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 | |||
---|---|---|---|
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 |
+15% Melee Damage +15% 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 |
+15% Pistol Damage +15% Loot Speed +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 |
+25% 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 |
+10% Search Speed +20% Cash Find Quantity +5% 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 |
+5% 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 |
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
|
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
|
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).
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
|
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 repair armour. Unlike other service classes, the cost for this ability is a loss of 10% Hunger for each time a piece of equipment is repaired. |
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.
The Fireman's Endurance bonus and axe make for a very strong start. Most Firemen quickly learn to appreciate the power and reach of the Damaged Fire Axe, and the impressive Endurance bonus helps a Fireman to survive against attack. |
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[] |
todo desc |
Lumberjack[] |
todo desc |
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 had to fight the infected alone 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.
Police Officers start with a Mancini M1. |
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.
Their fast hands and extensive training makes Guards masters of gunslinging, allowing even the puny Beta Tomcat to punch through titanic threats. |
Hunter[] |
todo desc |
Survivalist[] |
todo desc |
SWAT[] |
todo desc |
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. Having had the most extensive pre-outbreak survival training, Soldiers are both physically and mentally fit. They also have advanced training in the use of machine guns.
A downside of their extremely strict training is that Soldiers have a harder time learning new things, so they progress more slowly than other classes. Soldiers start with a M16 Assault Rifle. |
Grenadier[] |
Grenadiers are specialists trained in the use of grenade launchers and other explosives. Originally deployed alongside Soldiers to create roadblocks and rain fire on infecteds, most Grenadiers soon suffered the same fate and are now left wandering without a commander to follow.
Grenadiers are not as heavily conditioned as Soldiers, granting them lesser body strength but greater capabilities to learn and adapt. Grenadiers start with a M79 Grenade Launcher. |
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[] |
todo desc |
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.
Beside their training, most Athletes have never really fought with weapons, but their agility is a dangerous weapon by itself, enabling them to circle their target and sprint out of the way of flailing limbs. |
Musician[] |
todo desc |
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.
Cyborg[]
An exclusive class, currently inaccessible to the public and only used by the creator of Dead Frontier. It's bonuses and/or abilities are unknown.
Common Class Bonus Speculations include the theory that a Cyborg is able to use all 3 service classes or modify its stats and proficiency at will, but none of those theories have been proven right at all yet. The class "Cyborg" has changed a lot, as AdminPwn needs to test new features or simply gets bored of his old class title. He's been everything from a Farmer to a Cyborg to a Doctor to a Father. No Class Name is for certain a permanent one, for he can change it any time he likes. But they all have the same qualities as the last, it seems. |
Santa[]
An exclusive class used by AdminPwn, it is not available to the public. As with the Cyborg class, its abilities and bonuses are unknown. The creation of this class is for the commemoration of Christmas.
Survivors who told of a jolly fat man riding around the decidedly not-wonderful winter wasteland were laughed at - Santa Claus was, and still is, something parents told their kids when they tucked them in at night, to keep the kids hoping. Until someone left a ton of bullets, explosives, and credits in front of a makeshift tree smack-dab in the middle of the compound. (the twelve men working the storage building claimed to have not seen anything). When guards went to look outside, there were miles and miles of dead zombies. This Santa doesn't give out coal... he gives out buckshot. |
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.