Lesser Demons

Lesser Demons are an assorted batch of A.I. controlled entities which will attack any survivor who wander near them.

## Monster List

### Lesser Zombie

Lesser Zombies are the most common and generally least impressive lesser demons of the roster. They can spawn in groups of up to 3 on a single spawn point, meaning they can fill the battlefield quite quickly.

Health: 20 Health (10 Hearts)

Resistance: 75%

Speed: Medium

Depth Strider 2

Projectile Vulnerable

Proccable

Attack: 25

Armor Shred: 5

### Lesser Husk

Lesser Husks are much tankier, deal marginally more damage, and additionally cannot be easily dispatched by arrows or procs. They move slightly slower than regular zombies and also don't spawn anywhere near as often.

Health: 70 (35 Hearts)

Resistance: 75%

Arrow Resistance: 25%

Knockback Resistance: 50%

Speed: Slower

Depth Strider 2

Projectile Resistant

Unproccable

Attack: 30

Armor Shred: 5

### Lesser Drowned

Another less common Lesser Demon, the Drowned have slightly more hp, move significantly faster, and have the ability to slow survivors on hit. However, they are still vulnerable to arrows and procs, and sport a weaker damage output.

Health: 30 Health (15 Hearts)

Resistance: 75%

Speed: Faster

Depth Strider 2

Projectile Vulnerable

Proccable

Attack: 20

Armor Shred: 5

Attacks will inflict survivors with **Slowness 2** for 2 Seconds.

### Lesser Wither Skeleton

Last of the uncommon lesser demons is the Wither Skeleton, they sport a medium amount of tankiness, the ability to not get oneshot by arrows, and will fire explosive skulls from range. Wither Skeletons do not move, have much weaker melee attacks, and are still vulnerable to procs, plus their shots can be blocked by teammates.

Health: 35 Health (17.5 Hearts)

Resistance: 75%

Knockback Resistance: 90%

Immobile

Projectile Resistant

Proccable

Will constantly fire explosive skulls at a nearby survivor.

* Wither Skulls will explode on contact with the first entity or block it hits.
* Cooldown: 1.5 Seconds
* Damage Radius: 2.5 Blocks
* Ranged Damage: 30
* Ranged Armor Shred: 10

Can retalitate in melee against the survivor they are aiming at.

* Melee Damage: 15
* Melee Armor Shred: 5

### Lesser Burning Skeletons

Burning Skeletons are incredibly fast and can burn survivors they attack, they act as deadly servants to Flamelancers which have unlocked their capstone upgrade.

Health: 20 Health (10 Hearts)

Resistance: 75%

Speed: Faster

Depth Strider 2

Projectile Vulnerable

Proccable

Attack: 30

Armor Shred: 5

Fire Aspect 1

### Lesser Squids

Ah yes, lesser calamari, these squids are at least marginally less deadly than the greater Squids summoned from the **Deadly Squids** Doom Event. For reference, marginally less effective means doing literally nothing. They mostly serve to make sure the greater squids have a marginally longer lifespan, or give them a fighting chance to enact their deadly deeds.

Health: 20 Health (10 Hearts)

Resistance: 75%

Immobile on land.

Projectile Vulnerable

Proccable

Deals no damage.

### Lesser Plagued

The point of no return, shambling decaying mounds with the sole purpose to spread the plague rise to cull the survivors' numbers at the fall of the first night. These short lived zombies spawn frequently from greater plagued during a **Zombie Infection** Plague Event. While they have an even shorter lifespan than regular lesser demons, they do have a small chance of effectively instantly eliminating a survivor with a single attack by infecting them.

Health: 20 Health (10 Hearts)

Resistance: 75%

Speed: Slightly Faster

Projectile Vulnerable

Proccable

Lesser Plagued are affected by **Withering** permanently.

1 Tick per second.

Damage per tick: 5

Attack: 25

Armor Shred: 0

Attacks have a 10% chance to infect survivors.

### Fire Bats

Invisible burning bats summoned by the Ogre Magi (**Fire**) which fly erratically for a short amount of time before despawning. The Magi can detonate the bats at will in order to set nearby blocks and survivors on fire. Aside from that, they don't do much else aside from being immune to damage.

Immune to damage, has a short lifespan or is killed when detonated by a **Fire Ogre Magi**.

Unproccable

These entities do not count as A.I. for the purpose of spawn limits and are also not vulnerable to A.i. clearing effects.

Deals no damage by itself.

### Bees

It's a bee... they do not appear during regular gameplay and can only be summoned by admin interference.

Unproccable

Projectile Resistant

Immune to damage, can only bee killed after attacking, or from certain A.i. instant kill effects.

After a bee attacks it will die after 5 seconds, and it cannot attack during the last 2 seconds before death.

Damage: 35

Armor Shred: 5

Attacks apply **Withering** for 10 seconds.

* 1 Tick every 0.75 Seconds
* Damage per Tick: 20
* Armor Shred: 0
* Effect deals Shield Breaking Damage.

## Common Abilities and Vulnerabilities.

### Attack and Defense Invulnerability Ticks

Lesser demons are uniquely vulnerable and deadly thanks to messing around with invulnerability ticks.

All attacks from Lesser Demons only give 7 Immunity Ticks, unless blocked by Shield Hearts.

Lesser Demons can receive no more than 6 Immunity Ticks from any damage.

### Projectile Vulnerability

Most ranged attacks can oneshot lesser demons without actually caring about damage dealt.

Any arrow from a bow drawn by at least 60% will oneshot vulnerable lesser demons on contact.

Other sources of damage which have this blanket effect include:

* Crossbow regular and scatter shots.
* Bombardier regular direct hits.
* Spellbook's **Magic Missile**
* Volcanic Gauntlet within the first 1/4th of its range.

Lesser Husks, Lesser Wither Skeletons, (and bees) are immune to being instant killed by these sources.

## Spawning Behavior

Put simply, lesser demons are lured by the presence of greater demons. Player monsters will periodically leave behind invisible nodes which are essentially spawn points for lesser demons.

### Spawnpoint Marks

A mark is created every 5 seconds centered on each monster player.

The mark will fail to spawn if one of the following conditions apply:

* Neither the block the mark is contained in **nor** the block above is non-solid.
* Neither block 2 blocks below the mark is solid.
* The mark is in **Shrine Protection**.
* The mark is within 4 blocks of another mark.

Only a certain amount of marks can be placed, by default the carry limit is represented below:

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{\displaystyle maxMarks = 40 + survivors + (mobs \* 5)
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If additional marks would be placed, the oldest marks are immediately killed to make room.

Once a mark is placed, it will attempt to spawn Lesser Demons every 5 seconds.

Marks have a limited lifespan, if they successfully summon something the lifespan is further reduced.

### Lesser Demon Spawn Checks

Every 5 Seconds, each mark will attempt to spawn Lesser Demons.

The chance that any given mark will actually succeed in spawning anything are based on several factors.

#### Exhibit A: Survivor Count and Lesser Demon Count

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{\displaystyle spawnChance = 0.1 + (survivors \* 0.04)) \* proportion^2}

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{\displaystyle proportion = 1 - currentAIs / maxAIs}

By default there is a 10% chance for the spawning to succeed, which is increased by 4% for each alive survivor.

The spawn rate will lower as fewer slots to spawn into are available.

##### Exhibit A-1: Lesser Demon Capacity

Only so many Lesser Demons can be on the map at any given time, by default the carry limit is represented below:

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{\displaystyle maxAIs = 25 + mobs + (surivors \* 5)}

To keep idle lessers from clogging the limit, any lesser demon without a target and not moving will die in waves which occur every 15 seconds.

#### Exhibit B: Light Levels

A spawn has a chance to fail based on how much light is on it.

**Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "http://mathoid-facade/v1/":): {\displaystyle lightingDenyChance = (lighting + block light) \* 2%}**

Daytime will prevent more spawns than Night, which will prevent more spawns than being indoors, but the best results of spawn blocking can only be achieved with emitted light sources like Torches.

Light levels can be any whole number between 0 and 15.

#### Exhibit C: Player Proximity

If there is a player monster within 1.2 blocks of a mark, the spawn will fail.

If there are instead no player monsters within 15 blocks of a mark, the spawn will fail 80% of the time.

If the closest survivor is within 4 blocks of a mark, the spawn will fail.

If the closest survivor is instead beyond 20 blocks from the mark, the spawn will instead fail 90% of the time.

## Other Tips

* All lesser demons are considered undead for the purpose of taking **Smite** damage from Radiant Wand
	+ Yes, this also includes Squids
* Lesser are usually slightly taller than players, certain blocks which raise height slightly can be used to prevent A.I. entry in 2 block high hallways.
	+ Half slabs can also be used to similar effect, but they force players to crouch in order to be passed, which can be undesirable on retreats.