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This is the era where millions died fighting for what they believed in.
This is the age in which feral, rogue monstrosities ravaged the world.
This was the time where gods either abandoned or struck those who had faith in them.
This was the moment in which Calamity reigned supreme.
Opening dialogue of The Tale of a Cruel World
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Once upon a time, in the land of Terraria, a mighty king named Yharim rose from the jungle and established an iron grip on the realm. Many years later, a young Terrarian enters the Jungle Tyrant's realm, and seeks to break free the land of Terraria from his control, armed with only a Copper Shortsword, a Copper Pickaxe, and a Copper Axe. You are that Terrarian. Can you save Terraria?

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

A document detailing the most recent version of the lore can be found here. Please note that a lore rework is being planned, so some of the tropes listed below may be changed soon.

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Terraria: Calamity contains examples of:

  • Acid Pool: Calamity takes this up to eleven with the Sulphurous Sea. Once a normal ocean, years of being used as Yharim's body disposal and Draedon's waste dump did so much damage to it that it was irreparably transformed into an ocean of caustic acid. It's filled to the brim with dangerous creatures, and if you go too deep you'll enter The Abyss.
  • Actual Pacifist: Yharim's mother was one, though she carried the Astreal Defeat superweapon in case things got truly hairy. It didn't stop her family from being incinerated in the Underworld, leading to Yharim's Start of Darkness.
  • Adaptation Expansion: Calamity expands on the depreciated Thrower class from vanilla Terraria and turns it into the Rogue class, which revolves around a Stealth meter which builds up whenever not attacking. Building up stealth by spacing out attacks increases the damage of the weapons, and fully charging Stealth will empower the attack to devastate enemies.
  • Always Someone Better:
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    • Yharim is this to the player once the Auric Tesla armor is acquired. His official appearance shows him clad in what appears to be a mechanically augmented version of the armor, fueled by his Stims. This also gets inverted somewhat - one of his family's superweapons, the Astreal Defeat, is eventually used as a material for the far stronger Heavenly Gale (and that can be further upgraded into the Drataliornus). Made even more apparent with the update that made specialized variants of the Auric Tesla Armor - his armor still resembles the old Master of All armor that combined almost all the perks of the current variants into one set.
  • Anti-Armor: In addition to standard debuffs that reduce defense and damage reduction, there's also defense damage, which causes certain powerful boss attacks to temporarily inflict a defense/DR reduction based on a percent of the damage dealt. Although this decays over time, it also stacks on subsequent hits, making taking repeated hits punishing if you don't space them out.
  • Anti-Frustration Features: The mod adds quite a few.
    • A Starter Bag is added into a newly-spawned player's inventory, containing low-level weapons for each class, as well as several beginner potions.
    • Movement speed, building speed, and mana regeneration are significantly increased across the board, making exploration and construction considerably easier in the early game.
    • Many vanilla items that were hard/tedious to obtain or may not show up in the world are made craftable.
    • The majority of boss summons are no longer consumable, meaning that one summon gives you infinite attempts.
    • Many items from the evil type the world didn't generate with are sold, and there's a sky island with said evil's Biome Chest weapon.
    • Wulfrum enemies will spawn above ground to give scraps when killed. These scraps can be used to make a large number of items that make the earlygame easier, such as tools to expedite digging, treasure hunting, exploration, and construction.
    • Blood Moons can drop blood orbs that can be mixed with water for a nearly-limitless supply of vanilla potions, eliminating the need for mods. Wearing Bloodflare armor expedites this by heavily increasing the chance for Blood Moons and enemies to drop blood orbs, which greatly increases the overall yield over a period of time.
    • Each ore has a slime named after it which drops said ore, in order to avoid exhausting the player from searching for new stretches of ore. It also helps players whose worlds either don't have Calamity ores or lost them at some point.
    • Calamity ores only generate once the minimum boss progression necessary to mine them has been achieved, thus preventing them from blocking hellevators.
    • Invincible targets in boss battles are ignored by homing attacks and minions, preventing the body from absorbing their attacks as effectively.
    • Gems such as Rubies and Diamonds are rare and difficult to find in vanilla, made harder by the fact that they're difficult to see without Spelunker potions. While you don't need them for a lot, it's still pretty troublesome having to dive down when you run short. Calamity adds a series of underground "Crawler" enemies which spawn uncommonly and drop their namesake gemstones, making it much easier to keep a supply. 1.5 later even added a new generation system which causes them to spawn in larger veins, as well as at fixed depths depending on their rarity.
    • The Zerg and Zen potions have been added thanks to Calamity, which respectively raise and lower enemy spawn rates by massive amounts. The former is especially useful if you're trying to hunt down rare enemies with rarer drops or grind out raw materials, provided of course you can survive the onslaught of 40+ enemies swarming you all at once.
    • Building and mining speed, as well as base movement speed, are significantly increased, making it easier to build and explore. Similarly, mana regeneration is increased, making magic weapons in the earlygame less of a chore.
    • The Goblin Tinkerer's reforging was changed from a Luck-Based Mission to an upgrading system, where you will get progressively better reforges until always obtaining the optimal one after a certain number of reforges.
      • One of the new town NPC's will even return a percentage of your previous reforging expenses to you at no cost, which she apparently steals from the Tinkerer on a regular basis.
  • All There in the Manual: Most of Calamity's lore is in the forum post for the mod, although some item descriptions, boss dialogue and Lore Items dropped by them can provide some as well.
  • All Your Powers Combined:
    • After acquiring the Terratomere and slaying the Exo Mechs, many of the mod's swords can be combined to from the Exoblade, Draedon's personal weapon. It is extremely powerful, being able to compete with even the Shadowspec weaponry. While other Exo weapons exist, the Exoblade was the original one.
    • The Biome Blade and Ark of the Ancients successively inherit and enhance the abilities of their predecessors. Eventually, they combine into the endgame Ark of the Cosmos, which inherits most of their effects.
    • Many of the super-accessories from the vanilla game can be combined into even stronger accesories, and the mod adds some of its own ridiculously-complicated super-acessories. These include the Asgardian Aegis, The Sponge, Celestial Tracers, Abyssal Diving Suit, and more.
    • Four post-Moon Lord armors can be merged (with a ton of extra materials to grind for) into the Auric Tesla armor, which fuses all of their perks into one set.
  • And I Must Scream: Cryogen is the archmage Permafrost, his ice fortress, and his magic sealed inside a living snowflake, for dozens, or even hundreds of years.
  • Applied Phlebotinum: Uelibloom can be used to turn the Musket and Toxic Flask into one of the strongest guns in the mod without using souls despite being a mere metal, indicating that this trope is in effect for the material.
  • Arrange Mode: All above Expert Mode. And yes, they stack.
    • Revengeance Mode boosts enemy spawn rates and buffs all bosses while giving them new patterns. It also gives you more money and item drops from enemies as well as the Rage and Adrenaline meters, which allow you to activate Super Modes that boost your damage.
    • Death Mode buffs enemy spawn rates and damage even further, allows bosses to spawn on their own, and pushes boss aggressiveness to its maximum while giving them a few new tricks.
    • The Draedon Update added Malice Mode, which enrages the boss AI while buffing their speed and damage, nerfs lifesteal, makes the Nurse unable to heal you while a boss is alive, and makes boss minions no longer drop hearts, among other things. This was later removed in the 2.0.1 update.
  • A Winner Is You: Your reward for defeating the tough-as-nails Terminus Boss Rush? Nothing but lines of text commemorating your power, a statement telling you not to expect a reward from a "mere pebble", and a final line telling you to be patient if you want to reap the real reward. Oh, and a Rock.
  • Badass Army: Although not seen in the actual game, Yharim leads an army of soldiers who are armed to the teeth with both extraordinary magical armaments and technologically advanced equipment from Draedon. These soldiers carry out much of his will in his stead, purging the land of all who would oppose him and doing battle with literal deities.
  • Badass Creed: The Greatsword of Judgement, and its upgrade, the Greatsword of Blah:
    No matter where you may be you are never alone. I shall always be at your side, my lord.
  • BFS:
    • The Majestic Guard, created by fusing Souls of Might with the Adamantite Greatsword. Its upgrade is even larger.
    • The Ultisword, which can be turned into an even stronger version with Uelibloom Bars.
    • The Murasama's swings can more often than not span a majority of the screen with the right equipment.
    • The last greatswords the player can receive are the Draconic Destruction, Animus, Red Sun, and Earth. Two of them can flood the screen with devastating projectiles, and all of them are downright huge.
  • Bait-and-Switch: DM DOKURO posted a video of a theme he supposedly made for Cnidrion, Seahorse Scrutiny. Several seconds into the video, however, the screen bursts into flames, a message appears saying "It's not over, kid", and Universal Collapse kicks in.
  • Battle in the Rain: When the Siren spawns, the rain starts falling. It's not always immediately noticeable, thoughnote .
  • Beef Gate: Polterghast is an incredibly strong boss that appears without warning after killing 30 Phantom Spirits, which you will need to do as their Phantoplasm is an essential crafting material. While its health pool isn't exceptional, it has damage reduction that only increases as its life is depleted. This makes it incredibly tanky, especially at its last slivers of health.
  • Big Bad: Yharim, Jungle Tyrant and Lord of the Cosmos. That said, it's not possible to fight him just yet.
  • Blood Magic: The Bloodflare equipment. The armor in particular crosses this with Soul Power, as it augments the equipment with the spiritual power from Polterghast's Ruinous Souls.
  • Bonus Boss: A number of the bosses aren't necessary for progression and are only fought to obtain better gear. The mod also adds (and is planning to add) Superbosses, endgame encounters that will challenge even a fully-powered player.
  • Boss Rush: The item Terminus, which can found at the bottom of the Abyss, will summon an event where you have to fight all of the bosses in quick succession - made harder that the bosses are progressively buffed to an insane degree and have extroardinarily aggressive Malice AI, to the point where endgame players may struggle with bosses fought in pre-hardmode. The order of the boss rush was determined by a community-made difficulty poll, so it doesn't follow the standard boss progression.
  • Bullet Hell: Several Calamity bosses feature phases defined largely by a need to dodge large numbers of projectiles while keeping up the damage. None moreso than Supreme Calamitas, whose fight begins with the player doing nothing but dodging fireballs in a confined space for several seconds before Calamitas herself shows up, and multiple intermissions where she turns invulnerable and repeats this.
  • Clone Degeneration:
    • The first Calamitas you fight is a clone of the real Supreme Calamitas, and is far weaker than the boss they were cloned from.
    • The Dragonfolly is a failed clone of Yharon, and is, of course, far weaker than the true Yharon.
  • Close-Range Combatant: Calamity significantly buffs most "true melee" (melee weapons with no projectiles) options and provides quite a few more, making it decently viable to fight foes up close and personal.
  • Combat Tentacles: The Abyss-based Omega Blue Armor allows you to gain these, the set bonus giving you a number of AI-controlled tentacles that lash out at nearby targets to drain their life. When activating the armor's set bonus, they get even more aggressive.
  • Completion Mockery: So you managed to beat all the Boss Rush tiers? Congratulations. What is your reward for doing so? A plain old rock that does absolutely nothing.
  • Contractual Boss Immunity: A few.
    • Boss enemies significantly resist debuffs that impair movement, reducing their durations and gaining brief immunity to them after being hit with one so that you can't stun-lock them. However, they also generally lack total immunity to statuses besides those that it makes sense for them to be immune to.
    • All segmented enemies (and some others like Sepulcher's Brimstone Hearts and Ceaseless Void's Dark Energies) have piercing resistance that reduces the damage of piercing projectiles for every segment they pass through, up to a limit. This significantly reduces the ability to deal massive damage to them with piercing weapons.
    • Virtually all worm bosses will be immune to damage for the first few seconds of their lifetimes as they uncurl, making it nearly impossible to simply drop piercing weapons on their curled segments upon spawning (which was a common way to instantly kill the Eater of Worlds and Destroyer in the vanilla game).
    • Most bosses have resistances to specific weapons that would normally do extremely well against them. However, this goes both ways, with some bosses also having increased vulnerabilities to certain weapons.
  • Counter-Attack: The Ark of the Ancients series of swords can parry incoming attacks, granting invincibility frames if it hit an enemy or reducing the damage of projectiles. It has a cooldown, but successfully parrying an attack will temporarily boost the sword's capabilities and allow for the use of a special attack.
  • Darker and Edgier: Calamity's efforts to give Terraria's myriad bosses and biomes a cohesive lore resulted in something downright grimdark, taking place After the End in a Crapsack World home to multiple fallen civilizations, faded gods, world-threatening infections, and a Cosmic Horror Story or two, all ruled by an all-powerful genocidal tyrant who already won and could crush the player like a bug if he weren't so close to the Despair Event Horizon himself.
  • Deal with the Devil: The Devourer of Gods struck a deal with Yharim in which he would be the latter's mercenary and pet for eternity (quite possibly hampering his Omnicidal Maniac tendencies) in exchange for routinely receiving new powerful targets to feed on.
  • Disproportionate Retribution: Back in the day, this seemed to be Yharim's favorite thing to do to people he doesn't agree with.
    • Several oceans (probably the ones containing Cnidrion and the Desert Scourge) were incinerated because Amidias refused to participate in one Yharim's spells.
    • Permafrost was turned into Cryogen because he refused to teach Yharim, knowing what would happen if he did.
  • Easter Egg: A musical one, as shown by DM Dokuro; the bridge segments of Crabulon's theme, "1NF3S+@+!0N", will produce mushroom shapes when fed through a vectorscope.
  • Eldritch Abomination: The majority of the post-Moon Lord bosses can qualify as this. More notable ones include Providence, all three Sentinels of the Devourer, and the Devourer of Gods himself.
  • Elemental Rock–Paper–Scissors: Different elemental debuffs like fire, electricity, disease, and water will do significantly increased or decreased damage depending on what target they're affecting. Certain other effects will also amplify their damage, such as enemies in water taking massively increased electrical damage.
  • Empathic Environment: As the fight with Cryogen goes on, the mod will force the current world to trigger heavy rain, or a very thick blizzard, in the case of the snow biome. Anahita also triggers rain whenever she spawns.
  • Empowered Badass Normal: The player character goes from the mundane handicraft of vanilla Terraria to a warrior running on several types of Unobtainium and the abilities of fallen bosses. By the end of progression, they've at the very least killed a Physical God and a serpent known for its ability to kill gods and absorb their power - and even then, the game isn't shy about telling you that compared to what's to come, those were the small fry.
  • Encounter Bait: The Zerg Potion is a beefed-up version of the vanilla Battle Potion which boosts enemy spawn rates by an extremely large amount.
  • Encounter Repellant: On the opposite side, the Zen Potion is a beefed-up version of the vanilla Calming Potion which reduces enemy spawn rates by an extremely large amount.
  • Even Evil Has Loved Ones: Yharim, for all the awful things he's done, genuinely loves Yharon, his pet dragon and current penultimate boss.
  • Evil Weapon: A lot of them.
  • Eye Scream: The Twins from the vanilla game are the bio-mechanical watchers of the night, originally created as security using the souls extracted from human eyes. Even Yharim (who is heavily implied to have written the lore items) stated that these creatures did not belong in this world; it's best to be rid of them.
  • Fake Balance: Mostly averted. Despite complaints about self-centered balance, it's a mod that's meant to stand on its own, thus making it a Necessary Weasel at worst.
  • Fire and Brimstone Hell: In addition to the one in the base game, there's the Brimstone Crags, which is found in the lower-left corner of the world and is filled with incredibly deadly foes as well as cursed lava that can burn you through immunity. It was once the primary civilization of the underworld, but became desecrated and cursed beyond repair after Calamitas laid waste to it at Yharim's request. To be fair, they kind of deserved it, especially after what they did to Calamitas' ancestors.
  • Flechette Storm:
    • The Charged Dart Blaster charges up the player's darts into fragile but high-velocity and extremely painful darts that split on impact. These shards can get stuck in the same target as the one the initial dart hit for maximum damage. Its upgrade, the Shredder, takes this up to eleven to the point of severely lagging the game.
    • The Illustrious Knives are essentially the Vampire Knives for Calamity's endgame.
  • Flunky Boss: Terraria isn't a stranger to these, but Calamity adds some unique ones.
    • The Perforator Hive is a giant fleshy hive that summons fleshy worms to attack you as it takes damage. The worms alone could be a boss in their own rightnote , and the hive (the main boss) can only be killed once the worms are dead.
    • The Slime God is perhaps the most amazing example in the entire mod: it's a relatively small and unassuming core, but it starts the fight by summoning two giant slimes, not unlike the Slime King from the vanilla game. The slimes split in two upon death, and each hit you land on them causes them to spawn smaller slime enemies. As you can imagine, this mushrooms out of control quite fast.
    • Ceaseless Void barely fights on its own, and delegates most of the fighting to its respawning swarms of Dark Energy minions.
    • The Dragonfolly can summon smaller versions of itself if there aren't already a certain number of them alive.
  • Freudian Excuse: Implied with Yharim. Although it's officially stated that Yharim became the evil person he was because of someone's arrogance in the family (either himself or his brother), which led to, in no particular order, the incineration of his family, the loss of the Astreal Defeat (which the player later reforges), and the transformation of Yharon into a majestic beast, it could also be because of megalomania, since it's implied somewhat that the previous rulers of Terraria weren't any better than he was (being referred to as "tyrants," assuming the writing for Yharon's lore is from a neutral standpoint.)
  • Gameplay and Story Segregation: Calamitas is said to be capable of evaporating an entire ocean. Even her strongest in-game form doesn't quite live up to the reputation.
    • The Devourer of Gods not only... devours gods, but assimilates their powers and is capable of interdimensional travel. While the latter can be said to be used in summoning portals, no sign of the former power seems to appear.
  • Geo Effects: The Biome Blade series of weapons can attune itself to certain biomes to change its method of attack. They can store up to two attunements at once, and a few upgrades in, the attunement not in use can also provide passive buffs. Once it upgrades to the Galaxia, it discards all of this in favor for 4 enhanced modes based on the old ones but themed around constellations instead.
  • Green Thumb: The Uelibloom gear and Tarragon Armor have organic/life energy as an underlying theme. Later on, the Silva Armor will also show a slew of nature-based powers.
  • Harder Than Hard:
    • The mod adds in a mode above Expert called Revengeance Mode, which boosts enemy spawn rates and buffs up all bosses while adding new and more complex attack patterns, but also boosts enemy money drops along with your combative ability while granting you Rage and Adrenaline. It is toggled by using the Revengeance item (which all new players spawn with) in Expert Mode.
    • A later patch added Deathmode, toggled with the Death item which can be crafted at any Altar. It buffs enemy spawn rates and damage even further, allows bosses to spawn on their own, gives most biomes hazardous environmental effects, and pushes boss aggressiveness to its maximum by making them transfer into new phases faster (or just spawn in their most aggressive phases).
  • Henshin Hero: The Flamsteed Ring lets the player transform into either a superpowered cyborg or a larger Mini-Mecha named Andromeda, which packs a variety of features for both mobility and combat.
  • It May Help You on Your Quest:
    • Let's face it: without the Guide (or a Recipe Browser mod), how are you supposed to know that one of the strongest swords in the game starts with a bunch of soils and stones?
    • In general, there are a ton of weapons in the mod that are also materials, so a weapon that might be useless to the player right then might eventually come in handy much later for progression.
  • Karma Houdini: The Lunatic Cultist is the only person known to have crossed Yharim and survived scot-free. Draedon also counts, as he's one of the only foes in Yharim's forces who can fight the player and escape a beatdown afterwards.
  • Laser-Guided Karma: Nearly everyone Yharim hurt in his conquest left behind something that the player can equip and use to take on his forces.note 
  • Lethal Joke Item:
    • While possibly not intentional, The Wand's stats are written in such a way that it might as well be one - single digit damage for a ridiculously high mana cost. Actually casting it, though, produces one of Yharon's Flarenadoes for much higher damage.
    • The Cosmic Plushie is one of these - for you. Acquiring it requires such an insanely difficult challenge it may as well be a Bragging Rights Reward, moreso because it's nothing more than a tiny, cute, pink haired humanoid that follows you around. Until you let it follow you into a sufficiently dark place. Then it might just stab you for 500 damage and spawn the minion of an endgame boss (or the boss itself if you trigger an Easter Egg). Have fun with that.
  • Luckily, My Shield Will Protect Me: Calamity adds several new shields that give minor boosts to defensive capabilities. The last individual shield you receive is the Elysian Aegis, a large shield that grants a truckload of defense and can turn the player into a Mighty Glacier - increasing defense and damage/crit, but reducing their base acceleration. Eventually, all of these shields combine to form the Asgardian Aegis.
  • Mad Scientist: Draedon, Yharim's weapons expert and blacksmith, who spends much of his time creating incredibly destructive weaponry for his own curiosity.
  • Many Spirits Inside of One: In the Calamity lore, Plantera is a plant that was used as a vessel to house the spirits of those unfortunate enough to find their way down the Underground Jungle.
  • Mechanical Monster: The Exo Mechs, 4 super-powerful robots designed by Draedon to surpass even gods in terms of power. You'll have to take on the four of them in a Wolfpack Boss fight instead of Draedon himself.
  • Merger of Souls: The Polterghast is an amalgamation of vengeful spirits driven mad by hatred.
  • Mini-Mecha: The earlygame summoner Wulfrum Armor allows you to temporarily transform into a Wulfrum mecha using a piece of scrap, buffing your defensive stats at the cost of limiting your weapon to the mech's Arm Cannon. Taking damage during the transformation will reduce the amount of time left.
  • Nintendo Hard:
    • While the mod itself is already significantly harder than vanilla Terraria, most of the top-tier equipment can only be attained by playing on Expert or Revengeance for best results. The problem is, Revengeance Mode is freakishly hard even with the benefits it provides, pumping the stats of most bosses through the roof while giving many of them completely revamped attack patterns, new tricks, and Contractual Boss Immunity to name a few. Chances are that without a lot of preparation beforehand, the majority of the bosses will be spectacularly difficult to defeat.
    • Deathmode is even harder, as it adds in a whole slew of lethal environmental effects and beefs up the behavior of just about every boss, which will absolutely destroy anyone who isn't well-versed in the game and boss mechanics. On the bright side, it's completely optional since most bosses won't give you anything extra.
    • The now-defunct Malice Mode was the ultimate example of this. It says something that having complete mastery of a boss fight, in-depth knowledge of their AI, and a ton of what would normally overpreparation isn't excessive to defeat a Malice boss on tier, but mandatory.
    • Even without counting the above, the post-Moon Lord bosses can be extremely difficult compared to the vanilla ones (or even endgame bosses from other mods) as they seriously test all of the player's stats and skills in movement, damage, arenas, etc. If you're not completely prepared to fight them, the post-Moon Lord bosses will likely tear you a new one even on Normal mode.
  • No Range Like Point-Blank Range: Enforced by the point-blank damage mechanic used by most guns and bows, which causes them to do significantly higher damage against foes within a sufficiently small distance.
  • Nuke 'em: Previous tooltips for the Gallant Pickaxe (now Genesis Pickaxe) described it as delivering a localized burst of nuclear power to anything it touches. Said pickaxe is the only thing that can reliably mine Uelibloom ore before the Blossom Pickaxe and the Crystyl Crusher.
  • Outside-Context Problem: As of currently, the Hive Mind/Perforators, Aquatic Scourge, and Old Duke have nothing to do with the mod's main storyline.
  • Overdrawn at the Blood Bank: Implied with the bleed debuff from Soma Prime, causing enemies to lose 1500 health per second.
  • The Plague: Yharim engineered a virus (referred to only by the trope name) and sent it into the jungle. Infected creatures would have their flesh rot away endlessly while Yharim would mechanize them into killing machines. Initially believed to only have infected the world's bees, Word Of God confirmed that the plague hit everything, from slimes to Doctor Bones. Oh, and if you get hit by Plague Chargers, you contract the plague, too. Sweet dreams.
  • Power at a Price:
    • The Void of Calamity dropped by Calamitas provides a 15% damage boost while raining brimstone fire whenever invincibility is active, but gives -10% to damage reduction.
    • The Dimensional Soul Artifact provides a 15% to all damage and crit chance, that can bypass the mod's caps for those stats. However, it also increases all damage taken by 25% as well.
    • All of Calamitas' Enchantments are this, granting weapons unique and powerful traits at the cost of a debilitating and potentially harmful tradeoff.
  • Power Creep: Calamity balances around itself rather than vanilla Terraria, which means this happens quite a bit. Items dropped from pre-Hardmode Calamity bosses can rival or exceed mid-Hardmode vanilla equipment, a pace that continues throughout the game, which means that Calamity gear will continually outpace anything vanilla Terraria has to offer. To compensate for this, a lot of the vanilla game's items are also rebalanced as well.
  • Power Gives You Wings: While Cryogen's soul is fused with the player character, frozen wings appear on the player which are flight-capable.
  • Psycho Prototype: The Dragonfolly was a failed experiment to mass produce Yharon's species, but that doesn't stop it from being a post Moon Lord boss.
  • Purposefully Overpowered:
    • The developer weapons are all ridiculously powerful, and make fighting most bosses trivial; however, in order to make them, you'll have to kill the mod's strongest bosses at least once each, and the requirements for them will gradually increase as more bosses are added, so they're not exactly very useful. However, there is one challenge stronger than the last few bosses - the Boss Rush.
    • The Crystyl Crusher stands out in comparison to all the other developer items- it's a pickaxe with a whopping 5000 pickaxe power and +50 range; in layman's terms, this means it can mine pretty much any block on screen, faster than you can fall. However, it still has the same requirements to obtain as the other developer weapons, so it's not nearly as useful as it would be if you obtained it, say, during the middle of Hardmode.
  • Scratch Damage: Averted. While all attacks in vanilla Terraria can only be reduced to 1, Calamity makes it so that attacks that deal less than 1 damage are automatically rounded to 0 instead, making the target take no damage at all.
  • Self-Imposed Challenge:
    • While Revengeance is practically needed to get the full experience of the mod, for those who want to push their skills to the absolute limit, fighting bosses with Death active (which provides virtually no tangible reward) should do the trick.
    • There are some configuration options that add more challenge to the game, such as limiting curses on the Boss Rush, or an option to give bosses up to eleven times their original health.
  • Sequence Breaking: Calamity switches up the boss progression of the game significantly, making it so that there's less defined order of bosses you have to fight.
    • Plantera Bulbs and Life Fruit will now start spawning at the genesis of Hardmode, allowing you to access them as soon as the Wall of Flesh is defeated. Killing the Mechanical Bosses will instead massively speed up the generation of Plantera Bulbs.
    • Prismatic Lacewings spawn from the start of Hardmode instead of after Plantera, letting players take on the Empress of Light potentially right after coming home from the Wall of Flesh fight.
    • The Temple Key and a special version of the Lihzahrd Power Cell can be crafted with early hardmode materials, allowing you access to the Temple and Golem's loot before killing Plantera.
    • The Leviathan can be technically fought any time in the game since the ??? can spawn at any time.
    • The majority of the modded bosses can be fought at any time during their respective points of the game. Notable examples include the Leviathan/Aquatic Scourge being fightable at any stage of the game, the Lunar Event-tier Astrum Deus being available the moment Hardmode begins, and the Post-Moon Lord Dragonfolly (and by extension Yharon) being fightable before the Moon Lord itself. There are a couple exceptions, though.
      • Plaguebringer Goliath must be fought after Golem since its summon needs materials from the post-Golem plagued enemies.
      • Providence has to be fought after the Profaned Guardians, as they drop her summon.
      • The Devourer of Gods is intended to be fought after all 3 of his Sentinels, since they drop the materials to make the Cosmic Worm. However, it's possible to craft the Worm with an alternate recipe that does not need the Sentinels to be killed.
      • Supreme Calamitas and Draedon must be fought after Yharon, since their summons need Auric Ore and his Soul Fragments.
  • Shear Menace: The Ark of the Elements and Ark of the Cosmos resemble giant scissors.
  • Stealth Pun: The Microwave yoyo is named not only for the microwave radiation given off by the yoyo, but also the fact that it whirs and beeps - just like a literal microwave oven.
  • Super Mode: In Revengeance and higher, you gain two to compensate for the higher difficulty:
    • Rage, which fills up based on proximity to enemies, or passively while wearing certain accessories. Once full, you can consume it to give yourself a 9-second buff which increases your damage, and can be extended further by consuming permanent powerups.
    • Adrenaline, which fills up by not taking damage during boss fights and resets once you do (it will not reset if it is filled). Once full it can be consumed to grant a massive damage boost for 5 seconds; alternatively, taking a hit at full charge will consume it and halve the damage from the attack that triggered it. Both the damage boost and the damage reduction can be upgraded through permanent powerups.
  • Too Awesome to Use: Calamity brings a couple examples.
    • The Magnum is a pre-hardmode, all-class gun that uses Magnum Rounds, which are a very expensive ammunition type purchased from the Arms Dealer. While the ammo is limited and hard to come across, the Magnum deals absolutely colossal damage for how early you can get it and is a Percent Damage Attack on top of that, in addition to being able to be upgraded to the Lightning Hawk and Elephant Killer in Hardmode/Post Moon Lord respectively, which further raises its already massive damage. However, not only is its ammo hard to come by, every shot counts since it can only be fired 3 times per boss fight.
    • The Hardmode Bazooka deals even higher damage than the aforementioned Magnum along with splash damage, but has slower shots, more expensive ammo, and a lower limit of 2 shots per fight.
    • The post-Plantera Hydra fires a spray of exploding shotgun rounds that are capable of eclipsing the damage from the Elephant Killer and Bazooka at close range, except it can only be fired once per boss.
  • Uncommon Time: If you listen carefully, you can hear that Antarctic Reinforcement has a 13/4 signature. The fast paced Fly of Beelzebub has a 5/4 signature.
  • Underground Monkey: Phantom Spirits, red ghosts that spawn in the dungeon and are required to craft Bloodflare gear and other miscellaneous items in the same tier and above. Defeating too many brings on Polterghast.
  • Under the Sea: The Abyss Biome, a massive underwater trench which stretches almost all the way to the Underworld, full of Underwater Ruins and murderous creatures like the Reaper Sharks and Eidolon Wyrms.
  • Unexpected Gameplay Change: Supreme Calamitas doesn't fight like a Terraria boss at all, instead locking you in an unbreakable arena box and turning invulnerable at designated points to spam projectiles at you that deal significant damage, turning the game into something resembling a Shoot 'Em Up. These phases are even dubbed 'Bullet Hell' phases.
  • Video Game Cruelty Potential: You can obtain many weapons that use the plague spreading through the jungle as their main source of damage. With a voodoo doll, you can ping the Guide or Clothier and give them a debuff that makes them quickly turn into a pile of bones and green necrotic flesh, or you can gleefully do the same to critters.
  • The Virus: The Astral Infection, a space-borne disease that spreads throughout the cosmos, infecting and consuming entire planets and their inhabitants, transfoming them into mutated vessels of the virus. To make matters worse, it can be spread by planet-devouring entities who take the infection into themselves. Upon defeating Wall of Flesh or Astrum Aureus, provided that the conditions are met, an Astral Meteor will strike the world and infect a large chunk of it with the Astral Infection, drastically changing the environment and allowing mutated alien creatures to spawn.
  • We Can Rule Together: Yharim manages to communicate with the Devourer of Gods after he links several deaths to the worm, and offers a deal that essentially boils down to this. The Devourer accepted.
  • Wolfpack Boss: Draedon's Exo Mechs will attack you as a team, periodically tagging in and out over the course of the fight.
  • Worf Had the Flu:
    • Why is Calamitas, one of Yharim's most trusted servants, fought well before the Moon Lord? Simple: the one you fight before Plantera is a clone. The real Calamitas is waaaaaaay harder.
    • The earliest Boss new to the mod, the Desert Scourge, wiped out an entire ocean kingdom in its backstory. By the time you fight it, though, it's much, much weaker as a result of being dried out and having to live in a desert. Fittingly, you fight a hydrated version called the Aquatic Scourge later in the game, and it's far stronger than its counterpart, being a early-mid hardmode boss
    • The Elementals had power comparable to goddesses in their backstories. When you fight them, they're severely weakened due to a lack of faith causing them to fade away, with two of them being hardmode bosses and two being minibosses.
    • A full-power Providence is stated to be able to overpower just about anyone in the story, even Yharim himself. However, she can be defeated by the player thanks to her not being fully powered up yet, and since she's weakened from a prior skirmish with the Tyrant King.
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