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[[Caster AI]] is an [[AI]] followed by the Caster class of [[enemies]]. Casters move exclusively via teleporting, and fire slow-moving projectiles that travel through [[Block]]s.
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'''Caster AI''' is an [[AI]] followed by the caster class of [[enemies]]. Casters move exclusively via teleporting, and fire slow-moving projectiles that travel through [[blocks]].
   
 
== Caster enemies ==
 
== Caster enemies ==
 
{|class="terraria"
 
{|class="terraria"
!Enemy
+
! Enemy
!Projectile
+
! Projectile
  +
! Biome
!Spawn
 
 
|-
 
|-
|{{item link|Dark Caster|size=20px}}
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| {{item|Dark Caster|size=20px}}
|{{item link|Water Sphere}}
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| {{item|Water Sphere}}
|[[Dungeon]]
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| [[Dungeon]]
 
|-
 
|-
|{{item link|Diabolist|size=40px}}
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| {{item|Diabolist|size=40px}}
  +
| Inferno
|
 
|[[Dungeon]]
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| [[Dungeon]]
 
|-
 
|-
|{{item link|Necromancer|size=40px}}
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| {{item|Necromancer|size=40px}}
  +
| Shadow Beam
|
 
|[[Dungeon]]
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| [[Dungeon]]
 
|-
 
|-
|{{item link|Ragged Caster|size=40px}}
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| {{item|Ragged Caster|size=40px}}
  +
| Lost Soul
|
 
|[[Dungeon]]
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| [[Dungeon]]
 
|-
 
|-
|{{item link|Fire Imp|size=20px}}
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| {{item|Fire Imp|size=25px}}
|{{item link|Burning Sphere}}
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| {{item|Burning Sphere}}
|[[Underworld]]
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| [[Underworld]]
 
|-
 
|-
|{{item link|Goblin Sorcerer|size=20px}}
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| {{item|Goblin Sorcerer|size=20px}}
|{{item link|Chaos Ball}}
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| {{item|Chaos Ball}}
|[[Goblin Invasion]]
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| [[Goblin Invasion]]
 
|-
 
|-
|{{item link|Tim|size=20px}}
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| {{item|Tim|size=20px}}
|{{item link|Chaos Ball}}
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| {{item|Chaos Ball}}
|[[Cavern]]
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| [[Cavern]]
 
|-
 
|-
|{{item link|Rune Wizard|size=20px}}
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| {{item|Rune Wizard|size=20px}}
  +
| {{item|Rune Blast|image=Ice Bolt.png|link=}}
|
 
|[[Cavern]]
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| [[Cavern]]
 
|-
 
|-
  +
| {{item|Desert Spirit|size=20px|small=y}}
  +
| {{item|Desert Spirit's Curse|image=Spirit Flame (projectile).gif|link=}}
  +
| [[Underground Desert|Corrupted/Crimson Underground Desert]]
 
|}
   
 
== Behavior ==
 
== Behavior ==
 
Casters always perform the following actions in succession:
 
Casters always perform the following actions in succession:
   
  +
# Check for a location to teleport to, that:
#Teleport, usually to an on-screen location
 
#Fire 3 projectiles towards the player in succession
+
#* is within 20 tiles from the player, but at least 4 tiles away
  +
#* contains a space free from solid blocks that is at least 4 blocks high and 3 blocks wide
#Pause for about 3 seconds after firing
 
  +
#* does not contain lava
#Teleport to another on-screen location, beginning the cycle again.
 
  +
# Teleport to a random valid location, if there are any
  +
# Fire 3 projectiles towards the player in succession
 
# Pause for about 3 seconds after firing
  +
# Check for other valid teleport locations, beginning the cycle again.
   
  +
* Dungeon-based Casters will only teleport to spaces containing any variant of naturally-placed [[Dungeon Brick Wall]], effectively preventing them from teleporting anywhere outside of the Dungeon.
*If damage is taken while firing, a Caster will stop firing and begin the 3-second pause immediately, followed by a teleport.
 
*If damage is taken during a 3-second pause, the pause countdown is reset back to 3 seconds, followed by a teleport. Taking repeated damage will continuously reset the countdown timer and prevent the Caster from firing.
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* If damage is taken while firing, a Caster will stop firing and begin the 3-second pause immediately, followed by a teleport.
  +
* If damage is taken during a 3-second pause, the pause countdown is reset back to 3 seconds, followed by a teleport. Taking repeated damage will continuously reset the countdown timer and prevent the Caster from moving or firing.
*Casters will never walk or jump. Their only method of movement is teleporting (aside from [[Knockback]] from being attacked).
 
  +
** Necromancers and Diabolists teleport as soon as they take damage, so it may be difficult to defeat these enemies with low-damage weapons.
*Casters' projectiles travel through all block types, but each can be destroyed by a single swipe with any [[Weapon]] or [[Tool]].
 
  +
** Ragged Casters will not teleport immediately after being hit, but they have no delay between teleporting and firing their shots.
 
* Casters will never walk or jump. Their only method of movement is teleporting (aside from [[knockback]] from being attacked).
 
* Casters' projectiles travel through all block types. Excepting Necromancers, Diabolists, and Ragged Casters, each can also be destroyed by a single swipe with any [[weapon]] or [[tool]].
   
== Strategies ==
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== Tips ==
Using a fast weapon which attacks continuously while holding the attack button makes for an effective shield against Casters' projectiles. Weapons like the [[Muramasa]] will work perfectly (even [[Pickaxe]]s, [[Hammer]]s, or [[Axe]]s will work reasonably well, as their swings similarly don't require individual clicks).
+
Using a fast weapon which attacks continuously while holding the attack button makes for an effective shield against Casters' projectiles. Weapons like the [[Muramasa]] will work perfectly (even [[pickaxes]], [[hammers]], or [[axes]] will work reasonably well, as their swings similarly do not require individual clicks). An [[Inferno Potion]] also blocks their projectiles.
   
The [[Vilethorn]] is effective both for taking down projectiles and attacking Casters, since it is the only weapon available to the player than can travel through walls. It has the best chance of stopping projectiles early, being capable of taking down projectiles at a reasonable distance even when they are coming through a thick wall. It is also good for attacking Casters when they are out of reach due to teleporting behind walls.
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The [[Death Sickle]], [[Mushroom Spear]], [[Chlorophyte Saber]], {{eil|Crystal Vile Shard}}, or the [[Nettle Burst]] are effective both for taking down projectiles and attacking Casters, since they are powerful weapons and can travel through walls. They have the best chance of stopping projectiles early, being capable of taking down projectiles at a reasonable distance even when they are coming through a thick wall. They are also good for attacking Casters when they are out of reach due to teleporting behind walls.
   
After Casters have fired their 3-projectile volley, there is a 3-second gap until they teleport; this is the perfect time to attack. Once you have started attacking, make sure you don't stop for too long, or else they will teleport again. Repeated attacks prevent Casters from firing or teleporting away.
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After Casters have fired their 3-projectile volley, there is a 3-second gap until they teleport; this is the perfect time to attack. Once you have started attacking, make sure you do not stop for too long, or else they will teleport again. Repeated attacks prevent Casters from firing or teleporting away.
   
 
Sometimes it is best to shield off their attacks when they are far away or in a hard-to-reach area, and wait until they teleport within attack range.
 
Sometimes it is best to shield off their attacks when they are far away or in a hard-to-reach area, and wait until they teleport within attack range.
   
 
== History ==
 
== History ==
{{history|1.0.5|A longer delay was added between the 3-shot volley and the next teleport.}}
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{{history|Desktop 1.4.0.5|Fixed an NPC smoothing issue with Caster AI enemies.}}
  +
{{history|Desktop 1.0.5|A longer delay was added between the 3-shot volley and the next teleport.}}
{{history|Pre-Release|Introduced.}}
 
  +
{{history|Desktop-Release|Introduced.}}
  +
{{history|Console-Release|Introduced.}}
  +
{{history|Mobile-Release|Introduced.}}
 
{{history|3DS-Release|Introduced.}}
  +
 
[[Category:Caster AI NPCs| ]]
   
 
{{Casters}}
 
{{Casters}}
  +
[[Category:Caster NPCs|*]]
 
  +
[[de:Magier-KI]]
  +
[[fr:IA Magicien]]
  +
[[zh:法师 AI]]
  +
{{translation projects}}

Revision as of 04:04, 13 August 2020

Caster AI is an AI followed by the caster class of enemies. Casters move exclusively via teleporting, and fire slow-moving projectiles that travel through blocks.

Caster enemies

Enemy Projectile Biome
Dark CasterDark Caster Water SphereWater Sphere Dungeon
DiabolistDiabolist Inferno Dungeon
NecromancerNecromancer Shadow Beam Dungeon
Ragged CasterRagged Caster Lost Soul Dungeon
Fire ImpFire Imp Burning SphereBurning Sphere Underworld
Goblin SorcererGoblin Sorcerer Chaos BallChaos Ball Goblin Invasion
TimTim Chaos BallChaos Ball Cavern
Rune WizardRune Wizard Rune BlastRune Blast Cavern
Desert SpiritDesert Spirit Desert Spirit's CurseDesert Spirit's Curse Corrupted/Crimson Underground Desert

Behavior

Casters always perform the following actions in succession:

  1. Check for a location to teleport to, that:
    • is within 20 tiles from the player, but at least 4 tiles away
    • contains a space free from solid blocks that is at least 4 blocks high and 3 blocks wide
    • does not contain lava
  2. Teleport to a random valid location, if there are any
  3. Fire 3 projectiles towards the player in succession
  4. Pause for about 3 seconds after firing
  5. Check for other valid teleport locations, beginning the cycle again.
  • Dungeon-based Casters will only teleport to spaces containing any variant of naturally-placed Dungeon Brick Wall, effectively preventing them from teleporting anywhere outside of the Dungeon.
  • If damage is taken while firing, a Caster will stop firing and begin the 3-second pause immediately, followed by a teleport.
  • If damage is taken during a 3-second pause, the pause countdown is reset back to 3 seconds, followed by a teleport. Taking repeated damage will continuously reset the countdown timer and prevent the Caster from moving or firing.
    • Necromancers and Diabolists teleport as soon as they take damage, so it may be difficult to defeat these enemies with low-damage weapons.
    • Ragged Casters will not teleport immediately after being hit, but they have no delay between teleporting and firing their shots.
  • Casters will never walk or jump. Their only method of movement is teleporting (aside from knockback from being attacked).
  • Casters' projectiles travel through all block types. Excepting Necromancers, Diabolists, and Ragged Casters, each can also be destroyed by a single swipe with any weapon or tool.

Tips

Using a fast weapon which attacks continuously while holding the attack button makes for an effective shield against Casters' projectiles. Weapons like the Muramasa will work perfectly (even pickaxes, hammers, or axes will work reasonably well, as their swings similarly do not require individual clicks). An Inferno Potion also blocks their projectiles.

The Death Sickle, Mushroom Spear, Chlorophyte Saber, Crystal Vile Shard, or the Nettle Burst are effective both for taking down projectiles and attacking Casters, since they are powerful weapons and can travel through walls. They have the best chance of stopping projectiles early, being capable of taking down projectiles at a reasonable distance even when they are coming through a thick wall. They are also good for attacking Casters when they are out of reach due to teleporting behind walls.

After Casters have fired their 3-projectile volley, there is a 3-second gap until they teleport; this is the perfect time to attack. Once you have started attacking, make sure you do not stop for too long, or else they will teleport again. Repeated attacks prevent Casters from firing or teleporting away.

Sometimes it is best to shield off their attacks when they are far away or in a hard-to-reach area, and wait until they teleport within attack range.

History

  • Desktop 1.0.5: A longer delay was added between the 3-shot volley and the next teleport.