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Skills

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Skills.jpg

Skills are a type of game mechanic in Dead State.

Skills can be thought of as the character's knowledge base - emotional, physical, and learned knowledge. Every action in the game requires Skill checks to determine how successful the player is at achieving certain actions. There are eight Skill categories.

Skill points are used to increase skills, with more points needed for higher levels of the skill. Each skill begins at 0 and can be improved up to a level of 10. One skill point is needed for the first level of each skill. One of two Skill Perks can be selected at levels 3, 6, and 10 for each skill. Skill Perks can be active skills (such as the Kick ability gained at Melee level 3) or passive skills (such as the Survey ability gained at Survival level 3).

Stat points are granted each time a skill point milestone is reached. Defeating enemies does not yield experience.

Skill List[edit | edit source]

Melee[edit | edit source]

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How well the character deals with close enemies (physical force)

  • less AP required for melee strikes
  • more damage caused in melee strikes
  • greater ability to Bash objects

Ranged[edit | edit source]

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How well the character deals with distant enemies

  • increased accuracy (damage/critical hit chance)
  • increased range
  • faster reload time (less AP needed)

Leadership[edit | edit source]

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how well the character is able to get others to follow their example

  • dialogue skill (ranges from reasoned to intimidating), can be used to avoid penalties to the survivor's mood if you tell them to get back to work.
  • increases effectiveness of allies in combat

Negotiation[edit | edit source]

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how well the character convinces others to share their point of view

  • dialogue skill (ranges from understanding to conniving). Can be used to further increase the survivor's mood if granting a survivor their request to take the day off.
  • For allies, improves the morale gain from crisis events if they chose to accept your opinion.
  • reduces Morale decay

Medical[edit | edit source]

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How well the character deals with healing the human body

  • less AP required for using healing items
  • more health gained from healing items
  • can heal wounds on self and allies

Science[edit | edit source]

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how well the character can reuse elements to create new items

  • crafting new items (better armor, new ammo, new thrown weapons [explosives])
  • crafting medical supplies
  • upgrades to Shelter
  • coats Melee weapons with a contact corrosive, inflicting the Poisoned status

Survival[edit | edit source]

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How well the character survives in an outdoor environment

  • fast travel on the Area Map
  • Harvesting on the Area Map
  • actively avoid random encounters

Mechanical[edit | edit source]

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How well the character works with items with moving (machine) parts

Skill Perks[edit | edit source]

Skill Perks are gained at level 3, 6, and 10 of a skill. As an ally's skills increase, they gain perks as well. The player can influence what perks are received.

Skill Level 3 Level 6 Level 10
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Melee
Backstab.png
Backstab: +15% Critical Chance for attacks to an enemy's back
Barrage.png
Barrage: Save up to 4 AP for the next turn.
Warrior.png
Warrior: critical chance for all melee weapons doubled
Brawler.png
Brawler: +5 to Armor Class
Quick Reflexes.png
Quick Reflexes: -1 AP to Melee attacks
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Ranged
Vital Shot.png
Vital Shot: +5% Critical Chance against humans.
Quick Draw.png
Quick Draw: -1 AP for Ranged attacks
Sharpshooter.png
Sharpshooter: Increase effective distance of all ranged weapons by 50%
Head Shot.png
Head Shot: +10% Critical Chance against undead.
Quick Reload.png
Quick Reload: -2 AP for reloading a weapon.
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Leadership
Aim for the Head.png
Aim for the Head: Team +25% to hit chance for 3 rounds, 5 round cooldown.
Get Up.png
Get Up: Targeted KO'ed Ally is immediately revived with 10 health, 5 round cooldown.
Double Time.png
Double Time: +4AP for every ally for 1 round
Dont Panic.png
Don't Panic: No team member can panic for 3 rounds, 5 round cooldown.
Finish Them.png
Finish Them: Team has +50% Critical Chance for remainder of turn.
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Negotiation
Likeable.png
Likeable: +5 Morale each day
Popular.png
Popular: +10 Morale each day.
Unity.png
Unity: -20% time for every project
Team Effort.png
Team Effort: -25% repair time for crisis damaged upgrades.
Rationing.png
Rationing: -25% food consumption per day.
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Medical
Paramedic.png
Paramedic: +5 hp healed by medical items.
Combat Medic.png
Combat Medic: -50% to AP cost of healing in combat.
Expert Physician.png
Expert Physician: +10HP to all allies
Herbalist.png
Herbalist: +2 bandages per day added to shelter inventory.
Chief of Operations.png
Chief of Operations: +50% to healing rate of shelter doctor/nurse.
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Science
Immunity.png
Immunity: +50% to chemical resistance.
Chemist.png
Chemist: -50% to Lab project times.
Bomberman.png
Bomberman: +50% damage with thrown weapons
Inventor.png
Inventor: +1 gallon of fuel added to shelter inventory each day.
Pharmacist.png
Pharmacist: 2x anti-biotic production.
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Survival
Survey.png
Survey: +50% to world map detection range.
Trailblazer.png
Trailblazer: +25% to world map speed when on foot.
Animal Magnetism.png
Animal Magnetism: Dog will show up and help in combat.
Forager.png
Forager: +25% to items in forage random encounters.
Expert Gardner.png
Expert Gardner: +50% to Garden food production.
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Mechanical
Architect.png
Architect: -10% to upgrade construction time.
Solar Power.png
Solar Power: -50% generator fuel use.
Impenetrable.png
Impenetrable: Fence +500HP
Efficiency.png
Efficiency: -10% to upgrade requirements use.
Grease Monkey.png
Grease Monkey: -50% to vehicle fuel use.