Current Suggestions

This is the Current Suggestions page. Everybody feel free to add your own. If you are the creator of Hell Rising, please pay attention. Some of these ideas might be good.

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STOP: Use Template:SuggestionNew for suggestions. As of 10-Nov-2007, Suggestions need to follow this format or they will be ignored!

Suggestion_Title=The Title of the Suggestion!|
Suggestion_Author=The Author, you. Make sure it is your wiki username.|
Suggestion_Date=The Date at which post this suggestion.|
Suggestion_Description=What the suggestion is. Look below to find useful templates to use in 
combination with this string.


Suggestion_Title=BFG 9000|
Suggestion_Description={{NewWeapon|BFG 9000|15-25|30%/60%|Heavy Assault|1|Energy Cell|1|(-5,-5)}}
Mo, I am serious. I think we need the BFG-9000 in Hell Rising. I think that with the stats I 
have proposed, it should be balanced and fit in smoothly. It should do area of effect damage, 
and be able to harm up to 15 people (these people receive 15 damage/below).

Comes out to be:

Title: No Title!
Author: EVA-251
Date: 13-November-2007


  • BFG 9000

DMG: 15-25
ToHit/Max: 30%/60%
Type: Heavy Assault
Max Stack: 1
Ammo: Energy Cell
Capacity: 1
Found At: (-5,-5)
Other Information:

Mo, I am serious. I think we need the BFG-9000 in Hell Rising. I think that with the stats I have proposed, it should be balanced and fit in smoothly. It should do area of effect damage, and be able to harm up to 15 people (these people receive 15 damage/below).


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Skill Suggestion: HumanEdit

Title: Marksmanship
Author: No Author!
Date: No Date!

Allows humans to shoot one block further. You will be able to see how far your target is. 30% aiming penalty.


Adv.Power Tool TrainingEdit

Title: Adv. Power Tool Expertise
Author: No Author!
Date: No Date!


  • Adv. Power Tool Training: 10% better chance to hit with Power Tools.


Priest TrainingEdit

Title: Priest Training
Author: No Author!
Date: No Date!


  • Priest Training: 15% better chance to hit with holy weapons like stakes, crucifixes, garlic, and holy water.


Maybe- I think that this should be renamed "Priesthood" and only be effective towards vampires. This is not stated, its assumed, and the effects could be different for each weapon. I like the idea of stakes, as that would allow you to cause large damage to vampires. Crucifixes... no. Garlic... no. Holy water... maybe. No to crucifixes and garlic, as it would be difficult to determine the stat effects on vampires for each, and how do you use a crucifix as a weapon? Poke the vampire in the eye? Garlic would only be useful for spaghetti and other Italian dishes that vampires shy from. Maybe holy water, to the extent that it has a "grenade" effect when used on a group of <5 vampires in a block/building. Say... 30% of base damage, with 3 damage to each. It could be upgraded with this skill to 45% chance of damage. But, all these weapons could ONLY DAMAGE VAMPIRES. -- CrimsonKing 21:32, 26 October 2007 (MDT)

Comment: you stab a zombie with a stake for 0 damage. "sorry dude, I'm not a vampire."
I was talking about the 15% and all that Mr. Sarcasm. -- CrimsonKing 19:27, 27 October 2007 (MDT)

Change to MeleeEdit

Title: Melee Changes
Author: Casey Jones
Date: 20-April-2007 (Updated)


  • Hand to Hand Combat: 20% BETTER chance to hit with bare hands, 1-2 damage.
Brawling: 15% BETTER chance to hit with bare hands, 1-3 damage.
Martial Artist: 15% BETTER chance to hit with bare hands, 2-3 damage.


Looked at this again and modified to be a bit more balance with the other Melee attacks of the Undead by reducing the damage done per each attack. --Casey Jones 07:10, 20 April 2007 (PDT)

Barricade JumpingEdit

Title: Cade Jumping
Author: No Author!
Date: No Date!


  • Cade Jumping: Allows Humans to enter buildings which are c rather than just Lightly Barricaded


Yes. I think this is a great idea. Possibly as two tiers of skills; the first for bypassing Barricaded, and a second for bypassing Heavily Barricaded. As it stands, vampire and zombie supporters benefit more from barricading off important buildings (such as gun shops, hospitals and Lazarix buildings) than humans do.Soritelli 19:43, 13 February 2008 (MST)

Yes. I think this is an absolute must. The AP cost should be quite high for clambering over a barricade – at least 5 points I’d say. Maybe it could be 10 points to climb into an empty building, and 5 points to climb into an inhabited building as there are people inside to let you in? Or is that just mad? It would encourage groups of survivors to work together and leave someone holding the fort.McDosy 20:01, 21 February 2008 (GMT)
Yes Psychodelic 12:47, 30 July 2008 (GMT)
YES!!!! There is a similar implement in Ud called "Free running" In which a survivor crosses from one block/building's roof to another's roof and you end up inside the building with 1 ap spent on movement. This bypasses barricades and it has a success/fail rate so you can fall...I think vamps should also be able to take advantage of this but less successfully say humans have 75% chance to succedd crossing and vampiures 30%? Yes. Falling would do damage.

As a (mutually exclusive) counter-proposal, I think it might improve this game to implement a limited version of "Free Running". Either, only free running between Lightly Barricaded and Barricaded buildings (I definitely vote against letting humans get into heavily caded buildings. Or, even more limited, only free running between buildings that are less than Heavily Barricaded that are not major buildings (i.e. exclude police departments, malls, forts, hospitals, lazarix, etc.). I think one of these two options would be far better. --Jorge Camacho 17:26, 11 October 2008 (UTC)

Hunting (race specific) SkillsEdit

Title: Race-Hunting Skills
Author: No Author!
Date: No Date!


  • Vampire Hunter: Allows you to use a Nail-Gun as a makeshift stake on vampires, causing them to have to spend an extra 5 AP getting up.
Field Experience: Prevents damage being caused by vampire attack Psychic Trauma.
  • Cranial Smash: Allows you to use blunt weapons to damage zombie cortexes, causing them to have to spend an extra 5 AP getting up.


Change Nail-gun as a stake? What about a real stake? Also cranial smash should be affected by all melee weps. Blazedown 22:45, 8 February 2008 (MST)

No - I don't like that it costs 5 more AP. Zeds already have far fewer AP, and requiring almost 25% of it simply to stand up is just mean. Almost 20% of max AP for a vamp is also mean. --Stoker 00:39, 18 November 2008 (UTC)

Heightened AwarenessEdit

Title: Heighened Awareness
Author: No Author!
Date: No Date!

Heightened Awareness: You can detect the number people inside a building.
You've been hunted (and hunting) for so long that you have developed a sixth sense about which buildings might be occupied.


I liek this idea ut the nail gun part is a bit unrealistic.

Secret EntranceEdit

Title: Secret Entrance
Author: AppleJordan
Date: 6-October-2007

Allows the player to build a passageway from inside a building to the outside for 4 AP. To locate your entrance from the outside, you must search 1-2 times, then use it. To locate an unknown entrance, it takes 6-10 searches. Entrances can be destroyed like barricades for 3 successful hits.


Maybe Raise AP usage big time, as humans have 60 AP, say... 15 AP to build one. Then, to find it for other races, say... 1-5 searches. 6-10 is way to many from the AP standpoint of zombies and vampires. Also, when you destroy a hidden entrance, that should take down 1-3 levels of the barricade. My 2 cents. -- CrimsonKing 21:34, 26 October 2007 (MDT)

Comment: How would a zombie locate a secret entrance, much less USE it? I think it should be human only, maybe vampires. OH! an idea: If there are too many corpses around It's harder to build/locate secret entrance.NOT A VALID VOTE


Title: Locks
Author: AppleJordan
Date: 4-November-2007


Power Tool Training: Allows player to install locks on doors.

Cost: 2AP, 1 lock (found in Hardware Stores) Nailgun in inventory. Also gives bonus to barricading when you have a Nailgun in your inventory


Yes- Like in Nexus War? I like the idea, provided when the lock breaks, it leaves the door OPEN. This way, low-level zombies can actually get in. --EVA-251 20:50, 13 October 2007 (MDT)

Yes. Psychodelic 12:49, 30 July 2008 (MDT)

Advanced Medical StudiesEdit

Title: Advanced Medical Studies
Author: AppleJordan
Date: 15-November-2007


Advanced Medical studies: Allows player to wear special medical casts

Cost: 1AP, 1 Cast (found in Hospitals). Also gives bonus small (+2-3) bonus to healing items.


Im confused Whats a cast? Blazedown 21:46, 9 February 2008 (MST)

No Trenchcoaters!Edit

Title: Gun Changes
Author: Blazedown
Date: 9-February-2008

I suggest being able to only hold a max of

  • 2 Pistols
  • 1 Shotgun
  • 1 Assault Rifle

at any time in Hell Rising. If someone already has eg. 2 pistols and finds another they get a message saying 'You have found a pistol but discard it as you cannot carry anymore.'

Edit:I'm thinking this could not only be useful for RP'ing purposes (who could hold 15 pistols in real life anyway?) but would balance out humans quite a bit as they seem to be able to inflict the most amount of damage and still be able to run away from the fight unharmed. If this was implemented it would make fights more realistic (even if this game has vamps/zombies in it) as humans would would have to reload more and waste ap instead of just unloading all their bullets into something and then running away without having to reload once.


No - I didn't even know you could have multiple loaded guns in the technique you described, so my opinion is less valuable. But Hell Rising is a game, and sometimes must be treated as such. And what about all the other odd and obscure weapons? They should have a role in this...--AppleJordan 22:08, 7 March 2008 (MST)

No - Humans do not need to be nerfed, however taking a bunch of pistols or shotguns in my opinion is unrequired, considering there is ammunition elsewhere. @ your edit, it is an chaotic city in a quarantine, post-apocolypse, however you veiw it. People would in fact hold as much weaponry as they could if it meant they could survive. --Zombinator 2000 18:42, 30 December 2010 (EST)

Undertaker SkillsEdit

Title: Undertaker Skills
Author: Soritelli
Date: 13-February-2008


  • Mortician: You know how to properly identify and treat the bodies of the dead, allowing you to identify the race of individual corpses even when they are not on your friend list.
Undertaking: When you come across a corpse outdoors, you may spend 1 AP to bury them. A buried corpse is invisible until the buried individual stands, which costs 5 AP getting up, as they have to dig their way out of their grave. You gain 1 XP for each grave you dig.
System Overdrive: You may use an Injector on corpses which have already been revived once (but not those already overdriven). If the corpse stands as a human, they enjoy an additional 10 HP on getting up. If the corpse stands as a vampire or zombie, they recover 10 HP less than usual. Overdriving a corpse gives half the XP of reviving one.


Currently there's nothing that survivors can really do against zombies or vampires with the ability to ignore revival except dump them. Even then, they just end up outside and break in again all too easily. With undertaker skills, survivors can now identify races by species, allowing them to identify corpses with Cursed Blood and Cellular Regeneration, or those that simply haven't been revived. Higher skill tiers allow them to start to bury any corpses they see that aren't (or are, if you happen to be a crazed undertaker) recovering humans, slowing down their inevitable rise from the grave. At the highest tier, undertakers can actively punish the dedicated undead and simultaneously reward them for taking a chance at life.

No - I don't like the idea of punishing someone for using their skills. And a 10 health penalty is pretty crippling. --Stoker 00:45, 18 November 2008 (UTC)

Yes - Seeing as humans are forced to become whatever turns them and vamps and zombies can choose this should be implemented. --Datundead 21:29, 28 November 2010 (EST)

Make it a real 9mmEdit

Title: Pistol Changes
Author: Blazedown
Date: 11-February-2008

With this update, pistols would be changed. Pistols should be changed so that they have 12 rounds in their 'magazine', which would be what pistols ammo would be called. This would mean that people wouldn't just use a rifle, as the pistol would become a quite efficient way of killing for humans. It still wouldn't be as good as a rifle (15 shots, higher dmg, lower hit % vs. 12 shots, lower dmg, higher hit %) but would make the policeman a better class to start with. Also would go well with my other suggestion of No Trenchcoaters!. Would give the pistol more of an edge, make it actually useful in-game since it is heavily outdone by the rife at the moment.


How do you know if its a 9mm and not a .22, .45, or .357 handgun? Kowegi


--Datundead 07:57, 27 November 2010 (EST)

Skill Name: Paranoia

Skill Description: Refreshes page when you get attacked(only happens every 5 minutes)


Skill Suggestion: ZombieEdit

Feels No...Edit

Title: Feels No Fear
Author: No Author!
Date: No Date!


  • Feels No Fear: You take 1 less damage from non-firearm/power tool/bite attacks
Feels No Pain: You take an additional 1 less damage from non-firearm/power tool/bite attacks


Yes-Provided that Inhuman Durability is modified to be similar to this with an exception and that the Flak Jacket does not protect non-humans as well as it would with humans and that the name should be changed. Xelkelvos 00:53, 14 October 2007 (MDT)

Frantic HowlEdit

Title: Frantic Howl
Author: No Author!
Date: No Date!

Freezes humans in place until they expend 2 AP. Prevents brains from running away and forces a fight.


Bad Idea. This makes Zombies WAY overpowered. You could tag team zombies with this to prevent entire building from being able to move then slaugther them like shooting fish in a barrel --;;Casey Jones 08:29, 11 August 2007 (MDT)

I dunno about the less damage, zombies already have extra health. But i like the not being ablt to move, although perhaps it's hould be called Death Grip and it can only work on one enemy at a time. Multiple zombies pulling this off on one enemy would make him have to spend more AP to get outof their grasp to a ceratin extent that is.--Chris Hansen 09:24, 7 September 2007 (MDT)
I like this one, i think it would encourage zombies to work as a mob. I think it's only fair to let zombies pin down their prey as they have not much ap. Maybe make it 1 AP instead of 2 to balance it. That would be 50 Zombies to make ppl in a building unable to move. At this moment there are 114 zombies in the game...--Ra1n 05:35, 4 September 2007 (MDT)
Yes - For the reason that Humans have a drastic AP advantage over zombies. Humans can simply run away until the zombie runs out of AP, then move in for an almost guaranteed kill (20 AP in best case scenario with the right guns). For the times when this has an effect, it's great. --Stoker 00:50, 18 November 2008 (UTC)

Inhuman Battering RamEdit

Title: Inhuman Battering Ram
Author: No Author!
Date: No Date!

Inhuman Battering Ram: You can attack a barricade with a 40% chance of hitting it but an AP cost of 2 and a HP cost of 5.


No This is assuming that it would only damage the barricade once. Plus, It doesn't make sense that zombies would be ramming things. Not useful.--AppleJordan 13:01, 22 November 2007 (MST)

No. For one thing, zombies can get pretty close to 40% with their skill tree. Close enough that the two AP spent attacking would be more wisely spent bashing it, even before the health loss. - Doopliss 18:30, 31 March 2008 (MDT)

No it shouldd be like 75% chance to hit and 2 hp loss so zeds are not almost dead when they get in

Surprise Ankle GrabEdit

Title: Surprise Ankle Grab
Author: No Author!
Date: No Date!

A zombie version of the vampire's Sudden Lunge.


Yes Sounds really familiar though... the bottom of the list. -- CrimsonKing 21:37, 26 October 2007 (MDT)

No Doesn't seem useful.--AppleJordan 13:04, 22 November 2007 (MST)


Title: Uninfection
Author: No Author!
Date: No Date!

Stops vampires with Vampiric Infection from turning you when they kill you.


We need this BAD. It's so unfair that vampires can infect zombies and we can't infect back OR prevent infection. It's really unbalanced and could finally make the zombie class more likeable.

I'm not a friend of this "If revived you may choose"-thing, people should play their role ingame imho. If "uninfection" happens the only race without a choice playing their favorite race would be the humans. In my opinion they should let zombies infect vampires. --Ra1n 05:52, 4 September 2007 (MDT)
No. For one thing, zombies can now turn vampires with a bite. For another, this makes them completely immune to race-changes, which seems a very bad idea to me. - Doopliss 18:28, 31 March 2008 (MDT)


Title: Biomechanics
Author: Dwavenhobble
Date: June 10?

Due to the hardening of the zombies bones some attacks cause more recoil, causing the attacker to receive 1-2 damage for a blade or blunt weapon attack or a physical attack, 2-5 damage for a projectile weapon attack.


I disagree with the Projectile weapons recoil, surely the bullet wouldn't bounce directly back at the shooter? - Alreddyded 09:22, 10 June 2007 (PDT)

This is a fantasy Game and could balance the classes out a bit, giving Zombies more of an edge as from what Ive been told once a Z breaks down the cades at a place they get two attacks in then are out of AP so this would be a bit of payback and it the chance was like 30% hit rate then it can account for the bullet bouncing around the place. --Dwavenhobble 16:05, 10 June 2007 (PDT) (the ideas creator)
Right - you're giving Zombies MORE of an edge. Anyone who breaks down cades looses the ability to attack. As a human you can spend 20-30 ap just to get into a building, now you have to decided if you want to wast AP trying to put them back up or look for the ammo you are despratly lacking. This ability would just give Zombies free attacks all across the board. --Casey Jones 08:21, 11 August 2007 (MDT)
No It's not realistic. Not that fair either. No other race damages you automatically when you hit them.--AppleJordan 13:15, 22 November 2007 (MST)
No Seems too unrealistic to me as well. How are zombies bones harder than bullets? Blazedown 18:42, 9 February 2008 (MST)
NO Noway a 5.56mm assault rifle shell bounceing off a rotting bone? Kowegi

Hyper SensitivityEdit

Title: Hyper Sensitivity
Author: No Author!
Date: No Date!

Hyper Sensitivity: You are immune to vampire psychic attacks
(see vampire skills suggestions)


Vampires have Psychic Attacks? When did this get added on? --Casey Jones 08:21, 11 August 2007 (MDT)

No I believe they are talking about a suggestion below. I don't think vamps should have psychic attacks in the first place, so no.--AppleJordan 13:26, 22 November 2007 (MST)
No Ditto --EVA-251 14:41, 22 November 2007 (MST)


Title: Throwing Items
Author: No Author!
Date: No Date!

Heaving: You can now throw items in your inventory

Hurling: You are 15% more accurate with thrown objects

The damage done and the accuracy changes dependant upon items. Smallest items like caps and hats are only 1-2 and like 80% to hit base, but lobbing something large like a sledgehammer does 8-10 and has a 30% base, becoming the zed equivalent of a shotgun. Now non-combat and melee items finally have a reason to stack. Top hats are assumed to be filed to a fine razor's edge because that's how debonair Victorians roll, and high heels, well if you've ever been stamped on the foot by someone wearing one you know how those hurt, so feel free to pretend to be zombie Oddjobs if you wish.

Damage tables for most items, barring special novelty cases, as follows:

  • Soft/Small puny items (undergarments, eyewear, various hats, lingerie) 1-2 80% base
  • Small dense items (tasers, spray cans, cell phones, walkietalkies (oops!), serum, books, pistol) 2-4, 60% base
  • Mid-sized items (oil paintings (the frames), other guns, boots, medkits, gas can) 3-6, 50% base
  • Mid-sized sharp/blunt items (helmets, fireaxe, fire extinguishers, things made of denser materials or with a wide, sharp head, basically) 3-9, 40% base
  • Large/Heavy items(sledgehammer, nailgun, chainsaw, rock) 6-11, 30% base

This is all balanced by larger items being less stackable. Rocks do much more damage when thrown because it requires awkward motions to fight with them. Mid-sized high end damage assumes you get hit by the worst possible side(s) of the item. If you think they're too high feel free to change a few, but remember how little the highest possible amount done appears in relation to how often the lowest possible amount does. Note also it's better to attack normally than throw mid-sized and below. Those are just for adding flavour kills. I'll make a full list eventually when I have the time.

  • Special class - Full bodied items like pajamas, biohazard suits, etcetera, and outerwear like ball gowns hit for 2-4 (damage from falling on your ass tripping over it), 40%, but have a high chance of entangling the target. (Next 3-5 AP actions receive an accuracy penalty of 10%)

Novelty items will be case-by-case. For instance, throwing a box of nails does multiple 1-2 damage attacks, but you lose the whole box. And should be proceeded by shouting "HEY PORCUPINE FACE!"

Here's the other 4 I've thought of:

  • City Map - Same as small/soft, 20% chance it removes one AP from opponent (getting pissed off and ripping up the map instead of just discarding it), annoyance/griefing weapon.
  • Top Hat - 2-4, 40% base, occasionally hits twice (say 25-30%), may sometimes return to owner (33%). Good novelty killer for beginning zombies.
  • High Heels - 2-5 (assume stilleto), 60% base
  • Barbed Wire - 1-3 60% base, 30% chance it entangles + does 1 extra damage until successfully removed as if you'd bitten them. Removal by hand adds 1 damage per unsuccessful attempt as well. Small cutting implements like butcher knives and boxcutters have a better chance of cutting away the wire. I don't know if it's possible to have this and infection at once, having never peeked at the game's code myself. ;Þ

As a final note, money can be thrown for a 100% chance of hitting, neglecting all armor (assumed to be change aimed at the face), for 1 point of damage, always. The ultimate humiliation kill. Zombie breaks down light barricade at 0:59, stands inside at 25+ AP, and upon recharge...kills the human inside by putt'n pennies in his eyes. Literally. Welding masks defend against it, but why would you bother?


Kudos to the first zed to get a realtime kill with loose change.--Leo Krupps 17:33, 14 July 2007 (MDT)

Give this to the humans too, as it would make a bit more sense with them. Xelkelvos 00:58, 14 October 2007 (MDT)
Change I think It's a bit complicated, and though it would give Zs a reason to use items, I think it needs some sort of change to be implemented.--AppleJordan 13:28, 22 November 2007 (MST)
NO Makes zombies overpowered, the map thing would be f**king annoying and it's a bit lame that zombies would be throwing stuff at people instead of eating them. Also I think this is stupid so should be moved to stupid suggestions. Blazedown 22:54, 8 February 2008 (M

Blazedown shut up and stop flaming.I do liek the comic relief but msot of it is unorthodox. I , however, do support barbed wire but it should only be used at forts.

Bad BloodEdit

Title: Bad Blood
Author: No Author!
Date: No Date!

Bad Blood: You have a significant chance of harming a vampire with Plasma Feeding, instead of healing, when they bite you

(Alternatively, the vampire may still be healed, but also infected a la biohazard.) It could do the same to attacking humans, but only when hit with bladed weapons, power tools, and possibly shotguns, and probably with a lower chance of damaging/infecting.


Change Could be made into two skills, one for zombies and one for vampires, as vamps/zombies are likely to get major side effects from munching/sucking off their counterparts, or even each other. Also humans should not be affected by this. Blazedown 22:57, 8 February 2008 (MST)

Eerie MoanEdit

Title: Eerie Moan
Author: AppleJordan
Date: July 21

It has been said that the worst thing about a zombie attack is the never-ending moan of the zombies. Nearby humans lose 15% accuracy? An extra 1 damage? Minus 1 damage to hits?

The thing is though, it only works when you are active, when you log out, they stop, so it's a boost to attacking, not defending. --AppleJordan 08:14, 21 July 2007 (MDT)


The thing is though, it only works when you are active, when you log out, they stop, so it's a boost to attacking, not defending. --AppleJordan 08:14, 21 July 2007 (MDT)

Rather than having it always active, to make it more balanced it should be an activated skill: after activating it (for an AP cost), it affects humans for either a set amount of time, or a set amount of actions. --Oceanray 09:08, 24 July 2007 (MDT)
Maybe make it minus 1 damage to the next 5 melee attacks of the humans in the area of effect. --Ra1n 06:20, 4 September 2007 (MDT)
so then it would just be minus 5 damage. not all that worth it. If it worked like when the zombie is logged in, then it has more strategy to it. like, if you used it in a big brawl, it would have a huge effect, and really turn the sides, if you used it against some one inactive player, it wouldn't really be worth it.--AppleJordan 15:28, 10 September 2007 (MDT)
Change I've got a new idea: You can only use it once a day. That would make it more balanced.--AppleJordan 13:37, 22 November 2007 (MST)

Blade UsageEdit

Title: Blade Usage
Author: Casey Jones
Date: 9-August-2007


  • Blade Training: 10% better chance to hit with bladed weapons.
Adv. Blade Training: 5% better chance to hit with bladed weapons.

Give the Zombies a chance to use the Machete (heh-heh!) or axe or whatever. Players could have either the option OR just a reason to roleplay a zombie that doesn't use claws.


No Zombies are mindless beasts that barely remember how to open doors. -- CrimsonKing 13:31, 27 October 2007 (MDT)

No What he said. --EVA-251 18:38, 10 November 2007 (MST)
No I dislike even that zombies can use blunt weapons. rejected?--AppleJordan 13:34, 22 November 2007 (MST)
Comment- Needs more votes before that. --EVA-251 20:01, 8 December 2007 (MST)
No There would be too many 'Jason'-type charaters running around. I also agree with CrimsonKing. Blazedown 23:00, 8 February 2008 (MST)


Title: Infect Serums
Author: No Author!
Date: No Date!

Infect: You can infect Lazarix serums which would take extra AP for someone to rise


how would that work?`--Ra1n 06:23, 4 September 2007 (MDT)

I see how it could. When you attack a person carrying Lazarix serums, you could "taint" them while causing damage to the carrier. These "tainted" serums would be unnoticeable, and cause an extra... 2 AP to rise (bringing rising cost to around 5 AP). 2 cents -- CrimsonKing 21:45, 26 October 2007 (MDT)

Vile RegenerationEdit

Title: Vile Regeneration
Author: No Author!
Date: No Date!

Vile Regeneration: You slowly heal when standing (2HP per Hour?)


I think this would be a better vampire ability as zombies have Corpse Feeding and regain health through bite attacks. Imho zombies should decay over time, they should lose 1 hp every 12 hours so they need to get flesh from humans or vamps. --Ra1n 06:32, 4 September 2007 (MDT)

Yeah, but the classes should have a little more difference. If all the classes do the same thing, what's the point? If the zombies had this implemented then they really take advantage of their high HP. They could try to make their own base, and have people regenerating with a few people guarding.--AppleJordan 10:06, 5 October 2007 (MDT)
I don't think a passive regeneration skill should be implemented for ANY race. -- CrimsonKing 21:47, 26 October 2007 (MDT)
Yes. For the time being Zombies seriously need a boost, and it's rare as is that you find one at full HP. - Doopliss 18:18, 31 March 2008 (MDT)

Summon MinionEdit

Title: Summon Minions
Author: No Author!
Date: No Date!


  • Summon Minion: When there are 5 or more corpses around, you may summon a minion to aid you in combat for 5 AP and 10 HP.
It would show as another zombie, but when selected it would say "Minion". It would have 1 damage, 30% accuracy, and 8 HP
Secondary Minion: When there are 10 or more corpses around, you may summon another Minion.
Sacrifice: A Minion can attack a barricade for 3-6 successful hits. The Minion dies afterward.


Yes I like this one, minions are fucking cool. It could become a little unbalanced, but hey, zombies are way underpowered as is. 11:10, 16 October 2007 (MDT)

NO- This has been suggested for vampires (as "Familiars") and I gave my opinion on that one too. I dont understand why people want minions/familiars so bad? Go buy Overlord if you like minions. Hell Rising doesn't need them. -- CrimsonKing 21:48, 26 October 2007 (MDT)
Comment-It seems like it would be a cool idea, considering how much the "horde" is a part of zombie design, (And hordes just aren't happening now) but I can't think of a way to sensibly implement it aside from Sacrifice. Would they follow and attack when you attack? Would you shift through them and yourself as a "character list"? It just seems too impractical for what you'd get out of it. - Doopliss 18:16, 31 March 2008 (MDT)


Title: Grab
Author: AppleJordan
Date: 4-November-2007


Grab: When your victim has 10 AP or less, you may grab them, with a 15% accuracy bonus to hand attacks.

(this would be under the hand tree, after rending hands, as an effort to get people to use hand attacks)

Yes: I like it, but it is far too like Urban Dead. Also, I think something not subject to sudden change, like HP, should be the dependent variable. If it is AP based, it would prove itself to be fairly...useless. --EVA-251 22:06, 4 November 2007 (MST)


Title: Consume
Author: Apple Jordan
Date: 5-November-2007


  • Consume: When you kill someone, you get a 4 HP bonus.

This effect stacks with Grim Feast


Skill Suggestion: VampireEdit

Removal, or change of "defile" skillEdit

Defile is a tedious skill that simply makes the game more boring to play. Virtually the only message seen on hell rising is "Any messages here have been destroyed by spattered blood and gore." and many funny or useful messages are often erased by this monotonous, and nonsensical* message. This also makes the skill 'vandalism' totally worthless, as your messages will usually stay up for less than a day, and whats more, you gain no Xp or anything from the effort! Added to this, you have to trek across the city to find spraypaint cans, making the entire process very unattractive.

In the game "Urban Dead", which hell rising is superior to in many ways, the messages have a significant and enhancing effect to atmosphere, which a repeated and boring message of "Any messages here have been destroyed by spattered blood and gore." does not.

I propose that defile should be replaced with a similar skill to vandalism, with the difference being that a vampire must use gore from a corpse to daub his message.

  • "Someone has spraypainted: Any messages here have been destroyed by spattered blood and gore."

Is saying that somebody has spraypainted this as their message, which is simply wrong.

Yes- I actually like this one.--AppleJordan 13:25, 6 October 2007 (MDT)

Yes- You got my backing. Corpse count should have to be a certain number, I don't know, maybe 3 or 4, before you can ruin a spraypaint, or perhaps you can only do this with fresh victims. Alternatively, I like the idea of Vampires having a fancy red spraypaint, like Someone has wrote here, in blood and gore: CiB SUCKS!.--EVA-251 13:36, 28 October 2007 (MDT)

Maybe- The problem with that is that Vampires get EXP for defile and Humans don't get it for Vandalism. If one must make things equal then Humans must get exp for Vandalism since the rivision on the Defile skill will basically be using blood as spraypaint. -- KulturKoosh

Yes- Vampires get a boost from reading books, humans get a boost from vandalism, and zombies might also get a small boost? This would balance things out a bit. Vampires don't need two extra bonuses as it is. -- Kino 3:44, 1 April, 2011 (EST)

Yes- I like this idea, and Im tired of seeing "Any messages here have been destroyed by spattered blood and gore." -- CrimsonKing 19:50, 26 October 2007 (MDT)

Seems to be Implemented Already- I just came back to HR a few days ago, from a break of a few months, and since then it seems that I can only Defile at locations with 2 or more corpses. Other vampires, please confirm this first, before moving. --Molh394 00:41, 29 October 2007 (MDT)

Yes I Think It Would Definitely Better. That Or Give Vampires The Ability To Write With Blood. --Shane 18:58, 17 February 2010 (EST)

Yes "Someone wrote the following in blood..." has a very good ring to it, I like it. -- Leiric 00:27, 21 November 2010 (EST)

Blend in DarknessEdit

  • Sudden Lunge - When dead you can attack a nearby victim while getting up.
Blend in Darkness - Allows you to hide from sight. (Note: Player can hide indoor and outdoor when no one else is there to see them.)

Another bad idea. Humans spend enough AP searching for useful items(often times finding 10 empty ARs) after using 30-40 AP. Having to search for vamps would be a big nerf for survivor players. --IronMikeTyson 20:13, 14 April 2007 (PDT)

Ok, Bad too....another NO (from its creator!)--Skritz
Maybe give vampires the ability to look like humans until they attack? would be easily uncovered by a search or a ability --Ra1n 06:38, 4 September 2007 (MDT)
Move to implemented? Blazedown 21:16, 10 February 2008 (MST)

Bat FormEdit

  • Bat Form - Player takes the form of a bat with 20 HP and 80 AP, and 2 point bite. Cost: Remaining AP

...maybe. but it shouldn't just be "remaining AP" because then you could just have 1 AP left and bring it back up to 80. I'd say It costs 10 AP, and you'd be in bat form with 20 AP. but, if you have more in Vampire form, then you get more in Bat form in a ratio of 1:1.5 Also It would need to be more creative, like upgraded bites, easier access into buildings, sonar abilities, ect.--AppleJordan 23:56, 31 August 2007 (MDT)

Bite/Claw Skill Tree ChangesEdit

The Vampire skills right now make Fangs the way to go and Claws almost pointless. As a vamp you just need to get 3 levels and put them in the Fanged skill tree to be an XP sponge. What about...

  • Supernatural Strength - 35% Claw Accuracy and 2-3 damage
...Inhuman Durability - You are able to shrug off 1 point of damage.
...Grip of Death - +10% Claw Accuracy and 3-4 damage, successful Grip of Death give bonus to hit with bite attacks.
...Inhuman speed possible either halves movement costs for vampires, or it could allow them a 5% chance of completely avoiding damage.

maybe, at a 20% or 15% chance. Not high, because that's cheap.--AppleJordan 23:56, 31 August 2007 (MDT)

  • Fanged Bite - 25% bite Accuracy and 2 damage.
Powerful Jaws - +10% Bite Accuracy and 2-3 damage.
Plasma Feeding - Successful bite attacks regain HP equal to damage.

This would almost force the vampire to spread their XP among their skills, be selective regarding skills and even require a bit of tactics. Now instead of just spamming "Bite" you would have to claw to get a bite bonus not to mention clawing should be more accurate/realistic form of combat anyway but the bite is what gets them the HP regen so they would have to chose damage and accuracy over regenerative combat.

No. If I'm reading this right that means, when grabbing, you would have only 45% claw accuracy for an attack weaker than fangs and no HP regen, and latching on with both claws and fangs would give you 45% accuracy with fangs, which is the default now. Unless you're proposing Powerful Jaws doesn't require a hit to gain the benefits of, in which case you're basically making it more of a pain to latch on to targets, and require that to reach the existing accuracy levels, as well as making it incredibly hard for newbie vampires to get their health above the standing default, even with hearts/bags of blood. The way I see it, vampires are quite inaccurate enough as is. - Doopliss 10:37, 1 April 2008 (MDT)

Bleeding DryEdit

  • Bleeding Dry - Causes victims who die of bite attacks to have to spend an extra 5 AP before standing up.

EXTRA? 2 extra, maybe, but that is brutal.--AppleJordan 23:56, 31 August 2007 (MDT)

Maybe I like the idea of extra 2, cause depending on what you get up as, your AP is either low, or 60 AP (human). 5 AP to stand is a good number. -- CrimsonKing 13:32, 27 October 2007 (MDT)
No. It seems rather weird on principle, spending a skill so you cripple anyone you transform into a vampire. Even if a lot of them just go look for a human/zombie to revive them. -- Doopliss 18:11, 31 March 2008 (MDT)

Maybe but only if it was claws. too much benefits for bite


  • Shifting - Allows vampires to enter buildings that are Lightly Barricaded.
No. That's a human only, if this is implemented then all lightly barricading does is mess with zombies. And they're already sad little creatures.--AppleJordan 23:56, 31 August 2007 (MDT)
No. I agree with AppleJordan on this. -- Leiric 00:28, 21 November 2010 (EST)

Unholy SensesEdit

  • Unholy Senses - Allows you to detect the number of humans in a room, hidden or not.

It's okay, but I think it should come at an AP cost. Also, those humans aren't revealed.--AppleJordan 23:56, 31 August 2007 (MDT)


  • Fury - When at 10 HP or less, you have a 10% chance of receiving only 1/2 the damage from an attack.

"Familiar" AtttacksEdit

  • Familiar Attack - Sends a cloud of bats at the victim causing 5 damage with a starting 30% chance of hitting.
Spirit Summon - Like Familiar Attack, except its a dog and causes 6 damage with a 30% hit chance.
  • Familiar Connection - Increases the accuracy of Familiar Attacks to 40%.

No- As a vampire, I say no. This just seems too... ridiculous. Just personal opinion really. -- CrimsonKing 19:53, 26 October 2007 (MDT)


  • Hibernation - You can go into a deep sleep, becoming a corpse, without a penalty to standing.

The vampire loses all HP, but becomes an unrevivable corpse that can stand again at choosing without paying the ap cost to stand.

...That's suicide at a "building" Except wherever you want, without the AP cost for standing, and you don't need "Cursed Blood". That's just making things waaaay too easy for Vamps. no.--AppleJordan 23:56, 31 August 2007 (MDT)

Maybe I think if a few changes could be made, this would be excellent. Otherwise in its current state, no. I disagree with AppleJordan because he is coming from a survivors POV. I think that if you keep the "loses all HP" and "becomes unrevivable" remove "can stand without paying AP" to "removes all AP till next tick", then I think it would be balanced. And it might take.. 5 AP to stand even then. It is just a little too overpowered for now. -- CrimsonKing 19:57, 26 October 2007 (MDT)
(still no) But why would a vampire just fall asleep? vampires haunt the night, not raid and go back to bed. It's useful, just not really practical.--AppleJordan 19:18, 20 November 2007 (MST)

Psychic AttacksEdit

  • Psychic Mist - You can conceil yourself from a single human target.

This is to increase the idea of working in groups but not make it impossible to kill vampires.

Vampire still shows on map but isnt in target lists for that player. The effect lasts until the vampire is 4 squares away, from then on if that players finds them again they can see them as a target. Effect wears off if the vampire dies.
AP Cost: 2
1 use per day

...terrible. So you're a vampire, and you see a human, you psychic mist them and attack. They have no way of attacking back, so they have to run away. or, say, you go in the fort, there's 5 humans, one's active. you block that person, and have all of them to attack until your AP goes. And the "working in groups" idea doesn't work either. If you're logged out, it doesn't matter if they're in a group or not. They can't be defending, all the time, in groups either. No, never, bad, Nooooooooo!--AppleJordan 23:56, 31 August 2007 (MDT)

  • ...Psychic Trauma - Causes victim to believe they have been mortally wounded to scare the target

1-2 Damage,100%,1 AP.

NOOOOOOOO! First learn to spell, and second sign your suggestions by adding 4 tildes at the end. Tildes are these things: ~ As for your suggestion, no. Possibility for zerging abuse, one character reduces everyones Ap and the other come and kills them all Chris Hansen 09:16, 7 September 2007 (MDT)

Concerning All Psychic Attacks- From a vampires POV, I think that psychic attacks would be cool, but not be attack oriented. Maybe, a "Sixth Sense" type of skill where you are able to sense the people hidden (and not) inside a 3x3 block radius, but not tell you where and names. Much like the suggestion for human "hunting", Heightened Senses. These skills should require large amounts of AP though (like 5-8), and a possible HP-damage risk due to possible "Back Firing" (if you fail, you lose say... 5-8 AP (cost of using) and 5 HP). The accuracy should be 55% so you have a little better chance than half at completing it. That can be decided, but again, no attack psychic powers. Thats my 2 cents. -- CrimsonKing 20:04, 26 October 2007 (MDT)

Chase PreyEdit

After "Track Prey" on the skill-list. When tracking, adds a button to toggle "Chase Mode". With this on, the user would automatically follow whoever he has the scent of, expending AP as normal. This would automatically deactivate if the user is unable to follow the prey, (dashing into a barricaded building, for example) goes below 10 AP, or loses the scent. As is now, it strikes me as way too easy to run away.

Weapon SuggestionsEdit

Title: New Firearms
Author: Wogutman9
Date: No Date!


  • 9mm pistol, .45 pistol, .357 magnum, m4-police version, army m16, sawed off shotgun, tactical shotgun

DMG: 9mm- 3-3 .45- 5-8 .357- 8-11 m4- 4-8 m16- 5-12 Sawed off- 10-15 Tactical- 8-12
Type: Pistol, Assault Rifle, Shotgun, Mines?, Sniper rifle?
Max Stack:
Found At:
Other Information:

Various types of guns,i cant figure out how to put the damage where its supposed to be so like a common 9mm pistol 3-6 damage +10% hit,less common 45 5-8,-5% hit chance, takes seperate ammo and is harder to find,357 magnum, very rare with its own ammo and 8-11 damage with a -15% hit and takes an extra AP to reload. M4 that is 5-10% more accurate, but does less damage 4-8, on the other hand a M16 with less accuracy -10% hit chance, and 5-12 damage.. Same could apply to two shotguns, sawed off with -15% less accuracy and higher damage 10-15, and a tactical with +5 hit and 8-12 damage. Another idea is a sniper rifle that could scope out 1 block ahead for 20-25 damage and +40% hit rate with balistics training. granted there were no obstructions, good for only street sniping, and takes an extended time to reload. Maybe land manes that when a player goes through has a chance of getting hit with high damage but provide no XP for the person who layed the mine. Just some ideas to spice things up, not that much detail because i dont know if this idea is plausible.


Whoever put this suggestion here does not know how to edit. Blazedown 21:56, 9 February 2008 (MST)

Shotgun ChangesEdit

Title: Shotgun Changes
Author: BrianApocalypse
Date: No Date!


  • Shotgun

DMG: 3-12
ToHit/Max: 30%(50%)
Type: Small Arm
Max Stack: 1
Ammo: Shells
Capacity: 1
Found At: Fort Howard Armory, Gun Stores, Police Departments, Twilight Stadium Guard Center
Other Information:

How about emulating the larger blast range by lowering min damage from 8 to 3, and raising the hit rate, leaving the max at 50%? I find it hard to believe that even an untrained civilian would have a hard time hitting an opponent with a shotgun. And how about a capacity of 2 as opposed to 1?


I agree. There should also be a 50% chance that the recoil of the shotgun dislocate the human's shoulder, leaving them crippled to a max 20 ap and reducing all accuracy for all weapons to 5% for one month. Kalki 20:55, 24 May 2007 (PDT)

That's an extremely harsh penalty. If it was a 5% chance of -5% hit rate for a day, untrained operators only, I'd agree. --BrianApocalypse
Weapons seem to be a more common find than ammo. Perhaps the chance of finding a weapon should be slightly lowered, and the chance of finding ammo slightly higher...
Perhaps the ammo/weapon ration could be adjusted per location? A gun store may have guns but not so much on ammo (they sell weapons afterall) while a police station may have more ammo and less guns (they don't need weapons in bulk, just the ammo to supply it with).--Casey Jones 07:17, 14 July 2007 (MDT)
Kalki that is WAY too harsh and rather unneeded realism for this game, but I definately agree with the capacity upgrade to 2 and the wider damage range. Although I think if you are trained in using a shotgun the damage should go up. like 6-13 or something because you'd be more likey to hit with most of the pellets Chris Hansen 09:11, 7 September 2007 (MDT)
(I don't actually know this, but I'm pretty sure It's right) with having two reloadable weapons stacked on top of each other is that they need to be seperately reloaded and used. if you had two stacked, the game would get confused by one having ammo and one needing reloading.--AppleJordan 13:29, 6 October 2007 (MDT)
A change so that shotguns cause more damage inside buildings perhaps? Blazedown 21:57, 9 February 2008 (MST)

Rocket LauncherEdit

  • Rocket Launcher

DMG: 10-12
ToHit/Max: 15%(45%)
Type: Assault Weapon
Max Stack: 1
Ammo: Rocket
Capacity: 3
Found At: ???
Other Information:

Due to the size of this weapon it covers 5 inventory slots, its ammo cant be stacked and take 1 slot each and without training the user receives 5 HP damage due to the recoil and still receives 1 damage once trained to use it. Finally each rocket must be loaded seperately into it meaning it needs 3 AP to fully reload it.

I don't know of many rocket launchers that have clips. --EVA-251 19:18, 29 September 2007 (MDT)

I like it, but it could be a cool high-level reward. make it stronger, with a high chance to hit ('cause really, how do you miss with a rocket launcher?), and less inventory-taking up. and it would be available to level 30+--AppleJordan 20:24, 1 October 2007 (MDT)
How do you miss with a rocket launcher? It depends on what you mean when you say rocket launcher. If you're like most people, and you mean anything from a RPG-7 to a Javelin or an AT4, it can be quite easy. RPG-7's have quite a pull on them, which can really throw off your shot. If you wanted a Javelin, my bet is it'll never get in, seriously. An AT4 on the other hand, is really quite accurate. Medico 02:46, 7 March 2010 (EST)
No I've never liked games of any sort where you have all these super powerful weapons. Besides, if you wanna create explosives, I would counter propose molotov cocktails. But I don't think any other explosives add to the game, they only detract. --Jorge Camacho 21:04, 24 September 2008 (UTC)

No Rocket launchers would be kind of hard to find in suburbia and all rocket launchers dont have a recoil. (why do you think they used to be called 'Recoiless Rifles') maybe you should change it to an MRL (the kind you use in the 1st Resident Evil game to make Tyrant go boom)----Kowegi


Title: Katanas
Author: Casey Jones
Date: 14-July-2007


  • Fake Katana - Basically, a totally useless item found in Restaurants, does not actually deal damage its just a thing to say you have one for all the geeks out there.
  • Cheap Katana

DMG: 3-4
ToHit/Max: 20%(50%)
Type: Blade/Cutlery
Max Stack: 4
Ammo: N/A
Capacity: N/A
Found At: Restaurants (becauses it's funny!)
Other Information:

Basically the bladed equivalent of the Night Stick (mostly because the Machete ended up far more powerful than I'd originally envisioned. I'm still working on a bladed Night Stick Equivalent for you firefighters. Heh-heh).


no go back to japan KAWAII DESU NE! weaboo

Anti-Race WeaponsEdit

Title: Anti-Race Weapon
Author: Casey Jones
Date: 14-July-2007


  • Cricket Bat

DMG: 2-4
ToHit/Max: 20%(50%)
Type: Blunt/Shaun Style
Max Stack: 4
Ammo: N/A
Capacity: N/A
Found At: Sporting Good Stores, Outside
Other Information:

Also, it does double damage to Zombies (4-8). This would make it the most effecitve melee weapon (next to the Machete) against Zombies with damages close to Assault Rifle value as you smash zombies in the head.

  • Wooden Stake

DMG: 2-3
ToHit/Max: 12%(42%)
Type: Blade/Buffy Style
Max Stack: 4
Ammo: N/A
Capacity: N/A
Found At: Sporting Goods Stores, Outside
Other Information:

Falls under Bladed and is basicly a modified Switch blade that does x3 damage to Vampires (6-9) making it the most effective melee weapon against Vampires. While the damage comes out higher it also is harder to hit with.

While neither of these are as effective damage-wise as the Assault Rifle, they don't require a reload and it would give people an incentive to only only carry multiple weapons (Assault Rifle for human TKers, Cricket Bat for Zombies and Stakes for Vampires) but also a reason to focus on ALL skills and not just max out the Assault Rifle skills and be done with it.


Em, no. The cricket bat=good against zombies thing doesn't make ANY sense. go ahead, put it in the game as a gag item but the zombie bonus is really, really dumb.--AppleJordan 15:40, 11 August 2007 (MDT)

Haven't you even seen Shaun of the dead? It's the only reason the Criket bat is even in the game. If you're going to put an in game referance to a movie you might as well go all out. --Casey Jones 05:48, 21 August 2007 (MDT)
Oh, I see. "let's implement an unbalanced item over that funny funny movie shaun of the dead! everyone will be laughing so much!" YOU GET NOTHING! YOU LOSE! GOOD DAY, SIR!--AppleJordan 22:54, 31 August 2007 (MDT)

Biohazard Suit ChangesEdit

Title: Biohazard Suit Use
Author: AppleJordan
Date: 7-September-2007


  • Biohazard Suit

Type: Outer Layer
Use: Anti-Turning
Max Stack: 1
Found At: Lazarix Buildings

I think this should have more of an affect in the game. How about making it more uncommon drop, and giving an 80% chance prevent zombification and vamprification to humans. But, when you die, the suit is damaged, and you have to get a new one.


No- An interesting idea, but I don't get it entirely. Wearing this thing, there is a chance that when that foaming at the mouth zed eats my face off, I can stand up, and play as a harman? Too overpowered, and besides, CiB would bitch about this to no end. We all know CiB runs the game. If that is not what it means, and it just prevents vamping, then you just got something for CiB'ers to piss and moan about, still. --EVA-251 15:16, 2 October 2007 (MDT)

Yeah, but it is a rare drop. really rare. If you didn't have a lot of AP to spare it wouldn't be worth it at all. and maybe have the chance dropped a little, but it would be good for a big human group to gain some control. Mainly, I'm just thinking of putting more strategy in the game, rather than just "stand up, locate, kill, die. stand up...". (and yes, it would prevent zed and vamp infection)--AppleJordan 10:17, 5 October 2007 (MDT)

Yes - Its annoying to log out and then have to spend the rest of your time trying to get revived because you got killed.

Kevlar Vest ChangesEdit

Title: Kevlar Vest Usage
Author: AppleJordan
Date: 1-October-2007


  • Kevlar Vest

Type: Torso
Use: Protection
Max Stack: 1
Found At: Police Departments

This could really have some potential for high-level rewards. Maybe make it rarer and only give the 1 damage off to levels 20+. Also there could be an extra-durable type with a possible 2 deflected, and minus 5-10% for other people to hit you (level 40).


No- Basically, Kevlar becomes nothing for newbies, hindering their progress. The other type, despite its obvious rarity, would again, leave newbies at a disadvantage. If they even manage to find you, let alone kill you, then it was deserved. I don't see how Kevlar makes you harder to hit. --EVA-251 15:21, 2 October 2007 (MDT)

the minus 5-10% is just an idea that it would completely evade you of damage. And that's the idea, that as you go on in levels that you get more powerful.--AppleJordan 13:33, 6 October 2007 (MDT)

Medical equipmentEdit

Title: Medical Equipment
Author: AppleJordan
Date: 15-November-2007

These would regenerate HP (1 HP per hour) when standing, but would be most effective for humans. They would be difficult to find and need the "Advanced Medical Studies" skill to equip. They would be destroyable, and perhaps slightly weaken the wearer.

  • Leg cast

Type: Feet
Use: HP restoration
Max Stack: 1
Found At: Hospitals

  • Neck Brace

Type: Neck
Use: HP restoration
Max Stack: 1
Found At: Hospitals

  • Hand cast

Type: Hands
Use: HP restoration
Max Stack: 1
Found At: Hospitals


No- I don't know, it seems odd that these simple devices would cause regeneration. BTW, when making a suggestion like this, you only need 1 {{SuggestionNew}}. Then, inside the Suggestion_Description still, include the explanation. And you don't need to sign your name after that explanation, that's why Suggestion_Author is there. :P --EVA-251 19:49, 15 November 2007 (MST)
Comment- Makes sense to me. One thing that has always slightly peeved me as a gamer is that HP is always taken as a general wellness, not as health of body. When you get damaged, it should be a limb or a wounded body part. And that part being damaged should hinder your use of that part.--AppleJordan 22:58, 16 November 2007 (MST)
What about something the equivalent of a DNA Extractor from UD so you can be more selective in who you revive? --Jorge Camacho 21:09, 24 September 2008 (UTC)

yes but wouldnt you lose some ap due to it being harder to move with a cast on?

Item CombinationEdit

Title: Item Combination
Author: KatanaMonk
Date: 16-December-2007

I think that being able to combine items would be a rather cool feature. An example would be, A box of nails, and a Baseball bat. If you combined them the would make a spiked bat. Also you would be able to find pre-combined items but the chances would be low. So this idea is that you can make new items out of old ones.


Yes- A good idea, might be a bit complicated to implement, but I guess you could a preset of combinable weapons. Thanks for using the wiki for your suggestion, btw. --EVA-251 20:12, 16 December 2007 (MST)

Yes Though it might not be all that useful. perhaps an add-on for power tool training.--AppleJordan 15:32, 19 December 2007 (MST)
Yes I agree with the above statement. Combining things like Flashlights and Pistols to improve accuracy slightly or introduce Matches (useless) so when combined with Can of Gas or Can of Spraypaint makes a "Flamethrower" actually... Xelkelvos 23:34, 23 December 2007 (MST)

I liek the idea. I am glad there are so man yes people here...poorly phraed...Ok I support it and maybe another one would be a length of chain and sledge hammer for a flail type weapon?....bad idea but its an idea (Not signed, vote not counted.)

Yes Like The Idea A Lot, It Very Well Could Add Something For Me To Do Besides Play With My Lighter With That Extra Weekend AP. --Ice Mage 21:56, 11 March 2010 (EST)


Title: Flamethrower
Author: Xelkelvos
Date: 24-December-2007

In an effort to create new and somewhat flavorful weapons for HR, how about a Flamethrower. At base, the accuracy 32% or 35%, but the damage would probably be 2-5. The high accuracy is due to the fact that the fire is a bit more spread compared to the Shotgun or Pistol, but it doesn't have the impact of fire isn't as much as a bullet. The ammo used would be Gas Cans, and as a possible added affect of the fire, something akin to Infection. The burning would either eventually run out after a certain amount of AP is used or a new action called "Put out Fire" or something is used with a certain amount of chance of it working. Items like Firefighter Uniform or Biohazard Suit could lower the chance of catching on fire.


Yes - I like the idea of fire in HR. Maybe this could be a part of the fire discussion. The suggestion doesn't seem to be complete in it's current state, but pretty good. (also, in item combination, at first I thought you said "machetes" instead of "matches" :D)--AppleJordan 11:46, 24 December 2007 (MST)

No - As I say elsewhere, weapons like this just don't exist in any level of frequency in the real world. And it makes people too strong. I would suggest the only fire or explosive device might be molotov cocktails (you could save your used beer bottles). --Jorge Camacho 21:11, 24 September 2008 (UTC)

Yes- Alot of people dont know that flamethrowers are actually legal in most states to help remove trees etc. But you have to get a special permit from the fire department. But since civilization crumbled to dust in this game, I think you can be able to find one in a fire dept with a very low chance of success. And flamethrowers use a sort of napalm as fuel so it can splatter on walls and rebound.--- kowegi

YES-It would be an awesome addition to the game. -- Era~

Absolutely Yes This Would Add An Original Feature that Would Launch This Above Urban Dead, I'd Say. --Shane 19:10, 17 February 2010 (EST)

No - its always rainy in twilight city. always. -dat

  • Claws

DMG: 5-8
ToHit/Max: Passive + 3-4
Type: Bladed
Max Stack: 1
Ammo: N/A
Capacity: N/A
Found At: Schools on Friday 13th
Other Information: Would give a passive upgrade to claws or zeds/vamps which would let their claws hit an extra 3-4 dmg on top of their base dmg. Also a cheesy reference to Freddy, I think he has claws....

NO - Vampires Can Do 8-11 Damage Already, That Would Ruin The Game For The Remaining Zeds/ Humans. --Shane 19:12, 17 February 2010 (EST)

New AmmunitionEdit

Title: New Ammo Variants
Author: Budd
Date: 06/04/08

Simply put - additional forms of ammo to be found and utilised by survivors, either effecting accuracy or damage, and conversely having a negative effect on the other value. A survivor would first need to have Ballistics Training to identify any special ammo. Otherwise, they can only find standard rounds. This is essentially to add a little tactics to gunplay, if you need to bring down an enemy fast, you can unload with more powerful ammo, but if you aren't too skilled in shooting, you can use rounds to boost your accuracy.

Shotgun Ammunition:

Birdshot: +10% Accuracy, 6 - 8 Damage.
Slug: -10% Accuracy, 10 - 14 Damage.

Handgun Ammunition:

Low-Velocity: +10% Accuracy, 2 - 4 Damage.
Hollow-Point: -10% Accuracy, 5 - 7 Damage.

Assault Rifle Ammunition:

Tooled Round: +10% Accuracy, 3 - 8 Damage.
Copper-Jacketed Round: -10% Accuracy, 6 - 12 Damage.

Comments/Voting: yes: this would be cool

Yes - This Would Add Another Layer Off Strategy To The Game I Vote Yes. --Shane 19:13, 17 February 2010 (EST)

Sniper RifleEdit

  • Sniper Rifle

DMG: 10-15
ToHit/Max: (ap spent)*5%(10%)
Type: Assault
Max Stack: 1
Ammo: Rifle Clip
Capacity: 4
Found At: fort armories
Other Information: The Sniper Rifle can shoot at different tiles as long as the victim is outside of a building. Ap is spent aiming. Max of 10 ap spent per shot. Can only be used with assault weapon training (bonuses are not counted except the assault mastery trait[+5%]).



  • crossbow

DMG: 5-8
ToHit/Max: 35%-70%
Type: bladed range
Max Stack: 1 inventory slot
Ammo: arows
Capacity: 1
Found At: gun shops forts
Other Information: amo=10 or 20 in one inventory slot

Gameplay SuggestionEdit

Energy DrinkEdit

Title: Energy Drink
Author: Era~
Date: 16-August-2009

A rare supermarket drop that humans may drink for 10 AP. Yes, I know that humans have more AP's than any other classes, but humans need them, and need this too. Because, most of the times, we spent most of the AP's to find a single enemy. And if he's active, it will be a problem. So you Drink your Energy Drink, and regain AP's to run away(or fight if you're brave). It would be a max of 3 Energy Drinks consumed per 10 Minutes. And if you've got full AP, you would not stay with 90/60 AP's to spend,because the effects won't stack your AP's to above 60. Humans have a real hard time at finding undeads, because Undeads can jump, and stand up once again without a class change. But hey, can't humans just wait, because the undeads are always searching for them too? Yes, we can wait. But the vampire/zombie that find us will finish us up before we can even realize. So, why not this to aid the remaining citizens of Twillight? It would be a rare drop. We won't find see much humans with 10 Energy Drinks in his pockets, unless if he had stayed the whole day searching at a supermarket. And if someone done that, he can just consume 3 within 10 minutes. It wouldn't be overpowering to the humans, would just aid them a bit.


Make Barricading StrongerEdit

Title: Make Barrricading Stronger
Author: Angry Zombie
Date: 22-May-2009

This is almost a complaint, a very strongly barricaded building can be broken into and raided by a single zombie or vampire, which pretty much makes barricading useless for any kind of protection. It's like trying to keep a horde of zombies at bay with a cardboard box, it's simply a waste of time. This makes it impossible for a human group to survive long at all, a large group of humans can be easily killed by one or two beasties, and this simply isn't fair or realistic, this makes it impossible to make any semi-perminent base of operations or staying a night and waking up alive. All those couches and chairs swiped away with a few strikes of an undead hand. My proposition is simply to make barricading alot stronger. To encourage more teamwork for zombies, vampires, and humans, making this game alot more fun.


comment maybe if you changed it so there were more levels of cading because 1 person put up the cade 1 person can take it down. if multiple people put up the barricade it should take multiple people to bring it down.

Auto DiscardEdit

Title: Auto Discard
Author: Fuzzymail
Date: 24-November-2008

I really hate finding useless items like clothing you already have or weapons which are utterly useless and having to discard them one by one.. This would give you the option to automatically discard any item you do not wish to have. This discards items you find, not the item already in your inventory. So if you don't want to find any more clothing just toggle all the clothing so you discard them when you find any.


Fairly certain that this has already been implemented. Medico 02:52, 7 March 2010 (EST)

Already Implemented This Is Called "Item Filter" And Is In The Edit Profile Submenu When You Are Playing Hell Rising.

Barricade SupportEdit

Title: Barricade Support
Author: Doopliss
Date: 10-June-2008

Barricades are significantly easier to destroy if no humans are (un-hidden?) inside the 'caded building. Flavour for this could be human players leaning on the barricades to make them harder to dislodge. This would make it a lot easier to develop "Undead territory", which seems to be very difficult now, without making it too easy for the undead to break down barricades for raiding.



Title: Electricity
Author: Leto Viet
Date: 6-June-2008

As we have a (non)working power plant it would be great to have electricity powered buildings around the town. When the power plant is off we could use portable generators (large, rare, and heavy) to power the buildings. Starting with this we can have several very useful features like mobile phone masts and/or radios, light that can help finding stuff in buildings, etc.}

Yes-It would still be far more effective to just use the power plant, but this can be used in an emergency. How would you make this heavier? Everything just takes up one space and items can stack. Fuzzymail

Time Dependency

Title: Time Dependency
Author: CrimsonKing
Date: 26-October-2007

With vampires becoming the most favorable class to play as (as they are, apparently, overbalanced), I, as a vampire, have decided to suggest a Time Dependency for vampires (and werewolves if implemented). To limit the effectiveness and potency of vampires, I say that when the game clock is between... 8 a.m and 6 p.m., Vampires are less potent than if it was 'daylight'. For the "reduction of potency and effectiveness", I suggest that vampires lose 1 HP for every 2 AP spent outside. Also, a 5% lower hit rate, when attacking other players outside in the 'daylight', and no infections can occur when it is 'daylight'. Now, I understand that the game is set in 'twilight', but something should be done to allow other races to flourish. As a vampire, I believe something should be done to bring balance to the game and make it fun for all players to respectively play as their selected race. If the werewolves race is implemented, I believe they also should have a time dependency to balance their skills and infection rates. They should also follow the idea general time I suggest for vampires, or possibly a different set. Thats my 2 cents. Feel free to suggest anything, I'd like to see this tossed around and considered.


Yes But the problem is that we can't have a system where people have to be playing at certain times of the day. If you are stronger during the night, some people can't follow that schedule. How about making the clock 6 hours long, 3 for night, 3 for day. That would make that kind of system fair for everyone.--AppleJordan 08:31, 21 November 2007 (MST)

Comment:"Eternal darkness has gripped Twilight City." is on the main page of the game. The game is set in a world where there is no "daylight" so this suggestion is kinda pointless. --EJ Wells{CiB} Talk "I Think" 10:21, 21 November 2007 (MST)
(Still Yes) I guess, but it would add some realism to the game.--AppleJordan 12:16, 21 November 2007 (MST)
No- EJ is right. An interesting concept, but not suited for a game where night is the time of day. --EVA-251 14:00, 21 November 2007 (MST)
Comment:According to Twilight City Public Service Announcements it isn't always night time because "many citizens who have gone out after dark are missing and still unaccounted for" bin dub the "The Night Murders" and if it was eternal darkness then they would say something about the never ending night in the Twilight City Public Service Announcements. --Dogtags 23:10, 23 June 2008 (MST)

Undead Balance

Title: Undead Balance
Author: Skritz
Date: No Date!

Undead Balance: Ever since human began to turtle themselves in the fort, Vampires and Zombies are having a hard to time to kill them. They should compensate by better stats.

HP: 80
AP: 40
All Zombies start with Corpse Feeding.

HP: 70
AP: 50
All Vampires start with Sudden Lunge.


This an awful suggestion. So you're giving the vamps/zombies a bunch of extra HP and an EXTRA skill once they start? Groups like CiB have shown that if you can organize, you can create havoc in an area with up to 40 humans. This idea receives a big NO from me.--IronMikeTyson 20:13, 14 April 2007 (PDT)

Ok, its unbalanced...i was just thinking it could be cooler to make them more dangerous--Skritz
I agree - BrianApocalypse. (Is there a limit as to how many humans can fit in the fort?)
Depends on the size of their egos, but id say around 100. -JonCola
No , just make the better skills. move to rejected?--AppleJordan 08:32, 21 November 2007 (MST)
No 80hp will take up ALL of the Humans and Vampires Ap and make the zombies impossible to kill.
No , Actually the humans are the ones with a disadvantage, if anything make the humans or their barricades stonger, not the already overpowered undead.--Angry Zombie 22 May, 2009
No,Undeads already overpower the humans too much! --Era~ 16 August 2009

Zombie XP for Barricade Destruction

Title: Zombie XP for Barricade Destruction
Author: Casey Jones
Date: No Date!

What about just giving zombies XP for tearing down barricades? 1 XP per level. Encourage Zombies to be destructive and wander mindlessly from building to building ripping walls down. Would help reduce the barricades level on all these empty buildings and give Zombie players more of a reason to play. As it is vamps get XP for messing up graffiti and humans get XP for healing each other. At least vampires heal in combat WHILE getting XP for combat - Zombies are kind of gimped XP wise (probably why no one plays one). The only abuse I just now thought of would be for someone as a human to barricade to a tower - go inside and jump to their death then start tearing it back down, but at 1 XP per level you'd have to be really bored.


I say give the Zombies a better chance at destroying barricades, and a skill like the vamps have to detect the amount of beings in a building. -Alreddyded
As for the suggestions concerning XP-gain for zeds attacking barricades, I think this is a very good idea!!--Lazarixmember 06:07, 1 September 2007 (MDT)

(moved from Fires)

Tearing down the cades as a zombies gets Zombies would become the same as their UD counterparts. They tear down cades have enough AP to get take a few swipes and get killed. Atleast this skill would allow them to actually kill people rather than just be 'cade bashers and cannon fodder for Vampires. Also, this skill would be available to both zombies and vampires not humans.
Counter Point: Tearing down cades as a vampire and human gets old fast too, so that argument is moot. No matter who you are it's just plain annoying. In fact I bet if we took a pool we'd find one of the reasons people keep going to the fort is because often many of the hospitals, gun shops, police stations and even clothing stores have heavy cades on them and you'd waste AP to be nothing more than be a sitting duck, thus making the fort the only real place to get supplies and be safe in a short amount of time. That aside at least Vampires get to heal in combat keeping them alive longer to earn more XP in combat. Humans can heal each other for XP in combat to keep their friends alive for more XP in combat. Zombies have to eat dead bodies if they are lucky enough to actually kill someone before they are killed and often that corpse is going to be kicked outside. If, as a zombie, I'm going to get a few XP for tearing down a Heavy Cade and still find no one inside (either because they left or are hiding) then I don't feel like I'm wasting my time. Since humans can leave an ExHeavy caded building there's really no point for ANYONE to spend time tearing it down (including other humans) so it's easier to just go to the fort for medkits and ammo or rip down one door and go on a killing spree until they cap you. What's the worst that happens - you get dumped in the street to stand up and start all over again. Those 80 bodies right outside are not people who want to live but CiB about to log back on and do it all over again.--Casey Jones
Yes I like the idea. I mean, could it HURT?--AppleJordan 08:33, 21 November 2007 (MST)

Changes to Standing/Reviving

Title: Reviving/Standing Issues
Author: Alreddyded
Date: No Date!

The supposed 'strength' of the Undead is supposed to come from being able to instantly rise back up after being killed and attacking again. But rarely do the Zombies have enough AP to carry on, so I think it should stop charging AP for Standing. Another thing, as a starting Zombie/Vamp, it can be extremely annoying to be revived every 5 seconds by a human, so I think there should be an action (not requiring a skill) called 'Reject', and can be used when somebody revives you. It would have, say, a 5% chance of working, and if successful allows you to rise as a Vamp or Zombie, depending on what you were before you died.


Already such a skill exsists as for the standing up as the previous class --Dwavenhobble 16:10, 10 June 2007 (PDT)
Did you even read it, I said it wasn't a skill. It should just be a substitute for until you get that skill - Alreddyded
true I didnt fully read it but now I read it its just a waste of time really alot of coding for a little result so until the ideas and other things to implement dry up it would just be using up time that could be used to make other features better --Dwavenhobble 09:25, 14 June 2007 (PDT)
I fully read it and IMHO part of earning your "wings" as an undead is learning how to stay undead. If it's that important to you then try to get those skills as quickly as possible. At least vampires (and zombies) have a choice in the matter. Humans don't have that luxury at any level so those of us who wish we could stay human all the time have to live with waking up and not know how to use doors sometimes.--Casey Jones 08:30, 14 July 2007 (MDT)
No I don't think there is much of a need. and if a zombie doesn't have enough AP to rise, would he really want that 2 AP to keep attacking? no, the AP cost isn't that much of a difficulty. I think Z's should just have a slightly higher regen rate.--AppleJordan 08:36, 21 November 2007 (MST)
No Three APs isn't much. --Jorge Camacho 21:02, 24 September 2008 (UTC)

0 XP for TKing

Title: Lift 0 XP for TKing
Author: Casey Jones
Date: 21-April-2007

Let's be real here. The 0 XP for TKilling was probably an effort to encourage vampires, zombies and humans to join foces. But the groups are starting to welcome vampires, zombies and human in efforts to work together and some groups are so bored they have taken to TKing just to be the one who killed an enemy. So I say, lift the 0XP for attacking someone of your own species. If a group of vampires wants to fight it out with another group of vampires for domiance of one area or another they should feel free to. If a human wants to save a vampire ally by helping them take out a human of an enemy group, they should feel free to and if one human wants to kill another human for ripping down the cades of his hiding place then they should feel free to. The game has already evolved to this level of realism of not knowing who you can trust anymore I just think it's time to reinforce it.



I disagree, it's not accurate of what would happen in a real life (ha) situation. My suggestion would be to make the chance of looting greater when killing other humans. A zombie, however, would in reality eat other zombies, going for whatever flesh they can, and ditto for vampires - drinking blood for sustenance - perhaps make the reward for this light healing? -- BrianApocalypse
I agree, then perhaps warring factions of humans would fight over the fort, making it unsafe to camp there as a human, as another group of humans might just invade it. It would give the Zombies and Vampires a better chance as the humans won't all be bundled up, and the humans will have to tear down barricades on buildings to find places to stay, eliminating another problem in the gameplay. This might bring the Waste Treatment plant into play, as the fort would no longer be safe. Bring on the TK, I say --Alreddyded
"In a real life situation"? Are you serious? In real life today we don't trust each other, and we're all human. If the dead started rising and law vanished you're telling me you wouldn't at least suspect that the stranger you've found hiding in an abandoned building wouldn't kill you for your shotgun just so they can have more ammo? --Casey Jones 07:22, 14 July 2007 (MDT)
No The 0 XP makes us more of a team. Although it does make sense in real-life, I think the 0 XP is needed.--AppleJordan 08:38, 21 November 2007 (MST)
NO! newbs will get killed by everyone they see instead of 2/3 of the population and no1 will help them.--Datundead 04:57, 25 November 2010 (EST)

The following suggestions pertain to the above discussion, and have been moved here instead of removed.


Title: Treachery
Author: No Author!
Date: No Date!


  • Treachery: Allows you to gain a small amount of XP for killing other humans.


Remove, since this is essentially a duplicate of the TK discussion?--AppleJordan 13:31, 22 November 2007 (MST) NO since ive had enough of these gay TK things

Inhuman Hunger

  • Inhuman Hunger - Allows you to gain a small amount of XP (or perhaps HP) for killing other zombies.

I think the better idea is just to drop the TK Penalty (discussed below) because, just like zombies killing zombies, everyone is going to be trying to kill everyone at some point. --Casey Jones 08:21, 11 August 2007 (MDT)

Remove, since this is essentially a duplicate of the TK discussion?--AppleJordan 13:31, 22 November 2007 (MST)

XP Cost Reset

Title: XP Cost Reset
Author: No Author!
Date: No Date!

This has annoyed me for a while as you gain no benefits by changing class but you still face the costs of exp that you acquired due to the previous classes now defunct abilities, so I say the exp cost for learning new abilities should be counted seperately, depending on class, so people who have all the zombie skills and become human only have to pay 100 XP for the first human skill, not 200 XP+.


Change- the increasing XP level adds a nice difficulty to the game. If it were different, then you could just completely level one race and then use your easy access to XP to get a bunch of cheap skills. On the other hand, I like the idea. perhaps make the XP difference between each skill much higher, so that the final skills of that class would be hard to get. It could also have a little more advanced tech tree to make some of the biggest and best skills final rewards.--AppleJordan 08:38, 21 November 2007 (MST)

Cross-Class Skills

Title: Cross-Class Skills
Author: Casey Jones
Date: 14-July-2007

Not every skill but a few...not sure which ones yet but like their should just be a few that beneifits all races but only a said class can learn it...make for more tactical way of playing.

What if you were allowed to spend XP to use 1 skill from each of the other classes they already have, which would also give people 6 more levels after having bought all the skill available for each class and diverify them as well as a reason to earn skills and play another class. So for example if I'm a vampire of 12 level and I get enough xp to get 13th level instead of buying a vampire skill I could actually get Melee Training which is a human skill I have on that same character to use as my vampire. Now I'm a vampire who can wander around with +15% on all my Melee attacks and I'm lvl 13. At level 14 I could pick a vampire skill OR pick a Zombie skill like Corpse Feeding. Since I have one skill from each class I can only pick vampire skill from here out but I'm now a vampire who's good with blades and can choose to feed on living humans or dead ones. Now we may have to limit skills (or not) as I can see every CiB vampire getting Hide as thier cross class skill to start sneaking into the fort and blending into the shadows... then again that might not be a bad thing. Plus, as a human I could learn to track my prey or even have Grim Feast to be a predatory human who hunts down his prey and actually gets HP for biting them sometimes.


Yes- There could be some good skills to do, like adding +1 damage to melee attacks (claws, hands, and melee weapons but not fangs, teeth, or guns) but it would be at a high XP cost. Also, to Casey Jones, What would be the point? So you're a human, but you're using zombie skills? a zombie using barricade? then there wouldn't really be classes, just players.--AppleJordan 10:43, 5 October 2007 (MDT)

Item Trading

Title: Trading
Author: Dwavenhobble
Date: 3-June-2007

Implement some sort of system to allow players to give items to other players of the same race. Perhaps requiring a skill to do so. As it is, it'd really only be useful for human players, but it would make sense that vampires also be able to use it (Zombies don't really seem like the types to notice items, or to give them to others). Perhaps letting one trade with a player of another race if they're in your group or friends list (Noting that trade is used loosely here as a way to refer to giving items away to another player).


As nice an idea as it is I have to say no on the grounds of Zerg abuse, i mean one account finds the ammo then passes it onto their main meaning the ap cost of finding the ammo only affects the one account, just think 24 accounts or more passing ammo all to one, it would be too open to abuse --Dwavenhobble 16:48, 3 June 2007 (PDT)

It would be impossible to zerg, as you can't be logged into 2 accounts on one computer :P - Alreddyded
Tell that to /b/ anyway the trade wouldnt be able to be simultaneous due to different time zones restricting when people play, plus theyd just get someone on another PC to log in and do the trade --Dwavenhobble 16:08, 10 June 2007 (PDT)
What about a barter/market system? There could be an easier way to do this (I'm not a programmer) but in short every item would have a "value". A shotgun, for example, could have a value of $20 while a single box of shells would have a value of $75 (ammo is far more valuable than the weapon). You could then "donate" the shotgun (or sell it) for another player to pick up if they "barter" an item(s) of equal or gater value. This would keep people from just pooling resources as they can't freely dump everything onto one character (that character would still have to search for the bartable item - still open for abuse but not as easily) while also allowing someone with, say, 5 or 6 assult rifles to trade them in for something else like medkits or revival serum (vampires and zombies can't use these anyway and often find them when looking for victims). You could also make this a specific location(s) with an open market (not player based where they set the prices otherwise you'll have ammo so cheap they can freely pool resources), so anyone buying or selling (probaly vampires, humans and zombies with intelligence) can do so if they have items of proper value. I'd make it a one for one and money is still worthless so if you wanted that $75 box of ammo and only had $20 Revival Serum[3] and a $100 machete you'd have to give up the machete or go find something else of value since you can only trade 1 item and the serum is not valuable enough for the ammo. You could have entire skirmishes over just holding this "market" spot long enough to make a trade and it would prevent free trading but still allow players to have a forum for an exchange of goods. I'm sure there are a lot of details to hash out but it's the seed of a brain storm, but it seems a shame to just drop medkits and revival serum as a vampire when I know no one will find them again.--Casey Jones 07:40, 14 July 2007 (MDT)
Barter sounds pretty good, I'm all for it. I would also like items dropped outside to be immediately findable, but expiring after a few AP charges. Say, 3 or 4 hours and then it's assumed some random bum ran off with it. I mean, if I lob away a bat in the middle of the street because my new machete kicks much more ass, some newb might appreciate a free weapon like that until they find something better. (say, if all buildings he wishes to search are barricaded too much)--Leo Krupps 15:35, 14 July 2007 (MDT)
I think this is a bad idea to be honest, I can see whole TK groups gathering thier alts in one building, to drop and then switch accounts to suddenly pick up ammo or weapons. I think this has been one of the reasons a system like this has been avoided. At least a barter system would force even an alt to match the value of an item so they can't just have pooled resources for free. The most valuable item in the game (IMHO) right now is Assult Rifle Ammo. --Casey Jones 07:10, 15 July 2007 (MDT)
You're saying all TK Groups zerg? - Alreddyded 12:10, 28 July 2007 (MDT)
No -More than just TK groups would zerg and abuse this. /b/, CiB, anyone who knows how to make quick e-mail addresses would abuse this to no end. Xelkelvos 01:06, 14 October 2007 (MDT)
No The game's item system isn't diverse enough for this to be useful.--AppleJordan 08:45, 21 November 2007 (MST)

Enemy Finder

Title: Enemy Finder
Author: No Author!
Date: No Date!

Enemy Finder: Locate enemies on the City Map.


No - For one, the City map is an external page from HR, and secondly it isn't realistic in real life. It would be nice to be able to hunt enemies easier, But the way you say it, you could find the locations of anyone, entire groups, which is not good.--AppleJordan 21:15, 8 February 2008 (MST)

Level Bonuses

Title: Level Bonuses
Author: Casey Jones
Date: 21-August-2007

As is stands now, there is no advantage to being of a higher level. Oh, sure, you get some extra skills. But pound for pound, there is nothing seperates a lvl 30 Vampire with Plasma Feeding and a Level 3 Vampire with Plasma Feeding. They would both use bite as thier primary attack, both would have the same chance to hit and both would regernate Hit Points for doing so. As it stands the only reason you want to level up is for extra skills that you'd hardly ever use... Seriously does anyone playing a vampire actualy feel the need claw someone? I've played a character so long that I stop to look at my XP and realize I've got 3 levels worth but no skill I feel I need. If there were some kind of bonus you get on TOP of new skills. Even if Low Level Vampires had trouble finding High Level hidden humans or High Level Zombies had a bonus to hit lower level targets it would make levels actually MEAN something. Besdies as a human it's kind of insulting to be 50th level and hiding only to be found by some lvl 2 vampire with Supernatural Senses and enough AP to rip down a cade and search for you. At the same time it sucks being a lvl 30 Vampire killed by a lvl 1 soldier with a full clip. Or a lvl 40 Zombie who was forced to become a vampire because he was attacked by some Level 2 Vamp with Cursed Blood.


Yes I agree. In most MMOs gaining a level means getting access to higher equipment, gaining some stats a little bit, and getting closer to being a match for the highest level players. Right now anyone who's gotten all of one class' skills is as strong as someone who's gotten all the class' skills. maybe implement stats, leveling gear and weapons, NPCs that are difficult to high levels and low levels, a newbie area where the 55's wouldn't come in and kill them, increasing health (and increasing health when rising). I think this could be the thing that really gets the game a whole new edge.--AppleJordan 00:21, 1 September 2007 (MDT)

Maybe I sort of agree, then sort of do not. You two are basing your suggestions on the fact that "MOST MMOS" are this way, or that. NEWS: Hell Rising is not like "MOST MMOS". I personally like the balance with levels as it is fair in its entirety. It gives a fair chance for everyone regardless of level. If this was even to be considered, it should not be anything more than attack bonus' (like 5 or 10%) or special skills you can get once you reach a certain level (like a level 10 exclusive, level 20, level 30, etc. etc.) like previously stated by Casey. I do not like the idea of gear and weapons. That would limit players. And NPCs is just a no-no. If you want NPCs, go play Outbreak. HR is meant to be a game about the players. And thats what it should stay. -- CrimsonKing 21:26, 26 October 2007 (MDT)
Yes I agree, higher levels should have some benefits other than skills. A kind of defense or skill bonus might be a good idea, but it should also incur XP penalty for killing lower level players; or as CrimsonKing suggests, level exclusive skills could also be a good way to go. -- Leiric 00:22, 21 November 2010 (EST)

Alliance Communication

Title: Alliance Communication
Author: Casey Jones
Date: 28-August-2007

Similar to the Vampire Whisper but more like the Walkie Talkie... Groups should have the ability to send messages to one another. That way if some allies are in an area you can request help. Or if you're a vampire in an alliance you can tell the allies that you're going to help them in a fight and that you DON'T want to be killed and revived - this kind of thing. It would also let leaders of the alliance have a way of communicating quickly and in game.


Yes or an idea like a mailbox messaging system. the leaders would be able to talk, they would be able to post bulletins for all to see. right now allies can't talk at all.--AppleJordan 00:25, 1 September 2007 (MDT)

Yes I like the idea that only leaders should be able to communicate. -- CrimsonKing 21:18, 26 October 2007 (MDT)
Yes That'd be a yes from me as well. Good, solid suggestion. --EVA-251 18:38, 10 November 2007 (MST)
(still yes) Move to passed?--AppleJordan 08:47, 21 November 2007 (MST)

AP Change

Title: AP Changes
Author: AppleJordan
Date: 29-September-2007

I think there should be a new system: two different kinds of AP, skills and actions. skills would be like hiding, using items/weapons, skills, standing from death, etc. Actions would be moving, using melee attacks, barricading, searching, and jumping from buildings. Humans would have lots of skill points (SP) and some action points (AP). Vampires would have more AP and zombies would have barely any SP at all. SP would have a slower regeneraion rate, but AP would regen depending on race. Vampires would have a fairly high AP max. Zombies have an even lower AP limit, but they regenerate faster.


No I do not think the system should be changed. It is fine the way it is, and easier to learn that way. - CrimsonKing 21:15, 26 October 2007 (MDT)

Newbie levels

Title: Newbie Suburbs
Author: No Author!
Date: No Date!

How about neighborhoods where only newbs could be in? Newbies wouldn't have to stay there, they could leave. Also, there could be neighborhoods for high leveled characters.


No- Bad idea. I just think a better introduction/tutorial should be revised/included. Thats like creating a safe zone for any level 1 to hide in, come out to get XP, then go back in just cause they are getting killed. Plus, what good would a 'burb just for high levels do? -- CrimsonKing 21:17, 26 October 2007 (MDT)

Maybe Interesting idea. Crimson King that won't work because you have to have the skill hiding to hide, and none of the classes start with that. --Angry Zombie 22 May, 2009


Title: AP Rounds
Author: AppleJordan
Date: 28-October-2007

I've noticed that vampires and zombies are inherently faster when attacking. They can just mash Bite or Teeth and they'll be attacking as fast as their browser provides. Also people have a strategy of running around before people have a chance to select their attack and hit. How about making turns so that people with different internet speeds have an equal chance of playing? It could be 1 round every 10-15 seconds, in which a person could spend AP. Non-AP actions could work outside of rounds, (like dropping items, editing profile, group chatting, etc.)


Revive Changes

Title: Revive Changes
Author: EVA-251
Date: 23-November-2007

In HR, revives have become infamous among UD vets and players that started this genre with the game. They are unbelievably random and discriminate. Why? Because a human with some luck can find enough serum to revive about 12 people within 30 AP, then revive these people, lightly cade a building, and hide. And do this EVERY FOUR HOURS.

Revives are ridiculous, to say the least. So I have a few suggestions to fix this up, and make a more appealing gameplay style to incoming players and those not quite satisfied with the game.

  • AP Cost- Revives should cost either 2, 3 or 5 AP each.
  • Search Rates- Biohazard Suits, Lazarix Access Tags, Lab Coats and anything that really does not serve a purpose and is found in Lazarix Buildings should have their search rates reduced by a bare minimum of 15%. Revival Serum and Injectors should also be harder to find, by only 10% however.
  • Forced Reviving- Reviving a vampier with Cursed Blood or a zombah with Cellular Degeneration should have a 10% chance of success. Being in a Lazarix building should increase this chance by 10%.
  • Alternate Method 1- This is somewhat UDish, but perhaps a method of reviving a standing undead. This method would require that you spend 10AP, but would have a 25% chance of failure.
  • Alternate Method 2- Again, sorta UDish. It is another method of reviving standing undead. This method would require that you spend 5AP, but also would require a fully loaded Injector.

With both of the above methods, standard K/R would work, and would cost 3 AP and 1 "round" of serum

Skills of course, could be thrown onto these to improve success rate, lower AP use by a small amount, etc etc.

This would make random reviving less common, players more careful on who they revive and hopefully a little less confusing to newbs. ('WTF WHY ARE THEY KILLING ME, I WANT TO BE REVIVED!')


No - As a Zombie I have never been inconvenienced by someone reviving me. This seems like a huge penalty to humans. Being a human is as hard as any other race, and this would severely impact their population. Also, there should never be a method of reviving a standing undead because that is a one-hit kill.--AppleJordan 18:08, 23 November 2007 (MST)

I just want to put out there that A) I haven't always been able to revive a corpse when I have the injector and serum. I often can't. Dunno if this is a bug or a nuance. And B) I haven't been able to identify corpses. To my knowledge, there's no way to selectively revive, so I can't only revive people who want to be (by reading their descriptions) which is solved in UD by the DNA Extractor, or see friends/enemies that are corpses so that I make sure to revive them. --Jorge Camacho 21:07, 24 September 2008 (UTC)


Title: Innoculation
Author: Budd
Date: 06/04/08

Vampires and Zombies have the ability to rise again as their own species - but not humans? Given that Revival Serum can keep you human, why not take it on a regular basis to ward off changing when you die? Say, by injecting yourself with a dose of serum, you can rise again as a human, as long as you die within, say 6 hours of taking your shot. This would actually force players to think tactically about their revives - instead of just reviving every corpse in sight, they need to ration them out, perhaps taking a shot before hiding for the night, just in case they still get rumbled and eaten up.


Survivors can use Revival Serum and Injectors to 'protect' themselves from turning into zombies/vampires when they die.
Each dose only lasts for 6 hours.
Effects do not stack.
If a survivor injects themselves whilst still dosed, the 'clock' resets to 6 hours.

Comments/Votes: No. It seems to me that humans are, by nature, more fragile in their class than the undead. Also, if this was to be implemented, six hours would be way too long. You'd never find a high-level human player capable of being turned. - Doopliss 10:50, 8 April 2008 (MDT)


Title: Website Frames
Author: Garnith
Date: 12/07/09

Hello, new player here. Also my first time editing a wiki, so apologies in advance if I do anything stupid. Anyway, I was wondering if a system of frames could be used on the game veiw page to help reduce loading times? Eg, if you do something that doesn't affect your inventory (Say walking somewhere, or using a computer) it would only reload that part of the page. You could divide the page up into each element on it, and work like that. Some activities would refresh multiple frames (Not sure if you can script that, my knowledge of programming is next to nothing) but it would still assits those of us with terrible connections.


Game Veiw page is divided into frames to speed up loading times.



Title: Reload

Author: --Datundead 23:38, 25 November 2010 (EST)

Description: Reload weapons with partially empty clips. Example: chainsaw (3) > chainsaw (10) without having to use the 3 uses left in the chainsaw. You wouldnt get 13 charges and you wouldnt keep a gas can. You just discard the rest of the gas.


stay down

title: stay down

author: --Datundead 00:20, 28 November 2010 (EST)

description: once you are killed you have to stay dead for 5 minutes.


Power Station

Title: Power Station
Author: Datundead
Date: 12-1-10

Make vampires need to hit all the switches to disable power instead of 1 big switch that costs 1 ap. Its unfair for humans to need to press all the switches and spend 10 ap putting it back online for some vampire to undo all of that in 1 move.


Clothing Suggestion

Gore & Viscera

Title: Gore & Viscera

Author: Budd

Date: 06/04/08


As time goes on, Twilight City slowly degenerates past anarchy, past war, to total Hell on Earth. This is reflected in the cosmetic appearances of not only the Undead, but those living which have abandoned their own humanity, decorating themselves in blood and gore. Decorating their bodies with blood, intestines, necklaces of teeth, whatever seems to suit their own sick tastes.

Essentially, a player, upon discovering a corpse, you can search the area as normal for 'Gore & Viscera', and turn up bodyparts or fluids which can be applied like clothing. Say:

Blood (Face Paint)
Blood (Torso Paint)
Flayed Skin Pants
Flayed Skin Shirt

It shouldn't cause too much hassle, if you don't want to search for gore in a building, you haul the corpse outside. Applying the clothing would be along the lines of:

'You smear the blood of the fallen over your face/chest.'

'You tear the scalp of a corpse away, and stick it on your head.'


Yes - This is a gruesome and disturbing suggestion. I like this idea alot. We could use a bit more... Gore in the game. -- CrimsonKing 21:25, 11 August 2008 (UTC)

Building Suggestion

How about a college? Or a city hall? Or a Twilight City Chamber of Commerce or a union hall? --Jorge Camacho 21:00, 24 September 2008 (UTC)


Title: Prison
Author: No Author!
Date: No Date!


  • Descriptions:
    • "Description goes here."




  • can only be found in carparks, new skill "hot wiring" to drive it
  • have to get out to go in buildings (except garage)
  • undead can destroy(vampires) or flip over (zombies) at which point will kill all people inside and give the killer 100XP (30%chance to flip over) 5 hits from a mellee weapon to destroy and 5 for a gun

. jack hayes

Idle OutEdit

In UD, as I'm sure we all know, characters idle out after five days. I think the same should be true in HellRising, though with a much longer period before idling out. The admins could pick, anywhere from two weeks to sixty days, and characters idle out, disappearing in-game as well as on the group stats page. This would be particularly useful for the group page. A lot of groups that are entirely made up of members that have not logged in since 2007 would disappear, and groups would have more realistic membership numbers. It would clean up a lot. Besides, the current system makes zerging easier. Anyone could create a legion of characters, make them all join the same group, and then never log on as them again. Thoughts? Why hasn't this been done yet? --Jorge Camacho 03:28, 2 October 2008 (UTC)

Suggestion to this PageEdit

Title: Improving This Page
Author: EVA-251
Date: 28-August-2007 (Updated)

Done. I'll be making new pages for obsolete suggestions, the bad suggestions, etc.


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