Civilian: Difference between revisions

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I am Sorry for the Vandalism But we now have no choice... Psychophill Must be stopped. He has discovered a  way to give himself infinite time on the server and infinite AP. He plans on killing everyone in the city once and for all and destroying this game. We must stop him. I encourage everyone to tune their radios to 27.77 To hear a city wide announcement on Wednesday at 7:00 PM Eastern Standard time. Thank you for you time.
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Civilians pay 100 [[XP]] for all [[skill]]s. This means that they need to spend fewer [[experience points]] than the other [[classes]] to buy all available skills.


P.S. I do not encourage vandalism but I was left with no choice. Monitors if you wish you may delete this account just make sure this message reaches as many people as possible. Thank you again --[[User:PsychophillKILLER|PsychophillKILLER]] 15:21, 1 February 2009 (UTC)
==Cop==
'''Starting Equipment'''
*[[Firearms#Pistol|Pistol]]
*[[Useful Items#Flak Jacket|Flak Jacket]]
*[[Useful_Items#Radio|Radio]]
'''Starting Skills'''
*[[Military skills|Basic Firearms Training]]
'''Tactical Overview'''
 
Generally considered a solid starting class, Cops have significant damage and [[XP]] potential with their [[Pistol]] and Basic Firearms skill. As a bonus, they also get some protection from [[PKer | crazies with guns]] in the form of a [[flak jacket]]. As a Civilian, Cops pay 100 [[XP]] for all skills, allowing them maximum flexibility to pick and choose the most useful skills in the different trees as they level up. However, since they start with only one loaded pistol, Cops must spend [[AP]] [[searching]] in [[police departments]] to find ammo, and will often have to recover AP in these buildings, putting them at risk for zombie assaults.
 
Ironically, this is also a good starting class for players wishing to play zombies, due almost entirely to the "free" flak jacket, and because you can earn some fast XPs (with the gun) before becoming a zombie.
 
==Firefighter==
'''Starting Equipment'''
*[[Melee Weapons#Fire Axe|Fireaxe]]
*[[Radio]]
'''Starting Skills'''
*[[Military skills#Axe Proficiency|Axe Proficiency]]
'''Tactical Overview'''
 
Firefighters are considered by many to be the best starting class in Urban Dead. Their initial skill and starting equipment provide Firefighters with a reliable way to earn experience without the drawback of having to spend AP searching for weapons or ammunition. This also allows Firefighters to avoid places such as [[Building Types#Police Department|police departments]] and [[Building Types#Hospital | hospitals]], which tend to attract the unwanted attention of zombies. As Civilians, Firefighters pay 100 XP for all skills, allowing them to pick up useful knowledge from different Skill classes -- like Free Running and Diagnosis -- without the penalties suffered by Military or Scientist characters. Finally, Firefighters begin with a [[radio]] which allows them to listen to broadcasts from other survivors and keep up to date on current happenings.
 
==Consumer==
'''Starting Equipment'''
*[[Useful Items#Mobile Phone|Mobile Phone]]
*[[Assorted/Misc Items#Newspaper|Newspaper]]
*Random [[Melee Weapon]]
'''Starting Skills'''
*[[Shopping]]
'''Tactical Overview'''
 
Consumers are a challenging class to start out as. Their initial Shopping skill offers a significant advantage, allowing them to choose which store in a mall to loot. This makes re-stocking much faster than in police departments or hospitals. Outside of malls, however, this skill has no use -- and almost all the malls in Malton are ransacked and zombie infested, or else barricaded so heavily that only survivors with the military skill [[Military skills|Free Running]] can get in. And, with the possible exception of the Kitchen Knife, their improvised Melee Weapon will probably inflict too little damage to be a feasible source of combat [[XP]]. Therefore, a Consumer will usually have to use some other method of gaining XP until they are able to purchase Free Running and make use of their beginning ability. On the other hand, like other Civilian classes, the Consumer can purchase skills from both the Military and Science classes for only 100 XP each, allowing excellent flexibility in levelling up.
 
Some players dedicated to [[roleplaying]] see the Consumer class as the one most accurately reflecting the vast majority of people who would be caught in a zombie apocalypse, and thus choose the Consumer despite its initial challenges.
 
== See Also ==
*[[Civilian skills]]
 
{{CharacterClasses}}
 
[[Category:Character classes]]

Revision as of 15:28, 1 February 2009

Cccivilian.jpg

Civilians pay 100 XP for all skills. This means that they need to spend fewer experience points than the other classes to buy all available skills.

Cop

Starting Equipment

Starting Skills

Tactical Overview

Generally considered a solid starting class, Cops have significant damage and XP potential with their Pistol and Basic Firearms skill. As a bonus, they also get some protection from crazies with guns in the form of a flak jacket. As a Civilian, Cops pay 100 XP for all skills, allowing them maximum flexibility to pick and choose the most useful skills in the different trees as they level up. However, since they start with only one loaded pistol, Cops must spend AP searching in police departments to find ammo, and will often have to recover AP in these buildings, putting them at risk for zombie assaults.

Ironically, this is also a good starting class for players wishing to play zombies, due almost entirely to the "free" flak jacket, and because you can earn some fast XPs (with the gun) before becoming a zombie.

Firefighter

Starting Equipment

Starting Skills

Tactical Overview

Firefighters are considered by many to be the best starting class in Urban Dead. Their initial skill and starting equipment provide Firefighters with a reliable way to earn experience without the drawback of having to spend AP searching for weapons or ammunition. This also allows Firefighters to avoid places such as police departments and hospitals, which tend to attract the unwanted attention of zombies. As Civilians, Firefighters pay 100 XP for all skills, allowing them to pick up useful knowledge from different Skill classes -- like Free Running and Diagnosis -- without the penalties suffered by Military or Scientist characters. Finally, Firefighters begin with a radio which allows them to listen to broadcasts from other survivors and keep up to date on current happenings.

Consumer

Starting Equipment

Starting Skills

Tactical Overview

Consumers are a challenging class to start out as. Their initial Shopping skill offers a significant advantage, allowing them to choose which store in a mall to loot. This makes re-stocking much faster than in police departments or hospitals. Outside of malls, however, this skill has no use -- and almost all the malls in Malton are ransacked and zombie infested, or else barricaded so heavily that only survivors with the military skill Free Running can get in. And, with the possible exception of the Kitchen Knife, their improvised Melee Weapon will probably inflict too little damage to be a feasible source of combat XP. Therefore, a Consumer will usually have to use some other method of gaining XP until they are able to purchase Free Running and make use of their beginning ability. On the other hand, like other Civilian classes, the Consumer can purchase skills from both the Military and Science classes for only 100 XP each, allowing excellent flexibility in levelling up.

Some players dedicated to roleplaying see the Consumer class as the one most accurately reflecting the vast majority of people who would be caught in a zombie apocalypse, and thus choose the Consumer despite its initial challenges.

See Also


Character classes: Civilian | Military | Scientist | Zombie