πŸ‘€ 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.

⚠
There is no wrong choice β€” but there is a smart choice. Instead of trying to create the "perfect" character on the first run, understand how each system works before optimizing.

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‰₯ 0 to 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

  1. Choose your play style: Direct combat? Stealth? Sustainable agriculture? Base construction?
  2. Choose a profession that aligns with your style. Farmer for farming, Veteran for combat, Burglar for stealth.
  3. Add low-impact negative traits (Slow Reader, Weak Stomach, Short Sighted) to generate points.
  4. Spend points on high-impact positive traits for your style (Athletic, Organized, Fast Learner).
  5. Check balance: Must be exactly 0 for maximum optimization.

Professions

The profession defines initial skill bonuses, spawn equipment, and special modifiers.

Park Ranger Rare
  • 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.

Veteran (Military Officer) Rare
  • 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.

Farmer Common
  • 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.

Chef Uncommon
  • 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.

Cook (Fast Food) Uncommon
  • Cooking +2

Accessible version of Chef. Good entry to cooking builds without spending on the rare Chef profession. Foraging: Junk Food +30, Mushrooms +15.

Nurse Uncommon
  • First Aid +3

More efficient wound care from the start. Heals injuries faster and with fewer materials. Essential on multiplayer servers with large groups.

Doctor Rare
  • First Aid +4

Initial maximum First Aid. Can learn advanced medical recipes (poultices) automatically at level 5. Unlocks herbal poultice crafting without Herbalist trait.

Police Officer Uncommon
  • 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.

Carpenter Common
  • 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.

Electrician Common
  • Electrical +3
  • Mechanics +1

Installs and repairs electrical systems more efficiently. Unlocks advanced electronics recipes. Ideal for bases with generator and alarm systems.

Mechanic Common
  • Mechanics +3
  • Electrical +1

Repairs vehicles much more efficiently. Identifies engine problems that other professions cannot detect. Essential on servers where vehicles are essential.

Unemployed Common
  • 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.

Burglar Uncommon
  • 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.

Military Soldier Rare
  • 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.

Construction Worker Common
  • 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.

Fisherman Common
  • 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.

Truck Driver Common
  • 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.

Security Guard Common
  • Sprinting +1
  • Blunt +1

Balanced combination of mobility and melee combat. Good starting point for characters who want flexibility without relying on specific skills.

Fire Officer Uncommon
  • 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.

Lumberjack Common
  • 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.

Blacksmith Common
  • 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).

Tailor Common
  • 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.

πŸ’‘
Profession Rarity: Rare professions have a reduced chance of spawning in loot from NPC characters in the world (zombie bodies with identity). Does not affect your choice at the beginning of the game.

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.

πŸ’‘
Rule of thumb: Take negative traits whose impact you can manage or ignore, and positive traits whose impact you would feel the entire game.

βœ… Positive Traits

πŸƒ Physical & Mobility

Athleticβˆ’6 pts⭐⭐⭐⭐⭐
"Faster running speed. Can run for longer without tiring."
Why take it: The main way to survive in PZ is to run away. Athletic increases sprint speed and reduces stamina consumption when running. It's the most universally useful trait in the game, regardless of style.
Synergy: Combine with Fit for absurd stamina.
Fitβˆ’6 pts⭐⭐⭐⭐⭐
"High endurance, high endurance regeneration."
Why take it: More total stamina and much faster recovery. Characters with low stamina quickly become slow and vulnerable.
Synergy: Perfect pair with Athletic β€” together they allow you to run much more and recover almost immediately.
Strongβˆ’8 pts⭐⭐⭐⭐
"Extra knockback from melee weapons. Increased carrying weight."
Why Take It: Extra Knockback means each hit pushes zombies further. Additional carry weight is significant for loot. More expensive than Stout but with bigger bonuses.
Stoutβˆ’4 pts⭐⭐⭐
"Extra knockback from melee weapons. Increased carrying weight."
Why get it: Cheaper version of Strong with smaller bonuses. Excellent value for money for builds that want strength without spending 8 points.
Dextrousβˆ’2 pts⭐⭐⭐⭐
"Transfers inventory items quickly. Faster rope climbing. Faster weapon shouldering."
Why get it: For just 2 points β€” faster item transfer (time saved looting), faster rope climbing (vertical escape), and faster wielding (crucial in combat). One of the best value for money in the game.

🧠 Mental & Psychological

Braveβˆ’4 pts⭐⭐⭐⭐
"Less prone to becoming panicked."
Why take it: Panic causes weapon aim jitters and combat penalties. Brave reduces the build-up of panic, keeping you functional in high-stress situations. Essential for shooters.
DesensitizedVeteran Exclusive⭐⭐⭐⭐⭐
"Far less prone to panic. Ignore discomfort."
Why take it: Almost immune to panic. Exclusive to the Veteran profession β€” included at no point cost. One of the reasons why Veteran is so popular for firearms builds.
Night Owlβˆ’2 pts⭐⭐⭐
"Requires little sleep. Stays extra alert even when sleeping."
Why get it: Needs less sleep and wakes up more easily to noise. Excellent for characters who operate at night or want to maximize productive time in the day.
Fast Learnerβˆ’6 pts⭐⭐⭐⭐⭐
"Increased XP gains."
Why take: +30% XP on all skills. Since skill progress defines what you can do in the game, accelerating that progress is universally valuable. Works with all skill books found.
Fast Readerβˆ’2 pts⭐⭐⭐⭐
"Takes less time to read books."
Why take it: For just 2 points, reduces skill book reading time. Books are the most efficient way to level up skills, so reading faster means progressing faster. There's rarely a reason not to get it.

πŸ‘ Perception & Stealth

Keen Hearingβˆ’6 pts⭐⭐⭐⭐
"Larger perception radius."
Why get it: Detects zombies at a greater distance, giving you reaction time. Essential at night when vision is limited. It can save your life by alerting you to a zombie behind a wall.
Inconspicuousβˆ’4 pts⭐⭐⭐⭐
"Less likely to be spotted by zombies."
Why take it: Zombies are less likely to notice you when passing by. Essential for stealth builds β€” allows you to move into areas with lots of zombies without having to kill them all.
Gracefulβˆ’4 pts⭐⭐⭐⭐
"Makes less noise when moving."
Why take it: Reduces the volume of your steps. Zombies detect by sound efficiently, so being silent is almost as important as being invisible. Direct synergy with Inconspicuous.
Cat's Eyesβˆ’4 pts⭐⭐⭐
"Better vision at night."
Why get it: Improved night vision. In Apocalypse mode the nights are very dark (NightDarkness=3). Cat's Eyes allows you to explore at night without a flashlight (which attracts zombies). Excellent for night stealth characters.
Eagle Eyedβˆ’6 pts⭐⭐⭐
"Faster visibility fade. Higher visibility arc. Weapon sights more effective at long range."
Why get it: Wider field of view and more effective long-distance vision. Complements builds with rifles. Detect zombies before they detect you, giving you a tactical advantage.

βš” Combat

Thick Skinnedβˆ’8 pts⭐⭐⭐⭐
"Lower chance of being scratched or bitten."
Why take it: Reduces the chance of suffering scratches and bites in combat. A bite is almost always fatal (100% Knox Virus). For builds that frequently fight in close quarters, it's valuable β€” but expensive.
Marksmanβˆ’6 pts⭐⭐⭐⭐
"Improved gun accuracy and damage. Quicker reload."
Why get it: More accuracy, more damage, and faster reload. Without Marksman, firearms initially have poor accuracy. Fundamental for firearms builds, especially combined with Veteran.

🌿 Survival & Utility

Organizedβˆ’6 pts⭐⭐⭐⭐⭐
"Increased container inventory capacity."
Why get it: Increases the capacity of all containers β€” backpacks, bags, boxes. You charge more per loot trip. One of the traits with the greatest impact on everyday life.
Resilientβˆ’4 pts⭐⭐⭐⭐
"Less prone to disease. Slower rate of zombification."
Why get it: Fewer illnesses from spoiled food or rain, and slower progression of the Knox Virus. It doesn't cure the virus, but it gives it overtime after a bite.
Herbalistβˆ’6 pts⭐⭐⭐
"Can find medicinal herbs and craft medicines and poultices from them."
Why get it: Allows you to find and use medicinal herbs (Comfrey, Plantain, Garlic) to create poultices that accelerate healing. Reduces dependence on medical items that become scarce. Excellent for the long term.
Outdoorsyβˆ’2 pts⭐⭐⭐
"Less affected by harsh weather conditions."
Why get it: Ignores outdoor temperature and rain penalties. For 2 points, removes a constant source of debuffs. Essential for characters who loot a lot.
Light Eaterβˆ’4 pts⭐⭐⭐
"Needs to eat less regularly."
Why get it: Consumes less food. Your supplies last longer and you spend less time managing food.
Speed Demonβˆ’1 pt⭐⭐⭐
"Drives very fast."
Why take it: For just 1 point, it allows you to drive much faster. Great value for money for any character who uses vehicles regularly.
Nutritionistβˆ’4 pts⭐⭐⭐
"Can see the nutritional values of any food."
Why take it: With activated nutrition, balancing proteins, carbohydrates and lipids is essential. Nutritionist shows the exact values of each food, eliminating the guesswork.
Iron Gutβˆ’3 pts⭐⭐⭐
"Less chance to have food illness."
Why get it: Reduces the chance of getting sick from spoiled or undercooked food. Useful in the first few days before having a working refrigerator.

❌ 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.

🟒 Low Impact β€” Recommended to generate points

Slow Reader+2 ptsπŸ‘ Recommended
"Takes longer to read books."
Why get it: Reads books more slowly β€” but you read safely within a base. Extra time is minimal in practice. For 2 free points, it is almost always advantageous.
Caution: Combined with Slow Learner, skill progression becomes too slow.
Short Sighted+2 ptsπŸ‘ Recommended
"Smaller view distance. Weapon sights less effective."
Why take it: For builds that don't use firearms, the impact is small. Playing more carefully and crouched partially compensates. 2 points per manageable penalty.
Weak Stomach+3 ptsπŸ‘ Recommended
"Higher chance to have food illness."
Why get it: With a working refrigerator + generator, you rarely intentionally eat stale food. In the first few days, prioritize canned food. 3 points for something manageable with basic attention.
Smoker+4 ptsπŸ‘ Situational
"Unhappiness rises without tobacco. Stress reduces after smoking."
Why take it: Cigarettes are abundant on the map (shops, houses). If you go to the right places during withdrawals, you will never run out. The stress caused is completely controllable with the many packages available.
Sunday Driver+1 ptπŸ‘ Situational
"Drives very slow."
Why take it: Drives slower. For 1 point, it is an option to extract maximum points. The impact is real but tolerable β€” avoid highways at high speeds.

🟑 Medium Impact β€” Use with caution

Out of Shape+6 pts⚠ Caution
"Low endurance, low endurance regeneration."
Why take it: 6 valuable points, and low stamina improves by training Fitness. With Organized + Fast Learner purchased with these points, it could be worth it. Avoid heavy combat in the first few weeks.
High Thirst+6 pts⚠ Caution
"Needs more water to survive."
Why collect: After the water is turned off, this increases the collection pressure. Manageable with rain barrels and wells, but requires planning. 6 points for constant logistical pressure.
Pacifist+4 pts⚠ Caution
"Decreased combat XP gains."
Why take it: Reduces XP from combat skills. For stealth builds or farmers who avoid direct combat, the impact is smaller. If you need high Blade or Blunt, avoid it completely.
Disorganized+4 pts⚠ Caution
"Decreased container inventory capacity."
Why take: Containers carry less β€” more loot trips. If you have patience, it is an acceptable penalty. Never combine with Hearty Appetite.
Hard of Hearing+2 pts⚠ Caution
"Smaller perception radius."
Why take: Smaller radius of perception and hearing. Can be fatal indoors. Acceptable if you pay close attention to the visual environment.

πŸ”΄ High Impact β€” Avoid or know what you are doing

Illiterate+8 pts🚫 Avoid
"Cannot read any books or in-world text."
Why avoid: Makes it impossible to read skill books β€” the most efficient progression system in the game. Despite the 8 points, the impact on character development is devastating. For extreme challenge only.
Deaf+12 pts🚫 Avoid
"Can't hear sound."
Why avoid: You hear absolutely nothing β€” no approaching zombies, no gunshots, no alarms. The 12 points are tempting, but the risk of sudden death is absurd. Only for extremely experienced players as a challenge.
Thin Skinned+8 pts🚫 Avoid
"Higher chance of being scratched or bitten by zombies."
Why avoid: Increases the chance of bites. Considering that a bite is almost always fatal, increasing this probability is extremely dangerous. 8 points that could cost you your life at any time in combat.
Agoraphobic+8 pts🚫 Avoid
"Gets panicked when outdoors."
Why avoid: Panic outdoors. Since 90% of the game takes place abroad (looting, escaping, farming), it's a constant and severe penalty. Practically unplayable outside of a fully enclosed base.
Unfit+10 pts⚠ Think carefully
"Very low endurance and endurance regeneration."
Why avoid: Extremely low stamina and terrible regeneration. You get exhausted running just a few meters. In escape situations, this can be fatal. The 10 points are tempting, but the cost could be your life.
Slow Learner+6 pts⚠ Caution
"Decreased XP gains."
Why avoid: Reduces XP on all skills. The impact is severe in the long term β€” it takes you much longer to become competent. Only consider for very short runs.

Suggested Builds

Combinations of profession + traits to create specialized and functional characters. Use it as a starting point and adapt it to your style.

πŸ§Ÿβ€β™‚οΈ
The Universal Survivor
Profession: Unemployed
Beginner
Positive Traits (βˆ’14 pts)
  • Fast Learner (βˆ’6)
  • Organized (βˆ’6)
  • Fast Reader (βˆ’2)
Negative Traits (+14 pts)
  • Slow Healer (+4)
  • Weak Stomach (+3)
  • Sleepyhead (+4)
  • Short Sighted (+2)
  • Sunday Driver (+1)
Strategy: Focused on rapid skill progression and maximized carry capacity. Fast Learner + Fast Reader makes you level up much faster. Organized guarantees that each withdrawal trip yields more. Negative traits are all manageable with basic attention.
πŸ”«
The Shooter
Profession: Veteran (Desensitized included)
Intermediate
Positive Traits (βˆ’20 pts)
  • Athletic (βˆ’6)
  • Marksman (βˆ’6)
  • Keen Hearing (βˆ’6)
  • Fast Reader (βˆ’2)
Negative Traits (+20 pts)
  • Out of Shape (+6)
  • High Thirst (+6)
  • Slow Reader (+2)
  • Sleepyhead (+4)
  • Weak Stomach (+2)
Strategy: Veteran already starts with Aiming 2 + Reloading 2 + Desensitized. Marksman maximizes efficiency with firearms. Athletic guarantees escape from any dangerous situation. Keen Hearing detects enemies before they detect you. Warning: Firearms are noisy β€” always have an escape route planned.
🀫
The Ghost (Stealth)
Profession: Burglar
Intermediate
Positive Traits (βˆ’18 pts)
  • Inconspicuous (βˆ’4)
  • Graceful (βˆ’4)
  • Cat's Eyes (βˆ’4)
  • Athletic (βˆ’6)
Negative Traits (+18 pts)
  • High Thirst (+6)
  • Slow Learner (+6) β€” stealth reduces combat
  • Sleepyhead (+4)
  • Slow Reader (+2)
Strategy: Moving undetected is the priority. Inconspicuous + Graceful: less visible and less audible. Cat's Eyes allows you to operate at night without a flashlight. Athletic guarantees escape if everything goes wrong. Burglar break-ins without alarms in cars. Develop Sneaking and Nimble quickly.
🌾
The Sustainable Farmer
Profession: Farmer
Long Term
Positive Traits (βˆ’22 pts)
  • Fast Learner (βˆ’6)
  • Organized (βˆ’6)
  • Herbalist (βˆ’6)
  • Resilient (βˆ’4)
Negative Traits (+22 pts)
  • Unfit (+10)
  • Slow Healer (+4)
  • Sleepyhead (+4)
  • Slow Reader (+2)
  • Short Sighted (+2)
Strategy: Focused on long-term sustainability. Farmer starts with Farming 3. Herbalist allows you to create natural medicines. Organized maximizes harvest transportation. Resilient protects against disease. The Unfit penalty is acceptable because its basis is your protection. Establish farm, generator, traps around the property.
πŸ”¨
The Base Builder
Profession: Carpenter
Intermediate
Positive Traits (βˆ’18 pts)
  • Fast Learner (βˆ’6)
  • Organized (βˆ’6)
  • Handy (βˆ’4)
  • Fast Reader (βˆ’2)
Negative Traits (+18 pts)
  • Out of Shape (+6)
  • Slow Healer (+4)
  • Sleepyhead (+4)
  • Short Sighted (+2)
  • Sunday Driver (+2)
Strategy: Top priority is to build secure base quickly. Carpenter starts with Carpentry 3. Handy increases durability and construction speed. Organized brings more materials per trip. Fast Learner accelerates Carpentry and Metalworking. Once the base is ready, Out of Shape stops importing.
πŸͺ“
The Berserk with Ax
Profession: Lumberjack or Fire Officer
Intermediate
Positive Traits (βˆ’20 pts)
  • Athletic (βˆ’6)
  • Strong (βˆ’8)
  • Dextrous (βˆ’2)
  • Fast Reader (βˆ’2)
  • Brave (βˆ’2) β€” fit
Negative Traits (+20 pts)
  • Short Sighted (+2)
  • Weak Stomach (+3)
  • Slow Healer (+4)
  • Sleepyhead (+4)
  • High Thirst (+6) β€” adjustment
Strategy: Lumberjack starts with Ax 3 β€” already at the level where axes are devastating. Strong adds extra knockback to keep zombies at bay. Athletic guarantees escape when things get out of control. Designed for efficient hand-to-hand combat against medium groups.

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.

πŸ“–
Book System: Find books "The Beginner's Guide to..." (level 1), "A Guide to..." (level 2), etc. for each skill. Read the book, then practice the skill to gain multiplied XP. Multiplication lasts until you reach the maximum level covered in the book.

βš” Combat Skills

Blunt

LevelBonus
0No bonus. Slow animations, low effective damage.
1Small improvement to attack speed.
2Slight damage increase. Access to basic special attacks.
3Notably faster speed. More efficient knockdown.
5Blows consistently knock down zombies. High damage.
7Very efficient swing attacks. Kill move unlocked.
10Maximum efficiency. Practically no misses, consistent knockdown.

Blunt Weapons: Baseball Bat, Crowbar, Hammer, Shovel, Frying Pan, etc.

Long Blade

LevelBonus
0Very slow animation. High risk of being counterbalanced.
3Acceptable speed. It starts to be viable in combat.
5Decapitation possible. Very high damage.
8Level 8 Katana is devastating β€” frequently decapitates.
10Maximum efficiency. One of the most lethal skills in the game at this level.

Long Blade Weapons: Katana, Machete, Broadsword, etc.

Short Blade

LevelBonus
0Low damage. Useful only for kill moves (knife to head).
3More efficient backstab knife. Decent speed.
6Combination with stealth: silent and fast kill move.
10Extremely fast and efficient Dagger/Hunting Knife.

Short Blade Weapons: Kitchen Knife, Hunting Knife, Screwdriver, Shiv, etc.

Axe

LevelBonus
0Slow and tiring. Not recommended without level.
2Already viable. Axes have high damage that compensates for speed.
5Excellent damage per hit. Very efficient against queued groups.
8Fire Ax at level 8 is one of the most powerful weapons in the game.
10Maximum β€” frequently decapitates, consistent knockdown.

Ax Weapons: Fire Axe, Woodaxe, Hatchet, etc.

Spear

LevelBonus
0Difficult to use. Long animation and complex timing.
4Starting to be effective. The long range helps a lot.
7Very efficient β€” attack zombies before they get to you.
10Maximum β€” consistently kill zombies at safe range.

Spear Weapons: Spear (improvised), Spear + Stone, etc.

Aiming & Reloading (Firearms)

Aiming LevelEffect
0Very unstable aim. Many shots miss even at close range.
2Aim stabilizes. Reliable shooting at close range.
5Accurate shot at medium range. More consistent headshots.
8Excellent long-range accuracy with rifle.
10Long range rifle headshot almost guaranteed.

High reload reduces reload time, crucial in confrontations with multiple enemies.

🌿 Survival Skills

SkillLevel 1Level 5Level 10How 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"

πŸ”§ Technical Skills

SkillLevel 1-3Level 4-7Level 8-10How 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
🧩
Important: Not every crafting skill uses the same classic book series 1-5. In specialized skills (like Knapping, Knitting, Carving, and Survivalist), much of the progression comes from direct practice and unlocking specific recipes.

πŸƒ Physical Skills

⚠
Physical Skills (Fitness, Strength, Sprinting, Nimble, Sneaking) rise only with practice β€” there are no books for them. Train regularly by doing physical exercises in the game.
SkillMain EffectHow to TrainTip
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
πŸ’‘
Physical Exercises: The character menu has an option to do exercises. Push-ups, squats and other movements train Fitness and Strength even without combat. Useful on rainy days when you can't go out.