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The Characters in are Survivors that are player controlled and Zombies that are controlled by the computer (AI).

Contents

[] Survivors

A Survivor player

Every player begins as a minimally equipped and notably unarmed survivor washed ashore on the coast of . With only rudimentary gear, it's essential to supplies and arms to survive against basic needs like hunger and thirst, as well as hostile enemies.

[] Starting

Starting equipment consists of:

  • 1 - equipped as a sidearm, default key binding L toggles flashlight on or off. Use as light source only when necessary, as it can attract attention of hostile survivors. It does not, however, alert zombies.
  • 1 - used to stop , which causes you to lose over time.
  • 1 - used to cure (impairs ability to aim).
  • 1 - your personal storage inventory. Note that you must take items out of your backpack before being able to use them.

Male Survivors have 3 different skins (Female Survivors have one), all of which consist of a black baseball cap and tactical vest. Survivor skins are not saved with character data and can change on every server log in.

[] Supplies

A survivor must stay hydrated, fed, warm and healthy. Ignoring these basic needs will cause loss of or other ill effects, which will severely hurt survivability in the long run.

[] Hydration

The survivor will need to stay hydrated. This need can be satisfied by drinking cans of soda or water from a refillable . Not fulfilling this need will cause you to lose blood over time. Be wary of drinking non-boiled water from canteens, as there is a chance that you may contract a disease. To boil water, one needs a filled water canteen, an empty soda can, or an empty tin can, and a lit fireplace to cook it over.

[] Food

Food can be found as either in residential areas and supermarkets, or harvested as meat from dead . Not fulfilling this need will cause you to lose blood over time. Eating food is also the only way to regain lost blood, other than by having another player treat you with blood bags.

In order to harvest and cook meat, the survivor needs a , (harvested from forested areas with a or found from scavenging), and a . Raw meat can be harvested from various animals such as boars and cows, which must be killed and butchered. The raw meat must then be cooked to make by using a . A lit fireplace creates both light and smoke, which can attract the attention of zombies and other survivors, especially at night.

[] Medical supplies

Basic common supplies – , and – can be found on dead zombies, as well as in residential areas, supermarkets and many other buildings. Better medical supplies – , , and – can be found in and military locations such as hospitals, medical or military tents and military areas. They will also drop at helicopter crash sites, and the Epi-Pen and Morphine on military zombies. The rarest can only be found in hospitals or helicopter crash sites. Please note the following. Blood Bags and Epi-Pens cannot be applied to oneself; they can only be applied to other players.

[] Combat

One of the first things every survivor usually spends time acquiring is a weapon. Weapons suitable for killing enemy targets include the two tools used as melee weapons (the and ), and any firearm or explosive weapon, ranging from common pistols to rare specops-quality weapons and equipment though melee weapons are preferred so they do not attract hordes.

[]

Zombies, often referred to as Zeds.

Can be alerted from a range of movement, and sights. Attracted in large numbers by loud gun shot fires. Can also be used as an indicator to survivors in the area if they are running at someone. Dead zombies can be a good indication to whether there are any survivors in your area. Zombies can be dangerous in groups, where a single gunshot can attract a horde of zombies rushing your way. When indoors, zombies slow down to their default walking speed, making buildings a very important strategical location when being chased by a small group of zombies.

[] Survivors

Survivors are other human players in the game. If you choose, you can kill players to gain more equipment, food, or water fundamental for your benefit. Regardless, you should always be cautious when approaching a fellow survivor, as you will not know their intentions towards you or your group.

[] Bandits

A Bandit player

Survivors who kill other survivors are known as bandits. A bandit gains a bandit scarf (a "Shemagh" or ghutrah in Arabic) for killing other players or having low . The term Bandit is used to refer to players who enjoy the thrill of the kill or the looting of players' corpses. Technically, any player who fights against other players can be considered a bandit. In newer versions when a player aims at a bandit from a certain range, the shooter hears a constant heartbeat sound. The quicker the heartbeat, the lower the player's humanity. However, just because you don't hear a heartbeat when aiming at a player doesn't mean they haven't committed any murders.

Sometimes you will be branded as a bandit even though the opposing player shot first. This is because the humanity system only detects if you were hit by their shots first. If you were shot at but not hit and then kill the player that shot at you, you will lose humanity.

[] Heroes

A Hero player

Heroes are survivors who have contributed to the other players by giving them blood transfusions, bandaged them, given them morphine etc. These survivors are identifiable by their blue striped shirt. You can reach "Hero status" by reaching 5000 .

From zero Humanity, you would need to give another survivor 20 or 250 , , or (or any combination thereof) to achieve hero status.

Players who become Heroes also gain the perk of being able to run slightly faster than Survivors and Bandits(before panting, then they run at similiar speeds, so heroes make good short range sprinters). They also have a bullet resistant vest that will block most low calibre bullets such as makarov or m9 rounds. You will still receive shock, however you will not take any damage nor bleed.

These players usually don't kill survivors unless in self-defence. Some heroes go out of their way to hunt down bandits.

[Glitch] Heroes gain 150 humanity every 20 minutes.

[Bugs] As of 1.7.2.6 Heroes lose all humanity on login. They also briefly flash to the 'debug plains' on login like they are changing skins. This regenerates all partial magazines in their inventory. When logging out, Heroes make a 'falling over dead' motion, which can cause instakills on future logins. Sometimes the hero can 'split' leaving a standing corpse copy of themselves where they login, which is also lootable.

[] Tips

Grouped players (both survivors and bandits) often raid (Cherno) and (Elektro) - the two biggest cities along the south coast. Another big target for survivors is , one of the biggest towns in the North. Heading to these cities unprepared can be risky, though they are often scavenged by freshly respawned players before heading north. Looting high value military targets can be very dangerous. Enemy bandits will often take up positions to snipe anyone looking to loot. Extra precautions should be taken when around:

Watch out for survivors carrying scoped or military-grade weapons; these players are rarely out there to kill just zombies. Player-made fortifications such as sandbag walls, barbed wire, or tank trap obstacles can also identify a location frequently visited by other players. Barbed wire can be dangerous to players if they try to jump over it using the vault key (default V), but it will not stop zombies.

Most survivors head north after gathering immediate supplies or immediately upon respawning. Grouping in Chernarus can be difficult, so it is advisable to avoid any size of groups of survivors you don't know.

[] See also

[] Zombies

Two "walker" zombies roaming Elektro

Zombies are the inhabitants of the post-Soviet satellite state of which have succumbed to an infection that has devastated most of the world's population. They feed on players and are able to hear and see them. Getting too close, using a bright light source at night, and making too much noise will draw them to a player. About 35% of zombies have loot on them.

On civilian zombies you can find , , and , and rounds for common like the and .

On military zombies you can find ammo for rare weapons, for example AK or STANAG. They also have a chance of dropping HE and Smoke Grenades.


[] Types of Zombie

  • Walkers: These zombies stand upright and walk slowly. They run very fast at the player and are often hard to hit. They are the most common type of zombie.
  • Hoppers: These zombies are crouched and hop towards the player at a medium speed flailing their arms once aggroed, they can be hard to see and often blend in with grass on approach.
  • Crawlers: These zombies are the rarest and are in prone position, they can be very difficult to see in the grass and are the quickest of zombies when they aren't aggroed. However, this is the slowest zombie when they are aggroed. These may be mistaken as players from a distance because of their similar animations.

[] Zombie Facts

[] Zombie Spawns

  • Zombies can spawn from almost every kind of building, and they can also spawn inside them.
  • When approaching a spawn zone (buildings) with no other players nearby, zombies will spawn and start heading towards the player's general direction.

[] Idle Zombies

  • Zombies have a programmed propensity to move towards a nearby player; they will continuously sense and move towards a nearby player's general location after a short while after arriving in their spawn zones, which can be observed if remaining in a town or other heavily built area for long periods.
  • Zombies investigate lit fireplaces and other sources of light such as flares up to 300m from their position. However, zombies cannot detect flashlights.
  • Zombies will investigate thrown items and smoke grenades at shorter distances.

[] Aggressive Zombies

  • Zombies will always close in and attack the closest player, and will change targets if another player is closer to them than the original target.
  • Zombies are not socially active, or grouped, so aggroing of one zombie will not cause others to aggro.
  • Zombies can be lost by breaking their line of sight, but they will continue to investigate players' last known locations and the area; going prone after leaving their sight can lose zombies, especially during nightime.
  • Zombies stop chasing players when they are more than 300m away.

[] Zombie Movement

  • Zombies can climb ladders, open doors, climb over (or glitch through) some objects, and crawl under fences and walls.
  • Zombies currently must walk when they are indoors, making large warehouses and other open buildings ideal for losing them.
  • Zombies are extremely slow at climbing steep hills, allowing a chance for the player to break their line of sight.
  • It is possible to shake zombies by zigzagging through evergreen trees, breaking the zombie line of sight and crouch/crawl away.
  • Zombies currently will not go anywhere over water (piers, wharves, etc).

[] Zombie Damage

  • Zombies do little damage on their own but often cause status effects like , , or ; and, occasionally, .
  • Zombies can knock you in one hit if you're under 9000 blood, or if the hit took you under 9000 blood.
  • Zombie swarms attacking players in a building may very rarely destroy the building.
  • Zombies can hit you (and you can hit them with a melee weapon) when they may appear to be too far away.

[] Zombie Health

  • Zombies have about 4400 blood.

[] How the Zombie Pathing works

When you first see zombies shambling around town, they are spawned by the server and every client receives their position from the server. It is still unconfirmed if the model is always the same for every player the same way player skins are random when you log in and out.

Once you aggro a zombie and he starts moving towards you, your local machine takes over the zombie's pathing and relays the position to the server, which then relays it to other players. Because of this mechanic, zombies can often appear as lagging, even at low latencies to the server.

This is done to ease the load on the server. If the server did the pathing every time a zombie was aggroed, performance would decrease notably.

[] Possible Upcoming Zombie Types

No new zombie types have been confirmed by Rocket or any other member of the DayZ development team yet.