Traits: Difference between revisions

From PZwiki
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{| class="wikitable sortable" style="text-align:center;"  
{| class="wikitable sortable" style="text-align:center;"  
|-  
|-  
! class = "unsortable" | Image
! Name
! Name
! Type
! Type
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|-
|-
|[[File:Agoraphobic.png]]
|'''Agoraphobic'''
|'''Agoraphobic'''
|Negative
|Negative
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|Moving from indoors to outdoors or moving along outside causes sharp increase in the [[player|player's]] [[Moodles#Panicked|panic]] level.
|Moving from indoors to outdoors or moving along outside causes sharp increase in the [[player|player's]] [[Moodles#Panicked|panic]] level.
|-
|-
|[[File:Athletic.png]]
|'''Athletic'''
|'''Athletic'''
|Positive
|Positive
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|
|
|-
|-
|[[File:Axe_Man.png]]
|'''Axe Man'''
|'''Axe Man'''
|Profession
|Profession
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|
|
|-
|-
|[[File:Brave.png]]
|'''Brave'''
|'''Brave'''
|Positive
|Positive
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|
|
|-
|-
|[[File:Brooding.png]]
|'''Brooding'''
|'''Brooding'''
|Negative
|Negative
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|
|
|-
|-
|[[File:Claustrophobic.png]]
|'''Claustrophobic'''
|'''Claustrophobic'''
|Negative
|Negative
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|Moving from outdoors to indoors or moving between rooms causes sharp increase in the [[player|player's]] [[Moodles#Panicked|panic]] level.
|Moving from outdoors to indoors or moving between rooms causes sharp increase in the [[player|player's]] [[Moodles#Panicked|panic]] level.
|-
|-
|[[File:Clumsy.png]]
|'''Clumsy'''
|'''Clumsy'''
|Negative
|Negative
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|Zombies can hear the [[player]] from a farther distance than normal.
|Zombies can hear the [[player]] from a farther distance than normal.
|-
|-
|[[File:Cowardly.png]]
|'''Cowardly'''
|'''Cowardly'''
|Negative
|Negative
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|
|
|-
|-
|[[File:Eagle Eyed.png]]
|'''Eagle Eyed'''
|'''Eagle Eyed'''
|Positive
|Positive
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|
|
|-
|-
|[[File:Feeble.png]]
|'''Feeble'''
|'''Feeble'''
|Negative
|Negative
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|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 [[Moodles#Encumbered|encumbered]].
|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 [[Moodles#Encumbered|encumbered]].
|-
|-
|[[File:Graceful.png]]
|'''Graceful'''
|'''Graceful'''
|Positive
|Positive
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|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.
|-
|-
|[[File:Handy.png]]
|'''Handy'''
|'''Handy'''
|Profession
|Profession
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|Decreases required time in order to barricade [[doors]] and [[window]]s.
|Decreases required time in order to barricade [[doors]] and [[window]]s.
|-
|-
|[[File:Hardened_Drinker.png]]
|'''Hardened Drinker'''
|'''Hardened Drinker'''
|Positive
|Positive
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|
|
|-
|-
|[[File:Hard_of_Hearing.png]]
|'''Hard of Hearing'''
|'''Hard of Hearing'''
|Negative
|Negative
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|The [[player]] must be closer to the source of a sound in order to hear it.
|The [[player]] must be closer to the source of a sound in order to hear it.
|-
|-
|[[File:Hearty_Appetite.png]]
|'''Hearty Appetite'''
|'''Hearty Appetite'''
|Negative
|Negative
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|
|
|-
|-
|[[File:Hypochondriac.png]]
|'''Hypochondriac'''
|'''Hypochondriac'''
|Negative
|Negative
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|The [[player]] may get the [[Moodles#Sick|queasy]] moodle and any subsequent [[moodles]] without having been bitten or scratched.
|The [[player]] may get the [[Moodles#Sick|queasy]] moodle and any subsequent [[moodles]] without having been bitten or scratched.
|-
|-
|[[File:Keen_Hearing.png]]
|'''Keen Hearing'''
|'''Keen Hearing'''
|Positive
|Positive
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|The [[player]] can hear sounds from farther away than usual.
|The [[player]] can hear sounds from farther away than usual.
|-
|-
|[[File:Light_Drinker.png]]
|'''Light Drinker'''
|'''Light Drinker'''
|Negative
|Negative
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|Gets utterly shit-faced [[Moodles#Drunk|moodle]] when having one drink of any sort of alcohol.
|Gets utterly shit-faced [[Moodles#Drunk|moodle]] when having one drink of any sort of alcohol.
|-
|-
|[[File:Light_Eater.png]]
|'''Light Eater'''
|'''Light Eater'''
|Positive
|Positive
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|
|-
|-
|[[File:Lucky.png]]
|'''Lucky'''
|'''Lucky'''
|Positive
|Positive
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|You tend to find rarer objects such as [[Axe|axes]] and [[Shotgun|shotguns]]. Also an increased chance of getting scratched or not getting hit at all to getting bitten.
|You tend to find rarer objects such as [[Axe|axes]] and [[Shotgun|shotguns]]. Also an increased chance of getting scratched or not getting hit at all to getting bitten.
|-
|-
|[[File:Marksman.png]]
|'''Marksman'''
|'''Marksman'''
|Profession
|Profession
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|
|-
|-
|[[File:Night_Owl.png]]
|'''Night Owl'''
|'''Night Owl'''
|Profession
|Profession
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|Allowed three extra hours before becoming drowsy.
|Allowed three extra hours before becoming drowsy.
|-
|-
|[[File:Outdoorsman.png]]
|'''Outdoorsman'''
|'''Outdoorsman'''
|Profession
|Profession
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|
|
|-
|-
|[[File:Overweight.png]]
|'''Overweight'''
|'''Overweight'''
|Negative
|Negative
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| +3  
| +3  
|"Slower running speed. Tire from running more easily."
|"Slower running speed. Tire from running more easily."
|The [[player]] will run slower and will reach [[Moodles#exhaustion|exhaustion]] more quickly than usual.
|The [[Player|player]] will run slower and will reach [[Moodles#exhaustion|exhaustion]] more quickly than usual.
|-
|-
|[[File:Patient.png]]
|'''Patient'''
|'''Patient'''
|Positive
|Positive
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|-
|-
|[[File:Prone_to_Illness.png]]
|'''Prone to Illness'''
|'''Prone to Illness'''
|Negative
|Negative
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|
|-
|-
|[[File:Resilient.png]]
|'''Resilient'''
|'''Resilient'''
|Positive
|Positive
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|
|-
|-
|[[File:Short_Sighted.png]]
|'''Short Sighted'''
|'''Short Sighted'''
|Negative
|Negative
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|
|
|-
|-
|[[File:Short_Tempered.png]]
|'''Short Tempered'''
|'''Short Tempered'''
|Negative
|Negative
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|Jumps from not [[Moodles#Anger|angry]] to Furious when taking damage.
|Jumps from not [[Moodles#Anger|angry]] to Furious when taking damage.
|-
|-
|[[File:Stout.png]]
|'''Stout'''
|'''Stout'''
|Positive
|Positive
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|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]].
|-
|-
|[[File:Strong.png]]
|'''Strong'''
|'''Strong'''
|Positive
|Positive
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|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]].
|-
|-
|[[File:Thick_Skinned.png]]
|'''Thick Skinned'''
|'''Thick Skinned'''
|Profession
|Profession
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|
|
|-
|-
|[[File:Unlucky.png]]
|'''Unlucky'''
|'''Unlucky'''
|Negative
|Negative
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|Rare goods become even less prone to spawn. Also an increase in getting bitten by a zombie in combat.
|Rare goods become even less prone to spawn. Also an increase in getting bitten by a zombie in combat.
|-
|-
|[[File:Weak.png]]
|'''Weak'''
|'''Weak'''
|Negative
|Negative

Revision as of 08:17, 3 January 2014

Traits

Traits are modifiers, positive and negative, available to player. Some traits are chosen individually (indicated here as 'positive' and 'negative' traits) and players are also given one or more traits, also known as occupation perks, associated with his/her choice of occupation.

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 (perks) cost no points, but the player must select one (and only one) occupation.

List of Traits

Image Name Type Opposite Points Notes Effect
File:Agoraphobic.png Agoraphobic Negative - +4 "Gets panicked when outdoors" Moving from indoors to outdoors or moving along outside causes sharp increase in the player's panic level.
File:Athletic.png Athletic Positive Overweight -6 "Faster running speed; Can run for longer without tiring"
File:Axe Man.png Axe Man Profession - - "Doubles speed breaking through doors with an axe. Faster axe swing."
File:Brave.png Brave Positive Cowardly -3 "Less prone to becoming panicked."
File:Brooding.png Brooding Negative - +2 "Recovers slower from bad moods."
File:Claustrophobic.png 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.
File:Clumsy.png Clumsy Negative Graceful +1 "Makes more noise when moving." Zombies can hear the player from a farther distance than normal.
File:Cowardly.png Cowardly Negative Brave +2 "Especially prone to becoming panicked."
File:Eagle Eyed.png Eagle Eyed Positive Short Sighted -6 "Faster visibility fade. Higher visibility arc."
File:Feeble.png Feeble Negative Stout, 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.
File:Graceful.png Graceful Positive Clumsy -4 "Makes less noise when moving" The player must get closer to a zombie in order to get its attention.
File:Handy.png Handy Profession - - "Faster barricading." Decreases required time in order to barricade doors and windows.
File:Hardened Drinker.png Hardened Drinker Positive Light Drinker -3 "Doesn't get drunk easily"
File:Hard of Hearing.png 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.
File:Hearty Appetite.png Hearty Appetite Negative Light Eater +2 "Needs to eat more regularly"
File:Hypochondriac.png 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.
File:Keen Hearing.png Keen Hearing Positive Hard of Hearing -6 "Larger perception radius" The player can hear sounds from farther away than usual.
File:Light Drinker.png Light Drinker Negative Hardened Drinker +2 "Gets drunk quickly" Gets utterly shit-faced moodle when having one drink of any sort of alcohol.
File:Light Eater.png Light Eater Positive Hearty Appetite -3 "Needs to eat less regularly"
File:Lucky.png Lucky Positive Unlucky -4 "Sometimes, Things just go your way" You tend to find rarer objects such as axes and shotguns. Also an increased chance of getting scratched or not getting hit at all to getting bitten.
File:Marksman.png Marksman Profession - - "Improved gun accuracy. Quicker reload."
File:Night Owl.png Night Owl Profession - - "Requires little sleep. Stays extra alert even when sleeping." Allowed three extra hours before becoming drowsy.
File:Outdoorsman.png Outdoorsman Profession - - "Not effected by harsh weather conditions. Extra orienteering ability."
File:Overweight.png 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.
File:Patient.png Patient Positive Short Tempered -4 "Less like to get angry."
File:Prone to Illness.png Prone to Illness Negative Resilient +4 "More prone to disease. Faster rate of zombification."
File:Resilient.png Resilient Positive Prone to Illness -3 "Less prone to disease. Slower rate of zombification."
File:Short Sighted.png Short Sighted Negative Eagle Eyed +2 "Smaller view distance. Slower visibility fade."
File:Short Tempered.png Short Tempered Negative Patient +4 "Quick to anger." Jumps from not angry to Furious when taking damage.
File:Stout.png Stout Positive Feeble, Weak -4 "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.
File:Strong.png Strong Positive Feeble, 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.
File:Thick Skinned.png Thick Skinned Profession - - "Less chance of scratches or bites breaking the skin."
File:Unlucky.png Unlucky Negative Unlucky +4 "What could go wrong for you, often does." Rare goods become even less prone to spawn. Also an increase in getting bitten by a zombie in combat.
File:Weak.png Weak Negative Stout, Strong +6 "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.

Recommendations

Of course, what traits you pick are your choice, but some are more useful in certain situations than others. For instance, being "strong" will enable you to carry more items and hit a little harder, making it better for hauling trips while "light eater" is good for saving up your food supply.

So if you plan to live for a rather monotonous but long time (measured in years), light eater and athletic are essential, while light-drinker, brooding, short-tempered, and clumsy can be used without too much trouble.

If you plan on living for an exhilarating but a medium amount of time (measured in months), you should get strong while trading light-drinker and short-tempered.

See Also