zombie Z
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Health | 80 |
Defense | 0 |
Accuracy | 120 |
Damage | 7-12 |
Regen delay | 0 |
Movement delay | 100 |
Attack delay | 100 |
Attack pattern | Normal (sword) |
Behavior | |
Ability | Release rot gas instead of bleeding Release rot gas on turn Does not regenerate |
Monster Class | Undead |
Typical Starting Depth | 11 |
The zombie is the accursed product of a long-forgotten ritual. Perpetually decaying flesh, hanging from its bones in shreds, releases a putrid and flammable stench that will induce violent nausea in anyone who inhales it. |
Zombies are monsters of the middle depths, notable for releasing nausea-inducing gas every turn and upon getting hit. This gas causes monsters and the player to become nauseous and have a 25% chance of vomiting profusely instead of taking a turn.
Zombies' high HP makes them hard to finish off in melee, and if fought this way, zombies will leave the player nauseous for quite a while after the fight. However, Zombies' low attack power and defense makes them easy targets, and not especially threatening enemies, especially if one wears Armor of Respiration.
In general, it is best to not light a zombie on fire unless the zombie can be escaped from until it dies from the burning. The rot gas produced by the zombie is constantly generated, and as such, the zombie will gain the qualities of a Flamedancer until its demise. Burning enemies sustain 1-3 damage per turn that they are on fire, and Zombies have 80 HP. This means that on average, Zombies will take 40 turns to burn out.
As an ally[]
Zombies are never found captive in the dungeon, though they can be dominated. This is somewhat a waste, as the only property of a zombie that makes the zombie a pain to fight is the rot gas - and the allied zombie will continue to follow you and place you under the gas's effect.
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The charming inhabitants of the dungeon:
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