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Data tables

The infected

Types of infected

The ordinary infected and the special kinds. Sight is how far one notices you in daylight; hearing multiplies how far every noise you make carries to it. Share is how often each special turns up among specials.

Walker260Shambles125 ftx1x1
The ordinary infected.
Runner180Sprints213 ftx1.3x1
Faster and keener than a walker, but easier to put down.
Bull650Walks fast148 ftx1x2.42
Charges from 23 to 66 ft away and knocks you down for 3 seconds. It wrecks vehicles 3 times as fast.
21%
Springer220Sprints197 ftx1.4x1.2
Leaps 8 to 18 ft, pins you for 2.6 seconds and does 18 damage on landing.
28%
Swell300Shambles115 ftx1x1
Bursts 1.2 seconds after you come within 7 ft 10 in: 30 damage out to 20 ft and 8% to 16% infection.
21%
Crier200Runs180 ftx1.6x0.6
Screams when it sees you within 148 ft. Every infected within 295 ft hears it and 3 to 5 more come. It keeps 39 ft away from you.
14%
Chorister420Walks fast164 ftx1.2x0.8
Stands back 46 ft and gets up to 2 fallen infected within 72 ft back on their feet, every 12 seconds.
7%
Beeper240Walks fast131 ftx1.2x0.7
Clicks as it walks, faster once it has your scent. It splits 9 to 15 seconds after you come within 92 ft, on contact, when it dies, or at once when you hit it in the chest or throat. The spore cloud spreads to 25 ft across, drifts with the wind and lasts 24 to 36 seconds: up to 3 damage and 0.5% infection a second inside it unmasked, and it chokes the other infected too.
10%

By day about 12% of the infected are runners. About 8% are a special kind, more where the danger is higher.

A body stays on the ground to search for 90 seconds.

Day, night and their senses

What changes how easily the infected find you.

Night
From 21:00 to 05:00 there are 1.5 times as many infected and 35% of them are runners.
Sight in the dark
They see 55% as far at night.
A flashlight
Shows you from 1.35 times their daylight sight. Headlights at night: 1.6 times.
Crouching
An infected that is not already after you sees a crouched survivor 70% as far.
Rain and fog
When the weather cuts their sight they listen harder: hearing is 1.1 times as sharp in clearing rain, 1.1 times as sharp in fog, 1.3 times as sharp in rain.
Snow
In snow and blizzards they move at 85% of their usual pace.

How far noise carries

The distance at which an ordinary infected hears each sound in calm, dry weather. A type's hearing multiplies it, and walls and floors dampen it. Each weapon's own noise is on its page.

24 rows
Crouch-walking8 ft
Standing still10 ft
Whispering on voice chat13 ft
Hunting Crossbow20 ft
Walking23 ft
Air Rifle33 ft
Pneumatic Nail Gun39 ft
Talking on voice chat46 ft
Running49 ft
Sprinting82 ft
A suppressed shot92 ft
VSS Suppressed Rifle92 ft
AS Val92 ft
An idling engine98 ft
Shouting on voice chat154 ft
Bottle-Can Rifle230 ft
Pistol shot312 ft
Submachine gun shot361 ft
A horn427 ft
Shotgun blast459 ft
Rifle shot492 ft
Machine gun shot558 ft
Sniper rifle shot656 ft
An explosion853 ft

A moving vehicle adds 1.8 ft for every mile per hour of speed, and up to 82 ft more at full revs.