Category talk:Skills

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Can a zombie purchas a life skills? If so, will the xp price be the same?

No, AFAIK, cross-species purchases aren't allowed. This explains why zombies become human in order to get body building.

When a zombie is revived with a syringe, do they loose all xp?

No, they keep their XP. If a human dies, he also keeps his XP. The only time when you lose XP is when you get headshotted as a zombie --Daranz 05:38, 10 Sep 2005 (BST)

Neo Kojiro: As of Sept 29, 2005 there are now 14 zombie skills. Thus, purchasing all the abilities as a zombie will cost 1400xp. - Grissh

Re: Completing the Skill Tree

We must remember to show our work:

  • 5 Civilian skills (Shopping, Bargain Hunting, Body Building, Tagging, Construction)
  • 9 Military skills (Basic Firearms Training, Pistol Training, Advanced Pistol Training, Shotgun Training, Advanced Shotgun Training, Hand To Hand Combat, Knife Combat, Axe Proficiency, Free Running)
  • 6 Science skills (NecroTech Employment, Lab Experience, NecroNet Access, First Aid, Surgery, Diagnosis)
  • 1 Zombie Hunter skill (Headshot)
    • 21 Total Survivor skills
  • Civilian - Cop, Firefighter, Consumer - starts with 1 skill, worth 100 XP.
    • (21 - 1) * 100 = 2000 XP
  • Military - Medic - starts with 1 skill, worth 150 XP.
    • (5) * 100 + (9) * 75 + (6 - 1) * 150 + (1) * 100 = 2025 XP
  • Military - Private, Scout - starts with 1 skill, worth 75 XP.
    • (5) * 100 + (9 - 1) * 75 + (6) * 150 + (1) * 100 = 2100 XP
  • Scientist - Lab Assistant, Doctor - starts with 1 skill, worth 75 XP.
    • (5) * 100 + (9) * 150 + (6 - 1) * 75 + (1) * 100 = 2325 XP

--Lint 21:08, 2 Feb 2006 (GMT)

Sorry buddy, you seem to have missed out Radio Operation.
This brings Civilian skills up to 6 leading to:
  • Civilian - Cop, Firefighter, Consumer - starts with 1 skill, worth 100 XP.
    • (22 - 1) * 100 = 2100 XP
  • Military - Medic - starts with 1 skill, worth 150 XP.
    • (6) * 100 + (9) * 75 + (6 - 1) * 150 + (1) * 100 = 2125 XP
  • Military - Private, Scout - starts with 1 skill, worth 75 XP.
    • (6) * 100 + (9 - 1) * 75 + (6) * 150 + (1) * 100 = 2200 XP
  • Scientist - Lab Assistant, Doctor - starts with 1 skill, worth 75 XP.
    • (6) * 100 + (9) * 150 + (6 - 1) * 75 + (1) * 100 = 2425 XP
  • Zombie - Corpse - starts with 1 skill, worth 100 XP.
    • (20 - 1) * 100 = 1900 XP
--xensyriaT 13:03, 4 March 2007 (UTC)

question

i have a question. can humans use zombie skills like vigour mortis?

No. --Swmono talk - W! - P! - SGP 01:14, 27 June 2006 (BST)

When a zombie becomes human, does it lose the skills they got when they were a zombie? For example, if I were a zombie with lurching gait and became human, then went back to being a zombie, would lurcing gait still be there or would I have to earn it again?

No. All skills are retained, regardless of dying. If you bought lurching gait and were revivified, then when you died again, you would still have that skill.
--xensyriaT 13:03, 4 March 2007 (UTC)

More skills

I think this game needs more skills. Terrans 07:47, 27 August 2006 (BST)

Sure, why not. --Brizth M T 08:41, 27 August 2006 (BST)

Cross Death Boundary Skills

I think that there should be an article on the Survivor skills (and, heck, items) that are useful to Zombies, and the Zombie skills that are useful to Survivors. This should go into detail, saying what, if any, effect a skill or item has to the opposite life state. I would be prepared to make this, but I don't know the details of what affects things, and also what to call it. Any ideas?

Please see Wiki Questions#Transferably Usable Skills for more information or if you would like to help. Thanks --xensyriaT 13:03, 4 March 2007 (UTC)

Hidden Skill?

According to the stats page, there are just 19 players who are level 43, so must have 43 skills. There are only 42 skills listed on this page, and my two max-levelled alts can't purchase any more using the conventional method. Anyone know anything about this? --Monsieur 12:37, 21 July 2007 (BST)

I noticed this too. I assume that kevan is trying out a new skill but I don't really know, does anyone have any information about this? grassman

Actually, it's related to the way the system figures out the levels. It sets the number of flags based on the Level (eg. 1 = 1), but it adds an additional one if the player is infected or dead/revifying (not sure about that one, it's one of the two...). So therefore a player who's level 42 could show up on the stats page as 44, if both the revive/infection flags had been activated (they're infected and revifying). AngelBlade 16:42, 17 December 2007 (UTC)