Finally was convinced to transplant this from TO . . . its been neglected too long. I realize I need to edit the white blocks behind the sprites. I'll do it when time permits! For now, its just a direct cross-post from the original thread here: http://www.terrariaonline.com/threads/lihzahrd-invasion.151075/
Recently been thinking about the Lihzahrd species, having seen some other decent suggestions involving them, and it came to me that they might make for an excellent post-Golem invasion! So, without any further delay, allow me to begin!
Lihzahrd Invasion
This would be the third true invasion in the game, after Goblin and Pirate (we all know Frost Legion doesn't count). It would be balanced accordingly, as a post-Golem event. After the Golem has been defeated the first time, the Lihzahrd army will begin approaching over the course of 5 in game days, each morning giving a notification of how many days remain. After that invasion occurs, the invasion becomes a random event ala Goblin and Pirate Invasions. Furthermore, it could be summoned using an item crafted from Energy Cells, called a Lihzahrd Beacon.
(Thanks to TerrariamcSwaggins for cleaning up the transparency on half my sprites!!!)
Possible Invasion Enemies
Lihzahrd (standard)
400 HP
Damage: 38/60 (feral)
Defense: 20/30 (feral)
The generic foot soldier of the Lihzahrd army, they function the same as they do in the Temple.
Flying Serpent
200 HP (first form)/300 HP (second form)
Damage: 85
Defense: 30/36
What Lihzahrd invasion would be complete without the Flying Snakes of the Temple? But these are no ordinary Flying Snakes, nooo. When you kill these for the first time, they lose their wings and turn into Worm AI enemies who will then burrow through your fortifications. Basically, they are like a Slimer, except they turn into Worms AI, not Slime AI.
Lihzahrd Guardian
1000 HP
Damage: 50/75 (feral)
Defense: 30/40 (feral)
Elite troopers of the Lihzahrd army, they are stronger melee units. Like standard Lihzahrds, they go into a feral rage at half health, running faster and gaining damage, defense, and resistance to knock back.
Lihzahrd Spear Guardian
800 HP
Damage: 40/75 (feral)
Defense: 26/40 (feral)
Elite ranged soldiers, these throw spears from a distance (think Goblin Archers). More disciplined than standard Lihzahrds, they do not enter a rage until they are at 1/4th health, whereupon they act like standard Lihzahrd Guardians in rage.
Lihzahrd Shaman
200 HP (spirit form)/300 HP (second form)
Damage: 90 (spirit form)/45 (second form)/60 (feral)
Defense: 34 (spirit form)/10 (feral)
Expert spiritualists, these Lihzahrds have entered non-corporeal form and function on Wraith AI, floating through walls. Upon taking 200 damage, their mask breaks and they fall out of the spiritual plane and function as more or less normal Lihzahrds with less health/defense and slightly higher damage.
Lihzahrd Watcher
500 HP
Damage: 55/70 (feral)
Defense: 15/30 (feral)
Teleporting assault troopers, these enemies teleport through walls (think Goblin Sorcerers) and assault with a fast firing Heat Ray. Upon reaching half health, they feral like other Lihzahrds, but continue to teleport to reach the player, much like Chaos Elementals do.
Zardoz
2000 HP
Damage: 60
Defense: 30
A miniature floating golem head, it flies around and shoots the characteristic wallhacking eye lasers. Firing rate increases as health approaches zero.
Lihzahrd General
1500 HP (first form)/ 2000 HP (second form)
Unicorn AI (first form) Fighter AI (second form)
Damage:
First form: 100
Second form: 80 (contact damage), 55 (Stynger damage), 110 (feral)
Defense: 34 (mounted)/30 (on foot)/44 (feral)
An uncommon Lihzahrd commander, he rides in on a velociraptor, using Unicorn AI.
After taking 1500 damage, his raptor dies, and he continues to attack on foot, using very fast modified Fighter AI. He also wields a Stynger, which he stops to fire occasionally. Like other Lihzahrds, he enters feral mode at 500 health, becoming the most ferocious opponent faced on the field, a fast moving, knockback resistant, high damage beast.
Drops:
(sprite provided by Blitzfan!)
Golem Staff - Summons a mini-Golem head to fight for you.
Damage: 40
Minion AI: Flying projectile class, shoots enemy piercing eye beams
A mockup of what they may look like:
Lihzahrd Javelin
Damage: 70
Speed: 15
Description: Medium length spear, shoots a single piercing projectile spear out each swing that also deals 70 damage.
The Gun
Has a 1% chance to drop from Zardoz.
Damage: 40 x3 (fires 3 round burst like Clockwork Assault Rifle)
Speed: 10
Only consumes 1 round per burst.
Tooltip: "The Gun is good."
Curious Device - Accessory
Upon taking damage, player reactively drops 2 Lihzahrd spiky balls that last for ten seconds. These do not hurt the player. Can be tinkered with the Star Veil and/or Cross Necklace?
Lihzahrd Totem - Accessory
Turns the wearer into a Lihzahrd. Grants the wearer increased damage, attack speed, movement speed and defense which rises as their health falls.
Witch Doctor Voodoo Doll
Tooltip: "I wouldn't even try it."
When equipped, any damage done to the Witch Doctor is done to you. You didn't think you could out voodoo a witch doctor, could you?
Double Pygmy
Tooltip: "Pyg-ception"
Recipe: Pygmy Necklace + Witch Doctor Voodoo Doll
Increases users maximum number of minions by 2.
Raptor Talon
Summons a Raptor mount
Info: High speed and acceleration, high jump height and speed, but no flight.
(sprites provided by Corenality!)
Lihzahrd Garb
A basic Lihzahrd outfit, dropped rarely by all but the Zardoz and Flying Serpent.
Lihzahrd Traps - All Lihzhard mobs in the invasion except the Flying Snake have a low chance to drop assorted Lihzahrd traps.
Also, banners!
!!Bonus!!
Bag of Spikyballs - Accessory
Tooltip - Don't put them in your pocket.
Upon taking damage, player reactively drops 1 Goblin Spiky Ball that lasts for 10 seconds. This does not hurt the player.
Has a 0.5% chance of dropping from members of the Goblin Invasion.
Recently been thinking about the Lihzahrd species, having seen some other decent suggestions involving them, and it came to me that they might make for an excellent post-Golem invasion! So, without any further delay, allow me to begin!
Lihzahrd Invasion
This would be the third true invasion in the game, after Goblin and Pirate (we all know Frost Legion doesn't count). It would be balanced accordingly, as a post-Golem event. After the Golem has been defeated the first time, the Lihzahrd army will begin approaching over the course of 5 in game days, each morning giving a notification of how many days remain. After that invasion occurs, the invasion becomes a random event ala Goblin and Pirate Invasions. Furthermore, it could be summoned using an item crafted from Energy Cells, called a Lihzahrd Beacon.
(Thanks to TerrariamcSwaggins for cleaning up the transparency on half my sprites!!!)
Possible Invasion Enemies
Lihzahrd (standard)
400 HP
Damage: 38/60 (feral)
Defense: 20/30 (feral)
The generic foot soldier of the Lihzahrd army, they function the same as they do in the Temple.
Flying Serpent
200 HP (first form)/300 HP (second form)
Damage: 85
Defense: 30/36
What Lihzahrd invasion would be complete without the Flying Snakes of the Temple? But these are no ordinary Flying Snakes, nooo. When you kill these for the first time, they lose their wings and turn into Worm AI enemies who will then burrow through your fortifications. Basically, they are like a Slimer, except they turn into Worms AI, not Slime AI.
Lihzahrd Guardian
1000 HP
Damage: 50/75 (feral)
Defense: 30/40 (feral)
Elite troopers of the Lihzahrd army, they are stronger melee units. Like standard Lihzahrds, they go into a feral rage at half health, running faster and gaining damage, defense, and resistance to knock back.
Lihzahrd Spear Guardian
800 HP
Damage: 40/75 (feral)
Defense: 26/40 (feral)
Elite ranged soldiers, these throw spears from a distance (think Goblin Archers). More disciplined than standard Lihzahrds, they do not enter a rage until they are at 1/4th health, whereupon they act like standard Lihzahrd Guardians in rage.
Lihzahrd Shaman
200 HP (spirit form)/300 HP (second form)
Damage: 90 (spirit form)/45 (second form)/60 (feral)
Defense: 34 (spirit form)/10 (feral)
Expert spiritualists, these Lihzahrds have entered non-corporeal form and function on Wraith AI, floating through walls. Upon taking 200 damage, their mask breaks and they fall out of the spiritual plane and function as more or less normal Lihzahrds with less health/defense and slightly higher damage.
Lihzahrd Watcher
500 HP
Damage: 55/70 (feral)
Defense: 15/30 (feral)
Teleporting assault troopers, these enemies teleport through walls (think Goblin Sorcerers) and assault with a fast firing Heat Ray. Upon reaching half health, they feral like other Lihzahrds, but continue to teleport to reach the player, much like Chaos Elementals do.
Zardoz
2000 HP
Damage: 60
Defense: 30
A miniature floating golem head, it flies around and shoots the characteristic wallhacking eye lasers. Firing rate increases as health approaches zero.
Lihzahrd General
1500 HP (first form)/ 2000 HP (second form)
Unicorn AI (first form) Fighter AI (second form)
Damage:
First form: 100
Second form: 80 (contact damage), 55 (Stynger damage), 110 (feral)
Defense: 34 (mounted)/30 (on foot)/44 (feral)
An uncommon Lihzahrd commander, he rides in on a velociraptor, using Unicorn AI.
After taking 1500 damage, his raptor dies, and he continues to attack on foot, using very fast modified Fighter AI. He also wields a Stynger, which he stops to fire occasionally. Like other Lihzahrds, he enters feral mode at 500 health, becoming the most ferocious opponent faced on the field, a fast moving, knockback resistant, high damage beast.
Drops:
Golem Staff - Summons a mini-Golem head to fight for you.
Damage: 40
Minion AI: Flying projectile class, shoots enemy piercing eye beams
A mockup of what they may look like:
Lihzahrd Javelin
Damage: 70
Speed: 15
Description: Medium length spear, shoots a single piercing projectile spear out each swing that also deals 70 damage.
The Gun
Has a 1% chance to drop from Zardoz.
Damage: 40 x3 (fires 3 round burst like Clockwork Assault Rifle)
Speed: 10
Only consumes 1 round per burst.
Tooltip: "The Gun is good."
Curious Device - Accessory
Upon taking damage, player reactively drops 2 Lihzahrd spiky balls that last for ten seconds. These do not hurt the player. Can be tinkered with the Star Veil and/or Cross Necklace?
Lihzahrd Totem - Accessory
Turns the wearer into a Lihzahrd. Grants the wearer increased damage, attack speed, movement speed and defense which rises as their health falls.
Witch Doctor Voodoo Doll
Tooltip: "I wouldn't even try it."
When equipped, any damage done to the Witch Doctor is done to you. You didn't think you could out voodoo a witch doctor, could you?
Double Pygmy
Tooltip: "Pyg-ception"
Recipe: Pygmy Necklace + Witch Doctor Voodoo Doll
Increases users maximum number of minions by 2.
Raptor Talon
Summons a Raptor mount
Info: High speed and acceleration, high jump height and speed, but no flight.
Lihzahrd Garb
A basic Lihzahrd outfit, dropped rarely by all but the Zardoz and Flying Serpent.
Lihzahrd Traps - All Lihzhard mobs in the invasion except the Flying Snake have a low chance to drop assorted Lihzahrd traps.
Also, banners!
!!Bonus!!
Bag of Spikyballs - Accessory
Tooltip - Don't put them in your pocket.
Upon taking damage, player reactively drops 1 Goblin Spiky Ball that lasts for 10 seconds. This does not hurt the player.
Has a 0.5% chance of dropping from members of the Goblin Invasion.
Last edited: