recursal/Fanatic-Fandom huggingface dataset:
Living Scythe

* 1st Sprite
* 2nd Sprite

### Tooltip

Result of various Parasites body parts reshaped to form a Weapon. The flame of life shines inside it. Wipes out a large area.

### ID

srparasites:weapon\_scythe

The **Living Scythe** is a type of Weapon.

## *Usage*

**Fighting**

The Living Scythe is a Melee Weapon. Its Attack Range, in horizontal, is of 8 Blocks. In vertical, it is 6 Blocks. It can also inflict damage behind the Player, in a 2 Blocks Range.

Each time it is swung, it performs a sweeping attack.
Stage III Dispatcher

**Stage III Dispatchers** are a type of Mobs, placed into the Nexus Tier.

## *Spawning*

* Spawned after a Stage II Dispatcher evolves.

## *Capabilities*

* Stage III Dispatchers can teleport parasites around using their underground tentacles;
* Stage III Dispatchers will force nearby Assimilated Mobs to drop their disguise;
* Stage III Dispatchers can summon Seizers and Sentries to defend them;
* Stage III Dispatchers can break blocks that have their Hardness Value up to 7, with a 20 ticks cooldown and 4 Blocks range.
* Stage III Dispatchers will apply the following effects to parasites:
	+ Speed III (5:00)
	+ Regeneration III (5:00)
	+ Strength III (5:00)
	+ Debar (5:00)
	+ Link II (6:40)
	+ Heightened Senses III (5:00)

### Weakness

* Stage III Dispatchers, like any other Mob, present a weakness to Fire. Damage inflicted by Fire is quadrupled.

### *Adaptation*

Stage III Dispatchers, 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.

**Stage III Dispatchers' 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

## *Drops*

Listed below are Stage III Dispatchers' Drops.

**Stage III Dispatchers' Drops**
  Dispatcher Membrane | 1-30

## *Trivia*

* Stage III Dispatchers do not despawn;
* Stage III Dispatchers are also known as **DodSIII** in the Mod Files;
* In the early builds of 1.9.6, Dispatchers used to be called ‘’’Reinforcers’’’;

## *Gallery*

To be added...

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
2. ↑ 2.0 2.1 2.2 2.3 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 Stage III Dispatcher can become up to 100% immune to any damage source. See Adaptation System for more info.
Kyphosis

**Kyphosis** are a type of Mobs, placed into the Deterrent Tier.

## *Spawning*

* Spawned on Infested Blocks by Stage III Beckons.

## *Description*

Kyphosis' elongated bodies are rooted in the ground. Their bodies are covered in various tentacles, the bottom ones being slightly longer than the smaller ones, covered in slim, red growths. This body ends in an hammer-like point. Their entire body is completely grey.

## *Capabilities*

Kyphoses are Melee Combatants, incapable of movement.

* Their Melee Attack, performed by them smashing their hammer-like point, inflicts massive knockback and AoE Damage.
* Kyphoses can break blocks that have their Hardness Value up to 7, with a 20 ticks cooldown and 3 Blocks range.

### *Properties*

**Kyphosis' Properties**
 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*

Kyphosis, 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.

**Kyphosis' 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

## *Trivia*

* Kyphosis are also known as **Tonro** in the Mod Files.

## *Gallery*

Size of Kyphosis' Model.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
2. ↑ 2.0 2.1 2.2 2.3 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 Kyphosis can become up to 96% immune to any damage source. See Adaptation System for more info.
Version 1.2.0

**Version 1.2.0** was an update for the Scape and Run: Parasites Mod, released on October 23rd 2019. It was 499.12 KB.

## *Change Log*

* Added more options to the config file
* Fixed some typos in the config file
* Added animations for Mob: Rathol
* Dorpa mob is now a bit smaller
* Removed the custom spawn eggs from the creative tab
* Changed base values of some mobs for balancing purposes
* Added 3 mobs:
	1. **Buthol**: Flying mob, unknown origin
	2. **Infected Alafha**: Flying mob, unknown origin
	3. **Nogla**: Ground mob, unknown origin

 Release
Sentient Armor

**Work In Progress Content Ahead!***The following Page contains Work In Progress Content, which means that it may change, drastically or not, in later Updates.*

## Sentient Armor

* 1st Texture
* 2nd Texture

## Info

### Armor Value

Helm/Boots: 5
Chestplate: 12
Leggings: 12

### Durability

Helm: 16500
Chestplate: 24000
Leggings: 22500
Boots: 19500

### ID

srparasites:armor\_helm\_sentient
srparasites:armor\_chest\_sentient
srparasites:armor\_pants\_sentient
srparasites:armor\_boots\_sentient

The **Sentient Armor** is a type of Armor.

## *Obtainment*

Obtainable only throughout Cheats or using Creative Mode.

## *Usage*

Like any armor set, Sentient Armor can be worn for extra protection.

## *Properties*

The Sentient Armor grants its user access to the Adaptation System, permitting them to adapt to a total of 7 Damage Types. Adaptation data can be seen by hovering over each item in the inventory.
Sentient Greatcleaver

**Work In Progress Content Ahead!***The following Page contains Work In Progress Content, which means that it may change, drastically or not, in later Updates.*

## Sentient Greatcleaver

* 1st Sprite
* 2nd Sprite

## Info

### Tooltip

The ulterior Evolution of the Living Cleaver. It has gained a Mind. Lashes out virulent strikes.

### ID

srparasites:weapon\_cleaver\_sentient

The **Sentient Greatcleaver** is a type of Weapon.

It is the planned Upgrade of the Living Cleaver.

## *Obtainment*

Obtainable only throughout Cheats or using Creative Mode.

## *Usage*

**Fighting**

The Sentient Greatcleaver is a Melee Weapon. Its Attack Range, in horizontal, is of 3 Blocks. In vertical, it is 8 Block.

Each time it is swung, it performs a sweeping attack and applies the Viral II Effect.
Assimilated Adventurer

**Assimilated Adventurers** are the Assimilated Version of the Player.

## *Spawning*

* Spawns naturally, from Phase 2 to Phase 5, with a spawnweight of 25, in groups of 3 to 5;
* Spawns inside the Parasite Biome, with a spawnweight of 60.

## *Capabilities*

Assimilated Adventurers are Melee Combatants.

* Their Melee Attack is performed through contact damage;
* They are capable of wearing whatever Armor the Player had equipped before being assimilated, except the chestplate.

### *Properties*

**Assimilated Adventurers' Properties**
 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

### Weaknesses

* Assimilated Adventurers, like any other Mob, present a weakness to Fire. Damage inflicted by Fire is quadrupled.

## *Drops*

Listed below are Assimilated Adventurers' Drops.

**Assimilated Adventurers' Drops**
  Infected Flesh | 1
  Diseased Heart | 1

## *Trivia*

* Assimilated Adventurers are also known as **infplayer** in the Mod Files.

## *Gallery*

Size of Assimilated Adventurers' Model.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Fear

**Work In Progress Content Ahead!***The following Page contains Work In Progress Content, which means that it may change, drastically or not, in later Updates.*

## Fear

### ID

srparasites:fear

**Fear** is a Potion Effect introduced by the SRP Mod. While players have the Fear effect, fall damage taken will be multiplied by the amount (`1.5 x amplifier`). Players will also have all incoming damage multiplied by this value when airborne. For example, you will take 4.5x the normal fall damage with Fear III, and take 3x damage with Fear II if flying or otherwise not touching the ground.

Fear cannot be removed by drinking Milk.

## *Obtainment*

Fear is applied to the player when a parasite knows where they are, or if a parasite sees them. The potency of the effect depends on the tier of parasite.

 Primitive Parasites | II
 Adapted/Pure Parasites | III
 Preeminent and Ancient Parasites | IV
Assimilated Big Spider

**Assimilated Big Spiders** are classified as Assimilated Mobs, despite not having a Sane Variant.

## *Spawning*

* Spawns in groups of 3 to 5, from Phase 2 through Phase 5, with a spawnweight of 25;
* Spawns inside the Parasite Biome, with a spawnweight of 60;
* Spawned by Stage II and Stage III Beckons.

## *Description*

Assimilated Big Spiders' anatomy is very similar to normal spiders. 8 segmented legs emerge from their body and reach down to the ground. The head, thorax and mandibles appear quite small while the abdomen is likewise disproportionately large. The mandibles reach very close to the ground. They have 5 eyes and downward facing black chelicerae with no visible fangs. Their head is rectangular in shape. Their body is mostly gray in color and it has red eyes.

## *Capabilities*

Assimilated Big Spiders are both Melee and Ranged Combatants.

* Their Melee Attack is performed through contact damage;
* Assimilated Big Spiders can shoot a projectile which explodes in a series of Webs on landing. These will slow down their target. These Webs disappear, after enough time passes.

### *Properties*

**Assimilated Big Spiders' Properties**
 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

## *Trivia*

* Assimilated Big Spiders are also known as **Dorpa** in the Mod Files;
* A Variant of Assimilated Big Spiders simply called in the Mod files as **Dorpa2** can spawn. It has the half HP of a normal Assimilated Big Spider and presents a pattern of white dots on its back;
* As of now, Assimilated Big Spiders are one of the few Parasites that possess eyes. It is unknown if they'll be removed or not.

## *Gallery*

Size of Assimilated Big Spiders' Model.Assimilated Big Spiders' Variant.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Version 1.9.5

**Version 1.9.5** was an update for the Scape and Run: Parasites Mod, released on April 16th 2022. It was 9.18 MB.

## *Change Log*

#### Fixes

* Dried Tendons recipe will now give Dried Tendons
* Scythe causing lag when hitting mobs
* Assimilated versions not melting to merge for creation of Primitive versions
* "asiudghsaiu" message changed to "Phase decreased"
* Lure blocks lowering Evolution phases not updating current phase if a phase was drecreased
* Removed weird message caused by the assimilated cow
* Assimilated Enderdragon boss bar not showing up when attacked by player

#### Config

* "Reinforcement System Maximum Beckon Chunk" value changed from 3 to 2
* Tweaked loot table for each Primitive/Adapted version (minus Devourer, Primitive and Adapted Arachnida, Primitive and Adapted Bolster)
* New options:
	1. "Version x XP Value"
	2. "Cyst Item BlackList"
	3. "Cyst Delay"

#### Changes

* Mobs that are considered child will never spawn with COTH
* Parasite Cyst will now has "Active" in the name if its active
* Block cyst (Active):
	1. If item can be damaged, it will consume 5 of the durability instead of consuming it in one go
	2. It will eat items every 5 seconds instead of 2
	3. Range reduced from 32 to 16
	4. Parasites with griefing will place them more frequently to make for the loss of range

* Minimum damage will now respect shields (they can disable shields if minimum damage != 0, only Primitive and higher tier versions)
* Reinforcement System will not send Beckons if there is one too close to the call

#### Mobs

* Primitive and Adapted Manducater can now bee seen while it has the "INVISIBILITY" effect
* Assimilated Cow charge attack will now respect iframes
* Added Crux sac(s) animation
* Assimilated Big Spider will no longer drop lure components
* Little tweak for the Assimilated Enderdragon texture
* Reduced melee attack cooldown from 20 to 10 ticks for:
	1. Rupter
	2. Manducater
	3. Assimilated Wolf
	4. Heed

 Release
Ash's Jangmo-O

Ash's Jangmo-O was the 94th pokemon Ash caught and his 94th overall. It was caught in Alola.

## **History:**

### **Prior to Sun and Moon:**

While on Poni Island in Alola,Ash encountered a group of Jangmo-O. Ash managed to catch one. This Jangmo-O is strong willed.

### **Pokemon Journeys:**

Jangmo-O was among the pokemon happy to see Ash again and greeted Goh.

## **Moveset:**

* Dragon Claw
* Noble Roar
* Scale Shot
* Dual Chop
* Bide
Carrier (Disambiguation)

This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article.

With **Carrier**, you may refer to:

Flying Carriers, Parasites part of the Inborn Tier
Heavy Carriers, Parasites part of the Inborn Tier
Colony Carriers, Parasites part of the Preeminent Tier
Incomplete Forms

* Small Form
* Medium Form

**Incomplete Forms** are a series of Mobs, placed into the Crude Tier.

## *Spawning*

* Spawns if the Assimilation Process is abruptly stopped, while the Mob has COTH II;
* Spawns if the Assimilation is successful yet the Mob doesn't have an Assimilated Variant.

Depending on the size of the Mob's Model, an Incomplete Form of a certain size will be generated.
If the size is inferior to 0.517, it'll generate a Small Incomplete Form.

If the size is major to 0.517, it'll generate a Medium Incomplete Form.

## *Description*

Both Incomplete Forms are masses of messed up flesh and bone.

### Small Form

Small Incomplete Forms have a spider-like shape. It has a total of 6 limbs, derived from bones. The anterior pair of limbs are slightly longer than the others and and covered in small ligaments. Their head misses any feature except for a mouth that constantly moves, as if it is breathing. Their head is supported by a spine.

### Medium Form

Medium Incomplete Forms have a vaguely humanoid shape. It 4 pair of limbs, derived from bones, which are covered in small ligaments. Their chest is split open, revealing their ribs. From it also emerges an elongated tentacle. Attached to its chest is the top of a spine.

## *Capabilities*

Both Forms are Melee Combatants.

* The Melee Attack of both is performed through contact damage;
* The Small Incomplete Form can jump 1 Block, the Medium can jump 3 Blocks.

### *Properties*

**Incomplete Forms' Properties**
 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

## *Gallery*

Size of Incomplete Forms' Models.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Tunnel

**Tunnels** (also known as Buglin Tunnels) are a unique type of block added by the Mod.

## *Description*

Between Phase -1 and Phase 3, if a Rupter gets 5 or more kills, it will place down a Tunnel block, and its killcount value will be reduced by 5. Buglins will regularly spawn from Tunnel blocks, as if they are emerging from deep underground. It is unknown if Tunnel blocks disappear on their own, or need to be destroyed.

## *Trivia*

* This Block was proposed by user **Cephelo**. Original Suggestion: https://trello.com/c/CyUapR1K/355-buglin-tunnels
Sentient Greatbow

**Work In Progress Content Ahead!***The following Page contains Work In Progress Content, which means that it may change, drastically or not, in later Updates.*

## Sentient Greatbow

* 1st Sprite
* 2nd Sprite

## Info

### Tooltip

The ulterior Evolution of the Living Bow. It has gained a Mind. Keep holding those arrows

### ID

srparasites:weapon\_bow\_sentient

The **Sentient Greatbow** is a type of Weapon.

It is the planned Upgrade of the Living Bow.

## *Obtainment*

Obtainable only throughout Cheats or using Creative Mode.

## *Usage*

**Fighting**

Each second the Greatbow is pulled, a Bonus Damage is added. After the arrow is shot, the Damage of the arrow will be multiplied through the Bonus Damage. Though, if the Damage is greater than the Damage Cap (20), the Damage will be set to the Damage Cap.

## *Trivia*

* The Sentient Greatbow was inspired by the Luanwulf Greatbow, from Black Desert Online.
Longarms (Disambiguation)

This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article.

With **Longarms**, you may refer to:

Primitive Longarms, Parasites part of the Primitive Tier
Adapted Longarms, Parasites part of the Adapted Tier
Longarms Armor Fragment, a Material dropped by Longarms
Bloody Clock

**Bloody Clocks** are a Tool used to measure Evolution Phases' Progress.

## *Usage*

Right clicking while having a Bloody Clock in hand will show the Player the current Evolution Phase of the Dimension they're in, with a number, from -2 to 8, that momentarily appears above their hotbar.

## *Trivia*

* The Bloody Clock was previous known as the **Dirty Clock**.
Installation Tutorial

Using a Launcher streamlines the process of Installation. If you have little to no experience with installing Mods, it is suggested you use the Curseforge Launcher. *The Mod can be downloaded from Curseforge HERE, and from Modrinth HERE.*

## *Curseforge Launcher*

* Download and install the Curseforge Launcher;
* Click the button “+ Create Custom Profile” in the top left and select 1.12.2 in the dropdown menu;
* Click on the profile (not “Play”) and then the “Add Content” Button;
* Search a keyword from the name of this Mod e.g. "Parasites'' or "Scape". Then click the install button on this Mod. *You can also download the mod manually and place it in the mods folder*;
* Click X in the top right, and click Play to launch the game.

## *Vanilla Launcher*

* Download and install Forge for 1.12.2;
* Open the Minecraft Launcher;
* Select the Forge Profile and run it. This generates the mods folder;
* Navigate to the mods folder:
	+ On Windows, hold the windows key and tap R, then type %appdata%, then open Roaming, then open .minecraft, then open mods;
	+ On Mac, click the “Go” tab in the menu bar on the top of the screen and click “Go To Folder…”, then type “~Library” in the search bar and hit OK.  Then navigate to the “Application Support” folder, then “.minecraft”, then “mods”;
* Download the latest Mod Version;
* Put the Mod File in the mods folder;
* Relaunch the game using the forge profile.

## *Other Launchers*

Scape and Run: Parasites is not available for automatic installation on any other Launcher, such as GDLauncher or TLegacy. Instead, you will have to download the Mod manually and place it in the installation's mods folder, which should be in the Launcher's folder.

## *Gameplay*

Once you've installed the Mod, you may have some Questions on how things work, such as how Parasites spawn. Before asking Questions, please read the FAQ, as it will most likely have your answer. If not, you can look through the rest of the Wiki, or join the Discord Server for support.
Flying Carrier

**Flying Carriers** are a type of Mobs, placed into the Inborn Tier.

## *Spawning*

* Spawned from Stage II and Stage III Beckons.

## *Description*

Flying Carriers have three big grey lumps, on which a black matter is attached to. The lumps are connected to a cube, on which three foliage-like wing are attached, that act as propellers, making them able to fly. Their entire body is of a grey, tending to black, colour.

## *Behavior*

Flying Carriers will explode when they get close to the entity they are targeting. This explosion can spawn between 3 and 4 Rupters, between 2 and 3 Buglins, and will inflict the Viral Effect.

The area where they exploded will spawn the aforementioned Mobs together with a Poison and COTH Cloud.

It's possible to not make them release any Mob by killing them while they're on fire.

### *Properties*

**Flying Carriers' Properties**
 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

## *Trivia*

* Flying Carriers are also known as **Buthol** in the Mod Files.

## *Gallery*

Size of Flying Carriers' Model.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Thrall

**Thralls** are a type of Mobs, placed into the Crude Tier.

## *Spawning*

* Spawns after an Assimilated Adventurer gets 15 kills and evolves;
* Spawns in groups of 3 to 5, from Phase 4 through Phase 6, with a spawnweight of 25.

## *Description*

Thralls’ bodies are horribly disfigured. Their torso is split apart, being covered in an enormous quantity of teeth. Compared to their torso, their arms are disproportionately smaller. Their head is held by their spine, completely separated from their body. Their head presents no characteristics, apart for a pair of empty eye sockets.
From under their arms, a pair of tendrils emerge, attached to their torso through a fleshy growth. Their abnormally slim legs end in a hoove-like formation. Their skin is of a brown color, with patches of blood covering it. Such skin is not present on the back of their head, exposing their skull.

## *Capabilities*

Thralls are Melee Combatants.

* Their Melee Attack is performed through contact damage.

### Weakness

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

### *Properties*

While considered a Crude Parasite, the Thrall uses some property values defined for the Primitive Tier.

**Thralls' 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*

Thralls, 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.

**Thralls' 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

## *Drops*

Listed below are Thralls' Drops.

**Thralls' Drops**
  Infected Flesh | 1
  Altered Tendons | 1
  Strange Bone | 1-4

## *Trivia*

* Thralls are also known as "Mes" in the Mod Files.

1. ↑ 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 Thrall can become up to 60% immune to any damage source. See Adaptation System for more info.
Manducater (Disambiguation)

This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article.

With **Manducater**, you may refer to:

Primitive Manducaters, Parasites part of the Primitive Tier
Adapted Manducaters, Parasites part of the Adapted Tier
Manducater Orb, a Material dropped by Manducaters
Version 1.0.0

**Version 1.0.0** was the first released version of the Scape and Run: Parasites Mod, released on October 14th 2019. It was 159.78 KB.

## *Change Log*

Added 6 mobs:

* **Shyco**: Similar to an Iron Golem; it can throw you in the air to deal extra damage, and has a large health bar.
* **Dorpa**: A big spider able to throw web balls at its target to prevent it from escaping.
* **Rathol**: A big, slow creature with a large health bar. It may explode spontaneously to release additional minions which are immune to poison.
* **Emana**: One of the minions spawned by the Rathol; a flying creature able to shoot poison missiles.
* **Lodo**: One of the minions spawned by the Rathol; a ground creature.
* **Infected Human**: Living individuals controlled by a parasite who hunt along the creatures they once fought. These kidnap living beings to process them for assimilation in order to mutate into other forms.

 Release
Moving Flesh

**Moving Flesh** is an unique type of Mobs, placed into the Crude Tier.

## *Spawning*

* Spawns after Assimilated Mobs melt down, after reaching the necessary killcount to evolve, subsequently merging into one random Primitive Parasite.

## *Description*

Moving Flesh are a mass of flesh, possessing a slug-like form. They have a total of 4 tentacles, using the posterior one for locomotion. They have various pulsating growths distributed over their bodies.

Moving flesh can passively regenerate health.

### *Properties*

**Moving Fleshs' Properties**
 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

## *Gallery*

Size of Moving Flesh's Model.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Reinforcement System

The **Reinforcement System** is a System. It is unlocked after Phase 3 is reached. Through this System, Stage I Beckons can appear in a World, starting off the Infestation.

The Reinforcement System can spawn a maximum of 100 Beckons, with a 5 seconds cooldown.

## *Functioning*

There are a total of 3 ways with which the Reinforcement System can be activated:

* Parasite death. After a Parasite dies, there's a 4.5% chance that a Beckon will emerge from underground, nearby where the Parasite died.
* Infested Blocks. Generating from other Beckons' Infestation, in order to increase the sizes of an Infested Zone, more Beckons can emerge from Infested Blocks, with a 5% chance for this to happen but only if there are no other Beckons immediately nearby;
* Residue. Puked by some Adapted Parasites. Residue has a 1/20000 chance to generate a Beckon.

1. ↑ Only if Evolution Phases are disabled. If enabled, they chance will rely on the Phase.
Stage IV Dispatcher

**Stage IV Dispatchers** are a type of Mobs, placed into the Nexus Tier.

## *Spawning*

* Spawned after a Stage III Dispatcher evolves.

## *Capabilities*

* Stage IV Dispatchers can teleport parasites around using their underground tentacles;
* Stage IV Dispatchers will force nearby Assimilated Mobs to drop their disguise;
* Stage IV Dispatchers can summon Seizers and Sentries to defend them;
* Stage IV Dispatchers can summon multiple Ancient Pods, which will fall from the sky towards the ground. Few seconds after landing, they will explode and release a Toxic Cloud. Ancient Pods from a Stage IV Dispatcher will not spawn any parasites. It must wait at least 12 seconds before it can summon Pods again, and a maximum of 5 can spawn;
* Starting from Phase 5, Stage IV Dispatchers will be able to generate Colonies. **[DISABLED BY DEFAULT]**
* Stage IV Dispatchers can break blocks that have their Hardness Value up to 18, with a 20 ticks cooldown and 5 Blocks range.
* Stage IV Dispatchers will apply the following effects to parasites:
	+ Speed IV (6:40)
	+ Regeneration IV (6:40)
	+ Strength IV (6:40)
	+ Absorption IV (6:40)
	+ Debar (6:40)
	+ Link III (8:20)
	+ Heightened Senses IV (6:40)

### Weakness

* Stage IV Dispatchers, like any other Mob, present a weakness to Fire. Damage inflicted by Fire is quadrupled.

### *Properties*

**Stage IV Dispatchers' Properties**
 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*

Stage IV Dispatchers, 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.

**Stage IV Dispatchers' 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

## *Drops*

Listed below are Stage IV Dispatchers' Drops.

**Stage IV Dispatchers' Drops**
  Dispatcher Membrane | 1-70

## *Trivia*

* Stage IV Dispatchers do not despawn;
* Stage IV Dispatchers are also known as **DodSIV** in the Mod Files;
* In the early builds of 1.9.6, Dispatchers used to be called ‘’’Reinforcers’’’;

## *Gallery*

To be added...

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
2. ↑ 2.0 2.1 2.2 2.3 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 Stage IV Dispatcher can become up to 100% immune to any damage source. See Adaptation System for more info.
Sentient Greatsword

**Work In Progress Content Ahead!***The following Page contains Work In Progress Content, which means that it may change, drastically or not, in later Updates.*

## Sentient Greatsword

* 1st Sprite
* 2nd Sprite

## Info

### Tooltip

The ulterior Evolution of the Living Sword. It has gained a Mind. Inflicts life-threatening injuries.

### ID

srparasites:weapon\_sword\_sentient

The **Sentient Greatsword** is a type of Weapon.

It is the planned Upgrade of the Living Sword.

## *Obtainment*

Obtainable only throughout Cheats or using Creative Mode.

## *Usage*

**Fighting**

The Sentient Greatsword is a Melee Weapon. Its Attack Range, in horizontal, is of 3 Blocks. In vertical, it is 8 Block.

Each time it is swung, it performs a sweeping attack and applies the Bleeding II Effect.

## *Trivia*

* The Sentient Greatsword was inspired by the Armadyl Godsword and Saradomin Godsword, both from Runescape.
Version 1.9.7

**Version 1.9.7** was an update for the Scape and Run: Parasites Mod, released on November 21st 2022. It was 15.51 MB.

## *Change Log*

#### Fixes

* Overseer applying debar instead of needler in its projectiles
* "The name inheritance was improvised" change reverted
* Parasite death will no longer decrease phases
* Fixed Dispatcher Tile Entity not working (problem with collecting killcount from other parasites)
* Nidus Blocks not spawning Dispatcher
* Assimilated Enderman sound effect volume
* Assimilated Bear sound effect volume
* Assimilated Pig sound effect volume
* Adapted Reeker sound effect volume

#### New

* Assimilated Big Spider sounds
* Assimilated Enderman portal sound

#### Configuration

* "Version Primitive Point Reduction Value" from 0.5 to 0.05
* "Adaptation New Damage Cooldown" from 10 to 20

* New options:
	+ "Bogle Griefing" - "Set to true if you want the Bogle to destroy blocks on explosion." - SRParasitesMobs.cfg
	+ "Assimilated Adventurer To Thrall" - "How many kills an Assimilated Adventurer needs to become a Thrall." - SRParasitesMobs.cfg

#### Mobs

Heavy Bomber bomb damage from 25 to 80
Decreased the rate of Marauder, Warden and Monarch spawning Seizers

#### General changes

* Nade entities "tweaked texture
* Updated lang files:
	+ Darkk#6859
		- de\_at
		- de\_ch
		- de\_de
	+ DanieloXXelo#3260
		- pl\_pl
		- lol\_us
	+ ZETA#1898
		- es\_ar
		- es\_cl
		- es\_es
		- es\_ve
		- es\_uy
		- es\_ec
		- es\_mx

 Release
Yelloweye (Disambiguation)

This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article.

With **Yelloweye**, you may refer to:

Primitive Yelloweyes, Parasites part of the Primitive Tier
Adapted Yelloweyes, Parasites part of the Adapted Tier
Yelloweye Bone, a Material dropped by Yelloweyes
Dreadnaut

**Work In Progress Content Ahead!***The following Page contains Work In Progress Content, which means that it may change, drastically or not, in later Updates.*

## Statistics

### ID

srparasites:anc\_dreadnaut

**Dreadnauts** are a type of Mobs, placed into the Ancient Tier.

## *Description*

Dreadnauts' bodies are of immense sizes. On a central body formation is connected their mouth. On the central body formation are connected 2 separated elongated growths. From their central body elongated growths emerge to which are attached various tentacles of different sizes, all of them constantly flexing. Apart for their well visible mouth, their bodies are completely grey.

## *Capabilities*

Dreadnauts are both Ranged and Melee Combatants, capable of flying. It must fly at least 7 blocks above the ground.

* Dreadnauts can shoot a series of 3 Projectiles, which inflict Wither;
* Dreadnauts can swoop down towards their foes, inflicting great knockback;
* They can summon multiple Ancient Pods, which will fall from the sky towards the ground. Few seconds after landing, they will explode and release a Lingering Poison Cloud. Ancient Pods have a 66.6% chance to spawn a Rupter, a 11.6% chance to spawn a Grunt, and a 21.8% chance to spawn nothing. The Dreadnaut must wait at least 12 seconds before it can summon Pods again, and a maximum of 5 can spawn;
* When Dreadnauts HP is brought down to a certain threshold, they will drop their Tendrils. If they're not killed soon enough, they will start to spawn Buglins;
* Dreadnauts can break blocks that have their Hardness Value up to 9, with a 5 ticks cooldown and 4 Blocks range.

### *Properties*

**Dreadnauts' Properties**
 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*

Dreadnauts, 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.

**Dreadnauts' 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

## *Trivia*

* Dreadnauts are also known as **Oronco** in the Mod Files;
* Dreadnauts are inspired by the Mind Flayer from Stranger Things.

## *Gallery*

Size of Dreadnauts' Model.A Pod.A Pod, moments before exploding.One of the Dreadnauts' Tendrils after being cut.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
2. ↑ 2.0 2.1 2.2 2.3 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 Dreadnaut can become up to 100% immune to any damage source. See Adaptation System for more info.
Bleeding

**Bleeding** is a Potion Effect introduced by the Mod. This Effect damages Entities over time, in a similar way to Poison, doing 2% of the Entity maximum health every "hit". The damage is doubled if they move. Bleeding cannot inflict more than 100 damage.

Bleeding cannot be removed by drinking Milk.

## *Obtainment*

 Assimilated Enderman | I
 Cutting a Parasite's Tendril | I
 Hitting a Parasite's Weak Point | I
 Living Sword | I
 Sentient Greatsword | II

1. ↑ 1.0 1.1 In this case, Bleeding would be applied to the parasite that was attacked, and not to the attacker.
Parasitic Cyst

**Parasitic Cysts** (or more simply, Cysts) are a unique type of block added by the Mod.

All Parasites, excluding Inborns, Deterrents and Nexus Parasites, have an internal inventory, where they store blocks that they break. Under certain conditions, they'll empty their inventory into a Cyst and place it.

## *Mechanics*

When a Parasite breaks a block, it will be stored in its own internal inventory. When the parasite dies, despawns, its inventory becomes full, or randomly if their inventory is not empty, they will place a **Gluttonous Cyst**, which contains their inventory. Gluttonous Cysts can be accessed like a chest, meaning the items within them can be taken any time. Parasites cannot break Gluttonous Cysts.

After 25 seconds, the Gluttonous Cyst will begin consuming the items within itself, consuming one item every 5 seconds. For items that have a durability, 5 durability will be consumed each second, until it breaks. For each item it consumes, it will generate 2 Evolution Points. Each time it consumes an item, black particles will appear above it, and the consumed item is lost forever.

When there are no more items it can consume, it will turn into a **Vacuous Cyst**, which can broken by parasites. Vacuous Cysts serve no purpose, and will randomly turn into air blocks if on top of air. A Gluttonous Cyst will not become Vacuous if the block below it is air.
Wraith

**Wraiths** are a type of Mobs, placed into the Preeminent Tier.

## *Spawning*

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

## *Capabilities*

* Wraiths can shoot dangerous projectiles at their targets.
* Wraiths can break blocks that have their Hardness Value up to 15, with a 20 ticks cooldown and 5 Blocks range.
* Wraiths can spawn Succors;
* Wraiths can go completely invisible. This invisibility is disrupted when it shoots, takes damage, or if its health goes below 40% of its max health.

### Weakness

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

### *Properties*

**Wraiths' 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*

Wraiths, 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.

**Wraiths' 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 Wraiths when in combat. They can apply Exhaustion to players, add a cooldown to their items, and apply potion effects to entities inside their range. Wraith orbs can also steal XP from players. *While Wraiths do not produce orbs on their own, the Succors they spawn do.*

**Succors' Orb Effects**
 XP Steal

## *Drops*

Listed below are Wraiths' Drops.

**Wraiths' Drops**
  Noxious Brain | 1

## *Trivia*

* Wraiths are also known as **Elvia** in the Mod Files;

## *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 Wraith can become up to 100% immune to any damage source. See Adaptation System for more info.
Corrosion

**Corrosion** is a Potion Effect introduced by the SRP Mod. This Effect will deal damage to your armor over time, similar to the Poison effect, but for your armor instead. 5 damage will be dealt to each armor item per second, while you have this effect. The higher the potency, the higher the damage.

Corrosion cannot be removed by drinking Milk.

## *Obtainment*

 Living Axe | I
 Sentient Greataxe | II
Remains

**Remains** are a unique type of block added by the Mod.

Released by all Assimilated Mobs, Primitive Parasites, Adapted Parasites, and Pure Parasites when they explode, at death. Parasites will not always explode when they die.

Remains come in different types, depending on the Tier of the Mob that left them.

## *Functioning*

After a Mob explodes and leave Remains, they'll lay around for some time before vanishing. They can be washed away with water.

Being near them inflicts the COTH Debuff.

## *Gallery*

Assimilated Mobs' Remains.Primitive Parasites' Remains.Adapted Parasites' Remains.Pure Parasites' Remains.
Colony Carrier

**Colony Carriers** are a type of Mobs, placed into the Preeminent Tier.

## *Spawning*

* Spawns inside the Parasite Biome, with a spawnweight of 5.

## *Capabilities*

* Colony Carriers will apply Regeneration III, Foster II, and Link to nearby parasites;
* Colony Carriers can break blocks that have their Hardness Value up to 15, with a 20 ticks cooldown and 5 Blocks range.
* Colony Carriers can spawn Succors.

### Weakness

* Colony Carriers, like any other Mob, present a weakness to Fire. Damage inflicted by Fire is quadrupled.

### *Properties*

**Colony Carriers' 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*

Colony Carriers, 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.

**Colony Carriers' 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 Colony Carriers when in combat. They can apply Exhaustion to players, add a cooldown to their items, and apply potion effects to entities inside their range. Colony Carrier orbs can also steal XP from players. *While Colony Carriers do not produce orbs on their own, the Succors they spawn do.*

**Succors' Orb Effects**
 XP Steal

## *Drops*

Listed below are Colony Carriers' Drops.

**Colony Carriers' Drops**
  Noxious Brain | 1

## *Trivia*

* Colony Carriers are also known as **Vesta** in the Mod Files;

## *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 Colony Carrier can become up to 100% immune to any damage source. See Adaptation System for more info.
Rage

**Rage** is a Potion Effect introduced by the SRP Mod. The Effect increases Speed and Damage by 10%. Parasites Abilities, such as charging or shooting projectiles, will also have a reduced cooldown.

Entities that have this Effect will constantly emit black, smoke-like particles.

Rage cannot be removed by drinking Milk.

## *Obtainment*

 Biomass | II
 Marauders' Second Ability
 Hitting a parasite's **Damage Cap** | I, Stacking
 When near a Purifier Block
 When the Evolution Phase decreases
Previews

**Upcoming/Work In Progress Content Ahead!***The following Page contains Upcoming and/or Work In Progress Content, which means that it either has not been added to the game yet, or it may change, drastically or not, in later Updates.*

**Previews** are sneak peeks of the upcoming content released by the developers on the Official Discord. Some contain text, others do not.
Previews are listed here in the order they are released, newest to oldest.

## **Ingame Previews**

### **1.9.6**

#### May 23rd 2022

To view Screenshot Previews posted before January 1st 2022, join the Discord Server.
Version 1.5.1

**Version 1.5.1** was an update for the Scape and Run: Parasites Mod, released on January 13th 2020. It was 3.34 MB.

## *Change Log*

#### Fixes

* Living Greatbow and Living Scythe not working as weapons
* Venkrol air mob spawning location

#### Changes

* The configuration file now shows you which mobs the Venkrol can spawn
* Changed a description for the Living Greatbow
* Living Greatbow damage reduced from 5 to 1 by default

 Release