Skills: Difference between revisions
RandomZombie (talk | contribs) (Started reworking this page. Making the explanations clearer with screenshots of relevant sections of the skills window.) |
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{{header|Gameplay|Player|Skills|version=Version 38|incver=30}} | {{header|Gameplay|Player|Skills|version=Version 38|incver=30}} | ||
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[[File:PZ_Skills.png|354px|thumb|right|Skills Window]] | [[File:PZ_Skills.png|354px|thumb|right|Skills Window]] | ||
'''Skills''' are | '''Skills''' are abilities a character has learned, with their proficiency at that skill quantified by their '''skill level'''. Skill levels can be increased by allocating skill points, which are earned by leveling up the character. | ||
There are currently six main skill categories: ''agility'', ''blade'', ''blunt'', ''crafting'', ''firearm'', and ''survivalist''. | |||
In addition | In addition, there are two passive skills: ''fitness'' and ''strength''. | ||
==Leveling Up== | ==Leveling Up== | ||
=== Experience Points and Skill Points === | |||
As the player performs tasks they gain experience points (XP) that count towards skill points. Skill points are earned when the player's XP reaches predefined levels, with successive levels requiring greater increases in XP. Skill points and XP required to reach the next level are shown at the top of the skills window: | |||
[[File:SkillsWindow_skillPoints.png]] | |||
=== Skill Point Allocation === | |||
Skill points alone provide no direct benefit to the character; to become useful, they must be allocated to a skill. However, in order to increase the level of a skill, it must be trained sufficiently to allow allocation of a skill point. In the player's 'agility' category shown below, only the 'nimble' skill has been trained sufficiently to allow allocation of a skill point. Skills are trained by performing actions associated with that skill. | |||
[[File:SkillsWindow_skillTraining.png]] | |||
Allocating skill points permanently increases skill level. This can allow the player to perform tasks more effectively, or may unlock additional abilities. For example the 'maintenance' skill in the 'blade' category, which is trained to level 1 below, will reduce the chance that the player damages a bladed weapon in combat. | |||
[[File:SkillsWindow_skillTrained.png]] | |||
=== Skill Literature === | |||
[[Skill Books|Skill books]] can be used to increase the rate at which the player trains a given skill. These can be found throughout the world on bookshelves or in other containers. Books are only available for select skills, specifically: [[Carpentry]], [[Cooking]], [[Electrical]], [[Farming]], [[First Aid]], [[Fishing]], [[Foraging]], [[Metalworking_Guide|Metalworking]], [[Mechanics]], and [[Trapping]]. | |||
The level of the book corresponds to the character's level in the respective skill; reading Master Carpentry with with level 0 Carpentry skill does not provide any benefits, as it is too complex for the character's understanding. | |||
A leveling bonus applies depending on your starting/base level in the given skill. This bonus is active for the entire game, regardless of whether you invest further skill points into skills or not. | A leveling bonus applies depending on your starting/base level in the given skill. This bonus is active for the entire game, regardless of whether you invest further skill points into skills or not. |
Revision as of 07:58, 29 June 2020
{{Improve}}
. Last edit was 29/06/2020.Skills are abilities a character has learned, with their proficiency at that skill quantified by their skill level. Skill levels can be increased by allocating skill points, which are earned by leveling up the character.
There are currently six main skill categories: agility, blade, blunt, crafting, firearm, and survivalist.
In addition, there are two passive skills: fitness and strength.
Leveling Up
Experience Points and Skill Points
As the player performs tasks they gain experience points (XP) that count towards skill points. Skill points are earned when the player's XP reaches predefined levels, with successive levels requiring greater increases in XP. Skill points and XP required to reach the next level are shown at the top of the skills window:
Skill Point Allocation
Skill points alone provide no direct benefit to the character; to become useful, they must be allocated to a skill. However, in order to increase the level of a skill, it must be trained sufficiently to allow allocation of a skill point. In the player's 'agility' category shown below, only the 'nimble' skill has been trained sufficiently to allow allocation of a skill point. Skills are trained by performing actions associated with that skill.
Allocating skill points permanently increases skill level. This can allow the player to perform tasks more effectively, or may unlock additional abilities. For example the 'maintenance' skill in the 'blade' category, which is trained to level 1 below, will reduce the chance that the player damages a bladed weapon in combat.
Skill Literature
Skill books can be used to increase the rate at which the player trains a given skill. These can be found throughout the world on bookshelves or in other containers. Books are only available for select skills, specifically: Carpentry, Cooking, Electrical, Farming, First Aid, Fishing, Foraging, Metalworking, Mechanics, and Trapping.
The level of the book corresponds to the character's level in the respective skill; reading Master Carpentry with with level 0 Carpentry skill does not provide any benefits, as it is too complex for the character's understanding.
A leveling bonus applies depending on your starting/base level in the given skill. This bonus is active for the entire game, regardless of whether you invest further skill points into skills or not.
For example, if you start with +1 carpentry, you have a 1.00x speed (base speed is 0.25x), even if you then train to level 4 in carpentry, you will still only have the 1.00x speed, not the 1.5x that starting with level 4 carpentry provides.
And in detail, it is as follows
Level 0) 0.25x speed
Level 1) +0.75x speed (1x total)
Level 2) +1x speed (1.25x total)
Level 3+) +1.25x speed (1.5x total)
For current stable build 40.43 base (without profession and traits) XP required to level up a skill:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
XP | 75 | 150 | 300 | 750 | 1500 | 3000 | 4500 | 6000 | 7500 | 9000 |
For current stable build 40.43 base XP required to level up strength/fitness:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
XP | 1500 | 3000 | 6000 | 9000 | 18000 | 30000 | 60000 | 90000 | 120000 | 150000 |
List of Skills
Agility
Name | Effect |
---|---|
Sprinting | This affects how fast you can Run.
This can be leveled by Running (hold SHIFT). Note that if the player is too unfit/obese/overexerted/overburdened they may simply "power-walk" instead, but they can still gain sprinting xp by doing so. |
Lightfooted | This is your ability to Run or Walk quietly.
This can be leveled by Walking or Running near zombies while undetected. |
Nimble | The Nimble skill affects how fast you move while Sneaking, jumping over fences,
and how much visibility you lose when aiming. [1] This can be leveled by sneaking and jumping over fences. |
Sneaking | Your general ability to avoid detection when Sneaking.
This can be leveled by Sneaking (holding CTRL or Z) near zombies while undetected. |
Blade
Name | Effect |
---|---|
Accuracy | Influences hit chance, damage done, and critical chance of bladed weapons.
Increases when player hit zombies. |
Guard | Helps the player to avoid being scratched when a bladed weapon is equipped.
Increases when player hit zombies. |
Maintenance | Gives a chance for any blade weapon to not lose condition when used.
This is levelled by using blade weapons, with one caveat; no xp is gained if the weapon loses condition from that use. To train this, you'll need to use a blade weapon that doesn't break easily. |
Blunt
Name | Effect |
---|---|
Accuracy | Influences hit chance, damage done, and critical chance of blunt weapons.
Increases when player hit zombies. |
Guard | Helps the player to avoid being scratched when a blunt weapon is equipped.
Increases when player hit zombies. |
Maintenance | Gives a chance for any blunt weapon to not lose condition when used.
This is levelled by using blunt weapons, with one caveat; no xp is gained if the weapon loses condition from that use. To train this, you'll need to use a blunt weapon that doesn't break easily. |
Crafting
Name | Effect |
---|---|
Carpentry | Raising the Carpentry skill allows you to repair items, perform new building options and improve the quality and increases the health of player-constructed carpentry.
The carpentry skill is leveled by barricading, crafting anything that uses planks, dismantling furniture and shelving, or by sawing logs into planks. |
Cooking | Raising the Cooking skill allows you to increase your crafted food's hunger reduction. In addition, raising your cooking skill to level 4 allows you to make soups and stews with rotten ingredients.
The cooking skill is leveled by cooking food in a heat source or by crafting food recipes |
Farming | Raising the Farming skill allows you to check up on a plants status and the information available increases as the skill does.
The farming skill is leveled by harvesting crops. |
First Aid | Raising the First Aid skill allows you to treat wounds faster, make better bandages, understand more ailments and spot infections on your health panel and much more besides.
Higher the skill - faster time of healing. The first aid skill is leveled by performing medical actions on yourself or others. |
Electrical | Raising the Electrical skill allows you to operate generators and create devices.
The Electrical skill is leveled by dismantling electronics (Radios, CD players, etc.) as well as by crafting makeshift ones. |
Metalworking | Raising the Metalworking skill allows you to build structures that are stronger than wood.
The Metalworking skill is leveled by building metal containers/structures/barricades. |
Mechanics | Raising the Mechanics skill allows you to repair and change part of cars. Combined with Electrical, it can help you start a car without a key.
The Mechanics skill is leveled by mount/unmount car parts. |
Firearm
Name | Effect |
---|---|
Aiming | Your aiming skill determines how accurately you can shoot, your chance to make a critical hit, range, angle, and recoil time.
This can be leveled up by killing an enemy with a firearm. |
Reloading | Your reloading skill determines how long it takes your character to take out a magazine, load some bullets, and insert the magazine back in.
This can be leveled up by reloading any firearm. Note that when reloading is set to normal/hardcore, reloading a handgun can be done repeatedly just for practice; it's not necessary to discharge the weapon. |
Survivalist
Name | Effect |
---|---|
Fishing | Your fishing skill determines how long it takes you to fish, chance of breaking the line, letting the fish escape, losing bait or tackle,
and increases your chance to catch a larger fish. This can be leveled up by casting your line into the water. No matter what the outcome of the cast you will gain some XP. Larger fish will bring in more XP. |
Trapping | Your trapping skill gives you a better chance of catching something in your trap and the ability to make new traps.
This can be leveled by retrieving the animals caught in your traps. |
Foraging | Your foraging skill gives you a better chance to find a higher quality food items and a higher quantity of them.
This can be leveled by going into the forest, right-clicking on an area and selecting Forage. |
Passives
Name | Effect |
---|---|
Strength | Your Strength determines your carry weight, as well as certain other factors, such as opening locked windows and melee knockback.
This can be leveled up mainly by carrying a Heavy Load and running. Strength experience is also granted when hitting zombies or trees with melee attacks. |
Fitness | Your Fitness levels give you more running endurance, allowing you to run farther without tiring. It may also increase running speed.
Fitness can be leveled by sprinting(you currently gain 1 fitness xp per 1 sprinting xp), and using melee attacks while the player is not overexerted. |
Strength | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Carry weight | 6 | 7 | 8 | 9 | 11 | 12 | 14 | 15 | 16 | 18 | 20 |
Note: Upon leveling Strength or Fitness, your character will gain or lose traits.
Note 2: It's currently possible to farm xp for both strength and fitness at the same time simply by using a barehanded push "attack" on a tree repeatedly. As long as the player is out of earshot of zombies, they can do this for hours at a time on fast-forward and gain thousands of xp for both passives in just a couple of in-game hours.