7 days to Die 3.0.

SuitUnique Mechanics and Bonuses
BikerBlade Mail: The suit contains "Spikes" that return damage to the enemy, stun, and knock down attacking zombies. Opens an additional modification slot for melee weapons.
Spec OpsFeel like a hero yet? Crafting phosphorus rounds that set zombies on fire. Recoil suppression. Reduced gunshot noise. Opens an additional modification slot for firearms.
AssassinVan Helsing: Automatic crossbow with a battery-powered drum. Stealth attacks with bows and crossbows ignore armor. Traps (spikes, barbed wire) do not inflict damage or slow the player down. Opens an additional modification slot for crossbows and bows.
FarmerGet off my lawn!: Spore plants that can be planted in regular soil like a tree. They create invisibility zones, disorient zombies, and force them to attack each other.
Nerd
Logistics Drones: Helper robots collect crops and fuel furnaces, campfires, workbenches, chemistry labs, and turrets with resources.
BanditWhat we do in the shadows? Invisibility for a few seconds when spawning in buildings. If the player crouches, zombies are guaranteed to lose sight of them for a few seconds. Killing a zombie with a single knife or machete blow to the back. Sleeping zombies do not wake up until attacked.
LawmanProtection Contract: Mandatory quests to defend trader buildings during the day (doors open). Regular salary in Dukes and the ability to buy level 6 weapons and armor from traders, as well as an expanded assortment and free food once a day.
HunterBeast Master: Animals are neutral; they do not attack or get startled unless attacked. Ability to tame a bear, coyote, cougar, or wolf as a "living turret." The animal follows the player and attacks zombies until it dies. You can "pick up" a bear into your backpack like a 4x4 jeep. "Fuel" it with meat and berries.
PriestDid you see that? See it? Crafting "holy water," which blocks the chance of infection and critical damage for a duration (stuns, fractures, bleeding). Blessed weapon mods based on silver ore, giving a chance to turn zombies to flight.
AthleteStamina instead of HP: When taking damage, stamina is consumed first. High dodge chance and a chance to knock back zombies with a melee attack. Eating and drinking in excess accelerates the healing of critical injuries.
ScavengerGetting by with little: Ability to create a well—an infinite source of clean water below ground level. Crafted only on clay or natural stone. Suit level determines the amount of water per day. Ability to loot plastic, leather, and cloth from zombies by hitting them. Chance to regain a repair kit upon repairing.
RaiderStealth Attack Master: Knocks gold teeth, loot bags, and treasure maps out of zombies much more frequently. Disables mutant special abilities with attacks. Banshees cannot scream, and police officers cannot explode or spit.
MinerWorkaholic: Ore does not count toward encumbrance. Pickaxe attacks have a chance to kill zombies with 1 hit to the head. Augur stuns zombies. Pickaxe modification: The pickaxe "consumes" iron ore from the inventory, increasing damage, knockdown, and dismemberment chances. Iron spikes placed by the player grant XP for killing zombies.
LumberjackGuy in a flannel shirt: Wood does not cause encumbrance. The axe has a chance to kill with one hit. Chainsaw stuns zombies. Wooden spikes placed by the player grant XP for killing zombies within the player's radius. Axe modification: Axes have "ammo"—each hit consumes wood but increases axe damage, knockdown, and dismemberment chances.
VagabondMaster of the Environment: Crafting an oil slick—a trap made of fuel, oil, and clay that burns for a long time, slows zombies passing through it, and has a chance to knock them down. Duracell Rabbit: Ability to craft a decoy that attracts zombies and explodes when destroyed, scattering them and inflicting bleeding. Iron Gut: Lowers the chance of poisoning and dysentery to almost zero regardless of the food consumed.
 
3. Phased Plot: Operation "Exodus"
Stage 1: Radio Silence and Burnt Forest
  • The Supplement: Farmer Bob was struggling to keep his farm afloat. A representative from Pop-n-Pills offered him an experimental "Growth & Vitality" livestock supplement at a fraction of the market price.
  • The Intent: Pop-n-Pills wasn't just selling meds; they were a distribution hub for Higashi Pharmaceutical's bacterial experiments. They needed a live, rural environment to test the bacteria’s effect on complex organisms (like the super-boar "Grace").
  • The Infection: The bacteria, optimized for rapid muscle growth, crossed the species barrier when Bob sustained a minor injury while handling the "over-energized" livestock.
  • The Spread: When Bob turned and attacked his neighbor, the infection was already a concentrated, mutated cocktail. Because it originated from a "trusted" pharmaceutical brand, initial responders treated the symptoms as a severe allergic reaction or drug-induced psychosis, allowing the bacteria to spread unchecked through the local medical system.

  • The player finds recordings at a radio station: the epidemic started at night; zombies hide in buildings and are weakened during the day.
  • Traces of napalm in the Burnt Forest—an army attempt to burn the infection.
  • The radio station was supposed to wait for a certain doctor and evacuate with him to an army camp, but it did not wait for him.
  • Rumor has it the doctor or his contact got stuck in a supermarket, and the people locked inside refused to let the contact out to avoid letting the horde in.

    Stage 2: The Doctor's Trail and the Supermarket
  • Searching for the doctor's assistant in the supermarket. Finding a unique NPC corpse or a unique box with a message.
  • The assistant sends the player to Dr. Karen Higashi's villa. In the basement of the villa are the doctor's documents, a map of army camps in Navezgane, and a message to the assistant saying he will evacuate to the camp in the Burnt Forest, having already taken all the bacteria data.
  • Heading to the military camp in the Burnt Forest. Finding the doctor's corpse, some data on the infected, and a message that the evacuation of Navezgane's VIPs will be carried out via Facility 99 in the northern biome (a medieval castle).

    Stage 3: Facility 99 (Northern Castle)
  • In the castle basement—indestructible doors and a horde of zombies and corpses.
  • A voice recorder from a corpse reports that the access code is the keycard of the commander of the southern military base in the desert.

    Stage 4: Southern Base
  • Clearing the base in the desert. In the commander's safe—keycard, access code, and information about the Duke.
  • The military was supposed to evacuate VIPs, including the Duke, but the Duke set up the military and fled with the Facility 99 tunnel map. The military reports that the Duke knows something and must be eliminated; also, the tunnel through Facility 99 is filled with hydrogen chloride, which turns into hydrochloric acid upon contact with the body.
  • Chemical protection is necessary.
    Stage 5: Gas Bunker, Hospital, and Corporate HQs

  • Passing through Facility 99 through the deadly gas requires crafting chemical protection or obtaining a ready-made suit at the Navezgane Hospital.
  • Optional: Go through the Crack-a-Book HQ for additional incriminating evidence.
    Stage 6: Confrontation with the Duke

  • Storming the casino. The Duke turns out to be a "king in a pigsty," who turns on a "Brain Fryer" stolen from corporations and connected to the antenna on the casino roof every week to control survivors.
  • Those who pay the Duke for protection get a chance to survive the seventh night thanks to his mercenaries.
  • The corporations themselves invented a bacterium to increase yield (super corn and super boar on the farm), but direct exposure to the bacterium had a catastrophic effect on humans, turning them into zombies.
  • The bacterium mutates extremely fast, making it virus-like, but its cell wall structure is weak, so it is treated with antibiotics.
  • Corporations developed a device to control zombies but only managed to discover the infected brain's capacity for frenzy when exposed to waves of a certain frequency before the bacterium broke free.
  • Killing the Duke provides tunnel maps and the knowledge that a direct path out of Facility 99 is impossible because the military blew up the tunnel by mistake. But the Duke has a full map marking the only ventilation entrance already BEYOND the collapse.
  • It is located in the mountains in the Wasteland.

  • During the battle on the rooftop, the Duke can manually overload the antenna. This triggers an immediate, localized "mini-horde" right then and there. The sky turns crimson, and the player suffers from a "Frequency Concussion" effect (blurred vision and screen distortion due to high-frequency waves). All nearby zombies enter an Enraged state, gaining massive boosts to speed and aggression.


  • Stage 7: Tunnel and Dead Perimeter
  • Flying the gyrocopter to the ventilation. Without it, you can't reach the tunnel in the mountains, and you can't fly across the map edge—anti-aircraft missile systems are stationed along the perimeter to shoot down zombie vultures.
  • The tunnel is the only path through the "Dead Perimeter" (radiation fields from cobalt bombs that turn zombies into mush).
  • Small doses of radiation only contributed to zombie mutation, while high doses most often "dissolved" their bodies, disrupting the cellular structure.
4. Finale and Endings
The player breaks through the tunnel alone (stealth is more important than a crowd). Success depends on two factors: Evidence and Wealth (gold, silver, old money, diamonds for a certain amount of "Dukes," but not Dukes themselves).
"Snowden" Ending: If there is evidence and money. Evidence is leaked, the government begins an investigation, major arrests follow, and Navezgane survivors are slowly rescued. The player is in the Caribbean with new documents.
"Pauper Prophet" Ending: If there is evidence but no money. The player makes it out and leaks the truth, but no one believes him, and the military seizes the documents. He is left to rot in a quarantine camp, where he is killed in a fight over a bottle of water.
"Millionaire Who Abandoned Everyone" Ending: The player lives under a false name, but corporations continue experiments, and the White River and other survivors continue to die in Navezgane without hope for outside help.
"Liquidation" Ending: If there is no money and no evidence. The player is killed upon exiting the tunnel as an infected person.
 
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