Skills

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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.

Multiplier increases each 10% of the book read. With every 10% of the book finished your multiplier will become equal to appropriate percentage of the max multiplier for the book. Because of this it's harmful to read any level 1 book less then 40% before getting XP, as well as any level 2 or 3 books less then 20%. For example reading level 1 book 15% would apply 10% of the max multiplier of x3 resulting in skill multiplier of x0.3 which is much worse then default x1. It's especially important with initial "life and living" farming. If you don't have enough time to read at least half of the level 1 book it's better to avoid reading it at all.

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, 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 without being detected.

This skill affects all movement types.

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 the Combat Stance.

Experience is gained by walking in Combat stance (Holding Left-Ctrl orRight-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.

This skill only affects sneak walking and running. Sneak walking/running has a default 20% sound radius multiplier.

(Example) With 0 Sneaking, you multiply 20% with 120%, which is 24%. Your sound radius when sneaking is only 24%.

Sneaking level 0 1 2 3 4 5 6 7 8 9 10
Footsteps sound radius multiplier for 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 or trees with axes. Affects Axe weapons only.

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, such as the Baseball Bat and Crowbar.

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

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, such as the Wrench or the Nightstick

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

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, such as the Katana.

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

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, such as the several different types of knives. Increases the chance of jaw stabs when using knives.

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

Level 0 1 2 3 4 5 6 7 8 9 10
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 Spear weapons only.

Maintenance Increases the chance for any melee weapon to not lose condition when used. Does not apply to Firearms; Aiming handles that.

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%.

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%

Maintenance and weapon proficiency reduce the chance of a weapon losing condition when hitting an enemy. The Maintenance Modifier M is added to the Condition Lower Chance of the weapon N for a 1 in N + M chance of lowering the weapon's condition by one on a hit. The modifier is calculated by adding the Maintenance level with half of the weapon proficiency level rounded down, dividing the result by 2 rounded down, and multiplying by 2.

Maintenance Modifier Weapon Proficiency Level
0 1 2 3 4 5 6 7 8 9 10
Maintenance Level 0 0 0 0 0 2 2 2 2 4 4 4
1 0 0 2 2 2 2 4 4 4 4 6
2 2 2 2 2 4 4 4 4 6 6 6
3 2 2 4 4 4 4 6 6 6 6 8
4 4 4 4 4 6 6 6 6 8 8 8
5 4 4 6 6 6 6 8 8 8 8 10
6 6 6 6 6 8 8 8 8 10 10 10
7 6 6 8 8 8 8 10 10 10 10 12
8 8 8 8 8 10 10 10 10 12 12 12
9 8 8 10 10 10 10 12 12 12 12 14
10 10 10 10 10 12 12 12 12 14 14 14

Crafting

Name Effect
Carpentry Raising the Carpentry skill gives a higher chance of repairing items and restores more durability, unlocks more building options, increases plank barricades' health, increases barricading speed, reduces sound made by building actions, and allows building higher-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 safely use rotten ingredients in certain food types, 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, have less impact on movement/combat speed, and cause less pain.

All medical actions will be performed faster.

Bandages and Poultices last longer. It also allows the player to more accurately 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
Bandage life multiplier 100% 115% 130% 145% 160% 175% 190% 205% 220% 235% 250%
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, makes welding quieter, and makes metal barricades more durable. It can also be used to repair certain parts of vehicles.

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 hotwiring it without needing the Burglar profession.

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 to its original protective/insulation values and appearance 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 five key weapon stats; accuracy, precision, range, firing angle, and aiming time;
  • Accuracy: Your basic chance to hit. Every weapon has a base accuracy value, and then gains a fixed amount of accuracy for each level of Aiming.
  • Precision: Your chance to score a critical hit, or "crit". Works much like accuracy. On a crit you deal massively increased damage, usually at least 2x.
  • Range: How far you can shoot. Each level of Aiming slightly increases maximum effective range for most weapons.
  • Firing Angle: How wide a cone you can hit targets in; the narrower this is, the more precisely you have to aim at a particular target.
  • Aiming Time: How disruptive movement is to your accuracy. High aiming skill slightly reduces the effects of movement on accuracy.

The bonuses granted by Aiming vary by the weapon; the M9 Pistol gains less Range from high Aiming than the MSR788 Rifle, for example.

Finally, high Aiming skill also reduces the chance your weapon will lose Condition when fired. It can be levelled up by successfully hitting enemies with a firearm.

Reloading Your reloading skill determines how long it takes your character to perform the following reloading-related tasks;

This can be levelled up by inserting bullets into a magazine, reloading any firearm with a new magazine, or inserting bullets directly into any firearm. This means you can slowly but safely practice this skill by unloading and reloading magazines with bullets, or simply reloading a weapon repeatedly.

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%

*Note that Carry Capacity is affected by various Moodles such as Hungry and Injured.

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.
Players should note that these positive traits gained through Occupations or Hobbies during character creation and Exercise after character creation are purely cosmetic and do not have any effect on gameplay.
For example if you raise your Strength to 6 in any alternate way you will receive the TraitStout.png Stout icon on your character screen but will not benefit from the additional +2 Strength you would have received by purchasing the trait during character creation.
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