Pale Stalker
A very rare cave predator that approaches and lunges more confidently in darkness. It strikes promptly at valid contact; its separate lunge from farther away has a brief warning. Real server-known nearby lights deter or slow it: a held torch, a placed torch or lantern, a lit campfire or a burning furnace can matter. A carried lantern is not a held light; empty, unlit stations do not provide that protection.
Habitat and occurrence
Section titled “Habitat and occurrence”Catalog occurrence: very rare. Creature species compete for the existing local spawn budget; this is not a global percentage or a guaranteed encounter. Protected new-player and cave-passage safety areas remain clear.
| Property | Value |
|---|---|
| Behavior | stalker |
| Maximum health | 16 |
| Base direct damage | 3 |
| Attack cooldown | 2.6 s |
| Contact response | Next ready server simulation tick |
| After-hit animation | 0.18 s |
| Special movement warning | 0.175 s |
| Attack arc | 100° |
| Burst speed (tiles/s) | 3.125 |
| Configured burst limit (tiles) | 2.5 |
Counterplay
Section titled “Counterplay”Carry a real light source and use fueled, burning stations as temporary light. Light changes its approach; it is not an unconditional safe zone.
| Item | Quantity range | Catalog rule |
|---|---|---|
| Raw meat | 0–2 | Every successful loot roll |
| Pale fang | 0–1 | 35% loot roll |
A range starting at zero can produce nothing. A listed probability is the actual loot roll, not a biome spawn rate or a guaranteed quantity.
Loot is rolled once through the normal authoritative death/drop flow. Drops and carried equipment use the existing save, inventory and storage systems. Natural mobs remain transient and do not become permanent saved world entities.