Select one difficulty record
Use the difficulty shown for the current match. This page follows Nightmare as one selected record. It does not blend values from the other profiles or turn the four difficulties into a score.
Nightmare applies 1.5× incoming zombie damage. Its outgoing melee, firearm body, firearm head, and firearm limb fields are each 1×. A found firearm uses a 25% minimum and 60% maximum ammunition ratio, while a loose ammunition box uses 60%. The current Difficulty Bonus is 1.5×.
Nightmare
Read this record on its own. Every value below belongs to the current Nightmare profile.
- Incoming zombie damage
- 1.5×
- Outgoing melee
- 1×
- Outgoing firearm body
- 1×
- Outgoing firearm head
- 1×
- Outgoing firearm limb
- 1×
- Found-firearm ammunition
- 25% minimum to 60% maximum
- Loose ammunition boxes
- 60% amount
- Difficulty Bonus
- 1.5× for Account XP and Character XP
- World-marker distance
- 1×
- Respawn
- No automatic respawn
- UI
- Reduced UI; persistent UI aids are off
The default planning answer is to enter Nightmare only when the team accepts reduced UI, tighter ammunition, stronger incoming contacts, and no automatic respawn. The reward is more Account XP and Character XP through the Difficulty Bonus. The cost is not a general “harder enemies” label; it is the set of fields in this one record.
If the match shows another difficulty, stop using these numbers and read that profile separately. Normal or Expert skill tiers are Responder upgrades, not difficulty settings, and must not replace the selected match record.
Calculate one Nightmare contact
Take one current Walker Basic record with 20 base health damage and a Responder at 100 HP. Apply the selected incoming multiplier before counting hits:
adjusted incoming damage = base attack damage × incoming zombie damage multiplier
20 × 1.5 = 30
The downing hit rounds the health division upward:
downing hit = ceiling(100 / 30) = 4
Three hits leave 10 HP. The fourth reaches zero or below and downs the Responder. The calculation says nothing about whether the attack connects, how quickly another zombie arrives, or whether armor changes the contact.
One 100 HP Nightmare contact
A 20-damage Walker Basic becomes 30 health damage. At 100 HP, three registered hits are survived and the fourth downs the Responder.
A 100 HP target still needs 100 base firearm-body damage because this selected profile applies a neutral 1× outgoing body multiplier.
Use the Walker record when the visible attack is Basic. A Heavy, Lunge, or Grab is a different input. Use the zombie threat mechanism for its range, stability, and Grab boundaries before applying the selected difficulty multiplier.
Read outgoing damage separately
Outgoing and incoming damage use different fields. Nightmare leaves all four outgoing fields at 1×, so this profile does not change a selected weapon’s base melee, body, head, or limb damage.
For a 100 HP target and a 1× firearm-body multiplier, the required base body damage remains 100 / 1 = 100. That result does not say that every weapon deals 100. Start with one weapon, one distance, and one hit location, calculate its base result, then apply this selected profile’s matching outgoing field.
The weapon combat mechanism supplies firearm falloff, connected projectiles, or ordered melee contacts. The Inventory query supplies the selected weapon and ammunition relationship. Neither page should be used to infer a different difficulty profile.
Plan ammunition and rewards
Nightmare’s found-firearm range is 25% minimum to 60% maximum, and its loose ammunition-box amount is 60%. These are ratios applied inside the game’s ammunition records. They do not reveal the undisclosed base roll, a rounding rule, or the exact number of cartridges that one future pickup will contain.
Treat an unsupported firearm as a larger commitment under this record. Keep compatible ammunition already in the weapon or Inventory, and use the weapon and ammunition guide for the next carry decision. Do not multiply magazine capacity or carried rounds by these pickup fields.
The 1.5× Difficulty Bonus is shown against the game’s Account XP and Character XP labels. It is not a Credits, Critical Supplies, item-drop, or ammunition multiplier. Early Extraction still awards no Credits, and Solo Practice still awards no Credits or experience; a difficulty bonus does not override those mode and exit results.
Keep enemy, UI, and marker fields separate
Nightmare says that plenty of zombies wear body armor or carry shields and that plenty of Prime Zombies are present. “Plenty” establishes the selected profile’s qualitative presence tier. It does not state a room count, spawn percentage, wave composition, armor damage reduction, or Prime health formula.
The selected profile also turns on reduced UI and leaves persistent UI aids off. Its world-marker distance scalar is 1×. The neutral distance scalar does not cancel reduced UI or promise that every marker is visible. Read the active objective and the markers the game actually shows.
What the Nightmare record proves
Enemy presence
Plenty of zombies are wearing body armor or carrying shields. There are plenty of prime zombies. These are game labels, not spawn counts or percentages.
Ammunition
The minimum, maximum, and box fields are ratios. They do not state the base roll or rounding rule for one pickup.
Navigation and UI
The marker-distance field is 1×, while the same record turns on reduced UI. A neutral distance scalar does not promise that every marker remains visible.
Death and rewards
No automatic respawn is present. The 1.5× Difficulty Bonus belongs to Account XP and Character XP labels; it does not multiply Credits, Supplies, or item drops.
Use the Maps query for one map’s mode, sessions, objectives or Survival zones, and extraction transport. Difficulty does not change that map roster or create a new route. During Survival, the speaker-defense plan still follows the live zone and warning; the qualitative enemy labels do not supply a wave count.
Respect the respawn boundary
Nightmare has no automatic respawn. A dead Responder is permanently lost unless an equipped Rescue Beacon applies. The Beacon preserves the Responder, loses the loadout, and is consumed.
This is a death result, not a downed-state shortcut. While the Responder is downed, ordinary revive and Revive Syringe rules still apply. The selected difficulty does not change the current published downed time, downed-health, or revive-speed fields.
Use the death and respawn mechanism for the Rescue Beacon and uncertain extraction-phase or team-wipe boundaries. Use the survive, revive, or respawn guide when the contact has already happened and the team needs one next action.
Use the result in the next run
For the fixed Nightmare case, disengage before the fourth registered Walker Basic hit. Keep a weapon whose ammunition is already supported, regroup before optional searching, and treat the loss of automatic respawn as a Responder-stake decision before matchmaking.
If the run fails because incoming damage was misread, recalculate with the exact attack. If it fails because ammunition ran out, reduce the unsupported weapon commitment. If reduced UI split the team, slow the route and read the live objective together. If the permanent-death risk was unacceptable, choose another difficulty before risking the same Responder again.
The game does not state exact armored or Prime spawn counts, armor damage reduction, pickup rounding, a guaranteed marker set, credits scaling from the Difficulty Bonus, or special Survival Wave 3 respawn behavior. Use the mode and difficulty plan before the next run when the selected risk or session needs to change.
These values apply to Hotfix 1.0.4.0. The game facts were checked on September 3, 2026.
