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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. The four stats use different gain curves, so 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 change the final combat value shown in the Gym, while 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.
 
Queued training actions are calculated one at a time. Each one uses the stat and morale remaining after the previous action and awards 2–3 player XP. The Gym UI accepts up to '''200 actions per batch'''.


== Morale boost ==
== Morale boost ==
Morale improves Gym gains, but the effect varies with the stat and its current value. The '''Morale Boost''' shown in the game is an estimate for the next action; actual gains vary. Each action spends a random '''4 or 5 morale''' when available, while training at zero morale receives no morale bonus.
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 ===
For a '''morale jump''', players eat food to stack morale above its normal maximum and use energy boosters to overstack energy, then spend both on a large training batch. Excess morale resets to the normal maximum at the next '''15-minute clock boundary''', so train before the on-screen countdown expires. The Gym only counts up to '''9,999 morale''' when calculating gains.


== 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