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Damage types are categorized into melee, ranged, magic weapons and since 1.2, summoning weapons. Different armor types and consumables provide bonuses for different types of weapons, summarized below.

Melee

Melee is a type of close ranged attacks. All melee weapons have no usable ammo. All melee weapons (with the exception of throw/spin and beam generating weapon types) attack with the player fairly close to the target.

Melee bonuses (Accessories/Buffs)

Source Damage Bonus Speed Bonus Critical Strike Chance Bonus Knockback Bonus
Well Fed 5% 5% 2% -
Tipsy 10% 10% 2% -
Avenger Emblem 12% - - -
Destroyer Emblem 10% - 8% -
Feral Claws - 12% - -
Warrior Emblem 15% - - -
Power Glove - 12% - 70%
Titan Glove - - - 70%
Mechanical Glove 12% 12% - 70%
Celestial Stone 10% 10% 2% -
Moon Stone (night only) 10% 10% 2% -
Sun Stone (day only) 10% 10% 2% -
Eye of the Golem - - 10% -
Fire Gauntlet 10% 10% - 70%
Werewolf (buff) 5% 5% 1% -
Rage - - 10% -
Wrath 10% - - -
Titan (Buff) - - - 10%

(Armor)

Source Damage Bonus Speed Bonus Critical Strike Chance
(Ancient) Shadow Armor (piece) - 7% -
Molten Armor (set bonus) 17% - -
Cobalt Helmet - 12% -
Cobalt Armor (set with helmet) - 15% -
Palladium Helmet 8% 12% -
Mythril Helmet 10% - 5%
Mythril Armor (set with helmet) - - 5%
Orichalcum Helmet 7% 7% -
Adamantite Helmet 14% - 7%
Adamantite Armor (set with helmet) - 18% -
Titanium Helmet 8% - 8%
Hallowed Mask 10% 10% 10%
Hallowed Armor (set with mask) - 19% 5%
Frost Armor 16% 7% 11%
Chlorophyte Mask 16% - 6%
Chlorophyte Armor (greaves and plate mail) 5% - 15%
Turtle Armor 14% 12% -
Beetle armor (set with shell) 11% 6% 5%
Beetle armor (set with scale mail) 14% (up to 44%) 12% (up to 42%) 8%
[[Solar Flare armor] 22% 15% 17%

Ranged

Ranged is a type of far ranged attacks. All ranged weapons (with the exception of the harpoon and the Piranha gun) have usable ammo. All ranged weapons attack with the player far away from the target.

Consumable Weapon Type

Consumable weapon types are a closer form of ranged weapons. They are usually a thrown weapon type that don't go as far as bullets

Ranged bonuses (Accessories/Buffs)

Source Damage Bonus Critical Strike Chance Projectile Speed Chance to not use ammo
Archery (arrows only) 20% - 20% -
Well Fed 5% 2% - -
Ranger Emblem 15% - - -
Avenger Emblem 12% - - -
Destroyer Emblem 10% 8% - -
Sniper Scope 10% 10% - -
Celestial Stone 10% 2% - -
Sun Stone (day only) 10% 2% - -
Moon Stone (night only) 10% 2% - -
Eye of the Golem - 10% - -
Magic Quiver (arrows only) 10% - 10% 20%
Ammo Box - - - 20%
Ammo Reservation - - - 20%
Rage - 10% - -
Wrath 10% - - -

(Armor)

Source Damage Bonus Critical Strike Chance Chance to not use ammo
Necro armor (piece) 5% - -
Necro armor (set) - - 20%
Cobalt Helmet 10% 6% -
Cobalt Armor (set with mask) - - 20%
Palladium Helmet 9% 9% -
Mythril Hat 12% 7% -
Mythril Armor (set with hat) - - 20%
Orichalcum Helmet - 15% -
Adamantite Mask 14% 8% -
Adamantite Armor (set with mask) - - 25%
Titanium Helmet 16% 7% -
Hallowed Helmet 15% 8% -
Hallowed Armor (set with helmet) - - 25%
Frost Armor 16% 11% -
Chlorophyte Helmet 16% - 20%
Chlorophyte Armor (greaves and plate mail) 5% 15% -
Shroomite Armor (all headpieces) 15% 5% -
Shroomite Armor (breastplate) 13 13% 20%
Shroomite Armor (leggings) - 7% -
Shroomite Armor (set bonus) up to 45% up to 10% -

Magic

Magic is a special weapon type that has multiple different magical effects. Magic weapons require mana to be used. Some, such as the Rainbow Rod cast a controllable projectile. Others cast a spread of projectiles.

Magic bonuses (Accessories/Buffs)

Source Damage Bonus Critical Strike Chance Mana Increase Reduced Mana Usage
Magic Power 20% - - -
Celestial Emblem 15% - - -
Sorcerer Emblem 15% - - -
Avenger Emblem 12% - - -
Destroyer Emblem 10% 8% - -
Celestial Stone 10% 2% - -
Moon Stone (night only) 10% 2% - -
Sun Stone (day only) 10% 2% - -
Eye of the Golem - 10% - -
Well Fed 5% 2% - -
Clairvoyance 5% 2% 20 2%
Band of Starpower - - 20 -
Nature's Gift - - - 6%
Mana Flower - - - 8%
Rage - 10% - -
Wrath 10% - - -

(Armor)

Source Damage Bonus Critical Strike Chance Mana Increase Reduced Mana Usage
Wizard Hat 15% - - -
Jungle armor (piece) - - 20 -
Meteor armor (piece) 7% - - -
Jungle armor (set) - - - 16%
Cobalt Hat - 9% 40 -
Cobalt Armor (set with hat) - - - 14%
Palladium Headgear 7% 7% 60 -
Mythril Hood 15% - 60 -
Mythril Armor (set with hood) - - - 17%
Orichalcum Headgear - 18% 80 -
Adamantite Headgear 11% 11% 80 -
Adamantite Armor (set with headgear) - - - 19%
Titanium Headgear 16% 7% 100 -
Hallowed Headgear 12% 12% 100 -
Hallowed Armor (set with headgear) - - - 20%
Spectre Hood -40% - - -
Spectre Mask 5% 5% 60 13%
Spectre Robe 7% 7% - -
Spectre Pants 8% - - -
Chlorophyte Headgear 16% - 80 17%
Chlorophyte Armor (greaves and plate mail) 5% 15% - -

Summon

Summon is a relatively new type of damage dealt by summoning weapons such as the Pygmy Staff, Hydra Staff, Slime Staff, and Raven Staff. Summoning damage was introduced with the advent of the 1.2 update. The emergent nature of Summon damage makes it rather quirky compared to all the other damage types; The damage comes specifically from summoned creatures (minions) which function like pets but are able to deal damage and often have knockback. An item that increases summoned creature damage will benefit these items. Unlike the other damage types, this style is still fairly underdeveloped, and therefore subject to lack of support; for example, there are only Five sets of armor that affect Summon damage, Bee Armor, Spider Armor, Tiki Armor, Spooky Armor, and Stardust Armor.

Summon Bonuses (Accessories/Buffs)

Source Damage Minion Count Knockback Increase
Hercules Beetle +15% - +2
Papyrus Scarab +15% +1 +2
Avenger Emblem +12% - -
Necromantic Scroll +10% +1 -
Celestial Stone +10% - +0.5
Destroyer Emblem +10% - -
Sun Stone +10% - +0.5
Moon Stone +10% - +0.5
Wrath +10% - -
Well Fed +5% - +0.5
Menacing prefix +4% - -
Pygmy Necklace - +1 -
Summoning Potion - +1 -

(Armor)

Source Damage Minion Count
Bee Armor +23% +2
Spider Armor +28% +3
Tiki Armor +30% +4
Spooky Armor +58% +3
Stardust Armor +66% +5

Calculations

A weapon's damage stat is determined cumulatively such as:

  • Step 1: Apply weapon modifier
step1 = BaseDamage * (1 + WeaponModifier/100)
  • Step 2: Round to the nearest number
step2 = round(step1)
step3 = step2 * [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + .. + Accessory5 + AccMod1 + AccMod2 + .. + AccMod5)/100 + (Buff1 + Buff2+ ..)/100]
  • Step 4: Round down
WeaponDamage = roundDown(step3)


For example, Godly Dao of Pow with Turtle Armor, Menacing Warrior emblem, Menacing Avenger Emblem, Menacing Destroyer Emblem, Menacing Mechanical Glove and Menacing Celestial Stone equipped, Well Fed active:

step1 = 49 * (1 + 14/100) = 55.86

step2 = round(55.86) = 56

step3 = 56 * [1 + (6+8+0+0)/100 + (15+12+10+12+10+4+4+4+4+4)/100 + (5)/100] = 56 * [1.98] = 110.88

WeaponDamage = roundDown(110.88) = 110

Careful: Only use the modifiers which have an influence on the specific weapon (e.g. don't use magic damage bonus for a melee weapon).


Damage done to an enemy is depending on the enemies defense and difficulty mode.

Normal Mode: EnemyDamageReduction = roundUp(EnemyDefense * 0.5)
Expert Mode: EnemyDamageReduction = roundUp(EnemyDefense * 0.75)

So,

DamageDealtToEnemy = WeaponDamage - EnemyDamageReduction

Damage dealt is always at least 1.

In addition the outgoing damage is modified by a random factor e.g. for Flairon from probably between 0.85 and 1.15 (+- 15% damage, probably uniform distribution) at each hit (not the same for each weapon). The damage is rounded to the nearest whole number. So you can compute the minimal and maximal damage dealt to an enemy with your weapon:

FlaironMinDamage = round(WeaponDamage * 0.85 - EnemyDamageReduction)
FlaironMaxDamage = round(WeaponDamage * 1.15 - EnemyDamageReduction)

At critical hits you are dealing double damage

CriticalMinDamage = MinDamage * 2
CriticalMaxDamage = MaxDamage * 2

Template:Translation project

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