banner



State Of Decay 2 Outpost

Outposts are safe havens away from your base, allowing you to switch characters and resupply. They can likewise provide daily Resources or other benefits.

Nigh Outposts

Outposts are essential assets for your customs'due south survival. Every Outpost have the following in common:

  • A safe zone with a radius of 65m around the Outpost, non assuasive zombies to spawn in the vicinity,
  • a Locker to eolith and withdraw items, and
  • the ability to switch characters when you're there.

With the remote Lockers yous're able to access the same items y'all already deposited at your base or other Outposts. Because of this, they make annexation much easier since you don't have to travel home any fourth dimension your Haversack gets full. Rucksacks must be brought back to your current Home Site despite having these Lockers, because they tin can only be deposited into your Storage.

As for switching characters, it has the aforementioned perks as the remote Locker. If your grapheme gets hurt or tired you lot don't have to travel back home to switch to someone else to carry on with your endeavours.

Most locations tin can exist made into an Outpost. Claiming Outposts will cost you some Influence and an Outpost Slot. Depending on the Outpost'southward type, the price tin can vary, even so, each Outpost takes upward only one Slot. Some outpost types will also have daily upkeep costs. Claimed Outposts can besides be abandoned if you lot don't need them anymore. 60% of the Outpost's cost and the Outpost Slot will be refunded when doing so (only twoscore% if the Community Difficulty is on Nightmare or Lethal).

Outpost Slots are mainly provided past your Command Eye and its Facility Mods. By playing Daybreak you can too get +1 Slot by recruiting a Red Talon Contractor with the Hacking Quirk Skill. When playing Heartland yous can also become +1 Slot past recruiting IzzBee and turning her into a Hero. The maximum corporeality of Outposts you tin can take is 7 in Entrada and viii in Heartland.

Since Update 28 the locations y'all claim equally an Outpost will be tidied and lit up.

At that place are 12 Outpost types in the game. You can see more than infromation almost each blazon below. Since Update 25 we as well have Landmark Outposts. Check out their own split page to notice out more.

Simple Outposts

Simple Outposts just provide the things mentioned in the previous department. They're just useful if you lot actually need an Outpost quickly and will probably carelessness it subsequently.

In-game description: At an outpost, nosotros tin can swap agile characters and admission our supply locker in relative safety.

Claiming Requirements:

  • 250 Influence (125 in Light-green Zone)
  • ane Outpost Slot

Outpost Actions:

  • None

Passive Effects:

  • None

Outpost Locations:

Espresso Stand up Outposts

Espresso Stand up Outposts provide your community with a morale bonus, let you to learn or improve your survivors' Cooking skills, and allow y'all arts and crafts Shots of Espresso using food.

Note: The Acquire Cooking Outpost Activity is not available in Heartland.

In-game description: Boosts morale and crafts fatigue-postponing consumables. Also allows u.s. to acquire or improve Cooking skills by spending influence.

Claiming Requirements:

  • 275 Influence (138 in Green Zone)
  • one Outpost Slot

Outpost Deportment:

  • Learn Cooking
  • Make Espresso

Passive Effects:

  • Morale Bonus (+3 Morale) (+x in Heartland)

Outpost Locations:

Food Outposts

Nutrient Outposts provide you with some Food per day. The amount it provides depends on your game's Community Difficulty. Can exist upgraded. Upgraded Nutrient Outposts provide more food and allow you to learn or improve your survivors' gardening skills.

Annotation: Food Outposts can't be upgraded in Heartland.

Nutrient Outpost 1

Provides Nutrient each day. Tin can be upgraded for boosted benefits.

Claiming Requirements:

  • 300 Influence (150 in Greenish Zone)
  • 1 Outpost Slot

Outpost Deportment:

  • Upgrade: Food Outpost 2 (+Nutrient Income, Learn Gardening)

Passive Effects:

  • Nutrient Collection (+1 Food Per Day) (+one.5 in Green and Nightmare, +2 in Lethal Zone)

Outpost Locations:

Food Outpost 2

Provides double the baseline outpost Food income. Nosotros can besides acquire or improve the Gardening skill past spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Light-green Zone)
  • 2 / 2 / iii / 4 / 5 Materials
  • one Labor

Outpost Actions:

  • Acquire Gardening
  • Upgrade: Food Outpost iii (+Nutrient Income)

Passive Furnishings:

  • Improved Food Collection (+ii Food Per Day) (+iii in Green and Nightmare, +4 in Lethal Zone)

Food Outpost 3

Provides three times the baseline outpost Nutrient income. We can also learn or improve the Gardening skill by spending influence.

Upgrade Requirements:

  • Noesis of Gardening
  • 2000 Influence (1000 in Greenish Zone)
  • 3 / 4 / five / 8 / 10 Materials
  • ii Labor

Outpost Actions:

  • Learn Gardening

Passive Effects:

  • Maximum Food Collection (+3 Food Per 24-hour interval) (+4.5 in Dark-green and Nightmare, +six in Lethal Zone)

Meds Outposts

Meds Outposts provide you with some Meds per day. Can be upgraded. Upgraded Meds Outposts provide more meds and allow yous to learn or better your survivors' medicine skills.

Notes:

  • The Sasser Regional Hospital in Drucker Canton also provides Meds per day.
  • Meds Outposts tin't be upgraded in Heartland.

Meds Outpost i

Provides Meds each mean solar day. Can exist upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • ane Outpost Slot

Outpost Deportment:

  • Upgrade: Meds Outpost two (+Meds Income, Learn Medicine)

Passive Furnishings:

  • Meds Collection (+1 Meds Per 24-hour interval)

Outpost Locations:

Meds Outpost two

Provides double the baseline outpost Meds income. We tin can besides larn or improve the Medinice skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / iv / 5 Materials
  • i Labor

Outpost Actions:

  • Acquire Medicine
  • Upgrade: Meds Outpost 3 (+Meds Income)

Passive Furnishings:

  • Improved Meds Drove (+2 Meds Per Day)

Meds Outpost 3

Provides three times the baseline outpost Meds income. Nosotros can also learn or better the Medicine skill past spending influence.

Upgrade Requirements:

  • Knowledge of Medicine
  • 2000 Influence (1000 in Greenish Zone)
  • three / four / 5 / eight / 10 Materials
  • ii Labor

Outpost Actions:

  • Acquire Medicine

Passive Effects:

  • Maximum Meds Collection (+3 Meds Per Day)

Ammo Outposts

Ammo Outposts provide yous with some Ammo per mean solar day. Can be upgraded. Upgraded Ammo Outposts provide more Ammo and allow you lot to learn or improve your survivors' chemistry skills.

Note: Ammo Outposts can't exist upgraded in Heartland.

Ammo Outpost ane

Provides Ammo each day. Tin be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Dark-green Zone)
  • i Outpost Slot

Outpost Actions:

  • Upgrade: Ammo Outpost ii (+Ammo Income, Learn Chemical science)

Passive Furnishings:

  • Ammo Collection (+1 Ammo Per 24-hour interval)

Outpost Locations:

Ammo Outpost 2

Provides double the baseline outpost Ammo income. We can also learn or meliorate the Chemistry skill past spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / ii / 3 / four / five Materials
  • 1 Labor

Outpost Actions:

  • Learn Chemical science
  • Upgrade: Ammo Outpost 3 (+Ammo Income)

Passive Effects:

  • Improved Ammo Drove (+2 Ammo Per Day)

Ammo Outpost 3

Provides three times the baseline outpost Ammo income. We can likewise learn or improve the Chemistry skill by spending influence.

Upgrade Requirements:

  • Knowledge of Chemistry
  • 2000 Influence (grand in Green Zone)
  • 3 / four / v / eight / 10 Materials
  • 2 Labor

Outpost Deportment:

  • Learn Chemistry

Passive Effects:

  • Maximum Ammo Drove (+three Ammo Per 24-hour interval)

Materials Outposts

Materials Outposts provide yous with some Materials per twenty-four hours. Tin can exist upgraded. Upgraded Materials Outposts provide more than Materials and let you to learn or improve your survivors' craftsmanship skills.

Note: Materials Outposts can't be upgraded in Heartland.

Materials Outpost 1

Provides Materials each solar day. Can be upgraded for boosted benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Materials Outpost 2 (+Materials Income, Acquire Craftsmanship)

Passive Effects:

  • Materials Collection (+1 Materials Per 24-hour interval)

Outpost Locations:

Materials Outpost 2

Provides double the baseline outpost Materials income. We can also learn or improve the Craftsmanship skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / iii / 4 / 5 Materials
  • 1 Labor

Outpost Actions:

  • Learn Craftsmanship
  • Upgrade: Materials Outpost iii (+Materials Income)

Passive Effects:

  • Improved Materials Drove (+ii Materials Per Day)

Materials Outpost iii

Provides 3 times the baseline outpost Materials income. We can also acquire or improve the Adroitness skill past spending influence.

Upgrade Requirements:

  • Knowledge of Craftsmanship
  • 2000 Influence (1000 in Dark-green Zone)
  • 3 / 4 / 5 / 8 / 10 Materials
  • 2 Labor

Outpost Actions:

  • Larn Craftsmanship

Passive Effects:

  • Maximum Materials Drove (+3 Materials Per Day)

Fuel Outposts

Fuel Outposts provide you with some Fuel per solar day. Can be upgraded. Upgraded Fuel Outposts provide more Fuel and allow you to learn or meliorate your survivors' mechanics skills.

Note: Fuel Outposts tin can't be upgraded in Heartland.

Fuel Outpost 1

Provides Fuel each day. Can be upgraded for boosted benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • ane Outpost Slot

Outpost Actions:

  • Upgrade: Fuel Outpost two (+Fuel Income, Acquire Mechanics)

Passive Effects:

  • Fuel Collection (+one Fuel Per Day)

Outpost Locations:

Fuel Outpost 2

Provides double the baseline outpost Fuel income. We tin also learn or improve the Mechanics skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / 4 / five Materials
  • 1 Labor

Outpost Actions:

  • Learn Mechanics
  • Upgrade: Fuel Outpost three (+Fuel Income)

Passive Effects:

  • Improved Fuel Collection (+2 Fuel Per Day)

Fuel Outpost 3

Provides iii times the baseline outpost Fuel income. We can also learn or improve the Mechanics skill by spending influence.

Upgrade Requirements:

  • Cognition of Mechanics
  • 2000 Influence (1000 in Greenish Zone)
  • iii / 4 / 5 / 8 / 10 Materials
  • 2 Labor

Outpost Deportment:

  • Acquire Mechanics

Passive Effects:

  • Maximum Fuel Drove (+3 Fuel Per Day)

Safehouse Outposts

Safehouse Outposts provide +2 Beds for your community. They're a swell alternative of the Sheltered Beds and Outdoor Beds facilities.

In-game description: Provides 2 beds.

Claiming Requirements:

  • 400 Influence (200 in Green Zone)
  • one Outpost Slot

Outpost Actions:

  • None

Passive Effects:

  • Two Beds (+ii Beds)

Outpost Locations:

Radio Outposts

Radio Outposts reduce the cooldown of your radio commands by 20%. They likewise allow you to learn or improve your survivors' Computers skills.

Note: The Larn Computers Outpost Activeness is non available in Heartland.

In-game clarification: Reduces cooldowns on radio options by 20%. Allows united states to learn or better the Computers skill past spending influence.

Claiming Requirements:

  • 400 Influence (200 in Greenish Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Computers

Passive Effects:

  • Bespeak Booster (-20% Most Radio Cooldowns)

Outpost Locations:

Artillery Outposts

Arms Outposts unlock y'all the Artillery Strike Radio Control, assuasive you to marking an area where you want to request a barrage to wipe out any threat.

In-game description: Provides artillery strikes over the radio.

Claiming Requirements:

  • 500 Influence (250 in Greenish Zone)
  • ane Outpost Slot

Outpost Deportment:

  • None

Passive Effects:

  • Artillery Strikes (Radio Unlocks: Artillery Strike)

Outpost Locations:

Water Outposts

Water Outposts provide water for all of your facilities and a morale bonus for your community. They also allow you to learn or meliorate your survivors' Utilities skills.

Note: The Learn Utilities Outpost Activeness is not available in Heartland.

In-game clarification: Provides base of operations-broad h2o then long as we accept fuel (consumes 1 fuel per twenty-four hour period). Allows us to learn or improve the Utilities skill by spending influence.

Claiming Requirements:

  • chiliad Influence (500 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Utilities

Passive Furnishings:

  • Water Supply (Base-broad Water; requires Fuel in Storage)
  • Morale Bonus (+1 Morale)
  • Daily Fuel Toll (-1 Fuel Per Day)

Outpost Locations:

Ability Outposts

Power Outposts provide power for all of your facilities and a morale bonus for your customs. They also allow you lot to learn or improve your survivors' Utilities skills.

Notes:

  • The Current of air Mills in Meagher Valley also provide Power.
  • The Learn Utilities Outpost Action is not available in Heartland.

In-game description: Provides base of operations-wide power so long as nosotros have fuel (consumes 2 fuel per twenty-four hours). Allows us to learn or amend the Utilities skill past spending influence.

Claiming Requirements:

  • 2000 Influence (1000 in Light-green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Utilities

Passive Furnishings:

  • Power Supply (Base-wide Ability; requires Fuel in Storage)
  • Morale Bonus (+5 Morale)
  • Daily Fuel Price (-2 Fuel Per Day)

Outpost Locations:

State Of Decay 2 Outpost,

Source: https://state-of-decay-2.fandom.com/wiki/Outposts

Posted by: beauregardwilich76.blogspot.com

0 Response to "State Of Decay 2 Outpost"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel