Skills

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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. 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[edit]

Experience points (often abbreviated as exp or XP) are used to level up skills. They can be obtained from harvesting crops or resources, killing NPCs and 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.

Skills[edit]

Offense[edit]

Offense skills, symbolized by a sword, enhance the player's combat and movement abilities.

Skill Description Per level experience (XP) cost and effect
Overkill Punch and melee with greater force.
  • I
  • II
  • III
  • IV
  • V
  • VI
  • VII
  • 10 XP
  • 20 XP
  • 30 XP
  • 40 XP
  • 50 XP
  • 60 XP
  • 70 XP
  • +7% punch/melee damage
  • +14% punch/melee damage
  • +21% punch/melee damage
  • +29% punch/melee damage
  • +36% punch/melee damage
  • +43% punch/melee damage
  • +50% punch/melee damage
Sharpshooter Stabilizes recoil and increases accuracy.
  • I
  • II
  • III
  • IV
  • V
  • VI
  • VII
  • 10 XP
  • 20 XP
  • 30 XP
  • 40 XP
  • 50 XP
  • 60 XP
  • 70 XP
  • +7% stability/accuracy
  • +14% stability/accuracy
  • +21% stability/accuracy
  • +29% stability/accuracy
  • +36% stability/accuracy
  • +43% stability/accuracy
  • +50% stability/accuracy
Dexterity Quicker reloading and hammering.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +10% reload/hammer speed
  • +20% reload/hammer speed
  • +30% reload/hammer speed
  • +40% reload/hammer speed
  • +50% reload/hammer speed
Cardio Quicker stamina and oxygen regeneration.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +10% regeneration speed
  • +20% regeneration speed
  • +30% regeneration speed
  • +40% regeneration speed
  • +50% regeneration speed
Exercise Use less stamina and move faster.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +5% move speed, +50% stamina endurance
  • +10% move speed, +100% stamina endurance
  • +15% move speed, +150% stamina endurance
  • +20% move speed, +200% stamina endurance
  • +25% move speed, +250% stamina endurance
Diving Use less oxygen, swim faster and reduce scope sway.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +5% swim speed, +50% oxygen endurance, +10% scope stability
  • +10% swim speed, +100% oxygen endurance, +20% scope stability
  • +15% swim speed, +150% oxygen endurance, +30% scope stability
  • +20% swim speed, +200% oxygen endurance, +40% scope stability
  • +25% swim speed, +250% oxygen endurance, +50% scope stability
Parkour Jump higher with less stamina.
  • I
  • II
  • III
  • IV
  • V
  • 20 XP
  • 30 XP
  • 40 XP
  • 50 XP
  • 60 XP
  • +5% jump height, +10% jump endurance
  • +10% jump height, +20% jump endurance
  • +15% jump height, +30% jump endurance
  • +20% jump height, +40% jump endurance
  • +25% jump height, +50% jump endurance

Defense[edit]

Defense skills, symbolized by a castle gate, enhance attributes related to the player's status bars, and their ability to move stealthily.

Skill Description Per level experience (XP) cost and effect
Sneakybeaky Move quietly and alert less zombies when crouched or prone.
  • I
  • II
  • III
  • IV
  • V
  • VI
  • VII
  • 10 XP
  • 20 XP
  • 30 XP
  • 40 XP
  • 50 XP
  • 60 XP
  • 70 XP
  • +11% stealth
  • +21% stealth
  • +32% stealth
  • +43% stealth
  • +54% stealth
  • +64% stealth
  • +75% stealth
Vitality Quicker health regeneration with full food and water.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +10% regeneration speed
  • +20% regeneration speed
  • +30% regeneration speed
  • +40% regeneration speed
  • +50% regeneration speed
Immunity Immune to bacteria, zombies and hallucinations.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +10% virus endurance
  • +20% virus endurance
  • +30% virus endurance
  • +40% virus endurance
  • +50% virus endurance
Toughness Less flinching and pain effects.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +15% flinch/grayscale endurance
  • +30% flinch/grayscale endurance
  • +45% flinch/grayscale endurance
  • +60% flinch/grayscale endurance
  • +75% flinch/grayscale endurance
Strength Quicker bleeding and bone healing, less fall damage.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +10% bleeding/bone speed, +15% fall damage endurance
  • +20% bleeding/bone speed, +30% fall damage endurance
  • +30% bleeding/bone speed, +45% fall damage endurance
  • +40% bleeding/bone speed, +60% fall damage endurance
  • +50% bleeding/bone speed, +75% fall damage endurance
Warmblooded Protected from the cold, use less calories warming up.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +20% freezing endurance
  • +40% freezing endurance
  • +60% freezing endurance
  • +80% freezing endurance
  • +100% freezing endurance
Survival Use less food and water.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +5% food/water endurance
  • +10% food/water endurance
  • +15% food/water endurance
  • +20% food/water endurance
  • +25% food/water endurance

Support[edit]

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.

Skill Description Per level experience (XP) cost and effect
Healing Use healing items more efficiently.
  • I
  • II
  • III
  • IV
  • V
  • VI
  • VII
  • 10 XP
  • 20 XP
  • 30 XP
  • 40 XP
  • 50 XP
  • 60 XP
  • 70 XP
  • +7% healing
  • +14% healing
  • 21% healing
  • +29% healing
  • +36% healing
  • +43% healing
  • +50% healing
Crafting Think up more advanced blueprints.
  • I
  • II
  • III
  • 20 XP
  • 50 XP
  • 80 XP
  • Makeshift items
  • Makeshift items, basic buildables
  • Makeshift items, basic buildables, complex barricades
Outdoors Chop down trees faster.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +10% resource damage
  • +20% resource damage
  • +30% resource damage
  • +40% resource damage
  • +50% resource damage
Cooking Prepare high quality food.
  • I
  • II
  • III
  • 20 XP
  • 50 XP
  • 80 XP
  • Ingredients
  • Ingredients, snack meals
  • Ingredients, snack meals, formal meals
Fishing Catch fish more efishiently.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +20% reaction time
  • +40% reaction time
  • +60% reaction time
  • +80% reaction time
  • +100% reaction time
Agriculture Harvest crops and plants more efficiently.
  • I
  • II
  • III
  • IV
  • V
  • VI
  • VII
  • 10 XP
  • 20 XP
  • 30 XP
  • 40 XP
  • 50 XP
  • 60 XP
  • 70 XP
  • +14% harvest chance, +3% harvest speed
  • +29% harvest chance, +7% harvest speed
  • +43% harvest chance, +10% harvest speed
  • +57% harvest chance, +14% harvest speed
  • +71% harvest chance, +18% harvest speed
  • +86% harvest chance, +21% harvest speed
  • +100% harvest chance, +25% harvest speed
Mechanic Repair bases and vehicles more efficiently.
  • I
  • II
  • III
  • IV
  • V
  • 10 XP
  • 15 XP
  • 20 XP
  • 25 XP
  • 30 XP
  • +20% repair speed
  • +40% repair speed
  • +60% repair speed
  • +80% repair speed
  • +100% repair speed
Engineer Maintain more advanced blueprints.
  • I
  • II
  • III
  • 20 XP
  • 50 XP
  • 80 XP
  • Makeshift items
  • Makeshift items, basic items
  • Makeshift items, basic items, complex items

Random boost[edit]

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
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

Skillsets[edit]

Skillsets grant the player themed clothing upon spawning in a single-player world, and the ability to retain select skills on death. 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
n/a Civilian n/a n/a 0
fire Firefighter
  • Cardio
  • Strength
Fire Axe 1
star Police Officer
  • Exercise
  • Toughness
2
reticle Spec Ops
  • Dexterity
  • Sharpshooter
3
plant Farmer
  • Agriculture
  • Survival
4
hook Fisher
  • Diving
  • Fishing
n/a 5
tree Lumberjack
  • Outdoors
  • Warmblooded
Camp Axe 6
hammer Worker
  • Crafting
  • Engineer
  • Mechanic
Hammer 7
meat Chef
  • Cooking
  • Vitality
8
mask Thief
  • Parkour
  • Sneakybeaky
9
heart Doctor
  • Healing
  • Immunity
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 those skills on death.

Trivia[edit]

  • 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".