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Skills in Dead Age are divided into two categories: combat skills, and job skills. The former are used in combat, whilst the latter are used when performing 'jobs' such as crafting ammunition or guarding the camp. Each skill has ten levels, each requiring more points than the last to obtain.

Combat skills[]

Melee[]

The melee skill pertains to unarmed combat and will be especially useful early on when ammunition is scarce. Even when ammo is plentiful, it has some useful skills that can incapacitate or finish off an enemy.

Each point in this skill adds +1 to Strength.

Name Description Skill points AP
Breakthrough "A solid hit dealing 80% physical damage. Reduce the defense attribute of the target by 75% for 2 rounds. Requires 1 Action Point to use." 3 1
Eliminator "A kick that does 50% physical damage. Has a 75% chance to KO the target. On a critical hit, that chance is 100%. Requires 2 Action Points to use."

Note: Enemies that have "immunity" cannot be KO'd or stunned.

5 2
Exploit Vulnurability "A combination of 2 hits each dealing 70% physical damage normally, and 120% physical damage against stunned target. Requires 2 Action Points to use." 7 2
Execution "A devastating attack dealing 150% physical damage normally, and 200% physical damage against KO'd targets. Requires 2 Action Points to use." 10 2


Shotgun[]

The shotgun skill allows a way to damage multiple targets at once. Magazine capacity is reduced, but overall damage output is increased.

Each point in this skill adds +2 to Perception.

Name Description Skill points AP
Shrapnel Spray "An explosive shot striking all targets for 70% physical damage. Requires 1 Action Point to use." 3 1
Fire Through "An explosive shot striking all targets for 70% physical damage. Has a 50% chance to KO targets. Requires 2 Action Points to use." 5 2
Violent Shot "A charged shot using 3 units of ammunition that hits all targets for 125% physical damage. Has a 50% chance to cause aggravated bleeding. Requires 2 Action Points to use." 7 2
Agonizing Execution "Charges for 1 round. Upon completion of the charge, hits 1 opponent for 225% physical damage. Requires 2 Action Points to use." 10 2

Handgun[]

The handgun does the least damage of the ranged weapons, but the abilities it has make up for it.

Each point in this skill adds +2 to Perception.

Name Description Skill points AP
Leg Shot "A single shot that does 100% physical damage. Reduces the target's reflexes attribute by 75% for 2 rounds, effectively reducing the target's chance to block slightly. Does double damage to unconscious targets. Requires 1 Action Point to use." 3 1
Headshot "A single shot that does 50% physical damage and has a 75% chance to stun the target. On critical hits, the stun chance is 100%. Requires 1 Action Point to use." 5 1
Wary Eye "Defensive mode for 3 rounds. Counters close combat attacks with a ranged attack (100% physical damage). Requires 1 Action Point." 7 1
Stunning Volley "Volley of 3 successive shots that do 60% physical damage. There is a 75% chance that a hit reduces the target's Strength by 25% for 2 rounds. On critical hits, that chance is 100%. Requires 2 Action Points to use." 10 2


Assault rifle[]

Assault rifles afford the highest damage to individual targets, and along with shotguns have the highest overall damage output.

Each point in this skill adds +2 to Perception.

Name Description Skill points AP
Ground Volley "A volley of 3 successive shots, each dealing 40% physical damage. KO'd targets are hit automatically 3 times for 80% physical damage. Requires 1 Action Point to use." 3 1
Burning Volley "A volley of 5 successive shots, each dealing 33% physical damage to random targets. Has a 50% chance to cause bleeding. On critical hits, that chance is 100%. Requires 2 Action Points to use." 5 2
Return Fire "Defensive mode for 3 rounds. Counters ranged attacks with 3 successive shots doing 33% physical damage each. Requires 1 Action Point to use." 7 1
Unfriendly Fire "A volley of 7 successive shots, each dealing 33% physical damage to one or more random targets. Causes Rage on the user for 1 round afterwards, boosting Strength attribute by 50%. Requires 2 Action Points to use." 10 2


Engineer[]

The engineer skill provides auxiliary abilities that typically do damage over time.

Each point in this skill adds +3 to Intelligence.

Name Description Skill points AP
Molotov Cocktail "An attack that does 100% fire damage causing the target to burn for 3 rounds, resulting in cumulative fire damage. Requires 1 Action Point to use." 1 1
Nail Trap "Places a nail trap in front of the user for 3 rounds. Incoming close combat attackers receive 120% trap damage. In addition, stepping into the trap lowers the target's Resistance by 50% for 2 rounds. Requires 1 Action Point." 3 1
Smoke Bomb "This bomb hits all targets for 150% fire damage 2 rounds after initial use and has a 50% chance to stun. Requires 2 Action Points." 5 2
Bear Trap "Places a bear trap in front of the user for 3 rounds. Incoming close combat attackers receive 120% trap damage and suffer from bleeding for the next 3 rounds. Requires 2 Action Points." 7 2
Booby Trap "Places a boobie (sic) trap for 2 rounds. Incoming melee attackers take 200% trap damage and suffer from a defense attribute reduction of 75% for the following round. Requires 2 Action Points to use." 10 2


Medic[]

The medic skill grants support abilities such as the ability to heal and buff allies.

Each point in this skill adds +3 to Constitution, granting the character an extra 15 HP.

Name Description Skill points AP
Combat Readiness "Raises the Defense attribute of the user by 50% for 2 rounds and awards an extra Action Point." 1 1
First Aid "Heals an allied target by 10% of it's (sic) maximum health. Requires 2 Action Points." 3 2
Epinephrine "Raises the Strength of an allied target by 60% for 2 rounds. Requires 1 Action Point." 5 1
Cure "Removes all effects of poison, wounds and other negative effects of an allied target, raises the defense and resistance for 2 rounds. Requires 2 Action Points." 7 2
Sniper "Raises the Perception of an allied target by 60% for 2 rounds. Requires 2 Action Points." 10 2

Job Skills[]

Survival[]

"Unlocks the Hunter and Blacksmith jobs. The Blacksmith can craft ammunition of quality levels 1. The Hunter can produce 5-7 food rations per hunt."
Each point in this skill adds +2 to Critical Hits.

Crafts[]

"Raises the job level of the Outfitter and Gunsmith. Unlocks new crafting recipes and increases the quality of crafted items."
Each point in this skill adds +2 to Defense.

Medical[]

"Unlocks the Physician job. Medkits can be crafted."
Each point in this skill adds +3 to Resistance.

Cunning[]

"Unlocks the Guard job. Survivors can be assigned as guards to reduce damages from camp invasions or even prevent them. Guards protect the camp from unwanted attacks."
Each point in this skill adds +2 to Chance to Block.
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