Fall Damage Explained - Project Zomboid Build 42.19
Quick summary
Fall damage is not only about how many floors you fall. The game mainly considers:
Factor
Effect
Fall height / impact speed
Main source of damage. Higher falls scale very hard.
Carried weight
More carried weight means more damage, especially when overloaded.
Body weight traits
Obese, Overweight, Emaciated and Very Underweight increase damage.
Fitness
Higher Fitness reduces damage.
Nimble
Higher Nimble reduces damage and helps with secondary injuries.
Landing surface
Natural ground can reduce damage.
Existing injuries
Previous wounds, deep wounds and fractures can greatly increase fall damage.
Randomness
The final damage has a random range, so the same fall may not always produce the exact same result.
Fall height and base danger
The game does not simply check “one floor, two floors, three floors”. It calculates the impact from the fall height / landing speed. The values below are simplified, but useful for understanding the danger.
Fall height value
Approximate result
Below 0.35
Usually ignored as fall damage.
0.35 - 0.5
Very light fall, usually no serious damage.
0.5 - 1.5
Light damaging fall.
1.5 - 2.5
Heavy fall.
2.5 - 3.5
Severe fall.
3.5 or higher
Usually lethal, except for a very rare lucky outcome.
Approximate base damage before modifiers
Before traits, skills, carried weight, surface and previous injuries are applied, the base damage can be roughly understood like this:
Important: these are not final values. The real result can be much higher or lower depending on your character and situation.
Fall height value
Approx. base damage range
0.5
19 - 38
1.0
38 - 77
1.5
58 - 115
2.0
77 - 153
2.5
96 - 192
3.0
115 - 230
3.5+
Normally lethal
Important: these are not final values. The real result can be much higher or lower depending on your character and situation.
Carried weight / overload
Carried weight has a major impact. The game compares your current carried weight against your maximum carry capacity.
The game does not directly check the Heavy Load moodle itself for fall damage. Instead, it checks the actual carried weight. The moodle is just a visible warning that your weight is becoming dangerous.
Situation
Effect
Lightly loaded
Lower fall damage.
Close to carry limit
Damage is closer to normal or slightly increased.
Overloaded
Damage can be greatly increased.
Very overloaded
The weight modifier can reach up to about x1.8.
The game does not directly check the Heavy Load moodle itself for fall damage. Instead, it checks the actual carried weight. The moodle is just a visible warning that your weight is becoming dangerous.
Body weight traits
Some weight-related traits directly increase fall damage.
This means both extreme high weight and extreme low weight are dangerous when falling.
Trait
Damage modifier
Obese
x1.4
Emaciated
x1.4
Overweight
x1.2
Very Underweight
x1.2
This means both extreme high weight and extreme low weight are dangerous when falling.
Fitness and Nimble
Fitness and Nimble both reduce fall damage.
Skill level
Modifier from each skill
0
x1.00
5
x0.75
10
x0.50
Because both Fitness and Nimble apply, a character with high levels in both skills can survive much better than an unfit character.
Example
Combined effect
Fitness 0 + Nimble 0
x1.00 total
Fitness 5 + Nimble 5
About x0.56 total
Fitness 10 + Nimble 10
About x0.25 total
So a very fit and nimble survivor can take much less fall damage than a weak, clumsy or untrained survivor.
Landing surface
Landing on natural ground can reduce damage.
Surface
Effect
Natural ground
About 20% less damage.
Other hard surfaces
No natural-ground reduction.
Natural ground also has a small extra chance to avoid damage, but this is not reliable enough to depend on.
Existing injuries make falls much worse
Previous injuries can multiply the final fall damage. This is especially dangerous with fractures or deep wounds.
Body area
Normal wound
Deep wound
Fracture
Legs
x1.01
x1.2
x2.5
Feet
x1.01
x1.05
x1.75
Arms
x1.01
x1.15
x1.5
Hands
x1.01
x1.05
x1.25
Torso / neck / groin / spine
x1.01
x1.2
x2.2
Head
x1.01
x1.01
x1.05
These modifiers can stack. Falling while already injured, especially with a fractured leg or torso injury, can turn a survivable fall into a deadly one.
Secondary injuries
After the impact damage, the game can also create extra injuries.
Light falls usually affect legs and feet. Severe falls can affect more body parts and may roll for more than one injury.
Possible result
Notes
Fracture
Only if fractures are enabled in sandbox settings.
Deep wound
Can happen instead of a fracture.
Stiffness
Can be applied to affected body parts.
Light falls usually affect legs and feet. Severe falls can affect more body parts and may roll for more than one injury.
Do moodles affect fall damage?
Most moodles do not directly modify the fall-impact damage calculation.
In practice, the most important “moodle-related” danger is Heavy Load, because it usually means your carried weight is high.
Moodle / state
Direct effect on fall damage?
Notes
Heavy Load
Indirect
The moodle itself is not used, but carried weight is very important.
Pain
Indirect
Pain itself is not the modifier, but the injury causing pain may increase fall damage.
Panic
No direct modifier seen
Does not appear to directly increase landing damage.
Tired / Exhausted
No direct modifier seen
Not directly used in the main impact damage calculation.
Sick
No direct modifier seen
Not directly used in the main impact damage calculation.
In practice, the most important “moodle-related” danger is Heavy Load, because it usually means your carried weight is high.
Practical survival tips
- Do not jump from high places while overloaded.
- Drop heavy bags before climbing or jumping if possible.
- Injured legs, feet or torso make falls much more dangerous.
- Fitness and Nimble can greatly reduce fall damage.
- Obese, Overweight, Emaciated and Very Underweight characters are more vulnerable.
- Natural ground is safer than hard surfaces, but it is not a guarantee.
- A fall that is survivable once can still kill you if the random damage roll is worse or if you are carrying more weight.
Most dangerous combination
The worst fall situation is:
Short version: the safest survivor is light, healthy, fit, nimble, and not already injured. The most vulnerable survivor is overloaded, injured, unfit, and falling onto a hard surface.
Risk factor
Why it is dangerous
High fall
Main source of damage.
Overloaded inventory
Can heavily multiply damage.
Low Fitness
Less damage reduction.
Low Nimble
Less damage reduction and worse injury outcomes.
Bad body-weight trait
Obese, Emaciated, Overweight or Very Underweight increases damage.
Existing fractures or deep wounds
Can multiply damage dramatically.
Hard landing surface
No natural-ground damage reduction.
Short version: the safest survivor is light, healthy, fit, nimble, and not already injured. The most vulnerable survivor is overloaded, injured, unfit, and falling onto a hard surface.
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