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{{Header|Project Zomboid|Game mechanics|Character}}
[[File:Character_creation_2.png|300px|thumb|right|Traits]]
{{Page version|41.78.16}}
Traits are modifiers, positive and negative, available to [[player]].  Some traits are chosen individually (indicated here as 'positive' and 'negative' traits) and players are also given one or more traits, also known as [[perk|occupation perks]], associated with his/her choice of [[occupation]].
[[File:Character creation 2.jpg|300px|thumb|right|The traits menu as of [[build 41]]]]
'''Traits''' are modifiers, positive and negative, which are available to the [[player]] through direct choice, occupation, or gameplay decisions.


The individually-chosen traits must have a sum value of 0 (or less) in order to start the game, so if the player chooses positive traits, they are also required to choose negative ones to compensate.
==Overview==
Some traits can be chosen during [[Player#Character Creation|character creation]] (indicated by a ''points'' value) and others may be given with their choice of [[occupation]], also known as hobbies. Multiple presets can be made to save a combination of a profession and multiple other traits which makes it useful for players that want to quickly jump right into the apocalypse.


Traits categorized as "opposites" cannot be taken simultaneously (e.g. "Graceful" and "Clumsy").
The character will not spawn until "Points to Spend" is a positive number or equal to zero. This means that the player can start the game with only negative traits if they choose to do so, but if the player wants positive traits they will have to make some compromises.


[[Occupation]]-oriented traits ([[perk]]s) cost no points, but the player must select one (and only one) occupation.
Traits categorized as "Mutually exclusive" cannot be taken simultaneously (e.g. Choosing "Deaf" cannot be taken with "Hard of Hearing" or "Keen Hearing" too).


==List of Traits==
Consider that occupations can manipulate the maximum amount of starting points a player can have. So a list of positive traits that an [[Occupation#Unemployed|unemployed]] character is allowed may result in a point deficit for a character who is a [[Occupation#Veteran|veteran]] instead, requiring more negative traits.


{| class="wikitable sortable" style="text-align:center;"  
Some traits can be gained or lost during gameplay, which will depend on the player's activities. Such as the "Overweight" trait, which can be gained if the player reaches a weight above 85, or picked up during character creation and then lost by reaching a weight below 85. These traits can be seen at any time by checking the "Info" panel, which is opened with the <code>J</code> key by default.
|-
! class = "unsortable" | Image
! Name
! Type
! Opposite
! Points
! class = "unsortable" | Notes
! class = "unsortable" | Effect


A character will get an XP boost in any skill they start the game above level 0. The XP boosts gained with different starting levels are as follows:
{| class="wikitable theme-red sortable" style="text-align: center;"
|-
! Starting level
| 0  || 1  ||  2  || ≥3
|-
! XP boost
| 25% || 75% || 100% || 125%
|}
'''Note:''' that there is a bug in the current version of [[build 41]], and this bonus is shown for both Strength and Fitness but is NOT applied as of version 41.50.{{Sup|Verify|red}}
==List of traits==
===Positives===
{| class="wikitable theme-red sortable" style="text-align:center; width:100%;"
|-
|-
|[[File:Agoraphobic.png]]
! class="unsortable" style="width:2%;" | Icon
|'''Agoraphobic'''
! style="width:10%;" | Name
|Negative
! style="width:2%;" | Points
| -
! class="unsortable" style="width:34%;" | Description
| +4
! class="unsortable" style="width:34%;" | Effect
|"Gets panicked when outdoors"
|Moving from indoors to outdoors or moving along outside causes sharp increase in the [[player|player's]] [[Moodles#Panicked|panic]] level.
|-
|-
|[[File:Athletic.png]]
|[[File:trait_adrenalinejunkie.png]]
|'''Athletic'''
|id = "traitAdrenalineJunkie" | [[Adrenaline junkie]]
|Positive
| -8
|Overweight
|''"Moves faster when highly panicked."''
| -6
| Adds a flat bonus of 0.20 or 0.25 for the character's base speed at Strong or Extreme Panic, which increases walking, running, and sprinting speed.
|"Faster running speed; Can run for longer without tiring"
|The [[player]] can run faster and for longer than normal.
|-
|-
|[[File:Axe_Man.png]]
|[[File:trait_athletic.png]]
|'''Axe Man'''
|id = "traitAthletic" | [[Athletic]]
|Occupation
| -10
| -
|''"Can run faster and longer without tiring."''
| -
| +4 Fitness. +20% running/sprinting speed . -20% running/sprinting endurance loss from the trait itself.
|"Doubles speed breaking through doors with an axe. Faster axe swing."
|
|-
|-
|[[File:Brave.png]]
|[[File:trait_brave.png]]
|'''Brave'''
|id = "traitBrave" | [[Brave]]
|Positive
| -4
|Cowardly
|''"Less prone to becoming panicked."''
| -3
| 30% panic except for night terrors and phobias.
|"Less prone to becoming panicked."
|The [[player]] does not become as panicked as normal.
|-
|-
|[[File:Brooding.png]]
|[[File:trait_nightvision.png]]
|'''Brooding'''
|id = "traitCatsEyes" | [[Cat's eyes]]
|Negative
| -2
| -
|''"Better vision at night."''
| +2
| +20% better vision at night. Affects [[Foraging|search mode]]
|"Recovers slower from bad moods."
|
|-
|-
|[[File:Claustrophobic.png]]
|[[File:trait_dextrous.png]]
|'''Claustrophobic'''
|id = "traitDextrous" | [[Dextrous]]
|Negative
| -2
| -
|''"Transfers inventory items quickly."''
| +4
| 50% inventory transferring time.
|"Gets panicked when indoors"
|Moving from outdoors to indoors or moving between rooms causes sharp increase in the [[player|player's]] [[Moodles#Panicked|panic]] level.
|-
|-
|[[File:Clumsy.png]]
|[[File:trait_eagleeyed.png]]
|'''Clumsy'''
|id = "traitEagleEyed" | [[Eagle eyed]]
|Negative
| -6
|Graceful
|''"Has a faster visibility fade and a higher visibility arc."''
| +1
| Character has a wider field of view. Affects [[Foraging|search mode]]
|"Makes more noise when moving."
|Zombies can hear the [[player]] from a farther distance than normal.
|-
|-
|[[File:Cowardly.png]]
|[[File:trait_fasthealer.png]]
|'''Cowardly'''
|id = "traitFastHealer" | [[Fast healer]]
|Negative
| -6
|Brave
|''"Recovers faster from injury and illness."''
| +2
| Does not apply to exercise fatigue. Recently inflicted injuries have less severity.
|"Especially prone to becoming panicked."
Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites and Fractures. (Check [[Health]] for more details.)
|
|-
|-
|[[File:Eagle Eyed.png]]
|[[File:trait_fastlearner.png]]
|'''Eagle Eyed'''
|id = "traitFastLearner" | [[Fast learner]]
|Positive
|Short Sighted
| -6
| -6
|"Faster visibility fade. Higher visibility arc."
|''"Increases XP gains."''
|The [[player]] can see further and has a much wider view than normal.
| 130% XP for all skills except Strength and Fitness.
|-
|-
|[[File:Feeble.png]]
|[[File:trait_fastreader.png]]
|'''Feeble'''
|id = "traitFastReader" | [[Fast reader]]
|Negative
| -2
|Stout, Strong
|''"Takes less time to read books."''
| +4
| 130% reading speed.
|"Less knockback from melee weapons. Decreased carrying weight."
|-
|Zombies and NPCs will be pushed back less when hit by the [[player]] with a melee weapon. The [[player]] will also be unable to carry as much weight before becoming [[Moodles#Encumbered|encumbered]].
|[[File:trait_fit.png]]
|id = "traitFit" | [[Fit]]
| -6
|''"In good physical shape."''
| +2 Fitness.
|-
|-
|[[File:Graceful.png]]
|[[File:trait_graceful.png]]
|'''Graceful'''
|id = "traitGraceful" | [[Graceful]]
|Positive
|Clumsy
| -4
| -4
|"Makes less noise when moving"
|''"Makes less noise when moving."''
|The [[player]] must get closer to a zombie in order to get its attention.
| 60% footsteps sound radius. 90% chance to trip while run/sprint vaulting a low fence or lunging zombies.
|-
|-
|[[File:Handy.png]]
|[[File:trait_inconspicuous.png]]
|'''Handy'''
|id = "traitInconspicuous" | [[Inconspicuous]]
|Occupation
| -4
| -
|''"Less likely to be spotted by zombies."''
| -
| 50% chance of zombies spotting you.
|"Faster barricading."
|Decreases required time in order to barricade [[doors]] and [[window]]s.
|-
|-
|[[File:Hardened_Drinker.png]]
|[[File:trait_irongut.png]]
|'''Hardened Drinker'''
|id = "traitIronGut" | [[Iron gut]]
|Positive
|Light Drinker
| -3
| -3
|"Doesn't get drunk easily"
|''"Less chance to have food illness."''
|The [[player]] can drink more than normal without getting drunk.
| 50% chance of food illness. Food illness lasts shorter. Check [[Health]] for more details.
|-
|-
|[[File:Hard_of_Hearing.png]]
|[[File:trait_keenhearing.png]]
|'''Hard of Hearing'''
|id = "traitKeenHearing" | [[Keen hearing]]
|Negative
| -6
|Keen Hearing
|''"Larger perception radius."''
| +2  
| 200% perception radius. Zombies that approach from behind will be visible much earlier.
|"Smaller perception radius. Smaller hearing range."
|-
|The [[player]] must be closer to the source of a sound in order to hear it.
|[[File:trait_lighteater.png]]
|id = "traitLightEater" | [[Light eater]]
| -4
|''"Needs to eat less regularly."''
| 75% hunger.
|-
|[[File:trait_lowthirst.png]]
|id = "traitLowThirst" | [[Low thirst]]
| -6
|''"Needs to drink water less regularly."''
| 50% thirst.
|-
|[[File:trait_lucky.png]]
|id = "traitLucky" | [[Lucky]]
| -4
|''"Sometimes things just go your way."''
| +10% chance of finding loot. -5% chance of failing item repairs. Affects [[Foraging|search mode]].<br>Not available in multiplayer.
|-
|[[File:trait_organized.png]]
|id = "traitOrganized" | [[Organized]]
| -6
|''"Increased container inventory capacity."''
| 130% capacity for all containers, including boxes, cupboards and cars
|-
|[[File:trait_outdoorsman.png]]
|id = "traitOutdoorsman" | [[Outdoorsman]]
| -2
|''"Not affected by harsh weather conditions."''
| 10% chance of catching a cold. 1% or 1.25% chance of getting scratched/lacerated while Walking or Running through trees. Start a fire on campfires with Notched Plank faster. Affects [[Foraging|search mode]]
|-
|[[File:trait_resilient.png]]
|id = "traitResillient" | [[Resilient]]
| -4
|''"Less prone to disease. Slower rate of zombification."''
| 75% zombification progression rate, 45% chance of catching a cold, 80% cold strength and 50% cold progression speed.
|-
|[[File:trait_speeddemon.png]]
|id = "traitSpeedDemon" | [[Speed demon]]
| -1
|''"The fast driver."''
| 200% Gear switching speed, 115% top speed for all vehicles
|-
|[[File:trait_stout.png]]
|id = "traitStout" | [[Stout]]
| -6
|''"Extra knockback from melee weapons and increased carry weight."''
| +2 Strength
|-
|[[File:trait_strong.png]]
|id = "traitStrong" | [[Strong]]
| -10
|''"Extra knockback from melee weapons and increased carry weight."''
| +4 Strength, +40% knockback power (damage does not increase).
|-
|[[File:trait_thickskinned.png]]
|id = "traitThickSkinned" | [[Thick skinned]]
| -8
|''"Less chance of scratches or bites breaking the skin."''
| Multiplies the chance of not being injured by a zombie attack by 1.3 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 13.
|-
|-
|[[File:Hearty_Appetite.png]]
|[[File:trait_needslesssleep.png]]
|'''Hearty Appetite'''
|id = "traitWakeful" | [[Wakeful]]
|Negative
| -2
|Light Eater
|''"Needs less sleep."''
| +2  
| -30% Fatigue increase rate, +10% Sleep efficiency
|"Needs to eat more regularly"
|The [[player]] needs to eat more than normal.
|-
|-
|[[File:Hypochondriac.png]]
|[[File:trait_mechanics.png]]
|'''Hypochondriac'''
|id = "traitAmateurMechanic1" | <span id="Amateur Mechanic">[[Amateur mechanic]]</span>
|Negative
| -
| -
| +4
|''"Familiar with the maintenance and repair of all vehicle models on the roads of Kentucky"''
|"May develop infection symptoms without having been infected."
| +3 [[Mechanics]], can repair all vehicle types without having to read any [[recipe magazines]].
|The [[player]] may get the [[Moodles#Sick|queasy]] moodle and any subsequent [[moodles]] without having been [[Zombie#Infection|infected]].
|-
|-
|[[File:Keen_Hearing.png]]
|[[File:trait_mechanics.png]]
|'''Keen Hearing'''
|id = "traitAmateurMechanic2" | [[Amateur mechanic (trait)]]
|Positive
| -5
|Hard of Hearing
|''"Has a detailed knowledge of common and heavy vehicle models and their repairs."''
| -6
| +1 Mechanics, can repair standard and heavy-duty vehicles.
|"Larger perception radius"
|The [[player]] can hear sounds from farther away than usual.
|-
|-
|[[File:Light_Drinker.png]]
|[[File:trait_fishing.png]]
|'''Light Drinker'''
|id = "traitAngler" | [[Angler]]
|Negative
| -4
|Hardened Drinker
|''"Knows the basics of fishing."''
| +2
| +1 Fishing<br> Knows how to make and fix a [[Fishing Rod|fishing rod]].
|"Gets drunk quickly"
|Gets utterly shit-faced [[Moodles#Drunk|moodle]] when having one drink of any sort of alcohol.
|-
|-
|[[File:Light_Eater.png]]
|[[File:trait_axeman.png]]
|'''Light Eater'''
|id = "traitAxeMan" | [[Axe man]]
|Positive
| -
|Hearty Appetite
|''"Better at chopping trees. Faster axe swing."''
| -3
|Swing axes 25% faster (combat and tree cutting).
|"Needs to eat less regularly"
|The [[player]] does not need to eat as much as normal.
|-
|-
|[[File:Lucky.png]]
|[[File:trait_baseballplayer.png]]
|'''Lucky'''
|id = "traitBaseballPlayer" | [[Baseball player]]
|Positive
|Unlucky
| -4
| -4
|"Sometimes, Things just go your way"
|''"Has practice with a baseball bat and knows how to hit with precision."''
|You tend to find rarer objects such as [[Axe|axes]] and [[Shotgun|shotguns]]. Also an increased chance of getting scratched or not getting hit at all to getting bitten.
| +1 Long Blunt
|-
|-
|[[File:Marksman.png]]
|[[File:trait_burglar.png]]
|'''Marksman'''
|id = "traitBurglar" | [[Burglar]]
|Occupation
| -
| -
| -
|''"Can hotwire vehicles, less chance of breaking the lock of a window."''
|"Improved gun accuracy. Quicker reload."
| Can hotwire vehicles and has less chance of breaking the lock of a window when forced open.
|
|-
|-
|[[File:Night_Owl.png]]
|[[File:trait_brawler.png]]
|'''Night Owl'''
|id = "traitBrawler" | [[Brawler]]
|Occupation
| -6
|''"Used to getting into trouble."''
| +1 Axe, +1 Long Blunt
|-
|[[File:trait_cook.png]]
|id = "traitCook" | [[Cook (trait)]]
| -6
|''"Knows cooking recipes."''
| +2 Cooking<br> Currently broken in-game. Trait does not give recipes or affect foraging mode. Still gives skill boost though.
|-
|[[File:trait_cook.png]]
|id = "traitCook" | [[Cook]]
| -
| -
| -
|''"Knows how to cook."''
|"Requires little sleep. Stays extra alert even when sleeping."
| Currently broken in-game. Trait does not give recipes or affect foraging mode.
|Allowed three extra hours before becoming drowsy.
|-
|-
|[[File:Outdoorsman.png]]
|[[File:trait_desensitized.png]]
|'''Outdoorsman'''
|id = "traitDesensitized" | [[Desensitized]]
|Occupation
| -
| -
| -
|''"War... War never changes."''
|"Not effected by harsh weather conditions. Extra orienteering ability."
|0% [[Moodles#Panic|panic]] from all sources except night terrors.
|
|-
|-
|[[File:Overweight.png]]
|[[File:trait_firstaid.png]]
|'''Overweight'''
|id = "traitFirstAider" | [[First aider]]
|Negative
| -4
|Athletic
|''"Has a CPR and First Aid course certificate."''
| +3
| +1 First Aid
|"Slower running speed. Tire from running more easily."
|-
|The [[Player|player]] will run slower and will reach [[Moodles#exhaustion|exhaustion]] more quickly than usual.
|[[File:trait_formerscout.png]]
|id = "traitFormerScout" | [[Former scout]]
| -6
|''"Knows how to pick wild berries and how to treat small injuries."''
| +1 First Aid, +1 Foraging. Affects [[Foraging|search mode]].
|-
|[[File:trait_gardener.png]]
|id = "traitGardener" | [[Gardener]]
| -4
|''"Has basic agriculture knowledge."''
| +1 Farming <br> Knows mildew and flies cure. Affects [[Foraging|search mode]].
|-
|[[File:trait_gymnast.png]]
|id = "traitGymnast" | [[Gymnast]]
| -5
|''"Agile and discreet."''
| +1 Lightfooted, +1 Nimble
|-
|[[File:trait_handy.png]]
|id = "traitHandy" | [[Handy]]
| -8
|''"Faster and stronger constructions."''
| +1 Carpentry, +1 Maintenance <br> +100HP to all constructions. <br> Increases building speed (≈11%).
|-
|[[File:trait_herbalist.png]]
|id = "traitHerbalist" | [[Herbalist]]
| -6
|''"Can find [[Medicinal Plants|medicinal plants]] and craft medicines and poultices from them."''
| Able to find herbal medicines, make poultices from them, and identify poisonous wild food. Affects [[Foraging|search mode]].
|-
|[[File:trait_hiker.png]]
|id = "traitHiker" | [[Hiker]]
| -6
|''"Used to surviving in the jungle."''
| +1 Foraging, +1 Trapping. Affects [[Foraging|search mode]].
|-
|[[File:trait_hunter.png]]
|id = "traitHunter" | [[Hunter]]
| -8
|''"Know the basics of hunting."''
| +1 Aiming, +1 Short Blade, +1 Sneaking, +1 Trapping and affects [[Foraging|search mode]].
|-
|[[File:trait_nightowl.png]]
|id = "traitNightOwl" | [[Night owl]]
| -
|''"Requires little sleep. Stays extra alert when sleeping"''
|Recovers from tiredness quicker while sleeping, but will remain asleep even when your character reaches 0 tiredness, which requires an alarm to take advantage of the trait.
|-
|[[File:trait_nutritionist.png]]
|id = "traitNutritionist" | [[Nutritionist]]
| -4
|''"Can see the nutritional values of any food."''
| Allows the player to see the nutritional values of any food, even those that aren't packaged. Affects [[Foraging|search mode]].
|-
|[[File:trait_jogger.png]]
|id = "traitRunner" | [[Runner]]
| -4
|''"Runner in the spare times."''
| +1 Sprinting
|-
|[[File:trait_tailor.png]]
|id = "traitSewer" | [[Sewer]]
| -4
|''"+1 Tailoring"''
| +1 Tailoring
|}
 
===Negatives===
{| class="wikitable theme-red sortable" style="text-align:center; width:100%;"
|-
! class = "unsortable" style = "width:2%;" | Icon
! style = "width:10%;" | Name
! style = "width:2%;" | Points
! class = "unsortable" style = "width:34%;" | Description
! class = "unsortable" style = "width:34%;" | Effect
|-
|[[File:trait_agoraphobic.png]]
|id = "traitAgoraphobic" | [[Agoraphobic]]
| +4
|''"Gets panicked when outdoors"''
| Enters in [[Moodles#Panic|Panic]] when outdoors and affects [[Foraging|search mode]].
|-
|[[File:trait_allthumbs.png]]
|id = "traitAllThumbs" | [[All thumbs]]
| +2
|''"Transfers inventory items slowly"''
| 400% inventory transferring time.
|-
|-
|[[File:Patient.png]]
|[[File:trait_asthmatic.png]]
|'''Patient'''
|id = "traitAsthmatic" | [[Asthmatic]]
|Positive
| +5
|Short Tempered
|''"Faster endurance loss"''
| -4
| 140% running/sprinting endurance loss. 130% increase in swing endurance lost.
|"Less likely to get angry."
|
|-
|-
|[[File:Prone_to_Illness.png]]
|[[File:trait_claustophobic.png]]
|'''Prone to Illness'''
|id = "traitClaustrophobic" | [[Claustrophobic]]
|Negative
| +4
|Resilient
|''"Gets panicked when indoors"''
| +4  
| Enters in [[Moodles#Panic|Panic]] when indoors.
|"More prone to disease. Faster rate of zombification."
|
|-
|-
|[[File:Resilient.png]]
|[[File:trait_clumsy.png]]
|'''Resilient'''
|id = "traitClumsy" | [[Clumsy]]
|Positive
| +2
|Prone to Illness
|''"Makes more noise when moving"''
| -3
| 120% footsteps sound radius, 110% chance to trip while run/sprint vaulting a low fence or lunging zombies.
|"Less prone to disease. Slower rate of zombification."
|
|-
|-
|[[File:Short_Sighted.png]]
|[[File:trait_conspicuous.png]]
|'''Short Sighted'''
|id = "traitConspicuous" | [[Conspicuous]]
|Negative
| +4
|Eagle Eyed
|''"More likely to be spotted by zombies."''
| +2
| 200% chance of getting spotted by zombies.
|"Smaller view distance. Slower visibility fade."
|The [[player]] does not see as far and has a narrower view than normal.
|-
|-
|[[File:Short_Tempered.png]]
|[[File:trait_cowardly.png]]
|'''Short Tempered'''
|id = "traitCowardly" | [[Cowardly]]
|Negative
| +2
|Patient
|''"Especially prone to becoming panicked"''
| +4
| 200% panic except for night terrors and phobias.
|"Quick to anger."
|Jumps from not [[Moodles#Anger|angry]] to Furious when npc rejects team request.
|-
|-
|[[File:Stout.png]]
|[[File:trait_deaf.png]]
|'''Stout'''
|id = "traitDeaf" | [[Deaf]]
|Positive
| +12
|Feeble, Weak
|''"Smaller perception radius and hearing range"''
| -4
| Can't hear sound. [[Radio]] chatter will not appear above the radio, however, they can see/read a [[Television|TV]] due to closed captions.
|"Extra knockback from melee weapons. Increased carrying weight."
|Zombies and NPCs will be pushed back more when hit by the [[player]] with a melee weapon. The [[player]] will also be able to carry more weight before becoming [[Moodles#Encumbered|encumbered]]. Base Carry Capacity increased by 4.
|-
|-
|[[File:Strong.png]]
|[[File:trait_disorganized.png]]
|'''Strong'''
|id = "traitDisorganized" | [[Disorganized]]
|Positive
| +4
|Feeble, Weak
|''"Decreased container inventory capacity"''
| -6
| 70% capacity for all containers, including boxes and cupboards.
|"Extra knockback from melee weapons. Increased carrying weight."
|Zombies and NPCs will be pushed back more when hit by the [[player]] with a melee weapon. The [[player]] will also be able to carry more weight before becoming [[Moodles#Encumbered|encumbered]]. Base Carry Capacity increased by 6.
|-
|-
|[[File:Thick_Skinned.png]]
|[[File:trait_emaciated.png]]
|'''Thick Skinned'''
|id = "traitEmaciated" | [[Emaciated]]
|Occupation
| -
| -
|''"Low strength, low endurance and prone to injury"''
| Is only present at weight 50 and less and will begin taking damage at weight 35. 40% melee damage. 75% chance to fail to climb a tall fence. 30% endurance regeneration. 20 more fall damage.
|-
|[[File:trait_feeble.png]]
|id = "traitFeeble" | [[Feeble]]
| +6
|''"Less knockback from melee weapons. Decreased carrying weight."''
| -2 Strength
|-
|[[File:trait_hardofhearing.png]]
|id = "traitHardofHearing" | [[Hard of hearing]]
| +4
|''"Smaller perception radius. Smaller hearing range."''
| Besides the decreased perception radius, the range of sound will be decreased and the sound effects will be muffled.
|-
|[[File:trait_heartyappetite.png]]
|id = "traitHeartyAppetite" | [[Hearty appetite]]
| +4
|''"Needs to eat more regularly"''
| 150% hunger. Gives a +3% bonus to packaged foods, mushrooms, berries, and animals for foraging.
|-
|[[File:trait_hemophobic.png]]
|id = "traitHemophobic" | [[Fear of Blood]]
| +5
|''"Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody"''
| -
| -
|"Less chance of scratches or bites breaking the skin."
|
|-
|-
|[[File:Unlucky.png]]
|[[File:trait_highthirst.png]]
|'''Unlucky'''
|id = "traitHighThirst" | [[High thirst]]
|Negative
| +6
|Unlucky
|''"Needs more water to survive"''
| 200% thirst
|-
|[[File:trait_illiterate.png]]
|id = "traitIlliterate" | [[Illiterate]]
| +8
|"Cannot read books"
| Unable to get a mood boost by reading leisure books, learning new recipes by reading recipe magazines, or getting an XP multiplier by reading skill books.
|-
|[[File:trait_out of shape.png]]
|id = "traitOutofShape" | [[Out of Shape]]
| +6
|''"Low endurance, low endurance regeneration."''
| -2 Fitness
|-
|[[File:trait_obese.png]]
|id = "traitObese" | [[Obese]]
| +10
|''"Reduced running speed, very low endurance and prone to injury."''
| -2 Fitness. Max Fitness of 8. The trait itself reduce run speed and endurance. Starting weight is 105 and is only present at weights 100 and above. 120% chance to trip while run/sprint vaulting a low fence. 90% chance to trip from lunging zombies. 75% chance to climb a tall fence. 40% endurance regeneration. 20 more fall damage.
|-
|[[File:trait_overweight.png]]
|id = "traitOverweight" | [[Overweight]]
| +6
|''"Reduced running speed, low endurance and prone to injury."''
| Max Fitness of 9. Starting weight is 90 and is only present between weights 85 and 100. 1% slower running speed, 200% endurance loss. 110% chance to trip while run/sprint vaulting a low fence. 95% chance to trip by lunging zombies. 85% chance to climb a tall fence. 70% endurance regeneration.
|-
|[[File:trait_pacifist.png]]
|id = "traitPacifist" | [[Pacifist]]
| +4
|''"Less effective with weapons"''
| 75% of skill EXP for Short Blade, Long Blade, Small Blunt, Long Blunt, Axe, Spear, Maintenance and Aiming.
|-
|[[File:trait_hypercondriac.png]]
|id = "traitPronetoIllness" | [[Prone to Illness]]
| +4
|''"More prone to disease. Faster rate of zombification."''
| 125% progression rate of zombification. 170% chance of catching a cold, 120% cold strength, and 150% cold progression speed.
|-
|[[File:trait_insomniac.png]]
|id = "traitRestlessSleeper" | [[Restless sleeper]]
| +6
|''"Slow loss of tiredness while sleeping"''
| Sleep for fewer hours each time, and slower loss of tiredness when sleeping.
|-
|[[File:trait_shortsighted.png]]
|id = "traitShortSighted" | [[Short sighted]]
| +2
|''"Small view distance. Slower visibility fade."''
| -2 foraging radius in [[Foraging|search mode]]. Can be negated with glasses and reading glasses.
|-
|[[File:trait_needsmoresleep.png]]
|id = "traitSleepyhead" | [[Sleepyhead]]
| +4
|''"Needs more sleep"''
| +30% Fatigue increase rate, -10% Sleep efficiency.
|-
|[[File:trait_smoker.png]]
|id = "traitSmoker" | [[Smoker]]
| +4
|''"Stress and unhappiness decrease after smoking tobacco. Unhappiness rises when tobacco is not smoked."''
|[[Moodles#Stress|Stress]] will constantly slowly rise. Smoking [[Cigarettes]] will lower the stress level.
|-
|[[File:trait_slowhealer.png]]
|id = "traitSlowHealer" | [[Slow healer]]
| +6
|''"Recovers slowly from injuries and illness"''
| Does not apply to exercise fatigue. Recently inflicted injuries have more severity.
Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites, and Fractures. (Check [[Health]] for more details.)
|-
|[[File:trait_slowlearner.png]]
|id = "traitSlowLearner" | [[Slow learner]]
| +6
|''"Decreased XP gains"''
| 70% XP in all skills except Strength and Fitness.
|-
|[[File:trait_slowreader.png]]
|id = "traitSlowReader" | [[Slow reader]]
| +2
|''"Takes longer to read books"''
| 70% reading speed.
|-
|[[File:Trait_sundaydriver.png]]
|id = "traitSundayDriver" | [[Sunday driver]]
| +1
|''"The very slow driver"''
| Accelerates vehicles 40% slower. Has a max speed of 30 km/h.
|-
|[[File:trait_thinskinned.png]]
|id = "traitThinskinned" | [[Thin-skinned]]
| +8
|''"Increased chance of scratches, lacerations, or bites breaking the skin."''
| Multiplies the chance of not being injured by a zombie attack by 0.7 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 3.
|-
|[[File:trait_underweight.png]]
|id = "traitUnderweight" | [[Underweight]]
| +6
|''"Low strength, low endurance and prone to injury."''
| -1 Fitness. Starting weight is 70 and is only present between weights 65 and 75. 80%x melee damage. +10% chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 85%x chance to fail a tall fence climb.
|-
|[[File:trait_unfit.png]]
|id = "traitUnfit" | [[Unfit]]
| +10
|''"Very low endurance, very low endurance regeneration. "''
| -4 Fitness
|-
|[[File:trait_unlucky.png]]
|id = "traitUnlucky" | [[Unlucky]]
| +4
| +4
|"What could go wrong for you, often does."
|''"What could go wrong for you, often does."''
|Rare goods become even less prone to spawn. Also an increase in getting bitten by a zombie in combat.
| -10% chance of finding rare loot. +5% chance of failing item repairs. Affects [[Foraging|search mode]].<br>Not available in multiplayer.
|-
|[[File:trait_very underweight.png]]
|id = "traitVeryUnderweight" | [[Very underweight]]
| +10
|''"Very low strength, very low endurance and prone to injury."''
| -2 Fitness. Starting weight is 60 and is only present between weights 50 and 65. 60% melee damage. 20% higher chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 75% chance to fail a tall fence climb. 10% more fall damage.
|-
|-
|[[File:Weak.png]]
|[[File:trait_weak.png]]
|'''Weak'''
|id = "traitWeak" | [[Weak]]
|Negative
| +10
|Stout, Strong
|''"Less knockback from melee weapons. Decreased carrying weight."''
| +6
| -5 Strength,-40% knockback power (damage does not decrease).
|"Less knockback from melee weapons. Decreased carrying weight."
|Zombies and NPCs will be pushed back less when hit by the [[player]] with a melee weapon. The [[player]] will also be unable to carry as much weight before becoming [[Moodles#Encumbered|encumbered]].
|-
|-
|[[File:trait_weakstomach.png]]
|id = "traitWeakStomach" | [[Weak stomach]]
| +3
|''"Higher chance to have food illness."''
| 200% chance of food illness. Food illness lasts longer. Check [[Health]] for more details.
|}
|}


==Recommendations==
==Removed/future traits==
Of course, what traits you pick are your choice, but some are more useful in certain situations than others.
{| class="wikitable theme-red sortable" style="text-align:center; width:100%;"
 
|-
{|
! class = "unsortable" style = "width:2%;" | Icon
|[[File:Athletic.png]] Athletic is useful for moving from place to place. As the map is huge and locations are scattered over large distances this can help your lategame adventures.
! style = "width:10%;" | Name
! style = "width:6%;" | Type
! style = "width:12%;" | Mutually Exclusive
! style = "width:2%;" | Points
! class = "unsortable" style = "width:34%;" | Description
! class = "unsortable" style = "width:34%;" | Effect
|-
|[[File:trait_blacksmith.png]]
|'''Blacksmith'''
|Hobby
| [[Occupation#Blacksmith|Blacksmith]]
| ?
|''"Use an anvil to create metal items"''
| -
|-
|[[File:trait_brooding.png]]
|'''Brooding'''
|Negative
| -
| <span style="color:#2D9600; font-weight:bold;">+2</span>
|''"Recovers slower from bad moods"''
| -
|-
|[[File:trait_hypercondriac.png]]
|'''Hypochondriac'''
|Negative
| -
| <span style="color:#2D9600; font-weight:bold;">+2</span>
|''"May develop infection symptoms without having been infected."''
|''Any'' scratch or laceration (and possibly other injuries) may cause the character to gain Sickness and Stress [[moodles]] as if they had caught the [[Knox Infection]].
|-
|[[File:trait_patient.png]]
|'''Patient'''
|Positive
| Short Tempered
| <span style="color:#7F0000; font-weight:bold;">-4</span>
|''"Less like to get angry"''
| -
|-
|-
|[[File:Brooding.png]] Brooding is useful as unhappiness has no significant impact on the game.
|[[File:trait_shorttemper.png]]
|'''Short Tempered'''
|Negative
| Patient
| <span style="color:#2D9600; font-weight:bold;">+4</span>
|''"Quick to anger"''
| -
|-
|-
|[[File:Clumsy.png]] Clumsy is useful as sneaking is often subordinate to simply dispatching zombies with force.
|[[File:trait_lightdrinker.png]]
|'''Light Drinker'''
|Negative
| Hardened Drinker
| <span style="color:#2D9600; font-weight:bold;">+2</span>
|''"Gets drunk quickly"''
| 400% drunkness from alcohol.
|-
|-
|[[File:Light_Drinker.png]] Light Drinker useful as alcohol consumption has no significant impact on the game. By morning the effects are usually gone.
|[[File:trait_hardeneddrinker.png]]
|'''Hardened Drinker'''
|Positive
| Light Drinker
| <span style="color:#7F0000; font-weight:bold;">-3</span>
|''"Doesn't get drunk easily"''
| 30% drunkness from alcohol.
|-
|-
|[[File:Light_Eater.png]] Light Eater is useful for conserving your food supplies.
|[[File:trait_crackshot.png]]
|'''Marksman'''
|Hobby
| -
| 0
|''"Improved gun accuracy. Quicker reload."''
| Whilst not completely commented-out like other traits here, Marksman is currently no longer active. It previously was automatically granted to [[Occupation#Police Officer|Police Officers]], and granted a significant boost to weapon accuracy ''independent'' of [[Skills#Firearm|Aiming]] skill.
|-
|-
|[[File:Lucky.png]] Lucky will increase your chances of finding rarer items in containers, such as firearms and ammunition.
|[[File:trait_talkative.png]]
|'''Gift Of The Gab'''
|Positive
| -
| ?
|''"Extra high charisma. Better chance of currying favor from NPCs"''
| -
|}
 
==Adaptive traits==
Some traits can be changed during gameplay.
(Note that skill gain/loss effect of all traits is applied only during character creation - meaning losing a negative trait during the game will not grant you lost skill points back. E.g. losing overweight will not improve your fitness skill level.)
 
===Strength traits===
Negative traits Feeble and Weak can be removed by leveling up Strength.<br>
Positive traits Stout and Strong can be gained by leveling up Strength.
 
===Fitness traits===
Negative traits Out of Shape and Unfit can be removed by leveling up Fitness.<br>
Positive traits Fit and Athletic can be gained by leveling up Fitness.
 
{| class="wikitable theme-red sortable"
|-
|-
|[[File:Short_Tempered.png]] Short Tempered affects your interactions with NPCs, however as NPCs have yet to be implemented this trait has no consequence.
! Strength/Fitness
|0-1
|2-4
|5
|6-8
|9-10
|-
|-
|[[File:Strong.png]] Strong increases melee knockback and more importantly doubles carrying capacity.
!Trait
|Weak/Unfit
|Feeble/Out of Shape
|None
|Stout/Fit
|Strong/Athletic
|}
|}


A suggested character build is as follows:
===Weight traits===
Negative traits Obese and Overweight can be removed by losing weight or obtained by gaining weight.<br>
Negative traits Underweight and Very Underweight can be removed by gaining weight or obtained by losing weight.
 
===Panic traits===
Panic recovery speed is increased each day, capping at 150 days.
 
Panic resistance is not affected.
 
Agoraphobia will eventually no longer increase panic because your character will recover from panic quicker than those traits give panic.
However, the trait is still there. When you are outside, your recovery speed from panic is slower.
 
Claustrophobia will still make you panic depending on the size of the room. On a new character, the limit for a sealed room seems to be 63 floor tiles, at which point the player's panic gain stagnates. This seems to work for any room shape, as long as the floor tiles are not interrupted in some way. (Doors, fences, etc.) Furniture does not seem to impede this. It is useful to note that this number will decrease based on the player's acclimatisation to panic gain.


[[File:Outdoorsman.png]] Outdoorsman, [[file:strong.png]] strong, [[File:Eagle Eyed.png]] eagle eyed, [[file:lucky.png]] lucky, [[File:Light_Drinker.png]], light drinker, [[File:Hard_of_Hearing.png]] hard of hearing, [[file:brooding.png]] brooding, [[File:Prone_to_Illness.png]] prone to illness, [[File:Short_Tempered.png]] short tempered, [[file:cowardly.png]] cowardly. Outdoorsman will increase your visibility and so will eagle eyed, mitigating hard of hearing entirely. Strong allows you to double your carry capacity and lucky allows you to scavenge easier. Light drinker, brooding, and short tempered are virtually inconsequential as of build 29. Prone to illness is mitigated by outsdoorsman (no illness from being wet) and has no negative consequences as long as you ensure never to eat rotten food. Cowardly can be trained away over time with each new zombie encounter and mitigated by beta blockers.
(Your panic recovery speed is constantly fighting against Agoraphobia and Claustrophobia.)


==See Also==
==Trivia==
* [[Skills]]
*Similar to [[First Aid Kit]], First Aid [[trait]] has its icon changed from a brown cross to green, after issues other games had with depiction of Red Cross. Old image: [[File:trait_firstaid-old.png]].


[[category:Skills]]
==See also==
[[category:Player]]
*[[Skills]]
*[[Moodles]]
{{Navbox stats|traits}}

Revision as of 21:45, 15 April 2024

UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
The traits menu as of build 41

Traits are modifiers, positive and negative, which are available to the player through direct choice, occupation, or gameplay decisions.

Overview

Some traits can be chosen during character creation (indicated by a points value) and others may be given with their choice of occupation, also known as hobbies. Multiple presets can be made to save a combination of a profession and multiple other traits which makes it useful for players that want to quickly jump right into the apocalypse.

The character will not spawn until "Points to Spend" is a positive number or equal to zero. This means that the player can start the game with only negative traits if they choose to do so, but if the player wants positive traits they will have to make some compromises.

Traits categorized as "Mutually exclusive" cannot be taken simultaneously (e.g. Choosing "Deaf" cannot be taken with "Hard of Hearing" or "Keen Hearing" too).

Consider that occupations can manipulate the maximum amount of starting points a player can have. So a list of positive traits that an unemployed character is allowed may result in a point deficit for a character who is a veteran instead, requiring more negative traits.

Some traits can be gained or lost during gameplay, which will depend on the player's activities. Such as the "Overweight" trait, which can be gained if the player reaches a weight above 85, or picked up during character creation and then lost by reaching a weight below 85. These traits can be seen at any time by checking the "Info" panel, which is opened with the J key by default.

A character will get an XP boost in any skill they start the game above level 0. The XP boosts gained with different starting levels are as follows:

Starting level 0 1 2 ≥3
XP boost 25% 75% 100% 125%

Note: that there is a bug in the current version of build 41, and this bonus is shown for both Strength and Fitness but is NOT applied as of version 41.50.Verify

List of traits

Positives

Icon Name Points Description Effect
Trait adrenalinejunkie.png Adrenaline Junkie -8 "Moves faster when highly panicked." Adds a flat bonus of 0.20 or 0.25 for the character's base speed at Strong or Extreme Panic, which increases walking, running, and sprinting speed.
Trait athletic.png Athletic -10 "Can run faster and longer without tiring." +4 Fitness. +20% running/sprinting speed . -20% running/sprinting endurance loss from the trait itself.
Trait brave.png Brave -4 "Less prone to becoming panicked." 30% panic except for night terrors and phobias.
Trait nightvision.png Cat's Eyes -2 "Better vision at night." +20% better vision at night. Affects search mode
Trait dextrous.png Dextrous -2 "Transfers inventory items quickly." 50% inventory transferring time.
Trait eagleeyed.png Eagle Eyed -6 "Has a faster visibility fade and a higher visibility arc." Character has a wider field of view. Affects search mode
Trait fasthealer.png Fast Healer -6 "Recovers faster from injury and illness." Does not apply to exercise fatigue. Recently inflicted injuries have less severity.

Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites and Fractures. (Check Health for more details.)

Trait fastlearner.png Fast Learner -6 "Increases XP gains." 130% XP for all skills except Strength and Fitness.
Trait fastreader.png Fast Reader -2 "Takes less time to read books." 130% reading speed.
Trait fit.png Fit -6 "In good physical shape." +2 Fitness.
Trait graceful.png Graceful -4 "Makes less noise when moving." 60% footsteps sound radius. 90% chance to trip while run/sprint vaulting a low fence or lunging zombies.
Trait inconspicuous.png Inconspicuous -4 "Less likely to be spotted by zombies." 50% chance of zombies spotting you.
Trait irongut.png Iron Gut -3 "Less chance to have food illness." 50% chance of food illness. Food illness lasts shorter. Check Health for more details.
Trait keenhearing.png Keen Hearing -6 "Larger perception radius." 200% perception radius. Zombies that approach from behind will be visible much earlier.
Trait lighteater.png Light Eater -4 "Needs to eat less regularly." 75% hunger.
Trait lowthirst.png Low Thirst -6 "Needs to drink water less regularly." 50% thirst.
Trait lucky.png Lucky -4 "Sometimes things just go your way." +10% chance of finding loot. -5% chance of failing item repairs. Affects search mode.
Not available in multiplayer.
Trait organized.png Organized -6 "Increased container inventory capacity." 130% capacity for all containers, including boxes, cupboards and cars
Trait outdoorsman.png Outdoorsman -2 "Not affected by harsh weather conditions." 10% chance of catching a cold. 1% or 1.25% chance of getting scratched/lacerated while Walking or Running through trees. Start a fire on campfires with Notched Plank faster. Affects search mode
Trait resilient.png Resilient -4 "Less prone to disease. Slower rate of zombification." 75% zombification progression rate, 45% chance of catching a cold, 80% cold strength and 50% cold progression speed.
Trait speeddemon.png Speed Demon -1 "The fast driver." 200% Gear switching speed, 115% top speed for all vehicles
Trait stout.png Stout -6 "Extra knockback from melee weapons and increased carry weight." +2 Strength
Trait strong.png Strong -10 "Extra knockback from melee weapons and increased carry weight." +4 Strength, +40% knockback power (damage does not increase).
Trait thickskinned.png Thick Skinned -8 "Less chance of scratches or bites breaking the skin." Multiplies the chance of not being injured by a zombie attack by 1.3 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 13.
Trait needslesssleep.png Wakeful -2 "Needs less sleep." -30% Fatigue increase rate, +10% Sleep efficiency
Trait mechanics.png Amateur Mechanic - "Familiar with the maintenance and repair of all vehicle models on the roads of Kentucky" +3 Mechanics, can repair all vehicle types without having to read any recipe magazines.
Trait mechanics.png Amateur Mechanic -5 "Has a detailed knowledge of common and heavy vehicle models and their repairs." +1 Mechanics, can repair standard and heavy-duty vehicles.
Trait fishing.png Angler -4 "Knows the basics of fishing." +1 Fishing
Knows how to make and fix a fishing rod.
Trait axeman.png Axe Man - "Better at chopping trees. Faster axe swing." Swing axes 25% faster (combat and tree cutting).
Trait baseballplayer.png Baseball Player -4 "Has practice with a baseball bat and knows how to hit with precision." +1 Long Blunt
Trait burglar.png Burglar - "Can hotwire vehicles, less chance of breaking the lock of a window." Can hotwire vehicles and has less chance of breaking the lock of a window when forced open.
Trait brawler.png Brawler -6 "Used to getting into trouble." +1 Axe, +1 Long Blunt
Trait cook.png Cook -6 "Knows cooking recipes." +2 Cooking
Currently broken in-game. Trait does not give recipes or affect foraging mode. Still gives skill boost though.
Trait cook.png Cook - "Knows how to cook." Currently broken in-game. Trait does not give recipes or affect foraging mode.
Trait desensitized.png Desensitized - "War... War never changes." 0% panic from all sources except night terrors.
Trait firstaid.png First Aider -4 "Has a CPR and First Aid course certificate." +1 First Aid
Trait formerscout.png Former Scout -6 "Knows how to pick wild berries and how to treat small injuries." +1 First Aid, +1 Foraging. Affects search mode.
Trait gardener.png Gardener -4 "Has basic agriculture knowledge." +1 Farming
Knows mildew and flies cure. Affects search mode.
Trait gymnast.png Gymnast -5 "Agile and discreet." +1 Lightfooted, +1 Nimble
Trait handy.png Handy -8 "Faster and stronger constructions." +1 Carpentry, +1 Maintenance
+100HP to all constructions.
Increases building speed (≈11%).
Trait herbalist.png Herbalist -6 "Can find medicinal plants and craft medicines and poultices from them." Able to find herbal medicines, make poultices from them, and identify poisonous wild food. Affects search mode.
Trait hiker.png Hiker -6 "Used to surviving in the jungle." +1 Foraging, +1 Trapping. Affects search mode.
Trait hunter.png Hunter -8 "Know the basics of hunting." +1 Aiming, +1 Short Blade, +1 Sneaking, +1 Trapping and affects search mode.
Trait nightowl.png Night Owl - "Requires little sleep. Stays extra alert when sleeping" Recovers from tiredness quicker while sleeping, but will remain asleep even when your character reaches 0 tiredness, which requires an alarm to take advantage of the trait.
Trait nutritionist.png Nutritionist -4 "Can see the nutritional values of any food." Allows the player to see the nutritional values of any food, even those that aren't packaged. Affects search mode.
Trait jogger.png Runner -4 "Runner in the spare times." +1 Sprinting
Trait tailor.png Sewer -4 "+1 Tailoring" +1 Tailoring

Negatives

Icon Name Points Description Effect
Trait agoraphobic.png Agoraphobic +4 "Gets panicked when outdoors" Enters in Panic when outdoors and affects search mode.
Trait allthumbs.png All Thumbs +2 "Transfers inventory items slowly" 400% inventory transferring time.
Trait asthmatic.png Asthmatic +5 "Faster endurance loss" 140% running/sprinting endurance loss. 130% increase in swing endurance lost.
Trait claustophobic.png Claustrophobic +4 "Gets panicked when indoors" Enters in Panic when indoors.
Trait clumsy.png Clumsy +2 "Makes more noise when moving" 120% footsteps sound radius, 110% chance to trip while run/sprint vaulting a low fence or lunging zombies.
Trait conspicuous.png Conspicuous +4 "More likely to be spotted by zombies." 200% chance of getting spotted by zombies.
Trait cowardly.png Cowardly +2 "Especially prone to becoming panicked" 200% panic except for night terrors and phobias.
Trait deaf.png Deaf +12 "Smaller perception radius and hearing range" Can't hear sound. Radio chatter will not appear above the radio, however, they can see/read a TV due to closed captions.
Trait disorganized.png Disorganized +4 "Decreased container inventory capacity" 70% capacity for all containers, including boxes and cupboards.
Trait emaciated.png Emaciated - "Low strength, low endurance and prone to injury" Is only present at weight 50 and less and will begin taking damage at weight 35. 40% melee damage. 75% chance to fail to climb a tall fence. 30% endurance regeneration. 20 more fall damage.
Trait feeble.png Feeble +6 "Less knockback from melee weapons. Decreased carrying weight." -2 Strength
Trait hardofhearing.png Hard of Hearing +4 "Smaller perception radius. Smaller hearing range." Besides the decreased perception radius, the range of sound will be decreased and the sound effects will be muffled.
Trait heartyappetite.png Hearty Appetite +4 "Needs to eat more regularly" 150% hunger. Gives a +3% bonus to packaged foods, mushrooms, berries, and animals for foraging.
Trait hemophobic.png Fear of Blood +5 "Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody" -
Trait highthirst.png High Thirst +6 "Needs more water to survive" 200% thirst
Trait illiterate.png Illiterate +8 "Cannot read books" Unable to get a mood boost by reading leisure books, learning new recipes by reading recipe magazines, or getting an XP multiplier by reading skill books.
Trait out of shape.png Out of Shape +6 "Low endurance, low endurance regeneration." -2 Fitness
Trait obese.png Obese +10 "Reduced running speed, very low endurance and prone to injury." -2 Fitness. Max Fitness of 8. The trait itself reduce run speed and endurance. Starting weight is 105 and is only present at weights 100 and above. 120% chance to trip while run/sprint vaulting a low fence. 90% chance to trip from lunging zombies. 75% chance to climb a tall fence. 40% endurance regeneration. 20 more fall damage.
Trait overweight.png Overweight +6 "Reduced running speed, low endurance and prone to injury." Max Fitness of 9. Starting weight is 90 and is only present between weights 85 and 100. 1% slower running speed, 200% endurance loss. 110% chance to trip while run/sprint vaulting a low fence. 95% chance to trip by lunging zombies. 85% chance to climb a tall fence. 70% endurance regeneration.
Trait pacifist.png Pacifist +4 "Less effective with weapons" 75% of skill EXP for Short Blade, Long Blade, Small Blunt, Long Blunt, Axe, Spear, Maintenance and Aiming.
Trait hypercondriac.png Prone to Illness +4 "More prone to disease. Faster rate of zombification." 125% progression rate of zombification. 170% chance of catching a cold, 120% cold strength, and 150% cold progression speed.
Trait insomniac.png Restless Sleeper +6 "Slow loss of tiredness while sleeping" Sleep for fewer hours each time, and slower loss of tiredness when sleeping.
Trait shortsighted.png Short Sighted +2 "Small view distance. Slower visibility fade." -2 foraging radius in search mode. Can be negated with glasses and reading glasses.
Trait needsmoresleep.png Sleepyhead +4 "Needs more sleep" +30% Fatigue increase rate, -10% Sleep efficiency.
Trait smoker.png Smoker +4 "Stress and unhappiness decrease after smoking tobacco. Unhappiness rises when tobacco is not smoked." Stress will constantly slowly rise. Smoking Cigarettes will lower the stress level.
Trait slowhealer.png Slow Healer +6 "Recovers slowly from injuries and illness" Does not apply to exercise fatigue. Recently inflicted injuries have more severity.

Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites, and Fractures. (Check Health for more details.)

Trait slowlearner.png Slow Learner +6 "Decreased XP gains" 70% XP in all skills except Strength and Fitness.
Trait slowreader.png Slow Reader +2 "Takes longer to read books" 70% reading speed.
Trait sundaydriver.png Sunday Driver +1 "The very slow driver" Accelerates vehicles 40% slower. Has a max speed of 30 km/h.
Trait thinskinned.png Thin-skinned +8 "Increased chance of scratches, lacerations, or bites breaking the skin." Multiplies the chance of not being injured by a zombie attack by 0.7 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 3.
Trait underweight.png Underweight +6 "Low strength, low endurance and prone to injury." -1 Fitness. Starting weight is 70 and is only present between weights 65 and 75. 80%x melee damage. +10% chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 85%x chance to fail a tall fence climb.
Trait unfit.png Unfit +10 "Very low endurance, very low endurance regeneration. " -4 Fitness
Trait unlucky.png Unlucky +4 "What could go wrong for you, often does." -10% chance of finding rare loot. +5% chance of failing item repairs. Affects search mode.
Not available in multiplayer.
Trait very underweight.png Very Underweight +10 "Very low strength, very low endurance and prone to injury." -2 Fitness. Starting weight is 60 and is only present between weights 50 and 65. 60% melee damage. 20% higher chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 75% chance to fail a tall fence climb. 10% more fall damage.
Trait weak.png Weak +10 "Less knockback from melee weapons. Decreased carrying weight." -5 Strength,-40% knockback power (damage does not decrease).
Trait weakstomach.png Weak Stomach +3 "Higher chance to have food illness." 200% chance of food illness. Food illness lasts longer. Check Health for more details.

Removed/future traits

Icon Name Type Mutually Exclusive Points Description Effect
Trait blacksmith.png Blacksmith Hobby Blacksmith ? "Use an anvil to create metal items" -
Trait brooding.png Brooding Negative - +2 "Recovers slower from bad moods" -
Trait hypercondriac.png Hypochondriac Negative - +2 "May develop infection symptoms without having been infected." Any scratch or laceration (and possibly other injuries) may cause the character to gain Sickness and Stress moodles as if they had caught the Knox Infection.
Trait patient.png Patient Positive Short Tempered -4 "Less like to get angry" -
Trait shorttemper.png Short Tempered Negative Patient +4 "Quick to anger" -
Trait lightdrinker.png Light Drinker Negative Hardened Drinker +2 "Gets drunk quickly" 400% drunkness from alcohol.
Trait hardeneddrinker.png Hardened Drinker Positive Light Drinker -3 "Doesn't get drunk easily" 30% drunkness from alcohol.
Trait crackshot.png Marksman Hobby - 0 "Improved gun accuracy. Quicker reload." Whilst not completely commented-out like other traits here, Marksman is currently no longer active. It previously was automatically granted to Police Officers, and granted a significant boost to weapon accuracy independent of Aiming skill.
Trait talkative.png Gift Of The Gab Positive - ? "Extra high charisma. Better chance of currying favor from NPCs" -

Adaptive traits

Some traits can be changed during gameplay. (Note that skill gain/loss effect of all traits is applied only during character creation - meaning losing a negative trait during the game will not grant you lost skill points back. E.g. losing overweight will not improve your fitness skill level.)

Strength traits

Negative traits Feeble and Weak can be removed by leveling up Strength.
Positive traits Stout and Strong can be gained by leveling up Strength.

Fitness traits

Negative traits Out of Shape and Unfit can be removed by leveling up Fitness.
Positive traits Fit and Athletic can be gained by leveling up Fitness.

Strength/Fitness 0-1 2-4 5 6-8 9-10
Trait Weak/Unfit Feeble/Out of Shape None Stout/Fit Strong/Athletic

Weight traits

Negative traits Obese and Overweight can be removed by losing weight or obtained by gaining weight.
Negative traits Underweight and Very Underweight can be removed by gaining weight or obtained by losing weight.

Panic traits

Panic recovery speed is increased each day, capping at 150 days.

Panic resistance is not affected.

Agoraphobia will eventually no longer increase panic because your character will recover from panic quicker than those traits give panic. However, the trait is still there. When you are outside, your recovery speed from panic is slower.

Claustrophobia will still make you panic depending on the size of the room. On a new character, the limit for a sealed room seems to be 63 floor tiles, at which point the player's panic gain stagnates. This seems to work for any room shape, as long as the floor tiles are not interrupted in some way. (Doors, fences, etc.) Furniture does not seem to impede this. It is useful to note that this number will decrease based on the player's acclimatisation to panic gain.

(Your panic recovery speed is constantly fighting against Agoraphobia and Claustrophobia.)

Trivia

  • Similar to First Aid Kit, First Aid trait has its icon changed from a brown cross to green, after issues other games had with depiction of Red Cross. Old image: Trait firstaid-old.png.

See also