Trollimir
Hardmode Boss, estimated to be Plantera tier, can be fought at any point after unlocked for a character.
Initial Unlocking:
Trollimir is summonable after the player has attacked a "Lost Girl" before she transforms into a Nymph, dealing at least half her health in damage before transformation.
Summoning:
After being unlocked, Trollimir has a 1% chance of being summoned whenever a player damages an enemy using a copper shortsword.
Stats
Life: 20,000
All damages must be balanced according to difficulty.
Accessories:
- Lava Waders
- Ankh Shield
- Cross Necklace
- Magma Stone
Abilities:
- Rod of Discord (max 2 teleports every 10 seconds)
Note: Intercepting evading players is exempt from this limit
- Magic Harp (At Long Range, when in an enclosed area)
- Megashark + Ichor Bullets (Long Range)
- Terra Blade (At Short Range) (Autoswung, fires projectile at each swing regardless of speed)
- Phase: Trollimir can phase through walls if his path is blocked off, meaning you can't abuse sandbox mechanics to be unreachable.
- Mirror Shield
- Greater Healing Potion: Trollimir will drink these occasionally, but has a 60 second cooldown and will not drink while at close range.
This will show a small drinking animation that lasts for 1 second, during which Trollimir is unable to move/attack. Use your chance!
How the Mirror Shield works
Usable like a real shield. Wielder holds a shield infront of them, that reflects any projectile in the direction they're holding the shield.
Projectiles reflected will count as the player's projectiles. The shield must be used by holding Left-Click while on the hotbar, or via Right-Clicking while in inventory (can be toggled in the options menu).
Another option is to assign it to a custom key like the grappling hook.
The Mirror Shield is inspired by the equivalent shield in The Legend of Zelda: Ocarina of Time, and works roughly the same way.
(
http://i.imgur.com/VCk86.png )
Mirror Shield can drop for the player (10% chance), provided the player wins the fight without using a single health potion or heart pickup.
The shield can not aim fully 360 degrees.
There are 2 different versions of the shield, one for Normal Mode, and one for Expert Mode.
Here's a diagram for how the shield can be aimed, with an explanation below.
(
http://i.imgur.com/73e5QaA.png )
In Normal mode, the shield dropped will be "regular" and can aim as low as the 210 or 330 degree nodes (Depends on what way you're facing, duh). The red area is too low.
In Expert Mode, the shield dropped will be an enhanced version and can aim even lower, reaching the blue nodes at 240 or 300 degrees.
Additionally, the two different versions of the shield will be different in power.
Regular Shield: a returned projectile will normally deal 133% projectile damage, and have a 14% chance of recoiling the player for 50% of its damage.
Enhanced Shield: a returned projectile will normally deal 250% projectile damage, and have a 2% chance of recoiling the player for 33% of its damage.
Additionally, if the projectile is capable of taking 1/5 of the player's current health (typical for bosses), the values above change:
Regular Shield: a returned projectile will thus deal 75% projectile damage, and have a 25% chance of recoiling the player for 50% of its damage.
Enhanced Shield: a returned projectile will thus deal 150% projectile damage, and have a 10% chance of recoiling the player for 33% of its damage.
There are also limits to what the shields can block:
Regular Shield can reflect most regular projectiles. It can not reflect spray-based attacks (Water Scepter, Ichor, Flamethrowers), objects that bounce (Plantera's attacks, Shurikens, Spiky balls) or the Demon Scythe. It can, however, reflect projectiles that pass through terrain.
Enhanced Shield can reflect all projectiles, even the ones above, except for the Demon Scythe.
Projectiles reflected with the Enhanced Shield will "regain" their pierce effect if they originally had one.
Mirror Shield can only block small or regular projectiles. It does not reflect Demon Scythe, Flamethrower, Stakes, Water Scepter and similar, but does reflect Arrows, Bullets, Waterbolt, Lasers and so on. It does NOT reflect piercing projectiles, as they may pierce the actual shield, unless their "pierce" effect has been wasted already.
Behaviour:
- If player is either behind objects, or dodges too many shots, Trollimir will randomly teleport to the player to strike with Terra Blade
- Uses simple "RPS Calculation" to determine how to attack the player whenever the player changes active weapon or gear (Explanation below)
- If a player is moving too away too quickly or too far, Yrimir may teleport to the player + do instant melee attack + teleport slightly ahead to block off their path
- Trollimir may teleport in order to avoid powerful projectiles or attacks, but is limited by the cooldown.
- Trollimir may also teleport to the player when none of these conditions are met, but this is rare.
- Trollimir will usually try to teleport below the player, to prevent being struck. If that is not doable, he will teleport behind you.
- Trollimir will despawn if there are any teleporters or traps in the area. Ain't nobody got time for easy-win or DG strategies.
RPS calculation (Rock-Paper-Scissor) is basically a way to determine what works best against a player.
These factors are used:
* Player Equipment (Armor, Accessories)
* Active weapon
* Player movement direction
- If a player is using Ranged weaponry, that means they're not gonna like melee attacks.
- If a player is wearing low-defense equipment (Typical for a mage or ranged), that adds more incentive to attack with melee weapons.
- If a player has high defense/melee armor and a melee weapon selected on the hotbar, the boss will avoid melee combat and go ranged/magic
Part of the reason Trollimir will teleport ahead after attacking when a player is running away, is that players would otherwise easily just bait him into close combat by "evading". Instead, the player's gonna get wounded and then their path is blocked off, meaning there is no point in trying to escape.