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{{Infobox npc
 
{{Infobox npc
 
|image = NewFeralZomb.jpg
 
|image = NewFeralZomb.jpg
|image_alt =
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|image_alt =
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|id = zombieWight
 
|size = 350px
 
|size = 350px
|caption =
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|caption =
 
|category = Zombie
 
|category = Zombie
 
|type = Hostile
 
|type = Hostile
  +
|zombie_types = Feral, Radiated
|location = Wasteland cities, [[Day 7]] feral hordes
 
  +
|loot_container = 71
  +
|hp_base= N/A
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|hp_feral= 532
  +
|hp_radiated= 1010
  +
|hp_legendary= N/A
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|location = [[Wasteland]]-biome, Blood Moon hordes, Military and Government Installations, any POI at higher gamestage
 
|effects =
 
|effects =
|damage =
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|damage =
 
|block_damage =
 
|block_damage =
 
|entity_id =
 
|entity_id =
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|confirmed_version = Alpha 15
 
|confirmed_version = Alpha 15
 
|}}
 
|}}
The '''{{PAGENAME}}''', or '''Feral Walker''' as it appears in game (Alpha 13.8), is a type of [[Zombie]]. This [[Zombie]] has been exposed to high radiation levels, to the point of being completely unrecognizable from whom he was before. It has much more health than normal [[Zombies]], requiring multiple headshots even from powerful weapons. The '''{{PAGENAME}}''' is usually found in [[Day 7]] (although never in the first two 7 Day hordes), and sometimes in wasteland cities. In Alpha 15, Ferals '''always''' run, regardless of the time of day.
 
   
==Loot==
+
==Description==
  +
The '''{{PAGENAME}}''' is a special type of [[zombie]] encountered in the later 7 Day [[hordes]] as well as in [[Army Base|army bases]], [[caves]] and in wasteland cities.
   
  +
Unlike most zombies, {{PAGENAME}}s 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 {{PAGENAME}} threaten their base.
When killed it's capable of dropping rarer loot such as [[SMG]], [[44 Magnum]] and [[Sniper Rifle]] parts or on even rarer occasions, it can drop entire Sniper Rifles or SMG's. It also drops weapon schematics and military gear.
 
   
== Combat ==
+
==Hit Points==
  +
Feral Wights have 532 Hit Points; The Feral version of the Feral Wights and Radiated Wights have 1010 Hit Points.
The '''{{PAGENAME}}''' runs at all times of day, and has about the same Hit points as a [[Bear]] and hits just as hard if not harder. It is not advised to try to melee them although you can. You are better off using a high powered weapon to take these guys down. Comparing to Alpha 13.8 and 15, Alpha 15 Ferals have a much lower level of Health, but still hit hard so close range combat is still ill-advised. A high quality Sniper Rifle or Hunting Rifle can kill a version 15 Feral in '''one hit''', even on Survivalist difficulties provided damage upgrades are purchased or a severing hit is made.
 
   
== Spawn Notes ==
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==Loot==
   
  +
Upon death, a {{PAGENAME}} has the chance to have [[Schematic|weapon schematics]], military gear, or powerful weapon parts. On occasion, it can also drop fully assembled [[Sniper Rifle|Sniper Rifles]] and [[SMG|SMGs]].
The '''{{PAGENAME}}''' appears more often in [[Day 7]] hordes as time goes on, for example: There will be more Feral Zombies in a day 42 horde than a day 21 horde (Tested and Confirmed Alpha 13.8).
 
   
  +
== Combat ==
This zombie spawns at night in the [[Wasteland]] and [[City]] biomes, making venturing in these locations extremely dangerous at night.
 
  +
Feral Wights 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 [[Bear|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 Rifle|Hunting]] or [[Sniper Rifle|Sniper Rifles]] as high quality versions can occasionally put them down in a single shot.
These zombies also appear when called by a [[Screamer]] on and after Day 28.
 
   
  +
Feral Wights 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 ==
  +
* {{PAGENAME}}s appear to use the same voice lines as normal variant zombies, only with slightly altered and more animalistic tone changes.
  +
* {{PAGENAME}}s will still run even with 'NEVER RUN' enabled in settings.
 
* {{PAGENAME}}s appear more often in [[Day 7]] hordes as time goes on, for example: There will be more {{PAGENAME}}s 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.
  +
*They have a similar style to the Fallen Soldier only the Feral Wights do not wear Military Armour.
 
[[de:Feral Zombie]]
 
[[de:Feral Zombie]]
 
[[ru:Дикий зомби]]
 
[[ru:Дикий зомби]]

Revision as of 17:07, 31 March 2020

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Feral Wight
NewFeralZomb


Description
Removed: {{{removed_version}}}
Category Zombie
Type Hostile%Hostile NPCs
Zombie Type Feral, Radiated
Entity-ID
Effects
Drops
Loot Container 71
Location Wasteland-biome, Blood Moon hordes, Military and Government Installations, any POI at higher gamestage
Quests


Combat


HP (Normal) N/A
HP (Feral) 532
HP (Radiated) 1010
HP (Legendary) N/A
Entity Damage
Block Damage
Range Melee
Crit Ratio




Description[ | ]

The Feral Wight 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 Wights 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 Wight threaten their base.

Hit Points[ | ]

Feral Wights have 532 Hit Points; The Feral version of the Feral Wights and Radiated Wights have 1010 Hit Points.

Loot[ | ]

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

Combat[ | ]

Feral Wights 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 Wights 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 Wights appear to use the same voice lines as normal variant zombies, only with slightly altered and more animalistic tone changes.
  • Feral Wights 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 Wights 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.
  • They have a similar style to the Fallen Soldier only the Feral Wights do not wear Military Armour.