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The '''Gym''' is where you permanently improve the four combat stats used when fighting Zeds. Every individual training action costs '''5 energy'''.
The '''Gym''' is where you permanently improve the four combat stats used when fighting Zeds. Every training action costs '''5 [[Energy]]'''.


* '''Strength''' increases the damage you deal.
* '''Strength''' increases the damage you deal.
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* '''Speed''' improves your chance to hit.
* '''Speed''' improves your chance to hit.
* '''Agility''' improves your chance to dodge.
* '''Agility''' improves your chance to dodge.
__TOC__


== Training gains ==
== Training gains ==
Your gain from a training action depends on the stat being trained, its current base value, your Gym level, your current morale, and a small random variation. Because the four stats use different gain curves, the same energy and morale will not necessarily produce the same numerical gain for each stat.
Each training action uses the chosen stat's current value and your current [[Morale]] at that moment. Gym level multiplies the resulting gain, from ×1 at level 1 to ×10 at level 10, and every action includes a small random variation. Training permanently increases the chosen stat. You cannot train while injured.


'''Gym level acts as a direct multiplier:''' level 1 gives ×1 gains, level 2 gives ×2, and so on up to ×10 at level 10. Active effects can change the final combat value shown in the Gym, but training permanently increases the underlying base value. You cannot train while injured.
Morale is deducted after each action. During a batch, every later action therefore uses the updated stat after earlier gains and the Morale remaining after earlier costs.
 
You may queue multiple training actions at once. They are calculated one at a time in order, so each action uses the stat and morale remaining after the preceding action. Each action also awards 2–3 player XP.


== Morale boost ==
== Morale boost ==
Morale improves Gym gains. The effect is nonlinear and also depends on the current value of the stat being trained, so there is no single fixed morale-to-gain conversion. The '''Morale Boost''' percentage shown in the game is an estimate for your next training action; the actual result can vary.
Morale increases training gains. The '''Morale Boost''' shown in-game estimates the expected gain with current Morale compared with the expected gain at zero Morale. It is not a guaranteed increase for every individual action because training gains include random variation. Training uses '''4 or 5 Morale''' per action while available; at zero Morale, training receives no Morale bonus.
 
When morale is available, each training action consumes a random '''4 or 5 morale'''. Training is still possible at zero morale, but receives no morale bonus. Morale normally regenerates by 5 every 5 minutes until it reaches your maximum. For efficient bulk training, remember that later actions in the same queue use progressively less morale and therefore may receive a smaller boost.
 
=== Morale jumps ===
A '''morale jump''' is the player term for temporarily raising morale above its normal maximum—usually by consuming food—and spending that excess morale on Gym training. Higher current morale can substantially improve gains, especially while a stat is comparatively low.
 
Excess morale is temporary. If your morale is above its maximum, the game shows a reset countdown and removes the excess at the next '''15-minute clock boundary''', returning morale to its normal maximum. This is not a fresh 15-minute duration from the moment you eat. Complete the intended training before that countdown expires. Only the first '''9,999 morale''' is used by the Gym gain calculation, so going above 9,999 provides no additional training benefit.


== Current Gym data ==
== Morale jumps ==
The tables below are generated from the current game definitions. They show Gym upgrade requirements and the training actions presented by the game UI.
A '''morale jump''' uses [[:Category:Food|food]] and [[:Category:Energy Drinks|energy boosters]] to raise Morale and Energy above their normal limits before a large training batch. Excess Morale resets to its normal maximum at the next '''15-minute clock boundary''', so train before the on-screen countdown expires. The Gym counts up to '''9,999 Morale''' toward training gains.


{{#zed_entity:gym}}
{{#zed_entity:gym}}

Latest revision as of 00:04, 21 September 2026

The Gym is where you permanently improve the four combat stats used when fighting Zeds. Every training action costs 5 Energy.

  • Strength increases the damage you deal.
  • Defense reduces the damage you receive.
  • Speed improves your chance to hit.
  • Agility improves your chance to dodge.

Training gains

Each training action uses the chosen stat's current value and your current Morale at that moment. Gym level multiplies the resulting gain, from ×1 at level 1 to ×10 at level 10, and every action includes a small random variation. Training permanently increases the chosen stat. You cannot train while injured.

Morale is deducted after each action. During a batch, every later action therefore uses the updated stat after earlier gains and the Morale remaining after earlier costs.

Morale boost

Morale increases training gains. The Morale Boost shown in-game estimates the expected gain with current Morale compared with the expected gain at zero Morale. It is not a guaranteed increase for every individual action because training gains include random variation. Training uses 4 or 5 Morale per action while available; at zero Morale, training receives no Morale bonus.

Morale jumps

A morale jump uses food and energy boosters to raise Morale and Energy above their normal limits before a large training batch. Excess Morale resets to its normal maximum at the next 15-minute clock boundary, so train before the on-screen countdown expires. The Gym counts up to 9,999 Morale toward training gains.

Upgrades

UpgradeItems requiredCash cost
Gym upgrade 2100 × Logs; 10 × Nails; 20 × Iron Bar$250
Gym upgrade 3250 × Logs; 25 × Nails; 100 × Iron Bar$500
Gym upgrade 4250 × Logs; 50 × Nails; 250 × Iron Bar$1,000
Gym upgrade 520 × Steel; 10 × Wire; 1 × Rope$25,000
Gym upgrade 6100 × Steel; 20 × Wire; 2 × Rope$50,000
Gym upgrade 7250 × Steel; 30 × Wire; 10 × Rope$100,000
Gym upgrade 810 × Brick; 20 × Cement; 10 × Plastic$250,000
Gym upgrade 925 × Brick; 50 × Cement; 20 × Plastic$500,000
Gym upgrade 1050 × Brick; 100 × Cement; 40 × Plastic$1,000,000