Infected Zombie

From the Fear Nightfall wiki · Sleepy Hollows
Infected Zombie
Infected Zombie
ModSleepy Hollows
TypeHostile
Health30 ♥×15
Attack damage5
Armor1
Speed0.23
Follow range35
Size0.6 × 1.95 blocks
XP dropped5
Spawns in1 biome
CategoryMonster
IDsleepy_hollows:infected_zombie

The Infected Zombie is a hostile mob added by the Sleepy Hollows mod. It is a zombie variant that appears only in the Sleepy Hollows biome. It has 30 health, which is 1.5 times the 20 health of a vanilla zombie, and it attacks for 5 damage with an iron sword. It is one of the main sources of Spectral Essence, the currency used for much of the mod's crafting and rituals.

The mob fits the pack's horror theme. The Sleepy Hollows biome drains the player's Sanity meter, and the Infected Zombie is the enemy that players meet most often while the drain is active. Unlike vanilla zombies, it does not burn in daylight.

Spawning

Infected Zombies spawn naturally in the Sleepy Hollows biome, which is a sub-biome placed inside several vanilla forest and taiga biomes. The biome's monster list gives the Infected Zombie a spawn weight of 95 and a group size of 4, so the zombies usually appear in small groups.

Infected Zombies are not sun-sensitive. They do not burn in daylight, so they can be met at any time of day. They use the standard hostile-mob light rules and spawn on the ground in darkness. The mod registers the spawn placement for the entity type globally.

The pack makes the Sleepy Hollows biome more common than in the base mod. Before this change, the nearest Sleepy Hollows biome was about 2.6 km from a typical spawn point, which made the biome easy to miss.

Infected Zombies are also summoned by the Fleeing Pumpkin Head. When that boss reaches 75% and 25% of its health, it summons five "Hauntbound Aggressor" minions. These are Infected Zombies with a renamed display name, a Spectral Jack o'Lantern on the head and a Spectral War Axe in hand.

BiomeModWeightGroupCategoryBiome share
Sleepy HollowsSleepy Hollows954–4monster1.89%

Behavior

Infected Zombies are a subclass of the vanilla zombie, so they keep the zombie's targeting and melee logic. The mod changes the following:

  • Equipment: Every Infected Zombie holds an iron sword in the main hand and wears a Spectral Jack o'Lantern on the head. There is a 30% chance that it also holds a Spectral Lantern in the off hand. The equipment does not change the mob's stats.
  • Stats: 30 health (15 hearts), 5 attack damage (2.5 hearts per hit), 1 armor, a movement speed of 0.23, and a follow range of 35 blocks. The large follow range means that the mob notices a player from far away and keeps tracking them.
  • Status immunity: Infected Zombies cannot be affected by the Infected status effect. The effect does not damage them, even when they are hit with a Shatterbrand or stand on an infected flower. Infected Zombies do not apply Infected to players on hit.
  • Sun: The mob is not sun-sensitive and does not burn in daylight.

An Infected Zombie has no phases or special abilities. Its danger comes from its health, its group size, and the continuing Sanity drain while the player fights in the biome.

Drops

Infected Zombies always drop 0 to 2 Spectral Essence. This is the main reason to hunt them, because the essence is needed for Luminous Water, Hauntbound Armor and the Horseman ritual.

When a player kills an Infected Zombie, there is a 2.5% chance that it also drops one of three items: an iron ingot, a carrot, or a potato. If the zombie is on fire when it dies, the potato drops as a baked potato. The chance is low, so these drops should not be relied on as a food or iron source.

ItemAmountConditions
Spectral Essencex0.0-2.0
Iron Ingotkilled_by_player, random_chance
Carrotkilled_by_player, random_chance
Potatocooked if on firekilled_by_player, random_chance

Tips

  • Fight Infected Zombies in small groups at a place with an escape route. Each has 30 health and deals 5 damage per hit, so a group of four can deal serious damage in the open.
  • Keep Sanity high before going into the biome. The drain is twice as fast at night as during the day, so a night trip costs much more sanity.
  • Place a Spectral Lantern or another sanity light near a base or a route through the biome. Players standing within 4 blocks of a sanity light do not lose sanity to the biome's drain.
  • Eat Luminous Water or other sanity food when sanity starts to fall, instead of waiting for it to reach zero, which triggers the Insanity effect.