Rift and Reality creatures¶
Rifts attract tiered Zombies, Skeletons, Creepers and Spiders, alongside three special creatures. Their tier controls appearance and strength. These encounters add to the normal Overworld tiered-mob system rather than replacing it.
Reality Wisp¶
A small floating, non-aggressive creature that stays near its Rift. Its colors follow the tier. Wisps provide a visible sign of an active anomaly, but their presence does not make the surrounding area safe.
Rift Walker¶
A territorial creature that initially watches nearby players, becomes hostile when approached too closely or attacked, and can teleport a short distance during combat before attacking again. It stays near its Rift when bound to one.
The Walker's base health and attack scale to roughly 85% of the corresponding Reality zombie's effective stats, with increased movement speed. High tiers are extremely dangerous even though the Walker is slightly weaker than that reference zombie.
Reality Parasite¶
A small creature that seeks compatible nearby vanilla Zombies, Skeletons, Creepers and Spiders. Successful infection transforms the host into the corresponding tiered creature and consumes the parasite. Already tiered mobs are not the intended vanilla hosts.
Living Reality Anchor¶
An obelisk-like creature spawned by Breaches. Its health scales with tier, like the Walker, and its attacks depend on the tier. Destroying all event Anchors is required before sealing. It is not the powered Dimensional Anchor block.
Encounters inside Realities¶
Wisps, Walkers and Parasites also spawn inside Realities using the local tier's colors and scaled health/damage where applicable. Their natural spawns follow normal loaded-chunk and spawn-cap conditions; living Anchors remain tied to Breach events.
Tiered baby zombies can spawn only in a Reality matching their tier. In the Overworld and other incompatible locations, tiered zombies are adults. This restriction does not change vanilla baby zombies.
Rift-spawned tiered monsters retain their normal loot. Sealing the Rift stops its new waves, but does not delete the creatures already present.