Follow TV Tropes

Following

History YMMV / TerrariaCalamity

Go To

OR

Added: 932

Changed: 430

Is there an issue? Send a MessageReason:
None


* AuthorsSavingThrow: Over the course of several updates, the mod introduced reactive damage reduction and boss aggression, where bosses would start taking decreased damage if you tried to kill them too quickly relative to an individual timer per boss, and inversely would start entering later phases earlier if you were taking too long. This was unsurprisingly extremely contentious among many players, who decried the addition as an attempt to force players to play exactly how the developers intended, punishing them for fighting bosses freely and artificially enforcing a specific time limit on every boss. Seemingly in response to this, a patch after the Draedon Update removed RDR from the regular game and made it exclusive to Malice Mode, and completely removed reactive aggression altogether.

to:

* AuthorsSavingThrow: Over the course of several updates, the mod introduced reactive damage reduction and boss aggression, where bosses would start taking decreased damage if you tried to kill them too quickly relative to an individual specific timer that varied per boss, and inversely would start entering later phases earlier if you were taking too long. This was unsurprisingly extremely contentious among many players, who decried the addition as an attempt to force players to play exactly how the developers intended, punishing them for fighting bosses freely and artificially enforcing a specific time limit on every boss. Seemingly in response to this, a patch after the Draedon Update removed RDR from the regular game and made it exclusive to Malice Mode, and completely removed reactive aggression altogether.



* RescuedFromTheScrappyHeap: A [[DownplayedTrope downplayed]] example, as at most the Ravager was a BaseBreakingCharacter. However, many people found the design ugly and the battle to be boring and easy, not helped by the lack of lore. This took a complete 180 as of an update which gave it a much more terrifying sprite and {{Leitmotif}}, an [[BestBossEver awesome]] but [[ThatOneBoss difficult]] boss battle, plus some actual lore.

to:

* RescuedFromTheScrappyHeap: RescuedFromTheScrappyHeap:
**
A [[DownplayedTrope downplayed]] example, as at most the Ravager was a BaseBreakingCharacter. However, many people found the design ugly and the battle to be boring and easy, not helped by the lack of lore. This took a complete 180 as of an update which gave it a much more terrifying sprite and {{Leitmotif}}, an [[BestBossEver awesome]] but [[ThatOneBoss difficult]] boss battle, plus some actual lore.lore.
** Ceaseless Void was historically known as a painfully simple but hair-pullingly frustrating boss whose only difficulty came from the chaotic ZergRush of dangerous minions, coupled with its extremely high damage and nearly unavoidable vacuum attack. The ''Draedon Update'' completely reworked the fight to make it more methodical and structured while doing away with most of the FakeDifficulty, to the point where it's not uncommon to see Ceaseless Void proclaimed as many players' favorite fight out of the three Sentinels.

Added: 1541

Changed: 894

Is there an issue? Send a MessageReason:
None


* AuthorsSavingThrow: Over the course of several updates, the mod introduced reactive damage reduction and boss aggression, where bosses would start taking decreased damage if you tried to kill them too quickly relative to an individual timer per boss, and inversely would start entering later phases earlier if you were taking too long. This was unsurprisingly extremely contentious among many players, who decried the addition as an attempt to force players to play exactly how the developers intended, punishing them for fighting bosses freely and artificially enforcing a specific time limit on every boss. Seemingly in response to this, a patch after the Draedon Update removed RDR from the regular game and made it exclusive to Malice Mode, and completely removed reactive aggression altogether.



** [[HarderThanHard Malice Mode]] became this shortly after its release. Some consider it to be a solid evaluation of a player's mastery of a boss by making them fight it at its absolute fastest and most aggressive, while others consider it a cheap form of FakeDifficulty that, prior to a patch, also had well-liked items locked behind it.



** If you decided to visit the Profaned Crags in pre-hardmode, literally everything there will be this due to their immense damage and above-average HP - and they're not much better in hardmode, not to mention they will get massive stat boosts post-Providence. Special mention goes to the Despair Stone for being [[LightningBruiser absurdly fast for something that hard-hitting]] and the Soul Slurper for being able to hammer you with bolts which inflict [[DamageOverTime Brimstone Flames]].

to:

** If you decided to visit the Profaned Brimstone Crags in pre-hardmode, literally everything there will be this due to their immense damage and above-average HP - and they're not much better in hardmode, not to mention they will get massive stat boosts post-Providence. Special mention goes to the Despair Stone for being [[LightningBruiser absurdly fast for something that hard-hitting]] and the Soul Slurper for being able to hammer you with bolts which inflict [[DamageOverTime Brimstone Flames]].



** Cultist Assassins in Hardmode deal a lot of damage and have an annoying tendency to teleport directly on you. Fortunately, they're quite rare.
** Ice Claspers deal a lot of damage, have decently high health, and will alternate between charging attacks and ranged ice blasts. All its attacks can inflict Frostburn, and if you're unlucky Glacial State, which can leave you open to one hell of a hammering. Furthermore, they can phase through blocks, potentially letting them take you off guard.

to:

** Cultist Assassins Viperfish in Hardmode the Abyss are extremely fast and can run you down faster than you can kill them with early-game equipment, not helped by their natural camouflage, massively damaging attacks, and decent health pool. The worst part is that unlike many of the other dangerous enemies, they can spawn as early as the first layer.
** The Abyss' Oarfish is an enormous worm that can strike from out of seemingly nowhere due to its wall-clipping abilities and the darkness of the biome, and can circle you to trap you in a CycleOfHurting if you don't have knockback immunity or a good dash. The underwater physics in the Abyss also make it hard to outmaneuver them, even if you do see them coming.
** Toxic Minnows can be found as early as Layer 1 in the Abyss and leave a massive cloud of poisonous smog when you kill them, which
deal a lot of heavy damage and have an annoying tendency to teleport directly on you. Fortunately, they're quite rare.
** Ice Claspers deal a lot of damage, have decently high health, and will alternate between charging attacks and ranged ice blasts. All its attacks can
inflict Frostburn, and if you're unlucky Glacial State, which can leave you open to one hell of a hammering. Furthermore, Poison. What really puts them into this category is that not only do the clouds last for an annoyingly long time, they can phase through blocks, potentially letting them take you off guard.emit no light, making it painfully easy to run into one by accident while trying to navigate the darkness of the Abyss.
Is there an issue? Send a MessageReason:
None


*** Supreme Calamitas' alternate equivalent, the Exo Mechs, are arguably even worse. They're a WolfpackBoss fight against four obscenely powerful bosses that are extremely threatening individually, but will eventually gang up on you and combine their strengths to create an absurdly difficult attacking formation. Artemis and Apollo are two very fast fliers who constantly use evasive maneuvers to dodge incoming attacks while using devastating projectiles and charges, and Thanatos is an enormous worm who unleashes BeamSpam while also only being vulnerable while shooting. Ares is arguably the worst of them all, as it has four weapons that deal massive damage in wide areas, particularly its WaveMotionGun and FantasticNuke. They're manageable at first, but once all of them start fighting together and pinning you from multiple directions, managing all of them simultaneously becomes a chaotic nightmare where every attack deals massive damage - and there are a ''lot'' of attacks to get hit by. Worse still, all of their attacks lead your movement, so just running away will just get you killed. Although doing enough damage eventually causes the damaged Mech to fight you one on one, they'll enter a second phase when alone which enhances their attacks and gives them new tricks, with the [[KillOneOthersGetStronger final mech left in particular]] going absolutely berserk.

to:

*** Supreme Calamitas' alternate equivalent, the Exo Mechs, are arguably even worse. They're a WolfpackBoss fight against four obscenely powerful bosses that are extremely threatening individually, but will eventually gang up on you and combine their strengths to create an absurdly difficult attacking formation. Artemis and Apollo are two very fast fliers who constantly use evasive maneuvers to dodge incoming attacks while using devastating projectiles and charges, and Thanatos is an enormous worm who unleashes BeamSpam while also only being vulnerable while shooting. Ares is arguably the worst of them all, as it has four weapons that deal massive damage in wide areas, particularly its WaveMotionGun and FantasticNuke.FantasticNuke that can instantly end you if you're not careful. They're manageable at first, but once all of them start fighting together and pinning you from multiple directions, managing all of them simultaneously becomes a chaotic nightmare where every attack deals massive damage - and there are a ''lot'' of attacks to get hit by. Worse still, all of their attacks lead your movement, so just running away will just get you killed. Although doing enough damage eventually causes the damaged Mech to fight you one on one, they'll enter a second phase when alone which enhances their attacks and gives them new tricks, with the [[KillOneOthersGetStronger final mech left in particular]] going absolutely berserk.
Is there an issue? Send a MessageReason:
None


** When the Exo Mechs are to be depicted, Ares is generally used to represent all of them as a whole due to it having arguably the most [[HumungousMecha recognizable]] [[DemBones appearance]] among them, such as on the ''Boss Checklist'' mod and even the official wiki.

to:

** When the Exo Mechs are to be depicted, Ares is generally used to represent all of them as a whole due to it having arguably the most [[HumungousMecha [[HumongousMecha recognizable]] [[DemBones appearance]] among them, such as on the ''Boss Checklist'' mod and even the official wiki.

Added: 2866

Changed: 3765

Removed: 2020

Is there an issue? Send a MessageReason:
None


* AntiClimaxBoss: Surprisingly, despite his previous reputation being the exact opposite, the ''Devourer of Gods'' of all things is seen as this by more experienced players. This is likely due to the fact that his durability and ridiculously punishing attacks are offset by having what is one of the most predictable attack patterns out of the entire post-Moon Lord roster, making it surprisingly easy to both avoid his attacks and deal massive damage in turn. Not helping is that he doesn't have very many attacks to threaten with either, with his main source of damage being to fly straight at the player supplemented by only occasional other attacks - most of which are slow or blatantly telegraphed to boot. In the second phase, while his movement gets more unpredictable and he gains his infamous laser walls alongside a predictive fireball dash, they can easily be worked around with only a little bit of practice.



** The biggest qualifier would be [[ClimaxBoss The Devourer]] [[EldritchAbomination of Gods]], a giant all-powerful beast of a ClimaxBoss, possessing [[ThatOneBoss insane levels of difficulty]], but equally insane levels of fun, helped by the ''awesome'' music. It's a colossal multi-phase LightningBruiser like no other, capable of taking nearly any hit for minimal damage while throwing out OneHitKO attacks and flying around at insane speeds, with some [[TrashTalk hilarious banter]] [[DeadpanSnarker coming from the worm]].

to:

** The biggest qualifier would be [[ClimaxBoss The Devourer]] [[EldritchAbomination The Devourer of of Gods]], a giant all-powerful beast of a ClimaxBoss, possessing [[ThatOneBoss insane levels of difficulty]], but equally insane levels of fun, helped by the ''awesome'' music. It's a colossal multi-phase LightningBruiser like no other, capable of taking nearly any hit for minimal damage while throwing out OneHitKO attacks and flying around at insane speeds, with some [[TrashTalk hilarious banter]] [[DeadpanSnarker coming from the worm]].



** As what is likely the most popular content mod ''Terraria'' currently has, the mod as a whole is ''rife'' with this. Supporters praise it for its challenging nature, vast quantities of content (especially post-Moon Lord), cool designs, and SugarWiki/AwesomeMusic. Detractors hate it for the very same quantities of content causing content bloat, the off-the-rails lack of balancing, overall edginess, the questionable sanity and mental health of the developer, and the numerous "anti-cheats" on more powerful bosses. And that's only scratching the surface - whenever Calamity is brought up, expect debates of varying levels of ferocity to follow, especially because Calamity is so renowned among Terraria mods that ''any'' mod growing in popularity will inevitably be compared to Calamity by some.
** The fact that the mod adds copious amounts of lore (and somewhat integrates it into its gameplay) is this as well. Supporters praise it for trying to give its characters and by extension ''Terraria'' a fleshed-out backstory (that is often considered to be better than the official lore provided by the devs), while detractors hate it for being excessively edgy and an unnecessary addition to a game that didn't need lore.

to:

** As what is likely the most popular recognizable content mod ''Terraria'' currently has, the mod as a whole is ''rife'' '''rife''' with this. Supporters praise it for its challenging nature, vast quantities of content (especially post-Moon Lord), cool designs, and SugarWiki/AwesomeMusic. SugarWiki/AwesomeMusic among other things. Detractors hate it for the very same quantities of content causing content bloat, bloat (and what some see as a quantity-over-quality approach), the off-the-rails lack of balancing, overall edginess, the questionable sanity and mental health of the developer, and the numerous "anti-cheats" on more powerful bosses. many more. And that's only scratching the surface - whenever merely mentioning Calamity is brought up, expect in forums or other modded servers will often cause debates of varying levels of ferocity to follow, especially because Calamity is so renowned among Terraria mods that ''any'' mod growing in popularity will inevitably be compared to Calamity by some.
** The fact that the mod adds copious amounts of lore (and somewhat integrates it into its gameplay) is this as well. Supporters praise it for trying to give its characters and by extension ''Terraria'' a fleshed-out backstory (that is often considered to be better than the official lore provided by the devs), while detractors hate it for being excessively edgy and an unnecessary addition to a game that didn't need lore. Notably, ''Roar of the Jungle Dragon'', the mod's first and only lyric-focused song, is often a topic of debate for similar reasons.



** The collaboration songs with Sixteen In Mono (The Filthy Mind, Blood Coagulant and Return to Slime) are each base breaking songs in their own right;
*** Which is better between The Filthy Mind and Blood Coagulant? Both sides have their arguments.
*** Blood Coagulant in particular is arguably the most base breaking of the songs, some enjoy it for being incredibly fitting for the Perforators, and some dislike it for being vapid metal and being INCREDIBLY loud.



** For a time, the mod creator took it upon themselves to "fix" several SequenceBreaking tactics within the vanilla game, the most infamous one being nerfing the Reaver Shark to only have its full strength once a number of bosses were beaten. Given Terraria's sandbox nature, this went over as well as you'd expect with fans of the vanilla game, while those who support Calamity claim its for the sake of balancing around itself. The 1.5 update that added an option to outright linearize Hardmode progression by locking ores and materials behind certain bosses has gotten backlash for a similar reason.
** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon. Insinuating that Calamity bosses are just retooled vanilla bosses has become a bit of a FandomEnragingMisconception (and will draw the ire of the dev team), so bring it up at your own peril.

to:

** For a time, the mod creator took it upon themselves to "fix" several SequenceBreaking tactics within the vanilla game, the most infamous one being nerfing the Reaver Shark to only have its full strength once a number of bosses were beaten. Given Terraria's sandbox nature, this went over as well as you'd expect with fans of the vanilla game, while those who support Calamity claim its for the sake of balancing around itself. The Even after Calamity eased up on the sequence breaking nerfs (and started outright facilitating more of them), the fact that Calamity drastically changes so much of the vanilla game to better suit itself is still a point of contention - the 1.5 update that added an option to outright linearize Hardmode progression by locking ores and materials behind certain bosses has gotten backlash for a similar reason.
*** The aforementioned Reaver Shark nerf (which was promptly undone) became HarsherInHindsight with the vanilla 1.4 update that ''actually'' ended up nerfing the Reaver Shark even harder than Calamity did, by outright removing most of its pickaxe power instead of gating it behind bosses.
** The bosses have become this in recent times; with the advent of more recent mods like with high production quality (such as ''Mod of Redemption'', ''Spirit'', and the revival of the ''Spirit Mod'', ''Starlight River''), which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon. Insinuating that Calamity bosses are just retooled vanilla bosses has become a bit of a FandomEnragingMisconception (and will draw the ire of the dev team), so bring it up at your own peril.



* FaceOfTheBand: You'd be hard pressed to find someone who will name a boss before either the Devourer of Gods or Supreme Calamitas (''especially'' the former) when asked to name a Calamity boss. Hell, the Devourer of Gods is even used as the album cover for the official soundtrack!
** When the Exo Mechs are to be depicted, Ares is generally used to represent all of them as a whole due to it having arguably the most [[HumungousMecha recognizable]] [[DemBones appearance]] among them, such as on the ''Boss Checklist'' mod and even the official wiki.



** The Abyss gear is already quite strong, but the Halibut Cannon still deserves mention for just how absurdly powerful it is. While it's Revengeance+ only and has a ridiculously low drop chance from the Abyss monsters[[note]]at '''0.001%''' from a regular Abyss monster, or 0.1% from a Miniboss (which won't be feasibly killable until very late into the game[[/note]], if you manage to get this early on you're pretty much set for pre-hardmode and possibly most of the game if you go ranger. It fires reasonably quickly and bolts out a whopping ''25-35'' shots per bullet, which not only conserves ammo but makes short work of almost anything the gun is turned upon. And to make matters even better, its damage scales with your game progression - meaning that with the right gear and bullets, you can even use it against ''post-Moon Lord'' bosses. The game even lampshades how powerful the Halibut Cannon is with the weapon's tooltips:
---> ''Old:'' [[LampshadeHanging This weapon is overpowered, use at the risk of ruining your playthrough]]
---> ''New:'' Yes, it's still overpowered
*** Averted now that it's an exclusive drop from the BonusBoss Adult Eidolon Wyrm, a foe that you're unlikely to even stand a chance at beating until both Supreme Calamitas and the Exo Mechs have been downed.
** While you're unlikely to beat [[DualBoss The Siren and The Leviathan]] in pre-hardmode, the ??? that you need to kill in order to summon them can still drop the Siren's Heart at a 25% rate (assuming you're playing on Revengeance or higher). While most of its effects only take effect after Skeletron is killed, it provides an extremely wide variety of bonuses that scale with progression, which makes it an incredibly strong accessory that should make most of pre-hardmode far easier, as well as still being useful into the lategame.
** A lot of the challenge drops have a high chance of being this, given that you have to kill a boss in [[HarderThanHard Malice Mode]] ''and'' on tier to utilize properly. If you're good enough at a particular fight to beat it on Malice, expect to have an easier time for the next bit thanks to your shiny new item.

to:

** The Abyss gear is already quite strong, but An intentional one. Although the Halibut Cannon still deserves mention for just how absurdly powerful it is. While it's Revengeance+ only and has a ridiculously low drop chance [[VideoGame/MetalGearRisingRevengeance Murasama]] can be found from the Abyss monsters[[note]]at '''0.001%''' from a regular Abyss monster, Underworld Arsenal Lab at any point in the game, it can normally only be swung after Yharon has been defeated. However, if the character is named "Sam" or 0.1% from a Miniboss (which won't "Jetstream Sam", the sword can be feasibly killable swung at any time - meaning you have a post-Yharon tier sword ''potentially before any boss has been defeated'', and one with extremely long reach to boot. Needless to say, this will outright trivialize the entire game up until very late into the game[[/note]], if you manage to get this early on you're pretty much set for pre-hardmode and possibly most of the game if you go ranger. It fires reasonably quickly and bolts out a whopping ''25-35'' shots per bullet, which not only conserves ammo but makes short work of almost anything the gun is turned upon. And to make matters even better, its damage scales with your game progression - meaning that with the right gear and bullets, you can even use it against ''post-Moon Lord'' bosses. The game even lampshades how powerful the Halibut Cannon is with the weapon's tooltips:
---> ''Old:'' [[LampshadeHanging This weapon is overpowered, use at the risk of ruining your playthrough]]
---> ''New:'' Yes, it's still overpowered
*** Averted now that it's an exclusive drop from the BonusBoss Adult Eidolon Wyrm, a foe that you're unlikely to even stand a chance at beating until both Supreme Calamitas and the Exo Mechs have been downed.
** While you're unlikely to beat [[DualBoss The Siren and The Leviathan]] in pre-hardmode, the ??? that you need to kill in order to summon them can still drop the Siren's Heart at a 25% rate (assuming you're playing on Revengeance or higher). While most of its effects only take effect after Skeletron is killed, it provides an extremely wide variety of bonuses that scale with progression, which makes it an incredibly strong accessory that should make most of pre-hardmode far easier, as well as still being useful into the lategame.
** A lot of the challenge drops have a high chance of being this, given that you have to kill a boss in [[HarderThanHard Malice Mode]] ''and'' on tier to utilize properly. If you're good enough at a particular fight to beat it on Malice, expect to have an easier time for the next bit thanks to your shiny new item.
post-Moon Lord.



** Another worm boss...[[labelnote:explanation]]Calamity is notorious for having an abnormally large amount of worm bosses, with ''8'' of its bosses (Desert Scourge, Perforators, Aquatic Scourge, Astrum Deus, Storm Weaver, Devourer of Gods, Thanatos, Eidolon Wyrm) and a couple of boss assistants (most notably the Cosmic Guardians and Sepulcher) being worm enemies. As such, expect a good chunk of the community to use this phrase to react to worms that get added, or even to talk about worms that were already added.[[/labelnote]]

to:

** Another worm boss...[[labelnote:explanation]]Calamity The Worm Mod[[labelnote:explanation]]Calamity is notorious for having an abnormally large amount of worm Segmented Serpent bosses, with ''8'' of its bosses (Desert Scourge, Perforators, Aquatic Scourge, Astrum Deus, Storm Weaver, Devourer of Gods, Thanatos, Eidolon Wyrm) and a couple of boss assistants (most notably the Cosmic Guardians and Sepulcher) being worm enemies. As such, expect a good chunk of the community to use this phrase to react to worms that get added, or even to talk about worms that were already added.[[/labelnote]]



*** [[SensoryAbuse decrease your electronic device's]] [[https://www.youtube.com/watch?v=7KiIWC14vu0 aural output]][[labelnote:Explanation]]An unofficial theme of THE LORDE made by Terry N. Muse, one of the main lore writers of the mod and a VideoGame/FargosMod developer, which is in essence an earrape mashup of Calamity Themes and snippets from [[VideoGame/MetalGearRisingRevengeance Metal Gear Rising]]. Some fans wished that it's the official theme of THE LORDE because of how oddly fitting it is.[[/labelnote]]

to:

*** [[SensoryAbuse decrease your electronic device's]] [[https://www.youtube.com/watch?v=7KiIWC14vu0 aural output]][[labelnote:Explanation]]An unofficial theme of THE LORDE made by Terry N. Muse, one of the main lore writers of the mod and a VideoGame/FargosMod developer, which is in essence an earrape mashup of Calamity Themes and snippets from [[VideoGame/MetalGearRisingRevengeance Metal Gear Rising]]. Some fans wished that it's treat it as the official theme of THE LORDE because of how oddly fitting it is.[[/labelnote]]



** Sepulcher is gay[[labelnote:Explanation]]A message posted by one of the devs in the Discord. The community just decided to roll with it.[[/labelnote]]



** offtopic ded [[labelnote:Explanation]] The Discord server used to have an offtopic channel that was deleted due to someone telling Fabsol that Supreme Calamitas was a horrible boss.[[/labelnote]]



* NightmareFuel: InUniverse, enemies that inflict the [[NightmareFuel Horror]] debuff in [[HarderThanHard Revengeance Mode]] count as this, but they could potentially be this [=Out-Universe=] as well.

to:

* NightmareFuel: InUniverse, enemies that inflict the [[NightmareFuel Horror]] debuff in [[HarderThanHard Revengeance Mode]] count as this, but they could potentially be this [=Out-Universe=] as well.



*** Polterghast. While its HP is on the low side, it deals extreme damage very quickly, slams players with a variety of highly lethal debuffs, and liberally spams beams that are rather hard to avoid. Worse still, while the instinctual response to a Plantera-esque boss would be to create a big arena to maneuver around it, Polterghast will actually get substantial attack and speed boosts the less tiles that are around it, meaning that making your arena too big may accidentally turn the boss into a full-on LightningBruiser - especially since it periodically use charge attacks that increases in intensity as it loses HP. Bursting it down is nigh-impossible since it has passive damage resistance that increases as it loses health. Since you have to fight it in the Dungeon and it can sometimes summon itself, you will be limited to a tiny area unless you set up an arena beforehand, and even then one has to be careful since the Polterghast TurnsRed depending on how open the space is. Taken to an absolute head in its final form as the Necroplasm - not only is it over twice as fast as before and able to deliver ridiculously strong melee attacks, now you have to contend with 3 deadly, invincible, mine-shooting Phantoms and an ''invincible clone of the Polterghast'' that will launch coordinated charges with the boss itself.

to:

*** Polterghast. While its HP is on the low side, it deals extreme damage very quickly, slams players with a variety of highly lethal debuffs, and liberally spams beams that are rather hard to avoid. Worse still, while the instinctual response to a Plantera-esque boss would be to create a big arena to maneuver around it, Polterghast will actually get substantial attack and speed boosts the less tiles that are around it, meaning that making your arena too big may accidentally turn the boss into a full-on LightningBruiser - especially since it periodically use charge attacks that increases in intensity as it loses HP. Bursting it down is nigh-impossible since it has passive damage resistance that increases as it loses health. Since you have to fight it in the Dungeon and it can sometimes summon itself, you will be limited to a tiny area unless you set up an arena beforehand, and even then one has to be careful since the Polterghast TurnsRed depending on how open the space is. Taken to an absolute head in its final form as the Necroplasm - not only is it over twice as fast as before and able to deliver ridiculously strong melee attacks, now you have to contend with 3 deadly, invincible, mine-shooting Phantoms and an ''invincible clone a ''clone of the Polterghast'' that will launch coordinated charges with the boss itself.



*** The [[ClimaxBoss Devourer of Gods]] is downright ''infamous'' for being this. He's massive, has obscenely high health, moves incredibly fast, and deals insane damage with just about every attack on top of inflicting God Slayer Inferno, ''especially'' upon contact: enough that getting hit by its head in will more often than not result in instant death. Standard worm tactics with piercing weapons? Does next to nothing since anything that's not its head or tail takes next to no damage. Thought you could just build a platform in the sky to deal with it like you did with Destroyer? Well, too bad it doesn't need solid blocks to move. Try and outrun it? Not only does it fire long-ranged laser bursts which occasionally take on unconventional patterns, it will '''always''' be faster than you. Mobility? Neutered since just being near it warps gravity and flight. And it gets taken UpToEleven in Reveangence mode: not only is it even more powerful than before, it can summon Cosmic Guardians at certain HP intervals, which hunt down the player like seeker missiles and deal ridiculous damage on contact (although piercing weapons make short work of them). Still not enough for you? Well, when you beat him down a bit, he summons his Sentinels (albeit weaker versions unless you haven't beaten them yet, and only before you've beaten them once), forcing you to fight them right after each other. Kill those, and he ''comes back'' with even more health, a more unpredictable AI, rapid-fire Godslayer fireballs, a teleporting charge attack, and the ability to turn invisible every now and then to bombard you with ''laser grids''.

to:

*** The [[ClimaxBoss Devourer of Gods]] is downright ''infamous'' for being this. He's massive, has obscenely high health, moves incredibly fast, and deals insane damage with just about every attack on top of inflicting God Slayer Inferno, ''especially'' upon contact: enough that getting hit by its head in will more often than not result in instant death. Standard worm tactics with piercing weapons? Does next to nothing since anything that's not its head or tail takes next to no damage. Thought you could just build a platform in the sky to deal with it like you did with Destroyer? Well, too bad it doesn't need solid blocks to move. Try and outrun it? Not only does it fire long-ranged laser bursts which occasionally take on unconventional patterns, it will '''always''' be faster than you. Mobility? Neutered since just being near it warps gravity and flight. And it gets taken UpToEleven in Reveangence Revengeance mode: not only is it even more powerful than before, it can summon Cosmic Guardians at certain HP intervals, which hunt down the player like seeker missiles and deal ridiculous damage on contact (although piercing weapons make short work of them). Still not enough for you? Well, when you beat him down a bit, he summons his Sentinels (albeit weaker versions unless you haven't beaten them yet, and only before you've beaten them once), forcing you to fight them right after each other. Kill those, and he ''comes back'' with even more health, a more unpredictable AI, rapid-fire Godslayer fireballs, a teleporting charge attack, and the ability to turn invisible every now and then to bombard you with ''laser grids''.



*** Supreme Calamitas is a doozy. The moment her fight begins, she'll build her own arena, go invincible, and unleash an omnidirectional, screen-spanning bombardment of ''hundreds'' of fireballs that deal stupendous amounts of damage, sometimes killing players before she even starts combat. Then, you'll have to handle Sepulcher, a large projectile-spamming worm that can only be killed by destroying the 10 deceptively durable Brimstone Hearts in the arena corners - preferably before Supreme Calamitas herself gets a chance to fire off too many attacks (killing the Sepulcher is even harder when one accounts for the fact that it can bodyblock for the Hearts). Then, when you actually fight her, it only gets worse: she's decently tanky, [[LightningBruiser blisteringly fast, deals enough damage to 2 or 3-shot even endgame players]], and spams all manner of projectiles like fireballs and explosive homing blasts which inflict lethal debuffs. Worse still, she'll pull off more tricks as the fight goes on, namely repeats of her first BulletHell survival phase with more projectiles gradually added in, summoning Supreme versions of her brothers, creating invincible Brimstone Monster Orbs that chase players for the rest of the fight, creating dense rings of Soul Seekers to block attacks, and even summoning the Sepulcher again near the end of her fight. Anyone attempting her better have a lot of time and patience, because it's not a battle that most can expect to beat in a couple attempts.
*** Supreme Calamitas' newer equivalents, the Exo Mechs, are arguably even worse. They're a WolfpackBoss fight against four obscenely powerful bosses that are extremely threatening individually, but will eventually gang up on you and combine their strengths to create an absurdly difficult attacking formation. Artemis and Apollo are two very fast fliers who constantly use evasive maneuvers to dodge incoming attacks while using devastating projectiles and charges, Thanatos is an enormous worm who unleashes BeamSpam while also only being vulnerable while shooting, and Ares has four weapons that deal massive damage in wide areas, particularly its WaveMotionGun and FantasticNuke. They're manageable at first, but once all of them start fighting together and pinning you from multiple directions, managing all of them simultaneously becomes a chaotic nightmare where every attack deals massive damage - and there are a ''lot'' of attacks to get hit by. Worse still, all of their attacks lead your movement, so just running away will just get you killed. Although doing enough damage eventually causes the damaged Mech to fight you one on one, they'll enter a second phase when alone which enhances their attacks and gives them new tricks, with the [[KillOneOthersGetStronger final mech left in particular]] going absolutely berserk.

to:

*** Supreme Calamitas Calamitas, whose difficulty is a doozy.downright notorious in the modded Terraria scene. The moment her fight begins, she'll build her own arena, go invincible, and unleash an omnidirectional, screen-spanning bombardment of ''hundreds'' of fireballs that deal stupendous amounts of damage, sometimes killing players before she even starts combat. Then, you'll have to handle Sepulcher, a large projectile-spamming worm that can only be killed by destroying the 10 deceptively durable Brimstone Hearts in the arena corners - preferably before Supreme Calamitas herself gets a chance to fire off too many attacks (killing the Sepulcher is even harder when one accounts for the fact that it can bodyblock for the Hearts). Then, when you actually fight her, it only gets worse: she's decently tanky, [[LightningBruiser blisteringly fast, deals enough damage to 2 or 3-shot even endgame players]], and spams all manner of projectiles like fireballs and explosive homing blasts which inflict lethal debuffs. Worse still, she'll pull off more tricks as the fight goes on, namely repeats of her first BulletHell survival phase with more projectiles gradually added in, summoning Supreme versions of her brothers, creating invincible Brimstone Monster Orbs that chase players for the rest of the fight, creating dense rings of Soul Seekers to block attacks, and even summoning the Sepulcher again near the end of her fight. Anyone attempting her better have a lot of time and patience, because it's not a battle that most can expect to beat in a couple attempts.
fight.
*** Supreme Calamitas' newer equivalents, alternate equivalent, the Exo Mechs, are arguably even worse. They're a WolfpackBoss fight against four obscenely powerful bosses that are extremely threatening individually, but will eventually gang up on you and combine their strengths to create an absurdly difficult attacking formation. Artemis and Apollo are two very fast fliers who constantly use evasive maneuvers to dodge incoming attacks while using devastating projectiles and charges, and Thanatos is an enormous worm who unleashes BeamSpam while also only being vulnerable while shooting, and shooting. Ares is arguably the worst of them all, as it has four weapons that deal massive damage in wide areas, particularly its WaveMotionGun and FantasticNuke. They're manageable at first, but once all of them start fighting together and pinning you from multiple directions, managing all of them simultaneously becomes a chaotic nightmare where every attack deals massive damage - and there are a ''lot'' of attacks to get hit by. Worse still, all of their attacks lead your movement, so just running away will just get you killed. Although doing enough damage eventually causes the damaged Mech to fight you one on one, they'll enter a second phase when alone which enhances their attacks and gives them new tricks, with the [[KillOneOthersGetStronger final mech left in particular]] going absolutely berserk.

Changed: 9

Removed: 9

Is there an issue? Send a MessageReason:
None


** The Old Duke is usually referred to as [[MemeticMutation Boomer Duke, Boomerfish, or anything along those lines.]][[note]]He's actually called Boomer Duke several times in the mod files, and he was referred to as The Boomerfish by DM DOKURO in an easter egg in the video for his theme.

to:

** The Old Duke is usually referred to as [[MemeticMutation Boomer Duke, Boomerfish, or anything along those lines.]][[note]]He's actually called Boomer Duke several times in the mod files, and he was referred to as The Boomerfish by DM DOKURO in an easter egg in the video for his theme.[[/note]]



[[/note]]

Added: 587

Changed: 9

Is there an issue? Send a MessageReason:
None


** The Old Duke is usually referred to as [[MemeticMutation Boomer Duke, Boomerfish, or anything along those lines.]][[note]]He's actually called Boomer Duke several times in the mod files, and he was referred to as The Boomerfish by DM DOKURO in an easter egg in the video for his theme.[[/note]]

to:

** The Old Duke is usually referred to as [[MemeticMutation Boomer Duke, Boomerfish, or anything along those lines.]][[note]]He's actually called Boomer Duke several times in the mod files, and he was referred to as The Boomerfish by DM DOKURO in an easter egg in the video for his theme.theme.
** As for one [[WordOfSaintPaul first given to them by DM DOKURO]], the endgame bosses (Post-Yharon bosses) are often referred to as [[EliteFour "Final Four"]], which consists of [[spoiler:[[MadScientist Drae]][[UltimateBlacksmith don]], [[TheHeavy Supreme]] [[PersonOfMassDestruction Calamitas]], [[BigBad Yha]][[EvilOverlord rim]], and [[ChaosIsEvil Noxus]]]].[[note]]This later extended to [[SixthRanger “Final Five”]] when it was revealed by WordOfGod that [[spoiler:[[EldritchAbomination Xe]][[{{God}} roc]] would be the superboss meant to be fought after Noxus.]][[/note]]
[[/note]]

Added: 311

Changed: 309

Is there an issue? Send a MessageReason:
None


* TheWoobie: The Storm Weaver, having been born in a time where all of his species minus him and the Devourer of Gods were hunted into extinction. [[PetTheDog The Devourer does help the infant grow up to be stronger than it ever could’ve, though]] (although he wouldn't hesitate to off the Weaver if it grows too strong).

to:

* TheWoobie: TheWoobie:
**
The Storm Weaver, having been born in a time where all of his species minus him and the Devourer of Gods were hunted into extinction. [[PetTheDog The Devourer does help the infant grow up to be stronger than it ever could’ve, though]] (although he wouldn't hesitate to off the Weaver if it grows too strong).
Is there an issue? Send a MessageReason:
None


** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite; this results in content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss of the same tier or even several tiers above it. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built. The 1.5 update took this down a notch by flattening the power curve (particularly post Moon Lord, making it so that both weapon damage and boss HP isn't hyperinflated), but whether or not it's viable to play with other content mods remains up in the air.

to:

** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite; this results in content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss of the same tier or even several tiers above it. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built.built, a theme shared with many more recent content mods. The 1.5 update took this down a notch by flattening the power curve (particularly post Moon Lord, making it so that both weapon damage and boss HP isn't hyperinflated), but whether or not it's viable to play with other content mods remains up in the air.



** Another worm boss...[[labelnote:explanation]]Calamity is notorious for having an abnormally large amount of worm bosses, with ''8'' of its bosses/minibosses (Desert Scourge, Perforators, Aquatic Scourge, Armored Digger, Astrum Deus, Storm Weaver, Devourer of Gods, Eidolon Wyrm) and a couple of boss assistants (most notably the Cosmic Guardians and Sepulcher) being worm enemies. As such, expect a good chunk of the community to use this phrase to react to worms that get added, or even to talk about worms that were already added.[[/labelnote]]

to:

** Another worm boss...[[labelnote:explanation]]Calamity is notorious for having an abnormally large amount of worm bosses, with ''8'' of its bosses/minibosses bosses (Desert Scourge, Perforators, Aquatic Scourge, Armored Digger, Astrum Deus, Storm Weaver, Devourer of Gods, Thanatos, Eidolon Wyrm) and a couple of boss assistants (most notably the Cosmic Guardians and Sepulcher) being worm enemies. As such, expect a good chunk of the community to use this phrase to react to worms that get added, or even to talk about worms that were already added.[[/labelnote]]



*** [[SensoryAbuse decrease your electronic device's]] [[https://www.youtube.com/watch?v=7KiIWC14vu0 aural output]][[labelnote:Explanation]]An unofficial theme of THE LORDE made by Terry N. Muse, one of the main lore writers of the mod, which is in essence an earrape mashup of Calamity Themes and snippets from [[VideoGame/MetalGearRisingRevengeance Metal Gear Rising]]. Some fans wished that it's the official theme of THE LORDE because of how oddly fitting it is.[[/labelnote]]

to:

*** [[SensoryAbuse decrease your electronic device's]] [[https://www.youtube.com/watch?v=7KiIWC14vu0 aural output]][[labelnote:Explanation]]An unofficial theme of THE LORDE made by Terry N. Muse, one of the main lore writers of the mod, mod and a VideoGame/FargosMod developer, which is in essence an earrape mashup of Calamity Themes and snippets from [[VideoGame/MetalGearRisingRevengeance Metal Gear Rising]]. Some fans wished that it's the official theme of THE LORDE because of how oddly fitting it is.[[/labelnote]]



** THE ENEMY ASCENDED BEYOND YOUR CONTROL [[labelnote:Explanation]]The lyrics to ''"Roar of the Jungle Dragon"''. Comment chains on the Calamity Reddit frequently show up starting with the first line.[[/labelnote]]

to:

** THE ENEMY ASCENDED BEYOND YOUR CONTROL [[labelnote:Explanation]]The lyrics to ''"Roar of the Jungle Dragon"''. Comment chains on the Calamity Reddit frequently show up starting with the first line. However, it quickly became a DiscreditedMeme due to how much the subreddit spammed it, to the point where it was banned outright.[[/labelnote]]

Changed: 140

Removed: 1659

Is there an issue? Send a MessageReason:
None


** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite; this results in content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss of the same tier or even several tiers above it. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built. The 1.5 update is scheduled to take this down a notch by flattening the power curve (particularly post Moon Lord, making it so that both weapon damage and boss HP isn't hyperinflated), but time will tell if it changes this.

to:

** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite; this results in content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss of the same tier or even several tiers above it. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built. The 1.5 update is scheduled to take took this down a notch by flattening the power curve (particularly post Moon Lord, making it so that both weapon damage and boss HP isn't hyperinflated), but time will tell if it changes this.whether or not it's viable to play with other content mods remains up in the air.



** That said, the [[DiscOneNuke Frog Leg]] from vanilla Terraria is one of the most commonly used accessories in the mod. In addition to being easily fished up at the beginning of the game, the Frog Legs give a massive 48% increase to jump speed, which translates to ascent speed when using wings. This colossal boost in mobility is an absolute godsend against most of the Calamity bosses, which are generally faster and stronger than vanilla bosses. So far, it's been confirmed that the Frog Leg is on a one-way road to a severe nerf as a result.



** Eidolists. They can start spawning in the Dungeon/Deep Abyss as soon as Hardmode begins, and although they're harmless until attacked, it's quite easy to accidentally hit them. Once angered, the player will find that they not only have a hefty amount of health (10,000-13,000 depending on difficulty) and the ability to teleport, they use ice and lightning attacks which deal high damage and have large hitboxes (if you're playing in Revengeance+, they also inflict a slew of status effects). They're especially problematic in the dungeon - while they're pathetically weak compared to the [[BossInMooksClothing other enemies in the Deep Abyss]], they're disproportionately strong compared to the enemies in a pre-Plantera dungeon - and even to most enemies in a post-Plantera one - while the dungeon's tight space makes dodging their attacks even harder. While their threat level quickly drops off post-Moon Lord, woe betide any player who accidentally hits one (or worse, several) while farming in the hardmode dungeon.
*** Fortunately averted as of a patch which rendered them unable to spawn in the Dungeon.



---> ''Old:''[[LampshadeHanging This weapon is overpowered, use at the risk of ruining your playthrough]]
---> ''New:'' Becomes more powerful as you progress (Yes, it's still overpowered)

to:

---> ''Old:''[[LampshadeHanging ''Old:'' [[LampshadeHanging This weapon is overpowered, use at the risk of ruining your playthrough]]
---> ''New:'' Becomes more powerful as you progress (Yes, Yes, it's still overpowered)overpowered
Is there an issue? Send a MessageReason:
Enthralling Siren > Our Sirens Are Different about sirens' depictions in media


* EnsembleDarkhorse: While almost all the [[ElementalEmbodiment Ele]][[CuteMonsterGirl men]][[MsFanservice tals]] are darkhorses in their own right, [[EnthrallingSiren Anahita]] is easily the biggest one in the game. Helps that she appeals to fans with [[SirensAreMermaids an attractive design]], a [[BestBossEver fun boss fight]] [[DualBoss with help of The Leviathan]], some SugarWiki/AwesomeMusic, very useful drops like the Community and an interesting and tragic backstory that ties in with the Leviathan's backstory. Hell, she even gets to be [[HeelFaceTurn a summonable ally thanks to an accessory]] ''and'' has a useful item that allows you to transform into her. Noteworthy that the latter item had to be [[{{Nerf}} nerfed]] later down the line as well.

to:

* EnsembleDarkhorse: While almost all the [[ElementalEmbodiment Ele]][[CuteMonsterGirl men]][[MsFanservice tals]] are darkhorses in their own right, [[EnthrallingSiren Anahita]] Anahita is easily the biggest one in the game. Helps that she appeals to fans with [[SirensAreMermaids an attractive design]], a [[BestBossEver fun boss fight]] [[DualBoss with help of The Leviathan]], some SugarWiki/AwesomeMusic, very useful drops like the Community and an interesting and tragic backstory that ties in with the Leviathan's backstory. Hell, she even gets to be [[HeelFaceTurn a summonable ally thanks to an accessory]] ''and'' has a useful item that allows you to transform into her. Noteworthy that the latter item had to be [[{{Nerf}} nerfed]] later down the line as well.

Added: 1335

Changed: 3270

Removed: 2058

Is there an issue? Send a MessageReason:
None


*** Providence provides a first impression of what the endgame is like in Calamity, and serves as a harsh gatekeeper for many a player trying to get into the post-Moon Lord segment of the game. She is extremely bulky, deceptively fast, and shaves off enormous amounts of health with each attack, using an incredibly wide and varied arsenal of projectiles to harass you with. Her attacks are all tricky to avoid, inflict a potent DamageOverTime debuff, and tend to [[BulletHell flood the screen with projectiles]] (particularly those where she goes stationary and launches a bullet-hell attack), and some of them even use gimmicks to screw you over (such as ''inflicting negative healing to completely ignore armor and invulnerability frames''). As you lower her HP, she'll spam these attacks gradually faster while adding more to her arsenal, like an invincible crystal that rains harmful shards, a devastating WaveMotionGun that would put Moon Lord to shame, or even ''[[DegradedBoss summoning weaker versions of the Profaned Guardians]]'', one of which ''heals her''. And the icing on the cake is that she can inflict a debuff that greatly weakens your flight, in a fight where mobility is likely your best chance at survival.
*** If you're looking for an even more insane challenge, fighting Providence at nighttime makes the fight exponentially harder - giving her additional damage reduction, buffing her damage to insane levels, further increasing her already-fast fire rate and speed, making her fire [[BulletHell even more projectiles]] than usual, and altogether buff her to the point where the battle goes from hard to ''hellish''. Fortunately, she loses the Guardians as a result, and the fight is totally optional unless you ''really'' want Profaned Moonlight Dye, her Malice drops, or bragging rights.
*** Storm Weaver's first phase is easy, but the second phase dials the fight UpToEleven. In this stage, it's a full-on LightningBruiser whose large size and fast speed let it easily stay on top of you and ram you for obscene amounts of damage. In Revengeance, it will even gain a devastating charge attack that lets it lunge at you while raining down a curtain of lightning bolts (which is fortunately telegraphed by it turning blue), which not only gives it a new way of murdering you but also makes it highly evasive and harder to hit. It will also summon lightning bolts to harass you and inflict the devastating Electrified debuff, making running away dangerous. Woe betide you if you have no way of neutralizing space gravity, lest the slow falling screw you over while trying to dodge attacks. To make things worse, it's not squishy either - with over 1.3 million HP in Expert and above while packing significant resistances against not only all piercing attacks (which are reduced by up to 50%) but many weapons that would normally do well against it, it's not going down without a serious beating, during which you'll have to stay on your toes lest it take out a chunk of your health in a heartbeat.
*** Signus is a tricky LightningBruiser with a varied arsenal of dangerous attacks. He deals obscene damage with his attacks and is surprisingly bulky for something that hits so hard. With his constant TeleportSpam, storms of knives, and ''insanely'' fast dashes, you would think that mobility would be the solution. But not only is Signus fast as hell, he summons Cosmic Lanterns and Cosmic Mines to chase you and hinder your movement while he whales on you. To make matters worse, he inflicts the Whispering Death debuff with nearly all his attacks, which significantly cuts defense, while reducing regen and damage. While his attacks aren't extremely hard to avoid, they are extremely unforgiving if they connect - often dealing so much damage so quickly that getting caught up in one can bring you from full health to zero faster than you know it.

to:

*** The Dragonfolly has a decent amount of HP, is blisteringly fast, and deals enough damage to two or three-shot an appropriately geared player on top of having no real pattern to its erratic attacks. Not only can it spawn clones of itself that are just as fast and only hit slightly less hard, it can also summon waves of homing feathers which can either chunk you for a good amount of HP or leave you open to an even more damaging physical blow - to add insult to injury, the feathers inflict Electrified in a fight where you absolutely cannot stop moving. Its final phases are even worse, as although it loses its minion spawning abilities, it'll become even faster while also summoning lightning pillars to restrict your movement.
*** Providence provides a first impression of what the endgame is like in Calamity, and serves as a harsh gatekeeper for many a player trying to get into the post-Moon Lord segment of the game. She is extremely bulky, deceptively fast, and shaves off enormous amounts of health with each attack, using an incredibly wide and varied arsenal of projectiles to harass you with. Her attacks are all tricky to avoid, inflict a potent DamageOverTime debuff, and tend to [[BulletHell flood the screen with projectiles]] (particularly those where she goes stationary and launches a bullet-hell attack), and some of them even use gimmicks to screw you over (such as ''inflicting negative healing to completely ignore armor and invulnerability frames''). As you lower her HP, she'll spam these attacks gradually faster while adding more to her arsenal, like an invincible crystal that rains harmful shards, a devastating WaveMotionGun that would put Moon Lord to shame, or even ''[[DegradedBoss summoning weaker versions of the Profaned Guardians]]'', one of which ''heals her''. And the icing on the cake is that she can inflict a debuff that greatly weakens your flight, in a fight where mobility is likely your best chance at survival.
***
survival. If you're looking for an even more insane challenge, fighting Providence at nighttime makes the you fight exponentially harder - giving her additional damage reduction, buffing her damage to insane levels, further increasing her already-fast fire rate and speed, making her fire [[BulletHell even more projectiles]] than usual, and altogether buff her to the point where the battle goes from hard to ''hellish''. Fortunately, she loses the Guardians as a result, and the fight is totally optional unless you ''really'' want Profaned Moonlight Dye, her Malice drops, or bragging rights.
*** Storm Weaver's first phase is easy, but the second phase dials the fight UpToEleven. In this stage, it's a full-on LightningBruiser whose large size and fast speed let it easily stay on top of you and ram you for obscene amounts of damage. In Revengeance, it will even gain a devastating charge attack that lets it lunge
at you while raining down a curtain of lightning bolts (which is fortunately telegraphed by it turning blue), which not only gives it a new way of murdering you but also makes it highly evasive and harder to hit. It will also summon lightning bolts to harass you and inflict the devastating Electrified debuff, making running away dangerous. Woe betide you if you have no way of neutralizing space gravity, lest the slow falling screw you over while trying to dodge attacks. To make things worse, it's not squishy either - with over 1.3 million HP in Expert and above while packing significant resistances against not only all piercing attacks (which are reduced by up to 50%) but many weapons that would normally do well against it, it's not going down without a serious beating, during which night, you'll have get a chance to stay on your toes lest it take out a chunk of your health battle her in a heartbeat.
*** Signus is a tricky LightningBruiser with a varied arsenal of dangerous attacks. He deals obscene damage with his attacks and is surprisingly bulky for something
an [[UpToEleven even stronger state]] that hits so hard. With his constant TeleportSpam, storms of knives, dials all her stats up to an insane degree and ''insanely'' fast dashes, you would think that mobility would be the solution. But not only is Signus fast as hell, he summons Cosmic Lanterns and Cosmic Mines to chase you and hinder your movement while he whales on you. To make matters worse, he inflicts the Whispering Death debuff with nearly empowers all his her attacks, which significantly cuts defense, while reducing regen and damage. While his attacks aren't extremely hard to avoid, they are extremely unforgiving if they connect - often dealing so much damage so quickly that getting caught up in one can bring you from full health to zero faster than you know it.exchange for dropping exclusive items.



*** The [[ClimaxBoss Devourer of Gods]] is downright ''infamous'' for being this. He's massive, has obscenely high health, moves incredibly fast, and deals insane damage with just about every attack on top of inflicting God Slayer Inferno, ''especially'' upon contact: enough that getting hit by its head in will more often than not result in instant death. Standard worm tactics with piercing weapons? Does next to nothing since anything that's not its head or tail takes next to no damage. Thought you could just build a platform in the sky to deal with it like you did with Destroyer? Well, too bad it doesn't need solid blocks to move. Try and outrun it? Not only does it fire long-ranged laser bursts which occasionally take on unconventional patterns, it lowers speed by existing, so it will '''always''' be faster than you. Mobility? Almost useless since just being near it warps gravity and flight. And it gets taken UpToEleven in Reveangence mode: not only is it even more powerful than before, it can summon Cosmic Guardians at certain HP intervals, which hunt down the player like seeker missiles and deal near-OneHitKill damage on contact (although piercing weapons make short work of them). Still not enough for you? Well, when you beat him down a bit, he summons his Sentinels (albeit weaker versions unless you haven't beaten them yet, and only before you've beaten them once), forcing you to fight them right after each other. Kill those, and he ''comes back'' with even more health, a more unpredictable AI, rapid-fire Godslayer fireballs, a teleporting charge attack, and the ability to turn invisible every now and then to bombard you with ''laser grids''.

to:

*** The [[ClimaxBoss Devourer of Gods]] is downright ''infamous'' for being this. He's massive, has obscenely high health, moves incredibly fast, and deals insane damage with just about every attack on top of inflicting God Slayer Inferno, ''especially'' upon contact: enough that getting hit by its head in will more often than not result in instant death. Standard worm tactics with piercing weapons? Does next to nothing since anything that's not its head or tail takes next to no damage. Thought you could just build a platform in the sky to deal with it like you did with Destroyer? Well, too bad it doesn't need solid blocks to move. Try and outrun it? Not only does it fire long-ranged laser bursts which occasionally take on unconventional patterns, it lowers speed by existing, so it will '''always''' be faster than you. Mobility? Almost useless Neutered since just being near it warps gravity and flight. And it gets taken UpToEleven in Reveangence mode: not only is it even more powerful than before, it can summon Cosmic Guardians at certain HP intervals, which hunt down the player like seeker missiles and deal near-OneHitKill ridiculous damage on contact (although piercing weapons make short work of them). Still not enough for you? Well, when you beat him down a bit, he summons his Sentinels (albeit weaker versions unless you haven't beaten them yet, and only before you've beaten them once), forcing you to fight them right after each other. Kill those, and he ''comes back'' with even more health, a more unpredictable AI, rapid-fire Godslayer fireballs, a teleporting charge attack, and the ability to turn invisible every now and then to bombard you with ''laser grids''.



*** Supreme Calamitas is a doozy. The moment her fight begins, she'll build her own arena, go invincible, and unleash an omnidirectional, screen-spanning bombardment of ''hundreds'' of fireballs that deal stupendous amounts of damage, sometimes killing players before she even starts combat. Then, you'll have to handle Sepulcher, a large projectile-spamming worm that can only be killed by destroying the 10 deceptively durable Brimstone Hearts in the arena corners - preferably before Supreme Calamitas herself gets a chance to fire off too many attacks (killing the Sepulcher is even harder when one accounts for the fact that it despawns all non-minion projectiles on contact, meaning it can bodyblock for the Hearts). Then, when you actually fight her, it only gets worse: she's decently tanky, [[LightningBruiser blisteringly fast, deals enough damage to 2 or 3-shot even endgame players]], and spams all manner of projectiles like fireballs and explosive homing blasts which inflict lethal debuffs. Worse still, she'll pull off more tricks as the fight goes on, namely repeats of her first BulletHell survival phase with more projectiles gradually added in, summoning Supreme versions of her brothers, creating invincible Brimstone Monster Orbs that chase players for the rest of the fight, creating dense rings of Soul Seekers to block attacks, and even summoning the Sepulcher again near the end of her fight. Anyone attempting her better have a lot of time and patience, because it's not a battle that most can expect to beat in a couple attempts.

to:

*** Supreme Calamitas is a doozy. The moment her fight begins, she'll build her own arena, go invincible, and unleash an omnidirectional, screen-spanning bombardment of ''hundreds'' of fireballs that deal stupendous amounts of damage, sometimes killing players before she even starts combat. Then, you'll have to handle Sepulcher, a large projectile-spamming worm that can only be killed by destroying the 10 deceptively durable Brimstone Hearts in the arena corners - preferably before Supreme Calamitas herself gets a chance to fire off too many attacks (killing the Sepulcher is even harder when one accounts for the fact that it despawns all non-minion projectiles on contact, meaning it can bodyblock for the Hearts). Then, when you actually fight her, it only gets worse: she's decently tanky, [[LightningBruiser blisteringly fast, deals enough damage to 2 or 3-shot even endgame players]], and spams all manner of projectiles like fireballs and explosive homing blasts which inflict lethal debuffs. Worse still, she'll pull off more tricks as the fight goes on, namely repeats of her first BulletHell survival phase with more projectiles gradually added in, summoning Supreme versions of her brothers, creating invincible Brimstone Monster Orbs that chase players for the rest of the fight, creating dense rings of Soul Seekers to block attacks, and even summoning the Sepulcher again near the end of her fight. Anyone attempting her better have a lot of time and patience, because it's not a battle that most can expect to beat in a couple attempts.attempts.
*** Supreme Calamitas' newer equivalents, the Exo Mechs, are arguably even worse. They're a WolfpackBoss fight against four obscenely powerful bosses that are extremely threatening individually, but will eventually gang up on you and combine their strengths to create an absurdly difficult attacking formation. Artemis and Apollo are two very fast fliers who constantly use evasive maneuvers to dodge incoming attacks while using devastating projectiles and charges, Thanatos is an enormous worm who unleashes BeamSpam while also only being vulnerable while shooting, and Ares has four weapons that deal massive damage in wide areas, particularly its WaveMotionGun and FantasticNuke. They're manageable at first, but once all of them start fighting together and pinning you from multiple directions, managing all of them simultaneously becomes a chaotic nightmare where every attack deals massive damage - and there are a ''lot'' of attacks to get hit by. Worse still, all of their attacks lead your movement, so just running away will just get you killed. Although doing enough damage eventually causes the damaged Mech to fight you one on one, they'll enter a second phase when alone which enhances their attacks and gives them new tricks, with the [[KillOneOthersGetStronger final mech left in particular]] going absolutely berserk.
Is there an issue? Send a MessageReason:
None


*** If you're looking for an even more insane challenge, fighting Providence at nighttime makes the fight exponentially harder - giving her additional damage reduction, buffing her damage to insane levels, further increasing her already-fast fire rate and speed, making her fire [[BulletHell even more projectiles]] than usual, and altogether buff her to the point where the battle goes from hard to ''hellish''. Fortunately, she loses the Guardians as a result, and the fight is totally optional unless you ''really'' want Profaned Moonlight Dye or bragging rights.

to:

*** If you're looking for an even more insane challenge, fighting Providence at nighttime makes the fight exponentially harder - giving her additional damage reduction, buffing her damage to insane levels, further increasing her already-fast fire rate and speed, making her fire [[BulletHell even more projectiles]] than usual, and altogether buff her to the point where the battle goes from hard to ''hellish''. Fortunately, she loses the Guardians as a result, and the fight is totally optional unless you ''really'' want Profaned Moonlight Dye Dye, her Malice drops, or bragging rights.



*** Jungle Dragon, Yharon. He packs enormous health, shaves off nearly half your health bar with each attack, moves incredibly quickly for his bulk, and punctuates his attacks with gigantic fire blasts, BulletHell style barrages of fireballs, and flaming tornadoes. Not to mention that he limits your space to a small area cut off by OneHitKill firenadoes. His second phase where he switches out his AI and is even worse, as he'll start spamming all manner of projectiles in tandem with physical blows, and using TeleportSpam as his attacks gradually build in intensity.
*** Supreme Calamitas is a doozy. The moment her fight begins, she'll build her own arena, go invincible, and unleash an omnidirectional, screen-spanning bombardment of ''hundreds'' of fireballs that deal stupendous amounts of damage, sometimes killing players before she even starts combat. Then, you'll have to handle Sepulcher, a large projectile-spamming worm that can only be killed by destroying the 10 deceptively durable Brimstone Hearts in the arena corners - preferably before Supreme Calamitas herself gets a chance to fire off too many attacks (killing the Sepulcher is even harder when one accounts for the fact that it despawns all non-minion projectiles on contact, meaning it can bodyblock for the Hearts). Then, when you actually fight her, it only gets worse: she has a [[DamageSpongeBoss colossal amount of HP]], [[LightningBruiser is blisteringly fast, deals enough damage to 2 or 3-shot even endgame players]], and spams all manner of projectiles like fireballs and explosive homing blasts which inflict lethal debuffs. Worse still, she'll pull off more tricks as the fight goes on, namely repeats of her first BulletHell survival phase with more projectiles gradually added in, summoning Supreme versions of her brothers, creating invincible Brimstone Monster Orbs that chase players for the rest of the fight, creating dense rings of Soul Seekers to block attacks, and even summoning the Sepulcher again near the end of her fight. Anyone attempting her better have a lot of time and patience, because it's not a battle that most can expect to beat in a couple attempts.

to:

*** Jungle Dragon, Yharon. He packs enormous health, shaves off nearly half your health bar with each attack, moves incredibly quickly for his bulk, and punctuates his attacks with gigantic fire blasts, BulletHell style barrages of fireballs, and flaming tornadoes. Not to mention that he limits your space to a small area cut off by OneHitKill firenadoes.flaming pillars, making excessive movement risky. His second phase where he switches out his AI and is even worse, as he'll start spamming all manner of projectiles in tandem with physical blows, and using TeleportSpam as his attacks gradually build in intensity.
*** Supreme Calamitas is a doozy. The moment her fight begins, she'll build her own arena, go invincible, and unleash an omnidirectional, screen-spanning bombardment of ''hundreds'' of fireballs that deal stupendous amounts of damage, sometimes killing players before she even starts combat. Then, you'll have to handle Sepulcher, a large projectile-spamming worm that can only be killed by destroying the 10 deceptively durable Brimstone Hearts in the arena corners - preferably before Supreme Calamitas herself gets a chance to fire off too many attacks (killing the Sepulcher is even harder when one accounts for the fact that it despawns all non-minion projectiles on contact, meaning it can bodyblock for the Hearts). Then, when you actually fight her, it only gets worse: she has a [[DamageSpongeBoss colossal amount of HP]], she's decently tanky, [[LightningBruiser is blisteringly fast, deals enough damage to 2 or 3-shot even endgame players]], and spams all manner of projectiles like fireballs and explosive homing blasts which inflict lethal debuffs. Worse still, she'll pull off more tricks as the fight goes on, namely repeats of her first BulletHell survival phase with more projectiles gradually added in, summoning Supreme versions of her brothers, creating invincible Brimstone Monster Orbs that chase players for the rest of the fight, creating dense rings of Soul Seekers to block attacks, and even summoning the Sepulcher again near the end of her fight. Anyone attempting her better have a lot of time and patience, because it's not a battle that most can expect to beat in a couple attempts.

Added: 89

Changed: 3

Is there an issue? Send a MessageReason:
None


** Eidolists. They can start spawning in the Dungeon/Deep Abyss as soon as Hardmode begins, and although they're harmless until attacked, it's quite easy to accidentally hit them. Once angered, the player will find that they not only have a hefty amount of health (10,000-13,000 depending on difficulty) and the ability to teleport, they use ice and lightning attacks which deal high damage and have large hitboxes (if you're playing in Revengeance+, they also inflict a slew of status effects). They're especially problematic in the dungeon - while they're pathetically weak compared to the [[BossInMooksClothing other enemies in the Deep Abyss]], they're disproportionately strong compared to the enemies in a pre-Plantera dungeon - and even to most enemies in a post-Plantera one - while the dungeon's tight space makes dodging their attacks even harder. While their threat level quickly drops off post-Moon Lord, woe betide any player who accidentally hits one (or worse, several) while farming in the hardmode dungeon...

to:

** Eidolists. They can start spawning in the Dungeon/Deep Abyss as soon as Hardmode begins, and although they're harmless until attacked, it's quite easy to accidentally hit them. Once angered, the player will find that they not only have a hefty amount of health (10,000-13,000 depending on difficulty) and the ability to teleport, they use ice and lightning attacks which deal high damage and have large hitboxes (if you're playing in Revengeance+, they also inflict a slew of status effects). They're especially problematic in the dungeon - while they're pathetically weak compared to the [[BossInMooksClothing other enemies in the Deep Abyss]], they're disproportionately strong compared to the enemies in a pre-Plantera dungeon - and even to most enemies in a post-Plantera one - while the dungeon's tight space makes dodging their attacks even harder. While their threat level quickly drops off post-Moon Lord, woe betide any player who accidentally hits one (or worse, several) while farming in the hardmode dungeon... dungeon.
*** Fortunately averted as of a patch which rendered them unable to spawn in the Dungeon.
Is there an issue? Send a MessageReason:
None


** For a time, the mod creator took it upon themselves to "fix" several SequenceBreaking tactics within the vanilla game, the most infamous one being nerfing the Reaver Shark to only have its full strength once a number of bosses were beaten. Given Terraria's sandbox nature, this went over as well as you'd expect with fans of the vanilla game, while those who support Calamity claim its for the sake of balancing around itself. An upcoming update slated to outright linearize Hardmode progression by locking ores and materials behind certain bosses has gotten backlash for a similar reason.
** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon. Insinuating that Calamity bosses are just retooled vanilla bosses has become a bit of a FandomEnragingMisconception, so bring it up at your own peril.
*** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for bosses that [[AwesomeButImpractical add unique mechanics and gimmicks that just end up making them more complicated than they need to be,]] instead favoring a more BoringButPractical approach with bosses that are not as unique, but are more fun to battle.

to:

** For a time, the mod creator took it upon themselves to "fix" several SequenceBreaking tactics within the vanilla game, the most infamous one being nerfing the Reaver Shark to only have its full strength once a number of bosses were beaten. Given Terraria's sandbox nature, this went over as well as you'd expect with fans of the vanilla game, while those who support Calamity claim its for the sake of balancing around itself. An upcoming The 1.5 update slated that added an option to outright linearize Hardmode progression by locking ores and materials behind certain bosses has gotten backlash for a similar reason.
** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon. Insinuating that Calamity bosses are just retooled vanilla bosses has become a bit of a FandomEnragingMisconception, FandomEnragingMisconception (and will draw the ire of the dev team), so bring it up at your own peril.
*** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for bosses that [[AwesomeButImpractical add unique mechanics and gimmicks that just end up making them more complicated than they need to be,]] instead favoring a more BoringButPractical approach with bosses that are comparatively simpler and not as unique, groundbreaking, but are more fun to battle.

Added: 1563

Changed: 2103

Removed: 1677

Is there an issue? Send a MessageReason:
None


** If you decided to visit the Profaned Crags in pre-hardmode, literally everything there will be this due to their immense damage and above-average HP - and they're not much better in hardmode, not to mention they will get massive stat boosts post-Providence. Special mention goes to the Despair Stone for being [[LightningBruiser absurdly fast for something that hard-hitting]] and the Soul Slurper for being able to hammer you with splitting lasers which inflict [[DamageOverTime Brimstone Flames]].

to:

** If you decided to visit the Profaned Crags in pre-hardmode, literally everything there will be this due to their immense damage and above-average HP - and they're not much better in hardmode, not to mention they will get massive stat boosts post-Providence. Special mention goes to the Despair Stone for being [[LightningBruiser absurdly fast for something that hard-hitting]] and the Soul Slurper for being able to hammer you with splitting lasers bolts which inflict [[DamageOverTime Brimstone Flames]].



** Ice Claspers deal a lot of damage, have decently high health, and will alternate between charging attacks and ranged ice blasts. All its attacks can inflict Frostburn, and if you're unlucky Glacial State, which can leave you open to one hell of a hammering.

to:

** Ice Claspers deal a lot of damage, have decently high health, and will alternate between charging attacks and ranged ice blasts. All its attacks can inflict Frostburn, and if you're unlucky Glacial State, which can leave you open to one hell of a hammering. Furthermore, they can phase through blocks, potentially letting them take you off guard.



*** Averted now that it's an exclusive drop from the BonusBoss Adult Eidolon Wyrm, a foe that you're unlikely to even stand a chance at beating until both Supreme Calamitas and the Exo Mechs have been downed.



** The [[BossInMookClothing Adult Eidolon Wyrm]], although nigh-impossible to kill, can technically be spawned as soon as you get a Rod of Discord - and does actually drop all of its items when killed at this point. So, if one has the skill and strategy, they can defeat the Wyrm in early hardmode, netting themselves [[SequenceBreaking Ectoplasm and post-Polterghast weapons at the beginning of hardmode.]] It's also the only way to guarantee the Halibut Cannon.
** Most of the legendary and rare items have a high chance of being this, given their [[RareRandomDrop insanely low drop rates]] and requirement to be on Revengeance or Death to acquire. If one gets lucky or grinds enough for them, they can easily change the progression of the game or trivialize upcoming content.
*** While technically not a legendary drop, get lucky upon killing Yharon, and he will give you [[WaveMotionGun Yharim's Crystal]], which is absurdly powerful if you happen to be a mage. While it drains ludicrous amounts of mana, basically permanently inflicts you with Mana Sickness, and is pretty much impossible to sustain without a truckload of Mana Potions, the DPS the Crystal's laser can do is easily one of the highest in the entire game - enough to make short work of even the likes of Yharon himself.
** The Auric Tesla Armor takes AllYourPowersCombined and turns it UpToEleven. Despite requiring a [[ItemFarming metric ton of grinding]] to acquire, it's ''absurdly'' powerful. Not only does it provide insane boosts to pretty much all stats (most notably a 10% damage reduction that is calculated separately from normal DR), it allows you to access the abilities of the Psychotic Amulet, Frost Barrier and Magic Carpet accessories without needing any additional slots. But the main perk of the armor is '''[[UpToEleven combining every effect from all 4 post-Moon Lord armors]]''' (Tarragon, Bloodflare, God Slayer, and Silva), practically making you a MasterOfAll since each of those armors is incredibly strong on its own. Chances are, nothing short of the FinalBoss or a Superboss should be able to give you any trouble as long as you're wearing this.

to:

** The [[BossInMookClothing Adult Eidolon Wyrm]], although nigh-impossible to kill, can technically be spawned as soon as you get a Rod of Discord - and does actually drop all of its items when killed at this point. So, if one has the skill and strategy, they can defeat the Wyrm in early hardmode, netting themselves [[SequenceBreaking Ectoplasm and post-Polterghast weapons at the beginning of hardmode.]] It's also the only way to guarantee the Halibut Cannon.
** Most
A lot of the legendary and rare items challenge drops have a high chance of being this, given their [[RareRandomDrop insanely low drop rates]] and requirement to be on Revengeance or Death to acquire. If one gets lucky or grinds enough for them, they can easily change the progression of the game or trivialize upcoming content.
*** While technically not a legendary drop, get lucky upon killing Yharon, and he will give you [[WaveMotionGun Yharim's Crystal]], which is absurdly powerful if you happen to be a mage. While it drains ludicrous amounts of mana, basically permanently inflicts you with Mana Sickness, and is pretty much impossible to sustain without a truckload of Mana Potions, the DPS the Crystal's laser can do is easily one of the highest in the entire game - enough to make short work of even the likes of Yharon himself.
** The Auric Tesla Armor takes AllYourPowersCombined and turns it UpToEleven. Despite requiring a [[ItemFarming metric ton of grinding]] to acquire, it's ''absurdly'' powerful. Not only does it provide insane boosts to pretty much all stats (most notably a 10% damage reduction
that is calculated separately from normal DR), it allows you have to access the abilities of the Psychotic Amulet, Frost Barrier and Magic Carpet accessories without needing any additional slots. But the main perk of the armor is '''[[UpToEleven combining every effect from all 4 post-Moon Lord armors]]''' (Tarragon, Bloodflare, God Slayer, and Silva), practically making you kill a MasterOfAll since each of those armors is incredibly strong boss in [[HarderThanHard Malice Mode]] ''and'' on its own. Chances are, nothing short of the FinalBoss or a Superboss should be able tier to give you any trouble as long as utilize properly. If you're wearing this.good enough at a particular fight to beat it on Malice, expect to have an easier time for the next bit thanks to your shiny new item.



** Draedon Gaming[[labelnote:Explanation]]Draedon is a MadScientist and UltimateBlacksmith who is responsible for most of the technology found in the setting, so many jokes have been made about him putting his genius to use by building absurdly powerful gaming rigs or other pieces of hardware. Became an AscendedMeme in 1.5, where beating him will let you summon an ''Exo gaming chair'' as a mount.[[/labelnote]]



** Malice is even more so, as it demands that a player have totally mastered a boss ''and'' overprepared like hell to even stand a chance at killing them on tier, due to the enormous speed increase of the enraged bosses. And Malice can be stacked with Death, Iron Heart, or Armageddon as well [[note]]It also works with Defiled, but multiple developers have stated that this combination will be UnwinnableByDesign, as Defiled strips the mobility that Malice is completely dependent on.[[/note]].



*** In all difficulties, Destroyer gains a gigantic resistance to piercing weapons, so it's physically impossible to tear it apart with piercing like you would in the original game (especially with the mod's nerfs to Holy Arrows and the Daedalus Stormbow, which were essentially its kryptonite in vanilla, and its massive DR when first spawning so you can't target its coiled segments anymore). In Revengeance, it resists piercing even more by virtue of despawning projectiles after they pierce enough times, and its probes no longer drop hearts. It's also packing a lot more firepower - its contact damage is boosted, and its laser barrages are now far more calculated instead of a fairly randomized spray. And while its fire rate goes down as it nears death, it gradually starts switching out its red lasers with more lethal ones - blue and green lasers that can inflict Electrified and Cursed Inferno, respectively. The icing on the cake is that its mobility increases as its HP gets lower as well, with the worm ''flying'' at half health and gaining charge attacks at low HP. In Death Mode, it'll get all these new attacks from the start of the battle.

to:

*** In all difficulties, Destroyer gains a gigantic resistance to piercing weapons, so it's physically impossible to tear it apart with piercing like you would in the original game (especially with the mod's nerfs to Holy Arrows and the Daedalus Stormbow, which were essentially its kryptonite in vanilla, and its massive DR when first spawning so you can't target its coiled segments anymore). In Revengeance, it resists piercing even more by virtue of despawning projectiles after they pierce enough times, and its probes no longer drop hearts. It's also packing a lot more firepower - its contact damage is boosted, and its laser barrages are now far more calculated instead of a fairly randomized spray. And while its fire rate goes down as it nears death, it gradually starts switching out its red lasers with more lethal ones - blue and green lasers that can inflict Electrified and Cursed Inferno, respectively. The icing on the cake is that its mobility increases as its HP gets lower as well, with the worm ''flying'' at half health and gaining charge attacks at low HP. In Death Mode, it'll get all these new attacks from the start of the battle.



*** Calamitas. While her first phase borders on BreatherBoss, this all changes when she enters phase 2 and gets her second health bar. At certain HP intervals, she'll spawn her brothers (Cataclysm at 75%, Catastrophe at 45%, and both again at 10%). Catastrophe and Cataclysm are extremely fast, do tons of damage, and use flamethrower/bouncing fire attacks that take up huge portions of the screen. Even if you figure out how to dispatch the brothers, you'll find that Calamitas herself is one hell of a boss, with all of her attacks inflicting the deadly Brimstone Flames debuff, her spamming obscenely damaging fire blasts, occasionally charging at lightning speed, and firing her signature machine-gun like barrages of lasers that ''split into homing lasers''.
*** The Plaguebringer Goliath, a LightningBruiser with very high HP, study DR, incredible amounts of mobility (sometimes charging ''diagonally'', something that can trip up players expecting a Queen Bee clone), and a combination of deadly contact damage and extremely powerful projectile spam. Her attacks all inflict the Plague debuff, which can be annoying at best and lethal at worst. She also punctuates her own attacks with waves of deadly minions, which include Plague Seeker swarms, homing missiles that explode, invincible Plague Mines that deal huge area damage on contact (Expert+), and even [[BossInMookClothing Plaguebringer]] minibosses (Revengeance+). The second part of the fight is even worse, as she now rains down missiles as she charges - not to mention that if you're on Expert+, she'll gradually get stronger as you wear down her health bar.

to:

*** Calamitas. While She's not too bad at first, although she can deal enormous damage and inflict the deadly Brimstone Flames debuff if you aren't careful. However, once you whittle her first phase borders on BreatherBoss, this all changes when she enters phase 2 and gets her second health bar. At certain HP intervals, down enough, she'll spawn summon a devastating HoldTheLine BulletHell that is guaranteed to take you down a few pegs if you aren't prepared, before adding in lightning-fast charges to her previous attacks. The real problem arises when she summons her brothers (Cataclysm at 75%, Catastrophe at 45%, and both again at 10%). later on; Catastrophe and Cataclysm are extremely fast, do tons of damage, and use flamethrower/bouncing fire attacks that take up huge portions of the screen. Even if you figure out how to dispatch the brothers, you'll find that have ''another'' bullet-hell segment to deal with before Calamitas herself is one hell of a boss, with all of her attacks inflicting the deadly Brimstone Flames debuff, her spamming obscenely damaging fire blasts, occasionally charging at lightning speed, goes berserk and firing her signature machine-gun like barrages of lasers that ''split into homing lasers''.
resorts to nonstop ramming.
*** The Plaguebringer Goliath, a LightningBruiser with very high HP, study DR, incredible amounts of mobility (sometimes charging ''diagonally'', something that can trip up players expecting a Queen Bee clone), and a combination of deadly contact damage and extremely powerful projectile spam. Her attacks all inflict the Plague debuff, which can be annoying at best and lethal at worst. She also punctuates her own attacks with waves of deadly minions, which include Plague Seeker swarms, homing missiles that explode, and invincible Plague Mines that deal huge area damage on contact (Expert+), and even [[BossInMookClothing Plaguebringer]] minibosses (Revengeance+). (Expert+). The second part of the fight on Expert+ is even worse, as she now rains down missiles as she charges - not to mention that if you're on Expert+, she'll gradually get stronger as you wear down her health bar.



*** Storm Weaver's first phase is easy, but the second phase dials the fight UpToEleven. In this stage, it's a full-on LightningBruiser whose large size and fast speed let it easily stay on top of you and ram you for obscene amounts of damage. In Revengeance, it will even gain a devastating charge attack that lets it lunge at you while raining down a curtain of lightning bolts (which is fortunately telegraphed by it turning blue), which not only gives it a new way of murdering you but also makes it highly evasive and harder to hit. The minion spam is usually only annoying, but it will also summon lightning bolts to harass you and inflict the devastating Electrified debuff. Woe betide you if you have no way of neutralizing space gravity, lest the slow falling screw you over while trying to dodge attacks. To make things worse, it's not squishy either - with over 1.4 million HP in Expert and above while packing significant resistances against not only all piercing attacks (which are reduced by up to 50%) but many weapons that would normally do well against it, it's not going down without a serious beating, during which you'll have to stay on your toes lest it take out a chunk of your health in a heartbeat.

to:

*** Storm Weaver's first phase is easy, but the second phase dials the fight UpToEleven. In this stage, it's a full-on LightningBruiser whose large size and fast speed let it easily stay on top of you and ram you for obscene amounts of damage. In Revengeance, it will even gain a devastating charge attack that lets it lunge at you while raining down a curtain of lightning bolts (which is fortunately telegraphed by it turning blue), which not only gives it a new way of murdering you but also makes it highly evasive and harder to hit. The minion spam is usually only annoying, but it It will also summon lightning bolts to harass you and inflict the devastating Electrified debuff.debuff, making running away dangerous. Woe betide you if you have no way of neutralizing space gravity, lest the slow falling screw you over while trying to dodge attacks. To make things worse, it's not squishy either - with over 1.4 3 million HP in Expert and above while packing significant resistances against not only all piercing attacks (which are reduced by up to 50%) but many weapons that would normally do well against it, it's not going down without a serious beating, during which you'll have to stay on your toes lest it take out a chunk of your health in a heartbeat.



*** The [[ClimaxBoss Devourer of Gods]] is downright ''infamous'' for being this. He's massive, has obscenely high health, moves incredibly fast, and deals insane damage with just about every attack on top of inflicting God Slayer Inferno, ''especially'' upon contact: enough that getting hit by its head in will more often than not result in instant death (and ''is'' guaranteed death in Death Mode and the Boss Rush). Standard worm tactics with piercing weapons? Does next to nothing since anything that's not its head or tail takes next to no damage. Thought you could just build a platform in the sky to deal with it like you did with Destroyer? Well, too bad it doesn't need solid blocks to move. Try and outrun it? Not only does it fire long-ranged laser bursts which occasionally take on unconventional patterns, it lowers speed by existing, so it will '''always''' be faster than you. Mobility? Almost useless since just being near it warps gravity and flight. And it gets taken UpToEleven in Reveangence mode: not only is it even more powerful than before, it can summon Cosmic Guardians at certain HP intervals, which hunt down the player like seeker missiles and deal near-OneHitKill damage on contact (although piercing weapons make short work of them). Still not enough for you? Well, when you kill him the first time, he summons his Sentinels (albeit weaker versions, and only before you've beaten them once), forcing you to fight them right after each other. Kill those, and he ''comes back'' with nearly ''double'' the health, a more unpredictable AI, rapid-fire Godslayer fireballs, a teleporting charge attack, and the ability to turn invisible every now and then to bombard you with ''laser grids''.
*** Jungle Dragon, Yharon. He packs enormous health, shaves off nearly half your health bar with each attack, moves incredibly quickly for his bulk, and punctuates his attacks with gigantic fire blasts, BulletHell style barrages of fireballs, and flaming tornadoes. Not to mention that he limits your space to a small area cut off by OneHitKill firenadoes. His second phase where he switches out his AI and ''regenerates most of his health back'' is even worse, as he'll start spamming all manner of projectiles and using TeleportSpam as his attacks gradually build in intensity.

to:

*** The [[ClimaxBoss Devourer of Gods]] is downright ''infamous'' for being this. He's massive, has obscenely high health, moves incredibly fast, and deals insane damage with just about every attack on top of inflicting God Slayer Inferno, ''especially'' upon contact: enough that getting hit by its head in will more often than not result in instant death (and ''is'' guaranteed death in Death Mode and the Boss Rush).death. Standard worm tactics with piercing weapons? Does next to nothing since anything that's not its head or tail takes next to no damage. Thought you could just build a platform in the sky to deal with it like you did with Destroyer? Well, too bad it doesn't need solid blocks to move. Try and outrun it? Not only does it fire long-ranged laser bursts which occasionally take on unconventional patterns, it lowers speed by existing, so it will '''always''' be faster than you. Mobility? Almost useless since just being near it warps gravity and flight. And it gets taken UpToEleven in Reveangence mode: not only is it even more powerful than before, it can summon Cosmic Guardians at certain HP intervals, which hunt down the player like seeker missiles and deal near-OneHitKill damage on contact (although piercing weapons make short work of them). Still not enough for you? Well, when you kill beat him the first time, down a bit, he summons his Sentinels (albeit weaker versions, versions unless you haven't beaten them yet, and only before you've beaten them once), forcing you to fight them right after each other. Kill those, and he ''comes back'' with nearly ''double'' the even more health, a more unpredictable AI, rapid-fire Godslayer fireballs, a teleporting charge attack, and the ability to turn invisible every now and then to bombard you with ''laser grids''.
*** Jungle Dragon, Yharon. He packs enormous health, shaves off nearly half your health bar with each attack, moves incredibly quickly for his bulk, and punctuates his attacks with gigantic fire blasts, BulletHell style barrages of fireballs, and flaming tornadoes. Not to mention that he limits your space to a small area cut off by OneHitKill firenadoes. His second phase where he switches out his AI and ''regenerates most of his health back'' is even worse, as he'll start spamming all manner of projectiles in tandem with physical blows, and using TeleportSpam as his attacks gradually build in intensity.


Added DiffLines:

** The 1.5 update's curve flattening was also subject to this. Although it was intended to prevent PowerCreep and lower numbers around the board in preparation for future content and has little to no effect on the actual game experience, a portion of the community was quite unhappy that Calamity's infamously high-power gear is now more tame, with even the highest tier of weapons being unable to instantly tear through bosses 1-2 tiers below it.
Is there an issue? Send a MessageReason:
None


*** Anahita and the Leviathan, albeit being more like an optional BonusBoss, are extremely difficult. It's a DualBoss fight against the GlassCannon Siren who is deceptively fast and hits very hard with both physical and ranged attacks that inflict StandardStatusEffects, and the MightyGlacier Leviathan (which joins the fight once Siren is at 40% health) who is slow but incredibly bulky, takes up most of the screen, and deals ridiculous damage with both rams and boulder shots that shred defense, all while summoning minions. While they're normally fought one at a time, both bosses will become active simultaneously once the Leviathan is brought below 40% HP as well. Managing both bosses and the constant swarm of minions can prove to be extremely difficult, especially since Anahita and the Leviathan cover each other's weaknesses extremely well. Oh, and [[KillOneOthersGetStronger whichever one is the last one alive will become enraged]] (if you're on Death Mode, [[FromBadToWorse they both spawn in their enraged states]]). No wonder they were voted the fifth hardest bosses in the entire game.

to:

*** Anahita and the Leviathan, albeit being more like an optional BonusBoss, are extremely difficult. It's a DualBoss fight against the GlassCannon Siren who is deceptively fast and hits very hard with both physical and ranged attacks that inflict StandardStatusEffects, StatusEffects, and the MightyGlacier Leviathan (which joins the fight once Siren is at 40% health) who is slow but incredibly bulky, takes up most of the screen, and deals ridiculous damage with both rams and boulder shots that shred defense, all while summoning minions. While they're normally fought one at a time, both bosses will become active simultaneously once the Leviathan is brought below 40% HP as well. Managing both bosses and the constant swarm of minions can prove to be extremely difficult, especially since Anahita and the Leviathan cover each other's weaknesses extremely well. Oh, and [[KillOneOthersGetStronger whichever one is the last one alive will become enraged]] (if you're on Death Mode, [[FromBadToWorse they both spawn in their enraged states]]). No wonder they were voted the fifth hardest bosses in the entire game.



*** Much like the original Duke Fishron, the Old Duke is a real hair-puller. He takes the Duke's LightningBruiser aspects and turns them UpToEleven - packing high HP, very sturdy damage reduction, lightning-fast speed and ''insane'' damage, on top of flooding the screen with projectiles/hazards and inflicting all manner of StandardStatusEffects on hit. To make things worse, his charge attacks predict player movement, so if you don't make more evasive maneuvers to throw him off he ''will'' hit you. Fortunately, he'll stop to rest every 10 attacks and temporarily drop his defenses to zero, but more often than not the opportunity to attack will be squandered just trying to recover from his prior beatings.

to:

*** Much like the original Duke Fishron, the Old Duke is a real hair-puller. He takes the Duke's LightningBruiser aspects and turns them UpToEleven - packing high HP, very sturdy damage reduction, lightning-fast speed and ''insane'' damage, on top of flooding the screen with projectiles/hazards and inflicting all manner of StandardStatusEffects StatusEffects on hit. To make things worse, his charge attacks predict player movement, so if you don't make more evasive maneuvers to throw him off he ''will'' hit you. Fortunately, he'll stop to rest every 10 attacks and temporarily drop his defenses to zero, but more often than not the opportunity to attack will be squandered just trying to recover from his prior beatings.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Some of the boss' backstories are sad too. A notable example is the Brimstone Elemental's. She and the other elements used to be praised as gods but over time they were forgotten, and then Calamitas shows up to destroy her home and then easily outpowered her, and as a result, she is left in a state of vengeful madness.
Is there an issue? Send a MessageReason:
None


** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon.

to:

** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon. Insinuating that Calamity bosses are just retooled vanilla bosses has become a bit of a FandomEnragingMisconception, so bring it up at your own peril.
Is there an issue? Send a MessageReason:
Not a YMMV trope


* IndecipherableLyrics: The vocals in Plaguebringer Goliath's theme are hard to discern, if at all, leading to comments such as "HE TOOK MY ICE CREAM!" and "MOOOOOOOOOOIST!"[[note]] For clarification sake, it’s; “Somebody scream! “Make some noise!” “Noiiiiise!”[[/note]]
Is there an issue? Send a MessageReason:
None


*** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for bosses that [[AwesomeButImpractical add unique mechanics that just end up making them more complicated than they need to be.]]

to:

*** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for bosses that [[AwesomeButImpractical add unique mechanics and gimmicks that just end up making them more complicated than they need to be.]]be,]] instead favoring a more BoringButPractical approach with bosses that are not as unique, but are more fun to battle.
Is there an issue? Send a MessageReason:
None


*** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for unique mechanics that end up making bosses more complex than they need to be.

to:

*** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for bosses that [[AwesomeButImpractical add unique mechanics that just end up making bosses them more complex complicated than they need to be.]]
Is there an issue? Send a MessageReason:
None


** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite. This results content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built. The 1.5 update is scheduled to take this down a notch by flattening the power curve (particularly post Moon Lord, making it so that both weapon damage and boss HP isn't hyperinflated), but time will tell if it changes this.

to:

** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite. This opposite; this results in content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss.boss of the same tier or even several tiers above it. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built. The 1.5 update is scheduled to take this down a notch by flattening the power curve (particularly post Moon Lord, making it so that both weapon damage and boss HP isn't hyperinflated), but time will tell if it changes this.
Is there an issue? Send a MessageReason:
None


** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for unique mechanics that end up making bosses more complex than they need to be.

to:

** *** When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what. He has also expressed distaste for unique mechanics that end up making bosses more complex than they need to be.

Added: 455

Changed: 726

Is there an issue? Send a MessageReason:
None


** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite. This results content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built.

to:

** The mod is somewhat notorious for its incompatibility with other major mods. While most mods tend to mold themselves to the vanilla game, Calamity does the exact opposite. This results content usually being asynchronous from other mods and/or vanilla. The most prominent example is the bosses, especially post-Moon Lord, which are exorbitantly difficult when solely using another mod's equipment, while Calamity gear can annihilate nearly every other modded boss. Detractors note that it makes using many other major mods with Calamity impossible while supporters note that Calamity isn't ''meant'' to be played with other mods considering how different its built. The 1.5 update is scheduled to take this down a notch by flattening the power curve (particularly post Moon Lord, making it so that both weapon damage and boss HP isn't hyperinflated), but time will tell if it changes this.



** For a time, the mod creator took it upon themselves to "fix" several SequenceBreaking tactics within the vanilla game, the most infamous one being nerfing the Reaver Shark to only have its full strength once a number of bosses were beaten. Given Terraria's sandbox nature, this went over as well as you'd expect with fans of the vanilla game, while those who support Calamity claim its for the sake of balancing around itself.
** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon. When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what.

to:

** For a time, the mod creator took it upon themselves to "fix" several SequenceBreaking tactics within the vanilla game, the most infamous one being nerfing the Reaver Shark to only have its full strength once a number of bosses were beaten. Given Terraria's sandbox nature, this went over as well as you'd expect with fans of the vanilla game, while those who support Calamity claim its for the sake of balancing around itself.
itself. An upcoming update slated to outright linearize Hardmode progression by locking ores and materials behind certain bosses has gotten backlash for a similar reason.
** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon.
**
When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what.what. He has also expressed distaste for unique mechanics that end up making bosses more complex than they need to be.
Is there an issue? Send a MessageReason:


** '''WHERE IS SUPREME CALAMITAS THEME?! ERRRRRGGHHHH DM DOKURO!!!''' [[labelnote:Explanation]] Stemming from the extremely long period time it took to finish ''"Stained, Brutal Calamity"'', as well as poking fun at the FanDumb side of the community that constantly hounds Dokuro for highly anticipated tracks. Pretty much everyone and their mother has referred to this joke at least once, and it's brought up multiple times in and out of the Calamity community, much to everyone's chagrin at points.[[/labelnote]]

to:

** '''WHERE IS SUPREME CALAMITAS THEME?! ERRRRRGGHHHH DM DOKURO!!!''' [[labelnote:Explanation]] Stemming from the extremely long period time it took to finish ''"Stained, Brutal Calamity"'', as well as poking fun at the FanDumb side of the community that constantly hounds Dokuro for highly anticipated tracks. Pretty much everyone and their mother has referred to this joke at least once, and it's brought up multiple times in and out of the Calamity community, much to everyone's chagrin at points.[[/labelnote]]

Added: 270

Removed: 264

Is there an issue? Send a MessageReason:
None


* IndecipherableLyrics: The vocals in Plaguebringer Goliath's theme are hard to discern, if at all, leading to comments such as "HE TOOK MY ICE CREAM!" and "MOOOOOOOOOOIST!"[[note]] For clarification sake, it’s; “Somebody scream! “Make some noise!” “Noiiiiise!”[[/note]]



* {{Mondegreen}}: The vocals in Plaguebringer Goliath's theme are hard to discern, if at all, leading to comments such as "HE TOOK MY ICE CREAM!" and "MOOOOOOOOOOIST!"[[note]] For clarification sake, it’s; “Somebody scream! “Make some noise!” “Noiiiiise!”[[/note]]
Is there an issue? Send a MessageReason:
None


** Everything from the Sulphurous Sea deals stupidly high damage and has a disproportionate amount of HP, but special mention goes to the [[BossInMooksClothing Mauler]]. It's a gigantic, incredibly fast [[ThreateningShark acid shark]] which packs up to 360000 HP in Expert+, will chase you relentlessly, and deals insane contact damage as well as heavy damage with its constant firing of acid blasts. If you think you can lure it out of the water, the thing has a tendency to leap scarily far out of bodies of water - and if it's taken out of water for too long, [[TakingYouWithMe it EXPLODES]], releasing a massive nova of acid which is liable to instantly kill the player.

Changed: 612

Removed: 579

Is there an issue? Send a MessageReason:
None


** As what is likely the most popular content mod ''Terraria'' currently has, the mod as a whole is ''rife'' with this. Supporters praise it for its challenging nature, vast quantities of content (especially post-Moon Lord), cool designs, and SugarWiki/AwesomeMusic. Detractors hate it for the very same quantities of content, the off-the-rails lack of balancing, overall edginess, the questionable sanity and mental health of the developer, and the numerous "anti-cheats" on more powerful bosses. And that's only scratching the surface - whenever Calamity is brought up, expect debates of varying levels of ferocity to follow.

to:

** As what is likely the most popular content mod ''Terraria'' currently has, the mod as a whole is ''rife'' with this. Supporters praise it for its challenging nature, vast quantities of content (especially post-Moon Lord), cool designs, and SugarWiki/AwesomeMusic. Detractors hate it for the very same quantities of content, content causing content bloat, the off-the-rails lack of balancing, overall edginess, the questionable sanity and mental health of the developer, and the numerous "anti-cheats" on more powerful bosses. And that's only scratching the surface - whenever Calamity is brought up, expect debates of varying levels of ferocity to follow.follow, especially because Calamity is so renowned among Terraria mods that ''any'' mod growing in popularity will inevitably be compared to Calamity by some.



** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon.

to:

** The bosses have become this in recent times; with the advent of mods like ''Mod of Redemption'', and the revival of the ''Spirit Mod'', which each have multiple bosses with almost to entirely completely unique AI that make little to no use of vanilla boss AI, Calamity's bosses have come under fire for mostly heavily relying on said AI (notably a large number of bosses that use the Worm AI as a basis). People who defend it make the claim that it helps create bosses, allowing the developers to build on the framework (and many of the bosses, while using vanilla AI, are different enough to be distinct), whilst detractors point out that there are plenty of coders in the community that, over time, have learned to effectively create bosses that break the mold, and in many ways Calamity is holding itself back in this regard. It's worth noting that these mods not only have completely unique bosses, but said bosses often comprise a good portion of the total boss count - however, there are also fair arguments that bosses based on vanilla AI can just as easily be better than those using original AI, and that originality in itself isn't always a boon. When asked about this in an AMA, Fabsol remarked he enjoys making bosses that are reminiscent of prior vanilla bosses but distinct enough to feel different, and has expressed that not only does he dislike the notion of making things unique just for the sake of it, but that unique things will be accused of being derivative no matter what.



** That said, the [[DiscOneNuke Frog Leg]] from vanilla Terraria is one of the most commonly used accessories in the mod. In addition to being easily fished up at the beginning of the game, the Frog Legs give a massive 48% increase to jump speed, which translates to ascent speed when using wings. This colossal boost in mobility is an absolute godsend against most of the calamity bosses, which are generally faster and stronger than vanilla bosses.

to:

** That said, the [[DiscOneNuke Frog Leg]] from vanilla Terraria is one of the most commonly used accessories in the mod. In addition to being easily fished up at the beginning of the game, the Frog Legs give a massive 48% increase to jump speed, which translates to ascent speed when using wings. This colossal boost in mobility is an absolute godsend against most of the calamity Calamity bosses, which are generally faster and stronger than vanilla bosses.bosses. So far, it's been confirmed that the Frog Leg is on a one-way road to a severe nerf as a result.



** All the Abyss foes are incredibly strong, but special mention has to go to the Abyssal Minibosses. The Colossal Squid is an incredibly bulky monster which hits like a freight train and can latch onto players to blind them. The Reaper Shark is extremely fast, bulky, and damaging, and since it's invisible it may be too hard to notice until it's too late. The Juvenile Eidolon Wyrm tops both of these with its high HP, stupidly high damage, and devastating magic attacks (although it's passive until struck) - and [[BossInMooksClothing don't even get started on the adults...]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** That said, the [[DiscOneNuke Frog Leg]] from vanilla Terraria is one of the most commonly used accessories in the mod. In addition to being easily fished up at the beginning of the game, the Frog Legs give a massive 48% increase to jump speed, which translates to ascent speed when using wings. This colossal boost in mobility is an absolute godsend against most of the calamity bosses, which are generally faster and stronger than vanilla bosses.

Top