Lizards

Lizards are the most common species of predator; hardy and near-ubiquitous - found in 11 regions - they pose a threat to the player throughout the entire game. They are characterised by their typically black bodies and pulsing neon coloration.

Lizard types
 Alpha Icons   (NB: Black, Salamander and Cyan are unofficial)  Lizards boast the most variety of any creature type, having 9 distinct subspecies with their own abilities and attributes.

Abilities & behavior
Whilst the specific abilities of each lizard varies depending on the subspecies, there are some all species have in common, such as being able to perform charges of varying lengths and speeds, having armored heads that are immune to spears and soft bodies that are not, and access to special creature tunnels to navigate around screens.

Lizards actively hunt down prey throughout the cycle, such as slugcat and any other similarly sized creatures.

Mobility
Lizards' movement speed varies per subspecies; most are slightly slower than slugcat's running, crawling and climbing speeds. The majority of lizards also have the ability to climb poles, giving them a degree of verticality.

Senses
Lizards rely on both sight and sound to perceive their prey. Vision range varies by subspecies, averaging at around 250°, and is affected by movement, distance and bodies of water. They can also hear and investigate noises. All lizards have a hearing multiplier of 1.

Bite Lethality
Lizards have an RNG-based kill system, in which every subspecies of lizard has a percentage chance of killing the player when successfully bitten. If the check fails, the player will be incapacitated, but alive, until the lizard either brings them back to it's den, resulting in a game over, or drops the player.

Death and incapacitation can be distinguished via two tells - incapacitation plays one bass note and slugcat's eyes will be squeezed shut; death plays two bass notes and slugcat's eyes will be crossed out.

Fear
Lizards are fearful of creatures that prey on them, such as (but not limited to) vultures, and attempt to run away when faced with predators.

Taming
All lizards can be tamed, but different subspecies will need different amounts of food in order to be successfully tamed. Factors such as difficulty, regional lizard reputation, personality and prior confrontations may also impact how much food is required. Lizards only eat larger prey items (such as scavengers, squidcadas, centipedes and hazers - anything around slugcat's size or bigger) and ignore smaller prey like batflies, vulture grubs or snails. The Monk has an easier time taming lizards, presumably due to their "empathetic nature".

Once tame, lizards become passive towards the player, following them everywhere - including into shelters and through gates - unless physically unable to, and attempting to fight anything that threatens them. They may also pick up prey and attempt to bring them back to a creature den. However, above all else they prioritise following the player, which can be used to influence their movement. They do not require to be fed again to continue being tame, but may occasionally bite the player when in confined spaces. They tolerate being hit with rocks but their trust breaks if hit in the body with a spear.

Tamed lizards do have some quirks that must be worked around, however. The player does not have direct control over the lizard, making it hard to manage them. Tamed lizards are also still afraid of the player when wearing a vulture mask, though lizards will still follow whilst it's active (at a greater distance), and the debuff wears off eventually. Additionally, when in possession of multiple tamed lizards they may still fight each other, making it difficult to have more than one in the same region at a time. Furthermore, they and scavengers are still aggressive towards one another even if the player has high scavenger reputation.

Attribute generation
Lizard attributes, like other creatures such as scavengers, are tied to a numerical seed; each seed always generates the same attributes when used. Both personality modifiers and physical traits are generated by and tied to the specific seed.

Personality
Lizards have 6 personality modifiers: energy, bravery, sympathy, dominance, nervous and aggression.

Energy impacts aggression, dominance and nervous. High values makes white lizards and salamanders less likely to lurk and more likely to abandon lurking for other actions (such as pursuing the player).

Bravery does not influence lizard behavior directly, but impacts aggression, dominance and nervous.

Sympathy does not influence lizard behavior directly, but impacts aggression.

Dominance can skew taming difficulty - lower values can make individuals easier to tame, whereas higher values make them harder to (up to ±10% difficulty). Yellow lizards with high dominance will have longer antennae, and are also more likely to be the pack leader.

Nervous does not affect lizard behaviour.

Aggression does not influence lizard behavior directly, but impacts dominance.

It should be noted that the impact these variables have on moment to moment gameplay fluctuates wildly.

Physical Traits
All images depict lizards without any physical traits other than the ones described.

The main physical traits of a lizard can be categorised into 4 groups: body, skin, frills (clusters of scales) and scales. Each seed generates a random amount of frill types and a random amount of scales for each, which are then distributed along subspecies frill patterns. The finer details of how these features are generated is mainly determined by lizard subspecies, with some being skewed towards or always exhibiting specific traits; blue lizards typically have shorter, stubby tails, and salamanders always have gills. Lizards have one randomly generated main color, which is then applied to the rest of the body multiplicatively. Lizard body proportions largely depend on the subspecies, but can be subjected to scale modifiers on their torso and tail both in terms of width and length.

Lizards have 4 skin types which are entirely tied to their subspecies, determining how colors are exhibited on their bodies.In addition to this, each subspecies has its own frill pattern which serves as a guideline for how frills are arranged on the lizard's body, allowing for each to have a distinctive look despite technically using the same frills.

Furthermore, many frill types can inherit one of the 7 scale types, altering the shape of each frill. Each frill group can only inherit one scale type, and an individual lizard can only posess up to 4 distinct scale types (a number as large as this typically only found on red lizards). Scales inherit the skin colour by default, but may have a gradient applied to them too. Scales can be affected by the rigor (stiffness), scale (size), length and roundness modifiers.

Whilst it is not a visual attribute, something of interest is that there are 4 lizard voices: none, pink, green and blue. Most lizards use the "none" voice, defaulting to normal lizard sounds, but the other three are used with their respective color subspecies, indicating that at some point in development there may have been plans to create unique voices for each subspecies.

Trivia

 * Lizards were the first creatures designed for the game, and originally the only predator present.
 * They were referred to as "crocs" very early in development.
 * In some alpha builds you could hunt down and steal lizard eggs.
 * Lizards have an advanced rivalry system which will cause them to get into territorial fights. They start by hissing at each other, trying to get the other to back off, eventually escalating to an all-out fight. They will continue fighting until either one submits and retreats or they are distracted by prey.
 * Each lizard has 71 shared attributes in their code profiles.
 * Salamanders are not technically true lizards due to their amphibious nature, but are grouped with the rest as they are visually and mechanically similar.
 * When hit by a spitter spider's dart, anything incapacitated in a lizard's mouth will stay there even whilst the lizard is paralysed.