Adapted Manducater

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

## *Spawning*

* Spawns after a Primitive Manducater evolves;
* Spawns in groups of 2 to 3, from Phase 6, with a spawnweight of 15;
* Spawns inside the Parasite Biome, with a spawnweight of 10.

## *Description*

Adapted Manducaters possess a canine body structure. From the neck that connects their head and torso, a gigantic lump grows, from which two tentacles emerge. Their head is akin to that of a skull. Their body is sustained by four, disturbingly long paws. Their entire body is completely grey.

## *Capabilities*

Adapted Manducaters are Melee Combatants.

* Adapted Manducaters' Melee Attack is performed through contact damage;
* They can become almost completely invisible, while being in this state, their speed will be greatly slowed down but their damage will be multiplied. The Invisibility is removed if Adapted Manducaters attacks or are attacked. Adapted Manducaters need 40% of their own HP, and have a 7 seconds cooldown;
* Adapted Manducaters can jump 4 Blocks;
	+ Adapted Manducaters can perform small leaps, both on land and in liquids;
* Adapted Manducaters can break blocks that have their Hardness Value up to 3, with a 40 ticks cooldown and 2 Blocks range.

### *Properties*

**Adapted Manducaters' Properties**
 Follow Range
 Damage Cap | Minimum number of hits required to kill the parasite
 Minimum Damage
 Death Point Reduction
 Remain Value
 Scent Death Value
 XP Value
 Regen
 COTH

### *Adaptation*

Adapted Manducaters, like many other parasites, have the ability to adapt to damage sources they are damaged with. The more hits they take from a certain weapon or by a certain mob, the less damage they will take from that weapon or mob. This process can be slowed by lighting the parasite on fire, which is highly recommended.

**Adapted Manducaters' Adaptation Values**
 Chance to Fail Adapting
 Point Reduction Value | Value for each "Reduction Point", used to reduce damage taken.
 Point Reduction Cap | Maximum amount of "Reduction Points" per damage source.
 Maximum Learnable Damage Sources

### *Orbs*

Orbs are red, translucent, swelling "auras" that can be produced by Adapted Manducaters when in combat. They can apply Exhaustion to players, add a cooldown to their items, and apply potion effects to entities inside their range.

**Adapted Manducaters' Orb Effects**

### Weaknesses

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

## *Drops*

Listed below are Adapted Manducaters' Drops.

**Adapted Manducaters' Drops**
  Toxic Lung | 1
  Manducater Orb | 1
  Strange Bone | 1-8

## *Trivia*

* Adapted Manducaters are also known as **Hull** in the Mod Files;
* Adapted Manducaters were considered by Dhanantry as the hardest Mob to balance, basing on the first QnA Event Answers;
* As of now, Adapted Manducaters are one of the few Parasites that possess eyes, something that no other Parasite has. This will be changed when their Model will be updated.

## *Gallery*

To be added...

1. ↑ 1.0 1.1 1.2 Exhaustion is a vanilla mechanic that controls how fast the player's saturation or hunger depletes. When the player reaches an exhaustion value of at least 4, the player's saturation *(or hunger, if saturation is 0)* is decreased by 1 point, and the exhaustion value is decreased by 4. For more information on exhaustion, see Hunger on the Minecraft Wiki.
2. ↑ When a parasite's Damage Cap is activated, it will be given the Rage effect for 7 seconds.
3. ↑ 3.0 3.1 3.2 3.3 Point Reduction Value and Point Reduction Cap are used to calculate how many times a parasite can learn a damage source before reaching its maximum immunity (this does not always mean it will be immune to the source). For example, the Adapted Manducater can become up to 100% immune to any damage source. See Adaptation System for more info.
4. ↑ The duration lengthens for each mob within the Orb's radius.