Trait: Difference between revisions
(Made a sortable wikitable out of the list of traits) |
(Added profession traits to the table, since they as described as 'traits' in-game too) |
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Traits are modifiers, positive and negative, available to [[player]]s during Sandbox Mode. | Traits are modifiers, positive and negative, available to [[player]]s during Sandbox Mode. Some traits are chosen individually (indicated here as 'positive' and 'negative' traits) and [[player]]s are also given one or more traits associated with his/her choice of [[profession]]. | ||
The individually-chosen traits must have a sum value of 0 (or less) in order to start the game, so if the [[player]] chooses positive traits, they are also required to choose negative ones to compensate. | The individually-chosen traits must have a sum value of 0 (or less) in order to start the game, so if the [[player]] chooses positive traits, they are also required to choose negative ones to compensate. | ||
Traits categorized as "opposites" cannot be taken simultaneously (e.g. "Graceful" and "Clumsy"). | Traits categorized as "opposites" cannot be taken simultaneously (e.g. "Graceful" and "Clumsy"). | ||
[[Profession]]-oriented traits cost no points, but the player must select one (and only one) profession. | |||
==List of Traits== | ==List of Traits== | ||
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|- | |- | ||
! Name | ! Name | ||
! | ! Type | ||
! Opposite | ! Opposite | ||
! Points | ! Points | ||
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| -6 | | -6 | ||
|"Faster running speed; Can run for longer without tiring" | |"Faster running speed; Can run for longer without tiring" | ||
| | |||
|- | |||
|'''Axe Man''' | |||
|Profession | |||
| - | |||
| - | |||
|"Doubles speed breaking through doors with an axe and faster axe swing." | |||
| | | | ||
|- | |- | ||
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|"Makes less noise when moving" | |"Makes less noise when moving" | ||
|The [[player]] must get closer to a zombie in order to get its attention. | |The [[player]] must get closer to a zombie in order to get its attention. | ||
|- | |||
|'''Handy''' | |||
|Profession | |||
| - | |||
| - | |||
|"Decreases required time in order to barricade [[doors]] and [[windows]]." | |||
| | |||
|- | |- | ||
|'''Hardened Drinker''' | |'''Hardened Drinker''' | ||
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| -3 | | -3 | ||
|"Needs to eat less regularly" | |"Needs to eat less regularly" | ||
| | |||
|- | |||
|'''Marksman''' | |||
|Profession | |||
| - | |||
| - | |||
|"Improved gun accuracy and quicker reload." | |||
| | |||
|- | |||
|'''Night Owl''' | |||
|Profession | |||
| - | |||
| - | |||
|"Requires little sleep. and Stays extra alert even when sleeping." | |||
| | |||
|- | |||
|'''Outdoorsman''' | |||
|Profession | |||
| - | |||
| - | |||
|"Not effected by harsh weather conditions and Extra orienteering ability." | |||
| | | | ||
|- | |- | ||
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|"Extra knockback from melee weapons; Increased carrying weight" | |"Extra knockback from melee weapons; Increased carrying weight" | ||
|Zombies and NPCs will be pushed back more when hit by the [[player]] with a melee weapon. The [[player]] will also be able to carry more weight before becoming [[Moodles#Encumbered|encumbered]]. | |Zombies and NPCs will be pushed back more when hit by the [[player]] with a melee weapon. The [[player]] will also be able to carry more weight before becoming [[Moodles#Encumbered|encumbered]]. | ||
|- | |||
|'''Thick Skinned''' | |||
|Profession | |||
| - | |||
| - | |||
|"Less chance of scratches or bites breaking the skin." | |||
| | |||
|- | |- | ||
|'''Weak''' | |'''Weak''' |
Revision as of 05:07, 7 September 2011
Traits are modifiers, positive and negative, available to players during Sandbox Mode. Some traits are chosen individually (indicated here as 'positive' and 'negative' traits) and players are also given one or more traits associated with his/her choice of profession.
The individually-chosen traits must have a sum value of 0 (or less) in order to start the game, so if the player chooses positive traits, they are also required to choose negative ones to compensate.
Traits categorized as "opposites" cannot be taken simultaneously (e.g. "Graceful" and "Clumsy").
Occupation-oriented traits cost no points, but the player must select one (and only one) profession.
List of Traits
Name | Type | Opposite | Points | Notes | Effect |
---|---|---|---|---|---|
Agoraphobic | Negative | - | +4 | "Gets panicked when outdoors" | |
Athletic | Positive | Overweight | -6 | "Faster running speed; Can run for longer without tiring" | |
Axe Man | Profession | - | - | "Doubles speed breaking through doors with an axe and faster axe swing." | |
Brave | Positive | Cowardly | -3 | "Less prone to becoming panicked." | |
Claustrophobic | Negative | - | +4 | "Gets panicked when indoors" | "Moving from outdoors to indoors or moving between rooms causes sharp increase in the player's panic level. |
Clumsy | Negative | Graceful | +1 | "Makes more noise when moving." | Zombies can hear the player from a farther distance than normal. |
Cowardly | Negative | Brave | +2 | "Especially prone to becoming panicked." | |
Eagle-Eyed | Positive | Short-Sighted | -6 | "Faster visibility fade; Higher visibility arc" | |
Graceful | Positive | Clumsy | -4 | "Makes less noise when moving" | The player must get closer to a zombie in order to get its attention. |
Handy | Profession | - | - | "Decreases required time in order to barricade doors and windows." | |
Hardened Drinker | Positive | Light Drinker | -3 | "Doesn't get drunk easily" | |
Hard of Hearing | Negative | Keen Hearing | +2 | "Smaller perception radius; Smaller hearing range" | The player must be closer to the source of a sound in order to hear it. |
Hearty Appetite | Negative | Light Eater | +2 | "Needs to eat more regularly" | |
Hypochondriac | Negative | - | +4 | "May develop infection symptoms without having been infected." | The player may get the queasy moodle and any subsequent moodles without having been bitten or scratched. The player may also get the minor pain moodle and any subsequent moodles for no particular reason. |
Keen Hearing | Positive | Hard of Hearing | -6 | "Larger perception radius" | The player can hear sounds from farther away than usual. |
Light Drinker | Negative | Hardened Drinker | +2 | "Gets drunk quickly" | |
Light Eater | Positive | Hearty Appetite | -3 | "Needs to eat less regularly" | |
Marksman | Profession | - | - | "Improved gun accuracy and quicker reload." | |
Night Owl | Profession | - | - | "Requires little sleep. and Stays extra alert even when sleeping." | |
Outdoorsman | Profession | - | - | "Not effected by harsh weather conditions and Extra orienteering ability." | |
Overweight | Negative | Athletic | +3 | "Slower running speed; Tire from running more easily" | The player will run slower and will reach exhaustion more quickly than usual. |
Prone to Illness | Negative | Resilient | +4 | "More prone to disease; Faster rate of zombification" | |
Resilient | Positive | Prone to Illness | -3 | "Less prone to disease; Slower rate of zombification" | The player can hear sounds from farther away than usual. |
Short-Sighted | Negative | Eagle-Eyed | +2 | "Smaller view distance; Slower visibility fade" | |
Strong | Positive | Weak | -6 | "Extra knockback from melee weapons; Increased carrying weight" | Zombies and NPCs will be pushed back more when hit by the player with a melee weapon. The player will also be able to carry more weight before becoming encumbered. |
Thick Skinned | Profession | - | - | "Less chance of scratches or bites breaking the skin." | |
Weak | Negative | Strong | +4 | "Less knockback from melee weapons; Decreased carrying weight" | Zombies and NPCs will be pushed back less when hit by the player with a melee weapon. The player will also be unable to carry as much weight before becoming encumbered. |