Wolf
A territorial hunter with coordinated, server-controlled pack calls. At close range or after provocation, a caller stops and howls before nearby wolves converge on the same player. Daylight awareness is shorter than night awareness. A call recruits existing wolves; it never spawns another wolf.
Habitat and occurrence
Section titled “Habitat and occurrence”Catalog occurrence: sparse. Creature species compete for the existing local spawn budget; this is not a global percentage or a guaranteed encounter. Protected new-player and cave-passage safety areas remain clear.
Naturally spawns sparsely in Plains and Forest, never in Desert or Swamp. A wolf can still cross a biome boundary through ordinary movement. Howling recruits existing wolves and never creates new ones.
| Property | Value |
|---|---|
| Behavior | neutral |
| Maximum health | 10 |
| Base direct damage | 2 |
| Attack cooldown | 0.85 s |
Howling and coordinated packs
Section titled “Howling and coordinated packs”- Daytime awareness: 2.75 tiles; nighttime awareness: 5.5 tiles. Attacking a wolf can also provoke it.
- The caller stops for a 0.65 s howl and recruits existing nearby wolves in the same dimension within 12 tiles.
- Up to 5 wolves including the caller coordinate on one target, with the nearest eligible wolves selected first. Recruits do not howl recursively or invite another wave.
- A caller has a 35 s call cooldown. The shared pursuit stands down after its bounded 12 s disengagement window when the player escapes or becomes invalid.
- Packmates spread slightly and retain their individual attack cooldowns. Solid obstacles and ordinary movement/collision still apply.
Wolf spawn frequency stays sparse: a pack is cooperation among nearby wolves, not extra spawned enemies. A claim protects building edits and storage; it does not make a player immune to wolves. Leave the area, use obstacles, and avoid provoking several wolves in a confined space.
| Item | Quantity range | Catalog rule |
|---|---|---|
| Raw meat | 0–2 | 85% loot roll |
| Wolf fur | 0–1 | 55% loot roll |
A range starting at zero can produce nothing. A listed probability is the actual loot roll, not a biome spawn rate or a guaranteed quantity.
Loot is rolled once through the normal authoritative death/drop flow. Drops and carried equipment use the existing save, inventory and storage systems. Natural mobs remain transient and do not become permanent saved world entities.