Primitive Reeker

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

## *Spawning*

* Spawns 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 Reekers possess a body fairly close to that of equines. From a human-like main body, a grotesque, human shaped head grows. The head doesn't present any characteristic, apart for a mouth, with noticeable teeth. Their rear limbs end in hooves, same for the anterior ones, even if they take a more elongated shape. Near the anterior limbs' shoulders, two human-like limbs emerge, three fingers each, equipped with claws. Their whole body is composed of the flesh of its former bodies, all sewed together.

## *Capabilities*

Primitive Reekers are Melee Combatants.

* Their Melee Attack is performed through contact damage;
* They are able to perform a charge attack. After staying still for some seconds, they'll move forward. This attack ignores immunity frames and inflicts great knockback and AoE Damage;
* Primitive Reekers can jump 5 Blocks;
	+ Primitive Reekers cam perform small leaps, both on land and in liquids;
* Primitive Reekers can break blocks that have their Hardness Value up to 1, with a 60 ticks cooldown and 1 Block range;

### Weakness

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

### *Properties*

**Primitive Reekers' 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 Reekers, 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 Reekers' 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 Reekers 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 Reekers' Orb Effects**
 Potion Effects *(non-parasites)* | Hunger II (00:15), Nausea II (00:15)

## *Drops*

Listed below are Primitive Reekers' Drops.

**Primitive Reekers' Drops**
  Altered Tendons | 1-2
  Reeker Fang | 1
  Strange Bone | 1-4

## *Trivia*

* A Variant of Primitive Reekers renamed **Pale** can spawn. It has half the HP of a normal Primitive Reeker but inflicts doubled damage;
* Reekers are also known as **Nogla** in the Mod Files.

## *Gallery*

The Pale Variant of Primitive Reekers.

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 Reeker can become up to 60% immune to any damage source. See Adaptation System for more info.