Skills

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GameplayPlayerSkillsSkills
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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 gaining a sufficient amount of experience points (XP).

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

Status

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 L.

B41Skills.png

Advancement Mechanics

Experience Points and Skill Points

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

SkillsWindow skillMultiplier.gif

The XP required to level up skills in build 41.50 is:

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

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

Skill Literature

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 "survivalist" categories. Additionally, books only apply to specific levels of skill advancement, with a book for every two levels of skill, totalling 5 volumes of books for each skill. 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.

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 generate XP, reading books is an effective way to quickly improve the player's abilities.

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
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

Starting Skill Levels

The choices made at character creation determine a character's initial skill levels. The player's initial choice of skills are very important and should be given careful consideration since skills they begin with receive an 'XP boost' (a misnomer, as it overwrites your base rate of experience gain to the new value, not add or multiply). 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 boost's for both the 'fitness' and 'strength' skills:

SkillsWindow XPBoost.png

Note that since characters normally start with 'strength' and 'fitness' of 5, unlike other skills the character will by default have the full experience multiplier, unless they start out with negative traits which —after including profession and positive traits— overall subtract one or both of the skills by 3 or more points.

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

Starting Level 0 1 2 ≥3
'XP Boost' 25% 75% 100% 125%
Actual relative experience gain 100% 400% 500% 600%

List of Skills

Agility

Name Effect
Sprinting This affects how fast you can Run and Sprint

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.

Sprinting level 0 1 2 3 4 5 6 7 8 9 10
Run/Sprint Speed multiplier 90% 110% 115% 120% 125% 130% 135% 140% 145% 150% 160%
Lightfooted This is your general ability to move quietly.

This can be levelled by Sneaking near zombies while undetected.

Lightfooted level 0 1 2 3 4 5 6 7 8 9 10
Footsteps sound radius multiplier 99% 90% 79% 71% 65% 59% 52% 45% 37% 30% 20%
Nimble The Nimble skill affects how fast you move while in Combat Stance, and also decrease the noise you make while moving.

This gains experience by walking in Combat stance(Holding Left-Ctrl or holding Right-Click)

Nimble level 0 1 2 3 4 5 6 7 8 9 10
Combat walk Speed multiplier 100% 110% 114% 118% 122% 126% 130% 134% 138% 142% 150%
Sneaking Your general ability to avoid detection and make less noise when Sneaking.

This can be levelled by Sneaking (pressing C) near zombies while undetected.

Sneaking level 0 1 2 3 4 5 6 7 8 9 10
Footsteps sound radius multiplier when sneaking 120% 90% 80% 75% 70% 65% 60% 55% 50% 45% 40%

Combat

Name Effect
Axe Influences attack speed, damage done, critical chance and the chance of your character automatically pushing zombies away when grabbed (front grabs) while using the Axe weapon type.

Increases when the player hits zombies with axes. Affects Axes

Long Blunt Influences attack speed, damage done, critical chance and the chance of your character automatically pushing zombies away when grabbed (front grabs) while using Long Blunt weapons.

Increases when the player hits zombies with Long Blunt weapons. Affects Long Blunt.

Short Blunt Influences attack speed, damage done, critical chance and the chance of your character automatically pushing zombies away when grabbed (front grabs) while using Short Blunt weapons.

Increases when the player hits zombies with Short Blunt weapons. Affects Short Blunt.

Long Blade Influences attack speed, damage done, critical chance and the chance of your character automatically pushing zombies away when grabbed (front grabs) while using Long Blade weapons.

Increases when the player hits zombies with Long Bladed weapons. Affects Long Blade.

Short Blade Influences attack speed, damage done, critical chance and the chance of your character automatically pushing zombies away when grabbed (front grabs) while using Short Blade weapons. Increases the chance of jaw stabs when using knives.

Increases when the player hits zombies with Short Blade weapons. Affects Short Blade.

Level 0 1 2 3 4 5 6 7 8 9 1-0
Chance to Jawstab multiplier 100% 103% 106% 109% 112% 115% 118% 121% 124% 127% 130%
Spear Influences attack speed, damage done, critical chance and the chance of your character automatically pushing zombies away when grabbed (front grabs) while using Spear weapon type.

Increases when the player hits zombies with Spears. Affects Spears.

Maintenance Increases the chance for any weapon to not lose condition when used.

This gains XP by using 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 weapon that doesn't break easily.

The effects of weapon proficiencies are additive with changes coming from other sources such as moodles, Strength or Fitness.

The critical chance from skills is added on top of the base critical chance of the weapon. The critical chance of attacks is capped between 10% and 90%.

Weapon proficiency decreases the chance of weapons breaking equivalent to a maintenance skill of half its level. A level 10 weapon proficiency means the maintenance skill for that weapon type is effectively increased by 5. The effective level of the maintenance skill is first divided by two, then rounded down, then multiplied by two and finally added to the N from the (1 in N) odds of lowering a weapon's condition. This means that the effective maintenance level increases its power only on even level-ups and that the maximum bonus from maintenance and weapons proficiencies is N+14.

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 an attack goes through it checks the player's resistances, which is a separate calculation using the player's injury chance.

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 Raising the Carpentry skill gives a higher chance of repairing items, restoring more durability of a weapon, unlocking more building options, increasing plank barricades' health, barricade faster, does building actions quieter and can build more high-quality buildings with higher health.

The carpentry skill is levelled by barricading, crafting anything that uses planks, dismantling furniture and shelving, or by sawing logs into planks.

Cooking Raising the Cooking allows the player to detect poison better, and make a crafted food more filling and more nutritious with the same ingredient compared to a lower level chef. In addition, raising your cooking skill to level 7 allows you to use rotten ingredients, such as in soups and stews

The cooking skill is levelled by cooking food in a heat source or by crafting food recipes

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 is levelled by harvesting crops. The more XP is awarded the more health the crop has when harvested.

First Aid Raising the First Aid gives many benefits in treating wounds:

Fractures/Stitched deep wounds will heal faster and has less impact on movement/combat speed and cause less pain.

Perform all medical actions faster

Bandages and Poultices last longer. Allows the player to evaluate the severity of wounds and infections.

The first aid skill is levelled by performing medical actions on yourself or others.

Level 0 1 2 3 4 5 6 7 8 9 10
Fracture healing speed multiplier 50% 100% 150% 200% 250% 300% 350% 400% 450% 500% 550%
Fracture combat/run speed modifier 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75
Electrical Raising the Electrical skill allows you to operate generators and create devices.

The Electrical skill is levelled by repairing generators, dismantling electronics (Radios, CD players, etc.) and crafting makeshift electronics.

Metalworking Raising the Metalworking skill allows you to build structures that are stronger than wood, welds quieter and make metal barricades more durable.

The Metalworking skill is levelled by building or dismantling metal constructions and barricades.

Mechanics Raising the Mechanics skill allows you to repair and change parts of cars. Combined with Electrical, it can help you start a car without a key by hot wiring it.

The Mechanics skill is levelled by repairing cars, or by installing and removing car parts.

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 defence repaired or increased depends on the skill level.

The tailoring skill is levelled by repairing and fortifying any clothing piece that may be inspected and repaired.

Firearm

Name Effect
Aiming Your aiming skill determines how accurately you can shoot, your chance to make a critical hit, range, angle, and recoil time.

This can be levelled up by shooting an enemy with a firearm. Influences how likely the firearm will be damaged when used.

Level 0 1 2 3 4 5 6 7 8 9 10
Chance to hit multiplier 100% 100% 100% 200% 200% 300% 300% 400% 400% 500% 500%
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.

This can be levelled up by inserting bullets into a magazine, reloading any firearm with a new magazine, inserting bullets directly into any firearm.

Survivalist

Name Effect
Fishing Your fishing skill determines how long it takes you to fish, the chance of breaking the line, letting the fish escape, losing bait or tackle, and increasing your chance to catch a larger fish.

This can be levelled 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 levelled by retrieving the animals caught in your traps.

Foraging Your foraging skill increases the effectiveness of Search (Forage) mode by increasing its radius, item detection speed as well as the chance to find items. More items are unlocked as your foraging skill increases.

This can be levelled by going into search mode to find and pick up items.

Passives

Name Effect
Strength Your Strength determines your carry weight, as well as certain other factors, such as opening locked windows, push knockback and knockdown chance, melee damage and the chance to climb a tall fence.

This can be levelled up mainly by doing Strength Exercises, carrying more than 50% of your weight capacity, and running. Strength experience is also granted when hitting zombies or trees with melee attacks.

Strength 0 1 2 3 4 5 6 7 8 9 10
Carry capacity* 6 7 8 9 11 12 14 15 16 18 20
Melee damage multiplier 75% 80% 85% 90% 95% 100% 105% 110% 115% 120% 125%
Actual Melee damage multiplier with Strong - - - - - - - - - 168% 175%
Actual Melee damage multiplier with Weak 45% 48% - - - - - - - - -
Push knockdown multiplier 75% 80% 85% 90% 95% 100% 105% 110% 115% 120% 125%
Chance to climb tall fences bonus multiplier 0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20%
  • Please note that Carry Capacity is affected by various moodles.
Fitness Fitness increases a multitude of player abilities. It reduces Endurance loss, increases Endurance recovery, increases attack speed, reduces damage from long falls, increases the chance to push a zombie off when attacked, increases exercise speed and reduces trip chance when a zombie lunges after falling over a window or fence.

Fitness can be levelled by sprinting(50/50 chance to gain XP in Fitness or Sprinting every XP update while running), doing Fitness Exercises and using melee attacks while the player is not overexerted.

Fitness 0 1 2 3 4 5 6 7 8 9 10
Fatigue Gain Multiplier 100% 95% 92% 89% 87% 85% 83% 81% 79% 77% 75%
Endurance Loss Multiplier* 90% 80% 75% 70% 65% 60% 57% 53% 49% 46% 43%
Actual Endurance loss multiplier with Athletic - - - - - - - - - 27.6% 18.4%
Endurance Recovery Multiplier 70% 80% 90% 100% 110% 120% 130% 140% 150% 155% 160%
Attack Speed Increase 0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20%
Trip Reduction 0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20%
Chance to climb tall fences bonus multiplier 0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20%
  • Please note that Endurance Loss Multiplier is not exact, as endurance loss has multiple calculations and it does not affect Exercises. Weapon Endurance Loss Multiplier has its own calculation.

Note: Upon leveling Strength or Fitness, your character will gain or lose traits.

Ex. A character with Feeble will lose it upon leveling strength to 5.
Ex 2. A character with no strength modifying traits will gain Stout upon leveling strength to 6.
Strength/Fitness 0-1 2-4 5 6-8 9-10
Trait Weak/Unfit Feeble/Out of Shape None Stout/Fit Strong/Athletic

See also