the player’s strongest class damage.
    Beetle armor.png Beetle armor
    • Set Bonus (Shell): Beetles buff the player by +15% damage reduction.
    • Set Bonus (Shell): Effect of the beetles is reduced to increase damage reduction by 10%/20%/30%.
    Spectre Hood.png Spectre Hood
    • 40% decreased magic damage
    • 20% decreased magic damage
    Spectre Mask.png Spectre Mask
    • Set Bonus's Missiles:
      • Homing projectiles do normal damage
    • Set Bonus's Missiles
      • Homing projectiles deal 30% less damage
    Solar Flare armor.png Solar Flare armor
    • Dash slam deals 150 damage and grants 4 immunity frames.
    • Dash slam deals 400 damage and grants 12 immunity frames.
    Vortex armor.png Vortex armor
    • Set Bonus: Stealth mode provides 80% ranged damage and 20% ranged crit.
    • Set Bonus: Stealth mode provides 40% ranged damage and 15% ranged crit.
    Nebula armor.png Nebula armor
    • Set Bonus's Boosters:
      • Damage Boosters buff the player by +15% damage for 8 seconds
      • Life Boosters increase health regeneration by 5 per second for 8 seconds
      • Mana Boosters increase mana regeneration (about 10 per second) for 8 seconds
    • Set Bonus's Boosters:
      • Effect of the Damage Boosters is halved to increase damage by 7.5%/15%/22.5%.
      • Effect of the Life Boosters is halved to increase life regeneration by 2.5/5/7.5 per second.
    Crystal Assassin armor.png Crystal Assassin armor
    • Set Bonus: Allows the ability to dash. 10% increased damage and critical strike chance.
    • Set Bonus: Allows the ability to dash.
    Monk armor.png Monk armor
    • Monk's Bushy Brow Bald Cap grants 1 extra sentry and 20% increased melee speed
    • Monk's Shirt grants 20% increased melee and minion damage
    • Monk's Pants grant 10% increased minion damage, 15% increased melee critical strike chance and 20% increased movement speed
    • Set Bonus: Increases your max number of sentries. Lightning Aura can now crit and strikes faster
    • Monk's Bushy Brow Bald Cap grants 1 extra sentry and 10% increased melee speed
    • Monk's Shirt grants 10% increased melee and minion damage
    • Monk's Pants grant 5% increased minion damage, 5% increased melee critical strike chance and 20% increased movement speed
    • Set Bonus: Increases your max number of sentries. Lightning Aura can now crit and strikes faster. 10% increased melee speed, crit and damage. 15% increased minion damage
    Squire armor.png Squire armor
    • Squire's Great Helm grants 1 extra sentry and increases life regen by 2
    • Squire's Plating grants 15% increased melee and minion damage
    • Squire's Greaves grant 15% increased minion damage, melee critical strike chance and movement speed
    • Set Bonus: Increases your max number of sentries. Ballista pierces more targets and panics when you take damage
    • Squire's Great Helm grants 1 extra sentry and decreases life regen by 1
    • Squire's Plating grants 10% increased melee and minion damage
    • Squire's Greaves grant 5% increased minion damage, 5% increased melee critical strike chance and 15% increased movement speed
    • Set Bonus: Increases your max number of sentries. Ballista pierces more targets and panics when you take damage. Increases life regen by 2. 15% increased minion damage and 10% increased melee critical strike chance
    Huntress armor.png Huntress armor
    • Huntress's Jerkin grants 20% increased minion and ranged damage and 10% chance to not consume ammo
    • Set Bonus: Increases your max number of sentries. Explosive Traps recharge faster and oil enemies. Set oiled enemies on fire for extra damage
    • Huntress's Jerkin grants 10% increased minion and ranged damage and a 10% chance to not consume ammo
    • Set Bonus: Increases your max number of sentries. Explosive Traps recharge faster and oil enemies. Set oiled enemies on fire for extra damage. 10% increased minion and ranged damage
    Apprentice armor.png Apprentice armor
    • Apprentice's Trousers grant 10% increased minion damage, 20% increased magic critical strike chance and movement speed
    • Set Bonus: Increases your max number of sentries. Flameburst field of view and range are dramatically increased
    • Apprentice's Trousers grant 5% increased minion damage and magic critical strike chance and 20% increased movement speed
    • Set Bonus: Increases your max number of sentries. Flameburst field of view and range are dramatically increased. 5% increased minion damage and 15% increased magic critical strike chance
    Shinobi Infiltrator armor.png Shinobi Infiltrator armor
    • Shinobi Infiltrator's Helmet grants 2 extra sentries and 20% increased melee and minion damage
    • Shinobi Infiltrator's Torso grants 20% increased minion damage and melee speed and 5% increased melee critical strike chance
    • Shinobi Infiltrator's Pants grant 20% increased minion damage and melee critical strike chance and 30% increased movement speed
    • Set Bonus: Increases your max number of sentries. Greatly enhances Lightning Aura effectiveness
    • Shinobi Infiltrator's Helmet grants 2 extra sentries and 10% increased melee and minion damage
    • Shinobi Infiltrator's Torso grants 10% increased minion damage and melee speed and 5% increased melee critical strike chance
    • Shinobi Infiltrator's Pants grant 10% increased minion damage and melee critical strike chance and 30% increased movement speed
    • Set Bonus: Increases your max number of sentries. Greatly enhances Lightning Aura effectiveness. 10% increased melee damage, melee critical strike chance and melee speed. 30% increased minion damage
    Valhalla Knight armor.png Valhalla Knight armor
    • Valhalla Knight's Breastplate grants 30% increased minion damage and increases life regen by 8
    • Valhalla Knight's Greaves grant 20% increased minion damage, melee critical strike chance and movement speed
    • Set Bonus: Increases your max number of sentries. Greatly enhances Ballista effectiveness
    • Valhalla Knight's Breastplate grants 30% increased minion damage and increases life regen by 2
    • Valhalla Knight's Greaves grant 10% increased minion damage and melee critical strike chance and 20% increased movement speed
    • Set Bonus: Increases your max number of sentries. Greatly enhances Ballista effectiveness. Increases life regen by 6. 10% increased minion damage and melee critical strike chance
    Red Riding armor.png Red Riding armor
    • Red Riding Dress grants 25% increased minion and ranged damage and 20% chance to not consume ammo
    • Set Bonus: Increases your max number of sentries. Greatly enhances Explosive Traps effectiveness
    • Red Riding Dress grants 15% increased minion and ranged damage and 20% chance to not consume ammo
    • Set Bonus: Increases your max number of sentries. Greatly enhances Explosive Traps effectiveness. 10% increased minion and ranged damage
    Dark Artist armor.png Dark Artist armor
    • Dark Artist's Leggings grant 20% increased minion damage, 25% increased magic critical strike chance and 20% increased movement speed
    • Set Bonus: Increases your max number of sentries. Greatly enhances Flameburst effectiveness
    • Dark Artist's Leggings grant 10% increased minion damage and magic critical strike chance and 20% increased movement speed
    • Set Bonus: Increases your max number of sentries. Greatly enhances Flameburst effectiveness. 10% increased minion damage and 15% increased magic critical strike chance


    Weapons

    The Calamity Mod re-balances a significant amount of vanilla weapons by buffing or nerfing certain attributes such as damage, granting auto-use, and changing mana costs.

    Notably, several melee weapons have had their damage increased significantly.

     
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    Tools

    The Calamity Mod re-balances many tools by buffing or nerfing certain attributes such as their respective tool powers, toolspeed, tile boost range or by granting true melee bonuses.

     
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    Accessories

    Consumables

    Other

    • Gems and herbs are obtainable through the Glimmering Gemfish and the Stuffed Fish, respectively.
    • Several vanilla crates include Calamity-based loot.
    • Target Dummies will only be able to be hit when a boss is not alive; this is to prevent abuse of attacks that grant buffs or bonuses to the player.
    • Several vanilla items' tooltips have been changed.
      • Certain accessories, potions, and light pets' tooltips have been changed to reflect their effectiveness in the Abyss.
      • All vanilla wings now display statistics such as horizontal speed, acceleration multiplier, vertical speed and flight time.
      • All vanilla hooks now display various stats regarding tile reach, launch, and pull velocities.
      • The Magic Quiver's tooltip has been changed to say "arrow damage," rather than simply "damage."
    • All items with a max stack size of 99 and all types of bombs and dynamite are changed to have maximum stack sizes of 999.
    • Certain spawn-modifying items are buffed:
      • Water Candles now increase spawn rates by 48.15% and maximum spawn count by 65% from 33% and 50% respectively.
      • Battle Potions now increase spawn rates by 150% and maximum spawn count by 140% from 100% and 100% respectively.
      • Peace Candles now decrease spawn rates by 30.07% and maximum spawn count by 37% from 23% and 30% respectively.
      • Calming Potions now decrease spawn rates by 35.90% and maximum spawn count by 44% from 17% and 20% respectively.
    • The Slimy Saddle and Gelatinous Pillion have reduced horizontal velocity.

    See Also