Adapted Reeker

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

## *Spawning*

* Spawns after a Primitive Reeker 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 Reekers' bodies are very large and thick. Their main body has some weird shapes, that should be their torso and pelvis, the latter being extremely tiny in comparison to the torso, to which is attached by a long growth. Their head present no features, with only a mouth present, which has noticeable fangs. From their "belly", a pair of human-like limbs emerge, with a pair of tentacles being right behind. Their body is sustained by four limbs, which end in hooves.

## *Capabilities*

Adapted 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;
* Adapted Reekers can jump 6 Blocks;
	+ Adapted Reekers can perform small leaps, on land and in liquids;
	+ Adapted Reekers can break blocks that have their Hardness Value up to 3, with a 40 ticks cooldown and 1 Blocks range.

### *Properties*

**Adapted 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*

Adapted 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.

**Adapted 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 Adapted 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.

**Adapted Reekers' Orb Effects**
 Potion Effects *(non-parasites)* | Hunger III (00:15), Needler III (00:25), Nausea III (00:15)

### Weaknesses

* Adapted Reekers, like any other Mob, present a weakness to Fire. Damage inflicted by Fire is quadrupled.
* Adapted Reekers' Tendrils, found on their "belly", can reset their adaptation, while also giving them the Bleeding and Rage Effects.

## *Drops*

Listed below are Adapted Reekers' Drops.

**Adapted Reekers' Drops**
  Toxic Lung | 1
  Reeker Fang | 1-3
  Strange Bone | 1-8

## *Trivia*

* Adapted Reekers are also known as **Nogla** in the Mod Files.

## *Gallery*

Adapted Reekers' Tendril after being cut.Adapted Reekers' Tendrils as seen on the Model.

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