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[[File:Leadership.png|left|]]
 
[[File:Leadership.png|left|]]
 
how well the character is able to get [[Allies|others]] to follow their example
 
how well the character is able to get [[Allies|others]] to follow their example
:::* [[dialogue]] skill (ranges from reasoned to intimidating)
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:::* [[dialogue]] skill (ranges from reasoned to intimidating), can be used to increase the survivor's mood if you tell them to get back to work.
:::* increases effectiveness of allies in [[combat]]
+
:::* increases effectiveness of allies in [[combat]]
   
 
===[[Negotiation]]===
 
===[[Negotiation]]===
 
[[File:Negotiation.png|left|]]
 
[[File:Negotiation.png|left|]]
 
how well the character convinces [[Allies|others]] to share their point of view
 
how well the character convinces [[Allies|others]] to share their point of view
:::* [[dialogue]] skill (ranges from understanding to conniving)
+
:::* [[dialogue]] skill (ranges from understanding to conniving). Can be used to increase the survivor's mood if granting a survivor their request to take the day off.
 
:::* reduces [[Morale]] decay
 
:::* reduces [[Morale]] decay
   

Revision as of 09:47, 3 December 2015

Skills

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

Melee

Melee

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

Ranged

How well the character deals with distant enemies

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

Leadership

Leadership

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

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

Negotiation

Negotiation

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

  • dialogue skill (ranges from understanding to conniving). Can be used to increase the survivor's mood if granting a survivor their request to take the day off.
  • reduces Morale decay

Medical

Medical

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

Science

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

Survival

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

Mechanical

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

Skill Perks

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