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Stats represent your raw physical skills and abilities. There are 6 stats: Strength, Endurance, Agility, Accuracy, Critical Hit and Reloading. When you level up at an Outpost, you will be presented with the level up screen where you will have to upgrade your stats. Stats max out at 100 points, proficiencies at 120, but with the exception of Strength, stats can be boosted if the player has Mastercrafted or Godcrafted items equipped.

Important Notes

  • When starting a character, DO NOT spread out your statistic or proficiency points evenly. This will make your character seriously underleveled and difficult to play until much, much later in the game. For example, let's imagine 2 characters. The first one spreads his points evenly to every proficiency and the other specializes in only one. The first character will end up with all proficiencies at 15-20 by level 20 while the other will have, for example, 100 melee skill. The first character will be borderline unplayable because he has no useable effective weapons to speak of while the other one will be able to use a Battle Axe or Katana to loot silently and effectively.
  • You gain 5 statistic and proficiency points at every level up from Levels 2-50, and have to allocate them before you can move on to anything else.
  • Starting from Level 50 onwards, you only gain 1 statistic point, and 2 proficiency points.
  • You temporarily lose 50% of your stats when your health is at Critical. Your stats will change back once you regain at least back to Serious. (Strength and health are not affected by this, nor is weapon proficiency).
  • The number of available inventory slots will grow by four when you reach level 10, 20, 35 and 50 for a maximum of 30 inventory slots at level 50. Read more...

Stats Details

Unless you start with a character that has more than just the basic 25 on each skill, it will be impossible to level all of them to max of 100. Down below when it says a Stat that is above 100, that is due to Armor or Weapon that has been Master Crafted. Weapons can have Accuracy, Reload, or Critical hit up to 8 per weapon. Since you get 3 weapons, this allows for a possible bonus of 24 in each category. Armor gives bonuses on Endurance and Agility, up to 24 in both categories.

5 * 49 = 245 + 170 = 415

With 415 stats to add to your 6 base stats starting at 25, you can get 5 to 100, and the sixth to 65, or come up with some combination that suits you best.

Strength

Strength is needed to equip all Chainsaws, nearly all Shotguns, all high caliber Machine Guns and several high quality Armours. It does not affect damage dealt, it's merely a requirement stat, and can't be acquired from MC or GC items equipped. Strength does not increase any damage dealt, melee or otherwise.

Endurance

Endurance modifies how much health you have. Each point of Endurance is equal to 2 Hit Points, with a minimum health of 50 at 25 Endurance, and a maximum health of 248 at 124 Endurance. In 3D, it also Decreases the rate at which you use and recover energy equally. You use and recover energy at an equal 1:1 ratio. Essentially meaning that having higher Endurance in regards to energy is only beneficial for short distances, but for long distances it will make little difference as you will still end up using as much energy as you recover.Endurance increases the maximum energy cap (still stays at 100% but you can run for longer)

The formula for sprinting is (Endurance-25)/6.1875+24= sprint duration.

The formula for equivalent hp reduction with MC armor is  ( Health x ( 1 / ( 1 - Damage Reduction Factor ) ) until armor breaks + (Health left ) = Equivalent Health.

Example: if damage reduction is 90%, then the Damage Reduction Factor is 0.9. So you will now be able to 10 times as much damage (1/1-0.9) as you are only taking 10% as much damage as you would without armor. However if the armor breaks before you are die you will have however much health that is remaining.

Agility

Agility modifies how quickly your character moves (both walking and sprinting), with each point of Agility increasing your speed by .01, with a maximum speed of 1.99 at 124 Agility. Energy use/recovery is not affected by Agility at all.

Accuracy

Accuracy modifies the greatest angle of error that you can have when you fire; it does not modify the distance of your shot from the aiming reticule. Firing behind the zombie does not increase accuracy, because the stat modifies the angle, not the distance of the shot. Accuracy works similar to the cone principle of shotguns - the higher the stat the smaller the angle of your shots. Below is the table that compares the amount of accuracy needed for Reliable Aim and Perfect Aim for each accuracy type. Note that this information is based on player gathered experience - the amount of accuracy needed is generally based around each player's playing style.

Weapon Accuracy Reliable Aim onscreen Perfect Aim onscreen/reliable aim offscreen Perfect Aim Offscreen
Very High Accuracy 40 60 80
High Accuracy 60 80 100
Average Accuracy 80 100 124
Low Accuracy 100 124 N/A
Very Low/Ultra Low Accuracy 124 N/A N/A

Critical Hit

Critical Hit chance modifies the chance of dealing a Critical Hit. A critical hit knocks back and interrupts the enemy, as well as causes substantially higher damage. How much higher is dependent on the weapon critical hit chance. A weapon with Very High Critical Chance deals 5 times higher weapon damage, a weapon with High Critical Chance deals 4.2, Low Critical Chance deals 1.8, Very Low Critical Chance deals 1.16, and Miniguns deals 1.08. It is considered one of the most important stats, as it greatly increases damage output. Grenade launchers and shotguns cannot deal a critical hit. Being at critical health halves your critical hit, thus reducing your chance to score a critical hit. Take note that even at max critical some of your attacks will not be critical given that the maximum chance to Critical Hit caps at 80% for weapons capable of reaching this level. Different weapons have specific critical hit rates. Submachine Guns will critical more than Assault Rifles, and Melee Weapons will critical even more. Because of this, it becomes generally redundant, for example, to add more than 80 critical hit points when focusing on Very High Critical Hit weapons. However, additional points do take their effect when at critical health.

Weapon Critical Hit Chance Critical Hit Rate X% @ Y Critical Hit Points
Very High Critical Chance 80% @ 80 Critical Hit Points
High Critical Chance 80% @ 112 Critical Hit Points
Low Critical Chance 20% @ 124 Critical Hit Points
Very Low Critical Chance 4% @ 124 Critical Hit Points
Very Low Critical Chance (Miniguns) 2% @ 124 Critical Hit Points

Reloading

Reloading shortens the time it takes to reload a firearm. Melee Weapons (Melee Weapons and Chainsaws) do not use the reload status, therefore the reloading stat does not affect melee weapon use. Along with this stat, the inherent reloading speed of a weapon modifies how fast a player can reload the weapon.
Reloading speed is calculated by the following formula:

Reloading Speed (seconds) = 0.25 + (124 - Reloading) * (Reloading Speed per point)

The basic reloading speed values are shown below:

Weapon Reloading Speed Reloading Time @ 0 Reloading (seconds) Reloading Time @ 25 Reloading (seconds) Reloading Speed per point (seconds)
Fast Reloading Speed 2.73 2.23 ~0.02
Slow Reloading Speed 3.97 3.22 ~0.03
Very Slow Reloading Speed 5.21 4.21 ~0.04

Because of that, all firearms require 124 Reloading stat points to have the maximum reloading speed of 0.25 second, but each point reduces a different amount of seconds for each reloading speed.

Full Reloading Speed Table
Reloading Fast Reloading Speed Slow Reloading Speed Very Slow Reloading Speed
25 2.23 3.22 4.21
26 2.21 3.19 4.17
27 2.19 3.16 4.13
28 2.17 3.13 4.09
29 2.15 3.10 4.05
30 2.13 3.07 4.01
31 2.11 3.04 3.97
32 2.09 3.01 3.93
33 2.07 2.98 3.89
34 2.05 2.95 3.85
35 2.03 2.92 3.81
36 2.01 2.89 3.77
37 1.99 2.86 3.73
38 1.97 2.83 3.69
39 1.95 2.80 3.65
40 1.93 2.77 3.61
41 1.91 2.74 3.57
42 1.89 2.71 3.53
43 1.87 2.68 3.49
44 1.85 2.65 3.45
45 1.83 2.62 3.41
46 1.81 2.59 3.37
47 1.79 2.56 3.33
48 1.77 2.53 3.29
49 1.75 2.50 3.25
50 1.73 2.47 3.21
51 1.71 2.44 3.17
52 1.69 2.41 3.13
53 1.67 2.38 3.09
54 1.65 2.35 3.05
55 1.63 2.32 3.01
56 1.61 2.29 2.97
57 1.59 2.26 2.93
58 1.57 2.23 2.89
59 1.55 2.20 2.85
60 1.53 2.17 2.81
61 1.51 2.14 2.77
62 1.49 2.11 2.73
63 1.47 2.08 2.69
64 1.45 2.05 2.65
65 1.43 2.02 2.61
66 1.41 1.99 2.57
67 1.39 1.96 2.53
68 1.37 1.93 2.49
69 1.35 1.90 2.45
70 1.33 1.87 2.41
71 1.31 1.84 2.37
72 1.29 1.81 2.33
73 1.27 1.78 2.29
74 1.25 1.75 2.25
75 1.23 1.72 2.21
76 1.21 1.69 2.17
77 1.19 1.66 2.13
78 1.17 1.63 2.09
79 1.15 1.60 2.05
80 1.13 1.57 2.01
81 1.11 1.54 1.97
82 1.09 1.51 1.93
83 1.07 1.48 1.89
84 1.05 1.45 1.85
85 1.03 1.42 1.81
86 1.01 1.39 1.77
87 0.99 1.36 1.73
88 0.97 1.33 1.69
89 0.95 1.30 1.65
90 0.93 1.27 1.61
91 0.91 1.24 1.57
92 0.89 1.21 1.53
93 0.87 1.18 1.49
94 0.85 1.15 1.45
95 0.83 1.12 1.41
96 0.81 1.09 1.37
97 0.79 1.06 1.33
98 0.77 1.03 1.29
99 0.75 1 1.25
100 0.73 0.97 1.21
101 0.71 0.94 1.17
102 0.69 0.91 1.13
103 0.67 0.88 1.09
104 0.65 0.85 1.05
105 0.63 0.82 1.01
106 0.61 0.79 0.97
107 0.59 0.76 0.93
108 0.57 0.73 0.89
109 0.55 0.70 0.85
110 0.53 0.67 0.81
111 0.51 0.64 0.77
112 0.49 0.61 0.73
113 0.47 0.58 0.69
114 0.45 0.55 0.65
115 0.43 0.52 0.61
116 0.41 0.49 0.57
117 0.39 0.46 0.53
118 0.37 0.43 0.49
119 0.35 0.40 0.45
120 0.33 0.37 0.41
121 0.31 0.34 0.37
122 0.29 0.31 0.33
123 0.27 0.28 0.29
124 0.25 0.25 0.25

Proficiencies

Proficiencies represent your character's skill at using the Weapons available in the game. The six upgradeable proficiencies are Melee Weapons (Chainsaws, Melee Weapons), Pistols, Shotguns, Rifles, Machine Guns and Explosives. Most weapons require a minimum skill level to be used, meaning that low level characters will not be able to use these until they reach or surpass the appropriate skill level for the weapon.

Considering the increasing difficulty to level up with each gained level, it is often best to concentrate on one or two Proficiencies at most for new characters.

Important Notes

  • All characters start with 5 points already placed into both Melee and Pistols. It is especially important to note that these points are permanently set by default-- that is, they cannot be moved to other weapon proficiencies if you happen to purchase a Stat Reset (or Profession change). Remember that when you're calculating the stat changes you want and/or need to make prior to a Stat Reset.
  • You gain 5 proficiency points at every level up and have to invest them instantly.
  • Starting from level 50 onwards, you gain only 2 proficiency points.

Condition Indicators

In addition to Stats and Proficiencies, characters also have three status indicators which affect gameplay.You can regain health by leveling up (restores to 100% health) or using medications (plasters, antiseptic spray, bandages, etc.)

Health

Indicator Indicator Value Penalty Image
Healthy 75% - 100% None "Health"
Injured 50% - 74% None
Serious 25% - 49% None
Critical 1% - 24% Stats -50%; Bloody Avatar
DEAD 0% Death

Nourishment

While staying logged in and at an outpost, 1% Nourishment is lost every 30 minutes, but if you are wandering through the Inner City, 1% Nourishment is lost every two minutes. You can regain nourishment only by eating food (Candy, Baked Beans, Tinned Tuna, Tinned Hotdogs, etc.)

If you go to the Market and find the Services-Cooking section, read the label of the food that can be cooked (Baked Beans, Tinned Tuna, Tinned Hotdogs, etc.), drag it to a Cook's name whose level is appropriate for the food's requirement (Levels 5, 15, 25, etc.). Having done so, your food will return to your inventory, labelled as "Cooked". Cooking will triple the percentage of nourishment your food will provide.

Indicator Indicator Value Effect Image
Nourished 75% - 100% 125% EXP "Nourishment"
Fine 50% - 74% 100% EXP
Hungry 25% - 49% 75% EXP
Starving 0% - 24% 50% EXP, 1% Health lost every hour (at 0%, while logged in)

Armor Durability

This indicator applies only to characters using armor. The only penalty occurs when the armor is in "Broken" status which means the armor won't absorb damage anymore and 100% of received damage will go to the character's health. You can regain durability only by repairing armour by means of an engineer. Certain armour requires different levels of engineers.

If you are an engineer yourself, go to The Yard or the Inventory & Equipment tabs and you can repair your own armor for free, but at the cost of hunger. The game will not let you repair your armor if your health is at Critical.

Indicator Indicator Value Image
Normal 75% - 100% "Durability"
Scratched 40% - 74%
Damaged 1% - 39%
Broken 0%

Experience

You gain experience by killing zombies and as you gain experience you will level up. Various factors affect the rate at which you obtain experience

  • Your class (Soldiers get (-20%) the normal and experience boost classes get (+30%) the normal. Other classes obtain the normal)
  • Your nourishment level (starving (-50%), hungry (-25%), fine (+0%), nourished (+25%))
  • If you are a Gold Member (+100%)
  • If you are using experience boosting drugs (+50% if using)
  • Whether there is a special event on (Known event bonuses are: +50%, +100%, +200%)
  • You gain 75% of the provided experience from killing zombies (this is a multiplier of the total, not a addition).

The maximum experience boost you can get without a special event would be an experience boost class, such as an actor, that is nourished, gold member, and using experience drugs.

Max experience gain = (experience class) * (nourished) * (gold member) * (experience drugs being used) * (multiplier) = 1.3*1.25*2*1.5*0.75 = 3.65625 = +265.625% (365.625% total exp)

Levels

To gain a level, you will need to gain a certain amount of experience. Each new level requires more experience, until you hit level 110, which is gained by killing Zombies or completing Missions.

At this point, you can only level up (to a maximum of 220) by going back to an outpost. Depending on how much experience you gained in the Inner City, it is possible that you level up more than once when you return to the outpost.

Level EXP needed Cumulative EXP
1 0 0
2 125 125
3 250 375
4 500 875
5 1 000 1 875
6 1 750 3 625
7 2 500 6 125
8 3 250 9 375
9 4 000 13 375
10 5 000 18 375
11 6 000 24 375
12 8 000 32 375
13 10 000 42 375
14 12 000 54 375
15 14 000 68 375
16 16 000 84 375
17 20 000 104 375
18 24 000 128 375
19 28 000 156 375
20 32 000 188 375
21 36 000 224 375
22 40 000 264 375
23 45 000 309 375
24 50 000 359 375
25 55 000 414 375
26 60 000 474 375
27 70 000 544 375
28 80 000 624 375
29 90 000 714 375
30 100 000 814 375
31 120 000 934 375
32 140 000 1 074 375
33 160 000 1 234 375
34 180 000 1 414 375
35 200 000 1 614 375
36 220 000 1 834 375
37 260 000 2 094 375
38 300 000 2 394 375
39 350 000 2 744 375
40 400 000 3 144 375
41 450 000 3 594 375
42 500 000 4 094 375
43 550 000 4 644 375
44 600 000 5 244 375
45 650 000 5 894 375
46 700 000 6 594 375
47 750 000 7 344 375
48 800 000 8 144 375
49 900 000 9 044 375
50 1 000 000 10 044 375
51 1 100 000 11 144 375
52 1 200 000 12 344 375
53 1 300 000 13 644 375
54 1 400 000 15 044 375
55 1 500 000 16 544 375
56 1 600 000 18 144 375
57 1 700 000 19 844 375
58 1 800 000 21 644 375
59 1 900 000 23 544 375
60 2 000 000 25 544 375
61 2 100 000 27 644 375
62 2 200 000 29 844 375
63 2 300 000 32 144 375
64 2 400 000 34 544 375
65 2 500 000 37 044 375
66 2 600 000 39 644 375
67 2 700 000 42 344 375
68 2 800 000 45 144 375
69 2 900 000 48 044 375
70 3 000 000 51 044 375
71 3 100 000 54 144 375
72 3 200 000 57 344 375
73 3 300 000 60 644 375
74 3 400 000 64 044 375
75 3 500 000 67 544 375
76 3 600 000 71 144 375
77 3 700 000 74 844 375
78 3 800 000 78 644 375
79 3 900 000 82 544 375
80 4 000 000 86 544 375
81 4 100 000 90 644 375
82 4 200 000 94 844 375
83 4 300 000 99 144 375
84 4 400 000 103 544 375
85 4 500 000 108 044 375
86 4 600 000 112 644 375
87 4 700 000 117 344 375
88 4 800 000 122 144 375
89 4 900 000 127 044 375
90 5 000 000 132 044 375
91 5 100 000 137 144 375
92 5 200 000 142 344 375
93 5 300 000 147 644 375
94 5 400 000 153 044 375
95 5 500 000 158 544 375
96 5 600 000 164 144 375
97 5 700 000 169 844 375
98 5 800 000 175 644 375
99 5 900 000 181 544 375
100 6 000 000 187 544 375
Level EXP needed Cumulative EXP
101 6 100 000 193 644 375
102 6 200 000 199 844 375
103 6 300 000 206 144 375
104 6 400 000 212 544 375
105 6 500 000 219 044 375
106 6 600 000 225 644 375
107 6 700 000 232 344 375
108 6 800 000 239 144 375
109 6 900 000 246 044 375
110 7 000 000 253 044 375
111 7 000 000 260 044 375
112 7 000 000 267 044 375
113 7 000 000 274 044 375
114 7 000 000 281 044 375
115 7 000 000 288 044 375
116 7 000 000 295 044 375
117 7 000 000 302 044 375
118 7 000 000 309 044 375
119 7 000 000 316 044 375
120 7 000 000 323 044 375
121 7 000 000 330 044 375
122 7 000 000 337 044 375
123 7 000 000 344 044 375
124 7 000 000 351 044 375
125 7 000 000 358 044 375
126 7 000 000 365 044 375
127 7 000 000 372 044 375
128 7 000 000 379 044 375
129 7 000 000 386 044 375
130 7 000 000 393 044 375
131 7 000 000 400 044 375
132 7 000 000 407 044 375
133 7 000 000 414 044 375
134 7 000 000 421 044 375
135 7 000 000 428 044 375
136 7 000 000 435 044 375
137 7 000 000 442 044 375
138 7 000 000 449 044 375
139 7 000 000 456 044 375
140 7 000 000 463 044 375
141 7 000 000 470 044 375
142 7 000 000 477 044 375
143 7 000 000 484 044 375
144 7 000 000 491 044 375
145 7 000 000 498 044 375
146 7 000 000 505 044 375
147 7 000 000 512 044 375
148 7 000 000 519 044 375
149 7 000 000 526 044 375
150 7 000 000 533 044 375
151 7 000 000 540 044 375
152 7 000 000 547 044 375
153 7 000 000 554 044 375
154 7 000 000 561 044 375
155 7 000 000 568 044 375
156 7 000 000 575 044 375
157 7 000 000 582 044 375
158 7 000 000 589 044 375
159 7 000 000 596 044 375
160 7 000 000 603 044 375
161 7 000 000 610 044 375
162 7 000 000 617 044 375
163 7 000 000 624 044 375
164 7 000 000 631 044 375
165 7 000 000 638 044 375
166 7 000 000 645 044 375
167 7 000 000 652 044 375
168 7 000 000 659 044 375
169 7 000 000 666 044 375
170 7 000 000 673 044 375
171 7 000 000 680 044 375
172 7 000 000 687 044 375
173 7 000 000 694 044 375
174 7 000 000 701 044 375
175 7 000 000 708 044 375
176 7 000 000 715 044 375
177 7 000 000 722 044 375
178 7 000 000 729 044 375
179 7 000 000 736 044 375
180 7 000 000 743 044 375
181 7 000 000 750 044 375
182 7 000 000 757 044 375
183 7 000 000 764 044 375
184 7 000 000 771 044 375
185 7 000 000 778 044 375
186 7 000 000 785 044 375
187 7 000 000 792 044 375
188 7 000 000 799 044 375
189 7 000 000 806 044 375
190 7 000 000 813 044 375
191 7 000 000 820 044 375
192 7 000 000 827 044 375
193 7 000 000 834 044 375
194 7 000 000 841 044 375
195 7 000 000 848 044 375
196 7 000 000 855 044 375
197 7 000 000 862 044 375
198 7 000 000 869 044 375
199 7 000 000 876 044 375
200 7 000 000 883 044 375
Level EXP needed Cumulative EXP
201 15 000 000 898 044 375
202 15 000 000 913 044 375
203 15 000 000 928 044 375
204 15 000 000 943 044 375
205 15 000 000 958 044 375
206 15 000 000 973 044 375
207 15 000 000 988 044 375
208 15 000 000 1 003 044 375
209 15 000 000 1 018 044 375
210 15 000 000 1 033 044 375
211 15 000 000 1 048 044 375
212 15 000 000 1 063 044 375
213 15 000 000 1 078 044 375
214 15 000 000 1 093 044 375
215 15 000 000 1 108 044 375
216 15 000 000 1 123 044 375
217 15 000 000 1 138 044 375
218 15 000 000 1 153 044 375
219 15 000 000 1 168 044 375
220 15 000 000 1 183 044 375
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