Zombies

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!.png NOTE

There is still lots of content on this page describing game content and mechanics from previous seasons,
that have not been updated yet. You can help improving it! :)

Zombie Radar

Danger on Place

A colorful risk indicator (bar) shows you the danger at each place.

row data! --Storm (talk) 16:17, 26 July 2015 (BST)
Indicator Danger max. Influx
BLUE Save! 0
GREEN Low 8
YELLOW Moderate 8, 16
ORANGE Significant 8, 16, 24
ORANGE-RED High 24, 32
RED Extreme! 24, 32, 40, 48

Influx

The zombie amount describes the average number of zombies that flow in place with each tick. Since this is only an average, it can sometimes be higher or lower.

Description Amount
Safe! 0
Individual 1
Small Groups 2 - 5
Large Groups 6 - 10
Zombie Packs 11 - 20
Zombie Armies 21 - 50
Zombie Armadas 51+

Siege

The zombies could congregate in places and block your escape route. Normally only Rotting Zombies appear in sieges (except hospital)  →  Sieges by 1 zombie per tick, with inflow enormous also 2 or 4. The higher the risk at the place, the faster and in great numbers zombies will besiege and attack you.

68.gif Comments:

  • Most places can also be sieged instead of attacked.
    • When this happens, zombies simply surround the exits to whatever area you are in.
  • Your two options at this point are to fight them or try to escape.
    • If you successfully escape, some zombies will be killed. ?
    • After a successful escape, the player can move to another zone (as long as no more zombies have appeared to siege the area)
    • The gunpowder grenade can improve your chances of escaping.
  • Tip: Some arms have a high minimum damage AND do overflow, granting you the possibility to save Status energy.gif Energy

at a siege by waiting for accumulation of zombies. In multiplayer games, if another player enters the besieged zone from outside, all players who are not sleeping will enter into combat.

Zombie Types

Attention4.png All claws/weapons have a range of "0"  →  therefore pure melee weapons!

Type HP Speed Weapon DMG Hit Quote Comments
Decaying Zombies
3
2
Rotting Claw
1 - 2
50 %
  • caused sieges
  • often closed combats
  • caused Bite.gif Bite Wound
  • caused occasionally Water blood.gif Heavy Bleeding
Insane Ghouls
1
8
Sharp Claw
1 - 7
50 %
  • short ranged
  • caused often Water blood.gif Heavy Bleeding
  • Occurrence: in most ruins
Undead Fatso
15
1
Rotting Claw
0 - 2
50 %
  • long ranged
  • can cost a lot of Status energy.gif energy in fights
  • Occurrence: in most ruins
Undead Radiation Victim
1
1
Rotting Claw
0 - 2
50 %
Undead sexy Nurse
4
2
Rotting Claw
0 - 2
50 %
Rotten Patients
4
5
Rotting Claw
1 - 2
50%
  • caused sieges
  • short ranged
  • caused Bite.gif Bite Wound
  • caused occasionally Water blood.gif Heavy Bleeding
  • Occurrence: only Hospital
Starver
1
1
Bone Claw
0 - 1
40 %
Behemoth
100
5
Fleischfetzer?
10 - 25
80 %
  • strongest opponents (End Boss)
  • Occurrence: only Colosseum
Zombiefizierter ???
  • name of a "dead" player
50 - 100
10
Sharp Claw
1 - 7
50 %
  • heavy opponents
    • Stärke richtet sich nach Infektionsausmaß zum Todeszeitpunkt
  • only Multiplayer
  • attacks individual or in groups (more equal)
Hallucinations
  • Snuffophant, Jigsaw Nudists, Romneys, Genital Monsters, Pokémon, Mothers-in-Law
5
5
--
0
0 %
  • Imaginer Creature, welche einem bei Lsd.gif Heavy Hallucinations erscheinen
    • do NOT cause injuries
  • Waffen sollten in dieser Zeit NICHT getragen werden, da diese in den "Pseudo-Fights" eingesetzt werden und sich somit verbrauchen, gleiches gilt für Munition und auch Energie durch den Einsatz von Energiewaffen.
    • all killed Hallucinations count as "Kills"
Distraught Patient?
35
1
Hacksaw
2 - 12
100 %
  • much ranged
  • Occurrence: only Special Event: Halloween (Abandoned Insane Asylum)

Note: Status Bars & Effects, Weapons, Pills, Events

Battle Sequence

  • There are two types of Weapons in the game, Ranged and Melee.
  • Zombies are divided into groups, where each zombie in the group is the same type.

On turn 0, the game decides if combat will even happen. The player has a chance to completely avoid combat.


On turns 1-n each player present and each zombie present takes an action. Players either attack or spend the turn reloading. Zombies either attack or move closer to the player if they are too far away. Depending on the distance the zombies appear at the start of the fight, the player will either have a few rounds to shoot ranged weapons at the zombies or immediately begin melee combat.


Combat Basics and Phases

Basically, there are two type if weapons/phases in combat : "Close" (Melee) and "Far" (Ranged)
Weapons are used in the following order: Ready or Ready AND Preferred.

Zombies attack in hordes, consisting of groups of the same zombie type.
Round 0:
Check if combat happens at all (Chance to avoid completely).

Round 1 to x:
(Sometimes! Depends on game-internal set distance-to-zombies!)
You attack the horde with "fire"arms every round until your firearms are depleted, or the zombies reached you.

Round '2' to x:
You use a Close Combat weapon against the horde, after that, the horde attacks you, etc. This goes on until you or the zombies are wiped out.
Close Combat arms may break (chances unknown. Side-note; never had that happen ever)
If you are out of Status energy.gif energy, or all weapons are broken/not ready, you start punching the zombies (high risk of injury).

  • Combat may be influenced by dropping weapons (not used at all), and setting the preferred weapons.
  • Close Combat weapons have a range too (machete-highest, fist-lowest). Influence on combat is minimal.
  • All Far Combat weapons may miss, Close Combat weapons never miss.