Your first seasonal expedition
Prepare food, light, a usable weapon and empty bag slots before leaving camp.
New season rules · 0.168.0-season.11 · Not yet released on the live server
Start and prepare#
The city portal leads to the wilderness. A new seasonal character receives a once-per-season starter sword, bow and four armour pieces when the bag can accept the full set. Equip them in the ordinary equipment panel. Exploring does not require an NFT plot; token eligibility and remaining daily allowances are shown separately in game.
Health grows; hunger still matters#
Base maximum health is 20 + 2 per level after Lv 1, plus vitality and equipment. Hunger has a 20-point meter and is spent by time, travel and attacks; higher-level areas consume it faster. At 6 or below, attacks deal 25% less and incoming combat damage is 25% higher; at zero, attack damage is halved.
Do not starve#
At zero hunger, starvation deals 2% of maximum health every 10 seconds before any separate protection. Carry food rather than relying on the old rule that hunger could not kill you. Meals heal fixed amounts before your food-healing bonuses; resting in an eligible copied-home sanctuary restores health gradually.
Environmental hazards#
Falls, lava and drowning scale with maximum health in the season. Falling costs 5% per block beyond the first three, lava 15% per damage tick and drowning 10% per tick, before applicable protections. Better armour alone does not make these hazards safe. Watch oxygen, landing spots and your escape route.
Death and recovery#
Death keeps your carried items and does not remove season experience. It damages the held weapon and worn armour, clears temporary effects and gives weakness: kill rewards are halved for a default 10 minutes. Dying again while weak doubles the new duration, capped at 120 minutes. You return with 30% of maximum health and 10 hunger.
Choose a safe home#
A valid team leader’s claim, your own claim or a public-world bed can provide the original respawn point. If you enable your personal-area bed, each death offers one 30-second choice: continue at the original respawn or transfer to that private bed. Moving, taking damage, fighting or another travel action cancels the bed option; expiry does not teleport you. Public buildings and chests outside valid claims are still cleared weekly. Personal construction and ordinary warehouse contents persist across seasons.
Related reading#
- Season farming: seed to harvest
- Cooking levels and costs
- Season ranching
- Spawning, light and season monsters
- Season combat and equipment
- Season mining and gathering
- Smelting, crafting and repairs
- Claim stones, leases and copied homes
- Season building and safe storage
- Water, lava and safe routes
- Season 1: Abyssal Expedition
- Wilderness camp services
- Your private area
- Warehouse and delivery mail
- Rent a plot for wilderness rights
- Equipment and ordinary item markets
- Guarded chests and 24 waypoints
- Staking: test server only
- Crafting, repair and supply costs
Version & sources#
Current test worktree 0.168.0-season.11, rules fingerprint 82befbc7bf99; not a committed release or a production launch. Images retain original render revision d7ffb19, not new screenshots. Server settings can change values.
Reference files: shared/survival.js · shared/farm.js · shared/ranch.js · shared/fees.js · shared/season.js · server/world-hub.js · server/wilds-play.js