Cave Spider
A smaller, faster cave-dwelling spider. Its compact shape makes a narrow passage less reassuring than it looks.

- Base health
- 6 (3 hearts)
- Base melee damage
- 2
- Base movement
- 3.2 blocks/s
- Melee reach
- 1.4 blocks
- Attack interval
- 1 s
- Melee wind-up
- 0.2 s
- XP coefficient
- 5
- Body (W × H)
- 0.7 × 0.5 blocks
- ID
cave_spider
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 | 6 | 2 | 15 | 2.6 | 12 |
| 10 | 10.6 | 3.1 | 26.4 | 4 | 30 |
| 20 | 19.9 | 5.1 | 49.6 | 6.6 | 50 |
| 30 | 37.3 | 8.2 | 93.2 | 10.7 | 70 |
| 40 | 69.9 | 13.4 | 174.9 | 17.4 | 90 |
| 50 | 131.3 | 21.8 | 328.3 | 28.4 | 110 |
| 60 | 246.5 | 35.6 | 616.2 | 46.3 | 130 |
Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.
Spawning & habitat#
| Rule | Details |
|---|---|
| Location | Caves |
| Time | Light-based; dark caves can qualify day or night |
| Pack size | 2–4 |
| Y restriction | No species-specific Y band |
Underground generation bypasses surface biome filters, so suitable caves beneath other biomes can qualify. Y restrictions, lighting and space requirements still apply.
Also stands guard at: Dungeon · Jungle Temple
Season structure guards are fixed encounters, not spawners: they come out once a player is within 72 blocks. The first one slain starts a clock: clear them all within 15 minutes or every one is back at full health; cleared, they stay down until midnight Beijing time and come back each day. Structure chests are not refilled during the season.
Spawning, light and season monsters — light, protection, player distance and population can still prevent a spawn.
Behaviour & abilities#
- Climbs walls.
Drops#
| Item | Quantity | Entry roll | At least 1 |
|---|---|---|---|
| String | 0–1 | 100% | 50% |
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.
Eligible natural hostile kills also roll 3% for a seed, uniformly selected from ten types. Recipe rules: Cooking levels and costs
Strategy#
Light your retreat route and watch low openings. No separate poison effect is configured for this creature in this reference version.
City siege vs wilderness#
This creature (or its summoned/split form) can also appear in the live city siege. The figures above are wilderness base definitions; siege strength, targets and loot use separate 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