Gym: Difference between revisions
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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. | 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 stat | 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 boost == | ||
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
| Upgrade | Items required | Cash cost |
|---|---|---|
| Gym upgrade 2 | 100 × Logs; 10 × Nails; 20 × Iron Bar | $250 |
| Gym upgrade 3 | 250 × Logs; 25 × Nails; 100 × Iron Bar | $500 |
| Gym upgrade 4 | 250 × Logs; 50 × Nails; 250 × Iron Bar | $1,000 |
| Gym upgrade 5 | 20 × Steel; 10 × Wire; 1 × Rope | $25,000 |
| Gym upgrade 6 | 100 × Steel; 20 × Wire; 2 × Rope | $50,000 |
| Gym upgrade 7 | 250 × Steel; 30 × Wire; 10 × Rope | $100,000 |
| Gym upgrade 8 | 10 × Brick; 20 × Cement; 10 × Plastic | $250,000 |
| Gym upgrade 9 | 25 × Brick; 50 × Cement; 20 × Plastic | $500,000 |
| Gym upgrade 10 | 50 × Brick; 100 × Cement; 40 × Plastic | $1,000,000 |