Peeker
A pale face that haunts a player left alone in the dark too long. At first it is only glimpsed in the corner of your eye, and gone when you turn to it; later it stays, staring back, till you come near. When it truly comes, aim straight at it and it trembles and vanishes, then follows close behind you, whispering, wherever you go. It never strikes.

- Base health
- 4 (2 hearts)
- Base melee damage
- 6
- Base movement
- 0.1 blocks/s
- Melee reach
- 2.5 blocks
- Attack interval
- 1 s
- Melee wind-up
- —
- XP coefficient
- 20
- Body (W × H)
- 0.6 × 1.9 blocks
- ID
peeker
Season levels and rewards#
Health and all attack-damage values are species bases, not final damage. Health scales by 1.065^(level−1) and damage by 1.05^(level−1), also modified by server strength. Season elites multiply health by 2.5 and damage by 1.3 before additional elite abilities. Base kill XP is the coefficient × (2 + 0.4 × monster level), then modified by elites, server rates, damage contribution, level-gap reduction and weakness. Summoned helpers award no season XP.
| Level | Health | Melee damage | Elite health | Elite melee | Kill XP |
|---|---|---|---|---|---|
| 1 | 4 | 6 | 10 | 7.8 | 48 |
| 10 | 7.1 | 9.3 | 17.6 | 12.1 | 120 |
| 20 | 13.2 | 15.2 | 33.1 | 19.7 | 200 |
| 30 | 24.8 | 24.7 | 62.1 | 32.1 | 280 |
| 40 | 46.6 | 40.2 | 116.6 | 52.3 | 360 |
| 50 | 87.5 | 65.5 | 218.8 | 85.2 | 440 |
| 60 | 164.3 | 106.7 | 410.8 | 138.8 | 520 |
Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.
Spawning & habitat#
Does not spawn independently. Created by summoning or splitting from:
Behaviour & abilities#
- Closes for basic melee attacks; no additional special ability is configured.
Drops#
| Item | Quantity | Entry roll | At least 1 |
|---|---|---|---|
| Shadow Shard | 1–1 | 100% | 100% |
These are unscaled base rolls. A quantity of zero yields nothing. Elite/area modifiers, bag space and applicable material limits affect the result; a kill is not a guaranteed drop.
Summoned/split forms are not independent natural spawns and do not use the natural-hostile seed roll; do not treat them as full natural encounters.
Strategy#
Turn round when you hear the whisper: seen, it shrieks and is open for a moment, and a single blow slays it, dropping a Shadow Shard. Company and light keep it away.
City siege vs wilderness#
Not in the current city siege spawn pool; this entry describes the preview wilderness rules.
Version & sources#
Based on the current season release 0.168.0-season.12.112 (rules fingerprint 205fd7909095). Images retain original render revision d7ffb19, not new screenshots. Server settings can change values.
Reference files: shared/mobs.js · server/wilds-mobs.js · server/wilds-play.js · shared/siege.js