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Misc. Calamity 1.3 Challenge Runs
By Okami Tomato
A series of Calamity challenge runs I went through before Calamity 1.4 came out, though I didn't feel were quite worthy of their own pages due to general lack of details, missing data due to my own error, or other miscellaneous things that stopped me writing pages for them

While I do not know the exact versions of Calamity these were performed in, I will do my best to explain the rough timeframe by the existence of certain items, bosses, or changes; with the most obvious being if the run was Pre-Draedon or Post-Draedon.
   
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Prior Notes
As stated in the title, most of the following runs are generally lacking something important, which in turn is why they were never written up as their own guide pages.

A common issue among these, and one that things like the P90 guide suffered from, was lack of unique notes about bosses. Having fought many of these bosses and written about them multiple times, there was a risk of large stretches of bosses with next to no information about them since most of the ground was already covered previously.
Thus, I will typically only write about bosses that stood out in each section, typically due to difficulty.

Also note that, since Calamity still updates regularly, that some of these will become obsolete or generally change over time; an idea that among other things led to the remake of the Weaponless guide.
This is important due to boss data, in particular, changing often as noted in the introduction

Anyways, with the boring stuff out of the way, onto the challenges:
Supreme Calamitas vs Slime Staff
The challenge that started it all

A challenge performed a long time ago, and the one that led to me even attempting challenge runs in the first place.

No Page: Other mods used, Long before I recorded things, Single boss fight

Notes
For timing, Thorium had just updated their Living Wood Armour's set bonus to have a cooldown on the healing effect, but Fargo's Souls Mod had yet to update this for the Living Wood Enchantment. This is a specific date because these factors were critical in the challenge even being attemped.

Being around the time when mixing large mods wasn't yet taboo, I was playing with a lot of content mods at the time and was playing as summoner; eventually reaching SCal and managing to defeat her with mainly Calamity equipment. However, I noticed that a lot of the mods I had granted access to healing effects as my minions dealt damage, and an idea hatched.

Combining several items like Fargo/Thorium's Living Wood Armour and Enchantment, Alchemist NPC's Ultimate Sephirothic Fruit, and a lot of other healing and defensive effects, I tried fighting SCal with just an army of slimes spawned from the Slime Staff

The healing was great enough that, so long as I didn't get hit constantly, I could facetank almost everything SCal threw at me and, thus, my main problem then became actually dealing damage.

Several hours, including 1 or 2 breaks to sleep in-between, SCal eventually fell.

Unfortunately, being the first challenge I ever performed, most of my plans and notes are long-gone regarding my items, arena setup, etc. since I never really planned on doing much else with the idea, but since then I started writing about challenge runs and, now, here we are.
[Added: 15/7/22]
Bee Guns Only
Not the bees!

A run I had done for fun as opposed to an actual planned upload and, thus, I have no data for it. I do remember a lot of the endgame fights taking forever, as expected.

No Page: Data not recorded during run

Notes:
The only three weapons I was allowed were the Bee Gun, Wasp Gun, and Swarmer; giving me weapons for the three main points of the game in-theory

Bee Gun was alright for Pre-Hardmode, falling off badly as soon as I entered Hardmode due to its damage. Every boss up to and including Plantera was a nightmare, since they had the health and defence stats necessary to make the Bee Gun almost useless.

The Wasp Gun was fine throughout the remainder of Hardmode, since its damage was noticeably better than the bees before it. Some fights like Ravager took a while, but this was to be expected.

Swarmer was alright for the end of Hardmode, though slowly worsened the further I got through Post-Moon Lord as I'd expected. Polter was a lengthy fight, which I remember due to the sheer amount of Nebula wisps that filled the arena at basically all times.
Yharon and Supreme Calamitas were, as you might have expected, lengthy and tough battles.

Draedon didn't exist yet, so the run ended with an eventual defeat of SCal.
[Added: 16/7/22]
Flooded World
Under the sea

A run affecting the actual world as opposed to my available items, which in-turn changed some of the boss' difficulty ordering

No Page: World corruption meant it went unfinished, Awkward to set up again

Notes:
A run where certain parts of the game became a lot easier, while others became noticeably more challenging

PHM:
- Lacking water breathing at the beginning meant that Desert Scourge needed to be defeated with Gills Potions ASAP, which was in-turn made noticeably harder by its superior mobility in water. Fortunately this was when Victide was still pre-Scourge; with the shield and armour providing me more than enough defence and regen to withstand the hits

-Most of PHM, after getting the Ocean Crest, was simple enough; I farmed the Deep Diver for better mobility and the Aquatic Heart for later. Most bosses were generally slower in water, allowing me to keep Victide for its mobility without giving up as much longevity as I might otherwise had to have done

- Wall of Flesh was an issue, obviously, and was fought normally since you cannot realistically flood the biome you fight it in

HM:
- Aquatic Scourge found itself to be one of the toughest bosses yet, due to the sulphurous sea's health drain forcing me to stay above the biome to not take damage and because Scourge itself had superior mobility to my own at this point. It took a significant amount of attempts, and potions, to beat

- Brimmy had to be fought above her normal biome so I could fight her in the water. I believe this was before she enraged outside of the Crags as well, leading to a fairly easy fight

- Astrum Deus could be outsped by the Cute Fishron mount for a significant amount of the fight; in turn making it one of the easiest Astrum Deus fights I've had in a challenge run

PML:
- Providence was interesting since I had to constantly mount and dismount the Cute Fishron for precise movement, and there were some issues with projectile visibility, but that was all

It was at this point the world corrupted, not long after Providence. The process of flooding the world had taken a long time already even with Cheat Sheet at my disposal (since my PC doesn't like me placing large volumes of water at once), and thus the run ended up abandoned.

I'd have assumed I'd have problems primarily with the Devourer at this point, since the water would give it a significant buff to its mobility and turning abilities, but aside from that I didn't see too many other noteworthy things in the future.
[Added: 15/7/22]
One Step Behind
I skipped out on gear upgrades for half the game

The gimmick here was that I had to beat Hardmode with Pre-Hardmode gear, and then Post-Moon Lord with Hardmode gear. Additionally, I had to use the same gear for every fight and was not allowed to change items between fights to tailor loadouts to each boss.

Was going well, but a lot of the data got corrupted and thus the main notes of the run were lost near the end. Some of the fights were incredibly painful, however, and I didn't want to do them again.

No Page: Not much to write on compared to other guides, Loss of Post-ML data

Notes:
Hardmode:
The gear I eventually ended up using was the Star Cannon, Ranger Statigel Armour, a Bundle of Balloons, Green Horseshoe Balloon, Shield of Cthulhu, Frostspark Boots, and an Obsidian Shield all with Warding, The Slimy Saddle and a Diamond Hook
My setup was mainly mobility-focused since Hardmode bosses are already built around better mobility, with additional factors like Warding and the Obsidian Shield due to me expecting to get hit at least a few times

Most bosses took roughly 2-4 minutes each with this setup, with a few fringe cases until Plantera-tier
-Destroyer: 3:02
-Prime: 3:54
-Twins: 3:03
-Cryogen: 2:43
-Aquatic Scourge: 2:00
-Brimmy: 3:14
-Plantera: 2:44
-Cal Clone: 4:29 (Soul Seekers lengthened the fight)
-Aureus: 6:46 (Learned you could shield bash the Aureus Spawns' explosions and avoid damage... somehow)
-Golem: 2:50
-Leviathan: 10:29 (Anahita is hard to hit with stars)
-Fishron: 5:46
-Ravager: 10:27 (Bulky boss with high defence and HP)
-PBG: 16:12 (High HP and defence, as well as high mobility)
-Cultist: 4:53 (Awkward to hit, but doable)
-Astrum Deus: 22:39 (I still don't like this boss)
-Moon Lord: 52:24 (Not joking, I had to use the Nurse to remove the Moon Bite debuff since otherwise it'd outheal my damage half the time)



Post-Moon Lord (Attempt 1):
Godspawn Helix Staff, Plaguebringer Armour, Angel Treads, Fishron Wings, Asgard's Valor, Statis' Curse, Star-Tainted Generator and Blood Pact (all Warding again). Also had the Slimy Saddle and Lunar Hook
Some mobility, some defence, some summon buffs. Went summoner first due to being the class I was most familiar with
An 11:12 for Providence, an awkward 10:16 for Void, 13:13 for the Old Duke and 41:30 for all 3 phases of the Devourer, but otherwise manageable times.
Unfortunately the run ended on Yharon, who was too mobile to dodge consistently and could very easily 2-shot me, so I ended attempt 1 and changed my gear



Post-Moon Lord (Attempt 2):
Briny Baron, Defensive Beetle Armour, [Accessory notes unlisted], Slimy Saddle and Lunar Hook
Once again had mobility, offense and defence; relying primarily on the Baron's alt-fire for damage since it did decently well against some of the bosses
12:50 for Providence, but now sub-10 for Void. Old Duke cut down to 12:59 as well. Devourer's sentinel phase was skipped due to Attempt 1, but the fight still took 49:21 on just phases 1 and 2
Yharon ended this run too, apparently. I could take hits but lacked recovery; leading me to eventually be worn down within a few hits and die. I needed regen for attempt 3.



Post-Moon Lord (Attempt 3):
Vesuvius, [Armour and Accessory notes unlisted], Slimy Saddle and Lunar Hook
The point where the notes had corrupted, been lost, or sometimes just weirdly absent. A good example of why you should ensure your work saves properly
Providence was taken down to 10:18, and all the other bosses up to Polter were fine.
The run was eventually run with whatever this setup was, but being that all the notes were ruined I genuinely couldn't tell you how the later fights went, as the notes are scarcely salvaged up to Polterghast as-is

Draedon also didn't exist yet, meaning the run ended on Supreme Calamitas.
[Added: 15/7/22]
Mycoroot Only
Mushroom for improvement

The closest run to a complete data collection, and thus likely the longest segment. Mycoroot is the only weapon I'm allowed, which is probably a bad way to attempt your first Rogue playthrough...

Some of the typical rules of 'underpowered single item challenge runs' applied, like the old 'additional accessory slots after WoF and Moon Lord' were still in use here. Additionally, I banned Potions until Hardmode

No Page: Loss of data past the Sentinels

Notes:
Pre-Hardmode:
Pre-Boss: Due to this being Post-Draedon update, the armour I gunned for was Rogue Wulfrum. I do know of other sets, but this was just for Scourge and so I assumed I wouldn't need anything too powerful yet. I also gathered the usual Luxor's Gift and Abyssal Amulet; two staple accessories in these challenges. I also gathered a Shark Tooth Necklace to offset the Mycoroot's bad base damage slightly, and fought the Goblin Invasion to reforge everything to Menacing

Desert Scourge: 0:09
Crush Depth, Luxor Projectiles and the Mycoroot itself absolutely decimate the boss together; in-turn making this another super-easy start.
After this I upgraded to Victide Armour and got myself a Shield of the Ocean. The seashell effect from the armour bonus triggered very often, adding nicely to my DPS

King Slime: 0:25
Piercing from Luxor's, combined with Crush Depth, made quick work of the slimes King Slime spawned. Of course, using a Post-Crabulon weapon on King Slime made the actual boss itself quite easy as well.
The Slimy Saddle and Slime Hook were dropped by King Slime itself, meanwhile I was able to craft Shiny Red Balloons at the Solidifier thanks to Calamity giving it a recipe; additionally granting access to the Bundle of Balloons for better mobility

Eye of Cthulhu: 0:33
Phase 1 and the first portion of phase 2 weren't too bad, though admittedly there were some problems hitting it during the chain dashes due to its speed. However the occasional hit, combined with chip from Crush Depth, meant even hitting infrequently would be enough to defeat it
The only real item I gain from this is the Shield of Cthulhu, which apparently I didn't use due to a lack of accessory slots due to me needing 2 of the items for mobility and the other 3 to ensure I could deal any significant damage

Crabulon: 0:32
Dealt with the spores easily enough thanks to Crush Depth, with Crabulon itself being a simple enough fight due to its limited mobility
I don't really get a reward from Crabulon itself but, hey, at least I'm now at the point where the Mycoroot can actually be obtained

Eater of Worlds: 0:29
As it turns out, the sheer projectile spam of Luxor's, Mycoroot and the Victide Armour absolutely destroys this boss; being potentially able to stunlock it on occasion
Worm Scarf is nice, but as with the shield I currently lack accessory space to equip it

Hive Mind: 1:45
The first fight to break 1 minute, since the Hive Mind has a lot of health while also not having the same weakness to piercing and debuffs as EoW had. Hive was alright, though, since my projectiles could hold off its minions well enough
No actual useful drops from it for now, though

Queen Bee: 1:39
Surprisingly quicker than the Hive Mind, which I honestly didn't expect considering Queen Bee's Expert gimmick of increasing its defence being almost custom-tailored to worsen low-damage weapons. Alas, Queen Bee went fairly smoothly
Once again, no new items here than I wanted

Skeletron: 1:38
Skeletron was another alright fight, with the hands going down before 40 seconds had passed and the skull being defeated in the following minute. Of course, most of my damage happened during the headspin phases
The Cobalt Shield from the dungeon is the main thing I wanted, but that is all I need from there from the time being

Slime God: 2:35
When close to the slimes I can deal fairly impressive damage, however staying close is generally a tough thing to do due to their nature of rather suddenly gaining speed to attack. Pitiful damage from beyond the Mycoroot's normal range, as expected, so the fight was mainly about looking for brief opportunities to get a lot of damage in quickly
Statigel Armour was the only upgrade I made from this fight, once again skipping Aerospec for some reason

Wall of Flesh: 1:30
The Wall was simple enough to deal with, with my general projectile spam dealing solid enough damage to the Wall and keeping its Hungries at bay as best as possible. After 90 seconds both me and the Wall died at the same time, which did lead to a fairly awkward trip back down to the bottom of the world to get my loot
I unbanned potions going into Hardmode, gained a total of 2 more accessory slots by the challenge rules and the Heart, and finally obtained a Rogue Emblem for later
Mycoroot Only (Continued)
Hardmode:
The Hardmode setup that I usually write was absent, though I imagine I would have added the Ankh Shield to my gear before attempting any of the bosses for the knockback immunity it provides

Cryogen: 4:07
Cryogen went alright, being a simple enough fight even if things took a while. While I could only deal significant damage while close, this was to be expected since my weapon is a short-range one. The overhead phase, thus, was a little awkward
For the time being I don't really get anything for defeating Cryogen

Destroyer (Attempt 1): N/A
My first few attempts at Destroyer; wanting to defeat it while it still had the health penalty from being the first mechanical boss attempted. Unfortunately, things didn't go well, as probes spawned continuously due to my high attack speed but low damage. After 3:53 the Destroyer had run out of probes, but the fight took so long that the Destroyer despawned with 25% health still remaining.
I'd have to get better gear and attempt this fight again later

Prime: 3:57
A much easier endeavor than the Destroyer itself was, taking only slightly longer to defeat than the Destroyer's probes took alone. Of course, some of this comes from the reduced health for being the first mech fought after the Draedon update changes
I unlocked the Tier 2 ores, though my gear remained the same

Twins: 3:37
A fight that, for the most part, was simple. Retanazer was alright, with no major problems, and Spazmatism's first phase was also alright. Spazmatism phase 2, however, was much tougher due to its flame breath; forcing me to either risk being hit or waiting until it dashed in order to attack it properly
With their defeat I was able to unlock tier 3 ores and, by extension, Daedalus Armour and the Ornate Shield
However, I could not get the Blood Orange or Angel Treads yet due to Destroyer...

Brimmy: 3:54
Brimmy is a simple fight, as ever, since circling works. I'd accidentally summoned her with only 100 HP and within a fairly cramped area, and thus was expecting to lose my first attempt, but somehow I persevered and managed to win the attempt
Only real useful drop is Abaddon for a later crafting material

Aquatic Scourge: 1:37
Piercing and Crush Depth made quick work of Scourge compared to the other Hardmode bosses thus far; being as fast as some of the later Pre-Hardmode bosses even
The best drop from this was definitely the Corrosive Spine; an item I will learn the importance of soon enough

Plantera: 3:42
A fight that felt quite slow, despite taking about as long as the other Hardmode fights up to this point. Aside from that, there isn't much else to say
More disappointment in the aftermath, however, as the Sand Shark Tooth Necklace and Umbraphile Armour are both Post-Destroyer still, the Vampiric Talisman doesn't work due to just how low my damage is, and that the Glove of Recklessness' reduced base damage actually affects my DPS a lot more than I'd expected. At least the Glove of Precision helped

Destroyer (Attempt 2): 1:34
As it turns out, the toxic clouds from the Corrosive Spine were definitely the answer to my problems, as at the best times it affectively buffed my DPS by 2000% by intentionally taking damage while my health was high and forcing the Destroyer to charge through the damaging clouds
With this, I could get the Pickaxe Axe and the Blood Orange, the Umbraphile Armour, the Sand Shark Tooth Necklace by making an Avenger Emblem, and finally Angel Treads for better mobility

Golem: 1:28
Golem was actually a lot quicker than I'd expected, which I believe is almost exclusively due to the Corrosive Spine's clouds. With that Golem took about as long as a Pre-Hardmode boss despite its health pool, though to be fair I wasn't all too worried about this fight anyways
With Golem defeated I grabbed the Etherial Extorter, Miracle Fruit, a Destroyer Emblem with some farming, and the Hydrothermic Armour and Wings due to getting the Picksaw

Calamitas: 2:50
Once again the Corrosive Spine's power continues to make bosses that'd otherwise cause me great problems into generally simple affairs, so I'm likely to be sticking with it for a while longer. I'm starting to see where the 'Rogue is broken' argument comes from
The only upgrade I get from this is the Asgard's Valor; though this is totally worth the effort due to the buffs and finally getting myself a dash

Aureus: 2:38
Aureus is normally a lengthy fight in challenge runs, but this time is an exception. I was able to sometimes deal in excess of 20% of its health in damage within a single cycle, which genuinely surprised me. Aside from a few stray hits, Aureus almost never hit me either, leading to a straightforward fight
Unfortunately I get no upgrades from this boss

Anahita & Leviathan: 3:47
Well, moreso just Leviathan. Anahita herself was down to 40% within around a minute and never put me in any particular danger, and her presence in the final phase was also minimal.
Leviathan's bulk was a little problematic, however, lowering my general DPS down to around 700-800. This was still manageable, though, and thus Levi was also taken down to 40% within about 2 minutes. The last minute of the fight was also mainly spent on Levi
No real upgrades from this fight, either

PBG: 10:38
Plaguebringer was unfortunately one of the outliers on the trend of simple boss fights. Like Aureus it was big and bulky, but unlike Aureus it was also highly mobile and thus hitting it consistently was actually very difficult; leading to a lengthy fight.
Another boss where, unfortunately, I cannot really upgrade any of my gear... which kinda sucks considering it was effectively 10 minutes for a checkmark

Duke Fishron: 2:05
Luxor's generally made the bubble spam attacks nonexistent, since the sheer amount of piercing projectiles produced popped the bubbles as they spawned. A little hard to hit consistently when moving, but when it stopped to spawn sharknadoes or to change phases I could get in a lot of hits rather quickly
Martians decided to show up after the Duke was defeated, which rained on the parade a little. At least I got the Fishron wings eventually

Ravager: 4:06
A slow battle compared to some of the previous ones, but not as insultingly slow as PBG's due to Ravager's comparatively limited movement. Not too much to say, as the fight went fairly normally
Decided not to open the Treasure Bags immediately, since Ravager doesn't provide any drops I want/have room for at the moment; instead I saved them until later to get the better Geodes from them
Mycoroot Only (Continued II)
Lunatic Cultist: 2:34
Not a tough fight in itself, but an awkward one due to the Cultist's small size and frequent teleportation making it hard to hit reliably. Not much to say, really
I did get the Ancient Manipulator and begin the lunar events by defeating him, as expected.

Astrum Deus: 23:39
A fight I dreaded due to Astrum Deus being a fight that always ends up problematic in challenge runs, even with items that had shredded the previous worm bosses at my disposal
In each attempt I brought Astrum down to Phase 2 by around the time that nighttime was ending, regardless of optimisations, since my DPS against it was so bad. After a while I unlocked Cirrus for the candles and some buffs like the Vodka for i-frames, and the Moscow Mule and Tequila for damage buffs, but even with these buffs I could only take Phase 1 down to 4:27; leading to Phase 2 being primarily fought in the daytime
Eventually, after multiple attempts and a lot of playing defensively, I beat A.D.
Unfortunately, though, I don't really get any drops from it; a much bigger insult than with the Plaguebringer due to just how much more went into this fight

Moon Lord: 10:17
My notes only tell me that this fight was, somehow, actually worse than the A.D. fight before it. I have trouble dealing enough damage to stop it healing, which was the main issue, even with all of my items. On top of this, my usual strategies of distancing myself from the boss don't work, since I need to stay close for Mycoroot to hit it
Number of attempts wasn't listed, but something tells me it was a lot
Managing to defeat Moon Lord grants an additional accessory slot from the old challenge rules, another from the Celestial Onion, and allowed me to get the Seraph Tracers and the Moonstone Crown
Fun fact the Corrosive Spine's toxic clouds can spawn sigils from the Moonstone Crown. Not hugely important, but an interesting thing to note

Post-Moon Lord:
The main changes were the things written about after Moon Lord, as well as getting Empyrean Armour for an armour upgrade
The increase in accessory slots from the consumables, challenge rules, and crafting the Tracers were a big help and did grant me a fairly decent DPS buff, which was nice

Polterghast: 26:00
You'd think that, seeing how long the fight took, that Polter was a tough boss. However my previous challenge runs have made it so that I don't find Polter very challenging anymore, moreso just long. Usual Polter strategies worked, even if I did have to slowly chip away at it to deal any damage
With Polter defeated after almost half an hour of time sunk into it, I can finally obtain the Reaper Tooth Necklace; an item that... was nerfed at some point to no longer provide as much armour penetration... oh

Guardians: 3:23
Guardians proved to be slightly more of a threat than I'd anticipated, though not overwhelmingly so. Sticking close to them while 2 or 3 were alive was tricky, since the projectiles and dashes would hit me often and take away lots of my health, but after the fight was only reduced to the single Guardian I was healing back much more health through natural regeneration and potions than it could damage me so long as I played at least slightly carefully; leading to a generally nonthreatening final phase
Now I can fight Providence, which is really the only thing this fight provides most of the time

Providence: 16:28
Providence is a fight I will break up into 3 parts; above 34%, Guardians, and Post-Guardians. Above 34% before the Guardians spawned the fight was slow but simple enough, with Providence's large hitbox making it a prime target for things like the Corrosive Spine's clouds and my general projectile spam.
When the Guardians spawned they were significantly troublesome, since this was still when 2 Guardians pursued the player while the third healed Providence. I had to deal with the offensive and defensive Guardians before the healing one due to the pressure they provided, and by time time I'd defeated the healer Providence had healed back to over 70%. Oh no
After the Guardians I managed to get Providence below 10% before my fears were realised and it changed into its nighttime phase for the final stretch of the fight. Fortunately this only lasted about a minute, so I just about managed to pull through and win this attempt.
With Providence defeated I could get Elderberries and both Tarragon and Bloodflare Armour were available to me.
This is also the last 'major' boss fight with any accessible data on it

Signus: 4:24
Signus was simple enough, being a fairly tame fight after Providence without too many things of note. However, one thing to state was that my damage was so bad I couldn't 1-shot the Cosmilanterns, making them much more of a threat than normal
The first of three Sentinels defeated

Void: 11:36
A long fight, but this was expected. Due to my sheer amount of projectiles and the amount of hitboxes Void has due to the Dark Energies the Bloodflare heart spawning effect triggered constantly, which allowed me to remain relatively healthy throughout the long fight. Not much else to add, however.
The second Sentinel defeated

Weaver: 7:46
Phase 1 proved to be a little awkward, since the Mycoroot's short range forces me to take a true melee approach and sit next to the tail as much as possible, but unlike true melee my DPS is awful and thus this takes a while. Phase 2 was, nicely, a lot simpler and could be dealt with by the typical strategies of circles and wavy movements
The third Sentinel defeated, and now I finally decided to properly shuffle around my gear since things like Luxor's chip damage stopped being relevant now.

However, there's a problem. All data from beyond this point in the run is entirely absent, meaning I don't have any notes regarding Dragonfolly, the Old Duke, the Devourer, Yharon, SCal, Draedon, or the Eidolon Wyrm.
While I did think about re-attempting those parts of the run, the fact that fights were taking in excess of 20 minutes for major bosses, and the fact that the latter 5 in the list were likely going to take over an hour per fight each due to their huge leap in stats compared to prior bosses, generally led me to drop the run since I didn't want to fight through what is basically another 6 hours of bosses, without also including deaths.

Thus, unfortunately, I have no records of probably the most interesting part of the run and, thus, the run was scrapped. Sad, considering how far in I was, but I don't like the idea of trying to fight the last 5 bosses over what would likely be multiple straight days of attempts. Sorry.
[Added: 16/7/22]
[Final Notes]
This is the current list of Calamity challenge runs that didn't get their own pages for one reason or another. Any changes and/or updates from here will be listed as I find any evidence among my files that I completed or at least attempted them, with any possible timestamps to say when they were found or, where possible, when the runs were attempted

Also sorry for the lack of challenge run content as of recent, I've just been fairly busy with a lot of other projects, and additionally some actual troubles on the challenge runs themselves as you might see from the notes on the runs above

I do plan to do more content in the future, both Calamity and for some other mods perhaps, but we'll see when we get there

Anyways, see you next time :)
15 Comments
Chia <3 30 Dec, 2022 @ 3:27pm 
These challenges would be a lot harder with Death or Master Mode, yet their still hard enough for me to not do them.
George Washington 30 Dec, 2022 @ 12:09pm 
░░░░░▄█▌▀▄▓▓▄▄▄▄▀▀▀▄▓▓▓▓▓▌█
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▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌ Copy
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█▐▓▓▓▓▓▓▄▄▄▓▓▓▓▓▓█▓█▓█▓█▓▓▓ DO IT
Okami Tomato  [author] 19 Dec, 2022 @ 4:38pm 
Don't know what the latter item is, but iirc Atlas was broken for a while for some reason and was nigh-unkillable

Best to try and find more knowledgeable people on this, though
fish 16 Dec, 2022 @ 3:23pm 
bro can somebody explain how to kill atlas from spirit mod without Ebony and Ivory from the alchemist mod?
hyeonse's cookie 8 Dec, 2022 @ 8:18pm 
I thought of that comment as a joke and, here we go, you are starting to find out a possible solution! I salute you.
Okami Tomato  [author] 8 Dec, 2022 @ 1:17pm 
That's probably not possible

Skeletron, Wof, Prime, EoL, ML, Guardians and Providence are all DPS checks and while you could probably explosive/boulder your way through the first few I think by late HM/early PML you'd never have enough damage

If you did all your damage would come from traps and maybe the Santa-nk1 mount
hyeonse's cookie 8 Dec, 2022 @ 7:07am 
Weaponless + accessoryless at once? 🧐 Expecting nothing less from you at this point.
Okami Tomato  [author] 8 Dec, 2022 @ 5:24am 
Cool stuff about attempting the Weaponless run yourself there :steamthumbsup:

Speaking of the Weaponless run, though, I may be planning something related to it soon when I've finished my current university assignments, but I will say no more on it yet :P
hyeonse's cookie 8 Dec, 2022 @ 4:17am 
I had to come up with solutions for dealing with extra spawns, especially since Stealth-lock mod disabled never stopping to fire... sort of... But yeah, it's not as technically involved/theorycrafting-intensive as some of your challenges!

Just today I followed your weaponless run guide and managed to clear a revengeance run with flying colors. I think I mentioned it once before but thanks for sharing these reports! This is really reinvigorating my excitement for the game and the mod. I'm trying to come up with a cool and/or weird challenge run idea but the best I've got is not interacting with anything limited in quantity (blocks, ore, chest loot, etc.) though I am not sure if I'll find any unexpected twists until I actually do it. It'd be a tiring playthrough...
Okami Tomato  [author] 7 Dec, 2022 @ 5:14pm 
Done runs based on increasing spawns before, honestly more of an inconvenience than something cool to write about

But it is a fine idea for just a run for anyone who wants to attempt that :P