Zombie skills: Difference between revisions
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* <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">'''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="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">'''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">'''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. | ||
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** <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> 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". | ** <span id="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". | ||
** | **: ''(A detailed list of messages given upon issuing a groan can be found [[Zombie Skills/Feeding Groan|here]].)'' | ||
***<span id="Bellow"> '''Bellow:'''</span> When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away. Bellowing costs 10AP. | ***<span id="Bellow"> '''Bellow:'''</span> When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away. Bellowing costs 10AP. | ||
** <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">'''Ransack:'''</span> Zombie is able to damage the interior of abandoned buildings, making them harder to search until they are repaired. |
Revision as of 23:07, 28 August 2010
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 help prevent a few survivors from getting revived. 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, 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. 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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