The item/enemy descriptions on this page are strictly meant for role-playing purposes. |
When you first venture into the city, zombies appear infrequently and are easy to kill. As you move deeper into the city, however, progressively tougher zombies will appear, easily identifiable by their color and unique, mutated body types.
There are also several factors, like all kinds of movement (note that movement attracts individual infected) and fighting noise, that will increase "Aggro" (Aggression), or more exactly, the number of zombies that will spawn nearby, up to eight at once in 2D version, and about 20-30 in 3D, and their moving speed.
To debloat the page and explain their special mechanics, Bosses have been moved to their own page.
Important Notes[]
- Your experience (EXP) gain is multiplied by 150%. while you're Nourished, 120% when you're Fine, only 90% while you're Hungry, and only 60% while you're Starving.
- You can find the player movement values to compare to zombie movement values on the page here.
- Experience per single attack is based on damage dealt, and there is no reward for dealing overkill EXP:
- For example: If you deal 20% of a zombies health, you will immediately gain 20% of that zombie's EXP. If a zombie has 10% HP and the killing blow does 20% damage, you will gain 10% of the zombie's EXP.
- The EXP to HP ratio of a zombie (from now on referred to as EXP Density) stands as a rough indication of how quickly you can earn EXP when level up. If you deal damage to a zombie with a higher EXP Density, regardless of whether or not you can kill it, you will always gain XP more quickly.
- All XP bits gained are then rounded to 2 decimal precisions. This can cause minor rounding issues with EXP gain.
- This also happens in multiplayer, meaning that if a player does the majority of the damage they get a majority of the experience. As with players, the share of EXP the guards receive is proportional to the amount of damage they dealt to a zombie before it was killed.
- Players looking to rack up lots of EXP should keep this in mind when grinding through an Outpost Attack-- relying too much on the guards for support fire (or grinding a horde within their attacking range) can significantly cut down your EXP gain.
Stages of Zombie Behavior[]
The zombie behavior stages are as follows:
Calm -> Disturbed -> Enraged
- Calm state is the state wherein the zombies are walking very slowly and not paying any attention to trespassing survivors. They proceed at their slowest speed and commonly walk in a circle.
- Disturbed state causes the zombie to slowly walk towards the player. Speed is slightly higher than Calm, but lower than Enraged.
- Enraged state is the state wherein the zombies are angered and sprints toward the players. They proceed to move on their fastest speed.
- A zombie might temporarily flee from the player temporarily because its path is blocked, but will, in a matter of seconds, redirect its attention back to the player. Normally the zombie will run backwards in a diagonal line to try to better its position.
- In Multiplayer, enraged zombies will redirect their attention to adjacent survivors at random intervals. This ensures that stronger players cannot "draw aggro" from weaker ones.
Several events can cause the zombie to advance in the behavior charts:
- A Calm zombie becomes Disturbed if they manage to get a direct line-of-sight on a player.
- Hurting the zombie advances its behavior by 1 stage (Thus, damaging a Calm zombie will only make it Disturbed)
- A firearm "noise" event advances the zombie's behavior by 1 stage. Different firearm types have different chance of doing this, with Pistols/Rifles having the lowest and Shotguns/Grenade Launchers having the highest.
- A Siren's scream instantly causes all nearby zombies to become Enraged.
- Entering AFK mode or exiting the block causes zombies targeting you to become Calm, unless they can find another player as target, in which they will keep their current behavior. Exiting AFK mode does not affect zombie behavior.
- All zombies spawned by aggro spikes are instantly Enraged.
NOTE: Certain zombies such as Spiders and Bloats only have Calm and Enraged states, and will run at full speed upon noticing survivors. Others, like the Evolved Longarms, instead have the ability to automatically transition from Disturbed to Enraged after a few seconds.
Knockback and Stagger[]
Knockback[]
All zombies have a Mass stat that determines their susceptibility to knockback. Rule of thumb is: "fatter" zombies like Bloats and most bosses have higher weight and thus heavy resistance to knockback, while "thin" zombies like Long Arms have lower weight and thus can be knocked back easily even with pistols/rifles.
Stagger[]
Zombies can also be staggered if it receives a hit (or a combination of hits in a single frame, in case of shotguns/minigun) that deals at least 1/50 of its remaining HP, with effect increasing the lower its HP gets. This causes it to temporarily stop moving and become more susceptible to the effects of knockback, even from weapons that have yet to meet the stagger requirement.
- Normal zombies and mini-bosses will get staggered for a significant amount of time, enough to get greatly pushed back by other players with high-KB weaponry. Most bosses will barely pause when staggered.
- Staggering a zombie does not interrupt its attack; if you are in the attack range of a staggered zombie, you will get still get hit as usual.
- Stagger condition is independent from knockback power; weapons with low knockback power but high DPH (such as bolt action Rifles) are able to stagger heavy target earlier than usual, but will not inflict knockback as well against weaker enemies.
Zombie Abilities[]
Several types of zombies may have special abilities that may pose credible challenges to the players, such as:
- Long Arms: These enemies are gifted with unusually long arms, allowing them to strike from a further distance than normal.
- Pukers: These enemies are capable of puking acid that reaches much further than Long Arms; this requires them to stand still for a long time however, and will make them vulnerable to being blindsided by melee attacks. Puke attacks have a cooldown of 10 seconds.
- Dogs: While they may have shorter reach than normal, dogs are infamous for having incredibly high speed and damage; one or two of these can quickly overwhelm an exhausted survivor with just a few bites.
- Exploders: These will explode violently when killed by any firearm, damaging anyone near them. Try to keep your distance, or use a melee weapon to deal with them instead.
- Instant Kills: Several zombies can deal 9,999 damage in a single attack, ensuring death to those without special armor (such as the Dawn Reactive, which specifically negates all damage upon breaking). On the other hand, they tend to be slow and easy to dodge against.
Current Zombie Population[]
This is the second generation of zombies, which were introduced with the change to Unity3D as the primary game engine. Their "ancestors" are the 2D Zombies, which were totally replaced by the new 3D variants. The second generation both surpasses its predecessors both by in quantity and in lethality. The longer time the virus is allowed to remain in the host, the more likely the host will mutate and become more lethal.
The following summaries do not discount melee as an efficient form of combat against the undead. What is trying to be stressed is that long-ranged combat is usually the safest alternative, as the claws, blades, and teeth of the undead are not often able to reach the distance of a bullet. It is generally best to attack zombies in groups or to have a varied arsenal.
Normal Zombies[]
These Normal Zombies form the rank and file of the infected population.
Tier 1 - Basic ("Grey") Zombies[]
These are the most basic zombies available in the game, equivalent to the Grey zombie power level in the 2D era. They are most numerous in early-game zones like the Blue and Green zone, and barring very specific circumstances, gradually disappear in higher level zones.
Dog Zombie | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
5 | 10 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
5 | 1.1 | 2.2 | 4.5 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 15 | B / G / Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Female Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
8 | 8 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
8 | 0.8 | 2 | 4 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 18 | B / G / Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Male Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
10 | 12 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
10 | 0.8 | 1.5 | 3.5 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 20 | B / G / Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Fat Female Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
12 | 10 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
12 | 0.6 | 1.5 | 2.8 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 28 | B / G / Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Fat Male Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
14 | 12 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
14 | 0.6 | 1.6 | 3 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 32 | B / G / Y / O / R / DR | ||
These are the strongest of all un-mutated zombies that can be found near the outpost. | ||||
Notes:
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Tactics/Strategies:
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Tier 2 - Burned ("Purple") Zombies[]
These zombies are equivalent to the Purple zombies from the 2D era, being more durable and powerful than the basic Gray Zombies. Almost all of them appears from the Green to the Dark Red zone, with the exception of Blood Hounds which starts appearing from the Yellow zone instead.
Burned Female Zombie | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
50 | 22 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
50 | 1 | 2.5 | 5 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 18 | G / Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Irradiated Female Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
50 | 22 | 20 | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
50 | 1 | 2.5 | 5 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 18 | G / Y / O / R / DR | ||
The female counterpart of the Irradiated Male Zombie. Slightly weaker and visibly smaller in size, but also slightly faster. | ||||
Notes:
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Tactics/Strategies:
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Burned Male Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
60 | 24 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
60 | 1 | 2.5 | 5 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 20 | G / Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Irradiated Male Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
60 | 24 | 20 | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
60 | 1 | 2.5 | 5 | |
EXP Density | Mass | Zones | ||
1 EXP/HP | 20 | G / Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Blood Hound | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
80 | 30 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
120 | 2.5 | 4 | 6.5 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 15 | Y / O / R / DR | ||
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Notes:
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Tactics/Strategies:
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Tier 3 - Red Zombies[]
These zombies are even more powerful than the Burned Zombies, and start to appear from the Red zone. They gradually disappears in later parts of the Black zone.
Red Long Arm | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
120 | 50 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
156 | 1.2 | 2.5 | 4.4 | |
EXP Density | Mass | Zones | ||
1.3 EXP/HP | 20 | R / DR / Early-BL | ||
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Notes:
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Tactics/Strategies:
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Red Rumbler | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
150 | 40 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
195 | 1 | 2 | 5 | |
EXP Density | Mass | Zones | ||
1.3 EXP/HP | 32 | R / DR / Early-BL | ||
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Notes:
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Tactics/Strategies:
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Tier 4 - Black Zombies[]
These are the second most powerful forms of Normal Zombies available in the game. They can only be encountered in the Black and White zone.
Black Long Arm | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
200 | 75 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
300 | 1.5 | 2.5 | 5.5 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 20 | BL / W | ||
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Notes:
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Tactics/Strategies:
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Irradiated Black Long Arm | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
200 | 75 | 60 | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
300 | 1.5 | 2.5 | 5.5 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 20 | BL / W | ||
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Notes:
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Tactics/Strategies:
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Flesh Hound | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
200 | 100 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
300 | 3 | 6 | 11 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 15 | BL / W | ||
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Notes:
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Tactics/Strategies:
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Black Rumbler | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
250 | 60 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
375 | 1.5 | 2.5 | 5.0 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 32 | BL / W | ||
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Notes:
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Tactics/Strategies:
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Irradiated Black Rumbler | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
250 | 60 | - | 50 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
375 | 1.5 | 2.5 | 5.0 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 32 | BL / W | ||
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Notes:
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Tactics/Strategies:
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Tier 5 - Evolved Zombies[]
These zombies replaced the Black Zombies as the most powerful Normal Zombie variants in the game. They can only be encountered in the furthest reach of the South Eastern Zone, also known as the Death Row.
Crow | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
150 | 100 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
262.5 | 7 | 7 | 10 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 10 | SEZ | ||
This variant found in the gloomy skies of the southeastern border has become quite aggressive, although it is unknown if is the avian strain of the N4 combined with the red mist variant or just hunger that caused this change. The truth is that the crows knew how to adapt to the bleak conditions present in the southern areas and now they persecute any fool who dares to venture into these new areas and their presents dangers, mainly wishing to feast on their eyes and brains. | ||||
Notes:
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Tactics/Strategies:
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Phoenix | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
400 | 200 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
700 | 7 | 7 | 12 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 20 | SEZ | ||
' | ||||
Notes:
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Tactics/Strategies:
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Evolved Long Arm | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
500 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
875 | 3 | 6 | 12 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 30 | SEZ | ||
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Notes:
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Tactics/Strategies:
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Deadeye Evolved Long Arm | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
600 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,050 | 3 | 6 | 15 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 30 | SEZ | ||
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Notes:
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Tactics/Strategies: N/A | ||||
Armored Evolved Long Arm | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
600 + 800 Shield |
300 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,050 | 3 | 6 | 13 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 30 | SEZ | ||
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Notes:
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Tactics/Strategies:
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Savage Evolved Long Arm | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
800 + ∞ Shield |
350 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,400 | 3 | 6 | 13 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 30 | SEZ | ||
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Notes:
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Tactics/Strategies: N/A | ||||
Thousand Arm | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
1,200 | 350 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
2,100 | 3 | 6 | 12 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 30 | SEZ | ||
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Notes:
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Tactics/Strategies: N/A | ||||
Evolved Rumbler | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
600 | 250 | 150 | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,050 | 3 | 6 | 6 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 30 | SEZ | ||
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Notes:
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Tactics/Strategies:
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Cystic Evolved Rumbler | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
700 | 300 | 200 | 200 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,225 | 3 | 6 | 6 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 30 | SEZ | ||
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Notes:
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Tactics/Strategies:
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Canary | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
500 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
875 | 3 | 6 | 8 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 20 | SEZ / WL | ||
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Notes:
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Tactics/Strategies:
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Raven Ridge Forest Zombies[]
They can only be encountered in the Forest biome of Raven Ridge.
Hiker Zombie | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
700 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,225 | 1.5 | 6 | 13 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 60 | RR | ||
A constant threat in the forests of Fairview City, a grim reminder of the relentless nature of the N4 virus. Travelers must remain vigilant at all times, for one never knows when this creature will lurk from the darkness of the trees. | ||||
Notes:
Natural Camouflage: Thanks to the branches and leaves covering it, the Wandering Woodsman can easily blend into its surroundings, lurking for prey from the shadows of the forest. Silent Ambush: It can move stealthily among the trees, approaching its prey without being detected until it's too late. | ||||
Tactics/Strategies:
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Wolfhound | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
500 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
875 | 8 | 8 | 14.5 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
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Notes:
- Stealthy Movement: The Wolfhound is a master of stealth, able to move silently through the forest undergrowth without making a sound. It can easily sneak up on unsuspecting prey, striking with deadly efficiency. | ||||
Tactics/Strategies:
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Mirestag | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
600 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,050 | 1.5 | 7.5 | 13 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
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Notes:
20% Knockback Resistance - Charging Strike: Can perform a powerful charging strike with its antlers, capable of knocking down survivors and dealing blunt damage. | ||||
Tactics/Strategies:
- Be Agile: The Infested Stag is swift and agile. The survivor should keep moving constantly, dodging its attacks and looking to maneuver into a safer position. - Be Patient: The Infested Stag can be resilient and take time to bring down. The survivor should stay calm, be patient, and seize opportunities to attack as they arise. - Maintain an Escape Route: In case the combat becomes too dangerous, the survivor should have a clear escape route in mind and be ready to flee if necessary. | ||||
Zombear | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
5,000 | 400 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
8,750 | 1.5 | 5.5 | 14 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
The Zombie Bear stands as a hulking mass of decay and fury. Its fur is matted and stained with blood, and patches of rotting flesh hang from its frame. Its eyes burn with a malevolent red glow, and its jaws drip with toxic saliva. Despite its decaying appearance, its movements are swift and agile, making it a deadly foe. | ||||
Notes:
- Brutal Strength: Possesses immense physical strength, capable of tearing apart even the toughest survivors with its powerful claws and jaws. - Unyielding Resilience: The bear's decaying form grants it a remarkable resilience to damage, allowing it to shrug off all but the most devastating attacks. | ||||
Tactics/Strategies:
- Stay Mobile: The bear is relentless in its pursuit. Keep moving to avoid its attacks and create opportunities for counterattacks. - Use the Environment: Utilize obstacles such as trees or rocks to create barriers between you and the bear, giving you time to reload or heal. | ||||
Choker | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
600 | 150 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,050 | 1.5 | 6 | 12 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
The bushes and trees of Raven Ridge offer many places to hide, turning them into death traps for naive tourists. Many hunters have learned to become virtually invisible to their preys until the last moment with ghillie suits, sneakers and stealthy movement - skills that they now put to good use in their undeath. The name Choker is coined after their tendency to appear behind unsuspecting survivors, before violently ripping their throat for the kill. | ||||
Notes:
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Tactics/Strategies:
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Inmate Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
800 | 350 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,400 | 1.5 | 6 | 17 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
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Notes:
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Tactics/Strategies:
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Irradiated Inmate Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
800 | 300 | 250 | 250 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,400 | 1.5 | 6 | 16 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
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Notes:
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Tactics/Strategies:
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Prison Shieldbearer | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
800 + 2,000 Shield |
250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,400 | 1.5 | 6 | 11 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 60 | RR | ||
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Notes:
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Tactics/Strategies:
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Prison Stunlancer | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
800 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,400 | 1.5 | 6 | 11 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 60 | RR | ||
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Notes:
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Tactics/Strategies:
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Raven Ridge Ashwood Zombies[]
They can only be encountered in the Ashwood biome of Raven Ridge.
Mega Wolfhound | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
500 | 300 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
875 | 8 | 8 | 14.5 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
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Notes:
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Tactics/Strategies:
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Mega Mirestag | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
750 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,312.5 | 1.5 | 8.5 | 13 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
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Notes:
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Tactics/Strategies:
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Mega Zombear | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
5,000 + 700 Shield |
400 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
8,750 | 1.5 | 5.5 | 14 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
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Notes:
| ||||
Tactics/Strategies:
| ||||
Firefighter Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
700 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,225 | 1.5 | 6 | 12 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 60 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Soldier Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
700 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,225 | 1.5 | 6 | 12 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 60 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Armored Soldier Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
700 + 1,000 Shield |
250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,225 | 1.5 | 8 | 12 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 60 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
|
Raven Ridge Toxic Zombies[]
They can only be encountered in the Toxic biome of Raven Ridge.
Chemical Worker Zombie | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
700 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,225 | 1.5 | 5.0 | 12.0 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 60 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Irradiated Hazmat Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
700 | 200 | - | 250 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,225 | 1.5 | 5.0 | 12.0 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 50 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Elite Irradiated Hazmat Zombie | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
900 | 220 | - | 250 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,575 | 1.5 | 8.0 | 13.0 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 50 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Mutant Rat | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
400 | 200 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
700 | 2 | 9 | 14 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
Contrary to popular belief, rodents possess an immunity to the N-4 virus and in fact have little trouble recycling human flesh, infected or otherwise. Regardless, their population in the Inner City has dwindled, as survivors and zombies tag team against them for a readily available and relatively fresh source of protein. | ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Toxic Wolfhound | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
500 | 300 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
875 | 8 | 8 | 14.5 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies: <br | ||||
Toxic Mirestag | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
750 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,312.5 | 1.5 | 8.5 | 13 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Toxic Zombear | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
5,000 + 700 Shield |
400 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
8,750 | 1.5 | 5.5 | 14 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
|
Raven Ridge Summit Zombies[]
They can only be encountered in the Summit biome of Raven Ridge.
Snow Wolfhound | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
500 | 300 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
875 | 8 | 8 | 14.5 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Snow Mirestag | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
750 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,312.5 | 1.5 | 8.5 | 13 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Snow Zombear | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
5,000 + 700 Shield |
400 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
8,750 | 1.5 | 5.5 | 14 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 40 | RR | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
|
Mutant Zombies[]
Due to the versatile nature of the N4 virus, unique mutants can be found deep in the city. These zombies are not as common as the other zombies, and wield additional abilities that make them even more formidable foes.
Yellow Zone Mutants[]
These mutants can only be encountered almost exclusively in the Yellow zone. For the most part, these are just weaker versions of later mutant types, designed to introduce the player to the concept of mutant zombies.
Bone | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
120 | 30 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
180 | 1.2 | 2.5 | 5.0 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 50 | Late-G / Y | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Reaper | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
100 | 35 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
150 | 1 | 3.5 | 5 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 28 | Late-G / Y | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Small Bloat | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
80 | 20 | - | 10 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
120 | 0.8 | 2.5 | 4.5 | |
EXP Density | Mass | Zones | ||
1.5 EXP/HP | 50 | Late-G / Y | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
|
Orange-White Zone Mutants[]
These mutants can be encountered from the Orange to the White zone, except for the Siren which can also be encountered in the Yellow Zone and the Wasteland. As you go deeper into the Inner City, these mutants will be encountered more often.
Siren | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
70 | 0 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
140 | 0.8 | 3.0 | 3.0 | |
EXP Density | Mass | Zones | ||
2 EXP/HP | 12 | Y / O / R / DR / BL / W | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Bloat | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
200 | 40 | - | 40 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
350 | 1.2 | 3.2 | 3.2 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 100 | O / R / DR / BL / W | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Tendril | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
235 | 50 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
411.25 | 1.2 | 3.5 | 6.5 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 15 | O / R / DR / BL / W | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Spider | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
300 | 40 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
525 | 2 | 6.2 | 6.2 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 15 | O / R / DR / BL / W | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Brute | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
250 | 30 | 30 | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
437.5 | 1.2 | 3.2 | 5.0 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 25 | O / R / DR / BL / W | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Leaper | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
350 | 9,999 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
612.5 | 2.5 | 3.5 | 3.5 | |
EXP Density | Mass | Zones | ||
1.75 EXP/HP | 20 | O / R / DR / BL / W | ||
| ||||
Notes: | ||||
Tactics/Strategies: A player wearing a Dawn Reactive with at least 1 Armor and 101 Health remaining is guaranteed to survive a leaper hit. |
Wasteland Mutants[]
These types of zombies alongside the Titan form the population of the Wasteland, replacing all other types of zombies in existence. They are extremely buffed versions of previous mutant types, possessing incredible endurance and powerful attacks; extreme caution should be exercised when dealing with these mutants.
Black Bone | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
600 | 180 | - | 200 | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,200 | 1.5 | 3.5 | 9 | |
EXP Density | Mass | Zones | ||
2 EXP/HP | 60 | WL | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Black Tendril | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
300 | 220 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
600 | 1.5 | 4.5 | 9 | |
EXP Density | Mass | Zones | ||
2 EXP/HP | 20 | WL | ||
| ||||
Notes:
- 35% Fire Damage Resistance | ||||
Tactics/Strategies:
| ||||
Hell Hound | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
500 | 250 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,000 | 3 | 6 | 11 | |
EXP Density | Mass | Zones | ||
2 EXP/HP | 40 | WL | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
| ||||
Harvester | ||||
HP | Damage | |||
Melee | Vomit | Explosion | ||
550 | 9,999 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
1,100 | 1.5 | 3.5 | 7 | |
EXP Density | Mass | Zones | ||
2 EXP/HP | 50 | WL | ||
A more deadly cousin of the Reaper, their scythes have evolved to the point where they can break through even the strongest of armors. | ||||
Notes:
| ||||
Tactics/Strategies:
|
Retired[]
Shieldbearer | ||||
---|---|---|---|---|
HP | Damage | |||
Melee | Vomit | Explosion | ||
300 | 200 | - | - | |
EXP | Speed | |||
Calm | Disturbed | Enraged | ||
562.5 | 1.5 | 3.5 | 8 | |
EXP Density | Mass | Zones | ||
1.875 EXP/HP | {{{Mass}}} | WL | ||
| ||||
Notes:
| ||||
Tactics/Strategies:
|
Bosses[]
Bosses were moved to a separate page so more information could be added about them. You can find them here: https://deadfrontier.fandom.com/wiki/Bosses
2D Beta Era[]
These zombies were available in "Dead Frontier Classic", the original version of Dead Frontier which was fully 2D and based on Adobe flash before the change to Unity3D for better overall performance, more freedom, usage of 3D game content and other advantages. In 2D, you always viewed the game from a Bird's Eye point of view.
2D Beta Era Zombies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tier I - Gray Zombies (Infected)
Tier II - Purple Zombies (Burnt/Charred Zombies) & Crows Yet a good lot of zombies survived this, only their clothes, human skin and the ropes turned to ashes, while the highly regenerative N4 virus generated a new skin right above the zombies' muscles. At first this skin was blue, then soon it turned purple and stayed that way. Due to these mutations and their history, these zombies are also referred to as "Charred Zombies". These are the zombies from which you loot Charred/Crow blood Samples for Research missions.
Tier III - Red Zombies (Mutated Zombies)
Tier IV - Green Zombies (Irradiated Zombies) (Note: With the release of missions, some insight was given on green zombies. Green zombies are referred to as "irradiated" - players may be tasked with looting "Irradiated" Blood Samples from green zombies.)
Tier V - The Behemoth
|
Old Zombies[]
These zombies appeared in the earlier stages of the infection, but vanished from the city after several weeks.