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This is the era where millions died fighting for what they believed in.
This is the age in which feral, rogue monstrosities ravaged the world.
This was the time where gods either abandoned or struck those who had faith in them.
This was the moment in which Calamity reigned supreme.
Opening dialogue of The Tale of a Cruel World

Once upon a time, in the land of Terraria, a mighty warrior named Yharim rose in rebellion against the Gods of the land, sparking a war that consumed the entire world for decades. His crusade scorched the earth, Gods and mortals alike perishing in his rage, until even he lost sight of the very things he fought for. Now, long after Yharim's seeming disappearance, a lone Terrarian awakens to face the remnants of the cruel world he left behind…

Terraria: Calamity is a Game Mod made by Terraria Forums user MountainDrew/Fabsol that acts as a Fan Expansion to the vanilla game, adding many more bosses, enemies, weapons, and even an expansive plot. It can be downloaded here. It is still being updated, but adds a massive amount of content to the main game, with a lot of its content going past the Moon Lord, the Final Boss of the vanilla game.

As the new lore has now been released, some of the tropes found here will be changed.


Terraria: Calamity contains examples of:

  • Acid Pool: Calamity takes this up to eleven with the Sulphurous Sea. Once a normal ocean, years of being corroded by Azafure's pollution and being used as Draedon's waste dump did so much damage to it that it was irreparably transformed into an ocean of caustic acid. It's filled to the brim with dangerous creatures, and if you go too deep you'll enter The Abyss.
  • Adaptation Expansion: Calamity expands on the depreciated Thrower class from vanilla Terraria and turns it into the Rogue class, which revolves around a Stealth meter which builds up whenever not attacking. Building up stealth by spacing out attacks increases the damage of the weapons, and fully charging Stealth will empower the attack to devastate enemies.
  • Anti-Armor: In addition to standard debuffs that reduce defense and damage reduction, there's also defense damage, which causes certain powerful boss attacks to temporarily inflict a defense/DR reduction based on a percent of the damage dealt. Although this decays over time, it also stacks on subsequent hits, making taking repeated hits punishing if you don't space them out.
  • Anti-Frustration Features: The mod adds quite a few.
    • A Starter Bag is added into a newly-spawned player's inventory, containing low-level weapons for each class, as well as several beginner potions.
    • Movement speed, building speed, and mana regeneration are significantly increased across the board, making exploration and construction considerably easier in the early game. In addition, all players have access to a weak dash by default, reducing the need to equip a dash item early on.
    • Many vanilla items that were hard/tedious to obtain or may not show up in the world are made craftable.
    • The majority of boss summons are no longer consumable, meaning that one summon gives you infinite attempts.
    • Many items from the evil type the world didn't generate with are sold, and there's a sky island with said evil's Biome Chest weapon.
    • Wulfrum enemies will spawn above ground to give scraps when killed. These scraps can be used to make a large number of items that make the earlygame easier, such as tools to expedite digging, treasure hunting, exploration, and construction.
    • Blood Moons can drop blood orbs that can be mixed with water for a nearly-limitless supply of vanilla potions, eliminating the need for mods.
    • Each ore (except for Auric, which drops from Crates instead) has a slime named after it which drops said ore after the conditions have been met, in order to avoid exhausting the player from searching for new stretches of ore. It also helps players whose worlds either don't have Calamity ores or lost them at some point.
    • Calamity ores only generate once the minimum boss progression necessary to mine them has been achieved, thus preventing them from blocking hellevators.
    • Invincible targets in boss battles are ignored by homing attacks and minions, preventing the body from absorbing their attacks as effectively.
    • Gems such as Rubies and Diamonds are rare and difficult to find in vanilla, made harder by the fact that they're difficult to see without Spelunker potions. While you don't need them for a lot, it's still pretty troublesome having to dive down when you run short. Calamity adds a series of underground "Crawler" enemies which spawn uncommonly and drop their namesake gemstones, making it much easier to keep a supply. 1.5 later even added a new generation system which causes them to spawn in larger veins, as well as at fixed depths depending on their rarity.
    • The Zerg and Zen potions have been added thanks to Calamity, which respectively raise and lower enemy spawn rates by massive amounts. The former is especially useful if you're trying to hunt down rare enemies with rarer drops or grind out raw materials, provided of course you can survive the onslaught of 40+ enemies swarming you all at once.
    • Building and mining speed, as well as base movement speed, are significantly increased, making it easier to build and explore. Similarly, mana regeneration is increased, making magic weapons in the earlygame less of a chore.
    • The Goblin Tinkerer's reforging was changed from a Luck-Based Mission to an upgrading system, where you will get progressively better reforges until always obtaining the optimal one after a certain number of reforges. One of the new town NPC's will even return a percentage of your previous reforging expenses to you at no cost, which she apparently steals from the Tinkerer on a regular basis.
    • When a boss is alive, it will confer the Boss Zen effect that drastically reduces all enemy spawn rates, greatly reducing the chances of random enemies ambushing the player when they're preoccupied by the boss.
    • The Angler quest rewards have been greatly overhauled; each of the first thirty quest turnins will guarantee one specific item off the exclusive items list (i.e. the sixth time you'll get the Fisherman's Pocket Guide), in addition to the randomly chosen rewards. (None of them are restricted to Hardmode, either.) This means you have to do at most thirty quests before you have all the items and never have to bother with the Angler again. The exception is the Fin Wings, which are never guaranteed but is a possible random reward after the 10th quest.
  • All There in the Manual: Most of Calamity's lore is in the forum post for the mod, although some item descriptions, boss dialogue and Lore Items dropped by them can provide some as well.
  • All Your Powers Combined:
    • The Biome Blade and Ark of the Ancients successively inherit and enhance the abilities of their predecessors. Eventually, they combine into the endgame Ark of the Cosmos, which inherits most of their effects.
    • Many of the super-accessories from the vanilla game can be combined into even stronger accesories, and the mod adds some of its own ridiculously-complicated super-acessories. These include the Asgardian Aegis, The Sponge, Celestial Tracers, Abyssal Diving Suit, and more.
    • Four post-Moon Lord armors can be merged (with a ton of extra materials to grind for) into the Auric Tesla armor, which fuses all of their perks into one set.
  • And I Must Scream:
    • Cryogen is the archmage Permafrost sealed inside a living snowflake for years.
    • A God that does not have its essence properly disposed of will persist in a near-vegetative state, struggling to regain consciousness and power but ultimately unable to accomplish anything.
  • Applied Phlebotinum: Uelibloom can be used to turn the Musket and Toxic Flask into one of the strongest guns in the mod without using souls despite being a mere metal, indicating that this trope is in effect for the material.
  • Arrange Mode: All above Expert Mode. And yes, they stack.
    • Revengeance Mode boosts enemy spawn rates and buffs all bosses while giving them new patterns. It also gives you more money and item drops from enemies as well as the Rage and Adrenaline meters, which allow you to activate Super Modes that boost your damage.
    • Death Mode buffs enemy spawn rates and damage even further, allows bosses to spawn on their own, and pushes boss aggressiveness to its maximum while giving them a few new tricks.
    • The Draedon Update added Malice Mode, which enrages the boss AI while buffing their speed and damage, nerfs lifesteal, makes the Nurse unable to heal you while a boss is alive, and makes boss minions no longer drop hearts, among other things. This was later removed in the 2.0.1 update.
  • A Winner Is You: Your reward for defeating the tough-as-nails Terminus Boss Rush? Nothing but lines of text commemorating your power, a statement telling you not to expect a reward from a "mere pebble", and a final line telling you to be patient if you want to reap the real reward. Oh, and a Rock.
  • Badass Army: Although not seen in the actual game, Yharim leads an army of soldiers who are armed to the teeth with both extraordinary magical armaments and technologically advanced equipment from Draedon. These soldiers carry out much of his will in his stead, scouring the land for the divine and their faithful.
  • Badass Creed: The Greatsword of Judgement, and its upgrade, the Greatsword of Blah:
    No matter where you may be you are never alone. I shall always be at your side, my lord.
  • BFS:
    • The Majestic Guard, created by fusing Souls of Might with the Adamantite Greatsword. Its upgrade is even larger.
    • The Ultisword, which can be turned into an even stronger version with Uelibloom Bars.
    • The Murasama's swings can more often than not span a majority of the screen with the right equipment.
    • The last greatswords the player can receive are the Draconic Destruction, Animus, Red Sun, and Earth. Two of them can flood the screen with devastating projectiles, and all of them are downright huge.
  • Bait-and-Switch: DM DOKURO posted a video of a theme he supposedly made for Cnidrion, Seahorse Scrutiny. Several seconds into the video, however, the screen bursts into flames, a message appears saying "It's not over, kid", and Universal Collapse kicks in.
  • Battle in the Rain:
    • When the Siren spawns, the rain starts falling. It's not always immediately noticeable, thoughnote .
    • When summoned, the Storm Weaver will cause rain to start up. As the fight progresses, the weather will worsen into a blizzard and then a full-out thunder storm.
  • Beef Gate: Polterghast is an incredibly strong boss that appears without warning after killing 30 Phantom Spirits, which you will need to do as their Phantoplasm is an essential crafting material. While its health pool isn't exceptional, it has damage reduction that only increases as its life is depleted. This makes it incredibly tanky, especially at its last slivers of health.
  • Big Bad: Yharim the Godseeker. That said, it's not possible to fight him just yet.
  • Blood Magic: The Bloodflare equipment. The armor in particular crosses this with Soul Power, as it augments the equipment with the spiritual power from Polterghast's Ruinous Souls.
  • Boss Rush: The item Terminus, which can found at the bottom of the Abyss, will summon an event where you have to fight all of the bosses in quick succession - made harder that the bosses are progressively buffed to an insane degree and have extroardinarily aggressive Malice AI, to the point where endgame players may struggle with bosses fought in pre-hardmode.
  • Bullet Hell: Several Calamity bosses feature phases defined largely by a need to dodge large numbers of projectiles while keeping up the damage. None moreso than the Supreme Witch Calamitas, whose fight begins with the player doing nothing but dodging fireballs in a confined space for several seconds before Calamitas herself shows up, and multiple intermissions where she turns invulnerable and repeats this.
  • Challenge Run:
    • While Revengeance is practically needed to get the full experience of the mod, for those who want to push their skills to the absolute limit, fighting bosses with Death active (which provides virtually no tangible reward) should do the trick.
    • There are some configuration options that add more challenge to the game, such as limiting curses on the Boss Rush, or an option to give bosses up to eleven times their original health.
  • Clone Degeneration: The first Calamitas you fight is a clone of the real Supreme Calamitas, and is far weaker than the boss they were cloned from.
  • Close-Range Combatant: Calamity significantly buffs most "true melee" (melee weapons with no projectiles) options and provides quite a few more, making it decently viable to fight foes up close and personal.
  • Coin-Targeting Trickshot: The Crackshot Colt and Midas Prime weapons are one big Shout-Out to ULTRAKILL — they have a secondary fire of tossing up to four coins into the air, which if shot will cause the bullet to ricochet off all the tossed coins and into the nearest enemy for increased damage with each coin.
  • Combat Tentacles: The Abyss-themed Omega Blue Armor allows you to gain these, the set bonus giving you a number of AI-controlled tentacles that lash out at nearby targets to drain their life. When activating the armor's set bonus, they get even more aggressive.
  • Completion Mockery: So you managed to beat all the Boss Rush tiers? Congratulations. What is your reward for doing so? A plain old rock that does absolutely nothing.
  • Contractual Boss Immunity: A few.
    • Boss enemies significantly resist debuffs that impair movement, reducing their durations and gaining brief immunity to them after being hit with one so that you can't stun-lock them. However, they also generally lack total immunity to statuses besides those that it makes sense for them to be immune to.
    • All segmented enemies (and some others like Sepulcher's Brimstone Hearts and Ceaseless Void's Dark Energies) have piercing resistance that reduces the damage of piercing projectiles for every segment they pass through, up to a limit. This significantly reduces the ability to deal massive damage to them with piercing weapons.
    • Virtually all worm bosses will be immune to damage for the first few seconds of their lifetimes as they uncurl, making it nearly impossible to simply drop piercing weapons on their curled segments upon spawning (which was a common way to instantly kill the Eater of Worlds and Destroyer in the vanilla game).
    • Most bosses have resistances to specific weapons that would normally do extremely well against them. However, this goes both ways, with some bosses also having increased vulnerabilities to certain weapons.
  • Counter-Attack: The Ark of the Ancients series of swords can parry incoming attacks, granting invincibility frames if it hit an enemy or reducing the damage of projectiles. It has a cooldown, but successfully parrying an attack will temporarily boost the sword's capabilities and allow for the use of a special attack.
  • Darker and Edgier: Calamity's efforts to give Terraria's myriad bosses and biomes a cohesive lore resulted in something downright grimdark, taking place After the End in a Crapsack World home to multiple fallen civilizations, faded gods, alive and malevolent gods, world-threatening infections, and a Cosmic Horror Story or two, all ruled by a genocidal tyrant who has long since ruined the world and lived to regret it.
  • Disc-One Nuke: The Murasama can be obtained as soon as you can reach Draedon's Underworld Lab, but cannot be actually used until you've beaten Draedon himself... unless your character's name happens to be "Jetstream Sam" or "Samuel Rodriguez", which will unlock the weapon and its utterly ridiculous (even by the mod's standards) range and damage output.
  • Dragons Are Divine: The Auric Dragons of the Draconic Era were described as godly beings who wielded primordial power that made Terraria itself bow to them. All of the current Gods present in the story obtained their divinity by consuming an Auric Dragon Soul during the Dragons' genocide at the start of the Deific Era.
  • Easter Egg: A musical one, as shown by DM Dokuro; the bridge segments of Crabulon's theme, "1NF3S+@+!0N", will produce mushroom shapes when fed through a vectorscope.
  • Eldritch Abomination: The majority of the post-Moon Lord bosses can qualify as this. More notable ones include Providence, all three Sentinels of the Devourer, and the Devourer of Gods himself.
  • Eldritch Location:
    • The Calamity versions of the Corruption and Crimson were spawned when Yharim failed to properly contain the essence of some of the earliest Gods he killed. The essence seeped into the earth and terraformed entire swathes of land into Body Horror wastelands teeming with monsters. The remains of the Gods' consciousnesses are even trying and failing to reform themselves from the rotting biomass, birthing monsters like the Hive Mind.
    • The Distortion also counts as this, being a totally unknown dimension that serves as the home of abominations like the Devourer of Gods, Storm Weaver, and Signus.
  • Elemental Rock-Paper-Scissors: Different elemental debuffs like fire, electricity, disease, and water will do significantly increased or decreased damage depending on what target they're affecting. Certain other effects will also amplify their damage, such as enemies covered in water taking massively increased electrical damage.
  • Empathic Environment: As the fight with Cryogen goes on, the mod will force the current world to trigger heavy rain, or a very thick blizzard, in the case of the snow biome. Anahita also triggers rain whenever she spawns.
  • Empowered Badass Normal: The player character goes from the mundane handicraft of vanilla Terraria to a warrior running on several types of Unobtainium and the abilities of fallen bosses. By the end of progression, they've at the very least killed a Physical God and a serpent known for its ability to kill gods and absorb their power - and even then, the game isn't shy about telling you that compared to what's to come, those were the small fry.
  • Encounter Bait: The Zerg Potion is a beefed-up version of the vanilla Battle Potion which boosts enemy spawn rates by an extremely large amount.
  • Encounter Repellant: On the opposite side, the Zen Potion is a beefed-up version of the vanilla Calming Potion which reduces enemy spawn rates by an extremely large amount.
  • Even Evil Has Loved Ones: Yharim, for all the awful things he's done, genuinely loves Yharon, his pet dragon and current penultimate boss.
  • Evil Weapon: A lot of them.
  • Fantasy Metals: Calamity adds a few more compared to the ones already in the base game.
    • Aerialite is a metal found inactive in floating islands, and is unmineable until the Hive Mind or Perforators are defeated. It can be used for various sky-based items.
    • Cryonic is a lightweight yet durable metal resembling frosted glass, created by Permafrost the Archmage. The ore spawns in the Ice biome after Cryogen is defeated and is used to make ice or crystal-themed gear.
    • Perennial is a form of energized, metallic plant matter not unlike Chlorophyte. It makes jungle-themed armor and generates upon defeating Plantera.
    • Scoria is a volcanic metal which can be found in the depths of the Abyss, used to create geothermal-themed gear. It's present from the world's generation, but can only be mined with a Picksaw or better.
    • Cryonic, Perennial, and Scoria bars can be crafted together into Life Alloys to create stronger gear.
    • Astral ore comes from the heavens, and can only be mined once the Astrum Deus is defeated.
    • Exodium Clusters are an extraterrestrial metal that spawn alongside Luminite in planetoid-sized clusters after the Moon Lord is defeated. They're used to craft a variety of post-Moon Lord items, including Stratus gear.
    • Uelibloom is made from fossilized tree bark, resurfaced from the defeat of the Profaned Goddess.
    • Cosmilite Bars are a mysterious metal from another dimension, dropping from the Devourer of Gods.
    • Auric Ore is rock imbued with draconic power, generating after Yharon is defeated. It's used to make some of the strongest equipment in the game, but will violently electrocute anyone not wearing Auric Armor.
    • Shadowspec Bars are a blackened metal used exclusively to craft endgame developer-tier items. They currently require Auric Bars, Exo Prisms, and Ashes of Annihilation to craft, but their crafting requirements will change over time to ensure that they're only craftable once every endgame boss has been slain.
  • Fire and Brimstone Hell: In addition to the one in the base game, there's the Brimstone Crags, which is found in the lower-left corner of the world and is filled with incredibly deadly foes as well as cursed lava that can burn you through immunity. It was once the First City Azafure and a hub of civilization and smithing, but was completely annihilated beyond repair by a fight between Calamitas and the Brimstone Elemental.
  • Flechette Storm:
    • The Charged Dart Blaster charges up the player's darts into fragile but high-velocity and extremely painful darts that split on impact. These shards can get stuck in the same target as the one the initial dart hit for maximum damage. Its upgrade, the Shredder, takes this up to eleven to the point of severely lagging the game.
    • The Illustrious Knives are essentially the Vampire Knives for Calamity's endgame.
  • Flunky Boss: Terraria isn't a stranger to these, but Calamity adds some unique ones.
    • The Perforator Hive is a giant fleshy hive that summons fleshy worms to attack you as it takes damage. The worms alone could be a boss in their own rightnote , and the hive (the main boss) can only be killed once the worms are dead.
    • The Slime God is perhaps the most amazing example in the entire mod: it's a relatively small and unassuming core, but it starts the fight by summoning two giant slimes, not unlike the Slime King from the vanilla game. The slimes split in two upon death, and each hit you land on them causes them to spawn smaller slime enemies. As you can imagine, this mushrooms out of control quite fast.
    • Ceaseless Void barely fights on its own, and delegates most of the fighting to its respawning swarms of Dark Energy minions.
    • The Dragonfolly can summon smaller versions of itself if there aren't already a certain number of them alive.
  • Gameplay and Story Segregation:
    • Calamitas is said to be capable of evaporating an entire ocean. Even her strongest in-game form doesn't quite live up to the reputation.
    • The Devourer of Gods not only... devours gods, but assimilates their powers and is capable of interdimensional travel. While the latter can be said to be used in summoning portals, no sign of the former power seems to appear.
  • Geo Effects: The Biome Blade series of weapons can attune itself to certain biomes to change its method of attack. They can store up to two attunements at once, and a few upgrades in, the attunement not in use can also provide passive buffs. Once it upgrades to the Galaxia, it discards all of this in favor for 4 enhanced modes based on the old ones but themed around constellations instead.
  • Green Thumb: The Uelibloom gear and Tarragon Armor have organic/life energy as an underlying theme. Later on, the Silva Armor will also show a slew of nature-based powers.
  • Harder Than Hard:
    • The mod adds in a mode above Expert called Revengeance Mode, which boosts enemy spawn rates and buffs up all bosses while adding new and more complex attack patterns, but also boosts enemy money drops along with your combative ability while granting you Rage and Adrenaline. It is toggled by using the Revengeance item (which all new players spawn with) in Expert Mode.
    • A later patch added Deathmode, toggled with the Death item which can be crafted at any Altar. It buffs enemy spawn rates and damage even further, allows bosses to spawn on their own, gives most biomes hazardous environmental effects, and pushes boss aggressiveness to its maximum by making them transfer into new phases faster (or just spawn in their most aggressive phases).
  • Henshin Hero: The Flamsteed Ring lets the player transform into either a superpowered cyborg or a larger Mini-Mecha named Andromeda, which packs a variety of features for both mobility and combat.
  • It May Help You on Your Quest:
    • Let's face it: without the Guide (or a Recipe Browser mod), how are you supposed to know that one of the strongest swords in the game starts with a bunch of soils and stones?
    • In general, there are a ton of weapons in the mod that are also materials, so a weapon that might be useless to the player right then might eventually come in handy much later for progression.
  • Karma Houdini: Draedon is one of the only foes in Yharim's forces who can fight the player and escape a beatdown afterwards.
  • Killed Off for Real: The Calamity version of the Queen Slime is a guardian of the Slime God made from Hallowed matter after it fled the first battle. It eventually fused with it to gain more power, but was left unable to escape again after that, leading to its final death once Queen Slime is destroyed.
  • Lethal Joke Item:
    • While possibly not intentional, The Wand's stats are written in such a way that it might as well be one - single digit damage for a ridiculously high mana cost. Actually casting it, though, produces one of Yharon's Flarenadoes for much higher damage.
    • The Cosmic Plushie is one of these - for you. Acquiring it requires such an insanely difficult challenge it may as well be a Bragging Rights Reward, moreso because it's nothing more than a tiny, cute, pink haired humanoid that follows you around. Until you let it follow you into a sufficiently dark place. Then it might just stab you for 500 damage and spawn the minion of an endgame boss (or the boss itself if you trigger an Easter Egg). Have fun with that.
  • Luckily, My Shield Will Protect Me: Calamity adds several new shields that give minor boosts to defensive capabilities. The last individual shield you receive is the Elysian Aegis, a large shield that grants a truckload of defense and can turn the player into a Mighty Glacier - increasing defense and damage/crit, but reducing their base acceleration. Eventually, all of these shields combine to form the Asgardian Aegis.
  • Mad Scientist: Draedon, Yharim's weapons expert and blacksmith, who spends much of his time creating incredibly destructive weaponry for his own curiosity.
  • Many Spirits Inside of One: In the Calamity lore, Plantera is a plant that was used as a vessel to house legions of spirits in an attempt to breed a plant that would bring them prosperity.
  • Mecha-Mooks: Calamity's backstory for the Mechanical Bosses are that they aren't unique entities, but forms built by Draedon to house the souls of Yharim's elite soldiers so that they may be reborn as undying machines. The Destroyer used to be one of Yharim's personally trained Godseeker Knights, The Twins used to be some of Yharim's greatest scouts, and Skeletron Prime was one of Yharim's most fanatical shock troopers.
  • Mechanical Monster: The Exo Mechs, 4 super-powerful robots designed by Draedon to surpass even Gods in terms of power. You'll have to take on the four of them in a Wolfpack Boss fight instead of Draedon himself.
  • Merger of Souls: The Polterghast is an amalgamation of vengeful spirits driven mad by hatred.
  • Mini-Mecha: The earlygame summoner Wulfrum Armor allows you to temporarily transform into a Wulfrum mecha using a piece of scrap, buffing your defensive stats at the cost of limiting your weapon to the mech's Arm Cannon. Taking damage during the transformation will reduce the amount of time left.
  • My Name Is ???: Occasionally, a curious being identifiable only as "???" spawns in the ocean. Killing it summons Anahita.
  • Nintendo Hard:
    • While the mod itself is already significantly harder than vanilla Terraria, most of the top-tier equipment can only be attained by playing on Expert or Revengeance for best results. The problem is, Revengeance Mode is freakishly hard even with the benefits it provides, pumping the stats of most bosses through the roof while giving many of them completely revamped attack patterns, new tricks, and Contractual Boss Immunity to name a few. Chances are that without a lot of preparation beforehand, the majority of the bosses will be spectacularly difficult to defeat.
    • Deathmode is even harder, as it adds in a whole slew of lethal environmental effects and beefs up the behavior of just about every boss, which will absolutely destroy anyone who isn't well-versed in the game and boss mechanics. On the bright side, it's completely optional since most bosses won't give you anything extra.
    • The now-defunct Malice Mode was the ultimate example of this. It says something that having complete mastery of a boss fight, in-depth knowledge of their AI, and a ton of what would normally overpreparation isn't excessive to defeat a Malice boss on tier, but mandatory.
    • Even without counting the above, the post-Moon Lord bosses can be extremely difficult compared to the vanilla ones (or even endgame bosses from other mods) as they seriously test all of the player's stats and skills in movement, damage, arenas, etc. If you're not completely prepared to fight them, the post-Moon Lord bosses will likely tear you a new one even on Normal mode.
  • No Range Like Point-Blank Range: Enforced by the point-blank damage mechanic used by most guns and bows, which causes them to do significantly higher damage against foes within a sufficiently small distance.
  • Nuke 'em: Previous tooltips for the Gallant Pickaxe (now Genesis Pickaxe) described it as delivering a localized burst of nuclear power to anything it touches. Said pickaxe is the only thing that can reliably mine Uelibloom ore before the Blossom Pickaxe and the Crystyl Crusher.
  • Obvious Rule Patch:
    • In vanilla Terraria, the Zenith is intended to be a Purposefully Overpowered Infinity +1 Sword, and to ensure you can only use it after clearing all challenges, two of its ingredients drop only from Final Boss Moon Lord. Calamity, having extended the course of progression so that Moon Lord is no longer the final boss, changes the recipe to also require Auric Bars, thereby locking off the Zenith until defeating Yharon, at which point its power level is more on-curve.
    • Similarly, the Rod of Harmony can now only be transmuted after Calamitas and Draedon are beaten, as having a source of infinite teleportation without any cooldown would trivialize most of the game's post-Moon Lord content.
  • Optional Boss: A number of the bosses aren't necessary for progression and are only fought to obtain better gear. The mod also adds (and is planning to add) Superbosses, endgame encounters that will challenge even a fully-powered player.
  • Overdrawn at the Blood Bank: Implied with the bleed debuff from Soma Prime, which can stack and cause enemies to lose upwards of 4-digit health values per second.
  • The Plague: Draedon engineered a nanomachine virus (referred to only by the trope name) and sent it into the jungle. Infected creatures would have their flesh rot away endlessly and transformed into cyborg killing machines loyal to Draedon himself.
  • Power at a Price:
    • The Dimensional Soul Artifact increases all damage dealt by a hefty 25%, but also increases damage taken by 15%.
    • All of Calamitas' Enchantments are this, granting weapons unique and powerful traits at the cost of a debilitating and potentially harmful tradeoff.
  • Power Creep: Calamity balances around itself rather than vanilla Terraria, which means this happens quite a bit. Items dropped from pre-Hardmode Calamity bosses can rival or exceed mid-Hardmode vanilla equipment, a pace that continues throughout the game, which means that Calamity gear will continually outpace anything vanilla Terraria has to offer. To compensate for this, a lot of the vanilla game's items are also rebalanced as well.
  • Power Gives You Wings: While Cryogen's soul is fused with the player character, frozen wings appear on the player which are flight-capable.
  • Purposefully Overpowered:
    • The developer weapons are all ridiculously powerful, and make fighting most bosses trivial; however, in order to make them, you'll have to kill the mod's strongest bosses at least once each, and the requirements for them will gradually increase as more bosses are added, so they're not exactly very useful. However, there is one challenge stronger than the last few bosses - the Boss Rush.
    • The Crystyl Crusher stands out in comparison to all the other developer items- it's a pickaxe with a whopping 5000 pickaxe power and +50 range; in layman's terms, this means it can mine pretty much any block on screen, faster than you can fall. However, it still has the same requirements to obtain as the other developer weapons, so it's not nearly as useful as it would be if you obtained it, say, during the middle of Hardmode.
  • Rage Against the Heavens: Yharim rebelled against the Gods for their crimes against the old Draconic race, starting a bloody crusade that sets up most of the setting for when the player first arrives.
  • Sealed Evil in a Can:
    • Calamity's elaborates on the Wall of Flesh (which was already considered to be this trope) by making it an alchemical monstrosity designed to contain the essences of slain Gods, preventing fallout like the Corruption or Crimson. The Hallow was one of said contained essences that broke free when the Wall was slain.
    • The Moon Lord in Calamity was formerly an eldritch being of unfathomable power who almost wiped out the Auric Dragons, and could only be sealed in the moon instead of completely destroyed. The dungeon Cultists, instead of trying to resurrect him in vanilla lore, are actively keeping him sealed away. The player kills the Cultists to release the Moon Lord in an incomplete crippled state, then finishes them off for good.
  • Scratch Damage: Averted. While all attacks in vanilla Terraria can only be reduced to 1, Calamity makes it so that attacks that deal less than 1 damage are automatically rounded to 0 instead, making the target take no damage at all.
  • Sequence Breaking: Calamity switches up the boss progression of the game significantly, making it so that there's less defined order of bosses you have to fight.
    • Plantera Bulbs and Life Fruit will now start spawning at the genesis of Hardmode, allowing you to access them as soon as the Wall of Flesh is defeated. Killing the Mechanical Bosses will instead massively speed up the generation of Plantera Bulbs.
    • Prismatic Lacewings spawn from the start of Hardmode instead of after Plantera, letting players take on the Empress of Light potentially right after coming home from the Wall of Flesh fight.
    • The Temple Key and a special version of the Lihzahrd Power Cell can be crafted with early hardmode materials, allowing you access to the Temple and Golem's loot before killing Plantera.
    • The Leviathan and Anahita can be technically fought any time in the game since the ??? can spawn at any time.
      • The Aquatic Scourge can spawn on it's own at any point, and the components to craft it's summoning item can be gotten as soon as you have access to fishing and the Sulphurous Sea.
    • The majority of the modded bosses can be fought at any time during their respective points of the game. Notable examples include the Leviathan/Aquatic Scourge being fightable at any stage of the game, the Lunar Event-tier Astrum Deus being available the moment Hardmode begins, and the Post-Moon Lord Dragonfolly (and by extension Yharon) being fightable before the Moon Lord itself. There are a couple exceptions, though.
      • Plaguebringer Goliath must be fought after Golem since its summon needs materials from the post-Golem plagued enemies.
      • Providence has to be fought after the Profaned Guardians, as they drop her summon.
      • The Devourer of Gods is intended to be fought after all 3 of his Sentinels, since they drop the materials to make the Cosmic Worm. However, it's possible to craft the Worm with an alternate recipe that does not need the Sentinels to be killed.
      • Calamitas and Draedon must be fought after Yharon, since their summons need Auric Ore and his Soul Fragments.
      • Yharim himself will require you to defeat all his closest allies (Yharon, Draedon, Calamitas) to be fought.
  • Shear Menace: The Ark of the Elements and Ark of the Cosmos resemble giant scissors.
  • Stealth Pun: The Microwave yoyo is named not only for the microwave radiation given off by the yoyo, but also the fact that it whirs and beeps - just like a literal microwave oven.
  • Super Mode: In Revengeance and higher, you gain two to compensate for the higher difficulty:
    • Rage, which fills up based on proximity to enemies, or passively while wearing certain accessories. Once full, you can consume it to give yourself a 9-second buff which increases your damage, and can be extended further by consuming permanent powerups.
    • Adrenaline, which fills up by not taking damage during boss fights and resets once you do (it will not reset if it is filled). Once full it can be consumed to grant a massive damage boost for 5 seconds; alternatively, taking a hit at full charge will consume it and halve the damage from the attack that triggered it. Both the damage boost and the damage reduction can be upgraded through permanent powerups.
  • Uncommon Time: If you listen carefully, you can hear that Antarctic Reinforcement has a 13/4 signature. The fast paced Fly of Beelzebub has a 5/4 signature.
  • Underground Monkey: Phantom Spirits, red ghosts that spawn in the dungeon and are required to craft Bloodflare gear and other miscellaneous items in the same tier and above. Defeating too many brings on Polterghast.
  • Under the Sea: The Abyss Biome, a massive underwater trench which stretches almost all the way to the Underworld, full of Underwater Ruins and murderous creatures like the Reaper Sharks and Eidolon Wyrms.
  • Unexpected Gameplay Change: Supreme Witch, Calamitas doesn't fight like a Terraria boss at all, instead locking you in an unbreakable arena box and turning invulnerable at designated points to spam projectiles at you that deal significant damage, turning the game into something resembling a Shoot 'Em Up. These phases are even dubbed 'Bullet Hell' phases.
  • Video Game Cruelty Potential: You can obtain many weapons that use the plague spreading through the jungle as their main source of damage. With a voodoo doll, you can ping the Guide or Clothier and give them a debuff that makes them quickly turn into a pile of bones and green necrotic flesh, or you can gleefully do the same to critters.
    • Once Calamitas joins your town, you can place her house in the Brimstone Crag, the place she single handedly devastated long ago. She's not thrilled about it to say the least.
    Brimstone Witch: "Is this a sick joke? I can't bear to be here any longer, I've already tried to atone for my sins."
  • The Virus: The Astral Infection, a space-borne disease that spreads throughout the cosmos and has a will of its own, infecting and enthralling all it touches before transfoming them into mutated vessels of the virus' will. However, strong-minded entities like most sentient life can resist the virus' brainwashing, although they still seem to suffer its harmful effects. Upon defeating the Wall of Flesh or Astrum Aureus, provided that the conditions are met, Astrum Deus (the current vessel of the Infection) will hurl an Astral Meteor at the world and infect a large chunk of it with the Astral Infection, drastically changing the environment and mutating the wildlife.
  • Wolfpack Boss: Draedon's Exo Mechs will attack you as a team, periodically tagging in and out over the course of the fight.

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