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{{Header|Project Zomboid|Game mechanics|Character}}
{{header|Gameplay|Player|Skills|version=Version 38|incver=30}}
{{Page version|41.78.16}}
{{Improve}}
'''Skills''' are abilities the [[player]] can advance in over time, with their proficiency at that skill quantified by it's ''skill level''.  
{{Notice|Underconstruction}}
'''Skills''' are abilities a character has learned, with their proficiency at that skill quantified by its '''skill level'''. The skill level can be increased by allocating '''skill points''', which are earned by gaining '''experience points''' ('''XP''').


Skills are grouped into categories. There are currently six main skill categories: ''agility'', ''blade'', ''blunt'', ''crafting'', ''firearm'', and ''survivalist''. Each of these contains multiple skills. There is also a ''passive'' category, containing the ''fitness'' and ''strength'' skills.
==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.


== Status ==
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.


The player's current skill levels are found by opening the 'player status' window (click the heart symbol at the top-left of the screen) and selecting the 'skills' tab, or by pressing {{Key|C}}.
==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}}.


Selecting the white arrow at the top right of the window toggles between viewing the player's passive and main skill categories:
[[File:B41Skills.png]]


[[File:SkillsWindow_regularPassiveToggle.png|center]]
==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:


== Advancement Mechanics ==
[[File:SkillsWindow ExperienceTooltip.png]]


=== Experience Points and Skill Points ===
The experience points required to level up skills in [[Build 41|build 41.78.16]] are:
 
{| class="wikitable theme-red" style="text-align: center;"
As the player performs tasks they gain experience points (XP) that count towards skill points. Skill points are earned when the player's XP reaches predefined levels, with successive levels requiring greater increases in XP. The player's current available number of skill points and the XP required to gain another are shown at the top of the skills tab:
|-
 
! Level
[[File:SkillsWindow_skillPoints.png]]
| 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
|}


=== Skill Point Allocation ===
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.


Skill points alone provide no direct benefit to the character; to become useful, they must be assigned to a skill. However, in order to increase the level of a skill, it must first be trained sufficiently to allow a skill point to be allocated to it. In the player's 'agility' category shown below, only the 'nimble' skill has been trained to the point that it can be leveled up.
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.


[[File:SkillsWindow_skillTraining.png]]
===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.


Skills are trained by performing actions associated with that skill: for example barricading a window will train the carpentry skill, while preparing a meal trains the cooking skill. Training a skill generates XP that count towards that skill, while also being counted towards skill points. The XP currently gained by training a particular skill is shown by hovering the mouse over it in the skills tab, along with XP required to reach the next level. As with progress towards skill points, the XP that must be gained to train a skill to the next level increases as it is leveled up.
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.


Allocating skill points permanently increases skill level. Higher level skills can allow the player to perform tasks more effectively, or may unlock new abilities. For example the 'maintenance' skill in the 'blade' category, which is trained to level 1 below, will reduce the chance that the player damages a bladed weapon in combat.
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.


[[File:SkillsWindow_skillTrained.png]]
[[File:SkillsWindow skillMultiplier.gif]]


The XP required to level up skills in build 40.43 is:
{| class="wikitable theme-red" style="text-align: center;"
{| class="pztable" style="text-align:center;"
|-
|-
! Level
! Level
Line 50: Line 86:
| style="width: 1.3em;" | 10
| style="width: 1.3em;" | 10
|-
|-
! Regular skill
! Actual XP required
| 75
| 75
| 150
| 150
Line 62: Line 98:
| 9000
| 9000
|-
|-
! Passive skill
! Total XP required
| 1500
| 75
| 3000
| 225
| 6000
| 525
| 9000
| 1275
| 18000
| 2775
| 30000
| 5775
| 60000
| 10275
| 90000
| 16275
| 120000
| 23775
| 150000
| 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
|}
|}


The figures shown here are not cumulative. For example improving 'regular skill' such as carpentry from level 3 to 4 would require 750XP.
===Starting skill levels===
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.


=== Skill Literature ===
[[File:SkillsWindow StartingSkillBoostColors.png]]


[[Skill Books|Skill books]] can be used to increase the rate at which the player trains a given skill. These can be found throughout the world on bookshelves or in other containers. Books are only available for skills in the "crafting" and "survival" categories. Additionally, books only apply to specific levels of skill advancement. For example "Carpentry for Beginners" will only provide a benefit to a player with level 0-1 carpentry. Books can only be read if they apply to the player's current skill level.
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.


Reading a book multiplies the rate at which the player trains the associated skill. The multiplier increases in proportion to the player's progress through the book and reaches a maximum when the book is fully read. 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 the cooking skill. Since training skills generates XP, reading books is an effective way to quickly improve the player's abilities.
The ''base'' experience multipliers ('XP boosts') gained with different starting levels are as follows:


[[File:SkillsWindow_skillMultiplier.gif]]
{| class="wikitable theme-red" style="text-align: center;"
|-
! Starting level
| 0  || 1  ||  2  || ≥3
|-
! 'XP boost'
| 25% || 75% || 100% || 125%
|-
! Relative experience gain
| 100% || 300% || 400% || 500%
|}


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


The choices made at [[Player#Character_Creation|character creation]] determine a character's initial skill levels. Since skills take a long time to train, careful consideration should be given to the skills chosen at the start of the game.
{| class="wikitable theme-red" style="text-align: center;"
|-
! Starting level
| 0  || 1  ||  2  || 3
|-
! 'XP boost'
| 25% || 100% || 133.33% || 166.66%
|-
! Relative experience gain
| 100% || 400% || 533% || 666%
|}


The player's initial choice of skills are also important since skills they begin with receive an 'XP boost'. This bonus is dependent on the level the player begins with on that skill, and remains active over the course of the game. Starting skills' names are highlighted yellow in the skill tab, and hovering over the skill level will display the XP boost received. Here, the player has XP boosts for both the 'fitness' and 'strength' skills:
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.


[[File:SkillsWindow_XPBoost.png]]
==List of skills==
 
===Passives===
The XP boosts gained with different starting levels are as follows:
{| class="wikitable theme-red" style="text-align: left;"
 
|-
{| class="pztable" style="text-align:center;"
! Name
! Effect
|-
|-
! Starting Level
|[[Strength]]
| 0  || 1  ||  2  || ≥3
|''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.
|-
|-
! XP Boost
|[[Fitness]]
| 25% || 75% || 100% || 125%
|''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.
|}
|}


==List of Skills==
===Agility===
===Agility===
{| class="pztable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''Sprinting'''
|[[Sprinting]]
|This affects how fast you can Run and Sprint
|The ''sprinting'' skill affects how fast a character runs and sprints, including running while sneaking.
This can be leveled by Running (hold '''SHIFT''') and Sprinting (press '''Left ALT'''). Note that if the player is too unfit/obese/overexerted/overburdened they may simply "power-walk" instead and could be unable to sprint, but they can still gain sprinting xp by doing so.
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'''
|[[Lightfooted]]
|This is your general ability to move quietly.
|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.
This can be leveled by Sneaking, Walking or Running near zombies while undetected.
|-
|-
|'''Nimble'''
|[[Nimble]]
|The Nimble skill affects how fast you move while Sneaking (Build 40), decreases chance of tripping (Build 41)
|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.
and how much visibility you lose when aiming. It also increases the speed that you move at while in Combat Stance. <ref>http://www.theindiestone.com/community/viewtopic.php?f=20&t=7153&p=98738#p98738</ref>


This can be leveled by walking in Combat stance anywhere (Pressing '''C''' in IWBUMS B41), Sneaking (Build <40) and jumping over fences.
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.
|-
|-
|'''Sneaking'''
|[[Sneaking]]
|Your general ability to avoid detection and make less noise when Sneaking.  
|The ''sneaking'' skill affects how loud a character's footsteps are when sneaking, and how likely zombies are to spot them.
This can be leveled by Sneaking (holding '''CTRL''' or '''Z''') near zombies while undetected.
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%)
|}
|}


===Blade===
===Combat===
{| class="pztable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''Accuracy'''
|[[Axe (skill)]]
|Influences hit chance, attack speed, damage done, and critical chance of bladed weapons.
|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]].
Increases when player hit zombies.
|-
|-
|'''Guard'''
|[[Long Blunt]]
|Helps the player to avoid being scratched when a bladed weapon is equipped.
|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.
Increases when player hit zombies, or get hit by them (Only take damage, no scratches or bites).
|-
|-
|'''Maintenance'''
|[[Short Blunt]]
|Gives a chance for any blade weapon to not lose condition when used.
|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.
This is levelled by using blade weapons, with one caveat; no xp is gained if the weapon loses condition from that use. To train this, you'll need to use a blade weapon that doesn't break easily.
|-
|[[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'']].
|}
|}


===Blunt===
The effects of weapon skill levels are additive with changes coming from other sources such as [[moodles]], [[strength]], and [[fitness]].
{| class="pztable" style="text-align:center;"  
 
|-  
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%.
! Name
 
! Effect
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%
|-
! Crit chance
| style="width: 1.3em;" | 0%
| style="width: 1.3em;" | 3%
| 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%
|-
|-
|'''Accuracy'''
! Attack speed
|Influences hit chance, attack speed, damage done, and critical chance of blunt weapons.
| style="width: 1.3em;" | 0%
Increases when player hit zombies.
| style="width: 1.3em;" | 3%
| 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%
|-
|-
|'''Guard'''
! Block chance
|Helps the player to avoid being scratched when a blunt weapon is equipped.
| style="width: 1.3em;" | 0%
Increases when player hit zombies, or get hit by them (Only take damage, no scratches or bites).
| style="width: 1.3em;" | 3%
| 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%
|-
|-
|'''Maintenance'''
! Injury chance
|Gives a chance for any blunt weapon to not lose condition when used.
| style="width: 1.3em;" | -5%
This is levelled by using blunt weapons, with one caveat; no xp is gained if the weapon loses condition from that use. To train this, you'll need to use a blunt weapon that doesn't break easily.
| style="width: 1.3em;" | -2%
| 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%
|}
|}


===Crafting===
===Crafting===
{| class="pztable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''[[Carpentry]]'''
|[[Carpentry]]
|Raising the [[Carpentry]] skill allows you to repair items better, perform new building options and improve the quality and increases the health of player-constructed carpentry.
|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.
 
The carpentry skill is leveled by barricading, crafting anything that uses [[Plank|planks]], dismantling furniture and shelving, or by sawing [[Log|logs]] into planks.
|-
|-
|'''[[Cooking]]'''
|[[Cooking]]
|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 [[Pot of Soup|soups]] and [[Pot of Stew|stews]] with rotten ingredients.
|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]].
 
The cooking skill is leveled by cooking food in a [[Heat Source|heat source]] or by crafting [[Crafting#Food_and_Drinks|food recipes]]
|-
|-
|'''[[Farming]]'''
|[[Farming]]
|Raising the [[Farming]] skill allows you to check up on a plants status and the information available increases as the skill does.
|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.
 
The farming skill is leveled by harvesting crops.
|-
|-
|'''[[First Aid]]'''
|[[First Aid]]
|Raising the [[First Aid]] skill allows you to bandage wounds quicker, treat wounds better in general, understand more ailments and spot infections on your health panel and much more besides.
|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.
Higher the skill - faster time of healing and bandages gets dirty slower.
 
The first aid skill is leveled by performing [[First Aid|medical actions]] on yourself or others.
|-
|-
|'''[[Electrical]]'''
|[[Electrical]]
|Raising the [[Electrical]] skill allows you to operate generators and create devices.
|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.
 
The Electrical skill is leveled by dismantling electronics (Radios, CD players, etc.) as well as by crafting makeshift ones.
|-
|-
|'''[[Metalworking|Metalworking]]'''
|[[Metalworking]]
|Raising the [[Metalworking|Metalworking]] skill allows you to build structures that are stronger than wood.
|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.
 
The Metalworking skill is leveled by building metal containers/structures/barricades.
|-
|-
|'''[[Mechanics]]'''
|[[Mechanics]]
|Raising the [[Mechanics]] skill allows you to repair and change part of cars. Combined with [[Electrical]], it can help you start a car without a key by hot wiring it.
|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.
 
The Mechanics skill is leveled by mount/unmount car parts.
|-
|-
|'''[[Tailoring]]'''
|[[Tailoring]]
|Raising the [[Tailoring]] skill allows you to patch and fortify clothing, as well as fully repair clothing at higher skill levels. The amount of defense repaired or increased depends on the skill level.
|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.
 
The tailoring skill is leveled by repairing and fortifying and clothing piece that may be inspected and repaired.  
|}
|}


===Firearm===
===Firearm===
{| class="pztable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-  
|-
! Name
! Name
! Effect
! Effect
|-
|-
|'''Aiming'''
|[[Aiming]]
|Your aiming skill determines how accurately you can shoot, your chance to make a critical hit, range, angle, and recoil time.
|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.
This can be leveled up by shooting an enemy with a firearm.
|-
|-
|'''Reloading'''
|[[Reloading]]
|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 ''reloading'' skill determines how long it takes the player to perform the following reloading-related tasks:
This can be leveled up by inserting bullets into a magazine, reloading any firearm with a new magazine, inserting bullets directly into any firearm.
*Removing and inserting [[Magazine (firearms)|magazines]].
 
*Loading [[Ammo|rounds]] into magazines.
Note that when reloading is set to normal/hardcore, reloading a handgun can be done repeatedly just for practice; it's not necessary to discharge the weapon.
*Unloading rounds from magazines.
*Loading weapons directly if they use a cylinder.
|}
|}


===Survivalist===
===Survivalist===
{| class="pztable" style="text-align:center;"  
{| class="wikitable theme-red" style="text-align: left;"
|-
! Name
! Effect
|-
|-
|'''[[Fishing]]'''
|Your fishing skill determines how long it takes you to fish, chance of breaking the line, letting the fish escape, losing bait or tackle, and increases your chance to catch a larger fish.
This can be leveled up by casting your line into the water, or using a spear to fish. 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]]'''
|Your foraging skill gives you a better chance to find materials and a higher quality food items and a higher quantity of them.
This can be leveled by going into the forest, right-clicking on an area and selecting Forage.
|}
==Passives==
{| class="pztable" style="text-align:center;"
|-
! 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 or shove knockback. It increases melee weapon’s damage by 5%, and a flat 0.2 damage from stomping downed zombies. It also increases shove/push knockdown chance.
|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.
(Note: Here’s how push knockdown chance is calculated:)
35 (base push knockdown chance) - 5 x endurance - 5 x load - 1.3 x panic + 2 x strength level
 
(There’s 0-4 levels for panic, endurance and heavy load moodle)
 
This can be leveled up mainly by doing Strength Exercises, carrying a Heavy Load and running. Strength experience is also granted when hitting zombies or trees with melee attacks.
|-
|-
|'''Fitness'''
|[[Trapping]]
|Your Fitness levels give you more running and combat endurance, allowing you to run farther and fight zombies longer without tiring. It also increases jogging/running and sprinting speed, but much less than the actual Sprinting skill.
|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 can be leveled by sprinting(you currently gain 1 fitness xp per 1 sprinting xp), doing Fitness Exercises and using melee attacks while the player is not overexerted
|}
 
{| class="pztable"
|-
! Strength
| 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
|-
|-
! Carry weight
|[[Foraging]]
| 6
|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]].
| 7
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.
| 8
| 9
| 11
| 12
| 14
| 15
| 16
| 18
| 20
|}
|}


<div style="background-color:lightgrey">
==Gallery==
'''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 />
Pzskillpoint.jpg|Skills in [[Version history|old game versions]] back from 2012
::'''Ex 2.''' A character with no strength modifying traits will gain [[traits|Stout]] upon leveling strength.
</gallery>


</div>
==See also==
*[[Traits]]
*[[Moodles]]
*[[Occupation]]
*[[Player]]


==See also==
{{Navbox stats|skills}}
* [[Traits|Trait]]s
* [[Player|Player]]
* [[Crafting|Crafting]]


== References ==
[[Category:Skills]]
<References/>

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