Adapted Summoner

**Adapted Summoners** are a type of Mobs, placed into the Adapted Tier.

## *Spawning*

* Spawns after a Primitive Summoner evolves;
* Spawns in groups of 2 to 3, from Phase 6, with a spawnweight of 15;
* Spawns inside the Parasite Biome, with a spawnweight of 10.

## *Description*

Adapted Summoners' bodies are very large and thick. Their torso is particularly long, which ends in what seems a tail. They don't have a proper head and at its place there are only two long jaws, their throat emerging from their mouth. Connected to their body is four limbs, which end in hooves, equipped with 2 fingers for each limb. From their "belly", two tentacles grow. Their body is completely grey.

## *Capabilities*

Adapted Summoners are Melee Combatants.

* Adapted Summoners' Melee Attack is performed through contact damage;
* Adapted Summoners are capable of summoning up to 6 Rupters, Assimilated Humans, Assimilated Cows, and Assimilated Wolves, through the usage of Biomass, with an 8 second cooldown. The summoned mobs will spawn with the Rage Effect.
* Adapted Summoners can jump 6 Blocks;
* Adapted Summoners can perform small leaps;
* Adapted Summoners can break blocks that have their Hardness Value up to 3, with a 40 ticks cooldown and 1 Blocks range.

### *Properties*

**Adapted Summoners' Properties**
 Follow Range
 Damage Cap | Minimum number of hits required to kill the parasite
 Minimum Damage
 Death Point Reduction
 Remain Value
 Scent Death Value
 XP Value
 Regen
 COTH

### *Adaptation*

Adapted Summoners, like many other parasites, have the ability to adapt to damage sources they are damaged with. The more hits they take from a certain weapon or by a certain mob, the less damage they will take from that weapon or mob. This process can be slowed by lighting the parasite on fire, which is highly recommended.

**Adapted Summoners' Adaptation Values**
 Chance to Fail Adapting
 Point Reduction Value | Value for each "Reduction Point", used to reduce damage taken.
 Point Reduction Cap | Maximum amount of "Reduction Points" per damage source.
 Maximum Learnable Damage Sources

### *Orbs*

Orbs are red, translucent, swelling "auras" that can be produced by Adapted Summoners when in combat. They can apply Exhaustion to players, add a cooldown to their items, and apply potion effects to entities inside their range.

**Adapted Summoners' Orb Effects**
 Potion Effects *(parasites)* | Speed III (00:30)

### Weakness

* Adapted Summoners, like any other Mob, present a weakness to Fire. Damage inflicted by Fire is quadrupled.
* Adapted Summoners' Tendrils, found on the sides of their body, can reset their adaptation, while also giving them the Bleeding and Rage Effects.

## *Drops*

Listed below are Adapted Summoners' Drops.

**Adapted Summoners' Drops**
  Toxic Lung | 1
  Summoner Core | 1
  Strange Bone | 1-8

## *Trivia*

* Adapted Summoners are also known as **Canra** in the Mod Files;
* Adapted Summoners' Model was considered by Dhanantry as the hardest to realize (it has been updated numerous times, throughout 1.9.0).

## *Gallery*

Adapted Summoners' Tendril after being cut.Adapted Summoners' Tendrils as seen on the Model.The Biomass Entity Adapted Summoners use.

1. ↑ 1.0 1.1 1.2 Exhaustion is a vanilla mechanic that controls how fast the player's saturation or hunger depletes. When the player reaches an exhaustion value of at least 4, the player's saturation *(or hunger, if saturation is 0)* is decreased by 1 point, and the exhaustion value is decreased by 4. For more information on exhaustion, see Hunger on the Minecraft Wiki.
2. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
3. ↑ 3.0 3.1 3.2 3.3 Point Reduction Value and Point Reduction Cap are used to calculate how many times a parasite can learn a damage source before reaching its maximum immunity (this does not always mean it will be immune to the source). For example, the Adapted Summoner can become up to 100% immune to any damage source. See Adaptation System for more info.