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'''Skills''' represent experience in specific parts of survival. They improve through related actions, influence your effectiveness, and can be required for more difficult content. Skills are separate from [[Perks]]: skills grow through use, while perks are permanent upgrades bought with points.
'''Skills''' track your experience in gathering, combat and production activities. They increase automatically through related actions, and higher levels can unlock actions, improve success chances, and increase eligible loot quantities. Skills are separate from [[Perks]], which are bought with Skill Points.


== Current skills ==
== Skill overview ==
This list comes directly from the current game definitions and automatically includes newly introduced skills.
{{#zed_list:player_skills}}


{{#zed_list:player_skills}}
== Gaining levels ==
Actions award skill XP to the skill named on that action. Gathering jobs train skills such as Scavenging, Mining, Woodcutting and Fishing; hunting trains Hunting; and completed production jobs can train Crafting, Cooking, Forging, Farming, Refining or Distilling. Faction work and raids can also award skill XP.
 
A skill levels up automatically when it reaches the next skill XP threshold. Thresholds become larger at higher levels, and a skill cannot rise above level 99.
 
Some actions require a minimum Skill level and remain unavailable until you reach it. For chance-based gathering, the relevant skill level also contributes to the chance of success; Morale and the job's target level matter as well.
 
== Skill Bonus ==
Each Skill has a '''Skill Bonus''' calculated from its current level. It begins at +0% and rises automatically as the Skill levels, reaching '''×2.50''' quantity at level 99.


== How skills improve ==
For normal loot, the bonus applies only when the reward uses the matching Skill. It increases the eligible item's quantity, not its drop chance, and adjusted quantities round downward. For example, a ×1.76 Skill Bonus changes a quantity range of 3–6 into 5–10. Additional loot rolls remain separate from this quantity increase. Hunting also applies its bonus directly to Zed Juice rewards.
Performing an action awards experience to the skill attached to that action. For example, hunting trains Hunting, mining trains Mining, and using relevant production jobs trains their crafting or processing skill. The game shows the exact skill used and any requirements on each action.


Higher skill can improve success rates, output, or other bonuses depending on the activity. Some jobs also require a minimum skill level. Because effects differ by system, use the values shown on the live action rather than assuming every skill gives the same bonus.
{| class="wikitable sortable" style="width:100%;"
! Skill !! Items receiving the loot bonus
|-
| Fishing || [[Angelfish]], [[Barnaclefish]], [[Bass]], [[Carp]], [[Perch]], [[Rockfish]], [[Sandfish]]
|-
| Hunting || [[Hide]], [[Zed Juice]]
|-
| Mining || [[Iron Ore]], [[Quartz]]
|-
| Scavenging || [[Bolts]], [[Car Parts]], [[Cement]], [[Flux]], [[Scrap]]
|-
| Woodcutting || [[Logs]]
|-
| Cooking, Crafting, Distilling, Farming, Forging and Refining || No items currently qualify
|}


== Developing efficiently ==
Skill Bonus does not increase skill XP. Some effects and perks can increase skill XP gain separately.
* Focus first on skills used by your quests and preferred resource chains.
* Move to harder work when your equipment and success rate support it.
* Coordinate specialisations with your [[Faction]] if you enjoy group production.
* Remember that tools, buildings, effects, and perks can modify an action alongside skill level.

Latest revision as of 04:36, 21 September 2026

Skills track your experience in gathering, combat and production activities. They increase automatically through related actions, and higher levels can unlock actions, improve success chances, and increase eligible loot quantities. Skills are separate from Perks, which are bought with Skill Points.

Skill overview

IconSkill
Forging
Distilling
Farming
Scavenging
Hunting
Crafting
Fishing
Refining
Cooking
Woodcutting
Mining

Gaining levels

Actions award skill XP to the skill named on that action. Gathering jobs train skills such as Scavenging, Mining, Woodcutting and Fishing; hunting trains Hunting; and completed production jobs can train Crafting, Cooking, Forging, Farming, Refining or Distilling. Faction work and raids can also award skill XP.

A skill levels up automatically when it reaches the next skill XP threshold. Thresholds become larger at higher levels, and a skill cannot rise above level 99.

Some actions require a minimum Skill level and remain unavailable until you reach it. For chance-based gathering, the relevant skill level also contributes to the chance of success; Morale and the job's target level matter as well.

Skill Bonus

Each Skill has a Skill Bonus calculated from its current level. It begins at +0% and rises automatically as the Skill levels, reaching ×2.50 quantity at level 99.

For normal loot, the bonus applies only when the reward uses the matching Skill. It increases the eligible item's quantity, not its drop chance, and adjusted quantities round downward. For example, a ×1.76 Skill Bonus changes a quantity range of 3–6 into 5–10. Additional loot rolls remain separate from this quantity increase. Hunting also applies its bonus directly to Zed Juice rewards.

Skill Items receiving the loot bonus
Fishing Angelfish, Barnaclefish, Bass, Carp, Perch, Rockfish, Sandfish
Hunting Hide, Zed Juice
Mining Iron Ore, Quartz
Scavenging Bolts, Car Parts, Cement, Flux, Scrap
Woodcutting Logs
Cooking, Crafting, Distilling, Farming, Forging and Refining No items currently qualify

Skill Bonus does not increase skill XP. Some effects and perks can increase skill XP gain separately.