Starting the game Edit
Upon starting the game, the player will find Bob the Necromancer facing a building, such as a house. Clicking or tapping^{[1]} the house will cause Bob to fire a magic bolt at the building, dealing damage to it. After dealing sufficient damage, the house will crumble, dropping skulls (the primary currency for this game) and possibly letting out one or several panicking villagers running around ablaze. Tapping/clicking those villagers will also yield skulls. Collecting skulls and using them to purchase monsters and upgrades will give Bob and the monsters higher damage in order to take on more difficult challenges.SkullsEdit
Skull is an in-game currency that allows players to buy and upgrade monsters. Players receive them through destroying buildings and killing villagers, also players can buy them at the Diamond Deal store. Please check Skull page for more informationDiamondsEdit
Diamonds is a second currency in the game. Players use diamonds on skipping progress and upgrading buildings in Hell, and to use them in Diamond Store. Players can purchase Diamonds for real money but they also get dropped by killing villagers. Please check Diamonds page.Critical damageEdit
As the player progresses through the game, when the player taps/click it is noticeable that, sometimes, Bob's damage will pop up in a red, bigger font. This means Critical damage. Critical damage has a base chance of 1% and deals double tap/click damage. It is possible to increase the critical damage percentage, but only through particular monster's skills (namely The Big Plague's skill Small Pox and Swarm of Bats' NANANANANANA). There are few items that increase critical damage percentage.
SleepingEdit
If players do not deal tap damage for a few minutes then Bob will start falling asleep because he is inactive. At the start of the game it has no effects on gameplay, but as player start to receive items such as Power Potion then the sleeping will grant an effect based on item's brief description.Progression Edit
Every building destroyed counts towards Difficulty progression. Each difficulty contains a gauntlet of 10 buildings. The 10th building in a difficulty possesses much higher health, but also always lets out 5 screaming villagers (meaning more skulls). After every 5 levels of difficulty the player will face a boss, namely, the Blacksmith's Union.
BossesEdit
They are a bunch of warriors engaging the player while a wizard floats above them in a bubble. The player has 30 seconds to defeat them. Items, such as the magic ring, can extend that time. If the player fails to defeat the boss in time, you are thrown back into the last stage of the last difficulty you faced. There is no punishment for not defeating the boss within the time limit. The Blacksmith's Union's wizard will sometimes carry another bubble linked to his' by a tether. That second bubble contains White Orbs. See Bosses page for more information.
Broken OrbsEdit
Defeating the wizard will burst the bubble, causing the Orbs to fall on the floor and break. These broken orbs will then be put into the player's inventory. In their broken state, orbs are useless, but upon either activating a time portal, or using the Diamond purchase skill Fast Time Travel, the broken Orbs will be repaired. Please consult the page on White Orbs for further explanation.MapEdit
The game is divided by areas in a large map. Each area comprises a certain number of difficulties, ranging from 20 at the beginning of the first map up to 1000 at the end of the third map. The map works like sort of a dungeon: By clearing an area, you unlock the areas adjacent to it, which might lead to treasures or harder areas. The goal of the game is to clear all areas of the map, then to progress on to the world map, and clear the subsequent kingdoms. Please consult the page Map for detailed explanation on the areas.Treasure ItemsEdit
In game exist various items that you can receive through chest, crafting and Devil Deals. Beside White Orbs and Minions, Items play big roll in game progression. Please see Items page for more information.Item Stacking Edit
Items in this game, with a few notable exceptions, stack additively, not multiplicative. So, following a simple reasoning, it is easy to observe that stacking several items has diminishing returns and why it is cumbersome to do so.
Say the player has an arbitrary monster with 1000 damage. The player collects an arbitrary item that increases his damage by 50%. Collecting two of these items will increase its damage by 100%, effectively doubling the damage to 2000.
Now, say the player collects two more of these items for a total of four. That's another 100% for a total of 200%. The monster's damage will be increased to 3000. Triple of what the player started with, but compare it to the previous stage of its damage: From 2000 to 3000 we have a percentage growth of 50% (2000 * 50% = 1000 ; 2000 + (2000 * 50%) = 3000).
So, by gathering two items, the player doubled the damage. But then, by gathering another two items, the damage increased by an additional 50%. The same holds true for further instances of this: six items translates into an additional 33% damage increase, and so on. To put this in perspective, by the time the player has reached 1 million dps with this monster, using only the 50% damage increase item, the player has acquired two thousand of that particular item. That does not mean stacking items is necessarily bad (damage is increasing after all), but it is wise to know when to stop due to diminishing returns and invest time on something that could more effectively increase your damage/DPS. Please refer to the Items page for additional information.
DPS Edit
Total DPS consists of a few factors which are multiplied together. Those factors are:
- Non-tap monsters' DPS (base)
- Monsters' passive abilities
- Monsters' active abilities
- White Orbs
- Black Orbs
- Items
- Hell
- Achievements
- Carl the Monolith
- Shards
- Deals
Non-tap monsters' DPS Edit
- Damage: D_{1} x 1.035^{(L-1)}
Where D_{1} is the damage of the monster on level 1, and L is the current level of the monster. This formula only calculates the damage you get from buying the next level of the monster.
If you want to get the total damage of the monster, you have to calculate the sum of all levels from 1 to L using a geometric series formula.
- Total damage: D_{1} x (1 - 1.035^{(L-1)}) / (1 - 1.035) + D_{1}
Monsters' passive abilities Edit
- Ability #1 - Adds 25% minion's dps (substitute 1.25 into formula if bought, otherwise 1)
- Ability #2 - Adds 50% minion's dps (substitute 1.50 into formula if bought, otherwise 1)
- Ability #3 - Adds 2% minion's dps per minion's level (substitute 0.02 into formula if bought, otherwise 0)
- Giant Zombie's Dem Big Pockets ability adds 5% non-tap monsters' dps (susbtitute 1.05 into formula for any monster if bought, otherwise 1)
Monsters' active abilities Edit
- Monster specific skill - two minions have specific for them skill which insceases only their dps.
- Spectral Reposession - Adds 400% Specter's dps (only applicable for Blue Specter, substitute 4 into formula if activated, otherwise 0)
- Pastafury - Adds 700% Squid's dps (only applicable for Flying Squid, substitute 7 into formula if activated, otherwise 0)
- King's Presence (The Tomb King) - Adds 100% dps to all non-tap monsters (substitute 1 into formula if activated, otherwise 0)
- Son of the Lich - Doubles skills' effect (substitute 2 into formula if activated, otherwise 1)
White Orbs Edit
Main article: Orbs
Black Orbs Edit
Main article: Orbs
Black Necklace Edit
If player possesses Black Necklace, then the following formula gives the correct multiplier
otherwise the multiplier is equal 1
Carl's Toenails Edit
If player possesses Carl's Toenails, then the following formula gives the correct multiplier
otherwise the multiplier is equal 1
Items Edit
Main article: Items
Hell Edit
Main article: Hell
There are many buildings in Hell which enhance Bob and his team in various ways. Armageddon Armory is the building which gives a constant boost to all monsters DPS depending on its level.
Level | Cost | Effect | Multiplier increase* | Construction Time |
---|---|---|---|---|
1 | 25 Diamonds | Add 100%to non-tap monsters | x2 | 30 minutes |
2 | 50 Diamonds | Add 500% to non-tap monsters | x3 | 4 hours |
3 | 100 Diamonds | Add 2,300% to non-tap monsters | x4 | 12 hours |
4 | 200 Diamonds | Add 12,000% to non-tap monsters | ~x5 | 1 day (24 hours) |
5 | 500 Diamonds | Add 60,000% to non-tap monsters | ~x5 | 2 days (48 hours) |
6 | 750 Diamonds | Add 450,000% to non-tap monsters | ~x7.5 | 3 days (72 hours) |
7 | 1000 Diamonds | Add 2,250,000% to non-tap monsters | ~x5 | 5 days (120 hours) |
Total | 2625 Diamonds | Add 2,250,000% to non-tap monsters | x22,501 | 280 hours 30 minutes |
* relative to previous multiplier.
Achievements Edit
Main article: Achievements
Carl the Monolith Edit
Main article: Carl the Monolith
Carl the Monolith is the last and the most expensive creature from hell Bob can summon, however his presence is indipsensable. Each level of Carl multiplies DPS of each monster by 3, which means the overall DPS is multiplied by 3.
Shards Edit
Shards are the most effective way to increase overall DPS. Currently there are 3 types of shards:
- Splinters - the smallest and the weakest but also the cheapest. Splinters multiply DPS ( War Splinter) by 1.1
- Shards - the more powerful version, can be made from 3 splinters of the same type. Shards multiply DPS ( War Shard) by 2
- Big Shards (Fat Shards) - most powerful but the most expensive as well. Currently there's no way to obtain them other than crafting. Big Shards multiply DPS ( Mayhem Shard) by 6
Shard conversion Edit
By using Forge player can convert weaker shards to the stronger ones:
- 3 splinters to 1 shard results in ~x1.50262960 DPS increase.
- 2 shards to 1 big shard results in x1.5 DPS increase.
Deals Edit
Main article: Deals
In Zombidle there are two special deals which boost total DPS:
- The Touch of Fire (Diamond Deal, costs 5 Diamonds) - DPS x4.5
- Devil Deal - DPS x2.
Both are limited to only 60 seconds. By upgrading Chaos Resort you can increase the multiplier of each deal.
Total damage calculation Edit
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According to Lachhh, the following is the formula to calculate the monster's damage:
A x B x C x D x E x F
Where:
- A is base damage
- B is Passive Skill bonus modifier
- C is Active Skill bonus modifier
- D is Item bonus modifier
- E is Hell Building bonus modifier
- F is Orbs bonus modifier
Base damage refers to the raw damage of the monster following the aforementioned formula.
Passive Skills are the skills purchased with skulls that every monster have, some have 3 and an Active Skill, others have 4. But all monsters have at least 3 skills that modify their damage: one that increases their DPS by 25%, another one that increases their dps by 50% and a final one that increases their DPS by 1~2% for each level they have (also affects their growth).
Active skills are skills that, once activated, increases one/all monster's DPS. In example, Blue Spectre's Spectral Repossession. It increases Blue Spectre's DPS by 400%, which translates into five times it's current damage.
Items are the ones acquired by opening Red/Blue chests or purchasing with White Orbs. There are some which increases a specific monster's DPS, and there are others which increase all monsters overall damage.
Hell provides 2 buildings that directly affect DPS: Armageddon Armory (for non tap monsters) and Golden Shower of Deathness (for Bob specifically). So when taking damage calculation for non tap monsters, use the damage bonus from the Armory in E. When calculating Bob's damage, use GSoD's damage bonus.
Finally, Orbs grants damage bonus to ALL creatures (including Bob). Please refer to the page (link in Progression section) for further explanation.
If you want to calculate the total damage done, including the multipliers you can use the following formula for damage:
- Damage: D_{1} x ( 1,25x 1,5x1,02^L) x (C x D x F x E) x L/(L - 1)
Tap damage Edit
- Bob's passive abilities
- Items
- Hell
- Critical hit
Skulls Edit
- Black Orbs
- Monsters' passive abilities
- Monsters' active abilities
- Items
- Achievements
- Hell
- Shards
- Deals
Monsters' Skull Cost Edit
- Skull cost: S_{1} x 1.05^{L}
Where S_{1} is the skull cost of the monster at level 1, and L is the current level of the monster. This formula only calculates the skull cost for buying the next level of the monster. If you want to get the total costs you have to calculate the sum of this formula in the same way as with the damage formula.
Hell Edit
Main article: Hell
There are many buildings in Hell which enhance Bob and his team in various ways. Corporate Bank of Capitalism is the building which gives a constant boost to skull's value depending on its level.
Level | Cost | Effect | Multiplier increase* | Construction Time |
---|---|---|---|---|
1 | 40 Diamonds | Add 100% skull's value | x2 | 30 minutes |
2 | 75 Diamonds | Add 500% skull's value | x3 | 4 hours |
3 | 150 Diamonds | Add 2,300% skull's value | x4 | 12 hours |
4 | 300 Diamonds | Add 12,000% skull's value | ~x5 | 1 day (24 hours) |
5 | 750 Diamonds | Add 60,000% skull's value | ~x5 | 2 days (48 hours) |
6 | 1000 Diamonds | Add 450,000% skull's value | ~x7.5 | 3 days (72 hours) |
7 | 1000 Diamonds | Add 2,250,000% skull's value | ~x5 | 5 days (120 hours) |
8 | 1000 Diamonds | Add 11,250,000% skull's value | ~x5 | 5 days (120 hours) |
Total | 4315 Diamonds | Add 11,250,000% skull's value | x112,501 | 400 hours 30 minutes |
* relative to previous multiplier.
Shards Edit
Shards are the most effective way to increase overall DPS. Currently there are 3 types of shards:
- Splinters - the smallest and the weakest but also the cheapest. Splinters multiply skull's value ( Greed Splinter) by 1.1
- Shards - the more powerful version, can be made from 3 splinters of the same type. Shards multiply skull's value ( Greed Shard) by 2
- Big Shards (Fat Shards) - most powerful but the most expensive as well. Currently there's no way to obtain them other than crafting. Big Shards multiply skull's value ( Fortune Shard) by 6
Shard conversion Edit
By using Forge player can convert weaker shards to the stronger ones:
- 3 splinters to 1 shard results in ~x1.50262960 skull's value increase.
- 2 shards to 1 big shard results in x1.5 skull's value increase.
Deals Edit
Main article: Deals
- Skullquistador (Diamond Deal, costs 5 Diamonds) - Skull's value x7.5 for 5 minutes
- Devil Deal - Skull's value x4 for 5 minutes
Tapping/Clicking vs Idling Edit
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Players often discuss which is the best way to deal more damage: madness clickfest or idle DPS. More experienced players suggest that idling is more efficient than tapping/clicking due to the following reasoning:
Monster damage growth is far superior than Bob's in terms of cost/benefit. In other words, Bob's upgrade price for each level grows exponentially costlier despite his mediocre damage increase per level, whereas monsters' DPS growth is consistent (do note the previous section's content, though). Also, there are two determining factors that allows monster's damage to outshine Bob's: Hell Buildings and Power Potion.
- Armageddon Armory in Hell increases non-tap monsters damage by 100% on level 1. This effectively doubles monsters' DPS, whereas Golden Shower of Deathiness increases Bob's damage by 5% of total DPS.
- Power Potion increases non-tap monsters damage by a certain percentage when Bob sleeps (the player goes AFK for a while). By gathering enough Power Potions, one can actually double non-tap monsters damage.
This makes Bob essentially useless after a few resets (in other words, gathering lots of White Orbs). You only need to pump Bob's damage for the Bob-only challenges, where he is the only source of damage for this area. Even taking this into account, all one has to do is build the first level of the Golden Shower of Deathness, and the player will easily clear a particular challenge, provided the monster's DPS is of a high enough level.
This is also untrue when using the Blackest of Plagues from the Big Plague along with Son of the Lich from the Black Lich, and modifiers from the Golden Shower of Deathness which allows Bob's tap damage to exceed the damage lost from Power Potions for the duration of the abilities.
Dynamic Bosses Edit
Dynamic bosses are special kind of bosses who cannot be killed but instead they increase their level by a value specific for them each time they are defeated. Although you are not able to kill them, you may only challenge them once per timeline. In order to fight them again, you have to use Time Portal and reset part of your progress.
Currently in game there is only one dynamic boss that is not bound to any event - The Angel. His level increases by 250 each time he is defeated. He drops special Divine items he is the only source of Orb Splinters.
The other dynamic bosses exist in the game only for the time on an event. Usually their level increases by 10 and they drop event currency or some items.
Event mechanics Edit
Events' types Edit
In Zombidle there are two types of events:
- Special currency based events - in these events player is supposed to collect special currency by destroying houses in order to be able to purchase special new items.
- Challenges based events - in these events player must complete special challenges to collect special items.
Both types also often bring a special map in the theme of the event into the game.
Event currencies Edit
Soft Cap Edit
Since v1.03.047
The soft cap increases by a constant value every 4 hours from a fixed time set by the developers. The game uses a difference to figure out your drop chance:
The chance is calculated using the following procedure:
- If the difference is greater than 200, your chance is 4%.
- If the difference is less than 0, your chance is equal 0.1%.
- Otherwise the drop chance is calculated using lerp (linear interpolation) function, which means that your chance decreases linearly as you get closer to the cap:
It's important to note that the soft cap doesn't block currency drops if you are beyond the cap, but your drop chance is 0.1%.
Hard Cap Edit
Removed in v1.03.047
The hard cap increases by a constant value every 4 hours from a fixed time set by the developers. The game uses a difference to figure out your drop chance:
The chance is set to 2% if your difference is greater than 200, otherwise it is calculated using lerp (linear interpolation) function, which means that your chance decreases linearly to 0.1% as you get closer to the cap and immediately drops to 0% once you reach the cap.
Unlike the soft cap, the hard cap completely blocks currency drops once you hit the cap.
References Edit
- ↑ Instead of clicking with the mouse, you can also mash the keyboard, just make sure the cursor is placed accordingly.