A Skill Training Encyclopedia: Difference between revisions

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m (→‎MECHANICS: updated mechanics. Thanks u/Ilysenn u/dracogriffin u/celem83)
(Add some headings and subheadings, sort info into tables, add a short note about the symbols after item names)
Line 11: Line 11:
Swimming + Driving can be learned through practice.
Swimming + Driving can be learned through practice.


==Skill training guide==
==Crafting Skills==


-able to deconstruct to get all materials from crafting back
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.


--crafting recipe
Some items listed may have symbols after their name. The meaning for the symbols are as follows:


'''CRAFTING SKILLS'''
- : able to deconstruct to get back all materials used in crafting it


(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.)
-- : requires crafting recipe


===TAILORING===
===Tailoring===
*0->1: Makeshift Bandage
*1->2: pair of arm warmers
*2->3: balaclava
*3->4: boonie hat
*4->5: pair of metal armguards || drop leg pouches || sleeping bag
*5->6: pair of metal armguards || drop leg pouches || sleeping bag || pair of iron greaves
*6->7: sleeveless leather trenchcoat ||Bone Body Armor ||Ski mask || flame-resistant hood--
===FABRICATION===
*0->1: improvised lockpick || cudgel || fishing hook
*1->2: washboard
*2->3: distaff and spindle
*3->4: wooden smoother
*4->5: small plastic bottle || Banded Wooden Cartwheels
*5->6: small plastic bottle || Banded Wooden Cartwheels || pilot light (mechanics 2)
*6->7: lawn dart (throwing 1)
===SURVIVAL===
*0->1: makeshift sling- || bindle- || forage underbrush
*1->2: plant fiber (from cattail stalks or dogbane) || digging stick || forage underbrush
*2->3: wild vegetable stems || any seeds || forage underbrush
*3->4: bone flute || stone axe
*4->5: mushroom spores
*5->6:  mushroom spores || morel mushroom spores
===COOKING===
*0->1: clean water || cooked meat || cooked wild vegetables
*1->2: pine nuts ||boiled egg || herbal tea || bone broth || cooked cattail stalk || scrambled eggs
*2->3: dehydrated meat || acid water || cooked dandelion greens || broth
*3->4: meat jerky || lard || woods soup
*4->5: dog food || aspic
*5->6: dog food || aspic || pemmican
*6->7: salt || pickled meat
===ELECTRONICS===
*0->1: antenna
*1->2: electric firestarter
(May make a soldering iron at lv2)
*2->3: electrolysis kit-
===MECHANICS===
"Pipe" method (credits to Vormithrax, in {{inlineVer|0.E}} you first need to damage an object before you can repair it, wield the item and bash a wall):
*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)
"Car" method:
*0->1: remove [[seatbelt]]s, [[headlight]]s, [[dashboard]] and [[clock]]s 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 36 seconds per craft))
*2->3: repair a pipe with a soldering iron/welder (200 batteries) (approximately 5 hours)
*3->4: repair a pipe with a soldering iron/welder (450 batteries) (approximately 10 hours 30 minutes)
Note: 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.
*0->1: make a light wooden frame, start vehicle construction with it and disassemble the vehicle, repeatedly
*1->2: homemade suppressor || remove/reattach car parts
*2->3: remove/reattach car parts || pipe shotgun
*3->4: remove/reattach car parts || pipe rifle: 9mm
UTILITY SKILLS


===TRAPPING===
{| class="wikitable" style="width: 100%"
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  
! style="text-align: center; width: 10%" | Level Progression
perception characters since 1 trapping = 2 perception for the sake of trap detection.
!
===FIRST AID===
|-
*0->1: applying 6 makeshift bandages
| style="text-align: center; width: 10%" | 0->1
*1->2: applying 27 makeshift bandages || arm-splints
| style="width: 90%" |
*2->3: applying 81 makeshift bandages
* Makeshift Bandage
*note: 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.
| style="text-align: center; width: 10%" | 1->2
*3-4: applying 144 makeshift bandages (from 100 focus and 0 morale consecutively)
| style="width: 90%" |
===RANGED COMBAT SKILLS===
* pair of arm warmers
*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.
| style="text-align: center; width: 10%" | 2->3
*Handguns:  The same as training Archery. Requires crafting the pistol Crossbow (Recipe locked). Viable up to level 3.
| style="width: 90%" |
*Rifles: The same as training Archery. Requires crafting the Crossbow (Recipe locked). Viable up to level 3.
* balaclava
*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.
| style="text-align: center; width: 10%" | 3->4
*Shotguns: No real way to train other than usage and books.
| style="width: 90%" |
===MELEE COMBAT SKILLS===
* boonie hat
*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.
| style="text-align: center; width: 10%" | 4->5
*Unarmed combat: No real way to train other than usage and books.
| style="width: 90%" |
*Bashing Weapons: No real way to train other than usage and books.
* pair of metal armguards
*Cutting Weapons: No real way to train other than usage and books.
* drop leg pouches
*Piercing weapons: No real way to train other than usage and books.
* sleeping bag
*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).
|-
| style="text-align: center; width: 10%" | 5->6
| style="width: 90%" |
* pair of metal armguards
* drop leg pouches
* sleeping bag
* pair of iron greaves
|-
| style="text-align: center; width: 10%" | 6->7
| style="width: 90%" |
* sleeveless leather trenchcoat
* Bone Body Armor
* Ski mask
* flame-resistant hood--
|}
 
===Fabrication===
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
| style="width: 90%" |
* improvised lockpick
* cudgel
* fishing hook
|-
| style="text-align: center; width: 10%" | 1->2
| style="width: 90%" |
* washboard
|-
| style="text-align: center; width: 10%" | 2->3
| style="width: 90%" |
* distaff and spindle
|-
| style="text-align: center; width: 10%" | 3->4
| style="width: 90%" |
* wooden smoother
|-
| style="text-align: center; width: 10%" | 4->5
| style="width: 90%" |
* small plastic bottle
* Banded Wooden Cartwheels
|-
| style="text-align: center; width: 10%" | 5->6
| style="width: 90%" |
* small plastic bottle
* Banded Wooden Cartwheels
* pilot light (mechanics 2)
|-
| style="text-align: center; width: 10%" | 6->7
| style="width: 90%" |
* lawn dart (throwing 1)
|}
 
===Survival===
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
| style="width: 90%" |
* makeshift sling-
* bindle-
* forage underbrush
|-
| style="text-align: center; width: 10%" | 1->2
| style="width: 90%" |
* plant fiber (from cattail stalks or dogbane)
* digging stick
* forage underbrush
|-
| style="text-align: center; width: 10%" | 2->3
| style="width: 90%" |
* wild vegetable stems
* any seeds
* forage underbrush
|-
| style="text-align: center; width: 10%" | 3->4
| style="width: 90%" |
* bone flute
* stone axe
|-
| style="text-align: center; width: 10%" | 4->5
| style="width: 90%" |
* mushroom spores
|-
| style="text-align: center; width: 10%" | 5->6
| style="width: 90%" |
* mushroom spores
* morel mushroom spores
|}
 
===Cooking===
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
| style="width: 90%" |
* clean water
* cooked meat
* cooked wild vegetables
|-
| style="text-align: center; width: 10%" | 1->2
| style="width: 90%" |
* pine nuts
* boiled egg
* herbal tea
* bone broth
* cooked cattail stalk
* scrambled eggs
|-
| style="text-align: center; width: 10%" | 2->3
| style="width: 90%" |
* dehydrated meat
* acid water
* cooked dandelion greens
* broth
|-
| style="text-align: center; width: 10%" | 3->4
| style="width: 90%" |
* meat jerky
* lard
* woods soup
|-
| style="text-align: center; width: 10%" | 4->5
| style="width: 90%" |
* dog food
* aspic
|-
| style="text-align: center; width: 10%" | 5->6
| style="width: 90%" |
* dog food
* aspic
* pemmican
|-
| style="text-align: center; width: 10%" | 6->7
| style="width: 90%" |
* salt
* pickled meat
|}
 
===Electronics===
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
| style="width: 90%" |
* antenna
|-
| style="text-align: center; width: 10%" | 1->2
| style="width: 90%" |
* electric firestarter
|-
| style="text-align: center; width: 10%" | 2->3
| style="width: 90%" |
* (May make a soldering iron at lv2)
* electrolysis kit-
|}
 
===Mechanics===
 
===="Pipe" Method====
 
(Credits to Vormithrax, in {{inlineVer|0.E}}
You first need to damage an object before you can repair it, wield the item and bash a wall).
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
|  style="width: 90%" |
repair pipe with soldering iron/welder (25 batteries) (approximately 30 minutes)
|-
| style="text-align: center; width: 10%" | 1->2
|  style="width: 90%" |
repair pipe with soldering iron/welder (75 batteries) (approximately 1 hour 45 minutes)
|}
 
===="Car" Method (Variant 1)====
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
|  style="width: 90%" |
remove [[seatbelt]]s, [[headlight]]s, [[dashboard]] and [[clock]]s 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 36 seconds per craft))
|-
| style="text-align: center; width: 10%" | 1->2
|  style="width: 90%" |
repair a pipe with a soldering iron/welder (200 batteries) (approximately 5 hours)
|-
| style="text-align: center; width: 10%" | 2->3
|  style="width: 90%" |
repair a pipe with a soldering iron/welder (450 batteries) (approximately 10 hours 30 minutes)
|-
| style="text-align: center; width: 10%" | 3->4
|  style="width: 90%" |
repair a pipe with a soldering iron/welder (450 batteries) (approximately 10 hours 30 minutes)
|-
| style="text-align: center; width: 10%" | Note
|  style="width: 90%" |
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)====
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
|  style="width: 90%" |
make a light wooden frame, start vehicle construction with it and disassemble the vehicle, repeatedly
|-
| style="text-align: center; width: 10%" | 1->2
| style="width: 90%" |
* homemade suppressor
* remove/reattach car parts
|-
| style="text-align: center; width: 10%" | 2->3
| style="width: 90%" |
* remove/reattach car parts
* pipe shotgun
|-
| style="text-align: center; width: 10%" | 3->4
| style="width: 90%" |
* remove/reattach car parts
* pipe rifle: 9mm
|}
 
==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===
 
{| class="wikitable" style="width: 100%"
! style="text-align: center; width: 10%" | Level Progression
!
|-
| style="text-align: center; width: 10%" | 0->1
|  style="width: 90%" |
applying 6 makeshift bandages
|-
| style="text-align: center; width: 10%" | 1->2
| style="width: 90%" |
* applying 27 makeshift bandages
* arm-splints
|-
| style="text-align: center; width: 10%" | 2->3
|  style="width: 90%" |
applying 81 makeshift bandages
|-
| style="text-align: center; width: 10%" | Note
|  style="width: 90%" |
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.
|-
| style="text-align: center; width: 10%" | 4->5
|  style="width: 90%" |
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).


{{Guides}}
{{Guides}}
{{ver|0.D}}
{{ver|0.D}}
[[Category:Guides]]
[[Category:Guides]]

Revision as of 14:54, 26 June 2019

Guide was created for 0.D (Danny)

How to train your skills.

USING BOOKS (at higher levels) INSTEAD IS STRONGLY RECOMMENDED!

Bartering + Speaking + Computers are trainable through books and are generally un-grindable.

Swimming + Driving can be learned through practice.

Crafting Skills

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

Level Progression
0->1
  • Makeshift Bandage
1->2
  • pair of arm warmers
2->3
  • balaclava
3->4
  • boonie hat
4->5
  • pair of metal armguards
  • drop leg pouches
  • sleeping bag
5->6
  • pair of metal armguards
  • drop leg pouches
  • sleeping bag
  • pair of iron greaves
6->7
  • sleeveless leather trenchcoat
  • Bone Body Armor
  • Ski mask
  • flame-resistant hood--

Fabrication

Level Progression
0->1
  • improvised lockpick
  • cudgel
  • fishing hook
1->2
  • washboard
2->3
  • distaff and spindle
3->4
  • wooden smoother
4->5
  • small plastic bottle
  • Banded Wooden Cartwheels
5->6
  • small plastic bottle
  • Banded Wooden Cartwheels
  • pilot light (mechanics 2)
6->7
  • lawn dart (throwing 1)

Survival

Level Progression
0->1
  • makeshift sling-
  • bindle-
  • forage underbrush
1->2
  • plant fiber (from cattail stalks or dogbane)
  • digging stick
  • forage underbrush
2->3
  • wild vegetable stems
  • any seeds
  • forage underbrush
3->4
  • bone flute
  • stone axe
4->5
  • mushroom spores
5->6
  • mushroom spores
  • morel mushroom spores

Cooking

Level Progression
0->1
  • clean water
  • cooked meat
  • cooked wild vegetables
1->2
  • pine nuts
  • boiled egg
  • herbal tea
  • bone broth
  • cooked cattail stalk
  • scrambled eggs
2->3
  • dehydrated meat
  • acid water
  • cooked dandelion greens
  • broth
3->4
  • meat jerky
  • lard
  • woods soup
4->5
  • dog food
  • aspic
5->6
  • dog food
  • aspic
  • pemmican
6->7
  • salt
  • pickled meat

Electronics

Level Progression
0->1
  • antenna
1->2
  • electric firestarter
2->3
  • (May make a soldering iron at lv2)
  • electrolysis kit-

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).

Level Progression
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)

"Car" Method (Variant 1)

Level Progression
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 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
0->1

make a light wooden frame, start vehicle construction with it and disassemble the vehicle, repeatedly

1->2
  • homemade suppressor
  • remove/reattach car parts
2->3
  • remove/reattach car parts
  • pipe shotgun
3->4
  • remove/reattach car parts
  • pipe rifle: 9mm

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

Level Progression
0->1

applying 6 makeshift bandages

1->2
  • applying 27 makeshift bandages
  • arm-splints
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).