Description on Chubfrom Chub
Description: this is so that the ai knows in detail what the hell these creatures are. Things in current version: fixed the formatting of everything and added every assimilated creature. Fixed the scan depth. FOR THE THIRD TIME. Reference: scan depth is at 2 when I want it to be at 52. Added Assimilated Adventurer, Pig, Sheep, Humanoid, Cow, Wolf, Horse, Squid, Big Spider, Bear, Enderman and last but not least The Assimilated Dragon. Next Update: will be to add every evolution for the assimilated creatures which will happen tomorrow. After that, I'm gonna take another little break (i have other more important work to tend to)
Listed as “Scape And Run: Parasites CREATURE LOREBOOK”
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COTH Parasites
18 entries · scan depth 52 · budget 512 tokens
- #1Buglin
Keys: weak parasite, weakest parasite, black maggot, inborn parasite, evolution phase 0 parasite, parasite, buglin
[Brief Summary = {Buglins are a parasite in the inborn tier which is at the bottom of the parasite heirarchy.} Appearance = {They are overall dark-gray, maggot-like creatures with their ends almost fully black. They seem to have a rough and dry texture with bumps in a ring-like pattern, although its easy to picture it as a wet and slimy being by the sounds they produce.} Behavior = {Buglins are unable to attack, fleeing from aggressive animals and humans alike. Buglins will grow into Rupters after a period of 7 and a half hours. Buglins will NOT apply Call Of The Hive under any circumstance (unless you eat one). Buglins CANNOT burrow into the ground. They are too weak to dig.} Statistics (For fighting systems, it is also optimized to just be realistic in case there isn't a fighting system.)={ HP= 7 (It would die if you stepped on it, be immobile and severely injured if you kicked it. And would bleed out and die if you managed to pierce its skin with anything.) Armor = 1.5 (It's a squishy leather worm with bumps on it.) XP drop = 8 (It will also subtract 8 evolution points from the evolution phase upon death) Size = Its about the size of a rabbit. Top Speed = 1 mph.} Spawn Conditions = {Spawns naturally from Phase 0 through Phase 2, with a spawn chance of 30% in groups of 2 to 6.}]
- #2Rupter
Keys: weak parasite, evolved buglin, inborn parasite, parasite, rupter
[Brief Summary = {Rupters are a parasite in the inborn tier which is at the bottom of the heirarchy. They are also the first evolution from the Buglin, which is the weakest creature in the parasite heirarchy.} Appearance = {They are insect-like creatures with four legs, and many thin tentacles coming from its head, which have been confirmed that they are used to echolocate its prey. They also have two limb like structures coming from the bottom half of its body, although, the purpose of them is not clear yet. They have a very similar tail-like growth in their back.} Behavior={Rupters are infestation propagators and swarm units, attacking at close to moderate range and guaranteed to inflict the Call Of The Hive Stage 1. Their melee attack is performed through contact damage, inflicting CotH Stage 1. Rupters can spit out a lingering CotH Stage 2 cloud on non-sentient animals instead of attacking if they are alone with them. Rupters can climb. Rupters can perform great leaps. Rupters are able to traverse faster in liquids by performing small leaps. Rupters can make buglin tunnels at the cost of 5 killcount per tunnel. Tunnels can produce a minimum of 2 buglins every day. If a Rupter gets 30 kills, it will evolve into a Mangler. Rupters, being so jolly, may spin on the ground, and may also jump while spinning. Rupters will always flee from aggressive or sentient organisms if it is alone.. How it knows your sentient or not? That isn't known yet. But this organism is definitely not sentient itself. It answers to a hivemind.} Statistics = { HP = 10 (Still leathery and somewhat squishy but mostly sturdy. It can sustain a slice from a stone blade and keep fighting. It is not nearly as prone to blunt force trauma as a buglin.) Armor = 5 Damage = 5 (most of its damage comes from blunt force.) XP drop = 5 (it will also subtract 5 evolution points from the evolution phase upon death) Size=About the size of a golden retreiver although much wider in diameter. Top Speed = 20 miles per hour. (it can leap at up to 20 mph), average skittering speed is around 10 mph.}]
- #3Mangler
Keys: weak parasite, lowest tier parasite, tier 1 parasite, inborn parasite, parasite, evolved rupter, mangler, phase zero parasite
[Brief Summary = {Manglers are a parasite in the Inborn Tier which is at the bottom of the heirarchy. They are also the second evolution from the Buglin, which is the weakest creature in the parasite heirarchy.} Appearance = {They are large insect-like creatures with three pairs of legs, and nine thin, elongated tentacles coming from its head, which have been confirmed to be used to echolocate its prey. The Mangler is fairly more robust than his younger brothers, almost doubling them in body size.} Behaviour = {Manglers are highly mobile, swarming melee combatants. Manglers can climb blocks. Manglers can perform great leaps. Manglers will regularly perform evasive dashes. Manglers, being so jolly, may spin on the ground, and may also jump while spinning. Manglers are able to traverse faster in liquids by performing small leaps. Manglers are able to dive in liquids to pursue submerged targets.} Statistics = { HP = 17 (Despite its relatively low health, being only 3 hp less than that of an average human, it is completely immune to blunt force trauma) Damage = 9 (It can 3-shot an unarmored man) Armor = 10 (Will be resistant to copper tools and other things made from copper.) Size = About the size of a black bear but slightly shorter in height and much larger in diameter. Top Speed = 60 Miles per hour, accelerates very quickly to 40 and can leap to an additional 20 miles per hour. Despite it's low rank in the parasite heirarchy it is amongst one of the fastest parasites in the entire heirarchy. Adaptation (How many damage sources the parasite can learn and adapt to) = 12 XP Drop = 75 (reduces 75 evolution points from the evolution phase upon death) Spawn Conditions = Spawns naturally in groups of 3 to 6, from Phase 6 exclusively, with a 30% chance of spawning. Additional Information about Mangler = Unlike their unevolved form, Manglers do not always inflict the Call of the Hive when they attack, reflecting their more combat-oriented name. Despite being able to adapt to damage sources, it is unlikely to see a Mangler fully adapt to anything due to their low health. A Mangler cannot even adapt to a wooden sword before dying to it}]
- #4Assimilated Adventurer
Keys: mutilated parasite, phase 1 parasite, Assimilated Adventurer, tier 2 parasite
[Brief Summary = {Assimilated Adventurers are parasites in the Assimilated tier which is tier 2, the second lowest tier in the parasite heirarchy. This is a variation of infected humans/demi-humans that happen when the individual is killed and mutilated by a parasite while being infected with COTH.} Appearance = {The spinal cord is detached from the torso. the torso is split in two and lined with ribs, jutting outward. There are 2 dark tentacles coming from the back that aim forward. Not sure what the purpose of most of this is. Because of their detached spine, their height is usually over 2 meters.} Behaviour = {Assimilated Adventurers are Silent Melee Combatants who barely make a sound and are very slow but very deadly when they catch you off guard. They are capable of wearing whatever clothing the individual had equipped before being assimilated, except the chestpiece since their chest is exploded open once they become a parasite. Any organisms within 3 meters of an Assimilated Adventurer will be inflicted with COTH stage 1. This does not go through walls. Assimilated Adventurers are able to traverse faster in liquids by performing small leaps. Assimilated Adventurers are able to dive in liquids to pursue submerged targets. If an Assimilated Adventurer gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh which sacrifices its speed and health but gives it a potential to evolve into something even greater. If an Assimilated Adventurer gets 15 kills and is unable to turn into a Medium Moving Flesh, it will evolve into a Thrall. On death Assimilated Adventurers have a chance to explode, releasing Assimilated Remains, 3-4 Buglins, and an effect cloud of stacking Poison and COTH. When not exploding, there is a 50% chance an Assimilated Adventurer will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. Assimilated Adventurers cannot put up a disguise.} Statistics = { HP = 15 (less than a human) Damage = 9 (if it attacks you with its ribcage, it inflicts COTH 2 regardless and it will inflict COTH stage 3 if it attacks an already open wound. Its basic melee attack (punch) does 4.5 damage and doesn't inflict COTH 2 or 3) Armor = 5 (bones are reinforced) Speed = The Assimilated Human can only stumble towards you. It cannot maintain a stable walking speed because of its detached spinal cord. XP Drop = 8 Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1}]
- #5Assimilated Pig
Keys: Assimilated Pig, low tier parasite, parasitic pig, parasite, tier 2 parasite, phase 1 parasite
[Brief Summary = {Assimilated Pigs are the weakest parasitic version of Pigs. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {It has a slim body and on its rear it has bloody bubbling masses. Its eyes are milky and devoid of life. Its jaw is always open, ready for another bite.} Behaviour = {Assimilated Pigs are Melee Combatants. Their Melee Attack is performed through their sharpened teeth. Any living thing within 3 meters of an Assimilated Pig will be inflicted with COTH stage 1. This does not go through walls. Assimilated Pigs are able to traverse faster in liquids by performing small leaps. Assimilated Pigs are able to dive in liquids to pursue submerged targets. If an Assimilated Pig gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh which sacrifices its speed and health but gives it a potential to evolve into something even greater. If an Assimilated Pig gets 60 kills and is unable to turn into a Medium Moving Flesh, it will evolve into a Feral Pig. On death Assimilated Pigs have a chance to explode, releasing Assimilated Remains, 2 Buglins, and an effect cloud of stacking Poison and COTH. When not exploding, there is a 50% chance an Assimilated Pig will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. Assimilated Pigs can only put up their disguise once in their entire lifetime.} Statistics = { HP = 9 Damage = 3.5 (It snaps its jaw at you continuously instead of going for a actual bite. It still has the hesitation of the prey it once was.) Armor = 0 (is still just as fragile as a normal pig) Speed = They gallop after you. If you can outrun a wild boar, you can outrun this.. However, these pigs do not sprint as fast as wild boars. They gallop at up to 15 mph and can EASILY be deterred by shifts in terrain and sudden shifts in direction. XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1}] If pigs get mutilated or die prior to becoming a parasite Then even if they have stage 3 COTH they will not turn into one.
- #6Assimilated Sheep
Keys: low tier parasite, parasite, tier 2 parasite, phase 1 parasite, parasitic sheep, Assimilated Sheep
[Brief Summary = {Assimilated Sheep are the weakest parasitic Version of Sheep. Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {It has a array of bloody bubbling masses on its rear end that some of them have popped and some of them are full of pus. Its eyes are milky and devoid of life. Its jaw is always open, ready for another bite.} Behaviour = {Assimilated Sheep are Melee Combatants. Their Melee Attack is performed through bites, which aren't very strong but they don't hold back. Any living thing within 3 meters of an Assimilated Sheep will be inflicted with COTH stage 1. This does not go through walls. Assimilated Sheep are able to traverse faster in liquids by performing small leaps. Assimilated Sheep are able to dive in liquids to pursue submerged targets. If an Assimilated Sheep gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh. If an Assimilated Sheep gets 60 kills and is unable to turn into Medium Moving Flesh, it will evolve into a Feral Sheep. On death Assimilated Sheep have a chance to explode, releasing Assimilated Remains, 3 Buglins, and an effect cloud of stacking Poison and COTH. When not exploding, there is a 50% chance an Assimilated Sheep will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. Assimilated Sheep can only put up their disguise once in their entire lifetime.} Statistics = { HP = 13 (Way lower than that of a human) Damage = 6 (It bites) Armor = 1.3 (Its wool is stiffer than usual) Speed = They gallop after you. If you can outrun a wild boar, you can outrun this.. However, these sheep do not sprint at all or move as fast as wild boars. They gallop at up to 15 mph and can EASILY be deterred by shifts in terrain and sudden shifts in direction. Their average speed is less than the average sprinting speed of a human: 9.2 XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1}] If sheep get mutilated or die prior to becoming a parasite Then even if they have stage 3 COTH they will not turn into one.
- #7Assimilated Humanoid
Keys: Assimilated Humanoid, low tier parasite, parasitic humanoid, parasite, tier 2 parasite, phase 1 parasite
Brief Summary = {Assimilated Humans are the assimilated version of dead or undead humans / demi-humans. They are at the second lowest tier in the heirarchy (Tier 2).} Appearance = {Always has its jaw open. Has many cuts and a few large bubbling masses on its body. Its eyes are black, milky and devoid of life. It also has a pair of parasitic tentacles on each arm that can penetrate through skin but are typically inaccurate.} Behavior = {Assimilated Humanoids are Melee Combatants. Their Melee Attack is performed through punching and biting, however the tentacles on its arm can also cut you. Assimilated Humanoids are able to open Wooden Doors and Fence Gates if they are between their target. Any living thing within 3 meters of an Assimilated Humanoid will be inflicted with COTH stage 1. This does not go through walls. Assimilated Humans are able to traverse faster in liquids by performing small leaps. Assimilated Humanoids are able to dive in liquids to pursue submerged targets. If an Assimilated Humanoid gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh which sacrifices its speed and health but gives it a potential to evolve into something even greater. If an Assimilated Human kills 5 Skeletons and is unable to turn into Moving Flesh, it will evolve into a Host. If an Assimilated Humanoid gets 60 kills and is unable to turn into Moving Flesh or a Host, it will evolve into a Feral Human. On death Assimilated Humanoids have a chance to explode, releasing Assimilated Remains and an effect cloud of stacking Poison and COTH. When not exploding, there is a 50% chance an Assimilated Humanoid will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. Assimilated Humanoids cannot put up a disguise.} Statistics = { HP = 15 (less than the average man) Damage = 9 (they don't hold back) Armor = 5 (bones are reinforced.) Speed = They run after you, if you sprint you can try to outrun them. Do beware, they are relentless. Until the moment they draw their last breath they will not stop chasing after you and attacking you. They know no hesitation. XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1}]
- #8Assimilated Cow
Keys: Assimilated Cow, low tier parasite, parasitic cow, parasite, tier 2 parasite, phase 1 parasite
[Brief Summary = {Assimilated Cows are the weakest parasitic version of Cows. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {Its body is slimmed down and has a sparse amount of bubbling masses. From far away, it would be hard to tell if it is a parasite or not. It would just look like a sick or underfed cow.} Behaviour = {Assimilated Cows are Melee Combatants. Assimilated Cows are capable of performing a charge attack. After staying still for some seconds, they'll move forward. This Attack inflicts great knockback. Any living thing within 3 meters of an Assimilated Cow will be inflicted with COTH stage 1. This does not go through walls. Any Mob within 3 blocks of an Assimilated Cow will be inflicted with COTH. This does not go through walls. Assimilated Cows are able to traverse faster in liquids by performing small leaps. Assimilated Cows are able to dive in liquids to pursue submerged targets. If an Assimilated Cow gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh. If an Assimilated Cow gets 60 kills and is unable to turn into a Medium Moving Flesh, it will evolve into a Feral Cow. On death Assimilated Cows have a chance to explode, releasing Assimilated Remains, 3-4 Buglins, and an effect cloud of stacking Poison and COTH. When not exploding, there is a 50% chance an Assimilated Cow will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. Assimilated Cows can only put up their disguise once in their entire lifetime.} Statistics = { HP = 18 Damage = 7 Armor = 5 (its bones are slightly reinforced) Speed = They gallop after you. If you can outrun a wild boar, you can outrun this.. However, these cows do not sprint as fast as wild boars. They gallop at up to 15 mph and can EASILY be deterred by shifts in terrain and sudden shifts in direction. XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1 If cows get mutilated or die prior to becoming a parasite even Then if they have stage 3 COTH they will not turn into one.
- #9Assimilated Wolf
Keys: Assimilated Wolf, low tier parasite, parasitic wolf, parasite, tier 2 parasite, phase 1 parasite
[Brief Summary = {Assimilated Wolves are the weakest parasitic version of Wolves. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {Skinny, missing fur on its rear as if it was too sick to grow hair, has a few bubbling masses. Its eyes are black, milky, and devoid of life. Its teeth are crooked.} Behaviour = {Assimilated Wolves are ambush Melee Combatants, exclusively attacking when there is at least one other parasite around. They are otherwise passive until you get too close to them. Any living thing within 3 meters of an Assimilated Wolf will be inflicted with COTH stage 1. This does not go through walls. Assimilated Wolves are able to traverse faster in liquids by performing small leaps. Assimilated Wolves are able to dive in liquids to pursue submerged targets. If an Assimilated Wolf gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh which sacrifices its speed and health but gives it a potential to evolve into something even greater. If an Assimilated Wolf gets 60 kills and is unable to turn into a Medium Moving Flesh, it will evolve into a Feral Wolf. On death Assimilated Wolves have a chance to explode, releasing Assimilated Remains, 2 Buglins, and an effect cloud of stacking Poison and COTH. When not exploding, there is a 50% chance an Assimilated Wolf will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. Assimilated Wolves can only put up their disguise once in their entire lifetime.} Statistics = { HP = 10 (Half of that of a normal human) Damage = 10.5 (they can tear off flesh.) Armor = 0.5 (its resistant to wood) Speed = As fast as a normal wolf (unfortunately) XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1}] If wolves get mutilated or die prior to becoming a parasite Then even if they have stage 3 COTH they will not turn into one.
- #10Assimilated Horse
Keys: low tier parasite, parasitic horse, parasite, tier 2 parasite, phase 1 parasite, Assimilated Horse
[Brief Summary = {Assimilated Horses are the parasitic version of Horses. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {Assimilated Horses are sickly, missing all of their hair, and have yellow parasitic goo oozing from their mouth and down their neck. They also have MASSIVE bubbling masses that explode violently if the horse decides to explode on death. Its eyes, like all other Assimilated Creatures, are black, milky, and devoid of life.} Behaviour = {Assimilated Horse are biting combatants with a explosive twist. Any living thing within 3 meters of an Assimilated Horse will be inflicted with COTH stage 1. This does not go through walls. Assimilated Horses are able to traverse faster in liquids by performing small leaps. Assimilated Horse are able to dive in liquids to pursue submerged targets. If an Assimilated Horse gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh which sacrifices its speed and health but gives it a potential to evolve into something even greater. If an Assimilated Horse gets 60 kills and is unable to turn into a Medium Moving Flesh, it will evolve into a Feral Horse. Assimilated Horses have a chance to explode, dealing 15 damage in a 3.5 meter radius, and releasing Assimilated Remains, 3-4 Buglins, and an effect cloud of stacking Poison and COTH. Assimilated Horses will attempt to explode on low health, acting identically to if they would have exploded on death. When not exploding, there is a 50% chance an Assimilated Horse will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. Assimilated Horses can only put up their disguise once in their entire lifetime.} Statistics = { HP = 24 (a bit more than a normal human) Damage = 7.5 (it bites) Armor = 0.5 (its just a horse) Speed = you aren't outrunning this thing. XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1}] If horses get mutilated or die prior to becoming a parasite Then even if they have stage 3 COTH they will not turn into one.
- #11Assimilated Squid
Keys: Assimilated Squid, low tier parasite, parasite, tier 2 parasite, phase 1 parasite, parasitic squid
[Brief Summary = {Assimilated Squids are the parasitic version of Squids. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {Its tentacles are elongated with parasitic biomass and have spikes at the tips. Additionally, it has parasitic biomass on the top of its head and now has a second mouth that allows it to charge after someone and bite them or to instead turn around, grab them, and devour them. This creature does not aim to infect, it aims to kill those who venture into the water for safety.} Behaviour = {It charges after its target and bites them and to finish them off it turns around, grabs them, and devours them. If the creature they are attacking is too large to devour, it will instead drown it. This creature does not aim to infect, it aims to kill those who venture into the water for safety. Any Mob within 3 meters of an Assimilated Squid will be inflicted with COTH stage 1. This does not go through walls. Assimilated Squids are unable to attack or move outside of water. If they are left out of the water for too long they will start dying of asphyxiation.} Statistics = { HP = 9 Damage = 3.5 (It snaps its jaw at you continuously instead of going for a actual bite. It still has the hesitation of the prey it once was.) Armor = 0 (is still just as fragile as a normal pig) Speed = They gallop after you. If you can outrun a wild boar, you can outrun this.. However, these pigs do not sprint as fast as wild boars. They gallop at up to 15 mph and can EASILY be deterred by shifts in terrain and sudden shifts in direction. XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1}] If squids get mutilated or die prior to becoming a parasite Then even if they have stage 3 COTH they will not turn into one.
- #12Assimilated Big Spider
Keys: low tier parasite, parasite, parasitic big spider, tier 2 parasite, phase 1 parasite, Assimilated Big Spider
Brief Summary = {Assimilated Big Spiders are parasitic spiders from another dimension.} Appearance = {The spider's sac is oozing with yellow parasitic goo} Behaviour = {Assimilated Big Spiders can shoot a projectile which creates Thin Webbing upon landing. These will slow down their target. These Webs disappear, after enough time passes. Any Mob within 3 meters of an Assimilated Big Spider will be inflicted with COTH stage 1. This does not go through walls. Assimilated Big Spiders are able to traverse faster in liquids by performing small leaps. On death, Assimilated Big Spiders have a chance to blow up similar to an Assimilated Remains explosion. Unlike other creatures, The Assimilated Big Spiders' explosion presents blue particles and does not leave its remains. This explosion still creates an effect cloud of stacking Poison and COTH and spawns 5 Buglins.} Statistics = { HP = 22 (slightly more than a normal human) Damage = Melee: 9 (spider bite), Ranged: 4 (webbing) Armor = 3 (its resistant to stone tools) XP Drop = 8 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1} Spawn Conditions = It spawns from Stage 2 to 3 Beckons. It cannot spawn from anything else.]
- #13Assimilated Bear
Keys: Assimilated Bear, parasitic bear, low tier parasite, parasite, tier 2 parasite, phase 1 parasite
Brief Summary = {Assimilated Bears are the weakest parasitic version of Bears but is the 3rd strongest Assimilated Parasite. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {Although damaged, its body structure is mostly recognizable. Most of the bear's body has been split into two and lined with teeth, and in its front paws there are large (1 meter long) black parasitic growths which serve as claws.} Behaviour = {Assimilated Bears are Fast, Melee, Tank units. Any Mob within 3 meters of an Assimilated Bear will be inflicted with COTH. This does not go through walls. Assimilated Bears are able to traverse faster in liquids by performing small leaps. Assimilated Bears are able to dive in liquids to pursue submerged targets. If an Assimilated Bear gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh which sacrifices its speed and health but gives it a potential to evolve into something even greater. On death Assimilated Pigs have a chance to explode, releasing Assimilated Remains, 2 Buglins, and an effect cloud of stacking Poison and COTH.} Statistics = { HP = 40 (twice the amount a normal human would have) Damage = 13 (with its claws) Armor = 5 (resistant to things with the mohs hardness scale of 3 like copper) Speed = you better hope to god you can outrun this thing. It has a lot of trouble with dense forests and mountains. But unlike most assimilated creatures this one has little to no trouble with shifting terrain to the point where having to run up some stairs will lead to your death. Size = 2 meters XP Drop = 16 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 2} If bears get mutilated or die prior to becoming a parasite Then even if they have stage 3 COTH they will not turn into one.
- #14Assimilated Enderman
Keys: low tier parasite, parasite, Assimilated Enderman, tier 2 parasite, phase 1 parasite · Secondary:
Brief Summary = {Assimilated Endermen are the weakest parasitic version of Endermen, which are creatures from another dimension. Despite this, they are the second strongest Assimilated Creature. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {They have a twisted, black malevolent appearance. Their chest has burst open and has 4 tentacles coming out of it. Their left leg is twitching and stiff, the thigh being replaced with a thin parasitic limb. Their left arm is mostly in tact but their hand is replaced with a stiff long parasitic tentacle that can pierce through human skin.} Behaviour = {Assimilated Endermen are Hit and Run Offensive Support units and Melee Combatants. In addition to this they are incredibly aggressive and will attack anything within ten meters of them if they are aware of its existence. Once they have killed / infected all of their targets and they find a butterfly, they will chase it and try to kill it. That brief period of time is the only time that you can get past an Assimilated Enderman without being detected. The Assimilated Endermen's left arm will make you bleed. Assimilated Endermen are able to teleport themselves as well as nearby Assimilated Creatures. Their teleportation Ability is based on the following logic: Upon sight of a Player, a scary teleportation noise will play. Assimilated Endermen cannot teleport within the first 4 seconds of finding a target. Assimilated Endermen will not teleport if within 10 blocks of the target. After it manages to teleport, it will teleport a nearby Assimilated Creature or a Rupter. If the Assimilated Enderman is on fire, the creature it teleports will also catch fire. Any creature within 3 blocks of an Assimilated Enderman will be inflicted with COTH stage 1. This does not go through walls. Assimilated Endermen are immune to ranged attacks, teleporting away from Projectiles. Assimilated Endermen are able to traverse faster in liquids by performing small leaps. Assimilated Endermen are able to dive in liquids to pursue submerged targets. If an Assimilated Enderman gets 5 kills and is within range of a Moving Flesh or 3 other Assimilated Creatures, it will evolve into a Medium Moving Flesh which sacrifices its speed and health but gives it a potential to evolve into something even greater. If an Assimilated Enderman gets 60 kills and is unable to turn into a Medium Moving Flesh, it will evolve into a Feral Enderman. On death, there is a 50% chance an Assimilated Enderman will drop its Head. The head, when dropped, will become it's own separate entity while the rest of its body shuts down. The head can only teleport Rupters and other heads. Statistics = { HP = 55 (2.75 times more than a normal human) Damage = 11 Armor = 5 (Resistant to materials with a mohs hardness scale of 3 and/or copper tools) Speed = It can instantly accelerate to a whopping 40 miles per hour with perfect control. However it is always twitching and its movement is very jittery. This is because the Enderman is in excruciating pain. Size: A intimidating 3 meters tall. XP Drop = 32 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 4 Spawn Conditions = {Spawns every time someone kills a total of 50 parasites or has single handedly reduced 50 points from the evolution phase. It will not spawn under any other condition.} Crawling Variant = The Assimilated Enderman's Crawling Variant is able to fit in 1x1.5x1 meter spaces. There is a 33% chance that an Assimilated Enderman will be crawling.}]
- #15Assimilated Dragon
Keys: parasitic dragon, Assimilated Dragon, low tier parasite, parasite, tier 2 parasite, phase 1 parasite
Brief Summary = {The Assimilated Dragon is the assimilated version of a fantasy creature known as The Dragon. If there are no dragons in your world, you do not have to worry about this. This is the strongest assimilated creature of the entire tier. The Assimilated tier is the second lowest tier in the parasite heirarchy (Tier 2).} Appearance = {The lower half of its tail is exposed, being reduced to a slightly exposed spiky bone structure covered in skin tissue. Its torso has a large, exposed parasitic mass that extends its spine up 2 whole meters. Its neck is burst open all the way to the head to where it looks like its spine is curling outward. Its teeth are all crooked and its lower jaw is split in two. Its eyes are black, milky and devoid of life.} Behaviour = {Extremely aggressive, will search for dangerous creatures or large populations to terrorize them. It is capable of switching between both a flying and grounded state, while grounded it can run at the target at a fast speed or use its ranged attack from a distance, while flying she hovers at a great distance from the target and moves much slower. Its Ranged Attack is performed by shooting a Projectile, which leaves a Dragon Breath Cloud. The Cloud inflicts Poison and COTH stage 2, while the Projectile inflicts the Viral Effect which causes the person inflicted to take 2 times the amount of damage from parasites for as long as 8 hours. Projectiles fire at a much faster rate while grounded. Any creature within 3 meters of an Assimilated Dragon will be inflicted with COTH stage 1. This does not go through walls. It can break through materials that have their mohs hardness scale up to 3 (especially copper) within a range of 4 meters. Assimilated Dragons are able to be decapitated, its head has a separate hitbox that upon taking enough damage, will fall off as a Walking Dragon Head, and the main body will no longer be able to shoot projectiles. Assimilated Dragons' wings are able to be cut off. Cutting off one of these wings prevents the Assimilated Ender Dragon from flying.} Statistics = { HP = 260 (13 times that of a normal human) Damage = 30 (both melee and ranged attack can deal 1.5x the health that a normal human would have. YOU WILL NOT SURVIVE AN ATTACK WITHOUT ARMOR.) Armor = 25 (Materials with a mohs hardness scale of under 5.5 will be completely unable to deal any kind of damage) XP Value = 80 XP Death Point Reduction (How many evolution points this parasite will subtract when it is killed) = 1000}]
- #16Host
Keys: Crude Parasite, tier 6 parasite, parasite, Host, Phase 3 parasite
Brief Summary = {Hosts are parasitic life forms that occur as a phenomenon when a parasitic creature accumulated biomass and other living organisms. Once that creature evolves into the host all the organisms dissolve into skeletons.} Appearance = {It's a tall black mass of tentacles and skeletons standing at a whopping 5 meters tall} Behaviour = {Hosts are Burrowing Melee/Ranged/Summoner hybrids. They can move only when underground and are incapable of movement when on the surface. Their Melee Attack, performed by slamming their large tentacles, inflicts knockback and AoE Damage.} Adaptation = {This parasite has the ability to adapt to different sources of damage. Including fire. Once the parasite adapts to a source of damage all parasites that evolve into a host will always have that adaptation and thus will be harder to kill. It can adapt to a total of 5 unique sources of damage before it is unable to adapt to anything else.} Statistics = { HP = 50 Damage = Melee: 10 / Ranged: 7 Armor = 7 (resistant to materials with a mohs hardness scale of 3.5 or lower, however it can also resist an iron sword. But it cannot sustain repeated damage coming from one.) XP Value = 5 XP } Indicators = {You will hear a rumbling and see the ground visibly shaking in a concentrated area when a host is near and encroaching on you.} This parasite can evolve further into a Herd if it gets 40 kills.
- #17Herd
Keys: Crude Parasite, tier 6 parasite, parasite, Herd, Phase 7 parasite
Brief Summary = {Herds are durable parasitic life forms that are quite troublesome to fight even if you're overpowered.} Appearance = {It's a towering black mass of tentacles and skeletons standing at a jaw dropping 10 meters tall, doubling its original size.} Behaviour = {Hosts are Burrowing Melee/Ranged/Summoner hybrids. They can move only when underground and are incapable of movement when on the surface. Their Melee Attack, performed by slamming their large tentacles, inflicts knockback and AoE Damage.} Adaptation = {This parasite has the ability to adapt to different sources of damage. Including fire. Once the herd adapts to a source of damage all herd ill always have that adaptation and thus will be harder to kill. This parasite can adapt to 8 unique sources before it can no longer adapt to anything.} Statistics = { HP = 140 (more than twice its original form.) Damage = Melee: 18 / Ranged: 7 (Its tentacles are huge) Armor = 12 (resistant to materials with a mohs hardness scale of 4.25 or lower. Its also quite resistant to iron.) XP Value = 55 XP } Indicators = {You will hear a rumbling and see the ground visibly shaking in a concentrated area when a host is near and encroaching on you.} On death, it subtracts 5000 evolution points from the evolution phase.
- #18Stage 1 Beckon (coming soon)
Keys: tier 10 parasite, beckon, nexus parasite, stage 1 beckon, parasite
coming soon (mb)
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- .jsonjson_lorebook
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