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Guides & mechanics NEWThis season

Your first seasonal expedition

Prepare food, light, a usable weapon and empty bag slots before leaving camp.

Start and prepare

The city portal leads to the wilderness. A new seasonal character receives a once-per-season starter sword, bow and four armour pieces when the bag can accept the full set. Equip them in the ordinary equipment panel. Exploring does not require an NFT plot; token eligibility and remaining daily allowances are shown separately in game.

Health grows; hunger still matters

Base maximum health is 20 + 2 per level after Lv 1, plus vitality and equipment. Hunger has a 30-point meter and is spent by time on the move, distance travelled and attacks; standing still spends none, as in Minecraft. Higher-level areas consume it faster. At 9 or below, attacks deal 25% less and incoming combat damage is 25% higher; at zero, attack damage is halved.

Empty hunger and the hamlet

Empty hunger does not hurt you, but you walk at 60% speed and deal half damage; at 9 or below you cannot sprint. Inside the Pioneer Hamlet hedge, and in your own Adventurer's Inn, hunger slowly returns, 1 point every 10 seconds up to 10, enough to walk at full speed and sprint again; eat to go higher. In the season raw crops and raw meat fill half their usual hunger (rounded up), so cooked meals are the efficient food. Meals heal fixed amounts before your food-healing bonuses; resting in an eligible copied-home sanctuary restores health gradually.

Environmental hazards

Falls, lava and drowning scale with maximum health in the season. Falling costs 5% per block beyond the first three, lava 15% per damage tick and drowning 10% per tick, before applicable protections. Better armour alone does not make these hazards safe. Watch oxygen, landing spots and your escape route.

Death and recovery

Death keeps your carried items and does not remove season experience. It damages the held weapon and worn armour, clears temporary effects and gives weakness: kill rewards are halved for a default 10 minutes. Dying again while weak doubles the new duration, capped at 120 minutes, and halves the rewards again, down to a sixteenth (50%, 25%, 12.5%, 6.25%). The Character panel can cure it for 150 tokens per remaining minute (part minutes round up) times its depth, paid into the wilds pool; curing also ends the run of deaths. You return with 30% of maximum health and 15 hunger. Below level 10 the Newcomer’s Ward cuts the damage you take (by half at level 1, five points less each level after) and deaths cost nothing; everyone’s first death each Beijing day costs nothing either, and the death screen says so.

Choose a safe home

A valid team leader’s claim, your own claim or a public-world bed can provide the original respawn point. If you enable your personal-area bed, each death offers one 30-second choice: continue at the original respawn or transfer to that private bed. Moving, taking damage, fighting or another travel action cancels the bed option; expiry does not teleport you. Public buildings and chests outside valid claims are still cleared weekly. Personal construction and ordinary warehouse contents persist across seasons.

Related reading

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/survival.js · shared/farm.js · shared/ranch.js · shared/fees.js · shared/season.js · server/world-hub.js · server/wilds-play.js

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