Adapted Longarms

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

## *Spawning*

* Spawns after a Primitive Longarms 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 Longarms' bodies are large, yet slim. Their torso is covered by their massive maws, constantly opened, filled with teeth. They possess two pairs of tentacles, two smaller ones, emerging from the sides of their torso, and two massive ones, which are attached to their back. They present legs, which end in hooves. Their entire body is completely grey.

## *Capabilities*

Adapted Longarms are Melee Combatants.

* Adapted Longarms' Melee Attack inflicts AoE Damage and is performed by them swinging their tentacles;
* Their Damage is increased the less their HP is. Adapted Longarms' damage will increase by 100% for every HP they lose;
* Adapted Longarms can climb blocks;
	+ Adapted Longarms can perform small leaps, both on land and in liquids;
* Adapted Longarms can break blocks that have their Hardness Value up to 3, with a 40 ticks cooldown and 1 Block range.

### *Properties*

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

### *Weaknesses*

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

## *Drops*

Listed below are Adapted Longarms' Drops.

**Adapted Longarms' Drops**
  Toxic Lung | 1
  Longarms Armor Fragment | 1-2
  Strange Bone | 1-8

## *Trivia*

* Adapted Longarms are inspired by Slashers and Hell Knights, respectively from Dead Space and Doom 3;
* A Variant of Adapted Longarms, called **Tyrant**, can spawn. It has the half HP of a normal Adapted Longarms but inflicts doubled damage;
* Adapted Longarms are also known as **Shyco** in the Mod Files.
* In the Mod Files, there's two ulterior yet unused textures for Adapted Longarms' Variants called **shycoaabyss** and **shycoalovecraft**. It is unknown why they went unused;

## *Gallery*

The Tyrant Variant of the Adapted Longarms.Adapted Longarms' Tendril after being cut.Adapted Longarms' 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 Longarms can become up to 100% immune to any damage source. See Adaptation System for more info.