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Design reference · Prototype rules may differ. In-game items are not on-chain assets.
Creatures NEWThis season

Creeper

An explosive threat rather than a conventional melee attacker. Getting close starts a visible fuse.

Creeper
Rendered from the game model
Base health
12 (6 hearts)
Base melee damage
0
Base movement
2.1 blocks/s
Melee reach
0 blocks
Attack interval
—
Melee wind-up
—
XP coefficient
5
Body (W × H)
0.6 × 1.7 blocks
ID
creeper

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.

By level
LevelHealthMelee damageElite healthElite meleeKill XP
112030012
1021.2052.9030
2039.7099.3050
3074.50186.3070
40139.90349.7090
50262.60656.50110
6049301232.40130

Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.

Levels & attributes · Spawning, light and season monsters

Spawning & habitat

RuleDetails
LocationSurface and caves
TimeLight-based; dark caves can qualify day or night
Pack size4
Y restrictionNo species-specific Y band

Surface biomes: Beach · Snowy Beach · Stony Shore · Plains · Sunflower Plains · Meadow · Cherry Grove · Forest · Flower Forest · Birch Forest · Old Growth Birch Forest · Dark Forest · Swamp · Taiga · Old Growth Taiga · Snowy Plains · Ice Spikes · Snowy Taiga · Grove · Snowy Slopes · Jagged Peaks · Frozen Peaks · Stony Peaks · Windswept Hills · Savanna · Jungle · Sparse Jungle · Bamboo Jungle · Desert · Badlands · Wooded Badlands

Underground generation bypasses surface biome filters, so suitable caves beneath other biomes can qualify. Y restrictions, lighting and space requirements still apply.

Spawning, light and season monsters — light, protection, player distance and population can still prevent a spawn.

Behaviour & abilities

  • Fuse starts within 3 blocks, runs for 1.5 s, explosion radius 4 blocks and 14 base damage. Cancellation distance: 7 blocks.

Drops

ItemQuantityEntry rollAt least 1
Gunpowder0–2100%66.67%

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

Retreat decisively when the fuse starts: leaving the trigger radius alone is not enough; use the larger cancellation distance below.

Season combat and equipment

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.

Club-wielding Ape & siege 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

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