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Knapping Skill Books


Knapping Skill Books
Knapping Skill Books
Class Skill Book
Trains Knapping
Volumes 5
XP Bonus
  • Volume I: x3 for levels 1 to 2
  • Volume II: x5 for levels 3 to 4
  • Volume III: x8 for levels 5 to 6
  • Volume IV: x12 for levels 7 to 8
  • Volume V: x16 for levels 9 to 10
Read Time, All Volumes 50 h
Weight 1
Location Containers
Spawn ID /additem Base.BookFlintKnapping1
and 5 more, see Volumes

The Knapping Skill Books are a series of five volumes that speed up training in the Knapping skill. Knapping is the craft of chipping stone into blades, points and simple tools. The series runs from Knapping I: "Flint Knapping 101" for a beginner to Knapping V: "Technological Morphometrics of Clovis Artifacts" for the last steps to mastery.

Each volume works as an experience multiplier. Once read, the Knapping experience earned in its two levels counts extra. The boost is strong, starting at three times for the first volume and rising to sixteen times for the last. For a survivor who lives off the land with stone tools, the books turn slow practice into quick progress.

The whole series takes about fifty hours of reading in game time. A Set of Knapping Books holds all five volumes in one bundle.

Book stores and university anthropology classrooms are the likeliest places to find them.

Reading


The volumes are read in order, and each one helps only while its own levels are being trained. Knapping I: "Flint Knapping 101" covers levels 1 and 2, so it is worth reading before the first stone is struck. Knapping II: "Guide to Kentucky Geology" covers levels 3 and 4. Knapping III: "Lithic Technology Manual 1993" and Knapping IV: "Schmidt Rock Hardness Testing Techniques" carry on from there.

A volume picked up too early does not help yet. The character says "I don't get it" and makes no progress until the earlier levels are done. A volume read after its levels are passed only gives the mood effect. The best habit is to finish each volume just before reaching its levels.

The bonus grows with each volume. Volume I gives three times the experience, Volume II five times, Volume III eight times, Volume IV twelve times and Volume V sixteen times. That top bonus is twice the top bonus of the Aiming books.

Longer volumes take longer to read. Volume I takes a little over seven hours of game time, and Volume V takes close to thirteen. Sitting down and wearing Reading Glasses each cut the time by a tenth. The Fast Reader trait cuts it by about a third, and Slow Reader adds a third.

A read can stop at any time. Progress is kept, so the book can wait while zombies need attention.

Volumes


The five volumes, the levels each one speeds up, the XP bonus while those levels are trained, and how long each takes to read. Reading times are game time at the default two minutes a page. Sitting down and wearing Reading Glasses each cut the time by a tenth, the Fast Reader trait cuts it by about a third, and Slow Reader adds a third.

Volume Image Levels XP Bonus Pages Read Time Spawn ID
Knapping I: "Flint Knapping 101" Knapping I: "Flint Knapping 101" 1 to 2 x3 220 7 h 20 min /additem Base.BookFlintKnapping1
Knapping II: "Guide to Kentucky Geology" Knapping II: "Guide to Kentucky Geology" 3 to 4 x5 260 8 h 40 min /additem Base.BookFlintKnapping2
Knapping III: "Lithic Technology Manual 1993" Knapping III: "Lithic Technology Manual 1993" 5 to 6 x8 300 10 h /additem Base.BookFlintKnapping3
Knapping IV: "Schmidt Rock Hardness Testing Techniques" Knapping IV: "Schmidt Rock Hardness Testing Techniques" 7 to 8 x12 340 11 h 20 min /additem Base.BookFlintKnapping4
Knapping V: "Technological Morphometrics of Clovis Artifacts" Knapping V: "Technological Morphometrics of Clovis Artifacts" 9 to 10 x16 380 12 h 40 min /additem Base.BookFlintKnapping5

Set of Knapping Books bundles all five volumes in one item and unpacks into them.

Item Image Spawn ID
Set of Knapping Books Set of Knapping Books /additem Base.BookFlintKnappingSet

Using


The Set of Knapping Books packs the five volumes into one item. A set is a little easier to carry than five loose books and keeps the series together. Unpacking the set gives back the five volumes for reading.

Locations


Book store shelves are the best bet, holding one well over a third of the time. University anthropology classroom shelves come next, at about one time in three. Anthropology classroom counters and desks hold one about one time in six. Survivor safehouses and survivor caches turn one up only rarely. Pawn shops are long shots. A trip to a university is the surest plan after the book stores.

The places where it spawns, with the rough chance per container. Each tab shows one kind of place.

Location Container Chance
Book store Shelves 40.8%
Book store Other 0.8%
Pawn shop Other 0.8%
Pawn shop Shelves 0.8%
Bedroom Small box 0.6%
Location Container Chance
Class room anthro Shelves 33.3%
Class room anthro Counter 18.2%
Class room anthro Desk 17.8%
Post office Other 0.5%
Post office storage Other 0.5%
Storage unit Other 0.1%
Location Container Chance
Survivor safehouse Cardboard box 1.5%
Survivor safehouse Crate 1.5%
Survivor safehouse Small box 1.5%
Survivor cache Counter 1.5%
Survivor cache Counter 1.5%
Survivor safehouse Metal shelves 1.2%
Survivor safehouse (mid game) Cardboard box 1.1%
Survivor safehouse (mid game) Counter 1.1%
Survivor safehouse (mid game) Crate 1.1%
Survivor safehouse (mid game) Metal shelves 1.1%
Location Container Chance
Closet Other 0.6%
Kid's bedroom Other 0.6%
Bedroom Cardboard box 0.5%
Attic Cardboard box 0.4%
Attic Crate 0.4%
Attic Other 0.4%
Bedroom Crate 0.4%
Hall Other 0.4%
Living room Other 0.4%
Bathroom Other 0.2%

Notes


  • Read each volume before reaching its first level, not after.
  • University anthropology classrooms are a strong place to look.
  • Reading progress is kept if the read is stopped partway.
  • A spare volume burns for about fifteen minutes as fire fuel.
  • Reading for a few hours each night spreads the hunger and boredom of a long read.


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