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.
| Walker | 260 | Shambles | 125 ft | x1 | x1 | The ordinary infected. | |||
| Runner | 180 | Sprints | 213 ft | x1.3 | x1 | Faster and keener than a walker, but easier to put down. | |||
| Bull | 650 | Walks fast | 148 ft | x1 | x2.4 | 2 | Charges from 23 to 66 ft away and knocks you down for 3 seconds. It wrecks vehicles 3 times as fast. | 21% | |
| Springer | 220 | Sprints | 197 ft | x1.4 | x1.2 | Leaps 8 to 18 ft, pins you for 2.6 seconds and does 18 damage on landing. | 28% | ||
| Swell | 300 | Shambles | 115 ft | x1 | x1 | Bursts 1.2 seconds after you come within 7 ft 10 in: 30 damage out to 20 ft and 8% to 16% infection. | 21% | ||
| Crier | 200 | Runs | 180 ft | x1.6 | x0.6 | 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% | ||
| Chorister | 420 | Walks fast | 164 ft | x1.2 | x0.8 | Stands back 46 ft and gets up to 2 fallen infected within 72 ft back on their feet, every 12 seconds. | 7% | ||
| Beeper | 240 | Walks fast | 131 ft | x1.2 | x0.7 | 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-walking | 8 ft |
| Standing still | 10 ft |
| Whispering on voice chat | 13 ft |
| Hunting Crossbow | 20 ft |
| Walking | 23 ft |
| Air Rifle | 33 ft |
| Pneumatic Nail Gun | 39 ft |
| Talking on voice chat | 46 ft |
| Running | 49 ft |
| Sprinting | 82 ft |
| A suppressed shot | 92 ft |
| VSS Suppressed Rifle | 92 ft |
| AS Val | 92 ft |
| An idling engine | 98 ft |
| Shouting on voice chat | 154 ft |
| Bottle-Can Rifle | 230 ft |
| Pistol shot | 312 ft |
| Submachine gun shot | 361 ft |
| A horn | 427 ft |
| Shotgun blast | 459 ft |
| Rifle shot | 492 ft |
| Machine gun shot | 558 ft |
| Sniper rifle shot | 656 ft |
| An explosion | 853 ft |
A moving vehicle adds 1.8 ft for every mile per hour of speed, and up to 82 ft more at full revs.