More actions
English • Deutsch • español • français • italiano • 日本語 • 한국어 • polski • português do Brasil • русский • ไทย • Türkçe • українська • 中文(简体)
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 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% | 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 |
---|---|---|---|---|
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. | |
Athletic | -10 | Can run faster and longer without tiring. | +4 Fitness. +20% running/sprinting speed. -20% running/sprinting endurance loss from the trait itself. | |
Brave | -4 | Less prone to becoming panicked. | 30% panic except for night terrors and phobias. | |
Cat's Eyes | -2 | Better vision at night. | +20% better vision at night. Affects search mode. | |
Dextrous | -2 | Transfers inventory items quickly. | 50% inventory transferring time. | |
Eagle Eyed | -6 | Has a faster visibility fade and a higher visibility arc. | Character has a wider field of view. Affects search mode. | |
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.) | |
Fast Learner | -6 | Increases XP gains. | 130% XP for all skills except Strength and Fitness. | |
Fast Reader | -2 | Takes less time to read books. | 130% reading speed. | |
Fit | -6 | In good physical shape. | +2 Fitness. | |
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. | |
Inconspicuous | -4 | Less likely to be spotted by zombies. | 50% chance of zombies spotting you. | |
Iron Gut | -3 | Less chance to have food illness. | 50% chance of food illness. Food illness lasts shorter. Check Health for more details. | |
Keen Hearing | -6 | Larger perception radius. | 200% perception radius. Zombies that approach from behind will be visible much earlier. | |
Light Eater | -4 | Needs to eat less regularly. | 75% hunger. | |
Low Thirst | -6 | Needs to drink water less regularly. | 50% thirst. | |
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. | |
Organized | -6 | Increased container inventory capacity. | 130% capacity for all containers, including boxes, cupboards and cars | |
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. | |
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. | |
Speed Demon | -1 | The fast driver. | 200% Gear switching speed, 115% top speed for all vehicles | |
Stout | -6 | Extra knockback from melee weapons and increased carry weight. | +2 Strength | |
Strong | -10 | Extra knockback from melee weapons and increased carry weight. | +4 Strength, +40% knockback power (damage does not increase). | |
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. | |
Wakeful | -2 | Needs less sleep. | -30% Fatigue increase rate, +10% Sleep efficiency | |
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. | |
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. | |
Angler | -4 | Knows the basics of fishing. | +1 Fishing Knows how to make and fix a fishing rod. | |
Axe Man | - | Better at chopping trees. Faster axe swing. | Swing axes 25% faster (combat and tree cutting). | |
Baseball Player | -4 | Has practice with a baseball bat and knows how to hit with precision. | +1 Long Blunt | |
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. | |
Brawler | -6 | Used to getting into trouble. | +1 Axe, +1 Long Blunt | |
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. | |
Cook | - | Knows how to cook. | Currently broken in-game. Trait does not give recipes or affect foraging mode. | |
Desensitized | - | Does not reach states of panic. | 0% panic from all sources except night terrors. | |
First Aider | -4 | Has a CPR and First Aid course certificate. | +1 First Aid | |
Former Scout | -6 | Knows how to pick wild berries and how to treat small injuries. | +1 First Aid, +1 Foraging. Affects search mode. | |
Gardener | -4 | Has basic agriculture knowledge. | +1 Farming Knows mildew and flies cure. Affects search mode. | |
Gymnast | -5 | Agile and discreet. | +1 Lightfooted, +1 Nimble | |
Handy | -8 | Faster and stronger constructions. | +1 Carpentry, +1 Maintenance +100HP to all constructions. Increases building speed (≈11%). | |
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. | |
Hiker | -6 | Used to surviving in the jungle. | +1 Foraging, +1 Trapping. Affects search mode. | |
Hunter | -8 | Know the basics of hunting. | +1 Aiming, +1 Short Blade, +1 Sneaking, +1 Trapping and affects search mode. | |
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. | |
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. | |
Runner | -4 | Runner in the spare times. | +1 Sprinting | |
Sewer | -4 | +1 Tailoring | +1 Tailoring |
Negatives
Icon | Name | Points | Description | Effect |
---|---|---|---|---|
Agoraphobic | +4 | Gets panicked when outdoors. | Enters in panic when outdoors and affects search mode. | |
All Thumbs | +2 | Transfers inventory items slowly. | 400% inventory transferring time. | |
Asthmatic | +5 | Faster endurance loss. | 140% running/sprinting endurance loss. 130% increase in swing endurance lost. | |
Claustrophobic | +4 | Gets panicked when indoors. | Enters in panic when indoors. | |
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. | |
Conspicuous | +4 | More likely to be spotted by zombies. | 200% chance of getting spotted by zombies. | |
Cowardly | +2 | Especially prone to becoming panicked. | 200% panic except for night terrors and phobias. | |
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. | |
Disorganized | +4 | Decreased container inventory capacity. | 70% capacity for all containers, including boxes and cupboards. | |
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. | |
Feeble | +6 | Less knockback from melee weapons. Decreased carrying weight. | -2 Strength | |
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. | |
Hearty Appetite | +4 | Needs to eat more regularly. | 150% hunger. Gives a +3% bonus to packaged foods, mushrooms, berries, and animals for foraging. | |
Fear of Blood | +5 | Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody. | - | |
High Thirst | +6 | Needs more water to survive. | 200% thirst | |
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. | |
Out of Shape | +6 | Low endurance, low endurance regeneration. | -2 Fitness | |
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. | |
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. | |
Pacifist | +4 | Less effective with weapons. | 75% of skill XP for short blade, long blade, small blunt, long blunt, axe, spear, maintenance and aiming. | |
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. | |
Restless Sleeper | +6 | Slow loss of tiredness while sleeping. | Sleep for fewer hours each time, and slower loss of tiredness when sleeping. | |
Short Sighted | +2 | Small view distance. Slower visibility fade. | -2 foraging radius in search mode. Can be negated with glasses and reading glasses. | |
Sleepyhead | +4 | Needs more sleep. | +30% Fatigue increase rate, -10% Sleep efficiency. | |
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. | |
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.) | |
Slow Learner | +6 | Decreased XP gains. | 70% XP in all skills except strength and fitness. | |
Slow Reader | +2 | Takes longer to read books. | 70% reading speed. | |
Sunday Driver | +1 | The very slow driver. | Accelerates vehicles 40% slower. Has a max speed of 30 km/h. | |
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. | |
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. | |
Unfit | +10 | Very low endurance, very low endurance regeneration. | -4 fitness | |
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. | |
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. | |
Weak | +10 | Less knockback from melee weapons. Decreased carrying weight. | -5 Strength,-40% knockback power (damage does not decrease). | |
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 |
---|---|---|---|---|---|---|
Blacksmith | Hobby | Blacksmith | ? | Use an anvil to create metal items. | - | |
Brooding | Negative | - | +2 | Recovers slower from bad moods. | - | |
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. | |
Patient | Positive | Short Tempered | -4 | Less like to get angry. | - | |
Short Tempered | Negative | Patient | +4 | Quick to anger. | - | |
Light Drinker | Negative | Hardened Drinker | +2 | Gets drunk quickly. | 400% drunkness from alcohol. | |
Hardened Drinker | Positive | Light Drinker | -3 | Doesn't get drunk easily. | 30% drunkness from alcohol. | |
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. | |
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 Overweight will not improve the 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.
Strength level | 0-1 | 2-4 | 5 | 6-8 | 9-10 |
---|---|---|---|---|---|
Trait | Weak | Feeble | None | Stout | Strong |
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.
Fitness level | 0-1 | 2-4 | 5 | 6-8 | 9-10 |
---|---|---|---|---|---|
Trait | Unfit | Out of Shape | None | Fit | 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.
Player weight | 35 - 50 | 51 - 65 | 66 - 75 | 76 - 85 | 86 - 100 | 101 - 130 |
---|---|---|---|---|---|---|
Trait | Emaciated | Very Underweight | Underweight | None (ideal weight) | Overweight | 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.
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.
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 Agoraphobia and Claustrophobia.)
Gallery
Unused “intelligent” icon, still present in the game files, slightly different shade of Fast Learner
Unused “skinney” icon, still present in the game files, slightly different shade of Hiker
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: .
- In build 42, many traits will receive changes, both directly, and indirectly.Future