Zombie skills: Difference between revisions
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** <span id="Scent Trail">'''[[Zombie_Skills/Scent_Trail|Scent Trail]]:'''</span> 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). | ** <span id="Scent Trail">'''[[Zombie_Skills/Scent_Trail|Scent Trail]]:'''</span> 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). | ||
** <span id="Scent Death">'''[[Zombie_Skills/Scent_Death|Scent Death]]:'''</span> 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 zombies 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). Notably, the ability to tell if a body is revivifying using Scent Death is the only Zombie skill which continues to function even while that character is still alive. | ** <span id="Scent Death">'''[[Zombie_Skills/Scent_Death|Scent Death]]:'''</span> 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 zombies 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). Notably, the ability to tell if a body is revivifying using Scent Death is the only Zombie skill which continues to function even while that character is still alive. | ||
* <span id="Digestion">'''Digestion:'''</span> 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 there is a dead body on same block as the zombie; this costs 1 AP and restores 4 HP. If a zombie tries to feed on the flesh of a reviving body, they get the message:''"The body is tainted with strange chemicals. The flesh fizzes against your tongue, and you spit it out."'' this doesn't waste an AP, but doesn't gain the zombie any HP. Zombies that try to feed on bodies that have already been fed upon 10 times receive the message: ''"The body has already been picked over, and has grown cold and indigestible."'' This also doesn't waste an AP or give the zombie any HP. | * <span id="Digestion">'''[[Zombie Skills/Digestion|Digestion]]:'''</span> 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 there is a dead body on same block as the zombie; this costs 1 AP and restores 4 HP. If a zombie tries to feed on the flesh of a reviving body, they get the message:''"The body is tainted with strange chemicals. The flesh fizzes against your tongue, and you spit it out."'' this doesn't waste an AP, but doesn't gain the zombie any HP. Zombies that try to feed on bodies that have already been fed upon 10 times each will receive the message: ''"The body has already been picked over, and has grown cold and indigestible."'' This also doesn't waste an AP or give the zombie any HP. | ||
** <span id="Infectious Bite">'''Infectious Bite:'''</span> Bitten survivors become [[Infection|infected]] and lose 1HP per action until cured. Speaking does not cause survivors to lose health. | ** <span id="Infectious Bite">'''[[Zombie Skills/Infectious Bite|Infectious Bite]]:'''</span> Bitten survivors become [[Infection|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]].)'' | ||
*: ''(Note, if [[Bug_Reports/Non-Bugs#My_Zombie_Has_No_Teeth|your zombie appears unable to bite anyone]], check that you are not wearing a [[Clothes/Face|mask]].)'' | **: ''(Note, if [[Bug_Reports/Non-Bugs#My_Zombie_Has_No_Teeth|your zombie appears unable to bite anyone]], check that you are not wearing a [[Clothes/Face|mask]].)'' | ||
* <span id="Vigour Mortis">'''Vigour Mortis:'''</span> Zombie gets +10% to hit with all non-weapon attacks. The [[Corpse]] class starts with Vigour Mortis. | * <span id="Vigour Mortis">'''[[Zombie Skills/Vigour Mortis|Vigour Mortis]]:'''</span> Zombie gets +10% to hit with all non-weapon attacks. The [[Corpse]] class starts with Vigour Mortis. | ||
** <span id="Neck Lurch">'''Neck Lurch:'''</span> Zombie gets an extra +10% to hit with bite attacks. | ** <span id="Neck Lurch">'''Neck Lurch:'''</span> Zombie gets an extra +10% to hit with bite attacks. | ||
** <span id="Death Grip">'''Death Grip:'''</span> Zombie gets an extra +15% to hit with hand attacks. | ** <span id="Death Grip">'''Death Grip:'''</span> Zombie gets an extra +15% to hit with hand attacks. | ||
** <span id="Rend Flesh">'''Rend Flesh:'''</span> Hand attacks deal an extra 1 damage. | ** <span id="Rend Flesh">'''Rend Flesh:'''</span> Hand attacks deal an extra 1 damage. | ||
** <span id="Tangling Grasp">'''Tangling Grasp:'''</span> If the zombie hits with hands, its further attacks on that victim get +10% until it loses its grip. Tangled attacks | ** <span id="Tangling Grasp">'''Tangling Grasp:'''</span> If the zombie hits with hands, its further attacks on that victim get +10% until it loses its grip. Tangled attacks are also effective against other zombies. 50% of missed hits result in loss of grasp. It also seems that only one zombie can grasp a target at a time - you may well lose your grasp if another zombie with tangling grasp makes a successful attack on your target before you do. | ||
** <span id="Feeding Drag">'''Feeding Drag:'''</span> Zombie is able to drag dying survivors (those with 12HP or less) out into the street, provided there are no barricades and the doors are still open. | ** <span id="Feeding Drag">'''Feeding Drag:'''</span> Zombie is able to drag dying survivors (those with 12HP or less) out into the street, provided there are no barricades and the doors are still open. | ||
* <span id="Memories of Life">'''Memories of Life:'''</span> Zombie is able to open doors to buildings. | * <span id="Memories of Life">'''[[Zombie Skills/Memories of Life|Memories of Life]]:'''</span> Zombie is able to open doors to buildings. | ||
** <span id="Death Rattle">'''Death Rattle:'''</span> Zombie is able to communicate in [[zamgrh]] or through [[Zombie Speech Translators#How_Urban Dead processes Zombie speech|a limited, groaned form of speech]]. | ** <span id="Death Rattle">'''Death Rattle:'''</span> Zombie is able to communicate in [[zamgrh]] or through [[Zombie Speech Translators#How_Urban Dead processes Zombie speech|a limited, groaned form of speech]]. | ||
** <span id="Feeding Groan">'''Feeding Groan:'''</span> | ** <span id="Feeding Groan">'''[[Zombie Skills/Feeding Groan|Feeding Groan]]:'''</span> If faced with one or more survivors, the zombie can emit moans audible to characters (zombie or survivor) in nearby locations. The range (in blocks) at which this call can be heard is equal to the number of survivors, with a maximum range of 6 blocks. Feeding Groans can not generally be heard by characters who are inside a building, except when the groan originates in or outside that building, but can always be heard if you are outdoors and in range. When hearing a groan, the directions to its source are given, similar as for [[flares]]. If you are a member of the same group as the zombie who groaned, the groan will additionally be described as "familiar". | ||
***Bellow | **: ''(A detailed list of messages given upon issuing a groan can be found [[Zombie Skills/Feeding Groan|here]].)'' | ||
***<span id="Bellow"> '''[[Zombie Skills/Bellow|Bellow]]:'''</span> When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away. Bellowing costs 10AP. If a zombie attempts to bellow when there are less than 25 survivors, they will groan instead, seeing the message: ''You aren't enraged enough to bellow at this group. You graagh threateningly, your call echoing around the room.'' | |||
** <span id="Ransack">'''Ransack:'''</span> Zombie is able to damage the interior of abandoned buildings, making them harder to search until they are repaired. | ** <span id="Ransack">'''[[Zombie Skills/Ransack|Ransack]]:'''</span> Zombie is able to damage the interior of abandoned buildings, making them harder to search and impossible to barricade until they are repaired. | ||
**:''(Ransacked buildings cannot be repaired if active (standing) zombies are present. In addition, ransacked buildings cannot be barricaded until the damage is repaired and it is harder to find items in a ransacked building. Only buildings containing no standing survivors can be ransacked. The act of ransacking a building also provides the zombie with 1 XP. After five ransacks, the building is [[ruin]]ed, requiring the [[construction]] skill and a [[toolbox]] to repair.)'' | **:''(Ransacked buildings cannot be repaired if active (standing) zombies are present. In addition, ransacked buildings cannot be barricaded until the damage is repaired and it is harder to find items in a ransacked building. Only buildings containing no standing survivors can be ransacked. The act of ransacking a building also provides the zombie with 1 XP. After five ransacks, the building is [[ruin]]ed, requiring the [[construction]] skill and a [[toolbox]] to repair.)'' | ||
** <span id="Flailing Gesture">'''Flailing Gesture:'''</span> Zombie is able to gesture towards people, objects, buildings, and compass directions. | ** <span id="Flailing Gesture">'''[[Zombie Skills/Flailing Gesture|Flailing Gesture]]:'''</span> Zombie is able to gesture towards people, objects, buildings, and compass directions. | ||
* <span id="Lurching Gait">'''Lurching Gait:'''</span> Zombie can walk as fast as the living. They spend 1AP to walk from one square to another, versus needing 2 AP. | * <span id="Lurching Gait">'''[[Zombie Skills/Lurching Gait|Lurching Gait]]:'''</span> Zombie can walk as fast as the living. They spend 1AP to walk from one square to another, versus needing 2 AP. | ||
** <span id="Ankle Grab">'''Ankle Grab:'''</span> Zombie only spends 1AP standing up (unless they died from a [[Headshot]], in which case 6AP is spent). | ** <span id="Ankle Grab">'''[[Zombie Skills/Ankle Grab|Ankle Grab]]:'''</span> Zombie only spends 1AP standing up (unless they died from a [[Headshot]], in which case 6AP is spent). | ||
**:''(This skill also works when standing up as a human.)'' | **:''(This skill also works when standing up as a human.)'' | ||
* <span id="Brain Rot">'''[[Brain Rot]]:'''</span> Zombie is harder to DNA-scan, and can only be revivified in a powered NT building using NecroNet access. | * <span id="Brain Rot">'''[[Brain Rot]]:'''</span> Zombie is harder to DNA-scan, and can only be revivified in a powered NT building using NecroNet access. | ||
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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. | 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 | 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 delay revival for a few survivors. | ||
=== AP Saving Skills === | === AP Saving Skills === | ||
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!# of Skills || Skills || Attack || Damage per<br /> attack || Chance || Average Damage<br /> per Action Point || Average XP gained vs.<br /> zombie / survivor | !# of Skills || Skills || Attack || Damage per<br /> attack || Chance || Average Damage<br /> per Action Point || Average XP gained vs.<br /> zombie / survivor | ||
|- style="background-color: #EEEEFF;" | |- style="background-color: #EEEEFF;" | ||
| rowspan="2" | 0 || align="left" rowspan="2" | None ''( | | rowspan="2" | 0 || align="left" rowspan="2" | None ''(newly slain survivor)'' || Bite || 4 || 10% || 0.4 || 0.2 / 0.4 | ||
|- style="background-color: #EEEEFF;" | |- style="background-color: #EEEEFF;" | ||
| Claws || 2 || 25% || '''0.5''' || '''0.25''' / '''0.5''' | | Claws || 2 || 25% || '''0.5''' || '''0.25''' / '''0.5''' | ||
|- style="background-color: #DDDDFF;" | |- style="background-color: #DDDDFF;" | ||
| rowspan="2" | 1 || rowspan="2" align="left" | Vigour Mortis ''( | | rowspan="2" | 1 || rowspan="2" align="left" | Vigour Mortis ''(starting zombie)'' || Bite || 4 || 20% || '''0.8''' || '''0.4''' / '''0.8''' | ||
|- style="background-color: #DDDDFF;" | |- style="background-color: #DDDDFF;" | ||
| Claws || 2 || 35% || 0.7 || 0.35 / 0.7 | | Claws || 2 || 35% || 0.7 || 0.35 / 0.7 | ||
|- style="background-color: #CCCCFF;" | |- style="background-color: #CCCCFF;" | ||
| rowspan="5" | 2 || rowspan="2" align="left" | | | rowspan="5" | 2 || rowspan="2" align="left" | Vigour Mortis + Tangling Grasp || Bite || 4 || 32.5% <small>(15%)<sup>1</sup></small> || 0.95 || 0.475 / 0.95 | ||
|- style="background-color: #CCCCFF;" | |- style="background-color: #CCCCFF;" | ||
| Claws || 2 || 40.6% || 0.812 || 0.406 / 0.812 | | Claws || 2 || 40.6% || 0.812 || 0.406 / 0.812 | ||
|- style="background-color: #CCCCFF;" | |- style="background-color: #CCCCFF;" | ||
| align="left" | | | align="left" | Vigour Mortis + Neck Lurch || Bite || 4 || 30% || '''1.2'''<sup>2</sup> || '''0.6''' <sup>3</sup> / '''1.2''' | ||
|- style="background-color: #CCCCFF;" | |- style="background-color: #CCCCFF;" | ||
| align="left" | | | align="left" | Vigour Mortis + Death Grip || Claws || 2 || 50% || 1.0 || 0.5 / 1.0 | ||
|- style="background-color: #CCCCFF;" | |- style="background-color: #CCCCFF;" | ||
| align="left" | | | align="left" | Vigour Mortis + Rend Flesh || Claws || 3 || 35% || 1.05 || 0.35 / 1.05 | ||
|- style="background-color: #BBBBFF;" | |- style="background-color: #BBBBFF;" | ||
| rowspan="6" | 3 || rowspan="2" align="left" | | | rowspan="6" | 3 || rowspan="2" align="left" | Vigour Mortis + Death Grip + Tangling Grasp || Bite || 4 || 38.24% <small>(17.65%)<sup>1</sup></small> || 1.118 || 0.559 / 1.118 | ||
|- style="background-color: #BBBBFF;" | |- style="background-color: #BBBBFF;" | ||
| Claws || 2 || 57.14% || 1.143 || 0.571 / 1.143 | | Claws || 2 || 57.14% || 1.143 || 0.571 / 1.143 | ||
|- style="background-color: #BBBBFF;" | |- style="background-color: #BBBBFF;" | ||
| rowspan="2" align="left" | | | rowspan="2" align="left" | Vigour Mortis + Rend Flesh + Tangling Grasp || Bite || 4 || 32.5% <small>(15%)<sup>1</sup></small> || 1.125 || 0.479 / 1.125 | ||
|- style="background-color: #BBBBFF;" | |- style="background-color: #BBBBFF;" | ||
| Claws || 3 || 40.6% || 1.218 || 0.406 / 1.218 | | Claws || 3 || 40.6% || 1.218 || 0.406 / 1.218 | ||
|- style="background-color: #BBBBFF;" | |- style="background-color: #BBBBFF;" | ||
| align="left" | | | align="left" | Vigour Mortis + Death Grip + Rend Flesh || Claws || 3 || 50% || '''1.5'''<sup>3</sup> || 0.5 / '''1.5''' | ||
|- style="background-color: #BBBBFF;" | |- style="background-color: #BBBBFF;" | ||
| align="left" | | | align="left" | Vigour Mortis + Neck Lurch + Tangling Grasp || Bite || 4 || 37.69% <small>(21.54%)<sup>1</sup></small> || 1.185 || '''0.592''' / 1.185 | ||
|- style="background-color: #AAAAFF;" | |- style="background-color: #AAAAFF;" | ||
| rowspan="4" | 4 || rowspan="2" align="left" | | | rowspan="4" | 4 || rowspan="2" align="left" | Vigour Mortis + Death Grip + Rend Flesh + Tangling Grasp || Bite || 4 || 38.24% <small>(17.65%)<sup>1</sup></small> || 1.324 || 0.559 / 1.324 | ||
|- style="background-color: #AAAAFF;" | |- style="background-color: #AAAAFF;" | ||
| Claws || 3 || 57.14% || '''1.714'''<sup>4</sup> || 0.571 / '''1.714''' | | Claws || 3 || 57.14% || '''1.714'''<sup>4</sup> || 0.571 / '''1.714''' | ||
|- style="background-color: #AAAAFF;" | |- style="background-color: #AAAAFF;" | ||
| align="left" | | | align="left" | Vigour Mortis + Death Grip + Neck Lurch + Tangling Grasp || Bite || 4 || 43.75% <small>(25%)<sup>1</sup></small> || 1.375 || '''0.688''' / 1.375 | ||
|- style="background-color: #AAAAFF;" | |- style="background-color: #AAAAFF;" | ||
| align="left" | | | align="left" | Vigour Mortis + Rend Flesh + Neck Lurch + Tangling Grasp || Bite || 4 || 37.69% <small>(21.54%)<sup>1</sup></small> || 1.346 || 0.592 / 1.346 | ||
|- style="background-color: #9999FF;" | |- style="background-color: #9999FF;" | ||
| 5 || | | 5 || Vigour Mortis + Death Grip + Rend Flesh + Neck Lurch + Tangling Grasp || Bite || 4 || 43.75% <small>(25%)<sup>1</sup></small> || '''1.563''' || '''0.688''' / '''1.563''' | ||
|} | |} | ||
<sup>1</sup> XX% <small>(XX%)</small> = Chance of hitting target <small>(chance of biting target)</small>. | <sup>1</sup> XX% <small>(XX%)</small> = Chance of hitting target <small>(chance of biting target)</small>. | ||
<sup>2</sup> Best possible combat effect after two skills, | <sup>2</sup> Best possible combat effect after two skills, Vigour Mortis + 1. | ||
<sup>3</sup> Best possible combat effect after three skills, | <sup>3</sup> Best possible combat effect after three skills, Vigour Mortis + 2. | ||
<sup>4</sup> Best possible combat effect after four skills, | <sup>4</sup> Best possible combat effect after four skills, Vigour Mortis + 3. | ||
<small>Figures that involve Tangling Grasp are based on calculations using methods from [[User:Siddhant/Tangling_Grasp_Hit_Calculation|this source]].</small> | <small>Figures that involve Tangling Grasp are based on calculations using methods from [[User:Siddhant/Tangling_Grasp_Hit_Calculation|this source]].</small> | ||
== Skill Tags == | == Skill Tags == | ||
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:*Rend Flesh = "F" | :*Rend Flesh = "F" | ||
:*Tangling Grasp = "O" | :*Tangling Grasp = "O" | ||
:* | :*Feeding Drag = "S" | ||
| | | | ||
*Memories of Life = "v" | *Memories of Life = "v" | ||
:*Death Rattle = "z" | :*Death Rattle = "z" | ||
:*Feeding Groan = "M" | :*Feeding Groan = "M" | ||
:* | ::*Bellow = "W" | ||
:*Ransack = "P" | :*Ransack = "P" | ||
:*Flailing Gesture = "T" | |||
| | | | ||
*Lurching Gait = "w" | *Lurching Gait = "w" | ||
:*Ankle Grab = "J" | :*Ankle Grab = "J" | ||
*Brain Rot = "B" | *Brain Rot = "B" | ||
:*Flesh Rot = "U" | |||
|} | |} | ||
Latest revision as of 18:46, 8 September 2021
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. In addition, dragging a survivor out of a darkened building will allow you to finish them off more easily. 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 delay revival for a few survivors. AP Saving SkillsTwo skills directly 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. (Body Building 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. However, the same benefit is available to zombies who have purchased Flesh Rot. (A Flak Jacket is not useful to you as a zombie if you have purchased Flesh Rot.) 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 after the acquisition of Vigour Mortis, Death Grip and then Rend Flesh are the two attacking skills that zombies should buy. 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, Vigour Mortis + 1. 3 Best possible combat effect after three skills, Vigour Mortis + 2. 4 Best possible combat effect after four skills, Vigour Mortis + 3. Figures that involve Tangling Grasp are based on calculations using methods from this source. 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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