Skeleton
A hostile archer. Use walls and closed doors to block its arrows. The first body hit stops the arrow, including another mob or another skeleton; the shooter is excluded. Direct surface daylight also burns skeletons.
Hostiles appear around active players with local encounter limits. Exact population varies with nearby activity and safe areas.
| Property | Value |
|---|---|
| Behavior | ranged |
| Maximum health | 12 |
| Base arrow damage | 3 |
| Shot cooldown | 1.8 s |
| Ranged attack distance (tiles) | 12 |
| Daylight damage per pulse | 1 |
| Daylight pulse interval | 1 s |
| Item | Quantity range | Catalog rule |
|---|---|---|
| Arrow | 0–3 | Every successful loot roll |
| Bone | 0–2 | 50% 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.