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Data tables

Skills

Skills

You learn a skill by doing it. Proficiency runs from 1 to 100; every level adds a little to the skill's own bonus, but it never locks a node: only skill points do. The bonus shown is what proficiency alone gives at 100, before any tree node.

Skill points come one a level, 80 in a lifetime: level 2 pays the first and level 81 the last. A node's tier opens on the points you have already spent in that tree. Reset the web from the skills screen, all or nothing: every tree rank is refunded and every fork and end pick cleared; proficiency and mastery are untouched. The first reset of a survivor's life is free; after that it costs 120 scrip for every point currently spent, pockets first, then the Exchange wallet.

10 rows
Firearms
Handling a gun: steady sights, quick hands, a clean action and knowing your stoppages.
-10% draw time, -15% recoilClean Action or Marksman
Melee
Bats, blades and bare hands: technique, wind, footing and the hold.
+10% melee damageHeavy Hands or Economy of Motion
Fieldcraft
Moving unseen: tracking, wind, scent, the still shot and the hunt.
+60% tracking range, +20% meat and hide grade, -5% distance the infected sense youBlood Trailer or Skinner
Scavenging
Everything you need is in someone else's pockets: searching, locks and knowing where to look.
+6% loot chance, -15% search timeSmash & Grab or Locksmith's Touch
Medicine
Stitches, antibiotics and fighting the Bloom.
+30% healingSurgeon or Containment
Survival
Fire, food, water and the land: cooking, foraging, growing and keeping warm.
+30% crop yield, +20% food and water value, +10% ore and iceHearty Meals or Cold Hardy
Engineering
Repairs, builds, vehicles and keeping the lights on.
-15% repair timeUnder Pressure or Welder
Driving
Driving and flying: trucks, boats and aircraft.
-10% fuel burned, -10% engine wearQuiet Running or Rally
Crafting
Your crafting level. Better recipes, better quality, less waste.
+15% chance of better qualitySalvager or Field Kit
Fishing
Rivers, lakes and the open Pacific. Patience that feeds a town.
-20% wait for a bite, +12% rare catchesDrag Master or Bait Whisperer

Skill points buy tree nodes, one a rank. There are no perk points: the old survivor perks are nodes in the trees, bought the same way.

The Fork column is the tree's tier III choice: you take one side and the other stays locked until you reset the web.

Skill web

Every tree is one connected web, drawn here as the skills screen draws it. Tier I nodes hang off the root; every other node is wired to one or two nodes before it, and you can only learn a node once you have learned one wired to it. The diamonds at tier III are the fork, one of two; the framed cluster at the end is the trio, two of three. Pick a tree, then hover or tap a node for what it does and the way to it.

A node costs one skill point per rank, and a tier opens on the points already spent in that tree: tier II after 4.

The fork opens once 8 points are spent in the tree; learn one side and the other is locked until you reset the web.

The end trio (both tier IV nodes and the capstone) hangs off both sides of the fork. You take two of the three: the first pick after 10 points spent in the tree, the second after 12.

A tree too small to hold a gate asks for every rank it holds before that point instead (Driving forks after 5).

Proficiency

The skill experience needed to reach each proficiency level. Focused play earns roughly 700 to 1,500 skill experience an hour.

11 rows
5178
10851
203,589
308,100
4014,329
5022,235
6031,791
7042,974
8055,763
9070,145
10086,103

Proficiency only sizes the skill's own bonus (the Skills table). It never opens a tier or a node: skill points do.

Skill trees

Every node of every tree. A node costs one skill point per rank, and its tier needs the points shown already spent in that tree. Fork marks the tier III pair you choose one of; End marks the trio of both tier IV nodes and the capstone, of which you take two. Type a skill's name in the filter to see one tree.

109 rows
Firearms10Steady Hands3
The kick and the sway settle 5% more per rank.
Firearms10Quick Draw2
You draw and put away a weapon 10% quicker per rank.
Firearms10Fast Hands2
Magazine changes, speedloaders and single rounds go in 10% quicker per rank.
Firearms24Immediate Action2
You clear a stoppage 15% faster per rank.
Firearms24Know Your Weapon1
A magazine check gives you the exact count, and you see a double feed for what it is the moment it happens, whatever your proficiency.
Firearms24Cold Blood1
Frights land 20% lighter, and fear shakes your aim and your heart 20% less.
Firearms38Clean ActionFork2
You wipe the action down between fights: fouling builds 15% slower per rank.
Firearms38MarksmanFork2
The kick settles 6% more and the sights drift 8% less per rank.
Firearms410HandloaderEnd1
Rounds you load yourself come out a grade better.
Firearms410Fire ControlEnd1
The kick settles 8% more.
Firearms510Dead CalmEnd1
Press your Dead Calm key while aiming and let your breath out: the sights go still for four seconds, with the kick and the sway down 70%. It costs stamina, and your breathing takes 20 seconds to settle before you can do it again.
Melee10Technique2
Your swings land where they count: +4% melee damage per rank.
Melee10Wind2
You get your breath back faster between swings.
Melee10Footing2
A blow knocks you off your feet 10% less often per rank.
Melee24Break the Hold2
When one of them has hold of you, you get 15% longer per rank to read the struggle and tear free.
Melee24Hard to Put Down1
A blow knocks you off your feet 25% less often.
Melee38Heavy HandsFork1
You put your weight behind it: +6% melee damage.
Melee38Economy of MotionFork2
Swings, climbs and sprints cost 8% less stamina per rank.
Melee410Iron GripEnd1
You get 20% longer to break a hold, and a blow knocks you down 10% less often.
Melee410Calm in the ClinchEnd1
Fear shakes your hands and your heart 15% less when it is close enough to touch.
Melee510Second WindEnd1
A kill with your hands or a blade brings your stamina all the way back.
Fieldcraft10Soft Feet3
Animals sense you 6% less far and the infected 3% less far per rank.
Fieldcraft10Reading Sign2
Hunter sense picks up prints, blood and sign 15% further per rank.
Fieldcraft10Sharp Knife2
Field dress, skin and quarter 10% faster per rank.
Fieldcraft10Long Legs1
Sprints and climbs cost 15% less stamina.
Fieldcraft24Wind Sense2
You keep the wind in your face and pack your meat wrapped: animals sense you 8% less far and what you carry smells 15% less, per rank.
Fieldcraft24Still as Stone1
Standing still, you are part of the hillside: the infected see you 30% less far.
Fieldcraft24Second Breath1
You get your breath back faster.
Fieldcraft24Warm Blooded1
The cold takes longer to get into you: nearly one more layer.
Fieldcraft38Blood TrailerFork2
Hunter sense reaches 25% further per rank. Blood reads like a map.
Fieldcraft38SkinnerFork2
Better meat and pelt grades: +8% per rank.
Fieldcraft410GhostEnd1
The infected sense you 12% less far, and what you carry smells 25% less.
Fieldcraft410Camp ButcherEnd1
+10% meat and pelt grade, and you process a carcass 20% faster.
Fieldcraft510Old HunterEnd1
The hills know you: legendary animals show up twice as often for you.
Scavenging10Keen Eye3
+3% chance on every loot roll per rank.
Scavenging10Quick Hands2
You search 12% faster per rank.
Scavenging10Feel for the Pins2
Picking a lock, you can feel which pin is binding, and the sweet spot on the wrench and the pins is 12% wider per rank.
Scavenging10Strong Back1
You carry 6.6 lb more before a load starts to slow you down.
Scavenging24Gentle Hands1
Your picks snap 40% less often, on base locks and locked cabinets alike.
Scavenging24Treasure Sense2
+5% chance on every loot roll per rank.
Scavenging24Haggler1
Traders deal with you 8% in your favor, buying and selling.
Scavenging38Smash & GrabFork1
You search 20% faster.
Scavenging38Locksmith's TouchFork1
The sweet spot on the wrench and the pins is 19% wider, and the wrench shows where the right tension sits.
Scavenging410Fortune FavorsEnd2
+6% chance on every loot roll per rank.
Scavenging410Gun RoomEnd1
You know where people kept their ammunition: +15% on every ammo roll.
Scavenging510Trained EyeEnd1
Bodies nobody has been through yet catch your eye within 82 ft.
Medicine10Field Dressing3
Your treatments do 10% more per rank.
Medicine10Quick Hands2
You dress and treat a wound 10% faster per rank.
Medicine10Clean Technique2
10% more often per rank, a dirty wound you dress or stitch gets cleaned out first.
Medicine10Careful1
You dress a wound quickly and clean: 15% more often the dirt comes out first, 10% faster.
Medicine24Bite Protocol2
You scrub and flush a bite at once: 8% less infection per rank.
Medicine24Steady on Yourself1
Suturing or digging a fragment out of your own body needs no more skill than doing it to someone else.
Medicine24Resilient1
Every dose of the Bloom lands 10% lighter on you.
Medicine24Stubborn1
Down and bleeding, you last 25% longer.
Medicine38SurgeonFork2
Your treatments do 20% more and go 5% faster per rank.
Medicine38ContainmentFork2
The Bloom spreads on its own 15% slower per rank.
Medicine410AntiviralsEnd1
An antiviral dose in your hands goes 25% further.
Medicine410PressureEnd1
Down and bleeding, you know where to press: you lose blood 30% slower.
Medicine510Bloom SpecialistEnd1
You know the Bloom better than anyone: it spreads on its own 40% slower, your antivirals go 25% further still, and a dose lands 10% lighter.
Survival10Home Cook3
Food and water restore 8% more per rank.
Survival10Fire Craft2
You keep a fire right: food on it is done 10% sooner and burns 15% later, per rank.
Survival10Forager2
You pick the patch clean: 10% more of what you gather and find, and 5% more from a seam or a pan, per rank.
Survival10Sound Sleeper1
Sleep and a sit by the fire do you 20% more good.
Survival24Green Thumb2
Your garden gives 12% more per rank.
Survival24Boiled Clean1
You boil what you are not sure of: 8% less infection.
Survival24Pace Yourself2
Hunger and thirst come on 6% slower per rank.
Survival24Cast-Iron Gut1
Hunger and thirst come on 7% slower, and half the time bad food does not get you at all.
Survival38Hearty MealsFork2
Meals you cook fill 10% more per rank.
Survival38Cold HardyFork1
The cold takes longer to get into you: as good as one more layer.
Survival410PreserverEnd1
Food on the fire burns 20% later.
Survival410Soil ScienceEnd1
Your garden gives 20% more.
Survival510Master ChefEnd1
A cooked meal does you real good: every one also restores 10 health.
Engineering10Tinkerer3
Repairs and interactions go 7% faster per rank.
Engineering10Builder2
Structures cost 5% fewer materials per rank.
Engineering10Scrapper2
Recycling returns 10% more per rank.
Engineering24Mechanic's Ear1
You read a machine by its sound: the inspect card shows bars at Engineering 5 and numbers at 15.
Engineering24Hotwire2
The window that counts in a hotwire sweep is 5% wider per rank.
Engineering38Under PressureFork2
Repairs go 10% faster per rank.
Engineering38WelderFork1
Structures cost 10% fewer materials.
Engineering410FabricatorEnd1
Builds and stations come together 15% faster.
Engineering410Grease MonkeyEnd1
An engine wears 15% slower with you behind the wheel.
Engineering510Jury-RigEnd1
Repairs, builds and objective interactions take 30% less time, and crafting 10% less.
Driving10Light Foot3
You burn 5% less fuel per rank.
Driving23Smooth Hands2
The engine wears 8% slower under you per rank.
Driving35Quiet RunningFork2
You keep the revs down: your engine carries 10% less far to the infected per rank.
Driving35RallyFork2
8% less fuel and 10% less wear per rank.
Driving47Night RunnerEnd1
Your engine carries 20% less far to the infected.
Driving47Long HaulEnd1
You burn 10% less fuel.
Driving57WheelmanEnd1
You drive like the machine is part of you: 10% less fuel, 15% less wear and 10% less noise.
Crafting10Handy3
You craft 6% faster per rank.
Crafting10Frugal2
8% chance per rank to get one material back.
Crafting10Steady Hand2
Precision work is easier per rank.
Crafting24Batch Work2
You run batches 2 bigger per rank.
Crafting24Quality Control2
+6% chance per rank to craft one quality higher.
Crafting38SalvagerFork2
Recycling returns 15% more per rank.
Crafting38Field KitFork1
Workbench recipes can be crafted anywhere, by hand.
Crafting410GunsmithEnd2
Weapons you make start with 10% more durability per rank.
Crafting410EfficientEnd1
Bench recipes cost 10% fewer materials.
Crafting510MasterworkEnd1
10% chance for a Masterwork: top quality, your name engraved, double durability.
Fishing10Patience3
Fish bite 6% sooner per rank.
Fishing10Good Knots2
Your line holds 5% more strain per rank.
Fishing10Clean Cuts2
+12% fillets from every catch per rank.
Fishing24Quiet Water2
Reeling and splashing carry 20% less far to the infected per rank.
Fishing24Water Reader2
+5% odds on rare and heavy fish per rank.
Fishing38Drag MasterFork2
Your line holds 8% more strain per rank.
Fishing38Bait WhispererFork1
A missed bite keeps your bait half the time.
Fishing410Deep WaterEnd2
+8% odds on rare and heavy fish per rank.
Fishing410Dock ButcherEnd1
+30% fillets, and gutting is twice as fast.
Fishing510Old SaltEnd1
Legendary fish take your line half again as often, and you gut a catch in no time.

Perks

There are no perk points any more. What were survivor perks are nodes in the skill trees, bought with skill points like any other node.

12 rows
Cold BloodFirearms2
Frights land 20% lighter, and fear shakes your aim and your heart 20% less.
Hard to Put DownMelee2
A blow knocks you off your feet 25% less often.
Long LegsFieldcraft1
Sprints and climbs cost 15% less stamina.
Second BreathFieldcraft2
You get your breath back faster.
Warm BloodedFieldcraft2
The cold takes longer to get into you: nearly one more layer.
Strong BackScavenging1
You carry 6.6 lb more before a load starts to slow you down.
HagglerScavenging2
Traders deal with you 8% in your favor, buying and selling.
CarefulMedicine1
You dress a wound quickly and clean: 15% more often the dirt comes out first, 10% faster.
ResilientMedicine2
Every dose of the Bloom lands 10% lighter on you.
StubbornMedicine2
Down and bleeding, you last 25% longer.
Sound SleeperSurvival1
Sleep and a sit by the fire do you 20% more good.
Cast-Iron GutSurvival2
Hunger and thirst come on 7% slower, and half the time bad food does not get you at all.

Weapon mastery

Each weapon class has its own mastery, from 0 to 50, earned by kills with that class. Mastery tames recoil, kick and sway for that class.

Handguns
Sidearms and revolvers. Always within reach.
SMGs
Close work, fast and messy.
Rifles
Carbines and battle rifles. The backbone of any fight.
Shotguns
Doors, faces, hordes. Nothing argues back.
Marksman
One breath, one shot, one fewer.
Heavy weapons
Machine guns and launchers. Loud enough to wake the dead.
Crossbows
A string and a thump. Nothing past a few steps hears it.

A kill is worth 8 mastery experience on an ordinary infected, 22 on a special infected and 40 on a survivor. A headshot pays 50% more.

Mastery experience: level 10 needs 1,932, level 20 needs 9,766, level 30 needs 28,336, level 50 needs 115,220.