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Skills are various race-specific abilities that can be purchased through XPs. The initial cost for one skill is of 50 XPs, but for every skill purchased the cost of a new skill rises by 10 XPs. Additionally, for each skill purchased, the player's level will increase by 1.

Skills are arranged in "skill trees", which means that some skills require another skill to be purchased before in order to be bought and used, too.

Players need 29930 XPs in total to acquire all the existing skills currently present in the game and to rise to Level 74, the maximum player level that can be currently reached. For more information: Level and experience points.

Human SkillsEdit

Name Description Notes Prerequisite skill
Hand to Hand Combat 30% chance to hit with your bare hands, 2 damage. +10% hit chance for Fists and Brass Knuckles (30% in total). +2 of damage to each.

For more information: Weapons

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Brawling 35% chance to hit, 2-3 damage. +5% hit chance for Fists and Brass Knuckles (35% in total) Hand to Hand Combat
Martial Arts 40% chance to hit, 3-4 damage. +5% hit chance for Fists and Brass Knuckles (40% in total) Hand to Hand Combat
Defensive Posture You get more protection out of worn armor. Passive. Increases the chance to trigger the body armor protection upon receiving damage to the protected body part(s), if any armor is currently being worn. Hand to Hand Combat
Melee Training 15% better chance to hit with melee weapons. -
Blade Training 10% better chance to hit with bladed weapons. Melee Training
Adv. Blade Training 5% better chance to hit with bladed weapons. Blade Training
Blunt Training 10% better chance to hit with blunt weapons. Melee Training
Adv. Blunt Training 5% better chance to hit with blunt weapons. Blunt Training
Ballistics Training 15% better chance to hit with firearms. -
Small Arms Training 10% better chance to hit with small arms. Ballistics Training
Adv. Small Arms 5% better chance to hit with small arms. Small Arms Training
Assault Weapon Training 10% better chance to hit with assault weapons. Ballistics Training
Adv. Assault Weapons 5% better chance to hit with assault weapons. Assault Weapon Training
Dead Shot Increased damage when striking the head or chest. For more information: Damage Ballistics Training
First Aid Healing items will restore more HPs. For more information: Healing Items -
Analysis Allows the player to see HP values and status effects of other friendly human players and NPCs. Allows to see the HPs and status effects of friendly Human players and NPCs. First Aid
Lab Studies The player is allowed to use injectors and revival serums to bring corpses back to life. - First Aid
Carpentry Allows the player to repair or to put up or reinforce a barricade. No materials are needed in order to barricade or repair a building. At the cost of 1 AP, gives the chance to the player to fix (if damaged) or to barricade (or further reinforce the barricade if there's already one) the builiding they are currently in.

For more information: Barricading

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Power Tool Expertise 12% better chance to hit with power tools. Carpentry
Demolition Increased hit chance for taking down barricades. Multiplies hit chance for barricades by 1.25.

For more information: Barricading

Craftsmanship Enables higher skill crafting recipes and shows hints for recipes. The player can see an hint for any recipe in the Crafting menu if they have all the ingredients for it except one (it shows up named as "???") in the form of the name of the object which could be created. If the player already is in possess of a required ingredient but hasn't enough of it, the required number will be signalled by an (?). Furthermore, it allows the player to craft more complex objects. Carpentry
Scavenging Increased chance to find items through searching. Very important skill, especially for low search-rate buildings.

For more information: Search Rate

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Hiding Allows the player to hide from sight. Allows the player, at the cost of 1 AP, to conceal themselves inside any non-dungeon building, as such not showing up as present to anyone and anything entering it next. Upon searching, especially if the lights are turned on, any other player has the chance of stumbling across and finding the hiding player, as such blowing their cover and revealing their presence to anyone and anything else. Players won't be able to hide if other players are currently inside the same building. The building and the light conditions will affect the chance of the skill to be successfully performed or not.

For more information: Stealth and detection

Scavenging
Vandalism The player can spray messages with spray cans on walls. At the cost of 1 AP, allows the player to write any kind of message on any surface of the tile or building they are currently on or in, if they have a Spraypaint Can in their inventory.

For more information: Vandalism

Scavenging
Rooftop Run By crossing rooftops, the player can find safe entrances into adjoining buildings without stepping onto the ground below. At the cost of 1 AP, allows the player to move from the interior of a building to another. This can be done only if the target building's ruin level is at level 10 or less (usable or in poor repair). Failing to rooftop run will not waste APs.

For more information: Barricading

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Zombie SkillsEdit

Name Description Notes Prerequisite skill
Rending Hands 55% accuracy and 2-4 damage with hand attacks. +5% hit chance for Hands. +2-3 of damage -
Piercing Talons 65% accuracy and 3-4 damage with hand attacks. +10% hit chance for Hands. +3-4 of damage Rending Hands
Evisceration 70% accuracy and 3-5 damage with hand attacks. +5% hit chance for Hands. +3-5 of damage Piercing Talons
Rend Flesh When at or above two thirds of full HP, the player's successful attacks have a chance to do double damage. For more information: Damage Evisceration
Gnawing Bite 40% accuracy and 3-6 damage with teeth attacks. +10% hit chance for Teeth. +3-6 of damage -
Jagged Teeth 45% accuracy and 4-6 damage with teeth attacks. +5% hit chance for Teeth. +4-6 of damage Gnawing Bite
Hunger Pain The player deals more damage and has an increased chance to hit with teeth when low on APs. For more information: Damage Jagged Teeth
Snap Attack Gives the chance to bite multiple times. For more information: Damage Hunger Pain
Grim Feast 45% chance of regaining 3 HPs from a teeth attack. Gives to the player, upon a successful Teeth attack, a 45% chance to regain 3 HPs. This skill doesn't work on Machines. Gnawing Bite
Corpse Feeding The player can regain HPs by feeding on nearby corpses. At the cost of 2 APs, the player can feed on one or more corpses in or on the same tile or building in order to gain some health. The player can feed on the same corpse(s) only once for a set amount of time. More HPs are gained when multiple corpses are present. Also Machines remains can be consumed. Each corpse can heal between 2 and 5 HPs. All the corpses in the same tile will be automatically consumed in one single use the skill, although this won't cause them to disappear, allowing the player to possibly feed again on them later. Grim Feast
Biohazard 25% chance of infecting the victims of teeth attacks. Gives to the player, upon a successful Teeth attack, a 25% chance to inflict the "Infected" status condition onto the attacked player or NPC. Other Zombies and Machines cannot be infected.

For more information: Conditions

Gnawing Bite
Infectious Spew Unleash an unholy burst of spew to infect others around the player. Gives the player the chance of infecting anyone and anything in their same tile or building at the cost of 3 APs. Other Zombies and Machines cannot be infected.

For more information: Conditions

Biohazard
Infectious Splatter Attacks targeting the player have a chance of infecting the attacker, if the damage is high enough. Other Zombies and Machines cannot be infected.

For more information: Conditions

Biohazard
Clot The player's blood can not be sucked. Prevents Vampires from regaining HPs from the player. Biohazard
Solid Grip The player can grasp blunt weapons well enough to use them for basic battery. +5% hit chance for blunt weapons in total. Normally, the player has a -5% hit chance in total for blunt weapons and a 0% hit chance in total for bladed weapons as a Zombie. -
Flailing Battery The player's mastery of melee weapons nearly matches the player's skill as a human. Increases the hit chance of blunt and bladed weapons by basing itself on the player's Human proficiency with those weapons, subtracted by 2%. The player can get a lower hit chance from +5% to -2% for blunt weapons and from 0% to -2% for bladed weapons if they don't have any Human weapon proficiency skill Solid Grip
Dine Out The player can pull wounded players out of safety and into the outdoors. Solid Grip
Decimate Damage the interior of buildings to make survival a little harder. At the cost of 1 AP, gives the chance to the player to damage the builiding they are currently in.

For more information: Barricading

Solid Grip
Intellect The player can do basic things like opening doors. Allows the player to accomplish many simple actions such as, like already stated, opening doors. -
Identify Life The player can search for hiding humans. Allows the player to reveal any hiding human players in or on the same tile or building through searching.

For more information: Stealth and detection

Intellect
Drop Dead The player may hide out as a corpse until motivated to move... or until discovered. Allows the player, at the cost of 1 AP, to conceal themselves anywhere, showing up as a corpse to anyone and anything. Upon searching, especially if the lights are turned on, any other player has the chance of revealing the hiding player, as such blowing their cover and revealing their presence to anyone and anything else. Players won't be able to drop dead if other players are currently in or on the same tile.

For more information: Stealth and detection

Intellect
Meat Seeking Increased damage when striking the head or gut. For more information: Damage Intellect
Strength in Numbers The player receives a damage bonus with hands and increased chance to hit with teeth when in groups of two or more zombies. Increases the damage dealt by Hands and Teeth attacks if other friendly Zombie players or/and NPCs are present in or on the same tile or building.

For more information: Damage

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Smell Rot The player can detect the familiar odor of nearby zombies. Passive. Gives the player the coordinates leading them towards the closest active Zombie players and NPCs in the area.

For more information: Stealth and detection

Strength in Numbers
Eerie Moan Call out into the darkness as only a zombie can. Allows the player to emit a noise that can be heard by other Zombies within a certain radius at the cost of 1 AP.

For more information: Stealth and detection

Strength in Numbers
Cellular Degeneration If revived the player may choose to stand as a Human or Zombie. If the player gets injected with the revival serum by another player or NPC while deceased, they can stand and live again as a Zombie, if they wish, instead of being automatically turned into an Human. This requires 5 extra APs, against the normal 10 if they instead wish to stand and live as an Human. -
Adrenaline Boost The player undead body recieves an additional boost of health from revival serum when they choose to rise a zombie. If the player gets injected with the revival serum by another player or NPC while deceased and they decide to stand and live again as a Zombie, they get healed by 10 extra HPs upon standing back up. Cellular Degeneration

Vampire SkillsEdit

Name Description Notes Prerequisite skill
Fanged Bite Bite attacks deal 10% additional bite accuracy and 6 damage. At 0 bloodthirst points, +10% hit chance for Bite attacks, and +2 of damage. -
Powerful Jaws After a successful bite, the player latches on to their target and has an increased chance to hit with the next attack. Gives to the player the chance to get an increased hit chance if they manage to land a successful Fangs attack and trigger the Latch effect. The effect will be carried over death (bug) and has a chance to fade away at any following attack.

For more information: Damage

Fanged Bite
Plasma Feeding Successful bite attacks regain HPs equal to half of the damage inflicted. Gives to the player, upon a successful Fangs attack, a chance to regain HPs relative to half of the amount of HPs damage dealt as a rounded up number. Furthermore, a successful Plasma Feeding also gives a chance to the player to cure the "Infection" condition. This skill doesn't work on Machines and on Zombie players with the Clot skill. The chance of removing the "Infection" condition can only be triggered if the target is an Human. Powerful Jaws
Clacking Claws The player receives a plasma feeding bonus when low on health. When the player's HPs are lower than 11, the Plasma Feeding skill, if triggered, will allow the player to gain 75% of the HPs damage dealt instead of half of it. Plasma Feeding
Bloodthirst Increased attack power when on a killing spree. For every other player and NPC killed, this skill gives to the player an increasing bonus on damage. The Bloodthirst bonus applies only on Fangs and Claws attacks, and gets resetted back to 0 if the player dies. If the player instead decides to use the Rafter Hang skill, 2 bloodlust points will be automatically lost each time the skill is successfully activated.

For more information: Damage, Barricading

Powerful Jaws
Vampiric Infection Anyone the player kills with their fangs will become a vampire. -
Cursed Blood If revived the player may choose to stand as a human or vampire. If the player gets injected with the revival serum by another player or NPC while deceased, they can stand and live again as a Vampire, if they wish, instead of being automatically turned into an Human. This requires 5 extra APs, against the normal 10 if they instead wish to stand and live as an Human. Vampiric Infection
Supernatural Strength 10% additional claw accuracy and 2-3 damage. At 0 bloodthirst points, +10% hit chance for Claws attacks, and +2 of damage. -
Inhuman Durability The player is able to shrug off 1 point of damage. Allows the player to remove 1 HP of damage from any attack received. Supernatural Strength
Rafter Hang The player can conceal inside buildings if given absolute darkness. Allows the player at the cost of 1 AP to conceal themselves inside any non-dungeon building as long as the lights are turned off, as such not showing up as present to anyone and anything entering it next. Upon searching, especially if the lights are turned on, any other player has the chance of stumbling across and finding the hiding player, as such blowing their cover and revealing their presence to anyone and anything else. Players won't be able to rafter hang if other players are currently inside the same building. The building and light conditions will affect the chance of the skill to be successfully performed or not.

For more information: Stealth and detection

Supernatural Strength
Sharpened Senses The player can find others who are hidden quite easily. Drastically increases the player's chance of finding hiding players through searching.

For more information: Stealth and detection

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Supernatural Senses The player is able to sense the number of beings inside or outside if barricades are below heavy. At the cost of 1 AP, allows the player to know how many players or/and NPCs are currently present or hiding inside or outside any building and non-building tile. If the player is outside or inside an heavily or extremely heavily barricated building, the player won't be able to sense anything inside or outside.

For more information: Stealth and detection

Sharpened Senses
Energy Perception The player can sense information on the state of their prey. Allows to see the HPs of any player or NPC successfully attacked by the player, as long as they are attacked with Claws or/and Fangs. Supernatural Senses
Discerning Palette The player recognize beings inside or outside that are on their enemy list. Allows the player, by using the Supernatural Senses skill, to know how many hostile players or/and NPCs are currently present or hiding inside or outside any building and non-building tile.

For more information: Stealth and detection

Supernatural Senses
Night Vision Allows the player to see in the darkness as well as they can in the light. Removes the automatic -5% hit chance and -10% search rate debuff gained if the player is standing in or on a tile that's not lightened up.

For more information: Stealth and detection

Sharpened Senses
Track Prey The player can sense the approximate direction of the last person they attacked or were attacked by. Gives to the player some approximate coordinates leading them towards the last NPC or player who attacked them or who they attacked, if still alive.

For more information: Stealth and detection

Sharpened Senses
Silent Whisper The player can communicate with vampires next to them without others hearing. Allows the player, at the cost of 1 AP, to talk to anyone on the same tile or building and in those nearby it. Unlike the "Say" option, though, instead of everyone being able to hear what was said, only Vampires will be able to hear what was said.

For more information: Stealth and detection

Sharpened Senses
Sudden Lunge When dead the player can attack a nearby victim while getting up. Gives to the player a chance to attack and deal some damage to any hostile player or NPC on the same tile while standing back up. 1 extra AP is needed in order to perform this action, along with the normally needed 10 or 15. NPCs won't be able to counter this attack. -
Blood Letting Increased damage when striking the neck or chest. For more information: Damage Sudden Lunge
Defile Using gore from nearby corpses, the player can destroy any graffiti for bonus XPs. At the cost of 1 AP, allows the player to destroy any message written on any surface of the tile or building they are currently on or in. This action can only be performed if one or more corpses are present in or on the same tile or building.

For more information: Vandalism

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Raze Every time the player successfully attacs a barricade, they have the chance of damaging the building itself. Gives to the player the chance, while attacking barricades with their Claws or Fangs, to additionally deal damage to the barricated building itself.

For more information: Barricading

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