Zombie skills: Difference between revisions
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** '''[[Zombie_Skills/Scent_Trail|Scent Trail]]:''' Zombie is able to sense the new positions of survivors it's had recent contact with (if the survivor is within 10 blocks of the zombie and neither one has been either killed or revived). | ** '''[[Zombie_Skills/Scent_Trail|Scent Trail]]:''' Zombie is able to sense the new positions of survivors it's had recent contact with (if the survivor is within 10 blocks of the zombie and neither one has been either killed or revived). | ||
** '''[[Zombie_Skills/Scent_Death|Scent Death]]:''' When a zombie or survivor with this skill sees a pile of bodies, they can tell how many of them are in the process of revivifying. They get a message like "There are ''x'' dead bodies here. ''y'' of them smell strange", where x is the number of bodies in total and ''y'' is the number of revivifying bodies. "Scent Death" also is an action that can be used by the zombie for 1 AP to view a "map" that indicates how many dead bodies and zombies are in the surrounding 5 block radius, plus directions to the nearest grouping of members of the zombie's own group, if any such exists. The map looks as shown at the right. It seems that zombie show up as progressively brighter values of green (more zombies) and dead bodies as brighter values of red (more bodies). When green and red mix, you get various shades of brown, orange, yellow, or lime, indicating squares with both zombies and dead bodies (as most often seen in a siege, or anywhere zombies are being killed / revived). | ** '''[[Zombie_Skills/Scent_Death|Scent Death]]:''' When a zombie or survivor with this skill sees a pile of bodies, they can tell how many of them are in the process of revivifying. They get a message like "There are ''x'' dead bodies here. ''y'' of them smell strange", where x is the number of bodies in total and ''y'' is the number of revivifying bodies. "Scent Death" also is an action that can be used by the zombie for 1 AP to view a "map" that indicates how many dead bodies and zombies are in the surrounding 5 block radius, plus directions to the nearest grouping of members of the zombie's own group, if any such exists. The map looks as shown at the right. It seems that zombie show up as progressively brighter values of green (more zombies) and dead bodies as brighter values of red (more bodies). When green and red mix, you get various shades of brown, orange, yellow, or lime, indicating squares with both zombies and dead bodies (as most often seen in a siege, or anywhere zombies are being killed / revived). | ||
* '''Digestion:''' Whenever the zombie deals bite damage, it gains [[Hit Points|HP]] equal to the damage dealt. Also, zombies with Digestion can "Feed on a corpse" if a corpse is nearby; this costs 1 AP and restores | * '''Digestion:''' Whenever the zombie deals bite damage, it gains [[Hit Points|HP]] equal to the damage dealt. Also, zombies with Digestion can "Feed on a corpse" if a corpse is nearby; this costs 1 AP and restores 3 HP (1 less than a bite on a standing player). If a zombie tries to feed on the flesh of a reviving body, it fizzes against their tongue and they spit it out. Zombies cannot feed on bodies that are too old and/or have already been fed on too many times by other zombies. | ||
** '''[[Infection|Infectious Bite]]:''' Bitten survivors become infected and lose 1HP per action until cured. Speaking does not cause survivors to lose health. | ** '''[[Infection|Infectious Bite]]:''' Bitten survivors become infected and lose 1HP per action until cured. Speaking does not cause survivors to lose health. | ||
*:''(Anyone can cure the effects of a bite with a [[First Aid Kit]]. Experience points are not granted to the zombie when victims lose HP from the infection.)'' | *:''(Anyone can cure the effects of a bite with a [[First Aid Kit]]. Experience points are not granted to the zombie when victims lose HP from the infection.)'' |
Revision as of 20:25, 20 November 2008
Zombie skills are available to zombies at a cost of 100 XP. List of Zombie skills
Strategy considerationsZombies can attack with their Hands or Teeth (or with blunt weapons, should they die holding them, though these are less accurate than a zombie's unarmed attacks). Characters beginning as a corpse possess Vigour Mortis, which alone makes the Bite the slightly more effective attack (see Table, below). Slain characters that started out alive become zombies without Vigour Mortis, making both of their attacks less accurate, and making the Claw attack the more reliable until Vigour Mortis is gained. The only ways a Zombie can earn XP to purchase skills are to attack others, ransack buildings, destroy barricades, radios, or generators. Strategic consideration thus focuses on dealing the greatest amount of damage in the shortest amount of time. Basic Combat SkillsWith the first few skills acquired, the most sensible options are to enhance either the claw or bite attack as much as possible. Players who began without Vigour Mortis need to purchase it before making further improvements to their skills. After Vigour Mortis, improving the bite attack with Neck Lurch gives the greatest power increase available in a single level. However, the claws can be made into an even more powerful attack with two extra skills. The combination of Death Grip and Rend Flesh gives an attack that, while weaker than the bite, is far more accurate. Claw attacks using these two skills provide the highest average rate of damage available to zombies. In addition, you cannot break down barricades by biting, so Death Grip has another advantage in that it helps you break down barricades more quickly. Tangling Grasp further enhances the accuracy of either attack, though its usefulness relies on landing a successful claw attack in the first place, and so it is best purchased after Death Grip. The main use of Digestion and Infectious Bite is to increase the odds that you remain standing while your enemy dies, as well as adding variety to gameplay. No extra XP is gained for the health extracted from a survivor, or for the damage done by their infection. They may not be the ideal choice for players whose main aim is to level up quickly. Although not exactly a combat skill, Feeding Drag gives a third attack that moves the zombie and a survivor with fewer than 13HP outside. It is a useful tool for killing humans outside of survivor-filled areas, or letting lower-level zombies enjoy a good feeding. Zombie KillingIf your main food source is zombies, you'll earn XP equal to half the damage you deal. This means that each successful bite attack yields 2XP, and each successful claw attack yields 1XP. Note that this does not improve after acquiring Rend Flesh, as the game rounds down the resulting decimal. Maxed out claws (including Tangling Grasp) yield 0.6 XP/AP, which is the same as a maxed bite attack without using Tangling Grasp. Therefore, the strategy which yields the most XP from damaging fellow zombies is to use bite attacks after grabbing your victim with Tangling Grasp. Finishing a zombie off earns the full 10 XP bonus in addition to the above (reduced) rewards for causing damage, so it really pays to maximize your kills if Zombie Killing is your main source of XP. The best way to do this is to contact list as many zombies as you can, so that you can select them as individual targets whenever you see them. Hit each one you see with your most accurate attack in order to find out which has the lowest HP's, then attack that one consistently until you kill it. This works especially well at revive points, where many zombies will "Mrh" so that revivers (and you) can add them as contacts, and these Mrh Cow zombies less often move away or get killed by XP seeking survivors. By using this tactic, a level 1 zombie can normally expect to earn 30-40 XP per day, and might also help prevent a few survivors from getting revived. AP Saving SkillsTwo skills reduce AP costs, which allows a zombie more attacks per day. Other SkillsThe Scent skills may not appear powerful, but can aid a zombie to choose his targets wisely. The remaining skills are generally used by advanced zombies; they yield no XP gain and are most useful when part of a horde. Human Skills useful to ZombiesCertain skills purchased by survivors are also useful when dead. Even a dedicated zombie might find a brief spell of living useful. Body Building gives a zombie 60HP instead of the standard 50. Slowing down the rate at which your enemies can kill you is always helpful. (This skill is not useful to you as a zombie if you have purchased Flesh Rot) Diagnosis is similar to Scent Blood, the crucial difference being that it does NOT detect infections. It works when alive or dead, allowing you to see other survivors' Hit Points. Another difference is that survivors can purchase it straight away for 100XP, while Scent Blood requires the previous purchase of Scent Fear, making a total of 200XP. Low level zombies may find a well-timed revive will help them get this skill faster. Necrotech Employment, among other things, labels Necrotech Buildings on the map screen. This works for zombies as well as survivors, and may be of some use in selecting targets. There is also one human item that presents a significant benefit to zombies: the Flak Jacket. This will reduce the damage a zombie receives from firearms by 20%, so that pistols inflict 4 damage and shotgun blasts inflict 8. Comparison of Attack Skill CombinationsThe Bite skill (Neck Lurch) offer more damage and experience per action point than the Claw skills at early levels and complements Digestion (to restore hit points) and Infectious Bite (to harass survivors), however biting has no effect on the barricades which survivors hide behind. The flesh-ripping power of the Claws is slightly greater in the long run (see below), but doesn't offer any "healing" ability - you'd have to backtrack and cover both bases later. Unless you intended to gain XP by attacking other zombies at the start of your zombie career, it is generally accepted that Death Grip and then Rend Flesh are the two attacking skills that zombies should buy first. Here's how the damage breaks down:
1 XX% (XX%) = Chance of hitting target (chance of biting target). 2 Best possible combat effect after two skills, V.M. + 1. 3 Best possible combat effect after three skills, V.M. + 2. 4 Best possible combat effect after four skills, V.M. + 3. Figures that involve Tangling Grasp are based on calculations using methods from this source.
Feeding Groan MessagesThe message seen by groaning zombies depends on the number of survivors present and on whether or not the zombie is inside a building:
Groans are heard by others as (for example): "You heard a loud and low groaning X blocks to the <direction>. (timestamp GMT)" Ransack MessagesRansack Messages vary depending on the building being ransacked. This is an incomplete list. Feel free to add to it to enhance the information.
Skill TagsEach skill in the game is assigned a letter by the system. These are normally not visible, but are used in the code that purchases your skills, submitted to the server in a form. Skills can not be purchased without using this form, in order to prevent abuses where people were tricked into buying skills (most often brain rot) by following a link.
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