Marauder

**Marauders** are a type of Mobs, placed into the Pure Tier.

## *Spawning*

* Spawns in groups of 2 to 3 in the Parasite Biome, with a spawnweight of 5.

## *Description*

Marauders possess a peculaiar body structure. They don't present a proper head, which is attached to their stick-like torso and seems to fuse with it. From their bulbous "head", various tentacles emerge. Four frontal ones and other two, each emerging on one side of their head, used offensively. Connected to the bottom part of their torso are their legs, which end in hooves. Their entire body is completely grey.

## *Capabilities*

Marauders are Melee Combatants.

* Like all Pure Parasites, Marauders can summon Seizers to support them;
* Their Melee Attack inflicts AoE Damage and is performed by them pushing their limbs upward;
* Marauders second Melee Attack can grab nearby Mobs, which will then be punched to death by the Marauder. It'll stay still during this Attack, moving its limbs backward and forward from its body. This Attack ignore Immunity Frames. After this Attack ends, it'll give the Rage Effect to nearby Parasites;
* Marauders can climb Blocks;
* Marauders can perform great leaps. Inflicts AoE Damage when it lands;
* Marauders can break blocks that have their Hardness Value up to 5, with a 10 ticks cooldown and 3 Blocks range.

### *Properties*

**Marauders' 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*

Marauders, 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.

**Marauders' 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 Marauders when in combat. They can apply Exhaustion to players, add a cooldown to their items, and apply potion effects to entities inside their range. Marauder orbs can also steal XP from players.

**Marauders' Orb Effects**
 XP Steal

## *Drops*

Listed below are Marauders' Drops.

**Marauders' Drops**
  Noxious Brain | 1

## *Trivia*

* Marauders are also known as **Esor** in the Mod Files;
* Marauders are inspired by Flood Juggernauts, from Halo;
* Initially, the current Marauder Model was used for the Warden in the 1.9.0A1 Update but, after many complaints regarding this change, in 1.9.0A2, the Warden obtained its old Model and the Marauder was introduced.

## *Gallery*

Size of Marauders' Model.Marauders' Tendril after being cut.Marauders' Tendrils as seen on the Model.

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 Marauder can become up to 100% immune to any damage source. See Adaptation System for more info.