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

Demolition Miner

A hard-hatted miner guarding mineshafts. It lobs lit dynamite that lies where it lands until it explodes, and drops a lit stick as it falls.

Demolition Miner
Rendered from the game model
Base health
18 (9 hearts)
Base melee damage
3
Base movement
2.4 blocks/s
Melee reach
1.6 blocks
Attack interval
1.2 s
Melee wind-up
0.3 s
XP coefficient
8
Body (W × H)
0.6 × 1.95 blocks
ID
demolition_miner

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 damageRanged damageElite healthElite meleeKill XP
11839453.919.2
1031.74.71479.36.148
2059.67.622.7148.99.980
30111.812.337279.516.1112
40209.820.160.3524.626.1144
50393.932.898.3984.842.6176
60739.453.4160.11848.669.4208

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

Does not spawn naturally; stands guard at: Mineshaft

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.

Behaviour & abilities

  • Ranged attack: range 14 blocks, 9 base damage, interval 4.5 s, projectile speed 9 blocks/s; keeps roughly 5–11 blocks away.
  • Its dynamite lies where it lands and goes off after 1.8 s, in a 3-block radius; walls and a raised shield lessen the blast, and the ground is not broken.
  • Leaves a lit stick of dynamite where it falls: it goes off after 1.5 s in a 3-block radius.

Drops

ItemQuantityEntry rollAt least 1
Gunpowder1–3100%100%
Coal1–2100%100%
Bomb1–130%30%

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

Watch where each stick lands and get clear; walls and a raised shield soften the blast, which never breaks blocks. Step away once it dies.

Season combat and equipment

City siege vs wilderness

Not in the current city siege spawn pool; this entry describes the preview wilderness 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

← CreaturesBack to top ↑