The Master Scout - Level 38 Military

Class:Military The strongest Scout ever born.

Wearing: a torn and blood-soaked museum staff peaked cap, a torn and blood-soaked red-and-white striped scarf, a ripped and blood-soaked black long-sleeved shirt, a blood-soaked pale blue jacket, a ripped and blood-soaked dark blue coat, a blood-soaked pair of black jeans and a scraped and blood-soaked pair of brown leather shoes

Level:38
XP:1213 Group:Grayside Demons
Joined:2006-07-31 00:35:55 Skills:
  • Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
    • Pistol Training (An extra +25% to hit with a pistol.)
      • Advanced Pistol Training (An extra +10% to hit.)
    • Shotgun Training (An extra +25% to hit with a shotgun.)
      • Advanced Shotgun Training (An extra +10% to hit.)
  • Hand-to-Hand Combat (+15% to melee attacks.)
      • Axe Proficiency (An extra +15% when attacking with an axe.)
    • Free Running (Can move between adjacent buildings without stepping outside.)
      • NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
        • Lab Experience (Can recognise and operate basic-level NecroTech equipment.)
          • NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.)
      • First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
        • Surgery (Player can heal a further 5HP if working in a hospital with power.)
      • Diagnosis (The HP values of nearby survivors are displayed next to their name.)
      • Shopping (Player may choose which stores to loot, when searching a mall.)
        • Bargain Hunting (Player is 25% more likely to find something when searching a mall.)
      • Body Building (Player has a maximum of 60 Hit Points instead of 50.)
      • Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.)
      • Construction (Player is able to build barricades, repair machinery and restore ruined buildings.)
      • Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.)
      • Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.)

      • Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
        • Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.)
        • Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.)
        • Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.)
      • Digestion (The zombie gains HP equal to its bite damage, when biting a survivor or feeding on a fresh corpse.)
        • Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.)
      • Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
        • Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.)
        • Death Grip (Zombie gets an extra +15% to hit with hand attacks.)
        • Rend Flesh (Hand attacks deal an extra 1 damage.)
        • Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.)
        • Memories of Life (Zombie is able to open doors to buildings.)
            • Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.)
              • Bellow (When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away.)
            • Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.)
            • Lurching Gait (Zombie can walk as fast as the living.)
              • Ankle Grab (Zombie only spends 1AP standing up.)
              Died:42 times
              First died:unknown
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