Project Zomboid

Project Zomboid

Occupation Based Starting Gear
 This topic has been pinned, so it's probably important
KRIG  [developer] 27 May @ 5:13am
Skills rebalance submod ("I Have A Degree")
Since I know I won't please everyone (and I don't care who thinks the game is balanced while picking "Fire Officer + Smoker + Thin Skinned" in every run), you choose whether you want to use this submod or not.



Fire Officer:

+3 Axe
+2 Long Blunt (They use crowbars to break down doors)
+1 Strength (Their equipment is not light)
+2 Fitness (Firefighters train hard to stay in shape)
+2 First Aid (First aid is part of the basic training of any minimally competent firefighter)


Police Officer:

+3 Sprinting (They need to chase criminals on foot)
+5 Aiming (Firing range training almost everyday)
+3 Reloading (What police officer doesn't know how to use a gun?)
+2 Small Blunt (Batons are not a uniform decoration)
+1 Fitness (Not every cop is a donut eater)
+2 Nimble (Kinda obvious)
+"Marksman" Trait


Park Ranger:

+1 Lightfooted (They need to get closer to the animals)
+2 Fishing (What kind of forest ranger doesn't know how to fish?)
+5 Trapping (They need to capture animals to check and take care of them)
+3 Tracking (...Obvious!)
+2 Aiming (Do you think they use slingshots?)
+1 Long Blade (Machetes for clearing trails)
+1 Woodwork (For making fences and traps)


Construction Worker:

+2 Strength
+3 Small Blunt (Hammers, wrenchs and mallets)
+3 Long Blunt (Sledgehammers and crowbars)
+4 Woodwork
+5 Masonry
+"Handy" Trait


Secutiry Guard:

+2 Sprinting
+1 Lightfooted
+3 Small Blunt (Every guard has at least one truncheon on his belt)
+1 Aiming (Even a shopping mall guard receives shooting training)
+1 Reloading
"Night Owl" Trait


Carpenter:

+6 Woodwork (You've been a carpenter all your life but don't know how to build a table?)
+1 Axe (Some carpenters use axes, too)
+3 Small Blunt
+3 Carving


Burglar:

+3 Sprinting (Running from the cops, the house owner, and the owner's dog)
+2 Long Blunt (Crowbars)
+3 Nimble
+5 Sneak
+2 Lightfooted


Chef:

+6 Cooking
+3 Butchering
+1 Small Blade
+2 Maintenance


DIY Expert:

+3 Woodwork
+2 Small Blunt
+2 Electrical
+1 Mechanics
+1 Metalwelding
+4 Maintenance


Livestock Farmer:

+2 Farming (Living on a ranch you learn to at least throw seeds in the ground)
+6 Animal Care
+4 Butchering (Because this is not Babe's movie)
+2 Maintenance (Keeping equipment working)
+2 Woodwork (Building fences)
+1 Aiming (They need to defend the farm... Because this is 90's Kentucky, not rural Canada!)


Crop Farmer:

+7 Farming
+3 Maintenance
+1 Husbandry (At least the minimum)


Fisherman:

+6 Fishing
+2 Foraging
+2 Cooking
+1 Butchering


Doctor:

+8 First Aid (Because six years in college means nothing for The Indie Stone)
+2 Small Blade
+2 Butchering
+1 Tailoring
+"Wakeful" trait (For working in night turns)


Nurse:

+4 First Aid
+2 Lightfooted
+2 Nimble
+1 Tailoring
+"Wakeful" trait (Same reason)


Lumberjack:

+4 Axe
+2 Woodwork
+2 Strength
+2 Carving


Veteran:

+7 Aiming (Because fighting until you're desensitized means nothing either for TIS)
+6 Reloading
+3 First Aid
+2 Short Blade
+3 Tailoring
+2 Maintenance
"Dessentized" Trait


Fitness Instructor:

+3 Fitness
+5 Sprinting
+4 Nimble
+2 Cooking
"Nutritionist" Trait


Burger Flipper:

+3 Cooking
+1 Short Blade
+1 Maintenance

Electrician:

+8 Electrical
+3 Maintenance


Engineer:

+5 Electrical
+2 Woodwork
+1 Welding
+3 Mechanic
+2 Maintenance


Welder:

+6 Welding
+3 Mechanics
+2 Small Blunt (Sometimes they use hammers)


Blacksmith:

+6 Smithing
+3 Maintenance
+2 Welding
+1 Small Blunt (Blacksmith hammers are kinda heavy)


Mechanic:

+2 Electrical (Unlike what Mad Max shows, in real life cars have a lot of fragile electronic parts)
+6 Mechanics
+1 Maintenance
+2 Small Blunt
Last edited by KRIG; 27 May @ 3:42pm