Dead Awaken
From Wikipedia, the free encyclopedia
Dead Awaken is an internet-browser based RPG game in which one attempts to gain virtual wealth and power. Using a single character, chosen either to be a zombie or a human, the player can collect severed heads or hearts, attempt a variety of daring and violent stunts against the opposing force (zombie versus human, and human versus zombie), or simply buy and sell the aforementioned organs on the market, all in order to gain wealth.
There is a strong message board community with many forums devoted to various aspects of the game as well as off topic chat and even a Role Playing forum.
Contents |
[edit] Website introduction
- "It's been four months since the infestation occurred. Four months since the dead first began to rise from their graves to feast on the flesh of the living. The world as we knew it ceased to exist. Those that perished only came back to solidify the ranks of the undead. Just when we thought that all hope was lost, we discovered the key to our survival. We discovered that the zombies could be trained…
- Now, here in the present day, we are facing a much more horrifying situation. What we once considered to be the key to our survival, has become our worst fear yet. The zombies are beginning to turn against us again. Only this time, they have the ability to think for themselves. They've learned how to use everyday objects as primitive weapons, making the zombies deadlier than ever. They're stronger, tougher and their numbers grow by the hour.
- Join today and help us defeat the undead once and for all.
- Or join the ranks of the undead and help bring about the destruction of mankind."
[edit] The Game
The game itself revolves around spending stamina points to accomplish various tasks. These include visiting a graveyard, subway challenges, attacking other players, exploring the mall, or spending stat or skill points to build up your character. It's mainly a text-based game, but there are some simple graphics (eg, while exploring the graveyard and mall areas).
[edit] Graveyard
Here a player digs up graves in search of money, food, and "tickets" which give them the ability to train stat points and skill points. Players also randomly encounter and subsequently battle computer controlled opponents (human players encounter zombies, while zombie players encounter human zombie hunters). If the player is victorious in the fight, s/he wins a head which can be sold on the heads market, or can be used towards training stat points and skill points. Many players use the graveyard as their primary source of in-game income by fighting to obtain heads and then selling these heads for money.
The graveyard is home to the graveyard caretaker (human players) and the bum (zombie players). When encountered, this individual will offer players a mission. If they bring 10 heads to him, he will give them a prize. The first time this individual is encountered, he will offer to sell the player a flashlight. The flashlight, which can be toggled on and off at the player's discretion, greatly increases the fight encounter rate. This makes it an effective tool for players hoping to fight to gain heads. After the flashlight has been obtained, the caretaker/bum's missions will offer prizes of either cash or food (which, consumed, will give more stamina up to the maximum of 20).
Success in the graveyard is determined by many factors. By training the "Search" skill, a player will get more money when digging up graves. Success against opponents in the graveyard is determined by the player's stats, and what weapons and armor they have equipped. Since the level of opponents is determined by a player's armor and weapons, many players use a strategy of unequipping these items before entering the graveyard in order to encounter weaker opponents. This strategy can backfire, however, if a player forgets to re-equip the items before attacking another player or before entering the mall, where opponent difficulty is determined in a different way.
[edit] Graveyard Games
A new addition to the graveyard is the graveyard games. The graveyard games are Keep Away and The Zombie Slots.
"Keep Away The stench of rotting flesh is getting stronger. You've been spotted and the undead seem to have you surrounded. Keep your sack of heads safe by keeping away from the zombies for as long as possible."
Donators can play Keep Away 10 times a day. Non Donators can play 5 times a day.
The Zombie Slots are a slot machine you can play as long as you have money you can use. i read on the website that they now limit how much you can play the zombie slots
[edit] Subway challenges
Players can carry out various daring tasks in the subway in order to gain money and "guts." The amount of guts a player has determines his/her ability to complete certain tasks. The more guts a player has, the better chance s/he has of completing a task, the harder the task was, more money he earns. Every task which is successfully completed, regardless of task difficulty, earns a player 1 guts in addition to the monetary reward given by Yuri the Russian midget.
Subway tasks run from (human perspective) rallying the living by spray painting "Die zombies die!", to lynching zombies, to setting fires to building, roasting the zombies inside. Zombie tasks include smearing blood on objects to incite fear among the living, jumping off tall buildings, fooling unsuspecting humans to eat zombie flesh, and infecting entire buildings with virus-filled blood. To advance to the next level, a player need to collect the amount of guts that would give him at least 50% chance of success on the desired level.
[edit] Subway rewards
Level | Reward |
---|---|
1-1 | $8-$20 [avg. = $14] |
1-2 | $32-$80 [avg. = $56] |
1-3 | $72-$180 [avg. = $126] |
2-1 | $128-$360 [avg. = $244] |
2-2 | $200-$500 [avg. = $350] |
2-3 | $288-$720 [avg. = $504] |
3-1 | $392-$980 [avg. = $686] |
3-2 | $512-$1,280 [avg. = $896] |
3-3 | $648-$1,620 [avg. = $1134] |
4-1 | $800-$2000 [avg. = $1400] |
4-2 | $968-$2420 [avg. = $1694] |
4-3 | $1152-$2880 [avg. = $2016] |
5-1 | $1352-$3380 [avg. = $2366] |
5-2 | $1568-$3920 [avg. = $2744] |
5-3 | $1800-$4500 [avg. = $3150] |
6-1 | $2048-$5120 [avg. = $3584] |
6-2 | $2312-$5780 [avg. = $4046] |
6-3 | $2592-$6480 [avg. = $4536] |
7-1 | $2888-$7220 [avg. = $5054] |
7-2 | $3200-$8000 [avg. = $5600] |
7-3 | $3528-$8820 [avg. = $6174] |
8-1 | $3872-$9680 [avg. = $6776] |
8-2 | $4232-$10580 [avg. = $7406] |
8-3 | $4608-$11520 [avg. = $8064] |
9-1 | $5000-$12500 [avg. = $8750] |
9-2 | $5408-$13520 [avg. = $9464] |
9-3 | $5832-$14580 [avg. = $10206] |
10-1 | $6272-$15680 [avg. = $10976] |
10-2 | $6728-$16820 [avg. = $11774] |
10-3 | $7200-$18000 [avg. = $12600] |
[edit] Guts needed for success
The following entries are self-reported by DeadAwaken players. Category entries indicate the amount of guts required to attempt a level (50% success). Subsequent category values indicate the amount of guts required to complete the task 100% of the time.
Entries with multiple values reflect the submissions of players who report conflicting values (see Theories About Guts for a discussion of these discrepancies. Bold entries indicate disputed values.
In-game contributors to all of the above information include (in alphabetical order): Alexxx, Ethan Frome, Evil Xander, Hero Protagonist, Jealous_Guy, ~Living Dead Girl~, major nooker, Nerol, Rasputin, SilverBullet, SlappyPants, THEMEDIA, UltraBogan and Unforgiven
Level 1 attempt (50%) = [automatic]
Level 1-1: $8-$20 [avg. = $14] - 100% = ~300 guts (SilverBullet), ~100 guts (Evil Xander, Aerathi, Alexxx)
Level 1-2: $32-$80 [avg. = $56] - 100% = 900 guts (SilverBullet, Hero Protagonist), 896 guts (Unforgiven)
Level 1-3: $72-$180 [avg. = $126] - 100% = ~1800 guts (SilverBullet), 1815 guts (~ Sister Mimi ~)
Level 2 attempt (50%) = ~1290 (acidburn), ~1275 (THEMEDIA)
Level 2-1: $128-$360 [avg. = $244] - 100% = ~3000 guts (SilverBullet), ~2856 (Rasputin), 2872 (UltraBogan, Acidburn, colegreen)
Level 2-2: $200-$500 [avg. = $350] - 100% = 4100 guts (SilverBullet, Acidburn), ~4093 (Evil Cypher Zero)
Level 2-3: $288-$720 [avg. = $504] - 100% = ~5600 guts (Ethan Frome), 5470 (Aerathi)
Level 3 attempt (50%) = 3335 guts (THEMEDIA), 2780 (Acidburn)
Level 3-1: $392-$980 [avg. = $686] - 100% = 6960 guts (Ethan Frome)
Level 3-2: $512-$1,280 [avg. = $896] - 100% = 8568 guts (Ethan Frome)
Level 3-3: $648-$1,620 [avg. = $1134] - 100% = 10284 guts (Ethan Frome, SalmonGod)
Level 4 attempt (50%) = 5900 guts (Ethan Frome, THEMEDIA)
Level 4-1: $800-$2000 [avg. = $1400] - 100% = ~12900 guts (Jealous_Guy), 12100 guts (Ethan Frome)
Level 4-2: $968-$2420 [avg. = $1694] - 100% = 14010 guts (major nooker)
Level 4-3: $1152-$2880 [avg. = $2016] - 100% = 16020 guts (major nooker)
Level 5 attempt (50%) = ~8908 guts (Ethan Frome), 8909 (THEMEDIA)
Level 5-1: $1352-$3380 [avg. = $2366] - 100% = 18115 guts (nooker)
Level 5-2: $1568-$3920 [avg. = $2744] - 100% = 20300 guts (nooker)
Level 5-3: $1800-$4500 [avg. = $3150] ~ 100% = 22550 guts (nooker)
Level 6 attempt (50%) = 12296 guts (Ethan Frome)
Level 6-1: $2048-$5120 [avg. = $3584] = 100% ~ 24890 guts (nooker)
Level 6-2: $2312-$5780 [avg. = $4046]
Level 6-3: $2592-$6480 [avg. = $4536]
Level 7 attempt (50%) = 16030 guts (major nooker)
Level 7-1: $2888-$7220 [avg. = $5054] - 100% = 32,440 guts (SlappyPants)
Level 7-2: $3200-$8000 [avg. = $5600]
Level 7-3: $3528-$8820 [avg. = $6174] - 100% = 37,700 (Blind Old Bastard)
Level 8 attempt (50%) = 20070 guts (major nooker)
Level 8-1: $3872-$9680 [avg. = $6776] - 100% = 40,450 (Blind Old Bastard)
Level 8-2:
Level 8-3:
Level 9 attempt (50%) = ~ 24400 guts (nooker)
Level 9-1:
Level 9-2:
Level 9-3:
Level 10 attempt (50%) =
Level 10-1:
Level 10-2:
Level 10-3:
[edit] Theories about guts
As the difficulty of a task increases, it takes more and more guts to get closer to being able to successfully carry out that task. For example, to advance one percentage point on task 3.2 requires approximately 88-92 guts. However, just one level higher at 3.3, it requires approximately 104-108 guts to advance. This built-in "pyramid effect" makes attaining high levels of guts difficult. However, the long-term benefits of guts are evident, which makes their attainment a goal for many players.
Emerging data trends suggest that players may achieve guts in slightly different ways. Discrepancies have emerged as to exactly when a player reaches 100% effectiveness on a particular task, and other differences are emerging. Theories about this phenoemna include the possible influence of stats on guts, as well as the possibility that gaining guts is a semi-random process, or is slightly different for each player.
[edit] Attacking other players
"You walk through the double doors into the remnants of what used to be a shopping mall. It has long since been raided for anything of value. Humans and zombies are now coming to the mall for a whole new reason. They come to the mall for the chance to show that they are the toughest ones alive (or dead) and to train for their future survival. Choose the player you would like to attack."
Attacking, and being attacked by, other players is the only way to gain experience points and increase a player's level. Attacking takes place through the Mall, where potential targets' names are listed. Players can be attacked both while they are online and offline, but they cannot be attacked if they have zero health points. Additionally, a player can only attack another player if s/he is within a certain range of levels. A player can attack someone who is as high as twice his/her own level, or as low as half his/her own level. So, a player at level 8 can attack anyone from level 4 to level 16, whereas a player at level 20 can attack those players from levels 10 to 40.
[edit] Exploring the mall
"You've walked past the boarded up section of the mall thousands of times before, never giving it a second glance. This time however, something catches your attention out of the corner of your eye. There appears to be a hole near the side of the wall just wide enough to fit through. It appears as if something has found its way out. You can't allow anymore of them to escape." (Human introduction to the Mall Exploration module)
"You've staggered past the boarded up passageway thousands of times before, never giving it a second glance. This time however, something catches your attention out of the corner of your eye. There appears to be a hole near the side of the wall just wide enough to fit through. Through the opening you catch the sweet scent of living flesh. There's fresh meat just beyond that hole and it's time to feast." (Zombie introduction to the Mall Exploration module)
Players can explore the mall as another source of heads and cash (a practice often called a "mall run"). Players choose a difficulty level and then enter the mall where they fight computer-controlled opponents. Once all opponents are destroyed, the players get a completion message and are told how much money, and how many heads, they were able to find in the mall. The amount of money and heads found in the mall is determined by the amount of "Search" skill that a player has, as well as the level which s/he attempts. There is also a tension between trying to pick the highest level which one can successfully complete (in order to get the most money and heads) but not pick a level which is too difficult, thereby ensuring failure and the loss of a mall run.
Unlike other aspects of the game which require stamina to gain heads and cash, doing a mall run uses no stamina (though a player must have at least one stamina in order to attempt a mall run). Therefore, it is a useful module for players to complete as often as possible.
Mall runs are limited to three per day, with the 3rd run only giving half the rewards (non-donators) or four per day (donators). Previously it had been 5 runs for non-donators and 8 runs for donators but as it took an exceeded long time to complete 8 runs this was cut in half and the rewards doubled (which explains the half reward to the 3rd non-donator mall run).
[edit] Stat Points and Skill Points
Stat Points and Skill Points are required to train your Stats and Skills. One training session for one Point, using one Stamina Point. These Points can be earned a number of ways. Each day you receive two or three of each type of Point simply for logging in. When you gain a Level, you are given two to four of each type of Point.
As you progress in the game, though, you will find that most of your Stat and Skill Points come to you by way of trading in Heads for them. 10 Heads equals 1 point. Hearts can be traded as well -- 5 Hearts for 3 Points.
Stat and Skill Points can be saved up for as long as you like.
[edit] Stats
Stats, trained in the Gym (Gym Parking Lot for Zombies), are strength, accuracy, defense, speed and intelligence.
Intelligence has very small effect in combat (in a small increase in both melee and ranged damage), but affects raising stats and skills in a way that every full 100 points of intelligence give a cumulative +10% bonus to gaining an extra, free, point when raising a stat or skill. This has let to a popular tactics of first raising intelligence to 1000, then orienting to other stats and skills. Now the Intel Cap has been lifted and it is possible to go beyond 1000. But the effect's of going higher are unknown, or a closely guarded secret by those who do know.
Strength strongly affects to-hit chance as well as damage of melee weapons, somewhat lessens the damage received and mildly affects to-hit chance of ranged weapons.
Accuracy strongly affects to-hit chance as well as damage of ranged weapons, and mildly to-hit chance of melee weapons.
Speed affects to-hit chances of both melee and ranged weapons, as well as decreasing the chance of being hit.
Defense affects the chance of being hit, as well as lessens the damage received (along with armor defense).
Since some stats are paired and equally important (e.g. speed and accuracy for to-hit with ranged), there is a penalty if one of them is much higher than the other, and vice versa (speed-accuracy for to-hit ranged, speed-strength for to-hit melee, speed-defense for not to get hit).
Intelligence Bonuses go as follows:
1000 intel gives you +1
5000 intel gives you +2
20000 intel gives you +3
More to come as intel is trained.
[edit] Skills
Stats, trained in the Abandoned School (Abandoned School Playground for Zombies), are counter, combo, search, pickpocket and conceal.
Counter, being a one level skill, i.e. going only from 0% to 100%, gives player a chance of retaliating attack after an attack made by the opponent (both player and graveyard zombie/zombie hunter).
Combo, a multi level skill like the rest, i.e. after 100% in a certain level, it goes to the next level at 0%, gives player a chance to make a combo attack, doing guaranted attacks equal to the full levels, plus an additional attack based on the remaining percentage, against both player and graveyard opponents.
Pickpocket and conceal, both multi-level skills, affect the loss/gain of money after a player vs. player fight. Pickpocket, naturally, increases the amount of money the victor can loot off the body of his opponent, and conceal works in the opposite manner, decreasing the amount of money a player loses when defeated by another player.
Search, a multi level skill, increases the amount of money found while digging up graves in the graveyard, as well as money and heads found in the Mall. The formula for heads received in the Mall is {[full level of search + (Mall level)/5 round up] + percentile chance for an additional head} up to the maximum of number of enemies present at that level.
[edit] Mobs and hordes
Mobs (humans) and hordes (zombies) are groups of people in the game that work together to help each other out. Once a mob/horde is formed (at the significant cost of $7,500,000 or 600 hearts), it can begin recruiting members. Most mobs/hordes may have requirements players must meet before they join, such as having attained a certain level within the game, having played the game for a certain number of days, etc. Mobs/hordes may also have additional requirements to apply, which are determined by the mob/horde leader(s).
Mob/horde members can (and often are expected to) donate cash, heads, hearts, weapons, and armor to their mob/horde. Some mobs/hordes have required amounts of donations for all members, while others simply ask that members donate, and take donation levels into consideration when choosing how to split up resources among mob members. And a few mobs/hordes do not require you to give up your own hard earned resources, instead letting you build yourself up with them.
A mob/horde is a good place to get to meet individuals in-game. Mobs/hordes have their own private boards where members can post, ask questions, hold contests, etc. Mobs/hordes also offer protection and advancement opportunities for lower-level players, which they might not otherwise be able to achieve.
Mobs/hordes can fight against each other in order to gain money and experience. Each mob/horde has individuals who fight for their group -- "hitmen" for mobs, "infectors" for hordes. The number of individuals who can fight is determined by the mob's level. Every hitman/infector in a fight is paired up with another infector/hitman and the fight continues until one kills the other, whereupon the attacking pairs are shifted and the fight continues. (If one mob/horde has fewer hitmen/infectors than the other, more than one individual will fight at a time.) The mob/horde which manages to kill all of the other team's hitmen/infectors first is declared the winner. The winning team receives experience and money for its victory.
Mobs/hordes accrue experience in the same manner as individual players. Once a mob/horde reaches a certain amount of experience, its level increases. With each level, a mob/horde receives money and hearts. At levels which are multiples of five (10, 15, 20, etc.) mobs/hordes receive equipment as an extra bonus and are also allowed five extra hitmen/infector slots. Having extra members in a fight can be a real advantage for a mob/horde, as it allows them to inflict extra damage, so it is advantageous for a mob/horde to level up as soon as possible, as long as it has members to put into the hitmen/infector slots. This is in direct contrast to the system of individual leveling up, where players often hold themselves back from leveling so that they will not be attacked by higher level players.
[edit] Economic strategies
Dead Awaken focuses majorly on two forms of currency: heads and money. Money buys weapons and armor from the Pawn Shop, first aid from the Pharmacy, allows the player to play games for prizes on the Boardwalk and buy structures. Players can gain money by betting in Winston Downs, fighting in the Globecom Stadium, or by exploring the Graveyard and Mall. Another source of money comes from the Swap-o-Rama, where players can sell heads, the second most common form of currency. Though many players believe heads work best when used to train stat and skill points (10 heads buys one stat or skill point), many new and some veteran players play the Swap-o-Rama, selling their heads for large sums of money. Heads became a common form of currency because of the ability to trade them in for character improving stat or skill points when the game first started. However, recent trends in the heads market changed their value drastically, as the average selling price rose over $2000 in a few months (now up to and above $6000). Players now give heads as a compensation for money more often because of their high value.
The newer players in the game most often farm the Graveyard for heads and then sell them on the market, constantly undercutting the lowest price. Market spectators keep the prices rising by continually buying up hundreds of heads at low prices, using them more quickly than the market can provide them. Thus the heads prices always rise despite the constant bid for the lowest price. New players often use the market as a way to buy high level weapons and armor, which prove ineffective because of the high stat requirements to effective wear/wield them.
As another, more effective, economic strategy, players sell their heads on the market every once in a while, but focus more on making money through the Mall and Graveyard. If a player uses the heads to boost stats instead of selling them on the market, that player will utilize the lower level weapons to their full potential, doing more damage than those who opted with the first strategy. Higher stats also allow a player to explore the Mall at higher levels, bringing in much more money. By training Search with the heads gained in the Mall and Graveyard, a player can make a considerable amount of money without selling heads.
Top 5 Most Experienced
* Level 171 - Gavin Kantz * Level 165 - The Lord Humungus * Level 163 - ~LivingDeadGirl~ * Level 161 - Jingle_Balls * Level 159 - Wolfen