Ribbon Gaming › SCUM wiki › The Codex
The Codex
SCUM ships a manual, the Codex, and this is every page of it in the game’s own
words. 36 pages in 14 sections.
Welcome to the island: Introduction
A quick glance on how to begin.
Welcome to SCUM!
You have the honor of being one of the worst prisoners alive. That gets you the chance to live on The Island. It provides a bunch of useful things like rocks and sticks, and that's all you really need!
Here is a quick introduction to some of the basics; you can learn everything else in other categories of the Codex or by simply trying to survive. Good luck!
Survival 101
Even though the various systems can be very complicated to grasp, the core of everything is very simple.
The bottom left part of the HUD shows you the most important things, and these are:
Keep it as close to 100% as possible, and everything will be fine!
Fighting off enemies, jumping from high ground or many of the various diseases can cause health to decline.
If you notice any blood drops or highlights on the prisoner model, it's time to check out the Health category.
Reach 0% and you're dead.
There will be a lot of running, crouching, and crawling around, and that's what the stamina is for.
The more you move, the more you lose it, and the more you don't move, the more of it returns.
If it reaches 0%, the prisoner will stop and take a breather.
Eat! You can be delicate about your diet, but anything will do in order to survive. Plunder houses and fields, track animals, cook something yourself, or take food off of dead bodies.
The lower your reserves become, the worse will your body perform.
Drink! The more you run around, the thirstier you get. Find a freshwater source, go to the local water pump, or buy a bottle of water, but don't let this gauge fall. Running while dehydrated is not fun.
Starter Gear
There is no need to go around with just the clothes on your back and fighting off threats with just your hands.
To avoid immediately running out of inventory space while looting, we suggest crafting an Improvised Courier Backpack which will surely help to gather a few more essentials.
If you're someone who likes to get up close and personal in a fight, craft a Big Stone Axe or a Small Stone Axe to quickly dispatch anyone in swinging range.
If you want to take a more stealthy and ranged approach, an Improvised Bow #20, a handful of Wooden Arrows, and an Improvised Quiver to store them will go a long way.
There is a possibility that you will be dropped on The Island in the middle of the night. To help you travel in the dark, a small Torch with some Tinder to ignite it will brighten up your vicinity and stop you from bumping into all these trees.
To find out how this can be crafted, head to the crafting category in the Codex.
Survival: Respawning
Planning to play risky? Read this first.
The Island is a rough environment and, sooner or later, everyone finds themselves in a sticky situation with their health dropping to zero. Luckily, there are several options to get back into action.
Respawning Options
To successfully respawn, payment is needed for any of the available options:
Each option has a timer to limit any potential abuse.
Note that the respawn prices may differ on private servers.
Bank accounts can go down to -2500$, meaning that respawning is available even if there is no money on the account.
The worst case scenario is when someone reaches the -2500$ and then dies.
That results in permadeath.
After that, there are 2 plausible ways to get back on the same server.
The first way is by making a new character.
The second way is someone using the Phoenix Tears item to bring a dead prisoner back to life.
Three uses of the said item can revive anyone even after permadeath.
Survival: Gear Maintenance
How to patch holes and clean rust.
Not only is it important to find appropriate gear, it is important to keep it ready for use at all times. Equipment that is not maintained may lose a lot of its normal benefits and become worthless.
Item Condition
All items have a base stat and that is durability. Durability is shown as a green bar on each item and it ranges from 0% to 100%.
Repairing an item means raising its durability.
IMPORTANT - Items below 20% durability can be repaired only to 50% instead of the usual 100%.
All items can also get wet. That happens when they're exposed to rain or submerged in a lake or sea. Wetness can be checked in the bottom left part of an equipped item in the Inventory Tab. When you hover over this, the exact wetness percentage is shown.
Wet items gain a certain amount of weight, depending on how much they can absorb.
That can turn into a lot of issues if not properly dealt with.
To dry an item, it is best to do the following:
Clothes
A lot of different clothing pieces can be found around The Island.
While there are some cosmetic items, most of them provide a certain amount of inventory space when equipped.
When such an item is damaged or worn out, it will lose available inventory space. The unavailable squares are shown in red.
Items that are not removed from the red squares will start to lose durability, and no new items can be placed inside.
IMPORTANT - if the equipped footwear or gloves lose durability, there is an increased chance of getting Foot or Hand Abrasions.
Clothing also has a warmth factor which is very important, especially in the more extreme regions of The Island. It can be seen in the top left part of an equipped item in the Inventory Tab and details are shown when the item is hovered upon.
When in a hot coastal area, it's not a good idea to pack a lot of clothing. The same applies to cold mountain areas where it is not a good idea to run around without being heavily dressed.
Most regular pieces of clothing can be repaired with either a Sewing Kit or an Improvised Sewing kit that can be crafted.
There are exceptions to this, but any additional repair methods are always mentioned in the item's description.
Clothes can also get dirty. Dirtiness can be seen visually when it is worn, but the details can be seen on the equipped item in the Inventory Tab.
Dirty clothing can cause severe medical issues if worn directly on an open wound so it's important to keep it clean.
To clean a piece of clothing, stand in a body of water (a river for example), and use a Soap item.
Melee Weapons
Melee weapons can be split into two categories:
Repairing-wise, the difference is pretty simple.
Blunt weapons can be repaired with a toolbox. There is an improvised version that is craftable.
Sharp weapons can be repaired with a grinding stone.
A lot of weapons can be used as tools for crafting, and having a sharp weapon can come in handy in combat.
Ranged Weapons
Bows require only a Toolbox to be repaired.
Weapon attachments use the same method, so any type of Toolbox will do the trick.
Firearms are a bit different in that regard, and there are two main ways to patch them up:
The first method is straightforward as Weapon Cleaning Kits are used in the same way as a Toolbox.
The second option is to dissassemble another weapon of the same type by using the Toolbox.
With that, the appropriate Weapon Parts item is acquired and can be used for repairing.
Using firearms, magazines, and ammunition of bad quality (lower durability) can cause a WEAPON MALFUNCTION, making the weapon jam. If for some reason your weapon does not fire, press [Reload] to open the malfunction menu, from which you will have several options to fix the weapon malfunction.
There are multiple types of malfunctions that can occur. The most common ones are:
1. Stove Pipe - chance to trigger is influenced by the durability of the weapon
2. Bad Round – chance to trigger is influenced by the durability of the bullet
3. Double Feed - chance to trigger is influenced by the durability of the weapon
4. Round Not Loaded – chance to trigger is influenced by the durability of the magazine
For some weapons, there are also some weapon-specific malfunctions, such as:
clip partially ejected (chance to trigger is influenced by the durability of the weapon) for the M1 Garand and stuck bullet (chance to trigger is influenced by the durability of the bullet) for all pistols..
Many weapon malfunctions can be easily identified, and all malfunctions can be cleared with the "Bad Round" option if available.
There is a small chance that clearing the original malfunction will introduce a different malfunction.
Survival: Electricity
(Un)Limited power!
Electricity is a vital resource that power various items and base elements which will aid in both survival and combat.
Generating Electricity
Electricity can be generated through either a small, or normal sized ELECTRICITY GENERATOR. BATTERIES can also be used as a power source.
To start generating electricity, the generators first need to be fueled with gasoline.This can be done by having any container with gasoline in your inventory or in your hands, holding [Interact] on the generator, and choosing the "Add Fuel" option.
Generators provide electricity to items and appliances within their range. To check a generator's range, hold [Interact] on the generator and choose the "Show Range" option.
Generators also have a maximum wattage that they can provide (250W for the small generator and 500W for the regular one). Each item has a specified wattage amount it uses when turned on.
If multiple generators overlap, the intersection area will have the combined power output of all overlapping generators. When an item is activated in that area, the power is divided equally among them.
There are 2 types of batteries which can be found on The Island: rechargable and single-use. Rechargable batteries (such as the smartphone battery and car battery) can be recharged using a small, medium, or large battery charger.
Using Electricity
Electricity has a myriad of uses.
Power from generators is being used for: turrets, cooking appliances such as refrigerators or portable electric stoves and battery chargers.
Batteries are used in many smaller items, such as: flashlights, radios/boomboxes, night vision goggles, metal detector, portable work lights, BCU locks, lock protections, and remote door sensors.
To attach a battery into an item, drag the battery onto the item you want to power, and select the "Insert" option.
Movement: Basic Movement
How to move and not get killed.
The very basics of movement are essential to survive the dangerous environments of The Island. The game provides a variety of options that enable tackling any type of obstacle and situation.
Movement Control
Press [Move Forward] and [Move Backward]to move forwards and backwards, [Move Left] and [Move Right]to move left and right.
Sometimes when traversing a great distance, using [Auto Walk] to auto-walk can be a great help.
Press [Jump] to jump and vault over obstacles.
Hold [Lean Left] or [Lean Right] to lean to the left or right.
Press [Crouch] to crouch.
You can use [Increase Crouch Stage] and [Decrease Crouch Stage] to set the crouch height more precisely.
Press [Prone] to go prone.
Movement Speed
Prisoners can move throughout the Island at 3 different paces: walking, jogging, and running.
Increase your pace with [Increase Pace] and decrease it with [Decrease Pace].
Camera Movement
Press [Change Camera] to switch between 1st person and 3rd person camera.
Use your mouse to look around with the character facing the way you look.
To free-look, hold [Free Look] and then move your mouse. This is especially useful when there is a need to remain silent, but still have a look around you.
Movement: Swimming and Diving
The process of not drowning.
The Island has many rivers, creeks, and lakes, and is surrounded by the sea. When there are no other options like bridges or boats, one must go for a dip.
Swimming
Press [Move Forward] and [Move Backward] to move forwards and backwards, [Move Left] and [Move Right] to move left and right.
[Increase Pace] and [Decrease Pace] can be used to adjust the pace to the same as on the ground.
Diving
Hold [Dive Down] to dive into the water.
When submerged, prisoners start to hold their breath. That is shown above the starmina bar in the HUD.
When out of breath, prisoners will start to drown and lose health.
Hold [Dive Up] to ascend from the water.
IMPORTANT - If the gear weight is too heavy, the character may start to sink. If that happens, gear can be dropped from the Inventory Tab.
Movement: Parachuting
You've guessed it, how to use a parachute.
One of the first things each prisoner goes through is flying freely through the air with an equipped parachute.
It's a repeatable experience that happens each time a prisoner dies and respawns. It can also be a fun experience if the Parachute item is found and used through regular gameplay.
Using The Parachute
Parachutes are items that can mostly be found around both larger and smaller airports, as well as bought in an Outpost.
Once obtained, they can be equipped as a backpack. If the prisoner gets in an airborne situation like jumping from an airplane or a big cliff, the parachute can be activated to safely land.
Press [Move Forward] [Move Left] [Move Backward] [Move Right] to navigate while mid-air.
Body position in mid-air directly impacts the flying speed and can be adjusted with [Increase Pace] and [Decrease Pace].
Press [Open Parachute] to open the parachute.
IMPORTANT - If the parachute is opened at a low height, the landing speed may cause heavy, and potentially fatal, injuries.
Inventory: Equipment
Time to get geared up!
Being well-equipped for any situation is crucial for survival and progression on The Island! With a vast amount of clothing and equipment items, one can be sure that they will manage to gather the best set of gear for each situation!
Inventory works on a grid system with each item being of a certain size.
Different equipment has different inventory sizes, so be sure to try out a lot of combinations.
Item Rotation
Not all items fit perfectly as you try to place them; some need to be rotated to slot into the inventory.
To rotate an item, hold [Inventory Favor Rotation Over Scroll] and use [Rotate Placing Actor Clockwise] to rotate the item clockwise or [Rotate Placing Actor Counter Clockwise] to rotate it counter-clockwise while you're holding the item over the inventory.
Maximum Contained Weight
Each piece of gear has a maximum contained weight which it cannot exceed.
The amount each clothing item can hold is shown in the top right corner of the equipment slot.
Even if it may seem that an piece of gear has space for more items, it might've reached its weight cap so it can't hold anything else.
Inventory: Vicinity
Don't litter.
A lot of times there will be a need to interact with items outside of the inventory space. It is easiest to do it on the ground, and that is always shown in the vicinity.
Vicinity And Filters
Crafted or dropped items will appear around the player's vicinity together with any items found while looting.
Chests, vehicle inventories, and any items with their own inventory appear at the bottom part of the vicinity window for easier transfer.
Add items faster to your inventory by double-clicking them in the vicinity tab.
Above the vicinity window there are several icons which can be used to filter out items in the vicinity for easier item management. Clicking on each filter will show the items of the appropriate category and hide all the rest.
Inventory: Holster and Quick Access
Strap up!
In times of need, it's nice to have some items that are quickly accessible. That is where holsters and quick access come in handy!
Holsters
Almost all weapons and tools (and some items) can be placed into holsters.
To place an item into a holster, drag it from the vicinity or inventory into a holster slot.
An item that cannot be placed in a holster will show red when trying to be dragged into a slot.
Press [Quick Access1] and [Quick Access2] to access each holster and take that weapon, tool, or item into your hands.
To put an item from the hands slot back to one of the holsters, press the appropriate number again.
Quick Access
In case your holsters are full, and you still want to access some crucial items quickly, they can be placed into a QUICK ACCESS SLOT.
While in the Inventory tab, drag the item from the inventory or the vicinity into a free quick access slot.
To remove an item from the quick access slot, you can either right-click the slot and press "Remove from Quick Access" or double-click the occupied slot.
At the top right corner of each slot is a little hand which indicates the THROWING MODE. Toggling this will set the slot to throwing mode and when the slot is activated, it will throw the item (if the item is throwable) instead of just putting it in your hands.
In the Quick-Access HUD, the first slot from the right side is showing either the toggled item or any item in the hands slot.
Health: Body Status
Don't get sick!
The Health Tab provides information about any medical-related issues a prisoner might have. It offers a detailed view of health performance and any potential conditions or symptoms a prisoner might have.
BCU ICU Monitor
The BCU ICU Monitor provides basic info about the health performance.
It shows the following:
Interactive Body Panel
This panel shows the X-Ray of the entire body.
It is fully interactable, meaning that every part of the body can be clicked on, enhanced, and seen in a more detailed view.
There are also two gauges that show the current health and blood levels.
All of that is very useful once a prisoner recieves a condition.
All of the conditions are always shown just below the Interactive Panel, and all of theirs Symptoms are shown in the top left corner of the panel.
If a body part is zoomed in, only the conditions and symptoms relevant to that body part will be shown, while the rest of them will be hidden.
Health: Treating Injuries
What to do if you get sick.
With all of the knowledge you may have about your body, it's still not easy to keep from getting hurt or catching a disease.
Sometimes it's not necessary to do much about it, but other times every second matters.
Conditions
Each condition can have different severities.
Usually they go from C1 to C4, with the C1 being the lowest and C4 the highest.
Not all conditions go up to C4, but those details can be seen in the tooltip of each condition.
Also, some conditions always start from C1, while some of them like trauma injuries from combat can start from C4.
For every level of severity, the condition introduces new symptoms and the existing ones get worse.
IMPORTANT - A condition with a skull icon needs to be treated quickly or else it will be the cause of death.
Treatment Stages
There are 3 different phases in the treatment process and each has its own features.
Untreated conditions cause continous problems and they can increase in severity over time.
That happens when the red bar fills up to the end. Also, if you have an untreated conditon, the "Health Tab" will blink in red color.
Conditions in the Stabilization phase need time to transition to the Recovery phase. They can revert to the Untreated phase if interrupted by strenuous activities.
Symptoms of stabilizing conditions do not get worse with time. For example: bleeding injuries no longer cause blood loss.
While in the Recovery phase, symptoms of the listed conditions recede as time passes. Strenuous activities won't cause the recovering conditions to revert to previous phases.
Treating Injuries
The process is quite easy.
First you need to select the condition you want to treat by clicking on it.
After doing that, a Selected panel shows up.
Now you need to select medical items from the inventory or the vicinity. They will be highlighted so you can't choose the wrong items.
Once the bar that goes around the condition fills up, press the Treat button and the condition will go into the Stabilization phase.
Higher Medical skill means lower amount of needed items.
It's worth noting that there is an item called Phoenix Tears, which can fix up any condition with a single use.
It's hard to find, but it's worth it!
Infections
If an untreated wound is exposed to dirty clothes, or if an enemy with questionable hygiene (a puppet for example) causes the wound, there is a good chance the wound will get contaminated.
If a wound is contaminated, it will have a special contamination icon.
A wound that reaches 100% contamination will get infected.
An infection is a condition like any other and begins with C1 severity.
When it reaches C4, it turns into a new, much deadlier, condition - Sepsis.
To treat those conditions, one can:
To disinfect a rag, select the disinfectant (it will have a red border around them indicating that it is selected), then press right-click on the Rags and select DISINFECT
Health: Radiation
A nuclear threat.
A fog encompasses the areas of the nuclear power plant in Krško and the abandoned city. Staying in these areas for a prolonged period of time or carrying irradiated items will cause the player to be exposed to RADIATION PRESENCE. At first, the player will not feel any side effects, but after a while, ACUTE RADIATION SYNDROME (also known as radiation poisoning) will develop, which will start to destroy the cells inside the body.
Checking For Radiation
To see if any of your items or clothing are irradiated, a GEIGER COUNTER is required. When the Geiger counter is held, all irradiated items and clothing will show a small nuclear symbol in the corner.
How To Prevent Radiation
The best way to prevent radiation exposure is by wearing a HAZMAT SUIT before entering the affected areas. Make sure that the hazmat suit is in the best shape possible – suits with lower durability will let radiation through and won't provide adequate protection.
How To Heal Radiation
Radiation can be treated in multiple ways: smaller amounts of radiation presence can be blocked with POTASSIUM IODIDE PILLS.
Washing yourself in a body of water and washing any irradiated items with soap will remove radiation, as well as sweating and urinating.
Metabolism: Player Stats
Things that keep you ticking.
Player statistics hold a lot of useful data and can be used to describe any prisoner who sets foot on The Island. Keeping track of everything is not simple, but this panel makes it a lot easier.
Attributes And Skills
All the relevant information about each specific Attribute and Skill is written in the Attributes And Skills category of the codex.
Details about skill progression and detailed attribute changes can be seen when hovering on any of the attributes or skills.
IMPORTANT - Attribute level caps how much a skill can be raised. If, for some reason, any of the attributes fall below a certain level, all of the related skills will remain as they were, but no more XP will be given until the Attribute is raised to the previous level.
Basic Info
Basic info provides information like Age, Lifetime, Weight, Health, etc.
Most of them provide very useful additional data when hovered upon.
Performance Data
Performance data holds a lot of crucial information which can really come in handy when trying to survive.
Stamina Units determine how many actions you can do before you get fatigued.
Max stamina is directly influenced by the CON attribute: The higher your CON, the more stamina you can have.
Stamina units can also fall into the negative range, with the maximum negative value always mirroring the maximum positive value. Exceeding this negative threshold results in the Energy Crash condition.
Stamina consumption and recovery are influenced by Action Difficulty (rates shown below).
Action Difficulty is a literal representation of how difficult it is to perform a certain action. It can be seen in the HUD around the stamina circle bar.
Gear weight shows how many kilograms of gear you can carry without suffering any penalties.
Max gear weight is directly influenced by the STR attribute: The higher your STR, the more gear you can carry. Gear weight also increases if you push a wheelbarrow, for example.
If you carry too much, your character will have increased energy and water consumption, appear visually hunched over and get the Overburdened condition, which reduces their maximum pace.
Walk speed shows how fast you can walk. It is directly influenced by the performance score.
Jog speed shows how fast you can jog. It is directly influenced by the performance score and it can also be increased or decreased by raising or lowering the Running skill.
Run speed shows how fast you can run. It is directly influenced by the performance score and it can also be increased or decreased by raising or lowering the Running skill.
If you are overloaded, your character requires more energy than it usually would. The energy penalty represents how much more energy your character will spend in kilocalories per hour.
If you are overloaded, your character requires more water than usual. The water penalty represents how much more water your character will spend in milliliters per hour.
Performance Indicators
Healing speed shows how quickly your body is capable of stabilizing various conditions and injuries. It directly depends on the CON attribute and AD.
The Blood Recovery Rate shows how fast you will recover blood compared to your normal Blood Recovery Rate. If you lose blood faster than you can recover it, you will potentially bleed out and die.
The immune system determines how quickly you will recover from various infections and how likely you are to get an infection in the first place. The strength of your immune system largely depends on your Constitution attribute. It can be boosted by consuming antibiotics.
A performance score is a unit for action execution speed. It influences how fast you can run, walk, paddle, chop, etc. The performance score depends on three things: muscle mass, body fat and the prisoner’s weight load. The percentage is scaled for your current character and your max performance score value can be decreased or increased by altering the three things mentioned above.
Stealth factor shows your ability to remain hidden and unheard. If the Stealth Factor indicator falls, your ability to stay unnoticed falls.
The Melee Damage indicator shows how much melee damage you will do compared to the maximum damage you can do. For example, if you get a penalty on the STR attribute because you have the “Weakness” condition, the Melee Damage indicator will drop. When you treat the “Weakness” condition, it will return back to normal.
Body Stats
Body Stats show a general statistic of how fast a certain nutrient is absorbed and how is the Body Mass Distributed.
It's a good practice to keep an eye on this panel as heavy irregularities can cause issues as severe as death.
For example, reserves of body fat change depending on the diet and difficulty of physical action one does. If they were to fall to a critical level, it could lead to death.
Metabolism: Nutrition and Digestion
What goes in, needs to get out.
Nutrition is a vital part of survival, especially in the harsh conditions prisoners find themselves in. Some prisoners eat anything just to survive, and some prisoners take care of their bodies and thrive. Learn more about this panel and choose which kind are you.
Nutrition
The Nutrition panel shows very relevant pieces of information:
Indicates how much Energy you currently have in reserve.
You fill the Energy reserve by taking in more calories than you’re burning. Resting helps, as calorie burn is quite low when you’re not doing difficult actions.
It is affected by the CON attribute; the higher it is, the less calories your body needs.
Energy reserve can go above 100%, but in that case it starts depleting faster to get rid of the excess energy and the intestines get filled a lot quicker.
If the Energy reserve drops to 0%, you develop the “Energy deficiency” condition.
Indicates how much Water you currently have in reserve.
You fill the Water reserve by taking in more water than you’re using. Resting helps, as water usage is quite low when you’re not doing difficult actions.
It is affected by the CON attribute; the higher it is, the less water your body needs.
Water reserve can go above 100%, but in that case it starts depleting faster to get rid of the excess water and the bladder gets filled a lot quicker.
If the Water reserve drops to 0%, you develop the “Water deficiency” condition.
Macronutrient Reserves
This panel shows the reserves of macronutrients your character has in the body and their level compared to the optimal amount.
When any of the nutrients are hovered, their tooltip will show what are the best sources of that nutrient.
Body Reserves
Body Reserves show Muscle and Fat indicators and how much prisoners' have.
Both are dependent on the amount and difficulty of physical actions prisoners do, but also on the proper diet.
Vitamins And Minerals
This panel shows the reserves of Vitamins and Minerals your character has in the body and their level compared to the optimal amount.
When any of the vitamins or minerals are hovered, their detailed tooltip will show what are their best sources.
Digestion
This panel shows how full are the digestion organs and offers a detailed description of everything relevant to the whole process.
There are four organs in question:
The stomach is a muscular organ that receives all the food and water you consume.
From the stomach, everything goes into the intestines.
The stomach can be emptied by puking, but only when it reaches 50%.
The stomach can rupture and you can die if it reaches 120%.
The intestine is the part of the body that receives everything you ate or drank after it passes through the stomach. Nutrients are separated and absorbed into the bloodstream and you can see them in the right-side panel. All that is left is the waste that goes into the colon or bladder.
The colon is the part of the body used to dispose of solid food.
The colon can be emptied by defecating, but only when it reaches 50%.
If the colon gets filled to 120%, forced defecating ensues, resulting in the clothes on your lower body getting wet and dirty.
The bladder is the part of the body used to dispose of liquids.
The bladder can be emptied by urinating, but only when it reaches 50%.
If the bladder gets filled to 120%, forced urination ensues, resulting in the clothes on your lower body getting wet.
Attributes and skills: Strength Attribute
Be the biggest prisoner on The Island.
Strength is the physical power of a person, typically measured by how much you can push, pull or lift a physical object.
Is raised by: proper protein intake and executing actions under a load.
Is lowered by: protein deficiency and loss of muscle mass.
It influences: carry weight, melee damage and calorie burning.
Ranges from 1 to 5, but it can be raised to 8 with proper diet and physical activities.
Brawling Skill
Brawling is the skill of fighting with fists, feet and other body parts.
Is raised by: doing hand-to-hand damage to players and NPCs.
It influences: hand-to-hand attack speed, available combo attacks, blocking efficiency.
Melee Weapons Skill
Melee Weapons is a skill that enables you to use knives, axes, clubs and other hand-held weapons.
Is raised by: doing damage with melee weapons to players, NPCs and base-building elements.
It influences: melee weapon attack speed, available combo attacks, melee weapon damage.
Archery Skill
Archery is a skill that enables you to shoot with bows and arrows.
Is raised by: doing damage with bow and arrow to players and NPCs.
It influences: ability to use bows of different poundages, faster reload time, faster draw time, hold time at full draw, faster bow tuning.
Rifles Skill
Rifles is a skill which indicates how familiar you are with rifles of any type, both firing them and maintaining or fixing them.
Is raised by: shooting players and NPCs with rifles and crossbow, as well as reloading the said weapons.
It influences: faster reload time, faster change from position to position (readying/aiming), recoil, shooting accuracy with rifles.
Handgun Skill
Handgun skill indicates how familiar you are with handguns of any type; whether firing, maintaining or fixing them.
Is raised by: shooting players and NPCs with handguns, as well as reloading handguns.
It influences: faster reload time, faster change from position to position (readying/aiming), recoil, shooting accuracy with handguns.
Attributes and skills: Constitution Attribute
Running is essential for every decent prisoner.
Constitution or body type defines everything connected with physical endurance and stamina.
Is raised by: moving in general, walking, running, swimming, etc.
Is lowered by: not moving, staying still for longer periods of time.
It influences: health points, stamina, damage and status (shock, poison, etc.) resistances, immune system, calorie and water consumption efficiency.
Ranges from 1 to 5.
Running Skill
Running is a skill that shows how athletic you are and how proficient you are at running.
Is raised by: jogging or running.
It influences: jogging and running speed.
Endurance Skill
Endurance is a skill that enables you to withstand pain by conserving strength and energy.
Is raised by: moving under a weight load.
It influences: stamina recovery rate, energy and water consumption rates.
Attributes and skills: Dexterity Attribute
The proper use of one's hands.
Dexterity determines how skillful you are in performing everyday and/or complicated actions.
Is raised by: calorie deficiency (losing weight).
Is lowered by: calorie sufficiency (gaining weight).
It influences: movement speed and action speed including crafting, eating and reloading.
Ranges from 1 to 5.
Thievery Skill
Thievery is a skill that determines how well you can pick locks.
Is raised by: lockpicking in general, both successfully and unsuccessfully.
It influences: time available per lockpicking attempt, level of pressure applied before lockpicks break.
Demolition Skill
Demolition is a skill that indicates how knowledgeable you are about the use of explosives.
Is raised by: arming and disarming explosives / practice traps.
It influences: number of materials needed for crafting explosives,explosive defuse time, defuse attempts, quality of armed explosives, explosive damage, trigger radius and unlocks crafting recipes.
Stealth Skill
Stealth is the skill of moving cautiously, silently and slowly to prevent others from hearing you.
Is raised by: moving while in crouch or prone position
It influences: sound produced while moving
Driving Skill
Driving is a skill that enables you to drive ground vehicles with four or more wheels as well as those with tracks and hovercraft.
Is raised by: driving for an extended amount of time.
It influences: vehicle stalling frequency, maximum attainable speed, acceleration, steering.
Motorcycling Skill
Motorcycling is a skill that enables you to drive ground vehicles with two or three wheels.
Is raised by: driving for an extended amount of time.
It influences: vehicle stalling frequency, maximum attainable speed, acceleration, steering.
Aviation Skill
Aviation is a skill that determines a pilot’s ability to safely and effectively operate aircraft.
Is raised by: piloting aircraft for extended periods of time.
It influences: overall aircraft handling, stability, responsiveness, and the ability to maintain control during demanding flight conditions.
Attributes and skills: Intelligence Attribute
Brains over brawn.
Intelligence is the capability of perception and successfully performing tasks.
Is raised by: upgrading BCU with BCU Memory Modules.
Is temporarily increased by: consuming Intelligence Enhancement Ampules
Is lowered by: committing suicide.
Is temporarily lowered by: smoking weed AND eating hallucinogenic mushrooms.
It influences: global experience gain for skills of all attributes, squad size limit (if you are the leader).
Ranges from 1 to 5, but can be temporarily buffed to 8.
Awareness Skill
Awareness is a skill that enables you to notice or be aware of clues, items, camouflaged enemies and other things.
Is raised by: exploring The Island.
Camouflage Skill
Camouflage is the skill of self-disguise and making yourself invisible to others.
Is raised by: hiding in foliage.
It influences: visibility to other players and NPCs.
Cooking Skill
Cooking is a skill that enables you to create delicious and nutritious meals.
Is raised by: Cooking meals.
It influences: Meal cooking times.
Medical Skill
Medical skill indicates how proficient you are at treating injuries.
Is raised by: treating conditions and injuries.
It influences: stabilization time, number of required items for successful treatment, chance to successfully upgrade BCU chip.
Sniping Skill
Sniping is a skill that indicates how well you aim through scopes and how knowledgeable you are about wind speeds and determining range.
Is raised by: shooting from weapons that have scopes attached to them.
It influences: range check speed, ability to hold breath.
Survival Skill
Survival is a skill that indicates how well you are able to survive in the wild.
Is raised by: crafting related items.
It influences: number of materials needed for crafting items, compass complexity and unlocks crafting recipes.
Engineering Skill
Engineering is a skill that enables you to build various constructions and craft various items.
Is raised by: crafting and upgrading base building elements, repairing base building elements and other items and fixing vehicle tires.
It influences: number of materials needed for base building elements, repairing quality, charging and fueling speed.
Farming Skill
Farming is a skill that defines how good someone is at growing plants.
Is raised by: crafting a garden, planting, fertilizing, watering, weeding, and taking care of pests.
It influences: amount of harvestable produce, speed of each farming interaction like planting, weeding or watering.
Crafting and repairing: Crafting Items
Tools, weapons and more!
Crafting items is one of the main tools used for surviving The Island. There is a varaiety of items that can prove very useful ranging from improvised weapons like knives or bows to deadly C4 bombs.
How To Craft
First, navigate to the crafting tab. It is accessed by pressing [Interaction Mode] and clicking on it on the top of your screen or by pressing [Open Tab Two].
The shortcut for the following is [Open Tab Crafting].
Craftable items are represented in 3 different background colors:
Select an item with no background, and press NEXT.
On the recipe screen, there is a detailed description of each item, as well as the list of the needed components.
When any of the components are selected, a list of each component that can be used is shown as well as the exact needed number of each component.
All the needed components are automatically selected, but they can be unselected manually if there is a need to select others items.
When the appropriate components are selected, press the CRAFT button.
If there is enough components, the action can be repeated with the following shortcut even outside of the Crafting Tab - [Craft Last Crafted Item].
If you wish to craft the maximum number of available items, use the AUTO-CRAFT button.
Crafting and repairing: Blueprints
If you want to be an architect.
Blueprints for any specific item or element can be placed down, filled with components, and in most cases, they're immovable after completion. They range from Base Building elements like Walls to survival items like Fire Rings.
Placing A Blueprint
First, navigate to the crafting tab. It is accessed by pressing [Interaction Mode] and then navigating to the "Crafting tab" on the top of your screen or by pressing [Open Tab Two].
Next, in the top right corner, switch from the "Items" tab to the "Building" tab.
The shortcut for the following is [Open Tab Building].
When an item or element is clicked, there are 2 options:
1st - DETAILS button
Similar to item crafting, this shows detailed item/element description and a list of components needed for building.
2nd - PLACE button
Enables the placement of any blueprint by simply pressing [Interact].
Blueprints are represented in 3 different colors when being placed:
To destroy an already placed blueprint, hold [Interact] on the blueprint and choose the “Destroy” interaction.
Completing A Blueprint
When a blueprint is placed, all of the needed components can be seen when the blueprint is hovered upon.
The blueprint can then be filled with components by having them in the vicinity or in the inventory and pressing [Interact]. This will fill the components one by one.
To fill all of the available components at once, press [Interact With Modifier]
Base building: Flags
Claim your own piece of land!
If you don’t like the look of any of the houses on The Island, you can build your own base exactly to your needs and liking. All you need is a flag, some base elements. and creativity!
Placing A Flag
The first thing you need to do is place and craft a flag blueprint. After crafting a flag, you can press [Interact] on the flag to see its range. You can only build your base inside the range of the flag.
IMPORTANT- By default only ONE flag can be placed per player.
IMPORTANT- A flag CANNOT be moved once placed.
Base Element Limit
There is a limit on the number of elements that can be placed in a flag area. To increase that number you can buy expansion kits at any general goods store.
Some base elements like the Well or Garden have limitations on how many of them can be placed inside a singular flag area. There can only be one of each in a single flag area.
Base building: Modular and General Base Building Elements
It's like building with Legos!
To build a base there are 2 variations of elements: GENERAL and MODULAR.
Both have their benefits and its up to you to use them to their full potential and create the best base to hold off raiders or to create an architectural masterpiece!
Modular Base Elements
Modular base elements are elements which snap together when being placed on existing modular elements.
Modular base elements are showcased in the modular base building elements tab in the base building crafting section which can be accessed with [Open Tab Crafting].
The basis of a modular base are foundations onto which you snap walls, door frames, stairs, and other elements.
General Base Elements
General base elements are elements which are mostly used to fortify, decorate, and encompass the modular base. Those elements can be placed anywhere in the range of the flag and don't have to be snapped onto foundations.
General base elements are showcased in the general base building elements tab in the base building crafting section, which can be accessed with [Open Tab Crafting].
The wooden wall is a type of wall that can be used to enclose your base.
The wooden wall does not need to be snapped to anything and can be resized during placement.
This wall can be snapped to other existing wooden walls.
Press [Interact] to pick a starting point, move the mouse to expand the wall, and press [Interact] again to pick the ending point.
Base building: Upgrading Base Elements
Create an impenetrable fortress.
Upgrading your base is essential to creating your forever home.
An upgraded base will protect you and your precious loot against anyone who dares to try and enter.
Upgrading An Element
All modular base elements start as twig, but they can be upgraded further. The available upgrades for modular elements are:Wood, Metal, Brick, and Cement. Modular doors can be upgraded at best to Reinforced.
Some general base elements start at wood and can be upgraded to metal.
Each upgrade has more HP than the previous one, making it harder to demolish for enemy players trying to enter and destroy your base.
Upgrade elements by holding [Interact] on them and choosing the "Upgrade" interaction.
By increasing your Engineering skill you will require less materials to build and upgrade your elements.
Base building: Traps/Bombs
Protect your goods.
All that hard-earned loot needs to be protected. The best way to do that is by using some lethal (or non-lethal) measures in the way of traps and bombs!
Lethal vs Non-Lethal
The various explosives and traps will probably do the best job of clearing pesky intruders, but sometimes incapacitating someone or just getting information about the enemy's position is useful as well. Some of the non-lethal options are: CARTRIDGE TRAP, FIREWORKS TRAP, FLARE TRAP, SILENT TRAP.
The lethal options are quite extensive: MINES, PROM TRAP, PRESSURE COOKER BOMB, PIPE BOMB, CLAYMORES, STAKE PIT TRAP, BARBED SPIKE TRAP.
Traps, Bombs and Flags
All bombs and traps (with the exception of the Barbed Spike Trap) can be placed outside of your flag's range. When a bomb or trap is armed outside of the flag's range, anyone (including yourself) can trigger it. If a trap/bomb is placed inside a flag's range, neither the player nor any of his squadmates will trigger it.
Base building: Turrets
Your personal bodyguards.
Defending a base on your own can get tiring. That's where a turret comes in handy.
Turrets will defend you from any and all dangers – puppets, vehicles, sentries and of course other prisoners.
Turrets can damage their owner and each other, so be careful how they are positioned.
Turrets can only be placed inside a flags range and a maximum of 3 can be built at a time.
To fill the turret, drag the appropriate ammunition onto the turret icon in the vicinity or through the context menu option Fill Ammo.
Turret Types
Available to craft are 5 different types of turrets: basic, .50cal, minigun, flamethrower and rocket.
To see the aiming and detection angles, hold [Interact] on the turret and select Show Range
Range: 25m
Rate of fire: 25 rounds per minute
Electricity consumption: 150W
Ammo capacity: 100
Ammo type: 12 Gauge, .30-06, .308, .338, 5.45x39mm, 5.56x45mm, 7.62x39mm, 7.62x54mm, 7.92x57mm, and 9x39mm
Range: 50m
Rate of fire: 50 rounds per minute
Electricity consumption: 200W
Ammo capacity: 250
Ammo type: .50 BMG
Range: 50m
Rate of fire: 1200 rounds per minute
Electricity consumption: 150W
Ammo capacity: 30 seconds of flame for a full canister
Ammo type: Gasoline
Range: 20m
Rate of fire: Flame bursts
Electricity consumption: 150W
Ammo capacity: 30 seconds of flame for a full canister
Ammo type: Gasoline
Range: 100m
Rate of fire: 20 rockets per minute
Electricity consumption: 200W
Ammo capacity: 20
Ammo type: Any RPG rockets
Activating A Turret
After crafting a turret, it needs two more things: ammunition and electricity from a generator.
To remind yourself which ammunition and how much electricity a turret consumes, check its description.
With the turret full of ammunition and in range of electricity it can now be turned on by holding [Interact] on it and selecting Turn on.
Base building: Farming
Grow your own produce!
Why does it always have to be "rob this", "kill that"? Sometimes all it takes is a nice garden to plant some fruits, vegetables, or other substances and enjoy the easy life.
Planting And Cultivating
To build a functioning garden, a couple of things are needed: a garden plot, seeds, sunlight, and water! Seeds can be found either by looting barns and houses, extracting them from fruits and vegetables, or buying them from a trader.
After building a garden, take the seed you want to plant in your hands, target a tile on the garden, and press [Interact] to plant the seed.
With the seed planted, it needs to be regularly watered. A WATERING CAN is really useful here, but any container with water should do. Urinating on the plant will also water it.
Fertilizers can be used to increase growth speed and crop yield.
To see the status of each plant, hold [Focus] to enter focus mode while looking at the tile with the planted seed.
Plant Stages
Plants go through multiple stages before they’re ripe enough to be harvested:
The plant needs enough sunlight and water to move on to the next stage.
Weed, Pests and Diseases
Weeds can occasionally start growing on any of your garden tiles, and if not dealt with, they will spread to other plants and stop their growth. Weeds can be removed by hand, with a hoe, or using weed repellent. The repellent prevents weeds from growing back for a while.
Pests and diseases can also occasionally appear on specific plants, slowing growth by 50%. To keep your plant alive, treat it with pesticides or fungicides—otherwise, it'll wither away in 10 days.
Economy: Cash and Gold
Money makes the world go round.
Nothing comes for free on The Island. If you want to purchase goods or services, you better fork out some dough. Money does make life a lot easier so it's time to learn more about finances.
Cash
To buy items, services, and to respawn when you die you, will need cash.
Cash can be looted or gained by selling items to their appropriate vendors.
Cash can be stored either as paper bills, which you can carry around, or on a credit card.
You can go into a deficit on your credit card balance, but be careful, if you reach a 2500$ deficit, the next time you die, your character will be PERMANENTLY dead. Look for details in the Respawning category.
Gold
Gold is a type of currency that is primarily used for respawning on your shelter.
Gold can be bought in the Bank and it costs about 1000$.
The prerequisite to buy it is to own a Gold Credit Card.
The difference between cash and gold is that gold is not deleted on partial server wipes and is kept on your account balance.
Credit Cards And ATMs
There are 3 types of credit cards: Standard, Classic, and Gold.
Each prisoner gets a Standard credit card when they are deployed on The Island.
Money can be deposited on a credit card either by heading to a Bank found at any Outpost or by using one of many ATMs on The Island.
ATMs have limits on how much money can be withdrawn or deposited. The limit recharges over time.
Other Credit cards can be bought at any bank.
Different credit cards have different properties:
Economy: Outposts
Your one stop shop for well...shopping.
Scattered across The Island are 4 settlements called OUTPOSTS.
Outposts are a great place to meet up with your friends, take a break from the looting and killing, and share stories.
Many friendships and rivalries arose in the worn seats of the saloon, between the shelves of the goods store, and on the dirty paths of the outpost settlements.
Shops In The Outposts
Inside each outpost you will come across many useful shops:
At each of those, you can buy and sell various items and use services such as getting a haircut or changing your character appearance.
By default, prisoners CANNOT be damaged inside outposts.
IMPORTANT - Vehicles can be parked in an Outpost, but beware, if the vehicle is in the Outpost for more than 2 hours and the server restarts, the vehicle will be DESTROYED.
IMPORTANT - You can carry a chest into an Outpost, but beware, if the chest is in the Outpost for more than 2 hours and the server restarts, the chest will be DESTROYED.
Item Prices
Items will not be priced the same at all times. They will have a base fluctuation, but the price will also be influenced by how many players are currently online.
Also, not all items can be bought, but almost every item can be sold.
Outpost Economy Status
Each outpost has an Outpost Economy Status (or OES for short) which increases as items are traded in that specific outpost and decreases if there is no trading in an outpost for a period of time.
Traders also have funds which they use to buy items from prisoners.
If traders do not have enough funds to buy an item, they will give their remaining amount. More prosperous outposts will have traders generating new funds faster.
Minigames: Fishing
How to reel in a prize catch.
One of the most relaxing things you can do is sit on a pier or at the shore of a lake, listen to nature, rest, and cast your line.
There are many different fish that can be caught, both freshwater and saltwater ones. Different fish can be caught in different bodies of water, at different times, and using different baits.
Assembling Your Fishing Gear
To start fishing, you will need a fishing rod and on that rod, the following attachments (in preferred order):
Casting The Line
When standing next to a body of water with a rod in your hand, press [Cast Bait] to enter the minigame. Hold [Cast Bait] to determine how far you want to cast your line.
After the line has been cast, reel it in with [Reeling In] or give it more leeway with [Reeling Out].
Reeling In A Fish
Keep an eye out on the bobber. Once it sinks underwater, it means you have a bite. When that happens, press [Pull Rod] to start reeling in your fish.
The bar that was used to cast the line will start to increase and decrease as the fish struggles. If the bar reaches the maximum, it will break and the fish will get away. It is a balancing act of reeling the fish in as it gets tired, and reeling out as the fish tries to break the line.
When you manage to catch the fish, it can either be kept by pressing [Keep Fish] or released back into the water by pressing [Release Fish].
Minigames: Lockpicking
The art of picking locks.
TEC1 and other players can put locks on various doors and lockers to make it more difficult to enter somewhere or loot a container. There are 4 different types of locks: rusty, iron, silver, and gold.
Rusty locks are the most common ones and are generally found in police stations and bunker armories. Iron, silver, and gold locks can be found in higher loot areas in the world (Killbox and abandoned bunker armories).
Players can use iron, silver, and gold locks to protect their belongings and it's recommended to do so.
Lockpicking Resources
To pick a lock, you will need a couple of things: a screwdriver, a lockpick, and fame points. If you run out of fame points you will not be able to lockpick anymore.
There are 3 types of lockpicks: improvised, normal, and advanced. Each one is more durable than the previous ones, which means they don't break as easily.
There are also 2 sizes of screwdrivers which have drastically different uses.
Process Of Lockpicking
When you approach a lock that you want to lockpick, press [Interact] to open the minigame.
After the introductory screen where the process is explained, press [Minigame Start] to start picking the lock.
You need to find the specific angle at which the lock opens.
To do it, move the lock by turning your mouse and press [Lockpicking Minigame_Push Tool] to try to pick the lock. If the lock gets stuck, it means the angle needs to be readjusted.
Trying to pick a stuck lock for too long will cause the lockpick to break. The lock will be picked once the lockpick is turned at a 90-degree angle.
Lock Protections
Locks can also be reinforced with lock protections. They will zap and damage the player on each unsuccessful lockpick. You can prevent and mitigate that by wearing insulating gloves, but wearing gloves will make it harder to lockpick.
Special Locks
There are a couple of special locks that can be found on the island: the dial lock and the BCU lock.
To use the dial lock you need to set a 3-digit combination with [Dial Lock Minigame_Turn Wheel Up] and [Dial Lock Minigame_Turn Wheel Down] and confirm it with [Dial Lock Minigame_Set Combination] which then the other players need to guess to open it. Guessing the combination for the dial lock also costs fame points.
The BCU lock is linked to each squad member's BCU chip. Attach a battery to the lock and place it in a BCU lock slot.
Another player cannot open that door unless he or she has the linked players BCU in his inventory, meaning a BCU chip from any of the squad members.
To open a door locked with a BCU lock, you need to have the appropriate BCU chip in the inventory, hold [Interact] on the doors and click the "Remove" interaction.
IMPORTANT - If anyone gets through the BCU lock, they still need to go through any other placed locks.
IMPORTANT - There can only be one BCU lock per squad.
Minigames: Defusing
Don't cut the wrong wire!
Another form of protection against other prisoners are traps and explosives. They can be planted, armed, and placed out in the open, or buried so they are harder to spot.
Suicide puppets and doors inside the Killbox also have wires that need cutting.
With that in mind, defusing is a crucial element and, if successful, it provides a big advantage.
Arming An Explosive
Most traps and explosives need to be armed after being placed on the ground.
The Stake Pit Trap needs to be re-armed with a car battery each time it has been triggered.
The only exception to these rules is the Barbed Spike Trap, which is ready to go as soon as it's placed and crafted.
Some explosives (Claymores, Pressure Cooker Bomb) require one of 2 detonators to be attached to them: Laser Detonator or Motion Sensor Detonator. The laser detonator triggers when the player steps over the laser pointing in a direction, while the motion sensor encompasses the explosive.
IMPORTANT - Burying an explosive automatically arms it as well.
IMPORTANT - To be the owner of an armed trap or an explosive, it needs to be armed inside the Flag area (look in the Base Building category). If that's not the case, anyone, including the player who armed it, can trigger the explosive.
All owned traps can be seen in the Focus mode by holding [Focus].
Disarming An Explosive
To try defusing a bomb or a trap you will need wire cutters in your hands.
Hold [Interact] on the explosive you want to disarm and choose "Disarm Trap".
After an introductory screen where the procedure is explained, the minigame begins.
You need to pair the green light on the right side with the corresponding wires on the left side and then cut that wire.
Cut the correct wires by pressing [Wire Cutters Cut] on them. If done in time, the bomb is defused. If the timer runs out or a wire connected to a red light is cut, boom!
Minigames: Cooking
How to create culinary masterpieces.
Don't settle for canned beans, scavenged vegetables, fruit, or raw meat from roadkill when there is a wide choice of meals you can cook and make your life that much tastier.
Cooking With Electricity VS Cooking With Heat
Meals can be cooked in different ways: the first is on an open flame of a Fireplace or a Fire Ring with an addition of a Grill Grid - all of these can be crafted. The second way is on an oven or a stove.
Ovens and stoves can be found in almost any residential building.
You can also find portable gas and electric stoves to cook your meals on the go.
If you wish to cook something on the stove or a portable gas stove, you will need a gas source in the form of a gas tank. To cook something in the oven or on the portable electric stove, you will need a generator. Without those, the appliances cannot be turned on and used to cook.
Cooking A Meal
Every prisoner has a handful of recipes they can try to make as soon as they land on the island. To see which recipes you have access to, press [Open Tab Cooking] to open up the Cooking tab.
To start creating more complex and rich meals, you will need to find cookbooks while looting which will unlock further recipes.
There are various cookbooks for different types of food and drink.
When you have found the recipe you want to cook, collected all the required ingredients and cookware, approach the required appliance.
To cook the meal, you need to :
Keep an eye on the timer in the top right side of the cooking slot while cooking. The closer the timer is to 0 or the bar closer to the far right, the better the quality of the meal will be.
Adding optional ingredients will increase the quality of your meal.
Squads: Squads
One’s company, two’s a crowd, and three’s a party.
Facing The Island is always more fun with friends. Get some friends, create a squad and become the menace of your server.
Build a base, loot together, fight off enemies, get rich and famous... or die trying.
Creating A Squad
First, a squad needs to be created. Head to the Squad Tab by pressing [Open Tab Squad] and press the “Create Squad” button.
The maximum number of players in a squad depends on the squad leader's INT attribute. The default is 2 players per attribute level.
In the squad tab, multiple parameters can be adjusted:
In addition, you can promote or demote your fellow squad members to different ranks if you are the squad leader.
The ranks are (in order) : Member, Enforcer, Underboss, Boss.
To invite someone, approach the player, hold [Interact] on his character, and pick the “Invite to Squad” option.
On the right side, you can see all the squads on the server and how many fame points they have.
Squads And Base-Building
Players who are in a squad can build base-building items under one flag, but the squad owner will be listed as the owner of the elements.
Locked chests have special accessibility options. Those can be configured so that only people of a specific rank have access.
If a chest is set to private, only the player who has placed the lock can access the chest.
Locked doors also have accessibility options that determine who can open the door, but the options can only be set by the squad leader.
Leaving A Squad
Upon leaving or being kicked from a squad, a time penalty will be applied depending on the squad size.
By default, penalties applies to squads of 3 or more people.
Quests: Quests
Get rich and famous.
What better way to get famous and make a few bucks than by going on an adventure filled with quests? Traders in all outposts are always looking for some help, and that’s where prisoners come in. There is a variety of quests available, but the traders can’t just trust everyone with the toughest and the most rewarding adventures. That trust has to be earned.
Accepting A Quest
Quests can be accepted in 3 ways:
Quest Progression
There are 3 tiers of quests: Tier 1, Tier 2, and Tier 3, each increasing in difficulty and rewards.
To unlock Tier 2 quests, you need to complete 6 Tier 1 quests.
To unlock Tier 3 quests, you need to complete 12 Tier 2 quests.
Not all traders will have their quests unlocked at once; you will have to progressively unlock them by completing quests for specific traders. The order of unlocks is as follows:
1. General Goods
2. Armorer
3. Mechanic
4. Doctor
You can have a maximum of 1 active quest per trader and a maximum of 3 quests can be completed per quest cycle per trader. For more information about progression, you can open the “Outposts” tab in the Journal.
Quests refresh on a 24-hour cycle.
Quest Types
There are 3 types of quests on The Island, each with a specific objective:
Some quests can have a mix of different types of objectives (e.g., "Kill" and "Interact")
Quests also have set time limits within which they need to be completed; otherwise they are considered failed.
Quest Rewards
After a job well done, a reward is in order. Upon successfully completing a quest, you may recieve one or more of the following rewards:
Vehicles: Vehicles
How to be fast while you're furious.
Getting from one point to another on The Island can be quite a trek. That's why there are many different vehicles spread around The Island to help traverse the map.
Land, Sea, and Air
There are many ways to get to your destination: cycling, driving, motorcycling, flying or even sailing.
The following vehicles can be found on The Island:
Getting A Vehicle Running
Almost none of the 4-wheeled vehicles found on The Island will come ready to drive, they will always miss some parts to get it in gear. The main things needed to get a 4-wheeled vehicle running are an engine, a battery with some charge, at least 3 tires on the vehicle, a driver's seat, and of course some fuel in the tank.
Lots of vehicles will spawn without an engine. In that case, the only way to get an engine into the vehicle is by getting the vehicle to the nearest mechanic trader and installing an engine through the service lift.
If finding a vehicle in the wild seems like an impossible task, vehicles can also be bought at any mechanic trader in an outpost (providing there are some in stock):
Vehicle Attachments
In case there is a door that needs replacing, maybe some more inventory slots with a storage rack, or a new headlight, almost all vehicle attachments can be added and removed without the need for extra tools. A car jack is required to replace tires or modify anything in the engine bay (the mechanic service lift will suffice as well).
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