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Stahlmorders are land Calamities.
Spawning
Unique Behavior
The Stahlmorder will attempt to attack x2 slower (every 40 ticks) than other mobs. If its target has less than 10 armor, every time it tries to do melee damage, it has a 50% chance to perform its corrosive slash attack (if the target has 10 armor or more, it's a 75% chance to hit). It requires its blade arm to do this attack. If the check fails, it will have an additional 50% chance to do its slap attack. If that fails, the fallback is its kick attack.
Its corrosive slash does 35 damage and inflicts Corrosion II for 30 seconds.
Its slap does 20 damage and the equivalent of Knockback 4 to the target.
The kick attack does 10 damage and knocks the target very high into the air. It does this by adding 0.8 Y velocity (blocks per tick) to the target.
The Stahlmorder is capable of leaping large distances with extremely powerful jumps to get to targets that are far away. This leap has a 10 second cooldown.
When the Stahlmorder falls from 4 blocks or higher, a loud stomping sound accompanies it.
Is able to climb up blocks.
When the blade arm's hitbox sustains 25% of the Stahlmorder's health, it will fall off. This will spawn a Stahlmorder Arm, and the model will change to not have the blade arm anymore. After it falls off, the Stahlmorder loses its corrosive slashing capabilities. It can regain its blade arm by healing back to 100% health. Hitting the blade arm of the Stahlmorder deals x1.5 damage, however this does not affect the blade arm's personal HP.
Hitting the mouth of the Stahlmorder deals x1.25 damage.
The Stahlmorder has a 0.3% chance to perform its spore burst ability every tick and can only be successful if the target is within ~14.4 blocks; or a 20% chance when taking cold damage. It will summon a Scent and give Speed, Strength (both for 30 seconds at amplifier I,) and Jump Boost for 30 seconds at amplifier II to all allies within a 16 block radius. The spore burst will also apply debuffs to mobs within a 16 block radius. The debuffs include Mycelium Infection, Weakness, and Slowness, all for 30 seconds at amplifier II.
When performing a spore burst, all Infected, Evolved, Hyper Evolved, Bairns, Scampers, and Gastgebers within a 16 block radius will receive 0 - 3 kill points.
Additionally, when doing a spore burst, all CDUs within a 16 block radius will be clogged, meaning they no longer work. They can be fixed by breaking them and placing them back down.
Stahlmorders have three possible custom death messages, being "<player> was eaten by Stahlmorder", "<player> was crushed by Stahlmorder", and "<player> was dismantled by Stahlmorder". 50% of the damage Stahlmorders do is custom 'calamity damage 1', this solely affects the death message. If it fails, 50% chance to deal 'calamity damage 2'. If that fails, 50% chance to deal 'calamity damage 3'.
Behavior
Stahlmorders are melee combatants, attacking mobs with Infected forms, golems, and most hostile mobs.
Stahlmorders inflict Mycelium Infection II for 30 seconds when dealing melee damage.
Essentially has Sweeping Edge, as its attack has an AOE.
Stahlmorders have a step up height of 2.5, meaning they don't have to jump to go up blocks that are 2.5 blocks tall.
The minimum amount of true damage a Stahlmorder can deal to a target is 30% of its base melee damage, however the Womb Crafting System can increase that.
Can fall from up to 28 blocks before taking fall damage.
Has a follow range of 64 blocks.
Stahlmorders are influenced by signals and objectives (explained on the Proto Hivemind page.)
Stahlmorders can become rooted (explained on the Calamities page.)
Stahlmorders can summon Scents (explained on the Calamities page.)
Will summon an age 1 Mound when reaching a new objective location.
Stahlmorders can increase their armor by killing skeletons (explained on the Calamities page.)
Can summon Vigils when below 50% health (explained on the Calamities page.)
Stahlmorders load chunks when following signals to new objectives.
When dying, Stahlmorders will place a variety of blocks and Corpse Pieces in their death location (explained on the Calamities page.)
Stahlmorders can be affected by the womb crafting system (explained on the Womb page.)
Stahlmorders are immune to debuffs that are not above amplifier one.
Stahlmorders have a 5% chance to drop a Scent upon death.
Stahlmorders have very high knockback, having 10x the knockback of a basic infected, with a value of 3 for knockback.
Stahlmorders have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
Stahlmorders do not attempt to group together, nor do they follow mobs. They are lone hunters.
Evolved mobs will follow Stahlmorders.
Can perform low leaps/dashes to chase prey quickly through water.
Able to use kill points to give themselves buffs, such as strength or speed if the target is running away. They can also give themselves regeneration if they are low on health.
Capable of breaking blocks with a hardness of 5 or below.
Have a damage cap of 50 (x25 hearts.)
Present a weakness to the cold, like all spore mobs.
Related Advancements
Drops
Lore
The Stahlmorder is meant to resemble the fear of the uncanny valley.
Stahlmorder
Statistics
HP: 200 (x100 hearts)
Armor: 10 (x5 bars)
Damage: 35 (x17.5 hearts)
ID: spore:stahl
Threat Level: RUN
Trivia
‘Stahlmorder’ is German, and means “steel killer.”
Stahlmorders are inspired by and share a remarkably similar design to the Panzermörder from Call of Duty.
The Stahlmorder was originally going to be named 'Panzermorder', but it was changed due to wanting to make it more original and fear of copyright concerns.
The growls of the Stahlmorder are inspired by the Panzermörder's scream.
The Stahlmorder ate the concept of gender and died, before being reborn anew.
Stahlmorders were originally going to have a Spitter on their shoulder so they could have a ranged attack. It was scrapped because the Stahlmorder was determined to already be mobile enough and that it wouldn't need a ranged attack.
The model of the Stahlmorder was originally a fan-model, but it was decided that after a lot of model and texture tweaking, it would be used as the official model.
The original fan-model (made by @rustycleaver37) was given to @livingchili to tweak to make it fit the mod more. However, due to a miscommunication (the model was given to Chili to finish as a joke), Chili never finished his model. The mod creator, Harbinger, decided to finish Chili's model himself, with some additional tweaking.
There was originally two placeholder animations for the Stahlmorder's slap and kick attacks. They were only used during beta testing and quickly replaced with proper animations.
The Stahlmorder has been referred to as ‘Mr. Grasshopper’ before.
A suggestion made by @dawnsslayers in the Spore Asylum Discord server was originally going to be merged with the Stahlmorder concept, though it was later scrapped.
Gallery
Concept art of the Stahlmorder (made by @livingchili)
The Panzermorder reference image used for the Stahlmorder.
Ditto.
A picture posted in the Discord server teasing the Stahlmorder before it was released.
Getting the Stahlmorder to have proper hitboxes.
Getting the Stahlmorder to lose its arm.
An unused slap animation for the Stahlmorder.
An unused kick animation for the Stahlmorder.
The original model of the Stahlmorder.