Skill: Index

Skills are permanent character specializations that progress in real-time. Training a skill does not consume AP.

🔗 Skill Dependencies

graph LR
 subgraph general[Survival Skills]
  ap_capacity["AP Capacity"]
  rest_recovery["Rest Recovery"]
  preparedness["Preparedness"]
  inventory_capacity["Pack Mule"]
  mental_fortitude["Mental Fortitude"]
  stim_usage["Stim Conditioning"]
  field_medicine["Field Medicine"]
  vitality_training["Vitality Training"]
  eidetic_memory["Eidetic Memory"]
 end
 subgraph scavenging[Scavenging & Logistics]
  scavenger_eye["Scavenger's Eye"]
  salvage["Salvage"]
  keen_appraisal["Keen Appraisal"]
  careful_search["Careful Search"]
 end
 subgraph town_management[Engineering & Operations]
  field_pull["Field Pull"]
  town_stewardship["Town Stewardship"]
  escort_leadership["Escort Leadership"]
  drone_operator["Drone Operator"]
  drone_logistics["Drone Logistics"]
 end
 subgraph construction[Construction]
  construction_brief["Construction Brief"]
  field_engineering["Field Engineering"]
  generator_operations["Generator Operations"]
  power_infrastructure["Power Infrastructure"]
  inspection["Inspection"]
  structural_repair["Structural Repair"]
  safe_dismantling["Safe Dismantling"]
  surveying["Surveying"]
  site_foreman["Site Foreman"]
  preventive_maintenance["Preventive Maintenance"]
  material_recovery["Material Recovery"]
 end
 subgraph fighting[Combat & Defense]
  monster_composure["Monster Composure"]
  weapon_maintenance["Weapon Maintenance"]
  sweeping_strikes["Sweeping Strikes"]
  critical_hits["Critical Hits"]
  weapon_familiarity["Weapon Familiarity"]
  brace["Brace"]
  threat_assessment["Threat Assessment"]
 end
 subgraph fishing[Fishing]
  basic_angling["Basic Angling"]
  net_fishing["Net Fishing"]
  water_reading["Water Reading"]
  sustainable_fishing["Sustainable Fishing"]
 end
 subgraph hunting[Hunting]
  track_signs["Track Signs"]
  stalking["Stalking"]
  field_dressing["Field Dressing"]
  selective_hunt["Selective Hunt"]
 end
 subgraph farming[Farming]
  cultivation["Cultivation"]
  irrigation["Irrigation"]
  seed_saving["Seed Saving"]
  careful_harvest["Careful Harvest"]
 end

 ap_capacity -->|Lvl 2| rest_recovery
 preparedness -->|Lvl 2| scavenger_eye
 ap_capacity -->|Lvl 1| inventory_capacity
 escort_leadership -->|Lvl 1| field_pull
 surveying -->|Lvl 1| construction_brief
 eidetic_memory -->|Lvl 2| mental_fortitude
 town_stewardship -->|Lvl 1| escort_leadership
 power_infrastructure -->|Lvl 1| generator_operations
 preparedness -->|Lvl 2| stim_usage
 stim_usage -->|Lvl 1| field_medicine
 inventory_capacity -->|Lvl 1| vitality_training
 field_medicine -->|Lvl 1| monster_composure
 scavenger_eye -->|Lvl 1| salvage
 field_engineering -->|Lvl 1| drone_operator
 drone_operator -->|Lvl 4| drone_logistics
 field_engineering -->|Lvl 1| power_infrastructure
 ap_capacity -->|Lvl 1| weapon_maintenance
 weapon_familiarity -->|Lvl 1| sweeping_strikes
 sweeping_strikes -->|Lvl 2| critical_hits
 rest_recovery -->|Lvl 1| eidetic_memory
 weapon_maintenance -->|Lvl 1| weapon_familiarity
 monster_composure -->|Lvl 1| brace
 scavenger_eye -->|Lvl 1| keen_appraisal
 field_engineering -->|Lvl 1| inspection
 preventive_maintenance -->|Lvl 1| structural_repair
 inspection -->|Lvl 2| safe_dismantling
 brace -->|Lvl 1| threat_assessment
 scavenger_eye -->|Lvl 1| careful_search
 field_engineering -->|Lvl 1| surveying
 construction_brief -->|Lvl 1| site_foreman
 inspection -->|Lvl 1| preventive_maintenance
 safe_dismantling -->|Lvl 1| material_recovery
 cultivation -->|Lvl 1| irrigation
 seed_saving -->|Lvl 1| careful_harvest
 basic_angling -->|Lvl 1| net_fishing
 water_reading -->|Lvl 1| sustainable_fishing
 track_signs -->|Lvl 1| stalking
 field_dressing -->|Lvl 1| selective_hunt

 click ap_capacity "/Skills/ap_capacity"
 click rest_recovery "/Skills/rest_recovery"
 click preparedness "/Skills/preparedness"
 click scavenger_eye "/Skills/scavenger_eye"
 click inventory_capacity "/Skills/pack_mule"
 click field_pull "/Skills/field_pull"
 click construction_brief "/Skills/construction_brief"
 click mental_fortitude "/Skills/mental_fortitude"
 click field_engineering "/Skills/field_engineering"
 click town_stewardship "/Skills/town_stewardship"
 click escort_leadership "/Skills/escort_leadership"
 click generator_operations "/Skills/generator_operations"
 click stim_usage "/Skills/stim_conditioning"
 click field_medicine "/Skills/field_medicine"
 click vitality_training "/Skills/vitality_training"
 click monster_composure "/Skills/monster_composure"
 click salvage "/Skills/salvage"
 click drone_operator "/Skills/drone_operator"
 click drone_logistics "/Skills/drone_logistics"
 click power_infrastructure "/Skills/power_infrastructure"
 click weapon_maintenance "/Skills/weapon_maintenance"
 click sweeping_strikes "/Skills/sweeping_strikes"
 click critical_hits "/Skills/critical_hits"
 click eidetic_memory "/Skills/eidetic_memory"
 click weapon_familiarity "/Skills/weapon_familiarity"
 click brace "/Skills/brace"
 click keen_appraisal "/Skills/keen_appraisal"
 click inspection "/Skills/inspection"
 click basic_angling "/Skills/basic_angling"
 click track_signs "/Skills/track_signs"
 click cultivation "/Skills/cultivation"
 click structural_repair "/Skills/structural_repair"
 click safe_dismantling "/Skills/safe_dismantling"
 click threat_assessment "/Skills/threat_assessment"
 click careful_search "/Skills/careful_search"
 click surveying "/Skills/surveying"
 click site_foreman "/Skills/site_foreman"
 click preventive_maintenance "/Skills/preventive_maintenance"
 click material_recovery "/Skills/material_recovery"
 click irrigation "/Skills/irrigation"
 click seed_saving "/Skills/seed_saving"
 click careful_harvest "/Skills/careful_harvest"
 click net_fishing "/Skills/net_fishing"
 click water_reading "/Skills/water_reading"
 click sustainable_fishing "/Skills/sustainable_fishing"
 click stalking "/Skills/stalking"
 click field_dressing "/Skills/field_dressing"
 click selective_hunt "/Skills/selective_hunt"

🩸 Survival Skills

SkillEffect
AP Capacity+1 max Action Points per level.
Rest RecoveryGain a chance for +1 extra AP each rest period (per hour): 10% per level, up to 50%.
PreparednessStart each new run with increasingly useful field gear.
Pack Mule+1 carried inventory slot per level (max +3).
Mental Fortitude+1 max Fear capacity per level (max +3).
Stim ConditioningTrain your metabolism to use AP recovery stims.
Field MedicineLearn proper wound care for medical supplies.
Vitality Training+10 max Health per level (max +50).
Eidetic MemoryRemember the lay of the land.

🔍 Scavenging & Logistics

SkillEffect
Scavenger’s Eye5% higher chance to find loot when searching (per level).
SalvageLearn to deconstruct items into base resources.
Keen AppraisalPreview likely loot families on your current tile before searching.
Careful SearchOptional slower searches that trade time for a better find chance.

🏗️ Engineering & Operations

SkillEffect
Field PullRequires Escort Leadership 1.
Town StewardshipUse the town resource tab responsibly.
Escort LeadershipLead an escort group and invite friends to follow you.
Drone OperatorOperate autonomous cargo drones safely.
Drone LogisticsTune cargo drone flight systems for faster deliveries.

🔨 Construction

SkillEffect
Construction BriefPin one unfinished town construction (or a thin stock work order) to every survivor’s HUD so the crew can focus deposits.
Field EngineeringOperate and calibrate advanced field facilities.
Generator OperationsSafely run and refuel the town generator.
Power InfrastructureInstall and recover field relay poles.
InspectionInspect field structures to view durability.
Structural RepairRestore more durability when repairing field structures such as power poles.
Safe DismantlingImprove the chance of recovering materials when dismantling eligible structures.
SurveyingSurvey your current tile for power-pole placement constraints and a quick town-build readiness summary.
Site ForemanCoordinate cooperative town builds.
Preventive MaintenanceMaintain field structures so repairs are cheaper and siege damage is reduced on poles you service.
Material RecoveryWhen dismantling fails to recover the structure itself, salvage a capped share of scrap materials instead.

⚔️ Combat & Defense

SkillEffect
Monster Composure+1 monster-tile fear resistance per level (max +5).
Weapon MaintenanceReduce weapon break chance when attacking monsters by 2% per level (up to 10%).
Sweeping StrikesEach attack has a chance to kill 1 extra monster: 5% per level (up to 25%).
Critical HitsEach attack has a chance to kill 2 extra monsters after dealing the weapon’s normal damage: 2% per level (up to 10%).
Weapon FamiliarityImprove minimum weapon damage against monsters by +1 per level (up to +3).
BraceSpend 1 AP to brace for the next monster retaliation, reducing damage taken by 10% per level (up to 30%).
Threat AssessmentPreview expected monster retaliation and weapon break risk before you commit to an attack.

🎣 Fishing

SkillEffect
Basic AnglingImprove shore fishing reliability.
Net FishingCast a makeshift net from shore without a rod.
Water ReadingPreview adjacent lake fish stocks before casting.
Sustainable FishingFish with less lasting depletion.

🏹 Hunting

SkillEffect
Track SignsRead forest sign to improve hunting success.
StalkingSpend 1 AP to prepare on a forest tile, then take a bonus to your next hunt there before midnight.
Field DressingWhen a hunt succeeds, chance to recover Hide Scrap for crafting in addition to meat.
Selective HuntChoose a light take that sometimes leaves local game in place.

🌾 Farming

SkillEffect
CultivationTend public farmland crops.
IrrigationWater crops more effectively so they ripen sooner.
Seed SavingChance to recover a Mutant Seed Pod when harvesting ripe crops.
Careful HarvestImprove usable yield when harvesting.

⏳ Training Times

Training times are fixed real-world intervals. See individual skill pages for specific level requirements.

48 items under this folder.