A Skill Training Encyclopedia
Guide was created for 0.D (Danny) Updates have been made, starting May 4th, 2021 to bring it in-line with 0.E. The general approach, along with Tailoring and Fabrication have been expanded significantly, but contributor has withdrawn from this endeavor.
This page contains outdated information describing behavior of an older version. The specific issue is: The new PRACTICE crafting category has been introduced, which introduces new routes to gain practical skill. This will affect the practicality of some of the training approaches listed here. This information is known to be outdated as of at least version: 0.G If you can help update this page to reflect the current state of the game, please do and remove this warning! |
This guide helps provide structure and direction for players looking to train their skills. There are four main ways to train skills: through crafts, practice, books, and NPC training.
Training Methods Overview
NPC Training: In general, NPC training provides the quickest manner to increase a skill. It is dependent on finding a skilled NPC who is amenable to training. Progress does slowdown as the levels grow higher, and there is a significant cool-down time between sessions.
Crafting: Crafts are probably the second quickest way to train a skill. Experience gained is influenced by focus and base craft time. A single craft may be enough to gain a level, or a few. The key benefits of crafting is that it trains proficiencies and produces some item which may aid in survival.
Books: Books are a convenient but slower way of training skills. They are easy to find and only require light and sustaining oneself. They are exceptional when one does not have the resources necessary or otherwise does not wish to make a craft available. Some skills, such as Social and Computers, are realistically only raised through reading. Sadly, they do not train proficiencies.
Practice: Practice is the final manner of training skills. In general, experience gained for each attempt is small, but having a large number of opportunities to practice will provide enough experience to grow. Some examples of this are engaging in combat, foraging, butchering, making repairs to items and vehicles, disarming traps, lockpicking, applying first aid, swimming, and driving.
Profiencies
Proficiencies are new addition, added during 0.E experimental. As they are still in development, the following advice is subject to change.
Proficiencies make crafts more challenging. They require mastering skill-related techniques in order to expertly craft items without wasting time or resources. Having an appropriate skill book around can mitigate a lack of proficiency.
As of May 4th, 2021, failing a craft may destroy all components used. Thus, when crafting an item where one lacks several prerequisite proficiencies, it is best to have spare resources available. When seeking to train proficiencies, it is wise to use crafts that are abundant and plentiful. Your extremely rare, time-consuming item to produce can and will be destroyed if you start a craft that you are not proficient in.
Crafting Skills
The goal of this section is to suggest crafts that are worthwhile to players in general, in addition to being accessible and providing a respectable amount of experience. The game is still under significant development. In hopes of establishing some resiliency against change, principles will be recommended to help future players make adequate decisions in context of future, potential mechanics.
(Old, but current interpretation of the tables) This section mostly refers to items which may be crafted without a recipe. Some notable craftable items, however, are an exception and therefore included due to ease in crafting and acquisition.
Some items listed may have symbols after their name. The meaning for the symbols are as follows:
- : able to deconstruct to get back all materials used in crafting it
-- : requires crafting recipe
Tailoring
Overview: Tailoring allows a player to create clothes which provide protection, warmth, and storage. It is utilized in the repair of gear made from textiles.
Making repairs to gear yields a small amount of experience, so the vast majority of it must come from other means. Crafts are recommended as it is always wise to have spares. Playing with and utilizing NPCs means there is another individual to kit out, and creating armor for oneself and them will most likely provide a level, if focus is appropriately managed.
(List updated May 5th, 2021)
Level Progression | |
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0->1 | |
1->2 |
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2->3 |
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3->4 |
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4->5 |
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5->6 |
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6->7 |
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7->8 |
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Fabrication
Overview: Fabrication is the general crafting skill. It covers construction, the vast majority of craftable items, and repairing objects made from plastics, metals, and other materials (wood, stone, bone).
Making repairs to items yields a small amount of experience. As such, it is advised to craft or construct. Because of the list of options are so abundant, this skill will be divided into subsections based on approaches and tools available.
Construction
Construction, no longer a separate skill, has been merged into fabrication. There is plenty of "furniture" that offers real and significant utility. From basics such as being a fire-containment unit and storage, to a primitive "fridge" and food preserving system. There are plenty of projects that are worthwhile for a survivor.
This section is written with the idea of repurposing a discovered location. This may be a static, main base or an outpost that one makes as one explores and raids. Suggested crafts will primarily have defensive or utilitarian purposes.
Level Progression | |
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0 -> 1 |
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1 -> 2 |
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2 -> 3 |
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3 -> 4 |
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4 -> 5 |
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5 -> 6 |
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6 -> 7 |
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7 -> 8 |
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Low-Resource
The list of crafts available via fabrication is extensive. Many of them may require a forge or advanced resources like gunpowder. A survivor who has access to these tools will have no troubles training fabrication while making purposeful crafts. The following list is for individuals who do not have those advanced tools or materials.
Level Progression | |
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0 -> 1 |
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1 -> 2 |
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2 -> 3 |
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3 -> 4 |
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4 -> 5 |
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5 -> 6 |
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6 -> 7 |
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7 -> 8 |
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Forging
A forge is a valuable tool. Having one enables one to easily produce a number of metal and other goods. This is an incredibly easy way to raise fabrication while creating purposeful, useful crafts.
Survival
Overview: Survival allows you to transform natural resources into something of value, or to enhance the value of these resources. It is a high value skill.
General Principle:
General Recommendation: Raise it and value it. If you're scavenging, it's not vital. But, it does help with butchering, farming, foraging, and a number of other survival related applications.
Level Progression | |
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0->1 |
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1->2 |
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2->3 |
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3->4 |
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4->5 |
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5->6 |
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Food Handling
(Disclaimer: Certain crafts that are listed are chemistry, and are not under the skill, "Applied Sciences")
Level Progression | |
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0->1 |
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1->2 |
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2->3 |
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3->4 |
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4->5 |
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5->6 |
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6->7 |
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Electronics
Overview: Electronics is the skill that involves producing crafts that rely on circuits and electricity. These tools offer many conveniences and utilities that might be hard to acquire otherwise.
Electronics is very dependent on recipes. These can be learned by having an appropriate book available, but they can also be learned by disassembling the item. This skill will likely require reading from a book, or disassembling and reassembling items. To be fair, taking things apart and putting them back together again is an appropriate real-world approach to learning more about these complex tools. It is easy to justify having spares, but basic electronics are quite abundant, and scavenging can easily satisfy one's needs.
Level Progression | |
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0->1 |
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1->2 |
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2->3 |
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Mechanics
"Pipe" Method
(Credits to Vormithrax, in 0.E (Ellison) You first need to damage an object before you can repair it, wield the item and bash a wall). Also works with other solderable weapons.
Level Progression | |
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0->1 |
repair pipe with soldering iron/welder (25 batteries) (approximately 30 minutes) |
1->2 |
repair pipe with soldering iron/welder (75 batteries) (approximately 1 hour 45 minutes) |
"Disrepair" Method
If you attempt to repair an item when your skill level is too low, you will be able to increase the skill level, but will gradually damage the item. Some items are composed of two ingredients though and can be repaired with the corresponding tool/skill for either ingredient, so you can damage it this way, then repair it back with another skill you're at a higher level in - Most likely Tailoring. Or you can use up part of the endless supply of zombie loot, some of which you'll cut up for usually no returns anyway, and not worth the soap/detergent to clean it.
"Car" Method (Variant 1)
Level Progression | |
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0->1 |
remove seatbelts, headlights, dashboard and clocks from cars, requires a screwdriver (Recommended to make a homemade suppressor instead if the player has the required parts as it costs significantly less time (only requiring 4 rags, 1 pipe, and approximately 36 seconds per craft)) |
1->2 |
repair a pipe with a soldering iron/welder (200 batteries) (approximately 5 hours) |
2->3 |
repair a pipe with a soldering iron/welder (450 batteries) (approximately 10 hours 30 minutes) |
3->4 |
repair a pipe with a soldering iron/welder (450 batteries) (approximately 10 hours 30 minutes) |
Note |
From 1->4, these numbers are times are from 100 a base 100 focus including decay with 0 morale. Higher morale and focus significantly reduce the required repair time to level up. |
Car method variant 2
Level Progression | |
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0->1 |
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1->2 |
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2->3 |
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3->4 |
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Utility Skills
Trapping
Craft a nail-board trap, place, and disarm it repeatedly. This takes a long time in the real world, so training trapping is best done with a macro. This is feasibly done up to 3 (4 if the player has patience). Useful for lower perception characters since 1 trapping = 2 perception for the sake of trap detection.
First Aid
If you're the combative type, it's useful to note that you can dissect corpses to gain skill without using up bandages (as of 0.F-2) if you won't use their products, like zombie corpses.
Level Progression | |
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0->1 |
applying 6 makeshift bandages |
1->2 |
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2->3 |
applying 81 makeshift bandages |
Note |
From 0->3, these numbers are obtained from consecutive crafting from 0 to 3 (from 100 focus 0 morale) without refreshing focus to 100 every level. The number of bandages per iteration is significantly reduced by morale and higher focus. |
4->5 |
applying 144 makeshift bandages (from 100 focus and 0 morale consecutively) |
Combat Skills
Ranged Combat
- Marksmanship + Archery: May be trained up to 3 along with archery by crafting a bow, and shooting arrows at the floor or a marked target.
- Throwing: Throw things on the floor or at a practice target to train throwing up to 3 for little in-game time.
- Handguns: The same as training Archery. Requires crafting the pistol Crossbow (Recipe locked). Viable up to level 3.
- Rifles: The same as training Archery. Requires crafting the Crossbow (Recipe locked). Viable up to level 3.
- Submachine guns: The same as training Archery. Requires crafting the repeating Crossbow (Recipe locked). Viable up to level 3.
- Launchers: No real way to train other than usage and books.
- Shotguns: No real way to train other than usage and books.
Melee Combat
- Dodging: viably train dodge to 6 by waiting while surrounded by rats while wearing full turnout gear or survivor suit.
- Melee: No real way to train other than usage and books.
- Unarmed combat: No real way to train other than usage and books.
- Bashing Weapons: No real way to train other than usage and books.
- Cutting Weapons: No real way to train other than usage and books.
- Piercing weapons: No real way to train other than usage and books.
- Note: There are no crafting recipes which train combat. However, there are a few ways to train certain skills up without the need to confront enemies (see ranged combat skills).
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