Drifter: Difference between revisions

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{{GameVersion|1.16.4}}
<languages/><translate>
<!--T:1-->
<div style="display:flex;flex-wrap:wrap;">
<div style="display:flex;flex-wrap:wrap;">
{{Creature
{{Creature
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|Health=12
|Health=12
|BaseAttack=2.5
|BaseAttack=2.5
|Abilities=Climb Ladders
|DamageTier=0
|SeekRange=15
|Abilities=Climb Ladders, Throw Stones
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=2.6%
|DropAvg1=2.6%
|DropCode2=Flax fibers
|DropCode2=Flax fibers
|DropAvg2=2%
|DropAvg2=20%
|DropCode3=​
|DropAvg3=​
}}
}}
{{Creature
{{Creature
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|Health=16
|Health=16
|BaseAttack=4
|BaseAttack=4
|Abilities=Climb Ladders
|DamageTier=1
|SeekRange=15
|Abilities=Climb Ladders, Throw Stones
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=3.3%
|DropAvg1=3.3%
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|Health=22
|Health=22
|BaseAttack=8
|BaseAttack=8
|Abilities=Climb Ladders
|DamageTier=2
|SeekRange=15
|Abilities=Climb Ladders, Throw Stones
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=4%
|DropAvg1=4%
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|Health=30
|Health=30
|BaseAttack=12
|BaseAttack=12
|Abilities=Climb Ladders
|DamageTier=3
|SeekRange=15
|Abilities=Climb Ladders, Throw Stones
|SeekRange=20
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=4.7%
|DropAvg1=4.7%
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|Health=40
|Health=40
|BaseAttack=20
|BaseAttack=20
|Abilities=Climb Ladders
|DamageTier=4
|SeekRange=15
|Abilities=Climb Ladders, Throw Stones
|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-->
* Drifters have an uncommon idle animation where they curl up and cry.
* 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.
* 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>
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