Primitive Manducater

**Primitive Manducaters** are a type of Mobs, placed into the Primitive Tier.

## *Spawning*

* Primitive Manducaters are spawned after a successful merging between 4 Moving Flesh, through the Evolution System;
* Spawns in groups of 2 to 3, from Phase 4 through Phase 6, with a spawnweight of 15;
* Spawns inside the Parasite Biome, with a spawnweight of 10;
* Spawned by Stage III Beckons.

## *Description*

Primitive Manducaters possess a canine body structure, composed of the sewed flesh of their former bodies. From a human-like main body, a grotesque head grows. The head doesn't present any characteristic apart an oval mouth, with well visile teeth and a pair of bloodshot eyes. Their legs have attached paws, which don't present fingers. Their whole body, except for the head, part of their limbs and their torso, are of a grey colour.

## *Capabilities*

Primitive Manducaters are Melee Combatants.

* Primitive Manducaters' Melee Attack is performed through contact damage;
* They can become almost completely invisible, while being in this state, their speed will be greatly slowed down but their damage will be multiplied. The Invisibility is removed if the Manducater attacks or is attacked. Primitive Manducaters need to have 70% of their HP, and the Ability has a 15 seconds cooldown.
* Primitive Manducaters can jump 2 Blocks;
	+ Primitive Manducaters can perform small leaps, both on land and in liquids;
* Primitive Manducaters can break blocks that have their Hardness Value up to 1, with a 60 ticks cooldown and 1 Block range.

### Weakness

Primitive Manducaters, like any other Mob, present a weakness to Fire. Damage inflicted by Fire is quadrupled.

### *Properties*

**Primitive Manducaters' 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*

Primitive Manducaters, 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.

**Primitive Manducaters' 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 Primitive Manducaters when in combat. They can apply Exhaustion to players, add a cooldown to their items, and apply potion effects to entities inside their range.

**Primitive Manducaters' Orb Effects**

## *Drops*

Listed below are Primitive Manducaters' Drops.

**Primitive Manducaters' Drops**
  Altered Tendons | 1-2
  Manducater Orb | 1
  Strange Bone | 1-4

## *Trivia*

* Manducaters are also known as **Hull** in the Mod Files;
* As of now, Manducaters are one of the few Parasites that possess eyes, something that no other Parasite has. This will be changed when the Model of this Mob will be updated.

## *Gallery*

To be added...

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 Primitive Manducater can become up to 60% immune to any damage source. See Adaptation System for more info.
4. ↑ The duration lengthens for each mob within the Orb's radius.