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Every class in the game caters to a unique play style and provide stat boosts and unique skills.

N Terraria 6[]

There are presently 10 classes to choose from. You begin as a Terrarian. Once your class level is at Level 10, you are able to claim your Tier 1 Class. When you class level for your Tier 1 class becomes level 20(the max level of all tier 1 classes are 30), you are able to claim your Tier 2 class. Once you choose a class for that tier, you can not change it. *Unconfimed*

Classes
Name Description NPC Tier
Terrarian The initial Terrarian class. Upon reaching level 10 Terrarians may begin a class quest to advance to a new class of their choice.

"You begins as this class, upon level 10, you can change class."

None 0
Fighter A heavily-armored melee specialist, the Fighter is capable of taking damage from monsters, making sure that ranged classes like Mages and Rangers can avoid dying during a battle.

"Melee tanker class, may tank on almost anything, but Dungeon Guardian."

Guide 1
Ranger A master of bows and guns that can engage enemies from a distance. The Ranger is not a very sturdy character, and must rely on his speed and wits to avoid damage.

"It's ranged attacks are meant to cause critical damages."

Guide 1
Merchant A tradesman who prefers the coin to the sword. The Merchant supports the party financially while also serving as a decent melee fighter. He keeps the party well-equipped and ready for any fight.

"Didn't counted on their coins."

Merchant 1
Medic Are you the kind of person that is tossed from monster to monster like a soccer ball? Do you frequently get knocked off of a cliff by a bat and lay crippled on the ground as a skeleton finishes you off? Do you frequently get intoxicated by smelling one too many unicorn farts?

Your problems are solved! With this class you can heal yourself, use medicines to stimulate your body and get stronger or even become more resistant.

Just beware, newbie medics usually get medicine addiction. "Neat healers and buffers."

Nurse 1
Mage A student of the arcane arts that uses powerful spells to destroy his foes. The Mage, like the Ranger, deals his damage from a distance and must rely on something other than armor to avoid damage.

"Slow but strong spells are what this class is made of."

Dye Trader 1
Thief A fast, nimble fighter who weakens monsters in combat and rapidly deals melee damage. The Thief can also steal items from enemies, making him a valuable part of any team.

"Sneaky and deadly attackers."

Dye Trader

1
Warrior A class that deals most of it's damage mounted; They even make the mount deal some damage too. Guide 2
Templar A Class That Focuses on Tanking, Spears and Mounts. Merchant 2
Hunter A straight upgrade from the Ranger. Increased bow damage and ranged critical hit chance. Arms-Dealer 2
Soldier Ranged firearms specialist. Arms-Dealer 2

N Terraria 5 or lower[]

Terraria N5-

There are presently 9 classes to choose from, and all but Super Terrarian may be pursued upon reaching level 10 as a Terrarian and then completing its class-specific quest. Once you choose a class you can not change your class.

Classes
Name Description NPC
Terrarian The initial Terrarian class. Upon reaching level 10 Terrarians may begin a class quest to advance to a new class of their choice.

"You begins as this class, upon level 10, you can change class."

None

Super Terrarian*

A generalist class with access to many of the skills of other classes, particularly passive skills. This class requires a character level 45 or higher to attain.

"A mix of all first classes, but with no specific status bonus."

Wizard

Fighter A heavily-armored melee specialist, the Fighter is capable of taking damage from monsters, making sure that ranged classes like Mages and Rangers can avoid dying during a battle.

"Melee tanker class, may tank on almost anything, but Dungeon Guardian."

Guide
Ranger A master of bows and guns that can engage enemies from a distance. The Ranger is not a very sturdy character, and must rely on his speed and wits to avoid damage.

"It's ranged attacks are meant to cause critical damages."

Arms Dealer
Merchant A tradesman who prefers the coin to the sword. The Merchant supports the party financially while also serving as a decent melee fighter. He keeps the party well-equipped and ready for any fight.

"Didn't counted on their coins."

Merchant
Mage A student of the arcane arts that uses powerful spells to destroy his foes. The Mage, like the Ranger, deals his damage from a distance and must rely on something other than armor to avoid damage.

"Slow but strong spells are what this class is made of."

Dryad
Acolyte A caster who channels the power of his faith to strengthen his party and heal their wounds in battle. The Acolyte's magic is especially effective against Undead- and Demon-type enemies.

"Neat healers and buffers."

Nurse
Thief A fast, nimble fighter who weakens monsters in combat and rapidly deals melee damage. The Thief can also steal items from enemies, making him a valuable part of any team.

"Sneaky and deadly attackers."

Dye Trader

Summoner Invokes creatures to battle for them. Witch Doctor
Fisherman A class that only takes part in fishing. Angler

Bugs[]

  • There is actually a way to change class, make a new character, level it to 10 Terrarian, start a class quest with the new character and finish the quest with the character you want to be the new class

Raccoon Trivia[]

Here we are, the class system. During your gameplay, you may have noticed that the class system in the mod doesn't forces you into using a specific build, even though you are playing as a Fighter (melee class), you are still able to play using a Magic weapon.

The classes functions like a complement to your gameplay, instead of being a forced role for your gameplay, something that many other games does, since they force you to take a specific role based on your class (Tank only tanks, no space for damage, ranger only uses ranged attack, healer only heals, etc.).

As the development kept going, I added more class tiers to the mod, each being an improvement that could make a difference to your character. The only problem is that adding their skills was quite troublesome, since for every skill, I had to script their entire system to make it function (obviously), so eventually I grew lazy at making them, and so ended up with the mod having so few classes for you to choose from on the later game.

At least on paper the idea sounded cool, right?

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