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(Fixed up some grammar and mechanics, and removed casual language in favor of precise terminology.)
m (T3hp0larbear moved page Feral Zombie to Feral Wight: Mob name change as of Alpha 16.3)
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Revision as of 05:38, 24 September 2017

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Feral Wight
NewFeralZomb


Description
Removed: {{{removed_version}}}
Category Zombie
Type Hostile%Hostile NPCs
Zombie Type Feral, Feral and Radiated
Entity-ID
Effects
Drops
Loot Container 61
Location Wasteland cities, Day 7 feral hordes, Army Bases
Quests


Combat


HP (Normal)
HP (Feral)
HP (Radiated)
HP (Legendary)
Entity Damage
Block Damage
Range Melee
Crit Ratio




Description[ | ]

The Feral Wight, or Feral Walker as it appears in-game is a special type of zombie encountered in the later 7 Day hordes as well as in army bases, caves and in wasteland cities.

Unlike most zombies, Feral Zombies are not affected by daylight and can run after players at any time. They are also taller and much stronger than most zombies, making them very difficult and dangerous targets. Due to their strength, they pose a great threat to player built structures, and will tear down a wall with great speed. Players in Wasteland Towns should arm themselves amply, lest a Feral Zombie threaten their base.


Loot[ | ]

Upon death, a Feral Zombie has the chance to have weapon schematics, military gear, or powerful weapon parts. On occasion, it can also drop fully assembled Sniper Rifles and SMG's.

Loot

This container can give one or more of the following group/s and/or items/s as a loot:

Loot
Site-logo
Cash/Coins & Ores
Site-logo
Non AP/HP Ammo Large
Site-logo
Non AP/HP Ammo Medium-No Arrows
Site-logo
Non AP/HP Ammo Small-No Arrows
Site-logo
Ammo Resources Large
Site-logo
Weapon Mods
Site-logo
Weapon Parts
Site-logo
Non Primitive Weapons & Weapon Parts


Loot Groups[]

These are the Loot Groups that are included in a Loot Container. The chance of an item appearing in any of these groups has been scaled based on the chance of that group appearing in the parent group. A group can also appear more than once if it has been included subsequently by another group, the chances in this case will then reflect all the parent chances. The quality of the items returned will be defined by the loot container quality levels unless it has been specifically defined for the group, in which case it will be listed beside the group.



Combat[ | ]

Feral Zombies are one of the most dangerous enemies in the game, being able to run at all times of the day and night. They also have a very high amount of health and devastating attack power, comparable to Bears. They will not hesitate to kill players with relative ease, so dispatching them quickly before they close in is a high priority.

It's highly advised not to attack them in close-combat, but rather with high-powered weaponry such as Hunting or Sniper Rifles as high quality versions can occasionally put them down in a single shot.

Feral Zombies can also be reduced to crawlers with the application of spike traps, making them a much slower and easier target to kill. However, their arm length is longer than the average zombie's, so keep a fair distance when trying to conserve ammo with a melee strike.

Notes[ | ]

  • Feral Zombies appear to use the same voice lines as normal variant zombies, only with slightly altered and more animalistic tone changes.
  • Feral Zombies will still run even with 'NEVER RUN' enabled in settings.
  • Feral Wights appear more often in Day 7 hordes as time goes on, for example: There will be more Feral Zombies in a day 42 horde than in a previous day's horde. (Tested and Confirmed Alpha 13.8).
  • These zombies can also appear when summoned by a Screamer on and after Day 28.