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! Name !! Description !! Notes !! Prerequisite skill |
! Name !! Description !! Notes !! Prerequisite skill |
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− | | Hand to Hand Combat || 30% chance to hit with your bare hands, 2 damage. || +10% hit |
+ | | 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. |
⚫ | |||
+ | || - |
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− | | Brawling || 35% chance to hit, 2-3 damage. || +5% hit chance for Fists (35% in total) || Hand to Hand Combat |
+ | | Brawling || 35% chance to hit, 2-3 damage. || +5% hit chance for Fists and Brass Knuckles (35% in total) || Hand to Hand Combat |
|- |
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− | | Martial Arts || 40% chance to hit, 3-4 damage. || +5% hit chance for Fists (40% 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. |
+ | | 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 |
|| Hand to Hand Combat |
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− | | Analysis || Allows you to see HP values of others. || |
+ | | Analysis || Allows you to see HP values of others. || Allows only to see the HPs of <font color="seagreen">friendly</font> Human players and NPCs. || First Aid |
|- |
|- |
||
− | | Lab Studies || You can use injectors and revival serum to bring corpses back to life. || |
+ | | Lab Studies || You can use injectors and revival serum to bring corpses back to life. || |
|| First Aid |
|| First Aid |
||
|- |
|- |
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− | | Carpentry || Allows you to put up or reinforce a barricade. || No |
+ | | Carpentry || Allows you to put up or reinforce a barricade. || No materials are needed anymore in order to barricade or repair a building. |
+ | For more information: [[Barricading]] |
||
|| - |
|| - |
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| Power Tool Expertise || 12% better chance to hit with power tools. || || Carpentry |
| Power Tool Expertise || 12% better chance to hit with power tools. || || Carpentry |
||
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|- |
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− | | Demolition || Bonus to taking down barricades. || |
+ | | Demolition || Bonus to taking down barricades. || Multiplies hit chance for barricades by 1.25. |
+ | For more information: [[Barricading]] |
||
|| |
|| |
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|- |
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− | | Craftsmanship || Enables higher skill crafting recipes and shows hints for recipes. || |
+ | | Craftsmanship || Enables higher skill crafting recipes and shows hints for recipes. || The player can see an hint for a recipe in the Crafting menu when they have all the ingredients except one (it shows up named as "???"). Furthermore, it allows the player to craft more complicated objects. || Carpentry |
|- |
|- |
||
− | | Scavenging || Increased chances to find items. || |
+ | | Scavenging || Increased chances to find items. || Very important skill, especially for low search-rate buildings. |
+ | For more information: [[Search Rate]] |
||
|| - |
|| - |
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+ | | Hiding || Allows you 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 or NPCs are currently inside the same building and aren't hiding. The building conditions will affect the chance of the skill to be successfully performed or not. |
||
− | + | For more information: [[Stealth and Detection|Stealth and detection]] |
|
+ | || Scavenging |
||
|- |
|- |
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− | | Vandalism || You can spray messages with spray cans. || |
+ | | Vandalism || You can spray messages with spray cans. ||At the cost of 1 AP, allows the player to write any kind of message on any surface of the tile they are currently on or in, if they have a Spraypaint Can in their inventory. |
+ | For more information: [[Vandalism]] |
||
|| Scavenging |
|| Scavenging |
||
|- |
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− | | Rooftop Run || By crossing rooftops, you can find safe entrances into adjoining buildings without stepping onto the ground below. || 1 |
+ | | Rooftop Run || By crossing rooftops, you 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 below. Failing to rooftop run will not waste APs. |
+ | For more information: [[Barricading]] |
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|| - |
|| - |
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! Name !! Description !! Notes !! Prerequisite skill |
! Name !! Description !! Notes !! Prerequisite skill |
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− | | Rending Hands || 55% accuracy and 2-4 with hand attacks. || |
+ | | Rending Hands || 55% accuracy and 2-4 with hand attacks. || +5% hit chance for Hands. +2-3 of damage |
|| - |
|| - |
||
|- |
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− | | Piercing Talons || 65% accuracy and 3-4 damage with hand attacks. || |
+ | | Piercing Talons || 65% accuracy and 3-4 damage with hand attacks. || +10% hit chance for Hands. +3-4 of damage |
+ | || Rending Hands |
||
|- |
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− | | Evisceration || 70% accuracy and 3-5 damage with hand attacks. || |
+ | | Evisceration || 70% accuracy and 3-5 damage with hand attacks. || +5% hit chance for Hands. +3-5 of damage |
+ | || Piercing Talons |
||
|- |
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| Rend Flesh || When at or above two thirds of full HP, your successful attacks have a chance to do double damage. || For more information: [[Damage]] |
| Rend Flesh || When at or above two thirds of full HP, your successful attacks have a chance to do double damage. || For more information: [[Damage]] |
||
|| Evisceration |
|| Evisceration |
||
|- |
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− | | Gnawing Bite || 40% accuracy and 3-6 damage with biting attacks. || |
+ | | Gnawing Bite || 40% accuracy and 3-6 damage with biting attacks. || +10% hit chance for Teeth. +3-6 of damage |
|| - |
|| - |
||
|- |
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− | | Jagged Teeth || 45% accuracy and 4-6 damage with biting attacks. || |
+ | | Jagged Teeth || 45% accuracy and 4-6 damage with biting attacks. || +5% hit chance for Teeth. +4-6 of damage |
+ | || Gnawing Bite |
||
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− | | Hunger Pain || You receive a damage bonus and increased chance to hit with teeth when low on action points. || |
+ | | Hunger Pain || You receive a damage bonus and increased chance to hit with teeth when low on action points. || For more information: [[Damage]] |
|| Jagged Teeth |
|| Jagged Teeth |
||
|- |
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| Snap Attack || Gives a chance to bite multiple times. || For more information: [[Damage]] || Hunger Pain |
| Snap Attack || Gives a chance to bite multiple times. || For more information: [[Damage]] || Hunger Pain |
||
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− | | Grim Feast || 45% chance of regaining 3 HP from a bite attack. || |
+ | | Grim Feast || 45% chance of regaining 3 HP from a bite attack. || |
|| Gnawing Bite |
|| Gnawing Bite |
||
|- |
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− | | Corpse Feeding || Attempt to regain HP by feeding on nearby corpses. || |
+ | | Corpse Feeding || Attempt to regain HP 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 in order to gain some health. The player can feed on the same corpse(s) only once for a set 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 your bite attacks with a deadly disease. || |
+ | | Biohazard || 25% chance of infecting the victims of your bite attacks with a deadly disease. || Other Zombies and Machines cannot be infected. |
+ | For more information: [[Conditions]] |
||
|| Gnawing Bite |
|| Gnawing Bite |
||
|- |
|- |
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− | | Infectious Spew || Unleash an unholy burst of spew to infect others around you. || |
+ | | Infectious Spew || Unleash an unholy burst of spew to infect others around you. || Gives the player a chance of infecting anyone and anything in their same tile at the cost of 3 APs. Other Zombies and Machines cannot be infected. |
+ | For more information: [[Conditions]] |
||
|| Biohazard |
|| Biohazard |
||
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− | | Infectious Splatter || Attacks targeting you have a chance of infecting the attacker, if the damage is high enough. || |
+ | | Infectious Splatter || Attacks targeting you 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 |
|| Biohazard |
||
|- |
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− | | Clot || Your blood can not be sucked. || Prevents Vampires from regaining |
+ | | Clot || Your blood can not be sucked. || Prevents Vampires from regaining HPs from the player. || Biohazard |
|- |
|- |
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− | | Solid Grip || You can grasp blunt weapons well enough to use them for basic battery. || +5% |
+ | | Solid Grip || You 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. |
|| - |
|| - |
||
|- |
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− | | Flailing Battery || Your mastery of melee weapons nearly matches your skill as a human. || |
+ | | Flailing Battery || Your mastery of melee weapons nearly matches your 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 |
|- |
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− | | Dine Out || You can pull wounded players out of safety and into the outdoors. || |
+ | | Dine Out || You can pull wounded players out of safety and into the outdoors. || |
|| Solid Grip |
|| Solid Grip |
||
|- |
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− | | Decimate || Damage the interior of buildings to make survival a little harder. || |
+ | | Decimate || Damage the interior of buildings to make survival a little harder. || For more information: [[Barricading]] |
|| Solid Grip |
|| Solid Grip |
||
|- |
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− | | Intellect || You can do basic things like opening doors. || |
+ | | Intellect || You can do basic things like opening doors. || Allows the player to accomplish many simple actions such as, like already stated, opening doors. |
|| - |
|| - |
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|| Intellect |
|| Intellect |
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− | | Drop Dead || You may hide out as a corpse until motivated to move... or until discovered. || |
+ | | Drop Dead || You 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 or NPCs are currently in or on the same tile and aren't hiding. |
⚫ | |||
+ | || Intellect |
||
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| Meat Seeking || Zombie does increased damage when striking the head or gut. || For more information: [[Damage]] |
| Meat Seeking || Zombie does increased damage when striking the head or gut. || For more information: [[Damage]] |
||
|| Intellect |
|| Intellect |
||
|- |
|- |
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− | | Strength in Numbers || You recieve a damage bonus with hands and increased chance to hit with teeth when in groups of two or more zombies. || |
+ | | Strength in Numbers || You recieve 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. |
+ | For more information: [[Damage]] |
||
|| - |
|| - |
||
|- |
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− | | Smell Rot || You can detect the familiar odor of nearby zombies. || |
+ | | Smell Rot || You 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|Stealth and detection]] |
||
|| Strength in Numbers |
|| Strength in Numbers |
||
|- |
|- |
||
− | | Eerie Moan || Call out into the darkness as only a zombie can. || |
+ | | 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|Stealth and detection]] |
||
|| Strength in Numbers |
|| Strength in Numbers |
||
|- |
|- |
||
− | | Cellular Degeneration || If revived you may choose to stand as a Human or Zombie. || |
+ | | Cellular Degeneration || If revived you 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 || Your undead body recieves an additional boost of health from revival serum when you choose to rise a zombie. || |
+ | | Adrenaline Boost || Your undead body recieves an additional boost of health from revival serum when you 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 HPs upon standing back up. |
|| Cellular Degeneration |
|| Cellular Degeneration |
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! Name !! Description !! Notes !! Prerequisite skill |
! Name !! Description !! Notes !! Prerequisite skill |
||
|- |
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− | | Fanged Bite || Bite attacks deal 10% additional bite accuracy and 6 damage. || At 0 bloodthirst points, |
+ | | 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. |
− | Upgraded from 30%, 4 damage. |
||
|| - |
|| - |
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− | | Powerful Jaws || After a successful bite, you latch on to your target and attacks receive a bonus to hit. || |
+ | | Powerful Jaws || After a successful bite, you latch on to your target and attacks receive a bonus to hit. || Gives to the player an increased hit chance if they manage to land a successful Fangs attack and triggers the Latch effect. The effect will be carried over death (bug). |
+ | For more information: [[Damage]] |
||
+ | || Fanged Bite |
||
|- |
|- |
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− | | Plasma Feeding || Successful bite attacks regain HP equal to damage. || |
+ | | Plasma Feeding || Successful bite attacks regain HP equal to damage. || 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. || Powerful Jaws |
|- |
|- |
||
− | | Clacking Claws || Receive a plasma feeding bonus when low on health. || When |
+ | | Clacking Claws || Receive 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 |
|| Plasma Feeding |
||
|- |
|- |
||
− | | Bloodthirst || Increased attack power when on a killing spree. || |
+ | | 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 and hit chance. The Bloodthirst bonus applies only on Fangs and Claws, and gets resetted back to 0 if the player decides to use the Rafter Hang skill. |
+ | For more information: [[Damage]], [[Barricading]] |
||
| Powerful Jaws |
| Powerful Jaws |
||
|- |
|- |
||
| Vampiric Infection || Anyone you kill with your fangs will become a vampire. || || - |
| Vampiric Infection || Anyone you kill with your fangs will become a vampire. || || - |
||
|- |
|- |
||
− | | Cursed Blood || If revived you may choose to stand as a human or vampire. || |
+ | | Cursed Blood || If revived you 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 |
|| Vampiric Infection |
||
|- |
|- |
||
− | | Supernatural Strength || 10% additional claw accuracy and 2-3 damage. || At 0 bloodthirst points, |
+ | | 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 || You are able to shrug off 1 point of damage. || Passive. |
+ | | Inhuman Durability || You are able to shrug off 1 point of damage. || Passive. Allows the player to remove 1 HP of damage from any attack received. |
|| Supernatural Strength |
|| Supernatural Strength |
||
|- |
|- |
||
+ | | Rafter Hang || You can conceal yourself 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 or NPCs are currently inside the same building and aren't hiding. The building conditions will affect the chance of the skill to be successfully performed or not. |
||
⚫ | |||
+ | For more information: [[Stealth and Detection|Stealth and detection]] |
||
|| Supernatural Strength |
|| Supernatural Strength |
||
|- |
|- |
||
− | | Sharpened Senses || You can find others who are hidden quite easily. || |
+ | | Sharpened Senses || You can find others who are hidden quite easily. || Increases the player's chance of finding hiding players. |
+ | For more information: [[Stealth and Detection|Stealth and detection]] |
||
|| - |
|| - |
||
|- |
|- |
||
− | | Supernatural Senses || You are able to sense the number of beings inside or outside if barricades are below heavy. || |
+ | | Supernatural Senses || You are 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 tile. |
+ | For more information: [[Stealth and Detection|Stealth and detection]] |
||
|| Sharpened Senses |
|| Sharpened Senses |
||
|- |
|- |
||
− | | Energy Perception || You can sense information on the state of your prey. || |
+ | | Energy Perception || You can sense information on the state of your prey. || Allows to see the HPs of any player or NPC successfully attacked by the player, as long as they are attacked by Claws or/and Fangs. |
|| Supernatural Senses |
|| Supernatural Senses |
||
|- |
|- |
||
− | | Discerning Palette || You can recognize beings inside or outside that are on your enemy list. || |
+ | | Discerning Palette || You can recognize beings inside or outside that are on your 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 tile. |
+ | For more information: [[Stealth and detection]] |
||
|| Supernatural Senses |
|| Supernatural Senses |
||
|- |
|- |
||
|Night Vision |
|Night Vision |
||
|Allows you to see in the darkness as well as you can in the light. |
|Allows you to see in the darkness as well as you can in the light. |
||
+ | |Passive. Removes the automatic -5% hit chance debuff gained if the player is standing in or on a tile not lightened up. |
||
⚫ | |||
+ | For more information: [[Stealth and Detection|Light]] |
||
|Sharpened Senses |
|Sharpened Senses |
||
|- |
|- |
||
− | | Track Prey || You can sense the approximate direction of the last person you attacked/attacked you. || |
+ | | Track Prey || You can sense the approximate direction of the last person you attacked/attacked you. || Passive. 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|Stealth and detection]] |
||
|| Sharpened Senses |
|| Sharpened Senses |
||
|- |
|- |
||
− | | Silent Whisper || You can communicate with vampires next to you without others hearing. || |
+ | | Silent Whisper || You can communicate with vampires next to you without others hearing. || Allows the player, at the cost of 1 AP, to talk to anyone on the same tile. Unlike the "Say" option, though, instead of everyone being able to hear what was said, only Vampires will be able to hear what was spoken. |
+ | For more information: [[Stealth and Detection|Stealth and detection]] |
||
|| Sharpened Senses |
|| Sharpened Senses |
||
|- |
|- |
||
− | | Sudden Lunge || When dead you can attack a nearby victim while getting up. || |
+ | | Sudden Lunge || When dead you 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. |
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|| Sudden Lunge |
|| Sudden Lunge |
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− | | Defile || Using gore from nearby corpses, you destroy any graffiti for an XP bonus. || 1 AP. |
+ | | Defile || Using gore from nearby corpses, you destroy any graffiti for an XP bonus. || At the cost of 1 AP, allows the player to destroy any message written on any surface of the tile 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. |
+ | For more information: [[Vandalism]] |
||
|| - |
|| - |
||
|- |
|- |
||
− | | Raze || Every time you successfully attack a barricade, you have a chance of damaging the building itself. || |
+ | | Raze || Every time you successfully attack a barricade, you have a chance of damaging the building itself. || Gives to the player a chance, while attacking barricades with their Claws or Fangs, to additionally deal damage the barricated building itself. |
+ | For more information: [[Barricading]] |
||
|| - |
|| - |
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Revision as of 17:41, 26 August 2018
Skills are various abilities that are purchasable by XP. The initial cost of skills is 50 XP. At every purchase, the cost of the next skill rises by 10 XP. Skills are arranged by "skill trees", and some require a prerequisite skill to be bought before they are able to be purchased.
Players need 29930 xps in total to acquire level 74. For more information: Level and experience points.
**proficiency skills increase a successful chance to destroy barricade beings.
Human Skills
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 |
- |
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 | Human does increased damage when striking the head or chest. | For more information: Damage | Ballistics Training |
First Aid | Healing items will restore slightly more HP. | For more information: Healing Items | - |
Analysis | Allows you to see HP values of others. | Allows only to see the HPs of friendly Human players and NPCs. | First Aid |
Lab Studies | You can use injectors and revival serum to bring corpses back to life. | First Aid | |
Carpentry | Allows you to put up or reinforce a barricade. | No materials are needed anymore in order to barricade or repair a building.
For more information: Barricading |
- |
Power Tool Expertise | 12% better chance to hit with power tools. | Carpentry | |
Demolition | Bonus to 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 a recipe in the Crafting menu when they have all the ingredients except one (it shows up named as "???"). Furthermore, it allows the player to craft more complicated objects. | Carpentry |
Scavenging | Increased chances to find items. | Very important skill, especially for low search-rate buildings.
For more information: Search Rate |
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Hiding | Allows you 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 or NPCs are currently inside the same building and aren't hiding. The building conditions will affect the chance of the skill to be successfully performed or not.
For more information: Stealth and detection |
Scavenging |
Vandalism | You can spray messages with spray cans. | At the cost of 1 AP, allows the player to write any kind of message on any surface of the tile 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, you 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 below. Failing to rooftop run will not waste APs.
For more information: Barricading |
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Zombie Skills
Name | Description | Notes | Prerequisite skill |
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Rending Hands | 55% accuracy and 2-4 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, your successful attacks have a chance to do double damage. | For more information: Damage | Evisceration |
Gnawing Bite | 40% accuracy and 3-6 damage with biting attacks. | +10% hit chance for Teeth. +3-6 of damage | - |
Jagged Teeth | 45% accuracy and 4-6 damage with biting attacks. | +5% hit chance for Teeth. +4-6 of damage | Gnawing Bite |
Hunger Pain | You receive a damage bonus and increased chance to hit with teeth when low on action points. | For more information: Damage | Jagged Teeth |
Snap Attack | Gives a chance to bite multiple times. | For more information: Damage | Hunger Pain |
Grim Feast | 45% chance of regaining 3 HP from a bite attack. | Gnawing Bite | |
Corpse Feeding | Attempt to regain HP 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 in order to gain some health. The player can feed on the same corpse(s) only once for a set 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 your bite attacks with a deadly disease. | 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 you. | Gives the player a chance of infecting anyone and anything in their same tile at the cost of 3 APs. Other Zombies and Machines cannot be infected.
For more information: Conditions |
Biohazard |
Infectious Splatter | Attacks targeting you 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 | Your blood can not be sucked. | Prevents Vampires from regaining HPs from the player. | Biohazard |
Solid Grip | You 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 | Your mastery of melee weapons nearly matches your 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 | You 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. | For more information: Barricading | Solid Grip |
Intellect | You can do basic things like opening doors. | Allows the player to accomplish many simple actions such as, like already stated, opening doors. | - |
Identify Life | You can search for hiding humans. | For more information: Stealth and detection | Intellect |
Drop Dead | You 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 or NPCs are currently in or on the same tile and aren't hiding.
For more information: Stealth and detection |
Intellect |
Meat Seeking | Zombie does increased damage when striking the head or gut. | For more information: Damage | Intellect |
Strength in Numbers | You recieve 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.
For more information: Damage |
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Smell Rot | You 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 you 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 | Your undead body recieves an additional boost of health from revival serum when you 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 HPs upon standing back up. | Cellular Degeneration |
Vampire Skills
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, you latch on to your target and attacks receive a bonus to hit. | Gives to the player an increased hit chance if they manage to land a successful Fangs attack and triggers the Latch effect. The effect will be carried over death (bug).
For more information: Damage |
Fanged Bite |
Plasma Feeding | Successful bite attacks regain HP equal to damage. | 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. | Powerful Jaws |
Clacking Claws | Receive 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 and hit chance. The Bloodthirst bonus applies only on Fangs and Claws, and gets resetted back to 0 if the player decides to use the Rafter Hang skill.
For more information: Damage, Barricading |
Powerful Jaws |
Vampiric Infection | Anyone you kill with your fangs will become a vampire. | - | |
Cursed Blood | If revived you 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 | You are able to shrug off 1 point of damage. | Passive. Allows the player to remove 1 HP of damage from any attack received. | Supernatural Strength |
Rafter Hang | You can conceal yourself 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 or NPCs are currently inside the same building and aren't hiding. The building conditions will affect the chance of the skill to be successfully performed or not.
For more information: Stealth and detection |
Supernatural Strength |
Sharpened Senses | You can find others who are hidden quite easily. | Increases the player's chance of finding hiding players.
For more information: Stealth and detection |
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Supernatural Senses | You are 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 tile.
For more information: Stealth and detection |
Sharpened Senses |
Energy Perception | You can sense information on the state of your prey. | Allows to see the HPs of any player or NPC successfully attacked by the player, as long as they are attacked by Claws or/and Fangs. | Supernatural Senses |
Discerning Palette | You can recognize beings inside or outside that are on your 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 tile.
For more information: Stealth and detection |
Supernatural Senses |
Night Vision | Allows you to see in the darkness as well as you can in the light. | Passive. Removes the automatic -5% hit chance debuff gained if the player is standing in or on a tile not lightened up.
For more information: Light |
Sharpened Senses |
Track Prey | You can sense the approximate direction of the last person you attacked/attacked you. | Passive. 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 | You can communicate with vampires next to you without others hearing. | Allows the player, at the cost of 1 AP, to talk to anyone on the same tile. Unlike the "Say" option, though, instead of everyone being able to hear what was said, only Vampires will be able to hear what was spoken.
For more information: Stealth and detection |
Sharpened Senses |
Sudden Lunge | When dead you 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 | You do increased damage when striking the neck or chest. | For more information: Damage | Sudden Lunge |
Defile | Using gore from nearby corpses, you destroy any graffiti for an XP bonus. | At the cost of 1 AP, allows the player to destroy any message written on any surface of the tile 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.
For more information: Vandalism |
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Raze | Every time you successfully attack a barricade, you have a chance of damaging the building itself. | Gives to the player a chance, while attacking barricades with their Claws or Fangs, to additionally deal damage the barricated building itself.
For more information: Barricading |
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