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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.

Plains · Forest.

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
  • 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.

Combat guide · Wildlife, packs and poison · Survival guide