Bestiary

__NOWYSIWYG__
When you first venture into the city, zombies appear infrequently and are easy to kill. As you move deeper into the city, however, progressively tougher zombies will appear, easily identifiable by their color and unique, mutated body types.
There are also several factors, like all kinds of movement (note that movement attracts individual infected) and fighting noise, that will increase "Aggro" (Aggression), or more exactly, the number of zombies that will spawn nearby, up to eight at once in 2D version, and about 20-30 in 3D, and their moving speed.
To debloat the page and explain their special mechanics, Bosses have been moved to their own page.
=== Important Notes ===
* Your experience (EXP) gain is multiplied by 150%. while you're Nourished, 120% when you're Fine, only 90% while you're Hungry, and only 60% while you're Starving.
* You can find the player movement values to compare to zombie movement values on the page here.
* Experience per single attack is based on damage dealt, and there is no reward for dealing overkill EXP:
** For example: If you deal 20% of a zombies health, you will immediately gain 20% of that zombie's EXP. If a zombie has 10% HP and the killing blow does 20% damage, you will gain 10% of the zombie's EXP.
** The EXP to HP ratio of a zombie (from now on referred to as EXP Density) stands as a rough indication of how quickly you can earn EXP when level up. If you deal damage to a zombie with a higher EXP Density, regardless of whether or not you can kill it, you will always gain XP more quickly.
** All XP bits gained are then rounded to 2 decimal precisions. This can cause minor rounding issues with EXP gain.
**This also happens in multiplayer, meaning that if a player does the majority of the damage they get a majority of the experience. As with players, the share of EXP the guards receive is proportional to the amount of damage they dealt to a zombie before it was killed.
**Players looking to rack up lots of EXP should keep this in mind when grinding through an Outpost Attack-- relying too much on the guards for support fire (or grinding a horde within their attacking range) can significantly cut down your EXP gain.
===Stages of Zombie Behavior===
The zombie behavior stages are as follows:
 Calm -> Disturbed -> Enraged
* Calm state is the state wherein the zombies are walking very slowly and not paying any attention to trespassing survivors. They proceed at their slowest speed and commonly walk in a circle.
* Disturbed state causes the zombie to slowly walk towards the player. Speed is slightly higher than Calm, but lower than Enraged.
* Enraged state is the state wherein the zombies are angered and sprints toward the players. They proceed to move on their fastest speed.
* A zombie might temporarily flee from the player temporarily because its path is blocked, but will, in a matter of seconds, redirect its attention back to the player. Normally the zombie will run backwards in a diagonal line to try to better its position.
* In Multiplayer, enraged zombies will redirect their attention to adjacent survivors at random intervals. This ensures that stronger players cannot "draw aggro" from weaker ones.
Several events can cause the zombie to advance in the behavior charts:
* A Calm zombie becomes Disturbed if they manage to get a direct line-of-sight on a player.
* Hurting the zombie advances its behavior by 1 stage (Thus, damaging a Calm zombie will only make it Disturbed)
* A firearm "noise" event advances the zombie's behavior by 1 stage. Different firearm types have different chance of doing this, with Pistols/Rifles having the lowest and Shotguns/Grenade Launchers having the highest.
* A Siren's scream instantly causes all nearby zombies to become Enraged.
* Entering AFK mode or exiting the block causes zombies targeting you to become Calm, unless they can find another player as target, in which they will keep their current behavior. Exiting AFK mode does not affect zombie behavior.
* All zombies spawned by aggro spikes are instantly Enraged.
NOTE: Certain zombies such as Spiders and Bloats only have Calm and Enraged states, and will run at full speed upon noticing survivors. Others, like the Evolved Longarms, instead have the ability to automatically transition from Disturbed to Enraged after a few seconds.
=== Knockback and Stagger ===
====Knockback====
All zombies have a Mass stat that determines their susceptibility to knockback. Rule of thumb is: "fatter" zombies like Bloats and most bosses have higher weight and thus heavy resistance to knockback, while "thin" zombies like Long Arms have lower weight and thus can be knocked back easily even with pistols/rifles.
====Stagger====
Zombies can also be staggered if it receives a hit (or a combination of hits in a single frame, in case of shotguns/minigun) that deals at least 1/50 of its remaining HP, with effect increasing the lower its HP gets. This causes it to temporarily stop moving and become more susceptible to the effects of knockback, even from weapons that have yet to meet the stagger requirement.
* Normal zombies and mini-bosses will get staggered for a significant amount of time, enough to get greatly pushed back by other players with high-KB weaponry. Most bosses will barely pause when staggered.
* Staggering a zombie does not interrupt its attack; if you are in the attack range of a staggered zombie, you will get still get hit as usual.
* Stagger condition is independent from knockback power; weapons with low knockback power but high DPH (such as bolt action Rifles) are able to stagger heavy target earlier than usual, but will not inflict knockback as well against weaker enemies.
==Zombie Abilities==
Several types of zombies may have special abilities that may pose credible challenges to the players, such as:
* Long Arms: These enemies are gifted with unusually long arms, allowing them to strike from a further distance than normal.
* Pukers: These enemies are capable of puking acid that reaches much further than Long Arms; this requires them to stand still for a long time however, and will make them vulnerable to being blindsided by melee attacks. Puke attacks have a cooldown of 10 seconds. 
* Dogs: While they may have shorter reach than normal, dogs are infamous for having incredibly high speed and damage; one or two of these can quickly overwhelm an exhausted survivor with just a few bites.
* Exploders: These will explode violently when killed by any firearm, damaging anyone near them. Try to keep your distance, or use a melee weapon to deal with them instead.
* Instant Kills: Several zombies can deal 9,999 damage in a single attack, ensuring death to those without special armor (such as the Dawn Reactive, which specifically negates all damage upon breaking). On the other hand, they tend to be slow and easy to dodge against.
== Current Zombie Population ==
This is the second generation of zombies, which were introduced with the change to Unity3D as the primary game engine. Their "ancestors" are the 2D Zombies, which were totally replaced by the new 3D variants. The second generation both surpasses its predecessors both by in quantity and in lethality. The longer time the virus is allowed to remain in the host, the more likely the host will mutate and become more lethal.
The following summaries do not discount melee as an efficient form of combat against the undead. What is trying to be stressed is that long-ranged combat is usually the safest alternative, as the claws, blades, and teeth of the undead are not often able to reach the distance of a bullet. It is generally best to attack zombies in groups or to have a varied arsenal.
=== Normal Zombies ===
These Normal Zombies form the rank and file of the infected population. 
====Tier 1 - Basic ("Grey") Zombies ====
These are the most basic zombies available in the game, equivalent to the Grey zombie power level in the 2D era. They are most numerous in early-game zones like the Blue and Green zone, and barring very specific circumstances, gradually disappear in higher level zones.
====Tier 2 - Burned ("Purple") Zombies ====
These zombies are equivalent to the Purple zombies from the 2D era, being more durable and powerful than the basic Gray Zombies. Almost all of them appears from the Green to the Dark Red zone, with the exception of Blood Hounds which starts appearing from the Yellow zone instead.
====Tier 3 - Red Zombies ====
These zombies are even more powerful than the Burned Zombies, and start to appear from the Red zone. They gradually disappears in later parts of the Black zone.
====Tier 4 - Black Zombies ====
These are the second most powerful forms of Normal Zombies available in the game. They can only be encountered in the Black and White zone.
====Tier 5 - Evolved Zombies ====
These zombies replaced the Black Zombies as the most powerful Normal Zombie variants in the game. They can only be encountered in the furthest reach of the South Eastern Zone, also known as the Death Row.
====Raven Ridge Forest Zombies ====
They can only be encountered in the Forest biome of Raven Ridge.
====Raven Ridge Ashwood Zombies ====
They can only be encountered in the Ashwood biome of Raven Ridge.
====Raven Ridge Toxic Zombies ====
They can only be encountered in the Toxic biome of Raven Ridge.
====Raven Ridge Summit Zombies ====
They can only be encountered in the Summit biome of Raven Ridge.
=== Mutant Zombies ===
Due to the versatile nature of the N4 virus, unique mutants can be found deep in the city. These zombies are not as common as the other zombies, and wield additional abilities that make them even more formidable foes.
==== Yellow Zone Mutants ====
These mutants can only be encountered almost exclusively in the Yellow zone. For the most part, these are just weaker versions of later mutant types, designed to introduce the player to the concept of mutant zombies.
==== Orange-White Zone Mutants ====
These mutants can be encountered from the Orange to the White zone, except for the Siren which can also be encountered in the Yellow Zone and the Wasteland. As you go deeper into the Inner City, these mutants will be encountered more often.
==== Wasteland Mutants ====
These types of zombies alongside the Titan form the population of the Wasteland, replacing all other types of zombies in existence. They are extremely buffed versions of previous mutant types, possessing incredible endurance and powerful attacks; extreme caution should be exercised when dealing with these mutants.
==== Retired ====
== Bosses ==
Bosses were moved to a separate page so more information could be added about them. You can find them here: https://deadfrontier.fandom.com/wiki/Bosses
== 2D Beta Era ==
These zombies were available in "Dead Frontier Classic", the original version of Dead Frontier which was fully 2D and based on Adobe flash before the change to Unity3D for better overall performance, more freedom, usage of 3D game content and other advantages. In 2D, you always viewed the game from a Bird's Eye point of view.
2D Beta Era Zombies
 Tier I - Gray Zombies (Infected) 
Normal, gray or pale zombies are the first enemies you will meet when entering the city. They appear practically everywhere in the western half of the city and are perfect training targets for weaker survivors. The first 10 blocks around the outpost are almost only populated by these zombies, aside from the occasional Green Zombie. These are the zombies from which you loot Infected blood samples for Research missions.
{| style="border: 5px solid #323232; -moz-border-radius: 15px;"
=== Old Zombies ===
These zombies appeared in the earlier stages of the infection, but vanished from the city after several weeks.
Old Zombies		
 Blue Zombies 
The blue zombies vanished shortly after being first discovered and were replaced by the commonly called "purple" zombies, which reside in the same area but are a bit stronger than the blue ones. Rumors say that the blue zombies possibly evolved, but too many people believe otherwise, as zombies do not breed, so most people say that their glowing flesh simply rotted.
{| style="-moz-border-radius:15px; border:5px solid #000021; width:100%;"		The Female Blue Zombie ~ 61 - 65 HP, 53 EXP [Pen Knife Units]
The female zombie of the blue family, which are weaker than their male version, but still resemble a much greater threat, than any of the normal zombies.
 	The Male Blue Zombie~ 71 - 75 HP, 53 EXP [Pen Knife Units]
The male counterpart of the blue zombie family, which carries more than triple the strength of a regular male zombie within itself, and can be found quite a bit away from the safety of civilization.	
Category:Gameplay