Urban Dead
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Urban Dead
The city is dying. Some months on from the first reported outbreak, military quarantine units have closed Malton's borders, and are moving in to eliminate the looters, to forcibly evacuate those civilians who still refuse to leave their homes.
The city is dying, and the urban dead are filling its streets.
Urban Dead is a browser-based zombie apocalypse MMORPG that many Monkeys are playing cooperatively. Each character in the game gets 50 action points (APs) in a 25 hour period. APs are used to perform any action within the game, with the exception of dropping items (which don't count against your AP, so go ahead and ditch that newspaper collection). You can gain experience points (XPs) from various actions which you use to buy new skills.
Character Creation
You can have as many characters in the game as you want, however, if they're caught working too closely together - for example, a group of several zombies from the same IP address attacking in the same square - your characters may be disabled. Also, there's a limit to the number of hits to the game server from the same IP in one day. Currently this limit is 160, which is enough for three characters to use up a full allotment of action points. If you donate $5 via PayPal, one of your characters won't count towards that limit.
The different character types are as follows:
Military
Military characters pay 75XP for all military skills, 150XP for Science skills, and 100XP for Civilian and Zombie Hunter skills.
Private
Starts with Basic Firearms Training skill (+25% chance to hit with all firearms), a pistol, and 2 clips of ammo.
Medic
Starts with First Aid skill (heals 10HP with a first aid kit), 1 First Aid Kit, a pistol, and 1 clip of ammo.
Scout
Starts with Free Running skill (can move between adjacent buildings without going outside, bypassing any barricades and using fewer AP), and a flare gun.
Science
Scientists pay 75XP for all scientific skills, 150XP for military skills, and 100XP for civilian and Zombie Hunter skills.
NecroTech Lab Assistant
Starts with a DNA Extractor, and NecroTech Employment skill (is able to recognize NT buildings from the street, and can use a DNA Extractor).
Doctor
Starts with First Aid skill, and 2 First Aid Kits.
Civilian
Civilians pay 100XP for all skills.
Cop
Starts with Basic Firearms Training skill, a pistol, 1 clip of ammo, and a Flak Jacket.
Firefighter
Starts with a fire axe, wirecutters, and axe-wielding skill.
Consumer
Starts with Shopping skill, and a mobile phone.
Zombie
Zombies pay 100XP for all zombie skills. A revived zombie that started out as Corpse class will revive as a Civilian. Zombies move slower than the human classes, taking 2AP to move one city block. When their HP is reduced to 0, zombies don't die. Instead, by spending 10AP, they can stand up at full health.
Corpse
Starts with Vigour Mortis (+10% chance to hit with all non-weapon attacks).
Skills
Skills in the game are "purchased" with experience points. Some have other skills as prerequisites. Any human character can eventually learn all military, science, civilian, and Zombie Hunter skills, and there are a few human skills that still work for zombies.
Military
Weapon Skills
- Basic Firearms Training Gives +25% chance to hit with pistols and shotguns, and raises flare gun accuracy to 15%. Pistols do 5 damage for each successful hit, shotguns do 10 damage, and flare guns do 15 damage.
- Pistol Training Gives an additional +25% to hit with a pistol.
- Advanced Pistol Training An extra +10% to hit.
- Shotgun Training Gives an additional +25% to hit with a shotgun.
- Advanced Shotgun Training An extra +10% to hit.
- Pistol Training Gives an additional +25% to hit with a pistol.
Hand-to-Hand Combat
- Hand To Hand Combat Gives +15% to all melee weapon skills. Melee weapons are baseball bats, crowbars, fire axes, lengths of pipe, kitchen knives, and punching with your fists. This skill tree does not carry over as a zombie, but zombies can use baseball bats, crowbars and lengths of pipe.
- Knife Combat Gives an additional +15% when attacking with a knife.
- Axe Proficiency Gives an additional +15% when attacking with an axe.
Free Running
- Free Running Free Running allows you to move between adjacent buildings without going outside, presumably by leaping between the roofs. You can bypass heavy barricades this way, and save the 2AP it would otherwise take leaving building #1 and entering building #2.
Science
NecroTech Lab Skills
- NecroTech Employment Allows you to operate DNA Extractors, and identify NT buildings from the street. The ability to spot NT buildings carries over if you become a zombie.
- Lab Experience Allows you to use Revivification Syringes, requires NecroTech Employment.
Medical Skills
- First Aid Training Allows you to heal 10HP with a first aid kit instead of 5HP. Healing other players earns you 5XP.
- Diagnosis Allows you to see the HP of all humans in the same square. This skill carries over if you become a zombie, but it works the same as Scent Blood.
Civilian
- Shopping Allows you to choose which stores to loot in a shopping mall.
- Bargain Hunting 25% higher chance of success when looting a shopping mall. Requires Shopping skill.
- Body Building Gives you 60HP instead of 50HP. This skill carries over if you become a zombie.
- Tagging Gives XP when using a spray can to write on certain buildings. Banks, Mansions and Schools give 1XP, Monuments and Police Departments give 2XP.
- Construction Allows you to barricade the doors of a building to keep zombies out. Barricading costs AP but gives no XP. There are several levels of barricades, detailed below in the Quick Reference: Barricades section.
Zombie Hunter
Zombie Hunter skills are only available to humans level 10 or above.
- Headshot If a player with Headshot kills a zombie, the zombie must spend an extra 5AP to stand up.
Zombie
Note: Zombie skills do not carry over if you are revived.
- Scent Fear Humans with fewer than 25HP are shown as "wounded" in the room description, and asterisked on the map.
- Scent Blood Human HP is shown in the room description. Requires Scent Fear.
- Scent Trail The location of humans that have contacted the zombie (by attacking or using a DNA Extractor) are shown, up to a point. After 24 hours, or if they get too far away, the trail is lost. Requires Scent Fear.
- Digestion Zombie regenerates HP equal to any bite damage it does.
- Infectious Bite Bitten survivors become infected and lose 1HP per AP until healed. Requires Digestion.
- Vigour Mortis Zombie gets +10% to hit on bite and claw attacks.
- Neck Lurch Zombie gets another +10% to hit on bite attacks. Requires Vigour Mortis.
- Death Grip Zombie gets another +20% to hit on claw attacks. Requires Vigour Mortis.
- Rend Flesh Hand attacks deal an extra 1 damage. Requires Vigour Mortis.
- Memories of Life Zombie can open closed doors.
- Death Rattle Zombie gets a text field to enter in for speaking, like a human, but what gets sent to the screen is still garbled. "The quick brown fox jumped over the lazy dog" gets translated into "Hrh rrh brrn rh rmrh rrrh hrh az rg," so it appears that the only usable letters are a, b, g, h, m, n, r, and z. Everything else gets changed into an "r." Numbers don't translate to anything and punctuation is limited to the dash, comma, period, exclamation mark and question mark. Requires Memories of Life.
- Lurching Gait Zombie can walk as fast as the living. Moving one city block now takes 1AP instead of 2.
- Ankle Grab Zombie only spends 1AP standing up instead of 10. Requires Lurching Gait.
- Brain Rot Zombie cannot be revived, and DNA extractions become more difficult. The player using the DNA Extractor gets a message about "Cerebral Cortex Damaged." Revivification syringes also may not work (failure rate unsure). Message will state that there was brain damage.
Items
Note: "Found" locations are general. Items may be found in places not listed.
- Weapons
- Baseball Bat - Found in Clubs and Mall Sporting Goods. 2 damage, 10% base accuracy. Zombies may wield them.
- Crowbar - Found in Auto Repair Shops, Power Stations, and Warehouses. 2 damage, 5% base accuracy. Zombies may wield them.
- Flare Gun - Found in Fire Stations, Mall Hardware stores, and Police Stations. 15 damage, 2.5% accuracy if fired at a target. If fired in the air, sends up a signal, visible from at least 14 blocks away, which tends to attract zombies. One use only.
- Fire Axe - Found in Auto Repair Shops, Fire Stations, Mall Hardware stores, and Warehouses. 3 damage, 10% base accuracy.
- Kitchen Knife - Found in Junkyards, malls, and Warehouses. 2 damage, base accuracy 10%.
- Length of Pipe - Found in Auto Repair Shops, Junkyards, and Warehouses. 2 damage, 10% base accuracy. Zombies may wield them.
- Pistol - Found in Armories, Mall Gun stores and Police Stations. 5 damage, 5% base accuracy.
- Pistol Clip - Found in Armories, Mall Gun stores and Police Stations. 6 rounds per clip. One use only, click the clip to reload a pistol. Reloading will always fill your empty pistols first. You can still reload a pistol with 1 to 5 rounds left in it, but you will lose those previously loaded rounds.
- Shotgun - Found in Armories, Mall Gun stores and Police Stations. 10 damage, 5% base accuracy.
- Shotgun Shell - Found in Armories, Mall Gun stores and Police Stations. Shotgun holds 2 shells. One use only, click the shells to reload. Reloading shotguns will fill any half-empty shotguns first, then fill empty ones. You can't lose shotgun ammo through reloading like with pistol clips.
- Science/Medical
- DNA Extractor - Found in NecroTech buildings. Can be used to sample a zombie's DNA, if you have the NecroTech Employment skill, for 4XP. Zombies can only be tagged once per server reset (about 24 hours). It's thought that the best time to tag Zombies is shortly after midnight GMT. Upon tagging you get to see the zombie's name and former class among other info. Corpses (characters who started as zombies) will show a former class of civilian. Zombies with the Scent Trail skill might follow you though.
- First Aid Kit - Found in Churches, Hospitals, and Mall Drugstores. Heals 5HP without First Aid Training skill, 10HP with it. Healing any player (even zombies) gives you 5XP. One use only.
- Revivification Syringe (Mark 1) - Found in NecroTech buildings, though the supply is dwindling. If you have the Lab Experience skill, it can be used to restore a zombie to life immediately, earning you 5XP. One use only.
- Revivification Syringe (Mark 2) - Found in NecroTech buildings. Similar to the MK1, only the subject will collapse and be indistinguishable from other dead bodies until they stand up as human once more. One use only.
- Miscellaneous
- Beer - Found in Clubs, Mall Liquor stores, and Warehouses. Restores 1HP.
- Wine - Found in Churches, Clubs, Hotels, Mall Liquor stores, and Warehouses. Restores 1HP.
- Book - Guaranteed find in Libraries, also available in Mall Bookstores. Reading a book has a random chance of giving 1XP.
- Poetry Book - Found in Libraries, Mall Bookstores, Museums, and Schools. Generates a bit of poetry, might be significant later on when quests are added.
- Crucifix - Found in Churches. Does nothing yet.
- Flak Jacket - Found in Armories, Police Stations, and Mall Gun stores. Deflects 20% of damage on attacks that do 5 damage or more. Flak Jackets equip automatically when you pick them up, zombies may wear them if they found one while human.
- Fuel Can - Found in Auto Repair Shops, Mall Hardware stores, and Warehouses. Does nothing yet.
- GPS Unit - Found in Mall Tech stores and NecroTech buildings. Gives current map coordinates.
- Mobile Phone - Found in Mall Tech stores. When the power grid is restored to the city, they will be used to communicate over distance.
- Newspaper - Found all over the place, does nothing but waste 1AP.
- Spray Paint - Found in Mall Hardware stores and Warehouses. Can be used to graffiti certain buildings for XP, with the Tagging skill. A can lasts 2-5 sprays, longer with the Tagging skill.
- Wirecutters - Found in Fire Stations, Junkyards, Mall Hardware stores, Police Stations, and Warehouses. Can be used to open up a fenced-in area, such as a Junkyard. Once used on an area the effect is permanent.
- Beer - Found in Clubs, Mall Liquor stores, and Warehouses. Restores 1HP.
Building Types
- Arms: a bar.
- Auto Repair Shop
- Bank
- Building: occasionally a NecroTech front.
- Carpark: no buildings.
- Cathedrals: like Churches, they can't be sealed shut, but can be barricaded.
- St. John's, St. Jude's, St. Luke's, St. Mark's, St. Matthew's
- Cemetery: no buildings.
- Church: no doors to prevent zombies from walking in, but can be barricaded.
- Cinema
- Club
- Factory
- Fire Station: zombies often check inside.
- Forts: no buildings except for the Armories. Fort squares cannot be barricaded.
- Armory: excellent place to find firearms and ammo. Zombies almost always check inside if they're not already attacking or occupying them.
- Fort Creedy, Fort Perryn
- Hospital: excellent place to find first aid kits. Zombies frequently check inside.
- Hotel: includes Motels. Windows can be jumped from to turn a character into a zombie.
- Junkyard: need wirecutters to enter unless someone else has cut the fence. Like Churches, they can't be sealed shut, but can be barricaded.
- Library: guaranteed a book in a search.
- Malls: excellent place to find random items. Zombies often check inside. Characters with the Shopping skill can loot a specific store:
- Bookstore: books.
- Drugstore: first aid kits.
- Gun Store: pistols, pistol clips, shotguns, shotgun shells.
- Hardware Store: crowbar, fire axes, flare guns, spray cans, wirecutters.
- Liquor Store: beer, wine.
- Sporting Goods: baseball bats.
- Tech Store: GPS units, mobile phones.
- Ackland, Bale, Blesley, Caiger, Calvert, Dowdney, Giddings, Hildebram, Joachim, Lumber, Marven, Mitchem, Nichols, Pole, Stickling, Thompson, Treweeke, Tynte, Woodroffe
- Mansions
- Alner, Curton, Kersley, Pitman, South Hall
- Monument: no buildings.
- Museum
- Park: no buildings.
- Police Department: good place to find firearms and ammo. Zombies almost always check inside.
- Power Stations: currently has no purpose. Presumably will power mobile phones.
- Krinks, Tollman
- Railway Station
- Stadiums
- Clapton, Floyd, Rodges
- School
- Street: no buildings.
- Tower: windows can be jumped from to turn a character into a zombie.
- Warehouse
- Wasteland: no buildings.
- Zoo: in north Ketchelbank, the City Zoo has no buildings but many attractions, including:
- the Lion Enclosure
- the Reptile House
- the Bear Pit
- the Elephant House
- the Giraffe House
- the Aquarium
Strategy
Military
- Private
The private is hard to level at first but becomes very powerful with a little work. You start off with a pistol and two clips, but from the moment you enter you should seek the nearest police station and spend a lot of time looting it to find a Flak Jacket and more pistol ammo. When you're satisfied with your loot, go hunt some zombies. Remember that you are extremely vulnerable at this point and it is best to team with atleast a fireman and a medic if you can find them. Hunting zombies will likely become slightly frustrating but once you level pistol and shotgun it becomes way easier. Early on you should save shotguns and shotgun shells until you level the shotgun skill. After you level up both pistol and shotgun once, you have a few options as to what you want to choose. Free running or body building would be a good choice but if you feel like you need more hits then feel free to level advanced pistol and advanced shotgun. Before moving on to earning civillian skills its best to find a fire axe and level up hand to hand combat in order to have a backup should you run out of ammo.
Quick tips:
1) If you run out of ammo, fire your flare guns before you move on to using hand to hand.
2) Privates must always stay near police stations because you will typically use up to 25 AP searching until you have enough supplies to go fight zombies.
3) Best to save scientific skills for last. There are other classes who can perform theses jobs better.
4) You should keep 3-4 loaded pistols and 2 shotguns with you at all times. This should be enough ammo to off 2 (3 if you're lucky) zombies with enough ammo to spare. Any more can be a bit extraneous.
5) Free running is a vital and extremely useful skill.
6) Spend a minimum of 10-15 AP daily searching for supplies. You should be well prepared for any surprises (such as a zombie invasion of your safehouse).
7) Keep a fire axe handy. You never know when you'll need it.
- Scout
Since scouts begin the game with the Free-Running skill, it might be best to head to the nearest Hospital and pick up some first-aid kits. Don't waste your flare gun by firing it into the air, all that will do is attract zombies. Save it just in case you run into one, theres a small chance it will hit, but if it does, it will give it 15 damage and give you 15 XP. Once you have gotten a few kits (maybe 10), head out and ask people if they need to be healed. Healing people will give you 5 experience(? not sure if this is true, or do you only get XP if you have the First Aid Training skill). When you get enough experience, get the Improved Firearms skill.
- Medic
Since you start out with the First Aid Training skill, you will automatically start out healing people for 10 HP. After healing a few people, you can either get Free Running or Improved Firearms.
Free Running - This will allow Medics to become more efficient healers. You will be able to spend you time in a hospital collecting first aid kits, then moving to different buildings, without ever going outside, to heal others who need it.
Improved Firearms - If you would like to be able to be a medic who can hold his own, this is the skill for you. Even though with this skill you may be able to take out a lone zombie or two, but if you run into a horde of zombies, run to the nearest barricaded building and hope for the best.
Science
Civilian
- Fireman
This is the most effective starting survivor class. You start with an axe and proficiency with it, giving you a 25% chance of doing 3 damage. The first skill taken depends on your environment. In zombie-infested neighborhoods, paranoia has caused the barricades to be so strong that fellow humans cannot gain access from the street (use the Quick Reference: Barricades guide to determine if this is the case). You will need Construction or Free Running to live long if you don't have friends to help you out. If you identify a safe house, go with Hand-to-Hand Combat, boosting you to a 40% chance to hit. This is the best damage you can do without firearms. Once you've ensured your safety and gotten HTH under your belt so you can earn some XP, start searching out firearms in Malls and Police Stations.
Zombie
You have two choices: start as a Corpse, or start as a Human. Corpse has the advantage of already possessing Vigour Mortis, which will make your leveling up much, much easier. Being Human means you can find a Flak Jacket and earn Body Building before crossing over, making your zombie tougher to knock down. Every moment standing is 10 AP used to munch on the living instead of wasted getting back up.
As fresh zombie, your most formidable attack is the Bite, both in terms of damage dealt and XP gained, and hit percentage over the long run. Additionally, when you purchase Digestion later on, each successful attack will heal you. Don't use your Claws unless you're attacking a barrier, or the Human you're fighting has 2 or less HP and your Claws attack has a higher chance to succeed than your Bite.
Once you have Vigour Mortis, you should be aware of your surroundings before choosing your next skills. If there's a steady supply of street meat, hold off of purchasing Memories of Life and Lurching Gait for now. If this doesn't change, your next two skills should be Neck Lurch and Scent Fear. This way you'll be able to hit easier, as well as specifically target the weakest Humans. A weak Human is the best meal you've ever eaten, as striking the killing blow gives you a XP bonus. Rend Flesh will make your Claw attacks better than your Bite, but only after you also have Death Grip. By itself, Neck Lurch provides the biggest attack boost of the three, and will allow you to get the other two the faster than if you got Death Grip instead. Keep biting until you have both, then switch to your Claws.
Before you get to that point, however, Lurching Gait and Memories of Life are probably your best choices. Chances are that you'll be around a mob of zombies, and that one of them will be able to open doors, so you need to weigh which would be better to get first. If you're participating in massive raids on the Forts, Memories would probably be more useful. If you're content to wander around exploring the city and its local cuisine, Lurching Gait will cut down on the time you waste in transit.
Digestion is an often under-looked choice. Standing up is now a heavy penalty of 10AP, so anything that keeps you up for one more round is a boon. The remaining skills aren't that great. Death Grip by itself is only good for a 2-point kill or smashing down a barricade. It's no longler pointless, but it is essentially a 200XP skill with Rend Flesh. While Scent Trail and Scent Blood are useful, they are definitely the kind to hold off on until this point. Death Rattle gives you mangled speech at the cost of 1 AP when you'd be better off using forums, IM, or an IRC channel. Brain Rot doesn't really give you any significant advantages; it's more of a hinderance to Scientists.
This progression should suit you well in your newfound undeath:
Vigour Mortis > Neck Lurch > Scent Fear > Memories of Life > Lurching Gait > Death Grip > Rend Flesh > Digestion > Scent Trail > Scent Blood > Death Rattle > Brain Rot.
Related Links:
Quick Reference
Experience Points
- Books
Regular (not Poetry) books have a random chance of giving you 1XP every time you read them.
- Combat
Attacking other players gives you XP equal to the actual damage you do to them. Any damage absorbed by Flak Jackets gives no XP. Humans attacking humans or zombies attacking zombies only get half XP. Killing your target gets you a 10XP bonus, but only for humans killing zombies/zombies killing humans. Attacking barricades gives no XP.
- DNA Extractors
Earn 4XP tagging zombies, as well as learning their former name, class, and date of death. Success is guaranteed if the zombie hasn't been tagged since the last server reset and doesn't have the Brain Rot skill. Zombies that have the Scent Fear skill may be able to trail you back to the safehouse after you've tagged them. Requires NecroTech Employment skill.
- Dumping Bodies Outside
If you find any bodies inside a building, dumping them outside will give you 1XP.
- First Aid Kits
Using a First Aid Kit on any character besides yourself (including zombies) restores 5HP to them and gives you 5XP. With the First Aid Training skill, you heal twice the HP, but still get only 5XP. The Diagnosis skill lets you see any humans that are hurt.
- Spray Painting
Requires Tagging skill for XP, although anyone can graffiti. With a few exceptions, most buildings won't give you any XP for vandalizing them:
- 1XP - Banks, Mansions, Power Stations, Schools.
- 2XP - Armories, Monuments, Police Departments.
Barricades
- Attacking
How much damage an attack does has no effect on how fast the barricade comes down - i.e. you can't just blow one away with a shotgun or flare gun. Whatever attack has the highest to hit percentage is best, for zombies that's a claw attack. For a human, I'd suggest using an axe or length of pipe, to save ammo. The message "You smash at the barricade. Part of it collapses." means you have successfully weakened the barricade, 3 "collapses" will generally take the barricade down 1 level. More often you'll get the messages "You smash at the barricade." or "You smash at the barricade. It creaks.", but these don't appear to be directly involved with barricade strength.
Each barricade attempt takes 1AP. This will almost always result in a success during the lower levels. But attempts to strengthen higher-level barricades often give the message "You attempt to add [item], but can't find a place for it."
- Building (requires Construction)
- Loosely - The lowest level of barricade, 1 success needed.
- Lightly - 2 successes.
- Quite Strongly - 5 successes.
- Very Strongly - 8 successes, the strongest barricade that humans can enter from the street.
- Heavily - 11 successes. Direct entry is barred, as is direct exit to the street. Clicking an adjacent square still works as an exit. Free Running from an adjacent building is the only way to enter.
- Very Heavily - 14 successes. Same entry/exit rules as Heavily.
- Extremely Heavily - 17 successes. Upon barricading to this level you get the message "Using [item], you reinforce the barricade. It's looking very strong now."
Extra strengthening is allowed past Extremely heavily, and also gives the "It's looking very strong now." message. Nothing past "Extremely Heavily" has been reported, but there might be other levels.
Links
Urban Dead Main Site
Official Wiki
pos software
Urban Dead Map
Combat Calculator
New unofficial Message Boards
Flirt Teen Chat
Urban Dead general discussion Yahoo! group
Urban Dead-IC Roleplaying Yahoo! group
Urban Dead Zombies Yahoo! group
NecroTech game mechanics Yahoo! group
bodybuilding
fitness questions
supplement reviews
