Zombie
You encounter these enemies across the map, attacking players and structures. A carried weapon changes their attacks, while a shield reduces damage from hits that reach it.
Behavior
Section titled “Behavior”Spawning
Section titled “Spawning”When the population is below its cap, up to 50 replacements can appear at a time if there is room. All 7 appearances share their base stats.
Regeneration
Section titled “Regeneration”Zombies in the starting population take extra damage and do not regenerate. Some replacements take normal damage and regenerate after more than 6 seconds without damage. Appearance alone does not tell you which behavior applies. Further damage restarts the healing delay.
Targeting
Section titled “Targeting”A zombie without a target walks toward a random point, choosing another every
60 seconds. It pursues nearby players and structures, except the
Landmine.
It ignores other zombies and the
Reaper. It also ignores players who
have
Spawn protection.
A zombie can switch to a substantially closer target or stop pursuing a target that leaves its search area.
Zombies carry no item in 93 % of spawns. Each listed item has a chance of 1.17 %. Damage below is for an ordinary hit before shields or weapon bonuses.
| Item | Damage to players | Damage to structures | Attacks per second |
|---|---|---|---|
| No item | 6 | 4.5 | 1.25 |
| 3.33 | 13.33 | 1.5 | |
| 5 | 2.5 | 2 | |
| 2.5 | 1.33 | 6 | |
| 13.33 | 3.33 | 1.5 | |
| None | None | None | |
| None | None | None |
Carried weapons keep their specials, including the Basic Spear’s
Slowed
effect. Shield carriers do not attack. The Shield can reflect your melee hits that reach it.
Strategy
Section titled “Strategy”Finish a zombie with a melee hit to receive the full kill reward. A bow’s killing hit pays 50 % of that reward.