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== Inventory == | == Inventory == | ||
Neek will spawn with various items, some of which they will equip, and some of which they can sell to the player. They do not restock their inventory. | Neek will spawn with various items, some of which they will equip, and some of which they can sell to the player. They do not restock their inventory.{{File Ref|file=PopulationTables}} | ||
{|class="wikitable" | {|class="wikitable" | ||
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== Combat == | |||
Neek will begin neutral to the player, but will become hostile if the player attacks them or a Barathrumite within view of them. Neek can also become hostile if the player's [[reputation]] with the Barathrumites falls low enough, or if the player is seen stealing their belongings or damaging their property. | |||
=== Equipment === | |||
In addition to the items listed above, Neek will always spawn with a {{favilink|laser rifle}}, slotted with a {{favilink|chem cell}} at 100% charge, which they will utilize in ranged combat. They will not list this item if the player trades with them.{{File Ref|file=ObjectBlueprints|name=Object}} | |||
Due to the nature of Neek's inventory, they can be granted a wide variety of items and thus their armor, weaponry, and other equipment can be highly random. They may or may not come equipped with random melee weapons; if not, they will simply attack in melee with their {{favilink|fist|plural}}. They may also spawn with an additional missile weapon, which they may opt to swap out their laser rifle for if the new weapon's stats are superior. | |||
=== Skills === | |||
Neek possesses the [[Bow and Rifle]] skill, which will additionally grant them the [[Draw a Bead]] and [[Steady Hands]] skills. The latter will increase their accuracy when using their laser rifle, or any other bows or rifles they may utilize. Additionally, they possess the [[Tumble]] skill, which will increase their [[DV]] by {{DV}}1.<ref name="Object"/> | |||
=== Mutations === | |||
Being an urshiib, Neek possesses the [[Quills]] mutation at mutation level 6 and the [[Triple-jointed]] mutation at level 3.<ref name="Object"/> Quills provides Neek with damage reflection, immunity to the quills of other creatures, and the "Quill Fling" activated ability, which allows Neek to fire a portion of their quills to deal damage to adjacent creatures. They will also possess {{favilink page|Data:Quills}}, natural equipment worn on their body that can't be removed, providing them with an additional {{AV}}4 [[AV]]. Triple-jointed will grant Neek an additional 3 [[Agility]]. | |||
=== Self Preservation === | |||
If Neek's [[hitpoints]] fall below 55% of their maximum, they will cease combat and will begin to actively flee from threats.{{Code Reference|class=AISelfPreservation}} | |||
{{Conversations link}} | {{Conversations link}} | ||
== Trivia == | |||
* The "big sails" Neek mentions in their dialogue is likely in reference to [https://en.wikipedia.org/wiki/Neural_spine_sail neural spine sails], which are thought to have been a feature of prehistoric animals who possessed extended neural spines. These sails are thought to have served a number of functions, with a common proposition (which is also mentioned by Neek) being that they were used for [https://en.wikipedia.org/wiki/Thermoregulation/ thermoregulation]. The "prehistoric lizard" Neek mentions may be the [https://en.wikipedia.org/wiki/Dimetrodon ''Dimetrodon''], an extinct genus of [https://en.wikipedia.org/wiki/Synapsid synapsid] that is commonly mistaken for a dinosaur, actually being more closely related to mammals than modern reptiles. | |||
{{References|2.0.201.78}} | |||
{{Creature Navbox|Barathrumites|uniquecommon}} | {{Creature Navbox|Barathrumites|uniquecommon}} | ||
[[Category:Unique Characters]] | [[Category:Unique Characters]] |