[EN] Project Zomboid B42: A Tier-list of all perks (Vanilla + More Traits)
Introduction / General information
RUSSIAN ver - https://steamcommunity.com/sharedfiles/filedetails/?id=3648994605
IF YOU WANT TO TRANSLATE THIS MANUAL INTO ANOTHER LANGUAGE, PLEASE LEAVE LINKS TO THE ORIGINAL VERSIONS (RU, EN) FROM THE AUTHOR OF "Мил@шк@ Чародейка".
The breakdown includes a full list of vanilla traits, as well as a massive addition from the popular More Traits mod, which significantly expands character customization options.
- Relevance to Build 42: All key mechanic changes are taken into account, including the crafting system overhaul, gear durability, and updated shooting balance.
- Subjective/Objective Rating: Perks are distributed into tiers based on their point cost and real utility in long-term survival.
- Build Flexibility: The tier list style division allows you to quickly combine negative and positive traits without critical harm to the character.
Note: due to frequent beta patches, some values or mechanics may change. If you notice a discrepancy, write in the comments, the guide will be updated as fixes are released.
Smash that like button and add to favorites if the guide helped. This is the best support.
S-Tier — The Best Traits (Positive)
Specific changes (in numbers):
[Buff] 130% capacity for all containers, including crates, cupboards, car trunks, and backpacks.
Top-1 perk for hoarders. More loot in the backpack, more loot in the car, more loot at the base. Must-have.
Specific changes (in numbers):
[Buff] +4 Strength, +40% to zombie knockback power (damage is not increased).
One-shots and more loot. Leveling strength from zero is hell, so taking it from the start is mandatory. The foundation of any build.
Specific changes (in numbers):
[Buff] +4 Fitness. +20% to running and sprinting speed. -20% endurance consumption when running and sprinting.
Allows you to fight and run longer. If you're tired, you're dead. Like "Strong," it's survival basics.
Specific changes (in numbers):
[Buff] Activation when Health < 15% (or 25% in multiplayer) or when dragged down into a crowd (DragDown).
- Restores health to 100%.
- Cures infection (zombie virus) if enabled in settings.
- Knocks down all zombies in a 3.0-meter radius.
- Cooldown: 7 days (configurable).
Insurance against lag, bugs, or your own stupidity. Saves your life and cures a bite once a week. Insanely OP.
Specific changes (in numbers):
[Buff] When infected (Zombie Infection > 0):
- Infection resets to 0.
- Applies "fake" fever (Zombie Fever = 100) to simulate illness.
- Starts recovery timer (from 10 to 30 days).
[Debuff] During illness, health decreases periodically, simulating the body's struggle.
Makes bites non-lethal (but you'll be sick for a month). Breaks game balance, but if you're afraid of dying take it.
Specific changes (in numbers):
[Buff] Reduces item transfer time by 50%.
Saves your real time. Without it, moving loot is torture. For 2 points, always take it.
Specific changes (in numbers):
[Buff] 130% XP for all skills except Strength and Fitness.
Speeds up leveling of weapons, crafting, and everything else. Saves hours of grind. Definitely S-tier.
+1 Nimble.
Specific changes (in numbers):
[Buff] When taking damage (bite, scratch, laceration):
- 33% chance (configurable in sandbox) to completely ignore damage and infection.
- Plays "EvasiveBlocked" animation and shows "*dodge*" text.
Every third bite won't land. Extra armor layer + Nimble. Big thumbs up.
- Hasta la vista, baby.
Triple aiming speed, increased shooting range, reduced panic and stress while holding a firearm.
+3 Aiming, +2 Reloading, +1 Nimble.
Does not give a bonus to experience gain.
Specific changes (in numbers):
[Buff] At start: +3 Aiming, +2 Reloading, +1 Nimble.
[Buff] If holding a firearm and aiming:
- Stress decreases by 0.01 every in-game minute.
- Panic decreases by 10 every in-game minute.
- Shooting range (MaxRange) increases by +5.
- Gun jam chance (JamGunChance) is divided by 2 (halved).
- Minimum and Maximum weapon damage increases by 25% (x1.25).
- Aiming time (AimingTime) in code is multiplied by 2 (possibly a technical feature to implement "instant" aiming or conversely, slowing down for balance, although description says acceleration).
Turns you into John Wick. Expensive (14 points), but with this perk, any gun becomes a weapon of mass destruction.
Specific changes (in numbers):
[Buff] +2 Strength.
Budget version of "Strong". If you lack points for the big brother take this, strength is always needed.
Specific changes (in numbers):
[Buff] Shoe stomp power (StompPower) increases by formula: (Base * 2) + 1.
One-shots prone zombies. Saves weapon durability. For 2 points it's a gift.
Specific changes (in numbers):
[Buff] 200% perception radius. Zombies sneaking from behind become visible much earlier.
Legal cheat. You see zombies behind you 2 times further. Saves from "ninjas" in toilets. Must-have.
Specific changes (in numbers):
[Buff] At start, adds "Base.Bag_NormalHikingBag" (Big Hiking Bag).
*Backpack is automatically equipped on back if slot is free.*
Best start for 1 point. Immediately have somewhere to put loot, no need to search for bags in dumpsters. Pays off instantly.
+1 Long Blunt.
Specific changes (in numbers):
[Buff] Only for Crowbar:
- Min/Max damage: +0.1 (+ Strength/Skill bonus).
- Damage to doors: +7 (+ bonus). Damage to trees: +15 (+ bonus).
- Crit chance: + (Strength + Long Blunt) / 2.
- Attack speed (SwingTime): -0.2 (faster).
Turns the crowbar into an S-tier weapon. Eternal killing stick. Gordon Freeman fans will appreciate.
A-Tier — Strong and useful
Specific changes (in numbers):
[Buff] Guaranteed to know recipes:
- Generator, Herbalist, Dough (all types), Traps (all types), Mechanics (all levels), Fishing Rods/Nets.
- Electronics (Radios, Timers, Remotes), Explosives (Bombs, Smoke, Noise).
- Metalworking (Walls, Sheets, Roofs, Containers).
[Buff] At start, additionally learns recipes (via script):
- If sandbox limit is on (IngenuitiveLimit): Learns 50% (or other number from settings) of all *unknown* recipes in the game randomly.
- If limit is off: Learns ALL recipes in the game.
Too expensive, but gives knowledge of 50% magazines (by default) + basics, sounds cool in perspective, especially if loot is scarce.
+1 Strength, +1 Fitness.
Specific changes (in numbers):
[Buff] Exercise XP multiplier: Adds 10% XP (at 200% setting). Formula: ((Setting * 0.01) - 1) * 0.1.
[Buff] Completely removes muscle soreness and fatigue from exercise (Stiffness set to 0).
Mandatory if you plan to level stats from zero. No pain is OP for the grind.
+1 Fitness.
Specific changes (in numbers):
[Buff] Activation: If Endurance < 0.5 OR Fatigue > 0.8, and more than 2 zombies nearby (5 tiles).
- Endurance restored to 1.0 (100%).
- Fatigue reduced to 0.4 (if it was higher).
- Cooldown: 14 days.
Saves from the "death spiral" when the character suffocates in a crowd. Top tier for beginners.
+1 Aiming, +1 Reloading.
Specific changes (in numbers):
[Buff] Durability: 33% chance to restore 1 unit of durability when shooting.
[Buff] Ammo: Chance (Aiming + Reloading + 10)% to restore a round in the magazine immediately after shooting (infinite shooting with luck).
For 7 points we get excellent bonuses. Take it if you want to be an ultimate shooter.
Specific changes (in numbers):
[Buff] For the corresponding weapon type:
- Chance of extra effect (crit): 5% + Skill Level + (Lucky/Unlucky).
- Damage: On hit, ADDITIONAL damage is dealt via script.
- Extra damage formula: (BaseDamage * 1.2) * 0.1. (Meaning +12% of base).
- If "crit" triggered (chance above): Base for calculation doubles (extra damage will be 24% of normal).
- Durability: If durability drops, there is a 33% chance to restore 1 unit of durability immediately.
Blunt is the most common weapon in the game. Very cool perk, take it for melee fighters.
Specific changes (in numbers):
[Buff] For the corresponding weapon type:
- Chance of extra effect (crit): 5% + Skill Level + (Lucky/Unlucky).
- Damage: On hit, ADDITIONAL damage is dealt via script.
- Extra damage formula: (BaseDamage * 1.2) * 0.1. (Meaning +12% of base).
- If "crit" triggered (chance above): Base for calculation doubles (extra damage will be 24% of normal).
- Durability: If durability drops, there is a 33% chance to restore 1 unit of durability immediately.
Excellent boost for specialization. If you plan to play with spears, this is mandatory.
Specific changes (in numbers):
[Buff] For the corresponding weapon type:
- Chance of extra effect (crit): 5% + Skill Level + (Lucky/Unlucky).
- Damage: On hit, ADDITIONAL damage is dealt via script.
- Extra damage formula: (BaseDamage * 1.2) * 0.1. (Meaning +12% of base).
- If "crit" triggered (chance above): Base for calculation doubles (extra damage will be 24% of normal).
- Durability: If durability drops, there is a 33% chance to restore 1 unit of durability immediately.
Excellent boost for specialization. If you plan to play with blades, this is mandatory.
Cheap source of the most important combat stat. For 3 points, it's a freebie.
Specific changes (in numbers):
[Buff] -30% fatigue accumulation rate, +10% sleep efficiency.
Sleep less, loot more. Simple as that.
Specific changes (in numbers):
[Buff] +1 Carpentry, +1 Maintenance. +100 HP to all buildings. Increases construction speed (≈11%).
Maintenance is the most important skill for saving weapons. 8 points is a bit expensive, but acceptable.
Specific changes (in numbers):
[Buff] Chance to avoid injury from zombie attack multiplied by 1.3 (base 15%, modified by weapon skill). Chance to tear clothes when walking through trees reduced to 1 in 13.
Passive protection against mistakes. 8 points is expensive, but for beginners it's perfect.
Specific changes (in numbers):
[Buff] +2 Fitness.
Younger brother of "Athletic". Can be taken if, again, you can't afford the big brother.
Specific changes (in numbers):
[Buff] Deals ADDITIONAL damage to zombies if character is in bad condition.
- Damage added as a separate tick (Target HP - ExtraDamage).
- Extra damage multiplier (from base):
- At Endurance < 0.25 OR Fatigue > 0.8 OR Pain > 75: +200% (x2.0).
- At Endurance < 0.50 OR Fatigue > 0.7 OR Pain > 50: +150% (x1.5).
- At Endurance < 0.75 OR Fatigue > 0.6 OR Pain > 20: +125% (x1.25).
[Buff] Reduces injury speed (animations/timers):
- Scratches and Lacerations: +30 to healing speed modifier.
- Deep wounds and Burns: +60 to modifier.
Sounds very cool against large hordes of zombies.
+2 Aiming, +2 Reloading.
Specific changes (in numbers):
[Buff] At start: +2 Aiming, +2 Reloading.
[Buff] Foraging bonuses:
- Vision radius: +0.5.
- Chance to find category: Ammunition (+3%).
A bit pricey, but 2 aiming is 2 aiming.
For 5 points it gives too little, but again, it's blunt. So a boost from the start is a must-have.
DUE TO STEAM LIMITATIONS A-TIER CONTINUES BELOW
A-Tier — Strong and Useful (CONTINUED)
Specific changes (in numbers):
[Buff] When opening a container, there is a chance to find duplicate items.
- Trigger chance per container: 10% (base).
- Lucky adds +5% (Total 15%).
- Unlucky subtracts -5% (Total 5%).
- Chance for each item inside to be duplicated: 10% (base) +/- Luck.
- Item chance bonuses: Food/Batteries (+10%), Weapons (+5%).
[Buff] Quantity found:
- If item count is 1: Chance to find 1 more.
- If item count is 2-4: +130% (adds 1.3x of quantity).
- If item count is 5+: +260% (adds 2.6x of quantity).
*For cigarettes and nails calculation is in packs of 20.*
[Buff] Foraging bonuses:
- Vision radius: +1.0.
- Chance to find category: Forest rarities, Medicine, Ammunition, Makeshift weapons (+5%).
More loot in containers. Interesting perk, can't go anywhere without loot, so we take it.
Specific changes (in numbers):
[Buff] At start: +2 Maintenance level.
Maintenance is hard to level, and here we get 2 maintenance for 3 points from the start, cool.
Specific changes (in numbers):
[Buff] At start: +2 Aiming level.
2 aiming for 3 points? A steal, take it for shooters.
Specific changes (in numbers):
[Buff] Allows reading recipes and learning crafts requiring a higher skill level than currently possessed.
Since build 42 has more crafts, -1 required level for crafting and recipes (from magazines) is super.
Specific changes (in numbers):
[Buff] +1 Lightfooted, +1 Nimble.
Another source of Nimble. Lightfooted as a bonus.
B-Tier — Situational
+1 Sprinting, +1 Fitness.
Specific changes (in numbers):
[Buff] At start: +1 Sprinting, +1 Fitness.
In combination with "Athletic", not bad.
Specific changes (in numbers):
[Buff] When inspecting a zombie corpse:
- Trigger chance: 1.0% (base, configurable) + (Luck * 0.2%).
- Modifiers: Scrounger (+0.2%), Inattentive (-0.2%).
- Reward: Random item from list (from food and ammo to weapons, bags, and generators).
- Quantity: 1 + (0 to 3 random items).
Sounds like a gold mine, in reality a pile of dirty rags and a rare can of stew. RNG is too cruel to spend 7 points.
Specific changes (in numbers):
[Buff] Base carry weight (MaxWeightBase) set to: 10 + (Strength / 5).
(Standard game value: 8).
Increases carry weight of inventory only (excluding bags). Depends on strength. Cool, but a bit expensive.
Younger brother of "Prowess: Blade", but without bonuses to slow wear and damage. Can be taken as a pair.
Specific changes (in numbers):
[Buff] +20% better vision at night. Improves Foraging.
Excellent perk for night raids considering the lighting overhaul in build 42.
Specific changes (in numbers):
[Buff] Increased field of view. Improves Foraging.
Very cool paired with "Cat's Eyes", not so much without it. Recommend taking as priority for night raids.
Specific changes (in numbers):
[Buff] Receives only 30% panic from all sources (except nightmares).
Stable damage in melee combat.
Specific changes (in numbers):
[Buff] Car characteristics when driving:
- Braking power: x2.0.
- Max speed: x1.25.
- Engine power: x3.0.
- Engine volume: x0.25 (quieter).
- Off-road efficiency: x2.0.
Useful to not aggro the whole town with engine sound. Be careful on the roads!
Specific changes (in numbers):
[Buff] +10% chance to find rare loot. -5% chance of failure when repairing items. Improves search mode.
Pleasant bonus in the long run. Advise taking!
+1 Fitness.
Specific changes (in numbers):
[Buff] Has an internal pool of "extra endurance" (5 units).
- If current endurance < 0.85, it replenishes from this pool (by 0.05 or sandbox setting).
- Pool regenerates when endurance is full (1.0).
Good alternative or addition to Athletic. For inexperienced fighters fits 100%.
Specific changes (in numbers):
[Buff] At start: +2 Axe level, +1 Carpentry level.
Axes remain a top weapon especially with the "Lumberjack" profession.
Specific changes (in numbers):
[Buff] At start: +1 Mechanics level, +2 Electrical level.
Sounds cool, pity it doesn't give 2 Mechanics and 1 Electrical for hotwiring cars, but still not bad.
+1 Metalworking, +1 Maintenance.
Specific changes (in numbers):
[Buff] At start: +1 Metalworking, +1 Maintenance.
[Buff] Recipes: Unlocks unique recipes for processing scrap metal into usable materials (Pipes, Sheets).
Put it here purely because of Maintenance. Otherwise the perk is not very good.
Specific changes (in numbers):
[Buff] +1 Long Blunt.
+ "Carve Bat" recipe, cool if you're going to play with bats.
Specific changes (in numbers):
[Buff] 130% XP for all crafting skills.
In the long run, for 3 points, it simplifies leveling. You can take it safely.
(Deals only half damage, but receives a bonus to damage and critical hit chance depending on the number of zombies nearby.)
Specific changes (in numbers):
[Debuff] Base damage with any weapon reduced by 50% (x0.5). *Note: In MoreTraits.lua code there is no explicit damage reduction, only the bonus calculation uses half damage. Perhaps reduction is implemented in another file. I didn't find it :(*
[Buff] Bonuses for zombies nearby:
- Distance < 2 tiles: +10% crit chance, +1.0 damage multiplier.
- Distance < 5 tiles: +5% crit chance, +0.4 damage multiplier.
- Distance < 10 tiles: +2% crit chance, +0.2 damage multiplier.
- Crit damage increased 5 times (x5) instead of standard.
Makes you Rambo, but only when things get heated. If you love rushing into a crowd screaming your choice, but a mistake will cost dearly.
C-Tier — Weak
+1 Strength, +1 Short Blunt.
Specific changes (in numbers):
[Buff] If 3 or more zombies are around the player (distance 1.75 tiles):
- Trigger chance: 5% (base) + (Luck/Unluck affects chance).
- Effect: One of the zombies is pushed back (StaggerBack).
- Cooldown: 60 ticks (1 second) after triggering.
Chance to push back a zombie when surrounded. Weak for 5 points, better just not to get caught.
Specific changes (in numbers):
[Buff] 50% thirst.
There is a lot of water in the world.
Again, for stealth for 2 points it's decent.
Specific changes (in numbers):
[Buff] Chance to find a unique item in crates or on metal shelves.
- Chance: 1 in 150 (10 out of 1500, configurable in sandbox).
- Chance modifiers: Lucky (+1), Dextrous (+1), All Thumbs (-1), Scrounger (+1), Inattentive (-1).
[Item List]:
- Rare Antique Axe (AntiqueAxe)
- Heavy Antique Sledgehammer (Thumper)
- Obsidian Dagger (ObsidianBlade)
- Expanded Hiking Bag (PackerBag)
- Worn Crowbar (BloodyCrowbar)
- Collectible Bat (Slugger)
- Antique Armor (Jacket, Vest, Boots)
- Antique Weapons (Spear, Hammer, Katana)
- Collector Magazines (give XP or recipes).
Chance to find rare things. But for 6 points efficiency is questionable, taking purely for the collection.
Specific changes (in numbers):
[Buff] 75% hunger.
There is also a lot of food in the world.
Specific changes (in numbers):
[Buff] Gives a fixed bonus of 0.20 or 0.25 to base speed at High or Extreme panic.
Useless waste of points. Character can run away from zombies anyway.
Specific changes (in numbers):
[Buff] When inspecting trash cans (bin):
- Trigger chance: 33% (base) + (Luck * 5%).
- Reward: Guaranteed to find food (canned food, leftovers, mushrooms).
- Quantity: 1 + (0 to 3 random items).
[Buff] Foraging bonuses:
- Vision radius: +0.7.
- Resistance to weather (+13) and darkness (+3).
- Chance to find category: Medicinal Plants (+5%), Trash (+10%).
More food in garbage bags, very interesting perk in combo with "Antique Collector", "Lucky", and "Scrounger".
Specific changes (in numbers):
[Buff] +1 Aiming, +1 Short Blade, +1 Sneaking, +1 Trapping. Improves search mode.
Very expensive (8 points), but gives +1 Aiming immediately. If you need to start shooting urgently it works.
Specific changes (in numbers):
[Buff] Action completion time is reduced.
- Base acceleration: -50% time (configurable).
- 10% chance to get extra bonus: +25% speed for Lucky or Dextrous.
- Reading books: Accelerated by 25% (or depends on reader's traits).
Convenient, but very expensive. The perk is balanced, but doesn't play a big role in solo survival.
(During sprint (not run) knocks down zombies in your path.)
Specific changes (in numbers):
[Buff] When sprinting (Alt), knocks zombies down at distance <= 1.0.
[Debuff] Consumes endurance on hit: (10 / Fitness Level) * 0.01.
[Buff] If you have the "Martial Artist" perk, deals damage to knocked down zombies (0.1 - 0.6 dmg * endurance modifier).
Allows you to break through a crowd if you are cornered. Honestly not great.
Cheap and powerful alternative to Handy for crafters. But no Maintenance, though for such a price you shouldn't expect otherwise.
Specific changes (in numbers):
[Buff] +1 Axe, +1 Long Blunt.
Cool, knows a few bat recipes, but a bit pricey.
Specific changes (in numbers):
[Buff] For all worn clothing:
- Item weight: x0.5.
- Run speed penalty (RunSpeedModifier): Set to 1.0 (no penalty).
- Combat speed penalty (CombatSpeedModifier): Set to 1.0 (no penalty).
The perk only reveals itself when the cold sets in. So it's questionable.
Specific changes (in numbers):
[Buff] During sleep:
- Fatigue decreases faster (extra reduction from 0.05 to 0.2 per hour).
- Completely removes neck pain upon waking up.
- Character automatically wakes up when fully rested (Fatigue <= 0).
Cool, practical, but a bit expensive.
Specific changes (in numbers):
[Buff] 60% footstep noise radius.
Great for stealth, stealth in this game is questionable, but for beginners it works.
Specific changes (in numbers):
[Buff] 50% chance to be spotted by zombies.
Again, great for beginners.
Specific changes (in numbers):
[Buff] Constant reduction of negative effects (every tick):
- Unhappiness: -0.01.
- Boredom: -0.005.
(Effectively makes character almost immune to boredom and depression under normal conditions).
Pleasant, but not critical. If loot is scarce in the world, you can take it to avoid searching for antidepressants or books.
Specific changes (in numbers):
[Buff] At start adds "Base.Bag_JanitorToolbox" (Toolbox), inside:
- 1x Car Battery (CarBattery1)
- 1x Screwdriver
- 1x Wrench
- 1x Lug Wrench
- 1x Tire Pump
- 1x Jack
[Buff] If sandbox setting is on (PreparedCarGasToggle), adds "Base.PetrolCan" (Gas Can) in secondary hand.
Cool start for a burglar (you can drive a car right from the start).
DUE TO STEAM LIMITATIONS NOT EVERYTHING FITS, SEE FURTHER
C-Tier — Weak (CONTINUED)
Starts with a bag of food and drink.
Specific changes (in numbers):
[Buff] At start adds "Base.Plasticbag" (Plastic Bag) to inventory, inside which:
- 1x Can Opener (TinOpener)
- 1x Canned Tomato
- 1x Canned Potato
- 1x Canned Carrots
- 1x Canned Broccoli
- 1x Canned Cabbage
- 1x Canned Eggplant
Saves you only if you spawned in a dense forest. In the city, food is abundant in every fridge.
Specific changes (in numbers):
[Buff] At start adds "Base.FirstAidKit" (First Aid Kit), inside:
- 1x Band-Aid (Bandaid)
- 1x Antidepressants
- 1x Disinfectant
- 1x Alcohol Wipes
- 1x Beta Blockers
- 1x Painkillers
- 1x Suture Needle
- 1x Tissues
- 1x Tweezers
- 4x Bandages (quantity configurable in sandbox: PreparedMedicalBandageAmount).
A first aid kit is good, but if you plan to take damage in the first 5 minutes of the game, I have bad news for you.
Specific changes (in numbers):
[Buff] At start adds to inventory:
- 1x Baseball Bat with Nails (Base.BaseballBat_Can)
- 1x Hunting Knife (Base.HuntingKnife)
Good choice for 'Very Insane' population where a bat is hard to find. In normal mode a crutch for the first half hour.
Specific changes (in numbers):
[Buff] 200% gear shifting speed, 115% max speed.
Often harmful due to noise. Be careful on the roads!
Specific changes (in numbers):
[Buff] Character receives "Generator Knowledge" flag (can connect and use generators without magazine).
The magazine is easy to find in the world. But if loot is scarce, take it.
Specific changes (in numbers):
[Buff] Automatically regulates calories when they change:
- If weight <= 78 (Underweight): Amplifies any calorie change by 50% (gains weight faster when eating, but also loses faster when hungry).
- If weight >= 82 (Overweight): Dampens any calorie change by 25% (gains weight slower, but also loses slower).
If you are too lazy to track macros and calories, then it sounds cool.
(Short Blunt skill level increases shove damage.)
+1 Fitness, +1 Short Blunt.
Specific changes (in numbers):
[Buff] At start: +1 Fitness, +1 Short Blunt.
[Buff] If no weapon in hands (or sandbox setting MartialWeapons enabled):
- Damage calculated from base shove damage.
- Crit chance: (5 + Short Blunt Level) * Scaling (setting).
- Crit damage: x4.
- XP Gain: Gives XP to "Short Blunt" skill for hits.
[Debuff] Endurance cost: -0.002 endurance per hit.
Weak against a crowd. There are enough weapons in the world, so not very useful.
Specific changes (in numbers):
[Buff] At start: +2 Sneaking level, +1 Lightfooted level.
For stealth it's okay, otherwise I don't recommend.
Not very good to be honest.
+1 Electrical, +1 Mechanics, +1 Tailoring.
Specific changes (in numbers):
[Buff] At start: +1 Electrical, +1 Mechanics, +1 Tailoring.
DIY kit for the lazy. These skills are leveled by dismantling a couple of cars and watches in a couple of game days. 5 points can be spent more usefully.
+1 Fishing, +1 Trapping, +1 Foraging, +1 Spear.
Specific changes (in numbers):
[Buff] At start: +1 to Fishing, Trapping, Foraging, Spear skills.
[Buff] Recipes: Unlocks "Stick Trap" and "Simple Fishing Rod" (makeshift) recipes.
[Buff] Foraging bonuses:
- Vision radius: +0.5.
- Resistance to weather (+13) and darkness (+5).
- Chance to find category: Animals (+5%), Berries/Mushrooms/Medicinal Plants (+3%).
The 'Young Naturalist' pack. Knows hunting recipes, but useful only for pure forest survival without visiting the city.
Specific changes (in numbers):
[Buff] +1 Glassworking, +1 Pottery.
Pottery and glassblowing are for The Sims, not a zombie apocalypse. Absolutely useless unless you are building a palace for aesthetics.
Specific changes (in numbers):
[Buff] +1 Maintenance, +2 Blacksmithing.
If you want to grind blacksmithing from the very start, you can take it.
Specific changes (in numbers):
[Buff] 130% reading speed.
In single player there is fast forward. In multiplayer must-have, so you don't fall asleep in real life over a book.
Specific changes (in numbers):
[Buff] +1 First Aid, +1 Foraging. Improves search mode.
Cheap way to get Foraging. But it levels up by walking, and First Aid is not needed at all.
Specific changes (in numbers):
[Buff] +1 Farming. Improves search mode.
Farming levels up by practice, and books give a boost. Starting bonus is nice, but not critical. Better to find a packet of seeds.
Specific changes (in numbers):
[Buff] +1 Foraging. Allows finding medicinal plants, making medicines and identifying poisonous berries/mushrooms. Improves search mode.
Unlocks poultice crafts and herb foraging. If you are unlucky with the herbalist magazine take it boldly, otherwise you'll get poisoned by the very first berry.
Specific changes (in numbers):
[Buff] +1 Mechanics. Allows repairing standard and heavy cars.
Magazines can be found, mechanics can be leveled up on a couple of cars for the first level.
F-Tier — Trash
Specific changes (in numbers):
[Buff] 75% zombification speed, 45% cold chance, cold is weaker and passes faster.
Sooner or later you will become a zombie :).
Specific changes (in numbers):
[Buff] Wounds are less severe and heal faster. Includes scratches, lacerations, bullets, deep wounds, bites, and fractures.
What's the point of healing faster if the goal is not to take damage at all? Might be useful for beginners, but veterans prefer not to be bitten.
+2 Carpentry, +2 Electrical, +2 Metalworking, +2 Mechanics, +2 Tailoring.
Specific changes (in numbers):
[Buff] No XP penalty for skills: Blacksmithing, Carpentry, Carving, Electrical, Metalworking, Mechanics, Tailoring, Glassworking, Masonry, Pottery.
[Debuff] -75% experience for all other skills.
Kills versatility (-75% XP to other skills).
+2 Cooking, +2 Farming, +2 Fishing, +2 Trapping, +2 Foraging.
Specific changes (in numbers):
[Buff] No XP penalty for skills: Cooking, Farming, Foraging (plants), Trapping, Fishing, Search (Foraging), Tracking, Husbandry, Butchery.
[Debuff] -75% experience for all other skills.
[Buff] Foraging bonuses:
- Vision radius: +0.4.
- Resistance to weather (+13) and darkness (+5).
- Chance to find category: Animals, Berries, Mushrooms, Medicinal Plants, Wild Plants (+5%).
Kills versatility (-75% XP to other skills).
+4 Aiming, +4 Reloading.
Specific changes (in numbers):
[Buff] No XP penalty for skills: Aiming, Reloading.
[Debuff] -75% experience for all other skills.
Kills versatility (-75% XP to other skills).
+2 Short Blade, +2 Long Blade, +2 Short Blunt, +2 Long Blunt, +2 Axe, +2 Spear, +2 Maintenance.
Specific changes (in numbers):
[Buff] No XP penalty for skills: Axe, Blunt, Long Blade, Short Blade, Maintenance, Short Blunt, Spear.
[Debuff] -75% experience for all other skills.
Kills versatility (-75% XP to other skills).
Specific changes (in numbers):
[Debuff] Anemic: Health drops faster when bleeding (extra damage 0.4 or 0.8 for neck).
[Buff] Thick Blood: Health drops slower (heals 0.15 or 0.3 for neck, compensating for bleeding).
Just watch your wounds. Perk is useless.
Specific changes (in numbers):
[Buff] If character is sitting on ground or resting on furniture:
- Endurance recovers faster (+0.055 or +0.12 on furniture) every minute.
- Efficiency depends on fatigue (the higher the fatigue, the slower the regen).
Useless waste of points.
Specific changes (in numbers):
[Buff] 10% chance to catch a cold. 1% chance to get scratched when walking through forest. Lights campfire faster with notched plank. Improves search mode.
Useful for forest outings. Otherwise useless.
+8 First Aid.
Specific changes (in numbers):
[Buff] No XP penalty for skill: First Aid.
[Debuff] -75% experience for all other skills.
[Buff] Foraging bonuses:
- Vision radius: +0.2.
- Chance to find category: Medicinal Plants (+15%), Wild Plants, Crops, Berries, Mushrooms (+5%).
Kills versatility (-75% XP to other skills). First Aid is the worst thing imaginable in this game.
+2 Sprinting, +2 Lightfooted, +2 Sneaking, +2 Nimble.
Specific changes (in numbers):
[Buff] No XP penalty for skills: Lightfooted, Nimble, Sprinting, Sneaking.
[Debuff] -75% experience for all other skills.
Kills versatility (-75% XP to other skills). Can't even imagine why this is needed.
Specific changes (in numbers):
[Buff] At start adds "Base.PistolCase1" (Pistol Case), inside:
- 1x Box of 9mm Ammo
- 1x Box of .45 Ammo
- 1x Box of .44 Ammo
- 1x Box of .38 Ammo
- 1x Box of .223 Ammo
- 1x Box of .308 Ammo
- 1x Box of 5.56 Ammo
- 1x Box of Shotgun Shells
Ammo is there, but nothing to shoot with. Just dead weight in inventory.
Specific changes (in numbers):
[Buff] At start adds "MoreTraits.Bag_SmallHikingBag" (Small Hiking Bag), inside:
- 1x Matches
- 1x Tent Kit (TentGreen_Packed)
- 1x Beef Jerky
- 1x Soda
- 1x Fishing Rod
- 1x Fishing Line
- 1x Fishing Tackle
- 1x Battery
- 1x Flashlight (Torch)
- 1x Water Bottle
- 3x Stones (Stone2)
*Bag is automatically equipped on back if slot is free.*
Tourist's dream. If your plan is to run into the woods and eat bugs, this is your choice.
Specific changes (in numbers):
[Buff] At start adds "Base.Bag_FannyPackFront" (Fanny Pack Front), inside:
- Maps of towns: Muldraugh, Rosewood, Riverside, West Point, March Ridge.
- Maps of Louisville (9 parts).
- 1x Pencil
- 1x Eraser
[Buff] Digital watch (WristWatch_Right_DigitalBlack) is added and equipped.
Maps are useful, but they are in every gas station. Watch is a nice bonus. Take only if you are directionally challenged.
Specific changes (in numbers):
[Buff] At start adds "Base.Toolbox" (Toolbox), inside:
- 1x Screwdriver
- 1x Saw
- 1x Hammer
- 1x Box of Nails
- 8x Garbage Bags (Garbagebag)
Tools are basic, but easy to find in garages. Take only if you plan to barricade yourself in the very first minute of the game.
Specific changes (in numbers):
[Buff] Allows seeing calories/fats/proteins of any food, even without packaging. Improves search mode.
Built-in calorie calculator. If you are not a fitness trainer for whom knowing the macros of chips is vital skip it.
Specific changes (in numbers):
[Buff/Debuff] Modifies player movement vector.
- Fast: Sprint +75%, Run +50%, Walk +25% (configurable).
- Gimp: Sprint -25%, Run -50%, Walk -75% (configurable).
A bit expensive for 15%. But if you want to be faster than everyone take Sprinter or Athletic, the bonuses there are tastier.
F-Tier — Trash (CONTINUED)
+1 Cooking.
Specific changes (in numbers):
[Buff] Loot: 33% chance (plus luck) to turn rotten or stale food in a container into fresh upon first opening.
[Buff] Cooking:
- Cooking time reduced by 50% (cooks 2 times faster).
- Burning time increased by 100% (burns 2 times slower).
[Buff] Food effects (cooked):
- Hunger reduction: +50% efficiency.
- Unhappiness/Boredom/Stress/Fatigue from food: Reduced or removed completely.
[Buff] Foraging bonuses:
- Chance to find category: Mushrooms (+25%), Animals, Berries, Junk Food (+3%).
Sounds tasty, but zombies don't care about your culinary talents. Cooking levels up fast, and bonuses are too situational.
+1 Cooking, +1 Foraging.
Specific changes (in numbers):
[Buff] At start: +1 Cooking, +1 Foraging.
[Buff] Foraging bonuses:
- Vision radius: +0.2.
- Chance to find category: Animals, Berries, Mushrooms, Wild Plants, Junk Food (+5%); Medicinal Plants (+3%).
Neither here nor there. Foraging and Cooking are the easiest skills to level. Not worth 4 points.
Specific changes (in numbers):
[Buff] At start: +3 First Aid level.
Medicine in this game is an underdog skill. Scratches heal themselves, bites are fatal. +3 levels won't change anything.
Specific changes (in numbers):
[Buff] For improvised weapons:
- Deals ADDITIONAL damage via script.
- Normal weapons: +10% of dealt damage.
- If weapon has low break chance (ConditionLowerChance <= 2): +15% of damage.
- For spears: Repair chance 0, extra damage multiplier lower (+2.5% or +3.5%).
- Chance to repair on hit: 50% (plus luck). If item is durable (break chance <= 2), repair chance +25%.
Forks and spoons are funny, but inefficient. Even a simple plank is better.
Specific changes (in numbers):
[Buff] +1 Fishing. Can make and fix fishing rods. Improves search mode.
Doubt you'll have an urgent need to start fishing at the start.
Specific changes (in numbers):
[Buff] +1 First Aid.
Waste of points into thin air.
Specific changes (in numbers):
[Buff] +1 Foraging, +1 Trapping. Improves search mode.
Waste of points into thin air.
Specific changes (in numbers):
[Buff] +2 Cooking, +1 Butchery. Improves search mode.
There is enough food in the world, later you can find recipes in the world. So I don't recommend.
Specific changes (in numbers):
[Buff] +2 Masonry.
Waste of points into thin air.
Specific changes (in numbers):
[Buff] +1 Sprinting.
Waste of points into thin air.
Specific changes (in numbers):
[Buff] +1 Tailoring.
Waste of points into thin air.
Specific changes (in numbers):
[Buff] +2 Carving. Can create bone hooks, needles and sharpen bones. Improves search mode.
Waste of points into thin air.
Specific changes (in numbers):
[Buff] +1 Carving, +1 Foraging, +1 Knapping (Making stone tools), +1 Maintenance. Improves search mode.
Waste of points into thin air. Only for forest build.
Specific changes (in numbers):
[Buff] 50% chance of food poisoning. Poisoning passes faster.
Don't eat rotten food and everything will be fine.
S-Tier — Free Points (Negative)
Specific changes (in numbers):
[Debuff] Chance to avoid injury from zombie attack multiplied by 0.7. Chance to tear clothes when walking through forest increased to 1 in 3.
Similarly: avoid hits, and it's just +8 points.
Specific changes (in numbers):
[Debuff] 150% hunger. Gives +3% bonus to finding food, mushrooms and animals.
Food in the world is infinite. Free points, plus helps to eat stale food faster.
Specific changes (in numbers):
[Debuff] At start:
- Removes all clothing from character.
- Removes all items from inventory (including starter kits from other perks).
- If "ForgivingDeprived" setting is on, keeps Belt.
Clothing is found in the very first closet. Easy points.
Specific changes (in numbers):
[Debuff] 200% chance of food poisoning. Poisoning lasts longer.
Just don't eat rot and raw meat. Elementary.
Specific changes (in numbers):
[Debuff] Wounds are more severe and heal longer.
If you got wounded - sit it out at the base.
Specific changes (in numbers):
[Debuff] 125% zombification speed. 170% chance to catch a cold, cold is stronger and lasts longer.
Cold doesn't kill and is easily treated.
Specific changes (in numbers):
[Debuff] 70% reading speed.
In single player, time warp speeds it up.
Specific changes (in numbers):
[Debuff] -2 radius in search mode. Can be fixed with glasses.
Fully compensated by wearing glasses.
Specific changes (in numbers):
[Debuff] When digesting food (when health recovery from satiety is active):
- Head pain (Pain) grows proportionally to satiety duration.
- Formula: Pain += (Healing timer growth) * 0.01 every update tick.
Ignored or treated with painkillers.
Specific changes (in numbers):
[Debuff] 120% footstep noise radius (total noise area 144%).
Keep further away from zombie clusters.
Specific changes (in numbers):
[Debuff] 200% chance to be spotted by zombies.
Similarly, just keep as far away as possible.
A-Tier — Profitable
Specific changes (in numbers):
[Debuff] Stress constantly rises. Smoking reduces stress level.
Sea of cigarettes in the world. But in build 42 there are fewer and you need to smoke more.
Specific changes (in numbers):
[Debuff] Applies carsickness effect in a moving car.
If you don't read in the car and don't drive for hours these are free points.
Specific changes (in numbers):
[Debuff] If health decreased (damage taken):
- 33% chance to take extra damage = (Lost Health * 2).
- Chance to get a fracture or scratch with this damage.
For those who play "No Hit". A mistake costs life.
(Wounds are bandaged.)
Specific changes (in numbers):
[Debuff] At start character receives from 2 to 4 random injuries (ZombRand(1,4)+1).
- Wound types: Scratch, Burn (if enabled in sandbox), Laceration, Deep Wound (stitched).
- Condition: All wounds are immediately bandaged with alcohol bandages (Alcohol Bandage).
- Luck affects wound severity (reduces damage and healing time).
Heals in a couple of days. There is a chance to spawn with a burn.
Specific changes (in numbers):
[Debuff] Anemic: Health drops faster when bleeding (extra damage 0.4 or 0.8 for neck).
[Buff] Thick Blood: Health drops slower (heals 0.15 or 0.3 for neck, compensating for bleeding).
Watch your health condition.
B-Tier — Tolerable
Specific changes (in numbers):
[Debuff] When taking damage from zombies:
- Additional 25% chance (configurable) to get zombie infection, even if the attack wasn't a bite.
- Normal wounds get infected (Wound Infection) faster (+0.05 to wound infection level).
If you don't plan on getting bitten (and you shouldn't), these are free +10 points.
Specific changes (in numbers):
[Debuff] If outdoors between 8:00 and 17:00:
- "Sun pain" accumulates every minute: +1.0 (no protection) or +0.5 (with umbrella/hat). Max 40.
- Current head pain is set equal to this value (divided by 1.5 with umbrella, by 2 in safe time, by 4 indoors).
Forces a nocturnal lifestyle.
Specific changes (in numbers):
[Debuff] When using firearms:
- Aiming XP gain reduced by 25%.
- Unhappiness increases when aiming (+0.6).
- Max shooting range reduced by 5.
- Aiming time reduced by 20% (x0.8) - possibly aims faster but inefficiently.
Okay for melee builds.
Specific changes (in numbers):
[Debuff] Every minute while moving there is a chance to drop an item.
- Base chance: 3 out of 2000 (configurable).
- Modifiers: All Thumbs (+1), Dextrous (-1), Pack Mule (-1), Pack Mouse (+1), Luck.
- Inventory weight increases chance.
- Running (+5 to chance) and Sprinting (+10 to chance) significantly increase risk.
- Effect: Item from main or secondary hand falls to the ground.
If a weapon drops during combat, it will be unpleasant. Otherwise 12 points looks really cool.
Specific changes (in numbers):
[Debuff] 75% XP gain for all combat skills (weapons, maintenance, aiming).
Slows down leveling of combat skills. Considering how long weapons take to level it's pain. Not worth 4 points.
Specific changes (in numbers):
[Debuff] +30% fatigue accumulation rate, -10% sleep efficiency.
More sleep - less potential loot.
Specific changes (in numbers):
[Debuff] If Panic > 5:
- Every 20 ticks chance to scream/cry.
- Chance: 3 + (Panic / 10). Modified by luck and "Cowardly" trait.
- Effect: Makes a sound (radius 5 to 25 tiles depending on panic intensity) and floating text above head. Attracts zombies.
Can attract a horde at the most inopportune moment. 7 points is quite a lot.
Free points for food lovers. Gaining weight in Project Zomboid is easy as pie butter and margarine.
Specific changes (in numbers):
[Debuff] -10% chance to find rare loot. +5% chance of failure when repairing.
Less loot, higher chance of trouble.
C-Tier — Unpleasant
Specific changes (in numbers):
[Debuff] 200% panic gain.
Panic cuts damage and crits. Getting an eternal damage debuff for +2 points? No thanks.
Specific changes (in numbers):
[Debuff] Critical hit chance of any weapon is set to 1% (or mechanics of crits from other mod perks are blocked).
Kills all combat potential. Without crits you will be chipping away at zombies forever. Take only for pacifist challenges.
Specific changes (in numbers):
[Debuff] 400% time to transfer items.
Kills the game dynamics.
Specific changes (in numbers):
[Debuff] Every game hour there is a chance to fall into depression.
- Chance: 2% (base) +/- (Luck * 1%). If "Self Destructive", chance +1%.
- Effect: Adds +25 to Unhappiness.
[Mechanic] While character is in depression state (flag bToadTraitDepressed):
- Unhappiness forcibly set/reduced by 0.01 every tick (fixed decay rate, possibly blocking faster natural recovery).
- State passes when Unhappiness falls below 25.
Requires books or antidepressants.
Specific changes (in numbers):
[Debuff] Need: Must drink alcohol every 24 hours (configurable).
- If not drinking: Pain, Anger, and Stress begin to rise.
- Withdrawal: After 72 hours (configurable) severe withdrawal begins.
- Withdrawal effect: Poison level rises to 20-100% depending on time without drink. Can kill if "NonlethalAlcoholic" setting is not enabled.
[Buff] When drunk (>10): Resets need timer, removes Anger and Stress, reduces Fatigue.
[Buff] At start: Gives a bottle of Whiskey (Base.Whiskey) if enabled in settings.
A lot of points (+14), but requires constant search for booze. Risky, won't last long.
Specific changes (in numbers):
[Debuff] Action completion time increases.
- Base slowdown: +50% time (configurable).
- 10% chance to get extra penalty: +25% time for Unlucky or All Thumbs.
- Reading books: Slowed by 25% (or depends on reader's traits).
Gives a lot of points, but slows all actions by 50%. Deadly in combat (bandaging, transferring items).
Specific changes (in numbers):
[Debuff] Cooking:
- Cooking time increased by 50%.
- Food burns faster.
[Debuff] Food effects:
- Cooked food: Gives Unhappiness (-10), Boredom (-10), Stress (+10), Thirst (x2). Hunger reduction reduced by 25%.
- Raw food: Gives no happiness, but no mood penalties either.
Eat ingredients separately.
Ideal negative trait. Eat less supplies last longer. Solid pluses.
Specific changes (in numbers):
[Debuff] Panic rises when character is inside a building.
You can sleep outside or in large halls, passes with time (survival > month).
Specific changes (in numbers):
[Debuff] Base carry weight (MaxWeightBase) set to: 6.
Very annoying when looting.
Specific changes (in numbers):
[Debuff] If Unhappiness >= 25:
- Health limit calculated: 100 - (Unhappiness / 3). (If "Depressive", divisor is 2, penalty is stronger).
- If current health is above this limit, character takes damage (0.15) to random body parts every minute until health drops to limit.
Dangerous if you miss a mood swing. Won't kill your character, but if you don't fight bad mood, it will leave you with low HP.
Specific changes (in numbers):
Not found(
Raccoon simulator. Have to wash constantly, otherwise stress eats you up. In late game with plumbing free points, at start tedious.
Specific changes (in numbers):
[Debuff] Sounds are muffled, perception radius reduced.
Dangerous. Do not recommend for beginners.
Specific changes (in numbers):
[Debuff] When opening a container there is a chance items will disappear.
- Trigger chance per container: 10% (base) +/- (Luck * 5%).
- Item removal:
- If item count is 1: 5% removal chance (Food +10%, Weapon +5%).
- If item count > 1: 1 removed.
- If item count >= 5: 2 removed.
[Debuff] Foraging penalties:
- Vision radius: -1.0.
- Chance to find category: Forest rarities, Medicine, Ammunition, Makeshift weapons (-5%).
Less loot - harder life. But 10 points sounds tempting.
Specific changes (in numbers):
[Debuff] While running or sprinting every frame there is a chance to fall.
- Base chance (denominator): 100 out of 500,000 (0.02% per frame).
- Skills: Each level of Sprinting and Nimble adds +12,500 to denominator (reduces chance).
- Sprinting: Increases fall chance (denominator multiplied by 0.6).
- Modifiers: Graceful (x1.2 to protection), Clumsy (x0.8), Luck (+/- 5%).
Very dangerous perk. You might fall at the wrong moment and get eaten.
Specific changes (in numbers):
[Debuff] 70% capacity for all containers.
Pain for a perfectionist. Will get in the way a lot at the start of the game.
F-Tier — Sadomasochism
Specific changes (in numbers):
[Debuff] 100% thirst.
In this build gives only **+1 point** (instead of +6 in build 41). Absolutely not worth the water micromanagement it adds.
Specific changes (in numbers):
[Debuff] Car characteristics when driving:
- Braking power: x0.5.
- Max speed: x0.75.
- Engine power: x0.66.
- Engine volume: x1.5 (louder).
- Off-road efficiency: x0.5.
Driving turns into a wheelchair ride. Plus sounds like a helicopter.
Specific changes (in numbers):
[Debuff] Every minute chance of attack is checked.
- Threshold: 1 + (Stress * 2).
- Effect:
- Plays "ZombieSurprisedPlayer" sound (scary detection sound).
- Panic increases by +25.
- Stress increases by +0.1.
- Character makes heavy breathing sound.
Hinders combat (cuts damage).
Specific changes (in numbers):
[Debuff] Panic rises outdoors. Reduced search radius (Foraging).
Worse than claustrophobia, as you have to fight outdoors more often.
Specific changes (in numbers):
[Debuff] 70% experience for all skills except Strength and Fitness.
Makes gameplay a boring grind.
Specific changes (in numbers):
[Debuff] -2 Strength.
Strength takes very long to level.
Specific changes (in numbers):
[Debuff] Acceleration slower by 40%. Max speed 30 km/h.
Deadly dangerous: car gets stuck in mud and cannot run over zombies.
Specific changes (in numbers):
[Debuff] At start all body parts receive "Burned" status.
[Debuff] If fire is nearby (radius 20 tiles, configurable):
- Panic: rises depending on fire proximity (Max: 100 * intensity).
- Stress: rises depending on fire proximity (Max: 0.1 * intensity).
[Debuff] Cannot equip incendiary items (Molotov cocktails etc.).
[Debuff] Cannot light campfires, BBQs and burn corpses.
You will die almost immediately. Challenge trait.
Specific changes (in numbers):
[Debuff] Automatically drops any item from secondary (left) hand.
[Buff] Left arm constantly heals to 100% (so there is no bleeding/infection from "missing" limb).
No two-handed weapons or bags. Too harsh.
Specific changes (in numbers):
[Debuff] Does not hear sounds. Radio doesn't work. Can watch TV with subtitles.
Hardcore mode. You won't hear danger.
Specific changes (in numbers):
[Debuff] 140% endurance consumption when running. 130% consumption when hitting.
You are a corpse in the very first prolonged fight.
(Fracture is splinted and bandaged.)
Specific changes (in numbers):
[Debuff] At start:
- Right shin (LowerLeg_R) is fractured.
- Leg is immediately splinted and alcohol bandaged.
- Luck affects fracture healing time.
Leg will take a very long time to heal.
Specific changes (in numbers):
[Buff/Debuff] Modifies player movement vector.
- Fast: Sprint +75%, Run +50%, Walk +25% (configurable).
- Gimp: Sprint -25%, Run -50%, Walk -75% (configurable).
They will catch you. And eat you.
Specific changes (in numbers):
[Debuff] Cannot read books to improve mood, recipe magazines and skill books.
No generators, no recipes, no leveling via books.
Specific changes (in numbers):
[Debuff] -2 Fitness.
Horrifying, you won't run far. Takes long to level.
Specific changes (in numbers):
[Debuff] -4 Fitness.
Without endurance you are a goner. Takes long to level.
Specific changes (in numbers):
[Debuff] -5 Strength. -40% knockback power.
Suffering. Suffering. Suffering. Suffering. Suffering
Specific changes (in numbers):
[Debuff] Sleeps fewer hours at a time, gets fully rested slower.
Character turns into a sleeping zombie.
Concluded
This concludes the breakdown of current perks for Build 42. Remember that Project Zomboid is a game about your death story, and even with the most "OP" set of traits, one careless step can be your last.
The tier list is a foundation, but don't be afraid to experiment and try strange combinations from More Traits, because that's how the most fun builds are found.
Don't forget to like and favorite. This motivates me to update the guide and make new breakdowns. IF THE GUIDE GETS A LOT OF FAME, I WILL RELEASE A MULTIPLAYER VERSION OF THE TIER LIST AND ANOTHER ver.
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