Professions define every survivor: What they can do, which training they received before the outbreak and their abilities and skills, which help make their survival (i.e. your survival) a little easier.
However, professions are not very limiting. Everyone can train any proficiency, raise any stat, and use any weapon they want. However, only Chefs, Doctors, Engineers, Farmers and Scientists can use their respective "Class Skills".
There are currently 34 different professions available to choose from to join the game, including 3 Service Professions, 4 Production Professions, 16 Stat-Boost Professions, and 11 Role-Playing Professions.
Brief Analysis[]
Production Professions are able to create specific goods as long as the player has logged in at some point during the day. The number of items created is random (only 1 per cycle for Weaponsmiths, 2-4 per cycle for other) while the quality of them is determined by the level your character. A higher level character means higher quality goods. The production cycle is once every 24 hours. No production is possible if your character is starving or in critical health.
Service Professions provide a service to other players. As they gain levels, the value of their service increases. Each service provided costs a certain amount of hunger. Starting fully nourished, a Chef or Doctor can perform 10 services before becoming too hungry and an Engineer can perform 8 repairs. Service classes cannot use their services on themselves while in the Inner City, unless in a Player-Owned Outpost. However, they can still be hired by other players in the same outpost zone.
Stat-Booster Professions provide extra stats and proficiency points right at character creation. They also get large flat bonuses to further enhance their specialization, such as increased damage to weapon types, extra speed or looting chance.
Role-Playing Professions get 30% more experience from killing zombies, allowing them to gain levels more quickly, thus unlocking Implants slots/Dusk Shops earlier and acquiring more stats/proficiency/boosts, in a less extreme and more customizable degree compared to stat-booster professions.
Starter Weapons[]
All professions start with a Pen Knife, a Beta Tomcat and 150 rounds of .32 caliber ammo.
Most professions start with their own weapons (and a bit of matching ammo, if applicable) in addition to the universal starter Beta Tomcat and Pen Knife. These are typically among the weakest of their class or have lowered stats compared to their lootable counterpart, but are nonetheless stronger than the Beta Tomcat/Pen Knife and thus useful for demonstrating the professions' strength.
All starter weapons are Non-Transferable.
Profession Bonuses[]
Profession List | |||
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Name | Items | Perk | Boost |
Doctor | $250 Adrenaline |
Can administer medicine | |
Chef | $250 Chef Knife |
Can cook food | |
Engineer | $250 | Can repair armour | |
Scientist | $250 | Produces medicine daily | |
Farmer | $250 Mini-41 Rifle |
Produces food daily | |
Craftsman | $250 Claw Hammer |
Produces crafting materials daily | |
Weaponsmith | $250 | Produces a weapon daily | |
Fireman | Damaged Fire Axe | +20 Endurance +10 Melee |
+30% Melee Damage |
Boxer | +5 Endurance +5 Critical Hit +15 Dexterity +5 Melee |
+20% Melee Damage +15% Incoming Damage Reduction | |
Landscaper | ECO CS-20V Chainsaw | +5 Strength +5 Agility +5 Endurance +10 Melee |
+20% Melee Damage +20% Chainsaw Damage |
Lumberjack | ECO CS-20V Chainsaw | +10 Strength +5 Endurance +10 Critical Hit +5 Melee |
+20% Chainsaw Damage +15% Incoming Damage Reduction |
Investigator | +25 Stealth +5 Pistol |
+20% Pistol Damage +20% Loot Speed +10% Misc. Find Chance +5% Loot Spots | |
Police Officer | Manicini Shotgun | +10 Accuracy +5 Reloading +10 Pistol +10 Shotgun |
+15% Pistol Damage +15% Shotgun Damage |
Guard | +5 Agility +5 Accuracy +20 Dexterity |
+30% Pistol Damage | |
Hunter | Beta RX4 Rifle | +15 Accuracy +10 Stealth +10 Rifle |
+30% Rifle Damage |
Survivalist | Mancini Shotgun | +5 Strength +5 Agility +5 Endurance +10 Shotgun |
+25% Shotgun Damage +5% Incoming Damage Reduction |
SWAT | Skorpion SMG | +5 Accuracy +10 Critical Hit +5 Dexterity +10 Machinegun |
30% Sub-Machine Gun Damage |
Soldier | M16 Machine Gun | -20% Exp Penalty +5 Strength +10 Accuracy +10 Endurance +10 Reloading +10 Machinegun |
+30% Machine Gun Damage |
Grenadier | M79 Grenade Launcher | +10 Accuracy +10 Reloading +10 Explosive |
+30% Explosive Damage |
Criminal | Damaged Iron Pipe | +10 Agility +5 Critical Hit +5 Stealth +10 Melee |
+20% Search Speed +30% Cash Find Quantity +10% Item Find Chance |
Scavenger | +15 Agility +15 Stealth |
+75% Ammunition Find Quantity +15% Weapon Find Chance +15% Armour Find Chance | |
Athlete | +25 Agility | +15% Movement Speed | |
Musician | +20% Exp Bonus +30 Dexterity |
+10% Melee Damage | |
Teacher | +30% Exp Bonus | ||
Priest | +30% Exp Bonus | ||
Lawyer | +30% Exp Bonus | ||
Teacher | +30% Exp Bonus | ||
Accountant | +30% Exp Bonus | ||
Journalist | $50 | +30% Exp Bonus | |
Actor | $20 | +30% Exp Bonus | |
Stock Broker | $100 | +30% Exp Bonus | |
Architect | $50 | +30% Exp Bonus | |
Entertainer | $20 | +30% Exp Bonus | |
Artist | $20 | +30% Exp Bonus | |
Student | +25% Exp Bonus +5 Strength +5 Agility +5 Endurance |
||
Ironman | $30 Frying Pan |
Can administer medicine/cook food/repair armor | |
Hardcore | $30 Frying Pan |
+30% Exp Bonus | |
Hardcore Ironman | $30 Frying Pan |
Can administer medicine/cook food/repair armor |
Production Professions[]
They have the ability to spontaneously generate items in their inventory once a day, provided they log in that day. These produced items can be either kept for personal use, or sold for a profit. Note that when they are in Starving or Critical condition, they will stop generating items.
Farmer[] |
Farmers have the skill to grow and find food more easily than others, so they are able to generate two to four food items each day (24+ hours between production times, usually upon login). This happens as soon as a Farmer is able to work on a day, but doesn't drain too much energy. However, not all food Farmers produce is instantly ready to feed starving survivors and must be cooked, so Farmers and Chefs can work well together. Farmers start with a Mini-14 and $250.
Food Production
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Scientist[] |
Before the outbreak, Scientists were at the top of the income list. Now that their own work has destroyed humanity, they feel obligated to work on antidotes and medicines to aide the brave men and women who venture into the city to fight the infected. A Scientist will create two to four medications once per day (24+ hours between production times, usually upon login). These medications will have the most effect when applied by a Doctor. Scientists start with $250.
Medicine Production
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Craftsman[] |
With access to electric machinery restricted in the post-outbreak world, Craftsmen now see demand for their handiworks skyrocketting. Once a day (24+ hours between production times, usually upon login), a Craftsman will create two to four pieces of various materials that can be used for crafting or barricading. They also get access to special recipes to convert low grade metals and fabric to higher tiers (Up to Uncommon for metal and Rare for fabric), and craft ammunition for personal use using Metal Scraps and cash (crafted ammunitions are Non-Transferable).
Craftsman starts with a Claw Hammer and $250. Materials Production
|
Weaponsmith[] |
Weaponsmiths are some of the most prized professions in Fairview, responsible for creating the majority of the zombie-busting weapons used today. They are given special access to The Yard, and thus once per day (24+ hours between production times, usually upon login) can find a free weapon from there. Weaponsmiths start with $250.
Weapons Production
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Service Professions[]
Only a few professions are still useful for survival in our zombified world, but these few are now highly valued. Doctors, Chefs, and Engineers are required to support life within the outposts.
Survivors with these special skills may be hired to provide their services. Note that Doctors, Engineers and Chefs will stop using their special skills when they are in Starving or Critical condition. Everytime they use their skill or someone else hired them to use their skills, their hunger level will drop by 8% each service. These skills can only be used inside an outpost when it is for personal use.
Doctor[] |
Doctors get a little extra starting cash and a small Adrenaline shot, but their knowledge of medicine and first aid gives them an edge in survival, allowing them to use medical supplies more effectively. The cost for using this ability is a loss of 8% Hunger each time the Doctor uses the ability on anyone including themselves. Doctors are only able to administer a healing item if they have the level to use it. |
Chef[] |
Chefs always carry a Chef Knife with them. Chefs are also able to do a very important service for other survivors, much like Doctors, by preparing food for them. Quite a lot of food was left lying around when the outbreak came, but a lot of it cannot be eaten instantly. That is where Chefs come in, they use their skills to prepare various kinds of food for the masses of hungry survivors. However, the cost for this ability is a loss of 8% Hunger for each time the Chef prepares and cooks for anyone or themselves. |
Engineer[] |
Most people who knew a lot about technology or mechanical craftsmanship worked in large cities and were, as such, quickly killed in the first waves of zombie invasion, but a few lucky ones remain. Engineers get a small amount of starting cash, but they can also offer armour repair service for themselves or other survivors, at the cost of 10% Hunger per use. At level 75+, Engineers are also capable of crafting armour repair kits from dismantled gears, allowing everyone to patch up on the go. |
Stat-Booster Classes[]
They have an edge over other classes in terms of combat. These characters are in some way more fit (usually due to some kind of body training) for fighting than the average person, and they start the game with a bonus to their starting stats as well as some boosts to their specialization. A Stat-Booster class has more overall power than a character in another category of the same level.
Fireman[] |
Firemen, being known for keeping cool in emergency situations, were often the most reliable people to follow during the early stages of the outbreak. Now, they are known as smart and trained melee fighters, wielding their trusty fire axes, they now seek survivors in a burning world gone to hell.
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Boxer[] |
Professional Boxers, being quite strong and skilled and always ready to defend themselves, easily fled the most heavily infected areas. Due to their strength and experience, heavy weapons and melee combat are no problem for them, which helps quite a bit when fighting hordes of zombies each day, as dinky pen knives won't get you anywhere and some heavier hardware is eventually required. |
Landscaper[] |
Fairview landscapers before 2016 worked primarily as contractors, with their main clients being wealthy mansion owners and government-owned park managements. They possess deep knowledge of horticulture and artistic design, including the art of growing and beautifying plants, blueprinting landforms and water flows, and using various hand tools, powered or otherwise, to bring those to fruitition. Post outbreak, landscapers can often be seen aiding farmers in clearing new farmlands, or clearing debris and gathering wood alongside lumberjacks.
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Lumberjack[] |
Pre-outbreak lumberjacks kept themselves to the forests of Raven Ridge, but were also sometimes called upon to assist in debris clearing and city tree replanting. Most Lumberjacks are simple and hardy - useful traits that allow them to remain steady in the post-outbreak word, work alongside other survivors to rebuild civilization, and cut down the forest of infected that grows thicker with each passing day.
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Investigator[] |
Investigators are seasoned veterans who use their wits, patience and attention to details to bring criminals to justice. This proves invaluable in the post apocalyptic world, in which they find themselves frequently spotting for loot amongst the rubble, or finding the best way to evade the ravenous horde. They are also trained in handguns for the occasional close encounters. |
Police Officer[] |
Police Officers formed the first line of defenses for the civilian population at the start of the outbreak. Though they were later aided by many brave civilians, their losses were tremendous. Due to their training, Police Officers start with greater proficiency in the use of mid-level firearms, like pistols and shotguns
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Guard[] |
The humble pistol-wielding Guards could be seen in almost any establishment in pre-outbreak Fairview, from a simple gas station to the deepest levels of Secronom's facilities. They were trained and well equipped, but nonetheless died in great quantity protecting their facilities from zombie mutant, or hungry looters.
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Hunter[] |
Located between a lush forest and a desert, Fairview naturally became home to a cadre of hobbyist hunters, who called the city home for a chance at the deers every weekend. They are eager to show their skills in the post apocalyptic world, where targets are more available and of much greater variety.
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Survivalist[] |
The only group of people who rejoiced when the apocalypse came. Survivalists (aka doomsday preppers) emerged from their personal holdouts with a wealth of supplies, a mix of short ranged weapon such as the Mancini M1 shotgun, a hodgepodge of slangs and survival skills that might or might not matter in an urban outbreak setting, and most importantly, a sense of smug vindication. Some would then succumb to their own selfishness, a blindness to the zombie genre, or looters. Others would become influential leaders by choosing to share their wealth and knowledge with other less prepared survivors. |
SWAT[] |
Large in number and well equipped, Fairview's SWAT teams were nonetheless inundated by the amount of homicide, stand-off and hostage-taking reports in the first hours of the outbreak. Their nightmares were just about to begin however, as their suspects ignored orders to stand down, then turned around and charged at them with a bloodied mouth and an inhuman growl...
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Soldier[] |
A few Soldiers survived in the less infected areas, but most deserted the battlefields, having seen their comrades torn apart and re-animated, or their chain of command wiped out. Fort Pastor, the last barracks to have maintained order after the outbreak, became a beacon of hope, a symbol of the soldiers' enduring spirit, and eventually a major governance power in Fairview.
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Grenadier[] |
Grenadiers are specialists trained in the use of grenade launchers and other explosives. Originally deployed alongside Soldiers to create roadblocks and eventually rain fire on infecteds, most Grenadiers soon suffered the same fate and are now left wandering without a command to follow.
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Criminal[] |
When the outbreak hit the various correctional facilities in Fairview, most criminals either got executed, commited suicide, or joined the ranks of the undead. Some used the chaos and fled to become scavengers and bandits, while other held the line alongside their cellmates and former wardens turned comrades. Either way, they are as free as any other law abiding citizen in the post-apocalyptic world. Their rough upbringings have transformed Criminals into fearsome survivors, teaching them all they need to know about stealing, looting, and brawling. Criminals start with a Damaged Iron Pipe, ripped straight from their prison cell. |
Scavenger[] |
Less of a "proper" pre-outbreak profession, and more of a collection of people with attention to detail and an undiagonsed case of kleptomania, such as dumpster divers, petty thieves, shoplifters and office supply stealers/fridge raiders... In the post apocalypse, scavengers often work alone or in small, tight-knit groups, and their work is regarded as both dangerous and essential
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Athlete[] |
The people who just loved to train their body to the limits did great when they had to flee the infected areas. Still training their bodies and minds, Athletes are very fast and well balanced people, who are great at loot 'n' run tactics, evading enemy hits or just fleeing from any danger they may encounter.
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Role-Playing Classes[]
They usually have no special bonuses at all. Rather than special skills or increased stats, Role-playing Classes level up faster. A Role-playing Class starts the game with no benefits at all, except maybe any extra cash they had on them, but in the hands of a skilled player they can quickly flourish.
Role-playing Classes include people who had a quite boring, uneventful life before the outbreak. But now, after the crisis, these survivors can finally flourish and show their real potential, now that they are free of social and moral bonds.
Challenge[]
Ironman[] |
More of a difficulty selection than a serious profession, choosing this will enter your character into Ironman mode, which limits the Venditron's stock, and prevents you from entering Multiplayer or trading with other players. To compensate for these restrictions, this profession has access to the special Iron Service which combines the 3 Doctor/Chef/Engineer skills, as well as special crafting recipes and Venditron offers for powerful gears.
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Hardcore[] |
More of a difficulty selection than a serious profession, choosing this will enter your character into Hardcore mode. Hardcore mode imposes perma-death on the character, meaning that upon their death, you must either reincarnate with all your progress wiped, or exit Hardcore mode. Non-Hardcore characters also eligible to select this profession when using a Profession Change, as long as they have yet to die even once.
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Hardcore Ironman[] |
The Hardcore Ironman profession combines the restrictions of both Hardcore and Ironman modes for the ultimate challenge. This profession shares the benefits of Iron Service, crafting recipes and Venditron offers with Ironman, but not the Hardcore's +30% EXP bonus. Achieving level 120 in Hardcore Ironman grants you access to the HCIM Shop, which sells exclusive experimental weapons.
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Others[]
Class Renames & Class Changes[]
Previously, members of DF could pay 5,000 credits to rename their class to something of their choice but still keep the bonuses and abilities of their original class. Examples included Major Anderson's "Special Forces" (actually he is a soldier) and Xaelath's "Admin" class. At the end of 2008, Neil Yates (AdminPwn), renamed his special class of "Cyborg" to "Father" to commemorate the birth of his son, Matthew. Congratulations!
Unfortunately, people can no longer get class renames as "...it can cause a lot of problems with the account.", as quoted from a PM from Xaelath.
People can, however, pay 500 credits (400 for GM) to get their class changed to something more desirable. So, if you feel you've made a mistake choosing a certain class, and you've got the credits, a Profession change can be bought in the Credit Shop under the Miscellaneous section. This is more for the higher level players who wouldn't want to reset their character; for lower levels, it would be cheaper to just create a new character.