PRM Faction: Wildlife
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 |