Primitive Longarms

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

## *Spawning*

* Spawned 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 Longarms possess a peculiar body structure composed of the sewed of their former bodies. From the stick-like torso emerge 2 separate jaws, covered in teeth. From them, two long, gray limbs emerge, that end in fingerless hands. At the lower part of their torso, a pair of limbs that end in hooves are present. All of their body, with the exception of their knees, torso and maws, are of a gray colour.

## *Capabilities*

Primitive Longarms are Melee Combatants.

* Primitive Longarms' Melee Attack inflicts AoE Damage and is performed by them swinging their arms;
* Primitive Longarms' Damage is increased the less their HP is. Their damage will increase by 50% for every HP they lose;
* Primitive Longarms can jump 6 blocks;
	+ Primitive Longarms can perform small leaps, both on land and in liquids;
* Primitive Longarms can break blocks that have their Hardness Value up to 1, with a 60 ticks cooldown and 1 Block range;

### Weakness

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

### *Properties*

**Primitive 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*

Primitive 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.

**Primitive 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 Primitive 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.

**Primitive Longarms' Orb Effects**
 Potion Effects *(non-parasites)* | Hunger II (00:15), Slowness II (00:15)

## *Drops*

Listed below are Primitive Longarms' Drops.

**Primitive Longarms' Drops**
  Altered Tendons | 1-2
  Longarms Armor Fragment | 1-2
  Strange Bone | 1-4

## *Trivia*

* Longarms are inspired by Slashers and Hell Knights, respectively from Dead Space and Doom 3;
* Longarms are also known as **Shyco** in the Mod Files.

## *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 Primitive Longarms can become up to 60% immune to any damage source. See Adaptation System for more info.