Permafrost Enemies: Wildlife, Bandits and the Moon Cult

Wolf pelt item icon

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Quick answer: threats come in three classes — wildlife (mostly avoidable, some aggressive), bandits (armed humans at loot sites) and the Moon Cult (story enemies who attack in waves during certain quests). None of them kills as many new players as the cold does.

Wildlife: who runs, who fights

Behavior Animals
Flee when approached Rabbits, foxes, deer
Flee, but fight back when angered Moose
Attack on sight Boars, wolves, bears, bison, muskoxen
  • Wolves hunt in packs and matter for the Skinwalker's "Hour of the Wolf" challenge (seven wolves for the wolf-head hat). A paw-shaped point of interest far north reportedly guarantees wolf spawns.
  • Bears guard important places — including the bone cave where your dog waits — and a boss bear exists. Fight them in the open, not in a cave mouth.
  • Moose look like free meat; anger one and it charges. Bison and muskoxen are similar: tough, territorial, not worth it early.

Wildlife: HP and damage (game files, build 0.44.2)

Animal HP Damage Behavior Notable drops
Bear (alpha) 1,200 45 Hostile meat ×3, fat ×4, bones ×7, bear pelt
Bear 500 50 Hostile same drops, smaller ranges
Bear (wounded) 250 35 Hostile —
Muskox 360 25 Hostile meat, fat, pelt
Bison 270 25 Hostile meat, fat
Boar 180 15 Hostile meat, fat, pelt
Moose 180 20 Fights back meat, fat, pelt
Red deer 100 — Passive deer pelt, meat
Wolf 75 50 Hostile wolf pelt
Fox 25 5 Hostile fox pelt
Rabbit / Rat 1 — Passive meat, pelt

"Threat" is the AI's aggression weight; passive animals never attack and are the safest early meat.

Fighting animals

  • Bows are silent and arrows are recoverable — the economical choice. A crude bow plus wooden arrows is hand-crafted once you've unlocked rope.
  • Early firearms change the math: players report an early rifle dropping an elk in one shot, while a bow needs several on big animals.
  • Skin your kill with a shiv or knife (the crosshair icon turns white when the tool is right). Pelts go to the tanning rack (1 pelt + 2 animal fat → treated hide; rabbits need 2 pelts); fat feeds candles and tanning.
  • Rabbit traps (wood + rope) on animal paths provide passive meat.
  • Animals respawn over time; if an area stays empty, clear it fully and sleep.

Bandits

Armed humans hold military locations and some facilities. They carry real firearms and will shoot you off a ridgeline — the day-one military-loot route is deliberately risky. Bandits currently have exploitable pathing (an Early Access quirk): they try to path through entry points instead of shooting down from ridges, which makes bottlenecked bases defensible.

The Moon Cult

The cult that worships the shattered moon ("the moon sees all") is the story's human antagonist: they destroyed house camp's long-range radio tower and attack in waves during the wall-renovation quest at house camp. Their clothing sets (jacket/helmet/pants/boots) drop as loot and recipes, offering both cold resistance and armor.

The deadliest enemy

The cold. Falls cause internal bleeding, hypothermia drains health, and blizzards trap the unprepared — the music cue tells you a living threat is near, but the weather never announces itself. Read how to stay warm before worrying about wolves.

Defending your base

  • Build near resources but away from faction patrol routes.
  • Bottleneck entries; add under-snow traps and the windchime decoy.
  • Expect occasional bandit and wildlife raids on built bases.

FAQ

Is there PvP? No — Permafrost is PvE only, solo or co-op.

Do enemies scale? No level-scaling evidence so far; difficulty comes from gear tiers and the environment.

What should I craft first for defense? The crude bow, then a firearm from the weapon bench once the story unlocks it.

Related: Stay warm · Food & hunting · Walkthrough

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