1.32 "Wild Things Update"

The 1.32 Wild Things update aimed to enhance the overworld and offer a more difficult survival experience with the new Enhanced Survival options. It adds seasons, multiple new mobs and several post Ender Dragon optional bosses, a new tier of diamond upgraded gear: Imbued gear, and more. 
The Previous Update is 1.31 "Rock Bottom Update". The following update is 1.33 "The Eternal Update" 
== Additions ==
=== Gameplay ===
==== Trinkets ====
Trinkets are rare items that can grant useful bonuses. Only one trinket can be active at a time, the trinket currently in use is visible as an attachment on the side of the player's waist. A new slot, sitting right above the off hand slot, has been added. It is referred to as the trinket slot, and only trinkets can be placed there.
==== Enhanced Survival ====
Enhanced survival is an additional feature that can be toggled on and off at world creation. Turning it on makes survival game play harder by introducing overheating and freezing damage, thirst and seasons.
==== Seasons ====
Seasons can be toggled on and off during world creation under the Enhanced Survival option. There are four seasons, spring, summer, autumn and winter. The player can choose their starting season and the length of each season (None: 0 days, Short: 20 days, Normal: 40 days, Long: 60 days, Very long: 80 days). Biomes that have very hot or very cold temperatures are unaffected by seasons (deserts, tundras, mesas, etc.)
===== Spring =====
During Spring, crops see a 25% increase in growth speed, and rain is about twice as common as other times of the year. Flowers are also much more common.
===== Summer =====
Suring summer, the temperature rises in all temperate biomes, making overheating much more present.
===== Autumn =====
During Autumn, leaves in temperate biomes (except for spruce and jungle) will turn orange and begin falling, playing a unique particle animation of leaves falling underneath the block. 
===== Winter =====
During winter, the temperatures in temperate biomes dip greatly, which in turn replaces rain with snowfall and makes freezing a problem. Crops see a 25% reduction in growth speed. Rabbits, foxes and wolves will spawn with white coats instead of their normal ones.
==== Biome Specific Seasons ====
Very hot biomes such as the desert and mesa have their own unique seasons
===== Wet Season =====
During the wet seasons, it sometimes rains in the deserts or mesas. Cacti have blooming flowers on them, and after raining desert flowers sprout, that usually last for 3 days before withering unless watered again. Fennec foxes and rabbits spawn more often in the wet season. Temperature is slightly lower but still warm.
===== Dry season =====
During the dry season, the only vegetation that grows are cacti and dead shrubs. Fennec foxes and rabbits spawn more rarely, it never rains and the temperature is very hot.
==== Overheating ====
Overheating can be toggled on and off during world creation under the Enhanced Survival option. Overheating happens during the summer or in hot biomes (deserts, mesas, etc.). A small bar with 10 fires appears on the player's hud, and slowly fills up by half a fire. Wearing armor increases the rate of overheating. Once all 10 bars have filled up, the player receives the "overheated" status effect and begins taking half a heart of damage each 2 seconds. Staying in water, or wearing a piece of armor with the "Cooled" enchantment prevents overheating.
==== Freezing ====
Freezing can be toggled on and off during world creation under the Enhanced Survival option. Freezing happens during the winter or in cold biomes (Tundras, ice deserts, etc.). A small bar with 10 snowflakes appears on the player's hud, and slowly fills up by half a snowflake. Wearing armor slows the rate of freezing. Once all 10 bars have filled up, the player receives the "freezing" status effect that lowers their movement speed by 20% and begins taking half a heart of damage each 2 seconds. Staying near a fire, or wearing a piece of armor with the "Insulated" enchantment prevents overheating. Entering water in a cold biome automatically fills up the freezing meter.
==== Thirst ====
Thirst is a new mechanic that can be toggled on and off during world creation. Thirst is represented by a bar of 10 waterdrops (20 thirst points) that drain similarly to how hunger does, though more slowly. Drinking water from a water bottle will restore 6 thirst points, drinking any potion will restore 2 thirst points, eating any of the stew items will restore 4 thirst points, drinking orange juice will restore 5 thirst points. Drinking straight from a water source block will restore 5 thirst points, but has a 20% chance to inflict either hunger or poison on the drinker. these chances rise to 40% if the water source block is located in a swamp or ocean biome.
Thirst drains faster when in a hot biome such as a desert
=== Biomes ===
==== Scorched Land ====
A variant of the desert, characterized by a surface comprised out of sandstone and cracked sandstone. Lava pools and fires are common, the only mobs that naturally spawn in this biome are Magma Slugs and Salamanders
=== Items ===
==== Elemental Essence ====
Elemental essence is dropped by four bosses, the Corrupted Ent, Frost Giant, Muck Golem and Inferno. It is used to craft Imbued Iron. It is immune to being burned akin to netherite.
==== Imbued Iron ====
Imbued iron is crafted by combining 4 Elemental Essence and 4 Iron ingots in a crafting table. It is used to upgrade diamond gear at a blacksmith table to create Imbued Gear.
==== Imbued Armor ====
Imbued Armor has armor value on par with netherite, but without the knockback resistance and armor saturation, instead it grants the wearer passive health regeneration (0.5 health point per second per armor piece) given that they have not been harmed for 5 seconds.
If a full set of imbued armor is equipped, the delay before the regeneration begins is reduced to 3 seconds. And the regeneration is boosted to 3 health points per second
==== Imbued Tools ====
Imbued tools have the same durability as diamond tools, break blocks as fast as netherite tools and passively regenerate durability at a rate of 50 durability per ingame day, or 1 durability per 480 ticks.
==== Antivenom ====
Antivenom cures most negative status effects (Poison, Slowness, Nausea, Blindness, Hunger and Weakness) and applies the "Cured" status effect, which prevents the aforementioned effects from being applied. At level I Cured lasts 10 seconds, at Level II it lasts 30 seconds, at level III it lasts a full minute.
Currently antivenom can only be obtained by being found in chests in witch huts, Catacombs and by being traded by Priests.
==== Corn ====
Corn is a crop that can spawn naturally in the wild, at villages, in village chests or be dropped by zombies with a 2.5% chance. Corn can be used to attract and breed cows, sheep, pigs, chickens, goats and mooshrooms, making it an ideal crop for animal husbandry.
==== Corn kernel ====
Placing corn in a crafting table will yield 3 corn kernels. These kernels can be used to plant more corn, or can be placed in a furnace to produce a single piece of popcorn.
==== Popcorn ====
Popcorn is made by cooking either corn or corn kernels. Cooking corn yields 3 popcorn. Each piece of popcorn restores 1 point of hunger.
==== Orange ====
Oranges have a 0.5% chance to be dropped when a acacia or jungle leaves block is broken or decayed. They can be eaten to restore 4 hunger points.
==== Orange juice ====
Orange juice is obtained by placing a glass bottle and orange in a crafting table. Orange Juice restores 2 hunger points and 5 thirst points.
==== Candy ====
Candy can be made by placing a honey block and 4 sugar in a crafting table, in no particular formation, this will grant the player 6 candies. Candy restores 3 points of hunger and heals 2 hit points. 
==== Meaty Stew ====
Meaty stew is crafted by combining either a cooked pork chop or steak with a bowl, a carrot, a potato and a mushroom. Meaty stew offers 2.4 nourishment (the same as golden apples and carrots) while restoring 12 points of hunger.
==== Blunderbuss ====
The Blunderbuss is a powerful ranged weapon that uses shots as ammunition. It is crafted by combining 2 iron ingots, 2 wood plank blocks and 1 lever. The Blunderbuss fires multiple pellets in a wide spread, making it ideal for close ranges and a poor choice at longer ranges. With the standard shot, the blunderbuss fires 6 pellets that each deal 4 damage, dealing 24 damage total, enough to one shot zombies, skeletons, piglins and most passive animals. With the Blackpowder shot the Blunderbuss fires 6 pellets each dealing 6 damage, for 36 damage total. The Blunderbuss has a 4 second reload time. The Blunderbuss has 120 durability, the regular shot removes 1 durability but the blackpowder shot removes 3.
The Blunderbuss can be enchanted with Unbreaking and Mending, along with 2 unique enchantments: Rapid Reload and Thin Spread. Rapid Reload reduces the reload time to 3.2 seconds at level I and to 2.5 seconds at level II. Thin Spread reduces the Blunderbuss' spread by about 12.5% at level I, 25% at level II and 37.5% at level III.
==== Shot ====
Shots are used as ammo by blunderbusses. Placing a piece of gunpowder and surrounding it with 8 iron ingots yields 1 shot. they fire 6 pellets each dealing 4 damage
==== Blackpowder ====
Blackpowder is a stronger version of gunpowder. Combining 2 blaze powder, 4 gunpowder and 3 coal will produce 4 Blackpowder. Blackpowder can be used to create more powerful shots, tnt and firework stars
==== Blackpowder Shot ====
Blackpowder Shots are used as ammo by blunderbusses. Placing a piece of Blackpowder and surrounding it with 8 iron ingots yields 1 Blackpowder shot. they fire 6 pellets each dealing 6 damage. Blackpowder shots have a larger spread and reduce the blunderbuss' durability by 3 compared to the normal shot's 1. 
==== Blackpowder TNT ====
A stronger variant of TNT, creates an explosion about 50% larger than regular tnt and deals 50% more damage.
==== Potion of the Salamander ====
Created by brewing a Salamander tail into an awkward potion. Grants Haste III, Weakness IV and Fire Resistance for 20 seconds.
==== Muck ====
Muck is an item dropped in bulk by Muckmen, it resembles a ball of mud. It does not stack, making it often annoyingly clog up the player's inventory. 9 muck can be combined on a crafting table to create Magical Muck.
==== Magical Muck ====
Crafted by combining 9 Muck in a crafting table. Can be used to summon the Muck Golem.
==== Corrupted Bark ====
Dropped by the overgrown, can be used to summon the Corrupted Ent
=== Trinkets ===
==== Kindle Stone ====
Dropped at a rate of 10% by Magma Slugs. When equipped in the trinket slot it will make the player immune to freezing. Can be used to summon the Inferno.
==== Freeze Rod ====
Dropped at a rate of 20% by Frost Spirits. When equipped in the trinket slot they make the player immune to overheating. Can be used to summon the Frost Giant.
==== Salamander Tail ====
Dropped by a salamander when frightened or attacked. When equipped in the trinket slot the Salamander Tail will grant 10 seconds of fire resistance when the player touches lava or fire, this is on a 10 minute cooldown. Can be used in a brewing stand to create the Potion of the Salamander
=== Structures ===
==== Frost Shrine ====
The Frost Shrine spawns very rarely in cold biomes. It resembles a small cracked stone brick base, with 4 soul torches on each corner, with a 3x3 wide and 4 blocks tall pillar of packed ice in the middle. In front of the ice pillar is a chest that always has 1-2 Freeze rods in it, along with other ice related items such as snowballs, snow blocks, ice blocks, etc. This structure can be used to easily summon the Frost Giant
=== Mobs ===
==== Tortoise ====
Tortoises are passive mobs that spawn in temperate and hot biomes, normally either alone or in a pair. Tortoises have 40 health, when attacked they can temporarily retract into their shells for 4 seconds every 10 seconds. While in their shell they become immune to damage. Upon death tortoises drop 1-2 scute and 1-3 experience points. Turtles can be bred with grass, upon which they will lay a single Tortoise egg. After the tortoise hatches, it takes 30 days for it to fully grow. Feeding a baby turtle grass reduces the time it needs to grow by 5 days.
==== Buffalo ====
Buffaloes are neutral mobs that can spawn in most biomes, usually in large herds of 5-8, each spawned buffalo has a 30% chance to spawn as a baby, and each herd will have at least 2 adults. Buffaloes have 40 health, and deal 6 damage. If a buffalo or a baby buffalo is harmed, all adult buffaloes in the vicinity will become hostile to the attacker, while the babies retreat. Upon death buffaloes drop 1-3 leather and 1-4 raw beef. Buffaloes can be milked. They can be bred using wheat 
There are two variants of the buffalo that appear depending on the biome they spawn in, with slight differences to the normal buffalo. If a buffalo spawns in a cold biome such as a tundra or ice spikes biome, it will gain the appearance of a woolly buffalo and drop 1-4 wool instead of 1-3 leather, and unlike sheep cannot be sheared. If a buffalo has spawned in a savannah or a beach biome, then it will gain the appearance of a water buffalo, but have the same attributes as a normal buffalo.
==== Fennec Fox ====
Fennec Foxes are a variant of the fox that spawns in the desert. Other than their elongated ears and light yellow coat, they are functionally identical to normal foxes.
==== Brown Bear ====
Brown Bears are neutral mobs that rarely spawn in temperate forest biomes, always either alone or with a baby brown bear. Other than their spawn location and color pallet, they are functionally identical to polar bears.
==== Salamander ====
Salamanders are small passive mobs that spawn naturally in swamps, overgrown caves and Scorched Lands. They have 15 health and are immune to fire damage. Whenever a player aproaches or damages them, they will drop a Salamander Tail and run away, their tail grows back after 2 ingame days. Killing them grants the player no experience or drops, one shotting a salamander does not yield a salamander tail.
==== Magma Slug ====
Magma Slugs are slow moving hostile mobs that spawn on the surface only in the scorched land biome, or inside a cave at elevation 40< and within 10 blocks of a lava block. Appearance wise they resemble large slugs with bodies made from lava and shells made out of basalt. They have 50 health, are immune to fire damage and drop 1-3 basalt, 0-2 magma blocks, 20 experience points and have a 10% chance to drop a Kindle Stone when killed.
They attack by lobbing a slow moving, arcing projectile at the player. Upon contact with the top of a block, a one block large lava puddle is created. The lava puddle acts as normal lava, dealing high amounts of damage. The puddle disappears after 10 seconds.
Magma slugs have a chance to ignite any flammable material within 3 blocks of them, making them a forest fire hazard if one happens to stray far from their natural habitat of the scorched land.
==== Frost Spirit ====
Frost spirits are a hostile mob that spawns in light levels under 7 and only in cold temperature. For most of the year they will only be able to spawn in naturally cold biomes such as the tundra, but during winter as temperatures dip they can appear in usually temperate biomes such as flats or forests. If near a heat source such as magma or fire, or in a biome with medium to high temperature they will start to rapidly loose health and eventually die.
Appearance wise frost spirits resemble ice themed blazes. They have 20 health and fire off a barrage of 3 icicles aimed at the player, each icicle deals 4 damage and adds 4 freezing points to the target. Upon death they drop 10 experience points have a 20% chance to drop a freeze rod. 
==== Muckman ====
The Muckman is a variant of the zombie that spawns in swamps. All zombies spawning in a swamp biome have a 40% chance of becoming a mudman. They have the same health and attack damage as regular zombies, but move slightly slower, apply blindness for 20 seconds on hit and do not burn in the sun. Upon death they will drop 5 experience points, 1-2 rotten flesh and 3-4 Muck.
==== Overgrown ====
The Overgrown are variants of the zombie and skeleton that spawn in forest and jungle biomes. A zombie or skeleton spawning in a forest or jungle biome has a 20% chance to turn into an overgrown variant. Both overgrown mobs have slightly higher health at 30 compared to the normal variant's 20, and have a passive health regeneration of 2 health points per 5 seconds, but deal the same damage and do not burn in the sun. Upon death they drop 5 experience points and a 50% chance to drop 1 Corrupted Bark.
==== Muckling ====
Mucklings are dimunitive hostile mobs that resemble small blocks of mud. They are spawned by the Muck Golem, are considerably fast, have 20 health and deal 5 damage per hit. They do not drop any experience upon death.
=== Bosses ===
==== Corrupted Ent ====
The Corrupted Ent is an optional boss. To spawn the corrupted ent you must use a corrupted bark on a sapling of any kind
The Corrupted ent is a 4 block tall hunched over humanoid with leaves on it's head shoulders and upper back, with a hunched posture. The Corrupted Ent will attempt to keep their distance from the player. It has 250 health and takes double damage from fire aspect but is immune to lava. The corrupted Ent has 3 main attacks. 
It's basic melee attack deals 8 damage and knocks the target back 3 blocks. This attack has a 1 second wind up
For it's second attack the corrupted ent slams it's hands into the ground, making 4-6 small mounds of dirt to appear randomly on blocks near the target. After 1.2 seconds large thorny roots will shoot up from the dirt mounds, dealing 12 damage to any mob that touches the roots or was standing underneath them when they appeared. the roots disappear after 3 seconds. The Corrupted Ent will use this attack sparingly.
For the third attack the corrupted ent will stand still for 2 seconds, playing a special animation, afterwards it will spawn 2 overgrown enemies (either overgrown skeletons or overgrown zombies). If there are currently 4 or more active overgrown nearby, the corrupted ent will not use this ability.
Upon defeat the corrupted ent will drop 400 experience points, 12-30 logs and 3-5 Elemental essence.
It's texture and the type of log dropped will change depending on the type of sapling used to summon it.
==== Frost Giant ====
The Frost Giant is an optional boss. It can be spawned in any biome with very cold temperature. To spawn it you must construct a solid block of either snow, ice or packed ice, 3 blocks wide, 3 blocks long and 4 blocks tall. Right clicking any block from the pile with a freeze rod will make all the blocks shatter, revealing the frost Giant.
The Frost Giant is a 4 block tall humanoid creature comprised entirely out of ice, with a hunched posture, gaunt body, thin long arms and a single red eye on it's face and spikes atop it's head that resemble a crown. The frost giant slowly lumbers along and has 350 health, takes double damage from fire aspect but is immune to lava as he turns it into obsidian or cobblestone upon contact. The Frost Giant also has the following unique property, if a target is freezing (all 10 bars of frezing are full and the "freezing" status effect is active) any of the Frost Giant's attacks will freeze the player in place for 3 seconds, granted that they hit.
The Frost Giant's basic melee attack deals 10 damage, knocks the target back 3-4 blocks and applies 2 points of freezing. It is also capable of a ranged attack, by flnging a fast moving block of ice that deals 14 damage and applies 4 points of freezing.
The Frost Giant's second attack is releasing a homing ball of ice that seeks out and collides with the nearest player, dealing 6 damage an applying 6 points of freezing. The frost ball can be destroyed with a single well timed melee hit.
The Frost Giant's third attack is creating a large icy burst around him, that has a range of roughly 5x5 blocks. This attack has a 2 second wind up. It deals 1 damage and applies 8 points of freezing to any enemy caught in the radius.
Upon death the Frost Giant's body will freeze solid. Hitting the frozen remains will cause them to shatter, dropping 3-11 packed ice, 500 experience points and 4-6 Elemental Essence.
==== Muck Golem ====
The Muck Golem is an optional boss. It must be spawned in a swamp biome, by throwing a Magical Muck into a water pool at least 3x3 blocks wide. Once the magical muck hits the water it will float on the surface, clumps of mud will appear around it and be drawn towards the center where they conglomerate into the Muck Golem.
The Muck golem resembles a large blob comprised of muck and mud, with vegetation growing atop it's back, a single red eye, and a large mouth. It moves by very slowly slithering across the ground. It has 250 health and 4 attacks. If the player moves too far away from the muck golen, or is in a spot where the golem cannot them, then the Muck Golem will dissolve itself into the ground and reemerge close to the player or even right underneath them.
The Muck Golem deals 20 contact damage, but his extremely slow movement speed makes it easy to avoid contact with him. 
The Muck Golem can retch out 2-4 Mucklings to attack the player. Mucklings are fast, deal good damage and can be a threat in large numbers.
The Muck Golem can lob a large ball of mud at the player. Upon contact with a surface, the ball bursts, dealing 12 damage and applying slowness III for 8 seconds to anythng caught in the vicinity. This ability is usually followed up by the Muck golem spawning Mucklings to chase down the already slowed to a crawl player.
The Muck Golem can root himself in place, releasing green particles and healing 8 health per second for 5 seconds. During this period, he takes 50% increased damage from all sources, a player can use this window to deal easy damage and potentially negate the healing. 
Upon Death the Muck Golem drops 400 experience points and 3-5 Elemental Essence.
==== Inferno ====
The Inferno is an optional, powerful boss. It is spawned by throwing an Kindle Stone into a lava pool that is at least 3x3 blocks large in a Scorched Land biome, doing so in any other biome will not spawn the boss. The Inferno slowly emerges from the lava pool, becoming targetable only after it has fully risen.
While it normally hovers on the ground, it is capable of bursts of flight. It is not damaged by rain ,snowballs and water spalsh potions. It evaporates any water in it's vicinity. The inferno has 300 health and 3 main attacks. 
The first attack, the Inferno fires a barrage of 5 explosive fire blasts in quick succession, each blast dealing 6 damage and setting the target on fire. Only the first fire blast id aimed directly at the target, the other four have a large degree of deviation and pepper a large area around the target. 
The second attack is a fiery shockwave. The Inferno uses the fiery shockwave if a target has been within melee distance for more than 8 seconds. This attack has a 1.2 second wind up, deals 10 damage, sets enemies caught in it on fire and pushes them back. The shockwave has a radius of about 3 blocks.
The third attack, the plates on the inferno's core move apart and reveal a fiery orb. The orb locks onto a target and after 4 seconds fires a fiery laser that deals 24 damage to the target. This attack can be interrupted by taking cover behind a block. Shooting the open core with a bow will interrupt the attack and deal quadruple damage. 
Once defeated, the Inferno goes out in a fiery explosion. It drops 500 experience points and 4-6 Elemental Essence.
=== Achievements ===
==== Green Thumb ====
Upgrade diamond gear into Imbued Gear
==== Cover me in Essence ====
Craft a full set of imbued armor
==== Fire Fighter ====
Defeat the Inferno
==== Timber! ====
Defeat the Corrupted Ent
==== Chill out ====
Defeat the Frost Giant
==== Cleaner ====
Defeat the Muck Golem
==== Cleanser of Corruption ====
Defeat the Inferno, Frost Giant, Corrupted Ent and Muck Golem at least once
== Changes ==
=== Items ===
* The Totem of Undying is now considered a trinket, but still works even if held in main or off hand.
== Trivia ==
* The Salamander's fire resistance is a reference to the fact that salamanders have an association with fire in many folklores
Category:Fan Made Updates