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Project Zomboid B42 Occupations — skills & free traits

Build Planner

Positive traits

Negative traits

Points to spend

0

Starting skills

Granted traits

None

What your picks do

How to actually decide

Ranked on learning rate — the largest and least visible effect in character creation. Mechanics are on the Skills & XP tab.

1. Starting a skill at 0 is a permanent quarter-rate penalty

What you buyStarting levelLearning rate
Nothing0×0.25the baseline — and it never lifts
Boost 114× fasterthe biggest single jump in the game
Boost 225.3×
Boost 3+3–106.6×the ceiling

2. Strength and Fitness are exempt — never buy them for XP

SkillUntrained penaltyBoost bonusWhat buying it gets you
StrengthExemptExemptRaw starting stat only — always ×1.0
FitnessExemptExemptRaw starting stat only — always ×1.0
SprintingExemptApplies×1.25 at boost 1 — a 25% gain, not 4×
Everything else×0.25AppliesUp to 6.6× learning rate

3. Level 3 is the ceiling

4. There is no blanket weapon penalty

TraitPointsXP multiplierSkills it touches
Crafty−3×1.3Carpentry · Carving · Cooking · Electrical · Glassmaking · Knapping · Masonry · Blacksmithing · Mechanics · Pottery · Tailoring · Welding
Fast Learner−6×1.3Everything except Strength and Fitness
Slow Learner+6×0.7Everything except Strength, Fitness and Sprinting
Reluctant Fighter+5×0.75Axe · Long Blade · Long Blunt · Short Blade · Short Blunt · Spear · Aiming
Crafty misses two you might expect: First Aid counts as Survivalist, and Maintenance is grouped under melee combat.

5. The stat negatives cost you no learning rate

TraitPointsLands you atCosts learning rate?
Weak+6Strength 3No — but ×0.9 carry weight
Puny+10Strength 0No — but −40% melee knockback, ×0.75 carry weight
Out of Shape+6Fitness 3No — but ×0.99 run speed
Unfit+10Fitness 1No — but ×0.8 run speed

6. Prefer negatives an item or a base fixes

TraitPointsWhat cancels it
Fear of Blood+5Beta Blockers
Hearty Appetite+4Farming
Slow Healer+3Plantain Poultice
Slow Reader+2Reading Glasses plus sitting down — 30% becomes 5.3%
Short Sighted+2Any pair of glasses — normal glasses, not Reading Glasses
High Thirst+2Rain collectors
Weak Stomach+2Cook everything
Sleep traitsvariesA secure base
Slow Reader and Short Sighted want two different pairs of glasses. You can start wearing one pair, not two — there is a single eye slot. Take both traits and one of them stays uncancelled until you loot the other pair.

7. A recipe count is worth less than it looks

Top Builds

Positive traits

What you spend points on, plus the perks a job hands you free. Click any row for full detail.
TraitPointsSkill boosts RecipesEarnable?In-game descriptionMutually exclusive with

Negative traits

What pays for the rest, plus the states your body weight forces on you. Click any row for full detail.
TraitPointsSkill boosts RecipesEarnable?In-game descriptionMutually exclusive with

All 25 occupations

Positive points are added to your budget; negative points are spent. Click any row to expand its full detail — tier, starting skills and learning rates, free traits, every recipe it unlocks, and its foraging bonuses. Click a header to sort.
OccupationPointsTierXP score Starting skillsFree traitsRecipesForaging

All 35 skills

Every skill in the game, its learning-rate class, and every occupation and trait that can hand you a head start in it. Click any row to expand full detail.
Reading “Highest start available”: the best starting level in that skill you can get from any single occupation or trait, followed by how much faster that start learns than beginning from scratch. 2 · 5.3× means something can start you at level 2, and level 2 gains XP 5.3× faster than level 0. Strength and Fitness show 1× — exempt because they sit outside the boost system: a trait can raise the number, but never the rate.
SkillCategoryRate classYour rate this character Highest start available level · learn rateOccupations that grant itTraits that grant it

The XP system — how fast you actually learn

All of these are gathered in one place and multiplied together in a single pass — there is no cap, and no ordering trick to exploit.

XP required per level

Every skill shares one curve. Strength and Fitness have their own curve, and are the only two skills the game flags as passive.

The XP figures most guides quote are a third too low. The game multiplies every level requirement by 1.5 before it ever uses it, and that multiplier is fixed — it is not a sandbox setting and cannot be changed. The table below is the real requirement, which is what the in-game bar actually asks for: level 1 costs 75 XP, not 50. The figures the guides copy read 50 · 100 · 200 · 500 · 1,000 · 2,000 · 3,000 · 4,000 · 5,000 · 6,000 (and 1,000…100,000 for Strength and Fitness) — take those at face value and every figure downstream is a third too low.
LevelEvery other skillStrength & FitnessRatio
1751,50020×
21503,00020×
33006,00020×
47509,00012×
51,50018,00012×
63,00030,00010×
74,50060,00013.3×
86,00090,00015×
97,500120,00016×
109,000150,00016.7×
Total to 1032,775487,50014.9×
Weapon skills are the slowest skills you can boost — not the slowest thing to level. The ×0.75 weapon modifier turns 32,775 XP into 43,700 XP of effort at base rate. Strength and Fitness need 487,500 — still 11.2× more than a weapon skill after that penalty, and 14.9× more than any other skill. They also take no perk boost, no occupation multiplier, and they decay when untrained.
Combat XP feeds two perks at once: a swing grants the weapon skill and Strength equal to the number of zombies it hit — 1 XP each. So a weapon skill maxes out while Strength is still in the low levels.

The full stack — everything multiplies together

#SourceValueApplies to
1Perk boost — your starting level×0.25 → ×1.66Every skill except Strength & Fitness
2Book multiplier×3 → ×16 (×1 → ×8 for Aiming, Reloading and Long Blade)Only inside the level band that book covers
3Protein×1.5 or ×0.7Strength only
4Weapon-skill penalty×0.75Short/Long Blade, Short/Long Blunt, Spear, Axe
5Sandbox globalserver settingEverything

The game also has a separate "no multipliers" path used for a few special awards, which is what confirms the normal one applies every multiplier above.

1. Perk boost — the big one

Set once at character creation from your traits and occupation, stored on the character descriptor, and never revised. Levelling a skill later does not change it.

Boost 0×0.25unless the skill is exempt
Boost 1×1.0×1.25 for Sprinting, the one skill paid at this tier
Boost 2×1.33unless the skill is exempt
Boost 3 or more×1.66the ceiling — boost 10 is worth no more than boost 3
No boost at all×0.25a skill nothing you picked touches
Starting levelMultipliervs starting at 0UI shows
0 — untrained×0.25baselinenothing
1×1.004× faster+75%
2×1.335.3× faster+100%
3+×1.666.6× faster+125%
Starting a skill at 0 is not “no bonus” — it is a permanent quarter rate. A trait granting just level 1 makes you learn that skill 4× faster for the entire run. This is the single strongest argument for the cheap skill traits, and it is completely invisible in the character screen.

Which skills are exempt

Skill group×0.25 penalty at boost 0?×1.33 / ×1.66 bonus?
Strength · FitnessNo — exemptNo — exempt
SprintingNo — exemptYes, plus a special ×1.25 at boost 1
Everything elseYesYes
This is why the character screen hides the percentage for Strength and Fitness. Sprinting, Fitness and Strength are exempt from the penalty; Fitness and Strength are exempt from the bonus too. Those two sit outside the boost system entirely — always ×1.0, no penalty and no bonus. The UI exception isn't arbitrary; the boost genuinely doesn't apply.

Practical: occupation or trait bonuses to Strength and Fitness give you raw starting stat only, never a faster learning rate. Firefighter's +1 Strength is a stat bump, not an XP bump. Sprinting, by contrast, is the best-treated skill in the game — never penalised, and uniquely boosted at level 1.

Why the UI numbers don't match

The displayed percentage is the absolute increase over the 0.25 base, and it only lines up at level 1:

BoostActualIncrease over 0.25UI showsMatch?
1×1.00+0.75 → +75%+75%exact
2×1.33+1.08 → +108%+100%understated
3+×1.66+1.41 → +141%+125%understated

Those strings would be exact if the multipliers were 0.25 / 1.00 / 1.25 / 1.50 — a clean +0.25 ladder. The real constants are 1.33 and 1.66, so the multipliers were most likely buffed at some point and the wording on the screen was never updated to match. The screen understates your bonus. (That last part is a guess about the game’s history; the rates themselves are certain.)

2. Book multiplier — fully earnable, stacks on top

Reading a skill book stores a multiplier with a level band attached, so it only applies while you are inside the band that book covers. A new book only overwrites the stored value if it is higher.

This is the one XP source anyone can get regardless of build — and it multiplies with the perk boost rather than replacing it. Reading the book before grinding a skill is always correct.

The size of it climbs steeply with the volume: ×3 · ×5 · ×8 · ×12 · ×16 for volumes 1 to 5. Aiming, Reloading and Long Blade are the exception at ×1 · ×2 · ×4 · ×6 · ×8 — and note that their volume 1 is ×1, i.e. worth nothing but the recipes-free level band it covers. You only get the full number from a finished book: while you are still reading, you get a tenth of it for every 10% you have read.

3. Protein — Strength only, and it's a window

Strength, protein between 50 and 300×1.5
Strength, protein below −300×0.7
Every other skill×1protein does nothing at all
The bonus is a band between 50 and 300, not “the more the better”. Push protein above 300 and you lose the ×1.5 entirely. Below −300 you take a ×0.7 penalty.

It applies to Strength alone — not Fitness, not anything else. Separately, when your nutrition state disallows it, Fitness XP is blocked outright rather than reduced.

4. Weapon skills carry a flat ×0.75

Short Blade, Long Blade, Short Blunt, Long Blunt, Spear and Axe are multiplied by 0.75 on top of everything else — they are deliberately slower than crafting skills.

Combined with an untrained start that is 0.25 × 0.75 = ×0.1875 — under a fifth of normal rate. This is why occupations and traits that grant weapon levels matter far more than their small numbers suggest.

Worked examples

SituationCalculationRate
Carpentry, no trait or occupation0.25×0.25
Carpenter occupation (Carpentry 4 → boost ≥3)1.66×1.66 — 6.6× faster
Carpenter + Carpentry Vol 1, finished (levels 1–2)1.66 × 3×4.98
Carpenter + Carpentry Vol 5, finished (levels 9–10)1.66 × 16×26.6 — the biggest number in the game
Same book only half read1.66 × (5 × 16/10)×13.3 — it ramps in tenths
Axe, untrained0.25 × 0.75×0.1875
Lumberjack (Axe 2 → boost 2)1.33 × 0.75×0.998 — 5.3× faster
Strength, any build, protein 50–3001.0 × 1.5×1.5 (boost exempt)
Sprinting with Runner (boost 1)1.25×1.25 (special case)

What this means for building a character

Do the XP boosts stack?

Yes — all of them multiply together. One routine reads every source and multiplies them in a single pass: the perk boost (read from your character sheet, itself proof it is fixed at creation), the book multiplier (bounded by the level band the book covers), the sandbox global, and protein for Strength. Nothing overrides anything else.

The real perk-boost multipliers are not what the UI shows

Starting levelUI showsActual multiplierRelative to starting at 0
0nothing×0.25baseline — quarter rate
1+75%×1.04× faster
2+100%×1.335.3× faster
3++125%×1.666.6× faster
Much bigger than the UI implies. Starting a skill at 0 is not “no bonus” — it is a quarter rate, permanently. A trait granting just level 1 makes you learn that skill 4× faster for the whole run; level 3 makes it 6.6×.

It also settles the 75/100/125 vs 133/166 conflict flagged earlier: both are real. 0.25 / 1.33 / 1.66 are the applied multipliers; 75 / 100 / 125 is a display convention.

Why the character screen shows different numbers

What the game actually applies:

Boost 0×0.25unless the skill is exempt from the penalty
Boost 1×1.0×1.25 for Sprinting
Boost 2×1.33unless the skill is exempt from the bonus
Boost 3 or more×1.66the ceiling
No boost at all×0.25

The UI percentage is the absolute increase over the 0.25 base — and it only lines up at level 1:

BoostActualIncrease over 0.25UI showsMatch?
1×1.00+0.75 → +75%+75%exact
2×1.33+1.08 → +108%+100%understated
3+×1.66+1.41 → +141%+125%understated
Those strings would be exact if the multipliers were 0.25 / 1.00 / 1.25 / 1.50 — a clean +0.25 ladder. The real constants are 1.33 and 1.66, so the most likely story is that the multipliers were buffed at some point and the wording on the screen was never updated to match. The character screen is understating your bonus.

That last part is a guess about the game’s history; the rates themselves above is decoded fact.

Also note Sprinting is special-cased — at boost level 1 it gets ×1.25 where every other skill gets ×1.0.

Other multipliers in the same method

MultiplierApplies to
×1.5Protein balance between 50 and 300 — Strength only
×0.7Protein balance below −300 — Strength only
×0.75All weapon skills — Short Blade, Long Blade, Short Blunt, Long Blunt, Spear, Axe
×1.25Sprinting specifically
×1.3 · ×0.7Some skills are exempt — Strength and Fitness take neither, and Sprinting takes no penalty
Consequence: weapon skills carry a ×0.75 on top of everything else. Combined with a level-0 start (×0.25) that is 0.1875× rate — which is why occupations and traits granting weapon levels matter far more than their small numbers suggest.

Reading speed

Multipliers applied to reading time sequentially, so they stack multiplicatively:

ModifierMultiplierExact condition in code
Fast Reader×0.7The Fast Reader trait
Slow Reader×1.3The Slow Reader trait
Reading Glasses×0.9Reading Glasses worn on your eyes — only this exact item, not sunglasses
Sitting×0.9Sitting on any furniture, or on bare ground
Slow Reader + Reading Glasses + sitting = 1.3 × 0.9 × 0.9 = 1.053. A 5.3% penalty instead of 30% — the trait is effectively cancelled for 2 free points.
Fast Reader + glasses + sitting = 0.7 × 0.9 × 0.9 = 0.567, about 43% faster than baseline.
Chair comfort is irrelevant — the check is a boolean on sitting state.

Exercise

Relative rate = (60 ÷ seconds-per-rep) × XP per rep, normalised to squats.

ExerciseXP per repSec / repRelative rateStiffnessGear
Dumbbell press1.81.53.60×armsDumbbell
Biceps curl1.81.92.84×armsDumbbell
Push-ups1.01.32.31×arms, chest—
Sit-ups1.01.32.31×abs—
Barbell curl1.22.21.64×arms, chestBarBell
Squats1.03.01.00×legs—
Burpees0.82.41.00×legs, arms, chest—
This overturns the common advice that squats are the efficient pick. Squats have the longest rep period in the game (3.0s) at only 1.0 XP per rep — tied with burpees for the worst rate. Sit-ups and push-ups are 2.3× better and need no equipment. Squats' only real advantage is that soreness lands in your legs instead of your arms.
Metabolics: squats, push-ups and sit-ups are the light exercises; burpees, barbell, dumbbell and biceps are the heavy ones and burn more calories. The game gives the modifier and the timing, not an absolute XP figure, and does not say how it splits between Strength and Fitness.
Fitness Instructor and Fire Officer are special-cased in the regularity system — they lose condition more slowly.

Strength & Fitness decay

These are the only two skills in the game that decay. Each carries a laziness timer starting at −50,000. Every Strength/Fitness XP gain subtracts 3,000 (floored at −50,000). The timer climbs every ten in-game minutes. Past 20,000 you begin losing XP, and the game will take whole levels back off you. It caps at 31,000 then resets — the dev comment says this is so "it's not so long to get in shape again."

Practical: climbing out of Weak or Out of Shape isn't one-and-done. Keep some exercise or heavy-load carrying in the routine or you slide back down the ladder.

Passive XP sources

Each fires on a random roll — roughly 1 in 700 in single-player, and 1 in 100 on a server, which is why passive skills climb seven times faster there.

ActionXP granted
Running / sprinting above the endurance warning+1 Fitness and +1 Sprinting (separate rolls)
Carrying over 50% of max weight while moving+2 Strength — the pack-mule method, confirmed
Hitting a tree with a weapon (bare hands excluded)+2 Strength
Aiming while moving (anti-AFK checked)+1 Nimble
Any melee swing above the endurance warning+1 Fitness
Melee hitStrength XP = number of targets struck — wide swings into groups train it fastest
Ranged hit while Aiming < 5Aiming XP × 2.7
Weapon hitAxe/Blunt/Spear/LongBlade/SmallBlade/SmallBlunt XP = damage × 0.9, capped at 3

Auto-learned recipes by skill level

Inventive adds +1 effective level to every threshold below.

SkillLevelUnlocks
Farming10 (9 with Inventive)All crop growing seasons
Mechanics8 / 9 / 10Basic / Intermediate / Advanced Mechanics
Electrical3 (2 with Inventive)Generator

Per-level stat curves

Measured by players, not read from the game's files. The game works these per-level numbers out while it runs and never lists them, so treat them as close rather than exact.

Strength

Governs: melee damage · push knockback & knockdown · maximum carry weight · block chance · forcing locked windows · climbing tall fences.

LevelCarry capMelee dmgPush knockdownBlockTall fence
0675%45% (Puny)+0%+0%
1780%48% (Puny)+2%+2%
2885%85%+4%+4%
3990%90%+6%+6%
41195%95%+8%+8%
512100%100%+10%+10%
614105%105%+12%+12%
715110%110%+14%+14%
816115%115%+16%+16%
918120%168% (Strong)+18%+18%
1020125%175% (Strong)+20%+20%
Strength is about knockdown, not damage. Melee damage only swings 75% → 125% across the whole skill (1.67× range). Push knockdown swings 45% → 175% — a 3.9× range, because Puny and Strong apply extra multipliers at the extremes.

This also means the tooltip figures "Strong = +40% melee damage" and "Puny = −40% melee damage" do not match the per-level tables. Trust the table.

Fitness

Governs: endurance loss & recovery · attack speed · chance to auto-push an attacking zombie · trip resistance · exercise speed · long-fall damage · block chance · tall fence climbing.

LevelEndurance lossEndurance recoveryAttack speedTrip resistFatigue gain
090%70%+0%+0%100%
180%80%+2%+2%95%
275%90%+4%+4%92%
370%100%+6%+6%89%
465%110%+8%+8%87%
560%120%+10%+10%85%
657%130%+12%+12%83%
753%140%+14%+14%81%
849%150%+16%+16%79%
936.8% (Athletic)155%+18%+18%77%
1034.4% (Athletic)160%+20%+20%75%
Athletic is a step change, not a slope. Without it, levels 9–10 would give 46% / 43% endurance loss. Athletic drops that to 36.8% / 34.4% — an extra ~20% cut on top of the normal curve. Combined with 160% recovery, an Athletic character loses endurance at roughly ⅓ the rate of an Unfit one and regains it 2.3× faster.

Sneaking

Crouching applies a base ×20% sound radius before the skill multiplier. XP comes from crouching near zombies undetected — more zombies nearby means faster levelling.

LevelEffective footstep radiusDetection chance
024%114%
118%108%
216%96%
315%90%
414%84%
513%78%
612%72%
711%66%
810%60%
99%54%
108%48%
This is why Conspicuous (+4) is safe. It doubles detection chance, but Sneaking 10 cuts it to 48% — wiping out almost the whole penalty. And the trait forces you into the exact situations that grant Sneaking XP, so it trains itself out.

Lightfooted, Nimble & Sprinting

Lightfooted and Nimble both reduce footstep noise across all movement types and stack with each other and with Sneaking.

LevelLightfooted noiseNimble noiseNimble combat walk speedSprinting speed
099%100%100%+0%
190%90%110%+5%
279%86%114%+10%
371%82%118%+15%
465%78%122%+20%
559%74%126%+25%
652%70%130%+30%
745%66%134%+35%
837%62%138%+40%
930%58%142%+45%
1020%50%150%+50%
Stacked stealth is enormous. Crouching (×20% base) × Sneaking 10 (×40%) × Lightfooted 10 (×20%) × Nimble 10 (×50%) compounds to roughly 1% of baseline footstep noise. Clumsy's +20% penalty is statistical noise against that. Nimble also gives +50% combat-stance walk speed at level 10 — the difference between backing away from a lunge and being caught by it.

Foraging — the full skill mechanics

Foraging is the one skill whose radius is driven by traits and occupations as much as by level. Per-occupation and per-trait bonus tables live on their own tabs; the system itself is here.

How the foraging bonus actually works

The one-line answer Radius, not chance. A category bonus multiplies the distance at which that category becomes visible — nothing else.
✔ It is a radius multiplier
The percentages on your job and traits are added together and turned into a single multiplier — +50% becomes ×1.5. That number is used in exactly one place: how far you can see when the game checks the ground around you.
✘ It is not a loot roll
Nothing in the spawning or the picking-up ever looks at your category bonuses at all. Zone density, item rarity, month bonus and skill-level gating decide what exists; the bonus only decides what you can see.
Why it still feels like "more loot": vision is a circle, so area scales with the square of the multiplier. ×1.15 radius = ×1.32 area · ×1.35 = ×1.82 · ×1.50 = ×2.25 · ×1.90 (Park Ranger + Herbalist on Medicinal Plants) = ×3.6 the ground swept per pass. You genuinely bring back more — because you cover more ground, not because the dice changed.
Occupation and trait foraging bonuses are invisible on the character screen — nothing in character creation mentions them. They are not skill levels, and they are not luck. They are multipliers on your search radius, applied per item category.

How the search radius is worked out

Start at 3.0 squaresthe floor on a well-lit square
Add 0.5 a square per Foraging levelplus any flat radius your traits and job give you
Cap it at 10.0plus those same trait and job bonuses
Multiply by every penaltypanic, body, exhaustion, clothing, difficulty, item size and weather — each capped, see the table below
Multiply by your vision bonusesaiming or sneaking (whichever is higher) × your category bonus × the hunger bonus
Hard ceiling of 15.0after everything else
In the dark, none of it matterspast 50% darkness the radius drops to 1.5 — you must be standing on the square
The category bonus raises your minimum radius too, not just the maximum. That means it keeps working in rain, in the dark and while exhausted, when the multiplicative penalties have crushed everything else down to the floor. It is one of the few foraging modifiers that never gets cancelled out.

How the category bonus is added up

Take your occupation's percentage for that category0 if it has none
Add every trait's percentage for the same categorythey stack, straight addition
Turn the total into a multiplier+50% becomes ×1.5
Occupation and trait bonuses add together, then multiply once. They do not compound. Burger Flipper's Junk Food +30% plus Keen Cook's +5% is ×1.35, not ×1.30 × 1.05. This also means the free trait your occupation hands you is part of your real foraging profile — see the combined table below.

Zone densities

Density controls how many forageable icons a zone holds; refill is the percentage restored per cycle. The base density multiplier is 20, and no zone holds more than 2,000 icons at once.
ZoneDensity minDensity maxRefillSandbox setting
Deep Forest8107%Nature abundance
Farm Land57.55%Nature abundance
Farm57.55%Nature abundance
Forest8107%Nature abundance
Foraging Nav353%Other loot
Town Zone353%Other loot
Trailer Park1.553%Other loot
Vegitation685%Nature abundance
Sandbox multipliers — Nature abundance: −75% / −50% / 0 / +50% / +100%  ·  other loot: −100% / −95% / −75% / −50% / 0 / +50% / +100%.

Penalty and bonus caps

ModifierCapNotes
Darkness−95%Past 50% darkness you cannot spot anything new; radius drops to 1.5
Weather−75%Rain, fog, snow
Exhaustion−75%Endurance and fatigue
Panic−95%Fear, panic, stress
Body−75%Drunk, pain, sickness, food sickness
Clothing−95%Helmets, masks, glasses, blindfolds
Hunger+50%Finding food is easier while hungry
Trait/occupation resistance75%Ceiling on stacked weather/darkness resistance

Clothing penalties

Body locationPenaltyCovers
Full hazmat hood, full-face helmet−75%Head, face and eyes completely
Full face mask, breathing apparatus−50%Face and eyes, not the head
Mask with eye holes−20%Face, with eye holes
Sunglasses, eyepatches−2.5%Sunglasses, eyepatches
Regular hats and bandanas carry no penalty. Combined clothing penalty is capped at −95%.

Other foraging constants

ConstantValueMeaning
Radius per Foraging level0.5Search radius added per Foraging level
Minimum search radius3.0Floor on a well-lit square
Maximum search radius10.0Ceiling before bonuses
Hard radius ceiling15.0Hard ceiling after every bonus
Radius in the dark1.5Radius once the darkness cutoff is passed
While aiming×1.33While aiming — only the higher of aim/sneak applies
While sneaking×1.10While sneaking
Good month / bad month+50% / −50%Good and bad months for a given item
Base foraging XP modifier400%Base XP modifier for foraging
XP falloff per level5%Diminishing XP per level for items below your skill level
Endurance drain while searching0.015Endurance drain while searching
Floor on the item-size modifier0.50Floor for the item-size radius modifier
Build 42: each Foraging level adds 0.5 squares of search radius.

Crafting & building recipes

Every craftable recipe in the game plus every buildable object, cross-referenced against the magazines, occupations, traits and researchable items that unlock them. Names are the ones the game shows you. Click any row for ingredients, outputs, XP and the full unlock chain.
The four unlock routes Auto-learn, magazine, occupation or trait, and Research Craft. They are independent — most recipes have several — so each gets its own column and a dash means that one is closed.
RecipeCategoryLevel to craft Auto-learns atMagazineOccupation / trait Research atXPMakes

Magazines & recipe sheets

Everything you can read that teaches a recipe. Reading one teaches its recipes permanently. Seed packets count — that is why the farming list is so long. Click a row for the full recipe list.

Magazine / sheetRecipes taughtOf those, unavailable any other wayCategories

Skill books — the other kind of book

These teach no recipes. They apply a temporary XP multiplier over one band of levels, and they are the one XP boost that is fully earnable in game.

Books are the largest multiplier in the game, by a distance Volume 1 → ×3 · 2 → ×5 · 3 → ×8 · 4 → ×12 · 5 → ×16. Three skills run a slower ladder — Aiming, Reloading and Long Blade get ×1 · ×2 · ×4 · ×6 · ×8. Every other skill with a book uses the fast one.
It ramps in tenths as you read. You get a tenth of the multiplier for every 10% you have read, so a book 55% read is at 5/10 of its maximum and only a finished book gives the full number. Re-reading a book you have already finished adds nothing — a new value only counts if it beats the one you already have.
It only works inside the band. The multiplier only applies inside the levels shown in the "covers levels" column. Volume 1 covers 1–2, 2 covers 3–4, and so on — read out of order and the bonus does nothing until you reach that band.
BookSkillCovers levelsMultiplier, fully readPages

What each occupation unlocks

The recipes each occupation hands you outright at character creation. All 25 are listed — several grant nothing at all, which is itself worth knowing. The column that matters is Head start only: recipes you could not have got by levelling the skill yourself. Click a row for the full list.

OccupationPointsRecipes granted Would auto-learn anywayHead start only — no other routeDead references

What each trait unlocks

The same thing for traits. Click a row for the full list.

TraitRecipes granted Would auto-learn anywayHead start only — no other routeDead references

Reading the data

Field in the scriptsWhat it actually does
Has to be learnedThe recipe is hidden until something teaches it. Absent means it is in your book from character creation.
Auto-learn, all ofTaught automatically once you meet every listed threshold. This is why most "recipe bundles" are a head start, not access.
Auto-learn, any ofTaught once you meet any one of the listed thresholds.
Level to craftA separate gate on crafting the recipe. Knowing a recipe and being able to make it are two different things, and the two numbers frequently differ — Make Bulletproof Forearm Armor is taught at Tailoring 7 but craftable from Tailoring 5, so anything that grants it early buys you exactly two levels.
XP awardXP granted per craft. Reduced by the usual multipliers.
Recipe groupGroups several recipes under one unlock key, so one magazine line can teach the whole family.
Where you make itWhere you can craft it — in hand, on any surface, or only at a named workstation like a forge or kiln.

Where things spawn

Every item carries its own percentage Per roll: its listed chance × 0.6. Filler ("junk") lists: × 1.4. Every container makes a set number of passes, and on each pass every item on the list gets its own independent roll at its own listed chance, scaled by the loot setting. Nothing competes with anything else, so one common item never crowds out a rare one.
Per search = 1 − (1 − p)rolls. That's the column you want.
× 0.6 is every loot slider's default in Build 42. Change it below and the tables follow.
Dense zombie areas add a flat +0.006 to +0.8 percentage points on top — negligible for common items, enormous for a 0.01 item.

Best places to look

Item finder every item, every container

Zombie pockets

Every zombie rolls the base pocket list for its sex, plus one outfit list. One roll each.

Vehicles

Bags, cases and crates loot inside a container you find

Foraging

Two weighted picks, not a percentage Category first, then an item inside it. Each icon you search picks a category weighted by its zone number, then an item weighted by its zone number within that category. The percentages below are those two shares multiplied — the game's own maths, not a guess. Month, weather and time-of-day multipliers shift the weights before the pick.

Trapping

Two rolls, every game hour Two rolls out of 100 have to pass: one against trap + bait + skill×1.5, and one against zone + skill×1.5. Both must pass for an animal to join that hour's candidate list; one animal is then picked from the list at random. The trap only checks while you are away from it — standing nearby stops it cold.

Fishing

Weighted by your bait Each fish carries a per-bait weight; the catch is picked in proportion to those weights. Only fish valid for that water are in the draw: river vs lake, predators need a reel, and the fish's max weight must be under your level's size limit. Everything else is trash.

Harvesting — what you never have to loot

Looting is finite. Gathering is not. A material you can chop, forage, dismantle, dig, farm, butcher or catch has no drop chance to beat — you go and get more. Everything below is the game's own data: what a tree drops when you fell it, what an object gives when you take it apart, what the ground gives when you dig, and the foraging, farming, butchering, fishing and trapping tables.
A blank here is not "impossible". It means no chop, forage, dismantle, dig, farm, butcher, fish or trap entry in the files points at that item, so looting is the route the data knows about.
every item with a non-loot route — pick a method or type a name to narrow it

Dismantling — the real yields

Your skill level is most of the number Chance per unit = the item's own % × (10 + skill × 10 + the material's bonus), capped at 100. An object carries up to three materials and each rolls separately. Each material rolls its listed number of times (halved on a Small object, doubled on a Large one) and every roll is independent. At skill 0 the multiplier is only 10–40%, which is why early dismantling feels empty; by level 10 it is capped at 100 and you get close to the listed maximum.

Chopping, digging and picking things up

Farming — yield per plant

Armor & Weapons

Your skills

What sets your pace Every XP award in the game is multiplied by your rate for that skill — and the gap between a good rate and a bad one is a factor of six. Your job and traits add up to a boost tier and a starting level. Fast Learner, Slow Learner, Crafty and Reluctant Fighter scale it again. A finished skill book multiplies it once more, for the two levels that volume covers. A skill that nothing you picked touches earns at a quarter rate for the whole run. Your character comes from your own game once the mod has been read; the bar at the top is where you set it by hand otherwise. The Build Planner is a what-if screen and never changes it.

Level planner

Every craft you can make at each level, A to Z, at your rate. Click a heading to sort, or a row for its materials.

Skill From To

Every craft that gives XP

XP that doesn't come from crafting

Foraging XP by category

XP is awarded on pickup to every skill the item lists; spotting an icon awards a third of it.

Overview

Where you have been

drag to move · scroll to zoom

Skills

Loot you have seen

Weapon Damage

XP rate check