recursal/Fanatic-Fandom huggingface dataset:
Orb

**Orbs** are red, translucent, swelling "auras" that can be produced by some parasites when in combat. They can apply Exhaustion to players, add a cooldown to their items, and apply potion effects to entities inside their range. They can be created by Primitive Parasites, Adapted Parasites, Pure Parasites, and Succors.

**Orbs made by Primitive Parasites**
 Exhaustion
 Potion Effects *(non-parasites)* | Hunger II (00:15)

**Orbs made by Adapted Parasites**
 Exhaustion
 Potion Effects *(non-parasites)* | Hunger III (00:15), Needler III (00:25)

**Orbs made by Pure Parasites**
 Exhaustion
 Potion Effects *(non-parasites)* | Hunger IV (00:15), Needler IV (00:25), Mining Fatigue IV (00:15)

*While Preeminent Parasites do not produce orbs on their own, the Succors they spawn do.*

**Orbs made by Preeminent Parasites**
 Exhaustion
 Potion Effects *(non-parasites)* | Hunger V (00:15), Needler V (00:25), Mining Fatigue V (00:15), Wither V (00:10)

**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.

Note that each parasites' Orbs gives its own custom status effects to either non-parasite mobs, other parasites, or itself. A list of these effects can be seen below:

* Primitive Arachnida: Blindness II (00:15) *for non-parasite mobs*
* Adapted Arachnida: Blindness III (00:15) *for non-parasite mobs*
* Primitive Bolster: Speed II (00:30) *for parasites*
* Adapted Bolster: Speed III (00:30) *for parasites*
* Primitive Longarms: Slowness II (00:15) *for non-parasite mobs*
* Adapted Longarms: Slowness III (00:15) *for non-parasite mobs*
* Primitive and Adapted Manducaters: Invisibility (00:20) *for itself. The duration lengthens for each mob within the Orb's radius.*
* Primitive Reeker: Nausea II (00:15) *for non-parasite mobs*
* Adapted Reeker: Nausea III (00:15) *for non-parasite mobs*
* Primitive Summoner: Speed II (00:30) *for parasites*
* Adapted Summoner: Speed III (00:30) *for parasites*
* Marauder: Weakness IV (00:15) *for non-parasite mobs*
* Monarch: Wither IV (00:15) *for non-parasite mobs*
* Vigilante: Speed IV (00:30) *for parasites*
* Warden: Absorption IV (00:30) *for parasites*

1. ↑ This excludes the Primitive Yelloweye, Primitive Devourer, Adapted Yelloweye, Grunt, Light Bomber, and Overseer.
2. ↑ Excluding Succors' Orbs.
Version 1.8.2

**Version 1.8.2** was an update for the Scape and Run: Parasites Mod, released on August 5th 2020. It was 5.32 MB. When the mod had its first popularity boom, 1.8.2 was the most recent version.

## *Change Log*

* Fixed kill command not killing mobs with damage cap > 1
* Reduced mob death animation time
* Fixed Moving Flesh growing too much and not spawning mobs
* Fixed crash cause by the "new task" options not being compatible with some entities
	1. This does not mean that an incompatible entity can work the task

## *Trivia*

* The video to push Scape and Run: Parasites into the public eye was published by textConjure on March 3rd, 2021. You can watch it here!

 Release
Living Axe

* 1st Sprite
* 2nd Sprite

### Tooltip

Result of various Parasites body parts reshaped to form a Weapon. The flame of life shines inside it. Renders armour useless over time.

### ID

srparasites:weapon\_axe

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

## *Usage*

**Fighting**

The Living Axe is a Melee Weapon. Its Attack Range, in horizontal, is of 3 Blocks. In vertical, it is 8 Blocks.

Each time it is swung, it performs a sweeping attack which applies the Corrosion Effect.
Bogle

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

## *Spawning*

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

## *Capabilities*

Bogles are primarily Ranged combatants.

* Bogles can shoot exploding projectiles;
* Bogles can break blocks that have their Hardness Value up to 15, with a 20 ticks cooldown and 5 Blocks range;
* Bogles can spawn Succors.
* Bogles 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

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

### *Properties*

**Bogles' 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*

Bogles, 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.

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

**Succors' Orb Effects**
 XP Steal

## *Drops*

Listed below are Bogles' Drops.

**Bogles' Drops**
  Noxious Brain | 1

## *Trivia*

* Bogles are also known as **Lencia** 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 Bogle can become up to 100% immune to any damage source. See Adaptation System for more info.
Haunter

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

## *Spawning*

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

## *Capabilities*

Haunters are primarily Ranged combatants, but can also do melee damage.

* Haunters can shoot fast homing projectiles;
* Haunters can break blocks that have their Hardness Value up to 15, with a 20 ticks cooldown and 5 Blocks range;
* Haunters can spawn Succors.

### Weakness

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

### *Properties*

**Haunters' 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*

Haunters, 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.

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

**Succors' Orb Effects**
 XP Steal

## *Drops*

Listed below are Haunters' Drops.

**Haunters' Drops**
  Noxious Brain | 1

## *Trivia*

* Haunters are also known as **Pheon** 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 Haunter can become up to 100% immune to any damage source. See Adaptation System for more info.
Infected Flesh

### Tooltip

A piece of flesh ripped off an Assimilated Creature. An Ingredient for Weapon Components and some basic Items that can also be used as Sustainment, in the most desperate situations.

### ID

srparasites:assimilated\_flesh

**Infected Flesh** is a Material used to obtain a multitude of Items.

## *Obtainment*

Dropped by all Assimilated Mobs, the Host, and the Thrall.

## *Usage*

**Crafting Recipes**

1. ↑ Except for the Assimilated Big Spider, Enderman and Ender Dragon.
Sentient Greatscythe

**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 Greatscythe

* 1st Sprite
* 2nd Sprite

## Info

### Tooltip

The ulterior Evolution of the Living Scythe. It has gained a Mind. Decimates a large area.

### ID

srparasites:weapon\_scythe\_sentient

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

It is the planned Upgrade of the Living Scythe.

## *Obtainment*

Obtainable only throughout Cheats or using Creative Mode.

## *Usage*

**Fighting**

The Sentient Greatscythe is a Melee Weapon. Its Attack Range, in horizontal, is of 13 Blocks. In vertical, it is 7 Blocks. It can also inflict damage behind the Player, in a 7 Blocks Range.

Each time it is swung, it performs a sweeping attack.
Assimilated Horse

**Assimilated Horses** are the Assimilated Version of Horses.

## *Spawning*

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

## *Description*

Assimilated Horses are more skinnier than their Sane Variant, their skin has become of a sickly greenish color, it assuming yellow tints in some places. Various pustules of different dimensions are present on the mid section and back of their body. Their mouth, from which teeth are missing, is open and moves rhythmically. They don't present eyes.

## *Capabilties*

Assimilated Horses are Melee Combatants.

* Their Melee Attack is performed through contact damage;

### *Properties*

**Assimilated Horses' 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

## *Drops*

Listed below are Assimilated Horses' Drops.

**Assimilated Horses' Drops**
  Infected Flesh | 1-2
  Diseased Heart | 1

## *Trivia*

* Assimilated Horses are also known as **infhorse** in the Mod Files.

## *Gallery*

Size of Assimilated Horses' Model.Assimilated Horses' Walking Head.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Version 1.6.0

**Version 1.6.0** was an update for the Scape and Run: Parasites Mod, released on Febuaury 24th 2020. It was 3.58 MB.

## *Change Log*

#### Fixes

* Fixed Crash caused by the flight limit
* Fixed Mudo attacking passive animal mobs with no infected version
* Fixed Living Greatbow bonus damage value not working with numbers below 1

#### Changes

* Tweaked and changed model/texture for Infected Dorpa
* Tweaked model and texture for Adapted Canra and Adapted Nogla
* Tweaked the following sound effects:
	1. Infected Hurt
	2. Infected Death
	3. Infected Growl 1
	4. Adapted Zetmo Growl
	5. Adapted Zetmo Death
	6. Adapted Zetmo Hurt
	7. Primitive Canra Hurt
	8. Primitive Zetmo Hurt

* Changed the name for the following mobs:
	1. Shyco -> Longarms
	2. Emana -> Yelloweye
	3. Canra -> Summoner
	4. Hull -> Manducater
	5. Nogla -> Reeker
	6. Zetmo -> Bolster
	7. Rathol -> Heavy Carrier
	8. Nithol -> Flying Carrier
	9. Venkrol -> Beckon
	10. Lodo -> Buglin
	11. Mudo -> Rupter

* Changed animations for some mobs
* Reduced health base value for the Heavy Carrier
* The Living Greatbow now has a damage cap
* Added animation when infected versions are spawning minions on death (this animations will also play with primitive and adapted versions but for now they don't spawn minions)
* Beckons will only grow to the next stage when the light around them is below 4
* Parasites are now immune to posion effects
* Parasites will now take more damage from fire source
* Changed particle effects where a primitive parasite kills an entity

#### New Content

* Added 2 mobs, a walking head for the infected cow and for the infected sheep
* Added a block infestation system:
	1. Each Beckon can spawn infested blocks and depending on their stage the block will have different effects, chance to damage non-parasites entities and damage values
	2. It will only spread when the light around the block is below 4.
	3. When a Beckon is killed, if the stage of the block is equal to the stage of the mob, the block will be converted to dirt and this will happen to all blocks next to it

 Release
Summoner (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 **Summoner**, you may refer to:

Primitive Summoners, Parasites part of the Primitive Tier
Adapted Summoners, Parasites part of the Adapted Tier
Summoner Core, a Material dropped by Summoners
Reeker (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 **Reeker**, you may refer to:

Primitive Reekers, Parasites part of the Primitive Tier
Adapted Reekers, Parasites part of the Adapted Tier
Reeker Fang, a Material dropped by Reekers
Stage I Dispatcher

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

## *Spawning*

* Stage I Dispatchers can only spawn from a Dispatcher Nidus.

## *Capabilities*

* Stage I Dispatchers can teleport parasites around using their underground tentacles;
* Stage I Dispatchers will force nearby Assimilated Mobs to drop their disguise;
* Stage I Dispatchers can summon Seizers;
* Stage I Dispatchers can break blocks that have their Hardness Value up to 3, with a 60 ticks cooldown and 1 Block range.
* Stage I Dispatchers will apply the following effects to parasites:
	+ Speed (1:40)
	+ Debar (1:40)
	+ Link (3:20)
	+ Heightened Senses (1:40)

### Weakness

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

### *Adaptation*

Stage I 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 I 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 I Dispatchers' Drops.

**Stage I Dispatchers' Drops**
  Dispatcher Membrane | 1-7

## *Trivia*

* Stage I Dispatchers do not despawn;
* Stage I Dispatchers are also known as **Dod** 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 I Dispatcher can become up to 70% immune to any damage source. See Adaptation System for more info.
Secret

Some tresures in cave offensive are from other games like turtle shell from mario and kong's barell from donkey kong country

stone sometimes turn into mario

mario cheers for you in megaton punch and spring breeze (or maybe not for kirby!?)

Spring breeze is missing castle lololo and the kaboola battle, but the kings revenge has the kaboola but not the castle lololo.
Assimilated Cow

**Assimilated Cows** are the Assimilated Version of Cows.

## *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 Cows are more skinnier than their Sane Variant, they also present a darker skin. On the mid section of their body there are various growths, some of them pulsating. Their mouth is open and moves rhythmically. They don't present eyes.

## *Capabilities*

Assimilated Cows are Melee Combatants.

* Their Melee Attack is performed through contact damage;
* Assimilated Cows are capable of performing a charge attack. After staying still for some seconds, they'll move forward. This Attack inflicts great knockback and AoE Damage.

### *Properties*

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

## *Drops*

Listed below are Assimilated Cows' Drops.

**Assimilated Cows' Drops**
  Infected Flesh | 1-2
  Diseased Heart | 1

## *Trivia*

* Assimilated Cows are also known as **infcow** in the Mod Files.

## *Gallery*

Size of Assimilated Cows' Model.Assimilated Cows' Walking Head.

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

**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.*

**Colonies** are disabled by default, but can be enabled in the Config. **They are currently a Work In Progress**.

Colonies are currently generated by Stage IV Dispatchers starting from Phase 5. Colonies buff parasites, build structures, and spawn Workers. Colonies can only exist in the Overworld, Nether, and End by default.

As colonies grow each day, they will slowly grant parasites within their range a bonus to their armor, damage, health, knockback resistance, and damage cap. They will also subtly boost evolution point gain and subtly reduce evolution point loss. The colony's spread and effect radius will also slowly increase.

Colonies also use Global Adaptation: When a parasite that can adapt is killed within the range of a colony, it will send a "signal" to the colony, which is the most common damage type it suffered. Each newly-spawned parasites in the dimension the colony is in will have already learned the damage type that Colonies receive the most, but only by a little bit. The more signals a colony receives of a certain damage type, the more newly spawned parasites will be adapted to that damage type upon spawning. Parasites that die while on fire will not send a signal. If the colony core is destroyed, it will delete the recorded damage types, and newly spawned parasites will no longer have those adaptations upon spawning.

## *Commands*

Listed below are a series of Commands related to Colonies.

* **/srpcolonies clearworld** - *Removes all Colonies from the Dimension the Command is used in*;
* **/srpcolonies setcolony** [**x**] [**y**] [**z**] - *Places a Colony at the specified coordinates*;
* **/srpcolonies removecolony** [**x**] [**y**] [**z**] - *Removes a Colony at the specified coordinates, if there is one*;
* **/srpcolonies viewall** - *Displays all Colonies coordinates in the Dimension this Command is used in, along their ages*;
* **/srpcolonies viewallglobaladaptation** - *Displays Global Adaptation info from Colonies*;
* **/srpcolonies resetglobaladaptation** - *Resets Global Adaptation data*.
Living Bow

* 1st Sprite
* 2nd Sprite

### Tooltip

Result of various Parasites body parts reshaped to form a Weapon. The flame of life shines inside it. Keep holding those arrows

### ID

srparasites:weapon\_bow

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

## *Usage*

**Fighting**

Each second the Bow 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.
Version 1.8.1

**Version 1.8.1** was an update for the Scape and Run: Parasites Mod, released on August 3rd 2020. It was 5.32 MB.

## *Change Log*

* Fixed crash caused by hitting a Primitive/Adapted Longarms
* Changed description for "Block Infestation Cooldown"/"Block Light Level"
* Parasites spawned from the merge system will no longer despawn
* Changed "RS Block Light Level" default value from 4 to 15
* Infected Humans/Villagers spawned by a Rupter can now have other textures
* Fixed griefing task not being read in seconds

 Release
The Source

**Upcoming Content Ahead!***The following Page contains Upcoming Content, which means that it has not been added to the game yet.*

**The Source** is a prominent figure in the Scape and Run: Parasites Mod Lore.

## *Known Info*

The Source is a gigantic eldritch entity found deep underground (however, it is not below Bedrock), responsible for the presence of Beckons. It exists as a direct consequence of Parasites building it. The Source becomes "active" starting from Phase 3, when the Reinforcement System becomes available.

## *Previews*

So far, the only public preview that mentioned the Source has depicted it as an upcoming Boss, with its own Boss Healthbar.

Healthbar of The Source, as shown in a Preview.
## *Trivia*

* The Source is inspired by the Graveminds from Halo in the way it is formed.
Sentry

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

## *Spawning*

* Spawned on Infested Blocks by Stage III Beckons;
* Spawned by Stage III and Stage IV Dispatchers.

## *Description*

Sentries' elongated bodies are rooted in the ground. From their bodies, three pairs of long tentacles emerge. This body ends in a constantly opened mouth. Their entire body is completely grey.

## *Capabilities*

Sentries are Ranged Combatants, incapable of movement.

* Their Ranged Attack is a barragge of 3 Poisonous Projectiles, which can melt the Player Armor in few hits. Each hit reduces an armor piece's durability by 10%, and the poison lasts for 7 seconds.
* Sentries can break blocks that have their Hardness Value up to 7, with a 20 ticks cooldown and 3 Blocks range.

### *Properties*

**Sentrys' 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*

Sentrys, 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.

**Sentrys' 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*

* Sentries are also known as **Unvo** in the Mod Files.

## *Gallery*

Size of Sentries' 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 Sentry can become up to 96% immune to any damage source. See Adaptation System for more info.
Version 1.5.2

**Version 1.5.2** was an update for the Scape and Run: Parasites Mod, released on January 22th 2020. It was 3.35 MB.

## *Change Log*

#### Fixes

* Fixed a typo in the name of one item
* Fixed loot tables for Adapted versions of Canra and Nogla not working
* Fixed the Venkrol Stage I bell sound sometimes playing and not spawning the mob itself

#### Changes

* Added an option of flight height limit to air type mobs
* Added an option to disable bell sounds from the Reinforcement System
* Added Infected Flesh to infected versions loot tables by default

 Release
Stage II Dispatcher

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

## *Spawning*

* Spawned after a Stage I Dispatcher evolves.

## *Capabilities*

* Stage II Dispatchers can teleport parasites around using their underground tentacles;
* Stage II Dispatchers will force nearby Assimilated Mobs to drop their disguise;
* Stage II Dispatchers can summon Seizers;
* Stage II Dispatchers can break blocks that have their Hardness Value up to 5.5, with a 20 ticks cooldown and 2 Blocks range.
* Stage II Dispatchers will apply the following effects to parasites:
	+ Speed II (3:20)
	+ Regeneration II (3:20)
	+ Debar (3:20)
	+ Link (5:00)
	+ Heightened Senses II (3:20)

### Weakness

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

### *Adaptation*

Stage II 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 II 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 II Dispatchers' Drops.

**Stage II Dispatchers' Drops**
  Dispatcher Membrane | 1-15

## *Trivia*

* Stage II Dispatchers do not despawn;
* Stage II Dispatchers are also known as **DodSII** 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 II Dispatcher can become up to 100% immune to any damage source. See Adaptation System for more info.
Heavy Carrier

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

## *Description*

Heavy Carriers have three gigantic grey lumps, on which various bulbous growths are present. Their "torso" is supported by three, tiny legs. Their entire body is of a grey, tending to black, color.

## *Behavior*

Heavy Carriers will explode when they get close to the entity they are targeting. This explosion can spawn 4 Rupters, between 3 and 5 Buglins, 3 Primitive Yelloweyes, 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*

**Heavy 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*

* Heavy Carriers are also known as **Rathol** in the Mod Files.

## *Gallery*

Size of Heavy Carriers' Model.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Bolster (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 **Bolster**, you may refer to:

Primitive Bolsters, Parasites part of the Primitive Tier
Adapted Bolsters, Parasites part of the Adapted Tier
Bolster Husk, a Material dropped by all Bolsters.
Heed

**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:heed

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

## *Spawning*

Heeds do not spawn naturally, as of 1.9.5.

## *Description*

Heeds are spider-like Parasites composed of burnt flesh. Their body is quite slim but gets progressively bigger near the abdomen. The abdomen is covered in red growths and from it, red ligaments grow. From their torso, 4 pairs of spider-like limbs grow. They don't present a proper neck or head but two teeth covered jaws, which move, as if it is breathing. On the upper part of their torso, connected with small ligaments, are a total of 5 Assimilated Humans' Heads. These Heads are completely immobile, their mouths missing teeth and having crooked teeth.

## *Capabilities*

**Note: Heeds planned Ability isn't still in-game.**

Heeds are Melee Combatants.

* Their Melee Attack is performed through contact damage;
* The Heed can jump 3 Blocks at once.

### *Properties*

**Heeds' 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 Heeds' Model.

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

SRP Mobs can break different grades of Hardness, depending on the type of Mob or Tier.

Listed below are the Hardness Levels each Tier can break.

* The Assimilated Ender Dragon can break blocks up to a hardness of **3**
* Primitive Parasites can break blocks up to a hardness of **1**
* Adapted Parasites can break blocks up to a hardness of **3**
* The Adapted Bolster can break blocks up to a hardness of **3.5**
* The Crux can break blocks up to a hardness of **4**
* Stage I Nexus Parasites can break blocks up to a hardness of **3**
* Stage II Nexus Parasites can break blocks up to a hardness of **5.5**
* Stage III Nexus Parasites can break blocks up to a hardness of **7**
* Stage IV Nexus Parasites can break blocks up to a hardness of **18**
* The Sentry and Kyphosis can break blocks up to a hardness of **7**
* Pure Parasites can break blocks up to a hardness of **5**
* The Grunt can break blocks up to a hardness of **3**
* Preeminent Parasites can break blocks up to a hardness of **15**
* Ancient Parasites can break blocks up to a hardness of **9**
* Beckons can infest blocks up to a hardness of **4.5**
* The Parasite Biome can corrupt blocks up to a Hardness of **5**

**Click here** to see a list of the Hardness values for Vanilla Blocks. Use this as a reference for building bases.

*Suggestion: Iron Bars, Iron Doors, and Metal Blocks cannot be infested by Beckons, and can only be broken by most above the Adapted Tier. However, no parasite can break Obsidian.*
Version 1.3.0

**Version 1.3.0** was an update for the Scape and Run: Parasites Mod, released on November 9th 2019. It was 610.13 KB.

## *Change Log*

Changed base values for the following mobs:

* **Shyco**:
	1. Base Health: 120-> 90
	2. Base Armor: 10 -> 8
	3. Base Damage: 5.7 -> 5
	4. Base KD Resistance: 1.5 -> 1

* **Canra**
	1. Base Health: 150 -> 50
	2. Base Armor: 15 -> 7
	3. Base Damage: 6.8 -> 5
	4. Base KD Resistance: 1.8 -> 1

* Changed "Shyco" name for "Primitive Shyco"
* Changed "Nogla" name for "Primitive Nogla"
* Changed "Hull" name for "Primitive Hull"
* Changed "Emana" name for "Primitive Emana"
* Changed "Canra" name for "Adapted Canra"
* Changed "Dorpa" name for "Infected Dorpa"
* Changed texture for the Hull
* Changed model for Nogla
* Changed how many Lodos the infected human can spawn when hurt (2 -> 1)
* The Rathol can now explote when its health is below 5%
* The infected Human now has a new animation

#### New Content

* Added an adapted version for the following mobs:
	1. Primitive Shyco
	2. Primitive Nogla
	3. Primitive Hull

* Added a primitive version for the Canra mob
* Primitive mobs can change their form when they get x amount of kills
* The Hull branch can have Invisibility, only if they have full health
* The Shyco branch have a chance to reflect a portion of damage
* The Canra branch have a chance to summon mobs
* The Nogla branch can poison its target
* Added custom spawners

 Release
Assimilated Sheep

**Assimilated Sheep** are the Assimilated Version of Sheep.

## *Spawning*

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

## *Description*

Assimilated Sheep are more skinnier than their Sane Variant, also missing parts of wool and skin. On their backside, which has no wool or skin, grows red, pulsating growths. Their mouth is open and moves rhythmically. They don't present eyes.

## *Capabilities*

Assimilated Sheep are Melee Combatants.

* Their Melee Attack is performed through contact damage;

### *Properties*

**Assimilated Sheeps' 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

## *Drops*

Listed below are Assimilated Sheeps' Drops.

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

## *Gallery*

Size of Assimilated Sheeps' Model.Assimilated Sheep's Walking Head.

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

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

## *Spawning*

* Spawns in groups of 2 to 3, from Phase 7, with a spawnweight of 20;
* Spawns inside the Parasite Biome, with a spawnweight of 20.

## *Description*

Grunts possess a humanoid body. On top of their small, slightly hunched torso, four bulbous, constantly pulsing growths are present. From some of the growths, two thin limbs emerge, which end in 4-four fingered hands. Their slender fingers are constantly flexing. Connected to the bottom part of their torso are their legs, which end in small hooves. Their entire body is completely grey.

## *Capabilities*

Grunts are Melee Combatants.

* Their Melee Attack is performed through contact damage;
* Grunts can climb Blocks;
* Grunts can perform great leaps;
* Grunts can break blocks that have their Hardness Value up to 3, with a 20 ticks cooldown and 1 Block range.

### *Properties*

**Grunts' 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*

Grunts, 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.

**Grunts' 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 Grunts' Drops.

**Grunts' Drops**
  Noxious Brain | 1-2

## *Trivia*

* Grunts are also known as **Flog** in the Mod Files;
* Grunts are inspired by Flood Abomtinations, from Halo.

## *Gallery*

Size of Grunts' Model.

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

**Quenches** are a craftable item that will purify infested blocks when thrown.

## *Usage*

Right clicking a Quench will throw it like a projectile, such as an egg or snowball, but it will fly slower and fall faster. When it hits a block, it will begin to purify all Infested Blocks within a 7-block radius of the block that the projectile hits. Note that the resulting blocks can still be re-infested by any surrounding infested blocks.

## *Trivia*

* The Quench has been in the game for a long time, but previous had a placeholder texture, had no name, was unobtainable, and acted as a Debug Item. It was also required that an Infested block was hit, and it only purified infested blocks horizontally.
Mangler

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

## *Spawning*

* Spawns after a Rupter gets 30 kills and evolves;
* Spawns in groups of 3 to 6, from Phase 6, with a spawnweight of 30;
* Spawned by Herds.

## *Description*

Manglers are small Parasites. From the front of their body, 5 tentacles merge, with two ulterior pairs emerging from the sides of their body, attached through a growth. Their long body ends in formations similar to Buglins. Six small, spider-like legs support their body.
Their entire body is of a grey, tending to black, colour.

## *Capabilities*

Manglers are Melee Combatants.

* Their Melee Attack is performed through contact damage, it inflicts the Slowness IV Effect;
* Manglers can climb blocks
* Manglers can perform great leaps.

### Weakness

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

### *Properties*

While considered a Inborn Parasite, the Mangler uses some property values defined for the Pure Tier.

**Manglers' 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*

Manglers, 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.

**Manglers' 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 Manglers' Drops.

**Manglers' Drops**
  Rupter Viscera | 1-2

## *Trivia*

* Manglers are also known as **Nuuh** in the Mod Files;
* Manglers were revealed in a video teaser released on the Scape and Run: Parasites Server. The video can be found here;
* This Mob was proposed by user **thy saucy fellow**. Original Suggestion: https://trello.com/c/lGvSvFbJ

## *Gallery*

A Mangler, as shown in the Preview.

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

**Assimilated Endermen** are the Assimilated Version of Endermen.

## *Spawning*

* Spawns individually, from Phase 3 to Phase 5, with a spawnweight of 1;
* Spawns inside the Parasite Biome, with a spawnweight of 60;
* Spawned by Stage II and Stage III Beckons.

## *Description*

Assimilated Endermen are a bastardization of their Sane Variant. From their arms, red ligaments grow, either from their shoulder or hand. Their legs have been placed in unnatural manners, missing chunks of their skin, showing their red-purplish muscles. From their back, a gigantic lump of flesh is present, which grows inside their head. Their torso is opened, from it, various black tendrils burst from, constantly flexing. Their jaw has been dislocated and, above it, various ligaments appear. They don't present eyes.

## *Capabilities*

Assimilated Endermen are Melee Combatants.

They are able to teleport nearby and Assimilated Mobs.

* Their Melee Attack is performed through contact damage;
* Their teleportation Ability is based on the following logic:
	+ After it manages to teleport, it will teleport a nearby Assimilated Mob.

### *Properties*

**Assimilated Endermans' 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 Endermen animation was inspired by Twitchers, Necromorphs from Dead Space;
* Assimilated Endermen, unlike their non-Assimilated Variant, doesn't present any weakness in being in contact with Water;
* Assimilated Endermen has received many complaints and hate for its Abilities, missing weakness and Statistics. It is in fact one, if not the most hated Mob this Mod introduces.

## *Gallery*

Size of Assimilated Endermen's Model.

1. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
Version 1.1.0

**Version 1.1.0** was an update for the Scape and Run: Parasites Mod, released on October 18th 2019. It was 330.67 KB.

## *Change Log*

* Changed how the entities are registered into Minecraft for better compatibility
* The parasites now regenerate health each time they kill another entity
* Changed the Infected Human model and texture
* The Infected Human now has a chance to spawn Lodos when hurt
* Added 2 mobs:
	1. **Carna**: A big creature looking for someone to consume
	2. **Hull**: The parasite version of a dog, it can move quick and strike fast

 Release
Needler

**Needler** is a Potion Effect introduced by the Mod. This Effect does nothing on its own, ***however***, if it reaches amplifier 7 (Needler VIII), then 40% of the entity's total health will be dealt as damage to them. The entity will also produce an explosion, but this will not kill them. *The effect also stacks, so if you get both Needler IV and Needler V within 30 seconds, you will be given Needler IX.*

Needler cannot be removed by drinking Milk.

## *Obtainment*

Only Orbs from Adapted Parasites, Pure Parasites, and Succors can apply Needler.

 Orbs from Pure Parasites | IV
 Orbs from Succors | V
Overlord

**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\_overlord

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

## *Description*

Overlords' bodies are of immense sizes. Their equine-like body is supported by 6 long legs, that end in hooves. On their torso, a defined musculature is present. Connected to their shoulders, there are a total of 6 tentacles, 3 for each shoulder. They don't have any head, as of now. Their entire body are completely grey.

## *Capabilities*

Overlords are both Melee and Ranged Combatants.

* Overlords' Melee Attack is performed through contact damage, inflicting AoE Damage and Knockback;
* Overlords' Ranged Attack is performed by them shooting an homing projectile;
* Overlords can break blocks that have their Hardness Value up to 9, with a 5 ticks cooldown and 4 Blocks range.

### *Properties*

**Overlords' 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*

Overlords, 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.

**Overlords' 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*

* Overlords are also known as **Terla** in the Mod Files;
* Overlords are inspired by the Behemoth from the Mist.

## *Gallery*

Size of Overlords' 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 Overlord can become up to 100% immune to any damage source. See Adaptation System for more info.
Arachnida (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 **Arachnida**, you may refer to:

Primitive Arachnida, Parasites part of the Primitive Tier
Adapted Arachnida, Parasites part of the Adapted Tier
Arachnida Claw, a Material dropped by all Arachnidas.