PRM Faction: Wildlife: Difference between revisions

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Latest revision as of 01:48, 16 September 2016

PRM Faction: Wildlife

Wildlife in the game is not any one unified faction, but rather the collection of unaligned creatures that comprise the natural life on the planet. While it may be extended to include other non or semi-sentient creatures, it is uses here to refer to creatures of terrestrial origin.

Wildlife in the core game is a source of food and early game conflict. Though gone are the days when moose and bears ran around cities killing hordes of zombies and the player, a special spot still exists for these creatures. Most wildlife is unarmored and have a relatively low attack compared to invaders and (n)pcs, and when coupled with their skittish nature makes them weak combatants. Many eventually go extinct if the game is splayed long enough, and several have zombie versions in the core game.

In the PRM mod, wildlife also have fungal analogues. Their base attacks have been improved with either effects, special attacks, or damage buffs. Some wildlife have the distinction of having rare stabbing damage. Wildlife in PRM don't quite have the umpf to pose a threat to endgame characters (though some may 'mutate' into something much more dangerous), but they do pack more of a wallop to challenge players.

Wildlife in the game serves as a food source and as a way to train skills. Wildlife provides hope for a state of normalcy one day, and provide raw materials to a society that suddenly finds itself lacking any real industry.


PRM Faction: Mutants

Mutants, or terrestrial creatures with a gross change in physiology, are hybrids between natural and unnatural life. Some changes are entirely aesthetic, such as cat ears on a person, while others are eldritch in nature, such as twitching bodies or slug men or jabberwocks. Mutants are technically wildlife for the most part; and most mutants have terrestrial antecessors. The line between wildlife and mutant is drawn at how plausible its presence in the real world would be. Mutants are a faction separate from wildlife, and may be hunted down while their more natural cousins are not.

Most mutants are adapted to living in especially toxic or harsh environments, and as such are at the least resistant to chemicals or better armored or possessing new attacks. They range from the small, extra limbed scythed coyote to the abhorrent sludge crawler; from almost possible in the real world to grossly alien.


Rooster

Being unaligned, mostly nonsentient monsters, mutants and wildlife share the least amount of similarity of all the groupings of the game. most exist to provide a minor threat, ambiance, meat, or simply to die at the hands of other creatures; thus showcasing their own prowess.

Some are wholly hostile to the player, several are hostile to all life, and some are completely passive in nature, even under direct attack. These creatures add flavor to the game, and serve to make the world outside the cities and reach of the fungus and triffids come alive.

 Perhaps the largest untapped potential in current CDDA is the variety of creatures in the game.


Evolution

Most creatures that fall under the category of do not evlove in the sense conventional to the game; instead, under the mod, they evolve into a fan of creatures to simulate the furthering corruption of the world.

 -"Coyote" -->  "Dwarf Coyote"
 -"Brown Coyote" -->  "Scythed Coyote"
 -"Jabberwock" -->  "Jabberwock" [Upgraded]


Monster Summary

Hallucinations

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Mannequin 100 80 Poor Moderate Average Low High acid Grab

The mannequin is a hallucination. It exists in your dreams and nightmares, clinging to the irrationality of the human soul.


Rats

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Black Rat 100 2d2 bash, 1 cut 8 Competent Low Abysmal Low cut Bite Target Hurt, Hurt, Faction Attacked, Faction Died Target Close
Sewer Rat 100 1d2 bash, 2 cut 8 Poor Low Suspect Unhealth Target Hurt, Faction Attacked, Faction Died
Rat King 40 9d2 bash, 5 cut 220 Zero None Average Low bash Unhealth, Ratkeeng, Spawn Rat Hurt, Faction Attacked, Faction Died, Stalk Target Close

Rats are rodents in the post-apocalypse. Rats typically falls into a few broad categories; the clean and the unclean. Clean black rats wander the surface of the world and, while still of dubious cleanliness, do not wallow in filth and will hunt as any surface scavenger will. Sewer rats, or those that hide in the dark places of the world, are unclean monsters that will swarm over a target, causing disease-ridden wounds and lowering health.

Rat King is a minor boss monster, a clump of rodents that represent a hive-mind mutation in progress. Capable of cursing its target, rat king is a threat to unprepared early game survivors.


Large Mammals

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Horse 210 2d8 bash, 8 stab 110 Poor Passive Suspect Low Low acid Faction Died, Faction Attacked Sound, Target Hurt (placate)
Bear 170 2d8 +8 bash, 8 cut 160 Competent Passive Below Average Low Bite Hurt, Target Close Sound, Meat (placate)
Bear 2 160 2d16 bash, 8 cut 165 Competent Passive Below Average Low Bite Hurt, Target Close Sound, Meat (placate)
Bear 3 140 2d6 bash, 4 cut 120 Competent Passive Abysmal Low Bite Target Close, Stalk, Faction Attacked Sound, Meat (placate)
Cougar 190 2d6 bash, 8 cut 80 Skilled Passive Suspect Low Leap 5tiles, Lunge Hurt, Stalk, Target Weak, Close, Faction Attacked Sound, Meat (placate)
Cougar 2 205 2d8 bash, 8 cut 125 Skilled None Below Average Low Leap 5tiles, Lunge Hurt, Stalk, Target Weak, Close, Faction Attacked Sound, Meat (placate)
Cougar 3 180 2d4 bash, 6 cut 60 Astounding None Suspect Low bash Leap 5tiles, Lunge Hurt, Stalk, Target Weak, Close, Faction Attacked Sound, Sound (placate), Meat (placate)
Moose 200 3d6 bash, 3 cut 170 Poor Passive Below Average Low Low acid Smash Hurt, Close, Fire, Faction Attacked Target Hurt
Moose 2 200 3d9 bash, 3 cut 190 Poor Passive Below Average Low Low acid Smash Hurt, Close, Fire Sound, Target Hurt (placate)
Moose 3 170 3d6 bash, 2 cut 140 Poor Passive Below Average Low Low acid Smash Close Hurt, Target Hurt (placate)
Goat 105 2d5 bash, 3 cut 65 Poor None Abysmal Low bash Leap 2 Tiles Hurt, Stalk, Faction Attacked Sound, Faction Attacked, Target Hurt (placate)

Large mammals, those considered to be about as mass of a human or larger by the game are the various surviving wildlife of the world. Most are primary prey for the invaders in some fashion. The player hunts them for their meat, the fungus seeks to infect them, the triffids invade their habitat and the blob relentlessly seeks to convert them in death.

Most are capable of killing an unskilled or underarmed survivor, but by midgame they are relatively easy to handle. Some, such as the horse, are known for their ability to cause grievous amounts of pain and damage before fleeing. Cougars are known for their ability in previous games to dodge around players and harry them to death.

 Most wildlife will go extinct in PRM, should the world become old enough, replaced by zombified versions or mutations.  Or not at all.


Canines

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Dog 170 2d3 bash, 3 cut 35 Competent Low Abysmal Hurt, Faction Attacked, Faction Died, Target Weak Sound (placate), Meat (placate)
Large Dog 140 2d4 bash, 4 cut 60 Competent None Abysmal Bite Stalk, Hurt, Faction Attacked, Target Hurt Faction Died, Sound (placate), Meat (placate)
Wolf 165 2d2 bash, 5 cut, 3 stab 55 Competent Passive Suspect Low bash Bite Hurt, Target Close, Faction Died, Target Hurt, Fire Faction Attacked (placate), Meat (placate)
Coyote 155 2d3 bash, 2 cut 28 Skilled None Abysmal Low bash Hurt, Close, Target Hurt, Faction Attacked, Stalk Meat (placate)
Brown Coyote 155 2d3 bash, 2cut 25 Competent None Abysmal Low bash Faction Attacked, target Weak, Close Meat (placate)
Dwarf Coyote 150 1d3 bash, 4 cut, 3 stab 22 Skilled None Suspect Low bash Grab, Bite Faction Attacked, Target Hurt, Meat, Fire Hurt, Close, Faction Died
Scythed Coyote 145 2d4 bash, 12 cut 45 Skilled None Abysmal Low Longswipe, Impale, Leap 3tile Faction Attacked, Target Hurt, Close Hurt, Faction Died

Canines are coyotes and wolves and feral dogs who survived the fall of man. Most have had to adapt quickly to the new world, and many are on their way to the extinction list as the game progresses in very late game.

 The dwarf and scythed coyote are mutations of the original coyotes, and are not a real challenge for a survivor by the time they are encountered.


Reptiles

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Sewer Gator 90 1d10 bash, 12 cut 90 Poor Moderate Suspect Moderate Grab, Drag, Intense Bite Target Weak, Close Fire, Hurt, Meat (placate)

The sewer gator is an reptile that has found shelter in the sewers. Whether actually an alligator or a mutant lizard matters not; its sharp senses and good night vision will ensure it will find prey.

Sewer gators have low aggression and morale, which means that even if they sense you they may not attack you right away, or at all. Should you trigger their predatory senses though, they may move in for a quick kill.

 The bite of a sewer gator is an example of one of the strongest disparities between normal attack and special attack.  Despite doing over 20 melee damage, a bite from a gator will do 36 damage, and negate half a target's armor.  And, unlike most bites, is actually more accurate than their normal attack.  Very deadly.


Megabears

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Elephant Bear 140 2d10 +16 bash, 6 cut 320 Skilled Passive Below Average Insane bash, Moderate cut Bite, Claw/Roar Close, Target Weak, Faction Attacked Hurt, Faction Died, Meat (placate)
Elephant Bear' (Mating) 135 2d18 +8 bash, 4 cut 320 Competent Passive Above Average Insane bash, Moderate cut Bite, Claw/Roar, Smash Close, Target Weak, Faction Attacked, Fire, Stalk, Sound Hurt, Fire, Meat (placate)
Juvenile Elephant Bear 120 2d8 +12 bash, 6 cut 240 Competent Passive Suspect High bash, Moderate cut Bite Close, Target Weak, Faction Attacked, Fire Hurt, Faction Died, Fire, Meat (placate)
Elephant Bear Cub 110 1d6 +6 bash, 4 cut 180 Poor Passive Suspect High bash, Moderate cut Bite Target Weak, Faction Attacked, Fire Hurt, Fire, Close, Faction Attacked (placate), Meat (placate)

Elephant bears, the replacement for standard bears, are giant, tree-sized omnivores that have mutated to cope with the pressure placed on the bear population. Opportunistic and of grumpy demeanor, megabears do not shy from meals and will flee from combat it is losing. In the summer they enter a highly aggressive mating season, sparring with one another and trying to kill the offspring from competitors.

 A Skull helm may be made from the skull of a juvenile megabear, should one be dropped.  It may also be consumed...

Megabears will begin to spawn in the late game.


Bats

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Vampire Bat 170 1d2 bash, 4 cut, 1 bio 25 Competent Passive Abysmal Moderate bash Shriek, Shriek Stun, Bite Target Weak, Faction Attacked, Sound, Fire Close, Sound, Faction Died

Vampire bats, mid to endgame monsters, are weak attackers that swarm in groups to overwhelm weaker prey. With wingspan enough to envelope a medium dog, the vampire bats first locate prey, then stun them with piercing sound, pierce a wound into their flesh, and then lap up the resultant flow, dodging the incoming attacks.

Vampire bats are dangerous should they find a chink in the armor of a player.


Small Wildlife

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Skunk 85 1d2 bash, 2 cut, 1 stab 12 Poor Passive Abysmal Skunk Spray Faction Died, Hurt Close, Faction Attacked

Smaller wildlife in the context of the mod implies small, passive wildlife that serves to flavor the game and provide meat and a non-aggressive spawn. While its certainly possible to die or be harangued by these monsters, they are there to make the game more appreciable.

The skunk unfortunately cannot spray its skunk juice at you directly, but upon a successful hit it will inflict the distracting debuff for 5 minutes. It can stack, so multiple hits will extend this time period.


Mutants

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Human Snail 60 1d4 bash, 2 acid 80 Zero None Suspect Moderate bash, High cut Immune acid Slime trail, Acid Blood, Acid Spit, Impale Faction Attacked, Hurt, Faction Died
Twisted Body 110 2d5 bash, 3 cut 60 Skilled None Average Low Regeneration Close, Target Hurt, Faction Attacked

Mutants, those once-human-now-eldritch, are actually upgraded versions of their base-game counterparts.

The human snail and the twisted body share an eternal battleground in the core game, locked away in the depths of the Earth fighting one another. Though isolated, their combat is noticeable whenever the player delves into or close to their homes.

The PRM versions still share their enmity and original habitat, however they also spawn in other select locations, allowing them to use their abilities to fight wildlife and NPCs.

The human snail is very dangerous in the tight winding tunnels of their homelands, due to their acidic nature. they can quickly saturate whole areas of defensible land, dealing large amounts of damage to attackers. They are not aggressive naturally, but once hurt or riled up they will attack all potential threats nearby. They will however calm down after a time.

The twisted body is a weak attacker by PRM standards, but with a strong speed and the ability to regenerate lost health they are quite durable. By swarming together, they can overwhelm prepared defenses, and unlike most underground dwellers they have excellent dayvision, relying upon their excellent hearing to guide them in the dark.


Jabberwocks

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Jabberwock (upgraded) 140 5d9 bash, 10 cut 600 Skilled Total Average Insane bash, High cut Claw/Roar, Smash, Fear3, revive

The jabberwock is a fearsome beast loosed upon the world by unknown means. Found roaming the world as early as day 1, jabberwocks are fused amalgamations of flesh, moaning, screaming, and biting at prey which they then consume. The fearsome reputation of the jabberwock often leads players to overestimate its ability, and underestimate the player's chances of survival if faced with one.

The upgraded version of the jabberwock gains the ability to paralyze low intelligence players with fear, as well as the ability to smash foes away from it. While a very strong creature, it is not the strongest in the game in terms of raw power, despite its impressive statline.

 The jabberwock can revive itself if the corpse is not properly disposed of.


PRM Wiki Page Table

Type --- --- --- --- --- ---
Factions Ants Doom Fungus Insects Triffids Wildlife and Mutants Zombies
Statdump PRM Radiation PRM the Conglomerate Spawn Lists Evolution/Upgrade Trees Faction Balance
Locations Trapdoor Pits Bumblebee Hives Doom Structures
Items PRM Marine Armor Medicine PRM: Miscellaneous Items Recipes