Newgrounds.com — Everything, By Everyone.
Age/Gender: 13, Male
Location: brooklyn,NY
Job: Student
I play Urban Dead, and I am a proud member of the MCDU. Join today (P.S. For an account that will level pretty fast, get a Firefighter, a Cop, or a Doctor.As cool as the Military classes are, they level slowly, so they shouldn't be your first account,k?
Newgrounds Stats
Whistle Status: Garbage
Exp. Points: 630 / 710
Exp. Rank #: 48,801
Voting Pow.: 5.03 votes
BBS Posts: 27 (0.04 per day)
Flash Reviews: 45
Music Reviews: 0
Trophies: 0
Stickers: 0
Latest News
In death, the city stirs. Its borders still locked down after a sudden government quarantine two years ago, Malton's trapped civilians make their way through the derelict buildings, surviving the changing seasons to rebuild their fragmented society from the rubble upwards. Military cleanup squads patrol the empty streets, stationed in the city for the long haul, while embedded scientific groups continue the experiments that brought them here.
And the dead rise up and thrive, trailing through the ruined streets of the city, milling between buildings and clawing through makeshift barricades and diversions, reclaiming the city as their own.
Urban Dead is a browser-based zombie apocalypse MMORPG.
A Brief Introduction
In death, the city stirs. Its borders still locked down after a sudden government quarantine last year, Malton's trapped civilians make their way through the derelict buildings, surviving the winter to rebuild their fragmented society from the rubble upwards. Military cleanup squads patrol the empty streets, stationed in the city for the long haul, while embedded scientific groups continue the experiments that brought them here. And the dead rise up and thrive, trailing through the ruined streets of the city, milling between buildings and clawing through makeshift barricades and diversions, reclaiming the city as their own.
Welcome to the city of Malton. This guide serves as a brief introduction to the game, as well as a pseudo strategy guide for beginning players. I hope you find the information compiled here helpful. I noticed many people suggesting/asking for a beginners guide. I thought I would compile some of the wiki in one place as a starting point for beginners,... so here it is.
Lets get started shall we?
Gameplay
Characters receive a steady trickle of Action Points (AP), which are used up any time they move, attack or attempt any other sort of activity except for dropping items. They receive one AP every half-hour, up to a maximum of fifty points. When a character's AP total reaches zero, that character falls asleep and is unable to do anything until at least one AP is restored.
The use of APs puts a limit on the amount of time any player can spend playing and imposes a need for strategic planning. Should a human be so unlucky as to run out of AP while in an unsecured area, he or she risks attack by zombies while vulnerable. As a result, it is advisable for humans to seek shelter before their APs reach zero. Upon reaching or going under zero AP they shall either fall asleep, for humans, or be unable to think, for zombies. This renders them unable to see the in-game map.
As characters successfully attack opponents or perform certain other actions, they gain Experience Points (XP). XP can be used to purchase new or improved skills. Human characters can learn skills from any of the human Character Classes, not just the class they begin with, but out-of class skills cost more for some classes. Zombies must pay 100 XP for any skill, survivor or zombie.
Survivors are able to find and use items, including weapons and ammunition. All character classes start with at least one item; others can be found by searching streets and buildings.
Zombies are able to use blunt weapons, but those are inferior to even un-upgraded claws. Zombies cannot use any other type of item. If you are a dead survivor and are wanting to be revived, see Revivification Points. If you need some more help you may want to look at the Guides.
Character Classes
A character's class determines his or her starting skills, equipment, and the XP cost for buying new skills. Character class is chosen when creating a character, and cannot be changed later in the game.
There are three character classes available to human survivor characters: Military, Science, and Civilian. Each skill has several subclasses. For example, civilians may be consumers, firefighters, or cops. A character may also begin as a zombie, an animated corpse that was once a civilian.
Each side in the human-zombie struggle has its own advantages. So, to help you better choose, lets look at the different classes, and each of their advantages.
Military
Survivors with the Military character class pay 75 XP for all military skills, 150 XP for science skills, and 100 XP for all other skills. There are three specific military character classes:
Private
Starting Equipment
* Pistol
* 2 Pistol Clips
Starting Skills
* Basic Firearms Training
Tactical Overview Generally considered one of the best classes as they are able to gather XP from attacking zombies fairly quickly. A new private's main weakness is the reliance on ammunition for which they must spend time in Police Departments, risking a zombie assault and necessitating the use of lots of AP on searches. As a class, they also suffer from the weakness that killing zombies really doesn't hold that much strategic value.
Medic
Starting Equipment
* First Aid Kit
* Pistol
Starting Skills
* First Aid
Tactical Overview Generally considered the weakest of the military classes. The pistol is of little use without Basic Firearms Training and the First Aid skill heals people faster for the same amount of XP. On the plus side, the Medic starts with a skill for which they would otherwise have to pay 150 XP, and so have to spend fewer total XP to max out their skill trees.
Scout
Starting Equipment
* Flare Gun
* Binoculars
Starting Skills
* Free Running
Tactical Overview Starts with the Free Running skill (can move between adjacent buildings without going outside, bypassing any barricades and using fewer AP) and a flare gun. The class has no favoured way of gaining XP and thus may be hard to level initially since it also lacks the Consumer's easy access to equipment. On the plus side, Free Running grants access to buildings whose barricades can't be bypassed by normal survivors, making this class the best choice for those relying on avoidance and building entry for their survival strategy. They also carry Binoculars which can be used from High Buildings to scout ahead of them. Because this class is also favoured by zombie spies, low-level characters with Scout attributes may be met with suspicion.
Scientist
Survivors with the Scientist character class pay 75 XP for all science skills, 150 XP for military skills, and 100 XP for all other skills. This means they must pay a little above 20% more than any other characters to buy all available survivor skills due to the abundance of military skills in the game.
There are two types of Scientist character classes:
NecroTech Lab Assistant
Starting Equipment
* DNA Extractor
* Book
Starting Skills
* NecroTech Employment
Tactical Overview Lab assistants are a popular class to start with, as they can quickly earn lots of XP by "tagging" zombies without having to spend AP on searching for weapons and ammunition. Their Scientist status makes it cheaper to buy the Diagnosis skill, which makes it much easier to earn XP, and they need spend only a further 75 XP to be able to use revivification syringes (as opposed to 200 XP for civilians and 300 XP for the military). Revivification syringes used to be the most effective weapon a survivor could wield against the zombie hordes, and syringe-wielding scientists are far more valuable to survivor groups than trigger happy soldiers.
Doctor
Starting Equipment
* 2 First Aid Kits
Starting Skills
* Diagnosis
Tactical Overview Doctors used to be a slightly "hit and miss" class. They need to spend AP in Hospitals (a beacon for hungry zombies) searching for First Aid Kits to derive XP from healing survivors, and (before they were given Diagnosis as a starting skill) at first have to hope they will come across enough "patients" by randomly attempting to heal (or hoping that a fellow survivor asks for a heal in a safehouse). Now with Diagnosis, they can gain XP easier and this makes them different to the Medic Class. This is also a decent class to pick if you plan on playing as a zombie, as the Diagnoses skill is very useful to zombies. You can earn 100 or 200 XPs (by healing) before you die, and then buy Vigor Mortis and start your zombie career.
Civilian
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
* Pistol,
* Flak Jacket
* Radio
Starting Skills
* Basic Firearms Training
Tactical OverviewA useful starting class, with a defensive bonus in the form of a flak jacket, and significant damage potential in the form of a pistol and spare rounds. However, Cops must spend AP searching in police departments to find ammo, and will often have to recover AP in these buildings at risk of zombie assaults. Players looking to play as Zombie Hunters will find Cops as a good starting class because of the initial basic firearms training, weapon, ammunition and flak jacket, as an added bonus cops spend 100XP on any skill so they can pick and choose between useful skills in multiple trees.
Ironicly, 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
* Fireaxe
* Radio
Starting Skills
* Axe Proficency
Tactical OverviewWidely considered to be the best class in Urban Dead, as the firefighter's class bonuses provide him or her with a means to inflict three damage with 25% accuracy without having to use AP searching for weapons or ammunition. This also means the firefighter can stay away from police departments and recover AP in less conspicuous buildings (such as warehouses or cinemas) which will not attract the unwanted attentions of zombies. They also carry a radio to listen into broadcasts from other survivors. This replaces the now useless wirecutters.
Consumer
Starting Equipment
* Mobile Phone
* Random Melee Weapon
Starting Skills
* Shopping
Tactical Overview Consumers are best suited to malls, where their Shopping skill allows them to choose which shop to loot, and this can give them a great advantage over other classes. Outside of malls, however, this skill is not useful. This makes life difficult for starting consumers, since malls are virtually always either ransacked or barricaded so heavily that no-one can get in without the free running skill. Some players dedicated to roleplaying see the Consumer class as the one most accurately reflecting the status of the vast majority of people who would be caught in a zombie apocalypse, and thus choose the Consumer despite its weaknesses.
Zombie
Zombies are the walking undead in the city of Malton. They are either players who started out as zombies, or humans who died and stood up as zombies. Zombies pay 100 XP for all zombie skills. A revived zombie that started out as Corpse class will revive as a Civilian. Zombies move more slowly than the human classes, taking 2 AP to move one city block without the Lurching Gait skill. When their HP are reduced to 0, zombies don't stay dead. Instead, they can stand up at full health by spending 10 AP (or 1 AP if they have Ankle Grab); this cost is increased by 5 AP if they were killed by a headshot.
Zombies begin the game with the following combat skills:
* zombie bite: 4HP, 10%
* zombie claw: 2HP, 25%
These may be progressively improved by obtaining zombie skills. At one point, the headshot had the effect of causing zombie players to lose XP; newly-dead survivors started their lives as zombies with a measly 10% hit rate; more experienced zombies felt their maxed-out attacks were also somewhat weak compared to survivors' combat abilities; zombie coordination in-game was almost impossible; and in general it seemed the survivors were getting more attention in the game updates. This confluence of factors caused hundreds of zombies to go On Strike and cease playing altogether. However, several new skills and tweaks have been added to the zombie experience since then. Newly-dead survivors sport a better hit rate; experienced zombies can acquire Tangling Grasp to boost their combat effect; Feeding Groan helps bring zombie hordes together for community feasting; and in general the zombie experience is improved. And of course, there is nothing quite like seeing the panicked messages of fleeing survivors as they realize their comfortable safehouse is suddenly overrun with the hungry undead.
Corpse
Starting Equipment
* N/A
Starting Skills
* Vigour Mortis
Tactical Overview The only class availible to zombies, thus slightly limiting choice. However, some zombie players choose to start as survivors to gain acess to useful skills such as Body Building before switching sides. Police Officers and Doctors are good classes to start with if you choose this route.
What attracts zombies
Zombie players who are not actively moving towards or attacking one location tend to travel toward the feeding groans of other zombies. Flares fired by survivors also are seen at a distance and thus flares can be used to confuse distracted zombies, because it clutters the coordinates-type messages. Historically speaking, zombies would move towards flares because it usually meant there was a surivor nearby, who had set the flare off, but currently feeding groans get more attention. Zombies, especially metagaming organized groups, tend to attack police departments, malls, and forts, since these are well-known locations for survivors to hide in. They will seek to gather around these locations and, if possible, to break in and kill all or most inhabitants. Next to these, hospitals and Necrotech buildings rank a close second as zombie objectives. Because most humans have learned to stay off the streets, and most buildings are barricaded, any survivor standing on the streets or traveling through an area of active zombies is unlikely to last long. Previously if there was signs that a building had a functioning generator (such as lights on inside, or a mobile phone mast with blinking lights), the chance of an attack was generally increased, since this was likely to mean that there was a group of survivors inside maintaining the generator. However since the 29th April changes in 2006, a powered building is less likely to induce an attack.
Skills
Skills allow characters to improve existing abilities or gain new ones. Skills are purchased with experience points. The cost of a skill depends on which class was chosen at character creation. Once purchased, skills cannot be deleted. Human skills can only be purchased while living, just as Zombie skills can only be purchased while dead. The number of skills a character knows determines his or her level. (Submission and discussion of possible new skills for the game can be found on the Suggestions page.)
Skill Groups
There are five skill categories. Four are available to Survivor characters and the last is available only to Zombies. Listed are all the current skills for all groups. Feel free to click on any of them to learn more. The categories and skills are:
Survivor:
* Civilian skills:
Shopping,
Bargain Hunting,
Body Building,
Tagging,
Construction,
Radio Operation
Civilian Skills cost 100 XP each regardless of character class.
* Military skills:
Basic Firearms Training,
Pistol Training,
Advanced Pistol Training,
Shotgun Training,
Advanced Shotgun Training,
Hand To Hand Combat,
Knife Combat
Axe Proficiency,
Free Running
Military Skills cost only cost 75 XP each for military classes, 100 XP for civilian classes, and 150 XP for scientist classes.
* Science skills:
NecroTech Employment,
Lab Experience,
NecroNet Access,
First Aid, Surgery,
Diagnosis
Science Skills cost only 75 XP each for scientist classes, 100 XP for civilian classes, and 150 XP for military classes.
* Zombie Hunter skills:
Headshot
The Zombie Hunter skills can only be purchased after the character's level has reached 10+ before buying the skill, at the cost of 100 XP, regardless of character class.
* All human skills:
The big list of all human skills.
Zombie:
* Zombie skills:100 XP
Scent Fear,
Scent Blood,
Scent Trail,
Scent Death,
Digestion,
Infectious Bite,
Vigour Mortis,
Neck Lurch,
Death Grip,
Rend Flesh,
Tangling Grasp,
Feeding Drag,
Memories of Life,
Death Rattle,
Feeding Groan,
Ransack,
Flailing Gesture,
Lurching Gait,
Ankle Grab,
Brain Rot
All Zombie skills cost 100 XP to buy.
Completing the Skill Tree
Currently it takes the following amount of XP for the different classes to complete their skill trees:
Living:
* Civilian:
The Civilian Character requires only 2100 XP to max out their skill tree.
* Military:
Characters of the Military class need 2200 XP to complete their skill trees unless they started as a Medic. The Medic starts with a Scientist class skill and thus only requires 2125 XP to max out.
* Scientist:
Science Class characters need the most XP to max out - 2425 XP!
Note: Survivors can also benefit from the Scent Death and Ankle Grab skills.
Dead:
* Zombie:
Zombies require 2000 XP to max out the skill tree, unless they started as a zombie. Starting zombies receive Vigour Mortis and thus require only 1900 XP to max out.
Note: Zombies can also benefit from the Body Building, Diagnosis, and NecroTech Employment skills (although Diagnosis is redundant if the Scent Blood skill is purchased).
Items
Items are found by searching various buildings. All buildings turn up different items. Items use up a percentage of a character's encumbrance. Searching with a full inventory yields a message stating, "can't carry any more"; and no AP is lost if this occurs. An exception to this is a supply crate; all items found in a supply crate are added to the finder's inventory, ignoring inventory limits. Dropping items from your inventory does not use any AP; it does, however, count against an IP's Hit Limit. It also requires that you have at least one AP to keep the "Drop [item]" menu available.
Choose the category that relates to the sort of items you want to know about.
All Items Available in Malton
Assorted/Misc Items:
Beer, Book, Crucifix, Newspaper, Poetry Book, Spray Can, Stale Candy, Wine, Wirecutters
Melee Weapons:
Crowbar, Baseball Bat, Length of Pipe, Knife, Fire Axe, Cricket Bat, Fencing Foil, Golf Club, Hockey Stick, Pool Cue, Ski Pole, Tennis Racket
Firearms:
Pistol, Shotgun, Flare Gun, Ammunition
Useful Items:
Binoculars, DNA Extractor, First Aid Kit, Flak Jacket, Flare Gun, Fuel Can, GPS Unit, Mobile Phone, NecroTech Revivification Syringe, Portable Generator, Radio, Radio Transmitter, Toolbox
Decorative Items:
Glass Piece, Painting, Sculpture, Skeleton, Statue, Stuffed Animal, Tapestry, Christmas Lights, Dead Fir Tree, Plastic Christmas Tree
Remember, your best friend is the Wiki
Another very good idea is to join a survivor(or Zombie) group.For Zombies, join "The Dead,"and I really don't know much past that-I'm a survivor player. For survivors like me and most of the new players, It may be advisable to join the DEM