Build Planner
Positive traits
Negative traits
Points to spend
Starting skills
Granted traits
What your picks do
How to actually decide
1. Starting a skill at 0 is a permanent quarter-rate penalty
| What you buy | Starting level | Learning rate | |
|---|---|---|---|
| Nothing | 0 | ×0.25 | the baseline — and it never lifts |
| Boost 1 | 1 | 4× faster | the biggest single jump in the game |
| Boost 2 | 2 | 5.3× | |
| Boost 3+ | 3–10 | 6.6× | the ceiling |
- Level 0 is not “no bonus” — it is a quarter rate for the whole run.
- Nothing on the character screen shows it.
- One level in a skill you will actually use beats three levels in one you won’t.
2. Strength and Fitness are exempt — never buy them for XP
| Skill | Untrained penalty | Boost bonus | What buying it gets you |
|---|---|---|---|
| Strength | Exempt | Exempt | Raw starting stat only — always ×1.0 |
| Fitness | Exempt | Exempt | Raw starting stat only — always ×1.0 |
| Sprinting | Exempt | Applies | ×1.25 at boost 1 — a 25% gain, not 4× |
| Everything else | ×0.25 | Applies | Up to 6.6× learning rate |
- Stout, Strong, Fit and Athletic buy starting stat, never a faster rate.
- Runner (−4) is the worst-value skill trait in the game — four points for ×1.25.
3. Level 3 is the ceiling
- Boost 3 and boost 10 both give ×1.66. Everything past 3 buys levels, not rate.
- Doctor’s First Aid 6 overshoots by three levels; Electrician’s Electrical 5 by two.
- Both are still fine picks — just know what you are paying for.
4. There is no blanket weapon penalty
- Melee skills learn at the same rate as everything else. Nothing slows them by default.
- Reluctant Fighter is the only source of the ×0.75 — and it hits Aiming too, dropping an untrained combat skill to ×0.1875.
- Crafty is the one to notice instead.
| Trait | Points | XP multiplier | Skills it touches |
|---|---|---|---|
| Crafty | −3 | ×1.3 | Carpentry · Carving · Cooking · Electrical · Glassmaking · Knapping · Masonry · Blacksmithing · Mechanics · Pottery · Tailoring · Welding |
| Fast Learner | −6 | ×1.3 | Everything except Strength and Fitness |
| Slow Learner | +6 | ×0.7 | Everything except Strength, Fitness and Sprinting |
| Reluctant Fighter | +5 | ×0.75 | Axe · Long Blade · Long Blunt · Short Blade · Short Blunt · Spear · Aiming |
5. The stat negatives cost you no learning rate
| Trait | Points | Lands you at | Costs learning rate? |
|---|---|---|---|
| Weak | +6 | Strength 3 | No — but ×0.9 carry weight |
| Puny | +10 | Strength 0 | No — but −40% melee knockback, ×0.75 carry weight |
| Out of Shape | +6 | Fitness 3 | No — but ×0.99 run speed |
| Unfit | +10 | Fitness 1 | No — but ×0.8 run speed |
- Both stats are exempt from the boost system, so none of these four slow your learning. You are buying a lower starting stat plus the extras in the last column.
- The other difference is how long the climb back is — and Strength and Fitness are the two skills that decay if you stop training them.
- +6 is the safe trade: you start at 3, only two levels under the normal 5, so the climb back is short.
- +10 is a long-run trade: Puny starts at 0 and Unfit at 1, so the climb is much longer — worth it if you expect a long survival and don’t mind grinding, and a bad idea if you want to be combat-ready early.
- The extras only last while the stat is low: Puny and Unfit drop off at level 2 (you become Weak / Out of Shape), and those drop off at level 5.
6. Prefer negatives an item or a base fixes
| Trait | Points | What cancels it |
|---|---|---|
| Fear of Blood | +5 | Beta Blockers |
| Hearty Appetite | +4 | Farming |
| Slow Healer | +3 | Plantain Poultice |
| Slow Reader | +2 | Reading Glasses plus sitting down — 30% becomes 5.3% |
| Short Sighted | +2 | Any pair of glasses — normal glasses, not Reading Glasses |
| High Thirst | +2 | Rain collectors |
| Weak Stomach | +2 | Cook everything |
| Sleep traits | varies | A secure base |
- Watch for negatives that fail the same way. Short of Breath with Unfit, or Slow Healer with Thin-skinned and Prone to Illness — each pair is cheap on the points screen and expensive the first time it goes wrong.
7. A recipe count is worth less than it looks
- 197 books and magazines teach 395 recipes, and most trait recipes also unlock on their own as you level.
- Four recipes are locked behind a trait — the Sewer tarp-clothing set. Everything else a trait grants can be found in the world or learned by levelling.
- So a big recipe number buys you a head start, not access. Worth points if you want those recipes on day one; not worth points if you are happy to loot the book.
- Illiterate refunds 10 points and locks every book and magazine. Skill books are the single biggest source of levelling speed in the game, so this is the most expensive refund on the screen.
Top Builds
Positive traits
| Trait | Points | Skill boosts | Recipes | Earnable? | In-game description | Mutually exclusive with |
|---|
Negative traits
| Trait | Points | Skill boosts | Recipes | Earnable? | In-game description | Mutually exclusive with |
|---|
All 25 occupations
| Occupation | Points | Tier | XP score | Starting skills | Free traits | Recipes | Foraging |
|---|
All 35 skills
| Skill | Category | Rate class | Your rate this character | Highest start available level · learn rate | Occupations that grant it | Traits that grant it |
|---|
The XP system — how fast you actually learn
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.
| Level | Every other skill | Strength & Fitness | Ratio |
|---|---|---|---|
| 1 | 75 | 1,500 | 20× |
| 2 | 150 | 3,000 | 20× |
| 3 | 300 | 6,000 | 20× |
| 4 | 750 | 9,000 | 12× |
| 5 | 1,500 | 18,000 | 12× |
| 6 | 3,000 | 30,000 | 10× |
| 7 | 4,500 | 60,000 | 13.3× |
| 8 | 6,000 | 90,000 | 15× |
| 9 | 7,500 | 120,000 | 16× |
| 10 | 9,000 | 150,000 | 16.7× |
| Total to 10 | 32,775 | 487,500 | 14.9× |
The full stack — everything multiplies together
| # | Source | Value | Applies to |
|---|---|---|---|
| 1 | Perk boost — your starting level | ×0.25 → ×1.66 | Every skill except Strength & Fitness |
| 2 | Book multiplier | ×3 → ×16 (×1 → ×8 for Aiming, Reloading and Long Blade) | Only inside the level band that book covers |
| 3 | Protein | ×1.5 or ×0.7 | Strength only |
| 4 | Weapon-skill penalty | ×0.75 | Short/Long Blade, Short/Long Blunt, Spear, Axe |
| 5 | Sandbox global | server setting | Everything |
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.
| Starting level | Multiplier | vs starting at 0 | UI shows |
|---|---|---|---|
| 0 — untrained | ×0.25 | baseline | nothing |
| 1 | ×1.00 | 4× faster | +75% |
| 2 | ×1.33 | 5.3× faster | +100% |
| 3+ | ×1.66 | 6.6× faster | +125% |
Which skills are exempt
| Skill group | ×0.25 penalty at boost 0? | ×1.33 / ×1.66 bonus? |
|---|---|---|
| Strength · Fitness | No — exempt | No — exempt |
| Sprinting | No — exempt | Yes, plus a special ×1.25 at boost 1 |
| Everything else | Yes | Yes |
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:
| Boost | Actual | Increase over 0.25 | UI shows | Match? |
|---|---|---|---|---|
| 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.
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
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.
Worked examples
| Situation | Calculation | Rate |
|---|---|---|
| Carpentry, no trait or occupation | 0.25 | ×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 read | 1.66 × (5 × 16/10) | ×13.3 — it ramps in tenths |
| Axe, untrained | 0.25 × 0.75 | ×0.1875 |
| Lumberjack (Axe 2 → boost 2) | 1.33 × 0.75 | ×0.998 — 5.3× faster |
| Strength, any build, protein 50–300 | 1.0 × 1.5 | ×1.5 (boost exempt) |
| Sprinting with Runner (boost 1) | 1.25 | ×1.25 (special case) |
What this means for building a character
- A level-1 trait in a skill you'll actually use is worth far more than it looks — 4× learning rate for the whole run, for as little as 2 points.
- Level 3 is the ceiling. Boost 3 and boost 10 both give ×1.66, so any occupation pushing a skill past 3 is buying levels with no rate attached.
- Never buy Strength or Fitness for the XP rate — they're exempt from the system. Buy them for the starting stat.
- Weapon skills are the slowest in the game. If you plan to fight, a weapon-skill trait or occupation pays back more than the same points spent elsewhere.
- Books stack with everything, so read before you grind — that part is available to every build.
- Keep protein between 50 and 300 if you're training Strength. More is not better.
Do the XP boosts stack?
The real perk-boost multipliers are not what the UI shows
| Starting level | UI shows | Actual multiplier | Relative to starting at 0 |
|---|---|---|---|
| 0 | nothing | ×0.25 | baseline — quarter rate |
| 1 | +75% | ×1.0 | 4× faster |
| 2 | +100% | ×1.33 | 5.3× faster |
| 3+ | +125% | ×1.66 | 6.6× faster |
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:
The UI percentage is the absolute increase over the 0.25 base — and it only lines up at level 1:
| Boost | Actual | Increase over 0.25 | UI shows | Match? |
|---|---|---|---|---|
| 1 | ×1.00 | +0.75 → +75% | +75% | exact |
| 2 | ×1.33 | +1.08 → +108% | +100% | understated |
| 3+ | ×1.66 | +1.41 → +141% | +125% | understated |
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
| Multiplier | Applies to |
|---|---|
| ×1.5 | Protein balance between 50 and 300 — Strength only |
| ×0.7 | Protein balance below −300 — Strength only |
| ×0.75 | All weapon skills — Short Blade, Long Blade, Short Blunt, Long Blunt, Spear, Axe |
| ×1.25 | Sprinting specifically |
| ×1.3 · ×0.7 | Some skills are exempt — Strength and Fitness take neither, and Sprinting takes no penalty |
Reading speed
Multipliers applied to reading time sequentially, so they stack multiplicatively:
| Modifier | Multiplier | Exact condition in code |
|---|---|---|
| Fast Reader | ×0.7 | The Fast Reader trait |
| Slow Reader | ×1.3 | The Slow Reader trait |
| Reading Glasses | ×0.9 | Reading Glasses worn on your eyes — only this exact item, not sunglasses |
| Sitting | ×0.9 | Sitting on any furniture, or on bare ground |
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.
| Exercise | XP per rep | Sec / rep | Relative rate | Stiffness | Gear |
|---|---|---|---|---|---|
| Dumbbell press | 1.8 | 1.5 | 3.60× | arms | Dumbbell |
| Biceps curl | 1.8 | 1.9 | 2.84× | arms | Dumbbell |
| Push-ups | 1.0 | 1.3 | 2.31× | arms, chest | — |
| Sit-ups | 1.0 | 1.3 | 2.31× | abs | — |
| Barbell curl | 1.2 | 2.2 | 1.64× | arms, chest | BarBell |
| Squats | 1.0 | 3.0 | 1.00× | legs | — |
| Burpees | 0.8 | 2.4 | 1.00× | legs, arms, chest | — |
Fitness Instructor and Fire Officer are special-cased in the regularity system — they lose condition more slowly.
Strength & Fitness decay
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.
| Action | XP 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 hit | Strength XP = number of targets struck — wide swings into groups train it fastest |
| Ranged hit while Aiming < 5 | Aiming XP × 2.7 |
| Weapon hit | Axe/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.
| Skill | Level | Unlocks |
|---|---|---|
| Farming | 10 (9 with Inventive) | All crop growing seasons |
| Mechanics | 8 / 9 / 10 | Basic / Intermediate / Advanced Mechanics |
| Electrical | 3 (2 with Inventive) | Generator |
Per-level stat curves
Strength
Governs: melee damage · push knockback & knockdown · maximum carry weight · block chance · forcing locked windows · climbing tall fences.
| Level | Carry cap | Melee dmg | Push knockdown | Block | Tall fence |
|---|---|---|---|---|---|
| 0 | 6 | 75% | 45% (Puny) | +0% | +0% |
| 1 | 7 | 80% | 48% (Puny) | +2% | +2% |
| 2 | 8 | 85% | 85% | +4% | +4% |
| 3 | 9 | 90% | 90% | +6% | +6% |
| 4 | 11 | 95% | 95% | +8% | +8% |
| 5 | 12 | 100% | 100% | +10% | +10% |
| 6 | 14 | 105% | 105% | +12% | +12% |
| 7 | 15 | 110% | 110% | +14% | +14% |
| 8 | 16 | 115% | 115% | +16% | +16% |
| 9 | 18 | 120% | 168% (Strong) | +18% | +18% |
| 10 | 20 | 125% | 175% (Strong) | +20% | +20% |
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.
| Level | Endurance loss | Endurance recovery | Attack speed | Trip resist | Fatigue gain |
|---|---|---|---|---|---|
| 0 | 90% | 70% | +0% | +0% | 100% |
| 1 | 80% | 80% | +2% | +2% | 95% |
| 2 | 75% | 90% | +4% | +4% | 92% |
| 3 | 70% | 100% | +6% | +6% | 89% |
| 4 | 65% | 110% | +8% | +8% | 87% |
| 5 | 60% | 120% | +10% | +10% | 85% |
| 6 | 57% | 130% | +12% | +12% | 83% |
| 7 | 53% | 140% | +14% | +14% | 81% |
| 8 | 49% | 150% | +16% | +16% | 79% |
| 9 | 36.8% (Athletic) | 155% | +18% | +18% | 77% |
| 10 | 34.4% (Athletic) | 160% | +20% | +20% | 75% |
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.
| Level | Effective footstep radius | Detection chance |
|---|---|---|
| 0 | 24% | 114% |
| 1 | 18% | 108% |
| 2 | 16% | 96% |
| 3 | 15% | 90% |
| 4 | 14% | 84% |
| 5 | 13% | 78% |
| 6 | 12% | 72% |
| 7 | 11% | 66% |
| 8 | 10% | 60% |
| 9 | 9% | 54% |
| 10 | 8% | 48% |
Lightfooted, Nimble & Sprinting
Lightfooted and Nimble both reduce footstep noise across all movement types and stack with each other and with Sneaking.
| Level | Lightfooted noise | Nimble noise | Nimble combat walk speed | Sprinting speed |
|---|---|---|---|---|
| 0 | 99% | 100% | 100% | +0% |
| 1 | 90% | 90% | 110% | +5% |
| 2 | 79% | 86% | 114% | +10% |
| 3 | 71% | 82% | 118% | +15% |
| 4 | 65% | 78% | 122% | +20% |
| 5 | 59% | 74% | 126% | +25% |
| 6 | 52% | 70% | 130% | +30% |
| 7 | 45% | 66% | 134% | +35% |
| 8 | 37% | 62% | 138% | +40% |
| 9 | 30% | 58% | 142% | +45% |
| 10 | 20% | 50% | 150% | +50% |
Foraging — the full skill mechanics
How the foraging bonus actually works
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.
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.
How the search radius is worked out
How the category bonus is added up
Zone densities
| Zone | Density min | Density max | Refill | Sandbox setting |
|---|---|---|---|---|
| Deep Forest | 8 | 10 | 7% | Nature abundance |
| Farm Land | 5 | 7.5 | 5% | Nature abundance |
| Farm | 5 | 7.5 | 5% | Nature abundance |
| Forest | 8 | 10 | 7% | Nature abundance |
| Foraging Nav | 3 | 5 | 3% | Other loot |
| Town Zone | 3 | 5 | 3% | Other loot |
| Trailer Park | 1.5 | 5 | 3% | Other loot |
| Vegitation | 6 | 8 | 5% | Nature abundance |
Penalty and bonus caps
| Modifier | Cap | Notes |
|---|---|---|
| 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 resistance | 75% | Ceiling on stacked weather/darkness resistance |
Clothing penalties
| Body location | Penalty | Covers |
|---|---|---|
| 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 |
Other foraging constants
| Constant | Value | Meaning |
|---|---|---|
| Radius per Foraging level | 0.5 | Search radius added per Foraging level |
| Minimum search radius | 3.0 | Floor on a well-lit square |
| Maximum search radius | 10.0 | Ceiling before bonuses |
| Hard radius ceiling | 15.0 | Hard ceiling after every bonus |
| Radius in the dark | 1.5 | Radius once the darkness cutoff is passed |
| While aiming | ×1.33 | While aiming — only the higher of aim/sneak applies |
| While sneaking | ×1.10 | While sneaking |
| Good month / bad month | +50% / −50% | Good and bad months for a given item |
| Base foraging XP modifier | 400% | Base XP modifier for foraging |
| XP falloff per level | 5% | Diminishing XP per level for items below your skill level |
| Endurance drain while searching | 0.015 | Endurance drain while searching |
| Floor on the item-size modifier | 0.50 | Floor for the item-size radius modifier |
Crafting & building recipes
| Recipe | Category | Level to craft | Auto-learns at | Magazine | Occupation / trait | Research at | XP | Makes |
|---|
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 / sheet | Recipes taught | Of those, unavailable any other way | Categories |
|---|
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.
| Book | Skill | Covers levels | Multiplier, fully read | Pages |
|---|
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.
| Occupation | Points | Recipes granted | Would auto-learn anyway | Head start only — no other route | Dead references |
|---|
What each trait unlocks
The same thing for traits. Click a row for the full list.
| Trait | Recipes granted | Would auto-learn anyway | Head start only — no other route | Dead references |
|---|
Reading the data
| Field in the scripts | What it actually does |
|---|---|
| Has to be learned | The recipe is hidden until something teaches it. Absent means it is in your book from character creation. |
| Auto-learn, all of | Taught automatically once you meet every listed threshold. This is why most "recipe bundles" are a head start, not access. |
| Auto-learn, any of | Taught once you meet any one of the listed thresholds. |
| Level to craft | A 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 award | XP granted per craft. Reduced by the usual multipliers. |
| Recipe group | Groups several recipes under one unlock key, so one magazine line can teach the whole family. |
| Where you make it | Where you can craft it — in hand, on any surface, or only at a named workstation like a forge or kiln. |
Where things spawn
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
Trapping
Fishing
Harvesting — what you never have to loot
Dismantling — the real yields
Chopping, digging and picking things up
Farming — yield per plant
Armor & Weapons
Your skills
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.
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.