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'''''Becoming a skilled survivor includes gaining experience, this is where skills come into the game. Each skill specializes on one area of expertise in survival.''''' 
'''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 ==
== Current skills ==
This list comes directly from the current game definitions and automatically includes newly introduced skills.


All skills start at level 1 and increase up to level 99. Any actions which level up a skill also take that skill into account when generating success rates, therefore the higher your skill, the higher your success rate.
{{#zed_list:player_skills}}


Skills are also used as a measure for your experience before being able to access certain content within the game. As you progress, having higher levels in each skill will be necessary.
== How skills improve ==
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.


=== Refining ===
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.


Refining is increase by refining items within the Stronghold.
== Developing efficiently ==
 
* Focus first on skills used by your quests and preferred resource chains.
=== Fishing ===
* Move to harder work when your equipment and success rate support it.
 
* Coordinate specialisations with your [[Faction]] if you enjoy group production.
Fishing is increased by fishing with the fishing rod.
* Remember that tools, buildings, effects, and perks can modify an action alongside skill level.
 
=== Crafting ===
 
Crafting is increased by crafting items within the Stronghold.
 
=== Hunting ===
 
Hunting is increased by Hunting Zeds.
 
=== Scavenging ===
 
Scavenging is increased by performing scavenge actions.
 
=== Distilling ===
 
Distilling is increased by working in a Distillery within a Faction.
 
=== Farming ===
 
Farming is increased by working in a Farm within a Faction.
 
=== Forging ===
 
Forging is increased by using the Furnace within the Stronghold.
 
=== Mining ===
 
Mining is increased by performing actions which require a Pick Axe
 
== Skill Loot Boosts ==
 
Mining, Fishing, Woodcutting, Scavenging and Hunting now give loot multipliers.
 
Note: Other skill bonuses, e.g. Forging, Cooking etc, have no effect until upcoming patch
 
-Starts from 0% up to 150% by level 99
 
Examples
 
-2 Iron Ore becomes 5 Iron Ore at Level 99
 
-10 Logs becomes 25 Logs at Level 99
 
-10 Iron Ore becomes 15 Iron Ore at Level 50
 
{| class="wikitable" style="text-align:left; width:70%"
|+ '''Skill Bonus Overview'''
|-
! Skill Type !! Effect !! Notes
|-
| '''Mining''' || Increases loot multiplier for ores (e.g. Iron Ore). || Up to +150% at level 99.
|-
| '''Fishing''' || Increases loot multiplier for all fish. || Excludes Trophy Fish.
|-
| '''Woodcutting''' || Increases loot multiplier for logs. || Up to +150% at level 99.
|-
| '''Scavenging''' || Increases loot multiplier for scrap, cement, flux, bolts, and car parts. || Up to +150% at level 99.
|-
| '''Hunting''' || Increases loot multiplier for hide. || Up to +150% at level 99.
|-
| colspan="3" | '''Note:''' Forging, Cooking, and other skills do not affect loot drops.
|}
 
=== Boost examples ===
Use the examples below for a rough estimation of boost values.
 
{| class="wikitable" style="text-align:left; width:70%"
|+ '''Skill Multiplier Progression'''
|-
! Level !! Loot Multiplier !! Example
|-
| 0 || 0% || Base loot only
|-
| 50 || +50% || 10 Iron Ore → 15 Iron Ore
|-
| 99 || +150% || 2 Iron Ore → 5 Iron Ore<br>10 Logs → 25 Logs
|}
 
=== Included Items ===
Certain items are tagged to be affected by the boost multiplier, refer to the table below.
 
{| class="wikitable" style="text-align:left; width:60%"
|+ '''Items Affected by Skill Multipliers'''
|-
! Skill !! Items
|-
| '''Fishing''' || All Fish (Excludes Trophy Fish)
|-
| '''Mining''' || Iron Ore, Quartz
|-
| '''Woodcutting''' || Logs
|-
| '''Hunting''' || Hide
|-
| '''Scavenging''' || Scrap, Cement, Flux, Bolts, Car Parts
|}

Revision as of 00:20, 13 September 2026

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.

Current skills

This list comes directly from the current game definitions and automatically includes newly introduced skills.

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

How skills improve

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.

Developing efficiently

  • 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.