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

Skeleton

A ranged undead enemy that maintains distance and shoots arrows. Bones support the farming loop through bone meal.

Skeleton
Rendered from the game model
Base health
12 (6 hearts)
Base melee damage
2
Base movement
2.4 blocks/s
Melee reach
1.6 blocks
Attack interval
1 s
Melee wind-up
0.25 s
XP coefficient
5
Body (W × H)
0.6 × 1.99 blocks
ID
skeleton

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
11223302.612
1021.23.14.752.9430
2039.75.17.699.36.650
3074.58.212.3186.310.770
40139.913.420.1349.717.490
50262.621.832.8656.528.4110
6049335.653.41232.446.3130

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 · Stony Shore · Plains · Sunflower Plains · Meadow · Cherry Grove · Forest · Flower Forest · Birch Forest · Old Growth Birch Forest · Dark Forest · Swamp · Taiga · Old Growth Taiga · 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.

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

  • Burns in daylight under an open sky.
  • Ranged attack: range 14 blocks, 3 base damage, interval 2 s, projectile speed 24 blocks/s; keeps roughly 5–10 blocks away.

Drops

ItemQuantityEntry rollAt least 1
Bone0–2100%66.67%
Arrow0–2100%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

Use cover while closing the gap. Do not chase in a straight line across an open area.

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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