Scientist: Difference between revisions

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'''Starting Skills'''
'''Starting Skills'''
*[[NecroTech Employment]]
*[[NecroTech Employment]]
'''[[Spawning]] location'''
NecroTech Assistants appear to always spawn '''Inside''' a NecroTech Building that is:
Repaired
Powered
Has a Barricade Level no higher than Very Strongly Barricaded.
'''Spawning Message'''
You'd been working for NecroTech for a few months, before the disturbances began and the government quarantined the city. Several NecroTech labs were kept open under military guard during the evacuation, including the building you've been working in.
The decision was eventually made to relocate research operations to outside the quarantine zone. You remained in your building during the first weeks of evacuation, as part of the skeleton staff, but the military trucks eventually stopped coming to <SUBURB>. The last memo from NecroTech headquarters said that all remaining staff were expected to monitor the situation from the inside of the quarantine zone until further notice.
'''Tactical Overview'''
'''Tactical Overview'''


Line 29: Line 46:
'''Starting Skills'''
'''Starting Skills'''
*[[Diagnosis]]
*[[Diagnosis]]
'''[[Spawning]] location'''
Doctors appear to always spawn '''Inside''' a Hospital that is:
Repaired
Powered
Has a Barricade Level no higher than Very Strongly Barricaded.
'''Spawning Message'''
You'd been working at <HOSPITAL NAME> in <SUBURB> during the quarantine, treating some of the victims of the recent spate of violent assaults, but dealing with the injuries of panic and hysteria as much as anything else.
The hospitals were closed down during the very final stages of the quarantine operation, and whether you missed the final evacuation truck or it simply didn't arrive, you ended up stuck here. You've been treating the survivors who've passed through, working with backup generators when the power went, but with the situation getting worse on the streets, you begin to wonder if you'd be better off elsewhere.
'''Tactical Overview'''
'''Tactical Overview'''


Doctors used to be a slightly "hit and miss" class. They needed to spend AP in Hospitals (a beacon for hungry [[zombies]]) searching for First Aid Kits to derive [[XP]] from healing survivors, and (before they were given Diagnosis as a starting skill) they had to hope they would come across enough "patients" by randomly attempting to heal (or hoping that a fellow [[survivor]] asks for a heal in a [[safehouse|safe house]]). Now with Diagnosis, they can gain XP more easily, differentiating them from the Medic Class.
Doctors used to be a slightly "hit and miss" class. They needed to spend AP in Hospitals (a beacon for hungry [[zombies]]) searching for First Aid Kits to derive [[XP]] from healing survivors, and (before they were given Diagnosis as a starting skill) they had to hope they would come across enough "patients" by randomly attempting to heal (or hoping that a fellow [[survivor]] asks for a heal in a [[safehouse|safe house]]). Now with Diagnosis, they can gain XP more easily, differentiating them from the Medic Class.


This is also a decent class to pick if you plan on playing as a zombie, as the Diagnosis skill is very useful to zombies.  You can earn 100 or 200 XPs (by healing) before you die, and then buy Vigor Mortis and start your zombie career.
This is also a decent class to pick if you plan on playing as a zombie, as the Diagnosis skill is very useful to zombies.  You can earn 100 or 200 XP (by healing) before you die, and then buy Vigor Mortis and start your zombie career.


== See Also ==
== See Also ==

Latest revision as of 16:49, 28 July 2012

Featured Article


Ccscientist.jpg

Survivors with the Scientist character class pay 75 XP for all science skills, 150 XP for military skills, and 100 XP for all other skills. This means they must pay a little above 10% more than any other characters to buy all available survivor skills due to the abundance of military skills in the game.

There are two types of Scientist character classes:

NecroTech Lab Assistant

Starting Equipment

Starting Skills

Spawning location

NecroTech Assistants appear to always spawn Inside a NecroTech Building that is:

Repaired

Powered

Has a Barricade Level no higher than Very Strongly Barricaded.

Spawning Message You'd been working for NecroTech for a few months, before the disturbances began and the government quarantined the city. Several NecroTech labs were kept open under military guard during the evacuation, including the building you've been working in.

The decision was eventually made to relocate research operations to outside the quarantine zone. You remained in your building during the first weeks of evacuation, as part of the skeleton staff, but the military trucks eventually stopped coming to <SUBURB>. The last memo from NecroTech headquarters said that all remaining staff were expected to monitor the situation from the inside of the quarantine zone until further notice.

Tactical Overview

Lab assistants are a popular class to start with, as they can quickly earn lots of XP by "tagging" zombies without having to spend AP searching for weapons and ammunition. However, tagging becomes difficult if there are many other scientists in the area, or a small number of zombies. This is because, once scanned, a zombie cannot be successfully re-scanned until it has taken an action. Therefore, Lab Assistants often have to operate in areas with significant zombie populations. And they have to travel outside (sometimes a long distance from their safehouses) amongst the zombies to collect "samples". Being a Lab Assistant can be an exciting albeit sometimes dangerous living! On the flip side, Scientists' valuable ability to revive others often helps even low-level Lab Assistants get revived faster than other low-level survivors.

Lab Assistants' Scientist status makes it cheaper to buy the Diagnosis skill, which makes it much easier to earn XP, and they need spend only a further 75 XP to be able to use revivification syringes (as opposed to 200 XP for civilians and 300 XP for the military). Syringe-wielding scientists are considered to be far more valuable to survivor groups than trigger-happy soldiers are.

Doctor

Starting Equipment

Starting Skills

Spawning location

Doctors appear to always spawn Inside a Hospital that is:

Repaired

Powered

Has a Barricade Level no higher than Very Strongly Barricaded.

Spawning Message

You'd been working at <HOSPITAL NAME> in <SUBURB> during the quarantine, treating some of the victims of the recent spate of violent assaults, but dealing with the injuries of panic and hysteria as much as anything else.

The hospitals were closed down during the very final stages of the quarantine operation, and whether you missed the final evacuation truck or it simply didn't arrive, you ended up stuck here. You've been treating the survivors who've passed through, working with backup generators when the power went, but with the situation getting worse on the streets, you begin to wonder if you'd be better off elsewhere.

Tactical Overview

Doctors used to be a slightly "hit and miss" class. They needed to spend AP in Hospitals (a beacon for hungry zombies) searching for First Aid Kits to derive XP from healing survivors, and (before they were given Diagnosis as a starting skill) they had to hope they would come across enough "patients" by randomly attempting to heal (or hoping that a fellow survivor asks for a heal in a safe house). Now with Diagnosis, they can gain XP more easily, differentiating them from the Medic Class.

This is also a decent class to pick if you plan on playing as a zombie, as the Diagnosis skill is very useful to zombies. You can earn 100 or 200 XP (by healing) before you die, and then buy Vigor Mortis and start your zombie career.

See Also


Character classes: Civilian | Military | Scientist | Zombie