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

Zombie

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

Zombie
Rendered from the game model
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.

By level
LevelHealthMelee damageElite healthElite meleeKill XP
1123303.912
1021.24.752.96.130
2039.77.699.39.950
3074.512.3186.316.170
40139.920.1349.726.190
50262.632.8656.542.6110
6049353.41232.469.4130

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

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

ItemQuantityEntry rollAt least 1
Rotten Flesh0–2100%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

Back away during its wind-up, then counter. Avoid letting a pack surround you; daylight helps only under an open sky.

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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