Primitive Summoner

**Primitive Summoners** 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 Summoners have a thick main body, composed of the sewed flesh of their former bodies. They don't possess a proper head or neck, with only their mouth with two jaws being present, filled with noticeable teeth. From their torso, brown growths connect their long, slender limbs that end in two long fingers, with no palms present.

## *Capabilities*

Primitive Summoners are Melee Combatants.

* Primitive Summoners' Melee Attack is performed through contact damage;
* Primitive Summoners are capable of summoning up to 4 Rupters, through the usage of Biomass, with a 10 second cooldown. The summoned Rupters will spawn with the Rage Effect;
* Primitive Summoners can jump 3 Blocks;
* Summoners can perform small leaps, both on land and in liquids;
* Primitive Summoners can break blocks that have their Hardness Value up to 1, with a 60 ticks cooldown and 1 Block range.

### Weakness

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

### *Properties*

**Primitive Summoners' 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 Summoners, 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 Summoners' 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 Summoners 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 Summoners' Orb Effects**
 Potion Effects *(parasites)* | Speed II (00:30)

## *Drops*

Listed below are Primitive Summoners' Drops.

**Primitive Summoners' Drops**
  Altered Tendons | 1-2
  Summoner Core | 1
  Strange Bone | 1-4

## *Trivia*

* Summoners are also known as **Canra** in the Mod Files;

## *Gallery*

The Biomass Entity Primitive Summoners use.

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