Zombie
An approachable first opponent that closes in for a short-range strike. It appears in several temperate regions and underground.

- Base health
- 12 (6 hearts)
- Base melee damage
- 3
- Base movement
- 2.2 blocks/s
- Melee reach
- 1.8 blocks
- Attack interval
- 1 s
- Melee wind-up
- 0.25 s
- XP coefficient
- 5
- Body (W × H)
- 0.6 × 1.95 blocks
- ID
zombie
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 | 12 | 3 | 30 | 3.9 | 12 |
| 10 | 21.2 | 4.7 | 52.9 | 6.1 | 30 |
| 20 | 39.7 | 7.6 | 99.3 | 9.9 | 50 |
| 30 | 74.5 | 12.3 | 186.3 | 16.1 | 70 |
| 40 | 139.9 | 20.1 | 349.7 | 26.1 | 90 |
| 50 | 262.6 | 32.8 | 656.5 | 42.6 | 110 |
| 60 | 493 | 53.4 | 1232.4 | 69.4 | 130 |
Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.
Spawning & habitat#
| Rule | Details |
|---|---|
| Location | Surface and caves |
| Time | Light-based; dark caves can qualify day or night |
| Pack size | 4 |
| Y restriction | No 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
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.
Drops#
| Item | Quantity | Entry roll | At least 1 |
|---|---|---|---|
| Rotten Flesh | 0–2 | 100% | 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#
Back away during its wind-up, then counter. Avoid letting a pack surround you; daylight helps only under an open sky.
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