Skills

**ATTENTION: LEVEL UPS / SPENDING SKILL POINTS REFILLS THE PLAYER'S HEALTH AND ENERGYBAR. THEREFORE DELAY SPENDING ANY SKILLPOINTS UNLESS THE ENERGYBAR IS NEARLY EMPTY. OTHERWISE UP TO 250 ENERGY ARE WASTED EVERY TIME WHICH COULD BE USED FOR RUNNING TO NODES / PLAYING THE GAME.**

Daily rare nodes like Crashsite and Humanitarian Aid tend to spawn when your energy is below 20 and it's mostly impossible to be able to reach it in time by just walking -> Level Up energy refill or energy recovery items required. While the downsite is being weaker by having a lower skill level than actual Player level but those energy refills are far too valuable to waste.

**Level up Skill Priority, which one should I pick?**

**High priority:**

+Dmg skills for Pistol / Shotgun (midgame)

+Dmg skills for Assault Rifle (lategame)

+drop chance% Treasure Hunter

+crit chance% Death Blow

-energy cost when running Short cut (lower cost = able to spend more for running)

-walking time% Second Wind (stacks with Short cut = lower energy cost when running)

**Medium priority:**

+Dmg skills for blunt / cutting weapons (earlygame)

+Heal from Food / Drugs Metabolism / Medic (you should avoid taking dmg earlygame, more useful lategame)

+dodge chance% Dodging (you should avoid taking dmg earlygame, more useful lategame)

-energy recovery time Cardio (depends on how long you play and how active you are in this game)

**Low priority:**

+maxHP / +maxEnergy (badly balanced increases because it adds absolute numbers instead of %)

Arena skills Duelist / Maneuver (minor part in overall gameplay)

+combat exp% Education (you should save level ups for HP- and Energyrefills, useless before lategame)

Total number of skills: 18

Total level of skills: 134

**List of skills:**

**Medic Level / 5**

Increases HP recovery from drugs by 2 per level

Level 1: +2 HP/drug

...

Level 5: +10 HP/drug

**Cardio Level / 6**

Reduces energy recovery time by 5 sec per level (default energy recovery time = 1 energy every 3 minutes)

Level 1: -5 sec

...

Level 6: -30sec (energy recovery -> 1 energy every 2.5 minutes)

**Metabolism Level / 5**

Increases HP recovery from food by 1 per level

Level 1: +1 HP/food

...

Level 5: +5 HP/food

**Hardy Level / 10**

Increases maximum energy by 2 per level. (Player default total energy = 250)

Level 1: +2 max energy

...

Level 10: +20 max energy (Player total energy = 270)

**Big man Level / 10**

Increases maximum HP by 2 per level (Player default total HP = 100)

Level 1: +2 max HP

...

Level 10: +20 max HP (Player total HP = 120)

**Treasure hunter Level / 5**

Increases the chance of finding valuable items by 1% per level

Level 1: +1% chance

...

Level 5: +5% chance

**Pistols Level / 10**

Increases pistol damage by 1 per level

Level 1: +1 dmg

...

Level 10: +10 dmg

**Education Level / 7**

Increases experience gained in combat by 10%

Level 1: +10% exp in combat

...

Level 7: +70% exp in combat

**Assault rifles Level / 10**

Increases damage of assault rifles by 1 per level

Level 1: +1 dmg

...

Level 10: +10 dmg

**Duelist Level / 10**

Reduces Arena standby time by 30 seconds per level (default standby time = 30 minutes)

Level 1: -30 sec cooldown

...

Level 10: -300 sec cooldown (standby time = 25 minutes)

**Shotguns Level / 10**

Increases shotgun damage by 1 per level

Level 1: +1 dmg

...

Level 10: +10 dmg

**Maneuver Level / 5**

Reducing the cost of switching the enemy in the arena by 1 units of energy per level (default switch cost = 15 energy)

Level 1: -1 energy cost

...

Level 5: -5 energy cost (switch cost = 10 energy)

**Cutting weapon Level / 10**

Increases damage from cutting weapons by 1 per level

Level 1: +1 dmg

...

Level 10: +10 dmg

**Short cut Level / 5**

Reduces the cost of running at 1 units of energy per level

Level 1: -1 energy cost

...

Level 5: -5 energy cost

**Blunt weapon Level / 10**

Increases damage from blunt weapons by 1 per level

Level 1: +1 dmg

...

Level 10: +10 dmg

**Dodging Level / 5**

Increases chance to dodge attack by 1% per level

Level 1: 1%

...

Level 5: 5%

**Second wind Level / 6**

Reduces walking time by 5% per level

Level 1: -5% walking time

...

Level 6: -30% walking time

**Death blow Level / 5**

Increase the chance to deal double damage by 1% per level

Level 1: +1% crit

...

Level 5: +5% crit