Jobs
Jobs, formerly known as Professions, are what dictates which abilities a person possesses for the duration of his life in a town. They are chosen when joining a new town.
As of Season 4, there are seven jobs available to players, six of which are only available to Heroes.
Contents
Resident
A Resident is effectively a normal, everyday citizen, with no remarkable abilities to speak of...
Residents have no special abilities at all.
- They are equipped with the
Town Uniform.
- Note that a hero cannot become a resident. They must chose a
Hero job.
Scavenger
The Scavenger is able to find many more objects when searching in the desert.
-
Scavengers are specialised in finding objects in the
World Beyond. They have a higher chance of finding an object during a search, and autosearch faster (once per 1.5 hours instead of 2).
- Scavengers can see the
depletion status of any previously explored adjacent zones, and explore
Explorable Ruins starting with 150% oxygen instead of 100%.
- They are equipped with the
Small Spade.
Scout
The Scout can sneak past groups of zombies undetected, allowing them to explore the farthest reaches of the desert, in almost total safety. Warning : carrying out any actions when hiding causes you to break cover and reveal yourself ! .
Scouts are not affected by zombie control points as long as they are camouflaged, although the camouflage may randomly break and certain actions are limited while camouflaged. This allows them to move even in zones with high zombie counts.
- In the
World Beyond they can see the zombie count of adjacent zones, although the actual zombie amount can vary by +/-2. The only exception is zones with no zombies will always show up clear and zones with zombies will never show up clear.
- They are equipped with the
Camouflage Vest.
Guardian
In the World Beyond, the Guardian can keep more zombies at bay than an average citizen. The guardian retains this advantage even when travelling as part of a group !
-
Guardians contribute 4
Control Points to a zone in the
World Beyond. They also add 5
to the
Town when inside the town, and their
Home has an extra personal defence point.
- They are equipped with the
Riot Shield.
Survivalist
Having chosen to live in the most extreme solitude, the Survivalist is the guy nobody has talked to in years. The good thing is, that they have learned how to always get by on their own when it comes down to it. A Survivalist will always find something edible (food or water), regardless of where they are in the desert and when they want to find it.
Survivalists can
camp with up to a 100% chance of survival, compared to other citizens who have at most survival chances of 90%.
- They can instantly become
Refreshed or
Fed daily, regaining full
.
Tamer
The Tamer is able to send some of the contents of their rucksack back to the town from anywhere in the World Beyond.
-
Tamers can send all the items in their rucksack back into town once per day, from anywhere in the
World Beyond, using their
Three-legged Labradoodle.
- Upon feeding their
Three-legged Labradoodle some
Anabolic Steroids, they may also send back one
Heavy object with a
Drugged Labradoodle.
- Upon feeding their
- They are equipped with a
Three-legged Labradoodle.
Technician
Always ready to get involved with any construction project, the technician, abandoned alone on a desert island with nothing but a toothpick, could construct an enormous entirely autonomous wheel. So just imagine what technical marvels they could construct with a shiny new DIY kit!
Job Specific Advantages
Technicians have 6
(construction points) in addition to their
. These
can only be used for construction. Whenever a technician wishes to spend
in the
Construction Sites,
will be used first if possible.
are only restored at 24:00 or 00:00.
- If they meet a locked door in the
Explorable Ruins, they can make a blank of the key required, for example, a
Magnetic Key Blank. These blanks can be converted in the workshop to get the key, and in this example, the
Magnetic Key from the above blank.