Item Value | Item |
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10 | Pearl • King Vulture Mask |
7 | Overseer Eye |
5 | Karma Flower • Vulture Mask |
4 | Explosive Spear • Beehive |
3 | Spear • Lantern • Grenade |
2 | Spore Puff • Flashbang • Mushroom • Cherrybomb • Jellyfish • Batnip |
1 | Rock* |
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Scavengers, often abbreviated as Scavs, are widespread tribal creatures that are generally seen in groups. They are social creatures that use gestures and body language to communicate with one another, and they are capable of carrying and utilizing weapons in a manner similar to Slugcat.
Scavengers are quadrupedal with long forearms and short legs. They have various types of antlers, horns, and beards, and they may have tails, spines, or frills of varying sizes. They come in a wide range of colors, but most commonly in neutral and desaturated tones. Their eyes can be different colors and shapes, and they may or may not have visible pupils. They are expressive and can exhibit many emotions.
When befriended, Scavengers can become very useful allies. Scavengers mostly leave Slugcat alone with neutral or good reputation and can be actively beneficial once they like Slugcat, following them in groups and coming to their defense. However, this can also be a disadvantage, as friendly groups of Scavengers often throw Explosives or Spears at threats, which can accidentally hinder or kill Slugcat.
Whenever neutral or unfriendly Scavengers are encountered, crouching and dropping any weapons may allow Slugcat to avoid conflict. Moving around too much and throwing Rocks and Spears needlessly may agitate them, potentially spurring them to become fully aggressive.
Because every Scavenger has a different personality, even if Slugcat has never lost reputation with Scavengers, there may be one who attempts to kill them regardless. Care must be taken to observe their body language, or simply avoid them altogether in regions where death is particularly punishing.
Gourmand can use their crafting ability to make valuable items to give to Scavengers, making it very easy to befriend them.
Due to the ability to generate an infinite number of spears to trade with Scavengers, it is very easy to befriend them as Spearmaster. However, considering their starting reputation is -45, they should try to avoid Scavengers for a substantial number of cycles or risk being killed on sight.
Scavengers do not have much health, taking 1-2 Spears to kill; a single headshot from a Spear kills them instantly. However, they are capable of throwing weapons at a distance and are usually found in groups, making them more difficult to fight in large, open spaces. Luring them into a smaller room with more cover may allow the player to pick them off more easily. There are often Explosives scattered around Scavenger Tolls, so throwing an Explosive from a distance can set off a chain reaction and kill many of the Scavengers in the area.
Artificer also has a variety of tools to make their constant fights with Scavengers easier. Along with the Explosives they can create and use from a distance, they can also produce a shockwave around themselves by performing their explosive jump while holding Down. This can quickly stun and disarm nearby Scavengers, allowing Slugcat to steal their Spears and kill them by spearing or Mauling (holding Grab while grasping a stunned creature). However, since producing this shockwave causes Artificer to overheat twice as fast as a normal explosive jump, it's best to use it sparingly in fights. When in a dire situation, a Grenade can be used to kill anything in close quarters, but the long stun duration makes Artificer an easy target for Scavengers unaffected by the blast.
Artificer can also use their explosive jump to for positional advantage over Scavengers. Since Scavengers cannot throw Spears upwards, explosive jumping above them and throwing Explosives down at them is a very effective strategy that can make them panic and scatter and may wound or kill several or at least stun them so they drop their weapons.
Though not useful in most practical scenarios, Artificer's Maul gets the same damage bonus that Spears do when hitting a Scavenger's head, if the Scavenger is grabbed by the head when the Maul is performed.
Scavengers rely on sight and hearing to find their foes. Gaining height and hiding in pipes can help in avoiding detection. Hitting walls with Rocks or Spears and colliding with geometry produces detectable noises. In Downpour, Artificer's explosive jump also produces noise, alerting Scavengers to their presence.
Scavenger Tolls are designed in such a way that it is difficult to sneak past. Waiting for the Rain to arrive makes Scavengers retreat to their dens, allowing an opportunity for Slugcat to pass the Scavenger Toll without a reputation penalty.
Flashbangs are capable of blinding Scavengers, preventing them from attacking unless touched. When blinded, their eyes temporarily turn gray.
Scavengers in kill squads that are after Slugcat are aware of the location they were last in, making avoiding them harder.
Scavengers are difficult to evade due to their agility. Moving around quickly agitates them; attempting to run past unfriendly Scavengers may result in them becoming aggravated. Scavengers typically do not give much chase unless reputation is incredibly low. Scavengers can be evaded luring a predator over to distract them, as they usually prioritize attacking the larger threat. Vulture Grubs, when available, can be very useful when dealing with exterior room Scavenger Tolls.
Another option is to utilize nearby poles and upwards platforms, as Scavengers cannot directly harm Slugcat if they are above them.
Scavengers can walk, climb, and crawl. In most cases they are a bit faster than Slugcat. They do not have the ability to jump; rather, they spontaneously gain vertical momentum when they need to move upwards, which can lead to some unintended physics interactions.
Scavengers can carry and throw weapons, including (but not limited to) Rocks, Spears, and Grenades. They have 3 slots for holding items (2 hands and a "pocket slot" on their side) and can hold up to 3 extra Spears on their back. They are capable of throwing Spears at an angle, meaning they can hit targets slightly above or below them. They also have the ability to dodge objects thrown at them. Each Scavenger has a different level of combat skill determined by individual stats.
Scavengers utilize a wide array of body language and gestures to communicate amongst themselves and with Slugcat.
Certain objects can be used to trade with Scavengers. Scavengers typically trade more generously and drop more objects if Slugcat's reputation is high. Even as Artificer, Scavengers drop items in 'trade'; this does not affect reputation and they still attempt to kill Artificer.
Reputation gain increases with the value of the item traded, and at tolls there is a set reputation multiplier for each traded item. Items dropped by Scavengers may be picked up and traded again.
Friendly Scavengers occasionally take Spears from Hunter's back if they do not already have a Spear. This behavior can be disabled via a Remix option.
Below is a table displaying tradable items and their value. If an item is not on this table, Scavengers are not interested in receiving the item when trading, but may still pick it up when they find one.
Item Value | Item |
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10 | Pearl • King Vulture Mask |
7 | Overseer Eye |
5 | Karma Flower • Vulture Mask |
4 | Explosive Spear • Beehive |
3 | Spear • Lantern • Grenade |
2 | Spore Puff • Flashbang • Mushroom • Cherrybomb • Jellyfish • Batnip |
1 | Rock* |
Item Value | Item |
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20 | Inspector Eye |
10 | Singularity Bomb |
5 | Electric Spear |
4 | Lilypuck* |
3 | Glow Weed** • Fire Spear |
1 | Gooieduck*** |
* Only valued if intact.
** Value equal to the number of bites left.
Scavenger Tolls, known as Scavenger Outposts in-code, are rooms in which a group of Scavengers has set up base around a toll post. A sufficient item offer is required before passage through the Toll is allowed. The total value of objects must add up to 10; a single Pearl is sufficient to pass, but any combination of tradable objects may be used. Paying the toll once allows Slugcat to pass freely as many times as wanted until the end of the cycle.
Passing a Scavenger Toll without payment causes Scavengers to become aggressive and decreases reputation. If no Scavengers witness the transgression, then no reputation penalty is incurred.
Any item traded at a toll has a reputation increase multiplier on its trading value. Taking items from within a certain radius around the toll post is considered stealing and may aggravate the Scavengers. Toll Scavengers are always neutral towards Slugcats (except Artificer, whom they are always aggressive towards), regardless of current standing, unless provoked.
If reputation is high enough (≥50), Scavenger Tolls can be passed for free at a small cost to global reputation. At very high levels (≥90), Scavenger Tolls can be passed for free without any reputation loss.
Around a Toll, several radii are calculated and determine how Scavengers consider objects lying in the room.
Scavengers Tolls can be found in these regions: Outskirts, Farm Arrays, Outer Expanse, Undergrowth, Garbage Wastes (2 Tolls), Silent Construct (2 Tolls) and Metropolis (4 tolls).
Scavenger Merchants are Scavengers with unique behaviors that can be found in Garbage Wastes, Shaded Citadel, Sky Islands, and Subterranean in special rooms decorated with Scavenger graffiti and Lanterns on long pikes. Merchants usually stay inside this room unless scared away and are capable of fighting if unable to escape.
Scavenger Merchants are usually fully stocked with Lanterns (other than in Sky Islands), Mushrooms, Grenades, and most commonly, Spears or Explosive Spears. They are also more docile and more willing to trade. Scavenger Merchants still value items equally to regular Scavengers, however. As with other Scavengers, Merchants trade more items at higher reputation.
Once their inventory is cleared out, Scavenger Merchants return to their den to restock, meaning they never run out of items to trade.
Scavenger Treasuries are rooms, often with hidden entrances surrounded by Scavenger graffiti, that contain a large number of Spears, Explosives, Pearls, and occasionally other items like Lanterns that randomly spawn each cycle. These are the only rooms with naturally respawning Pearls. Nomadic groups of Scavengers visit these rooms to stock up on weapons.
The chance of each possible object spawning are 1/10 for Pearls, 9/70 for Grenades, 27/175 (in Shaded Citadel and Subterranean) or 27/700 (in other regions) for Lanterns, and the rest for Spears. For each spawned Spear, it has a 3/4 chance of being an Explosive Spear.
With the More Slugcats Expansion enabled, each Spear also has a chance to be an Electric Spear. If a Spear is turned Electric, a separate check is made in whether it should spawn active or not. The chances for Spears in Artificer's and Spearmaster's campaigns are 1/2 to be Electric and 3/4 to be active, in Hunter's and Gourmand's campaigns they are 1/20 to be Electric and 1/4 to be active, and in Survivor's and Monk's campaigns they are 1/50 to be Electric and 1/100 to be active. Spears have no chance to be Electric in other campaigns. In Metropolis, each Spear has a 3/4 chance to be an Electric Spear, and they are always active, regardless of campaign.
Taking an item incurs a reputation penalty if Slugcat has less than 90 reputation, applied once for every conscious Scavenger in the treasury. The reputation penalty is a linear extrapolation based on Slugcat's current reputation, with a penalty of -30 if Slugcat has -50 reputation or less and 0 if Slugcat has 90 reputation or more. Stealing Pearls from Treasuries and trading them back to Scavengers can be an efficient way of gaining reputation, since no reputation is lost if there are no witnesses.
Scavengers mark rooms in which they live with various types of graffiti and markings. Though they are never seen in-game doing so, they paint the walls with blue and white symbols, which serve as decoration, communication, or signs. They may represent the locations of Rain Deer, Echoes, or Scavenger Treasuries. Scavengers' decals appear mostly in and around Garbage Wastes, as it is the territory of the largest Scavenger population.
Scavengers appear to have some knowledge of Ancient culture, as the glyph (representing companionship) is featured on Scavenger Toll posts and around their territory.
Every Echo except the one in Subterranean has a marking near their location.
Default relationship | Ignores (0.1) |
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Ignores | Infant Centipedes (0.0) • Infant Noodleflies (0.0) |
Afraid of | Daddy Long Legs (1.0) • King Vultures (0.95) • Red Centipedes (0.95) • Brother Long Legs (0.8) • Vultures (0.75) • Miros Birds (0.7) • Monster Kelp (0.65) • Dropwigs (0.55) • Lizards (0.5) • Big Spiders (0.45) • Spitter Spiders (0.45) • Adult Centipedes (0.4) • Centiwings (0.4) • Pole Plants (0.3) |
Attacks | Overseers (1.0) |
Uncomfortable with | Garbage Worms (0.8) • Snails (0.6) • Adult Noodleflies (0.5) • Lantern Mice (0.1) |
Reputation-based | Slugcats (1.0) |
Considers as its pack | Scavengers (0.5) |
Default relationship | Ignores (0.1) |
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Afraid of | Miros Vultures (1.0) • Mother Long Legs (1.0) • Stowaways (0.9) • Hunter Long Legs (0.8) • Lizards (0.5) • Mother Spiders (0.45) • Aquapedes (0.4) • Giant Jellyfish (0.2) |
Attacks | Inspectors (1.0) • Firebugs (1.0) • Yeeks (0.1) |
Reputation-based | Slugcat NPCs (1.0) |
Considers as its pack | Elite Scavengers (0.5) • Chieftain Scavenger (0.5) |
Scavengers are commonly seen in neutral, earthy tones, but they are capable of exhibiting any color. They usually have 3-6 colors depending on their physical traits: body color, stomach color, head/gradient color, antler/horn accent, eye color, and pupil color. These may sometimes overlap (e.g. Scavengers with the same antler/horn accent and stomach color are common).
Their main features can be broken down into a few categories: head decoration, stomach patch, gradients and back decoration. Scavengers can have a few variations of antlers in different positions on their heads, as well as 'beards' and back frills of various shapes and sizes.
The size of each body part varies per Scavenger. This is most noticeable in their tails; size typically remains close to average for other body parts.
Scavengers are heavily influenced by the six personality modifiers that determine their Behaviors: aggression, bravery, dominance, energy, nervousness and sympathy.
Aggression impacts dominance.
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High values make Scavengers:
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Bravery impacts aggression, dominance and nervousness.
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High values make Scavengers:
Low values make Scavengers:
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Dominance does not impact any other personality modifiers.
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High values make Scavengers:
Low values make Scavengers:
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Energy impacts aggression, dominance, and nervous.
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High values make Scavengers:
Low values make Scavengers:
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Nervous does not impact any other personality modifiers.
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High values make Scavengers:
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Sympathy impacts aggression.
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High values make Scavengers:
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It should be noted that the impact these variables have on moment to moment gameplay may be very subtle, and thus these cannot consistently be used to predict a Scavenger's behavior.
Scavenger behavior has the most visible variation under the Reputation system. There is both a local reputation value for the Scavengers in a given region, and a global reputation value, the latter of which can be observed through The Chieftain. Unlike other creatures with reputation, local actions affect the global reputation scale greatly. Progress for the Chieftain passage is usually mapped on the range 10-80 of global reputation.
Reputation with Scavengers can be gained by trading with them and saving them from harm. As reputation rises, Scavengers become less aggressive, may attempt to save Slugcat from harm, and, once trusted enough, allow Slugcat to pass through Tolls and take items from treasuries without repercussions. The benefits of good reputation do not extend to tamed Lizards, and Scavengers remain aggressive towards them.
Inversely, if repeatedly stolen from, harmed, and ignored when in danger, reputation is lowered and Scavengers become more aggressive. If infractions are committed repeatedly, reputation can eventually drop to a point where Scavengers actively seek Slugcat out and send kill-squads to their general location.
Along with global and regional reputation, each individual Scavenger has their own reputation with Slugcat; if care is taken to be friendly to a particular Scavenger, they may be more inclined to follow Slugcat and trade generously compared to others in their group. This can also lead to random reputation changes when the leader of a group dies and a new Scavenger with a differing opinion takes over.
Scavenger reputation is measured on a scale of -100 to 100 and may only change by a maximum of ±50 each cycle. Reputation gain is linear above 0 but becomes exponentially smaller as reputation goes into the negatives. When reputation is below 0, a small amount of reputation is gained passively each cycle provided no interactions with Scavengers are had. This passive increase scales up the closer reputation is to 0, maxing out at +10 reputation per cycle. Reputation loss is multiplied based on the number of witnesses, but reputation gain is not, unless saving a Scavenger from a threat.
Depending on Slugcat's reputation, Scavengers become more or less aggressive toward Slugcat while they are holding a Pearl. With good reputation, Scavengers tend to become friendlier if Slugcat has a Pearl, while Scavengers who are already hostile or fearful may become more likely to attack instead.
At ≥50 reputation, Tolls can be passed without paying at the cost of reputation.
At ≥90 reputation, items may be freely taken from Treasuries, and Tolls may be passed for free without reputation loss.
As with all reputation values, Scavenger reputation is artificially lowered for all Slugcats in Subterranean.
As Survivor, Gourmand, and Saint, reputation with Scavengers starts at 0, and reputation gain rate is normal.
As Monk, reputation with Scavengers starts at 25, and their reputation gain rate is higher. Progress towards the Chieftain Passage is mapped on the range 42-90.
As Hunter, Rivulet, and Spearmaster, reputation with Scavengers starts at -35, -21, and -45 respectively. In each of these cases, it is low enough to be considered a threat; early interactions with Scavengers can be dangerous.
As Artificer, the reputation system is unused. Instead, Scavengers always have an "Attack" relationship toward Artificer. Kill squads are constantly sent after them, and Toll Scavengers are always aggressive. As a result, Artificer is unable to get the Chieftain passage.
It is the remains of an overseer.
Overseers act as our eyes on the outside.
I used to have a lot of them, but I lost contact with them when I was neutered. My umbilical is cut. So, since then I am not much more than what you are looking at - a little creature in a box.
I suspect by now all my overseers are gone out there. Without me they would just roam around with no purpose.
The scavengers tend to hunt them, it's one of their very few ways of expressing defiance.
It's of course not completely impossible that there are a few left. Say hello if you see one.
This one is a knuckle walker, a type of locomotion I haven't done before so that should be interesting. Another challenge is that this creature is native to the Garbage Waste region (though it will appear in other places as well) which has some difficult terrain. Generally it's easiest for the creatures to move on flat floors, where they can build momentum in an easy linear direction that is aligned to the tile matrix. Garbage wastes however is mostly slopes, which is a bit harder to work with.
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