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'''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.
+
'''Skills''' are various race-specific abilities that can be purchased through [[XP|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 Skills==
 
==Human Skills==
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! Name !! Description !! Notes !! Prerequisite skill
 
! Name !! Description !! Notes !! Prerequisite skill
 
|-
 
|-
| Hand to Hand Combat || 30% chance to hit with your bare hands, 2 damage. || +10% hit ratio for Fists || -
+
| 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 || 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
 
|-
 
|-
| Martial Arts || 40% chance to hit, 3-4 damage. || +5% hit chance for Fists || 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. || || 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. || || -
 
| Melee Training || 15% better chance to hit with melee weapons. || || -
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| Adv. Assault Weapons || 5% better chance to hit with assault weapons. || || Assault Weapon 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. || || Ballistics Training
+
| Dead Shot || Increased damage when striking the head or chest. || For more information: [[Damage]]
  +
|| Ballistics Training
 
|-
 
|-
| First Aid || Healing items will restore slightly more HP. || || -
+
| First Aid || Healing items will restore more HPs. || For more information: [[Healing Items]]
  +
|| -
 
|-
 
|-
| Analysis || Allows you to see HP values of others. || You can only see the HP of other Human players and <font color="seagreen">friendly</font> Human NPCs. || First Aid
+
| 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 <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. || || First Aid
+
| Lab Studies || The player is allowed to use injectors and revival serums to bring corpses back to life. || - || First Aid
 
|-
 
|-
| Carpentry || Allows you to put up or reinforce a barricade. || No material is needed to barricading or repair.
+
| 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]]
 
|| -
 
|| -
 
|-
 
|-
 
| Power Tool Expertise || 12% better chance to hit with power tools. || || Carpentry
 
| Power Tool Expertise || 12% better chance to hit with power tools. || || Carpentry
 
|-
 
|-
| Demolition || Bonus to taking down barricades. || +10% for Sledgehammer
+
| 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. || You can see a hint for a recipe when you have all the ingredients except one (it would show up as "???"). || Carpentry
+
| 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 chances to find items. || very important for low search-rate buildings such as Hospitals, Music shops or Lazarix buildings. +10% (???) chance to find an item.
+
| Scavenging || Increased chance to find items through searching. || Very important skill, especially for low search-rate buildings.
  +
For more information: [[Search Rate]]
 
|| -
 
|| -
 
|-
 
|-
  +
| 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.
| Hiding || Allows you to hide from sight. || see [http://hellrising.wikia.com/wiki/Stealth_and_Detection Stealth and detection] || Scavenging
 
  +
For more information: [[Stealth and Detection|Stealth and detection]]
  +
|| Scavenging
 
|-
 
|-
| Vandalism || You can spray messages with spray cans. || Spraying 40 will result in picture of number 40.
+
| 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
 
|| Scavenging
 
|-
 
|-
| Rooftop Run || By crossing rooftops, you can find safe entrances into adjoining buildings without stepping onto the ground below. || 1 ap. Move only if the target is not wrecked building.
+
| 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]]
 
Failing rooftop run will not lose ap.
 
 
|| -
 
|| -
 
|}
 
|}
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! Name !! Description !! Notes !! Prerequisite skill
 
! Name !! Description !! Notes !! Prerequisite skill
 
|-
 
|-
| Rending Hands || 55% accuracy and 2-4 with hand attacks. || || -
+
| 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. || || Rending Hands
+
| 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. || || Piercing Talons
+
| 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. || || Evisceration
+
| 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 biting attacks. || || -
+
| 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 biting attacks. || || Gnawing Bite
+
| Jagged Teeth || 45% accuracy and 4-6 damage with teeth 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. || When you have 11 AP or lower, Teeth damage increases by 2 (4-6 to 6-8) and hit chance increases by 10% (45% to 55%).
+
| Hunger Pain || The player deals more damage and has an increased chance to hit with teeth when low on APs. || For more information: [[Damage]]
'''** ONLY WORK WITH ZOMBIE's BITE **'''
 
 
|| Jagged Teeth
 
|| Jagged Teeth
 
|-
 
|-
| Snap Attack || Gives a chance to bite multiple times. || You have a chance to attack 2 or more times at once, dealing double or more damage(2 times = twice the damage, 3 times = 3 times the damage). Highest probability of doing 2 times attacked, increasingly less probability of doing 3 times. If you have Grim Feast, the HP regained multiplies as well. || Hunger Pain
+
| Snap Attack || Gives the 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
+
| 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 || Attempt to regain HP by feeding on nearby corpses. || Cost of 2 AP, and you may only feed on a corpse once for a set time. You get more HP when there's multiple corpses. You can also consume machine's corpses. Each corpse gives 3(?) - 5 HPs. All corpses in that zone will be depleted by using Feed Corpse. || Grim Feast
+
| 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 your bite attacks with a deadly disease. || || Gnawing Bite
+
| 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 you. || || Biohazard
+
| 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 you have a chance of infecting the attacker, if the damage is high enough. || || 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 || Your blood can not be sucked. || Prevents Vampires from regaining HP from you. || Biohazard
+
| Clot || The player's 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. || || -
+
| 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 || Your mastery of melee weapons nearly matches your skill as a human. || -2% hit chance compared to your current Human hit chance. Includes all melee weapons (blunt & bladed). || Solid Grip
+
| 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 || You can pull wounded players out of safety and into the outdoors. || || 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. || For more information, see [http://hellrising.wikia.com/wiki/Barricading Barricading]
+
| 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
 
|| Solid Grip
 
|-
 
|-
| Intellect || You can do basic things like opening doors. || || -
+
| 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 || You can search for hiding humans. || || Intellect
+
| 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|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.
| Drop Dead || You may hide out as a corpse until motivated to move... or until discovered. || Can be discovered by a Vampire with Sharpened Senses. For more information: [http://hellrising.wikia.com/wiki/Stealth_and_Detection Stealth and detection] || Intellect
 
  +
For more information: [[Stealth and Detection|Stealth and detection]]
  +
|| Intellect
 
|-
 
|-
| Meat Seeking || Zombie does increased damage when striking the head or gut. || || Intellect
+
| Meat Seeking || 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. || +1 for each zombie. If you are hiding, it is suggested that you should reveal to get +1 damage from your zombie. For 2 zombies in your zone, +1 damage. For 3-4 zombies in your zone +2. For 5-(?) zombies in your zone +3.
+
| 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]]
 
|| -
 
|| -
 
|-
 
|-
| Smell Rot || You can detect the familiar odor of nearby zombies. || You can detect other Zombies (including NPCs) within a 4x4 radius regardless of weather. You can also detect Zombies inside buildings. You cannot detect corpses or hiding Zombies, however.
+
| 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|Stealth and detection]]
 
|| Strength in Numbers
 
|| Strength in Numbers
 
|-
 
|-
| Eerie Moan || Call out into the darkness as only a zombie can. || Creating a noise for 4x4 radius which everyone can hear.
+
| 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. || When a corpse is injected, 15 APs is required to stand as a zombie while 10 APs is required to stand as a human.|| -
+
| 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 || Your undead body recieves an additional boost of health from revival serum when you choose to rise a zombie. || || Cellular Degeneration
+
| 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
 
|}
 
|}
   
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! Name !! Description !! Notes !! Prerequisite skill
 
! Name !! Description !! Notes !! Prerequisite skill
 
|-
 
|-
| Fanged Bite || Bite attacks deal 10% additional bite accuracy and 4 damage. || || -
+
| 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. || Chance to do +2-4 damage when latched. || Fanged Bite
+
| 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 HP equal to damage. || Successful bite gives '''a chance''' to regain HP relative to half the amount of damage, rounded up number. || Powerful Jaws
+
| 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 || Receive a plasma feeding bonus when low on health. || || Plasma Feeding
+
| 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.
| Bloodthirst || Increased attack power when on a killing spree. || Two kills are removed from the blood-thirst counter when you hide.
 
  +
For more information: [[Damage]], [[Barricading]]
 
| Powerful Jaws
 
| Powerful Jaws
 
|-
 
|-
| Vampiric Infection || Anyone you kill with your fangs will become a vampire. || || -
+
| 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.
| Cursed Blood || If revived you may choose to stand as a human or vampire. || || Vampiric Infection
 
  +
|| Vampiric Infection
 
|-
 
|-
| Supernatural Strength || 10% additional claw accuracy and 2-3 damage. || || -
+
| 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. || || Supernatural Strength
+
| 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.
| Rafter Hang || You can conceal yourself inside buildings if given absolute darkness. || For more information: [http://hellrising.wikia.com/wiki/Stealth_and_Detection Stealth and detection]
 
  +
For more information: [[Stealth and Detection|Stealth and detection]]
 
|| Supernatural Strength
 
|| Supernatural Strength
 
|-
 
|-
| Sharpened Senses || You can find others who are hidden quite easily. || Increase a chance of finding hiding players using search command. There is no indicator that there are players hiding in a zone.
+
| 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|Stealth and detection]]
 
|| -
 
|| -
 
|-
 
|-
| Supernatural Senses || You are able to sense the number of beings inside or outside if barricades are below heavy. || Sense Presences (1 ap) when barricade meets condition and your are inside or outside target place
+
| 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|Stealth and detection]]
 
|| Sharpened Senses
 
|| Sharpened Senses
 
|-
 
|-
| Energy Perception || You can sense information on the state of your prey. || || Supernatural 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 || You can recognize beings inside or outside that are on your enemy list. || || 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
 
|Night Vision
|Allows you to see in the darkness as well as you can in the light.
+
|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
 
|Sharpened Senses
 
|-
 
|-
| Track Prey || You can sense the approximate direction of the last person you attacked/attacked you. || || 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|Stealth and detection]]
  +
|| Sharpened Senses
 
|-
 
|-
| Silent Whisper || You can communicate with vampires next to you without others hearing. || || 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|Stealth and detection]]
  +
|| Sharpened Senses
 
|-
 
|-
| Sudden Lunge || When dead you can attack a nearby victim while getting up. || || -
+
| 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 || You do increased damage when striking the neck or chest. || || Sudden Lunge
+
| Blood Letting || 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. || || -
+
| 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.
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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. || || -
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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.
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For more information: [[Barricading]]
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[[Category:Citizen Information]]
 
[[Category:Citizen Information]]

Latest revision as of 18:17, 7 September 2019

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 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

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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 Skills[]

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 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, 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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