Skills
Skills are enhancements that boost a player's effectiveness in doing certain tasks, such as shooting, sneaking, or resource gathering. Skills may be bought using experience points, which can be performed through various performing various feats. Without a skillset, it costs 3,350 experience to fully level every skill. Upon death, players lose a percentage of their skill levels and experience points. Players can specialize into select skills by choosing a non-civilian skillset.
Experience
Experience points (often abbreviated as exp or XP) are used to level up skills. They can be obtained from harvesting crops or resources; killing zombies, animals, or other players; destroying firing range targets; completing quests; or selling items to NPC vendors that barter with experience points. Players will lose a percentage of their experience points upon death, with the specific percentage depending on the difficulty settings. Unwanted experience can be stored in a Library for later use.
Some friendly NPC vendors will accept experience as currency.
Skills
Offense
Offense skills, symbolized by a sword, enhance the player's combat abilities. Many of the skills improve stamina or oxygen usage, granting greater movement capabilities.
Skill | Description | Per level experience (XP) cost and effect | ||
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Overkill | Punch and melee with greater force. |
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Sharpshooter | Stabilizes recoil and increases accuracy. |
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Dexterity | Quicker reloading and hammering. |
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Cardio | Quicker stamina and oxygen regeneration. |
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Exercise | Use less stamina and move faster. |
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Diving | Use less oxygen, swim faster and reduce scope sway. |
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Parkour | Jump higher with less stamina. |
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Defense
Defense skills, symbolized by a castle gate, primarily enhance attributes related to the player's status bars. An exception to this is the sneakybeaky skill, which improves a player's ability to move stealthily. None of the defense skills improve stamina or oxygen efficiency, which are instead offense skills.
Skill | Description | Per level experience (XP) cost and effect | ||
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Sneakybeaky | Move quietly and alert less zombies when crouched or prone. |
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Vitality | Quicker health regeneration with full food and water. |
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Immunity | Immune to bacteria, zombies and hallucinations. |
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Toughness | Less flinching and pain effects. |
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Strength | Quicker bleeding and bone healing, less fall damage. |
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Warmblooded | Protected from the cold, use less calories warming up. |
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Survival | Use less food and water. |
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Support
Support skills, symbolized by a heart, offer a wide range of enhancements to the player's ability perform specific tasks that allow them to survive and adapt in the apocalypse. Support skills primarily focus on crafting and base building.
Skill | Description | Per level experience (XP) cost and effect | ||
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Healing | Use healing items more efficiently. |
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Crafting | Think up more advanced blueprints. |
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Outdoors | Chop down trees faster and recover more resources. |
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Cooking | Prepare high quality food. |
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Fishing | Catch fish more efishiently. |
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Agriculture | Harvest crops and plants more efficiently. |
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Mechanic | Repair bases and vehicles more efficiently. |
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Engineer | Maintain more advanced blueprints. |
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Random boost
Players can spend experience (25 XP) to acquire a random boost. Only a single random boost can be used at a time, and spending experience on a new random boost will replace the previous one. The boost acquired is random, with each boost having an equal chance of being acquired. If the player already has a random boost, the player cannot get that same boost multiple times consecutively. Attempting to acquire a new boost will always give different boost than the one currently held.
Skill | Description | Effect |
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Hardened | Reduced damage from zombies. | +25% zombie damage endurance |
Splatterific | Extra blood splatter decals. | +700% blood |
Flight | Ragdolls and carjacks gain extra velocity. | +700% ragdoll/carjack velocity |
Olympic | Throw objects further. | +100% thrown velocity |
Random boosts are always lost on death.
Skillsets
Skillsets grant the player the ability to retain select skills on death, and reduced experience costs to level up these skills. In a single-player world, they also provide themed clothing upon spawning. In addition to themed clothing items, skillsets may have symbolic items as well. These symbolic items are not granted upon spawning in a single-player world, and are only seen on the player while in the main menu.
In a multiplayer world, servers can assign their own unique loadouts to each skillset. Servers can assign a loadout to every player, regardless of their skillset, by referencing the ID for "All Skillsets" instead.
Icon | Skillset | Clothing | Skills | Symbolic items | ID |
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n/a | Civilian | n/a | n/a | 0 | |
fire | Firefighter |
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Fire Axe | 1 | |
star | Police Officer |
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2 | ||
reticle | Spec Ops |
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plant | Farmer |
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hook | Fisher |
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n/a | 5 | |
tree | Lumberjack |
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Camp Axe | 6 | |
hammer | Worker |
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Hammer | 7 | |
meat | Chef |
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8 | ||
mask | Thief |
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9 | ||
heart | Doctor |
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n/a | 10 | |
n/a | All Skillsets | n/a | n/a | n/a | 255 |
Before the introduction of skillsets, players could choose a skill tree to specialize in. Players could specialize in the offense, defense, or support skill trees. The player's specialty would prevent them from losing any of their skill tree's associated skills on death.
Related achievements
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Trivia
- Overkill is the only skill that is not tied to any skillset.
- The Overkill, Sharpshooter, and Healing skills increment by ~7.14% rounded to the nearest whole number, leading to the 8% jump between levels III and IV.
- The Sneakybeaky skill increments by ~10.71% rounded to the nearest whole number, leading to the 10% jump between levels I and II, and V and VI.
- The Agriculture skill increments its harvest chance effect by ~14.29% rounded to the nearest whole number, leading to the 15% jump between levels I and II, and V and VI. Meanwhile, harvest speed increments by ~3.6% truncated, which causes the 3% jump between levels II and III, and V and VI, and is the reason by the level I bonus is 3% rather than 4%.
- The description for the Fishing skill includes an intentional wordplay and typo on the word "efficiently", spelt instead as "efishiently".