• Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
- • Pistol Training (An extra +25% to hit with a pistol.)
- • Advanced Pistol Training (An extra +10% to hit.)
- • Shotgun Training (An extra +25% to hit with a shotgun.)
- • Advanced Shotgun Training (An extra +10% to hit.)
- • Minigun Training (An extra +25% to hit with a minigun.)
- • Advanced Minigun Training (An extra +10% to hit.)
• Hand-to-Hand Combat (+15% to melee attacks.)
- • Knife Combat (An extra +15% when attacking with a knife.)
- • Axe Combat (An extra +15% when attacking with an axe.)
• Scout Safehouse (Scouting a safehouse costs 30AP and grants around 5AP of extra actions within that building each day, until the player dies or the building is ruined.)
• Free Running (Can move between adjacent buildings without stepping outside.)
• NecroTech Employment (Player is able to operate DNA Extractors.)
- • Lab Experience (Can recognize and operate basic-level NecroTech equipment.)
- • NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)
• First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
- • Surgery (Player can heal a further 5HP if working in a hospital with power.)
• Diagnosis (The HP values of nearby survivors are displayed next to their name.)
• Shopping (Player may choose which stores to loot, when searching a mall.)
- • Bargain Hunting (Player is 25% more likely to find something when searching a mall.)
• Body Building (Player has a maximum of 60 Hit Points instead of 50.)
• Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
• Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)
• Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
• Basic Aircraft Training (Player gets +25% to take off and land with all aircraft.)
- • Helicopter Training (An extra +25% to take off and land a helicopter.)
- • Advanced Helicopter Training (An extra +10% to take off and land.)
• Psychopath (Player can only gain XP by attacking others.)
• Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)
• Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
- • Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)
- • Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)
- • Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)
• Digestion (The zombie gains HP equal to its bite damage, when biting a survivor or feeding on a fresh corpse.)
- • Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)
• Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
- • Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)
- • Death Grip (Zombie gets an extra +15% to hit with hand attacks.)
- • Rend Flesh (Hand attacks deal an extra 1 damage.)
- • Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)
- • Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.)
• Memories of Life (Zombie is able to open doors to buildings.)
- • Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.)
- • Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)
- • Bellow (When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away.)
- • Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)
- • Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.)
• Lurching Gait (Zombie can walk as fast as the living.)
- • Ankle Grab (Zombie only spends 1AP standing up.)
• Brain Rot (Zombie is harder to DNA-scan, and can only be revivified in a powered NT building using NecroNet access.)
- • Flesh Rot (Zombie has a maximum of 60 Hit Points, and takes reduced damage from firearms.)