Gym: Difference between revisions
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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'''. | |||
* '''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 == | |||
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. | |||
'''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. | |||
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 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. | |||
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 == | |||
The tables below are generated from the current game definitions. They show Gym upgrade requirements and the training actions presented by the game UI. | |||
{{#zed_entity:gym}} | {{#zed_entity:gym}} | ||
Revision as of 14:57, 15 September 2026
The Gym is where you permanently improve the four combat stats used when fighting Zeds. Every individual 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
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.
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.
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 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.
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
The tables below are generated from the current game definitions. They show Gym upgrade requirements and the training actions presented by the game UI.
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 |