1
.::The Zombie Database::. on Fri 17 Jul 2009, 20:47
Pilgrim
Staff Sergeant

Without further ado, The Zombie Database.
(Pre Note: If any incomplete, incorrect, or additional information is gathered while playing the game, please let me know so I can add/change it!)
Zombie threat level:
Common
Caution
Danger!
Boss
Damage Bonuses:
Normal- +6%
Nightmare- +23%
Hell- +46%
Template for easy reading:
[PICTURE][NAME]
HP: Normal/Nightmare/Hell
Damage: Base Damage
Armor: XX
Special: XXXX
Description: XXXXXX
Armored Hound
HP: 1900/2550/3400
Damage: 62-84
Armor: 10
Special: None
Description: Rearing its armored head at the beginning of the Mutated Experiment quest, the Armored Hound is the virtual tank of the zombie horde. High hitpoints combined with superior armor mean that your party should use explosives and high damage weapons.
Bone Crusher
HP: NA/4110/4650
Damage: 91-92
Armor: 10
Special: Crushing Strength- the Bone Crusher has a much higher chance to fracture bones. Aura- ???
Description: As strong as a boss, the Bone Crusher is truly a force to be reckoned with. High hitpoints, awesome damage, and one of the highest armors in the game, combined with the fact there's more than one of these brutes should make this monster's danger speak for itself. Taking this beast out by yourself is nearly impossible, so leading it to a group is HIGHLY advised. Seen in both Nightmare and Hell, its existance in Normal is unknown.
Gargoyle
HP: 265/335/475
Damage: 55-64
Armor: 2
Special: Wings- the Gargoyle (and Reaper) are the only zombies that can fly.
Description: Flying zombies? As if your job wasn't hard enough! Take care with gargoyles- they may not be very strong, but they're fast and airborne. Make use of your Machine Gunner's anti-air shots if too many of these get close. Otherwise, they're just another zombie standing between you and victory.
Ghoul
HP: 150/190/240
Damage: 29-30
Armor: 0
Special: Reanimate- Chance of another ghoul or shambler rising from the corpse of a dead ghoul.
Description: One of the most common creeps in the game, the ghoul is a fast but weak zombie. While not overly dangerous on their own, these ghouls can be quite dangerous when you're forced to flee from a horde.
Hell Spawn
HP: 6400/10000/14000
Damage: 107-155
Armor: 4
Special: Disease- when killed, the Hell Spawn has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: Although it is the most common boss, the Hell Spawn is no laughing matter. When spotted, have your scout designate it as your target, then go to town with whatever guns you have. If it gets too close to you, simply back up- it wont give chase as long as the rest of your team is firing at it. Given plenty of room, you can destroy it handily.
Hellhound
HP: 865/1130/1250
Damage: 70-84
Armor: 3
Special: None
Description: Spawned from dogs, the Hellhound is a fast moving killer. High damage and decent armor and hit points create a fearsome opponent, but not unduly so. You'll most likely see the Hellhound later in the game, meaning you'll more than likely be in a group, and can therefore take it down without much trouble. However, in Hell, Hellhounds spawn quite frequently and can easily overrun even the best group.
Hunter
HP: 365/470/620
Damage: 25-28
Armor: 0
Special: Pounce- Jumps on it's prey, pinning it to the ground and dealing massive damage while its victim is powerless to stop it.
Description: One of the most dangerous monsters in DOTD, the Hunter can be identified by its bloody trail spewing from its back. If seen alone, the Hunter should be one of your top priorities, as no one will be able to help you if it should pounce. Even when in a group, you should always be aware if a Hunter pounces on your comrades.
Locusts
Announced by General Thorn, the locust swarm is easily one of the most feared opponents you'll face in DOTD. Once spotted, the locust swarm advances on your party's location quickly. If caught in a swarm, there is little hope for survival. If a swarm is spotted, quickly run away from it until it is dead of its own accord. The damage dealt, longevity, and speed of the locusts are dependant upon the rank of the best player in your party.
Lurker
HP: 1190/1500/1900
Damage: 28-33
Armor: 6
Special: Burrow- the Lurker is able to burrow underground, unseen to all but sentries, and attack its prey with a line of submerged spikes.
Description: Choosing to strike from afar, the Lurker is yet another deadly opponent you will surely face playing DOTD. One of only a few ranged zombies, the Lurker is already a formidible enemy, having high hit points, decent damage, and above average armor. As if this weren't enough, the Lurker is able to burrow underground, completely hidden without sentryvision, and attack it's prey from safety with spikes. Make sure someone in your party either has a class that can see invisible units, or a Staff Sergaent rank when dealing with Lurkers.
Monstrosity
HP: 11800/NA/27000
Damage: 271-277
Armor: 4
Special: Disease- when killed, the Monstrosity has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: A monstrous creature, the Monstrosity is even more dangerous than it's Hell Spawn counterpart. Lucky for you and your party, it can be dispatched in a similar manner. However, this method could take longer due to the Monstrosity's astounding hit point count.
Mutated Experiment
Note: Damage increases by 2 every few seconds.
Special: Maturing- The Experiment grows over time, getting bigger and stronger as long as it isn't killed. At level 8, it will begin to hunt the party.
Description: A laboratory expriment gone wrong, the Mutated Experiment starts off a fairly simple beast, then grows into a fearsome monster! One is assigned per party member, and all evolve at the same rate. If not killed in time, the beast may hunt you, resulting in a very unwelcome surprise. It is advised in a group of five or greater to hunt two or three of the beasts, then set up a stronghold to wait for the others.
Offspring/Tentacles
HP: 350/545/820
Damage: 22-23
Armor- 2
Special: Summon- summoned from the main plant in Proffessor Quack's laboratory, the Offspring has the ability to be summoned anywhere on the map.
Description: Just when you thought things couldn't get worse, they're sending killer plants at you! Only summoned during the plant mission, your party should be careful whenever this tentacled beast shows up. In Normal, players can usually smack the plants at close range without much health being taken, but at harder difficulties those who stray too near will be plant food. It is advised that whenever a player should see the plant, BACK UP! Your gun can outrange the plant's tentacles without being harmed.
.Parasitus
HP: 75/100/105
Damage: 23-25
Armor: 0
Special: Infectious bite- when struck by a Parasitus, your player will suffer degenerating health, unless cured by an antidote. Side effects may include dizziness, swelling of the infected area, chest pains, diarrhea, and in rare cases death.
Description: Quick and small, the Parasitus can easily strike at you at any time. Not very strong or tough, what the Parasitus lacks in stature, it makes up for in its bite. When bitten, a player can become diseased, suffering health loss until cured by an antidote. Be sure to take these out before any common monsters.
Ravener
HP: 300/370/470
Damage: 28-64
Armor: 1
Special: None
Description: One of the few ranged opponents you will face, the Ravener only appears during the Plant quest. Fairly quick, and with a painful poison attack, your team should try to kill Ravener's off fairly quickly. However, they aren't very hard to kill, and can be dispatched quickly and with minimal effort.
Ravener Alpha
HP: 8800/14000/21800
Damage: 79-115
Armor: 1
Special: None
Description: After turning off the water supply and killing the plant, it appears that this huge hydrallisk is in possession of your objective- the Data Pad. However, it wont be very easy getting this, as the Ravener Alpha is a dangerous boss. Shooting rapid ranged balls of poison, Alpha should be handled with care. It is advisable, if you have a high ranking officer on your team, to call in both a Medevac, and an Artillery Strike on it, turning it to mincemeat with little trouble.
Reaper
HP: 2838/3750/NA
Damage: 161-170
Armor: 12
Special: NA
Description: During one of the final assaults by the zombie horde, the Reaper appears to harrass your party and Col. White's group. Moderately high hit points, very high damage, and incredible armor, combined with the fact that it flies make this one of, if not THE deadliest bosses. When you're confronted by the Reaper, be sure to concentrate most or all of your fire on it.
Red Butcher
HP: 950/1115/1300
Damage: 91-102
Armor: 0
Special: Disease- when killed, the Red Butcher has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: Very similar to the Whitey, the Red Butcher is a slow but powerful enemy. Be careful when handling these by yourself, but in a group dont be too bothered. Make sure not to be around when it dies, or you'll be poisoned for a short time.
Shambler
HP: 105/130/200
Damage: 41-60
Armor: 0
Special: Corpse-Spawn- Rises from the corpse of a dead ghoul.
Description: You won't see the shambler spawn from a certain location like the other creeps. Instead, this red ghoul is reanimated from ghouls. Weaker in hit points but even more deadly, you should watch the corpses of your kills for a few seconds to make sure one of these doesn't accidentally take you by surprise.
Stalker
HP: NA/500/670
Damage: 31-87
Armor: 2
Special: Critical Hit- the Stalker has a chance to deal 4x its normal damage. Pounce- Jumps on it's prey, pinning it to the ground and dealing massive damage while its victim is powerless to stop it.
Description: Sulking in the shadows, the Stalker is barely seen until it strikes. With the chance to do insanely high damage with its Critical Hit, you should always want to take the Stalker out before it gets a chance to swing at you. Look for large ghouls with a slight ghost appearance and take them out quick!
Suicidal
HP: 705/880/1100
Damage: 36-37
Armor: 0
Special: NA
Description: Fast and powerful, the Suicidal can quickly bring lone players down. Easily recognized as red sasquatch's be aware, if anything, of their prescence. While not very powerful against a group, the Suicidal can easily corner and kill even the best of lonewolves.
Whitey
HP: 735/900/1050
Damage: 63-69
Armor: 0
Special: Disease- when killed, the Whitey has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: This huge zombie is certainly no pushover. Seen as early as the first mission, the Whitey can make quick work of your squad if not dealt with accordingly. Unless you're playing on Hell, the Whitey moves rather slow, and can therefore be seen and dispatched quickly. Make sure to avoid getting too close, as you can be diseased upon the Whitey's death.
Zombie (Black)
HP: 1195/1450/1800
Damage: 49-52
Armor: 0
Special: None
Description: Much tougher than it's red counterpart, the Black Zombie is no small matter. Moving faster most other zombies, combined with high hit points and a hard hitting attack, the Black should be taken out in groups or with heavy ammunition. Although they look similar, you can spot a Black by its taller stature, and sometimes faster movement.
Zombie (Blue)
HP: NA/1070/1300
Damage: 56-57
Armor: 3
Special: Putrid Explosion- when killed, the Blue Zombie explodes in a green slime, damaging all around it.
Description: Much more dangerous than any of the other colored zombies, the Blue is a rare sight. Usually seen on the road during the first mission, the Blue Zombie has considerable hit points, armor, and damage, combined with an explosion upon death. Take these out from afar as to not hurt any civilians in your care.
Zombie (Human)
HP: 240/325/400
Damage: 52-60
Armor: 0
Special: Reanimate- Upon death, the Zombie (Human) has a chance to spawn a Suicidal from its corpse.
Description: Although it has low hitpoints, the Human Zombie is fast and powerful. Showing up only rarely throughout the course of the game, the Human Zombie can be easily dispatched, or can easily dispatch you if not dealt with. Be sure to handle with caution, and watch its body after death.
Zombie (Red)
HP: 300/360/425
Damage: 38-39
Armor: 0
Special: None
Description: Another common creep, the Red Zombie is slow but unrelenting. The Red has higher hit points and hits harder, but is overall still a weak minion in DOTD. Be careful of it, but dont make it TOO much of a priority.
(Pre Note: If any incomplete, incorrect, or additional information is gathered while playing the game, please let me know so I can add/change it!)
Zombie threat level:
Common
Caution
Danger!
Boss
Damage Bonuses:
Normal- +6%
Nightmare- +23%
Hell- +46%
Template for easy reading:
[PICTURE][NAME]
HP: Normal/Nightmare/Hell
Damage: Base Damage
Armor: XX
Special: XXXX
Description: XXXXXX
Armored HoundHP: 1900/2550/3400
Damage: 62-84
Armor: 10
Special: None
Description: Rearing its armored head at the beginning of the Mutated Experiment quest, the Armored Hound is the virtual tank of the zombie horde. High hitpoints combined with superior armor mean that your party should use explosives and high damage weapons.
Bone CrusherHP: NA/4110/4650
Damage: 91-92
Armor: 10
Special: Crushing Strength- the Bone Crusher has a much higher chance to fracture bones. Aura- ???
Description: As strong as a boss, the Bone Crusher is truly a force to be reckoned with. High hitpoints, awesome damage, and one of the highest armors in the game, combined with the fact there's more than one of these brutes should make this monster's danger speak for itself. Taking this beast out by yourself is nearly impossible, so leading it to a group is HIGHLY advised. Seen in both Nightmare and Hell, its existance in Normal is unknown.
GargoyleHP: 265/335/475
Damage: 55-64
Armor: 2
Special: Wings- the Gargoyle (and Reaper) are the only zombies that can fly.
Description: Flying zombies? As if your job wasn't hard enough! Take care with gargoyles- they may not be very strong, but they're fast and airborne. Make use of your Machine Gunner's anti-air shots if too many of these get close. Otherwise, they're just another zombie standing between you and victory.
GhoulHP: 150/190/240
Damage: 29-30
Armor: 0
Special: Reanimate- Chance of another ghoul or shambler rising from the corpse of a dead ghoul.
Description: One of the most common creeps in the game, the ghoul is a fast but weak zombie. While not overly dangerous on their own, these ghouls can be quite dangerous when you're forced to flee from a horde.
Hell SpawnHP: 6400/10000/14000
Damage: 107-155
Armor: 4
Special: Disease- when killed, the Hell Spawn has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: Although it is the most common boss, the Hell Spawn is no laughing matter. When spotted, have your scout designate it as your target, then go to town with whatever guns you have. If it gets too close to you, simply back up- it wont give chase as long as the rest of your team is firing at it. Given plenty of room, you can destroy it handily.
HellhoundHP: 865/1130/1250
Damage: 70-84
Armor: 3
Special: None
Description: Spawned from dogs, the Hellhound is a fast moving killer. High damage and decent armor and hit points create a fearsome opponent, but not unduly so. You'll most likely see the Hellhound later in the game, meaning you'll more than likely be in a group, and can therefore take it down without much trouble. However, in Hell, Hellhounds spawn quite frequently and can easily overrun even the best group.
HunterHP: 365/470/620
Damage: 25-28
Armor: 0
Special: Pounce- Jumps on it's prey, pinning it to the ground and dealing massive damage while its victim is powerless to stop it.
Description: One of the most dangerous monsters in DOTD, the Hunter can be identified by its bloody trail spewing from its back. If seen alone, the Hunter should be one of your top priorities, as no one will be able to help you if it should pounce. Even when in a group, you should always be aware if a Hunter pounces on your comrades.
LocustsAnnounced by General Thorn, the locust swarm is easily one of the most feared opponents you'll face in DOTD. Once spotted, the locust swarm advances on your party's location quickly. If caught in a swarm, there is little hope for survival. If a swarm is spotted, quickly run away from it until it is dead of its own accord. The damage dealt, longevity, and speed of the locusts are dependant upon the rank of the best player in your party.
LurkerHP: 1190/1500/1900
Damage: 28-33
Armor: 6
Special: Burrow- the Lurker is able to burrow underground, unseen to all but sentries, and attack its prey with a line of submerged spikes.
Description: Choosing to strike from afar, the Lurker is yet another deadly opponent you will surely face playing DOTD. One of only a few ranged zombies, the Lurker is already a formidible enemy, having high hit points, decent damage, and above average armor. As if this weren't enough, the Lurker is able to burrow underground, completely hidden without sentryvision, and attack it's prey from safety with spikes. Make sure someone in your party either has a class that can see invisible units, or a Staff Sergaent rank when dealing with Lurkers.
MonstrosityHP: 11800/NA/27000
Damage: 271-277
Armor: 4
Special: Disease- when killed, the Monstrosity has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: A monstrous creature, the Monstrosity is even more dangerous than it's Hell Spawn counterpart. Lucky for you and your party, it can be dispatched in a similar manner. However, this method could take longer due to the Monstrosity's astounding hit point count.
Mutated Experiment| Level | HP | Damage | Armor |
| 3 | 2810 | 42-56 | 3 |
| 4 | 2910 | '' | 4 |
| 5 | 3010 | '' | 4 |
| 6 | 3110 | '' | 5 |
| 7 | 3210 | '' | 5 |
| 8 | 3419/4636/5776 | ''(+84)/(+110)/(+130) | 6 (+NA)/(+NA)/(+12) |
Note: Damage increases by 2 every few seconds.
Special: Maturing- The Experiment grows over time, getting bigger and stronger as long as it isn't killed. At level 8, it will begin to hunt the party.
Description: A laboratory expriment gone wrong, the Mutated Experiment starts off a fairly simple beast, then grows into a fearsome monster! One is assigned per party member, and all evolve at the same rate. If not killed in time, the beast may hunt you, resulting in a very unwelcome surprise. It is advised in a group of five or greater to hunt two or three of the beasts, then set up a stronghold to wait for the others.
Offspring/TentaclesHP: 350/545/820
Damage: 22-23
Armor- 2
Special: Summon- summoned from the main plant in Proffessor Quack's laboratory, the Offspring has the ability to be summoned anywhere on the map.
Description: Just when you thought things couldn't get worse, they're sending killer plants at you! Only summoned during the plant mission, your party should be careful whenever this tentacled beast shows up. In Normal, players can usually smack the plants at close range without much health being taken, but at harder difficulties those who stray too near will be plant food. It is advised that whenever a player should see the plant, BACK UP! Your gun can outrange the plant's tentacles without being harmed.
.ParasitusHP: 75/100/105
Damage: 23-25
Armor: 0
Special: Infectious bite- when struck by a Parasitus, your player will suffer degenerating health, unless cured by an antidote. Side effects may include dizziness, swelling of the infected area, chest pains, diarrhea, and in rare cases death.
Description: Quick and small, the Parasitus can easily strike at you at any time. Not very strong or tough, what the Parasitus lacks in stature, it makes up for in its bite. When bitten, a player can become diseased, suffering health loss until cured by an antidote. Be sure to take these out before any common monsters.
RavenerHP: 300/370/470
Damage: 28-64
Armor: 1
Special: None
Description: One of the few ranged opponents you will face, the Ravener only appears during the Plant quest. Fairly quick, and with a painful poison attack, your team should try to kill Ravener's off fairly quickly. However, they aren't very hard to kill, and can be dispatched quickly and with minimal effort.
Ravener AlphaHP: 8800/14000/21800
Damage: 79-115
Armor: 1
Special: None
Description: After turning off the water supply and killing the plant, it appears that this huge hydrallisk is in possession of your objective- the Data Pad. However, it wont be very easy getting this, as the Ravener Alpha is a dangerous boss. Shooting rapid ranged balls of poison, Alpha should be handled with care. It is advisable, if you have a high ranking officer on your team, to call in both a Medevac, and an Artillery Strike on it, turning it to mincemeat with little trouble.
ReaperHP: 2838/3750/NA
Damage: 161-170
Armor: 12
Special: NA
Description: During one of the final assaults by the zombie horde, the Reaper appears to harrass your party and Col. White's group. Moderately high hit points, very high damage, and incredible armor, combined with the fact that it flies make this one of, if not THE deadliest bosses. When you're confronted by the Reaper, be sure to concentrate most or all of your fire on it.
Red ButcherHP: 950/1115/1300
Damage: 91-102
Armor: 0
Special: Disease- when killed, the Red Butcher has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: Very similar to the Whitey, the Red Butcher is a slow but powerful enemy. Be careful when handling these by yourself, but in a group dont be too bothered. Make sure not to be around when it dies, or you'll be poisoned for a short time.
ShamblerHP: 105/130/200
Damage: 41-60
Armor: 0
Special: Corpse-Spawn- Rises from the corpse of a dead ghoul.
Description: You won't see the shambler spawn from a certain location like the other creeps. Instead, this red ghoul is reanimated from ghouls. Weaker in hit points but even more deadly, you should watch the corpses of your kills for a few seconds to make sure one of these doesn't accidentally take you by surprise.
StalkerHP: NA/500/670
Damage: 31-87
Armor: 2
Special: Critical Hit- the Stalker has a chance to deal 4x its normal damage. Pounce- Jumps on it's prey, pinning it to the ground and dealing massive damage while its victim is powerless to stop it.
Description: Sulking in the shadows, the Stalker is barely seen until it strikes. With the chance to do insanely high damage with its Critical Hit, you should always want to take the Stalker out before it gets a chance to swing at you. Look for large ghouls with a slight ghost appearance and take them out quick!
SuicidalHP: 705/880/1100
Damage: 36-37
Armor: 0
Special: NA
Description: Fast and powerful, the Suicidal can quickly bring lone players down. Easily recognized as red sasquatch's be aware, if anything, of their prescence. While not very powerful against a group, the Suicidal can easily corner and kill even the best of lonewolves.
WhiteyHP: 735/900/1050
Damage: 63-69
Armor: 0
Special: Disease- when killed, the Whitey has a chance to shoot a plume of noxious gas into the air, degenerating health over time.
Description: This huge zombie is certainly no pushover. Seen as early as the first mission, the Whitey can make quick work of your squad if not dealt with accordingly. Unless you're playing on Hell, the Whitey moves rather slow, and can therefore be seen and dispatched quickly. Make sure to avoid getting too close, as you can be diseased upon the Whitey's death.
Zombie (Black)HP: 1195/1450/1800
Damage: 49-52
Armor: 0
Special: None
Description: Much tougher than it's red counterpart, the Black Zombie is no small matter. Moving faster most other zombies, combined with high hit points and a hard hitting attack, the Black should be taken out in groups or with heavy ammunition. Although they look similar, you can spot a Black by its taller stature, and sometimes faster movement.
Zombie (Blue)HP: NA/1070/1300
Damage: 56-57
Armor: 3
Special: Putrid Explosion- when killed, the Blue Zombie explodes in a green slime, damaging all around it.
Description: Much more dangerous than any of the other colored zombies, the Blue is a rare sight. Usually seen on the road during the first mission, the Blue Zombie has considerable hit points, armor, and damage, combined with an explosion upon death. Take these out from afar as to not hurt any civilians in your care.
Zombie (Human)HP: 240/325/400
Damage: 52-60
Armor: 0
Special: Reanimate- Upon death, the Zombie (Human) has a chance to spawn a Suicidal from its corpse.
Description: Although it has low hitpoints, the Human Zombie is fast and powerful. Showing up only rarely throughout the course of the game, the Human Zombie can be easily dispatched, or can easily dispatch you if not dealt with. Be sure to handle with caution, and watch its body after death.
Zombie (Red)HP: 300/360/425
Damage: 38-39
Armor: 0
Special: None
Description: Another common creep, the Red Zombie is slow but unrelenting. The Red has higher hit points and hits harder, but is overall still a weak minion in DOTD. Be careful of it, but dont make it TOO much of a priority.
Last edited by Pilgrim on Mon 20 Jul 2009, 04:45; edited 5 times in total (Reason for editing : Additional Information)

Portal





























