User:1812lsd: Difference between revisions

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[[Image:MDK.jpg|right]]
[[Image:MDK.jpg|right]]


== About 1812ℓѕ∂™ - Level 41 Military [[Image:Union-Jac.gif‎ ]] ==
= About 1812ℓѕ∂™ - Level 41 Military [[Image:Union-Jac.gif‎ ]] =
An all-round good guy!
An all-round good guy!
[[Image:Z.Kick.gif|What to do when you run out of ammo|left]]
[[Image:Z.Kick.gif|What to do when you run out of ammo|left]]
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  (Keeper of the Stale Candy)
  (Keeper of the Stale Candy)


'''Wearing:''' a pair of mirrored sunglasses, a cinema usher's cap, a set of dented and blood-smeared Fort Creedy dog-tags, a Mitchem Mall staff shirt, a red hooded sweater, a brown coat, a pair of camouflage trousers and a pair of pale red trainers.
'''Wearing:''' ''a pair of mirrored sunglasses, a cinema usher's cap, a set of dented and blood-smeared Fort Creedy dog-tags, a Mitchem Mall staff shirt, a red hooded sweater, a brown coat, a pair of camouflage trousers and a pair of pale red trainers.''


'''SKILLS'''
'''SKILLS'''
* Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
* Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
* Pistol Training (An extra +25% to hit with a pistol.)
** Pistol Training (An extra +25% to hit with a pistol.)
* Advanced Pistol Training (An extra +10% to hit.)  
*** Advanced Pistol Training (An extra +10% to hit.)
* Shotgun Training (An extra +25% to hit with a shotgun.)
** Shotgun Training (An extra +25% to hit with a shotgun.)
* Advanced Shotgun Training (An extra +10% to hit.)  
*** Advanced Shotgun Training (An extra +10% to hit.)
 
<br>
* Hand-to-Hand Combat (+15% to melee attacks.)
* Hand-to-Hand Combat (+15% to melee attacks.)
* Knife Combat (An extra +15% when attacking with a knife.)  
** Knife Combat (An extra +15% when attacking with a knife.)
* Axe Proficiency (An extra +15% when attacking with an axe.)  
** Axe Proficiency (An extra +15% when attacking with an axe.)
 
<br>
* Free Running (Can move between adjacent buildings without stepping outside.)  
* Free Running (Can move between adjacent buildings without stepping outside.)
 
<br>
* NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
* NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
* Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
** Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
* NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)  
** NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)
 
<br>
* First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
* First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
* Surgery (Player can heal a further 5HP if working in a hospital with power.)
** Surgery (Player can heal a further 5HP if working in a hospital with power.
 
** Diagnosis (The HP values of nearby survivors are displayed next to their name.)
* Diagnosis (The HP values of nearby survivors are displayed next to their name.)  
<br>
 
* Shopping (Player may choose which stores to loot, when searching a mall.)
* Shopping (Player may choose which stores to loot, when searching a mall.)
* Bargain Hunting (Player is 25% more likely to find something when searching a mall.)  
** Bargain Hunting (Player is 25% more likely to find something when searching a mall.)
 
<br>
* Body Building (Player has a maximum of 60 Hit Points instead of 50.)  
* Body Building (Player has a maximum of 60 Hit Points instead of 50.)
 
* Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
* Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)  
* Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)
 
* Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
* Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)  
 
* Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)  
 
* Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)
* Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)


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  When you can't run, you crawl, and when you can't crawl, when you can't do that... You find someone to carry you!
  When you can't run, you crawl, and when you can't crawl, when you can't do that... You find someone to carry you!


'''Wearing:''' a blood-smeared pair of mirrored sunglasses, a cinema usher's cap, a set of dented and blood-smeared Fort Creedy dog-tags,  a torn and blood-soaked pair of camouflage trousers and a bloodstained pair of pale red trainers.
'''Wearing:''' ''a blood-smeared pair of mirrored sunglasses, a cinema usher's cap, a set of dented and blood-smeared Fort Creedy dog-tags,  a torn and blood-soaked pair of camouflage trousers and a bloodstained pair of pale red trainers.''


'''Skills'''
'''Skills'''
* Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
* Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
* Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)  
** Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)  
* Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)  
** Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)  
* Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)  
** Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)  
 
<br>
* Digestion (Whenever the zombie deals bite damage, it gains HP equal to the damage dealt.)
* Digestion (Whenever the zombie deals bite damage, it gains HP equal to the damage dealt.)
* Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)  
** Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)  
 
<br>
* Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
* Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
* Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)  
** Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)  
* Death Grip (Zombie gets an extra +15% to hit with hand attacks.)  
** Death Grip (Zombie gets an extra +15% to hit with hand attacks.)  
* Rend Flesh (Hand attacks deal an extra 1 damage.)  
** Rend Flesh (Hand attacks deal an extra 1 damage.)  
* Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)  
** Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)  
* Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.)  
** Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.)  
 
<br>
* Memories of Life (Zombie is able to open doors to buildings.)
* Memories of Life (Zombie is able to open doors to buildings.)
* Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)  
** Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)  
* Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)  
** Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)  
* Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)  
** Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)  
* Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)  
** Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)  
 
<br>
* Lurching Gait (Zombie can walk as fast as the living.)
* Lurching Gait (Zombie can walk as fast as the living.)
* Ankle Grab (Zombie only spends 1AP standing up.)
** Ankle Grab (Zombie only spends 1AP standing up.)


== Inventory ==
== Inventory ==
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[[Image:Drugs marijuana kilo brick.png|300px|Two Kilos of Weed]]
[[Image:Drugs marijuana kilo brick.png|300px|Two Kilos of Weed]]
[[Image:Drugs marijuana kilo brick.png|300px|Two Kilos of Weed]]
[[Image:Drugs marijuana kilo brick.png|300px|Two Kilos of Weed]]
[[Image:Drugs marijuana kilo brick.png|300px|Two Kilos of Weed]]
[[Image:Absinthe.png|150px|Absinthe]]
 
[[Image:Crate-of-Beer.png|Crate of Beer]]
== Guest Book ==
''Leave your peace here.''
 
NO EDITING ABOVE THIS TEXT!:
 
 
 
 
 
 
 
NO EDITING BELOW THIS TEXT!:


== MDK - Members List Old & New ==
== MDK - Members List Old & New ==
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[[Image:Thankyouforpotsmoking.jpg|center]]
[[Image:Thankyouforpotsmoking.jpg|center]]
{{Maintenance|Editor=1812lsd|Talk type=Talk or User talk}}

Revision as of 12:47, 16 August 2008

MDK.jpg

About 1812ℓѕ∂™ - Level 41 Military Union-Jac.gif

An all-round good guy!

What to do when you run out of ammo
MDK.jpg MDK Gang Member
Help the cause, join MDK Today!





Living

File:UDMeS.PNG
1812ℓѕ∂™
As the last remaining member of his unit, this out of luck soldier joined up with the MDK to help the cause
and rid Malton of the Zombie hordes, but he may just have a liking for whacking Zombies upside the head.
(Keeper of the Stale Candy)

Wearing: a pair of mirrored sunglasses, a cinema usher's cap, a set of dented and blood-smeared Fort Creedy dog-tags, a Mitchem Mall staff shirt, a red hooded sweater, a brown coat, a pair of camouflage trousers and a pair of pale red trainers.

SKILLS

  • Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
    • Pistol Training (An extra +25% to hit with a pistol.)
      • Advanced Pistol Training (An extra +10% to hit.)
    • Shotgun Training (An extra +25% to hit with a shotgun.)
      • Advanced Shotgun Training (An extra +10% to hit.)


  • Hand-to-Hand Combat (+15% to melee attacks.)
    • Knife Combat (An extra +15% when attacking with a knife.)
    • Axe Proficiency (An extra +15% when attacking with an axe.)


  • Free Running (Can move between adjacent buildings without stepping outside.)


  • NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
    • Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
    • NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)


  • First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
    • Surgery (Player can heal a further 5HP if working in a hospital with power.
    • Diagnosis (The HP values of nearby survivors are displayed next to their name.)


  • Shopping (Player may choose which stores to loot, when searching a mall.)
    • Bargain Hunting (Player is 25% more likely to find something when searching a mall.)


  • Body Building (Player has a maximum of 60 Hit Points instead of 50.)
  • Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
  • Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)
  • Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
  • Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)

Corpsified

Zombie 1812ℓѕ∂™
If found wondering the streets, please!, for the love of Jeebus, revive me!!!!!
When you can't run, you crawl, and when you can't crawl, when you can't do that... You find someone to carry you!

Wearing: a blood-smeared pair of mirrored sunglasses, a cinema usher's cap, a set of dented and blood-smeared Fort Creedy dog-tags, a torn and blood-soaked pair of camouflage trousers and a bloodstained pair of pale red trainers.

Skills

  • Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
    • Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)
    • Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)
    • Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)


  • Digestion (Whenever the zombie deals bite damage, it gains HP equal to the damage dealt.)
    • Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)


  • Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
    • Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)
    • Death Grip (Zombie gets an extra +15% to hit with hand attacks.)
    • Rend Flesh (Hand attacks deal an extra 1 damage.)
    • Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)
    • Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.)


  • Memories of Life (Zombie is able to open doors to buildings.)
    • Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)
    • Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)
    • Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)
    • Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)


  • Lurching Gait (Zombie can walk as fast as the living.)
    • Ankle Grab (Zombie only spends 1AP standing up.)

Inventory

Flack Jacket‎ Flack Jacket‎ First Aid Kit‎ First Aid Kit‎ Ammo‎ Ammo‎ Revivification Syringe Revivification Syringe Revivification Syringe Revivification Syringe

Toolbox Fire-Axe Pistol Pistol Pistol

Shotgun‎ Shotgun‎ Shotgun‎

Mobile Phone‎ Radio Stale Candy Two Kilos of Weed Two Kilos of Weed Absinthe Crate of Beer

MDK - Members List Old & New

My Links



August 13, 2008 - 00:56 (GMT)

Thankyouforpotsmoking.jpg
Under Maintenance
This page is undergoing heavy maintenance. Please refrain from editing it until this notice is removed. Direct any comments to the talk page, or to this page's current editor, 1812lsd (1812lsd's Talk Page).