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{{Header|Project Zomboid|Game mechanics|Character}}
[[File:PZ_Skills.png|300px|thumb|right|Skills Window]]
{{Page version|41.78.16}}
'''Skills''' are abilities the [[player]] can advance in over time, with their proficiency at that skill quantified by it's ''skill level''.


'''Skills''' are the learned abilities of your character. The skill level shows how adept your character is at a specific skill. Skill levels can be increased by allocating Skill Points earned from gaining levels.
==Overview==
Each skills level can be increased by gaining a sufficient amount of '''experience points'' (also referred to as 'experience' or ''XP'') in that skill. XP can be gained by completing specific tasks.


Skills are currently divided into the categories ''Agility'', ''Blade'', ''Blunt'', ''Crafting'', ''Firearm'', and ''Survivalist''.
Skills are grouped into categories. There are currently six skill categories: [[#Passives|''passive'']], [[#Agility|''agility'']], [[#Combat|''combat'']], [[#Crafting|''crafting'']], [[#Firearm|''firearm'']], and [[#Survivalist|''survivalist'']]. Each category contains multiple skills.


In addition to these, there are two Passive skills, ''Fitness'' and ''Strength''.
==Status==
The player's current skill levels are found by opening the ''health panel'' (click the heart symbol at the top-left of the screen) and selecting the ''skills'' tab, or by pressing {{Key|L}}.


==Leveling Up==
[[File:B41Skills.png]]
As the player hones the various skills that are in the game (carpentry, sprinting, etc), the player will gain skill points to use to improve on a skill (if there is a skill available for improvement). Each time a player gets a skill point, getting the next skill point requires 100 more XP.


The next time the Player opens his or her "skills" tab in the UI section, the Skill Point Allocation Panel will appear, allowing the player to distribute Skill Points to the category that has been trained only.
==Advancement mechanics==
===Experience points and skill points===
As the player performs tasks they gain ''experience points'' that count towards the skill used. Skills level up and become more effective when a character's experience points reach predefined levels, with successive levels requiring greater increases in experience. The experience points a character requires to gain another level are shown when hovering over a skill:


Gold Squares are already obtained Skills. Black Squares are skills that have yet to be trained. Partially white squares are skills that are being trained but have not been trained enough to get a skill level increase in. How much of the black square is white shows how close the player is to achieving the next skill level.
[[File:SkillsWindow ExperienceTooltip.png]]


The sub-skills [[Carpentry]], [[Cooking]], [[Farming]], [[Fishing]], and [[Trapping]] have [[Skill Books|skill books]] that award an XP multiplier once read. The level of the book corresponds to the character's level in the respective skill; reading Master Carpentry with with level 0 Carpentry skill does not provide any benefits, as it is too complex for the character's understanding.
The experience points required to level up skills in [[Build 41|build 41.78.16]] are:
{| class="wikitable theme-red" style="text-align: center;"
|-
! Level
| style="width: 1.3em;" | 1
| style="width: 1.3em;" | 2
| style="width: 1.3em;" | 3
| style="width: 1.3em;" | 4
| style="width: 1.3em;" | 5
| style="width: 1.3em;" | 6
| style="width: 1.3em;" | 7
| style="width: 1.3em;" | 8
| style="width: 1.3em;" | 9
| style="width: 1.3em;" | 10
|-
! Passive skill
| 1500
| 3000
| 6000
| 9000
| 18000
| 30000
| 60000
| 90000
| 120000
| 150000
|-
! Regular skill
| 75
| 150
| 300
| 750
| 1500
| 3000
| 4500
| 6000
| 7500
| 9000
|}


A leveling bonus applies depending on your starting/base level in the given skill. This bonus is active for the entire game, regardless of whether you invest further skill points into skills or not.  
The skills in the [[#Passives|''passive'']] category (''strength'' and ''fitness'') are unique in that they require significantly more experience points to gain levels in than any other skill. For example, advancing to level 1 in strength requires 1,500 experience points, whereas advancing carpentry to level 1 would only require 75 experience points.


For example, if you start with +1 carpentry, you have a 0.75x speed (base speed is 0.25x), even if you then train to level 4 in carpentry, you will still only have the 0.75x speed, not the 1.25x that starting with level 4 carpentry provides.
The figures shown here are not cumulative. For example, improving 'regular skills' such as carpentry from level 3 to 4 would require 750 experience points, but raising carpentry from level 0 to level 4 would require the cumulative experience of reaching level 1, then level 2, then level 3, and finally level 4, which would add up to a total of 1,275 experience points.


And in detail, it is as follows
===Skill books===
[[Skill books]] can be used to increase the rate at which the player trains a given skill. These books can be found throughout the world on [[Containers#Shelves|bookshelves]] or in other [[containers]]. Books are only available for skills in the [[Skills#Crafting|"crafting"]] and [[Skills#Survivalist|"survivalist"]] categories. Additionally, books only apply to specific levels of skill advancement, with a book for every two levels of skill, totaling 5 volumes of books for each skill. For example, reading [[Skill books#Types|Carpentry Vol. 1]] will only increase experience points gained until the player reaches level 2. Books can only be read if they apply to a character's current skill level; for example, [[Skill books#Types|Carpentry Vol. 2]] can only be read once the player reaches level 2 carpentry.


Level 0) 0.25x speed
Reading a book multiplies the rate at which the player gains experience points in the associated skill, and as a result significantly reduces the amount of time and effort required to level up skills. The experience multiplier increases in steps as the player reads the skill book, with the multiplier increasing for each 10% of the book that the player reads. For each 10% of the book finished, the multiplier will become equal to the appropriate percentage of the max multiplier for the book. If the resulting multiplier is below 1, it will be ignored; for example, 10% of a [[Skill books#Types|Vol. 1 book]] would result in a 0.3x multiplier, but the player will still receive 1x experience points.


Level 1) 0.75x speed
The presence of a multiplier on a given skill is indicated by animated arrows in the skill tab. Hovering the cursor over a skill level reveals the current multiplier. Below, the player has a multiplier of 3x on their cooking skill.


Level 2) 1x speed
[[File:SkillsWindow skillMultiplier.gif]]


Level 3+) 1.25x speed
{| class="wikitable theme-red" style="text-align: center;"
|-
! Level
| style="width: 1.3em;" | 1
| style="width: 1.3em;" | 2
| style="width: 1.3em;" | 3
| style="width: 1.3em;" | 4
| style="width: 1.3em;" | 5
| style="width: 1.3em;" | 6
| style="width: 1.3em;" | 7
| style="width: 1.3em;" | 8
| style="width: 1.3em;" | 9
| style="width: 1.3em;" | 10
|-
! Actual XP required
| 75
| 150
| 300
| 750
| 1500
| 3000
| 4500
| 6000
| 7500
| 9000
|-
! Total XP required
| 75
| 225
| 525
| 1275
| 2775
| 5775
| 10275
| 16275
| 23775
| 32775
|-
! Skill book multiplier
| 3
| 3
| 5
| 5
| 8
| 8
| 12
| 12
| 16
| 16
|-
! Effective XP required
| 25
| 50
| 60
| 150
| 187.5
| 375
| 375
| 500
| 468.75
| 562.5
|-
! Effective total XP required
| 25
| 75
| 135
| 285
| 472.5
| 847.5
| 1222.5
| 1722.5
| 2191.25
| 2753.75
|}


==List of Skills==
===Starting skill levels===
===Agility===
The [[occupation]] and [[traits]] chosen during [[Player#Character creation|character creation]] determine a character's initial skill levels. The player's initial choices during character creation (and the skill levels they confer) are ''very important'', and should be given careful consideration since skills a character begins with bonus levels in will receive a permanent 'XP boost' (a misnomer, as it overwrites the character's base rate of experience gain to the new value, rather than adding to or multiplying it). This bonus is dependent on the level a character begins with in that skill, and the experience point boost the character ends up with during character creation reflects permanently in the color of the skill's name in the skills menu. The image below shows each color a skill name can be, with yellow/gold, white, light gray, and dark gray reflecting boosts of 125%, 100%, 75%, and 25% (default), respectively.
{| class="wikitable" style="text-align:center;"  
 
|-  
[[File:SkillsWindow StartingSkillBoostColors.png]]
! Name
 
! Effect
Note that since characters normally start with [[strength]] and [[fitness]] of 5, the character will by default begin with a 125% experience point bonus in these skills, unless the player's [[occupation]] and [[trait]] choices lower either of these skills' starting levels to less than 3.
 
The ''base'' experience multipliers ('XP boosts') gained with different starting levels are as follows:
 
{| class="wikitable theme-red" style="text-align: center;"
|-
! Starting level
| 0  || 1  ||  2  || ≥3
|-
|-
|'''Sprinting'''
! 'XP boost'
|This affects how fast you can Run.
| 25% || 75% || 100% || 125%
This can be leveled by Running (hold '''SHIFT''').
|-
|-
|'''Nimble'''
! Relative experience gain
|The Nimble skill affects how fast you move while Sneaking, jumping over windows/fences,
| 100% || 300% || 400% || 500%
and how much visibility you lose when aiming. <ref>http://www.theindiestone.com/community/viewtopic.php?f=20&t=7153&p=98738#p98738</ref>
|}


This can be leveled by sneaking, climbing through windows, and jumping over fences.
However, in-game data reveals actual experience gain corresponds to the following table:
 
{| class="wikitable theme-red" style="text-align: center;"
|-
|-
|'''Lightfooted'''
! Starting level
|This is your ability to Run or Walk quietly.
| 0  || 1  ||  2  || 3
This can be leveled by Walking or Running near zombies while undetected.
|-
|-
|'''Sneaking'''
! 'XP boost'
|Your general ability to avoid detection when Sneaking.  
| 25% || 100% || 133.33% || 166.66%
This can be leveled by Sneaking (holding '''CTRL''' or '''Z''') near zombies while undetected.
|-
! Relative experience gain
| 100% || 400% || 533% || 666%
|}
|}


===Blade===
Exceptions:
{| class="wikitable" style="text-align:center;"  
*The [[sprinting]] skill has experience gains set to 100%, 125%, 133%, and 166%, respectively.
|-  
*The [[aiming]] and [[reloading]] skills suffer an overall multiplier of 0.37037 upon a character reaching level 5 in the respective skill.
 
==List of skills==
===Passives===
{| class="wikitable theme-red" style="text-align: left;"
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''Accuracy'''
|[[Strength]]
|Influences hit chance, damage done, and critical chance of bladed weapons.
|''Strength'' affects several of a character's physical abilities, including:
*Some combat elements, such as the player's melee damage, push knockback, and knockdown chance.
*The player's default maximum encumbrance.
*The chance to successfully force locked windows open.
*The chance to successfully climb tall fences.
|-
|-
|'''Guard'''
|[[Fitness]]
|Helps the player to avoid being scratched when a bladed weapon is equipped.
|''Fitness'' affects several of the player's physical abilities, including:
|-
*Some combat elements, including the player's attack speed, chance of automatically pushing a zombie away when attacked, and chance of tripping when a zombie that has just fallen over a window or fence lunges at the player's feet.
|'''Maintenance'''
*The rate of [[endurance]] loss and recovery.
|Condition of the bladed weapon lowers at a slower rate.
*The player's exercise speed.
*Damage taken from long falls.
|}
|}


===Blunt===
===Agility===
{| class="wikitable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''Accuracy'''
|[[Sprinting]]
|Influences hit chance, damage done, and critical chance of blunt weapons.
|The ''sprinting'' skill affects how fast a character runs and sprints, including running while sneaking.
Experience is gained in random intervals while running (hold {{Key|SHIFT}}) and sprinting (press {{Key|L. ALT}}). Note that if the player is too [[Endurance|overexerted]] or [[Heavy Load|overburdened]] they may simply "power-walk" instead, but they can still gain sprinting experience while doing so. Zombies do not need to be nearby for the player to gain sprinting experience.
 
The speed increase is added (not multiplied) to movement speed, so it may not stack intuitively with other effects.
|-
|[[Lightfooted]]
|The ''lightfooted'' skill affects how loud a character's footsteps are, and as a result, how far away zombies can hear those footsteps from. All movement types are affected, including walking, running, etc., and the noise reduction from the lightfooted skill stacks with the noise reduction from the nimble skill. The effects of lightfooted are particularly evident with sprinting; at level 0 in the lightfooted skill, a sprinting character's footsteps will alert zombies from several tiles away, even when behind those zombies. However, at level 10 in the lightfooted skill, a character will produce so little noise while sprinting that even sprinting within a few tiles behind a zombie may not alert it.
|-
|-
|'''Guard'''
|[[Nimble]]
|Helps the player to avoid being scratched when a blunt weapon is equipped.
|The ''nimble'' skill affects how fast a character moves while in 'combat stance', and how loud their footsteps are. The footstep loudness reduction of the nimble skill affects all movement types, not just while in combat stance, and stacks with the loudness reduction from the lightfooted skill. Much like the lightfooted skill, the footstep noise reduction of the nimble skill is particularly noticeable when sprinting behind zombies.
 
Experience is gained in random intervals by walking in combat stance (Holding {{Key|L. CTRL}} or '''{{abbr|RMB|Right Mouse Button}}'''). Zombies do not need to be nearby for the player to gain nimble experience, but the player will not gain any experience points if they aren't moving anywhere. For example, continuously walking into a corner will not grant any nimble experience because the character's position isn't actually changing as they walk.
|-
|-
|'''Maintenance'''
|[[Sneaking]]
|Condition of the blunt weapon lowers at a slower rate.
|The ''sneaking'' skill affects how loud a character's footsteps are when sneaking, and how likely zombies are to spot them.
Experience is gained by sneaking (pressing {{Key|C}}) near zombies while undetected.
 
Walking/running while sneaking has a default 20% sound radius multiplier, and a 40% detection chance multiplier. For example, at level 0 in the sneaking skill, the base 20% sneak sound radius multiplier will be multiplied by the level 0 sneaking skill multiplier of 120%, leading to an effective footstep sound radius of 24% while sneaking. (20% * 120% = 24%)
|}
|}


===Crafting===
===Combat===
{| class="wikitable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''[[Carpentry]]'''
|[[Axe (skill)]]
|Raising the [[Carpentry]] skill allows you to repair items, perform new building options and improve the quality and increases the health of player-constructed carpentry.  
|The ''axe'' skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using [[Weapons#Axe|axes]], such as [[Hand Axe|hand axes]] and [[Wood Axe|wood axes]].
|-
|[[Long Blunt]]
|The ''long blunt'' skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using [[Weapons#Long Blunt|long blunt weapons]], such as [[Baseball Bat|baseball bats]] and [[crowbar]]s.
|-
|[[Short Blunt]]
|The ''short blunt'' skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using [[Weapons#Short Blunt|short blunt weapons]], such as [[wrench]]es and [[nightstick]]s.
|-
|[[Long Blade]]
|The ''long blade'' skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using [[Weapons#Long Blade|long blades]], such as [[katana]]s and [[machete]]s.
|-
|[[Short Blade]]
|The ''short blade'' skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using [[Weapons#Short Blade|short blades]], such as [[Kitchen Knife|kitchen knives]] and [[Hunting Knife|hunting knives]]. This skill also affects the chance of jaw stabs when using [[Weapons#Short Blade|short blades]] that have a 'stabbing' attack type.
|-
|[[Spear]]
|The ''spear'' skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using [[Weapons#Spear 2|spears]].
|-
|[[Maintenance]]
|The ''maintenance'' skill reduces the chance for a [[Weapons#Melee weapons|melee weapon]] to lose [[Durability|condition]] on each hit. For the [[Weapons#Firearms|firearms]] equivalent, see [[Skills#Firearm|''aiming'']].
|}


The carpentry skill is leveled by crafting anything that uses [[Plank|planks]], or by sawing [[Log|logs]] into planks.
The effects of weapon skill levels are additive with changes coming from other sources such as [[moodles]], [[strength]], and [[fitness]].
 
The critical chance from skills is added on top of the base critical chance of the weapon. The critical chance of any attack has a minimum of 10% and a maximum of 90%.
 
Whenever a zombie performs an attack, the player has a chance to block it. If an attack is blocked the damage is simply negated. When a zombie's attack successfully hits the player, the attack is checked against the player's resistances through a separate calculation which uses the player's injury chance.
 
All weapon skills other than the [[axe (skill)|axe skill]] are reduced by one when used in the following calculations, such that level 1 is equivalent to level 0 and level 10's stat boosts are unachievable. When using this table with weapon skills other than the [[Skills#Combat|''axe'']] skill, subtract 1 from the player's weapon skill level on the table.
 
{| class="wikitable theme-red"
|-
! Proficiency level
| style="width: 1.3em;" | 0
| style="width: 1.3em;" | 1
| style="width: 1.3em;" | 2
| style="width: 1.3em;" | 3
| style="width: 1.3em;" | 4
| style="width: 1.3em;" | 5
| style="width: 1.3em;" | 6
| style="width: 1.3em;" | 7
| style="width: 1.3em;" | 8
| style="width: 1.3em;" | 9
| style="width: 1.3em;" | 10
|-
! Damage
| style="width: 1.3em;" | 30%
| style="width: 1.3em;" | 40%
| style="width: 1.3em;" | 50%
| style="width: 1.3em;" | 60%
| style="width: 1.3em;" | 70%
| style="width: 1.3em;" | 80%
| style="width: 1.3em;" | 90%
| style="width: 1.3em;" | 100%
| style="width: 1.3em;" | 110%
| style="width: 1.3em;" | 120%
| style="width: 1.3em;" | 130%
|-
|-
|'''[[Cooking]]'''
! Crit chance
|Raising the [[Cooking]] skill allows you to increase your [[Crafting#Food|crafted food]]'s hunger reduction. In addition, raising your cooking skill to level 4 allows you to make [[Soup Recipe|soups]] and [[Stew Recipe|stews]] with rotten ingredients.
| style="width: 1.3em;" | 0%
 
| style="width: 1.3em;" | 3%
The cooking skill is leveled by cooking food in a [[Heat Source|heat source]] or by crafting [[Crafting#Food_and_Drinks|food recipes]].
| style="width: 1.3em;" | 6%
| style="width: 1.3em;" | 9%
| style="width: 1.3em;" | 12%
| style="width: 1.3em;" | 15%
| style="width: 1.3em;" | 18%
| style="width: 1.3em;" | 21%
| style="width: 1.3em;" | 24%
| style="width: 1.3em;" | 27%
| style="width: 1.3em;" | 30%
|-
|-
|'''[[Farming]]'''
! Attack speed
|Raising the [[Farming]] skill allows you to check up on a plants status and the information available increases as the skill does.  
| style="width: 1.3em;" | 0%
 
| style="width: 1.3em;" | 3%
The farming skill is leveled by harvesting crops.
| style="width: 1.3em;" | 6%
| style="width: 1.3em;" | 9%
| style="width: 1.3em;" | 12%
| style="width: 1.3em;" | 15%
| style="width: 1.3em;" | 18%
| style="width: 1.3em;" | 21%
| style="width: 1.3em;" | 24%
| style="width: 1.3em;" | 27%
| style="width: 1.3em;" | 30%
|-
|-
|'''[[First Aid]]'''
! Block chance
|Raising the [[First Aid]] skill allows you to treat wounds faster, make better bandages, understand more ailments and spot infections on your health panel and much more besides.
| style="width: 1.3em;" | 0%
 
| style="width: 1.3em;" | 3%
The first aid skill is leveled by performing [[Medical Actions|medical actions]] on yourself or others.
| style="width: 1.3em;" | 6%
| style="width: 1.3em;" | 9%
| style="width: 1.3em;" | 12%
| style="width: 1.3em;" | 15%
| style="width: 1.3em;" | 18%
| style="width: 1.3em;" | 21%
| style="width: 1.3em;" | 24%
| style="width: 1.3em;" | 27%
| style="width: 1.3em;" | 30%
|-
|-
|'''[[Electrical]]'''
! Injury chance
|Raising the [[Electrical]] skill allows you to operate generators and create devices.
| style="width: 1.3em;" | -5%
 
| style="width: 1.3em;" | -2%
The Electrical skill is leveled by dismantling electronics (Radios, CD players, etc.).
| style="width: 1.3em;" | 0%
| style="width: 1.3em;" | 1%
| style="width: 1.3em;" | 2%
| style="width: 1.3em;" | 3%
| style="width: 1.3em;" | 4%
| style="width: 1.3em;" | 5%
| style="width: 1.3em;" | 5%
| style="width: 1.3em;" | 6%
| style="width: 1.3em;" | 7%
|}
|}


===Firearm===
===Crafting===
{| class="wikitable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''Aiming'''
|[[Carpentry]]
|Your aiming skill determines how accurately you can shoot, your chance to make a critical hit, range, angle, and recoil time.
|The ''[[carpentry]]'' skill allows the player to [[Carpentry (crafting)|construct wooden structures and furniture]], and also affects the [[Durability#Factors affecting repair|chance of repairing items and the durability restored by doing so]], the health and construction speed of [[Barricade|wooden barricades]], the amount of noise made while building, and the health and quality of constructed buildings and structures.
This can be leveled up by killing an enemy with a firearm.
|-
|[[Cooking]]
|The ''[[cooking]]'' skill allows the player to [[Cooking (crafting)|create more nutritious and filling food]], and also affects the player's ability to detect poison. In addition, raising the cooking skill to level 7 allows the player to safely use rotten ingredients in certain food types, such as in [[Pot of Soup|soups]] and [[Pot of Stew|stews]].
|-
|[[Farming]]
|The ''[[farming]]'' skill affects the player's ability to check the status and health of crops. The information available to the player when checking their crops increases with each level.
|-
|[[First Aid]]
|The ''[[First Aid|first aid]]'' skill affects the player's ability to evaluate the severity of [[Health#Types of injuries|injuries]], as well as the speed at which the player performs [[First Aid#First Aid flow|medical actions]]. It also affects the effectiveness of the [[poultice]]s and [[splint]]s that the player applies, as well as the lifespan of any [[bandage]]s they apply.
|-
|-
|'''Reloading'''
|[[Electrical]]
|Your reloading skill determines how long it takes your character to take out a magazine, load some bullets, and insert the magazine back in.
|The ''[[electrical]]'' skill allows the player to perform a wide range of electrical-related actions as their skill level in electrical increases. Some examples include the ability to [[Vehicles#Hot-wiring|hot-wire vehicles]] at level 1 electrical (though level 2 in mechanics is required as well), convert [[lamp]]s to run on [[Battery|batteries]] at level 5 electrical, and [[Electrical (crafting)|crafting various devices]] using the materials the player receives through disassembling electrical items they find. Higher electrical levels also improve the efficiency or success chance of the player's electrical-related actions, including the effectiveness of [[Generator#Materials to repair|generator repairs]] and the success rate of hot-wiring attempts, as well reducing the likelihood of triggering car alarms when hot-wiring.
This can be leveled up by reloading any firearm.
|-
|[[Metalworking]]
|The ''[[metalworking]]'' skill allows the player to [[Metalworking (crafting)|craft metal structures and items]], as well as repair some metal objects such as [[Mechanics#Maintaining vehicles|vehicle parts]]. Crafted metal structures are generally stronger than their wooden equivalent, and the player's metalworking skill level when crafting those structures will increase the durability of those structures.
|-
|[[Mechanics]]
|The ''[[mechanics]]'' skill affects the player's ability to work on [[vehicles]], including the success rate of [[Mechanics#Maintaining vehicles|installing or removing components]] and how effective [[Mechanics#Salvaging parts and repairing engines|repairs]] are. The player also gains the ability to [[Vehicles#Hot-wiring|hot-wire vehicles]] at mechanics level 2, provided they also have at least level 1 in electrical.
|-
|[[Tailoring]]
|The ''[[tailoring]]'' skill allows the player to apply fabric patches to clothes, increasing the defense of those clothes. The player applies patches using [[Tailoring#Fabrics|fabric]] they receive from ripping up clothes, with different types of clothes providing different fabric when ripped up. The amount of defense that a patch provides is determined by the player's skill level in tailoring, as well as the type of fabric they use to create the patch. At tailoring level 8, the player gains the ability to completely repair holes in clothes, restoring the clothes' original defense and appearance.
|}
|}


===Survivalist===
===Firearm===
{| class="wikitable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''[[Fishing]]'''
|[[Aiming]]
|Your fishing skill determines how long it takes you to fish, chance of breaking the line, letting the fish escape, losing bait or tackle,
|The ''aiming'' skill determines five key stats for [[firearms]]: accuracy, precision, range, firing angle, and aiming time. Aiming experience is gained whenever the player successfully lands a shot on an enemy with a firearm.
 
and increases your chance to catch a larger fish.
 
This can be leveled up by casting your line into the water. No matter what the outcome of the cast you will gain some XP. Larger fish will bring in more XP.
|-
|'''[[Trapping]]'''
|Your trapping skill gives you a better chance of catching something in your trap and the ability to make new traps.
 
This can be leveled by retrieving the animals caught in your traps.
|-
|-
|'''[[Foraging]]'''
|[[Reloading]]
|Your foraging skill gives you a better chance to find a higher quality food items and a higher quantity of them.
|The ''reloading'' skill determines how long it takes the player to perform the following reloading-related tasks:
 
*Removing and inserting [[Magazine (firearms)|magazines]].
This can be leveled by going into the forest, right-clicking on an area and selecting Forage.
*Loading [[Ammo|rounds]] into magazines.
*Unloading rounds from magazines.
*Loading weapons directly if they use a cylinder.
|}
|}


==Passives==
===Survivalist===
{| class="wikitable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''Strength'''
|[[Fishing]]
|Your Strength determines your carry weight, as well as certain other factors, such as opening locked windows and melee knockback.
|The ''[[fishing]]'' skill affects how long it takes the player to catch a [[fish]], the chance of breaking the [[Fishing Line|fishing line]], the chance of the fish escaping, the chance of losing [[Bait|bait or tackle]], and finally the size of the fish caught.
 
Fishing experience is gained by casting a fishing line into the water or [[Crafted Spear#Spear-fishing|using a spear to fish]]. The player will gain fishing experience regardless of the outcome of the catch. Larger fish will provide more experience per catch.
This can be leveled up mainly by carrying a Heavy Load and running. Strength experience is also granted when hitting zombies with melee.
|-
|[[Trapping]]
|The ''[[trapping]]'' skill affects the player's chances of successfully catching [[Animal#Game|animals]] in a [[Trapping#Traps|trap]], and also determines what traps they are able to craft.
Trapping experience is gained by retrieving the animals that get caught in the player's traps.
|-
|-
|'''Fitness'''
|[[Foraging]]
|Your Fitness levels give you more running endurance, allowing you to run farther without tiring. It may also increase running speed.
|The ''[[foraging]]'' skill affects [[Foraging#Investigate area & search mode|search mode]]; higher levels increase search mode's radius, item detection speed, chances of finding items, as well as what [[Foraging#Items|items can be found while foraging]].
Foraging experience is gained whenever the player finds items in search mode, and additional experience is gained by choosing to either collect or reject the found items. Both collecting and rejecting items reward the same additional experience.
|}


Fitness can be leveled by running and hitting zeds.
==Gallery==
|}
<gallery>
<div style="background-color:lightgrey">
Pzskillpoint.jpg|Skills in [[Version history|old game versions]] back from 2012
'''Note''': Upon leveling Strength or Fitness, your character will gain or lose traits.<br />
</gallery>
::'''Ex.''' A character with [[traits|Feeble]] will lose it upon leveling strength.<br />
::'''Ex 2.''' A character with no strength modifying traits will gain [[traits|Stout]] upon leveling strength.
</div>


==See Also==
==See also==
* [[Traits|Trait]]s
*[[Traits]]
* [[Player|Player]]
*[[Moodles]]
* [[Crafting|Crafting]]
*[[Occupation]]
*[[Player]]


== References ==
{{Navbox stats|skills}}


<References/>
[[Category:Skills]]
[[category:Player]]
[[category:Skills]]
[[category:Weapons]]

Latest revision as of 11:59, 25 April 2024

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This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]

Skills are abilities the player can advance in over time, with their proficiency at that skill quantified by it's skill level.

Overview

Each skills level can be increased by gaining a sufficient amount of 'experience points (also referred to as 'experience' or XP) in that skill. XP can be gained by completing specific tasks.

Skills are grouped into categories. There are currently six skill categories: passive, agility, combat, crafting, firearm, and survivalist. Each category contains multiple skills.

Status

The player's current skill levels are found by opening the health panel (click the heart symbol at the top-left of the screen) and selecting the skills tab, or by pressing L.

B41Skills.png

Advancement mechanics

Experience points and skill points

As the player performs tasks they gain experience points that count towards the skill used. Skills level up and become more effective when a character's experience points reach predefined levels, with successive levels requiring greater increases in experience. The experience points a character requires to gain another level are shown when hovering over a skill:

SkillsWindow ExperienceTooltip.png

The experience points required to level up skills in build 41.78.16 are:

Level 1 2 3 4 5 6 7 8 9 10
Passive skill 1500 3000 6000 9000 18000 30000 60000 90000 120000 150000
Regular skill 75 150 300 750 1500 3000 4500 6000 7500 9000

The skills in the passive category (strength and fitness) are unique in that they require significantly more experience points to gain levels in than any other skill. For example, advancing to level 1 in strength requires 1,500 experience points, whereas advancing carpentry to level 1 would only require 75 experience points.

The figures shown here are not cumulative. For example, improving 'regular skills' such as carpentry from level 3 to 4 would require 750 experience points, but raising carpentry from level 0 to level 4 would require the cumulative experience of reaching level 1, then level 2, then level 3, and finally level 4, which would add up to a total of 1,275 experience points.

Skill books

Skill books can be used to increase the rate at which the player trains a given skill. These books can be found throughout the world on bookshelves or in other containers. Books are only available for skills in the "crafting" and "survivalist" categories. Additionally, books only apply to specific levels of skill advancement, with a book for every two levels of skill, totaling 5 volumes of books for each skill. For example, reading Carpentry Vol. 1 will only increase experience points gained until the player reaches level 2. Books can only be read if they apply to a character's current skill level; for example, Carpentry Vol. 2 can only be read once the player reaches level 2 carpentry.

Reading a book multiplies the rate at which the player gains experience points in the associated skill, and as a result significantly reduces the amount of time and effort required to level up skills. The experience multiplier increases in steps as the player reads the skill book, with the multiplier increasing for each 10% of the book that the player reads. For each 10% of the book finished, the multiplier will become equal to the appropriate percentage of the max multiplier for the book. If the resulting multiplier is below 1, it will be ignored; for example, 10% of a Vol. 1 book would result in a 0.3x multiplier, but the player will still receive 1x experience points.

The presence of a multiplier on a given skill is indicated by animated arrows in the skill tab. Hovering the cursor over a skill level reveals the current multiplier. Below, the player has a multiplier of 3x on their cooking skill.

SkillsWindow skillMultiplier.gif

Level 1 2 3 4 5 6 7 8 9 10
Actual XP required 75 150 300 750 1500 3000 4500 6000 7500 9000
Total XP required 75 225 525 1275 2775 5775 10275 16275 23775 32775
Skill book multiplier 3 3 5 5 8 8 12 12 16 16
Effective XP required 25 50 60 150 187.5 375 375 500 468.75 562.5
Effective total XP required 25 75 135 285 472.5 847.5 1222.5 1722.5 2191.25 2753.75

Starting skill levels

The occupation and traits chosen during character creation determine a character's initial skill levels. The player's initial choices during character creation (and the skill levels they confer) are very important, and should be given careful consideration since skills a character begins with bonus levels in will receive a permanent 'XP boost' (a misnomer, as it overwrites the character's base rate of experience gain to the new value, rather than adding to or multiplying it). This bonus is dependent on the level a character begins with in that skill, and the experience point boost the character ends up with during character creation reflects permanently in the color of the skill's name in the skills menu. The image below shows each color a skill name can be, with yellow/gold, white, light gray, and dark gray reflecting boosts of 125%, 100%, 75%, and 25% (default), respectively.

SkillsWindow StartingSkillBoostColors.png

Note that since characters normally start with strength and fitness of 5, the character will by default begin with a 125% experience point bonus in these skills, unless the player's occupation and trait choices lower either of these skills' starting levels to less than 3.

The base experience multipliers ('XP boosts') gained with different starting levels are as follows:

Starting level 0 1 2 ≥3
'XP boost' 25% 75% 100% 125%
Relative experience gain 100% 300% 400% 500%

However, in-game data reveals actual experience gain corresponds to the following table:

Starting level 0 1 2 3
'XP boost' 25% 100% 133.33% 166.66%
Relative experience gain 100% 400% 533% 666%

Exceptions:

  • The sprinting skill has experience gains set to 100%, 125%, 133%, and 166%, respectively.
  • The aiming and reloading skills suffer an overall multiplier of 0.37037 upon a character reaching level 5 in the respective skill.

List of skills

Passives

Name Effect
Strength Strength affects several of a character's physical abilities, including:
  • Some combat elements, such as the player's melee damage, push knockback, and knockdown chance.
  • The player's default maximum encumbrance.
  • The chance to successfully force locked windows open.
  • The chance to successfully climb tall fences.
Fitness Fitness affects several of the player's physical abilities, including:
  • Some combat elements, including the player's attack speed, chance of automatically pushing a zombie away when attacked, and chance of tripping when a zombie that has just fallen over a window or fence lunges at the player's feet.
  • The rate of endurance loss and recovery.
  • The player's exercise speed.
  • Damage taken from long falls.

Agility

Name Effect
Sprinting The sprinting skill affects how fast a character runs and sprints, including running while sneaking.

Experience is gained in random intervals while running (hold ⇧ Shift) and sprinting (press L. ALT). Note that if the player is too overexerted or overburdened they may simply "power-walk" instead, but they can still gain sprinting experience while doing so. Zombies do not need to be nearby for the player to gain sprinting experience.

The speed increase is added (not multiplied) to movement speed, so it may not stack intuitively with other effects.

Lightfooted The lightfooted skill affects how loud a character's footsteps are, and as a result, how far away zombies can hear those footsteps from. All movement types are affected, including walking, running, etc., and the noise reduction from the lightfooted skill stacks with the noise reduction from the nimble skill. The effects of lightfooted are particularly evident with sprinting; at level 0 in the lightfooted skill, a sprinting character's footsteps will alert zombies from several tiles away, even when behind those zombies. However, at level 10 in the lightfooted skill, a character will produce so little noise while sprinting that even sprinting within a few tiles behind a zombie may not alert it.
Nimble The nimble skill affects how fast a character moves while in 'combat stance', and how loud their footsteps are. The footstep loudness reduction of the nimble skill affects all movement types, not just while in combat stance, and stacks with the loudness reduction from the lightfooted skill. Much like the lightfooted skill, the footstep noise reduction of the nimble skill is particularly noticeable when sprinting behind zombies.

Experience is gained in random intervals by walking in combat stance (Holding L. CTRL or RMB). Zombies do not need to be nearby for the player to gain nimble experience, but the player will not gain any experience points if they aren't moving anywhere. For example, continuously walking into a corner will not grant any nimble experience because the character's position isn't actually changing as they walk.

Sneaking The sneaking skill affects how loud a character's footsteps are when sneaking, and how likely zombies are to spot them.

Experience is gained by sneaking (pressing C) near zombies while undetected.

Walking/running while sneaking has a default 20% sound radius multiplier, and a 40% detection chance multiplier. For example, at level 0 in the sneaking skill, the base 20% sneak sound radius multiplier will be multiplied by the level 0 sneaking skill multiplier of 120%, leading to an effective footstep sound radius of 24% while sneaking. (20% * 120% = 24%)

Combat

Name Effect
Axe (skill) The axe skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using axes, such as hand axes and wood axes.
Long Blunt The long blunt skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using long blunt weapons, such as baseball bats and crowbars.
Short Blunt The short blunt skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using short blunt weapons, such as wrenches and nightsticks.
Long Blade The long blade skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using long blades, such as katanas and machetes.
Short Blade The short blade skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using short blades, such as kitchen knives and hunting knives. This skill also affects the chance of jaw stabs when using short blades that have a 'stabbing' attack type.
Spear The spear skill influences attack speed, damage done, critical chance, and the chance of the character automatically pushing zombies away when grabbed (front grabs) while using spears.
Maintenance The maintenance skill reduces the chance for a melee weapon to lose condition on each hit. For the firearms equivalent, see aiming.

The effects of weapon skill levels are additive with changes coming from other sources such as moodles, strength, and fitness.

The critical chance from skills is added on top of the base critical chance of the weapon. The critical chance of any attack has a minimum of 10% and a maximum of 90%.

Whenever a zombie performs an attack, the player has a chance to block it. If an attack is blocked the damage is simply negated. When a zombie's attack successfully hits the player, the attack is checked against the player's resistances through a separate calculation which uses the player's injury chance.

All weapon skills other than the axe skill are reduced by one when used in the following calculations, such that level 1 is equivalent to level 0 and level 10's stat boosts are unachievable. When using this table with weapon skills other than the axe skill, subtract 1 from the player's weapon skill level on the table.

Proficiency level 0 1 2 3 4 5 6 7 8 9 10
Damage 30% 40% 50% 60% 70% 80% 90% 100% 110% 120% 130%
Crit chance 0% 3% 6% 9% 12% 15% 18% 21% 24% 27% 30%
Attack speed 0% 3% 6% 9% 12% 15% 18% 21% 24% 27% 30%
Block chance 0% 3% 6% 9% 12% 15% 18% 21% 24% 27% 30%
Injury chance -5% -2% 0% 1% 2% 3% 4% 5% 5% 6% 7%

Crafting

Name Effect
Carpentry The carpentry skill allows the player to construct wooden structures and furniture, and also affects the chance of repairing items and the durability restored by doing so, the health and construction speed of wooden barricades, the amount of noise made while building, and the health and quality of constructed buildings and structures.
Cooking The cooking skill allows the player to create more nutritious and filling food, and also affects the player's ability to detect poison. In addition, raising the cooking skill to level 7 allows the player to safely use rotten ingredients in certain food types, such as in soups and stews.
Farming The farming skill affects the player's ability to check the status and health of crops. The information available to the player when checking their crops increases with each level.
First Aid The first aid skill affects the player's ability to evaluate the severity of injuries, as well as the speed at which the player performs medical actions. It also affects the effectiveness of the poultices and splints that the player applies, as well as the lifespan of any bandages they apply.
Electrical The electrical skill allows the player to perform a wide range of electrical-related actions as their skill level in electrical increases. Some examples include the ability to hot-wire vehicles at level 1 electrical (though level 2 in mechanics is required as well), convert lamps to run on batteries at level 5 electrical, and crafting various devices using the materials the player receives through disassembling electrical items they find. Higher electrical levels also improve the efficiency or success chance of the player's electrical-related actions, including the effectiveness of generator repairs and the success rate of hot-wiring attempts, as well reducing the likelihood of triggering car alarms when hot-wiring.
Metalworking The metalworking skill allows the player to craft metal structures and items, as well as repair some metal objects such as vehicle parts. Crafted metal structures are generally stronger than their wooden equivalent, and the player's metalworking skill level when crafting those structures will increase the durability of those structures.
Mechanics The mechanics skill affects the player's ability to work on vehicles, including the success rate of installing or removing components and how effective repairs are. The player also gains the ability to hot-wire vehicles at mechanics level 2, provided they also have at least level 1 in electrical.
Tailoring The tailoring skill allows the player to apply fabric patches to clothes, increasing the defense of those clothes. The player applies patches using fabric they receive from ripping up clothes, with different types of clothes providing different fabric when ripped up. The amount of defense that a patch provides is determined by the player's skill level in tailoring, as well as the type of fabric they use to create the patch. At tailoring level 8, the player gains the ability to completely repair holes in clothes, restoring the clothes' original defense and appearance.

Firearm

Name Effect
Aiming The aiming skill determines five key stats for firearms: accuracy, precision, range, firing angle, and aiming time. Aiming experience is gained whenever the player successfully lands a shot on an enemy with a firearm.
Reloading The reloading skill determines how long it takes the player to perform the following reloading-related tasks:
  • Removing and inserting magazines.
  • Loading rounds into magazines.
  • Unloading rounds from magazines.
  • Loading weapons directly if they use a cylinder.

Survivalist

Name Effect
Fishing The fishing skill affects how long it takes the player to catch a fish, the chance of breaking the fishing line, the chance of the fish escaping, the chance of losing bait or tackle, and finally the size of the fish caught.

Fishing experience is gained by casting a fishing line into the water or using a spear to fish. The player will gain fishing experience regardless of the outcome of the catch. Larger fish will provide more experience per catch.

Trapping The trapping skill affects the player's chances of successfully catching animals in a trap, and also determines what traps they are able to craft.

Trapping experience is gained by retrieving the animals that get caught in the player's traps.

Foraging The foraging skill affects search mode; higher levels increase search mode's radius, item detection speed, chances of finding items, as well as what items can be found while foraging.

Foraging experience is gained whenever the player finds items in search mode, and additional experience is gained by choosing to either collect or reject the found items. Both collecting and rejecting items reward the same additional experience.

Gallery

See also