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Kitchen Knife

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

An average chef's knife, used for dicing, chopping, and cutting. While of reliable construction, combat may put too much stress on this weapon for it to last terribly long.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 3 (Really quick weapon – a fast character could attack multiple times per round)
* Damage: 3-20 (Not very high damage, range of damage makes it unreliable as a damage dealer)

### Slash

* A vicious slash.
* AP Cost: 5
* Damage: 1-7
* Modifier: +40% chance to cause Bleeding (Bleeding is almost a guarantee)

### Flurry

* A series of quick strikes (think Norman Bates in Psycho)
* AP Cost: 7
* Damage: 3-10 (3 attacks in a row)
* Modifier: Accuracy -30% (Not very accurate)

### Plunge

* Destroys the weapon but aims to do as much damage as possible.
* AP Cost: 6
* Damage: 10
* Modifier: Critical 100%, Bleeding 100%, Break 100%
Reinforced Riding Leathers

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Riding leathers reinforced with additional hard plastic and metal panels, making it more suitable for combat.

* Defense 8
* Weight 18.00

Resistance :

* Ballistic : 10%
* Bite : 40%
* Bludgeoning : 20%
* Fire : 30%
* Slashing : 30%
Stats

**Stats** can be thought of as the building blocks of a character's physicality - their core assets. Stats range from 1 to 10.

The player character starts with 14 points to allocate to stats during character creation, allies start with predetermined stats and during the course of the game they might increase them according to their progression.

A single stat point is gained for every 20 skill points earned during play by both allies and the player character.

## Strength

The character's physical strength.

Determines:

* Carry weight: Ranges from 40 to 130, increasing by 10 for every point.
* Melee damage: Adds 1 damage for every point in strength above a weapon's requirement or reduces damage by 50% if below a weapon's requirement.

## Agility

How nimble a character is.

	+ Melee combat evasion is determined by subtracting the targets' agility to the attackers' strength then either adding 5% for every remaining point, up to a maximum of 100% THC, or reducing hit change by 10% for every negative point remaining. If the subtraction equals 0 then the base hit chance of 75% is used.
	+ For ranged evasion agility adds a 5% chance to dodge for every point above 1, as well as a base bonus of 10% at a single point.
* Base Action Points: Ranging from 7 to 12, characters will gain an extra action point at Agility 2 (8), 4 (9), 6 (10), 8 (11), 10 (12).

## Perception

How keen-eyed and quick to react a character is

Determines:

* Initiative
* Ranged accuracy and damage (damage stated in the manual, but the charts for damage in the manual only reflect Ranged Skill as impacting damage).
	+ Reduces THC by 25% for every point in perception below the range to enemy, so at 3 perception you'd have a base 100% chance to hit a character at 3 spaces away, 75% to a character at 4 spaces and so on.

## Vigor

The character's health.

Determines:

* Hit Points ranging from 70 at 1 up to 160 at 10.
* Armor Class goes from 0 at 1 up to 5 at 10.
	+ Armor class increases by one at the following thresholds: 4 vigor (1 AC), 5 (2), 7 (3), 9 (4), 10 (5)
Unknown Ally T

Reason: "*Obsolete, This is Todd Kantell and he's got his own complete page now.*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, This is Todd Kantell and he's got his own complete page now.*"

Not much known about T\_\_\_\_ except that he could become an influential member of your shelter, as he is seen participating in the Crisis Event in the KS video as a sub-leader. He disagrees with the decision the player makes.
Polearm

Polearms are best used to strike and move, keeping space between you and your opponent. The better ones can be used to trip or knockback opponents, while causing additional bleeding damage. Piercing damage is especially useful since most armors do not protect against it. While piercing isn’t terribly useful for zombies, playing a knockdown or distance game can give polearm users the option of either fighting defensively or giving themselves a head start when making a break for it.

## Pros

* Range allows for distance melee attack on enemies
* Highest critical multiplier
* Medium to high damage
* Can inflict multiple statuses like knockdown, knockback, and bleeding

## Cons

* Very slow
* Less accurate when not attacking from optimal range
* Best weapons in this class are rare
* All are 2-handed (switching penalty)
Hunting Shotgun

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

This is the most basic type of shotgun, used by civilians for hunting or protection. it is a double-barreled model requiring no pump to fire, however as it is not for combat use, it needs to be reloaded after every two shots. Not a great weapon, but a common one and a lifesaver at close range for even a relatively unskilled combatant.

## Mods

### Sawed-Off Barrel

* Permanently transforms gun into a Sawed-Off Shotgun.
Vegetable Farm

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Vegetable Farm** is a farm consisting of a Farmhouse, a barn and a garage.

## Location

The Vegetable Farm is located south of Interstate 20 and west of Route 281 and roughly 20 miles north of Stephenville.

## Resources

There are three fields with vegetables. Clockwise starting left of the entrance: Potatoes, Tomatoes and Corn. The barn and garage offer parts and some fuel. The farmhouse food and luxuries.

#### Notable loot

* Chicken
* Seed packets
* DVDs
* DVD player
* Data Items

Note: the Fruitstand next to the highway can be looted. however.. it won't show a container sign.

## Doors, locks and alarms

All doors are locked with a door rating of 50, except for the side door of the garage.There are no alarms.

#### In the fields

* Coyote Scout
* Coyote Scout

#### Inside the farmhouse

* Coyote Guard
* Coyote Sergeant
* Lady Coyote
* Attack Dog

#### In Garage

* Coyote Groupie
* Coyote Brawler

#### Barn

* Coyote Outlaw
* Coyote Enforcer
Weapon Abilities

### Counter

* Weapons with a Counter ability have a chance to automatically initiate a basic attack when directly attacked by an enemy.

### Critical Chance

* Chance for a critical multiplier to be applied to damage dealt. The higher this number, the more likely the weapon will critical.

### Critical Multiplier

* The amount damage is changed when an attack is critical. The higher this number, the higher the damage dealt when an attack is critical.

### Hands

* Number of hands needed to use.
* 1-handed: Two equipped 1-handed weapons can be swapped between at no AP cost.
* 2-handed: Nothing else can be equipped in the hands. Must access inventory to change weapons at the cost of AP.

### Range

* The number of squares away the weapon can target enemies.

### Strength

* Strength required to wield effectively.

### ZDamage

* The percentage damage is adjusted versus zombies.

## Alternate Attacks

Not all of these attacks will be available on every weapon: some are specific to one time type of weapon, while others are commonly found in a certain [[Weapon Classes|Weapon Class]. To see what alternate attacks are available on a weapon, simply equip it, and right-click on the weapon to see what other attacks are listed.

### Auto

Expends 9 rounds for high damage against one target.

### Bark

*Dog Allies only*. Causes 20 Noise in the dog’s immediate area.

### Bash

100% chance to knock back the target, 50% chance to cause Prone.

### Bite

*Dog Allies only*. Standard attack, 20% chance to cause Bleeding.

### Break

Destroys the weapon, but causes a critical hit.

### Burst

Attacks three times with an automatic weapon but expends three times the ammo.

### Cripple

75% chance to cause the Arm Sprain status effect.

### Ferocity

*Dog Allies only*. Causes 20 Noise in the dog’s immediate area, and a 50% chance to cause a human enemy to Panic.

### Flurry

Attacks 3 times at a reduced accuracy of -30% per attack.

### Fortify

Crouch behind your shield in order to end your turn, and double your defense until your next turn.

### Hamstring

75% chance to cause the Leg Sprain status effect.

### Roast

Chance for a 100% critical hit and an 100% chance to cause the Immolate Status Effect with a torch, but breaks the weapon.

### Slash

100% chance to cause the Bleeding status effect.

### Skullcrusher

Destroys the weapon to cause a critical strike on an undead.

### Stagger

100% chance to cause the Dizzy status effect.

### Wild Swing

Reduces accuracy by 30% for a 100% critical hit chance.
Shotgun

Shotguns are pretty much what you would expect – lots of damage for little skill at close range. Their critical chance is high, and their critical damage can be devastating. They would be a perfect weapon for closer range if not for the amount of noise they make and their long reload rates – they attract zombies when fired, and frequent reloading (for basic models) means you won’t fire fast enough to take out a group if surrounded. They are, with one exception, all two-handed. In a pinch, the shotgun can do some major damage, but over-reliance on it will have every zombie in the area heading your way.

## PROS

* More common than rifles.
* Ammo is fairly common.
* Ammo is consistent for all versions of the shotgun (shells).
* Devastating at close range on undead and humans, even with little skill.
* Chance to critical can be high, depending on the skill of the shooter.

## CONS

* Extremely loud.
* Maximum effective range is poor
* Longest reload time.
* Basic models hold little ammo.
* Unreliable damage outside their operating range.
Undead Plague

Reason: "*More suited as a forum topic.*"

**This page is a candidate for deletion.**
Reason: "*More suited as a forum topic.*"

The world of *Dead State* is threatened by a plague that turns those infected - with the infection vector being a bite from someone who has already died and turned - into walking corpses. While there is widespread speculation about the cause of this plague by both the survivors within the Shelter and the various Data Entries you find around the world, nothing is certain as to what its real origin is, or *what* it truly is.

## What Is Known

### Game Lore

Only a few things are truly certain about this undead plague:

* The "plague" itself doesn't kill you - infections surrounding it ultimately claim the life of the victim, allowing the plague itself to raise them as the walking dead.
* Antibiotics can keep the plague at bay, but cannot cure it.
* If an infected individual does not have any antibiotics for three days, they will die - and turn.

### Game Systems

* Characters who are knocked down and attacked by the undead and have *less than 50% health* have a chance to get infected. Wearing armor and items with a high Bite resistance is the best way to protect against this (well, and not being surrounded by the undead)
* Player characters cannot be Infected unless you select the "PC Infection" mode when beginning a new game.

## Speculation

* A CDC communique states a certain element of debate in calling the plague a "virus." Ultimately it is internally tagged - against objections - as the Countdown virus.

* A blog states the plague started somewhere in Africa.

* Animals cannot carry the plague, and tests say they will run from infected. Infected do not show any interest in attacking animals.

* The spread of the plague is attributed to apathy - and human selfishness at violating quarantines and travel restrictions.

## Dev Commentary

* Although developers toyed with the idea of giving allies Parisa Sharazi, Sara Seza, or Ulysses Ford a plotline to discover a treatment (NOT a cure) for the virus, this was abandoned before ship because of technical concerns, but primarily a desire by the developers to preserve the somewhat grim, bleak feel of the game. George Romero's (early) *Dead* series of films never offered a cure for the undead plague - even with researchers in *Day of the Dead* focusing on it - and the focus of the movies was not about finding a cure but surviving against hopelessness and the inhumanity of man. Devs have repeatedly states that the "cure" quest was cut intentionally, and was never meant to be an ending to the game. There is nothing in the game's files that hint it was ever meant to be an ending (no slides, no dialogues, etc.)

* The term "zombie" is never used in the game itself, and devs have been very careful to try and avoid using it.
Predator Town

**Predator Town** is a reasonably large place. At the center is Hill Street, which divides the place in two. There are shops and other places lining the street, further away from the entry is a police station and a Diamondback Hardware store.

## Location

Predator town is located a few miles South-East from San Angelo on Route 87.

## Resources

Many of the buildings are looted and therefore have nothing much to offer, however there is a reasonably amount of fuel to get from the vehicles. There are also a lot of stun guns or chainsaws to be looted, if you are partial to that. Also there is a lot of parts to find.

#### Notable Loot

* Fuel: 7 Gallons alone from the wreck on First Street.
* Fuel: 2.5 Gallons from the riding mower.
* Unasume(Named weapon)

## Doors, locks and alarms

It is hard to keep track of what doors are locked and unlocked. In general most doors are unlocked, but a random few are locked with doors rating 70. Usually these are backdoors.

## Enemies

* Predators

As the name suggests this isn't a nice place and if you didn't get the hint from the name.. what about the dead bodies around the T-junction of Hill and First? I mean seriously.. pay attention!

When exploring Hill Street you get accosted by a Predator Trapper. This also triggers and defuses the main ambush, which would trigger if you where careful enough to circumvent the central Hill street. Yes, the direct approach leads actually to a direct battle without your group getting ambushed.

Predators who will fall victim to your (long ranged) attacks(^^)

* Predator Boss
* Predator Trapper(lingering alone near the Junction of First and Hill)
* Predator Trapper(in the middle shop of the three shops on the left of Hill Street).
* Predator Butcher
* Predator Tank
* Predator Tank
* Predator Spearman

In the police stations torturing and killing captives.

* Predator Trapper
* Predator Butcher
* Predator Spearman

Diamondback Hardware store

* Predator Tank
* Predator Butcher

Remarks: Zombies sometimes spawn when making loud noises.

#### Observations

As said on the Predators page predators excel in melee fighting and thus are well armed and armored for close combat fighting. For more information, see the page.
SWAT Gear

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

This uniform incorporates the ballistic vest and adds some additional reinforcement to protect the neck, shoulders, and the upper body from gun and light melee attacks.

* Defense 10
* Weight 10.00

Resistance :

* Ballistic : 50%
* Bite : 20%
* Bludgeoning : 20%
* Fire : 10%
* Slashing : 20%
Chicken

Chickens are an in-game animal and are great as they produce 1 extra FRESH (eggs) food every day per chicken when you put them in your Chickencoop. Just remember to NOT loot them from anywhere (just note where they are) until the day AFTER you have built the coop. Otherwise you will just eat it, which is worth 8 fresh food.
Only a maximum of 8 chickens can be stored in the coop, every excess will be eaten.

Chickens can be found in coop container.
Chicken weight 5 lbs.

## Locations

Chickens have been reported found:

* Boone Circle - 1 Chicken
* Pleasant Oaks Summer Camp - 3 Chicken
* Renovated Farm - 1 Chicken
* Vegetable Farm - 1 Chicken
* A cheery old house, random location where Grant White can be found (on or after day 20) - 1 Chicken
* Militia HQ (not obtainable unless player attacks it) - 1 Chicken
* Military HQ (not obtainable unless the player attacks it) - 2 Chicken
* The Equestrian Stables - 1 Chicken
Lampasas Shelter

Lampasas Shelter (an encampment type of location is a failed shelter, completely overrun by zombies and a few starving soldiers. The place is big and will take up to 3 trips to completely empty out (a car with a trunk will help). Craig Sullivan and Karen Landey are from there, as Craig mentions to the player that when the chain of command was cut the military soon began abusing the people in the shelter due to lack of direction and he was a victim of their brutality. The shelter fell after a riot broke out and was caught by a horde of zombies who broken into the shelter, Craig and Karen were able to escape in time.

## Location

Lampasas can be found where the 183, 190 and 281 intersects - close to the eastern edge of the map.

#### Notable loot

* MS4 in a footlocker in the second tent to the right the left-gate.

* MS4 in a footlocker in the first tent to the left of the right-gate.

## Enemies

* Zombies

There are a few places in the game that are overflowing with zombies and this is one of them. Looting this place requires you to clear out a staggering amount of zombies, which is very tedious work as during combat all of the zombies, regardless of distance, will get a turn making each round last a long time as the game goes through 30+ zombies. It helps to wait a while until you have better gear, such as Sir Charleston armor, bows and the like. Trying to lure them in with noise requires you to be ready to quickly smash the spacebar as otherwise you get overwhelmed by zombies when not moving in combat mode. Be prepared for zombies spawning at the slightest noise.
Small Clinic

*This article is a stub. You can help Dead State Wiki by expanding it.*

## Introduction

A **Small Clinic** is found abandoned by the living.

## Layout

There is a large parking lot to the right of the clinic which takes up half the map. The Clinic is the only building on this map and it is small. It consists of a central reception room and a series of smaller treatment rooms in the back around a larger central room.

## Location

The clinic is located along Route 183 roughly 15 Miles to the North of Austin.

## Resources

Loot consists of medicines, some food and luxuries, there is the sensitive medical equipment and the microscope. Some fuel can be got from the cars.

### Notable Loot

* Sensitive medical Equipment
* Microscope

## Enemies

* Zombies

Don't get misguided by the few zombies at the front and the back entrances of the clinic, this is another clinic crawling with Zeds and they are mostly inside. In all there are some 15. They are split in two groups, because the center is blocked by a locked door and a barricaded one. This can result in a nasty surprise when you think you have drawn them all out.

## Remarks

Checking a month later shows that nothing has changed.
Saqueadores

El jugador y los aliados se encontrarán con resistencia humana durante el transcurso de juego, en forma de saqueadores y asaltantes. Estos viven en campamentos, buscan recursos y tienen relaciones positivas o negativas con otros grupos de supervivientes, incluyendo al jugador y sus aliados.

## Tipos

* Saqueador cobarde
* Saqueador rápido
* Saqueador nervioso
* Saqueador duro
* Saqueador enfadado
Scrap

*This article is a stub. You can help Dead State Wiki by expanding it.*

**Scrap** is generated when you use the Recycler and have excess weight of material, as the Recycler gives 1 part for every 3 pounds of material recycled. Each piece of scrap is 0.5 pounds so 6 pieces of scrap can be recycled into 1 part.
Pepper

**Pepper** is a female attack dog and more experienced dog than Lightning, immediately recognizing the tricks that the player can choose for her to perform.

## Recruitment

Pepper can be found in the "Scrapyard", east of Splendid on Route 281. Move through the scrapyard to the house at the back, and enter the bedroom - she'll be cowering in a corner. Be calm with the dog, and look around for something it might like - a pillow shaped like a pepper shaker. Keep picking responses that mention the word "pepper," and eventually your character will realize that's her name, and she'll be excited to follow you.

## Events

* If you take Lightning with you to the Scrapyard where Pepper is, you will get special options allowing you to bypass the "puzzle" to recruit Pepper.
* If you have less than 20 Food in the Shelter, you have the option to kill Pepper for food. This results in a Morale loss equivalent to the death of an ally (-50), but 16 food.
* Pepper will only consume 1 Food per day (1/3 of a human's ration).

## Stats

*See also Ally Stats.*
Survivors develop their skills over time, these stats represent their starting point.

Pepper, like the other animals, does not advance any stats or skills over time.

## Traits

* Canine: "A loyal companion, dogs may not be able to perform any jobs at the Shelter, or carry items or weapons in combat, but make up for this with their speed and keen senses."

## Play Style

While in the Shelter, dogs can help with Guard Duty, but aren't able to work any other jobs. Although dogs are unable to use any armor or weapons and are vulnerable to damage, they have more AP than any other character, making them highly mobile. In addition to this, they will warn the player when unseen enemies are nearby. Their Bark attack can be used to draw out enemies, and they can knock down armored enemies to make them an easier target for other allies.

Pepper can carry items in her inventory (just not use any). Pepper will always be content.

## Trivia

* Age: 5 (35 in dog years)
* Shelter Location: Outside Shelter, near sign
* Pepper's breed is Australian Cattle Dog.
Ben Jones

**Ben Jones** is the leader of Pleasant Oaks Summer Camp - a potentially friendly camp of survivors. Ben is an even-tempered, cautious man, wary of outsiders but eager to make solid allies.

## Events

* When you first encounter Ben, he and the other campers are ready to attack if need be. If you're even-tempered and diplomatic, he'll be more willing to talk.
	+ You can offer to trade information (including a lie about Austin being safe that will result in him losing people and being angry with you)
	+ If you have a Leadership or Negotiation skill of 7 or more you can shoo Ben and the others out of the camp without combat.
	+ If you have a Medical skill at 6 or more, you can offer to help. Doing this will result in Ben giving you some spare bows.
	+ If you have Science of 6 or more you can offer to teach them how to make bombs. Doing this will result in Ben giving you some spare bows.
	+ If you leave peacefully, Ben will remember this, and introduce himself if he hasn't already.
* If you come back after being peaceful (and not giving Ben bad information), Ben will be glad to greet you.
* If you come back after giving Ben bad info about the cities, he'll attack you if you talk to him.
* If you come back after having robbed him, you can either leave him alone, or start combat.
* Sara Seza and Mia Seza are also at the camp. If you want them to come with you, talk to them at the camp, and if you have a Negotiation skill of 6 or higher, you can say you'll ask Ben if they can come with you. Talk to Ben: if you have a Negotiation skill of 8 or higher (or bring up that Sara needs a lab), he'll let them go with you.
* Show up after Day 50 but before Day 68, ask Ben if he has anything to trade, and he'll give you Smoky as a gesture of goodwill.
* Multiple survivors in the Shelter have different ideas of how to deal with the Summer Camp.
	+ If you eliminate Ben and the other survivors at the Summer Camp, Subleader Paul Rainier will be furious with you, and lose a fair amount of Respect.
	+ If you're peaceful with the people at the summer camp, Grant White will later approach you and suggest raiding the camp for food.
* If you come back on Day 78 or later, you will find Ben and his people in the camp dead, apparently gunned down by an unknown force.
	+ Whoever killed everyone in the camp did not loot them.

## Combat

While the other survivors at the Summer Camp aren't combat superstars, Ben's got a very solid array of stats, and his Ranged skill is an appropriate match for his 9MM pistol.

## Trivia

* Ben is named in tribute to the first protagonist of the original *Night of the Living Dead.*
* Ben's visual references are actor Terry Alexander, who played John in the original *Day of the Dead,* and Ken Foree, who played Peter in the original *Dawn of the Dead.*
* Ben and the summer camp are meant to be a parallel to the player's own experience at the Shelter.
Leather Jacket

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

While not explicitly designed for defense, leather jackets are still made from hide, and therefore retain a resilience that clothes do not. Leather jackets should be considered a stepping stone to better armor.

* Defense: 3
* Weight: 6

Resistance :

* Bite : 10%
Quiet Street

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Quiet Street**...

## Introduction

You approach a crossing that seems devoid of the living and the undead alike. All the houses are boarded up and the cars are wrecks of abandoned.

## Resources

What loot there is comes from your enemies.

## Enemies

* Predators

You <censored> someone off and now they laid an ambush for you.

#### Detailed

* Predator Spearman
* Predator Tank
* Predator Butcher
* Predator Butcher
* Predator Trapper
Wrist Guards

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Created for sports use, these wrist guards won't deflect weapons, but they will help prevent serious injury to the forearms and hands.

* Defense: 1
* Weight: 1

Resistance :

* Bite : 5%
* Slashing : 5%
Fort Locks Storage

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Fort Locks Storage**...

## Introduction

Fort Locks Storage is a place that promises loot. If you did not happen on it by yourself then Oscar Guzman will eventually point it out to you and then tell you a story about mysterious night visitors when he worked there. The area itself is split into four smaller parts. One contains an office building, another the parking lot, a third a Mmm, Bison! diner and the biggest part is a fenced-off location made up out of storage boxes. And there are a lot of them.

## Location

Fort Locks Storage is about twenty miles to the west of Austin on Route 290. It would actually be located at the outskirts of Fredricksburg, a place that for some reason goes unmentioned in the game.

## Resources

On the face of it this seems to be a place that should contain a lot of goodies, but actually there is just an acceptable amount of loot. There is almost no remarkable loot. Most are the usual luxuries, food and fuel. The diner has a marginal amount of loot though. There are two storage boxes with 9 mm pistols and some ammo. A sizable amount you get from the mercied zombies as there are a lot on the map and breaking open the boxes will draw in a lot more.

#### Notable Loot

* Bag of Cement in one of the storage boxes, the one nearest to the fence behind the office, the fourth box counting from the office
* Data items
* Dvd's
* Two 9 mm pistols with some ammo
* There is also a lockpick in the office.

## Doors, locks and alarms

A place where spending points on mechanics and science will pay off as there are a lot of locked doors and gates and there is even an alarm on the office building. But do you actually want to disable it?

* The office building is locked on both entrances with rating 60 doors and an alarm. Inside the door connecting the office-area to the rear is locked with a rating 40 door.
* The Bison diner has a locked side door, rating 50. However the front door is open en the rear entry is unlocked.
* The fence around the storage boxes has two gates. The one closest to the office building is locked with a rating 70 gate. The one on the other end, near the Bison diner, is unlocked.
* The storage boxes are split in one building with five large boxes, then there are four buildings with 6 small boxes each, and finally one with 12 boxes, six to each side, making a total of 41 boxes. Thirty boxes are locked, with the smaller boxes having a door rating of 100 and the larger a rating of 120. A good amount of the locked boxes can be opened with at least skill level 6 in mechanics. about ten or them require more.

Triggering the alarm will draw in twenty odd zombies from the whole map. Some are too far away and remain at the other end of the map to the other side of the diner and near the unlocked gate.

## Enemies

* Zombies(20+)
* A surprise survivalist

This map contains something like 25 zedheads and there is a good chance that noises will spawn more. There are no undead inside the office and inside the fence.
Yard Gloves

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Heavy leather gloves used to protect the hands from spiny weeds, thorn bushes, and other yard hazards.

* Defense: 2
* Weight: 1

Resistance :

* Bite : 5%
* Fire : 5%
* Slashing : 5%
* Piercing : 5%
Pitchfork

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

## Attacks

### Basic Attack

* The default attack
* AP Cost: 5 (Decent attack speed)
* Damage: 15-40 (Good damage, especially if causing bleeding)

### Trip

* An attack that sends enemies to the ground
* AP Cost: 6 (Slower)
* Damage: 5-15 (Minor damage)
* Modifier: Knockdown 75%

### Pin

* An attack that holds an enemy in place
* AP Cost: 7 (Slow)
* Damage: 15-40
* Modifier: Accuracy -50%, Hold (x2 rounds, if successful)
RPG Codex

## Introduction

The RPG Codex is a small location which consists of one small building with a wire fence around it.

## Layout

There is not much to. A building at the center of a small map. The building is surrounded by a fence.

## Location

The **RPG Codex** is located in the far north west of the map. It is located 40 miles west from Abilene along Interstate 20.

## Resources

What little loot there is mostly in the cellar. This is predominantly food, but there are some luxuries. There are also some weapons and ammo to get.

## Doors, locks and alarms

The front door is open, the rear door is locked and rated at 70.

## Enemies

* Zombies
* Cellar Dwellers

### Zombies

Zombies are lurking around the building, mostly to the side.

### Cellar Dwellar

There are six hostiles in the cellar all identically armed with a hunting shotgun(2 shell) and 2 more shells, a base ball bat and chips. The moment you descend the stairs into the cellar they start fighting each other.

## Remarks

* Zombies spawn rapidly with loud noises.A lot of Zombies will spawn and will choke the doors at the top of the stairs.
US83 Rest Stop

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **US83 Rest Stop** is a large area with a Petrol station, A filling station with, a Taco The Town restaurant, a Java Manatee coffee bar, An OI' Scratch Pizza place and a restroom building in the back.

## Location

As the name suggests it is a stop along Route 83, about four hours walking at skill 4 from the shelter.

## Resources

A big place with a five buildings and a lot of cars offering food, luxuries, fuel, parts and weapons(on the looters mostly). But no gifts or special items. And surprisingly barely enough for a one time haul with four allies..

Notable Loot

* Hunting rifle with ammo in the weapons bag in the campsite.

## Doors and alarms

Most doors are unlocked except for the one's mentioned below. There are no alarms.

\*Spoilers\*

The back door of the Taco The Town is locked. Door has a rating of 100.

The front door of the OI' Scratch Pizza is locked. Door has a rating of 50.

The back door of the gas station is locked. Door has rating 100.

### \*Spoilers\*

There are around five looters and an dog lead by a survivalist.

Almost all looters are armed with pistols mostly snubnoses and have a knife or handaxe as backup.

Outside around the campfire.

* Survivalist(police shotgun)
* Looter Sentry(9 mm)
* Experienced Looter(hunting shotgun? but comes at you with a bat)
* Armed Looter(snubnose)
* Attack dog

Inside the Taco The Town Restaurant.

* Female Looter(snubnose)
* Crazed Looter(snubnose)

Remarks: firing guns does have a small chance to spawn zombies.
Sickle

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

The sickle has long been a tool that can be used as a weapon in a pinch. The blade can be used to cut grass, but can also be used to easily cut into limbs caught in its curve. As it is designed for garden work, it's not especially sturdy for continual use in combat.
San Angelo Bullseye

## Introduction

This location consists of one big Bullseye store. All the exits and entrances have been blocked off except for the front entrance.

## Layout

Nothing much to tell. There is the Bullseye store. A parking lot in front.

## Location

This place is located at San Angelo. It is where Route 67 and 87 cross.

#### Notable Loot

Nothing really unless you still need some of the combat gear that the soldiers have. There are no special variants.

## Doors, locks and alarms

There are only the front doors, all the other doors have been blocked. The front doors are locked and rated 70. There are no alarms.

## Enemies

* Zombies
* Survivalists

### Zombies

There are no zombies when you enter this place, but be sure that there will be when combat erupts.

### Survivalists

This location is has a large group of well armed survivors.

#### List of combatants

* Survivalist Chemist(Tree-Trimmer, Combat Machete, Tear Gas, Gas Mask, Cleats, Mushroom, Herbs)
* Survivalist(Police Shotgun(5 shells), Lever-Action Rifle(4 bullets), 5 shells, Bola, Combat Knife, Pepperspray, Camo paint, Combat Boots)
* Survivalist Scout(alternative)(Aluminum Bat, Bola, Torch, Paintball Faceplate, Sneakers)
* Survivalist Rifleman(AKA7(15 x 762 bullets), Snubnose(6 x 38 mm bullets), Combat Knife, Combat Boots, Dry Beans)
* Survivalist Sharpshooter(Hunting Rifle(4 x 762 bullets), 4 x 762 bullets, Kukri, Camo Paint, Combat Boots, Potted Meat, Candles, Purification Tablets)
* Survivalist Commando(Crash Axe, Buckler, Bola, Firefighter Helmet, Dog Sleeve, Combat Boots, Dried Fruits, Wine, Parts(4))
* Survivalist Archer(Compound Bow(1 arrow), 8 arrows, Bowie Knife, Paintball Faceplate, Tactical Arm Guard, Sneakers, Bug Spray, Blanket, Jar of Preserves)
* Survivalist Commander(AKA7, Telescopic Baton, Bracer, Tyre Armor, Combat Boots, Grenade)

## Remarks

This location is notable for a NPC reaction after the player secures this location.

This place will spawn zombies at a rapid rate.
Renovated Farmhouse

This is a farm type of location that Aimee with tell you about if you recruited her. There is a farmhouse, barn chicken-coop and shed.

## Location

About 50 miles west and slightly north of your shelter

## Resources

Great place for fresh food. Plenty of berries, fruit and other yummies! They also got a chickencoop that should contain a live Chicken (just remember to loot them only after you have built your own Chickencoop.

Notable Loot

* Bag of Cement in the Diamondback Hardware van.
* Fuel(6 gallons alone in the lawnmower in the shed).
* Seed Packets in the garden supplies near the gastank.
* Chicken in the coop.
* Toolbox in the barn
* Toolbox in the basement
* 15 parts inside the house

## Enemies

* Zombies
* Looters(inside of the house)
* Attack dog.

### \*Spoilers\*

Farmhouse

* Male Looter
* Nervous Looter
* Serious Looter
* Female Looter
* Attack dog

Farmhouse basement

* Though Looter
* Fast Looter
Abandoned Camp

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Abandoned Camp**...

## Introduction

A tragedy has befallen this place as only the lingering dead remain among the rubble of what was once a refugee camp.

## Location

Head out directly from the shelter at Splendid to Austin and you will pass this place along the northside. It is located some ten miles west from route 281.

## Resources

The place doesn't offer much, some luxuries, some food, some fuel(5 gallons), some ammo and some weapons like a Kitchen Knife or Pipe Wrench. There are also a few bushes that offer wild berries and an apple-tree. A fair amount of loot you get from the undead.

## Enemies

A dozen zombies are scattered inside the small camp and among the trees directly around the campsite.

## Trivia

At the center of the campsite is a dead body to the back of a truck filled with supplies surrounded by three of the undead. On the body is an empty 38 mm revolver. A last stand? A failed escape attempt?
Corrugated Tower

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Makeshift and ugly, this shield can be put together with planks of reinforced corrugated steel and various other materials, and allows for excellent protection against all forms of attack (even firearms). The downside of this is its extreme weight and clumsiness, reducing the user's AP and accuracy. Its Bash attack is more focused on pushing back enemies, doing light damage and inflicting Knockback and possible Knockdown.

* Defense 12
* Weight 20.00

Resistance :

* Ballistic : 15%
* Bludgeoning : 15%
* Piercing : 15%
* Slashing : 15%
Retirement Village

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Retirement Village** is a place for pensioners contains a walled area with a office building and seven retirement homes. However there are also five buildings outside of the retirement homes: three small shops in one row: a diner, a yogurt bar and a grocer; a coffeebar and finally a gas-station. There are also two parking lots. You are well advised to carefully study the place.

## Location

A place far to the west from the Shelter on Route 67 about 20 miles from San Angelo.

## Resources

A truckload of things can be get here, specifically combat gear.

#### Notable Loot

* Data Items
* DVD Player

## Doors, locks and alarms

The retirement homes and associated office building have unlocked doors and a lot of them are also open(^^).
The three small buildings upon entry are arranged as follows:

* The diner has locked doors, both back and front(70/50 respectively)
* The grocer has unlocked doors back and front.
* The yogurt bar has a busted open door to the front and a locked back door(70)

The gas station has open front and rear doors, and an unlocked side entry to the bathroom.

The Java Manatee coffee bar has locked doors front and back(50/70) and an alarm.

## Enemies

* Zombies
* Rogue Soldiers
* Mercs

This is another place with a mixture of zombies and military grade equipped enemies. The latter consists of a group of rogue soldiers and mercenaries.

#### Details

##### Near the main office building

* Rogue Soldier
* Rogue Soldier
* Merc Commando
* Rogue Combat Engineer
* Rogue Sergeant
* Merc Medic
* Merc

#### Further back in the retirement village or inside the homes in front of the office exit and to the right of that.

* Merc
* Merc Axeman
* Commando
* Rogue Combat Engineer

##### Even further back the homes to the right

* Rogue Commando
* Rogue Combat Medic
* Rogue Soldier

Remarks: Zombies will spawn when making loud noises.
Riding Leathers

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Full body leather outfit specifically designed to protect riders from motorcycle spills. The leather, plastic, and synthetic fiber in the outfit provide resistance to cuts, minor impacts, and heat.

* Defense: 6
* Weight: 15

Resistance :

* Bite : 30%
* Fire : 20%
* Slashing : 20%
* Bludgeoning : 10%
Riot Shield

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Panacea against all kinds of damage, the riot shield balances these bonuses with being extremely rare and rather cumbersome, reducing AP and accuracy. A Bash attack with this shield does almost no damage but is far more likely to inflict Knockback or Knockdown. The Riot Shield also allows for the Fortify command, which ends the user's turn early, but allows them to add an additional 50% damage reduction.

* Defense 10
* Weight 10.00

Resistance :

* Ballistic : 40%
* Bludgeoning : 30%
* Fire : 30%
* Piercing : 30%
* Slashing : 30%
Walter Addison

**Walter Addison** is a junior engineer at a power plant in Glen Rose. When the evacuation order came, he waited at the plant for weeks with his colleagues and took advantage of electric power there while the food was running out. They tried to contact other people, but couldn't reach anyone of importance, then decided to send eight people, in eight cars, to warn others that their power plant was on the brink of a nuclear meltdown.

## Recruitment

Walter automatically arrives at the Shelter on Day 86, triggering the end-game Crisis Event. You will need to use one of your skills to talk him into staying.

## Events

* To convince Walter to stay at the Shelter, you need to have a rank of at least 7 in any skill - convincing him will give Davis Cray a small Mood boost. If Walter is not convinced to stay, Davis will take a Mood penalty. Davis will take a larger Mood penalty if you are mean to Walter.
* Walter triggers the end-game Crisis Event. If you decide to stay, Walter will ask to stay with you in order to help. You can shoo him away if you want, but otherwise he'll be ready to assist. If you decide to do nothing, Walter will leave the Shelter.
* At 2 days, he'll ask not to be taken out in the field. You cannot bargain with him - if you agree, he'll gain a Mood boost. If you don't agree, he'll leave.
* Walter will leave the Shelter if he becomes Infected.

## Special Requests

*Luxury Items*

* Spices

*Upgrade*

* Garage

## Stats

*See also Ally Stats.*
Survivors develop their skills over time, these stats represent their starting point.

There's not a lot of time for Walter to up his skills, but he immediately maxes out Mechanical before moving on to Science, and if you're around that long, Survival. His stats build in Perception only.

## Traits

*Initial*

* Malnourished: "Due to hardly having enough food to eat for weeks, Walter's stats are all at -2 until he recovers."
* Parked: "This ally enjoys having a Garage in the Shelter, and will gain a one-time mood boost after it is completed."

## Play Style

Being that Walter demands not to be taken outside very soon after joining, the choice of whether or not to keep him in the Shelter is somewhat moot. He is malnourished and a poor choice for taking into the field, but his high Mechanical and Science skills make him a valuable asset in the Shelter.

Walter will react negatively to killing neutral survivors.

## Trivia

* Age: 34
* Hometown: Glen Rose, TX
* Sick Event: bathroom issues
* Subleader Supported: Paul
* Shelter Location: Outside Shelter, near flagpole
Dungreed Wiki/Top section

*Dungreed* 의 공식 위키 페이지에 오신걸 환영합니다!

던그리드를 플레이하는 유저를 위한 위키 가이드입니다.

새로운 페이지를 추가해 주시거나, 이미 있는 것들에 내용을 덧붙여 주세요!

※현재 페이지 공사중 입니다!

Dungreed에 대해

Dungreed는 Dungeon 과 Greed의 합성어로, 2D 로그라이트 요소가 가미된 횡스크롤 액션 게임의 이름입니다.

한국의 인디게임 제작 팀 '팀 호레이'에서 2018년 2월 14일에 스팀을 통하여 발매되었습니다.

콘텐츠

몬스터

몬스터

NPCs

Environment

Equipment

Weapons

Magic

Food
Welding Mask

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

A mask worn to protect the face from heat, sparks, and light. It's shielded, but difficult to see out of in combat conditions.

* Defense: 2
* Weight: 3

Resistance :

* Fire : 10%
Unknown Ally B

Reason: "*Obsolete, This is Bud Larsen and he's got his own complete page now.*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, This is Bud Larsen and he's got his own complete page now.*"

This character seems to be wearing a shoulder holster and dog-tags in his portrait, which could be an indication of focus on ranged weapons or a military background.
Serpent Street

## Introduction

Serpent Street is a residential location. There are five houses, a play ground an and sports field on this map.

## Location

It is found on the 377, north of the shelter.

## Resources

Fuel, luxuries, weapons and ammo. Most loot can be found the house with the alarm.

### Notable Loot

* Porcelain Figure
* Data Items

## Doors, locks and alarms.

Except for the first house on the right all the doors of the houses are locked and have a rating 30. There is one house, at the end that has an alarm.

## Enemies

* Watch (living, armed mobs)
* Looters (living, armed mobs)
* Survivors (hostile and armed)
* Dogs
* Zombies

Enemies consists of a mixture of looters, survivors, zombies and dogs who are both in and outside of the houses. The main street is "blocked off" by cars that have the name "blocking car" and have a group of Watch mobs ready to engage you.

### Details

#### Watch near the blocking cars

* Watch Marksman
* Watch(Hunting Shotgun(2 Shells), Shell, Claw Hammer, Hard Knuckle Gloves, Firefighter Helmet, Leather Jacket, Adrenaline Shot, Galaxy Wars, Silverware, Romance Novel, Chewing Tobacco, Bandages, Fine Bourbon).
* Watch Veteran(Combat Knife, Machete, Can of Chili, Dried Fruit)

#### Enemies inside the first house on the right(the only one with the open door) and last house on the left.

* Zombies

#### Enemies inside the second house on the right.

* Hostile Survivor(Hunting Shotgun, Hatchet, Shell, Codeine, Jerky)

#### Looters encamped behind the second house on the right

* Male Looter
* Female Looter

#### Enemies near the third house with the alarm(the house itself has no enemies inside)

* Attack Dog
* Watch Veteran
* Watch

#### Enemies near the encampment between the last house and the first house on the left of the street.

* Though Looter
* Fast Looter
* Attack Dog
* Vicious Dog

The first house on the left has no enemies inside.

Remarks: noises might spawn zombies.

There are no enemies inside the house with the alarms and first house on the left of the street.