π€ Character Creation
When starting a new run, you choose your Profession, Positive Traits and Negative Traits. Negative traits generate extra points to spend on positive traits. Each choice permanently defines your character.
How the Points System Works
- Available Points You start with 0 free points. Negative traits generate points. Positive traits cost points.
- Final Balance Balance must be
β₯ 0to confirm creation. Leftover points are a waste β use them all. - Professions Some professions grant starting skills at no additional point cost β choose carefully as they are an integral part of the "cost" of the build.
- Permanence Profession and Traits are permanent. Skills level up over time β don't worry if you start with low skills.
Recommended Flow for Creating a Character
- Choose your play style: Direct combat? Stealth? Sustainable agriculture? Base construction?
- Choose a profession that aligns with your style. Farmer for farming, Veteran for combat, Burglar for stealth.
- Add low-impact negative traits (Slow Reader, Weak Stomach, Short Sighted) to generate points.
- Spend points on high-impact positive traits for your style (Athletic, Organized, Fast Learner).
- Check balance: Must be exactly 0 for maximum optimization.
Professions
The profession defines initial skill bonuses, spawn equipment, and special modifiers.
- Foraging +3
- Axe +1
- Trapping +1
Foraging vision bonus +2.0. Specialization: Medicinal Plants +75, Wild Plants +50, Herbs +50, Berries +20. Best profession for survival in nature.
- Aiming +2
- Reloading +2
- Sprinting +1
Includes Desensitized trait (almost immune to panic) at no cost. Foraging bonus: Ammunition +50, Medicinal Plants +20. Best profession for firearms.
- Farming +3
- Foraging +1
- Carpentry +1
Foraging vision bonus +1.5. Specialization: Crops +50, Herbs +15, Fruits +10, Vegetables +10, Animals +10. Best for long-term sustainable foundation.
- Cooking +3
- Farming +1
Foraging bonuses: Mushrooms +50, Berries +20, Herbs +20. Advanced cook from the start β more complex recipes and foods with greater nutritional value.
- Cooking +2
Accessible version of Chef. Good entry to cooking builds without spending on the rare Chef profession. Foraging: Junk Food +30, Mushrooms +15.
- First Aid +3
More efficient wound care from the start. Heals injuries faster and with fewer materials. Essential on multiplayer servers with large groups.
- First Aid +4
Initial maximum First Aid. Can learn advanced medical recipes (poultices) automatically at level 5. Unlocks herbal poultice crafting without Herbalist trait.
- Aiming +1
- Reloading +1
More accessible version of Veteran for firearms. Without the Desensitized trait, but frees up character points for other traits. Good choice for balanced firearm builds.
- Carpentry +3
- Short Blade +1
Builds wooden structures faster and with higher quality. Access to advanced woodworking recipes from scratch. Essential for base-focused builds.
- Electrical +3
- Mechanics +1
Installs and repairs electrical systems more efficiently. Unlocks advanced electronics recipes. Ideal for bases with generator and alarm systems.
- Mechanics +3
- Electrical +1
Repairs vehicles much more efficiently. Identifies engine problems that other professions cannot detect. Essential on servers where vehicles are essential.
- No skill bonuses
No starting skills, but also no cost β frees up points for strokes. A "neutral point" profession that allows for more aggressive trait builds. Foraging bonus: Trash +10, Junk Food +10.
- Sneaking +2
- Nimble +2
Can break into cars without triggering an alarm. Excellent for stealth β Sneaking 2 and Nimble 2 from the start. Ideal for stealth and quick-draw builds.
- Aiming +1
- Long Blade +1
- Sprinting +2
- Fitness +2
Combination of physical combat and resistance. Fitness 2 and Sprinting 2 from the beginning is excellent for mobility. Good option for a melee + running hybrid build.
- Carpentry +2
- Blunt +1
Combination of carpentry and hand-to-hand combat. The bonus on Blunt means that construction tools (hammers) are also effective weapons from the start.
- Fishing +3
- Trapping +1
Foraging vision bonus +1.0. Specialization: Insects +50, Fishing Bait +50. Much more efficient fishing as a source of protein. Combined with Trapping for diversified diet.
- Mechanics +1
- Strength +2
High strength from the start means more knockback and greater carry weight. Bonuses in Mechanics help with vehicle maintenance. Good option for transport and mass loot builds.
- Sprinting +1
- Blunt +1
Balanced combination of mobility and melee combat. Good starting point for characters who want flexibility without relying on specific skills.
- Axe +2
- Fitness +2
Ax 2 + Fitness 2 from the start. Axes are some of the best weapons in the game β high damage and durable. Fire Officer is one of the best professions for hand-to-hand combat with axes.
- Axe +3
- Carpentry +1
Foraging vision bonus +1.25. Specialization: Firewood +50, Mushrooms +20. Ax 3 from the start is absurdly strong. One of the most powerful professions for hand-to-hand combat.
- Metalworking +3
- Strength +1
Forge metal weapons and tools from advanced levels. Critical for long-term bases that rely on forged equipment (Build 42 added the full forging system).
- Tailoring +3
Repair and improve clothes from high levels. Clothing with more layers of protection reduces the chance of scratches and bites. Fundamental for long-term durability builds.
Traits
Traits permanently shape your character. Positive traits cost points; negative traits generate points. The final balance must be β₯ 0. Data extracted from Translate/EN/UI.json.
β Positive Traits
π Physical & Mobility
Synergy: Combine with Fit for absurd stamina.
Synergy: Perfect pair with Athletic β together they allow you to run much more and recover almost immediately.
π§ Mental & Psychological
π Perception & Stealth
β Combat
πΏ Survival & Utility
β Negative Traits
The key is to pick up negative traits whose impact is manageable or minimal on your playstyle. Organized by level of actual impact.
π’ Low Impact β Recommended to generate points
Caution: Combined with Slow Learner, skill progression becomes too slow.
π‘ Medium Impact β Use with caution
π΄ High Impact β Avoid or know what you are doing
Suggested Builds
Combinations of profession + traits to create specialized and functional characters. Use it as a starting point and adapt it to your style.
- Fast Learner (β6)
- Organized (β6)
- Fast Reader (β2)
- Slow Healer (+4)
- Weak Stomach (+3)
- Sleepyhead (+4)
- Short Sighted (+2)
- Sunday Driver (+1)
- Athletic (β6)
- Marksman (β6)
- Keen Hearing (β6)
- Fast Reader (β2)
- Out of Shape (+6)
- High Thirst (+6)
- Slow Reader (+2)
- Sleepyhead (+4)
- Weak Stomach (+2)
- Inconspicuous (β4)
- Graceful (β4)
- Cat's Eyes (β4)
- Athletic (β6)
- High Thirst (+6)
- Slow Learner (+6) β stealth reduces combat
- Sleepyhead (+4)
- Slow Reader (+2)
- Fast Learner (β6)
- Organized (β6)
- Herbalist (β6)
- Resilient (β4)
- Unfit (+10)
- Slow Healer (+4)
- Sleepyhead (+4)
- Slow Reader (+2)
- Short Sighted (+2)
- Fast Learner (β6)
- Organized (β6)
- Handy (β4)
- Fast Reader (β2)
- Out of Shape (+6)
- Slow Healer (+4)
- Sleepyhead (+4)
- Short Sighted (+2)
- Sunday Driver (+2)
- Athletic (β6)
- Strong (β8)
- Dextrous (β2)
- Fast Reader (β2)
- Brave (β2) β fit
- Short Sighted (+2)
- Weak Stomach (+3)
- Slow Healer (+4)
- Sleepyhead (+4)
- High Thirst (+6) β adjustment
Skills
Skills evolve from level 0 to 10 with use. Skill books multiply the XP gained while the bonus is active β read them before practicing the skill.
β Combat Skills
Blunt
| Level | Bonus |
|---|---|
| 0 | No bonus. Slow animations, low effective damage. |
| 1 | Small improvement to attack speed. |
| 2 | Slight damage increase. Access to basic special attacks. |
| 3 | Notably faster speed. More efficient knockdown. |
| 5 | Blows consistently knock down zombies. High damage. |
| 7 | Very efficient swing attacks. Kill move unlocked. |
| 10 | Maximum efficiency. Practically no misses, consistent knockdown. |
Blunt Weapons: Baseball Bat, Crowbar, Hammer, Shovel, Frying Pan, etc.
Long Blade
| Level | Bonus |
|---|---|
| 0 | Very slow animation. High risk of being counterbalanced. |
| 3 | Acceptable speed. It starts to be viable in combat. |
| 5 | Decapitation possible. Very high damage. |
| 8 | Level 8 Katana is devastating β frequently decapitates. |
| 10 | Maximum efficiency. One of the most lethal skills in the game at this level. |
Long Blade Weapons: Katana, Machete, Broadsword, etc.
Short Blade
| Level | Bonus |
|---|---|
| 0 | Low damage. Useful only for kill moves (knife to head). |
| 3 | More efficient backstab knife. Decent speed. |
| 6 | Combination with stealth: silent and fast kill move. |
| 10 | Extremely fast and efficient Dagger/Hunting Knife. |
Short Blade Weapons: Kitchen Knife, Hunting Knife, Screwdriver, Shiv, etc.
Axe
| Level | Bonus |
|---|---|
| 0 | Slow and tiring. Not recommended without level. |
| 2 | Already viable. Axes have high damage that compensates for speed. |
| 5 | Excellent damage per hit. Very efficient against queued groups. |
| 8 | Fire Ax at level 8 is one of the most powerful weapons in the game. |
| 10 | Maximum β frequently decapitates, consistent knockdown. |
Ax Weapons: Fire Axe, Woodaxe, Hatchet, etc.
Spear
| Level | Bonus |
|---|---|
| 0 | Difficult to use. Long animation and complex timing. |
| 4 | Starting to be effective. The long range helps a lot. |
| 7 | Very efficient β attack zombies before they get to you. |
| 10 | Maximum β consistently kill zombies at safe range. |
Spear Weapons: Spear (improvised), Spear + Stone, etc.
Aiming & Reloading (Firearms)
| Aiming Level | Effect |
|---|---|
| 0 | Very unstable aim. Many shots miss even at close range. |
| 2 | Aim stabilizes. Reliable shooting at close range. |
| 5 | Accurate shot at medium range. More consistent headshots. |
| 8 | Excellent long-range accuracy with rifle. |
| 10 | Long range rifle headshot almost guaranteed. |
High reload reduces reload time, crucial in confrontations with multiple enemies.
πΏ Survival Skills
| Skill | Level 1 | Level 5 | Level 10 | How to level up |
|---|---|---|---|---|
| Foraging | Find basic items | Find medicinal herbs, animals | Maximum efficiency, rarities available | Foraging regularly; "Wildcraft" books |
| Knapping | Chips stone and prepares basic materials | Consistent stone and primitive fire tools | Complete chain of primitive crafts with natural materials | Foraging for stone and practicing knapping recipes |
| Survivalist | Basic fire and field utilities | Stable ignition and camp maintenance routine | Self-sufficiency to start fires without infrastructure | Practicing survivalist recipes (Drill Plank, Magnesium) |
| Fishing | Functional fishing with low yield | Medium yield, bigger fish | Very efficient fishing, rare fish | Fishing; books "Fishing for Beginners" |
| Trapping | Basic traps with low chance | Efficient traps for rabbits/rats | Almost always captures something, advanced traps | Placing traps; "Trapping" books |
| Farming | Basic functional cultivation | Disease identification, better performance | Maximum yield, excellent harvests | Cultivating; books "The Self-Sufficient Gardener" |
| Cooking | Basic recipes (frying, boiling) | Complex recipes, greater nutritional value | All recipes, best quality food possible | Cooking; "The Joy of Cooking" books |
| First Aid | Basic treatments (dressing, disinfectant) | Suturing wounds, treating fractures | Very efficient complex treatments | Treating injuries; books "The Big Book of First Aid" |
π§ Technical Skills
| Skill | Level 1-3 | Level 4-7 | Level 8-10 | How to level up |
|---|---|---|---|---|
| Carpentry | Barricades, basic shelves | Furniture, stairs, more complex structures | Advanced constructions, maximum resistance | Building; books "Carpentry for Beginners" |
| Metalworking | Basic metal barricades | More advanced metal structures | Full forging, metal armor | Building with metal; "Metalwork" books |
| Mechanics | See condition of basic parts | Repair engine, transmission | Repair anything, install upgrades | Repairing vehicles; "Mechanics" books |
| Electrical | Basic lighting, simple sockets | Complex electrical systems, alarms | Complete installations, advanced radios | Working with electricity; books "Electronics" |
| Tailoring | Patch holes in clothes | Add layers of protection, leather patches | High quality leather/fabric armor | Repairing clothes; "Tailoring" books |
| Knitting | Simple woolen items for warmth | Most efficient hats, scarves and socks | Complete winter pieces (balaclava/sweater) | Producing woolen clothes with knitting needles |
| Carving | Simple cables and stakes | Utility wooden components for other crafts | Stable production of high-speed components | Carving wood (stake, handles, sticks) |
| Spear Crafting | Base launcher for ranged combat | Booms reinforced with tape, rope and hardening | More durable and efficient boom assemblies | Creating and improving spears in stages |
| Pottery | Basic clay molding | Consistent utility containers | Complete line of ceramics for bases | Moulding/firing clay pieces |
| Glassmaking | Initial notions of fusion and mold | Useful glass jars and containers | Advanced production of glass parts | Producing glass in appropriate furnaces |
π Physical Skills
| Skill | Main Effect | How to Train | Tip |
|---|---|---|---|
| Fitness | Total stamina and regeneration | Running, fighting, any physical activity | Cleaning up small hordes trains Fitness quickly |
| Strength | Carryable weight, knockback | Carrying heavy items, close combat | Keep your backpack full while you walk to train |
| Sprinting | Running speed | Running (especially in pursuits) | Running with zombies chasing you is the fastest training |
| Nimble | Speed in combat stance | Moving in combat stance (weapon drawn) | Walking with a weapon equipped in any direction accumulates XP |
| Sneaking | Stealth and silence | Walking crouched (C key) near zombies | Crouching close to zombies without being detected is the most efficient |