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Infected (also called zombies by the game) are the reappearing, motile but area-based, hostile non-player population of the zones. They occur in squads numbering from 3 to around 20. The infected are always dead (hence the name of the game), have no metabolism, but are motile. They have sensing abilities that resemble hearing, radar imaging or touch (also extended to the proximity) more than sight. They react to players with hostility and when sufficiently aggravated (which depends on player's strategies, threat level, behavior and a few other factors) they approach the player and initiate the kind of melee combat they're capable of (which differs by type, of which their appearance is always a sign of). With the exception of the catapult type, the infected can't use tools nor weapons. Only the irate avengers (except the boss, this one only targets players) will attack other infected, but infected may also take damage from each other's area effects (like exploding unstables). The various abilities of the infected may synergize, but apart from being summoned by screamers (anew, screamers don't make the already present infected cluster around) or led around by players - they exhibit no teamwork. They have decent pathfinding ability (although it gets impaired if it's sufficiently long after the bidiurnal reboot) and with the exception of avengers or numbed trackers they will attempt to return to their original area.

The infected can't be communicated with, but many can be made to follow the player around if they pursue or when provoking skills or projection are used. They can't be intimidated and they also never escape.

Loot bag

Loot bag

The infected can be killed, whereupon many of them will deposit a loot bag with various items, some of them (like battle kits) only obtainable in this way (they don't occur in the stable containers). The loot bag lasts for a minute if unused, and its contents may be collected by players by clicking on it and paying from the character's rest allotment, the cost varies by type of the item. When depleted of the rest energy the player has to use a bed or a bonfire, or an unlit camp.

On adventures and during story/dog missions, there is (mostly) a single allotment of the infected to participate, but all the general zones have all their infected respawn. When respawning - after an area-specific amount of time (in the range of a minute) the number, the rank and the category of infected will be restored (meaning that a squad can trade a catapult for an avenger or puker, but not a smaller infected - and that the number of themed infected will also get preserved). The infected will generally respawn in the same area, but a few hordes of the legendaries (like those around the car dealer's of Santa Rosa) will have their respawn spot wander between a few presets. Dead Peruvians are respawned immediately, but to a random spot in the zone.

Infected squads killed off in their entirety will respawn 3 times longer than if at least 1 infected of any type or category is spared and not bothered. This is useful both ways - the higher respawn rate will help when unlocking passages or collecting loot or performing tally missions, but in other circumstances the infected can also be killed off so that there's a longer temporary peace and the opportunity to light bonfires, drink etc.

There are many different types of zombies in Dead Maze with unique mechanics.

Mutants[]

PDM 22

A skull from the aura mutants emit

Most infected (except bosses and Dead Peruvians) can mutate: when receiving damage that would normally kill them, they instead randomly regain health, grow in size and start to emit a floating aura of skulls. The loot bag mutants deposit when killed is more plentiful than in the case of regular infected, and is more likely to include the most valuable contents like kits or clothing. The combat attributes of mutants (for instance maximum health) are also increased. When in a tight contest with an infected always make allowance for the fact that they may mutate and get the upper hand. An already mutated infected won't mutate again. To enhance the chance of the infected mutating, attack larger groups simultaneously and with advanced measures (electricity, molotovs, formula X, gas, mines).

Note: bosses are a separate entity from mutants, even though their appearance (and size) is somewhat similar. The bosses don't have the floating skulls aura. You can receive full loot from each type of boss only once a week, whereas you can be killing mutants for loot all the time. You can't make anything mutate into a boss.

Don't confuse minibosses with mutants. Only the adventure thug, the adventure fireman and the Quest Boss of Jurassic are minibosses. Minibosses are more powerful than mutants, but they yield no substantial loot.

Breaking into a dash[]

When infected sense players, they will get alert and may dash towards them in pursuit. The probability of a zombie running up to you is described by: [1]

Rank / Difficulty[]

Infected also have levels determining their ranks. The ranks are indicated by a little diode to the left of the infected's health bar, using the usual quality colors (no diode for the standard rank, then green for blue, violet and finally orange for the legendary ranklegendary). The rank describes the combat attributes of the infected (particularly toughness, but there are also 10% increments of damage dealt). The tougher infected yield more experience points and a more generous loot when killed. Each secret passage contains mostly the legendary infected, but they can also be found in other constant spots (bosses appear only where there are legendary infected). The rank of particular infected is constant, stems from the squad they're part of and it is also preserved after they respawn.

Levels Damage
1-5 normal +0%
6-10 tough +10%
11-15 highly tough +20%
16-20 exceptionally tough +30%
21-25 legendary +40%
legendary of level 26 and above Depends

Special Types[]

Names listed below are official[2] other than "Exploder". Depending on their aggression towards the player, each special infected also gets new powers.

Infected Health Damage Ability
Pusher
Catapult
500 to 2500 Depending on its level. Moderate, (Slow Attack) Can grab other infected and push them in a sliding movement, usually in your direction so that they can attack you.

They may even push special zombies (including other Catapults), but not bosses. Stomps and pulls multiple nearby zombies, to push/throw towards the player, when aggravated or damaged enough gets a +30% Movement speed for 10 Seconds.

Monster35
Unstable
/Exploder
220 to 440 Depending on level. Moderate When it reaches 0 health, it will explode in a large radius at a second's notice. The blast deals physical damage and poisons (toxifies) the player for 20 seconds. It also pushes out, and stuns nearby zombies and players that are caught in it. The severity of the effects depend on how close the player or infected was to the epicenter. The projection can reach 5 meters.

The unstable can also 30 - 150 toxic damage in melee combat, depending on its level.

Monster37
Crawler
310 to 930

Depending on level.

Very Low Dives to nearby player and highly slows the player. Has reduced attack range.

Reduces player's movement speed, and it stacks. - 90% Movement speed.(When standing on top of the crawler).

- 50% Movement speed.(When it grabs) 5 Seconds duration.

Monster38
Puker
250 to 1000

Depending on level.

Low Has a range of 4 by 4 meters, and has a 2 by 2 meter area of effect Vomit, that increases damage dealt by zombies by 2x, and adds toxic damage, and 50% less movement speed. The vomit effect lasts for 5 seconds, while increasing aggro to 1000% during that duration and it refreshes continually if the player is hit by any infected before it expires.
Monster39
Avenger
300 to 600 depending on level.(Normal Mode)

500 to 1000

Depending on level.(Slightly Agitated)

1000 to 3000

Depending on level.(Fully Enraged)

(Low - Slow double attack)

(Moderate - Average attack speed)

(High, fast attack, massive melee damage)

When they sense combat nearby, they become progressively irate (1-3 infected killed in their presence will make them progress to the next stage of agitation). Their combat attributes increase significantly and they start to mildly square up to the player in the 2nd stage. In the 3rd stage they become enraged, their toughness and the damage they deal become enormous. They will start chasing and attacking nearby players and infected, till they kill them or pick another target. When picking a new target, they emit a startling impetus to a ring-shaped area (it doesn't include the immediate proximity of the avenger) which can stun players for 1 second. The avengers will calm down back into their standard stage if the other nearby combat and player presence ceases.

They can also mutate, which is a mechanism separate from agitation. Mutants receive a further increase of their already immense combat capabilities.

Killing the avengers as the first infected around will prevent them from getting irate.

If they get irate, using blinding (for instance with a board game item) will negate all the massive damage they deal. All forms of stunning - like freezing - will help as well.

Monster40
Screamer
300 to 900 Depending on level. Low Calls a new infected (which does not give experience when killed nor drop items and won't count toward passage-unlocking tallies).

Can perform a 3 by 3 meter wide area-of-effect Stun on multiple players. The stun lasts for 2-5 seconds.

Monster42
Protector
900 to 2700 Depending on level. Moderate Damage to nearby zombies will be reduced by 50% and the damage will be transferred to the protector as piercing damage.

If a Player attacks another zombie close to the protector, if agitated enough, the protector will charge at one of the players and push other zombies/players out of the way. The effect of that is a 3 by 3 meter wide area-of-effect Stun that lasts for 4 Seconds, and physical damage that is 3x higher than regular.

Monster43
Tracker
550 to 1100 Depending on level. High 100% Attack chance, - 50% Movement Speed, for five seconds, the Tracker is capable of spotting players from multiple meters away, due to having the highest sight among all zombies.(Except for Enraged Avengers)

Chance to dodge or block player's attacks, when there is enough Aggro.

Bosses[]

Most of the "Special" Infected above also have a boss form, which may resemble a mutant except bosses never have the floating skulls aura. These bosses have deadly attacks and an extremely large amount of health points.

Dead Peruvian[]

The Dead Peruvian is a strong infected who wanders the map. Each map at any time has exactly one one Dead Peruvian. It is not a mutant nor a boss, but it resembles both in that it It is tough and deals significant damage, but yields very generous loot, which may include reputation and experience vouchers. Unlike with bosses, there are no limits on how much loot can be obtained from Dead Peruvians weekly. When killed they will immediately respawn somewhere else in the zone.

Infected Health Damage Ability Secondary Ability
Peruvian zombie
Peruvian / Adventurer
3000 to 4000 Hp. 100 to 200 damage.


Massive Damage.

Higher speed with 15 second duration, avoids players.

20% of gaining conterattack when struck.

When killed yields multiple, often rare items to players often rare items, and survivor gear and etc.


Themed Infected[]

"Of course, getting rid of one of them will allow you to pick up particular items, such as firearms on Military Infected or fish on a Fisher Infected! Moreover, it is possible that one of them spreads its theme like an infection, contaminating the nearest objects’ containers. So, find out which ones might hold the resources you are interested in and look for the places where you are most likely to find them."[3]

Infected Health Damage Ability Secondary Ability
Firefighter zombie
Firefighter
Moderate to Extreme High to Very High 100% Attack chance, Deal 10+ to 50+ Fire Damage.

(Sets itself on fire.)

Boss Version:(Adventure)

Deals 80+ to 120+ Fire Damage, and 20% Chance to inflict flammable on players in a 3 by 3 meter AOE.

(Warning, This boss can one hit you, if your not careful).

30% Chance to deal critical hit.(Double damage)

Fire Resistance, 90%. 20% chance to 0m to +1m projection.

50% Attack speed. (Passive)

Farmer zombie
Farmer
Moderate Average Inflicts toxic resistance for 12 Seconds, can stack on occasion. Minor physical resistance. (20%)
Nurse zombie
Nurse
Moderate Low 100% Attack, guaranteed to heal 50-100 hp per strike, 4 by 4 meter wide AOE Heal, upon death, heals 50% of Other Zombie's hp, and adds +40 - 200 hp depending on level of the nurse. High chance of dropping medicinal items.
Doctor zombie
Doctor
Medium Average Inflicts toxic status, 5-10 Seconds, can stack and become 40+ Toxic damage per second, (Warning, Can deal massive toxic damage). Moderate Toxic Resistance. (40%)
Quaterback zombie
Quaterback
High Average - Moderate. 20% Attack Chance to +4 Projection on the player, can stun for 3 Seconds. if the player hits a wall, player will also take 40 Physical damage. 50% Move speed, (Passive)

70% Physical resistance.

Cheerleader zombie
Cheerleader
Medium Average 20%+ Attack speed. (Passive)

10%+ Movement speed. (Passive)

20% Physical resistance.
Electrician zombie
Electrician
Very High High Deals 30+ Electrical damage, with High Critical hit chance, and 20% Stun chance. 90% Toxic Resistance.

90% Fire Resistance.

90% Electric Resistance.

50% Cold Resistance.

50% Physical Resistance.

20% Resilience.

10% Resistance.

Soldier zombie
Soldier
High Very High 25% Chance to stun the player, and can deal really high damage.

35% Chance to deal critical hits.

(Critical hit has 50% Chance to stun)

(50% More damage dealt to stunned players)

Move speed + 30% For 8 seconds after hitting player.

40% Resistance.

60% Physical resistance.

Lumberjack zombie
Lumberjack
Very High Moderate 30% Attack Chance to do - 2 Meter projection on player. 40% Attack speed, can gain counter attack,

30% Movement speed, activated after doing Minus projection on player, for 6 seconds.

Antibacterian zombie
Antibacterian
High Moderate 60% Chance to inflict flammable, (Warning, Drains water from players 50% Faster). 90% Toxic resistance.
Cop zombie
Cop
High Moderate 40% Attack chance, to activate 4 by 4 meter wide AOE Medium shield. (Shield, 4-7 Charges). 30% Physical resistance,
Fisherman zombie
Fisherman
Average Moderate Inflicts wet status for 30 Seconds, 20% Attack chance to inflict 20+ Electric damage, with a 4 Second stun. 20% Movespeed, (Passive).
Biker zombie
Biker
High Moderate, to High. Counter attack some hits taken, deals twice more than the average damage. 30% Move speed, 20% Chance to activate, upon hit taken.
Thug zombie
Thug
High High 30% Chance to activate counter attack, when struck. Deals additional 20+ Physical damage.

Boss Version:(Adventure)

90% Chance to activate counter attack, when struck.

Deals additional 60+ Physical damage.

(Warning, this boss can hit fairly fast and kill players in a short time).

30% Physical resistance.

(Adventure boss, 60% Physical resistance, and 3X to standard Abilities).

Inmate zombie
Inmate
Moderate Average.

(Very fast attack speed)

100% Attack speed. (Passive.)

20% Movement speed, 5 second duration, when struck.

50% Chance to counter attack, deals 2x of its normal damage on occasion.

20% Physical resistance.
Fast food zombie
Fast Food Worker
Moderate Average N/A 70% Chance to drop 4-12 Food Items.
Cowboy zombie
Cowboy
High Average N/A Chance to drop Guns.
Swimsuit zombie (female)Swimsuit zombie (male)
Swimsuit
Moderate Average 100% Attack Chance, Drain 5 - 25 Stamina, depends on level. 20% Attack speed, (Passive)
Tourist zombie
Tourist
Low Low 100% Attack chance, drain 10 Stamina. N/A

Gallery[]

References[]

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