A Summoners Journey (Start to Finish 1.4.0). (2024)

In the 1.4.0 version of Terraria, the path of being Summoner Class really makes me think about the game differently. A Summoners Journey (Start to Finish 1.4.0). (1)A Summoners Journey (Start to Finish 1.4.0). (2) Knowing that the 1.4.1 update is just around the corner & a few tweaks & updates to the Class are bound to happen, I wanted to explore much of what we got with the current state of the game, so we can perhaps compare it to the even newer version once it finally releases.

It's important for me to note the fact that I'm already extremely happy with the Summoner Class in its current state, though some of the changes being made to the Class, that we are all likely aware of by now, I'm not against in the least. Making certain items & equipment for the Summoner available sooner was never something I'd be against, as breaking progression sequence can be fun sometimes, though making an item such as the Pygmy Necklace, a pre-Hardmode option, isn't exactly the same thing. In my eyes, it's no different an item bonus than crafting a Summoner Potion or grabbing a Bewitching Table, it's pretty inconsequential if you'd as me. That being the case, the move from the item being locked behind Hardmode, only makes sense & it's an ever-so-slight power boost that'll be very much appreciated. Everybody wins!

A Summoners Journey (Start to Finish 1.4.0). (3)

I'm comfortable having this discussion now, only because it's been made very clear that the changes we've seen so far in the 1.4.0 update, won't be adjusted too dramatically. I was deeply concerned about Summoner Class losing it's identity & it's unique design, because of many, overwhelmingly poor suggestions made by the community. I'm very happy that the developers listen to our criticism & feedback, but that can sometimes be a double-edged sword. I've watched a few games I love spiral out-of-control, only because the developers spent more time pandering to the loud, opinionated voices in the community & less time deciding on their own, what was best for the health of the game. I love Terraria, it's my favorite game of all time now & I would've hated to see that very same thing happen here.

Sometimes identity is much more important than ease-of-access, it's important to keep this in mind; when a game is designed well so that some secrets or spikes in difficulty are understandable or reasonable. Summoner for example has every right to be obscure in my opinion, because it's certainly not the only game in town. I don't need to go down the obvious list of choice a player has to play this game, but I will say that going off the beaten path is a nice change of pace. Nearly everything about the Summoner Class screams unique & I wouldn't change that for anything! Here's an example of my summarized experience in 1.4.0, with the idea that I know nothing about this game, except for what I do know.

  • I wasn't looking for a Finch Staff, but now I know that they grow on trees, no wait, they actually spawn underneath them; well that's different! I've never made Giant World Trees a priority in any play-through I've ever done in Terraria. This is a small, but welcomed change in my book. A Summoners Journey (Start to Finish 1.4.0). (4)A Summoners Journey (Start to Finish 1.4.0). (5)
  • What I did know about, were Summoner Potions, & since a starting Minion is possible (outside of slime Staff), making a mad dash for the Underground Jungle, right from the start makes much more sense. Everything you need is there, from the bait, to the fishing spots. You no longer need the Merchant to start fishing right away, because of the Can-o-Worms item!
  • Now you've got two Minions & this wasn't a thing before, even if you gave yourself a Slime Staff as a starter weapon in 1.3.5! You absolutely had to unlock the Merchant NPC to start fishing, so Minion progression was locked behind the Dungeon, Queen Bee or coins . A Summoners Journey (Start to Finish 1.4.0). (6)
  • The addition of the Whips is obvious & there's much debate about them as Main Weapons; here's my personal take on them. "They can be skipped entirely...", as in my own play-through, I didn't really give them much attention aside from experimenting. It felt normal & organic to use them in closed spaces, when I was swarmed by enemies, or in certain instances I could cheese enemies, or enemies would hide within cave/ Dungeon walls. I wrote them off as Utility Weapons, but never Main Weapons. Intentional or not by the developers, they were a cool addition to the game, but far from essential. Either way, the Zoologist plays her role in that small aspect.
  • Though this isn't exclusive to Summoner, I immediately start fishing for better items & loot the moment I have access to better fishing bait, as we all know, doing non-combative tasks as Summoner Class is pretty simple. Standard stuff if I must say, but I get pretty decent, Class Neutral items that make exploring 10x easier (Spelunker Potions, Sailfish Boots, Tsunami in a Bottle, Reaver Shark, Extractinator, etc).
  • At this point I was powerful enough to just do a LOT of exploring, so I wasn't very worried~ much about Summoner being stronger, but I did make a mental note of all the Spider Caves I'd explored, mostly in the Tundra Biome, since they're the easiest to find. More examples of the lil' things I did know...
  • Everything up after this point was pretty standard, kill the Queen Bee or kill Skeletron. A Summoners Journey (Start to Finish 1.4.0). (7)A Summoners Journey (Start to Finish 1.4.0). (8) I don't recall which I did first, but the Bewitching Table & Bee Armor are obvious upgrades that'll carry you all-the-way into Hardmode. In 1.4.1, the Bee Items will be greatly improved & Beenades didn't seem to bee... on the list of things to nerf. Everyone pretty much agrees that Summoner is fine once we get here, but there are a few complaints about Whips that are likely to be addressed. Let's also not forget that Pygmy Necklace is gonna be a thing...

A Summoners Journey (Start to Finish 1.4.0). (9)

That was pretty much my experience, if I was to focus on what I know now, compared to me just taking the game at face value. I didn't see any gaps in the Summoner Classes' progression whatsoever. Even with the under-powered Bee Items help, with the Hive Pack equipped, the Minions were doing amazing work. I can only imagine what it'll be like in 1.4.1. A Summoners Journey (Start to Finish 1.4.0). (10)A Summoners Journey (Start to Finish 1.4.0). (11) I obtained the Vampire Frog Staff using Bee Tools & defeated the Old One's Army the same way, easily. I was even able to survive Hardmode with Bee Tools up until the World Corruption started getting out of control, then swapped to Spider Gear (Master Mode).

I'm saying all of this to explain how different Summoner is from every other Class, & this is just how I progressed without really thinking too hard about it. This progression path is quite unique & I don't want it to be diluted, or merge into the same progression paths as other Classes. No crafting, no swapping stuff to other places, no swapping stuff to other Enemy Types... NO!

  • I like that Spider Caves are an essential part of Summoner progression.
  • I like that fishing is yet another option for unique Summoner Gear & special enemies, that can be totally skipped.
  • I like that Enchanted Sword is a target enemy for Summoner, that is typically ignored by other Classes.
  • I like that Holiday Events are completely optional, but are something most Summoners will likely participate in.
  • I like that Summoner can essential skip mining for ores altogether, which is mostly unique to its Class.
  • I like that most Invasion Events can be completely skipped with Summoner's progression path, until late Hardmode.

These are just some of the small details that make Summoner unique, that I can think of without too much digging or Wiki browsing. I'm glad that it's not going to change much in 1.4.1. A Summoners Journey (Start to Finish 1.4.0). (12)A Summoners Journey (Start to Finish 1.4.0). (13)

A Summoners Journey (Start to Finish 1.4.0). (2024)

FAQs

What did 1.4 add to Terraria? ›

1.4 is also good. It introduced the bestiary, block swap, 2 npcs, and lore to make the game feel more alive. Journey mode and master mode were also great additions to the game. The empress of light and queen slime are also great bosses especially the former.

What is the best summoner setup in Terraria? ›

The Obsidian Armor, Bee Armor, and Stardust Armor sets are excellent for any Summoner in Terraria. These armors grant Summoners decent defense and survivability, despite falling short of better armor sets like the Solar Flare.

What is the best pre-plantera summoner armor? ›

Hallowed Armor is crafted with Hallowed Bars, which are dropped by the Mechanical Bosses. It's one of the best sets of summoner armor you can wear pre-Plantera. You just need to craft the Hood and all the other pieces of armor are standard.

What is the best early hardmode summon? ›

The Spider Staff is the first summoner weapon you should go for once entering Hardmode. If you've already stumbled across a Spider Cave, head back there and kill some Black Recluse spiders. They're pretty dangerous, but the grind is worth it for this useful summoner weapon.

Will there be a Terraria 1.4 5? ›

1.4.5 will feature a crossover with the roguelike-Metroidvania game Dead Cells and will include "things that got left out of 1.4.4". While the update was originally announced to be "relatively small in scope", it has since grown in size.

Will there be a Terraria 2? ›

Terraria 2 is to be the second installment of the Terraria series. Little is known about the nature and content of the game, and there is currently no release date. Terraria's lead developer, Redigit, explained that while the game will have "a lot in common with the original", it will also be "quite different".

What is the most powerful summoner weapon in Terraria? ›

If the player's back is against a wall, door, or other solid block, the Terraprisma will phase through the solid block, attacking any enemies within range. It is the best summon weapon in Terraria in terms of DPS .

What is the easiest class in Terraria? ›

Melee is the easiest since you have more armor and don't have to care as much about dodging. Ranged is probably the best, but you need some movability and ammo management. Magic tends to be almost the best but relies a bit too much on late game items to be great.

What is the strongest staff in Terraria? ›

The Diamond Staff is the strongest of the seven gem staves.

What is the first boss you should fight in Hardmode? ›

Queen Slime

It is available to battle at the start of Hardmode, and is summoned from Gelatin Crystals in the Underground Hallow. It is an optional boss fight and is a small gap to challenge before facing the mechanical bosses, warranting equipment upgrades and other items.

What is the easiest Hardmode boss in Terraria? ›

Assuming that you're getting gear in the correct progress for these bosses and fighting them when you should be this is what I believe are the bosses in order of Easiest to Hardest. King Slime Eye of Cthulhu Eater of Worlds Brain of Cthulhu Golem Queen Bee Wall of Flesh Skeletron The Destroyer...

What changed in Terraria 1.4 4 world? ›

Added the "Remix" World Seed, where the player spawns in the Underworld and makes their way up. Worldgen is heavily overhauled, and enemy spawns and item drops are changed. Added the "No Traps" World Seed, for those players who just totally hate dying to traps during their Terraria adventures.

What did Terraria 1.4 2 add? ›

2 was an update for the Desktop version, which added Steam Workshop support to Terraria.

What does Terraria 1.4 3 add? ›

1.4. 3 will feature a content crossover between Terraria and Klei Entertainment's Don't Starve Together. It will also optimize the game and its controls for the upcoming Steam Deck. The update is set to be released on November 18, 2021.

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