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Calamity, Weaponless (Draedon Update, Post-ML)
By Okami Tomato
So, some time ago now I played through all of Calamity without ever using weapons to fight, which went surprisingly well.

Since then Calamity has had a massive update that has changed almost everything about the run to some degree, so I decided to take on the run again with all the new changes to see what has changed.

Furthermore, I'll be adding another challenge by playing on Revengeance, but not using either Rage or Adrenaline, just to spice things up a little.

This is Part 3, entering the third and final part of the game; the Post-Moon Lord content
Anyways, on we go!
   
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[Prior Notes]
And here we are, the third and final part of the Revengeance Weaponless run

As usual, all of the rules are present on the Pre-Hardmode page, so if there's anything you want to know regarding the run's rules I'd check there first to make sure you're up to date with everything.


The first page also explains the girl in the dress that keeps showing up, but in-short the community voted her over Tomato re-appearing like he did in the first page... even if Tomato was the mascot for the original weaponless run... but alas

Anyways, that aside, onto the final part of the challenge!

Post-Moon Lord, Pre-Boss
Summary:
Much of the planning for this part of the game was covered at the tail-end of the Hardmode page, primarily so I could keep the Hardmode Boss Rush at the correct position in progression on the page, however I will briefly go over everything again.

I got the Seraph Tracers, Flowers of Mortality and the Celestial Onion from defeating Moon Lord. The Tracers free up an accessory slot, and the Onion provides another, meanwhile the Flowers of Mortality was crafted solely for me to apply its base damage to the Luxor's Gift rune minion.

Additionally, while not properly addressed before, I ended up fighting the buffed Astrum Aureus during the Hardmode Boss Rush which allowed me to also get the Suspicious-Looking Jelly Bean, which is a slight improvement compared to the Slimy Saddle for what I'm planning to use it for.

Aside from those, however, most of my time preparing here was just gathering the materials needed to craft the Exotic Pheromones and Profaned Shard to fight the Dragonfolly and Guardians.



Difficulty Increase:
★★
⏲ N/A



Aftermath:
-At this point it is time to fight another boss, and as usual I chose the Guardians due to them being generally easier than the other available bosses
Profaned Guardians

Summary:
The Profaned Guardians are generally quite an easy boss, even during this challenge, and thus I wasn't expecting too much trouble from the three of them. Ultimately, I was mostly right in that assumption.

Most of the fight ended up boiling down to a circling simulator, not so much out of choice but because trying to distance myself from the Guardians screwed-up the Luxor minion's AI and caused it to chase me to reposition itself instead of actually attacking the Guardians.

Aside from that, though, the fight went quite smoothly and, even without being able to use Rage and Adrenaline due to challenge rules, the fight actually barely took any longer than normal.



Difficulty Increase:
★★
⏲ 2:42



Aftermath:
-The main thing I get from this fight is simply the ability to fight Providence
--However, as the Relic of Convergence dropped, I may try and find a use for it during some of the more precision-based moments in some later boss fights
Providence

Summary:
So, for some reason, I decided to ignore my usual advice for these challenge runs and attempted Providence significantly earlier than I normally do, since I usually wait until at least Post-Polterghast to allow me to unlock more items to use against it. Alas, I pressed onward, fighting Providence closer to when it is intended.

As expected, this was probably a mistake.

My main damage sources were generally having a hard time, with Luxor's struggling due to both Providence's and my own mobility, and my other accessory minions struggling to chip through Providence's massive health pool.

Of course, with a long Providence fight comes many, many cycles of cocoon stars; the attack I still dread seeing due to what I can only call 'magpie instinct' where, against all reason, I have a habit of flying directly into the shiny, 150-damage sparkles of death.

Of course, the Guardians were also awful to deal with, both because it created more distractions and because it simply extended Providence's health bar even further due to the healing.

Next time I do this I have to remember that, no, I shouldn't fight Providence at the intended level during these sorts of challenge runs.



Difficulty Increase:
★★★★★
⏲ 13:41



Aftermath:
-Having managed to defeat Providence, we get access to Uelibloom and Divine Geodes.
--This primarily grants us Tarragon Armour; the first Post-Moon Lord armour set useful to us in this challenge. We also get to craft Elderberries, further increasing our max health by another 25
--We can also craft the Blossom Pickaxe for later
--Finally, but maybe most importantly aside from the Armour, is the Profaned Soul Artefact; granting us 3 more minions that are highly-mobile and can stack up a solid chunk of damage to enemies rather quickly
-We can also now face the buffed 'Bloodstone' bosses, but I will save that for later
Dragonfolly

Summary:
So, Dragonfolly is a boss that manages to continuously cause problems during these challenge runs due to it being able to put out a lot of damage quickly, and it itself being dangerously quick.

Decided to fight it Post-Providence so I could bring the Guardians to this fight, giving me minions that may be fast enough to keep up with the Folly unlike most of my other ones.

Overall, a fairly tough fight considering how Bumblebirb was... or maybe it's because I kept forgetting or neglecting to fight Folly at the right time for a while...



Difficulty Increase:
★★★★
⏲ 9:06



Aftermath:
-Dragonfolly is actually an entirely optional boss now, since Draconic Swarmers spawn in the jungle and drop the Feathers regardless of the Folly's own status. Either way, the extra Feathers are appreciated for later
-Thinking about the Bumblebirb again now...
Ceaseless Void

Summary:
So, the new Ceaseless Void fight is a lot cleaner, but also noticeably harder to manipulate due to the set pathing on the Dark Energies, so generally this fight is probably going to be a lot less safe than the original run.

However, the fight itself seemed to go well. Having the Heart of the Elements' 5 minions and Luxor's minion in an enclosed space to restrict my movement, defeating the Energies was not much harder than it had been before.

Aside from one instance towards the end where I got reckless and almost died, the fight went smoothly.



Difficulty Increase:
★★★
⏲ 3:35



Aftermath:
-I am now 1/3 of the way to the Devourer...
-I also crafted the Astral Arcanum at this point, though did not use it
Storm Weaver

Summary:
Storm Weaver's fight can generally be broken down into two aspects: Weaver itself, and most of its attacks... and the lightning orbs.

Weaver was fine, though my general lack of experience with Revengeance meant my guard was up for most of the time it had access to its charge. Fortunately having a ton of accessory-summoned minions allowed me to deal massive DPS in return.

The lightning orbs are where the fight becomes less fun. These things have the magic ability to spawn in the absolute worst places such as where I plan to move, or sometimes directly on top of me or so close to me that I do not have time to react. Because of that, this fight took a few attempts.

Overall, though, a quick and fairly easy fight due to how well the Heart of the Elements and Luxor's can do against a segmented enemy. Tesla Potions also helped offset the orb telefrags.



Difficulty Increase:
★★★
⏲ 2:15



Aftermath:
-You are now 2/3 of the way to the Devourer at this point...
Signus

Summary:
Signus, the longest of the three Sentinel fights during this run due to the fact that, unlike the others, there is only ever 1 hitbox to whittle down at a time. Does this make it the toughest though? Not really, no.

Signus is the simplest Sentinel of the three overall in terms of strategy, as the others can have far more things go wrong or are new enough for me to not have a working method for dealing with them, meanwhile Signus has an exploitable weakness and few attacks I'd call particularly devastating.

The things to note for this run are my use of Tesla Potions to stop the lanterns being an issue, since the rest of the fight was fairly standard and didn't employ any new strategies.



Difficulty Increase:
★★★
⏲ 4:09



Aftermath:
-At this point you can now fight the Devourer, though I'm not actually going to do that quite yet...
Polterghast

Summary:
Polterghast, as discussed in a lot of my other pages, typically tends to be a lengthy but simple fight. However because of the timeframe this challenge run took place in, this was a buffed Polterghast with predictive dashes as opposed to the usual, so it wasn't as simple as it had been at other times.

Phase 1 and 2 were, fortunately, fairly simple and didn't require me to do anything special.

However, Phase 3 was made much more challenging since this fight occurred before the predictive charges were taken out of Revengeance, forcing me to adapt. The best strategy seemed to be staying still before dashing out of the way of a charge, not too early as to allow Polterghast and Necroplasm to re-adjust, but not too late as to get hit.

Overall, the fight was quite tough, but the enclosed space actually made Luxor's much better and my experience with the fight made it much more manageable.



Difficulty Increase:
★★★★
⏲ 8:28



Aftermath:
-Unlike the Sentinels, there is actually a more direct reason to fight Polterghast. My main goal is to unlock the Tier 3 Acid Rain, since it will grant me access to a very useful accessory in a short while
-Additionally, the buffed Abyss allows me to craft the Reaper Tooth Necklace. I don't actually want Omega Blue right now, both because of its damage nerf and because it would actively work against the Profaned Soul Artefact and weaken it significantly.
Calamitas (Bloodstone)

Summary:
The buffed Calamitas Clone, as expected, is very similar to the original fight; with the main draw being that I actually have superior mobility now to allow me to actively avoid its attacks better.

In fact, my knowledge of the fight and my mobility actually allowed me to do the fight entirely damageless until the Soul Seekers appeared, at which point I got careless and took a hit or 2.

Overall, not much here of note.



Difficulty Increase:
★★★
⏲ 4:17



Aftermath:
-Bloodstone is dropped in large quantities from the buffed bosses, so I crafted the Bloodflare Armour at this point
--Aside from that, all of Calamitas' other drops are from earlier points in progression and aren't useful to me in this run
Brimstone Elemental (Bloodstone)

Summary:
The single easiest fight in all of Post-Moon Lord in this challenge, being that it is a boss using AI from early Hardmode with buffed stats and nothing else. However, in spirit of this challenge consisting of me fighting every available boss, and because I figured one of its items would be useful later, I fought her anyways.

All I really need to say, however, is 'circle simulator', as this issue is even more apparently with my heightened, Post-Moon Lord mobility.



Difficulty Increase:
★★
⏲ 1:50



Aftermath:
-The only useful item here, aside from Bloodstone, is the Brimrose; a mount that I will likely be using for arena building in the future.
--All of the Elemental's other items are from early Hardmode and thus are either weapons that I cannot use or items that are otherwise outclassed
Ravager (Bloodstone)

Summary:
Ravager is the only one of the three buffed Bloodstone bosses I'd call notable, since unlike the others its fight wasn't actually from too long ago and thus its AI does a better job at holding up than the other two.

Normally, Ravager is melted by minions, so one would assume the Soul Artefact, Heart of the Elements and Luxor's would melt it, however the sheer HP buff it gets at this point makes it incredibly tanky, even by normal Ravager standards. Not to mention I played like an idiot and almost got myself killed.

Overall, though, Ravager's lower mobility gave the Luxor's minion more time to hit it and allowed me to heal with the Sand Elemental, so the fight was still manageable.



Difficulty Increase:
★★★
⏲ 5:23



Aftermath:
-Ravager mainly just drops a large amount of resources now, which are very helpful and thus are always appreciated
Old Duke

Summary:
A boss that I am bad at, on a difficulty I am not very used to, while said boss is highly mobile and thus significantly weakens Luxor's minion? As you can tell from the get-go I am likely going to have a rough time against the Duke.

The Old Duke's mobility is the main issue in these fights, forcing me to keep away from it as much as possible and save my dashes to avoid its predictive charges. Of course, as addressed before, distancing yourself from a boss makes the Luxor's minion almost worthless, so I mainly had to rely on my other accessories to attack the boss.

The sulphurous vortexes it summons also made things a little complicated, since it slowly locked-down several areas of the arena, forcing me to adapt on the fly if my usual movement path was obstructed.

Somehow, just barely, I was able to defeat the Old Duke on my first attempt, though my remaining health was... less than stellar by the end.



Difficulty Increase:
★★★★
⏲ 11:53



Aftermath:
-The sole item I care about from this boss during this challenge is the Mutated Truffle; an accessory-summoned minion with a massive 2000 base damage; dwarfing all my other accessory minions for much of the remainder of the challenge.
The Devourer

Summary:
The Devourer is always a fun time in these runs, being a boss that needs to be broken down into its phases to explain, so here we go:

Phase 1:
Phase 1 actually... gave me some confidence in this fight. While I expected to see pitiful damage and a long fight ahead my accessory minions were actually able to do significant damage to the Devourer very quickly, mainly the Soul Artefact's Guardians latching onto either its head or tail to amass thousands of damage quite quickly.

I was even able to heal with the Relic of Convergence a few times because I was able to find ample openings, making Phase 1 quite easy.

Sentinel Phase:
The Sentinels weren't really a problem, as per usual. Void took the longest this time, taking that title from Signus from earlier, while Weaver barely got to do anything before being defeated.

Phase 2:
Phase 2 was slower than Phase 1 had gone, either due to the Devourer's better mobility making it harder for my minions to attack the weak points, or because its frequent teleporting detached my accessory minions and gave it a lot of invulnerability.

I once again got some use out of the Relic, using it to both slow down and heal during the laser wall attacks, which allowed me to be more precise in my movements and heal back some lost health.

I also brought back the 'headbutt' strategy as needed; charging into the Devourer's head if it seemed like I couldn't avoid it to dash through it; avoiding the actual damage the head deals in exchange for simply being inflicted with its debuff.

Overall, not as bad as I'd expected it to be, and I'm glad that it went this well.



Difficulty Increase:
★★★★
⏲ 5:14 (Phase 1)
⏲ 1:13 (Void)
⏲ 0:12 (Weaver)
⏲ 0:35 (Signus)
⏲ 8:23 (Phase 2)



Aftermath:
-The Devourer has a lot of items locked behind him that are useful for this challenge
--The first fight granted me the Nebulous Core; useful for both the revive and the damaging stars it spawns, as well as access to the Cosmic Anvil for later
---I used the Anvil to craft the Asgardian Aegis, Elysian Tracers, the Nucleogenesis, The Sponge, and the Rampart of Deities initially
---Then, after another fight I could craft the Fearmonger Armour; replacing the Bloodflare Armour
----I also crafted Silva Armour, but I decided not to use it and simply store it as a later material
Jungle Dragon, Yharon

Summary:
So, after a power trip of a Devourer fight I knew it was too good to be true... and it was. Yharon brought my power trip crashing to the ground almost immediately as, for some reason, I began struggling hard against it.

Yharon doesn't seem too different in Revengeance, though for whatever reason I was having extreme difficulty with it, even compared to other challenge runs and even compared to the original Weaponless run, which should have been harder due to me having less options for accessories to damage it and Yharon itself having more health, yet somehow this turned out worse.

Worse yet, due to this being before the reversion, Yharon entered its final phase very early; forcing me to spend roughly 80% of the fight battling a final-phase, very angry Yharon.

Overall, though, given some time, planning, more time, more planning, some trial and error and even more time, Yharon was eventually defeated... allowing me to move onto the final parts of the challenge.



Difficulty Increase:
★★★★★
⏲ 15:39



Aftermath:
-Yharon allows me to access Auric Tesla Bars and Yharon Soul Fragments; granting me a few extra upgrades
--I could first get Auric Tesla Armour; probably the most important item to get from this fight since it'll likely be my armour set for the rest of the run
--I also crafted the Dragonfruit for a final +25 max health
--Finally, I crafted the Celestial Tracers as my final mobility upgrade for the run
---I also intended to craft the Godly Soul Artefact. I crafted it and then... found out that it works differently than it used to and now simply makes the Kindle Staff consume less minion slots... making it entirely worthless for the run.
Post-Yharon Boss Rush

Summary:
So I decided to do 1 final manual boss rush before attempting the final parts of the game, as I had done for Pre-Hardmode and Hardmode.

I had done this separate from Terminus here primarily because of boss health and damage scaling not being present for this, which in turn allows me to more accurately judge just how strong I've gotten since I entered the Post-Moon Lord aspect of the run.

Anyways, here goes nothing...



Difficulty Increase:
★★★★★
⏲ 0:17 (Plaguebringer Goliath)
⏲ 0:25 (Astrum Aureus)
⏲ 0:32 (Astrum Deus)
⏲ 0:54 (Moon Lord)
⏲ 0:19 (Mauler & Nuclear Terror)
⏲ 0:19 (Eidolon Wyrm & Colossal Squid)
⏲ 0:25 (Profaned Guardians)
⏲ 0:48 (Dragonfolly)
⏲ 0:31 (Enraged Bloodstone Brimstone Elemental)
⏲ 1:14 (Ceaseless Void)
⏲ 0:36 (Signus)
⏲ 0:27 (Storm Weaver)
⏲ 0:49 (Bloodstone Ravager)
⏲ 1:27 (Bloodstone Calamitas)
⏲ 1:15 (Providence)
⏲ 1:12 (Polterghast)
⏲ 4:54 (Old Duke)
⏲ 4:02 (Devourer)
⏲ 7:37 (Yharon)



Aftermath:
-Now, with this boss rush defeated, it's time to move onto the final necessary part of the game; the two endgame bosses.
Supreme Calamitas

Summary:
Supreme Calamitas is a fight I was dreading at this point. While it is a fight I am very used to, it is also a fight that genuinely risks ending in only 2-3 hits as her damage is frankly quite insane for even this point in the game. However, she has an item I need, so I decide to tackle her first.

My accessory minions were able to do decently against this fight, not amazing by any metric but they were dealing damage to the point where this fight at least seemed plausible without cheese. Unfortunately I did have to lose a few times because I was watching their damage moreso than the fight itself a couple of times, but such is Calamity.

The part of the fight that continues to surprise me is the brother phase. I am apparently still wired to remember the old fight where these two were a nonissue, but their new selves continue to catch me off guard due to projectile size and quantity, and thus a couple of runs were lost here, too.

Eventually, I managed to power through the brothers as well, the 2nd Sepulcher phase, and finally managed to bring Supreme Calamitas down.



Difficulty Increase:
★★★★★
⏲ 8:17



Aftermath:
-Supreme Calamitas grants me the ability to obtain 2 items that could be useful for this run.
--Calamity, the item, could have been useful given it's allowed in the run rules, though either due to accessory slots or my own forgetfulness I forgot to equip it
--However the most exciting thing was, without a doubt, the Cinders of Lament. While I couldn't use it for damage, I could possibly use it to summon a Luxor's minion with insane damage. I tried it and it did indeed work, so I now had a Luxor's Gift rune dealing 5,662 max damage with my current loadout; a huge buff to my DPS... if I could get it to attack consistently...
Draedon

Summary:
Draedon's fight has similarities in this run to the Devourer, Yharon and SCal. Like the Devourer I have to split up my notes because each of the Exo-Mechs is so vastly different it'd be an injustice to cover them separately, like Yharon this is a fight where mobility is king, so I have to keep on the move as much as possible to not die and, finally, like SCal this is a fight I was dreading.

Artemis and Apollo:
Covering them first because this duo have consistently proven to be the easiest ones to manage in these challenge runs, though are by no means actually 'easy'. I have to keep them in a cycle which requires a lot of movement and thus hinders Luxor's greatly, almost negating my main DPS source against this boss.

Thanatos:
Thanatos is weird; sometimes being an issue and at other times being entirely fine. This time he caused only a few small issues, but was otherwise manageable. Playing it slow often seems to work in these challenge runs, so I tried that and it ended up working out for me.

Ares:
Literally the worst part of the entire fight without a doubt. Ares throws a ton of stuff at you all at once that all need to be dealt with in different ways, meaning that unless you're using the 'giant pit' strategy (or a funky rollercoaster) you're almost guaranteed to get hit, which is made worse by its massive damage output. When it unlocks the spinning laser attack things get easier, though, as it is effectively locked into only a single attack.

Overall, bad, but not as bad as I expected it to go, so it fortunately wasn't long before that golden run where everything worked and, like that, the run was 'over'.



Difficulty Increase:
★★★★★
⏲ 11:12



Aftermath:
-Now there are 2 items from Draedon that are useful and, unlike with SCal, I actually use them both for what I do next:
--Firstly there is the Profaned Soul Crystal. This doesn't really help too much since one of its main effects is locked behind using weapons, but removing the Guardians' cooldown is appreciated considering how much I get hit
--Secondly there is the Universe Splitter. Being that it is a summoner weapon there is a chance that it can trigger Luxor's and give me a powerful new rune minion from it...
...I try it out, I summon the laser...
...and the long-awaited 5-digit-damage green Luxor rune emerges...
Post-Game

Summary:
[This section covers BOTH the Adult Eidolon Wyrm and Terminus, since both are optional Post-Game content]
Unfortunately, this is another run where both AEW and Terminus are not realistically possible, at least not with my own level of skill.

Adult Eidolon Wyrm:
With the new supercharged Luxor rune, and the general theme of 'fighting everything', I decided to attempt the Post-Game content in this run as well. The enraged Eidolon Wyrm was my first target, and as expected it was an uphill battle.

The Wyrm's telekinesis-spamming Juveniles and the lightning attacks were, as ever, my biggest issues. I actually started trying to despawn Juveniles as they spawned in, since it meant they weren't around for as long, which sometimes worked but other times I instead had to rely on Luxor's to do the work for me. The main lightning attack was dodged more consistently if I alternated between moving and stopping for every volley, though the Wyrm's horizontal charge attack that spawned lightning was basically just a free hit considering how fast it travels.

Ultimately, though, after throwing myself at the worm 5 times, I was actually able to defeat it for the challenge.



Terminus:
Terminus, meanwhile, went smoothly, but not as expected. For whatever reason I forgot about the enraged bosses' increased aggression as of the Draedon update, so almost lost immediately to Queen Bee. However, after regaining composure, I was able to fend off the rest of the event without many more surprises.

There were some oddities though, likely due to how new the changes were, like Void not spawning Dark Energies and SCal still being killed at the end of the fight.

Gotta say, without Luxor's huge damage taken from the Splitter, I don't think this would have been realistically possible without going a little mad.



Difficulty Increase:
★★★★★★
⏲ 8:17 (Eidolon Wyrm)
★★★★★
⏲ 0:25 (Queen Bee)
⏲ 0:09 (Brain of Cthulhu)
⏲ 0:14 (King Slime)
⏲ 0:34 (Eye of Cthulhu)
⏲ 0:10 (Skeletron Prime)
⏲ 0:25 (Golem)
⏲ 0:11 (Guardians)
⏲ 0:30 (Eater of Worlds)
⏲ 0:31 (Astrum Aureus)
⏲ 0:30 (Destroyer)
⏲ 0:10 (Twins)
⏲ 0:41 (Dragonfolly)
⏲ 0:22 (Wall of Flesh)
⏲ 0:08 (Hive Mind)
⏲ 0:30 (Skeletron)
⏲ 0:11 (Storm Weaver)
⏲ 0:10 (Aquatic Scourge)
⏲ 0:24 (Desert Scourge)
⏲ 0:33 (Lunatic Cultist)
⏲ 0:59 (Crabulon)
⏲ 0:34 (Plantera)
⏲ 0:25 (Ceaseless Void)
⏲ 0:22 (Perforators)
⏲ 0:22 (Cryogen)
⏲ 0:51 (Brimstone Elemental)
⏲ 0:16 (Signus)
⏲ 0:47 (Ravager)
⏲ 1:48 (Duke Fishron)
⏲ 0:38 (Moon Lord)
⏲ 0:49 (Astrum Deus)
⏲ 0:20 (Polterghast)
⏲ 0:37 (Plaguebringer Goliath)
⏲ 1:55 (Calamitas)
⏲ 1:08 (Anahita & Leviathan)
⏲ 1:16 (Old Duke)
⏲ 0:35 (Slime God)
⏲ 2:32 (Providence)
⏲ 3:15 (Supreme Calamitas)
⏲ 1:27 (Yharon)
⏲ 2:02 (Devourer)



Aftermath:
-And, with that, the run is finally over.
[Final Notes]
And, with that, the new and updated Weaponless run comes to an end.

No weapons for combat
No rage or adrenaline
No boss cheese (Like hoiks)
No Rod of Discord (The SCal art was a request, not something that happened)

Generally, just a whole lot of little things that added up to make Calamity just that little bit tougher.



I will admit this page would have been out sooner, but I've had a lot of other projects I've had to work on as well, so progress was a little slower than expected but, alas, this is also finished now.

I will also say it may be a little while before the next challenge run gets made. I have finished one regarding 'gear and progression' but I have a much larger project in the works that I've been saying I'll get to for ages, so hopefully you'll check it out when it's done if you're interested.


Also I am now free from having to draw requests of the funny lady.



Anyways, joking aside, I hope you enjoyed
See you next time :)
19 Comments
garr890354839 22 Jan, 2023 @ 8:17pm 
Fargo's Souls: Allow me to introduce ourselves.
snuffbait 11 Jun, 2022 @ 6:17pm 
breasts
Lumi 4 Apr, 2022 @ 7:30pm 
record this whole thing because thinking you arent lying is so hard
DarkPhoenixx 3 Apr, 2022 @ 7:10pm 
I propose an additional challenge: touch grass at least once
Chadbaru Goatsuki 19 Mar, 2022 @ 7:33pm 
@yurrie found the guy whose shoes are raggedy, and his momma dead
Fishlord 6 Mar, 2022 @ 3:52pm 
Would also be a good excuse to use a mod other than calamity as the main mod, maybe thorium?
Fishlord 6 Mar, 2022 @ 3:51pm 
could beat the game using the fist weapons from the weaponsout mods
Forkception 4 Mar, 2022 @ 1:23am 
damn who hurt you 💀💀
Spaceburger924 24 Feb, 2022 @ 5:50am 
How about you make a challenge with only eye of Cthulhu shield? Also no armor and only stay at 100HP...

This is a bad idea lol.
Fish 23 Feb, 2022 @ 9:31pm 
Maybe you cant use items starting in the letter E