Drifter: Difference between revisions

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{{GameVersion|1.16.4}}
<languages/><translate>
<languages/><translate>
<!--T:1-->
<div style="display:flex;flex-wrap:wrap;">
<div style="display:flex;flex-wrap:wrap;">
{{Creature
{{Creature
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|BaseAttack=2.5
|BaseAttack=2.5
|DamageTier=0
|DamageTier=0
|Abilities=Climb Ladders
|Abilities=Climb Ladders, Throw Stones
|SeekRange=15
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=2.6%
|DropAvg1=2.6%
|DropCode2=Flax fibers
|DropCode2=Flax fibers
|DropAvg2=20%
|DropAvg2=20%
|DropCode3=​
|DropAvg3=​
}}
}}
{{Creature
{{Creature
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|BaseAttack=4
|BaseAttack=4
|DamageTier=1
|DamageTier=1
|Abilities=Climb Ladders
|Abilities=Climb Ladders, Throw Stones
|SeekRange=15
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=3.3%
|DropAvg1=3.3%
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|BaseAttack=8
|BaseAttack=8
|DamageTier=2
|DamageTier=2
|Abilities=Climb Ladders
|Abilities=Climb Ladders, Throw Stones
|SeekRange=15
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=4%
|DropAvg1=4%
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|BaseAttack=12
|BaseAttack=12
|DamageTier=3
|DamageTier=3
|Abilities=Climb Ladders
|Abilities=Climb Ladders, Throw Stones
|SeekRange=15
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=4.7%
|DropAvg1=4.7%
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|BaseAttack=20
|BaseAttack=20
|DamageTier=4
|DamageTier=4
|Abilities=Climb Ladders
|Abilities=Climb Ladders, Throw Stones
|SeekRange=15
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=5%
|DropAvg1=5%
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|DropCode3=Flax fibers
|DropCode3=Flax fibers
|DropAvg3=100%
|DropAvg3=100%
}}
{{Creature
|Name=Double-Headed Drifter
|Image=File:Creature-drifter-double-headed.png
|Health=48
|BaseAttack=24
|DamageTier=4
|Abilities=Climb Ladders, Throw Stones
|SeekRange=20
|DropCode1=Temporal gear
|DropAvg1=100%
|DropCode2=Rusty gear
|DropAvg2=500%
|DropCode3=Flax fibers
|DropAvg3=200%
}}
}}
</div>
</div>
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__TOC__
__TOC__


== Spawning ==
== Spawning == <!--T:2-->
All drifters spawn on solid blocks or inside tall grass below light level 8. Each tier is limited in how many can be alive at once, and they may only spawn at certain Y levels. See [[Drifter#Table|the table]] for both of these values.
All drifters spawn on solid blocks or inside tall grass below light level 8. Each tier is limited in how many can be alive at once, and they may only spawn at certain Y levels. See [[Drifter#Table|the table]] for both of these values.


== Behaviors ==
== Behaviors == <!--T:3-->
=== Attacking the Player ===
=== Attacking the Player ===
Drifters will wander around until a player comes within 15 blocks of it. When a player enters the range drifters will quickly run to the player. Drifters do not try to avoid obstacles when pursuing a player and will easily fall into pits.
Drifters will wander around (preferring areas with light level 15 or less) until a player comes within 20 blocks of it. When a player enters the range drifters will quickly run to the player. Drifters do not try to avoid obstacles when pursuing a player and will easily fall into pits.
 
=== Rock Throwing === <!--T:10-->
If a drifter is within 15 blocks of a player but cannot path to them, they may stop and throw rocks at the player. Rocks deal 1 damage, regardless of the drifter's type, and due to their knockback, may dislodge the player from a ladder or defensive pillar. Drifters can throw rocks over blocks that are too tall to jump over, such as fences and fence gates. The rocks disappear once thrown and cannot be picked up by the player. Drifters often hit themselves or other drifters with thrown rocks if they ricochet off of a surface and can start drifter-vs-drifter fights.


=== Fleeing in Sunlight ===
=== Fleeing in Sunlight === <!--T:4-->
Drifters will flee the player when exposed to sunlight. The amount of sunlight required to make the drifter flee depends on its tier. See [[Drifter#Table|the table]] for the exact values.
Drifters will flee the player when exposed to sunlight. The amount of sunlight required to make the drifter flee depends on its tier. See [[Drifter#Table|the table]] for the exact values.


=== Receiving damage ===
=== Receiving damage === <!--T:5-->
Drifters will on occasion flee upon taking damage. The chance that a drifter will flee decreases with increasing tier. See [[Drifter#Table|the table]] for the exact values.
Drifters will on occasion flee upon taking damage. The chance that a drifter will flee decreases with increasing tier. See [[Drifter#Table|the table]] for the exact values.


== Harvesting ==
== Harvesting == <!--T:6-->
Beginning in version 1.12, players will need to butcher the monster using a [[knife]] in the active hand to obtain drops. {{SneakClick}} until the butchering process is complete and the GUI opens to allow players to remove [[temporal gear]]s and flax fibers.
Beginning in version 1.12, players will need to butcher the monster using a [[knife]] in the active hand to obtain drops. {{SneakClick}} until the butchering process is complete and the GUI opens to allow players to remove [[temporal gear]]s and flax fibers.


== Table ==
== Table == <!--T:7-->
Max quantity is the number of this type of drifter that can be alive at one time. Y value range is a percentage of the world's sea level, values of 0%, 100%, and 200% mean the bottom, the middle or sea level, and very top of the world, respectively. Flee light level is the amount of sunlight that causes the drifter to flee. Flee on damage chance is the chance that a drifter will flee when it is damaged.
Max quantity is the number of this type of drifter that can be alive at one time. Y value range is a percentage of the world's sea level, values of 0%, 100%, and 200% mean the bottom, the middle or sea level, and very top of the world, respectively. Flee light level is the amount of sunlight that causes the drifter to flee. Flee on damage chance is the chance that a drifter will flee when it is damaged.
{| class="wikitable sortable"
{| class="wikitable sortable"
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! Tier !! Max quantity !! Y value range !! Flee light level !! Flee on damage chance
! Tier !! Max quantity !! Y value range !! Flee light level !! Flee on damage chance
|-
|-
| Surface || 10 || 70% - 200% || 0.925 || 20%
| Surface || 14 || 85% - 200% || 0.925 || 15%
|-
| Deep || 8 || 22% - 89% || 0.97 || 7%
|-
|-
| Deep || 8 || 20% - 85% || 0.97 || 20%
| Tainted || 7 || 10% - 55% || 2 || 3%
|-
|-
| Tainted || 7 || 10% - 55% || 2 || 5%
| Corrupt || 6 || 0% - 35% || 2 || 1.5%
|-
|-
| Corrupt || 6 || 0% - 35% || 2 || 2.5%
| Nightmare || 5 || 0% - 23% || 2 || 1%
|-
|-
| Nightmare || 5 || 0% - 20% || 2 || 1.25%
| Double-Headed || 0 || N/A * || 2 || 1%
|}
|}


== Trivia ==
<!--T:11-->
* Double-headed drifters only spawn during [[Temporal Stability#Temporal Storms|Temporal Storms]].
 
== Trivia == <!--T:8-->
* Drifters have two uncommon idle animations one called "cry" in which it curls up and cries, and another called "think" where it looks at its arms and raises them to the sky.
* Drifters have two uncommon idle animations one called "cry" in which it curls up and cries, and another called "think" where it looks at its arms and raises them to the sky.
* According to the story excerpt [https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ Ghosts], drifters have a metallic smell.
* According to the story excerpt [https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ Ghosts], drifters have a metallic smell.


<!--T:9-->
{{Navbox|Vintage Story}}
{{Navbox|Vintage Story}}
</translate>
</translate>

Revision as of 00:18, 5 April 2022

This page was last verified for Vintage Story version 1.16.4.

Surface Drifter
Normal Drifter.png
Health 12
Base Attack 2.5
Damage Tier 0
Abilities Climb Ladders, Throw Stones
Seek Range (m) 20
Drops
Temporal gear 2.6%*
Flax fibers 20%*
*
Mobs


Deep Drifter
Deep Drifter.png
Health 16
Base Attack 4
Damage Tier 1
Abilities Climb Ladders, Throw Stones
Seek Range (m) 20
Drops
Temporal gear 3.3%*
Rusty gear 2%*
Flax fibers 40%*
Mobs


Tainted Drifter
Tainted Drifter.png
Health 22
Base Attack 8
Damage Tier 2
Abilities Climb Ladders, Throw Stones
Seek Range (m) 20
Drops
Temporal gear 4%*
Rusty gear 5%*
Flax fibers 60%*
Mobs


Corrupt Drifter
Corrupt Drifter.png
Health 30
Base Attack 12
Damage Tier 3
Abilities Climb Ladders, Throw Stones
Seek Range (m) 20
Drops
Temporal gear 4.7%*
Rusty gear 7%*
Flax fibers 80%*
Mobs


Nightmare Drifter
Nightmare Drifter.png
Health 40
Base Attack 20
Damage Tier 4
Abilities Climb Ladders, Throw Stones
Seek Range (m) 20
Drops
Temporal gear 5%*
Rusty gear 10%*
Flax fibers 100%*
Mobs


Double-Headed Drifter
Creature-drifter-double-headed.png
Health 48
Base Attack 24
Damage Tier 4
Abilities Climb Ladders, Throw Stones
Seek Range (m) 20
Drops
Temporal gear 100%*
Rusty gear 500%*
Flax fibers 200%*
Mobs

Drifters are common humanoid monsters. There are several kinds of drifters that spawn at different depths. As a player goes deeper underground they will find increasingly dangerous drifters, but these drifters are the most likely to drop temporal gears and rusty gears.

Spawning

All drifters spawn on solid blocks or inside tall grass below light level 8. Each tier is limited in how many can be alive at once, and they may only spawn at certain Y levels. See the table for both of these values.

Behaviors

Attacking the Player

Drifters will wander around (preferring areas with light level 15 or less) until a player comes within 20 blocks of it. When a player enters the range drifters will quickly run to the player. Drifters do not try to avoid obstacles when pursuing a player and will easily fall into pits.

Rock Throwing

If a drifter is within 15 blocks of a player but cannot path to them, they may stop and throw rocks at the player. Rocks deal 1 damage, regardless of the drifter's type, and due to their knockback, may dislodge the player from a ladder or defensive pillar. Drifters can throw rocks over blocks that are too tall to jump over, such as fences and fence gates. The rocks disappear once thrown and cannot be picked up by the player. Drifters often hit themselves or other drifters with thrown rocks if they ricochet off of a surface and can start drifter-vs-drifter fights.

Fleeing in Sunlight

Drifters will flee the player when exposed to sunlight. The amount of sunlight required to make the drifter flee depends on its tier. See the table for the exact values.

Receiving damage

Drifters will on occasion flee upon taking damage. The chance that a drifter will flee decreases with increasing tier. See the table for the exact values.

Harvesting

Beginning in version 1.12, players will need to butcher the monster using a knife in the active hand to obtain drops. Shift+right click until the butchering process is complete and the GUI opens to allow players to remove temporal gears and flax fibers.

Table

Max quantity is the number of this type of drifter that can be alive at one time. Y value range is a percentage of the world's sea level, values of 0%, 100%, and 200% mean the bottom, the middle or sea level, and very top of the world, respectively. Flee light level is the amount of sunlight that causes the drifter to flee. Flee on damage chance is the chance that a drifter will flee when it is damaged.

Tier Max quantity Y value range Flee light level Flee on damage chance
Surface 14 85% - 200% 0.925 15%
Deep 8 22% - 89% 0.97 7%
Tainted 7 10% - 55% 2 3%
Corrupt 6 0% - 35% 2 1.5%
Nightmare 5 0% - 23% 2 1%
Double-Headed 0 N/A * 2 1%

Trivia

  • Drifters have two uncommon idle animations one called "cry" in which it curls up and cries, and another called "think" where it looks at its arms and raises them to the sky.
  • According to the story excerpt Ghosts, drifters have a metallic smell.


{{{title}}}