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Shivers are hostile creatures that appear in dark places, and can climb.
Runtime spawn conditions
- Shivers can appear in any region of the world, including certain special story event locations.[1]
- Shivers spawn in grass, loose stones, or air.[2] It appears that they cannot spawn in deep snow.
- Shivers should not spawn in areas of light higher than level 7.[3]
- The chance for a shiver to spawn is 0.1[4] (compared to 0.00003 for bears).
- The average group size is 1, with a maximum of 1 (per chunk?) for surface, deep, tainted, stilt, and bellhead shivers, and a maximum of 2 (per chunk?) for corrupt and nightmare shivers.[5]
- Surface shivers can spawn between 0.85 (85% of sea level) and 2 (world height limit); deep shivers between 0.22 and 0.89 (22%-89% of sea level); tainted shivers between 0.1 and 0.55; corrupt shivers between 0 and 0.35; nightmare shivers between 0.1 and 0.23; stilt shivers and bellhead shivers between 0.1 and 0.19.[6]
Despawn conditions
Shivers might despawn if at least 32 blocks away from the player for 30 seconds, or at least 64 blocks away from the player for 6 seconds.[7]
Variants
There are 8 types of shiver: surface, deep, tainted, corrupt, nightmare, stilt, bellhead, and deepsplit.
Behavior
- Shivers can climb. Because they lack the attribute
canClimbAnywhere they cannot cling to ceilings and fences.
reckless: true
spawnCloserDuringLowStability: true
stepHeight: 2.1251
preferredLightLevel: 15
- In addition to standard animations (idle, wander, walk, run, swim, hurt, die), shivers exhibit some intriguing behaviors:
- swipe
- bite
- despair
- headbang
- The movespeed for most variants is 0.018 while wandering; for deepsplit shivers it's slower: 0.0138.
- The movespeed for most variants is 0.015 in water; for stilt shivers it's faster: 0.021.
idleSoundRange: 32
Combat
hitAndRunChance: 0.25
- If a shiver receives damage, it might turn and flee the player for 10 seconds. The chance for surface shivers to flee is 15%, while the chance for deep shivers to flee is 7%; the chance for tainted shivers is 3%; the chance for corrupt shivers is 1.5%; and the chance for tier 4 shivers is 1%.[8]
- The
minDayLight for surface shivers is 0.925, while for deep shivers it's 0.97; for all other variants, it's 2.[9] Presumably this means that surface shivers flee even faint sunlight, while tier 2 shivers (and higher) can withstand sunlight up to level 2.
- If a shiver fleeing the sunlight receives damage, it might stop fleeing and engage in different behavior.[10]
- The movespeed for most variants is 0.04 when fleeing the player; for deepsplit shivers it's 0.03.
- The movespeed for most variants is 0.05 when seeking the player; for deepsplit shivers it's 0.038.
- Their melee attack (bite) deals slashing damage:[11]
- Bellhead shivers' attacks have knockbackStrength 4.[12]
Harvesting
"harvestable", duration: 2
- Stilt shivers, bellhead shivers, and deepsplit shivers have the highest chance of dropping a temporal gear: 1 ± 0.4. Rusty gears: 5 ± 2.5. Flax fibers: 2. Jonas part (any): 0.4.
Prey
The only thing shivers are interested in is the player(s). They do not seem to respond to friendly fire.
History
- Shivers were introduced with version 1.20.
Notes
- Killing a shiver restores temporal stability to the player, with higher tiers restoring higher amounts: surface shiver: 0.01, deep shiver: 0.015, tainted shiver: 0.02, corrupt shiver: 0.025, nightmare shiver: 0.3, all other shivers: 0.35.
- Worldgen spawn conditions: Not applicable
- Shivers cannot be fed, tamed or bred.

Spoilers hidden here!
Shivers might once have been human. Tobias speaks of people who "turned" when disaster struck.
Gallery
See also
References
- ↑ Line 9 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Line 509 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 502-504 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Line 503 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 489-500 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 510-526 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Line 188 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 194-202 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 228-234 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 237-238 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 284-285 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
- ↑ Lines 281-282 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json