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Trait

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This page has been revised for the current stable version (41.78.16).
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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 (for example, choosing Trait deaf.png Deaf cannot be taken with Trait hardofhearing.png Hard of Hearing or Trait keenhearing.png 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 Trait overweight.png 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% 100% 133% 166%

Note: that there is a bug as of build 41.78.16 where the bonus for strength and fitness is shown, even if these are disabled, which is a default behavior that can be changed in the sandbox.

List of traits

Positives

Icon Name Points Description Effects
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 - Does not reach states of panic. 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 (results in 144% footsteps sound area), 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 7 (while have this trait, losing it removes limitation). The trait itself reduce run speed and endurance. The 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 (while have this trait, losing it removes limitation). The 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 XP 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. Stressed 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 gained or lost during gameplay, but note that losing a negative trait during the game will not grant the lost skill points back. For example, losing Trait overweight.png Overweight will not improve the fitness skill level.

Strength traits

Negative traits Trait feeble.png Feeble and Trait weak.png Weak can be removed by leveling up strength.
Positive traits Trait stout.png Stout and Trait strong.png Strong can be gained by leveling up strength.

Strength level 0-1 2-4 5 6-8 9-10
Trait Trait weak.png Weak Trait feeble.png Feeble None Trait stout.png Stout Trait strong.png Strong

Fitness traits

Negative traits Trait out of shape.png Out of Shape and Trait unfit.png Unfit can be removed by leveling up fitness.
Positive traits Trait fit.png Fit and Trait athletic.png Athletic can be gained by leveling up fitness.

Fitness level 0-1 2-4 5 6-8 9-10
Trait Trait unfit.png Unfit Trait out of shape.png Out of Shape None Trait fit.png Fit Trait athletic.png Athletic

Weight traits

Negative traits Trait obese.png Obese and Trait overweight.png Overweight can be removed by losing weight or obtained by gaining weight.
Negative traits Trait underweight.png Underweight and Trait very underweight.png Very Underweight can be removed by gaining weight or obtained by losing weight.

Player weight 35 - 50 51 - 65 66 - 75 76 - 85 86 - 100 101 - 130
Trait Trait emaciated.png Emaciated Trait very underweight.png Very Underweight Trait underweight.png Underweight None (ideal weight) Trait overweight.png Overweight Trait obese.png Obese

Note: once a player reaches caloric deficit at 35 kilograms, they won’t lose any more weight, but will instead lose health very quickly and die. Similarly, overeating at 130 kilograms won’t gain the player any weight. However, they will not die because of this.

Panic traits

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

Panic resistance is not affected.

Trait agoraphobic.png Agoraphobia will eventually no longer increase panic because the character will recover from panic quicker than those traits give panic. However, the trait is still there. When a player is outside, the recovery speed from panic is slower.

Trait claustophobic.png Claustrophobia will still make the player's 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 acclimatization to panic gain.

(The panic recovery speed is constantly fighting against Trait agoraphobic.png Agoraphobia and Trait claustophobic.png Claustrophobia.)

Gallery

Trivia

  • Similar to the first aid kit, the first aider trait has its icon changed from a brown cross to green, after issues other games had with the depiction of the Red Cross. Old image: Trait firstaid-old.png.
  • In build 42, many traits will receive changes, both directly, and indirectly.Future

See also